From 4a7d0ca2c564e3a5878768114c91536bc3e675b9 Mon Sep 17 00:00:00 2001 From: Lolbot Date: Mon, 23 Mar 2015 09:58:40 +0000 Subject: [PATCH] fixed 36 files out of 4318: - removed 18805 CR characters - removed 774 trailing whitespaces - replaced 1922 tabs with spaces - fixed 31 svn:eol-style properties --- doc/samples/scenesetup.h | 2 +- src/entity.h | 2 +- .../directx11_example/imgui_impl_dx11.cpp | 20 +- src/imgui/examples/directx11_example/main.cpp | 2 +- .../directx9_example/imgui_impl_dx9.cpp | 20 +- .../examples/opengl3_example/gl3w/GL/gl3w.c | 1298 ++++++++--------- .../examples/opengl3_example/gl3w/GL/gl3w.h | 1208 +++++++-------- .../opengl3_example/gl3w/GL/glcorearb.h | 6 +- .../opengl3_example/imgui_impl_glfw_gl3.cpp | 28 +- src/imgui/examples/opengl3_example/main.cpp | 2 +- .../opengl_example/imgui_impl_glfw.cpp | 14 +- src/imgui/imgui.cpp | 686 ++++----- src/imgui/imgui.h | 40 +- src/imgui/stb_rect_pack.h | 2 +- src/imgui/stb_textedit.h | 24 +- src/imgui/stb_truetype.h | 50 +- src/lol/math/vector.h | 2 +- src/sys/thread.cpp | 2 +- src/tileset.h | 2 +- 19 files changed, 1705 insertions(+), 1705 deletions(-) diff --git a/doc/samples/scenesetup.h b/doc/samples/scenesetup.h index db45c620..9a352305 100644 --- a/doc/samples/scenesetup.h +++ b/doc/samples/scenesetup.h @@ -188,7 +188,7 @@ setup_command: T_OBJPOSITION v3 { if (uc.m_last_cmd == "ADDLIGHT") uc.m_sstp.m_lights.Last()->SetPosition(vec3($2[0], $2[1], $2[2])); } | T_OBJLOOKAT v3 { if (uc.m_last_cmd == "ADDLIGHT") -{ +{ } } | T_OBJCOLOR v4{ if (uc.m_last_cmd == "ADDLIGHT") uc.m_sstp.m_lights.Last()->SetColor(vec4($2[0], $2[1], $2[2], $2[3])); } diff --git a/src/entity.h b/src/entity.h index 140ba7ad..527935da 100644 --- a/src/entity.h +++ b/src/entity.h @@ -104,7 +104,7 @@ protected: DRAWGROUP_HUD, DRAWGROUP_IMGUI, DRAWGROUP_CAPTURE, - + DRAWGROUP_END //Must be the last element } m_drawgroup; diff --git a/src/imgui/examples/directx11_example/imgui_impl_dx11.cpp b/src/imgui/examples/directx11_example/imgui_impl_dx11.cpp index ba8d3d8b..1fa750a9 100644 --- a/src/imgui/examples/directx11_example/imgui_impl_dx11.cpp +++ b/src/imgui/examples/directx11_example/imgui_impl_dx11.cpp @@ -79,7 +79,7 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd const float R = ImGui::GetIO().DisplaySize.x; const float B = ImGui::GetIO().DisplaySize.y; const float T = 0.0f; - const float mvp[4][4] = + const float mvp[4][4] = { { 2.0f/(R-L), 0.0f, 0.0f, 0.0f}, { 0.0f, 2.0f/(T-B), 0.0f, 0.0f,}, @@ -134,7 +134,7 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd { const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w }; g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->texture_id); - g_pd3dDeviceContext->RSSetScissorRects(1, &r); + g_pd3dDeviceContext->RSSetScissorRects(1, &r); g_pd3dDeviceContext->Draw(pcmd->vtx_count, vtx_offset); } vtx_offset += pcmd->vtx_count; @@ -156,20 +156,20 @@ LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lPar io.MouseDown[0] = true; return true; case WM_LBUTTONUP: - io.MouseDown[0] = false; + io.MouseDown[0] = false; return true; case WM_RBUTTONDOWN: - io.MouseDown[1] = true; + io.MouseDown[1] = true; return true; case WM_RBUTTONUP: - io.MouseDown[1] = false; + io.MouseDown[1] = false; return true; case WM_MOUSEWHEEL: io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; return true; case WM_MOUSEMOVE: io.MousePos.x = (signed short)(lParam); - io.MousePos.y = (signed short)(lParam >> 16); + io.MousePos.y = (signed short)(lParam >> 16); return true; case WM_KEYDOWN: if (wParam < 256) @@ -257,7 +257,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects() // Create the vertex shader { - static const char* vertexShader = + static const char* vertexShader = "cbuffer vertexBuffer : register(c0) \ {\ float4x4 ProjectionMatrix; \ @@ -315,7 +315,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects() // Create the pixel shader { - static const char* pixelShader = + static const char* pixelShader = "struct PS_INPUT\ {\ float4 pos : SV_POSITION;\ @@ -396,7 +396,7 @@ bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContex g_pd3dDevice = device; g_pd3dDeviceContext = device_context; - if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) + if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) return false; if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) return false; @@ -449,7 +449,7 @@ void ImGui_ImplDX11_NewFrame() // Setup time step INT64 current_time; - QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); + QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; g_Time = current_time; diff --git a/src/imgui/examples/directx11_example/main.cpp b/src/imgui/examples/directx11_example/main.cpp index 0064a93a..68097b77 100644 --- a/src/imgui/examples/directx11_example/main.cpp +++ b/src/imgui/examples/directx11_example/main.cpp @@ -19,7 +19,7 @@ void CreateRenderTarget() g_pSwapChain->GetDesc(&sd); // Create the render target - ID3D11Texture2D* pBackBuffer; + ID3D11Texture2D* pBackBuffer; D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc; ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc)); render_target_view_desc.Format = sd.BufferDesc.Format; diff --git a/src/imgui/examples/directx9_example/imgui_impl_dx9.cpp b/src/imgui/examples/directx9_example/imgui_impl_dx9.cpp index b726e50e..cacb6ccf 100644 --- a/src/imgui/examples/directx9_example/imgui_impl_dx9.cpp +++ b/src/imgui/examples/directx9_example/imgui_impl_dx9.cpp @@ -120,20 +120,20 @@ LRESULT ImGui_ImplDX9_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lPara io.MouseDown[0] = true; return true; case WM_LBUTTONUP: - io.MouseDown[0] = false; + io.MouseDown[0] = false; return true; case WM_RBUTTONDOWN: - io.MouseDown[1] = true; + io.MouseDown[1] = true; return true; case WM_RBUTTONUP: - io.MouseDown[1] = false; + io.MouseDown[1] = false; return true; case WM_MOUSEWHEEL: io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; return true; case WM_MOUSEMOVE: io.MousePos.x = (signed short)(lParam); - io.MousePos.y = (signed short)(lParam >> 16); + io.MousePos.y = (signed short)(lParam >> 16); return true; case WM_KEYDOWN: if (wParam < 256) @@ -157,7 +157,7 @@ bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device) g_hWnd = (HWND)hwnd; g_pd3dDevice = device; - if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) + if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) return false; if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) return false; @@ -212,10 +212,10 @@ static void ImGui_ImplDX9_CreateFontsTexture() return; } D3DLOCKED_RECT tex_locked_rect; - if (pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) - { - IM_ASSERT(0); - return; + if (pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) + { + IM_ASSERT(0); + return; } for (int y = 0; y < height; y++) memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel)); @@ -267,7 +267,7 @@ void ImGui_ImplDX9_NewFrame() // Setup time step INT64 current_time; - QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); + QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; g_Time = current_time; diff --git a/src/imgui/examples/opengl3_example/gl3w/GL/gl3w.c b/src/imgui/examples/opengl3_example/gl3w/GL/gl3w.c index d66b972f..40eee648 100644 --- a/src/imgui/examples/opengl3_example/gl3w/GL/gl3w.c +++ b/src/imgui/examples/opengl3_example/gl3w/GL/gl3w.c @@ -8,22 +8,22 @@ static HMODULE libgl; static void open_libgl(void) { - libgl = LoadLibraryA("opengl32.dll"); + libgl = LoadLibraryA("opengl32.dll"); } static void close_libgl(void) { - FreeLibrary(libgl); + FreeLibrary(libgl); } static void *get_proc(const char *proc) { - void *res; + void *res; - res = wglGetProcAddress(proc); - if (!res) - res = GetProcAddress(libgl, proc); - return res; + res = wglGetProcAddress(proc); + if (!res) + res = GetProcAddress(libgl, proc); + return res; } #elif defined(__APPLE__) || defined(__APPLE_CC__) #include @@ -33,29 +33,29 @@ CFURLRef bundleURL; static void open_libgl(void) { - bundleURL = CFURLCreateWithFileSystemPath(kCFAllocatorDefault, - CFSTR("/System/Library/Frameworks/OpenGL.framework"), - kCFURLPOSIXPathStyle, true); + bundleURL = CFURLCreateWithFileSystemPath(kCFAllocatorDefault, + CFSTR("/System/Library/Frameworks/OpenGL.framework"), + kCFURLPOSIXPathStyle, true); - bundle = CFBundleCreate(kCFAllocatorDefault, bundleURL); - assert(bundle != NULL); + bundle = CFBundleCreate(kCFAllocatorDefault, bundleURL); + assert(bundle != NULL); } static void close_libgl(void) { - CFRelease(bundle); - CFRelease(bundleURL); + CFRelease(bundle); + CFRelease(bundleURL); } static void *get_proc(const char *proc) { - void *res; + void *res; - CFStringRef procname = CFStringCreateWithCString(kCFAllocatorDefault, proc, - kCFStringEncodingASCII); - res = CFBundleGetFunctionPointerForName(bundle, procname); - CFRelease(procname); - return res; + CFStringRef procname = CFStringCreateWithCString(kCFAllocatorDefault, proc, + kCFStringEncodingASCII); + res = CFBundleGetFunctionPointerForName(bundle, procname); + CFRelease(procname); + return res; } #else #include @@ -65,64 +65,64 @@ static void *libgl; static void open_libgl(void) { - libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_GLOBAL); + libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_GLOBAL); } static void close_libgl(void) { - dlclose(libgl); + dlclose(libgl); } static void *get_proc(const char *proc) { - void *res; + void *res; - res = glXGetProcAddress((const GLubyte *) proc); - if (!res) - res = dlsym(libgl, proc); - return res; + res = glXGetProcAddress((const GLubyte *) proc); + if (!res) + res = dlsym(libgl, proc); + return res; } #endif static struct { - int major, minor; + int major, minor; } version; static int parse_version(void) { - if (!glGetIntegerv) - return -1; + if (!glGetIntegerv) + return -1; - glGetIntegerv(GL_MAJOR_VERSION, &version.major); - glGetIntegerv(GL_MINOR_VERSION, &version.minor); + glGetIntegerv(GL_MAJOR_VERSION, &version.major); + glGetIntegerv(GL_MINOR_VERSION, &version.minor); - if (version.major < 3) - return -1; - return 0; + if (version.major < 3) + return -1; + return 0; } static void load_procs(void); int gl3wInit(void) { - open_libgl(); - load_procs(); - close_libgl(); - return parse_version(); + open_libgl(); + load_procs(); + close_libgl(); + return parse_version(); } int gl3wIsSupported(int major, int minor) { - if (major < 3) - return 0; - if (version.major == major) - return version.minor >= minor; - return version.major >= major; + if (major < 3) + return 0; + if (version.major == major) + return version.minor >= minor; + return version.major >= major; } void *gl3wGetProcAddress(const char *proc) { - return get_proc(proc); + return get_proc(proc); } PFNGLCULLFACEPROC gl3wCullFace; @@ -732,608 +732,608 @@ PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC gl3wTextureStorage3DMultisampleEXT; static void load_procs(void) { - gl3wCullFace = (PFNGLCULLFACEPROC) get_proc("glCullFace"); - gl3wFrontFace = (PFNGLFRONTFACEPROC) get_proc("glFrontFace"); - gl3wHint = (PFNGLHINTPROC) get_proc("glHint"); - gl3wLineWidth = (PFNGLLINEWIDTHPROC) get_proc("glLineWidth"); - gl3wPointSize = (PFNGLPOINTSIZEPROC) get_proc("glPointSize"); - gl3wPolygonMode = (PFNGLPOLYGONMODEPROC) get_proc("glPolygonMode"); - gl3wScissor = (PFNGLSCISSORPROC) get_proc("glScissor"); - gl3wTexParameterf = (PFNGLTEXPARAMETERFPROC) get_proc("glTexParameterf"); - gl3wTexParameterfv = (PFNGLTEXPARAMETERFVPROC) get_proc("glTexParameterfv"); - gl3wTexParameteri = (PFNGLTEXPARAMETERIPROC) get_proc("glTexParameteri"); - gl3wTexParameteriv = (PFNGLTEXPARAMETERIVPROC) get_proc("glTexParameteriv"); - gl3wTexImage1D = (PFNGLTEXIMAGE1DPROC) get_proc("glTexImage1D"); - gl3wTexImage2D = (PFNGLTEXIMAGE2DPROC) get_proc("glTexImage2D"); - gl3wDrawBuffer = (PFNGLDRAWBUFFERPROC) get_proc("glDrawBuffer"); - gl3wClear = (PFNGLCLEARPROC) get_proc("glClear"); - gl3wClearColor = (PFNGLCLEARCOLORPROC) get_proc("glClearColor"); - gl3wClearStencil = (PFNGLCLEARSTENCILPROC) get_proc("glClearStencil"); - gl3wClearDepth = (PFNGLCLEARDEPTHPROC) get_proc("glClearDepth"); - gl3wStencilMask = (PFNGLSTENCILMASKPROC) get_proc("glStencilMask"); - gl3wColorMask = (PFNGLCOLORMASKPROC) get_proc("glColorMask"); - gl3wDepthMask = (PFNGLDEPTHMASKPROC) get_proc("glDepthMask"); - gl3wDisable = (PFNGLDISABLEPROC) get_proc("glDisable"); - gl3wEnable = (PFNGLENABLEPROC) get_proc("glEnable"); - gl3wFinish = (PFNGLFINISHPROC) get_proc("glFinish"); - gl3wFlush = (PFNGLFLUSHPROC) get_proc("glFlush"); - gl3wBlendFunc = (PFNGLBLENDFUNCPROC) get_proc("glBlendFunc"); - gl3wLogicOp = (PFNGLLOGICOPPROC) get_proc("glLogicOp"); - gl3wStencilFunc = (PFNGLSTENCILFUNCPROC) get_proc("glStencilFunc"); - gl3wStencilOp = (PFNGLSTENCILOPPROC) get_proc("glStencilOp"); - gl3wDepthFunc = (PFNGLDEPTHFUNCPROC) get_proc("glDepthFunc"); - gl3wPixelStoref = (PFNGLPIXELSTOREFPROC) get_proc("glPixelStoref"); - gl3wPixelStorei = (PFNGLPIXELSTOREIPROC) get_proc("glPixelStorei"); - gl3wReadBuffer = (PFNGLREADBUFFERPROC) get_proc("glReadBuffer"); - gl3wReadPixels = (PFNGLREADPIXELSPROC) get_proc("glReadPixels"); - gl3wGetBooleanv = (PFNGLGETBOOLEANVPROC) get_proc("glGetBooleanv"); - gl3wGetDoublev = (PFNGLGETDOUBLEVPROC) get_proc("glGetDoublev"); - gl3wGetError = (PFNGLGETERRORPROC) get_proc("glGetError"); - gl3wGetFloatv = (PFNGLGETFLOATVPROC) get_proc("glGetFloatv"); - gl3wGetIntegerv = (PFNGLGETINTEGERVPROC) get_proc("glGetIntegerv"); - gl3wGetString = (PFNGLGETSTRINGPROC) get_proc("glGetString"); - gl3wGetTexImage = (PFNGLGETTEXIMAGEPROC) get_proc("glGetTexImage"); - gl3wGetTexParameterfv = (PFNGLGETTEXPARAMETERFVPROC) get_proc("glGetTexParameterfv"); - gl3wGetTexParameteriv = (PFNGLGETTEXPARAMETERIVPROC) get_proc("glGetTexParameteriv"); - gl3wGetTexLevelParameterfv = (PFNGLGETTEXLEVELPARAMETERFVPROC) get_proc("glGetTexLevelParameterfv"); - gl3wGetTexLevelParameteriv = (PFNGLGETTEXLEVELPARAMETERIVPROC) get_proc("glGetTexLevelParameteriv"); - gl3wIsEnabled = (PFNGLISENABLEDPROC) get_proc("glIsEnabled"); - gl3wDepthRange = (PFNGLDEPTHRANGEPROC) get_proc("glDepthRange"); - gl3wViewport = (PFNGLVIEWPORTPROC) get_proc("glViewport"); - gl3wDrawArrays = (PFNGLDRAWARRAYSPROC) get_proc("glDrawArrays"); - gl3wDrawElements = (PFNGLDRAWELEMENTSPROC) get_proc("glDrawElements"); - gl3wGetPointerv = (PFNGLGETPOINTERVPROC) get_proc("glGetPointerv"); - gl3wPolygonOffset = (PFNGLPOLYGONOFFSETPROC) get_proc("glPolygonOffset"); - gl3wCopyTexImage1D = (PFNGLCOPYTEXIMAGE1DPROC) get_proc("glCopyTexImage1D"); - gl3wCopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC) get_proc("glCopyTexImage2D"); - gl3wCopyTexSubImage1D = (PFNGLCOPYTEXSUBIMAGE1DPROC) get_proc("glCopyTexSubImage1D"); - gl3wCopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC) get_proc("glCopyTexSubImage2D"); - gl3wTexSubImage1D = (PFNGLTEXSUBIMAGE1DPROC) get_proc("glTexSubImage1D"); - gl3wTexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC) get_proc("glTexSubImage2D"); - gl3wBindTexture = (PFNGLBINDTEXTUREPROC) get_proc("glBindTexture"); - gl3wDeleteTextures = (PFNGLDELETETEXTURESPROC) get_proc("glDeleteTextures"); - gl3wGenTextures = (PFNGLGENTEXTURESPROC) get_proc("glGenTextures"); - gl3wIsTexture = (PFNGLISTEXTUREPROC) get_proc("glIsTexture"); - gl3wBlendColor = (PFNGLBLENDCOLORPROC) get_proc("glBlendColor"); - gl3wBlendEquation = (PFNGLBLENDEQUATIONPROC) get_proc("glBlendEquation"); - gl3wDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC) get_proc("glDrawRangeElements"); - gl3wTexImage3D = (PFNGLTEXIMAGE3DPROC) get_proc("glTexImage3D"); - gl3wTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC) get_proc("glTexSubImage3D"); - gl3wCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC) get_proc("glCopyTexSubImage3D"); - gl3wActiveTexture = (PFNGLACTIVETEXTUREPROC) get_proc("glActiveTexture"); - gl3wSampleCoverage = (PFNGLSAMPLECOVERAGEPROC) get_proc("glSampleCoverage"); - gl3wCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC) get_proc("glCompressedTexImage3D"); - gl3wCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC) get_proc("glCompressedTexImage2D"); - gl3wCompressedTexImage1D = (PFNGLCOMPRESSEDTEXIMAGE1DPROC) get_proc("glCompressedTexImage1D"); - gl3wCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) get_proc("glCompressedTexSubImage3D"); - gl3wCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) get_proc("glCompressedTexSubImage2D"); - gl3wCompressedTexSubImage1D = (PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) get_proc("glCompressedTexSubImage1D"); - gl3wGetCompressedTexImage = (PFNGLGETCOMPRESSEDTEXIMAGEPROC) get_proc("glGetCompressedTexImage"); - gl3wBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC) get_proc("glBlendFuncSeparate"); - gl3wMultiDrawArrays = (PFNGLMULTIDRAWARRAYSPROC) get_proc("glMultiDrawArrays"); - gl3wMultiDrawElements = (PFNGLMULTIDRAWELEMENTSPROC) get_proc("glMultiDrawElements"); - gl3wPointParameterf = (PFNGLPOINTPARAMETERFPROC) get_proc("glPointParameterf"); - gl3wPointParameterfv = (PFNGLPOINTPARAMETERFVPROC) get_proc("glPointParameterfv"); - gl3wPointParameteri = (PFNGLPOINTPARAMETERIPROC) get_proc("glPointParameteri"); - gl3wPointParameteriv = (PFNGLPOINTPARAMETERIVPROC) get_proc("glPointParameteriv"); - gl3wGenQueries = (PFNGLGENQUERIESPROC) get_proc("glGenQueries"); - gl3wDeleteQueries = (PFNGLDELETEQUERIESPROC) get_proc("glDeleteQueries"); - gl3wIsQuery = (PFNGLISQUERYPROC) get_proc("glIsQuery"); - gl3wBeginQuery = (PFNGLBEGINQUERYPROC) get_proc("glBeginQuery"); - gl3wEndQuery = (PFNGLENDQUERYPROC) get_proc("glEndQuery"); - gl3wGetQueryiv = (PFNGLGETQUERYIVPROC) get_proc("glGetQueryiv"); - gl3wGetQueryObjectiv = (PFNGLGETQUERYOBJECTIVPROC) get_proc("glGetQueryObjectiv"); - gl3wGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC) get_proc("glGetQueryObjectuiv"); - gl3wBindBuffer = (PFNGLBINDBUFFERPROC) get_proc("glBindBuffer"); - gl3wDeleteBuffers = (PFNGLDELETEBUFFERSPROC) get_proc("glDeleteBuffers"); - gl3wGenBuffers = (PFNGLGENBUFFERSPROC) get_proc("glGenBuffers"); - gl3wIsBuffer = (PFNGLISBUFFERPROC) get_proc("glIsBuffer"); - gl3wBufferData = (PFNGLBUFFERDATAPROC) get_proc("glBufferData"); - gl3wBufferSubData = (PFNGLBUFFERSUBDATAPROC) get_proc("glBufferSubData"); - gl3wGetBufferSubData = (PFNGLGETBUFFERSUBDATAPROC) get_proc("glGetBufferSubData"); - gl3wMapBuffer = (PFNGLMAPBUFFERPROC) get_proc("glMapBuffer"); - gl3wUnmapBuffer = (PFNGLUNMAPBUFFERPROC) get_proc("glUnmapBuffer"); - gl3wGetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC) get_proc("glGetBufferParameteriv"); - gl3wGetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC) get_proc("glGetBufferPointerv"); - gl3wBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC) get_proc("glBlendEquationSeparate"); - gl3wDrawBuffers = (PFNGLDRAWBUFFERSPROC) get_proc("glDrawBuffers"); - gl3wStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC) get_proc("glStencilOpSeparate"); - gl3wStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC) get_proc("glStencilFuncSeparate"); - gl3wStencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC) get_proc("glStencilMaskSeparate"); - gl3wAttachShader = (PFNGLATTACHSHADERPROC) get_proc("glAttachShader"); - gl3wBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC) get_proc("glBindAttribLocation"); - gl3wCompileShader = (PFNGLCOMPILESHADERPROC) get_proc("glCompileShader"); - gl3wCreateProgram = (PFNGLCREATEPROGRAMPROC) get_proc("glCreateProgram"); - gl3wCreateShader = (PFNGLCREATESHADERPROC) get_proc("glCreateShader"); - gl3wDeleteProgram = (PFNGLDELETEPROGRAMPROC) get_proc("glDeleteProgram"); - gl3wDeleteShader = (PFNGLDELETESHADERPROC) get_proc("glDeleteShader"); - gl3wDetachShader = (PFNGLDETACHSHADERPROC) get_proc("glDetachShader"); - gl3wDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC) get_proc("glDisableVertexAttribArray"); - gl3wEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC) get_proc("glEnableVertexAttribArray"); - gl3wGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC) get_proc("glGetActiveAttrib"); - gl3wGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC) get_proc("glGetActiveUniform"); - gl3wGetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC) get_proc("glGetAttachedShaders"); - gl3wGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC) get_proc("glGetAttribLocation"); - gl3wGetProgramiv = (PFNGLGETPROGRAMIVPROC) get_proc("glGetProgramiv"); - gl3wGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) get_proc("glGetProgramInfoLog"); - gl3wGetShaderiv = (PFNGLGETSHADERIVPROC) get_proc("glGetShaderiv"); - gl3wGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) get_proc("glGetShaderInfoLog"); - gl3wGetShaderSource = (PFNGLGETSHADERSOURCEPROC) get_proc("glGetShaderSource"); - gl3wGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) get_proc("glGetUniformLocation"); - gl3wGetUniformfv = (PFNGLGETUNIFORMFVPROC) get_proc("glGetUniformfv"); - gl3wGetUniformiv = (PFNGLGETUNIFORMIVPROC) get_proc("glGetUniformiv"); - gl3wGetVertexAttribdv = (PFNGLGETVERTEXATTRIBDVPROC) get_proc("glGetVertexAttribdv"); - gl3wGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC) get_proc("glGetVertexAttribfv"); - gl3wGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC) get_proc("glGetVertexAttribiv"); - gl3wGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC) get_proc("glGetVertexAttribPointerv"); - gl3wIsProgram = (PFNGLISPROGRAMPROC) get_proc("glIsProgram"); - gl3wIsShader = (PFNGLISSHADERPROC) get_proc("glIsShader"); - gl3wLinkProgram = (PFNGLLINKPROGRAMPROC) get_proc("glLinkProgram"); - gl3wShaderSource = (PFNGLSHADERSOURCEPROC) get_proc("glShaderSource"); - gl3wUseProgram = (PFNGLUSEPROGRAMPROC) get_proc("glUseProgram"); - gl3wUniform1f = (PFNGLUNIFORM1FPROC) get_proc("glUniform1f"); - gl3wUniform2f = (PFNGLUNIFORM2FPROC) get_proc("glUniform2f"); - gl3wUniform3f = (PFNGLUNIFORM3FPROC) get_proc("glUniform3f"); - gl3wUniform4f = (PFNGLUNIFORM4FPROC) get_proc("glUniform4f"); - gl3wUniform1i = (PFNGLUNIFORM1IPROC) get_proc("glUniform1i"); - gl3wUniform2i = (PFNGLUNIFORM2IPROC) get_proc("glUniform2i"); - gl3wUniform3i = (PFNGLUNIFORM3IPROC) get_proc("glUniform3i"); - gl3wUniform4i = (PFNGLUNIFORM4IPROC) get_proc("glUniform4i"); - gl3wUniform1fv = (PFNGLUNIFORM1FVPROC) get_proc("glUniform1fv"); - gl3wUniform2fv = (PFNGLUNIFORM2FVPROC) get_proc("glUniform2fv"); - gl3wUniform3fv = (PFNGLUNIFORM3FVPROC) get_proc("glUniform3fv"); - gl3wUniform4fv = (PFNGLUNIFORM4FVPROC) get_proc("glUniform4fv"); - gl3wUniform1iv = (PFNGLUNIFORM1IVPROC) get_proc("glUniform1iv"); - gl3wUniform2iv = (PFNGLUNIFORM2IVPROC) get_proc("glUniform2iv"); - gl3wUniform3iv = (PFNGLUNIFORM3IVPROC) get_proc("glUniform3iv"); - gl3wUniform4iv = (PFNGLUNIFORM4IVPROC) get_proc("glUniform4iv"); - gl3wUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC) get_proc("glUniformMatrix2fv"); - gl3wUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC) get_proc("glUniformMatrix3fv"); - gl3wUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) get_proc("glUniformMatrix4fv"); - gl3wValidateProgram = (PFNGLVALIDATEPROGRAMPROC) get_proc("glValidateProgram"); - gl3wVertexAttrib1d = (PFNGLVERTEXATTRIB1DPROC) get_proc("glVertexAttrib1d"); - gl3wVertexAttrib1dv = (PFNGLVERTEXATTRIB1DVPROC) get_proc("glVertexAttrib1dv"); - gl3wVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC) get_proc("glVertexAttrib1f"); - gl3wVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC) get_proc("glVertexAttrib1fv"); - gl3wVertexAttrib1s = (PFNGLVERTEXATTRIB1SPROC) get_proc("glVertexAttrib1s"); - gl3wVertexAttrib1sv = (PFNGLVERTEXATTRIB1SVPROC) get_proc("glVertexAttrib1sv"); - gl3wVertexAttrib2d = (PFNGLVERTEXATTRIB2DPROC) get_proc("glVertexAttrib2d"); - gl3wVertexAttrib2dv = (PFNGLVERTEXATTRIB2DVPROC) get_proc("glVertexAttrib2dv"); - gl3wVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC) get_proc("glVertexAttrib2f"); - gl3wVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC) get_proc("glVertexAttrib2fv"); - gl3wVertexAttrib2s = (PFNGLVERTEXATTRIB2SPROC) get_proc("glVertexAttrib2s"); - gl3wVertexAttrib2sv = (PFNGLVERTEXATTRIB2SVPROC) get_proc("glVertexAttrib2sv"); - gl3wVertexAttrib3d = (PFNGLVERTEXATTRIB3DPROC) get_proc("glVertexAttrib3d"); - gl3wVertexAttrib3dv = (PFNGLVERTEXATTRIB3DVPROC) get_proc("glVertexAttrib3dv"); - gl3wVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC) get_proc("glVertexAttrib3f"); - gl3wVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC) get_proc("glVertexAttrib3fv"); - gl3wVertexAttrib3s = (PFNGLVERTEXATTRIB3SPROC) get_proc("glVertexAttrib3s"); - gl3wVertexAttrib3sv = (PFNGLVERTEXATTRIB3SVPROC) get_proc("glVertexAttrib3sv"); - gl3wVertexAttrib4Nbv = (PFNGLVERTEXATTRIB4NBVPROC) get_proc("glVertexAttrib4Nbv"); - gl3wVertexAttrib4Niv = (PFNGLVERTEXATTRIB4NIVPROC) get_proc("glVertexAttrib4Niv"); - gl3wVertexAttrib4Nsv = (PFNGLVERTEXATTRIB4NSVPROC) get_proc("glVertexAttrib4Nsv"); - gl3wVertexAttrib4Nub = (PFNGLVERTEXATTRIB4NUBPROC) get_proc("glVertexAttrib4Nub"); - gl3wVertexAttrib4Nubv = (PFNGLVERTEXATTRIB4NUBVPROC) get_proc("glVertexAttrib4Nubv"); - gl3wVertexAttrib4Nuiv = (PFNGLVERTEXATTRIB4NUIVPROC) get_proc("glVertexAttrib4Nuiv"); - gl3wVertexAttrib4Nusv = (PFNGLVERTEXATTRIB4NUSVPROC) get_proc("glVertexAttrib4Nusv"); - gl3wVertexAttrib4bv = (PFNGLVERTEXATTRIB4BVPROC) get_proc("glVertexAttrib4bv"); - gl3wVertexAttrib4d = (PFNGLVERTEXATTRIB4DPROC) get_proc("glVertexAttrib4d"); - gl3wVertexAttrib4dv = (PFNGLVERTEXATTRIB4DVPROC) get_proc("glVertexAttrib4dv"); - gl3wVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC) get_proc("glVertexAttrib4f"); - gl3wVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC) get_proc("glVertexAttrib4fv"); - gl3wVertexAttrib4iv = (PFNGLVERTEXATTRIB4IVPROC) get_proc("glVertexAttrib4iv"); - gl3wVertexAttrib4s = (PFNGLVERTEXATTRIB4SPROC) get_proc("glVertexAttrib4s"); - gl3wVertexAttrib4sv = (PFNGLVERTEXATTRIB4SVPROC) get_proc("glVertexAttrib4sv"); - gl3wVertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC) get_proc("glVertexAttrib4ubv"); - gl3wVertexAttrib4uiv = (PFNGLVERTEXATTRIB4UIVPROC) get_proc("glVertexAttrib4uiv"); - gl3wVertexAttrib4usv = (PFNGLVERTEXATTRIB4USVPROC) get_proc("glVertexAttrib4usv"); - gl3wVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC) get_proc("glVertexAttribPointer"); - gl3wUniformMatrix2x3fv = (PFNGLUNIFORMMATRIX2X3FVPROC) get_proc("glUniformMatrix2x3fv"); - gl3wUniformMatrix3x2fv = (PFNGLUNIFORMMATRIX3X2FVPROC) get_proc("glUniformMatrix3x2fv"); - gl3wUniformMatrix2x4fv = (PFNGLUNIFORMMATRIX2X4FVPROC) get_proc("glUniformMatrix2x4fv"); - gl3wUniformMatrix4x2fv = (PFNGLUNIFORMMATRIX4X2FVPROC) get_proc("glUniformMatrix4x2fv"); - gl3wUniformMatrix3x4fv = (PFNGLUNIFORMMATRIX3X4FVPROC) get_proc("glUniformMatrix3x4fv"); - gl3wUniformMatrix4x3fv = (PFNGLUNIFORMMATRIX4X3FVPROC) get_proc("glUniformMatrix4x3fv"); - gl3wColorMaski = (PFNGLCOLORMASKIPROC) get_proc("glColorMaski"); - gl3wGetBooleani_v = (PFNGLGETBOOLEANI_VPROC) get_proc("glGetBooleani_v"); - gl3wGetIntegeri_v = (PFNGLGETINTEGERI_VPROC) get_proc("glGetIntegeri_v"); - gl3wEnablei = (PFNGLENABLEIPROC) get_proc("glEnablei"); - gl3wDisablei = (PFNGLDISABLEIPROC) get_proc("glDisablei"); - gl3wIsEnabledi = (PFNGLISENABLEDIPROC) get_proc("glIsEnabledi"); - gl3wBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC) get_proc("glBeginTransformFeedback"); - gl3wEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC) get_proc("glEndTransformFeedback"); - gl3wBindBufferRange = (PFNGLBINDBUFFERRANGEPROC) get_proc("glBindBufferRange"); - gl3wBindBufferBase = (PFNGLBINDBUFFERBASEPROC) get_proc("glBindBufferBase"); - gl3wTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC) get_proc("glTransformFeedbackVaryings"); - gl3wGetTransformFeedbackVarying = (PFNGLGETTRANSFORMFEEDBACKVARYINGPROC) get_proc("glGetTransformFeedbackVarying"); - gl3wClampColor = (PFNGLCLAMPCOLORPROC) get_proc("glClampColor"); - gl3wBeginConditionalRender = (PFNGLBEGINCONDITIONALRENDERPROC) get_proc("glBeginConditionalRender"); - gl3wEndConditionalRender = (PFNGLENDCONDITIONALRENDERPROC) get_proc("glEndConditionalRender"); - gl3wVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC) get_proc("glVertexAttribIPointer"); - gl3wGetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC) get_proc("glGetVertexAttribIiv"); - gl3wGetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC) get_proc("glGetVertexAttribIuiv"); - gl3wVertexAttribI1i = (PFNGLVERTEXATTRIBI1IPROC) get_proc("glVertexAttribI1i"); - gl3wVertexAttribI2i = (PFNGLVERTEXATTRIBI2IPROC) get_proc("glVertexAttribI2i"); - gl3wVertexAttribI3i = (PFNGLVERTEXATTRIBI3IPROC) get_proc("glVertexAttribI3i"); - gl3wVertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC) get_proc("glVertexAttribI4i"); - gl3wVertexAttribI1ui = (PFNGLVERTEXATTRIBI1UIPROC) get_proc("glVertexAttribI1ui"); - gl3wVertexAttribI2ui = (PFNGLVERTEXATTRIBI2UIPROC) get_proc("glVertexAttribI2ui"); - gl3wVertexAttribI3ui = (PFNGLVERTEXATTRIBI3UIPROC) get_proc("glVertexAttribI3ui"); - gl3wVertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC) get_proc("glVertexAttribI4ui"); - gl3wVertexAttribI1iv = (PFNGLVERTEXATTRIBI1IVPROC) get_proc("glVertexAttribI1iv"); - gl3wVertexAttribI2iv = (PFNGLVERTEXATTRIBI2IVPROC) get_proc("glVertexAttribI2iv"); - gl3wVertexAttribI3iv = (PFNGLVERTEXATTRIBI3IVPROC) get_proc("glVertexAttribI3iv"); - gl3wVertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC) get_proc("glVertexAttribI4iv"); - gl3wVertexAttribI1uiv = (PFNGLVERTEXATTRIBI1UIVPROC) get_proc("glVertexAttribI1uiv"); - gl3wVertexAttribI2uiv = (PFNGLVERTEXATTRIBI2UIVPROC) get_proc("glVertexAttribI2uiv"); - gl3wVertexAttribI3uiv = (PFNGLVERTEXATTRIBI3UIVPROC) get_proc("glVertexAttribI3uiv"); - gl3wVertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC) get_proc("glVertexAttribI4uiv"); - gl3wVertexAttribI4bv = (PFNGLVERTEXATTRIBI4BVPROC) get_proc("glVertexAttribI4bv"); - gl3wVertexAttribI4sv = (PFNGLVERTEXATTRIBI4SVPROC) get_proc("glVertexAttribI4sv"); - gl3wVertexAttribI4ubv = (PFNGLVERTEXATTRIBI4UBVPROC) get_proc("glVertexAttribI4ubv"); - gl3wVertexAttribI4usv = (PFNGLVERTEXATTRIBI4USVPROC) get_proc("glVertexAttribI4usv"); - gl3wGetUniformuiv = (PFNGLGETUNIFORMUIVPROC) get_proc("glGetUniformuiv"); - gl3wBindFragDataLocation = (PFNGLBINDFRAGDATALOCATIONPROC) get_proc("glBindFragDataLocation"); - gl3wGetFragDataLocation = (PFNGLGETFRAGDATALOCATIONPROC) get_proc("glGetFragDataLocation"); - gl3wUniform1ui = (PFNGLUNIFORM1UIPROC) get_proc("glUniform1ui"); - gl3wUniform2ui = (PFNGLUNIFORM2UIPROC) get_proc("glUniform2ui"); - gl3wUniform3ui = (PFNGLUNIFORM3UIPROC) get_proc("glUniform3ui"); - gl3wUniform4ui = (PFNGLUNIFORM4UIPROC) get_proc("glUniform4ui"); - gl3wUniform1uiv = (PFNGLUNIFORM1UIVPROC) get_proc("glUniform1uiv"); - gl3wUniform2uiv = (PFNGLUNIFORM2UIVPROC) get_proc("glUniform2uiv"); - gl3wUniform3uiv = (PFNGLUNIFORM3UIVPROC) get_proc("glUniform3uiv"); - gl3wUniform4uiv = (PFNGLUNIFORM4UIVPROC) get_proc("glUniform4uiv"); - gl3wTexParameterIiv = (PFNGLTEXPARAMETERIIVPROC) get_proc("glTexParameterIiv"); - gl3wTexParameterIuiv = (PFNGLTEXPARAMETERIUIVPROC) get_proc("glTexParameterIuiv"); - gl3wGetTexParameterIiv = (PFNGLGETTEXPARAMETERIIVPROC) get_proc("glGetTexParameterIiv"); - gl3wGetTexParameterIuiv = (PFNGLGETTEXPARAMETERIUIVPROC) get_proc("glGetTexParameterIuiv"); - gl3wClearBufferiv = (PFNGLCLEARBUFFERIVPROC) get_proc("glClearBufferiv"); - gl3wClearBufferuiv = (PFNGLCLEARBUFFERUIVPROC) get_proc("glClearBufferuiv"); - gl3wClearBufferfv = (PFNGLCLEARBUFFERFVPROC) get_proc("glClearBufferfv"); - gl3wClearBufferfi = (PFNGLCLEARBUFFERFIPROC) get_proc("glClearBufferfi"); - gl3wGetStringi = (PFNGLGETSTRINGIPROC) get_proc("glGetStringi"); - gl3wDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC) get_proc("glDrawArraysInstanced"); - gl3wDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC) get_proc("glDrawElementsInstanced"); - gl3wTexBuffer = (PFNGLTEXBUFFERPROC) get_proc("glTexBuffer"); - gl3wPrimitiveRestartIndex = (PFNGLPRIMITIVERESTARTINDEXPROC) get_proc("glPrimitiveRestartIndex"); - gl3wGetInteger64i_v = (PFNGLGETINTEGER64I_VPROC) get_proc("glGetInteger64i_v"); - gl3wGetBufferParameteri64v = (PFNGLGETBUFFERPARAMETERI64VPROC) get_proc("glGetBufferParameteri64v"); - gl3wFramebufferTexture = (PFNGLFRAMEBUFFERTEXTUREPROC) get_proc("glFramebufferTexture"); - gl3wVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC) get_proc("glVertexAttribDivisor"); - gl3wMinSampleShading = (PFNGLMINSAMPLESHADINGPROC) get_proc("glMinSampleShading"); - gl3wBlendEquationi = (PFNGLBLENDEQUATIONIPROC) get_proc("glBlendEquationi"); - gl3wBlendEquationSeparatei = (PFNGLBLENDEQUATIONSEPARATEIPROC) get_proc("glBlendEquationSeparatei"); - gl3wBlendFunci = (PFNGLBLENDFUNCIPROC) get_proc("glBlendFunci"); - gl3wBlendFuncSeparatei = (PFNGLBLENDFUNCSEPARATEIPROC) get_proc("glBlendFuncSeparatei"); - gl3wIsRenderbuffer = (PFNGLISRENDERBUFFERPROC) get_proc("glIsRenderbuffer"); - gl3wBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC) get_proc("glBindRenderbuffer"); - gl3wDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC) get_proc("glDeleteRenderbuffers"); - gl3wGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC) get_proc("glGenRenderbuffers"); - gl3wRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC) get_proc("glRenderbufferStorage"); - gl3wGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC) get_proc("glGetRenderbufferParameteriv"); - gl3wIsFramebuffer = (PFNGLISFRAMEBUFFERPROC) get_proc("glIsFramebuffer"); - gl3wBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC) get_proc("glBindFramebuffer"); - gl3wDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC) get_proc("glDeleteFramebuffers"); - gl3wGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC) get_proc("glGenFramebuffers"); - gl3wCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC) get_proc("glCheckFramebufferStatus"); - gl3wFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC) get_proc("glFramebufferTexture1D"); - gl3wFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC) get_proc("glFramebufferTexture2D"); - gl3wFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC) get_proc("glFramebufferTexture3D"); - gl3wFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC) get_proc("glFramebufferRenderbuffer"); - gl3wGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) get_proc("glGetFramebufferAttachmentParameteriv"); - gl3wGenerateMipmap = (PFNGLGENERATEMIPMAPPROC) get_proc("glGenerateMipmap"); - gl3wBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC) get_proc("glBlitFramebuffer"); - gl3wRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC) get_proc("glRenderbufferStorageMultisample"); - gl3wFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC) get_proc("glFramebufferTextureLayer"); - gl3wMapBufferRange = (PFNGLMAPBUFFERRANGEPROC) get_proc("glMapBufferRange"); - gl3wFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC) get_proc("glFlushMappedBufferRange"); - gl3wBindVertexArray = (PFNGLBINDVERTEXARRAYPROC) get_proc("glBindVertexArray"); - gl3wDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC) get_proc("glDeleteVertexArrays"); - gl3wGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC) get_proc("glGenVertexArrays"); - gl3wIsVertexArray = (PFNGLISVERTEXARRAYPROC) get_proc("glIsVertexArray"); - gl3wGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC) get_proc("glGetUniformIndices"); - gl3wGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC) get_proc("glGetActiveUniformsiv"); - gl3wGetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC) get_proc("glGetActiveUniformName"); - gl3wGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC) get_proc("glGetUniformBlockIndex"); - gl3wGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC) get_proc("glGetActiveUniformBlockiv"); - gl3wGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC) get_proc("glGetActiveUniformBlockName"); - gl3wUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC) get_proc("glUniformBlockBinding"); - gl3wCopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC) get_proc("glCopyBufferSubData"); - gl3wDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC) get_proc("glDrawElementsBaseVertex"); - gl3wDrawRangeElementsBaseVertex = (PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC) get_proc("glDrawRangeElementsBaseVertex"); - gl3wDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC) get_proc("glDrawElementsInstancedBaseVertex"); - gl3wMultiDrawElementsBaseVertex = (PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC) get_proc("glMultiDrawElementsBaseVertex"); - gl3wProvokingVertex = (PFNGLPROVOKINGVERTEXPROC) get_proc("glProvokingVertex"); - gl3wFenceSync = (PFNGLFENCESYNCPROC) get_proc("glFenceSync"); - gl3wIsSync = (PFNGLISSYNCPROC) get_proc("glIsSync"); - gl3wDeleteSync = (PFNGLDELETESYNCPROC) get_proc("glDeleteSync"); - gl3wClientWaitSync = (PFNGLCLIENTWAITSYNCPROC) get_proc("glClientWaitSync"); - gl3wWaitSync = (PFNGLWAITSYNCPROC) get_proc("glWaitSync"); - gl3wGetInteger64v = (PFNGLGETINTEGER64VPROC) get_proc("glGetInteger64v"); - gl3wGetSynciv = (PFNGLGETSYNCIVPROC) get_proc("glGetSynciv"); - gl3wTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC) get_proc("glTexImage2DMultisample"); - gl3wTexImage3DMultisample = (PFNGLTEXIMAGE3DMULTISAMPLEPROC) get_proc("glTexImage3DMultisample"); - gl3wGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC) get_proc("glGetMultisamplefv"); - gl3wSampleMaski = (PFNGLSAMPLEMASKIPROC) get_proc("glSampleMaski"); - gl3wBlendEquationiARB = (PFNGLBLENDEQUATIONIARBPROC) get_proc("glBlendEquationiARB"); - gl3wBlendEquationSeparateiARB = (PFNGLBLENDEQUATIONSEPARATEIARBPROC) get_proc("glBlendEquationSeparateiARB"); - gl3wBlendFunciARB = (PFNGLBLENDFUNCIARBPROC) get_proc("glBlendFunciARB"); - gl3wBlendFuncSeparateiARB = (PFNGLBLENDFUNCSEPARATEIARBPROC) get_proc("glBlendFuncSeparateiARB"); - gl3wMinSampleShadingARB = (PFNGLMINSAMPLESHADINGARBPROC) get_proc("glMinSampleShadingARB"); - gl3wNamedStringARB = (PFNGLNAMEDSTRINGARBPROC) get_proc("glNamedStringARB"); - gl3wDeleteNamedStringARB = (PFNGLDELETENAMEDSTRINGARBPROC) get_proc("glDeleteNamedStringARB"); - gl3wCompileShaderIncludeARB = (PFNGLCOMPILESHADERINCLUDEARBPROC) get_proc("glCompileShaderIncludeARB"); - gl3wIsNamedStringARB = (PFNGLISNAMEDSTRINGARBPROC) get_proc("glIsNamedStringARB"); - gl3wGetNamedStringARB = (PFNGLGETNAMEDSTRINGARBPROC) get_proc("glGetNamedStringARB"); - gl3wGetNamedStringivARB = (PFNGLGETNAMEDSTRINGIVARBPROC) get_proc("glGetNamedStringivARB"); - gl3wBindFragDataLocationIndexed = (PFNGLBINDFRAGDATALOCATIONINDEXEDPROC) get_proc("glBindFragDataLocationIndexed"); - gl3wGetFragDataIndex = (PFNGLGETFRAGDATAINDEXPROC) get_proc("glGetFragDataIndex"); - gl3wGenSamplers = (PFNGLGENSAMPLERSPROC) get_proc("glGenSamplers"); - gl3wDeleteSamplers = (PFNGLDELETESAMPLERSPROC) get_proc("glDeleteSamplers"); - gl3wIsSampler = (PFNGLISSAMPLERPROC) get_proc("glIsSampler"); - gl3wBindSampler = (PFNGLBINDSAMPLERPROC) get_proc("glBindSampler"); - gl3wSamplerParameteri = (PFNGLSAMPLERPARAMETERIPROC) get_proc("glSamplerParameteri"); - gl3wSamplerParameteriv = (PFNGLSAMPLERPARAMETERIVPROC) get_proc("glSamplerParameteriv"); - gl3wSamplerParameterf = (PFNGLSAMPLERPARAMETERFPROC) get_proc("glSamplerParameterf"); - gl3wSamplerParameterfv = (PFNGLSAMPLERPARAMETERFVPROC) get_proc("glSamplerParameterfv"); - gl3wSamplerParameterIiv = (PFNGLSAMPLERPARAMETERIIVPROC) get_proc("glSamplerParameterIiv"); - gl3wSamplerParameterIuiv = (PFNGLSAMPLERPARAMETERIUIVPROC) get_proc("glSamplerParameterIuiv"); - gl3wGetSamplerParameteriv = (PFNGLGETSAMPLERPARAMETERIVPROC) get_proc("glGetSamplerParameteriv"); - gl3wGetSamplerParameterIiv = (PFNGLGETSAMPLERPARAMETERIIVPROC) get_proc("glGetSamplerParameterIiv"); - gl3wGetSamplerParameterfv = (PFNGLGETSAMPLERPARAMETERFVPROC) get_proc("glGetSamplerParameterfv"); - gl3wGetSamplerParameterIuiv = (PFNGLGETSAMPLERPARAMETERIUIVPROC) get_proc("glGetSamplerParameterIuiv"); - gl3wQueryCounter = (PFNGLQUERYCOUNTERPROC) get_proc("glQueryCounter"); - gl3wGetQueryObjecti64v = (PFNGLGETQUERYOBJECTI64VPROC) get_proc("glGetQueryObjecti64v"); - gl3wGetQueryObjectui64v = (PFNGLGETQUERYOBJECTUI64VPROC) get_proc("glGetQueryObjectui64v"); - gl3wVertexP2ui = (PFNGLVERTEXP2UIPROC) get_proc("glVertexP2ui"); - gl3wVertexP2uiv = (PFNGLVERTEXP2UIVPROC) get_proc("glVertexP2uiv"); - gl3wVertexP3ui = (PFNGLVERTEXP3UIPROC) get_proc("glVertexP3ui"); - gl3wVertexP3uiv = (PFNGLVERTEXP3UIVPROC) get_proc("glVertexP3uiv"); - gl3wVertexP4ui = (PFNGLVERTEXP4UIPROC) get_proc("glVertexP4ui"); - gl3wVertexP4uiv = (PFNGLVERTEXP4UIVPROC) get_proc("glVertexP4uiv"); - gl3wTexCoordP1ui = (PFNGLTEXCOORDP1UIPROC) get_proc("glTexCoordP1ui"); - gl3wTexCoordP1uiv = (PFNGLTEXCOORDP1UIVPROC) get_proc("glTexCoordP1uiv"); - gl3wTexCoordP2ui = (PFNGLTEXCOORDP2UIPROC) get_proc("glTexCoordP2ui"); - gl3wTexCoordP2uiv = (PFNGLTEXCOORDP2UIVPROC) get_proc("glTexCoordP2uiv"); - gl3wTexCoordP3ui = (PFNGLTEXCOORDP3UIPROC) get_proc("glTexCoordP3ui"); - gl3wTexCoordP3uiv = (PFNGLTEXCOORDP3UIVPROC) get_proc("glTexCoordP3uiv"); - gl3wTexCoordP4ui = (PFNGLTEXCOORDP4UIPROC) get_proc("glTexCoordP4ui"); - gl3wTexCoordP4uiv = (PFNGLTEXCOORDP4UIVPROC) get_proc("glTexCoordP4uiv"); - gl3wMultiTexCoordP1ui = (PFNGLMULTITEXCOORDP1UIPROC) get_proc("glMultiTexCoordP1ui"); - gl3wMultiTexCoordP1uiv = (PFNGLMULTITEXCOORDP1UIVPROC) get_proc("glMultiTexCoordP1uiv"); - gl3wMultiTexCoordP2ui = (PFNGLMULTITEXCOORDP2UIPROC) get_proc("glMultiTexCoordP2ui"); - gl3wMultiTexCoordP2uiv = (PFNGLMULTITEXCOORDP2UIVPROC) get_proc("glMultiTexCoordP2uiv"); - gl3wMultiTexCoordP3ui = (PFNGLMULTITEXCOORDP3UIPROC) get_proc("glMultiTexCoordP3ui"); - gl3wMultiTexCoordP3uiv = (PFNGLMULTITEXCOORDP3UIVPROC) get_proc("glMultiTexCoordP3uiv"); - gl3wMultiTexCoordP4ui = (PFNGLMULTITEXCOORDP4UIPROC) get_proc("glMultiTexCoordP4ui"); - gl3wMultiTexCoordP4uiv = (PFNGLMULTITEXCOORDP4UIVPROC) get_proc("glMultiTexCoordP4uiv"); - gl3wNormalP3ui = (PFNGLNORMALP3UIPROC) get_proc("glNormalP3ui"); - gl3wNormalP3uiv = (PFNGLNORMALP3UIVPROC) get_proc("glNormalP3uiv"); - gl3wColorP3ui = (PFNGLCOLORP3UIPROC) get_proc("glColorP3ui"); - gl3wColorP3uiv = (PFNGLCOLORP3UIVPROC) get_proc("glColorP3uiv"); - gl3wColorP4ui = (PFNGLCOLORP4UIPROC) get_proc("glColorP4ui"); - gl3wColorP4uiv = (PFNGLCOLORP4UIVPROC) get_proc("glColorP4uiv"); - gl3wSecondaryColorP3ui = (PFNGLSECONDARYCOLORP3UIPROC) get_proc("glSecondaryColorP3ui"); - gl3wSecondaryColorP3uiv = (PFNGLSECONDARYCOLORP3UIVPROC) get_proc("glSecondaryColorP3uiv"); - gl3wVertexAttribP1ui = (PFNGLVERTEXATTRIBP1UIPROC) get_proc("glVertexAttribP1ui"); - gl3wVertexAttribP1uiv = (PFNGLVERTEXATTRIBP1UIVPROC) get_proc("glVertexAttribP1uiv"); - gl3wVertexAttribP2ui = (PFNGLVERTEXATTRIBP2UIPROC) get_proc("glVertexAttribP2ui"); - gl3wVertexAttribP2uiv = (PFNGLVERTEXATTRIBP2UIVPROC) get_proc("glVertexAttribP2uiv"); - gl3wVertexAttribP3ui = (PFNGLVERTEXATTRIBP3UIPROC) get_proc("glVertexAttribP3ui"); - gl3wVertexAttribP3uiv = (PFNGLVERTEXATTRIBP3UIVPROC) get_proc("glVertexAttribP3uiv"); - gl3wVertexAttribP4ui = (PFNGLVERTEXATTRIBP4UIPROC) get_proc("glVertexAttribP4ui"); - gl3wVertexAttribP4uiv = (PFNGLVERTEXATTRIBP4UIVPROC) get_proc("glVertexAttribP4uiv"); - gl3wDrawArraysIndirect = (PFNGLDRAWARRAYSINDIRECTPROC) get_proc("glDrawArraysIndirect"); - gl3wDrawElementsIndirect = (PFNGLDRAWELEMENTSINDIRECTPROC) get_proc("glDrawElementsIndirect"); - gl3wUniform1d = (PFNGLUNIFORM1DPROC) get_proc("glUniform1d"); - gl3wUniform2d = (PFNGLUNIFORM2DPROC) get_proc("glUniform2d"); - gl3wUniform3d = (PFNGLUNIFORM3DPROC) get_proc("glUniform3d"); - gl3wUniform4d = (PFNGLUNIFORM4DPROC) get_proc("glUniform4d"); - gl3wUniform1dv = (PFNGLUNIFORM1DVPROC) get_proc("glUniform1dv"); - gl3wUniform2dv = (PFNGLUNIFORM2DVPROC) get_proc("glUniform2dv"); - gl3wUniform3dv = (PFNGLUNIFORM3DVPROC) get_proc("glUniform3dv"); - gl3wUniform4dv = (PFNGLUNIFORM4DVPROC) get_proc("glUniform4dv"); - gl3wUniformMatrix2dv = (PFNGLUNIFORMMATRIX2DVPROC) get_proc("glUniformMatrix2dv"); - gl3wUniformMatrix3dv = (PFNGLUNIFORMMATRIX3DVPROC) get_proc("glUniformMatrix3dv"); - gl3wUniformMatrix4dv = (PFNGLUNIFORMMATRIX4DVPROC) get_proc("glUniformMatrix4dv"); - gl3wUniformMatrix2x3dv = (PFNGLUNIFORMMATRIX2X3DVPROC) get_proc("glUniformMatrix2x3dv"); - gl3wUniformMatrix2x4dv = (PFNGLUNIFORMMATRIX2X4DVPROC) get_proc("glUniformMatrix2x4dv"); - gl3wUniformMatrix3x2dv = (PFNGLUNIFORMMATRIX3X2DVPROC) get_proc("glUniformMatrix3x2dv"); - gl3wUniformMatrix3x4dv = (PFNGLUNIFORMMATRIX3X4DVPROC) get_proc("glUniformMatrix3x4dv"); - gl3wUniformMatrix4x2dv = (PFNGLUNIFORMMATRIX4X2DVPROC) get_proc("glUniformMatrix4x2dv"); - gl3wUniformMatrix4x3dv = (PFNGLUNIFORMMATRIX4X3DVPROC) get_proc("glUniformMatrix4x3dv"); - gl3wGetUniformdv = (PFNGLGETUNIFORMDVPROC) get_proc("glGetUniformdv"); - gl3wGetSubroutineUniformLocation = (PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC) get_proc("glGetSubroutineUniformLocation"); - gl3wGetSubroutineIndex = (PFNGLGETSUBROUTINEINDEXPROC) get_proc("glGetSubroutineIndex"); - gl3wGetActiveSubroutineUniformiv = (PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC) get_proc("glGetActiveSubroutineUniformiv"); - gl3wGetActiveSubroutineUniformName = (PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC) get_proc("glGetActiveSubroutineUniformName"); - gl3wGetActiveSubroutineName = (PFNGLGETACTIVESUBROUTINENAMEPROC) get_proc("glGetActiveSubroutineName"); - gl3wUniformSubroutinesuiv = (PFNGLUNIFORMSUBROUTINESUIVPROC) get_proc("glUniformSubroutinesuiv"); - gl3wGetUniformSubroutineuiv = (PFNGLGETUNIFORMSUBROUTINEUIVPROC) get_proc("glGetUniformSubroutineuiv"); - gl3wGetProgramStageiv = (PFNGLGETPROGRAMSTAGEIVPROC) get_proc("glGetProgramStageiv"); - gl3wPatchParameteri = (PFNGLPATCHPARAMETERIPROC) get_proc("glPatchParameteri"); - gl3wPatchParameterfv = (PFNGLPATCHPARAMETERFVPROC) get_proc("glPatchParameterfv"); - gl3wBindTransformFeedback = (PFNGLBINDTRANSFORMFEEDBACKPROC) get_proc("glBindTransformFeedback"); - gl3wDeleteTransformFeedbacks = (PFNGLDELETETRANSFORMFEEDBACKSPROC) get_proc("glDeleteTransformFeedbacks"); - gl3wGenTransformFeedbacks = (PFNGLGENTRANSFORMFEEDBACKSPROC) get_proc("glGenTransformFeedbacks"); - gl3wIsTransformFeedback = (PFNGLISTRANSFORMFEEDBACKPROC) get_proc("glIsTransformFeedback"); - gl3wPauseTransformFeedback = (PFNGLPAUSETRANSFORMFEEDBACKPROC) get_proc("glPauseTransformFeedback"); - gl3wResumeTransformFeedback = (PFNGLRESUMETRANSFORMFEEDBACKPROC) get_proc("glResumeTransformFeedback"); - gl3wDrawTransformFeedback = (PFNGLDRAWTRANSFORMFEEDBACKPROC) get_proc("glDrawTransformFeedback"); - gl3wDrawTransformFeedbackStream = (PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC) get_proc("glDrawTransformFeedbackStream"); - gl3wBeginQueryIndexed = (PFNGLBEGINQUERYINDEXEDPROC) get_proc("glBeginQueryIndexed"); - gl3wEndQueryIndexed = (PFNGLENDQUERYINDEXEDPROC) get_proc("glEndQueryIndexed"); - gl3wGetQueryIndexediv = (PFNGLGETQUERYINDEXEDIVPROC) get_proc("glGetQueryIndexediv"); - gl3wReleaseShaderCompiler = (PFNGLRELEASESHADERCOMPILERPROC) get_proc("glReleaseShaderCompiler"); - gl3wShaderBinary = (PFNGLSHADERBINARYPROC) get_proc("glShaderBinary"); - gl3wGetShaderPrecisionFormat = (PFNGLGETSHADERPRECISIONFORMATPROC) get_proc("glGetShaderPrecisionFormat"); - gl3wDepthRangef = (PFNGLDEPTHRANGEFPROC) get_proc("glDepthRangef"); - gl3wClearDepthf = (PFNGLCLEARDEPTHFPROC) get_proc("glClearDepthf"); - gl3wGetProgramBinary = (PFNGLGETPROGRAMBINARYPROC) get_proc("glGetProgramBinary"); - gl3wProgramBinary = (PFNGLPROGRAMBINARYPROC) get_proc("glProgramBinary"); - gl3wProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC) get_proc("glProgramParameteri"); - gl3wUseProgramStages = (PFNGLUSEPROGRAMSTAGESPROC) get_proc("glUseProgramStages"); - gl3wActiveShaderProgram = (PFNGLACTIVESHADERPROGRAMPROC) get_proc("glActiveShaderProgram"); - gl3wCreateShaderProgramv = (PFNGLCREATESHADERPROGRAMVPROC) get_proc("glCreateShaderProgramv"); - gl3wBindProgramPipeline = (PFNGLBINDPROGRAMPIPELINEPROC) get_proc("glBindProgramPipeline"); - gl3wDeleteProgramPipelines = (PFNGLDELETEPROGRAMPIPELINESPROC) get_proc("glDeleteProgramPipelines"); - gl3wGenProgramPipelines = (PFNGLGENPROGRAMPIPELINESPROC) get_proc("glGenProgramPipelines"); - gl3wIsProgramPipeline = (PFNGLISPROGRAMPIPELINEPROC) get_proc("glIsProgramPipeline"); - gl3wGetProgramPipelineiv = (PFNGLGETPROGRAMPIPELINEIVPROC) get_proc("glGetProgramPipelineiv"); - gl3wProgramUniform1i = (PFNGLPROGRAMUNIFORM1IPROC) get_proc("glProgramUniform1i"); - gl3wProgramUniform1iv = (PFNGLPROGRAMUNIFORM1IVPROC) get_proc("glProgramUniform1iv"); - gl3wProgramUniform1f = (PFNGLPROGRAMUNIFORM1FPROC) get_proc("glProgramUniform1f"); - gl3wProgramUniform1fv = (PFNGLPROGRAMUNIFORM1FVPROC) get_proc("glProgramUniform1fv"); - gl3wProgramUniform1d = (PFNGLPROGRAMUNIFORM1DPROC) get_proc("glProgramUniform1d"); - gl3wProgramUniform1dv = (PFNGLPROGRAMUNIFORM1DVPROC) get_proc("glProgramUniform1dv"); - gl3wProgramUniform1ui = (PFNGLPROGRAMUNIFORM1UIPROC) get_proc("glProgramUniform1ui"); - gl3wProgramUniform1uiv = (PFNGLPROGRAMUNIFORM1UIVPROC) get_proc("glProgramUniform1uiv"); - gl3wProgramUniform2i = (PFNGLPROGRAMUNIFORM2IPROC) get_proc("glProgramUniform2i"); - gl3wProgramUniform2iv = (PFNGLPROGRAMUNIFORM2IVPROC) get_proc("glProgramUniform2iv"); - gl3wProgramUniform2f = (PFNGLPROGRAMUNIFORM2FPROC) get_proc("glProgramUniform2f"); - gl3wProgramUniform2fv = (PFNGLPROGRAMUNIFORM2FVPROC) get_proc("glProgramUniform2fv"); - gl3wProgramUniform2d = (PFNGLPROGRAMUNIFORM2DPROC) get_proc("glProgramUniform2d"); - gl3wProgramUniform2dv = (PFNGLPROGRAMUNIFORM2DVPROC) get_proc("glProgramUniform2dv"); - gl3wProgramUniform2ui = (PFNGLPROGRAMUNIFORM2UIPROC) get_proc("glProgramUniform2ui"); - gl3wProgramUniform2uiv = (PFNGLPROGRAMUNIFORM2UIVPROC) get_proc("glProgramUniform2uiv"); - gl3wProgramUniform3i = (PFNGLPROGRAMUNIFORM3IPROC) get_proc("glProgramUniform3i"); - gl3wProgramUniform3iv = (PFNGLPROGRAMUNIFORM3IVPROC) get_proc("glProgramUniform3iv"); - gl3wProgramUniform3f = (PFNGLPROGRAMUNIFORM3FPROC) get_proc("glProgramUniform3f"); - gl3wProgramUniform3fv = (PFNGLPROGRAMUNIFORM3FVPROC) get_proc("glProgramUniform3fv"); - gl3wProgramUniform3d = (PFNGLPROGRAMUNIFORM3DPROC) get_proc("glProgramUniform3d"); - gl3wProgramUniform3dv = (PFNGLPROGRAMUNIFORM3DVPROC) get_proc("glProgramUniform3dv"); - gl3wProgramUniform3ui = (PFNGLPROGRAMUNIFORM3UIPROC) get_proc("glProgramUniform3ui"); - gl3wProgramUniform3uiv = (PFNGLPROGRAMUNIFORM3UIVPROC) get_proc("glProgramUniform3uiv"); - gl3wProgramUniform4i = (PFNGLPROGRAMUNIFORM4IPROC) get_proc("glProgramUniform4i"); - gl3wProgramUniform4iv = (PFNGLPROGRAMUNIFORM4IVPROC) get_proc("glProgramUniform4iv"); - gl3wProgramUniform4f = (PFNGLPROGRAMUNIFORM4FPROC) get_proc("glProgramUniform4f"); - gl3wProgramUniform4fv = (PFNGLPROGRAMUNIFORM4FVPROC) get_proc("glProgramUniform4fv"); - gl3wProgramUniform4d = (PFNGLPROGRAMUNIFORM4DPROC) get_proc("glProgramUniform4d"); - gl3wProgramUniform4dv = (PFNGLPROGRAMUNIFORM4DVPROC) get_proc("glProgramUniform4dv"); - gl3wProgramUniform4ui = (PFNGLPROGRAMUNIFORM4UIPROC) get_proc("glProgramUniform4ui"); - gl3wProgramUniform4uiv = (PFNGLPROGRAMUNIFORM4UIVPROC) get_proc("glProgramUniform4uiv"); - gl3wProgramUniformMatrix2fv = (PFNGLPROGRAMUNIFORMMATRIX2FVPROC) get_proc("glProgramUniformMatrix2fv"); - gl3wProgramUniformMatrix3fv = (PFNGLPROGRAMUNIFORMMATRIX3FVPROC) get_proc("glProgramUniformMatrix3fv"); - gl3wProgramUniformMatrix4fv = (PFNGLPROGRAMUNIFORMMATRIX4FVPROC) get_proc("glProgramUniformMatrix4fv"); - gl3wProgramUniformMatrix2dv = (PFNGLPROGRAMUNIFORMMATRIX2DVPROC) get_proc("glProgramUniformMatrix2dv"); - gl3wProgramUniformMatrix3dv = (PFNGLPROGRAMUNIFORMMATRIX3DVPROC) get_proc("glProgramUniformMatrix3dv"); - gl3wProgramUniformMatrix4dv = (PFNGLPROGRAMUNIFORMMATRIX4DVPROC) get_proc("glProgramUniformMatrix4dv"); - gl3wProgramUniformMatrix2x3fv = (PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC) get_proc("glProgramUniformMatrix2x3fv"); - gl3wProgramUniformMatrix3x2fv = (PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC) get_proc("glProgramUniformMatrix3x2fv"); - gl3wProgramUniformMatrix2x4fv = (PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC) get_proc("glProgramUniformMatrix2x4fv"); - gl3wProgramUniformMatrix4x2fv = (PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC) get_proc("glProgramUniformMatrix4x2fv"); - gl3wProgramUniformMatrix3x4fv = (PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC) get_proc("glProgramUniformMatrix3x4fv"); - gl3wProgramUniformMatrix4x3fv = (PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC) get_proc("glProgramUniformMatrix4x3fv"); - gl3wProgramUniformMatrix2x3dv = (PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC) get_proc("glProgramUniformMatrix2x3dv"); - gl3wProgramUniformMatrix3x2dv = (PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC) get_proc("glProgramUniformMatrix3x2dv"); - gl3wProgramUniformMatrix2x4dv = (PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC) get_proc("glProgramUniformMatrix2x4dv"); - gl3wProgramUniformMatrix4x2dv = (PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC) get_proc("glProgramUniformMatrix4x2dv"); - gl3wProgramUniformMatrix3x4dv = (PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC) get_proc("glProgramUniformMatrix3x4dv"); - gl3wProgramUniformMatrix4x3dv = (PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC) get_proc("glProgramUniformMatrix4x3dv"); - gl3wValidateProgramPipeline = (PFNGLVALIDATEPROGRAMPIPELINEPROC) get_proc("glValidateProgramPipeline"); - gl3wGetProgramPipelineInfoLog = (PFNGLGETPROGRAMPIPELINEINFOLOGPROC) get_proc("glGetProgramPipelineInfoLog"); - gl3wVertexAttribL1d = (PFNGLVERTEXATTRIBL1DPROC) get_proc("glVertexAttribL1d"); - gl3wVertexAttribL2d = (PFNGLVERTEXATTRIBL2DPROC) get_proc("glVertexAttribL2d"); - gl3wVertexAttribL3d = (PFNGLVERTEXATTRIBL3DPROC) get_proc("glVertexAttribL3d"); - gl3wVertexAttribL4d = (PFNGLVERTEXATTRIBL4DPROC) get_proc("glVertexAttribL4d"); - gl3wVertexAttribL1dv = (PFNGLVERTEXATTRIBL1DVPROC) get_proc("glVertexAttribL1dv"); - gl3wVertexAttribL2dv = (PFNGLVERTEXATTRIBL2DVPROC) get_proc("glVertexAttribL2dv"); - gl3wVertexAttribL3dv = (PFNGLVERTEXATTRIBL3DVPROC) get_proc("glVertexAttribL3dv"); - gl3wVertexAttribL4dv = (PFNGLVERTEXATTRIBL4DVPROC) get_proc("glVertexAttribL4dv"); - gl3wVertexAttribLPointer = (PFNGLVERTEXATTRIBLPOINTERPROC) get_proc("glVertexAttribLPointer"); - gl3wGetVertexAttribLdv = (PFNGLGETVERTEXATTRIBLDVPROC) get_proc("glGetVertexAttribLdv"); - gl3wViewportArrayv = (PFNGLVIEWPORTARRAYVPROC) get_proc("glViewportArrayv"); - gl3wViewportIndexedf = (PFNGLVIEWPORTINDEXEDFPROC) get_proc("glViewportIndexedf"); - gl3wViewportIndexedfv = (PFNGLVIEWPORTINDEXEDFVPROC) get_proc("glViewportIndexedfv"); - gl3wScissorArrayv = (PFNGLSCISSORARRAYVPROC) get_proc("glScissorArrayv"); - gl3wScissorIndexed = (PFNGLSCISSORINDEXEDPROC) get_proc("glScissorIndexed"); - gl3wScissorIndexedv = (PFNGLSCISSORINDEXEDVPROC) get_proc("glScissorIndexedv"); - gl3wDepthRangeArrayv = (PFNGLDEPTHRANGEARRAYVPROC) get_proc("glDepthRangeArrayv"); - gl3wDepthRangeIndexed = (PFNGLDEPTHRANGEINDEXEDPROC) get_proc("glDepthRangeIndexed"); - gl3wGetFloati_v = (PFNGLGETFLOATI_VPROC) get_proc("glGetFloati_v"); - gl3wGetDoublei_v = (PFNGLGETDOUBLEI_VPROC) get_proc("glGetDoublei_v"); - gl3wCreateSyncFromCLeventARB = (PFNGLCREATESYNCFROMCLEVENTARBPROC) get_proc("glCreateSyncFromCLeventARB"); - gl3wDebugMessageControlARB = (PFNGLDEBUGMESSAGECONTROLARBPROC) get_proc("glDebugMessageControlARB"); - gl3wDebugMessageInsertARB = (PFNGLDEBUGMESSAGEINSERTARBPROC) get_proc("glDebugMessageInsertARB"); - gl3wDebugMessageCallbackARB = (PFNGLDEBUGMESSAGECALLBACKARBPROC) get_proc("glDebugMessageCallbackARB"); - gl3wGetDebugMessageLogARB = (PFNGLGETDEBUGMESSAGELOGARBPROC) get_proc("glGetDebugMessageLogARB"); - gl3wGetGraphicsResetStatusARB = (PFNGLGETGRAPHICSRESETSTATUSARBPROC) get_proc("glGetGraphicsResetStatusARB"); - gl3wGetnTexImageARB = (PFNGLGETNTEXIMAGEARBPROC) get_proc("glGetnTexImageARB"); - gl3wReadnPixelsARB = (PFNGLREADNPIXELSARBPROC) get_proc("glReadnPixelsARB"); - gl3wGetnCompressedTexImageARB = (PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC) get_proc("glGetnCompressedTexImageARB"); - gl3wGetnUniformfvARB = (PFNGLGETNUNIFORMFVARBPROC) get_proc("glGetnUniformfvARB"); - gl3wGetnUniformivARB = (PFNGLGETNUNIFORMIVARBPROC) get_proc("glGetnUniformivARB"); - gl3wGetnUniformuivARB = (PFNGLGETNUNIFORMUIVARBPROC) get_proc("glGetnUniformuivARB"); - gl3wGetnUniformdvARB = (PFNGLGETNUNIFORMDVARBPROC) get_proc("glGetnUniformdvARB"); - gl3wDrawArraysInstancedBaseInstance = (PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC) get_proc("glDrawArraysInstancedBaseInstance"); - gl3wDrawElementsInstancedBaseInstance = (PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC) get_proc("glDrawElementsInstancedBaseInstance"); - gl3wDrawElementsInstancedBaseVertexBaseInstance = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC) get_proc("glDrawElementsInstancedBaseVertexBaseInstance"); - gl3wDrawTransformFeedbackInstanced = (PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC) get_proc("glDrawTransformFeedbackInstanced"); - gl3wDrawTransformFeedbackStreamInstanced = (PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC) get_proc("glDrawTransformFeedbackStreamInstanced"); - gl3wGetInternalformativ = (PFNGLGETINTERNALFORMATIVPROC) get_proc("glGetInternalformativ"); - gl3wGetActiveAtomicCounterBufferiv = (PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC) get_proc("glGetActiveAtomicCounterBufferiv"); - gl3wBindImageTexture = (PFNGLBINDIMAGETEXTUREPROC) get_proc("glBindImageTexture"); - gl3wMemoryBarrier = (PFNGLMEMORYBARRIERPROC) get_proc("glMemoryBarrier"); - gl3wTexStorage1D = (PFNGLTEXSTORAGE1DPROC) get_proc("glTexStorage1D"); - gl3wTexStorage2D = (PFNGLTEXSTORAGE2DPROC) get_proc("glTexStorage2D"); - gl3wTexStorage3D = (PFNGLTEXSTORAGE3DPROC) get_proc("glTexStorage3D"); - gl3wTextureStorage1DEXT = (PFNGLTEXTURESTORAGE1DEXTPROC) get_proc("glTextureStorage1DEXT"); - gl3wTextureStorage2DEXT = (PFNGLTEXTURESTORAGE2DEXTPROC) get_proc("glTextureStorage2DEXT"); - gl3wTextureStorage3DEXT = (PFNGLTEXTURESTORAGE3DEXTPROC) get_proc("glTextureStorage3DEXT"); - gl3wDebugMessageControl = (PFNGLDEBUGMESSAGECONTROLPROC) get_proc("glDebugMessageControl"); - gl3wDebugMessageInsert = (PFNGLDEBUGMESSAGEINSERTPROC) get_proc("glDebugMessageInsert"); - gl3wDebugMessageCallback = (PFNGLDEBUGMESSAGECALLBACKPROC) get_proc("glDebugMessageCallback"); - gl3wGetDebugMessageLog = (PFNGLGETDEBUGMESSAGELOGPROC) get_proc("glGetDebugMessageLog"); - gl3wPushDebugGroup = (PFNGLPUSHDEBUGGROUPPROC) get_proc("glPushDebugGroup"); - gl3wPopDebugGroup = (PFNGLPOPDEBUGGROUPPROC) get_proc("glPopDebugGroup"); - gl3wObjectLabel = (PFNGLOBJECTLABELPROC) get_proc("glObjectLabel"); - gl3wGetObjectLabel = (PFNGLGETOBJECTLABELPROC) get_proc("glGetObjectLabel"); - gl3wObjectPtrLabel = (PFNGLOBJECTPTRLABELPROC) get_proc("glObjectPtrLabel"); - gl3wGetObjectPtrLabel = (PFNGLGETOBJECTPTRLABELPROC) get_proc("glGetObjectPtrLabel"); - gl3wClearBufferData = (PFNGLCLEARBUFFERDATAPROC) get_proc("glClearBufferData"); - gl3wClearBufferSubData = (PFNGLCLEARBUFFERSUBDATAPROC) get_proc("glClearBufferSubData"); - gl3wClearNamedBufferDataEXT = (PFNGLCLEARNAMEDBUFFERDATAEXTPROC) get_proc("glClearNamedBufferDataEXT"); - gl3wClearNamedBufferSubDataEXT = (PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC) get_proc("glClearNamedBufferSubDataEXT"); - gl3wDispatchCompute = (PFNGLDISPATCHCOMPUTEPROC) get_proc("glDispatchCompute"); - gl3wDispatchComputeIndirect = (PFNGLDISPATCHCOMPUTEINDIRECTPROC) get_proc("glDispatchComputeIndirect"); - gl3wCopyImageSubData = (PFNGLCOPYIMAGESUBDATAPROC) get_proc("glCopyImageSubData"); - gl3wTextureView = (PFNGLTEXTUREVIEWPROC) get_proc("glTextureView"); - gl3wBindVertexBuffer = (PFNGLBINDVERTEXBUFFERPROC) get_proc("glBindVertexBuffer"); - gl3wVertexAttribFormat = (PFNGLVERTEXATTRIBFORMATPROC) get_proc("glVertexAttribFormat"); - gl3wVertexAttribIFormat = (PFNGLVERTEXATTRIBIFORMATPROC) get_proc("glVertexAttribIFormat"); - gl3wVertexAttribLFormat = (PFNGLVERTEXATTRIBLFORMATPROC) get_proc("glVertexAttribLFormat"); - gl3wVertexAttribBinding = (PFNGLVERTEXATTRIBBINDINGPROC) get_proc("glVertexAttribBinding"); - gl3wVertexBindingDivisor = (PFNGLVERTEXBINDINGDIVISORPROC) get_proc("glVertexBindingDivisor"); - gl3wVertexArrayBindVertexBufferEXT = (PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC) get_proc("glVertexArrayBindVertexBufferEXT"); - gl3wVertexArrayVertexAttribFormatEXT = (PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC) get_proc("glVertexArrayVertexAttribFormatEXT"); - gl3wVertexArrayVertexAttribIFormatEXT = (PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC) get_proc("glVertexArrayVertexAttribIFormatEXT"); - gl3wVertexArrayVertexAttribLFormatEXT = (PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC) get_proc("glVertexArrayVertexAttribLFormatEXT"); - gl3wVertexArrayVertexAttribBindingEXT = (PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC) get_proc("glVertexArrayVertexAttribBindingEXT"); - gl3wVertexArrayVertexBindingDivisorEXT = (PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC) get_proc("glVertexArrayVertexBindingDivisorEXT"); - gl3wFramebufferParameteri = (PFNGLFRAMEBUFFERPARAMETERIPROC) get_proc("glFramebufferParameteri"); - gl3wGetFramebufferParameteriv = (PFNGLGETFRAMEBUFFERPARAMETERIVPROC) get_proc("glGetFramebufferParameteriv"); - gl3wNamedFramebufferParameteriEXT = (PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC) get_proc("glNamedFramebufferParameteriEXT"); - gl3wGetNamedFramebufferParameterivEXT = (PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC) get_proc("glGetNamedFramebufferParameterivEXT"); - gl3wGetInternalformati64v = (PFNGLGETINTERNALFORMATI64VPROC) get_proc("glGetInternalformati64v"); - gl3wInvalidateTexSubImage = (PFNGLINVALIDATETEXSUBIMAGEPROC) get_proc("glInvalidateTexSubImage"); - gl3wInvalidateTexImage = (PFNGLINVALIDATETEXIMAGEPROC) get_proc("glInvalidateTexImage"); - gl3wInvalidateBufferSubData = (PFNGLINVALIDATEBUFFERSUBDATAPROC) get_proc("glInvalidateBufferSubData"); - gl3wInvalidateBufferData = (PFNGLINVALIDATEBUFFERDATAPROC) get_proc("glInvalidateBufferData"); - gl3wInvalidateFramebuffer = (PFNGLINVALIDATEFRAMEBUFFERPROC) get_proc("glInvalidateFramebuffer"); - gl3wInvalidateSubFramebuffer = (PFNGLINVALIDATESUBFRAMEBUFFERPROC) get_proc("glInvalidateSubFramebuffer"); - gl3wMultiDrawArraysIndirect = (PFNGLMULTIDRAWARRAYSINDIRECTPROC) get_proc("glMultiDrawArraysIndirect"); - gl3wMultiDrawElementsIndirect = (PFNGLMULTIDRAWELEMENTSINDIRECTPROC) get_proc("glMultiDrawElementsIndirect"); - gl3wGetProgramInterfaceiv = (PFNGLGETPROGRAMINTERFACEIVPROC) get_proc("glGetProgramInterfaceiv"); - gl3wGetProgramResourceIndex = (PFNGLGETPROGRAMRESOURCEINDEXPROC) get_proc("glGetProgramResourceIndex"); - gl3wGetProgramResourceName = (PFNGLGETPROGRAMRESOURCENAMEPROC) get_proc("glGetProgramResourceName"); - gl3wGetProgramResourceiv = (PFNGLGETPROGRAMRESOURCEIVPROC) get_proc("glGetProgramResourceiv"); - gl3wGetProgramResourceLocation = (PFNGLGETPROGRAMRESOURCELOCATIONPROC) get_proc("glGetProgramResourceLocation"); - gl3wGetProgramResourceLocationIndex = (PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC) get_proc("glGetProgramResourceLocationIndex"); - gl3wShaderStorageBlockBinding = (PFNGLSHADERSTORAGEBLOCKBINDINGPROC) get_proc("glShaderStorageBlockBinding"); - gl3wTexBufferRange = (PFNGLTEXBUFFERRANGEPROC) get_proc("glTexBufferRange"); - gl3wTextureBufferRangeEXT = (PFNGLTEXTUREBUFFERRANGEEXTPROC) get_proc("glTextureBufferRangeEXT"); - gl3wTexStorage2DMultisample = (PFNGLTEXSTORAGE2DMULTISAMPLEPROC) get_proc("glTexStorage2DMultisample"); - gl3wTexStorage3DMultisample = (PFNGLTEXSTORAGE3DMULTISAMPLEPROC) get_proc("glTexStorage3DMultisample"); - gl3wTextureStorage2DMultisampleEXT = (PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC) get_proc("glTextureStorage2DMultisampleEXT"); - gl3wTextureStorage3DMultisampleEXT = (PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC) get_proc("glTextureStorage3DMultisampleEXT"); + gl3wCullFace = (PFNGLCULLFACEPROC) get_proc("glCullFace"); + gl3wFrontFace = (PFNGLFRONTFACEPROC) get_proc("glFrontFace"); + gl3wHint = (PFNGLHINTPROC) get_proc("glHint"); + gl3wLineWidth = (PFNGLLINEWIDTHPROC) get_proc("glLineWidth"); + gl3wPointSize = (PFNGLPOINTSIZEPROC) get_proc("glPointSize"); + gl3wPolygonMode = (PFNGLPOLYGONMODEPROC) get_proc("glPolygonMode"); + gl3wScissor = (PFNGLSCISSORPROC) get_proc("glScissor"); + gl3wTexParameterf = (PFNGLTEXPARAMETERFPROC) get_proc("glTexParameterf"); + gl3wTexParameterfv = (PFNGLTEXPARAMETERFVPROC) get_proc("glTexParameterfv"); + gl3wTexParameteri = (PFNGLTEXPARAMETERIPROC) get_proc("glTexParameteri"); + gl3wTexParameteriv = (PFNGLTEXPARAMETERIVPROC) get_proc("glTexParameteriv"); + gl3wTexImage1D = (PFNGLTEXIMAGE1DPROC) get_proc("glTexImage1D"); + gl3wTexImage2D = (PFNGLTEXIMAGE2DPROC) get_proc("glTexImage2D"); + gl3wDrawBuffer = (PFNGLDRAWBUFFERPROC) get_proc("glDrawBuffer"); + gl3wClear = (PFNGLCLEARPROC) get_proc("glClear"); + gl3wClearColor = (PFNGLCLEARCOLORPROC) get_proc("glClearColor"); + gl3wClearStencil = (PFNGLCLEARSTENCILPROC) get_proc("glClearStencil"); + gl3wClearDepth = (PFNGLCLEARDEPTHPROC) get_proc("glClearDepth"); + gl3wStencilMask = (PFNGLSTENCILMASKPROC) get_proc("glStencilMask"); + gl3wColorMask = (PFNGLCOLORMASKPROC) get_proc("glColorMask"); + gl3wDepthMask = (PFNGLDEPTHMASKPROC) get_proc("glDepthMask"); + gl3wDisable = (PFNGLDISABLEPROC) get_proc("glDisable"); + gl3wEnable = (PFNGLENABLEPROC) get_proc("glEnable"); + gl3wFinish = (PFNGLFINISHPROC) get_proc("glFinish"); + gl3wFlush = (PFNGLFLUSHPROC) get_proc("glFlush"); + gl3wBlendFunc = (PFNGLBLENDFUNCPROC) get_proc("glBlendFunc"); + gl3wLogicOp = (PFNGLLOGICOPPROC) get_proc("glLogicOp"); + gl3wStencilFunc = (PFNGLSTENCILFUNCPROC) get_proc("glStencilFunc"); + gl3wStencilOp = (PFNGLSTENCILOPPROC) get_proc("glStencilOp"); + gl3wDepthFunc = (PFNGLDEPTHFUNCPROC) get_proc("glDepthFunc"); + gl3wPixelStoref = (PFNGLPIXELSTOREFPROC) get_proc("glPixelStoref"); + gl3wPixelStorei = (PFNGLPIXELSTOREIPROC) get_proc("glPixelStorei"); + gl3wReadBuffer = (PFNGLREADBUFFERPROC) get_proc("glReadBuffer"); + gl3wReadPixels = (PFNGLREADPIXELSPROC) get_proc("glReadPixels"); + gl3wGetBooleanv = (PFNGLGETBOOLEANVPROC) get_proc("glGetBooleanv"); + gl3wGetDoublev = (PFNGLGETDOUBLEVPROC) get_proc("glGetDoublev"); + gl3wGetError = (PFNGLGETERRORPROC) get_proc("glGetError"); + gl3wGetFloatv = (PFNGLGETFLOATVPROC) get_proc("glGetFloatv"); + gl3wGetIntegerv = (PFNGLGETINTEGERVPROC) get_proc("glGetIntegerv"); + gl3wGetString = (PFNGLGETSTRINGPROC) get_proc("glGetString"); + gl3wGetTexImage = (PFNGLGETTEXIMAGEPROC) get_proc("glGetTexImage"); + gl3wGetTexParameterfv = (PFNGLGETTEXPARAMETERFVPROC) get_proc("glGetTexParameterfv"); + gl3wGetTexParameteriv = (PFNGLGETTEXPARAMETERIVPROC) get_proc("glGetTexParameteriv"); + gl3wGetTexLevelParameterfv = (PFNGLGETTEXLEVELPARAMETERFVPROC) get_proc("glGetTexLevelParameterfv"); + gl3wGetTexLevelParameteriv = (PFNGLGETTEXLEVELPARAMETERIVPROC) get_proc("glGetTexLevelParameteriv"); + gl3wIsEnabled = (PFNGLISENABLEDPROC) get_proc("glIsEnabled"); + gl3wDepthRange = (PFNGLDEPTHRANGEPROC) get_proc("glDepthRange"); + gl3wViewport = (PFNGLVIEWPORTPROC) get_proc("glViewport"); + gl3wDrawArrays = (PFNGLDRAWARRAYSPROC) get_proc("glDrawArrays"); + gl3wDrawElements = (PFNGLDRAWELEMENTSPROC) get_proc("glDrawElements"); + gl3wGetPointerv = (PFNGLGETPOINTERVPROC) get_proc("glGetPointerv"); + gl3wPolygonOffset = (PFNGLPOLYGONOFFSETPROC) get_proc("glPolygonOffset"); + gl3wCopyTexImage1D = (PFNGLCOPYTEXIMAGE1DPROC) get_proc("glCopyTexImage1D"); + gl3wCopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC) get_proc("glCopyTexImage2D"); + gl3wCopyTexSubImage1D = (PFNGLCOPYTEXSUBIMAGE1DPROC) get_proc("glCopyTexSubImage1D"); + gl3wCopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC) get_proc("glCopyTexSubImage2D"); + gl3wTexSubImage1D = (PFNGLTEXSUBIMAGE1DPROC) get_proc("glTexSubImage1D"); + gl3wTexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC) get_proc("glTexSubImage2D"); + gl3wBindTexture = (PFNGLBINDTEXTUREPROC) get_proc("glBindTexture"); + gl3wDeleteTextures = (PFNGLDELETETEXTURESPROC) get_proc("glDeleteTextures"); + gl3wGenTextures = (PFNGLGENTEXTURESPROC) get_proc("glGenTextures"); + gl3wIsTexture = (PFNGLISTEXTUREPROC) get_proc("glIsTexture"); + gl3wBlendColor = (PFNGLBLENDCOLORPROC) get_proc("glBlendColor"); + gl3wBlendEquation = (PFNGLBLENDEQUATIONPROC) get_proc("glBlendEquation"); + gl3wDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC) get_proc("glDrawRangeElements"); + gl3wTexImage3D = (PFNGLTEXIMAGE3DPROC) get_proc("glTexImage3D"); + gl3wTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC) get_proc("glTexSubImage3D"); + gl3wCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC) get_proc("glCopyTexSubImage3D"); + gl3wActiveTexture = (PFNGLACTIVETEXTUREPROC) get_proc("glActiveTexture"); + gl3wSampleCoverage = (PFNGLSAMPLECOVERAGEPROC) get_proc("glSampleCoverage"); + gl3wCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC) get_proc("glCompressedTexImage3D"); + gl3wCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC) get_proc("glCompressedTexImage2D"); + gl3wCompressedTexImage1D = (PFNGLCOMPRESSEDTEXIMAGE1DPROC) get_proc("glCompressedTexImage1D"); + gl3wCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) get_proc("glCompressedTexSubImage3D"); + gl3wCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) get_proc("glCompressedTexSubImage2D"); + gl3wCompressedTexSubImage1D = (PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) get_proc("glCompressedTexSubImage1D"); + gl3wGetCompressedTexImage = (PFNGLGETCOMPRESSEDTEXIMAGEPROC) get_proc("glGetCompressedTexImage"); + gl3wBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC) get_proc("glBlendFuncSeparate"); + gl3wMultiDrawArrays = (PFNGLMULTIDRAWARRAYSPROC) get_proc("glMultiDrawArrays"); + gl3wMultiDrawElements = (PFNGLMULTIDRAWELEMENTSPROC) get_proc("glMultiDrawElements"); + gl3wPointParameterf = (PFNGLPOINTPARAMETERFPROC) get_proc("glPointParameterf"); + gl3wPointParameterfv = (PFNGLPOINTPARAMETERFVPROC) get_proc("glPointParameterfv"); + gl3wPointParameteri = (PFNGLPOINTPARAMETERIPROC) get_proc("glPointParameteri"); + gl3wPointParameteriv = (PFNGLPOINTPARAMETERIVPROC) get_proc("glPointParameteriv"); + gl3wGenQueries = (PFNGLGENQUERIESPROC) get_proc("glGenQueries"); + gl3wDeleteQueries = (PFNGLDELETEQUERIESPROC) get_proc("glDeleteQueries"); + gl3wIsQuery = (PFNGLISQUERYPROC) get_proc("glIsQuery"); + gl3wBeginQuery = (PFNGLBEGINQUERYPROC) get_proc("glBeginQuery"); + gl3wEndQuery = (PFNGLENDQUERYPROC) get_proc("glEndQuery"); + gl3wGetQueryiv = (PFNGLGETQUERYIVPROC) get_proc("glGetQueryiv"); + gl3wGetQueryObjectiv = (PFNGLGETQUERYOBJECTIVPROC) get_proc("glGetQueryObjectiv"); + gl3wGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC) get_proc("glGetQueryObjectuiv"); + gl3wBindBuffer = (PFNGLBINDBUFFERPROC) get_proc("glBindBuffer"); + gl3wDeleteBuffers = (PFNGLDELETEBUFFERSPROC) get_proc("glDeleteBuffers"); + gl3wGenBuffers = (PFNGLGENBUFFERSPROC) get_proc("glGenBuffers"); + gl3wIsBuffer = (PFNGLISBUFFERPROC) get_proc("glIsBuffer"); + gl3wBufferData = (PFNGLBUFFERDATAPROC) get_proc("glBufferData"); + gl3wBufferSubData = (PFNGLBUFFERSUBDATAPROC) get_proc("glBufferSubData"); + gl3wGetBufferSubData = (PFNGLGETBUFFERSUBDATAPROC) get_proc("glGetBufferSubData"); + gl3wMapBuffer = (PFNGLMAPBUFFERPROC) get_proc("glMapBuffer"); + gl3wUnmapBuffer = (PFNGLUNMAPBUFFERPROC) get_proc("glUnmapBuffer"); + gl3wGetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC) get_proc("glGetBufferParameteriv"); + gl3wGetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC) get_proc("glGetBufferPointerv"); + gl3wBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC) get_proc("glBlendEquationSeparate"); + gl3wDrawBuffers = (PFNGLDRAWBUFFERSPROC) get_proc("glDrawBuffers"); + gl3wStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC) get_proc("glStencilOpSeparate"); + gl3wStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC) get_proc("glStencilFuncSeparate"); + gl3wStencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC) get_proc("glStencilMaskSeparate"); + gl3wAttachShader = (PFNGLATTACHSHADERPROC) get_proc("glAttachShader"); + gl3wBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC) get_proc("glBindAttribLocation"); + gl3wCompileShader = (PFNGLCOMPILESHADERPROC) get_proc("glCompileShader"); + gl3wCreateProgram = (PFNGLCREATEPROGRAMPROC) get_proc("glCreateProgram"); + gl3wCreateShader = (PFNGLCREATESHADERPROC) get_proc("glCreateShader"); + gl3wDeleteProgram = (PFNGLDELETEPROGRAMPROC) get_proc("glDeleteProgram"); + gl3wDeleteShader = (PFNGLDELETESHADERPROC) get_proc("glDeleteShader"); + gl3wDetachShader = (PFNGLDETACHSHADERPROC) get_proc("glDetachShader"); + gl3wDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC) get_proc("glDisableVertexAttribArray"); + gl3wEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC) get_proc("glEnableVertexAttribArray"); + gl3wGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC) get_proc("glGetActiveAttrib"); + gl3wGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC) get_proc("glGetActiveUniform"); + gl3wGetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC) get_proc("glGetAttachedShaders"); + gl3wGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC) get_proc("glGetAttribLocation"); + gl3wGetProgramiv = (PFNGLGETPROGRAMIVPROC) get_proc("glGetProgramiv"); + gl3wGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) get_proc("glGetProgramInfoLog"); + gl3wGetShaderiv = (PFNGLGETSHADERIVPROC) get_proc("glGetShaderiv"); + gl3wGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) get_proc("glGetShaderInfoLog"); + gl3wGetShaderSource = (PFNGLGETSHADERSOURCEPROC) get_proc("glGetShaderSource"); + gl3wGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) get_proc("glGetUniformLocation"); + gl3wGetUniformfv = (PFNGLGETUNIFORMFVPROC) get_proc("glGetUniformfv"); + gl3wGetUniformiv = (PFNGLGETUNIFORMIVPROC) get_proc("glGetUniformiv"); + gl3wGetVertexAttribdv = (PFNGLGETVERTEXATTRIBDVPROC) get_proc("glGetVertexAttribdv"); + gl3wGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC) get_proc("glGetVertexAttribfv"); + gl3wGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC) get_proc("glGetVertexAttribiv"); + gl3wGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC) get_proc("glGetVertexAttribPointerv"); + gl3wIsProgram = (PFNGLISPROGRAMPROC) get_proc("glIsProgram"); + gl3wIsShader = (PFNGLISSHADERPROC) get_proc("glIsShader"); + gl3wLinkProgram = (PFNGLLINKPROGRAMPROC) get_proc("glLinkProgram"); + gl3wShaderSource = (PFNGLSHADERSOURCEPROC) get_proc("glShaderSource"); + gl3wUseProgram = (PFNGLUSEPROGRAMPROC) get_proc("glUseProgram"); + gl3wUniform1f = (PFNGLUNIFORM1FPROC) get_proc("glUniform1f"); + gl3wUniform2f = (PFNGLUNIFORM2FPROC) get_proc("glUniform2f"); + gl3wUniform3f = (PFNGLUNIFORM3FPROC) get_proc("glUniform3f"); + gl3wUniform4f = (PFNGLUNIFORM4FPROC) get_proc("glUniform4f"); + gl3wUniform1i = (PFNGLUNIFORM1IPROC) get_proc("glUniform1i"); + gl3wUniform2i = (PFNGLUNIFORM2IPROC) get_proc("glUniform2i"); + gl3wUniform3i = (PFNGLUNIFORM3IPROC) get_proc("glUniform3i"); + gl3wUniform4i = (PFNGLUNIFORM4IPROC) get_proc("glUniform4i"); + gl3wUniform1fv = (PFNGLUNIFORM1FVPROC) get_proc("glUniform1fv"); + gl3wUniform2fv = (PFNGLUNIFORM2FVPROC) get_proc("glUniform2fv"); + gl3wUniform3fv = (PFNGLUNIFORM3FVPROC) get_proc("glUniform3fv"); + gl3wUniform4fv = (PFNGLUNIFORM4FVPROC) get_proc("glUniform4fv"); + gl3wUniform1iv = (PFNGLUNIFORM1IVPROC) get_proc("glUniform1iv"); + gl3wUniform2iv = (PFNGLUNIFORM2IVPROC) get_proc("glUniform2iv"); + gl3wUniform3iv = (PFNGLUNIFORM3IVPROC) get_proc("glUniform3iv"); + gl3wUniform4iv = (PFNGLUNIFORM4IVPROC) get_proc("glUniform4iv"); + gl3wUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC) get_proc("glUniformMatrix2fv"); + gl3wUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC) get_proc("glUniformMatrix3fv"); + gl3wUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) get_proc("glUniformMatrix4fv"); + gl3wValidateProgram = (PFNGLVALIDATEPROGRAMPROC) get_proc("glValidateProgram"); + gl3wVertexAttrib1d = (PFNGLVERTEXATTRIB1DPROC) get_proc("glVertexAttrib1d"); + gl3wVertexAttrib1dv = (PFNGLVERTEXATTRIB1DVPROC) get_proc("glVertexAttrib1dv"); + gl3wVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC) get_proc("glVertexAttrib1f"); + gl3wVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC) get_proc("glVertexAttrib1fv"); + gl3wVertexAttrib1s = (PFNGLVERTEXATTRIB1SPROC) get_proc("glVertexAttrib1s"); + gl3wVertexAttrib1sv = (PFNGLVERTEXATTRIB1SVPROC) get_proc("glVertexAttrib1sv"); + gl3wVertexAttrib2d = (PFNGLVERTEXATTRIB2DPROC) get_proc("glVertexAttrib2d"); + gl3wVertexAttrib2dv = (PFNGLVERTEXATTRIB2DVPROC) get_proc("glVertexAttrib2dv"); + gl3wVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC) get_proc("glVertexAttrib2f"); + gl3wVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC) get_proc("glVertexAttrib2fv"); + gl3wVertexAttrib2s = (PFNGLVERTEXATTRIB2SPROC) get_proc("glVertexAttrib2s"); + gl3wVertexAttrib2sv = (PFNGLVERTEXATTRIB2SVPROC) get_proc("glVertexAttrib2sv"); + gl3wVertexAttrib3d = (PFNGLVERTEXATTRIB3DPROC) get_proc("glVertexAttrib3d"); + gl3wVertexAttrib3dv = (PFNGLVERTEXATTRIB3DVPROC) get_proc("glVertexAttrib3dv"); + gl3wVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC) get_proc("glVertexAttrib3f"); + gl3wVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC) get_proc("glVertexAttrib3fv"); + gl3wVertexAttrib3s = (PFNGLVERTEXATTRIB3SPROC) get_proc("glVertexAttrib3s"); + gl3wVertexAttrib3sv = (PFNGLVERTEXATTRIB3SVPROC) get_proc("glVertexAttrib3sv"); + gl3wVertexAttrib4Nbv = (PFNGLVERTEXATTRIB4NBVPROC) get_proc("glVertexAttrib4Nbv"); + gl3wVertexAttrib4Niv = (PFNGLVERTEXATTRIB4NIVPROC) get_proc("glVertexAttrib4Niv"); + gl3wVertexAttrib4Nsv = (PFNGLVERTEXATTRIB4NSVPROC) get_proc("glVertexAttrib4Nsv"); + gl3wVertexAttrib4Nub = (PFNGLVERTEXATTRIB4NUBPROC) get_proc("glVertexAttrib4Nub"); + gl3wVertexAttrib4Nubv = (PFNGLVERTEXATTRIB4NUBVPROC) get_proc("glVertexAttrib4Nubv"); + gl3wVertexAttrib4Nuiv = (PFNGLVERTEXATTRIB4NUIVPROC) get_proc("glVertexAttrib4Nuiv"); + gl3wVertexAttrib4Nusv = (PFNGLVERTEXATTRIB4NUSVPROC) get_proc("glVertexAttrib4Nusv"); + gl3wVertexAttrib4bv = (PFNGLVERTEXATTRIB4BVPROC) get_proc("glVertexAttrib4bv"); + gl3wVertexAttrib4d = (PFNGLVERTEXATTRIB4DPROC) get_proc("glVertexAttrib4d"); + gl3wVertexAttrib4dv = (PFNGLVERTEXATTRIB4DVPROC) get_proc("glVertexAttrib4dv"); + gl3wVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC) get_proc("glVertexAttrib4f"); + gl3wVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC) get_proc("glVertexAttrib4fv"); + gl3wVertexAttrib4iv = (PFNGLVERTEXATTRIB4IVPROC) get_proc("glVertexAttrib4iv"); + gl3wVertexAttrib4s = (PFNGLVERTEXATTRIB4SPROC) get_proc("glVertexAttrib4s"); + gl3wVertexAttrib4sv = (PFNGLVERTEXATTRIB4SVPROC) get_proc("glVertexAttrib4sv"); + gl3wVertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC) get_proc("glVertexAttrib4ubv"); + gl3wVertexAttrib4uiv = (PFNGLVERTEXATTRIB4UIVPROC) get_proc("glVertexAttrib4uiv"); + gl3wVertexAttrib4usv = (PFNGLVERTEXATTRIB4USVPROC) get_proc("glVertexAttrib4usv"); + gl3wVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC) get_proc("glVertexAttribPointer"); + gl3wUniformMatrix2x3fv = (PFNGLUNIFORMMATRIX2X3FVPROC) get_proc("glUniformMatrix2x3fv"); + gl3wUniformMatrix3x2fv = (PFNGLUNIFORMMATRIX3X2FVPROC) get_proc("glUniformMatrix3x2fv"); + gl3wUniformMatrix2x4fv = (PFNGLUNIFORMMATRIX2X4FVPROC) get_proc("glUniformMatrix2x4fv"); + gl3wUniformMatrix4x2fv = (PFNGLUNIFORMMATRIX4X2FVPROC) get_proc("glUniformMatrix4x2fv"); + gl3wUniformMatrix3x4fv = (PFNGLUNIFORMMATRIX3X4FVPROC) get_proc("glUniformMatrix3x4fv"); + gl3wUniformMatrix4x3fv = (PFNGLUNIFORMMATRIX4X3FVPROC) get_proc("glUniformMatrix4x3fv"); + gl3wColorMaski = (PFNGLCOLORMASKIPROC) get_proc("glColorMaski"); + gl3wGetBooleani_v = (PFNGLGETBOOLEANI_VPROC) get_proc("glGetBooleani_v"); + gl3wGetIntegeri_v = (PFNGLGETINTEGERI_VPROC) get_proc("glGetIntegeri_v"); + gl3wEnablei = (PFNGLENABLEIPROC) get_proc("glEnablei"); + gl3wDisablei = (PFNGLDISABLEIPROC) get_proc("glDisablei"); + gl3wIsEnabledi = (PFNGLISENABLEDIPROC) get_proc("glIsEnabledi"); + gl3wBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC) get_proc("glBeginTransformFeedback"); + gl3wEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC) get_proc("glEndTransformFeedback"); + gl3wBindBufferRange = (PFNGLBINDBUFFERRANGEPROC) get_proc("glBindBufferRange"); + gl3wBindBufferBase = (PFNGLBINDBUFFERBASEPROC) get_proc("glBindBufferBase"); + gl3wTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC) get_proc("glTransformFeedbackVaryings"); + gl3wGetTransformFeedbackVarying = (PFNGLGETTRANSFORMFEEDBACKVARYINGPROC) get_proc("glGetTransformFeedbackVarying"); + gl3wClampColor = (PFNGLCLAMPCOLORPROC) get_proc("glClampColor"); + gl3wBeginConditionalRender = (PFNGLBEGINCONDITIONALRENDERPROC) get_proc("glBeginConditionalRender"); + gl3wEndConditionalRender = (PFNGLENDCONDITIONALRENDERPROC) get_proc("glEndConditionalRender"); + gl3wVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC) get_proc("glVertexAttribIPointer"); + gl3wGetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC) get_proc("glGetVertexAttribIiv"); + gl3wGetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC) get_proc("glGetVertexAttribIuiv"); + gl3wVertexAttribI1i = (PFNGLVERTEXATTRIBI1IPROC) get_proc("glVertexAttribI1i"); + gl3wVertexAttribI2i = (PFNGLVERTEXATTRIBI2IPROC) get_proc("glVertexAttribI2i"); + gl3wVertexAttribI3i = (PFNGLVERTEXATTRIBI3IPROC) get_proc("glVertexAttribI3i"); + gl3wVertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC) get_proc("glVertexAttribI4i"); + gl3wVertexAttribI1ui = (PFNGLVERTEXATTRIBI1UIPROC) get_proc("glVertexAttribI1ui"); + gl3wVertexAttribI2ui = (PFNGLVERTEXATTRIBI2UIPROC) get_proc("glVertexAttribI2ui"); + gl3wVertexAttribI3ui = (PFNGLVERTEXATTRIBI3UIPROC) get_proc("glVertexAttribI3ui"); + gl3wVertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC) get_proc("glVertexAttribI4ui"); + gl3wVertexAttribI1iv = (PFNGLVERTEXATTRIBI1IVPROC) get_proc("glVertexAttribI1iv"); + gl3wVertexAttribI2iv = (PFNGLVERTEXATTRIBI2IVPROC) get_proc("glVertexAttribI2iv"); + gl3wVertexAttribI3iv = (PFNGLVERTEXATTRIBI3IVPROC) get_proc("glVertexAttribI3iv"); + gl3wVertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC) get_proc("glVertexAttribI4iv"); + gl3wVertexAttribI1uiv = (PFNGLVERTEXATTRIBI1UIVPROC) get_proc("glVertexAttribI1uiv"); + gl3wVertexAttribI2uiv = (PFNGLVERTEXATTRIBI2UIVPROC) get_proc("glVertexAttribI2uiv"); + gl3wVertexAttribI3uiv = (PFNGLVERTEXATTRIBI3UIVPROC) get_proc("glVertexAttribI3uiv"); + gl3wVertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC) get_proc("glVertexAttribI4uiv"); + gl3wVertexAttribI4bv = (PFNGLVERTEXATTRIBI4BVPROC) get_proc("glVertexAttribI4bv"); + gl3wVertexAttribI4sv = (PFNGLVERTEXATTRIBI4SVPROC) get_proc("glVertexAttribI4sv"); + gl3wVertexAttribI4ubv = (PFNGLVERTEXATTRIBI4UBVPROC) get_proc("glVertexAttribI4ubv"); + gl3wVertexAttribI4usv = (PFNGLVERTEXATTRIBI4USVPROC) get_proc("glVertexAttribI4usv"); + gl3wGetUniformuiv = (PFNGLGETUNIFORMUIVPROC) get_proc("glGetUniformuiv"); + gl3wBindFragDataLocation = (PFNGLBINDFRAGDATALOCATIONPROC) get_proc("glBindFragDataLocation"); + gl3wGetFragDataLocation = (PFNGLGETFRAGDATALOCATIONPROC) get_proc("glGetFragDataLocation"); + gl3wUniform1ui = (PFNGLUNIFORM1UIPROC) get_proc("glUniform1ui"); + gl3wUniform2ui = (PFNGLUNIFORM2UIPROC) get_proc("glUniform2ui"); + gl3wUniform3ui = (PFNGLUNIFORM3UIPROC) get_proc("glUniform3ui"); + gl3wUniform4ui = (PFNGLUNIFORM4UIPROC) get_proc("glUniform4ui"); + gl3wUniform1uiv = (PFNGLUNIFORM1UIVPROC) get_proc("glUniform1uiv"); + gl3wUniform2uiv = (PFNGLUNIFORM2UIVPROC) get_proc("glUniform2uiv"); + gl3wUniform3uiv = (PFNGLUNIFORM3UIVPROC) get_proc("glUniform3uiv"); + gl3wUniform4uiv = (PFNGLUNIFORM4UIVPROC) get_proc("glUniform4uiv"); + gl3wTexParameterIiv = (PFNGLTEXPARAMETERIIVPROC) get_proc("glTexParameterIiv"); + gl3wTexParameterIuiv = (PFNGLTEXPARAMETERIUIVPROC) get_proc("glTexParameterIuiv"); + gl3wGetTexParameterIiv = (PFNGLGETTEXPARAMETERIIVPROC) get_proc("glGetTexParameterIiv"); + gl3wGetTexParameterIuiv = (PFNGLGETTEXPARAMETERIUIVPROC) get_proc("glGetTexParameterIuiv"); + gl3wClearBufferiv = (PFNGLCLEARBUFFERIVPROC) get_proc("glClearBufferiv"); + gl3wClearBufferuiv = (PFNGLCLEARBUFFERUIVPROC) get_proc("glClearBufferuiv"); + gl3wClearBufferfv = (PFNGLCLEARBUFFERFVPROC) get_proc("glClearBufferfv"); + gl3wClearBufferfi = (PFNGLCLEARBUFFERFIPROC) get_proc("glClearBufferfi"); + gl3wGetStringi = (PFNGLGETSTRINGIPROC) get_proc("glGetStringi"); + gl3wDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC) get_proc("glDrawArraysInstanced"); + gl3wDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC) get_proc("glDrawElementsInstanced"); + gl3wTexBuffer = (PFNGLTEXBUFFERPROC) get_proc("glTexBuffer"); + gl3wPrimitiveRestartIndex = (PFNGLPRIMITIVERESTARTINDEXPROC) get_proc("glPrimitiveRestartIndex"); + gl3wGetInteger64i_v = (PFNGLGETINTEGER64I_VPROC) get_proc("glGetInteger64i_v"); + gl3wGetBufferParameteri64v = (PFNGLGETBUFFERPARAMETERI64VPROC) get_proc("glGetBufferParameteri64v"); + gl3wFramebufferTexture = (PFNGLFRAMEBUFFERTEXTUREPROC) get_proc("glFramebufferTexture"); + gl3wVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC) get_proc("glVertexAttribDivisor"); + gl3wMinSampleShading = (PFNGLMINSAMPLESHADINGPROC) get_proc("glMinSampleShading"); + gl3wBlendEquationi = (PFNGLBLENDEQUATIONIPROC) get_proc("glBlendEquationi"); + gl3wBlendEquationSeparatei = (PFNGLBLENDEQUATIONSEPARATEIPROC) get_proc("glBlendEquationSeparatei"); + gl3wBlendFunci = (PFNGLBLENDFUNCIPROC) get_proc("glBlendFunci"); + gl3wBlendFuncSeparatei = (PFNGLBLENDFUNCSEPARATEIPROC) get_proc("glBlendFuncSeparatei"); + gl3wIsRenderbuffer = (PFNGLISRENDERBUFFERPROC) get_proc("glIsRenderbuffer"); + gl3wBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC) get_proc("glBindRenderbuffer"); + gl3wDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC) get_proc("glDeleteRenderbuffers"); + gl3wGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC) get_proc("glGenRenderbuffers"); + gl3wRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC) get_proc("glRenderbufferStorage"); + gl3wGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC) get_proc("glGetRenderbufferParameteriv"); + gl3wIsFramebuffer = (PFNGLISFRAMEBUFFERPROC) get_proc("glIsFramebuffer"); + gl3wBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC) get_proc("glBindFramebuffer"); + gl3wDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC) get_proc("glDeleteFramebuffers"); + gl3wGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC) get_proc("glGenFramebuffers"); + gl3wCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC) get_proc("glCheckFramebufferStatus"); + gl3wFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC) get_proc("glFramebufferTexture1D"); + gl3wFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC) get_proc("glFramebufferTexture2D"); + gl3wFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC) get_proc("glFramebufferTexture3D"); + gl3wFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC) get_proc("glFramebufferRenderbuffer"); + gl3wGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) get_proc("glGetFramebufferAttachmentParameteriv"); + gl3wGenerateMipmap = (PFNGLGENERATEMIPMAPPROC) get_proc("glGenerateMipmap"); + gl3wBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC) get_proc("glBlitFramebuffer"); + gl3wRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC) get_proc("glRenderbufferStorageMultisample"); + gl3wFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC) get_proc("glFramebufferTextureLayer"); + gl3wMapBufferRange = (PFNGLMAPBUFFERRANGEPROC) get_proc("glMapBufferRange"); + gl3wFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC) get_proc("glFlushMappedBufferRange"); + gl3wBindVertexArray = (PFNGLBINDVERTEXARRAYPROC) get_proc("glBindVertexArray"); + gl3wDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC) get_proc("glDeleteVertexArrays"); + gl3wGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC) get_proc("glGenVertexArrays"); + gl3wIsVertexArray = (PFNGLISVERTEXARRAYPROC) get_proc("glIsVertexArray"); + gl3wGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC) get_proc("glGetUniformIndices"); + gl3wGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC) get_proc("glGetActiveUniformsiv"); + gl3wGetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC) get_proc("glGetActiveUniformName"); + gl3wGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC) get_proc("glGetUniformBlockIndex"); + gl3wGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC) get_proc("glGetActiveUniformBlockiv"); + gl3wGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC) get_proc("glGetActiveUniformBlockName"); + gl3wUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC) get_proc("glUniformBlockBinding"); + gl3wCopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC) get_proc("glCopyBufferSubData"); + gl3wDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC) get_proc("glDrawElementsBaseVertex"); + gl3wDrawRangeElementsBaseVertex = (PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC) get_proc("glDrawRangeElementsBaseVertex"); + gl3wDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC) get_proc("glDrawElementsInstancedBaseVertex"); + gl3wMultiDrawElementsBaseVertex = (PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC) get_proc("glMultiDrawElementsBaseVertex"); + gl3wProvokingVertex = (PFNGLPROVOKINGVERTEXPROC) get_proc("glProvokingVertex"); + gl3wFenceSync = (PFNGLFENCESYNCPROC) get_proc("glFenceSync"); + gl3wIsSync = (PFNGLISSYNCPROC) get_proc("glIsSync"); + gl3wDeleteSync = (PFNGLDELETESYNCPROC) get_proc("glDeleteSync"); + gl3wClientWaitSync = (PFNGLCLIENTWAITSYNCPROC) get_proc("glClientWaitSync"); + gl3wWaitSync = (PFNGLWAITSYNCPROC) get_proc("glWaitSync"); + gl3wGetInteger64v = (PFNGLGETINTEGER64VPROC) get_proc("glGetInteger64v"); + gl3wGetSynciv = (PFNGLGETSYNCIVPROC) get_proc("glGetSynciv"); + gl3wTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC) get_proc("glTexImage2DMultisample"); + gl3wTexImage3DMultisample = (PFNGLTEXIMAGE3DMULTISAMPLEPROC) get_proc("glTexImage3DMultisample"); + gl3wGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC) get_proc("glGetMultisamplefv"); + gl3wSampleMaski = (PFNGLSAMPLEMASKIPROC) get_proc("glSampleMaski"); + gl3wBlendEquationiARB = (PFNGLBLENDEQUATIONIARBPROC) get_proc("glBlendEquationiARB"); + gl3wBlendEquationSeparateiARB = (PFNGLBLENDEQUATIONSEPARATEIARBPROC) get_proc("glBlendEquationSeparateiARB"); + gl3wBlendFunciARB = (PFNGLBLENDFUNCIARBPROC) get_proc("glBlendFunciARB"); + gl3wBlendFuncSeparateiARB = (PFNGLBLENDFUNCSEPARATEIARBPROC) get_proc("glBlendFuncSeparateiARB"); + gl3wMinSampleShadingARB = (PFNGLMINSAMPLESHADINGARBPROC) get_proc("glMinSampleShadingARB"); + gl3wNamedStringARB = (PFNGLNAMEDSTRINGARBPROC) get_proc("glNamedStringARB"); + gl3wDeleteNamedStringARB = (PFNGLDELETENAMEDSTRINGARBPROC) get_proc("glDeleteNamedStringARB"); + gl3wCompileShaderIncludeARB = (PFNGLCOMPILESHADERINCLUDEARBPROC) get_proc("glCompileShaderIncludeARB"); + gl3wIsNamedStringARB = (PFNGLISNAMEDSTRINGARBPROC) get_proc("glIsNamedStringARB"); + gl3wGetNamedStringARB = (PFNGLGETNAMEDSTRINGARBPROC) get_proc("glGetNamedStringARB"); + gl3wGetNamedStringivARB = (PFNGLGETNAMEDSTRINGIVARBPROC) get_proc("glGetNamedStringivARB"); + gl3wBindFragDataLocationIndexed = (PFNGLBINDFRAGDATALOCATIONINDEXEDPROC) get_proc("glBindFragDataLocationIndexed"); + gl3wGetFragDataIndex = (PFNGLGETFRAGDATAINDEXPROC) get_proc("glGetFragDataIndex"); + gl3wGenSamplers = (PFNGLGENSAMPLERSPROC) get_proc("glGenSamplers"); + gl3wDeleteSamplers = (PFNGLDELETESAMPLERSPROC) get_proc("glDeleteSamplers"); + gl3wIsSampler = (PFNGLISSAMPLERPROC) get_proc("glIsSampler"); + gl3wBindSampler = (PFNGLBINDSAMPLERPROC) get_proc("glBindSampler"); + gl3wSamplerParameteri = (PFNGLSAMPLERPARAMETERIPROC) get_proc("glSamplerParameteri"); + gl3wSamplerParameteriv = (PFNGLSAMPLERPARAMETERIVPROC) get_proc("glSamplerParameteriv"); + gl3wSamplerParameterf = (PFNGLSAMPLERPARAMETERFPROC) get_proc("glSamplerParameterf"); + gl3wSamplerParameterfv = (PFNGLSAMPLERPARAMETERFVPROC) get_proc("glSamplerParameterfv"); + gl3wSamplerParameterIiv = (PFNGLSAMPLERPARAMETERIIVPROC) get_proc("glSamplerParameterIiv"); + gl3wSamplerParameterIuiv = (PFNGLSAMPLERPARAMETERIUIVPROC) get_proc("glSamplerParameterIuiv"); + gl3wGetSamplerParameteriv = (PFNGLGETSAMPLERPARAMETERIVPROC) get_proc("glGetSamplerParameteriv"); + gl3wGetSamplerParameterIiv = (PFNGLGETSAMPLERPARAMETERIIVPROC) get_proc("glGetSamplerParameterIiv"); + gl3wGetSamplerParameterfv = (PFNGLGETSAMPLERPARAMETERFVPROC) get_proc("glGetSamplerParameterfv"); + gl3wGetSamplerParameterIuiv = (PFNGLGETSAMPLERPARAMETERIUIVPROC) get_proc("glGetSamplerParameterIuiv"); + gl3wQueryCounter = (PFNGLQUERYCOUNTERPROC) get_proc("glQueryCounter"); + gl3wGetQueryObjecti64v = (PFNGLGETQUERYOBJECTI64VPROC) get_proc("glGetQueryObjecti64v"); + gl3wGetQueryObjectui64v = (PFNGLGETQUERYOBJECTUI64VPROC) get_proc("glGetQueryObjectui64v"); + gl3wVertexP2ui = (PFNGLVERTEXP2UIPROC) get_proc("glVertexP2ui"); + gl3wVertexP2uiv = (PFNGLVERTEXP2UIVPROC) get_proc("glVertexP2uiv"); + gl3wVertexP3ui = (PFNGLVERTEXP3UIPROC) get_proc("glVertexP3ui"); + gl3wVertexP3uiv = (PFNGLVERTEXP3UIVPROC) get_proc("glVertexP3uiv"); + gl3wVertexP4ui = (PFNGLVERTEXP4UIPROC) get_proc("glVertexP4ui"); + gl3wVertexP4uiv = (PFNGLVERTEXP4UIVPROC) get_proc("glVertexP4uiv"); + gl3wTexCoordP1ui = (PFNGLTEXCOORDP1UIPROC) get_proc("glTexCoordP1ui"); + gl3wTexCoordP1uiv = (PFNGLTEXCOORDP1UIVPROC) get_proc("glTexCoordP1uiv"); + gl3wTexCoordP2ui = (PFNGLTEXCOORDP2UIPROC) get_proc("glTexCoordP2ui"); + gl3wTexCoordP2uiv = (PFNGLTEXCOORDP2UIVPROC) get_proc("glTexCoordP2uiv"); + gl3wTexCoordP3ui = (PFNGLTEXCOORDP3UIPROC) get_proc("glTexCoordP3ui"); + gl3wTexCoordP3uiv = (PFNGLTEXCOORDP3UIVPROC) get_proc("glTexCoordP3uiv"); + gl3wTexCoordP4ui = (PFNGLTEXCOORDP4UIPROC) get_proc("glTexCoordP4ui"); + gl3wTexCoordP4uiv = (PFNGLTEXCOORDP4UIVPROC) get_proc("glTexCoordP4uiv"); + gl3wMultiTexCoordP1ui = (PFNGLMULTITEXCOORDP1UIPROC) get_proc("glMultiTexCoordP1ui"); + gl3wMultiTexCoordP1uiv = (PFNGLMULTITEXCOORDP1UIVPROC) get_proc("glMultiTexCoordP1uiv"); + gl3wMultiTexCoordP2ui = (PFNGLMULTITEXCOORDP2UIPROC) get_proc("glMultiTexCoordP2ui"); + gl3wMultiTexCoordP2uiv = (PFNGLMULTITEXCOORDP2UIVPROC) get_proc("glMultiTexCoordP2uiv"); + gl3wMultiTexCoordP3ui = (PFNGLMULTITEXCOORDP3UIPROC) get_proc("glMultiTexCoordP3ui"); + gl3wMultiTexCoordP3uiv = (PFNGLMULTITEXCOORDP3UIVPROC) get_proc("glMultiTexCoordP3uiv"); + gl3wMultiTexCoordP4ui = (PFNGLMULTITEXCOORDP4UIPROC) get_proc("glMultiTexCoordP4ui"); + gl3wMultiTexCoordP4uiv = (PFNGLMULTITEXCOORDP4UIVPROC) get_proc("glMultiTexCoordP4uiv"); + gl3wNormalP3ui = (PFNGLNORMALP3UIPROC) get_proc("glNormalP3ui"); + gl3wNormalP3uiv = (PFNGLNORMALP3UIVPROC) get_proc("glNormalP3uiv"); + gl3wColorP3ui = (PFNGLCOLORP3UIPROC) get_proc("glColorP3ui"); + gl3wColorP3uiv = (PFNGLCOLORP3UIVPROC) get_proc("glColorP3uiv"); + gl3wColorP4ui = (PFNGLCOLORP4UIPROC) get_proc("glColorP4ui"); + gl3wColorP4uiv = (PFNGLCOLORP4UIVPROC) get_proc("glColorP4uiv"); + gl3wSecondaryColorP3ui = (PFNGLSECONDARYCOLORP3UIPROC) get_proc("glSecondaryColorP3ui"); + gl3wSecondaryColorP3uiv = (PFNGLSECONDARYCOLORP3UIVPROC) get_proc("glSecondaryColorP3uiv"); + gl3wVertexAttribP1ui = (PFNGLVERTEXATTRIBP1UIPROC) get_proc("glVertexAttribP1ui"); + gl3wVertexAttribP1uiv = (PFNGLVERTEXATTRIBP1UIVPROC) get_proc("glVertexAttribP1uiv"); + gl3wVertexAttribP2ui = (PFNGLVERTEXATTRIBP2UIPROC) get_proc("glVertexAttribP2ui"); + gl3wVertexAttribP2uiv = (PFNGLVERTEXATTRIBP2UIVPROC) get_proc("glVertexAttribP2uiv"); + gl3wVertexAttribP3ui = (PFNGLVERTEXATTRIBP3UIPROC) get_proc("glVertexAttribP3ui"); + gl3wVertexAttribP3uiv = (PFNGLVERTEXATTRIBP3UIVPROC) get_proc("glVertexAttribP3uiv"); + gl3wVertexAttribP4ui = (PFNGLVERTEXATTRIBP4UIPROC) get_proc("glVertexAttribP4ui"); + gl3wVertexAttribP4uiv = (PFNGLVERTEXATTRIBP4UIVPROC) get_proc("glVertexAttribP4uiv"); + gl3wDrawArraysIndirect = (PFNGLDRAWARRAYSINDIRECTPROC) get_proc("glDrawArraysIndirect"); + gl3wDrawElementsIndirect = (PFNGLDRAWELEMENTSINDIRECTPROC) get_proc("glDrawElementsIndirect"); + gl3wUniform1d = (PFNGLUNIFORM1DPROC) get_proc("glUniform1d"); + gl3wUniform2d = (PFNGLUNIFORM2DPROC) get_proc("glUniform2d"); + gl3wUniform3d = (PFNGLUNIFORM3DPROC) get_proc("glUniform3d"); + gl3wUniform4d = (PFNGLUNIFORM4DPROC) get_proc("glUniform4d"); + gl3wUniform1dv = (PFNGLUNIFORM1DVPROC) get_proc("glUniform1dv"); + gl3wUniform2dv = (PFNGLUNIFORM2DVPROC) get_proc("glUniform2dv"); + gl3wUniform3dv = (PFNGLUNIFORM3DVPROC) get_proc("glUniform3dv"); + gl3wUniform4dv = (PFNGLUNIFORM4DVPROC) get_proc("glUniform4dv"); + gl3wUniformMatrix2dv = (PFNGLUNIFORMMATRIX2DVPROC) get_proc("glUniformMatrix2dv"); + gl3wUniformMatrix3dv = (PFNGLUNIFORMMATRIX3DVPROC) get_proc("glUniformMatrix3dv"); + gl3wUniformMatrix4dv = (PFNGLUNIFORMMATRIX4DVPROC) get_proc("glUniformMatrix4dv"); + gl3wUniformMatrix2x3dv = (PFNGLUNIFORMMATRIX2X3DVPROC) get_proc("glUniformMatrix2x3dv"); + gl3wUniformMatrix2x4dv = (PFNGLUNIFORMMATRIX2X4DVPROC) get_proc("glUniformMatrix2x4dv"); + gl3wUniformMatrix3x2dv = (PFNGLUNIFORMMATRIX3X2DVPROC) get_proc("glUniformMatrix3x2dv"); + gl3wUniformMatrix3x4dv = (PFNGLUNIFORMMATRIX3X4DVPROC) get_proc("glUniformMatrix3x4dv"); + gl3wUniformMatrix4x2dv = (PFNGLUNIFORMMATRIX4X2DVPROC) get_proc("glUniformMatrix4x2dv"); + gl3wUniformMatrix4x3dv = (PFNGLUNIFORMMATRIX4X3DVPROC) get_proc("glUniformMatrix4x3dv"); + gl3wGetUniformdv = (PFNGLGETUNIFORMDVPROC) get_proc("glGetUniformdv"); + gl3wGetSubroutineUniformLocation = (PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC) get_proc("glGetSubroutineUniformLocation"); + gl3wGetSubroutineIndex = (PFNGLGETSUBROUTINEINDEXPROC) get_proc("glGetSubroutineIndex"); + gl3wGetActiveSubroutineUniformiv = (PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC) get_proc("glGetActiveSubroutineUniformiv"); + gl3wGetActiveSubroutineUniformName = (PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC) get_proc("glGetActiveSubroutineUniformName"); + gl3wGetActiveSubroutineName = (PFNGLGETACTIVESUBROUTINENAMEPROC) get_proc("glGetActiveSubroutineName"); + gl3wUniformSubroutinesuiv = (PFNGLUNIFORMSUBROUTINESUIVPROC) get_proc("glUniformSubroutinesuiv"); + gl3wGetUniformSubroutineuiv = (PFNGLGETUNIFORMSUBROUTINEUIVPROC) get_proc("glGetUniformSubroutineuiv"); + gl3wGetProgramStageiv = (PFNGLGETPROGRAMSTAGEIVPROC) get_proc("glGetProgramStageiv"); + gl3wPatchParameteri = (PFNGLPATCHPARAMETERIPROC) get_proc("glPatchParameteri"); + gl3wPatchParameterfv = (PFNGLPATCHPARAMETERFVPROC) get_proc("glPatchParameterfv"); + gl3wBindTransformFeedback = (PFNGLBINDTRANSFORMFEEDBACKPROC) get_proc("glBindTransformFeedback"); + gl3wDeleteTransformFeedbacks = (PFNGLDELETETRANSFORMFEEDBACKSPROC) get_proc("glDeleteTransformFeedbacks"); + gl3wGenTransformFeedbacks = (PFNGLGENTRANSFORMFEEDBACKSPROC) get_proc("glGenTransformFeedbacks"); + gl3wIsTransformFeedback = (PFNGLISTRANSFORMFEEDBACKPROC) get_proc("glIsTransformFeedback"); + gl3wPauseTransformFeedback = (PFNGLPAUSETRANSFORMFEEDBACKPROC) get_proc("glPauseTransformFeedback"); + gl3wResumeTransformFeedback = (PFNGLRESUMETRANSFORMFEEDBACKPROC) get_proc("glResumeTransformFeedback"); + gl3wDrawTransformFeedback = (PFNGLDRAWTRANSFORMFEEDBACKPROC) get_proc("glDrawTransformFeedback"); + gl3wDrawTransformFeedbackStream = (PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC) get_proc("glDrawTransformFeedbackStream"); + gl3wBeginQueryIndexed = (PFNGLBEGINQUERYINDEXEDPROC) get_proc("glBeginQueryIndexed"); + gl3wEndQueryIndexed = (PFNGLENDQUERYINDEXEDPROC) get_proc("glEndQueryIndexed"); + gl3wGetQueryIndexediv = (PFNGLGETQUERYINDEXEDIVPROC) get_proc("glGetQueryIndexediv"); + gl3wReleaseShaderCompiler = (PFNGLRELEASESHADERCOMPILERPROC) get_proc("glReleaseShaderCompiler"); + gl3wShaderBinary = (PFNGLSHADERBINARYPROC) get_proc("glShaderBinary"); + gl3wGetShaderPrecisionFormat = (PFNGLGETSHADERPRECISIONFORMATPROC) get_proc("glGetShaderPrecisionFormat"); + gl3wDepthRangef = (PFNGLDEPTHRANGEFPROC) get_proc("glDepthRangef"); + gl3wClearDepthf = (PFNGLCLEARDEPTHFPROC) get_proc("glClearDepthf"); + gl3wGetProgramBinary = (PFNGLGETPROGRAMBINARYPROC) get_proc("glGetProgramBinary"); + gl3wProgramBinary = (PFNGLPROGRAMBINARYPROC) get_proc("glProgramBinary"); + gl3wProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC) get_proc("glProgramParameteri"); + gl3wUseProgramStages = (PFNGLUSEPROGRAMSTAGESPROC) get_proc("glUseProgramStages"); + gl3wActiveShaderProgram = (PFNGLACTIVESHADERPROGRAMPROC) get_proc("glActiveShaderProgram"); + gl3wCreateShaderProgramv = (PFNGLCREATESHADERPROGRAMVPROC) get_proc("glCreateShaderProgramv"); + gl3wBindProgramPipeline = (PFNGLBINDPROGRAMPIPELINEPROC) get_proc("glBindProgramPipeline"); + gl3wDeleteProgramPipelines = (PFNGLDELETEPROGRAMPIPELINESPROC) get_proc("glDeleteProgramPipelines"); + gl3wGenProgramPipelines = (PFNGLGENPROGRAMPIPELINESPROC) get_proc("glGenProgramPipelines"); + gl3wIsProgramPipeline = (PFNGLISPROGRAMPIPELINEPROC) get_proc("glIsProgramPipeline"); + gl3wGetProgramPipelineiv = (PFNGLGETPROGRAMPIPELINEIVPROC) get_proc("glGetProgramPipelineiv"); + gl3wProgramUniform1i = (PFNGLPROGRAMUNIFORM1IPROC) get_proc("glProgramUniform1i"); + gl3wProgramUniform1iv = (PFNGLPROGRAMUNIFORM1IVPROC) get_proc("glProgramUniform1iv"); + gl3wProgramUniform1f = (PFNGLPROGRAMUNIFORM1FPROC) get_proc("glProgramUniform1f"); + gl3wProgramUniform1fv = (PFNGLPROGRAMUNIFORM1FVPROC) get_proc("glProgramUniform1fv"); + gl3wProgramUniform1d = (PFNGLPROGRAMUNIFORM1DPROC) get_proc("glProgramUniform1d"); + gl3wProgramUniform1dv = (PFNGLPROGRAMUNIFORM1DVPROC) get_proc("glProgramUniform1dv"); + gl3wProgramUniform1ui = (PFNGLPROGRAMUNIFORM1UIPROC) get_proc("glProgramUniform1ui"); + gl3wProgramUniform1uiv = (PFNGLPROGRAMUNIFORM1UIVPROC) get_proc("glProgramUniform1uiv"); + gl3wProgramUniform2i = (PFNGLPROGRAMUNIFORM2IPROC) get_proc("glProgramUniform2i"); + gl3wProgramUniform2iv = (PFNGLPROGRAMUNIFORM2IVPROC) get_proc("glProgramUniform2iv"); + gl3wProgramUniform2f = (PFNGLPROGRAMUNIFORM2FPROC) get_proc("glProgramUniform2f"); + gl3wProgramUniform2fv = (PFNGLPROGRAMUNIFORM2FVPROC) get_proc("glProgramUniform2fv"); + gl3wProgramUniform2d = (PFNGLPROGRAMUNIFORM2DPROC) get_proc("glProgramUniform2d"); + gl3wProgramUniform2dv = (PFNGLPROGRAMUNIFORM2DVPROC) get_proc("glProgramUniform2dv"); + gl3wProgramUniform2ui = (PFNGLPROGRAMUNIFORM2UIPROC) get_proc("glProgramUniform2ui"); + gl3wProgramUniform2uiv = (PFNGLPROGRAMUNIFORM2UIVPROC) get_proc("glProgramUniform2uiv"); + gl3wProgramUniform3i = (PFNGLPROGRAMUNIFORM3IPROC) get_proc("glProgramUniform3i"); + gl3wProgramUniform3iv = (PFNGLPROGRAMUNIFORM3IVPROC) get_proc("glProgramUniform3iv"); + gl3wProgramUniform3f = (PFNGLPROGRAMUNIFORM3FPROC) get_proc("glProgramUniform3f"); + gl3wProgramUniform3fv = (PFNGLPROGRAMUNIFORM3FVPROC) get_proc("glProgramUniform3fv"); + gl3wProgramUniform3d = (PFNGLPROGRAMUNIFORM3DPROC) get_proc("glProgramUniform3d"); + gl3wProgramUniform3dv = (PFNGLPROGRAMUNIFORM3DVPROC) get_proc("glProgramUniform3dv"); + gl3wProgramUniform3ui = (PFNGLPROGRAMUNIFORM3UIPROC) get_proc("glProgramUniform3ui"); + gl3wProgramUniform3uiv = (PFNGLPROGRAMUNIFORM3UIVPROC) get_proc("glProgramUniform3uiv"); + gl3wProgramUniform4i = (PFNGLPROGRAMUNIFORM4IPROC) get_proc("glProgramUniform4i"); + gl3wProgramUniform4iv = (PFNGLPROGRAMUNIFORM4IVPROC) get_proc("glProgramUniform4iv"); + gl3wProgramUniform4f = (PFNGLPROGRAMUNIFORM4FPROC) get_proc("glProgramUniform4f"); + gl3wProgramUniform4fv = (PFNGLPROGRAMUNIFORM4FVPROC) get_proc("glProgramUniform4fv"); + gl3wProgramUniform4d = (PFNGLPROGRAMUNIFORM4DPROC) get_proc("glProgramUniform4d"); + gl3wProgramUniform4dv = (PFNGLPROGRAMUNIFORM4DVPROC) get_proc("glProgramUniform4dv"); + gl3wProgramUniform4ui = (PFNGLPROGRAMUNIFORM4UIPROC) get_proc("glProgramUniform4ui"); + gl3wProgramUniform4uiv = (PFNGLPROGRAMUNIFORM4UIVPROC) get_proc("glProgramUniform4uiv"); + gl3wProgramUniformMatrix2fv = (PFNGLPROGRAMUNIFORMMATRIX2FVPROC) get_proc("glProgramUniformMatrix2fv"); + gl3wProgramUniformMatrix3fv = (PFNGLPROGRAMUNIFORMMATRIX3FVPROC) get_proc("glProgramUniformMatrix3fv"); + gl3wProgramUniformMatrix4fv = (PFNGLPROGRAMUNIFORMMATRIX4FVPROC) get_proc("glProgramUniformMatrix4fv"); + gl3wProgramUniformMatrix2dv = (PFNGLPROGRAMUNIFORMMATRIX2DVPROC) get_proc("glProgramUniformMatrix2dv"); + gl3wProgramUniformMatrix3dv = (PFNGLPROGRAMUNIFORMMATRIX3DVPROC) get_proc("glProgramUniformMatrix3dv"); + gl3wProgramUniformMatrix4dv = (PFNGLPROGRAMUNIFORMMATRIX4DVPROC) get_proc("glProgramUniformMatrix4dv"); + gl3wProgramUniformMatrix2x3fv = (PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC) get_proc("glProgramUniformMatrix2x3fv"); + gl3wProgramUniformMatrix3x2fv = (PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC) get_proc("glProgramUniformMatrix3x2fv"); + gl3wProgramUniformMatrix2x4fv = (PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC) get_proc("glProgramUniformMatrix2x4fv"); + gl3wProgramUniformMatrix4x2fv = (PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC) get_proc("glProgramUniformMatrix4x2fv"); + gl3wProgramUniformMatrix3x4fv = (PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC) get_proc("glProgramUniformMatrix3x4fv"); + gl3wProgramUniformMatrix4x3fv = (PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC) get_proc("glProgramUniformMatrix4x3fv"); + gl3wProgramUniformMatrix2x3dv = (PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC) get_proc("glProgramUniformMatrix2x3dv"); + gl3wProgramUniformMatrix3x2dv = (PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC) get_proc("glProgramUniformMatrix3x2dv"); + gl3wProgramUniformMatrix2x4dv = (PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC) get_proc("glProgramUniformMatrix2x4dv"); + gl3wProgramUniformMatrix4x2dv = (PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC) get_proc("glProgramUniformMatrix4x2dv"); + gl3wProgramUniformMatrix3x4dv = (PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC) get_proc("glProgramUniformMatrix3x4dv"); + gl3wProgramUniformMatrix4x3dv = (PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC) get_proc("glProgramUniformMatrix4x3dv"); + gl3wValidateProgramPipeline = (PFNGLVALIDATEPROGRAMPIPELINEPROC) get_proc("glValidateProgramPipeline"); + gl3wGetProgramPipelineInfoLog = (PFNGLGETPROGRAMPIPELINEINFOLOGPROC) get_proc("glGetProgramPipelineInfoLog"); + gl3wVertexAttribL1d = (PFNGLVERTEXATTRIBL1DPROC) get_proc("glVertexAttribL1d"); + gl3wVertexAttribL2d = (PFNGLVERTEXATTRIBL2DPROC) get_proc("glVertexAttribL2d"); + gl3wVertexAttribL3d = (PFNGLVERTEXATTRIBL3DPROC) get_proc("glVertexAttribL3d"); + gl3wVertexAttribL4d = (PFNGLVERTEXATTRIBL4DPROC) get_proc("glVertexAttribL4d"); + gl3wVertexAttribL1dv = (PFNGLVERTEXATTRIBL1DVPROC) get_proc("glVertexAttribL1dv"); + gl3wVertexAttribL2dv = (PFNGLVERTEXATTRIBL2DVPROC) get_proc("glVertexAttribL2dv"); + gl3wVertexAttribL3dv = (PFNGLVERTEXATTRIBL3DVPROC) get_proc("glVertexAttribL3dv"); + gl3wVertexAttribL4dv = (PFNGLVERTEXATTRIBL4DVPROC) get_proc("glVertexAttribL4dv"); + gl3wVertexAttribLPointer = (PFNGLVERTEXATTRIBLPOINTERPROC) get_proc("glVertexAttribLPointer"); + gl3wGetVertexAttribLdv = (PFNGLGETVERTEXATTRIBLDVPROC) get_proc("glGetVertexAttribLdv"); + gl3wViewportArrayv = (PFNGLVIEWPORTARRAYVPROC) get_proc("glViewportArrayv"); + gl3wViewportIndexedf = (PFNGLVIEWPORTINDEXEDFPROC) get_proc("glViewportIndexedf"); + gl3wViewportIndexedfv = (PFNGLVIEWPORTINDEXEDFVPROC) get_proc("glViewportIndexedfv"); + gl3wScissorArrayv = (PFNGLSCISSORARRAYVPROC) get_proc("glScissorArrayv"); + gl3wScissorIndexed = (PFNGLSCISSORINDEXEDPROC) get_proc("glScissorIndexed"); + gl3wScissorIndexedv = (PFNGLSCISSORINDEXEDVPROC) get_proc("glScissorIndexedv"); + gl3wDepthRangeArrayv = (PFNGLDEPTHRANGEARRAYVPROC) get_proc("glDepthRangeArrayv"); + gl3wDepthRangeIndexed = (PFNGLDEPTHRANGEINDEXEDPROC) get_proc("glDepthRangeIndexed"); + gl3wGetFloati_v = (PFNGLGETFLOATI_VPROC) get_proc("glGetFloati_v"); + gl3wGetDoublei_v = (PFNGLGETDOUBLEI_VPROC) get_proc("glGetDoublei_v"); + gl3wCreateSyncFromCLeventARB = (PFNGLCREATESYNCFROMCLEVENTARBPROC) get_proc("glCreateSyncFromCLeventARB"); + gl3wDebugMessageControlARB = (PFNGLDEBUGMESSAGECONTROLARBPROC) get_proc("glDebugMessageControlARB"); + gl3wDebugMessageInsertARB = (PFNGLDEBUGMESSAGEINSERTARBPROC) get_proc("glDebugMessageInsertARB"); + gl3wDebugMessageCallbackARB = (PFNGLDEBUGMESSAGECALLBACKARBPROC) get_proc("glDebugMessageCallbackARB"); + gl3wGetDebugMessageLogARB = (PFNGLGETDEBUGMESSAGELOGARBPROC) get_proc("glGetDebugMessageLogARB"); + gl3wGetGraphicsResetStatusARB = (PFNGLGETGRAPHICSRESETSTATUSARBPROC) get_proc("glGetGraphicsResetStatusARB"); + gl3wGetnTexImageARB = (PFNGLGETNTEXIMAGEARBPROC) get_proc("glGetnTexImageARB"); + gl3wReadnPixelsARB = (PFNGLREADNPIXELSARBPROC) get_proc("glReadnPixelsARB"); + gl3wGetnCompressedTexImageARB = (PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC) get_proc("glGetnCompressedTexImageARB"); + gl3wGetnUniformfvARB = (PFNGLGETNUNIFORMFVARBPROC) get_proc("glGetnUniformfvARB"); + gl3wGetnUniformivARB = (PFNGLGETNUNIFORMIVARBPROC) get_proc("glGetnUniformivARB"); + gl3wGetnUniformuivARB = (PFNGLGETNUNIFORMUIVARBPROC) get_proc("glGetnUniformuivARB"); + gl3wGetnUniformdvARB = (PFNGLGETNUNIFORMDVARBPROC) get_proc("glGetnUniformdvARB"); + gl3wDrawArraysInstancedBaseInstance = (PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC) get_proc("glDrawArraysInstancedBaseInstance"); + gl3wDrawElementsInstancedBaseInstance = (PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC) get_proc("glDrawElementsInstancedBaseInstance"); + gl3wDrawElementsInstancedBaseVertexBaseInstance = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC) get_proc("glDrawElementsInstancedBaseVertexBaseInstance"); + gl3wDrawTransformFeedbackInstanced = (PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC) get_proc("glDrawTransformFeedbackInstanced"); + gl3wDrawTransformFeedbackStreamInstanced = (PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC) get_proc("glDrawTransformFeedbackStreamInstanced"); + gl3wGetInternalformativ = (PFNGLGETINTERNALFORMATIVPROC) get_proc("glGetInternalformativ"); + gl3wGetActiveAtomicCounterBufferiv = (PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC) get_proc("glGetActiveAtomicCounterBufferiv"); + gl3wBindImageTexture = (PFNGLBINDIMAGETEXTUREPROC) get_proc("glBindImageTexture"); + gl3wMemoryBarrier = (PFNGLMEMORYBARRIERPROC) get_proc("glMemoryBarrier"); + gl3wTexStorage1D = (PFNGLTEXSTORAGE1DPROC) get_proc("glTexStorage1D"); + gl3wTexStorage2D = (PFNGLTEXSTORAGE2DPROC) get_proc("glTexStorage2D"); + gl3wTexStorage3D = (PFNGLTEXSTORAGE3DPROC) get_proc("glTexStorage3D"); + gl3wTextureStorage1DEXT = (PFNGLTEXTURESTORAGE1DEXTPROC) get_proc("glTextureStorage1DEXT"); + gl3wTextureStorage2DEXT = (PFNGLTEXTURESTORAGE2DEXTPROC) get_proc("glTextureStorage2DEXT"); + gl3wTextureStorage3DEXT = (PFNGLTEXTURESTORAGE3DEXTPROC) get_proc("glTextureStorage3DEXT"); + gl3wDebugMessageControl = (PFNGLDEBUGMESSAGECONTROLPROC) get_proc("glDebugMessageControl"); + gl3wDebugMessageInsert = (PFNGLDEBUGMESSAGEINSERTPROC) get_proc("glDebugMessageInsert"); + gl3wDebugMessageCallback = (PFNGLDEBUGMESSAGECALLBACKPROC) get_proc("glDebugMessageCallback"); + gl3wGetDebugMessageLog = (PFNGLGETDEBUGMESSAGELOGPROC) get_proc("glGetDebugMessageLog"); + gl3wPushDebugGroup = (PFNGLPUSHDEBUGGROUPPROC) get_proc("glPushDebugGroup"); + gl3wPopDebugGroup = (PFNGLPOPDEBUGGROUPPROC) get_proc("glPopDebugGroup"); + gl3wObjectLabel = (PFNGLOBJECTLABELPROC) get_proc("glObjectLabel"); + gl3wGetObjectLabel = (PFNGLGETOBJECTLABELPROC) get_proc("glGetObjectLabel"); + gl3wObjectPtrLabel = (PFNGLOBJECTPTRLABELPROC) get_proc("glObjectPtrLabel"); + gl3wGetObjectPtrLabel = (PFNGLGETOBJECTPTRLABELPROC) get_proc("glGetObjectPtrLabel"); + gl3wClearBufferData = (PFNGLCLEARBUFFERDATAPROC) get_proc("glClearBufferData"); + gl3wClearBufferSubData = (PFNGLCLEARBUFFERSUBDATAPROC) get_proc("glClearBufferSubData"); + gl3wClearNamedBufferDataEXT = (PFNGLCLEARNAMEDBUFFERDATAEXTPROC) get_proc("glClearNamedBufferDataEXT"); + gl3wClearNamedBufferSubDataEXT = (PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC) get_proc("glClearNamedBufferSubDataEXT"); + gl3wDispatchCompute = (PFNGLDISPATCHCOMPUTEPROC) get_proc("glDispatchCompute"); + gl3wDispatchComputeIndirect = (PFNGLDISPATCHCOMPUTEINDIRECTPROC) get_proc("glDispatchComputeIndirect"); + gl3wCopyImageSubData = (PFNGLCOPYIMAGESUBDATAPROC) get_proc("glCopyImageSubData"); + gl3wTextureView = (PFNGLTEXTUREVIEWPROC) get_proc("glTextureView"); + gl3wBindVertexBuffer = (PFNGLBINDVERTEXBUFFERPROC) get_proc("glBindVertexBuffer"); + gl3wVertexAttribFormat = (PFNGLVERTEXATTRIBFORMATPROC) get_proc("glVertexAttribFormat"); + gl3wVertexAttribIFormat = (PFNGLVERTEXATTRIBIFORMATPROC) get_proc("glVertexAttribIFormat"); + gl3wVertexAttribLFormat = (PFNGLVERTEXATTRIBLFORMATPROC) get_proc("glVertexAttribLFormat"); + gl3wVertexAttribBinding = (PFNGLVERTEXATTRIBBINDINGPROC) get_proc("glVertexAttribBinding"); + gl3wVertexBindingDivisor = (PFNGLVERTEXBINDINGDIVISORPROC) get_proc("glVertexBindingDivisor"); + gl3wVertexArrayBindVertexBufferEXT = (PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC) get_proc("glVertexArrayBindVertexBufferEXT"); + gl3wVertexArrayVertexAttribFormatEXT = (PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC) get_proc("glVertexArrayVertexAttribFormatEXT"); + gl3wVertexArrayVertexAttribIFormatEXT = (PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC) get_proc("glVertexArrayVertexAttribIFormatEXT"); + gl3wVertexArrayVertexAttribLFormatEXT = (PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC) get_proc("glVertexArrayVertexAttribLFormatEXT"); + gl3wVertexArrayVertexAttribBindingEXT = (PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC) get_proc("glVertexArrayVertexAttribBindingEXT"); + gl3wVertexArrayVertexBindingDivisorEXT = (PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC) get_proc("glVertexArrayVertexBindingDivisorEXT"); + gl3wFramebufferParameteri = (PFNGLFRAMEBUFFERPARAMETERIPROC) get_proc("glFramebufferParameteri"); + gl3wGetFramebufferParameteriv = (PFNGLGETFRAMEBUFFERPARAMETERIVPROC) get_proc("glGetFramebufferParameteriv"); + gl3wNamedFramebufferParameteriEXT = (PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC) get_proc("glNamedFramebufferParameteriEXT"); + gl3wGetNamedFramebufferParameterivEXT = (PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC) get_proc("glGetNamedFramebufferParameterivEXT"); + gl3wGetInternalformati64v = (PFNGLGETINTERNALFORMATI64VPROC) get_proc("glGetInternalformati64v"); + gl3wInvalidateTexSubImage = (PFNGLINVALIDATETEXSUBIMAGEPROC) get_proc("glInvalidateTexSubImage"); + gl3wInvalidateTexImage = (PFNGLINVALIDATETEXIMAGEPROC) get_proc("glInvalidateTexImage"); + gl3wInvalidateBufferSubData = (PFNGLINVALIDATEBUFFERSUBDATAPROC) get_proc("glInvalidateBufferSubData"); + gl3wInvalidateBufferData = (PFNGLINVALIDATEBUFFERDATAPROC) get_proc("glInvalidateBufferData"); + gl3wInvalidateFramebuffer = (PFNGLINVALIDATEFRAMEBUFFERPROC) get_proc("glInvalidateFramebuffer"); + gl3wInvalidateSubFramebuffer = (PFNGLINVALIDATESUBFRAMEBUFFERPROC) get_proc("glInvalidateSubFramebuffer"); + gl3wMultiDrawArraysIndirect = (PFNGLMULTIDRAWARRAYSINDIRECTPROC) get_proc("glMultiDrawArraysIndirect"); + gl3wMultiDrawElementsIndirect = (PFNGLMULTIDRAWELEMENTSINDIRECTPROC) get_proc("glMultiDrawElementsIndirect"); + gl3wGetProgramInterfaceiv = (PFNGLGETPROGRAMINTERFACEIVPROC) get_proc("glGetProgramInterfaceiv"); + gl3wGetProgramResourceIndex = (PFNGLGETPROGRAMRESOURCEINDEXPROC) get_proc("glGetProgramResourceIndex"); + gl3wGetProgramResourceName = (PFNGLGETPROGRAMRESOURCENAMEPROC) get_proc("glGetProgramResourceName"); + gl3wGetProgramResourceiv = (PFNGLGETPROGRAMRESOURCEIVPROC) get_proc("glGetProgramResourceiv"); + gl3wGetProgramResourceLocation = (PFNGLGETPROGRAMRESOURCELOCATIONPROC) get_proc("glGetProgramResourceLocation"); + gl3wGetProgramResourceLocationIndex = (PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC) get_proc("glGetProgramResourceLocationIndex"); + gl3wShaderStorageBlockBinding = (PFNGLSHADERSTORAGEBLOCKBINDINGPROC) get_proc("glShaderStorageBlockBinding"); + gl3wTexBufferRange = (PFNGLTEXBUFFERRANGEPROC) get_proc("glTexBufferRange"); + gl3wTextureBufferRangeEXT = (PFNGLTEXTUREBUFFERRANGEEXTPROC) get_proc("glTextureBufferRangeEXT"); + gl3wTexStorage2DMultisample = (PFNGLTEXSTORAGE2DMULTISAMPLEPROC) get_proc("glTexStorage2DMultisample"); + gl3wTexStorage3DMultisample = (PFNGLTEXSTORAGE3DMULTISAMPLEPROC) get_proc("glTexStorage3DMultisample"); + gl3wTextureStorage2DMultisampleEXT = (PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC) get_proc("glTextureStorage2DMultisampleEXT"); + gl3wTextureStorage3DMultisampleEXT = (PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC) get_proc("glTextureStorage3DMultisampleEXT"); } diff --git a/src/imgui/examples/opengl3_example/gl3w/GL/gl3w.h b/src/imgui/examples/opengl3_example/gl3w/GL/gl3w.h index ee563f8d..60b3bba1 100644 --- a/src/imgui/examples/opengl3_example/gl3w/GL/gl3w.h +++ b/src/imgui/examples/opengl3_example/gl3w/GL/gl3w.h @@ -622,610 +622,610 @@ extern PFNGLTEXSTORAGE3DMULTISAMPLEPROC gl3wTexStorage3DMultisample; extern PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC gl3wTextureStorage2DMultisampleEXT; extern PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC gl3wTextureStorage3DMultisampleEXT; -#define glCullFace gl3wCullFace -#define glFrontFace gl3wFrontFace -#define glHint gl3wHint -#define glLineWidth gl3wLineWidth -#define glPointSize gl3wPointSize -#define glPolygonMode gl3wPolygonMode -#define glScissor gl3wScissor -#define glTexParameterf gl3wTexParameterf -#define glTexParameterfv gl3wTexParameterfv -#define glTexParameteri gl3wTexParameteri -#define glTexParameteriv gl3wTexParameteriv -#define glTexImage1D gl3wTexImage1D -#define glTexImage2D gl3wTexImage2D -#define glDrawBuffer gl3wDrawBuffer -#define glClear gl3wClear -#define glClearColor gl3wClearColor -#define glClearStencil gl3wClearStencil -#define glClearDepth gl3wClearDepth -#define glStencilMask gl3wStencilMask -#define glColorMask gl3wColorMask -#define glDepthMask gl3wDepthMask -#define glDisable gl3wDisable -#define glEnable gl3wEnable -#define glFinish gl3wFinish -#define glFlush gl3wFlush -#define glBlendFunc gl3wBlendFunc -#define glLogicOp gl3wLogicOp -#define glStencilFunc gl3wStencilFunc -#define glStencilOp gl3wStencilOp -#define glDepthFunc gl3wDepthFunc -#define glPixelStoref gl3wPixelStoref -#define glPixelStorei gl3wPixelStorei -#define glReadBuffer gl3wReadBuffer -#define glReadPixels gl3wReadPixels -#define glGetBooleanv gl3wGetBooleanv -#define glGetDoublev gl3wGetDoublev -#define glGetError gl3wGetError -#define glGetFloatv gl3wGetFloatv -#define glGetIntegerv gl3wGetIntegerv -#define glGetString gl3wGetString -#define glGetTexImage gl3wGetTexImage -#define glGetTexParameterfv gl3wGetTexParameterfv -#define glGetTexParameteriv gl3wGetTexParameteriv -#define glGetTexLevelParameterfv gl3wGetTexLevelParameterfv -#define glGetTexLevelParameteriv gl3wGetTexLevelParameteriv -#define glIsEnabled gl3wIsEnabled -#define glDepthRange gl3wDepthRange -#define glViewport gl3wViewport -#define glDrawArrays gl3wDrawArrays -#define glDrawElements gl3wDrawElements -#define glGetPointerv gl3wGetPointerv -#define glPolygonOffset gl3wPolygonOffset -#define glCopyTexImage1D gl3wCopyTexImage1D -#define glCopyTexImage2D gl3wCopyTexImage2D -#define glCopyTexSubImage1D gl3wCopyTexSubImage1D -#define glCopyTexSubImage2D gl3wCopyTexSubImage2D -#define glTexSubImage1D gl3wTexSubImage1D -#define glTexSubImage2D gl3wTexSubImage2D -#define glBindTexture gl3wBindTexture -#define glDeleteTextures gl3wDeleteTextures -#define glGenTextures gl3wGenTextures -#define glIsTexture gl3wIsTexture -#define glBlendColor gl3wBlendColor -#define glBlendEquation gl3wBlendEquation -#define glDrawRangeElements gl3wDrawRangeElements -#define glTexImage3D gl3wTexImage3D -#define glTexSubImage3D gl3wTexSubImage3D -#define glCopyTexSubImage3D gl3wCopyTexSubImage3D -#define glActiveTexture gl3wActiveTexture -#define glSampleCoverage gl3wSampleCoverage -#define glCompressedTexImage3D gl3wCompressedTexImage3D -#define glCompressedTexImage2D gl3wCompressedTexImage2D -#define glCompressedTexImage1D gl3wCompressedTexImage1D -#define glCompressedTexSubImage3D gl3wCompressedTexSubImage3D -#define glCompressedTexSubImage2D gl3wCompressedTexSubImage2D -#define glCompressedTexSubImage1D gl3wCompressedTexSubImage1D -#define glGetCompressedTexImage gl3wGetCompressedTexImage -#define glBlendFuncSeparate gl3wBlendFuncSeparate -#define glMultiDrawArrays gl3wMultiDrawArrays -#define glMultiDrawElements gl3wMultiDrawElements -#define glPointParameterf gl3wPointParameterf -#define glPointParameterfv gl3wPointParameterfv -#define glPointParameteri gl3wPointParameteri -#define glPointParameteriv gl3wPointParameteriv -#define glGenQueries gl3wGenQueries -#define glDeleteQueries gl3wDeleteQueries -#define glIsQuery gl3wIsQuery -#define glBeginQuery gl3wBeginQuery -#define glEndQuery gl3wEndQuery -#define glGetQueryiv gl3wGetQueryiv -#define glGetQueryObjectiv gl3wGetQueryObjectiv -#define glGetQueryObjectuiv gl3wGetQueryObjectuiv -#define glBindBuffer gl3wBindBuffer -#define glDeleteBuffers gl3wDeleteBuffers -#define glGenBuffers gl3wGenBuffers -#define glIsBuffer gl3wIsBuffer -#define glBufferData gl3wBufferData -#define glBufferSubData gl3wBufferSubData -#define glGetBufferSubData gl3wGetBufferSubData -#define glMapBuffer gl3wMapBuffer -#define glUnmapBuffer gl3wUnmapBuffer -#define glGetBufferParameteriv gl3wGetBufferParameteriv -#define glGetBufferPointerv gl3wGetBufferPointerv -#define glBlendEquationSeparate gl3wBlendEquationSeparate -#define glDrawBuffers gl3wDrawBuffers -#define glStencilOpSeparate gl3wStencilOpSeparate -#define glStencilFuncSeparate gl3wStencilFuncSeparate -#define glStencilMaskSeparate gl3wStencilMaskSeparate -#define glAttachShader gl3wAttachShader -#define glBindAttribLocation gl3wBindAttribLocation -#define glCompileShader gl3wCompileShader -#define glCreateProgram gl3wCreateProgram -#define glCreateShader gl3wCreateShader -#define glDeleteProgram gl3wDeleteProgram -#define glDeleteShader gl3wDeleteShader -#define glDetachShader gl3wDetachShader -#define glDisableVertexAttribArray gl3wDisableVertexAttribArray -#define glEnableVertexAttribArray gl3wEnableVertexAttribArray -#define glGetActiveAttrib gl3wGetActiveAttrib -#define glGetActiveUniform gl3wGetActiveUniform -#define glGetAttachedShaders gl3wGetAttachedShaders -#define glGetAttribLocation gl3wGetAttribLocation -#define glGetProgramiv gl3wGetProgramiv -#define glGetProgramInfoLog gl3wGetProgramInfoLog -#define glGetShaderiv gl3wGetShaderiv -#define glGetShaderInfoLog gl3wGetShaderInfoLog -#define glGetShaderSource gl3wGetShaderSource -#define glGetUniformLocation gl3wGetUniformLocation -#define glGetUniformfv gl3wGetUniformfv -#define glGetUniformiv gl3wGetUniformiv -#define glGetVertexAttribdv gl3wGetVertexAttribdv -#define glGetVertexAttribfv gl3wGetVertexAttribfv -#define glGetVertexAttribiv gl3wGetVertexAttribiv -#define glGetVertexAttribPointerv gl3wGetVertexAttribPointerv -#define glIsProgram gl3wIsProgram -#define glIsShader gl3wIsShader -#define glLinkProgram gl3wLinkProgram -#define glShaderSource gl3wShaderSource -#define glUseProgram gl3wUseProgram -#define glUniform1f gl3wUniform1f -#define glUniform2f gl3wUniform2f -#define glUniform3f gl3wUniform3f -#define glUniform4f gl3wUniform4f -#define glUniform1i gl3wUniform1i -#define glUniform2i gl3wUniform2i -#define glUniform3i gl3wUniform3i -#define glUniform4i gl3wUniform4i -#define glUniform1fv gl3wUniform1fv -#define glUniform2fv gl3wUniform2fv -#define glUniform3fv gl3wUniform3fv -#define glUniform4fv gl3wUniform4fv -#define glUniform1iv gl3wUniform1iv -#define glUniform2iv gl3wUniform2iv -#define glUniform3iv gl3wUniform3iv -#define glUniform4iv gl3wUniform4iv -#define glUniformMatrix2fv gl3wUniformMatrix2fv -#define glUniformMatrix3fv gl3wUniformMatrix3fv -#define glUniformMatrix4fv gl3wUniformMatrix4fv -#define glValidateProgram gl3wValidateProgram -#define glVertexAttrib1d gl3wVertexAttrib1d -#define glVertexAttrib1dv gl3wVertexAttrib1dv -#define glVertexAttrib1f gl3wVertexAttrib1f -#define glVertexAttrib1fv gl3wVertexAttrib1fv -#define glVertexAttrib1s gl3wVertexAttrib1s -#define glVertexAttrib1sv gl3wVertexAttrib1sv -#define glVertexAttrib2d gl3wVertexAttrib2d -#define glVertexAttrib2dv gl3wVertexAttrib2dv -#define glVertexAttrib2f gl3wVertexAttrib2f -#define glVertexAttrib2fv gl3wVertexAttrib2fv -#define glVertexAttrib2s gl3wVertexAttrib2s -#define glVertexAttrib2sv gl3wVertexAttrib2sv -#define glVertexAttrib3d gl3wVertexAttrib3d -#define glVertexAttrib3dv gl3wVertexAttrib3dv -#define glVertexAttrib3f gl3wVertexAttrib3f -#define glVertexAttrib3fv gl3wVertexAttrib3fv -#define glVertexAttrib3s gl3wVertexAttrib3s -#define glVertexAttrib3sv gl3wVertexAttrib3sv -#define glVertexAttrib4Nbv gl3wVertexAttrib4Nbv -#define glVertexAttrib4Niv gl3wVertexAttrib4Niv -#define glVertexAttrib4Nsv gl3wVertexAttrib4Nsv -#define glVertexAttrib4Nub gl3wVertexAttrib4Nub -#define glVertexAttrib4Nubv gl3wVertexAttrib4Nubv -#define glVertexAttrib4Nuiv gl3wVertexAttrib4Nuiv -#define glVertexAttrib4Nusv gl3wVertexAttrib4Nusv -#define glVertexAttrib4bv gl3wVertexAttrib4bv -#define glVertexAttrib4d gl3wVertexAttrib4d -#define glVertexAttrib4dv gl3wVertexAttrib4dv -#define glVertexAttrib4f gl3wVertexAttrib4f -#define glVertexAttrib4fv gl3wVertexAttrib4fv -#define glVertexAttrib4iv gl3wVertexAttrib4iv -#define glVertexAttrib4s gl3wVertexAttrib4s -#define glVertexAttrib4sv gl3wVertexAttrib4sv -#define glVertexAttrib4ubv gl3wVertexAttrib4ubv -#define glVertexAttrib4uiv gl3wVertexAttrib4uiv -#define glVertexAttrib4usv gl3wVertexAttrib4usv -#define glVertexAttribPointer gl3wVertexAttribPointer -#define glUniformMatrix2x3fv gl3wUniformMatrix2x3fv -#define glUniformMatrix3x2fv gl3wUniformMatrix3x2fv -#define glUniformMatrix2x4fv gl3wUniformMatrix2x4fv -#define glUniformMatrix4x2fv gl3wUniformMatrix4x2fv -#define glUniformMatrix3x4fv gl3wUniformMatrix3x4fv -#define glUniformMatrix4x3fv gl3wUniformMatrix4x3fv -#define glColorMaski gl3wColorMaski -#define glGetBooleani_v gl3wGetBooleani_v -#define glGetIntegeri_v gl3wGetIntegeri_v -#define glEnablei gl3wEnablei -#define glDisablei gl3wDisablei -#define glIsEnabledi gl3wIsEnabledi -#define glBeginTransformFeedback gl3wBeginTransformFeedback -#define glEndTransformFeedback gl3wEndTransformFeedback -#define glBindBufferRange gl3wBindBufferRange -#define glBindBufferBase gl3wBindBufferBase -#define glTransformFeedbackVaryings gl3wTransformFeedbackVaryings -#define glGetTransformFeedbackVarying gl3wGetTransformFeedbackVarying -#define glClampColor gl3wClampColor -#define glBeginConditionalRender gl3wBeginConditionalRender -#define glEndConditionalRender gl3wEndConditionalRender -#define glVertexAttribIPointer gl3wVertexAttribIPointer -#define glGetVertexAttribIiv gl3wGetVertexAttribIiv -#define glGetVertexAttribIuiv gl3wGetVertexAttribIuiv -#define glVertexAttribI1i gl3wVertexAttribI1i -#define glVertexAttribI2i gl3wVertexAttribI2i -#define glVertexAttribI3i gl3wVertexAttribI3i -#define glVertexAttribI4i gl3wVertexAttribI4i -#define glVertexAttribI1ui gl3wVertexAttribI1ui -#define glVertexAttribI2ui gl3wVertexAttribI2ui -#define glVertexAttribI3ui gl3wVertexAttribI3ui -#define glVertexAttribI4ui gl3wVertexAttribI4ui -#define glVertexAttribI1iv gl3wVertexAttribI1iv -#define glVertexAttribI2iv gl3wVertexAttribI2iv -#define glVertexAttribI3iv gl3wVertexAttribI3iv -#define glVertexAttribI4iv gl3wVertexAttribI4iv -#define glVertexAttribI1uiv gl3wVertexAttribI1uiv -#define glVertexAttribI2uiv gl3wVertexAttribI2uiv -#define glVertexAttribI3uiv gl3wVertexAttribI3uiv -#define glVertexAttribI4uiv gl3wVertexAttribI4uiv -#define glVertexAttribI4bv gl3wVertexAttribI4bv -#define glVertexAttribI4sv gl3wVertexAttribI4sv -#define glVertexAttribI4ubv gl3wVertexAttribI4ubv -#define glVertexAttribI4usv gl3wVertexAttribI4usv -#define glGetUniformuiv gl3wGetUniformuiv -#define glBindFragDataLocation gl3wBindFragDataLocation -#define glGetFragDataLocation gl3wGetFragDataLocation -#define glUniform1ui gl3wUniform1ui -#define glUniform2ui gl3wUniform2ui -#define glUniform3ui gl3wUniform3ui -#define glUniform4ui gl3wUniform4ui -#define glUniform1uiv gl3wUniform1uiv -#define glUniform2uiv gl3wUniform2uiv -#define glUniform3uiv gl3wUniform3uiv -#define glUniform4uiv gl3wUniform4uiv -#define glTexParameterIiv gl3wTexParameterIiv -#define glTexParameterIuiv gl3wTexParameterIuiv -#define glGetTexParameterIiv gl3wGetTexParameterIiv -#define glGetTexParameterIuiv gl3wGetTexParameterIuiv -#define glClearBufferiv gl3wClearBufferiv -#define glClearBufferuiv gl3wClearBufferuiv -#define glClearBufferfv gl3wClearBufferfv -#define glClearBufferfi gl3wClearBufferfi -#define glGetStringi gl3wGetStringi -#define glDrawArraysInstanced gl3wDrawArraysInstanced -#define glDrawElementsInstanced gl3wDrawElementsInstanced -#define glTexBuffer gl3wTexBuffer -#define glPrimitiveRestartIndex gl3wPrimitiveRestartIndex -#define glGetInteger64i_v gl3wGetInteger64i_v -#define glGetBufferParameteri64v gl3wGetBufferParameteri64v -#define glFramebufferTexture gl3wFramebufferTexture -#define glVertexAttribDivisor gl3wVertexAttribDivisor -#define glMinSampleShading gl3wMinSampleShading -#define glBlendEquationi gl3wBlendEquationi -#define glBlendEquationSeparatei gl3wBlendEquationSeparatei -#define glBlendFunci gl3wBlendFunci -#define glBlendFuncSeparatei gl3wBlendFuncSeparatei -#define glIsRenderbuffer gl3wIsRenderbuffer -#define glBindRenderbuffer gl3wBindRenderbuffer -#define glDeleteRenderbuffers gl3wDeleteRenderbuffers -#define glGenRenderbuffers gl3wGenRenderbuffers -#define glRenderbufferStorage gl3wRenderbufferStorage -#define glGetRenderbufferParameteriv gl3wGetRenderbufferParameteriv -#define glIsFramebuffer gl3wIsFramebuffer -#define glBindFramebuffer gl3wBindFramebuffer -#define glDeleteFramebuffers gl3wDeleteFramebuffers -#define glGenFramebuffers gl3wGenFramebuffers -#define glCheckFramebufferStatus gl3wCheckFramebufferStatus -#define glFramebufferTexture1D gl3wFramebufferTexture1D -#define glFramebufferTexture2D gl3wFramebufferTexture2D -#define glFramebufferTexture3D gl3wFramebufferTexture3D -#define glFramebufferRenderbuffer gl3wFramebufferRenderbuffer -#define glGetFramebufferAttachmentParameteriv gl3wGetFramebufferAttachmentParameteriv -#define glGenerateMipmap gl3wGenerateMipmap -#define glBlitFramebuffer gl3wBlitFramebuffer -#define glRenderbufferStorageMultisample gl3wRenderbufferStorageMultisample -#define glFramebufferTextureLayer gl3wFramebufferTextureLayer -#define glMapBufferRange gl3wMapBufferRange -#define glFlushMappedBufferRange gl3wFlushMappedBufferRange -#define glBindVertexArray gl3wBindVertexArray -#define glDeleteVertexArrays gl3wDeleteVertexArrays -#define glGenVertexArrays gl3wGenVertexArrays -#define glIsVertexArray gl3wIsVertexArray -#define glGetUniformIndices gl3wGetUniformIndices -#define glGetActiveUniformsiv gl3wGetActiveUniformsiv -#define glGetActiveUniformName gl3wGetActiveUniformName -#define glGetUniformBlockIndex gl3wGetUniformBlockIndex -#define glGetActiveUniformBlockiv gl3wGetActiveUniformBlockiv -#define glGetActiveUniformBlockName gl3wGetActiveUniformBlockName -#define glUniformBlockBinding gl3wUniformBlockBinding -#define glCopyBufferSubData gl3wCopyBufferSubData -#define glDrawElementsBaseVertex gl3wDrawElementsBaseVertex -#define glDrawRangeElementsBaseVertex gl3wDrawRangeElementsBaseVertex -#define glDrawElementsInstancedBaseVertex gl3wDrawElementsInstancedBaseVertex -#define glMultiDrawElementsBaseVertex gl3wMultiDrawElementsBaseVertex -#define glProvokingVertex gl3wProvokingVertex -#define glFenceSync gl3wFenceSync -#define glIsSync gl3wIsSync -#define glDeleteSync gl3wDeleteSync -#define glClientWaitSync gl3wClientWaitSync -#define glWaitSync gl3wWaitSync -#define glGetInteger64v gl3wGetInteger64v -#define glGetSynciv gl3wGetSynciv -#define glTexImage2DMultisample gl3wTexImage2DMultisample -#define glTexImage3DMultisample gl3wTexImage3DMultisample -#define glGetMultisamplefv gl3wGetMultisamplefv -#define glSampleMaski gl3wSampleMaski -#define glBlendEquationiARB gl3wBlendEquationiARB -#define glBlendEquationSeparateiARB gl3wBlendEquationSeparateiARB -#define glBlendFunciARB gl3wBlendFunciARB -#define glBlendFuncSeparateiARB gl3wBlendFuncSeparateiARB -#define glMinSampleShadingARB gl3wMinSampleShadingARB -#define glNamedStringARB gl3wNamedStringARB -#define glDeleteNamedStringARB gl3wDeleteNamedStringARB -#define glCompileShaderIncludeARB gl3wCompileShaderIncludeARB -#define glIsNamedStringARB gl3wIsNamedStringARB -#define glGetNamedStringARB gl3wGetNamedStringARB -#define glGetNamedStringivARB gl3wGetNamedStringivARB -#define glBindFragDataLocationIndexed gl3wBindFragDataLocationIndexed -#define glGetFragDataIndex gl3wGetFragDataIndex -#define glGenSamplers gl3wGenSamplers -#define glDeleteSamplers gl3wDeleteSamplers -#define glIsSampler gl3wIsSampler -#define glBindSampler gl3wBindSampler -#define glSamplerParameteri gl3wSamplerParameteri -#define glSamplerParameteriv gl3wSamplerParameteriv -#define glSamplerParameterf gl3wSamplerParameterf -#define glSamplerParameterfv gl3wSamplerParameterfv -#define glSamplerParameterIiv gl3wSamplerParameterIiv -#define glSamplerParameterIuiv gl3wSamplerParameterIuiv -#define glGetSamplerParameteriv gl3wGetSamplerParameteriv -#define glGetSamplerParameterIiv gl3wGetSamplerParameterIiv -#define glGetSamplerParameterfv gl3wGetSamplerParameterfv -#define glGetSamplerParameterIuiv gl3wGetSamplerParameterIuiv -#define glQueryCounter gl3wQueryCounter -#define glGetQueryObjecti64v gl3wGetQueryObjecti64v -#define glGetQueryObjectui64v gl3wGetQueryObjectui64v -#define glVertexP2ui gl3wVertexP2ui -#define glVertexP2uiv gl3wVertexP2uiv -#define glVertexP3ui gl3wVertexP3ui -#define glVertexP3uiv gl3wVertexP3uiv -#define glVertexP4ui gl3wVertexP4ui -#define glVertexP4uiv gl3wVertexP4uiv -#define glTexCoordP1ui gl3wTexCoordP1ui -#define glTexCoordP1uiv gl3wTexCoordP1uiv -#define glTexCoordP2ui gl3wTexCoordP2ui -#define glTexCoordP2uiv gl3wTexCoordP2uiv -#define glTexCoordP3ui gl3wTexCoordP3ui -#define glTexCoordP3uiv gl3wTexCoordP3uiv -#define glTexCoordP4ui gl3wTexCoordP4ui -#define glTexCoordP4uiv gl3wTexCoordP4uiv -#define glMultiTexCoordP1ui gl3wMultiTexCoordP1ui -#define glMultiTexCoordP1uiv gl3wMultiTexCoordP1uiv -#define glMultiTexCoordP2ui gl3wMultiTexCoordP2ui -#define glMultiTexCoordP2uiv gl3wMultiTexCoordP2uiv -#define glMultiTexCoordP3ui gl3wMultiTexCoordP3ui -#define glMultiTexCoordP3uiv gl3wMultiTexCoordP3uiv -#define glMultiTexCoordP4ui gl3wMultiTexCoordP4ui -#define glMultiTexCoordP4uiv gl3wMultiTexCoordP4uiv -#define glNormalP3ui gl3wNormalP3ui -#define glNormalP3uiv gl3wNormalP3uiv -#define glColorP3ui gl3wColorP3ui -#define glColorP3uiv gl3wColorP3uiv -#define glColorP4ui gl3wColorP4ui -#define glColorP4uiv gl3wColorP4uiv -#define glSecondaryColorP3ui gl3wSecondaryColorP3ui -#define glSecondaryColorP3uiv gl3wSecondaryColorP3uiv -#define glVertexAttribP1ui gl3wVertexAttribP1ui -#define glVertexAttribP1uiv gl3wVertexAttribP1uiv -#define glVertexAttribP2ui gl3wVertexAttribP2ui -#define glVertexAttribP2uiv gl3wVertexAttribP2uiv -#define glVertexAttribP3ui gl3wVertexAttribP3ui -#define glVertexAttribP3uiv gl3wVertexAttribP3uiv -#define glVertexAttribP4ui gl3wVertexAttribP4ui -#define glVertexAttribP4uiv gl3wVertexAttribP4uiv -#define glDrawArraysIndirect gl3wDrawArraysIndirect -#define glDrawElementsIndirect gl3wDrawElementsIndirect -#define glUniform1d gl3wUniform1d -#define glUniform2d gl3wUniform2d -#define glUniform3d gl3wUniform3d -#define glUniform4d gl3wUniform4d -#define glUniform1dv gl3wUniform1dv -#define glUniform2dv gl3wUniform2dv -#define glUniform3dv gl3wUniform3dv -#define glUniform4dv gl3wUniform4dv -#define glUniformMatrix2dv gl3wUniformMatrix2dv -#define glUniformMatrix3dv gl3wUniformMatrix3dv -#define glUniformMatrix4dv gl3wUniformMatrix4dv -#define glUniformMatrix2x3dv gl3wUniformMatrix2x3dv -#define glUniformMatrix2x4dv gl3wUniformMatrix2x4dv -#define glUniformMatrix3x2dv gl3wUniformMatrix3x2dv -#define glUniformMatrix3x4dv gl3wUniformMatrix3x4dv -#define glUniformMatrix4x2dv gl3wUniformMatrix4x2dv -#define glUniformMatrix4x3dv gl3wUniformMatrix4x3dv -#define glGetUniformdv gl3wGetUniformdv -#define glGetSubroutineUniformLocation gl3wGetSubroutineUniformLocation -#define glGetSubroutineIndex gl3wGetSubroutineIndex -#define glGetActiveSubroutineUniformiv gl3wGetActiveSubroutineUniformiv -#define glGetActiveSubroutineUniformName gl3wGetActiveSubroutineUniformName -#define glGetActiveSubroutineName gl3wGetActiveSubroutineName -#define glUniformSubroutinesuiv gl3wUniformSubroutinesuiv -#define glGetUniformSubroutineuiv gl3wGetUniformSubroutineuiv -#define glGetProgramStageiv gl3wGetProgramStageiv -#define glPatchParameteri gl3wPatchParameteri -#define glPatchParameterfv gl3wPatchParameterfv -#define glBindTransformFeedback gl3wBindTransformFeedback -#define glDeleteTransformFeedbacks gl3wDeleteTransformFeedbacks -#define glGenTransformFeedbacks gl3wGenTransformFeedbacks -#define glIsTransformFeedback gl3wIsTransformFeedback -#define glPauseTransformFeedback gl3wPauseTransformFeedback -#define glResumeTransformFeedback gl3wResumeTransformFeedback -#define glDrawTransformFeedback gl3wDrawTransformFeedback -#define glDrawTransformFeedbackStream gl3wDrawTransformFeedbackStream -#define glBeginQueryIndexed gl3wBeginQueryIndexed -#define glEndQueryIndexed gl3wEndQueryIndexed -#define glGetQueryIndexediv gl3wGetQueryIndexediv -#define glReleaseShaderCompiler gl3wReleaseShaderCompiler -#define glShaderBinary gl3wShaderBinary -#define glGetShaderPrecisionFormat gl3wGetShaderPrecisionFormat -#define glDepthRangef gl3wDepthRangef -#define glClearDepthf gl3wClearDepthf -#define glGetProgramBinary gl3wGetProgramBinary -#define glProgramBinary gl3wProgramBinary -#define glProgramParameteri gl3wProgramParameteri -#define glUseProgramStages gl3wUseProgramStages -#define glActiveShaderProgram gl3wActiveShaderProgram -#define glCreateShaderProgramv gl3wCreateShaderProgramv -#define glBindProgramPipeline gl3wBindProgramPipeline -#define glDeleteProgramPipelines gl3wDeleteProgramPipelines -#define glGenProgramPipelines gl3wGenProgramPipelines -#define glIsProgramPipeline gl3wIsProgramPipeline -#define glGetProgramPipelineiv gl3wGetProgramPipelineiv -#define glProgramUniform1i gl3wProgramUniform1i -#define glProgramUniform1iv gl3wProgramUniform1iv -#define glProgramUniform1f gl3wProgramUniform1f -#define glProgramUniform1fv gl3wProgramUniform1fv -#define glProgramUniform1d gl3wProgramUniform1d -#define glProgramUniform1dv gl3wProgramUniform1dv -#define glProgramUniform1ui gl3wProgramUniform1ui -#define glProgramUniform1uiv gl3wProgramUniform1uiv -#define glProgramUniform2i gl3wProgramUniform2i -#define glProgramUniform2iv gl3wProgramUniform2iv -#define glProgramUniform2f gl3wProgramUniform2f -#define glProgramUniform2fv gl3wProgramUniform2fv -#define glProgramUniform2d gl3wProgramUniform2d -#define glProgramUniform2dv gl3wProgramUniform2dv -#define glProgramUniform2ui gl3wProgramUniform2ui -#define glProgramUniform2uiv gl3wProgramUniform2uiv -#define glProgramUniform3i gl3wProgramUniform3i -#define glProgramUniform3iv gl3wProgramUniform3iv -#define glProgramUniform3f gl3wProgramUniform3f -#define glProgramUniform3fv gl3wProgramUniform3fv -#define glProgramUniform3d gl3wProgramUniform3d -#define glProgramUniform3dv gl3wProgramUniform3dv -#define glProgramUniform3ui gl3wProgramUniform3ui -#define glProgramUniform3uiv gl3wProgramUniform3uiv -#define glProgramUniform4i gl3wProgramUniform4i -#define glProgramUniform4iv gl3wProgramUniform4iv -#define glProgramUniform4f gl3wProgramUniform4f -#define glProgramUniform4fv gl3wProgramUniform4fv -#define glProgramUniform4d gl3wProgramUniform4d -#define glProgramUniform4dv gl3wProgramUniform4dv -#define glProgramUniform4ui gl3wProgramUniform4ui -#define glProgramUniform4uiv gl3wProgramUniform4uiv -#define glProgramUniformMatrix2fv gl3wProgramUniformMatrix2fv -#define glProgramUniformMatrix3fv gl3wProgramUniformMatrix3fv -#define glProgramUniformMatrix4fv gl3wProgramUniformMatrix4fv -#define glProgramUniformMatrix2dv gl3wProgramUniformMatrix2dv -#define glProgramUniformMatrix3dv gl3wProgramUniformMatrix3dv -#define glProgramUniformMatrix4dv gl3wProgramUniformMatrix4dv -#define glProgramUniformMatrix2x3fv gl3wProgramUniformMatrix2x3fv -#define glProgramUniformMatrix3x2fv gl3wProgramUniformMatrix3x2fv -#define glProgramUniformMatrix2x4fv gl3wProgramUniformMatrix2x4fv -#define glProgramUniformMatrix4x2fv gl3wProgramUniformMatrix4x2fv -#define glProgramUniformMatrix3x4fv gl3wProgramUniformMatrix3x4fv -#define glProgramUniformMatrix4x3fv gl3wProgramUniformMatrix4x3fv -#define glProgramUniformMatrix2x3dv gl3wProgramUniformMatrix2x3dv -#define glProgramUniformMatrix3x2dv gl3wProgramUniformMatrix3x2dv -#define glProgramUniformMatrix2x4dv gl3wProgramUniformMatrix2x4dv -#define glProgramUniformMatrix4x2dv gl3wProgramUniformMatrix4x2dv -#define glProgramUniformMatrix3x4dv gl3wProgramUniformMatrix3x4dv -#define glProgramUniformMatrix4x3dv gl3wProgramUniformMatrix4x3dv -#define glValidateProgramPipeline gl3wValidateProgramPipeline -#define glGetProgramPipelineInfoLog gl3wGetProgramPipelineInfoLog -#define glVertexAttribL1d gl3wVertexAttribL1d -#define glVertexAttribL2d gl3wVertexAttribL2d -#define glVertexAttribL3d gl3wVertexAttribL3d -#define glVertexAttribL4d gl3wVertexAttribL4d -#define glVertexAttribL1dv gl3wVertexAttribL1dv -#define glVertexAttribL2dv gl3wVertexAttribL2dv -#define glVertexAttribL3dv gl3wVertexAttribL3dv -#define glVertexAttribL4dv gl3wVertexAttribL4dv -#define glVertexAttribLPointer gl3wVertexAttribLPointer -#define glGetVertexAttribLdv gl3wGetVertexAttribLdv -#define glViewportArrayv gl3wViewportArrayv -#define glViewportIndexedf gl3wViewportIndexedf -#define glViewportIndexedfv gl3wViewportIndexedfv -#define glScissorArrayv gl3wScissorArrayv -#define glScissorIndexed gl3wScissorIndexed -#define glScissorIndexedv gl3wScissorIndexedv -#define glDepthRangeArrayv gl3wDepthRangeArrayv -#define glDepthRangeIndexed gl3wDepthRangeIndexed -#define glGetFloati_v gl3wGetFloati_v -#define glGetDoublei_v gl3wGetDoublei_v -#define glCreateSyncFromCLeventARB gl3wCreateSyncFromCLeventARB -#define glDebugMessageControlARB gl3wDebugMessageControlARB -#define glDebugMessageInsertARB gl3wDebugMessageInsertARB -#define glDebugMessageCallbackARB gl3wDebugMessageCallbackARB -#define glGetDebugMessageLogARB gl3wGetDebugMessageLogARB -#define glGetGraphicsResetStatusARB gl3wGetGraphicsResetStatusARB -#define glGetnTexImageARB gl3wGetnTexImageARB -#define glReadnPixelsARB gl3wReadnPixelsARB -#define glGetnCompressedTexImageARB gl3wGetnCompressedTexImageARB -#define glGetnUniformfvARB gl3wGetnUniformfvARB -#define glGetnUniformivARB gl3wGetnUniformivARB -#define glGetnUniformuivARB gl3wGetnUniformuivARB -#define glGetnUniformdvARB gl3wGetnUniformdvARB -#define glDrawArraysInstancedBaseInstance gl3wDrawArraysInstancedBaseInstance -#define glDrawElementsInstancedBaseInstance gl3wDrawElementsInstancedBaseInstance -#define glDrawElementsInstancedBaseVertexBaseInstance gl3wDrawElementsInstancedBaseVertexBaseInstance -#define glDrawTransformFeedbackInstanced gl3wDrawTransformFeedbackInstanced -#define glDrawTransformFeedbackStreamInstanced gl3wDrawTransformFeedbackStreamInstanced -#define glGetInternalformativ gl3wGetInternalformativ -#define glGetActiveAtomicCounterBufferiv gl3wGetActiveAtomicCounterBufferiv -#define glBindImageTexture gl3wBindImageTexture -#define glMemoryBarrier gl3wMemoryBarrier -#define glTexStorage1D gl3wTexStorage1D -#define glTexStorage2D gl3wTexStorage2D -#define glTexStorage3D gl3wTexStorage3D -#define glTextureStorage1DEXT gl3wTextureStorage1DEXT -#define glTextureStorage2DEXT gl3wTextureStorage2DEXT -#define glTextureStorage3DEXT gl3wTextureStorage3DEXT -#define glDebugMessageControl gl3wDebugMessageControl -#define glDebugMessageInsert gl3wDebugMessageInsert -#define glDebugMessageCallback gl3wDebugMessageCallback -#define glGetDebugMessageLog gl3wGetDebugMessageLog -#define glPushDebugGroup gl3wPushDebugGroup -#define glPopDebugGroup gl3wPopDebugGroup -#define glObjectLabel gl3wObjectLabel -#define glGetObjectLabel gl3wGetObjectLabel -#define glObjectPtrLabel gl3wObjectPtrLabel -#define glGetObjectPtrLabel gl3wGetObjectPtrLabel -#define glClearBufferData gl3wClearBufferData -#define glClearBufferSubData gl3wClearBufferSubData -#define glClearNamedBufferDataEXT gl3wClearNamedBufferDataEXT -#define glClearNamedBufferSubDataEXT gl3wClearNamedBufferSubDataEXT -#define glDispatchCompute gl3wDispatchCompute -#define glDispatchComputeIndirect gl3wDispatchComputeIndirect -#define glCopyImageSubData gl3wCopyImageSubData -#define glTextureView gl3wTextureView -#define glBindVertexBuffer gl3wBindVertexBuffer -#define glVertexAttribFormat gl3wVertexAttribFormat -#define glVertexAttribIFormat gl3wVertexAttribIFormat -#define glVertexAttribLFormat gl3wVertexAttribLFormat -#define glVertexAttribBinding gl3wVertexAttribBinding -#define glVertexBindingDivisor gl3wVertexBindingDivisor -#define glVertexArrayBindVertexBufferEXT gl3wVertexArrayBindVertexBufferEXT -#define glVertexArrayVertexAttribFormatEXT gl3wVertexArrayVertexAttribFormatEXT -#define glVertexArrayVertexAttribIFormatEXT gl3wVertexArrayVertexAttribIFormatEXT -#define glVertexArrayVertexAttribLFormatEXT gl3wVertexArrayVertexAttribLFormatEXT -#define glVertexArrayVertexAttribBindingEXT gl3wVertexArrayVertexAttribBindingEXT -#define glVertexArrayVertexBindingDivisorEXT gl3wVertexArrayVertexBindingDivisorEXT -#define glFramebufferParameteri gl3wFramebufferParameteri -#define glGetFramebufferParameteriv gl3wGetFramebufferParameteriv -#define glNamedFramebufferParameteriEXT gl3wNamedFramebufferParameteriEXT -#define glGetNamedFramebufferParameterivEXT gl3wGetNamedFramebufferParameterivEXT -#define glGetInternalformati64v gl3wGetInternalformati64v -#define glInvalidateTexSubImage gl3wInvalidateTexSubImage -#define glInvalidateTexImage gl3wInvalidateTexImage -#define glInvalidateBufferSubData gl3wInvalidateBufferSubData -#define glInvalidateBufferData gl3wInvalidateBufferData -#define glInvalidateFramebuffer gl3wInvalidateFramebuffer -#define glInvalidateSubFramebuffer gl3wInvalidateSubFramebuffer -#define glMultiDrawArraysIndirect gl3wMultiDrawArraysIndirect -#define glMultiDrawElementsIndirect gl3wMultiDrawElementsIndirect -#define glGetProgramInterfaceiv gl3wGetProgramInterfaceiv -#define glGetProgramResourceIndex gl3wGetProgramResourceIndex -#define glGetProgramResourceName gl3wGetProgramResourceName -#define glGetProgramResourceiv gl3wGetProgramResourceiv -#define glGetProgramResourceLocation gl3wGetProgramResourceLocation -#define glGetProgramResourceLocationIndex gl3wGetProgramResourceLocationIndex -#define glShaderStorageBlockBinding gl3wShaderStorageBlockBinding -#define glTexBufferRange gl3wTexBufferRange -#define glTextureBufferRangeEXT gl3wTextureBufferRangeEXT -#define glTexStorage2DMultisample gl3wTexStorage2DMultisample -#define glTexStorage3DMultisample gl3wTexStorage3DMultisample -#define glTextureStorage2DMultisampleEXT gl3wTextureStorage2DMultisampleEXT -#define glTextureStorage3DMultisampleEXT gl3wTextureStorage3DMultisampleEXT +#define glCullFace gl3wCullFace +#define glFrontFace gl3wFrontFace +#define glHint gl3wHint +#define glLineWidth gl3wLineWidth +#define glPointSize gl3wPointSize +#define glPolygonMode gl3wPolygonMode +#define glScissor gl3wScissor +#define glTexParameterf gl3wTexParameterf +#define glTexParameterfv gl3wTexParameterfv +#define glTexParameteri gl3wTexParameteri +#define glTexParameteriv gl3wTexParameteriv +#define glTexImage1D gl3wTexImage1D +#define glTexImage2D gl3wTexImage2D +#define glDrawBuffer gl3wDrawBuffer +#define glClear gl3wClear +#define glClearColor gl3wClearColor +#define glClearStencil gl3wClearStencil +#define glClearDepth gl3wClearDepth +#define glStencilMask gl3wStencilMask +#define glColorMask gl3wColorMask +#define glDepthMask gl3wDepthMask +#define glDisable gl3wDisable +#define glEnable gl3wEnable +#define glFinish gl3wFinish +#define glFlush gl3wFlush +#define glBlendFunc gl3wBlendFunc +#define glLogicOp gl3wLogicOp +#define glStencilFunc gl3wStencilFunc +#define glStencilOp gl3wStencilOp +#define glDepthFunc gl3wDepthFunc +#define glPixelStoref gl3wPixelStoref +#define glPixelStorei gl3wPixelStorei +#define glReadBuffer gl3wReadBuffer +#define glReadPixels gl3wReadPixels +#define glGetBooleanv gl3wGetBooleanv +#define glGetDoublev gl3wGetDoublev +#define glGetError gl3wGetError +#define glGetFloatv gl3wGetFloatv +#define glGetIntegerv gl3wGetIntegerv +#define glGetString gl3wGetString +#define glGetTexImage gl3wGetTexImage +#define glGetTexParameterfv gl3wGetTexParameterfv +#define glGetTexParameteriv gl3wGetTexParameteriv +#define glGetTexLevelParameterfv gl3wGetTexLevelParameterfv +#define glGetTexLevelParameteriv gl3wGetTexLevelParameteriv +#define glIsEnabled gl3wIsEnabled +#define glDepthRange gl3wDepthRange +#define glViewport gl3wViewport +#define glDrawArrays gl3wDrawArrays +#define glDrawElements gl3wDrawElements +#define glGetPointerv gl3wGetPointerv +#define glPolygonOffset gl3wPolygonOffset +#define glCopyTexImage1D gl3wCopyTexImage1D +#define glCopyTexImage2D gl3wCopyTexImage2D +#define glCopyTexSubImage1D gl3wCopyTexSubImage1D +#define glCopyTexSubImage2D gl3wCopyTexSubImage2D +#define glTexSubImage1D gl3wTexSubImage1D +#define glTexSubImage2D gl3wTexSubImage2D +#define glBindTexture gl3wBindTexture +#define glDeleteTextures gl3wDeleteTextures +#define glGenTextures gl3wGenTextures +#define glIsTexture gl3wIsTexture +#define glBlendColor gl3wBlendColor +#define glBlendEquation gl3wBlendEquation +#define glDrawRangeElements gl3wDrawRangeElements +#define glTexImage3D gl3wTexImage3D +#define glTexSubImage3D gl3wTexSubImage3D +#define glCopyTexSubImage3D gl3wCopyTexSubImage3D +#define glActiveTexture gl3wActiveTexture +#define glSampleCoverage gl3wSampleCoverage +#define glCompressedTexImage3D gl3wCompressedTexImage3D +#define glCompressedTexImage2D gl3wCompressedTexImage2D +#define glCompressedTexImage1D gl3wCompressedTexImage1D +#define glCompressedTexSubImage3D gl3wCompressedTexSubImage3D +#define glCompressedTexSubImage2D gl3wCompressedTexSubImage2D +#define glCompressedTexSubImage1D gl3wCompressedTexSubImage1D +#define glGetCompressedTexImage gl3wGetCompressedTexImage +#define glBlendFuncSeparate gl3wBlendFuncSeparate +#define glMultiDrawArrays gl3wMultiDrawArrays +#define glMultiDrawElements gl3wMultiDrawElements +#define glPointParameterf gl3wPointParameterf +#define glPointParameterfv gl3wPointParameterfv +#define glPointParameteri gl3wPointParameteri +#define glPointParameteriv gl3wPointParameteriv +#define glGenQueries gl3wGenQueries +#define glDeleteQueries gl3wDeleteQueries +#define glIsQuery gl3wIsQuery +#define glBeginQuery gl3wBeginQuery +#define glEndQuery gl3wEndQuery +#define glGetQueryiv gl3wGetQueryiv +#define glGetQueryObjectiv gl3wGetQueryObjectiv +#define glGetQueryObjectuiv gl3wGetQueryObjectuiv +#define glBindBuffer gl3wBindBuffer +#define glDeleteBuffers gl3wDeleteBuffers +#define glGenBuffers gl3wGenBuffers +#define glIsBuffer gl3wIsBuffer +#define glBufferData gl3wBufferData +#define glBufferSubData gl3wBufferSubData +#define glGetBufferSubData gl3wGetBufferSubData +#define glMapBuffer gl3wMapBuffer +#define glUnmapBuffer gl3wUnmapBuffer +#define glGetBufferParameteriv gl3wGetBufferParameteriv +#define glGetBufferPointerv gl3wGetBufferPointerv +#define glBlendEquationSeparate gl3wBlendEquationSeparate +#define glDrawBuffers gl3wDrawBuffers +#define glStencilOpSeparate gl3wStencilOpSeparate +#define glStencilFuncSeparate gl3wStencilFuncSeparate +#define glStencilMaskSeparate gl3wStencilMaskSeparate +#define glAttachShader gl3wAttachShader +#define glBindAttribLocation gl3wBindAttribLocation +#define glCompileShader gl3wCompileShader +#define glCreateProgram gl3wCreateProgram +#define glCreateShader gl3wCreateShader +#define glDeleteProgram gl3wDeleteProgram +#define glDeleteShader gl3wDeleteShader +#define glDetachShader gl3wDetachShader +#define glDisableVertexAttribArray gl3wDisableVertexAttribArray +#define glEnableVertexAttribArray gl3wEnableVertexAttribArray +#define glGetActiveAttrib gl3wGetActiveAttrib +#define glGetActiveUniform gl3wGetActiveUniform +#define glGetAttachedShaders gl3wGetAttachedShaders +#define glGetAttribLocation gl3wGetAttribLocation +#define glGetProgramiv gl3wGetProgramiv +#define glGetProgramInfoLog gl3wGetProgramInfoLog +#define glGetShaderiv gl3wGetShaderiv +#define glGetShaderInfoLog gl3wGetShaderInfoLog +#define glGetShaderSource gl3wGetShaderSource +#define glGetUniformLocation gl3wGetUniformLocation +#define glGetUniformfv gl3wGetUniformfv +#define glGetUniformiv gl3wGetUniformiv +#define glGetVertexAttribdv gl3wGetVertexAttribdv +#define glGetVertexAttribfv gl3wGetVertexAttribfv +#define glGetVertexAttribiv gl3wGetVertexAttribiv +#define glGetVertexAttribPointerv gl3wGetVertexAttribPointerv +#define glIsProgram gl3wIsProgram +#define glIsShader gl3wIsShader +#define glLinkProgram gl3wLinkProgram +#define glShaderSource gl3wShaderSource +#define glUseProgram gl3wUseProgram +#define glUniform1f gl3wUniform1f +#define glUniform2f gl3wUniform2f +#define glUniform3f gl3wUniform3f +#define glUniform4f gl3wUniform4f +#define glUniform1i gl3wUniform1i +#define glUniform2i gl3wUniform2i +#define glUniform3i gl3wUniform3i +#define glUniform4i gl3wUniform4i +#define glUniform1fv gl3wUniform1fv +#define glUniform2fv gl3wUniform2fv +#define glUniform3fv gl3wUniform3fv +#define glUniform4fv gl3wUniform4fv +#define glUniform1iv gl3wUniform1iv +#define glUniform2iv gl3wUniform2iv +#define glUniform3iv gl3wUniform3iv +#define glUniform4iv gl3wUniform4iv +#define glUniformMatrix2fv gl3wUniformMatrix2fv +#define glUniformMatrix3fv gl3wUniformMatrix3fv +#define glUniformMatrix4fv gl3wUniformMatrix4fv +#define glValidateProgram gl3wValidateProgram +#define glVertexAttrib1d gl3wVertexAttrib1d +#define glVertexAttrib1dv gl3wVertexAttrib1dv +#define glVertexAttrib1f gl3wVertexAttrib1f +#define glVertexAttrib1fv gl3wVertexAttrib1fv +#define glVertexAttrib1s gl3wVertexAttrib1s +#define glVertexAttrib1sv gl3wVertexAttrib1sv +#define glVertexAttrib2d gl3wVertexAttrib2d +#define glVertexAttrib2dv gl3wVertexAttrib2dv +#define glVertexAttrib2f gl3wVertexAttrib2f +#define glVertexAttrib2fv gl3wVertexAttrib2fv +#define glVertexAttrib2s gl3wVertexAttrib2s +#define glVertexAttrib2sv gl3wVertexAttrib2sv +#define glVertexAttrib3d gl3wVertexAttrib3d +#define glVertexAttrib3dv gl3wVertexAttrib3dv +#define glVertexAttrib3f gl3wVertexAttrib3f +#define glVertexAttrib3fv gl3wVertexAttrib3fv +#define glVertexAttrib3s gl3wVertexAttrib3s +#define glVertexAttrib3sv gl3wVertexAttrib3sv +#define glVertexAttrib4Nbv gl3wVertexAttrib4Nbv +#define glVertexAttrib4Niv gl3wVertexAttrib4Niv +#define glVertexAttrib4Nsv gl3wVertexAttrib4Nsv +#define glVertexAttrib4Nub gl3wVertexAttrib4Nub +#define glVertexAttrib4Nubv gl3wVertexAttrib4Nubv +#define glVertexAttrib4Nuiv gl3wVertexAttrib4Nuiv +#define glVertexAttrib4Nusv gl3wVertexAttrib4Nusv +#define glVertexAttrib4bv gl3wVertexAttrib4bv +#define glVertexAttrib4d gl3wVertexAttrib4d +#define glVertexAttrib4dv gl3wVertexAttrib4dv +#define glVertexAttrib4f gl3wVertexAttrib4f +#define glVertexAttrib4fv gl3wVertexAttrib4fv +#define glVertexAttrib4iv gl3wVertexAttrib4iv +#define glVertexAttrib4s gl3wVertexAttrib4s +#define glVertexAttrib4sv gl3wVertexAttrib4sv +#define glVertexAttrib4ubv gl3wVertexAttrib4ubv +#define glVertexAttrib4uiv gl3wVertexAttrib4uiv +#define glVertexAttrib4usv gl3wVertexAttrib4usv +#define glVertexAttribPointer gl3wVertexAttribPointer +#define glUniformMatrix2x3fv gl3wUniformMatrix2x3fv +#define glUniformMatrix3x2fv gl3wUniformMatrix3x2fv +#define glUniformMatrix2x4fv gl3wUniformMatrix2x4fv +#define glUniformMatrix4x2fv gl3wUniformMatrix4x2fv +#define glUniformMatrix3x4fv gl3wUniformMatrix3x4fv +#define glUniformMatrix4x3fv gl3wUniformMatrix4x3fv +#define glColorMaski gl3wColorMaski +#define glGetBooleani_v gl3wGetBooleani_v +#define glGetIntegeri_v gl3wGetIntegeri_v +#define glEnablei gl3wEnablei +#define glDisablei gl3wDisablei +#define glIsEnabledi gl3wIsEnabledi +#define glBeginTransformFeedback gl3wBeginTransformFeedback +#define glEndTransformFeedback gl3wEndTransformFeedback +#define glBindBufferRange gl3wBindBufferRange +#define glBindBufferBase gl3wBindBufferBase +#define glTransformFeedbackVaryings gl3wTransformFeedbackVaryings +#define glGetTransformFeedbackVarying gl3wGetTransformFeedbackVarying +#define glClampColor gl3wClampColor +#define glBeginConditionalRender gl3wBeginConditionalRender +#define glEndConditionalRender gl3wEndConditionalRender +#define glVertexAttribIPointer gl3wVertexAttribIPointer +#define glGetVertexAttribIiv gl3wGetVertexAttribIiv +#define glGetVertexAttribIuiv gl3wGetVertexAttribIuiv +#define glVertexAttribI1i gl3wVertexAttribI1i +#define glVertexAttribI2i gl3wVertexAttribI2i +#define glVertexAttribI3i gl3wVertexAttribI3i +#define glVertexAttribI4i gl3wVertexAttribI4i +#define glVertexAttribI1ui gl3wVertexAttribI1ui +#define glVertexAttribI2ui gl3wVertexAttribI2ui +#define glVertexAttribI3ui gl3wVertexAttribI3ui +#define glVertexAttribI4ui gl3wVertexAttribI4ui +#define glVertexAttribI1iv gl3wVertexAttribI1iv +#define glVertexAttribI2iv gl3wVertexAttribI2iv +#define glVertexAttribI3iv gl3wVertexAttribI3iv +#define glVertexAttribI4iv gl3wVertexAttribI4iv +#define glVertexAttribI1uiv gl3wVertexAttribI1uiv +#define glVertexAttribI2uiv gl3wVertexAttribI2uiv +#define glVertexAttribI3uiv gl3wVertexAttribI3uiv +#define glVertexAttribI4uiv gl3wVertexAttribI4uiv +#define glVertexAttribI4bv gl3wVertexAttribI4bv +#define glVertexAttribI4sv gl3wVertexAttribI4sv +#define glVertexAttribI4ubv gl3wVertexAttribI4ubv +#define glVertexAttribI4usv gl3wVertexAttribI4usv +#define glGetUniformuiv gl3wGetUniformuiv +#define glBindFragDataLocation gl3wBindFragDataLocation +#define glGetFragDataLocation gl3wGetFragDataLocation +#define glUniform1ui gl3wUniform1ui +#define glUniform2ui gl3wUniform2ui +#define glUniform3ui gl3wUniform3ui +#define glUniform4ui gl3wUniform4ui +#define glUniform1uiv gl3wUniform1uiv +#define glUniform2uiv gl3wUniform2uiv +#define glUniform3uiv gl3wUniform3uiv +#define glUniform4uiv gl3wUniform4uiv +#define glTexParameterIiv gl3wTexParameterIiv +#define glTexParameterIuiv gl3wTexParameterIuiv +#define glGetTexParameterIiv gl3wGetTexParameterIiv +#define glGetTexParameterIuiv gl3wGetTexParameterIuiv +#define glClearBufferiv gl3wClearBufferiv +#define glClearBufferuiv gl3wClearBufferuiv +#define glClearBufferfv gl3wClearBufferfv +#define glClearBufferfi gl3wClearBufferfi +#define glGetStringi gl3wGetStringi +#define glDrawArraysInstanced gl3wDrawArraysInstanced +#define glDrawElementsInstanced gl3wDrawElementsInstanced +#define glTexBuffer gl3wTexBuffer +#define glPrimitiveRestartIndex gl3wPrimitiveRestartIndex +#define glGetInteger64i_v gl3wGetInteger64i_v +#define glGetBufferParameteri64v gl3wGetBufferParameteri64v +#define glFramebufferTexture gl3wFramebufferTexture +#define glVertexAttribDivisor gl3wVertexAttribDivisor +#define glMinSampleShading gl3wMinSampleShading +#define glBlendEquationi gl3wBlendEquationi +#define glBlendEquationSeparatei gl3wBlendEquationSeparatei +#define glBlendFunci gl3wBlendFunci +#define glBlendFuncSeparatei gl3wBlendFuncSeparatei +#define glIsRenderbuffer gl3wIsRenderbuffer +#define glBindRenderbuffer gl3wBindRenderbuffer +#define glDeleteRenderbuffers gl3wDeleteRenderbuffers +#define glGenRenderbuffers gl3wGenRenderbuffers +#define glRenderbufferStorage gl3wRenderbufferStorage +#define glGetRenderbufferParameteriv gl3wGetRenderbufferParameteriv +#define glIsFramebuffer gl3wIsFramebuffer +#define glBindFramebuffer gl3wBindFramebuffer +#define glDeleteFramebuffers gl3wDeleteFramebuffers +#define glGenFramebuffers gl3wGenFramebuffers +#define glCheckFramebufferStatus gl3wCheckFramebufferStatus +#define glFramebufferTexture1D gl3wFramebufferTexture1D +#define glFramebufferTexture2D gl3wFramebufferTexture2D +#define glFramebufferTexture3D gl3wFramebufferTexture3D +#define glFramebufferRenderbuffer gl3wFramebufferRenderbuffer +#define glGetFramebufferAttachmentParameteriv gl3wGetFramebufferAttachmentParameteriv +#define glGenerateMipmap gl3wGenerateMipmap +#define glBlitFramebuffer gl3wBlitFramebuffer +#define glRenderbufferStorageMultisample gl3wRenderbufferStorageMultisample +#define glFramebufferTextureLayer gl3wFramebufferTextureLayer +#define glMapBufferRange gl3wMapBufferRange +#define glFlushMappedBufferRange gl3wFlushMappedBufferRange +#define glBindVertexArray gl3wBindVertexArray +#define glDeleteVertexArrays gl3wDeleteVertexArrays +#define glGenVertexArrays gl3wGenVertexArrays +#define glIsVertexArray gl3wIsVertexArray +#define glGetUniformIndices gl3wGetUniformIndices +#define glGetActiveUniformsiv gl3wGetActiveUniformsiv +#define glGetActiveUniformName gl3wGetActiveUniformName +#define glGetUniformBlockIndex gl3wGetUniformBlockIndex +#define glGetActiveUniformBlockiv gl3wGetActiveUniformBlockiv +#define glGetActiveUniformBlockName gl3wGetActiveUniformBlockName +#define glUniformBlockBinding gl3wUniformBlockBinding +#define glCopyBufferSubData gl3wCopyBufferSubData +#define glDrawElementsBaseVertex gl3wDrawElementsBaseVertex +#define glDrawRangeElementsBaseVertex gl3wDrawRangeElementsBaseVertex +#define glDrawElementsInstancedBaseVertex gl3wDrawElementsInstancedBaseVertex +#define glMultiDrawElementsBaseVertex gl3wMultiDrawElementsBaseVertex +#define glProvokingVertex gl3wProvokingVertex +#define glFenceSync gl3wFenceSync +#define glIsSync gl3wIsSync +#define glDeleteSync gl3wDeleteSync +#define glClientWaitSync gl3wClientWaitSync +#define glWaitSync gl3wWaitSync +#define glGetInteger64v gl3wGetInteger64v +#define glGetSynciv gl3wGetSynciv +#define glTexImage2DMultisample gl3wTexImage2DMultisample +#define glTexImage3DMultisample gl3wTexImage3DMultisample +#define glGetMultisamplefv gl3wGetMultisamplefv +#define glSampleMaski gl3wSampleMaski +#define glBlendEquationiARB gl3wBlendEquationiARB +#define glBlendEquationSeparateiARB gl3wBlendEquationSeparateiARB +#define glBlendFunciARB gl3wBlendFunciARB +#define glBlendFuncSeparateiARB gl3wBlendFuncSeparateiARB +#define glMinSampleShadingARB gl3wMinSampleShadingARB +#define glNamedStringARB gl3wNamedStringARB +#define glDeleteNamedStringARB gl3wDeleteNamedStringARB +#define glCompileShaderIncludeARB gl3wCompileShaderIncludeARB +#define glIsNamedStringARB gl3wIsNamedStringARB +#define glGetNamedStringARB gl3wGetNamedStringARB +#define glGetNamedStringivARB gl3wGetNamedStringivARB +#define glBindFragDataLocationIndexed gl3wBindFragDataLocationIndexed +#define glGetFragDataIndex gl3wGetFragDataIndex +#define glGenSamplers gl3wGenSamplers +#define glDeleteSamplers gl3wDeleteSamplers +#define glIsSampler gl3wIsSampler +#define glBindSampler gl3wBindSampler +#define glSamplerParameteri gl3wSamplerParameteri +#define glSamplerParameteriv gl3wSamplerParameteriv +#define glSamplerParameterf gl3wSamplerParameterf +#define glSamplerParameterfv gl3wSamplerParameterfv +#define glSamplerParameterIiv gl3wSamplerParameterIiv +#define glSamplerParameterIuiv gl3wSamplerParameterIuiv +#define glGetSamplerParameteriv gl3wGetSamplerParameteriv +#define glGetSamplerParameterIiv gl3wGetSamplerParameterIiv +#define glGetSamplerParameterfv gl3wGetSamplerParameterfv +#define glGetSamplerParameterIuiv gl3wGetSamplerParameterIuiv +#define glQueryCounter gl3wQueryCounter +#define glGetQueryObjecti64v gl3wGetQueryObjecti64v +#define glGetQueryObjectui64v gl3wGetQueryObjectui64v +#define glVertexP2ui gl3wVertexP2ui +#define glVertexP2uiv gl3wVertexP2uiv +#define glVertexP3ui gl3wVertexP3ui +#define glVertexP3uiv gl3wVertexP3uiv +#define glVertexP4ui gl3wVertexP4ui +#define glVertexP4uiv gl3wVertexP4uiv +#define glTexCoordP1ui gl3wTexCoordP1ui +#define glTexCoordP1uiv gl3wTexCoordP1uiv +#define glTexCoordP2ui gl3wTexCoordP2ui +#define glTexCoordP2uiv gl3wTexCoordP2uiv +#define glTexCoordP3ui gl3wTexCoordP3ui +#define glTexCoordP3uiv gl3wTexCoordP3uiv +#define glTexCoordP4ui gl3wTexCoordP4ui +#define glTexCoordP4uiv gl3wTexCoordP4uiv +#define glMultiTexCoordP1ui gl3wMultiTexCoordP1ui +#define glMultiTexCoordP1uiv gl3wMultiTexCoordP1uiv +#define glMultiTexCoordP2ui gl3wMultiTexCoordP2ui +#define glMultiTexCoordP2uiv gl3wMultiTexCoordP2uiv +#define glMultiTexCoordP3ui gl3wMultiTexCoordP3ui +#define glMultiTexCoordP3uiv gl3wMultiTexCoordP3uiv +#define glMultiTexCoordP4ui gl3wMultiTexCoordP4ui +#define glMultiTexCoordP4uiv gl3wMultiTexCoordP4uiv +#define glNormalP3ui gl3wNormalP3ui +#define glNormalP3uiv gl3wNormalP3uiv +#define glColorP3ui gl3wColorP3ui +#define glColorP3uiv gl3wColorP3uiv +#define glColorP4ui gl3wColorP4ui +#define glColorP4uiv gl3wColorP4uiv +#define glSecondaryColorP3ui gl3wSecondaryColorP3ui +#define glSecondaryColorP3uiv gl3wSecondaryColorP3uiv +#define glVertexAttribP1ui gl3wVertexAttribP1ui +#define glVertexAttribP1uiv gl3wVertexAttribP1uiv +#define glVertexAttribP2ui gl3wVertexAttribP2ui +#define glVertexAttribP2uiv gl3wVertexAttribP2uiv +#define glVertexAttribP3ui gl3wVertexAttribP3ui +#define glVertexAttribP3uiv gl3wVertexAttribP3uiv +#define glVertexAttribP4ui gl3wVertexAttribP4ui +#define glVertexAttribP4uiv gl3wVertexAttribP4uiv +#define glDrawArraysIndirect gl3wDrawArraysIndirect +#define glDrawElementsIndirect gl3wDrawElementsIndirect +#define glUniform1d gl3wUniform1d +#define glUniform2d gl3wUniform2d +#define glUniform3d gl3wUniform3d +#define glUniform4d gl3wUniform4d +#define glUniform1dv gl3wUniform1dv +#define glUniform2dv gl3wUniform2dv +#define glUniform3dv gl3wUniform3dv +#define glUniform4dv gl3wUniform4dv +#define glUniformMatrix2dv gl3wUniformMatrix2dv +#define glUniformMatrix3dv gl3wUniformMatrix3dv +#define glUniformMatrix4dv gl3wUniformMatrix4dv +#define glUniformMatrix2x3dv gl3wUniformMatrix2x3dv +#define glUniformMatrix2x4dv gl3wUniformMatrix2x4dv +#define glUniformMatrix3x2dv gl3wUniformMatrix3x2dv +#define glUniformMatrix3x4dv gl3wUniformMatrix3x4dv +#define glUniformMatrix4x2dv gl3wUniformMatrix4x2dv +#define glUniformMatrix4x3dv gl3wUniformMatrix4x3dv +#define glGetUniformdv gl3wGetUniformdv +#define glGetSubroutineUniformLocation gl3wGetSubroutineUniformLocation +#define glGetSubroutineIndex gl3wGetSubroutineIndex +#define glGetActiveSubroutineUniformiv gl3wGetActiveSubroutineUniformiv +#define glGetActiveSubroutineUniformName gl3wGetActiveSubroutineUniformName +#define glGetActiveSubroutineName gl3wGetActiveSubroutineName +#define glUniformSubroutinesuiv gl3wUniformSubroutinesuiv +#define glGetUniformSubroutineuiv gl3wGetUniformSubroutineuiv +#define glGetProgramStageiv gl3wGetProgramStageiv +#define glPatchParameteri gl3wPatchParameteri +#define glPatchParameterfv gl3wPatchParameterfv +#define glBindTransformFeedback gl3wBindTransformFeedback +#define glDeleteTransformFeedbacks gl3wDeleteTransformFeedbacks +#define glGenTransformFeedbacks gl3wGenTransformFeedbacks +#define glIsTransformFeedback gl3wIsTransformFeedback +#define glPauseTransformFeedback gl3wPauseTransformFeedback +#define glResumeTransformFeedback gl3wResumeTransformFeedback +#define glDrawTransformFeedback gl3wDrawTransformFeedback +#define glDrawTransformFeedbackStream gl3wDrawTransformFeedbackStream +#define glBeginQueryIndexed gl3wBeginQueryIndexed +#define glEndQueryIndexed gl3wEndQueryIndexed +#define glGetQueryIndexediv gl3wGetQueryIndexediv +#define glReleaseShaderCompiler gl3wReleaseShaderCompiler +#define glShaderBinary gl3wShaderBinary +#define glGetShaderPrecisionFormat gl3wGetShaderPrecisionFormat +#define glDepthRangef gl3wDepthRangef +#define glClearDepthf gl3wClearDepthf +#define glGetProgramBinary gl3wGetProgramBinary +#define glProgramBinary gl3wProgramBinary +#define glProgramParameteri gl3wProgramParameteri +#define glUseProgramStages gl3wUseProgramStages +#define glActiveShaderProgram gl3wActiveShaderProgram +#define glCreateShaderProgramv gl3wCreateShaderProgramv +#define glBindProgramPipeline gl3wBindProgramPipeline +#define glDeleteProgramPipelines gl3wDeleteProgramPipelines +#define glGenProgramPipelines gl3wGenProgramPipelines +#define glIsProgramPipeline gl3wIsProgramPipeline +#define glGetProgramPipelineiv gl3wGetProgramPipelineiv +#define glProgramUniform1i gl3wProgramUniform1i +#define glProgramUniform1iv gl3wProgramUniform1iv +#define glProgramUniform1f gl3wProgramUniform1f +#define glProgramUniform1fv gl3wProgramUniform1fv +#define glProgramUniform1d gl3wProgramUniform1d +#define glProgramUniform1dv gl3wProgramUniform1dv +#define glProgramUniform1ui gl3wProgramUniform1ui +#define glProgramUniform1uiv gl3wProgramUniform1uiv +#define glProgramUniform2i gl3wProgramUniform2i +#define glProgramUniform2iv gl3wProgramUniform2iv +#define glProgramUniform2f gl3wProgramUniform2f +#define glProgramUniform2fv gl3wProgramUniform2fv +#define glProgramUniform2d gl3wProgramUniform2d +#define glProgramUniform2dv gl3wProgramUniform2dv +#define glProgramUniform2ui gl3wProgramUniform2ui +#define glProgramUniform2uiv gl3wProgramUniform2uiv +#define glProgramUniform3i gl3wProgramUniform3i +#define glProgramUniform3iv gl3wProgramUniform3iv +#define glProgramUniform3f gl3wProgramUniform3f +#define glProgramUniform3fv gl3wProgramUniform3fv +#define glProgramUniform3d gl3wProgramUniform3d +#define glProgramUniform3dv gl3wProgramUniform3dv +#define glProgramUniform3ui gl3wProgramUniform3ui +#define glProgramUniform3uiv gl3wProgramUniform3uiv +#define glProgramUniform4i gl3wProgramUniform4i +#define glProgramUniform4iv gl3wProgramUniform4iv +#define glProgramUniform4f gl3wProgramUniform4f +#define glProgramUniform4fv gl3wProgramUniform4fv +#define glProgramUniform4d gl3wProgramUniform4d +#define glProgramUniform4dv gl3wProgramUniform4dv +#define glProgramUniform4ui gl3wProgramUniform4ui +#define glProgramUniform4uiv gl3wProgramUniform4uiv +#define glProgramUniformMatrix2fv gl3wProgramUniformMatrix2fv +#define glProgramUniformMatrix3fv gl3wProgramUniformMatrix3fv +#define glProgramUniformMatrix4fv gl3wProgramUniformMatrix4fv +#define glProgramUniformMatrix2dv gl3wProgramUniformMatrix2dv +#define glProgramUniformMatrix3dv gl3wProgramUniformMatrix3dv +#define glProgramUniformMatrix4dv gl3wProgramUniformMatrix4dv +#define glProgramUniformMatrix2x3fv gl3wProgramUniformMatrix2x3fv +#define glProgramUniformMatrix3x2fv gl3wProgramUniformMatrix3x2fv +#define glProgramUniformMatrix2x4fv gl3wProgramUniformMatrix2x4fv +#define glProgramUniformMatrix4x2fv gl3wProgramUniformMatrix4x2fv +#define glProgramUniformMatrix3x4fv gl3wProgramUniformMatrix3x4fv +#define glProgramUniformMatrix4x3fv gl3wProgramUniformMatrix4x3fv +#define glProgramUniformMatrix2x3dv gl3wProgramUniformMatrix2x3dv +#define glProgramUniformMatrix3x2dv gl3wProgramUniformMatrix3x2dv +#define glProgramUniformMatrix2x4dv gl3wProgramUniformMatrix2x4dv +#define glProgramUniformMatrix4x2dv gl3wProgramUniformMatrix4x2dv +#define glProgramUniformMatrix3x4dv gl3wProgramUniformMatrix3x4dv +#define glProgramUniformMatrix4x3dv gl3wProgramUniformMatrix4x3dv +#define glValidateProgramPipeline gl3wValidateProgramPipeline +#define glGetProgramPipelineInfoLog gl3wGetProgramPipelineInfoLog +#define glVertexAttribL1d gl3wVertexAttribL1d +#define glVertexAttribL2d gl3wVertexAttribL2d +#define glVertexAttribL3d gl3wVertexAttribL3d +#define glVertexAttribL4d gl3wVertexAttribL4d +#define glVertexAttribL1dv gl3wVertexAttribL1dv +#define glVertexAttribL2dv gl3wVertexAttribL2dv +#define glVertexAttribL3dv gl3wVertexAttribL3dv +#define glVertexAttribL4dv gl3wVertexAttribL4dv +#define glVertexAttribLPointer gl3wVertexAttribLPointer +#define glGetVertexAttribLdv gl3wGetVertexAttribLdv +#define glViewportArrayv gl3wViewportArrayv +#define glViewportIndexedf gl3wViewportIndexedf +#define glViewportIndexedfv gl3wViewportIndexedfv +#define glScissorArrayv gl3wScissorArrayv +#define glScissorIndexed gl3wScissorIndexed +#define glScissorIndexedv gl3wScissorIndexedv +#define glDepthRangeArrayv gl3wDepthRangeArrayv +#define glDepthRangeIndexed gl3wDepthRangeIndexed +#define glGetFloati_v gl3wGetFloati_v +#define glGetDoublei_v gl3wGetDoublei_v +#define glCreateSyncFromCLeventARB gl3wCreateSyncFromCLeventARB +#define glDebugMessageControlARB gl3wDebugMessageControlARB +#define glDebugMessageInsertARB gl3wDebugMessageInsertARB +#define glDebugMessageCallbackARB gl3wDebugMessageCallbackARB +#define glGetDebugMessageLogARB gl3wGetDebugMessageLogARB +#define glGetGraphicsResetStatusARB gl3wGetGraphicsResetStatusARB +#define glGetnTexImageARB gl3wGetnTexImageARB +#define glReadnPixelsARB gl3wReadnPixelsARB +#define glGetnCompressedTexImageARB gl3wGetnCompressedTexImageARB +#define glGetnUniformfvARB gl3wGetnUniformfvARB +#define glGetnUniformivARB gl3wGetnUniformivARB +#define glGetnUniformuivARB gl3wGetnUniformuivARB +#define glGetnUniformdvARB gl3wGetnUniformdvARB +#define glDrawArraysInstancedBaseInstance gl3wDrawArraysInstancedBaseInstance +#define glDrawElementsInstancedBaseInstance gl3wDrawElementsInstancedBaseInstance +#define glDrawElementsInstancedBaseVertexBaseInstance gl3wDrawElementsInstancedBaseVertexBaseInstance +#define glDrawTransformFeedbackInstanced gl3wDrawTransformFeedbackInstanced +#define glDrawTransformFeedbackStreamInstanced gl3wDrawTransformFeedbackStreamInstanced +#define glGetInternalformativ gl3wGetInternalformativ +#define glGetActiveAtomicCounterBufferiv gl3wGetActiveAtomicCounterBufferiv +#define glBindImageTexture gl3wBindImageTexture +#define glMemoryBarrier gl3wMemoryBarrier +#define glTexStorage1D gl3wTexStorage1D +#define glTexStorage2D gl3wTexStorage2D +#define glTexStorage3D gl3wTexStorage3D +#define glTextureStorage1DEXT gl3wTextureStorage1DEXT +#define glTextureStorage2DEXT gl3wTextureStorage2DEXT +#define glTextureStorage3DEXT gl3wTextureStorage3DEXT +#define glDebugMessageControl gl3wDebugMessageControl +#define glDebugMessageInsert gl3wDebugMessageInsert +#define glDebugMessageCallback gl3wDebugMessageCallback +#define glGetDebugMessageLog gl3wGetDebugMessageLog +#define glPushDebugGroup gl3wPushDebugGroup +#define glPopDebugGroup gl3wPopDebugGroup +#define glObjectLabel gl3wObjectLabel +#define glGetObjectLabel gl3wGetObjectLabel +#define glObjectPtrLabel gl3wObjectPtrLabel +#define glGetObjectPtrLabel gl3wGetObjectPtrLabel +#define glClearBufferData gl3wClearBufferData +#define glClearBufferSubData gl3wClearBufferSubData +#define glClearNamedBufferDataEXT gl3wClearNamedBufferDataEXT +#define glClearNamedBufferSubDataEXT gl3wClearNamedBufferSubDataEXT +#define glDispatchCompute gl3wDispatchCompute +#define glDispatchComputeIndirect gl3wDispatchComputeIndirect +#define glCopyImageSubData gl3wCopyImageSubData +#define glTextureView gl3wTextureView +#define glBindVertexBuffer gl3wBindVertexBuffer +#define glVertexAttribFormat gl3wVertexAttribFormat +#define glVertexAttribIFormat gl3wVertexAttribIFormat +#define glVertexAttribLFormat gl3wVertexAttribLFormat +#define glVertexAttribBinding gl3wVertexAttribBinding +#define glVertexBindingDivisor gl3wVertexBindingDivisor +#define glVertexArrayBindVertexBufferEXT gl3wVertexArrayBindVertexBufferEXT +#define glVertexArrayVertexAttribFormatEXT gl3wVertexArrayVertexAttribFormatEXT +#define glVertexArrayVertexAttribIFormatEXT gl3wVertexArrayVertexAttribIFormatEXT +#define glVertexArrayVertexAttribLFormatEXT gl3wVertexArrayVertexAttribLFormatEXT +#define glVertexArrayVertexAttribBindingEXT gl3wVertexArrayVertexAttribBindingEXT +#define glVertexArrayVertexBindingDivisorEXT gl3wVertexArrayVertexBindingDivisorEXT +#define glFramebufferParameteri gl3wFramebufferParameteri +#define glGetFramebufferParameteriv gl3wGetFramebufferParameteriv +#define glNamedFramebufferParameteriEXT gl3wNamedFramebufferParameteriEXT +#define glGetNamedFramebufferParameterivEXT gl3wGetNamedFramebufferParameterivEXT +#define glGetInternalformati64v gl3wGetInternalformati64v +#define glInvalidateTexSubImage gl3wInvalidateTexSubImage +#define glInvalidateTexImage gl3wInvalidateTexImage +#define glInvalidateBufferSubData gl3wInvalidateBufferSubData +#define glInvalidateBufferData gl3wInvalidateBufferData +#define glInvalidateFramebuffer gl3wInvalidateFramebuffer +#define glInvalidateSubFramebuffer gl3wInvalidateSubFramebuffer +#define glMultiDrawArraysIndirect gl3wMultiDrawArraysIndirect +#define glMultiDrawElementsIndirect gl3wMultiDrawElementsIndirect +#define glGetProgramInterfaceiv gl3wGetProgramInterfaceiv +#define glGetProgramResourceIndex gl3wGetProgramResourceIndex +#define glGetProgramResourceName gl3wGetProgramResourceName +#define glGetProgramResourceiv gl3wGetProgramResourceiv +#define glGetProgramResourceLocation gl3wGetProgramResourceLocation +#define glGetProgramResourceLocationIndex gl3wGetProgramResourceLocationIndex +#define glShaderStorageBlockBinding gl3wShaderStorageBlockBinding +#define glTexBufferRange gl3wTexBufferRange +#define glTextureBufferRangeEXT gl3wTextureBufferRangeEXT +#define glTexStorage2DMultisample gl3wTexStorage2DMultisample +#define glTexStorage3DMultisample gl3wTexStorage3DMultisample +#define glTextureStorage2DMultisampleEXT gl3wTextureStorage2DMultisampleEXT +#define glTextureStorage3DMultisampleEXT gl3wTextureStorage3DMultisampleEXT #ifdef __cplusplus } diff --git a/src/imgui/examples/opengl3_example/gl3w/GL/glcorearb.h b/src/imgui/examples/opengl3_example/gl3w/GL/glcorearb.h index 07cb03e1..34e61f29 100644 --- a/src/imgui/examples/opengl3_example/gl3w/GL/glcorearb.h +++ b/src/imgui/examples/opengl3_example/gl3w/GL/glcorearb.h @@ -7,7 +7,7 @@ extern "C" { /* ** Copyright (c) 2007-2012 The Khronos Group Inc. -** +** ** Permission is hereby granted, free of charge, to any person obtaining a ** copy of this software and/or associated documentation files (the ** "Materials"), to deal in the Materials without restriction, including @@ -15,10 +15,10 @@ extern "C" { ** distribute, sublicense, and/or sell copies of the Materials, and to ** permit persons to whom the Materials are furnished to do so, subject to ** the following conditions: -** +** ** The above copyright notice and this permission notice shall be included ** in all copies or substantial portions of the Materials. -** +** ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. diff --git a/src/imgui/examples/opengl3_example/imgui_impl_glfw_gl3.cpp b/src/imgui/examples/opengl3_example/imgui_impl_glfw_gl3.cpp index cd43effc..e3522928 100644 --- a/src/imgui/examples/opengl3_example/imgui_impl_glfw_gl3.cpp +++ b/src/imgui/examples/opengl3_example/imgui_impl_glfw_gl3.cpp @@ -48,10 +48,10 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int const float height = ImGui::GetIO().DisplaySize.y; const float ortho_projection[4][4] = { - { 2.0f/width, 0.0f, 0.0f, 0.0f }, - { 0.0f, 2.0f/-height, 0.0f, 0.0f }, - { 0.0f, 0.0f, -1.0f, 0.0f }, - { -1.0f, 1.0f, 0.0f, 1.0f }, + { 2.0f/width, 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/-height, 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); @@ -183,9 +183,9 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects() "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" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" "}\n"; const GLchar* fragment_shader = @@ -196,7 +196,7 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects() "out vec4 Out_Color;\n" "void main()\n" "{\n" - " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n" + " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n" "}\n"; g_ShaderHandle = glCreateProgram(); @@ -331,15 +331,15 @@ void ImGui_ImplGlfwGL3_NewFrame() // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) { - double mouse_x, mouse_y; - glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); - mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels - mouse_y *= (float)display_h / h; - io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) + double mouse_x, mouse_y; + glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); + mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels + mouse_y *= (float)display_h / h; + io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) } else { - io.MousePos = ImVec2(-1,-1); + io.MousePos = ImVec2(-1,-1); } for (int i = 0; i < 3; i++) diff --git a/src/imgui/examples/opengl3_example/main.cpp b/src/imgui/examples/opengl3_example/main.cpp index 9f0207aa..b1faa432 100644 --- a/src/imgui/examples/opengl3_example/main.cpp +++ b/src/imgui/examples/opengl3_example/main.cpp @@ -71,7 +71,7 @@ int main(int, char**) ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); ImGui::ShowTestWindow(&show_test_window); } - + // Rendering glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); diff --git a/src/imgui/examples/opengl_example/imgui_impl_glfw.cpp b/src/imgui/examples/opengl_example/imgui_impl_glfw.cpp index b7a4844c..3196bc4a 100644 --- a/src/imgui/examples/opengl_example/imgui_impl_glfw.cpp +++ b/src/imgui/examples/opengl_example/imgui_impl_glfw.cpp @@ -235,17 +235,17 @@ void ImGui_ImplGlfw_NewFrame() // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) { - double mouse_x, mouse_y; - glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); - mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels - mouse_y *= (float)display_h / h; - io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) + double mouse_x, mouse_y; + glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); + mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels + mouse_y *= (float)display_h / h; + io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) } else { - io.MousePos = ImVec2(-1,-1); + io.MousePos = ImVec2(-1,-1); } - + 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. diff --git a/src/imgui/imgui.cpp b/src/imgui/imgui.cpp index 46705bec..366ee43b 100644 --- a/src/imgui/imgui.cpp +++ b/src/imgui/imgui.cpp @@ -14,7 +14,7 @@ - FREQUENTLY ASKED QUESTIONS (FAQ), TIPS - Can I have multiple widgets with the same label? (Yes) - Why is my text output blurry? - - How can I load a different font than the default? + - How can I load a different font than the default? - How can I load multiple fonts? - How can I display and input Chinese, Japanese, Korean characters? - ISSUES & TODO-LIST @@ -22,7 +22,7 @@ - SAMPLE CODE - FONT DATA - + MISSION STATEMENT ================= @@ -76,11 +76,11 @@ - getting started: - initialisation: call ImGui::GetIO() to retrieve the ImGuiIO structure and fill the 'Settings' data. - - every frame: + - every frame: 1/ in your mainloop or right after you got your keyboard/mouse info, call ImGui::GetIO() and fill the 'Input' data, then call ImGui::NewFrame(). 2/ use any ImGui function you want between NewFrame() and Render() 3/ ImGui::Render() to render all the accumulated command-lists. it will call your RenderDrawListFn handler that you set in the IO structure. - - all rendering information are stored into command-lists until ImGui::Render() is called. + - all rendering information are stored into command-lists until ImGui::Render() is called. - ImGui never touches or know about your GPU state. the only function that knows about GPU is the RenderDrawListFn handler that you must provide. - effectively it means you can create widgets at any time in your code, regardless of "update" vs "render" considerations. - refer to the examples applications in the examples/ folder for instruction on how to setup your code. @@ -98,7 +98,7 @@ unsigned char* pixels; int width, height, bytes_per_pixels; io.Fonts->GetTexDataAsRGBA32(pixels, &width, &height, &bytes_per_pixels); - // TODO: copy texture to graphics memory. + // TODO: copy texture to graphics memory. // TODO: store your texture pointer/identifier in 'io.Fonts->TexID' // Application main loop @@ -106,7 +106,7 @@ { // 1) get low-level input // e.g. on Win32, GetKeyboardState(), or poll your events, etc. - + // 2) TODO: fill all fields of IO structure and call NewFrame ImGuiIO& io = ImGui::GetIO(); io.MousePos = mouse_pos; @@ -126,7 +126,7 @@ // swap video buffer, etc. } - - after calling ImGui::NewFrame() you can read back 'io.WantCaptureMouse' and 'io.WantCaptureKeyboard' to tell if ImGui + - after calling ImGui::NewFrame() you can read back 'io.WantCaptureMouse' and 'io.WantCaptureKeyboard' to tell if ImGui wants to use your inputs. if it does you can discard/hide the inputs from the rest of your application. API BREAKING CHANGES @@ -134,7 +134,7 @@ Occasionally introducing changes that are breaking the API. The breakage are generally minor and easy to fix. Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code. - + - 2015/03/17 (1.36) - renamed GetItemRectMin()/GetItemRectMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function (will obsolete). - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function (will obsolete). @@ -180,12 +180,12 @@ FREQUENTLY ASKED QUESTIONS (FAQ), TIPS ====================================== - Q: Can I have multiple widgets with the same label? + Q: Can I have multiple widgets with the same label? A: Yes. A primer on the use of labels/IDs in ImGui.. - + - Interactive widgets require state to be carried over multiple frames (most typically ImGui often needs to remember what is the "active" widget). to do so they need an unique ID. unique ID are typically derived from a string label, an integer index or a pointer. - + Button("OK"); // Label = "OK", ID = hash of "OK" Button("Cancel"); // Label = "Cancel", ID = hash of "Cancel" @@ -260,7 +260,7 @@ } - when working with trees, ID are used to preserve the opened/closed state of each tree node. - depending on your use cases you may want to use strings, indices or pointers as ID. + depending on your use cases you may want to use strings, indices or pointers as ID. e.g. when displaying a single object that may change over time (1-1 relationship), using a static string as ID will preserve your node open/closed state when the targeted object change. e.g. when displaying a list of objects, using indices or pointers as ID will preserve the node open/closed state differently. experiment and see what makes more sense! @@ -305,7 +305,7 @@ - window: add horizontal scroll - window: fix resize grip rendering scaling along with Rounding style setting - window: autofit feedback loop when user relies on any dynamic layout (window width multiplier, column). maybe just clearly drop manual autofit? - - window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. + - window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. - window: allow resizing of child windows (possibly given min/max for each axis?) - window: background options for child windows, border option (disable rounding) - window: resizing from any sides? + mouse cursor directives for app. @@ -345,14 +345,14 @@ - slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate. - text edit: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now. - text edit: centered text for slider as input text so it matches typical positioning. - - text edit: flag to disable live update of the user buffer. + - text edit: flag to disable live update of the user buffer. - text edit: field resize behavior - field could stretch when being edited? hover tooltip shows more text? - text edit: add multi-line text edit - tree: add treenode/treepush int variants? because (void*) cast from int warns on some platforms/settings - settings: write more decent code to allow saving/loading new fields - settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file ! style: store rounded corners in texture to use 1 quad per corner (filled and wireframe). so rounding have minor cost. - - style: checkbox: padding for "active" color should be a multiplier of the + - style: checkbox: padding for "active" color should be a multiplier of the - style: colorbox not always square? - text: simple markup language for color change? - log: LogButtons() options for specifying depth and/or hiding depth slider @@ -402,7 +402,7 @@ #pragma clang diagnostic ignored "-Wformat-nonliteral" // warning : format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. #pragma clang diagnostic ignored "-Wexit-time-destructors" // warning : declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. #pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference it. -#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness // +#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness // #pragma clang diagnostic ignored "-Wmissing-noreturn" // warning : function xx could be declared with attribute 'noreturn' warning // GetDefaultFontData() asserts which some implementation makes it never return. #endif #ifdef __GNUC__ @@ -741,30 +741,30 @@ static const char* ImStristr(const char* haystack, const char* needle, const cha // Pass data_size==0 for zero-terminated string // Try to replace with FNV1a hash? -static ImU32 ImHash(const void* data, size_t data_size, ImU32 seed = 0) -{ +static ImU32 ImHash(const void* data, size_t data_size, ImU32 seed = 0) +{ static ImU32 crc32_lut[256] = { 0 }; if (!crc32_lut[1]) { const ImU32 polynomial = 0xEDB88320; - for (ImU32 i = 0; i < 256; i++) - { - ImU32 crc = i; - for (ImU32 j = 0; j < 8; j++) - crc = (crc >> 1) ^ (ImU32(-int(crc & 1)) & polynomial); - crc32_lut[i] = crc; + for (ImU32 i = 0; i < 256; i++) + { + ImU32 crc = i; + for (ImU32 j = 0; j < 8; j++) + crc = (crc >> 1) ^ (ImU32(-int(crc & 1)) & polynomial); + crc32_lut[i] = crc; } } seed = ~seed; - ImU32 crc = seed; + ImU32 crc = seed; const unsigned char* current = (const unsigned char*)data; if (data_size > 0) { // Known size - while (data_size--) - crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *current++]; + while (data_size--) + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *current++]; } else { @@ -773,7 +773,7 @@ static ImU32 ImHash(const void* data, size_t data_size, ImU32 seed = 0) { // We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed. // Because this syntax is rarely used we are optimizing for the common case. - // - If we reach ### in the string we discard the hash so far and reset to the seed. + // - If we reach ### in the string we discard the hash so far and reset to the seed. // - We don't do 'current += 2; continue;' after handling ### to keep the code smaller. if (c == '#' && current[0] == '#' && current[1] == '#') crc = seed; @@ -781,8 +781,8 @@ static ImU32 ImHash(const void* data, size_t data_size, ImU32 seed = 0) crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; } } - return ~crc; -} + return ~crc; +} static size_t ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) { @@ -835,7 +835,7 @@ void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& // Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593 // also http://en.wikipedia.org/wiki/HSL_and_HSV void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b) -{ +{ if (s == 0.0f) { // gray @@ -1226,9 +1226,9 @@ struct ImGuiWindow bool SkipItems; // == Visible && !Collapsed int AutoFitFrames; bool AutoFitOnlyGrows; - int SetWindowPosAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowPos() call will succeed with this particular flag. - int SetWindowSizeAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowSize() call will succeed with this particular flag. - int SetWindowCollapsedAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowCollapsed() call will succeed with this particular flag. + int SetWindowPosAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowPos() call will succeed with this particular flag. + int SetWindowSizeAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowSize() call will succeed with this particular flag. + int SetWindowCollapsedAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowCollapsed() call will succeed with this particular flag. ImGuiDrawContext DC; // Temporary per-window data, reset at the beginning of the frame ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack @@ -1285,10 +1285,10 @@ static inline ImGuiWindow* GetParentWindow() return g.CurrentWindowStack[g.CurrentWindowStack.size() - 2]; } -static void SetActiveId(ImGuiID id) +static void SetActiveId(ImGuiID id) { ImGuiState& g = *GImGui; - g.ActiveId = id; + g.ActiveId = id; g.ActiveIdIsFocusedOnly = false; } @@ -1510,7 +1510,7 @@ bool ImGuiTextFilter::PassFilter(const char* val) const //----------------------------------------------------------------------------- -// On some platform vsnprintf() takes va_list by reference and modifies it. +// On some platform vsnprintf() takes va_list by reference and modifies it. // va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it. #ifndef va_copy #define va_copy(dest, src) (dest = src) @@ -1551,7 +1551,7 @@ void ImGuiTextBuffer::append(const char* fmt, ...) ImGuiWindow::ImGuiWindow(const char* name) { Name = ImStrdup(name); - ID = ImHash(name, 0); + ID = ImHash(name, 0); IDStack.push_back(ID); MoveID = GetID("#MOVE"); @@ -1680,7 +1680,7 @@ void ImGui::MemFree(void* ptr) { return GImGui->IO.MemFreeFn(ptr); } - + static ImGuiIniData* FindWindowSettings(const char* name) { ImGuiState& g = *GImGui; @@ -1728,7 +1728,7 @@ static void LoadSettings() const char* line_end = line_start; while (line_end < buf_end && *line_end != '\n' && *line_end != '\r') line_end++; - + if (line_start[0] == '[' && line_end > line_start && line_end[-1] == ']') { char name[64]; @@ -1826,7 +1826,7 @@ void ImGui::SetInternalState(void* state, bool construct) { if (construct) new (state) ImGuiState(); - + GImGui = (ImGuiState*)state; } @@ -2121,11 +2121,11 @@ void ImGui::Render() const bool first_render_of_the_frame = (g.FrameCountRendered != g.FrameCount); g.FrameCountRendered = g.FrameCount; - + if (first_render_of_the_frame) { // Hide implicit window if it hasn't been used - IM_ASSERT(g.CurrentWindowStack.size() == 1); // Mismatched Begin/End + IM_ASSERT(g.CurrentWindowStack.size() == 1); // Mismatched Begin/End if (g.CurrentWindow && !g.CurrentWindow->Accessed) g.CurrentWindow->Visible = false; ImGui::End(); @@ -2301,7 +2301,7 @@ static float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) wrap_pos_x = ImGui::GetContentRegionMax().x; if (wrap_pos_x > 0.0f) wrap_pos_x += window->Pos.x; // wrap_pos_x is provided is window local space - + const float wrap_width = wrap_pos_x > 0.0f ? ImMax(wrap_pos_x - pos.x, 0.00001f) : 0.0f; return wrap_width; } @@ -2419,7 +2419,7 @@ static void RenderCollapseTriangle(ImVec2 p_min, bool opened, float scale, bool b = center + ImVec2(-0.500f,0.866f)*r; c = center + ImVec2(-0.500f,-0.866f)*r; } - + if (shadow && (window->Flags & ImGuiWindowFlags_ShowBorders) != 0) window->DrawList->AddTriangleFilled(a+ImVec2(2,2), b+ImVec2(2,2), c+ImVec2(2,2), window->Color(ImGuiCol_BorderShadow)); window->DrawList->AddTriangleFilled(a, b, c, window->Color(ImGuiCol_Text)); @@ -2442,7 +2442,7 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); // Cancel out character spacing for the last character of a line (it is baked into glyph->XAdvance field) - const float font_scale = font_size / font->FontSize; + const float font_scale = font_size / font->FontSize; const float character_spacing_x = 1.0f * font_scale; if (text_size.x > 0.0f) text_size.x -= character_spacing_x; @@ -2450,7 +2450,7 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex return text_size; } -// Helper to calculate coarse clipping of large list of evenly sized items. +// Helper to calculate coarse clipping of large list of evenly sized items. // If you are displaying thousands of items and you have a random access to the list, you can perform clipping yourself to save on CPU. // { // float item_height = ImGui::GetTextLineHeightWithSpacing(); @@ -2795,7 +2795,7 @@ void ImGui::EndChild() sz.x = ImMax(g.Style.WindowMinSize.x, sz.x - g.Style.AutoFitPadding.x); if (window->Flags & ImGuiWindowFlags_ChildWindowAutoFitY) sz.y = ImMax(g.Style.WindowMinSize.y, sz.y - g.Style.AutoFitPadding.y); - + ImGui::End(); window = GetCurrentWindow(); @@ -2881,11 +2881,11 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl return window; } -// Push a new ImGui window to add widgets to. +// Push a new ImGui window to add widgets to. // - 'size' for a regular window denote the initial size for first-time creation (no saved data) and isn't that useful. Use SetNextWindowSize() prior to calling Begin() for more flexible window manipulation. // - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair. // - Begin/End can be called multiple times during the frame with the same window name to append content. -// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). +// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). // You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file. // - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned. // - Passing 'bool* p_opened' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed. @@ -3218,7 +3218,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size, float bg window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; window->DC.ChildWindows.resize(0); - window->DC.ItemWidth.resize(0); + window->DC.ItemWidth.resize(0); window->DC.ItemWidth.push_back(window->ItemWidthDefault); window->DC.AllowKeyboardFocus.resize(0); window->DC.AllowKeyboardFocus.push_back(true); @@ -3400,7 +3400,7 @@ static void FocusWindow(ImGuiWindow* window) // Always mark the window we passed as focused. This is used for keyboard interactions such as tabbing. g.FocusedWindow = window; - // And move its root window to the top of the pile + // And move its root window to the top of the pile if (window->RootWindow) window = window->RootWindow; @@ -4039,7 +4039,7 @@ void ImGui::TextUnformatted(const char* text, const char* text_end) { // Long text! // Perform manual coarse clipping to optimize for long multi-line text - // From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled. + // From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled. // We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line. const char* line = text; const float line_height = ImGui::GetTextLineHeight(); @@ -4397,7 +4397,7 @@ bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const I const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : style.FramePadding; const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding*2); - const ImRect image_bb(window->DC.CursorPos + padding, window->DC.CursorPos + padding + size); + const ImRect image_bb(window->DC.CursorPos + padding, window->DC.CursorPos + padding + size); ItemSize(bb); if (!ItemAdd(bb, &id)) return false; @@ -4503,7 +4503,7 @@ void ImGui::LogButtons() ImGui::PushID("LogButtons"); const bool log_to_tty = ImGui::Button("Log To TTY"); - ImGui::SameLine(); + ImGui::SameLine(); const bool log_to_file = ImGui::Button("Log To File"); ImGui::SameLine(); const bool log_to_clipboard = ImGui::Button("Log To Clipboard"); @@ -4668,7 +4668,7 @@ void ImGui::BulletTextV(const char* fmt, va_list args) ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; - + const char* text_begin = g.TempBuffer; const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); @@ -5360,7 +5360,7 @@ static void Plot(ImGuiPlotType plot_type, const char* label, float (*values_gett const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f); const int v_idx = (int)(t * (values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0))); IM_ASSERT(v_idx >= 0 && v_idx < values_count); - + const float v0 = values_getter(data, (v_idx + values_offset) % values_count); const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count); if (plot_type == ImGuiPlotType_Lines) @@ -5594,9 +5594,9 @@ static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n) obj->CurLenW -= n; // Offset remaining text - const ImWchar* src = obj->Text + pos + n; + const ImWchar* src = obj->Text + pos + n; while (ImWchar c = *src++) - *dst++ = c; + *dst++ = c; *dst = '\0'; } @@ -5649,9 +5649,9 @@ namespace IMGUI_STB_NAMESPACE #endif void ImGuiTextEditState::OnKeyPressed(int key) -{ - stb_textedit_key(this, &StbState, key); - CursorAnimReset(); +{ + stb_textedit_key(this, &StbState, key); + CursorAnimReset(); } void ImGuiTextEditState::UpdateScrollOffset() @@ -5672,7 +5672,7 @@ void ImGuiTextEditState::UpdateScrollOffset() } if (cursor_offset_x < ScrollX) - ScrollX = ImMax(0.0f, cursor_offset_x - scroll_x_increment); + ScrollX = ImMax(0.0f, cursor_offset_x - scroll_x_increment); else if (cursor_offset_x - Width >= ScrollX) ScrollX = cursor_offset_x - Width + scroll_x_increment; } @@ -5877,7 +5877,7 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f { ImGuiTextEditCallbackData callback_data; memset(&callback_data, 0, sizeof(ImGuiTextEditCallbackData)); - callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter; callback_data.EventChar = (ImWchar)c; callback_data.Flags = flags; callback_data.UserData = user_data; @@ -5949,7 +5949,7 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT { edit_state.Id = id; edit_state.ScrollX = 0.0f; - stb_textedit_initialize_state(&edit_state.StbState, true); + stb_textedit_initialize_state(&edit_state.StbState, true); if (focus_requested_by_code) select_all = true; } @@ -6142,7 +6142,7 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT if (event_key != ImGuiKey_COUNT || (flags & ImGuiInputTextFlags_CallbackAlways) != 0) { ImGuiTextEditCallbackData callback_data; - callback_data.EventFlag = event_flag; + callback_data.EventFlag = event_flag; callback_data.EventKey = event_key; callback_data.Buf = g.TempBuffer; callback_data.BufSize = edit_state.BufSizeA; @@ -6180,7 +6180,7 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT } } } - + RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true, style.FrameRounding); const ImVec2 font_off_up = ImVec2(0.0f,window->FontSize()+1.0f); // FIXME: those offsets are part of the style or font API @@ -6210,7 +6210,7 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT // Draw blinking cursor if (g.InputTextState.CursorIsVisible()) window->DrawList->AddRect(cursor_pos - font_off_up + ImVec2(0,2), cursor_pos + font_off_dn - ImVec2(0,3), window->Color(ImGuiCol_Text)); - + // Notify OS of text input position for advanced IME if (io.ImeSetInputScreenPosFn && ImLengthSqr(edit_state.InputCursorScreenPos - cursor_pos) > 0.0001f) io.ImeSetInputScreenPosFn((int)cursor_pos.x - 1, (int)(cursor_pos.y - window->FontSize())); // -1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety. @@ -6406,7 +6406,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi bool value_changed = false; const ImRect value_bb(frame_bb.Min, frame_bb.Max - ImVec2(arrow_size, 0.0f)); RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true, style.FrameRounding); - RenderFrame(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y), frame_bb.Max, window->Color(hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button), true, style.FrameRounding); // FIXME-ROUNDING + RenderFrame(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y), frame_bb.Max, window->Color(hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button), true, style.FrameRounding); // FIXME-ROUNDING RenderCollapseTriangle(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y) + style.FramePadding, true); if (*current_item >= 0 && *current_item < items_count) @@ -6432,7 +6432,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi FocusWindow(window); } } - + if (g.ActiveComboID == id) { // Size default to hold ~7 items @@ -6474,7 +6474,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi } ImGui::EndChild(); ImGui::SetCursorPos(backup_pos); - + if (!combo_item_active && g.ActiveId != 0) g.ActiveComboID = 0; } @@ -6496,7 +6496,7 @@ bool ImGui::Selectable(const char* label, bool selected, const ImVec2& size_arg) const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); - + const float w = window->Pos.x + ImGui::GetContentRegionMax().x - window->DC.CursorPos.x; const ImVec2 size(size_arg.x != 0.0f ? size_arg.x : w, size_arg.y != 0.0f ? size_arg.y : label_size.y); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); @@ -6589,7 +6589,7 @@ void ImGui::ListBoxFooter() ImGuiWindow* parent_window = GetParentWindow(); const ImRect bb = parent_window->DC.LastItemRect; const ImGuiStyle& style = ImGui::GetStyle(); - + ImGui::EndChildFrame(); // Redeclare item size so that it includes the label (we have stored the full size in LastItemRect) @@ -6766,7 +6766,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], bool alpha) value_changed |= ImGui::InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal); ImGui::PopItemWidth(); char* p = buf; - while (*p == '#' || ImCharIsSpace(*p)) + while (*p == '#' || ImCharIsSpace(*p)) p++; // Treat at unsigned (%X is unsigned) @@ -6899,8 +6899,8 @@ static void ItemSize(ImVec2 size, float text_offset_y) } static inline void ItemSize(const ImRect& bb, float text_offset_y) -{ - ItemSize(bb.GetSize(), text_offset_y); +{ + ItemSize(bb.GetSize(), text_offset_y); } static bool IsClipped(const ImRect& bb) @@ -7008,7 +7008,7 @@ void ImGui::SameLine(int column_x, int spacing_w) ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; - + float x, y; if (column_x != 0) { @@ -7151,7 +7151,7 @@ void ImGui::Columns(int columns_count, const char* id, bool border) for (int i = 1; i < window->DC.ColumnsCount; i++) { float x = window->Pos.x + GetColumnOffset(i); - + const ImGuiID column_id = window->DC.ColumnsSetID + ImGuiID(i); const ImRect column_rect(ImVec2(x-4,y1),ImVec2(x+4,y2)); @@ -7489,7 +7489,7 @@ void ImDrawList::AddArc(const ImVec2& center, float rad, ImU32 col, int a_min, i } circle_vtx_builds = true; } - + if (tris) { ReserveVertices((unsigned int)(a_max-a_min) * 3); @@ -7569,7 +7569,7 @@ void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, floa AddVtx(ImVec2(a.x+r,a.y), col); AddVtx(ImVec2(b.x-r,b.y), col); AddVtx(ImVec2(a.x+r,b.y), col); - + float top_y = (rounding_corners & 1) ? a.y+r : a.y; float bot_y = (rounding_corners & 8) ? b.y-r : b.y; AddVtx(ImVec2(a.x,top_y), col); @@ -7745,7 +7745,7 @@ void ImFontAtlas::ClearTexData() void ImFontAtlas::Clear() { - ClearInputData(); + ClearInputData(); ClearTexData(); for (size_t i = 0; i < Fonts.size(); i++) { @@ -7884,7 +7884,7 @@ bool ImFontAtlas::Build() IM_ASSERT(data.OutFont && !data.OutFont->IsLoaded()); const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)data.TTFData, data.FontNo); IM_ASSERT(font_offset >= 0); - if (!stbtt_InitFont(&data.FontInfo, (unsigned char*)data.TTFData, font_offset)) + if (!stbtt_InitFont(&data.FontInfo, (unsigned char*)data.TTFData, font_offset)) return false; if (!data.GlyphRanges) @@ -8078,7 +8078,7 @@ void ImFontAtlas::RenderCustomTexData(int pass, void* p_rects) ImVector& rects = *(ImVector*)p_rects; if (pass == 0) { - stbrp_rect r; + stbrp_rect r; r.w = (TEX_DATA_W*2)+1; r.h = TEX_DATA_H+1; rects.push_back(r); @@ -8179,7 +8179,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() { // Store the 1946 ideograms code points as successive offsets from the initial unicode codepoint 0x4E00. Each offset has an implicit +1. // This encoding helps us reduce the source code size. - static const short offsets_from_0x4E00[] = + static const short offsets_from_0x4E00[] = { -1,0,1,3,0,0,0,0,1,0,5,1,1,0,7,4,6,10,0,1,9,9,7,1,3,19,1,10,7,1,0,1,0,5,1,0,6,4,2,6,0,0,12,6,8,0,3,5,0,1,0,9,0,0,8,1,1,3,4,5,13,0,0,8,2,17, 4,3,1,1,9,6,0,0,0,2,1,3,2,22,1,9,11,1,13,1,3,12,0,5,9,2,0,6,12,5,3,12,4,1,2,16,1,1,4,6,5,3,0,6,13,15,5,12,8,14,0,0,6,15,3,6,0,18,8,1,6,14,1, @@ -8309,10 +8309,10 @@ static int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const *out_char = c; return 1; } - if ((*str & 0xe0) == 0xc0) + if ((*str & 0xe0) == 0xc0) { *out_char = 0; - if (in_text_end && in_text_end - (const char*)str < 2) return 0; + if (in_text_end && in_text_end - (const char*)str < 2) return 0; if (*str < 0xc2) return 0; c = (unsigned int)((*str++ & 0x1f) << 6); if ((*str & 0xc0) != 0x80) return 0; @@ -8320,7 +8320,7 @@ static int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const *out_char = c; return 2; } - if ((*str & 0xf0) == 0xe0) + if ((*str & 0xf0) == 0xe0) { *out_char = 0; if (in_text_end && in_text_end - (const char*)str < 3) return 0; @@ -8334,7 +8334,7 @@ static int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const *out_char = c; return 3; } - if ((*str & 0xf8) == 0xf0) + if ((*str & 0xf8) == 0xf0) { *out_char = 0; if (in_text_end && in_text_end - (const char*)str < 4) return 0; @@ -8398,13 +8398,13 @@ static int ImTextCharToUtf8(char* buf, size_t buf_size, unsigned int c) { size_t i = 0; size_t n = buf_size; - if (c < 0x80) + if (c < 0x80) { if (i+1 > n) return 0; buf[i++] = (char)c; return 1; - } - else if (c < 0x800) + } + else if (c < 0x800) { if (i+2 > n) return 0; buf[i++] = (char)(0xc0 + (c >> 6)); @@ -8414,8 +8414,8 @@ static int ImTextCharToUtf8(char* buf, size_t buf_size, unsigned int c) else if (c >= 0xdc00 && c < 0xe000) { return 0; - } - else if (c >= 0xd800 && c < 0xdc00) + } + else if (c >= 0xd800 && c < 0xdc00) { if (i+4 > n) return 0; buf[i++] = (char)(0xf0 + (c >> 18)); @@ -8608,7 +8608,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons if (c == 0) break; } - + if (c == '\n') { text_size.x = ImMax(text_size.x, line_width); @@ -8616,7 +8616,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons line_width = 0.0f; continue; } - + const float char_width = ((size_t)c < IndexXAdvance.size()) ? IndexXAdvance[(size_t)c] * scale : FallbackXAdvance; if (line_width + char_width >= max_width) { @@ -8663,7 +8663,7 @@ ImVec2 ImFont::CalcTextSizeW(float size, float max_width, const ImWchar* text_be line_width = 0.0f; continue; } - + const float char_width = ((size_t)c < IndexXAdvance.size()) ? IndexXAdvance[(size_t)c] * scale : FallbackXAdvance; if (line_width + char_width >= max_width) { @@ -8847,9 +8847,9 @@ static const char* GetClipboardTextFn_DefaultImpl() ImGui::MemFree(buf_local); buf_local = NULL; } - if (!OpenClipboard(NULL)) + if (!OpenClipboard(NULL)) return NULL; - HANDLE wbuf_handle = GetClipboardData(CF_UNICODETEXT); + HANDLE wbuf_handle = GetClipboardData(CF_UNICODETEXT); if (wbuf_handle == NULL) return NULL; if (ImWchar* wbuf_global = (ImWchar*)GlobalLock(wbuf_handle)) @@ -8858,8 +8858,8 @@ static const char* GetClipboardTextFn_DefaultImpl() buf_local = (char*)ImGui::MemAlloc(buf_len * sizeof(char)); ImTextStrToUtf8(buf_local, buf_len, wbuf_global, NULL); } - GlobalUnlock(wbuf_handle); - CloseClipboard(); + GlobalUnlock(wbuf_handle); + CloseClipboard(); return buf_local; } @@ -8870,12 +8870,12 @@ static void SetClipboardTextFn_DefaultImpl(const char* text) return; const int wbuf_length = ImTextCountCharsFromUtf8(text, NULL) + 1; - HGLOBAL wbuf_handle = GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(ImWchar)); + HGLOBAL wbuf_handle = GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(ImWchar)); if (wbuf_handle == NULL) return; - ImWchar* wbuf_global = (ImWchar*)GlobalLock(wbuf_handle); + ImWchar* wbuf_global = (ImWchar*)GlobalLock(wbuf_handle); ImTextStrFromUtf8(wbuf_global, wbuf_length, text, NULL); - GlobalUnlock(wbuf_handle); + GlobalUnlock(wbuf_handle); EmptyClipboard(); SetClipboardData(CF_UNICODETEXT, wbuf_handle); CloseClipboard(); @@ -9123,7 +9123,7 @@ void ImGui::ShowTestWindow(bool* opened) ImGui::End(); return; } - + //ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f); // 2/3 of the space for widget and 1/3 for labels ImGui::PushItemWidth(-140); // Right align, keep 140 pixels for labels @@ -9145,7 +9145,7 @@ void ImGui::ShowTestWindow(bool* opened) { ImGui::Checkbox("no titlebar", &no_titlebar); ImGui::SameLine(150); ImGui::Checkbox("no border", &no_border); ImGui::SameLine(300); - ImGui::Checkbox("no resize", &no_resize); + ImGui::Checkbox("no resize", &no_resize); ImGui::Checkbox("no move", &no_move); ImGui::SameLine(150); ImGui::Checkbox("no scrollbar", &no_scrollbar); ImGui::SameLine(300); ImGui::Checkbox("no collapse", &no_collapse); @@ -9196,7 +9196,7 @@ void ImGui::ShowTestWindow(bool* opened) if (ImGui::Button("Button")) { printf("Clicked\n"); a ^= 1; } if (a) { - ImGui::SameLine(); + ImGui::SameLine(); ImGui::Text("Thanks for clicking me!"); } @@ -9594,23 +9594,23 @@ void ImGui::ShowTestWindow(bool* opened) ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); static bool pause; - static ImVector values; if (values.empty()) { values.resize(90); memset(&values.front(), 0, values.size()*sizeof(float)); } - static size_t values_offset = 0; - if (!pause) - { + static ImVector values; if (values.empty()) { values.resize(90); memset(&values.front(), 0, values.size()*sizeof(float)); } + static size_t values_offset = 0; + if (!pause) + { // create dummy data at fixed 60 hz rate static float refresh_time = -1.0f; if (ImGui::GetTime() > refresh_time + 1.0f/60.0f) { refresh_time = ImGui::GetTime(); static float phase = 0.0f; - values[values_offset] = cosf(phase); - values_offset = (values_offset+1)%values.size(); - phase += 0.10f*values_offset; + values[values_offset] = cosf(phase); + values_offset = (values_offset+1)%values.size(); + phase += 0.10f*values_offset; } } ImGui::PlotLines("##Graph", &values.front(), (int)values.size(), (int)values_offset, "avg 0.0", -1.0f, 1.0f, ImVec2(0,80)); - ImGui::SameLine(0, (int)ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::SameLine(0, (int)ImGui::GetStyle().ItemInnerSpacing.x); ImGui::BeginGroup(); ImGui::Text("Graph"); ImGui::Checkbox("pause", &pause); @@ -9668,7 +9668,7 @@ void ImGui::ShowTestWindow(bool* opened) ImGui::Text("can fit within a text block."); // Aligned to arbitrary position. Easy/cheap column. - ImGui::Text("Aligned"); + ImGui::Text("Aligned"); ImGui::SameLine(150); ImGui::Text("x=150"); ImGui::SameLine(300); ImGui::Text("x=300"); ImGui::Text("Aligned"); @@ -9690,7 +9690,7 @@ void ImGui::ShowTestWindow(bool* opened) ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine(); ImGui::SliderFloat("X", &f0, 0.0f,5.0f); ImGui::SameLine(); ImGui::SliderFloat("Y", &f1, 0.0f,5.0f); ImGui::SameLine(); - ImGui::SliderFloat("Z", &f2, 0.0f,5.0f); + ImGui::SliderFloat("Z", &f2, 0.0f,5.0f); ImGui::PopItemWidth(); ImGui::PushItemWidth(80); @@ -9702,7 +9702,7 @@ void ImGui::ShowTestWindow(bool* opened) ImGui::PushID(i); ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items)); ImGui::PopID(); - //if (ImGui::IsItemHovered()) ImGui::SetTooltip("ListBox %d hovered", i); + //if (ImGui::IsItemHovered()) ImGui::SetTooltip("ListBox %d hovered", i); } ImGui::PopItemWidth(); @@ -9755,9 +9755,9 @@ void ImGui::ShowTestWindow(bool* opened) if (ImGui::TreeNode("Text Baseline Alignment")) { - ImGui::TextWrapped("(This is testing the vertical alignment that occurs on text to keep it at the same baseline as widgets. Lines only composed of text or \"small\" widgets fit in less vertical spaces than lines with normal widgets)"); + ImGui::TextWrapped("(This is testing the vertical alignment that occurs on text to keep it at the same baseline as widgets. Lines only composed of text or \"small\" widgets fit in less vertical spaces than lines with normal widgets)"); - ImGui::Text("One\nTwo\nThree"); ImGui::SameLine(); + ImGui::Text("One\nTwo\nThree"); ImGui::SameLine(); ImGui::Text("Hello\nWorld"); ImGui::SameLine(); ImGui::Text("Banana"); @@ -9793,7 +9793,7 @@ void ImGui::ShowTestWindow(bool* opened) ImGui::Text("Without border"); static int line = 50; bool goto_line = ImGui::Button("Goto"); - ImGui::SameLine(); + ImGui::SameLine(); ImGui::PushItemWidth(100); goto_line |= ImGui::InputInt("##Line", &line, 0, 0, ImGuiInputTextFlags_EnterReturnsTrue); ImGui::PopItemWidth(); @@ -9843,7 +9843,7 @@ void ImGui::ShowTestWindow(bool* opened) { ImGui::Text("%04d", i); ImGui::NextColumn(); ImGui::Text(names[i]); ImGui::NextColumn(); - ImGui::Text(paths[i]); ImGui::NextColumn(); + ImGui::Text(paths[i]); ImGui::NextColumn(); ImGui::Text("...."); ImGui::NextColumn(); } ImGui::Columns(1); @@ -9852,7 +9852,7 @@ void ImGui::ShowTestWindow(bool* opened) ImGui::Spacing(); // Scrolling columns - /* + /* ImGui::Text("Scrolling:"); ImGui::BeginChild("##header", ImVec2(0, ImGui::GetTextLineHeightWithSpacing()+ImGui::GetStyle().ItemSpacing.y)); ImGui::Columns(3); @@ -9875,7 +9875,7 @@ void ImGui::ShowTestWindow(bool* opened) ImGui::Separator(); ImGui::Spacing(); - */ + */ // Create multiple items in a same cell before switching to next column ImGui::Text("Mixed items:"); @@ -9883,24 +9883,24 @@ void ImGui::ShowTestWindow(bool* opened) ImGui::Separator(); static int e = 0; - ImGui::Text("Hello"); + ImGui::Text("Hello"); ImGui::Button("Banana"); - ImGui::RadioButton("radio a", &e, 0); + ImGui::RadioButton("radio a", &e, 0); ImGui::NextColumn(); - ImGui::Text("ImGui"); + ImGui::Text("ImGui"); ImGui::Button("Apple"); ImGui::RadioButton("radio b", &e, 1); static float foo = 1.0f; - ImGui::InputFloat("red", &foo, 0.05f, 0, 3); + ImGui::InputFloat("red", &foo, 0.05f, 0, 3); ImGui::Text("An extra line here."); ImGui::NextColumn(); - + ImGui::Text("World!"); ImGui::Button("Corniflower"); ImGui::RadioButton("radio c", &e, 2); static float bar = 1.0f; - ImGui::InputFloat("blue", &bar, 0.05f, 0, 3); + ImGui::InputFloat("blue", &bar, 0.05f, 0, 3); ImGui::NextColumn(); if (ImGui::CollapsingHeader("Category A")) ImGui::Text("Blah blah blah"); ImGui::NextColumn(); @@ -10003,11 +10003,11 @@ void ImGui::ShowTestWindow(bool* opened) bool focus_3 = ImGui::Button("Focus on 3"); int has_focus = 0; static char buf[128] = "click on a button to set focus"; - + if (focus_1) ImGui::SetKeyboardFocusHere(); ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); if (ImGui::IsItemActive()) has_focus = 1; - + if (focus_2) ImGui::SetKeyboardFocusHere(); ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); if (ImGui::IsItemActive()) has_focus = 2; @@ -10019,7 +10019,7 @@ void ImGui::ShowTestWindow(bool* opened) ImGui::PopAllowKeyboardFocus(); if (has_focus) ImGui::Text("Item with focus: %d", has_focus); - else + else ImGui::Text("Item with focus: "); ImGui::TextWrapped("Cursor & selection are preserved when refocusing last used item in code."); ImGui::TreePop(); @@ -10034,8 +10034,8 @@ void ImGui::ShowTestWindow(bool* opened) { char label[32]; sprintf(label, "Mouse cursor %d", i); - ImGui::Bullet(); ImGui::Selectable(label, false); - if (ImGui::IsItemHovered()) + ImGui::Bullet(); ImGui::Selectable(label, false); + if (ImGui::IsItemHovered()) ImGui::SetMouseCursor(i); } ImGui::TreePop(); @@ -10083,7 +10083,7 @@ static void ShowExampleAppFixedOverlay(bool* opened) ImGui::Text("Simple overlay\non the top-left side of the screen."); ImGui::Separator(); - ImGui::Text("Mouse Position: (%.1f,%.1f)", ImGui::GetIO().MousePos.x, ImGui::GetIO().MousePos.y); + ImGui::Text("Mouse Position: (%.1f,%.1f)", ImGui::GetIO().MousePos.x, ImGui::GetIO().MousePos.y); ImGui::End(); } @@ -10198,14 +10198,14 @@ struct ExampleAppConsole ~ExampleAppConsole() { ClearLog(); - for (size_t i = 0; i < Items.size(); i++) - ImGui::MemFree(History[i]); + for (size_t i = 0; i < Items.size(); i++) + ImGui::MemFree(History[i]); } void ClearLog() { - for (size_t i = 0; i < Items.size(); i++) - ImGui::MemFree(Items[i]); + for (size_t i = 0; i < Items.size(); i++) + ImGui::MemFree(Items[i]); Items.clear(); ScrollToBottom = true; } @@ -10235,8 +10235,8 @@ struct ExampleAppConsole // TODO: display from bottom // TODO: clip manually - if (ImGui::SmallButton("Add Dummy Text")) { AddLog("%d some text", Items.size()); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine(); - if (ImGui::SmallButton("Add Dummy Error")) AddLog("[error] something went wrong"); ImGui::SameLine(); + if (ImGui::SmallButton("Add Dummy Text")) { AddLog("%d some text", Items.size()); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine(); + if (ImGui::SmallButton("Add Dummy Error")) AddLog("[error] something went wrong"); ImGui::SameLine(); if (ImGui::SmallButton("Clear")) ClearLog(); //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); } @@ -10452,7 +10452,7 @@ static void ShowExampleAppLongText(bool* opened) static ImGuiTextBuffer log; static int lines = 0; ImGui::Text("Printing unusually long amount of text."); - ImGui::Combo("Test type", &test_type, "Single call to TextUnformatted()\0Multiple calls to Text(), clipped manually\0Multiple calls to Text(), not clipped"); + ImGui::Combo("Test type", &test_type, "Single call to TextUnformatted()\0Multiple calls to Text(), clipped manually\0Multiple calls to Text(), not clipped"); ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size()); if (ImGui::Button("Clear")) { log.clear(); lines = 0; } ImGui::SameLine(); @@ -10616,7 +10616,7 @@ static unsigned int stb_decompress(unsigned char *output, unsigned char *i, unsi return 0; } } - IM_ASSERT(stb__dout <= output + olen); + IM_ASSERT(stb__dout <= output + olen); if (stb__dout > output + olen) return 0; } @@ -10625,206 +10625,206 @@ static unsigned int stb_decompress(unsigned char *output, unsigned char *i, unsi static const unsigned int proggy_clean_ttf_compressed_size = 9583; static const unsigned int proggy_clean_ttf_compressed_data[9584/4] = { - 0x0000bc57, 0x00000000, 0xf8a00000, 0x00000400, 0x00010037, 0x000c0000, 0x00030080, 0x2f534f40, 0x74eb8832, 0x01000090, 0x2c158248, 0x616d634e, - 0x23120270, 0x03000075, 0x241382a0, 0x74766352, 0x82178220, 0xfc042102, 0x02380482, 0x66796c67, 0x5689af12, 0x04070000, 0x80920000, 0x64616568, - 0xd36691d7, 0xcc201b82, 0x36210382, 0x27108268, 0xc3014208, 0x04010000, 0x243b0f82, 0x78746d68, 0x807e008a, 0x98010000, 0x06020000, 0x61636f6c, - 0xd8b0738c, 0x82050000, 0x0402291e, 0x7078616d, 0xda00ae01, 0x28201f82, 0x202c1082, 0x656d616e, 0x96bb5925, 0x84990000, 0x9e2c1382, 0x74736f70, - 0xef83aca6, 0x249b0000, 0xd22c3382, 0x70657270, 0x12010269, 0xf4040000, 0x08202f82, 0x012ecb84, 0x553c0000, 0x0f5fd5e9, 0x0300f53c, 0x00830008, - 0x7767b722, 0x002b3f82, 0xa692bd00, 0xfe0000d7, 0x83800380, 0x21f1826f, 0x00850002, 0x41820120, 0x40fec026, 0x80030000, 0x05821083, 0x07830120, - 0x0221038a, 0x24118200, 0x90000101, 0x82798200, 0x00022617, 0x00400008, 0x2009820a, 0x82098276, 0x82002006, 0x9001213b, 0x0223c883, 0x828a02bc, - 0x858f2010, 0xc5012507, 0x00023200, 0x04210083, 0x91058309, 0x6c412b03, 0x40007374, 0xac200000, 0x00830008, 0x01000523, 0x834d8380, 0x80032103, - 0x012101bf, 0x23b88280, 0x00800000, 0x0b830382, 0x07820120, 0x83800021, 0x88012001, 0x84002009, 0x2005870f, 0x870d8301, 0x2023901b, 0x83199501, - 0x82002015, 0x84802000, 0x84238267, 0x88002027, 0x8561882d, 0x21058211, 0x13880000, 0x01800022, 0x05850d85, 0x0f828020, 0x03208384, 0x03200582, - 0x47901b84, 0x1b850020, 0x1f821d82, 0x3f831d88, 0x3f410383, 0x84058405, 0x210982cd, 0x09830000, 0x03207789, 0xf38a1384, 0x01203782, 0x13872384, - 0x0b88c983, 0x0d898f84, 0x00202982, 0x23900383, 0x87008021, 0x83df8301, 0x86118d03, 0x863f880d, 0x8f35880f, 0x2160820f, 0x04830300, 0x1c220382, - 0x05820100, 0x4c000022, 0x09831182, 0x04001c24, 0x11823000, 0x0800082e, 0x00000200, 0xff007f00, 0xffffac20, 0x00220982, 0x09848100, 0xdf216682, - 0x843586d5, 0x06012116, 0x04400684, 0xa58120d7, 0x00b127d8, 0x01b88d01, 0x2d8685ff, 0xc100c621, 0xf4be0801, 0x9e011c01, 0x88021402, 0x1403fc02, - 0x9c035803, 0x1404de03, 0x50043204, 0xa2046204, 0x66051605, 0x1206bc05, 0xd6067406, 0x7e073807, 0x4e08ec07, 0x96086c08, 0x1009d008, 0x88094a09, - 0x800a160a, 0x560b040b, 0x2e0cc80b, 0xea0c820c, 0xa40d5e0d, 0x500eea0d, 0x280f960e, 0x1210b00f, 0xe0107410, 0xb6115211, 0x6e120412, 0x4c13c412, - 0xf613ac13, 0xae145814, 0x4015ea14, 0xa6158015, 0x1216b815, 0xc6167e16, 0x8e173417, 0x5618e017, 0xee18ba18, 0x96193619, 0x481ad419, 0xf01a9c1a, - 0xc81b5c1b, 0x4c1c041c, 0xea1c961c, 0x921d2a1d, 0x401ed21d, 0xe01e8e1e, 0x761f241f, 0xa61fa61f, 0x01821020, 0x8a202e34, 0xc820b220, 0x74211421, - 0xee219821, 0x86226222, 0x01820c23, 0x83238021, 0x23983c01, 0x24d823b0, 0x244a2400, 0x24902468, 0x250625ae, 0x25822560, 0x26f825f8, 0x82aa2658, - 0xd8be0801, 0x9a274027, 0x68280a28, 0x0e29a828, 0xb8292029, 0x362af829, 0x602a602a, 0x2a2b022b, 0xac2b5e2b, 0x202ce62b, 0x9a2c342c, 0x5c2d282d, - 0xaa2d782d, 0x262ee82d, 0x262fa62e, 0xf42fb62f, 0xc8305e30, 0xb4313e31, 0x9e321e32, 0x82331e33, 0x5c34ee33, 0x3a35ce34, 0xd4358635, 0x72362636, - 0x7637e636, 0x3a38d837, 0x1239a638, 0xae397439, 0x9a3a2e3a, 0x7c3b063b, 0x3a3ce83b, 0x223d963c, 0xec3d863d, 0xc63e563e, 0x9a3f2a3f, 0x6a401240, - 0x3641d040, 0x0842a241, 0x7a424042, 0xf042b842, 0xcc436243, 0x8a442a44, 0x5845ee44, 0xe245b645, 0xb4465446, 0x7a471447, 0x5448da47, 0x4049c648, - 0x15462400, 0x034d0808, 0x0b000700, 0x13000f00, 0x1b001700, 0x23001f00, 0x2b002700, 0x33002f00, 0x3b003700, 0x43003f00, 0x4b004700, 0x53004f00, - 0x5b005700, 0x63005f00, 0x6b006700, 0x73006f00, 0x7b007700, 0x83007f00, 0x8b008700, 0x00008f00, 0x15333511, 0x20039631, 0x20178205, 0xd3038221, - 0x20739707, 0x25008580, 0x028080fc, 0x05be8080, 0x04204a85, 0x05ce0685, 0x0107002a, 0x02000080, 0x00000400, 0x250d8b41, 0x33350100, 0x03920715, - 0x13820320, 0x858d0120, 0x0e8d0320, 0xff260d83, 0x00808000, 0x54820106, 0x04800223, 0x845b8c80, 0x41332059, 0x078b068f, 0x82000121, 0x82fe2039, - 0x84802003, 0x83042004, 0x23598a0e, 0x00180000, 0x03210082, 0x42ab9080, 0x73942137, 0x2013bb41, 0x8f978205, 0x2027a39b, 0x20b68801, 0x84b286fd, - 0x91c88407, 0x41032011, 0x11a51130, 0x15000027, 0x80ff8000, 0x11af4103, 0x841b0341, 0x8bd983fd, 0x9be99bc9, 0x8343831b, 0x21f1821f, 0xb58300ff, - 0x0f84e889, 0xf78a0484, 0x8000ff22, 0x0020eeb3, 0x14200082, 0x2130ef41, 0xeb431300, 0x4133200a, 0xd7410ecb, 0x9a07200b, 0x2027871b, 0x21238221, - 0xe7828080, 0xe784fd20, 0xe8848020, 0xfe808022, 0x08880d85, 0xba41fd20, 0x82248205, 0x85eab02a, 0x008022e7, 0x2cd74200, 0x44010021, 0xd34406eb, - 0x44312013, 0xcf8b0eef, 0x0d422f8b, 0x82332007, 0x0001212f, 0x8023cf82, 0x83000180, 0x820583de, 0x830682d4, 0x820020d4, 0x82dc850a, 0x20e282e9, - 0xb2ff85fe, 0x010327e9, 0x02000380, 0x0f440400, 0x0c634407, 0x68825982, 0x85048021, 0x260a825d, 0x010b0000, 0x4400ff00, 0x2746103f, 0x08d74209, - 0x4d440720, 0x0eaf4406, 0xc3441d20, 0x23078406, 0xff800002, 0x04845b83, 0x8d05b241, 0x1781436f, 0x6b8c87a5, 0x1521878e, 0x06474505, 0x01210783, - 0x84688c00, 0x8904828e, 0x441e8cf7, 0x0b270cff, 0x80008000, 0x45030003, 0xfb430fab, 0x080f4107, 0x410bf942, 0xd34307e5, 0x070d4207, 0x80800123, - 0x205d85fe, 0x849183fe, 0x20128404, 0x82809702, 0x00002217, 0x41839a09, 0x6b4408cf, 0x0733440f, 0x3b460720, 0x82798707, 0x97802052, 0x0000296f, - 0xff800004, 0x01800100, 0x0021ef89, 0x0a914625, 0x410a4d41, 0x00250ed4, 0x00050000, 0x056d4280, 0x210a7b46, 0x21481300, 0x46ed8512, 0x00210bd1, - 0x89718202, 0x21738877, 0x2b850001, 0x00220582, 0x87450a00, 0x0ddb4606, 0x41079b42, 0x9d420c09, 0x0b09420b, 0x8d820720, 0x9742fc84, 0x42098909, - 0x00241e0f, 0x00800014, 0x0b47da82, 0x0833442a, 0x49078d41, 0x2f450f13, 0x42278f17, 0x01200751, 0x22063742, 0x44808001, 0x20450519, 0x88068906, - 0x83fe2019, 0x4203202a, 0x1a941a58, 0x00820020, 0xe7a40e20, 0x420ce146, 0x854307e9, 0x0fcb4713, 0xff20a182, 0xfe209b82, 0x0c867f8b, 0x0021aea4, - 0x219fa40f, 0x7d41003b, 0x07194214, 0xbf440520, 0x071d4206, 0x6941a590, 0x80802309, 0x028900ff, 0xa9a4b685, 0xc5808021, 0x449b82ab, 0x152007eb, - 0x42134d46, 0x61440a15, 0x051e4208, 0x222b0442, 0x47001100, 0xfd412913, 0x17194714, 0x410f5b41, 0x02220773, 0x09428080, 0x21a98208, 0xd4420001, - 0x481c840d, 0x00232bc9, 0x42120000, 0xe74c261b, 0x149d4405, 0x07209d87, 0x410db944, 0x14421c81, 0x42fd2005, 0x80410bd2, 0x203d8531, 0x06874100, - 0x48256f4a, 0xcb420c95, 0x13934113, 0x44075d44, 0x044c0855, 0x00ff2105, 0xfe228185, 0x45448000, 0x22c5b508, 0x410c0000, 0x7b412087, 0x1bb74514, - 0x32429c85, 0x0a574805, 0x21208943, 0x8ba01300, 0x440dfb4e, 0x77431437, 0x245b4113, 0x200fb145, 0x41108ffe, 0x80203562, 0x00200082, 0x46362b42, - 0x1742178d, 0x4527830f, 0x0f830b2f, 0x4a138146, 0x802409a1, 0xfe8000ff, 0x94419982, 0x09294320, 0x04000022, 0x49050f4f, 0xcb470a63, 0x48032008, - 0x2b48067b, 0x85022008, 0x82638338, 0x00002209, 0x05af4806, 0x900e9f49, 0x84c5873f, 0x214285bd, 0x064900ff, 0x0c894607, 0x00000023, 0x4903820a, - 0x714319f3, 0x0749410c, 0x8a07a145, 0x02152507, 0xfe808000, 0x74490386, 0x8080211b, 0x0c276f82, 0x00018000, 0x48028003, 0x2b2315db, 0x43002f00, - 0x6f82142f, 0x44011521, 0x93510da7, 0x20e68508, 0x06494d80, 0x8e838020, 0x06821286, 0x124bff20, 0x25f3830c, 0x03800080, 0xe74a0380, 0x207b8715, - 0x876b861d, 0x4a152007, 0x07870775, 0xf6876086, 0x8417674a, 0x0a0021f2, 0x431c9743, 0x8d421485, 0x200b830b, 0x06474d03, 0x71828020, 0x04510120, - 0x42da8606, 0x1f831882, 0x001a0022, 0xff4d0082, 0x0b0f532c, 0x0d449b94, 0x4e312007, 0x074f12e7, 0x0bf3490b, 0xbb412120, 0x413f820a, 0xef490857, - 0x80002313, 0xe2830001, 0x6441fc20, 0x8b802006, 0x00012108, 0xfd201582, 0x492c9b48, 0x802014ff, 0x51084347, 0x0f4327f3, 0x17bf4a14, 0x201b7944, - 0x06964201, 0x134ffe20, 0x20d6830b, 0x25d78280, 0xfd800002, 0x05888000, 0x9318dc41, 0x21d282d4, 0xdb481800, 0x0dff542a, 0x45107743, 0xe14813f5, - 0x0f034113, 0x83135d45, 0x47b28437, 0xe4510e73, 0x21f58e06, 0x2b8400fd, 0x1041fcac, 0x08db4b0b, 0x421fdb41, 0xdf4b18df, 0x011d210a, 0x420af350, - 0x6e8308af, 0xac85cb86, 0x1e461082, 0x82b7a407, 0x411420a3, 0xa34130ab, 0x178f4124, 0x41139741, 0x86410d93, 0x82118511, 0x057243d8, 0x8941d9a4, - 0x3093480c, 0x4a13474f, 0xfb5016a9, 0x07ad4108, 0x4a0f9d42, 0xfe200fad, 0x4708aa41, 0x83482dba, 0x288f4d06, 0xb398c3bb, 0x44267b41, 0xb34439d7, - 0x0755410f, 0x200ebb45, 0x0f5f4215, 0x20191343, 0x06df5301, 0xf04c0220, 0x2ba64d07, 0x82050841, 0x430020ce, 0xa78f3627, 0x5213ff42, 0x2f970bc1, - 0x4305ab55, 0xa084111b, 0x450bac45, 0x5f4238b8, 0x010c2106, 0x0220ed82, 0x441bb344, 0x875010af, 0x0737480f, 0x490c5747, 0x0c840c03, 0x4c204b42, - 0x8ba905d7, 0x8b948793, 0x510c0c51, 0xfb4b24b9, 0x1b174107, 0x5709d74c, 0xd1410ca5, 0x079d480f, 0x201ff541, 0x06804780, 0x7d520120, 0x80002205, - 0x20a983fe, 0x47bb83fe, 0x1b8409b4, 0x81580220, 0x4e00202c, 0x4f41282f, 0x0eab4f17, 0x57471520, 0x0e0f4808, 0x8221e041, 0x3e1b4a8b, 0x4407175d, - 0x1b4b071f, 0x4a0f8b07, 0x174a0703, 0x0ba5411b, 0x430fb141, 0x0120057b, 0xfc20dd82, 0x4a056047, 0xf4850c0c, 0x01221982, 0x02828000, 0x1a5d088b, - 0x20094108, 0x8c0e3941, 0x4900200e, 0x7744434f, 0x200b870b, 0x0e4b5a33, 0x2b41f78b, 0x8b138307, 0x0b9f450b, 0x2406f741, 0xfd808001, 0x09475a00, - 0x84000121, 0x5980200e, 0x85450e5d, 0x832c8206, 0x4106831e, 0x00213814, 0x28b34810, 0x410c2f4b, 0x5f4a13d7, 0x0b2b4113, 0x6e43a883, 0x11174b05, - 0x4b066a45, 0xcc470541, 0x5000202b, 0xcb472f4b, 0x44b59f0f, 0xc5430b5b, 0x0d654907, 0x21065544, 0xd6828080, 0xfe201982, 0x8230ec4a, 0x120025c2, - 0x80ff8000, 0x4128d74d, 0x3320408b, 0x410a9f50, 0xdb822793, 0x822bd454, 0x61134b2e, 0x410b214a, 0xad4117c9, 0x0001211f, 0x4206854f, 0x4b430596, - 0x06bb5530, 0x2025cf46, 0x0ddd5747, 0x500ea349, 0x0f840fa7, 0x5213c153, 0x634e08d1, 0x0bbe4809, 0x59316e4d, 0x5b50053f, 0x203f6323, 0x5117eb46, - 0x94450a63, 0x246e410a, 0x63410020, 0x0bdb5f2f, 0x4233ab44, 0x39480757, 0x112d4a07, 0x7241118f, 0x000e2132, 0x9f286f41, 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0x65006d00, 0x52200982, 0x67240582, 0x6c007500, 0x72201d82, 0x54222b82, + 0x23825800, 0x19825020, 0x67006f22, 0x79220182, 0x1b824300, 0x3b846520, 0x1f825420, 0x41000021, 0x1422099b, 0x0b410000, 0x87088206, 0x01012102, + 0x78080982, 0x01020101, 0x01040103, 0x01060105, 0x01080107, 0x010a0109, 0x010c010b, 0x010e010d, 0x0110010f, 0x01120111, 0x01140113, 0x01160115, + 0x01180117, 0x011a0119, 0x011c011b, 0x011e011d, 0x0020011f, 0x00040003, 0x00060005, 0x00080007, 0x000a0009, 0x000c000b, 0x000e000d, 0x0010000f, + 0x00120011, 0x00140013, 0x00160015, 0x00180017, 0x001a0019, 0x001c001b, 0x001e001d, 0x08bb821f, 0x22002142, 0x24002300, 0x26002500, 0x28002700, + 0x2a002900, 0x2c002b00, 0x2e002d00, 0x30002f00, 0x32003100, 0x34003300, 0x36003500, 0x38003700, 0x3a003900, 0x3c003b00, 0x3e003d00, 0x40003f00, + 0x42004100, 0x4b09f382, 0x00450044, 0x00470046, 0x00490048, 0x004b004a, 0x004d004c, 0x004f004e, 0x00510050, 0x00530052, 0x00550054, 0x00570056, + 0x00590058, 0x005b005a, 0x005d005c, 0x005f005e, 0x01610060, 0x01220121, 0x01240123, 0x01260125, 0x01280127, 0x012a0129, 0x012c012b, 0x012e012d, + 0x0130012f, 0x01320131, 0x01340133, 0x01360135, 0x01380137, 0x013a0139, 0x013c013b, 0x013e013d, 0x0140013f, 0x00ac0041, 0x008400a3, 0x00bd0085, + 0x00e80096, 0x008e0086, 0x009d008b, 0x00a400a9, 0x008a00ef, 0x008300da, 0x00f20093, 0x008d00f3, 0x00880097, 0x00de00c3, 0x009e00f1, 0x00f500aa, + 0x00f600f4, 0x00ad00a2, 0x00c700c9, 0x006200ae, 0x00900063, 0x00cb0064, 0x00c80065, 0x00cf00ca, 0x00cd00cc, 0x00e900ce, 0x00d30066, 0x00d100d0, + 0x006700af, 0x009100f0, 0x00d400d6, 0x006800d5, 0x00ed00eb, 0x006a0089, 0x006b0069, 0x006c006d, 0x00a0006e, 0x0071006f, 0x00720070, 0x00750073, + 0x00760074, 0x00ea0077, 0x007a0078, 0x007b0079, 0x007c007d, 0x00a100b8, 0x007e007f, 0x00810080, 0x00ee00ec, 0x6e750eba, 0x646f6369, 0x78302365, + 0x31303030, 0x32200e8d, 0x33200e8d, 0x34200e8d, 0x35200e8d, 0x36200e8d, 0x37200e8d, 0x38200e8d, 0x39200e8d, 0x61200e8d, 0x62200e8d, 0x63200e8d, + 0x64200e8d, 0x65200e8d, 0x66200e8d, 0x31210e8c, 0x8d0e8d30, 0x8d3120ef, 0x8d3120ef, 0x8d3120ef, 0x8d3120ef, 0x8d3120ef, 0x8d3120ef, 0x8d3120ef, + 0x8d3120ef, 0x8d3120ef, 0x8d3120ef, 0x8d3120ef, 0x8d3120ef, 0x8d3120ef, 0x66312def, 0x6c656406, 0x04657465, 0x6f727545, 0x3820ec8c, 0x3820ec8d, + 0x3820ec8d, 0x3820ec8d, 0x3820ec8d, 0x3820ec8d, 0x3820ec8d, 0x3820ec8d, 0x3820ec8d, 0x3820ec8d, 0x3820ec8d, 0x3820ec8d, 0x3820ec8d, 0x3820ec8d, + 0x3820ec8d, 0x200ddc41, 0x0ddc4139, 0xef8d3920, 0xef8d3920, 0xef8d3920, 0xef8d3920, 0xef8d3920, 0xef8d3920, 0xef8d3920, 0xef8d3920, 0xef8d3920, + 0xef8d3920, 0xef8d3920, 0xef8d3920, 0xef8d3920, 0xef8d3920, 0x00663923, 0x48fa0500, 0x00f762f9, }; static void GetDefaultCompressedFontDataTTF(const void** ttf_compressed_data, unsigned int* ttf_compressed_size) diff --git a/src/imgui/imgui.h b/src/imgui/imgui.h index 4b4ea533..5cc82fb2 100644 --- a/src/imgui/imgui.h +++ b/src/imgui/imgui.h @@ -47,7 +47,7 @@ typedef int ImGuiMouseCursor; // enum ImGuiMouseCursor_ typedef int ImGuiWindowFlags; // enum ImGuiWindowFlags_ typedef int ImGuiSetCond; // enum ImGuiSetCondition_ typedef int ImGuiInputTextFlags; // enum ImGuiInputTextFlags_ -struct ImGuiTextEditCallbackData; // for advanced uses of InputText() +struct ImGuiTextEditCallbackData; // for advanced uses of InputText() typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data); struct ImVec2 @@ -79,7 +79,7 @@ namespace ImGui IMGUI_API void MemFree(void* ptr); } -// std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug). +// std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug). // Use '#define ImVector std::vector' if you want to use the STL type or your own type. // Our implementation does NOT call c++ constructors! because the data types we use don't need them (but that could be added as well). Only provide the minimum functionalities we need. #ifndef ImVector @@ -120,14 +120,14 @@ public: inline void swap(ImVector& rhs) { const size_t rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; const size_t rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } inline void resize(size_t new_size) { if (new_size > Capacity) reserve(new_size); Size = new_size; } - inline void reserve(size_t new_capacity) - { + inline void reserve(size_t new_capacity) + { if (new_capacity <= Capacity) return; T* new_data = (value_type*)ImGui::MemAlloc(new_capacity * sizeof(value_type)); memcpy(new_data, Data, Size * sizeof(value_type)); ImGui::MemFree(Data); Data = new_data; - Capacity = new_capacity; + Capacity = new_capacity; } inline void push_back(const value_type& v) { if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); Data[Size++] = v; } @@ -268,7 +268,7 @@ namespace ImGui IMGUI_API void TextWrapped(const char* fmt, ...); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos(); IMGUI_API void TextWrappedV(const char* fmt, va_list args); IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text. - IMGUI_API void LabelText(const char* label, const char* fmt, ...); // display text+label aligned the same way as value+label widgets + IMGUI_API void LabelText(const char* label, const char* fmt, ...); // display text+label aligned the same way as value+label widgets IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args); IMGUI_API void Bullet(); IMGUI_API void BulletText(const char* fmt, ...); @@ -355,7 +355,7 @@ namespace ImGui IMGUI_API bool IsItemHovered(); // was the last item hovered by mouse? IMGUI_API bool IsItemHoveredRectOnly(); // was the last item hovered by mouse? even if another item is active while we are hovering this. IMGUI_API bool IsItemActive(); // was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false) - IMGUI_API bool IsAnyItemActive(); // + IMGUI_API bool IsAnyItemActive(); // IMGUI_API ImVec2 GetItemRectMin(); // get bounding rect of last item IMGUI_API ImVec2 GetItemRectMax(); // " IMGUI_API ImVec2 GetItemRectSize(); // " @@ -611,9 +611,9 @@ struct ImGuiIO // User Functions //------------------------------------------------------------------ - // REQUIRED: rendering function. + // REQUIRED: rendering function. // See example code if you are unsure of how to implement this. - void (*RenderDrawListsFn)(ImDrawList** const draw_lists, int count); + void (*RenderDrawListsFn)(ImDrawList** const draw_lists, int count); // Optional: access OS clipboard // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) @@ -636,7 +636,7 @@ struct ImGuiIO ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) bool MouseDown[5]; // Mouse buttons. ImGui itself only uses button 0 (left button). Others buttons allows to track if mouse is being used by your application + available to user as a convenience via IsMouse** API. - float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text. + float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text. bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). bool KeyCtrl; // Keyboard modifier pressed: Control bool KeyShift; // Keyboard modifier pressed: Shift @@ -749,13 +749,13 @@ struct ImGuiTextBuffer // - You want to store custom debug data easily without adding or editing structures in your code. struct ImGuiStorage { - struct Pair - { - ImGuiID key; - union { int val_i; float val_f; void* val_p; }; - Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } - Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } - Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } + struct Pair + { + ImGuiID key; + union { int val_i; float val_f; void* val_p; }; + Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } + Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } + Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } }; ImVector Data; @@ -770,7 +770,7 @@ struct ImGuiStorage IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL IMGUI_API void SetVoidPtr(ImGuiID key, void* val); - // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. + // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. // - A typical use case where this is convenient: // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; @@ -876,7 +876,7 @@ struct ImDrawList // [Internal to ImGui] ImVector clip_rect_stack; // [Internal] - ImVector texture_id_stack; // [Internal] + ImVector texture_id_stack; // [Internal] ImDrawVert* vtx_write; // [Internal] point within vtx_buffer after each add command (to avoid using the ImVector<> operators too much) ImDrawList() { Clear(); } @@ -888,7 +888,7 @@ struct ImDrawList IMGUI_API void PushTextureID(const ImTextureID& texture_id); IMGUI_API void PopTextureID(); - // Primitives + // Primitives IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float half_thickness = 0.50f); IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F); IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F); diff --git a/src/imgui/stb_rect_pack.h b/src/imgui/stb_rect_pack.h index eb0ef2f2..25fa5a52 100644 --- a/src/imgui/stb_rect_pack.h +++ b/src/imgui/stb_rect_pack.h @@ -386,7 +386,7 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt } } tail = tail->next; - } + } } fr.prev_link = best; diff --git a/src/imgui/stb_textedit.h b/src/imgui/stb_textedit.h index 5aa79f02..8a01ad43 100644 --- a/src/imgui/stb_textedit.h +++ b/src/imgui/stb_textedit.h @@ -13,7 +13,7 @@ // texts, as its performance does not scale and it has limited undo). // // Non-trivial behaviors are modelled after Windows text controls. -// +// // // LICENSE // @@ -192,20 +192,20 @@ // call this with the mouse x,y on a mouse down; it will update the cursor // and reset the selection start/end to the cursor point. the x,y must // be relative to the text widget, with (0,0) being the top left. -// +// // drag: // call this with the mouse x,y on a mouse drag/up; it will update the // cursor and the selection end point -// +// // cut: // call this to delete the current selection; returns true if there was // one. you should FIRST copy the current selection to the system paste buffer. // (To copy, just copy the current selection out of the string yourself.) -// +// // paste: // call this to paste text at the current cursor point or over the current // selection if there is one. -// +// // key: // call this for keyboard inputs sent to the textfield. you can use it // for "key down" events or for "translated" key events. if you need to @@ -214,7 +214,7 @@ // various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit // set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is // clear. -// +// // When rendering, you can read the cursor position and selection state from // the STB_TexteditState. // @@ -699,7 +699,7 @@ retry: state->insert_mode = !state->insert_mode; break; #endif - + case STB_TEXTEDIT_K_UNDO: stb_text_undo(str, state); state->has_preferred_x = 0; @@ -714,7 +714,7 @@ retry: // if currently there's a selection, move cursor to start of selection if (STB_TEXT_HAS_SELECTION(state)) stb_textedit_move_to_first(state); - else + else if (state->cursor > 0) --state->cursor; state->has_preferred_x = 0; @@ -751,7 +751,7 @@ retry: break; case STB_TEXTEDIT_K_WORDRIGHT: - if (STB_TEXT_HAS_SELECTION(state)) + if (STB_TEXT_HAS_SELECTION(state)) stb_textedit_move_to_last(str, state); else { state->cursor = stb_textedit_move_to_word_next(str, state); @@ -839,7 +839,7 @@ retry: } break; } - + case STB_TEXTEDIT_K_UP: case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: { StbFindState find; @@ -916,7 +916,7 @@ retry: } state->has_preferred_x = 0; break; - + case STB_TEXTEDIT_K_TEXTSTART: state->cursor = state->select_start = state->select_end = 0; state->has_preferred_x = 0; @@ -927,7 +927,7 @@ retry: state->select_start = state->select_end = 0; state->has_preferred_x = 0; break; - + case STB_TEXTEDIT_K_TEXTSTART | STB_TEXTEDIT_K_SHIFT: stb_textedit_prep_selection_at_cursor(state); state->cursor = state->select_end = 0; diff --git a/src/imgui/stb_truetype.h b/src/imgui/stb_truetype.h index 3c5d6f30..8d64e388 100644 --- a/src/imgui/stb_truetype.h +++ b/src/imgui/stb_truetype.h @@ -28,7 +28,7 @@ // "Zer" on mollyrocket (with fix) // Cass Everitt // stoiko (Haemimont Games) -// Brian Hook +// Brian Hook // Walter van Niftrik // David Gow // David Given @@ -209,7 +209,7 @@ // Curve tesselation 120 LOC \__ 550 LOC Bitmap creation // Bitmap management 100 LOC / // Baked bitmap interface 70 LOC / -// Font name matching & access 150 LOC ---- 150 +// Font name matching & access 150 LOC ---- 150 // C runtime library abstraction 60 LOC ---- 60 @@ -293,7 +293,7 @@ int main(int argc, char **argv) } return 0; } -#endif +#endif // // Output: // @@ -307,9 +307,9 @@ int main(int argc, char **argv) // :@@. M@M // @@@o@@@@ // :M@@V:@@. -// +// ////////////////////////////////////////////////////////////////////////////// -// +// // Complete program: print "Hello World!" banner, with bugs // #if 0 @@ -555,7 +555,7 @@ STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, stbtt_fo STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); // Those functions are called by stbtt_PackFontRanges(). If you want to // pack multiple fonts or custom data into a same texture, you may copy -// the contents of stbtt_PackFontRanges() and create a custom version +// the contents of stbtt_PackFontRanges() and create a custom version // using those functions. STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample); @@ -1296,7 +1296,7 @@ STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, s if (i != 0) num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); - // now start the new one + // now start the new one start_off = !(flags & 1); if (start_off) { // if we start off with an off-curve point, then when we need to find a point on the curve @@ -1349,7 +1349,7 @@ STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, s int comp_num_verts = 0, i; stbtt_vertex *comp_verts = 0, *tmp = 0; float mtx[6] = {1,0,0,1,0,0}, m, n; - + flags = ttSHORT(comp); comp+=2; gidx = ttSHORT(comp); comp+=2; @@ -1379,7 +1379,7 @@ STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, s mtx[2] = ttSHORT(comp)/16384.0f; comp+=2; mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; } - + // Find transformation scales. m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]); n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]); @@ -1626,7 +1626,7 @@ static void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__ac } } } - + e = e->next; } } @@ -1916,7 +1916,7 @@ STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info { int ix0,iy0,ix1,iy1; stbtt__bitmap gbm; - stbtt_vertex *vertices; + stbtt_vertex *vertices; int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); if (scale_x == 0) scale_x = scale_y; @@ -1936,7 +1936,7 @@ STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info if (height) *height = gbm.h; if (xoff ) *xoff = ix0; if (yoff ) *yoff = iy0; - + if (gbm.w && gbm.h) { gbm.pixels = (unsigned char *) STBTT_malloc(gbm.w * gbm.h, info->userdata); if (gbm.pixels) { @@ -1947,7 +1947,7 @@ STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info } STBTT_free(vertices, info->userdata); return gbm.pixels; -} +} STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff) { @@ -1959,7 +1959,7 @@ STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigne int ix0,iy0; stbtt_vertex *vertices; int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); - stbtt__bitmap gbm; + stbtt__bitmap gbm; stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0); gbm.pixels = output; @@ -1981,7 +1981,7 @@ STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char * STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff) { return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff); -} +} STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint) { @@ -1991,7 +1991,7 @@ STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, uns STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff) { return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f,0.0f, codepoint, width,height,xoff,yoff); -} +} STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint) { @@ -2120,7 +2120,7 @@ static void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *no con->y = 0; con->bottom_y = 0; STBTT__NOTUSED(nodes); - STBTT__NOTUSED(num_nodes); + STBTT__NOTUSED(num_nodes); } static void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects) @@ -2332,8 +2332,8 @@ STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, stbtt_fon float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); for (j=0; j < ranges[i].num_chars_in_range; ++j) { int x0,y0,x1,y1; - int glyph = stbtt_FindGlyphIndex(info,ranges[i].first_unicode_char_in_range + j); - if (glyph) { + int glyph = stbtt_FindGlyphIndex(info,ranges[i].first_unicode_char_in_range + j); + if (glyph) { stbtt_GetGlyphBitmapBoxSubpixel(info,glyph, scale * spc->h_oversample, scale * spc->v_oversample, @@ -2341,10 +2341,10 @@ STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, stbtt_fon &x0,&y0,&x1,&y1); rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1); rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1); - } else { + } else { rects[k].w = rects[k].h = 1; } - ++k; + ++k; } } @@ -2440,7 +2440,7 @@ STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, unsigned char *fontd n = 0; for (i=0; i < num_ranges; ++i) n += ranges[i].num_chars_in_range; - + rects = (stbrp_rect *) STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context); if (rects == NULL) return 0; @@ -2450,7 +2450,7 @@ STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, unsigned char *fontd n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects); stbrp_pack_rects(context, rects, n); - + return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects); return return_value; @@ -2501,7 +2501,7 @@ STBTT_DEF void stbtt_GetPackedQuad(stbtt_packedchar *chardata, int pw, int ph, i // // check if a utf8 string contains a prefix which is the utf16 string; if so return length of matching utf8 string -static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(const stbtt_uint8 *s1, stbtt_int32 len1, const stbtt_uint8 *s2, stbtt_int32 len2) +static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(const stbtt_uint8 *s1, stbtt_int32 len1, const stbtt_uint8 *s2, stbtt_int32 len2) { stbtt_int32 i=0; @@ -2540,7 +2540,7 @@ static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(const stbtt_uint8 return i; } -STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2) +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2) { return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((const stbtt_uint8*) s1, len1, (const stbtt_uint8*) s2, len2); } diff --git a/src/lol/math/vector.h b/src/lol/math/vector.h index 56268973..5261142f 100644 --- a/src/lol/math/vector.h +++ b/src/lol/math/vector.h @@ -279,7 +279,7 @@ struct vec_t { struct { T x, y; }; /* axis */ struct { T r, g; }; /* red, green */ - struct { T s, t; }; + struct { T s, t; }; #if !_DOXYGEN_SKIP_ME vec_t const xx, rr, ss/**/, ww; diff --git a/src/sys/thread.cpp b/src/sys/thread.cpp index afe91cc4..3ccf1a8a 100644 --- a/src/sys/thread.cpp +++ b/src/sys/thread.cpp @@ -83,7 +83,7 @@ void BaseThreadManager::StopThreads(int nb) ThreadJob stop_job(ThreadJobType::THREAD_STOP); for (int i = 0; i < nb; i++) m_jobqueue.push(&stop_job); - + //... Wait for them to quit. for (int i = 0; i < nb; i++) m_donequeue.pop(); diff --git a/src/tileset.h b/src/tileset.h index 27886fc6..b3439245 100644 --- a/src/tileset.h +++ b/src/tileset.h @@ -49,7 +49,7 @@ public: /* Old style: path to PNG file */ TileSet(char const *path, ivec2 size, ivec2 count); TileSet(char const *path, Image* image, ivec2 size, ivec2 count); - + virtual ~TileSet(); protected: