Files
fn_registry/cpp/functions/gfx/gl_loader.h
T
egutierrez 5d83c11169 feat(shaders_lab): DAG pipeline mode with node catalog
- cpp/functions/gfx/dag_types: DagStep, DagNodeDef, DagControl (header-only)
- cpp/functions/gfx/dag_catalog: 10 hardcoded nodes (4 gen, 3 op, 3 blend) ported from shader-dag-blends.jsx
- cpp/functions/gfx/dag_compile: pipeline → GLSL 330 core with fan-in via source_id
- cpp/functions/gfx/dag_uniforms: upload u_params[16] via glUniform4fv
- cpp/functions/gfx/dag_panel: ImGui pipeline editor (add/remove/reorder/controls)
- main.cpp: Code/DAG mode toggle, per-mode compile path and uniforms
- gl_loader: +glUniform4fv
- rebuild Windows .exe

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-24 21:15:21 +02:00

86 lines
3.9 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;
#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
#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