Пример #1
0
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;
}
Пример #2
0
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);
}
Пример #3
0
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);
}
Пример #4
0
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);
}
Пример #5
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void GL::blendEquation(Enum mode)
{
	g_OpenGLFunctions.glBlendEquation(mode);
	CHECK_GL_ERROR1(glBlendEquation, mode);
}
Пример #6
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void GL::vertexAttrib1f(UInt indx, Float x)
{
	g_OpenGLFunctions.glVertexAttrib1f(indx, x);
	CHECK_GL_ERROR2(glVertexAttrib1f, indx, x);
}
Пример #7
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void GL::useProgram(UInt program)
{
	g_OpenGLFunctions.glUseProgram(program);
	CHECK_GL_ERROR1(glUseProgram, program);
}
Пример #8
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void GL::uniform4iv(Int location, Sizei count, const Int * v)
{
	g_OpenGLFunctions.glUniform4iv(location, count, v);
	CHECK_GL_ERROR3(glUniform4iv, location, count, v);
}
Пример #9
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void GL::bindRenderbuffer(Enum target, UInt renderbuffer)
{
	g_OpenGLFunctions.glBindRenderbuffer(target, renderbuffer);
	CHECK_GL_ERROR2(glBindRenderbuffer, target, renderbuffer);
}
Пример #10
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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);
}
Пример #11
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void GL::stencilMaskSeparate(Enum face, UInt mask)
{
	g_OpenGLFunctions.glStencilMaskSeparate(face, mask);
	CHECK_GL_ERROR2(glStencilMaskSeparate, face, mask);
}
Пример #12
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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);
}
Пример #13
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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);
}
Пример #14
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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);
}
Пример #15
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void GL::bindFramebuffer(Enum target, UInt framebuffer)
{
	g_OpenGLFunctions.glBindFramebuffer(target, framebuffer);
	CHECK_GL_ERROR2(glBindFramebuffer, target, framebuffer);
}
Пример #16
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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);
}
Пример #17
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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);
}
Пример #18
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void GL::uniform1f(Int location, Float x)
{
	g_OpenGLFunctions.glUniform1f(location, x);
	CHECK_GL_ERROR2(glUniform1f, location, x);
}
Пример #19
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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);
}
Пример #20
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void GL::uniform1i(Int location, Int x)
{
	g_OpenGLFunctions.glUniform1i(location, x);
	CHECK_GL_ERROR2(glUniform1i, location, x);
}
Пример #21
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void GL::validateProgram(UInt program)
{
	g_OpenGLFunctions.glValidateProgram(program);
	CHECK_GL_ERROR1(glValidateProgram, program);
}
Пример #22
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void GL::uniform2f(Int location, Float x, Float y)
{
	g_OpenGLFunctions.glUniform2f(location, x, y);
	CHECK_GL_ERROR3(glUniform2f, location, x, y);
}
Пример #23
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void GL::vertexAttrib2f(UInt indx, Float x, Float y)
{
	g_OpenGLFunctions.glVertexAttrib2f(indx, x, y);
	CHECK_GL_ERROR3(glVertexAttrib2f, indx, x, y);
}
Пример #24
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void GL::uniform2i(Int location, Int x, Int y)
{
	g_OpenGLFunctions.glUniform2i(location, x, y);
	CHECK_GL_ERROR3(glUniform2i, location, x, y);
}
Пример #25
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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);
}
Пример #26
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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);
}
Пример #27
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void GL::vertexAttrib4fv(UInt indx, const Float * values)
{
	g_OpenGLFunctions.glVertexAttrib4fv(indx, values);
	CHECK_GL_ERROR2(glVertexAttrib4fv, indx, values);
}
Пример #28
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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);
}
Пример #29
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void GL::blendEquationSeparate(Enum modeRGB, Enum modeAlpha)
{
	g_OpenGLFunctions.glBlendEquationSeparate(modeRGB, modeAlpha);
	CHECK_GL_ERROR2(glBlendEquationSeparate, modeRGB, modeAlpha);
}
Пример #30
0
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);
}