int GL::getUniformLocation(UInt program, const Char * name) { int location = g_OpenGLFunctions.glGetUniformLocation(program, name); CHECK_GL_ERROR2(glGetUniformLocation, program, name); CHECK_GL_LOCATION(glGetUniformLocation, name, location) return location; }
void GL::getActiveUniform(UInt prog, UInt idx, Sizei bufsz, Sizei * len, Int * sz, Enum * type, Char * name) { GLenum tmp_type = 0; g_OpenGLFunctions.glGetActiveUniform(prog, idx, bufsz, len, sz, &tmp_type, name); CHECK_GL_ERROR7(glGetActiveAttrib, prog, idx, bufsz, len, sz, type, name); *type = static_cast<Enum>(tmp_type); }
void GL::vertexAttribPointer(UInt indx, Int size, Enum type, Boolean norm, Sizei stride, const void * ptr) { g_OpenGLFunctions.glVertexAttribPointer(indx, size, type, norm, stride, ptr); CHECK_GL_ERROR6(glVertexAttribPointer, indx, size, type, norm, stride, ptr); }
void GL::vertexAttrib4f(UInt indx, Float x, Float y, Float z, Float w) { g_OpenGLFunctions.glVertexAttrib4f(indx, x, y, z, w); CHECK_GL_ERROR5(glVertexAttrib4f, indx, x, y, z, w); }
void GL::blendEquation(Enum mode) { g_OpenGLFunctions.glBlendEquation(mode); CHECK_GL_ERROR1(glBlendEquation, mode); }
void GL::vertexAttrib1f(UInt indx, Float x) { g_OpenGLFunctions.glVertexAttrib1f(indx, x); CHECK_GL_ERROR2(glVertexAttrib1f, indx, x); }
void GL::useProgram(UInt program) { g_OpenGLFunctions.glUseProgram(program); CHECK_GL_ERROR1(glUseProgram, program); }
void GL::uniform4iv(Int location, Sizei count, const Int * v) { g_OpenGLFunctions.glUniform4iv(location, count, v); CHECK_GL_ERROR3(glUniform4iv, location, count, v); }
void GL::bindRenderbuffer(Enum target, UInt renderbuffer) { g_OpenGLFunctions.glBindRenderbuffer(target, renderbuffer); CHECK_GL_ERROR2(glBindRenderbuffer, target, renderbuffer); }
void GL::stencilOpSeparate(Enum face, Enum fail, Enum zfail, Enum zpass) { g_OpenGLFunctions.glStencilOpSeparate(face, fail, zfail, zpass); CHECK_GL_ERROR4(glStencilOpSeparate, face, fail, zfail, zpass); }
void GL::stencilMaskSeparate(Enum face, UInt mask) { g_OpenGLFunctions.glStencilMaskSeparate(face, mask); CHECK_GL_ERROR2(glStencilMaskSeparate, face, mask); }
void GL::stencilFuncSeparate(Enum face, Enum func, Int ref, UInt mask) { g_OpenGLFunctions.glStencilFuncSeparate(face, func, ref, mask); CHECK_GL_ERROR4(glStencilFuncSeparate, face, func, ref, mask); }
void GL::shaderSource(UInt shader, Sizei count, const Char ** string, const Int * length) { g_OpenGLFunctions.glShaderSource(shader, count, string, length); CHECK_GL_ERROR4(glShaderSource, shader, count, string, length); }
void GL::shaderBinary(Sizei n, const UInt * shaders, Enum binaryformat, const void * binary, Sizei length) { g_OpenGLFunctions.glShaderBinary(n, shaders, binaryformat, binary, length); CHECK_GL_ERROR5(glShaderBinary, n, shaders, binaryformat, binary, length); }
void GL::bindFramebuffer(Enum target, UInt framebuffer) { g_OpenGLFunctions.glBindFramebuffer(target, framebuffer); CHECK_GL_ERROR2(glBindFramebuffer, target, framebuffer); }
void GL::blendColor(Clampf red, Clampf green, Clampf blue, Clampf alpha) { g_OpenGLFunctions.glBlendColor(red, green, blue, alpha); CHECK_GL_ERROR4(glBlendColor, red, green, blue, alpha); }
void GL::uniform4i(Int location, Int x, Int y, Int z, Int w) { g_OpenGLFunctions.glUniform4i(location, x, y, z, w); CHECK_GL_ERROR5(glUniform4i, location, x, y, z, w); }
void GL::uniform1f(Int location, Float x) { g_OpenGLFunctions.glUniform1f(location, x); CHECK_GL_ERROR2(glUniform1f, location, x); }
void GL::uniformMatrix4fv(Int location, Sizei count, Boolean transpose, const Float * value) { g_OpenGLFunctions.glUniformMatrix4fv(location, count, transpose, value); CHECK_GL_ERROR4(glUniformMatrix4fv, location, count, transpose, value); }
void GL::uniform1i(Int location, Int x) { g_OpenGLFunctions.glUniform1i(location, x); CHECK_GL_ERROR2(glUniform1i, location, x); }
void GL::validateProgram(UInt program) { g_OpenGLFunctions.glValidateProgram(program); CHECK_GL_ERROR1(glValidateProgram, program); }
void GL::uniform2f(Int location, Float x, Float y) { g_OpenGLFunctions.glUniform2f(location, x, y); CHECK_GL_ERROR3(glUniform2f, location, x, y); }
void GL::vertexAttrib2f(UInt indx, Float x, Float y) { g_OpenGLFunctions.glVertexAttrib2f(indx, x, y); CHECK_GL_ERROR3(glVertexAttrib2f, indx, x, y); }
void GL::uniform2i(Int location, Int x, Int y) { g_OpenGLFunctions.glUniform2i(location, x, y); CHECK_GL_ERROR3(glUniform2i, location, x, y); }
void GL::vertexAttrib3f(UInt indx, Float x, Float y, Float z) { g_OpenGLFunctions.glVertexAttrib3f(indx, x, y, z); CHECK_GL_ERROR4(glVertexAttrib3f, indx, x, y, z); }
void GL::uniform3f(Int location, Float x, Float y, Float z) { g_OpenGLFunctions.glUniform3f(location, x, y, z); CHECK_GL_ERROR4(glUniform3f, location, x, y, z); }
void GL::vertexAttrib4fv(UInt indx, const Float * values) { g_OpenGLFunctions.glVertexAttrib4fv(indx, values); CHECK_GL_ERROR2(glVertexAttrib4fv, indx, values); }
void GL::uniform3i(Int location, Int x, Int y, Int z) { g_OpenGLFunctions.glUniform3i(location, x, y, z); CHECK_GL_ERROR4(glUniform3i, location, x, y, z); }
void GL::blendEquationSeparate(Enum modeRGB, Enum modeAlpha) { g_OpenGLFunctions.glBlendEquationSeparate(modeRGB, modeAlpha); CHECK_GL_ERROR2(glBlendEquationSeparate, modeRGB, modeAlpha); }
void GL::uniform4f(Int location, Float x, Float y, Float z, Float w) { g_OpenGLFunctions.glUniform4f(location, x, y, z, w); CHECK_GL_ERROR5(glUniform4f, location, x, y, z, w); }