diff --git a/.gitmodules b/.gitmodules new file mode 100644 index 0000000..7569f06 --- /dev/null +++ b/.gitmodules @@ -0,0 +1,12 @@ +[submodule "3rdparty/OculusSDK_0.5"] + path = 3rdparty/OculusSDK_0.5 + url = https://github.com/xLAva/OculusSDK.git + branch = master +[submodule "3rdparty/OculusSDK_0.8"] + path = 3rdparty/OculusSDK_0.8 + url = https://github.com/xLAva/OculusSDK.git + branch = 0.8 +[submodule "3rdparty/OculusSDK_1"] + path = 3rdparty/OculusSDK_1 + url = https://github.com/xLAva/OculusSDK.git + branch = 1.3 diff --git a/3rdparty/OculusSDK_0.5 b/3rdparty/OculusSDK_0.5 new file mode 160000 index 0000000..18e4ecd --- /dev/null +++ b/3rdparty/OculusSDK_0.5 @@ -0,0 +1 @@ +Subproject commit 18e4ecdd241ef995f90f68332bd86f0c638a00a5 diff --git a/3rdparty/OculusSDK_0.8 b/3rdparty/OculusSDK_0.8 new file mode 160000 index 0000000..fb25f52 --- /dev/null +++ b/3rdparty/OculusSDK_0.8 @@ -0,0 +1 @@ +Subproject commit fb25f527a9ff985d2e8223c1f25d0a4b0a6da1a7 diff --git a/3rdparty/OculusSDK_1 b/3rdparty/OculusSDK_1 new file mode 160000 index 0000000..fd025ef --- /dev/null +++ b/3rdparty/OculusSDK_1 @@ -0,0 +1 @@ +Subproject commit fd025ef52e34e1322c058e74bfc14a1c939ee5ba diff --git a/3rdparty/WINDOWS_OpenHmd.txt b/3rdparty/WINDOWS_OpenHmd.txt new file mode 100644 index 0000000..9a387e1 --- /dev/null +++ b/3rdparty/WINDOWS_OpenHmd.txt @@ -0,0 +1,7 @@ +Checkout OpenHmd from this git repository +https://github.com/xLAva/OpenHmd + +into the folder 3rdparty/OpenHmd + +WINDOWS: +No building required. A Windows binary is included. diff --git a/3rdparty/glm/WINDOWS_glm.txt b/3rdparty/glm/WINDOWS_glm.txt new file mode 100644 index 0000000..0d3b1df --- /dev/null +++ b/3rdparty/glm/WINDOWS_glm.txt @@ -0,0 +1,14 @@ +WINDOWS and MACOS: + +Get the sources here: +http://sourceforge.net/projects/ogl-math/files/latest/download?source=files + +Extract glm into this folder. No building is required. + + +LINUX: +Just install the glm library from the repository of your distribution. + +For example on Ubuntu: +sudo apt-get install libglm-dev + diff --git a/3rdparty/hidapi-0.7.0/WINDOWS_hidapi-0.7.0.txt b/3rdparty/hidapi-0.7.0/WINDOWS_hidapi-0.7.0.txt new file mode 100644 index 0000000..4eefe15 --- /dev/null +++ b/3rdparty/hidapi-0.7.0/WINDOWS_hidapi-0.7.0.txt @@ -0,0 +1,14 @@ +WINDOWS: + +Get the sources here: +https://github.com/downloads/signal11/hidapi/hidapi-0.7.0.zip + +Extract hidapi into this folder and build it (32bit release version). + + +LINUX: +Just install the hidapi version from the repository of your distribution. + +For example on Ubuntu: +sudo apt-get install libhidapi-dev:i386 + diff --git a/3rdparty/opengl/glcorearb.h b/3rdparty/opengl/glcorearb.h new file mode 100644 index 0000000..9d59db9 --- /dev/null +++ b/3rdparty/opengl/glcorearb.h @@ -0,0 +1,4544 @@ +#ifndef __glcorearb_h_ +#define __glcorearb_h_ + +#ifdef __cplusplus +extern "C" { +#endif + +/* +** THIS FILE IS OBSOLETE. Please migrate away from using the +** ".spec" files and the headers generated from them to the +** XML Registry and headers generated from that. See +** http://www.opengl.org/registry/api/README.txt +** for more information. +** +** +** Copyright (c) 2007-2013 The Khronos Group Inc. +** +** Permission is hereby granted, free of charge, to any person obtaining a +** copy of this software and/or associated documentation files (the +** "Materials"), to deal in the Materials without restriction, including +** without limitation the rights to use, copy, modify, merge, publish, +** distribute, sublicense, and/or sell copies of the Materials, and to +** permit persons to whom the Materials are furnished to do so, subject to +** the following conditions: +** +** The above copyright notice and this permission notice shall be included +** in all copies or substantial portions of the Materials. +** +** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. +*/ + +/* glcorearb.h replaces gl3.h. It is for use with OpenGL core + * profile implementations. + * + * glcorearb.h last updated on $Date: 2013-06-13 02:52:31 -0700 (Thu, 13 Jun 2013) $ + * + * RELEASE NOTES - 2013/06/10 + * + * glcorearb.h should be placed in the same directory as gl.h and + * included as + * ''. + * + * glcorearb.h includes only APIs in the latest OpenGL core profile + * implementation together with APIs in newer ARB extensions which can be + * can be supported by the core profile. It does not, and never will + * include functionality removed from the core profile, such as + * fixed-function vertex and fragment processing. + * + * It is not possible to #include both and either of + * or in the same source file. + * + * Feedback can be given by registering for the Khronos Bugzilla + * (www.khronos.org/bugzilla) and filing issues there under product + * "OpenGL", category "Registry". + */ + +/* Function declaration macros - to move into glplatform.h */ + +#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) +#define WIN32_LEAN_AND_MEAN 1 +#include +#endif + +#ifndef APIENTRY +#define APIENTRY +#endif +#ifndef APIENTRYP +#define APIENTRYP APIENTRY * +#endif +#ifndef GLAPI +#define GLAPI extern +#endif + +/* Base GL types */ + +typedef unsigned int GLenum; +typedef unsigned char GLboolean; +typedef unsigned int GLbitfield; +typedef signed char GLbyte; +typedef short GLshort; +typedef int GLint; +typedef int GLsizei; +typedef unsigned char GLubyte; +typedef unsigned short GLushort; +typedef unsigned int GLuint; +typedef unsigned short GLhalf; +typedef float GLfloat; +typedef float GLclampf; +typedef double GLdouble; +typedef double GLclampd; +typedef void GLvoid; + +/*************************************************************/ + +#ifndef GL_VERSION_1_1 +/* AttribMask */ +#define GL_DEPTH_BUFFER_BIT 0x00000100 +#define GL_STENCIL_BUFFER_BIT 0x00000400 +#define GL_COLOR_BUFFER_BIT 0x00004000 +/* Boolean */ +#define GL_FALSE 0 +#define GL_TRUE 1 +/* PrimitiveType */ +#define GL_POINTS 0x0000 +#define GL_LINES 0x0001 +#define GL_LINE_LOOP 0x0002 +#define GL_LINE_STRIP 0x0003 +#define GL_TRIANGLES 0x0004 +#define GL_TRIANGLE_STRIP 0x0005 +#define GL_TRIANGLE_FAN 0x0006 +#define GL_QUADS 0x0007 +/* AlphaFunction */ +#define GL_NEVER 0x0200 +#define GL_LESS 0x0201 +#define GL_EQUAL 0x0202 +#define GL_LEQUAL 0x0203 +#define GL_GREATER 0x0204 +#define GL_NOTEQUAL 0x0205 +#define GL_GEQUAL 0x0206 +#define GL_ALWAYS 0x0207 +/* BlendingFactorDest */ +#define GL_ZERO 0 +#define GL_ONE 1 +#define GL_SRC_COLOR 0x0300 +#define GL_ONE_MINUS_SRC_COLOR 0x0301 +#define GL_SRC_ALPHA 0x0302 +#define GL_ONE_MINUS_SRC_ALPHA 0x0303 +#define GL_DST_ALPHA 0x0304 +#define GL_ONE_MINUS_DST_ALPHA 0x0305 +/* BlendingFactorSrc */ +#define GL_DST_COLOR 0x0306 +#define GL_ONE_MINUS_DST_COLOR 0x0307 +#define GL_SRC_ALPHA_SATURATE 0x0308 +/* DrawBufferMode */ +#define GL_NONE 0 +#define GL_FRONT_LEFT 0x0400 +#define GL_FRONT_RIGHT 0x0401 +#define GL_BACK_LEFT 0x0402 +#define GL_BACK_RIGHT 0x0403 +#define GL_FRONT 0x0404 +#define GL_BACK 0x0405 +#define GL_LEFT 0x0406 +#define GL_RIGHT 0x0407 +#define GL_FRONT_AND_BACK 0x0408 +/* ErrorCode */ +#define GL_NO_ERROR 0 +#define GL_INVALID_ENUM 0x0500 +#define GL_INVALID_VALUE 0x0501 +#define GL_INVALID_OPERATION 0x0502 +#define GL_OUT_OF_MEMORY 0x0505 +/* FrontFaceDirection */ +#define GL_CW 0x0900 +#define GL_CCW 0x0901 +/* GetPName */ +#define GL_POINT_SIZE 0x0B11 +#define GL_POINT_SIZE_RANGE 0x0B12 +#define GL_POINT_SIZE_GRANULARITY 0x0B13 +#define GL_LINE_SMOOTH 0x0B20 +#define GL_LINE_WIDTH 0x0B21 +#define GL_LINE_WIDTH_RANGE 0x0B22 +#define GL_LINE_WIDTH_GRANULARITY 0x0B23 +#define GL_POLYGON_MODE 0x0B40 +#define GL_POLYGON_SMOOTH 0x0B41 +#define GL_CULL_FACE 0x0B44 +#define GL_CULL_FACE_MODE 0x0B45 +#define GL_FRONT_FACE 0x0B46 +#define GL_DEPTH_RANGE 0x0B70 +#define GL_DEPTH_TEST 0x0B71 +#define GL_DEPTH_WRITEMASK 0x0B72 +#define GL_DEPTH_CLEAR_VALUE 0x0B73 +#define GL_DEPTH_FUNC 0x0B74 +#define GL_STENCIL_TEST 0x0B90 +#define GL_STENCIL_CLEAR_VALUE 0x0B91 +#define GL_STENCIL_FUNC 0x0B92 +#define GL_STENCIL_VALUE_MASK 0x0B93 +#define GL_STENCIL_FAIL 0x0B94 +#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 +#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 +#define GL_STENCIL_REF 0x0B97 +#define GL_STENCIL_WRITEMASK 0x0B98 +#define GL_VIEWPORT 0x0BA2 +#define GL_DITHER 0x0BD0 +#define GL_BLEND_DST 0x0BE0 +#define GL_BLEND_SRC 0x0BE1 +#define GL_BLEND 0x0BE2 +#define GL_LOGIC_OP_MODE 0x0BF0 +#define GL_COLOR_LOGIC_OP 0x0BF2 +#define GL_DRAW_BUFFER 0x0C01 +#define GL_READ_BUFFER 0x0C02 +#define GL_SCISSOR_BOX 0x0C10 +#define GL_SCISSOR_TEST 0x0C11 +#define GL_COLOR_CLEAR_VALUE 0x0C22 +#define GL_COLOR_WRITEMASK 0x0C23 +#define GL_DOUBLEBUFFER 0x0C32 +#define GL_STEREO 0x0C33 +#define GL_LINE_SMOOTH_HINT 0x0C52 +#define GL_POLYGON_SMOOTH_HINT 0x0C53 +#define GL_UNPACK_SWAP_BYTES 0x0CF0 +#define GL_UNPACK_LSB_FIRST 0x0CF1 +#define GL_UNPACK_ROW_LENGTH 0x0CF2 +#define GL_UNPACK_SKIP_ROWS 0x0CF3 +#define GL_UNPACK_SKIP_PIXELS 0x0CF4 +#define GL_UNPACK_ALIGNMENT 0x0CF5 +#define GL_PACK_SWAP_BYTES 0x0D00 +#define GL_PACK_LSB_FIRST 0x0D01 +#define GL_PACK_ROW_LENGTH 0x0D02 +#define GL_PACK_SKIP_ROWS 0x0D03 +#define GL_PACK_SKIP_PIXELS 0x0D04 +#define GL_PACK_ALIGNMENT 0x0D05 +#define GL_MAX_TEXTURE_SIZE 0x0D33 +#define GL_MAX_VIEWPORT_DIMS 0x0D3A +#define GL_SUBPIXEL_BITS 0x0D50 +#define GL_TEXTURE_1D 0x0DE0 +#define GL_TEXTURE_2D 0x0DE1 +#define GL_POLYGON_OFFSET_UNITS 0x2A00 +#define GL_POLYGON_OFFSET_POINT 0x2A01 +#define GL_POLYGON_OFFSET_LINE 0x2A02 +#define GL_POLYGON_OFFSET_FILL 0x8037 +#define GL_POLYGON_OFFSET_FACTOR 0x8038 +#define GL_TEXTURE_BINDING_1D 0x8068 +#define GL_TEXTURE_BINDING_2D 0x8069 +/* GetTextureParameter */ +#define GL_TEXTURE_WIDTH 0x1000 +#define GL_TEXTURE_HEIGHT 0x1001 +#define GL_TEXTURE_INTERNAL_FORMAT 0x1003 +#define GL_TEXTURE_BORDER_COLOR 0x1004 +#define GL_TEXTURE_RED_SIZE 0x805C +#define GL_TEXTURE_GREEN_SIZE 0x805D +#define GL_TEXTURE_BLUE_SIZE 0x805E +#define GL_TEXTURE_ALPHA_SIZE 0x805F +/* HintMode */ +#define GL_DONT_CARE 0x1100 +#define GL_FASTEST 0x1101 +#define GL_NICEST 0x1102 +/* DataType */ +#define GL_BYTE 0x1400 +#define GL_UNSIGNED_BYTE 0x1401 +#define GL_SHORT 0x1402 +#define GL_UNSIGNED_SHORT 0x1403 +#define GL_INT 0x1404 +#define GL_UNSIGNED_INT 0x1405 +#define GL_FLOAT 0x1406 +#define GL_DOUBLE 0x140A +/* ErrorCode */ +#define GL_STACK_OVERFLOW 0x0503 +#define GL_STACK_UNDERFLOW 0x0504 +/* LogicOp */ +#define GL_CLEAR 0x1500 +#define GL_AND 0x1501 +#define GL_AND_REVERSE 0x1502 +#define GL_COPY 0x1503 +#define GL_AND_INVERTED 0x1504 +#define GL_NOOP 0x1505 +#define GL_XOR 0x1506 +#define GL_OR 0x1507 +#define GL_NOR 0x1508 +#define GL_EQUIV 0x1509 +#define GL_INVERT 0x150A +#define GL_OR_REVERSE 0x150B +#define GL_COPY_INVERTED 0x150C +#define GL_OR_INVERTED 0x150D +#define GL_NAND 0x150E +#define GL_SET 0x150F +/* MatrixMode (for gl3.h, FBO attachment type) */ +#define GL_TEXTURE 0x1702 +/* PixelCopyType */ +#define GL_COLOR 0x1800 +#define GL_DEPTH 0x1801 +#define GL_STENCIL 0x1802 +/* PixelFormat */ +#define GL_STENCIL_INDEX 0x1901 +#define GL_DEPTH_COMPONENT 0x1902 +#define GL_RED 0x1903 +#define GL_GREEN 0x1904 +#define GL_BLUE 0x1905 +#define GL_ALPHA 0x1906 +#define GL_RGB 0x1907 +#define GL_RGBA 0x1908 +/* PolygonMode */ +#define GL_POINT 0x1B00 +#define GL_LINE 0x1B01 +#define GL_FILL 0x1B02 +/* StencilOp */ +#define GL_KEEP 0x1E00 +#define GL_REPLACE 0x1E01 +#define GL_INCR 0x1E02 +#define GL_DECR 0x1E03 +/* StringName */ +#define GL_VENDOR 0x1F00 +#define GL_RENDERER 0x1F01 +#define GL_VERSION 0x1F02 +#define GL_EXTENSIONS 0x1F03 +/* TextureMagFilter */ +#define GL_NEAREST 0x2600 +#define GL_LINEAR 0x2601 +/* TextureMinFilter */ +#define GL_NEAREST_MIPMAP_NEAREST 0x2700 +#define GL_LINEAR_MIPMAP_NEAREST 0x2701 +#define GL_NEAREST_MIPMAP_LINEAR 0x2702 +#define GL_LINEAR_MIPMAP_LINEAR 0x2703 +/* TextureParameterName */ +#define GL_TEXTURE_MAG_FILTER 0x2800 +#define GL_TEXTURE_MIN_FILTER 0x2801 +#define GL_TEXTURE_WRAP_S 0x2802 +#define GL_TEXTURE_WRAP_T 0x2803 +/* TextureTarget */ +#define GL_PROXY_TEXTURE_1D 0x8063 +#define GL_PROXY_TEXTURE_2D 0x8064 +/* TextureWrapMode */ +#define GL_REPEAT 0x2901 +/* PixelInternalFormat */ +#define GL_R3_G3_B2 0x2A10 +#define GL_RGB4 0x804F +#define GL_RGB5 0x8050 +#define GL_RGB8 0x8051 +#define GL_RGB10 0x8052 +#define GL_RGB12 0x8053 +#define GL_RGB16 0x8054 +#define GL_RGBA2 0x8055 +#define GL_RGBA4 0x8056 +#define GL_RGB5_A1 0x8057 +#define GL_RGBA8 0x8058 +#define GL_RGB10_A2 0x8059 +#define GL_RGBA12 0x805A +#define GL_RGBA16 0x805B +#endif + +#ifndef GL_VERSION_1_2 +#define GL_UNSIGNED_BYTE_3_3_2 0x8032 +#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 +#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 +#define GL_UNSIGNED_INT_8_8_8_8 0x8035 +#define GL_UNSIGNED_INT_10_10_10_2 0x8036 +#define GL_TEXTURE_BINDING_3D 0x806A +#define GL_PACK_SKIP_IMAGES 0x806B +#define GL_PACK_IMAGE_HEIGHT 0x806C +#define GL_UNPACK_SKIP_IMAGES 0x806D +#define GL_UNPACK_IMAGE_HEIGHT 0x806E +#define GL_TEXTURE_3D 0x806F +#define GL_PROXY_TEXTURE_3D 0x8070 +#define GL_TEXTURE_DEPTH 0x8071 +#define GL_TEXTURE_WRAP_R 0x8072 +#define GL_MAX_3D_TEXTURE_SIZE 0x8073 +#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362 +#define GL_UNSIGNED_SHORT_5_6_5 0x8363 +#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364 +#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365 +#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366 +#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367 +#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368 +#define GL_BGR 0x80E0 +#define GL_BGRA 0x80E1 +#define GL_MAX_ELEMENTS_VERTICES 0x80E8 +#define GL_MAX_ELEMENTS_INDICES 0x80E9 +#define GL_CLAMP_TO_EDGE 0x812F +#define GL_TEXTURE_MIN_LOD 0x813A +#define GL_TEXTURE_MAX_LOD 0x813B +#define GL_TEXTURE_BASE_LEVEL 0x813C +#define GL_TEXTURE_MAX_LEVEL 0x813D +#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12 +#define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13 +#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22 +#define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23 +#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E +#endif + +#ifndef GL_ARB_imaging +#define GL_CONSTANT_COLOR 0x8001 +#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 +#define GL_CONSTANT_ALPHA 0x8003 +#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 +#define GL_BLEND_COLOR 0x8005 +#define GL_FUNC_ADD 0x8006 +#define GL_MIN 0x8007 +#define GL_MAX 0x8008 +#define GL_BLEND_EQUATION 0x8009 +#define GL_FUNC_SUBTRACT 0x800A +#define GL_FUNC_REVERSE_SUBTRACT 0x800B +#endif + +#ifndef GL_VERSION_1_3 +#define GL_TEXTURE0 0x84C0 +#define GL_TEXTURE1 0x84C1 +#define GL_TEXTURE2 0x84C2 +#define GL_TEXTURE3 0x84C3 +#define GL_TEXTURE4 0x84C4 +#define GL_TEXTURE5 0x84C5 +#define GL_TEXTURE6 0x84C6 +#define GL_TEXTURE7 0x84C7 +#define GL_TEXTURE8 0x84C8 +#define GL_TEXTURE9 0x84C9 +#define GL_TEXTURE10 0x84CA +#define GL_TEXTURE11 0x84CB +#define GL_TEXTURE12 0x84CC +#define GL_TEXTURE13 0x84CD +#define GL_TEXTURE14 0x84CE +#define GL_TEXTURE15 0x84CF +#define GL_TEXTURE16 0x84D0 +#define GL_TEXTURE17 0x84D1 +#define GL_TEXTURE18 0x84D2 +#define GL_TEXTURE19 0x84D3 +#define GL_TEXTURE20 0x84D4 +#define GL_TEXTURE21 0x84D5 +#define GL_TEXTURE22 0x84D6 +#define GL_TEXTURE23 0x84D7 +#define GL_TEXTURE24 0x84D8 +#define GL_TEXTURE25 0x84D9 +#define GL_TEXTURE26 0x84DA +#define GL_TEXTURE27 0x84DB +#define GL_TEXTURE28 0x84DC +#define GL_TEXTURE29 0x84DD +#define GL_TEXTURE30 0x84DE +#define GL_TEXTURE31 0x84DF +#define GL_ACTIVE_TEXTURE 0x84E0 +#define GL_MULTISAMPLE 0x809D +#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E +#define GL_SAMPLE_ALPHA_TO_ONE 0x809F +#define GL_SAMPLE_COVERAGE 0x80A0 +#define GL_SAMPLE_BUFFERS 0x80A8 +#define GL_SAMPLES 0x80A9 +#define GL_SAMPLE_COVERAGE_VALUE 0x80AA +#define GL_SAMPLE_COVERAGE_INVERT 0x80AB +#define GL_TEXTURE_CUBE_MAP 0x8513 +#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A +#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C +#define GL_COMPRESSED_RGB 0x84ED +#define GL_COMPRESSED_RGBA 0x84EE +#define GL_TEXTURE_COMPRESSION_HINT 0x84EF +#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0 +#define GL_TEXTURE_COMPRESSED 0x86A1 +#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 +#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 +#define GL_CLAMP_TO_BORDER 0x812D +#endif + +#ifndef GL_VERSION_1_4 +#define GL_BLEND_DST_RGB 0x80C8 +#define GL_BLEND_SRC_RGB 0x80C9 +#define GL_BLEND_DST_ALPHA 0x80CA +#define GL_BLEND_SRC_ALPHA 0x80CB +#define GL_POINT_FADE_THRESHOLD_SIZE 0x8128 +#define GL_DEPTH_COMPONENT16 0x81A5 +#define GL_DEPTH_COMPONENT24 0x81A6 +#define GL_DEPTH_COMPONENT32 0x81A7 +#define GL_MIRRORED_REPEAT 0x8370 +#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD +#define GL_TEXTURE_LOD_BIAS 0x8501 +#define GL_INCR_WRAP 0x8507 +#define GL_DECR_WRAP 0x8508 +#define GL_TEXTURE_DEPTH_SIZE 0x884A +#define GL_TEXTURE_COMPARE_MODE 0x884C +#define GL_TEXTURE_COMPARE_FUNC 0x884D +#endif + +#ifndef GL_VERSION_1_5 +#define GL_BUFFER_SIZE 0x8764 +#define GL_BUFFER_USAGE 0x8765 +#define GL_QUERY_COUNTER_BITS 0x8864 +#define GL_CURRENT_QUERY 0x8865 +#define GL_QUERY_RESULT 0x8866 +#define GL_QUERY_RESULT_AVAILABLE 0x8867 +#define GL_ARRAY_BUFFER 0x8892 +#define GL_ELEMENT_ARRAY_BUFFER 0x8893 +#define GL_ARRAY_BUFFER_BINDING 0x8894 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 +#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F +#define GL_READ_ONLY 0x88B8 +#define GL_WRITE_ONLY 0x88B9 +#define GL_READ_WRITE 0x88BA +#define GL_BUFFER_ACCESS 0x88BB +#define GL_BUFFER_MAPPED 0x88BC +#define GL_BUFFER_MAP_POINTER 0x88BD +#define GL_STREAM_DRAW 0x88E0 +#define GL_STREAM_READ 0x88E1 +#define GL_STREAM_COPY 0x88E2 +#define GL_STATIC_DRAW 0x88E4 +#define GL_STATIC_READ 0x88E5 +#define GL_STATIC_COPY 0x88E6 +#define GL_DYNAMIC_DRAW 0x88E8 +#define GL_DYNAMIC_READ 0x88E9 +#define GL_DYNAMIC_COPY 0x88EA +#define GL_SAMPLES_PASSED 0x8914 +#define GL_SRC1_ALPHA 0x8589 +#endif + +#ifndef GL_VERSION_2_0 +#define GL_BLEND_EQUATION_RGB 0x8009 +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 +#define GL_CURRENT_VERTEX_ATTRIB 0x8626 +#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642 +#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 +#define GL_STENCIL_BACK_FUNC 0x8800 +#define GL_STENCIL_BACK_FAIL 0x8801 +#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 +#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 +#define GL_MAX_DRAW_BUFFERS 0x8824 +#define GL_DRAW_BUFFER0 0x8825 +#define GL_DRAW_BUFFER1 0x8826 +#define GL_DRAW_BUFFER2 0x8827 +#define GL_DRAW_BUFFER3 0x8828 +#define GL_DRAW_BUFFER4 0x8829 +#define GL_DRAW_BUFFER5 0x882A +#define GL_DRAW_BUFFER6 0x882B +#define GL_DRAW_BUFFER7 0x882C +#define GL_DRAW_BUFFER8 0x882D +#define GL_DRAW_BUFFER9 0x882E +#define GL_DRAW_BUFFER10 0x882F +#define GL_DRAW_BUFFER11 0x8830 +#define GL_DRAW_BUFFER12 0x8831 +#define GL_DRAW_BUFFER13 0x8832 +#define GL_DRAW_BUFFER14 0x8833 +#define GL_DRAW_BUFFER15 0x8834 +#define GL_BLEND_EQUATION_ALPHA 0x883D +#define GL_MAX_VERTEX_ATTRIBS 0x8869 +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A +#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 +#define GL_FRAGMENT_SHADER 0x8B30 +#define GL_VERTEX_SHADER 0x8B31 +#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49 +#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A +#define GL_MAX_VARYING_FLOATS 0x8B4B +#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C +#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D +#define GL_SHADER_TYPE 0x8B4F +#define GL_FLOAT_VEC2 0x8B50 +#define GL_FLOAT_VEC3 0x8B51 +#define GL_FLOAT_VEC4 0x8B52 +#define GL_INT_VEC2 0x8B53 +#define GL_INT_VEC3 0x8B54 +#define GL_INT_VEC4 0x8B55 +#define GL_BOOL 0x8B56 +#define GL_BOOL_VEC2 0x8B57 +#define GL_BOOL_VEC3 0x8B58 +#define GL_BOOL_VEC4 0x8B59 +#define GL_FLOAT_MAT2 0x8B5A +#define GL_FLOAT_MAT3 0x8B5B +#define GL_FLOAT_MAT4 0x8B5C +#define GL_SAMPLER_1D 0x8B5D +#define GL_SAMPLER_2D 0x8B5E +#define GL_SAMPLER_3D 0x8B5F +#define GL_SAMPLER_CUBE 0x8B60 +#define GL_SAMPLER_1D_SHADOW 0x8B61 +#define GL_SAMPLER_2D_SHADOW 0x8B62 +#define GL_DELETE_STATUS 0x8B80 +#define GL_COMPILE_STATUS 0x8B81 +#define GL_LINK_STATUS 0x8B82 +#define GL_VALIDATE_STATUS 0x8B83 +#define GL_INFO_LOG_LENGTH 0x8B84 +#define GL_ATTACHED_SHADERS 0x8B85 +#define GL_ACTIVE_UNIFORMS 0x8B86 +#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 +#define GL_SHADER_SOURCE_LENGTH 0x8B88 +#define GL_ACTIVE_ATTRIBUTES 0x8B89 +#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A +#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B +#define GL_SHADING_LANGUAGE_VERSION 0x8B8C +#define GL_CURRENT_PROGRAM 0x8B8D +#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0 +#define GL_LOWER_LEFT 0x8CA1 +#define GL_UPPER_LEFT 0x8CA2 +#define GL_STENCIL_BACK_REF 0x8CA3 +#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 +#define GL_STENCIL_BACK_WRITEMASK 0x8CA5 +#endif + +#ifndef GL_VERSION_2_1 +#define GL_PIXEL_PACK_BUFFER 0x88EB +#define GL_PIXEL_UNPACK_BUFFER 0x88EC +#define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED +#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF +#define GL_FLOAT_MAT2x3 0x8B65 +#define GL_FLOAT_MAT2x4 0x8B66 +#define GL_FLOAT_MAT3x2 0x8B67 +#define GL_FLOAT_MAT3x4 0x8B68 +#define GL_FLOAT_MAT4x2 0x8B69 +#define GL_FLOAT_MAT4x3 0x8B6A +#define GL_SRGB 0x8C40 +#define GL_SRGB8 0x8C41 +#define GL_SRGB_ALPHA 0x8C42 +#define GL_SRGB8_ALPHA8 0x8C43 +#define GL_COMPRESSED_SRGB 0x8C48 +#define GL_COMPRESSED_SRGB_ALPHA 0x8C49 +#endif + +#ifndef GL_VERSION_3_0 +#define GL_COMPARE_REF_TO_TEXTURE 0x884E +#define GL_CLIP_DISTANCE0 0x3000 +#define GL_CLIP_DISTANCE1 0x3001 +#define GL_CLIP_DISTANCE2 0x3002 +#define GL_CLIP_DISTANCE3 0x3003 +#define GL_CLIP_DISTANCE4 0x3004 +#define GL_CLIP_DISTANCE5 0x3005 +#define GL_CLIP_DISTANCE6 0x3006 +#define GL_CLIP_DISTANCE7 0x3007 +#define GL_MAX_CLIP_DISTANCES 0x0D32 +#define GL_MAJOR_VERSION 0x821B +#define GL_MINOR_VERSION 0x821C +#define GL_NUM_EXTENSIONS 0x821D +#define GL_CONTEXT_FLAGS 0x821E +#define GL_COMPRESSED_RED 0x8225 +#define GL_COMPRESSED_RG 0x8226 +#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x00000001 +#define GL_RGBA32F 0x8814 +#define GL_RGB32F 0x8815 +#define GL_RGBA16F 0x881A +#define GL_RGB16F 0x881B +#define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD +#define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF +#define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904 +#define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905 +#define GL_CLAMP_READ_COLOR 0x891C +#define GL_FIXED_ONLY 0x891D +#define GL_MAX_VARYING_COMPONENTS 0x8B4B +#define GL_TEXTURE_1D_ARRAY 0x8C18 +#define GL_PROXY_TEXTURE_1D_ARRAY 0x8C19 +#define GL_TEXTURE_2D_ARRAY 0x8C1A +#define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B +#define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C +#define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D +#define GL_R11F_G11F_B10F 0x8C3A +#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B +#define GL_RGB9_E5 0x8C3D +#define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E +#define GL_TEXTURE_SHARED_SIZE 0x8C3F +#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76 +#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80 +#define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83 +#define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84 +#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85 +#define GL_PRIMITIVES_GENERATED 0x8C87 +#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88 +#define GL_RASTERIZER_DISCARD 0x8C89 +#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B +#define GL_INTERLEAVED_ATTRIBS 0x8C8C +#define GL_SEPARATE_ATTRIBS 0x8C8D +#define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E +#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F +#define GL_RGBA32UI 0x8D70 +#define GL_RGB32UI 0x8D71 +#define GL_RGBA16UI 0x8D76 +#define GL_RGB16UI 0x8D77 +#define GL_RGBA8UI 0x8D7C +#define GL_RGB8UI 0x8D7D +#define GL_RGBA32I 0x8D82 +#define GL_RGB32I 0x8D83 +#define GL_RGBA16I 0x8D88 +#define GL_RGB16I 0x8D89 +#define GL_RGBA8I 0x8D8E +#define GL_RGB8I 0x8D8F +#define GL_RED_INTEGER 0x8D94 +#define GL_GREEN_INTEGER 0x8D95 +#define GL_BLUE_INTEGER 0x8D96 +#define GL_RGB_INTEGER 0x8D98 +#define GL_RGBA_INTEGER 0x8D99 +#define GL_BGR_INTEGER 0x8D9A +#define GL_BGRA_INTEGER 0x8D9B +#define GL_SAMPLER_1D_ARRAY 0x8DC0 +#define GL_SAMPLER_2D_ARRAY 0x8DC1 +#define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3 +#define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4 +#define GL_SAMPLER_CUBE_SHADOW 0x8DC5 +#define GL_UNSIGNED_INT_VEC2 0x8DC6 +#define GL_UNSIGNED_INT_VEC3 0x8DC7 +#define GL_UNSIGNED_INT_VEC4 0x8DC8 +#define GL_INT_SAMPLER_1D 0x8DC9 +#define GL_INT_SAMPLER_2D 0x8DCA +#define GL_INT_SAMPLER_3D 0x8DCB +#define GL_INT_SAMPLER_CUBE 0x8DCC +#define GL_INT_SAMPLER_1D_ARRAY 0x8DCE +#define GL_INT_SAMPLER_2D_ARRAY 0x8DCF +#define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1 +#define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2 +#define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3 +#define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4 +#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6 +#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7 +#define GL_QUERY_WAIT 0x8E13 +#define GL_QUERY_NO_WAIT 0x8E14 +#define GL_QUERY_BY_REGION_WAIT 0x8E15 +#define GL_QUERY_BY_REGION_NO_WAIT 0x8E16 +#define GL_BUFFER_ACCESS_FLAGS 0x911F +#define GL_BUFFER_MAP_LENGTH 0x9120 +#define GL_BUFFER_MAP_OFFSET 0x9121 +/* Reuse tokens from ARB_depth_buffer_float */ +/* reuse GL_DEPTH_COMPONENT32F */ +/* reuse GL_DEPTH32F_STENCIL8 */ +/* reuse GL_FLOAT_32_UNSIGNED_INT_24_8_REV */ +/* Reuse tokens from ARB_framebuffer_object */ +/* reuse GL_INVALID_FRAMEBUFFER_OPERATION */ +/* reuse GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING */ +/* reuse GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE */ +/* reuse GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE */ +/* reuse GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE */ +/* reuse GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE */ +/* reuse GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE */ +/* reuse GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE */ +/* reuse GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE */ +/* reuse GL_FRAMEBUFFER_DEFAULT */ +/* reuse GL_FRAMEBUFFER_UNDEFINED */ +/* reuse GL_DEPTH_STENCIL_ATTACHMENT */ +/* reuse GL_INDEX */ +/* reuse GL_MAX_RENDERBUFFER_SIZE */ +/* reuse GL_DEPTH_STENCIL */ +/* reuse GL_UNSIGNED_INT_24_8 */ +/* reuse GL_DEPTH24_STENCIL8 */ +/* reuse GL_TEXTURE_STENCIL_SIZE */ +/* reuse GL_TEXTURE_RED_TYPE */ +/* reuse GL_TEXTURE_GREEN_TYPE */ +/* reuse GL_TEXTURE_BLUE_TYPE */ +/* reuse GL_TEXTURE_ALPHA_TYPE */ +/* reuse GL_TEXTURE_DEPTH_TYPE */ +/* reuse GL_UNSIGNED_NORMALIZED */ +/* reuse GL_FRAMEBUFFER_BINDING */ +/* reuse GL_DRAW_FRAMEBUFFER_BINDING */ +/* reuse GL_RENDERBUFFER_BINDING */ +/* reuse GL_READ_FRAMEBUFFER */ +/* reuse GL_DRAW_FRAMEBUFFER */ +/* reuse GL_READ_FRAMEBUFFER_BINDING */ +/* reuse GL_RENDERBUFFER_SAMPLES */ +/* reuse GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE */ +/* reuse GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME */ +/* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL */ +/* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE */ +/* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER */ +/* reuse GL_FRAMEBUFFER_COMPLETE */ +/* reuse GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT */ +/* reuse GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT */ +/* reuse GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER */ +/* reuse GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER */ +/* reuse GL_FRAMEBUFFER_UNSUPPORTED */ +/* reuse GL_MAX_COLOR_ATTACHMENTS */ +/* reuse GL_COLOR_ATTACHMENT0 */ +/* reuse GL_COLOR_ATTACHMENT1 */ +/* reuse GL_COLOR_ATTACHMENT2 */ +/* reuse GL_COLOR_ATTACHMENT3 */ +/* reuse GL_COLOR_ATTACHMENT4 */ +/* reuse GL_COLOR_ATTACHMENT5 */ +/* reuse GL_COLOR_ATTACHMENT6 */ +/* reuse GL_COLOR_ATTACHMENT7 */ +/* reuse GL_COLOR_ATTACHMENT8 */ +/* reuse GL_COLOR_ATTACHMENT9 */ +/* reuse GL_COLOR_ATTACHMENT10 */ +/* reuse GL_COLOR_ATTACHMENT11 */ +/* reuse GL_COLOR_ATTACHMENT12 */ +/* reuse GL_COLOR_ATTACHMENT13 */ +/* reuse GL_COLOR_ATTACHMENT14 */ +/* reuse GL_COLOR_ATTACHMENT15 */ +/* reuse GL_DEPTH_ATTACHMENT */ +/* reuse GL_STENCIL_ATTACHMENT */ +/* reuse GL_FRAMEBUFFER */ +/* reuse GL_RENDERBUFFER */ +/* reuse GL_RENDERBUFFER_WIDTH */ +/* reuse GL_RENDERBUFFER_HEIGHT */ +/* reuse GL_RENDERBUFFER_INTERNAL_FORMAT */ +/* reuse GL_STENCIL_INDEX1 */ +/* reuse GL_STENCIL_INDEX4 */ +/* reuse GL_STENCIL_INDEX8 */ +/* reuse GL_STENCIL_INDEX16 */ +/* reuse GL_RENDERBUFFER_RED_SIZE */ +/* reuse GL_RENDERBUFFER_GREEN_SIZE */ +/* reuse GL_RENDERBUFFER_BLUE_SIZE */ +/* reuse GL_RENDERBUFFER_ALPHA_SIZE */ +/* reuse GL_RENDERBUFFER_DEPTH_SIZE */ +/* reuse GL_RENDERBUFFER_STENCIL_SIZE */ +/* reuse GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE */ +/* reuse GL_MAX_SAMPLES */ +/* Reuse tokens from ARB_framebuffer_sRGB */ +/* reuse GL_FRAMEBUFFER_SRGB */ +/* Reuse tokens from ARB_half_float_vertex */ +/* reuse GL_HALF_FLOAT */ +/* Reuse tokens from ARB_map_buffer_range */ +/* reuse GL_MAP_READ_BIT */ +/* reuse GL_MAP_WRITE_BIT */ +/* reuse GL_MAP_INVALIDATE_RANGE_BIT */ +/* reuse GL_MAP_INVALIDATE_BUFFER_BIT */ +/* reuse GL_MAP_FLUSH_EXPLICIT_BIT */ +/* reuse GL_MAP_UNSYNCHRONIZED_BIT */ +/* Reuse tokens from ARB_texture_compression_rgtc */ +/* reuse GL_COMPRESSED_RED_RGTC1 */ +/* reuse GL_COMPRESSED_SIGNED_RED_RGTC1 */ +/* reuse GL_COMPRESSED_RG_RGTC2 */ +/* reuse GL_COMPRESSED_SIGNED_RG_RGTC2 */ +/* Reuse tokens from ARB_texture_rg */ +/* reuse GL_RG */ +/* reuse GL_RG_INTEGER */ +/* reuse GL_R8 */ +/* reuse GL_R16 */ +/* reuse GL_RG8 */ +/* reuse GL_RG16 */ +/* reuse GL_R16F */ +/* reuse GL_R32F */ +/* reuse GL_RG16F */ +/* reuse GL_RG32F */ +/* reuse GL_R8I */ +/* reuse GL_R8UI */ +/* reuse GL_R16I */ +/* reuse GL_R16UI */ +/* reuse GL_R32I */ +/* reuse GL_R32UI */ +/* reuse GL_RG8I */ +/* reuse GL_RG8UI */ +/* reuse GL_RG16I */ +/* reuse GL_RG16UI */ +/* reuse GL_RG32I */ +/* reuse GL_RG32UI */ +/* Reuse tokens from ARB_vertex_array_object */ +/* reuse GL_VERTEX_ARRAY_BINDING */ +#endif + +#ifndef GL_VERSION_3_1 +#define GL_SAMPLER_2D_RECT 0x8B63 +#define GL_SAMPLER_2D_RECT_SHADOW 0x8B64 +#define GL_SAMPLER_BUFFER 0x8DC2 +#define GL_INT_SAMPLER_2D_RECT 0x8DCD +#define GL_INT_SAMPLER_BUFFER 0x8DD0 +#define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5 +#define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8 +#define GL_TEXTURE_BUFFER 0x8C2A +#define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B +#define GL_TEXTURE_BINDING_BUFFER 0x8C2C +#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D +#define GL_TEXTURE_RECTANGLE 0x84F5 +#define GL_TEXTURE_BINDING_RECTANGLE 0x84F6 +#define GL_PROXY_TEXTURE_RECTANGLE 0x84F7 +#define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8 +#define GL_RED_SNORM 0x8F90 +#define GL_RG_SNORM 0x8F91 +#define GL_RGB_SNORM 0x8F92 +#define GL_RGBA_SNORM 0x8F93 +#define GL_R8_SNORM 0x8F94 +#define GL_RG8_SNORM 0x8F95 +#define GL_RGB8_SNORM 0x8F96 +#define GL_RGBA8_SNORM 0x8F97 +#define GL_R16_SNORM 0x8F98 +#define GL_RG16_SNORM 0x8F99 +#define GL_RGB16_SNORM 0x8F9A +#define GL_RGBA16_SNORM 0x8F9B +#define GL_SIGNED_NORMALIZED 0x8F9C +#define GL_PRIMITIVE_RESTART 0x8F9D +#define GL_PRIMITIVE_RESTART_INDEX 0x8F9E +/* Reuse tokens from ARB_copy_buffer */ +/* reuse GL_COPY_READ_BUFFER */ +/* reuse GL_COPY_WRITE_BUFFER */ +/* Reuse tokens from ARB_draw_instanced (none) */ +/* Reuse tokens from ARB_uniform_buffer_object */ +/* reuse GL_UNIFORM_BUFFER */ +/* reuse GL_UNIFORM_BUFFER_BINDING */ +/* reuse GL_UNIFORM_BUFFER_START */ +/* reuse GL_UNIFORM_BUFFER_SIZE */ +/* reuse GL_MAX_VERTEX_UNIFORM_BLOCKS */ +/* reuse GL_MAX_FRAGMENT_UNIFORM_BLOCKS */ +/* reuse GL_MAX_COMBINED_UNIFORM_BLOCKS */ +/* reuse GL_MAX_UNIFORM_BUFFER_BINDINGS */ +/* reuse GL_MAX_UNIFORM_BLOCK_SIZE */ +/* reuse GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS */ +/* reuse GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS */ +/* reuse GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT */ +/* reuse GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH */ +/* reuse GL_ACTIVE_UNIFORM_BLOCKS */ +/* reuse GL_UNIFORM_TYPE */ +/* reuse GL_UNIFORM_SIZE */ +/* reuse GL_UNIFORM_NAME_LENGTH */ +/* reuse GL_UNIFORM_BLOCK_INDEX */ +/* reuse GL_UNIFORM_OFFSET */ +/* reuse GL_UNIFORM_ARRAY_STRIDE */ +/* reuse GL_UNIFORM_MATRIX_STRIDE */ +/* reuse GL_UNIFORM_IS_ROW_MAJOR */ +/* reuse GL_UNIFORM_BLOCK_BINDING */ +/* reuse GL_UNIFORM_BLOCK_DATA_SIZE */ +/* reuse GL_UNIFORM_BLOCK_NAME_LENGTH */ +/* reuse GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS */ +/* reuse GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES */ +/* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER */ +/* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER */ +/* reuse GL_INVALID_INDEX */ +#endif + +#ifndef GL_VERSION_3_2 +#define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001 +#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002 +#define GL_LINES_ADJACENCY 0x000A +#define GL_LINE_STRIP_ADJACENCY 0x000B +#define GL_TRIANGLES_ADJACENCY 0x000C +#define GL_TRIANGLE_STRIP_ADJACENCY 0x000D +#define GL_PROGRAM_POINT_SIZE 0x8642 +#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS 0x8C29 +#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED 0x8DA7 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8 +#define GL_GEOMETRY_SHADER 0x8DD9 +#define GL_GEOMETRY_VERTICES_OUT 0x8916 +#define GL_GEOMETRY_INPUT_TYPE 0x8917 +#define GL_GEOMETRY_OUTPUT_TYPE 0x8918 +#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS 0x8DDF +#define GL_MAX_GEOMETRY_OUTPUT_VERTICES 0x8DE0 +#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1 +#define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122 +#define GL_MAX_GEOMETRY_INPUT_COMPONENTS 0x9123 +#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS 0x9124 +#define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125 +#define GL_CONTEXT_PROFILE_MASK 0x9126 +/* reuse GL_MAX_VARYING_COMPONENTS */ +/* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER */ +/* Reuse tokens from ARB_depth_clamp */ +/* reuse GL_DEPTH_CLAMP */ +/* Reuse tokens from ARB_draw_elements_base_vertex (none) */ +/* Reuse tokens from ARB_fragment_coord_conventions (none) */ +/* Reuse tokens from ARB_provoking_vertex */ +/* reuse GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION */ +/* reuse GL_FIRST_VERTEX_CONVENTION */ +/* reuse GL_LAST_VERTEX_CONVENTION */ +/* reuse GL_PROVOKING_VERTEX */ +/* Reuse tokens from ARB_seamless_cube_map */ +/* reuse GL_TEXTURE_CUBE_MAP_SEAMLESS */ +/* Reuse tokens from ARB_sync */ +/* reuse GL_MAX_SERVER_WAIT_TIMEOUT */ +/* reuse GL_OBJECT_TYPE */ +/* reuse GL_SYNC_CONDITION */ +/* reuse GL_SYNC_STATUS */ +/* reuse GL_SYNC_FLAGS */ +/* reuse GL_SYNC_FENCE */ +/* reuse GL_SYNC_GPU_COMMANDS_COMPLETE */ +/* reuse GL_UNSIGNALED */ +/* reuse GL_SIGNALED */ +/* reuse GL_ALREADY_SIGNALED */ +/* reuse GL_TIMEOUT_EXPIRED */ +/* reuse GL_CONDITION_SATISFIED */ +/* reuse GL_WAIT_FAILED */ +/* reuse GL_TIMEOUT_IGNORED */ +/* reuse GL_SYNC_FLUSH_COMMANDS_BIT */ +/* reuse GL_TIMEOUT_IGNORED */ +/* Reuse tokens from ARB_texture_multisample */ +/* reuse GL_SAMPLE_POSITION */ +/* reuse GL_SAMPLE_MASK */ +/* reuse GL_SAMPLE_MASK_VALUE */ +/* reuse GL_MAX_SAMPLE_MASK_WORDS */ +/* reuse GL_TEXTURE_2D_MULTISAMPLE */ +/* reuse GL_PROXY_TEXTURE_2D_MULTISAMPLE */ +/* reuse GL_TEXTURE_2D_MULTISAMPLE_ARRAY */ +/* reuse GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY */ +/* reuse GL_TEXTURE_BINDING_2D_MULTISAMPLE */ +/* reuse GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY */ +/* reuse GL_TEXTURE_SAMPLES */ +/* reuse GL_TEXTURE_FIXED_SAMPLE_LOCATIONS */ +/* reuse GL_SAMPLER_2D_MULTISAMPLE */ +/* reuse GL_INT_SAMPLER_2D_MULTISAMPLE */ +/* reuse GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE */ +/* reuse GL_SAMPLER_2D_MULTISAMPLE_ARRAY */ +/* reuse GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY */ +/* reuse GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY */ +/* reuse GL_MAX_COLOR_TEXTURE_SAMPLES */ +/* reuse GL_MAX_DEPTH_TEXTURE_SAMPLES */ +/* reuse GL_MAX_INTEGER_SAMPLES */ +/* Don't need to reuse tokens from ARB_vertex_array_bgra since they're already in 1.2 core */ +#endif + +#ifndef GL_VERSION_3_3 +#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE +/* Reuse tokens from ARB_blend_func_extended */ +/* reuse GL_SRC1_COLOR */ +/* reuse GL_ONE_MINUS_SRC1_COLOR */ +/* reuse GL_ONE_MINUS_SRC1_ALPHA */ +/* reuse GL_MAX_DUAL_SOURCE_DRAW_BUFFERS */ +/* Reuse tokens from ARB_explicit_attrib_location (none) */ +/* Reuse tokens from ARB_occlusion_query2 */ +/* reuse GL_ANY_SAMPLES_PASSED */ +/* Reuse tokens from ARB_sampler_objects */ +/* reuse GL_SAMPLER_BINDING */ +/* Reuse tokens from ARB_shader_bit_encoding (none) */ +/* Reuse tokens from ARB_texture_rgb10_a2ui */ +/* reuse GL_RGB10_A2UI */ +/* Reuse tokens from ARB_texture_swizzle */ +/* reuse GL_TEXTURE_SWIZZLE_R */ +/* reuse GL_TEXTURE_SWIZZLE_G */ +/* reuse GL_TEXTURE_SWIZZLE_B */ +/* reuse GL_TEXTURE_SWIZZLE_A */ +/* reuse GL_TEXTURE_SWIZZLE_RGBA */ +/* Reuse tokens from ARB_timer_query */ +/* reuse GL_TIME_ELAPSED */ +/* reuse GL_TIMESTAMP */ +/* Reuse tokens from ARB_vertex_type_2_10_10_10_rev */ +/* reuse GL_INT_2_10_10_10_REV */ +#endif + +#ifndef GL_VERSION_4_0 +#define GL_SAMPLE_SHADING 0x8C36 +#define GL_MIN_SAMPLE_SHADING_VALUE 0x8C37 +#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5E +#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5F +#define GL_TEXTURE_CUBE_MAP_ARRAY 0x9009 +#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY 0x900A +#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY 0x900B +#define GL_SAMPLER_CUBE_MAP_ARRAY 0x900C +#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW 0x900D +#define GL_INT_SAMPLER_CUBE_MAP_ARRAY 0x900E +#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY 0x900F +/* Reuse tokens from ARB_texture_query_lod (none) */ +/* Reuse tokens from ARB_draw_buffers_blend (none) */ +/* Reuse tokens from ARB_draw_indirect */ +/* reuse GL_DRAW_INDIRECT_BUFFER */ +/* reuse GL_DRAW_INDIRECT_BUFFER_BINDING */ +/* Reuse tokens from ARB_gpu_shader5 */ +/* reuse GL_GEOMETRY_SHADER_INVOCATIONS */ +/* reuse GL_MAX_GEOMETRY_SHADER_INVOCATIONS */ +/* reuse GL_MIN_FRAGMENT_INTERPOLATION_OFFSET */ +/* reuse GL_MAX_FRAGMENT_INTERPOLATION_OFFSET */ +/* reuse GL_FRAGMENT_INTERPOLATION_OFFSET_BITS */ +/* Reuse tokens from ARB_gpu_shader_fp64 */ +/* reuse GL_DOUBLE_VEC2 */ +/* reuse GL_DOUBLE_VEC3 */ +/* reuse GL_DOUBLE_VEC4 */ +/* reuse GL_DOUBLE_MAT2 */ +/* reuse GL_DOUBLE_MAT3 */ +/* reuse GL_DOUBLE_MAT4 */ +/* reuse GL_DOUBLE_MAT2x3 */ +/* reuse GL_DOUBLE_MAT2x4 */ +/* reuse GL_DOUBLE_MAT3x2 */ +/* reuse GL_DOUBLE_MAT3x4 */ +/* reuse GL_DOUBLE_MAT4x2 */ +/* reuse GL_DOUBLE_MAT4x3 */ +/* Reuse tokens from ARB_shader_subroutine */ +/* reuse GL_ACTIVE_SUBROUTINES */ +/* reuse GL_ACTIVE_SUBROUTINE_UNIFORMS */ +/* reuse GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS */ +/* reuse GL_ACTIVE_SUBROUTINE_MAX_LENGTH */ +/* reuse GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH */ +/* reuse GL_MAX_SUBROUTINES */ +/* reuse GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS */ +/* reuse GL_NUM_COMPATIBLE_SUBROUTINES */ +/* reuse GL_COMPATIBLE_SUBROUTINES */ +/* Reuse tokens from ARB_tessellation_shader */ +/* reuse GL_PATCHES */ +/* reuse GL_PATCH_VERTICES */ +/* reuse GL_PATCH_DEFAULT_INNER_LEVEL */ +/* reuse GL_PATCH_DEFAULT_OUTER_LEVEL */ +/* reuse GL_TESS_CONTROL_OUTPUT_VERTICES */ +/* reuse GL_TESS_GEN_MODE */ +/* reuse GL_TESS_GEN_SPACING */ +/* reuse GL_TESS_GEN_VERTEX_ORDER */ +/* reuse GL_TESS_GEN_POINT_MODE */ +/* reuse GL_ISOLINES */ +/* reuse GL_FRACTIONAL_ODD */ +/* reuse GL_FRACTIONAL_EVEN */ +/* reuse GL_MAX_PATCH_VERTICES */ +/* reuse GL_MAX_TESS_GEN_LEVEL */ +/* reuse GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS */ +/* reuse GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS */ +/* reuse GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS */ +/* reuse GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS */ +/* reuse GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS */ +/* reuse GL_MAX_TESS_PATCH_COMPONENTS */ +/* reuse GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS */ +/* reuse GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS */ +/* reuse GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS */ +/* reuse GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS */ +/* reuse GL_MAX_TESS_CONTROL_INPUT_COMPONENTS */ +/* reuse GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS */ +/* reuse GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS */ +/* reuse GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS */ +/* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER */ +/* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER */ +/* reuse GL_TESS_EVALUATION_SHADER */ +/* reuse GL_TESS_CONTROL_SHADER */ +/* Reuse tokens from ARB_texture_buffer_object_rgb32 (none) */ +/* Reuse tokens from ARB_transform_feedback2 */ +/* reuse GL_TRANSFORM_FEEDBACK */ +/* reuse GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED */ +/* reuse GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE */ +/* reuse GL_TRANSFORM_FEEDBACK_BINDING */ +/* Reuse tokens from ARB_transform_feedback3 */ +/* reuse GL_MAX_TRANSFORM_FEEDBACK_BUFFERS */ +/* reuse GL_MAX_VERTEX_STREAMS */ +#endif + +#ifndef GL_VERSION_4_1 +/* Reuse tokens from ARB_ES2_compatibility */ +/* reuse GL_FIXED */ +/* reuse GL_IMPLEMENTATION_COLOR_READ_TYPE */ +/* reuse GL_IMPLEMENTATION_COLOR_READ_FORMAT */ +/* reuse GL_LOW_FLOAT */ +/* reuse GL_MEDIUM_FLOAT */ +/* reuse GL_HIGH_FLOAT */ +/* reuse GL_LOW_INT */ +/* reuse GL_MEDIUM_INT */ +/* reuse GL_HIGH_INT */ +/* reuse GL_SHADER_COMPILER */ +/* reuse GL_SHADER_BINARY_FORMATS */ +/* reuse GL_NUM_SHADER_BINARY_FORMATS */ +/* reuse GL_MAX_VERTEX_UNIFORM_VECTORS */ +/* reuse GL_MAX_VARYING_VECTORS */ +/* reuse GL_MAX_FRAGMENT_UNIFORM_VECTORS */ +/* reuse GL_RGB565 */ +/* Reuse tokens from ARB_get_program_binary */ +/* reuse GL_PROGRAM_BINARY_RETRIEVABLE_HINT */ +/* reuse GL_PROGRAM_BINARY_LENGTH */ +/* reuse GL_NUM_PROGRAM_BINARY_FORMATS */ +/* reuse GL_PROGRAM_BINARY_FORMATS */ +/* Reuse tokens from ARB_separate_shader_objects */ +/* reuse GL_VERTEX_SHADER_BIT */ +/* reuse GL_FRAGMENT_SHADER_BIT */ +/* reuse GL_GEOMETRY_SHADER_BIT */ +/* reuse GL_TESS_CONTROL_SHADER_BIT */ +/* reuse GL_TESS_EVALUATION_SHADER_BIT */ +/* reuse GL_ALL_SHADER_BITS */ +/* reuse GL_PROGRAM_SEPARABLE */ +/* reuse GL_ACTIVE_PROGRAM */ +/* reuse GL_PROGRAM_PIPELINE_BINDING */ +/* Reuse tokens from ARB_shader_precision (none) */ +/* Reuse tokens from ARB_vertex_attrib_64bit - all are in GL 3.0 and 4.0 already */ +/* Reuse tokens from ARB_viewport_array - some are in GL 1.1 and ARB_provoking_vertex already */ +/* reuse GL_MAX_VIEWPORTS */ +/* reuse GL_VIEWPORT_SUBPIXEL_BITS */ +/* reuse GL_VIEWPORT_BOUNDS_RANGE */ +/* reuse GL_LAYER_PROVOKING_VERTEX */ +/* reuse GL_VIEWPORT_INDEX_PROVOKING_VERTEX */ +/* reuse GL_UNDEFINED_VERTEX */ +#endif + +#ifndef GL_VERSION_4_2 +/* Reuse tokens from ARB_base_instance (none) */ +/* Reuse tokens from ARB_shading_language_420pack (none) */ +/* Reuse tokens from ARB_transform_feedback_instanced (none) */ +/* Reuse tokens from ARB_compressed_texture_pixel_storage */ +/* reuse GL_UNPACK_COMPRESSED_BLOCK_WIDTH */ +/* reuse GL_UNPACK_COMPRESSED_BLOCK_HEIGHT */ +/* reuse GL_UNPACK_COMPRESSED_BLOCK_DEPTH */ +/* reuse GL_UNPACK_COMPRESSED_BLOCK_SIZE */ +/* reuse GL_PACK_COMPRESSED_BLOCK_WIDTH */ +/* reuse GL_PACK_COMPRESSED_BLOCK_HEIGHT */ +/* reuse GL_PACK_COMPRESSED_BLOCK_DEPTH */ +/* reuse GL_PACK_COMPRESSED_BLOCK_SIZE */ +/* Reuse tokens from ARB_conservative_depth (none) */ +/* Reuse tokens from ARB_internalformat_query */ +/* reuse GL_NUM_SAMPLE_COUNTS */ +/* Reuse tokens from ARB_map_buffer_alignment */ +/* reuse GL_MIN_MAP_BUFFER_ALIGNMENT */ +/* Reuse tokens from ARB_shader_atomic_counters */ +/* reuse GL_ATOMIC_COUNTER_BUFFER */ +/* reuse GL_ATOMIC_COUNTER_BUFFER_BINDING */ +/* reuse GL_ATOMIC_COUNTER_BUFFER_START */ +/* reuse GL_ATOMIC_COUNTER_BUFFER_SIZE */ +/* reuse GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE */ +/* reuse GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS */ +/* reuse GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES */ +/* reuse GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER */ +/* reuse GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER */ +/* reuse GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER */ +/* reuse GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER */ +/* reuse GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER */ +/* reuse GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS */ +/* reuse GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS */ +/* reuse GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS */ +/* reuse GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS */ +/* reuse GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS */ +/* reuse GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS */ +/* reuse GL_MAX_VERTEX_ATOMIC_COUNTERS */ +/* reuse GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS */ +/* reuse GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS */ +/* reuse GL_MAX_GEOMETRY_ATOMIC_COUNTERS */ +/* reuse GL_MAX_FRAGMENT_ATOMIC_COUNTERS */ +/* reuse GL_MAX_COMBINED_ATOMIC_COUNTERS */ +/* reuse GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE */ +/* reuse GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS */ +/* reuse GL_ACTIVE_ATOMIC_COUNTER_BUFFERS */ +/* reuse GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX */ +/* reuse GL_UNSIGNED_INT_ATOMIC_COUNTER */ +/* Reuse tokens from ARB_shader_image_load_store */ +/* reuse GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT */ +/* reuse GL_ELEMENT_ARRAY_BARRIER_BIT */ +/* reuse GL_UNIFORM_BARRIER_BIT */ +/* reuse GL_TEXTURE_FETCH_BARRIER_BIT */ +/* reuse GL_SHADER_IMAGE_ACCESS_BARRIER_BIT */ +/* reuse GL_COMMAND_BARRIER_BIT */ +/* reuse GL_PIXEL_BUFFER_BARRIER_BIT */ +/* reuse GL_TEXTURE_UPDATE_BARRIER_BIT */ +/* reuse GL_BUFFER_UPDATE_BARRIER_BIT */ +/* reuse GL_FRAMEBUFFER_BARRIER_BIT */ +/* reuse GL_TRANSFORM_FEEDBACK_BARRIER_BIT */ +/* reuse GL_ATOMIC_COUNTER_BARRIER_BIT */ +/* reuse GL_ALL_BARRIER_BITS */ +/* reuse GL_MAX_IMAGE_UNITS */ +/* reuse GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS */ +/* reuse GL_IMAGE_BINDING_NAME */ +/* reuse GL_IMAGE_BINDING_LEVEL */ +/* reuse GL_IMAGE_BINDING_LAYERED */ +/* reuse GL_IMAGE_BINDING_LAYER */ +/* reuse GL_IMAGE_BINDING_ACCESS */ +/* reuse GL_IMAGE_1D */ +/* reuse GL_IMAGE_2D */ +/* reuse GL_IMAGE_3D */ +/* reuse GL_IMAGE_2D_RECT */ +/* reuse GL_IMAGE_CUBE */ +/* reuse GL_IMAGE_BUFFER */ +/* reuse GL_IMAGE_1D_ARRAY */ +/* reuse GL_IMAGE_2D_ARRAY */ +/* reuse GL_IMAGE_CUBE_MAP_ARRAY */ +/* reuse GL_IMAGE_2D_MULTISAMPLE */ +/* reuse GL_IMAGE_2D_MULTISAMPLE_ARRAY */ +/* reuse GL_INT_IMAGE_1D */ +/* reuse GL_INT_IMAGE_2D */ +/* reuse GL_INT_IMAGE_3D */ +/* reuse GL_INT_IMAGE_2D_RECT */ +/* reuse GL_INT_IMAGE_CUBE */ +/* reuse GL_INT_IMAGE_BUFFER */ +/* reuse GL_INT_IMAGE_1D_ARRAY */ +/* reuse GL_INT_IMAGE_2D_ARRAY */ +/* reuse GL_INT_IMAGE_CUBE_MAP_ARRAY */ +/* reuse GL_INT_IMAGE_2D_MULTISAMPLE */ +/* reuse GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY */ +/* reuse GL_UNSIGNED_INT_IMAGE_1D */ +/* reuse GL_UNSIGNED_INT_IMAGE_2D */ +/* reuse GL_UNSIGNED_INT_IMAGE_3D */ +/* reuse GL_UNSIGNED_INT_IMAGE_2D_RECT */ +/* reuse GL_UNSIGNED_INT_IMAGE_CUBE */ +/* reuse GL_UNSIGNED_INT_IMAGE_BUFFER */ +/* reuse GL_UNSIGNED_INT_IMAGE_1D_ARRAY */ +/* reuse GL_UNSIGNED_INT_IMAGE_2D_ARRAY */ +/* reuse GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY */ +/* reuse GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE */ +/* reuse GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY */ +/* reuse GL_MAX_IMAGE_SAMPLES */ +/* reuse GL_IMAGE_BINDING_FORMAT */ +/* reuse GL_IMAGE_FORMAT_COMPATIBILITY_TYPE */ +/* reuse GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE */ +/* reuse GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS */ +/* reuse GL_MAX_VERTEX_IMAGE_UNIFORMS */ +/* reuse GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS */ +/* reuse GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS */ +/* reuse GL_MAX_GEOMETRY_IMAGE_UNIFORMS */ +/* reuse GL_MAX_FRAGMENT_IMAGE_UNIFORMS */ +/* reuse GL_MAX_COMBINED_IMAGE_UNIFORMS */ +/* Reuse tokens from ARB_shading_language_packing (none) */ +/* Reuse tokens from ARB_texture_storage */ +/* reuse GL_TEXTURE_IMMUTABLE_FORMAT */ +#endif + +#ifndef GL_VERSION_4_3 +#define GL_NUM_SHADING_LANGUAGE_VERSIONS 0x82E9 +#define GL_VERTEX_ATTRIB_ARRAY_LONG 0x874E +/* Reuse tokens from ARB_arrays_of_arrays (none, GLSL only) */ +/* Reuse tokens from ARB_fragment_layer_viewport (none, GLSL only) */ +/* Reuse tokens from ARB_shader_image_size (none, GLSL only) */ +/* Reuse tokens from ARB_ES3_compatibility */ +/* reuse GL_COMPRESSED_RGB8_ETC2 */ +/* reuse GL_COMPRESSED_SRGB8_ETC2 */ +/* reuse GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 */ +/* reuse GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 */ +/* reuse GL_COMPRESSED_RGBA8_ETC2_EAC */ +/* reuse GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC */ +/* reuse GL_COMPRESSED_R11_EAC */ +/* reuse GL_COMPRESSED_SIGNED_R11_EAC */ +/* reuse GL_COMPRESSED_RG11_EAC */ +/* reuse GL_COMPRESSED_SIGNED_RG11_EAC */ +/* reuse GL_PRIMITIVE_RESTART_FIXED_INDEX */ +/* reuse GL_ANY_SAMPLES_PASSED_CONSERVATIVE */ +/* reuse GL_MAX_ELEMENT_INDEX */ +/* Reuse tokens from ARB_clear_buffer_object (none) */ +/* Reuse tokens from ARB_compute_shader */ +/* reuse GL_COMPUTE_SHADER */ +/* reuse GL_MAX_COMPUTE_UNIFORM_BLOCKS */ +/* reuse GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS */ +/* reuse GL_MAX_COMPUTE_IMAGE_UNIFORMS */ +/* reuse GL_MAX_COMPUTE_SHARED_MEMORY_SIZE */ +/* reuse GL_MAX_COMPUTE_UNIFORM_COMPONENTS */ +/* reuse GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS */ +/* reuse GL_MAX_COMPUTE_ATOMIC_COUNTERS */ +/* reuse GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS */ +/* reuse GL_MAX_COMPUTE_LOCAL_INVOCATIONS */ +/* reuse GL_MAX_COMPUTE_WORK_GROUP_COUNT */ +/* reuse GL_MAX_COMPUTE_WORK_GROUP_SIZE */ +/* reuse GL_COMPUTE_LOCAL_WORK_SIZE */ +/* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER */ +/* reuse GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER */ +/* reuse GL_DISPATCH_INDIRECT_BUFFER */ +/* reuse GL_DISPATCH_INDIRECT_BUFFER_BINDING */ +/* Reuse tokens from ARB_copy_image (none) */ +/* Reuse tokens from KHR_debug */ +/* reuse GL_DEBUG_OUTPUT_SYNCHRONOUS */ +/* reuse GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH */ +/* reuse GL_DEBUG_CALLBACK_FUNCTION */ +/* reuse GL_DEBUG_CALLBACK_USER_PARAM */ +/* reuse GL_DEBUG_SOURCE_API */ +/* reuse GL_DEBUG_SOURCE_WINDOW_SYSTEM */ +/* reuse GL_DEBUG_SOURCE_SHADER_COMPILER */ +/* reuse GL_DEBUG_SOURCE_THIRD_PARTY */ +/* reuse GL_DEBUG_SOURCE_APPLICATION */ +/* reuse GL_DEBUG_SOURCE_OTHER */ +/* reuse GL_DEBUG_TYPE_ERROR */ +/* reuse GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR */ +/* reuse GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR */ +/* reuse GL_DEBUG_TYPE_PORTABILITY */ +/* reuse GL_DEBUG_TYPE_PERFORMANCE */ +/* reuse GL_DEBUG_TYPE_OTHER */ +/* reuse GL_MAX_DEBUG_MESSAGE_LENGTH */ +/* reuse GL_MAX_DEBUG_LOGGED_MESSAGES */ +/* reuse GL_DEBUG_LOGGED_MESSAGES */ +/* reuse GL_DEBUG_SEVERITY_HIGH */ +/* reuse GL_DEBUG_SEVERITY_MEDIUM */ +/* reuse GL_DEBUG_SEVERITY_LOW */ +/* reuse GL_DEBUG_TYPE_MARKER */ +/* reuse GL_DEBUG_TYPE_PUSH_GROUP */ +/* reuse GL_DEBUG_TYPE_POP_GROUP */ +/* reuse GL_DEBUG_SEVERITY_NOTIFICATION */ +/* reuse GL_MAX_DEBUG_GROUP_STACK_DEPTH */ +/* reuse GL_DEBUG_GROUP_STACK_DEPTH */ +/* reuse GL_BUFFER */ +/* reuse GL_SHADER */ +/* reuse GL_PROGRAM */ +/* reuse GL_QUERY */ +/* reuse GL_PROGRAM_PIPELINE */ +/* reuse GL_SAMPLER */ +/* reuse GL_DISPLAY_LIST */ +/* reuse GL_MAX_LABEL_LENGTH */ +/* reuse GL_DEBUG_OUTPUT */ +/* reuse GL_CONTEXT_FLAG_DEBUG_BIT */ +/* reuse GL_STACK_UNDERFLOW */ +/* reuse GL_STACK_OVERFLOW */ +/* Reuse tokens from ARB_explicit_uniform_location */ +/* reuse GL_MAX_UNIFORM_LOCATIONS */ +/* Reuse tokens from ARB_framebuffer_no_attachments */ +/* reuse GL_FRAMEBUFFER_DEFAULT_WIDTH */ +/* reuse GL_FRAMEBUFFER_DEFAULT_HEIGHT */ +/* reuse GL_FRAMEBUFFER_DEFAULT_LAYERS */ +/* reuse GL_FRAMEBUFFER_DEFAULT_SAMPLES */ +/* reuse GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS */ +/* reuse GL_MAX_FRAMEBUFFER_WIDTH */ +/* reuse GL_MAX_FRAMEBUFFER_HEIGHT */ +/* reuse GL_MAX_FRAMEBUFFER_LAYERS */ +/* reuse GL_MAX_FRAMEBUFFER_SAMPLES */ +/* Reuse tokens from ARB_internalformat_query2 */ +/* reuse GL_INTERNALFORMAT_SUPPORTED */ +/* reuse GL_INTERNALFORMAT_PREFERRED */ +/* reuse GL_INTERNALFORMAT_RED_SIZE */ +/* reuse GL_INTERNALFORMAT_GREEN_SIZE */ +/* reuse GL_INTERNALFORMAT_BLUE_SIZE */ +/* reuse GL_INTERNALFORMAT_ALPHA_SIZE */ +/* reuse GL_INTERNALFORMAT_DEPTH_SIZE */ +/* reuse GL_INTERNALFORMAT_STENCIL_SIZE */ +/* reuse GL_INTERNALFORMAT_SHARED_SIZE */ +/* reuse GL_INTERNALFORMAT_RED_TYPE */ +/* reuse GL_INTERNALFORMAT_GREEN_TYPE */ +/* reuse GL_INTERNALFORMAT_BLUE_TYPE */ +/* reuse GL_INTERNALFORMAT_ALPHA_TYPE */ +/* reuse GL_INTERNALFORMAT_DEPTH_TYPE */ +/* reuse GL_INTERNALFORMAT_STENCIL_TYPE */ +/* reuse GL_MAX_WIDTH */ +/* reuse GL_MAX_HEIGHT */ +/* reuse GL_MAX_DEPTH */ +/* reuse GL_MAX_LAYERS */ +/* reuse GL_MAX_COMBINED_DIMENSIONS */ +/* reuse GL_COLOR_COMPONENTS */ +/* reuse GL_DEPTH_COMPONENTS */ +/* reuse GL_STENCIL_COMPONENTS */ +/* reuse GL_COLOR_RENDERABLE */ +/* reuse GL_DEPTH_RENDERABLE */ +/* reuse GL_STENCIL_RENDERABLE */ +/* reuse GL_FRAMEBUFFER_RENDERABLE */ +/* reuse GL_FRAMEBUFFER_RENDERABLE_LAYERED */ +/* reuse GL_FRAMEBUFFER_BLEND */ +/* reuse GL_READ_PIXELS */ +/* reuse GL_READ_PIXELS_FORMAT */ +/* reuse GL_READ_PIXELS_TYPE */ +/* reuse GL_TEXTURE_IMAGE_FORMAT */ +/* reuse GL_TEXTURE_IMAGE_TYPE */ +/* reuse GL_GET_TEXTURE_IMAGE_FORMAT */ +/* reuse GL_GET_TEXTURE_IMAGE_TYPE */ +/* reuse GL_MIPMAP */ +/* reuse GL_MANUAL_GENERATE_MIPMAP */ +/* reuse GL_AUTO_GENERATE_MIPMAP */ +/* reuse GL_COLOR_ENCODING */ +/* reuse GL_SRGB_READ */ +/* reuse GL_SRGB_WRITE */ +/* reuse GL_FILTER */ +/* reuse GL_VERTEX_TEXTURE */ +/* reuse GL_TESS_CONTROL_TEXTURE */ +/* reuse GL_TESS_EVALUATION_TEXTURE */ +/* reuse GL_GEOMETRY_TEXTURE */ +/* reuse GL_FRAGMENT_TEXTURE */ +/* reuse GL_COMPUTE_TEXTURE */ +/* reuse GL_TEXTURE_SHADOW */ +/* reuse GL_TEXTURE_GATHER */ +/* reuse GL_TEXTURE_GATHER_SHADOW */ +/* reuse GL_SHADER_IMAGE_LOAD */ +/* reuse GL_SHADER_IMAGE_STORE */ +/* reuse GL_SHADER_IMAGE_ATOMIC */ +/* reuse GL_IMAGE_TEXEL_SIZE */ +/* reuse GL_IMAGE_COMPATIBILITY_CLASS */ +/* reuse GL_IMAGE_PIXEL_FORMAT */ +/* reuse GL_IMAGE_PIXEL_TYPE */ +/* reuse GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST */ +/* reuse GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST */ +/* reuse GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE */ +/* reuse GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE */ +/* reuse GL_TEXTURE_COMPRESSED_BLOCK_WIDTH */ +/* reuse GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT */ +/* reuse GL_TEXTURE_COMPRESSED_BLOCK_SIZE */ +/* reuse GL_CLEAR_BUFFER */ +/* reuse GL_TEXTURE_VIEW */ +/* reuse GL_VIEW_COMPATIBILITY_CLASS */ +/* reuse GL_FULL_SUPPORT */ +/* reuse GL_CAVEAT_SUPPORT */ +/* reuse GL_IMAGE_CLASS_4_X_32 */ +/* reuse GL_IMAGE_CLASS_2_X_32 */ +/* reuse GL_IMAGE_CLASS_1_X_32 */ +/* reuse GL_IMAGE_CLASS_4_X_16 */ +/* reuse GL_IMAGE_CLASS_2_X_16 */ +/* reuse GL_IMAGE_CLASS_1_X_16 */ +/* reuse GL_IMAGE_CLASS_4_X_8 */ +/* reuse GL_IMAGE_CLASS_2_X_8 */ +/* reuse GL_IMAGE_CLASS_1_X_8 */ +/* reuse GL_IMAGE_CLASS_11_11_10 */ +/* reuse GL_IMAGE_CLASS_10_10_10_2 */ +/* reuse GL_VIEW_CLASS_128_BITS */ +/* reuse GL_VIEW_CLASS_96_BITS */ +/* reuse GL_VIEW_CLASS_64_BITS */ +/* reuse GL_VIEW_CLASS_48_BITS */ +/* reuse GL_VIEW_CLASS_32_BITS */ +/* reuse GL_VIEW_CLASS_24_BITS */ +/* reuse GL_VIEW_CLASS_16_BITS */ +/* reuse GL_VIEW_CLASS_8_BITS */ +/* reuse GL_VIEW_CLASS_S3TC_DXT1_RGB */ +/* reuse GL_VIEW_CLASS_S3TC_DXT1_RGBA */ +/* reuse GL_VIEW_CLASS_S3TC_DXT3_RGBA */ +/* reuse GL_VIEW_CLASS_S3TC_DXT5_RGBA */ +/* reuse GL_VIEW_CLASS_RGTC1_RED */ +/* reuse GL_VIEW_CLASS_RGTC2_RG */ +/* reuse GL_VIEW_CLASS_BPTC_UNORM */ +/* reuse GL_VIEW_CLASS_BPTC_FLOAT */ +/* Reuse tokens from ARB_invalidate_subdata (none) */ +/* Reuse tokens from ARB_multi_draw_indirect (none) */ +/* Reuse tokens from ARB_program_interface_query */ +/* reuse GL_UNIFORM */ +/* reuse GL_UNIFORM_BLOCK */ +/* reuse GL_PROGRAM_INPUT */ +/* reuse GL_PROGRAM_OUTPUT */ +/* reuse GL_BUFFER_VARIABLE */ +/* reuse GL_SHADER_STORAGE_BLOCK */ +/* reuse GL_VERTEX_SUBROUTINE */ +/* reuse GL_TESS_CONTROL_SUBROUTINE */ +/* reuse GL_TESS_EVALUATION_SUBROUTINE */ +/* reuse GL_GEOMETRY_SUBROUTINE */ +/* reuse GL_FRAGMENT_SUBROUTINE */ +/* reuse GL_COMPUTE_SUBROUTINE */ +/* reuse GL_VERTEX_SUBROUTINE_UNIFORM */ +/* reuse GL_TESS_CONTROL_SUBROUTINE_UNIFORM */ +/* reuse GL_TESS_EVALUATION_SUBROUTINE_UNIFORM */ +/* reuse GL_GEOMETRY_SUBROUTINE_UNIFORM */ +/* reuse GL_FRAGMENT_SUBROUTINE_UNIFORM */ +/* reuse GL_COMPUTE_SUBROUTINE_UNIFORM */ +/* reuse GL_TRANSFORM_FEEDBACK_VARYING */ +/* reuse GL_ACTIVE_RESOURCES */ +/* reuse GL_MAX_NAME_LENGTH */ +/* reuse GL_MAX_NUM_ACTIVE_VARIABLES */ +/* reuse GL_MAX_NUM_COMPATIBLE_SUBROUTINES */ +/* reuse GL_NAME_LENGTH */ +/* reuse GL_TYPE */ +/* reuse GL_ARRAY_SIZE */ +/* reuse GL_OFFSET */ +/* reuse GL_BLOCK_INDEX */ +/* reuse GL_ARRAY_STRIDE */ +/* reuse GL_MATRIX_STRIDE */ +/* reuse GL_IS_ROW_MAJOR */ +/* reuse GL_ATOMIC_COUNTER_BUFFER_INDEX */ +/* reuse GL_BUFFER_BINDING */ +/* reuse GL_BUFFER_DATA_SIZE */ +/* reuse GL_NUM_ACTIVE_VARIABLES */ +/* reuse GL_ACTIVE_VARIABLES */ +/* reuse GL_REFERENCED_BY_VERTEX_SHADER */ +/* reuse GL_REFERENCED_BY_TESS_CONTROL_SHADER */ +/* reuse GL_REFERENCED_BY_TESS_EVALUATION_SHADER */ +/* reuse GL_REFERENCED_BY_GEOMETRY_SHADER */ +/* reuse GL_REFERENCED_BY_FRAGMENT_SHADER */ +/* reuse GL_REFERENCED_BY_COMPUTE_SHADER */ +/* reuse GL_TOP_LEVEL_ARRAY_SIZE */ +/* reuse GL_TOP_LEVEL_ARRAY_STRIDE */ +/* reuse GL_LOCATION */ +/* reuse GL_LOCATION_INDEX */ +/* reuse GL_IS_PER_PATCH */ +/* Reuse tokens from ARB_robust_buffer_access_behavior (none) */ +/* Reuse tokens from ARB_shader_storage_buffer_object */ +/* reuse GL_SHADER_STORAGE_BUFFER */ +/* reuse GL_SHADER_STORAGE_BUFFER_BINDING */ +/* reuse GL_SHADER_STORAGE_BUFFER_START */ +/* reuse GL_SHADER_STORAGE_BUFFER_SIZE */ +/* reuse GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS */ +/* reuse GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS */ +/* reuse GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS */ +/* reuse GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS */ +/* reuse GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS */ +/* reuse GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS */ +/* reuse GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS */ +/* reuse GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS */ +/* reuse GL_MAX_SHADER_STORAGE_BLOCK_SIZE */ +/* reuse GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT */ +/* reuse GL_SHADER_STORAGE_BARRIER_BIT */ +/* reuse GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES */ +/* Reuse tokens from ARB_stencil_texturing */ +/* reuse GL_DEPTH_STENCIL_TEXTURE_MODE */ +/* Reuse tokens from ARB_texture_buffer_range */ +/* reuse GL_TEXTURE_BUFFER_OFFSET */ +/* reuse GL_TEXTURE_BUFFER_SIZE */ +/* reuse GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT */ +/* Reuse tokens from ARB_texture_query_levels (none) */ +/* Reuse tokens from ARB_texture_storage_multisample (none) */ +/* Reuse tokens from ARB_texture_view */ +/* reuse GL_TEXTURE_VIEW_MIN_LEVEL */ +/* reuse GL_TEXTURE_VIEW_NUM_LEVELS */ +/* reuse GL_TEXTURE_VIEW_MIN_LAYER */ +/* reuse GL_TEXTURE_VIEW_NUM_LAYERS */ +/* reuse GL_TEXTURE_IMMUTABLE_LEVELS */ +/* Reuse tokens from ARB_vertex_attrib_binding */ +/* reuse GL_VERTEX_ATTRIB_BINDING */ +/* reuse GL_VERTEX_ATTRIB_RELATIVE_OFFSET */ +/* reuse GL_VERTEX_BINDING_DIVISOR */ +/* reuse GL_VERTEX_BINDING_OFFSET */ +/* reuse GL_VERTEX_BINDING_STRIDE */ +/* reuse GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET */ +/* reuse GL_MAX_VERTEX_ATTRIB_BINDINGS */ +#endif + +#ifndef GL_ARB_depth_buffer_float +#define GL_DEPTH_COMPONENT32F 0x8CAC +#define GL_DEPTH32F_STENCIL8 0x8CAD +#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD +#endif + +#ifndef GL_ARB_framebuffer_object +#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 +#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210 +#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211 +#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212 +#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213 +#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214 +#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215 +#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216 +#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217 +#define GL_FRAMEBUFFER_DEFAULT 0x8218 +#define GL_FRAMEBUFFER_UNDEFINED 0x8219 +#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A +#define GL_MAX_RENDERBUFFER_SIZE 0x84E8 +#define GL_DEPTH_STENCIL 0x84F9 +#define GL_UNSIGNED_INT_24_8 0x84FA +#define GL_DEPTH24_STENCIL8 0x88F0 +#define GL_TEXTURE_STENCIL_SIZE 0x88F1 +#define GL_TEXTURE_RED_TYPE 0x8C10 +#define GL_TEXTURE_GREEN_TYPE 0x8C11 +#define GL_TEXTURE_BLUE_TYPE 0x8C12 +#define GL_TEXTURE_ALPHA_TYPE 0x8C13 +#define GL_TEXTURE_DEPTH_TYPE 0x8C16 +#define GL_UNSIGNED_NORMALIZED 0x8C17 +#define GL_FRAMEBUFFER_BINDING 0x8CA6 +#define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6 +#define GL_RENDERBUFFER_BINDING 0x8CA7 +#define GL_READ_FRAMEBUFFER 0x8CA8 +#define GL_DRAW_FRAMEBUFFER 0x8CA9 +#define GL_READ_FRAMEBUFFER_BINDING 0x8CAA +#define GL_RENDERBUFFER_SAMPLES 0x8CAB +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4 +#define GL_FRAMEBUFFER_COMPLETE 0x8CD5 +#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 +#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 +#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB +#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC +#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD +#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF +#define GL_COLOR_ATTACHMENT0 0x8CE0 +#define GL_COLOR_ATTACHMENT1 0x8CE1 +#define GL_COLOR_ATTACHMENT2 0x8CE2 +#define GL_COLOR_ATTACHMENT3 0x8CE3 +#define GL_COLOR_ATTACHMENT4 0x8CE4 +#define GL_COLOR_ATTACHMENT5 0x8CE5 +#define GL_COLOR_ATTACHMENT6 0x8CE6 +#define GL_COLOR_ATTACHMENT7 0x8CE7 +#define GL_COLOR_ATTACHMENT8 0x8CE8 +#define GL_COLOR_ATTACHMENT9 0x8CE9 +#define GL_COLOR_ATTACHMENT10 0x8CEA +#define GL_COLOR_ATTACHMENT11 0x8CEB +#define GL_COLOR_ATTACHMENT12 0x8CEC +#define GL_COLOR_ATTACHMENT13 0x8CED +#define GL_COLOR_ATTACHMENT14 0x8CEE +#define GL_COLOR_ATTACHMENT15 0x8CEF +#define GL_DEPTH_ATTACHMENT 0x8D00 +#define GL_STENCIL_ATTACHMENT 0x8D20 +#define GL_FRAMEBUFFER 0x8D40 +#define GL_RENDERBUFFER 0x8D41 +#define GL_RENDERBUFFER_WIDTH 0x8D42 +#define GL_RENDERBUFFER_HEIGHT 0x8D43 +#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 +#define GL_STENCIL_INDEX1 0x8D46 +#define GL_STENCIL_INDEX4 0x8D47 +#define GL_STENCIL_INDEX8 0x8D48 +#define GL_STENCIL_INDEX16 0x8D49 +#define GL_RENDERBUFFER_RED_SIZE 0x8D50 +#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 +#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 +#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 +#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 +#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56 +#define GL_MAX_SAMPLES 0x8D57 +#endif + +#ifndef GL_ARB_framebuffer_sRGB +#define GL_FRAMEBUFFER_SRGB 0x8DB9 +#endif + +#ifndef GL_ARB_half_float_vertex +#define GL_HALF_FLOAT 0x140B +#endif + +#ifndef GL_ARB_map_buffer_range +#define GL_MAP_READ_BIT 0x0001 +#define GL_MAP_WRITE_BIT 0x0002 +#define GL_MAP_INVALIDATE_RANGE_BIT 0x0004 +#define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008 +#define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010 +#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020 +#endif + +#ifndef GL_ARB_texture_compression_rgtc +#define GL_COMPRESSED_RED_RGTC1 0x8DBB +#define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC +#define GL_COMPRESSED_RG_RGTC2 0x8DBD +#define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE +#endif + +#ifndef GL_ARB_texture_rg +#define GL_RG 0x8227 +#define GL_RG_INTEGER 0x8228 +#define GL_R8 0x8229 +#define GL_R16 0x822A +#define GL_RG8 0x822B +#define GL_RG16 0x822C +#define GL_R16F 0x822D +#define GL_R32F 0x822E +#define GL_RG16F 0x822F +#define GL_RG32F 0x8230 +#define GL_R8I 0x8231 +#define GL_R8UI 0x8232 +#define GL_R16I 0x8233 +#define GL_R16UI 0x8234 +#define GL_R32I 0x8235 +#define GL_R32UI 0x8236 +#define GL_RG8I 0x8237 +#define GL_RG8UI 0x8238 +#define GL_RG16I 0x8239 +#define GL_RG16UI 0x823A +#define GL_RG32I 0x823B +#define GL_RG32UI 0x823C +#endif + +#ifndef GL_ARB_vertex_array_object +#define GL_VERTEX_ARRAY_BINDING 0x85B5 +#endif + +#ifndef GL_ARB_uniform_buffer_object +#define GL_UNIFORM_BUFFER 0x8A11 +#define GL_UNIFORM_BUFFER_BINDING 0x8A28 +#define GL_UNIFORM_BUFFER_START 0x8A29 +#define GL_UNIFORM_BUFFER_SIZE 0x8A2A +#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B +#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C +#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D +#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E +#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F +#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30 +#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31 +#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32 +#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33 +#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34 +#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35 +#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36 +#define GL_UNIFORM_TYPE 0x8A37 +#define GL_UNIFORM_SIZE 0x8A38 +#define GL_UNIFORM_NAME_LENGTH 0x8A39 +#define GL_UNIFORM_BLOCK_INDEX 0x8A3A +#define GL_UNIFORM_OFFSET 0x8A3B +#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C +#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D +#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E +#define GL_UNIFORM_BLOCK_BINDING 0x8A3F +#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40 +#define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41 +#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42 +#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46 +#define GL_INVALID_INDEX 0xFFFFFFFFu +#endif + +#ifndef GL_ARB_copy_buffer +#define GL_COPY_READ_BUFFER_BINDING 0x8F36 +#define GL_COPY_READ_BUFFER 0x8F36 +#define GL_COPY_WRITE_BUFFER_BINDING 0x8F37 +#define GL_COPY_WRITE_BUFFER 0x8F37 +#endif + +#ifndef GL_ARB_depth_clamp +#define GL_DEPTH_CLAMP 0x864F +#endif + +#ifndef GL_ARB_draw_elements_base_vertex +#endif + +#ifndef GL_ARB_fragment_coord_conventions +#endif + +#ifndef GL_ARB_provoking_vertex +#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C +#define GL_FIRST_VERTEX_CONVENTION 0x8E4D +#define GL_LAST_VERTEX_CONVENTION 0x8E4E +#define GL_PROVOKING_VERTEX 0x8E4F +#endif + +#ifndef GL_ARB_seamless_cube_map +#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F +#endif + +#ifndef GL_ARB_sync +#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111 +#define GL_OBJECT_TYPE 0x9112 +#define GL_SYNC_CONDITION 0x9113 +#define GL_SYNC_STATUS 0x9114 +#define GL_SYNC_FLAGS 0x9115 +#define GL_SYNC_FENCE 0x9116 +#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117 +#define GL_UNSIGNALED 0x9118 +#define GL_SIGNALED 0x9119 +#define GL_ALREADY_SIGNALED 0x911A +#define GL_TIMEOUT_EXPIRED 0x911B +#define GL_CONDITION_SATISFIED 0x911C +#define GL_WAIT_FAILED 0x911D +#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001 +#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFFull +#endif + +#ifndef GL_ARB_texture_multisample +#define GL_SAMPLE_POSITION 0x8E50 +#define GL_SAMPLE_MASK 0x8E51 +#define GL_SAMPLE_MASK_VALUE 0x8E52 +#define GL_MAX_SAMPLE_MASK_WORDS 0x8E59 +#define GL_TEXTURE_2D_MULTISAMPLE 0x9100 +#define GL_PROXY_TEXTURE_2D_MULTISAMPLE 0x9101 +#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102 +#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103 +#define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104 +#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105 +#define GL_TEXTURE_SAMPLES 0x9106 +#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107 +#define GL_SAMPLER_2D_MULTISAMPLE 0x9108 +#define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109 +#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A +#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B +#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C +#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D +#define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E +#define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F +#define GL_MAX_INTEGER_SAMPLES 0x9110 +#endif + +#ifndef GL_ARB_vertex_array_bgra +/* reuse GL_BGRA */ +#endif + +#ifndef GL_ARB_draw_buffers_blend +#endif + +#ifndef GL_ARB_sample_shading +#define GL_SAMPLE_SHADING_ARB 0x8C36 +#define GL_MIN_SAMPLE_SHADING_VALUE_ARB 0x8C37 +#endif + +#ifndef GL_ARB_texture_cube_map_array +#define GL_TEXTURE_CUBE_MAP_ARRAY_ARB 0x9009 +#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB 0x900A +#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB 0x900B +#define GL_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900C +#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_ARB 0x900D +#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900E +#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900F +#endif + +#ifndef GL_ARB_texture_gather +#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5E +#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5F +#define GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS_ARB 0x8F9F +#endif + +#ifndef GL_ARB_texture_query_lod +#endif + +#ifndef GL_ARB_shading_language_include +#define GL_SHADER_INCLUDE_ARB 0x8DAE +#define GL_NAMED_STRING_LENGTH_ARB 0x8DE9 +#define GL_NAMED_STRING_TYPE_ARB 0x8DEA +#endif + +#ifndef GL_ARB_texture_compression_bptc +#define GL_COMPRESSED_RGBA_BPTC_UNORM_ARB 0x8E8C +#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB 0x8E8D +#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB 0x8E8E +#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB 0x8E8F +#endif + +#ifndef GL_ARB_blend_func_extended +#define GL_SRC1_COLOR 0x88F9 +/* reuse GL_SRC1_ALPHA */ +#define GL_ONE_MINUS_SRC1_COLOR 0x88FA +#define GL_ONE_MINUS_SRC1_ALPHA 0x88FB +#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS 0x88FC +#endif + +#ifndef GL_ARB_explicit_attrib_location +#endif + +#ifndef GL_ARB_occlusion_query2 +#define GL_ANY_SAMPLES_PASSED 0x8C2F +#endif + +#ifndef GL_ARB_sampler_objects +#define GL_SAMPLER_BINDING 0x8919 +#endif + +#ifndef GL_ARB_shader_bit_encoding +#endif + +#ifndef GL_ARB_texture_rgb10_a2ui +#define GL_RGB10_A2UI 0x906F +#endif + +#ifndef GL_ARB_texture_swizzle +#define GL_TEXTURE_SWIZZLE_R 0x8E42 +#define GL_TEXTURE_SWIZZLE_G 0x8E43 +#define GL_TEXTURE_SWIZZLE_B 0x8E44 +#define GL_TEXTURE_SWIZZLE_A 0x8E45 +#define GL_TEXTURE_SWIZZLE_RGBA 0x8E46 +#endif + +#ifndef GL_ARB_timer_query +#define GL_TIME_ELAPSED 0x88BF +#define GL_TIMESTAMP 0x8E28 +#endif + +#ifndef GL_ARB_vertex_type_2_10_10_10_rev +/* reuse GL_UNSIGNED_INT_2_10_10_10_REV */ +#define GL_INT_2_10_10_10_REV 0x8D9F +#endif + +#ifndef GL_ARB_draw_indirect +#define GL_DRAW_INDIRECT_BUFFER 0x8F3F +#define GL_DRAW_INDIRECT_BUFFER_BINDING 0x8F43 +#endif + +#ifndef GL_ARB_gpu_shader5 +#define GL_GEOMETRY_SHADER_INVOCATIONS 0x887F +#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS 0x8E5A +#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET 0x8E5B +#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET 0x8E5C +#define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS 0x8E5D +/* reuse GL_MAX_VERTEX_STREAMS */ +#endif + +#ifndef GL_ARB_gpu_shader_fp64 +/* reuse GL_DOUBLE */ +#define GL_DOUBLE_VEC2 0x8FFC +#define GL_DOUBLE_VEC3 0x8FFD +#define GL_DOUBLE_VEC4 0x8FFE +#define GL_DOUBLE_MAT2 0x8F46 +#define GL_DOUBLE_MAT3 0x8F47 +#define GL_DOUBLE_MAT4 0x8F48 +#define GL_DOUBLE_MAT2x3 0x8F49 +#define GL_DOUBLE_MAT2x4 0x8F4A +#define GL_DOUBLE_MAT3x2 0x8F4B +#define GL_DOUBLE_MAT3x4 0x8F4C +#define GL_DOUBLE_MAT4x2 0x8F4D +#define GL_DOUBLE_MAT4x3 0x8F4E +#endif + +#ifndef GL_ARB_shader_subroutine +#define GL_ACTIVE_SUBROUTINES 0x8DE5 +#define GL_ACTIVE_SUBROUTINE_UNIFORMS 0x8DE6 +#define GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS 0x8E47 +#define GL_ACTIVE_SUBROUTINE_MAX_LENGTH 0x8E48 +#define GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH 0x8E49 +#define GL_MAX_SUBROUTINES 0x8DE7 +#define GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS 0x8DE8 +#define GL_NUM_COMPATIBLE_SUBROUTINES 0x8E4A +#define GL_COMPATIBLE_SUBROUTINES 0x8E4B +/* reuse GL_UNIFORM_SIZE */ +/* reuse GL_UNIFORM_NAME_LENGTH */ +#endif + +#ifndef GL_ARB_tessellation_shader +#define GL_PATCHES 0x000E +#define GL_PATCH_VERTICES 0x8E72 +#define GL_PATCH_DEFAULT_INNER_LEVEL 0x8E73 +#define GL_PATCH_DEFAULT_OUTER_LEVEL 0x8E74 +#define GL_TESS_CONTROL_OUTPUT_VERTICES 0x8E75 +#define GL_TESS_GEN_MODE 0x8E76 +#define GL_TESS_GEN_SPACING 0x8E77 +#define GL_TESS_GEN_VERTEX_ORDER 0x8E78 +#define GL_TESS_GEN_POINT_MODE 0x8E79 +/* reuse GL_TRIANGLES */ +/* reuse GL_QUADS */ +#define GL_ISOLINES 0x8E7A +/* reuse GL_EQUAL */ +#define GL_FRACTIONAL_ODD 0x8E7B +#define GL_FRACTIONAL_EVEN 0x8E7C +/* reuse GL_CCW */ +/* reuse GL_CW */ +#define GL_MAX_PATCH_VERTICES 0x8E7D +#define GL_MAX_TESS_GEN_LEVEL 0x8E7E +#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E7F +#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E80 +#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS 0x8E81 +#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS 0x8E82 +#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS 0x8E83 +#define GL_MAX_TESS_PATCH_COMPONENTS 0x8E84 +#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 0x8E85 +#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS 0x8E86 +#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS 0x8E89 +#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS 0x8E8A +#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS 0x886C +#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS 0x886D +#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E1E +#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E1F +#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER 0x84F0 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER 0x84F1 +#define GL_TESS_EVALUATION_SHADER 0x8E87 +#define GL_TESS_CONTROL_SHADER 0x8E88 +#endif + +#ifndef GL_ARB_texture_buffer_object_rgb32 +/* reuse GL_RGB32F */ +/* reuse GL_RGB32UI */ +/* reuse GL_RGB32I */ +#endif + +#ifndef GL_ARB_transform_feedback2 +#define GL_TRANSFORM_FEEDBACK 0x8E22 +#define GL_TRANSFORM_FEEDBACK_PAUSED 0x8E23 +#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED 0x8E23 +#define GL_TRANSFORM_FEEDBACK_ACTIVE 0x8E24 +#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE 0x8E24 +#define GL_TRANSFORM_FEEDBACK_BINDING 0x8E25 +#endif + +#ifndef GL_ARB_transform_feedback3 +#define GL_MAX_TRANSFORM_FEEDBACK_BUFFERS 0x8E70 +#define GL_MAX_VERTEX_STREAMS 0x8E71 +#endif + +#ifndef GL_ARB_ES2_compatibility +#define GL_FIXED 0x140C +#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A +#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B +#define GL_LOW_FLOAT 0x8DF0 +#define GL_MEDIUM_FLOAT 0x8DF1 +#define GL_HIGH_FLOAT 0x8DF2 +#define GL_LOW_INT 0x8DF3 +#define GL_MEDIUM_INT 0x8DF4 +#define GL_HIGH_INT 0x8DF5 +#define GL_SHADER_COMPILER 0x8DFA +#define GL_SHADER_BINARY_FORMATS 0x8DF8 +#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 +#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB +#define GL_MAX_VARYING_VECTORS 0x8DFC +#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD +#define GL_RGB565 0x8D62 +#endif + +#ifndef GL_ARB_get_program_binary +#define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257 +#define GL_PROGRAM_BINARY_LENGTH 0x8741 +#define GL_NUM_PROGRAM_BINARY_FORMATS 0x87FE +#define GL_PROGRAM_BINARY_FORMATS 0x87FF +#endif + +#ifndef GL_ARB_separate_shader_objects +#define GL_VERTEX_SHADER_BIT 0x00000001 +#define GL_FRAGMENT_SHADER_BIT 0x00000002 +#define GL_GEOMETRY_SHADER_BIT 0x00000004 +#define GL_TESS_CONTROL_SHADER_BIT 0x00000008 +#define GL_TESS_EVALUATION_SHADER_BIT 0x00000010 +#define GL_ALL_SHADER_BITS 0xFFFFFFFF +#define GL_PROGRAM_SEPARABLE 0x8258 +#define GL_ACTIVE_PROGRAM 0x8259 +#define GL_PROGRAM_PIPELINE_BINDING 0x825A +#endif + +#ifndef GL_ARB_shader_precision +#endif + +#ifndef GL_ARB_vertex_attrib_64bit +/* reuse GL_RGB32I */ +/* reuse GL_DOUBLE_VEC2 */ +/* reuse GL_DOUBLE_VEC3 */ +/* reuse GL_DOUBLE_VEC4 */ +/* reuse GL_DOUBLE_MAT2 */ +/* reuse GL_DOUBLE_MAT3 */ +/* reuse GL_DOUBLE_MAT4 */ +/* reuse GL_DOUBLE_MAT2x3 */ +/* reuse GL_DOUBLE_MAT2x4 */ +/* reuse GL_DOUBLE_MAT3x2 */ +/* reuse GL_DOUBLE_MAT3x4 */ +/* reuse GL_DOUBLE_MAT4x2 */ +/* reuse GL_DOUBLE_MAT4x3 */ +#endif + +#ifndef GL_ARB_viewport_array +/* reuse GL_SCISSOR_BOX */ +/* reuse GL_VIEWPORT */ +/* reuse GL_DEPTH_RANGE */ +/* reuse GL_SCISSOR_TEST */ +#define GL_MAX_VIEWPORTS 0x825B +#define GL_VIEWPORT_SUBPIXEL_BITS 0x825C +#define GL_VIEWPORT_BOUNDS_RANGE 0x825D +#define GL_LAYER_PROVOKING_VERTEX 0x825E +#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX 0x825F +#define GL_UNDEFINED_VERTEX 0x8260 +/* reuse GL_FIRST_VERTEX_CONVENTION */ +/* reuse GL_LAST_VERTEX_CONVENTION */ +/* reuse GL_PROVOKING_VERTEX */ +#endif + +#ifndef GL_ARB_cl_event +#define GL_SYNC_CL_EVENT_ARB 0x8240 +#define GL_SYNC_CL_EVENT_COMPLETE_ARB 0x8241 +#endif + +#ifndef GL_ARB_debug_output +#define GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242 +#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243 +#define GL_DEBUG_CALLBACK_FUNCTION_ARB 0x8244 +#define GL_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245 +#define GL_DEBUG_SOURCE_API_ARB 0x8246 +#define GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247 +#define GL_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248 +#define GL_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249 +#define GL_DEBUG_SOURCE_APPLICATION_ARB 0x824A +#define GL_DEBUG_SOURCE_OTHER_ARB 0x824B +#define GL_DEBUG_TYPE_ERROR_ARB 0x824C +#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D +#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E +#define GL_DEBUG_TYPE_PORTABILITY_ARB 0x824F +#define GL_DEBUG_TYPE_PERFORMANCE_ARB 0x8250 +#define GL_DEBUG_TYPE_OTHER_ARB 0x8251 +#define GL_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143 +#define GL_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144 +#define GL_DEBUG_LOGGED_MESSAGES_ARB 0x9145 +#define GL_DEBUG_SEVERITY_HIGH_ARB 0x9146 +#define GL_DEBUG_SEVERITY_MEDIUM_ARB 0x9147 +#define GL_DEBUG_SEVERITY_LOW_ARB 0x9148 +#endif + +#ifndef GL_ARB_robustness +/* reuse GL_NO_ERROR */ +#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB 0x00000004 +#define GL_LOSE_CONTEXT_ON_RESET_ARB 0x8252 +#define GL_GUILTY_CONTEXT_RESET_ARB 0x8253 +#define GL_INNOCENT_CONTEXT_RESET_ARB 0x8254 +#define GL_UNKNOWN_CONTEXT_RESET_ARB 0x8255 +#define GL_RESET_NOTIFICATION_STRATEGY_ARB 0x8256 +#define GL_NO_RESET_NOTIFICATION_ARB 0x8261 +#endif + +#ifndef GL_ARB_shader_stencil_export +#endif + +#ifndef GL_ARB_base_instance +#endif + +#ifndef GL_ARB_shading_language_420pack +#endif + +#ifndef GL_ARB_transform_feedback_instanced +#endif + +#ifndef GL_ARB_compressed_texture_pixel_storage +#define GL_UNPACK_COMPRESSED_BLOCK_WIDTH 0x9127 +#define GL_UNPACK_COMPRESSED_BLOCK_HEIGHT 0x9128 +#define GL_UNPACK_COMPRESSED_BLOCK_DEPTH 0x9129 +#define GL_UNPACK_COMPRESSED_BLOCK_SIZE 0x912A +#define GL_PACK_COMPRESSED_BLOCK_WIDTH 0x912B +#define GL_PACK_COMPRESSED_BLOCK_HEIGHT 0x912C +#define GL_PACK_COMPRESSED_BLOCK_DEPTH 0x912D +#define GL_PACK_COMPRESSED_BLOCK_SIZE 0x912E +#endif + +#ifndef GL_ARB_conservative_depth +#endif + +#ifndef GL_ARB_internalformat_query +#define GL_NUM_SAMPLE_COUNTS 0x9380 +#endif + +#ifndef GL_ARB_map_buffer_alignment +#define GL_MIN_MAP_BUFFER_ALIGNMENT 0x90BC +#endif + +#ifndef GL_ARB_shader_atomic_counters +#define GL_ATOMIC_COUNTER_BUFFER 0x92C0 +#define GL_ATOMIC_COUNTER_BUFFER_BINDING 0x92C1 +#define GL_ATOMIC_COUNTER_BUFFER_START 0x92C2 +#define GL_ATOMIC_COUNTER_BUFFER_SIZE 0x92C3 +#define GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE 0x92C4 +#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS 0x92C5 +#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES 0x92C6 +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER 0x92C7 +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER 0x92C8 +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER 0x92C9 +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER 0x92CA +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER 0x92CB +#define GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS 0x92CC +#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS 0x92CD +#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS 0x92CE +#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS 0x92CF +#define GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS 0x92D0 +#define GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS 0x92D1 +#define GL_MAX_VERTEX_ATOMIC_COUNTERS 0x92D2 +#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS 0x92D3 +#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS 0x92D4 +#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS 0x92D5 +#define GL_MAX_FRAGMENT_ATOMIC_COUNTERS 0x92D6 +#define GL_MAX_COMBINED_ATOMIC_COUNTERS 0x92D7 +#define GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE 0x92D8 +#define GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS 0x92DC +#define GL_ACTIVE_ATOMIC_COUNTER_BUFFERS 0x92D9 +#define GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX 0x92DA +#define GL_UNSIGNED_INT_ATOMIC_COUNTER 0x92DB +#endif + +#ifndef GL_ARB_shader_image_load_store +#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001 +#define GL_ELEMENT_ARRAY_BARRIER_BIT 0x00000002 +#define GL_UNIFORM_BARRIER_BIT 0x00000004 +#define GL_TEXTURE_FETCH_BARRIER_BIT 0x00000008 +#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020 +#define GL_COMMAND_BARRIER_BIT 0x00000040 +#define GL_PIXEL_BUFFER_BARRIER_BIT 0x00000080 +#define GL_TEXTURE_UPDATE_BARRIER_BIT 0x00000100 +#define GL_BUFFER_UPDATE_BARRIER_BIT 0x00000200 +#define GL_FRAMEBUFFER_BARRIER_BIT 0x00000400 +#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT 0x00000800 +#define GL_ATOMIC_COUNTER_BARRIER_BIT 0x00001000 +#define GL_ALL_BARRIER_BITS 0xFFFFFFFF +#define GL_MAX_IMAGE_UNITS 0x8F38 +#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS 0x8F39 +#define GL_IMAGE_BINDING_NAME 0x8F3A +#define GL_IMAGE_BINDING_LEVEL 0x8F3B +#define GL_IMAGE_BINDING_LAYERED 0x8F3C +#define GL_IMAGE_BINDING_LAYER 0x8F3D +#define GL_IMAGE_BINDING_ACCESS 0x8F3E +#define GL_IMAGE_1D 0x904C +#define GL_IMAGE_2D 0x904D +#define GL_IMAGE_3D 0x904E +#define GL_IMAGE_2D_RECT 0x904F +#define GL_IMAGE_CUBE 0x9050 +#define GL_IMAGE_BUFFER 0x9051 +#define GL_IMAGE_1D_ARRAY 0x9052 +#define GL_IMAGE_2D_ARRAY 0x9053 +#define GL_IMAGE_CUBE_MAP_ARRAY 0x9054 +#define GL_IMAGE_2D_MULTISAMPLE 0x9055 +#define GL_IMAGE_2D_MULTISAMPLE_ARRAY 0x9056 +#define GL_INT_IMAGE_1D 0x9057 +#define GL_INT_IMAGE_2D 0x9058 +#define GL_INT_IMAGE_3D 0x9059 +#define GL_INT_IMAGE_2D_RECT 0x905A +#define GL_INT_IMAGE_CUBE 0x905B +#define GL_INT_IMAGE_BUFFER 0x905C +#define GL_INT_IMAGE_1D_ARRAY 0x905D +#define GL_INT_IMAGE_2D_ARRAY 0x905E +#define GL_INT_IMAGE_CUBE_MAP_ARRAY 0x905F +#define GL_INT_IMAGE_2D_MULTISAMPLE 0x9060 +#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x9061 +#define GL_UNSIGNED_INT_IMAGE_1D 0x9062 +#define GL_UNSIGNED_INT_IMAGE_2D 0x9063 +#define GL_UNSIGNED_INT_IMAGE_3D 0x9064 +#define GL_UNSIGNED_INT_IMAGE_2D_RECT 0x9065 +#define GL_UNSIGNED_INT_IMAGE_CUBE 0x9066 +#define GL_UNSIGNED_INT_IMAGE_BUFFER 0x9067 +#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY 0x9068 +#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY 0x9069 +#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY 0x906A +#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE 0x906B +#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x906C +#define GL_MAX_IMAGE_SAMPLES 0x906D +#define GL_IMAGE_BINDING_FORMAT 0x906E +#define GL_IMAGE_FORMAT_COMPATIBILITY_TYPE 0x90C7 +#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE 0x90C8 +#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS 0x90C9 +#define GL_MAX_VERTEX_IMAGE_UNIFORMS 0x90CA +#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS 0x90CB +#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS 0x90CC +#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS 0x90CD +#define GL_MAX_FRAGMENT_IMAGE_UNIFORMS 0x90CE +#define GL_MAX_COMBINED_IMAGE_UNIFORMS 0x90CF +#endif + +#ifndef GL_ARB_shading_language_packing +#endif + +#ifndef GL_ARB_texture_storage +#define GL_TEXTURE_IMMUTABLE_FORMAT 0x912F +#endif + +#ifndef GL_KHR_texture_compression_astc_ldr +#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0 +#define GL_COMPRESSED_RGBA_ASTC_5x4_KHR 0x93B1 +#define GL_COMPRESSED_RGBA_ASTC_5x5_KHR 0x93B2 +#define GL_COMPRESSED_RGBA_ASTC_6x5_KHR 0x93B3 +#define GL_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4 +#define GL_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5 +#define GL_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6 +#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7 +#define GL_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8 +#define GL_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9 +#define GL_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA +#define GL_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB +#define GL_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC +#define GL_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD +#endif + +#ifndef GL_KHR_debug +#define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242 +#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH 0x8243 +#define GL_DEBUG_CALLBACK_FUNCTION 0x8244 +#define GL_DEBUG_CALLBACK_USER_PARAM 0x8245 +#define GL_DEBUG_SOURCE_API 0x8246 +#define GL_DEBUG_SOURCE_WINDOW_SYSTEM 0x8247 +#define GL_DEBUG_SOURCE_SHADER_COMPILER 0x8248 +#define GL_DEBUG_SOURCE_THIRD_PARTY 0x8249 +#define GL_DEBUG_SOURCE_APPLICATION 0x824A +#define GL_DEBUG_SOURCE_OTHER 0x824B +#define GL_DEBUG_TYPE_ERROR 0x824C +#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR 0x824D +#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR 0x824E +#define GL_DEBUG_TYPE_PORTABILITY 0x824F +#define GL_DEBUG_TYPE_PERFORMANCE 0x8250 +#define GL_DEBUG_TYPE_OTHER 0x8251 +#define GL_DEBUG_TYPE_MARKER 0x8268 +#define GL_DEBUG_TYPE_PUSH_GROUP 0x8269 +#define GL_DEBUG_TYPE_POP_GROUP 0x826A +#define GL_DEBUG_SEVERITY_NOTIFICATION 0x826B +#define GL_MAX_DEBUG_GROUP_STACK_DEPTH 0x826C +#define GL_DEBUG_GROUP_STACK_DEPTH 0x826D +#define GL_BUFFER 0x82E0 +#define GL_SHADER 0x82E1 +#define GL_PROGRAM 0x82E2 +#define GL_QUERY 0x82E3 +#define GL_PROGRAM_PIPELINE 0x82E4 +#define GL_SAMPLER 0x82E6 +#define GL_DISPLAY_LIST 0x82E7 +/* DISPLAY_LIST used in compatibility profile only */ +#define GL_MAX_LABEL_LENGTH 0x82E8 +#define GL_MAX_DEBUG_MESSAGE_LENGTH 0x9143 +#define GL_MAX_DEBUG_LOGGED_MESSAGES 0x9144 +#define GL_DEBUG_LOGGED_MESSAGES 0x9145 +#define GL_DEBUG_SEVERITY_HIGH 0x9146 +#define GL_DEBUG_SEVERITY_MEDIUM 0x9147 +#define GL_DEBUG_SEVERITY_LOW 0x9148 +#define GL_DEBUG_OUTPUT 0x92E0 +#define GL_CONTEXT_FLAG_DEBUG_BIT 0x00000002 +/* reuse GL_STACK_UNDERFLOW */ +/* reuse GL_STACK_OVERFLOW */ +#endif + +#ifndef GL_ARB_arrays_of_arrays +#endif + +#ifndef GL_ARB_clear_buffer_object +#endif + +#ifndef GL_ARB_compute_shader +#define GL_COMPUTE_SHADER 0x91B9 +#define GL_MAX_COMPUTE_UNIFORM_BLOCKS 0x91BB +#define GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS 0x91BC +#define GL_MAX_COMPUTE_IMAGE_UNIFORMS 0x91BD +#define GL_MAX_COMPUTE_SHARED_MEMORY_SIZE 0x8262 +#define GL_MAX_COMPUTE_UNIFORM_COMPONENTS 0x8263 +#define GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS 0x8264 +#define GL_MAX_COMPUTE_ATOMIC_COUNTERS 0x8265 +#define GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS 0x8266 +#define GL_MAX_COMPUTE_LOCAL_INVOCATIONS 0x90EB +#define GL_MAX_COMPUTE_WORK_GROUP_COUNT 0x91BE +#define GL_MAX_COMPUTE_WORK_GROUP_SIZE 0x91BF +#define GL_COMPUTE_LOCAL_WORK_SIZE 0x8267 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER 0x90EC +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER 0x90ED +#define GL_DISPATCH_INDIRECT_BUFFER 0x90EE +#define GL_DISPATCH_INDIRECT_BUFFER_BINDING 0x90EF +#define GL_COMPUTE_SHADER_BIT 0x00000020 +#endif + +#ifndef GL_ARB_copy_image +#endif + +#ifndef GL_ARB_texture_view +#define GL_TEXTURE_VIEW_MIN_LEVEL 0x82DB +#define GL_TEXTURE_VIEW_NUM_LEVELS 0x82DC +#define GL_TEXTURE_VIEW_MIN_LAYER 0x82DD +#define GL_TEXTURE_VIEW_NUM_LAYERS 0x82DE +#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF +#endif + +#ifndef GL_ARB_vertex_attrib_binding +#define GL_VERTEX_ATTRIB_BINDING 0x82D4 +#define GL_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D5 +#define GL_VERTEX_BINDING_DIVISOR 0x82D6 +#define GL_VERTEX_BINDING_OFFSET 0x82D7 +#define GL_VERTEX_BINDING_STRIDE 0x82D8 +#define GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D9 +#define GL_MAX_VERTEX_ATTRIB_BINDINGS 0x82DA +#endif + +#ifndef GL_ARB_robustness_isolation +#endif + +#ifndef GL_ARB_ES3_compatibility +#define GL_COMPRESSED_RGB8_ETC2 0x9274 +#define GL_COMPRESSED_SRGB8_ETC2 0x9275 +#define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276 +#define GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277 +#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278 +#define GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279 +#define GL_COMPRESSED_R11_EAC 0x9270 +#define GL_COMPRESSED_SIGNED_R11_EAC 0x9271 +#define GL_COMPRESSED_RG11_EAC 0x9272 +#define GL_COMPRESSED_SIGNED_RG11_EAC 0x9273 +#define GL_PRIMITIVE_RESTART_FIXED_INDEX 0x8D69 +#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE 0x8D6A +#define GL_MAX_ELEMENT_INDEX 0x8D6B +#endif + +#ifndef GL_ARB_explicit_uniform_location +#define GL_MAX_UNIFORM_LOCATIONS 0x826E +#endif + +#ifndef GL_ARB_fragment_layer_viewport +#endif + +#ifndef GL_ARB_framebuffer_no_attachments +#define GL_FRAMEBUFFER_DEFAULT_WIDTH 0x9310 +#define GL_FRAMEBUFFER_DEFAULT_HEIGHT 0x9311 +#define GL_FRAMEBUFFER_DEFAULT_LAYERS 0x9312 +#define GL_FRAMEBUFFER_DEFAULT_SAMPLES 0x9313 +#define GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS 0x9314 +#define GL_MAX_FRAMEBUFFER_WIDTH 0x9315 +#define GL_MAX_FRAMEBUFFER_HEIGHT 0x9316 +#define GL_MAX_FRAMEBUFFER_LAYERS 0x9317 +#define GL_MAX_FRAMEBUFFER_SAMPLES 0x9318 +#endif + +#ifndef GL_ARB_internalformat_query2 +/* reuse GL_IMAGE_FORMAT_COMPATIBILITY_TYPE */ +/* reuse GL_NUM_SAMPLE_COUNTS */ +/* reuse GL_RENDERBUFFER */ +/* reuse GL_SAMPLES */ +/* reuse GL_TEXTURE_1D */ +/* reuse GL_TEXTURE_1D_ARRAY */ +/* reuse GL_TEXTURE_2D */ +/* reuse GL_TEXTURE_2D_ARRAY */ +/* reuse GL_TEXTURE_3D */ +/* reuse GL_TEXTURE_CUBE_MAP */ +/* reuse GL_TEXTURE_CUBE_MAP_ARRAY */ +/* reuse GL_TEXTURE_RECTANGLE */ +/* reuse GL_TEXTURE_BUFFER */ +/* reuse GL_TEXTURE_2D_MULTISAMPLE */ +/* reuse GL_TEXTURE_2D_MULTISAMPLE_ARRAY */ +/* reuse GL_TEXTURE_COMPRESSED */ +#define GL_INTERNALFORMAT_SUPPORTED 0x826F +#define GL_INTERNALFORMAT_PREFERRED 0x8270 +#define GL_INTERNALFORMAT_RED_SIZE 0x8271 +#define GL_INTERNALFORMAT_GREEN_SIZE 0x8272 +#define GL_INTERNALFORMAT_BLUE_SIZE 0x8273 +#define GL_INTERNALFORMAT_ALPHA_SIZE 0x8274 +#define GL_INTERNALFORMAT_DEPTH_SIZE 0x8275 +#define GL_INTERNALFORMAT_STENCIL_SIZE 0x8276 +#define GL_INTERNALFORMAT_SHARED_SIZE 0x8277 +#define GL_INTERNALFORMAT_RED_TYPE 0x8278 +#define GL_INTERNALFORMAT_GREEN_TYPE 0x8279 +#define GL_INTERNALFORMAT_BLUE_TYPE 0x827A +#define GL_INTERNALFORMAT_ALPHA_TYPE 0x827B +#define GL_INTERNALFORMAT_DEPTH_TYPE 0x827C +#define GL_INTERNALFORMAT_STENCIL_TYPE 0x827D +#define GL_MAX_WIDTH 0x827E +#define GL_MAX_HEIGHT 0x827F +#define GL_MAX_DEPTH 0x8280 +#define GL_MAX_LAYERS 0x8281 +#define GL_MAX_COMBINED_DIMENSIONS 0x8282 +#define GL_COLOR_COMPONENTS 0x8283 +#define GL_DEPTH_COMPONENTS 0x8284 +#define GL_STENCIL_COMPONENTS 0x8285 +#define GL_COLOR_RENDERABLE 0x8286 +#define GL_DEPTH_RENDERABLE 0x8287 +#define GL_STENCIL_RENDERABLE 0x8288 +#define GL_FRAMEBUFFER_RENDERABLE 0x8289 +#define GL_FRAMEBUFFER_RENDERABLE_LAYERED 0x828A +#define GL_FRAMEBUFFER_BLEND 0x828B +#define GL_READ_PIXELS 0x828C +#define GL_READ_PIXELS_FORMAT 0x828D +#define GL_READ_PIXELS_TYPE 0x828E +#define GL_TEXTURE_IMAGE_FORMAT 0x828F +#define GL_TEXTURE_IMAGE_TYPE 0x8290 +#define GL_GET_TEXTURE_IMAGE_FORMAT 0x8291 +#define GL_GET_TEXTURE_IMAGE_TYPE 0x8292 +#define GL_MIPMAP 0x8293 +#define GL_MANUAL_GENERATE_MIPMAP 0x8294 +#define GL_AUTO_GENERATE_MIPMAP 0x8295 +#define GL_COLOR_ENCODING 0x8296 +#define GL_SRGB_READ 0x8297 +#define GL_SRGB_WRITE 0x8298 +#define GL_SRGB_DECODE_ARB 0x8299 +#define GL_FILTER 0x829A +#define GL_VERTEX_TEXTURE 0x829B +#define GL_TESS_CONTROL_TEXTURE 0x829C +#define GL_TESS_EVALUATION_TEXTURE 0x829D +#define GL_GEOMETRY_TEXTURE 0x829E +#define GL_FRAGMENT_TEXTURE 0x829F +#define GL_COMPUTE_TEXTURE 0x82A0 +#define GL_TEXTURE_SHADOW 0x82A1 +#define GL_TEXTURE_GATHER 0x82A2 +#define GL_TEXTURE_GATHER_SHADOW 0x82A3 +#define GL_SHADER_IMAGE_LOAD 0x82A4 +#define GL_SHADER_IMAGE_STORE 0x82A5 +#define GL_SHADER_IMAGE_ATOMIC 0x82A6 +#define GL_IMAGE_TEXEL_SIZE 0x82A7 +#define GL_IMAGE_COMPATIBILITY_CLASS 0x82A8 +#define GL_IMAGE_PIXEL_FORMAT 0x82A9 +#define GL_IMAGE_PIXEL_TYPE 0x82AA +#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST 0x82AC +#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST 0x82AD +#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE 0x82AE +#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE 0x82AF +#define GL_TEXTURE_COMPRESSED_BLOCK_WIDTH 0x82B1 +#define GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT 0x82B2 +#define GL_TEXTURE_COMPRESSED_BLOCK_SIZE 0x82B3 +#define GL_CLEAR_BUFFER 0x82B4 +#define GL_TEXTURE_VIEW 0x82B5 +#define GL_VIEW_COMPATIBILITY_CLASS 0x82B6 +#define GL_FULL_SUPPORT 0x82B7 +#define GL_CAVEAT_SUPPORT 0x82B8 +#define GL_IMAGE_CLASS_4_X_32 0x82B9 +#define GL_IMAGE_CLASS_2_X_32 0x82BA +#define GL_IMAGE_CLASS_1_X_32 0x82BB +#define GL_IMAGE_CLASS_4_X_16 0x82BC +#define GL_IMAGE_CLASS_2_X_16 0x82BD +#define GL_IMAGE_CLASS_1_X_16 0x82BE +#define GL_IMAGE_CLASS_4_X_8 0x82BF +#define GL_IMAGE_CLASS_2_X_8 0x82C0 +#define GL_IMAGE_CLASS_1_X_8 0x82C1 +#define GL_IMAGE_CLASS_11_11_10 0x82C2 +#define GL_IMAGE_CLASS_10_10_10_2 0x82C3 +#define GL_VIEW_CLASS_128_BITS 0x82C4 +#define GL_VIEW_CLASS_96_BITS 0x82C5 +#define GL_VIEW_CLASS_64_BITS 0x82C6 +#define GL_VIEW_CLASS_48_BITS 0x82C7 +#define GL_VIEW_CLASS_32_BITS 0x82C8 +#define GL_VIEW_CLASS_24_BITS 0x82C9 +#define GL_VIEW_CLASS_16_BITS 0x82CA +#define GL_VIEW_CLASS_8_BITS 0x82CB +#define GL_VIEW_CLASS_S3TC_DXT1_RGB 0x82CC +#define GL_VIEW_CLASS_S3TC_DXT1_RGBA 0x82CD +#define GL_VIEW_CLASS_S3TC_DXT3_RGBA 0x82CE +#define GL_VIEW_CLASS_S3TC_DXT5_RGBA 0x82CF +#define GL_VIEW_CLASS_RGTC1_RED 0x82D0 +#define GL_VIEW_CLASS_RGTC2_RG 0x82D1 +#define GL_VIEW_CLASS_BPTC_UNORM 0x82D2 +#define GL_VIEW_CLASS_BPTC_FLOAT 0x82D3 +#endif + +#ifndef GL_ARB_invalidate_subdata +#endif + +#ifndef GL_ARB_multi_draw_indirect +#endif + +#ifndef GL_ARB_program_interface_query +#define GL_UNIFORM 0x92E1 +#define GL_UNIFORM_BLOCK 0x92E2 +#define GL_PROGRAM_INPUT 0x92E3 +#define GL_PROGRAM_OUTPUT 0x92E4 +#define GL_BUFFER_VARIABLE 0x92E5 +#define GL_SHADER_STORAGE_BLOCK 0x92E6 +/* reuse GL_ATOMIC_COUNTER_BUFFER */ +#define GL_VERTEX_SUBROUTINE 0x92E8 +#define GL_TESS_CONTROL_SUBROUTINE 0x92E9 +#define GL_TESS_EVALUATION_SUBROUTINE 0x92EA +#define GL_GEOMETRY_SUBROUTINE 0x92EB +#define GL_FRAGMENT_SUBROUTINE 0x92EC +#define GL_COMPUTE_SUBROUTINE 0x92ED +#define GL_VERTEX_SUBROUTINE_UNIFORM 0x92EE +#define GL_TESS_CONTROL_SUBROUTINE_UNIFORM 0x92EF +#define GL_TESS_EVALUATION_SUBROUTINE_UNIFORM 0x92F0 +#define GL_GEOMETRY_SUBROUTINE_UNIFORM 0x92F1 +#define GL_FRAGMENT_SUBROUTINE_UNIFORM 0x92F2 +#define GL_COMPUTE_SUBROUTINE_UNIFORM 0x92F3 +#define GL_TRANSFORM_FEEDBACK_VARYING 0x92F4 +#define GL_ACTIVE_RESOURCES 0x92F5 +#define GL_MAX_NAME_LENGTH 0x92F6 +#define GL_MAX_NUM_ACTIVE_VARIABLES 0x92F7 +#define GL_MAX_NUM_COMPATIBLE_SUBROUTINES 0x92F8 +#define GL_NAME_LENGTH 0x92F9 +#define GL_TYPE 0x92FA +#define GL_ARRAY_SIZE 0x92FB +#define GL_OFFSET 0x92FC +#define GL_BLOCK_INDEX 0x92FD +#define GL_ARRAY_STRIDE 0x92FE +#define GL_MATRIX_STRIDE 0x92FF +#define GL_IS_ROW_MAJOR 0x9300 +#define GL_ATOMIC_COUNTER_BUFFER_INDEX 0x9301 +#define GL_BUFFER_BINDING 0x9302 +#define GL_BUFFER_DATA_SIZE 0x9303 +#define GL_NUM_ACTIVE_VARIABLES 0x9304 +#define GL_ACTIVE_VARIABLES 0x9305 +#define GL_REFERENCED_BY_VERTEX_SHADER 0x9306 +#define GL_REFERENCED_BY_TESS_CONTROL_SHADER 0x9307 +#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER 0x9308 +#define GL_REFERENCED_BY_GEOMETRY_SHADER 0x9309 +#define GL_REFERENCED_BY_FRAGMENT_SHADER 0x930A +#define GL_REFERENCED_BY_COMPUTE_SHADER 0x930B +#define GL_TOP_LEVEL_ARRAY_SIZE 0x930C +#define GL_TOP_LEVEL_ARRAY_STRIDE 0x930D +#define GL_LOCATION 0x930E +#define GL_LOCATION_INDEX 0x930F +#define GL_IS_PER_PATCH 0x92E7 +/* reuse GL_NUM_COMPATIBLE_SUBROUTINES */ +/* reuse GL_COMPATIBLE_SUBROUTINES */ +#endif + +#ifndef GL_ARB_robust_buffer_access_behavior +#endif + +#ifndef GL_ARB_shader_image_size +#endif + +#ifndef GL_ARB_shader_storage_buffer_object +#define GL_SHADER_STORAGE_BUFFER 0x90D2 +#define GL_SHADER_STORAGE_BUFFER_BINDING 0x90D3 +#define GL_SHADER_STORAGE_BUFFER_START 0x90D4 +#define GL_SHADER_STORAGE_BUFFER_SIZE 0x90D5 +#define GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS 0x90D6 +#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS 0x90D7 +#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS 0x90D8 +#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS 0x90D9 +#define GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS 0x90DA +#define GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS 0x90DB +#define GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS 0x90DC +#define GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS 0x90DD +#define GL_MAX_SHADER_STORAGE_BLOCK_SIZE 0x90DE +#define GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT 0x90DF +#define GL_SHADER_STORAGE_BARRIER_BIT 0x00002000 +#define GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES 0x8F39 +/* reuse GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS */ +#endif + +#ifndef GL_ARB_stencil_texturing +#define GL_DEPTH_STENCIL_TEXTURE_MODE 0x90EA +#endif + +#ifndef GL_ARB_texture_buffer_range +#define GL_TEXTURE_BUFFER_OFFSET 0x919D +#define GL_TEXTURE_BUFFER_SIZE 0x919E +#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT 0x919F +#endif + +#ifndef GL_ARB_texture_query_levels +#endif + +#ifndef GL_ARB_texture_storage_multisample +#endif + + +/*************************************************************/ + +#include +#ifndef GL_VERSION_2_0 +/* GL type for program/shader text */ +typedef char GLchar; +#endif + +#ifndef GL_VERSION_1_5 +/* GL types for handling large vertex buffer objects */ +typedef ptrdiff_t GLintptr; +typedef ptrdiff_t GLsizeiptr; +#endif + +#ifndef GL_ARB_vertex_buffer_object +/* GL types for handling large vertex buffer objects */ +typedef ptrdiff_t GLintptrARB; +typedef ptrdiff_t GLsizeiptrARB; +#endif + +#ifndef GL_ARB_shader_objects +/* GL types for program/shader text and shader object handles */ +typedef char GLcharARB; +typedef unsigned int GLhandleARB; +#endif + +/* GL type for "half" precision (s10e5) float data in host memory */ +#ifndef GL_ARB_half_float_pixel +typedef unsigned short GLhalfARB; +#endif + +#ifndef GL_NV_half_float +typedef unsigned short GLhalfNV; +#endif + +#ifndef GLEXT_64_TYPES_DEFINED +/* This code block is duplicated in glxext.h, so must be protected */ +#define GLEXT_64_TYPES_DEFINED +/* Define int32_t, int64_t, and uint64_t types for UST/MSC */ +/* (as used in the GL_EXT_timer_query extension). */ +#if defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L +#include +#elif defined(__sun__) || defined(__digital__) +#include +#if defined(__STDC__) +#if defined(__arch64__) || defined(_LP64) +typedef long int int64_t; +typedef unsigned long int uint64_t; +#else +typedef long long int int64_t; +typedef unsigned long long int uint64_t; +#endif /* __arch64__ */ +#endif /* __STDC__ */ +#elif defined( __VMS ) || defined(__sgi) +#include +#elif defined(__SCO__) || defined(__USLC__) +#include +#elif defined(__UNIXOS2__) || defined(__SOL64__) +typedef long int int32_t; +typedef long long int int64_t; +typedef unsigned long long int uint64_t; +#elif defined(_WIN32) && defined(__GNUC__) +#include +#elif defined(_WIN32) +typedef __int32 int32_t; +typedef __int64 int64_t; +typedef unsigned __int64 uint64_t; +#else +/* Fallback if nothing above works */ +#include +#endif +#endif + +#ifndef GL_EXT_timer_query +typedef int64_t GLint64EXT; +typedef uint64_t GLuint64EXT; +#endif + +#ifndef GL_ARB_sync +typedef int64_t GLint64; +typedef uint64_t GLuint64; +typedef struct __GLsync *GLsync; +#endif + +#ifndef GL_ARB_cl_event +/* These incomplete types let us declare types compatible with OpenCL's cl_context and cl_event */ +struct _cl_context; +struct _cl_event; +#endif + +#ifndef GL_ARB_debug_output +typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,GLvoid *userParam); +#endif + +#ifndef GL_AMD_debug_output +typedef void (APIENTRY *GLDEBUGPROCAMD)(GLuint id,GLenum category,GLenum severity,GLsizei length,const GLchar *message,GLvoid *userParam); +#endif + +#ifndef GL_KHR_debug +typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,GLvoid *userParam); +#endif + +#ifndef GL_NV_vdpau_interop +typedef GLintptr GLvdpauSurfaceNV; +#endif + +#ifndef GL_OES_fixed_point +/* GLint must be 32 bits, a relatively safe assumption on modern CPUs */ +typedef GLint GLfixed; +#endif + +#ifndef GL_VERSION_1_0 +#define GL_VERSION_1_0 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glCullFace (GLenum mode); +GLAPI void APIENTRY glFrontFace (GLenum mode); +GLAPI void APIENTRY glHint (GLenum target, GLenum mode); +GLAPI void APIENTRY glLineWidth (GLfloat width); +GLAPI void APIENTRY glPointSize (GLfloat size); +GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode); +GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glTexParameterf (GLenum target, GLenum pname, GLfloat param); +GLAPI void APIENTRY glTexParameterfv (GLenum target, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param); +GLAPI void APIENTRY glTexParameteriv (GLenum target, GLenum pname, const GLint *params); +GLAPI void APIENTRY glTexImage1D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels); +GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels); +GLAPI void APIENTRY glDrawBuffer (GLenum mode); +GLAPI void APIENTRY glClear (GLbitfield mask); +GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI void APIENTRY glClearStencil (GLint s); +GLAPI void APIENTRY glClearDepth (GLdouble depth); +GLAPI void APIENTRY glStencilMask (GLuint mask); +GLAPI void APIENTRY glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); +GLAPI void APIENTRY glDepthMask (GLboolean flag); +GLAPI void APIENTRY glDisable (GLenum cap); +GLAPI void APIENTRY glEnable (GLenum cap); +GLAPI void APIENTRY glFinish (void); +GLAPI void APIENTRY glFlush (void); +GLAPI void APIENTRY glBlendFunc (GLenum sfactor, GLenum dfactor); +GLAPI void APIENTRY glLogicOp (GLenum opcode); +GLAPI void APIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask); +GLAPI void APIENTRY glStencilOp (GLenum fail, GLenum zfail, GLenum zpass); +GLAPI void APIENTRY glDepthFunc (GLenum func); +GLAPI void APIENTRY glPixelStoref (GLenum pname, GLfloat param); +GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param); +GLAPI void APIENTRY glReadBuffer (GLenum mode); +GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels); +GLAPI void APIENTRY glGetBooleanv (GLenum pname, GLboolean *params); +GLAPI void APIENTRY glGetDoublev (GLenum pname, GLdouble *params); +GLAPI GLenum APIENTRY glGetError (void); +GLAPI void APIENTRY glGetFloatv (GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *params); +GLAPI const GLubyte * APIENTRY glGetString (GLenum name); +GLAPI void APIENTRY glGetTexImage (GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels); +GLAPI void APIENTRY glGetTexParameterfv (GLenum target, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetTexParameteriv (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetTexLevelParameterfv (GLenum target, GLint level, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetTexLevelParameteriv (GLenum target, GLint level, GLenum pname, GLint *params); +GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap); +GLAPI void APIENTRY glDepthRange (GLdouble near, GLdouble far); +GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLCULLFACEPROC) (GLenum mode); +typedef void (APIENTRYP PFNGLFRONTFACEPROC) (GLenum mode); +typedef void (APIENTRYP PFNGLHINTPROC) (GLenum target, GLenum mode); +typedef void (APIENTRYP PFNGLLINEWIDTHPROC) (GLfloat width); +typedef void (APIENTRYP PFNGLPOINTSIZEPROC) (GLfloat size); +typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode); +typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLTEXPARAMETERFPROC) (GLenum target, GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLTEXPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLTEXPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLTEXIMAGE1DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels); +typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels); +typedef void (APIENTRYP PFNGLDRAWBUFFERPROC) (GLenum mode); +typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask); +typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +typedef void (APIENTRYP PFNGLCLEARSTENCILPROC) (GLint s); +typedef void (APIENTRYP PFNGLCLEARDEPTHPROC) (GLdouble depth); +typedef void (APIENTRYP PFNGLSTENCILMASKPROC) (GLuint mask); +typedef void (APIENTRYP PFNGLCOLORMASKPROC) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); +typedef void (APIENTRYP PFNGLDEPTHMASKPROC) (GLboolean flag); +typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap); +typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap); +typedef void (APIENTRYP PFNGLFINISHPROC) (void); +typedef void (APIENTRYP PFNGLFLUSHPROC) (void); +typedef void (APIENTRYP PFNGLBLENDFUNCPROC) (GLenum sfactor, GLenum dfactor); +typedef void (APIENTRYP PFNGLLOGICOPPROC) (GLenum opcode); +typedef void (APIENTRYP PFNGLSTENCILFUNCPROC) (GLenum func, GLint ref, GLuint mask); +typedef void (APIENTRYP PFNGLSTENCILOPPROC) (GLenum fail, GLenum zfail, GLenum zpass); +typedef void (APIENTRYP PFNGLDEPTHFUNCPROC) (GLenum func); +typedef void (APIENTRYP PFNGLPIXELSTOREFPROC) (GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLREADBUFFERPROC) (GLenum mode); +typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels); +typedef void (APIENTRYP PFNGLGETBOOLEANVPROC) (GLenum pname, GLboolean *params); +typedef void (APIENTRYP PFNGLGETDOUBLEVPROC) (GLenum pname, GLdouble *params); +typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void); +typedef void (APIENTRYP PFNGLGETFLOATVPROC) (GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *params); +typedef const GLubyte * (APIENTRYP PFNGLGETSTRINGPROC) (GLenum name); +typedef void (APIENTRYP PFNGLGETTEXIMAGEPROC) (GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels); +typedef void (APIENTRYP PFNGLGETTEXPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERFVPROC) (GLenum target, GLint level, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERIVPROC) (GLenum target, GLint level, GLenum pname, GLint *params); +typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap); +typedef void (APIENTRYP PFNGLDEPTHRANGEPROC) (GLdouble near, GLdouble far); +typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height); +#endif + +#ifndef GL_VERSION_1_1 +#define GL_VERSION_1_1 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count); +GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices); +GLAPI void APIENTRY glGetPointerv (GLenum pname, GLvoid* *params); +GLAPI void APIENTRY glPolygonOffset (GLfloat factor, GLfloat units); +GLAPI void APIENTRY glCopyTexImage1D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +GLAPI void APIENTRY glCopyTexImage2D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +GLAPI void APIENTRY glCopyTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +GLAPI void APIENTRY glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels); +GLAPI void APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels); +GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture); +GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures); +GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures); +GLAPI GLboolean APIENTRY glIsTexture (GLuint texture); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLDRAWARRAYSPROC) (GLenum mode, GLint first, GLsizei count); +typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices); +typedef void (APIENTRYP PFNGLGETPOINTERVPROC) (GLenum pname, GLvoid* *params); +typedef void (APIENTRYP PFNGLPOLYGONOFFSETPROC) (GLfloat factor, GLfloat units); +typedef void (APIENTRYP PFNGLCOPYTEXIMAGE1DPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +typedef void (APIENTRYP PFNGLCOPYTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels); +typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels); +typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture); +typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures); +typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures); +typedef GLboolean (APIENTRYP PFNGLISTEXTUREPROC) (GLuint texture); +#endif + +#ifndef GL_VERSION_1_2 +#define GL_VERSION_1_2 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glBlendColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI void APIENTRY glBlendEquation (GLenum mode); +GLAPI void APIENTRY glDrawRangeElements (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices); +GLAPI void APIENTRY glTexImage3D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels); +GLAPI void APIENTRY glTexSubImage3D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels); +GLAPI void APIENTRY glCopyTexSubImage3D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLBLENDCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode); +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices); +typedef void (APIENTRYP PFNGLTEXIMAGE3DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels); +typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels); +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +#endif + +#ifndef GL_VERSION_1_3 +#define GL_VERSION_1_3 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glActiveTexture (GLenum texture); +GLAPI void APIENTRY glSampleCoverage (GLfloat value, GLboolean invert); +GLAPI void APIENTRY glCompressedTexImage3D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data); +GLAPI void APIENTRY glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data); +GLAPI void APIENTRY glCompressedTexImage1D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data); +GLAPI void APIENTRY glCompressedTexSubImage3D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data); +GLAPI void APIENTRY glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data); +GLAPI void APIENTRY glCompressedTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data); +GLAPI void APIENTRY glGetCompressedTexImage (GLenum target, GLint level, GLvoid *img); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture); +typedef void (APIENTRYP PFNGLSAMPLECOVERAGEPROC) (GLfloat value, GLboolean invert); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data); +typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint level, GLvoid *img); +#endif + +#ifndef GL_VERSION_1_4 +#define GL_VERSION_1_4 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +GLAPI void APIENTRY glMultiDrawArrays (GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount); +GLAPI void APIENTRY glMultiDrawElements (GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount); +GLAPI void APIENTRY glPointParameterf (GLenum pname, GLfloat param); +GLAPI void APIENTRY glPointParameterfv (GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glPointParameteri (GLenum pname, GLint param); +GLAPI void APIENTRY glPointParameteriv (GLenum pname, const GLint *params); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSPROC) (GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount); +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSPROC) (GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount); +typedef void (APIENTRYP PFNGLPOINTPARAMETERFPROC) (GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLPOINTPARAMETERFVPROC) (GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLPOINTPARAMETERIPROC) (GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLPOINTPARAMETERIVPROC) (GLenum pname, const GLint *params); +#endif + +#ifndef GL_VERSION_1_5 +#define GL_VERSION_1_5 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glGenQueries (GLsizei n, GLuint *ids); +GLAPI void APIENTRY glDeleteQueries (GLsizei n, const GLuint *ids); +GLAPI GLboolean APIENTRY glIsQuery (GLuint id); +GLAPI void APIENTRY glBeginQuery (GLenum target, GLuint id); +GLAPI void APIENTRY glEndQuery (GLenum target); +GLAPI void APIENTRY glGetQueryiv (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetQueryObjectiv (GLuint id, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetQueryObjectuiv (GLuint id, GLenum pname, GLuint *params); +GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer); +GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers); +GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers); +GLAPI GLboolean APIENTRY glIsBuffer (GLuint buffer); +GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage); +GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data); +GLAPI void APIENTRY glGetBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data); +GLAPI GLvoid* APIENTRY glMapBuffer (GLenum target, GLenum access); +GLAPI GLboolean APIENTRY glUnmapBuffer (GLenum target); +GLAPI void APIENTRY glGetBufferParameteriv (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetBufferPointerv (GLenum target, GLenum pname, GLvoid* *params); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLGENQUERIESPROC) (GLsizei n, GLuint *ids); +typedef void (APIENTRYP PFNGLDELETEQUERIESPROC) (GLsizei n, const GLuint *ids); +typedef GLboolean (APIENTRYP PFNGLISQUERYPROC) (GLuint id); +typedef void (APIENTRYP PFNGLBEGINQUERYPROC) (GLenum target, GLuint id); +typedef void (APIENTRYP PFNGLENDQUERYPROC) (GLenum target); +typedef void (APIENTRYP PFNGLGETQUERYIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETQUERYOBJECTIVPROC) (GLuint id, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETQUERYOBJECTUIVPROC) (GLuint id, GLenum pname, GLuint *params); +typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer); +typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers); +typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers); +typedef GLboolean (APIENTRYP PFNGLISBUFFERPROC) (GLuint buffer); +typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage); +typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data); +typedef void (APIENTRYP PFNGLGETBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data); +typedef GLvoid* (APIENTRYP PFNGLMAPBUFFERPROC) (GLenum target, GLenum access); +typedef GLboolean (APIENTRYP PFNGLUNMAPBUFFERPROC) (GLenum target); +typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETBUFFERPOINTERVPROC) (GLenum target, GLenum pname, GLvoid* *params); +#endif + +#ifndef GL_VERSION_2_0 +#define GL_VERSION_2_0 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha); +GLAPI void APIENTRY glDrawBuffers (GLsizei n, const GLenum *bufs); +GLAPI void APIENTRY glStencilOpSeparate (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); +GLAPI void APIENTRY glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask); +GLAPI void APIENTRY glStencilMaskSeparate (GLenum face, GLuint mask); +GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader); +GLAPI void APIENTRY glBindAttribLocation (GLuint program, GLuint index, const GLchar *name); +GLAPI void APIENTRY glCompileShader (GLuint shader); +GLAPI GLuint APIENTRY glCreateProgram (void); +GLAPI GLuint APIENTRY glCreateShader (GLenum type); +GLAPI void APIENTRY glDeleteProgram (GLuint program); +GLAPI void APIENTRY glDeleteShader (GLuint shader); +GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader); +GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index); +GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index); +GLAPI void APIENTRY glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +GLAPI void APIENTRY glGetActiveUniform (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +GLAPI void APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj); +GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name); +GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI void APIENTRY glGetShaderSource (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); +GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name); +GLAPI void APIENTRY glGetUniformfv (GLuint program, GLint location, GLfloat *params); +GLAPI void APIENTRY glGetUniformiv (GLuint program, GLint location, GLint *params); +GLAPI void APIENTRY glGetVertexAttribdv (GLuint index, GLenum pname, GLdouble *params); +GLAPI void APIENTRY glGetVertexAttribfv (GLuint index, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, GLvoid* *pointer); +GLAPI GLboolean APIENTRY glIsProgram (GLuint program); +GLAPI GLboolean APIENTRY glIsShader (GLuint shader); +GLAPI void APIENTRY glLinkProgram (GLuint program); +GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length); +GLAPI void APIENTRY glUseProgram (GLuint program); +GLAPI void APIENTRY glUniform1f (GLint location, GLfloat v0); +GLAPI void APIENTRY glUniform2f (GLint location, GLfloat v0, GLfloat v1); +GLAPI void APIENTRY glUniform3f (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +GLAPI void APIENTRY glUniform4f (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +GLAPI void APIENTRY glUniform1i (GLint location, GLint v0); +GLAPI void APIENTRY glUniform2i (GLint location, GLint v0, GLint v1); +GLAPI void APIENTRY glUniform3i (GLint location, GLint v0, GLint v1, GLint v2); +GLAPI void APIENTRY glUniform4i (GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +GLAPI void APIENTRY glUniform1fv (GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glUniform2fv (GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glUniform3fv (GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glUniform4fv (GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glUniform1iv (GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glUniform2iv (GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glUniform3iv (GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glUniform4iv (GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glValidateProgram (GLuint program); +GLAPI void APIENTRY glVertexAttrib1d (GLuint index, GLdouble x); +GLAPI void APIENTRY glVertexAttrib1dv (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttrib1f (GLuint index, GLfloat x); +GLAPI void APIENTRY glVertexAttrib1fv (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glVertexAttrib1s (GLuint index, GLshort x); +GLAPI void APIENTRY glVertexAttrib1sv (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib2d (GLuint index, GLdouble x, GLdouble y); +GLAPI void APIENTRY glVertexAttrib2dv (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttrib2f (GLuint index, GLfloat x, GLfloat y); +GLAPI void APIENTRY glVertexAttrib2fv (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glVertexAttrib2s (GLuint index, GLshort x, GLshort y); +GLAPI void APIENTRY glVertexAttrib2sv (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib3d (GLuint index, GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glVertexAttrib3dv (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttrib3f (GLuint index, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glVertexAttrib3fv (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glVertexAttrib3s (GLuint index, GLshort x, GLshort y, GLshort z); +GLAPI void APIENTRY glVertexAttrib3sv (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib4Nbv (GLuint index, const GLbyte *v); +GLAPI void APIENTRY glVertexAttrib4Niv (GLuint index, const GLint *v); +GLAPI void APIENTRY glVertexAttrib4Nsv (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib4Nub (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +GLAPI void APIENTRY glVertexAttrib4Nubv (GLuint index, const GLubyte *v); +GLAPI void APIENTRY glVertexAttrib4Nuiv (GLuint index, const GLuint *v); +GLAPI void APIENTRY glVertexAttrib4Nusv (GLuint index, const GLushort *v); +GLAPI void APIENTRY glVertexAttrib4bv (GLuint index, const GLbyte *v); +GLAPI void APIENTRY glVertexAttrib4d (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glVertexAttrib4dv (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttrib4f (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI void APIENTRY glVertexAttrib4fv (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glVertexAttrib4iv (GLuint index, const GLint *v); +GLAPI void APIENTRY glVertexAttrib4s (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +GLAPI void APIENTRY glVertexAttrib4sv (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib4ubv (GLuint index, const GLubyte *v); +GLAPI void APIENTRY glVertexAttrib4uiv (GLuint index, const GLuint *v); +GLAPI void APIENTRY glVertexAttrib4usv (GLuint index, const GLushort *v); +GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha); +typedef void (APIENTRYP PFNGLDRAWBUFFERSPROC) (GLsizei n, const GLenum *bufs); +typedef void (APIENTRYP PFNGLSTENCILOPSEPARATEPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); +typedef void (APIENTRYP PFNGLSTENCILFUNCSEPARATEPROC) (GLenum face, GLenum func, GLint ref, GLuint mask); +typedef void (APIENTRYP PFNGLSTENCILMASKSEPARATEPROC) (GLenum face, GLuint mask); +typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (APIENTRYP PFNGLBINDATTRIBLOCATIONPROC) (GLuint program, GLuint index, const GLchar *name); +typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader); +typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void); +typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type); +typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader); +typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index); +typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index); +typedef void (APIENTRYP PFNGLGETACTIVEATTRIBPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +typedef void (APIENTRYP PFNGLGETATTACHEDSHADERSPROC) (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj); +typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef void (APIENTRYP PFNGLGETSHADERSOURCEPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); +typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLGETUNIFORMFVPROC) (GLuint program, GLint location, GLfloat *params); +typedef void (APIENTRYP PFNGLGETUNIFORMIVPROC) (GLuint program, GLint location, GLint *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVPROC) (GLuint index, GLenum pname, GLdouble *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVPROC) (GLuint index, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, GLvoid* *pointer); +typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program); +typedef GLboolean (APIENTRYP PFNGLISSHADERPROC) (GLuint shader); +typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length); +typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0); +typedef void (APIENTRYP PFNGLUNIFORM2FPROC) (GLint location, GLfloat v0, GLfloat v1); +typedef void (APIENTRYP PFNGLUNIFORM3FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +typedef void (APIENTRYP PFNGLUNIFORM4FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0); +typedef void (APIENTRYP PFNGLUNIFORM2IPROC) (GLint location, GLint v0, GLint v1); +typedef void (APIENTRYP PFNGLUNIFORM3IPROC) (GLint location, GLint v0, GLint v1, GLint v2); +typedef void (APIENTRYP PFNGLUNIFORM4IPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +typedef void (APIENTRYP PFNGLUNIFORM1FVPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORM2FVPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORM3FVPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORM4FVPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORM1IVPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLUNIFORM2IVPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLUNIFORM3IVPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLUNIFORM4IVPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1DPROC) (GLuint index, GLdouble x); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1FPROC) (GLuint index, GLfloat x); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1SPROC) (GLuint index, GLshort x); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2DPROC) (GLuint index, GLdouble x, GLdouble y); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2FPROC) (GLuint index, GLfloat x, GLfloat y); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2SPROC) (GLuint index, GLshort x, GLshort y); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3SPROC) (GLuint index, GLshort x, GLshort y, GLshort z); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NBVPROC) (GLuint index, const GLbyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NIVPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NSVPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBVPROC) (GLuint index, const GLubyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUIVPROC) (GLuint index, const GLuint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUSVPROC) (GLuint index, const GLushort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4BVPROC) (GLuint index, const GLbyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4IVPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4SPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVPROC) (GLuint index, const GLubyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4UIVPROC) (GLuint index, const GLuint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4USVPROC) (GLuint index, const GLushort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer); +#endif + +#ifndef GL_VERSION_2_1 +#define GL_VERSION_2_1 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glUniformMatrix2x3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glUniformMatrix3x2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glUniformMatrix2x4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glUniformMatrix4x2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glUniformMatrix3x4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glUniformMatrix4x3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +#endif + +#ifndef GL_VERSION_3_0 +#define GL_VERSION_3_0 1 +/* OpenGL 3.0 also reuses entry points from these extensions: */ +/* ARB_framebuffer_object */ +/* ARB_map_buffer_range */ +/* ARB_vertex_array_object */ +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glColorMaski (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +GLAPI void APIENTRY glGetBooleani_v (GLenum target, GLuint index, GLboolean *data); +GLAPI void APIENTRY glGetIntegeri_v (GLenum target, GLuint index, GLint *data); +GLAPI void APIENTRY glEnablei (GLenum target, GLuint index); +GLAPI void APIENTRY glDisablei (GLenum target, GLuint index); +GLAPI GLboolean APIENTRY glIsEnabledi (GLenum target, GLuint index); +GLAPI void APIENTRY glBeginTransformFeedback (GLenum primitiveMode); +GLAPI void APIENTRY glEndTransformFeedback (void); +GLAPI void APIENTRY glBindBufferRange (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI void APIENTRY glBindBufferBase (GLenum target, GLuint index, GLuint buffer); +GLAPI void APIENTRY glTransformFeedbackVaryings (GLuint program, GLsizei count, const GLchar* const *varyings, GLenum bufferMode); +GLAPI void APIENTRY glGetTransformFeedbackVarying (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); +GLAPI void APIENTRY glClampColor (GLenum target, GLenum clamp); +GLAPI void APIENTRY glBeginConditionalRender (GLuint id, GLenum mode); +GLAPI void APIENTRY glEndConditionalRender (void); +GLAPI void APIENTRY glVertexAttribIPointer (GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); +GLAPI void APIENTRY glGetVertexAttribIiv (GLuint index, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetVertexAttribIuiv (GLuint index, GLenum pname, GLuint *params); +GLAPI void APIENTRY glVertexAttribI1i (GLuint index, GLint x); +GLAPI void APIENTRY glVertexAttribI2i (GLuint index, GLint x, GLint y); +GLAPI void APIENTRY glVertexAttribI3i (GLuint index, GLint x, GLint y, GLint z); +GLAPI void APIENTRY glVertexAttribI4i (GLuint index, GLint x, GLint y, GLint z, GLint w); +GLAPI void APIENTRY glVertexAttribI1ui (GLuint index, GLuint x); +GLAPI void APIENTRY glVertexAttribI2ui (GLuint index, GLuint x, GLuint y); +GLAPI void APIENTRY glVertexAttribI3ui (GLuint index, GLuint x, GLuint y, GLuint z); +GLAPI void APIENTRY glVertexAttribI4ui (GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +GLAPI void APIENTRY glVertexAttribI1iv (GLuint index, const GLint *v); +GLAPI void APIENTRY glVertexAttribI2iv (GLuint index, const GLint *v); +GLAPI void APIENTRY glVertexAttribI3iv (GLuint index, const GLint *v); +GLAPI void APIENTRY glVertexAttribI4iv (GLuint index, const GLint *v); +GLAPI void APIENTRY glVertexAttribI1uiv (GLuint index, const GLuint *v); +GLAPI void APIENTRY glVertexAttribI2uiv (GLuint index, const GLuint *v); +GLAPI void APIENTRY glVertexAttribI3uiv (GLuint index, const GLuint *v); +GLAPI void APIENTRY glVertexAttribI4uiv (GLuint index, const GLuint *v); +GLAPI void APIENTRY glVertexAttribI4bv (GLuint index, const GLbyte *v); +GLAPI void APIENTRY glVertexAttribI4sv (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttribI4ubv (GLuint index, const GLubyte *v); +GLAPI void APIENTRY glVertexAttribI4usv (GLuint index, const GLushort *v); +GLAPI void APIENTRY glGetUniformuiv (GLuint program, GLint location, GLuint *params); +GLAPI void APIENTRY glBindFragDataLocation (GLuint program, GLuint color, const GLchar *name); +GLAPI GLint APIENTRY glGetFragDataLocation (GLuint program, const GLchar *name); +GLAPI void APIENTRY glUniform1ui (GLint location, GLuint v0); +GLAPI void APIENTRY glUniform2ui (GLint location, GLuint v0, GLuint v1); +GLAPI void APIENTRY glUniform3ui (GLint location, GLuint v0, GLuint v1, GLuint v2); +GLAPI void APIENTRY glUniform4ui (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +GLAPI void APIENTRY glUniform1uiv (GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glUniform2uiv (GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glUniform3uiv (GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glUniform4uiv (GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glTexParameterIiv (GLenum target, GLenum pname, const GLint *params); +GLAPI void APIENTRY glTexParameterIuiv (GLenum target, GLenum pname, const GLuint *params); +GLAPI void APIENTRY glGetTexParameterIiv (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetTexParameterIuiv (GLenum target, GLenum pname, GLuint *params); +GLAPI void APIENTRY glClearBufferiv (GLenum buffer, GLint drawbuffer, const GLint *value); +GLAPI void APIENTRY glClearBufferuiv (GLenum buffer, GLint drawbuffer, const GLuint *value); +GLAPI void APIENTRY glClearBufferfv (GLenum buffer, GLint drawbuffer, const GLfloat *value); +GLAPI void APIENTRY glClearBufferfi (GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); +GLAPI const GLubyte * APIENTRY glGetStringi (GLenum name, GLuint index); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLCOLORMASKIPROC) (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data); +typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data); +typedef void (APIENTRYP PFNGLENABLEIPROC) (GLenum target, GLuint index); +typedef void (APIENTRYP PFNGLDISABLEIPROC) (GLenum target, GLuint index); +typedef GLboolean (APIENTRYP PFNGLISENABLEDIPROC) (GLenum target, GLuint index); +typedef void (APIENTRYP PFNGLBEGINTRANSFORMFEEDBACKPROC) (GLenum primitiveMode); +typedef void (APIENTRYP PFNGLENDTRANSFORMFEEDBACKPROC) (void); +typedef void (APIENTRYP PFNGLBINDBUFFERRANGEPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef void (APIENTRYP PFNGLBINDBUFFERBASEPROC) (GLenum target, GLuint index, GLuint buffer); +typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKVARYINGSPROC) (GLuint program, GLsizei count, const GLchar* const *varyings, GLenum bufferMode); +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKVARYINGPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); +typedef void (APIENTRYP PFNGLCLAMPCOLORPROC) (GLenum target, GLenum clamp); +typedef void (APIENTRYP PFNGLBEGINCONDITIONALRENDERPROC) (GLuint id, GLenum mode); +typedef void (APIENTRYP PFNGLENDCONDITIONALRENDERPROC) (void); +typedef void (APIENTRYP PFNGLVERTEXATTRIBIPOINTERPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIIVPROC) (GLuint index, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIUIVPROC) (GLuint index, GLenum pname, GLuint *params); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IPROC) (GLuint index, GLint x); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IPROC) (GLuint index, GLint x, GLint y); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IPROC) (GLuint index, GLint x, GLint y, GLint z); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IPROC) (GLuint index, GLint x, GLint y, GLint z, GLint w); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIPROC) (GLuint index, GLuint x); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIPROC) (GLuint index, GLuint x, GLuint y); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIPROC) (GLuint index, GLuint x, GLuint y, GLuint z); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIPROC) (GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IVPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IVPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IVPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IVPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIVPROC) (GLuint index, const GLuint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIVPROC) (GLuint index, const GLuint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIVPROC) (GLuint index, const GLuint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIVPROC) (GLuint index, const GLuint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4BVPROC) (GLuint index, const GLbyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4SVPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UBVPROC) (GLuint index, const GLubyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4USVPROC) (GLuint index, const GLushort *v); +typedef void (APIENTRYP PFNGLGETUNIFORMUIVPROC) (GLuint program, GLint location, GLuint *params); +typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONPROC) (GLuint program, GLuint color, const GLchar *name); +typedef GLint (APIENTRYP PFNGLGETFRAGDATALOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLUNIFORM1UIPROC) (GLint location, GLuint v0); +typedef void (APIENTRYP PFNGLUNIFORM2UIPROC) (GLint location, GLuint v0, GLuint v1); +typedef void (APIENTRYP PFNGLUNIFORM3UIPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2); +typedef void (APIENTRYP PFNGLUNIFORM4UIPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +typedef void (APIENTRYP PFNGLUNIFORM1UIVPROC) (GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLUNIFORM2UIVPROC) (GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLUNIFORM3UIVPROC) (GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLUNIFORM4UIVPROC) (GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLTEXPARAMETERIIVPROC) (GLenum target, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLTEXPARAMETERIUIVPROC) (GLenum target, GLenum pname, const GLuint *params); +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIUIVPROC) (GLenum target, GLenum pname, GLuint *params); +typedef void (APIENTRYP PFNGLCLEARBUFFERIVPROC) (GLenum buffer, GLint drawbuffer, const GLint *value); +typedef void (APIENTRYP PFNGLCLEARBUFFERUIVPROC) (GLenum buffer, GLint drawbuffer, const GLuint *value); +typedef void (APIENTRYP PFNGLCLEARBUFFERFVPROC) (GLenum buffer, GLint drawbuffer, const GLfloat *value); +typedef void (APIENTRYP PFNGLCLEARBUFFERFIPROC) (GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); +typedef const GLubyte * (APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index); +#endif + +#ifndef GL_VERSION_3_1 +#define GL_VERSION_3_1 1 +/* OpenGL 3.1 also reuses entry points from these extensions: */ +/* ARB_copy_buffer */ +/* ARB_uniform_buffer_object */ +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glDrawArraysInstanced (GLenum mode, GLint first, GLsizei count, GLsizei instancecount); +GLAPI void APIENTRY glDrawElementsInstanced (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount); +GLAPI void APIENTRY glTexBuffer (GLenum target, GLenum internalformat, GLuint buffer); +GLAPI void APIENTRY glPrimitiveRestartIndex (GLuint index); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDPROC) (GLenum mode, GLint first, GLsizei count, GLsizei instancecount); +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDPROC) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount); +typedef void (APIENTRYP PFNGLTEXBUFFERPROC) (GLenum target, GLenum internalformat, GLuint buffer); +typedef void (APIENTRYP PFNGLPRIMITIVERESTARTINDEXPROC) (GLuint index); +#endif + +#ifndef GL_VERSION_3_2 +#define GL_VERSION_3_2 1 +/* OpenGL 3.2 also reuses entry points from these extensions: */ +/* ARB_draw_elements_base_vertex */ +/* ARB_provoking_vertex */ +/* ARB_sync */ +/* ARB_texture_multisample */ +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glGetInteger64i_v (GLenum target, GLuint index, GLint64 *data); +GLAPI void APIENTRY glGetBufferParameteri64v (GLenum target, GLenum pname, GLint64 *params); +GLAPI void APIENTRY glFramebufferTexture (GLenum target, GLenum attachment, GLuint texture, GLint level); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data); +typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERI64VPROC) (GLenum target, GLenum pname, GLint64 *params); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level); +#endif + +#ifndef GL_VERSION_3_3 +#define GL_VERSION_3_3 1 +/* OpenGL 3.3 also reuses entry points from these extensions: */ +/* ARB_blend_func_extended */ +/* ARB_sampler_objects */ +/* ARB_explicit_attrib_location, but it has none */ +/* ARB_occlusion_query2 (no entry points) */ +/* ARB_shader_bit_encoding (no entry points) */ +/* ARB_texture_rgb10_a2ui (no entry points) */ +/* ARB_texture_swizzle (no entry points) */ +/* ARB_timer_query */ +/* ARB_vertex_type_2_10_10_10_rev */ +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glVertexAttribDivisor (GLuint index, GLuint divisor); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLVERTEXATTRIBDIVISORPROC) (GLuint index, GLuint divisor); +#endif + +#ifndef GL_VERSION_4_0 +#define GL_VERSION_4_0 1 +/* OpenGL 4.0 also reuses entry points from these extensions: */ +/* ARB_texture_query_lod (no entry points) */ +/* ARB_draw_indirect */ +/* ARB_gpu_shader5 (no entry points) */ +/* ARB_gpu_shader_fp64 */ +/* ARB_shader_subroutine */ +/* ARB_tessellation_shader */ +/* ARB_texture_buffer_object_rgb32 (no entry points) */ +/* ARB_texture_cube_map_array (no entry points) */ +/* ARB_texture_gather (no entry points) */ +/* ARB_transform_feedback2 */ +/* ARB_transform_feedback3 */ +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glMinSampleShading (GLfloat value); +GLAPI void APIENTRY glBlendEquationi (GLuint buf, GLenum mode); +GLAPI void APIENTRY glBlendEquationSeparatei (GLuint buf, GLenum modeRGB, GLenum modeAlpha); +GLAPI void APIENTRY glBlendFunci (GLuint buf, GLenum src, GLenum dst); +GLAPI void APIENTRY glBlendFuncSeparatei (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLMINSAMPLESHADINGPROC) (GLfloat value); +typedef void (APIENTRYP PFNGLBLENDEQUATIONIPROC) (GLuint buf, GLenum mode); +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEIPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha); +typedef void (APIENTRYP PFNGLBLENDFUNCIPROC) (GLuint buf, GLenum src, GLenum dst); +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEIPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +#endif + +#ifndef GL_VERSION_4_1 +#define GL_VERSION_4_1 1 +/* OpenGL 4.1 reuses entry points from these extensions: */ +/* ARB_ES2_compatibility */ +/* ARB_get_program_binary */ +/* ARB_separate_shader_objects */ +/* ARB_shader_precision (no entry points) */ +/* ARB_vertex_attrib_64bit */ +/* ARB_viewport_array */ +#endif + +#ifndef GL_VERSION_4_2 +#define GL_VERSION_4_2 1 +/* OpenGL 4.2 reuses entry points from these extensions: */ +/* ARB_base_instance */ +/* ARB_shading_language_420pack (no entry points) */ +/* ARB_transform_feedback_instanced */ +/* ARB_compressed_texture_pixel_storage (no entry points) */ +/* ARB_conservative_depth (no entry points) */ +/* ARB_internalformat_query */ +/* ARB_map_buffer_alignment (no entry points) */ +/* ARB_shader_atomic_counters */ +/* ARB_shader_image_load_store */ +/* ARB_shading_language_packing (no entry points) */ +/* ARB_texture_storage */ +#endif + +#ifndef GL_VERSION_4_3 +#define GL_VERSION_4_3 1 +/* OpenGL 4.3 reuses entry points from these extensions: */ +/* ARB_arrays_of_arrays (no entry points, GLSL only) */ +/* ARB_fragment_layer_viewport (no entry points, GLSL only) */ +/* ARB_shader_image_size (no entry points, GLSL only) */ +/* ARB_ES3_compatibility (no entry points) */ +/* ARB_clear_buffer_object */ +/* ARB_compute_shader */ +/* ARB_copy_image */ +/* KHR_debug (includes ARB_debug_output commands promoted to KHR without suffixes) */ +/* ARB_explicit_uniform_location (no entry points) */ +/* ARB_framebuffer_no_attachments */ +/* ARB_internalformat_query2 */ +/* ARB_invalidate_subdata */ +/* ARB_multi_draw_indirect */ +/* ARB_program_interface_query */ +/* ARB_robust_buffer_access_behavior (no entry points) */ +/* ARB_shader_storage_buffer_object */ +/* ARB_stencil_texturing (no entry points) */ +/* ARB_texture_buffer_range */ +/* ARB_texture_query_levels (no entry points) */ +/* ARB_texture_storage_multisample */ +/* ARB_texture_view */ +/* ARB_vertex_attrib_binding */ +#endif + +#ifndef GL_ARB_depth_buffer_float +#define GL_ARB_depth_buffer_float 1 +#endif + +#ifndef GL_ARB_framebuffer_object +#define GL_ARB_framebuffer_object 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI GLboolean APIENTRY glIsRenderbuffer (GLuint renderbuffer); +GLAPI void APIENTRY glBindRenderbuffer (GLenum target, GLuint renderbuffer); +GLAPI void APIENTRY glDeleteRenderbuffers (GLsizei n, const GLuint *renderbuffers); +GLAPI void APIENTRY glGenRenderbuffers (GLsizei n, GLuint *renderbuffers); +GLAPI void APIENTRY glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI void APIENTRY glGetRenderbufferParameteriv (GLenum target, GLenum pname, GLint *params); +GLAPI GLboolean APIENTRY glIsFramebuffer (GLuint framebuffer); +GLAPI void APIENTRY glBindFramebuffer (GLenum target, GLuint framebuffer); +GLAPI void APIENTRY glDeleteFramebuffers (GLsizei n, const GLuint *framebuffers); +GLAPI void APIENTRY glGenFramebuffers (GLsizei n, GLuint *framebuffers); +GLAPI GLenum APIENTRY glCheckFramebufferStatus (GLenum target); +GLAPI void APIENTRY glFramebufferTexture1D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLAPI void APIENTRY glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLAPI void APIENTRY glFramebufferTexture3D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +GLAPI void APIENTRY glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +GLAPI void APIENTRY glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint *params); +GLAPI void APIENTRY glGenerateMipmap (GLenum target); +GLAPI void APIENTRY glBlitFramebuffer (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +GLAPI void APIENTRY glRenderbufferStorageMultisample (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI void APIENTRY glFramebufferTextureLayer (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +#endif /* GLCOREARB_PROTOTYPES */ +typedef GLboolean (APIENTRYP PFNGLISRENDERBUFFERPROC) (GLuint renderbuffer); +typedef void (APIENTRYP PFNGLBINDRENDERBUFFERPROC) (GLenum target, GLuint renderbuffer); +typedef void (APIENTRYP PFNGLDELETERENDERBUFFERSPROC) (GLsizei n, const GLuint *renderbuffers); +typedef void (APIENTRYP PFNGLGENRENDERBUFFERSPROC) (GLsizei n, GLuint *renderbuffers); +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLGETRENDERBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef GLboolean (APIENTRYP PFNGLISFRAMEBUFFERPROC) (GLuint framebuffer); +typedef void (APIENTRYP PFNGLBINDFRAMEBUFFERPROC) (GLenum target, GLuint framebuffer); +typedef void (APIENTRYP PFNGLDELETEFRAMEBUFFERSPROC) (GLsizei n, const GLuint *framebuffers); +typedef void (APIENTRYP PFNGLGENFRAMEBUFFERSPROC) (GLsizei n, GLuint *framebuffers); +typedef GLenum (APIENTRYP PFNGLCHECKFRAMEBUFFERSTATUSPROC) (GLenum target); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE1DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE3DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +typedef void (APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFERPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +typedef void (APIENTRYP PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) (GLenum target, GLenum attachment, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGENERATEMIPMAPPROC) (GLenum target); +typedef void (APIENTRYP PFNGLBLITFRAMEBUFFERPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURELAYERPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +#endif + +#ifndef GL_ARB_framebuffer_sRGB +#define GL_ARB_framebuffer_sRGB 1 +#endif + +#ifndef GL_ARB_half_float_vertex +#define GL_ARB_half_float_vertex 1 +#endif + +#ifndef GL_ARB_map_buffer_range +#define GL_ARB_map_buffer_range 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI GLvoid* APIENTRY glMapBufferRange (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); +GLAPI void APIENTRY glFlushMappedBufferRange (GLenum target, GLintptr offset, GLsizeiptr length); +#endif /* GLCOREARB_PROTOTYPES */ +typedef GLvoid* (APIENTRYP PFNGLMAPBUFFERRANGEPROC) (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); +typedef void (APIENTRYP PFNGLFLUSHMAPPEDBUFFERRANGEPROC) (GLenum target, GLintptr offset, GLsizeiptr length); +#endif + +#ifndef GL_ARB_texture_compression_rgtc +#define GL_ARB_texture_compression_rgtc 1 +#endif + +#ifndef GL_ARB_texture_rg +#define GL_ARB_texture_rg 1 +#endif + +#ifndef GL_ARB_vertex_array_object +#define GL_ARB_vertex_array_object 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glBindVertexArray (GLuint array); +GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays); +GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays); +GLAPI GLboolean APIENTRY glIsVertexArray (GLuint array); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array); +typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays); +typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays); +typedef GLboolean (APIENTRYP PFNGLISVERTEXARRAYPROC) (GLuint array); +#endif + +#ifndef GL_ARB_uniform_buffer_object +#define GL_ARB_uniform_buffer_object 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glGetUniformIndices (GLuint program, GLsizei uniformCount, const GLchar* const *uniformNames, GLuint *uniformIndices); +GLAPI void APIENTRY glGetActiveUniformsiv (GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetActiveUniformName (GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName); +GLAPI GLuint APIENTRY glGetUniformBlockIndex (GLuint program, const GLchar *uniformBlockName); +GLAPI void APIENTRY glGetActiveUniformBlockiv (GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetActiveUniformBlockName (GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); +GLAPI void APIENTRY glUniformBlockBinding (GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLGETUNIFORMINDICESPROC) (GLuint program, GLsizei uniformCount, const GLchar* const *uniformNames, GLuint *uniformIndices); +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMSIVPROC) (GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMNAMEPROC) (GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName); +typedef GLuint (APIENTRYP PFNGLGETUNIFORMBLOCKINDEXPROC) (GLuint program, const GLchar *uniformBlockName); +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKIVPROC) (GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC) (GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); +typedef void (APIENTRYP PFNGLUNIFORMBLOCKBINDINGPROC) (GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); +#endif + +#ifndef GL_ARB_copy_buffer +#define GL_ARB_copy_buffer 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glCopyBufferSubData (GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLCOPYBUFFERSUBDATAPROC) (GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +#endif + +#ifndef GL_ARB_depth_clamp +#define GL_ARB_depth_clamp 1 +#endif + +#ifndef GL_ARB_draw_elements_base_vertex +#define GL_ARB_draw_elements_base_vertex 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex); +GLAPI void APIENTRY glDrawRangeElementsBaseVertex (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex); +GLAPI void APIENTRY glDrawElementsInstancedBaseVertex (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex); +GLAPI void APIENTRY glMultiDrawElementsBaseVertex (GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount, const GLint *basevertex); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex); +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex); +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex); +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount, const GLint *basevertex); +#endif + +#ifndef GL_ARB_fragment_coord_conventions +#define GL_ARB_fragment_coord_conventions 1 +#endif + +#ifndef GL_ARB_provoking_vertex +#define GL_ARB_provoking_vertex 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glProvokingVertex (GLenum mode); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLPROVOKINGVERTEXPROC) (GLenum mode); +#endif + +#ifndef GL_ARB_seamless_cube_map +#define GL_ARB_seamless_cube_map 1 +#endif + +#ifndef GL_ARB_sync +#define GL_ARB_sync 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI GLsync APIENTRY glFenceSync (GLenum condition, GLbitfield flags); +GLAPI GLboolean APIENTRY glIsSync (GLsync sync); +GLAPI void APIENTRY glDeleteSync (GLsync sync); +GLAPI GLenum APIENTRY glClientWaitSync (GLsync sync, GLbitfield flags, GLuint64 timeout); +GLAPI void APIENTRY glWaitSync (GLsync sync, GLbitfield flags, GLuint64 timeout); +GLAPI void APIENTRY glGetInteger64v (GLenum pname, GLint64 *params); +GLAPI void APIENTRY glGetSynciv (GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values); +#endif /* GLCOREARB_PROTOTYPES */ +typedef GLsync (APIENTRYP PFNGLFENCESYNCPROC) (GLenum condition, GLbitfield flags); +typedef GLboolean (APIENTRYP PFNGLISSYNCPROC) (GLsync sync); +typedef void (APIENTRYP PFNGLDELETESYNCPROC) (GLsync sync); +typedef GLenum (APIENTRYP PFNGLCLIENTWAITSYNCPROC) (GLsync sync, GLbitfield flags, GLuint64 timeout); +typedef void (APIENTRYP PFNGLWAITSYNCPROC) (GLsync sync, GLbitfield flags, GLuint64 timeout); +typedef void (APIENTRYP PFNGLGETINTEGER64VPROC) (GLenum pname, GLint64 *params); +typedef void (APIENTRYP PFNGLGETSYNCIVPROC) (GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values); +#endif + +#ifndef GL_ARB_texture_multisample +#define GL_ARB_texture_multisample 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glTexImage2DMultisample (GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +GLAPI void APIENTRY glTexImage3DMultisample (GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +GLAPI void APIENTRY glGetMultisamplefv (GLenum pname, GLuint index, GLfloat *val); +GLAPI void APIENTRY glSampleMaski (GLuint index, GLbitfield mask); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLTEXIMAGE2DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +typedef void (APIENTRYP PFNGLTEXIMAGE3DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +typedef void (APIENTRYP PFNGLGETMULTISAMPLEFVPROC) (GLenum pname, GLuint index, GLfloat *val); +typedef void (APIENTRYP PFNGLSAMPLEMASKIPROC) (GLuint index, GLbitfield mask); +#endif + +#ifndef GL_ARB_vertex_array_bgra +#define GL_ARB_vertex_array_bgra 1 +#endif + +#ifndef GL_ARB_draw_buffers_blend +#define GL_ARB_draw_buffers_blend 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glBlendEquationiARB (GLuint buf, GLenum mode); +GLAPI void APIENTRY glBlendEquationSeparateiARB (GLuint buf, GLenum modeRGB, GLenum modeAlpha); +GLAPI void APIENTRY glBlendFunciARB (GLuint buf, GLenum src, GLenum dst); +GLAPI void APIENTRY glBlendFuncSeparateiARB (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLBLENDEQUATIONIARBPROC) (GLuint buf, GLenum mode); +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEIARBPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha); +typedef void (APIENTRYP PFNGLBLENDFUNCIARBPROC) (GLuint buf, GLenum src, GLenum dst); +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEIARBPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +#endif + +#ifndef GL_ARB_sample_shading +#define GL_ARB_sample_shading 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glMinSampleShadingARB (GLfloat value); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLMINSAMPLESHADINGARBPROC) (GLfloat value); +#endif + +#ifndef GL_ARB_texture_cube_map_array +#define GL_ARB_texture_cube_map_array 1 +#endif + +#ifndef GL_ARB_texture_gather +#define GL_ARB_texture_gather 1 +#endif + +#ifndef GL_ARB_texture_query_lod +#define GL_ARB_texture_query_lod 1 +#endif + +#ifndef GL_ARB_shading_language_include +#define GL_ARB_shading_language_include 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glNamedStringARB (GLenum type, GLint namelen, const GLchar *name, GLint stringlen, const GLchar *string); +GLAPI void APIENTRY glDeleteNamedStringARB (GLint namelen, const GLchar *name); +GLAPI void APIENTRY glCompileShaderIncludeARB (GLuint shader, GLsizei count, const GLchar* *path, const GLint *length); +GLAPI GLboolean APIENTRY glIsNamedStringARB (GLint namelen, const GLchar *name); +GLAPI void APIENTRY glGetNamedStringARB (GLint namelen, const GLchar *name, GLsizei bufSize, GLint *stringlen, GLchar *string); +GLAPI void APIENTRY glGetNamedStringivARB (GLint namelen, const GLchar *name, GLenum pname, GLint *params); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLNAMEDSTRINGARBPROC) (GLenum type, GLint namelen, const GLchar *name, GLint stringlen, const GLchar *string); +typedef void (APIENTRYP PFNGLDELETENAMEDSTRINGARBPROC) (GLint namelen, const GLchar *name); +typedef void (APIENTRYP PFNGLCOMPILESHADERINCLUDEARBPROC) (GLuint shader, GLsizei count, const GLchar* *path, const GLint *length); +typedef GLboolean (APIENTRYP PFNGLISNAMEDSTRINGARBPROC) (GLint namelen, const GLchar *name); +typedef void (APIENTRYP PFNGLGETNAMEDSTRINGARBPROC) (GLint namelen, const GLchar *name, GLsizei bufSize, GLint *stringlen, GLchar *string); +typedef void (APIENTRYP PFNGLGETNAMEDSTRINGIVARBPROC) (GLint namelen, const GLchar *name, GLenum pname, GLint *params); +#endif + +#ifndef GL_ARB_texture_compression_bptc +#define GL_ARB_texture_compression_bptc 1 +#endif + +#ifndef GL_ARB_blend_func_extended +#define GL_ARB_blend_func_extended 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glBindFragDataLocationIndexed (GLuint program, GLuint colorNumber, GLuint index, const GLchar *name); +GLAPI GLint APIENTRY glGetFragDataIndex (GLuint program, const GLchar *name); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONINDEXEDPROC) (GLuint program, GLuint colorNumber, GLuint index, const GLchar *name); +typedef GLint (APIENTRYP PFNGLGETFRAGDATAINDEXPROC) (GLuint program, const GLchar *name); +#endif + +#ifndef GL_ARB_explicit_attrib_location +#define GL_ARB_explicit_attrib_location 1 +#endif + +#ifndef GL_ARB_occlusion_query2 +#define GL_ARB_occlusion_query2 1 +#endif + +#ifndef GL_ARB_sampler_objects +#define GL_ARB_sampler_objects 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glGenSamplers (GLsizei count, GLuint *samplers); +GLAPI void APIENTRY glDeleteSamplers (GLsizei count, const GLuint *samplers); +GLAPI GLboolean APIENTRY glIsSampler (GLuint sampler); +GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler); +GLAPI void APIENTRY glSamplerParameteri (GLuint sampler, GLenum pname, GLint param); +GLAPI void APIENTRY glSamplerParameteriv (GLuint sampler, GLenum pname, const GLint *param); +GLAPI void APIENTRY glSamplerParameterf (GLuint sampler, GLenum pname, GLfloat param); +GLAPI void APIENTRY glSamplerParameterfv (GLuint sampler, GLenum pname, const GLfloat *param); +GLAPI void APIENTRY glSamplerParameterIiv (GLuint sampler, GLenum pname, const GLint *param); +GLAPI void APIENTRY glSamplerParameterIuiv (GLuint sampler, GLenum pname, const GLuint *param); +GLAPI void APIENTRY glGetSamplerParameteriv (GLuint sampler, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetSamplerParameterIiv (GLuint sampler, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetSamplerParameterfv (GLuint sampler, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetSamplerParameterIuiv (GLuint sampler, GLenum pname, GLuint *params); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLGENSAMPLERSPROC) (GLsizei count, GLuint *samplers); +typedef void (APIENTRYP PFNGLDELETESAMPLERSPROC) (GLsizei count, const GLuint *samplers); +typedef GLboolean (APIENTRYP PFNGLISSAMPLERPROC) (GLuint sampler); +typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler); +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIPROC) (GLuint sampler, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIVPROC) (GLuint sampler, GLenum pname, const GLint *param); +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFPROC) (GLuint sampler, GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFVPROC) (GLuint sampler, GLenum pname, const GLfloat *param); +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIIVPROC) (GLuint sampler, GLenum pname, const GLint *param); +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIUIVPROC) (GLuint sampler, GLenum pname, const GLuint *param); +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIVPROC) (GLuint sampler, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIIVPROC) (GLuint sampler, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERFVPROC) (GLuint sampler, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIUIVPROC) (GLuint sampler, GLenum pname, GLuint *params); +#endif + +#ifndef GL_ARB_shader_bit_encoding +#define GL_ARB_shader_bit_encoding 1 +#endif + +#ifndef GL_ARB_texture_rgb10_a2ui +#define GL_ARB_texture_rgb10_a2ui 1 +#endif + +#ifndef GL_ARB_texture_swizzle +#define GL_ARB_texture_swizzle 1 +#endif + +#ifndef GL_ARB_timer_query +#define GL_ARB_timer_query 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glQueryCounter (GLuint id, GLenum target); +GLAPI void APIENTRY glGetQueryObjecti64v (GLuint id, GLenum pname, GLint64 *params); +GLAPI void APIENTRY glGetQueryObjectui64v (GLuint id, GLenum pname, GLuint64 *params); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLQUERYCOUNTERPROC) (GLuint id, GLenum target); +typedef void (APIENTRYP PFNGLGETQUERYOBJECTI64VPROC) (GLuint id, GLenum pname, GLint64 *params); +typedef void (APIENTRYP PFNGLGETQUERYOBJECTUI64VPROC) (GLuint id, GLenum pname, GLuint64 *params); +#endif + +#ifndef GL_ARB_vertex_type_2_10_10_10_rev +#define GL_ARB_vertex_type_2_10_10_10_rev 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glVertexP2ui (GLenum type, GLuint value); +GLAPI void APIENTRY glVertexP2uiv (GLenum type, const GLuint *value); +GLAPI void APIENTRY glVertexP3ui (GLenum type, GLuint value); +GLAPI void APIENTRY glVertexP3uiv (GLenum type, const GLuint *value); +GLAPI void APIENTRY glVertexP4ui (GLenum type, GLuint value); +GLAPI void APIENTRY glVertexP4uiv (GLenum type, const GLuint *value); +GLAPI void APIENTRY glTexCoordP1ui (GLenum type, GLuint coords); +GLAPI void APIENTRY glTexCoordP1uiv (GLenum type, const GLuint *coords); +GLAPI void APIENTRY glTexCoordP2ui (GLenum type, GLuint coords); +GLAPI void APIENTRY glTexCoordP2uiv (GLenum type, const GLuint *coords); +GLAPI void APIENTRY glTexCoordP3ui (GLenum type, GLuint coords); +GLAPI void APIENTRY glTexCoordP3uiv (GLenum type, const GLuint *coords); +GLAPI void APIENTRY glTexCoordP4ui (GLenum type, GLuint coords); +GLAPI void APIENTRY glTexCoordP4uiv (GLenum type, const GLuint *coords); +GLAPI void APIENTRY glMultiTexCoordP1ui (GLenum texture, GLenum type, GLuint coords); +GLAPI void APIENTRY glMultiTexCoordP1uiv (GLenum texture, GLenum type, const GLuint *coords); +GLAPI void APIENTRY glMultiTexCoordP2ui (GLenum texture, GLenum type, GLuint coords); +GLAPI void APIENTRY glMultiTexCoordP2uiv (GLenum texture, GLenum type, const GLuint *coords); +GLAPI void APIENTRY glMultiTexCoordP3ui (GLenum texture, GLenum type, GLuint coords); +GLAPI void APIENTRY glMultiTexCoordP3uiv (GLenum texture, GLenum type, const GLuint *coords); +GLAPI void APIENTRY glMultiTexCoordP4ui (GLenum texture, GLenum type, GLuint coords); +GLAPI void APIENTRY glMultiTexCoordP4uiv (GLenum texture, GLenum type, const GLuint *coords); +GLAPI void APIENTRY glNormalP3ui (GLenum type, GLuint coords); +GLAPI void APIENTRY glNormalP3uiv (GLenum type, const GLuint *coords); +GLAPI void APIENTRY glColorP3ui (GLenum type, GLuint color); +GLAPI void APIENTRY glColorP3uiv (GLenum type, const GLuint *color); +GLAPI void APIENTRY glColorP4ui (GLenum type, GLuint color); +GLAPI void APIENTRY glColorP4uiv (GLenum type, const GLuint *color); +GLAPI void APIENTRY glSecondaryColorP3ui (GLenum type, GLuint color); +GLAPI void APIENTRY glSecondaryColorP3uiv (GLenum type, const GLuint *color); +GLAPI void APIENTRY glVertexAttribP1ui (GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI void APIENTRY glVertexAttribP1uiv (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI void APIENTRY glVertexAttribP2ui (GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI void APIENTRY glVertexAttribP2uiv (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI void APIENTRY glVertexAttribP3ui (GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI void APIENTRY glVertexAttribP3uiv (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI void APIENTRY glVertexAttribP4ui (GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI void APIENTRY glVertexAttribP4uiv (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLVERTEXP2UIPROC) (GLenum type, GLuint value); +typedef void (APIENTRYP PFNGLVERTEXP2UIVPROC) (GLenum type, const GLuint *value); +typedef void (APIENTRYP PFNGLVERTEXP3UIPROC) (GLenum type, GLuint value); +typedef void (APIENTRYP PFNGLVERTEXP3UIVPROC) (GLenum type, const GLuint *value); +typedef void (APIENTRYP PFNGLVERTEXP4UIPROC) (GLenum type, GLuint value); +typedef void (APIENTRYP PFNGLVERTEXP4UIVPROC) (GLenum type, const GLuint *value); +typedef void (APIENTRYP PFNGLTEXCOORDP1UIPROC) (GLenum type, GLuint coords); +typedef void (APIENTRYP PFNGLTEXCOORDP1UIVPROC) (GLenum type, const GLuint *coords); +typedef void (APIENTRYP PFNGLTEXCOORDP2UIPROC) (GLenum type, GLuint coords); +typedef void (APIENTRYP PFNGLTEXCOORDP2UIVPROC) (GLenum type, const GLuint *coords); +typedef void (APIENTRYP PFNGLTEXCOORDP3UIPROC) (GLenum type, GLuint coords); +typedef void (APIENTRYP PFNGLTEXCOORDP3UIVPROC) (GLenum type, const GLuint *coords); +typedef void (APIENTRYP PFNGLTEXCOORDP4UIPROC) (GLenum type, GLuint coords); +typedef void (APIENTRYP PFNGLTEXCOORDP4UIVPROC) (GLenum type, const GLuint *coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIPROC) (GLenum texture, GLenum type, GLuint coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIVPROC) (GLenum texture, GLenum type, const GLuint *coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIPROC) (GLenum texture, GLenum type, GLuint coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIVPROC) (GLenum texture, GLenum type, const GLuint *coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIPROC) (GLenum texture, GLenum type, GLuint coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIVPROC) (GLenum texture, GLenum type, const GLuint *coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIPROC) (GLenum texture, GLenum type, GLuint coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIVPROC) (GLenum texture, GLenum type, const GLuint *coords); +typedef void (APIENTRYP PFNGLNORMALP3UIPROC) (GLenum type, GLuint coords); +typedef void (APIENTRYP PFNGLNORMALP3UIVPROC) (GLenum type, const GLuint *coords); +typedef void (APIENTRYP PFNGLCOLORP3UIPROC) (GLenum type, GLuint color); +typedef void (APIENTRYP PFNGLCOLORP3UIVPROC) (GLenum type, const GLuint *color); +typedef void (APIENTRYP PFNGLCOLORP4UIPROC) (GLenum type, GLuint color); +typedef void (APIENTRYP PFNGLCOLORP4UIVPROC) (GLenum type, const GLuint *color); +typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIPROC) (GLenum type, GLuint color); +typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIVPROC) (GLenum type, const GLuint *color); +typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value); +typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value); +typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value); +typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value); +typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +#endif + +#ifndef GL_ARB_draw_indirect +#define GL_ARB_draw_indirect 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glDrawArraysIndirect (GLenum mode, const GLvoid *indirect); +GLAPI void APIENTRY glDrawElementsIndirect (GLenum mode, GLenum type, const GLvoid *indirect); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLDRAWARRAYSINDIRECTPROC) (GLenum mode, const GLvoid *indirect); +typedef void (APIENTRYP PFNGLDRAWELEMENTSINDIRECTPROC) (GLenum mode, GLenum type, const GLvoid *indirect); +#endif + +#ifndef GL_ARB_gpu_shader5 +#define GL_ARB_gpu_shader5 1 +#endif + +#ifndef GL_ARB_gpu_shader_fp64 +#define GL_ARB_gpu_shader_fp64 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glUniform1d (GLint location, GLdouble x); +GLAPI void APIENTRY glUniform2d (GLint location, GLdouble x, GLdouble y); +GLAPI void APIENTRY glUniform3d (GLint location, GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glUniform4d (GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glUniform1dv (GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glUniform2dv (GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glUniform3dv (GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glUniform4dv (GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glUniformMatrix2dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glUniformMatrix3dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glUniformMatrix4dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glUniformMatrix2x3dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glUniformMatrix2x4dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glUniformMatrix3x2dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glUniformMatrix3x4dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glUniformMatrix4x2dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glUniformMatrix4x3dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glGetUniformdv (GLuint program, GLint location, GLdouble *params); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLUNIFORM1DPROC) (GLint location, GLdouble x); +typedef void (APIENTRYP PFNGLUNIFORM2DPROC) (GLint location, GLdouble x, GLdouble y); +typedef void (APIENTRYP PFNGLUNIFORM3DPROC) (GLint location, GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLUNIFORM4DPROC) (GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLUNIFORM1DVPROC) (GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORM2DVPROC) (GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORM3DVPROC) (GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORM4DVPROC) (GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLGETUNIFORMDVPROC) (GLuint program, GLint location, GLdouble *params); +#endif + +#ifndef GL_ARB_shader_subroutine +#define GL_ARB_shader_subroutine 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI GLint APIENTRY glGetSubroutineUniformLocation (GLuint program, GLenum shadertype, const GLchar *name); +GLAPI GLuint APIENTRY glGetSubroutineIndex (GLuint program, GLenum shadertype, const GLchar *name); +GLAPI void APIENTRY glGetActiveSubroutineUniformiv (GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values); +GLAPI void APIENTRY glGetActiveSubroutineUniformName (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name); +GLAPI void APIENTRY glGetActiveSubroutineName (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name); +GLAPI void APIENTRY glUniformSubroutinesuiv (GLenum shadertype, GLsizei count, const GLuint *indices); +GLAPI void APIENTRY glGetUniformSubroutineuiv (GLenum shadertype, GLint location, GLuint *params); +GLAPI void APIENTRY glGetProgramStageiv (GLuint program, GLenum shadertype, GLenum pname, GLint *values); +#endif /* GLCOREARB_PROTOTYPES */ +typedef GLint (APIENTRYP PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC) (GLuint program, GLenum shadertype, const GLchar *name); +typedef GLuint (APIENTRYP PFNGLGETSUBROUTINEINDEXPROC) (GLuint program, GLenum shadertype, const GLchar *name); +typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC) (GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values); +typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name); +typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINENAMEPROC) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name); +typedef void (APIENTRYP PFNGLUNIFORMSUBROUTINESUIVPROC) (GLenum shadertype, GLsizei count, const GLuint *indices); +typedef void (APIENTRYP PFNGLGETUNIFORMSUBROUTINEUIVPROC) (GLenum shadertype, GLint location, GLuint *params); +typedef void (APIENTRYP PFNGLGETPROGRAMSTAGEIVPROC) (GLuint program, GLenum shadertype, GLenum pname, GLint *values); +#endif + +#ifndef GL_ARB_tessellation_shader +#define GL_ARB_tessellation_shader 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glPatchParameteri (GLenum pname, GLint value); +GLAPI void APIENTRY glPatchParameterfv (GLenum pname, const GLfloat *values); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLPATCHPARAMETERIPROC) (GLenum pname, GLint value); +typedef void (APIENTRYP PFNGLPATCHPARAMETERFVPROC) (GLenum pname, const GLfloat *values); +#endif + +#ifndef GL_ARB_texture_buffer_object_rgb32 +#define GL_ARB_texture_buffer_object_rgb32 1 +#endif + +#ifndef GL_ARB_transform_feedback2 +#define GL_ARB_transform_feedback2 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glBindTransformFeedback (GLenum target, GLuint id); +GLAPI void APIENTRY glDeleteTransformFeedbacks (GLsizei n, const GLuint *ids); +GLAPI void APIENTRY glGenTransformFeedbacks (GLsizei n, GLuint *ids); +GLAPI GLboolean APIENTRY glIsTransformFeedback (GLuint id); +GLAPI void APIENTRY glPauseTransformFeedback (void); +GLAPI void APIENTRY glResumeTransformFeedback (void); +GLAPI void APIENTRY glDrawTransformFeedback (GLenum mode, GLuint id); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLBINDTRANSFORMFEEDBACKPROC) (GLenum target, GLuint id); +typedef void (APIENTRYP PFNGLDELETETRANSFORMFEEDBACKSPROC) (GLsizei n, const GLuint *ids); +typedef void (APIENTRYP PFNGLGENTRANSFORMFEEDBACKSPROC) (GLsizei n, GLuint *ids); +typedef GLboolean (APIENTRYP PFNGLISTRANSFORMFEEDBACKPROC) (GLuint id); +typedef void (APIENTRYP PFNGLPAUSETRANSFORMFEEDBACKPROC) (void); +typedef void (APIENTRYP PFNGLRESUMETRANSFORMFEEDBACKPROC) (void); +typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKPROC) (GLenum mode, GLuint id); +#endif + +#ifndef GL_ARB_transform_feedback3 +#define GL_ARB_transform_feedback3 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glDrawTransformFeedbackStream (GLenum mode, GLuint id, GLuint stream); +GLAPI void APIENTRY glBeginQueryIndexed (GLenum target, GLuint index, GLuint id); +GLAPI void APIENTRY glEndQueryIndexed (GLenum target, GLuint index); +GLAPI void APIENTRY glGetQueryIndexediv (GLenum target, GLuint index, GLenum pname, GLint *params); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC) (GLenum mode, GLuint id, GLuint stream); +typedef void (APIENTRYP PFNGLBEGINQUERYINDEXEDPROC) (GLenum target, GLuint index, GLuint id); +typedef void (APIENTRYP PFNGLENDQUERYINDEXEDPROC) (GLenum target, GLuint index); +typedef void (APIENTRYP PFNGLGETQUERYINDEXEDIVPROC) (GLenum target, GLuint index, GLenum pname, GLint *params); +#endif + +#ifndef GL_ARB_ES2_compatibility +#define GL_ARB_ES2_compatibility 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glReleaseShaderCompiler (void); +GLAPI void APIENTRY glShaderBinary (GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length); +GLAPI void APIENTRY glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision); +GLAPI void APIENTRY glDepthRangef (GLfloat n, GLfloat f); +GLAPI void APIENTRY glClearDepthf (GLfloat d); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLRELEASESHADERCOMPILERPROC) (void); +typedef void (APIENTRYP PFNGLSHADERBINARYPROC) (GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length); +typedef void (APIENTRYP PFNGLGETSHADERPRECISIONFORMATPROC) (GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision); +typedef void (APIENTRYP PFNGLDEPTHRANGEFPROC) (GLfloat n, GLfloat f); +typedef void (APIENTRYP PFNGLCLEARDEPTHFPROC) (GLfloat d); +#endif + +#ifndef GL_ARB_get_program_binary +#define GL_ARB_get_program_binary 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glGetProgramBinary (GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary); +GLAPI void APIENTRY glProgramBinary (GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length); +GLAPI void APIENTRY glProgramParameteri (GLuint program, GLenum pname, GLint value); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLGETPROGRAMBINARYPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary); +typedef void (APIENTRYP PFNGLPROGRAMBINARYPROC) (GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length); +typedef void (APIENTRYP PFNGLPROGRAMPARAMETERIPROC) (GLuint program, GLenum pname, GLint value); +#endif + +#ifndef GL_ARB_separate_shader_objects +#define GL_ARB_separate_shader_objects 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glUseProgramStages (GLuint pipeline, GLbitfield stages, GLuint program); +GLAPI void APIENTRY glActiveShaderProgram (GLuint pipeline, GLuint program); +GLAPI GLuint APIENTRY glCreateShaderProgramv (GLenum type, GLsizei count, const GLchar* const *strings); +GLAPI void APIENTRY glBindProgramPipeline (GLuint pipeline); +GLAPI void APIENTRY glDeleteProgramPipelines (GLsizei n, const GLuint *pipelines); +GLAPI void APIENTRY glGenProgramPipelines (GLsizei n, GLuint *pipelines); +GLAPI GLboolean APIENTRY glIsProgramPipeline (GLuint pipeline); +GLAPI void APIENTRY glGetProgramPipelineiv (GLuint pipeline, GLenum pname, GLint *params); +GLAPI void APIENTRY glProgramUniform1i (GLuint program, GLint location, GLint v0); +GLAPI void APIENTRY glProgramUniform1iv (GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glProgramUniform1f (GLuint program, GLint location, GLfloat v0); +GLAPI void APIENTRY glProgramUniform1fv (GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glProgramUniform1d (GLuint program, GLint location, GLdouble v0); +GLAPI void APIENTRY glProgramUniform1dv (GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glProgramUniform1ui (GLuint program, GLint location, GLuint v0); +GLAPI void APIENTRY glProgramUniform1uiv (GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glProgramUniform2i (GLuint program, GLint location, GLint v0, GLint v1); +GLAPI void APIENTRY glProgramUniform2iv (GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glProgramUniform2f (GLuint program, GLint location, GLfloat v0, GLfloat v1); +GLAPI void APIENTRY glProgramUniform2fv (GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glProgramUniform2d (GLuint program, GLint location, GLdouble v0, GLdouble v1); +GLAPI void APIENTRY glProgramUniform2dv (GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glProgramUniform2ui (GLuint program, GLint location, GLuint v0, GLuint v1); +GLAPI void APIENTRY glProgramUniform2uiv (GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glProgramUniform3i (GLuint program, GLint location, GLint v0, GLint v1, GLint v2); +GLAPI void APIENTRY glProgramUniform3iv (GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glProgramUniform3f (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +GLAPI void APIENTRY glProgramUniform3fv (GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glProgramUniform3d (GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2); +GLAPI void APIENTRY glProgramUniform3dv (GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glProgramUniform3ui (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); +GLAPI void APIENTRY glProgramUniform3uiv (GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glProgramUniform4i (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +GLAPI void APIENTRY glProgramUniform4iv (GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glProgramUniform4f (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +GLAPI void APIENTRY glProgramUniform4fv (GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glProgramUniform4d (GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); +GLAPI void APIENTRY glProgramUniform4dv (GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glProgramUniform4ui (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +GLAPI void APIENTRY glProgramUniform4uiv (GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glProgramUniformMatrix2fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix3fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix4fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix2dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix3dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix4dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix2x3fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix3x2fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix2x4fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix4x2fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix3x4fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix4x3fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix2x3dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix3x2dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix2x4dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix4x2dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix3x4dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix4x3dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glValidateProgramPipeline (GLuint pipeline); +GLAPI void APIENTRY glGetProgramPipelineInfoLog (GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLUSEPROGRAMSTAGESPROC) (GLuint pipeline, GLbitfield stages, GLuint program); +typedef void (APIENTRYP PFNGLACTIVESHADERPROGRAMPROC) (GLuint pipeline, GLuint program); +typedef GLuint (APIENTRYP PFNGLCREATESHADERPROGRAMVPROC) (GLenum type, GLsizei count, const GLchar* const *strings); +typedef void (APIENTRYP PFNGLBINDPROGRAMPIPELINEPROC) (GLuint pipeline); +typedef void (APIENTRYP PFNGLDELETEPROGRAMPIPELINESPROC) (GLsizei n, const GLuint *pipelines); +typedef void (APIENTRYP PFNGLGENPROGRAMPIPELINESPROC) (GLsizei n, GLuint *pipelines); +typedef GLboolean (APIENTRYP PFNGLISPROGRAMPIPELINEPROC) (GLuint pipeline); +typedef void (APIENTRYP PFNGLGETPROGRAMPIPELINEIVPROC) (GLuint pipeline, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IPROC) (GLuint program, GLint location, GLint v0); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IVPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FPROC) (GLuint program, GLint location, GLfloat v0); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DPROC) (GLuint program, GLint location, GLdouble v0); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIPROC) (GLuint program, GLint location, GLuint v0); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IPROC) (GLuint program, GLint location, GLint v0, GLint v1); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IVPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DPROC) (GLuint program, GLint location, GLdouble v0, GLdouble v1); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIPROC) (GLuint program, GLint location, GLuint v0, GLuint v1); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IVPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DPROC) (GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IVPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DPROC) (GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPIPELINEPROC) (GLuint pipeline); +typedef void (APIENTRYP PFNGLGETPROGRAMPIPELINEINFOLOGPROC) (GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +#endif + +#ifndef GL_ARB_vertex_attrib_64bit +#define GL_ARB_vertex_attrib_64bit 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glVertexAttribL1d (GLuint index, GLdouble x); +GLAPI void APIENTRY glVertexAttribL2d (GLuint index, GLdouble x, GLdouble y); +GLAPI void APIENTRY glVertexAttribL3d (GLuint index, GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glVertexAttribL4d (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glVertexAttribL1dv (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttribL2dv (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttribL3dv (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttribL4dv (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttribLPointer (GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); +GLAPI void APIENTRY glGetVertexAttribLdv (GLuint index, GLenum pname, GLdouble *params); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DPROC) (GLuint index, GLdouble x); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DPROC) (GLuint index, GLdouble x, GLdouble y); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBLPOINTERPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBLDVPROC) (GLuint index, GLenum pname, GLdouble *params); +#endif + +#ifndef GL_ARB_viewport_array +#define GL_ARB_viewport_array 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glViewportArrayv (GLuint first, GLsizei count, const GLfloat *v); +GLAPI void APIENTRY glViewportIndexedf (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); +GLAPI void APIENTRY glViewportIndexedfv (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glScissorArrayv (GLuint first, GLsizei count, const GLint *v); +GLAPI void APIENTRY glScissorIndexed (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); +GLAPI void APIENTRY glScissorIndexedv (GLuint index, const GLint *v); +GLAPI void APIENTRY glDepthRangeArrayv (GLuint first, GLsizei count, const GLdouble *v); +GLAPI void APIENTRY glDepthRangeIndexed (GLuint index, GLdouble n, GLdouble f); +GLAPI void APIENTRY glGetFloati_v (GLenum target, GLuint index, GLfloat *data); +GLAPI void APIENTRY glGetDoublei_v (GLenum target, GLuint index, GLdouble *data); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLVIEWPORTARRAYVPROC) (GLuint first, GLsizei count, const GLfloat *v); +typedef void (APIENTRYP PFNGLVIEWPORTINDEXEDFPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); +typedef void (APIENTRYP PFNGLVIEWPORTINDEXEDFVPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLSCISSORARRAYVPROC) (GLuint first, GLsizei count, const GLint *v); +typedef void (APIENTRYP PFNGLSCISSORINDEXEDPROC) (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLSCISSORINDEXEDVPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLDEPTHRANGEARRAYVPROC) (GLuint first, GLsizei count, const GLdouble *v); +typedef void (APIENTRYP PFNGLDEPTHRANGEINDEXEDPROC) (GLuint index, GLdouble n, GLdouble f); +typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data); +typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data); +#endif + +#ifndef GL_ARB_cl_event +#define GL_ARB_cl_event 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI GLsync APIENTRY glCreateSyncFromCLeventARB (struct _cl_context * context, struct _cl_event * event, GLbitfield flags); +#endif /* GLCOREARB_PROTOTYPES */ +typedef GLsync (APIENTRYP PFNGLCREATESYNCFROMCLEVENTARBPROC) (struct _cl_context * context, struct _cl_event * event, GLbitfield flags); +#endif + +#ifndef GL_ARB_debug_output +#define GL_ARB_debug_output 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glDebugMessageControlARB (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); +GLAPI void APIENTRY glDebugMessageInsertARB (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf); +GLAPI void APIENTRY glDebugMessageCallbackARB (GLDEBUGPROCARB callback, const GLvoid *userParam); +GLAPI GLuint APIENTRY glGetDebugMessageLogARB (GLuint count, GLsizei bufsize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLDEBUGMESSAGECONTROLARBPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); +typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTARBPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf); +typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKARBPROC) (GLDEBUGPROCARB callback, const GLvoid *userParam); +typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGARBPROC) (GLuint count, GLsizei bufsize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog); +#endif + +#ifndef GL_ARB_robustness +#define GL_ARB_robustness 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI GLenum APIENTRY glGetGraphicsResetStatusARB (void); +GLAPI void APIENTRY glGetnTexImageARB (GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, GLvoid *img); +GLAPI void APIENTRY glReadnPixelsARB (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, GLvoid *data); +GLAPI void APIENTRY glGetnCompressedTexImageARB (GLenum target, GLint lod, GLsizei bufSize, GLvoid *img); +GLAPI void APIENTRY glGetnUniformfvARB (GLuint program, GLint location, GLsizei bufSize, GLfloat *params); +GLAPI void APIENTRY glGetnUniformivARB (GLuint program, GLint location, GLsizei bufSize, GLint *params); +GLAPI void APIENTRY glGetnUniformuivARB (GLuint program, GLint location, GLsizei bufSize, GLuint *params); +GLAPI void APIENTRY glGetnUniformdvARB (GLuint program, GLint location, GLsizei bufSize, GLdouble *params); +#endif /* GLCOREARB_PROTOTYPES */ +typedef GLenum (APIENTRYP PFNGLGETGRAPHICSRESETSTATUSARBPROC) (void); +typedef void (APIENTRYP PFNGLGETNTEXIMAGEARBPROC) (GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, GLvoid *img); +typedef void (APIENTRYP PFNGLREADNPIXELSARBPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, GLvoid *data); +typedef void (APIENTRYP PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC) (GLenum target, GLint lod, GLsizei bufSize, GLvoid *img); +typedef void (APIENTRYP PFNGLGETNUNIFORMFVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLfloat *params); +typedef void (APIENTRYP PFNGLGETNUNIFORMIVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLint *params); +typedef void (APIENTRYP PFNGLGETNUNIFORMUIVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint *params); +typedef void (APIENTRYP PFNGLGETNUNIFORMDVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLdouble *params); +#endif + +#ifndef GL_ARB_shader_stencil_export +#define GL_ARB_shader_stencil_export 1 +#endif + +#ifndef GL_ARB_base_instance +#define GL_ARB_base_instance 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glDrawArraysInstancedBaseInstance (GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance); +GLAPI void APIENTRY glDrawElementsInstancedBaseInstance (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance); +GLAPI void APIENTRY glDrawElementsInstancedBaseVertexBaseInstance (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC) (GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance); +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance); +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance); +#endif + +#ifndef GL_ARB_shading_language_420pack +#define GL_ARB_shading_language_420pack 1 +#endif + +#ifndef GL_ARB_transform_feedback_instanced +#define GL_ARB_transform_feedback_instanced 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glDrawTransformFeedbackInstanced (GLenum mode, GLuint id, GLsizei instancecount); +GLAPI void APIENTRY glDrawTransformFeedbackStreamInstanced (GLenum mode, GLuint id, GLuint stream, GLsizei instancecount); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC) (GLenum mode, GLuint id, GLsizei instancecount); +typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC) (GLenum mode, GLuint id, GLuint stream, GLsizei instancecount); +#endif + +#ifndef GL_ARB_compressed_texture_pixel_storage +#define GL_ARB_compressed_texture_pixel_storage 1 +#endif + +#ifndef GL_ARB_conservative_depth +#define GL_ARB_conservative_depth 1 +#endif + +#ifndef GL_ARB_internalformat_query +#define GL_ARB_internalformat_query 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glGetInternalformativ (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLGETINTERNALFORMATIVPROC) (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params); +#endif + +#ifndef GL_ARB_map_buffer_alignment +#define GL_ARB_map_buffer_alignment 1 +#endif + +#ifndef GL_ARB_shader_atomic_counters +#define GL_ARB_shader_atomic_counters 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glGetActiveAtomicCounterBufferiv (GLuint program, GLuint bufferIndex, GLenum pname, GLint *params); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC) (GLuint program, GLuint bufferIndex, GLenum pname, GLint *params); +#endif + +#ifndef GL_ARB_shader_image_load_store +#define GL_ARB_shader_image_load_store 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glBindImageTexture (GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format); +GLAPI void APIENTRY glMemoryBarrier (GLbitfield barriers); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLBINDIMAGETEXTUREPROC) (GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format); +typedef void (APIENTRYP PFNGLMEMORYBARRIERPROC) (GLbitfield barriers); +#endif + +#ifndef GL_ARB_shading_language_packing +#define GL_ARB_shading_language_packing 1 +#endif + +#ifndef GL_ARB_texture_storage +#define GL_ARB_texture_storage 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glTexStorage1D (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +GLAPI void APIENTRY glTexStorage2D (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI void APIENTRY glTexStorage3D (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +GLAPI void APIENTRY glTextureStorage1DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +GLAPI void APIENTRY glTextureStorage2DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI void APIENTRY glTextureStorage3DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLTEXSTORAGE1DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +typedef void (APIENTRYP PFNGLTEXSTORAGE2DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLTEXSTORAGE3DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +typedef void (APIENTRYP PFNGLTEXTURESTORAGE1DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +#endif + +#ifndef GL_KHR_texture_compression_astc_ldr +#define GL_KHR_texture_compression_astc_ldr 1 +#endif + +#ifndef GL_KHR_debug +#define GL_KHR_debug 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glDebugMessageControl (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); +GLAPI void APIENTRY glDebugMessageInsert (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf); +GLAPI void APIENTRY glDebugMessageCallback (GLDEBUGPROC callback, const void *userParam); +GLAPI GLuint APIENTRY glGetDebugMessageLog (GLuint count, GLsizei bufsize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog); +GLAPI void APIENTRY glPushDebugGroup (GLenum source, GLuint id, GLsizei length, const GLchar *message); +GLAPI void APIENTRY glPopDebugGroup (void); +GLAPI void APIENTRY glObjectLabel (GLenum identifier, GLuint name, GLsizei length, const GLchar *label); +GLAPI void APIENTRY glGetObjectLabel (GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label); +GLAPI void APIENTRY glObjectPtrLabel (const void *ptr, GLsizei length, const GLchar *label); +GLAPI void APIENTRY glGetObjectPtrLabel (const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLDEBUGMESSAGECONTROLPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); +typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf); +typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKPROC) (GLDEBUGPROC callback, const void *userParam); +typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGPROC) (GLuint count, GLsizei bufsize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog); +typedef void (APIENTRYP PFNGLPUSHDEBUGGROUPPROC) (GLenum source, GLuint id, GLsizei length, const GLchar *message); +typedef void (APIENTRYP PFNGLPOPDEBUGGROUPPROC) (void); +typedef void (APIENTRYP PFNGLOBJECTLABELPROC) (GLenum identifier, GLuint name, GLsizei length, const GLchar *label); +typedef void (APIENTRYP PFNGLGETOBJECTLABELPROC) (GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label); +typedef void (APIENTRYP PFNGLOBJECTPTRLABELPROC) (const void *ptr, GLsizei length, const GLchar *label); +typedef void (APIENTRYP PFNGLGETOBJECTPTRLABELPROC) (const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label); +#endif + +#ifndef GL_ARB_arrays_of_arrays +#define GL_ARB_arrays_of_arrays 1 +#endif + +#ifndef GL_ARB_clear_buffer_object +#define GL_ARB_clear_buffer_object 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glClearBufferData (GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data); +GLAPI void APIENTRY glClearBufferSubData (GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); +GLAPI void APIENTRY glClearNamedBufferDataEXT (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data); +GLAPI void APIENTRY glClearNamedBufferSubDataEXT (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, GLsizeiptr offset, GLsizeiptr size, const void *data); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLCLEARBUFFERDATAPROC) (GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data); +typedef void (APIENTRYP PFNGLCLEARBUFFERSUBDATAPROC) (GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); +typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERDATAEXTPROC) (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data); +typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, GLsizeiptr offset, GLsizeiptr size, const void *data); +#endif + +#ifndef GL_ARB_compute_shader +#define GL_ARB_compute_shader 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glDispatchCompute (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z); +GLAPI void APIENTRY glDispatchComputeIndirect (GLintptr indirect); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLDISPATCHCOMPUTEPROC) (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z); +typedef void (APIENTRYP PFNGLDISPATCHCOMPUTEINDIRECTPROC) (GLintptr indirect); +#endif + +#ifndef GL_ARB_copy_image +#define GL_ARB_copy_image 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glCopyImageSubData (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLCOPYIMAGESUBDATAPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); +#endif + +#ifndef GL_ARB_texture_view +#define GL_ARB_texture_view 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glTextureView (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLTEXTUREVIEWPROC) (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); +#endif + +#ifndef GL_ARB_vertex_attrib_binding +#define GL_ARB_vertex_attrib_binding 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glBindVertexBuffer (GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); +GLAPI void APIENTRY glVertexAttribFormat (GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); +GLAPI void APIENTRY glVertexAttribIFormat (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +GLAPI void APIENTRY glVertexAttribLFormat (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +GLAPI void APIENTRY glVertexAttribBinding (GLuint attribindex, GLuint bindingindex); +GLAPI void APIENTRY glVertexBindingDivisor (GLuint bindingindex, GLuint divisor); +GLAPI void APIENTRY glVertexArrayBindVertexBufferEXT (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); +GLAPI void APIENTRY glVertexArrayVertexAttribFormatEXT (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); +GLAPI void APIENTRY glVertexArrayVertexAttribIFormatEXT (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +GLAPI void APIENTRY glVertexArrayVertexAttribLFormatEXT (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +GLAPI void APIENTRY glVertexArrayVertexAttribBindingEXT (GLuint vaobj, GLuint attribindex, GLuint bindingindex); +GLAPI void APIENTRY glVertexArrayVertexBindingDivisorEXT (GLuint vaobj, GLuint bindingindex, GLuint divisor); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLBINDVERTEXBUFFERPROC) (GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); +typedef void (APIENTRYP PFNGLVERTEXATTRIBFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); +typedef void (APIENTRYP PFNGLVERTEXATTRIBIFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +typedef void (APIENTRYP PFNGLVERTEXATTRIBLFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +typedef void (APIENTRYP PFNGLVERTEXATTRIBBINDINGPROC) (GLuint attribindex, GLuint bindingindex); +typedef void (APIENTRYP PFNGLVERTEXBINDINGDIVISORPROC) (GLuint bindingindex, GLuint divisor); +typedef void (APIENTRYP PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC) (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC) (GLuint vaobj, GLuint attribindex, GLuint bindingindex); +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC) (GLuint vaobj, GLuint bindingindex, GLuint divisor); +#endif + +#ifndef GL_ARB_robustness_isolation +#define GL_ARB_robustness_isolation 1 +#endif + +#ifndef GL_ARB_ES3_compatibility +#define GL_ARB_ES3_compatibility 1 +#endif + +#ifndef GL_ARB_explicit_uniform_location +#define GL_ARB_explicit_uniform_location 1 +#endif + +#ifndef GL_ARB_fragment_layer_viewport +#define GL_ARB_fragment_layer_viewport 1 +#endif + +#ifndef GL_ARB_framebuffer_no_attachments +#define GL_ARB_framebuffer_no_attachments 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glFramebufferParameteri (GLenum target, GLenum pname, GLint param); +GLAPI void APIENTRY glGetFramebufferParameteriv (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glNamedFramebufferParameteriEXT (GLuint framebuffer, GLenum pname, GLint param); +GLAPI void APIENTRY glGetNamedFramebufferParameterivEXT (GLuint framebuffer, GLenum pname, GLint *params); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLFRAMEBUFFERPARAMETERIPROC) (GLenum target, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLGETFRAMEBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC) (GLuint framebuffer, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum pname, GLint *params); +#endif + +#ifndef GL_ARB_internalformat_query2 +#define GL_ARB_internalformat_query2 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glGetInternalformati64v (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64 *params); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLGETINTERNALFORMATI64VPROC) (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64 *params); +#endif + +#ifndef GL_ARB_invalidate_subdata +#define GL_ARB_invalidate_subdata 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glInvalidateTexSubImage (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth); +GLAPI void APIENTRY glInvalidateTexImage (GLuint texture, GLint level); +GLAPI void APIENTRY glInvalidateBufferSubData (GLuint buffer, GLintptr offset, GLsizeiptr length); +GLAPI void APIENTRY glInvalidateBufferData (GLuint buffer); +GLAPI void APIENTRY glInvalidateFramebuffer (GLenum target, GLsizei numAttachments, const GLenum *attachments); +GLAPI void APIENTRY glInvalidateSubFramebuffer (GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLINVALIDATETEXSUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth); +typedef void (APIENTRYP PFNGLINVALIDATETEXIMAGEPROC) (GLuint texture, GLint level); +typedef void (APIENTRYP PFNGLINVALIDATEBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length); +typedef void (APIENTRYP PFNGLINVALIDATEBUFFERDATAPROC) (GLuint buffer); +typedef void (APIENTRYP PFNGLINVALIDATEFRAMEBUFFERPROC) (GLenum target, GLsizei numAttachments, const GLenum *attachments); +typedef void (APIENTRYP PFNGLINVALIDATESUBFRAMEBUFFERPROC) (GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); +#endif + +#ifndef GL_ARB_multi_draw_indirect +#define GL_ARB_multi_draw_indirect 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glMultiDrawArraysIndirect (GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride); +GLAPI void APIENTRY glMultiDrawElementsIndirect (GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTPROC) (GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride); +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride); +#endif + +#ifndef GL_ARB_program_interface_query +#define GL_ARB_program_interface_query 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glGetProgramInterfaceiv (GLuint program, GLenum programInterface, GLenum pname, GLint *params); +GLAPI GLuint APIENTRY glGetProgramResourceIndex (GLuint program, GLenum programInterface, const GLchar *name); +GLAPI void APIENTRY glGetProgramResourceName (GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); +GLAPI void APIENTRY glGetProgramResourceiv (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, GLsizei *length, GLint *params); +GLAPI GLint APIENTRY glGetProgramResourceLocation (GLuint program, GLenum programInterface, const GLchar *name); +GLAPI GLint APIENTRY glGetProgramResourceLocationIndex (GLuint program, GLenum programInterface, const GLchar *name); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLGETPROGRAMINTERFACEIVPROC) (GLuint program, GLenum programInterface, GLenum pname, GLint *params); +typedef GLuint (APIENTRYP PFNGLGETPROGRAMRESOURCEINDEXPROC) (GLuint program, GLenum programInterface, const GLchar *name); +typedef void (APIENTRYP PFNGLGETPROGRAMRESOURCENAMEPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); +typedef void (APIENTRYP PFNGLGETPROGRAMRESOURCEIVPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, GLsizei *length, GLint *params); +typedef GLint (APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONPROC) (GLuint program, GLenum programInterface, const GLchar *name); +typedef GLint (APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC) (GLuint program, GLenum programInterface, const GLchar *name); +#endif + +#ifndef GL_ARB_robust_buffer_access_behavior +#define GL_ARB_robust_buffer_access_behavior 1 +#endif + +#ifndef GL_ARB_shader_image_size +#define GL_ARB_shader_image_size 1 +#endif + +#ifndef GL_ARB_shader_storage_buffer_object +#define GL_ARB_shader_storage_buffer_object 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glShaderStorageBlockBinding (GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLSHADERSTORAGEBLOCKBINDINGPROC) (GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding); +#endif + +#ifndef GL_ARB_stencil_texturing +#define GL_ARB_stencil_texturing 1 +#endif + +#ifndef GL_ARB_texture_buffer_range +#define GL_ARB_texture_buffer_range 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glTexBufferRange (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI void APIENTRY glTextureBufferRangeEXT (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLTEXBUFFERRANGEPROC) (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef void (APIENTRYP PFNGLTEXTUREBUFFERRANGEEXTPROC) (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +#endif + +#ifndef GL_ARB_texture_query_levels +#define GL_ARB_texture_query_levels 1 +#endif + +#ifndef GL_ARB_texture_storage_multisample +#define GL_ARB_texture_storage_multisample 1 +#ifdef GLCOREARB_PROTOTYPES +GLAPI void APIENTRY glTexStorage2DMultisample (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +GLAPI void APIENTRY glTexStorage3DMultisample (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +GLAPI void APIENTRY glTextureStorage2DMultisampleEXT (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +GLAPI void APIENTRY glTextureStorage3DMultisampleEXT (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +#endif /* GLCOREARB_PROTOTYPES */ +typedef void (APIENTRYP PFNGLTEXSTORAGE2DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +typedef void (APIENTRYP PFNGLTEXSTORAGE3DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC) (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC) (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +#endif + + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/CMakeLists.txt b/CMakeLists.txt index d4c2145..0393df1 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -12,8 +12,35 @@ cmake_minimum_required(VERSION 2.6) project(jk2) +if(NOT DEFINED USE_OCULUS_SDK_0.5) + set(USE_OCULUS_SDK_0.5 0) +endif() + +if(NOT DEFINED USE_OCULUS_SDK_0.8) + set(USE_OCULUS_SDK_0.8 0) +endif() + +if(NOT DEFINED USE_OCULUS_SDK_1) + set(USE_OCULUS_SDK_1 1) +endif() + +if(NOT DEFINED FORCE_STATIC_OCULUS_SDK) + set(FORCE_STATIC_OCULUS_SDK 0) +endif() + +if(NOT DEFINED USE_OPENHMD) + set(USE_OPENHMD 0) +endif() + +if(NOT DEFINED EXTERNAL_LIB_PATH) + set(EXTERNAL_LIB_PATH "${CMAKE_CURRENT_SOURCE_DIR}/3rdparty") +endif() + +# doesn't work without SDL2 at the moment set(USE_SDL2 1) +message("Used Settings: Ovr0.5=${USE_OCULUS_SDK_0.5} Ovr0.8=${USE_OCULUS_SDK_0.8} Ovr1=${USE_OCULUS_SDK_1} OvrStatic=${FORCE_STATIC_OCULUS_SDK} OpenHMD=${USE_OPENHMD}") + set(PLATFORM_WIN32 0) set(PLATFORM_MACOS 0) set(PLATFORM_LINUX 0) @@ -32,17 +59,17 @@ if(CMAKE_BUILD_TYPE STREQUAL "") set(CMAKE_BUILD_TYPE "RELEASE") endif() -if(NOT DEFINED EXTERNAL_LIB_PATH) - set(EXTERNAL_LIB_PATH "${CMAKE_CURRENT_SOURCE_DIR}/3rdparty") -endif() - message("Detected platform: Win32=${PLATFORM_WIN32} MacOS=${PLATFORM_MACOS} Linux=${PLATFORM_LINUX}") +message("EXTERNAL_LIB_PATH=${EXTERNAL_LIB_PATH}") # msvc: Debug or Release is selected inside VisualStudio, so don't show the CMAKE_BUILD_TYPE if(NOT MSVC) message("Build Type: ${CMAKE_BUILD_TYPE}") endif() +set(CUSTOM_COMPILE_FLAGS_ALL "") + + file(GLOB SRC_CGAME ${PROJECT_SOURCE_DIR}/code/cgame/*.cpp ${PROJECT_SOURCE_DIR}/code/cgame/*.h) @@ -62,9 +89,17 @@ set(SRC_ICARUS code/icarus/TaskManager.h ) +set(GSF_HMD + code/hmd/GameHmd.h + code/hmd/GameHmd.cpp +) + source_group(cgame FILES ${SRC_CGAME}) source_group(game FILES ${SRC_GAME}) source_group(icarus FILES ${SRC_ICARUS}) +source_group(hmd FILES ${GSF_HMD}) + + set(GAME_SOURCE_FILES code/qcommon/tri_coll_test.cpp @@ -72,6 +107,7 @@ set(GAME_SOURCE_FILES ${SRC_CGAME} ${SRC_GAME} ${SRC_ICARUS} + ${GSF_HMD} ) @@ -88,6 +124,244 @@ file(GLOB SRC_UI ${PROJECT_SOURCE_DIR}/code/ui/*.cpp ${PROJECT_SOURCE_DIR}/code/ list(REMOVE_ITEM SRC_UI ${PROJECT_SOURCE_DIR}/code/ui/gameinfo.cpp) +set(SSF_HMD + code/hmd/ClientHmd.h + code/hmd/ClientHmd.cpp + code/hmd/FactoryHmdDevice.h + code/hmd/FactoryHmdDevice.cpp + code/hmd/SearchForDisplay.h + code/hmd/SearchForDisplay.cpp +) + +set(SSF_HMD_DEVICE + code/hmd/HmdDevice/IHmdDevice.h + code/hmd/HmdDevice/IHmdDevice.cpp + code/hmd/HmdDevice/HmdDeviceMouse.h + code/hmd/HmdDevice/HmdDeviceMouse.cpp +) + +set(SSF_HMD_RENDERER + code/hmd/HmdRenderer/IHmdRenderer.h + code/hmd/HmdRenderer/HmdRendererOculus.h + code/hmd/HmdRenderer/HmdRendererOculus.cpp + code/hmd/HmdRenderer/PlatformInfo.h + code/hmd/HmdRenderer/RenderTool.h + code/hmd/HmdRenderer/RenderTool.cpp +) + +set(SSF_HMD_QUAKE3 + code/hmd/Quake3/GameMenuHmdManager.h + code/hmd/Quake3/GameMenuHmdManager.cpp + code/hmd/Quake3/ViewParamsHmdUtility.h + code/hmd/Quake3/ViewParamsHmdUtility.cpp +) + + +if(USE_OCULUS_SDK_1) + set(SSF_HMD_OCULUS_1 ${SSF_HMD_OCULUS_1} + code/hmd/OculusSdk_1/HmdDeviceOculusSdk.h + code/hmd/OculusSdk_1/HmdDeviceOculusSdk.cpp + ) + set(SSF_HMD_OCULUS_1 ${SSF_HMD_OCULUS_1} + code/hmd/OculusSdk_1/HmdRendererOculusSdk.h + code/hmd/OculusSdk_1/HmdRendererOculusSdk.cpp + ) + + set(CUSTOM_COMPILE_FLAGS_ALL "${CUSTOM_COMPILE_FLAGS_ALL} -DUSE_VR -DUSE_OVR -DUSE_OVR_1") + + include_directories("${EXTERNAL_LIB_PATH}/OculusSDK_1/OculusSDK/LibOVR/Include") + include_directories("${EXTERNAL_LIB_PATH}/OculusSDK_1/OculusSDK/LibOVRKernel/Src") + + if(NOT FORCE_STATIC_OCULUS_SDK) + set(CUSTOM_COMPILE_FLAGS_ALL "${CUSTOM_COMPILE_FLAGS_ALL} -DOVR_DLL_IMPORT") + + set(SSF_HMD_OCULUS_1 ${SSF_HMD_OCULUS_1} + code/hmd/OculusSdk_1/oculus_dynamic.h + code/hmd/OculusSdk_1/oculus_dynamic.cpp + code/hmd/OculusSdk_1/ovr_dynamic_funcs.h + ) + else() + set(CUSTOM_COMPILE_FLAGS_ALL "${CUSTOM_COMPILE_FLAGS_ALL} -DFORCE_STATIC_OCULUS_SDK") + + set(SSF_HMD_OCULUS_1 ${SSF_HMD_OCULUS_1} + code/hmd/OculusSdk_1/oculus_static.h + ) + + if(PLATFORM_WIN32) + + link_directories("C:/WinDDK/7600.16385.1/lib/ATL/i386") + set(EXTRA_LIBS ${EXTRA_LIBS} wsock32 ws2_32) + + set(EXTRA_LIBS ${EXTRA_LIBS} debug ${EXTERNAL_LIB_PATH}/OculusSDK_1/OculusSDK/LibOVR/Lib/Windows/Win32/Debug/VS2013/libovr.lib) + set(EXTRA_LIBS ${EXTRA_LIBS} optimized ${EXTERNAL_LIB_PATH}/OculusSDK_1/OculusSDK/LibOVR/Lib/Windows/Win32/Release/VS2013/libovr.lib) + + elseif(PLATFORM_LINUX) + + + + elseif(PLATFORM_MACOS) + + + endif() + endif() + + source_group(hmd\\OculusSdk_1 FILES ${SSF_HMD_OCULUS_1}) + +elseif(USE_OCULUS_SDK_0.8) + set(SSF_HMD_OCULUS_0.8 ${SSF_HMD_OCULUS_0.8} + code/hmd/OculusSdk_0.8/HmdDeviceOculusSdk.h + code/hmd/OculusSdk_0.8/HmdDeviceOculusSdk.cpp + ) + set(SSF_HMD_OCULUS_0.8 ${SSF_HMD_OCULUS_0.8} + code/hmd/OculusSdk_0.8/HmdRendererOculusSdk.h + code/hmd/OculusSdk_0.8/HmdRendererOculusSdk.cpp + ) + + set(CUSTOM_COMPILE_FLAGS_ALL "${CUSTOM_COMPILE_FLAGS_ALL} -DUSE_VR -DUSE_OVR -DUSE_OVR_0_8") + + include_directories("${EXTERNAL_LIB_PATH}/OculusSDK_0.8/OculusSDK/LibOVR/Include") + include_directories("${EXTERNAL_LIB_PATH}/OculusSDK_0.8/OculusSDK/LibOVRKernel/Src") + + if(NOT FORCE_STATIC_OCULUS_SDK) + set(CUSTOM_COMPILE_FLAGS_ALL "${CUSTOM_COMPILE_FLAGS_ALL} -DOVR_DLL_IMPORT") + + set(SSF_HMD_OCULUS_0.8 ${SSF_HMD_OCULUS_0.8} + code/hmd/OculusSdk_0.8/oculus_dynamic.h + code/hmd/OculusSdk_0.8/oculus_dynamic.cpp + code/hmd/OculusSdk_0.8/ovr_dynamic_funcs.h + ) + else() + set(CUSTOM_COMPILE_FLAGS_ALL "${CUSTOM_COMPILE_FLAGS_ALL} -DFORCE_STATIC_OCULUS_SDK") + + if(PLATFORM_WIN32) + set(SSF_HMD_OCULUS_0.8 ${SSF_HMD_OCULUS_0.8} + code/hmd/OculusSdk_0.8/oculus_static.h + ) + + link_directories("C:/WinDDK/7600.16385.1/lib/ATL/i386") + set(EXTRA_LIBS ${EXTRA_LIBS} wsock32 ws2_32) + + set(EXTRA_LIBS ${EXTRA_LIBS} debug ${EXTERNAL_LIB_PATH}/OculusSDK_0.8/OculusSDK/LibOVR/Lib/Windows/Win32/Debug/VS2013/libovr.lib) + set(EXTRA_LIBS ${EXTRA_LIBS} optimized ${EXTERNAL_LIB_PATH}/OculusSDK_0.8/OculusSDK/LibOVR/Lib/Windows/Win32/Release/VS2013/libovr.lib) + + elseif(PLATFORM_LINUX) + + + + elseif(PLATFORM_MACOS) + + + endif() + endif() + + source_group(hmd\\OculusSdk_0.8 FILES ${SSF_HMD_OCULUS_0.8}) + +elseif(USE_OCULUS_SDK_0.5) + set(SSF_HMD_OCULUS_0.5 ${SSF_HMD_OCULUS_0.5} + code/hmd/OculusSdk_0.5/HmdDeviceOculusSdk.h + code/hmd/OculusSdk_0.5/HmdDeviceOculusSdk.cpp + ) + set(SSF_HMD_OCULUS_0.5 ${SSF_HMD_OCULUS_0.5} + code/hmd/OculusSdk_0.5/HmdRendererOculusSdk.h + code/hmd/OculusSdk_0.5/HmdRendererOculusSdk.cpp + ) + + set(CUSTOM_COMPILE_FLAGS_ALL "${CUSTOM_COMPILE_FLAGS_ALL} -DUSE_VR -DUSE_OVR -DUSE_OVR_0_5") + + include_directories("${EXTERNAL_LIB_PATH}/OculusSDK_0.5/OculusSDK/LibOVR/Include") + + if(NOT FORCE_STATIC_OCULUS_SDK) + set(CUSTOM_COMPILE_FLAGS_ALL "${CUSTOM_COMPILE_FLAGS_ALL} -DOVR_DLL_IMPORT") + + set(SSF_HMD_OCULUS_0.5 ${SSF_HMD_OCULUS_0.5} + code/hmd/OculusSdk_0.5/oculus_dynamic.h + code/hmd/OculusSdk_0.5/oculus_dynamic.cpp + code/hmd/OculusSdk_0.5/ovr_dynamic_funcs.h + ) + else() + set(CUSTOM_COMPILE_FLAGS_ALL "${CUSTOM_COMPILE_FLAGS_ALL} -DFORCE_STATIC_OCULUS_SDK") + + set(SSF_HMD_OCULUS_0.5 ${SSF_HMD_OCULUS_0.5} + code/hmd/OculusSdk_0.5/oculus_static.h + ) + + if(PLATFORM_WIN32) + + link_directories("C:/WinDDK/7600.16385.1/lib/ATL/i386") + set(EXTRA_LIBS ${EXTRA_LIBS} wsock32 ws2_32) + + set(EXTRA_LIBS ${EXTRA_LIBS} debug ${EXTERNAL_LIB_PATH}/OculusSDK_0.5/OculusSDK/LibOVR/Lib/Windows/Win32/Debug/VS2013/libovr.lib) + set(EXTRA_LIBS ${EXTRA_LIBS} optimized ${EXTERNAL_LIB_PATH}/OculusSDK_0.5/OculusSDK/LibOVR/Lib/Windows/Win32/Release/VS2013/libovr.lib) + + elseif(PLATFORM_LINUX) + + if(CMAKE_BUILD_TYPE STREQUAL "DEBUG") + set(EXTRA_LIBS ${EXTRA_LIBS} ${EXTERNAL_LIB_PATH}/OculusSDK_0.5/OculusSDK/LibOVRKernel/Lib/Linux/i386/Debug/libOVRKernel.a) + set(EXTRA_LIBS ${EXTRA_LIBS} ${EXTERNAL_LIB_PATH}/OculusSDK_0.5/OculusSDK/LibOVR/Lib/Linux/i386/Debug/libOVR.a) + set(EXTRA_LIBS ${EXTRA_LIBS} ${EXTERNAL_LIB_PATH}/OculusSDK_0.5/OculusSDK/LibOVR/Lib/Linux/i386/Debug/libOVRRT32_0.so.5) + else() + set(EXTRA_LIBS ${EXTRA_LIBS} ${EXTERNAL_LIB_PATH}/OculusSDK_0.5/OculusSDK/LibOVRKernel/Lib/Linux/i386/Release/libOVRKernel.a) + set(EXTRA_LIBS ${EXTRA_LIBS} ${EXTERNAL_LIB_PATH}/OculusSDK_0.5/OculusSDK/LibOVR/Lib/Linux/i386/Release/libOVR.a) + set(EXTRA_LIBS ${EXTRA_LIBS} ${EXTERNAL_LIB_PATH}/OculusSDK_0.5/OculusSDK/LibOVR/Lib/Linux/i386/Release/libOVRRT32_0.so.5) + endif() + + elseif(PLATFORM_MACOS) + + if(CMAKE_BUILD_TYPE STREQUAL "DEBUG") + set(EXTRA_LIBS ${EXTRA_LIBS} ${EXTERNAL_LIB_PATH}/OculusSDK_0.5/OculusSDK/LibOVR/Lib/MacOS/Debug/i386/libovr.a) + else() + set(EXTRA_LIBS ${EXTRA_LIBS} ${EXTERNAL_LIB_PATH}/OculusSDK_0.5/OculusSDK/LibOVR/Lib/MacOS/Release/i386/libovr.a) + endif() + endif() + endif() + + source_group(hmd\\OculusSdk_0.5 FILES ${SSF_HMD_OCULUS_0.5}) +endif() + +if(USE_OPENHMD) + set(SSF_HMD_DEVICE ${SSF_HMD_DEVICE} + code/hmd/HmdDevice/HmdDeviceOpenHmd.h + code/hmd/HmdDevice/HmdDeviceOpenHmd.cpp + ) + set(SSF_HMD_RENDERER ${SSF_HMD_RENDERER} + code/hmd/HmdRenderer/HmdRendererOculusOpenHmd.h + code/hmd/HmdRenderer/HmdRendererOculusOpenHmd.cpp + ) + + set(CUSTOM_COMPILE_FLAGS_ALL "${CUSTOM_COMPILE_FLAGS_ALL} -DUSE_VR -DUSE_OPENHMD -DOHMD_STATIC") + include_directories("${EXTERNAL_LIB_PATH}/OpenHMD/include") + include_directories("${EXTERNAL_LIB_PATH}/OpenHMD/src") + + + if(PLATFORM_WIN32) + add_library(imp_openhmd STATIC IMPORTED) + set_property(TARGET imp_openhmd PROPERTY IMPORTED_LOCATION "${EXTERNAL_LIB_PATH}/OpenHMD/msvc/Release/openhmd.lib") + set(EXTRA_LIBS ${EXTRA_LIBS} imp_openhmd) + elseif(PLATFORM_LINUX) + if(CMAKE_BUILD_TYPE STREQUAL "DEBUG") + set(EXTRA_LIBS ${EXTRA_LIBS} "${EXTERNAL_LIB_PATH}/OpenHMD/linux/debug/i386/libopenhmd.a") + else() + set(EXTRA_LIBS ${EXTRA_LIBS} "${EXTERNAL_LIB_PATH}/OpenHMD/linux/release/i386/libopenhmd.a") + endif() + elseif(PLATFORM_MACOS) + if(CMAKE_BUILD_TYPE STREQUAL "DEBUG") + set(EXTRA_LIBS ${EXTRA_LIBS} "${EXTERNAL_LIB_PATH}/OpenHMD/macos/debug/i386/libopenhmd.a") + else() + set(EXTRA_LIBS ${EXTRA_LIBS} "${EXTERNAL_LIB_PATH}/OpenHMD/macos/release/i386/libopenhmd.a") + endif() + endif() + + + if(UNIX) + set(EXTRA_LIBS ${EXTRA_LIBS} hidapi-libusb) + else() + add_library(imp_hidapi STATIC IMPORTED) + set_property(TARGET imp_hidapi PROPERTY IMPORTED_LOCATION "${EXTERNAL_LIB_PATH}/hidapi-0.7.0/windows/Release/hidapi.lib") + set(EXTRA_LIBS ${EXTRA_LIBS} imp_hidapi) + endif() +endif() + + source_group(client FILES ${SRC_CLIENT}) source_group(encryption FILES ${SRC_ENCRYPTION}) source_group(ghoul2 FILES ${SRC_GHOUL2}) @@ -98,7 +372,10 @@ source_group(renderer FILES ${SRC_RENDERER}) source_group(mp3code FILES ${SRC_SERVER}) source_group(server FILES ${SRC_GHOUL2}) source_group(ui FILES ${SRC_UI}) - +source_group(hmd FILES ${SSF_HMD}) +source_group(hmd\\HmdDevice FILES ${SSF_HMD_DEVICE}) +source_group(hmd\\HmdRenderer FILES ${SSF_HMD_RENDERER}) +source_group(hmd\\Quake3 FILES ${SSF_HMD_QUAKE3}) set(STARWARS_SOURCE_FILES @@ -114,6 +391,13 @@ set(STARWARS_SOURCE_FILES ${SRC_RENDERER} ${SRC_SERVER} ${SRC_UI} + ${SSF_HMD} + ${SSF_HMD_DEVICE} + ${SSF_HMD_RENDERER} + ${SSF_HMD_QUAKE3} + ${SSF_HMD_OCULUS_0.5} + ${SSF_HMD_OCULUS_0.8} + ${SSF_HMD_OCULUS_1} ) @@ -190,6 +474,8 @@ source_group(mac FILES ${SSF_MACOS}) set(STARWARS_SOURCE_FILES ${STARWARS_SOURCE_FILES} ${SSF_WIN32} ${SSF_LINUX} ${SSF_MACOS}) if(MSVC) + include_directories("${EXTERNAL_LIB_PATH}/glm") + set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} ${CUSTOM_COMPILE_FLAGS_ALL} -DNDEBUG") set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} ${CUSTOM_COMPILE_FLAGS_ALL} -DNDEBUG") diff --git a/binary/base/assets4.pk3 b/binary/base/sdl_asset.pk3 similarity index 100% rename from binary/base/assets4.pk3 rename to binary/base/sdl_asset.pk3 diff --git a/binary/win32/OpenAL32.dll b/binary/win32/OpenAL32.dll new file mode 100644 index 0000000..79b9042 Binary files /dev/null and b/binary/win32/OpenAL32.dll differ diff --git a/binary/win32/SDL2.dll b/binary/win32/SDL2.dll new file mode 100644 index 0000000..18d707f Binary files /dev/null and b/binary/win32/SDL2.dll differ diff --git a/binary/win32/jk2gamex86.dll b/binary/win32/jk2gamex86.dll new file mode 100644 index 0000000..e642396 Binary files /dev/null and b/binary/win32/jk2gamex86.dll differ diff --git a/binary/win32/jk2sp.exe b/binary/win32/jk2sp.exe new file mode 100644 index 0000000..0ac008f Binary files /dev/null and b/binary/win32/jk2sp.exe differ diff --git a/binary/win32/libovr.dll b/binary/win32/libovr.dll new file mode 100644 index 0000000..b6330b3 Binary files /dev/null and b/binary/win32/libovr.dll differ diff --git a/code/Release/.gitignore b/code/Release/.gitignore deleted file mode 100644 index 1c262ad..0000000 --- a/code/Release/.gitignore +++ /dev/null @@ -1,2 +0,0 @@ -/exe/ -/game/ diff --git a/code/Release/jk2gamex86.so b/code/Release/jk2gamex86.so deleted file mode 100755 index 40a74e4..0000000 Binary files a/code/Release/jk2gamex86.so and /dev/null differ diff --git a/code/Release/jk2sp b/code/Release/jk2sp deleted file mode 100755 index 45bc8c6..0000000 Binary files a/code/Release/jk2sp and /dev/null differ diff --git a/code/cgame/cg_camera.cpp b/code/cgame/cg_camera.cpp index 2144f5e..7e4a0ff 100644 --- a/code/cgame/cg_camera.cpp +++ b/code/cgame/cg_camera.cpp @@ -7,6 +7,8 @@ #include "../game/g_roff.h" +#include "../hmd/GameHmd.h" + bool in_camera = false; camera_t client_camera={0}; extern qboolean player_locked; @@ -169,7 +171,7 @@ void CGCam_Move( vec3_t dest, float duration ) CGCam_TrackDisable(); CGCam_DistanceDisable(); - if ( !duration ) + if ( !duration || cg_useHmd.integer) { client_camera.info_state &= ~CAMERA_MOVING; CGCam_SetPosition( dest ); @@ -193,7 +195,14 @@ CGCam_SetAngles void CGCam_SetAngles( vec3_t ang ) { VectorCopy( ang, client_camera.angles ); - VectorCopy(client_camera.angles, cg.refdefViewAngles ); + if (cg_useHmd.integer) + { + VectorCopy( cg.predicted_player_state.viewangles, cg.refdefViewAngles ); + } + else + { + VectorCopy(client_camera.angles, cg.refdefViewAngles ); + } } /* @@ -211,7 +220,7 @@ void CGCam_Pan( vec3_t dest, vec3_t panDirection, float duration ) CGCam_FollowDisable(); CGCam_DistanceDisable(); - if ( !duration ) + if ( !duration || cg_useHmd.integer) { CGCam_SetAngles( dest ); client_camera.info_state &= ~CAMERA_PANNING; @@ -303,7 +312,7 @@ CGCam_Roll void CGCam_Roll( float dest, float duration ) { - if ( !duration ) + if ( !duration || cg_useHmd.integer) { CGCam_SetRoll( dest ); return; @@ -338,7 +347,7 @@ CGCam_Zoom void CGCam_Zoom( float FOV, float duration ) { - if ( !duration ) + if ( !duration || cg_useHmd.integer) { CGCam_SetFOV( FOV ); return; @@ -373,6 +382,11 @@ CGCam_Fade void CGCam_Fade( vec4_t source, vec4_t dest, float duration ) { + if (cg_activeHmd.integer) + { + return; + } + if ( !duration ) { CGCam_SetFade( dest ); @@ -419,7 +433,7 @@ void CGCam_Follow( const char *cameraGroup, float speed, float initLerp ) //Clear any previous CGCam_FollowDisable(); - if(!cameraGroup || !cameraGroup[0]) + if(!cameraGroup || !cameraGroup[0] || cg_useHmd.integer) { return; } @@ -513,7 +527,7 @@ void CGCam_Track( const char *trackName, float speed, float initLerp ) CGCam_TrackDisable(); - if(Q_stricmp("none", (char *)trackName) == 0) + if(Q_stricmp("none", (char *)trackName) == 0 || cg_useHmd.integer) {//turn off tracking return; } @@ -989,6 +1003,11 @@ CGCam_UpdateBarFade void CGCam_UpdateBarFade( void ) { + if (cg_activeHmd.integer) + { + return; + } + if ( client_camera.bar_time + BAR_DURATION < cg.time ) { client_camera.bar_alpha = client_camera.bar_alpha_dest; @@ -1157,6 +1176,41 @@ void CGCam_Update( void ) //Update shaking if there's any //CGCam_UpdateSmooth( cg.refdef.vieworg, cg.refdefViewAngles ); CGCam_UpdateShake( cg.refdef.vieworg, cg.refdefViewAngles ); + + if (cg_useHmd.integer) + { + // reset roll and pitch angles to the start values + // they should be overwritten by the hmd device anyway + cg.refdefViewAngles[ROLL] = cg.predicted_player_state.viewangles[ROLL]; + cg.refdefViewAngles[PITCH] = cg.predicted_player_state.viewangles[PITCH]; + + VectorCopy(cg.refdefViewAngles, cg.refdefViewAnglesWeapon); + + // save the camera controlled yaw angle part in delta_yaw + cg.refdef.delta_yaw = cg.refdefViewAngles[YAW]; + + float pitch, yaw, roll; + if (GameHmd::Get()->GetOrientation(pitch, yaw, roll)) + { + cg.refdefViewAngles[ROLL] = roll; + cg.refdefViewAngles[PITCH] = pitch; + cg.refdefViewAngles[YAW] += yaw; + } + } + else + { + VectorCopy(cg.refdefViewAngles, cg.refdefViewAnglesWeapon); + } + + float x, y, z; + if (GameHmd::Get()->GetPosition(x, y, z)) + { + cg.refdef.vieworg[0] += x; + cg.refdef.vieworg[1] += y; + cg.refdef.vieworg[2] += z; + } + + AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis ); } /* diff --git a/code/cgame/cg_draw.cpp b/code/cgame/cg_draw.cpp index 956615a..00f8db3 100644 --- a/code/cgame/cg_draw.cpp +++ b/code/cgame/cg_draw.cpp @@ -9,6 +9,8 @@ #include "../game/objectives.h" #include "../game/g_local.h" +#include "../hmd/GameHmd.h" + void CG_DrawIconBackground(void); void CG_DrawMissionInformation( void ); void CG_DrawInventorySelect( void ); @@ -1292,7 +1294,38 @@ CROSSHAIR CG_DrawCrosshair ================= */ -static void CG_DrawCrosshair( vec3_t worldPoint ) + +static void CG_PlaceCrosshairInWorld(vec3_t worldPoint, float crosshairEntDist, float size, qhandle_t hShader, vec4_t ecolor) +{ + // [LAva] got the basics from ioquake / ioq3 + + //char rendererinfos[128]; + //trap_Cvar_VariableStringBuffer("r_zProj", rendererinfos, sizeof(rendererinfos)); + //float zProj = atof(rendererinfos); + + float xmax = tan(cg.refdef.fov_x * M_PI / 360.0f); + //printf("xmax=%.2f fov_x=%.2f dist=%.2f\n", xmax, cg.refdef.fov_x, crosshairEntDist); + + refEntity_t ent; + + memset(&ent, 0, sizeof(ent)); + ent.reType = RT_SPRITE; + ent.renderfx = RF_DEPTHHACK; + + VectorCopy(worldPoint, ent.origin); + + // scale the crosshair so it appears the same size for all distances + ent.radius = size / 1280 * xmax * crosshairEntDist; + ent.customShader = hShader; + ent.shaderRGBA[0] = ecolor[0]*255; + ent.shaderRGBA[1] = ecolor[1]*255; + ent.shaderRGBA[2] = ecolor[2]*255; + ent.shaderRGBA[3] = ecolor[3]*255; + + cgi_R_AddRefEntityToScene(&ent); +} + +static void CG_DrawCrosshair( vec3_t worldPoint, float crosshairEntDist) { float w, h; qhandle_t hShader; @@ -1474,29 +1507,41 @@ static void CG_DrawCrosshair( vec3_t worldPoint ) h *= ( 1 + f ); } - if ( worldPoint && VectorLength( worldPoint ) ) - { - if ( !CG_WorldCoordToScreenCoordFloat( worldPoint, &x, &y ) ) - {//off screen, don't draw it - return; - } - x -= 320;//???? - y -= 240;//???? - } - else - { - x = cg_crosshairX.integer; - y = cg_crosshairY.integer; - } + bool useInWorldCrosshair = cg_useHmd.integer; + + if (!useInWorldCrosshair) + { + if ( worldPoint && VectorLength( worldPoint ) ) + { + if ( !CG_WorldCoordToScreenCoordFloat( worldPoint, &x, &y ) ) + {//off screen, don't draw it + return; + } + x -= 320;//???? + y -= 240;//???? + } + else + { + x = cg_crosshairX.integer; + y = cg_crosshairY.integer; + } + } if ( cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD ) { if ( !Q_stricmp( "misc_panel_turret", g_entities[cg.snap->ps.viewEntity].classname )) { // draws a custom crosshair that is twice as large as normal - cgi_R_DrawStretchPic( x + cg.refdef.x + 320 - w, - y + cg.refdef.y + 240 - h, - w * 2, h * 2, 0, 0, 1, 1, cgs.media.turretCrossHairShader ); + if (useInWorldCrosshair) + { + CG_PlaceCrosshairInWorld(worldPoint, crosshairEntDist, w*2, cgs.media.turretCrossHairShader, ecolor); + } + else + { + cgi_R_DrawStretchPic( x + cg.refdef.x + 320 - w, + y + cg.refdef.y + 240 - h, + w * 2, h * 2, 0, 0, 1, 1, cgs.media.turretCrossHairShader ); + } } } @@ -1504,9 +1549,16 @@ static void CG_DrawCrosshair( vec3_t worldPoint ) { hShader = cgs.media.crosshairShader[ cg_drawCrosshair.integer % NUM_CROSSHAIRS ]; - cgi_R_DrawStretchPic( x + cg.refdef.x + 0.5 * (640 - w), - y + cg.refdef.y + 0.5 * (480 - h), - w, h, 0, 0, 1, 1, hShader ); + if (useInWorldCrosshair) + { + CG_PlaceCrosshairInWorld(worldPoint, crosshairEntDist, w, hShader, ecolor); + } + else + { + cgi_R_DrawStretchPic( x + cg.refdef.x + 0.5 * (640 - w), + y + cg.refdef.y + 0.5 * (480 - h), + w, h, 0, 0, 1, 1, hShader ); + } } if ( cg.forceCrosshairStartTime && cg_crosshairForceHint.integer ) // drawing extra bits @@ -1519,10 +1571,17 @@ static void CG_DrawCrosshair( vec3_t worldPoint ) w *= 2.0f; h *= 2.0f; - cgi_R_DrawStretchPic( x + cg.refdef.x + 0.5f * ( 640 - w ), y + cg.refdef.y + 0.5f * ( 480 - h ), - w, h, - 0, 0, 1, 1, - cgs.media.forceCoronaShader ); + if (useInWorldCrosshair) + { + CG_PlaceCrosshairInWorld(worldPoint, crosshairEntDist, w, cgs.media.forceCoronaShader, ecolor); + } + else + { + cgi_R_DrawStretchPic( x + cg.refdef.x + 0.5f * ( 640 - w ), y + cg.refdef.y + 0.5f * ( 480 - h ), + w, h, + 0, 0, 1, 1, + cgs.media.forceCoronaShader ); + } } } @@ -1788,9 +1847,20 @@ static void CG_ScanForCrosshairEntity( qboolean scanAll ) } else { - extern void CalcMuzzlePoint( gentity_t *const ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint, float lead_in ); - AngleVectors( cg_entities[0].lerpAngles, d_f, d_rt, d_up ); - CalcMuzzlePoint( &g_entities[0], d_f, d_rt, d_up, start , 0 ); + // [shinyquagsire23] Set crosshair start position to the muzzle point where it actually fires from when using hands + if (!GameHmd::Get()->HasHands()) + { + extern void CalcMuzzlePoint(gentity_t *const ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint, float lead_in); + AngleVectors(cg_entities[0].lerpAngles, d_f, d_rt, d_up); + CalcMuzzlePoint( &g_entities[0], d_f, d_rt, d_up, start , 0 ); + } + else + { + VectorCopy(g_entities[0].client->renderInfo.muzzlePoint, start); + VectorCopy(g_entities[0].client->renderInfo.muzzleDir, d_f); + VectorCopy(g_entities[0].client->renderInfo.muzzleDir, g_entities[0].client->ps.viewangles); + MakeNormalVectors(d_f, d_rt, d_up); + } } //VectorCopy( g_entities[0].client->renderInfo.muzzlePoint, start ); //FIXME: increase this? Increase when zoom in? @@ -1830,15 +1900,16 @@ static void CG_ScanForCrosshairEntity( qboolean scanAll ) return; } */ + + g_crosshairEntNum = trace.entityNum; + g_crosshairEntDist = 4096*trace.fraction; + //CROSSHAIR is now always drawn from this trace so it's 100% accurate if ( cg_dynamicCrosshair.integer ) {//draw crosshair at endpoint - CG_DrawCrosshair( trace.endpos ); - } - - g_crosshairEntNum = trace.entityNum; - g_crosshairEntDist = 4096*trace.fraction; - + CG_DrawCrosshair( trace.endpos, g_crosshairEntDist ); + } + if ( !traceEnt ) { //not looking at anything @@ -2316,11 +2387,15 @@ static void CG_Draw2D( void ) //CROSSHAIR is now done from the crosshair ent trace if ( !cg.renderingThirdPerson && !cg_dynamicCrosshair.integer ) // disruptor draws it's own crosshair artwork; binocs draw nothing; third person draws its own crosshair { - CG_DrawCrosshair( NULL ); + CG_DrawCrosshair( NULL, 0 ); } - CG_DrawCrosshairNames(); + // in hmd mode the crosshair is drawn in 3d instead of 2d space + if (!cg_useHmd.integer) + { + CG_DrawCrosshairNames(); + } CG_RunRocketLocking(); @@ -2457,19 +2532,26 @@ void CG_DrawActive( stereoFrame_t stereoView ) { VectorNormalize( vright_n ); VectorNormalize( vup_n ); - switch ( stereoView ) { - case STEREO_CENTER: - separation = 0; - break; - case STEREO_LEFT: - separation = -cg_stereoSeparation.value / 2; - break; - case STEREO_RIGHT: - separation = cg_stereoSeparation.value / 2; - break; - default: + if (cg_useHmd.integer) + { separation = 0; - CG_Error( "CG_DrawActive: Undefined stereoView" ); + } + else + { + switch ( stereoView ) { + case STEREO_CENTER: + separation = 0; + break; + case STEREO_LEFT: + separation = -cg_stereoSeparation.value / 2; + break; + case STEREO_RIGHT: + separation = cg_stereoSeparation.value / 2; + break; + default: + separation = 0; + CG_Error( "CG_DrawActive: Undefined stereoView" ); + } } @@ -2487,7 +2569,15 @@ void CG_DrawActive( stereoFrame_t stereoView ) { cgi_R_LAGoggles(); } + cg.refdef.stereoFrame = stereoView; // draw 3D view + + // in hmd mode the crosshair is drawn in 3d instead of 2d space + if (cg_useHmd.integer && !in_camera) + { + CG_DrawCrosshairNames(); + } + cgi_R_RenderScene( &cg.refdef ); // restore original viewpoint if running stereo diff --git a/code/cgame/cg_local.h b/code/cgame/cg_local.h index bbaf858..dd654c3 100644 --- a/code/cgame/cg_local.h +++ b/code/cgame/cg_local.h @@ -335,7 +335,8 @@ typedef struct { // view rendering refdef_t refdef; vec3_t refdefViewAngles; // will be converted to refdef.viewaxis - + vec3_t refdefViewAnglesWeapon; + // zoom key int zoomMode; // 0 - not zoomed, 1 - binoculars, 2 - disruptor weapon int zoomDir; // -1, 1 @@ -615,6 +616,9 @@ extern vmCvar_t cg_smoothPlayerPos; extern vmCvar_t cg_smoothPlayerPlat; extern vmCvar_t cg_smoothPlayerPlatAccel; +extern vmCvar_t cg_activeHmd; +extern vmCvar_t cg_useHmd; + void CG_NewClientinfo( int clientNum ); // // cg_main.c diff --git a/code/cgame/cg_main.cpp b/code/cgame/cg_main.cpp index c5f3995..e1207eb 100644 --- a/code/cgame/cg_main.cpp +++ b/code/cgame/cg_main.cpp @@ -11,6 +11,8 @@ #include "cg_lights.h" #include "../game/g_local.h" +#include "../hmd/GameHmd.h" + #ifdef _IMMERSION #include "../ff/ff.h" #endif // _IMMERSION @@ -95,6 +97,15 @@ int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int a centity_t *cent; switch ( command ) { + case CG_HMD_UPDATE_ROT: + GameHmd::Get()->UpdateHmd((float*)arg0); + return 0; + case CG_HMD_UPDATE_ROT_POS: + GameHmd::Get()->UpdateHmd((float*)arg0, (float*)arg1); + return 0; + case CG_HMD_UPDATE_HANDS: + GameHmd::Get()->UpdateHands((float*)arg0, (float*)arg1, (float*)arg2, (float*)arg3); + return 0; case CG_INIT: CG_Init( arg0 ); return 0; @@ -317,6 +328,9 @@ vmCvar_t cg_smoothPlayerPos; vmCvar_t cg_smoothPlayerPlat; vmCvar_t cg_smoothPlayerPlatAccel; +vmCvar_t cg_activeHmd; +vmCvar_t cg_useHmd; + typedef struct { vmCvar_t *vmCvar; char *cvarName; @@ -377,6 +391,9 @@ cvarTable_t cvarTable[] = { { &cg_noPlayerAnims, "cg_noplayeranims", "0", CVAR_CHEAT }, { &cg_footsteps, "cg_footsteps", "1", CVAR_CHEAT }, + { &cg_activeHmd, "cg_activeHmd", "0", 0 }, + { &cg_useHmd, "cg_useHmd", "0", 0 }, + { &cg_thirdPerson, "cg_thirdPerson", "0", CVAR_USERINFO }, { &cg_thirdPersonRange, "cg_thirdPersonRange", "80", 0 }, { &cg_thirdPersonMaxRange, "cg_thirdPersonMaxRange", "150", 0 }, diff --git a/code/cgame/cg_players.cpp b/code/cgame/cg_players.cpp index f2242cd..d35ee3f 100644 --- a/code/cgame/cg_players.cpp +++ b/code/cgame/cg_players.cpp @@ -16,6 +16,9 @@ #include "../game/npc_headers.h" +#include "../hmd/GameHmd.h" + + /* player entities generate a great deal of information from implicit ques @@ -5087,7 +5090,7 @@ Ghoul2 Insert Start } else if ( cent->currentState.number == cg.snap->ps.viewEntity ) {//I am the view entity - if ( cg.snap->ps.weapon != WP_SABER && cg.snap->ps.weapon != WP_MELEE ) + if ( cg.snap->ps.weapon != WP_SABER && cg.snap->ps.weapon != WP_MELEE ) {//not using first person saber test or, if so, not using saber ent.renderfx = RF_THIRD_PERSON; // only draw in mirrors } @@ -5238,7 +5241,7 @@ extern vmCvar_t cg_thirdPersonAlpha; if ( cent->currentState.number != 0 || cg.renderingThirdPerson || cg.snap->ps.stats[STAT_HEALTH] <= 0 - || ( !cg.renderingThirdPerson && (cg.snap->ps.weapon == WP_SABER||cg.snap->ps.weapon == WP_MELEE) )//First person saber + || ( !cg.renderingThirdPerson && (cg.snap->ps.weapon == WP_SABER || cg.snap->ps.weapon == WP_MELEE) )//First person saber ) {//in some third person mode or NPC //we don't override thes in pure 1st person because they will be set before this func @@ -5394,7 +5397,7 @@ extern vmCvar_t cg_thirdPersonAlpha; if ( cent->currentState.number != 0 || cg.renderingThirdPerson || cg.snap->ps.stats[STAT_HEALTH] <= 0 - || ( !cg.renderingThirdPerson && (cg.snap->ps.weapon == WP_SABER||cg.snap->ps.weapon == WP_MELEE) )//First person saber + || ( !cg.renderingThirdPerson && (cg.snap->ps.weapon == WP_SABER || cg.snap->ps.weapon == WP_MELEE) )//First person saber ) {//if NPC, third person, or dead, unless using saber //Get eyePoint & eyeAngles diff --git a/code/cgame/cg_view.cpp b/code/cgame/cg_view.cpp index 7bc8080..31312f8 100644 --- a/code/cgame/cg_view.cpp +++ b/code/cgame/cg_view.cpp @@ -12,6 +12,8 @@ #include "../game/g_local.h" #include "../game/g_functions.h" +#include "../hmd/GameHmd.h" + #define MASK_CAMERACLIP (MASK_SOLID) #define CAMERA_SIZE 4 @@ -695,21 +697,25 @@ static void CG_OffsetThirdPersonView( void ) // if dead, look at killer if ( cg.predicted_player_state.stats[STAT_HEALTH] <= 0 ) { - if ( MatrixMode ) - { - if ( cg.overrides.active & CG_OVERRIDE_3RD_PERSON_ANG ) - { - cameraFocusAngles[YAW] += cg.overrides.thirdPersonAngle; - } - else - { - cameraFocusAngles[YAW] = cg.predicted_player_state.stats[STAT_DEAD_YAW]; - cameraFocusAngles[YAW] += cg_thirdPersonAngle.value; - } - } - else - { - cameraFocusAngles[YAW] = cg.predicted_player_state.stats[STAT_DEAD_YAW]; + //[LAva] don't do the kill cam movement in hmd mode + if (!cg_useHmd.integer) + { + if ( MatrixMode ) + { + if ( cg.overrides.active & CG_OVERRIDE_3RD_PERSON_ANG ) + { + cameraFocusAngles[YAW] += cg.overrides.thirdPersonAngle; + } + else + { + cameraFocusAngles[YAW] = cg.predicted_player_state.stats[STAT_DEAD_YAW]; + cameraFocusAngles[YAW] += cg_thirdPersonAngle.value; + } + } + else + { + cameraFocusAngles[YAW] = cg.predicted_player_state.stats[STAT_DEAD_YAW]; + } } } else @@ -1012,152 +1018,157 @@ static void CG_OffsetFirstPersonView( qboolean firstPersonSaber ) { return; } - if ( g_entities[0].client && PM_InKnockDown( &g_entities[0].client->ps ) ) - { - float perc, animLen = (float)PM_AnimLength( g_entities[0].client->clientInfo.animFileIndex, (animNumber_t)g_entities[0].client->ps.legsAnim ); - if ( PM_InGetUp( &g_entities[0].client->ps ) || PM_InForceGetUp( &g_entities[0].client->ps ) ) - {//start righting the view - perc = (float)g_entities[0].client->ps.legsAnimTimer/animLen*2; - } - else - {//tilt the view - perc = (animLen-g_entities[0].client->ps.legsAnimTimer)/animLen*2; - } - if ( perc > 1.0f ) - { - perc = 1.0f; - } - angles[ROLL] = perc*40; - angles[PITCH] = perc*-15; - } - - // add angles based on weapon kick - VectorAdd (angles, cg.kick_angles, angles); - - // add angles based on damage kick - if ( cg.damageTime ) { - ratio = cg.time - cg.damageTime; - if ( ratio < DAMAGE_DEFLECT_TIME ) { - ratio /= DAMAGE_DEFLECT_TIME; - angles[PITCH] += ratio * cg.v_dmg_pitch; - angles[ROLL] += ratio * cg.v_dmg_roll; - } else { - ratio = 1.0 - ( ratio - DAMAGE_DEFLECT_TIME ) / DAMAGE_RETURN_TIME; - if ( ratio > 0 ) { - angles[PITCH] += ratio * cg.v_dmg_pitch; - angles[ROLL] += ratio * cg.v_dmg_roll; - } - } - } - - // add pitch based on fall kick -#if 0 - ratio = ( cg.time - cg.landTime) / FALL_TIME; - if (ratio < 0) - ratio = 0; - angles[PITCH] += ratio * cg.fall_value; -#endif - - // add angles based on velocity - VectorCopy( cg.predicted_player_state.velocity, predictedVelocity ); - - delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[0]); - angles[PITCH] += delta * cg_runpitch.value; - - delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[1]); - angles[ROLL] -= delta * cg_runroll.value; - - // add angles based on bob - - // make sure the bob is visible even at low speeds - speed = cg.xyspeed > 200 ? cg.xyspeed : 200; - - delta = cg.bobfracsin * cg_bobpitch.value * speed; - if (cg.predicted_player_state.pm_flags & PMF_DUCKED) - delta *= 3; // crouching - angles[PITCH] += delta; - delta = cg.bobfracsin * cg_bobroll.value * speed; - if (cg.predicted_player_state.pm_flags & PMF_DUCKED) - delta *= 3; // crouching accentuates roll - if (cg.bobcycle & 1) - delta = -delta; - angles[ROLL] += delta; - -//=================================== - - if ( !firstPersonSaber )//First person saber - { - // add view height - if ( cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD ) - { - if ( &g_entities[cg.snap->ps.viewEntity] && - g_entities[cg.snap->ps.viewEntity].client && - g_entities[cg.snap->ps.viewEntity].client->ps.viewheight ) - { - origin[2] += g_entities[cg.snap->ps.viewEntity].client->ps.viewheight; - } - else - { - origin[2] += 4;//??? - } - } - else - { - origin[2] += cg.predicted_player_state.viewheight; - } - } - - // smooth out duck height changes - timeDelta = cg.time - cg.duckTime; - if ( timeDelta < DUCK_TIME) { - cg.refdef.vieworg[2] -= cg.duckChange * (DUCK_TIME - timeDelta) / DUCK_TIME; - } - - // add bob height - bob = cg.bobfracsin * cg.xyspeed * cg_bobup.value; - if (bob > 6) { - bob = 6; - } - - origin[2] += bob; - - - // add fall height - delta = cg.time - cg.landTime; - if ( delta < LAND_DEFLECT_TIME ) { - f = delta / LAND_DEFLECT_TIME; - cg.refdef.vieworg[2] += cg.landChange * f; - } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) { - delta -= LAND_DEFLECT_TIME; - f = 1.0 - ( delta / LAND_RETURN_TIME ); - cg.refdef.vieworg[2] += cg.landChange * f; - } - - // add step offset - CG_StepOffset(); - - if(cg.snap->ps.leanofs != 0) - { - vec3_t right; - //add leaning offset - //FIXME: when crouching, this bounces up and down?! - cg.refdefViewAngles[2] += (float)cg.snap->ps.leanofs/2; - AngleVectors(cg.refdefViewAngles, NULL, right, NULL); - VectorMA(cg.refdef.vieworg, (float)cg.snap->ps.leanofs, right, cg.refdef.vieworg); + //if (!cg_useHmd.integer) + { + if ( g_entities[0].client && PM_InKnockDown( &g_entities[0].client->ps ) ) + { + float perc, animLen = (float)PM_AnimLength( g_entities[0].client->clientInfo.animFileIndex, (animNumber_t)g_entities[0].client->ps.legsAnim ); + if ( PM_InGetUp( &g_entities[0].client->ps ) || PM_InForceGetUp( &g_entities[0].client->ps ) ) + {//start righting the view + perc = (float)g_entities[0].client->ps.legsAnimTimer/animLen*2; + } + else + {//tilt the view + perc = (animLen-g_entities[0].client->ps.legsAnimTimer)/animLen*2; + } + if ( perc > 1.0f ) + { + perc = 1.0f; + } + angles[ROLL] = perc*40; + angles[PITCH] = perc*-15; + } + + // add angles based on weapon kick + VectorAdd (angles, cg.kick_angles, angles); + + // add angles based on damage kick + if ( cg.damageTime ) { + ratio = cg.time - cg.damageTime; + if ( ratio < DAMAGE_DEFLECT_TIME ) { + ratio /= DAMAGE_DEFLECT_TIME; + angles[PITCH] += ratio * cg.v_dmg_pitch; + angles[ROLL] += ratio * cg.v_dmg_roll; + } else { + ratio = 1.0 - ( ratio - DAMAGE_DEFLECT_TIME ) / DAMAGE_RETURN_TIME; + if ( ratio > 0 ) { + angles[PITCH] += ratio * cg.v_dmg_pitch; + angles[ROLL] += ratio * cg.v_dmg_roll; + } + } + } + + // add pitch based on fall kick + #if 0 + ratio = ( cg.time - cg.landTime) / FALL_TIME; + if (ratio < 0) + ratio = 0; + angles[PITCH] += ratio * cg.fall_value; + #endif + + // add angles based on velocity + VectorCopy( cg.predicted_player_state.velocity, predictedVelocity ); + + delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[0]); + angles[PITCH] += delta * cg_runpitch.value; + + delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[1]); + angles[ROLL] -= delta * cg_runroll.value; + + // add angles based on bob + + // make sure the bob is visible even at low speeds + speed = cg.xyspeed > 200 ? cg.xyspeed : 200; + + delta = cg.bobfracsin * cg_bobpitch.value * speed; + if (cg.predicted_player_state.pm_flags & PMF_DUCKED) + delta *= 3; // crouching + angles[PITCH] += delta; + delta = cg.bobfracsin * cg_bobroll.value * speed; + if (cg.predicted_player_state.pm_flags & PMF_DUCKED) + delta *= 3; // crouching accentuates roll + if (cg.bobcycle & 1) + delta = -delta; + angles[ROLL] += delta; + } + //=================================== + + if ( !firstPersonSaber )//First person saber + { + // add view height + if ( cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD ) + { + if ( &g_entities[cg.snap->ps.viewEntity] && + g_entities[cg.snap->ps.viewEntity].client && + g_entities[cg.snap->ps.viewEntity].client->ps.viewheight ) + { + origin[2] += g_entities[cg.snap->ps.viewEntity].client->ps.viewheight; + } + else + { + origin[2] += 4;//??? + } + } + else + { + origin[2] += cg.predicted_player_state.viewheight; + } + } + + // smooth out duck height changes + timeDelta = cg.time - cg.duckTime; + if ( timeDelta < DUCK_TIME) { + cg.refdef.vieworg[2] -= cg.duckChange * (DUCK_TIME - timeDelta) / DUCK_TIME; + } + + if (!cg_useHmd.integer) + { + // add bob height + bob = cg.bobfracsin * cg.xyspeed * cg_bobup.value; + if (bob > 6) { + bob = 6; + } + + origin[2] += bob; + + + // add fall height + delta = cg.time - cg.landTime; + if ( delta < LAND_DEFLECT_TIME ) { + f = delta / LAND_DEFLECT_TIME; + cg.refdef.vieworg[2] += cg.landChange * f; + } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) { + delta -= LAND_DEFLECT_TIME; + f = 1.0 - ( delta / LAND_RETURN_TIME ); + cg.refdef.vieworg[2] += cg.landChange * f; + } + + // add step offset + CG_StepOffset(); + + if(cg.snap->ps.leanofs != 0) + { + vec3_t right; + //add leaning offset + //FIXME: when crouching, this bounces up and down?! + cg.refdefViewAngles[2] += (float)cg.snap->ps.leanofs/2; + AngleVectors(cg.refdefViewAngles, NULL, right, NULL); + VectorMA(cg.refdef.vieworg, (float)cg.snap->ps.leanofs, right, cg.refdef.vieworg); + } + + // pivot the eye based on a neck length + #if 0 + { + #define NECK_LENGTH 8 + vec3_t forward, up; + + cg.refdef.vieworg[2] -= NECK_LENGTH; + AngleVectors( cg.refdefViewAngles, forward, NULL, up ); + VectorMA( cg.refdef.vieworg, 3, forward, cg.refdef.vieworg ); + VectorMA( cg.refdef.vieworg, NECK_LENGTH, up, cg.refdef.vieworg ); + } + #endif } - - // pivot the eye based on a neck length -#if 0 - { -#define NECK_LENGTH 8 - vec3_t forward, up; - - cg.refdef.vieworg[2] -= NECK_LENGTH; - AngleVectors( cg.refdefViewAngles, forward, NULL, up ); - VectorMA( cg.refdef.vieworg, 3, forward, cg.refdef.vieworg ); - VectorMA( cg.refdef.vieworg, NECK_LENGTH, up, cg.refdef.vieworg ); - } -#endif } //====================================================================== @@ -1228,6 +1239,8 @@ qboolean CG_CalcFOVFromX( float fov_x ) float x; float fov_y; qboolean inwater; + + float fov_x_orig = fov_x; //LAvaPort //better support for widescreen displays (don't cap top and bottom -> show more left and right) @@ -1278,6 +1291,25 @@ qboolean CG_CalcFOVFromX( float fov_x ) } // set it + if (cg_useHmd.integer) + + { + // [LAva] this is ugly -> get a proper value from the GameHmd + float defaultFov = 125; + float hmdFov = defaultFov; + + float f = ( cg.time - cg.zoomTime ) / ZOOM_OUT_TIME; + if ( cg.zoomMode && cg.zoomMode < 3 || f < 1.0 ) + { + hmdFov = fov_x_orig; + } + + + + fov_x = hmdFov; + fov_y = hmdFov; + } + cg.refdef.fov_x = fov_x; cg.refdef.fov_y = fov_y; @@ -1389,9 +1421,10 @@ static qboolean CG_CalcFov( void ) { // Clamp zoomFov float actualFOV = (cg.overrides.active&CG_OVERRIDE_FOV) ? cg.overrides.fov : cg_fov.value; - if ( cg_zoomFov < MAX_ZOOM_FOV ) + float maxZoomFov = cg_useHmd.integer ? 12 : MAX_ZOOM_FOV; + if ( cg_zoomFov < maxZoomFov ) { - cg_zoomFov = MAX_ZOOM_FOV; + cg_zoomFov = maxZoomFov; } else if ( cg_zoomFov > actualFOV ) { @@ -1573,10 +1606,14 @@ static qboolean CG_CalcViewValues( void ) { #endif // intermission view if ( ps->pm_type == PM_INTERMISSION ) { - VectorCopy( ps->origin, cg.refdef.vieworg ); - VectorCopy( ps->viewangles, cg.refdefViewAngles ); - AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis ); - return CG_CalcFov(); + // [LAva] let the user control the camera in hmd mode + if (!cg_useHmd.integer) + { + VectorCopy( ps->origin, cg.refdef.vieworg ); + VectorCopy( ps->viewangles, cg.refdefViewAngles ); + AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis ); + return CG_CalcFov(); + } } cg.bobcycle = ( ps->bobCycle & 128 ) >> 7; @@ -1648,10 +1685,32 @@ static qboolean CG_CalcViewValues( void ) { CG_OffsetFirstPersonView( qtrue ); cg.refdef.vieworg[2] += 32; AngleVectors( cg.refdefViewAngles, dir, NULL, NULL ); - VectorMA( cg.refdef.vieworg, -2, dir, cg.refdef.vieworg ); + + if (cg_useHmd.integer) + { + //[LAva] hmd: remove any other angle offset + dir[2] = 0; + VectorNormalize(dir); + + VectorMA( cg.refdef.vieworg, 0, dir, cg.refdef.vieworg ); + + centity_t *playerCent = &cg_entities[0]; + if ( playerCent && playerCent->gent && playerCent->gent->client ) + { + VectorCopy( cg.refdef.vieworg, playerCent->gent->client->renderInfo.eyePoint ); + VectorCopy( cg.refdefViewAngles, playerCent->gent->client->renderInfo.eyeAngles ); + } + } + else + { + VectorMA( cg.refdef.vieworg, -2, dir, cg.refdef.vieworg ); + } } } - CG_OffsetThirdPersonView(); + if (!cg_useHmd.integer || cg.renderingThirdPerson) + { + CG_OffsetThirdPersonView(); + } // } } else @@ -1705,6 +1764,27 @@ static qboolean CG_CalcViewValues( void ) { cg.refdefViewAngles[PITCH] += ( 26.0f * perc + sin( cg.time * 0.0011f ) * 3.0f * perc ); } + VectorCopy(cg.refdefViewAngles, cg.refdefViewAnglesWeapon); + + cg.refdef.delta_yaw = SHORT2ANGLE(ps->delta_angles[YAW]); + float pitch, yaw, roll; + if (GameHmd::Get()->GetOrientation(pitch, yaw, roll)) + { + float inputYaw = GameHmd::Get()->GetInputYaw(); + + cg.refdefViewAngles[ROLL] = roll; + cg.refdefViewAngles[PITCH] = pitch; + cg.refdefViewAngles[YAW] = yaw + inputYaw + SHORT2ANGLE(ps->delta_angles[YAW]); + } + + float x, y, z; + if (GameHmd::Get()->GetPosition(x, y, z)) + { + cg.refdef.vieworg[0] += x; + cg.refdef.vieworg[1] += y; + cg.refdef.vieworg[2] += z; + } + AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis ); if ( cg.hyperspace ) @@ -1794,6 +1874,59 @@ extern vec3_t serverViewOrg; void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) { qboolean inwater = qfalse; + if (stereoView == STEREO_RIGHT) + { + cg.refdef.stereoFrame = stereoView; + + if ( !cg.snap ) { + CG_DrawInformation(); + return; + } + + + //[LAva] TODO: check if we still need this + //theFxHelper.AdjustTime( 1 ); + + + if ( !cg.renderingThirdPerson ) { + CG_DamageBlendBlob(); + } + + // build the render lists + if ( !cg.hyperspace ) { + CG_AddPacketEntities(); // adter calcViewValues, so predicted player state is correct + CG_AddMarks(); + CG_AddLocalEntities(); + } + + + + // Don't draw the in-view weapon when in camera mode + if ( !in_camera + && !cg_pano.integer + && cg.snap->ps.weapon != WP_SABER + && ( cg.snap->ps.viewEntity == 0 || cg.snap->ps.viewEntity >= ENTITYNUM_WORLD ) ) + { + CG_AddViewWeapon( &cg.predicted_player_state ); + } + + + if ( !cg.hyperspace ) + { + //Add all effects + theFxScheduler.AddScheduledEffects( ); + } + + // finish up the rest of the refdef + if ( cg.testModelEntity.hModel ) { + CG_AddTestModel(); + } + + CG_DrawActive( stereoView ); + + return; + } + cg.time = serverTime; // update cvars @@ -1881,9 +2014,11 @@ wasForceSpeed=isForceSpeed; cg.renderingThirdPerson = qfalse; } + cg.refdef.cameraControlled = false; if ( in_camera ) { // The camera takes over the view + cg.refdef.cameraControlled = true; CGCam_RenderScene(); } else @@ -1893,6 +2028,9 @@ wasForceSpeed=isForceSpeed; // build cg.refdef inwater = CG_CalcViewValues(); } + + // cg.refdef is 100% inisialized here -> set stereo flag + cg.refdef.stereoFrame = stereoView; // NOTE: this may completely override the camera CG_RunEmplacedWeapon(); diff --git a/code/cgame/cg_weapons.cpp b/code/cgame/cg_weapons.cpp index 5383ce6..7c7dc28 100644 --- a/code/cgame/cg_weapons.cpp +++ b/code/cgame/cg_weapons.cpp @@ -9,6 +9,8 @@ #include "../game/anims.h" #include "../game/g_local.h" +#include "../hmd/GameHmd.h" + #ifdef _IMMERSION #include "../ff/ff.h" #else @@ -785,45 +787,76 @@ void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles ) float fracsin; VectorCopy( cg.refdef.vieworg, origin ); - VectorCopy( cg.refdefViewAngles, angles ); + VectorCopy( cg.refdefViewAnglesWeapon, angles ); - // on odd legs, invert some angles - if ( cg.bobcycle & 1 ) { - scale = -cg.xyspeed; - } else { - scale = cg.xyspeed; - } + // [shinyquagsire23] Change weapon position to match hands + float vrRX = 0, vrRY = 0, vrRZ = 0; + float vrRRoll = 0, vrRYaw = 0, vrRPitch = 0; + if (GameHmd::Get()->GetRightHandOrientation(vrRPitch, vrRYaw, vrRRoll) && GameHmd::Get()->GetRightHandPosition(vrRX, vrRY, vrRZ)) + { + vec3_t viewaxisWeapon[3]; + vec3_t viewAnglesWeapon; - // gun angles from bobbing - angles[ROLL] += scale * cg.bobfracsin * 0.0075; - angles[YAW] += scale * cg.bobfracsin * 0.01; - angles[PITCH] += cg.xyspeed * cg.bobfracsin * 0.0075; + float c = cos(cg.refdefViewAnglesWeapon[YAW] * (M_PI / 180)); + float s = sin(cg.refdefViewAnglesWeapon[YAW] * (M_PI / 180)); - // drop the weapon when landing - delta = cg.time - cg.landTime; - if ( delta < LAND_DEFLECT_TIME ) { - origin[2] += cg.landChange*0.25 * delta / LAND_DEFLECT_TIME; - } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) { - origin[2] += cg.landChange*0.25 * - (LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta) / LAND_RETURN_TIME; + // Get our weapon view angles to use for adjusting our hand position + VectorCopy(cg.refdefViewAnglesWeapon, viewAnglesWeapon); + viewAnglesWeapon[PITCH] = 0.0f; + viewAnglesWeapon[ROLL] = 0.0f; + AnglesToAxis(viewAnglesWeapon, viewaxisWeapon); + + VectorMA(origin, (vrRX * c - vrRY * s), viewaxisWeapon[0], origin); + VectorMA(origin, (vrRX * s + vrRY * c), viewaxisWeapon[1], origin); + VectorMA(origin, -vrRZ, viewaxisWeapon[2], origin); + + angles[PITCH] = vrRPitch; + angles[YAW] += vrRYaw; + angles[ROLL] = vrRRoll; } + else + { + // on odd legs, invert some angles + if (cg.bobcycle & 1) { + scale = -cg.xyspeed; + } + else { + scale = cg.xyspeed; + } + + // gun angles from bobbing + angles[ROLL] += scale * cg.bobfracsin * 0.0075; + angles[YAW] += scale * cg.bobfracsin * 0.01; + angles[PITCH] += cg.xyspeed * cg.bobfracsin * 0.0075; + + // drop the weapon when landing + delta = cg.time - cg.landTime; + if (delta < LAND_DEFLECT_TIME) { + origin[2] += cg.landChange*0.25 * delta / LAND_DEFLECT_TIME; + } + else if (delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME) { + origin[2] += cg.landChange*0.25 * + (LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta) / LAND_RETURN_TIME; + } #if 0 - // drop the weapon when stair climbing - delta = cg.time - cg.stepTime; - if ( delta < STEP_TIME/2 ) { - origin[2] -= cg.stepChange*0.25 * delta / (STEP_TIME/2); - } else if ( delta < STEP_TIME ) { - origin[2] -= cg.stepChange*0.25 * (STEP_TIME - delta) / (STEP_TIME/2); - } + // drop the weapon when stair climbing + delta = cg.time - cg.stepTime; + if (delta < STEP_TIME / 2) { + origin[2] -= cg.stepChange*0.25 * delta / (STEP_TIME / 2); + } + else if (delta < STEP_TIME) { + origin[2] -= cg.stepChange*0.25 * (STEP_TIME - delta) / (STEP_TIME / 2); + } #endif - // idle drift - scale = /*cg.xyspeed + */40; - fracsin = sin( cg.time * 0.001 ); - angles[ROLL] += scale * fracsin * 0.01; - angles[YAW] += scale * fracsin * 0.01; - angles[PITCH] += (scale * 0.5f ) * fracsin * 0.01; + // idle drift + scale = /*cg.xyspeed + */40; + fracsin = sin(cg.time * 0.001); + angles[ROLL] += scale * fracsin * 0.01; + angles[YAW] += scale * fracsin * 0.01; + angles[PITCH] += (scale * 0.5f) * fracsin * 0.01; + } } /* @@ -1068,6 +1101,10 @@ void CG_AddViewWeapon( playerState_t *ps ) VectorMA( hand.origin, (cg_gun_y.value+leanOffset), cg.refdef.viewaxis[1], hand.origin ); VectorMA( hand.origin, (cg_gun_z.value+fovOffset), cg.refdef.viewaxis[2], hand.origin ); + // [shinyquagsire23] place weapon relative to player view + if (GameHmd::Get()->HasHands()) + VectorCopy(hand.origin, cent->gent->client->ps.viewangles); + AnglesToAxis( angles, hand.axis ); // map torso animations to weapon animations @@ -1113,10 +1150,35 @@ void CG_AddViewWeapon( playerState_t *ps ) return; } - AnglesToAxis( angles, gun.axis ); - CG_PositionEntityOnTag( &gun, &hand, weapon->handsModel, "tag_weapon"); + AnglesToAxis(angles, gun.axis); + + // [shinyquagsire23] Match weapon to actual rotation and position + if (GameHmd::Get()->HasHands()) { + vec3_t pos, pos_world; + orientation_t lerped; + + // Stash our old hand position, reset hand position to 0, 0, 0 for transformation + VectorCopy(hand.origin, pos_world); + VectorCopy(gun.origin, hand.origin); + + // Set hand axis to our rotation angles, get tag position for our rotation and subtract it out + // so our VR hand origin matches tag_weapon with rotation + AnglesToAxis(angles, hand.axis); + cgi_R_LerpTag(&lerped, weapon->handsModel, 0, 0, 1.0f, "tag_weapon"); + VectorCopy(gun.origin, pos); + for (int i = 0; i < 3; i++) + { + VectorMA(pos, lerped.origin[i], hand.axis[i], pos); + } + VectorSubtract(hand.origin, pos, hand.origin); + + // Translate hand back to world coordinates + VectorAdd(hand.origin, pos_world, hand.origin); + } + + CG_PositionEntityOnTag(&gun, &hand, weapon->handsModel, "tag_weapon"); - gun.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON; + gun.renderfx = (GameHmd::Get()->HasHands() ? 0 : RF_DEPTHHACK) | RF_FIRST_PERSON; //--------- // OK, we are making an assumption here that if we have the phaser that it is always on.... diff --git a/code/client/cl_cin.cpp b/code/client/cl_cin.cpp index 35fcc37..2499402 100644 --- a/code/client/cl_cin.cpp +++ b/code/client/cl_cin.cpp @@ -1495,7 +1495,7 @@ void CIN_SetLooping(int handle, qboolean loop) { #define TC_DELAY 9000 #define TC_STOPTIME 81000 -static void CIN_AddTextCrawl() +static void CIN_AddTextCrawl(stereoFrame_t stereo) { refdef_t refdef; polyVert_t verts[4]; @@ -1513,6 +1513,7 @@ static void CIN_AddTextCrawl() refdef.y = -50; refdef.width = cls.glconfig.vidWidth; refdef.height = cls.glconfig.vidHeight * 2; // deliberately extend off the bottom of the screen + refdef.stereoFrame = stereo; // use to set shaderTime for scrolling shaders refdef.time = 0; @@ -1830,7 +1831,7 @@ void CL_PlayInGameCinematic_f(void) // Externally-called only, and only if cls.state == CA_CINEMATIC (or CL_IsRunningInGameCinematic() == true now) // -void SCR_DrawCinematic (void) +void SCR_DrawCinematic (stereoFrame_t stereo) { if (CL_InGameCinematicOnStandBy()) { @@ -1841,7 +1842,7 @@ void SCR_DrawCinematic (void) CIN_DrawCinematic(CL_handle); if (cinTable[CL_handle].hCRAWLTEXT && (cls.realtime - CL_iPlaybackStartTime >= TC_DELAY)) { - CIN_AddTextCrawl(); + CIN_AddTextCrawl(stereo); } } } diff --git a/code/client/cl_input.cpp b/code/client/cl_input.cpp index 212f1dd..f5bcee6 100644 --- a/code/client/cl_input.cpp +++ b/code/client/cl_input.cpp @@ -8,6 +8,10 @@ #include "client.h" #include "client_ui.h" +#include "../hmd/ClientHmd.h" +#include "../hmd/HmdDevice/IHmdDevice.h" +#include "../hmd/HmdDevice/HmdDeviceMouse.h" + unsigned frame_msec; int old_com_frameTime; @@ -41,10 +45,21 @@ kbutton_t in_buttons[8]; qboolean in_mlooking; -float cl_mPitchOverride = 0.0f; +float cl_mPitchOverride = 0.0f; float cl_mYawOverride = 0.0f; +static void IN_HmdRecenter(void) +{ + IHmdDevice* pDevice = ClientHmd::Get()->GetDevice(); + if (pDevice == NULL) + { + return; + } + + pDevice->Recenter(); +} + void IN_MLookDown( void ) { in_mlooking = qtrue; } @@ -369,45 +384,45 @@ void CL_JoystickMove( usercmd_t *cmd ) { } else { anglespeed = 0.001 * cls.frametime; } - - // make yaw non-linear for better aiming but still fast rotation - float joyYaw = cl.joystickAxis[AXIS_YAW] / 127.0f; - float yawFactor = joyYaw >= 0 ? 127.0f : -127.0f; - if ( cl_mYawOverride ) - { - cl.viewangles[YAW] += 5.0f * cl_mYawOverride * (joyYaw * joyYaw) * yawFactor; - } - else - { - cl.viewangles[YAW] += anglespeed * (cl_yawspeed->value / 100.0f) * (joyYaw * joyYaw) * yawFactor; - } - - - // make side non-linear - float joySide = cl.joystickAxis[AXIS_SIDE] / 127.0f; - float sideFactor = joySide >= 0 ? 127.0f : -127.0f; - cmd->rightmove = ClampChar( cmd->rightmove + joySide * joySide * sideFactor ); - - - // make pitch non-linear for better aiming but still fast rotation - float joyPitch = cl.joystickAxis[AXIS_PITCH] / 127.0f; - float pitchFactor = joyPitch >= 0 ? 127.0f : -127.0f; - if ( cl_mPitchOverride ) - { - cl.viewangles[PITCH] += 5.0f * cl_mPitchOverride * (joyPitch * joyPitch) * 127; - } - else - { - cl.viewangles[PITCH] += anglespeed * (cl_pitchspeed->value / 100.0f) * (joyPitch * joyPitch) * pitchFactor; - } - - - // make forward non-linear - float joyForward = cl.joystickAxis[AXIS_FORWARD] / 127.0f; - float forwardFactor = joyForward >= 0 ? 127.0f : -127.0f; - cmd->forwardmove = ClampChar( cmd->forwardmove + joyForward * joyForward * forwardFactor ); - - + + // make yaw non-linear for better aiming but still fast rotation + float joyYaw = cl.joystickAxis[AXIS_YAW] / 127.0f; + float yawFactor = joyYaw >= 0 ? 127.0f : -127.0f; + if ( cl_mYawOverride ) + { + cl.viewangles[YAW] += 5.0f * cl_mYawOverride * (joyYaw * joyYaw) * yawFactor; + } + else + { + cl.viewangles[YAW] += anglespeed * (cl_yawspeed->value / 100.0f) * (joyYaw * joyYaw) * yawFactor; + } + + + // make side non-linear + float joySide = cl.joystickAxis[AXIS_SIDE] / 127.0f; + float sideFactor = joySide >= 0 ? 127.0f : -127.0f; + cmd->rightmove = ClampChar( cmd->rightmove + joySide * joySide * sideFactor ); + + + // make pitch non-linear for better aiming but still fast rotation + float joyPitch = cl.joystickAxis[AXIS_PITCH] / 127.0f; + float pitchFactor = joyPitch >= 0 ? 127.0f : -127.0f; + if ( cl_mPitchOverride ) + { + cl.viewangles[PITCH] += 5.0f * cl_mPitchOverride * (joyPitch * joyPitch) * 127; + } + else + { + cl.viewangles[PITCH] += anglespeed * (cl_pitchspeed->value / 100.0f) * (joyPitch * joyPitch) * pitchFactor; + } + + + // make forward non-linear + float joyForward = cl.joystickAxis[AXIS_FORWARD] / 127.0f; + float forwardFactor = joyForward >= 0 ? 127.0f : -127.0f; + cmd->forwardmove = ClampChar( cmd->forwardmove + joyForward * joyForward * forwardFactor ); + + cmd->upmove = ClampChar( cmd->upmove + cl.joystickAxis[AXIS_UP] ); } @@ -562,8 +577,33 @@ usercmd_t CL_CreateCmd( void ) { // get basic movement from keyboard CL_KeyMove (&cmd); - // get basic movement from mouse - CL_MouseMove( &cmd ); + HmdDeviceMouse* pDevice = dynamic_cast(ClientHmd::Get()->GetDevice()); + if (pDevice != NULL) + { + vec3_t tempAngles; + VectorCopy(cl.viewangles, tempAngles); + pDevice->GetOrientationDeg(cl.viewangles[PITCH], cl.viewangles[YAW], cl.viewangles[ROLL]); + + CL_MouseMove(&cmd); + + pDevice->SetOrientationDeg(cl.viewangles[PITCH], cl.viewangles[YAW], cl.viewangles[ROLL]); +// float x; +// float y; +// float z; +// pDevice->GetPosition(x, y, z); +// x += cl.viewangles[PITCH] - tempAngles[PITCH]; +// y += cl.viewangles[YAW] - tempAngles[YAW]; +// z += cl.viewangles[ROLL] - tempAngles[ROLL]; + +// pDevice->SetPosition(x, y, z); + pDevice->SetPosition(1, 0, 0); + VectorCopy(tempAngles, cl.viewangles); + } + else + { + // get basic movement from mouse + CL_MouseMove( &cmd ); + } // get basic movement from joystick CL_JoystickMove( &cmd ); @@ -580,6 +620,17 @@ usercmd_t CL_CreateCmd( void ) { VectorCopy( cl_overriddenAngles, cl.viewangles ); cl_overrideAngles = qfalse; } + + + float yawDiff = cl.viewangles[YAW] - oldAngles[YAW]; + float pitchDiff = cl.viewangles[PITCH] - oldAngles[PITCH]; + + int useHmd = Cvar_VariableIntegerValue("cg_useHmd"); + if (useHmd == 1) + { + ClientHmd::Get()->UpdateInputView(yawDiff, pitchDiff, cl.viewangles[PITCH], cl.viewangles[YAW], cl.viewangles[ROLL]); + } + // store out the final values CL_FinishMove( &cmd ); @@ -874,6 +925,8 @@ void CL_InitInput( void ) { //end buttons Cmd_AddCommand ("+mlook", IN_MLookDown); Cmd_AddCommand ("-mlook", IN_MLookUp); + + Cmd_AddCommand ("hmdrecenter", IN_HmdRecenter); cl_nodelta = Cvar_Get ("cl_nodelta", "0", 0); cl_debugMove = Cvar_Get ("cl_debugMove", "0", 0); diff --git a/code/client/cl_main.cpp b/code/client/cl_main.cpp index 6c33228..b2b4b1a 100644 --- a/code/client/cl_main.cpp +++ b/code/client/cl_main.cpp @@ -60,6 +60,10 @@ cvar_t *cl_updateInfoString; cvar_t *cl_ingameVideo; +cvar_t *hmd_decoupleAim; +cvar_t *hmd_moveAimKeyholeWidth; +cvar_t *hmd_useHands; + clientActive_t cl; clientConnection_t clc; clientStatic_t cls; @@ -1175,6 +1179,13 @@ void CL_Init( void ) { cl_VidFadeDown = Cvar_Get ("cl_VidFadeDown", "1", CVAR_TEMP); cl_framerate = Cvar_Get ("cl_framerate", "0", CVAR_TEMP); + // + // HMD variables + // + hmd_decoupleAim = Cvar_Get("hmd_decoupleAim", "0", CVAR_ARCHIVE); + hmd_moveAimKeyholeWidth = Cvar_Get("hmd_moveAimKeyholeWidth", "25.0", CVAR_ARCHIVE); + hmd_useHands = Cvar_Get("hmd_useHands", "0", CVAR_ARCHIVE); + // init autoswitch so the ui will have it correctly even // if the cgame hasn't been started Cvar_Get ("cg_autoswitch", "1", CVAR_ARCHIVE); diff --git a/code/client/cl_scrn.cpp b/code/client/cl_scrn.cpp index fe5e6e0..9d64a30 100644 --- a/code/client/cl_scrn.cpp +++ b/code/client/cl_scrn.cpp @@ -8,6 +8,9 @@ #include "client.h" #include "client_ui.h" +#include "../hmd/ClientHmd.h" +#include "../hmd/HmdRenderer/IHmdRenderer.h" + extern console_t con; qboolean scr_initialized; // ready to draw @@ -380,7 +383,7 @@ void SCR_DrawScreenField( stereoFrame_t stereoFrame ) { Com_Error( ERR_FATAL, "SCR_DrawScreenField: bad cls.state" ); break; case CA_CINEMATIC: - SCR_DrawCinematic(); + SCR_DrawCinematic(stereoFrame); break; case CA_DISCONNECTED: // force menu up @@ -404,7 +407,7 @@ void SCR_DrawScreenField( stereoFrame_t stereoFrame ) { case CA_ACTIVE: if (CL_IsRunningInGameCinematic() || CL_InGameCinematicOnStandBy()) { - SCR_DrawCinematic(); + SCR_DrawCinematic(stereoFrame); } else { @@ -453,6 +456,16 @@ void SCR_UpdateScreen( void ) { } recursive = qtrue; + IHmdRenderer* pHmdRenderer = ClientHmd::Get()->GetRenderer(); + if (pHmdRenderer) + { + // tell the hmd renderer the frame is starting for timing calculations + // EndFrame is called after rendering + pHmdRenderer->StartFrame(); + } + + ClientHmd::Get()->UpdateGame(); + // if running in stereo, we need to draw the frame twice if ( cls.glconfig.stereoEnabled ) { SCR_DrawScreenField( STEREO_LEFT ); diff --git a/code/client/client.h b/code/client/client.h index 5721061..da9bba4 100644 --- a/code/client/client.h +++ b/code/client/client.h @@ -285,6 +285,10 @@ extern cvar_t *m_filter; extern cvar_t *cl_activeAction; +extern cvar_t *hmd_decoupleAim; +extern cvar_t *hmd_moveAimKeyholeWidth; +extern cvar_t *hmd_useHands; + //================================================= // @@ -399,7 +403,7 @@ void CL_PlayInGameCinematic_f(void); qboolean CL_CheckPendingCinematic(void); qboolean CL_IsRunningInGameCinematic(void); qboolean CL_InGameCinematicOnStandBy(void); -void SCR_DrawCinematic (void); +void SCR_DrawCinematic (stereoFrame_t stereo); void SCR_RunCinematic (void); void SCR_StopCinematic( qboolean bAllowRefusal = qfalse ); @@ -433,4 +437,4 @@ void CL_GenericMenu_f(void); void CL_DataPad_f(void); void CL_EndScreenDissolve_f(void); -#endif //__CLIENT_H__ \ No newline at end of file +#endif //__CLIENT_H__ diff --git a/code/client/vmachine.cpp b/code/client/vmachine.cpp index d9cda6e..052fe77 100644 --- a/code/client/vmachine.cpp +++ b/code/client/vmachine.cpp @@ -11,10 +11,14 @@ VIRTUAL MACHINE */ int VM_Call( int callnum, ... ) { - return cgvm.entryPoint( (&callnum)[0], (&callnum)[1], (&callnum)[2], (&callnum)[3], - (&callnum)[4], (&callnum)[5], (&callnum)[6], (&callnum)[7], - (&callnum)[8], (&callnum)[9] ); + if (cgvm.entryPoint) + { + return cgvm.entryPoint( (&callnum)[0], (&callnum)[1], (&callnum)[2], (&callnum)[3], + (&callnum)[4], (&callnum)[5], (&callnum)[6], (&callnum)[7], + (&callnum)[8], (&callnum)[9] ); + } + return -1; } /* diff --git a/code/client/vmachine.h b/code/client/vmachine.h index 21b2ce3..ed82fc7 100644 --- a/code/client/vmachine.h +++ b/code/client/vmachine.h @@ -34,7 +34,11 @@ Ghoul2 Insert End CG_DRAW_DATAPAD_OBJECTIVES, CG_DRAW_DATAPAD_WEAPONS, CG_DRAW_DATAPAD_INVENTORY, - CG_DRAW_DATAPAD_FORCEPOWERS + CG_DRAW_DATAPAD_FORCEPOWERS, + + CG_HMD_UPDATE_ROT, + CG_HMD_UPDATE_ROT_POS, + CG_HMD_UPDATE_HANDS } cgameExport_t; @@ -90,4 +94,4 @@ inline void *VM_Create( const char *module) return res; } -#endif //__VMACHINE_H__ \ No newline at end of file +#endif //__VMACHINE_H__ diff --git a/code/game/bg_pangles.cpp b/code/game/bg_pangles.cpp index f589244..977e5ce 100644 --- a/code/game/bg_pangles.cpp +++ b/code/game/bg_pangles.cpp @@ -437,6 +437,9 @@ void PM_UpdateViewAngles( playerState_t *ps, usercmd_t *cmd, gentity_t *gent ) { //FIXME get this limit from the NPCs stats? // don't let the player look up or down more than 90 degrees + // always take the real angle as basis for teh delta angle calculation + // this should remove the delta_angle if we are back in range + temp = cmd->angles[i]; if ( temp > pitchClampMax ) { ps->delta_angles[i] = (pitchClampMax - cmd->angles[i]) & 0xffff; //& clamp to short @@ -447,9 +450,14 @@ void PM_UpdateViewAngles( playerState_t *ps, usercmd_t *cmd, gentity_t *gent ) ps->delta_angles[i] = (pitchClampMin - cmd->angles[i]) & 0xffff; //& clamp to short temp = pitchClampMin; } + else + { + ps->delta_angles[i] = 0; + } } if ( i == ROLL && ps->vehicleModel != 0 ) { + temp = cmd->angles[i]; if ( temp > pitchClampMax ) { ps->delta_angles[i] = (pitchClampMax - cmd->angles[i]) & 0xffff; @@ -460,6 +468,10 @@ void PM_UpdateViewAngles( playerState_t *ps, usercmd_t *cmd, gentity_t *gent ) ps->delta_angles[i] = (pitchClampMin - cmd->angles[i]) & 0xffff; temp = pitchClampMin; } + else + { + ps->delta_angles[i] = 0; + } } //FIXME: Are we losing precision here? Is this why it jitters? ps->viewangles[i] = SHORT2ANGLE(temp); diff --git a/code/game/bg_pmove.cpp b/code/game/bg_pmove.cpp index e611629..226358e 100644 --- a/code/game/bg_pmove.cpp +++ b/code/game/bg_pmove.cpp @@ -5542,7 +5542,15 @@ static void PM_BeginWeaponChange( int weapon ) { { if ( !pm->ps->clientNum ) { - gi.cvar_set( "cg_thirdperson", "1" ); + //[LAva] Hmd hack - stay first persion + if (cg_useHmd.integer) + { + gi.cvar_set( "cg_thirdperson", "0" ); + } + else + { + gi.cvar_set( "cg_thirdperson", "1" ); + } } } else if ( weapon == WP_SABER ) @@ -5645,7 +5653,15 @@ static void PM_FinishWeaponChange( void ) { WP_SaberInitBladeData( pm->gent ); if ( !pm->ps->clientNum && cg_saberAutoThird.value ) { - gi.cvar_set( "cg_thirdperson", "1" ); + //[LAva] Hmd hack - stay first persion + if (cg_useHmd.integer) + { + gi.cvar_set( "cg_thirdperson", "0" ); + } + else + { + gi.cvar_set( "cg_thirdperson", "1" ); + } } } if ( trueSwitch ) @@ -9050,4 +9066,4 @@ void Pmove( pmove_t *pmove ) {//half grav pm->ps->gravity *= 2; } -} \ No newline at end of file +} diff --git a/code/game/g_active.cpp b/code/game/g_active.cpp index 7b4272a..1538d0b 100644 --- a/code/game/g_active.cpp +++ b/code/game/g_active.cpp @@ -1715,13 +1715,16 @@ extern void CG_ChangeWeapon( int num ); //might be NONE, so check if it has a model G_CreateG2AttachedWeaponModel( ent, weaponData[ent->client->ps.weapon].weaponMdl ); - if ( ent->client->ps.weapon == WP_SABER && cg_saberAutoThird.value ) + if (!cg_useHmd.integer) { - gi.cvar_set( "cg_thirdperson", "1" ); - } - else if ( ent->client->ps.weapon != WP_SABER && cg_gunAutoFirst.value ) - { - gi.cvar_set( "cg_thirdperson", "0" ); + if ( ent->client->ps.weapon == WP_SABER && cg_saberAutoThird.value ) + { + gi.cvar_set( "cg_thirdperson", "1" ); + } + else if ( ent->client->ps.weapon != WP_SABER && cg_gunAutoFirst.value ) + { + gi.cvar_set( "cg_thirdperson", "0" ); + } } } } diff --git a/code/game/g_public.h b/code/game/g_public.h index 1f42d61..83afacd 100644 --- a/code/game/g_public.h +++ b/code/game/g_public.h @@ -251,6 +251,9 @@ qboolean (*G2API_StopBoneAnim)(CGhoul2Info *ghlInfo, const char *boneName); qboolean (*G2API_SetBoneAngles)(CGhoul2Info *ghlInfo, const char *boneName, const vec3_t angles, const int flags, const Eorientations up, const Eorientations right, const Eorientations forward, qhandle_t *modelList, int blendTime, int blendStart); +qboolean (*G2API_SetBoneAnglesOffset)(CGhoul2Info *ghlInfo, const char *boneName, const vec3_t angles, const int flags, + const Eorientations up, const Eorientations left, const Eorientations forward, qhandle_t *modelList, + int blendTime, int AcurrentTime, const vec3_t offset); qboolean (*G2API_SetBoneAnglesMatrix)(CGhoul2Info *ghlInfo, const char *boneName, const mdxaBone_t &matrix, const int flags, qhandle_t *modelList, int blendTime, int currentTime); qboolean (*G2API_StopBoneAngles)(CGhoul2Info *ghlInfo, const char *boneName); diff --git a/code/game/g_weapon.cpp b/code/game/g_weapon.cpp index 4d929d2..f662bd3 100644 --- a/code/game/g_weapon.cpp +++ b/code/game/g_weapon.cpp @@ -13,6 +13,8 @@ #include "../cgame/cg_local.h" #include "../game/npc_headers.h" +#include "../hmd/GameHmd.h" + static vec3_t forward, vright, up; static vec3_t muzzle; @@ -3487,7 +3489,18 @@ void FireWeapon( gentity_t *ent, qboolean alt_fire ) } ent->alt_fire = alt_fire; - CalcMuzzlePoint ( ent, forward, vright, up, muzzle , 0); + // [shinyquagsire23] Fire in the direction that the weapon is actually facing + if (GameHmd::Get()->HasHands()) + { + VectorCopy(ent->client->renderInfo.muzzlePoint, muzzle); + VectorCopy(ent->client->renderInfo.muzzleDir, forward); + VectorCopy(ent->client->renderInfo.muzzleDir, ent->client->ps.viewangles); + MakeNormalVectors(forward, vright, up); + } + else + { + CalcMuzzlePoint(ent, forward, vright, up, muzzle, 0); + } // fire the specific weapon switch( ent->s.weapon ) diff --git a/code/game/wp_saber.cpp b/code/game/wp_saber.cpp index 23ef30f..50f0028 100644 --- a/code/game/wp_saber.cpp +++ b/code/game/wp_saber.cpp @@ -11,6 +11,8 @@ #include "wp_saber.h" #include "../cgame/cg_local.h" +#include "../hmd/GameHmd.h" + #define MAX_SABER_VICTIMS 16 static int victimEntityNum[MAX_SABER_VICTIMS]; static float totalDmg[MAX_SABER_VICTIMS]; @@ -281,6 +283,7 @@ void G_CreateG2AttachedWeaponModel( gentity_t *ent, const char *psWeaponModel ) ent->handRBolt, ent->playerModel); // set up a bolt on the end so we can get where the sabre muzzle is - we can assume this is always bolt 0 gi.G2API_AddBolt(&ent->ghoul2[ent->weaponModel], "*flash"); + //gi.G2API_SetLodBias( &ent->ghoul2[ent->weaponModel], 0 ); } } @@ -5206,6 +5209,48 @@ void WP_SaberUpdate( gentity_t *self, usercmd_t *ucmd ) saberent = &g_entities[self->client->ps.saberEntityNum]; + // [shinyquagsire23] Unbolt the saber if we have hands and control it manually + if (self->weaponModel != -1 && self->s.number == 0) + { + if (GameHmd::Get()->HasHands() && !cg.renderingThirdPerson) + { + vec3_t viewaxisWeapon[3]; + vec3_t viewAnglesWeapon; + vec3_t vrR_rot, vrR_pos, pos = { 0 }, rot = { 0 }; + gi.G2API_DetachG2Model(&self->ghoul2[self->weaponModel]); + + GameHmd::Get()->GetRightHandOrientation(vrR_rot[PITCH], vrR_rot[YAW], vrR_rot[ROLL]); + GameHmd::Get()->GetRightHandPosition(vrR_pos[0], vrR_pos[1], vrR_pos[2]); + + float c = cos(cg.refdefViewAnglesWeapon[YAW] * (M_PI / 180)); + float s = sin(cg.refdefViewAnglesWeapon[YAW] * (M_PI / 180)); + + // Rotate our weapon's position to be set up properly + viewAnglesWeapon[PITCH] = 0.0f; + viewAnglesWeapon[ROLL] = 0.0f; + viewAnglesWeapon[YAW] = -90.0f + cg_entities[self->s.number].pe.torso.yawAngle; + AnglesToAxis(viewAnglesWeapon, viewaxisWeapon); + + VectorMA(pos, -(vrR_pos[0] * c - vrR_pos[1] * s), viewaxisWeapon[0], pos); + VectorMA(pos, -(vrR_pos[0] * s + vrR_pos[1] * c), viewaxisWeapon[1], pos); + VectorMA(pos, -vrR_pos[2] + (cg.refdef.vieworg[2] - self->currentOrigin[2]), viewaxisWeapon[2], pos); + + rot[PITCH] = vrR_rot[PITCH]; + rot[YAW] = vrR_rot[PITCH]; + rot[ROLL] = vrR_rot[YAW] - 45.0f + cg_entities[self->s.number].pe.torso.yawAngle; //TODO: This is probably dependent on the tag? + + gi.G2API_SetBoneAnglesOffset(&self->ghoul2[self->weaponModel], "ModView internal default", rot, BONE_ANGLES_PREMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0, pos); + } + else + { + vec3_t zero = { 0.0f, 0.0f, 0.0f }; + + gi.G2API_SetBoneAnglesOffset(&self->ghoul2[self->weaponModel], "ModView internal default", zero, BONE_ANGLES_PREMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0, zero); + gi.G2API_AttachG2Model(&self->ghoul2[self->weaponModel], &self->ghoul2[self->playerModel], + self->handRBolt, self->playerModel); + } + } + //FIXME: Based on difficulty level/jedi saber combat skill, make this bounding box fatter/smaller if ( self->client->ps.saberBlocked != BLOCKED_NONE ) {//we're blocking, increase min size diff --git a/code/ghoul2/G2.h b/code/ghoul2/G2.h index e56c12d..0b7ea6d 100644 --- a/code/ghoul2/G2.h +++ b/code/ghoul2/G2.h @@ -32,7 +32,7 @@ int G2_IsSurfaceRendered(CGhoul2Info *ghlInfo, const char *surfaceName, surfac // internal bone calls - G2_Bones.cpp qboolean G2_Set_Bone_Angles(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName, const float *angles, const int flags, const Eorientations up, const Eorientations left, const Eorientations forward, - const int blendTime, const int currentTime); + const int blendTime, const int currentTime, const vec3_t offset); qboolean G2_Remove_Bone (CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName); qboolean G2_Set_Bone_Anim(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName, const int startFrame, const int endFrame, const int flags, const float animSpeed, const int currentTime, const float setFrame, const int blendTime); @@ -54,7 +54,7 @@ int G2_Get_Bone_Index(CGhoul2Info *ghoul2, const char *boneName, qboolean bAdd qboolean G2_Set_Bone_Angles_Index(CGhoul2Info *ghlInfo, boneInfo_v &blist, const int index, const float *angles, const int flags, const Eorientations yaw, const Eorientations pitch, const Eorientations roll, - const int blendTime, const int currentTime); + const int blendTime, const int currentTime, const vec3_t offset); qboolean G2_Set_Bone_Angles_Matrix_Index(boneInfo_v &blist, const int index, const mdxaBone_t &matrix, const int flags, const int blendTime, const int currentTime); @@ -116,6 +116,9 @@ qboolean G2API_StopBoneAnim(CGhoul2Info *ghlInfo, const char *boneName); qboolean G2API_SetBoneAngles(CGhoul2Info *ghlInfo, const char *boneName, const vec3_t angles, const int flags, const Eorientations up, const Eorientations right, const Eorientations forward, qhandle_t *modelList, int blendTime = 0, int currentTime = 0); +qboolean G2API_SetBoneAnglesOffset(CGhoul2Info *ghlInfo, const char *boneName, const vec3_t angles, const int flags, + const Eorientations up, const Eorientations right, const Eorientations forward, qhandle_t *modelList, + int blendTime = 0, int currentTime = 0, const vec3_t offset = NULL); qboolean G2API_StopBoneAngles(CGhoul2Info *ghlInfo, const char *boneName); qboolean G2API_RemoveBone(CGhoul2Info *ghlInfo, const char *boneName); qboolean G2API_RemoveBolt(CGhoul2Info *ghlInfo, const int index); diff --git a/code/ghoul2/G2_API.cpp b/code/ghoul2/G2_API.cpp index 1af56a2..cc955d7 100644 --- a/code/ghoul2/G2_API.cpp +++ b/code/ghoul2/G2_API.cpp @@ -954,9 +954,9 @@ qboolean G2API_StopBoneAnim(CGhoul2Info *ghlInfo, const char *boneName) return ret; } -qboolean G2API_SetBoneAnglesIndex(CGhoul2Info *ghlInfo, const int index, const vec3_t angles, const int flags, +qboolean G2API_SetBoneAnglesOffsetIndex(CGhoul2Info *ghlInfo, const int index, const vec3_t angles, const int flags, const Eorientations yaw, const Eorientations pitch, const Eorientations roll, - qhandle_t *, int blendTime, int AcurrentTime) + qhandle_t *, int blendTime, int AcurrentTime, const vec3_t offset) { qboolean ret=qfalse; if (G2_SetupModelPointers(ghlInfo)) @@ -967,16 +967,23 @@ qboolean G2API_SetBoneAnglesIndex(CGhoul2Info *ghlInfo, const int index, const v G2ERROR(index>=0&&indexmBlist.size(),"G2API_SetBoneAnglesIndex:Invalid bone index"); if (index>=0&&indexmBlist.size()) { - ret=G2_Set_Bone_Angles_Index(ghlInfo, ghlInfo->mBlist, index, angles, flags, yaw, pitch, roll,blendTime, currentTime); + ret=G2_Set_Bone_Angles_Index(ghlInfo, ghlInfo->mBlist, index, angles, flags, yaw, pitch, roll,blendTime, currentTime, offset); } } G2WARNING(ret,"G2API_SetBoneAnglesIndex Failed"); return ret; } -qboolean G2API_SetBoneAngles(CGhoul2Info *ghlInfo, const char *boneName, const vec3_t angles, const int flags, +qboolean G2API_SetBoneAnglesIndex(CGhoul2Info *ghlInfo, const int index, const vec3_t angles, const int flags, + const Eorientations yaw, const Eorientations pitch, const Eorientations roll, + qhandle_t *, int blendTime, int AcurrentTime) +{ + return G2API_SetBoneAnglesOffsetIndex(ghlInfo, index, angles, flags, yaw, pitch, roll, 0, blendTime, AcurrentTime, NULL); +} + +qboolean G2API_SetBoneAnglesOffset(CGhoul2Info *ghlInfo, const char *boneName, const vec3_t angles, const int flags, const Eorientations up, const Eorientations left, const Eorientations forward, - qhandle_t *, int blendTime, int AcurrentTime ) + qhandle_t *, int blendTime, int AcurrentTime, const vec3_t offset ) { qboolean ret=qfalse; G2ERROR(boneName,"NULL boneName"); @@ -985,12 +992,19 @@ qboolean G2API_SetBoneAngles(CGhoul2Info *ghlInfo, const char *boneName, const v int currentTime=G2API_GetTime(AcurrentTime); // ensure we flush the cache ghlInfo->mSkelFrameNum = 0; - ret=G2_Set_Bone_Angles(ghlInfo, ghlInfo->mBlist, boneName, angles, flags, up, left, forward, blendTime, currentTime); + ret=G2_Set_Bone_Angles(ghlInfo, ghlInfo->mBlist, boneName, angles, flags, up, left, forward, blendTime, currentTime, offset); } G2WARNING(ret,"G2API_SetBoneAngles Failed"); return ret; } +qboolean G2API_SetBoneAngles(CGhoul2Info *ghlInfo, const char *boneName, const vec3_t angles, const int flags, + const Eorientations up, const Eorientations left, const Eorientations forward, + qhandle_t *, int blendTime, int AcurrentTime ) +{ + return G2API_SetBoneAnglesOffset(ghlInfo, boneName, angles, flags, up, left, forward, 0, blendTime, AcurrentTime, NULL); +} + qboolean G2API_SetBoneAnglesMatrixIndex(CGhoul2Info *ghlInfo, const int index, const mdxaBone_t &matrix, const int flags, qhandle_t *, int blendTime, int AcurrentTime) { diff --git a/code/ghoul2/G2_bones.cpp b/code/ghoul2/G2_bones.cpp index 3528f8f..c789b0f 100644 --- a/code/ghoul2/G2_bones.cpp +++ b/code/ghoul2/G2_bones.cpp @@ -205,7 +205,7 @@ qboolean G2_Stop_Bone_Index( boneInfo_v &blist, int index, int flags) // generate a matrix for a given bone given some new angles for it. void G2_Generate_Matrix(const model_t *mod, boneInfo_v &blist, int index, const float *angles, int flags, - const Eorientations up, const Eorientations left, const Eorientations forward) + const Eorientations up, const Eorientations left, const Eorientations forward, const vec3_t offset = NULL) { mdxaSkel_t *skel; mdxaSkelOffsets_t *offsets; @@ -290,6 +290,13 @@ void G2_Generate_Matrix(const model_t *mod, boneInfo_v &blist, int index, const Create_Matrix(newAngles, boneOverride); + if (offset) + { + boneOverride->matrix[0][3] = offset[0]; + boneOverride->matrix[1][3] = offset[1]; + boneOverride->matrix[2][3] = offset[2]; + } + // figure out where the bone hirearchy info is offsets = (mdxaSkelOffsets_t *)((byte *)mod->mdxa + sizeof(mdxaHeader_t)); skel = (mdxaSkel_t *)((byte *)mod->mdxa + sizeof(mdxaHeader_t) + offsets->offsets[blist[index].boneNumber]); @@ -310,6 +317,13 @@ void G2_Generate_Matrix(const model_t *mod, boneInfo_v &blist, int index, const Create_Matrix(newAngles, &temp1); + if (offset) + { + temp1.matrix[0][3] = offset[0]; + temp1.matrix[1][3] = offset[1]; + temp1.matrix[2][3] = offset[2]; + } + permutation.matrix[0][0] = permutation.matrix[0][1] = permutation.matrix[0][2] = permutation.matrix[0][3] = 0; permutation.matrix[1][0] = permutation.matrix[1][1] = permutation.matrix[1][2] = permutation.matrix[1][3] = 0; permutation.matrix[2][0] = permutation.matrix[2][1] = permutation.matrix[2][2] = permutation.matrix[2][3] = 0; @@ -414,7 +428,7 @@ qboolean G2_Remove_Bone (CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *bo qboolean G2_Set_Bone_Angles_Index(CGhoul2Info *ghlInfo, boneInfo_v &blist, const int index, const float *angles, const int flags, const Eorientations yaw, const Eorientations pitch, const Eorientations roll, - const int blendTime, const int currentTime) + const int blendTime, const int currentTime, const vec3_t offset) { if (index<0||(index >= blist.size()) || (blist[index].boneNumber == -1)) @@ -430,7 +444,7 @@ qboolean G2_Set_Bone_Angles_Index(CGhoul2Info *ghlInfo, boneInfo_v &blist, const #if DEBUG_PCJ OutputDebugString(va("%8x %2d %6d (%6.2f,%6.2f,%6.2f) %d %d %d %d\n",(int)ghlInfo,index,currentTime,angles[0],angles[1],angles[2],yaw,pitch,roll,flags)); #endif - G2_Generate_Matrix(ghlInfo->animModel, blist, index, angles, flags, yaw, pitch, roll); + G2_Generate_Matrix(ghlInfo->animModel, blist, index, angles, flags, yaw, pitch, roll, offset); return qtrue; } @@ -438,7 +452,7 @@ qboolean G2_Set_Bone_Angles_Index(CGhoul2Info *ghlInfo, boneInfo_v &blist, const // Given a model handle, and a bone name, we want to set angles specifically for overriding qboolean G2_Set_Bone_Angles(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName, const float *angles, const int flags, const Eorientations up, const Eorientations left, const Eorientations forward, - const int blendTime, const int currentTime) + const int blendTime, const int currentTime, const vec3_t offset) { int index = G2_Find_Bone(ghlInfo, blist, boneName); if (index == -1) @@ -452,7 +466,7 @@ qboolean G2_Set_Bone_Angles(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char blist[index].boneBlendStart = currentTime; blist[index].boneBlendTime = blendTime; - G2_Generate_Matrix(ghlInfo->animModel, blist, index, angles, flags, up, left, forward); + G2_Generate_Matrix(ghlInfo->animModel, blist, index, angles, flags, up, left, forward, offset); return qtrue; } return qfalse; diff --git a/code/hmd/ClientHmd.cpp b/code/hmd/ClientHmd.cpp new file mode 100644 index 0000000..94fcf55 --- /dev/null +++ b/code/hmd/ClientHmd.cpp @@ -0,0 +1,290 @@ +#include "ClientHmd.h" +#include "HmdDevice/IHmdDevice.h" +#include "Quake3/GameMenuHmdManager.h" + +#include "../game/q_shared.h" +#include "../client/client.h" +#include "../client/vmachine.h" + +#include +#include + +#define GLM_FORCE_RADIANS +#include +#include +#include +#include +#include + + +ClientHmd* ClientHmd::sClientHmd = NULL; + +ClientHmd::ClientHmd() + :mpDevice(nullptr) + ,mpRenderer(nullptr) + ,mpGameMenuHmdManager(nullptr) + ,mIsInitialized(false) + ,mLastViewangleYaw(0) + ,mViewangleDiff(0) + ,mLastViewanglePitch(0) + ,mViewanglePitchDiff(0) + ,mLastPitch(0) + ,mMeterToGameUnits(IHmdDevice::METER_TO_GAME) +{ + +} + +ClientHmd::~ClientHmd() +{ + if (mpGameMenuHmdManager != nullptr) + { + delete(mpGameMenuHmdManager); + mpGameMenuHmdManager = nullptr; + } +} + +ClientHmd* ClientHmd::Get() +{ + if (sClientHmd == NULL) + { + sClientHmd = new ClientHmd(); + } + + return sClientHmd; +} + +void ClientHmd::Destroy() +{ + if (sClientHmd == NULL) + { + return; + } + + delete sClientHmd; + sClientHmd = NULL; +} + +void ClientHmd::UpdateInputView(float yawDiff, float pitchDiff, float& rPitch, float& rYaw, float& rRoll) +{ + if (mpDevice == NULL) + { + return; + } + + if (!mIsInitialized) + { + mIsInitialized = true; + mLastViewangleYaw = rYaw; + } + + mViewangleDiff += yawDiff; + mViewangleDiff = fmod(mViewangleDiff, 360.0f); + + mLastViewangleYaw = rYaw; + mLastViewanglePitch = rPitch; + + float pitch = 0; + float yaw = 0; + float roll = 0; + + // ignore failed orientation + // it will alsow fail during rendering + // we need to keep render orientation and input orientation the same + GetOrientation(pitch, yaw, roll); + + if (hmd_decoupleAim->integer || HasHand(true)) + { + mViewanglePitchDiff += pitchDiff; + mViewanglePitchDiff += (mLastPitch - pitch); + mViewanglePitchDiff = fmod(mViewanglePitchDiff, 360.0f); + + rPitch = pitch + mViewanglePitchDiff; + + rYaw = mViewangleDiff; + mLastPitch = pitch; + } + else + { + rPitch = pitch; + rYaw = yaw + mViewangleDiff; + } + + rPitch = std::max(rPitch, -80.0f); + rPitch = std::min(rPitch, 80.0f); + + mLastViewangleYaw = rYaw; +} + +void ClientHmd::UpdateGame() +{ + if (mpDevice == NULL) + { + return; + } + + GameMenuHmdManager* pManager = GetGameMenuHmdManager(); + if (pManager) + { + pManager->Update(); + } + + float angles[4]; + + bool worked = GetOrientation(angles[0], angles[1], angles[2]); + + if (!worked) + { + return; + } + + //printf("pitch: %.2f yaw: %.2f roll: %.2f\n", pitch, yaw, roll); + + angles[3] = mViewangleDiff; + + float position[3]; + bool usePosition = false; //GetPosition(position[0], position[1], position[2]); + if (usePosition) + { + VM_Call(CG_HMD_UPDATE_ROT_POS, &angles[0], &position[0]); + } + else + { + VM_Call(CG_HMD_UPDATE_ROT, &angles[0]); + } + + float angles_l[3]; + float position_l[3]; + float angles_r[3]; + float position_r[3]; + + // check only the right hand for now (we don't use the left one yet) + bool useHands = HasHand(true); + if (useHands) + { + GetHandPosition(false, position_l[0], position_l[1], position_l[2]); + GetHandPosition(true, position_r[0], position_r[1], position_r[2]); + GetHandOrientation(false, angles_l[0], angles_l[1], angles_l[2]); + GetHandOrientation(true, angles_r[0], angles_r[1], angles_r[2]); + VM_Call(CG_HMD_UPDATE_HANDS, &angles_l[0], &position_l[0], &angles_r[0], &position_r[0]); + } +} + +bool ClientHmd::GetOrientation(float& rPitch, float& rYaw, float& rRoll) +{ + if (mpDevice == NULL) + { + return false; + } + + bool worked = mpDevice->GetOrientationRad(rPitch, rYaw, rRoll); + if (!worked) + { + return false; + } + + rPitch = RAD2DEG(-rPitch); + rYaw = RAD2DEG(rYaw); + rRoll = RAD2DEG(-rRoll); + + return true; +} + +bool ClientHmd::GetPosition(float& rX, float& rY, float& rZ) +{ + if (mpDevice == NULL) + { + return false; + } + + bool worked = mpDevice->GetPosition(rX, rY, rZ); + if (!worked) + { + return false; + } + + glm::vec3 hmdPosition = glm::vec3(rZ * mMeterToGameUnits, rX * mMeterToGameUnits, -rY * mMeterToGameUnits); + glm::quat bodyYawRotation = glm::rotate(glm::quat(1.0f, 0.0f, 0.0f, 0.0f), (float)(DEG2RAD(-mViewangleDiff)), glm::vec3(0.0f, 0.0f, 1.0f)); + + // create view matrix + glm::vec3 hmdPositionOffsetInGame = bodyYawRotation * hmdPosition; + + rX = hmdPositionOffsetInGame.x; + rY = hmdPositionOffsetInGame.y; + rZ = hmdPositionOffsetInGame.z; + + return true; +} + +bool ClientHmd::GetHandOrientation(bool rightHand, float& rPitch, float& rYaw, float& rRoll) +{ + if (mpDevice == NULL || !hmd_useHands->integer) + { + return false; + } + + bool worked = mpDevice->GetHandOrientationRad(rightHand, rPitch, rYaw, rRoll); + if (!worked) + { + return false; + } + + rPitch = RAD2DEG(-rPitch); + rYaw = RAD2DEG(rYaw); + rRoll = RAD2DEG(-rRoll); + + return true; +} + +bool ClientHmd::GetHandPosition(bool rightHand, float& rX, float& rY, float& rZ) +{ + if (mpDevice == NULL || !hmd_useHands->integer) + { + return false; + } + + bool worked = mpDevice->GetHandPosition(rightHand, rX, rY, rZ); + if (!worked) + { + return false; + } + + glm::vec3 handPosition = glm::vec3(rZ * mMeterToGameUnits, rX * mMeterToGameUnits, -rY * mMeterToGameUnits); + glm::quat bodyYawRotation = glm::rotate(glm::quat(1.0f, 0.0f, 0.0f, 0.0f), (float)(DEG2RAD(-mViewangleDiff)), glm::vec3(0.0f, 0.0f, 1.0f)); + + // create view matrix + glm::vec3 hmdPositionOffsetInGame = bodyYawRotation * handPosition; + + rX = hmdPositionOffsetInGame.x; + rY = hmdPositionOffsetInGame.y; + rZ = hmdPositionOffsetInGame.z; + + return true; +} + +bool ClientHmd::HasHand(bool rightHand) +{ + if (mpDevice == NULL || !hmd_useHands->integer) + { + return false; + } + + return mpDevice->HasHand(rightHand); +} + +void ClientHmd::SetRenderer(IHmdRenderer* pRenderer) +{ + mpRenderer = pRenderer; + + GameMenuHmdManager* pGameMenuHmdManager = GetGameMenuHmdManager(); + pGameMenuHmdManager->SetHmdRenderer(pRenderer); +} + +GameMenuHmdManager* ClientHmd::GetGameMenuHmdManager() +{ + if (mpGameMenuHmdManager == nullptr) + { + mpGameMenuHmdManager = new GameMenuHmdManager(); + } + + return mpGameMenuHmdManager; +} \ No newline at end of file diff --git a/code/hmd/ClientHmd.h b/code/hmd/ClientHmd.h new file mode 100644 index 0000000..0c66c0d --- /dev/null +++ b/code/hmd/ClientHmd.h @@ -0,0 +1,62 @@ +/** + * HMD extension for JediAcademy + * + * Copyright 2014 by Jochen Leopold + */ + +#ifndef CLIENTHMD_H +#define CLIENTHMD_H + +class IHmdDevice; +class IHmdRenderer; +class GameMenuHmdManager; + +class ClientHmd +{ +public: + ClientHmd(); + ~ClientHmd(); + + static ClientHmd* Get(); + static void Destroy(); + + void UpdateInputView(float yawDiff, float pitchDiff, float& rPitch, float& rYaw, float& rRoll); + void UpdateGame(); + bool GetOrientation(float& rPitch, float& rYaw, float& rRoll); + bool GetPosition(float& rX, float& rY, float& rZ); + bool GetHandOrientation(bool rightHand, float& rPitch, float& rYaw, float& rRoll); + bool GetHandPosition(bool rightHand, float& rX, float& rY, float& rZ); + bool HasHand(bool rightHand); + + IHmdDevice* GetDevice() { return mpDevice; } + void SetDevice(IHmdDevice* pDevice) { mpDevice = pDevice; } + + IHmdRenderer* GetRenderer() { return mpRenderer; } + void SetRenderer(IHmdRenderer* pRenderer); + + float GetYawDiff() { return mViewangleDiff; } + + GameMenuHmdManager* GetGameMenuHmdManager(); + +private: + + // disable copy constructor + ClientHmd(const ClientHmd&); + ClientHmd& operator=(const ClientHmd&); + + IHmdDevice* mpDevice; + IHmdRenderer* mpRenderer; + GameMenuHmdManager* mpGameMenuHmdManager; + bool mIsInitialized; + float mLastViewangleYaw; + float mViewangleDiff; + float mLastViewanglePitch; + float mViewanglePitchDiff; + float mLastPitch; + float mMeterToGameUnits; + + + static ClientHmd* sClientHmd; +}; + +#endif diff --git a/code/hmd/FactoryHmdDevice.cpp b/code/hmd/FactoryHmdDevice.cpp new file mode 100644 index 0000000..c17649b --- /dev/null +++ b/code/hmd/FactoryHmdDevice.cpp @@ -0,0 +1,165 @@ +#include "FactoryHmdDevice.h" +#include "HmdDevice/HmdDeviceMouse.h" +#ifdef USE_OPENHMD +#include "HmdDevice/HmdDeviceOpenHmd.h" +#include "HmdRenderer/HmdRendererOculusOpenHmd.h" +#endif + +#ifdef USE_OVR_1 +#include "OculusSdk_1/HmdDeviceOculusSdk.h" +#include "OculusSdk_1/HmdRendererOculusSdk.h" +#endif + +#ifdef USE_OVR_0_8 +#include "OculusSdk_0.8/HmdDeviceOculusSdk.h" +#include "OculusSdk_0.8/HmdRendererOculusSdk.h" +#endif + +#ifdef USE_OVR_0_5 +#include "OculusSdk_0.5/HmdDeviceOculusSdk.h" +#include "OculusSdk_0.5/HmdRendererOculusSdk.h" +#endif + + + +#include "HmdRenderer/HmdRendererOculus.h" + +#include +#include + +using namespace std; + +IHmdDevice* FactoryHmdDevice::CreateHmdDevice(HmdLibrary library, bool allowDummyDevice) +{ + vector devices; + +#ifdef USE_OVR_1 + if (library == LIB_OVR || library == LIB_UNDEFINED) + { + devices.push_back(new OvrSdk_1::HmdDeviceOculusSdk()); + } +#endif + +#ifdef USE_OVR_0_8 + if (library == LIB_OVR || library == LIB_UNDEFINED) + { + devices.push_back(new OvrSdk_0_8::HmdDeviceOculusSdk()); + } +#endif + +#ifdef USE_OVR_0_5 + if (library == LIB_OVR || library == LIB_UNDEFINED) + { + devices.push_back(new OvrSdk_0_5::HmdDeviceOculusSdk()); + } +#endif + +#ifdef USE_OPENHMD + if (library == LIB_OPENHMD || library == LIB_UNDEFINED) + { + devices.push_back(new HmdDeviceOpenHmd()); + } +#endif + + if (library == LIB_MOUSE_DUMMY) + { + // only use mouse dummy if it is forced + devices.push_back(new HmdDeviceMouse()); + } + + IHmdDevice* pSelectedDevice = NULL; + + for (unsigned int i=0; iInit(allowDummyDevice); + if (worked) + { + pSelectedDevice = devices[i]; + } + else + { + devices[i]->Shutdown(); + } + } + + if (pSelectedDevice != devices[i]) + { + delete devices[i]; + devices[i] = NULL; + } + } + + devices.clear(); + + return pSelectedDevice; +} + +IHmdRenderer* FactoryHmdDevice::CreateRendererForDevice(IHmdDevice* pDevice) +{ + if (pDevice == NULL) + { + return NULL; + } + + int width = 0; + int height = 0; + bool isRotated = false; + bool isExtendedMode = false; + + bool needsRenderer = pDevice->GetDeviceResolution(width, height, isRotated, isExtendedMode); + if (!needsRenderer) + { + return NULL; + } + +#ifdef USE_OVR_1 + OvrSdk_1::HmdDeviceOculusSdk* pOculusSdk_1 = dynamic_cast(pDevice); + if (pOculusSdk_1 != NULL) + { + //HmdRendererOculus* pRenderer = new HmdRendererOculus(); + OvrSdk_1::HmdRendererOculusSdk* pRenderer = new OvrSdk_1::HmdRendererOculusSdk(pOculusSdk_1); + return pRenderer; + } +#endif + +#ifdef USE_OVR_0_8 + OvrSdk_0_8::HmdDeviceOculusSdk* pOculusSdk_0_8 = dynamic_cast(pDevice); + if (pOculusSdk_0_8 != NULL) + { + //HmdRendererOculus* pRenderer = new HmdRendererOculus(); + OvrSdk_0_8::HmdRendererOculusSdk* pRenderer = new OvrSdk_0_8::HmdRendererOculusSdk(pOculusSdk_0_8); + return pRenderer; + } +#endif + +#ifdef USE_OVR_0_5 + OvrSdk_0_5::HmdDeviceOculusSdk* pOculusSdk_0_5 = dynamic_cast(pDevice); + if (pOculusSdk_0_5 != NULL) + { + //HmdRendererOculus* pRenderer = new HmdRendererOculus(); + OvrSdk_0_5::HmdRendererOculusSdk* pRenderer = new OvrSdk_0_5::HmdRendererOculusSdk(pOculusSdk_0_5); + return pRenderer; + } +#endif + +#ifdef USE_OPENHMD + HmdDeviceOpenHmd* pOpenHmd = dynamic_cast(pDevice); + if (pOpenHmd != NULL) + { + //HmdRendererOculus* pRenderer = new HmdRendererOculus(); + HmdRendererOculusOpenHmd* pRenderer = new HmdRendererOculusOpenHmd(pOpenHmd); + return pRenderer; + } +#endif + + HmdDeviceMouse* pHmdMouse = dynamic_cast(pDevice); + if (pHmdMouse != NULL) + { + HmdRendererOculus* pRenderer = new HmdRendererOculus(); + return pRenderer; + } + + return NULL; +} diff --git a/code/hmd/FactoryHmdDevice.h b/code/hmd/FactoryHmdDevice.h new file mode 100644 index 0000000..e462361 --- /dev/null +++ b/code/hmd/FactoryHmdDevice.h @@ -0,0 +1,33 @@ +/** + * HMD extension for JediAcademy + * + * Copyright 2014 by Jochen Leopold + */ + +#ifndef FACTORYHMDDEVICE_H +#define FACTORYHMDDEVICE_H + +#include "HmdDevice/IHmdDevice.h" +#include "HmdRenderer/IHmdRenderer.h" + +class FactoryHmdDevice +{ +public: + + enum HmdLibrary { + LIB_UNDEFINED, + LIB_OVR, + LIB_OPENHMD, + LIB_MOUSE_DUMMY + }; + + static IHmdDevice* CreateHmdDevice(HmdLibrary library, bool allowDummyDevice); + static IHmdRenderer* CreateRendererForDevice(IHmdDevice* pDevice); + +private: + // disable copy constructor + FactoryHmdDevice(const FactoryHmdDevice&); + FactoryHmdDevice& operator=(const FactoryHmdDevice&); +}; + +#endif diff --git a/code/hmd/GameHmd.cpp b/code/hmd/GameHmd.cpp new file mode 100644 index 0000000..6d36e0b --- /dev/null +++ b/code/hmd/GameHmd.cpp @@ -0,0 +1,193 @@ + +#include "GameHmd.h" +#include +#include + +GameHmd* GameHmd::sGameHmd = NULL; + +GameHmd::GameHmd() + :mIsInitialized(false) + ,mUsePositionTracking(false) + ,mUseHands(false) + ,mPitch(0) + ,mYaw(0) + ,mRoll(0) + ,mInputYaw(0) + ,mX(0) + ,mY(0) + ,mZ(0) + ,lPitch(0) + ,lYaw(0) + ,lRoll(0) + ,lX(0) + ,lY(0) + ,lZ(0) + ,rPitch(0) + ,rYaw(0) + ,rRoll(0) + ,rX(0) + ,rY(0) + ,rZ(0) +{ + +} + +GameHmd* GameHmd::Get() +{ + if (sGameHmd == NULL) + { + sGameHmd = new GameHmd(); + } + + return sGameHmd; +} + +void GameHmd::Destroy() +{ + if (sGameHmd == NULL) + { + return; + } + + delete sGameHmd; + sGameHmd = NULL; +} + +void GameHmd::UpdateHmd(float angles[4]) +{ + mIsInitialized = true; + + mPitch = angles[0]; + mYaw = angles[1]; + mRoll = angles[2]; + + mInputYaw = angles[3]; +} + + +void GameHmd::UpdateHmd(float angles[4], float position[3]) +{ + mIsInitialized = true; + mUsePositionTracking = true; + + mPitch = angles[0]; + mYaw = angles[1]; + mRoll = angles[2]; + mInputYaw = angles[3]; + + mX = position[0]; + mY = position[1]; + mZ = position[2]; +} + +void GameHmd::UpdateHands(float angles_l[3], float position_l[3], float angles_r[3], float position_r[3]) +{ + mUseHands = true; + + lPitch = angles_l[0]; + lYaw = angles_l[1]; + lRoll = angles_l[2]; + + lX = position_l[0]; + lY = position_l[1]; + lZ = position_l[2]; + + rPitch = angles_r[0]; + rYaw = angles_r[1]; + rRoll = angles_r[2]; + + rX = position_r[0]; + rY = position_r[1]; + rZ = position_r[2]; +} + +bool GameHmd::GetOrientation(float& pitch, float& yaw, float& roll) +{ + if (!mIsInitialized) + { + return false; + } + + pitch = mPitch; + yaw = mYaw; + roll = mRoll; + return true; +} + +float GameHmd::GetInputYaw() +{ + return mInputYaw; +} + +bool GameHmd::GetPosition(float &outX, float &outY, float &outZ) +{ + if (!mIsInitialized || !mUsePositionTracking) + { + return false; + } + + outX = mX; + outY = mY; + outZ = mZ; + + return true; +} + +bool GameHmd::HasHands() +{ + return mUseHands; +} + +bool GameHmd::GetLeftHandOrientation(float& pitch, float& yaw, float& roll) +{ + if (!mIsInitialized || !mUseHands) + { + return false; + } + + pitch = lPitch; + yaw = lYaw; + roll = lRoll; + return true; +} + +bool GameHmd::GetLeftHandPosition(float &outX, float &outY, float &outZ) +{ + if (!mIsInitialized || !mUseHands) + { + return false; + } + + outX = lX; + outY = lY; + outZ = lZ; + + return true; +} + +bool GameHmd::GetRightHandOrientation(float& pitch, float& yaw, float& roll) +{ + if (!mIsInitialized || !mUseHands) + { + return false; + } + + pitch = rPitch; + yaw = rYaw; + roll = rRoll; + return true; +} + +bool GameHmd::GetRightHandPosition(float &outX, float &outY, float &outZ) +{ + if (!mIsInitialized || !mUseHands) + { + return false; + } + + outX = rX; + outY = rY; + outZ = rZ; + + return true; +} \ No newline at end of file diff --git a/code/hmd/GameHmd.h b/code/hmd/GameHmd.h new file mode 100644 index 0000000..b494334 --- /dev/null +++ b/code/hmd/GameHmd.h @@ -0,0 +1,76 @@ +/** + * HMD extension for JediAcademy + * + * Copyright 2014 by Jochen Leopold + */ + +#ifndef GAMEHMD_H +#define GAMEHMD_H + +class GameHmd +{ +public: + + GameHmd(); + + static GameHmd* Get(); + static void Destroy(); + + + bool IsInitialized() { return mIsInitialized; } + void UpdateHmd(float angles[3]); + void UpdateHmd(float angles[3], float position[3]); + void UpdateHands(float angles_l[3], float position_l[3], float angles_r[3], float position_r[3]); + + bool GetOrientation(float& pitch, float& yaw, float& roll); + bool GetPosition(float& rX, float& rY, float& rZ); + float GetInputYaw(); + + bool HasHands(); + bool GetLeftHandOrientation(float& pitch, float& yaw, float& roll); + bool GetLeftHandPosition(float &outX, float &outY, float &outZ); + bool GetRightHandOrientation(float& pitch, float& yaw, float& roll); + bool GetRightHandPosition(float &outX, float &outY, float &outZ); + +private: + + // disable copy constructor + GameHmd(const GameHmd&); + GameHmd& operator=(const GameHmd&); + + bool mIsInitialized; + bool mUsePositionTracking; + bool mUseHands; + + float mPitch; + float mYaw; + float mRoll; + float mInputYaw; + + float mX; + float mY; + float mZ; + + float lPitch; + float lYaw; + float lRoll; + + float lX; + float lY; + float lZ; + + float rPitch; + float rYaw; + float rRoll; + + float rX; + float rY; + float rZ; + + static GameHmd* sGameHmd; + + + +}; + +#endif diff --git a/code/hmd/HmdDevice/HmdDeviceMouse.cpp b/code/hmd/HmdDevice/HmdDeviceMouse.cpp new file mode 100644 index 0000000..bb8c279 --- /dev/null +++ b/code/hmd/HmdDevice/HmdDeviceMouse.cpp @@ -0,0 +1,112 @@ +#include "HmdDeviceMouse.h" +#include "../../client/client.h" + +#include "../../game/q_shared.h" + +using namespace std; + +HmdDeviceMouse::HmdDeviceMouse() + :mPitch(0) + ,mYaw(0) + ,mRoll(0) + ,mUsePosition(false) + ,mX(0) + ,mY(0) + ,mZ(0) +{ + +} + +HmdDeviceMouse::~HmdDeviceMouse() +{ + +} + +bool HmdDeviceMouse::Init(bool allowDummyDevice) +{ + return true; +} + +void HmdDeviceMouse::Shutdown() +{ + +} + +string HmdDeviceMouse::GetInfo() +{ + return "HmdDeviceMouse: (Simulated Device using mouse inputs)"; +} + +bool HmdDeviceMouse::HasDisplay() +{ + return false; +} + +string HmdDeviceMouse::GetDisplayDeviceName() +{ + return ""; +} + +bool HmdDeviceMouse::GetDisplayPos(int& rX, int& rY) +{ + rX = 0; + rY = 0; + return false; +} + +bool HmdDeviceMouse::GetDeviceResolution(int& rWidth, int& rHeight, bool &rIsRotated, bool& rIsExtendedMode) +{ + return false; + + // rWidth = 1280; + // rHeight = 800; + + // return true; +} + +bool HmdDeviceMouse::GetOrientationRad(float& rPitch, float& rYaw, float& rRoll) +{ + rPitch = DEG2RAD(-mPitch); + rYaw = DEG2RAD(mYaw); + rRoll = DEG2RAD(-mRoll); + + return true; +} + +void HmdDeviceMouse::SetOrientationDeg(float pitch, float yaw, float roll) +{ + mPitch = pitch; + mYaw = yaw; + mRoll = roll; +} + +void HmdDeviceMouse::GetOrientationDeg(float& rPitch, float& rYaw, float& rRoll) +{ + rPitch = mPitch; + rYaw = mYaw; + rRoll = mRoll; +} + +void HmdDeviceMouse::SetPosition(float x, float y, float z) +{ + mUsePosition = true; + mX = x; + mY = y; + mZ = z; +} + + +bool HmdDeviceMouse::GetPosition(float &rX, float &rY, float &rZ) +{ + if (!mUsePosition) + { + return false; + } + + rX = mX; + rY = mY; + rZ = mZ; + + return true; +} + diff --git a/code/hmd/HmdDevice/HmdDeviceMouse.h b/code/hmd/HmdDevice/HmdDeviceMouse.h new file mode 100644 index 0000000..624db1a --- /dev/null +++ b/code/hmd/HmdDevice/HmdDeviceMouse.h @@ -0,0 +1,56 @@ +/** + * HMD extension for JediAcademy + * + * Copyright 2014 by Jochen Leopold + */ + +#ifndef HMDDEVICEMOUSE_H +#define HMDDEVICEMOUSE_H + +#include "IHmdDevice.h" + +class HmdDeviceMouse : public IHmdDevice +{ +public: + + HmdDeviceMouse(); + virtual ~HmdDeviceMouse(); + + virtual bool Init(bool allowDummyDevice = false); + virtual void Shutdown(); + + virtual std::string GetInfo(); + + virtual bool HasDisplay(); + virtual std::string GetDisplayDeviceName(); + virtual bool GetDisplayPos(int& rX, int& rY); + + virtual bool GetDeviceResolution(int& rWidth, int& rHeight, bool &rIsRotated, bool& rIsExtendedMode); + virtual bool GetOrientationRad(float& rPitch, float& rYaw, float& rRoll); + virtual bool GetPosition(float& rX, float& rY, float& rZ); + virtual bool GetHandOrientationRad(bool rightHand, float& rPitch, float& rYaw, float& rRoll) { return false; } + virtual bool GetHandPosition(bool rightHand, float& rX, float& rY, float& rZ) { return false; } + virtual bool HasHand(bool rightHand) { return false; } + virtual void Recenter() {} + + + void SetOrientationDeg(float pitch, float yaw, float roll); + void GetOrientationDeg(float& rPitch, float& rYaw, float& rRoll); + void SetPosition(float x, float y, float z); + +private: + // disable copy constructor + HmdDeviceMouse(const HmdDeviceMouse&); + HmdDeviceMouse& operator=(const HmdDeviceMouse&); + + float mPitch; + float mYaw; + float mRoll; + + bool mUsePosition; + float mX; + float mY; + float mZ; +}; + +#endif diff --git a/code/hmd/HmdDevice/HmdDeviceOpenHmd.cpp b/code/hmd/HmdDevice/HmdDeviceOpenHmd.cpp new file mode 100644 index 0000000..43f0342 --- /dev/null +++ b/code/hmd/HmdDevice/HmdDeviceOpenHmd.cpp @@ -0,0 +1,294 @@ +#include "HmdDeviceOpenHmd.h" +#include "../SearchForDisplay.h" + +#include "../../game/q_shared.h" + + +#include +#include +#include +#include + +using namespace std; + +HmdDeviceOpenHmd::HmdDeviceOpenHmd() + :mIsInitialized(false) + ,mpCtx(NULL) + ,mpHmd(NULL) + ,mDeviceType(DEVICE_GENERIC) + ,mDisplayWidth(0) + ,mDisplayHeight(0) + ,mDisplayId(-1) + ,mDisplayX(0) + ,mDisplayY(0) + ,mDisplayIsRotated(false) +{ + +} + +HmdDeviceOpenHmd::~HmdDeviceOpenHmd() +{ + +} + +bool HmdDeviceOpenHmd::Init(bool allowDummyDevice) +{ + mpCtx = ohmd_ctx_create(); + int num_devices = ohmd_ctx_probe(mpCtx); + if (num_devices < 0) + { + printf("failed to probe devices: %s\n", ohmd_ctx_get_error(mpCtx)); + return false; + } + + int deviceCount = ohmd_ctx_probe(mpCtx); + + int foundDevice = -1; + for (int i=0; i 0) + { + mInfo += " "; + mInfo += productName; + } + + const char* vendorName = ohmd_list_gets(mpCtx, 0, OHMD_VENDOR); + if (strlen(vendorName) > 0) + { + mInfo += " "; + mInfo += vendorName; + } + + ohmd_device_geti(mpHmd, OHMD_SCREEN_HORIZONTAL_RESOLUTION, &mDisplayWidth); + ohmd_device_geti(mpHmd, OHMD_SCREEN_VERTICAL_RESOLUTION, &mDisplayHeight); + + + if (strcmp(vendorName, "Oculus VR, Inc.") == 0) + { + if (strcmp(productName, "Rift (Devkit)") == 0) + { + if (mDisplayWidth == 1920 && mDisplayHeight == 1080) + { + mDeviceType = DEVICE_OCULUSRIFT_DK2; + } + else + { + mDeviceType = DEVICE_OCULUSRIFT_DK1; + } + } + } + + DetectDisplay(); + + mIsInitialized = true; + + return true; +} + +void HmdDeviceOpenHmd::Shutdown() +{ + if (mpCtx == NULL) + { + return; + } + + mInfo = ""; + + mpHmd = NULL; + + ohmd_ctx_destroy(mpCtx); + mpCtx = NULL; + mDisplayIsRotated = false; +} + +string HmdDeviceOpenHmd::GetInfo() +{ + return mInfo; +} + +bool HmdDeviceOpenHmd::HasDisplay() +{ + if (!mIsInitialized) + { + return false; + } + + return true; +} + +string HmdDeviceOpenHmd::GetDisplayDeviceName() +{ + return mDisplayDeviceName; +} + +bool HmdDeviceOpenHmd::GetDisplayPos(int& rX, int& rY) +{ + if (!mIsInitialized) + { + return false; + } + + rX = mDisplayX; + rY = mDisplayY; + return true; +} + +bool HmdDeviceOpenHmd::GetDeviceResolution(int& rWidth, int& rHeight, bool &rIsRotated, bool& rIsExtendedMode) +{ + if (!mIsInitialized || mDisplayWidth <= 0) + { + return false; + } + + + rWidth = mDisplayWidth; + rHeight = mDisplayHeight; + rIsRotated = mDisplayIsRotated; + rIsExtendedMode = true; + + return true; +} + +bool HmdDeviceOpenHmd::GetOrientationRad(float& rPitch, float& rYaw, float& rRoll) +{ + if (!mIsInitialized) + { + return false; + } + + ohmd_ctx_update(mpCtx); + + float quat[4]; + ohmd_device_getf(mpHmd, OHMD_ROTATION_QUAT, &quat[0]); + ConvertQuatToEuler(&quat[0], rYaw, rPitch, rRoll); + + //printf("pitch=%.2f yaw=%.2f roll=%.2f\n", RAD2DEG(rPitch), RAD2DEG(rYaw), RAD2DEG(rRoll)); + + return true; +} + +void HmdDeviceOpenHmd::ConvertQuatToEuler(const float* quat, float& rYaw, float& rPitch, float& rRoll) +{ + //https://svn.code.sf.net/p/irrlicht/code/trunk/include/quaternion.h + // modified to get yaw before pitch + + float W = quat[3]; + float X = quat[1]; + float Y = quat[0]; + float Z = quat[2]; + + float sqw = W*W; + float sqx = X*X; + float sqy = Y*Y; + float sqz = Z*Z; + + float test = 2.0f * (Y*W - X*Z); + + if (test > (1.0f - 0.000001f)) + { + // heading = rotation about z-axis + rRoll = (-2.0f*atan2(X, W)); + // bank = rotation about x-axis + rYaw = 0; + // attitude = rotation about y-axis + rPitch = M_PI/2.0f; + } + else if (test < (-1.0f + 0.000001f)) + { + // heading = rotation about z-axis + rRoll = (2.0f*atan2(X, W)); + // bank = rotation about x-axis + rYaw = 0; + // attitude = rotation about y-axis + rPitch = M_PI/-2.0f; + } + else + { + // heading = rotation about z-axis + rRoll = atan2(2.0f * (X*Y +Z*W),(sqx - sqy - sqz + sqw)); + // bank = rotation about x-axis + rYaw = atan2(2.0f * (Y*Z +X*W),(-sqx - sqy + sqz + sqw)); + // attitude = rotation about y-axis + test = max(test, -1.0f); + test = min(test, 1.0f); + rPitch = asin(test); + } +} + +void HmdDeviceOpenHmd::DetectDisplay() +{ + + std::string displayName = ""; + + // hardcode the correct names for DK1 and DK2 (on Linux) + switch (mDeviceType) + { + case DEVICE_OCULUSRIFT_DK1: + displayName = "Rift DK 7\""; + break; + case DEVICE_OCULUSRIFT_DK2: + displayName = "Rift DK2 6\""; + break; + } + + SearchForDisplay::DisplayInfo rInfo; + bool worked = SearchForDisplay::GetDisplayPosition(displayName, mDisplayWidth, mDisplayHeight, rInfo); + if (worked) + { + mDisplayId = rInfo.id; + mDisplayDeviceName = rInfo.name; + mDisplayX = rInfo.posX; + mDisplayY = rInfo.posY; + mDisplayIsRotated = rInfo.isRotated; + } +} + + +bool HmdDeviceOpenHmd::GetPosition(float &rX, float &rY, float &rZ) +{ + return false; +} + +bool HmdDeviceOpenHmd::GetHandOrientationRad(bool rightHand, float& rPitch, float& rYaw, float& rRoll) +{ + return false; +} + +bool HmdDeviceOpenHmd::GetHandPosition(bool rightHand, float &rX, float &rY, float &rZ) +{ + return false; +} + +bool HmdDeviceOpenHmd::HasHand(bool rightHand) +{ + return false; +} \ No newline at end of file diff --git a/code/hmd/HmdDevice/HmdDeviceOpenHmd.h b/code/hmd/HmdDevice/HmdDeviceOpenHmd.h new file mode 100644 index 0000000..dcb5d89 --- /dev/null +++ b/code/hmd/HmdDevice/HmdDeviceOpenHmd.h @@ -0,0 +1,76 @@ +/** + * HMD extension for JediAcademy + * + * Copyright 2014 by Jochen Leopold + */ + +#ifndef HMDDEVICEOPENHMD_H +#define HMDDEVICEOPENHMD_H + +#include "IHmdDevice.h" +#include + +class HmdDeviceOpenHmd : public IHmdDevice +{ +public: + + enum DeviceType + { + DEVICE_GENERIC, + DEVICE_OCULUSRIFT_DK1, + DEVICE_OCULUSRIFT_DK2 + }; + + HmdDeviceOpenHmd(); + virtual ~HmdDeviceOpenHmd(); + + virtual bool Init(bool allowDummyDevice = false); + virtual void Shutdown(); + + virtual std::string GetInfo(); + DeviceType GetDeviceType() { return mDeviceType; } + + virtual bool HasDisplay(); + virtual std::string GetDisplayDeviceName(); + virtual bool GetDisplayPos(int& rX, int& rY); + + virtual bool GetDeviceResolution(int& rWidth, int& rHeight, bool& rIsRotated, bool& rIsExtendedMode); + virtual bool GetOrientationRad(float& rPitch, float& rYaw, float& rRoll); + virtual bool GetPosition(float& rX, float& rY, float& rZ); + virtual bool GetHandOrientationRad(bool rightHand, float& rPitch, float& rYaw, float& rRoll); + virtual bool GetHandPosition(bool rightHand, float& rX, float& rY, float& rZ); + virtual bool HasHand(bool rightHand); + virtual void Recenter() {} + + ohmd_device* GetHmd() { return mpHmd; } + bool IsDisplayRotated() { return mDisplayIsRotated; } + +protected: + void ConvertQuatToEuler(const float* quat, float& rYaw, float& rPitch, float& rRoll); + void DetectDisplay(); + +private: + // disable copy constructor + HmdDeviceOpenHmd(const HmdDeviceOpenHmd&); + HmdDeviceOpenHmd& operator=(const HmdDeviceOpenHmd&); + + bool mIsInitialized; + ohmd_context* mpCtx; + ohmd_device* mpHmd; + + std::string mInfo; + DeviceType mDeviceType; + + int mDisplayWidth; + int mDisplayHeight; + + int mDisplayId; + int mDisplayX; + int mDisplayY; + std::string mDisplayDeviceName; + + bool mDisplayIsRotated; +}; + + +#endif diff --git a/code/hmd/HmdDevice/IHmdDevice.cpp b/code/hmd/HmdDevice/IHmdDevice.cpp new file mode 100644 index 0000000..371186a --- /dev/null +++ b/code/hmd/HmdDevice/IHmdDevice.cpp @@ -0,0 +1,3 @@ +#include "IHmdDevice.h" + +const float IHmdDevice::METER_TO_GAME = 39.3701f; // meter to inch diff --git a/code/hmd/HmdDevice/IHmdDevice.h b/code/hmd/HmdDevice/IHmdDevice.h new file mode 100644 index 0000000..cf2e988 --- /dev/null +++ b/code/hmd/HmdDevice/IHmdDevice.h @@ -0,0 +1,39 @@ +/** + * HMD extension for JediAcademy + * + * Copyright 2014 by Jochen Leopold + */ + +#ifndef IHMDDEVICE_H +#define IHMDDEVICE_H + +#include + +class IHmdDevice +{ +public: + virtual ~IHmdDevice() {} + + virtual bool Init(bool allowDummyDevice = false) = 0; + virtual void Shutdown() = 0; + + virtual std::string GetInfo() = 0; + + virtual bool HasDisplay() = 0; + virtual std::string GetDisplayDeviceName() = 0; + virtual bool GetDisplayPos(int& rX, int& rY) = 0; + + // return false if no display is used + virtual bool GetDeviceResolution(int& rWidth, int& rHeight, bool& rIsRotated, bool& rIsExtendedMode) = 0; + virtual bool GetOrientationRad(float& rPitch, float& rYaw, float& rRoll) = 0; + virtual bool GetPosition(float& rX, float& rY, float& rZ) = 0; + virtual bool GetHandOrientationRad(bool rightHand, float& rPitch, float& rYaw, float& rRoll) = 0; + virtual bool GetHandPosition(bool rightHand, float& rX, float& rY, float& rZ) = 0; + virtual bool HasHand(bool rightHand) = 0; + + virtual void Recenter() = 0; + + static const float METER_TO_GAME; +}; + +#endif diff --git a/code/hmd/HmdRenderer/HmdRendererOculus.cpp b/code/hmd/HmdRenderer/HmdRendererOculus.cpp new file mode 100644 index 0000000..b0f0b04 --- /dev/null +++ b/code/hmd/HmdRenderer/HmdRendererOculus.cpp @@ -0,0 +1,325 @@ +#include "HmdRendererOculus.h" +#include "../../renderer/tr_local.h" +#include "PlatformInfo.h" + +#include + +#define GLM_FORCE_RADIANS +#include +#include +#include +#include +#include + + +HmdRendererOculus::HmdRendererOculus() + :mIsInitialized(false) + ,mOculusProgram(0) + ,mOculusCenter(0) + ,mWindowWidth(0) + ,mWindowHeight(0) + ,mRenderWidth(0) + ,mRenderHeight(0) + ,mCurrentFbo(-1) +{ + +} + +HmdRendererOculus::~HmdRendererOculus() +{ + +} + +bool HmdRendererOculus::Init(int windowWidth, int windowHeight, PlatformInfo platformInfo) +{ + mWindowWidth = windowWidth; + mWindowHeight = windowHeight; + + + mRenderWidth = mWindowWidth / 2; + mRenderHeight = mWindowHeight; + + for (int i=0; i 1) + { + fboId = 1; + } + + if (mCurrentFbo == fboId) + { + return; + } + + mCurrentFbo = fboId; + + qglBindFramebuffer(GL_FRAMEBUFFER, mFboInfos[mCurrentFbo].Fbo); + RenderTool::ClearFBO(mFboInfos[mCurrentFbo]); +} + +void HmdRendererOculus::EndFrame() +{ + if (!mIsInitialized) + { + return; + } + + RenderTool::DrawFbos(&mFboInfos[0], FBO_COUNT, mWindowWidth, mWindowHeight, mOculusProgram); +} + + +bool HmdRendererOculus::GetCustomProjectionMatrix(float* rProjectionMatrix, float zNear, float zFar, float fov) +{ + if (!mIsInitialized) + { + return false; + } + + float vResolution = mWindowHeight; + float hResolution = mWindowWidth; + float vScreenSize = 0.0935f; + float hScreenSize = 0.14976f; + float eyeToScreenDist = 0.041f; + float lensSeparationDistance = 0.063500f; + + float aspect = hResolution/(2*vResolution); + float fovD = DEG2RAD(fov); //DEG2RAD(125.0f);//2*atan(vScreenSize / (2*eyeToScreenDist)); + + // eye distance: 0.064000, eye to screen: 0.041000, distortionScale: 1.714606, yfov: 125.870984, + + float viewCenter = hScreenSize *0.25f; + float eyeProjectionShift = viewCenter - lensSeparationDistance*0.5f; + float projectionCenterOffset = 4.0f * eyeProjectionShift / hScreenSize; + + if (mCurrentFbo == 1) + { + projectionCenterOffset *= -1; + } + + glm::mat4 perspMat = glm::perspective(fovD, aspect, zNear, zFar); + glm::mat4 translate = glm::translate(glm::mat4(1.0f), glm::vec3(projectionCenterOffset, 0, 0)); + perspMat = translate * perspMat; + + memcpy(rProjectionMatrix, &perspMat[0][0], sizeof(float)*16); + + return true; +} + +bool HmdRendererOculus::GetCustomViewMatrix(float* rViewMatrix, float& xPos, float& yPos, float& zPos, float bodyYaw, bool noPosition) +{ + return false; +} + +bool HmdRendererOculus::Get2DViewport(int& rX, int& rY, int& rW, int& rH) +{ + // shrink the gui for the HMD display + float scale = 0.3f; + float aspect = 1.0f; + + rW = mRenderWidth * scale; + rH = mRenderWidth* scale * aspect; + + rX = (mRenderWidth - rW)/2.0f; + int xOff = mRenderWidth/10.0f; + xOff *= mCurrentFbo == 0 ? 1 : -1; + rX += xOff; + + rY = (mRenderHeight - rH)/2; + + return true; +} + + +bool HmdRendererOculus::Get2DOrtho(double &rLeft, double &rRight, double &rBottom, double &rTop, double &rZNear, double &rZFar) +{ + rLeft = 0; + rRight = 640; + rBottom = 480; + rTop = 0; + rZNear = 0; + rZFar = 1; + + return true; +} + + + +const char* HmdRendererOculus::GetVertexShader() +{ + return + "void main() {\n" + " gl_TexCoord[0] = gl_MultiTexCoord0;\n" + " gl_Position = ftransform();\n" + "}"; +} + +const char* HmdRendererOculus::GetPixelShader() +{ + // only works with DK1 + + return + + "#version 120\n" + "\n" + " // Taken from mts3d forums, from user fredrik.\n" + " \n" + " uniform sampler2D warpTexture;\n" + " \n" + " const vec2 LeftLensCenter = vec2(0.2863248, 0.5);\n" + " const vec2 RightLensCenter = vec2(0.7136753, 0.5);\n" + " const vec2 LeftScreenCenter = vec2(0.25, 0.5);\n" + " const vec2 RightScreenCenter = vec2(0.75, 0.5);\n" + " const vec2 Scale = vec2(0.1469278, 0.2350845);\n" + " const vec2 ScaleIn = vec2(4, 2.5);\n" + " const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0);\n" + " \n" + " // Scales input texture coordinates for distortion.\n" + " vec2 HmdWarp(vec2 in01, vec2 LensCenter)\n" + " {\n" + " vec2 theta = (in01 - LensCenter) * ScaleIn; // Scales to [-1, 1]\n" + " float rSq = theta.x * theta.x + theta.y * theta.y;\n" + " vec2 rvector = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq +\n" + " HmdWarpParam.z * rSq * rSq +\n" + " HmdWarpParam.w * rSq * rSq * rSq);\n" + " return LensCenter + Scale * rvector;\n" + " }\n" + " \n" + " void main()\n" + " {\n" + " // The following two variables need to be set per eye\n" + " vec2 LensCenter = gl_FragCoord.x < 640 ? LeftLensCenter : RightLensCenter;\n" + " vec2 ScreenCenter = gl_FragCoord.x < 640 ? LeftScreenCenter : RightScreenCenter;\n" + " \n" + " vec2 oTexCoord = gl_FragCoord.xy / vec2(1280, 800);\n" + " \n" + " vec2 tc = HmdWarp(oTexCoord, LensCenter);\n" + " if (any(bvec2(clamp(tc,ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)) - tc)))\n" + " {\n" + " gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n" + " return;\n" + " }\nCurrentFbo" + " \n" + " tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5));\n" + " gl_FragColor = texture2D(warpTexture, tc);\n" + " }"; + +#if 0 + "#version 120\n" + + "uniform sampler2D bgl_RenderTexture;\n" + "//uniform vec2 LensCenter;\n" + "//const vec2 LeftLensCenter = vec2(0.2863248, 0.5);\n" + "//const vec2 RightLensCenter = vec2(0.7136753, 0.5);\n" + "const vec2 LeftLensCenter = vec2(0.348023504, 0.5);\n" + "const vec2 RightLensCenter = vec2(0.651976496, 0.5);\n" + "const vec2 LeftScreenCenter = vec2(0.25, 0.5);\n" + "const vec2 RightScreenCenter = vec2(0.75, 0.5);\n" + "const vec2 Scale = vec2(1.0, 1.0);\n" + "const vec2 ScaleIn = vec2(1, 1.0);\n" + "//const vec2 Scale = vec2(0.1469278, 0.2350845);\n" + "//const vec2 ScaleIn = vec2(4, 2.5);\n" + "//const vec2 Scale = vec2(1.714606, 1.714606);\n" + "//const vec2 ScaleIN = vec2(0.8, 0.8);\n" + "const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0);\n" + + // Scales input texture coordinates for distortion. + "vec2 HmdWarp(vec2 in01, vec2 LensCenter)\n" + "{\n" + " vec2 theta = (in01- LensCenter) * ScaleIn; // Scales to [-1, 1]\n" + " float rSq = theta.x * theta.x + theta.y * theta.y;\n" + " vec2 rvector = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq +\n" + " HmdWarpParam.z * rSq * rSq +\n" + " HmdWarpParam.w * rSq * rSq * rSq);\n" + " //return LensCenter + Scale * theta3;\n" + " return LensCenter + Scale * rvector;\n" + "}\n" + + "void main()\n" + "{\n" + // The following two variables need to be set per eye + " vec2 LensCenter = gl_FragCoord.x < 640 ? LeftLensCenter : RightLensCenter;\n" + " vec2 ScreenCenter = gl_FragCoord.x < 640 ? LeftScreenCenter : RightScreenCenter;\n" + + " //vec2 oTexCoord = gl_TexCoord[0].st;\n" + " //oTexCoord.x = oTexCoord.x* 0.5f;\n" + " //oTexCoord.x = oTexCoord.x + gl_TexCoord[0].x < 640 ? 0 : 0.5f;\n" + " //vec2 oTexCoord = gl_FragCoord.xy;\n" + " vec2 oTexCoord = (gl_FragCoord.xy + vec2(0.5, 0.5)) / vec2(1280, 800); //Uncomment if using BGE's built-in stereo rendering\n" + + " vec2 tc = HmdWarp(oTexCoord, LensCenter);\n" + " if (any(bvec2(clamp(tc,ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)) - tc)))\n" + " {\n" + " gl_FragColor = vec4(vec3(0.0), 1.0);\n" + " return;\n" + " }\n" + + " tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5)); //Uncomment if using BGE's built-in stereo rendering\n" + " gl_FragColor = texture2D(bgl_RenderTexture, tc);\n" + "}\n"; + +#endif +} diff --git a/code/hmd/HmdRenderer/HmdRendererOculus.h b/code/hmd/HmdRenderer/HmdRendererOculus.h new file mode 100644 index 0000000..f4b1b09 --- /dev/null +++ b/code/hmd/HmdRenderer/HmdRendererOculus.h @@ -0,0 +1,60 @@ +/** + * HMD extension for JediAcademy + * + * Copyright 2014 by Jochen Leopold + */ + +#ifndef HMDRENDEREROCULUS_H +#define HMDRENDEREROCULUS_H + +#include "IHmdRenderer.h" +#include "RenderTool.h" + +class HmdRendererOculus : public IHmdRenderer +{ +public: + HmdRendererOculus(); + virtual ~HmdRendererOculus(); + + virtual bool Init(int windowWidth, int windowHeight, PlatformInfo platformInfo); + virtual void Shutdown(); + + virtual std::string GetInfo(); + + virtual bool HandlesSwap(); + + virtual bool GetRenderResolution(int& rWidth, int& rHeight); + + virtual void StartFrame() { } + virtual void BeginRenderingForEye(bool leftEye); + virtual void EndFrame(); + + virtual bool GetCustomProjectionMatrix(float* rProjectionMatrix, float zNear, float zFar, float fov); + virtual bool GetCustomViewMatrix(float* rViewMatrix, float& xPos, float& yPos, float& zPos, float bodyYaw, bool noPosition); + + virtual bool Get2DViewport(int& rX, int& rY, int& rW, int& rH); + virtual bool Get2DOrtho(double &rLeft, double &rRight, double &rBottom, double &rTop, double &rZNear, double &rZFar); + + virtual void SetCurrentHmdMode(HmdMode mode) {} + +private: + const char* GetVertexShader(); + const char* GetPixelShader(); + + static const int FBO_COUNT = 2; + RenderTool::FrameBufferInfo mFboInfos[FBO_COUNT]; + + bool mIsInitialized; + + GLhandleARB mOculusProgram; + GLint mOculusCenter; + + int mWindowWidth; + int mWindowHeight; + int mRenderWidth; + int mRenderHeight; + + int mCurrentFbo; +}; + +#endif diff --git a/code/hmd/HmdRenderer/HmdRendererOculusOpenHmd.cpp b/code/hmd/HmdRenderer/HmdRendererOculusOpenHmd.cpp new file mode 100644 index 0000000..0efe308 --- /dev/null +++ b/code/hmd/HmdRenderer/HmdRendererOculusOpenHmd.cpp @@ -0,0 +1,456 @@ +#include "HmdRendererOculusOpenHmd.h" +#include "../HmdDevice/HmdDeviceOpenHmd.h" +#include "../../renderer/tr_local.h" +#include "PlatformInfo.h" +#include "../ClientHmd.h" + +#include + + +#define GLM_FORCE_RADIANS +#include +#include +#include +#include +#include + + +HmdRendererOculusOpenHmd::HmdRendererOculusOpenHmd(HmdDeviceOpenHmd* pHmdDeviceOpenHmd) + :mIsInitialized(false) + ,mOculusProgram(0) + ,mWindowWidth(0) + ,mWindowHeight(0) + ,mRenderWidth(0) + ,mRenderHeight(0) + ,mCurrentFbo(-1) + ,mpDevice(pHmdDeviceOpenHmd) + ,mpHmd(NULL) + ,mInterpupillaryDistance(0) + ,mGuiScale(0.3f) + ,mGuiOffsetFactorX(5.0f) +{ + +} + +HmdRendererOculusOpenHmd::~HmdRendererOculusOpenHmd() +{ + +} + +bool HmdRendererOculusOpenHmd::Init(int windowWidth, int windowHeight, PlatformInfo platformInfo) +{ + if (mpDevice == NULL || mpDevice->GetHmd() == NULL) + { + return false; + } + + mpHmd = mpDevice->GetHmd(); + + mWindowWidth = windowWidth; + mWindowHeight = windowHeight; + + + bool isRotated = mpDevice->IsDisplayRotated(); + mRenderWidth = isRotated ? mWindowHeight / 2 : mWindowWidth / 2; + mRenderHeight = isRotated ? mWindowWidth : mWindowHeight; + + // use higher render resolution for a better result if the device is known + switch (mpDevice->GetDeviceType()) + { + case HmdDeviceOpenHmd::DEVICE_OCULUSRIFT_DK1: + mRenderWidth = 1122; + mRenderHeight = 1553; + mGuiScale = 0.3f; + mGuiOffsetFactorX = 5.0f; + break; + case HmdDeviceOpenHmd::DEVICE_OCULUSRIFT_DK2: + mRenderWidth = 1682; + mRenderHeight = 2096; + mGuiScale = 0.4f; + mGuiOffsetFactorX = 0.0f; + break; + } + + + for (int i=0; i 1) + { + fboId = 1; + } + + if (mCurrentFbo == fboId) + { + return; + } + + mCurrentFbo = fboId; + + qglBindFramebuffer(GL_FRAMEBUFFER, mFboInfos[mCurrentFbo].Fbo); + RenderTool::ClearFBO(mFboInfos[mCurrentFbo]); +} + +void HmdRendererOculusOpenHmd::EndFrame() +{ + if (!mIsInitialized) + { + return; + } + + RenderTool::DrawFbos(&mFboInfos[0], FBO_COUNT, mWindowWidth, mWindowHeight, mOculusProgram); +} + + +bool HmdRendererOculusOpenHmd::GetCustomProjectionMatrix(float* rProjectionMatrix, float zNear, float zFar, float fov) +{ + if (!mIsInitialized || mpHmd == NULL) + { + return false; + } + + + // don't use openhmd projection matrix, because setting zNear and zFar is not supported + // to be clear: it can be set but won't affect the projection matrix creation + + //ohmd_float_value type = stereoLeft ? OHMD_LEFT_EYE_GL_PROJECTION_MATRIX : OHMD_RIGHT_EYE_GL_PROJECTION_MATRIX; + //ohmd_device_getf(mpHmd, type, rProjectionMatrix); + + float fov_rad = DEG2RAD(fov); + //ohmd_device_getf(mpHmd, mCurrentFbo == 0 ? OHMD_LEFT_EYE_FOV : OHMD_RIGHT_EYE_FOV, &fov_rad); + + float aspect = 0; + // can't use openhmd - bug -> returns fov instead of aspect + //ohmd_device_getf(mpHmd, stereoLeft ? OHMD_LEFT_EYE_ASPECT_RATIO : OHMD_RIGHT_EYE_ASPECT_RATIO, &aspect); + aspect = mRenderWidth / mRenderHeight; + + if (fov_rad == 0 || aspect == 0) + { + return false; + } + + + float hScreenSize = 0; + float lensSeparation = 0; + ohmd_device_getf(mpHmd, OHMD_SCREEN_HORIZONTAL_SIZE, &hScreenSize); + ohmd_device_getf(mpHmd, OHMD_LENS_HORIZONTAL_SEPARATION, &lensSeparation); + + + float screenCenter = hScreenSize / 4.0f; + float lensShift = screenCenter - lensSeparation / 2.0f; + float projOffset = 4.0f * lensShift / hScreenSize; + projOffset *= mCurrentFbo == 0 ? 1.f : -1.f; + + glm::mat4 perspMat = glm::perspective(fov_rad, aspect, zNear, zFar); + glm::mat4 translate = glm::translate(glm::mat4(1.0f), glm::vec3(projOffset, 0, 0)); + perspMat = translate * perspMat; + + memcpy(rProjectionMatrix, &perspMat[0][0], sizeof(float)*16); + + return true; +} + +bool HmdRendererOculusOpenHmd::GetCustomViewMatrix(float* rViewMatrix, float& xPos, float& yPos, float& zPos, float bodyYaw, bool noPosition) +{ + if (!mIsInitialized) + { + return false; + } + + // get current hmd rotation + float quat[4]; + ohmd_device_getf(mpHmd, OHMD_ROTATION_QUAT, &quat[0]); + glm::quat hmdRotation = glm::inverse(glm::quat(quat[3], quat[0], quat[1], quat[2])); + + // change hmd orientation to game coordinate system + glm::quat convertHmdToGame = glm::rotate(glm::quat(1.0f,0.0f,0.0f,0.0f), (float)DEG2RAD(-90.0f), glm::vec3(1.0f, 0.0f, 0.0f)); + convertHmdToGame = glm::rotate(convertHmdToGame, (float)DEG2RAD(90.0f), glm::vec3(0.0f, 0.0f, 1.0f)); + + glm::mat4 hmdRotationMat = glm::mat4_cast(hmdRotation) * glm::mat4_cast(convertHmdToGame); + + + // convert body transform to matrix + glm::mat4 bodyPosition = glm::translate(glm::mat4(1.0f), glm::vec3(-xPos, -yPos, -zPos)); + glm::quat bodyYawRotation = glm::rotate(glm::quat(1.0f, 0.0f, 0.0f, 0.0f), (float)(DEG2RAD(-bodyYaw)), glm::vec3(0.0f, 0.0f, 1.0f)); + + // create view matrix + glm::mat4 viewMatrix = hmdRotationMat * glm::mat4_cast(bodyYawRotation) * bodyPosition; + + float meterToGame = METER_TO_GAME; + // apply ipd + float halfIPD = mInterpupillaryDistance * 0.5f * meterToGame * (mCurrentFbo == 0 ? 1.0f : -1.0f); + + glm::mat4 translateIpd = glm::translate(glm::mat4(1.0f), glm::vec3(halfIPD, 0, 0)); + viewMatrix = translateIpd * viewMatrix; + + memcpy(rViewMatrix, &viewMatrix[0][0], sizeof(float) * 16); + + + return true; +} + +bool HmdRendererOculusOpenHmd::Get2DViewport(int& rX, int& rY, int& rW, int& rH) +{ + // shrink the gui for the HMD display + float aspect = 1.0f; + + rW = mRenderWidth * mGuiScale; + rH = mRenderWidth * mGuiScale * aspect; + + rX = (mRenderWidth - rW)/2.0f; + int xOff = mGuiOffsetFactorX > 0 ? (mRenderWidth / mGuiOffsetFactorX) : 0; + xOff *= mCurrentFbo == 0 ? 1 : -1; + rX += xOff; + + rY = (mRenderHeight - rH)/2; + + return true; +} + +bool HmdRendererOculusOpenHmd::Get2DOrtho(double &rLeft, double &rRight, double &rBottom, double &rTop, double &rZNear, double &rZFar) +{ + rLeft = 0; + rRight = 640; + rBottom = 480; + rTop = 0; + rZNear = 0; + rZFar = 1; + + return true; +} + +const char* HmdRendererOculusOpenHmd::GetVertexShader() +{ + return + "void main() {\n" + " gl_TexCoord[0] = gl_MultiTexCoord0;\n" + " gl_Position = ftransform();\n" + "}"; +} + +const char* HmdRendererOculusOpenHmd::GetPixelShader() +{ + /// TODO: move hardcoded values outside of the shader and only supply one shader for both devices + + if (mpDevice->GetDeviceType() == HmdDeviceOpenHmd::DEVICE_OCULUSRIFT_DK2) + { + if (!mpDevice->IsDisplayRotated()) + { + return + + "#version 120\n" + "\n" + " // Taken from mts3d forums, from user fredrik.\n" + " \n" + " uniform sampler2D warpTexture;\n" + " \n" + " const vec2 LeftLensCenter = vec2(0.25, 0.5);\n" + " const vec2 RightLensCenter = vec2(0.77, 0.5);\n" + " const vec2 LeftScreenCenter = vec2(0.25, 0.5);\n" + " const vec2 RightScreenCenter = vec2(0.75, 0.5);\n" + " const vec2 Scale = vec2(0.1469278, 0.2350845);\n" + " const vec2 ScaleIn = vec2(4, 2.5);\n" + " //const vec2 Scale = vec2(1.0, 1.0);\n" + " //const vec2 ScaleIn = vec2(1, 1.0);\n" + " const vec4 HmdWarpParam = vec4(1, 0.08, 0.08, 0);\n" + " \n" + " // Scales input texture coordinates for distortion.\n" + " vec2 HmdWarp(vec2 in01, vec2 LensCenter)\n" + " {\n" + " vec2 theta = (in01 - LensCenter) * ScaleIn; // Scales to [-1, 1]\n" + " float rSq = theta.x * theta.x + theta.y * theta.y;\n" + " vec2 rvector = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq +\n" + " HmdWarpParam.z * rSq * rSq +\n" + " HmdWarpParam.w * rSq * rSq * rSq);\n" + " return LensCenter + Scale * rvector;\n" + " }\n" + " \n" + " void main()\n" + " {\n" + " // The following two variables need to be set per eye\n" + " vec2 LensCenter = gl_FragCoord.x < 960 ? LeftLensCenter : RightLensCenter;\n" + " vec2 ScreenCenter = gl_FragCoord.x < 960 ? LeftScreenCenter : RightScreenCenter;\n" + " \n" + " vec2 oTexCoord = gl_FragCoord.xy / vec2(1920, 1080);\n" + " \n" + " vec2 tc = HmdWarp(oTexCoord, LensCenter);\n" + " if (any(bvec2(clamp(tc,ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)) - tc)))\n" + " {\n" + " gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n" + " return;\n" + " }\n" + " \n" + " tc.x = gl_FragCoord.x < 960 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5));\n" + " gl_FragColor = texture2D(warpTexture, tc);\n" + " }"; + } + else + { + return + + "#version 120\n" + "\n" + " // Taken from mts3d forums, from user fredrik.\n" + " \n" + " uniform sampler2D warpTexture;\n" + " \n" + " const vec2 LeftLensCenter = vec2(0.25, 0.5);\n" + " const vec2 RightLensCenter = vec2(0.77, 0.5);\n" + " const vec2 LeftScreenCenter = vec2(0.25, 0.5);\n" + " const vec2 RightScreenCenter = vec2(0.75, 0.5);\n" + " const vec2 Scale = vec2(0.1469278, 0.2350845);\n" + " const vec2 ScaleIn = vec2(4, 2.5);\n" + " //const vec2 Scale = vec2(1.0, 1.0);\n" + " //const vec2 ScaleIn = vec2(1, 1.0);\n" + " const vec4 HmdWarpParam = vec4(1, 0.08, 0.08, 0);\n" + " \n" + " // Scales input texture coordinates for distortion.\n" + " vec2 HmdWarp(vec2 in01, vec2 LensCenter)\n" + " {\n" + " vec2 theta = (in01 - LensCenter) * ScaleIn; // Scales to [-1, 1]\n" + " float rSq = theta.x * theta.x + theta.y * theta.y;\n" + " vec2 rvector = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq +\n" + " HmdWarpParam.z * rSq * rSq +\n" + " HmdWarpParam.w * rSq * rSq * rSq);\n" + " return LensCenter + Scale * rvector;\n" + " }\n" + " \n" + " void main()\n" + " {\n" + " // The following two variables need to be set per eye\n" + " vec2 LensCenter = gl_FragCoord.y < 960 ? LeftLensCenter : RightLensCenter;\n" + " vec2 ScreenCenter = gl_FragCoord.y < 960 ? LeftScreenCenter : RightScreenCenter;\n" + " \n" + " vec2 oTexCoord = gl_FragCoord.yx / vec2(1920, 1080);\n" + " oTexCoord.y = 1.0-oTexCoord.y;\n" + " \n" + " vec2 tc = HmdWarp(oTexCoord, LensCenter);\n" + " if (any(bvec2(clamp(tc,ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)) - tc)))\n" + " {\n" + " gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n" + " return;\n" + " }\n" + " \n" + " tc.x = gl_FragCoord.y < 960 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5));\n" + " gl_FragColor = texture2D(warpTexture, tc);\n" + " }"; + + } + } + + return + + "#version 120\n" + "\n" + " // Taken from mts3d forums, from user fredrik.\n" + " \n" + " uniform sampler2D warpTexture;\n" + " \n" + " const vec2 LeftLensCenter = vec2(0.2863248, 0.5);\n" + " const vec2 RightLensCenter = vec2(0.7136753, 0.5);\n" + " const vec2 LeftScreenCenter = vec2(0.25, 0.5);\n" + " const vec2 RightScreenCenter = vec2(0.75, 0.5);\n" + " const vec2 Scale = vec2(0.1469278, 0.2350845);\n" + " const vec2 ScaleIn = vec2(4, 2.5);\n" + " //const vec2 Scale = vec2(1.0, 1.0);\n" + " //const vec2 ScaleIn = vec2(1, 1.0);\n" + " const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0);\n" + " \n" + " // Scales input texture coordinates for distortion.\n" + " vec2 HmdWarp(vec2 in01, vec2 LensCenter)\n" + " {\n" + " vec2 theta = (in01 - LensCenter) * ScaleIn; // Scales to [-1, 1]\n" + " float rSq = theta.x * theta.x + theta.y * theta.y;\n" + " vec2 rvector = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq +\n" + " HmdWarpParam.z * rSq * rSq +\n" + " HmdWarpParam.w * rSq * rSq * rSq);\n" + " return LensCenter + Scale * rvector;\n" + " }\n" + " \n" + " void main()\n" + " {\n" + " // The following two variables need to be set per eye\n" + " vec2 LensCenter = gl_FragCoord.x < 640 ? LeftLensCenter : RightLensCenter;\n" + " vec2 ScreenCenter = gl_FragCoord.x < 640 ? LeftScreenCenter : RightScreenCenter;\n" + " \n" + " vec2 oTexCoord = gl_FragCoord.xy / vec2(1280, 800);\n" + " \n" + " vec2 tc = HmdWarp(oTexCoord, LensCenter);\n" + " if (any(bvec2(clamp(tc,ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)) - tc)))\n" + " {\n" + " gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n" + " return;\n" + " }\n" + " \n" + " tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5));\n" + " gl_FragColor = texture2D(warpTexture, tc);\n" + " }"; + + +} diff --git a/code/hmd/HmdRenderer/HmdRendererOculusOpenHmd.h b/code/hmd/HmdRenderer/HmdRendererOculusOpenHmd.h new file mode 100644 index 0000000..b9f41d3 --- /dev/null +++ b/code/hmd/HmdRenderer/HmdRendererOculusOpenHmd.h @@ -0,0 +1,70 @@ +/** + * HMD extension for JediAcademy + * + * Copyright 2014 by Jochen Leopold + */ + +#ifndef HMDRENDEREROCULUSOPENHMD_H +#define HMDRENDEREROCULUSOPENHMD_H + +#include "IHmdRenderer.h" +#include "RenderTool.h" +#include + +class HmdDeviceOpenHmd; + +class HmdRendererOculusOpenHmd : public IHmdRenderer +{ +public: + HmdRendererOculusOpenHmd(HmdDeviceOpenHmd* pHmdDeviceOpenHmd); + virtual ~HmdRendererOculusOpenHmd(); + + virtual bool Init(int windowWidth, int windowHeight, PlatformInfo platformInfo); + virtual void Shutdown(); + + virtual std::string GetInfo(); + + virtual bool HandlesSwap(); + + virtual bool GetRenderResolution(int& rWidth, int& rHeight); + + virtual void StartFrame() { } + virtual void BeginRenderingForEye(bool leftEye); + virtual void EndFrame(); + + virtual bool GetCustomProjectionMatrix(float* rProjectionMatrix, float zNear, float zFar, float fov); + virtual bool GetCustomViewMatrix(float* rViewMatrix, float &xPos, float &yPos, float &zPos, float bodyYaw, bool noPosition); + + virtual bool Get2DViewport(int& rX, int& rY, int& rW, int& rH); + virtual bool Get2DOrtho(double &rLeft, double &rRight, double &rBottom, double &rTop, double &rZNear, double &rZFar); + + virtual void SetCurrentHmdMode(HmdMode mode) {} + +private: + const char* GetVertexShader(); + const char* GetPixelShader(); + + static const int FBO_COUNT = 2; + RenderTool::FrameBufferInfo mFboInfos[FBO_COUNT]; + + bool mIsInitialized; + + GLhandleARB mOculusProgram; + + int mWindowWidth; + int mWindowHeight; + int mRenderWidth; + int mRenderHeight; + + int mCurrentFbo; + + HmdDeviceOpenHmd* mpDevice; + ohmd_device* mpHmd; + + float mInterpupillaryDistance; + + float mGuiScale; + float mGuiOffsetFactorX; +}; + +#endif diff --git a/code/hmd/HmdRenderer/IHmdRenderer.h b/code/hmd/HmdRenderer/IHmdRenderer.h new file mode 100644 index 0000000..e247354 --- /dev/null +++ b/code/hmd/HmdRenderer/IHmdRenderer.h @@ -0,0 +1,57 @@ +/** + * HMD extension for JediAcademy + * + * Copyright 2014 by Jochen Leopold + */ + +#ifndef IHMDRENDERER_H +#define IHMDRENDERER_H + +#include + +struct PlatformInfo; + +class IHmdRenderer +{ +public: + enum HmdMode + { + MENU_QUAD, + MENU_QUAD_WORLDPOS, + GAMEWORLD, + GAMEWORLD_QUAD_WORLDPOS + }; + + virtual ~IHmdRenderer() {} + + virtual bool Init(int windowWidth, int windowHeight, PlatformInfo platformInfo) = 0; + virtual void Shutdown() = 0; + + virtual std::string GetInfo() = 0; + + virtual bool HandlesSwap() = 0; + virtual bool GetRenderResolution(int& rWidth, int& rHeight) = 0; + + virtual void StartFrame() = 0; + + // has to be called before rendering or any call to eye dependend methodes like GetCustomProjectionMatrix + virtual void BeginRenderingForEye(bool leftEye) = 0; + virtual void EndFrame() = 0; + + virtual bool GetCustomProjectionMatrix(float* rProjectionMatrix, float zNear, float zFar, float fov) = 0; + virtual bool GetCustomViewMatrix(float* rViewMatrix, float &xPos, float &yPos, float &zPos, float bodyYaw, bool noPosition) = 0; + + virtual bool Get2DViewport(int& rX, int& rY, int& rW, int& rH) = 0; + virtual bool Get2DOrtho(double &rLeft, double &rRight, double &rBottom, double &rTop, double &rZNear, double &rZFar) = 0; + + virtual void SetCurrentHmdMode(HmdMode mode) = 0; + virtual bool HasQuadWorldPosSupport() { return false; } + + +protected: + const float IPD_SCALE = 0.65f; + + +}; + +#endif diff --git a/code/hmd/HmdRenderer/PlatformInfo.h b/code/hmd/HmdRenderer/PlatformInfo.h new file mode 100644 index 0000000..32bd6d5 --- /dev/null +++ b/code/hmd/HmdRenderer/PlatformInfo.h @@ -0,0 +1,28 @@ +/** + * HMD extension for JediAcademy + * + * Copyright 2014 by Jochen Leopold + */ + +#ifndef PLATFORMINFO_H +#define PLATFORMINFO_H + +struct PlatformInfo +{ +public: + int WindowWidth; + int WindowHeight; + +#ifdef LINUX + Display* pDisplay; + Window WindowId; +#endif + +#ifdef _WINDOWS + HWND Window; + HDC DC; +#endif +}; + + +#endif diff --git a/code/hmd/HmdRenderer/RenderTool.cpp b/code/hmd/HmdRenderer/RenderTool.cpp new file mode 100644 index 0000000..17091ee --- /dev/null +++ b/code/hmd/HmdRenderer/RenderTool.cpp @@ -0,0 +1,254 @@ +#include "RenderTool.h" +#include "../../renderer/tr_local.h" + +#ifdef USE_SDL2 +#if defined(LINUX) || defined(__APPLE__) +#include +#else +#include +#endif +#endif + +bool RenderTool::CreateFrameBuffer(FrameBufferInfo& rInfo, int width, int height) +{ + qglGenTextures(1, &rInfo.DepthBuffer); + qglBindTexture(GL_TEXTURE_2D, rInfo.DepthBuffer); + qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + qglTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, width, height, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL); + //qglTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0); + + qglGenTextures(1, &rInfo.ColorBuffer); + qglBindTexture(GL_TEXTURE_2D, rInfo.ColorBuffer); + qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); + + qglGenFramebuffers(1, &rInfo.Fbo); + //glw_state.fbo = 1; + qglBindFramebuffer(GL_FRAMEBUFFER, rInfo.Fbo); + qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rInfo.ColorBuffer, 0); + qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, rInfo.DepthBuffer, 0); + + GLenum status = qglCheckFramebufferStatus(GL_FRAMEBUFFER); + if (status != GL_FRAMEBUFFER_COMPLETE) + { + printf("...framebuffer initialization failed\n"); + return false; + } + + rInfo.Width = width; + rInfo.Height = height; + + ClearFBO(rInfo); + + return true; +} + +bool RenderTool::CreateFrameBufferWithoutTextures(FrameBufferInfo& rInfo, int width, int height) +{ + qglGenFramebuffers(1, &rInfo.Fbo); + + rInfo.Width = width; + rInfo.Height = height; + + return true; +} + +void RenderTool::ClearFBO(FrameBufferInfo info) +{ + Clear(info.Width, info.Height); +} + +void RenderTool::Clear(int width, int height) +{ + qglViewport(0, 0, width, height); + qglScissor(0, 0, width, height); + qglClear(GL_COLOR_BUFFER_BIT); +} + + +void RenderTool::DrawFbos(FrameBufferInfo* pFbos, int fboCount, int windowWidth, int windowHeight, GLhandleARB shaderProg) +{ + if (pFbos == NULL) + { + return; + } + + // backup the current state + GLboolean depth_test = qglIsEnabled(GL_DEPTH_TEST); + GLboolean blend = qglIsEnabled(GL_BLEND); + GLboolean texture_2d = qglIsEnabled(GL_TEXTURE_2D); + GLboolean texture_coord_array = qglIsEnabled(GL_TEXTURE_COORD_ARRAY); + GLboolean color_array = qglIsEnabled(GL_COLOR_ARRAY); + GLint viewport[4]; + GLint scissor[4]; + GLint texture; + qglGetIntegerv(GL_VIEWPORT, viewport); + qglGetIntegerv(GL_SCISSOR_BOX, scissor); + qglGetIntegerv(GL_TEXTURE_BINDING_2D, &texture); + + // set state + qglBindFramebuffer(GL_FRAMEBUFFER, 0); + + qglViewport(0,0, windowWidth, windowHeight); + qglScissor(0,0, windowWidth, windowHeight); + + qglDisable(GL_DEPTH_TEST); + qglDisable(GL_BLEND); + qglEnable(GL_TEXTURE_2D); + qglEnableClientState(GL_TEXTURE_COORD_ARRAY); + qglDisableClientState(GL_COLOR_ARRAY); + + qglUseProgramObjectARB(shaderProg); + + qglMatrixMode(GL_PROJECTION); + qglPushMatrix(); + qglLoadIdentity(); + + qglMatrixMode(GL_MODELVIEW); + qglPushMatrix(); + qglLoadIdentity(); + + float verts[] = + { + -1.f, 1.f, 0.f, 1.f, + 0.f, 1.f, 1.f, 1.f, + 0.f,-1.f, 1.f, 0.f, + -1.f,-1.f, 0.f, 0.f, + }; + + if (windowHeight > windowWidth) + { + // display is rotated + qglRotatef(90, 0, 0, 1); + } + + if (fboCount == 1) + { + qglScalef(2.0f, 1.0f, 1.0f); + qglTranslatef(0.5f, 0.f, 0.f); + } + + qglBindTexture(GL_TEXTURE_2D, pFbos[0].ColorBuffer); + qglColor4ub(255,255,255,255); + qglTexCoordPointer(2, GL_FLOAT, 16, verts + 2); + qglVertexPointer(2, GL_FLOAT, 16, verts); + qglDrawArrays(GL_TRIANGLE_FAN, 0, 4); + + if (fboCount >= 2) + { + qglTranslatef(1.0f, 0.f, 0.f); + qglBindTexture(GL_TEXTURE_2D, pFbos[1].ColorBuffer); + qglColor4ub(255,255,255,255); + qglTexCoordPointer(2, GL_FLOAT, 16, verts + 2); + qglVertexPointer(2, GL_FLOAT, 16, verts); + qglDrawArrays(GL_TRIANGLE_FAN, 0, 4); + } + + + + qglMatrixMode(GL_PROJECTION); + qglPopMatrix(); + + qglMatrixMode(GL_MODELVIEW); + qglPopMatrix(); + + + // restore the old state + qglUseProgramObjectARB(0); + + if (depth_test) + { + qglEnable(GL_DEPTH_TEST); + } + if (blend) + { + qglEnable(GL_BLEND); + } + if (!texture_2d) + { + qglDisable(GL_TEXTURE_2D); + } + if (!texture_coord_array) + { + qglDisableClientState(GL_TEXTURE_COORD_ARRAY); + } + if (color_array) + { + qglEnableClientState(GL_COLOR_ARRAY); + } + qglViewport(viewport[0],viewport[1],viewport[2],viewport[3]); + qglScissor(scissor[0],scissor[1],scissor[2],scissor[3]); + qglBindTexture(GL_TEXTURE_2D, texture); +} + +GLhandleARB RenderTool::CreateShaderProgram(const char* pVertexShader, const char* pFragmentShader) +{ + if (pVertexShader == NULL || pFragmentShader == NULL) + { + return 0; + } + + GLhandleARB v = qglCreateShaderObjectARB(GL_VERTEX_SHADER); + GLhandleARB f = qglCreateShaderObjectARB(GL_FRAGMENT_SHADER); + + + qglShaderSourceARB(v, 1, &pVertexShader, NULL); + qglShaderSourceARB(f, 1, &pFragmentShader, NULL); + + qglCompileShaderARB(v); + // Check Vertex Shader + // int result; + // glGetShaderiv(v, GL_COMPILE_STATUS, &result); + // if (result == GL_FALSE) + // { + // glGetShaderiv(v, GL_INFO_LOG_LENGTH, &infoLogLength); + // std::vector VertexShaderErrorMessage(infoLogLength); + // glGetShaderInfoLog(v, infoLogLength, NULL, &VertexShaderErrorMessage[0]); + // fprintf(stdout, "%s\n", &VertexShaderErrorMessage[0]); + // } + + qglCompileShaderARB(f); + // Check Fragment Shader + // glGetShaderiv(f, GL_COMPILE_STATUS, &result); + // if (result == GL_FALSE) + // { + // glGetShaderiv(f, GL_INFO_LOG_LENGTH, &infoLogLength); + // std::vector fragmentShaderErrorMessage(infoLogLength); + // glGetShaderInfoLog(f, infoLogLength, NULL, &fragmentShaderErrorMessage[0]); + // fprintf(stdout, "%s\n", &fragmentShaderErrorMessage[0]); + // } + + + GLhandleARB program = qglCreateProgramObjectARB(); + qglAttachObjectARB(program, f); + qglAttachObjectARB(program, v); + + qglLinkProgramARB(program); + // Check the program + // glGetProgramiv(mOculusProgram, GL_LINK_STATUS, &result); + // if (result == GL_FALSE) + // { + // glGetProgramiv(mOculusProgram, GL_INFO_LOG_LENGTH, &infoLogLength); + // std::vector programErrorMessage( std::max(infoLogLength, int(1)) ); + // glGetProgramInfoLog(mOculusProgram, infoLogLength, NULL, &programErrorMessage[0]); + // fprintf(stdout, "%s\n", &programErrorMessage[0]); + // } + + // flush(stdout); + + return program; +} + +void RenderTool::SetVSync(bool active) +{ +#ifdef USE_SDL2 + int interval = active ? 1 : 0; + SDL_GL_SetSwapInterval(interval); +#endif +} \ No newline at end of file diff --git a/code/hmd/HmdRenderer/RenderTool.h b/code/hmd/HmdRenderer/RenderTool.h new file mode 100644 index 0000000..44c3b49 --- /dev/null +++ b/code/hmd/HmdRenderer/RenderTool.h @@ -0,0 +1,32 @@ +#ifndef RENDERTOOL_H +#define RENDERTOOL_H + +#include +#include "../../renderer/qgl.h" + + +class RenderTool +{ +public: + struct FrameBufferInfo + { + GLuint Fbo; + GLuint DepthBuffer; + GLuint ColorBuffer; + int Width; + int Height; + }; + + + static bool CreateFrameBuffer(FrameBufferInfo& rInfo, int width, int height); + static bool CreateFrameBufferWithoutTextures(FrameBufferInfo& rInfo, int width, int height); + static void ClearFBO(FrameBufferInfo info); + static void Clear(int width, int height); + static void DrawFbos(FrameBufferInfo* pFbos, int fboCount, int windowWidth, int windowHeight, GLhandleARB shaderProg = 0); + static void SetVSync(bool active); + + static GLhandleARB CreateShaderProgram(const char* pVertexShader, const char* pFragmentShader); + +}; + +#endif diff --git a/code/hmd/OculusSdk_0.5/HmdDeviceOculusSdk.cpp b/code/hmd/OculusSdk_0.5/HmdDeviceOculusSdk.cpp new file mode 100644 index 0000000..62bb084 --- /dev/null +++ b/code/hmd/OculusSdk_0.5/HmdDeviceOculusSdk.cpp @@ -0,0 +1,381 @@ +#include "HmdDeviceOculusSdk.h" +#include "../SearchForDisplay.h" + +#ifdef FORCE_STATIC_OCULUS_SDK +//#define OVR_OS_CONSOLE +//#include "Kernel/OVR_Threads.h" +#endif + +#include +#include +#include +#include +#include +#include + +#ifdef _WINDOWS +#define _USE_MATH_DEFINES +#include +#include +#endif + +using namespace std; +using namespace OvrSdk_0_5; + + + +HmdDeviceOculusSdk::HmdDeviceOculusSdk() + :mIsInitialized(false) + ,mUsingDebugHmd(false) + ,mPositionTrackingEnabled(false) + ,mIsRotated(false) + ,mpHmd(NULL) +{ + +} + +HmdDeviceOculusSdk::~HmdDeviceOculusSdk() +{ + +} + +bool HmdDeviceOculusSdk::Init(bool allowDummyDevice) +{ + if (mIsInitialized) + { + return true; + } + + bool debugPrint = true; + + if (debugPrint) + { + printf("ovr init ...\n"); + } + +#if !defined(FORCE_STATIC_OCULUS_SDK) + ovr_dynamic_load_result result = oculus_dynamic_load(NULL); + if (result != OVR_DYNAMIC_RESULT_SUCCESS) + { + printf("ovr: could not load library\n"); + return false; + } +#endif + +#if defined(OVR_OS_WIN32) + //OVR::Thread::SetCurrentPriority(OVR::Thread::HighestPriority); + SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_HIGHEST); + + //if(OVR::Thread::GetCPUCount() >= 4) // Don't do this unless there are at least 4 processors, otherwise the process could hog the machine. + if (GetCpuCount() >= 4) + { + SetPriorityClass(GetCurrentProcess(), HIGH_PRIORITY_CLASS); + } +#endif + + d_ovr_Initialize(0); + + if (debugPrint) + { + printf("Create device ...\n"); + } + + mpHmd = d_ovrHmd_Create(0); + mUsingDebugHmd = false; + + if (!mpHmd) + { + if (allowDummyDevice) + { + // no hmd detected, create debugging device + mpHmd = d_ovrHmd_CreateDebug(ovrHmd_DK1); + mUsingDebugHmd = true; + } + + if (!mpHmd) + { + d_ovr_Shutdown(); + + if (debugPrint) + { + printf("ovr init ... failed.\n"); + flush(std::cout); + } + + return false; + } + } + + mPositionTrackingEnabled = (mpHmd->TrackingCaps & ovrTrackingCap_Position) ? true : false; + + // Start the sensor which provides the Rift’s pose and motion. + d_ovrHmd_ConfigureTracking(mpHmd, ovrTrackingCap_Orientation | ovrTrackingCap_MagYawCorrection | ovrTrackingCap_Position, ovrTrackingCap_Orientation); + + + if (debugPrint) + { + printf("DeviceInfo Monitor: %s\n", mpHmd->DisplayDeviceName); + } + + mInfo = "HmdDeviceOculusSdk:"; + + if (strlen(mpHmd->ProductName) > 0) + { + mInfo += " "; + mInfo += mpHmd->ProductName; + } + + if (strlen(mpHmd->ProductName) > 0) + { + mInfo += " "; + mInfo += mpHmd->Manufacturer; + } + + if (mUsingDebugHmd) + { + mInfo += " (Debug)"; + } + + + +#ifdef LINUX + // use the display name to get the rotation information + + std::string displayName = mpHmd->DisplayDeviceName; + + // at least on Linux the provided display name is not the same as the SDL2 display name + // hardcode the correct names for DK1 and DK2 + switch (mpHmd->Type) + { + case ovrHmd_DK1: + displayName = "Rift DK 7\""; + break; + case ovrHmd_DK2: + displayName = "Rift DK2 6\""; + break; + } + + // we only need the rotation information + SearchForDisplay::DisplayInfo rInfo; + + bool worked = SearchForDisplay::GetDisplayPosition(displayName, mpHmd->Resolution.w, mpHmd->Resolution.h, rInfo); + if (worked) + { + mIsRotated = rInfo.isRotated; + } + +#endif + + mIsInitialized = true; + + if (debugPrint) + { + printf("ovr init ... done.\n"); + flush(std::cout); + } + + return true; +} + +void HmdDeviceOculusSdk::Shutdown() +{ + if (!mIsInitialized) + { + return; + } + + mInfo = ""; + + d_ovrHmd_Destroy(mpHmd); + mpHmd = NULL; + + d_ovr_Shutdown(); + + mIsInitialized = false; +} + +std::string HmdDeviceOculusSdk::GetInfo() +{ + return mInfo; +} + +bool HmdDeviceOculusSdk::HasDisplay() +{ + if (!mIsInitialized || mpHmd->Resolution.w <= 0) + { + return false; + } + + return true; +} + +std::string HmdDeviceOculusSdk::GetDisplayDeviceName() +{ + return mpHmd->DisplayDeviceName; +} + +bool HmdDeviceOculusSdk::GetDisplayPos(int& rX, int& rY) +{ + rX = mpHmd->WindowsPos.x; + rY = mpHmd->WindowsPos.y; + + return true; +} + +bool HmdDeviceOculusSdk::GetDeviceResolution(int& rWidth, int& rHeight, bool& rIsRotated, bool& rIsExtendedMode) +{ + if (!mIsInitialized || mpHmd->Resolution.w <= 0) + { + return false; + } + + rWidth = mpHmd->Resolution.w; + rHeight = mpHmd->Resolution.h; + rIsRotated = mIsRotated; + rIsExtendedMode = mpHmd->HmdCaps & ovrHmdCap_ExtendDesktop; + + return true; +} + +bool HmdDeviceOculusSdk::GetOrientationRad(float& rPitch, float& rYaw, float& rRoll) +{ + if (!mIsInitialized || mpHmd == NULL) + { + return false; + } + + // Query the HMD for the sensor state at a given time. + ovrTrackingState ts = d_ovrHmd_GetTrackingState(mpHmd, 0.0); + if ((ts.StatusFlags & ovrStatus_OrientationTracked)) + { + ovrQuatf orientation = ts.HeadPose.ThePose.Orientation; + + float quat[4]; + quat[0] = orientation.x; + quat[1] = orientation.y; + quat[2] = orientation.z; + quat[3] = orientation.w; + + ConvertQuatToEuler(&quat[0], rYaw, rPitch, rRoll); + + //printf("pitch: %.2f yaw: %.2f roll: %.2f\n", rPitch, rYaw, rRoll); + + return true; + } + + return false; + +} + + +bool HmdDeviceOculusSdk::GetPosition(float &rX, float &rY, float &rZ) +{ + if (!mIsInitialized || mpHmd == NULL || !mPositionTrackingEnabled) + { + return false; + } + + // Query the HMD for the sensor state at a given time. + ovrTrackingState ts = d_ovrHmd_GetTrackingState(mpHmd, 0.0); + if ((ts.StatusFlags & ovrStatus_PositionTracked)) + { + ovrVector3f pos = ts.HeadPose.ThePose.Position; + rX = pos.x; + rY = pos.y; + rZ = pos.z; + + //printf("pitch: %.2f yaw: %.2f roll: %.2f\n", rPitch, rYaw, rRoll); + + return true; + } + + return false; +} + +bool HmdDeviceOculusSdk::GetHandOrientationRad(bool rightHand, float& rPitch, float& rYaw, float& rRoll) +{ + return false; +} + +bool HmdDeviceOculusSdk::GetHandPosition(bool rightHand, float &rX, float &rY, float &rZ) +{ + return false; +} + +bool HmdDeviceOculusSdk::HasHand(bool rightHand) +{ + return false; +} + +void HmdDeviceOculusSdk::Recenter() +{ + d_ovrHmd_RecenterPose(mpHmd); +} + +void HmdDeviceOculusSdk::ConvertQuatToEuler(const float* quat, float& rYaw, float& rPitch, float& rRoll) +{ + //https://svn.code.sf.net/p/irrlicht/code/trunk/include/quaternion.h + // modified to get yaw before pitch + + float W = quat[3]; + float X = quat[1]; + float Y = quat[0]; + float Z = quat[2]; + + float sqw = W*W; + float sqx = X*X; + float sqy = Y*Y; + float sqz = Z*Z; + + float test = 2.0f * (Y*W - X*Z); + + if (test > (1.0f - 0.000001f)) + { + // heading = rotation about z-axis + rRoll = (-2.0f*atan2(X, W)); + // bank = rotation about x-axis + rYaw = 0; + // attitude = rotation about y-axis + rPitch = M_PI/2.0f; + } + else if (test < (-1.0f + 0.000001f)) + { + // heading = rotation about z-axis + rRoll = (2.0f*atan2(X, W)); + // bank = rotation about x-axis + rYaw = 0; + // attitude = rotation about y-axis + rPitch = M_PI/-2.0f; + } + else + { + // heading = rotation about z-axis + rRoll = atan2(2.0f * (X*Y +Z*W),(sqx - sqy - sqz + sqw)); + // bank = rotation about x-axis + rYaw = atan2(2.0f * (Y*Z +X*W),(-sqx - sqy + sqz + sqw)); + // attitude = rotation about y-axis + test = max(test, -1.0f); + test = min(test, 1.0f); + rPitch = asin(test); + } +} + +int HmdDeviceOculusSdk::GetCpuCount() +{ +#if defined(OVR_OS_WIN32) + SYSTEM_INFO sysInfo; + + #if defined(_WIN32_WINNT) && (_WIN32_WINNT >= 0x0501) + GetNativeSystemInfo(&sysInfo); + #else + GetSystemInfo(&sysInfo); + #endif + + return (int) sysInfo.dwNumberOfProcessors; +#else + return 1; +#endif +} + + + diff --git a/code/hmd/OculusSdk_0.5/HmdDeviceOculusSdk.h b/code/hmd/OculusSdk_0.5/HmdDeviceOculusSdk.h new file mode 100644 index 0000000..9c8f3de --- /dev/null +++ b/code/hmd/OculusSdk_0.5/HmdDeviceOculusSdk.h @@ -0,0 +1,67 @@ +/** + * HMD extension for JediAcademy + * + * Copyright 2014 by Jochen Leopold + */ + +#ifndef HMDDEVICEOCULUSSDK_0_5_H +#define HMDDEVICEOCULUSSDK_0_5_H + +#include "../HmdDevice/IHmdDevice.h" + +#ifdef FORCE_STATIC_OCULUS_SDK +#include +#include "oculus_static.h" +#else +#include "oculus_dynamic.h" +#endif + +namespace OvrSdk_0_5 +{ +class HmdDeviceOculusSdk : public IHmdDevice +{ +public: + + HmdDeviceOculusSdk(); + virtual ~HmdDeviceOculusSdk(); + + virtual bool Init(bool allowDummyDevice = false); + virtual void Shutdown(); + + virtual std::string GetInfo(); + + virtual bool HasDisplay(); + virtual std::string GetDisplayDeviceName(); + virtual bool GetDisplayPos(int& rX, int& rY); + + virtual bool GetDeviceResolution(int& rWidth, int& rHeight, bool& rIsRotated, bool& rIsExtendedMode); + virtual bool GetOrientationRad(float& rPitch, float& rYaw, float& rRoll); + virtual bool GetPosition(float& rX, float& rY, float& rZ); + virtual bool GetHandOrientationRad(bool rightHand, float& rPitch, float& rYaw, float& rRoll); + virtual bool GetHandPosition(bool rightHand, float& rX, float& rY, float& rZ); + virtual bool HasHand(bool rightHand); + virtual void Recenter(); + + + ovrHmd GetHmd() { return mpHmd; } + bool IsDebugHmd() { return mUsingDebugHmd; } + + +private: + // disable copy constructor + HmdDeviceOculusSdk(const HmdDeviceOculusSdk&); + HmdDeviceOculusSdk& operator=(const HmdDeviceOculusSdk&); + + void ConvertQuatToEuler(const float* quat, float& rYaw, float& rPitch, float& rRoll); + int GetCpuCount(); + + bool mIsInitialized; + bool mUsingDebugHmd; + bool mPositionTrackingEnabled; + bool mIsRotated; + ovrHmd mpHmd; + + std::string mInfo; +}; +} +#endif diff --git a/code/hmd/OculusSdk_0.5/HmdRendererOculusSdk.cpp b/code/hmd/OculusSdk_0.5/HmdRendererOculusSdk.cpp new file mode 100644 index 0000000..68b2821 --- /dev/null +++ b/code/hmd/OculusSdk_0.5/HmdRendererOculusSdk.cpp @@ -0,0 +1,662 @@ +#include "HmdRendererOculusSdk.h" +#include "../../renderer/tr_local.h" +#include "HmdDeviceOculusSdk.h" +#include "../HmdRenderer/PlatformInfo.h" + +#include +// stupid OVR include bug +//#define OVR_OS_CONSOLE +//#include +#include +#include + +#include +#include +#include + +#ifdef _WINDOWS +#include +#include +#endif + +using namespace OVR; +using namespace std; +using namespace OvrSdk_0_5; + +HmdRendererOculusSdk::HmdRendererOculusSdk(HmdDeviceOculusSdk* pHmdDeviceOculusSdk) + :mIsInitialized(false) + ,mStartedFrame(false) + ,mFrameStartTime(0) + ,mStartedRendering(false) + ,mEyeId(-1) + ,mWindowWidth(0) + ,mWindowHeight(0) + ,mRenderWidth(0) + ,mRenderHeight(0) + ,mGuiScale(1.0f) + ,mGuiOffsetFactorX(0) + ,mDismissHealthSafetyWarning(false) + ,mAllowZooming(false) + ,mCurrentHmdMode(GAMEWORLD) + ,mpDevice(pHmdDeviceOculusSdk) + ,mpHmd(NULL) +{ + +} + +HmdRendererOculusSdk::~HmdRendererOculusSdk() +{ + +} + +bool HmdRendererOculusSdk::Init(int windowWidth, int windowHeight, PlatformInfo platformInfo) +{ + if (mpDevice == NULL || mpDevice->GetHmd() == NULL) + { + return false; + } + + PreparePlatform(); + + mWindowWidth = windowWidth; + mWindowHeight = windowHeight; + + mpHmd = mpDevice->GetHmd(); + + + mRenderWidth = mpHmd->Resolution.w/2; + mRenderHeight = mpHmd->Resolution.h; + + if (mpHmd->Type == ovrHmd_DK1) + { + mGuiScale = 0.3f; + mGuiOffsetFactorX = 5.0f; + } + else if (mpHmd->Type == ovrHmd_DK2) + { + mGuiScale = 0.50f; + mGuiOffsetFactorX = 0; + mAllowZooming = true; + } + + + // Configure Stereo settings. + ovrSizei recommenedTex0Size = d_ovrHmd_GetFovTextureSize(mpHmd, ovrEye_Left, mpHmd->DefaultEyeFov[0], 1.0f); + ovrSizei recommenedTex1Size = d_ovrHmd_GetFovTextureSize(mpHmd, ovrEye_Right, mpHmd->DefaultEyeFov[1], 1.0f); + + mRenderWidth = max(recommenedTex0Size.w, recommenedTex1Size.w); + mRenderHeight = max(recommenedTex0Size.h, recommenedTex1Size.h); + + + printf("HmdRendererOculusSdk: target texture size (%dx%d)\n", mRenderWidth, mRenderHeight); + flush(std::cout); + + + for (int i=0; iGetDeviceResolution(dummyW, dummyH, isRotated, isExtended); +#endif + + + ovrGLConfig cfg; + memset(&cfg, 0, sizeof(cfg)); + cfg.OGL.Header.API = ovrRenderAPI_OpenGL; + cfg.OGL.Header.BackBufferSize.w = !isRotated ? mpHmd->Resolution.w : mpHmd->Resolution.h; + cfg.OGL.Header.BackBufferSize.h = !isRotated ? mpHmd->Resolution.h : mpHmd->Resolution.w; + cfg.OGL.Header.Multisample = 1; + +#ifdef LINUX + cfg.OGL.Disp = platformInfo.pDisplay; +#endif + +#ifdef _WINDOWS + cfg.OGL.Window = platformInfo.Window; + cfg.OGL.DC = platformInfo.DC; +#endif + + ovrFovPort eyeFov[2]; + eyeFov[0] = mpHmd->DefaultEyeFov[0]; + eyeFov[1] = mpHmd->DefaultEyeFov[1]; + + + unsigned hmdCaps = ovrHmdCap_LowPersistence | ovrHmdCap_DynamicPrediction; +#ifdef LINUX + // improve performance on Linux by setting NoVSync until the SDK handles this better + hmdCaps |= ovrHmdCap_NoVSync; +#endif + + d_ovrHmd_SetEnabledCaps(mpHmd, hmdCaps); + + + unsigned distortionCaps = ovrDistortionCap_Vignette | ovrDistortionCap_TimeWarp; + + bool PixelLuminanceOverdrive = (mpHmd->DistortionCaps & ovrDistortionCap_Overdrive) ? true : false; + bool HqAaDistortion = (mpHmd->DistortionCaps & ovrDistortionCap_HqDistortion) ? true : false; + + if (PixelLuminanceOverdrive) + { + distortionCaps |= ovrDistortionCap_Overdrive; + } + + if (HqAaDistortion) + { + distortionCaps |= ovrDistortionCap_HqDistortion; + } + +#ifdef LINUX + if (isRotated) + { + distortionCaps |= ovrDistortionCap_LinuxDevFullscreen; + } +#endif + + + bool worked = d_ovrHmd_ConfigureRendering(mpHmd, &cfg.Config, distortionCaps, eyeFov, mEyeRenderDesc); + mEyeRenderDesc[0].HmdToEyeViewOffset.x *= IPD_SCALE; + mEyeRenderDesc[1].HmdToEyeViewOffset.x *= IPD_SCALE; + + qglUseProgramObjectARB(0); + if (!worked) + { + return false; + } + + + qglBindBuffer(GL_ARRAY_BUFFER, 0); + qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + + + ovrSizei texSize; + texSize.w = mRenderWidth; + texSize.h = mRenderHeight; + + ovrRecti renderViewport; + renderViewport.Pos.x = 0; + renderViewport.Pos.y = 0; + renderViewport.Size.w = mRenderWidth; + renderViewport.Size.h = mRenderHeight; + + + ovrGLTextureData* texData = (ovrGLTextureData*)&EyeTexture[0]; + texData->Header.API = ovrRenderAPI_OpenGL; + texData->Header.TextureSize = texSize; + texData->Header.RenderViewport = renderViewport; + texData->TexId = mFboInfos[0].ColorBuffer; + + texData = (ovrGLTextureData*)&EyeTexture[1]; + texData->Header.API = ovrRenderAPI_OpenGL; + texData->Header.TextureSize = texSize; + texData->Header.RenderViewport = renderViewport; + texData->TexId = mFboInfos[1].ColorBuffer; + + + mStartedRendering = false; + mIsInitialized = true; + + return true; +} + + +void HmdRendererOculusSdk::Shutdown() +{ + if (!mIsInitialized) + { + return; + } + + mpHmd = NULL; + + mIsInitialized = false; +} + +std::string HmdRendererOculusSdk::GetInfo() +{ + return "HmdRendererOculusSdk"; +} + +bool HmdRendererOculusSdk::HandlesSwap() +{ + return true; +} + +bool HmdRendererOculusSdk::GetRenderResolution(int& rWidth, int& rHeight) +{ + if (!mIsInitialized) + { + return false; + } + + rWidth = mRenderWidth; + rHeight = mRenderHeight; + + return true; +} + +void HmdRendererOculusSdk::StartFrame() +{ + mStartedFrame = true; + + mFrameStartTime = d_ovr_GetTimeInSeconds(); + mFrameTiming = d_ovrHmd_BeginFrame(mpHmd, 0); +} + + +void HmdRendererOculusSdk::BeginRenderingForEye(bool leftEye) +{ + if (!mIsInitialized || !mStartedFrame) + { + return; + } + + int fboId = 0; + if (!leftEye && FBO_COUNT > 1) + { + fboId = 1; + } + + mEyeId = fboId; + + if (!mStartedRendering) + { + // render begin + mStartedRendering = true; + + ovrTrackingState hmdState; + ovrVector3f hmdToEyeViewOffset[2] = { mEyeRenderDesc[0].HmdToEyeViewOffset, mEyeRenderDesc[1].HmdToEyeViewOffset }; + d_ovrHmd_GetEyePoses(mpHmd, 0, hmdToEyeViewOffset, mEyePoses, &hmdState); + + for (int i=0; i renderInterval) ) + { + // This allows us to do "fractional" speeds, e.g. 45fps rendering on a 60fps display. + lastUpdate += renderInterval; + if ( timeSinceLast > 5.0 ) + { + // renderInterval is probably tiny (i.e. "as fast as possible") + lastUpdate = curtime; + } + + updateRenderedView = true; + } + else + { + updateRenderedView = false; + } + + return updateRenderedView; +} + +void HmdRendererOculusSdk::HandleSafetyWarning() +{ + // Health and Safety Warning display state. + ovrHSWDisplayState hswDisplayState; + d_ovrHmd_GetHSWDisplayState(mpHmd, &hswDisplayState); + if (hswDisplayState.Displayed) + { + // Dismiss the warning if the user pressed the appropriate key or if the user + // is tapping the side of the HMD. + // If the user has requested to dismiss the warning via keyboard or controller input... + if (mDismissHealthSafetyWarning) + d_ovrHmd_DismissHSWDisplay(mpHmd); + else + { + // Detect a moderate tap on the side of the HMD. + ovrTrackingState ts = d_ovrHmd_GetTrackingState(mpHmd, d_ovr_GetTimeInSeconds()); + if (ts.StatusFlags & ovrStatus_OrientationTracked) + { + const glm::vec3 v(ts.RawSensorData.Accelerometer.x, + ts.RawSensorData.Accelerometer.y, + ts.RawSensorData.Accelerometer.z); + + float lengthSq = glm::length2(v); + // Arbitrary value and representing moderate tap on the side of the DK2 Rift. + if (lengthSq > 250.f) + d_ovrHmd_DismissHSWDisplay(mpHmd); + } + } + } +} + +bool HmdRendererOculusSdk::GetCustomProjectionMatrix(float* rProjectionMatrix, float zNear, float zFar, float fov) +{ + if (!mIsInitialized) + { + return false; + } + + ovrFovPort fovPort = mEyeRenderDesc[mEyeId].Fov; + bool allowCustomFov = (mCurrentHmdMode == MENU_QUAD_WORLDPOS || mCurrentHmdMode == MENU_QUAD); + + // ugly hardcoded default value + if (mAllowZooming && fov < 124 || allowCustomFov) + { + // this calculation only works on DK2 at the moment + + // something needs zooming + float fovRad = DEG2RAD(fov); + float tanVal = tanf(fovRad * 0.5f); + fovPort.DownTan = tanVal; + fovPort.LeftTan = tanVal; + fovPort.RightTan = tanVal; + fovPort.UpTan = tanVal; + } + + + ovrMatrix4f projMatrix = d_ovrMatrix4f_Projection(fovPort, zNear, zFar, ovrProjection_RightHanded); + ConvertMatrix(projMatrix, rProjectionMatrix); + + return true; +} + +bool HmdRendererOculusSdk::GetCustomViewMatrix(float* rViewMatrix, float& xPos, float& yPos, float& zPos, float bodyYaw, bool noPosition) +{ + + if (!mIsInitialized) + { + return false; + } + + + // get current hmd rotation + glm::quat hmdRotation = glm::inverse(mCurrentOrientations[mEyeId]); + + // change hmd orientation to game coordinate system + glm::quat convertHmdToGame = glm::rotate(glm::quat(1.0f,0.0f,0.0f,0.0f), (float)DEG2RAD(-90.0f), glm::vec3(1.0f, 0.0f, 0.0f)); + convertHmdToGame = glm::rotate(convertHmdToGame, (float)DEG2RAD(90.0f), glm::vec3(0.0f, 0.0f, 1.0f)); + + glm::mat4 hmdRotationMat = glm::mat4_cast(hmdRotation) * glm::mat4_cast(convertHmdToGame); + + + // convert body transform to matrix + glm::mat4 bodyPosition = glm::translate(glm::mat4(1.0f), glm::vec3(-xPos, -yPos, -zPos)); + glm::quat bodyYawRotation = glm::rotate(glm::quat(1.0f, 0.0f, 0.0f, 0.0f), (float)(DEG2RAD(-bodyYaw)), glm::vec3(0.0f, 0.0f, 1.0f)); + + + float meterToGame = IHmdDevice::METER_TO_GAME; + glm::vec3 hmdPos; + hmdPos.x = mCurrentPosition[mEyeId].z * meterToGame; + hmdPos.y = mCurrentPosition[mEyeId].x * meterToGame; + hmdPos.z = mCurrentPosition[mEyeId].y * -meterToGame; + + glm::mat4 hmdPosition = glm::translate(glm::mat4(1.0f), hmdPos); + + // create view matrix + glm::mat4 viewMatrix; + if (noPosition) + { + viewMatrix = hmdRotationMat * glm::mat4_cast(bodyYawRotation) * bodyPosition; + } + else + { + viewMatrix = hmdRotationMat * hmdPosition* glm::mat4_cast(bodyYawRotation) * bodyPosition; + } + + + + memcpy(rViewMatrix, &viewMatrix[0][0], sizeof(float) * 16); + + + if (noPosition) + { + return true; + } + + // add hmd offset to body pos + + glm::quat bodyYawRotationReverse = glm::rotate(glm::quat(1.0f, 0.0f, 0.0f, 0.0f), (float)(DEG2RAD(bodyYaw)), glm::vec3(0.0f, 0.0f, 1.0f)); + glm::mat4 offsetMat = glm::mat4_cast(bodyYawRotationReverse) * hmdPosition; + glm::vec3 offsetPos = glm::vec3(offsetMat[3]); + + //Vector3f hmdPos2 = Vector3f(hmdPos.x, hmdPos.y, hmdPos.z); + + //Matrix4f bodyYawRotationReverse = Matrix4f::RotationZ(DEG2RAD(bodyYaw)); + //Vector3f offsetPos = (bodyYawRotationReverse * Matrix4f::Translation(hmdPos2)).GetTranslation(); + + /// TODO: do we need this? + offsetPos *= -1; + + xPos += offsetPos.x; + yPos += offsetPos.y; + zPos += offsetPos.z; + + return true; +} + +bool HmdRendererOculusSdk::Get2DViewport(int& rX, int& rY, int& rW, int& rH) +{ + // shrink the gui for the HMD display + float aspect = 1.0f; + + rW = mRenderWidth * mGuiScale; + rH = mRenderWidth* mGuiScale * aspect; + + rX = (mRenderWidth - rW)/2.0f; + int xOff = mGuiOffsetFactorX > 0 ? (mRenderWidth / mGuiOffsetFactorX) : 0; + xOff *= mEyeId == 0 ? 1 : -1; + rX += xOff; + + rY = (mRenderHeight - rH)/2; + + return true; +} + +bool HmdRendererOculusSdk::Get2DOrtho(double &rLeft, double &rRight, double &rBottom, double &rTop, double &rZNear, double &rZFar) +{ + rLeft = 0; + rRight = 640; + rBottom = 480; + rTop = 0; + rZNear = 0; + rZFar = 1; + + return true; +} + +void HmdRendererOculusSdk::SetCurrentHmdMode(HmdMode mode) +{ + mCurrentHmdMode = mode; +} + +bool HmdRendererOculusSdk::AttachToWindow(void* pWindowHandle) +{ +#ifdef _WINDOWS + if (mpDevice == NULL || mpDevice->GetHmd() == NULL) + { + return false; + } + + if (!(mpDevice->GetHmd()->HmdCaps & ovrHmdCap_ExtendDesktop)) + { + d_ovrHmd_AttachToWindow(mpDevice->GetHmd(), pWindowHandle, NULL, NULL); + } + + return true; +#else + return false; +#endif +} + +void HmdRendererOculusSdk::DismissHealthSafetyWarning() +{ + mDismissHealthSafetyWarning = true; +} + +void HmdRendererOculusSdk::ConvertMatrix(const ovrMatrix4f& from, float* rTo) +{ + rTo[0] = from.M[0][0]; + rTo[4] = from.M[0][1]; + rTo[8] = from.M[0][2]; + rTo[12] = from.M[0][3]; + + rTo[1] = from.M[1][0]; + rTo[5] = from.M[1][1]; + rTo[9] = from.M[1][2]; + rTo[13] = from.M[1][3]; + + rTo[2] = from.M[2][0]; + rTo[6] = from.M[2][1]; + rTo[10] = from.M[2][2]; + rTo[14] = from.M[2][3]; + + rTo[3] = from.M[3][0]; + rTo[7] = from.M[3][1]; + rTo[11] = from.M[3][2]; + rTo[15] = from.M[3][3]; +} + +void HmdRendererOculusSdk::PreparePlatform() +{ +#ifdef _WINDOWS + // disable composition on windows (because of some OpenGL issues) + typedef HRESULT (WINAPI *PFNDWMENABLECOMPOSITIONPROC) (UINT); + PFNDWMENABLECOMPOSITIONPROC pDwmEnableComposition; + + HINSTANCE HInstDwmapi = LoadLibraryW( L"dwmapi.dll" ); + + if (HInstDwmapi) + { + pDwmEnableComposition = (PFNDWMENABLECOMPOSITIONPROC)GetProcAddress(HInstDwmapi, "DwmEnableComposition"); + if (pDwmEnableComposition) + { + pDwmEnableComposition(DWM_EC_DISABLECOMPOSITION); + } + + FreeLibrary(HInstDwmapi); + HInstDwmapi = NULL; + } +#endif +} diff --git a/code/hmd/OculusSdk_0.5/HmdRendererOculusSdk.h b/code/hmd/OculusSdk_0.5/HmdRendererOculusSdk.h new file mode 100644 index 0000000..7602bc4 --- /dev/null +++ b/code/hmd/OculusSdk_0.5/HmdRendererOculusSdk.h @@ -0,0 +1,106 @@ +/** + * HMD extension for JediAcademy + * + * Copyright 2014 by Jochen Leopold + */ + +#ifndef HMDRENDEREROCULUSSDK_0_5_H +#define HMDRENDEREROCULUSSDK_0_5_H + +#include "../HmdRenderer/IHmdRenderer.h" +#include "../../renderer/qgl.h" + + + +#include +#include + +#include "../HmdRenderer/RenderTool.h" + +#define GLM_FORCE_RADIANS +#include +#include +#include +#include +#include + +namespace OvrSdk_0_5 +{ +class HmdDeviceOculusSdk; + +class HmdRendererOculusSdk : public IHmdRenderer +{ +public: + HmdRendererOculusSdk(HmdDeviceOculusSdk* pHmdDeviceOculusSdk); + virtual ~HmdRendererOculusSdk() override; + + virtual bool Init(int windowWidth, int windowHeight, PlatformInfo platformInfo) override; + virtual void Shutdown() override; + + virtual std::string GetInfo() override; + + virtual bool HandlesSwap() override; + virtual bool GetRenderResolution(int& rWidth, int& rHeight) override; + + virtual void StartFrame() override; + virtual void BeginRenderingForEye(bool leftEye) override; + virtual void EndFrame() override; + + virtual bool GetCustomProjectionMatrix(float* rProjectionMatrix, float zNear, float zFar, float fov) override; + virtual bool GetCustomViewMatrix(float* rViewMatrix, float& xPos, float& yPos, float& zPos, float bodyYaw, bool noPosition) override; + + virtual bool Get2DViewport(int& rX, int& rY, int& rW, int& rH) override; + virtual bool Get2DOrtho(double &rLeft, double &rRight, double &rBottom, double &rTop, double &rZNear, double &rZFar) override; + + virtual void SetCurrentHmdMode(HmdMode mode) override; + + bool AttachToWindow(void* pWindowHandle); + void DismissHealthSafetyWarning(); + +protected: + static void ConvertMatrix(const ovrMatrix4f& from, float* rTo); + +private: + bool FrameNeedsRendering(); + void HandleSafetyWarning(); + void PreparePlatform(); + + static const int FBO_COUNT = 2; + RenderTool::FrameBufferInfo mFboInfos[FBO_COUNT]; + + bool mIsInitialized; + bool mStartedFrame; + double mFrameStartTime; + bool mStartedRendering; + int mEyeId; + + int mWindowWidth; + int mWindowHeight; + + int mRenderWidth; + int mRenderHeight; + + float mGuiScale; + float mGuiOffsetFactorX; + + bool mDismissHealthSafetyWarning; + bool mAllowZooming; + + HmdMode mCurrentHmdMode; + + HmdDeviceOculusSdk* mpDevice; + ovrHmd mpHmd; + ovrEyeRenderDesc mEyeRenderDesc[2]; + ovrTexture EyeTexture[2]; + + ovrEyeType mEyes[2]; + ovrPosef mEyePoses[2]; + ovrFrameTiming mFrameTiming; + + glm::quat mCurrentOrientations[2]; + glm::vec3 mCurrentPosition[2]; + + +}; +} +#endif diff --git a/code/hmd/OculusSdk_0.5/oculus_dynamic.cpp b/code/hmd/OculusSdk_0.5/oculus_dynamic.cpp new file mode 100644 index 0000000..ceeb2ec --- /dev/null +++ b/code/hmd/OculusSdk_0.5/oculus_dynamic.cpp @@ -0,0 +1,50 @@ +// Uses SDL for library loading. If you're not using SDL, you can +// replace SDL_LoadObject with dlopen/LoadLibrary and SDL_LoadFunction +// with dlsym/GetProcAddress + +#if defined(LINUX) || defined(__APPLE__) +#include +#else +#include +#endif +#include "oculus_dynamic.h" +#include +#include + +using namespace OvrSdk_0_5; + +void *OvrSdk_0_5::oculus_library_handle; + +#define OVRFUNC(need, rtype, fn, params) \ +rtype(*OvrSdk_0_5::d_ ## fn) params; +#include "ovr_dynamic_funcs.h" +#undef OVRFUNC + +extern ovr_dynamic_load_result OvrSdk_0_5::oculus_dynamic_load(const char** failed_function) { + const char* liboculus = getenv("LIBOVR"); + if (!liboculus) { +#ifdef OVR_OS_WIN32 + liboculus = "libovr.dll"; +#else + liboculus = "./libovr.so"; +#endif + } + + oculus_library_handle = SDL_LoadObject(liboculus); + if (!oculus_library_handle) { + printf("SDL_LoadObject failed: %s\n", SDL_GetError()); + return OVR_DYNAMIC_RESULT_LIBOVR_COULD_NOT_LOAD; + } + +#define OVRFUNC(need, r, f, p) \ + OvrSdk_0_5::d_##f = (pfn_##f)SDL_LoadFunction(oculus_library_handle, #f); \ + if (need && !OvrSdk_0_5::d_##f) { \ + if (failed_function) \ + *failed_function = #f; \ + return OVR_DYNAMIC_RESULT_LIBOVR_COULD_NOT_LOAD_FUNCTION; \ + } +#include "ovr_dynamic_funcs.h" +#undef OVRFUNC + + return OVR_DYNAMIC_RESULT_SUCCESS; +} diff --git a/code/hmd/OculusSdk_0.5/oculus_dynamic.h b/code/hmd/OculusSdk_0.5/oculus_dynamic.h new file mode 100644 index 0000000..2f87f4c --- /dev/null +++ b/code/hmd/OculusSdk_0.5/oculus_dynamic.h @@ -0,0 +1,41 @@ +/* OVR_CAPI.h should really define this. There should be no reason to + * include all of the other C++ crap just to get something this + * simple. */ + +#ifndef OCULUS_DYNAMIC_0_5_H +#define OCULUS_DYNAMIC_0_5_H + +#ifdef __linux__ +#define OVR_OS_LINUX +#elif defined(WIN32) +#define OVR_OS_WIN32 +#elif defined(__APPLE__) +#define OVR_OS_MACOS +#else +#error "Unknown O/S" +#endif + +// stupid OVR include bug +#define OVR_OS_CONSOLE +#include + +namespace OvrSdk_0_5 +{ + +#define OVRFUNC(need, rtype, fn, params) \ +typedef rtype (*pfn_ ## fn) params; \ +extern pfn_##fn d_##fn; +#include "ovr_dynamic_funcs.h" +#undef OVRFUNC + +typedef enum { + OVR_DYNAMIC_RESULT_SUCCESS, + OVR_DYNAMIC_RESULT_LIBOVR_COULD_NOT_LOAD, + OVR_DYNAMIC_RESULT_LIBOVR_COULD_NOT_LOAD_FUNCTION +} ovr_dynamic_load_result; + +extern void *oculus_library_handle; +extern ovr_dynamic_load_result oculus_dynamic_load(const char** failed_function); + +} +#endif diff --git a/code/hmd/OculusSdk_0.5/oculus_static.h b/code/hmd/OculusSdk_0.5/oculus_static.h new file mode 100644 index 0000000..150fc40 --- /dev/null +++ b/code/hmd/OculusSdk_0.5/oculus_static.h @@ -0,0 +1,49 @@ +#define d_ovr_Initialize ovr_Initialize +#define d_ovr_InitializeRenderingShim ovr_InitializeRenderingShim +#define d_ovr_Shutdown ovr_Shutdown +#define d_ovr_GetVersionString ovr_GetVersionString +#define d_ovrHmd_Detect ovrHmd_Detect +#define d_ovrHmd_Create ovrHmd_Create +#define d_ovrHmd_Destroy ovrHmd_Destroy +#define d_ovrHmd_CreateDebug ovrHmd_CreateDebug +#define d_ovrHmd_GetLastError ovrHmd_GetLastError +#define d_ovrHmd_AttachToWindow ovrHmd_AttachToWindow +#define d_ovrHmd_GetEnabledCaps ovrHmd_GetEnabledCaps +#define d_ovrHmd_SetEnabledCaps ovrHmd_SetEnabledCaps +#define d_ovrHmd_ConfigureTracking ovrHmd_ConfigureTracking +#define d_ovrHmd_RecenterPose ovrHmd_RecenterPose +#define d_ovrHmd_GetTrackingState ovrHmd_GetTrackingState +#define d_ovrHmd_GetFovTextureSize ovrHmd_GetFovTextureSize +#define d_ovrHmd_ConfigureRendering ovrHmd_ConfigureRendering +#define d_ovrHmd_BeginFrame ovrHmd_BeginFrame +#define d_ovrHmd_EndFrame ovrHmd_EndFrame +#define d_ovrHmd_GetEyePoses ovrHmd_GetEyePoses +#define d_ovrHmd_GetHmdPosePerEye ovrHmd_GetHmdPosePerEye +#define d_ovrHmd_GetRenderDesc ovrHmd_GetRenderDesc +#define d_ovrHmd_CreateDistortionMesh ovrHmd_CreateDistortionMesh +#define d_ovrHmd_DestroyDistortionMesh ovrHmd_DestroyDistortionMesh +#define d_ovrHmd_GetRenderScaleAndOffset ovrHmd_GetRenderScaleAndOffset +#define d_ovrHmd_GetFrameTiming ovrHmd_GetFrameTiming +#define d_ovrHmd_BeginFrameTiming ovrHmd_BeginFrameTiming +#define d_ovrHmd_EndFrameTiming ovrHmd_EndFrameTiming +#define d_ovrHmd_ResetFrameTiming ovrHmd_ResetFrameTiming +#define d_ovrHmd_GetEyeTimewarpMatrices ovrHmd_GetEyeTimewarpMatrices +#define d_ovrMatrix4f_Projection ovrMatrix4f_Projection +#define d_ovrMatrix4f_OrthoSubProjection ovrMatrix4f_OrthoSubProjection +#define d_ovr_GetTimeInSeconds ovr_GetTimeInSeconds +#define d_ovr_WaitTillTime ovr_WaitTillTime +#define d_ovrHmd_ProcessLatencyTest ovrHmd_ProcessLatencyTest +#define d_ovrHmd_GetLatencyTestResult ovrHmd_GetLatencyTestResult +#define d_ovrHmd_GetHSWDisplayState ovrHmd_GetHSWDisplayState +#define d_ovrHmd_DismissHSWDisplay ovrHmd_DismissHSWDisplay +#define d_ovrHmd_GetBool ovrHmd_GetBool +#define d_ovrHmd_SetBool ovrHmd_SetBool +#define d_ovrHmd_GetInt ovrHmd_GetInt +#define d_ovrHmd_SetInt ovrHmd_SetInt +#define d_ovrHmd_GetFloat ovrHmd_GetFloat +#define d_ovrHmd_SetFloat ovrHmd_SetFloat +#define d_ovrHmd_GetFloatArray ovrHmd_GetFloatArray +#define d_ovrHmd_SetFloatArray ovrHmd_SetFloatArray +#define d_ovrHmd_GetString ovrHmd_GetString +#define d_ovrHmd_SetString ovrHmd_SetString +#define d_ovrHmd_GetLatencyTest2DrawColor ovrHmd_GetLatencyTest2DrawColor diff --git a/code/hmd/OculusSdk_0.5/ovr_dynamic_funcs.h b/code/hmd/OculusSdk_0.5/ovr_dynamic_funcs.h new file mode 100644 index 0000000..f9b6e91 --- /dev/null +++ b/code/hmd/OculusSdk_0.5/ovr_dynamic_funcs.h @@ -0,0 +1,59 @@ +// First argument to macro is a boolean indicating whether or not a function is +// essential or not. If a non-essential function is not exported by the DLL, +// then initialization fails. + +OVRFUNC(true, ovrBool, ovr_Initialize, (ovrInitParams const* params)) +OVRFUNC(true, ovrBool, ovr_InitializeRenderingShimVersion, (int requestedMinorVersion)) +OVRFUNC(true, ovrBool, ovr_InitializeRenderingShim, ()) +OVRFUNC(true, void, ovr_Shutdown, ()) +OVRFUNC(true, const char*, ovr_GetVersionString, ()) +OVRFUNC(true, int, ovrHmd_Detect, ()) +OVRFUNC(true, ovrHmd, ovrHmd_Create, (int index)) +OVRFUNC(true, void, ovrHmd_Destroy, (ovrHmd hmd)) +OVRFUNC(true, ovrHmd, ovrHmd_CreateDebug, (ovrHmdType type)) +OVRFUNC(true, const char*, ovrHmd_GetLastError, (ovrHmd hmd)) +OVRFUNC(true, ovrBool, ovrHmd_AttachToWindow, (ovrHmd hmd, void* window, const ovrRecti* destMirrorRect, const ovrRecti* sourceRenderTargetRect)) +OVRFUNC(true, unsigned int, ovrHmd_GetEnabledCaps, (ovrHmd hmd)) +OVRFUNC(true, void, ovrHmd_SetEnabledCaps, (ovrHmd hmd, unsigned int hmdCaps)) +OVRFUNC(true, ovrBool, ovrHmd_ConfigureTracking, (ovrHmd hmd, unsigned int supportedTrackingCaps, unsigned int requiredTrackingCaps)) +OVRFUNC(true, void, ovrHmd_RecenterPose, (ovrHmd hmd)) +OVRFUNC(true, ovrTrackingState, ovrHmd_GetTrackingState, (ovrHmd hmd, double absTime)) +OVRFUNC(true, ovrSizei, ovrHmd_GetFovTextureSize, (ovrHmd hmd, ovrEyeType eye, ovrFovPort fov, float pixelsPerDisplayPixel)) +OVRFUNC(true, ovrBool, ovrHmd_ConfigureRendering, (ovrHmd hmd, const ovrRenderAPIConfig* apiConfig, unsigned int distortionCaps, const ovrFovPort eyeFovIn[2], ovrEyeRenderDesc eyeRenderDescOut[2] )) +OVRFUNC(true, ovrFrameTiming, ovrHmd_BeginFrame, (ovrHmd hmd, unsigned int frameIndex)) +OVRFUNC(true, void, ovrHmd_EndFrame, (ovrHmd hmd, const ovrPosef renderPose[2], const ovrTexture eyeTexture[2])) +OVRFUNC(true, void, ovrHmd_GetEyePoses, (ovrHmd hmd, unsigned int frameIndex, ovrVector3f hmdToEyeViewOffset[2], ovrPosef outEyePoses[2], ovrTrackingState* outHmdTrackingState)) +OVRFUNC(true, ovrPosef, ovrHmd_GetHmdPosePerEye, (ovrHmd hmd, ovrEyeType eye)) +OVRFUNC(true, ovrEyeRenderDesc, ovrHmd_GetRenderDesc, (ovrHmd hmd, ovrEyeType eyeType, ovrFovPort fov)) +OVRFUNC(true, ovrBool, ovrHmd_CreateDistortionMesh, (ovrHmd hmd, ovrEyeType eyeType, ovrFovPort fov, unsigned int distortionCaps, ovrDistortionMesh *meshData)) +OVRFUNC(true, ovrBool, ovrHmd_CreateDistortionMeshDebug, (ovrHmd hmd, ovrEyeType eyeType, ovrFovPort fov, unsigned int distortionCaps, ovrDistortionMesh *meshData, float debugEyeReliefOverrideInMetres)) +OVRFUNC(true, void, ovrHmd_DestroyDistortionMesh, (ovrDistortionMesh* meshData )) +OVRFUNC(true, void, ovrHmd_GetRenderScaleAndOffset, (ovrFovPort fov, ovrSizei textureSize, ovrRecti renderViewport, ovrVector2f uvScaleOffsetOut[2] )) +OVRFUNC(true, ovrFrameTiming, ovrHmd_GetFrameTiming, (ovrHmd hmd, unsigned int frameIndex)) +OVRFUNC(true, ovrFrameTiming, ovrHmd_BeginFrameTiming, (ovrHmd hmd, unsigned int frameIndex)) +OVRFUNC(true, void, ovrHmd_EndFrameTiming, (ovrHmd hmd)) +OVRFUNC(true, void, ovrHmd_ResetFrameTiming, (ovrHmd hmd, unsigned int frameIndex)) +OVRFUNC(true, void, ovrHmd_GetEyeTimewarpMatrices, (ovrHmd hmd, ovrEyeType eye, ovrPosef renderPose, ovrMatrix4f twmOut[2])) +OVRFUNC(true, void, ovrHmd_GetEyeTimewarpMatricesDebug, (ovrHmd hmd, ovrEyeType eye, ovrPosef renderPose, ovrMatrix4f twmOut[2], double debugTimingOffsetInSeconds)) +OVRFUNC(true, double, ovr_GetTimeInSeconds, ()) +OVRFUNC(true, ovrBool, ovrHmd_ProcessLatencyTest, (ovrHmd hmd, unsigned char rgbColorOut[3])) +OVRFUNC(true, const char*, ovrHmd_GetLatencyTestResult, (ovrHmd hmd)) +OVRFUNC(true, ovrBool, ovrHmd_GetLatencyTest2DrawColor, (ovrHmd hmddesc, unsigned char rgbColorOut[3])) +OVRFUNC(true, void, ovrHmd_GetHSWDisplayState, (ovrHmd hmd, ovrHSWDisplayState *hasWarningState)) +OVRFUNC(true, ovrBool, ovrHmd_DismissHSWDisplay, (ovrHmd hmd)) +OVRFUNC(true, ovrBool, ovrHmd_GetBool, (ovrHmd hmd, const char* propertyName, ovrBool defaultVal)) +OVRFUNC(true, ovrBool, ovrHmd_SetBool, (ovrHmd hmd, const char* propertyName, ovrBool value)) +OVRFUNC(true, int, ovrHmd_GetInt, (ovrHmd hmd, const char* propertyName, int defaultVal)) +OVRFUNC(true, ovrBool, ovrHmd_SetInt, (ovrHmd hmd, const char* propertyName, int value)) +OVRFUNC(true, float, ovrHmd_GetFloat, (ovrHmd hmd, const char* propertyName, float defaultVal)) +OVRFUNC(true, ovrBool, ovrHmd_SetFloat, (ovrHmd hmd, const char* propertyName, float value)) +OVRFUNC(true, unsigned int, ovrHmd_GetFloatArray, (ovrHmd hmd, const char* propertyName, float values[], unsigned int arraySize)) +OVRFUNC(true, ovrBool, ovrHmd_SetFloatArray, (ovrHmd hmd, const char* propertyName, float values[], unsigned int arraySize)) +OVRFUNC(true, const char*, ovrHmd_GetString, (ovrHmd hmd, const char* propertyName, const char* defaultVal)) +OVRFUNC(true, ovrBool, ovrHmd_SetString, (ovrHmd hmddesc, const char* propertyName, const char* value)) +OVRFUNC(true, int, ovr_TraceMessage, (int level, const char* message)) +OVRFUNC(true, ovrBool, ovrHmd_StartPerfLog, (ovrHmd hmd, const char* fileName, const char* userData1)) +OVRFUNC(true, ovrBool, ovrHmd_StopPerfLog, (ovrHmd hmd)) +OVRFUNC(true, ovrMatrix4f, ovrMatrix4f_Projection, (ovrFovPort fov, float znear, float zfar, unsigned int projectionModFlags)) +OVRFUNC(true, ovrMatrix4f, ovrMatrix4f_OrthoSubProjection, (ovrMatrix4f projection, ovrVector2f orthoScale, float orthoDistance, float hmdToEyeViewOffsetX)) +OVRFUNC(true, double, ovr_WaitTillTime, (double absTime)) diff --git a/code/hmd/OculusSdk_0.8/HmdDeviceOculusSdk.cpp b/code/hmd/OculusSdk_0.8/HmdDeviceOculusSdk.cpp new file mode 100644 index 0000000..4ad0418 --- /dev/null +++ b/code/hmd/OculusSdk_0.8/HmdDeviceOculusSdk.cpp @@ -0,0 +1,339 @@ +#include "HmdDeviceOculusSdk.h" +#include "../SearchForDisplay.h" + +#ifdef FORCE_STATIC_OCULUS_SDK +#include "oculus_static.h" +#else +#include "oculus_dynamic.h" +#endif + +#ifdef FORCE_STATIC_OCULUS_SDK +//#define OVR_OS_CONSOLE +//#include "Kernel/OVR_Threads.h" +#endif + +#include +#include +#include +#include +#include +#include + +#ifdef _WINDOWS +#define _USE_MATH_DEFINES +#include +#include +#endif + +using namespace std; +using namespace OvrSdk_0_8; + +HmdDeviceOculusSdk::HmdDeviceOculusSdk() + :mIsInitialized(false) + ,mUsingDebugHmd(false) + ,mPositionTrackingEnabled(false) + ,mIsRotated(false) + ,mpHmd(NULL) +{ + +} + +HmdDeviceOculusSdk::~HmdDeviceOculusSdk() +{ + +} + +bool HmdDeviceOculusSdk::Init(bool allowDummyDevice) +{ + if (mIsInitialized) + { + return true; + } + + bool debugPrint = true; + + if (debugPrint) + { + printf("ovr init ...\n"); + } + +#if !defined(FORCE_STATIC_OCULUS_SDK) + ovr_dynamic_load_result loadResult = oculus_dynamic_load(NULL); + if (loadResult != OVR_DYNAMIC_RESULT_SUCCESS) + { + printf("ovr: could not load library\n"); + return false; + } +#endif + +#if defined(OVR_OS_WIN32) + //OVR::Thread::SetCurrentPriority(OVR::Thread::HighestPriority); + SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_HIGHEST); + + //if(OVR::Thread::GetCPUCount() >= 4) // Don't do this unless there are at least 4 processors, otherwise the process could hog the machine. + if (GetCpuCount() >= 4) + { + SetPriorityClass(GetCurrentProcess(), HIGH_PRIORITY_CLASS); + } +#endif + + ovrResult result = d_ovr_Initialize(nullptr); + if (OVR_FAILURE(result)) + { + printf("ovr: could not init sdk\n"); + return false; + } + + if (debugPrint) + { + printf("Create device ...\n"); + } + + + result = d_ovr_Create(&mpHmd, &mLuid); + + if (OVR_FAILURE(result)) + { + d_ovr_Shutdown(); + + if (debugPrint) + { + printf("ovr init ... failed.\n"); + flush(std::cout); + } + + return false; + } + + mDesc = d_ovr_GetHmdDesc(mpHmd); + + mPositionTrackingEnabled = (mDesc.AvailableTrackingCaps & ovrTrackingCap_Position) ? true : false; + + // Start the sensor which provides the Rift’s pose and motion. + d_ovr_ConfigureTracking(mpHmd, mDesc.DefaultTrackingCaps, 0); + + mInfo = "HmdDeviceOculusSdk:"; + + if (strlen(mDesc.ProductName) > 0) + { + mInfo += " "; + mInfo += mDesc.ProductName; + } + + if (strlen(mDesc.Manufacturer) > 0) + { + mInfo += " "; + mInfo += mDesc.Manufacturer; + } + + + mIsInitialized = true; + + if (debugPrint) + { + printf("ovr init ... done.\n"); + flush(std::cout); + } + + return true; +} + +void HmdDeviceOculusSdk::Shutdown() +{ + if (!mIsInitialized) + { + return; + } + + mInfo = ""; + + d_ovr_Destroy(mpHmd); + mpHmd = NULL; + + d_ovr_Shutdown(); + + mIsInitialized = false; +} + +std::string HmdDeviceOculusSdk::GetInfo() +{ + return mInfo; +} + +bool HmdDeviceOculusSdk::HasDisplay() +{ + if (!mIsInitialized || mDesc.Resolution.w <= 0) + { + return false; + } + + return true; +} + +std::string HmdDeviceOculusSdk::GetDisplayDeviceName() +{ + return ""; +} + +bool HmdDeviceOculusSdk::GetDisplayPos(int& rX, int& rY) +{ + return false; +} + +bool HmdDeviceOculusSdk::GetDeviceResolution(int& rWidth, int& rHeight, bool& rIsRotated, bool& rIsExtendedMode) +{ + if (!mIsInitialized || mDesc.Resolution.w <= 0) + { + return false; + } + + rWidth = mDesc.Resolution.w; + rHeight = mDesc.Resolution.h; + rIsRotated = false; + rIsExtendedMode = false; + + return true; +} + +bool HmdDeviceOculusSdk::GetOrientationRad(float& rPitch, float& rYaw, float& rRoll) +{ + if (!mIsInitialized || mpHmd == nullptr) + { + return false; + } + + // Query the HMD for the sensor state at a given time. + ovrTrackingState ts = d_ovr_GetTrackingState(mpHmd, d_ovr_GetTimeInSeconds(), false); + if ((ts.StatusFlags & ovrStatus_OrientationTracked)) + { + ovrQuatf orientation = ts.HeadPose.ThePose.Orientation; + + float quat[4]; + quat[0] = orientation.x; + quat[1] = orientation.y; + quat[2] = orientation.z; + quat[3] = orientation.w; + + ConvertQuatToEuler(&quat[0], rYaw, rPitch, rRoll); + + //printf("pitch: %.2f yaw: %.2f roll: %.2f\n", rPitch, rYaw, rRoll); + + return true; + } + + return false; + +} + + +bool HmdDeviceOculusSdk::GetPosition(float &rX, float &rY, float &rZ) +{ + if (!mIsInitialized || mpHmd == nullptr || !mPositionTrackingEnabled) + { + return false; + } + + // Query the HMD for the sensor state at a given time. + ovrTrackingState ts = d_ovr_GetTrackingState(mpHmd, d_ovr_GetTimeInSeconds(), false); + if ((ts.StatusFlags & ovrStatus_PositionTracked)) + { + ovrVector3f pos = ts.HeadPose.ThePose.Position; + rX = pos.x; + rY = pos.y; + rZ = pos.z; + + //printf("pitch: %.2f yaw: %.2f roll: %.2f\n", rPitch, rYaw, rRoll); + + return true; + } + + return false; +} + +bool HmdDeviceOculusSdk::GetHandOrientationRad(bool rightHand, float& rPitch, float& rYaw, float& rRoll) +{ + return false; +} + +bool HmdDeviceOculusSdk::GetHandPosition(bool rightHand, float &rX, float &rY, float &rZ) +{ + return false; +} + +bool HmdDeviceOculusSdk::HasHand(bool rightHand) +{ + return false; +} + +void HmdDeviceOculusSdk::Recenter() +{ + d_ovr_RecenterPose(mpHmd); +} + +void HmdDeviceOculusSdk::ConvertQuatToEuler(const float* quat, float& rYaw, float& rPitch, float& rRoll) +{ + //https://svn.code.sf.net/p/irrlicht/code/trunk/include/quaternion.h + // modified to get yaw before pitch + + float W = quat[3]; + float X = quat[1]; + float Y = quat[0]; + float Z = quat[2]; + + float sqw = W*W; + float sqx = X*X; + float sqy = Y*Y; + float sqz = Z*Z; + + float test = 2.0f * (Y*W - X*Z); + + if (test > (1.0f - 0.000001f)) + { + // heading = rotation about z-axis + rRoll = (-2.0f*atan2(X, W)); + // bank = rotation about x-axis + rYaw = 0; + // attitude = rotation about y-axis + rPitch = M_PI/2.0f; + } + else if (test < (-1.0f + 0.000001f)) + { + // heading = rotation about z-axis + rRoll = (2.0f*atan2(X, W)); + // bank = rotation about x-axis + rYaw = 0; + // attitude = rotation about y-axis + rPitch = M_PI/-2.0f; + } + else + { + // heading = rotation about z-axis + rRoll = atan2(2.0f * (X*Y +Z*W),(sqx - sqy - sqz + sqw)); + // bank = rotation about x-axis + rYaw = atan2(2.0f * (Y*Z +X*W),(-sqx - sqy + sqz + sqw)); + // attitude = rotation about y-axis + test = max(test, -1.0f); + test = min(test, 1.0f); + rPitch = asin(test); + } +} + +int HmdDeviceOculusSdk::GetCpuCount() +{ +#if defined(OVR_OS_WIN32) + SYSTEM_INFO sysInfo; + + #if defined(_WIN32_WINNT) && (_WIN32_WINNT >= 0x0501) + GetNativeSystemInfo(&sysInfo); + #else + GetSystemInfo(&sysInfo); + #endif + + return (int) sysInfo.dwNumberOfProcessors; +#else + return 1; +#endif +} + + + diff --git a/code/hmd/OculusSdk_0.8/HmdDeviceOculusSdk.h b/code/hmd/OculusSdk_0.8/HmdDeviceOculusSdk.h new file mode 100644 index 0000000..4c2abe9 --- /dev/null +++ b/code/hmd/OculusSdk_0.8/HmdDeviceOculusSdk.h @@ -0,0 +1,67 @@ +/** + * HMD extension for JediAcademy + * + * Copyright 2015 by Jochen Leopold + */ + +#ifndef HMDDEVICEOCULUSSDK_0_8_H +#define HMDDEVICEOCULUSSDK_0_8_H + +#include "../HmdDevice/IHmdDevice.h" + +#include + +namespace OvrSdk_0_8 +{ +class HmdDeviceOculusSdk : public IHmdDevice +{ +public: + + HmdDeviceOculusSdk(); + virtual ~HmdDeviceOculusSdk(); + + virtual bool Init(bool allowDummyDevice = false); + virtual void Shutdown(); + + virtual std::string GetInfo(); + + virtual bool HasDisplay(); + virtual std::string GetDisplayDeviceName(); + virtual bool GetDisplayPos(int& rX, int& rY); + + virtual bool GetDeviceResolution(int& rWidth, int& rHeight, bool& rIsRotated, bool& rIsExtendedMode); + virtual bool GetOrientationRad(float& rPitch, float& rYaw, float& rRoll); + virtual bool GetPosition(float& rX, float& rY, float& rZ); + virtual bool GetHandOrientationRad(bool rightHand, float& rPitch, float& rYaw, float& rRoll); + virtual bool GetHandPosition(bool rightHand, float& rX, float& rY, float& rZ); + virtual bool HasHand(bool rightHand); + virtual void Recenter(); + + + ovrSession GetHmd() { return mpHmd; } + ovrHmdDesc GetHmdDesc() { return mDesc; } + ovrGraphicsLuid GetGraphicsLuid() { return mLuid; } + + bool IsDebugHmd() { return mUsingDebugHmd; } + + +private: + // disable copy constructor + HmdDeviceOculusSdk(const HmdDeviceOculusSdk&); + HmdDeviceOculusSdk& operator=(const HmdDeviceOculusSdk&); + + void ConvertQuatToEuler(const float* quat, float& rYaw, float& rPitch, float& rRoll); + int GetCpuCount(); + + bool mIsInitialized; + bool mUsingDebugHmd; + bool mPositionTrackingEnabled; + bool mIsRotated; + ovrSession mpHmd; + ovrHmdDesc mDesc; + ovrGraphicsLuid mLuid; + + std::string mInfo; +}; +} +#endif diff --git a/code/hmd/OculusSdk_0.8/HmdRendererOculusSdk.cpp b/code/hmd/OculusSdk_0.8/HmdRendererOculusSdk.cpp new file mode 100644 index 0000000..30d1e79 --- /dev/null +++ b/code/hmd/OculusSdk_0.8/HmdRendererOculusSdk.cpp @@ -0,0 +1,652 @@ +#include "HmdRendererOculusSdk.h" +#include "../../renderer/tr_local.h" +#include "HmdDeviceOculusSdk.h" +#include "../HmdRenderer/PlatformInfo.h" + +#include +#include +#include + +#ifdef FORCE_STATIC_OCULUS_SDK +#include "oculus_static.h" +#else +#include "oculus_dynamic.h" +#endif + +#include +#include +#include + +#ifdef _WINDOWS +#include +#include +#endif + +using namespace OVR; +using namespace std; +using namespace OvrSdk_0_8; + +HmdRendererOculusSdk::HmdRendererOculusSdk(HmdDeviceOculusSdk* pHmdDeviceOculusSdk) + :mIsInitialized(false) + ,mStartedFrame(false) + ,mFrameStartTime(0) + ,mStartedRendering(false) + ,mEyeId(-1) + ,mWindowWidth(0) + ,mWindowHeight(0) + ,mRenderWidth(0) + ,mRenderHeight(0) + ,mGuiScale(0.5f) + ,mGuiOffsetFactorX(0) + ,mMeterToGameUnits(IHmdDevice::METER_TO_GAME) + ,mAllowZooming(false) + ,mUseMirrorTexture(true) + ,mpDevice(pHmdDeviceOculusSdk) + ,mpHmd(NULL) + ,mMenuStencilDepthBuffer(0) + ,mpMirrorTexture(nullptr) + ,mReadFBO(0) + ,mCurrentHmdMode(GAMEWORLD) +{ + +} + +HmdRendererOculusSdk::~HmdRendererOculusSdk() +{ + +} + +bool HmdRendererOculusSdk::Init(int windowWidth, int windowHeight, PlatformInfo platformInfo) +{ + if (mpDevice == NULL || mpDevice->GetHmd() == NULL) + { + return false; + } + + PreparePlatform(); + + mWindowWidth = windowWidth; + mWindowHeight = windowHeight; + + mpHmd = mpDevice->GetHmd(); + ovrHmdDesc desc = mpDevice->GetHmdDesc(); + + + mRenderWidth = desc.Resolution.w/2; + mRenderHeight = desc.Resolution.h; + + if (desc.Type == ovrHmd_DK1) + { + mGuiScale = 0.3f; + mGuiOffsetFactorX = 5.0f; + } + else if (desc.Type == ovrHmd_DK2) + { + mGuiScale = 0.50f; + mGuiOffsetFactorX = 0; + mAllowZooming = true; + } + + + // Configure Stereo settings. + + ovrSizei recommenedTex0Size = d_ovr_GetFovTextureSize(mpHmd, ovrEye_Left, desc.DefaultEyeFov[0], 1.0f); + ovrSizei recommenedTex1Size = d_ovr_GetFovTextureSize(mpHmd, ovrEye_Right, desc.DefaultEyeFov[1], 1.0f); + + mRenderWidth = max(recommenedTex0Size.w, recommenedTex1Size.w); + mRenderHeight = max(recommenedTex0Size.h, recommenedTex1Size.h); + + + printf("HmdRendererOculusSdk: target texture size (%dx%d)\n", mRenderWidth, mRenderHeight); + flush(std::cout); + + + for (int i=0; iOGL.TexId, 0); + qglFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0); + qglBindFramebuffer(GL_READ_FRAMEBUFFER, 0); + + + // Initialize VR structures, filling out description. + ovrEyeRenderDesc eyeRenderDesc[2]; + eyeRenderDesc[0] = d_ovr_GetRenderDesc(mpHmd, ovrEye_Left, desc.DefaultEyeFov[0]); + eyeRenderDesc[1] = d_ovr_GetRenderDesc(mpHmd, ovrEye_Right, desc.DefaultEyeFov[1]); + mHmdToEyeViewOffset[0] = eyeRenderDesc[0].HmdToEyeViewOffset; + mHmdToEyeViewOffset[1] = eyeRenderDesc[1].HmdToEyeViewOffset; + + float renderScaleFactor = IPD_SCALE; + + mHmdToEyeViewOffset[0].x *= renderScaleFactor; + mHmdToEyeViewOffset[1].x *= renderScaleFactor; + + + // Initialize our single full screen Fov layer. + mLayerMain.Header.Type = ovrLayerType_EyeFov; + mLayerMain.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft; + mLayerMain.ColorTexture[0] = mEyeTextureSet[0]; + mLayerMain.ColorTexture[1] = mEyeTextureSet[1]; + //mLayerMain.DepthTexture[0] = mEyeTextureDepthSet[0]; + //mLayerMain.DepthTexture[1] = mEyeTextureDepthSet[1]; + mLayerMain.Fov[0] = eyeRenderDesc[0].Fov; + mLayerMain.Fov[1] = eyeRenderDesc[1].Fov; + mLayerMain.Viewport[0] = Recti(0, 0, mRenderWidth, mRenderHeight); + mLayerMain.Viewport[1] = Recti(0, 0, mRenderWidth, mRenderHeight); + + + // layer for fullscreen menus + mLayerMenu.Header.Type = ovrLayerType_Quad; + mLayerMenu.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft | ovrLayerFlag_HighQuality; + mLayerMenu.ColorTexture = mMenuTextureSet; + mLayerMenu.Viewport = Recti(0, 0, mRenderWidth, mRenderHeight); + + // fixed relative to their torso. + mLayerMenu.QuadPoseCenter.Position.x = 0.00f; + mLayerMenu.QuadPoseCenter.Position.y = 0.00f; + mLayerMenu.QuadPoseCenter.Position.z = -3.00f; + mLayerMenu.QuadPoseCenter.Orientation.x = 0; + mLayerMenu.QuadPoseCenter.Orientation.y = 0; + mLayerMenu.QuadPoseCenter.Orientation.z = 0; + mLayerMenu.QuadPoseCenter.Orientation.w = 1; + + float quadSize = 3.0f; + float uiAspect = 0.75f; + + mLayerMenu.QuadSize.x = quadSize; + mLayerMenu.QuadSize.y = quadSize * uiAspect; + + + // disable queue ahead - might cause black artefacts + //d_ovr_SetBool(mpHmd, "QueueAheadEnabled", ovrFalse); + + + mStartedRendering = false; + mIsInitialized = true; + + return true; +} + + +void HmdRendererOculusSdk::Shutdown() +{ + if (!mIsInitialized) + { + return; + } + + qglDeleteFramebuffers(1, &mReadFBO); + mReadFBO = 0; + + d_ovr_DestroyMirrorTexture(mpHmd, mpMirrorTexture); + mpMirrorTexture = nullptr; + + mpHmd = nullptr; + + mIsInitialized = false; +} + +std::string HmdRendererOculusSdk::GetInfo() +{ + return "HmdRendererOculusSdk"; +} + +bool HmdRendererOculusSdk::HandlesSwap() +{ + return false; +} + +bool HmdRendererOculusSdk::GetRenderResolution(int& rWidth, int& rHeight) +{ + if (!mIsInitialized) + { + return false; + } + + rWidth = mRenderWidth; + rHeight = mRenderHeight; + + return true; +} + +void HmdRendererOculusSdk::StartFrame() +{ + mStartedFrame = true; +} + + +void HmdRendererOculusSdk::BeginRenderingForEye(bool leftEye) +{ + if (!mIsInitialized || !mStartedFrame) + { + return; + } + + int fboId = 0; + if (!leftEye && FBO_COUNT > 1) + { + fboId = 1; + } + + mEyeId = fboId; + + if (!mStartedRendering) + { + // render begin + //qglDisable(GL_SCISSOR_TEST); + qglBindVertexArray(0); + qglUseProgramObjectARB(0); + qglFrontFace(GL_CCW); + + qglDisable(GL_FRAMEBUFFER_SRGB); + + mStartedRendering = true; + + double displayMidpointSeconds = d_ovr_GetPredictedDisplayTime(mpHmd, 0); + ovrTrackingState hmdState = d_ovr_GetTrackingState(mpHmd, displayMidpointSeconds, ovrTrue); + d_ovr_CalcEyePoses(hmdState.HeadPose.ThePose, mHmdToEyeViewOffset, mLayerMain.RenderPose); + + for (int i=0; iTextures[mEyeTextureSet[i]->CurrentIndex]; + //ovrGLTexture* pDepthTex = (ovrGLTexture*)&mEyeTextureDepthSet[i]->Textures[mEyeTextureDepthSet[i]->CurrentIndex]; + + qglBindFramebuffer(GL_FRAMEBUFFER, mFboInfos[i].Fbo); + qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pTex->OGL.TexId, 0); + //qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, pDepthTex->OGL.TexId, 0); + qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, mEyeStencilBuffer[i], 0); + + RenderTool::ClearFBO(mFboInfos[i]); + } + + + ovrGLTexture* pMenuTex = (ovrGLTexture*)&mMenuTextureSet->Textures[mMenuTextureSet->CurrentIndex]; + + qglBindFramebuffer(GL_FRAMEBUFFER, mFboMenuInfo.Fbo); + qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pMenuTex->OGL.TexId, 0); + qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, mMenuStencilDepthBuffer, 0); + + + RenderTool::ClearFBO(mFboMenuInfo); + } + + + // bind framebuffer + // this part can be called multiple times before the end of the frame + + if (mCurrentHmdMode == GAMEWORLD) + { + qglBindFramebuffer(GL_FRAMEBUFFER, mFboInfos[mEyeId].Fbo); + } + else + { + if (leftEye) + { + qglBindFramebuffer(GL_FRAMEBUFFER, 0); + } + else + { + qglBindFramebuffer(GL_FRAMEBUFFER, mFboMenuInfo.Fbo); + } + } +} + +void HmdRendererOculusSdk::EndFrame() +{ + if (!mIsInitialized || !mStartedFrame) + { + return; + } + + if (mStartedFrame) + { + GLboolean depth_test = qglIsEnabled(GL_DEPTH_TEST); + GLboolean blend = qglIsEnabled(GL_BLEND); + GLboolean texture_2d = qglIsEnabled(GL_TEXTURE_2D); + GLboolean texture_coord_array = qglIsEnabled(GL_TEXTURE_COORD_ARRAY); + GLboolean color_array = qglIsEnabled(GL_COLOR_ARRAY); + + qglDisable(GL_SCISSOR_TEST); + qglDisable(GL_STENCIL_TEST); + qglBindFramebuffer(GL_FRAMEBUFFER, 0); + + ovrLayerHeader* layers[2]; + layers[0] = &mLayerMain.Header; + layers[1] = &mLayerMenu.Header; + + ovrViewScaleDesc viewScaleDesc; + viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f / mMeterToGameUnits; + viewScaleDesc.HmdToEyeViewOffset[0] = mHmdToEyeViewOffset[0]; + viewScaleDesc.HmdToEyeViewOffset[1] = mHmdToEyeViewOffset[1]; + + ovrResult result = d_ovr_SubmitFrame(mpHmd, 0, &viewScaleDesc, layers, 2); + + + for (int i=0; iCurrentIndex = (mEyeTextureSet[i]->CurrentIndex + 1) % mEyeTextureSet[i]->TextureCount; + //mEyeTextureDepthSet[i]->CurrentIndex = (mEyeTextureDepthSet[i]->CurrentIndex + 1) % mEyeTextureDepthSet[i]->TextureCount; + } + + mMenuTextureSet->CurrentIndex = (mMenuTextureSet->CurrentIndex + 1) % mMenuTextureSet->TextureCount; + + qglBindBuffer(GL_ARRAY_BUFFER, 0); + qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + qglViewport(0, 0, mWindowWidth, mWindowHeight); + + if (mUseMirrorTexture) + { + // Do the blt + qglBindFramebuffer(GL_READ_FRAMEBUFFER, mReadFBO); + qglBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + + qglDrawBuffer(GL_BACK); + + qglBlitFramebuffer(0, mWindowHeight, mWindowWidth, 0, + 0, 0, mWindowWidth, mWindowHeight, + GL_COLOR_BUFFER_BIT, GL_NEAREST); + + qglBindFramebuffer(GL_READ_FRAMEBUFFER, 0); + } + + mStartedFrame = false; + mStartedRendering = false; + + if (depth_test) + { + qglEnable(GL_DEPTH_TEST); + } + if (blend) + { + qglEnable(GL_BLEND); + } + if (!texture_2d) + { + qglDisable(GL_TEXTURE_2D); + } + if (!texture_coord_array) + { + qglDisableClientState(GL_TEXTURE_COORD_ARRAY); + } + if (color_array) + { + qglEnableClientState(GL_COLOR_ARRAY); + } + + // keep for debugging + //RenderTool::DrawFbos(&mFboInfos[0], FBO_COUNT, mWindowWidth, mWindowHeight); + } + + mEyeId = -1; +} + + +bool HmdRendererOculusSdk::GetCustomProjectionMatrix(float* rProjectionMatrix, float zNear, float zFar, float fov) +{ + if (!mIsInitialized) + { + return false; + } + + ovrFovPort fovPort = mLayerMain.Fov[mEyeId]; + + bool allowCustomFov = mCurrentHmdMode == MENU_QUAD_WORLDPOS || mCurrentHmdMode == MENU_QUAD || mCurrentHmdMode == GAMEWORLD_QUAD_WORLDPOS; + + // ugly hardcoded default value + if (mAllowZooming && fov < 124 || allowCustomFov) + { + // this calculation only works on DK2 at the moment + + // something needs zooming + float fovRad = DEG2RAD(fov); + float tanVal = tanf(fovRad * 0.5f); + fovPort.DownTan = tanVal; + fovPort.LeftTan = tanVal; + fovPort.RightTan = tanVal; + fovPort.UpTan = tanVal; + } + + + ovrMatrix4f projMatrix = d_ovrMatrix4f_Projection(fovPort, zNear, zFar, ovrProjection_RightHanded); + ConvertMatrix(projMatrix, rProjectionMatrix); + + mLayerMain.ProjectionDesc = d_ovrTimewarpProjectionDesc_FromProjection(projMatrix, ovrProjection_RightHanded); + + return true; +} + +bool HmdRendererOculusSdk::GetCustomViewMatrix(float* rViewMatrix, float& xPos, float& yPos, float& zPos, float bodyYaw, bool noPosition) +{ + if (!mIsInitialized) + { + return false; + } + + ovrQuatf orientation = mLayerMain.RenderPose[mEyeId].Orientation; + glm::quat currentOrientation = glm::quat(orientation.w, orientation.x, orientation.y, orientation.z); + + ovrVector3f position = mLayerMain.RenderPose[mEyeId].Position; + glm::vec3 currentPosition = glm::vec3(position.x, position.y, position.z); + + if (mCurrentHmdMode == MENU_QUAD_WORLDPOS || mCurrentHmdMode == GAMEWORLD_QUAD_WORLDPOS || mCurrentHmdMode == MENU_QUAD) + { + currentOrientation = glm::quat(1.0f, 0.0f, 0.0f, 0.0f); + currentPosition = glm::vec3(0.0f, 0.0f, 0.0f); + } + + // get current hmd rotation + glm::quat hmdRotation = glm::inverse(currentOrientation); + + // change hmd orientation to game coordinate system + glm::quat convertHmdToGame = glm::rotate(glm::quat(1.0f,0.0f,0.0f,0.0f), (float)DEG2RAD(-90.0f), glm::vec3(1.0f, 0.0f, 0.0f)); + convertHmdToGame = glm::rotate(convertHmdToGame, (float)DEG2RAD(90.0f), glm::vec3(0.0f, 0.0f, 1.0f)); + + glm::mat4 hmdRotationMat = glm::mat4_cast(hmdRotation) * glm::mat4_cast(convertHmdToGame); + + + // convert body transform to matrix + glm::mat4 bodyPositionMat = glm::translate(glm::mat4(1.0f), glm::vec3(-xPos, -yPos, -zPos)); + glm::quat bodyYawRotation = glm::rotate(glm::quat(1.0f, 0.0f, 0.0f, 0.0f), (float)(DEG2RAD(-bodyYaw)), glm::vec3(0.0f, 0.0f, 1.0f)); + + + + glm::vec3 hmdPosition; + hmdPosition.x = currentPosition.z * mMeterToGameUnits; + hmdPosition.y = currentPosition.x * mMeterToGameUnits; + hmdPosition.z = currentPosition.y * -mMeterToGameUnits; + + glm::mat4 hmdPositionMat = glm::translate(glm::mat4(1.0f), hmdPosition); + + // create view matrix + glm::mat4 viewMatrix; + if (noPosition) + { + viewMatrix = hmdRotationMat * glm::mat4_cast(bodyYawRotation) * bodyPositionMat; + } + else + { + viewMatrix = hmdRotationMat * hmdPositionMat * glm::mat4_cast(bodyYawRotation) * bodyPositionMat; + } + + + + memcpy(rViewMatrix, &viewMatrix[0][0], sizeof(float) * 16); + + + if (noPosition) + { + return true; + } + + // add hmd offset to body pos + + glm::quat bodyYawRotationReverse = glm::rotate(glm::quat(1.0f, 0.0f, 0.0f, 0.0f), (float)(DEG2RAD(bodyYaw)), glm::vec3(0.0f, 0.0f, 1.0f)); + glm::mat4 offsetMat = glm::mat4_cast(bodyYawRotationReverse) * hmdPositionMat; + glm::vec3 offsetPos = glm::vec3(offsetMat[3]); + + //Vector3f hmdPos2 = Vector3f(hmdPos.x, hmdPos.y, hmdPos.z); + + //Matrix4f bodyYawRotationReverse = Matrix4f::RotationZ(DEG2RAD(bodyYaw)); + //Vector3f offsetPos = (bodyYawRotationReverse * Matrix4f::Translation(hmdPos2)).GetTranslation(); + + /// TODO: do we need this? + offsetPos *= -1; + + xPos += offsetPos.x; + yPos += offsetPos.y; + zPos += offsetPos.z; + + return true; +} + +bool HmdRendererOculusSdk::Get2DViewport(int& rX, int& rY, int& rW, int& rH) +{ + if (mCurrentHmdMode == MENU_QUAD_WORLDPOS || mCurrentHmdMode == GAMEWORLD_QUAD_WORLDPOS || mCurrentHmdMode == MENU_QUAD) + { + return true; + } + + // shrink the gui for the HMD display + float aspect = 1.0f; + + float guiScale = mGuiScale; + + rW = mRenderWidth *guiScale; + rH = mRenderWidth *guiScale * aspect; + + rX = (mRenderWidth - rW)/2.0f; + int xOff = mGuiOffsetFactorX > 0 ? (mRenderWidth / mGuiOffsetFactorX) : 0; + xOff *= mEyeId == 0 ? 1 : -1; + rX += xOff; + + rY = (mRenderHeight - rH) / 2; + + return true; +} + + +bool HmdRendererOculusSdk::Get2DOrtho(double &rLeft, double &rRight, double &rBottom, double &rTop, double &rZNear, double &rZFar) +{ + rLeft = 0; + rRight = 640; + rBottom = 480; + rTop = 0; + rZNear = 0; + rZFar = 1; + + return true; +} + + +void HmdRendererOculusSdk::SetCurrentHmdMode(HmdMode mode) +{ + mCurrentHmdMode = mode; + + if (mCurrentHmdMode == GAMEWORLD) + { + mLayerMain.Header.Type = ovrLayerType_EyeFov; + mLayerMenu.Header.Type = ovrLayerType_Disabled; + } + else + { + mLayerMain.Header.Type = ovrLayerType_Disabled; + mLayerMenu.Header.Type = ovrLayerType_Quad; + mLayerMenu.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft; + + if (mCurrentHmdMode == MENU_QUAD) + { + mLayerMenu.Header.Flags |= ovrLayerFlag_HeadLocked; + } + + if (mCurrentHmdMode == MENU_QUAD || mCurrentHmdMode == MENU_QUAD_WORLDPOS) + { + mLayerMenu.Header.Flags |= ovrLayerFlag_HighQuality; + } + } +} + + +void HmdRendererOculusSdk::ConvertMatrix(const ovrMatrix4f& from, float* rTo) +{ + rTo[0] = from.M[0][0]; + rTo[4] = from.M[0][1]; + rTo[8] = from.M[0][2]; + rTo[12] = from.M[0][3]; + + rTo[1] = from.M[1][0]; + rTo[5] = from.M[1][1]; + rTo[9] = from.M[1][2]; + rTo[13] = from.M[1][3]; + + rTo[2] = from.M[2][0]; + rTo[6] = from.M[2][1]; + rTo[10] = from.M[2][2]; + rTo[14] = from.M[2][3]; + + rTo[3] = from.M[3][0]; + rTo[7] = from.M[3][1]; + rTo[11] = from.M[3][2]; + rTo[15] = from.M[3][3]; +} + +void HmdRendererOculusSdk::PreparePlatform() +{ + // disable vsync + // this only affects the mirror display because the oculus sdk handles vsync internally + // we have to disable it so that the mirror display does not slow down rendering + RenderTool::SetVSync(false); +} diff --git a/code/hmd/OculusSdk_0.8/HmdRendererOculusSdk.h b/code/hmd/OculusSdk_0.8/HmdRendererOculusSdk.h new file mode 100644 index 0000000..36b0abd --- /dev/null +++ b/code/hmd/OculusSdk_0.8/HmdRendererOculusSdk.h @@ -0,0 +1,110 @@ +/** + * HMD extension for JediAcademy + * + * Copyright 2015 by Jochen Leopold + */ + +#ifndef HMDRENDEREROCULUSSDK_0_8_H +#define HMDRENDEREROCULUSSDK_0_8_H + +#include "../HmdRenderer/IHmdRenderer.h" +#include "../../renderer/qgl.h" + + +#include +#include +#include "../HmdRenderer/RenderTool.h" + +#define GLM_FORCE_RADIANS +#include +#include +#include +#include +#include + +namespace OvrSdk_0_8 +{ +class HmdDeviceOculusSdk; + +class HmdRendererOculusSdk : public IHmdRenderer +{ +public: + HmdRendererOculusSdk(HmdDeviceOculusSdk* pHmdDeviceOculusSdk); + virtual ~HmdRendererOculusSdk(); + + virtual bool Init(int windowWidth, int windowHeight, PlatformInfo platformInfo) override; + virtual void Shutdown() override; + + virtual std::string GetInfo() override; + + virtual bool HandlesSwap()override; + virtual bool GetRenderResolution(int& rWidth, int& rHeight) override; + + virtual void StartFrame() override; + virtual void BeginRenderingForEye(bool leftEye) override; + virtual void EndFrame() override; + + virtual bool GetCustomProjectionMatrix(float* rProjectionMatrix, float zNear, float zFar, float fov) override; + virtual bool GetCustomViewMatrix(float* rViewMatrix, float& xPos, float& yPos, float& zPos, float bodyYaw, bool noPosition) override; + + virtual bool Get2DViewport(int& rX, int& rY, int& rW, int& rH) override; + virtual bool Get2DOrtho(double &rLeft, double &rRight, double &rBottom, double &rTop, double &rZNear, double &rZFar) override; + + virtual void SetCurrentHmdMode(HmdMode mode) override; + virtual bool HasQuadWorldPosSupport() override { return true; } + +protected: + static void ConvertMatrix(const ovrMatrix4f& from, float* rTo); + +private: + void PreparePlatform(); + + static const int FBO_COUNT = 2; + RenderTool::FrameBufferInfo mFboInfos[FBO_COUNT]; + RenderTool::FrameBufferInfo mFboMenuInfo; + + bool mIsInitialized; + bool mStartedFrame; + double mFrameStartTime; + bool mStartedRendering; + int mEyeId; + + int mWindowWidth; + int mWindowHeight; + + int mRenderWidth; + int mRenderHeight; + + float mGuiScale; + float mGuiOffsetFactorX; + + float mMeterToGameUnits; + + bool mAllowZooming; + + bool mUseMirrorTexture; + + HmdDeviceOculusSdk* mpDevice; + ovrSession mpHmd; + ovrLayerEyeFovDepth mLayerMain; + ovrLayerQuad mLayerMenu; + ovrVector3f mHmdToEyeViewOffset[2]; + + ovrEyeRenderDesc mEyeRenderDesc[2]; + ovrTexture EyeTexture[2]; + ovrSwapTextureSet* mEyeTextureSet[2]; + //ovrSwapTextureSet* mEyeTextureDepthSet[2]; + GLuint mEyeStencilBuffer[2]; + ovrSwapTextureSet* mMenuTextureSet; + GLuint mMenuStencilDepthBuffer; + + ovrTexture* mpMirrorTexture; + GLuint mReadFBO; + + ovrEyeType mEyes[2]; + ovrPosef mEyePoses[2]; + + HmdMode mCurrentHmdMode; +}; +} +#endif diff --git a/code/hmd/OculusSdk_0.8/oculus_dynamic.cpp b/code/hmd/OculusSdk_0.8/oculus_dynamic.cpp new file mode 100644 index 0000000..a3349d2 --- /dev/null +++ b/code/hmd/OculusSdk_0.8/oculus_dynamic.cpp @@ -0,0 +1,51 @@ +// Uses SDL for library loading. If you're not using SDL, you can +// replace SDL_LoadObject with dlopen/LoadLibrary and SDL_LoadFunction +// with dlsym/GetProcAddress + +#if defined(LINUX) || defined(__APPLE__) +#include +#else +#include +#endif +#include "oculus_dynamic.h" +#include +#include + + +using namespace OvrSdk_0_8; + +void *OvrSdk_0_8::oculus_library_handle; + +#define OVRFUNC(need, rtype, fn, params) \ +rtype(*OvrSdk_0_8::d_ ## fn) params; +#include "ovr_dynamic_funcs.h" +#undef OVRFUNC + +extern ovr_dynamic_load_result OvrSdk_0_8::oculus_dynamic_load(const char** failed_function) { + const char* liboculus = getenv("LIBOVR"); + if (!liboculus) { +#ifdef OVR_OS_WIN32 + liboculus = "libovr.dll"; +#else + liboculus = "./libovr.so"; +#endif + } + + oculus_library_handle = SDL_LoadObject(liboculus); + if (!oculus_library_handle) { + printf("SDL_LoadObject failed: %s\n", SDL_GetError()); + return OVR_DYNAMIC_RESULT_LIBOVR_COULD_NOT_LOAD; + } + +#define OVRFUNC(need, r, f, p) \ + OvrSdk_0_8::d_##f = (pfn_##f)SDL_LoadFunction(oculus_library_handle, #f); \ + if (need && !OvrSdk_0_8::d_##f) { \ + if (failed_function) \ + *failed_function = #f; \ + return OVR_DYNAMIC_RESULT_LIBOVR_COULD_NOT_LOAD_FUNCTION; \ + } +#include "ovr_dynamic_funcs.h" +#undef OVRFUNC + + return OVR_DYNAMIC_RESULT_SUCCESS; +} diff --git a/code/hmd/OculusSdk_0.8/oculus_dynamic.h b/code/hmd/OculusSdk_0.8/oculus_dynamic.h new file mode 100644 index 0000000..cf30cc9 --- /dev/null +++ b/code/hmd/OculusSdk_0.8/oculus_dynamic.h @@ -0,0 +1,39 @@ +/* OVR_CAPI.h should really define this. There should be no reason to + * include all of the other C++ crap just to get something this + * simple. */ + +#ifndef OCULUS_DYNAMIC_0_8_H +#define OCULUS_DYNAMIC_0_8_H + +#ifdef __linux__ +#define OVR_OS_LINUX +#elif defined(WIN32) +#define OVR_OS_WIN32 +#elif defined(__APPLE__) +#define OVR_OS_MACOS +#else +#error "Unknown O/S" +#endif + +#include +#include + +namespace OvrSdk_0_8 +{ + +#define OVRFUNC(need, rtype, fn, params) \ +typedef rtype (*pfn_ ## fn) params; \ +extern pfn_##fn d_##fn; +#include "ovr_dynamic_funcs.h" +#undef OVRFUNC + +typedef enum { + OVR_DYNAMIC_RESULT_SUCCESS, + OVR_DYNAMIC_RESULT_LIBOVR_COULD_NOT_LOAD, + OVR_DYNAMIC_RESULT_LIBOVR_COULD_NOT_LOAD_FUNCTION +} ovr_dynamic_load_result; + +extern void *oculus_library_handle; +extern ovr_dynamic_load_result oculus_dynamic_load(const char** failed_function); +} +#endif diff --git a/code/hmd/OculusSdk_0.8/oculus_static.h b/code/hmd/OculusSdk_0.8/oculus_static.h new file mode 100644 index 0000000..80bf203 --- /dev/null +++ b/code/hmd/OculusSdk_0.8/oculus_static.h @@ -0,0 +1,46 @@ +#define d_ovr_Initialize ovr_Initialize +#define d_ovr_Shutdown ovr_Shutdown +#define d_ovr_GetLastErrorInfo ovr_GetLastErrorInfo +#define d_ovr_GetVersionString ovr_GetVersionString +#define d_ovr_TraceMessage ovr_TraceMessage +#define d_ovr_GetHmdDesc ovr_GetHmdDesc +#define d_ovr_Create ovr_Create +#define d_ovr_Destroy ovr_Destroy +#define d_ovr_GetSessionStatus ovr_GetSessionStatus +#define d_ovr_GetEnabledCaps ovr_GetEnabledCaps +#define d_ovr_SetEnabledCaps ovr_SetEnabledCaps +#define d_ovr_GetTrackingCaps ovr_GetTrackingCaps +#define d_ovr_ConfigureTracking ovr_ConfigureTracking +#define d_ovr_RecenterPose ovr_RecenterPose +#define d_ovr_GetTrackingState ovr_GetTrackingState +#define d_ovr_GetInputState ovr_GetInputState +#define d_ovr_SetControllerVibration ovr_SetControllerVibration +#define d_ovr_DestroySwapTextureSet ovr_DestroySwapTextureSet +#define d_ovr_DestroyMirrorTexture ovr_DestroyMirrorTexture +#define d_ovr_GetFovTextureSize ovr_GetFovTextureSize +#define d_ovr_GetRenderDesc ovr_GetRenderDesc +#define d_ovr_SubmitFrame ovr_SubmitFrame +#define d_ovr_GetPredictedDisplayTime ovr_GetPredictedDisplayTime +#define d_ovr_GetTimeInSeconds ovr_GetTimeInSeconds +#define d_ovr_ResetBackOfHeadTracking ovr_ResetBackOfHeadTracking +#define d_ovr_ResetMulticameraTracking ovr_ResetMulticameraTracking +#define d_ovr_GetBool ovr_GetBool +#define d_ovr_SetBool ovr_SetBool +#define d_ovr_GetInt ovr_GetInt +#define d_ovr_SetInt ovr_SetInt +#define d_ovr_GetFloat ovr_GetFloat +#define d_ovr_SetFloat ovr_SetFloat +#define d_ovr_GetFloatArray ovr_GetFloatArray +#define d_ovr_SetFloatArray ovr_SetFloatArray +#define d_ovr_GetString ovr_GetString +#define d_ovr_SetString ovr_SetString +#define d_ovr_Detect ovr_Detect +#define d_ovrMatrix4f_Projection ovrMatrix4f_Projection +#define d_ovrTimewarpProjectionDesc_FromProjection ovrTimewarpProjectionDesc_FromProjection +#define d_ovrMatrix4f_OrthoSubProjection ovrMatrix4f_OrthoSubProjection +#define d_ovr_CalcEyePoses ovr_CalcEyePoses +#define d_ovr_GetEyePoses ovr_GetEyePoses +#define d_ovr_CreateSwapTextureSetGL ovr_CreateSwapTextureSetGL +#define d_ovr_CreateMirrorTextureGL ovr_CreateMirrorTextureGL +#define d_ovr_CreateSwapTextureSetD3D11 ovr_CreateSwapTextureSetD3D11 +#define d_ovr_CreateMirrorTextureD3D11 ovr_CreateMirrorTextureD3D11 diff --git a/code/hmd/OculusSdk_0.8/ovr_dynamic_funcs.h b/code/hmd/OculusSdk_0.8/ovr_dynamic_funcs.h new file mode 100644 index 0000000..36e69c9 --- /dev/null +++ b/code/hmd/OculusSdk_0.8/ovr_dynamic_funcs.h @@ -0,0 +1,50 @@ +// First argument to macro is a boolean indicating whether or not a function is +// essential or not. If a non-essential function is not exported by the DLL, +// then initialization fails. + +OVRFUNC(true, ovrResult, ovr_Initialize, (const ovrInitParams* param)) +OVRFUNC(true, void, ovr_Shutdown, ()) +OVRFUNC(true, void, ovr_GetLastErrorInfo, (ovrErrorInfo* errorInfo)) +OVRFUNC(true, const char*, ovr_GetVersionString, ()) +OVRFUNC(true, int, ovr_TraceMessage, (int level, const char* message)) +OVRFUNC(true, ovrHmdDesc, ovr_GetHmdDesc, (ovrSession session)) +OVRFUNC(true, ovrResult, ovr_Create, (ovrSession* pSession, ovrGraphicsLuid* pLuid)) +OVRFUNC(true, void, ovr_Destroy, (ovrSession session)) +OVRFUNC(true, ovrResult, ovr_GetSessionStatus, (ovrSession session, ovrSessionStatus* sessionStatus)) +OVRFUNC(true, unsigned int, ovr_GetEnabledCaps, (ovrSession session)) +OVRFUNC(true, void, ovr_SetEnabledCaps, (ovrSession session, unsigned int hmdCaps)) +OVRFUNC(true, unsigned int, ovr_GetTrackingCaps, (ovrSession session)) +OVRFUNC(true, ovrResult, ovr_ConfigureTracking, (ovrSession session, unsigned int requestedTrackingCaps, unsigned int requiredTrackingCaps)) +OVRFUNC(true, void, ovr_RecenterPose, (ovrSession session)) +OVRFUNC(true, ovrTrackingState, ovr_GetTrackingState, (ovrSession session, double absTime, ovrBool latencyMarker)) +OVRFUNC(true, ovrResult, ovr_GetInputState, (ovrSession session, unsigned int controllerTypeMask, ovrInputState* inputState)) +OVRFUNC(true, ovrResult, ovr_SetControllerVibration, (ovrSession session, unsigned int controllerTypeMask, float frequency, float amplitude)) +OVRFUNC(true, void, ovr_DestroySwapTextureSet, (ovrSession session, ovrSwapTextureSet* textureSet)) +OVRFUNC(true, void, ovr_DestroyMirrorTexture, (ovrSession session, ovrTexture* mirrorTexture)) +OVRFUNC(true, ovrSizei, ovr_GetFovTextureSize, (ovrSession session, ovrEyeType eye, ovrFovPort fov, float pixelsPerDisplayPixel)) +OVRFUNC(true, ovrEyeRenderDesc, ovr_GetRenderDesc, (ovrSession session, ovrEyeType eyeType, ovrFovPort fov)) +OVRFUNC(true, ovrResult, ovr_SubmitFrame, (ovrSession session, long long frameIndex, const ovrViewScaleDesc* viewScaleDesc, ovrLayerHeader const * const * layerPtrList, unsigned int layerCount)) +OVRFUNC(true, double, ovr_GetPredictedDisplayTime, (ovrSession session, long long frameIndex)) +OVRFUNC(true, double, ovr_GetTimeInSeconds, ()) +OVRFUNC(true, void, ovr_ResetBackOfHeadTracking, (ovrSession session)) +OVRFUNC(true, void, ovr_ResetMulticameraTracking, (ovrSession session)) +OVRFUNC(true, ovrBool, ovr_GetBool, (ovrSession session, const char* propertyName, ovrBool defaultVal)) +OVRFUNC(true, ovrBool, ovr_SetBool, (ovrSession session, const char* propertyName, ovrBool value)) +OVRFUNC(true, int, ovr_GetInt, (ovrSession session, const char* propertyName, int defaultVal)) +OVRFUNC(true, ovrBool, ovr_SetInt, (ovrSession session, const char* propertyName, int value)) +OVRFUNC(true, float, ovr_GetFloat, (ovrSession session, const char* propertyName, float defaultVal)) +OVRFUNC(true, ovrBool, ovr_SetFloat, (ovrSession session, const char* propertyName, float value)) +OVRFUNC(true, unsigned int, ovr_GetFloatArray, (ovrSession session, const char* propertyName, float values[], unsigned int valuesCapacity)) +OVRFUNC(true, ovrBool, ovr_SetFloatArray, (ovrSession session, const char* propertyName, float values[], unsigned int valuesSize)) +OVRFUNC(true, const char*, ovr_GetString, (ovrSession session, const char* propertyName, const char* defaultVal)) +OVRFUNC(true, ovrBool, ovr_SetString, (ovrSession sessiondesc, const char* propertyName, const char* value)) +OVRFUNC(true, ovrDetectResult, ovr_Detect, (int timeoutMsec)) +OVRFUNC(true, ovrMatrix4f, ovrMatrix4f_Projection, (ovrFovPort fov, float znear, float zfar, unsigned int projectionModFlags)) +OVRFUNC(true, ovrTimewarpProjectionDesc, ovrTimewarpProjectionDesc_FromProjection, (ovrMatrix4f projection, unsigned int projectionModFlags)) +OVRFUNC(true, ovrMatrix4f, ovrMatrix4f_OrthoSubProjection, (ovrMatrix4f projection, ovrVector2f orthoScale, float orthoDistance, float hmdToEyeViewOffsetX)) +OVRFUNC(true, void, ovr_CalcEyePoses, (ovrPosef headPose, const ovrVector3f hmdToEyeViewOffset[2], ovrPosef outEyePoses[2])) +OVRFUNC(true, void, ovr_GetEyePoses, (ovrSession session, long long frameIndex, ovrBool latencyMarker, const ovrVector3f hmdToEyeViewOffset[2], ovrPosef outEyePoses[2], ovrTrackingState* outHmdTrackingState)) +OVRFUNC(true, ovrResult, ovr_CreateSwapTextureSetGL, (ovrSession session, GLuint format, int width, int height, ovrSwapTextureSet** outTextureSet)) +OVRFUNC(true, ovrResult, ovr_CreateMirrorTextureGL, (ovrSession session, GLuint format, int width, int height, ovrTexture** outMirrorTexture)) +//OVRFUNC(true, ovrResult, ovr_CreateSwapTextureSetD3D11, (ovrSession session, ID3D11Device* device, const D3D11_TEXTURE2D_DESC* desc, unsigned int miscFlags, ovrSwapTextureSet** outTextureSet)) +//OVRFUNC(true, ovrResult, ovr_CreateMirrorTextureD3D11, (ovrSession session, ID3D11Device* device, const D3D11_TEXTURE2D_DESC* desc, unsigned int miscFlags, ovrTexture** outMirrorTexture)) diff --git a/code/hmd/OculusSdk_1/HmdDeviceOculusSdk.cpp b/code/hmd/OculusSdk_1/HmdDeviceOculusSdk.cpp new file mode 100644 index 0000000..23e840b --- /dev/null +++ b/code/hmd/OculusSdk_1/HmdDeviceOculusSdk.cpp @@ -0,0 +1,382 @@ +#include "HmdDeviceOculusSdk.h" +#include "../SearchForDisplay.h" + +#ifdef FORCE_STATIC_OCULUS_SDK +#include "oculus_static.h" +#else +#include "oculus_dynamic.h" +#endif + +#ifdef FORCE_STATIC_OCULUS_SDK +//#define OVR_OS_CONSOLE +//#include "Kernel/OVR_Threads.h" +#endif + +#include +#include +#include +#include +#include +#include + +#ifdef _WINDOWS +#define _USE_MATH_DEFINES +#include +#include +#endif + +using namespace std; +using namespace OvrSdk_1; + +HmdDeviceOculusSdk::HmdDeviceOculusSdk() + :mIsInitialized(false) + ,mUsingDebugHmd(false) + ,mPositionTrackingEnabled(false) + ,mIsRotated(false) + ,mpHmd(NULL) +{ + +} + +HmdDeviceOculusSdk::~HmdDeviceOculusSdk() +{ + +} + +bool HmdDeviceOculusSdk::Init(bool allowDummyDevice) +{ + if (mIsInitialized) + { + return true; + } + + bool debugPrint = true; + + if (debugPrint) + { + printf("ovr init ...\n"); + } + +#if !defined(FORCE_STATIC_OCULUS_SDK) + ovr_dynamic_load_result loadResult = oculus_dynamic_load(NULL); + if (loadResult != OVR_DYNAMIC_RESULT_SUCCESS) + { + printf("ovr: could not load library\n"); + return false; + } +#endif + +#if defined(OVR_OS_WIN32) + //OVR::Thread::SetCurrentPriority(OVR::Thread::HighestPriority); + SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_HIGHEST); + + //if(OVR::Thread::GetCPUCount() >= 4) // Don't do this unless there are at least 4 processors, otherwise the process could hog the machine. + if (GetCpuCount() >= 4) + { + SetPriorityClass(GetCurrentProcess(), HIGH_PRIORITY_CLASS); + } +#endif + + ovrResult result = d_ovr_Initialize(nullptr); + if (OVR_FAILURE(result)) + { + printf("ovr: could not init sdk\n"); + return false; + } + + if (debugPrint) + { + printf("Create device ...\n"); + } + + + result = d_ovr_Create(&mpHmd, &mLuid); + + if (OVR_FAILURE(result)) + { + d_ovr_Shutdown(); + + if (debugPrint) + { + printf("ovr init ... failed.\n"); + flush(std::cout); + } + + return false; + } + + mDesc = d_ovr_GetHmdDesc(mpHmd); + + mPositionTrackingEnabled = (mDesc.AvailableTrackingCaps & ovrTrackingCap_Position) ? true : false; + + mInfo = "HmdDeviceOculusSdk:"; + + if (strlen(mDesc.ProductName) > 0) + { + mInfo += " "; + mInfo += mDesc.ProductName; + } + + if (strlen(mDesc.Manufacturer) > 0) + { + mInfo += " "; + mInfo += mDesc.Manufacturer; + } + + + mIsInitialized = true; + + if (debugPrint) + { + printf("ovr init ... done.\n"); + flush(std::cout); + } + + Recenter(); + + return true; +} + +void HmdDeviceOculusSdk::Shutdown() +{ + if (!mIsInitialized) + { + return; + } + + mInfo = ""; + + d_ovr_Destroy(mpHmd); + mpHmd = NULL; + + d_ovr_Shutdown(); + + mIsInitialized = false; +} + +std::string HmdDeviceOculusSdk::GetInfo() +{ + return mInfo; +} + +bool HmdDeviceOculusSdk::HasDisplay() +{ + if (!mIsInitialized || mDesc.Resolution.w <= 0) + { + return false; + } + + return true; +} + +std::string HmdDeviceOculusSdk::GetDisplayDeviceName() +{ + return ""; +} + +bool HmdDeviceOculusSdk::GetDisplayPos(int& rX, int& rY) +{ + return false; +} + +bool HmdDeviceOculusSdk::GetDeviceResolution(int& rWidth, int& rHeight, bool& rIsRotated, bool& rIsExtendedMode) +{ + if (!mIsInitialized || mDesc.Resolution.w <= 0) + { + return false; + } + + rWidth = mDesc.Resolution.w; + rHeight = mDesc.Resolution.h; + rIsRotated = false; + rIsExtendedMode = false; + + return true; +} + +bool HmdDeviceOculusSdk::GetOrientationRad(float& rPitch, float& rYaw, float& rRoll) +{ + if (!mIsInitialized || mpHmd == nullptr) + { + return false; + } + + // Query the HMD for the sensor state at a given time. + ovrTrackingState ts = d_ovr_GetTrackingState(mpHmd, d_ovr_GetTimeInSeconds(), false); + if ((ts.StatusFlags & ovrStatus_OrientationTracked)) + { + ovrQuatf orientation = ts.HeadPose.ThePose.Orientation; + + float quat[4]; + quat[0] = orientation.x; + quat[1] = orientation.y; + quat[2] = orientation.z; + quat[3] = orientation.w; + + ConvertQuatToEuler(&quat[0], rYaw, rPitch, rRoll); + + //printf("pitch: %.2f yaw: %.2f roll: %.2f\n", rPitch, rYaw, rRoll); + + return true; + } + + return false; + +} + + +bool HmdDeviceOculusSdk::GetPosition(float &rX, float &rY, float &rZ) +{ + if (!mIsInitialized || mpHmd == nullptr || !mPositionTrackingEnabled) + { + return false; + } + + // Query the HMD for the sensor state at a given time. + ovrTrackingState ts = d_ovr_GetTrackingState(mpHmd, d_ovr_GetTimeInSeconds(), false); + if ((ts.StatusFlags & ovrStatus_PositionTracked)) + { + ovrVector3f pos = ts.HeadPose.ThePose.Position; + rX = pos.x; + rY = pos.y; + rZ = pos.z; + + //printf("pitch: %.2f yaw: %.2f roll: %.2f\n", rPitch, rYaw, rRoll); + + return true; + } + + return false; +} + +bool HmdDeviceOculusSdk::GetHandOrientationRad(bool rightHand, float& rPitch, float& rYaw, float& rRoll) +{ + if (!mIsInitialized || mpHmd == nullptr) + { + return false; + } + + // Query for the current tracking state and see if hands are available + ovrTrackingState ts = d_ovr_GetTrackingState(mpHmd, d_ovr_GetTimeInSeconds(), false); + if ((ts.HandStatusFlags[rightHand ? ovrHand_Right : ovrHand_Left] & ovrStatus_OrientationTracked)) + { + ovrQuatf orientation = ts.HandPoses[rightHand ? ovrHand_Right : ovrHand_Left].ThePose.Orientation; + + float quat[4]; + quat[0] = orientation.x; + quat[1] = orientation.y; + quat[2] = orientation.z; + quat[3] = orientation.w; + + ConvertQuatToEuler(&quat[0], rYaw, rPitch, rRoll); + + return true; + } + + return false; + +} + + +bool HmdDeviceOculusSdk::GetHandPosition(bool rightHand, float &rX, float &rY, float &rZ) +{ + if (!mIsInitialized || mpHmd == nullptr || !mPositionTrackingEnabled) + { + return false; + } + + // Query for the current tracking state and see if hands are available + ovrTrackingState ts = d_ovr_GetTrackingState(mpHmd, d_ovr_GetTimeInSeconds(), false); + if ((ts.HandStatusFlags[rightHand ? ovrHand_Right : ovrHand_Left] & ovrStatus_PositionTracked)) + { + ovrVector3f pos = ts.HandPoses[rightHand ? ovrHand_Right : ovrHand_Left].ThePose.Position; + rX = pos.x; + rY = pos.y; + rZ = pos.z; + + return true; + } + + return false; +} + +bool HmdDeviceOculusSdk::HasHand(bool rightHand) +{ + // Query for the current tracking state and see if hands are available + ovrTrackingState ts = d_ovr_GetTrackingState(mpHmd, d_ovr_GetTimeInSeconds(), false); + + return (ts.HandStatusFlags[rightHand ? ovrHand_Right : ovrHand_Left] & (ovrStatus_PositionTracked | ovrStatus_OrientationTracked)); +} + +void HmdDeviceOculusSdk::Recenter() +{ + d_ovr_RecenterTrackingOrigin(mpHmd); +} + +void HmdDeviceOculusSdk::ConvertQuatToEuler(const float* quat, float& rYaw, float& rPitch, float& rRoll) +{ + //https://svn.code.sf.net/p/irrlicht/code/trunk/include/quaternion.h + // modified to get yaw before pitch + + float W = quat[3]; + float X = quat[1]; + float Y = quat[0]; + float Z = quat[2]; + + float sqw = W*W; + float sqx = X*X; + float sqy = Y*Y; + float sqz = Z*Z; + + float test = 2.0f * (Y*W - X*Z); + + if (test > (1.0f - 0.000001f)) + { + // heading = rotation about z-axis + rRoll = (-2.0f*atan2(X, W)); + // bank = rotation about x-axis + rYaw = 0; + // attitude = rotation about y-axis + rPitch = M_PI/2.0f; + } + else if (test < (-1.0f + 0.000001f)) + { + // heading = rotation about z-axis + rRoll = (2.0f*atan2(X, W)); + // bank = rotation about x-axis + rYaw = 0; + // attitude = rotation about y-axis + rPitch = M_PI/-2.0f; + } + else + { + // heading = rotation about z-axis + rRoll = atan2(2.0f * (X*Y +Z*W),(sqx - sqy - sqz + sqw)); + // bank = rotation about x-axis + rYaw = atan2(2.0f * (Y*Z +X*W),(-sqx - sqy + sqz + sqw)); + // attitude = rotation about y-axis + test = max(test, -1.0f); + test = min(test, 1.0f); + rPitch = asin(test); + } +} + +int HmdDeviceOculusSdk::GetCpuCount() +{ +#if defined(OVR_OS_WIN32) + SYSTEM_INFO sysInfo; + + #if defined(_WIN32_WINNT) && (_WIN32_WINNT >= 0x0501) + GetNativeSystemInfo(&sysInfo); + #else + GetSystemInfo(&sysInfo); + #endif + + return (int) sysInfo.dwNumberOfProcessors; +#else + return 1; +#endif +} + + + diff --git a/code/hmd/OculusSdk_1/HmdDeviceOculusSdk.h b/code/hmd/OculusSdk_1/HmdDeviceOculusSdk.h new file mode 100644 index 0000000..d287f3a --- /dev/null +++ b/code/hmd/OculusSdk_1/HmdDeviceOculusSdk.h @@ -0,0 +1,67 @@ +/** + * HMD extension for JediAcademy + * + * Copyright 2015 by Jochen Leopold + */ + +#ifndef HMDDEVICEOCULUSSDK_1_H +#define HMDDEVICEOCULUSSDK_1_H + +#include "../HmdDevice/IHmdDevice.h" + +#include + +namespace OvrSdk_1 +{ +class HmdDeviceOculusSdk : public IHmdDevice +{ +public: + + HmdDeviceOculusSdk(); + virtual ~HmdDeviceOculusSdk(); + + virtual bool Init(bool allowDummyDevice = false); + virtual void Shutdown(); + + virtual std::string GetInfo(); + + virtual bool HasDisplay(); + virtual std::string GetDisplayDeviceName(); + virtual bool GetDisplayPos(int& rX, int& rY); + + virtual bool GetDeviceResolution(int& rWidth, int& rHeight, bool& rIsRotated, bool& rIsExtendedMode); + virtual bool GetOrientationRad(float& rPitch, float& rYaw, float& rRoll); + virtual bool GetPosition(float& rX, float& rY, float& rZ); + virtual bool GetHandOrientationRad(bool rightHand, float& rPitch, float& rYaw, float& rRoll); + virtual bool GetHandPosition(bool rightHand, float& rX, float& rY, float& rZ); + virtual bool HasHand(bool rightHand); + virtual void Recenter(); + + + ovrSession GetHmd() { return mpHmd; } + ovrHmdDesc GetHmdDesc() { return mDesc; } + ovrGraphicsLuid GetGraphicsLuid() { return mLuid; } + + bool IsDebugHmd() { return mUsingDebugHmd; } + + +private: + // disable copy constructor + HmdDeviceOculusSdk(const HmdDeviceOculusSdk&); + HmdDeviceOculusSdk& operator=(const HmdDeviceOculusSdk&); + + void ConvertQuatToEuler(const float* quat, float& rYaw, float& rPitch, float& rRoll); + int GetCpuCount(); + + bool mIsInitialized; + bool mUsingDebugHmd; + bool mPositionTrackingEnabled; + bool mIsRotated; + ovrSession mpHmd; + ovrHmdDesc mDesc; + ovrGraphicsLuid mLuid; + + std::string mInfo; +}; +} +#endif diff --git a/code/hmd/OculusSdk_1/HmdRendererOculusSdk.cpp b/code/hmd/OculusSdk_1/HmdRendererOculusSdk.cpp new file mode 100644 index 0000000..26da128 --- /dev/null +++ b/code/hmd/OculusSdk_1/HmdRendererOculusSdk.cpp @@ -0,0 +1,686 @@ +#include "HmdRendererOculusSdk.h" +#include "../../renderer/tr_local.h" +#include "HmdDeviceOculusSdk.h" +#include "../HmdRenderer/PlatformInfo.h" + +#include +#include +#include + +#ifdef FORCE_STATIC_OCULUS_SDK +#include "oculus_static.h" +#else +#include "oculus_dynamic.h" +#endif + +#include +#include +#include + +#ifdef _WINDOWS +#include +#include +#endif + +using namespace OVR; +using namespace std; +using namespace OvrSdk_1; + +HmdRendererOculusSdk::HmdRendererOculusSdk(HmdDeviceOculusSdk* pHmdDeviceOculusSdk) + :mIsInitialized(false) + ,mStartedFrame(false) + ,mFrameStartTime(0) + ,mStartedRendering(false) + ,mEyeId(-1) + ,mWindowWidth(0) + ,mWindowHeight(0) + ,mRenderWidth(0) + ,mRenderHeight(0) + ,mGuiScale(0.5f) + ,mGuiOffsetFactorX(0) + ,mMeterToGameUnits(IHmdDevice::METER_TO_GAME) + ,mAllowZooming(false) + ,mUseMirrorTexture(true) + ,mpDevice(pHmdDeviceOculusSdk) + ,mpHmd(NULL) + ,mMenuStencilDepthBuffer(0) + ,mReadFBO(0) + ,mCurrentHmdMode(GAMEWORLD) +{ + +} + +HmdRendererOculusSdk::~HmdRendererOculusSdk() +{ + +} + +bool HmdRendererOculusSdk::Init(int windowWidth, int windowHeight, PlatformInfo platformInfo) +{ + if (mpDevice == NULL || mpDevice->GetHmd() == NULL) + { + return false; + } + + PreparePlatform(); + + mWindowWidth = windowWidth; + mWindowHeight = windowHeight; + + mpHmd = mpDevice->GetHmd(); + ovrHmdDesc desc = mpDevice->GetHmdDesc(); + + + mRenderWidth = desc.Resolution.w/2; + mRenderHeight = desc.Resolution.h; + + if (desc.Type == ovrHmd_DK1) + { + mGuiScale = 0.3f; + mGuiOffsetFactorX = 5.0f; + } + else if (desc.Type == ovrHmd_DK2) + { + mGuiScale = 0.50f; + mGuiOffsetFactorX = 0; + mAllowZooming = true; + } + else if (desc.Type == ovrHmd_CV1) + { + mGuiScale = 0.475f; + mGuiOffsetFactorX = 11.0f; + } + else + { + mGuiScale = 0.475f; + mGuiOffsetFactorX = 11.0f; + } + + // Configure Stereo settings. + + ovrSizei recommenedTex0Size = d_ovr_GetFovTextureSize(mpHmd, ovrEye_Left, desc.DefaultEyeFov[0], 1.0f); + ovrSizei recommenedTex1Size = d_ovr_GetFovTextureSize(mpHmd, ovrEye_Right, desc.DefaultEyeFov[1], 1.0f); + + mRenderWidth = max(recommenedTex0Size.w, recommenedTex1Size.w); + mRenderHeight = max(recommenedTex0Size.h, recommenedTex1Size.h); + + ovrTextureSwapChainDesc swapChainDesc = {}; + swapChainDesc.Type = ovrTexture_2D; + swapChainDesc.ArraySize = 1; + swapChainDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB; + swapChainDesc.Width = mRenderWidth; + swapChainDesc.Height = mRenderHeight; + swapChainDesc.MipLevels = 1; + swapChainDesc.SampleCount = 1; + swapChainDesc.StaticImage = ovrFalse; + + printf("HmdRendererOculusSdk: target texture size (%dx%d)\n", mRenderWidth, mRenderHeight); + flush(std::cout); + + + for (int i=0; i 1) + { + fboId = 1; + } + + mEyeId = fboId; + + if (!mStartedRendering) + { + mStartedRendering = true; + // render begin + //qglDisable(GL_SCISSOR_TEST); + qglBindVertexArray(0); + qglUseProgramObjectARB(0); + qglFrontFace(GL_CCW); + + qglDisable(GL_FRAMEBUFFER_SRGB); + + + + double displayMidpointSeconds = d_ovr_GetPredictedDisplayTime(mpHmd, 0); + ovrTrackingState hmdState = d_ovr_GetTrackingState(mpHmd, displayMidpointSeconds, ovrTrue); + d_ovr_CalcEyePoses2(hmdState.HeadPose.ThePose, mHmdToEyePose, mLayerMain.RenderPose); + + for (int i=0; i + */ + +#ifndef HMDRENDEREROCULUSSDK_1_H +#define HMDRENDEREROCULUSSDK_1_H + +#include "../HmdRenderer/IHmdRenderer.h" +#include "../../renderer/qgl.h" + + +#include +#include +#include "../HmdRenderer/RenderTool.h" + +#define GLM_FORCE_RADIANS +#include +#include +#include +#include +#include + +namespace OvrSdk_1 +{ +class HmdDeviceOculusSdk; + +class HmdRendererOculusSdk : public IHmdRenderer +{ +public: + HmdRendererOculusSdk(HmdDeviceOculusSdk* pHmdDeviceOculusSdk); + virtual ~HmdRendererOculusSdk(); + + virtual bool Init(int windowWidth, int windowHeight, PlatformInfo platformInfo) override; + virtual void Shutdown() override; + + virtual std::string GetInfo() override; + + virtual bool HandlesSwap()override; + virtual bool GetRenderResolution(int& rWidth, int& rHeight) override; + + virtual void StartFrame() override; + virtual void BeginRenderingForEye(bool leftEye) override; + virtual void EndFrame() override; + + virtual bool GetCustomProjectionMatrix(float* rProjectionMatrix, float zNear, float zFar, float fov) override; + virtual bool GetCustomViewMatrix(float* rViewMatrix, float& xPos, float& yPos, float& zPos, float bodyYaw, bool noPosition) override; + + virtual bool Get2DViewport(int& rX, int& rY, int& rW, int& rH) override; + virtual bool Get2DOrtho(double &rLeft, double &rRight, double &rBottom, double &rTop, double &rZNear, double &rZFar) override; + + virtual void SetCurrentHmdMode(HmdMode mode) override; + virtual bool HasQuadWorldPosSupport() override { return true; } + +protected: + static void ConvertMatrix(const ovrMatrix4f& from, float* rTo); + +private: + void PreparePlatform(); + + static const int FBO_COUNT = 2; + RenderTool::FrameBufferInfo mFboInfos[FBO_COUNT]; + RenderTool::FrameBufferInfo mFboMenuInfo; + + bool mIsInitialized; + bool mStartedFrame; + double mFrameStartTime; + bool mStartedRendering; + int mEyeId; + + int mWindowWidth; + int mWindowHeight; + + int mRenderWidth; + int mRenderHeight; + + float mGuiScale; + float mGuiOffsetFactorX; + + float mMeterToGameUnits; + + bool mAllowZooming; + + bool mUseMirrorTexture; + + HmdDeviceOculusSdk* mpDevice; + ovrSession mpHmd; + ovrLayerEyeFov mLayerMain; + ovrLayerQuad mLayerMenu; + ovrPosef mHmdToEyePose[2]; + + ovrEyeRenderDesc mEyeRenderDesc[2]; + ovrTextureSwapChain mEyeTextureSet[2]; + GLuint mEyeStencilBuffer[2]; + ovrTextureSwapChain mMenuTextureSet; + GLuint mMenuStencilDepthBuffer; + + ovrMirrorTexture mMirrorTexture; + GLuint mReadFBO; + + ovrEyeType mEyes[2]; + ovrPosef mEyePoses[2]; + + HmdMode mCurrentHmdMode; +}; +} +#endif diff --git a/code/hmd/OculusSdk_1/oculus_dynamic.cpp b/code/hmd/OculusSdk_1/oculus_dynamic.cpp new file mode 100644 index 0000000..659508e --- /dev/null +++ b/code/hmd/OculusSdk_1/oculus_dynamic.cpp @@ -0,0 +1,51 @@ +// Uses SDL for library loading. If you're not using SDL, you can +// replace SDL_LoadObject with dlopen/LoadLibrary and SDL_LoadFunction +// with dlsym/GetProcAddress + +#if defined(LINUX) || defined(__APPLE__) +#include +#else +#include +#endif +#include "oculus_dynamic.h" +#include +#include + + +using namespace OvrSdk_1; + +void *OvrSdk_1::oculus_library_handle; + +#define OVRFUNC(need, rtype, fn, params) \ +rtype(*OvrSdk_1::d_ ## fn) params; +#include "ovr_dynamic_funcs.h" +#undef OVRFUNC + +extern ovr_dynamic_load_result OvrSdk_1::oculus_dynamic_load(const char** failed_function) { + const char* liboculus = getenv("LIBOVR"); + if (!liboculus) { +#ifdef OVR_OS_WIN32 + liboculus = "libovr.dll"; +#else + liboculus = "./libovr.so"; +#endif + } + + oculus_library_handle = SDL_LoadObject(liboculus); + if (!oculus_library_handle) { + printf("SDL_LoadObject failed: %s\n", SDL_GetError()); + return OVR_DYNAMIC_RESULT_LIBOVR_COULD_NOT_LOAD; + } + +#define OVRFUNC(need, r, f, p) \ + OvrSdk_1::d_##f = (pfn_##f)SDL_LoadFunction(oculus_library_handle, #f); \ + if (need && !OvrSdk_1::d_##f) { \ + if (failed_function) \ + *failed_function = #f; \ + return OVR_DYNAMIC_RESULT_LIBOVR_COULD_NOT_LOAD_FUNCTION; \ + } +#include "ovr_dynamic_funcs.h" +#undef OVRFUNC + + return OVR_DYNAMIC_RESULT_SUCCESS; +} diff --git a/code/hmd/OculusSdk_1/oculus_dynamic.h b/code/hmd/OculusSdk_1/oculus_dynamic.h new file mode 100644 index 0000000..ee9f292 --- /dev/null +++ b/code/hmd/OculusSdk_1/oculus_dynamic.h @@ -0,0 +1,39 @@ +/* OVR_CAPI.h should really define this. There should be no reason to + * include all of the other C++ crap just to get something this + * simple. */ + +#ifndef OCULUS_DYNAMIC_1_H +#define OCULUS_DYNAMIC_1_H + +#ifdef __linux__ +#define OVR_OS_LINUX +#elif defined(WIN32) +#define OVR_OS_WIN32 +#elif defined(__APPLE__) +#define OVR_OS_MACOS +#else +#error "Unknown O/S" +#endif + +#include +#include + +namespace OvrSdk_1 +{ + +#define OVRFUNC(need, rtype, fn, params) \ +typedef rtype (*pfn_ ## fn) params; \ +extern pfn_##fn d_##fn; +#include "ovr_dynamic_funcs.h" +#undef OVRFUNC + +typedef enum { + OVR_DYNAMIC_RESULT_SUCCESS, + OVR_DYNAMIC_RESULT_LIBOVR_COULD_NOT_LOAD, + OVR_DYNAMIC_RESULT_LIBOVR_COULD_NOT_LOAD_FUNCTION +} ovr_dynamic_load_result; + +extern void *oculus_library_handle; +extern ovr_dynamic_load_result oculus_dynamic_load(const char** failed_function); +} +#endif diff --git a/code/hmd/OculusSdk_1/oculus_static.h b/code/hmd/OculusSdk_1/oculus_static.h new file mode 100644 index 0000000..c1c1b5a --- /dev/null +++ b/code/hmd/OculusSdk_1/oculus_static.h @@ -0,0 +1,50 @@ +#define d_ovr_Initialize ovr_Initialize +#define d_ovr_Shutdown ovr_Shutdown +#define d_ovr_GetLastErrorInfo ovr_GetLastErrorInfo +#define d_ovr_GetVersionString ovr_GetVersionString +#define d_ovr_TraceMessage ovr_TraceMessage +#define d_ovr_GetHmdDesc ovr_GetHmdDesc +#define d_ovr_Create ovr_Create +#define d_ovr_Destroy ovr_Destroy +#define d_ovr_GetSessionStatus ovr_GetSessionStatus +#define d_ovr_RecenterTrackingOrigin ovr_RecenterTrackingOrigin +#define d_ovr_GetTrackingState ovr_GetTrackingState +#define d_ovr_GetInputState ovr_GetInputState +#define d_ovr_SetControllerVibration ovr_SetControllerVibration +#define d_ovr_DestroyTextureSwapChain ovr_DestroyTextureSwapChain +#define d_ovr_DestroyMirrorTexture ovr_DestroyMirrorTexture +#define d_ovr_GetFovTextureSize ovr_GetFovTextureSize +#define d_ovr_GetRenderDesc ovr_GetRenderDesc +#define d_ovr_SubmitFrame ovr_SubmitFrame +#define d_ovr_GetPredictedDisplayTime ovr_GetPredictedDisplayTime +#define d_ovr_GetTimeInSeconds ovr_GetTimeInSeconds +#define d_ovr_GetBool ovr_GetBool +#define d_ovr_SetBool ovr_SetBool +#define d_ovr_GetInt ovr_GetInt +#define d_ovr_SetInt ovr_SetInt +#define d_ovr_GetFloat ovr_GetFloat +#define d_ovr_SetFloat ovr_SetFloat +#define d_ovr_GetFloatArray ovr_GetFloatArray +#define d_ovr_SetFloatArray ovr_SetFloatArray +#define d_ovr_GetString ovr_GetString +#define d_ovr_SetString ovr_SetString +#define d_ovr_Detect ovr_Detect +#define d_ovrMatrix4f_Projection ovrMatrix4f_Projection +#define d_ovrTimewarpProjectionDesc_FromProjection ovrTimewarpProjectionDesc_FromProjection +#define d_ovrMatrix4f_OrthoSubProjection ovrMatrix4f_OrthoSubProjection +#define d_ovr_CalcEyePoses ovr_CalcEyePoses +#define d_ovr_GetEyePoses ovr_GetEyePoses + +#define d_ovr_GetTextureSwapChainCurrentIndex ovr_GetTextureSwapChainCurrentIndex + +#define d_ovr_CreateTextureSwapChainGL ovr_CreateTextureSwapChainGL +#define d_ovr_GetTextureSwapChainBufferGL ovr_GetTextureSwapChainBufferGL +#define d_ovr_CreateMirrorTextureGL ovr_CreateMirrorTextureGL +#define d_ovr_GetMirrorTextureBufferGL ovr_GetMirrorTextureBufferGL + +#define d_ovr_CreateTextureSwapChainDX ovr_CreateTextureSwapChainDX +#define d_ovr_GetTextureSwapChainBufferDX ovr_GetTextureSwapChainBufferDX +#define d_ovr_CreateMirrorTextureDX ovr_CreateMirrorTextureDX +#define d_ovr_GetMirrorTextureBufferDX ovr_GetMirrorTextureBufferDX + +#define d_ovr_CommitTextureSwapChain ovr_CommitTextureSwapChain diff --git a/code/hmd/OculusSdk_1/ovr_dynamic_funcs.h b/code/hmd/OculusSdk_1/ovr_dynamic_funcs.h new file mode 100644 index 0000000..79b37eb --- /dev/null +++ b/code/hmd/OculusSdk_1/ovr_dynamic_funcs.h @@ -0,0 +1,49 @@ +// First argument to macro is a boolean indicating whether or not a function is +// essential or not. If a non-essential function is not exported by the DLL, +// then initialization fails. + +OVRFUNC(true, ovrResult, ovr_Initialize, (const ovrInitParams* param)) +OVRFUNC(true, void, ovr_Shutdown, ()) +OVRFUNC(true, void, ovr_GetLastErrorInfo, (ovrErrorInfo* errorInfo)) +OVRFUNC(true, const char*, ovr_GetVersionString, ()) +OVRFUNC(true, int, ovr_TraceMessage, (int level, const char* message)) +OVRFUNC(true, ovrHmdDesc, ovr_GetHmdDesc, (ovrSession session)) +OVRFUNC(true, ovrResult, ovr_Create, (ovrSession* pSession, ovrGraphicsLuid* pLuid)) +OVRFUNC(true, void, ovr_Destroy, (ovrSession session)) +OVRFUNC(true, ovrResult, ovr_GetSessionStatus, (ovrSession session, ovrSessionStatus* sessionStatus)) +OVRFUNC(true, ovrResult, ovr_RecenterTrackingOrigin, (ovrSession session)) +OVRFUNC(true, ovrTrackingState, ovr_GetTrackingState, (ovrSession session, double absTime, ovrBool latencyMarker)) +OVRFUNC(true, ovrResult, ovr_GetInputState, (ovrSession session, unsigned int controllerTypeMask, ovrInputState* inputState)) +OVRFUNC(true, ovrResult, ovr_SetControllerVibration, (ovrSession session, unsigned int controllerTypeMask, float frequency, float amplitude)) +OVRFUNC(true, void, ovr_DestroyTextureSwapChain, (ovrSession session, ovrTextureSwapChain textureSet)) +OVRFUNC(true, void, ovr_DestroyMirrorTexture, (ovrSession session, ovrMirrorTexture mirrorTexture)) +OVRFUNC(true, ovrSizei, ovr_GetFovTextureSize, (ovrSession session, ovrEyeType eye, ovrFovPort fov, float pixelsPerDisplayPixel)) +OVRFUNC(true, ovrEyeRenderDesc, ovr_GetRenderDesc, (ovrSession session, ovrEyeType eyeType, ovrFovPort fov)) +OVRFUNC(true, ovrResult, ovr_SubmitFrame, (ovrSession session, long long frameIndex, const ovrViewScaleDesc* viewScaleDesc, ovrLayerHeader const * const * layerPtrList, unsigned int layerCount)) +OVRFUNC(true, double, ovr_GetPredictedDisplayTime, (ovrSession session, long long frameIndex)) +OVRFUNC(true, double, ovr_GetTimeInSeconds, ()) +OVRFUNC(true, ovrBool, ovr_GetBool, (ovrSession session, const char* propertyName, ovrBool defaultVal)) +OVRFUNC(true, ovrBool, ovr_SetBool, (ovrSession session, const char* propertyName, ovrBool value)) +OVRFUNC(true, int, ovr_GetInt, (ovrSession session, const char* propertyName, int defaultVal)) +OVRFUNC(true, ovrBool, ovr_SetInt, (ovrSession session, const char* propertyName, int value)) +OVRFUNC(true, float, ovr_GetFloat, (ovrSession session, const char* propertyName, float defaultVal)) +OVRFUNC(true, ovrBool, ovr_SetFloat, (ovrSession session, const char* propertyName, float value)) +OVRFUNC(true, unsigned int, ovr_GetFloatArray, (ovrSession session, const char* propertyName, float values[], unsigned int valuesCapacity)) +OVRFUNC(true, ovrBool, ovr_SetFloatArray, (ovrSession session, const char* propertyName, float values[], unsigned int valuesSize)) +OVRFUNC(true, const char*, ovr_GetString, (ovrSession session, const char* propertyName, const char* defaultVal)) +OVRFUNC(true, ovrBool, ovr_SetString, (ovrSession sessiondesc, const char* propertyName, const char* value)) +OVRFUNC(true, ovrDetectResult, ovr_Detect, (int timeoutMsec)) +OVRFUNC(true, ovrMatrix4f, ovrMatrix4f_Projection, (ovrFovPort fov, float znear, float zfar, unsigned int projectionModFlags)) +OVRFUNC(true, ovrTimewarpProjectionDesc, ovrTimewarpProjectionDesc_FromProjection, (ovrMatrix4f projection, unsigned int projectionModFlags)) +OVRFUNC(true, ovrMatrix4f, ovrMatrix4f_OrthoSubProjection, (ovrMatrix4f projection, ovrVector2f orthoScale, float orthoDistance, float hmdToEyeViewOffsetX)) +OVRFUNC(true, void, ovr_CalcEyePoses2, (ovrPosef headPose, const ovrPosef HmdToEyePose[2], ovrPosef outEyePoses[2])) +OVRFUNC(true, void, ovr_GetEyePoses, (ovrSession session, long long frameIndex, ovrBool latencyMarker, const ovrPosef HmdToEyePose[2], ovrPosef outEyePoses[2], ovrTrackingState* outHmdTrackingState)) +OVRFUNC(true, ovrResult, ovr_CreateTextureSwapChainGL, (ovrSession session, const ovrTextureSwapChainDesc* desc, ovrTextureSwapChain* out_TextureSwapChain)) +OVRFUNC(true, ovrResult, ovr_GetTextureSwapChainBufferGL,(ovrSession session, ovrTextureSwapChain chain, int index, unsigned int* out_TexId)) +OVRFUNC(true, ovrResult, ovr_CreateMirrorTextureGL, (ovrSession session, const ovrMirrorTextureDesc* desc, ovrMirrorTexture* out_MirrorTexture)) +OVRFUNC(true, ovrResult, ovr_GetMirrorTextureBufferGL, (ovrSession session, ovrMirrorTexture mirrorTexture, unsigned int* out_TexId)) +OVRFUNC(true, ovrResult, ovr_GetTextureSwapChainLength, (ovrSession session, ovrTextureSwapChain chain, int* out_Length)) +OVRFUNC(true, ovrResult, ovr_GetTextureSwapChainCurrentIndex,(ovrSession session, ovrTextureSwapChain chain, int* out_Index)) +OVRFUNC(true, ovrResult, ovr_GetTextureSwapChainDesc, (ovrSession session, ovrTextureSwapChain chain, ovrTextureSwapChainDesc* out_Desc)) +OVRFUNC(true, ovrResult, ovr_CommitTextureSwapChain, (ovrSession session, ovrTextureSwapChain chain)) + diff --git a/code/hmd/Quake3/GameMenuHmdManager.cpp b/code/hmd/Quake3/GameMenuHmdManager.cpp new file mode 100644 index 0000000..b72e2ae --- /dev/null +++ b/code/hmd/Quake3/GameMenuHmdManager.cpp @@ -0,0 +1,204 @@ +#include "GameMenuHmdManager.h" + +#include "../../game/q_shared.h" +#include "../../qcommon/qcommon.h" + +#include "../../client/client.h" + +GameMenuHmdManager::GameMenuHmdManager() + :mpHmdRenderer(nullptr) + ,mCurrentGameMode(UNINITIALIZED) + ,mIsCameraControlled(false) + ,mIsLoadingActive(false) + ,mShowCutScenesInVr(true) +{ + mInGameHudNames.insert("mainhud"); +} + +GameMenuHmdManager::~GameMenuHmdManager() +{ + +} + +void GameMenuHmdManager::SetHmdRenderer(IHmdRenderer* pHmdRenderer) +{ + mpHmdRenderer = pHmdRenderer; + if (mpHmdRenderer != nullptr) + { + SetHmdMode(); + } +} + +void GameMenuHmdManager::OnMenuOpen(std::string menuName) +{ + if (mInGameHudNames.find(menuName) != mInGameHudNames.end()) + { + return; + } + + if (menuName.compare(LOAD_SCREEN_NAME) == 0) + { + mIsLoadingActive = true; + return; + } + + mCurrentOpenMenu.insert(menuName); +} + +void GameMenuHmdManager::OnMenuClose(std::string menuName) +{ + if (menuName.compare(LOAD_SCREEN_NAME) == 0) + { + mIsLoadingActive = false; + return; + } + + if (mInGameHudNames.find(menuName) != mInGameHudNames.end()) + { + return; + } + + auto foundMenu = mCurrentOpenMenu.find(menuName); + if (foundMenu != mCurrentOpenMenu.end()) + { + mCurrentOpenMenu.erase(foundMenu); + } +} + +void GameMenuHmdManager::OnCloseAllMenus() +{ + mCurrentOpenMenu.clear(); + mIsLoadingActive = false; +} + + + +void GameMenuHmdManager::SetCameraControlled(bool active) +{ + if (mIsCameraControlled == active) + { + return; + } + + mIsCameraControlled = active; + + if (mShowCutScenesInVr) + { + return; + } + + Update(); +} + +void GameMenuHmdManager::Update() +{ + GameMode currentGameMode = GAME; + + // if no map is loaded we are always in fullscreen menu mode + //if (Cvar_VariableIntegerValue("sv_running")) + { + if (mCurrentOpenMenu.size() > 0) + { + currentGameMode = MENU; + } + } + + if (mIsCameraControlled) + { + currentGameMode = GAME_CUTSCENE; + } + + if (mIsLoadingActive) + { + currentGameMode = LOADING_SCREEN; + } + + if (cls.state == CA_CINEMATIC || CL_IsRunningInGameCinematic()) + { + currentGameMode = CINEMATIC; + } + + if (mCurrentGameMode == currentGameMode) + { + return; + } + + mCurrentGameMode = currentGameMode; + + SetHmdMode(); +} + + +void GameMenuHmdManager::SetHmdMode() +{ + if (mpHmdRenderer == nullptr) + { + return; + } + + IHmdRenderer::HmdMode currentMode; + + switch (mCurrentGameMode) + { + case LOADING_SCREEN: + { + currentMode = IHmdRenderer::MENU_QUAD; + break; + } + case MENU: + case CINEMATIC: + { + currentMode = IHmdRenderer::MENU_QUAD_WORLDPOS; + break; + } + case GAME_CUTSCENE: + { + if (mShowCutScenesInVr) + { + currentMode = IHmdRenderer::GAMEWORLD; + } + else + { + currentMode = IHmdRenderer::GAMEWORLD_QUAD_WORLDPOS; + } + break; + } + case GAME_SECURITY_CAM: + { + currentMode = IHmdRenderer::GAMEWORLD_QUAD_WORLDPOS; + break; + } + case GAME: + default: + { + currentMode = IHmdRenderer::GAMEWORLD; + break; + } + } + + + if (!mpHmdRenderer->HasQuadWorldPosSupport()) + { + if (currentMode == IHmdRenderer::MENU_QUAD_WORLDPOS) + { + currentMode = IHmdRenderer::MENU_QUAD; + } + else if (currentMode == IHmdRenderer::GAMEWORLD_QUAD_WORLDPOS) + { + currentMode = IHmdRenderer::GAMEWORLD; + } + } + + mpHmdRenderer->SetCurrentHmdMode(currentMode); + + + bool useHmd = currentMode == IHmdRenderer::GAMEWORLD; + if (useHmd) + { + Cvar_SetValue("cg_useHmd", 1); + } + else + { + Cvar_SetValue("cg_useHmd", 0); + } +} diff --git a/code/hmd/Quake3/GameMenuHmdManager.h b/code/hmd/Quake3/GameMenuHmdManager.h new file mode 100644 index 0000000..6747405 --- /dev/null +++ b/code/hmd/Quake3/GameMenuHmdManager.h @@ -0,0 +1,50 @@ +#ifndef GAMEMENUHMDMANAGER_H +#define GAMEMENUHMDMANAGER_H + +#include "../HmdRenderer/IHmdRenderer.h" +#include +#include + +class GameMenuHmdManager +{ +public: + GameMenuHmdManager(); + ~GameMenuHmdManager(); + + void SetHmdRenderer(IHmdRenderer* pHmdRenderer); + + void OnMenuOpen(std::string menuName); + void OnMenuClose(std::string menuName); + + void OnCloseAllMenus(); + void SetCameraControlled(bool active); + + void Update(); + +private: + enum GameMode{ + UNINITIALIZED, + GAME, + MENU, + LOADING_SCREEN, + CINEMATIC, + GAME_CUTSCENE, + GAME_SECURITY_CAM + }; + + void SetHmdMode(); + + IHmdRenderer* mpHmdRenderer; + GameMode mCurrentGameMode; + bool mIsCameraControlled; + bool mIsLoadingActive; + bool mShowCutScenesInVr; + + std::unordered_set mInGameHudNames; + std::unordered_set mCurrentOpenMenu; + + const std::string LOAD_SCREEN_NAME = "loadscreen"; + +}; + +#endif diff --git a/code/hmd/Quake3/ViewParamsHmdUtility.cpp b/code/hmd/Quake3/ViewParamsHmdUtility.cpp new file mode 100644 index 0000000..bceda3a --- /dev/null +++ b/code/hmd/Quake3/ViewParamsHmdUtility.cpp @@ -0,0 +1,75 @@ +#include "ViewParamsHmdUtility.h" + +#include "../ClientHmd.h" +#include "../HmdRenderer/IHmdRenderer.h" + +#include "../../client/client.h" + +void ViewParamsHmdUtility::UpdateRenderParams(trGlobals_t* trRef, bool isSkyBoxPortal, bool &rViewMatrixCreated) +{ + static float mViewYaw = 0.0f; + rViewMatrixCreated = false; + + IHmdRenderer* pHmdRenderer = ClientHmd::Get()->GetRenderer(); + if (pHmdRenderer) + { + vec3_t origin; + + // transform by the camera placement + VectorCopy( trRef->viewParms.orient.origin, origin ); + + // handle keyhole yaw for decoupled aiming, if the signed difference between the view angle + // and the body angle exceeds the keyhole width, move the view angle in that direction + if (hmd_decoupleAim->integer && !ClientHmd::Get()->HasHand(true)) + { + float keyholeWidth = hmd_moveAimKeyholeWidth->value / 2.0f; + float angleDiffRad = DEG2RAD(trRef->viewParms.bodyYaw - mViewYaw); + float angleDiff = RAD2DEG(atan2(sin(angleDiffRad), cos(angleDiffRad))); + if (angleDiff > keyholeWidth) + { + mViewYaw += trRef->viewParms.bodyYaw - (mViewYaw + keyholeWidth); + } + else if (angleDiff < -keyholeWidth) + { + mViewYaw += trRef->viewParms.bodyYaw - (mViewYaw - keyholeWidth); + } + } + else + { + mViewYaw = trRef->viewParms.bodyYaw; + } + + // check if the renderer handles the view matrix creation + bool matrixCreated = pHmdRenderer->GetCustomViewMatrix(trRef->orient.modelMatrix, + origin[0], + origin[1], + origin[2], + mViewYaw, isSkyBoxPortal); + + if (matrixCreated) + { + VectorCopy(origin, trRef->viewParms.orient.origin); + VectorCopy(origin, trRef->viewParms.orient.viewOrigin); + VectorCopy(origin, trRef->viewParms.pvsOrigin); + } + + rViewMatrixCreated = matrixCreated; + } + else + { + vec3_t hmdOffset; + bool worked = ClientHmd::Get()->GetPosition(hmdOffset[0], hmdOffset[1], hmdOffset[2]); + if (worked) + { + vec3_t origin; + VectorCopy( trRef->viewParms.orient.origin, origin); + + for (int i=0; i<3; i++) + { + origin[i] += hmdOffset[i]; + } + + VectorCopy(origin, trRef->viewParms.orient.origin); + } + } +} diff --git a/code/hmd/Quake3/ViewParamsHmdUtility.h b/code/hmd/Quake3/ViewParamsHmdUtility.h new file mode 100644 index 0000000..995930b --- /dev/null +++ b/code/hmd/Quake3/ViewParamsHmdUtility.h @@ -0,0 +1,8 @@ +#include "../../game/q_shared.h" +#include "../../renderer/tr_local.h" + +class ViewParamsHmdUtility +{ +public: + static void UpdateRenderParams(trGlobals_t *trRef, bool drawskyboxportal, bool &rViewMatrixCreated); +}; diff --git a/code/hmd/SearchForDisplay.cpp b/code/hmd/SearchForDisplay.cpp new file mode 100644 index 0000000..e6a4f61 --- /dev/null +++ b/code/hmd/SearchForDisplay.cpp @@ -0,0 +1,140 @@ +#include "SearchForDisplay.h" + +#ifdef USE_SDL2 +#if defined(LINUX) || defined(__APPLE__) +#include +#else +#include +#endif +#endif + + +using namespace std; + +bool SearchForDisplay::GetDisplayPosition(string displayName, int resolutionW, int resolutionH, DisplayInfo& rInfo) +{ + + // only implemented for SDL2 +#ifdef USE_SDL2 + + int displayId = -1; + std::string foundDisplayName = ""; + + int displayCount = SDL_GetNumVideoDisplays(); + for (int i=0; i 0) + { + if (strcmp(name, displayName.c_str()) == 0) + { + displayId = i; + foundDisplayName = name; + break; + } + } + + SDL_Rect r; + int ret = SDL_GetDisplayBounds(i, &r); + if (ret == 0) + { + if (r.w == resolutionW && r.h == resolutionH) + { + // this is a fallback, if the display name is not correct + displayId = i; + foundDisplayName = name; + } + } + else if (ret != 0) + { + const char* error = SDL_GetError(); + printf("SDL_GetDisplayBounds failed: %s\n", error); + + } + + //printf("display name: %s\n", displayName); + //flush(std::cout); + } + + if (displayId >= 0) + { + SDL_Rect r; + int ret = SDL_GetDisplayBounds(displayId, &r); + if (ret == 0) + { + bool isRotated = false; + + // this code only works on Linux for now + #ifdef LINUX + if (resolutionW == r.h && resolutionH == r.w) + { + isRotated = true; + } + #endif + + //printf("display x=%d y=%d\n", r.x, r.y); + //flush(std::cout); + + rInfo.id = displayId; + rInfo.name = foundDisplayName; + rInfo.posX = r.x; + rInfo.posY = r.y; + rInfo.isRotated = isRotated; + + return true; + } + } + +#endif + + return false; + + +} + +bool SearchForDisplay::GetDisplayPosition(int posX, int posY, int resolutionW, int resolutionH, DisplayInfo& rInfo) +{ + // only implemented for SDL2 +#ifdef USE_SDL2 + + int displayCount = SDL_GetNumVideoDisplays(); + for (int i = 0; i + +class SearchForDisplay +{ +public: + struct DisplayInfo + { + std::string name; + int id; + int posX; + int posY; + bool isRotated; + }; + + static bool GetDisplayPosition(std::string displayName, int resolutionW, int resolutionH, DisplayInfo& rInfo); + static bool GetDisplayPosition(int posX, int posY, int resolutionW, int resolutionH, DisplayInfo& rInfo); + + +}; + + +#endif diff --git a/code/renderer/qgl.h b/code/renderer/qgl.h index 81f1cc7..f2d9ee1 100644 --- a/code/renderer/qgl.h +++ b/code/renderer/qgl.h @@ -19,6 +19,7 @@ #pragma warning (disable: 4214) #include #include +#include "../../3rdparty/opengl/glcorearb.h" #elif defined( __APPLE__ ) && defined( __MACH__ ) @@ -92,6 +93,76 @@ typedef void (APIENTRY * PFNGLMULTITEXCOORD4SVARBPROC) (GLenum target, const GLs typedef void (APIENTRY * PFNGLACTIVETEXTUREARBPROC) (GLenum target); typedef void (APIENTRY * PFNGLCLIENTACTIVETEXTUREARBPROC) (GLenum target); +typedef GLboolean ( APIENTRY * PFNglIsRenderbufferPROC) (GLuint renderbuffer); +typedef void ( APIENTRY * PFNglBindRenderbufferPROC) (GLenum target, GLuint renderbuffer); +typedef void ( APIENTRY * PFNglDeleteRenderbuffersPROC) (GLsizei n, const GLuint *renderbuffers); +typedef void ( APIENTRY * PFNglGenRenderbuffersPROC) (GLsizei n, GLuint *renderbuffers); +typedef void ( APIENTRY * PFNglRenderbufferStoragePROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +typedef void ( APIENTRY * PFNglRenderbufferStorageMultisamplePROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void ( APIENTRY * PFNglGetRenderbufferParameterivPROC) (GLenum target, GLenum pname, GLint *params); +typedef GLboolean ( APIENTRY * PFNglIsFramebufferPROC) (GLuint framebuffer); +typedef void ( APIENTRY * PFNglGenFramebuffersPROC) (GLsizei n, GLuint *framebuffers); +typedef void ( APIENTRY * PFNglBindFramebufferPROC) (GLenum target, GLuint framebuffer); +typedef void ( APIENTRY * PFNglDeleteFramebuffersPROC) (GLsizei n, const GLuint *framebuffers); +typedef GLenum ( APIENTRY * PFNglCheckFramebufferStatusPROC) (GLenum target); +typedef void ( APIENTRY * PFNglFramebufferTexture1DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void ( APIENTRY * PFNglFramebufferTexture2DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void ( APIENTRY * PFNglFramebufferTexture3DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint layer); +typedef void ( APIENTRY * PFNglFramebufferTextureLayerPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +typedef void ( APIENTRY * PFNglFramebufferRenderbufferPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +typedef void ( APIENTRY * PFNglGetFramebufferAttachmentParameterivPROC) (GLenum target, GLenum attachment, GLenum pname, GLint *params); +typedef void ( APIENTRY * PFNglBlitFramebufferPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +typedef void ( APIENTRY * PFNglGenerateMipmapPROC) (GLenum target); + +typedef GLhandleARB ( APIENTRY * PFNglCreateShaderObjectARBPROC) (GLenum shaderType); +typedef void ( APIENTRY * PFNglShaderSourceARBPROC) (GLhandleARB shaderObj, GLsizei count, const GLcharARB* *string, const GLint *length); +typedef void ( APIENTRY * PFNglCompileShaderARBPROC) (GLhandleARB shaderObj); +typedef GLhandleARB ( APIENTRY * PFNglCreateProgramObjectARBPROC) (void); +typedef void ( APIENTRY * PFNglAttachObjectARBPROC) (GLhandleARB containerObj, GLhandleARB obj); +typedef void ( APIENTRY * PFNglLinkProgramARBPROC) (GLhandleARB programObj); +typedef void ( APIENTRY * PFNglUseProgramObjectARBPROC) (GLhandleARB programObj); +typedef void ( APIENTRY * PFNglUniform2fARBPROC) (GLint location, GLfloat v0, GLfloat v1); +typedef void ( APIENTRY * PFNglUniform2fvARBPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef GLint ( APIENTRY * PFNglGetUniformLocationARBPROC) (GLhandleARB programObj, const GLcharARB *name); + +typedef void (APIENTRY * PFNglBindBufferPROC) (GLenum target, GLuint buffer); +typedef void (APIENTRY * PFNglBindVertexArrayPROC) (GLuint array); + +extern PFNglIsRenderbufferPROC qglIsRenderbuffer; +extern PFNglBindRenderbufferPROC qglBindRenderbuffer; +extern PFNglDeleteRenderbuffersPROC qglDeleteRenderbuffers; +extern PFNglGenRenderbuffersPROC qglGenRenderbuffers; +extern PFNglRenderbufferStoragePROC qglRenderbufferStorage; +extern PFNglRenderbufferStorageMultisamplePROC qglRenderbufferStorageMultisample; +extern PFNglGetRenderbufferParameterivPROC qglGetRenderbufferParameteriv; +extern PFNglIsFramebufferPROC qglIsFramebuffer; +extern PFNglGenFramebuffersPROC qglGenFramebuffers; +extern PFNglBindFramebufferPROC qglBindFramebuffer; +extern PFNglDeleteFramebuffersPROC qglDeleteFramebuffers; +extern PFNglCheckFramebufferStatusPROC qglCheckFramebufferStatus; +extern PFNglFramebufferTexture1DPROC qglFramebufferTexture1D; +extern PFNglFramebufferTexture2DPROC qglFramebufferTexture2D; +extern PFNglFramebufferTexture3DPROC qglFramebufferTexture3D; +extern PFNglFramebufferTextureLayerPROC qglFramebufferTextureLayer; +extern PFNglFramebufferRenderbufferPROC qglFramebufferRenderbuffer; +extern PFNglGetFramebufferAttachmentParameterivPROC qglGetFramebufferAttachmentParameteriv; +extern PFNglBlitFramebufferPROC qglBlitFramebuffer; +extern PFNglGenerateMipmapPROC qglGenerateMipmap; + +extern PFNglCreateShaderObjectARBPROC qglCreateShaderObjectARB; +extern PFNglShaderSourceARBPROC qglShaderSourceARB; +extern PFNglCompileShaderARBPROC qglCompileShaderARB; +extern PFNglCreateProgramObjectARBPROC qglCreateProgramObjectARB; +extern PFNglAttachObjectARBPROC qglAttachObjectARB; +extern PFNglLinkProgramARBPROC qglLinkProgramARB; +extern PFNglUseProgramObjectARBPROC qglUseProgramObjectARB; +extern PFNglUniform2fARBPROC qglUniform2fARB; +extern PFNglUniform2fvARBPROC qglUniform2fvARB; +extern PFNglGetUniformLocationARBPROC qglGetUniformLocationARB; + +extern PFNglBindBufferPROC qglBindBuffer; +extern PFNglBindVertexArrayPROC qglBindVertexArray; + /* ** extension constants */ diff --git a/code/renderer/tr_backend.cpp b/code/renderer/tr_backend.cpp index 9f0f255..b948797 100644 --- a/code/renderer/tr_backend.cpp +++ b/code/renderer/tr_backend.cpp @@ -5,6 +5,9 @@ #include "tr_local.h" +#include "../hmd/ClientHmd.h" +#include "../hmd/HmdRenderer/IHmdRenderer.h" + backEndData_t *backEndData[SMP_FRAMES]; backEndState_t backEnd; @@ -674,11 +677,45 @@ void RB_SetGL2D (void) { backEnd.projection2D = qtrue; // set 2D virtual screen size - qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight ); - qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight ); + IHmdRenderer* pHmdRenderer = ClientHmd::Get()->GetRenderer(); + + if (pHmdRenderer) + { + int x = 0; + int y = 0; + int w = glConfig.vidWidth; + int h = glConfig.vidHeight; + + pHmdRenderer->Get2DViewport(x, y, w, h); + + + qglViewport(x, y, w, h); + qglScissor(x, y, w, h); + } + else + { + qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight ); + qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight ); + } qglMatrixMode(GL_PROJECTION); qglLoadIdentity (); - qglOrtho (0, 640, 480, 0, 0, 1); + if (pHmdRenderer) + { + double left; + double right; + double bottom; + double top; + double zNear; + double zFar; + + pHmdRenderer->Get2DOrtho(left, right, bottom, top, zNear, zFar); + + qglOrtho(left, right, bottom, top, zNear, zFar); + } + else + { + qglOrtho (0, 640, 480, 0, 0, 1); + } qglMatrixMode(GL_MODELVIEW); qglLoadIdentity (); @@ -967,9 +1004,25 @@ RB_DrawBuffer const void *RB_DrawBuffer( const void *data ) { const drawBufferCommand_t *cmd; - cmd = (const drawBufferCommand_t *)data; - - qglDrawBuffer( cmd->buffer ); + IHmdRenderer* pHmdRenderer = ClientHmd::Get()->GetRenderer(); + if (pHmdRenderer) + { + if ( tess.numIndexes ) + { + RB_EndSurface(); //this might change culling and other states + } + + cmd = (const drawBufferCommand_t *)data; + + pHmdRenderer->BeginRenderingForEye(cmd->buffer == GL_BACK_LEFT); + + backEnd.projection2D = false; + } + else + { + cmd = (const drawBufferCommand_t *)data; + qglDrawBuffer( cmd->buffer ); + } // clear screen for debugging if (tr.world && tr.refdef.doLAGoggles) diff --git a/code/renderer/tr_draw.cpp b/code/renderer/tr_draw.cpp index 5fad403..611595d 100644 --- a/code/renderer/tr_draw.cpp +++ b/code/renderer/tr_draw.cpp @@ -780,10 +780,13 @@ qboolean RE_InitDissolve(qboolean bForceCircularExtroWipe) { // ri.Printf( PRINT_ALL, "RE_InitDissolve()\n"); qboolean bReturn = qfalse; + + int activeHmd = Cvar_VariableIntegerValue("cg_activeHmd"); if (//Dissolve.iStartTime == 0 // no point in interruping an existing one //&& tr.registered == qtrue // ... stops it crashing during first cinematic before the menus... :-) + && activeHmd == 0 // don't dissolve hmd devices ) { RE_KillDissolve(); // kill any that are already running diff --git a/code/renderer/tr_init.cpp b/code/renderer/tr_init.cpp index 43dbe3d..dd4ffe6 100644 --- a/code/renderer/tr_init.cpp +++ b/code/renderer/tr_init.cpp @@ -11,6 +11,9 @@ #include "tr_jpeg_interface.h" #include "tr_font.h" +#include "../hmd/ClientHmd.h" +#include "../hmd/HmdRenderer/IHmdRenderer.h" + glconfig_t glConfig; glstate_t glState; @@ -180,6 +183,41 @@ void ( APIENTRY * qglPointParameterfvEXT)( GLenum, GLfloat *); void ( APIENTRY * qglPNTrianglesiATI )( GLenum pname, GLint param ); #endif // _NPATCH +PFNglIsRenderbufferPROC qglIsRenderbuffer = NULL; +PFNglBindRenderbufferPROC qglBindRenderbuffer = NULL; +PFNglDeleteRenderbuffersPROC qglDeleteRenderbuffers = NULL; +PFNglGenRenderbuffersPROC qglGenRenderbuffers = NULL; +PFNglRenderbufferStoragePROC qglRenderbufferStorage = NULL; +PFNglRenderbufferStorageMultisamplePROC qglRenderbufferStorageMultisample = NULL; +PFNglGetRenderbufferParameterivPROC qglGetRenderbufferParameteriv = NULL; +PFNglIsFramebufferPROC qglIsFramebuffer = NULL; +PFNglGenFramebuffersPROC qglGenFramebuffers = NULL; +PFNglBindFramebufferPROC qglBindFramebuffer = NULL; +PFNglDeleteFramebuffersPROC qglDeleteFramebuffers = NULL; +PFNglCheckFramebufferStatusPROC qglCheckFramebufferStatus = NULL; +PFNglFramebufferTexture1DPROC qglFramebufferTexture1D = NULL; +PFNglFramebufferTexture2DPROC qglFramebufferTexture2D = NULL; +PFNglFramebufferTexture3DPROC qglFramebufferTexture3D = NULL; +PFNglFramebufferTextureLayerPROC qglFramebufferTextureLayer = NULL; +PFNglFramebufferRenderbufferPROC qglFramebufferRenderbuffer = NULL; +PFNglGetFramebufferAttachmentParameterivPROC qglGetFramebufferAttachmentParameteriv = NULL; +PFNglBlitFramebufferPROC qglBlitFramebuffer = NULL; +PFNglGenerateMipmapPROC qglGenerateMipmap = NULL; + +PFNglCreateShaderObjectARBPROC qglCreateShaderObjectARB = NULL; +PFNglShaderSourceARBPROC qglShaderSourceARB = NULL; +PFNglCompileShaderARBPROC qglCompileShaderARB = NULL; +PFNglCreateProgramObjectARBPROC qglCreateProgramObjectARB = NULL; +PFNglAttachObjectARBPROC qglAttachObjectARB = NULL; +PFNglLinkProgramARBPROC qglLinkProgramARB = NULL; +PFNglUseProgramObjectARBPROC qglUseProgramObjectARB = NULL; +PFNglUniform2fARBPROC qglUniform2fARB = NULL; +PFNglUniform2fvARBPROC qglUniform2fvARB = NULL; +PFNglGetUniformLocationARBPROC qglGetUniformLocationARB = NULL; + +PFNglBindBufferPROC qglBindBuffer = NULL; +PFNglBindVertexArrayPROC qglBindVertexArray = NULL; + void RE_SetLightStyle(int style, int color); static void AssertCvarRange( cvar_t *cv, float minVal, float maxVal, qboolean shouldBeIntegral, qboolean shouldBeMult2) @@ -226,6 +264,11 @@ static void AssertCvarRange( cvar_t *cv, float minVal, float maxVal, qboolean sh ** setting variables, checking GL constants, and reporting the gfx system config ** to the user. */ + +// [LAva] ugly as hell +static IHmdDevice* pHmdDevice = NULL; +static IHmdRenderer* pHmdRenderer = NULL; + static void InitOpenGL( void ) { // diff --git a/code/renderer/tr_local.h b/code/renderer/tr_local.h index dd96e30..2ac4c13 100644 --- a/code/renderer/tr_local.h +++ b/code/renderer/tr_local.h @@ -94,6 +94,8 @@ typedef struct { qboolean doFullbright; int fogIndex; //what fog brush the vieworg is in + stereoFrame_t stereoFrame; + float delta_yaw; } trRefdef_t; @@ -533,6 +535,7 @@ typedef struct { cplane_t frustum[4]; vec3_t visBounds[2]; float zFar; + float bodyYaw; } viewParms_t; @@ -1347,6 +1350,8 @@ IMPLEMENTATION SPECIFIC FUNCTIONS void GLimp_Init( void ); void GLimp_Shutdown( void ); +void GLimp_DrawBuffer( int buffer ); +void GLimp_StartFrame( void ); void GLimp_EndFrame( void ); qboolean GLimp_SpawnRenderThread( void (*function)( void ) ); diff --git a/code/renderer/tr_main.cpp b/code/renderer/tr_main.cpp index bf4dc85..8845176 100644 --- a/code/renderer/tr_main.cpp +++ b/code/renderer/tr_main.cpp @@ -11,6 +11,10 @@ #include "../ghoul2/G2.h" #endif +#include "../hmd/ClientHmd.h" +#include "../hmd/HmdRenderer/IHmdRenderer.h" +#include "../hmd/Quake3/ViewParamsHmdUtility.h" + trGlobals_t tr; static float s_flipMatrix[16] = { @@ -401,6 +405,21 @@ void R_RotateForViewer (void) // transform by the camera placement VectorCopy( tr.viewParms.orient.origin, origin ); + bool rMatrixCreated = false; + int useHmd = Cvar_VariableIntegerValue("cg_useHmd"); + if (useHmd == 1) + { + bool isSkyboxPortal = false; + ViewParamsHmdUtility::UpdateRenderParams(&tr, isSkyboxPortal, rMatrixCreated); + } + + // check if the renderer handled the view matrix creation + if (rMatrixCreated) + { + tr.viewParms.world = tr.orient; + return; + } + viewerMatrix[0] = tr.viewParms.orient.axis[0][0]; viewerMatrix[4] = tr.viewParms.orient.axis[0][1]; viewerMatrix[8] = tr.viewParms.orient.axis[0][2]; @@ -506,6 +525,17 @@ void R_SetupProjection( void ) { // dynamically compute far clip plane distance SetFarClip(); + + IHmdRenderer* pHmdRenderer = ClientHmd::Get()->GetRenderer(); + if (pHmdRenderer) + { + // check if the renderer handles the projection matrix creation + bool matrixCreated = pHmdRenderer->GetCustomProjectionMatrix(tr.viewParms.projectionMatrix, r_znear->value, tr.viewParms.zFar, tr.viewParms.fovX); + if (matrixCreated) + { + return; + } + } // // set up projection matrix diff --git a/code/renderer/tr_scene.cpp b/code/renderer/tr_scene.cpp index 914389e..7f26d18 100644 --- a/code/renderer/tr_scene.cpp +++ b/code/renderer/tr_scene.cpp @@ -6,6 +6,10 @@ #include "tr_local.h" +#include "../hmd/ClientHmd.h" +#include "../hmd/HmdRenderer/IHmdRenderer.h" +#include "../hmd/Quake3/GameMenuHmdManager.h" + int r_firstSceneDrawSurf; int r_numdlights; @@ -266,6 +270,8 @@ void RE_RenderScene( const refdef_t *fd ) { if (!tr.world && !( fd->rdflags & RDF_NOWORLDMODEL ) ) { ri.Error (ERR_DROP, "R_RenderScene: NULL worldmodel"); } + + ClientHmd::Get()->GetGameMenuHmdManager()->SetCameraControlled(fd->cameraControlled == 1); // memcpy( tr.refdef.text, fd->text, sizeof( tr.refdef.text ) ); @@ -275,6 +281,8 @@ void RE_RenderScene( const refdef_t *fd ) { tr.refdef.height = fd->height; tr.refdef.fov_x = fd->fov_x; tr.refdef.fov_y = fd->fov_y; + tr.refdef.stereoFrame = fd->stereoFrame; + tr.refdef.delta_yaw = fd->delta_yaw; VectorCopy( fd->vieworg, tr.refdef.vieworg ); VectorCopy( fd->viewaxis[0], tr.refdef.viewaxis[0] ); @@ -365,6 +373,20 @@ void RE_RenderScene( const refdef_t *fd ) { RE_NPatchLevel(r_npatches->integer); #endif // _NPATCH + IHmdRenderer* pHmdRenderer = ClientHmd::Get()->GetRenderer(); + if (pHmdRenderer) + { + bool leftEye = tr.refdef.stereoFrame == STEREO_LEFT || tr.refdef.stereoFrame == STEREO_CENTER; + pHmdRenderer->BeginRenderingForEye(leftEye); + + // calculate body yaw + parms.bodyYaw = tr.refdef.delta_yaw; + if (!fd->cameraControlled) + { + parms.bodyYaw += ClientHmd::Get()->GetYawDiff(); + } + } + recursivePortalCount = 0; R_RenderView( &parms ); diff --git a/code/renderer/tr_types.h b/code/renderer/tr_types.h index 1b4205c..48264ff 100644 --- a/code/renderer/tr_types.h +++ b/code/renderer/tr_types.h @@ -133,6 +133,13 @@ Ghoul2 Insert End #define MAX_RENDER_STRINGS 8 #define MAX_RENDER_STRING_LENGTH 32 +typedef enum { + STEREO_CENTER, + STEREO_LEFT, + STEREO_RIGHT +} stereoFrame_t; + + typedef struct { int x, y, width, height; float fov_x, fov_y; @@ -146,17 +153,15 @@ typedef struct { // 1 bits will prevent the associated area from rendering at all byte areamask[MAX_MAP_AREA_BYTES]; + stereoFrame_t stereoFrame; + float delta_yaw; + int cameraControlled; // text messages for deform text shaders // char text[MAX_RENDER_STRINGS][MAX_RENDER_STRING_LENGTH]; } refdef_t; -typedef enum { - STEREO_CENTER, - STEREO_LEFT, - STEREO_RIGHT -} stereoFrame_t; /* diff --git a/code/server/sv_game.cpp b/code/server/sv_game.cpp index 99c0f11..687ed67 100644 --- a/code/server/sv_game.cpp +++ b/code/server/sv_game.cpp @@ -424,6 +424,7 @@ Ghoul2 Insert Start import.G2API_RemoveBone = G2API_RemoveBone; import.G2API_RemoveGhoul2Model = G2API_RemoveGhoul2Model; import.G2API_SetBoneAngles = G2API_SetBoneAngles; + import.G2API_SetBoneAnglesOffset = G2API_SetBoneAnglesOffset; import.G2API_SetBoneAnglesMatrix = G2API_SetBoneAnglesMatrix; import.G2API_SetBoneAnim = G2API_SetBoneAnim; import.G2API_SetLodBias = G2API_SetLodBias; diff --git a/code/ui/ui_shared.cpp b/code/ui/ui_shared.cpp index 165f641..0a8004c 100644 --- a/code/ui/ui_shared.cpp +++ b/code/ui/ui_shared.cpp @@ -11,6 +11,9 @@ #include "ui_shared.h" #include "menudef.h" +#include "../hmd/ClientHmd.h" +#include "../hmd/Quake3/GameMenuHmdManager.h" + void *UI_Alloc( int size ); void Controls_GetConfig( void ); @@ -1480,6 +1483,12 @@ Menus_CloseByName */ void Menus_CloseByName(const char *p) { + GameMenuHmdManager* pGameMenuHmdManager = ClientHmd::Get()->GetGameMenuHmdManager(); + if (pGameMenuHmdManager) + { + pGameMenuHmdManager->OnMenuClose(p); + } + menuDef_t *menu = Menus_FindByName(p); // If the menu wasnt found just exit @@ -4063,6 +4072,12 @@ Menus_ActivateByName void Menu_HandleMouseMove(menuDef_t *menu, float x, float y); menuDef_t *Menus_ActivateByName(const char *p) { + GameMenuHmdManager* pGameMenuHmdManager = ClientHmd::Get()->GetGameMenuHmdManager(); + if (pGameMenuHmdManager) + { + pGameMenuHmdManager->OnMenuOpen(p); + } + int i; menuDef_t *m = NULL; menuDef_t *focus = Menu_GetFocused(); @@ -4191,6 +4206,7 @@ static bind_t g_bindings[] = {"uimenu ingameloadmenu", A_F10, -1, -1, -1}, {"uimenu ingamesavemenu", A_F11, -1, -1, -1}, {"saberAttackCycle",-1, -1, -1, -1}, + {"hmdrecenter", A_JOY6, -1, -1, -1}, }; @@ -4453,6 +4469,12 @@ void Menus_CloseAll(void) // Clear the menu stack openMenuCount = 0; + + GameMenuHmdManager* pGameMenuHmdManager = ClientHmd::Get()->GetGameMenuHmdManager(); + if (pGameMenuHmdManager) + { + pGameMenuHmdManager->OnCloseAllMenus(); + } } /*