Add OpenGLRenderer (WIP)
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140
include/Nazara/OpenGLRenderer/Wrapper/CoreFunctions.hpp
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140
include/Nazara/OpenGLRenderer/Wrapper/CoreFunctions.hpp
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// Copyright (C) 2020 Jérôme Leclercq
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// This file is part of the "Nazara Engine - OpenGL Renderer"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_OPENGLRENDERER_COREFUNCTIONS_HPP
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#define NAZARA_OPENGLRENDERER_COREFUNCTIONS_HPP
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#include <GLES3/gl3.h>
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// OpenGL core
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#define NAZARA_OPENGLRENDERER_FOREACH_GLES_FUNC(cb) \
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cb(glActiveTexture, PFNGLACTIVETEXTUREPROC) \
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cb(glAttachShader, PFNGLATTACHSHADERPROC) \
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cb(glBeginQuery, PFNGLBEGINQUERYPROC) \
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cb(glBindAttribLocation, PFNGLBINDATTRIBLOCATIONPROC) \
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cb(glBindBuffer, PFNGLBINDBUFFERPROC) \
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cb(glBindFramebuffer, PFNGLBINDFRAMEBUFFERPROC) \
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cb(glBindRenderbuffer, PFNGLBINDRENDERBUFFERPROC) \
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cb(glBindSampler, PFNGLBINDSAMPLERPROC) \
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cb(glBindTexture, PFNGLBINDTEXTUREPROC) \
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cb(glBindVertexArray, PFNGLBINDVERTEXARRAYPROC) \
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cb(glBlendFunc, PFNGLBLENDFUNCPROC) \
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cb(glBlendFuncSeparate, PFNGLBLENDFUNCSEPARATEPROC) \
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cb(glBlitFramebuffer, PFNGLBLITFRAMEBUFFERPROC) \
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cb(glBufferData, PFNGLBUFFERDATAPROC) \
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cb(glBufferSubData, PFNGLBUFFERSUBDATAPROC) \
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cb(glClear, PFNGLCLEARPROC) \
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cb(glClearColor, PFNGLCLEARCOLORPROC) \
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cb(glClearStencil, PFNGLCLEARSTENCILPROC) \
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cb(glCreateProgram, PFNGLCREATEPROGRAMPROC) \
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cb(glCreateShader, PFNGLCREATESHADERPROC) \
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cb(glCheckFramebufferStatus, PFNGLCHECKFRAMEBUFFERSTATUSPROC) \
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cb(glColorMask, PFNGLCOLORMASKPROC) \
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cb(glCompressedTexSubImage2D, PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) \
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cb(glCompressedTexSubImage3D, PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) \
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cb(glCullFace, PFNGLCULLFACEPROC) \
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cb(glCompileShader, PFNGLCOMPILESHADERPROC) \
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cb(glCopyTexSubImage2D, PFNGLCOPYTEXSUBIMAGE2DPROC) \
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cb(glDeleteBuffers, PFNGLDELETEBUFFERSPROC) \
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cb(glDeleteFramebuffers, PFNGLDELETEFRAMEBUFFERSPROC) \
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cb(glDeleteProgram, PFNGLDELETEPROGRAMPROC) \
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cb(glDeleteQueries, PFNGLDELETEQUERIESPROC) \
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cb(glDeleteRenderbuffers, PFNGLDELETERENDERBUFFERSPROC) \
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cb(glDeleteSamplers, PFNGLDELETESAMPLERSPROC) \
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cb(glDeleteShader, PFNGLDELETESHADERPROC) \
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cb(glDeleteTextures, PFNGLDELETETEXTURESPROC) \
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cb(glDeleteVertexArrays, PFNGLDELETEVERTEXARRAYSPROC) \
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cb(glDepthFunc, PFNGLDEPTHFUNCPROC) \
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cb(glDepthMask, PFNGLDEPTHMASKPROC) \
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cb(glDisable, PFNGLDISABLEPROC) \
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cb(glDisableVertexAttribArray, PFNGLDISABLEVERTEXATTRIBARRAYPROC) \
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cb(glDrawArrays, PFNGLDRAWARRAYSPROC) \
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cb(glDrawArraysInstanced, PFNGLDRAWARRAYSINSTANCEDPROC) \
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cb(glDrawBuffers, PFNGLDRAWBUFFERSPROC) \
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cb(glDrawElements, PFNGLDRAWELEMENTSPROC) \
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cb(glDrawElementsInstanced, PFNGLDRAWELEMENTSINSTANCEDPROC) \
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cb(glEnable, PFNGLENABLEPROC) \
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cb(glEnableVertexAttribArray, PFNGLENABLEVERTEXATTRIBARRAYPROC) \
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cb(glEndQuery, PFNGLENDQUERYPROC) \
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cb(glFlush, PFNGLFLUSHPROC) \
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cb(glFramebufferRenderbuffer, PFNGLFRAMEBUFFERRENDERBUFFERPROC) \
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cb(glFramebufferTexture2D, PFNGLFRAMEBUFFERTEXTURE2DPROC) \
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cb(glFramebufferTextureLayer, PFNGLFRAMEBUFFERTEXTURELAYERPROC) \
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cb(glGenerateMipmap, PFNGLGENERATEMIPMAPPROC) \
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cb(glGenBuffers, PFNGLGENBUFFERSPROC) \
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cb(glGenFramebuffers, PFNGLGENFRAMEBUFFERSPROC) \
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cb(glGenRenderbuffers, PFNGLGENRENDERBUFFERSPROC) \
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cb(glGenQueries, PFNGLGENQUERIESPROC) \
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cb(glGenSamplers, PFNGLGENSAMPLERSPROC) \
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cb(glGenTextures, PFNGLGENTEXTURESPROC) \
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cb(glGenVertexArrays, PFNGLGENVERTEXARRAYSPROC) \
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cb(glGetActiveUniform, PFNGLGETACTIVEUNIFORMPROC) \
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cb(glGetBooleanv, PFNGLGETBOOLEANVPROC) \
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cb(glGetBufferParameteriv, PFNGLGETBUFFERPARAMETERIVPROC) \
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cb(glGetError, PFNGLGETERRORPROC) \
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cb(glGetFloatv, PFNGLGETFLOATVPROC) \
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cb(glGetIntegerv, PFNGLGETINTEGERVPROC) \
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cb(glGetProgramBinary, PFNGLGETPROGRAMBINARYPROC) \
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cb(glGetProgramiv, PFNGLGETPROGRAMIVPROC) \
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cb(glGetProgramInfoLog, PFNGLGETPROGRAMINFOLOGPROC) \
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cb(glGetQueryiv, PFNGLGETQUERYIVPROC) \
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cb(glGetQueryObjectuiv, PFNGLGETQUERYOBJECTUIVPROC) \
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cb(glGetShaderInfoLog, PFNGLGETSHADERINFOLOGPROC) \
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cb(glGetShaderiv, PFNGLGETSHADERIVPROC) \
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cb(glGetShaderSource, PFNGLGETSHADERSOURCEPROC) \
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cb(glGetString, PFNGLGETSTRINGPROC) \
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cb(glGetStringi, PFNGLGETSTRINGIPROC) \
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cb(glGetTexParameterfv, PFNGLGETTEXPARAMETERFVPROC) \
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cb(glGetTexParameteriv, PFNGLGETTEXPARAMETERIVPROC) \
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cb(glGetUniformfv, PFNGLGETUNIFORMFVPROC) \
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cb(glGetUniformiv, PFNGLGETUNIFORMIVPROC) \
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cb(glGetUniformLocation, PFNGLGETUNIFORMLOCATIONPROC) \
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cb(glIsEnabled, PFNGLISENABLEDPROC) \
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cb(glLineWidth, PFNGLLINEWIDTHPROC) \
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cb(glLinkProgram, PFNGLLINKPROGRAMPROC) \
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cb(glMapBufferRange, PFNGLMAPBUFFERRANGEPROC) \
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cb(glPixelStorei, PFNGLPIXELSTOREIPROC) \
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cb(glProgramBinary, PFNGLPROGRAMBINARYPROC) \
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cb(glProgramParameteri, PFNGLPROGRAMPARAMETERIPROC) \
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cb(glReadPixels, PFNGLREADPIXELSPROC) \
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cb(glRenderbufferStorage, PFNGLRENDERBUFFERSTORAGEPROC) \
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cb(glSamplerParameterf, PFNGLSAMPLERPARAMETERFPROC) \
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cb(glSamplerParameteri, PFNGLSAMPLERPARAMETERIPROC) \
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cb(glScissor, PFNGLSCISSORPROC) \
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cb(glShaderSource, PFNGLSHADERSOURCEPROC) \
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cb(glStencilFunc, PFNGLSTENCILFUNCPROC) \
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cb(glStencilFuncSeparate, PFNGLSTENCILFUNCSEPARATEPROC) \
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cb(glStencilOp, PFNGLSTENCILOPPROC) \
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cb(glStencilOpSeparate, PFNGLSTENCILOPSEPARATEPROC) \
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cb(glTexImage2D, PFNGLTEXIMAGE2DPROC) \
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cb(glTexImage3D, PFNGLTEXIMAGE3DPROC) \
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cb(glTexParameterf, PFNGLTEXPARAMETERFPROC) \
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cb(glTexParameteri, PFNGLTEXPARAMETERIPROC) \
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cb(glTexStorage2D, PFNGLTEXSTORAGE2DPROC) \
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cb(glTexStorage3D, PFNGLTEXSTORAGE3DPROC) \
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cb(glTexSubImage2D, PFNGLTEXSUBIMAGE2DPROC) \
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cb(glTexSubImage3D, PFNGLTEXSUBIMAGE3DPROC) \
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cb(glUniform1f, PFNGLUNIFORM1FPROC) \
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cb(glUniform1i, PFNGLUNIFORM1IPROC) \
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cb(glUniform1fv, PFNGLUNIFORM1FVPROC) \
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cb(glUniform1iv, PFNGLUNIFORM1IVPROC) \
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cb(glUniform2fv, PFNGLUNIFORM2FVPROC) \
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cb(glUniform2iv, PFNGLUNIFORM2IVPROC) \
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cb(glUniform3fv, PFNGLUNIFORM3FVPROC) \
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cb(glUniform3iv, PFNGLUNIFORM3IVPROC) \
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cb(glUniform4fv, PFNGLUNIFORM4FVPROC) \
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cb(glUniform4iv, PFNGLUNIFORM4IVPROC) \
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cb(glUniformMatrix4fv, PFNGLUNIFORMMATRIX4FVPROC) \
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cb(glUnmapBuffer, PFNGLUNMAPBUFFERPROC) \
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cb(glUseProgram, PFNGLUSEPROGRAMPROC) \
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cb(glValidateProgram, PFNGLVALIDATEPROGRAMPROC) \
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cb(glVertexAttrib4f, PFNGLVERTEXATTRIB4FPROC) \
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cb(glVertexAttribDivisor, PFNGLVERTEXATTRIBDIVISORPROC) \
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cb(glVertexAttribPointer, PFNGLVERTEXATTRIBPOINTERPROC) \
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cb(glVertexAttribIPointer, PFNGLVERTEXATTRIBIPOINTERPROC) \
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cb(glViewport, PFNGLVIEWPORTPROC) \
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#endif
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