feat(shaders_lab): add gl_loader + Windows cross-compile
- cpp/functions/gfx/gl_loader.{h,cpp,md}: mini loader para OpenGL 2.0+
(Linux no-op via GL_GLEXT_PROTOTYPES, Windows wglGetProcAddress)
- Portar gl_shader/gl_framebuffer/fullscreen_quad/shader_canvas al loader
- CMakeLists: WIN32_EXECUTABLE para lanzar sin consola en Windows
- apps/shaders_lab/shaders_lab.exe: binario PE32+ precompilado
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -1,7 +1,4 @@
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <GL/glext.h>
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#include "gfx/gl_loader.h"
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#include "gfx/fullscreen_quad.h"
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namespace fn::gfx {
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@@ -1,7 +1,4 @@
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <GL/glext.h>
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#include "gfx/gl_loader.h"
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#include "gfx/gl_framebuffer.h"
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namespace fn::gfx {
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#include "gl_loader.h"
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#ifdef _WIN32
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PFNGLATTACHSHADERPROC fn_glAttachShader = nullptr;
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PFNGLBINDBUFFERPROC fn_glBindBuffer = nullptr;
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PFNGLBINDFRAMEBUFFERPROC fn_glBindFramebuffer = nullptr;
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PFNGLBINDVERTEXARRAYPROC fn_glBindVertexArray = nullptr;
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PFNGLCOMPILESHADERPROC fn_glCompileShader = nullptr;
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PFNGLCREATEPROGRAMPROC fn_glCreateProgram = nullptr;
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PFNGLCREATESHADERPROC fn_glCreateShader = nullptr;
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PFNGLDELETEBUFFERSPROC fn_glDeleteBuffers = nullptr;
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PFNGLDELETEFRAMEBUFFERSPROC fn_glDeleteFramebuffers = nullptr;
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PFNGLDELETEPROGRAMPROC fn_glDeleteProgram = nullptr;
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PFNGLDELETESHADERPROC fn_glDeleteShader = nullptr;
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PFNGLDELETEVERTEXARRAYSPROC fn_glDeleteVertexArrays = nullptr;
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PFNGLFRAMEBUFFERTEXTURE2DPROC fn_glFramebufferTexture2D = nullptr;
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PFNGLGENBUFFERSPROC fn_glGenBuffers = nullptr;
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PFNGLGENFRAMEBUFFERSPROC fn_glGenFramebuffers = nullptr;
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PFNGLGENVERTEXARRAYSPROC fn_glGenVertexArrays = nullptr;
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PFNGLGETPROGRAMINFOLOGPROC fn_glGetProgramInfoLog = nullptr;
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PFNGLGETPROGRAMIVPROC fn_glGetProgramiv = nullptr;
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PFNGLGETSHADERINFOLOGPROC fn_glGetShaderInfoLog = nullptr;
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PFNGLGETSHADERIVPROC fn_glGetShaderiv = nullptr;
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PFNGLGETUNIFORMLOCATIONPROC fn_glGetUniformLocation = nullptr;
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PFNGLLINKPROGRAMPROC fn_glLinkProgram = nullptr;
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PFNGLSHADERSOURCEPROC fn_glShaderSource = nullptr;
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PFNGLUNIFORM1FPROC fn_glUniform1f = nullptr;
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PFNGLUNIFORM2FPROC fn_glUniform2f = nullptr;
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PFNGLUSEPROGRAMPROC fn_glUseProgram = nullptr;
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namespace fn::gfx {
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bool gl_loader_init() {
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#define LOAD(name) \
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fn_##name = (decltype(fn_##name))wglGetProcAddress(#name); \
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if (!fn_##name) return false
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LOAD(glAttachShader);
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LOAD(glBindBuffer);
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LOAD(glBindFramebuffer);
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LOAD(glBindVertexArray);
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LOAD(glCompileShader);
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LOAD(glCreateProgram);
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LOAD(glCreateShader);
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LOAD(glDeleteBuffers);
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LOAD(glDeleteFramebuffers);
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LOAD(glDeleteProgram);
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LOAD(glDeleteShader);
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LOAD(glDeleteVertexArrays);
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LOAD(glFramebufferTexture2D);
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LOAD(glGenBuffers);
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LOAD(glGenFramebuffers);
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LOAD(glGenVertexArrays);
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LOAD(glGetProgramInfoLog);
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LOAD(glGetProgramiv);
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LOAD(glGetShaderInfoLog);
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LOAD(glGetShaderiv);
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LOAD(glGetUniformLocation);
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LOAD(glLinkProgram);
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LOAD(glShaderSource);
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LOAD(glUniform1f);
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LOAD(glUniform2f);
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LOAD(glUseProgram);
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#undef LOAD
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return true;
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}
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} // namespace fn::gfx
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#else
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namespace fn::gfx {
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bool gl_loader_init() { return true; }
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} // namespace fn::gfx
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#endif
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@@ -0,0 +1,77 @@
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#pragma once
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#ifdef _WIN32
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#ifndef WIN32_LEAN_AND_MEAN
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#define WIN32_LEAN_AND_MEAN
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#endif
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#include <windows.h>
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#include <GL/gl.h>
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#include <GL/glext.h>
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extern PFNGLATTACHSHADERPROC fn_glAttachShader;
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extern PFNGLBINDBUFFERPROC fn_glBindBuffer;
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extern PFNGLBINDFRAMEBUFFERPROC fn_glBindFramebuffer;
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extern PFNGLBINDVERTEXARRAYPROC fn_glBindVertexArray;
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extern PFNGLCOMPILESHADERPROC fn_glCompileShader;
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extern PFNGLCREATEPROGRAMPROC fn_glCreateProgram;
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extern PFNGLCREATESHADERPROC fn_glCreateShader;
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extern PFNGLDELETEBUFFERSPROC fn_glDeleteBuffers;
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extern PFNGLDELETEFRAMEBUFFERSPROC fn_glDeleteFramebuffers;
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extern PFNGLDELETEPROGRAMPROC fn_glDeleteProgram;
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extern PFNGLDELETESHADERPROC fn_glDeleteShader;
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extern PFNGLDELETEVERTEXARRAYSPROC fn_glDeleteVertexArrays;
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extern PFNGLFRAMEBUFFERTEXTURE2DPROC fn_glFramebufferTexture2D;
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extern PFNGLGENBUFFERSPROC fn_glGenBuffers;
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extern PFNGLGENFRAMEBUFFERSPROC fn_glGenFramebuffers;
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extern PFNGLGENVERTEXARRAYSPROC fn_glGenVertexArrays;
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extern PFNGLGETPROGRAMINFOLOGPROC fn_glGetProgramInfoLog;
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extern PFNGLGETPROGRAMIVPROC fn_glGetProgramiv;
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extern PFNGLGETSHADERINFOLOGPROC fn_glGetShaderInfoLog;
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extern PFNGLGETSHADERIVPROC fn_glGetShaderiv;
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extern PFNGLGETUNIFORMLOCATIONPROC fn_glGetUniformLocation;
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extern PFNGLLINKPROGRAMPROC fn_glLinkProgram;
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extern PFNGLSHADERSOURCEPROC fn_glShaderSource;
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extern PFNGLUNIFORM1FPROC fn_glUniform1f;
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extern PFNGLUNIFORM2FPROC fn_glUniform2f;
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extern PFNGLUSEPROGRAMPROC fn_glUseProgram;
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#define glAttachShader fn_glAttachShader
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#define glBindBuffer fn_glBindBuffer
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#define glBindFramebuffer fn_glBindFramebuffer
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#define glBindVertexArray fn_glBindVertexArray
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#define glCompileShader fn_glCompileShader
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#define glCreateProgram fn_glCreateProgram
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#define glCreateShader fn_glCreateShader
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#define glDeleteBuffers fn_glDeleteBuffers
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#define glDeleteFramebuffers fn_glDeleteFramebuffers
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#define glDeleteProgram fn_glDeleteProgram
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#define glDeleteShader fn_glDeleteShader
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#define glDeleteVertexArrays fn_glDeleteVertexArrays
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#define glFramebufferTexture2D fn_glFramebufferTexture2D
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#define glGenBuffers fn_glGenBuffers
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#define glGenFramebuffers fn_glGenFramebuffers
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#define glGenVertexArrays fn_glGenVertexArrays
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#define glGetProgramInfoLog fn_glGetProgramInfoLog
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#define glGetProgramiv fn_glGetProgramiv
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#define glGetShaderInfoLog fn_glGetShaderInfoLog
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#define glGetShaderiv fn_glGetShaderiv
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#define glGetUniformLocation fn_glGetUniformLocation
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#define glLinkProgram fn_glLinkProgram
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#define glShaderSource fn_glShaderSource
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#define glUniform1f fn_glUniform1f
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#define glUniform2f fn_glUniform2f
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#define glUseProgram fn_glUseProgram
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#else
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <GL/glext.h>
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#endif
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namespace fn::gfx {
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// Load OpenGL 2.0+ function pointers. On Linux it's a no-op (symbols resolved
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// statically via GL_GLEXT_PROTOTYPES). On Windows it uses wglGetProcAddress;
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// the GL context must be current before calling.
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bool gl_loader_init();
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} // namespace fn::gfx
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@@ -0,0 +1,54 @@
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---
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name: gl_loader
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kind: function
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lang: cpp
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domain: gfx
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version: "1.0.0"
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purity: impure
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signature: "bool gl_loader_init()"
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description: "Loader minimo de simbolos OpenGL 2.0+ para cross-compile a Windows. En Linux es no-op (simbolos resueltos via GL_GLEXT_PROTOTYPES). En Windows resuelve punteros con wglGetProcAddress. Redirige las llamadas con macros para que el codigo fuente sea portable."
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tags: [opengl, loader, windows, cross-compile, gfx]
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uses_functions: []
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uses_types: []
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returns: []
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returns_optional: false
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error_type: "error_go_core"
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imports: [windows.h, GL/gl.h, GL/glext.h]
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tested: false
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tests: []
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test_file_path: ""
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file_path: "cpp/functions/gfx/gl_loader.cpp"
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framework: opengl
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params: []
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output: "true si todos los simbolos se resolvieron (Linux siempre true; Windows depende de que el contexto GL este activo antes de llamar). false si algun simbolo no esta disponible en el driver."
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---
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# gl_loader
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Loader minimo de simbolos OpenGL 2.0+ sin dependencias externas (sin GLAD, GLEW, gl3w). Resuelve el problema de que `opengl32.dll` en Windows solo exporta OpenGL 1.1 — todo lo moderno (shaders, FBO, VAO) requiere resolucion dinamica via `wglGetProcAddress`.
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## Uso
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```cpp
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#include "gfx/gl_loader.h"
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// Despues de crear el contexto GL (p.ej. tras el primer frame de ImGui):
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fn::gfx::gl_loader_init();
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// A partir de aqui, todos los simbolos funcionan identicamente en Linux y Windows:
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glCreateShader(GL_FRAGMENT_SHADER);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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// ...
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```
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## Como funciona
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En Windows, el header declara `extern PFNGL...` por cada simbolo y los renombra con macros: `#define glCreateShader fn_glCreateShader`. El `.cpp` instancia los punteros y los resuelve con `wglGetProcAddress` en `gl_loader_init()`.
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En Linux, el header activa `GL_GLEXT_PROTOTYPES` e incluye `<GL/gl.h>` + `<GL/glext.h>` directamente; los simbolos son exportados por libGL y no hace falta resolver nada.
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## Anadir un simbolo nuevo
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1. Declarar `extern PFNGL<NAME>PROC fn_gl<Name>;` en el `.h`.
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2. Anadir `#define gl<Name> fn_gl<Name>` en el bloque `#ifdef _WIN32`.
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3. Instanciar el puntero en el `.cpp` y anadir `LOAD(gl<Name>);` dentro de `gl_loader_init()`.
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@@ -1,7 +1,4 @@
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <GL/glext.h>
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#include "gfx/gl_loader.h"
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#include "gfx/gl_shader.h"
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#include <cstdio>
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@@ -1,7 +1,4 @@
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <GL/glext.h>
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#include "gfx/gl_loader.h"
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#include "gfx/shader_canvas.h"
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#include "imgui.h"
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@@ -9,6 +6,7 @@ namespace fn::gfx {
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void canvas_init(ShaderCanvas& c) {
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if (c.initialized) return;
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gl_loader_init();
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fb_init(c.fb);
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quad_init(c.quad);
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c.initialized = true;
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