Files
fn_registry/cpp/functions/gfx/gl_loader.h
T
egutierrez b093c898a8 docs(issues): marcar 0025 y 0026 como completados + WIP master
Wave 1 de parallel-fix-issues integrada a master:
- 0025: text_editor_cpp_core + file_watcher_cpp_core
- 0026: gl_texture_load_cpp_gfx (vendor: stb_image v2.30)

Ademas se commitea WIP previo de master que estaba sin commitear (cambios
en shaders_lab, dag_*, framework, tokens, kpi_card, gl_loader.md, etc.)
para dejar HEAD buildable.

Notas:
- Algunos deps del gallery (button.cpp, toolbar.cpp, modal_dialog.cpp...)
  siguen UNTRACKED — gating con FN_BUILD_GALLERY=ON (default OFF) para
  que master build (sin flag) no los necesite.
- Build OK con y sin flag. fn index registra 904 functions.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 21:14:15 +02:00

115 lines
5.7 KiB
C++

#pragma once
#ifdef _WIN32
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#include <GL/gl.h>
#include <GL/glext.h>
extern PFNGLATTACHSHADERPROC fn_glAttachShader;
extern PFNGLBINDBUFFERPROC fn_glBindBuffer;
extern PFNGLBINDFRAMEBUFFERPROC fn_glBindFramebuffer;
extern PFNGLBINDVERTEXARRAYPROC fn_glBindVertexArray;
extern PFNGLCOMPILESHADERPROC fn_glCompileShader;
extern PFNGLCREATEPROGRAMPROC fn_glCreateProgram;
extern PFNGLCREATESHADERPROC fn_glCreateShader;
extern PFNGLDELETEBUFFERSPROC fn_glDeleteBuffers;
extern PFNGLDELETEFRAMEBUFFERSPROC fn_glDeleteFramebuffers;
extern PFNGLDELETEPROGRAMPROC fn_glDeleteProgram;
extern PFNGLDELETESHADERPROC fn_glDeleteShader;
extern PFNGLDELETEVERTEXARRAYSPROC fn_glDeleteVertexArrays;
extern PFNGLFRAMEBUFFERTEXTURE2DPROC fn_glFramebufferTexture2D;
extern PFNGLGENBUFFERSPROC fn_glGenBuffers;
extern PFNGLGENFRAMEBUFFERSPROC fn_glGenFramebuffers;
extern PFNGLGENVERTEXARRAYSPROC fn_glGenVertexArrays;
extern PFNGLGETPROGRAMINFOLOGPROC fn_glGetProgramInfoLog;
extern PFNGLGETPROGRAMIVPROC fn_glGetProgramiv;
extern PFNGLGETSHADERINFOLOGPROC fn_glGetShaderInfoLog;
extern PFNGLGETSHADERIVPROC fn_glGetShaderiv;
extern PFNGLGETUNIFORMLOCATIONPROC fn_glGetUniformLocation;
extern PFNGLLINKPROGRAMPROC fn_glLinkProgram;
extern PFNGLSHADERSOURCEPROC fn_glShaderSource;
extern PFNGLUNIFORM1FPROC fn_glUniform1f;
extern PFNGLUNIFORM1IPROC fn_glUniform1i;
extern PFNGLUNIFORM2FPROC fn_glUniform2f;
extern PFNGLUNIFORM3FPROC fn_glUniform3f;
extern PFNGLUNIFORM4FPROC fn_glUniform4f;
extern PFNGLUNIFORM4FVPROC fn_glUniform4fv;
extern PFNGLUSEPROGRAMPROC fn_glUseProgram;
// Texture (gl_texture_load — issue 0026)
extern PFNGLACTIVETEXTUREPROC fn_glActiveTexture;
extern PFNGLGENERATEMIPMAPPROC fn_glGenerateMipmap;
// Buffers / VAO data + draw + vertex attributes (graph_renderer)
extern PFNGLBUFFERDATAPROC fn_glBufferData;
extern PFNGLDRAWARRAYSINSTANCEDPROC fn_glDrawArraysInstanced;
extern PFNGLENABLEVERTEXATTRIBARRAYPROC fn_glEnableVertexAttribArray;
extern PFNGLVERTEXATTRIBDIVISORPROC fn_glVertexAttribDivisor;
extern PFNGLVERTEXATTRIBPOINTERPROC fn_glVertexAttribPointer;
// Renderbuffer / framebuffer texture
extern PFNGLBINDRENDERBUFFERPROC fn_glBindRenderbuffer;
extern PFNGLDELETERENDERBUFFERSPROC fn_glDeleteRenderbuffers;
extern PFNGLFRAMEBUFFERRENDERBUFFERPROC fn_glFramebufferRenderbuffer;
extern PFNGLGENRENDERBUFFERSPROC fn_glGenRenderbuffers;
extern PFNGLRENDERBUFFERSTORAGEPROC fn_glRenderbufferStorage;
extern PFNGLFRAMEBUFFERTEXTUREPROC fn_glFramebufferTexture; // sin "2D"
#define glAttachShader fn_glAttachShader
#define glBindBuffer fn_glBindBuffer
#define glBindFramebuffer fn_glBindFramebuffer
#define glBindVertexArray fn_glBindVertexArray
#define glCompileShader fn_glCompileShader
#define glCreateProgram fn_glCreateProgram
#define glCreateShader fn_glCreateShader
#define glDeleteBuffers fn_glDeleteBuffers
#define glDeleteFramebuffers fn_glDeleteFramebuffers
#define glDeleteProgram fn_glDeleteProgram
#define glDeleteShader fn_glDeleteShader
#define glDeleteVertexArrays fn_glDeleteVertexArrays
#define glFramebufferTexture2D fn_glFramebufferTexture2D
#define glGenBuffers fn_glGenBuffers
#define glGenFramebuffers fn_glGenFramebuffers
#define glGenVertexArrays fn_glGenVertexArrays
#define glGetProgramInfoLog fn_glGetProgramInfoLog
#define glGetProgramiv fn_glGetProgramiv
#define glGetShaderInfoLog fn_glGetShaderInfoLog
#define glGetShaderiv fn_glGetShaderiv
#define glGetUniformLocation fn_glGetUniformLocation
#define glLinkProgram fn_glLinkProgram
#define glShaderSource fn_glShaderSource
#define glUniform1f fn_glUniform1f
#define glUniform1i fn_glUniform1i
#define glUniform2f fn_glUniform2f
#define glUniform3f fn_glUniform3f
#define glUniform4f fn_glUniform4f
#define glUniform4fv fn_glUniform4fv
#define glUseProgram fn_glUseProgram
#define glActiveTexture fn_glActiveTexture
#define glGenerateMipmap fn_glGenerateMipmap
#define glBufferData fn_glBufferData
#define glDrawArraysInstanced fn_glDrawArraysInstanced
#define glEnableVertexAttribArray fn_glEnableVertexAttribArray
#define glVertexAttribDivisor fn_glVertexAttribDivisor
#define glVertexAttribPointer fn_glVertexAttribPointer
#define glBindRenderbuffer fn_glBindRenderbuffer
#define glDeleteRenderbuffers fn_glDeleteRenderbuffers
#define glFramebufferRenderbuffer fn_glFramebufferRenderbuffer
#define glGenRenderbuffers fn_glGenRenderbuffers
#define glRenderbufferStorage fn_glRenderbufferStorage
#define glFramebufferTexture fn_glFramebufferTexture
#else
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glext.h>
#endif
namespace fn::gfx {
// Load OpenGL 2.0+ function pointers. On Linux it's a no-op (symbols resolved
// statically via GL_GLEXT_PROTOTYPES). On Windows it uses wglGetProcAddress;
// the GL context must be current before calling.
bool gl_loader_init();
} // namespace fn::gfx