307 lines
18 KiB
C++
307 lines
18 KiB
C++
/************************************************************************************
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Authors : Bradley Austin Davis <bdavis@saintandreas.org>
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Copyright : Copyright Brad Davis. All Rights reserved.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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************************************************************************************/
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#pragma once
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#include <vector>
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namespace gl {
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namespace Error {
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enum {
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NONE = GL_NO_ERROR,
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INVALID_ENUM = GL_INVALID_ENUM,
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INVALID_VALUE = GL_INVALID_VALUE,
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INVALID_OPERATION = GL_INVALID_OPERATION,
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// STACK_OVERFLOW = GL_STACK_OVERFLOW,
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// STACK_UNDERFLOW = GL_STACK_UNDERFLOW,
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OUT_OF_MEMORY = GL_OUT_OF_MEMORY,
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};
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}
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namespace DrawMode {
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enum {
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POINTS = GL_POINTS,
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LINE_STRIP = GL_LINE_STRIP,
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LINE_LOOP = GL_LINE_LOOP,
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LINES = GL_LINES,
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LINE_STRIP_ADJACENCY = GL_LINE_STRIP_ADJACENCY,
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LINES_ADJACENCY = GL_LINES_ADJACENCY,
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TRIANGLE_STRIP = GL_TRIANGLE_STRIP,
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TRIANGLE_FAN = GL_TRIANGLE_FAN,
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TRIANGLES = GL_TRIANGLES,
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TRIANGLE_STRIP_ADJACENCY = GL_TRIANGLE_STRIP_ADJACENCY,
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TRIANGLES_ADJACENCY = GL_TRIANGLES_ADJACENCY,
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PATCHES = GL_PATCHES,
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};
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}
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inline void uniform(GLint location, GLfloat a) {
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glUniform1f(location, a);
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}
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inline void uniform(GLint location, GLint a) {
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glUniform1i(location, a);
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}
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inline void uniform(GLint location, const glm::vec2 & a) {
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glUniform2f(location, a.x, a.y);
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}
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inline void uniform(GLint location, const glm::vec4 & a) {
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glUniform4f(location, a.x, a.y, a.z, a.w);
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}
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inline void uniform(GLint location, const std::vector<glm::vec4> & a) {
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glUniform4fv(location, (GLsizei) a.size(), &(a[0][0]));
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}
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inline void uniform(GLint location, const glm::vec3 & a) {
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glUniform3f(location, a.x, a.y, a.z);
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}
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inline void uniform(GLint location, const glm::mat4 & a) {
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glUniformMatrix4fv(location, 1, GL_FALSE, glm::value_ptr(a));
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}
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inline void lineWidth(GLfloat width) {
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glLineWidth(width);
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}
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inline void clearColor(const glm::vec4 & c) {
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glClearColor(c.r, c.g, c.b, c.a);
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}
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inline void clearColor(const glm::vec3 & c) {
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glClearColor(c.r, c.g, c.b, 1.0);
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}
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inline void scissor(const glm::ivec2 & v, const glm::ivec2 & size) {
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glScissor(v.x, v.y, size.x, size.y);
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}
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inline void viewport( const glm::ivec2 & pos, const glm::ivec2 & size ) {
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glViewport(pos.x, pos.y, size.x, size.y);
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}
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inline void viewport( const glm::ivec2 & size ) {
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viewport(glm::ivec2(), size);
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}
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}
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namespace glm {
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template <typename T>
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inline float aspect(T const & size) {
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return (float) size.x / (float)size.y;
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}
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}
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// inline void ColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha );
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// inline void AlphaFunc( GLenum func, GLclampf ref );
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// inline void BlendFunc( GLenum sfactor, GLenum dfactor );
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// inline void LogicOp( GLenum opcode );
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// inline void CullFace( GLenum mode );
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// inline void FrontFace( GLenum mode );
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// inline void PointSize( GLfloat size );
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// inline void LineStipple( GLint factor, GLushort pattern );
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// inline void PolygonMode( GLenum face, GLenum mode );
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// inline void PolygonOffset( GLfloat factor, GLfloat units );
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// inline void PolygonStipple( const GLubyte *mask );
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// inline void GetPolygonStipple( GLubyte *mask );
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// inline void EdgeFlag( GLboolean flag );
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// inline void EdgeFlagv( const GLboolean *flag );
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// inline void ClipPlane( GLenum plane, const GLdouble *equation );
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// inline void GetClipPlane( GLenum plane, GLdouble *equation );
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// inline void DrawBuffer( GLenum mode );
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// inline void ReadBuffer( GLenum mode );
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// inline void Enable( GLenum cap );
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// inline void Disable( GLenum cap );
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// inline bool IsEnabled( GLenum cap );
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// inline void EnableClientState( GLenum cap ); /* 1.1 */
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// inline void DisableClientState( GLenum cap ); /* 1.1 */
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// inline void GetBooleanv( GLenum pname, GLboolean *params );
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// inline void GetDoublev( GLenum pname, GLdouble *params );
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// inline void GetFloatv( GLenum pname, GLfloat *params );
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// inline void GetIntegerv( GLenum pname, GLint *params );
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// inline void PushAttrib( GLbitfield mask );
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// inline void PopAttrib( void );
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// inline void PushClientAttrib( GLbitfield mask ); /* 1.1 */
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// inline void PopClientAttrib( void ); /* 1.1 */
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// inline int32_tRenderMode( GLenum mode );
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// GLAPI GLenum GLAPIENTRY glGetError( void );
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// GLAPI const GLubyte * GLAPIENTRY glGetString( GLenum name );
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// inline void Finish( void );
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// inline void Flush( void );
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// inline void Hint( GLenum target, GLenum mode );
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// inline void ClearDepth( GLclampd depth );
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// inline void DepthFunc( GLenum func );
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// inline void DepthMask( GLboolean flag );
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// inline void DepthRange( GLclampd near_val, GLclampd far_val );
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// inline void ClearAccum( const glm::vec4 & color );
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// inline void VertexPointer( GLint size, GLenum type, GLsizei stride, const GLvoid *ptr );
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// inline void NormalPointer( GLenum type, GLsizei stride, const GLvoid *ptr );
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// inline void ColorPointer( GLint size, GLenum type, GLsizei stride, const GLvoid *ptr );
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// inline void IndexPointer( GLenum type, GLsizei stride, const GLvoid *ptr );
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// inline void TexCoordPointer( GLint size, GLenum type, GLsizei stride, const GLvoid *ptr );
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// inline void EdgeFlagPointer( GLsizei stride, const GLvoid *ptr );
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// inline void GetPointerv( GLenum pname, GLvoid **params );
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// inline void ArrayElement( GLint i );
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// inline void DrawArrays( GLenum mode, GLint first, GLsizei count );
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// inline void DrawElements( GLenum mode, GLsizei count, GLenum type, const GLvoid *indices );
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// inline void InterleavedArrays( GLenum format, GLsizei stride, const GLvoid *pointer );
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// inline void ShadeModel( GLenum mode );
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// inline void PixelZoom( GLfloat xfactor, GLfloat yfactor );
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// inline void PixelStoref( GLenum pname, GLfloat param );
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// inline void PixelStorei( GLenum pname, GLint param );
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// inline void PixelTransferf( GLenum pname, GLfloat param );
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// inline void PixelTransferi( GLenum pname, GLint param );
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// inline void PixelMapfv( GLenum map, GLsizei mapsize, const GLfloat *values );
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// inline void PixelMapuiv( GLenum map, GLsizei mapsize, const GLuint *values );
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// inline void PixelMapusv( GLenum map, GLsizei mapsize, const GLushort *values );
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// inline void GetPixelMapfv( GLenum map, GLfloat *values );
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// inline void GetPixelMapuiv( GLenum map, GLuint *values );
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// inline void GetPixelMapusv( GLenum map, GLushort *values );
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// inline void Bitmap( const glm::ivec2 & size, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap );
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// inline void ReadPixels( const glm::ivec2 & v, const glm::ivec2 & size, GLenum format, GLenum type, GLvoid *pixels );
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// inline void DrawPixels( const glm::ivec2 & size, GLenum format, GLenum type, const GLvoid *pixels );
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// inline void CopyPixels( const glm::ivec2 & v, const glm::ivec2 & size, GLenum type );
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// inline void StencilFunc( GLenum func, GLint ref, GLuint mask );
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// inline void StencilMask( GLuint mask );
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// inline void StencilOp( GLenum fail, GLenum zfail, GLenum zpass );
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// inline void ClearStencil( GLint s );
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// inline void TexGend( GLenum coord, GLenum pname, GLdouble param );
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// inline void TexGenf( GLenum coord, GLenum pname, GLfloat param );
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// inline void TexGeni( GLenum coord, GLenum pname, GLint param );
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// inline void TexGendv( GLenum coord, GLenum pname, const GLdouble *params );
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// inline void TexGenfv( GLenum coord, GLenum pname, const GLfloat *params );
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// inline void TexGeniv( GLenum coord, GLenum pname, const GLint *params );
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// inline void GetTexGendv( GLenum coord, GLenum pname, GLdouble *params );
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// inline void GetTexGenfv( GLenum coord, GLenum pname, GLfloat *params );
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// inline void GetTexGeniv( GLenum coord, GLenum pname, GLint *params );
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// inline void TexEnvf( GLenum target, GLenum pname, GLfloat param );
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// inline void TexEnvi( GLenum target, GLenum pname, GLint param );
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// inline void TexEnvfv( GLenum target, GLenum pname, const GLfloat *params );
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// inline void TexEnviv( GLenum target, GLenum pname, const GLint *params );
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// inline void GetTexEnvfv( GLenum target, GLenum pname, GLfloat *params );
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// inline void GetTexEnviv( GLenum target, GLenum pname, GLint *params );
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// inline void TexParameterf( GLenum target, GLenum pname, GLfloat param );
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// inline void TexParameteri( GLenum target, GLenum pname, GLint param );
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// inline void TexParameterfv( GLenum target, GLenum pname, const GLfloat *params );
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// inline void TexParameteriv( GLenum target, GLenum pname, const GLint *params );
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// inline void GetTexParameterfv( GLenum target, GLenum pname, GLfloat *params);
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// inline void GetTexParameteriv( GLenum target, GLenum pname, GLint *params );
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// inline void GetTexLevelParameterfv( GLenum target, GLint level, GLenum pname, GLfloat *params );
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// inline void GetTexLevelParameteriv( GLenum target, GLint level, GLenum pname, GLint *params );
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// inline void TexImage1D( GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels );
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// inline void TexImage2D( GLenum target, GLint level, GLint internalFormat, const glm::ivec2 & size, GLint border, GLenum format, GLenum type, const GLvoid *pixels );
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// inline void GetTexImage( GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels );
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// inline void GenTextures( GLsizei n, GLuint *textures );
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// inline void DeleteTextures( GLsizei n, const GLuint *textures);
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// inline void BindTexture( GLenum target, GLuint texture );
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// inline void PrioritizeTextures( GLsizei n, const GLuint *textures, const GLclampf *priorities );
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// inline bool AreTexturesResident( GLsizei n, const GLuint *textures, GLboolean *residences );
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// inline bool IsTexture( GLuint texture );
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// inline void TexSubImage1D( GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels );
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// inline void TexSubImage2D( GLenum target, GLint level, const glm::ivec2 & offset, const glm::ivec2 & size, GLenum format, GLenum type, const GLvoid *pixels );
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// inline void CopyTexImage1D( GLenum target, GLint level, GLenum internalformat, const glm::ivec2 & v, GLsizei width, GLint border );
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// inline void CopyTexImage2D( GLenum target, GLint level, GLenum internalformat, const glm::ivec2 & v, const glm::ivec2 & size, GLint border );
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// inline void CopyTexSubImage1D( GLenum target, GLint level, GLint xoffset, const glm::ivec2 & v, GLsizei width );
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// inline void CopyTexSubImage2D( GLenum target, GLint level, const glm::ivec2 & offset, const glm::ivec2 & v, const glm::ivec2 & size );
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// inline void Map1d( GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points );
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// inline void Map1f( GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points );
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// inline void Map2d( GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points );
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// inline void Map2f( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points );
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// inline void GetMapdv( GLenum target, GLenum query, GLdouble *v );
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// inline void GetMapfv( GLenum target, GLenum query, GLfloat *v );
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// inline void GetMapiv( GLenum target, GLenum query, GLint *v );
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// inline void EvalCoord1d( GLdouble u );
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// inline void EvalCoord1f( GLfloat u );
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// inline void EvalCoord2d( GLdouble u, GLdouble v );
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// inline void EvalCoord2f( GLfloat u, GLfloat v );
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// inline void MapGrid1d( GLint un, GLdouble u1, GLdouble u2 );
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// inline void MapGrid1f( GLint un, GLfloat u1, GLfloat u2 );
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// inline void MapGrid2d( GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2 );
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// inline void MapGrid2f( GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2 );
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// inline void EvalPoint1( GLint i );
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// inline void EvalPoint2( GLint i, GLint j );
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// inline void EvalMesh1( GLenum mode, GLint i1, GLint i2 );
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// inline void EvalMesh2( GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 );
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// inline void Fogf( GLenum pname, GLfloat param );
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// inline void Fogi( GLenum pname, GLint param );
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// inline void Fogfv( GLenum pname, const GLfloat *params );
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// inline void Fogiv( GLenum pname, const GLint *params );
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// inline void FeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer );
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// inline void PassThrough( GLfloat token );
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// inline void SelectBuffer( GLsizei size, GLuint *buffer );
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// inline void InitNames( void );
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// inline void LoadName( GLuint name );
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// inline void PushName( GLuint name );
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// inline void PopName( void );
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// inline void DrawRangeElements( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices );
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// inline void TexImage3D( GLenum target, GLint level, GLint internalFormat, const glm::ivec3 & size, GLint border, GLenum format, GLenum type, const GLvoid *pixels );
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// inline void TexSubImage3D( GLenum target, GLint level, const glm::ivec3 & offset, const glm::ivec3 & size, GLenum format, GLenum type, const GLvoid *pixels);
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// inline void CopyTexSubImage3D( GLenum target, GLint level, const glm::ivec3 & offset, GLint x, GLint y, const glm::ivec2 & size );
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// inline void ColorTable( GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *table );
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// inline void ColorSubTable( GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid *data );
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// inline void ColorTableParameteriv(GLenum target, GLenum pname, const GLint *params);
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// inline void ColorTableParameterfv(GLenum target, GLenum pname, const GLfloat *params);
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// inline void CopyColorSubTable( GLenum target, GLsizei start, const glm::ivec2 & v, GLsizei width );
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// inline void CopyColorTable( GLenum target, GLenum internalformat, const glm::ivec2 & v, GLsizei width );
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// inline void GetColorTable( GLenum target, GLenum format, GLenum type, GLvoid *table );
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// inline void GetColorTableParameterfv( GLenum target, GLenum pname, GLfloat *params );
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// inline void GetColorTableParameteriv( GLenum target, GLenum pname, GLint *params );
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// inline void BlendEquation( GLenum mode );
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// inline void BlendColor( const glm::vec4 & c );
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// inline void Histogram( GLenum target, GLsizei width, GLenum internalformat, GLboolean sink );
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// inline void ResetHistogram( GLenum target );
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// inline void GetHistogram( GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values );
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// inline void GetHistogramParameterfv( GLenum target, GLenum pname, GLfloat *params );
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// inline void GetHistogramParameteriv( GLenum target, GLenum pname, GLint *params );
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// inline void Minmax( GLenum target, GLenum internalformat, GLboolean sink );
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// inline void ResetMinmax( GLenum target );
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// inline void GetMinmax( GLenum target, GLboolean reset, GLenum format, GLenum types, GLvoid *values );
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// inline void GetMinmaxParameterfv( GLenum target, GLenum pname, GLfloat *params );
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// inline void GetMinmaxParameteriv( GLenum target, GLenum pname, GLint *params );
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// inline void ConvolutionFilter1D( GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *image );
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// inline void ConvolutionFilter2D( GLenum target, GLenum internalformat, const glm::ivec2 & size, GLenum format, GLenum type, const GLvoid *image );
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// inline void ConvolutionParameterf( GLenum target, GLenum pname, GLfloat params );
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// inline void ConvolutionParameterfv( GLenum target, GLenum pname, const GLfloat *params );
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// inline void ConvolutionParameteri( GLenum target, GLenum pname, GLint params );
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// inline void ConvolutionParameteriv( GLenum target, GLenum pname, const GLint *params );
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// inline void CopyConvolutionFilter1D( GLenum target, GLenum internalformat, const glm::ivec2 & v, GLsizei width );
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// inline void CopyConvolutionFilter2D( GLenum target, GLenum internalformat, const glm::ivec2 & v, const glm::ivec2 & size);
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// inline void GetConvolutionFilter( GLenum target, GLenum format, GLenum type, GLvoid *image );
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// inline void GetConvolutionParameterfv( GLenum target, GLenum pname, GLfloat *params );
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// inline void GetConvolutionParameteriv( GLenum target, GLenum pname, GLint *params );
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// inline void SeparableFilter2D( GLenum target, GLenum internalformat, const glm::ivec2 & size, GLenum format, GLenum type, const GLvoid *row, const GLvoid *column );
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// inline void GetSeparableFilter( GLenum target, GLenum format, GLenum type, GLvoid *row, GLvoid *column, GLvoid *span );
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// inline void ActiveTexture( GLenum texture );
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// inline void ClientActiveTexture( GLenum texture );
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// inline void CompressedTexImage1D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data );
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// inline void CompressedTexImage2D( GLenum target, GLint level, GLenum internalformat, const glm::ivec2 & size, GLint border, GLsizei imageSize, const GLvoid *data );
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// inline void CompressedTexImage3D( GLenum target, GLint level, GLenum internalformat, const glm::ivec3 & size, GLint border, GLsizei imageSize, const GLvoid *data );
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// inline void CompressedTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data );
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// inline void CompressedTexSubImage2D( GLenum target, GLint level, const glm::ivec2 & offset, const glm::ivec2 & size, GLenum format, GLsizei imageSize, const GLvoid *data );
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// inline void CompressedTexSubImage3D( GLenum target, GLint level, const glm::ivec3 & offset, const glm::ivec3 & size, GLenum format, GLsizei imageSize, const GLvoid *data );
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// inline void GetCompressedTexImage( GLenum target, GLint lod, GLvoid *img );
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// inline void LoadTransposeMatrixd( const GLdouble m[16] );
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// inline void LoadTransposeMatrixf( const GLfloat m[16] );
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// inline void MultTransposeMatrixd( const GLdouble m[16] );
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// inline void MultTransposeMatrixf( const GLfloat m[16] );
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// inline void SampleCoverage( GLclampf value, GLboolean invert );
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