e115c2e3fd
- 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>
86 lines
3.9 KiB
C++
86 lines
3.9 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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#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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#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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