rbdlsim/3rdparty/ImGuizmo/example/ImApp.h

3622 lines
151 KiB
C++

// https://github.com/CedricGuillemet/ImGuizmo
// v 1.84 WIP
//
// The MIT License(MIT)
//
// Copyright(c) 2021 Cedric Guillemet
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//
#pragma once
#include <stdint.h> // intptr_t
#if defined(_WIN32)
// dont bother adding library
#pragma comment(lib,"opengl32.lib")
#define WINDOWS_LEAN_AND_MEAN
#include <Windows.h>
#include <GL/GL.h>
# define glGetProcAddress(name) (void *)wglGetProcAddress((LPCSTR)name)
#elif defined(__APPLE__) && !defined(GLEW_APPLE_GLX)
# define glGetProcAddress(name) NSGLGetProcAddress(name)
#elif defined(__sgi) || defined(__sun)
# define glGetProcAddress(name) dlGetProcAddress(name)
#elif defined(__ANDROID__)
# define glGetProcAddress(name) NULL /* TODO */
#else /* __linux */
#ifdef __cplusplus
extern "C" {
#endif
#ifndef GLX_get_proc_address
#define GLX_get_proc_address 1
typedef void(*__GLXextFuncPtr)(void);
extern __GLXextFuncPtr glXGetProcAddress(const GLubyte*);
#endif /* GLX_get_proc_address */
#ifdef __cplusplus
}
#endif
# define glGetProcAddress(name) (*glXGetProcAddressARB)(name)
#endif
#ifdef FMOD_API
#include "fmod_studio.hpp"
#include "fmod.hpp"
#endif
// typedef long int ptrdiff_t;
typedef ptrdiff_t GLsizeiptr;
typedef char GLchar;
typedef ptrdiff_t GLintptr;
typedef unsigned int GLenum;
typedef int GLsizei;
typedef unsigned int GLuint;
typedef int GLint;
typedef void GLvoid;
typedef unsigned char GLboolean;
typedef unsigned int GLbitfield;
typedef float GLfloat;
#if!defined(APIENTRY)
#if defined(__MINGW32__) || defined(__CYGWIN__)
#define APIENTRY __stdcall
#elif (_MSC_VER >= 800) || defined(_STDCALL_SUPPORTED) || defined(__BORLANDC__)
#define APIENTRY __stdcall
#else
#define APIENTRY
#endif
#endif
/*************************************************************/
#ifndef GL_VERSION_1_1
/* AttribMask */
#define GL_DEPTH_BUFFER_BIT 0x00000100
#define GL_STENCIL_BUFFER_BIT 0x00000400
#define GL_COLOR_BUFFER_BIT 0x00004000
/* Boolean */
#define GL_FALSE 0
#define GL_TRUE 1
/* BeginMode */
#define GL_POINTS 0x0000
#define GL_LINES 0x0001
#define GL_LINE_LOOP 0x0002
#define GL_LINE_STRIP 0x0003
#define GL_TRIANGLES 0x0004
#define GL_TRIANGLE_STRIP 0x0005
#define GL_TRIANGLE_FAN 0x0006
#define GL_QUADS 0x0007
/* AlphaFunction */
#define GL_NEVER 0x0200
#define GL_LESS 0x0201
#define GL_EQUAL 0x0202
#define GL_LEQUAL 0x0203
#define GL_GREATER 0x0204
#define GL_NOTEQUAL 0x0205
#define GL_GEQUAL 0x0206
#define GL_ALWAYS 0x0207
/* BlendingFactorDest */
#define GL_ZERO 0
#define GL_ONE 1
#define GL_SRC_COLOR 0x0300
#define GL_ONE_MINUS_SRC_COLOR 0x0301
#define GL_SRC_ALPHA 0x0302
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_DST_ALPHA 0x0304
#define GL_ONE_MINUS_DST_ALPHA 0x0305
/* BlendingFactorSrc */
#define GL_DST_COLOR 0x0306
#define GL_ONE_MINUS_DST_COLOR 0x0307
#define GL_SRC_ALPHA_SATURATE 0x0308
/* DrawBufferMode */
#define GL_NONE 0
#define GL_FRONT_LEFT 0x0400
#define GL_FRONT_RIGHT 0x0401
#define GL_BACK_LEFT 0x0402
#define GL_BACK_RIGHT 0x0403
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_LEFT 0x0406
#define GL_RIGHT 0x0407
#define GL_FRONT_AND_BACK 0x0408
/* ErrorCode */
#define GL_NO_ERROR 0
#define GL_INVALID_ENUM 0x0500
#define GL_INVALID_VALUE 0x0501
#define GL_INVALID_OPERATION 0x0502
#define GL_OUT_OF_MEMORY 0x0505
/* FrontFaceDirection */
#define GL_CW 0x0900
#define GL_CCW 0x0901
/* GetPName */
#define GL_POINT_SIZE 0x0B11
#define GL_POINT_SIZE_RANGE 0x0B12
#define GL_POINT_SIZE_GRANULARITY 0x0B13
#define GL_LINE_SMOOTH 0x0B20
#define GL_LINE_WIDTH 0x0B21
#define GL_LINE_WIDTH_RANGE 0x0B22
#define GL_LINE_WIDTH_GRANULARITY 0x0B23
#define GL_POLYGON_MODE 0x0B40
#define GL_POLYGON_SMOOTH 0x0B41
#define GL_CULL_FACE 0x0B44
#define GL_CULL_FACE_MODE 0x0B45
#define GL_FRONT_FACE 0x0B46
#define GL_DEPTH_RANGE 0x0B70
#define GL_DEPTH_TEST 0x0B71
#define GL_DEPTH_WRITEMASK 0x0B72
#define GL_DEPTH_CLEAR_VALUE 0x0B73
#define GL_DEPTH_FUNC 0x0B74
#define GL_STENCIL_TEST 0x0B90
#define GL_STENCIL_CLEAR_VALUE 0x0B91
#define GL_STENCIL_FUNC 0x0B92
#define GL_STENCIL_VALUE_MASK 0x0B93
#define GL_STENCIL_FAIL 0x0B94
#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95
#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96
#define GL_STENCIL_REF 0x0B97
#define GL_STENCIL_WRITEMASK 0x0B98
#define GL_VIEWPORT 0x0BA2
#define GL_DITHER 0x0BD0
#define GL_BLEND_DST 0x0BE0
#define GL_BLEND_SRC 0x0BE1
#define GL_BLEND 0x0BE2
#define GL_LOGIC_OP_MODE 0x0BF0
#define GL_COLOR_LOGIC_OP 0x0BF2
#define GL_DRAW_BUFFER 0x0C01
#define GL_READ_BUFFER 0x0C02
#define GL_SCISSOR_BOX 0x0C10
#define GL_SCISSOR_TEST 0x0C11
#define GL_COLOR_CLEAR_VALUE 0x0C22
#define GL_COLOR_WRITEMASK 0x0C23
#define GL_DOUBLEBUFFER 0x0C32
#define GL_STEREO 0x0C33
#define GL_LINE_SMOOTH_HINT 0x0C52
#define GL_POLYGON_SMOOTH_HINT 0x0C53
#define GL_UNPACK_SWAP_BYTES 0x0CF0
#define GL_UNPACK_LSB_FIRST 0x0CF1
#define GL_UNPACK_ROW_LENGTH 0x0CF2
#define GL_UNPACK_SKIP_ROWS 0x0CF3
#define GL_UNPACK_SKIP_PIXELS 0x0CF4
#define GL_UNPACK_ALIGNMENT 0x0CF5
#define GL_PACK_SWAP_BYTES 0x0D00
#define GL_PACK_LSB_FIRST 0x0D01
#define GL_PACK_ROW_LENGTH 0x0D02
#define GL_PACK_SKIP_ROWS 0x0D03
#define GL_PACK_SKIP_PIXELS 0x0D04
#define GL_PACK_ALIGNMENT 0x0D05
#define GL_MAX_TEXTURE_SIZE 0x0D33
#define GL_MAX_VIEWPORT_DIMS 0x0D3A
#define GL_SUBPIXEL_BITS 0x0D50
#define GL_TEXTURE_1D 0x0DE0
#define GL_TEXTURE_2D 0x0DE1
#define GL_POLYGON_OFFSET_UNITS 0x2A00
#define GL_POLYGON_OFFSET_POINT 0x2A01
#define GL_POLYGON_OFFSET_LINE 0x2A02
#define GL_POLYGON_OFFSET_FILL 0x8037
#define GL_POLYGON_OFFSET_FACTOR 0x8038
#define GL_TEXTURE_BINDING_1D 0x8068
#define GL_TEXTURE_BINDING_2D 0x8069
/* GetTextureParameter */
#define GL_TEXTURE_WIDTH 0x1000
#define GL_TEXTURE_HEIGHT 0x1001
#define GL_TEXTURE_INTERNAL_FORMAT 0x1003
#define GL_TEXTURE_BORDER_COLOR 0x1004
#define GL_TEXTURE_RED_SIZE 0x805C
#define GL_TEXTURE_GREEN_SIZE 0x805D
#define GL_TEXTURE_BLUE_SIZE 0x805E
#define GL_TEXTURE_ALPHA_SIZE 0x805F
/* HintMode */
#define GL_DONT_CARE 0x1100
#define GL_FASTEST 0x1101
#define GL_NICEST 0x1102
/* DataType */
#define GL_BYTE 0x1400
#define GL_UNSIGNED_BYTE 0x1401
#define GL_SHORT 0x1402
#define GL_UNSIGNED_SHORT 0x1403
#define GL_INT 0x1404
#define GL_UNSIGNED_INT 0x1405
#define GL_FLOAT 0x1406
#define GL_DOUBLE 0x140A
/* ErrorCode */
#define GL_STACK_OVERFLOW 0x0503
#define GL_STACK_UNDERFLOW 0x0504
/* LogicOp */
#define GL_CLEAR 0x1500
#define GL_AND 0x1501
#define GL_AND_REVERSE 0x1502
#define GL_COPY 0x1503
#define GL_AND_INVERTED 0x1504
#define GL_NOOP 0x1505
#define GL_XOR 0x1506
#define GL_OR 0x1507
#define GL_NOR 0x1508
#define GL_EQUIV 0x1509
#define GL_INVERT 0x150A
#define GL_OR_REVERSE 0x150B
#define GL_COPY_INVERTED 0x150C
#define GL_OR_INVERTED 0x150D
#define GL_NAND 0x150E
#define GL_SET 0x150F
/* MatrixMode (for gl3.h, FBO attachment type) */
#define GL_TEXTURE 0x1702
/* PixelCopyType */
#define GL_COLOR 0x1800
#define GL_DEPTH 0x1801
#define GL_STENCIL 0x1802
/* PixelFormat */
#define GL_STENCIL_INDEX 0x1901
#define GL_DEPTH_COMPONENT 0x1902
#define GL_RED 0x1903
#define GL_GREEN 0x1904
#define GL_BLUE 0x1905
#define GL_ALPHA 0x1906
#define GL_RGB 0x1907
#define GL_RGBA 0x1908
/* PolygonMode */
#define GL_POINT 0x1B00
#define GL_LINE 0x1B01
#define GL_FILL 0x1B02
/* StencilOp */
#define GL_KEEP 0x1E00
#define GL_REPLACE 0x1E01
#define GL_INCR 0x1E02
#define GL_DECR 0x1E03
/* StringName */
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
/* TextureMagFilter */
#define GL_NEAREST 0x2600
#define GL_LINEAR 0x2601
/* TextureMinFilter */
#define GL_NEAREST_MIPMAP_NEAREST 0x2700
#define GL_LINEAR_MIPMAP_NEAREST 0x2701
#define GL_NEAREST_MIPMAP_LINEAR 0x2702
#define GL_LINEAR_MIPMAP_LINEAR 0x2703
/* TextureParameterName */
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
/* TextureTarget */
#define GL_PROXY_TEXTURE_1D 0x8063
#define GL_PROXY_TEXTURE_2D 0x8064
/* TextureWrapMode */
#define GL_REPEAT 0x2901
/* PixelInternalFormat */
#define GL_R3_G3_B2 0x2A10
#define GL_RGB4 0x804F
#define GL_RGB5 0x8050
#define GL_RGB8 0x8051
#define GL_RGB10 0x8052
#define GL_RGB12 0x8053
#define GL_RGB16 0x8054
#define GL_RGBA2 0x8055
#define GL_RGBA4 0x8056
#define GL_RGB5_A1 0x8057
#define GL_RGBA8 0x8058
#define GL_RGB10_A2 0x8059
#define GL_RGBA12 0x805A
#define GL_RGBA16 0x805B
#endif
#ifndef GL_VERSION_1_2
#define GL_UNSIGNED_BYTE_3_3_2 0x8032
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#define GL_UNSIGNED_INT_8_8_8_8 0x8035
#define GL_UNSIGNED_INT_10_10_10_2 0x8036
#define GL_TEXTURE_BINDING_3D 0x806A
#define GL_PACK_SKIP_IMAGES 0x806B
#define GL_PACK_IMAGE_HEIGHT 0x806C
#define GL_UNPACK_SKIP_IMAGES 0x806D
#define GL_UNPACK_IMAGE_HEIGHT 0x806E
#define GL_TEXTURE_3D 0x806F
#define GL_PROXY_TEXTURE_3D 0x8070
#define GL_TEXTURE_DEPTH 0x8071
#define GL_TEXTURE_WRAP_R 0x8072
#define GL_MAX_3D_TEXTURE_SIZE 0x8073
#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364
#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365
#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367
#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368
#define GL_BGR 0x80E0
#define GL_BGRA 0x80E1
#define GL_MAX_ELEMENTS_VERTICES 0x80E8
#define GL_MAX_ELEMENTS_INDICES 0x80E9
#define GL_CLAMP_TO_EDGE 0x812F
#define GL_TEXTURE_MIN_LOD 0x813A
#define GL_TEXTURE_MAX_LOD 0x813B
#define GL_TEXTURE_BASE_LEVEL 0x813C
#define GL_TEXTURE_MAX_LEVEL 0x813D
#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12
#define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13
#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22
#define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23
#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
#endif
#ifndef GL_ARB_imaging
#define GL_CONSTANT_COLOR 0x8001
#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
#define GL_CONSTANT_ALPHA 0x8003
#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
#define GL_BLEND_COLOR 0x8005
#define GL_FUNC_ADD 0x8006
#define GL_MIN 0x8007
#define GL_MAX 0x8008
#define GL_BLEND_EQUATION 0x8009
#define GL_FUNC_SUBTRACT 0x800A
#define GL_FUNC_REVERSE_SUBTRACT 0x800B
#endif
#ifndef GL_VERSION_1_3
#define GL_TEXTURE0 0x84C0
#define GL_TEXTURE1 0x84C1
#define GL_TEXTURE2 0x84C2
#define GL_TEXTURE3 0x84C3
#define GL_TEXTURE4 0x84C4
#define GL_TEXTURE5 0x84C5
#define GL_TEXTURE6 0x84C6
#define GL_TEXTURE7 0x84C7
#define GL_TEXTURE8 0x84C8
#define GL_TEXTURE9 0x84C9
#define GL_TEXTURE10 0x84CA
#define GL_TEXTURE11 0x84CB
#define GL_TEXTURE12 0x84CC
#define GL_TEXTURE13 0x84CD
#define GL_TEXTURE14 0x84CE
#define GL_TEXTURE15 0x84CF
#define GL_TEXTURE16 0x84D0
#define GL_TEXTURE17 0x84D1
#define GL_TEXTURE18 0x84D2
#define GL_TEXTURE19 0x84D3
#define GL_TEXTURE20 0x84D4
#define GL_TEXTURE21 0x84D5
#define GL_TEXTURE22 0x84D6
#define GL_TEXTURE23 0x84D7
#define GL_TEXTURE24 0x84D8
#define GL_TEXTURE25 0x84D9
#define GL_TEXTURE26 0x84DA
#define GL_TEXTURE27 0x84DB
#define GL_TEXTURE28 0x84DC
#define GL_TEXTURE29 0x84DD
#define GL_TEXTURE30 0x84DE
#define GL_TEXTURE31 0x84DF
#define GL_ACTIVE_TEXTURE 0x84E0
#define GL_MULTISAMPLE 0x809D
#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
#define GL_SAMPLE_ALPHA_TO_ONE 0x809F
#define GL_SAMPLE_COVERAGE 0x80A0
#define GL_SAMPLE_BUFFERS 0x80A8
#define GL_SAMPLES 0x80A9
#define GL_SAMPLE_COVERAGE_VALUE 0x80AA
#define GL_SAMPLE_COVERAGE_INVERT 0x80AB
#define GL_TEXTURE_CUBE_MAP 0x8513
#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
#define GL_COMPRESSED_RGB 0x84ED
#define GL_COMPRESSED_RGBA 0x84EE
#define GL_TEXTURE_COMPRESSION_HINT 0x84EF
#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0
#define GL_TEXTURE_COMPRESSED 0x86A1
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
#define GL_CLAMP_TO_BORDER 0x812D
#endif
#ifndef GL_VERSION_1_4
#define GL_BLEND_DST_RGB 0x80C8
#define GL_BLEND_SRC_RGB 0x80C9
#define GL_BLEND_DST_ALPHA 0x80CA
#define GL_BLEND_SRC_ALPHA 0x80CB
#define GL_POINT_FADE_THRESHOLD_SIZE 0x8128
#define GL_DEPTH_COMPONENT16 0x81A5
#define GL_DEPTH_COMPONENT24 0x81A6
#define GL_DEPTH_COMPONENT32 0x81A7
#define GL_MIRRORED_REPEAT 0x8370
#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD
#define GL_TEXTURE_LOD_BIAS 0x8501
#define GL_INCR_WRAP 0x8507
#define GL_DECR_WRAP 0x8508
#define GL_TEXTURE_DEPTH_SIZE 0x884A
#define GL_TEXTURE_COMPARE_MODE 0x884C
#define GL_TEXTURE_COMPARE_FUNC 0x884D
#endif
#ifndef GL_VERSION_1_5
#define GL_BUFFER_SIZE 0x8764
#define GL_BUFFER_USAGE 0x8765
#define GL_QUERY_COUNTER_BITS 0x8864
#define GL_CURRENT_QUERY 0x8865
#define GL_QUERY_RESULT 0x8866
#define GL_QUERY_RESULT_AVAILABLE 0x8867
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_ARRAY_BUFFER_BINDING 0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
#define GL_READ_ONLY 0x88B8
#define GL_WRITE_ONLY 0x88B9
#define GL_READ_WRITE 0x88BA
#define GL_BUFFER_ACCESS 0x88BB
#define GL_BUFFER_MAPPED 0x88BC
#define GL_BUFFER_MAP_POINTER 0x88BD
#define GL_STREAM_DRAW 0x88E0
#define GL_STREAM_READ 0x88E1
#define GL_STREAM_COPY 0x88E2
#define GL_STATIC_DRAW 0x88E4
#define GL_STATIC_READ 0x88E5
#define GL_STATIC_COPY 0x88E6
#define GL_DYNAMIC_DRAW 0x88E8
#define GL_DYNAMIC_READ 0x88E9
#define GL_DYNAMIC_COPY 0x88EA
#define GL_SAMPLES_PASSED 0x8914
#define GL_SRC1_ALPHA 0x8589
#endif
#ifndef GL_VERSION_2_0
#define GL_BLEND_EQUATION_RGB 0x8009
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
#define GL_CURRENT_VERTEX_ATTRIB 0x8626
#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
#define GL_STENCIL_BACK_FUNC 0x8800
#define GL_STENCIL_BACK_FAIL 0x8801
#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
#define GL_MAX_DRAW_BUFFERS 0x8824
#define GL_DRAW_BUFFER0 0x8825
#define GL_DRAW_BUFFER1 0x8826
#define GL_DRAW_BUFFER2 0x8827
#define GL_DRAW_BUFFER3 0x8828
#define GL_DRAW_BUFFER4 0x8829
#define GL_DRAW_BUFFER5 0x882A
#define GL_DRAW_BUFFER6 0x882B
#define GL_DRAW_BUFFER7 0x882C
#define GL_DRAW_BUFFER8 0x882D
#define GL_DRAW_BUFFER9 0x882E
#define GL_DRAW_BUFFER10 0x882F
#define GL_DRAW_BUFFER11 0x8830
#define GL_DRAW_BUFFER12 0x8831
#define GL_DRAW_BUFFER13 0x8832
#define GL_DRAW_BUFFER14 0x8833
#define GL_DRAW_BUFFER15 0x8834
#define GL_BLEND_EQUATION_ALPHA 0x883D
#define GL_MAX_VERTEX_ATTRIBS 0x8869
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49
#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A
#define GL_MAX_VARYING_FLOATS 0x8B4B
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
#define GL_SHADER_TYPE 0x8B4F
#define GL_FLOAT_VEC2 0x8B50
#define GL_FLOAT_VEC3 0x8B51
#define GL_FLOAT_VEC4 0x8B52
#define GL_INT_VEC2 0x8B53
#define GL_INT_VEC3 0x8B54
#define GL_INT_VEC4 0x8B55
#define GL_BOOL 0x8B56
#define GL_BOOL_VEC2 0x8B57
#define GL_BOOL_VEC3 0x8B58
#define GL_BOOL_VEC4 0x8B59
#define GL_FLOAT_MAT2 0x8B5A
#define GL_FLOAT_MAT3 0x8B5B
#define GL_FLOAT_MAT4 0x8B5C
#define GL_SAMPLER_1D 0x8B5D
#define GL_SAMPLER_2D 0x8B5E
#define GL_SAMPLER_3D 0x8B5F
#define GL_SAMPLER_CUBE 0x8B60
#define GL_SAMPLER_1D_SHADOW 0x8B61
#define GL_SAMPLER_2D_SHADOW 0x8B62
#define GL_DELETE_STATUS 0x8B80
#define GL_COMPILE_STATUS 0x8B81
#define GL_LINK_STATUS 0x8B82
#define GL_VALIDATE_STATUS 0x8B83
#define GL_INFO_LOG_LENGTH 0x8B84
#define GL_ATTACHED_SHADERS 0x8B85
#define GL_ACTIVE_UNIFORMS 0x8B86
#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
#define GL_SHADER_SOURCE_LENGTH 0x8B88
#define GL_ACTIVE_ATTRIBUTES 0x8B89
#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
#define GL_CURRENT_PROGRAM 0x8B8D
#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0
#define GL_LOWER_LEFT 0x8CA1
#define GL_UPPER_LEFT 0x8CA2
#define GL_STENCIL_BACK_REF 0x8CA3
#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
#endif
#ifndef GL_VERSION_2_1
#define GL_PIXEL_PACK_BUFFER 0x88EB
#define GL_PIXEL_UNPACK_BUFFER 0x88EC
#define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED
#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF
#define GL_FLOAT_MAT2x3 0x8B65
#define GL_FLOAT_MAT2x4 0x8B66
#define GL_FLOAT_MAT3x2 0x8B67
#define GL_FLOAT_MAT3x4 0x8B68
#define GL_FLOAT_MAT4x2 0x8B69
#define GL_FLOAT_MAT4x3 0x8B6A
#define GL_SRGB 0x8C40
#define GL_SRGB8 0x8C41
#define GL_SRGB_ALPHA 0x8C42
#define GL_SRGB8_ALPHA8 0x8C43
#define GL_COMPRESSED_SRGB 0x8C48
#define GL_COMPRESSED_SRGB_ALPHA 0x8C49
#endif
#ifndef GL_VERSION_3_0
#define GL_COMPARE_REF_TO_TEXTURE 0x884E
#define GL_CLIP_DISTANCE0 0x3000
#define GL_CLIP_DISTANCE1 0x3001
#define GL_CLIP_DISTANCE2 0x3002
#define GL_CLIP_DISTANCE3 0x3003
#define GL_CLIP_DISTANCE4 0x3004
#define GL_CLIP_DISTANCE5 0x3005
#define GL_CLIP_DISTANCE6 0x3006
#define GL_CLIP_DISTANCE7 0x3007
#define GL_MAX_CLIP_DISTANCES 0x0D32
#define GL_MAJOR_VERSION 0x821B
#define GL_MINOR_VERSION 0x821C
#define GL_NUM_EXTENSIONS 0x821D
#define GL_CONTEXT_FLAGS 0x821E
#define GL_COMPRESSED_RED 0x8225
#define GL_COMPRESSED_RG 0x8226
#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x0001
#define GL_RGBA32F 0x8814
#define GL_RGB32F 0x8815
#define GL_RGBA16F 0x881A
#define GL_RGB16F 0x881B
#define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD
#define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF
#define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904
#define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905
#define GL_CLAMP_READ_COLOR 0x891C
#define GL_FIXED_ONLY 0x891D
#define GL_MAX_VARYING_COMPONENTS 0x8B4B
#define GL_TEXTURE_1D_ARRAY 0x8C18
#define GL_PROXY_TEXTURE_1D_ARRAY 0x8C19
#define GL_TEXTURE_2D_ARRAY 0x8C1A
#define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B
#define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C
#define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D
#define GL_R11F_G11F_B10F 0x8C3A
#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B
#define GL_RGB9_E5 0x8C3D
#define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E
#define GL_TEXTURE_SHARED_SIZE 0x8C3F
#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76
#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F
#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80
#define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83
#define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84
#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85
#define GL_PRIMITIVES_GENERATED 0x8C87
#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88
#define GL_RASTERIZER_DISCARD 0x8C89
#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A
#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B
#define GL_INTERLEAVED_ATTRIBS 0x8C8C
#define GL_SEPARATE_ATTRIBS 0x8C8D
#define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E
#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F
#define GL_RGBA32UI 0x8D70
#define GL_RGB32UI 0x8D71
#define GL_RGBA16UI 0x8D76
#define GL_RGB16UI 0x8D77
#define GL_RGBA8UI 0x8D7C
#define GL_RGB8UI 0x8D7D
#define GL_RGBA32I 0x8D82
#define GL_RGB32I 0x8D83
#define GL_RGBA16I 0x8D88
#define GL_RGB16I 0x8D89
#define GL_RGBA8I 0x8D8E
#define GL_RGB8I 0x8D8F
#define GL_RED_INTEGER 0x8D94
#define GL_GREEN_INTEGER 0x8D95
#define GL_BLUE_INTEGER 0x8D96
#define GL_RGB_INTEGER 0x8D98
#define GL_RGBA_INTEGER 0x8D99
#define GL_BGR_INTEGER 0x8D9A
#define GL_BGRA_INTEGER 0x8D9B
#define GL_SAMPLER_1D_ARRAY 0x8DC0
#define GL_SAMPLER_2D_ARRAY 0x8DC1
#define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3
#define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4
#define GL_SAMPLER_CUBE_SHADOW 0x8DC5
#define GL_UNSIGNED_INT_VEC2 0x8DC6
#define GL_UNSIGNED_INT_VEC3 0x8DC7
#define GL_UNSIGNED_INT_VEC4 0x8DC8
#define GL_INT_SAMPLER_1D 0x8DC9
#define GL_INT_SAMPLER_2D 0x8DCA
#define GL_INT_SAMPLER_3D 0x8DCB
#define GL_INT_SAMPLER_CUBE 0x8DCC
#define GL_INT_SAMPLER_1D_ARRAY 0x8DCE
#define GL_INT_SAMPLER_2D_ARRAY 0x8DCF
#define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1
#define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2
#define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3
#define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4
#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6
#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7
#define GL_QUERY_WAIT 0x8E13
#define GL_QUERY_NO_WAIT 0x8E14
#define GL_QUERY_BY_REGION_WAIT 0x8E15
#define GL_QUERY_BY_REGION_NO_WAIT 0x8E16
#define GL_BUFFER_ACCESS_FLAGS 0x911F
#define GL_BUFFER_MAP_LENGTH 0x9120
#define GL_BUFFER_MAP_OFFSET 0x9121
/* Reuse tokens from ARB_depth_buffer_float */
/* reuse GL_DEPTH_COMPONENT32F */
/* reuse GL_DEPTH32F_STENCIL8 */
/* reuse GL_FLOAT_32_UNSIGNED_INT_24_8_REV */
/* Reuse tokens from ARB_framebuffer_object */
/* reuse GL_INVALID_FRAMEBUFFER_OPERATION */
/* reuse GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING */
/* reuse GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE */
/* reuse GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE */
/* reuse GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE */
/* reuse GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE */
/* reuse GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE */
/* reuse GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE */
/* reuse GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE */
/* reuse GL_FRAMEBUFFER_DEFAULT */
/* reuse GL_FRAMEBUFFER_UNDEFINED */
/* reuse GL_DEPTH_STENCIL_ATTACHMENT */
/* reuse GL_INDEX */
/* reuse GL_MAX_RENDERBUFFER_SIZE */
/* reuse GL_DEPTH_STENCIL */
/* reuse GL_UNSIGNED_INT_24_8 */
/* reuse GL_DEPTH24_STENCIL8 */
/* reuse GL_TEXTURE_STENCIL_SIZE */
/* reuse GL_TEXTURE_RED_TYPE */
/* reuse GL_TEXTURE_GREEN_TYPE */
/* reuse GL_TEXTURE_BLUE_TYPE */
/* reuse GL_TEXTURE_ALPHA_TYPE */
/* reuse GL_TEXTURE_DEPTH_TYPE */
/* reuse GL_UNSIGNED_NORMALIZED */
/* reuse GL_FRAMEBUFFER_BINDING */
/* reuse GL_DRAW_FRAMEBUFFER_BINDING */
/* reuse GL_RENDERBUFFER_BINDING */
/* reuse GL_READ_FRAMEBUFFER */
/* reuse GL_DRAW_FRAMEBUFFER */
/* reuse GL_READ_FRAMEBUFFER_BINDING */
/* reuse GL_RENDERBUFFER_SAMPLES */
/* reuse GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE */
/* reuse GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME */
/* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL */
/* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE */
/* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER */
/* reuse GL_FRAMEBUFFER_COMPLETE */
/* reuse GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT */
/* reuse GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT */
/* reuse GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER */
/* reuse GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER */
/* reuse GL_FRAMEBUFFER_UNSUPPORTED */
/* reuse GL_MAX_COLOR_ATTACHMENTS */
/* reuse GL_COLOR_ATTACHMENT0 */
/* reuse GL_COLOR_ATTACHMENT1 */
/* reuse GL_COLOR_ATTACHMENT2 */
/* reuse GL_COLOR_ATTACHMENT3 */
/* reuse GL_COLOR_ATTACHMENT4 */
/* reuse GL_COLOR_ATTACHMENT5 */
/* reuse GL_COLOR_ATTACHMENT6 */
/* reuse GL_COLOR_ATTACHMENT7 */
/* reuse GL_COLOR_ATTACHMENT8 */
/* reuse GL_COLOR_ATTACHMENT9 */
/* reuse GL_COLOR_ATTACHMENT10 */
/* reuse GL_COLOR_ATTACHMENT11 */
/* reuse GL_COLOR_ATTACHMENT12 */
/* reuse GL_COLOR_ATTACHMENT13 */
/* reuse GL_COLOR_ATTACHMENT14 */
/* reuse GL_COLOR_ATTACHMENT15 */
/* reuse GL_DEPTH_ATTACHMENT */
/* reuse GL_STENCIL_ATTACHMENT */
/* reuse GL_FRAMEBUFFER */
/* reuse GL_RENDERBUFFER */
/* reuse GL_RENDERBUFFER_WIDTH */
/* reuse GL_RENDERBUFFER_HEIGHT */
/* reuse GL_RENDERBUFFER_INTERNAL_FORMAT */
/* reuse GL_STENCIL_INDEX1 */
/* reuse GL_STENCIL_INDEX4 */
/* reuse GL_STENCIL_INDEX8 */
/* reuse GL_STENCIL_INDEX16 */
/* reuse GL_RENDERBUFFER_RED_SIZE */
/* reuse GL_RENDERBUFFER_GREEN_SIZE */
/* reuse GL_RENDERBUFFER_BLUE_SIZE */
/* reuse GL_RENDERBUFFER_ALPHA_SIZE */
/* reuse GL_RENDERBUFFER_DEPTH_SIZE */
/* reuse GL_RENDERBUFFER_STENCIL_SIZE */
/* reuse GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE */
/* reuse GL_MAX_SAMPLES */
/* Reuse tokens from ARB_framebuffer_sRGB */
/* reuse GL_FRAMEBUFFER_SRGB */
/* Reuse tokens from ARB_half_float_vertex */
/* reuse GL_HALF_FLOAT */
/* Reuse tokens from ARB_map_buffer_range */
/* reuse GL_MAP_READ_BIT */
/* reuse GL_MAP_WRITE_BIT */
/* reuse GL_MAP_INVALIDATE_RANGE_BIT */
/* reuse GL_MAP_INVALIDATE_BUFFER_BIT */
/* reuse GL_MAP_FLUSH_EXPLICIT_BIT */
/* reuse GL_MAP_UNSYNCHRONIZED_BIT */
/* Reuse tokens from ARB_texture_compression_rgtc */
/* reuse GL_COMPRESSED_RED_RGTC1 */
/* reuse GL_COMPRESSED_SIGNED_RED_RGTC1 */
/* reuse GL_COMPRESSED_RG_RGTC2 */
/* reuse GL_COMPRESSED_SIGNED_RG_RGTC2 */
/* Reuse tokens from ARB_texture_rg */
/* reuse GL_RG */
/* reuse GL_RG_INTEGER */
/* reuse GL_R8 */
/* reuse GL_R16 */
/* reuse GL_RG8 */
/* reuse GL_RG16 */
/* reuse GL_R16F */
/* reuse GL_R32F */
/* reuse GL_RG16F */
/* reuse GL_RG32F */
/* reuse GL_R8I */
/* reuse GL_R8UI */
/* reuse GL_R16I */
/* reuse GL_R16UI */
/* reuse GL_R32I */
/* reuse GL_R32UI */
/* reuse GL_RG8I */
/* reuse GL_RG8UI */
/* reuse GL_RG16I */
/* reuse GL_RG16UI */
/* reuse GL_RG32I */
/* reuse GL_RG32UI */
/* Reuse tokens from ARB_vertex_array_object */
/* reuse GL_VERTEX_ARRAY_BINDING */
#endif
#ifndef GL_VERSION_3_1
#define GL_SAMPLER_2D_RECT 0x8B63
#define GL_SAMPLER_2D_RECT_SHADOW 0x8B64
#define GL_SAMPLER_BUFFER 0x8DC2
#define GL_INT_SAMPLER_2D_RECT 0x8DCD
#define GL_INT_SAMPLER_BUFFER 0x8DD0
#define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5
#define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8
#define GL_TEXTURE_BUFFER 0x8C2A
#define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B
#define GL_TEXTURE_BINDING_BUFFER 0x8C2C
#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D
#define GL_TEXTURE_RECTANGLE 0x84F5
#define GL_TEXTURE_BINDING_RECTANGLE 0x84F6
#define GL_PROXY_TEXTURE_RECTANGLE 0x84F7
#define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8
#define GL_RED_SNORM 0x8F90
#define GL_RG_SNORM 0x8F91
#define GL_RGB_SNORM 0x8F92
#define GL_RGBA_SNORM 0x8F93
#define GL_R8_SNORM 0x8F94
#define GL_RG8_SNORM 0x8F95
#define GL_RGB8_SNORM 0x8F96
#define GL_RGBA8_SNORM 0x8F97
#define GL_R16_SNORM 0x8F98
#define GL_RG16_SNORM 0x8F99
#define GL_RGB16_SNORM 0x8F9A
#define GL_RGBA16_SNORM 0x8F9B
#define GL_SIGNED_NORMALIZED 0x8F9C
#define GL_PRIMITIVE_RESTART 0x8F9D
#define GL_PRIMITIVE_RESTART_INDEX 0x8F9E
/* Reuse tokens from ARB_copy_buffer */
/* reuse GL_COPY_READ_BUFFER */
/* reuse GL_COPY_WRITE_BUFFER */
/* Reuse tokens from ARB_draw_instanced (none) */
/* Reuse tokens from ARB_uniform_buffer_object */
/* reuse GL_UNIFORM_BUFFER */
/* reuse GL_UNIFORM_BUFFER_BINDING */
/* reuse GL_UNIFORM_BUFFER_START */
/* reuse GL_UNIFORM_BUFFER_SIZE */
/* reuse GL_MAX_VERTEX_UNIFORM_BLOCKS */
/* reuse GL_MAX_FRAGMENT_UNIFORM_BLOCKS */
/* reuse GL_MAX_COMBINED_UNIFORM_BLOCKS */
/* reuse GL_MAX_UNIFORM_BUFFER_BINDINGS */
/* reuse GL_MAX_UNIFORM_BLOCK_SIZE */
/* reuse GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS */
/* reuse GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS */
/* reuse GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT */
/* reuse GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH */
/* reuse GL_ACTIVE_UNIFORM_BLOCKS */
/* reuse GL_UNIFORM_TYPE */
/* reuse GL_UNIFORM_SIZE */
/* reuse GL_UNIFORM_NAME_LENGTH */
/* reuse GL_UNIFORM_BLOCK_INDEX */
/* reuse GL_UNIFORM_OFFSET */
/* reuse GL_UNIFORM_ARRAY_STRIDE */
/* reuse GL_UNIFORM_MATRIX_STRIDE */
/* reuse GL_UNIFORM_IS_ROW_MAJOR */
/* reuse GL_UNIFORM_BLOCK_BINDING */
/* reuse GL_UNIFORM_BLOCK_DATA_SIZE */
/* reuse GL_UNIFORM_BLOCK_NAME_LENGTH */
/* reuse GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS */
/* reuse GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES */
/* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER */
/* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER */
/* reuse GL_INVALID_INDEX */
#endif
#ifndef GL_VERSION_3_2
#define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001
#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002
#define GL_LINES_ADJACENCY 0x000A
#define GL_LINE_STRIP_ADJACENCY 0x000B
#define GL_TRIANGLES_ADJACENCY 0x000C
#define GL_TRIANGLE_STRIP_ADJACENCY 0x000D
#define GL_PROGRAM_POINT_SIZE 0x8642
#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS 0x8C29
#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED 0x8DA7
#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8
#define GL_GEOMETRY_SHADER 0x8DD9
#define GL_GEOMETRY_VERTICES_OUT 0x8916
#define GL_GEOMETRY_INPUT_TYPE 0x8917
#define GL_GEOMETRY_OUTPUT_TYPE 0x8918
#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS 0x8DDF
#define GL_MAX_GEOMETRY_OUTPUT_VERTICES 0x8DE0
#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1
#define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122
#define GL_MAX_GEOMETRY_INPUT_COMPONENTS 0x9123
#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS 0x9124
#define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125
#define GL_CONTEXT_PROFILE_MASK 0x9126
/* reuse GL_MAX_VARYING_COMPONENTS */
/* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER */
/* Reuse tokens from ARB_depth_clamp */
/* reuse GL_DEPTH_CLAMP */
/* Reuse tokens from ARB_draw_elements_base_vertex (none) */
/* Reuse tokens from ARB_fragment_coord_conventions (none) */
/* Reuse tokens from ARB_provoking_vertex */
/* reuse GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION */
/* reuse GL_FIRST_VERTEX_CONVENTION */
/* reuse GL_LAST_VERTEX_CONVENTION */
/* reuse GL_PROVOKING_VERTEX */
/* Reuse tokens from ARB_seamless_cube_map */
/* reuse GL_TEXTURE_CUBE_MAP_SEAMLESS */
/* Reuse tokens from ARB_sync */
/* reuse GL_MAX_SERVER_WAIT_TIMEOUT */
/* reuse GL_OBJECT_TYPE */
/* reuse GL_SYNC_CONDITION */
/* reuse GL_SYNC_STATUS */
/* reuse GL_SYNC_FLAGS */
/* reuse GL_SYNC_FENCE */
/* reuse GL_SYNC_GPU_COMMANDS_COMPLETE */
/* reuse GL_UNSIGNALED */
/* reuse GL_SIGNALED */
/* reuse GL_ALREADY_SIGNALED */
/* reuse GL_TIMEOUT_EXPIRED */
/* reuse GL_CONDITION_SATISFIED */
/* reuse GL_WAIT_FAILED */
/* reuse GL_TIMEOUT_IGNORED */
/* reuse GL_SYNC_FLUSH_COMMANDS_BIT */
/* reuse GL_TIMEOUT_IGNORED */
/* Reuse tokens from ARB_texture_multisample */
/* reuse GL_SAMPLE_POSITION */
/* reuse GL_SAMPLE_MASK */
/* reuse GL_SAMPLE_MASK_VALUE */
/* reuse GL_MAX_SAMPLE_MASK_WORDS */
/* reuse GL_TEXTURE_2D_MULTISAMPLE */
/* reuse GL_PROXY_TEXTURE_2D_MULTISAMPLE */
/* reuse GL_TEXTURE_2D_MULTISAMPLE_ARRAY */
/* reuse GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY */
/* reuse GL_TEXTURE_BINDING_2D_MULTISAMPLE */
/* reuse GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY */
/* reuse GL_TEXTURE_SAMPLES */
/* reuse GL_TEXTURE_FIXED_SAMPLE_LOCATIONS */
/* reuse GL_SAMPLER_2D_MULTISAMPLE */
/* reuse GL_INT_SAMPLER_2D_MULTISAMPLE */
/* reuse GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE */
/* reuse GL_SAMPLER_2D_MULTISAMPLE_ARRAY */
/* reuse GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY */
/* reuse GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY */
/* reuse GL_MAX_COLOR_TEXTURE_SAMPLES */
/* reuse GL_MAX_DEPTH_TEXTURE_SAMPLES */
/* reuse GL_MAX_INTEGER_SAMPLES */
/* Don't need to reuse tokens from ARB_vertex_array_bgra since they're already in 1.2 core */
#endif
#ifndef GL_VERSION_3_3
#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE
/* Reuse tokens from ARB_blend_func_extended */
/* reuse GL_SRC1_COLOR */
/* reuse GL_ONE_MINUS_SRC1_COLOR */
/* reuse GL_ONE_MINUS_SRC1_ALPHA */
/* reuse GL_MAX_DUAL_SOURCE_DRAW_BUFFERS */
/* Reuse tokens from ARB_explicit_attrib_location (none) */
/* Reuse tokens from ARB_occlusion_query2 */
/* reuse GL_ANY_SAMPLES_PASSED */
/* Reuse tokens from ARB_sampler_objects */
/* reuse GL_SAMPLER_BINDING */
/* Reuse tokens from ARB_shader_bit_encoding (none) */
/* Reuse tokens from ARB_texture_rgb10_a2ui */
/* reuse GL_RGB10_A2UI */
/* Reuse tokens from ARB_texture_swizzle */
/* reuse GL_TEXTURE_SWIZZLE_R */
/* reuse GL_TEXTURE_SWIZZLE_G */
/* reuse GL_TEXTURE_SWIZZLE_B */
/* reuse GL_TEXTURE_SWIZZLE_A */
/* reuse GL_TEXTURE_SWIZZLE_RGBA */
/* Reuse tokens from ARB_timer_query */
/* reuse GL_TIME_ELAPSED */
/* reuse GL_TIMESTAMP */
/* Reuse tokens from ARB_vertex_type_2_10_10_10_rev */
/* reuse GL_INT_2_10_10_10_REV */
#endif
#ifndef GL_VERSION_4_0
#define GL_SAMPLE_SHADING 0x8C36
#define GL_MIN_SAMPLE_SHADING_VALUE 0x8C37
#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5E
#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5F
#define GL_TEXTURE_CUBE_MAP_ARRAY 0x9009
#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY 0x900A
#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY 0x900B
#define GL_SAMPLER_CUBE_MAP_ARRAY 0x900C
#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW 0x900D
#define GL_INT_SAMPLER_CUBE_MAP_ARRAY 0x900E
#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY 0x900F
/* Reuse tokens from ARB_texture_query_lod (none) */
/* Reuse tokens from ARB_draw_buffers_blend (none) */
/* Reuse tokens from ARB_draw_indirect */
/* reuse GL_DRAW_INDIRECT_BUFFER */
/* reuse GL_DRAW_INDIRECT_BUFFER_BINDING */
/* Reuse tokens from ARB_gpu_shader5 */
/* reuse GL_GEOMETRY_SHADER_INVOCATIONS */
/* reuse GL_MAX_GEOMETRY_SHADER_INVOCATIONS */
/* reuse GL_MIN_FRAGMENT_INTERPOLATION_OFFSET */
/* reuse GL_MAX_FRAGMENT_INTERPOLATION_OFFSET */
/* reuse GL_FRAGMENT_INTERPOLATION_OFFSET_BITS */
/* reuse GL_MAX_VERTEX_STREAMS */
/* Reuse tokens from ARB_gpu_shader_fp64 */
/* reuse GL_DOUBLE_VEC2 */
/* reuse GL_DOUBLE_VEC3 */
/* reuse GL_DOUBLE_VEC4 */
/* reuse GL_DOUBLE_MAT2 */
/* reuse GL_DOUBLE_MAT3 */
/* reuse GL_DOUBLE_MAT4 */
/* reuse GL_DOUBLE_MAT2x3 */
/* reuse GL_DOUBLE_MAT2x4 */
/* reuse GL_DOUBLE_MAT3x2 */
/* reuse GL_DOUBLE_MAT3x4 */
/* reuse GL_DOUBLE_MAT4x2 */
/* reuse GL_DOUBLE_MAT4x3 */
/* Reuse tokens from ARB_shader_subroutine */
/* reuse GL_ACTIVE_SUBROUTINES */
/* reuse GL_ACTIVE_SUBROUTINE_UNIFORMS */
/* reuse GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS */
/* reuse GL_ACTIVE_SUBROUTINE_MAX_LENGTH */
/* reuse GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH */
/* reuse GL_MAX_SUBROUTINES */
/* reuse GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS */
/* reuse GL_NUM_COMPATIBLE_SUBROUTINES */
/* reuse GL_COMPATIBLE_SUBROUTINES */
/* Reuse tokens from ARB_tessellation_shader */
/* reuse GL_PATCHES */
/* reuse GL_PATCH_VERTICES */
/* reuse GL_PATCH_DEFAULT_INNER_LEVEL */
/* reuse GL_PATCH_DEFAULT_OUTER_LEVEL */
/* reuse GL_TESS_CONTROL_OUTPUT_VERTICES */
/* reuse GL_TESS_GEN_MODE */
/* reuse GL_TESS_GEN_SPACING */
/* reuse GL_TESS_GEN_VERTEX_ORDER */
/* reuse GL_TESS_GEN_POINT_MODE */
/* reuse GL_ISOLINES */
/* reuse GL_FRACTIONAL_ODD */
/* reuse GL_FRACTIONAL_EVEN */
/* reuse GL_MAX_PATCH_VERTICES */
/* reuse GL_MAX_TESS_GEN_LEVEL */
/* reuse GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS */
/* reuse GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS */
/* reuse GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS */
/* reuse GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS */
/* reuse GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS */
/* reuse GL_MAX_TESS_PATCH_COMPONENTS */
/* reuse GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS */
/* reuse GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS */
/* reuse GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS */
/* reuse GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS */
/* reuse GL_MAX_TESS_CONTROL_INPUT_COMPONENTS */
/* reuse GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS */
/* reuse GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS */
/* reuse GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS */
/* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER */
/* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER */
/* reuse GL_TESS_EVALUATION_SHADER */
/* reuse GL_TESS_CONTROL_SHADER */
/* Reuse tokens from ARB_texture_buffer_object_rgb32 (none) */
/* Reuse tokens from ARB_transform_feedback2 */
/* reuse GL_TRANSFORM_FEEDBACK */
/* reuse GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED */
/* reuse GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE */
/* reuse GL_TRANSFORM_FEEDBACK_BINDING */
/* Reuse tokens from ARB_transform_feedback3 */
/* reuse GL_MAX_TRANSFORM_FEEDBACK_BUFFERS */
/* reuse GL_MAX_VERTEX_STREAMS */
#endif
#ifndef GL_VERSION_4_1
/* Reuse tokens from ARB_ES2_compatibility */
/* reuse GL_FIXED */
/* reuse GL_IMPLEMENTATION_COLOR_READ_TYPE */
/* reuse GL_IMPLEMENTATION_COLOR_READ_FORMAT */
/* reuse GL_LOW_FLOAT */
/* reuse GL_MEDIUM_FLOAT */
/* reuse GL_HIGH_FLOAT */
/* reuse GL_LOW_INT */
/* reuse GL_MEDIUM_INT */
/* reuse GL_HIGH_INT */
/* reuse GL_SHADER_COMPILER */
/* reuse GL_SHADER_BINARY_FORMATS */
/* reuse GL_NUM_SHADER_BINARY_FORMATS */
/* reuse GL_MAX_VERTEX_UNIFORM_VECTORS */
/* reuse GL_MAX_VARYING_VECTORS */
/* reuse GL_MAX_FRAGMENT_UNIFORM_VECTORS */
/* reuse GL_RGB565 */
/* Reuse tokens from ARB_get_program_binary */
/* reuse GL_PROGRAM_BINARY_RETRIEVABLE_HINT */
/* reuse GL_PROGRAM_BINARY_LENGTH */
/* reuse GL_NUM_PROGRAM_BINARY_FORMATS */
/* reuse GL_PROGRAM_BINARY_FORMATS */
/* Reuse tokens from ARB_separate_shader_objects */
/* reuse GL_VERTEX_SHADER_BIT */
/* reuse GL_FRAGMENT_SHADER_BIT */
/* reuse GL_GEOMETRY_SHADER_BIT */
/* reuse GL_TESS_CONTROL_SHADER_BIT */
/* reuse GL_TESS_EVALUATION_SHADER_BIT */
/* reuse GL_ALL_SHADER_BITS */
/* reuse GL_PROGRAM_SEPARABLE */
/* reuse GL_ACTIVE_PROGRAM */
/* reuse GL_PROGRAM_PIPELINE_BINDING */
/* Reuse tokens from ARB_shader_precision (none) */
/* Reuse tokens from ARB_vertex_attrib_64bit - all are in GL 3.0 and 4.0 already */
/* Reuse tokens from ARB_viewport_array - some are in GL 1.1 and ARB_provoking_vertex already */
/* reuse GL_MAX_VIEWPORTS */
/* reuse GL_VIEWPORT_SUBPIXEL_BITS */
/* reuse GL_VIEWPORT_BOUNDS_RANGE */
/* reuse GL_LAYER_PROVOKING_VERTEX */
/* reuse GL_VIEWPORT_INDEX_PROVOKING_VERTEX */
/* reuse GL_UNDEFINED_VERTEX */
#endif
#ifndef GL_VERSION_4_2
/* Reuse tokens from ARB_base_instance (none) */
/* Reuse tokens from ARB_shading_language_420pack (none) */
/* Reuse tokens from ARB_transform_feedback_instanced (none) */
/* Reuse tokens from ARB_compressed_texture_pixel_storage */
/* reuse GL_UNPACK_COMPRESSED_BLOCK_WIDTH */
/* reuse GL_UNPACK_COMPRESSED_BLOCK_HEIGHT */
/* reuse GL_UNPACK_COMPRESSED_BLOCK_DEPTH */
/* reuse GL_UNPACK_COMPRESSED_BLOCK_SIZE */
/* reuse GL_PACK_COMPRESSED_BLOCK_WIDTH */
/* reuse GL_PACK_COMPRESSED_BLOCK_HEIGHT */
/* reuse GL_PACK_COMPRESSED_BLOCK_DEPTH */
/* reuse GL_PACK_COMPRESSED_BLOCK_SIZE */
/* Reuse tokens from ARB_conservative_depth (none) */
/* Reuse tokens from ARB_internalformat_query */
/* reuse GL_NUM_SAMPLE_COUNTS */
/* Reuse tokens from ARB_map_buffer_alignment */
/* reuse GL_MIN_MAP_BUFFER_ALIGNMENT */
/* Reuse tokens from ARB_shader_atomic_counters */
/* reuse GL_ATOMIC_COUNTER_BUFFER */
/* reuse GL_ATOMIC_COUNTER_BUFFER_BINDING */
/* reuse GL_ATOMIC_COUNTER_BUFFER_START */
/* reuse GL_ATOMIC_COUNTER_BUFFER_SIZE */
/* reuse GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE */
/* reuse GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS */
/* reuse GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES */
/* reuse GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER */
/* reuse GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER */
/* reuse GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER */
/* reuse GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER */
/* reuse GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER */
/* reuse GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS */
/* reuse GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS */
/* reuse GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS */
/* reuse GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS */
/* reuse GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS */
/* reuse GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS */
/* reuse GL_MAX_VERTEX_ATOMIC_COUNTERS */
/* reuse GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS */
/* reuse GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS */
/* reuse GL_MAX_GEOMETRY_ATOMIC_COUNTERS */
/* reuse GL_MAX_FRAGMENT_ATOMIC_COUNTERS */
/* reuse GL_MAX_COMBINED_ATOMIC_COUNTERS */
/* reuse GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE */
/* reuse GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS */
/* reuse GL_ACTIVE_ATOMIC_COUNTER_BUFFERS */
/* reuse GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX */
/* reuse GL_UNSIGNED_INT_ATOMIC_COUNTER */
/* Reuse tokens from ARB_shader_image_load_store */
/* reuse GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT */
/* reuse GL_ELEMENT_ARRAY_BARRIER_BIT */
/* reuse GL_UNIFORM_BARRIER_BIT */
/* reuse GL_TEXTURE_FETCH_BARRIER_BIT */
/* reuse GL_SHADER_IMAGE_ACCESS_BARRIER_BIT */
/* reuse GL_COMMAND_BARRIER_BIT */
/* reuse GL_PIXEL_BUFFER_BARRIER_BIT */
/* reuse GL_TEXTURE_UPDATE_BARRIER_BIT */
/* reuse GL_BUFFER_UPDATE_BARRIER_BIT */
/* reuse GL_FRAMEBUFFER_BARRIER_BIT */
/* reuse GL_TRANSFORM_FEEDBACK_BARRIER_BIT */
/* reuse GL_ATOMIC_COUNTER_BARRIER_BIT */
/* reuse GL_ALL_BARRIER_BITS */
/* reuse GL_MAX_IMAGE_UNITS */
/* reuse GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS */
/* reuse GL_IMAGE_BINDING_NAME */
/* reuse GL_IMAGE_BINDING_LEVEL */
/* reuse GL_IMAGE_BINDING_LAYERED */
/* reuse GL_IMAGE_BINDING_LAYER */
/* reuse GL_IMAGE_BINDING_ACCESS */
/* reuse GL_IMAGE_1D */
/* reuse GL_IMAGE_2D */
/* reuse GL_IMAGE_3D */
/* reuse GL_IMAGE_2D_RECT */
/* reuse GL_IMAGE_CUBE */
/* reuse GL_IMAGE_BUFFER */
/* reuse GL_IMAGE_1D_ARRAY */
/* reuse GL_IMAGE_2D_ARRAY */
/* reuse GL_IMAGE_CUBE_MAP_ARRAY */
/* reuse GL_IMAGE_2D_MULTISAMPLE */
/* reuse GL_IMAGE_2D_MULTISAMPLE_ARRAY */
/* reuse GL_INT_IMAGE_1D */
/* reuse GL_INT_IMAGE_2D */
/* reuse GL_INT_IMAGE_3D */
/* reuse GL_INT_IMAGE_2D_RECT */
/* reuse GL_INT_IMAGE_CUBE */
/* reuse GL_INT_IMAGE_BUFFER */
/* reuse GL_INT_IMAGE_1D_ARRAY */
/* reuse GL_INT_IMAGE_2D_ARRAY */
/* reuse GL_INT_IMAGE_CUBE_MAP_ARRAY */
/* reuse GL_INT_IMAGE_2D_MULTISAMPLE */
/* reuse GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY */
/* reuse GL_UNSIGNED_INT_IMAGE_1D */
/* reuse GL_UNSIGNED_INT_IMAGE_2D */
/* reuse GL_UNSIGNED_INT_IMAGE_3D */
/* reuse GL_UNSIGNED_INT_IMAGE_2D_RECT */
/* reuse GL_UNSIGNED_INT_IMAGE_CUBE */
/* reuse GL_UNSIGNED_INT_IMAGE_BUFFER */
/* reuse GL_UNSIGNED_INT_IMAGE_1D_ARRAY */
/* reuse GL_UNSIGNED_INT_IMAGE_2D_ARRAY */
/* reuse GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY */
/* reuse GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE */
/* reuse GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY */
/* reuse GL_MAX_IMAGE_SAMPLES */
/* reuse GL_IMAGE_BINDING_FORMAT */
/* reuse GL_IMAGE_FORMAT_COMPATIBILITY_TYPE */
/* reuse GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE */
/* reuse GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS */
/* reuse GL_MAX_VERTEX_IMAGE_UNIFORMS */
/* reuse GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS */
/* reuse GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS */
/* reuse GL_MAX_GEOMETRY_IMAGE_UNIFORMS */
/* reuse GL_MAX_FRAGMENT_IMAGE_UNIFORMS */
/* reuse GL_MAX_COMBINED_IMAGE_UNIFORMS */
/* Reuse tokens from ARB_shading_language_packing (none) */
/* Reuse tokens from ARB_texture_storage */
/* reuse GL_TEXTURE_IMMUTABLE_FORMAT */
#endif
#ifndef GL_VERSION_4_3
#define GL_NUM_SHADING_LANGUAGE_VERSIONS 0x82E9
#define GL_VERTEX_ATTRIB_ARRAY_LONG 0x874E
/* Reuse tokens from ARB_arrays_of_arrays (none, GLSL only) */
/* Reuse tokens from ARB_fragment_layer_viewport (none, GLSL only) */
/* Reuse tokens from ARB_shader_image_size (none, GLSL only) */
/* Reuse tokens from ARB_ES3_compatibility */
/* reuse GL_COMPRESSED_RGB8_ETC2 */
/* reuse GL_COMPRESSED_SRGB8_ETC2 */
/* reuse GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 */
/* reuse GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 */
/* reuse GL_COMPRESSED_RGBA8_ETC2_EAC */
/* reuse GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC */
/* reuse GL_COMPRESSED_R11_EAC */
/* reuse GL_COMPRESSED_SIGNED_R11_EAC */
/* reuse GL_COMPRESSED_RG11_EAC */
/* reuse GL_COMPRESSED_SIGNED_RG11_EAC */
/* reuse GL_PRIMITIVE_RESTART_FIXED_INDEX */
/* reuse GL_ANY_SAMPLES_PASSED_CONSERVATIVE */
/* reuse GL_MAX_ELEMENT_INDEX */
/* Reuse tokens from ARB_clear_buffer_object (none) */
/* Reuse tokens from ARB_compute_shader */
/* reuse GL_COMPUTE_SHADER */
/* reuse GL_MAX_COMPUTE_UNIFORM_BLOCKS */
/* reuse GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS */
/* reuse GL_MAX_COMPUTE_IMAGE_UNIFORMS */
/* reuse GL_MAX_COMPUTE_SHARED_MEMORY_SIZE */
/* reuse GL_MAX_COMPUTE_UNIFORM_COMPONENTS */
/* reuse GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS */
/* reuse GL_MAX_COMPUTE_ATOMIC_COUNTERS */
/* reuse GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS */
/* reuse GL_MAX_COMPUTE_LOCAL_INVOCATIONS */
/* reuse GL_MAX_COMPUTE_WORK_GROUP_COUNT */
/* reuse GL_MAX_COMPUTE_WORK_GROUP_SIZE */
/* reuse GL_COMPUTE_LOCAL_WORK_SIZE */
/* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER */
/* reuse GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER */
/* reuse GL_DISPATCH_INDIRECT_BUFFER */
/* reuse GL_DISPATCH_INDIRECT_BUFFER_BINDING */
/* Reuse tokens from ARB_copy_image (none) */
/* Reuse tokens from KHR_debug */
/* reuse GL_DEBUG_OUTPUT_SYNCHRONOUS */
/* reuse GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH */
/* reuse GL_DEBUG_CALLBACK_FUNCTION */
/* reuse GL_DEBUG_CALLBACK_USER_PARAM */
/* reuse GL_DEBUG_SOURCE_API */
/* reuse GL_DEBUG_SOURCE_WINDOW_SYSTEM */
/* reuse GL_DEBUG_SOURCE_SHADER_COMPILER */
/* reuse GL_DEBUG_SOURCE_THIRD_PARTY */
/* reuse GL_DEBUG_SOURCE_APPLICATION */
/* reuse GL_DEBUG_SOURCE_OTHER */
/* reuse GL_DEBUG_TYPE_ERROR */
/* reuse GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR */
/* reuse GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR */
/* reuse GL_DEBUG_TYPE_PORTABILITY */
/* reuse GL_DEBUG_TYPE_PERFORMANCE */
/* reuse GL_DEBUG_TYPE_OTHER */
/* reuse GL_MAX_DEBUG_MESSAGE_LENGTH */
/* reuse GL_MAX_DEBUG_LOGGED_MESSAGES */
/* reuse GL_DEBUG_LOGGED_MESSAGES */
/* reuse GL_DEBUG_SEVERITY_HIGH */
/* reuse GL_DEBUG_SEVERITY_MEDIUM */
/* reuse GL_DEBUG_SEVERITY_LOW */
/* reuse GL_DEBUG_TYPE_MARKER */
/* reuse GL_DEBUG_TYPE_PUSH_GROUP */
/* reuse GL_DEBUG_TYPE_POP_GROUP */
/* reuse GL_DEBUG_SEVERITY_NOTIFICATION */
/* reuse GL_MAX_DEBUG_GROUP_STACK_DEPTH */
/* reuse GL_DEBUG_GROUP_STACK_DEPTH */
/* reuse GL_BUFFER */
/* reuse GL_SHADER */
/* reuse GL_PROGRAM */
/* reuse GL_QUERY */
/* reuse GL_PROGRAM_PIPELINE */
/* reuse GL_SAMPLER */
/* reuse GL_DISPLAY_LIST */
/* reuse GL_MAX_LABEL_LENGTH */
/* reuse GL_DEBUG_OUTPUT */
/* reuse GL_CONTEXT_FLAG_DEBUG_BIT */
/* reuse GL_STACK_UNDERFLOW */
/* reuse GL_STACK_OVERFLOW */
/* Reuse tokens from ARB_explicit_uniform_location */
/* reuse GL_MAX_UNIFORM_LOCATIONS */
/* Reuse tokens from ARB_framebuffer_no_attachments */
/* reuse GL_FRAMEBUFFER_DEFAULT_WIDTH */
/* reuse GL_FRAMEBUFFER_DEFAULT_HEIGHT */
/* reuse GL_FRAMEBUFFER_DEFAULT_LAYERS */
/* reuse GL_FRAMEBUFFER_DEFAULT_SAMPLES */
/* reuse GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS */
/* reuse GL_MAX_FRAMEBUFFER_WIDTH */
/* reuse GL_MAX_FRAMEBUFFER_HEIGHT */
/* reuse GL_MAX_FRAMEBUFFER_LAYERS */
/* reuse GL_MAX_FRAMEBUFFER_SAMPLES */
/* Reuse tokens from ARB_internalformat_query2 */
/* reuse GL_INTERNALFORMAT_SUPPORTED */
/* reuse GL_INTERNALFORMAT_PREFERRED */
/* reuse GL_INTERNALFORMAT_RED_SIZE */
/* reuse GL_INTERNALFORMAT_GREEN_SIZE */
/* reuse GL_INTERNALFORMAT_BLUE_SIZE */
/* reuse GL_INTERNALFORMAT_ALPHA_SIZE */
/* reuse GL_INTERNALFORMAT_DEPTH_SIZE */
/* reuse GL_INTERNALFORMAT_STENCIL_SIZE */
/* reuse GL_INTERNALFORMAT_SHARED_SIZE */
/* reuse GL_INTERNALFORMAT_RED_TYPE */
/* reuse GL_INTERNALFORMAT_GREEN_TYPE */
/* reuse GL_INTERNALFORMAT_BLUE_TYPE */
/* reuse GL_INTERNALFORMAT_ALPHA_TYPE */
/* reuse GL_INTERNALFORMAT_DEPTH_TYPE */
/* reuse GL_INTERNALFORMAT_STENCIL_TYPE */
/* reuse GL_MAX_WIDTH */
/* reuse GL_MAX_HEIGHT */
/* reuse GL_MAX_DEPTH */
/* reuse GL_MAX_LAYERS */
/* reuse GL_MAX_COMBINED_DIMENSIONS */
/* reuse GL_COLOR_COMPONENTS */
/* reuse GL_DEPTH_COMPONENTS */
/* reuse GL_STENCIL_COMPONENTS */
/* reuse GL_COLOR_RENDERABLE */
/* reuse GL_DEPTH_RENDERABLE */
/* reuse GL_STENCIL_RENDERABLE */
/* reuse GL_FRAMEBUFFER_RENDERABLE */
/* reuse GL_FRAMEBUFFER_RENDERABLE_LAYERED */
/* reuse GL_FRAMEBUFFER_BLEND */
/* reuse GL_READ_PIXELS */
/* reuse GL_READ_PIXELS_FORMAT */
/* reuse GL_READ_PIXELS_TYPE */
/* reuse GL_TEXTURE_IMAGE_FORMAT */
/* reuse GL_TEXTURE_IMAGE_TYPE */
/* reuse GL_GET_TEXTURE_IMAGE_FORMAT */
/* reuse GL_GET_TEXTURE_IMAGE_TYPE */
/* reuse GL_MIPMAP */
/* reuse GL_MANUAL_GENERATE_MIPMAP */
/* reuse GL_AUTO_GENERATE_MIPMAP */
/* reuse GL_COLOR_ENCODING */
/* reuse GL_SRGB_READ */
/* reuse GL_SRGB_WRITE */
/* reuse GL_FILTER */
/* reuse GL_VERTEX_TEXTURE */
/* reuse GL_TESS_CONTROL_TEXTURE */
/* reuse GL_TESS_EVALUATION_TEXTURE */
/* reuse GL_GEOMETRY_TEXTURE */
/* reuse GL_FRAGMENT_TEXTURE */
/* reuse GL_COMPUTE_TEXTURE */
/* reuse GL_TEXTURE_SHADOW */
/* reuse GL_TEXTURE_GATHER */
/* reuse GL_TEXTURE_GATHER_SHADOW */
/* reuse GL_SHADER_IMAGE_LOAD */
/* reuse GL_SHADER_IMAGE_STORE */
/* reuse GL_SHADER_IMAGE_ATOMIC */
/* reuse GL_IMAGE_TEXEL_SIZE */
/* reuse GL_IMAGE_COMPATIBILITY_CLASS */
/* reuse GL_IMAGE_PIXEL_FORMAT */
/* reuse GL_IMAGE_PIXEL_TYPE */
/* reuse GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST */
/* reuse GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST */
/* reuse GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE */
/* reuse GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE */
/* reuse GL_TEXTURE_COMPRESSED_BLOCK_WIDTH */
/* reuse GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT */
/* reuse GL_TEXTURE_COMPRESSED_BLOCK_SIZE */
/* reuse GL_CLEAR_BUFFER */
/* reuse GL_TEXTURE_VIEW */
/* reuse GL_VIEW_COMPATIBILITY_CLASS */
/* reuse GL_FULL_SUPPORT */
/* reuse GL_CAVEAT_SUPPORT */
/* reuse GL_IMAGE_CLASS_4_X_32 */
/* reuse GL_IMAGE_CLASS_2_X_32 */
/* reuse GL_IMAGE_CLASS_1_X_32 */
/* reuse GL_IMAGE_CLASS_4_X_16 */
/* reuse GL_IMAGE_CLASS_2_X_16 */
/* reuse GL_IMAGE_CLASS_1_X_16 */
/* reuse GL_IMAGE_CLASS_4_X_8 */
/* reuse GL_IMAGE_CLASS_2_X_8 */
/* reuse GL_IMAGE_CLASS_1_X_8 */
/* reuse GL_IMAGE_CLASS_11_11_10 */
/* reuse GL_IMAGE_CLASS_10_10_10_2 */
/* reuse GL_VIEW_CLASS_128_BITS */
/* reuse GL_VIEW_CLASS_96_BITS */
/* reuse GL_VIEW_CLASS_64_BITS */
/* reuse GL_VIEW_CLASS_48_BITS */
/* reuse GL_VIEW_CLASS_32_BITS */
/* reuse GL_VIEW_CLASS_24_BITS */
/* reuse GL_VIEW_CLASS_16_BITS */
/* reuse GL_VIEW_CLASS_8_BITS */
/* reuse GL_VIEW_CLASS_S3TC_DXT1_RGB */
/* reuse GL_VIEW_CLASS_S3TC_DXT1_RGBA */
/* reuse GL_VIEW_CLASS_S3TC_DXT3_RGBA */
/* reuse GL_VIEW_CLASS_S3TC_DXT5_RGBA */
/* reuse GL_VIEW_CLASS_RGTC1_RED */
/* reuse GL_VIEW_CLASS_RGTC2_RG */
/* reuse GL_VIEW_CLASS_BPTC_UNORM */
/* reuse GL_VIEW_CLASS_BPTC_FLOAT */
/* Reuse tokens from ARB_invalidate_subdata (none) */
/* Reuse tokens from ARB_multi_draw_indirect (none) */
/* Reuse tokens from ARB_program_interface_query */
/* reuse GL_UNIFORM */
/* reuse GL_UNIFORM_BLOCK */
/* reuse GL_PROGRAM_INPUT */
/* reuse GL_PROGRAM_OUTPUT */
/* reuse GL_BUFFER_VARIABLE */
/* reuse GL_SHADER_STORAGE_BLOCK */
/* reuse GL_VERTEX_SUBROUTINE */
/* reuse GL_TESS_CONTROL_SUBROUTINE */
/* reuse GL_TESS_EVALUATION_SUBROUTINE */
/* reuse GL_GEOMETRY_SUBROUTINE */
/* reuse GL_FRAGMENT_SUBROUTINE */
/* reuse GL_COMPUTE_SUBROUTINE */
/* reuse GL_VERTEX_SUBROUTINE_UNIFORM */
/* reuse GL_TESS_CONTROL_SUBROUTINE_UNIFORM */
/* reuse GL_TESS_EVALUATION_SUBROUTINE_UNIFORM */
/* reuse GL_GEOMETRY_SUBROUTINE_UNIFORM */
/* reuse GL_FRAGMENT_SUBROUTINE_UNIFORM */
/* reuse GL_COMPUTE_SUBROUTINE_UNIFORM */
/* reuse GL_TRANSFORM_FEEDBACK_VARYING */
/* reuse GL_ACTIVE_RESOURCES */
/* reuse GL_MAX_NAME_LENGTH */
/* reuse GL_MAX_NUM_ACTIVE_VARIABLES */
/* reuse GL_MAX_NUM_COMPATIBLE_SUBROUTINES */
/* reuse GL_NAME_LENGTH */
/* reuse GL_TYPE */
/* reuse GL_ARRAY_SIZE */
/* reuse GL_OFFSET */
/* reuse GL_BLOCK_INDEX */
/* reuse GL_ARRAY_STRIDE */
/* reuse GL_MATRIX_STRIDE */
/* reuse GL_IS_ROW_MAJOR */
/* reuse GL_ATOMIC_COUNTER_BUFFER_INDEX */
/* reuse GL_BUFFER_BINDING */
/* reuse GL_BUFFER_DATA_SIZE */
/* reuse GL_NUM_ACTIVE_VARIABLES */
/* reuse GL_ACTIVE_VARIABLES */
/* reuse GL_REFERENCED_BY_VERTEX_SHADER */
/* reuse GL_REFERENCED_BY_TESS_CONTROL_SHADER */
/* reuse GL_REFERENCED_BY_TESS_EVALUATION_SHADER */
/* reuse GL_REFERENCED_BY_GEOMETRY_SHADER */
/* reuse GL_REFERENCED_BY_FRAGMENT_SHADER */
/* reuse GL_REFERENCED_BY_COMPUTE_SHADER */
/* reuse GL_TOP_LEVEL_ARRAY_SIZE */
/* reuse GL_TOP_LEVEL_ARRAY_STRIDE */
/* reuse GL_LOCATION */
/* reuse GL_LOCATION_INDEX */
/* reuse GL_IS_PER_PATCH */
/* Reuse tokens from ARB_robust_buffer_access_behavior (none) */
/* Reuse tokens from ARB_shader_storage_buffer_object */
/* reuse GL_SHADER_STORAGE_BUFFER */
/* reuse GL_SHADER_STORAGE_BUFFER_BINDING */
/* reuse GL_SHADER_STORAGE_BUFFER_START */
/* reuse GL_SHADER_STORAGE_BUFFER_SIZE */
/* reuse GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS */
/* reuse GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS */
/* reuse GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS */
/* reuse GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS */
/* reuse GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS */
/* reuse GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS */
/* reuse GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS */
/* reuse GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS */
/* reuse GL_MAX_SHADER_STORAGE_BLOCK_SIZE */
/* reuse GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT */
/* reuse GL_SHADER_STORAGE_BARRIER_BIT */
/* reuse GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES */
/* Reuse tokens from ARB_stencil_texturing */
/* reuse GL_DEPTH_STENCIL_TEXTURE_MODE */
/* Reuse tokens from ARB_texture_buffer_range */
/* reuse GL_TEXTURE_BUFFER_OFFSET */
/* reuse GL_TEXTURE_BUFFER_SIZE */
/* reuse GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT */
/* Reuse tokens from ARB_texture_query_levels (none) */
/* Reuse tokens from ARB_texture_storage_multisample (none) */
/* Reuse tokens from ARB_texture_view */
/* reuse GL_TEXTURE_VIEW_MIN_LEVEL */
/* reuse GL_TEXTURE_VIEW_NUM_LEVELS */
/* reuse GL_TEXTURE_VIEW_MIN_LAYER */
/* reuse GL_TEXTURE_VIEW_NUM_LAYERS */
/* reuse GL_TEXTURE_IMMUTABLE_LEVELS */
/* Reuse tokens from ARB_vertex_attrib_binding */
/* reuse GL_VERTEX_ATTRIB_BINDING */
/* reuse GL_VERTEX_ATTRIB_RELATIVE_OFFSET */
/* reuse GL_VERTEX_BINDING_DIVISOR */
/* reuse GL_VERTEX_BINDING_OFFSET */
/* reuse GL_VERTEX_BINDING_STRIDE */
/* reuse GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET */
/* reuse GL_MAX_VERTEX_ATTRIB_BINDINGS */
#endif
#ifndef GL_ARB_depth_buffer_float
#define GL_DEPTH_COMPONENT32F 0x8CAC
#define GL_DEPTH32F_STENCIL8 0x8CAD
#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD
#endif
#ifndef GL_ARB_framebuffer_object
#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210
#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211
#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212
#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213
#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214
#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215
#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216
#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217
#define GL_FRAMEBUFFER_DEFAULT 0x8218
#define GL_FRAMEBUFFER_UNDEFINED 0x8219
#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A
#define GL_MAX_RENDERBUFFER_SIZE 0x84E8
#define GL_DEPTH_STENCIL 0x84F9
#define GL_UNSIGNED_INT_24_8 0x84FA
#define GL_DEPTH24_STENCIL8 0x88F0
#define GL_TEXTURE_STENCIL_SIZE 0x88F1
#define GL_TEXTURE_RED_TYPE 0x8C10
#define GL_TEXTURE_GREEN_TYPE 0x8C11
#define GL_TEXTURE_BLUE_TYPE 0x8C12
#define GL_TEXTURE_ALPHA_TYPE 0x8C13
#define GL_TEXTURE_DEPTH_TYPE 0x8C16
#define GL_UNSIGNED_NORMALIZED 0x8C17
#define GL_FRAMEBUFFER_BINDING 0x8CA6
#define GL_DRAW_FRAMEBUFFER_BINDING GL_FRAMEBUFFER_BINDING
#define GL_RENDERBUFFER_BINDING 0x8CA7
#define GL_READ_FRAMEBUFFER 0x8CA8
#define GL_DRAW_FRAMEBUFFER 0x8CA9
#define GL_READ_FRAMEBUFFER_BINDING 0x8CAA
#define GL_RENDERBUFFER_SAMPLES 0x8CAB
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4
#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB
#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC
#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF
#define GL_COLOR_ATTACHMENT0 0x8CE0
#define GL_COLOR_ATTACHMENT1 0x8CE1
#define GL_COLOR_ATTACHMENT2 0x8CE2
#define GL_COLOR_ATTACHMENT3 0x8CE3
#define GL_COLOR_ATTACHMENT4 0x8CE4
#define GL_COLOR_ATTACHMENT5 0x8CE5
#define GL_COLOR_ATTACHMENT6 0x8CE6
#define GL_COLOR_ATTACHMENT7 0x8CE7
#define GL_COLOR_ATTACHMENT8 0x8CE8
#define GL_COLOR_ATTACHMENT9 0x8CE9
#define GL_COLOR_ATTACHMENT10 0x8CEA
#define GL_COLOR_ATTACHMENT11 0x8CEB
#define GL_COLOR_ATTACHMENT12 0x8CEC
#define GL_COLOR_ATTACHMENT13 0x8CED
#define GL_COLOR_ATTACHMENT14 0x8CEE
#define GL_COLOR_ATTACHMENT15 0x8CEF
#define GL_DEPTH_ATTACHMENT 0x8D00
#define GL_STENCIL_ATTACHMENT 0x8D20
#define GL_FRAMEBUFFER 0x8D40
#define GL_RENDERBUFFER 0x8D41
#define GL_RENDERBUFFER_WIDTH 0x8D42
#define GL_RENDERBUFFER_HEIGHT 0x8D43
#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44
#define GL_STENCIL_INDEX1 0x8D46
#define GL_STENCIL_INDEX4 0x8D47
#define GL_STENCIL_INDEX8 0x8D48
#define GL_STENCIL_INDEX16 0x8D49
#define GL_RENDERBUFFER_RED_SIZE 0x8D50
#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51
#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52
#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53
#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54
#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56
#define GL_MAX_SAMPLES 0x8D57
#endif
#ifndef GL_ARB_framebuffer_sRGB
#define GL_FRAMEBUFFER_SRGB 0x8DB9
#endif
#ifndef GL_ARB_half_float_vertex
#define GL_HALF_FLOAT 0x140B
#endif
#ifndef GL_ARB_map_buffer_range
#define GL_MAP_READ_BIT 0x0001
#define GL_MAP_WRITE_BIT 0x0002
#define GL_MAP_INVALIDATE_RANGE_BIT 0x0004
#define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008
#define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010
#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020
#endif
#ifndef GL_ARB_texture_compression_rgtc
#define GL_COMPRESSED_RED_RGTC1 0x8DBB
#define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
#define GL_COMPRESSED_RG_RGTC2 0x8DBD
#define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
#endif
#ifndef GL_ARB_texture_rg
#define GL_RG 0x8227
#define GL_RG_INTEGER 0x8228
#define GL_R8 0x8229
#define GL_R16 0x822A
#define GL_RG8 0x822B
#define GL_RG16 0x822C
#define GL_R16F 0x822D
#define GL_R32F 0x822E
#define GL_RG16F 0x822F
#define GL_RG32F 0x8230
#define GL_R8I 0x8231
#define GL_R8UI 0x8232
#define GL_R16I 0x8233
#define GL_R16UI 0x8234
#define GL_R32I 0x8235
#define GL_R32UI 0x8236
#define GL_RG8I 0x8237
#define GL_RG8UI 0x8238
#define GL_RG16I 0x8239
#define GL_RG16UI 0x823A
#define GL_RG32I 0x823B
#define GL_RG32UI 0x823C
#endif
#ifndef GL_ARB_vertex_array_object
#define GL_VERTEX_ARRAY_BINDING 0x85B5
#endif
#ifndef GL_ARB_uniform_buffer_object
#define GL_UNIFORM_BUFFER 0x8A11
#define GL_UNIFORM_BUFFER_BINDING 0x8A28
#define GL_UNIFORM_BUFFER_START 0x8A29
#define GL_UNIFORM_BUFFER_SIZE 0x8A2A
#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B
#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C
#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D
#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E
#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F
#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30
#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31
#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32
#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33
#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34
#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35
#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36
#define GL_UNIFORM_TYPE 0x8A37
#define GL_UNIFORM_SIZE 0x8A38
#define GL_UNIFORM_NAME_LENGTH 0x8A39
#define GL_UNIFORM_BLOCK_INDEX 0x8A3A
#define GL_UNIFORM_OFFSET 0x8A3B
#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C
#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D
#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E
#define GL_UNIFORM_BLOCK_BINDING 0x8A3F
#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40
#define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43
#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44
#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45
#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46
#define GL_INVALID_INDEX 0xFFFFFFFFu
#endif
#ifndef GL_ARB_copy_buffer
#define GL_COPY_READ_BUFFER_BINDING 0x8F36
#define GL_COPY_READ_BUFFER GL_COPY_READ_BUFFER_BINDING
#define GL_COPY_WRITE_BUFFER_BINDING 0x8F37
#define GL_COPY_WRITE_BUFFER GL_COPY_WRITE_BUFFER_BINDING
#endif
#ifndef GL_ARB_depth_clamp
#define GL_DEPTH_CLAMP 0x864F
#endif
#ifndef GL_ARB_draw_elements_base_vertex
#endif
#ifndef GL_ARB_fragment_coord_conventions
#endif
#ifndef GL_ARB_provoking_vertex
#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C
#define GL_FIRST_VERTEX_CONVENTION 0x8E4D
#define GL_LAST_VERTEX_CONVENTION 0x8E4E
#define GL_PROVOKING_VERTEX 0x8E4F
#endif
#ifndef GL_ARB_seamless_cube_map
#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
#endif
#ifndef GL_ARB_sync
#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111
#define GL_OBJECT_TYPE 0x9112
#define GL_SYNC_CONDITION 0x9113
#define GL_SYNC_STATUS 0x9114
#define GL_SYNC_FLAGS 0x9115
#define GL_SYNC_FENCE 0x9116
#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117
#define GL_UNSIGNALED 0x9118
#define GL_SIGNALED 0x9119
#define GL_ALREADY_SIGNALED 0x911A
#define GL_TIMEOUT_EXPIRED 0x911B
#define GL_CONDITION_SATISFIED 0x911C
#define GL_WAIT_FAILED 0x911D
#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001
#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFFull
#endif
#ifndef GL_ARB_texture_multisample
#define GL_SAMPLE_POSITION 0x8E50
#define GL_SAMPLE_MASK 0x8E51
#define GL_SAMPLE_MASK_VALUE 0x8E52
#define GL_MAX_SAMPLE_MASK_WORDS 0x8E59
#define GL_TEXTURE_2D_MULTISAMPLE 0x9100
#define GL_PROXY_TEXTURE_2D_MULTISAMPLE 0x9101
#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102
#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103
#define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104
#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105
#define GL_TEXTURE_SAMPLES 0x9106
#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107
#define GL_SAMPLER_2D_MULTISAMPLE 0x9108
#define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109
#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A
#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B
#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C
#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D
#define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E
#define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F
#define GL_MAX_INTEGER_SAMPLES 0x9110
#endif
#ifndef GL_ARB_vertex_array_bgra
/* reuse GL_BGRA */
#endif
#ifndef GL_ARB_draw_buffers_blend
#endif
#ifndef GL_ARB_sample_shading
#define GL_SAMPLE_SHADING_ARB 0x8C36
#define GL_MIN_SAMPLE_SHADING_VALUE_ARB 0x8C37
#endif
#ifndef GL_ARB_texture_cube_map_array
#define GL_TEXTURE_CUBE_MAP_ARRAY_ARB 0x9009
#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB 0x900A
#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB 0x900B
#define GL_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900C
#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_ARB 0x900D
#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900E
#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900F
#endif
#ifndef GL_ARB_texture_gather
#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5E
#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5F
#define GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS_ARB 0x8F9F
#endif
#ifndef GL_ARB_texture_query_lod
#endif
#ifndef GL_ARB_shading_language_include
#define GL_SHADER_INCLUDE_ARB 0x8DAE
#define GL_NAMED_STRING_LENGTH_ARB 0x8DE9
#define GL_NAMED_STRING_TYPE_ARB 0x8DEA
#endif
#ifndef GL_ARB_texture_compression_bptc
#define GL_COMPRESSED_RGBA_BPTC_UNORM_ARB 0x8E8C
#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB 0x8E8D
#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB 0x8E8E
#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB 0x8E8F
#endif
#ifndef GL_ARB_blend_func_extended
#define GL_SRC1_COLOR 0x88F9
/* reuse GL_SRC1_ALPHA */
#define GL_ONE_MINUS_SRC1_COLOR 0x88FA
#define GL_ONE_MINUS_SRC1_ALPHA 0x88FB
#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS 0x88FC
#endif
#ifndef GL_ARB_explicit_attrib_location
#endif
#ifndef GL_ARB_occlusion_query2
#define GL_ANY_SAMPLES_PASSED 0x8C2F
#endif
#ifndef GL_ARB_sampler_objects
#define GL_SAMPLER_BINDING 0x8919
#endif
#ifndef GL_ARB_shader_bit_encoding
#endif
#ifndef GL_ARB_texture_rgb10_a2ui
#define GL_RGB10_A2UI 0x906F
#endif
#ifndef GL_ARB_texture_swizzle
#define GL_TEXTURE_SWIZZLE_R 0x8E42
#define GL_TEXTURE_SWIZZLE_G 0x8E43
#define GL_TEXTURE_SWIZZLE_B 0x8E44
#define GL_TEXTURE_SWIZZLE_A 0x8E45
#define GL_TEXTURE_SWIZZLE_RGBA 0x8E46
#endif
#ifndef GL_ARB_timer_query
#define GL_TIME_ELAPSED 0x88BF
#define GL_TIMESTAMP 0x8E28
#endif
#ifndef GL_ARB_vertex_type_2_10_10_10_rev
/* reuse GL_UNSIGNED_INT_2_10_10_10_REV */
#define GL_INT_2_10_10_10_REV 0x8D9F
#endif
#ifndef GL_ARB_draw_indirect
#define GL_DRAW_INDIRECT_BUFFER 0x8F3F
#define GL_DRAW_INDIRECT_BUFFER_BINDING 0x8F43
#endif
#ifndef GL_ARB_gpu_shader5
#define GL_GEOMETRY_SHADER_INVOCATIONS 0x887F
#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS 0x8E5A
#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET 0x8E5B
#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET 0x8E5C
#define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS 0x8E5D
/* reuse GL_MAX_VERTEX_STREAMS */
#endif
#ifndef GL_ARB_gpu_shader_fp64
/* reuse GL_DOUBLE */
#define GL_DOUBLE_VEC2 0x8FFC
#define GL_DOUBLE_VEC3 0x8FFD
#define GL_DOUBLE_VEC4 0x8FFE
#define GL_DOUBLE_MAT2 0x8F46
#define GL_DOUBLE_MAT3 0x8F47
#define GL_DOUBLE_MAT4 0x8F48
#define GL_DOUBLE_MAT2x3 0x8F49
#define GL_DOUBLE_MAT2x4 0x8F4A
#define GL_DOUBLE_MAT3x2 0x8F4B
#define GL_DOUBLE_MAT3x4 0x8F4C
#define GL_DOUBLE_MAT4x2 0x8F4D
#define GL_DOUBLE_MAT4x3 0x8F4E
#endif
#ifndef GL_ARB_shader_subroutine
#define GL_ACTIVE_SUBROUTINES 0x8DE5
#define GL_ACTIVE_SUBROUTINE_UNIFORMS 0x8DE6
#define GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS 0x8E47
#define GL_ACTIVE_SUBROUTINE_MAX_LENGTH 0x8E48
#define GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH 0x8E49
#define GL_MAX_SUBROUTINES 0x8DE7
#define GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS 0x8DE8
#define GL_NUM_COMPATIBLE_SUBROUTINES 0x8E4A
#define GL_COMPATIBLE_SUBROUTINES 0x8E4B
/* reuse GL_UNIFORM_SIZE */
/* reuse GL_UNIFORM_NAME_LENGTH */
#endif
#ifndef GL_ARB_tessellation_shader
#define GL_PATCHES 0x000E
#define GL_PATCH_VERTICES 0x8E72
#define GL_PATCH_DEFAULT_INNER_LEVEL 0x8E73
#define GL_PATCH_DEFAULT_OUTER_LEVEL 0x8E74
#define GL_TESS_CONTROL_OUTPUT_VERTICES 0x8E75
#define GL_TESS_GEN_MODE 0x8E76
#define GL_TESS_GEN_SPACING 0x8E77
#define GL_TESS_GEN_VERTEX_ORDER 0x8E78
#define GL_TESS_GEN_POINT_MODE 0x8E79
/* reuse GL_TRIANGLES */
/* reuse GL_QUADS */
#define GL_ISOLINES 0x8E7A
/* reuse GL_EQUAL */
#define GL_FRACTIONAL_ODD 0x8E7B
#define GL_FRACTIONAL_EVEN 0x8E7C
/* reuse GL_CCW */
/* reuse GL_CW */
#define GL_MAX_PATCH_VERTICES 0x8E7D
#define GL_MAX_TESS_GEN_LEVEL 0x8E7E
#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E7F
#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E80
#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS 0x8E81
#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS 0x8E82
#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS 0x8E83
#define GL_MAX_TESS_PATCH_COMPONENTS 0x8E84
#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 0x8E85
#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS 0x8E86
#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS 0x8E89
#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS 0x8E8A
#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS 0x886C
#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS 0x886D
#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E1E
#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E1F
#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER 0x84F0
#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER 0x84F1
#define GL_TESS_EVALUATION_SHADER 0x8E87
#define GL_TESS_CONTROL_SHADER 0x8E88
#endif
#ifndef GL_ARB_texture_buffer_object_rgb32
/* reuse GL_RGB32F */
/* reuse GL_RGB32UI */
/* reuse GL_RGB32I */
#endif
#ifndef GL_ARB_transform_feedback2
#define GL_TRANSFORM_FEEDBACK 0x8E22
#define GL_TRANSFORM_FEEDBACK_PAUSED 0x8E23
#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED GL_TRANSFORM_FEEDBACK_PAUSED
#define GL_TRANSFORM_FEEDBACK_ACTIVE 0x8E24
#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE GL_TRANSFORM_FEEDBACK_ACTIVE
#define GL_TRANSFORM_FEEDBACK_BINDING 0x8E25
#endif
#ifndef GL_ARB_transform_feedback3
#define GL_MAX_TRANSFORM_FEEDBACK_BUFFERS 0x8E70
#define GL_MAX_VERTEX_STREAMS 0x8E71
#endif
#ifndef GL_ARB_ES2_compatibility
#define GL_FIXED 0x140C
#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
#define GL_LOW_FLOAT 0x8DF0
#define GL_MEDIUM_FLOAT 0x8DF1
#define GL_HIGH_FLOAT 0x8DF2
#define GL_LOW_INT 0x8DF3
#define GL_MEDIUM_INT 0x8DF4
#define GL_HIGH_INT 0x8DF5
#define GL_SHADER_COMPILER 0x8DFA
#define GL_SHADER_BINARY_FORMATS 0x8DF8
#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
#define GL_MAX_VARYING_VECTORS 0x8DFC
#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
#define GL_RGB565 0x8D62
#endif
#ifndef GL_ARB_get_program_binary
#define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257
#define GL_PROGRAM_BINARY_LENGTH 0x8741
#define GL_NUM_PROGRAM_BINARY_FORMATS 0x87FE
#define GL_PROGRAM_BINARY_FORMATS 0x87FF
#endif
#ifndef GL_ARB_separate_shader_objects
#define GL_VERTEX_SHADER_BIT 0x00000001
#define GL_FRAGMENT_SHADER_BIT 0x00000002
#define GL_GEOMETRY_SHADER_BIT 0x00000004
#define GL_TESS_CONTROL_SHADER_BIT 0x00000008
#define GL_TESS_EVALUATION_SHADER_BIT 0x00000010
#define GL_ALL_SHADER_BITS 0xFFFFFFFF
#define GL_PROGRAM_SEPARABLE 0x8258
#define GL_ACTIVE_PROGRAM 0x8259
#define GL_PROGRAM_PIPELINE_BINDING 0x825A
#endif
#ifndef GL_ARB_shader_precision
#endif
#ifndef GL_ARB_vertex_attrib_64bit
/* reuse GL_RGB32I */
/* reuse GL_DOUBLE_VEC2 */
/* reuse GL_DOUBLE_VEC3 */
/* reuse GL_DOUBLE_VEC4 */
/* reuse GL_DOUBLE_MAT2 */
/* reuse GL_DOUBLE_MAT3 */
/* reuse GL_DOUBLE_MAT4 */
/* reuse GL_DOUBLE_MAT2x3 */
/* reuse GL_DOUBLE_MAT2x4 */
/* reuse GL_DOUBLE_MAT3x2 */
/* reuse GL_DOUBLE_MAT3x4 */
/* reuse GL_DOUBLE_MAT4x2 */
/* reuse GL_DOUBLE_MAT4x3 */
#endif
#ifndef GL_ARB_viewport_array
/* reuse GL_SCISSOR_BOX */
/* reuse GL_VIEWPORT */
/* reuse GL_DEPTH_RANGE */
/* reuse GL_SCISSOR_TEST */
#define GL_MAX_VIEWPORTS 0x825B
#define GL_VIEWPORT_SUBPIXEL_BITS 0x825C
#define GL_VIEWPORT_BOUNDS_RANGE 0x825D
#define GL_LAYER_PROVOKING_VERTEX 0x825E
#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX 0x825F
#define GL_UNDEFINED_VERTEX 0x8260
/* reuse GL_FIRST_VERTEX_CONVENTION */
/* reuse GL_LAST_VERTEX_CONVENTION */
/* reuse GL_PROVOKING_VERTEX */
#endif
#ifndef GL_ARB_cl_event
#define GL_SYNC_CL_EVENT_ARB 0x8240
#define GL_SYNC_CL_EVENT_COMPLETE_ARB 0x8241
#endif
#ifndef GL_ARB_debug_output
#define GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242
#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243
#define GL_DEBUG_CALLBACK_FUNCTION_ARB 0x8244
#define GL_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245
#define GL_DEBUG_SOURCE_API_ARB 0x8246
#define GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247
#define GL_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248
#define GL_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249
#define GL_DEBUG_SOURCE_APPLICATION_ARB 0x824A
#define GL_DEBUG_SOURCE_OTHER_ARB 0x824B
#define GL_DEBUG_TYPE_ERROR_ARB 0x824C
#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D
#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E
#define GL_DEBUG_TYPE_PORTABILITY_ARB 0x824F
#define GL_DEBUG_TYPE_PERFORMANCE_ARB 0x8250
#define GL_DEBUG_TYPE_OTHER_ARB 0x8251
#define GL_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143
#define GL_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144
#define GL_DEBUG_LOGGED_MESSAGES_ARB 0x9145
#define GL_DEBUG_SEVERITY_HIGH_ARB 0x9146
#define GL_DEBUG_SEVERITY_MEDIUM_ARB 0x9147
#define GL_DEBUG_SEVERITY_LOW_ARB 0x9148
#endif
#ifndef GL_ARB_robustness
/* reuse GL_NO_ERROR */
#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB 0x00000004
#define GL_LOSE_CONTEXT_ON_RESET_ARB 0x8252
#define GL_GUILTY_CONTEXT_RESET_ARB 0x8253
#define GL_INNOCENT_CONTEXT_RESET_ARB 0x8254
#define GL_UNKNOWN_CONTEXT_RESET_ARB 0x8255
#define GL_RESET_NOTIFICATION_STRATEGY_ARB 0x8256
#define GL_NO_RESET_NOTIFICATION_ARB 0x8261
#endif
#ifndef GL_ARB_shader_stencil_export
#endif
#ifndef GL_ARB_base_instance
#endif
#ifndef GL_ARB_shading_language_420pack
#endif
#ifndef GL_ARB_transform_feedback_instanced
#endif
#ifndef GL_ARB_compressed_texture_pixel_storage
#define GL_UNPACK_COMPRESSED_BLOCK_WIDTH 0x9127
#define GL_UNPACK_COMPRESSED_BLOCK_HEIGHT 0x9128
#define GL_UNPACK_COMPRESSED_BLOCK_DEPTH 0x9129
#define GL_UNPACK_COMPRESSED_BLOCK_SIZE 0x912A
#define GL_PACK_COMPRESSED_BLOCK_WIDTH 0x912B
#define GL_PACK_COMPRESSED_BLOCK_HEIGHT 0x912C
#define GL_PACK_COMPRESSED_BLOCK_DEPTH 0x912D
#define GL_PACK_COMPRESSED_BLOCK_SIZE 0x912E
#endif
#ifndef GL_ARB_conservative_depth
#endif
#ifndef GL_ARB_internalformat_query
#define GL_NUM_SAMPLE_COUNTS 0x9380
#endif
#ifndef GL_ARB_map_buffer_alignment
#define GL_MIN_MAP_BUFFER_ALIGNMENT 0x90BC
#endif
#ifndef GL_ARB_shader_atomic_counters
#define GL_ATOMIC_COUNTER_BUFFER 0x92C0
#define GL_ATOMIC_COUNTER_BUFFER_BINDING 0x92C1
#define GL_ATOMIC_COUNTER_BUFFER_START 0x92C2
#define GL_ATOMIC_COUNTER_BUFFER_SIZE 0x92C3
#define GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE 0x92C4
#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS 0x92C5
#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES 0x92C6
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER 0x92C7
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER 0x92C8
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER 0x92C9
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER 0x92CA
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER 0x92CB
#define GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS 0x92CC
#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS 0x92CD
#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS 0x92CE
#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS 0x92CF
#define GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS 0x92D0
#define GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS 0x92D1
#define GL_MAX_VERTEX_ATOMIC_COUNTERS 0x92D2
#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS 0x92D3
#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS 0x92D4
#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS 0x92D5
#define GL_MAX_FRAGMENT_ATOMIC_COUNTERS 0x92D6
#define GL_MAX_COMBINED_ATOMIC_COUNTERS 0x92D7
#define GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE 0x92D8
#define GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS 0x92DC
#define GL_ACTIVE_ATOMIC_COUNTER_BUFFERS 0x92D9
#define GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX 0x92DA
#define GL_UNSIGNED_INT_ATOMIC_COUNTER 0x92DB
#endif
#ifndef GL_ARB_shader_image_load_store
#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001
#define GL_ELEMENT_ARRAY_BARRIER_BIT 0x00000002
#define GL_UNIFORM_BARRIER_BIT 0x00000004
#define GL_TEXTURE_FETCH_BARRIER_BIT 0x00000008
#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020
#define GL_COMMAND_BARRIER_BIT 0x00000040
#define GL_PIXEL_BUFFER_BARRIER_BIT 0x00000080
#define GL_TEXTURE_UPDATE_BARRIER_BIT 0x00000100
#define GL_BUFFER_UPDATE_BARRIER_BIT 0x00000200
#define GL_FRAMEBUFFER_BARRIER_BIT 0x00000400
#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT 0x00000800
#define GL_ATOMIC_COUNTER_BARRIER_BIT 0x00001000
#define GL_ALL_BARRIER_BITS 0xFFFFFFFF
#define GL_MAX_IMAGE_UNITS 0x8F38
#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS 0x8F39
#define GL_IMAGE_BINDING_NAME 0x8F3A
#define GL_IMAGE_BINDING_LEVEL 0x8F3B
#define GL_IMAGE_BINDING_LAYERED 0x8F3C
#define GL_IMAGE_BINDING_LAYER 0x8F3D
#define GL_IMAGE_BINDING_ACCESS 0x8F3E
#define GL_IMAGE_1D 0x904C
#define GL_IMAGE_2D 0x904D
#define GL_IMAGE_3D 0x904E
#define GL_IMAGE_2D_RECT 0x904F
#define GL_IMAGE_CUBE 0x9050
#define GL_IMAGE_BUFFER 0x9051
#define GL_IMAGE_1D_ARRAY 0x9052
#define GL_IMAGE_2D_ARRAY 0x9053
#define GL_IMAGE_CUBE_MAP_ARRAY 0x9054
#define GL_IMAGE_2D_MULTISAMPLE 0x9055
#define GL_IMAGE_2D_MULTISAMPLE_ARRAY 0x9056
#define GL_INT_IMAGE_1D 0x9057
#define GL_INT_IMAGE_2D 0x9058
#define GL_INT_IMAGE_3D 0x9059
#define GL_INT_IMAGE_2D_RECT 0x905A
#define GL_INT_IMAGE_CUBE 0x905B
#define GL_INT_IMAGE_BUFFER 0x905C
#define GL_INT_IMAGE_1D_ARRAY 0x905D
#define GL_INT_IMAGE_2D_ARRAY 0x905E
#define GL_INT_IMAGE_CUBE_MAP_ARRAY 0x905F
#define GL_INT_IMAGE_2D_MULTISAMPLE 0x9060
#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x9061
#define GL_UNSIGNED_INT_IMAGE_1D 0x9062
#define GL_UNSIGNED_INT_IMAGE_2D 0x9063
#define GL_UNSIGNED_INT_IMAGE_3D 0x9064
#define GL_UNSIGNED_INT_IMAGE_2D_RECT 0x9065
#define GL_UNSIGNED_INT_IMAGE_CUBE 0x9066
#define GL_UNSIGNED_INT_IMAGE_BUFFER 0x9067
#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY 0x9068
#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY 0x9069
#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY 0x906A
#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE 0x906B
#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x906C
#define GL_MAX_IMAGE_SAMPLES 0x906D
#define GL_IMAGE_BINDING_FORMAT 0x906E
#define GL_IMAGE_FORMAT_COMPATIBILITY_TYPE 0x90C7
#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE 0x90C8
#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS 0x90C9
#define GL_MAX_VERTEX_IMAGE_UNIFORMS 0x90CA
#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS 0x90CB
#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS 0x90CC
#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS 0x90CD
#define GL_MAX_FRAGMENT_IMAGE_UNIFORMS 0x90CE
#define GL_MAX_COMBINED_IMAGE_UNIFORMS 0x90CF
#endif
#ifndef GL_ARB_shading_language_packing
#endif
#ifndef GL_ARB_texture_storage
#define GL_TEXTURE_IMMUTABLE_FORMAT 0x912F
#endif
#ifndef GL_KHR_texture_compression_astc_ldr
#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0
#define GL_COMPRESSED_RGBA_ASTC_5x4_KHR 0x93B1
#define GL_COMPRESSED_RGBA_ASTC_5x5_KHR 0x93B2
#define GL_COMPRESSED_RGBA_ASTC_6x5_KHR 0x93B3
#define GL_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4
#define GL_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5
#define GL_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6
#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7
#define GL_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8
#define GL_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9
#define GL_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA
#define GL_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB
#define GL_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC
#define GL_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD
#endif
#ifndef GL_KHR_debug
#define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242
#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH 0x8243
#define GL_DEBUG_CALLBACK_FUNCTION 0x8244
#define GL_DEBUG_CALLBACK_USER_PARAM 0x8245
#define GL_DEBUG_SOURCE_API 0x8246
#define GL_DEBUG_SOURCE_WINDOW_SYSTEM 0x8247
#define GL_DEBUG_SOURCE_SHADER_COMPILER 0x8248
#define GL_DEBUG_SOURCE_THIRD_PARTY 0x8249
#define GL_DEBUG_SOURCE_APPLICATION 0x824A
#define GL_DEBUG_SOURCE_OTHER 0x824B
#define GL_DEBUG_TYPE_ERROR 0x824C
#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR 0x824D
#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR 0x824E
#define GL_DEBUG_TYPE_PORTABILITY 0x824F
#define GL_DEBUG_TYPE_PERFORMANCE 0x8250
#define GL_DEBUG_TYPE_OTHER 0x8251
#define GL_DEBUG_TYPE_MARKER 0x8268
#define GL_DEBUG_TYPE_PUSH_GROUP 0x8269
#define GL_DEBUG_TYPE_POP_GROUP 0x826A
#define GL_DEBUG_SEVERITY_NOTIFICATION 0x826B
#define GL_MAX_DEBUG_GROUP_STACK_DEPTH 0x826C
#define GL_DEBUG_GROUP_STACK_DEPTH 0x826D
#define GL_BUFFER 0x82E0
#define GL_SHADER 0x82E1
#define GL_PROGRAM 0x82E2
#define GL_QUERY 0x82E3
#define GL_PROGRAM_PIPELINE 0x82E4
#define GL_SAMPLER 0x82E6
#define GL_DISPLAY_LIST 0x82E7
/* DISPLAY_LIST used in compatibility profile only */
#define GL_MAX_LABEL_LENGTH 0x82E8
#define GL_MAX_DEBUG_MESSAGE_LENGTH 0x9143
#define GL_MAX_DEBUG_LOGGED_MESSAGES 0x9144
#define GL_DEBUG_LOGGED_MESSAGES 0x9145
#define GL_DEBUG_SEVERITY_HIGH 0x9146
#define GL_DEBUG_SEVERITY_MEDIUM 0x9147
#define GL_DEBUG_SEVERITY_LOW 0x9148
#define GL_DEBUG_OUTPUT 0x92E0
#define GL_CONTEXT_FLAG_DEBUG_BIT 0x00000002
/* reuse GL_STACK_UNDERFLOW */
/* reuse GL_STACK_OVERFLOW */
#endif
#ifndef GL_ARB_arrays_of_arrays
#endif
#ifndef GL_ARB_clear_buffer_object
#endif
#ifndef GL_ARB_compute_shader
#define GL_COMPUTE_SHADER 0x91B9
#define GL_MAX_COMPUTE_UNIFORM_BLOCKS 0x91BB
#define GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS 0x91BC
#define GL_MAX_COMPUTE_IMAGE_UNIFORMS 0x91BD
#define GL_MAX_COMPUTE_SHARED_MEMORY_SIZE 0x8262
#define GL_MAX_COMPUTE_UNIFORM_COMPONENTS 0x8263
#define GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS 0x8264
#define GL_MAX_COMPUTE_ATOMIC_COUNTERS 0x8265
#define GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS 0x8266
#define GL_MAX_COMPUTE_LOCAL_INVOCATIONS 0x90EB
#define GL_MAX_COMPUTE_WORK_GROUP_COUNT 0x91BE
#define GL_MAX_COMPUTE_WORK_GROUP_SIZE 0x91BF
#define GL_COMPUTE_LOCAL_WORK_SIZE 0x8267
#define GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER 0x90EC
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER 0x90ED
#define GL_DISPATCH_INDIRECT_BUFFER 0x90EE
#define GL_DISPATCH_INDIRECT_BUFFER_BINDING 0x90EF
#define GL_COMPUTE_SHADER_BIT 0x00000020
#endif
#ifndef GL_ARB_copy_image
#endif
#ifndef GL_ARB_texture_view
#define GL_TEXTURE_VIEW_MIN_LEVEL 0x82DB
#define GL_TEXTURE_VIEW_NUM_LEVELS 0x82DC
#define GL_TEXTURE_VIEW_MIN_LAYER 0x82DD
#define GL_TEXTURE_VIEW_NUM_LAYERS 0x82DE
#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF
#endif
#ifndef GL_ARB_vertex_attrib_binding
#define GL_VERTEX_ATTRIB_BINDING 0x82D4
#define GL_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D5
#define GL_VERTEX_BINDING_DIVISOR 0x82D6
#define GL_VERTEX_BINDING_OFFSET 0x82D7
#define GL_VERTEX_BINDING_STRIDE 0x82D8
#define GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D9
#define GL_MAX_VERTEX_ATTRIB_BINDINGS 0x82DA
#endif
#ifndef GL_ARB_robustness_isolation
#endif
#ifndef GL_ARB_ES3_compatibility
#define GL_COMPRESSED_RGB8_ETC2 0x9274
#define GL_COMPRESSED_SRGB8_ETC2 0x9275
#define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276
#define GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277
#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
#define GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279
#define GL_COMPRESSED_R11_EAC 0x9270
#define GL_COMPRESSED_SIGNED_R11_EAC 0x9271
#define GL_COMPRESSED_RG11_EAC 0x9272
#define GL_COMPRESSED_SIGNED_RG11_EAC 0x9273
#define GL_PRIMITIVE_RESTART_FIXED_INDEX 0x8D69
#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE 0x8D6A
#define GL_MAX_ELEMENT_INDEX 0x8D6B
#endif
#ifndef GL_ARB_explicit_uniform_location
#define GL_MAX_UNIFORM_LOCATIONS 0x826E
#endif
#ifndef GL_ARB_fragment_layer_viewport
#endif
#ifndef GL_ARB_framebuffer_no_attachments
#define GL_FRAMEBUFFER_DEFAULT_WIDTH 0x9310
#define GL_FRAMEBUFFER_DEFAULT_HEIGHT 0x9311
#define GL_FRAMEBUFFER_DEFAULT_LAYERS 0x9312
#define GL_FRAMEBUFFER_DEFAULT_SAMPLES 0x9313
#define GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS 0x9314
#define GL_MAX_FRAMEBUFFER_WIDTH 0x9315
#define GL_MAX_FRAMEBUFFER_HEIGHT 0x9316
#define GL_MAX_FRAMEBUFFER_LAYERS 0x9317
#define GL_MAX_FRAMEBUFFER_SAMPLES 0x9318
#endif
#ifndef GL_ARB_internalformat_query2
/* reuse GL_IMAGE_FORMAT_COMPATIBILITY_TYPE */
/* reuse GL_NUM_SAMPLE_COUNTS */
/* reuse GL_RENDERBUFFER */
/* reuse GL_SAMPLES */
/* reuse GL_TEXTURE_1D */
/* reuse GL_TEXTURE_1D_ARRAY */
/* reuse GL_TEXTURE_2D */
/* reuse GL_TEXTURE_2D_ARRAY */
/* reuse GL_TEXTURE_3D */
/* reuse GL_TEXTURE_CUBE_MAP */
/* reuse GL_TEXTURE_CUBE_MAP_ARRAY */
/* reuse GL_TEXTURE_RECTANGLE */
/* reuse GL_TEXTURE_BUFFER */
/* reuse GL_TEXTURE_2D_MULTISAMPLE */
/* reuse GL_TEXTURE_2D_MULTISAMPLE_ARRAY */
/* reuse GL_TEXTURE_COMPRESSED */
#define GL_INTERNALFORMAT_SUPPORTED 0x826F
#define GL_INTERNALFORMAT_PREFERRED 0x8270
#define GL_INTERNALFORMAT_RED_SIZE 0x8271
#define GL_INTERNALFORMAT_GREEN_SIZE 0x8272
#define GL_INTERNALFORMAT_BLUE_SIZE 0x8273
#define GL_INTERNALFORMAT_ALPHA_SIZE 0x8274
#define GL_INTERNALFORMAT_DEPTH_SIZE 0x8275
#define GL_INTERNALFORMAT_STENCIL_SIZE 0x8276
#define GL_INTERNALFORMAT_SHARED_SIZE 0x8277
#define GL_INTERNALFORMAT_RED_TYPE 0x8278
#define GL_INTERNALFORMAT_GREEN_TYPE 0x8279
#define GL_INTERNALFORMAT_BLUE_TYPE 0x827A
#define GL_INTERNALFORMAT_ALPHA_TYPE 0x827B
#define GL_INTERNALFORMAT_DEPTH_TYPE 0x827C
#define GL_INTERNALFORMAT_STENCIL_TYPE 0x827D
#define GL_MAX_WIDTH 0x827E
#define GL_MAX_HEIGHT 0x827F
#define GL_MAX_DEPTH 0x8280
#define GL_MAX_LAYERS 0x8281
#define GL_MAX_COMBINED_DIMENSIONS 0x8282
#define GL_COLOR_COMPONENTS 0x8283
#define GL_DEPTH_COMPONENTS 0x8284
#define GL_STENCIL_COMPONENTS 0x8285
#define GL_COLOR_RENDERABLE 0x8286
#define GL_DEPTH_RENDERABLE 0x8287
#define GL_STENCIL_RENDERABLE 0x8288
#define GL_FRAMEBUFFER_RENDERABLE 0x8289
#define GL_FRAMEBUFFER_RENDERABLE_LAYERED 0x828A
#define GL_FRAMEBUFFER_BLEND 0x828B
#define GL_READ_PIXELS 0x828C
#define GL_READ_PIXELS_FORMAT 0x828D
#define GL_READ_PIXELS_TYPE 0x828E
#define GL_TEXTURE_IMAGE_FORMAT 0x828F
#define GL_TEXTURE_IMAGE_TYPE 0x8290
#define GL_GET_TEXTURE_IMAGE_FORMAT 0x8291
#define GL_GET_TEXTURE_IMAGE_TYPE 0x8292
#define GL_MIPMAP 0x8293
#define GL_MANUAL_GENERATE_MIPMAP 0x8294
#define GL_AUTO_GENERATE_MIPMAP 0x8295
#define GL_COLOR_ENCODING 0x8296
#define GL_SRGB_READ 0x8297
#define GL_SRGB_WRITE 0x8298
#define GL_SRGB_DECODE_ARB 0x8299
#define GL_FILTER 0x829A
#define GL_VERTEX_TEXTURE 0x829B
#define GL_TESS_CONTROL_TEXTURE 0x829C
#define GL_TESS_EVALUATION_TEXTURE 0x829D
#define GL_GEOMETRY_TEXTURE 0x829E
#define GL_FRAGMENT_TEXTURE 0x829F
#define GL_COMPUTE_TEXTURE 0x82A0
#define GL_TEXTURE_SHADOW 0x82A1
#define GL_TEXTURE_GATHER 0x82A2
#define GL_TEXTURE_GATHER_SHADOW 0x82A3
#define GL_SHADER_IMAGE_LOAD 0x82A4
#define GL_SHADER_IMAGE_STORE 0x82A5
#define GL_SHADER_IMAGE_ATOMIC 0x82A6
#define GL_IMAGE_TEXEL_SIZE 0x82A7
#define GL_IMAGE_COMPATIBILITY_CLASS 0x82A8
#define GL_IMAGE_PIXEL_FORMAT 0x82A9
#define GL_IMAGE_PIXEL_TYPE 0x82AA
#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST 0x82AC
#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST 0x82AD
#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE 0x82AE
#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE 0x82AF
#define GL_TEXTURE_COMPRESSED_BLOCK_WIDTH 0x82B1
#define GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT 0x82B2
#define GL_TEXTURE_COMPRESSED_BLOCK_SIZE 0x82B3
#define GL_CLEAR_BUFFER 0x82B4
#define GL_TEXTURE_VIEW 0x82B5
#define GL_VIEW_COMPATIBILITY_CLASS 0x82B6
#define GL_FULL_SUPPORT 0x82B7
#define GL_CAVEAT_SUPPORT 0x82B8
#define GL_IMAGE_CLASS_4_X_32 0x82B9
#define GL_IMAGE_CLASS_2_X_32 0x82BA
#define GL_IMAGE_CLASS_1_X_32 0x82BB
#define GL_IMAGE_CLASS_4_X_16 0x82BC
#define GL_IMAGE_CLASS_2_X_16 0x82BD
#define GL_IMAGE_CLASS_1_X_16 0x82BE
#define GL_IMAGE_CLASS_4_X_8 0x82BF
#define GL_IMAGE_CLASS_2_X_8 0x82C0
#define GL_IMAGE_CLASS_1_X_8 0x82C1
#define GL_IMAGE_CLASS_11_11_10 0x82C2
#define GL_IMAGE_CLASS_10_10_10_2 0x82C3
#define GL_VIEW_CLASS_128_BITS 0x82C4
#define GL_VIEW_CLASS_96_BITS 0x82C5
#define GL_VIEW_CLASS_64_BITS 0x82C6
#define GL_VIEW_CLASS_48_BITS 0x82C7
#define GL_VIEW_CLASS_32_BITS 0x82C8
#define GL_VIEW_CLASS_24_BITS 0x82C9
#define GL_VIEW_CLASS_16_BITS 0x82CA
#define GL_VIEW_CLASS_8_BITS 0x82CB
#define GL_VIEW_CLASS_S3TC_DXT1_RGB 0x82CC
#define GL_VIEW_CLASS_S3TC_DXT1_RGBA 0x82CD
#define GL_VIEW_CLASS_S3TC_DXT3_RGBA 0x82CE
#define GL_VIEW_CLASS_S3TC_DXT5_RGBA 0x82CF
#define GL_VIEW_CLASS_RGTC1_RED 0x82D0
#define GL_VIEW_CLASS_RGTC2_RG 0x82D1
#define GL_VIEW_CLASS_BPTC_UNORM 0x82D2
#define GL_VIEW_CLASS_BPTC_FLOAT 0x82D3
#endif
#ifndef GL_ARB_invalidate_subdata
#endif
#ifndef GL_ARB_multi_draw_indirect
#endif
#ifndef GL_ARB_program_interface_query
#define GL_UNIFORM 0x92E1
#define GL_UNIFORM_BLOCK 0x92E2
#define GL_PROGRAM_INPUT 0x92E3
#define GL_PROGRAM_OUTPUT 0x92E4
#define GL_BUFFER_VARIABLE 0x92E5
#define GL_SHADER_STORAGE_BLOCK 0x92E6
/* reuse GL_ATOMIC_COUNTER_BUFFER */
#define GL_VERTEX_SUBROUTINE 0x92E8
#define GL_TESS_CONTROL_SUBROUTINE 0x92E9
#define GL_TESS_EVALUATION_SUBROUTINE 0x92EA
#define GL_GEOMETRY_SUBROUTINE 0x92EB
#define GL_FRAGMENT_SUBROUTINE 0x92EC
#define GL_COMPUTE_SUBROUTINE 0x92ED
#define GL_VERTEX_SUBROUTINE_UNIFORM 0x92EE
#define GL_TESS_CONTROL_SUBROUTINE_UNIFORM 0x92EF
#define GL_TESS_EVALUATION_SUBROUTINE_UNIFORM 0x92F0
#define GL_GEOMETRY_SUBROUTINE_UNIFORM 0x92F1
#define GL_FRAGMENT_SUBROUTINE_UNIFORM 0x92F2
#define GL_COMPUTE_SUBROUTINE_UNIFORM 0x92F3
#define GL_TRANSFORM_FEEDBACK_VARYING 0x92F4
#define GL_ACTIVE_RESOURCES 0x92F5
#define GL_MAX_NAME_LENGTH 0x92F6
#define GL_MAX_NUM_ACTIVE_VARIABLES 0x92F7
#define GL_MAX_NUM_COMPATIBLE_SUBROUTINES 0x92F8
#define GL_NAME_LENGTH 0x92F9
#define GL_TYPE 0x92FA
#define GL_ARRAY_SIZE 0x92FB
#define GL_OFFSET 0x92FC
#define GL_BLOCK_INDEX 0x92FD
#define GL_ARRAY_STRIDE 0x92FE
#define GL_MATRIX_STRIDE 0x92FF
#define GL_IS_ROW_MAJOR 0x9300
#define GL_ATOMIC_COUNTER_BUFFER_INDEX 0x9301
#define GL_BUFFER_BINDING 0x9302
#define GL_BUFFER_DATA_SIZE 0x9303
#define GL_NUM_ACTIVE_VARIABLES 0x9304
#define GL_ACTIVE_VARIABLES 0x9305
#define GL_REFERENCED_BY_VERTEX_SHADER 0x9306
#define GL_REFERENCED_BY_TESS_CONTROL_SHADER 0x9307
#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER 0x9308
#define GL_REFERENCED_BY_GEOMETRY_SHADER 0x9309
#define GL_REFERENCED_BY_FRAGMENT_SHADER 0x930A
#define GL_REFERENCED_BY_COMPUTE_SHADER 0x930B
#define GL_TOP_LEVEL_ARRAY_SIZE 0x930C
#define GL_TOP_LEVEL_ARRAY_STRIDE 0x930D
#define GL_LOCATION 0x930E
#define GL_LOCATION_INDEX 0x930F
#define GL_IS_PER_PATCH 0x92E7
/* reuse GL_NUM_COMPATIBLE_SUBROUTINES */
/* reuse GL_COMPATIBLE_SUBROUTINES */
#endif
#ifndef GL_ARB_robust_buffer_access_behavior
#endif
#ifndef GL_ARB_shader_image_size
#endif
#ifndef GL_ARB_shader_storage_buffer_object
#define GL_SHADER_STORAGE_BUFFER 0x90D2
#define GL_SHADER_STORAGE_BUFFER_BINDING 0x90D3
#define GL_SHADER_STORAGE_BUFFER_START 0x90D4
#define GL_SHADER_STORAGE_BUFFER_SIZE 0x90D5
#define GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS 0x90D6
#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS 0x90D7
#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS 0x90D8
#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS 0x90D9
#define GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS 0x90DA
#define GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS 0x90DB
#define GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS 0x90DC
#define GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS 0x90DD
#define GL_MAX_SHADER_STORAGE_BLOCK_SIZE 0x90DE
#define GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT 0x90DF
#define GL_SHADER_STORAGE_BARRIER_BIT 0x2000
#define GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS
/* reuse GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS */
#endif
#ifndef GL_ARB_stencil_texturing
#define GL_DEPTH_STENCIL_TEXTURE_MODE 0x90EA
#endif
#ifndef GL_ARB_texture_buffer_range
#define GL_TEXTURE_BUFFER_OFFSET 0x919D
#define GL_TEXTURE_BUFFER_SIZE 0x919E
#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT 0x919F
#endif
#ifndef GL_ARB_texture_query_levels
#endif
#ifndef GL_ARB_texture_storage_multisample
#endif
/*************************************************************/
#ifndef IMAPP_IMPL
#define GLEXTERN extern
#else
#define GLEXTERN
#endif
#ifdef _WIN32
GLEXTERN void(APIENTRY* glActiveTexture) (GLenum texture);
#endif
GLEXTERN void(APIENTRY* glUniform1i) (GLint location, GLint v0);
GLEXTERN void(APIENTRY* glUniformMatrix3fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
GLEXTERN void(APIENTRY* glBindFramebuffer) (GLenum target, GLuint framebuffer);
GLEXTERN void(APIENTRY* glDeleteFramebuffers) (GLsizei n, const GLuint* framebuffers);
GLEXTERN void(APIENTRY* glDeleteRenderbuffers) (GLsizei n, const GLuint* renderbuffers);
GLEXTERN void(APIENTRY* glFramebufferTexture2D) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
GLEXTERN void(APIENTRY* glFramebufferRenderbuffer) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
GLEXTERN void(APIENTRY* glRenderbufferStorage) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
GLEXTERN void(APIENTRY* glGenFramebuffers) (GLsizei n, GLuint* framebuffers);
GLEXTERN void(APIENTRY* glGenRenderbuffers) (GLsizei n, GLuint* renderbuffers);
GLEXTERN void(APIENTRY* glBindRenderbuffer) (GLenum target, GLuint renderbuffer);
GLEXTERN GLenum(APIENTRY* glCheckFramebufferStatus) (GLenum target);
GLEXTERN void(APIENTRY* glGenerateMipmap) (GLenum target);
GLEXTERN void(APIENTRY* glBufferData) (GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
GLEXTERN void(APIENTRY* glUseProgram) (GLuint program);
GLEXTERN GLint(APIENTRY* glGetUniformLocation) (GLuint program, const GLchar* name);
GLEXTERN GLint(APIENTRY* glGetAttribLocation) (GLuint program, const GLchar* name);
GLEXTERN void(APIENTRY* glDeleteBuffers) (GLsizei n, const GLuint* buffers);
GLEXTERN void(APIENTRY* glDeleteVertexArrays) (GLsizei n, const GLuint* arrays);
GLEXTERN void(APIENTRY* glEnableVertexAttribArray) (GLuint);
GLEXTERN void(APIENTRY* glVertexAttribPointer) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* pointer);
GLEXTERN void(APIENTRY* glGenBuffers) (GLsizei n, GLuint* buffers);
GLEXTERN void(APIENTRY* glBindBuffer) (GLenum target, GLuint buffer);
GLEXTERN GLuint(APIENTRY* glCreateShader) (GLenum type);
GLEXTERN void(APIENTRY* glShaderSource) (GLuint shader, GLsizei count, const GLchar** strings, const GLint* lengths);
GLEXTERN void(APIENTRY* glCompileShader) (GLuint shader);
GLEXTERN GLuint(APIENTRY* glCreateProgram) (void);
GLEXTERN void(APIENTRY* glAttachShader) (GLuint program, GLuint shader);
GLEXTERN void(APIENTRY* glDeleteProgram) (GLuint program);
GLEXTERN void(APIENTRY* glDeleteShader) (GLuint shader);
GLEXTERN void(APIENTRY* glDisableVertexAttribArray) (GLuint);
GLEXTERN void(APIENTRY* glBindAttribLocation) (GLuint program, GLuint index, const GLchar* name);
GLEXTERN void(APIENTRY* glVertexAttribDivisor) (GLuint index, GLuint divisor);
GLEXTERN void(APIENTRY* glUniformMatrix4fv) (GLint location, GLsizei count, GLboolean transpose, const float* value);
GLEXTERN void(APIENTRY* glGetShaderiv) (GLuint shader, GLenum pname, GLint* param);
GLEXTERN void(APIENTRY* glLinkProgram) (GLuint program);
GLEXTERN void(APIENTRY* glGetProgramiv) (GLuint program, GLenum pname, GLint* param);
GLEXTERN void(APIENTRY* glBindVertexArray) (GLuint array);
GLEXTERN void(APIENTRY* glUniform2fv) (GLint location, GLsizei count, const float* value);
GLEXTERN void(APIENTRY* glUniform3f) (GLint location, float v0, float v1, float v2);
GLEXTERN void(APIENTRY* glUniform3fv) (GLint location, GLsizei count, const float* value);
GLEXTERN void(APIENTRY* glUniform4fv) (GLint location, GLsizei count, const float* value);
GLEXTERN void(APIENTRY* glBufferSubData) (GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
GLEXTERN void(APIENTRY* glGenVertexArrays) (GLsizei n, const GLuint* arrays);
GLEXTERN void(APIENTRY* glGetShaderInfoLog) (GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog);
GLEXTERN void(APIENTRY* glGetProgramInfoLog) (GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog);
GLEXTERN GLuint(APIENTRY* glGetUniformBlockIndex) (GLuint program, const GLchar* uniformBlockName);
GLEXTERN void(APIENTRY* glUniformBlockBinding) (GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
GLEXTERN void(APIENTRY* glBindBufferBase) (GLenum target, GLuint index, GLuint buffer);
GLEXTERN void(APIENTRY* glTransformFeedbackVaryings) (GLuint, GLsizei, const GLchar**, GLenum);
GLEXTERN GLvoid* (APIENTRY* glMapBuffer) (GLenum target, GLenum access);
GLEXTERN GLboolean(APIENTRY* glUnmapBuffer) (GLenum target);
GLEXTERN void(APIENTRY* glDrawElementsInstanced) (GLenum, GLsizei, GLenum, const GLvoid*, GLsizei);
GLEXTERN void(APIENTRY* glDrawArraysInstanced) (GLenum, GLint, GLsizei, GLsizei);
GLEXTERN void(APIENTRY* glDrawElementsInstancedBaseVertex) (GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei primcount, GLint basevertex);
GLEXTERN void(APIENTRY* glBeginTransformFeedback) (GLenum);
GLEXTERN void(APIENTRY* glEndTransformFeedback) (void);
GLEXTERN void(APIENTRY* glUniform1f) (GLint location, float v0);
GLEXTERN void(APIENTRY* glUniform2f) (GLint location, float v0, float v1);
GLEXTERN void(APIENTRY* glBlendEquationSeparate) (GLenum, GLenum);
GLEXTERN void(APIENTRY* glBlendFuncSeparate) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
GLEXTERN void(APIENTRY* glGetBufferSubData) (GLenum target, GLintptr offset, GLsizeiptr size, GLvoid* data);
GLEXTERN void(APIENTRY* glGetShaderSource) (GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* source);
GLEXTERN GLboolean(APIENTRY* glIsProgram)(GLuint program);
GLEXTERN void(APIENTRY* glGetAttachedShaders)(GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders);
GLEXTERN void(APIENTRY* glDrawBuffers)(GLsizei n, const GLenum* bufs);
GLEXTERN void(APIENTRY* glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
GLEXTERN void(APIENTRY* glBlendEquation)(GLenum mode);
GLEXTERN void(APIENTRY* glBindSampler)(GLuint unit, GLuint sampler);
GLEXTERN void(APIENTRY* glDetachShader)(GLuint program, GLuint shader);
namespace ImApp
{
#ifdef FMOD_API
#pragma comment(lib,"fmodstudio_vc.lib")
#pragma comment(lib,"fmod_vc.lib")
void ERRCHECK_fn(FMOD_RESULT result, const char* file, int line);
#define ERRCHECK(_result) ERRCHECK_fn(_result, __FILE__, __LINE__)
#endif
struct Config
{
Config() : mWidth(1280), mHeight(720), mFullscreen(false)
{
}
int mWidth;
int mHeight;
bool mFullscreen;
};
struct ImApp
{
ImApp() : mInitExtensionsDone(false), mExtensionsPresent(false), mDone(true)
{
mInstance = this;
}
~ImApp()
{
mInstance = NULL;
}
static ImApp* Instance() { return mInstance; }
int Init(const Config& config = Config())
{
mConfig = config;
wininfo = WININFO{ 0,0,0,0,
{ 'c','X','d',0 }
};
WININFO* info = &wininfo;
info->hInstance = GetModuleHandle(0);
static DEVMODEA screenSettings = { { 0 },
#if defined(_MSC_VER) && _MSC_VER < 1400
0,0,148,0,0x001c0000,{ 0 },0,0,0,0,0,0,0,0,0,{ 0 },0,32,config.mWidth,config.mHeight,0,0, // Visual C++ 6.0
#else
0,0,156,0,0x001c0000,{ 0 },0,0,0,0,0,{ 0 },0,32,static_cast<DWORD>(config.mWidth), static_cast<DWORD>(config.mHeight),{ 0 }, 0, // Visuatl Studio 2005
#endif
#if(WINVER >= 0x0400)
0,0,0,0,0,0,
#if (WINVER >= 0x0500) || (_WIN32_WINNT >= 0x0400)
0,0
#endif
#endif
};
if (config.mFullscreen)
{
if (config.mFullscreen && ChangeDisplaySettingsA(&screenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
return 0;
}
#ifdef IMGUI_API
ImGui::CreateContext();
#endif
if (!WindowInit(info))
{
WindowEnd(info);
return 0;
}
if (!InitExtension())
return 0;
#ifdef IMGUI_API
if (!ImGui_Init())
return 0;
#endif
#ifdef FMOD_API
void* extraDriverData = NULL;
ERRCHECK(FMOD::Studio::System::create(&system));
FMOD::System* lowLevelSystem = NULL;
ERRCHECK(system->getLowLevelSystem(&lowLevelSystem));
ERRCHECK(lowLevelSystem->setSoftwareFormat(0, FMOD_SPEAKERMODE_STEREO, 0)); // on rajoute la config pour le stereo
#ifdef RETAIL
ERRCHECK(system->initialize(32, FMOD_STUDIO_INIT_NORMAL, FMOD_INIT_NORMAL, extraDriverData));
#else
ERRCHECK(system->initialize(32, FMOD_STUDIO_INIT_NORMAL | FMOD_STUDIO_INIT_LIVEUPDATE | FMOD_STUDIO_INIT_SYNCHRONOUS_UPDATE, FMOD_INIT_NORMAL | FMOD_INIT_PROFILE_ENABLE, extraDriverData));
#endif
#endif
mDone = false;
return 1;
}
void LoadBanks(int bankCount, const char** bankPaths);
void PlayEvent(const char* eventName);
void NewFrame()
{
MSG msg;
while (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
if (msg.message == WM_QUIT)
mDone = true;
}
#ifdef IMGUI_API
ImGui_NewFrame();
#endif
}
void EndFrame()
{
#ifdef FMOD_API
ERRCHECK(system->update());
#endif
#ifdef IMGUI_API
ImGui::Render();
#endif
ImGui_RenderDrawLists(ImGui::GetDrawData());
SwapBuffers(wininfo.hDC);
}
void Finish()
{
#ifdef IMGUI_API
ImGui_Shutdown();
#endif
#ifdef FMOD_API
ERRCHECK(system->unloadAll());
ERRCHECK(system->flushCommands());
ERRCHECK(system->release());
#endif
}
bool Done()
{
return mDone;
}
protected:
static ImApp* mInstance;
Config mConfig;
bool mInitExtensionsDone;
bool mExtensionsPresent;
bool mDone;
#ifdef FMOD_API
FMOD::Studio::System* system;
#endif
typedef struct
{
//---------------
HINSTANCE hInstance;
HDC hDC;
HGLRC hRC;
HWND hWnd;
char wndclass[4]; // window class and title :)
//---------------
}WININFO;
WININFO wininfo;
static LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
#ifdef IMGUI_API
if (ImGui_WndProcHandler(hWnd, msg, wParam, lParam))
return true;
#endif
switch (msg)
{
case WM_SIZE:
{
#ifdef IMGUI_API
ImGuiIO& io = ImGui::GetIO();
int w, h;
int display_w, display_h;
//glfwGetWindowSize(g_Window, &w, &h);
//glfwGetFramebufferSize(g_Window, &display_w, &display_h);
w = LOWORD(lParam); // width of client area
h = HIWORD(lParam); // height of client area
io.DisplaySize = ImVec2((float)w, (float)h);
display_w = w;
display_h = h;
io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
#endif
}
return 0;
case WM_SYSCOMMAND:
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
return 0;
break;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
void WindowEnd(WININFO* info)
{
if (info->hRC)
{
wglMakeCurrent(0, 0);
wglDeleteContext(info->hRC);
}
if (info->hDC) ReleaseDC(info->hWnd, info->hDC);
if (info->hWnd) DestroyWindow(info->hWnd);
UnregisterClassA(info->wndclass, info->hInstance);
if (mConfig.mFullscreen)
{
ChangeDisplaySettings(0, 0);
while (ShowCursor(1) < 0); // show cursor
}
}
int WindowInit(WININFO* info)
{
unsigned int PixelFormat;
DWORD dwExStyle, dwStyle;
DEVMODE dmScreenSettings;
RECT rec;
WNDCLASSEXA WndClsEx;
// Create the application window
WndClsEx.cbSize = sizeof(WNDCLASSEX);
WndClsEx.style = CS_HREDRAW | CS_VREDRAW;
WndClsEx.lpfnWndProc = WndProc;
WndClsEx.cbClsExtra = 0;
WndClsEx.cbWndExtra = 0;
WndClsEx.hIcon = LoadIcon(NULL, IDI_APPLICATION);
WndClsEx.hCursor = LoadCursor(NULL, IDC_ARROW);
WndClsEx.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
WndClsEx.lpszMenuName = NULL;
WndClsEx.lpszClassName = "ImGuizmoWndClass";
WndClsEx.hInstance = GetModuleHandle(NULL);
WndClsEx.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
if (!RegisterClassExA(&WndClsEx))
return 0;
if (mConfig.mFullscreen)
{
dmScreenSettings.dmSize = sizeof(DEVMODE);
dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
dmScreenSettings.dmBitsPerPel = 32;
dmScreenSettings.dmPelsWidth = mConfig.mWidth;
dmScreenSettings.dmPelsHeight = mConfig.mHeight;
if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
return(0);
dwExStyle = WS_EX_APPWINDOW;
dwStyle = WS_VISIBLE | WS_POPUP;
//while (ShowCursor(0) >= 0); // hide cursor
}
else
{
dwExStyle = 0;
//dwStyle = WS_VISIBLE | WS_CAPTION | WS_SYSMENU | WS_MAXIMIZEBOX | WS_OVERLAPPED;
dwStyle = WS_VISIBLE | WS_OVERLAPPEDWINDOW | WS_POPUP;
}
rec.left = 0;
rec.top = 0;
rec.right = mConfig.mWidth;
rec.bottom = mConfig.mHeight;
AdjustWindowRect(&rec, dwStyle, 0);
info->hWnd = CreateWindowExA(dwExStyle, "ImGuizmoWndClass", " ", dwStyle | WS_MAXIMIZE,
(GetSystemMetrics(SM_CXSCREEN) - rec.right + rec.left) >> 1,
(GetSystemMetrics(SM_CYSCREEN) - rec.bottom + rec.top) >> 1,
rec.right - rec.left, rec.bottom - rec.top,
0, 0, info->hInstance, 0);
if (!info->hWnd)
return(0);
if (!(info->hDC = GetDC(info->hWnd)))
return(0);
static PIXELFORMATDESCRIPTOR pfd =
{
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA,
32,
0, 0, 0, 0, 0, 0, 8, 0,
0, 0, 0, 0, 0, // accum
32, // zbuffer
0, // stencil!
0, // aux
PFD_MAIN_PLANE,
0, 0, 0, 0
};
if (!(PixelFormat = ChoosePixelFormat(info->hDC, &pfd)))
return(0);
if (!SetPixelFormat(info->hDC, PixelFormat, &pfd))
return(0);
if (!(info->hRC = wglCreateContext(info->hDC)))
return(0);
if (!wglMakeCurrent(info->hDC, info->hRC))
return(0);
return(1);
}
bool loadExtension(const char* extensionName, void** functionPtr)
{
#if defined(_WIN32)
*functionPtr = glGetProcAddress(extensionName);
#else
* functionPtr = (void*)glGetProcAddress((const GLubyte*)extensionName);
#endif
return (*functionPtr != NULL);
}
#define LE(x) mExtensionsPresent &= loadExtension(#x, (void**)&x);
bool InitExtension()
{
if (mInitExtensionsDone)
return true;
mExtensionsPresent = true;
LE(glUniform1i); //GLint location, GLint v0);
LE(glUniformMatrix3fv) // GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
#ifdef _WIN32
LE(glActiveTexture); //GLenum texture);
#endif
LE(glBindFramebuffer); //GLenum target, TextureID framebuffer);
LE(glDeleteFramebuffers); //GLsizei n, const TextureID* framebuffers);
LE(glDeleteRenderbuffers); //GLsizei n, const TextureID* renderbuffers);
LE(glFramebufferTexture2D); //GLenum target, GLenum attachment, GLenum textarget, TextureID texture, GLint level);
LE(glFramebufferRenderbuffer); //GLenum target, GLenum attachment, GLenum renderbuffertarget, TextureID renderbuffer);
LE(glRenderbufferStorage); //GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
LE(glGenFramebuffers); //GLsizei n, TextureID* framebuffers);
LE(glGenRenderbuffers); //GLsizei n, TextureID* renderbuffers);
LE(glBindRenderbuffer); //GLenum target, TextureID renderbuffer);
LE(glCheckFramebufferStatus); //GLenum target);
LE(glGenerateMipmap); //GLenum target);
LE(glBufferData); //GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
LE(glUseProgram); //TextureID program);
LE(glGetUniformLocation); //TextureID program, const GLchar* name);
LE(glGetAttribLocation); //TextureID program, const GLchar* name);
LE(glDeleteBuffers); //GLsizei n, const TextureID* buffers);
LE(glDeleteVertexArrays); //GLsizei n, const TextureID* arrays);
LE(glEnableVertexAttribArray); //TextureID);
LE(glVertexAttribPointer); //TextureID index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* pointer);
LE(glGenBuffers); //GLsizei n, TextureID* buffers);
LE(glBindBuffer); //GLenum target, TextureID buffer);
LE(glCreateShader); //GLenum type);
LE(glShaderSource); //TextureID shader, GLsizei count, const GLchar** strings, const GLint* lengths);
LE(glCompileShader); //TextureID shader);
LE(glCreateProgram); //void);
LE(glAttachShader); //TextureID program, TextureID shader);
LE(glDeleteProgram); //TextureID program);
LE(glDeleteShader); //TextureID shader);
LE(glDisableVertexAttribArray); //TextureID);
LE(glBindAttribLocation); //TextureID program, TextureID index, const GLchar* name);
LE(glVertexAttribDivisor); //TextureID index, TextureID divisor);
LE(glUniformMatrix4fv); //GLint location, GLsizei count, GLboolean transpose, const float* value);
LE(glGetShaderiv); //TextureID shader, GLenum pname, GLint* param);
LE(glLinkProgram); //TextureID program);
LE(glGetProgramiv); //TextureID program, GLenum pname, GLint* param);
LE(glBindVertexArray); //TextureID array);
LE(glUniform2fv);
LE(glUniform3f); //GLint location, float v0, float v1, float v2);
LE(glUniform3fv); //GLint location, GLsizei count, const float* value);
LE(glUniform4fv); //GLint location, GLsizei count, const float* value);
LE(glBufferSubData); //GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
LE(glGenVertexArrays); //GLsizei n, const TextureID* arrays);
LE(glGetShaderInfoLog); //TextureID shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog);
LE(glGetProgramInfoLog); //TextureID program, GLsizei bufSize, GLsizei* length, GLchar* infoLog);
LE(glGetUniformBlockIndex); //TextureID program, const GLchar* uniformBlockName);
LE(glUniformBlockBinding); //TextureID program, TextureID uniformBlockIndex, TextureID uniformBlockBinding);
LE(glBindBufferBase); //GLenum target, TextureID index, TextureID buffer);
LE(glTransformFeedbackVaryings); //TextureID, GLsizei, const GLchar **, GLenum);
LE(glMapBuffer); //GLenum target, GLenum access);
LE(glUnmapBuffer); //GLenum target);
LE(glDrawElementsInstanced); //GLenum, GLsizei, GLenum, const GLvoid*, GLsizei);
LE(glDrawArraysInstanced); //GLenum, GLint, GLsizei, GLsizei);
LE(glDrawElementsInstancedBaseVertex); //GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei primcount, GLint basevertex);
LE(glBeginTransformFeedback); //GLenum);
LE(glEndTransformFeedback); //void);
LE(glUniform1f); //GLint location, float v0);
LE(glUniform2f); //GLint location, float v0, float v1);
LE(glBlendEquationSeparate); //GLenum, GLenum);
LE(glBlendFuncSeparate); //GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
LE(glGetBufferSubData); //GLenum target, GLintptr offset, GLsizeiptr size, GLvoid* data);
LE(glGetShaderSource);
LE(glIsProgram);
LE(glGetAttachedShaders);
LE(glDrawBuffers);
LE(glBlitFramebuffer);
LE(glBlendEquation);
LE(glBindSampler);
LE(glDetachShader);
return mExtensionsPresent;
}
#ifdef IMGUI_API
// Data
static double g_Time;
static bool g_MousePressed[3];
static float g_MouseWheel;
static GLuint g_FontTexture;
static int g_ShaderHandle, g_VertHandle, g_FragHandle;
static int g_AttribLocationTex, g_AttribLocationProjMtx;
static int g_AttribLocationPosition, g_AttribLocationUV, g_AttribLocationColor;
static unsigned int g_VboHandle, g_VaoHandle, g_ElementsHandle;
static bool IsAnyMouseButtonDown()
{
ImGuiIO& io = ImGui::GetIO();
for (int n = 0; n < IM_ARRAYSIZE(io.MouseDown); n++)
if (io.MouseDown[n])
return true;
return false;
}
// We use the Win32 capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
static IMGUI_API LRESULT ImGui_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
switch (msg)
{
case WM_LBUTTONDOWN:
case WM_RBUTTONDOWN:
case WM_MBUTTONDOWN:
{
int button = 0;
if (msg == WM_LBUTTONDOWN) button = 0;
if (msg == WM_RBUTTONDOWN) button = 1;
if (msg == WM_MBUTTONDOWN) button = 2;
if (!IsAnyMouseButtonDown() && GetCapture() == NULL)
SetCapture(hwnd);
io.MouseDown[button] = true;
return 0;
}
case WM_LBUTTONUP:
case WM_RBUTTONUP:
case WM_MBUTTONUP:
{
int button = 0;
if (msg == WM_LBUTTONUP) button = 0;
if (msg == WM_RBUTTONUP) button = 1;
if (msg == WM_MBUTTONUP) button = 2;
io.MouseDown[button] = false;
if (!IsAnyMouseButtonDown() && GetCapture() == hwnd)
ReleaseCapture();
return 0;
}
case WM_MOUSEWHEEL:
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return 0;
case WM_MOUSEMOVE:
io.MousePos.x = (signed short)(lParam);
io.MousePos.y = (signed short)(lParam >> 16);
return 0;
case WM_KEYDOWN:
case WM_SYSKEYDOWN:
if (wParam < 256)
io.KeysDown[wParam] = 1;
return 0;
case WM_KEYUP:
case WM_SYSKEYUP:
if (wParam < 256)
io.KeysDown[wParam] = 0;
return 0;
case WM_CHAR:
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
if (wParam > 0 && wParam < 0x10000)
io.AddInputCharacter((unsigned short)wParam);
return 0;
}
return 0;
}
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
static void ImGui_RenderDrawLists(ImDrawData* draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
ImGuiIO& io = ImGui::GetIO();
int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
if (fb_width == 0 || fb_height == 0)
return;
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// Backup GL state
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
glActiveTexture(GL_TEXTURE0);
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// Setup viewport, orthographic projection matrix
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
const float ortho_projection[4][4] =
{
{ 2.0f / io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f / -io.DisplaySize.y, 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{ -1.0f, 1.0f, 0.0f, 1.0f },
};
glUseProgram(g_ShaderHandle);
glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
glBindVertexArray(g_VaoHandle);
glBindSampler(0, 0); // Rely on combined texture/sampler state.
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawIdx* idx_buffer_offset = 0;
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
}
idx_buffer_offset += pcmd->ElemCount;
}
}
// Restore modified GL state
glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindSampler(0, last_sampler);
glActiveTexture(last_active_texture);
glBindVertexArray(last_vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]);
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
}
#if 0
static const char* ImGui_GetClipboardText(void* user_data)
{
return glfwGetClipboardString((GLFWwindow*)user_data);
}
static void ImGui_SetClipboardText(void* user_data, const char* text)
{
glfwSetClipboardString((GLFWwindow*)user_data, text);
}
void ImGui_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
{
if (action == GLFW_PRESS && button >= 0 && button < 3)
g_MousePressed[button] = true;
}
void ImGui_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset)
{
g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
}
void ImGui_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
{
ImGuiIO& io = ImGui::GetIO();
if (action == GLFW_PRESS)
io.KeysDown[key] = true;
if (action == GLFW_RELEASE)
io.KeysDown[key] = false;
(void)mods; // Modifiers are not reliable across systems
io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
}
void ImGui_CharCallback(GLFWwindow*, unsigned int c)
{
ImGuiIO& io = ImGui::GetIO();
if (c > 0 && c < 0x10000)
io.AddInputCharacter((unsigned short)c);
}
#endif
bool ImGui_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
// Upload texture to graphics system
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGenTextures(1, &g_FontTexture);
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->TexID = (void*)(intptr_t)g_FontTexture;
// Restore state
glBindTexture(GL_TEXTURE_2D, last_texture);
return true;
}
bool ImGui_CreateDeviceObjects()
{
// Backup GL state
GLint last_texture, last_array_buffer, last_vertex_array;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
const GLchar* vertex_shader =
"#version 330\n"
"uniform mat4 ProjMtx;\n"
"in vec2 Position;\n"
"in vec2 UV;\n"
"in vec4 Color;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* fragment_shader =
"#version 330\n"
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
"}\n";
g_ShaderHandle = glCreateProgram();
g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
glCompileShader(g_VertHandle);
glCompileShader(g_FragHandle);
glAttachShader(g_ShaderHandle, g_VertHandle);
glAttachShader(g_ShaderHandle, g_FragHandle);
glLinkProgram(g_ShaderHandle);
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
glGenBuffers(1, &g_VboHandle);
glGenBuffers(1, &g_ElementsHandle);
glGenVertexArrays(1, &g_VaoHandle);
glBindVertexArray(g_VaoHandle);
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glEnableVertexAttribArray(g_AttribLocationPosition);
glEnableVertexAttribArray(g_AttribLocationUV);
glEnableVertexAttribArray(g_AttribLocationColor);
#ifndef OFFSETOF
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
#endif
glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
#undef OFFSETOF
ImGui_CreateFontsTexture();
// Restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindVertexArray(last_vertex_array);
return true;
}
void ImGui_InvalidateDeviceObjects()
{
if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
g_VaoHandle = g_VboHandle = g_ElementsHandle = 0;
if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
if (g_VertHandle) glDeleteShader(g_VertHandle);
g_VertHandle = 0;
if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
if (g_FragHandle) glDeleteShader(g_FragHandle);
g_FragHandle = 0;
if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
g_ShaderHandle = 0;
if (g_FontTexture)
{
glDeleteTextures(1, &g_FontTexture);
ImGui::GetIO().Fonts->TexID = 0;
g_FontTexture = 0;
}
}
bool ImGui_Init()
{
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
io.KeyMap[ImGuiKey_Home] = VK_HOME;
io.KeyMap[ImGuiKey_End] = VK_END;
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
io.KeyMap[ImGuiKey_A] = 'A';
io.KeyMap[ImGuiKey_C] = 'C';
io.KeyMap[ImGuiKey_V] = 'V';
io.KeyMap[ImGuiKey_X] = 'X';
io.KeyMap[ImGuiKey_Y] = 'Y';
io.KeyMap[ImGuiKey_Z] = 'Z';
io.ImeWindowHandle = this->wininfo.hWnd;
//io.RenderDrawListsFn = ImGui_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
/*
io.SetClipboardTextFn = ImGui_SetClipboardText;
io.GetClipboardTextFn = ImGui_GetClipboardText;
//io.ClipboardUserData = g_Window;
*/
return true;
}
void ImGui_Shutdown()
{
ImGui_InvalidateDeviceObjects();
}
void ImGui_NewFrame()
{
if (!g_FontTexture)
ImGui_CreateDeviceObjects();
ImGuiIO& io = ImGui::GetIO();
// Read keyboard modifiers inputs
io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
io.KeySuper = false;
/*
// Setup display size (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
glfwGetWindowSize(g_Window, &w, &h);
glfwGetFramebufferSize(g_Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h);
io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
// Setup time step
double current_time = glfwGetTime();
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
g_Time = current_time;
// Setup inputs
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
{
if (io.WantMoveMouse)
{
glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
}
else
{
double mouse_x, mouse_y;
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Get mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
}
}
else
{
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
}
for (int i = 0; i < 3; i++)
{
io.MouseDown[i] = g_MousePressed[i] || glfwGetMouseButton(g_Window, i) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
g_MousePressed[i] = false;
}
io.MouseWheel = g_MouseWheel;
g_MouseWheel = 0.0f;
// Hide OS mouse cursor if ImGui is drawing it
glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
*/
// Start the frame
ImGui::NewFrame();
}
#endif // IMGUI_API
}; // IMAPP
#ifdef IMAPP_IMPL
ImApp* ImApp::mInstance = NULL;
#ifdef IMGUI_API
double ImApp::g_Time = 0.0f;
bool ImApp::g_MousePressed[3] = { false, false, false };
float ImApp::g_MouseWheel = 0.0f;
GLuint ImApp::g_FontTexture = 0;
int ImApp::g_ShaderHandle = 0, ImApp::g_VertHandle = 0, ImApp::g_FragHandle = 0;
int ImApp::g_AttribLocationTex = 0, ImApp::g_AttribLocationProjMtx = 0;
int ImApp::g_AttribLocationPosition = 0, ImApp::g_AttribLocationUV = 0, ImApp::g_AttribLocationColor = 0;
unsigned int ImApp::g_VboHandle = 0, ImApp::g_VaoHandle = 0, ImApp::g_ElementsHandle = 0;
#endif
#ifdef FMOD_API
void ERRCHECK_fn(FMOD_RESULT result, const char* file, int line)
{
if (result != FMOD_OK)
{
/*if (Common_Private_Error)
{
Common_Private_Error(result, file, line);
}
Common_Fatal("%s(%d): FMOD error %d - %s", file, line, result, FMOD_ErrorString(result));
*/
MessageBoxA(NULL, "", "FMOD Error", MB_OK);
}
}
void ImApp::LoadBanks(int bankCount, const char** bankPaths)
{
for (int i = 0; i < bankCount; i++)
{
FMOD::Studio::Bank* bank;
ERRCHECK(system->loadBankFile(bankPaths[i], FMOD_STUDIO_LOAD_BANK_NONBLOCKING, &bank));
//loadBank(system, (LoadBankMethod)i, Common_MediaPath(BANK_NAMES[i]), &banks[i]));
}
}
void ImApp::PlayEvent(const char* eventName)
{
FMOD::Studio::ID FMODEventID = { 0 };
//ERRCHECK( FMODsystem->lookupID(facts[j].mName.c_str(), &FMODEventID) );
FMOD::Studio::EventDescription* eventDescription = NULL;
ERRCHECK(system->getEvent(eventName, /*FMOD_STUDIO_LOAD_BEGIN_NOW,*/ &eventDescription));
FMOD::Studio::EventInstance* FMODeventInstance = NULL;
ERRCHECK(eventDescription->createInstance(&FMODeventInstance));
ERRCHECK(FMODeventInstance->start());
}
#else
void ImApp::LoadBanks(int bankCount, const char** bankPaths) {}
void ImApp::PlayEvent(const char* eventName) {}
#endif
#endif
}