b093c898a8
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>
115 lines
5.7 KiB
C++
115 lines
5.7 KiB
C++
#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 PFNGLUNIFORM1IPROC fn_glUniform1i;
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extern PFNGLUNIFORM2FPROC fn_glUniform2f;
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extern PFNGLUNIFORM3FPROC fn_glUniform3f;
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extern PFNGLUNIFORM4FPROC fn_glUniform4f;
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extern PFNGLUNIFORM4FVPROC fn_glUniform4fv;
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extern PFNGLUSEPROGRAMPROC fn_glUseProgram;
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// Texture (gl_texture_load — issue 0026)
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extern PFNGLACTIVETEXTUREPROC fn_glActiveTexture;
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extern PFNGLGENERATEMIPMAPPROC fn_glGenerateMipmap;
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// Buffers / VAO data + draw + vertex attributes (graph_renderer)
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extern PFNGLBUFFERDATAPROC fn_glBufferData;
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extern PFNGLDRAWARRAYSINSTANCEDPROC fn_glDrawArraysInstanced;
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extern PFNGLENABLEVERTEXATTRIBARRAYPROC fn_glEnableVertexAttribArray;
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extern PFNGLVERTEXATTRIBDIVISORPROC fn_glVertexAttribDivisor;
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extern PFNGLVERTEXATTRIBPOINTERPROC fn_glVertexAttribPointer;
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// Renderbuffer / framebuffer texture
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extern PFNGLBINDRENDERBUFFERPROC fn_glBindRenderbuffer;
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extern PFNGLDELETERENDERBUFFERSPROC fn_glDeleteRenderbuffers;
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extern PFNGLFRAMEBUFFERRENDERBUFFERPROC fn_glFramebufferRenderbuffer;
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extern PFNGLGENRENDERBUFFERSPROC fn_glGenRenderbuffers;
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extern PFNGLRENDERBUFFERSTORAGEPROC fn_glRenderbufferStorage;
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extern PFNGLFRAMEBUFFERTEXTUREPROC fn_glFramebufferTexture; // sin "2D"
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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 glUniform1i fn_glUniform1i
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#define glUniform2f fn_glUniform2f
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#define glUniform3f fn_glUniform3f
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#define glUniform4f fn_glUniform4f
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#define glUniform4fv fn_glUniform4fv
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#define glUseProgram fn_glUseProgram
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#define glActiveTexture fn_glActiveTexture
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#define glGenerateMipmap fn_glGenerateMipmap
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#define glBufferData fn_glBufferData
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#define glDrawArraysInstanced fn_glDrawArraysInstanced
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#define glEnableVertexAttribArray fn_glEnableVertexAttribArray
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#define glVertexAttribDivisor fn_glVertexAttribDivisor
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#define glVertexAttribPointer fn_glVertexAttribPointer
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#define glBindRenderbuffer fn_glBindRenderbuffer
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#define glDeleteRenderbuffers fn_glDeleteRenderbuffers
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#define glFramebufferRenderbuffer fn_glFramebufferRenderbuffer
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#define glGenRenderbuffers fn_glGenRenderbuffers
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#define glRenderbufferStorage fn_glRenderbufferStorage
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#define glFramebufferTexture fn_glFramebufferTexture
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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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