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NVIDIA-Omniverse/PhysX/physx/snippets/snippetloadcollection/SnippetLoadCollection.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates loading xml or binary serialized collections and instantiating the objects in a scene.
//
// It only compiles and runs on authoring platforms (windows, osx and linux).
// The snippet supports connecting to PVD in order to display the scene.
//
// It is a simple command-line tool supporting the following options::
// SnippetLoadCollection [--pvdhost=<ip address> ] [--pvdport=<ip port> ] [--pvdtimeout=<time ms> ] [--generateExampleFiles] <filename>...
//
// --pvdhost=<ip address> Defines ip address of PVD, default is 127.0.0.1
// --pvdport=<ip port> Defines ip port of PVD, default is 5425
// --pvdtimeout=<time ms> Defines time out of PVD, default is 10
// --generateExampleFiles Generates a set of example files
// <filename>... Input files containing serialized collections (either xml or binary)
//
// Multiple collection files can be specified. The snippet is currently restricted to load a list of collections which obey
// the following rule: The first collection needs to be complete. All following collections - if any - may only maintain
// dependencies to objects in the first collection.
//
// The set of example files that can be generated consists of
// collection.xml|collection.bin: Can be used individually.
// collectionA.xml|collectionA.bin: Can also be used individually but only contain materials and shapes without actors.
// collectionB.xml|collectionB.bin: Need to be used together with collectionA files. The actors contained in collectionB
// maintain references to objects in the collectionA.
//
// ****************************************************************************
#include "PxPhysicsAPI.h"
#include <iostream>
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#define MAX_INPUT_FILES 16
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxSerializationRegistry* gSerializationRegistry = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxPvd* gPvd = NULL;
static PxU8* gMemBlocks[MAX_INPUT_FILES];
static PxU32 gNbMemBlocks = 0;
struct CmdLineParameters
{
const char* pvdhost;
PxU32 pvdport;
PxU32 pvdtimeout;
const char* inputFiles[MAX_INPUT_FILES];
PxU32 nbFiles;
bool generateExampleFiles;
CmdLineParameters() :
pvdhost(PVD_HOST)
, pvdport(5425)
, pvdtimeout(10)
, nbFiles(0)
, generateExampleFiles(false)
{}
} gParameters;
static bool match(const char* opt, const char* ref)
{
std::string s1(opt);
std::string s2(ref);
return !s1.compare(0, s2.length(), s2);
}
static void printHelpMsg()
{
printf("SnippetLoadCollection usage:\n"
"SnippetLoadCollection "
"[--pvdhost=<ip address> ] "
"[--pvdport=<ip port> ]"
"[--pvdtimeout=<time ms> ] "
"[--generateExampleFiles]"
"<filename>...\n\n"
"Load binary or xml serialized collections and instatiate the objects in a PhysX scene.\n");
printf("--pvdhost=<ip address> \n");
printf(" Defines ip address of PVD, default is 127.0.0.1 \n");
printf("--pvdport=<ip port> \n");
printf(" Defines ip port of PVD, default is 5425\n");
printf("--pvdtimeout=<time ms> \n");
printf(" Defines timeout of PVD, default is 10\n");
printf("--generateExampleFiles\n");
printf(" Generates a set of example files\n");
printf("<filename>...\n");
printf(" Input files (xml or binary), if a collection contains shared objects, it needs to be provided with the first file. \n\n");
}
static bool parseCommandLine(CmdLineParameters& result, int argc, const char *const*argv)
{
if( argc <= 1 )
{
printHelpMsg();
return false;
}
for(int i = 1; i < argc; ++i)
{
if(argv[i][0] != '-' || argv[i][1] != '-')
{
if (result.nbFiles < MAX_INPUT_FILES)
{
result.inputFiles[result.nbFiles++] = argv[i];
}
else
printf( "[WARNING] more input files are specified than supported (maximum %d). Ignoring the file %s\n", MAX_INPUT_FILES, argv[i] );
}
else if(match(argv[i], "--pvdhost="))
{
const char* hostStr = argv[i] + strlen("--pvdhost=");
if(hostStr)
result.pvdhost = hostStr;
}
else if(match(argv[i], "--pvdport="))
{
const char* portStr = argv[i] + strlen("--pvdport=");
if (portStr)
result.pvdport = PxU32(atoi(portStr));
}
else if(match(argv[i], "--pvdtimeout="))
{
const char* timeoutStr = argv[i] + strlen("--pvdtimeout=");
if (timeoutStr)
result.pvdtimeout = PxU32(atoi(timeoutStr));
}
else if(match(argv[i], "--generateExampleFiles"))
{
result.generateExampleFiles = true;
}
else
{
printf( "[ERROR] Unknown command line parameter \"%s\"\n", argv[i] );
printHelpMsg();
return false;
}
}
if(result.nbFiles == 0 && !result.generateExampleFiles)
{
printf( "[ERROR] parameter missing.\n" );
printHelpMsg();
return false;
}
return true;
}
static bool checkFile(bool& isBinary, const char* filename)
{
PxDefaultFileInputData fileStream(filename);
if (fileStream.getLength() == 0)
{
printf( "[ERROR] input file %s can't be opened!\n", filename);
return false;
}
char testString[17];
fileStream.read(testString, 16);
testString[16] = 0;
if (strcmp("SEBD", testString) == 0)
{
isBinary = true;
return true;
}
if (strcmp("<PhysXCollection", testString) == 0)
{
isBinary = false;
return true;
}
printf( "[ERROR] input file %s seems neither an xml nor a binary serialized collection file!\n", filename);
return false;
}
static PxCollection* deserializeCollection(PxInputData& inputData, bool isBinary, PxCollection* sharedCollection, PxSerializationRegistry& sr)
{
PxCollection* collection = NULL;
if(isBinary)
{
PxU32 length = inputData.getLength();
PxU8* memBlock = static_cast<PxU8*>(malloc(length+PX_SERIAL_FILE_ALIGN-1));
gMemBlocks[gNbMemBlocks++] = memBlock;
void* alignedBlock = reinterpret_cast<void*>((size_t(memBlock)+PX_SERIAL_FILE_ALIGN-1)&~(PX_SERIAL_FILE_ALIGN-1));
inputData.read(alignedBlock, length);
collection = PxSerialization::createCollectionFromBinary(alignedBlock, sr, sharedCollection);
}
else
{
PxTolerancesScale scale;
PxCookingParams params(scale);
collection = PxSerialization::createCollectionFromXml(inputData, params, sr, sharedCollection);
}
return collection;
}
void initPhysics()
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), true, gPvd);
PxInitExtensions(*gPhysics, gPvd);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0, -9.81f, 0);
gDispatcher = PxDefaultCpuDispatcherCreate(1);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
gSerializationRegistry = PxSerialization::createSerializationRegistry(*gPhysics);
}
void cleanupPhysics()
{
PX_RELEASE(gSerializationRegistry);
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PxCloseExtensions();
PX_RELEASE(gPhysics); // releases of all objects
for(PxU32 i=0; i<gNbMemBlocks; i++)
free(gMemBlocks[i]); // now that the objects have been released, it's safe to release the space they occupy
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetLoadCollection done.\n");
}
static void serializeCollection(PxCollection& collection, PxCollection* externalRefs, const char* filename, bool toBinary)
{
PxDefaultFileOutputStream outputStream(filename);
if (!outputStream.isValid())
{
printf( "[ERROR] Could not open file %s!\n", filename);
return;
}
bool bret;
if (toBinary)
{
bret = PxSerialization::serializeCollectionToBinary(outputStream, collection, *gSerializationRegistry, externalRefs);
}
else
{
bret = PxSerialization::serializeCollectionToXml(outputStream, collection, *gSerializationRegistry, NULL, externalRefs);
}
if(bret)
printf( "Generated: \"%s\"\n", filename);
else
printf( "[ERROR] Failure when generating %s!\n", filename);
}
static void generateExampleFiles()
{
PxCollection* collection = PxCreateCollection();
PxCollection* collectionA = PxCreateCollection();
PxCollection* collectionB = PxCreateCollection();
PX_ASSERT( (collection != NULL) && (collectionA != NULL) && (collectionB != NULL) );
PxMaterial *material = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
PX_ASSERT( material );
PxShape* planeShape = gPhysics->createShape(PxPlaneGeometry(), *material);
PxShape* boxShape = gPhysics->createShape(PxBoxGeometry(2.f, 2.f, 2.f), *material);
PxRigidStatic* rigidStatic = PxCreateStatic(*gPhysics, PxTransform(PxVec3(0.f, 0.f, 0.f), PxQuat(PxHalfPi, PxVec3(0.f, 0.f, 1.f))), *planeShape);
PxRigidDynamic* rigidDynamic = PxCreateDynamic(*gPhysics, PxTransform(PxVec3(0.f, 2.f, 0.f)), *boxShape, 1.f);
collection->add(*material);
collection->add(*planeShape);
collection->add(*boxShape);
collection->add(*rigidStatic);
collection->add(*rigidDynamic);
PxSerialization::complete(*collection, *gSerializationRegistry);
PX_ASSERT(PxSerialization::isSerializable(*collection, *gSerializationRegistry));
collectionA->add(*material);
collectionA->add(*planeShape);
collectionA->add(*boxShape);
PxSerialization::complete(*collectionA, *gSerializationRegistry);
PxSerialization::createSerialObjectIds(*collectionA, PxSerialObjectId(1));
PX_ASSERT(PxSerialization::isSerializable(*collectionA, *gSerializationRegistry));
collectionB->add(*rigidStatic);
collectionB->add(*rigidDynamic);
PxSerialization::complete(*collectionB, *gSerializationRegistry, collectionA);
PX_ASSERT(PxSerialization::isSerializable(*collectionB, *gSerializationRegistry, collectionA));
serializeCollection(*collection, NULL, "collection.xml", false);
serializeCollection(*collectionA, NULL, "collectionA.xml", false);
serializeCollection(*collectionB, collectionA, "collectionB.xml", false);
serializeCollection(*collection, NULL, "collection.bin", true);
serializeCollection(*collectionA, NULL, "collectionA.bin", true);
serializeCollection(*collectionB, collectionA, "collectionB.bin", true);
collection->release();
collectionA->release();
collectionB->release();
}
int snippetMain(int argc, const char *const* argv)
{
if(!parseCommandLine(gParameters, argc, argv))
return 1;
initPhysics();
if(gParameters.generateExampleFiles)
generateExampleFiles();
// collection that may have shared objects
PxCollection* firstCollection = NULL;
for(PxU32 i=0; i<gParameters.nbFiles; i++)
{
const char* filename = gParameters.inputFiles[i];
bool isBinary;
bool validFile = checkFile(isBinary, filename);
if (!validFile)
break;
PxDefaultFileInputData inputStream(filename);
PxCollection* collection = deserializeCollection(inputStream, isBinary, firstCollection, *gSerializationRegistry);
if (!collection)
{
printf( "[ERROR] deserialization failure! filename: %s\n", filename);
break;
}
else
{
printf( "Loaded: \"%s\"\n", filename);
}
gScene->addCollection(*collection);
if (i == 0)
{
firstCollection = collection;
}
else
{
collection->release();
}
}
if (firstCollection)
firstCollection->release();
for (unsigned i = 0; i < 20; i++)
{
gScene->simulate(1.0f/60.0f);
gScene->fetchResults(true);
}
cleanupPhysics();
return 0;
}
| 13,996 | C++ | 31.779859 | 146 | 0.711632 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetsoftbodyattachment/SnippetSoftBodyAttachment.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet demonstrates how to tie rigid and softbodies together.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#include "../snippetsoftbody/SnippetSoftBody.h"
#include "../snippetsoftbody/MeshGenerator.h"
#include "extensions/PxTetMakerExt.h"
#include "extensions/PxTetrahedronMeshExt.h"
#include "extensions/PxSoftBodyExt.h"
using namespace physx;
using namespace meshgenerator;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxCudaContextManager* gCudaContextManager = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
std::vector<SoftBody> gSoftBodies;
static PxFilterFlags softBodyRigidBodyFilter(PxFilterObjectAttributes attributes0, PxFilterData filterData0,
PxFilterObjectAttributes attributes1, PxFilterData filterData1,
PxPairFlags& pairFlags, const void* constantBlock, PxU32 constantBlockSize)
{
PX_UNUSED(attributes0);
PX_UNUSED(attributes1);
PX_UNUSED(constantBlock);
PX_UNUSED(constantBlockSize);
if (filterData0.word2 != 0 && filterData0.word2 != filterData1.word2)
return PxFilterFlag::eKILL;
pairFlags |= PxPairFlag::eCONTACT_DEFAULT;
return PxFilterFlag::eDEFAULT;
}
void addSoftBody(PxSoftBody* softBody, const PxFEMParameters& femParams, PxFEMSoftBodyMaterial* femMaterial,
const PxTransform& transform, const PxReal density, const PxReal scale, const PxU32 iterCount/*, PxMaterial* tetMeshMaterial*/)
{
PxShape* shape = softBody->getShape();
PxVec4* simPositionInvMassPinned;
PxVec4* simVelocityPinned;
PxVec4* collPositionInvMassPinned;
PxVec4* restPositionPinned;
PxSoftBodyExt::allocateAndInitializeHostMirror(*softBody, gCudaContextManager, simPositionInvMassPinned, simVelocityPinned, collPositionInvMassPinned, restPositionPinned);
const PxReal maxInvMassRatio = 50.f;
softBody->setParameter(femParams);
shape->setSoftBodyMaterials(&femMaterial, 1);
softBody->setSolverIterationCounts(iterCount);
PxSoftBodyExt::transform(*softBody, transform, scale, simPositionInvMassPinned, simVelocityPinned, collPositionInvMassPinned, restPositionPinned);
PxSoftBodyExt::updateMass(*softBody, density, maxInvMassRatio, simPositionInvMassPinned);
PxSoftBodyExt::copyToDevice(*softBody, PxSoftBodyDataFlag::eALL, simPositionInvMassPinned, simVelocityPinned, collPositionInvMassPinned, restPositionPinned);
SoftBody sBody(softBody, gCudaContextManager);
gSoftBodies.push_back(sBody);
PX_PINNED_HOST_FREE(gCudaContextManager, simPositionInvMassPinned);
PX_PINNED_HOST_FREE(gCudaContextManager, simVelocityPinned);
PX_PINNED_HOST_FREE(gCudaContextManager, collPositionInvMassPinned);
PX_PINNED_HOST_FREE(gCudaContextManager, restPositionPinned);
}
static PxSoftBody* createSoftBody(const PxCookingParams& params, const PxArray<PxVec3>& triVerts, const PxArray<PxU32>& triIndices, bool useCollisionMeshForSimulation = false)
{
PxFEMSoftBodyMaterial* material = PxGetPhysics().createFEMSoftBodyMaterial(1e+6f, 0.45f, 0.5f);
material->setDamping(0.005f);
PxSoftBodyMesh* softBodyMesh;
PxU32 numVoxelsAlongLongestAABBAxis = 8;
PxSimpleTriangleMesh surfaceMesh;
surfaceMesh.points.count = triVerts.size();
surfaceMesh.points.data = triVerts.begin();
surfaceMesh.triangles.count = triIndices.size() / 3;
surfaceMesh.triangles.data = triIndices.begin();
if (useCollisionMeshForSimulation)
{
softBodyMesh = PxSoftBodyExt::createSoftBodyMeshNoVoxels(params, surfaceMesh, gPhysics->getPhysicsInsertionCallback());
}
else
{
softBodyMesh = PxSoftBodyExt::createSoftBodyMesh(params, surfaceMesh, numVoxelsAlongLongestAABBAxis, gPhysics->getPhysicsInsertionCallback());
}
//Alternatively one can cook a softbody mesh in a single step
//tetMesh = cooking.createSoftBodyMesh(simulationMeshDesc, collisionMeshDesc, softbodyDesc, physics.getPhysicsInsertionCallback());
PX_ASSERT(softBodyMesh);
if (!gCudaContextManager)
return NULL;
PxSoftBody* softBody = gPhysics->createSoftBody(*gCudaContextManager);
if (softBody)
{
PxShapeFlags shapeFlags = PxShapeFlag::eVISUALIZATION | PxShapeFlag::eSCENE_QUERY_SHAPE | PxShapeFlag::eSIMULATION_SHAPE;
PxFEMSoftBodyMaterial* materialPtr = PxGetPhysics().createFEMSoftBodyMaterial(1e+6f, 0.45f, 0.5f);
PxTetrahedronMeshGeometry geometry(softBodyMesh->getCollisionMesh());
PxShape* shape = gPhysics->createShape(geometry, &materialPtr, 1, true, shapeFlags);
if (shape)
{
softBody->attachShape(*shape);
shape->setSimulationFilterData(PxFilterData(0, 0, 2, 0));
}
softBody->attachSimulationMesh(*softBodyMesh->getSimulationMesh(), *softBodyMesh->getSoftBodyAuxData());
gScene->addActor(*softBody);
PxFEMParameters femParams;
addSoftBody(softBody, femParams, material, PxTransform(PxVec3(0.f, 0.f, 0.f), PxQuat(PxIdentity)), 100.f, 1.0f, 30);
softBody->setSoftBodyFlag(PxSoftBodyFlag::eDISABLE_SELF_COLLISION, true);
}
return softBody;
}
static PxRigidDynamic* createRigidCube(PxReal halfExtent, const PxVec3& position)
{
PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfExtent, halfExtent, halfExtent), *gMaterial);
shape->setSimulationFilterData(PxFilterData(0, 0, 1, 0));
PxTransform localTm(position);
PxRigidDynamic* body = gPhysics->createRigidDynamic(localTm);
body->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*body, 10.0f);
gScene->addActor(*body);
shape->release();
return body;
}
static void connectCubeToSoftBody(PxRigidDynamic* cube, PxReal cubeHalfExtent, const PxVec3& cubePosition, PxSoftBody* softBody, PxU32 pointGridResolution = 10)
{
float f = 2.0f * cubeHalfExtent / (pointGridResolution - 1);
for (PxU32 ix = 0; ix < pointGridResolution; ++ix)
{
PxReal x = ix * f - cubeHalfExtent;
for (PxU32 iy = 0; iy < pointGridResolution; ++iy)
{
PxReal y = iy * f - cubeHalfExtent;
for (PxU32 iz = 0; iz < pointGridResolution; ++iz)
{
PxReal z = iz * f - cubeHalfExtent;
PxVec3 p(x, y, z);
PxVec4 bary;
PxI32 tet = PxTetrahedronMeshExt::findTetrahedronContainingPoint(softBody->getCollisionMesh(), p + cubePosition, bary);
if (tet >= 0)
softBody->addTetRigidAttachment(cube, tet, bary, p);
}
}
}
}
static void createSoftbodies(const PxCookingParams& params)
{
PxArray<PxVec3> triVerts;
PxArray<PxU32> triIndices;
PxReal maxEdgeLength = 1;
createCube(triVerts, triIndices, PxVec3(0, 9.5, 0), 2.5);
PxRemeshingExt::limitMaxEdgeLength(triIndices, triVerts, maxEdgeLength);
PxSoftBody* softBodyCube = createSoftBody(params, triVerts, triIndices, true);
createSphere(triVerts, triIndices, PxVec3(0,4.5,0), 2.5, maxEdgeLength);
PxSoftBody* softBodySphere = createSoftBody(params, triVerts, triIndices);
createConeY(triVerts, triIndices, PxVec3(0, 12.5, 0), 2.0f, 3.5);
PxRemeshingExt::limitMaxEdgeLength(triIndices, triVerts, maxEdgeLength);
PxSoftBody* softBodyCone = createSoftBody(params, triVerts, triIndices);
PxReal halfExtent = 1;
PxVec3 cubePosA(0, 7.25, 0);
PxVec3 cubePosB(0, 11.75, 0);
PxRigidDynamic* rigidCubeA = createRigidCube(halfExtent, cubePosA);
PxRigidDynamic* rigidCubeB = createRigidCube(halfExtent, cubePosB);
connectCubeToSoftBody(rigidCubeA, 2*halfExtent, cubePosA, softBodySphere);
connectCubeToSoftBody(rigidCubeA, 2*halfExtent, cubePosA, softBodyCube);
connectCubeToSoftBody(rigidCubeB, 2*halfExtent, cubePosB, softBodyCube);
connectCubeToSoftBody(rigidCubeB, 2*halfExtent, cubePosB, softBodyCone);
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
// initialize cuda
PxCudaContextManagerDesc cudaContextManagerDesc;
gCudaContextManager = PxCreateCudaContextManager(*gFoundation, cudaContextManagerDesc, PxGetProfilerCallback());
if (gCudaContextManager && !gCudaContextManager->contextIsValid())
{
gCudaContextManager->release();
gCudaContextManager = NULL;
printf("Failed to initialize cuda context.\n");
}
PxTolerancesScale scale;
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, scale, true, gPvd);
PxInitExtensions(*gPhysics, gPvd);
PxCookingParams params(scale);
params.meshWeldTolerance = 0.001f;
params.meshPreprocessParams = PxMeshPreprocessingFlags(PxMeshPreprocessingFlag::eWELD_VERTICES);
params.buildTriangleAdjacencies = false;
params.buildGPUData = true;
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
if (!sceneDesc.cudaContextManager)
sceneDesc.cudaContextManager = gCudaContextManager;
sceneDesc.flags |= PxSceneFlag::eENABLE_GPU_DYNAMICS;
sceneDesc.flags |= PxSceneFlag::eENABLE_PCM;
PxU32 numCores = SnippetUtils::getNbPhysicalCores();
gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
sceneDesc.flags |= PxSceneFlag::eENABLE_ACTIVE_ACTORS;
sceneDesc.sceneQueryUpdateMode = PxSceneQueryUpdateMode::eBUILD_ENABLED_COMMIT_DISABLED;
sceneDesc.broadPhaseType = PxBroadPhaseType::eGPU;
sceneDesc.gpuMaxNumPartitions = 8;
sceneDesc.filterShader = softBodyRigidBodyFilter;
sceneDesc.solverType = PxSolverType::ePGS;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.f);
PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial);
gScene->addActor(*groundPlane);
createSoftbodies(params);
}
void stepPhysics(bool /*interactive*/)
{
const PxReal dt = 1.0f / 60.f;
gScene->simulate(dt);
gScene->fetchResults(true);
for (PxU32 i = 0; i < gSoftBodies.size(); i++)
{
SoftBody* sb = &gSoftBodies[i];
sb->copyDeformedVerticesFromGPU();
}
}
void cleanupPhysics(bool /*interactive*/)
{
for (PxU32 i = 0; i < gSoftBodies.size(); i++)
gSoftBodies[i].release();
gSoftBodies.clear();
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release();
transport->release();
PxCloseExtensions();
gCudaContextManager->release();
PX_RELEASE(gFoundation);
printf("Snippet Softbody-Rigid-Attachments done.\n");
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 12,993 | C++ | 36.994152 | 175 | 0.766951 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetsplitsim/SnippetSplitSim.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// *******************************************************************************************************
// In addition to the simulate() function, which performs both collision detection and dynamics update,
// the PhysX SDK provides an api for separate execution of the collision detection and dynamics update steps.
// We shall refer to this feature as "split sim". This snippet demonstrates two ways to use the split sim feature
// so that application work can be performed concurrently with the collision detection step.
// The snippet creates a list of kinematic box actors along with a number of dynamic actors that
// interact with the kinematic actors.
//The defines OVERLAP_COLLISION_AND_RENDER_WITH_NO_LAG and OVERLAP_COLLISION_AND_RENDER_WITH_ONE_FRAME_LAG
//demonstrate two distinct modes of split sim operation:
// (1)Enabling OVERLAP_COLLISION_AND_RENDER_WITH_NO_LAG allows the collision detection step to run in parallel
// with the renderer and with the update of the kinematic target poses without introducing any lag between
// application time and physics time. This is equivalent to calling simulate() and fetchResults() with the key
// difference being that the application can schedule work to run concurrently with the collision detection.
// A consequence of this approach is that the first frame is more expensive than subsequent frames because it has to
// perform blocking collision detection and dynamics update calls.
// (2)OVERLAP_COLLISION_AND_RENDER_WITH_ONE_FRAME_LAG also allows the collision to run in parallel with
// the renderer and the update of the kinematic target poses but this time with a lag between physics time and
// application time; that is, the physics is always a single timestep behind the application because the first
// frame merely starts the collision detection for the subsequent frame. A consequence of this approach is that
// the first frame is cheaper than subsequent frames.
// ********************************************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
//This will allow the split sim to overlap collision and render and game logic.
#define OVERLAP_COLLISION_AND_RENDER_WITH_NO_LAG 1
#define OVERLAP_COLLISION_AND_RENDER_WITH_ONE_FRAME_LAG 0
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
#define NB_KINE_X 16
#define NB_KINE_Y 16
#define KINE_SCALE 3.1f
static bool isFirstFrame = true;
PxRigidDynamic* gKinematics[NB_KINE_Y][NB_KINE_X];
PxTransform gKinematicTargets[NB_KINE_Y][NB_KINE_X];
void createDynamics()
{
const PxU32 NbX = 8;
const PxU32 NbY = 8;
const PxVec3 dims(0.2f, 0.1f, 0.2f);
const PxReal sphereRadius = 0.2f;
const PxReal capsuleRadius = 0.2f;
const PxReal halfHeight = 0.5f;
const PxU32 NbLayers = 3;
const float YScale = 0.4f;
const float YStart = 6.0f;
PxShape* boxShape = gPhysics->createShape(PxBoxGeometry(dims), *gMaterial);
PxShape* sphereShape = gPhysics->createShape(PxSphereGeometry(sphereRadius), *gMaterial);
PxShape* capsuleShape = gPhysics->createShape(PxCapsuleGeometry(capsuleRadius, halfHeight), *gMaterial);
PX_UNUSED(boxShape);
PX_UNUSED(sphereShape);
PX_UNUSED(capsuleShape);
for(PxU32 j=0;j<NbLayers;j++)
{
const float angle = float(j)*0.08f;
const PxQuat rot = PxGetRotYQuat(angle);
const float ScaleX = 4.0f;
const float ScaleY = 4.0f;
for(PxU32 y=0;y<NbY;y++)
{
for(PxU32 x=0;x<NbX;x++)
{
const float xf = (float(x)-float(NbX)*0.5f)*ScaleX;
const float yf = (float(y)-float(NbY)*0.5f)*ScaleY;
PxRigidDynamic* dynamic = NULL;
PxU32 v = j&3;
PxVec3 pos = PxVec3(xf, YStart + float(j)*YScale, yf);
switch(v)
{
case 0:
{
PxTransform pose(pos, rot);
dynamic = gPhysics->createRigidDynamic(pose);
dynamic->attachShape(*boxShape);
break;
}
case 1:
{
PxTransform pose(pos, PxQuat(PxIdentity));
dynamic = gPhysics->createRigidDynamic(pose);
dynamic->attachShape(*sphereShape);
break;
}
default:
{
PxTransform pose(pos, rot);
dynamic = gPhysics->createRigidDynamic(pose);
dynamic->attachShape(*capsuleShape);
break;
}
};
PxRigidBodyExt::updateMassAndInertia(*dynamic, 10.f);
gScene->addActor(*dynamic);
}
}
}
}
void createGroudPlane()
{
PxTransform pose = PxTransform(PxVec3(0.0f, 0.0f, 0.0f),PxQuat(PxHalfPi, PxVec3(0.0f, 0.0f, 1.0f)));
PxRigidStatic* actor = gPhysics->createRigidStatic(pose);
PxShape* shape = PxRigidActorExt::createExclusiveShape(*actor, PxPlaneGeometry(), *gMaterial);
PX_UNUSED(shape);
gScene->addActor(*actor);
}
void createKinematics()
{
const PxU32 NbX = NB_KINE_X;
const PxU32 NbY = NB_KINE_Y;
const PxVec3 dims(1.5f, 0.2f, 1.5f);
const PxQuat rot = PxQuat(PxIdentity);
const float YScale = 0.4f;
PxShape* shape = gPhysics->createShape(PxBoxGeometry(dims), *gMaterial);
const float ScaleX = KINE_SCALE;
const float ScaleY = KINE_SCALE;
for(PxU32 y=0;y<NbY;y++)
{
for(PxU32 x=0;x<NbX;x++)
{
const float xf = (float(x)-float(NbX)*0.5f)*ScaleX;
const float yf = (float(y)-float(NbY)*0.5f)*ScaleY;
PxTransform pose(PxVec3(xf, 0.2f + YScale, yf), rot);
PxRigidDynamic* body = gPhysics->createRigidDynamic(pose);
body->attachShape(*shape);
gScene->addActor(*body);
body->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, true);
gKinematics[y][x] = body;
}
}
}
void updateKinematicTargets(PxReal timeStep)
{
const float YScale = 0.4f;
PxTransform motion;
motion.q = PxQuat(PxIdentity);
static float gTime = 0.0f;
gTime += timeStep;
const PxU32 NbX = NB_KINE_X;
const PxU32 NbY = NB_KINE_Y;
const float Coeff = 0.2f;
const float ScaleX = KINE_SCALE;
const float ScaleY = KINE_SCALE;
for(PxU32 y=0;y<NbY;y++)
{
for(PxU32 x=0;x<NbX;x++)
{
const float xf = (float(x)-float(NbX)*0.5f)*ScaleX;
const float yf = (float(y)-float(NbY)*0.5f)*ScaleY;
const float h = sinf(gTime*2.0f + float(x)*Coeff + + float(y)*Coeff)*2.0f;
motion.p = PxVec3(xf, h + 2.0f + YScale, yf);
gKinematicTargets[y][x] = motion;
}
}
}
void applyKinematicTargets()
{
const PxU32 NbX = NB_KINE_X;
const PxU32 NbY = NB_KINE_Y;
for(PxU32 y=0;y<NbY;y++)
{
for(PxU32 x=0;x<NbX;x++)
{
PxRigidDynamic* kine = gKinematics[y][x];
const PxTransform& target = gKinematicTargets[y][x];
kine->setKinematicTarget(target);
}
}
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true,gPvd);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
gDispatcher = PxDefaultCpuDispatcherCreate(2);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial);
gScene->addActor(*groundPlane);
createKinematics();
createDynamics();
}
#if OVERLAP_COLLISION_AND_RENDER_WITH_NO_LAG
void stepPhysics(bool /*interactive*/)
{
const PxReal timeStep = 1.0f/60.0f;
if(isFirstFrame)
{
//Run the first frame's collision detection
gScene->collide(timeStep);
isFirstFrame = false;
}
//update the kinematice target pose in parallel with collision running
updateKinematicTargets(timeStep);
gScene->fetchCollision(true);
//apply the computed and buffered kinematic target poses
applyKinematicTargets();
gScene->advance();
gScene->fetchResults(true);
//Run the deferred collision detection for the next frame. This will run in parallel with render.
gScene->collide(timeStep);
}
#elif OVERLAP_COLLISION_AND_RENDER_WITH_ONE_FRAME_LAG
void stepPhysics(bool /*interactive*/)
{
PxReal timeStep = 1.0/60.0f;
//update the kinematice target pose in parallel with collision running
updateKinematicTargets(timeStep);
if(!isFirstFrame)
{
gScene->fetchCollision(true);
//apply the computed and buffered kinematic target poses
applyKinematicTargets();
gScene->advance();
gScene->fetchResults(true);
}
else
applyKinematicTargets();
isFirstFrame = false;
//Run the deferred collision detection for the next frame. This will run in parallel with render.
gScene->collide(timeStep);
}
#else
void stepPhysics(bool /*interactive*/)
{
PxReal timeStep = 1.0/60.0f;
//update the kinematice target pose in parallel with collision running
gScene->collide(timeStep);
updateKinematicTargets(timeStep);
gScene->fetchCollision(true);
//apply the computed and buffered kinematic target poses
applyKinematicTargets();
gScene->advance();
gScene->fetchResults(true);
}
#endif
void cleanupPhysics(bool /*interactive*/)
{
#if OVERLAP_COLLISION_AND_RENDER_WITH_NO_LAG || OVERLAP_COLLISION_AND_RENDER_WITH_ONE_FRAME_LAG
//Close out remainder of previously running scene. If we don't do this, it will be implicitly done
//in gScene->release() but a warning will be issued.
gScene->fetchCollision(true);
gScene->advance();
gScene->fetchResults(true);
#endif
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetSplitSim done.\n");
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 12,358 | C++ | 31.43832 | 120 | 0.717673 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetcustomconvex/SnippetCustomConvexRender.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifdef RENDER_SNIPPET
#include <vector>
#include "PxPhysicsAPI.h"
#include "../snippetrender/SnippetRender.h"
#include "../snippetrender/SnippetCamera.h"
using namespace physx;
extern void initPhysics(bool interactive);
extern void stepPhysics(bool interactive);
extern void cleanupPhysics(bool interactive);
extern void keyPress(unsigned char key, const PxTransform& camera);
extern void debugRender();
namespace
{
Snippets::Camera* sCamera;
void renderCallback()
{
stepPhysics(true);
Snippets::startRender(sCamera);
PxScene* scene;
PxGetPhysics().getScenes(&scene, 1);
PxU32 nbActors = scene->getNbActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC);
if (nbActors)
{
const PxVec3 dynColor(1.0f, 0.5f, 0.25f);
std::vector<PxRigidActor*> actors(nbActors);
scene->getActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC, reinterpret_cast<PxActor**>(&actors[0]), nbActors);
Snippets::renderActors(&actors[0], static_cast<PxU32>(actors.size()), true, dynColor);
}
debugRender();
Snippets::finishRender();
}
void exitCallback(void)
{
delete sCamera;
cleanupPhysics(true);
}
}
void renderLoop()
{
sCamera = new Snippets::Camera(PxVec3(-20.0f, 20.0f, -20.0f), PxVec3(0.6f, -0.4f, 0.6f));
Snippets::setupDefault("PhysX Snippet CustomConvex", sCamera, keyPress, renderCallback, exitCallback);
initPhysics(true);
glutMainLoop();
}
struct RenderMesh
{
std::vector<PxVec3> positions, normals;
};
RenderMesh* createRenderCylinder(float height, float radius, float margin)
{
struct InternalRenderHelper
{
InternalRenderHelper(float height_, float radius_, float margin_)
:
height(height_), radius(radius_), margin(margin_)
{
mesh = new RenderMesh();
halfHeight = height * 0.5f;
sides = (int)ceilf(6.2832f / (2 * acosf((radius - err) / radius)));
step = 6.2832f / sides;
}
float height, radius, margin;
RenderMesh* mesh;
std::vector<PxVec3> positions;
std::vector<PxVec3> normals;
float halfHeight;
float err = 0.001f;
int sides;
float step;
void addVertex(int index)
{
mesh->positions.push_back(positions[index]);
mesh->normals.push_back(normals[index]);
}
void addTop(const PxVec3& p0, const PxVec3& n0, const PxVec3& p1, const PxVec3& n1, const PxVec3& ax)
{
int base = int(positions.size());
positions.push_back(p0);
normals.push_back(n0);
for (int i = 0; i < sides; ++i)
{
positions.push_back(PxQuat(i * step, ax).rotate(p1));
normals.push_back(PxQuat(i * step, ax).rotate(n1));
}
for (int i = 0; i < sides; ++i)
{
addVertex(base);
addVertex(base + 1 + i);
addVertex(base + 1 + (i + 1) % sides);
}
}
void addRing(const PxVec3& p0, const PxVec3& n0, const PxVec3& ax)
{
int base = int(positions.size());
for (int i = 0; i < sides; ++i)
{
positions.push_back(PxQuat(i * step, ax).rotate(p0));
normals.push_back(PxQuat(i * step, ax).rotate(n0));
}
for (int i = 0; i < sides; ++i)
{
addVertex(base - sides + i);
addVertex(base + i);
addVertex(base - sides + (i + 1) % sides);
addVertex(base - sides + (i + 1) % sides);
addVertex(base + i);
addVertex(base + (i + 1) % sides);
}
}
void addBottom(const PxVec3& p0, const PxVec3& n0, const PxVec3& /*ax*/)
{
int base = int(positions.size());
positions.push_back(p0);
normals.push_back(n0);
for (int i = 0; i < sides; ++i)
{
addVertex(base - sides + i);
addVertex(base);
addVertex(base - sides + (i + 1) % sides);
}
}
void run()
{
int sides2 = margin > 0 ? (int)ceilf(1.5708f / (2 * acosf((margin - err) / margin))) : 1;
float step2 = 1.5708f / sides2;
addTop(PxVec3(halfHeight + margin, 0, 0), PxVec3(1, 0, 0), PxVec3(halfHeight + margin, radius, 0), PxVec3(1, 0, 0), PxVec3(1, 0, 0));
for (int i = 1; i <= sides2; ++i)
{
PxVec3 n = PxQuat(i * step2, PxVec3(0, 0, 1)).rotate(PxVec3(1, 0, 0));
addRing(PxVec3(halfHeight, radius, 0) + n * margin, n, PxVec3(1, 0, 0));
}
for (int i = 0; i <= sides2; ++i)
{
PxVec3 n = PxQuat(i * step2, PxVec3(0, 0, 1)).rotate(PxVec3(0, 1, 0));
addRing(PxVec3(-halfHeight, radius, 0) + n * margin, n, PxVec3(1, 0, 0));
}
addBottom(PxVec3(-halfHeight - margin, 0, 0), PxVec3(-1, 0, 0), PxVec3(1, 0, 0));
}
};
InternalRenderHelper renderHelper(height, radius, margin);
renderHelper.run();
return renderHelper.mesh;
}
RenderMesh* createRenderCone(float height, float radius, float margin)
{
struct InternalRenderHelper
{
InternalRenderHelper(float height_, float radius_, float margin_)
:
height(height_), radius(radius_), margin(margin_)
{
mesh = new RenderMesh();
halfHeight = height * 0.5f;
sides = (int)ceilf(6.2832f / (2 * acosf(((radius + margin) - err) / (radius + margin))));
step = 6.2832f / sides;
}
float height, radius, margin;
RenderMesh* mesh;
std::vector<PxVec3> positions;
std::vector<PxVec3> normals;
float halfHeight;
float err = 0.001f;
int sides;
float step;
void addVertex(int index)
{
mesh->positions.push_back(positions[index]);
mesh->normals.push_back(normals[index]);
}
void addTop(const PxVec3& p0, const PxVec3& n0, const PxVec3& p1, const PxVec3& n1, const PxVec3& ax)
{
int base = int(positions.size());
positions.push_back(p0);
normals.push_back(n0);
for (int i = 0; i < sides; ++i)
{
positions.push_back(PxQuat(i * step, ax).rotate(p1));
normals.push_back(PxQuat(i * step, ax).rotate(n1));
}
for (int i = 0; i < sides; ++i)
{
addVertex(base);
addVertex(base + 1 + i);
addVertex(base + 1 + (i + 1) % sides);
}
}
void addRing(const PxVec3& p0, const PxVec3& n0, const PxVec3& ax)
{
int base = int(positions.size());
for (int i = 0; i < sides; ++i)
{
positions.push_back(PxQuat(i * step, ax).rotate(p0));
normals.push_back(PxQuat(i * step, ax).rotate(n0));
}
for (int i = 0; i < sides; ++i)
{
addVertex(base - sides + i);
addVertex(base + i);
addVertex(base - sides + (i + 1) % sides);
addVertex(base - sides + (i + 1) % sides);
addVertex(base + i);
addVertex(base + (i + 1) % sides);
}
}
void addBottom(const PxVec3& p0, const PxVec3& n0, const PxVec3& /*ax*/)
{
int base = int(positions.size());
positions.push_back(p0);
normals.push_back(n0);
for (int i = 0; i < sides; ++i)
{
addVertex(base - sides + i);
addVertex(base);
addVertex(base - sides + (i + 1) % sides);
}
}
void run()
{
addTop(PxVec3(halfHeight + margin, 0, 0), PxVec3(1, 0, 0), PxVec3(halfHeight + margin, 0, 0), PxVec3(1, 0, 0), PxVec3(1, 0, 0));
float cosAlph = radius / sqrtf(height * height + radius * radius);
float alph = acosf(cosAlph);
int sides2 = margin > 0 ? (int)ceilf(alph / (2 * acosf((margin - err) / margin))) : 1;
float step2 = alph / sides2;
for (int i = 1; i <= sides2; ++i)
{
PxVec3 n = PxQuat(i * step2, PxVec3(0, 0, 1)).rotate(PxVec3(1, 0, 0));
addRing(PxVec3(halfHeight, 0, 0) + n * margin, n, PxVec3(1, 0, 0));
}
sides2 = margin > 0 ? (int)ceilf((3.1416f - alph) / (2 * acosf((margin - err) / margin))) : 1;
step2 = (3.1416f - alph) / sides2;
for (int i = 0; i <= sides2; ++i)
{
PxVec3 n = PxQuat(alph + i * step2, PxVec3(0, 0, 1)).rotate(PxVec3(1, 0, 0));
addRing(PxVec3(-halfHeight, radius, 0) + n * margin, n, PxVec3(1, 0, 0));
}
addBottom(PxVec3(-halfHeight - margin, 0, 0), PxVec3(-1, 0, 0), PxVec3(1, 0, 0));
}
};
InternalRenderHelper renderHelper(height, radius, margin);
renderHelper.run();
return renderHelper.mesh;
}
void destroyRenderMesh(RenderMesh* mesh)
{
delete mesh;
}
void renderMesh(const RenderMesh& mesh, const PxTransform& pose, bool sleeping)
{
const PxVec3 color(1.0f, 0.5f, 0.25f);
const PxMat44 shapePose(pose);
glPushMatrix();
glMultMatrixf(&shapePose.column0.x);
if (sleeping)
{
const PxVec3 darkColor = color * 0.25f;
glColor4f(darkColor.x, darkColor.y, darkColor.z, 1.0f);
}
else
{
glColor4f(color.x, color.y, color.z, 1.0f);
}
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 3 * sizeof(float), mesh.positions.data());
glNormalPointer(GL_FLOAT, 3 * sizeof(float), mesh.normals.data());
glDrawArrays(GL_TRIANGLES, 0, int(mesh.positions.size()));
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glPopMatrix();
bool shadows = true;
if (shadows)
{
const PxVec3 shadowDir(0.0f, -0.7071067f, -0.7071067f);
const PxReal shadowMat[] = { 1,0,0,0, -shadowDir.x / shadowDir.y,0,-shadowDir.z / shadowDir.y,0, 0,0,1,0, 0,0,0,1 };
glPushMatrix();
glMultMatrixf(shadowMat);
glMultMatrixf(&shapePose.column0.x);
glDisable(GL_LIGHTING);
//glColor4f(0.1f, 0.2f, 0.3f, 1.0f);
glColor4f(0.1f, 0.1f, 0.1f, 1.0f);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 3 * sizeof(float), mesh.positions.data());
glNormalPointer(GL_FLOAT, 3 * sizeof(float), mesh.normals.data());
glDrawArrays(GL_TRIANGLES, 0, int(mesh.positions.size()));
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glEnable(GL_LIGHTING);
glPopMatrix();
}
}
static void PxVertex3f(const PxVec3& v) { ::glVertex3f(v.x, v.y, v.z); };
static void PxScalef(const PxVec3& v) { ::glScalef(v.x, v.y, v.z); };
void renderRaycast(const PxVec3& origin, const PxVec3& unitDir, float maxDist, const PxRaycastHit* hit)
{
glDisable(GL_LIGHTING);
if (hit)
{
glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
glBegin(GL_LINES);
PxVertex3f(origin);
PxVertex3f(origin + unitDir * hit->distance);
PxVertex3f(hit->position);
PxVertex3f(hit->position + hit->normal);
glEnd();
}
else
{
glColor4f(0.6f, 0.0f, 0.0f, 1.0f);
glBegin(GL_LINES);
PxVertex3f(origin);
PxVertex3f(origin + unitDir * maxDist);
glEnd();
}
glEnable(GL_LIGHTING);
}
void renderSweepBox(const PxVec3& origin, const PxVec3& unitDir, float maxDist, const PxVec3& halfExtents, const PxSweepHit* hit)
{
glDisable(GL_LIGHTING);
if (hit)
{
glColor4f(0.0f, 0.6f, 0.0f, 1.0f);
glBegin(GL_LINES);
PxVertex3f(origin);
PxVertex3f(origin + unitDir * hit->distance);
PxVertex3f(hit->position);
PxVertex3f(hit->position + hit->normal);
glEnd();
PxTransform boxPose(origin + unitDir * hit->distance);
PxMat44 boxMat(boxPose);
glPushMatrix();
glMultMatrixf(&boxMat.column0.x);
PxScalef(halfExtents * 2);
glutWireCube(1);
glPopMatrix();
}
else
{
glColor4f(0.0f, 0.3f, 0.0f, 1.0f);
glBegin(GL_LINES);
PxVertex3f(origin);
PxVertex3f(origin + unitDir * maxDist);
glEnd();
}
glEnable(GL_LIGHTING);
}
void renderOverlapBox(const PxVec3& origin, const PxVec3& halfExtents, bool hit)
{
glDisable(GL_LIGHTING);
if (hit)
{
glColor4f(0.0f, 0.0f, 1.0f, 1.0f);
PxTransform boxPose(origin);
PxMat44 boxMat(boxPose);
glPushMatrix();
glMultMatrixf(&boxMat.column0.x);
PxScalef(halfExtents * 2);
glutWireCube(1);
glPopMatrix();
}
else
{
glColor4f(0.0f, 0.0f, 0.6f, 1.0f);
PxTransform boxPose(origin);
PxMat44 boxMat(boxPose);
glPushMatrix();
glMultMatrixf(&boxMat.column0.x);
PxScalef(halfExtents * 2);
glutWireCube(1);
glPopMatrix();
}
glEnable(GL_LIGHTING);
}
#endif
| 13,057 | C++ | 26.548523 | 137 | 0.660259 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetcustomconvex/CustomConvex.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef CUSTOM_CONVEX_H
#define CUSTOM_CONVEX_H
#include "PxPhysicsAPI.h"
struct CustomConvex : physx::PxCustomGeometry::Callbacks, physx::PxGjkQuery::Support
{
float margin;
CustomConvex(float margin);
// override PxCustomGeometry::Callbacks
virtual physx::PxBounds3 getLocalBounds(const physx::PxGeometry&) const;
virtual bool generateContacts(const physx::PxGeometry& geom0, const physx::PxGeometry& geom1, const physx::PxTransform& pose0, const physx::PxTransform& pose1,
const physx::PxReal contactDistance, const physx::PxReal meshContactMargin, const physx::PxReal toleranceLength,
physx::PxContactBuffer& contactBuffer) const;
virtual physx::PxU32 raycast(const physx::PxVec3& origin, const physx::PxVec3& unitDir, const physx::PxGeometry& geom, const physx::PxTransform& pose,
physx::PxReal maxDist, physx::PxHitFlags hitFlags, physx::PxU32 maxHits, physx::PxGeomRaycastHit* rayHits, physx::PxU32 stride, physx::PxRaycastThreadContext*) const;
virtual bool overlap(const physx::PxGeometry& geom0, const physx::PxTransform& pose0, const physx::PxGeometry& geom1, const physx::PxTransform& pose1, physx::PxOverlapThreadContext*) const;
virtual bool sweep(const physx::PxVec3& unitDir, const physx::PxReal maxDist,
const physx::PxGeometry& geom0, const physx::PxTransform& pose0, const physx::PxGeometry& geom1, const physx::PxTransform& pose1,
physx::PxGeomSweepHit& sweepHit, physx::PxHitFlags hitFlags, const physx::PxReal inflation, physx::PxSweepThreadContext*) const;
virtual void visualize(const physx::PxGeometry&, physx::PxRenderOutput&, const physx::PxTransform&, const physx::PxBounds3&) const {}
virtual bool usePersistentContactManifold(const physx::PxGeometry&, physx::PxReal&) const { return true; }
// override PxGjkQuery::Support
virtual physx::PxReal getMargin() const;
};
struct CustomCylinder : CustomConvex
{
float height, radius;
CustomCylinder(float _height, float _radius, float _margin) : CustomConvex(_margin), height(_height), radius(_radius) {}
// override PxCustomGeometry::Callbacks
DECLARE_CUSTOM_GEOMETRY_TYPE
virtual void computeMassProperties(const physx::PxGeometry& geometry, physx::PxMassProperties& massProperties) const;
// override PxGjkQuery::Support
virtual physx::PxVec3 supportLocal(const physx::PxVec3& dir) const;
};
struct CustomCone : CustomConvex
{
float height, radius;
CustomCone(float _height, float _radius, float _margin) : CustomConvex(_margin), height(_height), radius(_radius) {}
// override PxCustomGeometry::Callbacks
DECLARE_CUSTOM_GEOMETRY_TYPE
virtual void computeMassProperties(const physx::PxGeometry& geometry, physx::PxMassProperties& massProperties) const;
// override PxGjkQuery::Support
virtual physx::PxVec3 supportLocal(const physx::PxVec3& dir) const;
};
#endif
| 4,494 | C | 47.333333 | 190 | 0.775256 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetcustomconvex/CustomConvex.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "collision/PxCollisionDefs.h"
#include "PxImmediateMode.h"
#include "geometry/PxGjkQuery.h"
#include "extensions/PxGjkQueryExt.h"
#include "geometry/PxCustomGeometry.h"
#include "CustomConvex.h"
#include "geomutils/PxContactBuffer.h"
using namespace physx;
CustomConvex::CustomConvex(float _margin)
:
margin(_margin)
{}
PxBounds3 CustomConvex::getLocalBounds(const PxGeometry&) const
{
const PxVec3 min(supportLocal(PxVec3(-1, 0, 0)).x, supportLocal(PxVec3(0, -1, 0)).y, supportLocal(PxVec3(0, 0, -1)).z);
const PxVec3 max(supportLocal(PxVec3(1, 0, 0)).x, supportLocal(PxVec3(0, 1, 0)).y, supportLocal(PxVec3(0, 0, 1)).z);
PxBounds3 bounds(min, max);
bounds.fattenSafe(getMargin());
return bounds;
}
bool CustomConvex::generateContacts(const PxGeometry& geom0, const PxGeometry& geom1,
const PxTransform& pose0, const PxTransform& pose1, const PxReal contactDistance, const PxReal meshContactMargin,
const PxReal toleranceLength, PxContactBuffer& contactBuffer) const
{
switch (int(geom1.getType()))
{
case PxGeometryType::eSPHERE:
case PxGeometryType::eCAPSULE:
case PxGeometryType::eBOX:
case PxGeometryType::eCONVEXMESH:
{
PxGjkQueryExt::ConvexGeomSupport geomSupport(geom1);
if (PxGjkQueryExt::generateContacts(*this, geomSupport, pose0, pose1, contactDistance, toleranceLength, contactBuffer))
return true;
break;
}
case PxGeometryType::ePLANE:
{
const PxPlane plane = PxPlane(1.0f, 0.0f, 0.0f, 0.0f).transform(pose1);
const PxPlane localPlane = plane.inverseTransform(pose0);
const PxVec3 point = supportLocal(-localPlane.n);
const float dist = localPlane.distance(point);
const float radius = getMargin();
if (dist < radius)
{
const PxVec3 n = localPlane.n;
const PxVec3 p = point + n * (radius - dist) * 0.5f;
PxContactPoint contact;
contact.point = pose0.transform(p);
contact.normal = pose0.rotate(n);
contact.separation = dist - radius;
contactBuffer.contact(contact);
return true;
}
break;
}
case PxGeometryType::eCUSTOM:
{
const PxCustomGeometry& customGeom1 = static_cast<const PxCustomGeometry&>(geom1);
if (customGeom1.getCustomType() == CustomCylinder::TYPE() ||
customGeom1.getCustomType() == CustomCone::TYPE()) // It's a CustomConvex
{
CustomConvex* custom1 = static_cast<CustomConvex*>(customGeom1.callbacks);
if (PxGjkQueryExt::generateContacts(*this, *custom1, pose0, pose1, contactDistance, toleranceLength, contactBuffer))
return true;
}
else
{
struct ContactRecorder : immediate::PxContactRecorder
{
PxContactBuffer* contactBuffer;
ContactRecorder(PxContactBuffer& _contactBuffer) : contactBuffer(&_contactBuffer) {}
virtual bool recordContacts(const PxContactPoint* contactPoints, PxU32 nbContacts, PxU32 /*index*/)
{
for (PxU32 i = 0; i < nbContacts; ++i)
contactBuffer->contact(contactPoints[i]);
return true;
}
}
contactRecorder(contactBuffer);
PxCache contactCache;
struct ContactCacheAllocator : PxCacheAllocator
{
PxU8 buffer[1024];
ContactCacheAllocator() { memset(buffer, 0, sizeof(buffer)); }
virtual PxU8* allocateCacheData(const PxU32 /*byteSize*/) { return reinterpret_cast<PxU8*>(size_t(buffer + 0xf) & ~0xf); }
}
contactCacheAllocator;
const PxGeometry* pGeom0 = &geom0;
const PxGeometry* pGeom1 = &geom1;
immediate::PxGenerateContacts(&pGeom1, &pGeom0, &pose1, &pose0, &contactCache, 1, contactRecorder,
contactDistance, meshContactMargin, toleranceLength, contactCacheAllocator);
for (int i = 0; i < int(contactBuffer.count); ++i)
contactBuffer.contacts[i].normal = -contactBuffer.contacts[i].normal;
}
break;
}
default:
break;
}
return false;
}
PxU32 CustomConvex::raycast(const PxVec3& origin, const PxVec3& unitDir, const PxGeometry& /*geom*/, const PxTransform& pose,
PxReal maxDist, PxHitFlags /*hitFlags*/, PxU32 /*maxHits*/, PxGeomRaycastHit* rayHits, PxU32 /*stride*/, PxRaycastThreadContext*) const
{
PxReal t;
PxVec3 n, p;
if (PxGjkQuery::raycast(*this, pose, origin, unitDir, maxDist, t, n, p))
{
PxGeomRaycastHit& hit = *rayHits;
hit.distance = t;
hit.position = p;
hit.normal = n;
return 1;
}
return 0;
}
bool CustomConvex::overlap(const PxGeometry& /*geom0*/, const PxTransform& pose0, const PxGeometry& geom1, const PxTransform& pose1, PxOverlapThreadContext*) const
{
switch (int(geom1.getType()))
{
case PxGeometryType::eSPHERE:
case PxGeometryType::eCAPSULE:
case PxGeometryType::eBOX:
case PxGeometryType::eCONVEXMESH:
{
PxGjkQueryExt::ConvexGeomSupport geomSupport(geom1);
if (PxGjkQuery::overlap(*this, geomSupport, pose0, pose1))
return true;
break;
}
default:
break;
}
return false;
}
bool CustomConvex::sweep(const PxVec3& unitDir, const PxReal maxDist,
const PxGeometry& /*geom0*/, const PxTransform& pose0, const PxGeometry& geom1, const PxTransform& pose1,
PxGeomSweepHit& sweepHit, PxHitFlags /*hitFlags*/, const PxReal inflation, PxSweepThreadContext*) const
{
switch (int(geom1.getType()))
{
case PxGeometryType::eSPHERE:
case PxGeometryType::eCAPSULE:
case PxGeometryType::eBOX:
case PxGeometryType::eCONVEXMESH:
{
PxGjkQueryExt::ConvexGeomSupport geomSupport(geom1, inflation);
PxReal t;
PxVec3 n, p;
if (PxGjkQuery::sweep(*this, geomSupport, pose0, pose1, unitDir, maxDist, t, n, p))
{
PxGeomSweepHit& hit = sweepHit;
hit.distance = t;
hit.position = p;
hit.normal = n;
return true;
}
break;
}
default:
break;
}
return false;
}
PxReal CustomConvex::getMargin() const
{
return margin;
}
IMPLEMENT_CUSTOM_GEOMETRY_TYPE(CustomCylinder)
//PxU32 CustomCylinder::getCustomType() const
//{
// return 1;
//}
void CustomCylinder::computeMassProperties(const physx::PxGeometry& /*geometry*/, physx::PxMassProperties& massProperties) const
{
float H = height + 2.0f * margin, R = radius + margin;
massProperties.mass = PxPi * R * R * H;
massProperties.inertiaTensor = PxMat33(PxZero);
massProperties.centerOfMass = PxVec3(PxZero);
massProperties.inertiaTensor[0][0] = massProperties.mass * R * R / 2.0f;
massProperties.inertiaTensor[1][1] = massProperties.inertiaTensor[2][2] = massProperties.mass * (3 * R * R + H * H) / 12.0f;
}
PxVec3 CustomCylinder::supportLocal(const PxVec3& dir) const
{
float halfHeight = height * 0.5f;
PxVec3 d = dir.getNormalized();
if (PxSign2(d.x) != 0 && PxSign2(d.y) == 0 && PxSign2(d.z) == 0)
return PxVec3(PxSign2(d.x) * halfHeight, 0, 0);
return PxVec3(PxSign2(d.x) * halfHeight, 0, 0) + PxVec3(0, d.y, d.z).getNormalized() * radius;
}
IMPLEMENT_CUSTOM_GEOMETRY_TYPE(CustomCone)
void CustomCone::computeMassProperties(const physx::PxGeometry&, physx::PxMassProperties& massProperties) const
{
float H = height + 2.0f * margin, R = radius + margin;
massProperties.mass = PxPi * R * R * H / 3.0f;
massProperties.inertiaTensor = PxMat33(PxZero);
massProperties.centerOfMass = PxVec3(PxZero);
massProperties.inertiaTensor[0][0] = massProperties.mass * R * R * 3.0f / 10.0f;
massProperties.inertiaTensor[1][1] = massProperties.inertiaTensor[2][2] = massProperties.mass * (R * R * 3.0f / 20.0f + H * H * 3.0f / 80.0f);
massProperties.centerOfMass[0] = -height / 4.0f;
}
PxVec3 CustomCone::supportLocal(const PxVec3& dir) const
{
float halfHeight = height * 0.5f;
float cosAlph = radius / sqrtf(height * height + radius * radius);
PxVec3 d = dir.getNormalized();
if (d.x > cosAlph || (PxSign2(d.x) != 0 && PxSign2(d.y) == 0 && PxSign2(d.z) == 0))
return PxVec3(PxSign2(d.x) * halfHeight, 0, 0);
return PxVec3(-halfHeight, 0, 0) + PxVec3(0, d.y, d.z).getNormalized() * radius;
}
| 9,310 | C++ | 34.811538 | 163 | 0.726208 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetcustomconvex/SnippetCustomConvex.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet shows how to use GJK queries to create custom convex geometry.
// ****************************************************************************
#include <ctype.h>
#include <vector>
#include "PxPhysicsAPI.h"
#include "geometry/PxGjkQuery.h"
#include "CustomConvex.h"
#include "extensions/PxCustomGeometryExt.h"
// temporary disable this snippet, cannot work without rendering we cannot include GL directly
#ifdef RENDER_SNIPPET
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#include "../snippetrender/SnippetRender.h"
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
//static std::vector<CustomConvex*> gConvexes;
static std::vector<PxCustomGeometryExt::BaseConvexCallbacks*> gConvexes;
static std::vector<PxRigidActor*> gActors;
struct RenderMesh;
static std::vector<RenderMesh*> gMeshes;
RenderMesh* createRenderCylinder(float radius, float height, float margin);
RenderMesh* createRenderCone(float height, float radius, float margin);
void destroyRenderMesh(RenderMesh* mesh);
void renderMesh(const RenderMesh& mesh, const PxTransform& pose, bool sleeping);
void renderRaycast(const PxVec3& origin, const PxVec3& unitDir, float maxDist, const PxRaycastHit* hit);
void renderSweepBox(const PxVec3& origin, const PxVec3& unitDir, float maxDist, const PxVec3& halfExtents, const PxSweepHit* hit);
void renderOverlapBox(const PxVec3& origin, const PxVec3& halfExtents, bool hit);
static PxRigidDynamic* createDynamic(const PxTransform& t, const PxGeometry& geometry, const PxVec3& velocity = PxVec3(0), PxReal density = 1.0f)
{
PxRigidDynamic* dynamic = PxCreateDynamic(*gPhysics, t, geometry, *gMaterial, density);
dynamic->setLinearVelocity(velocity);
gScene->addActor(*dynamic);
return dynamic;
}
static void createCylinderActor(float height, float radius, float margin, const PxTransform& pose)
{
//CustomCylinder* cylinder = new CustomCylinder(height, radius, margin);
PxCustomGeometryExt::CylinderCallbacks* cylinder = new PxCustomGeometryExt::CylinderCallbacks(height, radius, 0, margin);
gConvexes.push_back(cylinder);
PxRigidDynamic* actor = gPhysics->createRigidDynamic(pose);
actor->setActorFlag(PxActorFlag::eVISUALIZATION, true);
PxShape* shape = PxRigidActorExt::createExclusiveShape(*actor, PxCustomGeometry(*cylinder), *gMaterial);
shape->setFlag(PxShapeFlag::eVISUALIZATION, true);
PxRigidBodyExt::updateMassAndInertia(*actor, 100);
gScene->addActor(*actor);
gActors.push_back(actor);
RenderMesh* mesh = createRenderCylinder(height, radius, margin);
gMeshes.push_back(mesh);
}
static void createConeActor(float height, float radius, float margin, const PxTransform& pose)
{
//CustomCone* cone = new CustomCone(height, radius, margin);
PxCustomGeometryExt::ConeCallbacks* cone = new PxCustomGeometryExt::ConeCallbacks(height, radius, 0, margin);
gConvexes.push_back(cone);
PxRigidDynamic* actor = gPhysics->createRigidDynamic(pose);
actor->setActorFlag(PxActorFlag::eVISUALIZATION, true);
PxShape* shape = PxRigidActorExt::createExclusiveShape(*actor, PxCustomGeometry(*cone), *gMaterial);
shape->setFlag(PxShapeFlag::eVISUALIZATION, true);
PxRigidBodyExt::updateMassAndInertia(*actor, 100);
gScene->addActor(*actor);
gActors.push_back(actor);
RenderMesh* mesh = createRenderCone(height, radius, margin);
gMeshes.push_back(mesh);
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport, PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), true, gPvd);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
gDispatcher = PxDefaultCpuDispatcherCreate(2);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
gScene = gPhysics->createScene(sceneDesc);
gScene->setVisualizationParameter(PxVisualizationParameter::eCOLLISION_SHAPES, 1.0f);
gScene->setVisualizationParameter(PxVisualizationParameter::eSCALE, 1.0f);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if (pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
// Some custom convexes
float heights[] = { 1.0f, 1.25f, 1.5f, 1.75f };
float radiuss[] = { 0.3f, 0.35f, 0.4f, 0.45f };
float margins[] = { 0.0f, 0.05f, 0.1f, 0.15f };
for (int i = 0; i < 50; ++i)
{
float height = heights[rand() % (sizeof(heights) / sizeof(heights[0]))];
float raduis = radiuss[rand() % (sizeof(radiuss) / sizeof(radiuss[0]))];
float margin = margins[rand() % (sizeof(margins) / sizeof(margins[0]))];
float angle = PX_PIDIV2;
createCylinderActor(height, raduis, margin, (PxTransform(PxVec3(-2.0f, 2.0f + i * 2, 2.0f), PxQuat(angle, PxVec3(0.0f, 0.0f, 1.0f)))));
}
for (int i = 0; i < 50; ++i)
{
float height = heights[rand() % (sizeof(heights) / sizeof(heights[0]))];
float raduis = radiuss[rand() % (sizeof(radiuss) / sizeof(radiuss[0]))];
float margin = margins[rand() % (sizeof(margins) / sizeof(margins[0]))];
float angle = PX_PIDIV2;
createConeActor(height, raduis, margin, (PxTransform(PxVec3(2.0f, 2.0f + i * 2, -2.0f), PxQuat(angle, PxVec3(0, 0, 1)))));
}
// Ground plane
PxRigidStatic* planeActor = gPhysics->createRigidStatic(PxTransform(PxQuat(PX_PIDIV2, PxVec3(0.0f, 0.0f, 1.0f))));
PxRigidActorExt::createExclusiveShape(*planeActor, PxPlaneGeometry(), *gMaterial);
gScene->addActor(*planeActor);
}
void debugRender()
{
for (int i = 0; i < int(gConvexes.size()); ++i)
{
PxRigidActor* actor = gActors[i];
RenderMesh* mesh = gMeshes[i];
renderMesh(*mesh, actor->getGlobalPose(), !actor->is<PxRigidDynamic>() || actor->is<PxRigidDynamic>()->isSleeping());
}
int count = 20;
for (int i = 0; i < count; ++i)
{
float x = -count / 2.0f;
PxVec3 origin(x + i, 0.5f, x);
PxVec3 unitDir(0, 0, 1);
float maxDist = (float)count;
PxRaycastBuffer buffer;
gScene->raycast(origin, unitDir, maxDist, buffer);
renderRaycast(origin, unitDir, maxDist, buffer.hasBlock ? &buffer.block : nullptr);
}
for (int i = 0; i < count; ++i)
{
float x = -count / 2.0f;
PxVec3 origin(x, 0.5f, x + i);
PxVec3 unitDir(1, 0, 0);
float maxDist = (float)count;
PxVec3 halfExtents(0.2f, 0.1f, 0.4f);
PxSweepBuffer buffer;
gScene->sweep(PxBoxGeometry(halfExtents), PxTransform(origin), unitDir, maxDist, buffer);
renderSweepBox(origin, unitDir, maxDist, halfExtents, buffer.hasBlock ? &buffer.block : nullptr);
}
for (int i = 0; i < count; ++i)
{
float x = -count / 2.0f;
for (int j = 0; j < count; ++j)
{
PxVec3 origin(x + i, 0.0f, x + j);
PxVec3 halfExtents(0.4f, 0.1f, 0.4f);
PxOverlapBuffer buffer;
gScene->overlap(PxBoxGeometry(halfExtents), PxTransform(origin), buffer, PxQueryFilterData(PxQueryFlag::eANY_HIT | PxQueryFlag::eDYNAMIC));
renderOverlapBox(origin, halfExtents, buffer.hasAnyHits());
}
}
}
void stepPhysics(bool /*interactive*/)
{
gScene->simulate(1.0f / 60.0f);
gScene->fetchResults(true);
}
void cleanupPhysics(bool /*interactive*/)
{
while (!gConvexes.empty())
{
delete gConvexes.back();
gConvexes.pop_back();
}
while (!gMeshes.empty())
{
destroyRenderMesh(gMeshes.back());
gMeshes.pop_back();
}
while (!gActors.empty())
{
PX_RELEASE(gActors.back());
gActors.pop_back();
}
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
if (gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetCustomConvex done.\n");
}
void keyPress(unsigned char key, const PxTransform& camera)
{
switch (toupper(key))
{
case ' ': createDynamic(camera, PxSphereGeometry(1.0f), camera.rotate(PxVec3(0, 0, -1)) * 100, 3.0f); break;
}
}
int snippetMain(int, const char* const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for (PxU32 i = 0; i < frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
#else
int snippetMain(int, const char* const*)
{
return 0;
}
#endif
| 10,611 | C++ | 35.342466 | 145 | 0.725851 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetfrustumquery/SnippetFrustumQuery.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates how to use a PxBVH to implement view-frustum culling.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "foundation/PxArray.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#ifdef RENDER_SNIPPET
#include "../snippetrender/SnippetCamera.h"
#include "../snippetrender/SnippetRender.h"
#endif
//#define BENCHMARK_MODE
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
namespace
{
class CustomScene
{
public:
CustomScene();
~CustomScene();
void release();
void addGeom(const PxGeometry& geom, const PxTransform& pose);
void createBVH();
void render() const;
struct Object
{
PxGeometryHolder mGeom;
PxTransform mPose;
};
PxArray<Object> mObjects;
PxBVH* mBVH;
};
CustomScene::CustomScene() : mBVH(NULL)
{
}
CustomScene::~CustomScene()
{
}
void CustomScene::release()
{
PX_RELEASE(mBVH);
mObjects.reset();
PX_DELETE_THIS;
}
void CustomScene::addGeom(const PxGeometry& geom, const PxTransform& pose)
{
Object obj;
obj.mGeom.storeAny(geom);
obj.mPose = pose;
mObjects.pushBack(obj);
}
void CustomScene::createBVH()
{
const PxU32 nbObjects = mObjects.size();
PxBounds3* bounds = new PxBounds3[nbObjects];
for(PxU32 i=0;i<nbObjects;i++)
{
Object& obj = mObjects[i];
PxGeometryQuery::computeGeomBounds(bounds[i], obj.mGeom.any(), obj.mPose);
}
PxBVHDesc bvhDesc;
bvhDesc.bounds.count = nbObjects;
bvhDesc.bounds.data = bounds;
bvhDesc.bounds.stride = sizeof(PxBounds3);
bvhDesc.enlargement = 0.0f;
mBVH = PxCreateBVH(bvhDesc);
delete [] bounds;
}
enum FrustumPlaneIndex
{
FRUSTUM_PLANE_LEFT = 0,
FRUSTUM_PLANE_RIGHT = 1,
FRUSTUM_PLANE_TOP = 2,
FRUSTUM_PLANE_BOTTOM = 3,
FRUSTUM_PLANE_NEAR = 4,
FRUSTUM_PLANE_FAR = 5,
};
void CustomScene::render() const
{
#ifdef RENDER_SNIPPET
if(0)
{
// This codepath to draw all objects without culling
const PxVec3 color(1.0f, 0.5f, 0.25f);
for(PxU32 i=0;i<mObjects.size();i++)
{
const CustomScene::Object& obj = mObjects[i];
Snippets::renderGeoms(1, &obj.mGeom, &obj.mPose, false, color);
}
return;
}
// Extract planes from the view/proj matrices. You could also build them from the frustum's vertices.
PxPlane planes[6];
{
float VM[16];
glGetFloatv(GL_MODELVIEW_MATRIX, VM);
const PxMat44 ViewMatrix(VM);
float PM[16];
glGetFloatv(GL_PROJECTION_MATRIX, PM);
const PxMat44 ProjMatrix(PM);
const PxMat44 combo = ProjMatrix * ViewMatrix;
planes[FRUSTUM_PLANE_LEFT].n.x = -(combo.column0[3] + combo.column0[0]);
planes[FRUSTUM_PLANE_LEFT].n.y = -(combo.column1[3] + combo.column1[0]);
planes[FRUSTUM_PLANE_LEFT].n.z = -(combo.column2[3] + combo.column2[0]);
planes[FRUSTUM_PLANE_LEFT].d = -(combo.column3[3] + combo.column3[0]);
planes[FRUSTUM_PLANE_RIGHT].n.x = -(combo.column0[3] - combo.column0[0]);
planes[FRUSTUM_PLANE_RIGHT].n.y = -(combo.column1[3] - combo.column1[0]);
planes[FRUSTUM_PLANE_RIGHT].n.z = -(combo.column2[3] - combo.column2[0]);
planes[FRUSTUM_PLANE_RIGHT].d = -(combo.column3[3] - combo.column3[0]);
planes[FRUSTUM_PLANE_TOP].n.x = -(combo.column0[3] - combo.column0[1]);
planes[FRUSTUM_PLANE_TOP].n.y = -(combo.column1[3] - combo.column1[1]);
planes[FRUSTUM_PLANE_TOP].n.z = -(combo.column2[3] - combo.column2[1]);
planes[FRUSTUM_PLANE_TOP].d = -(combo.column3[3] - combo.column3[1]);
planes[FRUSTUM_PLANE_BOTTOM].n.x = -(combo.column0[3] + combo.column0[1]);
planes[FRUSTUM_PLANE_BOTTOM].n.y = -(combo.column1[3] + combo.column1[1]);
planes[FRUSTUM_PLANE_BOTTOM].n.z = -(combo.column2[3] + combo.column2[1]);
planes[FRUSTUM_PLANE_BOTTOM].d = -(combo.column3[3] + combo.column3[1]);
planes[FRUSTUM_PLANE_NEAR].n.x = -(combo.column0[3] + combo.column0[2]);
planes[FRUSTUM_PLANE_NEAR].n.y = -(combo.column1[3] + combo.column1[2]);
planes[FRUSTUM_PLANE_NEAR].n.z = -(combo.column2[3] + combo.column2[2]);
planes[FRUSTUM_PLANE_NEAR].d = -(combo.column3[3] + combo.column3[2]);
planes[FRUSTUM_PLANE_FAR].n.x = -(combo.column0[3] - combo.column0[2]);
planes[FRUSTUM_PLANE_FAR].n.y = -(combo.column1[3] - combo.column1[2]);
planes[FRUSTUM_PLANE_FAR].n.z = -(combo.column2[3] - combo.column2[2]);
planes[FRUSTUM_PLANE_FAR].d = -(combo.column3[3] - combo.column3[2]);
for(PxU32 i=0;i<6;i++)
planes[i].normalize();
}
if(mBVH)
{
struct LocalCB : PxBVH::OverlapCallback
{
LocalCB(const CustomScene& scene) : mScene(scene)
{
mVisibles.reserve(10000);
}
virtual bool reportHit(PxU32 boundsIndex)
{
mVisibles.pushBack(boundsIndex);
return true;
}
const CustomScene& mScene;
PxArray<PxU32> mVisibles;
LocalCB& operator=(const LocalCB&){return *this;}
};
LocalCB cb(*this);
#ifdef BENCHMARK_MODE
unsigned long long time = __rdtsc();
#endif
mBVH->cull(6, planes, cb);
char buffer[256];
#ifdef BENCHMARK_MODE
time = __rdtsc() - time;
sprintf(buffer, "%d visible objects (%d)\n", cb.mVisibles.size(), int(time/1024));
#else
sprintf(buffer, "%d visible objects\n", cb.mVisibles.size());
#endif
const PxVec3 color(1.0f, 0.5f, 0.25f);
for(PxU32 i=0;i<cb.mVisibles.size();i++)
{
const CustomScene::Object& obj = mObjects[cb.mVisibles[i]];
Snippets::renderGeoms(1, &obj.mGeom, &obj.mPose, false, color);
}
if(1)
{
const PxU32 nbObjects = mBVH->getNbBounds();
for(PxU32 i=0;i<nbObjects;i++)
Snippets::DrawBounds(mBVH->getBounds()[i]);
}
Snippets::print(buffer);
}
#endif
}
}
static PxConvexMesh* createConvexMesh(const PxVec3* verts, const PxU32 numVerts, const PxCookingParams& params)
{
PxConvexMeshDesc convexDesc;
convexDesc.points.count = numVerts;
convexDesc.points.stride = sizeof(PxVec3);
convexDesc.points.data = verts;
convexDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX;
return PxCreateConvexMesh(params, convexDesc);
}
static PxConvexMesh* createCylinderMesh(const PxF32 width, const PxF32 radius, const PxCookingParams& params)
{
PxVec3 points[2*16];
for(PxU32 i = 0; i < 16; i++)
{
const PxF32 cosTheta = PxCos(i*PxPi*2.0f/16.0f);
const PxF32 sinTheta = PxSin(i*PxPi*2.0f/16.0f);
const PxF32 y = radius*cosTheta;
const PxF32 z = radius*sinTheta;
points[2*i+0] = PxVec3(-width/2.0f, y, z);
points[2*i+1] = PxVec3(+width/2.0f, y, z);
}
return createConvexMesh(points, 32, params);
}
static void initScene()
{
}
static void releaseScene()
{
}
static PxConvexMesh* gConvexMesh = NULL;
static PxTriangleMesh* gTriangleMesh = NULL;
static CustomScene* gScene = NULL;
void renderScene()
{
if(gScene)
gScene->render();
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
const PxTolerancesScale scale;
PxCookingParams params(scale);
params.midphaseDesc.setToDefault(PxMeshMidPhase::eBVH34);
// params.midphaseDesc.mBVH34Desc.quantized = false;
params.meshPreprocessParams |= PxMeshPreprocessingFlag::eDISABLE_ACTIVE_EDGES_PRECOMPUTE;
params.meshPreprocessParams |= PxMeshPreprocessingFlag::eDISABLE_CLEAN_MESH;
gConvexMesh = createCylinderMesh(3.0f, 1.0f, params);
{
PxTriangleMeshDesc meshDesc;
meshDesc.points.count = SnippetUtils::Bunny_getNbVerts();
meshDesc.points.stride = sizeof(PxVec3);
meshDesc.points.data = SnippetUtils::Bunny_getVerts();
meshDesc.triangles.count = SnippetUtils::Bunny_getNbFaces();
meshDesc.triangles.stride = sizeof(int)*3;
meshDesc.triangles.data = SnippetUtils::Bunny_getFaces();
gTriangleMesh = PxCreateTriangleMesh(params, meshDesc);
}
gScene = new CustomScene;
#ifdef BENCHMARK_MODE
{
SnippetUtils::BasicRandom rnd(42);
PxVec3 v;
const float coeff = 30.0f;
for(int i=0;i<1000;i++)
{
rnd.unitRandomPt(v); v*=coeff;
gScene->addGeom(PxBoxGeometry(PxVec3(1.0f, 2.0f, 0.5f)), PxTransform(v+PxVec3(0.0f, 0.0f, 0.0f)));
rnd.unitRandomPt(v); v*=coeff;
gScene->addGeom(PxSphereGeometry(1.5f), PxTransform(v+PxVec3(4.0f, 0.0f, 0.0f)));
rnd.unitRandomPt(v); v*=coeff;
gScene->addGeom(PxCapsuleGeometry(1.0f, 1.0f), PxTransform(v+PxVec3(-4.0f, 0.0f, 0.0f)));
rnd.unitRandomPt(v); v*=coeff;
gScene->addGeom(PxConvexMeshGeometry(gConvexMesh), PxTransform(v+PxVec3(0.0f, 0.0f, 4.0f)));
rnd.unitRandomPt(v); v*=coeff;
gScene->addGeom(PxTriangleMeshGeometry(gTriangleMesh), PxTransform(v+PxVec3(0.0f, 0.0f, -4.0f)));
}
}
#else
{
gScene->addGeom(PxBoxGeometry(PxVec3(1.0f, 2.0f, 0.5f)), PxTransform(PxVec3(0.0f, 0.0f, 0.0f)));
gScene->addGeom(PxSphereGeometry(1.5f), PxTransform(PxVec3(4.0f, 0.0f, 0.0f)));
gScene->addGeom(PxCapsuleGeometry(1.0f, 1.0f), PxTransform(PxVec3(-4.0f, 0.0f, 0.0f)));
gScene->addGeom(PxConvexMeshGeometry(gConvexMesh), PxTransform(PxVec3(0.0f, 0.0f, 4.0f)));
gScene->addGeom(PxTriangleMeshGeometry(gTriangleMesh), PxTransform(PxVec3(0.0f, 0.0f, -4.0f)));
}
#endif
gScene->createBVH();
initScene();
}
void stepPhysics(bool /*interactive*/)
{
}
void cleanupPhysics(bool /*interactive*/)
{
releaseScene();
PX_RELEASE(gScene);
PX_RELEASE(gConvexMesh);
PX_RELEASE(gFoundation);
printf("SnippetFrustumQuery done.\n");
}
void keyPress(unsigned char /*key*/, const PxTransform& /*camera*/)
{
/* if(key >= 1 && key <= gScenarioCount)
{
gScenario = key - 1;
releaseScene();
initScene();
}
if(key == 'r' || key == 'R')
{
releaseScene();
initScene();
}*/
}
int snippetMain(int, const char*const*)
{
printf("Frustum query snippet.\n");
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 11,648 | C++ | 27.905707 | 111 | 0.696085 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetcustomgeometrycollision/SnippetCustomGeometryCollision.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet shows how to implement custom geometries generateContacts
// callback, using PhysX Immediate Mode contacts generation.
// ****************************************************************************
#include <ctype.h>
#include <vector>
#include "PxPhysicsAPI.h"
#include "PxImmediateMode.h"
#include "geomutils/PxContactBuffer.h"
// temporary disable this snippet, cannot work without rendering we cannot include GL directly
#ifdef RENDER_SNIPPET
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#include "../snippetrender/SnippetRender.h"
using namespace physx;
/*
10x10 grid of boxes with even boxes removed.
*/
struct CheckerBoard : PxCustomGeometry::Callbacks
{
int boardSize;
float boxExtent;
DECLARE_CUSTOM_GEOMETRY_TYPE
CheckerBoard()
:
boardSize(10),
boxExtent(10.0f)
{}
struct ContactRecorder : immediate::PxContactRecorder
{
PxContactBuffer* contactBuffer;
ContactRecorder(PxContactBuffer& _contactBuffer) : contactBuffer(&_contactBuffer) {}
virtual bool recordContacts(const PxContactPoint* contactPoints, PxU32 nbContacts, PxU32 /*index*/)
{
for (PxU32 i = 0; i < nbContacts; ++i)
if (!contactBuffer->contact(contactPoints[i]))
return false;
return true;
}
};
struct ContactCacheAllocator : PxCacheAllocator
{
PxU8 buffer[1024];
ContactCacheAllocator() { memset(buffer, 0, sizeof(buffer)); }
virtual PxU8* allocateCacheData(const PxU32 /*byteSize*/) { return (PxU8*)(size_t(buffer + 0xf) & ~0xf); }
};
PxBounds3 getBoardLocalBounds() const
{
return PxBounds3(-PxVec3(boardSize * boxExtent * 0.5f, boxExtent * 0.5f, boardSize * boxExtent * 0.5f),
PxVec3(boardSize * boxExtent * 0.5f, boxExtent * 0.5f, boardSize * boxExtent * 0.5f));
}
virtual PxBounds3 getLocalBounds(const PxGeometry&) const
{
return getBoardLocalBounds();
}
virtual bool generateContacts(const PxGeometry&, const PxGeometry& geom1, const PxTransform& pose0, const PxTransform& pose1,
const PxReal contactDistance, const PxReal meshContactMargin, const PxReal toleranceLength,
PxContactBuffer& contactBuffer) const
{
PxBoxGeometry boxGeom(PxVec3(boxExtent * 0.5f));
PxGeometry* pGeom0 = &boxGeom;
const PxGeometry* pGeom1 = &geom1;
PxTransform pose1in0 = pose0.transformInv(pose1);
PxBounds3 bounds1; PxGeometryQuery::computeGeomBounds(bounds1, geom1, pose1in0, contactDistance);
ContactRecorder contactRecorder(contactBuffer);
PxCache contactCache;
ContactCacheAllocator contactCacheAllocator;
PxBounds3 bounds0 = getBoardLocalBounds();
PxVec3 s = bounds1.minimum + bounds0.getExtents();
PxVec3 e = bounds1.maximum + bounds0.getExtents();
int sx = int(PxFloor(s.x / boxExtent));
int sy = int(PxFloor(s.y / boxExtent));
int sz = int(PxFloor(s.z / boxExtent));
int ex = int(PxFloor(e.x / boxExtent));
int ey = int(PxFloor(e.y / boxExtent));
int ez = int(PxFloor(e.z / boxExtent));
for (int x = sx; x <= ex; ++x)
for (int y = sy; y <= ey; ++y)
for (int z = sz; z <= ez; ++z)
if (x >= 0 && x < boardSize &&
y >= 0 && y < boardSize &&
z >= 0 && z < boardSize &&
(x + z) & 1 &&
y == 0)
{
PxVec3 boxPos = PxVec3((x + 0.5f) * boxExtent, (y + 0.5f) * boxExtent, (z + 0.5f) * boxExtent) - bounds0.getExtents();
PxTransform p0 = pose0.transform(PxTransform(boxPos));
immediate::PxGenerateContacts(&pGeom0, &pGeom1, &p0, &pose1, &contactCache, 1, contactRecorder,
contactDistance, meshContactMargin, toleranceLength, contactCacheAllocator);
}
return true;
}
virtual PxU32 raycast(const PxVec3&, const PxVec3&, const PxGeometry&, const PxTransform&,
PxReal, PxHitFlags, PxU32, PxGeomRaycastHit*, PxU32, PxRaycastThreadContext*) const
{
return 0;
}
virtual bool overlap(const PxGeometry&, const PxTransform&, const PxGeometry&, const PxTransform&, PxOverlapThreadContext*) const
{
return false;
}
virtual bool sweep(const PxVec3&, const PxReal,
const PxGeometry&, const PxTransform&, const PxGeometry&, const PxTransform&,
PxGeomSweepHit&, PxHitFlags, const PxReal, PxSweepThreadContext*) const
{
return false;
}
virtual void visualize(const PxGeometry&, PxRenderOutput&, const PxTransform&, const PxBounds3&) const {}
virtual void computeMassProperties(const physx::PxGeometry&, physx::PxMassProperties&) const {}
virtual bool usePersistentContactManifold(const PxGeometry&, PxReal&) const { return false; }
};
IMPLEMENT_CUSTOM_GEOMETRY_TYPE(CheckerBoard)
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
static PxRigidStatic* gActor = NULL;
static CheckerBoard gCheckerBoard;
static PxRigidDynamic* createDynamic(const PxTransform& t, const PxGeometry& geometry, const PxVec3& velocity = PxVec3(0), PxReal density = 1.0f)
{
PxRigidDynamic* dynamic = PxCreateDynamic(*gPhysics, t, geometry, *gMaterial, density);
dynamic->setLinearVelocity(velocity);
gScene->addActor(*dynamic);
return dynamic;
}
static void createStack(const PxTransform& t, PxU32 size, PxReal halfExtent)
{
PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfExtent, halfExtent, halfExtent), *gMaterial);
for (PxU32 i = 0; i < size; i++)
{
for (PxU32 j = 0; j < size - i; j++)
{
PxTransform localTm(PxVec3(PxReal(j * 2) - PxReal(size - i), PxReal(i * 2 + 1), 0) * halfExtent);
PxRigidDynamic* body = gPhysics->createRigidDynamic(t.transform(localTm));
body->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*body, 10.0f);
gScene->addActor(*body);
}
}
shape->release();
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport, PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), true, gPvd);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f * 3, 0.0f);
gDispatcher = PxDefaultCpuDispatcherCreate(2);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if (pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
// Create checker board actor
PxRigidStatic* checkerBoardActor = gPhysics->createRigidStatic(PxTransform(PxVec3(0, gCheckerBoard.boxExtent * 0.5f, 0)));
PxRigidActorExt::createExclusiveShape(*checkerBoardActor, PxCustomGeometry(gCheckerBoard), *gMaterial);
gScene->addActor(*checkerBoardActor);
gActor = checkerBoardActor;
// Ground plane
PxRigidStatic* planeActor = gPhysics->createRigidStatic(PxTransform(PxQuat(PX_PIDIV2, PxVec3(0, 0, 1))));
PxRigidActorExt::createExclusiveShape(*planeActor, PxPlaneGeometry(), *gMaterial);
gScene->addActor(*planeActor);
createStack(PxTransform(PxVec3(0, 22, 0)), 10, 2.0f);
}
void debugRender()
{
float boxExtent = gCheckerBoard.boxExtent;
PxBounds3 boardBounds = gCheckerBoard.getBoardLocalBounds();
PxGeometryHolder geom;
geom.storeAny(PxBoxGeometry(PxVec3(boxExtent * 0.5f)));
for (int x = 0; x < gCheckerBoard.boardSize; ++x)
for (int y = 0; y < 1; ++y)
for (int z = 0; z < gCheckerBoard.boardSize; ++z)
if ((x + z) & 1)
{
PxVec3 boxPos = PxVec3((x + 0.5f) * boxExtent, (y + 0.5f) * boxExtent, (z + 0.5f) * boxExtent) - boardBounds.getExtents();
PxTransform pose = gActor->getGlobalPose().transform(PxTransform(boxPos));
Snippets::renderGeoms(1, &geom, &pose, false, PxVec3(0.5f));
}
}
void stepPhysics(bool /*interactive*/)
{
gScene->simulate(1.0f / 60.0f);
gScene->fetchResults(true);
}
void cleanupPhysics(bool /*interactive*/)
{
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
if (gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetGeometryCollision done.\n");
}
void keyPress(unsigned char key, const PxTransform& camera)
{
switch (toupper(key))
{
case ' ': createDynamic(camera, PxSphereGeometry(3.0f), camera.rotate(PxVec3(0, 0, -1)) * 200, 3.0f); break;
}
}
int snippetMain(int, const char* const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for (PxU32 i = 0; i < frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
#else
int snippetMain(int, const char* const*)
{
return 0;
}
#endif
| 10,932 | C++ | 34.381877 | 145 | 0.722558 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetmultithreading/SnippetMultiThreading.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet shows how to coordinate threads performing asynchronous
// work during the scene simulation. After simulate() is called, user threads
// are started that perform ray-casts against the scene. The call to
// fetchResults() is delayed until all ray-casts have completed.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetutils/SnippetUtils.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
struct RaycastThread
{
SnippetUtils::Sync* mWorkReadySyncHandle;
SnippetUtils::Thread* mThreadHandle;
};
const PxU32 gNumThreads = 1;
RaycastThread gThreads[gNumThreads];
SnippetUtils::Sync* gWorkDoneSyncHandle;
const PxI32 gRayCount = 1024;
volatile PxI32 gRaysAvailable;
volatile PxI32 gRaysCompleted;
static PxVec3 randVec3()
{
return (PxVec3(float(rand())/float(RAND_MAX),
float(rand())/float(RAND_MAX),
float(rand())/float(RAND_MAX))*2.0f - PxVec3(1.0f)).getNormalized();
}
static void threadExecute(void* data)
{
RaycastThread* raycastThread = static_cast<RaycastThread*>(data);
// Perform random raycasts against the scene until stop.
for(;;)
{
// Wait here for the sync to be set then reset the sync
// to ensure that we only perform raycast work after the
// sync has been set again.
SnippetUtils::syncWait(raycastThread->mWorkReadySyncHandle);
SnippetUtils::syncReset(raycastThread->mWorkReadySyncHandle);
// If the thread has been signaled to quit then exit this function.
if (SnippetUtils::threadQuitIsSignalled(raycastThread->mThreadHandle))
break;
// Perform a fixed number of random raycasts against the scene
// and share the work between multiple threads.
while (SnippetUtils::atomicDecrement(&gRaysAvailable) >= 0)
{
PxVec3 dir = randVec3();
PxRaycastBuffer buf;
gScene->raycast(PxVec3(0.0f), dir.getNormalized(), 1000.0f, buf, PxHitFlag::eDEFAULT);
// If this is the last raycast then signal this to the main thread.
if (SnippetUtils::atomicIncrement(&gRaysCompleted) == gRayCount)
{
SnippetUtils::syncSet(gWorkDoneSyncHandle);
}
}
}
// Quit the current thread.
SnippetUtils::threadQuit(raycastThread->mThreadHandle);
}
void createStack(const PxTransform& t, PxU32 size, PxReal halfExtent)
{
PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfExtent, halfExtent, halfExtent), *gMaterial);
for(PxU32 i=0; i<size;i++)
{
for(PxU32 j=0;j<size-i;j++)
{
PxTransform localTm(PxVec3(PxReal(j*2) - PxReal(size-i), PxReal(i*2+1), 0) * halfExtent);
PxRigidDynamic* body = gPhysics->createRigidDynamic(t.transform(localTm));
body->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*body, 10.0f);
gScene->addActor(*body);
}
}
shape->release();
}
void createPhysicsAndScene()
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true,gPvd);
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
PxU32 numCores = SnippetUtils::getNbPhysicalCores();
gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
gScene = gPhysics->createScene(sceneDesc);
PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial);
gScene->addActor(*groundPlane);
for(PxU32 i=0;i<5;i++)
createStack(PxTransform(PxVec3(0,0,i*10.0f)), 10, 2.0f);
}
void createRaycastThreads()
{
// Create and start threads that will perform raycasts.
// Create a sync for each thread so that a signal may be sent
// from the main thread to the raycast thread that it can start
// performing raycasts.
for (PxU32 i=0; i < gNumThreads; ++i)
{
//Create a sync.
gThreads[i].mWorkReadySyncHandle = SnippetUtils::syncCreate();
//Create and start a thread.
gThreads[i].mThreadHandle = SnippetUtils::threadCreate(threadExecute, &gThreads[i]);
}
// Create another sync so that the raycast threads can signal to the main
// thread that they have finished performing their raycasts.
gWorkDoneSyncHandle = SnippetUtils::syncCreate();
}
void initPhysics()
{
createPhysicsAndScene();
createRaycastThreads();
}
void stepPhysics()
{
// Start simulation
gScene->simulate(1.0f/60.0f);
// Start ray-cast threads
gRaysAvailable = gRayCount;
gRaysCompleted = 0;
// Signal to each raycast thread that they can start performing raycasts.
for (PxU32 i=0; i < gNumThreads; ++i)
{
SnippetUtils::syncSet(gThreads[i].mWorkReadySyncHandle);
}
// Wait for raycast threads to finish.
SnippetUtils::syncWait(gWorkDoneSyncHandle);
SnippetUtils::syncReset(gWorkDoneSyncHandle);
// Fetch simulation results
gScene->fetchResults(true);
}
void cleanupPhysics()
{
// Signal threads to quit.
for (PxU32 i=0; i < gNumThreads; ++i)
{
SnippetUtils::threadSignalQuit(gThreads[i].mThreadHandle);
SnippetUtils::syncSet(gThreads[i].mWorkReadySyncHandle);
}
// Clean up raycast threads and syncs.
for (PxU32 i=0; i < gNumThreads; ++i)
{
SnippetUtils::threadWaitForQuit(gThreads[i].mThreadHandle);
SnippetUtils::threadRelease(gThreads[i].mThreadHandle);
SnippetUtils::syncRelease(gThreads[i].mWorkReadySyncHandle);
}
// Clean up the sync for the main thread.
SnippetUtils::syncRelease(gWorkDoneSyncHandle);
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetMultiThreading done.\n");
}
int snippetMain(int, const char*const*)
{
initPhysics();
for(PxU32 i=0; i<100; ++i)
stepPhysics();
cleanupPhysics();
return 0;
}
| 8,278 | C++ | 31.339844 | 103 | 0.729041 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetjoint/SnippetJoint.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates simple use of joints in physx
//
// It creates a chain of objects joined by limited spherical joints, a chain
// joined by fixed joints which is breakable, and a chain of damped D6 joints
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
static PxRigidDynamic* createDynamic(const PxTransform& t, const PxGeometry& geometry, const PxVec3& velocity=PxVec3(0))
{
PxRigidDynamic* dynamic = PxCreateDynamic(*gPhysics, t, geometry, *gMaterial, 10.0f);
dynamic->setAngularDamping(0.5f);
dynamic->setLinearVelocity(velocity);
gScene->addActor(*dynamic);
return dynamic;
}
// spherical joint limited to an angle of at most pi/4 radians (45 degrees)
static PxJoint* createLimitedSpherical(PxRigidActor* a0, const PxTransform& t0, PxRigidActor* a1, const PxTransform& t1)
{
PxSphericalJoint* j = PxSphericalJointCreate(*gPhysics, a0, t0, a1, t1);
j->setLimitCone(PxJointLimitCone(PxPi/4, PxPi/4));
j->setSphericalJointFlag(PxSphericalJointFlag::eLIMIT_ENABLED, true);
return j;
}
// fixed, breakable joint
static PxJoint* createBreakableFixed(PxRigidActor* a0, const PxTransform& t0, PxRigidActor* a1, const PxTransform& t1)
{
PxFixedJoint* j = PxFixedJointCreate(*gPhysics, a0, t0, a1, t1);
j->setBreakForce(1000, 100000);
j->setConstraintFlag(PxConstraintFlag::eDRIVE_LIMITS_ARE_FORCES, true);
j->setConstraintFlag(PxConstraintFlag::eDISABLE_PREPROCESSING, true);
return j;
}
// D6 joint with a spring maintaining its position
static PxJoint* createDampedD6(PxRigidActor* a0, const PxTransform& t0, PxRigidActor* a1, const PxTransform& t1)
{
PxD6Joint* j = PxD6JointCreate(*gPhysics, a0, t0, a1, t1);
j->setMotion(PxD6Axis::eSWING1, PxD6Motion::eFREE);
j->setMotion(PxD6Axis::eSWING2, PxD6Motion::eFREE);
j->setMotion(PxD6Axis::eTWIST, PxD6Motion::eFREE);
j->setDrive(PxD6Drive::eSLERP, PxD6JointDrive(0, 1000, FLT_MAX, true));
return j;
}
typedef PxJoint* (*JointCreateFunction)(PxRigidActor* a0, const PxTransform& t0, PxRigidActor* a1, const PxTransform& t1);
// create a chain rooted at the origin and extending along the x-axis, all transformed by the argument t.
static void createChain(const PxTransform& t, PxU32 length, const PxGeometry& g, PxReal separation, JointCreateFunction createJoint)
{
PxVec3 offset(separation/2, 0, 0);
PxTransform localTm(offset);
PxRigidDynamic* prev = NULL;
for(PxU32 i=0;i<length;i++)
{
PxRigidDynamic* current = PxCreateDynamic(*gPhysics, t*localTm, g, *gMaterial, 1.0f);
(*createJoint)(prev, prev ? PxTransform(offset) : t, current, PxTransform(-offset));
gScene->addActor(*current);
prev = current;
localTm.p.x += separation;
}
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true, gPvd);
PxInitExtensions(*gPhysics, gPvd);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
gDispatcher = PxDefaultCpuDispatcherCreate(2);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial);
gScene->addActor(*groundPlane);
createChain(PxTransform(PxVec3(0.0f, 20.0f, 0.0f)), 5, PxBoxGeometry(2.0f, 0.5f, 0.5f), 4.0f, createLimitedSpherical);
createChain(PxTransform(PxVec3(0.0f, 20.0f, -10.0f)), 5, PxBoxGeometry(2.0f, 0.5f, 0.5f), 4.0f, createBreakableFixed);
createChain(PxTransform(PxVec3(0.0f, 20.0f, -20.0f)), 5, PxBoxGeometry(2.0f, 0.5f, 0.5f), 4.0f, createDampedD6);
}
void stepPhysics(bool /*interactive*/)
{
gScene->simulate(1.0f/60.0f);
gScene->fetchResults(true);
}
void cleanupPhysics(bool /*interactive*/)
{
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PxCloseExtensions();
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetJoint done.\n");
}
void keyPress(unsigned char key, const PxTransform& camera)
{
switch(toupper(key))
{
case ' ': createDynamic(camera, PxSphereGeometry(3.0f), camera.rotate(PxVec3(0,0,-1))*200); break;
}
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 7,443 | C++ | 37.569948 | 132 | 0.738412 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetpbfmultimat/SnippetPBFMultiMat.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates fluid simulation using multiple materials. It
// creates a container and drops a body of water. The dynamics of the fluid
// is computed using Position-based Fluid (PBF) which is a purely
// particle-based algorithm.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#include "extensions/PxParticleExt.h"
using namespace physx;
using namespace ExtGpu;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
static PxPBDParticleSystem* gParticleSystem = NULL;
static PxParticleBuffer* gParticleBuffer = NULL;
static bool gIsRunning = true;
static void initScene()
{
PxCudaContextManager* cudaContextManager = NULL;
if (PxGetSuggestedCudaDeviceOrdinal(gFoundation->getErrorCallback()) >= 0)
{
// initialize CUDA
PxCudaContextManagerDesc cudaContextManagerDesc;
cudaContextManager = PxCreateCudaContextManager(*gFoundation, cudaContextManagerDesc, PxGetProfilerCallback());
if (cudaContextManager && !cudaContextManager->contextIsValid())
{
cudaContextManager->release();
cudaContextManager = NULL;
}
}
if (cudaContextManager == NULL)
{
PxGetFoundation().error(PxErrorCode::eINVALID_OPERATION, PX_FL, "Failed to initialize CUDA!\n");
}
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
gDispatcher = PxDefaultCpuDispatcherCreate(2);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
sceneDesc.cudaContextManager = cudaContextManager;
sceneDesc.staticStructure = PxPruningStructureType::eDYNAMIC_AABB_TREE;
sceneDesc.flags |= PxSceneFlag::eENABLE_PCM;
sceneDesc.flags |= PxSceneFlag::eENABLE_GPU_DYNAMICS;
sceneDesc.broadPhaseType = PxBroadPhaseType::eGPU;
gScene = gPhysics->createScene(sceneDesc);
}
static void initParticles(const PxU32 numX, const PxU32 numY, const PxU32 numZ, const PxVec3& position = PxVec3(0, 0, 0), const PxReal particleSpacing = 0.2f, const PxReal fluidDensity = 1000.f)
{
PxCudaContextManager* cudaContextManager = gScene->getCudaContextManager();
if (cudaContextManager == NULL)
return;
const PxU32 maxParticles = numX * numY * numZ;
gParticleSystem = gPhysics->createPBDParticleSystem(*cudaContextManager, 96);
// General particle system setting
const PxReal restOffset = 0.5f * particleSpacing / 0.6f;
const PxReal solidRestOffset = restOffset;
const PxReal fluidRestOffset = restOffset * 0.6f;
const PxReal particleMass = fluidDensity * 1.333f * 3.14159f * particleSpacing * particleSpacing * particleSpacing;
gParticleSystem->setRestOffset(restOffset);
gParticleSystem->setContactOffset(restOffset + 0.01f);
gParticleSystem->setParticleContactOffset(PxMax(solidRestOffset + 0.01f, fluidRestOffset / 0.6f));
gParticleSystem->setSolidRestOffset(solidRestOffset);
gParticleSystem->setFluidRestOffset(fluidRestOffset);
gParticleSystem->enableCCD(false);
gScene->addActor(*gParticleSystem);
// Create particles and add them to the particle system
PxU32* phase = cudaContextManager->allocPinnedHostBuffer<PxU32>(maxParticles);
PxVec4* positionInvMass = cudaContextManager->allocPinnedHostBuffer<PxVec4>(maxParticles);
PxVec4* velocity = cudaContextManager->allocPinnedHostBuffer<PxVec4>(maxParticles);
// We are applying different material parameters for each section
const PxU32 maxMaterials = 3;
PxU32 phases[maxMaterials];
for (PxU32 i = 0; i < maxMaterials; ++i)
{
PxPBDMaterial* mat = gPhysics->createPBDMaterial(0.05f, i / (maxMaterials - 1.0f), 0.f, 10.002f* (i + 1), 0.5f, 0.005f * i, 0.01f, 0.f, 0.f);
phases[i] = gParticleSystem->createPhase(mat, PxParticlePhaseFlags(PxParticlePhaseFlag::eParticlePhaseFluid | PxParticlePhaseFlag::eParticlePhaseSelfCollide));
}
PxReal x = position.x;
PxReal y = position.y;
PxReal z = position.z;
for (PxU32 i = 0; i < numX; ++i)
{
for (PxU32 j = 0; j < numY; ++j)
{
for (PxU32 k = 0; k < numZ; ++k)
{
const PxU32 index = i * (numY * numZ) + j * numZ + k;
const PxU16 matIndex = (PxU16)(i * maxMaterials / numX);
const PxVec4 pos(x, y, z, 1.0f / particleMass);
phase[index] = phases[matIndex];
positionInvMass[index] = pos;
velocity[index] = PxVec4(0.0f);
z += particleSpacing;
}
z = position.z;
y += particleSpacing;
}
y = position.y;
x += particleSpacing;
}
ExtGpu::PxParticleBufferDesc bufferDesc;
bufferDesc.maxParticles = maxParticles;
bufferDesc.numActiveParticles = maxParticles;
bufferDesc.positions = positionInvMass;
bufferDesc.velocities = velocity;
bufferDesc.phases = phase;
gParticleBuffer = physx::ExtGpu::PxCreateAndPopulateParticleBuffer(bufferDesc, cudaContextManager);
gParticleSystem->addParticleBuffer(gParticleBuffer);
cudaContextManager->freePinnedHostBuffer(positionInvMass);
cudaContextManager->freePinnedHostBuffer(velocity);
cudaContextManager->freePinnedHostBuffer(phase);
}
PxParticleSystem* getParticleSystem()
{
return gParticleSystem;
}
PxParticleBuffer* getParticleBuffer()
{
return gParticleBuffer;
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true,gPvd);
initScene();
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
// Setup PBF
const PxReal fluidDensity = 1000.0f;
initParticles(60, 80, 30, PxVec3(-2.5f, 3.f, -2.5f), 0.1f, fluidDensity);
// Setup container
gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(0.f, 1.f, 0.f, 0.f), *gMaterial));
gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(1.f, 0.f, 0.f, 6.f), *gMaterial));
gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(-1.f, 0.f, 0.f, 6.f), *gMaterial));
gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(0.f, 0.f, 1.f, 6.f), *gMaterial));
gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(0.f, 0.f, -1.f, 6.f), *gMaterial));
// Setup rigid bodies
const PxReal dynamicsDensity = fluidDensity * 0.2f;
const PxReal boxSize = 1.0f;
const PxReal boxMass = boxSize * boxSize * boxSize * dynamicsDensity;
PxShape* shape = gPhysics->createShape(PxBoxGeometry(0.5f * boxSize, 0.5f * boxSize, 0.5f * boxSize), *gMaterial);
for (int i = 0; i < 5; ++i)
{
PxRigidDynamic* body = gPhysics->createRigidDynamic(PxTransform(PxVec3(i - 3.0f, 10, 1)));
body->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*body, boxMass);
gScene->addActor(*body);
}
shape->release();
}
void stepPhysics(bool /*interactive*/)
{
if (gIsRunning)
{
gScene->simulate(1.0f / 60.0f);
gScene->fetchResults(true);
gScene->fetchResultsParticleSystem();
}
}
void cleanupPhysics(bool /*interactive*/)
{
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetPBFFluid done.\n");
}
void keyPress(unsigned char key, const PxTransform& /*camera*/)
{
switch(toupper(key))
{
case 'P': gIsRunning = !gIsRunning; break;
}
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 10,081 | C++ | 35.528985 | 194 | 0.736832 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetpbfmultimat/SnippetPBFMultiMatRender.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifdef RENDER_SNIPPET
#include <vector>
#include "PxPhysicsAPI.h"
#include "cudamanager/PxCudaContext.h"
#include "cudamanager/PxCudaContextManager.h"
#include "../snippetrender/SnippetRender.h"
#include "../snippetrender/SnippetCamera.h"
#define CUDA_SUCCESS 0
using namespace physx;
extern void initPhysics(bool interactive);
extern void stepPhysics(bool interactive);
extern void cleanupPhysics(bool interactive);
extern void keyPress(unsigned char key, const PxTransform& camera);
extern PxParticleSystem* getParticleSystem();
extern PxParticleBuffer* getParticleBuffer();
namespace
{
Snippets::Camera* sCamera;
PxArray<PxVec4>* sPosBufferH;
PxArray<PxVec3>* sPosBuffer3H;
PxArray<PxVec4>* sVelBufferH;
PxArray<PxU32>* sPhasesH;
PxArray<PxVec3>* sColorBuffer3H;
void copyVec4ToVec3(PxArray<PxVec3>& vec3s, const PxArray<PxVec4>& vec4s)
{
for (PxU32 i = 0; i < vec4s.size(); ++i)
vec3s[i] = vec4s[i].getXYZ();
}
PxU32 getGroup(PxU32 phase)
{
return phase & PxParticlePhaseFlag::eParticlePhaseGroupMask;
}
void mapVec4ToColor3(PxArray<PxVec3>& colors, const PxArray<PxVec4>& vec4s, const PxArray<PxU32>& phases)
{
for (PxU32 i = 0; i < vec4s.size(); ++i)
{
float mag = vec4s[i].getXYZ().magnitude();
float c = PxMin(0.1f * mag, 1.0f);
switch (getGroup(phases[i]) % 6)
{
case 0:
colors[i] = PxVec3(1.0f, c, c);
break;
case 1:
colors[i] = PxVec3(c, 1.0f, c);
break;
case 2:
colors[i] = PxVec3(c, c, 1.0f);
break;
case 3:
colors[i] = PxVec3(c, 1.0f, 1.0f);
break;
case 4:
colors[i] = PxVec3(1.0f, c, 1.0f);
break;
case 5:
colors[i] = PxVec3(1.0f, 1.0f, c);
break;
default:
colors[i] = PxVec3(c, c, c);
}
}
}
void onBeforeRenderParticles()
{
PxParticleSystem* particleSystem = getParticleSystem();
if (particleSystem)
{
PxParticleBuffer* userBuffer = getParticleBuffer();
PxVec4* positions = userBuffer->getPositionInvMasses();
PxVec4* vels = userBuffer->getVelocities();
PxU32* phases = userBuffer->getPhases();
const PxU32 numParticles = userBuffer->getNbActiveParticles();
PxScene* scene;
PxGetPhysics().getScenes(&scene, 1);
PxCudaContextManager* cudaContextManager = scene->getCudaContextManager();
cudaContextManager->acquireContext();
PxCudaContext* cudaContext = cudaContextManager->getCudaContext();
cudaContext->memcpyDtoH(sPosBufferH->begin(), CUdeviceptr(positions), sizeof(PxVec4) * numParticles);
cudaContext->memcpyDtoH(sVelBufferH->begin(), CUdeviceptr(vels), sizeof(PxVec4) * numParticles);
cudaContext->memcpyDtoH(sPhasesH->begin(), CUdeviceptr(phases), sizeof(PxU32) * numParticles);
copyVec4ToVec3(*sPosBuffer3H, *sPosBufferH);
mapVec4ToColor3(*sColorBuffer3H, *sVelBufferH, *sPhasesH);
cudaContextManager->releaseContext();
}
}
void renderParticles()
{
Snippets::DrawPoints(*sPosBuffer3H, *sColorBuffer3H, 2.0f);
}
void allocParticleBuffers()
{
PxParticleSystem* particleSystem = getParticleSystem();
//const PxU32 maxParticles = particleSystem->getMaxParticles();
if (particleSystem)
{
PxParticleBuffer* userBuffer = getParticleBuffer();
const PxU32 maxParticles = userBuffer->getMaxParticles();
sPosBufferH = new PxArray<PxVec4>(maxParticles);
sPosBuffer3H = new PxArray<PxVec3>(maxParticles);
sVelBufferH = new PxArray<PxVec4>(maxParticles);
sColorBuffer3H = new PxArray<PxVec3>(maxParticles);
sPhasesH = new PxArray<PxU32>(maxParticles);
}
}
void clearupParticleBuffers()
{
delete sPosBuffer3H;
delete sPosBufferH;
delete sVelBufferH;
delete sColorBuffer3H;
delete sPhasesH;
}
void renderCallback()
{
onBeforeRenderParticles();
stepPhysics(true);
Snippets::startRender(sCamera);
PxScene* scene;
PxGetPhysics().getScenes(&scene,1);
PxU32 nbActors = scene->getNbActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC);
if(nbActors)
{
std::vector<PxRigidActor*> actors(nbActors);
scene->getActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC, reinterpret_cast<PxActor**>(&actors[0]), nbActors);
Snippets::renderActors(&actors[0], static_cast<PxU32>(actors.size()), true);
}
renderParticles();
Snippets::finishRender();
}
void cleanup()
{
delete sCamera;
clearupParticleBuffers();
cleanupPhysics(true);
}
void exitCallback(void)
{
}
}
void renderLoop()
{
sCamera = new Snippets::Camera(PxVec3(15.0f, 10.0f, 15.0f), PxVec3(-0.6f,-0.2f,-0.6f));
Snippets::setupDefault("PhysX Snippet PBFFluid", sCamera, keyPress, renderCallback, exitCallback);
initPhysics(true);
allocParticleBuffers();
glutMainLoop();
cleanup();
}
#endif
| 6,276 | C++ | 27.531818 | 136 | 0.739962 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetquerysystemcustomcompound/SnippetQuerySystemCustomCompound.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet demonstrates how to re-implement a 'compound pruner' in
// Gu::QuerySystem using PxCustomGeometry objects.
//
// Please get yourself familiar with SnippetQuerySystemAllQueries first.
//
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "GuQuerySystem.h"
#include "GuFactory.h"
#include "foundation/PxArray.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#ifdef RENDER_SNIPPET
#include "../snippetrender/SnippetCamera.h"
#include "../snippetrender/SnippetRender.h"
#endif
using namespace physx;
using namespace Gu;
#ifdef RENDER_SNIPPET
using namespace Snippets;
#endif
#define MAX_SHAPES_PER_COMPOUND 8
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxConvexMesh* gConvexMesh = NULL;
static PxTriangleMesh* gTriangleMesh = NULL;
static const bool gManualBoundsComputation = false;
static const bool gUseDelayedUpdates = true;
static const float gBoundsInflation = 0.001f;
static bool gPause = false;
static bool gOneFrame = false;
enum QueryScenario
{
RAYCAST_CLOSEST,
RAYCAST_ANY,
RAYCAST_MULTIPLE,
SWEEP_CLOSEST,
SWEEP_ANY,
SWEEP_MULTIPLE,
OVERLAP_ANY,
OVERLAP_MULTIPLE,
NB_SCENES
};
static QueryScenario gSceneIndex = RAYCAST_CLOSEST;
// Tweak number of created objects per scene
static const PxU32 gFactor[NB_SCENES] = { 2, 1, 2, 2, 1, 2, 1, 2 };
// Tweak amplitude of created objects per scene
static const float gAmplitude[NB_SCENES] = { 4.0f, 4.0f, 4.0f, 4.0f, 8.0f, 4.0f, 4.0f, 4.0f };
static const PxVec3 gCamPos[NB_SCENES] = {
PxVec3(-2.199769f, 3.448516f, 10.943871f),
PxVec3(-2.199769f, 3.448516f, 10.943871f),
PxVec3(-2.199769f, 3.448516f, 10.943871f),
PxVec3(-2.199769f, 3.448516f, 10.943871f),
PxVec3(-3.404853f, 4.865191f, 17.692263f),
PxVec3(-2.199769f, 3.448516f, 10.943871f),
PxVec3(-2.199769f, 3.448516f, 10.943871f),
PxVec3(-2.199769f, 3.448516f, 10.943871f),
};
static const PxVec3 gCamDir[NB_SCENES] = {
PxVec3(0.172155f, -0.202382f, -0.964056f),
PxVec3(0.172155f, -0.202382f, -0.964056f),
PxVec3(0.172155f, -0.202382f, -0.964056f),
PxVec3(0.172155f, -0.202382f, -0.964056f),
PxVec3(0.172155f, -0.202382f, -0.964056f),
PxVec3(0.172155f, -0.202382f, -0.964056f),
PxVec3(0.172155f, -0.202382f, -0.964056f),
PxVec3(0.172155f, -0.202382f, -0.964056f),
};
#define MAX_NB_OBJECTS 32
static void fromLocalToGlobalSpace(PxLocationHit& hit, const PxTransform& pose)
{
hit.position = pose.transform(hit.position);
hit.normal = pose.rotate(hit.normal);
}
///////////////////////////////////////////////////////////////////////////////
// The following functions determine how we use the pruner payloads in this snippet
static PX_FORCE_INLINE void setupPayload(PrunerPayload& payload, PxU32 objectIndex, const PxGeometry* geom)
{
payload.data[0] = objectIndex;
payload.data[1] = size_t(geom);
}
static PX_FORCE_INLINE PxU32 getObjectIndexFromPayload(const PrunerPayload& payload)
{
return PxU32(payload.data[0]);
}
static PX_FORCE_INLINE const PxGeometry& getGeometryFromPayload(const PrunerPayload& payload)
{
return *reinterpret_cast<const PxGeometry*>(payload.data[1]);
}
///////////////////////////////////////////////////////////////////////////////
static CachedFuncs gCachedFuncs;
namespace
{
struct CustomRaycastHit : PxGeomRaycastHit
{
PxU32 mObjectIndex;
};
struct CustomSweepHit : PxGeomSweepHit
{
PxU32 mObjectIndex;
};
// We now derive CustomScene from PxCustomGeometry::Callbacks.
class CustomScene : public Adapter, public PxCustomGeometry::Callbacks
{
public:
CustomScene();
~CustomScene() {}
// Adapter
virtual const PxGeometry& getGeometry(const PrunerPayload& payload) const;
//~Adapter
void release();
void addCompound(const PxTransform& pose, bool isDynamic);
void render();
void updateObjects();
void runQueries();
bool raycastClosest(const PxVec3& origin, const PxVec3& unitDir, float maxDist, CustomRaycastHit& hit) const;
bool raycastAny(const PxVec3& origin, const PxVec3& unitDir, float maxDist) const;
bool raycastMultiple(const PxVec3& origin, const PxVec3& unitDir, float maxDist, PxArray<CustomRaycastHit>& hits) const;
bool sweepClosest(const PxGeometry& geom, const PxTransform& pose, const PxVec3& unitDir, float maxDist, CustomSweepHit& hit) const;
bool sweepAny(const PxGeometry& geom, const PxTransform& pose, const PxVec3& unitDir, float maxDist) const;
bool sweepMultiple(const PxGeometry& geom, const PxTransform& pose, const PxVec3& unitDir, float maxDist, PxArray<CustomSweepHit>& hits) const;
bool overlapAny(const PxGeometry& geom, const PxTransform& pose) const;
bool overlapMultiple(const PxGeometry& geom, const PxTransform& pose, PxArray<PxU32>& hits) const;
// We derive our objects from PxCustomGeometry, to get easy access to the data in the PxCustomGeometry::Callbacks
// functions. This generally wouldn't work in the regular PxScene / PhysX code since the geometries are copied around and the
// system doesn't know about potential user-data surrounding the PxCustomGeometry objects. But the Gu::QuerySystem only
// passes PxGeometry pointers around so it works here.
// A more traditional usage of PxCustomGeometry would be to derive our Object from PxCustomGeometry::Callbacks (see e.g.
// SnippetCustomConvex). Both approaches would work here.
struct Object : public PxCustomGeometry
{
// Shape-related data
// In this simple snippet we just keep all shapes in linear C-style arrays. A more efficient version could use a PxBVH here.
PxBounds3 mCompoundLocalBounds;
PxGeometryHolder mShapeGeoms[MAX_SHAPES_PER_COMPOUND];
PxTransform mLocalPoses[MAX_SHAPES_PER_COMPOUND];
PxU32 mNbShapes;
// Compound/actor data. Note how mData is Gu::QuerySystem handle for the compound. We don't have
// ActorShapeData values for each sub-shape, the Gu::QuerySystem doesn't know about these.
ActorShapeData mData;
PxVec3 mTouchedColor;
bool mTouched;
};
PxU32 mNbObjects;
Object mObjects[MAX_NB_OBJECTS];
QuerySystem* mQuerySystem;
PxU32 mPrunerIndex;
DECLARE_CUSTOM_GEOMETRY_TYPE
// PxCustomGeometry::Callbacks
virtual PxBounds3 getLocalBounds(const PxGeometry& geom) const
{
// In this snippet we only fill the QuerySystem with our PxCustomGeometry-based objects. In a more complex app
// we could have to test the type and cast to the appropriate type if needed.
PX_ASSERT(geom.getType()==PxGeometryType::eCUSTOM);
// Because our internal Objects are derived from custom geometries we have easy access to mCompoundLocalBounds:
const Object& obj = static_cast<const Object&>(geom);
return obj.mCompoundLocalBounds;
}
virtual bool generateContacts(const PxGeometry&, const PxGeometry&, const PxTransform&, const PxTransform&, const PxReal, const PxReal, const PxReal, PxContactBuffer&) const
{
// This is for contact generation, we don't use that here.
return false;
}
virtual PxU32 raycast(const PxVec3& origin, const PxVec3& unitDir, const PxGeometry& geom, const PxTransform& pose,
PxReal maxDist, PxHitFlags hitFlags, PxU32 maxHits, PxGeomRaycastHit* rayHits, PxU32 stride, PxRaycastThreadContext* context) const
{
// There are many ways to implement this callback. This is just one example.
// We retrieve our object, same as in "getLocalBounds" above.
PX_ASSERT(geom.getType()==PxGeometryType::eCUSTOM);
const Object& obj = static_cast<const Object&>(geom);
// From the point-of-view of the QuerySystem a custom geometry is a single object, but from the point-of-view
// of the user it can be anything, including a sub-scene (or as in this snippet, a compound).
// The old API flags must be adapted to this new scenario, and we need to re-interpret what they all mean.
// As discussed in SnippetQuerySystemAllQueries we don't use PxHitFlag::eMESH_MULTIPLE in the snippets, i.e.
// from the point-of-view of the Gu::QuerySystem this raycast function against a unique (custom) geometry
// should not return multiple hits. And indeed, "maxHits" is always 1 here.
PX_UNUSED(stride);
PX_UNUSED(maxHits);
PX_ASSERT(maxHits==1);
// The new flag PxHitFlag::eANY_HIT tells the system to report any hit from any geometry that contains more
// than one primitive. This is equivalent to the old PxHitFlag::eMESH_ANY flag, but this is now also applicable
// to PxCustomGeometry objects, not just triangle meshes.
const bool anyHit = hitFlags & PxHitFlag::eANY_HIT;
// We derive the object's index from the object's pointer. This is the counterpart of 'getObjectIndexFromPayload'
// for regular geometries. We don't have a payload here since our sub-shapes are part of our compound
// and hidden from the Gu::QuerySystem. Note that this is only used to highlight touched objects in the
// render code, so this is all custom for this snippet and not mandatory in any way.
const PxU32 objectIndex = PxU32(&obj - mObjects);
// The ray is in world space, but the compound's shapes are in local space. We transform the ray from world space
// to the compound's local space to do the raycast queries against these sub-shapes.
const PxVec3 localOrigin = pose.transformInv(origin);
const PxVec3 localDir = pose.q.rotateInv(unitDir);
PxGeomRaycastHit localHit;
PxGeomRaycastHit bestLocalHit;
bestLocalHit.distance = maxDist;
bool hasLocalHit = false;
for(PxU32 i=0;i<obj.mNbShapes;i++)
{
// We need to replicate for our compound/sub-scene what was done in the calling code for a regular leaf node.
// In particular that leaf code called 'validatePayload' (implemented later in the snippet) to retrieve the
// geometry from a payload. We don't need to do that here since we have direct access to the geometries.
// However we would still need to implement a preFilter function if needed, to replicate the second part of
// 'validatePayload'. We aren't using a preFilter in this snippet though so this is missing here.
const PxGeometry& currentGeom = obj.mShapeGeoms[i].any();
const PxTransform& currentPose = obj.mLocalPoses[i];
// We now raycast() against a sub-shape. Note how we only ask for one hit here, because eMESH_MULTIPLE was
// not used in the snippet. We could call PxGeometryQuery::raycast here but it is more efficient to go through
// the Gu-level function pointers directly, since it bypasses the PX_SIMD_GUARD entirely. We added one of these
// when the query started (in CustomScene::runQueries()) so we can ignore them all in subsequent raycast calls.
const RaycastFunc func = gCachedFuncs.mCachedRaycastFuncs[currentGeom.getType()];
const PxU32 nbHits = func(currentGeom, currentPose, localOrigin, localDir, bestLocalHit.distance, hitFlags, 1, &localHit, sizeof(PxGeomRaycastHit), context);
if(nbHits && localHit.distance<bestLocalHit.distance)
{
// We detected a valid hit. To simplify the code we decided to reuse the 'reportHits' function from our
// own pruner raycast callback, which are passed to us by the query system as the context parameter. These
// are the callbacks passed to 'mQuerySystem->raycast' later in this snippet. Specifically they will be
// either DefaultPrunerRaycastClosestCallback, DefaultPrunerRaycastAnyCallback, or our own
// CustomRaycastMultipleCallback objects. All of them are DefaultPrunerRaycastCallback.
PX_ASSERT(context);
DefaultPrunerRaycastCallback* raycastCB = static_cast<DefaultPrunerRaycastCallback*>(context);
// We moved the ray to the compound's local space so the hit is in this local compound space. We
// need to transform the data back into world space. We cannot immediately tell in which raycast mode we are so
// we do this conversion immediately. This is a bit less efficient than what we did in SnippetQuerySystemAllQueries,
// where that conversion was delayed in the raycastClosest / raycastAny modes. We could be more efficient here
// as well but it would make the code more complicated.
fromLocalToGlobalSpace(localHit, pose);
// We need a payload to call the 'reportHits' function so we create an artificial one here:
PrunerPayload payload;
setupPayload(payload, objectIndex, ¤tGeom);
// Reusing the reportHits function is mainly an easy way for us to report multiple hits from here. As
// we mentioned above 'maxHits' is 1 and we cannot write out multiple hits to the 'rayHits' buffer, so
// this is one alternative. In the 'multiple hits' codepath our own reportHits function will return false.
// In that case we don't touch 'hasLocalHit' and we don't update 'bestLocalHit', so the code will use the same
// (non shrunk) distance for next raycast calls in this loop, and we will return 0 from the query in
// the end. The calling code doesn't need to know that we kept all the hits: we tell it that we
// didn't find hits and it doesn't have to do any further processing.
if(raycastCB->reportHits(payload, 1, &localHit))
{
// This is the single-hit codepath. We still need to know if we're coming from 'raycastAny' or from
// 'raycastClosest'.
if(anyHit)
{
// In 'raycastAny' mode we just write out the current hit and early exit.
*rayHits = localHit;
return 1;
}
// Otherwise in 'raycastClosest' mode we update the best hit, which will shrink the current distance,
// and go on. We delay writing out the best hit (we don't have it yet).
bestLocalHit = localHit;
hasLocalHit = true;
}
}
}
// Last part of 'raycastClosest' mode, process best hit.
if(hasLocalHit)
{
// In SnippetQuerySystemAllQueries this is where we'd convert the best hit back to world-space. In this
// snippet we already did that above, so we only need to write out the best hit.
*rayHits = bestLocalHit;
}
return hasLocalHit ? 1 : 0;
}
virtual bool overlap(const PxGeometry& geom0, const PxTransform& pose0, const PxGeometry& geom1, const PxTransform& pose1, PxOverlapThreadContext* context) const
{
// Bits similar to what we covered in the raycast callback above are not commented anymore here.
PX_ASSERT(geom0.getType()==PxGeometryType::eCUSTOM);
const Object& obj = static_cast<const Object&>(geom0);
const PxU32 objectIndex = PxU32(&obj - mObjects);
// This is the geom we passed to the OVERLAP_ANY / OVERLAP_MULTIPLE codepaths later in this snippet, i.e.
// this is our own query volume.
const PxGeometry& queryGeom = geom1;
// Similar to what we did for the ray in the raycast callback, we need to convert the world-space query volume to our
// compound's local space. Note our we convert the whole PxTransform here, not just the position (contrary to what we
// did for raycasts).
const PxTransform queryLocalPose(pose0.transformInv(pose1));
for(PxU32 i=0;i<obj.mNbShapes;i++)
{
const PxGeometry& currentGeom = obj.mShapeGeoms[i].any();
const PxTransform& currentPose = obj.mLocalPoses[i];
if(Gu::overlap(queryGeom, queryLocalPose, currentGeom, currentPose, gCachedFuncs.mCachedOverlapFuncs, context))
{
PrunerPayload payload;
setupPayload(payload, objectIndex, ¤tGeom);
// We use the same approach as for the raycast callback above. This time the context will be
// either CustomOverlapAnyCallback or CustomOverlapMultipleCallback. Either way they are
// DefaultPrunerOverlapCallback objects.
PX_ASSERT(context);
DefaultPrunerOverlapCallback* overlapCB = static_cast<DefaultPrunerOverlapCallback*>(context);
// The 'overlapAny' case will return false, in which case we don't need to go through the
// remaining sub-shapes.
if(!overlapCB->reportHit(payload))
return true;
}
}
return false;
}
virtual bool sweep(const PxVec3& unitDir, const PxReal maxDist,
const PxGeometry& geom0, const PxTransform& pose0, const PxGeometry& geom1, const PxTransform& pose1,
PxGeomSweepHit& sweepHit, PxHitFlags hitFlags, const PxReal inflation, PxSweepThreadContext* context) const
{
// Sweeps are a combination of raycast (for the unitDir / maxDist parameters) and overlaps (for the
// query-volume-related parameters). Bits already covered in the raycast and overlap callbacks above
// will not be commented again here.
PX_UNUSED(inflation);
PX_ASSERT(geom0.getType()==PxGeometryType::eCUSTOM);
const Object& obj = static_cast<const Object&>(geom0);
const PxU32 objectIndex = PxU32(&obj - mObjects);
const bool anyHit = hitFlags & PxHitFlag::eANY_HIT;
// Bit subtle here: the internal system converts swept spheres to swept capsules (there is no internal
// codepath for spheres to make the code smaller). So if we use a PxSphereGeometry in the SWEEP_CLOSEST
// SWEEP_ANY / SWEEP_MULTIPLE codepaths later in this snippet, we actually receive it as a PxCapsuleGeometry
// whose halfHeight = 0 here. This is not important in this snippet because we will use PxGeometryQuery::sweep
// below, but it would be important if we'd decide to use the cached Gu-level functions (like we did for raycasts
// and overlaps).
const PxGeometry& queryGeom = geom1;
// Convert both the query volume & ray to local space.
const PxTransform queryLocalPose(pose0.transformInv(pose1));
const PxVec3 localDir = pose0.q.rotateInv(unitDir);
PxGeomSweepHit localHit;
PxGeomSweepHit bestLocalHit;
bestLocalHit.distance = maxDist;
bool hasLocalHit = false;
for(PxU32 i=0;i<obj.mNbShapes;i++)
{
const PxGeometry& currentGeom = obj.mShapeGeoms[i].any();
const PxTransform& currentPose = obj.mLocalPoses[i];
// Bit subtle here: we don't want to replicate the whole PxGeometryQuery::sweep() function directly
// here so contrary to what we previously did, we do not use the gCachedFuncs sweep pointers directly.
// We can still pass PxGeometryQueryFlag::Enum(0) to the system to tell it we already took care of the
// SIMD guards. This optimization is not as important for sweeps as it was for raycasts, because the
// sweeps themselves are generally much more expensive than raycasts, so the relative cost of the SIMD
// guard is not as high.
const PxU32 retVal = PxGeometryQuery::sweep(localDir, bestLocalHit.distance, queryGeom, queryLocalPose, currentGeom, currentPose, localHit, hitFlags, 0.0f, PxGeometryQueryFlag::Enum(0), context);
if(retVal && localHit.distance<bestLocalHit.distance)
{
fromLocalToGlobalSpace(localHit, pose0);
PrunerPayload payload;
setupPayload(payload, objectIndex, ¤tGeom);
// Same approach as before, this time involving our own sweep callbacks.
PX_ASSERT(context);
DefaultPrunerSweepCallback* sweepCB = static_cast<DefaultPrunerSweepCallback*>(context);
if(sweepCB->reportHit(payload, localHit))
{
if(anyHit)
{
sweepHit = localHit;
return 1;
}
bestLocalHit = localHit;
hasLocalHit = true;
}
}
}
if(hasLocalHit)
{
sweepHit = bestLocalHit;
}
return hasLocalHit ? 1 : 0;
}
virtual void visualize(const PxGeometry&, PxRenderOutput&, const PxTransform&, const PxBounds3&) const
{
}
virtual void computeMassProperties(const PxGeometry&, PxMassProperties&) const
{
}
virtual bool usePersistentContactManifold(const PxGeometry&, PxReal&) const
{
return false;
}
//~PxCustomGeometry::Callbacks
};
IMPLEMENT_CUSTOM_GEOMETRY_TYPE(CustomScene)
const PxGeometry& CustomScene::getGeometry(const PrunerPayload& payload) const
{
PX_ASSERT(!gManualBoundsComputation);
return getGeometryFromPayload(payload);
}
void CustomScene::release()
{
PX_DELETE(mQuerySystem);
PX_DELETE_THIS;
}
CustomScene::CustomScene() : mNbObjects(0)
{
const PxU64 contextID = PxU64(this);
mQuerySystem = PX_NEW(QuerySystem)(contextID, gBoundsInflation, *this);
Pruner* pruner = createAABBPruner(contextID, true, COMPANION_PRUNER_INCREMENTAL, BVH_SPLATTER_POINTS, 4);
mPrunerIndex = mQuerySystem->addPruner(pruner, 0);
const PxU32 nb = gFactor[gSceneIndex];
for(PxU32 i=0;i<nb;i++)
{
addCompound(PxTransform(PxVec3(0.0f, 0.0f, 0.0f)), true);
}
#ifdef RENDER_SNIPPET
Camera* camera = getCamera();
camera->setPose(gCamPos[gSceneIndex], gCamDir[gSceneIndex]);
#endif
}
void CustomScene::addCompound(const PxTransform& pose, bool isDynamic)
{
PX_ASSERT(mQuerySystem);
Object& obj = mObjects[mNbObjects];
obj.callbacks = this;
PrunerPayload payload;
setupPayload(payload, mNbObjects, static_cast<const PxCustomGeometry*>(&obj));
{
const PxBoxGeometry boxGeom(PxVec3(1.0f, 2.0f, 0.5f));
const PxTransform boxGeomPose(PxVec3(0.0f, 0.0f, 0.0f));
const PxSphereGeometry sphereGeom(1.5f);
const PxTransform sphereGeomPose(PxVec3(3.0f, 0.0f, 0.0f));
const PxCapsuleGeometry capsuleGeom(1.0f, 1.0f);
const PxTransform capsuleGeomPose(PxVec3(-3.0f, 0.0f, 0.0f));
const PxConvexMeshGeometry convexGeom(gConvexMesh);
const PxTransform convexGeomPose(PxVec3(0.0f, 0.0f, 3.0f));
const PxTriangleMeshGeometry meshGeom(gTriangleMesh);
const PxTransform meshGeomPose(PxVec3(0.0f, 0.0f, -3.0f));
obj.mShapeGeoms[0].storeAny(boxGeom);
obj.mShapeGeoms[1].storeAny(sphereGeom);
obj.mShapeGeoms[2].storeAny(capsuleGeom);
obj.mShapeGeoms[3].storeAny(convexGeom);
obj.mShapeGeoms[4].storeAny(meshGeom);
obj.mLocalPoses[0] = boxGeomPose;
obj.mLocalPoses[1] = sphereGeomPose;
obj.mLocalPoses[2] = capsuleGeomPose;
obj.mLocalPoses[3] = convexGeomPose;
obj.mLocalPoses[4] = meshGeomPose;
obj.mNbShapes = 5;
// Precompute local bounds for our compound
PxBounds3 localCompoundBounds = PxBounds3::empty();
for(PxU32 i=0;i<obj.mNbShapes;i++)
{
PxBounds3 localShapeBounds;
PxGeometryQuery::computeGeomBounds(localShapeBounds, obj.mShapeGeoms[i].any(), obj.mLocalPoses[i]);
localCompoundBounds.include(localShapeBounds);
}
obj.mCompoundLocalBounds = localCompoundBounds;
}
if(gManualBoundsComputation)
{
PxBounds3 bounds;
PxGeometryQuery::computeGeomBounds(bounds, obj, pose, 0.0f, 1.0f + gBoundsInflation);
obj.mData = mQuerySystem->addPrunerShape(payload, mPrunerIndex, isDynamic, pose, &bounds);
}
else
{
obj.mData = mQuerySystem->addPrunerShape(payload, mPrunerIndex, isDynamic, pose, NULL);
}
mNbObjects++;
}
void CustomScene::updateObjects()
{
if(!mQuerySystem)
return;
if(gPause && !gOneFrame)
{
mQuerySystem->update(true, true);
return;
}
gOneFrame = false;
static float time = 0.0f;
time += 0.005f;
const PxU32 nbObjects = mNbObjects;
for(PxU32 i=0;i<nbObjects;i++)
{
const Object& obj = mObjects[i];
if(!getDynamic(getPrunerInfo(obj.mData)))
continue;
// const float coeff = float(i)/float(nbObjects);
const float coeff = float(i);
const float amplitude = gAmplitude[gSceneIndex];
// Compute an arbitrary new pose for this object
PxTransform pose;
{
const float phase = PxPi * 2.0f * float(i)/float(nbObjects);
pose.p.z = 0.0f;
pose.p.y = sinf(phase+time*1.17f)*amplitude;
pose.p.x = cosf(phase+time*1.17f)*amplitude;
PxMat33 rotX; PxSetRotX(rotX, time+coeff);
PxMat33 rotY; PxSetRotY(rotY, time*1.17f+coeff);
PxMat33 rotZ; PxSetRotZ(rotZ, time*0.33f+coeff);
PxMat33 rot = rotX * rotY * rotZ;
pose.q = PxQuat(rot);
pose.q.normalize();
}
if(gManualBoundsComputation)
{
PxBounds3 bounds;
PxGeometryQuery::computeGeomBounds(bounds, obj, pose, 0.0f, 1.0f + gBoundsInflation);
mQuerySystem->updatePrunerShape(obj.mData, !gUseDelayedUpdates, pose, &bounds);
}
else
{
mQuerySystem->updatePrunerShape(obj.mData, !gUseDelayedUpdates, pose, NULL);
}
}
mQuerySystem->update(true, true);
}
namespace
{
struct CustomPrunerFilterCallback : public PrunerFilterCallback
{
virtual const PxGeometry* validatePayload(const PrunerPayload& payload, PxHitFlags& /*hitFlags*/)
{
return &getGeometryFromPayload(payload);
}
};
}
static CustomPrunerFilterCallback gFilterCallback;
///////////////////////////////////////////////////////////////////////////////
bool CustomScene::raycastClosest(const PxVec3& origin, const PxVec3& unitDir, float maxDist, CustomRaycastHit& hit) const
{
DefaultPrunerRaycastClosestCallback CB(gFilterCallback, gCachedFuncs.mCachedRaycastFuncs, origin, unitDir, maxDist, PxHitFlag::eDEFAULT);
mQuerySystem->raycast(origin, unitDir, maxDist, CB, NULL);
if(CB.mFoundHit)
{
static_cast<PxGeomRaycastHit&>(hit) = CB.mClosestHit;
hit.mObjectIndex = getObjectIndexFromPayload(CB.mClosestPayload);
}
return CB.mFoundHit;
}
///////////////////////////////////////////////////////////////////////////////
bool CustomScene::raycastAny(const PxVec3& origin, const PxVec3& unitDir, float maxDist) const
{
DefaultPrunerRaycastAnyCallback CB(gFilterCallback, gCachedFuncs.mCachedRaycastFuncs, origin, unitDir, maxDist);
mQuerySystem->raycast(origin, unitDir, maxDist, CB, NULL);
return CB.mFoundHit;
}
///////////////////////////////////////////////////////////////////////////////
namespace
{
struct CustomRaycastMultipleCallback : public DefaultPrunerRaycastCallback
{
PxGeomRaycastHit mLocalHit;
PxArray<CustomRaycastHit>& mHits;
CustomRaycastMultipleCallback(PxArray<CustomRaycastHit>& hits, PrunerFilterCallback& filterCB, const GeomRaycastTable& funcs, const PxVec3& origin, const PxVec3& dir, float distance) :
DefaultPrunerRaycastCallback(filterCB, funcs, origin, dir, distance, 1, &mLocalHit, PxHitFlag::eDEFAULT, false),
mHits (hits) {}
virtual bool reportHits(const PrunerPayload& payload, PxU32 nbHits, PxGeomRaycastHit* hits)
{
PX_ASSERT(nbHits==1);
PX_UNUSED(nbHits);
CustomRaycastHit customHit;
static_cast<PxGeomRaycastHit&>(customHit) = hits[0];
customHit.mObjectIndex = getObjectIndexFromPayload(payload);
mHits.pushBack(customHit);
return false;
}
PX_NOCOPY(CustomRaycastMultipleCallback)
};
}
bool CustomScene::raycastMultiple(const PxVec3& origin, const PxVec3& unitDir, float maxDist, PxArray<CustomRaycastHit>& hits) const
{
CustomRaycastMultipleCallback CB(hits, gFilterCallback, gCachedFuncs.mCachedRaycastFuncs, origin, unitDir, maxDist);
mQuerySystem->raycast(origin, unitDir, maxDist, CB, NULL);
return hits.size()!=0;
}
///////////////////////////////////////////////////////////////////////////////
namespace
{
template<class CallbackT>
static bool _sweepClosestT(CustomSweepHit& hit, const CustomScene& cs, const PxGeometry& geom, const PxTransform& pose, const PxVec3& unitDir, float maxDist)
{
const ShapeData queryVolume(geom, pose, 0.0f);
CallbackT pcb(gFilterCallback, gCachedFuncs.mCachedSweepFuncs, geom, pose, queryVolume, unitDir, maxDist, PxHitFlag::eDEFAULT | PxHitFlag::ePRECISE_SWEEP, false);
cs.mQuerySystem->sweep(queryVolume, unitDir, pcb.mClosestHit.distance, pcb, NULL);
if(pcb.mFoundHit)
{
static_cast<PxGeomSweepHit&>(hit) = pcb.mClosestHit;
hit.mObjectIndex = getObjectIndexFromPayload(pcb.mClosestPayload);
}
return pcb.mFoundHit;
}
}
bool CustomScene::sweepClosest(const PxGeometry& geom, const PxTransform& pose, const PxVec3& unitDir, float maxDist, CustomSweepHit& hit) const
{
switch(PxU32(geom.getType()))
{
case PxGeometryType::eSPHERE: { return _sweepClosestT<DefaultPrunerSphereSweepCallback>(hit, *this, geom, pose, unitDir, maxDist); }
case PxGeometryType::eCAPSULE: { return _sweepClosestT<DefaultPrunerCapsuleSweepCallback>(hit, *this, geom, pose, unitDir, maxDist); }
case PxGeometryType::eBOX: { return _sweepClosestT<DefaultPrunerBoxSweepCallback>(hit, *this, geom, pose, unitDir, maxDist); }
case PxGeometryType::eCONVEXMESH: { return _sweepClosestT<DefaultPrunerConvexSweepCallback>(hit, *this, geom, pose, unitDir, maxDist); }
default: { PX_ASSERT(0); return false; }
}
}
///////////////////////////////////////////////////////////////////////////////
namespace
{
template<class CallbackT>
static bool _sweepAnyT(const CustomScene& cs, const PxGeometry& geom, const PxTransform& pose, const PxVec3& unitDir, float maxDist)
{
const ShapeData queryVolume(geom, pose, 0.0f);
CallbackT pcb(gFilterCallback, gCachedFuncs.mCachedSweepFuncs, geom, pose, queryVolume, unitDir, maxDist, PxHitFlag::eANY_HIT | PxHitFlag::ePRECISE_SWEEP, true);
cs.mQuerySystem->sweep(queryVolume, unitDir, pcb.mClosestHit.distance, pcb, NULL);
return pcb.mFoundHit;
}
}
bool CustomScene::sweepAny(const PxGeometry& geom, const PxTransform& pose, const PxVec3& unitDir, float maxDist) const
{
switch(PxU32(geom.getType()))
{
case PxGeometryType::eSPHERE: { return _sweepAnyT<DefaultPrunerSphereSweepCallback>(*this, geom, pose, unitDir, maxDist); }
case PxGeometryType::eCAPSULE: { return _sweepAnyT<DefaultPrunerCapsuleSweepCallback>(*this, geom, pose, unitDir, maxDist); }
case PxGeometryType::eBOX: { return _sweepAnyT<DefaultPrunerBoxSweepCallback>(*this, geom, pose, unitDir, maxDist); }
case PxGeometryType::eCONVEXMESH: { return _sweepAnyT<DefaultPrunerConvexSweepCallback>(*this, geom, pose, unitDir, maxDist); }
default: { PX_ASSERT(0); return false; }
}
}
///////////////////////////////////////////////////////////////////////////////
namespace
{
template<class BaseCallbackT>
struct CustomSweepMultipleCallback : public BaseCallbackT
{
PxArray<CustomSweepHit>& mHits;
CustomSweepMultipleCallback(PxArray<CustomSweepHit>& hits, PrunerFilterCallback& filterCB, const GeomSweepFuncs& funcs,
const PxGeometry& geom, const PxTransform& pose, const ShapeData& queryVolume, const PxVec3& dir, float distance) :
BaseCallbackT (filterCB, funcs, geom, pose, queryVolume, dir, distance, PxHitFlag::eDEFAULT|PxHitFlag::ePRECISE_SWEEP, false),
mHits (hits) {}
virtual bool reportHit(const PrunerPayload& payload, PxGeomSweepHit& hit)
{
CustomSweepHit customHit;
static_cast<PxGeomSweepHit&>(customHit) = hit;
customHit.mObjectIndex = getObjectIndexFromPayload(payload);
mHits.pushBack(customHit);
return false;
}
PX_NOCOPY(CustomSweepMultipleCallback)
};
template<class CallbackT>
static bool _sweepMultipleT(PxArray<CustomSweepHit>& hits, const CustomScene& cs, const PxGeometry& geom, const PxTransform& pose, const PxVec3& unitDir, float maxDist)
{
const ShapeData queryVolume(geom, pose, 0.0f);
CustomSweepMultipleCallback<CallbackT> pcb(hits, gFilterCallback, gCachedFuncs.mCachedSweepFuncs, geom, pose, queryVolume, unitDir, maxDist);
cs.mQuerySystem->sweep(queryVolume, unitDir, pcb.mClosestHit.distance, pcb, NULL);
return hits.size()!=0;
}
}
bool CustomScene::sweepMultiple(const PxGeometry& geom, const PxTransform& pose, const PxVec3& unitDir, float maxDist, PxArray<CustomSweepHit>& hits) const
{
switch(PxU32(geom.getType()))
{
case PxGeometryType::eSPHERE: { return _sweepMultipleT<DefaultPrunerSphereSweepCallback>(hits, *this, geom, pose, unitDir, maxDist); }
case PxGeometryType::eCAPSULE: { return _sweepMultipleT<DefaultPrunerCapsuleSweepCallback>(hits, *this, geom, pose, unitDir, maxDist); }
case PxGeometryType::eBOX: { return _sweepMultipleT<DefaultPrunerBoxSweepCallback>(hits, *this, geom, pose, unitDir, maxDist); }
case PxGeometryType::eCONVEXMESH: { return _sweepMultipleT<DefaultPrunerConvexSweepCallback>(hits, *this, geom, pose, unitDir, maxDist); }
default: { PX_ASSERT(0); return false; }
}
}
///////////////////////////////////////////////////////////////////////////////
namespace
{
struct CustomOverlapAnyCallback : public DefaultPrunerOverlapCallback
{
bool mFoundHit;
CustomOverlapAnyCallback(PrunerFilterCallback& filterCB, const GeomOverlapTable* funcs, const PxGeometry& geometry, const PxTransform& pose) :
DefaultPrunerOverlapCallback(filterCB, funcs, geometry, pose), mFoundHit(false) {}
virtual bool reportHit(const PrunerPayload& /*payload*/)
{
mFoundHit = true;
return false;
}
};
}
bool CustomScene::overlapAny(const PxGeometry& geom, const PxTransform& pose) const
{
CustomOverlapAnyCallback pcb(gFilterCallback, gCachedFuncs.mCachedOverlapFuncs, geom, pose);
const ShapeData queryVolume(geom, pose, 0.0f);
mQuerySystem->overlap(queryVolume, pcb, NULL);
return pcb.mFoundHit;
}
///////////////////////////////////////////////////////////////////////////////
namespace
{
struct CustomOverlapMultipleCallback : public DefaultPrunerOverlapCallback
{
PxArray<PxU32>& mHits;
CustomOverlapMultipleCallback(PxArray<PxU32>& hits, PrunerFilterCallback& filterCB, const GeomOverlapTable* funcs, const PxGeometry& geometry, const PxTransform& pose) :
DefaultPrunerOverlapCallback(filterCB, funcs, geometry, pose), mHits(hits) {}
virtual bool reportHit(const PrunerPayload& payload)
{
mHits.pushBack(getObjectIndexFromPayload(payload));
return true;
}
PX_NOCOPY(CustomOverlapMultipleCallback)
};
}
bool CustomScene::overlapMultiple(const PxGeometry& geom, const PxTransform& pose, PxArray<PxU32>& hits) const
{
CustomOverlapMultipleCallback pcb(hits, gFilterCallback, gCachedFuncs.mCachedOverlapFuncs, geom, pose);
const ShapeData queryVolume(geom, pose, 0.0f);
mQuerySystem->overlap(queryVolume, pcb, NULL);
return hits.size()!=0;
}
///////////////////////////////////////////////////////////////////////////////
void CustomScene::runQueries()
{
if(!mQuerySystem)
return;
const PxVec3 touchedColor(0.25f, 0.5f, 1.0f);
for(PxU32 i=0;i<mNbObjects;i++)
{
mObjects[i].mTouched = false;
mObjects[i].mTouchedColor = touchedColor;
}
PX_SIMD_GUARD
if(0)
mQuerySystem->commitUpdates();
switch(gSceneIndex)
{
case RAYCAST_CLOSEST:
{
const PxVec3 origin(0.0f, 10.0f, 0.0f);
const PxVec3 unitDir(0.0f, -1.0f, 0.0f);
const float maxDist = 20.0f;
CustomRaycastHit hit;
const bool hasHit = raycastClosest(origin, unitDir, maxDist, hit);
#ifdef RENDER_SNIPPET
if(hasHit)
{
DrawLine(origin, hit.position, PxVec3(1.0f));
DrawLine(hit.position, hit.position + hit.normal, PxVec3(1.0f, 1.0f, 0.0f));
DrawFrame(hit.position, 0.5f);
mObjects[hit.mObjectIndex].mTouched = true;
}
else
{
DrawLine(origin, origin + unitDir * maxDist, PxVec3(1.0f));
}
#else
PX_UNUSED(hasHit);
#endif
}
break;
case RAYCAST_ANY:
{
const PxVec3 origin(0.0f, 10.0f, 0.0f);
const PxVec3 unitDir(0.0f, -1.0f, 0.0f);
const float maxDist = 20.0f;
const bool hasHit = raycastAny(origin, unitDir, maxDist);
#ifdef RENDER_SNIPPET
if(hasHit)
DrawLine(origin, origin + unitDir * maxDist, PxVec3(1.0f, 0.0f, 0.0f));
else
DrawLine(origin, origin + unitDir * maxDist, PxVec3(0.0f, 1.0f, 0.0f));
#else
PX_UNUSED(hasHit);
#endif
}
break;
case RAYCAST_MULTIPLE:
{
const PxVec3 origin(0.0f, 10.0f, 0.0f);
const PxVec3 unitDir(0.0f, -1.0f, 0.0f);
const float maxDist = 20.0f;
PxArray<CustomRaycastHit> hits;
const bool hasHit = raycastMultiple(origin, unitDir, maxDist, hits);
#ifdef RENDER_SNIPPET
if(hasHit)
{
DrawLine(origin, origin + unitDir * maxDist, PxVec3(0.5f));
const PxU32 nbHits = hits.size();
for(PxU32 i=0;i<nbHits;i++)
{
const CustomRaycastHit& hit = hits[i];
DrawLine(hit.position, hit.position + hit.normal, PxVec3(1.0f, 1.0f, 0.0f));
DrawFrame(hit.position, 0.5f);
mObjects[hit.mObjectIndex].mTouched = true;
}
}
else
{
DrawLine(origin, origin + unitDir * maxDist, PxVec3(1.0f));
}
#else
PX_UNUSED(hasHit);
#endif
}
break;
case SWEEP_CLOSEST:
{
const PxVec3 origin(0.0f, 10.0f, 0.0f);
const PxVec3 unitDir(0.0f, -1.0f, 0.0f);
const float maxDist = 20.0f;
//const PxSphereGeometry sweptGeom(0.5f);
const PxCapsuleGeometry sweptGeom(0.5f, 0.5f);
const PxTransform pose(origin);
CustomSweepHit hit;
const bool hasHit = sweepClosest(sweptGeom, pose, unitDir, maxDist, hit);
#ifdef RENDER_SNIPPET
const PxGeometryHolder gh(sweptGeom);
if(hasHit)
{
const PxVec3 sweptPos = origin + unitDir * hit.distance;
DrawLine(origin, sweptPos, PxVec3(1.0f));
renderGeoms(1, &gh, &pose, false, PxVec3(0.0f, 1.0f, 0.0f));
const PxTransform impactPose(sweptPos);
renderGeoms(1, &gh, &impactPose, false, PxVec3(1.0f, 0.0f, 0.0f));
DrawLine(hit.position, hit.position + hit.normal*2.0f, PxVec3(1.0f, 1.0f, 0.0f));
DrawFrame(hit.position, 2.0f);
mObjects[hit.mObjectIndex].mTouched = true;
}
else
{
const PxVec3 sweptPos = origin + unitDir * maxDist;
DrawLine(origin, sweptPos, PxVec3(1.0f));
renderGeoms(1, &gh, &pose, false, PxVec3(0.0f, 1.0f, 0.0f));
const PxTransform impactPose(sweptPos);
renderGeoms(1, &gh, &impactPose, false, PxVec3(0.0f, 1.0f, 0.0f));
}
#else
PX_UNUSED(hasHit);
#endif
}
break;
case SWEEP_ANY:
{
const PxVec3 origin(0.0f, 10.0f, 0.0f);
const PxVec3 unitDir(0.0f, -1.0f, 0.0f);
const float maxDist = 20.0f;
const PxBoxGeometry sweptGeom(PxVec3(0.5f));
//const PxSphereGeometry sweptGeom(0.5f);
PxQuat q(1.1f, 0.1f, 0.8f, 1.4f);
q.normalize();
const PxTransform pose(origin, q);
const bool hasHit = sweepAny(sweptGeom, pose, unitDir, maxDist);
#ifdef RENDER_SNIPPET
const PxGeometryHolder gh(sweptGeom);
{
const PxVec3 color = hasHit ? PxVec3(1.0f, 0.0f, 0.0f) : PxVec3(0.0f, 1.0f, 0.0f);
const PxU32 nb = 20;
for(PxU32 i=0;i<nb;i++)
{
const float coeff = float(i)/float(nb-1);
const PxVec3 sweptPos = origin + unitDir * coeff * maxDist;
const PxTransform impactPose(sweptPos, q);
renderGeoms(1, &gh, &impactPose, false, color);
}
}
#else
PX_UNUSED(hasHit);
#endif
}
break;
case SWEEP_MULTIPLE:
{
const PxVec3 origin(0.0f, 10.0f, 0.0f);
const PxVec3 unitDir(0.0f, -1.0f, 0.0f);
const float maxDist = 20.0f;
// const PxCapsuleGeometry sweptGeom(0.5f, 0.5f);
const PxSphereGeometry sweptGeom(0.5f);
const PxTransform pose(origin);
PxArray<CustomSweepHit> hits;
const bool hasHit = sweepMultiple(sweptGeom, pose, unitDir, maxDist, hits);
#ifdef RENDER_SNIPPET
const PxGeometryHolder gh(sweptGeom);
renderGeoms(1, &gh, &pose, false, PxVec3(0.0f, 1.0f, 0.0f));
if(hasHit)
{
{
const PxVec3 sweptPos = origin + unitDir * maxDist;
DrawLine(origin, sweptPos, PxVec3(0.5f));
}
const PxVec3 touchedColors[] = {
PxVec3(1.0f, 0.0f, 0.0f),
PxVec3(0.0f, 0.0f, 1.0f),
PxVec3(1.0f, 0.0f, 1.0f),
PxVec3(0.0f, 1.0f, 1.0f),
PxVec3(1.0f, 1.0f, 0.0f),
PxVec3(1.0f, 1.0f, 1.0f),
PxVec3(0.5f, 0.5f, 0.5f),
};
const PxU32 nbHits = hits.size();
for(PxU32 i=0;i<nbHits;i++)
{
const PxVec3& shapeTouchedColor = touchedColors[i];
const CustomSweepHit& hit = hits[i];
const PxVec3 sweptPos = origin + unitDir * hit.distance;
const PxTransform impactPose(sweptPos);
renderGeoms(1, &gh, &impactPose, false, shapeTouchedColor);
DrawLine(hit.position, hit.position + hit.normal*2.0f, PxVec3(1.0f, 1.0f, 0.0f));
DrawFrame(hit.position, 2.0f);
mObjects[hit.mObjectIndex].mTouched = true;
mObjects[hit.mObjectIndex].mTouchedColor = shapeTouchedColor;
}
}
else
{
const PxVec3 sweptPos = origin + unitDir * maxDist;
DrawLine(origin, sweptPos, PxVec3(1.0f));
}
#else
PX_UNUSED(hasHit);
#endif
}
break;
case OVERLAP_ANY:
{
const PxVec3 origin(0.0f, 4.0f, 0.0f);
//const PxSphereGeometry queryGeom(0.5f);
//const PxCapsuleGeometry queryGeom(0.5f, 0.5f);
const PxBoxGeometry queryGeom(1.0f, 0.25f, 0.5f);
const PxTransform pose(origin);
const bool hasHit = overlapAny(queryGeom, pose);
#ifdef RENDER_SNIPPET
const PxGeometryHolder gh(queryGeom);
{
const PxVec3 color = hasHit ? PxVec3(1.0f, 0.0f, 0.0f) : PxVec3(0.0f, 1.0f, 0.0f);
renderGeoms(1, &gh, &pose, false, color);
}
#else
PX_UNUSED(hasHit);
#endif
}
break;
case OVERLAP_MULTIPLE:
{
const PxVec3 origin(0.0f, 4.0f, 0.0f);
// const PxSphereGeometry queryGeom(0.5f);
const PxCapsuleGeometry queryGeom(0.5f, 0.5f);
const PxTransform pose(origin);
PxArray<PxU32> hits;
const bool hasHit = overlapMultiple(queryGeom, pose, hits);
#ifdef RENDER_SNIPPET
const PxGeometryHolder gh(queryGeom);
{
const PxVec3 color = hasHit ? PxVec3(1.0f, 0.0f, 0.0f) : PxVec3(0.0f, 1.0f, 0.0f);
renderGeoms(1, &gh, &pose, false, color);
for(PxU32 i=0;i<hits.size();i++)
mObjects[hits[i]].mTouched = true;
}
#else
PX_UNUSED(hasHit);
#endif
}
break;
case NB_SCENES: // Blame pedantic compilers
{
}
break;
}
}
void CustomScene::render()
{
updateObjects();
runQueries();
#ifdef RENDER_SNIPPET
const PxVec3 color(1.0f, 0.5f, 0.25f);
const PxU32 nbObjects = mNbObjects;
for(PxU32 i=0;i<nbObjects;i++)
{
const Object& obj = mObjects[i];
PrunerPayloadData ppd;
mQuerySystem->getPayloadData(obj.mData, &ppd);
//DrawBounds(*ppd.mBounds);
const PxVec3& objectColor = obj.mTouched ? obj.mTouchedColor : color;
// renderGeoms doesn't support PxCustomGeometry so we deal with this here:
PxTransform shapeGlobalPoses[MAX_SHAPES_PER_COMPOUND];
for(PxU32 j=0;j<obj.mNbShapes;j++)
{
// This is basically PxShapeExt::getGlobalPose with the actor's global pose == *ppd.mTransform
shapeGlobalPoses[j] = (*ppd.mTransform) * obj.mLocalPoses[j];
}
renderGeoms(obj.mNbShapes, obj.mShapeGeoms, shapeGlobalPoses, false, objectColor);
}
//mQuerySystem->visualize(true, true, PxRenderOutput)
#endif
}
}
static CustomScene* gScene = NULL;
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
const PxTolerancesScale scale;
PxCookingParams params(scale);
params.midphaseDesc.setToDefault(PxMeshMidPhase::eBVH34);
// params.midphaseDesc.mBVH34Desc.quantized = false;
params.meshPreprocessParams |= PxMeshPreprocessingFlag::eDISABLE_ACTIVE_EDGES_PRECOMPUTE;
params.meshPreprocessParams |= PxMeshPreprocessingFlag::eDISABLE_CLEAN_MESH;
{
{
const PxF32 width = 3.0f;
const PxF32 radius = 1.0f;
PxVec3 points[2*16];
for(PxU32 i = 0; i < 16; i++)
{
const PxF32 cosTheta = PxCos(i*PxPi*2.0f/16.0f);
const PxF32 sinTheta = PxSin(i*PxPi*2.0f/16.0f);
const PxF32 y = radius*cosTheta;
const PxF32 z = radius*sinTheta;
points[2*i+0] = PxVec3(-width/2.0f, y, z);
points[2*i+1] = PxVec3(+width/2.0f, y, z);
}
PxConvexMeshDesc convexDesc;
convexDesc.points.count = 32;
convexDesc.points.stride = sizeof(PxVec3);
convexDesc.points.data = points;
convexDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX;
gConvexMesh = PxCreateConvexMesh(params, convexDesc);
}
{
PxTriangleMeshDesc meshDesc;
meshDesc.points.count = SnippetUtils::Bunny_getNbVerts();
meshDesc.points.stride = sizeof(PxVec3);
meshDesc.points.data = SnippetUtils::Bunny_getVerts();
meshDesc.triangles.count = SnippetUtils::Bunny_getNbFaces();
meshDesc.triangles.stride = sizeof(int)*3;
meshDesc.triangles.data = SnippetUtils::Bunny_getFaces();
gTriangleMesh = PxCreateTriangleMesh(params, meshDesc);
}
}
gScene = new CustomScene;
}
void renderScene()
{
if(gScene)
gScene->render();
#ifdef RENDER_SNIPPET
Snippets::print("Press F1 to F8 to select a scenario.");
switch(PxU32(gSceneIndex))
{
case RAYCAST_CLOSEST: { Snippets::print("Current scenario: raycast closest"); }break;
case RAYCAST_ANY: { Snippets::print("Current scenario: raycast any"); }break;
case RAYCAST_MULTIPLE: { Snippets::print("Current scenario: raycast multiple"); }break;
case SWEEP_CLOSEST: { Snippets::print("Current scenario: sweep closest"); }break;
case SWEEP_ANY: { Snippets::print("Current scenario: sweep any"); }break;
case SWEEP_MULTIPLE: { Snippets::print("Current scenario: sweep multiple"); }break;
case OVERLAP_ANY: { Snippets::print("Current scenario: overlap any"); }break;
case OVERLAP_MULTIPLE: { Snippets::print("Current scenario: overlap multiple"); }break;
}
#endif
}
void stepPhysics(bool /*interactive*/)
{
}
void cleanupPhysics(bool /*interactive*/)
{
PX_RELEASE(gScene);
PX_RELEASE(gConvexMesh);
PX_RELEASE(gFoundation);
printf("SnippetQuerySystemCustomCompound done.\n");
}
void keyPress(unsigned char key, const PxTransform& /*camera*/)
{
if(gScene)
{
if(key=='p' || key=='P')
{
gPause = !gPause;
}
else if(key=='o' || key=='O')
{
gPause = true;
gOneFrame = true;
}
else
{
if(key>=1 && key<=NB_SCENES)
{
gSceneIndex = QueryScenario(key-1);
PX_RELEASE(gScene);
gScene = new CustomScene;
}
}
}
}
int snippetMain(int, const char*const*)
{
printf("Query System Custom Compound snippet.\n");
printf("Press F1 to F8 to select a scene:\n");
printf(" F1......raycast closest\n");
printf(" F2..........raycast any\n");
printf(" F3.....raycast multiple\n");
printf(" F4........sweep closest\n");
printf(" F5............sweep any\n");
printf(" F6.......sweep multiple\n");
printf(" F7..........overlap any\n");
printf(" F8.....overlap multiple\n");
printf("\n");
printf("Press P to Pause.\n");
printf("Press O to step the simulation One frame.\n");
printf("Press the cursor keys to move the camera.\n");
printf("Use the mouse/left mouse button to rotate the camera.\n");
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 47,950 | C++ | 33.822803 | 200 | 0.702086 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetvehicle2common/SnippetVehicleHelpers.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include <ctype.h>
#include "../snippetvehicle2common/SnippetVehicleHelpers.h"
using namespace physx;
namespace snippetvehicle2
{
PxFilterFlags VehicleFilterShader(
PxFilterObjectAttributes attributes0, PxFilterData filterData0,
PxFilterObjectAttributes attributes1, PxFilterData filterData1,
PxPairFlags& pairFlags, const void* constantBlock, PxU32 constantBlockSize)
{
PX_UNUSED(attributes0);
PX_UNUSED(filterData0);
PX_UNUSED(attributes1);
PX_UNUSED(filterData1);
PX_UNUSED(pairFlags);
PX_UNUSED(constantBlock);
PX_UNUSED(constantBlockSize);
return PxFilterFlag::eSUPPRESS;
}
bool parseVehicleDataPath(int argc, const char *const* argv, const char* snippetName,
const char*& vehicleDataPath)
{
if (argc != 2 || 0 != strncmp(argv[1], "--vehicleDataPath", strlen("--vehicleDataPath")))
{
printf("%s usage:\n"
"%s "
"--vehicleDataPath=<path to the [PHYSX_ROOT]/snippets/media/vehicledata folder containing the vehiclejson files to be loaded> \n",
snippetName, snippetName);
return false;
}
vehicleDataPath = argv[1] + strlen("--vehicleDataPath=");
return true;
}
}//namespace snippetvehicle2
| 2,827 | C++ | 37.739726 | 133 | 0.763707 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetvehicle2common/base/Base.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "Base.h"
namespace snippetvehicle2
{
BaseVehicleParams BaseVehicleParams::transformAndScale
(const PxVehicleFrame& srcFrame, const PxVehicleFrame& trgFrame, const PxVehicleScale& srcScale, const PxVehicleScale& trgScale) const
{
BaseVehicleParams r = *this;
r.axleDescription = axleDescription;
r.frame = trgFrame;
r.scale = trgScale;
r.suspensionStateCalculationParams = suspensionStateCalculationParams.transformAndScale(srcFrame, trgFrame, srcScale, trgScale);
r.brakeResponseParams[0] = brakeResponseParams[0].transformAndScale(srcFrame, trgFrame, srcScale, trgScale);
r.brakeResponseParams[1] = brakeResponseParams[1].transformAndScale(srcFrame, trgFrame, srcScale, trgScale);
r.steerResponseParams = steerResponseParams.transformAndScale(srcFrame, trgFrame, srcScale, trgScale);
r.ackermannParams[0] = ackermannParams[0].transformAndScale(srcFrame, trgFrame, srcScale, trgScale);
for (PxU32 i = 0; i < r.axleDescription.nbWheels; i++)
{
const PxU32 wheelId = r.axleDescription.wheelIdsInAxleOrder[i];
r.suspensionParams[wheelId] = suspensionParams[wheelId].transformAndScale(srcFrame, trgFrame, srcScale, trgScale);
r.suspensionComplianceParams[wheelId] = suspensionComplianceParams[wheelId].transformAndScale(srcFrame, trgFrame, srcScale, trgScale);
r.suspensionForceParams[wheelId] = suspensionForceParams[wheelId].transformAndScale(srcFrame, trgFrame, srcScale, trgScale);
r.tireForceParams[wheelId] = tireForceParams[wheelId].transformAndScale(srcFrame, trgFrame, srcScale, trgScale);
r.wheelParams[wheelId] = wheelParams[wheelId].transformAndScale(srcFrame, trgFrame, srcScale, trgScale);
}
r.rigidBodyParams = rigidBodyParams.transformAndScale(srcFrame, trgFrame, srcScale, trgScale);
return r;
}
bool BaseVehicle::initialize()
{
if (!mBaseParams.isValid())
return false;
//Set the base state to default.
mBaseState.setToDefault();
return true;
}
void BaseVehicle::step(const PxReal dt, const PxVehicleSimulationContext& context)
{
mComponentSequence.update(dt, context);
}
}//namespace snippetvehicle2
| 3,771 | C++ | 43.37647 | 136 | 0.784673 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetvehicle2common/base/Base.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#pragma once
#include "vehicle2/PxVehicleAPI.h"
namespace snippetvehicle2
{
using namespace physx;
using namespace physx::vehicle2;
struct BaseVehicleParams
{
PxVehicleAxleDescription axleDescription;
PxVehicleFrame frame;
PxVehicleScale scale;
PxVehicleSuspensionStateCalculationParams suspensionStateCalculationParams;
//Command response
PxVehicleBrakeCommandResponseParams brakeResponseParams[2];
PxVehicleSteerCommandResponseParams steerResponseParams;
PxVehicleAckermannParams ackermannParams[1];
//Suspension
PxVehicleSuspensionParams suspensionParams[PxVehicleLimits::eMAX_NB_WHEELS];
PxVehicleSuspensionComplianceParams suspensionComplianceParams[PxVehicleLimits::eMAX_NB_WHEELS];
PxVehicleSuspensionForceParams suspensionForceParams[PxVehicleLimits::eMAX_NB_WHEELS];
//Tires
PxVehicleTireForceParams tireForceParams[PxVehicleLimits::eMAX_NB_WHEELS];
//Wheels
PxVehicleWheelParams wheelParams[PxVehicleLimits::eMAX_NB_WHEELS];
//Rigid body
PxVehicleRigidBodyParams rigidBodyParams;
BaseVehicleParams transformAndScale(
const PxVehicleFrame& srcFrame, const PxVehicleFrame& trgFrame, const PxVehicleScale& srcScale, const PxVehicleScale& trgScale) const;
PX_FORCE_INLINE bool isValid() const
{
if (!axleDescription.isValid())
return false;
if (!frame.isValid())
return true;
if (!scale.isValid())
return false;
if (!suspensionStateCalculationParams.isValid())
return false;
if (!brakeResponseParams[0].isValid(axleDescription))
return false;
if (!brakeResponseParams[1].isValid(axleDescription))
return false;
if (!steerResponseParams.isValid(axleDescription))
return false;
if (!ackermannParams[0].isValid(axleDescription))
return false;
for (PxU32 i = 0; i < axleDescription.nbWheels; i++)
{
const PxU32 wheelId = axleDescription.wheelIdsInAxleOrder[i];
if (!suspensionParams[wheelId].isValid())
return false;
if (!suspensionComplianceParams[wheelId].isValid())
return false;
if (!suspensionForceParams[wheelId].isValid())
return false;
if (!tireForceParams[wheelId].isValid())
return false;
if (!wheelParams[wheelId].isValid())
return false;
}
if (!rigidBodyParams.isValid())
return false;
return true;
}
};
struct BaseVehicleState
{
//Command responses
PxReal brakeCommandResponseStates[PxVehicleLimits::eMAX_NB_WHEELS];
PxReal steerCommandResponseStates[PxVehicleLimits::eMAX_NB_WHEELS];
PxVehicleWheelActuationState actuationStates[PxVehicleLimits::eMAX_NB_WHEELS];
//Road geometry
PxVehicleRoadGeometryState roadGeomStates[PxVehicleLimits::eMAX_NB_WHEELS];
//Suspensions
PxVehicleSuspensionState suspensionStates[PxVehicleLimits::eMAX_NB_WHEELS];
PxVehicleSuspensionComplianceState suspensionComplianceStates[PxVehicleLimits::eMAX_NB_WHEELS];
PxVehicleSuspensionForce suspensionForces[PxVehicleLimits::eMAX_NB_WHEELS];
//Tires
PxVehicleTireGripState tireGripStates[PxVehicleLimits::eMAX_NB_WHEELS];
PxVehicleTireDirectionState tireDirectionStates[PxVehicleLimits::eMAX_NB_WHEELS];
PxVehicleTireSpeedState tireSpeedStates[PxVehicleLimits::eMAX_NB_WHEELS];
PxVehicleTireSlipState tireSlipStates[PxVehicleLimits::eMAX_NB_WHEELS];
PxVehicleTireCamberAngleState tireCamberAngleStates[PxVehicleLimits::eMAX_NB_WHEELS];
PxVehicleTireStickyState tireStickyStates[PxVehicleLimits::eMAX_NB_WHEELS];
PxVehicleTireForce tireForces[PxVehicleLimits::eMAX_NB_WHEELS];
//Wheels
PxVehicleWheelRigidBody1dState wheelRigidBody1dStates[PxVehicleLimits::eMAX_NB_WHEELS];
PxVehicleWheelLocalPose wheelLocalPoses[PxVehicleLimits::eMAX_NB_WHEELS];
//Rigid body
PxVehicleRigidBodyState rigidBodyState;
PX_FORCE_INLINE void setToDefault()
{
for (unsigned int i = 0; i < PxVehicleLimits::eMAX_NB_WHEELS; i++)
{
brakeCommandResponseStates[i] = 0.0;
steerCommandResponseStates[i] = 0.0f;
actuationStates[i].setToDefault();
roadGeomStates[i].setToDefault();
suspensionStates[i].setToDefault();
suspensionComplianceStates[i].setToDefault();
suspensionForces[i].setToDefault();
tireGripStates[i].setToDefault();
tireDirectionStates[i].setToDefault();
tireSpeedStates[i].setToDefault();
tireSlipStates[i].setToDefault();
tireCamberAngleStates[i].setToDefault();
tireStickyStates[i].setToDefault();
tireForces[i].setToDefault();
wheelRigidBody1dStates[i].setToDefault();
wheelLocalPoses[i].setToDefault();
}
rigidBodyState.setToDefault();
}
};
//
//The PhysX Vehicle SDK was designed to offer flexibility on how to combine data and logic
//to implement a vehicle. For the purpose of the snippets, different vehicle types are
//represented using a class hierarchy to share base functionality and data. The vehicle
//classes implement the component interfaces directly such that no separate component
//objects are needed. If the goal was to focus more on modularity, each component
//could be defined as its own class but those classes would need to reference all the
//data necessary to run the component logic.
//This specific class deals with the mechanical base of a vehicle (suspension, tire,
//wheel, vehicle body etc.).
//
class BaseVehicle
: public PxVehicleRigidBodyComponent
, public PxVehicleSuspensionComponent
, public PxVehicleTireComponent
, public PxVehicleWheelComponent
{
public:
bool initialize();
virtual void destroy() {}
//To be implemented by specific vehicle types that are built on top of this class.
//The specific vehicle type defines what components to run and in what order.
virtual void initComponentSequence(bool addPhysXBeginEndComponents) = 0;
//Run a simulation step
void step(const PxReal dt, const PxVehicleSimulationContext& context);
virtual void getDataForRigidBodyComponent(
const PxVehicleAxleDescription*& axleDescription,
const PxVehicleRigidBodyParams*& rigidBodyParams,
PxVehicleArrayData<const PxVehicleSuspensionForce>& suspensionForces,
PxVehicleArrayData<const PxVehicleTireForce>& tireForces,
const PxVehicleAntiRollTorque*& antiRollTorque,
PxVehicleRigidBodyState*& rigidBodyState)
{
axleDescription = &mBaseParams.axleDescription;
rigidBodyParams = &mBaseParams.rigidBodyParams;
suspensionForces.setData(mBaseState.suspensionForces);
tireForces.setData(mBaseState.tireForces);
antiRollTorque = NULL;
rigidBodyState = &mBaseState.rigidBodyState;
}
virtual void getDataForSuspensionComponent(
const PxVehicleAxleDescription*& axleDescription,
const PxVehicleRigidBodyParams*& rigidBodyParams,
const PxVehicleSuspensionStateCalculationParams*& suspensionStateCalculationParams,
PxVehicleArrayData<const PxReal>& steerResponseStates,
const PxVehicleRigidBodyState*& rigidBodyState,
PxVehicleArrayData<const PxVehicleWheelParams>& wheelParams,
PxVehicleArrayData<const PxVehicleSuspensionParams>& suspensionParams,
PxVehicleArrayData<const PxVehicleSuspensionComplianceParams>& suspensionComplianceParams,
PxVehicleArrayData<const PxVehicleSuspensionForceParams>& suspensionForceParams,
PxVehicleSizedArrayData<const PxVehicleAntiRollForceParams>& antiRollForceParams,
PxVehicleArrayData<const PxVehicleRoadGeometryState>& wheelRoadGeomStates,
PxVehicleArrayData<PxVehicleSuspensionState>& suspensionStates,
PxVehicleArrayData<PxVehicleSuspensionComplianceState>& suspensionComplianceStates,
PxVehicleArrayData<PxVehicleSuspensionForce>& suspensionForces,
PxVehicleAntiRollTorque*& antiRollTorque)
{
axleDescription = &mBaseParams.axleDescription;
rigidBodyParams = &mBaseParams.rigidBodyParams;
suspensionStateCalculationParams = &mBaseParams.suspensionStateCalculationParams;
steerResponseStates.setData(mBaseState.steerCommandResponseStates);
rigidBodyState = &mBaseState.rigidBodyState;
wheelParams.setData(mBaseParams.wheelParams);
suspensionParams.setData(mBaseParams.suspensionParams);
suspensionComplianceParams.setData(mBaseParams.suspensionComplianceParams);
suspensionForceParams.setData(mBaseParams.suspensionForceParams);
antiRollForceParams.setEmpty();
wheelRoadGeomStates.setData(mBaseState.roadGeomStates);
suspensionStates.setData(mBaseState.suspensionStates);
suspensionComplianceStates.setData(mBaseState.suspensionComplianceStates);
suspensionForces.setData(mBaseState.suspensionForces);
antiRollTorque = NULL;
}
virtual void getDataForTireComponent(
const PxVehicleAxleDescription*& axleDescription,
PxVehicleArrayData<const PxReal>& steerResponseStates,
const PxVehicleRigidBodyState*& rigidBodyState,
PxVehicleArrayData<const PxVehicleWheelActuationState>& actuationStates,
PxVehicleArrayData<const PxVehicleWheelParams>& wheelParams,
PxVehicleArrayData<const PxVehicleSuspensionParams>& suspensionParams,
PxVehicleArrayData<const PxVehicleTireForceParams>& tireForceParams,
PxVehicleArrayData<const PxVehicleRoadGeometryState>& roadGeomStates,
PxVehicleArrayData<const PxVehicleSuspensionState>& suspensionStates,
PxVehicleArrayData<const PxVehicleSuspensionComplianceState>& suspensionComplianceStates,
PxVehicleArrayData<const PxVehicleSuspensionForce>& suspensionForces,
PxVehicleArrayData<const PxVehicleWheelRigidBody1dState>& wheelRigidBody1DStates,
PxVehicleArrayData<PxVehicleTireGripState>& tireGripStates,
PxVehicleArrayData<PxVehicleTireDirectionState>& tireDirectionStates,
PxVehicleArrayData<PxVehicleTireSpeedState>& tireSpeedStates,
PxVehicleArrayData<PxVehicleTireSlipState>& tireSlipStates,
PxVehicleArrayData<PxVehicleTireCamberAngleState>& tireCamberAngleStates,
PxVehicleArrayData<PxVehicleTireStickyState>& tireStickyStates,
PxVehicleArrayData<PxVehicleTireForce>& tireForces)
{
axleDescription = &mBaseParams.axleDescription;
steerResponseStates.setData(mBaseState.steerCommandResponseStates);
rigidBodyState = &mBaseState.rigidBodyState;
actuationStates.setData(mBaseState.actuationStates);
wheelParams.setData(mBaseParams.wheelParams);
suspensionParams.setData(mBaseParams.suspensionParams);
tireForceParams.setData(mBaseParams.tireForceParams);
roadGeomStates.setData(mBaseState.roadGeomStates);
suspensionStates.setData(mBaseState.suspensionStates);
suspensionComplianceStates.setData(mBaseState.suspensionComplianceStates);
suspensionForces.setData(mBaseState.suspensionForces);
wheelRigidBody1DStates.setData(mBaseState.wheelRigidBody1dStates);
tireGripStates.setData(mBaseState.tireGripStates);
tireDirectionStates.setData(mBaseState.tireDirectionStates);
tireSpeedStates.setData(mBaseState.tireSpeedStates);
tireSlipStates.setData(mBaseState.tireSlipStates);
tireCamberAngleStates.setData(mBaseState.tireCamberAngleStates);
tireStickyStates.setData(mBaseState.tireStickyStates);
tireForces.setData(mBaseState.tireForces);
}
virtual void getDataForWheelComponent(
const PxVehicleAxleDescription*& axleDescription,
PxVehicleArrayData<const PxReal>& steerResponseStates,
PxVehicleArrayData<const PxVehicleWheelParams>& wheelParams,
PxVehicleArrayData<const PxVehicleSuspensionParams>& suspensionParams,
PxVehicleArrayData<const PxVehicleWheelActuationState>& actuationStates,
PxVehicleArrayData<const PxVehicleSuspensionState>& suspensionStates,
PxVehicleArrayData<const PxVehicleSuspensionComplianceState>& suspensionComplianceStates,
PxVehicleArrayData<const PxVehicleTireSpeedState>& tireSpeedStates,
PxVehicleArrayData<PxVehicleWheelRigidBody1dState>& wheelRigidBody1dStates,
PxVehicleArrayData<PxVehicleWheelLocalPose>& wheelLocalPoses)
{
axleDescription = &mBaseParams.axleDescription;
steerResponseStates.setData(mBaseState.steerCommandResponseStates);
wheelParams.setData(mBaseParams.wheelParams);
suspensionParams.setData(mBaseParams.suspensionParams);
actuationStates.setData(mBaseState.actuationStates);
suspensionStates.setData(mBaseState.suspensionStates);
suspensionComplianceStates.setData(mBaseState.suspensionComplianceStates);
tireSpeedStates.setData(mBaseState.tireSpeedStates);
wheelRigidBody1dStates.setData(mBaseState.wheelRigidBody1dStates);
wheelLocalPoses.setData(mBaseState.wheelLocalPoses);
}
//Parameters and statess of the vehicle's mechanical base.
BaseVehicleParams mBaseParams;
BaseVehicleState mBaseState;
//The sequence of components that will simulate the vehicle.
//To be assembled by specific vehicle types that are built
//on top of this class
PxVehicleComponentSequence mComponentSequence;
//A sub-group of components can be simulated with multiple substeps
//to improve simulation fidelity without running the full sequence
//at a lower timestep.
PxU8 mComponentSequenceSubstepGroupHandle;
};
}//namespace snippetvehicle2
| 14,320 | C | 41.495549 | 136 | 0.820321 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetvehicle2common/enginedrivetrain/EngineDrivetrain.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#pragma once
#include "vehicle2/PxVehicleAPI.h"
#include "../physxintegration/PhysXIntegration.h"
namespace snippetvehicle2
{
using namespace physx;
using namespace physx::vehicle2;
struct EngineDrivetrainParams
{
PxVehicleAutoboxParams autoboxParams;
PxVehicleClutchCommandResponseParams clutchCommandResponseParams;
PxVehicleEngineParams engineParams;
PxVehicleGearboxParams gearBoxParams;
PxVehicleMultiWheelDriveDifferentialParams multiWheelDifferentialParams;
PxVehicleFourWheelDriveDifferentialParams fourWheelDifferentialParams;
PxVehicleTankDriveDifferentialParams tankDifferentialParams;
PxVehicleClutchParams clutchParams;
EngineDrivetrainParams transformAndScale(
const PxVehicleFrame& srcFrame, const PxVehicleFrame& trgFrame, const PxVehicleScale& srcScale, const PxVehicleScale& trgScale) const;
PX_FORCE_INLINE bool isValid(const PxVehicleAxleDescription& axleDesc) const
{
if (!autoboxParams.isValid(gearBoxParams))
return false;
if (!clutchCommandResponseParams.isValid())
return false;
if (!engineParams.isValid())
return false;
if (!gearBoxParams.isValid())
return false;
if (!multiWheelDifferentialParams.isValid(axleDesc))
return false;
if (!fourWheelDifferentialParams.isValid(axleDesc))
return false;
if (!tankDifferentialParams.isValid(axleDesc))
return false;
if (!clutchParams.isValid())
return false;
return true;
}
};
struct EngineDrivetrainState
{
PxVehicleEngineDriveThrottleCommandResponseState throttleCommandResponseState;
PxVehicleAutoboxState autoboxState;
PxVehicleClutchCommandResponseState clutchCommandResponseState;
PxVehicleDifferentialState differentialState;
PxVehicleWheelConstraintGroupState wheelConstraintGroupState;
PxVehicleEngineState engineState;
PxVehicleGearboxState gearboxState;
PxVehicleClutchSlipState clutchState;
PX_FORCE_INLINE void setToDefault()
{
throttleCommandResponseState.setToDefault();
autoboxState.setToDefault();
clutchCommandResponseState.setToDefault();
differentialState.setToDefault();
wheelConstraintGroupState.setToDefault();
engineState.setToDefault();
gearboxState.setToDefault();
clutchState.setToDefault();
}
};
//
//This class holds the parameters, state and logic needed to implement a vehicle that
//is using an engine drivetrain with gears, clutch etc.
//
//See BaseVehicle for more details on the snippet code design.
//
class EngineDriveVehicle
: public PhysXActorVehicle
, public PxVehicleEngineDriveCommandResponseComponent
, public PxVehicleFourWheelDriveDifferentialStateComponent
, public PxVehicleMultiWheelDriveDifferentialStateComponent
, public PxVehicleTankDriveDifferentialStateComponent
, public PxVehicleEngineDriveActuationStateComponent
, public PxVehicleEngineDrivetrainComponent
{
public:
enum Enum
{
eDIFFTYPE_FOURWHEELDRIVE,
eDIFFTYPE_MULTIWHEELDRIVE,
eDIFFTYPE_TANKDRIVE
};
bool initialize(PxPhysics& physics, const PxCookingParams& params, PxMaterial& defaultMaterial,
Enum differentialType, bool addPhysXBeginEndComponents=true);
virtual void destroy();
virtual void initComponentSequence(bool addPhysXBeginEndComponents);
virtual void getDataForPhysXActorBeginComponent(
const PxVehicleAxleDescription*& axleDescription,
const PxVehicleCommandState*& commands,
const PxVehicleEngineDriveTransmissionCommandState*& transmissionCommands,
const PxVehicleGearboxParams*& gearParams,
const PxVehicleGearboxState*& gearState,
const PxVehicleEngineParams*& engineParams,
PxVehiclePhysXActor*& physxActor,
PxVehiclePhysXSteerState*& physxSteerState,
PxVehiclePhysXConstraints*& physxConstraints,
PxVehicleRigidBodyState*& rigidBodyState,
PxVehicleArrayData<PxVehicleWheelRigidBody1dState>& wheelRigidBody1dStates,
PxVehicleEngineState*& engineState)
{
axleDescription = &mBaseParams.axleDescription;
commands = &mCommandState;
physxActor = &mPhysXState.physxActor;
physxSteerState = &mPhysXState.physxSteerState;
physxConstraints = &mPhysXState.physxConstraints;
rigidBodyState = &mBaseState.rigidBodyState;
wheelRigidBody1dStates.setData(mBaseState.wheelRigidBody1dStates);
transmissionCommands = &mTransmissionCommandState;
gearParams = &mEngineDriveParams.gearBoxParams;
gearState = &mEngineDriveState.gearboxState;
engineParams = &mEngineDriveParams.engineParams;
engineState = &mEngineDriveState.engineState;
}
virtual void getDataForPhysXActorEndComponent(
const PxVehicleAxleDescription*& axleDescription,
const PxVehicleRigidBodyState*& rigidBodyState,
PxVehicleArrayData<const PxVehicleWheelParams>& wheelParams,
PxVehicleArrayData<const PxTransform>& wheelShapeLocalPoses,
PxVehicleArrayData<const PxVehicleWheelRigidBody1dState>& wheelRigidBody1dStates,
PxVehicleArrayData<const PxVehicleWheelLocalPose>& wheelLocalPoses,
const PxVehicleGearboxState*& gearState,
const PxReal*& throttle,
PxVehiclePhysXActor*& physxActor)
{
axleDescription = &mBaseParams.axleDescription;
rigidBodyState = &mBaseState.rigidBodyState;
wheelParams.setData(mBaseParams.wheelParams);
wheelShapeLocalPoses.setData(mPhysXParams.physxWheelShapeLocalPoses);
wheelRigidBody1dStates.setData(mBaseState.wheelRigidBody1dStates);
wheelLocalPoses.setData(mBaseState.wheelLocalPoses);
physxActor = &mPhysXState.physxActor;
gearState = &mEngineDriveState.gearboxState;
throttle = &mCommandState.throttle;
}
virtual void getDataForEngineDriveCommandResponseComponent(
const PxVehicleAxleDescription*& axleDescription,
PxVehicleSizedArrayData<const PxVehicleBrakeCommandResponseParams>& brakeResponseParams,
const PxVehicleSteerCommandResponseParams*& steerResponseParams,
PxVehicleSizedArrayData<const PxVehicleAckermannParams>& ackermannParams,
const PxVehicleGearboxParams*& gearboxParams,
const PxVehicleClutchCommandResponseParams*& clutchResponseParams,
const PxVehicleEngineParams*& engineParams,
const PxVehicleRigidBodyState*& rigidBodyState,
const PxVehicleEngineState*& engineState,
const PxVehicleAutoboxParams*& autoboxParams,
const PxVehicleCommandState*& commands,
const PxVehicleEngineDriveTransmissionCommandState*& transmissionCommands,
PxVehicleArrayData<PxReal>& brakeResponseStates,
PxVehicleEngineDriveThrottleCommandResponseState*& throttleResponseState,
PxVehicleArrayData<PxReal>& steerResponseStates,
PxVehicleGearboxState*& gearboxResponseState,
PxVehicleClutchCommandResponseState*& clutchResponseState,
PxVehicleAutoboxState*& autoboxState)
{
axleDescription = &mBaseParams.axleDescription;
brakeResponseParams.setDataAndCount(mBaseParams.brakeResponseParams, sizeof(mBaseParams.brakeResponseParams) / sizeof(PxVehicleBrakeCommandResponseParams));
steerResponseParams = &mBaseParams.steerResponseParams;
ackermannParams.setDataAndCount(mBaseParams.ackermannParams, sizeof(mBaseParams.ackermannParams)/sizeof(PxVehicleAckermannParams));
gearboxParams = &mEngineDriveParams.gearBoxParams;
clutchResponseParams = &mEngineDriveParams.clutchCommandResponseParams;
engineParams = &mEngineDriveParams.engineParams;
rigidBodyState = &mBaseState.rigidBodyState;
engineState = &mEngineDriveState.engineState;
autoboxParams = &mEngineDriveParams.autoboxParams;
commands = &mCommandState;
transmissionCommands = (Enum::eDIFFTYPE_TANKDRIVE == mDifferentialType) ? &mTankDriveTransmissionCommandState : &mTransmissionCommandState;
brakeResponseStates.setData(mBaseState.brakeCommandResponseStates);
throttleResponseState = &mEngineDriveState.throttleCommandResponseState;
steerResponseStates.setData(mBaseState.steerCommandResponseStates);
gearboxResponseState = &mEngineDriveState.gearboxState;
clutchResponseState = &mEngineDriveState.clutchCommandResponseState;
autoboxState = &mEngineDriveState.autoboxState;
}
virtual void getDataForFourWheelDriveDifferentialStateComponent(
const PxVehicleAxleDescription*& axleDescription,
const PxVehicleFourWheelDriveDifferentialParams*& differentialParams,
PxVehicleArrayData<const PxVehicleWheelRigidBody1dState>& wheelRigidbody1dStates,
PxVehicleDifferentialState*& differentialState, PxVehicleWheelConstraintGroupState*& wheelConstraintGroups)
{
axleDescription = &mBaseParams.axleDescription;
differentialParams = &mEngineDriveParams.fourWheelDifferentialParams;
wheelRigidbody1dStates.setData(mBaseState.wheelRigidBody1dStates);
differentialState = &mEngineDriveState.differentialState;
wheelConstraintGroups = &mEngineDriveState.wheelConstraintGroupState;
}
virtual void getDataForMultiWheelDriveDifferentialStateComponent(
const PxVehicleAxleDescription*& axleDescription,
const PxVehicleMultiWheelDriveDifferentialParams*& differentialParams,
PxVehicleDifferentialState*& differentialState)
{
axleDescription = &mBaseParams.axleDescription;
differentialParams = &mEngineDriveParams.multiWheelDifferentialParams;
differentialState = &mEngineDriveState.differentialState;
}
virtual void getDataForTankDriveDifferentialStateComponent(
const PxVehicleAxleDescription *&axleDescription,
const PxVehicleTankDriveTransmissionCommandState*& tankDriveTransmissionCommands,
PxVehicleArrayData<const PxVehicleWheelParams>& wheelParams,
const PxVehicleTankDriveDifferentialParams *& differentialParams,
PxVehicleDifferentialState *& differentialState,
PxVehicleWheelConstraintGroupState*& wheelConstraintGroups)
{
axleDescription = &mBaseParams.axleDescription;
tankDriveTransmissionCommands = &mTankDriveTransmissionCommandState;
wheelParams.setData(mBaseParams.wheelParams);
differentialParams = &mEngineDriveParams.tankDifferentialParams;
differentialState = &mEngineDriveState.differentialState;
wheelConstraintGroups = &mEngineDriveState.wheelConstraintGroupState;
}
virtual void getDataForEngineDriveActuationStateComponent(
const PxVehicleAxleDescription*& axleDescription,
const PxVehicleGearboxParams*& gearboxParams,
PxVehicleArrayData<const PxReal>& brakeResponseStates,
const PxVehicleEngineDriveThrottleCommandResponseState*& throttleResponseState,
const PxVehicleGearboxState*& gearboxState,
const PxVehicleDifferentialState*& differentialState,
const PxVehicleClutchCommandResponseState*& clutchResponseState,
PxVehicleArrayData<PxVehicleWheelActuationState>& actuationStates)
{
axleDescription = &mBaseParams.axleDescription;
gearboxParams = &mEngineDriveParams.gearBoxParams;
brakeResponseStates.setData(mBaseState.brakeCommandResponseStates);
throttleResponseState = &mEngineDriveState.throttleCommandResponseState;
gearboxState = &mEngineDriveState.gearboxState;
differentialState = &mEngineDriveState.differentialState;
clutchResponseState = &mEngineDriveState.clutchCommandResponseState;
actuationStates.setData(mBaseState.actuationStates);
}
virtual void getDataForEngineDrivetrainComponent(
const PxVehicleAxleDescription*& axleDescription,
PxVehicleArrayData<const PxVehicleWheelParams>& wheelParams,
const PxVehicleEngineParams*& engineParams,
const PxVehicleClutchParams*& clutchParams,
const PxVehicleGearboxParams*& gearboxParams,
PxVehicleArrayData<const PxReal>& brakeResponseStates,
PxVehicleArrayData<const PxVehicleWheelActuationState>& actuationStates,
PxVehicleArrayData<const PxVehicleTireForce>& tireForces,
const PxVehicleEngineDriveThrottleCommandResponseState*& throttleResponseState,
const PxVehicleClutchCommandResponseState*& clutchResponseState,
const PxVehicleDifferentialState*& differentialState,
const PxVehicleWheelConstraintGroupState*& constraintGroupState,
PxVehicleArrayData<PxVehicleWheelRigidBody1dState>& wheelRigidBody1dStates,
PxVehicleEngineState*& engineState,
PxVehicleGearboxState*& gearboxState,
PxVehicleClutchSlipState*& clutchState)
{
axleDescription = &mBaseParams.axleDescription;
wheelParams.setData(mBaseParams.wheelParams);
engineParams = &mEngineDriveParams.engineParams;
clutchParams = &mEngineDriveParams.clutchParams;
gearboxParams = &mEngineDriveParams.gearBoxParams;
brakeResponseStates.setData(mBaseState.brakeCommandResponseStates);
actuationStates.setData(mBaseState.actuationStates);
tireForces.setData(mBaseState.tireForces);
throttleResponseState = &mEngineDriveState.throttleCommandResponseState;
clutchResponseState = &mEngineDriveState.clutchCommandResponseState;
differentialState = &mEngineDriveState.differentialState;
constraintGroupState = Enum::eDIFFTYPE_TANKDRIVE == mDifferentialType ? &mEngineDriveState.wheelConstraintGroupState : NULL;
wheelRigidBody1dStates.setData(mBaseState.wheelRigidBody1dStates);
engineState = &mEngineDriveState.engineState;
gearboxState = &mEngineDriveState.gearboxState;
clutchState = &mEngineDriveState.clutchState;
}
//Parameters and states of the vehicle's engine drivetrain.
EngineDrivetrainParams mEngineDriveParams;
EngineDrivetrainState mEngineDriveState;
//The commands that will control the vehicle's transmission
PxVehicleEngineDriveTransmissionCommandState mTransmissionCommandState;
PxVehicleTankDriveTransmissionCommandState mTankDriveTransmissionCommandState;
//The type of differential that will be used.
//If eDIFFTYPE_TANKDRIVE is chosen then the vehicle's transmission
//commands are stored in mTankDriveTransmissionCommandState.
//If eDIFFTYPE_FOURWHEELDRIVE or eDIFFTYPE_MULTIWHEELDRIVE is chosen
//then the vehicle's transmission commands are stored in
//mTransmissionCommandState
Enum mDifferentialType;
};
}//namespace snippetvehicle2
| 15,193 | C | 44.086053 | 158 | 0.836701 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetvehicle2common/enginedrivetrain/EngineDrivetrain.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "EngineDrivetrain.h"
#include "../base/Base.h"
namespace snippetvehicle2
{
EngineDrivetrainParams EngineDrivetrainParams::transformAndScale(
const PxVehicleFrame& srcFrame, const PxVehicleFrame& trgFrame, const PxVehicleScale& srcScale, const PxVehicleScale& trgScale) const
{
EngineDrivetrainParams r = *this;
r.autoboxParams = autoboxParams.transformAndScale(srcFrame, trgFrame, srcScale, trgScale);
r.clutchCommandResponseParams = clutchCommandResponseParams.transformAndScale(srcFrame, trgFrame, srcScale, trgScale);
r.engineParams = engineParams.transformAndScale(srcFrame, trgFrame, srcScale, trgScale);
r.gearBoxParams = gearBoxParams.transformAndScale(srcFrame, trgFrame, srcScale, trgScale);
r.fourWheelDifferentialParams = fourWheelDifferentialParams.transformAndScale(srcFrame, trgFrame, srcScale, trgScale);
r.multiWheelDifferentialParams = multiWheelDifferentialParams.transformAndScale(srcFrame, trgFrame, srcScale, trgScale);
r.tankDifferentialParams = tankDifferentialParams.transformAndScale(srcFrame, trgFrame, srcScale, trgScale);
r.clutchParams = clutchParams.transformAndScale(srcFrame, trgFrame, srcScale, trgScale);
return r;
}
bool EngineDriveVehicle::initialize(PxPhysics& physics, const PxCookingParams& params, PxMaterial& defaultMaterial,
Enum differentialTye, bool addPhysXBeginEndComponents)
{
mDifferentialType = differentialTye;
mTransmissionCommandState.setToDefault();
mTankDriveTransmissionCommandState.setToDefault();
if (!PhysXActorVehicle::initialize(physics, params, defaultMaterial))
return false;
if (!mEngineDriveParams.isValid(mBaseParams.axleDescription))
return false;
//Set the drivetrain state to default.
mEngineDriveState.setToDefault();
//Add all the components in sequence that will simulate a vehicle with an engine drive drivetrain.
initComponentSequence(addPhysXBeginEndComponents);
return true;
}
void EngineDriveVehicle::destroy()
{
PhysXActorVehicle::destroy();
}
void EngineDriveVehicle::initComponentSequence(bool addPhysXBeginEndComponents)
{
//Wake up the associated PxRigidBody if it is asleep and the vehicle commands signal an
//intent to change state.
//Read from the physx actor and write the state (position, velocity etc) to the vehicle.
if(addPhysXBeginEndComponents)
mComponentSequence.add(static_cast<PxVehiclePhysXActorBeginComponent*>(this));
//Read the input commands (throttle, brake, steer, clutch etc) and forward them to the drivetrain and steering mechanism.
//When using automatic transmission, the autobox determines if it wants to begin a gear change. If it does, it will overwrite
//the target gear command and set throttle to 0 internally.
mComponentSequence.add(static_cast<PxVehicleEngineDriveCommandResponseComponent*>(this));
//The differential determines the fraction of available drive torque that will be delivered to each wheel.
switch (mDifferentialType)
{
case eDIFFTYPE_FOURWHEELDRIVE:
mComponentSequence.add(static_cast<PxVehicleFourWheelDriveDifferentialStateComponent*>(this));
break;
case eDIFFTYPE_MULTIWHEELDRIVE:
mComponentSequence.add(static_cast<PxVehicleMultiWheelDriveDifferentialStateComponent*>(this));
break;
case eDIFFTYPE_TANKDRIVE:
mComponentSequence.add(static_cast<PxVehicleTankDriveDifferentialStateComponent*>(this));
break;
default:
PX_ASSERT(false);
break;
}
//Work out which wheels have a non-zero drive torque and non-zero brake torque.
//This is used to determine if any tire is to enter the "sticky" regime that will bring the
//vehicle to rest.
mComponentSequence.add(static_cast<PxVehicleEngineDriveActuationStateComponent*>(this));
//Perform a scene query against the physx scene to determine the plane and friction under each wheel.
mComponentSequence.add(static_cast<PxVehiclePhysXRoadGeometrySceneQueryComponent*>(this));
//Start a substep group that can be ticked multiple times per update.
//Record the handle returned by PxVehicleComponentSequence::beginSubstepGroup() because this
//is used later to set the number of substeps for this substep group.
//In this example, we allow the update of the suspensions, tires and wheels multiple times without recalculating
//the plane underneath the wheel. This is useful for stability at low forward speeds and is much cheaper
//than setting a smaller timestep for the whole vehicle.
mComponentSequenceSubstepGroupHandle = mComponentSequence.beginSubstepGroup(3);
//Update the suspension compression given the plane under each wheel.
//Update the kinematic compliance from the compression state of each suspension.
//Convert suspension state to suspension force and torque.
mComponentSequence.add(static_cast<PxVehicleSuspensionComponent*>(this));
//Compute the load on the tire, the friction experienced by the tire
//and the lateral/longitudinal slip angles.
//Convert load/friction/slip to tire force and torque.
//If the vehicle is to come rest then compute the "sticky" velocity constraints to apply to the
//vehicle.
mComponentSequence.add(static_cast<PxVehicleTireComponent*>(this));
//Apply any "sticky" velocity constraints to a data buffer that will be consumed by the physx scene
//during the next physx scene update.
mComponentSequence.add(static_cast<PxVehiclePhysXConstraintComponent*>(this));
//Update the rotational speed of the engine and wheels by applying the available drive torque
//to the wheels through the clutch, differential and gears and accounting for the longitudinal
//tire force that is applied to the wheel's angular momentum.
mComponentSequence.add(static_cast<PxVehicleEngineDrivetrainComponent*>(this));
//Apply the suspension and tire forces to the vehicle's rigid body and forward
//integrate the state of the rigid body.
mComponentSequence.add(static_cast<PxVehicleRigidBodyComponent*>(this));
//Mark the end of the substep group.
mComponentSequence.endSubstepGroup();
//Update the rotation angle of the wheel by forwarding integrating the rotational
//speed of each wheel.
//Compute the local pose of the wheel in the rigid body frame after accounting
//suspension compression and compliance.
mComponentSequence.add(static_cast<PxVehicleWheelComponent*>(this));
//Write the local poses of each wheel to the corresponding shapes on the physx actor.
//Write the momentum change applied to the vehicle's rigid body to the physx actor.
//The physx scene can now try to apply that change to the physx actor.
//The physx scene will account for collisions and constraints to be applied to the vehicle
//that occur by applying the change.
if (addPhysXBeginEndComponents)
mComponentSequence.add(static_cast<PxVehiclePhysXActorEndComponent*>(this));
}
}//namespace snippetvehicle2
| 8,456 | C++ | 48.747059 | 134 | 0.796239 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetvehicle2common/physxintegration/PhysXIntegration.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#pragma once
#include "PxScene.h"
#include "vehicle2/PxVehicleAPI.h"
#include "../base/Base.h"
namespace snippetvehicle2
{
using namespace physx;
using namespace physx::vehicle2;
struct PhysXIntegrationParams
{
PxVehiclePhysXRoadGeometryQueryParams physxRoadGeometryQueryParams;
PxVehiclePhysXMaterialFrictionParams physxMaterialFrictionParams[PxVehicleLimits::eMAX_NB_WHEELS];
PxVehiclePhysXSuspensionLimitConstraintParams physxSuspensionLimitConstraintParams[PxVehicleLimits::eMAX_NB_WHEELS];
PxTransform physxActorCMassLocalPose;
PxVec3 physxActorBoxShapeHalfExtents;
PxTransform physxActorBoxShapeLocalPose;
PxTransform physxWheelShapeLocalPoses[PxVehicleLimits::eMAX_NB_WHEELS];
void create
(const PxVehicleAxleDescription& axleDescription,
const PxQueryFilterData& queryFilterData, PxQueryFilterCallback* queryFilterCallback,
PxVehiclePhysXMaterialFriction* materialFrictions, const PxU32 nbMaterialFrictions, const PxReal defaultFriction,
const PxTransform& physXActorCMassLocalPose,
const PxVec3& physXActorBoxShapeHalfExtents, const PxTransform& physxActorBoxShapeLocalPose);
PhysXIntegrationParams transformAndScale(
const PxVehicleFrame& srcFrame, const PxVehicleFrame& trgFrame, const PxVehicleScale& srcScale, const PxVehicleScale& trgScale) const;
PX_FORCE_INLINE bool isValid(const PxVehicleAxleDescription& axleDesc) const
{
if (!physxRoadGeometryQueryParams.isValid())
return false;
for (PxU32 i = 0; i < axleDesc.nbWheels; i++)
{
const PxU32 wheelId = axleDesc.wheelIdsInAxleOrder[i];
if (!physxMaterialFrictionParams[wheelId].isValid())
return false;
if (!physxSuspensionLimitConstraintParams[wheelId].isValid())
return false;
}
return true;
}
};
struct PhysXIntegrationState
{
PxVehiclePhysXActor physxActor; //physx actor
PxVehiclePhysXSteerState physxSteerState;
PxVehiclePhysXConstraints physxConstraints; //susp limit and sticky tire constraints
PX_FORCE_INLINE void setToDefault()
{
physxActor.setToDefault();
physxSteerState.setToDefault();
physxConstraints.setToDefault();
}
void create
(const BaseVehicleParams& baseParams, const PhysXIntegrationParams& physxParams,
PxPhysics& physics, const PxCookingParams& params, PxMaterial& defaultMaterial);
void destroy();
};
void setPhysXIntegrationParams(const PxVehicleAxleDescription&,
PxVehiclePhysXMaterialFriction*, PxU32 nbPhysXMaterialFrictions,
PxReal physXDefaultMaterialFriction, PhysXIntegrationParams&);
//
//This class holds the parameters, state and logic needed to implement a vehicle that
//is using a PhysX actor to potentially interact with other objects in a PhysX scene.
//
//See BaseVehicle for more details on the snippet code design.
//
class PhysXActorVehicle
: public BaseVehicle
, public PxVehiclePhysXActorBeginComponent
, public PxVehiclePhysXActorEndComponent
, public PxVehiclePhysXConstraintComponent
, public PxVehiclePhysXRoadGeometrySceneQueryComponent
{
public:
bool initialize(PxPhysics& physics, const PxCookingParams& params, PxMaterial& defaultMaterial);
virtual void destroy();
void setUpActor(PxScene& scene, const PxTransform& pose, const char* vehicleName);
virtual void getDataForPhysXActorBeginComponent(
const PxVehicleAxleDescription*& axleDescription,
const PxVehicleCommandState*& commands,
const PxVehicleEngineDriveTransmissionCommandState*& transmissionCommands,
const PxVehicleGearboxParams*& gearParams,
const PxVehicleGearboxState*& gearState,
const PxVehicleEngineParams*& engineParams,
PxVehiclePhysXActor*& physxActor,
PxVehiclePhysXSteerState*& physxSteerState,
PxVehiclePhysXConstraints*& physxConstraints,
PxVehicleRigidBodyState*& rigidBodyState,
PxVehicleArrayData<PxVehicleWheelRigidBody1dState>& wheelRigidBody1dStates,
PxVehicleEngineState*& engineState)
{
axleDescription = &mBaseParams.axleDescription;
commands = &mCommandState;
physxActor = &mPhysXState.physxActor;
physxSteerState = &mPhysXState.physxSteerState;
physxConstraints = &mPhysXState.physxConstraints;
rigidBodyState = &mBaseState.rigidBodyState;
wheelRigidBody1dStates.setData(mBaseState.wheelRigidBody1dStates);
transmissionCommands = NULL;
gearParams = NULL;
gearState = NULL;
engineParams = NULL;
engineState = NULL;
}
virtual void getDataForPhysXActorEndComponent(
const PxVehicleAxleDescription*& axleDescription,
const PxVehicleRigidBodyState*& rigidBodyState,
PxVehicleArrayData<const PxVehicleWheelParams>& wheelParams,
PxVehicleArrayData<const PxTransform>& wheelShapeLocalPoses,
PxVehicleArrayData<const PxVehicleWheelRigidBody1dState>& wheelRigidBody1dStates,
PxVehicleArrayData<const PxVehicleWheelLocalPose>& wheelLocalPoses,
const PxVehicleGearboxState*& gearState,
const PxReal*& throttle,
PxVehiclePhysXActor*& physxActor)
{
axleDescription = &mBaseParams.axleDescription;
rigidBodyState = &mBaseState.rigidBodyState;
wheelParams.setData(mBaseParams.wheelParams);
wheelShapeLocalPoses.setData(mPhysXParams.physxWheelShapeLocalPoses);
wheelRigidBody1dStates.setData(mBaseState.wheelRigidBody1dStates);
wheelLocalPoses.setData(mBaseState.wheelLocalPoses);
physxActor = &mPhysXState.physxActor;
gearState = NULL;
throttle = &mCommandState.throttle;
}
virtual void getDataForPhysXConstraintComponent(
const PxVehicleAxleDescription*& axleDescription,
const PxVehicleRigidBodyState*& rigidBodyState,
PxVehicleArrayData<const PxVehicleSuspensionParams>& suspensionParams,
PxVehicleArrayData<const PxVehiclePhysXSuspensionLimitConstraintParams>& suspensionLimitParams,
PxVehicleArrayData<const PxVehicleSuspensionState>& suspensionStates,
PxVehicleArrayData<const PxVehicleSuspensionComplianceState>& suspensionComplianceStates,
PxVehicleArrayData<const PxVehicleRoadGeometryState>& wheelRoadGeomStates,
PxVehicleArrayData<const PxVehicleTireDirectionState>& tireDirectionStates,
PxVehicleArrayData<const PxVehicleTireStickyState>& tireStickyStates,
PxVehiclePhysXConstraints*& constraints)
{
axleDescription = &mBaseParams.axleDescription;
rigidBodyState = &mBaseState.rigidBodyState;
suspensionParams.setData(mBaseParams.suspensionParams);
suspensionLimitParams.setData(mPhysXParams.physxSuspensionLimitConstraintParams);
suspensionStates.setData(mBaseState.suspensionStates);
suspensionComplianceStates.setData(mBaseState.suspensionComplianceStates);
wheelRoadGeomStates.setData(mBaseState.roadGeomStates);
tireDirectionStates.setData(mBaseState.tireDirectionStates);
tireStickyStates.setData(mBaseState.tireStickyStates);
constraints = &mPhysXState.physxConstraints;
}
virtual void getDataForPhysXRoadGeometrySceneQueryComponent(
const PxVehicleAxleDescription*& axleDescription,
const PxVehiclePhysXRoadGeometryQueryParams*& roadGeomParams,
PxVehicleArrayData<const PxReal>& steerResponseStates,
const PxVehicleRigidBodyState*& rigidBodyState,
PxVehicleArrayData<const PxVehicleWheelParams>& wheelParams,
PxVehicleArrayData<const PxVehicleSuspensionParams>& suspensionParams,
PxVehicleArrayData<const PxVehiclePhysXMaterialFrictionParams>& materialFrictionParams,
PxVehicleArrayData<PxVehicleRoadGeometryState>& roadGeometryStates,
PxVehicleArrayData<PxVehiclePhysXRoadGeometryQueryState>& physxRoadGeometryStates)
{
axleDescription = &mBaseParams.axleDescription;
roadGeomParams = &mPhysXParams.physxRoadGeometryQueryParams;
steerResponseStates.setData(mBaseState.steerCommandResponseStates);
rigidBodyState = &mBaseState.rigidBodyState;
wheelParams.setData(mBaseParams.wheelParams);
suspensionParams.setData(mBaseParams.suspensionParams);
materialFrictionParams.setData(mPhysXParams.physxMaterialFrictionParams);
roadGeometryStates.setData(mBaseState.roadGeomStates);
physxRoadGeometryStates.setEmpty();
}
//Parameters and states of the vehicle's physx integration.
PhysXIntegrationParams mPhysXParams;
PhysXIntegrationState mPhysXState;
//The commands that will control the vehicle
//
// Note that this is not related to a PhysX actor based vehicle as such but
// put in here to be shared by all vehicle types that will be based on this
// class. It keeps the code simpler for the purpose of the snippets.
//
PxVehicleCommandState mCommandState;
};
}//namespace snippetvehicle2
| 10,000 | C | 41.377118 | 136 | 0.8204 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetvehicle2common/physxintegration/PhysXIntegration.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "PhysXIntegration.h"
namespace snippetvehicle2
{
void PhysXIntegrationParams::create
(const PxVehicleAxleDescription& axleDescription,
const PxQueryFilterData& queryFilterData, PxQueryFilterCallback* queryFilterCallback,
PxVehiclePhysXMaterialFriction* materialFrictions, const PxU32 nbMaterialFrictions, const PxReal defaultFriction,
const PxTransform& actorCMassLocalPose,
const PxVec3& actorBoxShapeHalfExtents, const PxTransform& actorBoxShapeLocalPose)
{
physxRoadGeometryQueryParams.roadGeometryQueryType = PxVehiclePhysXRoadGeometryQueryType::eRAYCAST;
physxRoadGeometryQueryParams.defaultFilterData = queryFilterData;
physxRoadGeometryQueryParams.filterCallback = queryFilterCallback;
physxRoadGeometryQueryParams.filterDataEntries = NULL;
for(PxU32 i = 0; i < axleDescription.nbWheels; i++)
{
const PxU32 wheelId = axleDescription.wheelIdsInAxleOrder[i];
physxMaterialFrictionParams[wheelId].defaultFriction = defaultFriction;
physxMaterialFrictionParams[wheelId].materialFrictions = materialFrictions;
physxMaterialFrictionParams[wheelId].nbMaterialFrictions = nbMaterialFrictions;
physxSuspensionLimitConstraintParams[wheelId].restitution = 0.0f;
physxSuspensionLimitConstraintParams[wheelId].directionForSuspensionLimitConstraint = PxVehiclePhysXSuspensionLimitConstraintParams::eROAD_GEOMETRY_NORMAL;
physxWheelShapeLocalPoses[wheelId] = PxTransform(PxIdentity);
}
physxActorCMassLocalPose = actorCMassLocalPose;
physxActorBoxShapeHalfExtents = actorBoxShapeHalfExtents;
physxActorBoxShapeLocalPose = actorBoxShapeLocalPose;
}
PhysXIntegrationParams PhysXIntegrationParams::transformAndScale
(const PxVehicleFrame& srcFrame, const PxVehicleFrame& trgFrame, const PxVehicleScale& srcScale, const PxVehicleScale& trgScale) const
{
PhysXIntegrationParams r = *this;
r.physxRoadGeometryQueryParams = physxRoadGeometryQueryParams.transformAndScale(srcFrame, trgFrame, srcScale, trgScale);
for (PxU32 i = 0; i < PxVehicleLimits::eMAX_NB_WHEELS; i++)
{
r.physxSuspensionLimitConstraintParams[i] = physxSuspensionLimitConstraintParams[i].transformAndScale(srcFrame, trgFrame, srcScale, trgScale);
}
r.physxActorCMassLocalPose = PxVehicleTransformFrameToFrame(srcFrame, trgFrame, srcScale, trgScale, physxActorCMassLocalPose);
r.physxActorBoxShapeHalfExtents = PxVehicleTransformFrameToFrame(srcFrame, trgFrame, srcScale, trgScale, physxActorBoxShapeHalfExtents);
r.physxActorBoxShapeLocalPose = PxVehicleTransformFrameToFrame(srcFrame, trgFrame, srcScale, trgScale, physxActorBoxShapeLocalPose);
return r;
}
void PhysXIntegrationState::create
(const BaseVehicleParams& baseParams, const PhysXIntegrationParams& physxParams,
PxPhysics& physics, const PxCookingParams& params, PxMaterial& defaultMaterial)
{
setToDefault();
//physxActor needs to be populated with an actor and its shapes.
{
const PxVehiclePhysXRigidActorParams physxActorParams(baseParams.rigidBodyParams, NULL);
const PxBoxGeometry boxGeom(physxParams.physxActorBoxShapeHalfExtents);
const PxVehiclePhysXRigidActorShapeParams physxActorShapeParams(boxGeom, physxParams.physxActorBoxShapeLocalPose, defaultMaterial, PxShapeFlags(0), PxFilterData(), PxFilterData());
const PxVehiclePhysXWheelParams physxWheelParams(baseParams.axleDescription, baseParams.wheelParams);
const PxVehiclePhysXWheelShapeParams physxWheelShapeParams(defaultMaterial, PxShapeFlags(0), PxFilterData(), PxFilterData());
PxVehiclePhysXActorCreate(
baseParams.frame,
physxActorParams, physxParams.physxActorCMassLocalPose, physxActorShapeParams,
physxWheelParams, physxWheelShapeParams,
physics, params,
physxActor);
}
//physxConstraints needs to be populated with constraints.
PxVehicleConstraintsCreate(baseParams.axleDescription, physics, *physxActor.rigidBody, physxConstraints);
}
void PhysXIntegrationState::destroy()
{
PxVehicleConstraintsDestroy(physxConstraints);
PxVehiclePhysXActorDestroy(physxActor);
}
void setPhysXIntegrationParams(const PxVehicleAxleDescription& axleDescription,
PxVehiclePhysXMaterialFriction* physXMaterialFrictions, PxU32 nbPhysXMaterialFrictions,
PxReal physXDefaultMaterialFriction, PhysXIntegrationParams& physXParams)
{
//The physx integration params are hardcoded rather than loaded from file.
const PxQueryFilterData queryFilterData(PxFilterData(0, 0, 0, 0), PxQueryFlag::eSTATIC);
PxQueryFilterCallback* queryFilterCallback = NULL;
const PxTransform physxActorCMassLocalPose(PxVec3(0.0f, 0.55f, 1.594f), PxQuat(PxIdentity));
const PxVec3 physxActorBoxShapeHalfExtents(0.84097f, 0.65458f, 2.46971f);
const PxTransform physxActorBoxShapeLocalPose(PxVec3(0.0f, 0.830066f, 1.37003f), PxQuat(PxIdentity));
physXParams.create(
axleDescription,
queryFilterData, queryFilterCallback,
physXMaterialFrictions, nbPhysXMaterialFrictions, physXDefaultMaterialFriction,
physxActorCMassLocalPose,
physxActorBoxShapeHalfExtents, physxActorBoxShapeLocalPose);
}
bool PhysXActorVehicle::initialize(PxPhysics& physics, const PxCookingParams& params, PxMaterial& defaultMaterial)
{
mCommandState.setToDefault();
if (!BaseVehicle::initialize())
return false;
if (!mPhysXParams.isValid(mBaseParams.axleDescription))
return false;
mPhysXState.create(mBaseParams, mPhysXParams, physics, params, defaultMaterial);
return true;
}
void PhysXActorVehicle::destroy()
{
mPhysXState.destroy();
BaseVehicle::destroy();
}
void PhysXActorVehicle::setUpActor(PxScene& scene, const PxTransform& pose, const char* vehicleName)
{
//Give the vehicle a start pose by appylying a pose to the PxRigidDynamic associated with the vehicle.
//This vehicle has components that are configured to read the pose from the PxRigidDynamic
//at the start of the vehicle simulation update and to write back an updated pose at the end of the
//vehicle simulation update. This allows PhysX to manage any collisions that might happen in-between
//each vehicle update. This is not essential but it is anticipated that this will be a typical component
//configuration.
mPhysXState.physxActor.rigidBody->setGlobalPose(pose);
//Add the physx actor to the physx scene.
//As described above, a vehicle may be coupled to a physx scene or it can be simulated without any reference to
//to a PxRigidDynamic or PxScene. This snippet vehicle employs a configuration that includes coupling to a PxScene and a
//PxRigidDynamic. This being the case, the PxRigidDynamic associated with the vehicle needs to be added to the
//PxScene instance.
scene.addActor(*mPhysXState.physxActor.rigidBody);
//Give the physx actor a name to help identification in PVD
mPhysXState.physxActor.rigidBody->setName(vehicleName);
}
}//namespace snippetvehicle2
| 8,417 | C++ | 46.829545 | 182 | 0.816443 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetvehicle2common/directdrivetrain/DirectDrivetrain.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "DirectDrivetrain.h"
#include "../base/Base.h"
namespace snippetvehicle2
{
DirectDrivetrainParams DirectDrivetrainParams::transformAndScale(
const PxVehicleFrame& srcFrame, const PxVehicleFrame& trgFrame, const PxVehicleScale& srcScale, const PxVehicleScale& trgScale) const
{
DirectDrivetrainParams r = *this;
r.directDriveThrottleResponseParams = directDriveThrottleResponseParams.transformAndScale(srcFrame, trgFrame, srcScale, trgScale);
return r;
}
bool DirectDriveVehicle::initialize(PxPhysics& physics, const PxCookingParams& params, PxMaterial& defaultMaterial, bool addPhysXBeginEndComponents)
{
mTransmissionCommandState.setToDefault();
if (!PhysXActorVehicle::initialize(physics, params, defaultMaterial))
return false;
if (!mDirectDriveParams.isValid(mBaseParams.axleDescription))
return false;
//Set the drivetrain state to default.
mDirectDriveState.setToDefault();
//Add all the components in sequence that will simulate a vehicle with a direct drive drivetrain.
initComponentSequence(addPhysXBeginEndComponents);
return true;
}
void DirectDriveVehicle::destroy()
{
PhysXActorVehicle::destroy();
}
void DirectDriveVehicle::initComponentSequence(bool addPhysXBeginEndComponents)
{
//Wake up the associated PxRigidBody if it is asleep and the vehicle commands signal an
//intent to change state.
//Read from the physx actor and write the state (position, velocity etc) to the vehicle.
if(addPhysXBeginEndComponents)
mComponentSequence.add(static_cast<PxVehiclePhysXActorBeginComponent*>(this));
//Read the input commands (throttle, brake etc) and forward them as torques and angles to the wheels on each axle.
mComponentSequence.add(static_cast<PxVehicleDirectDriveCommandResponseComponent*>(this));
//Work out which wheels have a non-zero drive torque and non-zero brake torque.
//This is used to determine if any tire is to enter the "sticky" regime that will bring the
//vehicle to rest.
mComponentSequence.add(static_cast<PxVehicleDirectDriveActuationStateComponent*>(this));
//Perform a scene query against the physx scene to determine the plane and friction under each wheel.
mComponentSequence.add(static_cast<PxVehiclePhysXRoadGeometrySceneQueryComponent*>(this));
//Start a substep group that can be ticked multiple times per update.
//In this example, we update the suspensions, tires and wheels 3 times without recalculating
//the plane underneath the wheel. This is useful for stability at low forward speeds and is
//computationally cheaper than simulating the whole pipeline at a smaller timestep.
mComponentSequenceSubstepGroupHandle = mComponentSequence.beginSubstepGroup(3);
//Update the suspension compression given the plane under each wheel.
//Update the kinematic compliance from the compression state of each suspension.
//Convert suspension state to suspension force and torque.
mComponentSequence.add(static_cast<PxVehicleSuspensionComponent*>(this));
//Compute the load on the tire, the friction experienced by the tire
//and the lateral/longitudinal slip angles.
//Convert load/friction/slip to tire force and torque.
//If the vehicle is to come rest then compute the "sticky" velocity constraints to apply to the
//vehicle.
mComponentSequence.add(static_cast<PxVehicleTireComponent*>(this));
//Apply any velocity constraints to a data buffer that will be consumed by the physx scene
//during the next physx scene update.
mComponentSequence.add(static_cast<PxVehiclePhysXConstraintComponent*>(this));
//Apply the tire force, brake force and drive force to each wheel and
//forward integrate the rotation speed of each wheel.
mComponentSequence.add(static_cast<PxVehicleDirectDrivetrainComponent*>(this));
//Apply the suspension and tire forces to the vehicle's rigid body and forward
//integrate the state of the rigid body.
mComponentSequence.add(static_cast<PxVehicleRigidBodyComponent*>(this));
//Mark the end of the substep group.
mComponentSequence.endSubstepGroup();
//Update the rotation angle of the wheel by forwarding integrating the rotational
//speed of each wheel.
//Compute the local pose of the wheel in the rigid body frame after accounting
//suspension compression and compliance.
mComponentSequence.add(static_cast<PxVehicleWheelComponent*>(this));
//Write the local poses of each wheel to the corresponding shapes on the physx actor.
//Write the momentum change applied to the vehicle's rigid body to the physx actor.
//The physx scene can now try to apply that change to the physx actor.
//The physx scene will account for collisions and constraints to be applied to the vehicle
//that occur by applying the change.
if (addPhysXBeginEndComponents)
mComponentSequence.add(static_cast<PxVehiclePhysXActorEndComponent*>(this));
}
}//namespace snippetvehicle2
| 6,541 | C++ | 47.102941 | 148 | 0.789635 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetvehicle2common/directdrivetrain/DirectDrivetrain.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#pragma once
#include "vehicle2/PxVehicleAPI.h"
#include "../physxintegration/PhysXIntegration.h"
namespace snippetvehicle2
{
using namespace physx;
using namespace physx::vehicle2;
struct DirectDrivetrainParams
{
PxVehicleDirectDriveThrottleCommandResponseParams directDriveThrottleResponseParams;
DirectDrivetrainParams transformAndScale(
const PxVehicleFrame& srcFrame, const PxVehicleFrame& trgFrame, const PxVehicleScale& srcScale, const PxVehicleScale& trgScale) const;
PX_FORCE_INLINE bool isValid(const PxVehicleAxleDescription& axleDesc) const
{
if (!directDriveThrottleResponseParams.isValid(axleDesc))
return false;
return true;
}
};
struct DirectDrivetrainState
{
PxReal directDriveThrottleResponseStates[PxVehicleLimits::eMAX_NB_WHEELS];
PX_FORCE_INLINE void setToDefault()
{
PxMemZero(this, sizeof(DirectDrivetrainState));
}
};
//
//This class holds the parameters, state and logic needed to implement a vehicle that
//is using a direct drivetrain.
//
//See BaseVehicle for more details on the snippet code design.
//
class DirectDriveVehicle
: public PhysXActorVehicle
, public PxVehicleDirectDriveCommandResponseComponent
, public PxVehicleDirectDriveActuationStateComponent
, public PxVehicleDirectDrivetrainComponent
{
public:
bool initialize(PxPhysics& physics, const PxCookingParams& params, PxMaterial& defaultMaterial, bool addPhysXBeginEndComponents = true);
virtual void destroy();
virtual void initComponentSequence(bool addPhysXBeginEndComponents);
void getDataForDirectDriveCommandResponseComponent(
const PxVehicleAxleDescription*& axleDescription,
PxVehicleSizedArrayData<const PxVehicleBrakeCommandResponseParams>& brakeResponseParams,
const PxVehicleDirectDriveThrottleCommandResponseParams*& throttleResponseParams,
const PxVehicleSteerCommandResponseParams*& steerResponseParams,
PxVehicleSizedArrayData<const PxVehicleAckermannParams>& ackermannParams,
const PxVehicleCommandState*& commands, const PxVehicleDirectDriveTransmissionCommandState*& transmissionCommands,
const PxVehicleRigidBodyState*& rigidBodyState,
PxVehicleArrayData<PxReal>& brakeResponseStates, PxVehicleArrayData<PxReal>& throttleResponseStates,
PxVehicleArrayData<PxReal>& steerResponseStates)
{
axleDescription = &mBaseParams.axleDescription;
brakeResponseParams.setDataAndCount(mBaseParams.brakeResponseParams, sizeof(mBaseParams.brakeResponseParams) / sizeof(PxVehicleBrakeCommandResponseParams));
throttleResponseParams = &mDirectDriveParams.directDriveThrottleResponseParams;
steerResponseParams = &mBaseParams.steerResponseParams;
ackermannParams.setDataAndCount(mBaseParams.ackermannParams, sizeof(mBaseParams.ackermannParams)/sizeof(PxVehicleAckermannParams));
commands = &mCommandState;
transmissionCommands = &mTransmissionCommandState;
rigidBodyState = &mBaseState.rigidBodyState;
brakeResponseStates.setData(mBaseState.brakeCommandResponseStates);
throttleResponseStates.setData(mDirectDriveState.directDriveThrottleResponseStates);
steerResponseStates.setData(mBaseState.steerCommandResponseStates);
}
virtual void getDataForDirectDriveActuationStateComponent(
const PxVehicleAxleDescription*& axleDescription,
PxVehicleArrayData<const PxReal>& brakeResponseStates,
PxVehicleArrayData<const PxReal>& throttleResponseStates,
PxVehicleArrayData<PxVehicleWheelActuationState>& actuationStates)
{
axleDescription = &mBaseParams.axleDescription;
brakeResponseStates.setData(mBaseState.brakeCommandResponseStates);
throttleResponseStates.setData(mDirectDriveState.directDriveThrottleResponseStates);
actuationStates.setData(mBaseState.actuationStates);
}
virtual void getDataForDirectDrivetrainComponent(
const PxVehicleAxleDescription*& axleDescription,
PxVehicleArrayData<const PxReal>& brakeResponseStates,
PxVehicleArrayData<const PxReal>& throttleResponseStates,
PxVehicleArrayData<const PxVehicleWheelParams>& wheelParams,
PxVehicleArrayData<const PxVehicleWheelActuationState>& actuationStates,
PxVehicleArrayData<const PxVehicleTireForce>& tireForces,
PxVehicleArrayData<PxVehicleWheelRigidBody1dState>& wheelRigidBody1dStates)
{
axleDescription = &mBaseParams.axleDescription;
brakeResponseStates.setData(mBaseState.brakeCommandResponseStates);
throttleResponseStates.setData(mDirectDriveState.directDriveThrottleResponseStates);
wheelParams.setData(mBaseParams.wheelParams);
actuationStates.setData(mBaseState.actuationStates);
tireForces.setData(mBaseState.tireForces);
wheelRigidBody1dStates.setData(mBaseState.wheelRigidBody1dStates);
}
//Parameters and states of the vehicle's direct drivetrain.
DirectDrivetrainParams mDirectDriveParams;
DirectDrivetrainState mDirectDriveState;
//The commands that will control the vehicle's transmission
PxVehicleDirectDriveTransmissionCommandState mTransmissionCommandState;
};
}//namespace snippetvehicle2
| 6,614 | C | 43.395973 | 158 | 0.82779 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetvehicle2common/serialization/DirectDrivetrainSerialization.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#pragma once
#include "vehicle2/PxVehicleAPI.h"
#include "../directdrivetrain/DirectDrivetrain.h"
#if PX_SWITCH
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wexpansion-to-defined"
#elif PX_OSX
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wexpansion-to-defined"
#pragma clang diagnostic ignored "-Wdocumentation"
#pragma clang diagnostic ignored "-Wimplicit-fallthrough"
#elif PX_LINUX && PX_CLANG
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wdocumentation"
#endif
#include "rapidjson/document.h"
#include "rapidjson/prettywriter.h"
#if (PX_LINUX && PX_CLANG) || PX_SWITCH
#pragma clang diagnostic pop
#endif
namespace snippetvehicle2
{
using namespace physx;
using namespace physx::vehicle2;
bool readThrottleResponseParams
(const rapidjson::Document& config, const PxVehicleAxleDescription& axleDesc,
PxVehicleDirectDriveThrottleCommandResponseParams& throttleResponseParams);
bool writeThrottleResponseParams
(const PxVehicleDirectDriveThrottleCommandResponseParams& throttleResponseParams, const PxVehicleAxleDescription& axleDesc,
rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer);
bool readDirectDrivetrainParamsFromJsonFile(const char* directory, const char* filename,
const PxVehicleAxleDescription& axleDescription, DirectDrivetrainParams&);
bool writeDirectDrivetrainParamsToJsonFile(const char* directory, const char* filename,
const PxVehicleAxleDescription& axleDescription, const DirectDrivetrainParams&);
}//namespace snippetvehicle2
| 3,230 | C | 42.079999 | 123 | 0.795975 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetvehicle2common/serialization/SerializationCommon.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "SerializationCommon.h"
#include <fstream>
#include <sstream>
namespace snippetvehicle2
{
bool openDocument(const char* directory, const char* filename,
rapidjson::Document& document)
{
// Check the json file exists.
std::string fileWithPath(directory);
fileWithPath.push_back('/');
fileWithPath.append(filename);
std::ifstream inputFile(fileWithPath);
if (!inputFile.is_open())
{
printf("Opening file \"%s\" failed.\n", fileWithPath.c_str());
return false;
}
// Check the json file can be loaded by rapidjson.
// Failures might be missing commas or braces.
std::string inputData{ std::istreambuf_iterator<char>(inputFile), std::istreambuf_iterator<char>() };
document.Parse(inputData.c_str());
inputFile.close();
if (!document.IsObject())
{
printf("Parsing file \"%s\" failed.\n", fileWithPath.c_str());
return false;
}
return true;
}
bool readCommandResponseParams
(const rapidjson::Value& value, const PxVehicleAxleDescription& axleDesc,
PxVehicleCommandResponseParams& responseParams)
{
if (!value.HasMember("MaxResponse"))
return false;
responseParams.maxResponse = static_cast<PxReal>(value["MaxResponse"].GetDouble());
if (!value.HasMember("WheelResponseMultipliers"))
return false;
const rapidjson::Value& responseMultipliers = value["WheelResponseMultipliers"];
if (responseMultipliers.Size() < axleDesc.nbWheels)
return false;
if (responseMultipliers.Size() > PxVehicleLimits::eMAX_NB_WHEELS)
return false;
for (PxU32 i = 0; i < responseMultipliers.Size(); i++)
{
responseParams.wheelResponseMultipliers[i] = static_cast<PxReal>(responseMultipliers[i].GetDouble());
}
//Nonlinear response is not mandatory.
responseParams.nonlinearResponse.clear();
if(!value.HasMember("NonLinearResponse"))
return true;
const rapidjson::Value& nonlinearResponse = value["NonLinearResponse"];
const int nbCommandValues = nonlinearResponse.Size();
for (int i = 0; i < nbCommandValues; i++)
{
PxVehicleCommandValueResponseTable commandValueResponse;
//Read the throttle value and set it.
const rapidjson::Value& commandAndResponse = nonlinearResponse[i];
if (!commandAndResponse.HasMember("Throttle"))
return false;
const PxReal commandValue = static_cast<PxReal>(commandAndResponse["Throttle"].GetDouble());
commandValueResponse.commandValue = commandValue;
//Read the array of (speed, torque) entries.
if (!commandAndResponse.HasMember("ResponseCurve"))
return false;
const rapidjson::Value& torqueCurve = commandAndResponse["ResponseCurve"];
const PxU32 nbItems = torqueCurve.Size();
for (PxU32 j = 0; j < nbItems; j++)
{
const rapidjson::Value& torqueCurveItem = torqueCurve[j];
if (torqueCurveItem.Size() != 2)
return false;
const PxReal speed = static_cast<PxReal>(torqueCurveItem[0].GetDouble());
const PxReal normalisedResponse = static_cast<PxReal>(torqueCurveItem[1].GetDouble());
commandValueResponse.speedResponses.addPair(speed, normalisedResponse);
}
responseParams.nonlinearResponse.addResponse(commandValueResponse);
}
return true;
}
bool writeCommandResponseParams
(const PxVehicleCommandResponseParams& responseParams, const PxVehicleAxleDescription& axleDesc,
rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.Key("MaxResponse");
writer.Double(static_cast<double>(responseParams.maxResponse));
writer.Key("WheelResponseMultipliers");
writer.StartArray();
for(PxU32 i = 0; i < axleDesc.nbWheels; i++)
{
const PxU32 wheelId = axleDesc.wheelIdsInAxleOrder[i];
writer.Double(static_cast<double>(responseParams.wheelResponseMultipliers[wheelId]));
}
writer.EndArray();
writer.Key("ResponseCurve");
writer.StartArray();
for (PxU32 i = 0; i < responseParams.nonlinearResponse.nbCommandValues; i++)
{
writer.Key("Throttle");
writer.Double(static_cast<double>(responseParams.nonlinearResponse.commandValues[i]));
writer.Key("ResponseCurve");
writer.StartArray();
const PxReal* speeds = responseParams.nonlinearResponse.speedResponses + responseParams.nonlinearResponse.speedResponsesPerCommandValue[i];
const PxReal* responses = speeds + responseParams.nonlinearResponse.nbSpeedResponsesPerCommandValue[i];
for (PxU32 j = 0; j < responseParams.nonlinearResponse.nbSpeedResponsesPerCommandValue[i]; j++)
{
writer.StartArray();
writer.Double(static_cast<double>(speeds[j]));
writer.Double(static_cast<double>(responses[j]));
writer.EndArray();
}
writer.EndArray();
}
writer.EndArray();
return true;
}
void writeCommandResponseParams
(const PxVehicleAxleDescription& axleDesc, const PxVehicleCommandResponseParams& throttleResponseParams,
rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.StartObject();
writer.Key("MaxResponse");
writer.Double(static_cast<double>(throttleResponseParams.maxResponse));
writer.Key("WheelResponseMultipliers");
writer.StartArray();
for(PxU32 i = 0; i < axleDesc.nbWheels; i++)
{
const PxU32 wheelId = axleDesc.wheelIdsInAxleOrder[i];
writer.Double(static_cast<double>(throttleResponseParams.wheelResponseMultipliers[wheelId]));
}
writer.EndArray();
writer.EndObject();
}
bool readVec3(const rapidjson::Value& values, PxVec3& r)
{
if (values.Size() != 3)
return false;
r.x = static_cast<PxReal>(values[0].GetDouble());
r.y = static_cast<PxReal>(values[1].GetDouble());
r.z = static_cast<PxReal>(values[2].GetDouble());
return true;
}
bool writeVec3(const PxVec3& r, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.StartArray();
writer.Double(static_cast<double>(r.x));
writer.Double(static_cast<double>(r.y));
writer.Double(static_cast<double>(r.z));
writer.EndArray();
return true;
}
bool readQuat(const rapidjson::Value& values, PxQuat& r)
{
if (values.Size() != 4)
return false;
r.x = static_cast<PxReal>(values[0].GetDouble());
r.y = static_cast<PxReal>(values[1].GetDouble());
r.z = static_cast<PxReal>(values[2].GetDouble());
r.w = static_cast<PxReal>(values[3].GetDouble());
return true;
}
bool writeQuat(const PxQuat& r, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.StartArray();
writer.Double(static_cast<double>(r.x));
writer.Double(static_cast<double>(r.y));
writer.Double(static_cast<double>(r.z));
writer.Double(static_cast<double>(r.w));
writer.EndArray();
return true;
}
bool readTransform(const rapidjson::Value& values, PxTransform& r)
{
if (!values.HasMember("Pos"))
return false;
if (!values.HasMember("Quat"))
return false;
if (!readVec3(values["Pos"], r.p))
return false;
if (!readQuat(values["Quat"], r.q))
return false;
return true;
}
bool writeTransform(const PxTransform& r, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.StartObject();
writer.Key("Pos");
writeVec3(r.p, writer);
writer.Key("Quat");
writeQuat(r.q, writer);
writer.EndObject();
return true;
}
template<const PxU32 N>
bool readFloatLookupTableN(const rapidjson::Value& values, PxVehicleFixedSizeLookupTable<PxReal, N>& lookupTable)
{
lookupTable.clear();
if (values.Size() > N)
return false;
for (PxU32 i = 0; i < values.Size(); i++)
{
const rapidjson::Value& element = values[i];
if (element.Size() != 2)
return false;
const PxReal x = static_cast<PxReal>(values[i][0].GetDouble());
const PxReal y = static_cast<PxReal>(values[i][1].GetDouble());
lookupTable.addPair(x, y);
}
return true;
}
bool readFloatLookupTable
(const rapidjson::Value& values, PxVehicleFixedSizeLookupTable<PxReal, 3>& lookupTable)
{
return readFloatLookupTableN<3>(values, lookupTable);
}
bool readFloatLookupTable
(const rapidjson::Value& values, PxVehicleFixedSizeLookupTable<PxReal, PxVehicleEngineParams::eMAX_NB_ENGINE_TORQUE_CURVE_ENTRIES>& lookupTable)
{
return readFloatLookupTableN<PxVehicleEngineParams::eMAX_NB_ENGINE_TORQUE_CURVE_ENTRIES>(values, lookupTable);
}
template<const PxU32 N>
bool writeFloatLookupTable(const PxVehicleFixedSizeLookupTable<PxReal, N>& lookupTable, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.StartArray();
for (PxU32 i = 0; i < lookupTable.nbDataPairs; i++)
{
writer.StartArray();
writer.Double(static_cast<double>(lookupTable.xVals[i]));
writer.Double(static_cast<double>(lookupTable.yVals[i]));
writer.EndArray();
}
writer.EndArray();
return true;
}
bool writeFloatLookupTable(const PxVehicleFixedSizeLookupTable<PxReal, 3>& lookupTable, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
return writeFloatLookupTable<3>(lookupTable, writer);
}
bool writeFloatLookupTable(const PxVehicleFixedSizeLookupTable<PxReal, PxVehicleEngineParams::eMAX_NB_ENGINE_TORQUE_CURVE_ENTRIES>& lookupTable, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
return writeFloatLookupTable<PxVehicleEngineParams::eMAX_NB_ENGINE_TORQUE_CURVE_ENTRIES>(lookupTable, writer);
}
bool readVec3LookupTable(const rapidjson::Value& values, PxVehicleFixedSizeLookupTable<PxVec3, 3>& lookupTable)
{
lookupTable.clear();
if (values.Size() > 3)
return false;
for (PxU32 i = 0; i < values.Size(); i++)
{
const rapidjson::Value& element = values[i];
if (element.Size() != 4)
return false;
const PxReal x = static_cast<PxReal>(values[i][0].GetDouble());
const PxVec3 y(static_cast<PxReal>(
values[i][1].GetDouble()), static_cast<PxReal>(values[i][2].GetDouble()), static_cast<PxReal>(values[i][3].GetDouble()));
lookupTable.addPair(x, y);
}
return true;
}
bool writeVec3LookupTable(const PxVehicleFixedSizeLookupTable<PxVec3, 3>& lookupTable, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.StartArray();
for (PxU32 i = 0; i < lookupTable.nbDataPairs; i++)
{
writer.StartArray();
writer.Double(static_cast<double>(lookupTable.xVals[i]));
writer.Double(static_cast<double>(lookupTable.yVals[i].x));
writer.Double(static_cast<double>(lookupTable.yVals[i].y));
writer.Double(static_cast<double>(lookupTable.yVals[i].z));
writer.EndArray();
}
writer.EndArray();
return true;
}
}//namespace snippetvehicle2
| 11,729 | C++ | 31.31405 | 202 | 0.74627 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetvehicle2common/serialization/DirectDrivetrainSerialization.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "DirectDrivetrainSerialization.h"
#include "SerializationCommon.h"
#include <fstream>
#include <sstream>
namespace snippetvehicle2
{
bool readThrottleResponseParams
(const rapidjson::Document& config, const PxVehicleAxleDescription& axleDesc,
PxVehicleDirectDriveThrottleCommandResponseParams& throttleResponseParams)
{
if (!config.HasMember("ThrottleCommandResponseParams"))
return false;
if (!readCommandResponseParams(config["ThrottleCommandResponseParams"], axleDesc, throttleResponseParams))
return false;
return true;
}
bool writeThrottleResponseParams
(const PxVehicleDirectDriveThrottleCommandResponseParams& throttleResponseParams, const PxVehicleAxleDescription& axleDesc,
rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.Key("ThrottleCommandResponseParams");
writer.StartObject();
writeCommandResponseParams(throttleResponseParams, axleDesc, writer);
writer.EndObject();
return true;
}
bool readDirectDrivetrainParamsFromJsonFile(const char* directory, const char* filename,
const PxVehicleAxleDescription& axleDescription, DirectDrivetrainParams& directDrivetrainParams)
{
rapidjson::Document config;
if (!openDocument(directory, filename, config))
return false;
if(!readThrottleResponseParams(config, axleDescription, directDrivetrainParams.directDriveThrottleResponseParams))
return false;
return true;
}
bool writeDirectDrivetrainParamsToJsonFile(const char* directory, const char* filename,
const PxVehicleAxleDescription& axleDescription, const DirectDrivetrainParams& directDrivetrainParams)
{
rapidjson::StringBuffer strbuf;
rapidjson::PrettyWriter<rapidjson::StringBuffer> writer(strbuf);
writer.StartObject();
writeThrottleResponseParams(directDrivetrainParams.directDriveThrottleResponseParams, axleDescription, writer);
writer.EndObject();
std::ofstream myfile;
myfile.open(std::string(directory) + "/" + filename);
myfile << strbuf.GetString() << std::endl;
myfile.close();
return true;
}
}//namespace snippetvehicle2
| 3,715 | C++ | 38.531914 | 123 | 0.796501 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetvehicle2common/serialization/BaseSerialization.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#pragma once
#include "vehicle2/PxVehicleAPI.h"
#include "../base/Base.h"
#if PX_SWITCH
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wexpansion-to-defined"
#elif PX_OSX
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wexpansion-to-defined"
#pragma clang diagnostic ignored "-Wdocumentation"
#pragma clang diagnostic ignored "-Wimplicit-fallthrough"
#elif PX_LINUX && PX_CLANG
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wdocumentation"
#endif
#include "rapidjson/document.h"
#include "rapidjson/prettywriter.h"
#if (PX_LINUX && PX_CLANG) || PX_SWITCH
#pragma clang diagnostic pop
#endif
namespace snippetvehicle2
{
using namespace physx;
using namespace physx::vehicle2;
bool readAxleDescription(const rapidjson::Document& config, PxVehicleAxleDescription& axleDesc);
bool writeAxleDescription(const PxVehicleAxleDescription& axleDesc, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer);
bool readFrame(const rapidjson::Document& config, PxVehicleFrame& frame);
bool writeFrame(const PxVehicleFrame& frame, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer);
bool readScale(const rapidjson::Document& config, PxVehicleScale& scale);
bool writeScale(const PxVehicleScale& scale, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer);
bool readBrakeResponseParams
(const rapidjson::Document& config, const PxVehicleAxleDescription& axleDesc,
PxVehicleBrakeCommandResponseParams& brakeResponseParams);
bool writeBrakeResponseParams
(const PxVehicleBrakeCommandResponseParams& brakeResponseParams, const PxVehicleAxleDescription& axleDesc,
rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer);
bool readHandbrakeResponseParams
(const rapidjson::Document& config, const PxVehicleAxleDescription& axleDesc,
PxVehicleBrakeCommandResponseParams& handbrakeResponseParams);
bool writeHandbrakeResponseParams
(const PxVehicleBrakeCommandResponseParams& handrakeResponseParams, const PxVehicleAxleDescription& axleDesc,
rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer);
bool readSteerResponseParams
(const rapidjson::Document& config, const PxVehicleAxleDescription& axleDesc,
PxVehicleSteerCommandResponseParams& steerResponseParams);
bool writeSteerResponseParams
(const PxVehicleSteerCommandResponseParams& steerResponseParams, const PxVehicleAxleDescription& axleDesc,
rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer);
bool readAckermannParams
(const rapidjson::Document& config, PxVehicleAckermannParams& ackermannParams);
bool writeAckermannParams
(const PxVehicleAckermannParams& ackermannParams, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer);
bool readRigidBodyParams
(const rapidjson::Document& config, PxVehicleRigidBodyParams& rigidBodyParams);
bool writeRigidBodyParams
(const PxVehicleRigidBodyParams& rigidBodyParams, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer);
bool readSuspensionParams
(const rapidjson::Document& config, const PxVehicleAxleDescription& axleDesc,
PxVehicleSuspensionParams* suspParams);
bool writeSuspensionParams
(const PxVehicleSuspensionParams* suspParams, const PxVehicleAxleDescription& axleDesc,
rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer);
bool readSuspensionStateCalculationParams
(const rapidjson::Document& config,
PxVehicleSuspensionStateCalculationParams& suspParams);
bool writeSuspensionStateCalculationParams
(const PxVehicleSuspensionStateCalculationParams& suspParams,
rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer);
bool readSuspensionComplianceParams
(const rapidjson::Document& config, const PxVehicleAxleDescription& axleDesc,
PxVehicleSuspensionComplianceParams* suspParams);
bool writeSuspensionComplianceParams
(const PxVehicleSuspensionComplianceParams* suspParams, const PxVehicleAxleDescription& axleDesc,
rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer);
bool readSuspensionForceParams
(const rapidjson::Document& config, const PxVehicleAxleDescription& axleDesc,
PxVehicleSuspensionForceParams* suspParams);
bool writeSuspensionForceParams
(const PxVehicleSuspensionForceParams* suspParams, const PxVehicleAxleDescription& axleDesc,
rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer);
bool readSuspensionForceLegacyParams
(const rapidjson::Document& config, const PxVehicleAxleDescription& axleDesc,
PxVehicleSuspensionForceLegacyParams* suspParams);
bool writeSuspensionForceLegacyParams
(const PxVehicleSuspensionForceLegacyParams* suspParams, const PxVehicleAxleDescription& axleDesc,
rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer);
bool readTireSlipParams
(const rapidjson::Document& config, const PxVehicleAxleDescription& axleDesc,
PxVehicleTireSlipParams* tireParams);
bool writeTireSlipParams
(const PxVehicleTireSlipParams* tireParams, const PxVehicleAxleDescription& axleDesc,
rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer);
bool readTireStickyParams
(const rapidjson::Document& config, const PxVehicleAxleDescription& axleDesc,
PxVehicleTireStickyParams* tireParams);
bool writeTireStickyParams
(const PxVehicleTireStickyParams* tireParams, const PxVehicleAxleDescription& axleDesc,
rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer);
bool readTireForceParams
(const rapidjson::Document& config, const PxVehicleAxleDescription& axleDesc,
PxVehicleTireForceParams* tireParams);
bool writeTireForceParams
(const PxVehicleTireForceParams* tireParams, const PxVehicleAxleDescription& axleDesc,
rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer);
bool readWheelParams
(const rapidjson::Document& config, const PxVehicleAxleDescription& axleDesc,
PxVehicleWheelParams* wheelParams);
bool writeWheelParams
(const PxVehicleWheelParams* wheelParams, const PxVehicleAxleDescription& axleDesc,
rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer);
bool readBaseParamsFromJsonFile(const char* directory, const char* filename, BaseVehicleParams&);
bool writeBaseParamsToJsonFile(const char* directory, const char* filename, const BaseVehicleParams&);
}//namespace snippetvehicle2
| 7,851 | C | 42.622222 | 126 | 0.82308 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetvehicle2common/serialization/EngineDrivetrainSerialization.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "EngineDrivetrainSerialization.h"
#include "SerializationCommon.h"
#include <fstream>
#include <sstream>
namespace snippetvehicle2
{
bool readAutoboxParams(const rapidjson::Document& config, PxVehicleAutoboxParams& autoboxParams)
{
if(!config.HasMember("AutoboxParams"))
return false;
if(!config["AutoboxParams"].HasMember("UpRatios"))
return false;
if (!config["AutoboxParams"].HasMember("DownRatios"))
return false;
if (!config["AutoboxParams"].HasMember("Latency"))
return false;
const rapidjson::Value& upRatios = config["AutoboxParams"]["UpRatios"];
for(PxU32 i = 0; i < upRatios.Size(); i++)
{
autoboxParams.upRatios[i] = static_cast<PxReal>(upRatios[i].GetDouble());
}
const rapidjson::Value& downRatios = config["AutoboxParams"]["DownRatios"];
for (PxU32 i = 0; i < downRatios.Size(); i++)
{
autoboxParams.downRatios[i] = static_cast<PxReal>(downRatios[i].GetDouble());
}
autoboxParams.latency = static_cast<PxReal>(config["AutoboxParams"]["Latency"].GetDouble());
return true;
}
bool writeAutoboxParams(const PxVehicleAutoboxParams& autoboxParams, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.Key("AutoboxParams");
writer.StartObject();
writer.Key("UpRatios");
writer.StartArray();
for(PxU32 i = 0; i < PxVehicleGearboxParams::eMAX_NB_GEARS; i++)
{
writer.Double(static_cast<double>(autoboxParams.upRatios[i]));
}
writer.EndArray();
writer.Key("DownRatios");
writer.StartArray();
for (PxU32 i = 0; i < PxVehicleGearboxParams::eMAX_NB_GEARS; i++)
{
writer.Double(static_cast<double>(autoboxParams.downRatios[i]));
}
writer.EndArray();
writer.Key("Latency");
writer.Double(static_cast<double>(autoboxParams.latency));
writer.EndObject();
return true;
}
bool readClutchCommandResponseParams(const rapidjson::Document& config, PxVehicleClutchCommandResponseParams& clutchCommandResponseParams)
{
if(!config.HasMember("ClutchCommandResponseParams"))
return false;
if(!config["ClutchCommandResponseParams"].HasMember("MaxResponse"))
return false;
clutchCommandResponseParams.maxResponse = static_cast<PxReal>(config["ClutchCommandResponseParams"]["MaxResponse"].GetDouble());
return true;
}
bool writeClutchCommandResponseParams(const PxVehicleClutchCommandResponseParams& clutchCommandResponseParams, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.Key("ClutchCommandResponseParams");
writer.StartObject();
writer.Key("MaxResponse");
writer.Double(static_cast<double>(clutchCommandResponseParams.maxResponse));
writer.EndObject();
return true;
}
bool readEngineParams(const rapidjson::Document& config, PxVehicleEngineParams& engineParams)
{
if(!config.HasMember("EngineParams"))
return false;
if(!config["EngineParams"].HasMember("TorqueCurve"))
return false;
if (!config["EngineParams"].HasMember("MOI"))
return false;
if (!config["EngineParams"].HasMember("PeakTorque"))
return false;
if (!config["EngineParams"].HasMember("IdleOmega"))
return false;
if (!config["EngineParams"].HasMember("MaxOmega"))
return false;
if (!config["EngineParams"].HasMember("DampingRateFullThrottle"))
return false;
if (!config["EngineParams"].HasMember("DampingRateZeroThrottleClutchEngaged"))
return false;
if (!config["EngineParams"].HasMember("DampingRateZeroThrottleClutchDisengaged"))
return false;
if(!readFloatLookupTable(config["EngineParams"]["TorqueCurve"], engineParams.torqueCurve))
return false;
engineParams.moi = static_cast<PxReal>(config["EngineParams"]["MOI"].GetDouble());
engineParams.peakTorque = static_cast<PxReal>(config["EngineParams"]["PeakTorque"].GetDouble());
engineParams.idleOmega = static_cast<PxReal>(config["EngineParams"]["IdleOmega"].GetDouble());
engineParams.maxOmega = static_cast<PxReal>(config["EngineParams"]["MaxOmega"].GetDouble());
engineParams.dampingRateFullThrottle = static_cast<PxReal>(config["EngineParams"]["DampingRateFullThrottle"].GetDouble());
engineParams.dampingRateZeroThrottleClutchEngaged = static_cast<PxReal>(config["EngineParams"]["DampingRateZeroThrottleClutchEngaged"].GetDouble());
engineParams.dampingRateZeroThrottleClutchDisengaged = static_cast<PxReal>(config["EngineParams"]["DampingRateZeroThrottleClutchDisengaged"].GetDouble());
return true;
}
bool writeEngineParams(const PxVehicleEngineParams& engineParams, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.Key("EngineParams");
writer.StartObject();
writer.Key("TorqueCurve");
writeFloatLookupTable(engineParams.torqueCurve, writer);
writer.Key("MOI");
writer.Double(static_cast<double>(engineParams.moi));
writer.Key("PeakTorque");
writer.Double(static_cast<double>(engineParams.peakTorque));
writer.Key("IdleOmega");
writer.Double(static_cast<double>(engineParams.idleOmega));
writer.Key("MaxOmega");
writer.Double(static_cast<double>(engineParams.maxOmega));
writer.Key("DampingRateFullThrottle");
writer.Double(static_cast<double>(engineParams.dampingRateFullThrottle));
writer.Key("DampingRateZeroThrottleClutchEngaged");
writer.Double(double(engineParams.dampingRateZeroThrottleClutchEngaged));
writer.Key("DampingRateZeroThrottleClutchDisengaged");
writer.Double(double(engineParams.dampingRateZeroThrottleClutchDisengaged));
writer.EndObject();
return true;
}
bool readGearboxParams(const rapidjson::Document& config, PxVehicleGearboxParams& gearboxParams)
{
if (!config.HasMember("GearboxParams"))
return false;
if (!config["GearboxParams"].HasMember("NeutralGear"))
return false;
if (!config["GearboxParams"].HasMember("Ratios"))
return false;
if (!config["GearboxParams"].HasMember("FinalRatio"))
return false;
if (!config["GearboxParams"].HasMember("SwitchTime"))
return false;
gearboxParams.neutralGear = config["GearboxParams"]["NeutralGear"].GetInt();
gearboxParams.finalRatio = static_cast<PxReal>(config["GearboxParams"]["FinalRatio"].GetDouble());
gearboxParams.switchTime = static_cast<PxReal>(config["GearboxParams"]["SwitchTime"].GetDouble());
const rapidjson::Value& ratios = config["GearboxParams"]["Ratios"];
for(PxU32 i = 0; i < ratios.Size(); i++)
{
gearboxParams.ratios[i] = static_cast<PxReal>(ratios[i].GetDouble());
}
gearboxParams.nbRatios = ratios.Size();
return true;
}
bool writeGearboxParams(const PxVehicleGearboxParams& gearboxParams, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.Key("GearboxParams");
writer.StartObject();
writer.Key("NeutralGear");
writer.Int(gearboxParams.neutralGear);
writer.Key("FinalRatio");
writer.Double(static_cast<double>(gearboxParams.finalRatio));
writer.Key("SwitchTime");
writer.Double(static_cast<double>(gearboxParams.switchTime));
writer.Key("Ratios");
writer.StartArray();
for(PxU32 i = 0; i < gearboxParams.nbRatios; i++)
{
writer.Double(static_cast<double>(gearboxParams.ratios[i]));
}
writer.EndArray();
writer.EndObject();
return true;
}
bool readMultiWheelDiffParams(const rapidjson::Value& config, PxVehicleMultiWheelDriveDifferentialParams& multiWheelDiffParams)
{
if (!config.HasMember("TorqueRatios"))
return false;
if (!config.HasMember("AveWheelSpeedRatios"))
return false;
const rapidjson::Value& aveWheelSpeedRatios = config["AveWheelSpeedRatios"];
const rapidjson::Value& torqueRatios = config["TorqueRatios"];
if (aveWheelSpeedRatios.Size() != torqueRatios.Size())
return false;
for (PxU32 i = 0; i < aveWheelSpeedRatios.Size(); i++)
{
multiWheelDiffParams.aveWheelSpeedRatios[i] = static_cast<PxReal>(aveWheelSpeedRatios[i].GetDouble());
multiWheelDiffParams.torqueRatios[i] = static_cast<PxReal>(torqueRatios[i].GetDouble());
}
return true;
}
void writeMultiWheelDiffParams
(const PxVehicleMultiWheelDriveDifferentialParams& multiWheelDiffParams, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.Key("TorqueRatios");
writer.StartArray();
for (PxU32 i = 0; i < PxVehicleLimits::eMAX_NB_WHEELS; i++)
{
writer.Double(static_cast<double>(multiWheelDiffParams.torqueRatios[i]));
}
writer.EndArray();
writer.Key("AveWheelSpeedRatios");
writer.StartArray();
for (PxU32 i = 0; i < PxVehicleLimits::eMAX_NB_WHEELS; i++)
{
writer.Double(static_cast<double>(multiWheelDiffParams.aveWheelSpeedRatios[i]));
}
writer.EndArray();
}
bool readMultiWheelDifferentialParams(const rapidjson::Document& config, PxVehicleMultiWheelDriveDifferentialParams& multiWheelDifferentialParams)
{
multiWheelDifferentialParams.setToDefault();
if (!config.HasMember("MultiWheelDifferentialParams"))
return false;
if (!readMultiWheelDiffParams(config["MultiWheelDifferentialParams"], multiWheelDifferentialParams))
return false;
return true;
}
bool writeMultiWheelDifferentialParams
(const PxVehicleMultiWheelDriveDifferentialParams& multiWheelDifferentialParams, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.Key("MultiWheelDifferentialParams");
writer.StartObject();
writeMultiWheelDiffParams(multiWheelDifferentialParams, writer);
writer.EndObject();
return true;
}
bool readFourWheelDifferentialParams(const rapidjson::Document& config, PxVehicleFourWheelDriveDifferentialParams& fourWheelDifferentialParams)
{
fourWheelDifferentialParams.setToDefault();
if (!config.HasMember("FourWheelDifferentialParams"))
return false;
if (!readMultiWheelDiffParams(config["FourWheelDifferentialParams"], static_cast<PxVehicleMultiWheelDriveDifferentialParams&>(fourWheelDifferentialParams)))
return false;
if (!config["FourWheelDifferentialParams"].HasMember("FrontWheelIds"))
return false;
if (!config["FourWheelDifferentialParams"].HasMember("RearWheelIds"))
return false;
if (!config["FourWheelDifferentialParams"].HasMember("CenterBias"))
return false;
if (!config["FourWheelDifferentialParams"].HasMember("CenterTarget"))
return false;
if (!config["FourWheelDifferentialParams"].HasMember("FrontBias"))
return false;
if (!config["FourWheelDifferentialParams"].HasMember("FrontTarget"))
return false;
if (!config["FourWheelDifferentialParams"].HasMember("RearBias"))
return false;
if (!config["FourWheelDifferentialParams"].HasMember("RearTarget"))
return false;
if (!config["FourWheelDifferentialParams"].HasMember("Rate"))
return false;
const rapidjson::Value& frontWheelIds = config["FourWheelDifferentialParams"]["FrontWheelIds"];
if(frontWheelIds.Size() != 2)
return false;
fourWheelDifferentialParams.frontWheelIds[0] = frontWheelIds[0].GetInt();
fourWheelDifferentialParams.frontWheelIds[1] = frontWheelIds[1].GetInt();
const rapidjson::Value& rearWheelIds = config["FourWheelDifferentialParams"]["RearWheelIds"];
if (rearWheelIds.Size() != 2)
return false;
fourWheelDifferentialParams.rearWheelIds[0] = rearWheelIds[0].GetInt();
fourWheelDifferentialParams.rearWheelIds[1] = rearWheelIds[1].GetInt();
fourWheelDifferentialParams.centerBias = static_cast<PxReal>(config["FourWheelDifferentialParams"]["CenterBias"].GetDouble());
fourWheelDifferentialParams.centerTarget = static_cast<PxReal>(config["FourWheelDifferentialParams"]["CenterTarget"].GetDouble());
fourWheelDifferentialParams.frontBias = static_cast<PxReal>(config["FourWheelDifferentialParams"]["FrontBias"].GetDouble());
fourWheelDifferentialParams.frontTarget = static_cast<PxReal>(config["FourWheelDifferentialParams"]["FrontTarget"].GetDouble());
fourWheelDifferentialParams.rearBias = static_cast<PxReal>(config["FourWheelDifferentialParams"]["RearBias"].GetDouble());
fourWheelDifferentialParams.rearTarget = static_cast<PxReal>(config["FourWheelDifferentialParams"]["RearTarget"].GetDouble());
fourWheelDifferentialParams.rate = static_cast<PxReal>(config["FourWheelDifferentialParams"]["Rate"].GetDouble());
return true;
}
bool writeFourWheelDifferentialParams(const PxVehicleFourWheelDriveDifferentialParams& fourWheelDifferentialParams, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.Key("FourWheelDifferentialParams");
writer.StartObject();
writeMultiWheelDiffParams(static_cast<const PxVehicleMultiWheelDriveDifferentialParams&>(fourWheelDifferentialParams), writer);
writer.Key("FrontWheelIds");
writer.StartArray();
writer.Int(fourWheelDifferentialParams.frontWheelIds[0]);
writer.Int(fourWheelDifferentialParams.frontWheelIds[1]);
writer.EndArray();
writer.Key("RearWheelIds");
writer.StartArray();
writer.Int(fourWheelDifferentialParams.rearWheelIds[0]);
writer.Int(fourWheelDifferentialParams.rearWheelIds[1]);
writer.EndArray();
writer.Key("CenterBias");
writer.Double(static_cast<double>(fourWheelDifferentialParams.centerBias));
writer.Key("CenterTarget");
writer.Double(static_cast<double>(fourWheelDifferentialParams.centerTarget));
writer.Key("FrontBias");
writer.Double(static_cast<double>(fourWheelDifferentialParams.frontBias));
writer.Key("FrontTarget");
writer.Double(static_cast<double>(fourWheelDifferentialParams.frontTarget));
writer.Key("RearBias");
writer.Double(static_cast<double>(fourWheelDifferentialParams.rearBias));
writer.Key("RearTarget");
writer.Double(static_cast<double>(fourWheelDifferentialParams.rearTarget));
writer.Key("Rate");
writer.Double(static_cast<double>(fourWheelDifferentialParams.rate));
writer.EndObject();
return true;
}
bool readTankDifferentialParams(const rapidjson::Document& config, PxVehicleTankDriveDifferentialParams& tankDifferentialParams)
{
tankDifferentialParams.setToDefault();
if (!config.HasMember("TankDifferentialParams"))
return false;
if(!readMultiWheelDiffParams(config["TankDifferentialParams"], static_cast<PxVehicleMultiWheelDriveDifferentialParams&>(tankDifferentialParams)))
return false;
if (!config["TankDifferentialParams"].HasMember("TankTracks"))
return false;
const rapidjson::Value& tankTracks = config["TankDifferentialParams"]["TankTracks"];
for (PxU32 i = 0; i < tankTracks.Size(); i++)
{
const rapidjson::Value& tankTrack = tankTracks[i];
PxU32 wheelIds[PxVehicleLimits::eMAX_NB_WHEELS];
PxU32 nbWheels = 0;
for (PxU32 j = 0; j < tankTrack.Size(); j++)
{
wheelIds[nbWheels] = static_cast<PxU32>(tankTrack[j].GetInt());
nbWheels++;
}
tankDifferentialParams.addTankTrack(nbWheels, wheelIds, i);
}
return true;
}
bool writeTankDifferentialParams(const PxVehicleTankDriveDifferentialParams& tankDifferentialParams, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.Key("TankDifferentialParams");
writer.StartObject();
writeMultiWheelDiffParams(static_cast<const PxVehicleMultiWheelDriveDifferentialParams&>(tankDifferentialParams), writer);
writer.Key("TankTracks");
writer.StartArray();
for (PxU32 i = 0; i < tankDifferentialParams.nbTracks; i++)
{
writer.StartArray();
for (PxU32 j = 0; j < tankDifferentialParams.getNbWheelsInTrack(i); j++)
{
writer.Int(static_cast<int>(tankDifferentialParams.getWheelInTrack(j, i)));
}
writer.EndArray();
}
writer.EndArray();
writer.EndObject();
return true;
}
bool reaClutchParams(const rapidjson::Document& config, PxVehicleClutchParams& clutchParams)
{
if (!config.HasMember("ClutchParams"))
return false;
if (!config["ClutchParams"].HasMember("AccuracyMode"))
return false;
if (!config["ClutchParams"].HasMember("EstimateIterations"))
return false;
clutchParams.accuracyMode = static_cast<PxVehicleClutchAccuracyMode::Enum>(config["ClutchParams"]["AccuracyMode"].GetInt());
clutchParams.estimateIterations = config["ClutchParams"]["EstimateIterations"].GetInt();
return true;
}
bool writeClutchParams(const PxVehicleClutchParams& clutchParams, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.Key("ClutchParams");
writer.StartObject();
writer.Key("AccuracyMode");
writer.Int(static_cast<PxU32>(clutchParams.accuracyMode));
writer.Key("EstimateIterations");
writer.Int(clutchParams.estimateIterations);
writer.EndObject();
return true;
}
bool readEngineDrivetrainParamsFromJsonFile(const char* directory, const char* filename,
EngineDrivetrainParams& engineDrivetrainParams)
{
rapidjson::Document config;
if (!openDocument(directory, filename, config))
return false;
if(!readAutoboxParams(config, engineDrivetrainParams.autoboxParams))
return false;
if(!readClutchCommandResponseParams(config, engineDrivetrainParams.clutchCommandResponseParams))
return false;
if (!readEngineParams(config, engineDrivetrainParams.engineParams))
return false;
if (!readGearboxParams(config, engineDrivetrainParams.gearBoxParams))
return false;
if (!readMultiWheelDifferentialParams(config, engineDrivetrainParams.multiWheelDifferentialParams))
return false;
if (!readFourWheelDifferentialParams(config, engineDrivetrainParams.fourWheelDifferentialParams))
return false;
if (!readTankDifferentialParams(config, engineDrivetrainParams.tankDifferentialParams))
return false;
if (!reaClutchParams(config, engineDrivetrainParams.clutchParams))
return false;
return true;
}
bool writeEngineDrivetrainParamsToJsonFile(const char* directory, const char* filename,
const EngineDrivetrainParams& engineDrivetrainParams)
{
rapidjson::StringBuffer strbuf;
rapidjson::PrettyWriter<rapidjson::StringBuffer> writer(strbuf);
writer.StartObject();
writeAutoboxParams(engineDrivetrainParams.autoboxParams, writer);
writeClutchCommandResponseParams(engineDrivetrainParams.clutchCommandResponseParams, writer);
writeEngineParams(engineDrivetrainParams.engineParams, writer);
writeGearboxParams(engineDrivetrainParams.gearBoxParams, writer);
writeMultiWheelDifferentialParams(engineDrivetrainParams.multiWheelDifferentialParams, writer);
writeFourWheelDifferentialParams(engineDrivetrainParams.fourWheelDifferentialParams, writer);
writeTankDifferentialParams(engineDrivetrainParams.tankDifferentialParams, writer);
writeClutchParams(engineDrivetrainParams.clutchParams, writer);
writer.EndObject();
std::ofstream myfile;
myfile.open(std::string(directory) + "/" + filename);
myfile << strbuf.GetString() << std::endl;
myfile.close();
return true;
}
}//namespace snippetvehicle2
| 19,734 | C++ | 34.687161 | 173 | 0.782102 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetvehicle2common/serialization/EngineDrivetrainSerialization.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#pragma once
#include "vehicle2/PxVehicleAPI.h"
#include "../enginedrivetrain/EngineDrivetrain.h"
#if PX_SWITCH
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wexpansion-to-defined"
#elif PX_OSX
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wexpansion-to-defined"
#pragma clang diagnostic ignored "-Wdocumentation"
#pragma clang diagnostic ignored "-Wimplicit-fallthrough"
#elif PX_LINUX && PX_CLANG
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wdocumentation"
#endif
#include "rapidjson/document.h"
#include "rapidjson/prettywriter.h"
#if (PX_LINUX && PX_CLANG) || PX_SWITCH
#pragma clang diagnostic pop
#endif
namespace snippetvehicle2
{
using namespace physx;
using namespace physx::vehicle2;
bool readAutoboxParams(const rapidjson::Document& config, PxVehicleAutoboxParams& autoboxParams);
bool writeAutoboxParams(const PxVehicleAutoboxParams& autoboxParams, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer);
bool readClutchCommandResponseParams(const rapidjson::Document& config, PxVehicleClutchCommandResponseParams& clutchCommandResponseParams);
bool writeClutchCommandResponseParams(const PxVehicleClutchCommandResponseParams& clutchCommandResponseParams, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer);
bool readEngineParams(const rapidjson::Document& config, PxVehicleEngineParams& engineParams);
bool writeEngineParams(const PxVehicleEngineParams& engineParams, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer);
bool readGearboxParams(const rapidjson::Document& config, PxVehicleGearboxParams& gearboxParams);
bool writeGearboxParams(const PxVehicleGearboxParams& gearboxParams, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer);
bool readFourWheelDifferentialParams(const rapidjson::Document& config, PxVehicleFourWheelDriveDifferentialParams& fourWheelDifferentialParams);
bool writeFourWheelDifferentialParams(const PxVehicleFourWheelDriveDifferentialParams& fourWheelDifferentialParams, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer);
bool readMultiWheelDifferentialParams(const rapidjson::Document& config, PxVehicleMultiWheelDriveDifferentialParams& multiWheelDifferentialParams);
bool writeMultiWheelDifferentialParams(const PxVehicleMultiWheelDriveDifferentialParams& multiWheelDifferentialParams, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer);
bool readTankDifferentialParams(const rapidjson::Document& config, PxVehicleTankDriveDifferentialParams& tankDifferentialParams);
bool writeTankDifferentialParams(const PxVehicleTankDriveDifferentialParams& tankDifferentialParams, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer);
bool reaClutchParams(const rapidjson::Document& config, PxVehicleClutchParams& clutchParams);
bool writeClutchParams(const PxVehicleClutchParams& clutchParams, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer);
bool readEngineDrivetrainParamsFromJsonFile(const char* directory, const char* filename,
EngineDrivetrainParams&);
bool writeEngineDrivetrainParamsToJsonFile(const char* directory, const char* filename,
const EngineDrivetrainParams&);
}//namespace snippetvehicle2
| 4,869 | C | 53.719101 | 177 | 0.822756 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetvehicle2common/serialization/BaseSerialization.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "BaseSerialization.h"
#include "SerializationCommon.h"
#include <fstream>
#include <sstream>
namespace snippetvehicle2
{
bool readAxleDescription(const rapidjson::Document& config, PxVehicleAxleDescription& axleDesc)
{
if (!config.HasMember("AxleDescription"))
return false;
const PxU32 nbAxles = config["AxleDescription"].Size();
if (nbAxles > PxVehicleLimits::eMAX_NB_AXLES)
return false;
axleDesc.setToDefault();
//Read each axle in turn.
for (PxU32 i = 0; i < nbAxles; i++)
{
const rapidjson::Value& axle = config["AxleDescription"][i];
if (!axle.HasMember("WheelIds"))
return false;
const rapidjson::Value& wheelIds = axle["WheelIds"];
const PxU32 nbWheelIds = wheelIds.Size();
if(nbWheelIds > PxVehicleLimits::eMAX_NB_WHEELS)
return false;
PxU32 axleWheelIds[PxVehicleLimits::eMAX_NB_WHEELS];
for (PxU32 j = 0; j < nbWheelIds; j++)
{
axleWheelIds[j]= wheelIds[j].GetInt();
}
axleDesc.addAxle(nbWheelIds, axleWheelIds);
}
return true;
}
bool writeAxleDescription(const PxVehicleAxleDescription& axleDesc, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.Key("AxleDescription");
writer.StartArray();
for(PxU32 i = 0; i < axleDesc.getNbAxles(); i++)
{
writer.StartObject();
writer.Key("WheelIds");
writer.StartArray();
for(PxU32 j = 0; j < axleDesc.getNbWheelsOnAxle(i); j++)
{
writer.Int(axleDesc.getWheelOnAxle(j, i));
}
writer.EndArray();
writer.EndObject();
}
writer.EndArray();
return true;
}
bool readFrame(const rapidjson::Document& config, PxVehicleFrame& frame)
{
if (!config.HasMember("Frame"))
return false;
if (!config["Frame"].HasMember("LngAxis"))
return false;
if (!config["Frame"].HasMember("LatAxis"))
return false;
if (!config["Frame"].HasMember("VrtAxis"))
return false;
const PxU32 lngAxis = config["Frame"]["LngAxis"].GetInt();
const PxU32 latAxis = config["Frame"]["LatAxis"].GetInt();
const PxU32 vrtAxis = config["Frame"]["VrtAxis"].GetInt();
if ((lngAxis == latAxis) || (lngAxis == vrtAxis) || (latAxis == vrtAxis))
{
return false;
}
frame.lngAxis = static_cast<PxVehicleAxes::Enum>(lngAxis);
frame.latAxis = static_cast<PxVehicleAxes::Enum>(latAxis);
frame.vrtAxis = static_cast<PxVehicleAxes::Enum>(vrtAxis);
return true;
}
bool writeFrame(const PxVehicleFrame& frame, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.Key("Frame");
writer.StartObject();
writer.Key("LngAxis");
writer.Int(static_cast<PxU32>(frame.lngAxis));
writer.Key("LatAxis");
writer.Int(static_cast<PxU32>(frame.latAxis));
writer.Key("VrtAxis");
writer.Int(static_cast<PxU32>(frame.vrtAxis));
writer.EndObject();
return true;
}
bool readScale(const rapidjson::Document& config, PxVehicleScale& scale)
{
if (!config.HasMember("Scale"))
return false;
if (!config["Scale"].HasMember("Scale"))
return false;
scale.scale = static_cast<PxReal>(config["Scale"]["Scale"].GetDouble());
return true;
}
bool writeScale(const PxVehicleScale& scale, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.Key("Scale");
writer.StartObject();
writer.Key("Scale");
writer.Double(static_cast<double>(scale.scale));
writer.EndObject();
return true;
}
bool readBrakeResponseParams
(const rapidjson::Document& config, const PxVehicleAxleDescription& axleDesc,
PxVehicleBrakeCommandResponseParams& brakeResponseParams)
{
if (!config.HasMember("BrakeCommandResponseParams"))
return false;
if (!readCommandResponseParams(config["BrakeCommandResponseParams"], axleDesc, brakeResponseParams))
return false;
return true;
}
bool writeBrakeResponseParams
(const PxVehicleBrakeCommandResponseParams& brakeResponseParams, const PxVehicleAxleDescription& axleDesc,
rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.Key("BrakeCommandResponseParams");
writer.StartObject();
writeCommandResponseParams(brakeResponseParams, axleDesc, writer);
writer.EndObject();
return true;
}
bool readHandbrakeResponseParams
(const rapidjson::Document& config, const PxVehicleAxleDescription& axleDesc,
PxVehicleBrakeCommandResponseParams& handbrakeResponseParams)
{
if (!config.HasMember("HandbrakeCommandResponseParams"))
return false;
if (!readCommandResponseParams(config["HandbrakeCommandResponseParams"], axleDesc, handbrakeResponseParams))
return false;
return true;
}
bool writeHandbrakeResponseParams
(const PxVehicleBrakeCommandResponseParams& handrakeResponseParams, const PxVehicleAxleDescription& axleDesc,
rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.Key("HandbrakeCommandResponseParams");
writer.StartObject();
writeCommandResponseParams(handrakeResponseParams, axleDesc, writer);
writer.EndObject();
return true;
}
bool readSteerResponseParams
(const rapidjson::Document& config, const PxVehicleAxleDescription& axleDesc,
PxVehicleSteerCommandResponseParams& steerResponseParams)
{
if (!config.HasMember("SteerCommandResponseParams"))
return false;
if (!readCommandResponseParams(config["SteerCommandResponseParams"], axleDesc, steerResponseParams))
return false;
return true;
}
bool writeSteerResponseParams
(const PxVehicleSteerCommandResponseParams& steerResponseParams, const PxVehicleAxleDescription& axleDesc,
rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.Key("SteerCommandResponseParams");
writer.StartObject();
writeCommandResponseParams(steerResponseParams, axleDesc, writer);
writer.EndObject();
return true;
}
bool readAckermannParams(const rapidjson::Document& config, PxVehicleAckermannParams& ackermannParams)
{
if (!config.HasMember("AckermannParams"))
return false;
const rapidjson::Value& corrections = config["AckermannParams"];
if (!corrections.HasMember("WheelBase"))
return false;
if (!corrections.HasMember("TrackWidth"))
return false;
if (!corrections.HasMember("Strength"))
return false;
ackermannParams.wheelBase = static_cast<PxReal>(corrections["WheelBase"].GetDouble());
ackermannParams.trackWidth = static_cast<PxReal>(corrections["TrackWidth"].GetDouble());
ackermannParams.strength = static_cast<PxReal>(corrections["Strength"].GetDouble());
if (!corrections.HasMember("WheelIds"))
return false;
const rapidjson::Value& wheelIds = corrections["WheelIds"];
const PxU32 nbWheelIds = wheelIds.Size();
if (nbWheelIds != 2)
return false;
for (PxU32 j = 0; j < 2; j++)
{
ackermannParams.wheelIds[j] = wheelIds[j].GetInt();
}
return true;
}
bool writeAckermannParams(const PxVehicleAckermannParams& ackermannParams, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.Key("AckermannParams");
writer.StartObject();
writer.Key("WheelIds");
writer.StartArray();
writer.Int(ackermannParams.wheelIds[0]);
writer.Int(ackermannParams.wheelIds[1]);
writer.EndArray();
writer.Key("WheelBase");
writer.Double(static_cast<double>(ackermannParams.wheelBase));
writer.Key("TrackWidth");
writer.Double(static_cast<double>(ackermannParams.trackWidth));
writer.Key("Strength");
writer.Double(static_cast<double>(ackermannParams.strength));
writer.EndObject();
return true;
}
bool readRigidBodyParams
(const rapidjson::Document& config, PxVehicleRigidBodyParams& rigidBodyParams)
{
if (!config.HasMember("RigidBodyParams"))
return false;
if (!config["RigidBodyParams"].HasMember("Mass"))
return false;
if (!config["RigidBodyParams"].HasMember("MOI"))
return false;
rigidBodyParams.mass = static_cast<PxReal>(config["RigidBodyParams"]["Mass"].GetDouble());
if (!readVec3(config["RigidBodyParams"]["MOI"], rigidBodyParams.moi))
return false;
return true;
}
bool writeRigidBodyParams
(const PxVehicleRigidBodyParams& rigidBodyParams, rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.Key("RigidBodyParams");
writer.StartObject();
writer.Key("Mass");
writer.Double(static_cast<double>(rigidBodyParams.mass));
writer.Key("MOI");
writeVec3(rigidBodyParams.moi, writer);
writer.EndObject();
return true;
}
bool readSuspensionParams(const rapidjson::Document& config, const PxVehicleAxleDescription& axleDesc, PxVehicleSuspensionParams* suspParams)
{
if (!config.HasMember("SuspensionParams"))
return false;
const rapidjson::Value& suspensions = config["SuspensionParams"];
const PxU32 nbSuspensions = suspensions.Size();
if (nbSuspensions != axleDesc.getNbWheels())
return false;
for (PxU32 i = 0; i < nbSuspensions; i++)
{
if(!suspensions[i].HasMember("WheelId"))
return false;
if (!suspensions[i].HasMember("SuspensionAttachment"))
return false;
if (!suspensions[i].HasMember("SuspensionTravelDir"))
return false;
if (!suspensions[i].HasMember("SuspensionTravelDist"))
return false;
if (!suspensions[i].HasMember("WheelAttachment"))
return false;
const PxU32 wheelId = suspensions[i]["WheelId"].GetInt();
PxVehicleSuspensionParams& sp = suspParams[wheelId];
if (!readTransform(suspensions[i]["SuspensionAttachment"], sp.suspensionAttachment))
return false;
if (!readVec3(suspensions[i]["SuspensionTravelDir"], sp.suspensionTravelDir))
return false;
sp.suspensionTravelDist = static_cast<PxReal>(suspensions[i]["SuspensionTravelDist"].GetDouble());
if (!readTransform(suspensions[i]["WheelAttachment"], sp.wheelAttachment))
return false;
}
return true;
}
bool writeSuspensionParams(const PxVehicleSuspensionParams* suspParams, const PxVehicleAxleDescription& axleDesc,
rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.Key("SuspensionParams");
writer.StartArray();
for(PxU32 i = 0; i < axleDesc.nbWheels; i++)
{
writer.StartObject();
writer.Key("WheelId");
const PxU32 wheelId = axleDesc.wheelIdsInAxleOrder[i];
writer.Int(wheelId);
writer.Key("SuspensionAttachment");
writeTransform(suspParams[wheelId].suspensionAttachment, writer);
writer.Key("SuspensionTravelDir");
writeVec3(suspParams[wheelId].suspensionTravelDir, writer);
writer.Key("SuspensionTravelDist");
writer.Double(static_cast<double>(suspParams[wheelId].suspensionTravelDist));
writer.Key("WheelAttachment");
writeTransform(suspParams[wheelId].wheelAttachment, writer);
writer.EndObject();
}
writer.EndArray();
return true;
}
static const char* kLimitSuspensionExpansionVelocity = "LimitSuspensionExpansionVelocity";
bool readSuspensionStateCalculationParams(const rapidjson::Document& config, PxVehicleSuspensionStateCalculationParams& suspParams)
{
if (!config.HasMember("SuspensionStateCalculationParams"))
return false;
const rapidjson::Value& suspCalcParams = config["SuspensionStateCalculationParams"];
if (!suspCalcParams.HasMember("JounceCalculationType"))
return false;
if (!suspCalcParams.HasMember(kLimitSuspensionExpansionVelocity))
return false;
suspParams.suspensionJounceCalculationType = static_cast<PxVehicleSuspensionJounceCalculationType::Enum>(suspCalcParams["JounceCalculationType"].GetInt());
suspParams.limitSuspensionExpansionVelocity = suspCalcParams[kLimitSuspensionExpansionVelocity].GetBool();
return true;
}
bool writeSuspensionStateCalculationParams
(const PxVehicleSuspensionStateCalculationParams& suspParams,
rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.Key("SuspensionStateCalculationParams");
writer.StartObject();
writer.Key("JounceCalculationType");
writer.Int(static_cast<PxU32>(suspParams.suspensionJounceCalculationType));
writer.Key(kLimitSuspensionExpansionVelocity);
writer.Bool(suspParams.limitSuspensionExpansionVelocity);
writer.EndObject();
return true;
}
bool readSuspensionComplianceParams(const rapidjson::Document& config, const PxVehicleAxleDescription& axleDesc, PxVehicleSuspensionComplianceParams* suspCompParams)
{
if (!config.HasMember("SuspensionComplianceParams"))
return false;
const rapidjson::Value& suspensions = config["SuspensionComplianceParams"];
const PxU32 nbSuspensions = suspensions.Size();
if (nbSuspensions != axleDesc.getNbWheels())
return false;
for (PxU32 i = 0; i < nbSuspensions; i++)
{
if (!suspensions[i].HasMember("WheelId"))
return false;
if (!suspensions[i].HasMember("WheelToeAngle"))
return false;
if (!suspensions[i].HasMember("WheelCamberAngle"))
return false;
if (!suspensions[i].HasMember("SuspForceAppPoint"))
return false;
if (!suspensions[i].HasMember("SuspForceAppPoint"))
return false;
const PxU32 wheelId = suspensions[i]["WheelId"].GetInt();
if (!readFloatLookupTable(suspensions[i]["WheelToeAngle"], suspCompParams[wheelId].wheelToeAngle))
return false;
if (!readFloatLookupTable(suspensions[i]["WheelCamberAngle"], suspCompParams[wheelId].wheelCamberAngle))
return false;
if (!readVec3LookupTable(suspensions[i]["SuspForceAppPoint"], suspCompParams[wheelId].suspForceAppPoint))
return false;
if (!readVec3LookupTable(suspensions[i]["TireForceAppPoint"], suspCompParams[wheelId].tireForceAppPoint))
return false;
}
return true;
}
bool writeSuspensionComplianceParams
(const PxVehicleSuspensionComplianceParams* suspParams, const PxVehicleAxleDescription& axleDesc,
rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.Key("SuspensionComplianceParams");
writer.StartArray();
for (PxU32 i = 0; i < axleDesc.nbWheels; i++)
{
writer.StartObject();
writer.Key("WheelId");
const PxU32 wheelId = axleDesc.wheelIdsInAxleOrder[i];
writer.Int(wheelId);
writer.Key("WheelToeAngle");
writeFloatLookupTable(suspParams[wheelId].wheelToeAngle, writer);
writer.Key("WheelCamberAngle");
writeFloatLookupTable(suspParams[wheelId].wheelCamberAngle, writer);
writer.Key("SuspForceAppPoint");
writeVec3LookupTable(suspParams[wheelId].suspForceAppPoint, writer);
writer.Key("TireForceAppPoint");
writeVec3LookupTable(suspParams[wheelId].tireForceAppPoint, writer);
writer.EndObject();
}
writer.EndArray();
return true;
}
bool readSuspensionForceParams(const rapidjson::Document& config, const PxVehicleAxleDescription& axleDesc,
PxVehicleSuspensionForceParams* suspParams)
{
if (!config.HasMember("SuspensionForceParams"))
return false;
const rapidjson::Value& suspensions = config["SuspensionForceParams"];
const PxU32 nbSuspensions = suspensions.Size();
if (nbSuspensions != axleDesc.getNbWheels())
return false;
for (PxU32 i = 0; i < nbSuspensions; i++)
{
if (!suspensions[i].HasMember("WheelId"))
return false;
if (!suspensions[i].HasMember("Damping"))
return false;
if (!suspensions[i].HasMember("Stiffness"))
return false;
if (!suspensions[i].HasMember("SprungMass"))
return false;
const PxU32 wheelId = suspensions[i]["WheelId"].GetInt();
suspParams[wheelId].damping = static_cast<PxReal>(suspensions[i]["Damping"].GetDouble());
suspParams[wheelId].stiffness = static_cast<PxReal>(suspensions[i]["Stiffness"].GetDouble());
suspParams[wheelId].sprungMass = static_cast<PxReal>(suspensions[i]["SprungMass"].GetDouble());
}
return true;
}
bool writeSuspensionForceParams
(const PxVehicleSuspensionForceParams* suspParams, const PxVehicleAxleDescription& axleDesc,
rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.Key("SuspensionForceParams");
writer.StartArray();
for (PxU32 i = 0; i < axleDesc.nbWheels; i++)
{
writer.StartObject();
writer.Key("WheelId");
const PxU32 wheelId = axleDesc.wheelIdsInAxleOrder[i];
writer.Int(wheelId);
writer.Key("Damping");
writer.Double(double(suspParams[wheelId].damping));
writer.Key("Stiffness");
writer.Double(double(suspParams[wheelId].stiffness));
writer.Key("SprungMass");
writer.Double(double(suspParams[wheelId].sprungMass));
writer.EndObject();
}
writer.EndArray();
return true;
}
bool readTireForceParams
(const rapidjson::Document& config, const PxVehicleAxleDescription& axleDesc,
PxVehicleTireForceParams* tireParams)
{
if (!config.HasMember("TireForceParams"))
return false;
const rapidjson::Value& tires = config["TireForceParams"];
const PxU32 nbTires = tires.Size();
if (nbTires != axleDesc.getNbWheels())
return false;
for (PxU32 i = 0; i < nbTires; i++)
{
if (!tires[i].HasMember("WheelId"))
return false;
if (!tires[i].HasMember("LongitudinalStiffness"))
return false;
if (!tires[i].HasMember("LateralStiffnessX"))
return false;
if (!tires[i].HasMember("LateralStiffnessY"))
return false;
if (!tires[i].HasMember("CamberStiffness"))
return false;
if (!tires[i].HasMember("RestLoad"))
return false;
if (!tires[i].HasMember("FrictionVsSlip"))
return false;
if (!tires[i].HasMember("TireLoadFilter"))
return false;
const PxU32 wheelId = tires[i]["WheelId"].GetInt();
tireParams[wheelId].longStiff = static_cast<PxReal>(tires[i]["LongitudinalStiffness"].GetDouble());
tireParams[wheelId].latStiffX = static_cast<PxReal>(tires[i]["LateralStiffnessX"].GetDouble());
tireParams[wheelId].latStiffY = static_cast<PxReal>(tires[i]["LateralStiffnessY"].GetDouble());
tireParams[wheelId].camberStiff = static_cast<PxReal>(tires[i]["CamberStiffness"].GetDouble());
tireParams[wheelId].restLoad = static_cast<PxReal>(tires[i]["RestLoad"].GetDouble());
const rapidjson::Value& frictionVsSlip = tires[i]["FrictionVsSlip"];
if (frictionVsSlip.Size() != 3)
return false;
for (PxU32 j = 0; j < 3; j++)
{
const rapidjson::Value& element = tires[i]["FrictionVsSlip"][j];
if (element.Size() != 2)
return false;
tireParams[wheelId].frictionVsSlip[j][0] = static_cast<PxReal>(element[0].GetDouble());
tireParams[wheelId].frictionVsSlip[j][1] = static_cast<PxReal>(element[1].GetDouble());
}
const rapidjson::Value& tireLoadFilter = tires[i]["TireLoadFilter"];
if (tireLoadFilter.Size() != 2)
return false;
for (PxU32 j = 0; j < 2; j++)
{
const rapidjson::Value& element = tires[i]["TireLoadFilter"][j];
if (element.Size() != 2)
return false;
tireParams[wheelId].loadFilter[j][0] = static_cast<PxReal>(element[0].GetDouble());
tireParams[wheelId].loadFilter[j][1] = static_cast<PxReal>(element[1].GetDouble());
}
}
return true;
}
bool writeTireForceParams
(const PxVehicleTireForceParams* tireParams, const PxVehicleAxleDescription& axleDesc,
rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.Key("TireForceParams");
writer.StartArray();
for (PxU32 i = 0; i < axleDesc.nbWheels; i++)
{
writer.StartObject();
writer.Key("WheelId");
const PxU32 wheelId = axleDesc.wheelIdsInAxleOrder[i];
writer.Int(wheelId);
writer.Key("LongitudinalStiffness");
writer.Double(static_cast<double>(tireParams[wheelId].longStiff));
writer.Key("LateralStiffnessX");
writer.Double(static_cast<double>(tireParams[wheelId].latStiffX));
writer.Key("LateralStiffnessY");
writer.Double(static_cast<double>(tireParams[wheelId].latStiffY));
writer.Key("CamberStiffness");
writer.Double(static_cast<double>(tireParams[wheelId].camberStiff));
writer.Key("RestLoad");
writer.Double(static_cast<double>(tireParams[wheelId].restLoad));
writer.Key("FrictionVsSlip");
writer.StartArray();
for(PxU32 k = 0; k < 3; k++)
{
writer.StartArray();
writer.Double(static_cast<double>(tireParams[wheelId].frictionVsSlip[k][0]));
writer.Double(static_cast<double>(tireParams[wheelId].frictionVsSlip[k][1]));
writer.EndArray();
}
writer.EndArray();
writer.Key("TireLoadFilter");
writer.StartArray();
for (PxU32 k = 0; k < 2; k++)
{
writer.StartArray();
writer.Double(static_cast<double>(tireParams[wheelId].loadFilter[k][0]));
writer.Double(static_cast<double>(tireParams[wheelId].loadFilter[k][1]));
writer.EndArray();
}
writer.EndArray();
writer.EndObject();
}
writer.EndArray();
return true;
}
bool readWheelParams
(const rapidjson::Document& config, const PxVehicleAxleDescription& axleDesc,
PxVehicleWheelParams* wheelParams)
{
if (!config.HasMember("WheelParams"))
return false;
const rapidjson::Value& wheels = config["WheelParams"];
const PxU32 nbWheels = wheels.Size();
if (nbWheels != axleDesc.getNbWheels())
return false;
for (PxU32 i = 0; i < nbWheels; i++)
{
if (!wheels[i].HasMember("WheelId"))
return false;
if (!wheels[i].HasMember("HalfWidth"))
return false;
if (!wheels[i].HasMember("Radius"))
return false;
if (!wheels[i].HasMember("Mass"))
return false;
if (!wheels[i].HasMember("MOI"))
return false;
if (!wheels[i].HasMember("DampingRate"))
return false;
const PxU32 wheelId = wheels[i]["WheelId"].GetInt();
wheelParams[wheelId].halfWidth = static_cast<PxReal>(wheels[i]["HalfWidth"].GetDouble());
wheelParams[wheelId].radius = static_cast<PxReal>(wheels[i]["Radius"].GetDouble());
wheelParams[wheelId].mass = static_cast<PxReal>(wheels[i]["Mass"].GetDouble());
wheelParams[wheelId].moi = static_cast<PxReal>(wheels[i]["MOI"].GetDouble());
wheelParams[wheelId].dampingRate = static_cast<PxReal>(wheels[i]["DampingRate"].GetDouble());
}
return true;
}
bool writeWheelParams
(const PxVehicleWheelParams* wheelParams, const PxVehicleAxleDescription& axleDesc,
rapidjson::PrettyWriter<rapidjson::StringBuffer>& writer)
{
writer.Key("WheelParams");
writer.StartArray();
for (PxU32 i = 0; i < axleDesc.nbWheels; i++)
{
writer.StartObject();
writer.Key("WheelId");
const PxU32 wheelId = axleDesc.wheelIdsInAxleOrder[i];
writer.Int(wheelId);
writer.Key("HalfWidth");
writer.Double(static_cast<double>(wheelParams[wheelId].halfWidth));
writer.Key("Radius");
writer.Double(static_cast<double>(wheelParams[wheelId].radius));
writer.Key("Mass");
writer.Double(static_cast<double>(wheelParams[wheelId].mass));
writer.Key("MOI");
writer.Double(static_cast<double>(wheelParams[wheelId].moi));
writer.Key("DampingRate");
writer.Double(static_cast<double>(wheelParams[wheelId].dampingRate));
writer.EndObject();
}
writer.EndArray();
return true;
}
bool readBaseParamsFromJsonFile(const char* directory, const char* filename,
BaseVehicleParams& baseParams)
{
rapidjson::Document config;
if (!openDocument(directory, filename, config))
return false;
//////////////////////////////
//Read the high level params
//////////////////////////////
PxMemSet(&baseParams.axleDescription, 0xff, sizeof(baseParams.axleDescription));
if (!readAxleDescription(config, baseParams.axleDescription))
return false;
PxMemSet(&baseParams.frame, 0xff, sizeof(baseParams.frame));
if (!readFrame(config, baseParams.frame))
return false;
PxMemSet(&baseParams.scale, 0xff, sizeof(baseParams.scale));
if (!readScale(config, baseParams.scale))
return false;
//////////////////////////////
//Read the rigid body params
/////////////////////////////
PxMemSet(&baseParams.rigidBodyParams, 0xff, sizeof(baseParams.rigidBodyParams));
if (!readRigidBodyParams(config, baseParams.rigidBodyParams))
return false;
//////////////////////////////
//Read the suspension state calculation params.
//////////////////////////////
PxMemSet(&baseParams.suspensionStateCalculationParams, 0xff, sizeof(baseParams.suspensionStateCalculationParams));
if (!readSuspensionStateCalculationParams(config, baseParams.suspensionStateCalculationParams))
return false;
///////////////////////////////
//Read the command responses
///////////////////////////////
PxMemSet(&baseParams.brakeResponseParams[0], 0xff, sizeof(baseParams.brakeResponseParams[0]));
if (!readBrakeResponseParams(config, baseParams.axleDescription, baseParams.brakeResponseParams[0]))
return false;
PxMemSet(&baseParams.brakeResponseParams[1], 0xff, sizeof(baseParams.brakeResponseParams[1]));
if (!readHandbrakeResponseParams(config, baseParams.axleDescription, baseParams.brakeResponseParams[1]))
return false;
PxMemSet(&baseParams.steerResponseParams, 0xff, sizeof(baseParams.steerResponseParams));
if (!readSteerResponseParams(config, baseParams.axleDescription, baseParams.steerResponseParams))
return false;
PxMemSet(&baseParams.ackermannParams, 0xff, sizeof(baseParams.ackermannParams));
if (!readAckermannParams(config, baseParams.ackermannParams[0]))
return false;
///////////////////////////////////
//Read the suspension params
///////////////////////////////////
PxMemSet(baseParams.suspensionParams, 0xff, sizeof(baseParams.suspensionParams));
if (!readSuspensionParams(config, baseParams.axleDescription, baseParams.suspensionParams))
return false;
PxMemSet(baseParams.suspensionComplianceParams, 0x00, sizeof(baseParams.suspensionComplianceParams));
if (!readSuspensionComplianceParams(config, baseParams.axleDescription, baseParams.suspensionComplianceParams))
return false;
PxMemSet(baseParams.suspensionForceParams, 0xff, sizeof(baseParams.suspensionForceParams));
if (!readSuspensionForceParams(config, baseParams.axleDescription, baseParams.suspensionForceParams))
return false;
///////////////////////////////////
//Read the tire params
///////////////////////////////////
PxMemSet(baseParams.tireForceParams, 0xff, sizeof(baseParams.tireForceParams));
if (!readTireForceParams(config, baseParams.axleDescription, baseParams.tireForceParams))
return false;
//////////////////////////
//Read the wheel params
//////////////////////////
PxMemSet(baseParams.wheelParams, 0xff, sizeof(baseParams.wheelParams));
if (!readWheelParams(config, baseParams.axleDescription, baseParams.wheelParams))
return false;
return true;
}
bool writeBaseParamsToJsonFile(const char* directory, const char* filename, const BaseVehicleParams& baseParams)
{
rapidjson::StringBuffer strbuf;
rapidjson::PrettyWriter<rapidjson::StringBuffer> writer(strbuf);
writer.StartObject();
//////////////////////////////
//Write the high level params
//////////////////////////////
writeAxleDescription(baseParams.axleDescription, writer);
writeFrame(baseParams.frame, writer);
writeScale(baseParams.scale, writer);
//////////////////////////////
//Write the rigid body params
/////////////////////////////
writeRigidBodyParams(baseParams.rigidBodyParams, writer);
//////////////////////////////
//Write the suspension state calculation params
//////////////////////////////
writeSuspensionStateCalculationParams(baseParams.suspensionStateCalculationParams, writer);
///////////////////////////////
//Write the command responses
///////////////////////////////
writeBrakeResponseParams(baseParams.brakeResponseParams[0], baseParams.axleDescription, writer);
writeHandbrakeResponseParams(baseParams.brakeResponseParams[1], baseParams.axleDescription, writer);
writeSteerResponseParams(baseParams.steerResponseParams, baseParams.axleDescription, writer);
writeAckermannParams(baseParams.ackermannParams[0], writer);
///////////////////////////////////
//Write the suspension params
///////////////////////////////////
writeSuspensionParams(baseParams.suspensionParams, baseParams.axleDescription, writer);
writeSuspensionComplianceParams(baseParams.suspensionComplianceParams, baseParams.axleDescription, writer);
writeSuspensionForceParams(baseParams.suspensionForceParams, baseParams.axleDescription, writer);
///////////////////////////////////
//Write the tire params
///////////////////////////////////
writeTireForceParams(baseParams.tireForceParams, baseParams.axleDescription, writer);
//////////////////////////
//Write the wheel params
//////////////////////////
writeWheelParams(baseParams.wheelParams, baseParams.axleDescription, writer);
writer.EndObject();
std::ofstream myfile;
myfile.open(std::string(directory) + "/" + filename);
myfile << strbuf.GetString() << std::endl;
myfile.close();
return true;
}
}//namespace snippetvehicle2
| 29,295 | C++ | 31.052516 | 165 | 0.735006 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetarticulationrc/SnippetArticulation.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet demonstrates the use of Reduced Coordinates articulations.
// ****************************************************************************
#include <ctype.h>
#include <vector>
#include "PxPhysicsAPI.h"
#include "../snippetutils/SnippetUtils.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
static PxArticulationReducedCoordinate* gArticulation = NULL;
static PxArticulationJointReducedCoordinate* gDriveJoint = NULL;
static PxFilterFlags scissorFilter( PxFilterObjectAttributes attributes0, PxFilterData filterData0,
PxFilterObjectAttributes attributes1, PxFilterData filterData1,
PxPairFlags& pairFlags, const void* constantBlock, PxU32 constantBlockSize)
{
PX_UNUSED(attributes0);
PX_UNUSED(attributes1);
PX_UNUSED(constantBlock);
PX_UNUSED(constantBlockSize);
if (filterData0.word2 != 0 && filterData0.word2 == filterData1.word2)
return PxFilterFlag::eKILL;
pairFlags |= PxPairFlag::eCONTACT_DEFAULT;
return PxFilterFlag::eDEFAULT;
}
static void createScissorLift()
{
const PxReal runnerLength = 2.f;
const PxReal placementDistance = 1.8f;
const PxReal cosAng = (placementDistance) / (runnerLength);
const PxReal angle = PxAcos(cosAng);
const PxReal sinAng = PxSin(angle);
const PxQuat leftRot(-angle, PxVec3(1.f, 0.f, 0.f));
const PxQuat rightRot(angle, PxVec3(1.f, 0.f, 0.f));
//(1) Create base...
PxArticulationLink* base = gArticulation->createLink(NULL, PxTransform(PxVec3(0.f, 0.25f, 0.f)));
PxRigidActorExt::createExclusiveShape(*base, PxBoxGeometry(0.5f, 0.25f, 1.5f), *gMaterial);
PxRigidBodyExt::updateMassAndInertia(*base, 3.f);
//Now create the slider and fixed joints...
gArticulation->setSolverIterationCounts(32);
PxArticulationLink* leftRoot = gArticulation->createLink(base, PxTransform(PxVec3(0.f, 0.55f, -0.9f)));
PxRigidActorExt::createExclusiveShape(*leftRoot, PxBoxGeometry(0.5f, 0.05f, 0.05f), *gMaterial);
PxRigidBodyExt::updateMassAndInertia(*leftRoot, 1.f);
PxArticulationLink* rightRoot = gArticulation->createLink(base, PxTransform(PxVec3(0.f, 0.55f, 0.9f)));
PxRigidActorExt::createExclusiveShape(*rightRoot, PxBoxGeometry(0.5f, 0.05f, 0.05f), *gMaterial);
PxRigidBodyExt::updateMassAndInertia(*rightRoot, 1.f);
PxArticulationJointReducedCoordinate* joint = static_cast<PxArticulationJointReducedCoordinate*>(leftRoot->getInboundJoint());
joint->setJointType(PxArticulationJointType::eFIX);
joint->setParentPose(PxTransform(PxVec3(0.f, 0.25f, -0.9f)));
joint->setChildPose(PxTransform(PxVec3(0.f, -0.05f, 0.f)));
//Set up the drive joint...
gDriveJoint = static_cast<PxArticulationJointReducedCoordinate*>(rightRoot->getInboundJoint());
gDriveJoint->setJointType(PxArticulationJointType::ePRISMATIC);
gDriveJoint->setMotion(PxArticulationAxis::eZ, PxArticulationMotion::eLIMITED);
gDriveJoint->setLimitParams(PxArticulationAxis::eZ, PxArticulationLimit(-1.4f, 0.2f));
gDriveJoint->setDriveParams(PxArticulationAxis::eZ, PxArticulationDrive(100000.f, 0.f, PX_MAX_F32));
gDriveJoint->setParentPose(PxTransform(PxVec3(0.f, 0.25f, 0.9f)));
gDriveJoint->setChildPose(PxTransform(PxVec3(0.f, -0.05f, 0.f)));
const PxU32 linkHeight = 3;
PxArticulationLink* currLeft = leftRoot, *currRight = rightRoot;
PxQuat rightParentRot(PxIdentity);
PxQuat leftParentRot(PxIdentity);
for (PxU32 i = 0; i < linkHeight; ++i)
{
const PxVec3 pos(0.5f, 0.55f + 0.1f*(1 + i), 0.f);
PxArticulationLink* leftLink = gArticulation->createLink(currLeft, PxTransform(pos + PxVec3(0.f, sinAng*(2 * i + 1), 0.f), leftRot));
PxRigidActorExt::createExclusiveShape(*leftLink, PxBoxGeometry(0.05f, 0.05f, 1.f), *gMaterial);
PxRigidBodyExt::updateMassAndInertia(*leftLink, 1.f);
const PxVec3 leftAnchorLocation = pos + PxVec3(0.f, sinAng*(2 * i), -0.9f);
joint = static_cast<PxArticulationJointReducedCoordinate*>(leftLink->getInboundJoint());
joint->setParentPose(PxTransform(currLeft->getGlobalPose().transformInv(leftAnchorLocation), leftParentRot));
joint->setChildPose(PxTransform(PxVec3(0.f, 0.f, -1.f), rightRot));
joint->setJointType(PxArticulationJointType::eREVOLUTE);
leftParentRot = leftRot;
joint->setMotion(PxArticulationAxis::eTWIST, PxArticulationMotion::eLIMITED);
joint->setLimitParams(PxArticulationAxis::eTWIST, PxArticulationLimit(-PxPi, angle));
PxArticulationLink* rightLink = gArticulation->createLink(currRight, PxTransform(pos + PxVec3(0.f, sinAng*(2 * i + 1), 0.f), rightRot));
PxRigidActorExt::createExclusiveShape(*rightLink, PxBoxGeometry(0.05f, 0.05f, 1.f), *gMaterial);
PxRigidBodyExt::updateMassAndInertia(*rightLink, 1.f);
const PxVec3 rightAnchorLocation = pos + PxVec3(0.f, sinAng*(2 * i), 0.9f);
joint = static_cast<PxArticulationJointReducedCoordinate*>(rightLink->getInboundJoint());
joint->setJointType(PxArticulationJointType::eREVOLUTE);
joint->setParentPose(PxTransform(currRight->getGlobalPose().transformInv(rightAnchorLocation), rightParentRot));
joint->setChildPose(PxTransform(PxVec3(0.f, 0.f, 1.f), leftRot));
joint->setMotion(PxArticulationAxis::eTWIST, PxArticulationMotion::eLIMITED);
joint->setLimitParams(PxArticulationAxis::eTWIST, PxArticulationLimit(-angle, PxPi));
rightParentRot = rightRot;
PxD6Joint* d6joint = PxD6JointCreate(*gPhysics, leftLink, PxTransform(PxIdentity), rightLink, PxTransform(PxIdentity));
d6joint->setMotion(PxD6Axis::eTWIST, PxD6Motion::eFREE);
d6joint->setMotion(PxD6Axis::eSWING1, PxD6Motion::eFREE);
d6joint->setMotion(PxD6Axis::eSWING2, PxD6Motion::eFREE);
currLeft = rightLink;
currRight = leftLink;
}
PxArticulationLink* leftTop = gArticulation->createLink(currLeft, currLeft->getGlobalPose().transform(PxTransform(PxVec3(-0.5f, 0.f, -1.0f), leftParentRot)));
PxRigidActorExt::createExclusiveShape(*leftTop, PxBoxGeometry(0.5f, 0.05f, 0.05f), *gMaterial);
PxRigidBodyExt::updateMassAndInertia(*leftTop, 1.f);
PxArticulationLink* rightTop = gArticulation->createLink(currRight, currRight->getGlobalPose().transform(PxTransform(PxVec3(-0.5f, 0.f, 1.0f), rightParentRot)));
PxRigidActorExt::createExclusiveShape(*rightTop, PxCapsuleGeometry(0.05f, 0.8f), *gMaterial);
//PxRigidActorExt::createExclusiveShape(*rightTop, PxBoxGeometry(0.5f, 0.05f, 0.05f), *gMaterial);
PxRigidBodyExt::updateMassAndInertia(*rightTop, 1.f);
joint = static_cast<PxArticulationJointReducedCoordinate*>(leftTop->getInboundJoint());
joint->setParentPose(PxTransform(PxVec3(0.f, 0.f, -1.f), currLeft->getGlobalPose().q.getConjugate()));
joint->setChildPose(PxTransform(PxVec3(0.5f, 0.f, 0.f), leftTop->getGlobalPose().q.getConjugate()));
joint->setJointType(PxArticulationJointType::eREVOLUTE);
joint->setMotion(PxArticulationAxis::eTWIST, PxArticulationMotion::eFREE);
joint = static_cast<PxArticulationJointReducedCoordinate*>(rightTop->getInboundJoint());
joint->setParentPose(PxTransform(PxVec3(0.f, 0.f, 1.f), currRight->getGlobalPose().q.getConjugate()));
joint->setChildPose(PxTransform(PxVec3(0.5f, 0.f, 0.f), rightTop->getGlobalPose().q.getConjugate()));
joint->setJointType(PxArticulationJointType::eREVOLUTE);
joint->setMotion(PxArticulationAxis::eTWIST, PxArticulationMotion::eFREE);
currLeft = leftRoot;
currRight = rightRoot;
rightParentRot = PxQuat(PxIdentity);
leftParentRot = PxQuat(PxIdentity);
for (PxU32 i = 0; i < linkHeight; ++i)
{
const PxVec3 pos(-0.5f, 0.55f + 0.1f*(1 + i), 0.f);
PxArticulationLink* leftLink = gArticulation->createLink(currLeft, PxTransform(pos + PxVec3(0.f, sinAng*(2 * i + 1), 0.f), leftRot));
PxRigidActorExt::createExclusiveShape(*leftLink, PxBoxGeometry(0.05f, 0.05f, 1.f), *gMaterial);
PxRigidBodyExt::updateMassAndInertia(*leftLink, 1.f);
const PxVec3 leftAnchorLocation = pos + PxVec3(0.f, sinAng*(2 * i), -0.9f);
joint = static_cast<PxArticulationJointReducedCoordinate*>(leftLink->getInboundJoint());
joint->setJointType(PxArticulationJointType::eREVOLUTE);
joint->setParentPose(PxTransform(currLeft->getGlobalPose().transformInv(leftAnchorLocation), leftParentRot));
joint->setChildPose(PxTransform(PxVec3(0.f, 0.f, -1.f), rightRot));
leftParentRot = leftRot;
joint->setMotion(PxArticulationAxis::eTWIST, PxArticulationMotion::eLIMITED);
joint->setLimitParams(PxArticulationAxis::eTWIST, PxArticulationLimit(-PxPi, angle));
PxArticulationLink* rightLink = gArticulation->createLink(currRight, PxTransform(pos + PxVec3(0.f, sinAng*(2 * i + 1), 0.f), rightRot));
PxRigidActorExt::createExclusiveShape(*rightLink, PxBoxGeometry(0.05f, 0.05f, 1.f), *gMaterial);
PxRigidBodyExt::updateMassAndInertia(*rightLink, 1.f);
const PxVec3 rightAnchorLocation = pos + PxVec3(0.f, sinAng*(2 * i), 0.9f);
/*joint = PxD6JointCreate(getPhysics(), currRight, PxTransform(currRight->getGlobalPose().transformInv(rightAnchorLocation)),
rightLink, PxTransform(PxVec3(0.f, 0.f, 1.f)));*/
joint = static_cast<PxArticulationJointReducedCoordinate*>(rightLink->getInboundJoint());
joint->setParentPose(PxTransform(currRight->getGlobalPose().transformInv(rightAnchorLocation), rightParentRot));
joint->setJointType(PxArticulationJointType::eREVOLUTE);
joint->setChildPose(PxTransform(PxVec3(0.f, 0.f, 1.f), leftRot));
joint->setMotion(PxArticulationAxis::eTWIST, PxArticulationMotion::eLIMITED);
joint->setLimitParams(PxArticulationAxis::eTWIST, PxArticulationLimit(-angle, PxPi));
rightParentRot = rightRot;
PxD6Joint* d6joint = PxD6JointCreate(*gPhysics, leftLink, PxTransform(PxIdentity), rightLink, PxTransform(PxIdentity));
d6joint->setMotion(PxD6Axis::eTWIST, PxD6Motion::eFREE);
d6joint->setMotion(PxD6Axis::eSWING1, PxD6Motion::eFREE);
d6joint->setMotion(PxD6Axis::eSWING2, PxD6Motion::eFREE);
currLeft = rightLink;
currRight = leftLink;
}
PxD6Joint* d6joint = PxD6JointCreate(*gPhysics, currLeft, PxTransform(PxVec3(0.f, 0.f, -1.f)), leftTop, PxTransform(PxVec3(-0.5f, 0.f, 0.f)));
d6joint->setMotion(PxD6Axis::eTWIST, PxD6Motion::eFREE);
d6joint->setMotion(PxD6Axis::eSWING1, PxD6Motion::eFREE);
d6joint->setMotion(PxD6Axis::eSWING2, PxD6Motion::eFREE);
d6joint = PxD6JointCreate(*gPhysics, currRight, PxTransform(PxVec3(0.f, 0.f, 1.f)), rightTop, PxTransform(PxVec3(-0.5f, 0.f, 0.f)));
d6joint->setMotion(PxD6Axis::eTWIST, PxD6Motion::eFREE);
d6joint->setMotion(PxD6Axis::eSWING1, PxD6Motion::eFREE);
d6joint->setMotion(PxD6Axis::eSWING2, PxD6Motion::eFREE);
const PxTransform topPose(PxVec3(0.f, leftTop->getGlobalPose().p.y + 0.15f, 0.f));
PxArticulationLink* top = gArticulation->createLink(leftTop, topPose);
PxRigidActorExt::createExclusiveShape(*top, PxBoxGeometry(0.5f, 0.1f, 1.5f), *gMaterial);
PxRigidBodyExt::updateMassAndInertia(*top, 1.f);
joint = static_cast<PxArticulationJointReducedCoordinate*>(top->getInboundJoint());
joint->setJointType(PxArticulationJointType::eFIX);
joint->setParentPose(PxTransform(PxVec3(0.f, 0.0f, 0.f)));
joint->setChildPose(PxTransform(PxVec3(0.f, -0.15f, -0.9f)));
gScene->addArticulation(*gArticulation);
for (PxU32 i = 0; i < gArticulation->getNbLinks(); ++i)
{
PxArticulationLink* link;
gArticulation->getLinks(&link, 1, i);
link->setLinearDamping(0.2f);
link->setAngularDamping(0.2f);
link->setMaxAngularVelocity(20.f);
link->setMaxLinearVelocity(100.f);
if (link != top)
{
for (PxU32 b = 0; b < link->getNbShapes(); ++b)
{
PxShape* shape;
link->getShapes(&shape, 1, b);
shape->setSimulationFilterData(PxFilterData(0, 0, 1, 0));
}
}
}
const PxVec3 halfExt(0.25f);
const PxReal density(0.5f);
PxRigidDynamic* box0 = gPhysics->createRigidDynamic(PxTransform(PxVec3(-0.25f, 5.f, 0.5f)));
PxShape* shape0 = PxRigidActorExt::createExclusiveShape(*box0, PxBoxGeometry(halfExt), *gMaterial);
PxRigidBodyExt::updateMassAndInertia(*box0, density);
gScene->addActor(*box0);
PxRigidDynamic* box1 = gPhysics->createRigidDynamic(PxTransform(PxVec3(0.25f, 5.f, 0.5f)));
PxShape* shape1 = PxRigidActorExt::createExclusiveShape(*box1, PxBoxGeometry(halfExt), *gMaterial);
PxRigidBodyExt::updateMassAndInertia(*box1, density);
gScene->addActor(*box1);
PxRigidDynamic* box2 = gPhysics->createRigidDynamic(PxTransform(PxVec3(-0.25f, 4.5f, 0.5f)));
PxShape* shape2 = PxRigidActorExt::createExclusiveShape(*box2, PxBoxGeometry(halfExt), *gMaterial);
PxRigidBodyExt::updateMassAndInertia(*box2, density);
gScene->addActor(*box2);
PxRigidDynamic* box3 = gPhysics->createRigidDynamic(PxTransform(PxVec3(0.25f, 4.5f, 0.5f)));
PxShape* shape3 = PxRigidActorExt::createExclusiveShape(*box3, PxBoxGeometry(halfExt), *gMaterial);
PxRigidBodyExt::updateMassAndInertia(*box3, density);
gScene->addActor(*box3);
PxRigidDynamic* box4 = gPhysics->createRigidDynamic(PxTransform(PxVec3(-0.25f, 5.f, 0.f)));
PxShape* shape4 = PxRigidActorExt::createExclusiveShape(*box4, PxBoxGeometry(halfExt), *gMaterial);
PxRigidBodyExt::updateMassAndInertia(*box4, density);
gScene->addActor(*box4);
PxRigidDynamic* box5 = gPhysics->createRigidDynamic(PxTransform(PxVec3(0.25f, 5.f, 0.f)));
PxShape* shape5 = PxRigidActorExt::createExclusiveShape(*box5, PxBoxGeometry(halfExt), *gMaterial);
PxRigidBodyExt::updateMassAndInertia(*box5, density);
gScene->addActor(*box5);
PxRigidDynamic* box6 = gPhysics->createRigidDynamic(PxTransform(PxVec3(-0.25f, 4.5f, 0.f)));
PxShape* shape6 = PxRigidActorExt::createExclusiveShape(*box6, PxBoxGeometry(halfExt), *gMaterial);
PxRigidBodyExt::updateMassAndInertia(*box6, density);
gScene->addActor(*box6);
PxRigidDynamic* box7 = gPhysics->createRigidDynamic(PxTransform(PxVec3(0.25f, 4.5f, 0.f)));
PxShape* shape7 = PxRigidActorExt::createExclusiveShape(*box7, PxBoxGeometry(halfExt), *gMaterial);
PxRigidBodyExt::updateMassAndInertia(*box7, density);
gScene->addActor(*box7);
const float contactOffset = 0.2f;
shape0->setContactOffset(contactOffset);
shape1->setContactOffset(contactOffset);
shape2->setContactOffset(contactOffset);
shape3->setContactOffset(contactOffset);
shape4->setContactOffset(contactOffset);
shape5->setContactOffset(contactOffset);
shape6->setContactOffset(contactOffset);
shape7->setContactOffset(contactOffset);
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), true, gPvd);
PxInitExtensions(*gPhysics, gPvd);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
PxU32 numCores = SnippetUtils::getNbPhysicalCores();
gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
sceneDesc.solverType = PxSolverType::eTGS;
sceneDesc.filterShader = scissorFilter;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.f);
PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial);
gScene->addActor(*groundPlane);
gArticulation = gPhysics->createArticulationReducedCoordinate();
createScissorLift();
}
static bool gClosing = true;
void stepPhysics(bool /*interactive*/)
{
const PxReal dt = 1.0f / 60.f;
PxReal driveValue = gDriveJoint->getDriveTarget(PxArticulationAxis::eZ);
if (gClosing && driveValue < -1.2f)
gClosing = false;
else if (!gClosing && driveValue > 0.f)
gClosing = true;
if (gClosing)
driveValue -= dt*0.25f;
else
driveValue += dt*0.25f;
gDriveJoint->setDriveTarget(PxArticulationAxis::eZ, driveValue);
gScene->simulate(dt);
gScene->fetchResults(true);
}
void cleanupPhysics(bool /*interactive*/)
{
gArticulation->release();
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
PxPvdTransport* transport = gPvd->getTransport();
PX_RELEASE(gPvd);
PX_RELEASE(transport);
PxCloseExtensions();
PX_RELEASE(gFoundation);
printf("SnippetArticulation done.\n");
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 18,854 | C++ | 42.344827 | 162 | 0.752413 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetstepper/SnippetStepper.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates kinematic actor updates in a substepped simulation.
//
// It uses chained continuation tasks that call fetchResults and run simulation steps.
// The scene consists of a kinematic platform interacting with a dynamic
// sphere. The kinematic actor's target pose is updated before every substep.
// ****************************************************************************
#include <new>
#include "PxPhysicsAPI.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
using namespace physx;
using namespace SnippetUtils;
// The usual PhysX resources.
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxMaterial* gMaterial = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxRigidDynamic* gKinematic = NULL;
// A very simple substepping policy: just take 2 60Hz substeps per step.
static const PxReal SUBSTEP_LENGTH = 1.0f/60.0f;
static const PxU32 NUM_STEPS = 1000;
static const PxI32 NUM_SUBSTEPS = 2;
PxPvd* gPvd = NULL;
// Context for keeping track of the stepper state.
struct StepContext
{
class SubstepCompletionTask* taskPool;
Sync* completionSync;
PxI32 nbSubstepsFinished;
volatile PxI32 nbTasksDestroyed;
} gStepContext;
// Completion task for running a substep.
// The following sequencing is guaranteed:
// * the section of the run() method up to the removeReference() in startNextSubstep() will execute prior
// to the run() method of the task submitted by startNextSubstep()
// * the run() method of a task will run before its release() method
//
// Any work done by a task after releasing the next task (via removeReference()) could end up running in
// parallel with that task, if simulate() completes sufficiently quickly or there is a context switch. In order
// to prevent races, it is therefore recommended that a completion task do no work after releasing the next.
class SubstepCompletionTask : public PxLightCpuTask
{
public:
SubstepCompletionTask()
{
mTm = gScene->getTaskManager();
}
void run()
{
void startNextSubstep();
gScene->fetchResults(true);
if(++gStepContext.nbSubstepsFinished < NUM_SUBSTEPS)
startNextSubstep();
}
void release()
{
this->~SubstepCompletionTask();
// If we're done with all the substeps , synchronize with the main thread. In a real application
// we would most likely run dependent tasks instead.
// We can only signal completion once all substepping resources are cleaned up.
// Release() calls may run concurrently or out of order, so we use an atomic counter.
if(atomicIncrement(&gStepContext.nbTasksDestroyed) == NUM_SUBSTEPS)
syncSet(gStepContext.completionSync);
}
const char* getName() const { return "Substep Completion Task"; }
};
// Update the sim inputs and start the next PhysX substep.
void startNextSubstep()
{
// Compute new target pose for the kinematic at the end of the substep.
static PxReal sTotalSeconds = 0.0f;
sTotalSeconds += SUBSTEP_LENGTH;
const PxReal period = 4.0f;
const PxReal amplitude = 10.0f;
const PxReal angVel = PxTwoPi/period;
PxReal yPos = PxSin(angVel * sTotalSeconds) * amplitude;
gKinematic->setKinematicTarget(PxTransform(0.0f, yPos, 0.0f));
// Create a completion task and set its reference count to 1. This way we can safely submit it to simulate()
// and, even if we get context-switched and simulate() completes before we get back, the task's run()
// method will not execute until we're ready.
SubstepCompletionTask* nextCompletion = new (gStepContext.taskPool+gStepContext.nbSubstepsFinished) SubstepCompletionTask();
nextCompletion->addReference();
// Kick off the sim with the new completion task. Once this call returns, worker threads will update the PhysX
// state in parallel with the rest of this function.
gScene->simulate(SUBSTEP_LENGTH, nextCompletion);
// We can do things here that can run in parallel with the simulation, but must happen before the next task's
// run method executes. In this snippet, there's nothing to do...
// Finally, remove the reference that prevents the next completion task running.
nextCompletion->removeReference();
}
void runPhysics()
{
// Initialize the substepping context.
syncReset(gStepContext.completionSync);
gStepContext.nbSubstepsFinished = 0;
gStepContext.nbTasksDestroyed = 0;
// Start the first substep, then wait for the last one to finish.
startNextSubstep();
syncWait(gStepContext.completionSync);
}
void initPhysics()
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), true, gPvd);
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.2f);
PxSceneDesc desc(gPhysics->getTolerancesScale());
desc.filterShader = PxDefaultSimulationFilterShader;
desc.cpuDispatcher = gDispatcher = PxDefaultCpuDispatcherCreate(2);
desc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
gScene = gPhysics->createScene(desc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
gKinematic = PxCreateKinematic(*gPhysics, PxTransform(PxIdentity), PxBoxGeometry(5.0f, 1.0f, 5.0f), *gMaterial, 1.0f);
gScene->addActor(*gKinematic);
PxRigidDynamic* sphere = PxCreateDynamic(*gPhysics, PxTransform(0.0f, 5.0f, 0.0f), PxSphereGeometry(1.0f), *gMaterial, 1.0f);
gScene->addActor(*sphere);
}
void cleanupPhysics()
{
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
}
int snippetMain(int, const char*const*)
{
initPhysics();
// Storage and synchronization for substepping.
gStepContext.taskPool = reinterpret_cast<SubstepCompletionTask*>(malloc(NUM_SUBSTEPS * sizeof(SubstepCompletionTask)));
gStepContext.completionSync = syncCreate();
for(PxU32 i=0; i<NUM_STEPS; i++)
runPhysics();
syncRelease(gStepContext.completionSync);
free(gStepContext.taskPool);
cleanupPhysics();
printf("SnippetStepper done.\n");
return 0;
}
| 8,500 | C++ | 35.642241 | 126 | 0.740353 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetutils/SnippetUtils.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
#include "foundation/Px.h"
#include "foundation/PxSimpleTypes.h"
namespace physx
{
namespace SnippetUtils
{
/////
class BasicRandom
{
public:
BasicRandom(PxU32 seed=0) : mRnd(seed) {}
~BasicRandom() {}
PX_FORCE_INLINE void setSeed(PxU32 seed) { mRnd = seed; }
PX_FORCE_INLINE PxU32 getCurrentValue() const { return mRnd; }
PxU32 randomize() { mRnd = mRnd * 2147001325 + 715136305; return mRnd; }
PX_FORCE_INLINE PxU32 rand() { return randomize() & 0xffff; }
PX_FORCE_INLINE PxU32 rand32() { return randomize() & 0xffffffff; }
PxF32 rand(PxF32 a, PxF32 b)
{
const PxF32 r = rand32()/(static_cast<PxF32>(0xffffffff));
return r*(b-a) + a;
}
PxI32 rand(PxI32 a, PxI32 b)
{
return a + static_cast<PxI32>(rand32()%(b-a));
}
PxF32 randomFloat()
{
return rand()/(static_cast<PxF32>(0xffff)) - 0.5f;
}
PxF32 randomFloat32()
{
return rand32()/(static_cast<PxF32>(0xffffffff)) - 0.5f;
}
PxF32 randomFloat32(PxReal a, PxReal b) { return rand32()/PxF32(0xffffffff)*(b-a)+a; }
void unitRandomPt(physx::PxVec3& v);
void unitRandomQuat(physx::PxQuat& v);
PxVec3 unitRandomPt();
PxQuat unitRandomQuat();
private:
PxU32 mRnd;
};
/////
PxU32 Bunny_getNbVerts();
PxU32 Bunny_getNbFaces();
const PxVec3* Bunny_getVerts();
const PxU32* Bunny_getFaces();
/////
/* Increment the specified location. Return the incremented value. */
PxI32 atomicIncrement(volatile PxI32* val);
/* Decrement the specified location. Return the decremented value. */
PxI32 atomicDecrement(volatile PxI32* val);
//******************************************************************************//
/* Return the number of physical cores (does not include hyper-threaded cores), returns 0 on failure. */
PxU32 getNbPhysicalCores();
//******************************************************************************//
/* Return the id of a thread. */
PxU32 getThreadId();
//******************************************************************************//
/* Return the current time */
PxU64 getCurrentTimeCounterValue();
/* Convert to milliseconds an elapsed time computed from the difference of the times returned from two calls to getCurrentTimeCounterValue. */
PxReal getElapsedTimeInMilliseconds(const PxU64 elapsedTime);
/* Convert to microseconds an elapsed time computed from the difference of the times returned from two calls to getCurrentTimeCounterValue. */
PxReal getElapsedTimeInMicroSeconds(const PxU64 elapsedTime);
//******************************************************************************//
struct Sync;
/* Create a sync object. Returns a unique handle to the sync object so that it may be addressed through syncWait etc. */
Sync* syncCreate();
/* Wait indefinitely until the specified sync object is signaled. */
void syncWait(Sync* sync);
/* Signal the specified synchronization object, waking all threads waiting on it. */
void syncSet(Sync* sync);
/** Reset the specified synchronization object. */
void syncReset(Sync* sync);
/* Release the specified sync object so that it may be reused with syncCreate. */
void syncRelease(Sync* sync);
//******************************************************************************//
struct Thread;
/* Prototype of callback passed to threadCreate. */
typedef void (*ThreadEntryPoint)(void*);
/* Create a thread object and return a unique handle to the thread object so that it may be addressed through threadStart etc.
entryPoint implements ThreadEntryPoint and data will be passed as a function argument, POSIX-style. */
Thread* threadCreate(ThreadEntryPoint entryPoint, void* data);
/* Cleanly shut down the specified thread. Called in the context of the spawned thread. */
void threadQuit(Thread* thread);
/* Stop the specified thread. Signals the spawned thread that it should stop, so the
thread should check regularly. */
void threadSignalQuit(Thread* thread);
/* Wait for the specified thread to stop. Should be called in the context of the spawning
thread. Returns false if the thread has not been started.*/
bool threadWaitForQuit(Thread* thread);
/* Check whether the thread is signalled to quit. Called in the context of the
spawned thread. */
bool threadQuitIsSignalled(Thread* thread);
/* Release the specified thread object so that it may be reused with threadCreate. */
void threadRelease(Thread* thread);
//******************************************************************************//
struct Mutex;
/* Create a mutex object and return a unique handle to the mutex object so that it may be addressed through mutexLock etc. */
Mutex* mutexCreate();
/* Acquire (lock) the specified mutex. If the mutex is already locked by another thread, this method blocks until the mutex is unlocked.*/
void mutexLock(Mutex* mutex);
/* Release (unlock) the specified mutex, the calling thread must have previously called lock() or method will error. */
void mutexUnlock(Mutex* mutex);
/* Release the specified mutex so that it may be reused with mutexCreate. */
void mutexRelease(Mutex* mutex);
}
}
| 6,996 | C | 37.872222 | 144 | 0.6508 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetutils/SnippetImmUtils.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
#include "PxPhysXConfig.h"
#include "foundation/PxArray.h"
#include "foundation/PxUserAllocated.h"
#include "collision/PxCollisionDefs.h"
#include "solver/PxSolverDefs.h"
namespace physx
{
namespace SnippetImmUtils
{
class BlockBasedAllocator
{
struct AllocationPage : PxUserAllocated
{
static const PxU32 PageSize = 32 * 1024;
PxU8 mPage[PageSize];
PxU32 currentIndex;
AllocationPage() : currentIndex(0){}
PxU8* allocate(const PxU32 size)
{
PxU32 alignedSize = (size + 15)&(~15);
if ((currentIndex + alignedSize) < PageSize)
{
PxU8* ret = &mPage[currentIndex];
currentIndex += alignedSize;
return ret;
}
return NULL;
}
};
AllocationPage* currentPage;
PxArray<AllocationPage*> mAllocatedBlocks;
PxU32 mCurrentIndex;
public:
BlockBasedAllocator() : currentPage(NULL), mCurrentIndex(0)
{
}
virtual PxU8* allocate(const PxU32 byteSize)
{
if (currentPage)
{
PxU8* data = currentPage->allocate(byteSize);
if (data)
return data;
}
if (mCurrentIndex < mAllocatedBlocks.size())
{
currentPage = mAllocatedBlocks[mCurrentIndex++];
currentPage->currentIndex = 0;
return currentPage->allocate(byteSize);
}
currentPage = PX_NEW(AllocationPage);
mAllocatedBlocks.pushBack(currentPage);
mCurrentIndex = mAllocatedBlocks.size();
return currentPage->allocate(byteSize);
}
void release()
{
for (PxU32 a = 0; a < mAllocatedBlocks.size(); ++a)
PX_DELETE(mAllocatedBlocks[a]);
mAllocatedBlocks.clear();
currentPage = NULL;
mCurrentIndex = 0;
}
void reset()
{
currentPage = NULL;
mCurrentIndex = 0;
}
virtual ~BlockBasedAllocator()
{
release();
}
};
class TestCacheAllocator : public PxCacheAllocator
{
BlockBasedAllocator mAllocator[2];
PxU32 currIdx;
public:
TestCacheAllocator() : currIdx(0)
{
}
virtual PxU8* allocateCacheData(const PxU32 byteSize)
{
return mAllocator[currIdx].allocate(byteSize);
}
void release() { currIdx = 1 - currIdx; mAllocator[currIdx].release(); }
void reset() { currIdx = 1 - currIdx; mAllocator[currIdx].reset(); }
virtual ~TestCacheAllocator(){}
};
class TestConstraintAllocator : public PxConstraintAllocator
{
BlockBasedAllocator mConstraintAllocator;
BlockBasedAllocator mFrictionAllocator[2];
PxU32 currIdx;
public:
TestConstraintAllocator() : currIdx(0)
{
}
virtual PxU8* reserveConstraintData(const PxU32 byteSize){ return mConstraintAllocator.allocate(byteSize); }
virtual PxU8* reserveFrictionData(const PxU32 byteSize){ return mFrictionAllocator[currIdx].allocate(byteSize); }
void release() { currIdx = 1 - currIdx; mConstraintAllocator.release(); mFrictionAllocator[currIdx].release(); }
virtual ~TestConstraintAllocator() {}
};
}
}
| 4,379 | C | 26.54717 | 115 | 0.724138 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetutils/SnippetUtils.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
#include "SnippetUtils.h"
#include "foundation/PxSimpleTypes.h"
#include "foundation/PxMat33.h"
#include "foundation/PxQuat.h"
#include "foundation/PxAtomic.h"
#include "foundation/PxMutex.h"
#include "foundation/PxAllocator.h"
#include "foundation/PxString.h"
#include "foundation/PxSync.h"
#include "foundation/PxThread.h"
#include "foundation/PxTime.h"
#include "extensions/PxDefaultAllocator.h"
namespace physx
{
namespace
{
PxDefaultAllocator gUtilAllocator;
struct UtilAllocator // since we're allocating internal classes here, make sure we align properly
{
void* allocate(size_t size,const char* file, PxU32 line) { return gUtilAllocator.allocate(size, NULL, file, int(line)); }
void deallocate(void* ptr) { gUtilAllocator.deallocate(ptr); }
};
}
namespace SnippetUtils
{
PxVec3 BasicRandom::unitRandomPt()
{
PxVec3 v;
do
{
v.x = randomFloat();
v.y = randomFloat();
v.z = randomFloat();
}
while(v.normalize()<1e-6f);
return v;
}
PxQuat BasicRandom::unitRandomQuat()
{
PxQuat v;
do
{
v.x = randomFloat();
v.y = randomFloat();
v.z = randomFloat();
v.w = randomFloat();
}
while(v.normalize()<1e-6f);
return v;
}
void BasicRandom::unitRandomPt(PxVec3& v)
{
v = unitRandomPt();
}
void BasicRandom::unitRandomQuat(PxQuat& v)
{
v = unitRandomQuat();
}
PxI32 atomicIncrement(volatile PxI32* val)
{
return PxAtomicIncrement(val);
}
PxI32 atomicDecrement(volatile PxI32* val)
{
return PxAtomicDecrement(val);
}
//******************************************************************************//
PxU32 getNbPhysicalCores()
{
return PxThread::getNbPhysicalCores();
}
//******************************************************************************//
PxU32 getThreadId()
{
return static_cast<PxU32>(PxThread::getId());
}
//******************************************************************************//
PxU64 getCurrentTimeCounterValue()
{
return PxTime::getCurrentCounterValue();
}
PxReal getElapsedTimeInMilliseconds(const PxU64 elapsedTime)
{
return PxTime::getCounterFrequency().toTensOfNanos(elapsedTime)/(100.0f * 1000.0f);
}
PxReal getElapsedTimeInMicroSeconds(const PxU64 elapsedTime)
{
return PxTime::getCounterFrequency().toTensOfNanos(elapsedTime)/(100.0f);
}
//******************************************************************************//
struct Sync: public PxSyncT<UtilAllocator> {};
Sync* syncCreate()
{
return new(gUtilAllocator.allocate(sizeof(Sync), 0, 0, 0)) Sync();
}
void syncWait(Sync* sync)
{
sync->wait();
}
void syncSet(Sync* sync)
{
sync->set();
}
void syncReset(Sync* sync)
{
sync->reset();
}
void syncRelease(Sync* sync)
{
sync->~Sync();
gUtilAllocator.deallocate(sync);
}
//******************************************************************************//
struct Thread: public PxThreadT<UtilAllocator>
{
Thread(ThreadEntryPoint entryPoint, void* data):
PxThreadT<UtilAllocator>(),
mEntryPoint(entryPoint),
mData(data)
{
}
virtual void execute(void)
{
mEntryPoint(mData);
}
ThreadEntryPoint mEntryPoint;
void* mData;
};
Thread* threadCreate(ThreadEntryPoint entryPoint, void* data)
{
Thread* createThread = static_cast<Thread*>(gUtilAllocator.allocate(sizeof(Thread), 0, 0, 0));
PX_PLACEMENT_NEW(createThread, Thread(entryPoint, data));
createThread->start();
return createThread;
}
void threadQuit(Thread* thread)
{
thread->quit();
}
void threadSignalQuit(Thread* thread)
{
thread->signalQuit();
}
bool threadWaitForQuit(Thread* thread)
{
return thread->waitForQuit();
}
bool threadQuitIsSignalled(Thread* thread)
{
return thread->quitIsSignalled();
}
void threadRelease(Thread* thread)
{
thread->~Thread();
gUtilAllocator.deallocate(thread);
}
//******************************************************************************//
struct Mutex: public PxMutexT<UtilAllocator> {};
Mutex* mutexCreate()
{
return new(gUtilAllocator.allocate(sizeof(Mutex), 0, 0, 0)) Mutex();
}
void mutexLock(Mutex* mutex)
{
mutex->lock();
}
void mutexUnlock(Mutex* mutex)
{
mutex->unlock();
}
void mutexRelease(Mutex* mutex)
{
mutex->~Mutex();
gUtilAllocator.deallocate(mutex);
}
} // namespace physXUtils
} // namespace physx
using namespace physx;
#define BUNNY_NBVERTICES (453)
#define BUNNY_NBFACES (902)
static float gBunnyVertices[BUNNY_NBVERTICES][3]={
{-0.334392,0.133007,0.062259},
{-0.350189,0.150354,-0.147769},
{-0.234201,0.343811,-0.174307},
{-0.200259,0.285207,0.093749},
{0.003520,0.475208,-0.159365},
{0.001856,0.419203,0.098582},
{-0.252802,0.093666,0.237538},
{-0.162901,0.237984,0.206905},
{0.000865,0.318141,0.235370},
{-0.414624,0.164083,-0.278254},
{-0.262213,0.357334,-0.293246},
{0.004628,0.482694,-0.338626},
{-0.402162,0.133528,-0.443247},
{-0.243781,0.324275,-0.436763},
{0.005293,0.437592,-0.458332},
{-0.339884,-0.041150,-0.668211},
{-0.248382,0.255825,-0.627493},
{0.006261,0.376103,-0.631506},
{-0.216201,-0.126776,-0.886936},
{-0.171075,0.011544,-0.881386},
{-0.181074,0.098223,-0.814779},
{-0.119891,0.218786,-0.760153},
{-0.078895,0.276780,-0.739281},
{0.006801,0.310959,-0.735661},
{-0.168842,0.102387,-0.920381},
{-0.104072,0.177278,-0.952530},
{-0.129704,0.211848,-0.836678},
{-0.099875,0.310931,-0.799381},
{0.007237,0.361687,-0.794439},
{-0.077913,0.258753,-0.921640},
{0.007957,0.282241,-0.931680},
{-0.252222,-0.550401,-0.557810},
{-0.267633,-0.603419,-0.655209},
{-0.446838,-0.118517,-0.466159},
{-0.459488,-0.093017,-0.311341},
{-0.370645,-0.100108,-0.159454},
{-0.371984,-0.091991,-0.011044},
{-0.328945,-0.098269,0.088659},
{-0.282452,-0.018862,0.311501},
{-0.352403,-0.131341,0.144902},
{-0.364126,-0.200299,0.202388},
{-0.283965,-0.231869,0.023668},
{-0.298943,-0.155218,0.369716},
{-0.293787,-0.121856,0.419097},
{-0.290163,-0.290797,0.107824},
{-0.264165,-0.272849,0.036347},
{-0.228567,-0.372573,0.290309},
{-0.190431,-0.286997,0.421917},
{-0.191039,-0.240973,0.507118},
{-0.287272,-0.276431,-0.065444},
{-0.295675,-0.280818,-0.174200},
{-0.399537,-0.313131,-0.376167},
{-0.392666,-0.488581,-0.427494},
{-0.331669,-0.570185,-0.466054},
{-0.282290,-0.618140,-0.589220},
{-0.374238,-0.594882,-0.323298},
{-0.381071,-0.629723,-0.350777},
{-0.382112,-0.624060,-0.221577},
{-0.272701,-0.566522,0.259157},
{-0.256702,-0.663406,0.286079},
{-0.280948,-0.428359,0.055790},
{-0.184974,-0.508894,0.326265},
{-0.279971,-0.526918,0.395319},
{-0.282599,-0.663393,0.412411},
{-0.188329,-0.475093,0.417954},
{-0.263384,-0.663396,0.466604},
{-0.209063,-0.663393,0.509344},
{-0.002044,-0.319624,0.553078},
{-0.001266,-0.371260,0.413296},
{-0.219753,-0.339762,-0.040921},
{-0.256986,-0.282511,-0.006349},
{-0.271706,-0.260881,0.001764},
{-0.091191,-0.419184,-0.045912},
{-0.114944,-0.429752,-0.124739},
{-0.113970,-0.382987,-0.188540},
{-0.243012,-0.464942,-0.242850},
{-0.314815,-0.505402,-0.324768},
{0.002774,-0.437526,-0.262766},
{-0.072625,-0.417748,-0.221440},
{-0.160112,-0.476932,-0.293450},
{0.003859,-0.453425,-0.443916},
{-0.120363,-0.581567,-0.438689},
{-0.091499,-0.584191,-0.294511},
{-0.116469,-0.599861,-0.188308},
{-0.208032,-0.513640,-0.134649},
{-0.235749,-0.610017,-0.040939},
{-0.344916,-0.622487,-0.085380},
{-0.336401,-0.531864,-0.212298},
{0.001961,-0.459550,-0.135547},
{-0.058296,-0.430536,-0.043440},
{0.001378,-0.449511,-0.037762},
{-0.130135,-0.510222,0.079144},
{0.000142,-0.477549,0.157064},
{-0.114284,-0.453206,0.304397},
{-0.000592,-0.443558,0.285401},
{-0.056215,-0.663402,0.326073},
{-0.026248,-0.568010,0.273318},
{-0.049261,-0.531064,0.389854},
{-0.127096,-0.663398,0.479316},
{-0.058384,-0.663401,0.372891},
{-0.303961,0.054199,0.625921},
{-0.268594,0.193403,0.502766},
{-0.277159,0.126123,0.443289},
{-0.287605,-0.005722,0.531844},
{-0.231396,-0.121289,0.587387},
{-0.253475,-0.081797,0.756541},
{-0.195164,-0.137969,0.728011},
{-0.167673,-0.156573,0.609388},
{-0.145917,-0.169029,0.697600},
{-0.077776,-0.214247,0.622586},
{-0.076873,-0.214971,0.696301},
{-0.002341,-0.233135,0.622859},
{-0.002730,-0.213526,0.691267},
{-0.003136,-0.192628,0.762731},
{-0.056136,-0.201222,0.763806},
{-0.114589,-0.166192,0.770723},
{-0.155145,-0.129632,0.791738},
{-0.183611,-0.058705,0.847012},
{-0.165562,0.001980,0.833386},
{-0.220084,0.019914,0.768935},
{-0.255730,0.090306,0.670782},
{-0.255594,0.113833,0.663389},
{-0.226380,0.212655,0.617740},
{-0.003367,-0.195342,0.799680},
{-0.029743,-0.210508,0.827180},
{-0.003818,-0.194783,0.873636},
{-0.004116,-0.157907,0.931268},
{-0.031280,-0.184555,0.889476},
{-0.059885,-0.184448,0.841330},
{-0.135333,-0.164332,0.878200},
{-0.085574,-0.170948,0.925547},
{-0.163833,-0.094170,0.897114},
{-0.138444,-0.104250,0.945975},
{-0.083497,-0.084934,0.979607},
{-0.004433,-0.146642,0.985872},
{-0.150715,0.032650,0.884111},
{-0.135892,-0.035520,0.945455},
{-0.070612,0.036849,0.975733},
{-0.004458,-0.042526,1.015670},
{-0.004249,0.046042,1.003240},
{-0.086969,0.133224,0.947633},
{-0.003873,0.161605,0.970499},
{-0.125544,0.140012,0.917678},
{-0.125651,0.250246,0.857602},
{-0.003127,0.284070,0.878870},
{-0.159174,0.125726,0.888878},
{-0.183807,0.196970,0.844480},
{-0.159890,0.291736,0.732480},
{-0.199495,0.207230,0.779864},
{-0.206182,0.164608,0.693257},
{-0.186315,0.160689,0.817193},
{-0.192827,0.166706,0.782271},
{-0.175112,0.110008,0.860621},
{-0.161022,0.057420,0.855111},
{-0.172319,0.036155,0.816189},
{-0.190318,0.064083,0.760605},
{-0.195072,0.129179,0.731104},
{-0.203126,0.410287,0.680536},
{-0.216677,0.309274,0.642272},
{-0.241515,0.311485,0.587832},
{-0.002209,0.366663,0.749413},
{-0.088230,0.396265,0.678635},
{-0.170147,0.109517,0.840784},
{-0.160521,0.067766,0.830650},
{-0.181546,0.139805,0.812146},
{-0.180495,0.148568,0.776087},
{-0.180255,0.129125,0.744192},
{-0.186298,0.078308,0.769352},
{-0.167622,0.060539,0.806675},
{-0.189876,0.102760,0.802582},
{-0.108340,0.455446,0.657174},
{-0.241585,0.527592,0.669296},
{-0.265676,0.513366,0.634594},
{-0.203073,0.478550,0.581526},
{-0.266772,0.642330,0.602061},
{-0.216961,0.564846,0.535435},
{-0.202210,0.525495,0.475944},
{-0.193888,0.467925,0.520606},
{-0.265837,0.757267,0.500933},
{-0.240306,0.653440,0.463215},
{-0.309239,0.776868,0.304726},
{-0.271009,0.683094,0.382018},
{-0.312111,0.671099,0.286687},
{-0.268791,0.624342,0.377231},
{-0.302457,0.533996,0.360289},
{-0.263656,0.529310,0.412564},
{-0.282311,0.415167,0.447666},
{-0.239201,0.442096,0.495604},
{-0.220043,0.569026,0.445877},
{-0.001263,0.395631,0.602029},
{-0.057345,0.442535,0.572224},
{-0.088927,0.506333,0.529106},
{-0.125738,0.535076,0.612913},
{-0.126251,0.577170,0.483159},
{-0.149594,0.611520,0.557731},
{-0.163188,0.660791,0.491080},
{-0.172482,0.663387,0.415416},
{-0.160464,0.591710,0.370659},
{-0.156445,0.536396,0.378302},
{-0.136496,0.444358,0.425226},
{-0.095564,0.373768,0.473659},
{-0.104146,0.315912,0.498104},
{-0.000496,0.384194,0.473817},
{-0.000183,0.297770,0.401486},
{-0.129042,0.270145,0.434495},
{0.000100,0.272963,0.349138},
{-0.113060,0.236984,0.385554},
{0.007260,0.016311,-0.883396},
{0.007865,0.122104,-0.956137},
{-0.032842,0.115282,-0.953252},
{-0.089115,0.108449,-0.950317},
{-0.047440,0.014729,-0.882756},
{-0.104458,0.013137,-0.882070},
{-0.086439,-0.584866,-0.608343},
{-0.115026,-0.662605,-0.436732},
{-0.071683,-0.665372,-0.606385},
{-0.257884,-0.665381,-0.658052},
{-0.272542,-0.665381,-0.592063},
{-0.371322,-0.665382,-0.353620},
{-0.372362,-0.665381,-0.224420},
{-0.335166,-0.665380,-0.078623},
{-0.225999,-0.665375,-0.038981},
{-0.106719,-0.665374,-0.186351},
{-0.081749,-0.665372,-0.292554},
{0.006943,-0.091505,-0.858354},
{0.006117,-0.280985,-0.769967},
{0.004495,-0.502360,-0.559799},
{-0.198638,-0.302135,-0.845816},
{-0.237395,-0.542544,-0.587188},
{-0.270001,-0.279489,-0.669861},
{-0.134547,-0.119852,-0.959004},
{-0.052088,-0.122463,-0.944549},
{-0.124463,-0.293508,-0.899566},
{-0.047616,-0.289643,-0.879292},
{-0.168595,-0.529132,-0.654931},
{-0.099793,-0.515719,-0.645873},
{-0.186168,-0.605282,-0.724690},
{-0.112970,-0.583097,-0.707469},
{-0.108152,-0.665375,-0.700408},
{-0.183019,-0.665378,-0.717630},
{-0.349529,-0.334459,-0.511985},
{-0.141182,-0.437705,-0.798194},
{-0.212670,-0.448725,-0.737447},
{-0.261111,-0.414945,-0.613835},
{-0.077364,-0.431480,-0.778113},
{0.005174,-0.425277,-0.651592},
{0.089236,-0.431732,-0.777093},
{0.271006,-0.415749,-0.610577},
{0.223981,-0.449384,-0.734774},
{0.153275,-0.438150,-0.796391},
{0.358414,-0.335529,-0.507649},
{0.193434,-0.665946,-0.715325},
{0.118363,-0.665717,-0.699021},
{0.123515,-0.583454,-0.706020},
{0.196851,-0.605860,-0.722345},
{0.109788,-0.516035,-0.644590},
{0.178656,-0.529656,-0.652804},
{0.061157,-0.289807,-0.878626},
{0.138234,-0.293905,-0.897958},
{0.066933,-0.122643,-0.943820},
{0.149571,-0.120281,-0.957264},
{0.280989,-0.280321,-0.666487},
{0.246581,-0.543275,-0.584224},
{0.211720,-0.302754,-0.843303},
{0.086966,-0.665627,-0.291520},
{0.110634,-0.665702,-0.185021},
{0.228099,-0.666061,-0.036201},
{0.337743,-0.666396,-0.074503},
{0.376722,-0.666513,-0.219833},
{0.377265,-0.666513,-0.349036},
{0.281411,-0.666217,-0.588670},
{0.267564,-0.666174,-0.654834},
{0.080745,-0.665602,-0.605452},
{0.122016,-0.662963,-0.435280},
{0.095767,-0.585141,-0.607228},
{0.118944,0.012799,-0.880702},
{0.061944,0.014564,-0.882086},
{0.104725,0.108156,-0.949130},
{0.048513,0.115159,-0.952753},
{0.112696,0.236643,0.386937},
{0.128177,0.269757,0.436071},
{0.102643,0.315600,0.499370},
{0.094535,0.373481,0.474824},
{0.136270,0.443946,0.426895},
{0.157071,0.535923,0.380222},
{0.161350,0.591224,0.372630},
{0.173035,0.662865,0.417531},
{0.162808,0.660299,0.493077},
{0.148250,0.611070,0.559555},
{0.125719,0.576790,0.484702},
{0.123489,0.534699,0.614440},
{0.087621,0.506066,0.530188},
{0.055321,0.442365,0.572915},
{0.219936,0.568361,0.448571},
{0.238099,0.441375,0.498528},
{0.281711,0.414315,0.451121},
{0.263833,0.528513,0.415794},
{0.303284,0.533081,0.363998},
{0.269687,0.623528,0.380528},
{0.314255,0.670153,0.290524},
{0.272023,0.682273,0.385343},
{0.311480,0.775931,0.308527},
{0.240239,0.652714,0.466159},
{0.265619,0.756464,0.504187},
{0.192562,0.467341,0.522972},
{0.201605,0.524885,0.478417},
{0.215743,0.564193,0.538084},
{0.264969,0.641527,0.605317},
{0.201031,0.477940,0.584002},
{0.263086,0.512567,0.637832},
{0.238615,0.526867,0.672237},
{0.105309,0.455123,0.658482},
{0.183993,0.102195,0.804872},
{0.161563,0.060042,0.808692},
{0.180748,0.077754,0.771600},
{0.175168,0.128588,0.746368},
{0.175075,0.148030,0.778264},
{0.175658,0.139265,0.814333},
{0.154191,0.067291,0.832578},
{0.163818,0.109013,0.842830},
{0.084760,0.396004,0.679695},
{0.238888,0.310760,0.590775},
{0.213380,0.308625,0.644905},
{0.199666,0.409678,0.683003},
{0.190143,0.128597,0.733463},
{0.184833,0.063516,0.762902},
{0.166070,0.035644,0.818261},
{0.154361,0.056943,0.857042},
{0.168542,0.109489,0.862725},
{0.187387,0.166131,0.784599},
{0.180428,0.160135,0.819438},
{0.201823,0.163991,0.695756},
{0.194206,0.206635,0.782275},
{0.155438,0.291260,0.734412},
{0.177696,0.196424,0.846693},
{0.152305,0.125256,0.890786},
{0.119546,0.249876,0.859104},
{0.118369,0.139643,0.919173},
{0.079410,0.132973,0.948652},
{0.062419,0.036648,0.976547},
{0.127847,-0.035919,0.947070},
{0.143624,0.032206,0.885913},
{0.074888,-0.085173,0.980577},
{0.130184,-0.104656,0.947620},
{0.156201,-0.094653,0.899074},
{0.077366,-0.171194,0.926545},
{0.127722,-0.164729,0.879810},
{0.052670,-0.184618,0.842019},
{0.023477,-0.184638,0.889811},
{0.022626,-0.210587,0.827500},
{0.223089,0.211976,0.620493},
{0.251444,0.113067,0.666494},
{0.251419,0.089540,0.673887},
{0.214360,0.019258,0.771595},
{0.158999,0.001490,0.835374},
{0.176696,-0.059249,0.849218},
{0.148696,-0.130091,0.793599},
{0.108290,-0.166528,0.772088},
{0.049820,-0.201382,0.764454},
{0.071341,-0.215195,0.697209},
{0.073148,-0.214475,0.623510},
{0.140502,-0.169461,0.699354},
{0.163374,-0.157073,0.611416},
{0.189466,-0.138550,0.730366},
{0.247593,-0.082554,0.759610},
{0.227468,-0.121982,0.590197},
{0.284702,-0.006586,0.535347},
{0.275741,0.125287,0.446676},
{0.266650,0.192594,0.506044},
{0.300086,0.053287,0.629620},
{0.055450,-0.663935,0.375065},
{0.122854,-0.664138,0.482323},
{0.046520,-0.531571,0.391918},
{0.024824,-0.568450,0.275106},
{0.053855,-0.663931,0.328224},
{0.112829,-0.453549,0.305788},
{0.131265,-0.510617,0.080746},
{0.061174,-0.430716,-0.042710},
{0.341019,-0.532887,-0.208150},
{0.347705,-0.623533,-0.081139},
{0.238040,-0.610732,-0.038037},
{0.211764,-0.514274,-0.132078},
{0.120605,-0.600219,-0.186856},
{0.096985,-0.584476,-0.293357},
{0.127621,-0.581941,-0.437170},
{0.165902,-0.477425,-0.291453},
{0.077720,-0.417975,-0.220519},
{0.320892,-0.506363,-0.320874},
{0.248214,-0.465684,-0.239842},
{0.118764,-0.383338,-0.187114},
{0.118816,-0.430106,-0.123307},
{0.094131,-0.419464,-0.044777},
{0.274526,-0.261706,0.005110},
{0.259842,-0.283292,-0.003185},
{0.222861,-0.340431,-0.038210},
{0.204445,-0.664380,0.513353},
{0.259286,-0.664547,0.471281},
{0.185402,-0.476020,0.421718},
{0.279163,-0.664604,0.417328},
{0.277157,-0.528122,0.400208},
{0.183069,-0.509812,0.329995},
{0.282599,-0.429210,0.059242},
{0.254816,-0.664541,0.290687},
{0.271436,-0.567707,0.263966},
{0.386561,-0.625221,-0.216870},
{0.387086,-0.630883,-0.346073},
{0.380021,-0.596021,-0.318679},
{0.291269,-0.619007,-0.585707},
{0.339280,-0.571198,-0.461946},
{0.400045,-0.489778,-0.422640},
{0.406817,-0.314349,-0.371230},
{0.300588,-0.281718,-0.170549},
{0.290866,-0.277304,-0.061905},
{0.187735,-0.241545,0.509437},
{0.188032,-0.287569,0.424234},
{0.227520,-0.373262,0.293102},
{0.266526,-0.273650,0.039597},
{0.291592,-0.291676,0.111386},
{0.291914,-0.122741,0.422683},
{0.297574,-0.156119,0.373368},
{0.286603,-0.232731,0.027162},
{0.364663,-0.201399,0.206850},
{0.353855,-0.132408,0.149228},
{0.282208,-0.019715,0.314960},
{0.331187,-0.099266,0.092701},
{0.375463,-0.093120,-0.006467},
{0.375917,-0.101236,-0.154882},
{0.466635,-0.094416,-0.305669},
{0.455805,-0.119881,-0.460632},
{0.277465,-0.604242,-0.651871},
{0.261022,-0.551176,-0.554667},
{0.093627,0.258494,-0.920589},
{0.114248,0.310608,-0.798070},
{0.144232,0.211434,-0.835001},
{0.119916,0.176940,-0.951159},
{0.184061,0.101854,-0.918220},
{0.092431,0.276521,-0.738231},
{0.133504,0.218403,-0.758602},
{0.194987,0.097655,-0.812476},
{0.185542,0.011005,-0.879202},
{0.230315,-0.127450,-0.884202},
{0.260471,0.255056,-0.624378},
{0.351567,-0.042194,-0.663976},
{0.253742,0.323524,-0.433716},
{0.411612,0.132299,-0.438264},
{0.270513,0.356530,-0.289984},
{0.422146,0.162819,-0.273130},
{0.164724,0.237490,0.208912},
{0.253806,0.092900,0.240640},
{0.203608,0.284597,0.096223},
{0.241006,0.343093,-0.171396},
{0.356076,0.149288,-0.143443},
{0.337656,0.131992,0.066374}
};
static unsigned int gBunnyTriangles[BUNNY_NBFACES][3]={
{126,134,133},
{342,138,134},
{133,134,138},
{126,342,134},
{312,316,317},
{169,163,162},
{312,317,319},
{312,319,318},
{169,162,164},
{169,168,163},
{312,314,315},
{169,164,165},
{169,167,168},
{312,315,316},
{312,313,314},
{169,165,166},
{169,166,167},
{312,318,313},
{308,304,305},
{308,305,306},
{179,181,188},
{177,173,175},
{177,175,176},
{302,293,300},
{322,294,304},
{188,176,175},
{188,175,179},
{158,177,187},
{305,293,302},
{305,302,306},
{322,304,308},
{188,181,183},
{158,173,177},
{293,298,300},
{304,294,296},
{304,296,305},
{185,176,188},
{185,188,183},
{187,177,176},
{187,176,185},
{305,296,298},
{305,298,293},
{436,432, 28},
{436, 28, 23},
{434,278,431},
{ 30,208,209},
{ 30,209, 29},
{ 19, 20, 24},
{208,207,211},
{208,211,209},
{ 19,210,212},
{433,434,431},
{433,431,432},
{433,432,436},
{436,437,433},
{277,275,276},
{277,276,278},
{209,210, 25},
{ 21, 26, 24},
{ 21, 24, 20},
{ 25, 26, 27},
{ 25, 27, 29},
{435,439,277},
{439,275,277},
{432,431, 30},
{432, 30, 28},
{433,437,438},
{433,438,435},
{434,277,278},
{ 24, 25,210},
{ 24, 26, 25},
{ 29, 27, 28},
{ 29, 28, 30},
{ 19, 24,210},
{208, 30,431},
{208,431,278},
{435,434,433},
{435,277,434},
{ 25, 29,209},
{ 27, 22, 23},
{ 27, 23, 28},
{ 26, 22, 27},
{ 26, 21, 22},
{212,210,209},
{212,209,211},
{207,208,278},
{207,278,276},
{439,435,438},
{ 12, 9, 10},
{ 12, 10, 13},
{ 2, 3, 5},
{ 2, 5, 4},
{ 16, 13, 14},
{ 16, 14, 17},
{ 22, 21, 16},
{ 13, 10, 11},
{ 13, 11, 14},
{ 1, 0, 3},
{ 1, 3, 2},
{ 15, 12, 16},
{ 19, 18, 15},
{ 19, 15, 16},
{ 19, 16, 20},
{ 9, 1, 2},
{ 9, 2, 10},
{ 3, 7, 8},
{ 3, 8, 5},
{ 16, 17, 23},
{ 16, 23, 22},
{ 21, 20, 16},
{ 10, 2, 4},
{ 10, 4, 11},
{ 0, 6, 7},
{ 0, 7, 3},
{ 12, 13, 16},
{451,446,445},
{451,445,450},
{442,440,439},
{442,439,438},
{442,438,441},
{421,420,422},
{412,411,426},
{412,426,425},
{408,405,407},
{413, 67, 68},
{413, 68,414},
{391,390,412},
{ 80,384,386},
{404,406,378},
{390,391,377},
{390,377, 88},
{400,415,375},
{398,396,395},
{398,395,371},
{398,371,370},
{112,359,358},
{112,358,113},
{351,352,369},
{125,349,348},
{345,343,342},
{342,340,339},
{341,335,337},
{328,341,327},
{331,323,333},
{331,322,323},
{327,318,319},
{327,319,328},
{315,314,324},
{302,300,301},
{302,301,303},
{320,311,292},
{285,284,289},
{310,307,288},
{310,288,290},
{321,350,281},
{321,281,282},
{423,448,367},
{272,273,384},
{272,384,274},
{264,265,382},
{264,382,383},
{440,442,261},
{440,261,263},
{252,253,254},
{252,254,251},
{262,256,249},
{262,249,248},
{228,243,242},
{228, 31,243},
{213,215,238},
{213,238,237},
{ 19,212,230},
{224,225,233},
{224,233,231},
{217,218, 56},
{217, 56, 54},
{217,216,239},
{217,239,238},
{217,238,215},
{218,217,215},
{218,215,214},
{ 6,102,206},
{186,199,200},
{197,182,180},
{170,171,157},
{201,200,189},
{170,190,191},
{170,191,192},
{175,174,178},
{175,178,179},
{168,167,155},
{122,149,158},
{122,158,159},
{135,153,154},
{135,154,118},
{143,140,141},
{143,141,144},
{132,133,136},
{130,126,133},
{124,125,127},
{122,101,100},
{122,100,121},
{110,108,107},
{110,107,109},
{ 98, 99, 97},
{ 98, 97, 64},
{ 98, 64, 66},
{ 87, 55, 57},
{ 83, 82, 79},
{ 83, 79, 84},
{ 78, 74, 50},
{ 49, 71, 41},
{ 49, 41, 37},
{ 49, 37, 36},
{ 58, 44, 60},
{ 60, 59, 58},
{ 51, 34, 33},
{ 39, 40, 42},
{ 39, 42, 38},
{243,240, 33},
{243, 33,229},
{ 39, 38, 6},
{ 44, 46, 40},
{ 55, 56, 57},
{ 64, 62, 65},
{ 64, 65, 66},
{ 41, 71, 45},
{ 75, 50, 51},
{ 81, 79, 82},
{ 77, 88, 73},
{ 93, 92, 94},
{ 68, 47, 46},
{ 96, 97, 99},
{ 96, 99, 95},
{110,109,111},
{111,112,110},
{114,113,123},
{114,123,124},
{132,131,129},
{133,137,136},
{135,142,145},
{145,152,135},
{149,147,157},
{157,158,149},
{164,150,151},
{153,163,168},
{153,168,154},
{185,183,182},
{185,182,184},
{161,189,190},
{200,199,191},
{200,191,190},
{180,178,195},
{180,195,196},
{102,101,204},
{102,204,206},
{ 43, 48,104},
{ 43,104,103},
{216,217, 54},
{216, 54, 32},
{207,224,231},
{230,212,211},
{230,211,231},
{227,232,241},
{227,241,242},
{235,234,241},
{235,241,244},
{430,248,247},
{272,274,253},
{272,253,252},
{439,260,275},
{225,224,259},
{225,259,257},
{269,270,407},
{269,407,405},
{270,269,273},
{270,273,272},
{273,269,268},
{273,268,267},
{273,267,266},
{273,266,265},
{273,265,264},
{448,279,367},
{281,350,368},
{285,286,301},
{290,323,310},
{290,311,323},
{282,281,189},
{292,311,290},
{292,290,291},
{307,306,302},
{307,302,303},
{316,315,324},
{316,324,329},
{331,351,350},
{330,334,335},
{330,335,328},
{341,337,338},
{344,355,354},
{346,345,348},
{346,348,347},
{364,369,352},
{364,352,353},
{365,363,361},
{365,361,362},
{376,401,402},
{373,372,397},
{373,397,400},
{376, 92,377},
{381,378,387},
{381,387,385},
{386, 77, 80},
{390,389,412},
{416,417,401},
{403,417,415},
{408,429,430},
{419,423,418},
{427,428,444},
{427,444,446},
{437,436,441},
{450,445, 11},
{450, 11, 4},
{447,449, 5},
{447, 5, 8},
{441,438,437},
{425,426,451},
{425,451,452},
{417,421,415},
{408,407,429},
{399,403,400},
{399,400,397},
{394,393,416},
{389,411,412},
{386,383,385},
{408,387,378},
{408,378,406},
{377,391,376},
{ 94,375,415},
{372,373,374},
{372,374,370},
{359,111,360},
{359,112,111},
{113,358,349},
{113,349,123},
{346,343,345},
{343,340,342},
{338,336,144},
{338,144,141},
{327,341,354},
{327,354,326},
{331,350,321},
{331,321,322},
{314,313,326},
{314,326,325},
{300,298,299},
{300,299,301},
{288,287,289},
{189,292,282},
{287,288,303},
{284,285,297},
{368,280,281},
{448,447,279},
{274,226,255},
{267,268,404},
{267,404,379},
{429,262,430},
{439,440,260},
{257,258,249},
{257,249,246},
{430,262,248},
{234,228,242},
{234,242,241},
{237,238,239},
{237,239,236},
{ 15, 18,227},
{ 15,227,229},
{222,223, 82},
{222, 82, 83},
{214,215,213},
{214,213, 81},
{ 38,102, 6},
{122,159,200},
{122,200,201},
{174,171,192},
{174,192,194},
{197,193,198},
{190,170,161},
{181,179,178},
{181,178,180},
{166,156,155},
{163,153,152},
{163,152,162},
{120,156,149},
{120,149,121},
{152,153,135},
{140,143,142},
{135,131,132},
{135,132,136},
{130,129,128},
{130,128,127},
{100,105,119},
{100,119,120},
{106,104,107},
{106,107,108},
{ 91, 95, 59},
{ 93, 94, 68},
{ 91, 89, 92},
{ 76, 53, 55},
{ 76, 55, 87},
{ 81, 78, 79},
{ 74, 73, 49},
{ 69, 60, 45},
{ 58, 62, 64},
{ 58, 64, 61},
{ 53, 31, 32},
{ 32, 54, 53},
{ 42, 43, 38},
{ 35, 36, 0},
{ 35, 0, 1},
{ 34, 35, 1},
{ 34, 1, 9},
{ 44, 40, 41},
{ 44, 41, 45},
{ 33,240, 51},
{ 63, 62, 58},
{ 63, 58, 59},
{ 45, 71, 70},
{ 76, 75, 51},
{ 76, 51, 52},
{ 86, 85, 84},
{ 86, 84, 87},
{ 89, 72, 73},
{ 89, 73, 88},
{ 91, 92, 96},
{ 91, 96, 95},
{ 72, 91, 60},
{ 72, 60, 69},
{104,106,105},
{119,105,117},
{119,117,118},
{124,127,128},
{117,116,129},
{117,129,131},
{118,117,131},
{135,140,142},
{146,150,152},
{146,152,145},
{149,122,121},
{166,165,151},
{166,151,156},
{158,172,173},
{161,160,189},
{199,198,193},
{199,193,191},
{204,201,202},
{178,174,194},
{200,159,186},
{109, 48, 67},
{ 48,107,104},
{216, 32,236},
{216,236,239},
{223,214, 81},
{223, 81, 82},
{ 33, 12, 15},
{ 32,228,234},
{ 32,234,236},
{240, 31, 52},
{256,255,246},
{256,246,249},
{258,263,248},
{258,248,249},
{275,260,259},
{275,259,276},
{207,276,259},
{270,271,429},
{270,429,407},
{413,418,366},
{413,366,365},
{368,367,279},
{368,279,280},
{303,301,286},
{303,286,287},
{283,282,292},
{283,292,291},
{320,292,189},
{298,296,297},
{298,297,299},
{318,327,326},
{318,326,313},
{329,330,317},
{336,333,320},
{326,354,353},
{334,332,333},
{334,333,336},
{342,339,139},
{342,139,138},
{345,342,126},
{347,357,356},
{369,368,351},
{363,356,357},
{363,357,361},
{366,367,368},
{366,368,369},
{375,373,400},
{ 92, 90,377},
{409,387,408},
{386,385,387},
{386,387,388},
{412,394,391},
{396,398,399},
{408,406,405},
{415,421,419},
{415,419,414},
{425,452,448},
{425,448,424},
{444,441,443},
{448,452,449},
{448,449,447},
{446,444,443},
{446,443,445},
{250,247,261},
{250,261,428},
{421,422,423},
{421,423,419},
{427,410,250},
{417,403,401},
{403,402,401},
{420,392,412},
{420,412,425},
{420,425,424},
{386,411,389},
{383,382,381},
{383,381,385},
{378,379,404},
{372,371,395},
{372,395,397},
{371,372,370},
{361,359,360},
{361,360,362},
{368,350,351},
{349,347,348},
{356,355,344},
{356,344,346},
{344,341,340},
{344,340,343},
{338,337,336},
{328,335,341},
{324,352,351},
{324,351,331},
{320,144,336},
{314,325,324},
{322,308,309},
{310,309,307},
{287,286,289},
{203,280,279},
{203,279,205},
{297,295,283},
{297,283,284},
{447,205,279},
{274,384, 80},
{274, 80,226},
{266,267,379},
{266,379,380},
{225,257,246},
{225,246,245},
{256,254,253},
{256,253,255},
{430,247,250},
{226,235,244},
{226,244,245},
{232,233,244},
{232,244,241},
{230, 18, 19},
{ 32, 31,228},
{219,220, 86},
{219, 86, 57},
{226,213,235},
{206, 7, 6},
{122,201,101},
{201,204,101},
{180,196,197},
{170,192,171},
{200,190,189},
{194,193,195},
{183,181,180},
{183,180,182},
{155,154,168},
{149,156,151},
{149,151,148},
{155,156,120},
{145,142,143},
{145,143,146},
{136,137,140},
{133,132,130},
{128,129,116},
{100,120,121},
{110,112,113},
{110,113,114},
{ 66, 65, 63},
{ 66, 63, 99},
{ 66, 99, 98},
{ 96, 46, 61},
{ 89, 88, 90},
{ 86, 87, 57},
{ 80, 78, 81},
{ 72, 69, 49},
{ 67, 48, 47},
{ 67, 47, 68},
{ 56, 55, 53},
{ 50, 49, 36},
{ 50, 36, 35},
{ 40, 39, 41},
{242,243,229},
{242,229,227},
{ 6, 37, 39},
{ 42, 47, 48},
{ 42, 48, 43},
{ 61, 46, 44},
{ 45, 70, 69},
{ 69, 70, 71},
{ 69, 71, 49},
{ 74, 78, 77},
{ 83, 84, 85},
{ 73, 74, 77},
{ 93, 96, 92},
{ 68, 46, 93},
{ 95, 99, 63},
{ 95, 63, 59},
{115,108,110},
{115,110,114},
{125,126,127},
{129,130,132},
{137,133,138},
{137,138,139},
{148,146,143},
{148,143,147},
{119,118,154},
{161,147,143},
{165,164,151},
{158,157,171},
{158,171,172},
{159,158,187},
{159,187,186},
{194,192,191},
{194,191,193},
{189,202,201},
{182,197,184},
{205, 8, 7},
{ 48,109,107},
{218,219, 57},
{218, 57, 56},
{207,231,211},
{232,230,231},
{232,231,233},
{ 53, 52, 31},
{388,411,386},
{409,430,250},
{262,429,254},
{262,254,256},
{442,444,428},
{273,264,383},
{273,383,384},
{429,271,251},
{429,251,254},
{413,365,362},
{ 67,413,360},
{282,283,295},
{285,301,299},
{202,281,280},
{284,283,291},
{284,291,289},
{320,189,160},
{308,306,307},
{307,309,308},
{319,317,330},
{319,330,328},
{353,352,324},
{332,331,333},
{340,341,338},
{354,341,344},
{349,358,357},
{349,357,347},
{364,355,356},
{364,356,363},
{364,365,366},
{364,366,369},
{374,376,402},
{375, 92,373},
{ 77,389,390},
{382,380,381},
{389, 77,386},
{393,394,412},
{393,412,392},
{401,394,416},
{415,400,403},
{411,410,427},
{411,427,426},
{422,420,424},
{247,248,263},
{247,263,261},
{445,443, 14},
{445, 14, 11},
{449,450, 4},
{449, 4, 5},
{443,441, 17},
{443, 17, 14},
{436, 23, 17},
{436, 17,441},
{424,448,422},
{448,423,422},
{414,419,418},
{414,418,413},
{406,404,405},
{399,397,395},
{399,395,396},
{420,416,392},
{388,410,411},
{386,384,383},
{390, 88, 77},
{375, 94, 92},
{415,414, 68},
{415, 68, 94},
{370,374,402},
{370,402,398},
{361,357,358},
{361,358,359},
{125,348,126},
{346,344,343},
{340,338,339},
{337,335,334},
{337,334,336},
{325,353,324},
{324,331,332},
{324,332,329},
{323,322,309},
{323,309,310},
{294,295,297},
{294,297,296},
{289,286,285},
{202,280,203},
{288,307,303},
{282,295,321},
{ 67,360,111},
{418,423,367},
{418,367,366},
{272,252,251},
{272,251,271},
{272,271,270},
{255,253,274},
{265,266,380},
{265,380,382},
{442,428,261},
{440,263,258},
{440,258,260},
{409,250,410},
{255,226,245},
{255,245,246},
{ 31,240,243},
{236,234,235},
{236,235,237},
{233,225,245},
{233,245,244},
{220,221, 85},
{220, 85, 86},
{ 81,213,226},
{ 81,226, 80},
{ 7,206,205},
{186,184,198},
{186,198,199},
{204,203,205},
{204,205,206},
{195,193,196},
{171,174,172},
{173,174,175},
{173,172,174},
{155,167,166},
{160,161,143},
{160,143,144},
{119,154,155},
{148,151,150},
{148,150,146},
{140,137,139},
{140,139,141},
{127,126,130},
{114,124,128},
{114,128,115},
{117,105,106},
{117,106,116},
{104,105,100},
{104,100,103},
{ 59, 60, 91},
{ 97, 96, 61},
{ 97, 61, 64},
{ 91, 72, 89},
{ 87, 84, 79},
{ 87, 79, 76},
{ 78, 80, 77},
{ 49, 50, 74},
{ 60, 44, 45},
{ 61, 44, 58},
{ 51, 50, 35},
{ 51, 35, 34},
{ 39, 37, 41},
{ 33, 34, 9},
{ 33, 9, 12},
{ 0, 36, 37},
{ 0, 37, 6},
{ 40, 46, 47},
{ 40, 47, 42},
{ 53, 54, 56},
{ 65, 62, 63},
{ 72, 49, 73},
{ 79, 78, 75},
{ 79, 75, 76},
{ 52, 53, 76},
{ 92, 89, 90},
{ 96, 93, 46},
{102,103,100},
{102,100,101},
{116,106,108},
{116,108,115},
{123,125,124},
{116,115,128},
{118,131,135},
{140,135,136},
{148,147,149},
{120,119,155},
{164,162,152},
{164,152,150},
{157,147,161},
{157,161,170},
{186,187,185},
{186,185,184},
{193,197,196},
{202,203,204},
{194,195,178},
{198,184,197},
{ 67,111,109},
{ 38, 43,103},
{ 38,103,102},
{214,223,222},
{214,222,221},
{214,221,220},
{214,220,219},
{214,219,218},
{213,237,235},
{221,222, 83},
{221, 83, 85},
{ 15,229, 33},
{227, 18,230},
{227,230,232},
{ 52, 51,240},
{ 75, 78, 50},
{408,430,409},
{260,258,257},
{260,257,259},
{224,207,259},
{268,269,405},
{268,405,404},
{413,362,360},
{447, 8,205},
{299,297,285},
{189,281,202},
{290,288,289},
{290,289,291},
{322,321,295},
{322,295,294},
{333,323,311},
{333,311,320},
{317,316,329},
{320,160,144},
{353,325,326},
{329,332,334},
{329,334,330},
{339,338,141},
{339,141,139},
{348,345,126},
{347,356,346},
{123,349,125},
{364,353,354},
{364,354,355},
{365,364,363},
{376,391,394},
{376,394,401},
{ 92,376,374},
{ 92,374,373},
{377, 90, 88},
{380,379,378},
{380,378,381},
{388,387,409},
{388,409,410},
{416,393,392},
{399,398,402},
{399,402,403},
{250,428,427},
{421,417,416},
{421,416,420},
{426,427,446},
{426,446,451},
{444,442,441},
{452,451,450},
{452,450,449}
};
PxU32 SnippetUtils::Bunny_getNbVerts()
{
return BUNNY_NBVERTICES;
}
PxU32 SnippetUtils::Bunny_getNbFaces()
{
return BUNNY_NBFACES;
}
const PxVec3* SnippetUtils::Bunny_getVerts()
{
return reinterpret_cast<const PxVec3*>(&gBunnyVertices[0][0]);
}
const PxU32* SnippetUtils::Bunny_getFaces()
{
return &gBunnyTriangles[0][0];
}
| 35,555 | C++ | 20.733496 | 125 | 0.596653 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetgyroscopic/SnippetGyroscopic.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates how to enable gyroscopic forces. The behavior of
// the object is known as the Dzhanibekov effect.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#ifdef RENDER_SNIPPET
#include "../snippetrender/SnippetRender.h"
#endif
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
static bool gPause = false;
static bool gOneFrame = false;
static const PxU32 gScenarioCount = 2;
static PxU32 gScenario = 0;
static void initScene()
{
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
gScene = gPhysics->createScene(sceneDesc);
const PxTransform pose(PxVec3(0.0f, 1.0f, 0.0f));
PxRigidDynamic* actor = gPhysics->createRigidDynamic(pose);
PxShape* shape0 = gPhysics->createShape(PxBoxGeometry(PxVec3(0.05f, 0.5f, 0.05f)), *gMaterial, true);
actor->attachShape(*shape0);
PxShape* shape1 = gPhysics->createShape(PxBoxGeometry(PxVec3(0.1f, 0.05f, 0.05f)), *gMaterial, true);
shape1->setLocalPose(PxTransform(PxVec3(0.1f, 0.0f, 0.0f)));
actor->attachShape(*shape1);
PxRigidBodyExt::updateMassAndInertia(*actor, 1.0f);
actor->setAngularVelocity(PxVec3(30.f*0.25f, 20.1f*0.25f, 0.0f));
actor->setAngularDamping(0.0f);
if(gScenario==0)
actor->setRigidBodyFlag(PxRigidBodyFlag::eENABLE_GYROSCOPIC_FORCES, true);
gScene->addActor(*actor);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if (pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
}
void renderText()
{
#ifdef RENDER_SNIPPET
Snippets::print("Press F1 or F2 to run with or without gyroscopic forces enabled.");
#endif
}
void initPhysics(bool /*interactive*/)
{
printf("Gyroscopic snippet. Use these keys:\n");
printf(" P - enable/disable pause\n");
printf(" O - step simulation for one frame\n");
printf(" R - reset scene\n");
printf(" F1 to F2 - run with or without gyroscopic forces enabled\n");
printf("\n");
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true,gPvd);
const PxU32 numCores = SnippetUtils::getNbPhysicalCores();
gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1);
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.25f);
initScene();
}
void stepPhysics(bool /*interactive*/)
{
if (gPause && !gOneFrame)
return;
gOneFrame = false;
gScene->simulate(1.0f/60.0f);
gScene->fetchResults(true);
}
static void releaseScene()
{
PX_RELEASE(gScene);
}
void cleanupPhysics(bool /*interactive*/)
{
releaseScene();
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetGyroscopic done.\n");
}
void keyPress(unsigned char key, const PxTransform& /*camera*/)
{
if(key == 'p' || key == 'P')
gPause = !gPause;
if(key == 'o' || key == 'O')
{
gPause = true;
gOneFrame = true;
}
if(gScene)
{
if(key >= 1 && key <= gScenarioCount)
{
gScenario = key - 1;
releaseScene();
initScene();
}
if(key == 'r' || key == 'R')
{
releaseScene();
initScene();
}
}
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 6,238 | C++ | 29.583333 | 102 | 0.711446 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetcontactreport/SnippetContactReport.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates the use of simple contact reports.
//
// It defines a filter shader function that requests touch reports for
// all pairs, and a contact callback function that saves the contact points.
// It configures the scene to use this filter and callback, and prints the
// number of contact reports each frame. If rendering, it renders each
// contact as a line whose length and direction are defined by the contact
// impulse.
//
// ****************************************************************************
#include <vector>
#include "PxPhysicsAPI.h"
#include "../snippetutils/SnippetUtils.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
std::vector<PxVec3> gContactPositions;
std::vector<PxVec3> gContactImpulses;
static PxFilterFlags contactReportFilterShader( PxFilterObjectAttributes attributes0, PxFilterData filterData0,
PxFilterObjectAttributes attributes1, PxFilterData filterData1,
PxPairFlags& pairFlags, const void* constantBlock, PxU32 constantBlockSize)
{
PX_UNUSED(attributes0);
PX_UNUSED(attributes1);
PX_UNUSED(filterData0);
PX_UNUSED(filterData1);
PX_UNUSED(constantBlockSize);
PX_UNUSED(constantBlock);
// all initial and persisting reports for everything, with per-point data
pairFlags = PxPairFlag::eSOLVE_CONTACT | PxPairFlag::eDETECT_DISCRETE_CONTACT
| PxPairFlag::eNOTIFY_TOUCH_FOUND
| PxPairFlag::eNOTIFY_TOUCH_PERSISTS
| PxPairFlag::eNOTIFY_CONTACT_POINTS;
return PxFilterFlag::eDEFAULT;
}
class ContactReportCallback: public PxSimulationEventCallback
{
void onConstraintBreak(PxConstraintInfo* constraints, PxU32 count) { PX_UNUSED(constraints); PX_UNUSED(count); }
void onWake(PxActor** actors, PxU32 count) { PX_UNUSED(actors); PX_UNUSED(count); }
void onSleep(PxActor** actors, PxU32 count) { PX_UNUSED(actors); PX_UNUSED(count); }
void onTrigger(PxTriggerPair* pairs, PxU32 count) { PX_UNUSED(pairs); PX_UNUSED(count); }
void onAdvance(const PxRigidBody*const*, const PxTransform*, const PxU32) {}
void onContact(const PxContactPairHeader& pairHeader, const PxContactPair* pairs, PxU32 nbPairs)
{
PX_UNUSED((pairHeader));
std::vector<PxContactPairPoint> contactPoints;
for(PxU32 i=0;i<nbPairs;i++)
{
PxU32 contactCount = pairs[i].contactCount;
if(contactCount)
{
contactPoints.resize(contactCount);
pairs[i].extractContacts(&contactPoints[0], contactCount);
for(PxU32 j=0;j<contactCount;j++)
{
gContactPositions.push_back(contactPoints[j].position);
gContactImpulses.push_back(contactPoints[j].impulse);
}
}
}
}
};
ContactReportCallback gContactReportCallback;
static void createStack(const PxTransform& t, PxU32 size, PxReal halfExtent)
{
PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfExtent, halfExtent, halfExtent), *gMaterial);
for(PxU32 i=0; i<size;i++)
{
for(PxU32 j=0;j<size-i;j++)
{
PxTransform localTm(PxVec3(PxReal(j*2) - PxReal(size-i), PxReal(i*2+1), 0) * halfExtent);
PxRigidDynamic* body = gPhysics->createRigidDynamic(t.transform(localTm));
body->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*body, 10.0f);
gScene->addActor(*body);
}
}
shape->release();
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true,gPvd);
PxInitExtensions(*gPhysics,gPvd);
PxU32 numCores = SnippetUtils::getNbPhysicalCores();
gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.gravity = PxVec3(0, -9.81f, 0);
sceneDesc.filterShader = contactReportFilterShader;
sceneDesc.simulationEventCallback = &gContactReportCallback;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial);
gScene->addActor(*groundPlane);
createStack(PxTransform(PxVec3(0,3.0f,10.0f)), 5, 2.0f);
}
void stepPhysics(bool /*interactive*/)
{
gContactPositions.clear();
gContactImpulses.clear();
gScene->simulate(1.0f/60.0f);
gScene->fetchResults(true);
printf("%d contact reports\n", PxU32(gContactPositions.size()));
}
void cleanupPhysics(bool /*interactive*/)
{
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PxCloseExtensions();
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetContactReport done.\n");
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
initPhysics(false);
for(PxU32 i=0; i<250; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 7,440 | C++ | 36.205 | 113 | 0.733871 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetpbdcloth/SnippetPBDClothRender.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifdef RENDER_SNIPPET
#include <vector>
#include "PxPhysicsAPI.h"
#include "cudamanager/PxCudaContext.h"
#include "cudamanager/PxCudaContextManager.h"
#include "../snippetrender/SnippetRender.h"
#include "../snippetrender/SnippetCamera.h"
#define CUDA_SUCCESS 0
#define SHOW_SOLID_SDF_SLICE 0
#define IDX(i, j, k, offset) ((i) + dimX * ((j) + dimY * ((k) + dimZ * (offset))))
using namespace physx;
extern void initPhysics(bool interactive);
extern void stepPhysics(bool interactive);
extern void cleanupPhysics(bool interactive);
extern void keyPress(unsigned char key, const PxTransform& camera);
extern PxPBDParticleSystem* getParticleSystem();
extern PxParticleClothBuffer* getUserClothBuffer();
namespace
{
Snippets::Camera* sCamera;
Snippets::SharedGLBuffer sPosBuffer;
void onBeforeRenderParticles()
{
PxPBDParticleSystem* particleSystem = getParticleSystem();
if (particleSystem)
{
PxParticleClothBuffer* userBuffer = getUserClothBuffer();
PxVec4* positions = userBuffer->getPositionInvMasses();
const PxU32 numParticles = userBuffer->getNbActiveParticles();
PxScene* scene;
PxGetPhysics().getScenes(&scene, 1);
PxCudaContextManager* cudaContextManager = scene->getCudaContextManager();
cudaContextManager->acquireContext();
PxCudaContext* cudaContext = cudaContextManager->getCudaContext();
cudaContext->memcpyDtoH(sPosBuffer.map(), CUdeviceptr(positions), sizeof(PxVec4) * numParticles);
cudaContextManager->releaseContext();
#if SHOW_SOLID_SDF_SLICE
particleSystem->copySparseGridData(sSparseGridSolidSDFBufferD, PxSparseGridDataFlag::eGRIDCELL_SOLID_GRADIENT_AND_SDF);
#endif
}
}
void renderParticles()
{
sPosBuffer.unmap();
PxVec3 color(1.f, 1.f, 0);
Snippets::DrawPoints(sPosBuffer.vbo, sPosBuffer.size / sizeof(PxVec4), color, 2.f);
Snippets::DrawFrame(PxVec3(0, 0, 0));
}
void allocParticleBuffers()
{
PxScene* scene;
PxGetPhysics().getScenes(&scene, 1);
PxCudaContextManager* cudaContextManager = scene->getCudaContextManager();
PxParticleClothBuffer* userBuffer = getUserClothBuffer();
PxU32 maxParticles = userBuffer->getMaxParticles();
sPosBuffer.initialize(cudaContextManager);
sPosBuffer.allocate(maxParticles * sizeof(PxVec4));
}
void clearupParticleBuffers()
{
sPosBuffer.release();
}
void renderCallback()
{
onBeforeRenderParticles();
stepPhysics(true);
Snippets::startRender(sCamera);
PxScene* scene;
PxGetPhysics().getScenes(&scene,1);
PxU32 nbActors = scene->getNbActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC);
if(nbActors)
{
std::vector<PxRigidActor*> actors(nbActors);
scene->getActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC, reinterpret_cast<PxActor**>(&actors[0]), nbActors);
Snippets::renderActors(&actors[0], static_cast<PxU32>(actors.size()), true);
}
renderParticles();
Snippets::showFPS();
Snippets::finishRender();
}
void cleanup()
{
delete sCamera;
clearupParticleBuffers();
cleanupPhysics(true);
}
void exitCallback(void)
{
}
}
void renderLoop()
{
sCamera = new Snippets::Camera(PxVec3(15.0f, 10.0f, 15.0f), PxVec3(-0.6f,-0.2f,-0.6f));
Snippets::setupDefault("PhysX Snippet PBDCloth", sCamera, keyPress, renderCallback, exitCallback);
initPhysics(true);
Snippets::initFPS();
allocParticleBuffers();
glutMainLoop();
cleanup();
}
#endif
| 5,034 | C++ | 29.515151 | 136 | 0.760628 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetpbdcloth/SnippetPBDCloth.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates cloth simulation using position-based dynamics
// particle simulation. It creates a piece of cloth that drops onto a rotating
// sphere.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#include "extensions/PxParticleExt.h"
using namespace physx;
using namespace ExtGpu;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
static PxPBDParticleSystem* gParticleSystem = NULL;
static PxParticleClothBuffer* gClothBuffer = NULL;
static bool gIsRunning = true;
PxRigidDynamic* sphere;
static void initObstacles()
{
PxShape* shape = gPhysics->createShape(PxSphereGeometry(3.0f), *gMaterial);
sphere = gPhysics->createRigidDynamic(PxTransform(PxVec3(0.f, 5.0f, 0.f)));
sphere->attachShape(*shape);
sphere->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, true);
gScene->addActor(*sphere);
shape->release();
}
// -----------------------------------------------------------------------------------------------------------------
static void initScene()
{
PxCudaContextManager* cudaContextManager = NULL;
if (PxGetSuggestedCudaDeviceOrdinal(gFoundation->getErrorCallback()) >= 0)
{
// initialize CUDA
PxCudaContextManagerDesc cudaContextManagerDesc;
cudaContextManager = PxCreateCudaContextManager(*gFoundation, cudaContextManagerDesc, PxGetProfilerCallback());
if (cudaContextManager && !cudaContextManager->contextIsValid())
{
cudaContextManager->release();
cudaContextManager = NULL;
}
}
if (cudaContextManager == NULL)
{
PxGetFoundation().error(PxErrorCode::eINVALID_OPERATION, PX_FL, "Failed to initialize CUDA!\n");
}
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
gDispatcher = PxDefaultCpuDispatcherCreate(2);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
sceneDesc.cudaContextManager = cudaContextManager;
sceneDesc.staticStructure = PxPruningStructureType::eDYNAMIC_AABB_TREE;
sceneDesc.flags |= PxSceneFlag::eENABLE_PCM;
sceneDesc.flags |= PxSceneFlag::eENABLE_GPU_DYNAMICS;
sceneDesc.broadPhaseType = PxBroadPhaseType::eGPU;
sceneDesc.solverType = PxSolverType::eTGS;
gScene = gPhysics->createScene(sceneDesc);
}
// -----------------------------------------------------------------------------------------------------------------
static PX_FORCE_INLINE PxU32 id(PxU32 x, PxU32 y, PxU32 numY)
{
return x * numY + y;
}
static void initCloth(const PxU32 numX, const PxU32 numZ, const PxVec3& position = PxVec3(0, 0, 0), const PxReal particleSpacing = 0.2f, const PxReal totalClothMass = 10.f)
{
PxCudaContextManager* cudaContextManager = gScene->getCudaContextManager();
if (cudaContextManager == NULL)
return;
const PxU32 numParticles = numX * numZ;
const PxU32 numSprings = (numX - 1) * (numZ - 1) * 4 + (numX - 1) + (numZ - 1);
const PxU32 numTriangles = (numX - 1) * (numZ - 1) * 2;
const PxReal restOffset = particleSpacing;
const PxReal stretchStiffness = 10000.f;
const PxReal shearStiffness = 100.f;
const PxReal springDamping = 0.001f;
// Material setup
PxPBDMaterial* defaultMat = gPhysics->createPBDMaterial(0.8f, 0.05f, 1e+6f, 0.001f, 0.5f, 0.005f, 0.05f, 0.f, 0.f);
PxPBDParticleSystem *particleSystem = gPhysics->createPBDParticleSystem(*cudaContextManager);
gParticleSystem = particleSystem;
// General particle system setting
const PxReal particleMass = totalClothMass / numParticles;
particleSystem->setRestOffset(restOffset);
particleSystem->setContactOffset(restOffset + 0.02f);
particleSystem->setParticleContactOffset(restOffset + 0.02f);
particleSystem->setSolidRestOffset(restOffset);
particleSystem->setFluidRestOffset(0.0f);
gScene->addActor(*particleSystem);
// Create particles and add them to the particle system
const PxU32 particlePhase = particleSystem->createPhase(defaultMat, PxParticlePhaseFlags(PxParticlePhaseFlag::eParticlePhaseSelfCollideFilter | PxParticlePhaseFlag::eParticlePhaseSelfCollide));
PxParticleClothBufferHelper* clothBuffers = PxCreateParticleClothBufferHelper(1, numTriangles, numSprings, numParticles, cudaContextManager);
PxU32* phase = cudaContextManager->allocPinnedHostBuffer<PxU32>(numParticles);
PxVec4* positionInvMass = cudaContextManager->allocPinnedHostBuffer<PxVec4>(numParticles);
PxVec4* velocity = cudaContextManager->allocPinnedHostBuffer<PxVec4>(numParticles);
PxReal x = position.x;
PxReal y = position.y;
PxReal z = position.z;
// Define springs and triangles
PxArray<PxParticleSpring> springs;
springs.reserve(numSprings);
PxArray<PxU32> triangles;
triangles.reserve(numTriangles * 3);
for (PxU32 i = 0; i < numX; ++i)
{
for (PxU32 j = 0; j < numZ; ++j)
{
const PxU32 index = i * numZ + j;
PxVec4 pos(x, y, z, 1.0f / particleMass);
phase[index] = particlePhase;
positionInvMass[index] = pos;
velocity[index] = PxVec4(0.0f);
if (i > 0)
{
PxParticleSpring spring = { id(i - 1, j, numZ), id(i, j, numZ), particleSpacing, stretchStiffness, springDamping, 0 };
springs.pushBack(spring);
}
if (j > 0)
{
PxParticleSpring spring = { id(i, j - 1, numZ), id(i, j, numZ), particleSpacing, stretchStiffness, springDamping, 0 };
springs.pushBack(spring);
}
if (i > 0 && j > 0)
{
PxParticleSpring spring0 = { id(i - 1, j - 1, numZ), id(i, j, numZ), PxSqrt(2.0f) * particleSpacing, shearStiffness, springDamping, 0 };
springs.pushBack(spring0);
PxParticleSpring spring1 = { id(i - 1, j, numZ), id(i, j - 1, numZ), PxSqrt(2.0f) * particleSpacing, shearStiffness, springDamping, 0 };
springs.pushBack(spring1);
//Triangles are used to compute approximated aerodynamic forces for cloth falling down
triangles.pushBack(id(i - 1, j - 1, numZ));
triangles.pushBack(id(i - 1, j, numZ));
triangles.pushBack(id(i, j - 1, numZ));
triangles.pushBack(id(i - 1, j, numZ));
triangles.pushBack(id(i, j - 1, numZ));
triangles.pushBack(id(i, j, numZ));
}
z += particleSpacing;
}
z = position.z;
x += particleSpacing;
}
PX_ASSERT(numSprings == springs.size());
PX_ASSERT(numTriangles == triangles.size()/3);
clothBuffers->addCloth(0.0f, 0.0f, 0.0f, triangles.begin(), numTriangles, springs.begin(), numSprings, positionInvMass, numParticles);
ExtGpu::PxParticleBufferDesc bufferDesc;
bufferDesc.maxParticles = numParticles;
bufferDesc.numActiveParticles = numParticles;
bufferDesc.positions = positionInvMass;
bufferDesc.velocities = velocity;
bufferDesc.phases = phase;
const PxParticleClothDesc& clothDesc = clothBuffers->getParticleClothDesc();
PxParticleClothPreProcessor* clothPreProcessor = PxCreateParticleClothPreProcessor(cudaContextManager);
PxPartitionedParticleCloth output;
clothPreProcessor->partitionSprings(clothDesc, output);
clothPreProcessor->release();
gClothBuffer = physx::ExtGpu::PxCreateAndPopulateParticleClothBuffer(bufferDesc, clothDesc, output, cudaContextManager);
gParticleSystem->addParticleBuffer(gClothBuffer);
clothBuffers->release();
cudaContextManager->freePinnedHostBuffer(positionInvMass);
cudaContextManager->freePinnedHostBuffer(velocity);
cudaContextManager->freePinnedHostBuffer(phase);
}
PxPBDParticleSystem* getParticleSystem()
{
return gParticleSystem;
}
PxParticleClothBuffer* getUserClothBuffer()
{
return gClothBuffer;
}
// -----------------------------------------------------------------------------------------------------------------
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport, PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), true, gPvd);
initScene();
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if (pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
// Setup Cloth
const PxReal totalClothMass = 10.0f;
PxU32 numPointsX = 250;
PxU32 numPointsZ = 250;
PxReal particleSpacing = 0.05f;
initCloth(numPointsX, numPointsZ, PxVec3(-0.5f*numPointsX*particleSpacing, 8.f, -0.5f*numPointsZ*particleSpacing), particleSpacing, totalClothMass);
initObstacles();
gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(0.f, 1.f, 0.f, 0.0f), *gMaterial));
// Setup rigid bodies
const PxReal boxSize = 1.0f;
const PxReal boxMass = 1.0f;
PxShape* shape = gPhysics->createShape(PxBoxGeometry(0.5f * boxSize, 0.5f * boxSize, 0.5f * boxSize), *gMaterial);
for (int i = 0; i < 5; ++i)
{
PxRigidDynamic* body = gPhysics->createRigidDynamic(PxTransform(PxVec3(i - 3.0f, 10, 4.0f)));
body->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*body, boxMass);
gScene->addActor(*body);
}
shape->release();
}
// ---------------------------------------------------
PxReal simTime = 0;
void stepPhysics(bool /*interactive*/)
{
if (gIsRunning)
{
const PxReal dt = 1.0f / 60.0f;
bool rotatingSphere = true;
if (rotatingSphere)
{
const PxReal speed = 2.0f;
PxTransform pose = sphere->getGlobalPose();
sphere->setKinematicTarget(PxTransform(pose.p, PxQuat(PxCos(simTime*speed), PxVec3(0,1,0))));
}
gScene->simulate(dt);
gScene->fetchResults(true);
gScene->fetchResultsParticleSystem();
simTime += dt;
}
}
void cleanupPhysics(bool /*interactive*/)
{
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetPBDCloth done.\n");
}
void keyPress(unsigned char key, const PxTransform& camera)
{
(void)camera;
switch(toupper(key))
{
case 'P': gIsRunning = !gIsRunning; break;
}
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 12,621 | C++ | 34.256983 | 194 | 0.711196 |
NVIDIA-Omniverse/PhysX/physx/snippets/graphics/src/glew.c | /*
** The OpenGL Extension Wrangler Library
** Copyright (C) 2008-2015, Nigel Stewart <nigels[]users sourceforge net>
** Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org>
** Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org>
** Copyright (C) 2002, Lev Povalahev
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are met:
**
** * Redistributions of source code must retain the above copyright notice,
** this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright notice,
** this list of conditions and the following disclaimer in the documentation
** and/or other materials provided with the distribution.
** * The name of the author may be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
** AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
** IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
** ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
** LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
** CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
** SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
** INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
** CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
** ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
** THE POSSIBILITY OF SUCH DAMAGE.
*/
#include <GL/glew.h>
#if defined(_WIN32)
# include <GL/wglew.h>
#elif !defined(__ANDROID__) && !defined(__native_client__) && !defined(__HAIKU__) && (!defined(__APPLE__) || defined(GLEW_APPLE_GLX))
# include <GL/glxew.h>
#endif
#include <stddef.h> /* For size_t */
/*
* Define glewGetContext and related helper macros.
*/
#ifdef GLEW_MX
# define glewGetContext() ctx
# ifdef _WIN32
# define GLEW_CONTEXT_ARG_DEF_INIT GLEWContext* ctx
# define GLEW_CONTEXT_ARG_VAR_INIT ctx
# define wglewGetContext() ctx
# define WGLEW_CONTEXT_ARG_DEF_INIT WGLEWContext* ctx
# define WGLEW_CONTEXT_ARG_DEF_LIST WGLEWContext* ctx
# else /* _WIN32 */
# define GLEW_CONTEXT_ARG_DEF_INIT void
# define GLEW_CONTEXT_ARG_VAR_INIT
# define glxewGetContext() ctx
# define GLXEW_CONTEXT_ARG_DEF_INIT void
# define GLXEW_CONTEXT_ARG_DEF_LIST GLXEWContext* ctx
# endif /* _WIN32 */
# define GLEW_CONTEXT_ARG_DEF_LIST GLEWContext* ctx
#else /* GLEW_MX */
# define GLEW_CONTEXT_ARG_DEF_INIT void
# define GLEW_CONTEXT_ARG_VAR_INIT
# define GLEW_CONTEXT_ARG_DEF_LIST void
# define WGLEW_CONTEXT_ARG_DEF_INIT void
# define WGLEW_CONTEXT_ARG_DEF_LIST void
# define GLXEW_CONTEXT_ARG_DEF_INIT void
# define GLXEW_CONTEXT_ARG_DEF_LIST void
#endif /* GLEW_MX */
#if defined(GLEW_REGAL)
/* In GLEW_REGAL mode we call direcly into the linked
libRegal.so glGetProcAddressREGAL for looking up
the GL function pointers. */
# undef glGetProcAddressREGAL
# ifdef WIN32
extern void * __stdcall glGetProcAddressREGAL(const GLchar *name);
static void * (__stdcall * regalGetProcAddress) (const GLchar *) = glGetProcAddressREGAL;
# else
extern void * glGetProcAddressREGAL(const GLchar *name);
static void * (*regalGetProcAddress) (const GLchar *) = glGetProcAddressREGAL;
# endif
# define glGetProcAddressREGAL GLEW_GET_FUN(__glewGetProcAddressREGAL)
#elif defined(__sgi) || defined (__sun) || defined(__HAIKU__) || defined(GLEW_APPLE_GLX)
#include <dlfcn.h>
#include <stdio.h>
#include <stdlib.h>
void* dlGetProcAddress (const GLubyte* name)
{
static void* h = NULL;
static void* gpa;
if (h == NULL)
{
if ((h = dlopen(NULL, RTLD_LAZY | RTLD_LOCAL)) == NULL) return NULL;
gpa = dlsym(h, "glXGetProcAddress");
}
if (gpa != NULL)
return ((void*(*)(const GLubyte*))gpa)(name);
else
return dlsym(h, (const char*)name);
}
#endif /* __sgi || __sun || GLEW_APPLE_GLX */
#if defined(__APPLE__)
#include <stdlib.h>
#include <string.h>
#include <AvailabilityMacros.h>
#ifdef MAC_OS_X_VERSION_10_3
#include <dlfcn.h>
void* NSGLGetProcAddress (const GLubyte *name)
{
static void* image = NULL;
void* addr;
if (NULL == image)
{
image = dlopen("/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL", RTLD_LAZY);
}
if( !image ) return NULL;
addr = dlsym(image, (const char*)name);
if( addr ) return addr;
#ifdef GLEW_APPLE_GLX
return dlGetProcAddress( name ); // try next for glx symbols
#else
return NULL;
#endif
}
#else
#include <mach-o/dyld.h>
void* NSGLGetProcAddress (const GLubyte *name)
{
static const struct mach_header* image = NULL;
NSSymbol symbol;
char* symbolName;
if (NULL == image)
{
image = NSAddImage("/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL", NSADDIMAGE_OPTION_RETURN_ON_ERROR);
}
/* prepend a '_' for the Unix C symbol mangling convention */
symbolName = malloc(strlen((const char*)name) + 2);
strcpy(symbolName+1, (const char*)name);
symbolName[0] = '_';
symbol = NULL;
/* if (NSIsSymbolNameDefined(symbolName))
symbol = NSLookupAndBindSymbol(symbolName); */
symbol = image ? NSLookupSymbolInImage(image, symbolName, NSLOOKUPSYMBOLINIMAGE_OPTION_BIND | NSLOOKUPSYMBOLINIMAGE_OPTION_RETURN_ON_ERROR) : NULL;
free(symbolName);
if( symbol ) return NSAddressOfSymbol(symbol);
#ifdef GLEW_APPLE_GLX
return dlGetProcAddress( name ); // try next for glx symbols
#else
return NULL;
#endif
}
#endif /* MAC_OS_X_VERSION_10_3 */
#endif /* __APPLE__ */
/*
* Define glewGetProcAddress.
*/
#if defined(GLEW_REGAL)
# define glewGetProcAddress(name) regalGetProcAddress((const GLchar *) name)
#elif defined(_WIN32)
# define glewGetProcAddress(name) wglGetProcAddress((LPCSTR)name)
#elif defined(__APPLE__) && !defined(GLEW_APPLE_GLX)
# define glewGetProcAddress(name) NSGLGetProcAddress(name)
#elif defined(__sgi) || defined(__sun) || defined(__HAIKU__)
# define glewGetProcAddress(name) dlGetProcAddress(name)
#elif defined(__ANDROID__)
# define glewGetProcAddress(name) NULL /* TODO */
#elif defined(__native_client__)
# define glewGetProcAddress(name) NULL /* TODO */
#else /* __linux */
# define glewGetProcAddress(name) (*glXGetProcAddressARB)(name)
#endif
/*
* Redefine GLEW_GET_VAR etc without const cast
*/
#undef GLEW_GET_VAR
#ifdef GLEW_MX
# define GLEW_GET_VAR(x) (glewGetContext()->x)
#else /* GLEW_MX */
# define GLEW_GET_VAR(x) (x)
#endif /* GLEW_MX */
#ifdef WGLEW_GET_VAR
# undef WGLEW_GET_VAR
# ifdef GLEW_MX
# define WGLEW_GET_VAR(x) (wglewGetContext()->x)
# else /* GLEW_MX */
# define WGLEW_GET_VAR(x) (x)
# endif /* GLEW_MX */
#endif /* WGLEW_GET_VAR */
#ifdef GLXEW_GET_VAR
# undef GLXEW_GET_VAR
# ifdef GLEW_MX
# define GLXEW_GET_VAR(x) (glxewGetContext()->x)
# else /* GLEW_MX */
# define GLXEW_GET_VAR(x) (x)
# endif /* GLEW_MX */
#endif /* GLXEW_GET_VAR */
/*
* GLEW, just like OpenGL or GLU, does not rely on the standard C library.
* These functions implement the functionality required in this file.
*/
static GLuint _glewStrLen (const GLubyte* s)
{
GLuint i=0;
if (s == NULL) return 0;
while (s[i] != '\0') i++;
return i;
}
static GLuint _glewStrCLen (const GLubyte* s, GLubyte c)
{
GLuint i=0;
if (s == NULL) return 0;
while (s[i] != '\0' && s[i] != c) i++;
return (s[i] == '\0' || s[i] == c) ? i : 0;
}
static GLboolean _glewStrSame (const GLubyte* a, const GLubyte* b, GLuint n)
{
GLuint i=0;
if(a == NULL || b == NULL)
return (a == NULL && b == NULL && n == 0) ? GL_TRUE : GL_FALSE;
while (i < n && a[i] != '\0' && b[i] != '\0' && a[i] == b[i]) i++;
return i == n ? GL_TRUE : GL_FALSE;
}
static GLboolean _glewStrSame1 (const GLubyte** a, GLuint* na, const GLubyte* b, GLuint nb)
{
while (*na > 0 && (**a == ' ' || **a == '\n' || **a == '\r' || **a == '\t'))
{
(*a)++;
(*na)--;
}
if(*na >= nb)
{
GLuint i=0;
while (i < nb && (*a)+i != NULL && b+i != NULL && (*a)[i] == b[i]) i++;
if(i == nb)
{
*a = *a + nb;
*na = *na - nb;
return GL_TRUE;
}
}
return GL_FALSE;
}
static GLboolean _glewStrSame2 (const GLubyte** a, GLuint* na, const GLubyte* b, GLuint nb)
{
if(*na >= nb)
{
GLuint i=0;
while (i < nb && (*a)+i != NULL && b+i != NULL && (*a)[i] == b[i]) i++;
if(i == nb)
{
*a = *a + nb;
*na = *na - nb;
return GL_TRUE;
}
}
return GL_FALSE;
}
static GLboolean _glewStrSame3 (const GLubyte** a, GLuint* na, const GLubyte* b, GLuint nb)
{
if(*na >= nb)
{
GLuint i=0;
while (i < nb && (*a)+i != NULL && b+i != NULL && (*a)[i] == b[i]) i++;
if (i == nb && (*na == nb || (*a)[i] == ' ' || (*a)[i] == '\n' || (*a)[i] == '\r' || (*a)[i] == '\t'))
{
*a = *a + nb;
*na = *na - nb;
return GL_TRUE;
}
}
return GL_FALSE;
}
/*
* Search for name in the extensions string. Use of strstr()
* is not sufficient because extension names can be prefixes of
* other extension names. Could use strtok() but the constant
* string returned by glGetString might be in read-only memory.
*/
static GLboolean _glewSearchExtension (const char* name, const GLubyte *start, const GLubyte *end)
{
const GLubyte* p;
GLuint len = _glewStrLen((const GLubyte*)name);
p = start;
while (p < end)
{
GLuint n = _glewStrCLen(p, ' ');
if (len == n && _glewStrSame((const GLubyte*)name, p, n)) return GL_TRUE;
p += n+1;
}
return GL_FALSE;
}
#if !defined(_WIN32) || !defined(GLEW_MX)
PFNGLCOPYTEXSUBIMAGE3DPROC __glewCopyTexSubImage3D = NULL;
PFNGLDRAWRANGEELEMENTSPROC __glewDrawRangeElements = NULL;
PFNGLTEXIMAGE3DPROC __glewTexImage3D = NULL;
PFNGLTEXSUBIMAGE3DPROC __glewTexSubImage3D = NULL;
PFNGLACTIVETEXTUREPROC __glewActiveTexture = NULL;
PFNGLCLIENTACTIVETEXTUREPROC __glewClientActiveTexture = NULL;
PFNGLCOMPRESSEDTEXIMAGE1DPROC __glewCompressedTexImage1D = NULL;
PFNGLCOMPRESSEDTEXIMAGE2DPROC __glewCompressedTexImage2D = NULL;
PFNGLCOMPRESSEDTEXIMAGE3DPROC __glewCompressedTexImage3D = NULL;
PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC __glewCompressedTexSubImage1D = NULL;
PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC __glewCompressedTexSubImage2D = NULL;
PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC __glewCompressedTexSubImage3D = NULL;
PFNGLGETCOMPRESSEDTEXIMAGEPROC __glewGetCompressedTexImage = NULL;
PFNGLLOADTRANSPOSEMATRIXDPROC __glewLoadTransposeMatrixd = NULL;
PFNGLLOADTRANSPOSEMATRIXFPROC __glewLoadTransposeMatrixf = NULL;
PFNGLMULTTRANSPOSEMATRIXDPROC __glewMultTransposeMatrixd = NULL;
PFNGLMULTTRANSPOSEMATRIXFPROC __glewMultTransposeMatrixf = NULL;
PFNGLMULTITEXCOORD1DPROC __glewMultiTexCoord1d = NULL;
PFNGLMULTITEXCOORD1DVPROC __glewMultiTexCoord1dv = NULL;
PFNGLMULTITEXCOORD1FPROC __glewMultiTexCoord1f = NULL;
PFNGLMULTITEXCOORD1FVPROC __glewMultiTexCoord1fv = NULL;
PFNGLMULTITEXCOORD1IPROC __glewMultiTexCoord1i = NULL;
PFNGLMULTITEXCOORD1IVPROC __glewMultiTexCoord1iv = NULL;
PFNGLMULTITEXCOORD1SPROC __glewMultiTexCoord1s = NULL;
PFNGLMULTITEXCOORD1SVPROC __glewMultiTexCoord1sv = NULL;
PFNGLMULTITEXCOORD2DPROC __glewMultiTexCoord2d = NULL;
PFNGLMULTITEXCOORD2DVPROC __glewMultiTexCoord2dv = NULL;
PFNGLMULTITEXCOORD2FPROC __glewMultiTexCoord2f = NULL;
PFNGLMULTITEXCOORD2FVPROC __glewMultiTexCoord2fv = NULL;
PFNGLMULTITEXCOORD2IPROC __glewMultiTexCoord2i = NULL;
PFNGLMULTITEXCOORD2IVPROC __glewMultiTexCoord2iv = NULL;
PFNGLMULTITEXCOORD2SPROC __glewMultiTexCoord2s = NULL;
PFNGLMULTITEXCOORD2SVPROC __glewMultiTexCoord2sv = NULL;
PFNGLMULTITEXCOORD3DPROC __glewMultiTexCoord3d = NULL;
PFNGLMULTITEXCOORD3DVPROC __glewMultiTexCoord3dv = NULL;
PFNGLMULTITEXCOORD3FPROC __glewMultiTexCoord3f = NULL;
PFNGLMULTITEXCOORD3FVPROC __glewMultiTexCoord3fv = NULL;
PFNGLMULTITEXCOORD3IPROC __glewMultiTexCoord3i = NULL;
PFNGLMULTITEXCOORD3IVPROC __glewMultiTexCoord3iv = NULL;
PFNGLMULTITEXCOORD3SPROC __glewMultiTexCoord3s = NULL;
PFNGLMULTITEXCOORD3SVPROC __glewMultiTexCoord3sv = NULL;
PFNGLMULTITEXCOORD4DPROC __glewMultiTexCoord4d = NULL;
PFNGLMULTITEXCOORD4DVPROC __glewMultiTexCoord4dv = NULL;
PFNGLMULTITEXCOORD4FPROC __glewMultiTexCoord4f = NULL;
PFNGLMULTITEXCOORD4FVPROC __glewMultiTexCoord4fv = NULL;
PFNGLMULTITEXCOORD4IPROC __glewMultiTexCoord4i = NULL;
PFNGLMULTITEXCOORD4IVPROC __glewMultiTexCoord4iv = NULL;
PFNGLMULTITEXCOORD4SPROC __glewMultiTexCoord4s = NULL;
PFNGLMULTITEXCOORD4SVPROC __glewMultiTexCoord4sv = NULL;
PFNGLSAMPLECOVERAGEPROC __glewSampleCoverage = NULL;
PFNGLBLENDCOLORPROC __glewBlendColor = NULL;
PFNGLBLENDEQUATIONPROC __glewBlendEquation = NULL;
PFNGLBLENDFUNCSEPARATEPROC __glewBlendFuncSeparate = NULL;
PFNGLFOGCOORDPOINTERPROC __glewFogCoordPointer = NULL;
PFNGLFOGCOORDDPROC __glewFogCoordd = NULL;
PFNGLFOGCOORDDVPROC __glewFogCoorddv = NULL;
PFNGLFOGCOORDFPROC __glewFogCoordf = NULL;
PFNGLFOGCOORDFVPROC __glewFogCoordfv = NULL;
PFNGLMULTIDRAWARRAYSPROC __glewMultiDrawArrays = NULL;
PFNGLMULTIDRAWELEMENTSPROC __glewMultiDrawElements = NULL;
PFNGLPOINTPARAMETERFPROC __glewPointParameterf = NULL;
PFNGLPOINTPARAMETERFVPROC __glewPointParameterfv = NULL;
PFNGLPOINTPARAMETERIPROC __glewPointParameteri = NULL;
PFNGLPOINTPARAMETERIVPROC __glewPointParameteriv = NULL;
PFNGLSECONDARYCOLOR3BPROC __glewSecondaryColor3b = NULL;
PFNGLSECONDARYCOLOR3BVPROC __glewSecondaryColor3bv = NULL;
PFNGLSECONDARYCOLOR3DPROC __glewSecondaryColor3d = NULL;
PFNGLSECONDARYCOLOR3DVPROC __glewSecondaryColor3dv = NULL;
PFNGLSECONDARYCOLOR3FPROC __glewSecondaryColor3f = NULL;
PFNGLSECONDARYCOLOR3FVPROC __glewSecondaryColor3fv = NULL;
PFNGLSECONDARYCOLOR3IPROC __glewSecondaryColor3i = NULL;
PFNGLSECONDARYCOLOR3IVPROC __glewSecondaryColor3iv = NULL;
PFNGLSECONDARYCOLOR3SPROC __glewSecondaryColor3s = NULL;
PFNGLSECONDARYCOLOR3SVPROC __glewSecondaryColor3sv = NULL;
PFNGLSECONDARYCOLOR3UBPROC __glewSecondaryColor3ub = NULL;
PFNGLSECONDARYCOLOR3UBVPROC __glewSecondaryColor3ubv = NULL;
PFNGLSECONDARYCOLOR3UIPROC __glewSecondaryColor3ui = NULL;
PFNGLSECONDARYCOLOR3UIVPROC __glewSecondaryColor3uiv = NULL;
PFNGLSECONDARYCOLOR3USPROC __glewSecondaryColor3us = NULL;
PFNGLSECONDARYCOLOR3USVPROC __glewSecondaryColor3usv = NULL;
PFNGLSECONDARYCOLORPOINTERPROC __glewSecondaryColorPointer = NULL;
PFNGLWINDOWPOS2DPROC __glewWindowPos2d = NULL;
PFNGLWINDOWPOS2DVPROC __glewWindowPos2dv = NULL;
PFNGLWINDOWPOS2FPROC __glewWindowPos2f = NULL;
PFNGLWINDOWPOS2FVPROC __glewWindowPos2fv = NULL;
PFNGLWINDOWPOS2IPROC __glewWindowPos2i = NULL;
PFNGLWINDOWPOS2IVPROC __glewWindowPos2iv = NULL;
PFNGLWINDOWPOS2SPROC __glewWindowPos2s = NULL;
PFNGLWINDOWPOS2SVPROC __glewWindowPos2sv = NULL;
PFNGLWINDOWPOS3DPROC __glewWindowPos3d = NULL;
PFNGLWINDOWPOS3DVPROC __glewWindowPos3dv = NULL;
PFNGLWINDOWPOS3FPROC __glewWindowPos3f = NULL;
PFNGLWINDOWPOS3FVPROC __glewWindowPos3fv = NULL;
PFNGLWINDOWPOS3IPROC __glewWindowPos3i = NULL;
PFNGLWINDOWPOS3IVPROC __glewWindowPos3iv = NULL;
PFNGLWINDOWPOS3SPROC __glewWindowPos3s = NULL;
PFNGLWINDOWPOS3SVPROC __glewWindowPos3sv = NULL;
PFNGLBEGINQUERYPROC __glewBeginQuery = NULL;
PFNGLBINDBUFFERPROC __glewBindBuffer = NULL;
PFNGLBUFFERDATAPROC __glewBufferData = NULL;
PFNGLBUFFERSUBDATAPROC __glewBufferSubData = NULL;
PFNGLDELETEBUFFERSPROC __glewDeleteBuffers = NULL;
PFNGLDELETEQUERIESPROC __glewDeleteQueries = NULL;
PFNGLENDQUERYPROC __glewEndQuery = NULL;
PFNGLGENBUFFERSPROC __glewGenBuffers = NULL;
PFNGLGENQUERIESPROC __glewGenQueries = NULL;
PFNGLGETBUFFERPARAMETERIVPROC __glewGetBufferParameteriv = NULL;
PFNGLGETBUFFERPOINTERVPROC __glewGetBufferPointerv = NULL;
PFNGLGETBUFFERSUBDATAPROC __glewGetBufferSubData = NULL;
PFNGLGETQUERYOBJECTIVPROC __glewGetQueryObjectiv = NULL;
PFNGLGETQUERYOBJECTUIVPROC __glewGetQueryObjectuiv = NULL;
PFNGLGETQUERYIVPROC __glewGetQueryiv = NULL;
PFNGLISBUFFERPROC __glewIsBuffer = NULL;
PFNGLISQUERYPROC __glewIsQuery = NULL;
PFNGLMAPBUFFERPROC __glewMapBuffer = NULL;
PFNGLUNMAPBUFFERPROC __glewUnmapBuffer = NULL;
PFNGLATTACHSHADERPROC __glewAttachShader = NULL;
PFNGLBINDATTRIBLOCATIONPROC __glewBindAttribLocation = NULL;
PFNGLBLENDEQUATIONSEPARATEPROC __glewBlendEquationSeparate = NULL;
PFNGLCOMPILESHADERPROC __glewCompileShader = NULL;
PFNGLCREATEPROGRAMPROC __glewCreateProgram = NULL;
PFNGLCREATESHADERPROC __glewCreateShader = NULL;
PFNGLDELETEPROGRAMPROC __glewDeleteProgram = NULL;
PFNGLDELETESHADERPROC __glewDeleteShader = NULL;
PFNGLDETACHSHADERPROC __glewDetachShader = NULL;
PFNGLDISABLEVERTEXATTRIBARRAYPROC __glewDisableVertexAttribArray = NULL;
PFNGLDRAWBUFFERSPROC __glewDrawBuffers = NULL;
PFNGLENABLEVERTEXATTRIBARRAYPROC __glewEnableVertexAttribArray = NULL;
PFNGLGETACTIVEATTRIBPROC __glewGetActiveAttrib = NULL;
PFNGLGETACTIVEUNIFORMPROC __glewGetActiveUniform = NULL;
PFNGLGETATTACHEDSHADERSPROC __glewGetAttachedShaders = NULL;
PFNGLGETATTRIBLOCATIONPROC __glewGetAttribLocation = NULL;
PFNGLGETPROGRAMINFOLOGPROC __glewGetProgramInfoLog = NULL;
PFNGLGETPROGRAMIVPROC __glewGetProgramiv = NULL;
PFNGLGETSHADERINFOLOGPROC __glewGetShaderInfoLog = NULL;
PFNGLGETSHADERSOURCEPROC __glewGetShaderSource = NULL;
PFNGLGETSHADERIVPROC __glewGetShaderiv = NULL;
PFNGLGETUNIFORMLOCATIONPROC __glewGetUniformLocation = NULL;
PFNGLGETUNIFORMFVPROC __glewGetUniformfv = NULL;
PFNGLGETUNIFORMIVPROC __glewGetUniformiv = NULL;
PFNGLGETVERTEXATTRIBPOINTERVPROC __glewGetVertexAttribPointerv = NULL;
PFNGLGETVERTEXATTRIBDVPROC __glewGetVertexAttribdv = NULL;
PFNGLGETVERTEXATTRIBFVPROC __glewGetVertexAttribfv = NULL;
PFNGLGETVERTEXATTRIBIVPROC __glewGetVertexAttribiv = NULL;
PFNGLISPROGRAMPROC __glewIsProgram = NULL;
PFNGLISSHADERPROC __glewIsShader = NULL;
PFNGLLINKPROGRAMPROC __glewLinkProgram = NULL;
PFNGLSHADERSOURCEPROC __glewShaderSource = NULL;
PFNGLSTENCILFUNCSEPARATEPROC __glewStencilFuncSeparate = NULL;
PFNGLSTENCILMASKSEPARATEPROC __glewStencilMaskSeparate = NULL;
PFNGLSTENCILOPSEPARATEPROC __glewStencilOpSeparate = NULL;
PFNGLUNIFORM1FPROC __glewUniform1f = NULL;
PFNGLUNIFORM1FVPROC __glewUniform1fv = NULL;
PFNGLUNIFORM1IPROC __glewUniform1i = NULL;
PFNGLUNIFORM1IVPROC __glewUniform1iv = NULL;
PFNGLUNIFORM2FPROC __glewUniform2f = NULL;
PFNGLUNIFORM2FVPROC __glewUniform2fv = NULL;
PFNGLUNIFORM2IPROC __glewUniform2i = NULL;
PFNGLUNIFORM2IVPROC __glewUniform2iv = NULL;
PFNGLUNIFORM3FPROC __glewUniform3f = NULL;
PFNGLUNIFORM3FVPROC __glewUniform3fv = NULL;
PFNGLUNIFORM3IPROC __glewUniform3i = NULL;
PFNGLUNIFORM3IVPROC __glewUniform3iv = NULL;
PFNGLUNIFORM4FPROC __glewUniform4f = NULL;
PFNGLUNIFORM4FVPROC __glewUniform4fv = NULL;
PFNGLUNIFORM4IPROC __glewUniform4i = NULL;
PFNGLUNIFORM4IVPROC __glewUniform4iv = NULL;
PFNGLUNIFORMMATRIX2FVPROC __glewUniformMatrix2fv = NULL;
PFNGLUNIFORMMATRIX3FVPROC __glewUniformMatrix3fv = NULL;
PFNGLUNIFORMMATRIX4FVPROC __glewUniformMatrix4fv = NULL;
PFNGLUSEPROGRAMPROC __glewUseProgram = NULL;
PFNGLVALIDATEPROGRAMPROC __glewValidateProgram = NULL;
PFNGLVERTEXATTRIB1DPROC __glewVertexAttrib1d = NULL;
PFNGLVERTEXATTRIB1DVPROC __glewVertexAttrib1dv = NULL;
PFNGLVERTEXATTRIB1FPROC __glewVertexAttrib1f = NULL;
PFNGLVERTEXATTRIB1FVPROC __glewVertexAttrib1fv = NULL;
PFNGLVERTEXATTRIB1SPROC __glewVertexAttrib1s = NULL;
PFNGLVERTEXATTRIB1SVPROC __glewVertexAttrib1sv = NULL;
PFNGLVERTEXATTRIB2DPROC __glewVertexAttrib2d = NULL;
PFNGLVERTEXATTRIB2DVPROC __glewVertexAttrib2dv = NULL;
PFNGLVERTEXATTRIB2FPROC __glewVertexAttrib2f = NULL;
PFNGLVERTEXATTRIB2FVPROC __glewVertexAttrib2fv = NULL;
PFNGLVERTEXATTRIB2SPROC __glewVertexAttrib2s = NULL;
PFNGLVERTEXATTRIB2SVPROC __glewVertexAttrib2sv = NULL;
PFNGLVERTEXATTRIB3DPROC __glewVertexAttrib3d = NULL;
PFNGLVERTEXATTRIB3DVPROC __glewVertexAttrib3dv = NULL;
PFNGLVERTEXATTRIB3FPROC __glewVertexAttrib3f = NULL;
PFNGLVERTEXATTRIB3FVPROC __glewVertexAttrib3fv = NULL;
PFNGLVERTEXATTRIB3SPROC __glewVertexAttrib3s = NULL;
PFNGLVERTEXATTRIB3SVPROC __glewVertexAttrib3sv = NULL;
PFNGLVERTEXATTRIB4NBVPROC __glewVertexAttrib4Nbv = NULL;
PFNGLVERTEXATTRIB4NIVPROC __glewVertexAttrib4Niv = NULL;
PFNGLVERTEXATTRIB4NSVPROC __glewVertexAttrib4Nsv = NULL;
PFNGLVERTEXATTRIB4NUBPROC __glewVertexAttrib4Nub = NULL;
PFNGLVERTEXATTRIB4NUBVPROC __glewVertexAttrib4Nubv = NULL;
PFNGLVERTEXATTRIB4NUIVPROC __glewVertexAttrib4Nuiv = NULL;
PFNGLVERTEXATTRIB4NUSVPROC __glewVertexAttrib4Nusv = NULL;
PFNGLVERTEXATTRIB4BVPROC __glewVertexAttrib4bv = NULL;
PFNGLVERTEXATTRIB4DPROC __glewVertexAttrib4d = NULL;
PFNGLVERTEXATTRIB4DVPROC __glewVertexAttrib4dv = NULL;
PFNGLVERTEXATTRIB4FPROC __glewVertexAttrib4f = NULL;
PFNGLVERTEXATTRIB4FVPROC __glewVertexAttrib4fv = NULL;
PFNGLVERTEXATTRIB4IVPROC __glewVertexAttrib4iv = NULL;
PFNGLVERTEXATTRIB4SPROC __glewVertexAttrib4s = NULL;
PFNGLVERTEXATTRIB4SVPROC __glewVertexAttrib4sv = NULL;
PFNGLVERTEXATTRIB4UBVPROC __glewVertexAttrib4ubv = NULL;
PFNGLVERTEXATTRIB4UIVPROC __glewVertexAttrib4uiv = NULL;
PFNGLVERTEXATTRIB4USVPROC __glewVertexAttrib4usv = NULL;
PFNGLVERTEXATTRIBPOINTERPROC __glewVertexAttribPointer = NULL;
PFNGLUNIFORMMATRIX2X3FVPROC __glewUniformMatrix2x3fv = NULL;
PFNGLUNIFORMMATRIX2X4FVPROC __glewUniformMatrix2x4fv = NULL;
PFNGLUNIFORMMATRIX3X2FVPROC __glewUniformMatrix3x2fv = NULL;
PFNGLUNIFORMMATRIX3X4FVPROC __glewUniformMatrix3x4fv = NULL;
PFNGLUNIFORMMATRIX4X2FVPROC __glewUniformMatrix4x2fv = NULL;
PFNGLUNIFORMMATRIX4X3FVPROC __glewUniformMatrix4x3fv = NULL;
PFNGLBEGINCONDITIONALRENDERPROC __glewBeginConditionalRender = NULL;
PFNGLBEGINTRANSFORMFEEDBACKPROC __glewBeginTransformFeedback = NULL;
PFNGLBINDFRAGDATALOCATIONPROC __glewBindFragDataLocation = NULL;
PFNGLCLAMPCOLORPROC __glewClampColor = NULL;
PFNGLCLEARBUFFERFIPROC __glewClearBufferfi = NULL;
PFNGLCLEARBUFFERFVPROC __glewClearBufferfv = NULL;
PFNGLCLEARBUFFERIVPROC __glewClearBufferiv = NULL;
PFNGLCLEARBUFFERUIVPROC __glewClearBufferuiv = NULL;
PFNGLCOLORMASKIPROC __glewColorMaski = NULL;
PFNGLDISABLEIPROC __glewDisablei = NULL;
PFNGLENABLEIPROC __glewEnablei = NULL;
PFNGLENDCONDITIONALRENDERPROC __glewEndConditionalRender = NULL;
PFNGLENDTRANSFORMFEEDBACKPROC __glewEndTransformFeedback = NULL;
PFNGLGETBOOLEANI_VPROC __glewGetBooleani_v = NULL;
PFNGLGETFRAGDATALOCATIONPROC __glewGetFragDataLocation = NULL;
PFNGLGETSTRINGIPROC __glewGetStringi = NULL;
PFNGLGETTEXPARAMETERIIVPROC __glewGetTexParameterIiv = NULL;
PFNGLGETTEXPARAMETERIUIVPROC __glewGetTexParameterIuiv = NULL;
PFNGLGETTRANSFORMFEEDBACKVARYINGPROC __glewGetTransformFeedbackVarying = NULL;
PFNGLGETUNIFORMUIVPROC __glewGetUniformuiv = NULL;
PFNGLGETVERTEXATTRIBIIVPROC __glewGetVertexAttribIiv = NULL;
PFNGLGETVERTEXATTRIBIUIVPROC __glewGetVertexAttribIuiv = NULL;
PFNGLISENABLEDIPROC __glewIsEnabledi = NULL;
PFNGLTEXPARAMETERIIVPROC __glewTexParameterIiv = NULL;
PFNGLTEXPARAMETERIUIVPROC __glewTexParameterIuiv = NULL;
PFNGLTRANSFORMFEEDBACKVARYINGSPROC __glewTransformFeedbackVaryings = NULL;
PFNGLUNIFORM1UIPROC __glewUniform1ui = NULL;
PFNGLUNIFORM1UIVPROC __glewUniform1uiv = NULL;
PFNGLUNIFORM2UIPROC __glewUniform2ui = NULL;
PFNGLUNIFORM2UIVPROC __glewUniform2uiv = NULL;
PFNGLUNIFORM3UIPROC __glewUniform3ui = NULL;
PFNGLUNIFORM3UIVPROC __glewUniform3uiv = NULL;
PFNGLUNIFORM4UIPROC __glewUniform4ui = NULL;
PFNGLUNIFORM4UIVPROC __glewUniform4uiv = NULL;
PFNGLVERTEXATTRIBI1IPROC __glewVertexAttribI1i = NULL;
PFNGLVERTEXATTRIBI1IVPROC __glewVertexAttribI1iv = NULL;
PFNGLVERTEXATTRIBI1UIPROC __glewVertexAttribI1ui = NULL;
PFNGLVERTEXATTRIBI1UIVPROC __glewVertexAttribI1uiv = NULL;
PFNGLVERTEXATTRIBI2IPROC __glewVertexAttribI2i = NULL;
PFNGLVERTEXATTRIBI2IVPROC __glewVertexAttribI2iv = NULL;
PFNGLVERTEXATTRIBI2UIPROC __glewVertexAttribI2ui = NULL;
PFNGLVERTEXATTRIBI2UIVPROC __glewVertexAttribI2uiv = NULL;
PFNGLVERTEXATTRIBI3IPROC __glewVertexAttribI3i = NULL;
PFNGLVERTEXATTRIBI3IVPROC __glewVertexAttribI3iv = NULL;
PFNGLVERTEXATTRIBI3UIPROC __glewVertexAttribI3ui = NULL;
PFNGLVERTEXATTRIBI3UIVPROC __glewVertexAttribI3uiv = NULL;
PFNGLVERTEXATTRIBI4BVPROC __glewVertexAttribI4bv = NULL;
PFNGLVERTEXATTRIBI4IPROC __glewVertexAttribI4i = NULL;
PFNGLVERTEXATTRIBI4IVPROC __glewVertexAttribI4iv = NULL;
PFNGLVERTEXATTRIBI4SVPROC __glewVertexAttribI4sv = NULL;
PFNGLVERTEXATTRIBI4UBVPROC __glewVertexAttribI4ubv = NULL;
PFNGLVERTEXATTRIBI4UIPROC __glewVertexAttribI4ui = NULL;
PFNGLVERTEXATTRIBI4UIVPROC __glewVertexAttribI4uiv = NULL;
PFNGLVERTEXATTRIBI4USVPROC __glewVertexAttribI4usv = NULL;
PFNGLVERTEXATTRIBIPOINTERPROC __glewVertexAttribIPointer = NULL;
PFNGLDRAWARRAYSINSTANCEDPROC __glewDrawArraysInstanced = NULL;
PFNGLDRAWELEMENTSINSTANCEDPROC __glewDrawElementsInstanced = NULL;
PFNGLPRIMITIVERESTARTINDEXPROC __glewPrimitiveRestartIndex = NULL;
PFNGLTEXBUFFERPROC __glewTexBuffer = NULL;
PFNGLFRAMEBUFFERTEXTUREPROC __glewFramebufferTexture = NULL;
PFNGLGETBUFFERPARAMETERI64VPROC __glewGetBufferParameteri64v = NULL;
PFNGLGETINTEGER64I_VPROC __glewGetInteger64i_v = NULL;
PFNGLVERTEXATTRIBDIVISORPROC __glewVertexAttribDivisor = NULL;
PFNGLBLENDEQUATIONSEPARATEIPROC __glewBlendEquationSeparatei = NULL;
PFNGLBLENDEQUATIONIPROC __glewBlendEquationi = NULL;
PFNGLBLENDFUNCSEPARATEIPROC __glewBlendFuncSeparatei = NULL;
PFNGLBLENDFUNCIPROC __glewBlendFunci = NULL;
PFNGLMINSAMPLESHADINGPROC __glewMinSampleShading = NULL;
PFNGLGETGRAPHICSRESETSTATUSPROC __glewGetGraphicsResetStatus = NULL;
PFNGLGETNCOMPRESSEDTEXIMAGEPROC __glewGetnCompressedTexImage = NULL;
PFNGLGETNTEXIMAGEPROC __glewGetnTexImage = NULL;
PFNGLGETNUNIFORMDVPROC __glewGetnUniformdv = NULL;
PFNGLTBUFFERMASK3DFXPROC __glewTbufferMask3DFX = NULL;
PFNGLDEBUGMESSAGECALLBACKAMDPROC __glewDebugMessageCallbackAMD = NULL;
PFNGLDEBUGMESSAGEENABLEAMDPROC __glewDebugMessageEnableAMD = NULL;
PFNGLDEBUGMESSAGEINSERTAMDPROC __glewDebugMessageInsertAMD = NULL;
PFNGLGETDEBUGMESSAGELOGAMDPROC __glewGetDebugMessageLogAMD = NULL;
PFNGLBLENDEQUATIONINDEXEDAMDPROC __glewBlendEquationIndexedAMD = NULL;
PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC __glewBlendEquationSeparateIndexedAMD = NULL;
PFNGLBLENDFUNCINDEXEDAMDPROC __glewBlendFuncIndexedAMD = NULL;
PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC __glewBlendFuncSeparateIndexedAMD = NULL;
PFNGLVERTEXATTRIBPARAMETERIAMDPROC __glewVertexAttribParameteriAMD = NULL;
PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC __glewMultiDrawArraysIndirectAMD = NULL;
PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC __glewMultiDrawElementsIndirectAMD = NULL;
PFNGLDELETENAMESAMDPROC __glewDeleteNamesAMD = NULL;
PFNGLGENNAMESAMDPROC __glewGenNamesAMD = NULL;
PFNGLISNAMEAMDPROC __glewIsNameAMD = NULL;
PFNGLQUERYOBJECTPARAMETERUIAMDPROC __glewQueryObjectParameteruiAMD = NULL;
PFNGLBEGINPERFMONITORAMDPROC __glewBeginPerfMonitorAMD = NULL;
PFNGLDELETEPERFMONITORSAMDPROC __glewDeletePerfMonitorsAMD = NULL;
PFNGLENDPERFMONITORAMDPROC __glewEndPerfMonitorAMD = NULL;
PFNGLGENPERFMONITORSAMDPROC __glewGenPerfMonitorsAMD = NULL;
PFNGLGETPERFMONITORCOUNTERDATAAMDPROC __glewGetPerfMonitorCounterDataAMD = NULL;
PFNGLGETPERFMONITORCOUNTERINFOAMDPROC __glewGetPerfMonitorCounterInfoAMD = NULL;
PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC __glewGetPerfMonitorCounterStringAMD = NULL;
PFNGLGETPERFMONITORCOUNTERSAMDPROC __glewGetPerfMonitorCountersAMD = NULL;
PFNGLGETPERFMONITORGROUPSTRINGAMDPROC __glewGetPerfMonitorGroupStringAMD = NULL;
PFNGLGETPERFMONITORGROUPSAMDPROC __glewGetPerfMonitorGroupsAMD = NULL;
PFNGLSELECTPERFMONITORCOUNTERSAMDPROC __glewSelectPerfMonitorCountersAMD = NULL;
PFNGLSETMULTISAMPLEFVAMDPROC __glewSetMultisamplefvAMD = NULL;
PFNGLTEXSTORAGESPARSEAMDPROC __glewTexStorageSparseAMD = NULL;
PFNGLTEXTURESTORAGESPARSEAMDPROC __glewTextureStorageSparseAMD = NULL;
PFNGLSTENCILOPVALUEAMDPROC __glewStencilOpValueAMD = NULL;
PFNGLTESSELLATIONFACTORAMDPROC __glewTessellationFactorAMD = NULL;
PFNGLTESSELLATIONMODEAMDPROC __glewTessellationModeAMD = NULL;
PFNGLBLITFRAMEBUFFERANGLEPROC __glewBlitFramebufferANGLE = NULL;
PFNGLRENDERBUFFERSTORAGEMULTISAMPLEANGLEPROC __glewRenderbufferStorageMultisampleANGLE = NULL;
PFNGLDRAWARRAYSINSTANCEDANGLEPROC __glewDrawArraysInstancedANGLE = NULL;
PFNGLDRAWELEMENTSINSTANCEDANGLEPROC __glewDrawElementsInstancedANGLE = NULL;
PFNGLVERTEXATTRIBDIVISORANGLEPROC __glewVertexAttribDivisorANGLE = NULL;
PFNGLBEGINQUERYANGLEPROC __glewBeginQueryANGLE = NULL;
PFNGLDELETEQUERIESANGLEPROC __glewDeleteQueriesANGLE = NULL;
PFNGLENDQUERYANGLEPROC __glewEndQueryANGLE = NULL;
PFNGLGENQUERIESANGLEPROC __glewGenQueriesANGLE = NULL;
PFNGLGETQUERYOBJECTI64VANGLEPROC __glewGetQueryObjecti64vANGLE = NULL;
PFNGLGETQUERYOBJECTIVANGLEPROC __glewGetQueryObjectivANGLE = NULL;
PFNGLGETQUERYOBJECTUI64VANGLEPROC __glewGetQueryObjectui64vANGLE = NULL;
PFNGLGETQUERYOBJECTUIVANGLEPROC __glewGetQueryObjectuivANGLE = NULL;
PFNGLGETQUERYIVANGLEPROC __glewGetQueryivANGLE = NULL;
PFNGLISQUERYANGLEPROC __glewIsQueryANGLE = NULL;
PFNGLQUERYCOUNTERANGLEPROC __glewQueryCounterANGLE = NULL;
PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC __glewGetTranslatedShaderSourceANGLE = NULL;
PFNGLDRAWELEMENTARRAYAPPLEPROC __glewDrawElementArrayAPPLE = NULL;
PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC __glewDrawRangeElementArrayAPPLE = NULL;
PFNGLELEMENTPOINTERAPPLEPROC __glewElementPointerAPPLE = NULL;
PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC __glewMultiDrawElementArrayAPPLE = NULL;
PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC __glewMultiDrawRangeElementArrayAPPLE = NULL;
PFNGLDELETEFENCESAPPLEPROC __glewDeleteFencesAPPLE = NULL;
PFNGLFINISHFENCEAPPLEPROC __glewFinishFenceAPPLE = NULL;
PFNGLFINISHOBJECTAPPLEPROC __glewFinishObjectAPPLE = NULL;
PFNGLGENFENCESAPPLEPROC __glewGenFencesAPPLE = NULL;
PFNGLISFENCEAPPLEPROC __glewIsFenceAPPLE = NULL;
PFNGLSETFENCEAPPLEPROC __glewSetFenceAPPLE = NULL;
PFNGLTESTFENCEAPPLEPROC __glewTestFenceAPPLE = NULL;
PFNGLTESTOBJECTAPPLEPROC __glewTestObjectAPPLE = NULL;
PFNGLBUFFERPARAMETERIAPPLEPROC __glewBufferParameteriAPPLE = NULL;
PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC __glewFlushMappedBufferRangeAPPLE = NULL;
PFNGLGETOBJECTPARAMETERIVAPPLEPROC __glewGetObjectParameterivAPPLE = NULL;
PFNGLOBJECTPURGEABLEAPPLEPROC __glewObjectPurgeableAPPLE = NULL;
PFNGLOBJECTUNPURGEABLEAPPLEPROC __glewObjectUnpurgeableAPPLE = NULL;
PFNGLGETTEXPARAMETERPOINTERVAPPLEPROC __glewGetTexParameterPointervAPPLE = NULL;
PFNGLTEXTURERANGEAPPLEPROC __glewTextureRangeAPPLE = NULL;
PFNGLBINDVERTEXARRAYAPPLEPROC __glewBindVertexArrayAPPLE = NULL;
PFNGLDELETEVERTEXARRAYSAPPLEPROC __glewDeleteVertexArraysAPPLE = NULL;
PFNGLGENVERTEXARRAYSAPPLEPROC __glewGenVertexArraysAPPLE = NULL;
PFNGLISVERTEXARRAYAPPLEPROC __glewIsVertexArrayAPPLE = NULL;
PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC __glewFlushVertexArrayRangeAPPLE = NULL;
PFNGLVERTEXARRAYPARAMETERIAPPLEPROC __glewVertexArrayParameteriAPPLE = NULL;
PFNGLVERTEXARRAYRANGEAPPLEPROC __glewVertexArrayRangeAPPLE = NULL;
PFNGLDISABLEVERTEXATTRIBAPPLEPROC __glewDisableVertexAttribAPPLE = NULL;
PFNGLENABLEVERTEXATTRIBAPPLEPROC __glewEnableVertexAttribAPPLE = NULL;
PFNGLISVERTEXATTRIBENABLEDAPPLEPROC __glewIsVertexAttribEnabledAPPLE = NULL;
PFNGLMAPVERTEXATTRIB1DAPPLEPROC __glewMapVertexAttrib1dAPPLE = NULL;
PFNGLMAPVERTEXATTRIB1FAPPLEPROC __glewMapVertexAttrib1fAPPLE = NULL;
PFNGLMAPVERTEXATTRIB2DAPPLEPROC __glewMapVertexAttrib2dAPPLE = NULL;
PFNGLMAPVERTEXATTRIB2FAPPLEPROC __glewMapVertexAttrib2fAPPLE = NULL;
PFNGLCLEARDEPTHFPROC __glewClearDepthf = NULL;
PFNGLDEPTHRANGEFPROC __glewDepthRangef = NULL;
PFNGLGETSHADERPRECISIONFORMATPROC __glewGetShaderPrecisionFormat = NULL;
PFNGLRELEASESHADERCOMPILERPROC __glewReleaseShaderCompiler = NULL;
PFNGLSHADERBINARYPROC __glewShaderBinary = NULL;
PFNGLMEMORYBARRIERBYREGIONPROC __glewMemoryBarrierByRegion = NULL;
PFNGLPRIMITIVEBOUNDINGBOXARBPROC __glewPrimitiveBoundingBoxARB = NULL;
PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC __glewDrawArraysInstancedBaseInstance = NULL;
PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC __glewDrawElementsInstancedBaseInstance = NULL;
PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC __glewDrawElementsInstancedBaseVertexBaseInstance = NULL;
PFNGLGETIMAGEHANDLEARBPROC __glewGetImageHandleARB = NULL;
PFNGLGETTEXTUREHANDLEARBPROC __glewGetTextureHandleARB = NULL;
PFNGLGETTEXTURESAMPLERHANDLEARBPROC __glewGetTextureSamplerHandleARB = NULL;
PFNGLGETVERTEXATTRIBLUI64VARBPROC __glewGetVertexAttribLui64vARB = NULL;
PFNGLISIMAGEHANDLERESIDENTARBPROC __glewIsImageHandleResidentARB = NULL;
PFNGLISTEXTUREHANDLERESIDENTARBPROC __glewIsTextureHandleResidentARB = NULL;
PFNGLMAKEIMAGEHANDLENONRESIDENTARBPROC __glewMakeImageHandleNonResidentARB = NULL;
PFNGLMAKEIMAGEHANDLERESIDENTARBPROC __glewMakeImageHandleResidentARB = NULL;
PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC __glewMakeTextureHandleNonResidentARB = NULL;
PFNGLMAKETEXTUREHANDLERESIDENTARBPROC __glewMakeTextureHandleResidentARB = NULL;
PFNGLPROGRAMUNIFORMHANDLEUI64ARBPROC __glewProgramUniformHandleui64ARB = NULL;
PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC __glewProgramUniformHandleui64vARB = NULL;
PFNGLUNIFORMHANDLEUI64ARBPROC __glewUniformHandleui64ARB = NULL;
PFNGLUNIFORMHANDLEUI64VARBPROC __glewUniformHandleui64vARB = NULL;
PFNGLVERTEXATTRIBL1UI64ARBPROC __glewVertexAttribL1ui64ARB = NULL;
PFNGLVERTEXATTRIBL1UI64VARBPROC __glewVertexAttribL1ui64vARB = NULL;
PFNGLBINDFRAGDATALOCATIONINDEXEDPROC __glewBindFragDataLocationIndexed = NULL;
PFNGLGETFRAGDATAINDEXPROC __glewGetFragDataIndex = NULL;
PFNGLBUFFERSTORAGEPROC __glewBufferStorage = NULL;
PFNGLNAMEDBUFFERSTORAGEEXTPROC __glewNamedBufferStorageEXT = NULL;
PFNGLCREATESYNCFROMCLEVENTARBPROC __glewCreateSyncFromCLeventARB = NULL;
PFNGLCLEARBUFFERDATAPROC __glewClearBufferData = NULL;
PFNGLCLEARBUFFERSUBDATAPROC __glewClearBufferSubData = NULL;
PFNGLCLEARNAMEDBUFFERDATAEXTPROC __glewClearNamedBufferDataEXT = NULL;
PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC __glewClearNamedBufferSubDataEXT = NULL;
PFNGLCLEARTEXIMAGEPROC __glewClearTexImage = NULL;
PFNGLCLEARTEXSUBIMAGEPROC __glewClearTexSubImage = NULL;
PFNGLCLIPCONTROLPROC __glewClipControl = NULL;
PFNGLCLAMPCOLORARBPROC __glewClampColorARB = NULL;
PFNGLDISPATCHCOMPUTEPROC __glewDispatchCompute = NULL;
PFNGLDISPATCHCOMPUTEINDIRECTPROC __glewDispatchComputeIndirect = NULL;
PFNGLDISPATCHCOMPUTEGROUPSIZEARBPROC __glewDispatchComputeGroupSizeARB = NULL;
PFNGLCOPYBUFFERSUBDATAPROC __glewCopyBufferSubData = NULL;
PFNGLCOPYIMAGESUBDATAPROC __glewCopyImageSubData = NULL;
PFNGLDEBUGMESSAGECALLBACKARBPROC __glewDebugMessageCallbackARB = NULL;
PFNGLDEBUGMESSAGECONTROLARBPROC __glewDebugMessageControlARB = NULL;
PFNGLDEBUGMESSAGEINSERTARBPROC __glewDebugMessageInsertARB = NULL;
PFNGLGETDEBUGMESSAGELOGARBPROC __glewGetDebugMessageLogARB = NULL;
PFNGLBINDTEXTUREUNITPROC __glewBindTextureUnit = NULL;
PFNGLBLITNAMEDFRAMEBUFFERPROC __glewBlitNamedFramebuffer = NULL;
PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC __glewCheckNamedFramebufferStatus = NULL;
PFNGLCLEARNAMEDBUFFERDATAPROC __glewClearNamedBufferData = NULL;
PFNGLCLEARNAMEDBUFFERSUBDATAPROC __glewClearNamedBufferSubData = NULL;
PFNGLCLEARNAMEDFRAMEBUFFERFIPROC __glewClearNamedFramebufferfi = NULL;
PFNGLCLEARNAMEDFRAMEBUFFERFVPROC __glewClearNamedFramebufferfv = NULL;
PFNGLCLEARNAMEDFRAMEBUFFERIVPROC __glewClearNamedFramebufferiv = NULL;
PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC __glewClearNamedFramebufferuiv = NULL;
PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC __glewCompressedTextureSubImage1D = NULL;
PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC __glewCompressedTextureSubImage2D = NULL;
PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC __glewCompressedTextureSubImage3D = NULL;
PFNGLCOPYNAMEDBUFFERSUBDATAPROC __glewCopyNamedBufferSubData = NULL;
PFNGLCOPYTEXTURESUBIMAGE1DPROC __glewCopyTextureSubImage1D = NULL;
PFNGLCOPYTEXTURESUBIMAGE2DPROC __glewCopyTextureSubImage2D = NULL;
PFNGLCOPYTEXTURESUBIMAGE3DPROC __glewCopyTextureSubImage3D = NULL;
PFNGLCREATEBUFFERSPROC __glewCreateBuffers = NULL;
PFNGLCREATEFRAMEBUFFERSPROC __glewCreateFramebuffers = NULL;
PFNGLCREATEPROGRAMPIPELINESPROC __glewCreateProgramPipelines = NULL;
PFNGLCREATEQUERIESPROC __glewCreateQueries = NULL;
PFNGLCREATERENDERBUFFERSPROC __glewCreateRenderbuffers = NULL;
PFNGLCREATESAMPLERSPROC __glewCreateSamplers = NULL;
PFNGLCREATETEXTURESPROC __glewCreateTextures = NULL;
PFNGLCREATETRANSFORMFEEDBACKSPROC __glewCreateTransformFeedbacks = NULL;
PFNGLCREATEVERTEXARRAYSPROC __glewCreateVertexArrays = NULL;
PFNGLDISABLEVERTEXARRAYATTRIBPROC __glewDisableVertexArrayAttrib = NULL;
PFNGLENABLEVERTEXARRAYATTRIBPROC __glewEnableVertexArrayAttrib = NULL;
PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC __glewFlushMappedNamedBufferRange = NULL;
PFNGLGENERATETEXTUREMIPMAPPROC __glewGenerateTextureMipmap = NULL;
PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC __glewGetCompressedTextureImage = NULL;
PFNGLGETNAMEDBUFFERPARAMETERI64VPROC __glewGetNamedBufferParameteri64v = NULL;
PFNGLGETNAMEDBUFFERPARAMETERIVPROC __glewGetNamedBufferParameteriv = NULL;
PFNGLGETNAMEDBUFFERPOINTERVPROC __glewGetNamedBufferPointerv = NULL;
PFNGLGETNAMEDBUFFERSUBDATAPROC __glewGetNamedBufferSubData = NULL;
PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC __glewGetNamedFramebufferAttachmentParameteriv = NULL;
PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC __glewGetNamedFramebufferParameteriv = NULL;
PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC __glewGetNamedRenderbufferParameteriv = NULL;
PFNGLGETQUERYBUFFEROBJECTI64VPROC __glewGetQueryBufferObjecti64v = NULL;
PFNGLGETQUERYBUFFEROBJECTIVPROC __glewGetQueryBufferObjectiv = NULL;
PFNGLGETQUERYBUFFEROBJECTUI64VPROC __glewGetQueryBufferObjectui64v = NULL;
PFNGLGETQUERYBUFFEROBJECTUIVPROC __glewGetQueryBufferObjectuiv = NULL;
PFNGLGETTEXTUREIMAGEPROC __glewGetTextureImage = NULL;
PFNGLGETTEXTURELEVELPARAMETERFVPROC __glewGetTextureLevelParameterfv = NULL;
PFNGLGETTEXTURELEVELPARAMETERIVPROC __glewGetTextureLevelParameteriv = NULL;
PFNGLGETTEXTUREPARAMETERIIVPROC __glewGetTextureParameterIiv = NULL;
PFNGLGETTEXTUREPARAMETERIUIVPROC __glewGetTextureParameterIuiv = NULL;
PFNGLGETTEXTUREPARAMETERFVPROC __glewGetTextureParameterfv = NULL;
PFNGLGETTEXTUREPARAMETERIVPROC __glewGetTextureParameteriv = NULL;
PFNGLGETTRANSFORMFEEDBACKI64_VPROC __glewGetTransformFeedbacki64_v = NULL;
PFNGLGETTRANSFORMFEEDBACKI_VPROC __glewGetTransformFeedbacki_v = NULL;
PFNGLGETTRANSFORMFEEDBACKIVPROC __glewGetTransformFeedbackiv = NULL;
PFNGLGETVERTEXARRAYINDEXED64IVPROC __glewGetVertexArrayIndexed64iv = NULL;
PFNGLGETVERTEXARRAYINDEXEDIVPROC __glewGetVertexArrayIndexediv = NULL;
PFNGLGETVERTEXARRAYIVPROC __glewGetVertexArrayiv = NULL;
PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC __glewInvalidateNamedFramebufferData = NULL;
PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC __glewInvalidateNamedFramebufferSubData = NULL;
PFNGLMAPNAMEDBUFFERPROC __glewMapNamedBuffer = NULL;
PFNGLMAPNAMEDBUFFERRANGEPROC __glewMapNamedBufferRange = NULL;
PFNGLNAMEDBUFFERDATAPROC __glewNamedBufferData = NULL;
PFNGLNAMEDBUFFERSTORAGEPROC __glewNamedBufferStorage = NULL;
PFNGLNAMEDBUFFERSUBDATAPROC __glewNamedBufferSubData = NULL;
PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC __glewNamedFramebufferDrawBuffer = NULL;
PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC __glewNamedFramebufferDrawBuffers = NULL;
PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC __glewNamedFramebufferParameteri = NULL;
PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC __glewNamedFramebufferReadBuffer = NULL;
PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC __glewNamedFramebufferRenderbuffer = NULL;
PFNGLNAMEDFRAMEBUFFERTEXTUREPROC __glewNamedFramebufferTexture = NULL;
PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC __glewNamedFramebufferTextureLayer = NULL;
PFNGLNAMEDRENDERBUFFERSTORAGEPROC __glewNamedRenderbufferStorage = NULL;
PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC __glewNamedRenderbufferStorageMultisample = NULL;
PFNGLTEXTUREBUFFERPROC __glewTextureBuffer = NULL;
PFNGLTEXTUREBUFFERRANGEPROC __glewTextureBufferRange = NULL;
PFNGLTEXTUREPARAMETERIIVPROC __glewTextureParameterIiv = NULL;
PFNGLTEXTUREPARAMETERIUIVPROC __glewTextureParameterIuiv = NULL;
PFNGLTEXTUREPARAMETERFPROC __glewTextureParameterf = NULL;
PFNGLTEXTUREPARAMETERFVPROC __glewTextureParameterfv = NULL;
PFNGLTEXTUREPARAMETERIPROC __glewTextureParameteri = NULL;
PFNGLTEXTUREPARAMETERIVPROC __glewTextureParameteriv = NULL;
PFNGLTEXTURESTORAGE1DPROC __glewTextureStorage1D = NULL;
PFNGLTEXTURESTORAGE2DPROC __glewTextureStorage2D = NULL;
PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC __glewTextureStorage2DMultisample = NULL;
PFNGLTEXTURESTORAGE3DPROC __glewTextureStorage3D = NULL;
PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC __glewTextureStorage3DMultisample = NULL;
PFNGLTEXTURESUBIMAGE1DPROC __glewTextureSubImage1D = NULL;
PFNGLTEXTURESUBIMAGE2DPROC __glewTextureSubImage2D = NULL;
PFNGLTEXTURESUBIMAGE3DPROC __glewTextureSubImage3D = NULL;
PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC __glewTransformFeedbackBufferBase = NULL;
PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC __glewTransformFeedbackBufferRange = NULL;
PFNGLUNMAPNAMEDBUFFERPROC __glewUnmapNamedBuffer = NULL;
PFNGLVERTEXARRAYATTRIBBINDINGPROC __glewVertexArrayAttribBinding = NULL;
PFNGLVERTEXARRAYATTRIBFORMATPROC __glewVertexArrayAttribFormat = NULL;
PFNGLVERTEXARRAYATTRIBIFORMATPROC __glewVertexArrayAttribIFormat = NULL;
PFNGLVERTEXARRAYATTRIBLFORMATPROC __glewVertexArrayAttribLFormat = NULL;
PFNGLVERTEXARRAYBINDINGDIVISORPROC __glewVertexArrayBindingDivisor = NULL;
PFNGLVERTEXARRAYELEMENTBUFFERPROC __glewVertexArrayElementBuffer = NULL;
PFNGLVERTEXARRAYVERTEXBUFFERPROC __glewVertexArrayVertexBuffer = NULL;
PFNGLVERTEXARRAYVERTEXBUFFERSPROC __glewVertexArrayVertexBuffers = NULL;
PFNGLDRAWBUFFERSARBPROC __glewDrawBuffersARB = NULL;
PFNGLBLENDEQUATIONSEPARATEIARBPROC __glewBlendEquationSeparateiARB = NULL;
PFNGLBLENDEQUATIONIARBPROC __glewBlendEquationiARB = NULL;
PFNGLBLENDFUNCSEPARATEIARBPROC __glewBlendFuncSeparateiARB = NULL;
PFNGLBLENDFUNCIARBPROC __glewBlendFunciARB = NULL;
PFNGLDRAWELEMENTSBASEVERTEXPROC __glewDrawElementsBaseVertex = NULL;
PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC __glewDrawElementsInstancedBaseVertex = NULL;
PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC __glewDrawRangeElementsBaseVertex = NULL;
PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC __glewMultiDrawElementsBaseVertex = NULL;
PFNGLDRAWARRAYSINDIRECTPROC __glewDrawArraysIndirect = NULL;
PFNGLDRAWELEMENTSINDIRECTPROC __glewDrawElementsIndirect = NULL;
PFNGLFRAMEBUFFERPARAMETERIPROC __glewFramebufferParameteri = NULL;
PFNGLGETFRAMEBUFFERPARAMETERIVPROC __glewGetFramebufferParameteriv = NULL;
PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC __glewGetNamedFramebufferParameterivEXT = NULL;
PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC __glewNamedFramebufferParameteriEXT = NULL;
PFNGLBINDFRAMEBUFFERPROC __glewBindFramebuffer = NULL;
PFNGLBINDRENDERBUFFERPROC __glewBindRenderbuffer = NULL;
PFNGLBLITFRAMEBUFFERPROC __glewBlitFramebuffer = NULL;
PFNGLCHECKFRAMEBUFFERSTATUSPROC __glewCheckFramebufferStatus = NULL;
PFNGLDELETEFRAMEBUFFERSPROC __glewDeleteFramebuffers = NULL;
PFNGLDELETERENDERBUFFERSPROC __glewDeleteRenderbuffers = NULL;
PFNGLFRAMEBUFFERRENDERBUFFERPROC __glewFramebufferRenderbuffer = NULL;
PFNGLFRAMEBUFFERTEXTURE1DPROC __glewFramebufferTexture1D = NULL;
PFNGLFRAMEBUFFERTEXTURE2DPROC __glewFramebufferTexture2D = NULL;
PFNGLFRAMEBUFFERTEXTURE3DPROC __glewFramebufferTexture3D = NULL;
PFNGLFRAMEBUFFERTEXTURELAYERPROC __glewFramebufferTextureLayer = NULL;
PFNGLGENFRAMEBUFFERSPROC __glewGenFramebuffers = NULL;
PFNGLGENRENDERBUFFERSPROC __glewGenRenderbuffers = NULL;
PFNGLGENERATEMIPMAPPROC __glewGenerateMipmap = NULL;
PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC __glewGetFramebufferAttachmentParameteriv = NULL;
PFNGLGETRENDERBUFFERPARAMETERIVPROC __glewGetRenderbufferParameteriv = NULL;
PFNGLISFRAMEBUFFERPROC __glewIsFramebuffer = NULL;
PFNGLISRENDERBUFFERPROC __glewIsRenderbuffer = NULL;
PFNGLRENDERBUFFERSTORAGEPROC __glewRenderbufferStorage = NULL;
PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC __glewRenderbufferStorageMultisample = NULL;
PFNGLFRAMEBUFFERTEXTUREARBPROC __glewFramebufferTextureARB = NULL;
PFNGLFRAMEBUFFERTEXTUREFACEARBPROC __glewFramebufferTextureFaceARB = NULL;
PFNGLFRAMEBUFFERTEXTURELAYERARBPROC __glewFramebufferTextureLayerARB = NULL;
PFNGLPROGRAMPARAMETERIARBPROC __glewProgramParameteriARB = NULL;
PFNGLGETPROGRAMBINARYPROC __glewGetProgramBinary = NULL;
PFNGLPROGRAMBINARYPROC __glewProgramBinary = NULL;
PFNGLPROGRAMPARAMETERIPROC __glewProgramParameteri = NULL;
PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC __glewGetCompressedTextureSubImage = NULL;
PFNGLGETTEXTURESUBIMAGEPROC __glewGetTextureSubImage = NULL;
PFNGLGETUNIFORMDVPROC __glewGetUniformdv = NULL;
PFNGLUNIFORM1DPROC __glewUniform1d = NULL;
PFNGLUNIFORM1DVPROC __glewUniform1dv = NULL;
PFNGLUNIFORM2DPROC __glewUniform2d = NULL;
PFNGLUNIFORM2DVPROC __glewUniform2dv = NULL;
PFNGLUNIFORM3DPROC __glewUniform3d = NULL;
PFNGLUNIFORM3DVPROC __glewUniform3dv = NULL;
PFNGLUNIFORM4DPROC __glewUniform4d = NULL;
PFNGLUNIFORM4DVPROC __glewUniform4dv = NULL;
PFNGLUNIFORMMATRIX2DVPROC __glewUniformMatrix2dv = NULL;
PFNGLUNIFORMMATRIX2X3DVPROC __glewUniformMatrix2x3dv = NULL;
PFNGLUNIFORMMATRIX2X4DVPROC __glewUniformMatrix2x4dv = NULL;
PFNGLUNIFORMMATRIX3DVPROC __glewUniformMatrix3dv = NULL;
PFNGLUNIFORMMATRIX3X2DVPROC __glewUniformMatrix3x2dv = NULL;
PFNGLUNIFORMMATRIX3X4DVPROC __glewUniformMatrix3x4dv = NULL;
PFNGLUNIFORMMATRIX4DVPROC __glewUniformMatrix4dv = NULL;
PFNGLUNIFORMMATRIX4X2DVPROC __glewUniformMatrix4x2dv = NULL;
PFNGLUNIFORMMATRIX4X3DVPROC __glewUniformMatrix4x3dv = NULL;
PFNGLGETUNIFORMI64VARBPROC __glewGetUniformi64vARB = NULL;
PFNGLGETUNIFORMUI64VARBPROC __glewGetUniformui64vARB = NULL;
PFNGLGETNUNIFORMI64VARBPROC __glewGetnUniformi64vARB = NULL;
PFNGLGETNUNIFORMUI64VARBPROC __glewGetnUniformui64vARB = NULL;
PFNGLPROGRAMUNIFORM1I64ARBPROC __glewProgramUniform1i64ARB = NULL;
PFNGLPROGRAMUNIFORM1I64VARBPROC __glewProgramUniform1i64vARB = NULL;
PFNGLPROGRAMUNIFORM1UI64ARBPROC __glewProgramUniform1ui64ARB = NULL;
PFNGLPROGRAMUNIFORM1UI64VARBPROC __glewProgramUniform1ui64vARB = NULL;
PFNGLPROGRAMUNIFORM2I64ARBPROC __glewProgramUniform2i64ARB = NULL;
PFNGLPROGRAMUNIFORM2I64VARBPROC __glewProgramUniform2i64vARB = NULL;
PFNGLPROGRAMUNIFORM2UI64ARBPROC __glewProgramUniform2ui64ARB = NULL;
PFNGLPROGRAMUNIFORM2UI64VARBPROC __glewProgramUniform2ui64vARB = NULL;
PFNGLPROGRAMUNIFORM3I64ARBPROC __glewProgramUniform3i64ARB = NULL;
PFNGLPROGRAMUNIFORM3I64VARBPROC __glewProgramUniform3i64vARB = NULL;
PFNGLPROGRAMUNIFORM3UI64ARBPROC __glewProgramUniform3ui64ARB = NULL;
PFNGLPROGRAMUNIFORM3UI64VARBPROC __glewProgramUniform3ui64vARB = NULL;
PFNGLPROGRAMUNIFORM4I64ARBPROC __glewProgramUniform4i64ARB = NULL;
PFNGLPROGRAMUNIFORM4I64VARBPROC __glewProgramUniform4i64vARB = NULL;
PFNGLPROGRAMUNIFORM4UI64ARBPROC __glewProgramUniform4ui64ARB = NULL;
PFNGLPROGRAMUNIFORM4UI64VARBPROC __glewProgramUniform4ui64vARB = NULL;
PFNGLUNIFORM1I64ARBPROC __glewUniform1i64ARB = NULL;
PFNGLUNIFORM1I64VARBPROC __glewUniform1i64vARB = NULL;
PFNGLUNIFORM1UI64ARBPROC __glewUniform1ui64ARB = NULL;
PFNGLUNIFORM1UI64VARBPROC __glewUniform1ui64vARB = NULL;
PFNGLUNIFORM2I64ARBPROC __glewUniform2i64ARB = NULL;
PFNGLUNIFORM2I64VARBPROC __glewUniform2i64vARB = NULL;
PFNGLUNIFORM2UI64ARBPROC __glewUniform2ui64ARB = NULL;
PFNGLUNIFORM2UI64VARBPROC __glewUniform2ui64vARB = NULL;
PFNGLUNIFORM3I64ARBPROC __glewUniform3i64ARB = NULL;
PFNGLUNIFORM3I64VARBPROC __glewUniform3i64vARB = NULL;
PFNGLUNIFORM3UI64ARBPROC __glewUniform3ui64ARB = NULL;
PFNGLUNIFORM3UI64VARBPROC __glewUniform3ui64vARB = NULL;
PFNGLUNIFORM4I64ARBPROC __glewUniform4i64ARB = NULL;
PFNGLUNIFORM4I64VARBPROC __glewUniform4i64vARB = NULL;
PFNGLUNIFORM4UI64ARBPROC __glewUniform4ui64ARB = NULL;
PFNGLUNIFORM4UI64VARBPROC __glewUniform4ui64vARB = NULL;
PFNGLCOLORSUBTABLEPROC __glewColorSubTable = NULL;
PFNGLCOLORTABLEPROC __glewColorTable = NULL;
PFNGLCOLORTABLEPARAMETERFVPROC __glewColorTableParameterfv = NULL;
PFNGLCOLORTABLEPARAMETERIVPROC __glewColorTableParameteriv = NULL;
PFNGLCONVOLUTIONFILTER1DPROC __glewConvolutionFilter1D = NULL;
PFNGLCONVOLUTIONFILTER2DPROC __glewConvolutionFilter2D = NULL;
PFNGLCONVOLUTIONPARAMETERFPROC __glewConvolutionParameterf = NULL;
PFNGLCONVOLUTIONPARAMETERFVPROC __glewConvolutionParameterfv = NULL;
PFNGLCONVOLUTIONPARAMETERIPROC __glewConvolutionParameteri = NULL;
PFNGLCONVOLUTIONPARAMETERIVPROC __glewConvolutionParameteriv = NULL;
PFNGLCOPYCOLORSUBTABLEPROC __glewCopyColorSubTable = NULL;
PFNGLCOPYCOLORTABLEPROC __glewCopyColorTable = NULL;
PFNGLCOPYCONVOLUTIONFILTER1DPROC __glewCopyConvolutionFilter1D = NULL;
PFNGLCOPYCONVOLUTIONFILTER2DPROC __glewCopyConvolutionFilter2D = NULL;
PFNGLGETCOLORTABLEPROC __glewGetColorTable = NULL;
PFNGLGETCOLORTABLEPARAMETERFVPROC __glewGetColorTableParameterfv = NULL;
PFNGLGETCOLORTABLEPARAMETERIVPROC __glewGetColorTableParameteriv = NULL;
PFNGLGETCONVOLUTIONFILTERPROC __glewGetConvolutionFilter = NULL;
PFNGLGETCONVOLUTIONPARAMETERFVPROC __glewGetConvolutionParameterfv = NULL;
PFNGLGETCONVOLUTIONPARAMETERIVPROC __glewGetConvolutionParameteriv = NULL;
PFNGLGETHISTOGRAMPROC __glewGetHistogram = NULL;
PFNGLGETHISTOGRAMPARAMETERFVPROC __glewGetHistogramParameterfv = NULL;
PFNGLGETHISTOGRAMPARAMETERIVPROC __glewGetHistogramParameteriv = NULL;
PFNGLGETMINMAXPROC __glewGetMinmax = NULL;
PFNGLGETMINMAXPARAMETERFVPROC __glewGetMinmaxParameterfv = NULL;
PFNGLGETMINMAXPARAMETERIVPROC __glewGetMinmaxParameteriv = NULL;
PFNGLGETSEPARABLEFILTERPROC __glewGetSeparableFilter = NULL;
PFNGLHISTOGRAMPROC __glewHistogram = NULL;
PFNGLMINMAXPROC __glewMinmax = NULL;
PFNGLRESETHISTOGRAMPROC __glewResetHistogram = NULL;
PFNGLRESETMINMAXPROC __glewResetMinmax = NULL;
PFNGLSEPARABLEFILTER2DPROC __glewSeparableFilter2D = NULL;
PFNGLMULTIDRAWARRAYSINDIRECTCOUNTARBPROC __glewMultiDrawArraysIndirectCountARB = NULL;
PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTARBPROC __glewMultiDrawElementsIndirectCountARB = NULL;
PFNGLDRAWARRAYSINSTANCEDARBPROC __glewDrawArraysInstancedARB = NULL;
PFNGLDRAWELEMENTSINSTANCEDARBPROC __glewDrawElementsInstancedARB = NULL;
PFNGLVERTEXATTRIBDIVISORARBPROC __glewVertexAttribDivisorARB = NULL;
PFNGLGETINTERNALFORMATIVPROC __glewGetInternalformativ = NULL;
PFNGLGETINTERNALFORMATI64VPROC __glewGetInternalformati64v = NULL;
PFNGLINVALIDATEBUFFERDATAPROC __glewInvalidateBufferData = NULL;
PFNGLINVALIDATEBUFFERSUBDATAPROC __glewInvalidateBufferSubData = NULL;
PFNGLINVALIDATEFRAMEBUFFERPROC __glewInvalidateFramebuffer = NULL;
PFNGLINVALIDATESUBFRAMEBUFFERPROC __glewInvalidateSubFramebuffer = NULL;
PFNGLINVALIDATETEXIMAGEPROC __glewInvalidateTexImage = NULL;
PFNGLINVALIDATETEXSUBIMAGEPROC __glewInvalidateTexSubImage = NULL;
PFNGLFLUSHMAPPEDBUFFERRANGEPROC __glewFlushMappedBufferRange = NULL;
PFNGLMAPBUFFERRANGEPROC __glewMapBufferRange = NULL;
PFNGLCURRENTPALETTEMATRIXARBPROC __glewCurrentPaletteMatrixARB = NULL;
PFNGLMATRIXINDEXPOINTERARBPROC __glewMatrixIndexPointerARB = NULL;
PFNGLMATRIXINDEXUBVARBPROC __glewMatrixIndexubvARB = NULL;
PFNGLMATRIXINDEXUIVARBPROC __glewMatrixIndexuivARB = NULL;
PFNGLMATRIXINDEXUSVARBPROC __glewMatrixIndexusvARB = NULL;
PFNGLBINDBUFFERSBASEPROC __glewBindBuffersBase = NULL;
PFNGLBINDBUFFERSRANGEPROC __glewBindBuffersRange = NULL;
PFNGLBINDIMAGETEXTURESPROC __glewBindImageTextures = NULL;
PFNGLBINDSAMPLERSPROC __glewBindSamplers = NULL;
PFNGLBINDTEXTURESPROC __glewBindTextures = NULL;
PFNGLBINDVERTEXBUFFERSPROC __glewBindVertexBuffers = NULL;
PFNGLMULTIDRAWARRAYSINDIRECTPROC __glewMultiDrawArraysIndirect = NULL;
PFNGLMULTIDRAWELEMENTSINDIRECTPROC __glewMultiDrawElementsIndirect = NULL;
PFNGLSAMPLECOVERAGEARBPROC __glewSampleCoverageARB = NULL;
PFNGLACTIVETEXTUREARBPROC __glewActiveTextureARB = NULL;
PFNGLCLIENTACTIVETEXTUREARBPROC __glewClientActiveTextureARB = NULL;
PFNGLMULTITEXCOORD1DARBPROC __glewMultiTexCoord1dARB = NULL;
PFNGLMULTITEXCOORD1DVARBPROC __glewMultiTexCoord1dvARB = NULL;
PFNGLMULTITEXCOORD1FARBPROC __glewMultiTexCoord1fARB = NULL;
PFNGLMULTITEXCOORD1FVARBPROC __glewMultiTexCoord1fvARB = NULL;
PFNGLMULTITEXCOORD1IARBPROC __glewMultiTexCoord1iARB = NULL;
PFNGLMULTITEXCOORD1IVARBPROC __glewMultiTexCoord1ivARB = NULL;
PFNGLMULTITEXCOORD1SARBPROC __glewMultiTexCoord1sARB = NULL;
PFNGLMULTITEXCOORD1SVARBPROC __glewMultiTexCoord1svARB = NULL;
PFNGLMULTITEXCOORD2DARBPROC __glewMultiTexCoord2dARB = NULL;
PFNGLMULTITEXCOORD2DVARBPROC __glewMultiTexCoord2dvARB = NULL;
PFNGLMULTITEXCOORD2FARBPROC __glewMultiTexCoord2fARB = NULL;
PFNGLMULTITEXCOORD2FVARBPROC __glewMultiTexCoord2fvARB = NULL;
PFNGLMULTITEXCOORD2IARBPROC __glewMultiTexCoord2iARB = NULL;
PFNGLMULTITEXCOORD2IVARBPROC __glewMultiTexCoord2ivARB = NULL;
PFNGLMULTITEXCOORD2SARBPROC __glewMultiTexCoord2sARB = NULL;
PFNGLMULTITEXCOORD2SVARBPROC __glewMultiTexCoord2svARB = NULL;
PFNGLMULTITEXCOORD3DARBPROC __glewMultiTexCoord3dARB = NULL;
PFNGLMULTITEXCOORD3DVARBPROC __glewMultiTexCoord3dvARB = NULL;
PFNGLMULTITEXCOORD3FARBPROC __glewMultiTexCoord3fARB = NULL;
PFNGLMULTITEXCOORD3FVARBPROC __glewMultiTexCoord3fvARB = NULL;
PFNGLMULTITEXCOORD3IARBPROC __glewMultiTexCoord3iARB = NULL;
PFNGLMULTITEXCOORD3IVARBPROC __glewMultiTexCoord3ivARB = NULL;
PFNGLMULTITEXCOORD3SARBPROC __glewMultiTexCoord3sARB = NULL;
PFNGLMULTITEXCOORD3SVARBPROC __glewMultiTexCoord3svARB = NULL;
PFNGLMULTITEXCOORD4DARBPROC __glewMultiTexCoord4dARB = NULL;
PFNGLMULTITEXCOORD4DVARBPROC __glewMultiTexCoord4dvARB = NULL;
PFNGLMULTITEXCOORD4FARBPROC __glewMultiTexCoord4fARB = NULL;
PFNGLMULTITEXCOORD4FVARBPROC __glewMultiTexCoord4fvARB = NULL;
PFNGLMULTITEXCOORD4IARBPROC __glewMultiTexCoord4iARB = NULL;
PFNGLMULTITEXCOORD4IVARBPROC __glewMultiTexCoord4ivARB = NULL;
PFNGLMULTITEXCOORD4SARBPROC __glewMultiTexCoord4sARB = NULL;
PFNGLMULTITEXCOORD4SVARBPROC __glewMultiTexCoord4svARB = NULL;
PFNGLBEGINQUERYARBPROC __glewBeginQueryARB = NULL;
PFNGLDELETEQUERIESARBPROC __glewDeleteQueriesARB = NULL;
PFNGLENDQUERYARBPROC __glewEndQueryARB = NULL;
PFNGLGENQUERIESARBPROC __glewGenQueriesARB = NULL;
PFNGLGETQUERYOBJECTIVARBPROC __glewGetQueryObjectivARB = NULL;
PFNGLGETQUERYOBJECTUIVARBPROC __glewGetQueryObjectuivARB = NULL;
PFNGLGETQUERYIVARBPROC __glewGetQueryivARB = NULL;
PFNGLISQUERYARBPROC __glewIsQueryARB = NULL;
PFNGLMAXSHADERCOMPILERTHREADSARBPROC __glewMaxShaderCompilerThreadsARB = NULL;
PFNGLPOINTPARAMETERFARBPROC __glewPointParameterfARB = NULL;
PFNGLPOINTPARAMETERFVARBPROC __glewPointParameterfvARB = NULL;
PFNGLGETPROGRAMINTERFACEIVPROC __glewGetProgramInterfaceiv = NULL;
PFNGLGETPROGRAMRESOURCEINDEXPROC __glewGetProgramResourceIndex = NULL;
PFNGLGETPROGRAMRESOURCELOCATIONPROC __glewGetProgramResourceLocation = NULL;
PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC __glewGetProgramResourceLocationIndex = NULL;
PFNGLGETPROGRAMRESOURCENAMEPROC __glewGetProgramResourceName = NULL;
PFNGLGETPROGRAMRESOURCEIVPROC __glewGetProgramResourceiv = NULL;
PFNGLPROVOKINGVERTEXPROC __glewProvokingVertex = NULL;
PFNGLGETGRAPHICSRESETSTATUSARBPROC __glewGetGraphicsResetStatusARB = NULL;
PFNGLGETNCOLORTABLEARBPROC __glewGetnColorTableARB = NULL;
PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC __glewGetnCompressedTexImageARB = NULL;
PFNGLGETNCONVOLUTIONFILTERARBPROC __glewGetnConvolutionFilterARB = NULL;
PFNGLGETNHISTOGRAMARBPROC __glewGetnHistogramARB = NULL;
PFNGLGETNMAPDVARBPROC __glewGetnMapdvARB = NULL;
PFNGLGETNMAPFVARBPROC __glewGetnMapfvARB = NULL;
PFNGLGETNMAPIVARBPROC __glewGetnMapivARB = NULL;
PFNGLGETNMINMAXARBPROC __glewGetnMinmaxARB = NULL;
PFNGLGETNPIXELMAPFVARBPROC __glewGetnPixelMapfvARB = NULL;
PFNGLGETNPIXELMAPUIVARBPROC __glewGetnPixelMapuivARB = NULL;
PFNGLGETNPIXELMAPUSVARBPROC __glewGetnPixelMapusvARB = NULL;
PFNGLGETNPOLYGONSTIPPLEARBPROC __glewGetnPolygonStippleARB = NULL;
PFNGLGETNSEPARABLEFILTERARBPROC __glewGetnSeparableFilterARB = NULL;
PFNGLGETNTEXIMAGEARBPROC __glewGetnTexImageARB = NULL;
PFNGLGETNUNIFORMDVARBPROC __glewGetnUniformdvARB = NULL;
PFNGLGETNUNIFORMFVARBPROC __glewGetnUniformfvARB = NULL;
PFNGLGETNUNIFORMIVARBPROC __glewGetnUniformivARB = NULL;
PFNGLGETNUNIFORMUIVARBPROC __glewGetnUniformuivARB = NULL;
PFNGLREADNPIXELSARBPROC __glewReadnPixelsARB = NULL;
PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC __glewFramebufferSampleLocationsfvARB = NULL;
PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC __glewNamedFramebufferSampleLocationsfvARB = NULL;
PFNGLMINSAMPLESHADINGARBPROC __glewMinSampleShadingARB = NULL;
PFNGLBINDSAMPLERPROC __glewBindSampler = NULL;
PFNGLDELETESAMPLERSPROC __glewDeleteSamplers = NULL;
PFNGLGENSAMPLERSPROC __glewGenSamplers = NULL;
PFNGLGETSAMPLERPARAMETERIIVPROC __glewGetSamplerParameterIiv = NULL;
PFNGLGETSAMPLERPARAMETERIUIVPROC __glewGetSamplerParameterIuiv = NULL;
PFNGLGETSAMPLERPARAMETERFVPROC __glewGetSamplerParameterfv = NULL;
PFNGLGETSAMPLERPARAMETERIVPROC __glewGetSamplerParameteriv = NULL;
PFNGLISSAMPLERPROC __glewIsSampler = NULL;
PFNGLSAMPLERPARAMETERIIVPROC __glewSamplerParameterIiv = NULL;
PFNGLSAMPLERPARAMETERIUIVPROC __glewSamplerParameterIuiv = NULL;
PFNGLSAMPLERPARAMETERFPROC __glewSamplerParameterf = NULL;
PFNGLSAMPLERPARAMETERFVPROC __glewSamplerParameterfv = NULL;
PFNGLSAMPLERPARAMETERIPROC __glewSamplerParameteri = NULL;
PFNGLSAMPLERPARAMETERIVPROC __glewSamplerParameteriv = NULL;
PFNGLACTIVESHADERPROGRAMPROC __glewActiveShaderProgram = NULL;
PFNGLBINDPROGRAMPIPELINEPROC __glewBindProgramPipeline = NULL;
PFNGLCREATESHADERPROGRAMVPROC __glewCreateShaderProgramv = NULL;
PFNGLDELETEPROGRAMPIPELINESPROC __glewDeleteProgramPipelines = NULL;
PFNGLGENPROGRAMPIPELINESPROC __glewGenProgramPipelines = NULL;
PFNGLGETPROGRAMPIPELINEINFOLOGPROC __glewGetProgramPipelineInfoLog = NULL;
PFNGLGETPROGRAMPIPELINEIVPROC __glewGetProgramPipelineiv = NULL;
PFNGLISPROGRAMPIPELINEPROC __glewIsProgramPipeline = NULL;
PFNGLPROGRAMUNIFORM1DPROC __glewProgramUniform1d = NULL;
PFNGLPROGRAMUNIFORM1DVPROC __glewProgramUniform1dv = NULL;
PFNGLPROGRAMUNIFORM1FPROC __glewProgramUniform1f = NULL;
PFNGLPROGRAMUNIFORM1FVPROC __glewProgramUniform1fv = NULL;
PFNGLPROGRAMUNIFORM1IPROC __glewProgramUniform1i = NULL;
PFNGLPROGRAMUNIFORM1IVPROC __glewProgramUniform1iv = NULL;
PFNGLPROGRAMUNIFORM1UIPROC __glewProgramUniform1ui = NULL;
PFNGLPROGRAMUNIFORM1UIVPROC __glewProgramUniform1uiv = NULL;
PFNGLPROGRAMUNIFORM2DPROC __glewProgramUniform2d = NULL;
PFNGLPROGRAMUNIFORM2DVPROC __glewProgramUniform2dv = NULL;
PFNGLPROGRAMUNIFORM2FPROC __glewProgramUniform2f = NULL;
PFNGLPROGRAMUNIFORM2FVPROC __glewProgramUniform2fv = NULL;
PFNGLPROGRAMUNIFORM2IPROC __glewProgramUniform2i = NULL;
PFNGLPROGRAMUNIFORM2IVPROC __glewProgramUniform2iv = NULL;
PFNGLPROGRAMUNIFORM2UIPROC __glewProgramUniform2ui = NULL;
PFNGLPROGRAMUNIFORM2UIVPROC __glewProgramUniform2uiv = NULL;
PFNGLPROGRAMUNIFORM3DPROC __glewProgramUniform3d = NULL;
PFNGLPROGRAMUNIFORM3DVPROC __glewProgramUniform3dv = NULL;
PFNGLPROGRAMUNIFORM3FPROC __glewProgramUniform3f = NULL;
PFNGLPROGRAMUNIFORM3FVPROC __glewProgramUniform3fv = NULL;
PFNGLPROGRAMUNIFORM3IPROC __glewProgramUniform3i = NULL;
PFNGLPROGRAMUNIFORM3IVPROC __glewProgramUniform3iv = NULL;
PFNGLPROGRAMUNIFORM3UIPROC __glewProgramUniform3ui = NULL;
PFNGLPROGRAMUNIFORM3UIVPROC __glewProgramUniform3uiv = NULL;
PFNGLPROGRAMUNIFORM4DPROC __glewProgramUniform4d = NULL;
PFNGLPROGRAMUNIFORM4DVPROC __glewProgramUniform4dv = NULL;
PFNGLPROGRAMUNIFORM4FPROC __glewProgramUniform4f = NULL;
PFNGLPROGRAMUNIFORM4FVPROC __glewProgramUniform4fv = NULL;
PFNGLPROGRAMUNIFORM4IPROC __glewProgramUniform4i = NULL;
PFNGLPROGRAMUNIFORM4IVPROC __glewProgramUniform4iv = NULL;
PFNGLPROGRAMUNIFORM4UIPROC __glewProgramUniform4ui = NULL;
PFNGLPROGRAMUNIFORM4UIVPROC __glewProgramUniform4uiv = NULL;
PFNGLPROGRAMUNIFORMMATRIX2DVPROC __glewProgramUniformMatrix2dv = NULL;
PFNGLPROGRAMUNIFORMMATRIX2FVPROC __glewProgramUniformMatrix2fv = NULL;
PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC __glewProgramUniformMatrix2x3dv = NULL;
PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC __glewProgramUniformMatrix2x3fv = NULL;
PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC __glewProgramUniformMatrix2x4dv = NULL;
PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC __glewProgramUniformMatrix2x4fv = NULL;
PFNGLPROGRAMUNIFORMMATRIX3DVPROC __glewProgramUniformMatrix3dv = NULL;
PFNGLPROGRAMUNIFORMMATRIX3FVPROC __glewProgramUniformMatrix3fv = NULL;
PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC __glewProgramUniformMatrix3x2dv = NULL;
PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC __glewProgramUniformMatrix3x2fv = NULL;
PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC __glewProgramUniformMatrix3x4dv = NULL;
PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC __glewProgramUniformMatrix3x4fv = NULL;
PFNGLPROGRAMUNIFORMMATRIX4DVPROC __glewProgramUniformMatrix4dv = NULL;
PFNGLPROGRAMUNIFORMMATRIX4FVPROC __glewProgramUniformMatrix4fv = NULL;
PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC __glewProgramUniformMatrix4x2dv = NULL;
PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC __glewProgramUniformMatrix4x2fv = NULL;
PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC __glewProgramUniformMatrix4x3dv = NULL;
PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC __glewProgramUniformMatrix4x3fv = NULL;
PFNGLUSEPROGRAMSTAGESPROC __glewUseProgramStages = NULL;
PFNGLVALIDATEPROGRAMPIPELINEPROC __glewValidateProgramPipeline = NULL;
PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC __glewGetActiveAtomicCounterBufferiv = NULL;
PFNGLBINDIMAGETEXTUREPROC __glewBindImageTexture = NULL;
PFNGLMEMORYBARRIERPROC __glewMemoryBarrier = NULL;
PFNGLATTACHOBJECTARBPROC __glewAttachObjectARB = NULL;
PFNGLCOMPILESHADERARBPROC __glewCompileShaderARB = NULL;
PFNGLCREATEPROGRAMOBJECTARBPROC __glewCreateProgramObjectARB = NULL;
PFNGLCREATESHADEROBJECTARBPROC __glewCreateShaderObjectARB = NULL;
PFNGLDELETEOBJECTARBPROC __glewDeleteObjectARB = NULL;
PFNGLDETACHOBJECTARBPROC __glewDetachObjectARB = NULL;
PFNGLGETACTIVEUNIFORMARBPROC __glewGetActiveUniformARB = NULL;
PFNGLGETATTACHEDOBJECTSARBPROC __glewGetAttachedObjectsARB = NULL;
PFNGLGETHANDLEARBPROC __glewGetHandleARB = NULL;
PFNGLGETINFOLOGARBPROC __glewGetInfoLogARB = NULL;
PFNGLGETOBJECTPARAMETERFVARBPROC __glewGetObjectParameterfvARB = NULL;
PFNGLGETOBJECTPARAMETERIVARBPROC __glewGetObjectParameterivARB = NULL;
PFNGLGETSHADERSOURCEARBPROC __glewGetShaderSourceARB = NULL;
PFNGLGETUNIFORMLOCATIONARBPROC __glewGetUniformLocationARB = NULL;
PFNGLGETUNIFORMFVARBPROC __glewGetUniformfvARB = NULL;
PFNGLGETUNIFORMIVARBPROC __glewGetUniformivARB = NULL;
PFNGLLINKPROGRAMARBPROC __glewLinkProgramARB = NULL;
PFNGLSHADERSOURCEARBPROC __glewShaderSourceARB = NULL;
PFNGLUNIFORM1FARBPROC __glewUniform1fARB = NULL;
PFNGLUNIFORM1FVARBPROC __glewUniform1fvARB = NULL;
PFNGLUNIFORM1IARBPROC __glewUniform1iARB = NULL;
PFNGLUNIFORM1IVARBPROC __glewUniform1ivARB = NULL;
PFNGLUNIFORM2FARBPROC __glewUniform2fARB = NULL;
PFNGLUNIFORM2FVARBPROC __glewUniform2fvARB = NULL;
PFNGLUNIFORM2IARBPROC __glewUniform2iARB = NULL;
PFNGLUNIFORM2IVARBPROC __glewUniform2ivARB = NULL;
PFNGLUNIFORM3FARBPROC __glewUniform3fARB = NULL;
PFNGLUNIFORM3FVARBPROC __glewUniform3fvARB = NULL;
PFNGLUNIFORM3IARBPROC __glewUniform3iARB = NULL;
PFNGLUNIFORM3IVARBPROC __glewUniform3ivARB = NULL;
PFNGLUNIFORM4FARBPROC __glewUniform4fARB = NULL;
PFNGLUNIFORM4FVARBPROC __glewUniform4fvARB = NULL;
PFNGLUNIFORM4IARBPROC __glewUniform4iARB = NULL;
PFNGLUNIFORM4IVARBPROC __glewUniform4ivARB = NULL;
PFNGLUNIFORMMATRIX2FVARBPROC __glewUniformMatrix2fvARB = NULL;
PFNGLUNIFORMMATRIX3FVARBPROC __glewUniformMatrix3fvARB = NULL;
PFNGLUNIFORMMATRIX4FVARBPROC __glewUniformMatrix4fvARB = NULL;
PFNGLUSEPROGRAMOBJECTARBPROC __glewUseProgramObjectARB = NULL;
PFNGLVALIDATEPROGRAMARBPROC __glewValidateProgramARB = NULL;
PFNGLSHADERSTORAGEBLOCKBINDINGPROC __glewShaderStorageBlockBinding = NULL;
PFNGLGETACTIVESUBROUTINENAMEPROC __glewGetActiveSubroutineName = NULL;
PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC __glewGetActiveSubroutineUniformName = NULL;
PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC __glewGetActiveSubroutineUniformiv = NULL;
PFNGLGETPROGRAMSTAGEIVPROC __glewGetProgramStageiv = NULL;
PFNGLGETSUBROUTINEINDEXPROC __glewGetSubroutineIndex = NULL;
PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC __glewGetSubroutineUniformLocation = NULL;
PFNGLGETUNIFORMSUBROUTINEUIVPROC __glewGetUniformSubroutineuiv = NULL;
PFNGLUNIFORMSUBROUTINESUIVPROC __glewUniformSubroutinesuiv = NULL;
PFNGLCOMPILESHADERINCLUDEARBPROC __glewCompileShaderIncludeARB = NULL;
PFNGLDELETENAMEDSTRINGARBPROC __glewDeleteNamedStringARB = NULL;
PFNGLGETNAMEDSTRINGARBPROC __glewGetNamedStringARB = NULL;
PFNGLGETNAMEDSTRINGIVARBPROC __glewGetNamedStringivARB = NULL;
PFNGLISNAMEDSTRINGARBPROC __glewIsNamedStringARB = NULL;
PFNGLNAMEDSTRINGARBPROC __glewNamedStringARB = NULL;
PFNGLBUFFERPAGECOMMITMENTARBPROC __glewBufferPageCommitmentARB = NULL;
PFNGLTEXPAGECOMMITMENTARBPROC __glewTexPageCommitmentARB = NULL;
PFNGLTEXTUREPAGECOMMITMENTEXTPROC __glewTexturePageCommitmentEXT = NULL;
PFNGLCLIENTWAITSYNCPROC __glewClientWaitSync = NULL;
PFNGLDELETESYNCPROC __glewDeleteSync = NULL;
PFNGLFENCESYNCPROC __glewFenceSync = NULL;
PFNGLGETINTEGER64VPROC __glewGetInteger64v = NULL;
PFNGLGETSYNCIVPROC __glewGetSynciv = NULL;
PFNGLISSYNCPROC __glewIsSync = NULL;
PFNGLWAITSYNCPROC __glewWaitSync = NULL;
PFNGLPATCHPARAMETERFVPROC __glewPatchParameterfv = NULL;
PFNGLPATCHPARAMETERIPROC __glewPatchParameteri = NULL;
PFNGLTEXTUREBARRIERPROC __glewTextureBarrier = NULL;
PFNGLTEXBUFFERARBPROC __glewTexBufferARB = NULL;
PFNGLTEXBUFFERRANGEPROC __glewTexBufferRange = NULL;
PFNGLTEXTUREBUFFERRANGEEXTPROC __glewTextureBufferRangeEXT = NULL;
PFNGLCOMPRESSEDTEXIMAGE1DARBPROC __glewCompressedTexImage1DARB = NULL;
PFNGLCOMPRESSEDTEXIMAGE2DARBPROC __glewCompressedTexImage2DARB = NULL;
PFNGLCOMPRESSEDTEXIMAGE3DARBPROC __glewCompressedTexImage3DARB = NULL;
PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC __glewCompressedTexSubImage1DARB = NULL;
PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC __glewCompressedTexSubImage2DARB = NULL;
PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC __glewCompressedTexSubImage3DARB = NULL;
PFNGLGETCOMPRESSEDTEXIMAGEARBPROC __glewGetCompressedTexImageARB = NULL;
PFNGLGETMULTISAMPLEFVPROC __glewGetMultisamplefv = NULL;
PFNGLSAMPLEMASKIPROC __glewSampleMaski = NULL;
PFNGLTEXIMAGE2DMULTISAMPLEPROC __glewTexImage2DMultisample = NULL;
PFNGLTEXIMAGE3DMULTISAMPLEPROC __glewTexImage3DMultisample = NULL;
PFNGLTEXSTORAGE1DPROC __glewTexStorage1D = NULL;
PFNGLTEXSTORAGE2DPROC __glewTexStorage2D = NULL;
PFNGLTEXSTORAGE3DPROC __glewTexStorage3D = NULL;
PFNGLTEXTURESTORAGE1DEXTPROC __glewTextureStorage1DEXT = NULL;
PFNGLTEXTURESTORAGE2DEXTPROC __glewTextureStorage2DEXT = NULL;
PFNGLTEXTURESTORAGE3DEXTPROC __glewTextureStorage3DEXT = NULL;
PFNGLTEXSTORAGE2DMULTISAMPLEPROC __glewTexStorage2DMultisample = NULL;
PFNGLTEXSTORAGE3DMULTISAMPLEPROC __glewTexStorage3DMultisample = NULL;
PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC __glewTextureStorage2DMultisampleEXT = NULL;
PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC __glewTextureStorage3DMultisampleEXT = NULL;
PFNGLTEXTUREVIEWPROC __glewTextureView = NULL;
PFNGLGETQUERYOBJECTI64VPROC __glewGetQueryObjecti64v = NULL;
PFNGLGETQUERYOBJECTUI64VPROC __glewGetQueryObjectui64v = NULL;
PFNGLQUERYCOUNTERPROC __glewQueryCounter = NULL;
PFNGLBINDTRANSFORMFEEDBACKPROC __glewBindTransformFeedback = NULL;
PFNGLDELETETRANSFORMFEEDBACKSPROC __glewDeleteTransformFeedbacks = NULL;
PFNGLDRAWTRANSFORMFEEDBACKPROC __glewDrawTransformFeedback = NULL;
PFNGLGENTRANSFORMFEEDBACKSPROC __glewGenTransformFeedbacks = NULL;
PFNGLISTRANSFORMFEEDBACKPROC __glewIsTransformFeedback = NULL;
PFNGLPAUSETRANSFORMFEEDBACKPROC __glewPauseTransformFeedback = NULL;
PFNGLRESUMETRANSFORMFEEDBACKPROC __glewResumeTransformFeedback = NULL;
PFNGLBEGINQUERYINDEXEDPROC __glewBeginQueryIndexed = NULL;
PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC __glewDrawTransformFeedbackStream = NULL;
PFNGLENDQUERYINDEXEDPROC __glewEndQueryIndexed = NULL;
PFNGLGETQUERYINDEXEDIVPROC __glewGetQueryIndexediv = NULL;
PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC __glewDrawTransformFeedbackInstanced = NULL;
PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC __glewDrawTransformFeedbackStreamInstanced = NULL;
PFNGLLOADTRANSPOSEMATRIXDARBPROC __glewLoadTransposeMatrixdARB = NULL;
PFNGLLOADTRANSPOSEMATRIXFARBPROC __glewLoadTransposeMatrixfARB = NULL;
PFNGLMULTTRANSPOSEMATRIXDARBPROC __glewMultTransposeMatrixdARB = NULL;
PFNGLMULTTRANSPOSEMATRIXFARBPROC __glewMultTransposeMatrixfARB = NULL;
PFNGLBINDBUFFERBASEPROC __glewBindBufferBase = NULL;
PFNGLBINDBUFFERRANGEPROC __glewBindBufferRange = NULL;
PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC __glewGetActiveUniformBlockName = NULL;
PFNGLGETACTIVEUNIFORMBLOCKIVPROC __glewGetActiveUniformBlockiv = NULL;
PFNGLGETACTIVEUNIFORMNAMEPROC __glewGetActiveUniformName = NULL;
PFNGLGETACTIVEUNIFORMSIVPROC __glewGetActiveUniformsiv = NULL;
PFNGLGETINTEGERI_VPROC __glewGetIntegeri_v = NULL;
PFNGLGETUNIFORMBLOCKINDEXPROC __glewGetUniformBlockIndex = NULL;
PFNGLGETUNIFORMINDICESPROC __glewGetUniformIndices = NULL;
PFNGLUNIFORMBLOCKBINDINGPROC __glewUniformBlockBinding = NULL;
PFNGLBINDVERTEXARRAYPROC __glewBindVertexArray = NULL;
PFNGLDELETEVERTEXARRAYSPROC __glewDeleteVertexArrays = NULL;
PFNGLGENVERTEXARRAYSPROC __glewGenVertexArrays = NULL;
PFNGLISVERTEXARRAYPROC __glewIsVertexArray = NULL;
PFNGLGETVERTEXATTRIBLDVPROC __glewGetVertexAttribLdv = NULL;
PFNGLVERTEXATTRIBL1DPROC __glewVertexAttribL1d = NULL;
PFNGLVERTEXATTRIBL1DVPROC __glewVertexAttribL1dv = NULL;
PFNGLVERTEXATTRIBL2DPROC __glewVertexAttribL2d = NULL;
PFNGLVERTEXATTRIBL2DVPROC __glewVertexAttribL2dv = NULL;
PFNGLVERTEXATTRIBL3DPROC __glewVertexAttribL3d = NULL;
PFNGLVERTEXATTRIBL3DVPROC __glewVertexAttribL3dv = NULL;
PFNGLVERTEXATTRIBL4DPROC __glewVertexAttribL4d = NULL;
PFNGLVERTEXATTRIBL4DVPROC __glewVertexAttribL4dv = NULL;
PFNGLVERTEXATTRIBLPOINTERPROC __glewVertexAttribLPointer = NULL;
PFNGLBINDVERTEXBUFFERPROC __glewBindVertexBuffer = NULL;
PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC __glewVertexArrayBindVertexBufferEXT = NULL;
PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC __glewVertexArrayVertexAttribBindingEXT = NULL;
PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC __glewVertexArrayVertexAttribFormatEXT = NULL;
PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC __glewVertexArrayVertexAttribIFormatEXT = NULL;
PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC __glewVertexArrayVertexAttribLFormatEXT = NULL;
PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC __glewVertexArrayVertexBindingDivisorEXT = NULL;
PFNGLVERTEXATTRIBBINDINGPROC __glewVertexAttribBinding = NULL;
PFNGLVERTEXATTRIBFORMATPROC __glewVertexAttribFormat = NULL;
PFNGLVERTEXATTRIBIFORMATPROC __glewVertexAttribIFormat = NULL;
PFNGLVERTEXATTRIBLFORMATPROC __glewVertexAttribLFormat = NULL;
PFNGLVERTEXBINDINGDIVISORPROC __glewVertexBindingDivisor = NULL;
PFNGLVERTEXBLENDARBPROC __glewVertexBlendARB = NULL;
PFNGLWEIGHTPOINTERARBPROC __glewWeightPointerARB = NULL;
PFNGLWEIGHTBVARBPROC __glewWeightbvARB = NULL;
PFNGLWEIGHTDVARBPROC __glewWeightdvARB = NULL;
PFNGLWEIGHTFVARBPROC __glewWeightfvARB = NULL;
PFNGLWEIGHTIVARBPROC __glewWeightivARB = NULL;
PFNGLWEIGHTSVARBPROC __glewWeightsvARB = NULL;
PFNGLWEIGHTUBVARBPROC __glewWeightubvARB = NULL;
PFNGLWEIGHTUIVARBPROC __glewWeightuivARB = NULL;
PFNGLWEIGHTUSVARBPROC __glewWeightusvARB = NULL;
PFNGLBINDBUFFERARBPROC __glewBindBufferARB = NULL;
PFNGLBUFFERDATAARBPROC __glewBufferDataARB = NULL;
PFNGLBUFFERSUBDATAARBPROC __glewBufferSubDataARB = NULL;
PFNGLDELETEBUFFERSARBPROC __glewDeleteBuffersARB = NULL;
PFNGLGENBUFFERSARBPROC __glewGenBuffersARB = NULL;
PFNGLGETBUFFERPARAMETERIVARBPROC __glewGetBufferParameterivARB = NULL;
PFNGLGETBUFFERPOINTERVARBPROC __glewGetBufferPointervARB = NULL;
PFNGLGETBUFFERSUBDATAARBPROC __glewGetBufferSubDataARB = NULL;
PFNGLISBUFFERARBPROC __glewIsBufferARB = NULL;
PFNGLMAPBUFFERARBPROC __glewMapBufferARB = NULL;
PFNGLUNMAPBUFFERARBPROC __glewUnmapBufferARB = NULL;
PFNGLBINDPROGRAMARBPROC __glewBindProgramARB = NULL;
PFNGLDELETEPROGRAMSARBPROC __glewDeleteProgramsARB = NULL;
PFNGLDISABLEVERTEXATTRIBARRAYARBPROC __glewDisableVertexAttribArrayARB = NULL;
PFNGLENABLEVERTEXATTRIBARRAYARBPROC __glewEnableVertexAttribArrayARB = NULL;
PFNGLGENPROGRAMSARBPROC __glewGenProgramsARB = NULL;
PFNGLGETPROGRAMENVPARAMETERDVARBPROC __glewGetProgramEnvParameterdvARB = NULL;
PFNGLGETPROGRAMENVPARAMETERFVARBPROC __glewGetProgramEnvParameterfvARB = NULL;
PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC __glewGetProgramLocalParameterdvARB = NULL;
PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC __glewGetProgramLocalParameterfvARB = NULL;
PFNGLGETPROGRAMSTRINGARBPROC __glewGetProgramStringARB = NULL;
PFNGLGETPROGRAMIVARBPROC __glewGetProgramivARB = NULL;
PFNGLGETVERTEXATTRIBPOINTERVARBPROC __glewGetVertexAttribPointervARB = NULL;
PFNGLGETVERTEXATTRIBDVARBPROC __glewGetVertexAttribdvARB = NULL;
PFNGLGETVERTEXATTRIBFVARBPROC __glewGetVertexAttribfvARB = NULL;
PFNGLGETVERTEXATTRIBIVARBPROC __glewGetVertexAttribivARB = NULL;
PFNGLISPROGRAMARBPROC __glewIsProgramARB = NULL;
PFNGLPROGRAMENVPARAMETER4DARBPROC __glewProgramEnvParameter4dARB = NULL;
PFNGLPROGRAMENVPARAMETER4DVARBPROC __glewProgramEnvParameter4dvARB = NULL;
PFNGLPROGRAMENVPARAMETER4FARBPROC __glewProgramEnvParameter4fARB = NULL;
PFNGLPROGRAMENVPARAMETER4FVARBPROC __glewProgramEnvParameter4fvARB = NULL;
PFNGLPROGRAMLOCALPARAMETER4DARBPROC __glewProgramLocalParameter4dARB = NULL;
PFNGLPROGRAMLOCALPARAMETER4DVARBPROC __glewProgramLocalParameter4dvARB = NULL;
PFNGLPROGRAMLOCALPARAMETER4FARBPROC __glewProgramLocalParameter4fARB = NULL;
PFNGLPROGRAMLOCALPARAMETER4FVARBPROC __glewProgramLocalParameter4fvARB = NULL;
PFNGLPROGRAMSTRINGARBPROC __glewProgramStringARB = NULL;
PFNGLVERTEXATTRIB1DARBPROC __glewVertexAttrib1dARB = NULL;
PFNGLVERTEXATTRIB1DVARBPROC __glewVertexAttrib1dvARB = NULL;
PFNGLVERTEXATTRIB1FARBPROC __glewVertexAttrib1fARB = NULL;
PFNGLVERTEXATTRIB1FVARBPROC __glewVertexAttrib1fvARB = NULL;
PFNGLVERTEXATTRIB1SARBPROC __glewVertexAttrib1sARB = NULL;
PFNGLVERTEXATTRIB1SVARBPROC __glewVertexAttrib1svARB = NULL;
PFNGLVERTEXATTRIB2DARBPROC __glewVertexAttrib2dARB = NULL;
PFNGLVERTEXATTRIB2DVARBPROC __glewVertexAttrib2dvARB = NULL;
PFNGLVERTEXATTRIB2FARBPROC __glewVertexAttrib2fARB = NULL;
PFNGLVERTEXATTRIB2FVARBPROC __glewVertexAttrib2fvARB = NULL;
PFNGLVERTEXATTRIB2SARBPROC __glewVertexAttrib2sARB = NULL;
PFNGLVERTEXATTRIB2SVARBPROC __glewVertexAttrib2svARB = NULL;
PFNGLVERTEXATTRIB3DARBPROC __glewVertexAttrib3dARB = NULL;
PFNGLVERTEXATTRIB3DVARBPROC __glewVertexAttrib3dvARB = NULL;
PFNGLVERTEXATTRIB3FARBPROC __glewVertexAttrib3fARB = NULL;
PFNGLVERTEXATTRIB3FVARBPROC __glewVertexAttrib3fvARB = NULL;
PFNGLVERTEXATTRIB3SARBPROC __glewVertexAttrib3sARB = NULL;
PFNGLVERTEXATTRIB3SVARBPROC __glewVertexAttrib3svARB = NULL;
PFNGLVERTEXATTRIB4NBVARBPROC __glewVertexAttrib4NbvARB = NULL;
PFNGLVERTEXATTRIB4NIVARBPROC __glewVertexAttrib4NivARB = NULL;
PFNGLVERTEXATTRIB4NSVARBPROC __glewVertexAttrib4NsvARB = NULL;
PFNGLVERTEXATTRIB4NUBARBPROC __glewVertexAttrib4NubARB = NULL;
PFNGLVERTEXATTRIB4NUBVARBPROC __glewVertexAttrib4NubvARB = NULL;
PFNGLVERTEXATTRIB4NUIVARBPROC __glewVertexAttrib4NuivARB = NULL;
PFNGLVERTEXATTRIB4NUSVARBPROC __glewVertexAttrib4NusvARB = NULL;
PFNGLVERTEXATTRIB4BVARBPROC __glewVertexAttrib4bvARB = NULL;
PFNGLVERTEXATTRIB4DARBPROC __glewVertexAttrib4dARB = NULL;
PFNGLVERTEXATTRIB4DVARBPROC __glewVertexAttrib4dvARB = NULL;
PFNGLVERTEXATTRIB4FARBPROC __glewVertexAttrib4fARB = NULL;
PFNGLVERTEXATTRIB4FVARBPROC __glewVertexAttrib4fvARB = NULL;
PFNGLVERTEXATTRIB4IVARBPROC __glewVertexAttrib4ivARB = NULL;
PFNGLVERTEXATTRIB4SARBPROC __glewVertexAttrib4sARB = NULL;
PFNGLVERTEXATTRIB4SVARBPROC __glewVertexAttrib4svARB = NULL;
PFNGLVERTEXATTRIB4UBVARBPROC __glewVertexAttrib4ubvARB = NULL;
PFNGLVERTEXATTRIB4UIVARBPROC __glewVertexAttrib4uivARB = NULL;
PFNGLVERTEXATTRIB4USVARBPROC __glewVertexAttrib4usvARB = NULL;
PFNGLVERTEXATTRIBPOINTERARBPROC __glewVertexAttribPointerARB = NULL;
PFNGLBINDATTRIBLOCATIONARBPROC __glewBindAttribLocationARB = NULL;
PFNGLGETACTIVEATTRIBARBPROC __glewGetActiveAttribARB = NULL;
PFNGLGETATTRIBLOCATIONARBPROC __glewGetAttribLocationARB = NULL;
PFNGLCOLORP3UIPROC __glewColorP3ui = NULL;
PFNGLCOLORP3UIVPROC __glewColorP3uiv = NULL;
PFNGLCOLORP4UIPROC __glewColorP4ui = NULL;
PFNGLCOLORP4UIVPROC __glewColorP4uiv = NULL;
PFNGLMULTITEXCOORDP1UIPROC __glewMultiTexCoordP1ui = NULL;
PFNGLMULTITEXCOORDP1UIVPROC __glewMultiTexCoordP1uiv = NULL;
PFNGLMULTITEXCOORDP2UIPROC __glewMultiTexCoordP2ui = NULL;
PFNGLMULTITEXCOORDP2UIVPROC __glewMultiTexCoordP2uiv = NULL;
PFNGLMULTITEXCOORDP3UIPROC __glewMultiTexCoordP3ui = NULL;
PFNGLMULTITEXCOORDP3UIVPROC __glewMultiTexCoordP3uiv = NULL;
PFNGLMULTITEXCOORDP4UIPROC __glewMultiTexCoordP4ui = NULL;
PFNGLMULTITEXCOORDP4UIVPROC __glewMultiTexCoordP4uiv = NULL;
PFNGLNORMALP3UIPROC __glewNormalP3ui = NULL;
PFNGLNORMALP3UIVPROC __glewNormalP3uiv = NULL;
PFNGLSECONDARYCOLORP3UIPROC __glewSecondaryColorP3ui = NULL;
PFNGLSECONDARYCOLORP3UIVPROC __glewSecondaryColorP3uiv = NULL;
PFNGLTEXCOORDP1UIPROC __glewTexCoordP1ui = NULL;
PFNGLTEXCOORDP1UIVPROC __glewTexCoordP1uiv = NULL;
PFNGLTEXCOORDP2UIPROC __glewTexCoordP2ui = NULL;
PFNGLTEXCOORDP2UIVPROC __glewTexCoordP2uiv = NULL;
PFNGLTEXCOORDP3UIPROC __glewTexCoordP3ui = NULL;
PFNGLTEXCOORDP3UIVPROC __glewTexCoordP3uiv = NULL;
PFNGLTEXCOORDP4UIPROC __glewTexCoordP4ui = NULL;
PFNGLTEXCOORDP4UIVPROC __glewTexCoordP4uiv = NULL;
PFNGLVERTEXATTRIBP1UIPROC __glewVertexAttribP1ui = NULL;
PFNGLVERTEXATTRIBP1UIVPROC __glewVertexAttribP1uiv = NULL;
PFNGLVERTEXATTRIBP2UIPROC __glewVertexAttribP2ui = NULL;
PFNGLVERTEXATTRIBP2UIVPROC __glewVertexAttribP2uiv = NULL;
PFNGLVERTEXATTRIBP3UIPROC __glewVertexAttribP3ui = NULL;
PFNGLVERTEXATTRIBP3UIVPROC __glewVertexAttribP3uiv = NULL;
PFNGLVERTEXATTRIBP4UIPROC __glewVertexAttribP4ui = NULL;
PFNGLVERTEXATTRIBP4UIVPROC __glewVertexAttribP4uiv = NULL;
PFNGLVERTEXP2UIPROC __glewVertexP2ui = NULL;
PFNGLVERTEXP2UIVPROC __glewVertexP2uiv = NULL;
PFNGLVERTEXP3UIPROC __glewVertexP3ui = NULL;
PFNGLVERTEXP3UIVPROC __glewVertexP3uiv = NULL;
PFNGLVERTEXP4UIPROC __glewVertexP4ui = NULL;
PFNGLVERTEXP4UIVPROC __glewVertexP4uiv = NULL;
PFNGLDEPTHRANGEARRAYVPROC __glewDepthRangeArrayv = NULL;
PFNGLDEPTHRANGEINDEXEDPROC __glewDepthRangeIndexed = NULL;
PFNGLGETDOUBLEI_VPROC __glewGetDoublei_v = NULL;
PFNGLGETFLOATI_VPROC __glewGetFloati_v = NULL;
PFNGLSCISSORARRAYVPROC __glewScissorArrayv = NULL;
PFNGLSCISSORINDEXEDPROC __glewScissorIndexed = NULL;
PFNGLSCISSORINDEXEDVPROC __glewScissorIndexedv = NULL;
PFNGLVIEWPORTARRAYVPROC __glewViewportArrayv = NULL;
PFNGLVIEWPORTINDEXEDFPROC __glewViewportIndexedf = NULL;
PFNGLVIEWPORTINDEXEDFVPROC __glewViewportIndexedfv = NULL;
PFNGLWINDOWPOS2DARBPROC __glewWindowPos2dARB = NULL;
PFNGLWINDOWPOS2DVARBPROC __glewWindowPos2dvARB = NULL;
PFNGLWINDOWPOS2FARBPROC __glewWindowPos2fARB = NULL;
PFNGLWINDOWPOS2FVARBPROC __glewWindowPos2fvARB = NULL;
PFNGLWINDOWPOS2IARBPROC __glewWindowPos2iARB = NULL;
PFNGLWINDOWPOS2IVARBPROC __glewWindowPos2ivARB = NULL;
PFNGLWINDOWPOS2SARBPROC __glewWindowPos2sARB = NULL;
PFNGLWINDOWPOS2SVARBPROC __glewWindowPos2svARB = NULL;
PFNGLWINDOWPOS3DARBPROC __glewWindowPos3dARB = NULL;
PFNGLWINDOWPOS3DVARBPROC __glewWindowPos3dvARB = NULL;
PFNGLWINDOWPOS3FARBPROC __glewWindowPos3fARB = NULL;
PFNGLWINDOWPOS3FVARBPROC __glewWindowPos3fvARB = NULL;
PFNGLWINDOWPOS3IARBPROC __glewWindowPos3iARB = NULL;
PFNGLWINDOWPOS3IVARBPROC __glewWindowPos3ivARB = NULL;
PFNGLWINDOWPOS3SARBPROC __glewWindowPos3sARB = NULL;
PFNGLWINDOWPOS3SVARBPROC __glewWindowPos3svARB = NULL;
PFNGLDRAWBUFFERSATIPROC __glewDrawBuffersATI = NULL;
PFNGLDRAWELEMENTARRAYATIPROC __glewDrawElementArrayATI = NULL;
PFNGLDRAWRANGEELEMENTARRAYATIPROC __glewDrawRangeElementArrayATI = NULL;
PFNGLELEMENTPOINTERATIPROC __glewElementPointerATI = NULL;
PFNGLGETTEXBUMPPARAMETERFVATIPROC __glewGetTexBumpParameterfvATI = NULL;
PFNGLGETTEXBUMPPARAMETERIVATIPROC __glewGetTexBumpParameterivATI = NULL;
PFNGLTEXBUMPPARAMETERFVATIPROC __glewTexBumpParameterfvATI = NULL;
PFNGLTEXBUMPPARAMETERIVATIPROC __glewTexBumpParameterivATI = NULL;
PFNGLALPHAFRAGMENTOP1ATIPROC __glewAlphaFragmentOp1ATI = NULL;
PFNGLALPHAFRAGMENTOP2ATIPROC __glewAlphaFragmentOp2ATI = NULL;
PFNGLALPHAFRAGMENTOP3ATIPROC __glewAlphaFragmentOp3ATI = NULL;
PFNGLBEGINFRAGMENTSHADERATIPROC __glewBeginFragmentShaderATI = NULL;
PFNGLBINDFRAGMENTSHADERATIPROC __glewBindFragmentShaderATI = NULL;
PFNGLCOLORFRAGMENTOP1ATIPROC __glewColorFragmentOp1ATI = NULL;
PFNGLCOLORFRAGMENTOP2ATIPROC __glewColorFragmentOp2ATI = NULL;
PFNGLCOLORFRAGMENTOP3ATIPROC __glewColorFragmentOp3ATI = NULL;
PFNGLDELETEFRAGMENTSHADERATIPROC __glewDeleteFragmentShaderATI = NULL;
PFNGLENDFRAGMENTSHADERATIPROC __glewEndFragmentShaderATI = NULL;
PFNGLGENFRAGMENTSHADERSATIPROC __glewGenFragmentShadersATI = NULL;
PFNGLPASSTEXCOORDATIPROC __glewPassTexCoordATI = NULL;
PFNGLSAMPLEMAPATIPROC __glewSampleMapATI = NULL;
PFNGLSETFRAGMENTSHADERCONSTANTATIPROC __glewSetFragmentShaderConstantATI = NULL;
PFNGLMAPOBJECTBUFFERATIPROC __glewMapObjectBufferATI = NULL;
PFNGLUNMAPOBJECTBUFFERATIPROC __glewUnmapObjectBufferATI = NULL;
PFNGLPNTRIANGLESFATIPROC __glewPNTrianglesfATI = NULL;
PFNGLPNTRIANGLESIATIPROC __glewPNTrianglesiATI = NULL;
PFNGLSTENCILFUNCSEPARATEATIPROC __glewStencilFuncSeparateATI = NULL;
PFNGLSTENCILOPSEPARATEATIPROC __glewStencilOpSeparateATI = NULL;
PFNGLARRAYOBJECTATIPROC __glewArrayObjectATI = NULL;
PFNGLFREEOBJECTBUFFERATIPROC __glewFreeObjectBufferATI = NULL;
PFNGLGETARRAYOBJECTFVATIPROC __glewGetArrayObjectfvATI = NULL;
PFNGLGETARRAYOBJECTIVATIPROC __glewGetArrayObjectivATI = NULL;
PFNGLGETOBJECTBUFFERFVATIPROC __glewGetObjectBufferfvATI = NULL;
PFNGLGETOBJECTBUFFERIVATIPROC __glewGetObjectBufferivATI = NULL;
PFNGLGETVARIANTARRAYOBJECTFVATIPROC __glewGetVariantArrayObjectfvATI = NULL;
PFNGLGETVARIANTARRAYOBJECTIVATIPROC __glewGetVariantArrayObjectivATI = NULL;
PFNGLISOBJECTBUFFERATIPROC __glewIsObjectBufferATI = NULL;
PFNGLNEWOBJECTBUFFERATIPROC __glewNewObjectBufferATI = NULL;
PFNGLUPDATEOBJECTBUFFERATIPROC __glewUpdateObjectBufferATI = NULL;
PFNGLVARIANTARRAYOBJECTATIPROC __glewVariantArrayObjectATI = NULL;
PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC __glewGetVertexAttribArrayObjectfvATI = NULL;
PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC __glewGetVertexAttribArrayObjectivATI = NULL;
PFNGLVERTEXATTRIBARRAYOBJECTATIPROC __glewVertexAttribArrayObjectATI = NULL;
PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC __glewClientActiveVertexStreamATI = NULL;
PFNGLNORMALSTREAM3BATIPROC __glewNormalStream3bATI = NULL;
PFNGLNORMALSTREAM3BVATIPROC __glewNormalStream3bvATI = NULL;
PFNGLNORMALSTREAM3DATIPROC __glewNormalStream3dATI = NULL;
PFNGLNORMALSTREAM3DVATIPROC __glewNormalStream3dvATI = NULL;
PFNGLNORMALSTREAM3FATIPROC __glewNormalStream3fATI = NULL;
PFNGLNORMALSTREAM3FVATIPROC __glewNormalStream3fvATI = NULL;
PFNGLNORMALSTREAM3IATIPROC __glewNormalStream3iATI = NULL;
PFNGLNORMALSTREAM3IVATIPROC __glewNormalStream3ivATI = NULL;
PFNGLNORMALSTREAM3SATIPROC __glewNormalStream3sATI = NULL;
PFNGLNORMALSTREAM3SVATIPROC __glewNormalStream3svATI = NULL;
PFNGLVERTEXBLENDENVFATIPROC __glewVertexBlendEnvfATI = NULL;
PFNGLVERTEXBLENDENVIATIPROC __glewVertexBlendEnviATI = NULL;
PFNGLVERTEXSTREAM1DATIPROC __glewVertexStream1dATI = NULL;
PFNGLVERTEXSTREAM1DVATIPROC __glewVertexStream1dvATI = NULL;
PFNGLVERTEXSTREAM1FATIPROC __glewVertexStream1fATI = NULL;
PFNGLVERTEXSTREAM1FVATIPROC __glewVertexStream1fvATI = NULL;
PFNGLVERTEXSTREAM1IATIPROC __glewVertexStream1iATI = NULL;
PFNGLVERTEXSTREAM1IVATIPROC __glewVertexStream1ivATI = NULL;
PFNGLVERTEXSTREAM1SATIPROC __glewVertexStream1sATI = NULL;
PFNGLVERTEXSTREAM1SVATIPROC __glewVertexStream1svATI = NULL;
PFNGLVERTEXSTREAM2DATIPROC __glewVertexStream2dATI = NULL;
PFNGLVERTEXSTREAM2DVATIPROC __glewVertexStream2dvATI = NULL;
PFNGLVERTEXSTREAM2FATIPROC __glewVertexStream2fATI = NULL;
PFNGLVERTEXSTREAM2FVATIPROC __glewVertexStream2fvATI = NULL;
PFNGLVERTEXSTREAM2IATIPROC __glewVertexStream2iATI = NULL;
PFNGLVERTEXSTREAM2IVATIPROC __glewVertexStream2ivATI = NULL;
PFNGLVERTEXSTREAM2SATIPROC __glewVertexStream2sATI = NULL;
PFNGLVERTEXSTREAM2SVATIPROC __glewVertexStream2svATI = NULL;
PFNGLVERTEXSTREAM3DATIPROC __glewVertexStream3dATI = NULL;
PFNGLVERTEXSTREAM3DVATIPROC __glewVertexStream3dvATI = NULL;
PFNGLVERTEXSTREAM3FATIPROC __glewVertexStream3fATI = NULL;
PFNGLVERTEXSTREAM3FVATIPROC __glewVertexStream3fvATI = NULL;
PFNGLVERTEXSTREAM3IATIPROC __glewVertexStream3iATI = NULL;
PFNGLVERTEXSTREAM3IVATIPROC __glewVertexStream3ivATI = NULL;
PFNGLVERTEXSTREAM3SATIPROC __glewVertexStream3sATI = NULL;
PFNGLVERTEXSTREAM3SVATIPROC __glewVertexStream3svATI = NULL;
PFNGLVERTEXSTREAM4DATIPROC __glewVertexStream4dATI = NULL;
PFNGLVERTEXSTREAM4DVATIPROC __glewVertexStream4dvATI = NULL;
PFNGLVERTEXSTREAM4FATIPROC __glewVertexStream4fATI = NULL;
PFNGLVERTEXSTREAM4FVATIPROC __glewVertexStream4fvATI = NULL;
PFNGLVERTEXSTREAM4IATIPROC __glewVertexStream4iATI = NULL;
PFNGLVERTEXSTREAM4IVATIPROC __glewVertexStream4ivATI = NULL;
PFNGLVERTEXSTREAM4SATIPROC __glewVertexStream4sATI = NULL;
PFNGLVERTEXSTREAM4SVATIPROC __glewVertexStream4svATI = NULL;
PFNGLGETUNIFORMBUFFERSIZEEXTPROC __glewGetUniformBufferSizeEXT = NULL;
PFNGLGETUNIFORMOFFSETEXTPROC __glewGetUniformOffsetEXT = NULL;
PFNGLUNIFORMBUFFEREXTPROC __glewUniformBufferEXT = NULL;
PFNGLBLENDCOLOREXTPROC __glewBlendColorEXT = NULL;
PFNGLBLENDEQUATIONSEPARATEEXTPROC __glewBlendEquationSeparateEXT = NULL;
PFNGLBLENDFUNCSEPARATEEXTPROC __glewBlendFuncSeparateEXT = NULL;
PFNGLBLENDEQUATIONEXTPROC __glewBlendEquationEXT = NULL;
PFNGLCOLORSUBTABLEEXTPROC __glewColorSubTableEXT = NULL;
PFNGLCOPYCOLORSUBTABLEEXTPROC __glewCopyColorSubTableEXT = NULL;
PFNGLLOCKARRAYSEXTPROC __glewLockArraysEXT = NULL;
PFNGLUNLOCKARRAYSEXTPROC __glewUnlockArraysEXT = NULL;
PFNGLCONVOLUTIONFILTER1DEXTPROC __glewConvolutionFilter1DEXT = NULL;
PFNGLCONVOLUTIONFILTER2DEXTPROC __glewConvolutionFilter2DEXT = NULL;
PFNGLCONVOLUTIONPARAMETERFEXTPROC __glewConvolutionParameterfEXT = NULL;
PFNGLCONVOLUTIONPARAMETERFVEXTPROC __glewConvolutionParameterfvEXT = NULL;
PFNGLCONVOLUTIONPARAMETERIEXTPROC __glewConvolutionParameteriEXT = NULL;
PFNGLCONVOLUTIONPARAMETERIVEXTPROC __glewConvolutionParameterivEXT = NULL;
PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC __glewCopyConvolutionFilter1DEXT = NULL;
PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC __glewCopyConvolutionFilter2DEXT = NULL;
PFNGLGETCONVOLUTIONFILTEREXTPROC __glewGetConvolutionFilterEXT = NULL;
PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC __glewGetConvolutionParameterfvEXT = NULL;
PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC __glewGetConvolutionParameterivEXT = NULL;
PFNGLGETSEPARABLEFILTEREXTPROC __glewGetSeparableFilterEXT = NULL;
PFNGLSEPARABLEFILTER2DEXTPROC __glewSeparableFilter2DEXT = NULL;
PFNGLBINORMALPOINTEREXTPROC __glewBinormalPointerEXT = NULL;
PFNGLTANGENTPOINTEREXTPROC __glewTangentPointerEXT = NULL;
PFNGLCOPYTEXIMAGE1DEXTPROC __glewCopyTexImage1DEXT = NULL;
PFNGLCOPYTEXIMAGE2DEXTPROC __glewCopyTexImage2DEXT = NULL;
PFNGLCOPYTEXSUBIMAGE1DEXTPROC __glewCopyTexSubImage1DEXT = NULL;
PFNGLCOPYTEXSUBIMAGE2DEXTPROC __glewCopyTexSubImage2DEXT = NULL;
PFNGLCOPYTEXSUBIMAGE3DEXTPROC __glewCopyTexSubImage3DEXT = NULL;
PFNGLCULLPARAMETERDVEXTPROC __glewCullParameterdvEXT = NULL;
PFNGLCULLPARAMETERFVEXTPROC __glewCullParameterfvEXT = NULL;
PFNGLGETOBJECTLABELEXTPROC __glewGetObjectLabelEXT = NULL;
PFNGLLABELOBJECTEXTPROC __glewLabelObjectEXT = NULL;
PFNGLINSERTEVENTMARKEREXTPROC __glewInsertEventMarkerEXT = NULL;
PFNGLPOPGROUPMARKEREXTPROC __glewPopGroupMarkerEXT = NULL;
PFNGLPUSHGROUPMARKEREXTPROC __glewPushGroupMarkerEXT = NULL;
PFNGLDEPTHBOUNDSEXTPROC __glewDepthBoundsEXT = NULL;
PFNGLBINDMULTITEXTUREEXTPROC __glewBindMultiTextureEXT = NULL;
PFNGLCHECKNAMEDFRAMEBUFFERSTATUSEXTPROC __glewCheckNamedFramebufferStatusEXT = NULL;
PFNGLCLIENTATTRIBDEFAULTEXTPROC __glewClientAttribDefaultEXT = NULL;
PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC __glewCompressedMultiTexImage1DEXT = NULL;
PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC __glewCompressedMultiTexImage2DEXT = NULL;
PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC __glewCompressedMultiTexImage3DEXT = NULL;
PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC __glewCompressedMultiTexSubImage1DEXT = NULL;
PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC __glewCompressedMultiTexSubImage2DEXT = NULL;
PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC __glewCompressedMultiTexSubImage3DEXT = NULL;
PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC __glewCompressedTextureImage1DEXT = NULL;
PFNGLCOMPRESSEDTEXTUREIMAGE2DEXTPROC __glewCompressedTextureImage2DEXT = NULL;
PFNGLCOMPRESSEDTEXTUREIMAGE3DEXTPROC __glewCompressedTextureImage3DEXT = NULL;
PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC __glewCompressedTextureSubImage1DEXT = NULL;
PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC __glewCompressedTextureSubImage2DEXT = NULL;
PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC __glewCompressedTextureSubImage3DEXT = NULL;
PFNGLCOPYMULTITEXIMAGE1DEXTPROC __glewCopyMultiTexImage1DEXT = NULL;
PFNGLCOPYMULTITEXIMAGE2DEXTPROC __glewCopyMultiTexImage2DEXT = NULL;
PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC __glewCopyMultiTexSubImage1DEXT = NULL;
PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC __glewCopyMultiTexSubImage2DEXT = NULL;
PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC __glewCopyMultiTexSubImage3DEXT = NULL;
PFNGLCOPYTEXTUREIMAGE1DEXTPROC __glewCopyTextureImage1DEXT = NULL;
PFNGLCOPYTEXTUREIMAGE2DEXTPROC __glewCopyTextureImage2DEXT = NULL;
PFNGLCOPYTEXTURESUBIMAGE1DEXTPROC __glewCopyTextureSubImage1DEXT = NULL;
PFNGLCOPYTEXTURESUBIMAGE2DEXTPROC __glewCopyTextureSubImage2DEXT = NULL;
PFNGLCOPYTEXTURESUBIMAGE3DEXTPROC __glewCopyTextureSubImage3DEXT = NULL;
PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC __glewDisableClientStateIndexedEXT = NULL;
PFNGLDISABLECLIENTSTATEIEXTPROC __glewDisableClientStateiEXT = NULL;
PFNGLDISABLEVERTEXARRAYATTRIBEXTPROC __glewDisableVertexArrayAttribEXT = NULL;
PFNGLDISABLEVERTEXARRAYEXTPROC __glewDisableVertexArrayEXT = NULL;
PFNGLENABLECLIENTSTATEINDEXEDEXTPROC __glewEnableClientStateIndexedEXT = NULL;
PFNGLENABLECLIENTSTATEIEXTPROC __glewEnableClientStateiEXT = NULL;
PFNGLENABLEVERTEXARRAYATTRIBEXTPROC __glewEnableVertexArrayAttribEXT = NULL;
PFNGLENABLEVERTEXARRAYEXTPROC __glewEnableVertexArrayEXT = NULL;
PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEEXTPROC __glewFlushMappedNamedBufferRangeEXT = NULL;
PFNGLFRAMEBUFFERDRAWBUFFEREXTPROC __glewFramebufferDrawBufferEXT = NULL;
PFNGLFRAMEBUFFERDRAWBUFFERSEXTPROC __glewFramebufferDrawBuffersEXT = NULL;
PFNGLFRAMEBUFFERREADBUFFEREXTPROC __glewFramebufferReadBufferEXT = NULL;
PFNGLGENERATEMULTITEXMIPMAPEXTPROC __glewGenerateMultiTexMipmapEXT = NULL;
PFNGLGENERATETEXTUREMIPMAPEXTPROC __glewGenerateTextureMipmapEXT = NULL;
PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC __glewGetCompressedMultiTexImageEXT = NULL;
PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC __glewGetCompressedTextureImageEXT = NULL;
PFNGLGETDOUBLEINDEXEDVEXTPROC __glewGetDoubleIndexedvEXT = NULL;
PFNGLGETDOUBLEI_VEXTPROC __glewGetDoublei_vEXT = NULL;
PFNGLGETFLOATINDEXEDVEXTPROC __glewGetFloatIndexedvEXT = NULL;
PFNGLGETFLOATI_VEXTPROC __glewGetFloati_vEXT = NULL;
PFNGLGETFRAMEBUFFERPARAMETERIVEXTPROC __glewGetFramebufferParameterivEXT = NULL;
PFNGLGETMULTITEXENVFVEXTPROC __glewGetMultiTexEnvfvEXT = NULL;
PFNGLGETMULTITEXENVIVEXTPROC __glewGetMultiTexEnvivEXT = NULL;
PFNGLGETMULTITEXGENDVEXTPROC __glewGetMultiTexGendvEXT = NULL;
PFNGLGETMULTITEXGENFVEXTPROC __glewGetMultiTexGenfvEXT = NULL;
PFNGLGETMULTITEXGENIVEXTPROC __glewGetMultiTexGenivEXT = NULL;
PFNGLGETMULTITEXIMAGEEXTPROC __glewGetMultiTexImageEXT = NULL;
PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC __glewGetMultiTexLevelParameterfvEXT = NULL;
PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC __glewGetMultiTexLevelParameterivEXT = NULL;
PFNGLGETMULTITEXPARAMETERIIVEXTPROC __glewGetMultiTexParameterIivEXT = NULL;
PFNGLGETMULTITEXPARAMETERIUIVEXTPROC __glewGetMultiTexParameterIuivEXT = NULL;
PFNGLGETMULTITEXPARAMETERFVEXTPROC __glewGetMultiTexParameterfvEXT = NULL;
PFNGLGETMULTITEXPARAMETERIVEXTPROC __glewGetMultiTexParameterivEXT = NULL;
PFNGLGETNAMEDBUFFERPARAMETERIVEXTPROC __glewGetNamedBufferParameterivEXT = NULL;
PFNGLGETNAMEDBUFFERPOINTERVEXTPROC __glewGetNamedBufferPointervEXT = NULL;
PFNGLGETNAMEDBUFFERSUBDATAEXTPROC __glewGetNamedBufferSubDataEXT = NULL;
PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC __glewGetNamedFramebufferAttachmentParameterivEXT = NULL;
PFNGLGETNAMEDPROGRAMLOCALPARAMETERIIVEXTPROC __glewGetNamedProgramLocalParameterIivEXT = NULL;
PFNGLGETNAMEDPROGRAMLOCALPARAMETERIUIVEXTPROC __glewGetNamedProgramLocalParameterIuivEXT = NULL;
PFNGLGETNAMEDPROGRAMLOCALPARAMETERDVEXTPROC __glewGetNamedProgramLocalParameterdvEXT = NULL;
PFNGLGETNAMEDPROGRAMLOCALPARAMETERFVEXTPROC __glewGetNamedProgramLocalParameterfvEXT = NULL;
PFNGLGETNAMEDPROGRAMSTRINGEXTPROC __glewGetNamedProgramStringEXT = NULL;
PFNGLGETNAMEDPROGRAMIVEXTPROC __glewGetNamedProgramivEXT = NULL;
PFNGLGETNAMEDRENDERBUFFERPARAMETERIVEXTPROC __glewGetNamedRenderbufferParameterivEXT = NULL;
PFNGLGETPOINTERINDEXEDVEXTPROC __glewGetPointerIndexedvEXT = NULL;
PFNGLGETPOINTERI_VEXTPROC __glewGetPointeri_vEXT = NULL;
PFNGLGETTEXTUREIMAGEEXTPROC __glewGetTextureImageEXT = NULL;
PFNGLGETTEXTURELEVELPARAMETERFVEXTPROC __glewGetTextureLevelParameterfvEXT = NULL;
PFNGLGETTEXTURELEVELPARAMETERIVEXTPROC __glewGetTextureLevelParameterivEXT = NULL;
PFNGLGETTEXTUREPARAMETERIIVEXTPROC __glewGetTextureParameterIivEXT = NULL;
PFNGLGETTEXTUREPARAMETERIUIVEXTPROC __glewGetTextureParameterIuivEXT = NULL;
PFNGLGETTEXTUREPARAMETERFVEXTPROC __glewGetTextureParameterfvEXT = NULL;
PFNGLGETTEXTUREPARAMETERIVEXTPROC __glewGetTextureParameterivEXT = NULL;
PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC __glewGetVertexArrayIntegeri_vEXT = NULL;
PFNGLGETVERTEXARRAYINTEGERVEXTPROC __glewGetVertexArrayIntegervEXT = NULL;
PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC __glewGetVertexArrayPointeri_vEXT = NULL;
PFNGLGETVERTEXARRAYPOINTERVEXTPROC __glewGetVertexArrayPointervEXT = NULL;
PFNGLMAPNAMEDBUFFEREXTPROC __glewMapNamedBufferEXT = NULL;
PFNGLMAPNAMEDBUFFERRANGEEXTPROC __glewMapNamedBufferRangeEXT = NULL;
PFNGLMATRIXFRUSTUMEXTPROC __glewMatrixFrustumEXT = NULL;
PFNGLMATRIXLOADIDENTITYEXTPROC __glewMatrixLoadIdentityEXT = NULL;
PFNGLMATRIXLOADTRANSPOSEDEXTPROC __glewMatrixLoadTransposedEXT = NULL;
PFNGLMATRIXLOADTRANSPOSEFEXTPROC __glewMatrixLoadTransposefEXT = NULL;
PFNGLMATRIXLOADDEXTPROC __glewMatrixLoaddEXT = NULL;
PFNGLMATRIXLOADFEXTPROC __glewMatrixLoadfEXT = NULL;
PFNGLMATRIXMULTTRANSPOSEDEXTPROC __glewMatrixMultTransposedEXT = NULL;
PFNGLMATRIXMULTTRANSPOSEFEXTPROC __glewMatrixMultTransposefEXT = NULL;
PFNGLMATRIXMULTDEXTPROC __glewMatrixMultdEXT = NULL;
PFNGLMATRIXMULTFEXTPROC __glewMatrixMultfEXT = NULL;
PFNGLMATRIXORTHOEXTPROC __glewMatrixOrthoEXT = NULL;
PFNGLMATRIXPOPEXTPROC __glewMatrixPopEXT = NULL;
PFNGLMATRIXPUSHEXTPROC __glewMatrixPushEXT = NULL;
PFNGLMATRIXROTATEDEXTPROC __glewMatrixRotatedEXT = NULL;
PFNGLMATRIXROTATEFEXTPROC __glewMatrixRotatefEXT = NULL;
PFNGLMATRIXSCALEDEXTPROC __glewMatrixScaledEXT = NULL;
PFNGLMATRIXSCALEFEXTPROC __glewMatrixScalefEXT = NULL;
PFNGLMATRIXTRANSLATEDEXTPROC __glewMatrixTranslatedEXT = NULL;
PFNGLMATRIXTRANSLATEFEXTPROC __glewMatrixTranslatefEXT = NULL;
PFNGLMULTITEXBUFFEREXTPROC __glewMultiTexBufferEXT = NULL;
PFNGLMULTITEXCOORDPOINTEREXTPROC __glewMultiTexCoordPointerEXT = NULL;
PFNGLMULTITEXENVFEXTPROC __glewMultiTexEnvfEXT = NULL;
PFNGLMULTITEXENVFVEXTPROC __glewMultiTexEnvfvEXT = NULL;
PFNGLMULTITEXENVIEXTPROC __glewMultiTexEnviEXT = NULL;
PFNGLMULTITEXENVIVEXTPROC __glewMultiTexEnvivEXT = NULL;
PFNGLMULTITEXGENDEXTPROC __glewMultiTexGendEXT = NULL;
PFNGLMULTITEXGENDVEXTPROC __glewMultiTexGendvEXT = NULL;
PFNGLMULTITEXGENFEXTPROC __glewMultiTexGenfEXT = NULL;
PFNGLMULTITEXGENFVEXTPROC __glewMultiTexGenfvEXT = NULL;
PFNGLMULTITEXGENIEXTPROC __glewMultiTexGeniEXT = NULL;
PFNGLMULTITEXGENIVEXTPROC __glewMultiTexGenivEXT = NULL;
PFNGLMULTITEXIMAGE1DEXTPROC __glewMultiTexImage1DEXT = NULL;
PFNGLMULTITEXIMAGE2DEXTPROC __glewMultiTexImage2DEXT = NULL;
PFNGLMULTITEXIMAGE3DEXTPROC __glewMultiTexImage3DEXT = NULL;
PFNGLMULTITEXPARAMETERIIVEXTPROC __glewMultiTexParameterIivEXT = NULL;
PFNGLMULTITEXPARAMETERIUIVEXTPROC __glewMultiTexParameterIuivEXT = NULL;
PFNGLMULTITEXPARAMETERFEXTPROC __glewMultiTexParameterfEXT = NULL;
PFNGLMULTITEXPARAMETERFVEXTPROC __glewMultiTexParameterfvEXT = NULL;
PFNGLMULTITEXPARAMETERIEXTPROC __glewMultiTexParameteriEXT = NULL;
PFNGLMULTITEXPARAMETERIVEXTPROC __glewMultiTexParameterivEXT = NULL;
PFNGLMULTITEXRENDERBUFFEREXTPROC __glewMultiTexRenderbufferEXT = NULL;
PFNGLMULTITEXSUBIMAGE1DEXTPROC __glewMultiTexSubImage1DEXT = NULL;
PFNGLMULTITEXSUBIMAGE2DEXTPROC __glewMultiTexSubImage2DEXT = NULL;
PFNGLMULTITEXSUBIMAGE3DEXTPROC __glewMultiTexSubImage3DEXT = NULL;
PFNGLNAMEDBUFFERDATAEXTPROC __glewNamedBufferDataEXT = NULL;
PFNGLNAMEDBUFFERSUBDATAEXTPROC __glewNamedBufferSubDataEXT = NULL;
PFNGLNAMEDCOPYBUFFERSUBDATAEXTPROC __glewNamedCopyBufferSubDataEXT = NULL;
PFNGLNAMEDFRAMEBUFFERRENDERBUFFEREXTPROC __glewNamedFramebufferRenderbufferEXT = NULL;
PFNGLNAMEDFRAMEBUFFERTEXTURE1DEXTPROC __glewNamedFramebufferTexture1DEXT = NULL;
PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC __glewNamedFramebufferTexture2DEXT = NULL;
PFNGLNAMEDFRAMEBUFFERTEXTURE3DEXTPROC __glewNamedFramebufferTexture3DEXT = NULL;
PFNGLNAMEDFRAMEBUFFERTEXTUREEXTPROC __glewNamedFramebufferTextureEXT = NULL;
PFNGLNAMEDFRAMEBUFFERTEXTUREFACEEXTPROC __glewNamedFramebufferTextureFaceEXT = NULL;
PFNGLNAMEDFRAMEBUFFERTEXTURELAYEREXTPROC __glewNamedFramebufferTextureLayerEXT = NULL;
PFNGLNAMEDPROGRAMLOCALPARAMETER4DEXTPROC __glewNamedProgramLocalParameter4dEXT = NULL;
PFNGLNAMEDPROGRAMLOCALPARAMETER4DVEXTPROC __glewNamedProgramLocalParameter4dvEXT = NULL;
PFNGLNAMEDPROGRAMLOCALPARAMETER4FEXTPROC __glewNamedProgramLocalParameter4fEXT = NULL;
PFNGLNAMEDPROGRAMLOCALPARAMETER4FVEXTPROC __glewNamedProgramLocalParameter4fvEXT = NULL;
PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC __glewNamedProgramLocalParameterI4iEXT = NULL;
PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC __glewNamedProgramLocalParameterI4ivEXT = NULL;
PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC __glewNamedProgramLocalParameterI4uiEXT = NULL;
PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC __glewNamedProgramLocalParameterI4uivEXT = NULL;
PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC __glewNamedProgramLocalParameters4fvEXT = NULL;
PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC __glewNamedProgramLocalParametersI4ivEXT = NULL;
PFNGLNAMEDPROGRAMLOCALPARAMETERSI4UIVEXTPROC __glewNamedProgramLocalParametersI4uivEXT = NULL;
PFNGLNAMEDPROGRAMSTRINGEXTPROC __glewNamedProgramStringEXT = NULL;
PFNGLNAMEDRENDERBUFFERSTORAGEEXTPROC __glewNamedRenderbufferStorageEXT = NULL;
PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLECOVERAGEEXTPROC __glewNamedRenderbufferStorageMultisampleCoverageEXT = NULL;
PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC __glewNamedRenderbufferStorageMultisampleEXT = NULL;
PFNGLPROGRAMUNIFORM1FEXTPROC __glewProgramUniform1fEXT = NULL;
PFNGLPROGRAMUNIFORM1FVEXTPROC __glewProgramUniform1fvEXT = NULL;
PFNGLPROGRAMUNIFORM1IEXTPROC __glewProgramUniform1iEXT = NULL;
PFNGLPROGRAMUNIFORM1IVEXTPROC __glewProgramUniform1ivEXT = NULL;
PFNGLPROGRAMUNIFORM1UIEXTPROC __glewProgramUniform1uiEXT = NULL;
PFNGLPROGRAMUNIFORM1UIVEXTPROC __glewProgramUniform1uivEXT = NULL;
PFNGLPROGRAMUNIFORM2FEXTPROC __glewProgramUniform2fEXT = NULL;
PFNGLPROGRAMUNIFORM2FVEXTPROC __glewProgramUniform2fvEXT = NULL;
PFNGLPROGRAMUNIFORM2IEXTPROC __glewProgramUniform2iEXT = NULL;
PFNGLPROGRAMUNIFORM2IVEXTPROC __glewProgramUniform2ivEXT = NULL;
PFNGLPROGRAMUNIFORM2UIEXTPROC __glewProgramUniform2uiEXT = NULL;
PFNGLPROGRAMUNIFORM2UIVEXTPROC __glewProgramUniform2uivEXT = NULL;
PFNGLPROGRAMUNIFORM3FEXTPROC __glewProgramUniform3fEXT = NULL;
PFNGLPROGRAMUNIFORM3FVEXTPROC __glewProgramUniform3fvEXT = NULL;
PFNGLPROGRAMUNIFORM3IEXTPROC __glewProgramUniform3iEXT = NULL;
PFNGLPROGRAMUNIFORM3IVEXTPROC __glewProgramUniform3ivEXT = NULL;
PFNGLPROGRAMUNIFORM3UIEXTPROC __glewProgramUniform3uiEXT = NULL;
PFNGLPROGRAMUNIFORM3UIVEXTPROC __glewProgramUniform3uivEXT = NULL;
PFNGLPROGRAMUNIFORM4FEXTPROC __glewProgramUniform4fEXT = NULL;
PFNGLPROGRAMUNIFORM4FVEXTPROC __glewProgramUniform4fvEXT = NULL;
PFNGLPROGRAMUNIFORM4IEXTPROC __glewProgramUniform4iEXT = NULL;
PFNGLPROGRAMUNIFORM4IVEXTPROC __glewProgramUniform4ivEXT = NULL;
PFNGLPROGRAMUNIFORM4UIEXTPROC __glewProgramUniform4uiEXT = NULL;
PFNGLPROGRAMUNIFORM4UIVEXTPROC __glewProgramUniform4uivEXT = NULL;
PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC __glewProgramUniformMatrix2fvEXT = NULL;
PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC __glewProgramUniformMatrix2x3fvEXT = NULL;
PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC __glewProgramUniformMatrix2x4fvEXT = NULL;
PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC __glewProgramUniformMatrix3fvEXT = NULL;
PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC __glewProgramUniformMatrix3x2fvEXT = NULL;
PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC __glewProgramUniformMatrix3x4fvEXT = NULL;
PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC __glewProgramUniformMatrix4fvEXT = NULL;
PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC __glewProgramUniformMatrix4x2fvEXT = NULL;
PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC __glewProgramUniformMatrix4x3fvEXT = NULL;
PFNGLPUSHCLIENTATTRIBDEFAULTEXTPROC __glewPushClientAttribDefaultEXT = NULL;
PFNGLTEXTUREBUFFEREXTPROC __glewTextureBufferEXT = NULL;
PFNGLTEXTUREIMAGE1DEXTPROC __glewTextureImage1DEXT = NULL;
PFNGLTEXTUREIMAGE2DEXTPROC __glewTextureImage2DEXT = NULL;
PFNGLTEXTUREIMAGE3DEXTPROC __glewTextureImage3DEXT = NULL;
PFNGLTEXTUREPARAMETERIIVEXTPROC __glewTextureParameterIivEXT = NULL;
PFNGLTEXTUREPARAMETERIUIVEXTPROC __glewTextureParameterIuivEXT = NULL;
PFNGLTEXTUREPARAMETERFEXTPROC __glewTextureParameterfEXT = NULL;
PFNGLTEXTUREPARAMETERFVEXTPROC __glewTextureParameterfvEXT = NULL;
PFNGLTEXTUREPARAMETERIEXTPROC __glewTextureParameteriEXT = NULL;
PFNGLTEXTUREPARAMETERIVEXTPROC __glewTextureParameterivEXT = NULL;
PFNGLTEXTURERENDERBUFFEREXTPROC __glewTextureRenderbufferEXT = NULL;
PFNGLTEXTURESUBIMAGE1DEXTPROC __glewTextureSubImage1DEXT = NULL;
PFNGLTEXTURESUBIMAGE2DEXTPROC __glewTextureSubImage2DEXT = NULL;
PFNGLTEXTURESUBIMAGE3DEXTPROC __glewTextureSubImage3DEXT = NULL;
PFNGLUNMAPNAMEDBUFFEREXTPROC __glewUnmapNamedBufferEXT = NULL;
PFNGLVERTEXARRAYCOLOROFFSETEXTPROC __glewVertexArrayColorOffsetEXT = NULL;
PFNGLVERTEXARRAYEDGEFLAGOFFSETEXTPROC __glewVertexArrayEdgeFlagOffsetEXT = NULL;
PFNGLVERTEXARRAYFOGCOORDOFFSETEXTPROC __glewVertexArrayFogCoordOffsetEXT = NULL;
PFNGLVERTEXARRAYINDEXOFFSETEXTPROC __glewVertexArrayIndexOffsetEXT = NULL;
PFNGLVERTEXARRAYMULTITEXCOORDOFFSETEXTPROC __glewVertexArrayMultiTexCoordOffsetEXT = NULL;
PFNGLVERTEXARRAYNORMALOFFSETEXTPROC __glewVertexArrayNormalOffsetEXT = NULL;
PFNGLVERTEXARRAYSECONDARYCOLOROFFSETEXTPROC __glewVertexArraySecondaryColorOffsetEXT = NULL;
PFNGLVERTEXARRAYTEXCOORDOFFSETEXTPROC __glewVertexArrayTexCoordOffsetEXT = NULL;
PFNGLVERTEXARRAYVERTEXATTRIBDIVISOREXTPROC __glewVertexArrayVertexAttribDivisorEXT = NULL;
PFNGLVERTEXARRAYVERTEXATTRIBIOFFSETEXTPROC __glewVertexArrayVertexAttribIOffsetEXT = NULL;
PFNGLVERTEXARRAYVERTEXATTRIBOFFSETEXTPROC __glewVertexArrayVertexAttribOffsetEXT = NULL;
PFNGLVERTEXARRAYVERTEXOFFSETEXTPROC __glewVertexArrayVertexOffsetEXT = NULL;
PFNGLCOLORMASKINDEXEDEXTPROC __glewColorMaskIndexedEXT = NULL;
PFNGLDISABLEINDEXEDEXTPROC __glewDisableIndexedEXT = NULL;
PFNGLENABLEINDEXEDEXTPROC __glewEnableIndexedEXT = NULL;
PFNGLGETBOOLEANINDEXEDVEXTPROC __glewGetBooleanIndexedvEXT = NULL;
PFNGLGETINTEGERINDEXEDVEXTPROC __glewGetIntegerIndexedvEXT = NULL;
PFNGLISENABLEDINDEXEDEXTPROC __glewIsEnabledIndexedEXT = NULL;
PFNGLDRAWARRAYSINSTANCEDEXTPROC __glewDrawArraysInstancedEXT = NULL;
PFNGLDRAWELEMENTSINSTANCEDEXTPROC __glewDrawElementsInstancedEXT = NULL;
PFNGLDRAWRANGEELEMENTSEXTPROC __glewDrawRangeElementsEXT = NULL;
PFNGLFOGCOORDPOINTEREXTPROC __glewFogCoordPointerEXT = NULL;
PFNGLFOGCOORDDEXTPROC __glewFogCoorddEXT = NULL;
PFNGLFOGCOORDDVEXTPROC __glewFogCoorddvEXT = NULL;
PFNGLFOGCOORDFEXTPROC __glewFogCoordfEXT = NULL;
PFNGLFOGCOORDFVEXTPROC __glewFogCoordfvEXT = NULL;
PFNGLFRAGMENTCOLORMATERIALEXTPROC __glewFragmentColorMaterialEXT = NULL;
PFNGLFRAGMENTLIGHTMODELFEXTPROC __glewFragmentLightModelfEXT = NULL;
PFNGLFRAGMENTLIGHTMODELFVEXTPROC __glewFragmentLightModelfvEXT = NULL;
PFNGLFRAGMENTLIGHTMODELIEXTPROC __glewFragmentLightModeliEXT = NULL;
PFNGLFRAGMENTLIGHTMODELIVEXTPROC __glewFragmentLightModelivEXT = NULL;
PFNGLFRAGMENTLIGHTFEXTPROC __glewFragmentLightfEXT = NULL;
PFNGLFRAGMENTLIGHTFVEXTPROC __glewFragmentLightfvEXT = NULL;
PFNGLFRAGMENTLIGHTIEXTPROC __glewFragmentLightiEXT = NULL;
PFNGLFRAGMENTLIGHTIVEXTPROC __glewFragmentLightivEXT = NULL;
PFNGLFRAGMENTMATERIALFEXTPROC __glewFragmentMaterialfEXT = NULL;
PFNGLFRAGMENTMATERIALFVEXTPROC __glewFragmentMaterialfvEXT = NULL;
PFNGLFRAGMENTMATERIALIEXTPROC __glewFragmentMaterialiEXT = NULL;
PFNGLFRAGMENTMATERIALIVEXTPROC __glewFragmentMaterialivEXT = NULL;
PFNGLGETFRAGMENTLIGHTFVEXTPROC __glewGetFragmentLightfvEXT = NULL;
PFNGLGETFRAGMENTLIGHTIVEXTPROC __glewGetFragmentLightivEXT = NULL;
PFNGLGETFRAGMENTMATERIALFVEXTPROC __glewGetFragmentMaterialfvEXT = NULL;
PFNGLGETFRAGMENTMATERIALIVEXTPROC __glewGetFragmentMaterialivEXT = NULL;
PFNGLLIGHTENVIEXTPROC __glewLightEnviEXT = NULL;
PFNGLBLITFRAMEBUFFEREXTPROC __glewBlitFramebufferEXT = NULL;
PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC __glewRenderbufferStorageMultisampleEXT = NULL;
PFNGLBINDFRAMEBUFFEREXTPROC __glewBindFramebufferEXT = NULL;
PFNGLBINDRENDERBUFFEREXTPROC __glewBindRenderbufferEXT = NULL;
PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC __glewCheckFramebufferStatusEXT = NULL;
PFNGLDELETEFRAMEBUFFERSEXTPROC __glewDeleteFramebuffersEXT = NULL;
PFNGLDELETERENDERBUFFERSEXTPROC __glewDeleteRenderbuffersEXT = NULL;
PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC __glewFramebufferRenderbufferEXT = NULL;
PFNGLFRAMEBUFFERTEXTURE1DEXTPROC __glewFramebufferTexture1DEXT = NULL;
PFNGLFRAMEBUFFERTEXTURE2DEXTPROC __glewFramebufferTexture2DEXT = NULL;
PFNGLFRAMEBUFFERTEXTURE3DEXTPROC __glewFramebufferTexture3DEXT = NULL;
PFNGLGENFRAMEBUFFERSEXTPROC __glewGenFramebuffersEXT = NULL;
PFNGLGENRENDERBUFFERSEXTPROC __glewGenRenderbuffersEXT = NULL;
PFNGLGENERATEMIPMAPEXTPROC __glewGenerateMipmapEXT = NULL;
PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC __glewGetFramebufferAttachmentParameterivEXT = NULL;
PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC __glewGetRenderbufferParameterivEXT = NULL;
PFNGLISFRAMEBUFFEREXTPROC __glewIsFramebufferEXT = NULL;
PFNGLISRENDERBUFFEREXTPROC __glewIsRenderbufferEXT = NULL;
PFNGLRENDERBUFFERSTORAGEEXTPROC __glewRenderbufferStorageEXT = NULL;
PFNGLFRAMEBUFFERTEXTUREEXTPROC __glewFramebufferTextureEXT = NULL;
PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC __glewFramebufferTextureFaceEXT = NULL;
PFNGLPROGRAMPARAMETERIEXTPROC __glewProgramParameteriEXT = NULL;
PFNGLPROGRAMENVPARAMETERS4FVEXTPROC __glewProgramEnvParameters4fvEXT = NULL;
PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC __glewProgramLocalParameters4fvEXT = NULL;
PFNGLBINDFRAGDATALOCATIONEXTPROC __glewBindFragDataLocationEXT = NULL;
PFNGLGETFRAGDATALOCATIONEXTPROC __glewGetFragDataLocationEXT = NULL;
PFNGLGETUNIFORMUIVEXTPROC __glewGetUniformuivEXT = NULL;
PFNGLGETVERTEXATTRIBIIVEXTPROC __glewGetVertexAttribIivEXT = NULL;
PFNGLGETVERTEXATTRIBIUIVEXTPROC __glewGetVertexAttribIuivEXT = NULL;
PFNGLUNIFORM1UIEXTPROC __glewUniform1uiEXT = NULL;
PFNGLUNIFORM1UIVEXTPROC __glewUniform1uivEXT = NULL;
PFNGLUNIFORM2UIEXTPROC __glewUniform2uiEXT = NULL;
PFNGLUNIFORM2UIVEXTPROC __glewUniform2uivEXT = NULL;
PFNGLUNIFORM3UIEXTPROC __glewUniform3uiEXT = NULL;
PFNGLUNIFORM3UIVEXTPROC __glewUniform3uivEXT = NULL;
PFNGLUNIFORM4UIEXTPROC __glewUniform4uiEXT = NULL;
PFNGLUNIFORM4UIVEXTPROC __glewUniform4uivEXT = NULL;
PFNGLVERTEXATTRIBI1IEXTPROC __glewVertexAttribI1iEXT = NULL;
PFNGLVERTEXATTRIBI1IVEXTPROC __glewVertexAttribI1ivEXT = NULL;
PFNGLVERTEXATTRIBI1UIEXTPROC __glewVertexAttribI1uiEXT = NULL;
PFNGLVERTEXATTRIBI1UIVEXTPROC __glewVertexAttribI1uivEXT = NULL;
PFNGLVERTEXATTRIBI2IEXTPROC __glewVertexAttribI2iEXT = NULL;
PFNGLVERTEXATTRIBI2IVEXTPROC __glewVertexAttribI2ivEXT = NULL;
PFNGLVERTEXATTRIBI2UIEXTPROC __glewVertexAttribI2uiEXT = NULL;
PFNGLVERTEXATTRIBI2UIVEXTPROC __glewVertexAttribI2uivEXT = NULL;
PFNGLVERTEXATTRIBI3IEXTPROC __glewVertexAttribI3iEXT = NULL;
PFNGLVERTEXATTRIBI3IVEXTPROC __glewVertexAttribI3ivEXT = NULL;
PFNGLVERTEXATTRIBI3UIEXTPROC __glewVertexAttribI3uiEXT = NULL;
PFNGLVERTEXATTRIBI3UIVEXTPROC __glewVertexAttribI3uivEXT = NULL;
PFNGLVERTEXATTRIBI4BVEXTPROC __glewVertexAttribI4bvEXT = NULL;
PFNGLVERTEXATTRIBI4IEXTPROC __glewVertexAttribI4iEXT = NULL;
PFNGLVERTEXATTRIBI4IVEXTPROC __glewVertexAttribI4ivEXT = NULL;
PFNGLVERTEXATTRIBI4SVEXTPROC __glewVertexAttribI4svEXT = NULL;
PFNGLVERTEXATTRIBI4UBVEXTPROC __glewVertexAttribI4ubvEXT = NULL;
PFNGLVERTEXATTRIBI4UIEXTPROC __glewVertexAttribI4uiEXT = NULL;
PFNGLVERTEXATTRIBI4UIVEXTPROC __glewVertexAttribI4uivEXT = NULL;
PFNGLVERTEXATTRIBI4USVEXTPROC __glewVertexAttribI4usvEXT = NULL;
PFNGLVERTEXATTRIBIPOINTEREXTPROC __glewVertexAttribIPointerEXT = NULL;
PFNGLGETHISTOGRAMEXTPROC __glewGetHistogramEXT = NULL;
PFNGLGETHISTOGRAMPARAMETERFVEXTPROC __glewGetHistogramParameterfvEXT = NULL;
PFNGLGETHISTOGRAMPARAMETERIVEXTPROC __glewGetHistogramParameterivEXT = NULL;
PFNGLGETMINMAXEXTPROC __glewGetMinmaxEXT = NULL;
PFNGLGETMINMAXPARAMETERFVEXTPROC __glewGetMinmaxParameterfvEXT = NULL;
PFNGLGETMINMAXPARAMETERIVEXTPROC __glewGetMinmaxParameterivEXT = NULL;
PFNGLHISTOGRAMEXTPROC __glewHistogramEXT = NULL;
PFNGLMINMAXEXTPROC __glewMinmaxEXT = NULL;
PFNGLRESETHISTOGRAMEXTPROC __glewResetHistogramEXT = NULL;
PFNGLRESETMINMAXEXTPROC __glewResetMinmaxEXT = NULL;
PFNGLINDEXFUNCEXTPROC __glewIndexFuncEXT = NULL;
PFNGLINDEXMATERIALEXTPROC __glewIndexMaterialEXT = NULL;
PFNGLAPPLYTEXTUREEXTPROC __glewApplyTextureEXT = NULL;
PFNGLTEXTURELIGHTEXTPROC __glewTextureLightEXT = NULL;
PFNGLTEXTUREMATERIALEXTPROC __glewTextureMaterialEXT = NULL;
PFNGLMULTIDRAWARRAYSEXTPROC __glewMultiDrawArraysEXT = NULL;
PFNGLMULTIDRAWELEMENTSEXTPROC __glewMultiDrawElementsEXT = NULL;
PFNGLSAMPLEMASKEXTPROC __glewSampleMaskEXT = NULL;
PFNGLSAMPLEPATTERNEXTPROC __glewSamplePatternEXT = NULL;
PFNGLCOLORTABLEEXTPROC __glewColorTableEXT = NULL;
PFNGLGETCOLORTABLEEXTPROC __glewGetColorTableEXT = NULL;
PFNGLGETCOLORTABLEPARAMETERFVEXTPROC __glewGetColorTableParameterfvEXT = NULL;
PFNGLGETCOLORTABLEPARAMETERIVEXTPROC __glewGetColorTableParameterivEXT = NULL;
PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC __glewGetPixelTransformParameterfvEXT = NULL;
PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC __glewGetPixelTransformParameterivEXT = NULL;
PFNGLPIXELTRANSFORMPARAMETERFEXTPROC __glewPixelTransformParameterfEXT = NULL;
PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC __glewPixelTransformParameterfvEXT = NULL;
PFNGLPIXELTRANSFORMPARAMETERIEXTPROC __glewPixelTransformParameteriEXT = NULL;
PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC __glewPixelTransformParameterivEXT = NULL;
PFNGLPOINTPARAMETERFEXTPROC __glewPointParameterfEXT = NULL;
PFNGLPOINTPARAMETERFVEXTPROC __glewPointParameterfvEXT = NULL;
PFNGLPOLYGONOFFSETEXTPROC __glewPolygonOffsetEXT = NULL;
PFNGLPOLYGONOFFSETCLAMPEXTPROC __glewPolygonOffsetClampEXT = NULL;
PFNGLPROVOKINGVERTEXEXTPROC __glewProvokingVertexEXT = NULL;
PFNGLCOVERAGEMODULATIONNVPROC __glewCoverageModulationNV = NULL;
PFNGLCOVERAGEMODULATIONTABLENVPROC __glewCoverageModulationTableNV = NULL;
PFNGLGETCOVERAGEMODULATIONTABLENVPROC __glewGetCoverageModulationTableNV = NULL;
PFNGLRASTERSAMPLESEXTPROC __glewRasterSamplesEXT = NULL;
PFNGLBEGINSCENEEXTPROC __glewBeginSceneEXT = NULL;
PFNGLENDSCENEEXTPROC __glewEndSceneEXT = NULL;
PFNGLSECONDARYCOLOR3BEXTPROC __glewSecondaryColor3bEXT = NULL;
PFNGLSECONDARYCOLOR3BVEXTPROC __glewSecondaryColor3bvEXT = NULL;
PFNGLSECONDARYCOLOR3DEXTPROC __glewSecondaryColor3dEXT = NULL;
PFNGLSECONDARYCOLOR3DVEXTPROC __glewSecondaryColor3dvEXT = NULL;
PFNGLSECONDARYCOLOR3FEXTPROC __glewSecondaryColor3fEXT = NULL;
PFNGLSECONDARYCOLOR3FVEXTPROC __glewSecondaryColor3fvEXT = NULL;
PFNGLSECONDARYCOLOR3IEXTPROC __glewSecondaryColor3iEXT = NULL;
PFNGLSECONDARYCOLOR3IVEXTPROC __glewSecondaryColor3ivEXT = NULL;
PFNGLSECONDARYCOLOR3SEXTPROC __glewSecondaryColor3sEXT = NULL;
PFNGLSECONDARYCOLOR3SVEXTPROC __glewSecondaryColor3svEXT = NULL;
PFNGLSECONDARYCOLOR3UBEXTPROC __glewSecondaryColor3ubEXT = NULL;
PFNGLSECONDARYCOLOR3UBVEXTPROC __glewSecondaryColor3ubvEXT = NULL;
PFNGLSECONDARYCOLOR3UIEXTPROC __glewSecondaryColor3uiEXT = NULL;
PFNGLSECONDARYCOLOR3UIVEXTPROC __glewSecondaryColor3uivEXT = NULL;
PFNGLSECONDARYCOLOR3USEXTPROC __glewSecondaryColor3usEXT = NULL;
PFNGLSECONDARYCOLOR3USVEXTPROC __glewSecondaryColor3usvEXT = NULL;
PFNGLSECONDARYCOLORPOINTEREXTPROC __glewSecondaryColorPointerEXT = NULL;
PFNGLACTIVEPROGRAMEXTPROC __glewActiveProgramEXT = NULL;
PFNGLCREATESHADERPROGRAMEXTPROC __glewCreateShaderProgramEXT = NULL;
PFNGLUSESHADERPROGRAMEXTPROC __glewUseShaderProgramEXT = NULL;
PFNGLBINDIMAGETEXTUREEXTPROC __glewBindImageTextureEXT = NULL;
PFNGLMEMORYBARRIEREXTPROC __glewMemoryBarrierEXT = NULL;
PFNGLACTIVESTENCILFACEEXTPROC __glewActiveStencilFaceEXT = NULL;
PFNGLTEXSUBIMAGE1DEXTPROC __glewTexSubImage1DEXT = NULL;
PFNGLTEXSUBIMAGE2DEXTPROC __glewTexSubImage2DEXT = NULL;
PFNGLTEXSUBIMAGE3DEXTPROC __glewTexSubImage3DEXT = NULL;
PFNGLTEXIMAGE3DEXTPROC __glewTexImage3DEXT = NULL;
PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC __glewFramebufferTextureLayerEXT = NULL;
PFNGLTEXBUFFEREXTPROC __glewTexBufferEXT = NULL;
PFNGLCLEARCOLORIIEXTPROC __glewClearColorIiEXT = NULL;
PFNGLCLEARCOLORIUIEXTPROC __glewClearColorIuiEXT = NULL;
PFNGLGETTEXPARAMETERIIVEXTPROC __glewGetTexParameterIivEXT = NULL;
PFNGLGETTEXPARAMETERIUIVEXTPROC __glewGetTexParameterIuivEXT = NULL;
PFNGLTEXPARAMETERIIVEXTPROC __glewTexParameterIivEXT = NULL;
PFNGLTEXPARAMETERIUIVEXTPROC __glewTexParameterIuivEXT = NULL;
PFNGLARETEXTURESRESIDENTEXTPROC __glewAreTexturesResidentEXT = NULL;
PFNGLBINDTEXTUREEXTPROC __glewBindTextureEXT = NULL;
PFNGLDELETETEXTURESEXTPROC __glewDeleteTexturesEXT = NULL;
PFNGLGENTEXTURESEXTPROC __glewGenTexturesEXT = NULL;
PFNGLISTEXTUREEXTPROC __glewIsTextureEXT = NULL;
PFNGLPRIORITIZETEXTURESEXTPROC __glewPrioritizeTexturesEXT = NULL;
PFNGLTEXTURENORMALEXTPROC __glewTextureNormalEXT = NULL;
PFNGLGETQUERYOBJECTI64VEXTPROC __glewGetQueryObjecti64vEXT = NULL;
PFNGLGETQUERYOBJECTUI64VEXTPROC __glewGetQueryObjectui64vEXT = NULL;
PFNGLBEGINTRANSFORMFEEDBACKEXTPROC __glewBeginTransformFeedbackEXT = NULL;
PFNGLBINDBUFFERBASEEXTPROC __glewBindBufferBaseEXT = NULL;
PFNGLBINDBUFFEROFFSETEXTPROC __glewBindBufferOffsetEXT = NULL;
PFNGLBINDBUFFERRANGEEXTPROC __glewBindBufferRangeEXT = NULL;
PFNGLENDTRANSFORMFEEDBACKEXTPROC __glewEndTransformFeedbackEXT = NULL;
PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC __glewGetTransformFeedbackVaryingEXT = NULL;
PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC __glewTransformFeedbackVaryingsEXT = NULL;
PFNGLARRAYELEMENTEXTPROC __glewArrayElementEXT = NULL;
PFNGLCOLORPOINTEREXTPROC __glewColorPointerEXT = NULL;
PFNGLDRAWARRAYSEXTPROC __glewDrawArraysEXT = NULL;
PFNGLEDGEFLAGPOINTEREXTPROC __glewEdgeFlagPointerEXT = NULL;
PFNGLINDEXPOINTEREXTPROC __glewIndexPointerEXT = NULL;
PFNGLNORMALPOINTEREXTPROC __glewNormalPointerEXT = NULL;
PFNGLTEXCOORDPOINTEREXTPROC __glewTexCoordPointerEXT = NULL;
PFNGLVERTEXPOINTEREXTPROC __glewVertexPointerEXT = NULL;
PFNGLGETVERTEXATTRIBLDVEXTPROC __glewGetVertexAttribLdvEXT = NULL;
PFNGLVERTEXARRAYVERTEXATTRIBLOFFSETEXTPROC __glewVertexArrayVertexAttribLOffsetEXT = NULL;
PFNGLVERTEXATTRIBL1DEXTPROC __glewVertexAttribL1dEXT = NULL;
PFNGLVERTEXATTRIBL1DVEXTPROC __glewVertexAttribL1dvEXT = NULL;
PFNGLVERTEXATTRIBL2DEXTPROC __glewVertexAttribL2dEXT = NULL;
PFNGLVERTEXATTRIBL2DVEXTPROC __glewVertexAttribL2dvEXT = NULL;
PFNGLVERTEXATTRIBL3DEXTPROC __glewVertexAttribL3dEXT = NULL;
PFNGLVERTEXATTRIBL3DVEXTPROC __glewVertexAttribL3dvEXT = NULL;
PFNGLVERTEXATTRIBL4DEXTPROC __glewVertexAttribL4dEXT = NULL;
PFNGLVERTEXATTRIBL4DVEXTPROC __glewVertexAttribL4dvEXT = NULL;
PFNGLVERTEXATTRIBLPOINTEREXTPROC __glewVertexAttribLPointerEXT = NULL;
PFNGLBEGINVERTEXSHADEREXTPROC __glewBeginVertexShaderEXT = NULL;
PFNGLBINDLIGHTPARAMETEREXTPROC __glewBindLightParameterEXT = NULL;
PFNGLBINDMATERIALPARAMETEREXTPROC __glewBindMaterialParameterEXT = NULL;
PFNGLBINDPARAMETEREXTPROC __glewBindParameterEXT = NULL;
PFNGLBINDTEXGENPARAMETEREXTPROC __glewBindTexGenParameterEXT = NULL;
PFNGLBINDTEXTUREUNITPARAMETEREXTPROC __glewBindTextureUnitParameterEXT = NULL;
PFNGLBINDVERTEXSHADEREXTPROC __glewBindVertexShaderEXT = NULL;
PFNGLDELETEVERTEXSHADEREXTPROC __glewDeleteVertexShaderEXT = NULL;
PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC __glewDisableVariantClientStateEXT = NULL;
PFNGLENABLEVARIANTCLIENTSTATEEXTPROC __glewEnableVariantClientStateEXT = NULL;
PFNGLENDVERTEXSHADEREXTPROC __glewEndVertexShaderEXT = NULL;
PFNGLEXTRACTCOMPONENTEXTPROC __glewExtractComponentEXT = NULL;
PFNGLGENSYMBOLSEXTPROC __glewGenSymbolsEXT = NULL;
PFNGLGENVERTEXSHADERSEXTPROC __glewGenVertexShadersEXT = NULL;
PFNGLGETINVARIANTBOOLEANVEXTPROC __glewGetInvariantBooleanvEXT = NULL;
PFNGLGETINVARIANTFLOATVEXTPROC __glewGetInvariantFloatvEXT = NULL;
PFNGLGETINVARIANTINTEGERVEXTPROC __glewGetInvariantIntegervEXT = NULL;
PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC __glewGetLocalConstantBooleanvEXT = NULL;
PFNGLGETLOCALCONSTANTFLOATVEXTPROC __glewGetLocalConstantFloatvEXT = NULL;
PFNGLGETLOCALCONSTANTINTEGERVEXTPROC __glewGetLocalConstantIntegervEXT = NULL;
PFNGLGETVARIANTBOOLEANVEXTPROC __glewGetVariantBooleanvEXT = NULL;
PFNGLGETVARIANTFLOATVEXTPROC __glewGetVariantFloatvEXT = NULL;
PFNGLGETVARIANTINTEGERVEXTPROC __glewGetVariantIntegervEXT = NULL;
PFNGLGETVARIANTPOINTERVEXTPROC __glewGetVariantPointervEXT = NULL;
PFNGLINSERTCOMPONENTEXTPROC __glewInsertComponentEXT = NULL;
PFNGLISVARIANTENABLEDEXTPROC __glewIsVariantEnabledEXT = NULL;
PFNGLSETINVARIANTEXTPROC __glewSetInvariantEXT = NULL;
PFNGLSETLOCALCONSTANTEXTPROC __glewSetLocalConstantEXT = NULL;
PFNGLSHADEROP1EXTPROC __glewShaderOp1EXT = NULL;
PFNGLSHADEROP2EXTPROC __glewShaderOp2EXT = NULL;
PFNGLSHADEROP3EXTPROC __glewShaderOp3EXT = NULL;
PFNGLSWIZZLEEXTPROC __glewSwizzleEXT = NULL;
PFNGLVARIANTPOINTEREXTPROC __glewVariantPointerEXT = NULL;
PFNGLVARIANTBVEXTPROC __glewVariantbvEXT = NULL;
PFNGLVARIANTDVEXTPROC __glewVariantdvEXT = NULL;
PFNGLVARIANTFVEXTPROC __glewVariantfvEXT = NULL;
PFNGLVARIANTIVEXTPROC __glewVariantivEXT = NULL;
PFNGLVARIANTSVEXTPROC __glewVariantsvEXT = NULL;
PFNGLVARIANTUBVEXTPROC __glewVariantubvEXT = NULL;
PFNGLVARIANTUIVEXTPROC __glewVariantuivEXT = NULL;
PFNGLVARIANTUSVEXTPROC __glewVariantusvEXT = NULL;
PFNGLWRITEMASKEXTPROC __glewWriteMaskEXT = NULL;
PFNGLVERTEXWEIGHTPOINTEREXTPROC __glewVertexWeightPointerEXT = NULL;
PFNGLVERTEXWEIGHTFEXTPROC __glewVertexWeightfEXT = NULL;
PFNGLVERTEXWEIGHTFVEXTPROC __glewVertexWeightfvEXT = NULL;
PFNGLIMPORTSYNCEXTPROC __glewImportSyncEXT = NULL;
PFNGLFRAMETERMINATORGREMEDYPROC __glewFrameTerminatorGREMEDY = NULL;
PFNGLSTRINGMARKERGREMEDYPROC __glewStringMarkerGREMEDY = NULL;
PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC __glewGetImageTransformParameterfvHP = NULL;
PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC __glewGetImageTransformParameterivHP = NULL;
PFNGLIMAGETRANSFORMPARAMETERFHPPROC __glewImageTransformParameterfHP = NULL;
PFNGLIMAGETRANSFORMPARAMETERFVHPPROC __glewImageTransformParameterfvHP = NULL;
PFNGLIMAGETRANSFORMPARAMETERIHPPROC __glewImageTransformParameteriHP = NULL;
PFNGLIMAGETRANSFORMPARAMETERIVHPPROC __glewImageTransformParameterivHP = NULL;
PFNGLMULTIMODEDRAWARRAYSIBMPROC __glewMultiModeDrawArraysIBM = NULL;
PFNGLMULTIMODEDRAWELEMENTSIBMPROC __glewMultiModeDrawElementsIBM = NULL;
PFNGLCOLORPOINTERLISTIBMPROC __glewColorPointerListIBM = NULL;
PFNGLEDGEFLAGPOINTERLISTIBMPROC __glewEdgeFlagPointerListIBM = NULL;
PFNGLFOGCOORDPOINTERLISTIBMPROC __glewFogCoordPointerListIBM = NULL;
PFNGLINDEXPOINTERLISTIBMPROC __glewIndexPointerListIBM = NULL;
PFNGLNORMALPOINTERLISTIBMPROC __glewNormalPointerListIBM = NULL;
PFNGLSECONDARYCOLORPOINTERLISTIBMPROC __glewSecondaryColorPointerListIBM = NULL;
PFNGLTEXCOORDPOINTERLISTIBMPROC __glewTexCoordPointerListIBM = NULL;
PFNGLVERTEXPOINTERLISTIBMPROC __glewVertexPointerListIBM = NULL;
PFNGLMAPTEXTURE2DINTELPROC __glewMapTexture2DINTEL = NULL;
PFNGLSYNCTEXTUREINTELPROC __glewSyncTextureINTEL = NULL;
PFNGLUNMAPTEXTURE2DINTELPROC __glewUnmapTexture2DINTEL = NULL;
PFNGLCOLORPOINTERVINTELPROC __glewColorPointervINTEL = NULL;
PFNGLNORMALPOINTERVINTELPROC __glewNormalPointervINTEL = NULL;
PFNGLTEXCOORDPOINTERVINTELPROC __glewTexCoordPointervINTEL = NULL;
PFNGLVERTEXPOINTERVINTELPROC __glewVertexPointervINTEL = NULL;
PFNGLBEGINPERFQUERYINTELPROC __glewBeginPerfQueryINTEL = NULL;
PFNGLCREATEPERFQUERYINTELPROC __glewCreatePerfQueryINTEL = NULL;
PFNGLDELETEPERFQUERYINTELPROC __glewDeletePerfQueryINTEL = NULL;
PFNGLENDPERFQUERYINTELPROC __glewEndPerfQueryINTEL = NULL;
PFNGLGETFIRSTPERFQUERYIDINTELPROC __glewGetFirstPerfQueryIdINTEL = NULL;
PFNGLGETNEXTPERFQUERYIDINTELPROC __glewGetNextPerfQueryIdINTEL = NULL;
PFNGLGETPERFCOUNTERINFOINTELPROC __glewGetPerfCounterInfoINTEL = NULL;
PFNGLGETPERFQUERYDATAINTELPROC __glewGetPerfQueryDataINTEL = NULL;
PFNGLGETPERFQUERYIDBYNAMEINTELPROC __glewGetPerfQueryIdByNameINTEL = NULL;
PFNGLGETPERFQUERYINFOINTELPROC __glewGetPerfQueryInfoINTEL = NULL;
PFNGLTEXSCISSORFUNCINTELPROC __glewTexScissorFuncINTEL = NULL;
PFNGLTEXSCISSORINTELPROC __glewTexScissorINTEL = NULL;
PFNGLBLENDBARRIERKHRPROC __glewBlendBarrierKHR = NULL;
PFNGLDEBUGMESSAGECALLBACKPROC __glewDebugMessageCallback = NULL;
PFNGLDEBUGMESSAGECONTROLPROC __glewDebugMessageControl = NULL;
PFNGLDEBUGMESSAGEINSERTPROC __glewDebugMessageInsert = NULL;
PFNGLGETDEBUGMESSAGELOGPROC __glewGetDebugMessageLog = NULL;
PFNGLGETOBJECTLABELPROC __glewGetObjectLabel = NULL;
PFNGLGETOBJECTPTRLABELPROC __glewGetObjectPtrLabel = NULL;
PFNGLOBJECTLABELPROC __glewObjectLabel = NULL;
PFNGLOBJECTPTRLABELPROC __glewObjectPtrLabel = NULL;
PFNGLPOPDEBUGGROUPPROC __glewPopDebugGroup = NULL;
PFNGLPUSHDEBUGGROUPPROC __glewPushDebugGroup = NULL;
PFNGLGETNUNIFORMFVPROC __glewGetnUniformfv = NULL;
PFNGLGETNUNIFORMIVPROC __glewGetnUniformiv = NULL;
PFNGLGETNUNIFORMUIVPROC __glewGetnUniformuiv = NULL;
PFNGLREADNPIXELSPROC __glewReadnPixels = NULL;
PFNGLBUFFERREGIONENABLEDPROC __glewBufferRegionEnabled = NULL;
PFNGLDELETEBUFFERREGIONPROC __glewDeleteBufferRegion = NULL;
PFNGLDRAWBUFFERREGIONPROC __glewDrawBufferRegion = NULL;
PFNGLNEWBUFFERREGIONPROC __glewNewBufferRegion = NULL;
PFNGLREADBUFFERREGIONPROC __glewReadBufferRegion = NULL;
PFNGLRESIZEBUFFERSMESAPROC __glewResizeBuffersMESA = NULL;
PFNGLWINDOWPOS2DMESAPROC __glewWindowPos2dMESA = NULL;
PFNGLWINDOWPOS2DVMESAPROC __glewWindowPos2dvMESA = NULL;
PFNGLWINDOWPOS2FMESAPROC __glewWindowPos2fMESA = NULL;
PFNGLWINDOWPOS2FVMESAPROC __glewWindowPos2fvMESA = NULL;
PFNGLWINDOWPOS2IMESAPROC __glewWindowPos2iMESA = NULL;
PFNGLWINDOWPOS2IVMESAPROC __glewWindowPos2ivMESA = NULL;
PFNGLWINDOWPOS2SMESAPROC __glewWindowPos2sMESA = NULL;
PFNGLWINDOWPOS2SVMESAPROC __glewWindowPos2svMESA = NULL;
PFNGLWINDOWPOS3DMESAPROC __glewWindowPos3dMESA = NULL;
PFNGLWINDOWPOS3DVMESAPROC __glewWindowPos3dvMESA = NULL;
PFNGLWINDOWPOS3FMESAPROC __glewWindowPos3fMESA = NULL;
PFNGLWINDOWPOS3FVMESAPROC __glewWindowPos3fvMESA = NULL;
PFNGLWINDOWPOS3IMESAPROC __glewWindowPos3iMESA = NULL;
PFNGLWINDOWPOS3IVMESAPROC __glewWindowPos3ivMESA = NULL;
PFNGLWINDOWPOS3SMESAPROC __glewWindowPos3sMESA = NULL;
PFNGLWINDOWPOS3SVMESAPROC __glewWindowPos3svMESA = NULL;
PFNGLWINDOWPOS4DMESAPROC __glewWindowPos4dMESA = NULL;
PFNGLWINDOWPOS4DVMESAPROC __glewWindowPos4dvMESA = NULL;
PFNGLWINDOWPOS4FMESAPROC __glewWindowPos4fMESA = NULL;
PFNGLWINDOWPOS4FVMESAPROC __glewWindowPos4fvMESA = NULL;
PFNGLWINDOWPOS4IMESAPROC __glewWindowPos4iMESA = NULL;
PFNGLWINDOWPOS4IVMESAPROC __glewWindowPos4ivMESA = NULL;
PFNGLWINDOWPOS4SMESAPROC __glewWindowPos4sMESA = NULL;
PFNGLWINDOWPOS4SVMESAPROC __glewWindowPos4svMESA = NULL;
PFNGLBEGINCONDITIONALRENDERNVXPROC __glewBeginConditionalRenderNVX = NULL;
PFNGLENDCONDITIONALRENDERNVXPROC __glewEndConditionalRenderNVX = NULL;
PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSNVPROC __glewMultiDrawArraysIndirectBindlessNV = NULL;
PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSNVPROC __glewMultiDrawElementsIndirectBindlessNV = NULL;
PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSCOUNTNVPROC __glewMultiDrawArraysIndirectBindlessCountNV = NULL;
PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSCOUNTNVPROC __glewMultiDrawElementsIndirectBindlessCountNV = NULL;
PFNGLGETIMAGEHANDLENVPROC __glewGetImageHandleNV = NULL;
PFNGLGETTEXTUREHANDLENVPROC __glewGetTextureHandleNV = NULL;
PFNGLGETTEXTURESAMPLERHANDLENVPROC __glewGetTextureSamplerHandleNV = NULL;
PFNGLISIMAGEHANDLERESIDENTNVPROC __glewIsImageHandleResidentNV = NULL;
PFNGLISTEXTUREHANDLERESIDENTNVPROC __glewIsTextureHandleResidentNV = NULL;
PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC __glewMakeImageHandleNonResidentNV = NULL;
PFNGLMAKEIMAGEHANDLERESIDENTNVPROC __glewMakeImageHandleResidentNV = NULL;
PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC __glewMakeTextureHandleNonResidentNV = NULL;
PFNGLMAKETEXTUREHANDLERESIDENTNVPROC __glewMakeTextureHandleResidentNV = NULL;
PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC __glewProgramUniformHandleui64NV = NULL;
PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC __glewProgramUniformHandleui64vNV = NULL;
PFNGLUNIFORMHANDLEUI64NVPROC __glewUniformHandleui64NV = NULL;
PFNGLUNIFORMHANDLEUI64VNVPROC __glewUniformHandleui64vNV = NULL;
PFNGLBLENDBARRIERNVPROC __glewBlendBarrierNV = NULL;
PFNGLBLENDPARAMETERINVPROC __glewBlendParameteriNV = NULL;
PFNGLBEGINCONDITIONALRENDERNVPROC __glewBeginConditionalRenderNV = NULL;
PFNGLENDCONDITIONALRENDERNVPROC __glewEndConditionalRenderNV = NULL;
PFNGLSUBPIXELPRECISIONBIASNVPROC __glewSubpixelPrecisionBiasNV = NULL;
PFNGLCONSERVATIVERASTERPARAMETERFNVPROC __glewConservativeRasterParameterfNV = NULL;
PFNGLCOPYIMAGESUBDATANVPROC __glewCopyImageSubDataNV = NULL;
PFNGLCLEARDEPTHDNVPROC __glewClearDepthdNV = NULL;
PFNGLDEPTHBOUNDSDNVPROC __glewDepthBoundsdNV = NULL;
PFNGLDEPTHRANGEDNVPROC __glewDepthRangedNV = NULL;
PFNGLDRAWTEXTURENVPROC __glewDrawTextureNV = NULL;
PFNGLEVALMAPSNVPROC __glewEvalMapsNV = NULL;
PFNGLGETMAPATTRIBPARAMETERFVNVPROC __glewGetMapAttribParameterfvNV = NULL;
PFNGLGETMAPATTRIBPARAMETERIVNVPROC __glewGetMapAttribParameterivNV = NULL;
PFNGLGETMAPCONTROLPOINTSNVPROC __glewGetMapControlPointsNV = NULL;
PFNGLGETMAPPARAMETERFVNVPROC __glewGetMapParameterfvNV = NULL;
PFNGLGETMAPPARAMETERIVNVPROC __glewGetMapParameterivNV = NULL;
PFNGLMAPCONTROLPOINTSNVPROC __glewMapControlPointsNV = NULL;
PFNGLMAPPARAMETERFVNVPROC __glewMapParameterfvNV = NULL;
PFNGLMAPPARAMETERIVNVPROC __glewMapParameterivNV = NULL;
PFNGLGETMULTISAMPLEFVNVPROC __glewGetMultisamplefvNV = NULL;
PFNGLSAMPLEMASKINDEXEDNVPROC __glewSampleMaskIndexedNV = NULL;
PFNGLTEXRENDERBUFFERNVPROC __glewTexRenderbufferNV = NULL;
PFNGLDELETEFENCESNVPROC __glewDeleteFencesNV = NULL;
PFNGLFINISHFENCENVPROC __glewFinishFenceNV = NULL;
PFNGLGENFENCESNVPROC __glewGenFencesNV = NULL;
PFNGLGETFENCEIVNVPROC __glewGetFenceivNV = NULL;
PFNGLISFENCENVPROC __glewIsFenceNV = NULL;
PFNGLSETFENCENVPROC __glewSetFenceNV = NULL;
PFNGLTESTFENCENVPROC __glewTestFenceNV = NULL;
PFNGLFRAGMENTCOVERAGECOLORNVPROC __glewFragmentCoverageColorNV = NULL;
PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC __glewGetProgramNamedParameterdvNV = NULL;
PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC __glewGetProgramNamedParameterfvNV = NULL;
PFNGLPROGRAMNAMEDPARAMETER4DNVPROC __glewProgramNamedParameter4dNV = NULL;
PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC __glewProgramNamedParameter4dvNV = NULL;
PFNGLPROGRAMNAMEDPARAMETER4FNVPROC __glewProgramNamedParameter4fNV = NULL;
PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC __glewProgramNamedParameter4fvNV = NULL;
PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC __glewRenderbufferStorageMultisampleCoverageNV = NULL;
PFNGLPROGRAMVERTEXLIMITNVPROC __glewProgramVertexLimitNV = NULL;
PFNGLPROGRAMENVPARAMETERI4INVPROC __glewProgramEnvParameterI4iNV = NULL;
PFNGLPROGRAMENVPARAMETERI4IVNVPROC __glewProgramEnvParameterI4ivNV = NULL;
PFNGLPROGRAMENVPARAMETERI4UINVPROC __glewProgramEnvParameterI4uiNV = NULL;
PFNGLPROGRAMENVPARAMETERI4UIVNVPROC __glewProgramEnvParameterI4uivNV = NULL;
PFNGLPROGRAMENVPARAMETERSI4IVNVPROC __glewProgramEnvParametersI4ivNV = NULL;
PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC __glewProgramEnvParametersI4uivNV = NULL;
PFNGLPROGRAMLOCALPARAMETERI4INVPROC __glewProgramLocalParameterI4iNV = NULL;
PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC __glewProgramLocalParameterI4ivNV = NULL;
PFNGLPROGRAMLOCALPARAMETERI4UINVPROC __glewProgramLocalParameterI4uiNV = NULL;
PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC __glewProgramLocalParameterI4uivNV = NULL;
PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC __glewProgramLocalParametersI4ivNV = NULL;
PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC __glewProgramLocalParametersI4uivNV = NULL;
PFNGLGETUNIFORMI64VNVPROC __glewGetUniformi64vNV = NULL;
PFNGLGETUNIFORMUI64VNVPROC __glewGetUniformui64vNV = NULL;
PFNGLPROGRAMUNIFORM1I64NVPROC __glewProgramUniform1i64NV = NULL;
PFNGLPROGRAMUNIFORM1I64VNVPROC __glewProgramUniform1i64vNV = NULL;
PFNGLPROGRAMUNIFORM1UI64NVPROC __glewProgramUniform1ui64NV = NULL;
PFNGLPROGRAMUNIFORM1UI64VNVPROC __glewProgramUniform1ui64vNV = NULL;
PFNGLPROGRAMUNIFORM2I64NVPROC __glewProgramUniform2i64NV = NULL;
PFNGLPROGRAMUNIFORM2I64VNVPROC __glewProgramUniform2i64vNV = NULL;
PFNGLPROGRAMUNIFORM2UI64NVPROC __glewProgramUniform2ui64NV = NULL;
PFNGLPROGRAMUNIFORM2UI64VNVPROC __glewProgramUniform2ui64vNV = NULL;
PFNGLPROGRAMUNIFORM3I64NVPROC __glewProgramUniform3i64NV = NULL;
PFNGLPROGRAMUNIFORM3I64VNVPROC __glewProgramUniform3i64vNV = NULL;
PFNGLPROGRAMUNIFORM3UI64NVPROC __glewProgramUniform3ui64NV = NULL;
PFNGLPROGRAMUNIFORM3UI64VNVPROC __glewProgramUniform3ui64vNV = NULL;
PFNGLPROGRAMUNIFORM4I64NVPROC __glewProgramUniform4i64NV = NULL;
PFNGLPROGRAMUNIFORM4I64VNVPROC __glewProgramUniform4i64vNV = NULL;
PFNGLPROGRAMUNIFORM4UI64NVPROC __glewProgramUniform4ui64NV = NULL;
PFNGLPROGRAMUNIFORM4UI64VNVPROC __glewProgramUniform4ui64vNV = NULL;
PFNGLUNIFORM1I64NVPROC __glewUniform1i64NV = NULL;
PFNGLUNIFORM1I64VNVPROC __glewUniform1i64vNV = NULL;
PFNGLUNIFORM1UI64NVPROC __glewUniform1ui64NV = NULL;
PFNGLUNIFORM1UI64VNVPROC __glewUniform1ui64vNV = NULL;
PFNGLUNIFORM2I64NVPROC __glewUniform2i64NV = NULL;
PFNGLUNIFORM2I64VNVPROC __glewUniform2i64vNV = NULL;
PFNGLUNIFORM2UI64NVPROC __glewUniform2ui64NV = NULL;
PFNGLUNIFORM2UI64VNVPROC __glewUniform2ui64vNV = NULL;
PFNGLUNIFORM3I64NVPROC __glewUniform3i64NV = NULL;
PFNGLUNIFORM3I64VNVPROC __glewUniform3i64vNV = NULL;
PFNGLUNIFORM3UI64NVPROC __glewUniform3ui64NV = NULL;
PFNGLUNIFORM3UI64VNVPROC __glewUniform3ui64vNV = NULL;
PFNGLUNIFORM4I64NVPROC __glewUniform4i64NV = NULL;
PFNGLUNIFORM4I64VNVPROC __glewUniform4i64vNV = NULL;
PFNGLUNIFORM4UI64NVPROC __glewUniform4ui64NV = NULL;
PFNGLUNIFORM4UI64VNVPROC __glewUniform4ui64vNV = NULL;
PFNGLCOLOR3HNVPROC __glewColor3hNV = NULL;
PFNGLCOLOR3HVNVPROC __glewColor3hvNV = NULL;
PFNGLCOLOR4HNVPROC __glewColor4hNV = NULL;
PFNGLCOLOR4HVNVPROC __glewColor4hvNV = NULL;
PFNGLFOGCOORDHNVPROC __glewFogCoordhNV = NULL;
PFNGLFOGCOORDHVNVPROC __glewFogCoordhvNV = NULL;
PFNGLMULTITEXCOORD1HNVPROC __glewMultiTexCoord1hNV = NULL;
PFNGLMULTITEXCOORD1HVNVPROC __glewMultiTexCoord1hvNV = NULL;
PFNGLMULTITEXCOORD2HNVPROC __glewMultiTexCoord2hNV = NULL;
PFNGLMULTITEXCOORD2HVNVPROC __glewMultiTexCoord2hvNV = NULL;
PFNGLMULTITEXCOORD3HNVPROC __glewMultiTexCoord3hNV = NULL;
PFNGLMULTITEXCOORD3HVNVPROC __glewMultiTexCoord3hvNV = NULL;
PFNGLMULTITEXCOORD4HNVPROC __glewMultiTexCoord4hNV = NULL;
PFNGLMULTITEXCOORD4HVNVPROC __glewMultiTexCoord4hvNV = NULL;
PFNGLNORMAL3HNVPROC __glewNormal3hNV = NULL;
PFNGLNORMAL3HVNVPROC __glewNormal3hvNV = NULL;
PFNGLSECONDARYCOLOR3HNVPROC __glewSecondaryColor3hNV = NULL;
PFNGLSECONDARYCOLOR3HVNVPROC __glewSecondaryColor3hvNV = NULL;
PFNGLTEXCOORD1HNVPROC __glewTexCoord1hNV = NULL;
PFNGLTEXCOORD1HVNVPROC __glewTexCoord1hvNV = NULL;
PFNGLTEXCOORD2HNVPROC __glewTexCoord2hNV = NULL;
PFNGLTEXCOORD2HVNVPROC __glewTexCoord2hvNV = NULL;
PFNGLTEXCOORD3HNVPROC __glewTexCoord3hNV = NULL;
PFNGLTEXCOORD3HVNVPROC __glewTexCoord3hvNV = NULL;
PFNGLTEXCOORD4HNVPROC __glewTexCoord4hNV = NULL;
PFNGLTEXCOORD4HVNVPROC __glewTexCoord4hvNV = NULL;
PFNGLVERTEX2HNVPROC __glewVertex2hNV = NULL;
PFNGLVERTEX2HVNVPROC __glewVertex2hvNV = NULL;
PFNGLVERTEX3HNVPROC __glewVertex3hNV = NULL;
PFNGLVERTEX3HVNVPROC __glewVertex3hvNV = NULL;
PFNGLVERTEX4HNVPROC __glewVertex4hNV = NULL;
PFNGLVERTEX4HVNVPROC __glewVertex4hvNV = NULL;
PFNGLVERTEXATTRIB1HNVPROC __glewVertexAttrib1hNV = NULL;
PFNGLVERTEXATTRIB1HVNVPROC __glewVertexAttrib1hvNV = NULL;
PFNGLVERTEXATTRIB2HNVPROC __glewVertexAttrib2hNV = NULL;
PFNGLVERTEXATTRIB2HVNVPROC __glewVertexAttrib2hvNV = NULL;
PFNGLVERTEXATTRIB3HNVPROC __glewVertexAttrib3hNV = NULL;
PFNGLVERTEXATTRIB3HVNVPROC __glewVertexAttrib3hvNV = NULL;
PFNGLVERTEXATTRIB4HNVPROC __glewVertexAttrib4hNV = NULL;
PFNGLVERTEXATTRIB4HVNVPROC __glewVertexAttrib4hvNV = NULL;
PFNGLVERTEXATTRIBS1HVNVPROC __glewVertexAttribs1hvNV = NULL;
PFNGLVERTEXATTRIBS2HVNVPROC __glewVertexAttribs2hvNV = NULL;
PFNGLVERTEXATTRIBS3HVNVPROC __glewVertexAttribs3hvNV = NULL;
PFNGLVERTEXATTRIBS4HVNVPROC __glewVertexAttribs4hvNV = NULL;
PFNGLVERTEXWEIGHTHNVPROC __glewVertexWeighthNV = NULL;
PFNGLVERTEXWEIGHTHVNVPROC __glewVertexWeighthvNV = NULL;
PFNGLGETINTERNALFORMATSAMPLEIVNVPROC __glewGetInternalformatSampleivNV = NULL;
PFNGLBEGINOCCLUSIONQUERYNVPROC __glewBeginOcclusionQueryNV = NULL;
PFNGLDELETEOCCLUSIONQUERIESNVPROC __glewDeleteOcclusionQueriesNV = NULL;
PFNGLENDOCCLUSIONQUERYNVPROC __glewEndOcclusionQueryNV = NULL;
PFNGLGENOCCLUSIONQUERIESNVPROC __glewGenOcclusionQueriesNV = NULL;
PFNGLGETOCCLUSIONQUERYIVNVPROC __glewGetOcclusionQueryivNV = NULL;
PFNGLGETOCCLUSIONQUERYUIVNVPROC __glewGetOcclusionQueryuivNV = NULL;
PFNGLISOCCLUSIONQUERYNVPROC __glewIsOcclusionQueryNV = NULL;
PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC __glewProgramBufferParametersIivNV = NULL;
PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC __glewProgramBufferParametersIuivNV = NULL;
PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC __glewProgramBufferParametersfvNV = NULL;
PFNGLCOPYPATHNVPROC __glewCopyPathNV = NULL;
PFNGLCOVERFILLPATHINSTANCEDNVPROC __glewCoverFillPathInstancedNV = NULL;
PFNGLCOVERFILLPATHNVPROC __glewCoverFillPathNV = NULL;
PFNGLCOVERSTROKEPATHINSTANCEDNVPROC __glewCoverStrokePathInstancedNV = NULL;
PFNGLCOVERSTROKEPATHNVPROC __glewCoverStrokePathNV = NULL;
PFNGLDELETEPATHSNVPROC __glewDeletePathsNV = NULL;
PFNGLGENPATHSNVPROC __glewGenPathsNV = NULL;
PFNGLGETPATHCOLORGENFVNVPROC __glewGetPathColorGenfvNV = NULL;
PFNGLGETPATHCOLORGENIVNVPROC __glewGetPathColorGenivNV = NULL;
PFNGLGETPATHCOMMANDSNVPROC __glewGetPathCommandsNV = NULL;
PFNGLGETPATHCOORDSNVPROC __glewGetPathCoordsNV = NULL;
PFNGLGETPATHDASHARRAYNVPROC __glewGetPathDashArrayNV = NULL;
PFNGLGETPATHLENGTHNVPROC __glewGetPathLengthNV = NULL;
PFNGLGETPATHMETRICRANGENVPROC __glewGetPathMetricRangeNV = NULL;
PFNGLGETPATHMETRICSNVPROC __glewGetPathMetricsNV = NULL;
PFNGLGETPATHPARAMETERFVNVPROC __glewGetPathParameterfvNV = NULL;
PFNGLGETPATHPARAMETERIVNVPROC __glewGetPathParameterivNV = NULL;
PFNGLGETPATHSPACINGNVPROC __glewGetPathSpacingNV = NULL;
PFNGLGETPATHTEXGENFVNVPROC __glewGetPathTexGenfvNV = NULL;
PFNGLGETPATHTEXGENIVNVPROC __glewGetPathTexGenivNV = NULL;
PFNGLGETPROGRAMRESOURCEFVNVPROC __glewGetProgramResourcefvNV = NULL;
PFNGLINTERPOLATEPATHSNVPROC __glewInterpolatePathsNV = NULL;
PFNGLISPATHNVPROC __glewIsPathNV = NULL;
PFNGLISPOINTINFILLPATHNVPROC __glewIsPointInFillPathNV = NULL;
PFNGLISPOINTINSTROKEPATHNVPROC __glewIsPointInStrokePathNV = NULL;
PFNGLMATRIXLOAD3X2FNVPROC __glewMatrixLoad3x2fNV = NULL;
PFNGLMATRIXLOAD3X3FNVPROC __glewMatrixLoad3x3fNV = NULL;
PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC __glewMatrixLoadTranspose3x3fNV = NULL;
PFNGLMATRIXMULT3X2FNVPROC __glewMatrixMult3x2fNV = NULL;
PFNGLMATRIXMULT3X3FNVPROC __glewMatrixMult3x3fNV = NULL;
PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC __glewMatrixMultTranspose3x3fNV = NULL;
PFNGLPATHCOLORGENNVPROC __glewPathColorGenNV = NULL;
PFNGLPATHCOMMANDSNVPROC __glewPathCommandsNV = NULL;
PFNGLPATHCOORDSNVPROC __glewPathCoordsNV = NULL;
PFNGLPATHCOVERDEPTHFUNCNVPROC __glewPathCoverDepthFuncNV = NULL;
PFNGLPATHDASHARRAYNVPROC __glewPathDashArrayNV = NULL;
PFNGLPATHFOGGENNVPROC __glewPathFogGenNV = NULL;
PFNGLPATHGLYPHINDEXARRAYNVPROC __glewPathGlyphIndexArrayNV = NULL;
PFNGLPATHGLYPHINDEXRANGENVPROC __glewPathGlyphIndexRangeNV = NULL;
PFNGLPATHGLYPHRANGENVPROC __glewPathGlyphRangeNV = NULL;
PFNGLPATHGLYPHSNVPROC __glewPathGlyphsNV = NULL;
PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC __glewPathMemoryGlyphIndexArrayNV = NULL;
PFNGLPATHPARAMETERFNVPROC __glewPathParameterfNV = NULL;
PFNGLPATHPARAMETERFVNVPROC __glewPathParameterfvNV = NULL;
PFNGLPATHPARAMETERINVPROC __glewPathParameteriNV = NULL;
PFNGLPATHPARAMETERIVNVPROC __glewPathParameterivNV = NULL;
PFNGLPATHSTENCILDEPTHOFFSETNVPROC __glewPathStencilDepthOffsetNV = NULL;
PFNGLPATHSTENCILFUNCNVPROC __glewPathStencilFuncNV = NULL;
PFNGLPATHSTRINGNVPROC __glewPathStringNV = NULL;
PFNGLPATHSUBCOMMANDSNVPROC __glewPathSubCommandsNV = NULL;
PFNGLPATHSUBCOORDSNVPROC __glewPathSubCoordsNV = NULL;
PFNGLPATHTEXGENNVPROC __glewPathTexGenNV = NULL;
PFNGLPOINTALONGPATHNVPROC __glewPointAlongPathNV = NULL;
PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC __glewProgramPathFragmentInputGenNV = NULL;
PFNGLSTENCILFILLPATHINSTANCEDNVPROC __glewStencilFillPathInstancedNV = NULL;
PFNGLSTENCILFILLPATHNVPROC __glewStencilFillPathNV = NULL;
PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC __glewStencilStrokePathInstancedNV = NULL;
PFNGLSTENCILSTROKEPATHNVPROC __glewStencilStrokePathNV = NULL;
PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC __glewStencilThenCoverFillPathInstancedNV = NULL;
PFNGLSTENCILTHENCOVERFILLPATHNVPROC __glewStencilThenCoverFillPathNV = NULL;
PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC __glewStencilThenCoverStrokePathInstancedNV = NULL;
PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC __glewStencilThenCoverStrokePathNV = NULL;
PFNGLTRANSFORMPATHNVPROC __glewTransformPathNV = NULL;
PFNGLWEIGHTPATHSNVPROC __glewWeightPathsNV = NULL;
PFNGLFLUSHPIXELDATARANGENVPROC __glewFlushPixelDataRangeNV = NULL;
PFNGLPIXELDATARANGENVPROC __glewPixelDataRangeNV = NULL;
PFNGLPOINTPARAMETERINVPROC __glewPointParameteriNV = NULL;
PFNGLPOINTPARAMETERIVNVPROC __glewPointParameterivNV = NULL;
PFNGLGETVIDEOI64VNVPROC __glewGetVideoi64vNV = NULL;
PFNGLGETVIDEOIVNVPROC __glewGetVideoivNV = NULL;
PFNGLGETVIDEOUI64VNVPROC __glewGetVideoui64vNV = NULL;
PFNGLGETVIDEOUIVNVPROC __glewGetVideouivNV = NULL;
PFNGLPRESENTFRAMEDUALFILLNVPROC __glewPresentFrameDualFillNV = NULL;
PFNGLPRESENTFRAMEKEYEDNVPROC __glewPresentFrameKeyedNV = NULL;
PFNGLPRIMITIVERESTARTINDEXNVPROC __glewPrimitiveRestartIndexNV = NULL;
PFNGLPRIMITIVERESTARTNVPROC __glewPrimitiveRestartNV = NULL;
PFNGLCOMBINERINPUTNVPROC __glewCombinerInputNV = NULL;
PFNGLCOMBINEROUTPUTNVPROC __glewCombinerOutputNV = NULL;
PFNGLCOMBINERPARAMETERFNVPROC __glewCombinerParameterfNV = NULL;
PFNGLCOMBINERPARAMETERFVNVPROC __glewCombinerParameterfvNV = NULL;
PFNGLCOMBINERPARAMETERINVPROC __glewCombinerParameteriNV = NULL;
PFNGLCOMBINERPARAMETERIVNVPROC __glewCombinerParameterivNV = NULL;
PFNGLFINALCOMBINERINPUTNVPROC __glewFinalCombinerInputNV = NULL;
PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC __glewGetCombinerInputParameterfvNV = NULL;
PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC __glewGetCombinerInputParameterivNV = NULL;
PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC __glewGetCombinerOutputParameterfvNV = NULL;
PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC __glewGetCombinerOutputParameterivNV = NULL;
PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC __glewGetFinalCombinerInputParameterfvNV = NULL;
PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC __glewGetFinalCombinerInputParameterivNV = NULL;
PFNGLCOMBINERSTAGEPARAMETERFVNVPROC __glewCombinerStageParameterfvNV = NULL;
PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC __glewGetCombinerStageParameterfvNV = NULL;
PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC __glewFramebufferSampleLocationsfvNV = NULL;
PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC __glewNamedFramebufferSampleLocationsfvNV = NULL;
PFNGLGETBUFFERPARAMETERUI64VNVPROC __glewGetBufferParameterui64vNV = NULL;
PFNGLGETINTEGERUI64VNVPROC __glewGetIntegerui64vNV = NULL;
PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC __glewGetNamedBufferParameterui64vNV = NULL;
PFNGLISBUFFERRESIDENTNVPROC __glewIsBufferResidentNV = NULL;
PFNGLISNAMEDBUFFERRESIDENTNVPROC __glewIsNamedBufferResidentNV = NULL;
PFNGLMAKEBUFFERNONRESIDENTNVPROC __glewMakeBufferNonResidentNV = NULL;
PFNGLMAKEBUFFERRESIDENTNVPROC __glewMakeBufferResidentNV = NULL;
PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC __glewMakeNamedBufferNonResidentNV = NULL;
PFNGLMAKENAMEDBUFFERRESIDENTNVPROC __glewMakeNamedBufferResidentNV = NULL;
PFNGLPROGRAMUNIFORMUI64NVPROC __glewProgramUniformui64NV = NULL;
PFNGLPROGRAMUNIFORMUI64VNVPROC __glewProgramUniformui64vNV = NULL;
PFNGLUNIFORMUI64NVPROC __glewUniformui64NV = NULL;
PFNGLUNIFORMUI64VNVPROC __glewUniformui64vNV = NULL;
PFNGLTEXTUREBARRIERNVPROC __glewTextureBarrierNV = NULL;
PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC __glewTexImage2DMultisampleCoverageNV = NULL;
PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC __glewTexImage3DMultisampleCoverageNV = NULL;
PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC __glewTextureImage2DMultisampleCoverageNV = NULL;
PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC __glewTextureImage2DMultisampleNV = NULL;
PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC __glewTextureImage3DMultisampleCoverageNV = NULL;
PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC __glewTextureImage3DMultisampleNV = NULL;
PFNGLACTIVEVARYINGNVPROC __glewActiveVaryingNV = NULL;
PFNGLBEGINTRANSFORMFEEDBACKNVPROC __glewBeginTransformFeedbackNV = NULL;
PFNGLBINDBUFFERBASENVPROC __glewBindBufferBaseNV = NULL;
PFNGLBINDBUFFEROFFSETNVPROC __glewBindBufferOffsetNV = NULL;
PFNGLBINDBUFFERRANGENVPROC __glewBindBufferRangeNV = NULL;
PFNGLENDTRANSFORMFEEDBACKNVPROC __glewEndTransformFeedbackNV = NULL;
PFNGLGETACTIVEVARYINGNVPROC __glewGetActiveVaryingNV = NULL;
PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC __glewGetTransformFeedbackVaryingNV = NULL;
PFNGLGETVARYINGLOCATIONNVPROC __glewGetVaryingLocationNV = NULL;
PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC __glewTransformFeedbackAttribsNV = NULL;
PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC __glewTransformFeedbackVaryingsNV = NULL;
PFNGLBINDTRANSFORMFEEDBACKNVPROC __glewBindTransformFeedbackNV = NULL;
PFNGLDELETETRANSFORMFEEDBACKSNVPROC __glewDeleteTransformFeedbacksNV = NULL;
PFNGLDRAWTRANSFORMFEEDBACKNVPROC __glewDrawTransformFeedbackNV = NULL;
PFNGLGENTRANSFORMFEEDBACKSNVPROC __glewGenTransformFeedbacksNV = NULL;
PFNGLISTRANSFORMFEEDBACKNVPROC __glewIsTransformFeedbackNV = NULL;
PFNGLPAUSETRANSFORMFEEDBACKNVPROC __glewPauseTransformFeedbackNV = NULL;
PFNGLRESUMETRANSFORMFEEDBACKNVPROC __glewResumeTransformFeedbackNV = NULL;
PFNGLVDPAUFININVPROC __glewVDPAUFiniNV = NULL;
PFNGLVDPAUGETSURFACEIVNVPROC __glewVDPAUGetSurfaceivNV = NULL;
PFNGLVDPAUINITNVPROC __glewVDPAUInitNV = NULL;
PFNGLVDPAUISSURFACENVPROC __glewVDPAUIsSurfaceNV = NULL;
PFNGLVDPAUMAPSURFACESNVPROC __glewVDPAUMapSurfacesNV = NULL;
PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC __glewVDPAURegisterOutputSurfaceNV = NULL;
PFNGLVDPAUREGISTERVIDEOSURFACENVPROC __glewVDPAURegisterVideoSurfaceNV = NULL;
PFNGLVDPAUSURFACEACCESSNVPROC __glewVDPAUSurfaceAccessNV = NULL;
PFNGLVDPAUUNMAPSURFACESNVPROC __glewVDPAUUnmapSurfacesNV = NULL;
PFNGLVDPAUUNREGISTERSURFACENVPROC __glewVDPAUUnregisterSurfaceNV = NULL;
PFNGLFLUSHVERTEXARRAYRANGENVPROC __glewFlushVertexArrayRangeNV = NULL;
PFNGLVERTEXARRAYRANGENVPROC __glewVertexArrayRangeNV = NULL;
PFNGLGETVERTEXATTRIBLI64VNVPROC __glewGetVertexAttribLi64vNV = NULL;
PFNGLGETVERTEXATTRIBLUI64VNVPROC __glewGetVertexAttribLui64vNV = NULL;
PFNGLVERTEXATTRIBL1I64NVPROC __glewVertexAttribL1i64NV = NULL;
PFNGLVERTEXATTRIBL1I64VNVPROC __glewVertexAttribL1i64vNV = NULL;
PFNGLVERTEXATTRIBL1UI64NVPROC __glewVertexAttribL1ui64NV = NULL;
PFNGLVERTEXATTRIBL1UI64VNVPROC __glewVertexAttribL1ui64vNV = NULL;
PFNGLVERTEXATTRIBL2I64NVPROC __glewVertexAttribL2i64NV = NULL;
PFNGLVERTEXATTRIBL2I64VNVPROC __glewVertexAttribL2i64vNV = NULL;
PFNGLVERTEXATTRIBL2UI64NVPROC __glewVertexAttribL2ui64NV = NULL;
PFNGLVERTEXATTRIBL2UI64VNVPROC __glewVertexAttribL2ui64vNV = NULL;
PFNGLVERTEXATTRIBL3I64NVPROC __glewVertexAttribL3i64NV = NULL;
PFNGLVERTEXATTRIBL3I64VNVPROC __glewVertexAttribL3i64vNV = NULL;
PFNGLVERTEXATTRIBL3UI64NVPROC __glewVertexAttribL3ui64NV = NULL;
PFNGLVERTEXATTRIBL3UI64VNVPROC __glewVertexAttribL3ui64vNV = NULL;
PFNGLVERTEXATTRIBL4I64NVPROC __glewVertexAttribL4i64NV = NULL;
PFNGLVERTEXATTRIBL4I64VNVPROC __glewVertexAttribL4i64vNV = NULL;
PFNGLVERTEXATTRIBL4UI64NVPROC __glewVertexAttribL4ui64NV = NULL;
PFNGLVERTEXATTRIBL4UI64VNVPROC __glewVertexAttribL4ui64vNV = NULL;
PFNGLVERTEXATTRIBLFORMATNVPROC __glewVertexAttribLFormatNV = NULL;
PFNGLBUFFERADDRESSRANGENVPROC __glewBufferAddressRangeNV = NULL;
PFNGLCOLORFORMATNVPROC __glewColorFormatNV = NULL;
PFNGLEDGEFLAGFORMATNVPROC __glewEdgeFlagFormatNV = NULL;
PFNGLFOGCOORDFORMATNVPROC __glewFogCoordFormatNV = NULL;
PFNGLGETINTEGERUI64I_VNVPROC __glewGetIntegerui64i_vNV = NULL;
PFNGLINDEXFORMATNVPROC __glewIndexFormatNV = NULL;
PFNGLNORMALFORMATNVPROC __glewNormalFormatNV = NULL;
PFNGLSECONDARYCOLORFORMATNVPROC __glewSecondaryColorFormatNV = NULL;
PFNGLTEXCOORDFORMATNVPROC __glewTexCoordFormatNV = NULL;
PFNGLVERTEXATTRIBFORMATNVPROC __glewVertexAttribFormatNV = NULL;
PFNGLVERTEXATTRIBIFORMATNVPROC __glewVertexAttribIFormatNV = NULL;
PFNGLVERTEXFORMATNVPROC __glewVertexFormatNV = NULL;
PFNGLAREPROGRAMSRESIDENTNVPROC __glewAreProgramsResidentNV = NULL;
PFNGLBINDPROGRAMNVPROC __glewBindProgramNV = NULL;
PFNGLDELETEPROGRAMSNVPROC __glewDeleteProgramsNV = NULL;
PFNGLEXECUTEPROGRAMNVPROC __glewExecuteProgramNV = NULL;
PFNGLGENPROGRAMSNVPROC __glewGenProgramsNV = NULL;
PFNGLGETPROGRAMPARAMETERDVNVPROC __glewGetProgramParameterdvNV = NULL;
PFNGLGETPROGRAMPARAMETERFVNVPROC __glewGetProgramParameterfvNV = NULL;
PFNGLGETPROGRAMSTRINGNVPROC __glewGetProgramStringNV = NULL;
PFNGLGETPROGRAMIVNVPROC __glewGetProgramivNV = NULL;
PFNGLGETTRACKMATRIXIVNVPROC __glewGetTrackMatrixivNV = NULL;
PFNGLGETVERTEXATTRIBPOINTERVNVPROC __glewGetVertexAttribPointervNV = NULL;
PFNGLGETVERTEXATTRIBDVNVPROC __glewGetVertexAttribdvNV = NULL;
PFNGLGETVERTEXATTRIBFVNVPROC __glewGetVertexAttribfvNV = NULL;
PFNGLGETVERTEXATTRIBIVNVPROC __glewGetVertexAttribivNV = NULL;
PFNGLISPROGRAMNVPROC __glewIsProgramNV = NULL;
PFNGLLOADPROGRAMNVPROC __glewLoadProgramNV = NULL;
PFNGLPROGRAMPARAMETER4DNVPROC __glewProgramParameter4dNV = NULL;
PFNGLPROGRAMPARAMETER4DVNVPROC __glewProgramParameter4dvNV = NULL;
PFNGLPROGRAMPARAMETER4FNVPROC __glewProgramParameter4fNV = NULL;
PFNGLPROGRAMPARAMETER4FVNVPROC __glewProgramParameter4fvNV = NULL;
PFNGLPROGRAMPARAMETERS4DVNVPROC __glewProgramParameters4dvNV = NULL;
PFNGLPROGRAMPARAMETERS4FVNVPROC __glewProgramParameters4fvNV = NULL;
PFNGLREQUESTRESIDENTPROGRAMSNVPROC __glewRequestResidentProgramsNV = NULL;
PFNGLTRACKMATRIXNVPROC __glewTrackMatrixNV = NULL;
PFNGLVERTEXATTRIB1DNVPROC __glewVertexAttrib1dNV = NULL;
PFNGLVERTEXATTRIB1DVNVPROC __glewVertexAttrib1dvNV = NULL;
PFNGLVERTEXATTRIB1FNVPROC __glewVertexAttrib1fNV = NULL;
PFNGLVERTEXATTRIB1FVNVPROC __glewVertexAttrib1fvNV = NULL;
PFNGLVERTEXATTRIB1SNVPROC __glewVertexAttrib1sNV = NULL;
PFNGLVERTEXATTRIB1SVNVPROC __glewVertexAttrib1svNV = NULL;
PFNGLVERTEXATTRIB2DNVPROC __glewVertexAttrib2dNV = NULL;
PFNGLVERTEXATTRIB2DVNVPROC __glewVertexAttrib2dvNV = NULL;
PFNGLVERTEXATTRIB2FNVPROC __glewVertexAttrib2fNV = NULL;
PFNGLVERTEXATTRIB2FVNVPROC __glewVertexAttrib2fvNV = NULL;
PFNGLVERTEXATTRIB2SNVPROC __glewVertexAttrib2sNV = NULL;
PFNGLVERTEXATTRIB2SVNVPROC __glewVertexAttrib2svNV = NULL;
PFNGLVERTEXATTRIB3DNVPROC __glewVertexAttrib3dNV = NULL;
PFNGLVERTEXATTRIB3DVNVPROC __glewVertexAttrib3dvNV = NULL;
PFNGLVERTEXATTRIB3FNVPROC __glewVertexAttrib3fNV = NULL;
PFNGLVERTEXATTRIB3FVNVPROC __glewVertexAttrib3fvNV = NULL;
PFNGLVERTEXATTRIB3SNVPROC __glewVertexAttrib3sNV = NULL;
PFNGLVERTEXATTRIB3SVNVPROC __glewVertexAttrib3svNV = NULL;
PFNGLVERTEXATTRIB4DNVPROC __glewVertexAttrib4dNV = NULL;
PFNGLVERTEXATTRIB4DVNVPROC __glewVertexAttrib4dvNV = NULL;
PFNGLVERTEXATTRIB4FNVPROC __glewVertexAttrib4fNV = NULL;
PFNGLVERTEXATTRIB4FVNVPROC __glewVertexAttrib4fvNV = NULL;
PFNGLVERTEXATTRIB4SNVPROC __glewVertexAttrib4sNV = NULL;
PFNGLVERTEXATTRIB4SVNVPROC __glewVertexAttrib4svNV = NULL;
PFNGLVERTEXATTRIB4UBNVPROC __glewVertexAttrib4ubNV = NULL;
PFNGLVERTEXATTRIB4UBVNVPROC __glewVertexAttrib4ubvNV = NULL;
PFNGLVERTEXATTRIBPOINTERNVPROC __glewVertexAttribPointerNV = NULL;
PFNGLVERTEXATTRIBS1DVNVPROC __glewVertexAttribs1dvNV = NULL;
PFNGLVERTEXATTRIBS1FVNVPROC __glewVertexAttribs1fvNV = NULL;
PFNGLVERTEXATTRIBS1SVNVPROC __glewVertexAttribs1svNV = NULL;
PFNGLVERTEXATTRIBS2DVNVPROC __glewVertexAttribs2dvNV = NULL;
PFNGLVERTEXATTRIBS2FVNVPROC __glewVertexAttribs2fvNV = NULL;
PFNGLVERTEXATTRIBS2SVNVPROC __glewVertexAttribs2svNV = NULL;
PFNGLVERTEXATTRIBS3DVNVPROC __glewVertexAttribs3dvNV = NULL;
PFNGLVERTEXATTRIBS3FVNVPROC __glewVertexAttribs3fvNV = NULL;
PFNGLVERTEXATTRIBS3SVNVPROC __glewVertexAttribs3svNV = NULL;
PFNGLVERTEXATTRIBS4DVNVPROC __glewVertexAttribs4dvNV = NULL;
PFNGLVERTEXATTRIBS4FVNVPROC __glewVertexAttribs4fvNV = NULL;
PFNGLVERTEXATTRIBS4SVNVPROC __glewVertexAttribs4svNV = NULL;
PFNGLVERTEXATTRIBS4UBVNVPROC __glewVertexAttribs4ubvNV = NULL;
PFNGLBEGINVIDEOCAPTURENVPROC __glewBeginVideoCaptureNV = NULL;
PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC __glewBindVideoCaptureStreamBufferNV = NULL;
PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC __glewBindVideoCaptureStreamTextureNV = NULL;
PFNGLENDVIDEOCAPTURENVPROC __glewEndVideoCaptureNV = NULL;
PFNGLGETVIDEOCAPTURESTREAMDVNVPROC __glewGetVideoCaptureStreamdvNV = NULL;
PFNGLGETVIDEOCAPTURESTREAMFVNVPROC __glewGetVideoCaptureStreamfvNV = NULL;
PFNGLGETVIDEOCAPTURESTREAMIVNVPROC __glewGetVideoCaptureStreamivNV = NULL;
PFNGLGETVIDEOCAPTUREIVNVPROC __glewGetVideoCaptureivNV = NULL;
PFNGLVIDEOCAPTURENVPROC __glewVideoCaptureNV = NULL;
PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC __glewVideoCaptureStreamParameterdvNV = NULL;
PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC __glewVideoCaptureStreamParameterfvNV = NULL;
PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC __glewVideoCaptureStreamParameterivNV = NULL;
PFNGLCLEARDEPTHFOESPROC __glewClearDepthfOES = NULL;
PFNGLCLIPPLANEFOESPROC __glewClipPlanefOES = NULL;
PFNGLDEPTHRANGEFOESPROC __glewDepthRangefOES = NULL;
PFNGLFRUSTUMFOESPROC __glewFrustumfOES = NULL;
PFNGLGETCLIPPLANEFOESPROC __glewGetClipPlanefOES = NULL;
PFNGLORTHOFOESPROC __glewOrthofOES = NULL;
PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC __glewFramebufferTextureMultiviewOVR = NULL;
PFNGLALPHAFUNCXPROC __glewAlphaFuncx = NULL;
PFNGLCLEARCOLORXPROC __glewClearColorx = NULL;
PFNGLCLEARDEPTHXPROC __glewClearDepthx = NULL;
PFNGLCOLOR4XPROC __glewColor4x = NULL;
PFNGLDEPTHRANGEXPROC __glewDepthRangex = NULL;
PFNGLFOGXPROC __glewFogx = NULL;
PFNGLFOGXVPROC __glewFogxv = NULL;
PFNGLFRUSTUMFPROC __glewFrustumf = NULL;
PFNGLFRUSTUMXPROC __glewFrustumx = NULL;
PFNGLLIGHTMODELXPROC __glewLightModelx = NULL;
PFNGLLIGHTMODELXVPROC __glewLightModelxv = NULL;
PFNGLLIGHTXPROC __glewLightx = NULL;
PFNGLLIGHTXVPROC __glewLightxv = NULL;
PFNGLLINEWIDTHXPROC __glewLineWidthx = NULL;
PFNGLLOADMATRIXXPROC __glewLoadMatrixx = NULL;
PFNGLMATERIALXPROC __glewMaterialx = NULL;
PFNGLMATERIALXVPROC __glewMaterialxv = NULL;
PFNGLMULTMATRIXXPROC __glewMultMatrixx = NULL;
PFNGLMULTITEXCOORD4XPROC __glewMultiTexCoord4x = NULL;
PFNGLNORMAL3XPROC __glewNormal3x = NULL;
PFNGLORTHOFPROC __glewOrthof = NULL;
PFNGLORTHOXPROC __glewOrthox = NULL;
PFNGLPOINTSIZEXPROC __glewPointSizex = NULL;
PFNGLPOLYGONOFFSETXPROC __glewPolygonOffsetx = NULL;
PFNGLROTATEXPROC __glewRotatex = NULL;
PFNGLSAMPLECOVERAGEXPROC __glewSampleCoveragex = NULL;
PFNGLSCALEXPROC __glewScalex = NULL;
PFNGLTEXENVXPROC __glewTexEnvx = NULL;
PFNGLTEXENVXVPROC __glewTexEnvxv = NULL;
PFNGLTEXPARAMETERXPROC __glewTexParameterx = NULL;
PFNGLTRANSLATEXPROC __glewTranslatex = NULL;
PFNGLCLIPPLANEFPROC __glewClipPlanef = NULL;
PFNGLCLIPPLANEXPROC __glewClipPlanex = NULL;
PFNGLGETCLIPPLANEFPROC __glewGetClipPlanef = NULL;
PFNGLGETCLIPPLANEXPROC __glewGetClipPlanex = NULL;
PFNGLGETFIXEDVPROC __glewGetFixedv = NULL;
PFNGLGETLIGHTXVPROC __glewGetLightxv = NULL;
PFNGLGETMATERIALXVPROC __glewGetMaterialxv = NULL;
PFNGLGETTEXENVXVPROC __glewGetTexEnvxv = NULL;
PFNGLGETTEXPARAMETERXVPROC __glewGetTexParameterxv = NULL;
PFNGLPOINTPARAMETERXPROC __glewPointParameterx = NULL;
PFNGLPOINTPARAMETERXVPROC __glewPointParameterxv = NULL;
PFNGLPOINTSIZEPOINTEROESPROC __glewPointSizePointerOES = NULL;
PFNGLTEXPARAMETERXVPROC __glewTexParameterxv = NULL;
PFNGLERRORSTRINGREGALPROC __glewErrorStringREGAL = NULL;
PFNGLGETEXTENSIONREGALPROC __glewGetExtensionREGAL = NULL;
PFNGLISSUPPORTEDREGALPROC __glewIsSupportedREGAL = NULL;
PFNGLLOGMESSAGECALLBACKREGALPROC __glewLogMessageCallbackREGAL = NULL;
PFNGLGETPROCADDRESSREGALPROC __glewGetProcAddressREGAL = NULL;
PFNGLDETAILTEXFUNCSGISPROC __glewDetailTexFuncSGIS = NULL;
PFNGLGETDETAILTEXFUNCSGISPROC __glewGetDetailTexFuncSGIS = NULL;
PFNGLFOGFUNCSGISPROC __glewFogFuncSGIS = NULL;
PFNGLGETFOGFUNCSGISPROC __glewGetFogFuncSGIS = NULL;
PFNGLSAMPLEMASKSGISPROC __glewSampleMaskSGIS = NULL;
PFNGLSAMPLEPATTERNSGISPROC __glewSamplePatternSGIS = NULL;
PFNGLGETSHARPENTEXFUNCSGISPROC __glewGetSharpenTexFuncSGIS = NULL;
PFNGLSHARPENTEXFUNCSGISPROC __glewSharpenTexFuncSGIS = NULL;
PFNGLTEXIMAGE4DSGISPROC __glewTexImage4DSGIS = NULL;
PFNGLTEXSUBIMAGE4DSGISPROC __glewTexSubImage4DSGIS = NULL;
PFNGLGETTEXFILTERFUNCSGISPROC __glewGetTexFilterFuncSGIS = NULL;
PFNGLTEXFILTERFUNCSGISPROC __glewTexFilterFuncSGIS = NULL;
PFNGLASYNCMARKERSGIXPROC __glewAsyncMarkerSGIX = NULL;
PFNGLDELETEASYNCMARKERSSGIXPROC __glewDeleteAsyncMarkersSGIX = NULL;
PFNGLFINISHASYNCSGIXPROC __glewFinishAsyncSGIX = NULL;
PFNGLGENASYNCMARKERSSGIXPROC __glewGenAsyncMarkersSGIX = NULL;
PFNGLISASYNCMARKERSGIXPROC __glewIsAsyncMarkerSGIX = NULL;
PFNGLPOLLASYNCSGIXPROC __glewPollAsyncSGIX = NULL;
PFNGLFLUSHRASTERSGIXPROC __glewFlushRasterSGIX = NULL;
PFNGLTEXTUREFOGSGIXPROC __glewTextureFogSGIX = NULL;
PFNGLFRAGMENTCOLORMATERIALSGIXPROC __glewFragmentColorMaterialSGIX = NULL;
PFNGLFRAGMENTLIGHTMODELFSGIXPROC __glewFragmentLightModelfSGIX = NULL;
PFNGLFRAGMENTLIGHTMODELFVSGIXPROC __glewFragmentLightModelfvSGIX = NULL;
PFNGLFRAGMENTLIGHTMODELISGIXPROC __glewFragmentLightModeliSGIX = NULL;
PFNGLFRAGMENTLIGHTMODELIVSGIXPROC __glewFragmentLightModelivSGIX = NULL;
PFNGLFRAGMENTLIGHTFSGIXPROC __glewFragmentLightfSGIX = NULL;
PFNGLFRAGMENTLIGHTFVSGIXPROC __glewFragmentLightfvSGIX = NULL;
PFNGLFRAGMENTLIGHTISGIXPROC __glewFragmentLightiSGIX = NULL;
PFNGLFRAGMENTLIGHTIVSGIXPROC __glewFragmentLightivSGIX = NULL;
PFNGLFRAGMENTMATERIALFSGIXPROC __glewFragmentMaterialfSGIX = NULL;
PFNGLFRAGMENTMATERIALFVSGIXPROC __glewFragmentMaterialfvSGIX = NULL;
PFNGLFRAGMENTMATERIALISGIXPROC __glewFragmentMaterialiSGIX = NULL;
PFNGLFRAGMENTMATERIALIVSGIXPROC __glewFragmentMaterialivSGIX = NULL;
PFNGLGETFRAGMENTLIGHTFVSGIXPROC __glewGetFragmentLightfvSGIX = NULL;
PFNGLGETFRAGMENTLIGHTIVSGIXPROC __glewGetFragmentLightivSGIX = NULL;
PFNGLGETFRAGMENTMATERIALFVSGIXPROC __glewGetFragmentMaterialfvSGIX = NULL;
PFNGLGETFRAGMENTMATERIALIVSGIXPROC __glewGetFragmentMaterialivSGIX = NULL;
PFNGLFRAMEZOOMSGIXPROC __glewFrameZoomSGIX = NULL;
PFNGLPIXELTEXGENSGIXPROC __glewPixelTexGenSGIX = NULL;
PFNGLREFERENCEPLANESGIXPROC __glewReferencePlaneSGIX = NULL;
PFNGLSPRITEPARAMETERFSGIXPROC __glewSpriteParameterfSGIX = NULL;
PFNGLSPRITEPARAMETERFVSGIXPROC __glewSpriteParameterfvSGIX = NULL;
PFNGLSPRITEPARAMETERISGIXPROC __glewSpriteParameteriSGIX = NULL;
PFNGLSPRITEPARAMETERIVSGIXPROC __glewSpriteParameterivSGIX = NULL;
PFNGLTAGSAMPLEBUFFERSGIXPROC __glewTagSampleBufferSGIX = NULL;
PFNGLCOLORTABLEPARAMETERFVSGIPROC __glewColorTableParameterfvSGI = NULL;
PFNGLCOLORTABLEPARAMETERIVSGIPROC __glewColorTableParameterivSGI = NULL;
PFNGLCOLORTABLESGIPROC __glewColorTableSGI = NULL;
PFNGLCOPYCOLORTABLESGIPROC __glewCopyColorTableSGI = NULL;
PFNGLGETCOLORTABLEPARAMETERFVSGIPROC __glewGetColorTableParameterfvSGI = NULL;
PFNGLGETCOLORTABLEPARAMETERIVSGIPROC __glewGetColorTableParameterivSGI = NULL;
PFNGLGETCOLORTABLESGIPROC __glewGetColorTableSGI = NULL;
PFNGLFINISHTEXTURESUNXPROC __glewFinishTextureSUNX = NULL;
PFNGLGLOBALALPHAFACTORBSUNPROC __glewGlobalAlphaFactorbSUN = NULL;
PFNGLGLOBALALPHAFACTORDSUNPROC __glewGlobalAlphaFactordSUN = NULL;
PFNGLGLOBALALPHAFACTORFSUNPROC __glewGlobalAlphaFactorfSUN = NULL;
PFNGLGLOBALALPHAFACTORISUNPROC __glewGlobalAlphaFactoriSUN = NULL;
PFNGLGLOBALALPHAFACTORSSUNPROC __glewGlobalAlphaFactorsSUN = NULL;
PFNGLGLOBALALPHAFACTORUBSUNPROC __glewGlobalAlphaFactorubSUN = NULL;
PFNGLGLOBALALPHAFACTORUISUNPROC __glewGlobalAlphaFactoruiSUN = NULL;
PFNGLGLOBALALPHAFACTORUSSUNPROC __glewGlobalAlphaFactorusSUN = NULL;
PFNGLREADVIDEOPIXELSSUNPROC __glewReadVideoPixelsSUN = NULL;
PFNGLREPLACEMENTCODEPOINTERSUNPROC __glewReplacementCodePointerSUN = NULL;
PFNGLREPLACEMENTCODEUBSUNPROC __glewReplacementCodeubSUN = NULL;
PFNGLREPLACEMENTCODEUBVSUNPROC __glewReplacementCodeubvSUN = NULL;
PFNGLREPLACEMENTCODEUISUNPROC __glewReplacementCodeuiSUN = NULL;
PFNGLREPLACEMENTCODEUIVSUNPROC __glewReplacementCodeuivSUN = NULL;
PFNGLREPLACEMENTCODEUSSUNPROC __glewReplacementCodeusSUN = NULL;
PFNGLREPLACEMENTCODEUSVSUNPROC __glewReplacementCodeusvSUN = NULL;
PFNGLCOLOR3FVERTEX3FSUNPROC __glewColor3fVertex3fSUN = NULL;
PFNGLCOLOR3FVERTEX3FVSUNPROC __glewColor3fVertex3fvSUN = NULL;
PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC __glewColor4fNormal3fVertex3fSUN = NULL;
PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewColor4fNormal3fVertex3fvSUN = NULL;
PFNGLCOLOR4UBVERTEX2FSUNPROC __glewColor4ubVertex2fSUN = NULL;
PFNGLCOLOR4UBVERTEX2FVSUNPROC __glewColor4ubVertex2fvSUN = NULL;
PFNGLCOLOR4UBVERTEX3FSUNPROC __glewColor4ubVertex3fSUN = NULL;
PFNGLCOLOR4UBVERTEX3FVSUNPROC __glewColor4ubVertex3fvSUN = NULL;
PFNGLNORMAL3FVERTEX3FSUNPROC __glewNormal3fVertex3fSUN = NULL;
PFNGLNORMAL3FVERTEX3FVSUNPROC __glewNormal3fVertex3fvSUN = NULL;
PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC __glewReplacementCodeuiColor3fVertex3fSUN = NULL;
PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC __glewReplacementCodeuiColor3fVertex3fvSUN = NULL;
PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiColor4fNormal3fVertex3fSUN = NULL;
PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiColor4fNormal3fVertex3fvSUN = NULL;
PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC __glewReplacementCodeuiColor4ubVertex3fSUN = NULL;
PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC __glewReplacementCodeuiColor4ubVertex3fvSUN = NULL;
PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiNormal3fVertex3fSUN = NULL;
PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiNormal3fVertex3fvSUN = NULL;
PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN = NULL;
PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN = NULL;
PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiTexCoord2fNormal3fVertex3fSUN = NULL;
PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN = NULL;
PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC __glewReplacementCodeuiTexCoord2fVertex3fSUN = NULL;
PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC __glewReplacementCodeuiTexCoord2fVertex3fvSUN = NULL;
PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC __glewReplacementCodeuiVertex3fSUN = NULL;
PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC __glewReplacementCodeuiVertex3fvSUN = NULL;
PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC __glewTexCoord2fColor3fVertex3fSUN = NULL;
PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC __glewTexCoord2fColor3fVertex3fvSUN = NULL;
PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC __glewTexCoord2fColor4fNormal3fVertex3fSUN = NULL;
PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewTexCoord2fColor4fNormal3fVertex3fvSUN = NULL;
PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC __glewTexCoord2fColor4ubVertex3fSUN = NULL;
PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC __glewTexCoord2fColor4ubVertex3fvSUN = NULL;
PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC __glewTexCoord2fNormal3fVertex3fSUN = NULL;
PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC __glewTexCoord2fNormal3fVertex3fvSUN = NULL;
PFNGLTEXCOORD2FVERTEX3FSUNPROC __glewTexCoord2fVertex3fSUN = NULL;
PFNGLTEXCOORD2FVERTEX3FVSUNPROC __glewTexCoord2fVertex3fvSUN = NULL;
PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC __glewTexCoord4fColor4fNormal3fVertex4fSUN = NULL;
PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC __glewTexCoord4fColor4fNormal3fVertex4fvSUN = NULL;
PFNGLTEXCOORD4FVERTEX4FSUNPROC __glewTexCoord4fVertex4fSUN = NULL;
PFNGLTEXCOORD4FVERTEX4FVSUNPROC __glewTexCoord4fVertex4fvSUN = NULL;
PFNGLADDSWAPHINTRECTWINPROC __glewAddSwapHintRectWIN = NULL;
#endif /* !WIN32 || !GLEW_MX */
#if !defined(GLEW_MX)
GLboolean __GLEW_VERSION_1_1 = GL_FALSE;
GLboolean __GLEW_VERSION_1_2 = GL_FALSE;
GLboolean __GLEW_VERSION_1_2_1 = GL_FALSE;
GLboolean __GLEW_VERSION_1_3 = GL_FALSE;
GLboolean __GLEW_VERSION_1_4 = GL_FALSE;
GLboolean __GLEW_VERSION_1_5 = GL_FALSE;
GLboolean __GLEW_VERSION_2_0 = GL_FALSE;
GLboolean __GLEW_VERSION_2_1 = GL_FALSE;
GLboolean __GLEW_VERSION_3_0 = GL_FALSE;
GLboolean __GLEW_VERSION_3_1 = GL_FALSE;
GLboolean __GLEW_VERSION_3_2 = GL_FALSE;
GLboolean __GLEW_VERSION_3_3 = GL_FALSE;
GLboolean __GLEW_VERSION_4_0 = GL_FALSE;
GLboolean __GLEW_VERSION_4_1 = GL_FALSE;
GLboolean __GLEW_VERSION_4_2 = GL_FALSE;
GLboolean __GLEW_VERSION_4_3 = GL_FALSE;
GLboolean __GLEW_VERSION_4_4 = GL_FALSE;
GLboolean __GLEW_VERSION_4_5 = GL_FALSE;
GLboolean __GLEW_3DFX_multisample = GL_FALSE;
GLboolean __GLEW_3DFX_tbuffer = GL_FALSE;
GLboolean __GLEW_3DFX_texture_compression_FXT1 = GL_FALSE;
GLboolean __GLEW_AMD_blend_minmax_factor = GL_FALSE;
GLboolean __GLEW_AMD_conservative_depth = GL_FALSE;
GLboolean __GLEW_AMD_debug_output = GL_FALSE;
GLboolean __GLEW_AMD_depth_clamp_separate = GL_FALSE;
GLboolean __GLEW_AMD_draw_buffers_blend = GL_FALSE;
GLboolean __GLEW_AMD_gcn_shader = GL_FALSE;
GLboolean __GLEW_AMD_gpu_shader_int64 = GL_FALSE;
GLboolean __GLEW_AMD_interleaved_elements = GL_FALSE;
GLboolean __GLEW_AMD_multi_draw_indirect = GL_FALSE;
GLboolean __GLEW_AMD_name_gen_delete = GL_FALSE;
GLboolean __GLEW_AMD_occlusion_query_event = GL_FALSE;
GLboolean __GLEW_AMD_performance_monitor = GL_FALSE;
GLboolean __GLEW_AMD_pinned_memory = GL_FALSE;
GLboolean __GLEW_AMD_query_buffer_object = GL_FALSE;
GLboolean __GLEW_AMD_sample_positions = GL_FALSE;
GLboolean __GLEW_AMD_seamless_cubemap_per_texture = GL_FALSE;
GLboolean __GLEW_AMD_shader_atomic_counter_ops = GL_FALSE;
GLboolean __GLEW_AMD_shader_stencil_export = GL_FALSE;
GLboolean __GLEW_AMD_shader_stencil_value_export = GL_FALSE;
GLboolean __GLEW_AMD_shader_trinary_minmax = GL_FALSE;
GLboolean __GLEW_AMD_sparse_texture = GL_FALSE;
GLboolean __GLEW_AMD_stencil_operation_extended = GL_FALSE;
GLboolean __GLEW_AMD_texture_texture4 = GL_FALSE;
GLboolean __GLEW_AMD_transform_feedback3_lines_triangles = GL_FALSE;
GLboolean __GLEW_AMD_transform_feedback4 = GL_FALSE;
GLboolean __GLEW_AMD_vertex_shader_layer = GL_FALSE;
GLboolean __GLEW_AMD_vertex_shader_tessellator = GL_FALSE;
GLboolean __GLEW_AMD_vertex_shader_viewport_index = GL_FALSE;
GLboolean __GLEW_ANGLE_depth_texture = GL_FALSE;
GLboolean __GLEW_ANGLE_framebuffer_blit = GL_FALSE;
GLboolean __GLEW_ANGLE_framebuffer_multisample = GL_FALSE;
GLboolean __GLEW_ANGLE_instanced_arrays = GL_FALSE;
GLboolean __GLEW_ANGLE_pack_reverse_row_order = GL_FALSE;
GLboolean __GLEW_ANGLE_program_binary = GL_FALSE;
GLboolean __GLEW_ANGLE_texture_compression_dxt1 = GL_FALSE;
GLboolean __GLEW_ANGLE_texture_compression_dxt3 = GL_FALSE;
GLboolean __GLEW_ANGLE_texture_compression_dxt5 = GL_FALSE;
GLboolean __GLEW_ANGLE_texture_usage = GL_FALSE;
GLboolean __GLEW_ANGLE_timer_query = GL_FALSE;
GLboolean __GLEW_ANGLE_translated_shader_source = GL_FALSE;
GLboolean __GLEW_APPLE_aux_depth_stencil = GL_FALSE;
GLboolean __GLEW_APPLE_client_storage = GL_FALSE;
GLboolean __GLEW_APPLE_element_array = GL_FALSE;
GLboolean __GLEW_APPLE_fence = GL_FALSE;
GLboolean __GLEW_APPLE_float_pixels = GL_FALSE;
GLboolean __GLEW_APPLE_flush_buffer_range = GL_FALSE;
GLboolean __GLEW_APPLE_object_purgeable = GL_FALSE;
GLboolean __GLEW_APPLE_pixel_buffer = GL_FALSE;
GLboolean __GLEW_APPLE_rgb_422 = GL_FALSE;
GLboolean __GLEW_APPLE_row_bytes = GL_FALSE;
GLboolean __GLEW_APPLE_specular_vector = GL_FALSE;
GLboolean __GLEW_APPLE_texture_range = GL_FALSE;
GLboolean __GLEW_APPLE_transform_hint = GL_FALSE;
GLboolean __GLEW_APPLE_vertex_array_object = GL_FALSE;
GLboolean __GLEW_APPLE_vertex_array_range = GL_FALSE;
GLboolean __GLEW_APPLE_vertex_program_evaluators = GL_FALSE;
GLboolean __GLEW_APPLE_ycbcr_422 = GL_FALSE;
GLboolean __GLEW_ARB_ES2_compatibility = GL_FALSE;
GLboolean __GLEW_ARB_ES3_1_compatibility = GL_FALSE;
GLboolean __GLEW_ARB_ES3_2_compatibility = GL_FALSE;
GLboolean __GLEW_ARB_ES3_compatibility = GL_FALSE;
GLboolean __GLEW_ARB_arrays_of_arrays = GL_FALSE;
GLboolean __GLEW_ARB_base_instance = GL_FALSE;
GLboolean __GLEW_ARB_bindless_texture = GL_FALSE;
GLboolean __GLEW_ARB_blend_func_extended = GL_FALSE;
GLboolean __GLEW_ARB_buffer_storage = GL_FALSE;
GLboolean __GLEW_ARB_cl_event = GL_FALSE;
GLboolean __GLEW_ARB_clear_buffer_object = GL_FALSE;
GLboolean __GLEW_ARB_clear_texture = GL_FALSE;
GLboolean __GLEW_ARB_clip_control = GL_FALSE;
GLboolean __GLEW_ARB_color_buffer_float = GL_FALSE;
GLboolean __GLEW_ARB_compatibility = GL_FALSE;
GLboolean __GLEW_ARB_compressed_texture_pixel_storage = GL_FALSE;
GLboolean __GLEW_ARB_compute_shader = GL_FALSE;
GLboolean __GLEW_ARB_compute_variable_group_size = GL_FALSE;
GLboolean __GLEW_ARB_conditional_render_inverted = GL_FALSE;
GLboolean __GLEW_ARB_conservative_depth = GL_FALSE;
GLboolean __GLEW_ARB_copy_buffer = GL_FALSE;
GLboolean __GLEW_ARB_copy_image = GL_FALSE;
GLboolean __GLEW_ARB_cull_distance = GL_FALSE;
GLboolean __GLEW_ARB_debug_output = GL_FALSE;
GLboolean __GLEW_ARB_depth_buffer_float = GL_FALSE;
GLboolean __GLEW_ARB_depth_clamp = GL_FALSE;
GLboolean __GLEW_ARB_depth_texture = GL_FALSE;
GLboolean __GLEW_ARB_derivative_control = GL_FALSE;
GLboolean __GLEW_ARB_direct_state_access = GL_FALSE;
GLboolean __GLEW_ARB_draw_buffers = GL_FALSE;
GLboolean __GLEW_ARB_draw_buffers_blend = GL_FALSE;
GLboolean __GLEW_ARB_draw_elements_base_vertex = GL_FALSE;
GLboolean __GLEW_ARB_draw_indirect = GL_FALSE;
GLboolean __GLEW_ARB_draw_instanced = GL_FALSE;
GLboolean __GLEW_ARB_enhanced_layouts = GL_FALSE;
GLboolean __GLEW_ARB_explicit_attrib_location = GL_FALSE;
GLboolean __GLEW_ARB_explicit_uniform_location = GL_FALSE;
GLboolean __GLEW_ARB_fragment_coord_conventions = GL_FALSE;
GLboolean __GLEW_ARB_fragment_layer_viewport = GL_FALSE;
GLboolean __GLEW_ARB_fragment_program = GL_FALSE;
GLboolean __GLEW_ARB_fragment_program_shadow = GL_FALSE;
GLboolean __GLEW_ARB_fragment_shader = GL_FALSE;
GLboolean __GLEW_ARB_fragment_shader_interlock = GL_FALSE;
GLboolean __GLEW_ARB_framebuffer_no_attachments = GL_FALSE;
GLboolean __GLEW_ARB_framebuffer_object = GL_FALSE;
GLboolean __GLEW_ARB_framebuffer_sRGB = GL_FALSE;
GLboolean __GLEW_ARB_geometry_shader4 = GL_FALSE;
GLboolean __GLEW_ARB_get_program_binary = GL_FALSE;
GLboolean __GLEW_ARB_get_texture_sub_image = GL_FALSE;
GLboolean __GLEW_ARB_gpu_shader5 = GL_FALSE;
GLboolean __GLEW_ARB_gpu_shader_fp64 = GL_FALSE;
GLboolean __GLEW_ARB_gpu_shader_int64 = GL_FALSE;
GLboolean __GLEW_ARB_half_float_pixel = GL_FALSE;
GLboolean __GLEW_ARB_half_float_vertex = GL_FALSE;
GLboolean __GLEW_ARB_imaging = GL_FALSE;
GLboolean __GLEW_ARB_indirect_parameters = GL_FALSE;
GLboolean __GLEW_ARB_instanced_arrays = GL_FALSE;
GLboolean __GLEW_ARB_internalformat_query = GL_FALSE;
GLboolean __GLEW_ARB_internalformat_query2 = GL_FALSE;
GLboolean __GLEW_ARB_invalidate_subdata = GL_FALSE;
GLboolean __GLEW_ARB_map_buffer_alignment = GL_FALSE;
GLboolean __GLEW_ARB_map_buffer_range = GL_FALSE;
GLboolean __GLEW_ARB_matrix_palette = GL_FALSE;
GLboolean __GLEW_ARB_multi_bind = GL_FALSE;
GLboolean __GLEW_ARB_multi_draw_indirect = GL_FALSE;
GLboolean __GLEW_ARB_multisample = GL_FALSE;
GLboolean __GLEW_ARB_multitexture = GL_FALSE;
GLboolean __GLEW_ARB_occlusion_query = GL_FALSE;
GLboolean __GLEW_ARB_occlusion_query2 = GL_FALSE;
GLboolean __GLEW_ARB_parallel_shader_compile = GL_FALSE;
GLboolean __GLEW_ARB_pipeline_statistics_query = GL_FALSE;
GLboolean __GLEW_ARB_pixel_buffer_object = GL_FALSE;
GLboolean __GLEW_ARB_point_parameters = GL_FALSE;
GLboolean __GLEW_ARB_point_sprite = GL_FALSE;
GLboolean __GLEW_ARB_post_depth_coverage = GL_FALSE;
GLboolean __GLEW_ARB_program_interface_query = GL_FALSE;
GLboolean __GLEW_ARB_provoking_vertex = GL_FALSE;
GLboolean __GLEW_ARB_query_buffer_object = GL_FALSE;
GLboolean __GLEW_ARB_robust_buffer_access_behavior = GL_FALSE;
GLboolean __GLEW_ARB_robustness = GL_FALSE;
GLboolean __GLEW_ARB_robustness_application_isolation = GL_FALSE;
GLboolean __GLEW_ARB_robustness_share_group_isolation = GL_FALSE;
GLboolean __GLEW_ARB_sample_locations = GL_FALSE;
GLboolean __GLEW_ARB_sample_shading = GL_FALSE;
GLboolean __GLEW_ARB_sampler_objects = GL_FALSE;
GLboolean __GLEW_ARB_seamless_cube_map = GL_FALSE;
GLboolean __GLEW_ARB_seamless_cubemap_per_texture = GL_FALSE;
GLboolean __GLEW_ARB_separate_shader_objects = GL_FALSE;
GLboolean __GLEW_ARB_shader_atomic_counter_ops = GL_FALSE;
GLboolean __GLEW_ARB_shader_atomic_counters = GL_FALSE;
GLboolean __GLEW_ARB_shader_ballot = GL_FALSE;
GLboolean __GLEW_ARB_shader_bit_encoding = GL_FALSE;
GLboolean __GLEW_ARB_shader_clock = GL_FALSE;
GLboolean __GLEW_ARB_shader_draw_parameters = GL_FALSE;
GLboolean __GLEW_ARB_shader_group_vote = GL_FALSE;
GLboolean __GLEW_ARB_shader_image_load_store = GL_FALSE;
GLboolean __GLEW_ARB_shader_image_size = GL_FALSE;
GLboolean __GLEW_ARB_shader_objects = GL_FALSE;
GLboolean __GLEW_ARB_shader_precision = GL_FALSE;
GLboolean __GLEW_ARB_shader_stencil_export = GL_FALSE;
GLboolean __GLEW_ARB_shader_storage_buffer_object = GL_FALSE;
GLboolean __GLEW_ARB_shader_subroutine = GL_FALSE;
GLboolean __GLEW_ARB_shader_texture_image_samples = GL_FALSE;
GLboolean __GLEW_ARB_shader_texture_lod = GL_FALSE;
GLboolean __GLEW_ARB_shader_viewport_layer_array = GL_FALSE;
GLboolean __GLEW_ARB_shading_language_100 = GL_FALSE;
GLboolean __GLEW_ARB_shading_language_420pack = GL_FALSE;
GLboolean __GLEW_ARB_shading_language_include = GL_FALSE;
GLboolean __GLEW_ARB_shading_language_packing = GL_FALSE;
GLboolean __GLEW_ARB_shadow = GL_FALSE;
GLboolean __GLEW_ARB_shadow_ambient = GL_FALSE;
GLboolean __GLEW_ARB_sparse_buffer = GL_FALSE;
GLboolean __GLEW_ARB_sparse_texture = GL_FALSE;
GLboolean __GLEW_ARB_sparse_texture2 = GL_FALSE;
GLboolean __GLEW_ARB_sparse_texture_clamp = GL_FALSE;
GLboolean __GLEW_ARB_stencil_texturing = GL_FALSE;
GLboolean __GLEW_ARB_sync = GL_FALSE;
GLboolean __GLEW_ARB_tessellation_shader = GL_FALSE;
GLboolean __GLEW_ARB_texture_barrier = GL_FALSE;
GLboolean __GLEW_ARB_texture_border_clamp = GL_FALSE;
GLboolean __GLEW_ARB_texture_buffer_object = GL_FALSE;
GLboolean __GLEW_ARB_texture_buffer_object_rgb32 = GL_FALSE;
GLboolean __GLEW_ARB_texture_buffer_range = GL_FALSE;
GLboolean __GLEW_ARB_texture_compression = GL_FALSE;
GLboolean __GLEW_ARB_texture_compression_bptc = GL_FALSE;
GLboolean __GLEW_ARB_texture_compression_rgtc = GL_FALSE;
GLboolean __GLEW_ARB_texture_cube_map = GL_FALSE;
GLboolean __GLEW_ARB_texture_cube_map_array = GL_FALSE;
GLboolean __GLEW_ARB_texture_env_add = GL_FALSE;
GLboolean __GLEW_ARB_texture_env_combine = GL_FALSE;
GLboolean __GLEW_ARB_texture_env_crossbar = GL_FALSE;
GLboolean __GLEW_ARB_texture_env_dot3 = GL_FALSE;
GLboolean __GLEW_ARB_texture_filter_minmax = GL_FALSE;
GLboolean __GLEW_ARB_texture_float = GL_FALSE;
GLboolean __GLEW_ARB_texture_gather = GL_FALSE;
GLboolean __GLEW_ARB_texture_mirror_clamp_to_edge = GL_FALSE;
GLboolean __GLEW_ARB_texture_mirrored_repeat = GL_FALSE;
GLboolean __GLEW_ARB_texture_multisample = GL_FALSE;
GLboolean __GLEW_ARB_texture_non_power_of_two = GL_FALSE;
GLboolean __GLEW_ARB_texture_query_levels = GL_FALSE;
GLboolean __GLEW_ARB_texture_query_lod = GL_FALSE;
GLboolean __GLEW_ARB_texture_rectangle = GL_FALSE;
GLboolean __GLEW_ARB_texture_rg = GL_FALSE;
GLboolean __GLEW_ARB_texture_rgb10_a2ui = GL_FALSE;
GLboolean __GLEW_ARB_texture_stencil8 = GL_FALSE;
GLboolean __GLEW_ARB_texture_storage = GL_FALSE;
GLboolean __GLEW_ARB_texture_storage_multisample = GL_FALSE;
GLboolean __GLEW_ARB_texture_swizzle = GL_FALSE;
GLboolean __GLEW_ARB_texture_view = GL_FALSE;
GLboolean __GLEW_ARB_timer_query = GL_FALSE;
GLboolean __GLEW_ARB_transform_feedback2 = GL_FALSE;
GLboolean __GLEW_ARB_transform_feedback3 = GL_FALSE;
GLboolean __GLEW_ARB_transform_feedback_instanced = GL_FALSE;
GLboolean __GLEW_ARB_transform_feedback_overflow_query = GL_FALSE;
GLboolean __GLEW_ARB_transpose_matrix = GL_FALSE;
GLboolean __GLEW_ARB_uniform_buffer_object = GL_FALSE;
GLboolean __GLEW_ARB_vertex_array_bgra = GL_FALSE;
GLboolean __GLEW_ARB_vertex_array_object = GL_FALSE;
GLboolean __GLEW_ARB_vertex_attrib_64bit = GL_FALSE;
GLboolean __GLEW_ARB_vertex_attrib_binding = GL_FALSE;
GLboolean __GLEW_ARB_vertex_blend = GL_FALSE;
GLboolean __GLEW_ARB_vertex_buffer_object = GL_FALSE;
GLboolean __GLEW_ARB_vertex_program = GL_FALSE;
GLboolean __GLEW_ARB_vertex_shader = GL_FALSE;
GLboolean __GLEW_ARB_vertex_type_10f_11f_11f_rev = GL_FALSE;
GLboolean __GLEW_ARB_vertex_type_2_10_10_10_rev = GL_FALSE;
GLboolean __GLEW_ARB_viewport_array = GL_FALSE;
GLboolean __GLEW_ARB_window_pos = GL_FALSE;
GLboolean __GLEW_ATIX_point_sprites = GL_FALSE;
GLboolean __GLEW_ATIX_texture_env_combine3 = GL_FALSE;
GLboolean __GLEW_ATIX_texture_env_route = GL_FALSE;
GLboolean __GLEW_ATIX_vertex_shader_output_point_size = GL_FALSE;
GLboolean __GLEW_ATI_draw_buffers = GL_FALSE;
GLboolean __GLEW_ATI_element_array = GL_FALSE;
GLboolean __GLEW_ATI_envmap_bumpmap = GL_FALSE;
GLboolean __GLEW_ATI_fragment_shader = GL_FALSE;
GLboolean __GLEW_ATI_map_object_buffer = GL_FALSE;
GLboolean __GLEW_ATI_meminfo = GL_FALSE;
GLboolean __GLEW_ATI_pn_triangles = GL_FALSE;
GLboolean __GLEW_ATI_separate_stencil = GL_FALSE;
GLboolean __GLEW_ATI_shader_texture_lod = GL_FALSE;
GLboolean __GLEW_ATI_text_fragment_shader = GL_FALSE;
GLboolean __GLEW_ATI_texture_compression_3dc = GL_FALSE;
GLboolean __GLEW_ATI_texture_env_combine3 = GL_FALSE;
GLboolean __GLEW_ATI_texture_float = GL_FALSE;
GLboolean __GLEW_ATI_texture_mirror_once = GL_FALSE;
GLboolean __GLEW_ATI_vertex_array_object = GL_FALSE;
GLboolean __GLEW_ATI_vertex_attrib_array_object = GL_FALSE;
GLboolean __GLEW_ATI_vertex_streams = GL_FALSE;
GLboolean __GLEW_EXT_422_pixels = GL_FALSE;
GLboolean __GLEW_EXT_Cg_shader = GL_FALSE;
GLboolean __GLEW_EXT_abgr = GL_FALSE;
GLboolean __GLEW_EXT_bgra = GL_FALSE;
GLboolean __GLEW_EXT_bindable_uniform = GL_FALSE;
GLboolean __GLEW_EXT_blend_color = GL_FALSE;
GLboolean __GLEW_EXT_blend_equation_separate = GL_FALSE;
GLboolean __GLEW_EXT_blend_func_separate = GL_FALSE;
GLboolean __GLEW_EXT_blend_logic_op = GL_FALSE;
GLboolean __GLEW_EXT_blend_minmax = GL_FALSE;
GLboolean __GLEW_EXT_blend_subtract = GL_FALSE;
GLboolean __GLEW_EXT_clip_volume_hint = GL_FALSE;
GLboolean __GLEW_EXT_cmyka = GL_FALSE;
GLboolean __GLEW_EXT_color_subtable = GL_FALSE;
GLboolean __GLEW_EXT_compiled_vertex_array = GL_FALSE;
GLboolean __GLEW_EXT_convolution = GL_FALSE;
GLboolean __GLEW_EXT_coordinate_frame = GL_FALSE;
GLboolean __GLEW_EXT_copy_texture = GL_FALSE;
GLboolean __GLEW_EXT_cull_vertex = GL_FALSE;
GLboolean __GLEW_EXT_debug_label = GL_FALSE;
GLboolean __GLEW_EXT_debug_marker = GL_FALSE;
GLboolean __GLEW_EXT_depth_bounds_test = GL_FALSE;
GLboolean __GLEW_EXT_direct_state_access = GL_FALSE;
GLboolean __GLEW_EXT_draw_buffers2 = GL_FALSE;
GLboolean __GLEW_EXT_draw_instanced = GL_FALSE;
GLboolean __GLEW_EXT_draw_range_elements = GL_FALSE;
GLboolean __GLEW_EXT_fog_coord = GL_FALSE;
GLboolean __GLEW_EXT_fragment_lighting = GL_FALSE;
GLboolean __GLEW_EXT_framebuffer_blit = GL_FALSE;
GLboolean __GLEW_EXT_framebuffer_multisample = GL_FALSE;
GLboolean __GLEW_EXT_framebuffer_multisample_blit_scaled = GL_FALSE;
GLboolean __GLEW_EXT_framebuffer_object = GL_FALSE;
GLboolean __GLEW_EXT_framebuffer_sRGB = GL_FALSE;
GLboolean __GLEW_EXT_geometry_shader4 = GL_FALSE;
GLboolean __GLEW_EXT_gpu_program_parameters = GL_FALSE;
GLboolean __GLEW_EXT_gpu_shader4 = GL_FALSE;
GLboolean __GLEW_EXT_histogram = GL_FALSE;
GLboolean __GLEW_EXT_index_array_formats = GL_FALSE;
GLboolean __GLEW_EXT_index_func = GL_FALSE;
GLboolean __GLEW_EXT_index_material = GL_FALSE;
GLboolean __GLEW_EXT_index_texture = GL_FALSE;
GLboolean __GLEW_EXT_light_texture = GL_FALSE;
GLboolean __GLEW_EXT_misc_attribute = GL_FALSE;
GLboolean __GLEW_EXT_multi_draw_arrays = GL_FALSE;
GLboolean __GLEW_EXT_multisample = GL_FALSE;
GLboolean __GLEW_EXT_packed_depth_stencil = GL_FALSE;
GLboolean __GLEW_EXT_packed_float = GL_FALSE;
GLboolean __GLEW_EXT_packed_pixels = GL_FALSE;
GLboolean __GLEW_EXT_paletted_texture = GL_FALSE;
GLboolean __GLEW_EXT_pixel_buffer_object = GL_FALSE;
GLboolean __GLEW_EXT_pixel_transform = GL_FALSE;
GLboolean __GLEW_EXT_pixel_transform_color_table = GL_FALSE;
GLboolean __GLEW_EXT_point_parameters = GL_FALSE;
GLboolean __GLEW_EXT_polygon_offset = GL_FALSE;
GLboolean __GLEW_EXT_polygon_offset_clamp = GL_FALSE;
GLboolean __GLEW_EXT_post_depth_coverage = GL_FALSE;
GLboolean __GLEW_EXT_provoking_vertex = GL_FALSE;
GLboolean __GLEW_EXT_raster_multisample = GL_FALSE;
GLboolean __GLEW_EXT_rescale_normal = GL_FALSE;
GLboolean __GLEW_EXT_scene_marker = GL_FALSE;
GLboolean __GLEW_EXT_secondary_color = GL_FALSE;
GLboolean __GLEW_EXT_separate_shader_objects = GL_FALSE;
GLboolean __GLEW_EXT_separate_specular_color = GL_FALSE;
GLboolean __GLEW_EXT_shader_image_load_formatted = GL_FALSE;
GLboolean __GLEW_EXT_shader_image_load_store = GL_FALSE;
GLboolean __GLEW_EXT_shader_integer_mix = GL_FALSE;
GLboolean __GLEW_EXT_shadow_funcs = GL_FALSE;
GLboolean __GLEW_EXT_shared_texture_palette = GL_FALSE;
GLboolean __GLEW_EXT_sparse_texture2 = GL_FALSE;
GLboolean __GLEW_EXT_stencil_clear_tag = GL_FALSE;
GLboolean __GLEW_EXT_stencil_two_side = GL_FALSE;
GLboolean __GLEW_EXT_stencil_wrap = GL_FALSE;
GLboolean __GLEW_EXT_subtexture = GL_FALSE;
GLboolean __GLEW_EXT_texture = GL_FALSE;
GLboolean __GLEW_EXT_texture3D = GL_FALSE;
GLboolean __GLEW_EXT_texture_array = GL_FALSE;
GLboolean __GLEW_EXT_texture_buffer_object = GL_FALSE;
GLboolean __GLEW_EXT_texture_compression_dxt1 = GL_FALSE;
GLboolean __GLEW_EXT_texture_compression_latc = GL_FALSE;
GLboolean __GLEW_EXT_texture_compression_rgtc = GL_FALSE;
GLboolean __GLEW_EXT_texture_compression_s3tc = GL_FALSE;
GLboolean __GLEW_EXT_texture_cube_map = GL_FALSE;
GLboolean __GLEW_EXT_texture_edge_clamp = GL_FALSE;
GLboolean __GLEW_EXT_texture_env = GL_FALSE;
GLboolean __GLEW_EXT_texture_env_add = GL_FALSE;
GLboolean __GLEW_EXT_texture_env_combine = GL_FALSE;
GLboolean __GLEW_EXT_texture_env_dot3 = GL_FALSE;
GLboolean __GLEW_EXT_texture_filter_anisotropic = GL_FALSE;
GLboolean __GLEW_EXT_texture_filter_minmax = GL_FALSE;
GLboolean __GLEW_EXT_texture_integer = GL_FALSE;
GLboolean __GLEW_EXT_texture_lod_bias = GL_FALSE;
GLboolean __GLEW_EXT_texture_mirror_clamp = GL_FALSE;
GLboolean __GLEW_EXT_texture_object = GL_FALSE;
GLboolean __GLEW_EXT_texture_perturb_normal = GL_FALSE;
GLboolean __GLEW_EXT_texture_rectangle = GL_FALSE;
GLboolean __GLEW_EXT_texture_sRGB = GL_FALSE;
GLboolean __GLEW_EXT_texture_sRGB_decode = GL_FALSE;
GLboolean __GLEW_EXT_texture_shared_exponent = GL_FALSE;
GLboolean __GLEW_EXT_texture_snorm = GL_FALSE;
GLboolean __GLEW_EXT_texture_swizzle = GL_FALSE;
GLboolean __GLEW_EXT_timer_query = GL_FALSE;
GLboolean __GLEW_EXT_transform_feedback = GL_FALSE;
GLboolean __GLEW_EXT_vertex_array = GL_FALSE;
GLboolean __GLEW_EXT_vertex_array_bgra = GL_FALSE;
GLboolean __GLEW_EXT_vertex_attrib_64bit = GL_FALSE;
GLboolean __GLEW_EXT_vertex_shader = GL_FALSE;
GLboolean __GLEW_EXT_vertex_weighting = GL_FALSE;
GLboolean __GLEW_EXT_x11_sync_object = GL_FALSE;
GLboolean __GLEW_GREMEDY_frame_terminator = GL_FALSE;
GLboolean __GLEW_GREMEDY_string_marker = GL_FALSE;
GLboolean __GLEW_HP_convolution_border_modes = GL_FALSE;
GLboolean __GLEW_HP_image_transform = GL_FALSE;
GLboolean __GLEW_HP_occlusion_test = GL_FALSE;
GLboolean __GLEW_HP_texture_lighting = GL_FALSE;
GLboolean __GLEW_IBM_cull_vertex = GL_FALSE;
GLboolean __GLEW_IBM_multimode_draw_arrays = GL_FALSE;
GLboolean __GLEW_IBM_rasterpos_clip = GL_FALSE;
GLboolean __GLEW_IBM_static_data = GL_FALSE;
GLboolean __GLEW_IBM_texture_mirrored_repeat = GL_FALSE;
GLboolean __GLEW_IBM_vertex_array_lists = GL_FALSE;
GLboolean __GLEW_INGR_color_clamp = GL_FALSE;
GLboolean __GLEW_INGR_interlace_read = GL_FALSE;
GLboolean __GLEW_INTEL_fragment_shader_ordering = GL_FALSE;
GLboolean __GLEW_INTEL_framebuffer_CMAA = GL_FALSE;
GLboolean __GLEW_INTEL_map_texture = GL_FALSE;
GLboolean __GLEW_INTEL_parallel_arrays = GL_FALSE;
GLboolean __GLEW_INTEL_performance_query = GL_FALSE;
GLboolean __GLEW_INTEL_texture_scissor = GL_FALSE;
GLboolean __GLEW_KHR_blend_equation_advanced = GL_FALSE;
GLboolean __GLEW_KHR_blend_equation_advanced_coherent = GL_FALSE;
GLboolean __GLEW_KHR_context_flush_control = GL_FALSE;
GLboolean __GLEW_KHR_debug = GL_FALSE;
GLboolean __GLEW_KHR_no_error = GL_FALSE;
GLboolean __GLEW_KHR_robust_buffer_access_behavior = GL_FALSE;
GLboolean __GLEW_KHR_robustness = GL_FALSE;
GLboolean __GLEW_KHR_texture_compression_astc_hdr = GL_FALSE;
GLboolean __GLEW_KHR_texture_compression_astc_ldr = GL_FALSE;
GLboolean __GLEW_KTX_buffer_region = GL_FALSE;
GLboolean __GLEW_MESAX_texture_stack = GL_FALSE;
GLboolean __GLEW_MESA_pack_invert = GL_FALSE;
GLboolean __GLEW_MESA_resize_buffers = GL_FALSE;
GLboolean __GLEW_MESA_window_pos = GL_FALSE;
GLboolean __GLEW_MESA_ycbcr_texture = GL_FALSE;
GLboolean __GLEW_NVX_conditional_render = GL_FALSE;
GLboolean __GLEW_NVX_gpu_memory_info = GL_FALSE;
GLboolean __GLEW_NV_bindless_multi_draw_indirect = GL_FALSE;
GLboolean __GLEW_NV_bindless_multi_draw_indirect_count = GL_FALSE;
GLboolean __GLEW_NV_bindless_texture = GL_FALSE;
GLboolean __GLEW_NV_blend_equation_advanced = GL_FALSE;
GLboolean __GLEW_NV_blend_equation_advanced_coherent = GL_FALSE;
GLboolean __GLEW_NV_blend_square = GL_FALSE;
GLboolean __GLEW_NV_compute_program5 = GL_FALSE;
GLboolean __GLEW_NV_conditional_render = GL_FALSE;
GLboolean __GLEW_NV_conservative_raster = GL_FALSE;
GLboolean __GLEW_NV_conservative_raster_dilate = GL_FALSE;
GLboolean __GLEW_NV_copy_depth_to_color = GL_FALSE;
GLboolean __GLEW_NV_copy_image = GL_FALSE;
GLboolean __GLEW_NV_deep_texture3D = GL_FALSE;
GLboolean __GLEW_NV_depth_buffer_float = GL_FALSE;
GLboolean __GLEW_NV_depth_clamp = GL_FALSE;
GLboolean __GLEW_NV_depth_range_unclamped = GL_FALSE;
GLboolean __GLEW_NV_draw_texture = GL_FALSE;
GLboolean __GLEW_NV_evaluators = GL_FALSE;
GLboolean __GLEW_NV_explicit_multisample = GL_FALSE;
GLboolean __GLEW_NV_fence = GL_FALSE;
GLboolean __GLEW_NV_fill_rectangle = GL_FALSE;
GLboolean __GLEW_NV_float_buffer = GL_FALSE;
GLboolean __GLEW_NV_fog_distance = GL_FALSE;
GLboolean __GLEW_NV_fragment_coverage_to_color = GL_FALSE;
GLboolean __GLEW_NV_fragment_program = GL_FALSE;
GLboolean __GLEW_NV_fragment_program2 = GL_FALSE;
GLboolean __GLEW_NV_fragment_program4 = GL_FALSE;
GLboolean __GLEW_NV_fragment_program_option = GL_FALSE;
GLboolean __GLEW_NV_fragment_shader_interlock = GL_FALSE;
GLboolean __GLEW_NV_framebuffer_mixed_samples = GL_FALSE;
GLboolean __GLEW_NV_framebuffer_multisample_coverage = GL_FALSE;
GLboolean __GLEW_NV_geometry_program4 = GL_FALSE;
GLboolean __GLEW_NV_geometry_shader4 = GL_FALSE;
GLboolean __GLEW_NV_geometry_shader_passthrough = GL_FALSE;
GLboolean __GLEW_NV_gpu_program4 = GL_FALSE;
GLboolean __GLEW_NV_gpu_program5 = GL_FALSE;
GLboolean __GLEW_NV_gpu_program5_mem_extended = GL_FALSE;
GLboolean __GLEW_NV_gpu_program_fp64 = GL_FALSE;
GLboolean __GLEW_NV_gpu_shader5 = GL_FALSE;
GLboolean __GLEW_NV_half_float = GL_FALSE;
GLboolean __GLEW_NV_internalformat_sample_query = GL_FALSE;
GLboolean __GLEW_NV_light_max_exponent = GL_FALSE;
GLboolean __GLEW_NV_multisample_coverage = GL_FALSE;
GLboolean __GLEW_NV_multisample_filter_hint = GL_FALSE;
GLboolean __GLEW_NV_occlusion_query = GL_FALSE;
GLboolean __GLEW_NV_packed_depth_stencil = GL_FALSE;
GLboolean __GLEW_NV_parameter_buffer_object = GL_FALSE;
GLboolean __GLEW_NV_parameter_buffer_object2 = GL_FALSE;
GLboolean __GLEW_NV_path_rendering = GL_FALSE;
GLboolean __GLEW_NV_path_rendering_shared_edge = GL_FALSE;
GLboolean __GLEW_NV_pixel_data_range = GL_FALSE;
GLboolean __GLEW_NV_point_sprite = GL_FALSE;
GLboolean __GLEW_NV_present_video = GL_FALSE;
GLboolean __GLEW_NV_primitive_restart = GL_FALSE;
GLboolean __GLEW_NV_register_combiners = GL_FALSE;
GLboolean __GLEW_NV_register_combiners2 = GL_FALSE;
GLboolean __GLEW_NV_sample_locations = GL_FALSE;
GLboolean __GLEW_NV_sample_mask_override_coverage = GL_FALSE;
GLboolean __GLEW_NV_shader_atomic_counters = GL_FALSE;
GLboolean __GLEW_NV_shader_atomic_float = GL_FALSE;
GLboolean __GLEW_NV_shader_atomic_fp16_vector = GL_FALSE;
GLboolean __GLEW_NV_shader_atomic_int64 = GL_FALSE;
GLboolean __GLEW_NV_shader_buffer_load = GL_FALSE;
GLboolean __GLEW_NV_shader_storage_buffer_object = GL_FALSE;
GLboolean __GLEW_NV_shader_thread_group = GL_FALSE;
GLboolean __GLEW_NV_shader_thread_shuffle = GL_FALSE;
GLboolean __GLEW_NV_tessellation_program5 = GL_FALSE;
GLboolean __GLEW_NV_texgen_emboss = GL_FALSE;
GLboolean __GLEW_NV_texgen_reflection = GL_FALSE;
GLboolean __GLEW_NV_texture_barrier = GL_FALSE;
GLboolean __GLEW_NV_texture_compression_vtc = GL_FALSE;
GLboolean __GLEW_NV_texture_env_combine4 = GL_FALSE;
GLboolean __GLEW_NV_texture_expand_normal = GL_FALSE;
GLboolean __GLEW_NV_texture_multisample = GL_FALSE;
GLboolean __GLEW_NV_texture_rectangle = GL_FALSE;
GLboolean __GLEW_NV_texture_shader = GL_FALSE;
GLboolean __GLEW_NV_texture_shader2 = GL_FALSE;
GLboolean __GLEW_NV_texture_shader3 = GL_FALSE;
GLboolean __GLEW_NV_transform_feedback = GL_FALSE;
GLboolean __GLEW_NV_transform_feedback2 = GL_FALSE;
GLboolean __GLEW_NV_uniform_buffer_unified_memory = GL_FALSE;
GLboolean __GLEW_NV_vdpau_interop = GL_FALSE;
GLboolean __GLEW_NV_vertex_array_range = GL_FALSE;
GLboolean __GLEW_NV_vertex_array_range2 = GL_FALSE;
GLboolean __GLEW_NV_vertex_attrib_integer_64bit = GL_FALSE;
GLboolean __GLEW_NV_vertex_buffer_unified_memory = GL_FALSE;
GLboolean __GLEW_NV_vertex_program = GL_FALSE;
GLboolean __GLEW_NV_vertex_program1_1 = GL_FALSE;
GLboolean __GLEW_NV_vertex_program2 = GL_FALSE;
GLboolean __GLEW_NV_vertex_program2_option = GL_FALSE;
GLboolean __GLEW_NV_vertex_program3 = GL_FALSE;
GLboolean __GLEW_NV_vertex_program4 = GL_FALSE;
GLboolean __GLEW_NV_video_capture = GL_FALSE;
GLboolean __GLEW_NV_viewport_array2 = GL_FALSE;
GLboolean __GLEW_OES_byte_coordinates = GL_FALSE;
GLboolean __GLEW_OES_compressed_paletted_texture = GL_FALSE;
GLboolean __GLEW_OES_read_format = GL_FALSE;
GLboolean __GLEW_OES_single_precision = GL_FALSE;
GLboolean __GLEW_OML_interlace = GL_FALSE;
GLboolean __GLEW_OML_resample = GL_FALSE;
GLboolean __GLEW_OML_subsample = GL_FALSE;
GLboolean __GLEW_OVR_multiview = GL_FALSE;
GLboolean __GLEW_OVR_multiview2 = GL_FALSE;
GLboolean __GLEW_PGI_misc_hints = GL_FALSE;
GLboolean __GLEW_PGI_vertex_hints = GL_FALSE;
GLboolean __GLEW_REGAL_ES1_0_compatibility = GL_FALSE;
GLboolean __GLEW_REGAL_ES1_1_compatibility = GL_FALSE;
GLboolean __GLEW_REGAL_enable = GL_FALSE;
GLboolean __GLEW_REGAL_error_string = GL_FALSE;
GLboolean __GLEW_REGAL_extension_query = GL_FALSE;
GLboolean __GLEW_REGAL_log = GL_FALSE;
GLboolean __GLEW_REGAL_proc_address = GL_FALSE;
GLboolean __GLEW_REND_screen_coordinates = GL_FALSE;
GLboolean __GLEW_S3_s3tc = GL_FALSE;
GLboolean __GLEW_SGIS_color_range = GL_FALSE;
GLboolean __GLEW_SGIS_detail_texture = GL_FALSE;
GLboolean __GLEW_SGIS_fog_function = GL_FALSE;
GLboolean __GLEW_SGIS_generate_mipmap = GL_FALSE;
GLboolean __GLEW_SGIS_multisample = GL_FALSE;
GLboolean __GLEW_SGIS_pixel_texture = GL_FALSE;
GLboolean __GLEW_SGIS_point_line_texgen = GL_FALSE;
GLboolean __GLEW_SGIS_sharpen_texture = GL_FALSE;
GLboolean __GLEW_SGIS_texture4D = GL_FALSE;
GLboolean __GLEW_SGIS_texture_border_clamp = GL_FALSE;
GLboolean __GLEW_SGIS_texture_edge_clamp = GL_FALSE;
GLboolean __GLEW_SGIS_texture_filter4 = GL_FALSE;
GLboolean __GLEW_SGIS_texture_lod = GL_FALSE;
GLboolean __GLEW_SGIS_texture_select = GL_FALSE;
GLboolean __GLEW_SGIX_async = GL_FALSE;
GLboolean __GLEW_SGIX_async_histogram = GL_FALSE;
GLboolean __GLEW_SGIX_async_pixel = GL_FALSE;
GLboolean __GLEW_SGIX_blend_alpha_minmax = GL_FALSE;
GLboolean __GLEW_SGIX_clipmap = GL_FALSE;
GLboolean __GLEW_SGIX_convolution_accuracy = GL_FALSE;
GLboolean __GLEW_SGIX_depth_texture = GL_FALSE;
GLboolean __GLEW_SGIX_flush_raster = GL_FALSE;
GLboolean __GLEW_SGIX_fog_offset = GL_FALSE;
GLboolean __GLEW_SGIX_fog_texture = GL_FALSE;
GLboolean __GLEW_SGIX_fragment_specular_lighting = GL_FALSE;
GLboolean __GLEW_SGIX_framezoom = GL_FALSE;
GLboolean __GLEW_SGIX_interlace = GL_FALSE;
GLboolean __GLEW_SGIX_ir_instrument1 = GL_FALSE;
GLboolean __GLEW_SGIX_list_priority = GL_FALSE;
GLboolean __GLEW_SGIX_pixel_texture = GL_FALSE;
GLboolean __GLEW_SGIX_pixel_texture_bits = GL_FALSE;
GLboolean __GLEW_SGIX_reference_plane = GL_FALSE;
GLboolean __GLEW_SGIX_resample = GL_FALSE;
GLboolean __GLEW_SGIX_shadow = GL_FALSE;
GLboolean __GLEW_SGIX_shadow_ambient = GL_FALSE;
GLboolean __GLEW_SGIX_sprite = GL_FALSE;
GLboolean __GLEW_SGIX_tag_sample_buffer = GL_FALSE;
GLboolean __GLEW_SGIX_texture_add_env = GL_FALSE;
GLboolean __GLEW_SGIX_texture_coordinate_clamp = GL_FALSE;
GLboolean __GLEW_SGIX_texture_lod_bias = GL_FALSE;
GLboolean __GLEW_SGIX_texture_multi_buffer = GL_FALSE;
GLboolean __GLEW_SGIX_texture_range = GL_FALSE;
GLboolean __GLEW_SGIX_texture_scale_bias = GL_FALSE;
GLboolean __GLEW_SGIX_vertex_preclip = GL_FALSE;
GLboolean __GLEW_SGIX_vertex_preclip_hint = GL_FALSE;
GLboolean __GLEW_SGIX_ycrcb = GL_FALSE;
GLboolean __GLEW_SGI_color_matrix = GL_FALSE;
GLboolean __GLEW_SGI_color_table = GL_FALSE;
GLboolean __GLEW_SGI_texture_color_table = GL_FALSE;
GLboolean __GLEW_SUNX_constant_data = GL_FALSE;
GLboolean __GLEW_SUN_convolution_border_modes = GL_FALSE;
GLboolean __GLEW_SUN_global_alpha = GL_FALSE;
GLboolean __GLEW_SUN_mesh_array = GL_FALSE;
GLboolean __GLEW_SUN_read_video_pixels = GL_FALSE;
GLboolean __GLEW_SUN_slice_accum = GL_FALSE;
GLboolean __GLEW_SUN_triangle_list = GL_FALSE;
GLboolean __GLEW_SUN_vertex = GL_FALSE;
GLboolean __GLEW_WIN_phong_shading = GL_FALSE;
GLboolean __GLEW_WIN_specular_fog = GL_FALSE;
GLboolean __GLEW_WIN_swap_hint = GL_FALSE;
#endif /* !GLEW_MX */
#ifdef GL_VERSION_1_2
static GLboolean _glewInit_GL_VERSION_1_2 (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC)glewGetProcAddress((const GLubyte*)"glCopyTexSubImage3D")) == NULL) || r;
r = ((glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)glewGetProcAddress((const GLubyte*)"glDrawRangeElements")) == NULL) || r;
r = ((glTexImage3D = (PFNGLTEXIMAGE3DPROC)glewGetProcAddress((const GLubyte*)"glTexImage3D")) == NULL) || r;
r = ((glTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC)glewGetProcAddress((const GLubyte*)"glTexSubImage3D")) == NULL) || r;
return r;
}
#endif /* GL_VERSION_1_2 */
#ifdef GL_VERSION_1_3
static GLboolean _glewInit_GL_VERSION_1_3 (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glActiveTexture = (PFNGLACTIVETEXTUREPROC)glewGetProcAddress((const GLubyte*)"glActiveTexture")) == NULL) || r;
r = ((glClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)glewGetProcAddress((const GLubyte*)"glClientActiveTexture")) == NULL) || r;
r = ((glCompressedTexImage1D = (PFNGLCOMPRESSEDTEXIMAGE1DPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexImage1D")) == NULL) || r;
r = ((glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexImage2D")) == NULL) || r;
r = ((glCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexImage3D")) == NULL) || r;
r = ((glCompressedTexSubImage1D = (PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexSubImage1D")) == NULL) || r;
r = ((glCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexSubImage2D")) == NULL) || r;
r = ((glCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexSubImage3D")) == NULL) || r;
r = ((glGetCompressedTexImage = (PFNGLGETCOMPRESSEDTEXIMAGEPROC)glewGetProcAddress((const GLubyte*)"glGetCompressedTexImage")) == NULL) || r;
r = ((glLoadTransposeMatrixd = (PFNGLLOADTRANSPOSEMATRIXDPROC)glewGetProcAddress((const GLubyte*)"glLoadTransposeMatrixd")) == NULL) || r;
r = ((glLoadTransposeMatrixf = (PFNGLLOADTRANSPOSEMATRIXFPROC)glewGetProcAddress((const GLubyte*)"glLoadTransposeMatrixf")) == NULL) || r;
r = ((glMultTransposeMatrixd = (PFNGLMULTTRANSPOSEMATRIXDPROC)glewGetProcAddress((const GLubyte*)"glMultTransposeMatrixd")) == NULL) || r;
r = ((glMultTransposeMatrixf = (PFNGLMULTTRANSPOSEMATRIXFPROC)glewGetProcAddress((const GLubyte*)"glMultTransposeMatrixf")) == NULL) || r;
r = ((glMultiTexCoord1d = (PFNGLMULTITEXCOORD1DPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1d")) == NULL) || r;
r = ((glMultiTexCoord1dv = (PFNGLMULTITEXCOORD1DVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1dv")) == NULL) || r;
r = ((glMultiTexCoord1f = (PFNGLMULTITEXCOORD1FPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1f")) == NULL) || r;
r = ((glMultiTexCoord1fv = (PFNGLMULTITEXCOORD1FVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1fv")) == NULL) || r;
r = ((glMultiTexCoord1i = (PFNGLMULTITEXCOORD1IPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1i")) == NULL) || r;
r = ((glMultiTexCoord1iv = (PFNGLMULTITEXCOORD1IVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1iv")) == NULL) || r;
r = ((glMultiTexCoord1s = (PFNGLMULTITEXCOORD1SPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1s")) == NULL) || r;
r = ((glMultiTexCoord1sv = (PFNGLMULTITEXCOORD1SVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1sv")) == NULL) || r;
r = ((glMultiTexCoord2d = (PFNGLMULTITEXCOORD2DPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2d")) == NULL) || r;
r = ((glMultiTexCoord2dv = (PFNGLMULTITEXCOORD2DVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2dv")) == NULL) || r;
r = ((glMultiTexCoord2f = (PFNGLMULTITEXCOORD2FPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2f")) == NULL) || r;
r = ((glMultiTexCoord2fv = (PFNGLMULTITEXCOORD2FVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2fv")) == NULL) || r;
r = ((glMultiTexCoord2i = (PFNGLMULTITEXCOORD2IPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2i")) == NULL) || r;
r = ((glMultiTexCoord2iv = (PFNGLMULTITEXCOORD2IVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2iv")) == NULL) || r;
r = ((glMultiTexCoord2s = (PFNGLMULTITEXCOORD2SPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2s")) == NULL) || r;
r = ((glMultiTexCoord2sv = (PFNGLMULTITEXCOORD2SVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2sv")) == NULL) || r;
r = ((glMultiTexCoord3d = (PFNGLMULTITEXCOORD3DPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3d")) == NULL) || r;
r = ((glMultiTexCoord3dv = (PFNGLMULTITEXCOORD3DVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3dv")) == NULL) || r;
r = ((glMultiTexCoord3f = (PFNGLMULTITEXCOORD3FPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3f")) == NULL) || r;
r = ((glMultiTexCoord3fv = (PFNGLMULTITEXCOORD3FVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3fv")) == NULL) || r;
r = ((glMultiTexCoord3i = (PFNGLMULTITEXCOORD3IPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3i")) == NULL) || r;
r = ((glMultiTexCoord3iv = (PFNGLMULTITEXCOORD3IVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3iv")) == NULL) || r;
r = ((glMultiTexCoord3s = (PFNGLMULTITEXCOORD3SPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3s")) == NULL) || r;
r = ((glMultiTexCoord3sv = (PFNGLMULTITEXCOORD3SVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3sv")) == NULL) || r;
r = ((glMultiTexCoord4d = (PFNGLMULTITEXCOORD4DPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4d")) == NULL) || r;
r = ((glMultiTexCoord4dv = (PFNGLMULTITEXCOORD4DVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4dv")) == NULL) || r;
r = ((glMultiTexCoord4f = (PFNGLMULTITEXCOORD4FPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4f")) == NULL) || r;
r = ((glMultiTexCoord4fv = (PFNGLMULTITEXCOORD4FVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4fv")) == NULL) || r;
r = ((glMultiTexCoord4i = (PFNGLMULTITEXCOORD4IPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4i")) == NULL) || r;
r = ((glMultiTexCoord4iv = (PFNGLMULTITEXCOORD4IVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4iv")) == NULL) || r;
r = ((glMultiTexCoord4s = (PFNGLMULTITEXCOORD4SPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4s")) == NULL) || r;
r = ((glMultiTexCoord4sv = (PFNGLMULTITEXCOORD4SVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4sv")) == NULL) || r;
r = ((glSampleCoverage = (PFNGLSAMPLECOVERAGEPROC)glewGetProcAddress((const GLubyte*)"glSampleCoverage")) == NULL) || r;
return r;
}
#endif /* GL_VERSION_1_3 */
#ifdef GL_VERSION_1_4
static GLboolean _glewInit_GL_VERSION_1_4 (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBlendColor = (PFNGLBLENDCOLORPROC)glewGetProcAddress((const GLubyte*)"glBlendColor")) == NULL) || r;
r = ((glBlendEquation = (PFNGLBLENDEQUATIONPROC)glewGetProcAddress((const GLubyte*)"glBlendEquation")) == NULL) || r;
r = ((glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)glewGetProcAddress((const GLubyte*)"glBlendFuncSeparate")) == NULL) || r;
r = ((glFogCoordPointer = (PFNGLFOGCOORDPOINTERPROC)glewGetProcAddress((const GLubyte*)"glFogCoordPointer")) == NULL) || r;
r = ((glFogCoordd = (PFNGLFOGCOORDDPROC)glewGetProcAddress((const GLubyte*)"glFogCoordd")) == NULL) || r;
r = ((glFogCoorddv = (PFNGLFOGCOORDDVPROC)glewGetProcAddress((const GLubyte*)"glFogCoorddv")) == NULL) || r;
r = ((glFogCoordf = (PFNGLFOGCOORDFPROC)glewGetProcAddress((const GLubyte*)"glFogCoordf")) == NULL) || r;
r = ((glFogCoordfv = (PFNGLFOGCOORDFVPROC)glewGetProcAddress((const GLubyte*)"glFogCoordfv")) == NULL) || r;
r = ((glMultiDrawArrays = (PFNGLMULTIDRAWARRAYSPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawArrays")) == NULL) || r;
r = ((glMultiDrawElements = (PFNGLMULTIDRAWELEMENTSPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElements")) == NULL) || r;
r = ((glPointParameterf = (PFNGLPOINTPARAMETERFPROC)glewGetProcAddress((const GLubyte*)"glPointParameterf")) == NULL) || r;
r = ((glPointParameterfv = (PFNGLPOINTPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glPointParameterfv")) == NULL) || r;
r = ((glPointParameteri = (PFNGLPOINTPARAMETERIPROC)glewGetProcAddress((const GLubyte*)"glPointParameteri")) == NULL) || r;
r = ((glPointParameteriv = (PFNGLPOINTPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glPointParameteriv")) == NULL) || r;
r = ((glSecondaryColor3b = (PFNGLSECONDARYCOLOR3BPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3b")) == NULL) || r;
r = ((glSecondaryColor3bv = (PFNGLSECONDARYCOLOR3BVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3bv")) == NULL) || r;
r = ((glSecondaryColor3d = (PFNGLSECONDARYCOLOR3DPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3d")) == NULL) || r;
r = ((glSecondaryColor3dv = (PFNGLSECONDARYCOLOR3DVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3dv")) == NULL) || r;
r = ((glSecondaryColor3f = (PFNGLSECONDARYCOLOR3FPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3f")) == NULL) || r;
r = ((glSecondaryColor3fv = (PFNGLSECONDARYCOLOR3FVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3fv")) == NULL) || r;
r = ((glSecondaryColor3i = (PFNGLSECONDARYCOLOR3IPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3i")) == NULL) || r;
r = ((glSecondaryColor3iv = (PFNGLSECONDARYCOLOR3IVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3iv")) == NULL) || r;
r = ((glSecondaryColor3s = (PFNGLSECONDARYCOLOR3SPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3s")) == NULL) || r;
r = ((glSecondaryColor3sv = (PFNGLSECONDARYCOLOR3SVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3sv")) == NULL) || r;
r = ((glSecondaryColor3ub = (PFNGLSECONDARYCOLOR3UBPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3ub")) == NULL) || r;
r = ((glSecondaryColor3ubv = (PFNGLSECONDARYCOLOR3UBVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3ubv")) == NULL) || r;
r = ((glSecondaryColor3ui = (PFNGLSECONDARYCOLOR3UIPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3ui")) == NULL) || r;
r = ((glSecondaryColor3uiv = (PFNGLSECONDARYCOLOR3UIVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3uiv")) == NULL) || r;
r = ((glSecondaryColor3us = (PFNGLSECONDARYCOLOR3USPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3us")) == NULL) || r;
r = ((glSecondaryColor3usv = (PFNGLSECONDARYCOLOR3USVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3usv")) == NULL) || r;
r = ((glSecondaryColorPointer = (PFNGLSECONDARYCOLORPOINTERPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColorPointer")) == NULL) || r;
r = ((glWindowPos2d = (PFNGLWINDOWPOS2DPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2d")) == NULL) || r;
r = ((glWindowPos2dv = (PFNGLWINDOWPOS2DVPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2dv")) == NULL) || r;
r = ((glWindowPos2f = (PFNGLWINDOWPOS2FPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2f")) == NULL) || r;
r = ((glWindowPos2fv = (PFNGLWINDOWPOS2FVPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2fv")) == NULL) || r;
r = ((glWindowPos2i = (PFNGLWINDOWPOS2IPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2i")) == NULL) || r;
r = ((glWindowPos2iv = (PFNGLWINDOWPOS2IVPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2iv")) == NULL) || r;
r = ((glWindowPos2s = (PFNGLWINDOWPOS2SPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2s")) == NULL) || r;
r = ((glWindowPos2sv = (PFNGLWINDOWPOS2SVPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2sv")) == NULL) || r;
r = ((glWindowPos3d = (PFNGLWINDOWPOS3DPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3d")) == NULL) || r;
r = ((glWindowPos3dv = (PFNGLWINDOWPOS3DVPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3dv")) == NULL) || r;
r = ((glWindowPos3f = (PFNGLWINDOWPOS3FPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3f")) == NULL) || r;
r = ((glWindowPos3fv = (PFNGLWINDOWPOS3FVPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3fv")) == NULL) || r;
r = ((glWindowPos3i = (PFNGLWINDOWPOS3IPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3i")) == NULL) || r;
r = ((glWindowPos3iv = (PFNGLWINDOWPOS3IVPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3iv")) == NULL) || r;
r = ((glWindowPos3s = (PFNGLWINDOWPOS3SPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3s")) == NULL) || r;
r = ((glWindowPos3sv = (PFNGLWINDOWPOS3SVPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3sv")) == NULL) || r;
return r;
}
#endif /* GL_VERSION_1_4 */
#ifdef GL_VERSION_1_5
static GLboolean _glewInit_GL_VERSION_1_5 (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBeginQuery = (PFNGLBEGINQUERYPROC)glewGetProcAddress((const GLubyte*)"glBeginQuery")) == NULL) || r;
r = ((glBindBuffer = (PFNGLBINDBUFFERPROC)glewGetProcAddress((const GLubyte*)"glBindBuffer")) == NULL) || r;
r = ((glBufferData = (PFNGLBUFFERDATAPROC)glewGetProcAddress((const GLubyte*)"glBufferData")) == NULL) || r;
r = ((glBufferSubData = (PFNGLBUFFERSUBDATAPROC)glewGetProcAddress((const GLubyte*)"glBufferSubData")) == NULL) || r;
r = ((glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glDeleteBuffers")) == NULL) || r;
r = ((glDeleteQueries = (PFNGLDELETEQUERIESPROC)glewGetProcAddress((const GLubyte*)"glDeleteQueries")) == NULL) || r;
r = ((glEndQuery = (PFNGLENDQUERYPROC)glewGetProcAddress((const GLubyte*)"glEndQuery")) == NULL) || r;
r = ((glGenBuffers = (PFNGLGENBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glGenBuffers")) == NULL) || r;
r = ((glGenQueries = (PFNGLGENQUERIESPROC)glewGetProcAddress((const GLubyte*)"glGenQueries")) == NULL) || r;
r = ((glGetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetBufferParameteriv")) == NULL) || r;
r = ((glGetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC)glewGetProcAddress((const GLubyte*)"glGetBufferPointerv")) == NULL) || r;
r = ((glGetBufferSubData = (PFNGLGETBUFFERSUBDATAPROC)glewGetProcAddress((const GLubyte*)"glGetBufferSubData")) == NULL) || r;
r = ((glGetQueryObjectiv = (PFNGLGETQUERYOBJECTIVPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjectiv")) == NULL) || r;
r = ((glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjectuiv")) == NULL) || r;
r = ((glGetQueryiv = (PFNGLGETQUERYIVPROC)glewGetProcAddress((const GLubyte*)"glGetQueryiv")) == NULL) || r;
r = ((glIsBuffer = (PFNGLISBUFFERPROC)glewGetProcAddress((const GLubyte*)"glIsBuffer")) == NULL) || r;
r = ((glIsQuery = (PFNGLISQUERYPROC)glewGetProcAddress((const GLubyte*)"glIsQuery")) == NULL) || r;
r = ((glMapBuffer = (PFNGLMAPBUFFERPROC)glewGetProcAddress((const GLubyte*)"glMapBuffer")) == NULL) || r;
r = ((glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)glewGetProcAddress((const GLubyte*)"glUnmapBuffer")) == NULL) || r;
return r;
}
#endif /* GL_VERSION_1_5 */
#ifdef GL_VERSION_2_0
static GLboolean _glewInit_GL_VERSION_2_0 (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glAttachShader = (PFNGLATTACHSHADERPROC)glewGetProcAddress((const GLubyte*)"glAttachShader")) == NULL) || r;
r = ((glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)glewGetProcAddress((const GLubyte*)"glBindAttribLocation")) == NULL) || r;
r = ((glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationSeparate")) == NULL) || r;
r = ((glCompileShader = (PFNGLCOMPILESHADERPROC)glewGetProcAddress((const GLubyte*)"glCompileShader")) == NULL) || r;
r = ((glCreateProgram = (PFNGLCREATEPROGRAMPROC)glewGetProcAddress((const GLubyte*)"glCreateProgram")) == NULL) || r;
r = ((glCreateShader = (PFNGLCREATESHADERPROC)glewGetProcAddress((const GLubyte*)"glCreateShader")) == NULL) || r;
r = ((glDeleteProgram = (PFNGLDELETEPROGRAMPROC)glewGetProcAddress((const GLubyte*)"glDeleteProgram")) == NULL) || r;
r = ((glDeleteShader = (PFNGLDELETESHADERPROC)glewGetProcAddress((const GLubyte*)"glDeleteShader")) == NULL) || r;
r = ((glDetachShader = (PFNGLDETACHSHADERPROC)glewGetProcAddress((const GLubyte*)"glDetachShader")) == NULL) || r;
r = ((glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)glewGetProcAddress((const GLubyte*)"glDisableVertexAttribArray")) == NULL) || r;
r = ((glDrawBuffers = (PFNGLDRAWBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glDrawBuffers")) == NULL) || r;
r = ((glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)glewGetProcAddress((const GLubyte*)"glEnableVertexAttribArray")) == NULL) || r;
r = ((glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC)glewGetProcAddress((const GLubyte*)"glGetActiveAttrib")) == NULL) || r;
r = ((glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)glewGetProcAddress((const GLubyte*)"glGetActiveUniform")) == NULL) || r;
r = ((glGetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC)glewGetProcAddress((const GLubyte*)"glGetAttachedShaders")) == NULL) || r;
r = ((glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)glewGetProcAddress((const GLubyte*)"glGetAttribLocation")) == NULL) || r;
r = ((glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)glewGetProcAddress((const GLubyte*)"glGetProgramInfoLog")) == NULL) || r;
r = ((glGetProgramiv = (PFNGLGETPROGRAMIVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramiv")) == NULL) || r;
r = ((glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)glewGetProcAddress((const GLubyte*)"glGetShaderInfoLog")) == NULL) || r;
r = ((glGetShaderSource = (PFNGLGETSHADERSOURCEPROC)glewGetProcAddress((const GLubyte*)"glGetShaderSource")) == NULL) || r;
r = ((glGetShaderiv = (PFNGLGETSHADERIVPROC)glewGetProcAddress((const GLubyte*)"glGetShaderiv")) == NULL) || r;
r = ((glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)glewGetProcAddress((const GLubyte*)"glGetUniformLocation")) == NULL) || r;
r = ((glGetUniformfv = (PFNGLGETUNIFORMFVPROC)glewGetProcAddress((const GLubyte*)"glGetUniformfv")) == NULL) || r;
r = ((glGetUniformiv = (PFNGLGETUNIFORMIVPROC)glewGetProcAddress((const GLubyte*)"glGetUniformiv")) == NULL) || r;
r = ((glGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribPointerv")) == NULL) || r;
r = ((glGetVertexAttribdv = (PFNGLGETVERTEXATTRIBDVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribdv")) == NULL) || r;
r = ((glGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribfv")) == NULL) || r;
r = ((glGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribiv")) == NULL) || r;
r = ((glIsProgram = (PFNGLISPROGRAMPROC)glewGetProcAddress((const GLubyte*)"glIsProgram")) == NULL) || r;
r = ((glIsShader = (PFNGLISSHADERPROC)glewGetProcAddress((const GLubyte*)"glIsShader")) == NULL) || r;
r = ((glLinkProgram = (PFNGLLINKPROGRAMPROC)glewGetProcAddress((const GLubyte*)"glLinkProgram")) == NULL) || r;
r = ((glShaderSource = (PFNGLSHADERSOURCEPROC)glewGetProcAddress((const GLubyte*)"glShaderSource")) == NULL) || r;
r = ((glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)glewGetProcAddress((const GLubyte*)"glStencilFuncSeparate")) == NULL) || r;
r = ((glStencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC)glewGetProcAddress((const GLubyte*)"glStencilMaskSeparate")) == NULL) || r;
r = ((glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)glewGetProcAddress((const GLubyte*)"glStencilOpSeparate")) == NULL) || r;
r = ((glUniform1f = (PFNGLUNIFORM1FPROC)glewGetProcAddress((const GLubyte*)"glUniform1f")) == NULL) || r;
r = ((glUniform1fv = (PFNGLUNIFORM1FVPROC)glewGetProcAddress((const GLubyte*)"glUniform1fv")) == NULL) || r;
r = ((glUniform1i = (PFNGLUNIFORM1IPROC)glewGetProcAddress((const GLubyte*)"glUniform1i")) == NULL) || r;
r = ((glUniform1iv = (PFNGLUNIFORM1IVPROC)glewGetProcAddress((const GLubyte*)"glUniform1iv")) == NULL) || r;
r = ((glUniform2f = (PFNGLUNIFORM2FPROC)glewGetProcAddress((const GLubyte*)"glUniform2f")) == NULL) || r;
r = ((glUniform2fv = (PFNGLUNIFORM2FVPROC)glewGetProcAddress((const GLubyte*)"glUniform2fv")) == NULL) || r;
r = ((glUniform2i = (PFNGLUNIFORM2IPROC)glewGetProcAddress((const GLubyte*)"glUniform2i")) == NULL) || r;
r = ((glUniform2iv = (PFNGLUNIFORM2IVPROC)glewGetProcAddress((const GLubyte*)"glUniform2iv")) == NULL) || r;
r = ((glUniform3f = (PFNGLUNIFORM3FPROC)glewGetProcAddress((const GLubyte*)"glUniform3f")) == NULL) || r;
r = ((glUniform3fv = (PFNGLUNIFORM3FVPROC)glewGetProcAddress((const GLubyte*)"glUniform3fv")) == NULL) || r;
r = ((glUniform3i = (PFNGLUNIFORM3IPROC)glewGetProcAddress((const GLubyte*)"glUniform3i")) == NULL) || r;
r = ((glUniform3iv = (PFNGLUNIFORM3IVPROC)glewGetProcAddress((const GLubyte*)"glUniform3iv")) == NULL) || r;
r = ((glUniform4f = (PFNGLUNIFORM4FPROC)glewGetProcAddress((const GLubyte*)"glUniform4f")) == NULL) || r;
r = ((glUniform4fv = (PFNGLUNIFORM4FVPROC)glewGetProcAddress((const GLubyte*)"glUniform4fv")) == NULL) || r;
r = ((glUniform4i = (PFNGLUNIFORM4IPROC)glewGetProcAddress((const GLubyte*)"glUniform4i")) == NULL) || r;
r = ((glUniform4iv = (PFNGLUNIFORM4IVPROC)glewGetProcAddress((const GLubyte*)"glUniform4iv")) == NULL) || r;
r = ((glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix2fv")) == NULL) || r;
r = ((glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix3fv")) == NULL) || r;
r = ((glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix4fv")) == NULL) || r;
r = ((glUseProgram = (PFNGLUSEPROGRAMPROC)glewGetProcAddress((const GLubyte*)"glUseProgram")) == NULL) || r;
r = ((glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)glewGetProcAddress((const GLubyte*)"glValidateProgram")) == NULL) || r;
r = ((glVertexAttrib1d = (PFNGLVERTEXATTRIB1DPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1d")) == NULL) || r;
r = ((glVertexAttrib1dv = (PFNGLVERTEXATTRIB1DVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1dv")) == NULL) || r;
r = ((glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1f")) == NULL) || r;
r = ((glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1fv")) == NULL) || r;
r = ((glVertexAttrib1s = (PFNGLVERTEXATTRIB1SPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1s")) == NULL) || r;
r = ((glVertexAttrib1sv = (PFNGLVERTEXATTRIB1SVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1sv")) == NULL) || r;
r = ((glVertexAttrib2d = (PFNGLVERTEXATTRIB2DPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2d")) == NULL) || r;
r = ((glVertexAttrib2dv = (PFNGLVERTEXATTRIB2DVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2dv")) == NULL) || r;
r = ((glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2f")) == NULL) || r;
r = ((glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2fv")) == NULL) || r;
r = ((glVertexAttrib2s = (PFNGLVERTEXATTRIB2SPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2s")) == NULL) || r;
r = ((glVertexAttrib2sv = (PFNGLVERTEXATTRIB2SVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2sv")) == NULL) || r;
r = ((glVertexAttrib3d = (PFNGLVERTEXATTRIB3DPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3d")) == NULL) || r;
r = ((glVertexAttrib3dv = (PFNGLVERTEXATTRIB3DVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3dv")) == NULL) || r;
r = ((glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3f")) == NULL) || r;
r = ((glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3fv")) == NULL) || r;
r = ((glVertexAttrib3s = (PFNGLVERTEXATTRIB3SPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3s")) == NULL) || r;
r = ((glVertexAttrib3sv = (PFNGLVERTEXATTRIB3SVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3sv")) == NULL) || r;
r = ((glVertexAttrib4Nbv = (PFNGLVERTEXATTRIB4NBVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4Nbv")) == NULL) || r;
r = ((glVertexAttrib4Niv = (PFNGLVERTEXATTRIB4NIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4Niv")) == NULL) || r;
r = ((glVertexAttrib4Nsv = (PFNGLVERTEXATTRIB4NSVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4Nsv")) == NULL) || r;
r = ((glVertexAttrib4Nub = (PFNGLVERTEXATTRIB4NUBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4Nub")) == NULL) || r;
r = ((glVertexAttrib4Nubv = (PFNGLVERTEXATTRIB4NUBVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4Nubv")) == NULL) || r;
r = ((glVertexAttrib4Nuiv = (PFNGLVERTEXATTRIB4NUIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4Nuiv")) == NULL) || r;
r = ((glVertexAttrib4Nusv = (PFNGLVERTEXATTRIB4NUSVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4Nusv")) == NULL) || r;
r = ((glVertexAttrib4bv = (PFNGLVERTEXATTRIB4BVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4bv")) == NULL) || r;
r = ((glVertexAttrib4d = (PFNGLVERTEXATTRIB4DPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4d")) == NULL) || r;
r = ((glVertexAttrib4dv = (PFNGLVERTEXATTRIB4DVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4dv")) == NULL) || r;
r = ((glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4f")) == NULL) || r;
r = ((glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4fv")) == NULL) || r;
r = ((glVertexAttrib4iv = (PFNGLVERTEXATTRIB4IVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4iv")) == NULL) || r;
r = ((glVertexAttrib4s = (PFNGLVERTEXATTRIB4SPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4s")) == NULL) || r;
r = ((glVertexAttrib4sv = (PFNGLVERTEXATTRIB4SVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4sv")) == NULL) || r;
r = ((glVertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4ubv")) == NULL) || r;
r = ((glVertexAttrib4uiv = (PFNGLVERTEXATTRIB4UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4uiv")) == NULL) || r;
r = ((glVertexAttrib4usv = (PFNGLVERTEXATTRIB4USVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4usv")) == NULL) || r;
r = ((glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribPointer")) == NULL) || r;
return r;
}
#endif /* GL_VERSION_2_0 */
#ifdef GL_VERSION_2_1
static GLboolean _glewInit_GL_VERSION_2_1 (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glUniformMatrix2x3fv = (PFNGLUNIFORMMATRIX2X3FVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix2x3fv")) == NULL) || r;
r = ((glUniformMatrix2x4fv = (PFNGLUNIFORMMATRIX2X4FVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix2x4fv")) == NULL) || r;
r = ((glUniformMatrix3x2fv = (PFNGLUNIFORMMATRIX3X2FVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix3x2fv")) == NULL) || r;
r = ((glUniformMatrix3x4fv = (PFNGLUNIFORMMATRIX3X4FVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix3x4fv")) == NULL) || r;
r = ((glUniformMatrix4x2fv = (PFNGLUNIFORMMATRIX4X2FVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix4x2fv")) == NULL) || r;
r = ((glUniformMatrix4x3fv = (PFNGLUNIFORMMATRIX4X3FVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix4x3fv")) == NULL) || r;
return r;
}
#endif /* GL_VERSION_2_1 */
#ifdef GL_VERSION_3_0
static GLboolean _glewInit_GL_VERSION_3_0 (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBeginConditionalRender = (PFNGLBEGINCONDITIONALRENDERPROC)glewGetProcAddress((const GLubyte*)"glBeginConditionalRender")) == NULL) || r;
r = ((glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)glewGetProcAddress((const GLubyte*)"glBeginTransformFeedback")) == NULL) || r;
r = ((glBindFragDataLocation = (PFNGLBINDFRAGDATALOCATIONPROC)glewGetProcAddress((const GLubyte*)"glBindFragDataLocation")) == NULL) || r;
r = ((glClampColor = (PFNGLCLAMPCOLORPROC)glewGetProcAddress((const GLubyte*)"glClampColor")) == NULL) || r;
r = ((glClearBufferfi = (PFNGLCLEARBUFFERFIPROC)glewGetProcAddress((const GLubyte*)"glClearBufferfi")) == NULL) || r;
r = ((glClearBufferfv = (PFNGLCLEARBUFFERFVPROC)glewGetProcAddress((const GLubyte*)"glClearBufferfv")) == NULL) || r;
r = ((glClearBufferiv = (PFNGLCLEARBUFFERIVPROC)glewGetProcAddress((const GLubyte*)"glClearBufferiv")) == NULL) || r;
r = ((glClearBufferuiv = (PFNGLCLEARBUFFERUIVPROC)glewGetProcAddress((const GLubyte*)"glClearBufferuiv")) == NULL) || r;
r = ((glColorMaski = (PFNGLCOLORMASKIPROC)glewGetProcAddress((const GLubyte*)"glColorMaski")) == NULL) || r;
r = ((glDisablei = (PFNGLDISABLEIPROC)glewGetProcAddress((const GLubyte*)"glDisablei")) == NULL) || r;
r = ((glEnablei = (PFNGLENABLEIPROC)glewGetProcAddress((const GLubyte*)"glEnablei")) == NULL) || r;
r = ((glEndConditionalRender = (PFNGLENDCONDITIONALRENDERPROC)glewGetProcAddress((const GLubyte*)"glEndConditionalRender")) == NULL) || r;
r = ((glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)glewGetProcAddress((const GLubyte*)"glEndTransformFeedback")) == NULL) || r;
r = ((glGetBooleani_v = (PFNGLGETBOOLEANI_VPROC)glewGetProcAddress((const GLubyte*)"glGetBooleani_v")) == NULL) || r;
r = ((glGetFragDataLocation = (PFNGLGETFRAGDATALOCATIONPROC)glewGetProcAddress((const GLubyte*)"glGetFragDataLocation")) == NULL) || r;
r = ((glGetStringi = (PFNGLGETSTRINGIPROC)glewGetProcAddress((const GLubyte*)"glGetStringi")) == NULL) || r;
r = ((glGetTexParameterIiv = (PFNGLGETTEXPARAMETERIIVPROC)glewGetProcAddress((const GLubyte*)"glGetTexParameterIiv")) == NULL) || r;
r = ((glGetTexParameterIuiv = (PFNGLGETTEXPARAMETERIUIVPROC)glewGetProcAddress((const GLubyte*)"glGetTexParameterIuiv")) == NULL) || r;
r = ((glGetTransformFeedbackVarying = (PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)glewGetProcAddress((const GLubyte*)"glGetTransformFeedbackVarying")) == NULL) || r;
r = ((glGetUniformuiv = (PFNGLGETUNIFORMUIVPROC)glewGetProcAddress((const GLubyte*)"glGetUniformuiv")) == NULL) || r;
r = ((glGetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribIiv")) == NULL) || r;
r = ((glGetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribIuiv")) == NULL) || r;
r = ((glIsEnabledi = (PFNGLISENABLEDIPROC)glewGetProcAddress((const GLubyte*)"glIsEnabledi")) == NULL) || r;
r = ((glTexParameterIiv = (PFNGLTEXPARAMETERIIVPROC)glewGetProcAddress((const GLubyte*)"glTexParameterIiv")) == NULL) || r;
r = ((glTexParameterIuiv = (PFNGLTEXPARAMETERIUIVPROC)glewGetProcAddress((const GLubyte*)"glTexParameterIuiv")) == NULL) || r;
r = ((glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)glewGetProcAddress((const GLubyte*)"glTransformFeedbackVaryings")) == NULL) || r;
r = ((glUniform1ui = (PFNGLUNIFORM1UIPROC)glewGetProcAddress((const GLubyte*)"glUniform1ui")) == NULL) || r;
r = ((glUniform1uiv = (PFNGLUNIFORM1UIVPROC)glewGetProcAddress((const GLubyte*)"glUniform1uiv")) == NULL) || r;
r = ((glUniform2ui = (PFNGLUNIFORM2UIPROC)glewGetProcAddress((const GLubyte*)"glUniform2ui")) == NULL) || r;
r = ((glUniform2uiv = (PFNGLUNIFORM2UIVPROC)glewGetProcAddress((const GLubyte*)"glUniform2uiv")) == NULL) || r;
r = ((glUniform3ui = (PFNGLUNIFORM3UIPROC)glewGetProcAddress((const GLubyte*)"glUniform3ui")) == NULL) || r;
r = ((glUniform3uiv = (PFNGLUNIFORM3UIVPROC)glewGetProcAddress((const GLubyte*)"glUniform3uiv")) == NULL) || r;
r = ((glUniform4ui = (PFNGLUNIFORM4UIPROC)glewGetProcAddress((const GLubyte*)"glUniform4ui")) == NULL) || r;
r = ((glUniform4uiv = (PFNGLUNIFORM4UIVPROC)glewGetProcAddress((const GLubyte*)"glUniform4uiv")) == NULL) || r;
r = ((glVertexAttribI1i = (PFNGLVERTEXATTRIBI1IPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI1i")) == NULL) || r;
r = ((glVertexAttribI1iv = (PFNGLVERTEXATTRIBI1IVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI1iv")) == NULL) || r;
r = ((glVertexAttribI1ui = (PFNGLVERTEXATTRIBI1UIPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI1ui")) == NULL) || r;
r = ((glVertexAttribI1uiv = (PFNGLVERTEXATTRIBI1UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI1uiv")) == NULL) || r;
r = ((glVertexAttribI2i = (PFNGLVERTEXATTRIBI2IPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI2i")) == NULL) || r;
r = ((glVertexAttribI2iv = (PFNGLVERTEXATTRIBI2IVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI2iv")) == NULL) || r;
r = ((glVertexAttribI2ui = (PFNGLVERTEXATTRIBI2UIPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI2ui")) == NULL) || r;
r = ((glVertexAttribI2uiv = (PFNGLVERTEXATTRIBI2UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI2uiv")) == NULL) || r;
r = ((glVertexAttribI3i = (PFNGLVERTEXATTRIBI3IPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI3i")) == NULL) || r;
r = ((glVertexAttribI3iv = (PFNGLVERTEXATTRIBI3IVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI3iv")) == NULL) || r;
r = ((glVertexAttribI3ui = (PFNGLVERTEXATTRIBI3UIPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI3ui")) == NULL) || r;
r = ((glVertexAttribI3uiv = (PFNGLVERTEXATTRIBI3UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI3uiv")) == NULL) || r;
r = ((glVertexAttribI4bv = (PFNGLVERTEXATTRIBI4BVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4bv")) == NULL) || r;
r = ((glVertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4i")) == NULL) || r;
r = ((glVertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4iv")) == NULL) || r;
r = ((glVertexAttribI4sv = (PFNGLVERTEXATTRIBI4SVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4sv")) == NULL) || r;
r = ((glVertexAttribI4ubv = (PFNGLVERTEXATTRIBI4UBVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4ubv")) == NULL) || r;
r = ((glVertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4ui")) == NULL) || r;
r = ((glVertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4uiv")) == NULL) || r;
r = ((glVertexAttribI4usv = (PFNGLVERTEXATTRIBI4USVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4usv")) == NULL) || r;
r = ((glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribIPointer")) == NULL) || r;
return r;
}
#endif /* GL_VERSION_3_0 */
#ifdef GL_VERSION_3_1
static GLboolean _glewInit_GL_VERSION_3_1 (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)glewGetProcAddress((const GLubyte*)"glDrawArraysInstanced")) == NULL) || r;
r = ((glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsInstanced")) == NULL) || r;
r = ((glPrimitiveRestartIndex = (PFNGLPRIMITIVERESTARTINDEXPROC)glewGetProcAddress((const GLubyte*)"glPrimitiveRestartIndex")) == NULL) || r;
r = ((glTexBuffer = (PFNGLTEXBUFFERPROC)glewGetProcAddress((const GLubyte*)"glTexBuffer")) == NULL) || r;
return r;
}
#endif /* GL_VERSION_3_1 */
#ifdef GL_VERSION_3_2
static GLboolean _glewInit_GL_VERSION_3_2 (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glFramebufferTexture = (PFNGLFRAMEBUFFERTEXTUREPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTexture")) == NULL) || r;
r = ((glGetBufferParameteri64v = (PFNGLGETBUFFERPARAMETERI64VPROC)glewGetProcAddress((const GLubyte*)"glGetBufferParameteri64v")) == NULL) || r;
r = ((glGetInteger64i_v = (PFNGLGETINTEGER64I_VPROC)glewGetProcAddress((const GLubyte*)"glGetInteger64i_v")) == NULL) || r;
return r;
}
#endif /* GL_VERSION_3_2 */
#ifdef GL_VERSION_3_3
static GLboolean _glewInit_GL_VERSION_3_3 (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribDivisor")) == NULL) || r;
return r;
}
#endif /* GL_VERSION_3_3 */
#ifdef GL_VERSION_4_0
static GLboolean _glewInit_GL_VERSION_4_0 (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBlendEquationSeparatei = (PFNGLBLENDEQUATIONSEPARATEIPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationSeparatei")) == NULL) || r;
r = ((glBlendEquationi = (PFNGLBLENDEQUATIONIPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationi")) == NULL) || r;
r = ((glBlendFuncSeparatei = (PFNGLBLENDFUNCSEPARATEIPROC)glewGetProcAddress((const GLubyte*)"glBlendFuncSeparatei")) == NULL) || r;
r = ((glBlendFunci = (PFNGLBLENDFUNCIPROC)glewGetProcAddress((const GLubyte*)"glBlendFunci")) == NULL) || r;
r = ((glMinSampleShading = (PFNGLMINSAMPLESHADINGPROC)glewGetProcAddress((const GLubyte*)"glMinSampleShading")) == NULL) || r;
return r;
}
#endif /* GL_VERSION_4_0 */
#ifdef GL_VERSION_4_5
static GLboolean _glewInit_GL_VERSION_4_5 (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetGraphicsResetStatus = (PFNGLGETGRAPHICSRESETSTATUSPROC)glewGetProcAddress((const GLubyte*)"glGetGraphicsResetStatus")) == NULL) || r;
r = ((glGetnCompressedTexImage = (PFNGLGETNCOMPRESSEDTEXIMAGEPROC)glewGetProcAddress((const GLubyte*)"glGetnCompressedTexImage")) == NULL) || r;
r = ((glGetnTexImage = (PFNGLGETNTEXIMAGEPROC)glewGetProcAddress((const GLubyte*)"glGetnTexImage")) == NULL) || r;
r = ((glGetnUniformdv = (PFNGLGETNUNIFORMDVPROC)glewGetProcAddress((const GLubyte*)"glGetnUniformdv")) == NULL) || r;
return r;
}
#endif /* GL_VERSION_4_5 */
#ifdef GL_3DFX_tbuffer
static GLboolean _glewInit_GL_3DFX_tbuffer (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glTbufferMask3DFX = (PFNGLTBUFFERMASK3DFXPROC)glewGetProcAddress((const GLubyte*)"glTbufferMask3DFX")) == NULL) || r;
return r;
}
#endif /* GL_3DFX_tbuffer */
#ifdef GL_AMD_debug_output
static GLboolean _glewInit_GL_AMD_debug_output (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glDebugMessageCallbackAMD = (PFNGLDEBUGMESSAGECALLBACKAMDPROC)glewGetProcAddress((const GLubyte*)"glDebugMessageCallbackAMD")) == NULL) || r;
r = ((glDebugMessageEnableAMD = (PFNGLDEBUGMESSAGEENABLEAMDPROC)glewGetProcAddress((const GLubyte*)"glDebugMessageEnableAMD")) == NULL) || r;
r = ((glDebugMessageInsertAMD = (PFNGLDEBUGMESSAGEINSERTAMDPROC)glewGetProcAddress((const GLubyte*)"glDebugMessageInsertAMD")) == NULL) || r;
r = ((glGetDebugMessageLogAMD = (PFNGLGETDEBUGMESSAGELOGAMDPROC)glewGetProcAddress((const GLubyte*)"glGetDebugMessageLogAMD")) == NULL) || r;
return r;
}
#endif /* GL_AMD_debug_output */
#ifdef GL_AMD_draw_buffers_blend
static GLboolean _glewInit_GL_AMD_draw_buffers_blend (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBlendEquationIndexedAMD = (PFNGLBLENDEQUATIONINDEXEDAMDPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationIndexedAMD")) == NULL) || r;
r = ((glBlendEquationSeparateIndexedAMD = (PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationSeparateIndexedAMD")) == NULL) || r;
r = ((glBlendFuncIndexedAMD = (PFNGLBLENDFUNCINDEXEDAMDPROC)glewGetProcAddress((const GLubyte*)"glBlendFuncIndexedAMD")) == NULL) || r;
r = ((glBlendFuncSeparateIndexedAMD = (PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC)glewGetProcAddress((const GLubyte*)"glBlendFuncSeparateIndexedAMD")) == NULL) || r;
return r;
}
#endif /* GL_AMD_draw_buffers_blend */
#ifdef GL_AMD_interleaved_elements
static GLboolean _glewInit_GL_AMD_interleaved_elements (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glVertexAttribParameteriAMD = (PFNGLVERTEXATTRIBPARAMETERIAMDPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribParameteriAMD")) == NULL) || r;
return r;
}
#endif /* GL_AMD_interleaved_elements */
#ifdef GL_AMD_multi_draw_indirect
static GLboolean _glewInit_GL_AMD_multi_draw_indirect (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glMultiDrawArraysIndirectAMD = (PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawArraysIndirectAMD")) == NULL) || r;
r = ((glMultiDrawElementsIndirectAMD = (PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElementsIndirectAMD")) == NULL) || r;
return r;
}
#endif /* GL_AMD_multi_draw_indirect */
#ifdef GL_AMD_name_gen_delete
static GLboolean _glewInit_GL_AMD_name_gen_delete (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glDeleteNamesAMD = (PFNGLDELETENAMESAMDPROC)glewGetProcAddress((const GLubyte*)"glDeleteNamesAMD")) == NULL) || r;
r = ((glGenNamesAMD = (PFNGLGENNAMESAMDPROC)glewGetProcAddress((const GLubyte*)"glGenNamesAMD")) == NULL) || r;
r = ((glIsNameAMD = (PFNGLISNAMEAMDPROC)glewGetProcAddress((const GLubyte*)"glIsNameAMD")) == NULL) || r;
return r;
}
#endif /* GL_AMD_name_gen_delete */
#ifdef GL_AMD_occlusion_query_event
static GLboolean _glewInit_GL_AMD_occlusion_query_event (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glQueryObjectParameteruiAMD = (PFNGLQUERYOBJECTPARAMETERUIAMDPROC)glewGetProcAddress((const GLubyte*)"glQueryObjectParameteruiAMD")) == NULL) || r;
return r;
}
#endif /* GL_AMD_occlusion_query_event */
#ifdef GL_AMD_performance_monitor
static GLboolean _glewInit_GL_AMD_performance_monitor (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBeginPerfMonitorAMD = (PFNGLBEGINPERFMONITORAMDPROC)glewGetProcAddress((const GLubyte*)"glBeginPerfMonitorAMD")) == NULL) || r;
r = ((glDeletePerfMonitorsAMD = (PFNGLDELETEPERFMONITORSAMDPROC)glewGetProcAddress((const GLubyte*)"glDeletePerfMonitorsAMD")) == NULL) || r;
r = ((glEndPerfMonitorAMD = (PFNGLENDPERFMONITORAMDPROC)glewGetProcAddress((const GLubyte*)"glEndPerfMonitorAMD")) == NULL) || r;
r = ((glGenPerfMonitorsAMD = (PFNGLGENPERFMONITORSAMDPROC)glewGetProcAddress((const GLubyte*)"glGenPerfMonitorsAMD")) == NULL) || r;
r = ((glGetPerfMonitorCounterDataAMD = (PFNGLGETPERFMONITORCOUNTERDATAAMDPROC)glewGetProcAddress((const GLubyte*)"glGetPerfMonitorCounterDataAMD")) == NULL) || r;
r = ((glGetPerfMonitorCounterInfoAMD = (PFNGLGETPERFMONITORCOUNTERINFOAMDPROC)glewGetProcAddress((const GLubyte*)"glGetPerfMonitorCounterInfoAMD")) == NULL) || r;
r = ((glGetPerfMonitorCounterStringAMD = (PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC)glewGetProcAddress((const GLubyte*)"glGetPerfMonitorCounterStringAMD")) == NULL) || r;
r = ((glGetPerfMonitorCountersAMD = (PFNGLGETPERFMONITORCOUNTERSAMDPROC)glewGetProcAddress((const GLubyte*)"glGetPerfMonitorCountersAMD")) == NULL) || r;
r = ((glGetPerfMonitorGroupStringAMD = (PFNGLGETPERFMONITORGROUPSTRINGAMDPROC)glewGetProcAddress((const GLubyte*)"glGetPerfMonitorGroupStringAMD")) == NULL) || r;
r = ((glGetPerfMonitorGroupsAMD = (PFNGLGETPERFMONITORGROUPSAMDPROC)glewGetProcAddress((const GLubyte*)"glGetPerfMonitorGroupsAMD")) == NULL) || r;
r = ((glSelectPerfMonitorCountersAMD = (PFNGLSELECTPERFMONITORCOUNTERSAMDPROC)glewGetProcAddress((const GLubyte*)"glSelectPerfMonitorCountersAMD")) == NULL) || r;
return r;
}
#endif /* GL_AMD_performance_monitor */
#ifdef GL_AMD_sample_positions
static GLboolean _glewInit_GL_AMD_sample_positions (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glSetMultisamplefvAMD = (PFNGLSETMULTISAMPLEFVAMDPROC)glewGetProcAddress((const GLubyte*)"glSetMultisamplefvAMD")) == NULL) || r;
return r;
}
#endif /* GL_AMD_sample_positions */
#ifdef GL_AMD_sparse_texture
static GLboolean _glewInit_GL_AMD_sparse_texture (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glTexStorageSparseAMD = (PFNGLTEXSTORAGESPARSEAMDPROC)glewGetProcAddress((const GLubyte*)"glTexStorageSparseAMD")) == NULL) || r;
r = ((glTextureStorageSparseAMD = (PFNGLTEXTURESTORAGESPARSEAMDPROC)glewGetProcAddress((const GLubyte*)"glTextureStorageSparseAMD")) == NULL) || r;
return r;
}
#endif /* GL_AMD_sparse_texture */
#ifdef GL_AMD_stencil_operation_extended
static GLboolean _glewInit_GL_AMD_stencil_operation_extended (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glStencilOpValueAMD = (PFNGLSTENCILOPVALUEAMDPROC)glewGetProcAddress((const GLubyte*)"glStencilOpValueAMD")) == NULL) || r;
return r;
}
#endif /* GL_AMD_stencil_operation_extended */
#ifdef GL_AMD_vertex_shader_tessellator
static GLboolean _glewInit_GL_AMD_vertex_shader_tessellator (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glTessellationFactorAMD = (PFNGLTESSELLATIONFACTORAMDPROC)glewGetProcAddress((const GLubyte*)"glTessellationFactorAMD")) == NULL) || r;
r = ((glTessellationModeAMD = (PFNGLTESSELLATIONMODEAMDPROC)glewGetProcAddress((const GLubyte*)"glTessellationModeAMD")) == NULL) || r;
return r;
}
#endif /* GL_AMD_vertex_shader_tessellator */
#ifdef GL_ANGLE_framebuffer_blit
static GLboolean _glewInit_GL_ANGLE_framebuffer_blit (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBlitFramebufferANGLE = (PFNGLBLITFRAMEBUFFERANGLEPROC)glewGetProcAddress((const GLubyte*)"glBlitFramebufferANGLE")) == NULL) || r;
return r;
}
#endif /* GL_ANGLE_framebuffer_blit */
#ifdef GL_ANGLE_framebuffer_multisample
static GLboolean _glewInit_GL_ANGLE_framebuffer_multisample (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glRenderbufferStorageMultisampleANGLE = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEANGLEPROC)glewGetProcAddress((const GLubyte*)"glRenderbufferStorageMultisampleANGLE")) == NULL) || r;
return r;
}
#endif /* GL_ANGLE_framebuffer_multisample */
#ifdef GL_ANGLE_instanced_arrays
static GLboolean _glewInit_GL_ANGLE_instanced_arrays (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glDrawArraysInstancedANGLE = (PFNGLDRAWARRAYSINSTANCEDANGLEPROC)glewGetProcAddress((const GLubyte*)"glDrawArraysInstancedANGLE")) == NULL) || r;
r = ((glDrawElementsInstancedANGLE = (PFNGLDRAWELEMENTSINSTANCEDANGLEPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsInstancedANGLE")) == NULL) || r;
r = ((glVertexAttribDivisorANGLE = (PFNGLVERTEXATTRIBDIVISORANGLEPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribDivisorANGLE")) == NULL) || r;
return r;
}
#endif /* GL_ANGLE_instanced_arrays */
#ifdef GL_ANGLE_timer_query
static GLboolean _glewInit_GL_ANGLE_timer_query (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBeginQueryANGLE = (PFNGLBEGINQUERYANGLEPROC)glewGetProcAddress((const GLubyte*)"glBeginQueryANGLE")) == NULL) || r;
r = ((glDeleteQueriesANGLE = (PFNGLDELETEQUERIESANGLEPROC)glewGetProcAddress((const GLubyte*)"glDeleteQueriesANGLE")) == NULL) || r;
r = ((glEndQueryANGLE = (PFNGLENDQUERYANGLEPROC)glewGetProcAddress((const GLubyte*)"glEndQueryANGLE")) == NULL) || r;
r = ((glGenQueriesANGLE = (PFNGLGENQUERIESANGLEPROC)glewGetProcAddress((const GLubyte*)"glGenQueriesANGLE")) == NULL) || r;
r = ((glGetQueryObjecti64vANGLE = (PFNGLGETQUERYOBJECTI64VANGLEPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjecti64vANGLE")) == NULL) || r;
r = ((glGetQueryObjectivANGLE = (PFNGLGETQUERYOBJECTIVANGLEPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjectivANGLE")) == NULL) || r;
r = ((glGetQueryObjectui64vANGLE = (PFNGLGETQUERYOBJECTUI64VANGLEPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjectui64vANGLE")) == NULL) || r;
r = ((glGetQueryObjectuivANGLE = (PFNGLGETQUERYOBJECTUIVANGLEPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjectuivANGLE")) == NULL) || r;
r = ((glGetQueryivANGLE = (PFNGLGETQUERYIVANGLEPROC)glewGetProcAddress((const GLubyte*)"glGetQueryivANGLE")) == NULL) || r;
r = ((glIsQueryANGLE = (PFNGLISQUERYANGLEPROC)glewGetProcAddress((const GLubyte*)"glIsQueryANGLE")) == NULL) || r;
r = ((glQueryCounterANGLE = (PFNGLQUERYCOUNTERANGLEPROC)glewGetProcAddress((const GLubyte*)"glQueryCounterANGLE")) == NULL) || r;
return r;
}
#endif /* GL_ANGLE_timer_query */
#ifdef GL_ANGLE_translated_shader_source
static GLboolean _glewInit_GL_ANGLE_translated_shader_source (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetTranslatedShaderSourceANGLE = (PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC)glewGetProcAddress((const GLubyte*)"glGetTranslatedShaderSourceANGLE")) == NULL) || r;
return r;
}
#endif /* GL_ANGLE_translated_shader_source */
#ifdef GL_APPLE_element_array
static GLboolean _glewInit_GL_APPLE_element_array (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glDrawElementArrayAPPLE = (PFNGLDRAWELEMENTARRAYAPPLEPROC)glewGetProcAddress((const GLubyte*)"glDrawElementArrayAPPLE")) == NULL) || r;
r = ((glDrawRangeElementArrayAPPLE = (PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC)glewGetProcAddress((const GLubyte*)"glDrawRangeElementArrayAPPLE")) == NULL) || r;
r = ((glElementPointerAPPLE = (PFNGLELEMENTPOINTERAPPLEPROC)glewGetProcAddress((const GLubyte*)"glElementPointerAPPLE")) == NULL) || r;
r = ((glMultiDrawElementArrayAPPLE = (PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElementArrayAPPLE")) == NULL) || r;
r = ((glMultiDrawRangeElementArrayAPPLE = (PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawRangeElementArrayAPPLE")) == NULL) || r;
return r;
}
#endif /* GL_APPLE_element_array */
#ifdef GL_APPLE_fence
static GLboolean _glewInit_GL_APPLE_fence (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glDeleteFencesAPPLE = (PFNGLDELETEFENCESAPPLEPROC)glewGetProcAddress((const GLubyte*)"glDeleteFencesAPPLE")) == NULL) || r;
r = ((glFinishFenceAPPLE = (PFNGLFINISHFENCEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glFinishFenceAPPLE")) == NULL) || r;
r = ((glFinishObjectAPPLE = (PFNGLFINISHOBJECTAPPLEPROC)glewGetProcAddress((const GLubyte*)"glFinishObjectAPPLE")) == NULL) || r;
r = ((glGenFencesAPPLE = (PFNGLGENFENCESAPPLEPROC)glewGetProcAddress((const GLubyte*)"glGenFencesAPPLE")) == NULL) || r;
r = ((glIsFenceAPPLE = (PFNGLISFENCEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glIsFenceAPPLE")) == NULL) || r;
r = ((glSetFenceAPPLE = (PFNGLSETFENCEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glSetFenceAPPLE")) == NULL) || r;
r = ((glTestFenceAPPLE = (PFNGLTESTFENCEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glTestFenceAPPLE")) == NULL) || r;
r = ((glTestObjectAPPLE = (PFNGLTESTOBJECTAPPLEPROC)glewGetProcAddress((const GLubyte*)"glTestObjectAPPLE")) == NULL) || r;
return r;
}
#endif /* GL_APPLE_fence */
#ifdef GL_APPLE_flush_buffer_range
static GLboolean _glewInit_GL_APPLE_flush_buffer_range (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBufferParameteriAPPLE = (PFNGLBUFFERPARAMETERIAPPLEPROC)glewGetProcAddress((const GLubyte*)"glBufferParameteriAPPLE")) == NULL) || r;
r = ((glFlushMappedBufferRangeAPPLE = (PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glFlushMappedBufferRangeAPPLE")) == NULL) || r;
return r;
}
#endif /* GL_APPLE_flush_buffer_range */
#ifdef GL_APPLE_object_purgeable
static GLboolean _glewInit_GL_APPLE_object_purgeable (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetObjectParameterivAPPLE = (PFNGLGETOBJECTPARAMETERIVAPPLEPROC)glewGetProcAddress((const GLubyte*)"glGetObjectParameterivAPPLE")) == NULL) || r;
r = ((glObjectPurgeableAPPLE = (PFNGLOBJECTPURGEABLEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glObjectPurgeableAPPLE")) == NULL) || r;
r = ((glObjectUnpurgeableAPPLE = (PFNGLOBJECTUNPURGEABLEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glObjectUnpurgeableAPPLE")) == NULL) || r;
return r;
}
#endif /* GL_APPLE_object_purgeable */
#ifdef GL_APPLE_texture_range
static GLboolean _glewInit_GL_APPLE_texture_range (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetTexParameterPointervAPPLE = (PFNGLGETTEXPARAMETERPOINTERVAPPLEPROC)glewGetProcAddress((const GLubyte*)"glGetTexParameterPointervAPPLE")) == NULL) || r;
r = ((glTextureRangeAPPLE = (PFNGLTEXTURERANGEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glTextureRangeAPPLE")) == NULL) || r;
return r;
}
#endif /* GL_APPLE_texture_range */
#ifdef GL_APPLE_vertex_array_object
static GLboolean _glewInit_GL_APPLE_vertex_array_object (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBindVertexArrayAPPLE = (PFNGLBINDVERTEXARRAYAPPLEPROC)glewGetProcAddress((const GLubyte*)"glBindVertexArrayAPPLE")) == NULL) || r;
r = ((glDeleteVertexArraysAPPLE = (PFNGLDELETEVERTEXARRAYSAPPLEPROC)glewGetProcAddress((const GLubyte*)"glDeleteVertexArraysAPPLE")) == NULL) || r;
r = ((glGenVertexArraysAPPLE = (PFNGLGENVERTEXARRAYSAPPLEPROC)glewGetProcAddress((const GLubyte*)"glGenVertexArraysAPPLE")) == NULL) || r;
r = ((glIsVertexArrayAPPLE = (PFNGLISVERTEXARRAYAPPLEPROC)glewGetProcAddress((const GLubyte*)"glIsVertexArrayAPPLE")) == NULL) || r;
return r;
}
#endif /* GL_APPLE_vertex_array_object */
#ifdef GL_APPLE_vertex_array_range
static GLboolean _glewInit_GL_APPLE_vertex_array_range (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glFlushVertexArrayRangeAPPLE = (PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glFlushVertexArrayRangeAPPLE")) == NULL) || r;
r = ((glVertexArrayParameteriAPPLE = (PFNGLVERTEXARRAYPARAMETERIAPPLEPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayParameteriAPPLE")) == NULL) || r;
r = ((glVertexArrayRangeAPPLE = (PFNGLVERTEXARRAYRANGEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayRangeAPPLE")) == NULL) || r;
return r;
}
#endif /* GL_APPLE_vertex_array_range */
#ifdef GL_APPLE_vertex_program_evaluators
static GLboolean _glewInit_GL_APPLE_vertex_program_evaluators (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glDisableVertexAttribAPPLE = (PFNGLDISABLEVERTEXATTRIBAPPLEPROC)glewGetProcAddress((const GLubyte*)"glDisableVertexAttribAPPLE")) == NULL) || r;
r = ((glEnableVertexAttribAPPLE = (PFNGLENABLEVERTEXATTRIBAPPLEPROC)glewGetProcAddress((const GLubyte*)"glEnableVertexAttribAPPLE")) == NULL) || r;
r = ((glIsVertexAttribEnabledAPPLE = (PFNGLISVERTEXATTRIBENABLEDAPPLEPROC)glewGetProcAddress((const GLubyte*)"glIsVertexAttribEnabledAPPLE")) == NULL) || r;
r = ((glMapVertexAttrib1dAPPLE = (PFNGLMAPVERTEXATTRIB1DAPPLEPROC)glewGetProcAddress((const GLubyte*)"glMapVertexAttrib1dAPPLE")) == NULL) || r;
r = ((glMapVertexAttrib1fAPPLE = (PFNGLMAPVERTEXATTRIB1FAPPLEPROC)glewGetProcAddress((const GLubyte*)"glMapVertexAttrib1fAPPLE")) == NULL) || r;
r = ((glMapVertexAttrib2dAPPLE = (PFNGLMAPVERTEXATTRIB2DAPPLEPROC)glewGetProcAddress((const GLubyte*)"glMapVertexAttrib2dAPPLE")) == NULL) || r;
r = ((glMapVertexAttrib2fAPPLE = (PFNGLMAPVERTEXATTRIB2FAPPLEPROC)glewGetProcAddress((const GLubyte*)"glMapVertexAttrib2fAPPLE")) == NULL) || r;
return r;
}
#endif /* GL_APPLE_vertex_program_evaluators */
#ifdef GL_ARB_ES2_compatibility
static GLboolean _glewInit_GL_ARB_ES2_compatibility (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glClearDepthf = (PFNGLCLEARDEPTHFPROC)glewGetProcAddress((const GLubyte*)"glClearDepthf")) == NULL) || r;
r = ((glDepthRangef = (PFNGLDEPTHRANGEFPROC)glewGetProcAddress((const GLubyte*)"glDepthRangef")) == NULL) || r;
r = ((glGetShaderPrecisionFormat = (PFNGLGETSHADERPRECISIONFORMATPROC)glewGetProcAddress((const GLubyte*)"glGetShaderPrecisionFormat")) == NULL) || r;
r = ((glReleaseShaderCompiler = (PFNGLRELEASESHADERCOMPILERPROC)glewGetProcAddress((const GLubyte*)"glReleaseShaderCompiler")) == NULL) || r;
r = ((glShaderBinary = (PFNGLSHADERBINARYPROC)glewGetProcAddress((const GLubyte*)"glShaderBinary")) == NULL) || r;
return r;
}
#endif /* GL_ARB_ES2_compatibility */
#ifdef GL_ARB_ES3_1_compatibility
static GLboolean _glewInit_GL_ARB_ES3_1_compatibility (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glMemoryBarrierByRegion = (PFNGLMEMORYBARRIERBYREGIONPROC)glewGetProcAddress((const GLubyte*)"glMemoryBarrierByRegion")) == NULL) || r;
return r;
}
#endif /* GL_ARB_ES3_1_compatibility */
#ifdef GL_ARB_ES3_2_compatibility
static GLboolean _glewInit_GL_ARB_ES3_2_compatibility (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glPrimitiveBoundingBoxARB = (PFNGLPRIMITIVEBOUNDINGBOXARBPROC)glewGetProcAddress((const GLubyte*)"glPrimitiveBoundingBoxARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_ES3_2_compatibility */
#ifdef GL_ARB_base_instance
static GLboolean _glewInit_GL_ARB_base_instance (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glDrawArraysInstancedBaseInstance = (PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC)glewGetProcAddress((const GLubyte*)"glDrawArraysInstancedBaseInstance")) == NULL) || r;
r = ((glDrawElementsInstancedBaseInstance = (PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsInstancedBaseInstance")) == NULL) || r;
r = ((glDrawElementsInstancedBaseVertexBaseInstance = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsInstancedBaseVertexBaseInstance")) == NULL) || r;
return r;
}
#endif /* GL_ARB_base_instance */
#ifdef GL_ARB_bindless_texture
static GLboolean _glewInit_GL_ARB_bindless_texture (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetImageHandleARB = (PFNGLGETIMAGEHANDLEARBPROC)glewGetProcAddress((const GLubyte*)"glGetImageHandleARB")) == NULL) || r;
r = ((glGetTextureHandleARB = (PFNGLGETTEXTUREHANDLEARBPROC)glewGetProcAddress((const GLubyte*)"glGetTextureHandleARB")) == NULL) || r;
r = ((glGetTextureSamplerHandleARB = (PFNGLGETTEXTURESAMPLERHANDLEARBPROC)glewGetProcAddress((const GLubyte*)"glGetTextureSamplerHandleARB")) == NULL) || r;
r = ((glGetVertexAttribLui64vARB = (PFNGLGETVERTEXATTRIBLUI64VARBPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribLui64vARB")) == NULL) || r;
r = ((glIsImageHandleResidentARB = (PFNGLISIMAGEHANDLERESIDENTARBPROC)glewGetProcAddress((const GLubyte*)"glIsImageHandleResidentARB")) == NULL) || r;
r = ((glIsTextureHandleResidentARB = (PFNGLISTEXTUREHANDLERESIDENTARBPROC)glewGetProcAddress((const GLubyte*)"glIsTextureHandleResidentARB")) == NULL) || r;
r = ((glMakeImageHandleNonResidentARB = (PFNGLMAKEIMAGEHANDLENONRESIDENTARBPROC)glewGetProcAddress((const GLubyte*)"glMakeImageHandleNonResidentARB")) == NULL) || r;
r = ((glMakeImageHandleResidentARB = (PFNGLMAKEIMAGEHANDLERESIDENTARBPROC)glewGetProcAddress((const GLubyte*)"glMakeImageHandleResidentARB")) == NULL) || r;
r = ((glMakeTextureHandleNonResidentARB = (PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC)glewGetProcAddress((const GLubyte*)"glMakeTextureHandleNonResidentARB")) == NULL) || r;
r = ((glMakeTextureHandleResidentARB = (PFNGLMAKETEXTUREHANDLERESIDENTARBPROC)glewGetProcAddress((const GLubyte*)"glMakeTextureHandleResidentARB")) == NULL) || r;
r = ((glProgramUniformHandleui64ARB = (PFNGLPROGRAMUNIFORMHANDLEUI64ARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformHandleui64ARB")) == NULL) || r;
r = ((glProgramUniformHandleui64vARB = (PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformHandleui64vARB")) == NULL) || r;
r = ((glUniformHandleui64ARB = (PFNGLUNIFORMHANDLEUI64ARBPROC)glewGetProcAddress((const GLubyte*)"glUniformHandleui64ARB")) == NULL) || r;
r = ((glUniformHandleui64vARB = (PFNGLUNIFORMHANDLEUI64VARBPROC)glewGetProcAddress((const GLubyte*)"glUniformHandleui64vARB")) == NULL) || r;
r = ((glVertexAttribL1ui64ARB = (PFNGLVERTEXATTRIBL1UI64ARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL1ui64ARB")) == NULL) || r;
r = ((glVertexAttribL1ui64vARB = (PFNGLVERTEXATTRIBL1UI64VARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL1ui64vARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_bindless_texture */
#ifdef GL_ARB_blend_func_extended
static GLboolean _glewInit_GL_ARB_blend_func_extended (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBindFragDataLocationIndexed = (PFNGLBINDFRAGDATALOCATIONINDEXEDPROC)glewGetProcAddress((const GLubyte*)"glBindFragDataLocationIndexed")) == NULL) || r;
r = ((glGetFragDataIndex = (PFNGLGETFRAGDATAINDEXPROC)glewGetProcAddress((const GLubyte*)"glGetFragDataIndex")) == NULL) || r;
return r;
}
#endif /* GL_ARB_blend_func_extended */
#ifdef GL_ARB_buffer_storage
static GLboolean _glewInit_GL_ARB_buffer_storage (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBufferStorage = (PFNGLBUFFERSTORAGEPROC)glewGetProcAddress((const GLubyte*)"glBufferStorage")) == NULL) || r;
r = ((glNamedBufferStorageEXT = (PFNGLNAMEDBUFFERSTORAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedBufferStorageEXT")) == NULL) || r;
return r;
}
#endif /* GL_ARB_buffer_storage */
#ifdef GL_ARB_cl_event
static GLboolean _glewInit_GL_ARB_cl_event (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glCreateSyncFromCLeventARB = (PFNGLCREATESYNCFROMCLEVENTARBPROC)glewGetProcAddress((const GLubyte*)"glCreateSyncFromCLeventARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_cl_event */
#ifdef GL_ARB_clear_buffer_object
static GLboolean _glewInit_GL_ARB_clear_buffer_object (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glClearBufferData = (PFNGLCLEARBUFFERDATAPROC)glewGetProcAddress((const GLubyte*)"glClearBufferData")) == NULL) || r;
r = ((glClearBufferSubData = (PFNGLCLEARBUFFERSUBDATAPROC)glewGetProcAddress((const GLubyte*)"glClearBufferSubData")) == NULL) || r;
r = ((glClearNamedBufferDataEXT = (PFNGLCLEARNAMEDBUFFERDATAEXTPROC)glewGetProcAddress((const GLubyte*)"glClearNamedBufferDataEXT")) == NULL) || r;
r = ((glClearNamedBufferSubDataEXT = (PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC)glewGetProcAddress((const GLubyte*)"glClearNamedBufferSubDataEXT")) == NULL) || r;
return r;
}
#endif /* GL_ARB_clear_buffer_object */
#ifdef GL_ARB_clear_texture
static GLboolean _glewInit_GL_ARB_clear_texture (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glClearTexImage = (PFNGLCLEARTEXIMAGEPROC)glewGetProcAddress((const GLubyte*)"glClearTexImage")) == NULL) || r;
r = ((glClearTexSubImage = (PFNGLCLEARTEXSUBIMAGEPROC)glewGetProcAddress((const GLubyte*)"glClearTexSubImage")) == NULL) || r;
return r;
}
#endif /* GL_ARB_clear_texture */
#ifdef GL_ARB_clip_control
static GLboolean _glewInit_GL_ARB_clip_control (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glClipControl = (PFNGLCLIPCONTROLPROC)glewGetProcAddress((const GLubyte*)"glClipControl")) == NULL) || r;
return r;
}
#endif /* GL_ARB_clip_control */
#ifdef GL_ARB_color_buffer_float
static GLboolean _glewInit_GL_ARB_color_buffer_float (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glClampColorARB = (PFNGLCLAMPCOLORARBPROC)glewGetProcAddress((const GLubyte*)"glClampColorARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_color_buffer_float */
#ifdef GL_ARB_compute_shader
static GLboolean _glewInit_GL_ARB_compute_shader (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glDispatchCompute = (PFNGLDISPATCHCOMPUTEPROC)glewGetProcAddress((const GLubyte*)"glDispatchCompute")) == NULL) || r;
r = ((glDispatchComputeIndirect = (PFNGLDISPATCHCOMPUTEINDIRECTPROC)glewGetProcAddress((const GLubyte*)"glDispatchComputeIndirect")) == NULL) || r;
return r;
}
#endif /* GL_ARB_compute_shader */
#ifdef GL_ARB_compute_variable_group_size
static GLboolean _glewInit_GL_ARB_compute_variable_group_size (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glDispatchComputeGroupSizeARB = (PFNGLDISPATCHCOMPUTEGROUPSIZEARBPROC)glewGetProcAddress((const GLubyte*)"glDispatchComputeGroupSizeARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_compute_variable_group_size */
#ifdef GL_ARB_copy_buffer
static GLboolean _glewInit_GL_ARB_copy_buffer (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glCopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC)glewGetProcAddress((const GLubyte*)"glCopyBufferSubData")) == NULL) || r;
return r;
}
#endif /* GL_ARB_copy_buffer */
#ifdef GL_ARB_copy_image
static GLboolean _glewInit_GL_ARB_copy_image (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glCopyImageSubData = (PFNGLCOPYIMAGESUBDATAPROC)glewGetProcAddress((const GLubyte*)"glCopyImageSubData")) == NULL) || r;
return r;
}
#endif /* GL_ARB_copy_image */
#ifdef GL_ARB_debug_output
static GLboolean _glewInit_GL_ARB_debug_output (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glDebugMessageCallbackARB = (PFNGLDEBUGMESSAGECALLBACKARBPROC)glewGetProcAddress((const GLubyte*)"glDebugMessageCallbackARB")) == NULL) || r;
r = ((glDebugMessageControlARB = (PFNGLDEBUGMESSAGECONTROLARBPROC)glewGetProcAddress((const GLubyte*)"glDebugMessageControlARB")) == NULL) || r;
r = ((glDebugMessageInsertARB = (PFNGLDEBUGMESSAGEINSERTARBPROC)glewGetProcAddress((const GLubyte*)"glDebugMessageInsertARB")) == NULL) || r;
r = ((glGetDebugMessageLogARB = (PFNGLGETDEBUGMESSAGELOGARBPROC)glewGetProcAddress((const GLubyte*)"glGetDebugMessageLogARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_debug_output */
#ifdef GL_ARB_direct_state_access
static GLboolean _glewInit_GL_ARB_direct_state_access (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBindTextureUnit = (PFNGLBINDTEXTUREUNITPROC)glewGetProcAddress((const GLubyte*)"glBindTextureUnit")) == NULL) || r;
r = ((glBlitNamedFramebuffer = (PFNGLBLITNAMEDFRAMEBUFFERPROC)glewGetProcAddress((const GLubyte*)"glBlitNamedFramebuffer")) == NULL) || r;
r = ((glCheckNamedFramebufferStatus = (PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC)glewGetProcAddress((const GLubyte*)"glCheckNamedFramebufferStatus")) == NULL) || r;
r = ((glClearNamedBufferData = (PFNGLCLEARNAMEDBUFFERDATAPROC)glewGetProcAddress((const GLubyte*)"glClearNamedBufferData")) == NULL) || r;
r = ((glClearNamedBufferSubData = (PFNGLCLEARNAMEDBUFFERSUBDATAPROC)glewGetProcAddress((const GLubyte*)"glClearNamedBufferSubData")) == NULL) || r;
r = ((glClearNamedFramebufferfi = (PFNGLCLEARNAMEDFRAMEBUFFERFIPROC)glewGetProcAddress((const GLubyte*)"glClearNamedFramebufferfi")) == NULL) || r;
r = ((glClearNamedFramebufferfv = (PFNGLCLEARNAMEDFRAMEBUFFERFVPROC)glewGetProcAddress((const GLubyte*)"glClearNamedFramebufferfv")) == NULL) || r;
r = ((glClearNamedFramebufferiv = (PFNGLCLEARNAMEDFRAMEBUFFERIVPROC)glewGetProcAddress((const GLubyte*)"glClearNamedFramebufferiv")) == NULL) || r;
r = ((glClearNamedFramebufferuiv = (PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC)glewGetProcAddress((const GLubyte*)"glClearNamedFramebufferuiv")) == NULL) || r;
r = ((glCompressedTextureSubImage1D = (PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC)glewGetProcAddress((const GLubyte*)"glCompressedTextureSubImage1D")) == NULL) || r;
r = ((glCompressedTextureSubImage2D = (PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC)glewGetProcAddress((const GLubyte*)"glCompressedTextureSubImage2D")) == NULL) || r;
r = ((glCompressedTextureSubImage3D = (PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC)glewGetProcAddress((const GLubyte*)"glCompressedTextureSubImage3D")) == NULL) || r;
r = ((glCopyNamedBufferSubData = (PFNGLCOPYNAMEDBUFFERSUBDATAPROC)glewGetProcAddress((const GLubyte*)"glCopyNamedBufferSubData")) == NULL) || r;
r = ((glCopyTextureSubImage1D = (PFNGLCOPYTEXTURESUBIMAGE1DPROC)glewGetProcAddress((const GLubyte*)"glCopyTextureSubImage1D")) == NULL) || r;
r = ((glCopyTextureSubImage2D = (PFNGLCOPYTEXTURESUBIMAGE2DPROC)glewGetProcAddress((const GLubyte*)"glCopyTextureSubImage2D")) == NULL) || r;
r = ((glCopyTextureSubImage3D = (PFNGLCOPYTEXTURESUBIMAGE3DPROC)glewGetProcAddress((const GLubyte*)"glCopyTextureSubImage3D")) == NULL) || r;
r = ((glCreateBuffers = (PFNGLCREATEBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glCreateBuffers")) == NULL) || r;
r = ((glCreateFramebuffers = (PFNGLCREATEFRAMEBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glCreateFramebuffers")) == NULL) || r;
r = ((glCreateProgramPipelines = (PFNGLCREATEPROGRAMPIPELINESPROC)glewGetProcAddress((const GLubyte*)"glCreateProgramPipelines")) == NULL) || r;
r = ((glCreateQueries = (PFNGLCREATEQUERIESPROC)glewGetProcAddress((const GLubyte*)"glCreateQueries")) == NULL) || r;
r = ((glCreateRenderbuffers = (PFNGLCREATERENDERBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glCreateRenderbuffers")) == NULL) || r;
r = ((glCreateSamplers = (PFNGLCREATESAMPLERSPROC)glewGetProcAddress((const GLubyte*)"glCreateSamplers")) == NULL) || r;
r = ((glCreateTextures = (PFNGLCREATETEXTURESPROC)glewGetProcAddress((const GLubyte*)"glCreateTextures")) == NULL) || r;
r = ((glCreateTransformFeedbacks = (PFNGLCREATETRANSFORMFEEDBACKSPROC)glewGetProcAddress((const GLubyte*)"glCreateTransformFeedbacks")) == NULL) || r;
r = ((glCreateVertexArrays = (PFNGLCREATEVERTEXARRAYSPROC)glewGetProcAddress((const GLubyte*)"glCreateVertexArrays")) == NULL) || r;
r = ((glDisableVertexArrayAttrib = (PFNGLDISABLEVERTEXARRAYATTRIBPROC)glewGetProcAddress((const GLubyte*)"glDisableVertexArrayAttrib")) == NULL) || r;
r = ((glEnableVertexArrayAttrib = (PFNGLENABLEVERTEXARRAYATTRIBPROC)glewGetProcAddress((const GLubyte*)"glEnableVertexArrayAttrib")) == NULL) || r;
r = ((glFlushMappedNamedBufferRange = (PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC)glewGetProcAddress((const GLubyte*)"glFlushMappedNamedBufferRange")) == NULL) || r;
r = ((glGenerateTextureMipmap = (PFNGLGENERATETEXTUREMIPMAPPROC)glewGetProcAddress((const GLubyte*)"glGenerateTextureMipmap")) == NULL) || r;
r = ((glGetCompressedTextureImage = (PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC)glewGetProcAddress((const GLubyte*)"glGetCompressedTextureImage")) == NULL) || r;
r = ((glGetNamedBufferParameteri64v = (PFNGLGETNAMEDBUFFERPARAMETERI64VPROC)glewGetProcAddress((const GLubyte*)"glGetNamedBufferParameteri64v")) == NULL) || r;
r = ((glGetNamedBufferParameteriv = (PFNGLGETNAMEDBUFFERPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetNamedBufferParameteriv")) == NULL) || r;
r = ((glGetNamedBufferPointerv = (PFNGLGETNAMEDBUFFERPOINTERVPROC)glewGetProcAddress((const GLubyte*)"glGetNamedBufferPointerv")) == NULL) || r;
r = ((glGetNamedBufferSubData = (PFNGLGETNAMEDBUFFERSUBDATAPROC)glewGetProcAddress((const GLubyte*)"glGetNamedBufferSubData")) == NULL) || r;
r = ((glGetNamedFramebufferAttachmentParameteriv = (PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetNamedFramebufferAttachmentParameteriv")) == NULL) || r;
r = ((glGetNamedFramebufferParameteriv = (PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetNamedFramebufferParameteriv")) == NULL) || r;
r = ((glGetNamedRenderbufferParameteriv = (PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetNamedRenderbufferParameteriv")) == NULL) || r;
r = ((glGetQueryBufferObjecti64v = (PFNGLGETQUERYBUFFEROBJECTI64VPROC)glewGetProcAddress((const GLubyte*)"glGetQueryBufferObjecti64v")) == NULL) || r;
r = ((glGetQueryBufferObjectiv = (PFNGLGETQUERYBUFFEROBJECTIVPROC)glewGetProcAddress((const GLubyte*)"glGetQueryBufferObjectiv")) == NULL) || r;
r = ((glGetQueryBufferObjectui64v = (PFNGLGETQUERYBUFFEROBJECTUI64VPROC)glewGetProcAddress((const GLubyte*)"glGetQueryBufferObjectui64v")) == NULL) || r;
r = ((glGetQueryBufferObjectuiv = (PFNGLGETQUERYBUFFEROBJECTUIVPROC)glewGetProcAddress((const GLubyte*)"glGetQueryBufferObjectuiv")) == NULL) || r;
r = ((glGetTextureImage = (PFNGLGETTEXTUREIMAGEPROC)glewGetProcAddress((const GLubyte*)"glGetTextureImage")) == NULL) || r;
r = ((glGetTextureLevelParameterfv = (PFNGLGETTEXTURELEVELPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glGetTextureLevelParameterfv")) == NULL) || r;
r = ((glGetTextureLevelParameteriv = (PFNGLGETTEXTURELEVELPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetTextureLevelParameteriv")) == NULL) || r;
r = ((glGetTextureParameterIiv = (PFNGLGETTEXTUREPARAMETERIIVPROC)glewGetProcAddress((const GLubyte*)"glGetTextureParameterIiv")) == NULL) || r;
r = ((glGetTextureParameterIuiv = (PFNGLGETTEXTUREPARAMETERIUIVPROC)glewGetProcAddress((const GLubyte*)"glGetTextureParameterIuiv")) == NULL) || r;
r = ((glGetTextureParameterfv = (PFNGLGETTEXTUREPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glGetTextureParameterfv")) == NULL) || r;
r = ((glGetTextureParameteriv = (PFNGLGETTEXTUREPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetTextureParameteriv")) == NULL) || r;
r = ((glGetTransformFeedbacki64_v = (PFNGLGETTRANSFORMFEEDBACKI64_VPROC)glewGetProcAddress((const GLubyte*)"glGetTransformFeedbacki64_v")) == NULL) || r;
r = ((glGetTransformFeedbacki_v = (PFNGLGETTRANSFORMFEEDBACKI_VPROC)glewGetProcAddress((const GLubyte*)"glGetTransformFeedbacki_v")) == NULL) || r;
r = ((glGetTransformFeedbackiv = (PFNGLGETTRANSFORMFEEDBACKIVPROC)glewGetProcAddress((const GLubyte*)"glGetTransformFeedbackiv")) == NULL) || r;
r = ((glGetVertexArrayIndexed64iv = (PFNGLGETVERTEXARRAYINDEXED64IVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexArrayIndexed64iv")) == NULL) || r;
r = ((glGetVertexArrayIndexediv = (PFNGLGETVERTEXARRAYINDEXEDIVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexArrayIndexediv")) == NULL) || r;
r = ((glGetVertexArrayiv = (PFNGLGETVERTEXARRAYIVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexArrayiv")) == NULL) || r;
r = ((glInvalidateNamedFramebufferData = (PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC)glewGetProcAddress((const GLubyte*)"glInvalidateNamedFramebufferData")) == NULL) || r;
r = ((glInvalidateNamedFramebufferSubData = (PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC)glewGetProcAddress((const GLubyte*)"glInvalidateNamedFramebufferSubData")) == NULL) || r;
r = ((glMapNamedBuffer = (PFNGLMAPNAMEDBUFFERPROC)glewGetProcAddress((const GLubyte*)"glMapNamedBuffer")) == NULL) || r;
r = ((glMapNamedBufferRange = (PFNGLMAPNAMEDBUFFERRANGEPROC)glewGetProcAddress((const GLubyte*)"glMapNamedBufferRange")) == NULL) || r;
r = ((glNamedBufferData = (PFNGLNAMEDBUFFERDATAPROC)glewGetProcAddress((const GLubyte*)"glNamedBufferData")) == NULL) || r;
r = ((glNamedBufferStorage = (PFNGLNAMEDBUFFERSTORAGEPROC)glewGetProcAddress((const GLubyte*)"glNamedBufferStorage")) == NULL) || r;
r = ((glNamedBufferSubData = (PFNGLNAMEDBUFFERSUBDATAPROC)glewGetProcAddress((const GLubyte*)"glNamedBufferSubData")) == NULL) || r;
r = ((glNamedFramebufferDrawBuffer = (PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferDrawBuffer")) == NULL) || r;
r = ((glNamedFramebufferDrawBuffers = (PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferDrawBuffers")) == NULL) || r;
r = ((glNamedFramebufferParameteri = (PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferParameteri")) == NULL) || r;
r = ((glNamedFramebufferReadBuffer = (PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferReadBuffer")) == NULL) || r;
r = ((glNamedFramebufferRenderbuffer = (PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferRenderbuffer")) == NULL) || r;
r = ((glNamedFramebufferTexture = (PFNGLNAMEDFRAMEBUFFERTEXTUREPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferTexture")) == NULL) || r;
r = ((glNamedFramebufferTextureLayer = (PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferTextureLayer")) == NULL) || r;
r = ((glNamedRenderbufferStorage = (PFNGLNAMEDRENDERBUFFERSTORAGEPROC)glewGetProcAddress((const GLubyte*)"glNamedRenderbufferStorage")) == NULL) || r;
r = ((glNamedRenderbufferStorageMultisample = (PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC)glewGetProcAddress((const GLubyte*)"glNamedRenderbufferStorageMultisample")) == NULL) || r;
r = ((glTextureBuffer = (PFNGLTEXTUREBUFFERPROC)glewGetProcAddress((const GLubyte*)"glTextureBuffer")) == NULL) || r;
r = ((glTextureBufferRange = (PFNGLTEXTUREBUFFERRANGEPROC)glewGetProcAddress((const GLubyte*)"glTextureBufferRange")) == NULL) || r;
r = ((glTextureParameterIiv = (PFNGLTEXTUREPARAMETERIIVPROC)glewGetProcAddress((const GLubyte*)"glTextureParameterIiv")) == NULL) || r;
r = ((glTextureParameterIuiv = (PFNGLTEXTUREPARAMETERIUIVPROC)glewGetProcAddress((const GLubyte*)"glTextureParameterIuiv")) == NULL) || r;
r = ((glTextureParameterf = (PFNGLTEXTUREPARAMETERFPROC)glewGetProcAddress((const GLubyte*)"glTextureParameterf")) == NULL) || r;
r = ((glTextureParameterfv = (PFNGLTEXTUREPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glTextureParameterfv")) == NULL) || r;
r = ((glTextureParameteri = (PFNGLTEXTUREPARAMETERIPROC)glewGetProcAddress((const GLubyte*)"glTextureParameteri")) == NULL) || r;
r = ((glTextureParameteriv = (PFNGLTEXTUREPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glTextureParameteriv")) == NULL) || r;
r = ((glTextureStorage1D = (PFNGLTEXTURESTORAGE1DPROC)glewGetProcAddress((const GLubyte*)"glTextureStorage1D")) == NULL) || r;
r = ((glTextureStorage2D = (PFNGLTEXTURESTORAGE2DPROC)glewGetProcAddress((const GLubyte*)"glTextureStorage2D")) == NULL) || r;
r = ((glTextureStorage2DMultisample = (PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC)glewGetProcAddress((const GLubyte*)"glTextureStorage2DMultisample")) == NULL) || r;
r = ((glTextureStorage3D = (PFNGLTEXTURESTORAGE3DPROC)glewGetProcAddress((const GLubyte*)"glTextureStorage3D")) == NULL) || r;
r = ((glTextureStorage3DMultisample = (PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC)glewGetProcAddress((const GLubyte*)"glTextureStorage3DMultisample")) == NULL) || r;
r = ((glTextureSubImage1D = (PFNGLTEXTURESUBIMAGE1DPROC)glewGetProcAddress((const GLubyte*)"glTextureSubImage1D")) == NULL) || r;
r = ((glTextureSubImage2D = (PFNGLTEXTURESUBIMAGE2DPROC)glewGetProcAddress((const GLubyte*)"glTextureSubImage2D")) == NULL) || r;
r = ((glTextureSubImage3D = (PFNGLTEXTURESUBIMAGE3DPROC)glewGetProcAddress((const GLubyte*)"glTextureSubImage3D")) == NULL) || r;
r = ((glTransformFeedbackBufferBase = (PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC)glewGetProcAddress((const GLubyte*)"glTransformFeedbackBufferBase")) == NULL) || r;
r = ((glTransformFeedbackBufferRange = (PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC)glewGetProcAddress((const GLubyte*)"glTransformFeedbackBufferRange")) == NULL) || r;
r = ((glUnmapNamedBuffer = (PFNGLUNMAPNAMEDBUFFERPROC)glewGetProcAddress((const GLubyte*)"glUnmapNamedBuffer")) == NULL) || r;
r = ((glVertexArrayAttribBinding = (PFNGLVERTEXARRAYATTRIBBINDINGPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayAttribBinding")) == NULL) || r;
r = ((glVertexArrayAttribFormat = (PFNGLVERTEXARRAYATTRIBFORMATPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayAttribFormat")) == NULL) || r;
r = ((glVertexArrayAttribIFormat = (PFNGLVERTEXARRAYATTRIBIFORMATPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayAttribIFormat")) == NULL) || r;
r = ((glVertexArrayAttribLFormat = (PFNGLVERTEXARRAYATTRIBLFORMATPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayAttribLFormat")) == NULL) || r;
r = ((glVertexArrayBindingDivisor = (PFNGLVERTEXARRAYBINDINGDIVISORPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayBindingDivisor")) == NULL) || r;
r = ((glVertexArrayElementBuffer = (PFNGLVERTEXARRAYELEMENTBUFFERPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayElementBuffer")) == NULL) || r;
r = ((glVertexArrayVertexBuffer = (PFNGLVERTEXARRAYVERTEXBUFFERPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexBuffer")) == NULL) || r;
r = ((glVertexArrayVertexBuffers = (PFNGLVERTEXARRAYVERTEXBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexBuffers")) == NULL) || r;
return r;
}
#endif /* GL_ARB_direct_state_access */
#ifdef GL_ARB_draw_buffers
static GLboolean _glewInit_GL_ARB_draw_buffers (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glDrawBuffersARB = (PFNGLDRAWBUFFERSARBPROC)glewGetProcAddress((const GLubyte*)"glDrawBuffersARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_draw_buffers */
#ifdef GL_ARB_draw_buffers_blend
static GLboolean _glewInit_GL_ARB_draw_buffers_blend (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBlendEquationSeparateiARB = (PFNGLBLENDEQUATIONSEPARATEIARBPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationSeparateiARB")) == NULL) || r;
r = ((glBlendEquationiARB = (PFNGLBLENDEQUATIONIARBPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationiARB")) == NULL) || r;
r = ((glBlendFuncSeparateiARB = (PFNGLBLENDFUNCSEPARATEIARBPROC)glewGetProcAddress((const GLubyte*)"glBlendFuncSeparateiARB")) == NULL) || r;
r = ((glBlendFunciARB = (PFNGLBLENDFUNCIARBPROC)glewGetProcAddress((const GLubyte*)"glBlendFunciARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_draw_buffers_blend */
#ifdef GL_ARB_draw_elements_base_vertex
static GLboolean _glewInit_GL_ARB_draw_elements_base_vertex (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsBaseVertex")) == NULL) || r;
r = ((glDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsInstancedBaseVertex")) == NULL) || r;
r = ((glDrawRangeElementsBaseVertex = (PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC)glewGetProcAddress((const GLubyte*)"glDrawRangeElementsBaseVertex")) == NULL) || r;
r = ((glMultiDrawElementsBaseVertex = (PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElementsBaseVertex")) == NULL) || r;
return r;
}
#endif /* GL_ARB_draw_elements_base_vertex */
#ifdef GL_ARB_draw_indirect
static GLboolean _glewInit_GL_ARB_draw_indirect (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glDrawArraysIndirect = (PFNGLDRAWARRAYSINDIRECTPROC)glewGetProcAddress((const GLubyte*)"glDrawArraysIndirect")) == NULL) || r;
r = ((glDrawElementsIndirect = (PFNGLDRAWELEMENTSINDIRECTPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsIndirect")) == NULL) || r;
return r;
}
#endif /* GL_ARB_draw_indirect */
#ifdef GL_ARB_framebuffer_no_attachments
static GLboolean _glewInit_GL_ARB_framebuffer_no_attachments (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glFramebufferParameteri = (PFNGLFRAMEBUFFERPARAMETERIPROC)glewGetProcAddress((const GLubyte*)"glFramebufferParameteri")) == NULL) || r;
r = ((glGetFramebufferParameteriv = (PFNGLGETFRAMEBUFFERPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetFramebufferParameteriv")) == NULL) || r;
r = ((glGetNamedFramebufferParameterivEXT = (PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedFramebufferParameterivEXT")) == NULL) || r;
r = ((glNamedFramebufferParameteriEXT = (PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferParameteriEXT")) == NULL) || r;
return r;
}
#endif /* GL_ARB_framebuffer_no_attachments */
#ifdef GL_ARB_framebuffer_object
static GLboolean _glewInit_GL_ARB_framebuffer_object (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)glewGetProcAddress((const GLubyte*)"glBindFramebuffer")) == NULL) || r;
r = ((glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)glewGetProcAddress((const GLubyte*)"glBindRenderbuffer")) == NULL) || r;
r = ((glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)glewGetProcAddress((const GLubyte*)"glBlitFramebuffer")) == NULL) || r;
r = ((glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)glewGetProcAddress((const GLubyte*)"glCheckFramebufferStatus")) == NULL) || r;
r = ((glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glDeleteFramebuffers")) == NULL) || r;
r = ((glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glDeleteRenderbuffers")) == NULL) || r;
r = ((glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)glewGetProcAddress((const GLubyte*)"glFramebufferRenderbuffer")) == NULL) || r;
r = ((glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTexture1D")) == NULL) || r;
r = ((glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTexture2D")) == NULL) || r;
r = ((glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTexture3D")) == NULL) || r;
r = ((glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTextureLayer")) == NULL) || r;
r = ((glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glGenFramebuffers")) == NULL) || r;
r = ((glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glGenRenderbuffers")) == NULL) || r;
r = ((glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)glewGetProcAddress((const GLubyte*)"glGenerateMipmap")) == NULL) || r;
r = ((glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetFramebufferAttachmentParameteriv")) == NULL) || r;
r = ((glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetRenderbufferParameteriv")) == NULL) || r;
r = ((glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)glewGetProcAddress((const GLubyte*)"glIsFramebuffer")) == NULL) || r;
r = ((glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)glewGetProcAddress((const GLubyte*)"glIsRenderbuffer")) == NULL) || r;
r = ((glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)glewGetProcAddress((const GLubyte*)"glRenderbufferStorage")) == NULL) || r;
r = ((glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)glewGetProcAddress((const GLubyte*)"glRenderbufferStorageMultisample")) == NULL) || r;
return r;
}
#endif /* GL_ARB_framebuffer_object */
#ifdef GL_ARB_geometry_shader4
static GLboolean _glewInit_GL_ARB_geometry_shader4 (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glFramebufferTextureARB = (PFNGLFRAMEBUFFERTEXTUREARBPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTextureARB")) == NULL) || r;
r = ((glFramebufferTextureFaceARB = (PFNGLFRAMEBUFFERTEXTUREFACEARBPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTextureFaceARB")) == NULL) || r;
r = ((glFramebufferTextureLayerARB = (PFNGLFRAMEBUFFERTEXTURELAYERARBPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTextureLayerARB")) == NULL) || r;
r = ((glProgramParameteriARB = (PFNGLPROGRAMPARAMETERIARBPROC)glewGetProcAddress((const GLubyte*)"glProgramParameteriARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_geometry_shader4 */
#ifdef GL_ARB_get_program_binary
static GLboolean _glewInit_GL_ARB_get_program_binary (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetProgramBinary = (PFNGLGETPROGRAMBINARYPROC)glewGetProcAddress((const GLubyte*)"glGetProgramBinary")) == NULL) || r;
r = ((glProgramBinary = (PFNGLPROGRAMBINARYPROC)glewGetProcAddress((const GLubyte*)"glProgramBinary")) == NULL) || r;
r = ((glProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC)glewGetProcAddress((const GLubyte*)"glProgramParameteri")) == NULL) || r;
return r;
}
#endif /* GL_ARB_get_program_binary */
#ifdef GL_ARB_get_texture_sub_image
static GLboolean _glewInit_GL_ARB_get_texture_sub_image (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetCompressedTextureSubImage = (PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC)glewGetProcAddress((const GLubyte*)"glGetCompressedTextureSubImage")) == NULL) || r;
r = ((glGetTextureSubImage = (PFNGLGETTEXTURESUBIMAGEPROC)glewGetProcAddress((const GLubyte*)"glGetTextureSubImage")) == NULL) || r;
return r;
}
#endif /* GL_ARB_get_texture_sub_image */
#ifdef GL_ARB_gpu_shader_fp64
static GLboolean _glewInit_GL_ARB_gpu_shader_fp64 (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetUniformdv = (PFNGLGETUNIFORMDVPROC)glewGetProcAddress((const GLubyte*)"glGetUniformdv")) == NULL) || r;
r = ((glUniform1d = (PFNGLUNIFORM1DPROC)glewGetProcAddress((const GLubyte*)"glUniform1d")) == NULL) || r;
r = ((glUniform1dv = (PFNGLUNIFORM1DVPROC)glewGetProcAddress((const GLubyte*)"glUniform1dv")) == NULL) || r;
r = ((glUniform2d = (PFNGLUNIFORM2DPROC)glewGetProcAddress((const GLubyte*)"glUniform2d")) == NULL) || r;
r = ((glUniform2dv = (PFNGLUNIFORM2DVPROC)glewGetProcAddress((const GLubyte*)"glUniform2dv")) == NULL) || r;
r = ((glUniform3d = (PFNGLUNIFORM3DPROC)glewGetProcAddress((const GLubyte*)"glUniform3d")) == NULL) || r;
r = ((glUniform3dv = (PFNGLUNIFORM3DVPROC)glewGetProcAddress((const GLubyte*)"glUniform3dv")) == NULL) || r;
r = ((glUniform4d = (PFNGLUNIFORM4DPROC)glewGetProcAddress((const GLubyte*)"glUniform4d")) == NULL) || r;
r = ((glUniform4dv = (PFNGLUNIFORM4DVPROC)glewGetProcAddress((const GLubyte*)"glUniform4dv")) == NULL) || r;
r = ((glUniformMatrix2dv = (PFNGLUNIFORMMATRIX2DVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix2dv")) == NULL) || r;
r = ((glUniformMatrix2x3dv = (PFNGLUNIFORMMATRIX2X3DVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix2x3dv")) == NULL) || r;
r = ((glUniformMatrix2x4dv = (PFNGLUNIFORMMATRIX2X4DVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix2x4dv")) == NULL) || r;
r = ((glUniformMatrix3dv = (PFNGLUNIFORMMATRIX3DVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix3dv")) == NULL) || r;
r = ((glUniformMatrix3x2dv = (PFNGLUNIFORMMATRIX3X2DVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix3x2dv")) == NULL) || r;
r = ((glUniformMatrix3x4dv = (PFNGLUNIFORMMATRIX3X4DVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix3x4dv")) == NULL) || r;
r = ((glUniformMatrix4dv = (PFNGLUNIFORMMATRIX4DVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix4dv")) == NULL) || r;
r = ((glUniformMatrix4x2dv = (PFNGLUNIFORMMATRIX4X2DVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix4x2dv")) == NULL) || r;
r = ((glUniformMatrix4x3dv = (PFNGLUNIFORMMATRIX4X3DVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix4x3dv")) == NULL) || r;
return r;
}
#endif /* GL_ARB_gpu_shader_fp64 */
#ifdef GL_ARB_gpu_shader_int64
static GLboolean _glewInit_GL_ARB_gpu_shader_int64 (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetUniformi64vARB = (PFNGLGETUNIFORMI64VARBPROC)glewGetProcAddress((const GLubyte*)"glGetUniformi64vARB")) == NULL) || r;
r = ((glGetUniformui64vARB = (PFNGLGETUNIFORMUI64VARBPROC)glewGetProcAddress((const GLubyte*)"glGetUniformui64vARB")) == NULL) || r;
r = ((glGetnUniformi64vARB = (PFNGLGETNUNIFORMI64VARBPROC)glewGetProcAddress((const GLubyte*)"glGetnUniformi64vARB")) == NULL) || r;
r = ((glGetnUniformui64vARB = (PFNGLGETNUNIFORMUI64VARBPROC)glewGetProcAddress((const GLubyte*)"glGetnUniformui64vARB")) == NULL) || r;
r = ((glProgramUniform1i64ARB = (PFNGLPROGRAMUNIFORM1I64ARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1i64ARB")) == NULL) || r;
r = ((glProgramUniform1i64vARB = (PFNGLPROGRAMUNIFORM1I64VARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1i64vARB")) == NULL) || r;
r = ((glProgramUniform1ui64ARB = (PFNGLPROGRAMUNIFORM1UI64ARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1ui64ARB")) == NULL) || r;
r = ((glProgramUniform1ui64vARB = (PFNGLPROGRAMUNIFORM1UI64VARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1ui64vARB")) == NULL) || r;
r = ((glProgramUniform2i64ARB = (PFNGLPROGRAMUNIFORM2I64ARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2i64ARB")) == NULL) || r;
r = ((glProgramUniform2i64vARB = (PFNGLPROGRAMUNIFORM2I64VARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2i64vARB")) == NULL) || r;
r = ((glProgramUniform2ui64ARB = (PFNGLPROGRAMUNIFORM2UI64ARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2ui64ARB")) == NULL) || r;
r = ((glProgramUniform2ui64vARB = (PFNGLPROGRAMUNIFORM2UI64VARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2ui64vARB")) == NULL) || r;
r = ((glProgramUniform3i64ARB = (PFNGLPROGRAMUNIFORM3I64ARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3i64ARB")) == NULL) || r;
r = ((glProgramUniform3i64vARB = (PFNGLPROGRAMUNIFORM3I64VARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3i64vARB")) == NULL) || r;
r = ((glProgramUniform3ui64ARB = (PFNGLPROGRAMUNIFORM3UI64ARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3ui64ARB")) == NULL) || r;
r = ((glProgramUniform3ui64vARB = (PFNGLPROGRAMUNIFORM3UI64VARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3ui64vARB")) == NULL) || r;
r = ((glProgramUniform4i64ARB = (PFNGLPROGRAMUNIFORM4I64ARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4i64ARB")) == NULL) || r;
r = ((glProgramUniform4i64vARB = (PFNGLPROGRAMUNIFORM4I64VARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4i64vARB")) == NULL) || r;
r = ((glProgramUniform4ui64ARB = (PFNGLPROGRAMUNIFORM4UI64ARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4ui64ARB")) == NULL) || r;
r = ((glProgramUniform4ui64vARB = (PFNGLPROGRAMUNIFORM4UI64VARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4ui64vARB")) == NULL) || r;
r = ((glUniform1i64ARB = (PFNGLUNIFORM1I64ARBPROC)glewGetProcAddress((const GLubyte*)"glUniform1i64ARB")) == NULL) || r;
r = ((glUniform1i64vARB = (PFNGLUNIFORM1I64VARBPROC)glewGetProcAddress((const GLubyte*)"glUniform1i64vARB")) == NULL) || r;
r = ((glUniform1ui64ARB = (PFNGLUNIFORM1UI64ARBPROC)glewGetProcAddress((const GLubyte*)"glUniform1ui64ARB")) == NULL) || r;
r = ((glUniform1ui64vARB = (PFNGLUNIFORM1UI64VARBPROC)glewGetProcAddress((const GLubyte*)"glUniform1ui64vARB")) == NULL) || r;
r = ((glUniform2i64ARB = (PFNGLUNIFORM2I64ARBPROC)glewGetProcAddress((const GLubyte*)"glUniform2i64ARB")) == NULL) || r;
r = ((glUniform2i64vARB = (PFNGLUNIFORM2I64VARBPROC)glewGetProcAddress((const GLubyte*)"glUniform2i64vARB")) == NULL) || r;
r = ((glUniform2ui64ARB = (PFNGLUNIFORM2UI64ARBPROC)glewGetProcAddress((const GLubyte*)"glUniform2ui64ARB")) == NULL) || r;
r = ((glUniform2ui64vARB = (PFNGLUNIFORM2UI64VARBPROC)glewGetProcAddress((const GLubyte*)"glUniform2ui64vARB")) == NULL) || r;
r = ((glUniform3i64ARB = (PFNGLUNIFORM3I64ARBPROC)glewGetProcAddress((const GLubyte*)"glUniform3i64ARB")) == NULL) || r;
r = ((glUniform3i64vARB = (PFNGLUNIFORM3I64VARBPROC)glewGetProcAddress((const GLubyte*)"glUniform3i64vARB")) == NULL) || r;
r = ((glUniform3ui64ARB = (PFNGLUNIFORM3UI64ARBPROC)glewGetProcAddress((const GLubyte*)"glUniform3ui64ARB")) == NULL) || r;
r = ((glUniform3ui64vARB = (PFNGLUNIFORM3UI64VARBPROC)glewGetProcAddress((const GLubyte*)"glUniform3ui64vARB")) == NULL) || r;
r = ((glUniform4i64ARB = (PFNGLUNIFORM4I64ARBPROC)glewGetProcAddress((const GLubyte*)"glUniform4i64ARB")) == NULL) || r;
r = ((glUniform4i64vARB = (PFNGLUNIFORM4I64VARBPROC)glewGetProcAddress((const GLubyte*)"glUniform4i64vARB")) == NULL) || r;
r = ((glUniform4ui64ARB = (PFNGLUNIFORM4UI64ARBPROC)glewGetProcAddress((const GLubyte*)"glUniform4ui64ARB")) == NULL) || r;
r = ((glUniform4ui64vARB = (PFNGLUNIFORM4UI64VARBPROC)glewGetProcAddress((const GLubyte*)"glUniform4ui64vARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_gpu_shader_int64 */
#ifdef GL_ARB_imaging
static GLboolean _glewInit_GL_ARB_imaging (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBlendEquation = (PFNGLBLENDEQUATIONPROC)glewGetProcAddress((const GLubyte*)"glBlendEquation")) == NULL) || r;
r = ((glColorSubTable = (PFNGLCOLORSUBTABLEPROC)glewGetProcAddress((const GLubyte*)"glColorSubTable")) == NULL) || r;
r = ((glColorTable = (PFNGLCOLORTABLEPROC)glewGetProcAddress((const GLubyte*)"glColorTable")) == NULL) || r;
r = ((glColorTableParameterfv = (PFNGLCOLORTABLEPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glColorTableParameterfv")) == NULL) || r;
r = ((glColorTableParameteriv = (PFNGLCOLORTABLEPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glColorTableParameteriv")) == NULL) || r;
r = ((glConvolutionFilter1D = (PFNGLCONVOLUTIONFILTER1DPROC)glewGetProcAddress((const GLubyte*)"glConvolutionFilter1D")) == NULL) || r;
r = ((glConvolutionFilter2D = (PFNGLCONVOLUTIONFILTER2DPROC)glewGetProcAddress((const GLubyte*)"glConvolutionFilter2D")) == NULL) || r;
r = ((glConvolutionParameterf = (PFNGLCONVOLUTIONPARAMETERFPROC)glewGetProcAddress((const GLubyte*)"glConvolutionParameterf")) == NULL) || r;
r = ((glConvolutionParameterfv = (PFNGLCONVOLUTIONPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glConvolutionParameterfv")) == NULL) || r;
r = ((glConvolutionParameteri = (PFNGLCONVOLUTIONPARAMETERIPROC)glewGetProcAddress((const GLubyte*)"glConvolutionParameteri")) == NULL) || r;
r = ((glConvolutionParameteriv = (PFNGLCONVOLUTIONPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glConvolutionParameteriv")) == NULL) || r;
r = ((glCopyColorSubTable = (PFNGLCOPYCOLORSUBTABLEPROC)glewGetProcAddress((const GLubyte*)"glCopyColorSubTable")) == NULL) || r;
r = ((glCopyColorTable = (PFNGLCOPYCOLORTABLEPROC)glewGetProcAddress((const GLubyte*)"glCopyColorTable")) == NULL) || r;
r = ((glCopyConvolutionFilter1D = (PFNGLCOPYCONVOLUTIONFILTER1DPROC)glewGetProcAddress((const GLubyte*)"glCopyConvolutionFilter1D")) == NULL) || r;
r = ((glCopyConvolutionFilter2D = (PFNGLCOPYCONVOLUTIONFILTER2DPROC)glewGetProcAddress((const GLubyte*)"glCopyConvolutionFilter2D")) == NULL) || r;
r = ((glGetColorTable = (PFNGLGETCOLORTABLEPROC)glewGetProcAddress((const GLubyte*)"glGetColorTable")) == NULL) || r;
r = ((glGetColorTableParameterfv = (PFNGLGETCOLORTABLEPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glGetColorTableParameterfv")) == NULL) || r;
r = ((glGetColorTableParameteriv = (PFNGLGETCOLORTABLEPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetColorTableParameteriv")) == NULL) || r;
r = ((glGetConvolutionFilter = (PFNGLGETCONVOLUTIONFILTERPROC)glewGetProcAddress((const GLubyte*)"glGetConvolutionFilter")) == NULL) || r;
r = ((glGetConvolutionParameterfv = (PFNGLGETCONVOLUTIONPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glGetConvolutionParameterfv")) == NULL) || r;
r = ((glGetConvolutionParameteriv = (PFNGLGETCONVOLUTIONPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetConvolutionParameteriv")) == NULL) || r;
r = ((glGetHistogram = (PFNGLGETHISTOGRAMPROC)glewGetProcAddress((const GLubyte*)"glGetHistogram")) == NULL) || r;
r = ((glGetHistogramParameterfv = (PFNGLGETHISTOGRAMPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glGetHistogramParameterfv")) == NULL) || r;
r = ((glGetHistogramParameteriv = (PFNGLGETHISTOGRAMPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetHistogramParameteriv")) == NULL) || r;
r = ((glGetMinmax = (PFNGLGETMINMAXPROC)glewGetProcAddress((const GLubyte*)"glGetMinmax")) == NULL) || r;
r = ((glGetMinmaxParameterfv = (PFNGLGETMINMAXPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glGetMinmaxParameterfv")) == NULL) || r;
r = ((glGetMinmaxParameteriv = (PFNGLGETMINMAXPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetMinmaxParameteriv")) == NULL) || r;
r = ((glGetSeparableFilter = (PFNGLGETSEPARABLEFILTERPROC)glewGetProcAddress((const GLubyte*)"glGetSeparableFilter")) == NULL) || r;
r = ((glHistogram = (PFNGLHISTOGRAMPROC)glewGetProcAddress((const GLubyte*)"glHistogram")) == NULL) || r;
r = ((glMinmax = (PFNGLMINMAXPROC)glewGetProcAddress((const GLubyte*)"glMinmax")) == NULL) || r;
r = ((glResetHistogram = (PFNGLRESETHISTOGRAMPROC)glewGetProcAddress((const GLubyte*)"glResetHistogram")) == NULL) || r;
r = ((glResetMinmax = (PFNGLRESETMINMAXPROC)glewGetProcAddress((const GLubyte*)"glResetMinmax")) == NULL) || r;
r = ((glSeparableFilter2D = (PFNGLSEPARABLEFILTER2DPROC)glewGetProcAddress((const GLubyte*)"glSeparableFilter2D")) == NULL) || r;
return r;
}
#endif /* GL_ARB_imaging */
#ifdef GL_ARB_indirect_parameters
static GLboolean _glewInit_GL_ARB_indirect_parameters (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glMultiDrawArraysIndirectCountARB = (PFNGLMULTIDRAWARRAYSINDIRECTCOUNTARBPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawArraysIndirectCountARB")) == NULL) || r;
r = ((glMultiDrawElementsIndirectCountARB = (PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTARBPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElementsIndirectCountARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_indirect_parameters */
#ifdef GL_ARB_instanced_arrays
static GLboolean _glewInit_GL_ARB_instanced_arrays (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glDrawArraysInstancedARB = (PFNGLDRAWARRAYSINSTANCEDARBPROC)glewGetProcAddress((const GLubyte*)"glDrawArraysInstancedARB")) == NULL) || r;
r = ((glDrawElementsInstancedARB = (PFNGLDRAWELEMENTSINSTANCEDARBPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsInstancedARB")) == NULL) || r;
r = ((glVertexAttribDivisorARB = (PFNGLVERTEXATTRIBDIVISORARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribDivisorARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_instanced_arrays */
#ifdef GL_ARB_internalformat_query
static GLboolean _glewInit_GL_ARB_internalformat_query (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetInternalformativ = (PFNGLGETINTERNALFORMATIVPROC)glewGetProcAddress((const GLubyte*)"glGetInternalformativ")) == NULL) || r;
return r;
}
#endif /* GL_ARB_internalformat_query */
#ifdef GL_ARB_internalformat_query2
static GLboolean _glewInit_GL_ARB_internalformat_query2 (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetInternalformati64v = (PFNGLGETINTERNALFORMATI64VPROC)glewGetProcAddress((const GLubyte*)"glGetInternalformati64v")) == NULL) || r;
return r;
}
#endif /* GL_ARB_internalformat_query2 */
#ifdef GL_ARB_invalidate_subdata
static GLboolean _glewInit_GL_ARB_invalidate_subdata (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glInvalidateBufferData = (PFNGLINVALIDATEBUFFERDATAPROC)glewGetProcAddress((const GLubyte*)"glInvalidateBufferData")) == NULL) || r;
r = ((glInvalidateBufferSubData = (PFNGLINVALIDATEBUFFERSUBDATAPROC)glewGetProcAddress((const GLubyte*)"glInvalidateBufferSubData")) == NULL) || r;
r = ((glInvalidateFramebuffer = (PFNGLINVALIDATEFRAMEBUFFERPROC)glewGetProcAddress((const GLubyte*)"glInvalidateFramebuffer")) == NULL) || r;
r = ((glInvalidateSubFramebuffer = (PFNGLINVALIDATESUBFRAMEBUFFERPROC)glewGetProcAddress((const GLubyte*)"glInvalidateSubFramebuffer")) == NULL) || r;
r = ((glInvalidateTexImage = (PFNGLINVALIDATETEXIMAGEPROC)glewGetProcAddress((const GLubyte*)"glInvalidateTexImage")) == NULL) || r;
r = ((glInvalidateTexSubImage = (PFNGLINVALIDATETEXSUBIMAGEPROC)glewGetProcAddress((const GLubyte*)"glInvalidateTexSubImage")) == NULL) || r;
return r;
}
#endif /* GL_ARB_invalidate_subdata */
#ifdef GL_ARB_map_buffer_range
static GLboolean _glewInit_GL_ARB_map_buffer_range (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)glewGetProcAddress((const GLubyte*)"glFlushMappedBufferRange")) == NULL) || r;
r = ((glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)glewGetProcAddress((const GLubyte*)"glMapBufferRange")) == NULL) || r;
return r;
}
#endif /* GL_ARB_map_buffer_range */
#ifdef GL_ARB_matrix_palette
static GLboolean _glewInit_GL_ARB_matrix_palette (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glCurrentPaletteMatrixARB = (PFNGLCURRENTPALETTEMATRIXARBPROC)glewGetProcAddress((const GLubyte*)"glCurrentPaletteMatrixARB")) == NULL) || r;
r = ((glMatrixIndexPointerARB = (PFNGLMATRIXINDEXPOINTERARBPROC)glewGetProcAddress((const GLubyte*)"glMatrixIndexPointerARB")) == NULL) || r;
r = ((glMatrixIndexubvARB = (PFNGLMATRIXINDEXUBVARBPROC)glewGetProcAddress((const GLubyte*)"glMatrixIndexubvARB")) == NULL) || r;
r = ((glMatrixIndexuivARB = (PFNGLMATRIXINDEXUIVARBPROC)glewGetProcAddress((const GLubyte*)"glMatrixIndexuivARB")) == NULL) || r;
r = ((glMatrixIndexusvARB = (PFNGLMATRIXINDEXUSVARBPROC)glewGetProcAddress((const GLubyte*)"glMatrixIndexusvARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_matrix_palette */
#ifdef GL_ARB_multi_bind
static GLboolean _glewInit_GL_ARB_multi_bind (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBindBuffersBase = (PFNGLBINDBUFFERSBASEPROC)glewGetProcAddress((const GLubyte*)"glBindBuffersBase")) == NULL) || r;
r = ((glBindBuffersRange = (PFNGLBINDBUFFERSRANGEPROC)glewGetProcAddress((const GLubyte*)"glBindBuffersRange")) == NULL) || r;
r = ((glBindImageTextures = (PFNGLBINDIMAGETEXTURESPROC)glewGetProcAddress((const GLubyte*)"glBindImageTextures")) == NULL) || r;
r = ((glBindSamplers = (PFNGLBINDSAMPLERSPROC)glewGetProcAddress((const GLubyte*)"glBindSamplers")) == NULL) || r;
r = ((glBindTextures = (PFNGLBINDTEXTURESPROC)glewGetProcAddress((const GLubyte*)"glBindTextures")) == NULL) || r;
r = ((glBindVertexBuffers = (PFNGLBINDVERTEXBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glBindVertexBuffers")) == NULL) || r;
return r;
}
#endif /* GL_ARB_multi_bind */
#ifdef GL_ARB_multi_draw_indirect
static GLboolean _glewInit_GL_ARB_multi_draw_indirect (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glMultiDrawArraysIndirect = (PFNGLMULTIDRAWARRAYSINDIRECTPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawArraysIndirect")) == NULL) || r;
r = ((glMultiDrawElementsIndirect = (PFNGLMULTIDRAWELEMENTSINDIRECTPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElementsIndirect")) == NULL) || r;
return r;
}
#endif /* GL_ARB_multi_draw_indirect */
#ifdef GL_ARB_multisample
static GLboolean _glewInit_GL_ARB_multisample (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glSampleCoverageARB = (PFNGLSAMPLECOVERAGEARBPROC)glewGetProcAddress((const GLubyte*)"glSampleCoverageARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_multisample */
#ifdef GL_ARB_multitexture
static GLboolean _glewInit_GL_ARB_multitexture (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC)glewGetProcAddress((const GLubyte*)"glActiveTextureARB")) == NULL) || r;
r = ((glClientActiveTextureARB = (PFNGLCLIENTACTIVETEXTUREARBPROC)glewGetProcAddress((const GLubyte*)"glClientActiveTextureARB")) == NULL) || r;
r = ((glMultiTexCoord1dARB = (PFNGLMULTITEXCOORD1DARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1dARB")) == NULL) || r;
r = ((glMultiTexCoord1dvARB = (PFNGLMULTITEXCOORD1DVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1dvARB")) == NULL) || r;
r = ((glMultiTexCoord1fARB = (PFNGLMULTITEXCOORD1FARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1fARB")) == NULL) || r;
r = ((glMultiTexCoord1fvARB = (PFNGLMULTITEXCOORD1FVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1fvARB")) == NULL) || r;
r = ((glMultiTexCoord1iARB = (PFNGLMULTITEXCOORD1IARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1iARB")) == NULL) || r;
r = ((glMultiTexCoord1ivARB = (PFNGLMULTITEXCOORD1IVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1ivARB")) == NULL) || r;
r = ((glMultiTexCoord1sARB = (PFNGLMULTITEXCOORD1SARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1sARB")) == NULL) || r;
r = ((glMultiTexCoord1svARB = (PFNGLMULTITEXCOORD1SVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1svARB")) == NULL) || r;
r = ((glMultiTexCoord2dARB = (PFNGLMULTITEXCOORD2DARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2dARB")) == NULL) || r;
r = ((glMultiTexCoord2dvARB = (PFNGLMULTITEXCOORD2DVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2dvARB")) == NULL) || r;
r = ((glMultiTexCoord2fARB = (PFNGLMULTITEXCOORD2FARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2fARB")) == NULL) || r;
r = ((glMultiTexCoord2fvARB = (PFNGLMULTITEXCOORD2FVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2fvARB")) == NULL) || r;
r = ((glMultiTexCoord2iARB = (PFNGLMULTITEXCOORD2IARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2iARB")) == NULL) || r;
r = ((glMultiTexCoord2ivARB = (PFNGLMULTITEXCOORD2IVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2ivARB")) == NULL) || r;
r = ((glMultiTexCoord2sARB = (PFNGLMULTITEXCOORD2SARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2sARB")) == NULL) || r;
r = ((glMultiTexCoord2svARB = (PFNGLMULTITEXCOORD2SVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2svARB")) == NULL) || r;
r = ((glMultiTexCoord3dARB = (PFNGLMULTITEXCOORD3DARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3dARB")) == NULL) || r;
r = ((glMultiTexCoord3dvARB = (PFNGLMULTITEXCOORD3DVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3dvARB")) == NULL) || r;
r = ((glMultiTexCoord3fARB = (PFNGLMULTITEXCOORD3FARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3fARB")) == NULL) || r;
r = ((glMultiTexCoord3fvARB = (PFNGLMULTITEXCOORD3FVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3fvARB")) == NULL) || r;
r = ((glMultiTexCoord3iARB = (PFNGLMULTITEXCOORD3IARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3iARB")) == NULL) || r;
r = ((glMultiTexCoord3ivARB = (PFNGLMULTITEXCOORD3IVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3ivARB")) == NULL) || r;
r = ((glMultiTexCoord3sARB = (PFNGLMULTITEXCOORD3SARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3sARB")) == NULL) || r;
r = ((glMultiTexCoord3svARB = (PFNGLMULTITEXCOORD3SVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3svARB")) == NULL) || r;
r = ((glMultiTexCoord4dARB = (PFNGLMULTITEXCOORD4DARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4dARB")) == NULL) || r;
r = ((glMultiTexCoord4dvARB = (PFNGLMULTITEXCOORD4DVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4dvARB")) == NULL) || r;
r = ((glMultiTexCoord4fARB = (PFNGLMULTITEXCOORD4FARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4fARB")) == NULL) || r;
r = ((glMultiTexCoord4fvARB = (PFNGLMULTITEXCOORD4FVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4fvARB")) == NULL) || r;
r = ((glMultiTexCoord4iARB = (PFNGLMULTITEXCOORD4IARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4iARB")) == NULL) || r;
r = ((glMultiTexCoord4ivARB = (PFNGLMULTITEXCOORD4IVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4ivARB")) == NULL) || r;
r = ((glMultiTexCoord4sARB = (PFNGLMULTITEXCOORD4SARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4sARB")) == NULL) || r;
r = ((glMultiTexCoord4svARB = (PFNGLMULTITEXCOORD4SVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4svARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_multitexture */
#ifdef GL_ARB_occlusion_query
static GLboolean _glewInit_GL_ARB_occlusion_query (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBeginQueryARB = (PFNGLBEGINQUERYARBPROC)glewGetProcAddress((const GLubyte*)"glBeginQueryARB")) == NULL) || r;
r = ((glDeleteQueriesARB = (PFNGLDELETEQUERIESARBPROC)glewGetProcAddress((const GLubyte*)"glDeleteQueriesARB")) == NULL) || r;
r = ((glEndQueryARB = (PFNGLENDQUERYARBPROC)glewGetProcAddress((const GLubyte*)"glEndQueryARB")) == NULL) || r;
r = ((glGenQueriesARB = (PFNGLGENQUERIESARBPROC)glewGetProcAddress((const GLubyte*)"glGenQueriesARB")) == NULL) || r;
r = ((glGetQueryObjectivARB = (PFNGLGETQUERYOBJECTIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjectivARB")) == NULL) || r;
r = ((glGetQueryObjectuivARB = (PFNGLGETQUERYOBJECTUIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjectuivARB")) == NULL) || r;
r = ((glGetQueryivARB = (PFNGLGETQUERYIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetQueryivARB")) == NULL) || r;
r = ((glIsQueryARB = (PFNGLISQUERYARBPROC)glewGetProcAddress((const GLubyte*)"glIsQueryARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_occlusion_query */
#ifdef GL_ARB_parallel_shader_compile
static GLboolean _glewInit_GL_ARB_parallel_shader_compile (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glMaxShaderCompilerThreadsARB = (PFNGLMAXSHADERCOMPILERTHREADSARBPROC)glewGetProcAddress((const GLubyte*)"glMaxShaderCompilerThreadsARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_parallel_shader_compile */
#ifdef GL_ARB_point_parameters
static GLboolean _glewInit_GL_ARB_point_parameters (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glPointParameterfARB = (PFNGLPOINTPARAMETERFARBPROC)glewGetProcAddress((const GLubyte*)"glPointParameterfARB")) == NULL) || r;
r = ((glPointParameterfvARB = (PFNGLPOINTPARAMETERFVARBPROC)glewGetProcAddress((const GLubyte*)"glPointParameterfvARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_point_parameters */
#ifdef GL_ARB_program_interface_query
static GLboolean _glewInit_GL_ARB_program_interface_query (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetProgramInterfaceiv = (PFNGLGETPROGRAMINTERFACEIVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramInterfaceiv")) == NULL) || r;
r = ((glGetProgramResourceIndex = (PFNGLGETPROGRAMRESOURCEINDEXPROC)glewGetProcAddress((const GLubyte*)"glGetProgramResourceIndex")) == NULL) || r;
r = ((glGetProgramResourceLocation = (PFNGLGETPROGRAMRESOURCELOCATIONPROC)glewGetProcAddress((const GLubyte*)"glGetProgramResourceLocation")) == NULL) || r;
r = ((glGetProgramResourceLocationIndex = (PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC)glewGetProcAddress((const GLubyte*)"glGetProgramResourceLocationIndex")) == NULL) || r;
r = ((glGetProgramResourceName = (PFNGLGETPROGRAMRESOURCENAMEPROC)glewGetProcAddress((const GLubyte*)"glGetProgramResourceName")) == NULL) || r;
r = ((glGetProgramResourceiv = (PFNGLGETPROGRAMRESOURCEIVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramResourceiv")) == NULL) || r;
return r;
}
#endif /* GL_ARB_program_interface_query */
#ifdef GL_ARB_provoking_vertex
static GLboolean _glewInit_GL_ARB_provoking_vertex (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glProvokingVertex = (PFNGLPROVOKINGVERTEXPROC)glewGetProcAddress((const GLubyte*)"glProvokingVertex")) == NULL) || r;
return r;
}
#endif /* GL_ARB_provoking_vertex */
#ifdef GL_ARB_robustness
static GLboolean _glewInit_GL_ARB_robustness (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetGraphicsResetStatusARB = (PFNGLGETGRAPHICSRESETSTATUSARBPROC)glewGetProcAddress((const GLubyte*)"glGetGraphicsResetStatusARB")) == NULL) || r;
r = ((glGetnColorTableARB = (PFNGLGETNCOLORTABLEARBPROC)glewGetProcAddress((const GLubyte*)"glGetnColorTableARB")) == NULL) || r;
r = ((glGetnCompressedTexImageARB = (PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC)glewGetProcAddress((const GLubyte*)"glGetnCompressedTexImageARB")) == NULL) || r;
r = ((glGetnConvolutionFilterARB = (PFNGLGETNCONVOLUTIONFILTERARBPROC)glewGetProcAddress((const GLubyte*)"glGetnConvolutionFilterARB")) == NULL) || r;
r = ((glGetnHistogramARB = (PFNGLGETNHISTOGRAMARBPROC)glewGetProcAddress((const GLubyte*)"glGetnHistogramARB")) == NULL) || r;
r = ((glGetnMapdvARB = (PFNGLGETNMAPDVARBPROC)glewGetProcAddress((const GLubyte*)"glGetnMapdvARB")) == NULL) || r;
r = ((glGetnMapfvARB = (PFNGLGETNMAPFVARBPROC)glewGetProcAddress((const GLubyte*)"glGetnMapfvARB")) == NULL) || r;
r = ((glGetnMapivARB = (PFNGLGETNMAPIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetnMapivARB")) == NULL) || r;
r = ((glGetnMinmaxARB = (PFNGLGETNMINMAXARBPROC)glewGetProcAddress((const GLubyte*)"glGetnMinmaxARB")) == NULL) || r;
r = ((glGetnPixelMapfvARB = (PFNGLGETNPIXELMAPFVARBPROC)glewGetProcAddress((const GLubyte*)"glGetnPixelMapfvARB")) == NULL) || r;
r = ((glGetnPixelMapuivARB = (PFNGLGETNPIXELMAPUIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetnPixelMapuivARB")) == NULL) || r;
r = ((glGetnPixelMapusvARB = (PFNGLGETNPIXELMAPUSVARBPROC)glewGetProcAddress((const GLubyte*)"glGetnPixelMapusvARB")) == NULL) || r;
r = ((glGetnPolygonStippleARB = (PFNGLGETNPOLYGONSTIPPLEARBPROC)glewGetProcAddress((const GLubyte*)"glGetnPolygonStippleARB")) == NULL) || r;
r = ((glGetnSeparableFilterARB = (PFNGLGETNSEPARABLEFILTERARBPROC)glewGetProcAddress((const GLubyte*)"glGetnSeparableFilterARB")) == NULL) || r;
r = ((glGetnTexImageARB = (PFNGLGETNTEXIMAGEARBPROC)glewGetProcAddress((const GLubyte*)"glGetnTexImageARB")) == NULL) || r;
r = ((glGetnUniformdvARB = (PFNGLGETNUNIFORMDVARBPROC)glewGetProcAddress((const GLubyte*)"glGetnUniformdvARB")) == NULL) || r;
r = ((glGetnUniformfvARB = (PFNGLGETNUNIFORMFVARBPROC)glewGetProcAddress((const GLubyte*)"glGetnUniformfvARB")) == NULL) || r;
r = ((glGetnUniformivARB = (PFNGLGETNUNIFORMIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetnUniformivARB")) == NULL) || r;
r = ((glGetnUniformuivARB = (PFNGLGETNUNIFORMUIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetnUniformuivARB")) == NULL) || r;
r = ((glReadnPixelsARB = (PFNGLREADNPIXELSARBPROC)glewGetProcAddress((const GLubyte*)"glReadnPixelsARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_robustness */
#ifdef GL_ARB_sample_locations
static GLboolean _glewInit_GL_ARB_sample_locations (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glFramebufferSampleLocationsfvARB = (PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC)glewGetProcAddress((const GLubyte*)"glFramebufferSampleLocationsfvARB")) == NULL) || r;
r = ((glNamedFramebufferSampleLocationsfvARB = (PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferSampleLocationsfvARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_sample_locations */
#ifdef GL_ARB_sample_shading
static GLboolean _glewInit_GL_ARB_sample_shading (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glMinSampleShadingARB = (PFNGLMINSAMPLESHADINGARBPROC)glewGetProcAddress((const GLubyte*)"glMinSampleShadingARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_sample_shading */
#ifdef GL_ARB_sampler_objects
static GLboolean _glewInit_GL_ARB_sampler_objects (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBindSampler = (PFNGLBINDSAMPLERPROC)glewGetProcAddress((const GLubyte*)"glBindSampler")) == NULL) || r;
r = ((glDeleteSamplers = (PFNGLDELETESAMPLERSPROC)glewGetProcAddress((const GLubyte*)"glDeleteSamplers")) == NULL) || r;
r = ((glGenSamplers = (PFNGLGENSAMPLERSPROC)glewGetProcAddress((const GLubyte*)"glGenSamplers")) == NULL) || r;
r = ((glGetSamplerParameterIiv = (PFNGLGETSAMPLERPARAMETERIIVPROC)glewGetProcAddress((const GLubyte*)"glGetSamplerParameterIiv")) == NULL) || r;
r = ((glGetSamplerParameterIuiv = (PFNGLGETSAMPLERPARAMETERIUIVPROC)glewGetProcAddress((const GLubyte*)"glGetSamplerParameterIuiv")) == NULL) || r;
r = ((glGetSamplerParameterfv = (PFNGLGETSAMPLERPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glGetSamplerParameterfv")) == NULL) || r;
r = ((glGetSamplerParameteriv = (PFNGLGETSAMPLERPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetSamplerParameteriv")) == NULL) || r;
r = ((glIsSampler = (PFNGLISSAMPLERPROC)glewGetProcAddress((const GLubyte*)"glIsSampler")) == NULL) || r;
r = ((glSamplerParameterIiv = (PFNGLSAMPLERPARAMETERIIVPROC)glewGetProcAddress((const GLubyte*)"glSamplerParameterIiv")) == NULL) || r;
r = ((glSamplerParameterIuiv = (PFNGLSAMPLERPARAMETERIUIVPROC)glewGetProcAddress((const GLubyte*)"glSamplerParameterIuiv")) == NULL) || r;
r = ((glSamplerParameterf = (PFNGLSAMPLERPARAMETERFPROC)glewGetProcAddress((const GLubyte*)"glSamplerParameterf")) == NULL) || r;
r = ((glSamplerParameterfv = (PFNGLSAMPLERPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glSamplerParameterfv")) == NULL) || r;
r = ((glSamplerParameteri = (PFNGLSAMPLERPARAMETERIPROC)glewGetProcAddress((const GLubyte*)"glSamplerParameteri")) == NULL) || r;
r = ((glSamplerParameteriv = (PFNGLSAMPLERPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glSamplerParameteriv")) == NULL) || r;
return r;
}
#endif /* GL_ARB_sampler_objects */
#ifdef GL_ARB_separate_shader_objects
static GLboolean _glewInit_GL_ARB_separate_shader_objects (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glActiveShaderProgram = (PFNGLACTIVESHADERPROGRAMPROC)glewGetProcAddress((const GLubyte*)"glActiveShaderProgram")) == NULL) || r;
r = ((glBindProgramPipeline = (PFNGLBINDPROGRAMPIPELINEPROC)glewGetProcAddress((const GLubyte*)"glBindProgramPipeline")) == NULL) || r;
r = ((glCreateShaderProgramv = (PFNGLCREATESHADERPROGRAMVPROC)glewGetProcAddress((const GLubyte*)"glCreateShaderProgramv")) == NULL) || r;
r = ((glDeleteProgramPipelines = (PFNGLDELETEPROGRAMPIPELINESPROC)glewGetProcAddress((const GLubyte*)"glDeleteProgramPipelines")) == NULL) || r;
r = ((glGenProgramPipelines = (PFNGLGENPROGRAMPIPELINESPROC)glewGetProcAddress((const GLubyte*)"glGenProgramPipelines")) == NULL) || r;
r = ((glGetProgramPipelineInfoLog = (PFNGLGETPROGRAMPIPELINEINFOLOGPROC)glewGetProcAddress((const GLubyte*)"glGetProgramPipelineInfoLog")) == NULL) || r;
r = ((glGetProgramPipelineiv = (PFNGLGETPROGRAMPIPELINEIVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramPipelineiv")) == NULL) || r;
r = ((glIsProgramPipeline = (PFNGLISPROGRAMPIPELINEPROC)glewGetProcAddress((const GLubyte*)"glIsProgramPipeline")) == NULL) || r;
r = ((glProgramUniform1d = (PFNGLPROGRAMUNIFORM1DPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1d")) == NULL) || r;
r = ((glProgramUniform1dv = (PFNGLPROGRAMUNIFORM1DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1dv")) == NULL) || r;
r = ((glProgramUniform1f = (PFNGLPROGRAMUNIFORM1FPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1f")) == NULL) || r;
r = ((glProgramUniform1fv = (PFNGLPROGRAMUNIFORM1FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1fv")) == NULL) || r;
r = ((glProgramUniform1i = (PFNGLPROGRAMUNIFORM1IPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1i")) == NULL) || r;
r = ((glProgramUniform1iv = (PFNGLPROGRAMUNIFORM1IVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1iv")) == NULL) || r;
r = ((glProgramUniform1ui = (PFNGLPROGRAMUNIFORM1UIPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1ui")) == NULL) || r;
r = ((glProgramUniform1uiv = (PFNGLPROGRAMUNIFORM1UIVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1uiv")) == NULL) || r;
r = ((glProgramUniform2d = (PFNGLPROGRAMUNIFORM2DPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2d")) == NULL) || r;
r = ((glProgramUniform2dv = (PFNGLPROGRAMUNIFORM2DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2dv")) == NULL) || r;
r = ((glProgramUniform2f = (PFNGLPROGRAMUNIFORM2FPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2f")) == NULL) || r;
r = ((glProgramUniform2fv = (PFNGLPROGRAMUNIFORM2FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2fv")) == NULL) || r;
r = ((glProgramUniform2i = (PFNGLPROGRAMUNIFORM2IPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2i")) == NULL) || r;
r = ((glProgramUniform2iv = (PFNGLPROGRAMUNIFORM2IVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2iv")) == NULL) || r;
r = ((glProgramUniform2ui = (PFNGLPROGRAMUNIFORM2UIPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2ui")) == NULL) || r;
r = ((glProgramUniform2uiv = (PFNGLPROGRAMUNIFORM2UIVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2uiv")) == NULL) || r;
r = ((glProgramUniform3d = (PFNGLPROGRAMUNIFORM3DPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3d")) == NULL) || r;
r = ((glProgramUniform3dv = (PFNGLPROGRAMUNIFORM3DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3dv")) == NULL) || r;
r = ((glProgramUniform3f = (PFNGLPROGRAMUNIFORM3FPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3f")) == NULL) || r;
r = ((glProgramUniform3fv = (PFNGLPROGRAMUNIFORM3FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3fv")) == NULL) || r;
r = ((glProgramUniform3i = (PFNGLPROGRAMUNIFORM3IPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3i")) == NULL) || r;
r = ((glProgramUniform3iv = (PFNGLPROGRAMUNIFORM3IVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3iv")) == NULL) || r;
r = ((glProgramUniform3ui = (PFNGLPROGRAMUNIFORM3UIPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3ui")) == NULL) || r;
r = ((glProgramUniform3uiv = (PFNGLPROGRAMUNIFORM3UIVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3uiv")) == NULL) || r;
r = ((glProgramUniform4d = (PFNGLPROGRAMUNIFORM4DPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4d")) == NULL) || r;
r = ((glProgramUniform4dv = (PFNGLPROGRAMUNIFORM4DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4dv")) == NULL) || r;
r = ((glProgramUniform4f = (PFNGLPROGRAMUNIFORM4FPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4f")) == NULL) || r;
r = ((glProgramUniform4fv = (PFNGLPROGRAMUNIFORM4FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4fv")) == NULL) || r;
r = ((glProgramUniform4i = (PFNGLPROGRAMUNIFORM4IPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4i")) == NULL) || r;
r = ((glProgramUniform4iv = (PFNGLPROGRAMUNIFORM4IVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4iv")) == NULL) || r;
r = ((glProgramUniform4ui = (PFNGLPROGRAMUNIFORM4UIPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4ui")) == NULL) || r;
r = ((glProgramUniform4uiv = (PFNGLPROGRAMUNIFORM4UIVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4uiv")) == NULL) || r;
r = ((glProgramUniformMatrix2dv = (PFNGLPROGRAMUNIFORMMATRIX2DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix2dv")) == NULL) || r;
r = ((glProgramUniformMatrix2fv = (PFNGLPROGRAMUNIFORMMATRIX2FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix2fv")) == NULL) || r;
r = ((glProgramUniformMatrix2x3dv = (PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix2x3dv")) == NULL) || r;
r = ((glProgramUniformMatrix2x3fv = (PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix2x3fv")) == NULL) || r;
r = ((glProgramUniformMatrix2x4dv = (PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix2x4dv")) == NULL) || r;
r = ((glProgramUniformMatrix2x4fv = (PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix2x4fv")) == NULL) || r;
r = ((glProgramUniformMatrix3dv = (PFNGLPROGRAMUNIFORMMATRIX3DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix3dv")) == NULL) || r;
r = ((glProgramUniformMatrix3fv = (PFNGLPROGRAMUNIFORMMATRIX3FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix3fv")) == NULL) || r;
r = ((glProgramUniformMatrix3x2dv = (PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix3x2dv")) == NULL) || r;
r = ((glProgramUniformMatrix3x2fv = (PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix3x2fv")) == NULL) || r;
r = ((glProgramUniformMatrix3x4dv = (PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix3x4dv")) == NULL) || r;
r = ((glProgramUniformMatrix3x4fv = (PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix3x4fv")) == NULL) || r;
r = ((glProgramUniformMatrix4dv = (PFNGLPROGRAMUNIFORMMATRIX4DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix4dv")) == NULL) || r;
r = ((glProgramUniformMatrix4fv = (PFNGLPROGRAMUNIFORMMATRIX4FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix4fv")) == NULL) || r;
r = ((glProgramUniformMatrix4x2dv = (PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix4x2dv")) == NULL) || r;
r = ((glProgramUniformMatrix4x2fv = (PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix4x2fv")) == NULL) || r;
r = ((glProgramUniformMatrix4x3dv = (PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix4x3dv")) == NULL) || r;
r = ((glProgramUniformMatrix4x3fv = (PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix4x3fv")) == NULL) || r;
r = ((glUseProgramStages = (PFNGLUSEPROGRAMSTAGESPROC)glewGetProcAddress((const GLubyte*)"glUseProgramStages")) == NULL) || r;
r = ((glValidateProgramPipeline = (PFNGLVALIDATEPROGRAMPIPELINEPROC)glewGetProcAddress((const GLubyte*)"glValidateProgramPipeline")) == NULL) || r;
return r;
}
#endif /* GL_ARB_separate_shader_objects */
#ifdef GL_ARB_shader_atomic_counters
static GLboolean _glewInit_GL_ARB_shader_atomic_counters (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetActiveAtomicCounterBufferiv = (PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC)glewGetProcAddress((const GLubyte*)"glGetActiveAtomicCounterBufferiv")) == NULL) || r;
return r;
}
#endif /* GL_ARB_shader_atomic_counters */
#ifdef GL_ARB_shader_image_load_store
static GLboolean _glewInit_GL_ARB_shader_image_load_store (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBindImageTexture = (PFNGLBINDIMAGETEXTUREPROC)glewGetProcAddress((const GLubyte*)"glBindImageTexture")) == NULL) || r;
r = ((glMemoryBarrier = (PFNGLMEMORYBARRIERPROC)glewGetProcAddress((const GLubyte*)"glMemoryBarrier")) == NULL) || r;
return r;
}
#endif /* GL_ARB_shader_image_load_store */
#ifdef GL_ARB_shader_objects
static GLboolean _glewInit_GL_ARB_shader_objects (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)glewGetProcAddress((const GLubyte*)"glAttachObjectARB")) == NULL) || r;
r = ((glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)glewGetProcAddress((const GLubyte*)"glCompileShaderARB")) == NULL) || r;
r = ((glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)glewGetProcAddress((const GLubyte*)"glCreateProgramObjectARB")) == NULL) || r;
r = ((glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)glewGetProcAddress((const GLubyte*)"glCreateShaderObjectARB")) == NULL) || r;
r = ((glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)glewGetProcAddress((const GLubyte*)"glDeleteObjectARB")) == NULL) || r;
r = ((glDetachObjectARB = (PFNGLDETACHOBJECTARBPROC)glewGetProcAddress((const GLubyte*)"glDetachObjectARB")) == NULL) || r;
r = ((glGetActiveUniformARB = (PFNGLGETACTIVEUNIFORMARBPROC)glewGetProcAddress((const GLubyte*)"glGetActiveUniformARB")) == NULL) || r;
r = ((glGetAttachedObjectsARB = (PFNGLGETATTACHEDOBJECTSARBPROC)glewGetProcAddress((const GLubyte*)"glGetAttachedObjectsARB")) == NULL) || r;
r = ((glGetHandleARB = (PFNGLGETHANDLEARBPROC)glewGetProcAddress((const GLubyte*)"glGetHandleARB")) == NULL) || r;
r = ((glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)glewGetProcAddress((const GLubyte*)"glGetInfoLogARB")) == NULL) || r;
r = ((glGetObjectParameterfvARB = (PFNGLGETOBJECTPARAMETERFVARBPROC)glewGetProcAddress((const GLubyte*)"glGetObjectParameterfvARB")) == NULL) || r;
r = ((glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetObjectParameterivARB")) == NULL) || r;
r = ((glGetShaderSourceARB = (PFNGLGETSHADERSOURCEARBPROC)glewGetProcAddress((const GLubyte*)"glGetShaderSourceARB")) == NULL) || r;
r = ((glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)glewGetProcAddress((const GLubyte*)"glGetUniformLocationARB")) == NULL) || r;
r = ((glGetUniformfvARB = (PFNGLGETUNIFORMFVARBPROC)glewGetProcAddress((const GLubyte*)"glGetUniformfvARB")) == NULL) || r;
r = ((glGetUniformivARB = (PFNGLGETUNIFORMIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetUniformivARB")) == NULL) || r;
r = ((glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)glewGetProcAddress((const GLubyte*)"glLinkProgramARB")) == NULL) || r;
r = ((glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)glewGetProcAddress((const GLubyte*)"glShaderSourceARB")) == NULL) || r;
r = ((glUniform1fARB = (PFNGLUNIFORM1FARBPROC)glewGetProcAddress((const GLubyte*)"glUniform1fARB")) == NULL) || r;
r = ((glUniform1fvARB = (PFNGLUNIFORM1FVARBPROC)glewGetProcAddress((const GLubyte*)"glUniform1fvARB")) == NULL) || r;
r = ((glUniform1iARB = (PFNGLUNIFORM1IARBPROC)glewGetProcAddress((const GLubyte*)"glUniform1iARB")) == NULL) || r;
r = ((glUniform1ivARB = (PFNGLUNIFORM1IVARBPROC)glewGetProcAddress((const GLubyte*)"glUniform1ivARB")) == NULL) || r;
r = ((glUniform2fARB = (PFNGLUNIFORM2FARBPROC)glewGetProcAddress((const GLubyte*)"glUniform2fARB")) == NULL) || r;
r = ((glUniform2fvARB = (PFNGLUNIFORM2FVARBPROC)glewGetProcAddress((const GLubyte*)"glUniform2fvARB")) == NULL) || r;
r = ((glUniform2iARB = (PFNGLUNIFORM2IARBPROC)glewGetProcAddress((const GLubyte*)"glUniform2iARB")) == NULL) || r;
r = ((glUniform2ivARB = (PFNGLUNIFORM2IVARBPROC)glewGetProcAddress((const GLubyte*)"glUniform2ivARB")) == NULL) || r;
r = ((glUniform3fARB = (PFNGLUNIFORM3FARBPROC)glewGetProcAddress((const GLubyte*)"glUniform3fARB")) == NULL) || r;
r = ((glUniform3fvARB = (PFNGLUNIFORM3FVARBPROC)glewGetProcAddress((const GLubyte*)"glUniform3fvARB")) == NULL) || r;
r = ((glUniform3iARB = (PFNGLUNIFORM3IARBPROC)glewGetProcAddress((const GLubyte*)"glUniform3iARB")) == NULL) || r;
r = ((glUniform3ivARB = (PFNGLUNIFORM3IVARBPROC)glewGetProcAddress((const GLubyte*)"glUniform3ivARB")) == NULL) || r;
r = ((glUniform4fARB = (PFNGLUNIFORM4FARBPROC)glewGetProcAddress((const GLubyte*)"glUniform4fARB")) == NULL) || r;
r = ((glUniform4fvARB = (PFNGLUNIFORM4FVARBPROC)glewGetProcAddress((const GLubyte*)"glUniform4fvARB")) == NULL) || r;
r = ((glUniform4iARB = (PFNGLUNIFORM4IARBPROC)glewGetProcAddress((const GLubyte*)"glUniform4iARB")) == NULL) || r;
r = ((glUniform4ivARB = (PFNGLUNIFORM4IVARBPROC)glewGetProcAddress((const GLubyte*)"glUniform4ivARB")) == NULL) || r;
r = ((glUniformMatrix2fvARB = (PFNGLUNIFORMMATRIX2FVARBPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix2fvARB")) == NULL) || r;
r = ((glUniformMatrix3fvARB = (PFNGLUNIFORMMATRIX3FVARBPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix3fvARB")) == NULL) || r;
r = ((glUniformMatrix4fvARB = (PFNGLUNIFORMMATRIX4FVARBPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix4fvARB")) == NULL) || r;
r = ((glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)glewGetProcAddress((const GLubyte*)"glUseProgramObjectARB")) == NULL) || r;
r = ((glValidateProgramARB = (PFNGLVALIDATEPROGRAMARBPROC)glewGetProcAddress((const GLubyte*)"glValidateProgramARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_shader_objects */
#ifdef GL_ARB_shader_storage_buffer_object
static GLboolean _glewInit_GL_ARB_shader_storage_buffer_object (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glShaderStorageBlockBinding = (PFNGLSHADERSTORAGEBLOCKBINDINGPROC)glewGetProcAddress((const GLubyte*)"glShaderStorageBlockBinding")) == NULL) || r;
return r;
}
#endif /* GL_ARB_shader_storage_buffer_object */
#ifdef GL_ARB_shader_subroutine
static GLboolean _glewInit_GL_ARB_shader_subroutine (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetActiveSubroutineName = (PFNGLGETACTIVESUBROUTINENAMEPROC)glewGetProcAddress((const GLubyte*)"glGetActiveSubroutineName")) == NULL) || r;
r = ((glGetActiveSubroutineUniformName = (PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC)glewGetProcAddress((const GLubyte*)"glGetActiveSubroutineUniformName")) == NULL) || r;
r = ((glGetActiveSubroutineUniformiv = (PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC)glewGetProcAddress((const GLubyte*)"glGetActiveSubroutineUniformiv")) == NULL) || r;
r = ((glGetProgramStageiv = (PFNGLGETPROGRAMSTAGEIVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramStageiv")) == NULL) || r;
r = ((glGetSubroutineIndex = (PFNGLGETSUBROUTINEINDEXPROC)glewGetProcAddress((const GLubyte*)"glGetSubroutineIndex")) == NULL) || r;
r = ((glGetSubroutineUniformLocation = (PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC)glewGetProcAddress((const GLubyte*)"glGetSubroutineUniformLocation")) == NULL) || r;
r = ((glGetUniformSubroutineuiv = (PFNGLGETUNIFORMSUBROUTINEUIVPROC)glewGetProcAddress((const GLubyte*)"glGetUniformSubroutineuiv")) == NULL) || r;
r = ((glUniformSubroutinesuiv = (PFNGLUNIFORMSUBROUTINESUIVPROC)glewGetProcAddress((const GLubyte*)"glUniformSubroutinesuiv")) == NULL) || r;
return r;
}
#endif /* GL_ARB_shader_subroutine */
#ifdef GL_ARB_shading_language_include
static GLboolean _glewInit_GL_ARB_shading_language_include (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glCompileShaderIncludeARB = (PFNGLCOMPILESHADERINCLUDEARBPROC)glewGetProcAddress((const GLubyte*)"glCompileShaderIncludeARB")) == NULL) || r;
r = ((glDeleteNamedStringARB = (PFNGLDELETENAMEDSTRINGARBPROC)glewGetProcAddress((const GLubyte*)"glDeleteNamedStringARB")) == NULL) || r;
r = ((glGetNamedStringARB = (PFNGLGETNAMEDSTRINGARBPROC)glewGetProcAddress((const GLubyte*)"glGetNamedStringARB")) == NULL) || r;
r = ((glGetNamedStringivARB = (PFNGLGETNAMEDSTRINGIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetNamedStringivARB")) == NULL) || r;
r = ((glIsNamedStringARB = (PFNGLISNAMEDSTRINGARBPROC)glewGetProcAddress((const GLubyte*)"glIsNamedStringARB")) == NULL) || r;
r = ((glNamedStringARB = (PFNGLNAMEDSTRINGARBPROC)glewGetProcAddress((const GLubyte*)"glNamedStringARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_shading_language_include */
#ifdef GL_ARB_sparse_buffer
static GLboolean _glewInit_GL_ARB_sparse_buffer (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBufferPageCommitmentARB = (PFNGLBUFFERPAGECOMMITMENTARBPROC)glewGetProcAddress((const GLubyte*)"glBufferPageCommitmentARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_sparse_buffer */
#ifdef GL_ARB_sparse_texture
static GLboolean _glewInit_GL_ARB_sparse_texture (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glTexPageCommitmentARB = (PFNGLTEXPAGECOMMITMENTARBPROC)glewGetProcAddress((const GLubyte*)"glTexPageCommitmentARB")) == NULL) || r;
r = ((glTexturePageCommitmentEXT = (PFNGLTEXTUREPAGECOMMITMENTEXTPROC)glewGetProcAddress((const GLubyte*)"glTexturePageCommitmentEXT")) == NULL) || r;
return r;
}
#endif /* GL_ARB_sparse_texture */
#ifdef GL_ARB_sync
static GLboolean _glewInit_GL_ARB_sync (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glClientWaitSync = (PFNGLCLIENTWAITSYNCPROC)glewGetProcAddress((const GLubyte*)"glClientWaitSync")) == NULL) || r;
r = ((glDeleteSync = (PFNGLDELETESYNCPROC)glewGetProcAddress((const GLubyte*)"glDeleteSync")) == NULL) || r;
r = ((glFenceSync = (PFNGLFENCESYNCPROC)glewGetProcAddress((const GLubyte*)"glFenceSync")) == NULL) || r;
r = ((glGetInteger64v = (PFNGLGETINTEGER64VPROC)glewGetProcAddress((const GLubyte*)"glGetInteger64v")) == NULL) || r;
r = ((glGetSynciv = (PFNGLGETSYNCIVPROC)glewGetProcAddress((const GLubyte*)"glGetSynciv")) == NULL) || r;
r = ((glIsSync = (PFNGLISSYNCPROC)glewGetProcAddress((const GLubyte*)"glIsSync")) == NULL) || r;
r = ((glWaitSync = (PFNGLWAITSYNCPROC)glewGetProcAddress((const GLubyte*)"glWaitSync")) == NULL) || r;
return r;
}
#endif /* GL_ARB_sync */
#ifdef GL_ARB_tessellation_shader
static GLboolean _glewInit_GL_ARB_tessellation_shader (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glPatchParameterfv = (PFNGLPATCHPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glPatchParameterfv")) == NULL) || r;
r = ((glPatchParameteri = (PFNGLPATCHPARAMETERIPROC)glewGetProcAddress((const GLubyte*)"glPatchParameteri")) == NULL) || r;
return r;
}
#endif /* GL_ARB_tessellation_shader */
#ifdef GL_ARB_texture_barrier
static GLboolean _glewInit_GL_ARB_texture_barrier (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glTextureBarrier = (PFNGLTEXTUREBARRIERPROC)glewGetProcAddress((const GLubyte*)"glTextureBarrier")) == NULL) || r;
return r;
}
#endif /* GL_ARB_texture_barrier */
#ifdef GL_ARB_texture_buffer_object
static GLboolean _glewInit_GL_ARB_texture_buffer_object (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glTexBufferARB = (PFNGLTEXBUFFERARBPROC)glewGetProcAddress((const GLubyte*)"glTexBufferARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_texture_buffer_object */
#ifdef GL_ARB_texture_buffer_range
static GLboolean _glewInit_GL_ARB_texture_buffer_range (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glTexBufferRange = (PFNGLTEXBUFFERRANGEPROC)glewGetProcAddress((const GLubyte*)"glTexBufferRange")) == NULL) || r;
r = ((glTextureBufferRangeEXT = (PFNGLTEXTUREBUFFERRANGEEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureBufferRangeEXT")) == NULL) || r;
return r;
}
#endif /* GL_ARB_texture_buffer_range */
#ifdef GL_ARB_texture_compression
static GLboolean _glewInit_GL_ARB_texture_compression (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glCompressedTexImage1DARB = (PFNGLCOMPRESSEDTEXIMAGE1DARBPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexImage1DARB")) == NULL) || r;
r = ((glCompressedTexImage2DARB = (PFNGLCOMPRESSEDTEXIMAGE2DARBPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexImage2DARB")) == NULL) || r;
r = ((glCompressedTexImage3DARB = (PFNGLCOMPRESSEDTEXIMAGE3DARBPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexImage3DARB")) == NULL) || r;
r = ((glCompressedTexSubImage1DARB = (PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexSubImage1DARB")) == NULL) || r;
r = ((glCompressedTexSubImage2DARB = (PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexSubImage2DARB")) == NULL) || r;
r = ((glCompressedTexSubImage3DARB = (PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexSubImage3DARB")) == NULL) || r;
r = ((glGetCompressedTexImageARB = (PFNGLGETCOMPRESSEDTEXIMAGEARBPROC)glewGetProcAddress((const GLubyte*)"glGetCompressedTexImageARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_texture_compression */
#ifdef GL_ARB_texture_multisample
static GLboolean _glewInit_GL_ARB_texture_multisample (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC)glewGetProcAddress((const GLubyte*)"glGetMultisamplefv")) == NULL) || r;
r = ((glSampleMaski = (PFNGLSAMPLEMASKIPROC)glewGetProcAddress((const GLubyte*)"glSampleMaski")) == NULL) || r;
r = ((glTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC)glewGetProcAddress((const GLubyte*)"glTexImage2DMultisample")) == NULL) || r;
r = ((glTexImage3DMultisample = (PFNGLTEXIMAGE3DMULTISAMPLEPROC)glewGetProcAddress((const GLubyte*)"glTexImage3DMultisample")) == NULL) || r;
return r;
}
#endif /* GL_ARB_texture_multisample */
#ifdef GL_ARB_texture_storage
static GLboolean _glewInit_GL_ARB_texture_storage (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glTexStorage1D = (PFNGLTEXSTORAGE1DPROC)glewGetProcAddress((const GLubyte*)"glTexStorage1D")) == NULL) || r;
r = ((glTexStorage2D = (PFNGLTEXSTORAGE2DPROC)glewGetProcAddress((const GLubyte*)"glTexStorage2D")) == NULL) || r;
r = ((glTexStorage3D = (PFNGLTEXSTORAGE3DPROC)glewGetProcAddress((const GLubyte*)"glTexStorage3D")) == NULL) || r;
r = ((glTextureStorage1DEXT = (PFNGLTEXTURESTORAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureStorage1DEXT")) == NULL) || r;
r = ((glTextureStorage2DEXT = (PFNGLTEXTURESTORAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureStorage2DEXT")) == NULL) || r;
r = ((glTextureStorage3DEXT = (PFNGLTEXTURESTORAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureStorage3DEXT")) == NULL) || r;
return r;
}
#endif /* GL_ARB_texture_storage */
#ifdef GL_ARB_texture_storage_multisample
static GLboolean _glewInit_GL_ARB_texture_storage_multisample (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glTexStorage2DMultisample = (PFNGLTEXSTORAGE2DMULTISAMPLEPROC)glewGetProcAddress((const GLubyte*)"glTexStorage2DMultisample")) == NULL) || r;
r = ((glTexStorage3DMultisample = (PFNGLTEXSTORAGE3DMULTISAMPLEPROC)glewGetProcAddress((const GLubyte*)"glTexStorage3DMultisample")) == NULL) || r;
r = ((glTextureStorage2DMultisampleEXT = (PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureStorage2DMultisampleEXT")) == NULL) || r;
r = ((glTextureStorage3DMultisampleEXT = (PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureStorage3DMultisampleEXT")) == NULL) || r;
return r;
}
#endif /* GL_ARB_texture_storage_multisample */
#ifdef GL_ARB_texture_view
static GLboolean _glewInit_GL_ARB_texture_view (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glTextureView = (PFNGLTEXTUREVIEWPROC)glewGetProcAddress((const GLubyte*)"glTextureView")) == NULL) || r;
return r;
}
#endif /* GL_ARB_texture_view */
#ifdef GL_ARB_timer_query
static GLboolean _glewInit_GL_ARB_timer_query (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetQueryObjecti64v = (PFNGLGETQUERYOBJECTI64VPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjecti64v")) == NULL) || r;
r = ((glGetQueryObjectui64v = (PFNGLGETQUERYOBJECTUI64VPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjectui64v")) == NULL) || r;
r = ((glQueryCounter = (PFNGLQUERYCOUNTERPROC)glewGetProcAddress((const GLubyte*)"glQueryCounter")) == NULL) || r;
return r;
}
#endif /* GL_ARB_timer_query */
#ifdef GL_ARB_transform_feedback2
static GLboolean _glewInit_GL_ARB_transform_feedback2 (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBindTransformFeedback = (PFNGLBINDTRANSFORMFEEDBACKPROC)glewGetProcAddress((const GLubyte*)"glBindTransformFeedback")) == NULL) || r;
r = ((glDeleteTransformFeedbacks = (PFNGLDELETETRANSFORMFEEDBACKSPROC)glewGetProcAddress((const GLubyte*)"glDeleteTransformFeedbacks")) == NULL) || r;
r = ((glDrawTransformFeedback = (PFNGLDRAWTRANSFORMFEEDBACKPROC)glewGetProcAddress((const GLubyte*)"glDrawTransformFeedback")) == NULL) || r;
r = ((glGenTransformFeedbacks = (PFNGLGENTRANSFORMFEEDBACKSPROC)glewGetProcAddress((const GLubyte*)"glGenTransformFeedbacks")) == NULL) || r;
r = ((glIsTransformFeedback = (PFNGLISTRANSFORMFEEDBACKPROC)glewGetProcAddress((const GLubyte*)"glIsTransformFeedback")) == NULL) || r;
r = ((glPauseTransformFeedback = (PFNGLPAUSETRANSFORMFEEDBACKPROC)glewGetProcAddress((const GLubyte*)"glPauseTransformFeedback")) == NULL) || r;
r = ((glResumeTransformFeedback = (PFNGLRESUMETRANSFORMFEEDBACKPROC)glewGetProcAddress((const GLubyte*)"glResumeTransformFeedback")) == NULL) || r;
return r;
}
#endif /* GL_ARB_transform_feedback2 */
#ifdef GL_ARB_transform_feedback3
static GLboolean _glewInit_GL_ARB_transform_feedback3 (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBeginQueryIndexed = (PFNGLBEGINQUERYINDEXEDPROC)glewGetProcAddress((const GLubyte*)"glBeginQueryIndexed")) == NULL) || r;
r = ((glDrawTransformFeedbackStream = (PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC)glewGetProcAddress((const GLubyte*)"glDrawTransformFeedbackStream")) == NULL) || r;
r = ((glEndQueryIndexed = (PFNGLENDQUERYINDEXEDPROC)glewGetProcAddress((const GLubyte*)"glEndQueryIndexed")) == NULL) || r;
r = ((glGetQueryIndexediv = (PFNGLGETQUERYINDEXEDIVPROC)glewGetProcAddress((const GLubyte*)"glGetQueryIndexediv")) == NULL) || r;
return r;
}
#endif /* GL_ARB_transform_feedback3 */
#ifdef GL_ARB_transform_feedback_instanced
static GLboolean _glewInit_GL_ARB_transform_feedback_instanced (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glDrawTransformFeedbackInstanced = (PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC)glewGetProcAddress((const GLubyte*)"glDrawTransformFeedbackInstanced")) == NULL) || r;
r = ((glDrawTransformFeedbackStreamInstanced = (PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC)glewGetProcAddress((const GLubyte*)"glDrawTransformFeedbackStreamInstanced")) == NULL) || r;
return r;
}
#endif /* GL_ARB_transform_feedback_instanced */
#ifdef GL_ARB_transpose_matrix
static GLboolean _glewInit_GL_ARB_transpose_matrix (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glLoadTransposeMatrixdARB = (PFNGLLOADTRANSPOSEMATRIXDARBPROC)glewGetProcAddress((const GLubyte*)"glLoadTransposeMatrixdARB")) == NULL) || r;
r = ((glLoadTransposeMatrixfARB = (PFNGLLOADTRANSPOSEMATRIXFARBPROC)glewGetProcAddress((const GLubyte*)"glLoadTransposeMatrixfARB")) == NULL) || r;
r = ((glMultTransposeMatrixdARB = (PFNGLMULTTRANSPOSEMATRIXDARBPROC)glewGetProcAddress((const GLubyte*)"glMultTransposeMatrixdARB")) == NULL) || r;
r = ((glMultTransposeMatrixfARB = (PFNGLMULTTRANSPOSEMATRIXFARBPROC)glewGetProcAddress((const GLubyte*)"glMultTransposeMatrixfARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_transpose_matrix */
#ifdef GL_ARB_uniform_buffer_object
static GLboolean _glewInit_GL_ARB_uniform_buffer_object (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)glewGetProcAddress((const GLubyte*)"glBindBufferBase")) == NULL) || r;
r = ((glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)glewGetProcAddress((const GLubyte*)"glBindBufferRange")) == NULL) || r;
r = ((glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)glewGetProcAddress((const GLubyte*)"glGetActiveUniformBlockName")) == NULL) || r;
r = ((glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC)glewGetProcAddress((const GLubyte*)"glGetActiveUniformBlockiv")) == NULL) || r;
r = ((glGetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC)glewGetProcAddress((const GLubyte*)"glGetActiveUniformName")) == NULL) || r;
r = ((glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC)glewGetProcAddress((const GLubyte*)"glGetActiveUniformsiv")) == NULL) || r;
r = ((glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)glewGetProcAddress((const GLubyte*)"glGetIntegeri_v")) == NULL) || r;
r = ((glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC)glewGetProcAddress((const GLubyte*)"glGetUniformBlockIndex")) == NULL) || r;
r = ((glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC)glewGetProcAddress((const GLubyte*)"glGetUniformIndices")) == NULL) || r;
r = ((glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC)glewGetProcAddress((const GLubyte*)"glUniformBlockBinding")) == NULL) || r;
return r;
}
#endif /* GL_ARB_uniform_buffer_object */
#ifdef GL_ARB_vertex_array_object
static GLboolean _glewInit_GL_ARB_vertex_array_object (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)glewGetProcAddress((const GLubyte*)"glBindVertexArray")) == NULL) || r;
r = ((glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)glewGetProcAddress((const GLubyte*)"glDeleteVertexArrays")) == NULL) || r;
r = ((glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)glewGetProcAddress((const GLubyte*)"glGenVertexArrays")) == NULL) || r;
r = ((glIsVertexArray = (PFNGLISVERTEXARRAYPROC)glewGetProcAddress((const GLubyte*)"glIsVertexArray")) == NULL) || r;
return r;
}
#endif /* GL_ARB_vertex_array_object */
#ifdef GL_ARB_vertex_attrib_64bit
static GLboolean _glewInit_GL_ARB_vertex_attrib_64bit (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetVertexAttribLdv = (PFNGLGETVERTEXATTRIBLDVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribLdv")) == NULL) || r;
r = ((glVertexAttribL1d = (PFNGLVERTEXATTRIBL1DPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL1d")) == NULL) || r;
r = ((glVertexAttribL1dv = (PFNGLVERTEXATTRIBL1DVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL1dv")) == NULL) || r;
r = ((glVertexAttribL2d = (PFNGLVERTEXATTRIBL2DPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL2d")) == NULL) || r;
r = ((glVertexAttribL2dv = (PFNGLVERTEXATTRIBL2DVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL2dv")) == NULL) || r;
r = ((glVertexAttribL3d = (PFNGLVERTEXATTRIBL3DPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL3d")) == NULL) || r;
r = ((glVertexAttribL3dv = (PFNGLVERTEXATTRIBL3DVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL3dv")) == NULL) || r;
r = ((glVertexAttribL4d = (PFNGLVERTEXATTRIBL4DPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL4d")) == NULL) || r;
r = ((glVertexAttribL4dv = (PFNGLVERTEXATTRIBL4DVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL4dv")) == NULL) || r;
r = ((glVertexAttribLPointer = (PFNGLVERTEXATTRIBLPOINTERPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribLPointer")) == NULL) || r;
return r;
}
#endif /* GL_ARB_vertex_attrib_64bit */
#ifdef GL_ARB_vertex_attrib_binding
static GLboolean _glewInit_GL_ARB_vertex_attrib_binding (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBindVertexBuffer = (PFNGLBINDVERTEXBUFFERPROC)glewGetProcAddress((const GLubyte*)"glBindVertexBuffer")) == NULL) || r;
r = ((glVertexArrayBindVertexBufferEXT = (PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayBindVertexBufferEXT")) == NULL) || r;
r = ((glVertexArrayVertexAttribBindingEXT = (PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexAttribBindingEXT")) == NULL) || r;
r = ((glVertexArrayVertexAttribFormatEXT = (PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexAttribFormatEXT")) == NULL) || r;
r = ((glVertexArrayVertexAttribIFormatEXT = (PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexAttribIFormatEXT")) == NULL) || r;
r = ((glVertexArrayVertexAttribLFormatEXT = (PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexAttribLFormatEXT")) == NULL) || r;
r = ((glVertexArrayVertexBindingDivisorEXT = (PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexBindingDivisorEXT")) == NULL) || r;
r = ((glVertexAttribBinding = (PFNGLVERTEXATTRIBBINDINGPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribBinding")) == NULL) || r;
r = ((glVertexAttribFormat = (PFNGLVERTEXATTRIBFORMATPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribFormat")) == NULL) || r;
r = ((glVertexAttribIFormat = (PFNGLVERTEXATTRIBIFORMATPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribIFormat")) == NULL) || r;
r = ((glVertexAttribLFormat = (PFNGLVERTEXATTRIBLFORMATPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribLFormat")) == NULL) || r;
r = ((glVertexBindingDivisor = (PFNGLVERTEXBINDINGDIVISORPROC)glewGetProcAddress((const GLubyte*)"glVertexBindingDivisor")) == NULL) || r;
return r;
}
#endif /* GL_ARB_vertex_attrib_binding */
#ifdef GL_ARB_vertex_blend
static GLboolean _glewInit_GL_ARB_vertex_blend (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glVertexBlendARB = (PFNGLVERTEXBLENDARBPROC)glewGetProcAddress((const GLubyte*)"glVertexBlendARB")) == NULL) || r;
r = ((glWeightPointerARB = (PFNGLWEIGHTPOINTERARBPROC)glewGetProcAddress((const GLubyte*)"glWeightPointerARB")) == NULL) || r;
r = ((glWeightbvARB = (PFNGLWEIGHTBVARBPROC)glewGetProcAddress((const GLubyte*)"glWeightbvARB")) == NULL) || r;
r = ((glWeightdvARB = (PFNGLWEIGHTDVARBPROC)glewGetProcAddress((const GLubyte*)"glWeightdvARB")) == NULL) || r;
r = ((glWeightfvARB = (PFNGLWEIGHTFVARBPROC)glewGetProcAddress((const GLubyte*)"glWeightfvARB")) == NULL) || r;
r = ((glWeightivARB = (PFNGLWEIGHTIVARBPROC)glewGetProcAddress((const GLubyte*)"glWeightivARB")) == NULL) || r;
r = ((glWeightsvARB = (PFNGLWEIGHTSVARBPROC)glewGetProcAddress((const GLubyte*)"glWeightsvARB")) == NULL) || r;
r = ((glWeightubvARB = (PFNGLWEIGHTUBVARBPROC)glewGetProcAddress((const GLubyte*)"glWeightubvARB")) == NULL) || r;
r = ((glWeightuivARB = (PFNGLWEIGHTUIVARBPROC)glewGetProcAddress((const GLubyte*)"glWeightuivARB")) == NULL) || r;
r = ((glWeightusvARB = (PFNGLWEIGHTUSVARBPROC)glewGetProcAddress((const GLubyte*)"glWeightusvARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_vertex_blend */
#ifdef GL_ARB_vertex_buffer_object
static GLboolean _glewInit_GL_ARB_vertex_buffer_object (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBindBufferARB = (PFNGLBINDBUFFERARBPROC)glewGetProcAddress((const GLubyte*)"glBindBufferARB")) == NULL) || r;
r = ((glBufferDataARB = (PFNGLBUFFERDATAARBPROC)glewGetProcAddress((const GLubyte*)"glBufferDataARB")) == NULL) || r;
r = ((glBufferSubDataARB = (PFNGLBUFFERSUBDATAARBPROC)glewGetProcAddress((const GLubyte*)"glBufferSubDataARB")) == NULL) || r;
r = ((glDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC)glewGetProcAddress((const GLubyte*)"glDeleteBuffersARB")) == NULL) || r;
r = ((glGenBuffersARB = (PFNGLGENBUFFERSARBPROC)glewGetProcAddress((const GLubyte*)"glGenBuffersARB")) == NULL) || r;
r = ((glGetBufferParameterivARB = (PFNGLGETBUFFERPARAMETERIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetBufferParameterivARB")) == NULL) || r;
r = ((glGetBufferPointervARB = (PFNGLGETBUFFERPOINTERVARBPROC)glewGetProcAddress((const GLubyte*)"glGetBufferPointervARB")) == NULL) || r;
r = ((glGetBufferSubDataARB = (PFNGLGETBUFFERSUBDATAARBPROC)glewGetProcAddress((const GLubyte*)"glGetBufferSubDataARB")) == NULL) || r;
r = ((glIsBufferARB = (PFNGLISBUFFERARBPROC)glewGetProcAddress((const GLubyte*)"glIsBufferARB")) == NULL) || r;
r = ((glMapBufferARB = (PFNGLMAPBUFFERARBPROC)glewGetProcAddress((const GLubyte*)"glMapBufferARB")) == NULL) || r;
r = ((glUnmapBufferARB = (PFNGLUNMAPBUFFERARBPROC)glewGetProcAddress((const GLubyte*)"glUnmapBufferARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_vertex_buffer_object */
#ifdef GL_ARB_vertex_program
static GLboolean _glewInit_GL_ARB_vertex_program (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBindProgramARB = (PFNGLBINDPROGRAMARBPROC)glewGetProcAddress((const GLubyte*)"glBindProgramARB")) == NULL) || r;
r = ((glDeleteProgramsARB = (PFNGLDELETEPROGRAMSARBPROC)glewGetProcAddress((const GLubyte*)"glDeleteProgramsARB")) == NULL) || r;
r = ((glDisableVertexAttribArrayARB = (PFNGLDISABLEVERTEXATTRIBARRAYARBPROC)glewGetProcAddress((const GLubyte*)"glDisableVertexAttribArrayARB")) == NULL) || r;
r = ((glEnableVertexAttribArrayARB = (PFNGLENABLEVERTEXATTRIBARRAYARBPROC)glewGetProcAddress((const GLubyte*)"glEnableVertexAttribArrayARB")) == NULL) || r;
r = ((glGenProgramsARB = (PFNGLGENPROGRAMSARBPROC)glewGetProcAddress((const GLubyte*)"glGenProgramsARB")) == NULL) || r;
r = ((glGetProgramEnvParameterdvARB = (PFNGLGETPROGRAMENVPARAMETERDVARBPROC)glewGetProcAddress((const GLubyte*)"glGetProgramEnvParameterdvARB")) == NULL) || r;
r = ((glGetProgramEnvParameterfvARB = (PFNGLGETPROGRAMENVPARAMETERFVARBPROC)glewGetProcAddress((const GLubyte*)"glGetProgramEnvParameterfvARB")) == NULL) || r;
r = ((glGetProgramLocalParameterdvARB = (PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC)glewGetProcAddress((const GLubyte*)"glGetProgramLocalParameterdvARB")) == NULL) || r;
r = ((glGetProgramLocalParameterfvARB = (PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC)glewGetProcAddress((const GLubyte*)"glGetProgramLocalParameterfvARB")) == NULL) || r;
r = ((glGetProgramStringARB = (PFNGLGETPROGRAMSTRINGARBPROC)glewGetProcAddress((const GLubyte*)"glGetProgramStringARB")) == NULL) || r;
r = ((glGetProgramivARB = (PFNGLGETPROGRAMIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetProgramivARB")) == NULL) || r;
r = ((glGetVertexAttribPointervARB = (PFNGLGETVERTEXATTRIBPOINTERVARBPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribPointervARB")) == NULL) || r;
r = ((glGetVertexAttribdvARB = (PFNGLGETVERTEXATTRIBDVARBPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribdvARB")) == NULL) || r;
r = ((glGetVertexAttribfvARB = (PFNGLGETVERTEXATTRIBFVARBPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribfvARB")) == NULL) || r;
r = ((glGetVertexAttribivARB = (PFNGLGETVERTEXATTRIBIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribivARB")) == NULL) || r;
r = ((glIsProgramARB = (PFNGLISPROGRAMARBPROC)glewGetProcAddress((const GLubyte*)"glIsProgramARB")) == NULL) || r;
r = ((glProgramEnvParameter4dARB = (PFNGLPROGRAMENVPARAMETER4DARBPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParameter4dARB")) == NULL) || r;
r = ((glProgramEnvParameter4dvARB = (PFNGLPROGRAMENVPARAMETER4DVARBPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParameter4dvARB")) == NULL) || r;
r = ((glProgramEnvParameter4fARB = (PFNGLPROGRAMENVPARAMETER4FARBPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParameter4fARB")) == NULL) || r;
r = ((glProgramEnvParameter4fvARB = (PFNGLPROGRAMENVPARAMETER4FVARBPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParameter4fvARB")) == NULL) || r;
r = ((glProgramLocalParameter4dARB = (PFNGLPROGRAMLOCALPARAMETER4DARBPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParameter4dARB")) == NULL) || r;
r = ((glProgramLocalParameter4dvARB = (PFNGLPROGRAMLOCALPARAMETER4DVARBPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParameter4dvARB")) == NULL) || r;
r = ((glProgramLocalParameter4fARB = (PFNGLPROGRAMLOCALPARAMETER4FARBPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParameter4fARB")) == NULL) || r;
r = ((glProgramLocalParameter4fvARB = (PFNGLPROGRAMLOCALPARAMETER4FVARBPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParameter4fvARB")) == NULL) || r;
r = ((glProgramStringARB = (PFNGLPROGRAMSTRINGARBPROC)glewGetProcAddress((const GLubyte*)"glProgramStringARB")) == NULL) || r;
r = ((glVertexAttrib1dARB = (PFNGLVERTEXATTRIB1DARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1dARB")) == NULL) || r;
r = ((glVertexAttrib1dvARB = (PFNGLVERTEXATTRIB1DVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1dvARB")) == NULL) || r;
r = ((glVertexAttrib1fARB = (PFNGLVERTEXATTRIB1FARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1fARB")) == NULL) || r;
r = ((glVertexAttrib1fvARB = (PFNGLVERTEXATTRIB1FVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1fvARB")) == NULL) || r;
r = ((glVertexAttrib1sARB = (PFNGLVERTEXATTRIB1SARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1sARB")) == NULL) || r;
r = ((glVertexAttrib1svARB = (PFNGLVERTEXATTRIB1SVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1svARB")) == NULL) || r;
r = ((glVertexAttrib2dARB = (PFNGLVERTEXATTRIB2DARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2dARB")) == NULL) || r;
r = ((glVertexAttrib2dvARB = (PFNGLVERTEXATTRIB2DVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2dvARB")) == NULL) || r;
r = ((glVertexAttrib2fARB = (PFNGLVERTEXATTRIB2FARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2fARB")) == NULL) || r;
r = ((glVertexAttrib2fvARB = (PFNGLVERTEXATTRIB2FVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2fvARB")) == NULL) || r;
r = ((glVertexAttrib2sARB = (PFNGLVERTEXATTRIB2SARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2sARB")) == NULL) || r;
r = ((glVertexAttrib2svARB = (PFNGLVERTEXATTRIB2SVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2svARB")) == NULL) || r;
r = ((glVertexAttrib3dARB = (PFNGLVERTEXATTRIB3DARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3dARB")) == NULL) || r;
r = ((glVertexAttrib3dvARB = (PFNGLVERTEXATTRIB3DVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3dvARB")) == NULL) || r;
r = ((glVertexAttrib3fARB = (PFNGLVERTEXATTRIB3FARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3fARB")) == NULL) || r;
r = ((glVertexAttrib3fvARB = (PFNGLVERTEXATTRIB3FVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3fvARB")) == NULL) || r;
r = ((glVertexAttrib3sARB = (PFNGLVERTEXATTRIB3SARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3sARB")) == NULL) || r;
r = ((glVertexAttrib3svARB = (PFNGLVERTEXATTRIB3SVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3svARB")) == NULL) || r;
r = ((glVertexAttrib4NbvARB = (PFNGLVERTEXATTRIB4NBVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4NbvARB")) == NULL) || r;
r = ((glVertexAttrib4NivARB = (PFNGLVERTEXATTRIB4NIVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4NivARB")) == NULL) || r;
r = ((glVertexAttrib4NsvARB = (PFNGLVERTEXATTRIB4NSVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4NsvARB")) == NULL) || r;
r = ((glVertexAttrib4NubARB = (PFNGLVERTEXATTRIB4NUBARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4NubARB")) == NULL) || r;
r = ((glVertexAttrib4NubvARB = (PFNGLVERTEXATTRIB4NUBVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4NubvARB")) == NULL) || r;
r = ((glVertexAttrib4NuivARB = (PFNGLVERTEXATTRIB4NUIVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4NuivARB")) == NULL) || r;
r = ((glVertexAttrib4NusvARB = (PFNGLVERTEXATTRIB4NUSVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4NusvARB")) == NULL) || r;
r = ((glVertexAttrib4bvARB = (PFNGLVERTEXATTRIB4BVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4bvARB")) == NULL) || r;
r = ((glVertexAttrib4dARB = (PFNGLVERTEXATTRIB4DARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4dARB")) == NULL) || r;
r = ((glVertexAttrib4dvARB = (PFNGLVERTEXATTRIB4DVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4dvARB")) == NULL) || r;
r = ((glVertexAttrib4fARB = (PFNGLVERTEXATTRIB4FARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4fARB")) == NULL) || r;
r = ((glVertexAttrib4fvARB = (PFNGLVERTEXATTRIB4FVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4fvARB")) == NULL) || r;
r = ((glVertexAttrib4ivARB = (PFNGLVERTEXATTRIB4IVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4ivARB")) == NULL) || r;
r = ((glVertexAttrib4sARB = (PFNGLVERTEXATTRIB4SARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4sARB")) == NULL) || r;
r = ((glVertexAttrib4svARB = (PFNGLVERTEXATTRIB4SVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4svARB")) == NULL) || r;
r = ((glVertexAttrib4ubvARB = (PFNGLVERTEXATTRIB4UBVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4ubvARB")) == NULL) || r;
r = ((glVertexAttrib4uivARB = (PFNGLVERTEXATTRIB4UIVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4uivARB")) == NULL) || r;
r = ((glVertexAttrib4usvARB = (PFNGLVERTEXATTRIB4USVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4usvARB")) == NULL) || r;
r = ((glVertexAttribPointerARB = (PFNGLVERTEXATTRIBPOINTERARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribPointerARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_vertex_program */
#ifdef GL_ARB_vertex_shader
static GLboolean _glewInit_GL_ARB_vertex_shader (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBindAttribLocationARB = (PFNGLBINDATTRIBLOCATIONARBPROC)glewGetProcAddress((const GLubyte*)"glBindAttribLocationARB")) == NULL) || r;
r = ((glGetActiveAttribARB = (PFNGLGETACTIVEATTRIBARBPROC)glewGetProcAddress((const GLubyte*)"glGetActiveAttribARB")) == NULL) || r;
r = ((glGetAttribLocationARB = (PFNGLGETATTRIBLOCATIONARBPROC)glewGetProcAddress((const GLubyte*)"glGetAttribLocationARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_vertex_shader */
#ifdef GL_ARB_vertex_type_2_10_10_10_rev
static GLboolean _glewInit_GL_ARB_vertex_type_2_10_10_10_rev (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glColorP3ui = (PFNGLCOLORP3UIPROC)glewGetProcAddress((const GLubyte*)"glColorP3ui")) == NULL) || r;
r = ((glColorP3uiv = (PFNGLCOLORP3UIVPROC)glewGetProcAddress((const GLubyte*)"glColorP3uiv")) == NULL) || r;
r = ((glColorP4ui = (PFNGLCOLORP4UIPROC)glewGetProcAddress((const GLubyte*)"glColorP4ui")) == NULL) || r;
r = ((glColorP4uiv = (PFNGLCOLORP4UIVPROC)glewGetProcAddress((const GLubyte*)"glColorP4uiv")) == NULL) || r;
r = ((glMultiTexCoordP1ui = (PFNGLMULTITEXCOORDP1UIPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoordP1ui")) == NULL) || r;
r = ((glMultiTexCoordP1uiv = (PFNGLMULTITEXCOORDP1UIVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoordP1uiv")) == NULL) || r;
r = ((glMultiTexCoordP2ui = (PFNGLMULTITEXCOORDP2UIPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoordP2ui")) == NULL) || r;
r = ((glMultiTexCoordP2uiv = (PFNGLMULTITEXCOORDP2UIVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoordP2uiv")) == NULL) || r;
r = ((glMultiTexCoordP3ui = (PFNGLMULTITEXCOORDP3UIPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoordP3ui")) == NULL) || r;
r = ((glMultiTexCoordP3uiv = (PFNGLMULTITEXCOORDP3UIVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoordP3uiv")) == NULL) || r;
r = ((glMultiTexCoordP4ui = (PFNGLMULTITEXCOORDP4UIPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoordP4ui")) == NULL) || r;
r = ((glMultiTexCoordP4uiv = (PFNGLMULTITEXCOORDP4UIVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoordP4uiv")) == NULL) || r;
r = ((glNormalP3ui = (PFNGLNORMALP3UIPROC)glewGetProcAddress((const GLubyte*)"glNormalP3ui")) == NULL) || r;
r = ((glNormalP3uiv = (PFNGLNORMALP3UIVPROC)glewGetProcAddress((const GLubyte*)"glNormalP3uiv")) == NULL) || r;
r = ((glSecondaryColorP3ui = (PFNGLSECONDARYCOLORP3UIPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColorP3ui")) == NULL) || r;
r = ((glSecondaryColorP3uiv = (PFNGLSECONDARYCOLORP3UIVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColorP3uiv")) == NULL) || r;
r = ((glTexCoordP1ui = (PFNGLTEXCOORDP1UIPROC)glewGetProcAddress((const GLubyte*)"glTexCoordP1ui")) == NULL) || r;
r = ((glTexCoordP1uiv = (PFNGLTEXCOORDP1UIVPROC)glewGetProcAddress((const GLubyte*)"glTexCoordP1uiv")) == NULL) || r;
r = ((glTexCoordP2ui = (PFNGLTEXCOORDP2UIPROC)glewGetProcAddress((const GLubyte*)"glTexCoordP2ui")) == NULL) || r;
r = ((glTexCoordP2uiv = (PFNGLTEXCOORDP2UIVPROC)glewGetProcAddress((const GLubyte*)"glTexCoordP2uiv")) == NULL) || r;
r = ((glTexCoordP3ui = (PFNGLTEXCOORDP3UIPROC)glewGetProcAddress((const GLubyte*)"glTexCoordP3ui")) == NULL) || r;
r = ((glTexCoordP3uiv = (PFNGLTEXCOORDP3UIVPROC)glewGetProcAddress((const GLubyte*)"glTexCoordP3uiv")) == NULL) || r;
r = ((glTexCoordP4ui = (PFNGLTEXCOORDP4UIPROC)glewGetProcAddress((const GLubyte*)"glTexCoordP4ui")) == NULL) || r;
r = ((glTexCoordP4uiv = (PFNGLTEXCOORDP4UIVPROC)glewGetProcAddress((const GLubyte*)"glTexCoordP4uiv")) == NULL) || r;
r = ((glVertexAttribP1ui = (PFNGLVERTEXATTRIBP1UIPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribP1ui")) == NULL) || r;
r = ((glVertexAttribP1uiv = (PFNGLVERTEXATTRIBP1UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribP1uiv")) == NULL) || r;
r = ((glVertexAttribP2ui = (PFNGLVERTEXATTRIBP2UIPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribP2ui")) == NULL) || r;
r = ((glVertexAttribP2uiv = (PFNGLVERTEXATTRIBP2UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribP2uiv")) == NULL) || r;
r = ((glVertexAttribP3ui = (PFNGLVERTEXATTRIBP3UIPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribP3ui")) == NULL) || r;
r = ((glVertexAttribP3uiv = (PFNGLVERTEXATTRIBP3UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribP3uiv")) == NULL) || r;
r = ((glVertexAttribP4ui = (PFNGLVERTEXATTRIBP4UIPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribP4ui")) == NULL) || r;
r = ((glVertexAttribP4uiv = (PFNGLVERTEXATTRIBP4UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribP4uiv")) == NULL) || r;
r = ((glVertexP2ui = (PFNGLVERTEXP2UIPROC)glewGetProcAddress((const GLubyte*)"glVertexP2ui")) == NULL) || r;
r = ((glVertexP2uiv = (PFNGLVERTEXP2UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexP2uiv")) == NULL) || r;
r = ((glVertexP3ui = (PFNGLVERTEXP3UIPROC)glewGetProcAddress((const GLubyte*)"glVertexP3ui")) == NULL) || r;
r = ((glVertexP3uiv = (PFNGLVERTEXP3UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexP3uiv")) == NULL) || r;
r = ((glVertexP4ui = (PFNGLVERTEXP4UIPROC)glewGetProcAddress((const GLubyte*)"glVertexP4ui")) == NULL) || r;
r = ((glVertexP4uiv = (PFNGLVERTEXP4UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexP4uiv")) == NULL) || r;
return r;
}
#endif /* GL_ARB_vertex_type_2_10_10_10_rev */
#ifdef GL_ARB_viewport_array
static GLboolean _glewInit_GL_ARB_viewport_array (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glDepthRangeArrayv = (PFNGLDEPTHRANGEARRAYVPROC)glewGetProcAddress((const GLubyte*)"glDepthRangeArrayv")) == NULL) || r;
r = ((glDepthRangeIndexed = (PFNGLDEPTHRANGEINDEXEDPROC)glewGetProcAddress((const GLubyte*)"glDepthRangeIndexed")) == NULL) || r;
r = ((glGetDoublei_v = (PFNGLGETDOUBLEI_VPROC)glewGetProcAddress((const GLubyte*)"glGetDoublei_v")) == NULL) || r;
r = ((glGetFloati_v = (PFNGLGETFLOATI_VPROC)glewGetProcAddress((const GLubyte*)"glGetFloati_v")) == NULL) || r;
r = ((glScissorArrayv = (PFNGLSCISSORARRAYVPROC)glewGetProcAddress((const GLubyte*)"glScissorArrayv")) == NULL) || r;
r = ((glScissorIndexed = (PFNGLSCISSORINDEXEDPROC)glewGetProcAddress((const GLubyte*)"glScissorIndexed")) == NULL) || r;
r = ((glScissorIndexedv = (PFNGLSCISSORINDEXEDVPROC)glewGetProcAddress((const GLubyte*)"glScissorIndexedv")) == NULL) || r;
r = ((glViewportArrayv = (PFNGLVIEWPORTARRAYVPROC)glewGetProcAddress((const GLubyte*)"glViewportArrayv")) == NULL) || r;
r = ((glViewportIndexedf = (PFNGLVIEWPORTINDEXEDFPROC)glewGetProcAddress((const GLubyte*)"glViewportIndexedf")) == NULL) || r;
r = ((glViewportIndexedfv = (PFNGLVIEWPORTINDEXEDFVPROC)glewGetProcAddress((const GLubyte*)"glViewportIndexedfv")) == NULL) || r;
return r;
}
#endif /* GL_ARB_viewport_array */
#ifdef GL_ARB_window_pos
static GLboolean _glewInit_GL_ARB_window_pos (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glWindowPos2dARB = (PFNGLWINDOWPOS2DARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2dARB")) == NULL) || r;
r = ((glWindowPos2dvARB = (PFNGLWINDOWPOS2DVARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2dvARB")) == NULL) || r;
r = ((glWindowPos2fARB = (PFNGLWINDOWPOS2FARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2fARB")) == NULL) || r;
r = ((glWindowPos2fvARB = (PFNGLWINDOWPOS2FVARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2fvARB")) == NULL) || r;
r = ((glWindowPos2iARB = (PFNGLWINDOWPOS2IARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2iARB")) == NULL) || r;
r = ((glWindowPos2ivARB = (PFNGLWINDOWPOS2IVARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2ivARB")) == NULL) || r;
r = ((glWindowPos2sARB = (PFNGLWINDOWPOS2SARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2sARB")) == NULL) || r;
r = ((glWindowPos2svARB = (PFNGLWINDOWPOS2SVARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2svARB")) == NULL) || r;
r = ((glWindowPos3dARB = (PFNGLWINDOWPOS3DARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3dARB")) == NULL) || r;
r = ((glWindowPos3dvARB = (PFNGLWINDOWPOS3DVARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3dvARB")) == NULL) || r;
r = ((glWindowPos3fARB = (PFNGLWINDOWPOS3FARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3fARB")) == NULL) || r;
r = ((glWindowPos3fvARB = (PFNGLWINDOWPOS3FVARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3fvARB")) == NULL) || r;
r = ((glWindowPos3iARB = (PFNGLWINDOWPOS3IARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3iARB")) == NULL) || r;
r = ((glWindowPos3ivARB = (PFNGLWINDOWPOS3IVARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3ivARB")) == NULL) || r;
r = ((glWindowPos3sARB = (PFNGLWINDOWPOS3SARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3sARB")) == NULL) || r;
r = ((glWindowPos3svARB = (PFNGLWINDOWPOS3SVARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3svARB")) == NULL) || r;
return r;
}
#endif /* GL_ARB_window_pos */
#ifdef GL_ATI_draw_buffers
static GLboolean _glewInit_GL_ATI_draw_buffers (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glDrawBuffersATI = (PFNGLDRAWBUFFERSATIPROC)glewGetProcAddress((const GLubyte*)"glDrawBuffersATI")) == NULL) || r;
return r;
}
#endif /* GL_ATI_draw_buffers */
#ifdef GL_ATI_element_array
static GLboolean _glewInit_GL_ATI_element_array (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glDrawElementArrayATI = (PFNGLDRAWELEMENTARRAYATIPROC)glewGetProcAddress((const GLubyte*)"glDrawElementArrayATI")) == NULL) || r;
r = ((glDrawRangeElementArrayATI = (PFNGLDRAWRANGEELEMENTARRAYATIPROC)glewGetProcAddress((const GLubyte*)"glDrawRangeElementArrayATI")) == NULL) || r;
r = ((glElementPointerATI = (PFNGLELEMENTPOINTERATIPROC)glewGetProcAddress((const GLubyte*)"glElementPointerATI")) == NULL) || r;
return r;
}
#endif /* GL_ATI_element_array */
#ifdef GL_ATI_envmap_bumpmap
static GLboolean _glewInit_GL_ATI_envmap_bumpmap (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetTexBumpParameterfvATI = (PFNGLGETTEXBUMPPARAMETERFVATIPROC)glewGetProcAddress((const GLubyte*)"glGetTexBumpParameterfvATI")) == NULL) || r;
r = ((glGetTexBumpParameterivATI = (PFNGLGETTEXBUMPPARAMETERIVATIPROC)glewGetProcAddress((const GLubyte*)"glGetTexBumpParameterivATI")) == NULL) || r;
r = ((glTexBumpParameterfvATI = (PFNGLTEXBUMPPARAMETERFVATIPROC)glewGetProcAddress((const GLubyte*)"glTexBumpParameterfvATI")) == NULL) || r;
r = ((glTexBumpParameterivATI = (PFNGLTEXBUMPPARAMETERIVATIPROC)glewGetProcAddress((const GLubyte*)"glTexBumpParameterivATI")) == NULL) || r;
return r;
}
#endif /* GL_ATI_envmap_bumpmap */
#ifdef GL_ATI_fragment_shader
static GLboolean _glewInit_GL_ATI_fragment_shader (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glAlphaFragmentOp1ATI = (PFNGLALPHAFRAGMENTOP1ATIPROC)glewGetProcAddress((const GLubyte*)"glAlphaFragmentOp1ATI")) == NULL) || r;
r = ((glAlphaFragmentOp2ATI = (PFNGLALPHAFRAGMENTOP2ATIPROC)glewGetProcAddress((const GLubyte*)"glAlphaFragmentOp2ATI")) == NULL) || r;
r = ((glAlphaFragmentOp3ATI = (PFNGLALPHAFRAGMENTOP3ATIPROC)glewGetProcAddress((const GLubyte*)"glAlphaFragmentOp3ATI")) == NULL) || r;
r = ((glBeginFragmentShaderATI = (PFNGLBEGINFRAGMENTSHADERATIPROC)glewGetProcAddress((const GLubyte*)"glBeginFragmentShaderATI")) == NULL) || r;
r = ((glBindFragmentShaderATI = (PFNGLBINDFRAGMENTSHADERATIPROC)glewGetProcAddress((const GLubyte*)"glBindFragmentShaderATI")) == NULL) || r;
r = ((glColorFragmentOp1ATI = (PFNGLCOLORFRAGMENTOP1ATIPROC)glewGetProcAddress((const GLubyte*)"glColorFragmentOp1ATI")) == NULL) || r;
r = ((glColorFragmentOp2ATI = (PFNGLCOLORFRAGMENTOP2ATIPROC)glewGetProcAddress((const GLubyte*)"glColorFragmentOp2ATI")) == NULL) || r;
r = ((glColorFragmentOp3ATI = (PFNGLCOLORFRAGMENTOP3ATIPROC)glewGetProcAddress((const GLubyte*)"glColorFragmentOp3ATI")) == NULL) || r;
r = ((glDeleteFragmentShaderATI = (PFNGLDELETEFRAGMENTSHADERATIPROC)glewGetProcAddress((const GLubyte*)"glDeleteFragmentShaderATI")) == NULL) || r;
r = ((glEndFragmentShaderATI = (PFNGLENDFRAGMENTSHADERATIPROC)glewGetProcAddress((const GLubyte*)"glEndFragmentShaderATI")) == NULL) || r;
r = ((glGenFragmentShadersATI = (PFNGLGENFRAGMENTSHADERSATIPROC)glewGetProcAddress((const GLubyte*)"glGenFragmentShadersATI")) == NULL) || r;
r = ((glPassTexCoordATI = (PFNGLPASSTEXCOORDATIPROC)glewGetProcAddress((const GLubyte*)"glPassTexCoordATI")) == NULL) || r;
r = ((glSampleMapATI = (PFNGLSAMPLEMAPATIPROC)glewGetProcAddress((const GLubyte*)"glSampleMapATI")) == NULL) || r;
r = ((glSetFragmentShaderConstantATI = (PFNGLSETFRAGMENTSHADERCONSTANTATIPROC)glewGetProcAddress((const GLubyte*)"glSetFragmentShaderConstantATI")) == NULL) || r;
return r;
}
#endif /* GL_ATI_fragment_shader */
#ifdef GL_ATI_map_object_buffer
static GLboolean _glewInit_GL_ATI_map_object_buffer (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glMapObjectBufferATI = (PFNGLMAPOBJECTBUFFERATIPROC)glewGetProcAddress((const GLubyte*)"glMapObjectBufferATI")) == NULL) || r;
r = ((glUnmapObjectBufferATI = (PFNGLUNMAPOBJECTBUFFERATIPROC)glewGetProcAddress((const GLubyte*)"glUnmapObjectBufferATI")) == NULL) || r;
return r;
}
#endif /* GL_ATI_map_object_buffer */
#ifdef GL_ATI_pn_triangles
static GLboolean _glewInit_GL_ATI_pn_triangles (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glPNTrianglesfATI = (PFNGLPNTRIANGLESFATIPROC)glewGetProcAddress((const GLubyte*)"glPNTrianglesfATI")) == NULL) || r;
r = ((glPNTrianglesiATI = (PFNGLPNTRIANGLESIATIPROC)glewGetProcAddress((const GLubyte*)"glPNTrianglesiATI")) == NULL) || r;
return r;
}
#endif /* GL_ATI_pn_triangles */
#ifdef GL_ATI_separate_stencil
static GLboolean _glewInit_GL_ATI_separate_stencil (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glStencilFuncSeparateATI = (PFNGLSTENCILFUNCSEPARATEATIPROC)glewGetProcAddress((const GLubyte*)"glStencilFuncSeparateATI")) == NULL) || r;
r = ((glStencilOpSeparateATI = (PFNGLSTENCILOPSEPARATEATIPROC)glewGetProcAddress((const GLubyte*)"glStencilOpSeparateATI")) == NULL) || r;
return r;
}
#endif /* GL_ATI_separate_stencil */
#ifdef GL_ATI_vertex_array_object
static GLboolean _glewInit_GL_ATI_vertex_array_object (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glArrayObjectATI = (PFNGLARRAYOBJECTATIPROC)glewGetProcAddress((const GLubyte*)"glArrayObjectATI")) == NULL) || r;
r = ((glFreeObjectBufferATI = (PFNGLFREEOBJECTBUFFERATIPROC)glewGetProcAddress((const GLubyte*)"glFreeObjectBufferATI")) == NULL) || r;
r = ((glGetArrayObjectfvATI = (PFNGLGETARRAYOBJECTFVATIPROC)glewGetProcAddress((const GLubyte*)"glGetArrayObjectfvATI")) == NULL) || r;
r = ((glGetArrayObjectivATI = (PFNGLGETARRAYOBJECTIVATIPROC)glewGetProcAddress((const GLubyte*)"glGetArrayObjectivATI")) == NULL) || r;
r = ((glGetObjectBufferfvATI = (PFNGLGETOBJECTBUFFERFVATIPROC)glewGetProcAddress((const GLubyte*)"glGetObjectBufferfvATI")) == NULL) || r;
r = ((glGetObjectBufferivATI = (PFNGLGETOBJECTBUFFERIVATIPROC)glewGetProcAddress((const GLubyte*)"glGetObjectBufferivATI")) == NULL) || r;
r = ((glGetVariantArrayObjectfvATI = (PFNGLGETVARIANTARRAYOBJECTFVATIPROC)glewGetProcAddress((const GLubyte*)"glGetVariantArrayObjectfvATI")) == NULL) || r;
r = ((glGetVariantArrayObjectivATI = (PFNGLGETVARIANTARRAYOBJECTIVATIPROC)glewGetProcAddress((const GLubyte*)"glGetVariantArrayObjectivATI")) == NULL) || r;
r = ((glIsObjectBufferATI = (PFNGLISOBJECTBUFFERATIPROC)glewGetProcAddress((const GLubyte*)"glIsObjectBufferATI")) == NULL) || r;
r = ((glNewObjectBufferATI = (PFNGLNEWOBJECTBUFFERATIPROC)glewGetProcAddress((const GLubyte*)"glNewObjectBufferATI")) == NULL) || r;
r = ((glUpdateObjectBufferATI = (PFNGLUPDATEOBJECTBUFFERATIPROC)glewGetProcAddress((const GLubyte*)"glUpdateObjectBufferATI")) == NULL) || r;
r = ((glVariantArrayObjectATI = (PFNGLVARIANTARRAYOBJECTATIPROC)glewGetProcAddress((const GLubyte*)"glVariantArrayObjectATI")) == NULL) || r;
return r;
}
#endif /* GL_ATI_vertex_array_object */
#ifdef GL_ATI_vertex_attrib_array_object
static GLboolean _glewInit_GL_ATI_vertex_attrib_array_object (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetVertexAttribArrayObjectfvATI = (PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribArrayObjectfvATI")) == NULL) || r;
r = ((glGetVertexAttribArrayObjectivATI = (PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribArrayObjectivATI")) == NULL) || r;
r = ((glVertexAttribArrayObjectATI = (PFNGLVERTEXATTRIBARRAYOBJECTATIPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribArrayObjectATI")) == NULL) || r;
return r;
}
#endif /* GL_ATI_vertex_attrib_array_object */
#ifdef GL_ATI_vertex_streams
static GLboolean _glewInit_GL_ATI_vertex_streams (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glClientActiveVertexStreamATI = (PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC)glewGetProcAddress((const GLubyte*)"glClientActiveVertexStreamATI")) == NULL) || r;
r = ((glNormalStream3bATI = (PFNGLNORMALSTREAM3BATIPROC)glewGetProcAddress((const GLubyte*)"glNormalStream3bATI")) == NULL) || r;
r = ((glNormalStream3bvATI = (PFNGLNORMALSTREAM3BVATIPROC)glewGetProcAddress((const GLubyte*)"glNormalStream3bvATI")) == NULL) || r;
r = ((glNormalStream3dATI = (PFNGLNORMALSTREAM3DATIPROC)glewGetProcAddress((const GLubyte*)"glNormalStream3dATI")) == NULL) || r;
r = ((glNormalStream3dvATI = (PFNGLNORMALSTREAM3DVATIPROC)glewGetProcAddress((const GLubyte*)"glNormalStream3dvATI")) == NULL) || r;
r = ((glNormalStream3fATI = (PFNGLNORMALSTREAM3FATIPROC)glewGetProcAddress((const GLubyte*)"glNormalStream3fATI")) == NULL) || r;
r = ((glNormalStream3fvATI = (PFNGLNORMALSTREAM3FVATIPROC)glewGetProcAddress((const GLubyte*)"glNormalStream3fvATI")) == NULL) || r;
r = ((glNormalStream3iATI = (PFNGLNORMALSTREAM3IATIPROC)glewGetProcAddress((const GLubyte*)"glNormalStream3iATI")) == NULL) || r;
r = ((glNormalStream3ivATI = (PFNGLNORMALSTREAM3IVATIPROC)glewGetProcAddress((const GLubyte*)"glNormalStream3ivATI")) == NULL) || r;
r = ((glNormalStream3sATI = (PFNGLNORMALSTREAM3SATIPROC)glewGetProcAddress((const GLubyte*)"glNormalStream3sATI")) == NULL) || r;
r = ((glNormalStream3svATI = (PFNGLNORMALSTREAM3SVATIPROC)glewGetProcAddress((const GLubyte*)"glNormalStream3svATI")) == NULL) || r;
r = ((glVertexBlendEnvfATI = (PFNGLVERTEXBLENDENVFATIPROC)glewGetProcAddress((const GLubyte*)"glVertexBlendEnvfATI")) == NULL) || r;
r = ((glVertexBlendEnviATI = (PFNGLVERTEXBLENDENVIATIPROC)glewGetProcAddress((const GLubyte*)"glVertexBlendEnviATI")) == NULL) || r;
r = ((glVertexStream1dATI = (PFNGLVERTEXSTREAM1DATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream1dATI")) == NULL) || r;
r = ((glVertexStream1dvATI = (PFNGLVERTEXSTREAM1DVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream1dvATI")) == NULL) || r;
r = ((glVertexStream1fATI = (PFNGLVERTEXSTREAM1FATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream1fATI")) == NULL) || r;
r = ((glVertexStream1fvATI = (PFNGLVERTEXSTREAM1FVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream1fvATI")) == NULL) || r;
r = ((glVertexStream1iATI = (PFNGLVERTEXSTREAM1IATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream1iATI")) == NULL) || r;
r = ((glVertexStream1ivATI = (PFNGLVERTEXSTREAM1IVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream1ivATI")) == NULL) || r;
r = ((glVertexStream1sATI = (PFNGLVERTEXSTREAM1SATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream1sATI")) == NULL) || r;
r = ((glVertexStream1svATI = (PFNGLVERTEXSTREAM1SVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream1svATI")) == NULL) || r;
r = ((glVertexStream2dATI = (PFNGLVERTEXSTREAM2DATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream2dATI")) == NULL) || r;
r = ((glVertexStream2dvATI = (PFNGLVERTEXSTREAM2DVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream2dvATI")) == NULL) || r;
r = ((glVertexStream2fATI = (PFNGLVERTEXSTREAM2FATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream2fATI")) == NULL) || r;
r = ((glVertexStream2fvATI = (PFNGLVERTEXSTREAM2FVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream2fvATI")) == NULL) || r;
r = ((glVertexStream2iATI = (PFNGLVERTEXSTREAM2IATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream2iATI")) == NULL) || r;
r = ((glVertexStream2ivATI = (PFNGLVERTEXSTREAM2IVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream2ivATI")) == NULL) || r;
r = ((glVertexStream2sATI = (PFNGLVERTEXSTREAM2SATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream2sATI")) == NULL) || r;
r = ((glVertexStream2svATI = (PFNGLVERTEXSTREAM2SVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream2svATI")) == NULL) || r;
r = ((glVertexStream3dATI = (PFNGLVERTEXSTREAM3DATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream3dATI")) == NULL) || r;
r = ((glVertexStream3dvATI = (PFNGLVERTEXSTREAM3DVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream3dvATI")) == NULL) || r;
r = ((glVertexStream3fATI = (PFNGLVERTEXSTREAM3FATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream3fATI")) == NULL) || r;
r = ((glVertexStream3fvATI = (PFNGLVERTEXSTREAM3FVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream3fvATI")) == NULL) || r;
r = ((glVertexStream3iATI = (PFNGLVERTEXSTREAM3IATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream3iATI")) == NULL) || r;
r = ((glVertexStream3ivATI = (PFNGLVERTEXSTREAM3IVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream3ivATI")) == NULL) || r;
r = ((glVertexStream3sATI = (PFNGLVERTEXSTREAM3SATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream3sATI")) == NULL) || r;
r = ((glVertexStream3svATI = (PFNGLVERTEXSTREAM3SVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream3svATI")) == NULL) || r;
r = ((glVertexStream4dATI = (PFNGLVERTEXSTREAM4DATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream4dATI")) == NULL) || r;
r = ((glVertexStream4dvATI = (PFNGLVERTEXSTREAM4DVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream4dvATI")) == NULL) || r;
r = ((glVertexStream4fATI = (PFNGLVERTEXSTREAM4FATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream4fATI")) == NULL) || r;
r = ((glVertexStream4fvATI = (PFNGLVERTEXSTREAM4FVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream4fvATI")) == NULL) || r;
r = ((glVertexStream4iATI = (PFNGLVERTEXSTREAM4IATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream4iATI")) == NULL) || r;
r = ((glVertexStream4ivATI = (PFNGLVERTEXSTREAM4IVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream4ivATI")) == NULL) || r;
r = ((glVertexStream4sATI = (PFNGLVERTEXSTREAM4SATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream4sATI")) == NULL) || r;
r = ((glVertexStream4svATI = (PFNGLVERTEXSTREAM4SVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream4svATI")) == NULL) || r;
return r;
}
#endif /* GL_ATI_vertex_streams */
#ifdef GL_EXT_bindable_uniform
static GLboolean _glewInit_GL_EXT_bindable_uniform (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetUniformBufferSizeEXT = (PFNGLGETUNIFORMBUFFERSIZEEXTPROC)glewGetProcAddress((const GLubyte*)"glGetUniformBufferSizeEXT")) == NULL) || r;
r = ((glGetUniformOffsetEXT = (PFNGLGETUNIFORMOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glGetUniformOffsetEXT")) == NULL) || r;
r = ((glUniformBufferEXT = (PFNGLUNIFORMBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glUniformBufferEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_bindable_uniform */
#ifdef GL_EXT_blend_color
static GLboolean _glewInit_GL_EXT_blend_color (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBlendColorEXT = (PFNGLBLENDCOLOREXTPROC)glewGetProcAddress((const GLubyte*)"glBlendColorEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_blend_color */
#ifdef GL_EXT_blend_equation_separate
static GLboolean _glewInit_GL_EXT_blend_equation_separate (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBlendEquationSeparateEXT = (PFNGLBLENDEQUATIONSEPARATEEXTPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationSeparateEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_blend_equation_separate */
#ifdef GL_EXT_blend_func_separate
static GLboolean _glewInit_GL_EXT_blend_func_separate (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBlendFuncSeparateEXT = (PFNGLBLENDFUNCSEPARATEEXTPROC)glewGetProcAddress((const GLubyte*)"glBlendFuncSeparateEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_blend_func_separate */
#ifdef GL_EXT_blend_minmax
static GLboolean _glewInit_GL_EXT_blend_minmax (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBlendEquationEXT = (PFNGLBLENDEQUATIONEXTPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_blend_minmax */
#ifdef GL_EXT_color_subtable
static GLboolean _glewInit_GL_EXT_color_subtable (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glColorSubTableEXT = (PFNGLCOLORSUBTABLEEXTPROC)glewGetProcAddress((const GLubyte*)"glColorSubTableEXT")) == NULL) || r;
r = ((glCopyColorSubTableEXT = (PFNGLCOPYCOLORSUBTABLEEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyColorSubTableEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_color_subtable */
#ifdef GL_EXT_compiled_vertex_array
static GLboolean _glewInit_GL_EXT_compiled_vertex_array (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glLockArraysEXT = (PFNGLLOCKARRAYSEXTPROC)glewGetProcAddress((const GLubyte*)"glLockArraysEXT")) == NULL) || r;
r = ((glUnlockArraysEXT = (PFNGLUNLOCKARRAYSEXTPROC)glewGetProcAddress((const GLubyte*)"glUnlockArraysEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_compiled_vertex_array */
#ifdef GL_EXT_convolution
static GLboolean _glewInit_GL_EXT_convolution (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glConvolutionFilter1DEXT = (PFNGLCONVOLUTIONFILTER1DEXTPROC)glewGetProcAddress((const GLubyte*)"glConvolutionFilter1DEXT")) == NULL) || r;
r = ((glConvolutionFilter2DEXT = (PFNGLCONVOLUTIONFILTER2DEXTPROC)glewGetProcAddress((const GLubyte*)"glConvolutionFilter2DEXT")) == NULL) || r;
r = ((glConvolutionParameterfEXT = (PFNGLCONVOLUTIONPARAMETERFEXTPROC)glewGetProcAddress((const GLubyte*)"glConvolutionParameterfEXT")) == NULL) || r;
r = ((glConvolutionParameterfvEXT = (PFNGLCONVOLUTIONPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glConvolutionParameterfvEXT")) == NULL) || r;
r = ((glConvolutionParameteriEXT = (PFNGLCONVOLUTIONPARAMETERIEXTPROC)glewGetProcAddress((const GLubyte*)"glConvolutionParameteriEXT")) == NULL) || r;
r = ((glConvolutionParameterivEXT = (PFNGLCONVOLUTIONPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glConvolutionParameterivEXT")) == NULL) || r;
r = ((glCopyConvolutionFilter1DEXT = (PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyConvolutionFilter1DEXT")) == NULL) || r;
r = ((glCopyConvolutionFilter2DEXT = (PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyConvolutionFilter2DEXT")) == NULL) || r;
r = ((glGetConvolutionFilterEXT = (PFNGLGETCONVOLUTIONFILTEREXTPROC)glewGetProcAddress((const GLubyte*)"glGetConvolutionFilterEXT")) == NULL) || r;
r = ((glGetConvolutionParameterfvEXT = (PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetConvolutionParameterfvEXT")) == NULL) || r;
r = ((glGetConvolutionParameterivEXT = (PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetConvolutionParameterivEXT")) == NULL) || r;
r = ((glGetSeparableFilterEXT = (PFNGLGETSEPARABLEFILTEREXTPROC)glewGetProcAddress((const GLubyte*)"glGetSeparableFilterEXT")) == NULL) || r;
r = ((glSeparableFilter2DEXT = (PFNGLSEPARABLEFILTER2DEXTPROC)glewGetProcAddress((const GLubyte*)"glSeparableFilter2DEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_convolution */
#ifdef GL_EXT_coordinate_frame
static GLboolean _glewInit_GL_EXT_coordinate_frame (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBinormalPointerEXT = (PFNGLBINORMALPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glBinormalPointerEXT")) == NULL) || r;
r = ((glTangentPointerEXT = (PFNGLTANGENTPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glTangentPointerEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_coordinate_frame */
#ifdef GL_EXT_copy_texture
static GLboolean _glewInit_GL_EXT_copy_texture (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glCopyTexImage1DEXT = (PFNGLCOPYTEXIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyTexImage1DEXT")) == NULL) || r;
r = ((glCopyTexImage2DEXT = (PFNGLCOPYTEXIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyTexImage2DEXT")) == NULL) || r;
r = ((glCopyTexSubImage1DEXT = (PFNGLCOPYTEXSUBIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyTexSubImage1DEXT")) == NULL) || r;
r = ((glCopyTexSubImage2DEXT = (PFNGLCOPYTEXSUBIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyTexSubImage2DEXT")) == NULL) || r;
r = ((glCopyTexSubImage3DEXT = (PFNGLCOPYTEXSUBIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyTexSubImage3DEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_copy_texture */
#ifdef GL_EXT_cull_vertex
static GLboolean _glewInit_GL_EXT_cull_vertex (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glCullParameterdvEXT = (PFNGLCULLPARAMETERDVEXTPROC)glewGetProcAddress((const GLubyte*)"glCullParameterdvEXT")) == NULL) || r;
r = ((glCullParameterfvEXT = (PFNGLCULLPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glCullParameterfvEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_cull_vertex */
#ifdef GL_EXT_debug_label
static GLboolean _glewInit_GL_EXT_debug_label (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetObjectLabelEXT = (PFNGLGETOBJECTLABELEXTPROC)glewGetProcAddress((const GLubyte*)"glGetObjectLabelEXT")) == NULL) || r;
r = ((glLabelObjectEXT = (PFNGLLABELOBJECTEXTPROC)glewGetProcAddress((const GLubyte*)"glLabelObjectEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_debug_label */
#ifdef GL_EXT_debug_marker
static GLboolean _glewInit_GL_EXT_debug_marker (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glInsertEventMarkerEXT = (PFNGLINSERTEVENTMARKEREXTPROC)glewGetProcAddress((const GLubyte*)"glInsertEventMarkerEXT")) == NULL) || r;
r = ((glPopGroupMarkerEXT = (PFNGLPOPGROUPMARKEREXTPROC)glewGetProcAddress((const GLubyte*)"glPopGroupMarkerEXT")) == NULL) || r;
r = ((glPushGroupMarkerEXT = (PFNGLPUSHGROUPMARKEREXTPROC)glewGetProcAddress((const GLubyte*)"glPushGroupMarkerEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_debug_marker */
#ifdef GL_EXT_depth_bounds_test
static GLboolean _glewInit_GL_EXT_depth_bounds_test (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glDepthBoundsEXT = (PFNGLDEPTHBOUNDSEXTPROC)glewGetProcAddress((const GLubyte*)"glDepthBoundsEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_depth_bounds_test */
#ifdef GL_EXT_direct_state_access
static GLboolean _glewInit_GL_EXT_direct_state_access (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBindMultiTextureEXT = (PFNGLBINDMULTITEXTUREEXTPROC)glewGetProcAddress((const GLubyte*)"glBindMultiTextureEXT")) == NULL) || r;
r = ((glCheckNamedFramebufferStatusEXT = (PFNGLCHECKNAMEDFRAMEBUFFERSTATUSEXTPROC)glewGetProcAddress((const GLubyte*)"glCheckNamedFramebufferStatusEXT")) == NULL) || r;
r = ((glClientAttribDefaultEXT = (PFNGLCLIENTATTRIBDEFAULTEXTPROC)glewGetProcAddress((const GLubyte*)"glClientAttribDefaultEXT")) == NULL) || r;
r = ((glCompressedMultiTexImage1DEXT = (PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedMultiTexImage1DEXT")) == NULL) || r;
r = ((glCompressedMultiTexImage2DEXT = (PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedMultiTexImage2DEXT")) == NULL) || r;
r = ((glCompressedMultiTexImage3DEXT = (PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedMultiTexImage3DEXT")) == NULL) || r;
r = ((glCompressedMultiTexSubImage1DEXT = (PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedMultiTexSubImage1DEXT")) == NULL) || r;
r = ((glCompressedMultiTexSubImage2DEXT = (PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedMultiTexSubImage2DEXT")) == NULL) || r;
r = ((glCompressedMultiTexSubImage3DEXT = (PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedMultiTexSubImage3DEXT")) == NULL) || r;
r = ((glCompressedTextureImage1DEXT = (PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedTextureImage1DEXT")) == NULL) || r;
r = ((glCompressedTextureImage2DEXT = (PFNGLCOMPRESSEDTEXTUREIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedTextureImage2DEXT")) == NULL) || r;
r = ((glCompressedTextureImage3DEXT = (PFNGLCOMPRESSEDTEXTUREIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedTextureImage3DEXT")) == NULL) || r;
r = ((glCompressedTextureSubImage1DEXT = (PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedTextureSubImage1DEXT")) == NULL) || r;
r = ((glCompressedTextureSubImage2DEXT = (PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedTextureSubImage2DEXT")) == NULL) || r;
r = ((glCompressedTextureSubImage3DEXT = (PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedTextureSubImage3DEXT")) == NULL) || r;
r = ((glCopyMultiTexImage1DEXT = (PFNGLCOPYMULTITEXIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyMultiTexImage1DEXT")) == NULL) || r;
r = ((glCopyMultiTexImage2DEXT = (PFNGLCOPYMULTITEXIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyMultiTexImage2DEXT")) == NULL) || r;
r = ((glCopyMultiTexSubImage1DEXT = (PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyMultiTexSubImage1DEXT")) == NULL) || r;
r = ((glCopyMultiTexSubImage2DEXT = (PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyMultiTexSubImage2DEXT")) == NULL) || r;
r = ((glCopyMultiTexSubImage3DEXT = (PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyMultiTexSubImage3DEXT")) == NULL) || r;
r = ((glCopyTextureImage1DEXT = (PFNGLCOPYTEXTUREIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyTextureImage1DEXT")) == NULL) || r;
r = ((glCopyTextureImage2DEXT = (PFNGLCOPYTEXTUREIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyTextureImage2DEXT")) == NULL) || r;
r = ((glCopyTextureSubImage1DEXT = (PFNGLCOPYTEXTURESUBIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyTextureSubImage1DEXT")) == NULL) || r;
r = ((glCopyTextureSubImage2DEXT = (PFNGLCOPYTEXTURESUBIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyTextureSubImage2DEXT")) == NULL) || r;
r = ((glCopyTextureSubImage3DEXT = (PFNGLCOPYTEXTURESUBIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyTextureSubImage3DEXT")) == NULL) || r;
r = ((glDisableClientStateIndexedEXT = (PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC)glewGetProcAddress((const GLubyte*)"glDisableClientStateIndexedEXT")) == NULL) || r;
r = ((glDisableClientStateiEXT = (PFNGLDISABLECLIENTSTATEIEXTPROC)glewGetProcAddress((const GLubyte*)"glDisableClientStateiEXT")) == NULL) || r;
r = ((glDisableVertexArrayAttribEXT = (PFNGLDISABLEVERTEXARRAYATTRIBEXTPROC)glewGetProcAddress((const GLubyte*)"glDisableVertexArrayAttribEXT")) == NULL) || r;
r = ((glDisableVertexArrayEXT = (PFNGLDISABLEVERTEXARRAYEXTPROC)glewGetProcAddress((const GLubyte*)"glDisableVertexArrayEXT")) == NULL) || r;
r = ((glEnableClientStateIndexedEXT = (PFNGLENABLECLIENTSTATEINDEXEDEXTPROC)glewGetProcAddress((const GLubyte*)"glEnableClientStateIndexedEXT")) == NULL) || r;
r = ((glEnableClientStateiEXT = (PFNGLENABLECLIENTSTATEIEXTPROC)glewGetProcAddress((const GLubyte*)"glEnableClientStateiEXT")) == NULL) || r;
r = ((glEnableVertexArrayAttribEXT = (PFNGLENABLEVERTEXARRAYATTRIBEXTPROC)glewGetProcAddress((const GLubyte*)"glEnableVertexArrayAttribEXT")) == NULL) || r;
r = ((glEnableVertexArrayEXT = (PFNGLENABLEVERTEXARRAYEXTPROC)glewGetProcAddress((const GLubyte*)"glEnableVertexArrayEXT")) == NULL) || r;
r = ((glFlushMappedNamedBufferRangeEXT = (PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEEXTPROC)glewGetProcAddress((const GLubyte*)"glFlushMappedNamedBufferRangeEXT")) == NULL) || r;
r = ((glFramebufferDrawBufferEXT = (PFNGLFRAMEBUFFERDRAWBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferDrawBufferEXT")) == NULL) || r;
r = ((glFramebufferDrawBuffersEXT = (PFNGLFRAMEBUFFERDRAWBUFFERSEXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferDrawBuffersEXT")) == NULL) || r;
r = ((glFramebufferReadBufferEXT = (PFNGLFRAMEBUFFERREADBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferReadBufferEXT")) == NULL) || r;
r = ((glGenerateMultiTexMipmapEXT = (PFNGLGENERATEMULTITEXMIPMAPEXTPROC)glewGetProcAddress((const GLubyte*)"glGenerateMultiTexMipmapEXT")) == NULL) || r;
r = ((glGenerateTextureMipmapEXT = (PFNGLGENERATETEXTUREMIPMAPEXTPROC)glewGetProcAddress((const GLubyte*)"glGenerateTextureMipmapEXT")) == NULL) || r;
r = ((glGetCompressedMultiTexImageEXT = (PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glGetCompressedMultiTexImageEXT")) == NULL) || r;
r = ((glGetCompressedTextureImageEXT = (PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glGetCompressedTextureImageEXT")) == NULL) || r;
r = ((glGetDoubleIndexedvEXT = (PFNGLGETDOUBLEINDEXEDVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetDoubleIndexedvEXT")) == NULL) || r;
r = ((glGetDoublei_vEXT = (PFNGLGETDOUBLEI_VEXTPROC)glewGetProcAddress((const GLubyte*)"glGetDoublei_vEXT")) == NULL) || r;
r = ((glGetFloatIndexedvEXT = (PFNGLGETFLOATINDEXEDVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFloatIndexedvEXT")) == NULL) || r;
r = ((glGetFloati_vEXT = (PFNGLGETFLOATI_VEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFloati_vEXT")) == NULL) || r;
r = ((glGetFramebufferParameterivEXT = (PFNGLGETFRAMEBUFFERPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFramebufferParameterivEXT")) == NULL) || r;
r = ((glGetMultiTexEnvfvEXT = (PFNGLGETMULTITEXENVFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexEnvfvEXT")) == NULL) || r;
r = ((glGetMultiTexEnvivEXT = (PFNGLGETMULTITEXENVIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexEnvivEXT")) == NULL) || r;
r = ((glGetMultiTexGendvEXT = (PFNGLGETMULTITEXGENDVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexGendvEXT")) == NULL) || r;
r = ((glGetMultiTexGenfvEXT = (PFNGLGETMULTITEXGENFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexGenfvEXT")) == NULL) || r;
r = ((glGetMultiTexGenivEXT = (PFNGLGETMULTITEXGENIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexGenivEXT")) == NULL) || r;
r = ((glGetMultiTexImageEXT = (PFNGLGETMULTITEXIMAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexImageEXT")) == NULL) || r;
r = ((glGetMultiTexLevelParameterfvEXT = (PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexLevelParameterfvEXT")) == NULL) || r;
r = ((glGetMultiTexLevelParameterivEXT = (PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexLevelParameterivEXT")) == NULL) || r;
r = ((glGetMultiTexParameterIivEXT = (PFNGLGETMULTITEXPARAMETERIIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexParameterIivEXT")) == NULL) || r;
r = ((glGetMultiTexParameterIuivEXT = (PFNGLGETMULTITEXPARAMETERIUIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexParameterIuivEXT")) == NULL) || r;
r = ((glGetMultiTexParameterfvEXT = (PFNGLGETMULTITEXPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexParameterfvEXT")) == NULL) || r;
r = ((glGetMultiTexParameterivEXT = (PFNGLGETMULTITEXPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexParameterivEXT")) == NULL) || r;
r = ((glGetNamedBufferParameterivEXT = (PFNGLGETNAMEDBUFFERPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedBufferParameterivEXT")) == NULL) || r;
r = ((glGetNamedBufferPointervEXT = (PFNGLGETNAMEDBUFFERPOINTERVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedBufferPointervEXT")) == NULL) || r;
r = ((glGetNamedBufferSubDataEXT = (PFNGLGETNAMEDBUFFERSUBDATAEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedBufferSubDataEXT")) == NULL) || r;
r = ((glGetNamedFramebufferAttachmentParameterivEXT = (PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedFramebufferAttachmentParameterivEXT")) == NULL) || r;
r = ((glGetNamedProgramLocalParameterIivEXT = (PFNGLGETNAMEDPROGRAMLOCALPARAMETERIIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedProgramLocalParameterIivEXT")) == NULL) || r;
r = ((glGetNamedProgramLocalParameterIuivEXT = (PFNGLGETNAMEDPROGRAMLOCALPARAMETERIUIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedProgramLocalParameterIuivEXT")) == NULL) || r;
r = ((glGetNamedProgramLocalParameterdvEXT = (PFNGLGETNAMEDPROGRAMLOCALPARAMETERDVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedProgramLocalParameterdvEXT")) == NULL) || r;
r = ((glGetNamedProgramLocalParameterfvEXT = (PFNGLGETNAMEDPROGRAMLOCALPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedProgramLocalParameterfvEXT")) == NULL) || r;
r = ((glGetNamedProgramStringEXT = (PFNGLGETNAMEDPROGRAMSTRINGEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedProgramStringEXT")) == NULL) || r;
r = ((glGetNamedProgramivEXT = (PFNGLGETNAMEDPROGRAMIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedProgramivEXT")) == NULL) || r;
r = ((glGetNamedRenderbufferParameterivEXT = (PFNGLGETNAMEDRENDERBUFFERPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedRenderbufferParameterivEXT")) == NULL) || r;
r = ((glGetPointerIndexedvEXT = (PFNGLGETPOINTERINDEXEDVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetPointerIndexedvEXT")) == NULL) || r;
r = ((glGetPointeri_vEXT = (PFNGLGETPOINTERI_VEXTPROC)glewGetProcAddress((const GLubyte*)"glGetPointeri_vEXT")) == NULL) || r;
r = ((glGetTextureImageEXT = (PFNGLGETTEXTUREIMAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glGetTextureImageEXT")) == NULL) || r;
r = ((glGetTextureLevelParameterfvEXT = (PFNGLGETTEXTURELEVELPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetTextureLevelParameterfvEXT")) == NULL) || r;
r = ((glGetTextureLevelParameterivEXT = (PFNGLGETTEXTURELEVELPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetTextureLevelParameterivEXT")) == NULL) || r;
r = ((glGetTextureParameterIivEXT = (PFNGLGETTEXTUREPARAMETERIIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetTextureParameterIivEXT")) == NULL) || r;
r = ((glGetTextureParameterIuivEXT = (PFNGLGETTEXTUREPARAMETERIUIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetTextureParameterIuivEXT")) == NULL) || r;
r = ((glGetTextureParameterfvEXT = (PFNGLGETTEXTUREPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetTextureParameterfvEXT")) == NULL) || r;
r = ((glGetTextureParameterivEXT = (PFNGLGETTEXTUREPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetTextureParameterivEXT")) == NULL) || r;
r = ((glGetVertexArrayIntegeri_vEXT = (PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVertexArrayIntegeri_vEXT")) == NULL) || r;
r = ((glGetVertexArrayIntegervEXT = (PFNGLGETVERTEXARRAYINTEGERVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVertexArrayIntegervEXT")) == NULL) || r;
r = ((glGetVertexArrayPointeri_vEXT = (PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVertexArrayPointeri_vEXT")) == NULL) || r;
r = ((glGetVertexArrayPointervEXT = (PFNGLGETVERTEXARRAYPOINTERVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVertexArrayPointervEXT")) == NULL) || r;
r = ((glMapNamedBufferEXT = (PFNGLMAPNAMEDBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glMapNamedBufferEXT")) == NULL) || r;
r = ((glMapNamedBufferRangeEXT = (PFNGLMAPNAMEDBUFFERRANGEEXTPROC)glewGetProcAddress((const GLubyte*)"glMapNamedBufferRangeEXT")) == NULL) || r;
r = ((glMatrixFrustumEXT = (PFNGLMATRIXFRUSTUMEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixFrustumEXT")) == NULL) || r;
r = ((glMatrixLoadIdentityEXT = (PFNGLMATRIXLOADIDENTITYEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixLoadIdentityEXT")) == NULL) || r;
r = ((glMatrixLoadTransposedEXT = (PFNGLMATRIXLOADTRANSPOSEDEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixLoadTransposedEXT")) == NULL) || r;
r = ((glMatrixLoadTransposefEXT = (PFNGLMATRIXLOADTRANSPOSEFEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixLoadTransposefEXT")) == NULL) || r;
r = ((glMatrixLoaddEXT = (PFNGLMATRIXLOADDEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixLoaddEXT")) == NULL) || r;
r = ((glMatrixLoadfEXT = (PFNGLMATRIXLOADFEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixLoadfEXT")) == NULL) || r;
r = ((glMatrixMultTransposedEXT = (PFNGLMATRIXMULTTRANSPOSEDEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixMultTransposedEXT")) == NULL) || r;
r = ((glMatrixMultTransposefEXT = (PFNGLMATRIXMULTTRANSPOSEFEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixMultTransposefEXT")) == NULL) || r;
r = ((glMatrixMultdEXT = (PFNGLMATRIXMULTDEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixMultdEXT")) == NULL) || r;
r = ((glMatrixMultfEXT = (PFNGLMATRIXMULTFEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixMultfEXT")) == NULL) || r;
r = ((glMatrixOrthoEXT = (PFNGLMATRIXORTHOEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixOrthoEXT")) == NULL) || r;
r = ((glMatrixPopEXT = (PFNGLMATRIXPOPEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixPopEXT")) == NULL) || r;
r = ((glMatrixPushEXT = (PFNGLMATRIXPUSHEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixPushEXT")) == NULL) || r;
r = ((glMatrixRotatedEXT = (PFNGLMATRIXROTATEDEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixRotatedEXT")) == NULL) || r;
r = ((glMatrixRotatefEXT = (PFNGLMATRIXROTATEFEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixRotatefEXT")) == NULL) || r;
r = ((glMatrixScaledEXT = (PFNGLMATRIXSCALEDEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixScaledEXT")) == NULL) || r;
r = ((glMatrixScalefEXT = (PFNGLMATRIXSCALEFEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixScalefEXT")) == NULL) || r;
r = ((glMatrixTranslatedEXT = (PFNGLMATRIXTRANSLATEDEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixTranslatedEXT")) == NULL) || r;
r = ((glMatrixTranslatefEXT = (PFNGLMATRIXTRANSLATEFEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixTranslatefEXT")) == NULL) || r;
r = ((glMultiTexBufferEXT = (PFNGLMULTITEXBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexBufferEXT")) == NULL) || r;
r = ((glMultiTexCoordPointerEXT = (PFNGLMULTITEXCOORDPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoordPointerEXT")) == NULL) || r;
r = ((glMultiTexEnvfEXT = (PFNGLMULTITEXENVFEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexEnvfEXT")) == NULL) || r;
r = ((glMultiTexEnvfvEXT = (PFNGLMULTITEXENVFVEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexEnvfvEXT")) == NULL) || r;
r = ((glMultiTexEnviEXT = (PFNGLMULTITEXENVIEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexEnviEXT")) == NULL) || r;
r = ((glMultiTexEnvivEXT = (PFNGLMULTITEXENVIVEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexEnvivEXT")) == NULL) || r;
r = ((glMultiTexGendEXT = (PFNGLMULTITEXGENDEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexGendEXT")) == NULL) || r;
r = ((glMultiTexGendvEXT = (PFNGLMULTITEXGENDVEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexGendvEXT")) == NULL) || r;
r = ((glMultiTexGenfEXT = (PFNGLMULTITEXGENFEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexGenfEXT")) == NULL) || r;
r = ((glMultiTexGenfvEXT = (PFNGLMULTITEXGENFVEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexGenfvEXT")) == NULL) || r;
r = ((glMultiTexGeniEXT = (PFNGLMULTITEXGENIEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexGeniEXT")) == NULL) || r;
r = ((glMultiTexGenivEXT = (PFNGLMULTITEXGENIVEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexGenivEXT")) == NULL) || r;
r = ((glMultiTexImage1DEXT = (PFNGLMULTITEXIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexImage1DEXT")) == NULL) || r;
r = ((glMultiTexImage2DEXT = (PFNGLMULTITEXIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexImage2DEXT")) == NULL) || r;
r = ((glMultiTexImage3DEXT = (PFNGLMULTITEXIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexImage3DEXT")) == NULL) || r;
r = ((glMultiTexParameterIivEXT = (PFNGLMULTITEXPARAMETERIIVEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexParameterIivEXT")) == NULL) || r;
r = ((glMultiTexParameterIuivEXT = (PFNGLMULTITEXPARAMETERIUIVEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexParameterIuivEXT")) == NULL) || r;
r = ((glMultiTexParameterfEXT = (PFNGLMULTITEXPARAMETERFEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexParameterfEXT")) == NULL) || r;
r = ((glMultiTexParameterfvEXT = (PFNGLMULTITEXPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexParameterfvEXT")) == NULL) || r;
r = ((glMultiTexParameteriEXT = (PFNGLMULTITEXPARAMETERIEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexParameteriEXT")) == NULL) || r;
r = ((glMultiTexParameterivEXT = (PFNGLMULTITEXPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexParameterivEXT")) == NULL) || r;
r = ((glMultiTexRenderbufferEXT = (PFNGLMULTITEXRENDERBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexRenderbufferEXT")) == NULL) || r;
r = ((glMultiTexSubImage1DEXT = (PFNGLMULTITEXSUBIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexSubImage1DEXT")) == NULL) || r;
r = ((glMultiTexSubImage2DEXT = (PFNGLMULTITEXSUBIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexSubImage2DEXT")) == NULL) || r;
r = ((glMultiTexSubImage3DEXT = (PFNGLMULTITEXSUBIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexSubImage3DEXT")) == NULL) || r;
r = ((glNamedBufferDataEXT = (PFNGLNAMEDBUFFERDATAEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedBufferDataEXT")) == NULL) || r;
r = ((glNamedBufferSubDataEXT = (PFNGLNAMEDBUFFERSUBDATAEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedBufferSubDataEXT")) == NULL) || r;
r = ((glNamedCopyBufferSubDataEXT = (PFNGLNAMEDCOPYBUFFERSUBDATAEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedCopyBufferSubDataEXT")) == NULL) || r;
r = ((glNamedFramebufferRenderbufferEXT = (PFNGLNAMEDFRAMEBUFFERRENDERBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferRenderbufferEXT")) == NULL) || r;
r = ((glNamedFramebufferTexture1DEXT = (PFNGLNAMEDFRAMEBUFFERTEXTURE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferTexture1DEXT")) == NULL) || r;
r = ((glNamedFramebufferTexture2DEXT = (PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferTexture2DEXT")) == NULL) || r;
r = ((glNamedFramebufferTexture3DEXT = (PFNGLNAMEDFRAMEBUFFERTEXTURE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferTexture3DEXT")) == NULL) || r;
r = ((glNamedFramebufferTextureEXT = (PFNGLNAMEDFRAMEBUFFERTEXTUREEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferTextureEXT")) == NULL) || r;
r = ((glNamedFramebufferTextureFaceEXT = (PFNGLNAMEDFRAMEBUFFERTEXTUREFACEEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferTextureFaceEXT")) == NULL) || r;
r = ((glNamedFramebufferTextureLayerEXT = (PFNGLNAMEDFRAMEBUFFERTEXTURELAYEREXTPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferTextureLayerEXT")) == NULL) || r;
r = ((glNamedProgramLocalParameter4dEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETER4DEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParameter4dEXT")) == NULL) || r;
r = ((glNamedProgramLocalParameter4dvEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETER4DVEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParameter4dvEXT")) == NULL) || r;
r = ((glNamedProgramLocalParameter4fEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETER4FEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParameter4fEXT")) == NULL) || r;
r = ((glNamedProgramLocalParameter4fvEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETER4FVEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParameter4fvEXT")) == NULL) || r;
r = ((glNamedProgramLocalParameterI4iEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParameterI4iEXT")) == NULL) || r;
r = ((glNamedProgramLocalParameterI4ivEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParameterI4ivEXT")) == NULL) || r;
r = ((glNamedProgramLocalParameterI4uiEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParameterI4uiEXT")) == NULL) || r;
r = ((glNamedProgramLocalParameterI4uivEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParameterI4uivEXT")) == NULL) || r;
r = ((glNamedProgramLocalParameters4fvEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParameters4fvEXT")) == NULL) || r;
r = ((glNamedProgramLocalParametersI4ivEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParametersI4ivEXT")) == NULL) || r;
r = ((glNamedProgramLocalParametersI4uivEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERSI4UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParametersI4uivEXT")) == NULL) || r;
r = ((glNamedProgramStringEXT = (PFNGLNAMEDPROGRAMSTRINGEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramStringEXT")) == NULL) || r;
r = ((glNamedRenderbufferStorageEXT = (PFNGLNAMEDRENDERBUFFERSTORAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedRenderbufferStorageEXT")) == NULL) || r;
r = ((glNamedRenderbufferStorageMultisampleCoverageEXT = (PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLECOVERAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedRenderbufferStorageMultisampleCoverageEXT")) == NULL) || r;
r = ((glNamedRenderbufferStorageMultisampleEXT = (PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedRenderbufferStorageMultisampleEXT")) == NULL) || r;
r = ((glProgramUniform1fEXT = (PFNGLPROGRAMUNIFORM1FEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1fEXT")) == NULL) || r;
r = ((glProgramUniform1fvEXT = (PFNGLPROGRAMUNIFORM1FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1fvEXT")) == NULL) || r;
r = ((glProgramUniform1iEXT = (PFNGLPROGRAMUNIFORM1IEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1iEXT")) == NULL) || r;
r = ((glProgramUniform1ivEXT = (PFNGLPROGRAMUNIFORM1IVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1ivEXT")) == NULL) || r;
r = ((glProgramUniform1uiEXT = (PFNGLPROGRAMUNIFORM1UIEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1uiEXT")) == NULL) || r;
r = ((glProgramUniform1uivEXT = (PFNGLPROGRAMUNIFORM1UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1uivEXT")) == NULL) || r;
r = ((glProgramUniform2fEXT = (PFNGLPROGRAMUNIFORM2FEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2fEXT")) == NULL) || r;
r = ((glProgramUniform2fvEXT = (PFNGLPROGRAMUNIFORM2FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2fvEXT")) == NULL) || r;
r = ((glProgramUniform2iEXT = (PFNGLPROGRAMUNIFORM2IEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2iEXT")) == NULL) || r;
r = ((glProgramUniform2ivEXT = (PFNGLPROGRAMUNIFORM2IVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2ivEXT")) == NULL) || r;
r = ((glProgramUniform2uiEXT = (PFNGLPROGRAMUNIFORM2UIEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2uiEXT")) == NULL) || r;
r = ((glProgramUniform2uivEXT = (PFNGLPROGRAMUNIFORM2UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2uivEXT")) == NULL) || r;
r = ((glProgramUniform3fEXT = (PFNGLPROGRAMUNIFORM3FEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3fEXT")) == NULL) || r;
r = ((glProgramUniform3fvEXT = (PFNGLPROGRAMUNIFORM3FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3fvEXT")) == NULL) || r;
r = ((glProgramUniform3iEXT = (PFNGLPROGRAMUNIFORM3IEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3iEXT")) == NULL) || r;
r = ((glProgramUniform3ivEXT = (PFNGLPROGRAMUNIFORM3IVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3ivEXT")) == NULL) || r;
r = ((glProgramUniform3uiEXT = (PFNGLPROGRAMUNIFORM3UIEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3uiEXT")) == NULL) || r;
r = ((glProgramUniform3uivEXT = (PFNGLPROGRAMUNIFORM3UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3uivEXT")) == NULL) || r;
r = ((glProgramUniform4fEXT = (PFNGLPROGRAMUNIFORM4FEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4fEXT")) == NULL) || r;
r = ((glProgramUniform4fvEXT = (PFNGLPROGRAMUNIFORM4FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4fvEXT")) == NULL) || r;
r = ((glProgramUniform4iEXT = (PFNGLPROGRAMUNIFORM4IEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4iEXT")) == NULL) || r;
r = ((glProgramUniform4ivEXT = (PFNGLPROGRAMUNIFORM4IVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4ivEXT")) == NULL) || r;
r = ((glProgramUniform4uiEXT = (PFNGLPROGRAMUNIFORM4UIEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4uiEXT")) == NULL) || r;
r = ((glProgramUniform4uivEXT = (PFNGLPROGRAMUNIFORM4UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4uivEXT")) == NULL) || r;
r = ((glProgramUniformMatrix2fvEXT = (PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix2fvEXT")) == NULL) || r;
r = ((glProgramUniformMatrix2x3fvEXT = (PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix2x3fvEXT")) == NULL) || r;
r = ((glProgramUniformMatrix2x4fvEXT = (PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix2x4fvEXT")) == NULL) || r;
r = ((glProgramUniformMatrix3fvEXT = (PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix3fvEXT")) == NULL) || r;
r = ((glProgramUniformMatrix3x2fvEXT = (PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix3x2fvEXT")) == NULL) || r;
r = ((glProgramUniformMatrix3x4fvEXT = (PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix3x4fvEXT")) == NULL) || r;
r = ((glProgramUniformMatrix4fvEXT = (PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix4fvEXT")) == NULL) || r;
r = ((glProgramUniformMatrix4x2fvEXT = (PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix4x2fvEXT")) == NULL) || r;
r = ((glProgramUniformMatrix4x3fvEXT = (PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix4x3fvEXT")) == NULL) || r;
r = ((glPushClientAttribDefaultEXT = (PFNGLPUSHCLIENTATTRIBDEFAULTEXTPROC)glewGetProcAddress((const GLubyte*)"glPushClientAttribDefaultEXT")) == NULL) || r;
r = ((glTextureBufferEXT = (PFNGLTEXTUREBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glTextureBufferEXT")) == NULL) || r;
r = ((glTextureImage1DEXT = (PFNGLTEXTUREIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureImage1DEXT")) == NULL) || r;
r = ((glTextureImage2DEXT = (PFNGLTEXTUREIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureImage2DEXT")) == NULL) || r;
r = ((glTextureImage3DEXT = (PFNGLTEXTUREIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureImage3DEXT")) == NULL) || r;
r = ((glTextureParameterIivEXT = (PFNGLTEXTUREPARAMETERIIVEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureParameterIivEXT")) == NULL) || r;
r = ((glTextureParameterIuivEXT = (PFNGLTEXTUREPARAMETERIUIVEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureParameterIuivEXT")) == NULL) || r;
r = ((glTextureParameterfEXT = (PFNGLTEXTUREPARAMETERFEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureParameterfEXT")) == NULL) || r;
r = ((glTextureParameterfvEXT = (PFNGLTEXTUREPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureParameterfvEXT")) == NULL) || r;
r = ((glTextureParameteriEXT = (PFNGLTEXTUREPARAMETERIEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureParameteriEXT")) == NULL) || r;
r = ((glTextureParameterivEXT = (PFNGLTEXTUREPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureParameterivEXT")) == NULL) || r;
r = ((glTextureRenderbufferEXT = (PFNGLTEXTURERENDERBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glTextureRenderbufferEXT")) == NULL) || r;
r = ((glTextureSubImage1DEXT = (PFNGLTEXTURESUBIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureSubImage1DEXT")) == NULL) || r;
r = ((glTextureSubImage2DEXT = (PFNGLTEXTURESUBIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureSubImage2DEXT")) == NULL) || r;
r = ((glTextureSubImage3DEXT = (PFNGLTEXTURESUBIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureSubImage3DEXT")) == NULL) || r;
r = ((glUnmapNamedBufferEXT = (PFNGLUNMAPNAMEDBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glUnmapNamedBufferEXT")) == NULL) || r;
r = ((glVertexArrayColorOffsetEXT = (PFNGLVERTEXARRAYCOLOROFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayColorOffsetEXT")) == NULL) || r;
r = ((glVertexArrayEdgeFlagOffsetEXT = (PFNGLVERTEXARRAYEDGEFLAGOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayEdgeFlagOffsetEXT")) == NULL) || r;
r = ((glVertexArrayFogCoordOffsetEXT = (PFNGLVERTEXARRAYFOGCOORDOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayFogCoordOffsetEXT")) == NULL) || r;
r = ((glVertexArrayIndexOffsetEXT = (PFNGLVERTEXARRAYINDEXOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayIndexOffsetEXT")) == NULL) || r;
r = ((glVertexArrayMultiTexCoordOffsetEXT = (PFNGLVERTEXARRAYMULTITEXCOORDOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayMultiTexCoordOffsetEXT")) == NULL) || r;
r = ((glVertexArrayNormalOffsetEXT = (PFNGLVERTEXARRAYNORMALOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayNormalOffsetEXT")) == NULL) || r;
r = ((glVertexArraySecondaryColorOffsetEXT = (PFNGLVERTEXARRAYSECONDARYCOLOROFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArraySecondaryColorOffsetEXT")) == NULL) || r;
r = ((glVertexArrayTexCoordOffsetEXT = (PFNGLVERTEXARRAYTEXCOORDOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayTexCoordOffsetEXT")) == NULL) || r;
r = ((glVertexArrayVertexAttribDivisorEXT = (PFNGLVERTEXARRAYVERTEXATTRIBDIVISOREXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexAttribDivisorEXT")) == NULL) || r;
r = ((glVertexArrayVertexAttribIOffsetEXT = (PFNGLVERTEXARRAYVERTEXATTRIBIOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexAttribIOffsetEXT")) == NULL) || r;
r = ((glVertexArrayVertexAttribOffsetEXT = (PFNGLVERTEXARRAYVERTEXATTRIBOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexAttribOffsetEXT")) == NULL) || r;
r = ((glVertexArrayVertexOffsetEXT = (PFNGLVERTEXARRAYVERTEXOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexOffsetEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_direct_state_access */
#ifdef GL_EXT_draw_buffers2
static GLboolean _glewInit_GL_EXT_draw_buffers2 (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glColorMaskIndexedEXT = (PFNGLCOLORMASKINDEXEDEXTPROC)glewGetProcAddress((const GLubyte*)"glColorMaskIndexedEXT")) == NULL) || r;
r = ((glDisableIndexedEXT = (PFNGLDISABLEINDEXEDEXTPROC)glewGetProcAddress((const GLubyte*)"glDisableIndexedEXT")) == NULL) || r;
r = ((glEnableIndexedEXT = (PFNGLENABLEINDEXEDEXTPROC)glewGetProcAddress((const GLubyte*)"glEnableIndexedEXT")) == NULL) || r;
r = ((glGetBooleanIndexedvEXT = (PFNGLGETBOOLEANINDEXEDVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetBooleanIndexedvEXT")) == NULL) || r;
r = ((glGetIntegerIndexedvEXT = (PFNGLGETINTEGERINDEXEDVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetIntegerIndexedvEXT")) == NULL) || r;
r = ((glIsEnabledIndexedEXT = (PFNGLISENABLEDINDEXEDEXTPROC)glewGetProcAddress((const GLubyte*)"glIsEnabledIndexedEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_draw_buffers2 */
#ifdef GL_EXT_draw_instanced
static GLboolean _glewInit_GL_EXT_draw_instanced (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glDrawArraysInstancedEXT = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)glewGetProcAddress((const GLubyte*)"glDrawArraysInstancedEXT")) == NULL) || r;
r = ((glDrawElementsInstancedEXT = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsInstancedEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_draw_instanced */
#ifdef GL_EXT_draw_range_elements
static GLboolean _glewInit_GL_EXT_draw_range_elements (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glDrawRangeElementsEXT = (PFNGLDRAWRANGEELEMENTSEXTPROC)glewGetProcAddress((const GLubyte*)"glDrawRangeElementsEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_draw_range_elements */
#ifdef GL_EXT_fog_coord
static GLboolean _glewInit_GL_EXT_fog_coord (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glFogCoordPointerEXT = (PFNGLFOGCOORDPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glFogCoordPointerEXT")) == NULL) || r;
r = ((glFogCoorddEXT = (PFNGLFOGCOORDDEXTPROC)glewGetProcAddress((const GLubyte*)"glFogCoorddEXT")) == NULL) || r;
r = ((glFogCoorddvEXT = (PFNGLFOGCOORDDVEXTPROC)glewGetProcAddress((const GLubyte*)"glFogCoorddvEXT")) == NULL) || r;
r = ((glFogCoordfEXT = (PFNGLFOGCOORDFEXTPROC)glewGetProcAddress((const GLubyte*)"glFogCoordfEXT")) == NULL) || r;
r = ((glFogCoordfvEXT = (PFNGLFOGCOORDFVEXTPROC)glewGetProcAddress((const GLubyte*)"glFogCoordfvEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_fog_coord */
#ifdef GL_EXT_fragment_lighting
static GLboolean _glewInit_GL_EXT_fragment_lighting (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glFragmentColorMaterialEXT = (PFNGLFRAGMENTCOLORMATERIALEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentColorMaterialEXT")) == NULL) || r;
r = ((glFragmentLightModelfEXT = (PFNGLFRAGMENTLIGHTMODELFEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightModelfEXT")) == NULL) || r;
r = ((glFragmentLightModelfvEXT = (PFNGLFRAGMENTLIGHTMODELFVEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightModelfvEXT")) == NULL) || r;
r = ((glFragmentLightModeliEXT = (PFNGLFRAGMENTLIGHTMODELIEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightModeliEXT")) == NULL) || r;
r = ((glFragmentLightModelivEXT = (PFNGLFRAGMENTLIGHTMODELIVEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightModelivEXT")) == NULL) || r;
r = ((glFragmentLightfEXT = (PFNGLFRAGMENTLIGHTFEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightfEXT")) == NULL) || r;
r = ((glFragmentLightfvEXT = (PFNGLFRAGMENTLIGHTFVEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightfvEXT")) == NULL) || r;
r = ((glFragmentLightiEXT = (PFNGLFRAGMENTLIGHTIEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightiEXT")) == NULL) || r;
r = ((glFragmentLightivEXT = (PFNGLFRAGMENTLIGHTIVEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightivEXT")) == NULL) || r;
r = ((glFragmentMaterialfEXT = (PFNGLFRAGMENTMATERIALFEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentMaterialfEXT")) == NULL) || r;
r = ((glFragmentMaterialfvEXT = (PFNGLFRAGMENTMATERIALFVEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentMaterialfvEXT")) == NULL) || r;
r = ((glFragmentMaterialiEXT = (PFNGLFRAGMENTMATERIALIEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentMaterialiEXT")) == NULL) || r;
r = ((glFragmentMaterialivEXT = (PFNGLFRAGMENTMATERIALIVEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentMaterialivEXT")) == NULL) || r;
r = ((glGetFragmentLightfvEXT = (PFNGLGETFRAGMENTLIGHTFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFragmentLightfvEXT")) == NULL) || r;
r = ((glGetFragmentLightivEXT = (PFNGLGETFRAGMENTLIGHTIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFragmentLightivEXT")) == NULL) || r;
r = ((glGetFragmentMaterialfvEXT = (PFNGLGETFRAGMENTMATERIALFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFragmentMaterialfvEXT")) == NULL) || r;
r = ((glGetFragmentMaterialivEXT = (PFNGLGETFRAGMENTMATERIALIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFragmentMaterialivEXT")) == NULL) || r;
r = ((glLightEnviEXT = (PFNGLLIGHTENVIEXTPROC)glewGetProcAddress((const GLubyte*)"glLightEnviEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_fragment_lighting */
#ifdef GL_EXT_framebuffer_blit
static GLboolean _glewInit_GL_EXT_framebuffer_blit (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBlitFramebufferEXT = (PFNGLBLITFRAMEBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glBlitFramebufferEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_framebuffer_blit */
#ifdef GL_EXT_framebuffer_multisample
static GLboolean _glewInit_GL_EXT_framebuffer_multisample (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glRenderbufferStorageMultisampleEXT = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)glewGetProcAddress((const GLubyte*)"glRenderbufferStorageMultisampleEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_framebuffer_multisample */
#ifdef GL_EXT_framebuffer_object
static GLboolean _glewInit_GL_EXT_framebuffer_object (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glBindFramebufferEXT")) == NULL) || r;
r = ((glBindRenderbufferEXT = (PFNGLBINDRENDERBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glBindRenderbufferEXT")) == NULL) || r;
r = ((glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)glewGetProcAddress((const GLubyte*)"glCheckFramebufferStatusEXT")) == NULL) || r;
r = ((glDeleteFramebuffersEXT = (PFNGLDELETEFRAMEBUFFERSEXTPROC)glewGetProcAddress((const GLubyte*)"glDeleteFramebuffersEXT")) == NULL) || r;
r = ((glDeleteRenderbuffersEXT = (PFNGLDELETERENDERBUFFERSEXTPROC)glewGetProcAddress((const GLubyte*)"glDeleteRenderbuffersEXT")) == NULL) || r;
r = ((glFramebufferRenderbufferEXT = (PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferRenderbufferEXT")) == NULL) || r;
r = ((glFramebufferTexture1DEXT = (PFNGLFRAMEBUFFERTEXTURE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTexture1DEXT")) == NULL) || r;
r = ((glFramebufferTexture2DEXT = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTexture2DEXT")) == NULL) || r;
r = ((glFramebufferTexture3DEXT = (PFNGLFRAMEBUFFERTEXTURE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTexture3DEXT")) == NULL) || r;
r = ((glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC)glewGetProcAddress((const GLubyte*)"glGenFramebuffersEXT")) == NULL) || r;
r = ((glGenRenderbuffersEXT = (PFNGLGENRENDERBUFFERSEXTPROC)glewGetProcAddress((const GLubyte*)"glGenRenderbuffersEXT")) == NULL) || r;
r = ((glGenerateMipmapEXT = (PFNGLGENERATEMIPMAPEXTPROC)glewGetProcAddress((const GLubyte*)"glGenerateMipmapEXT")) == NULL) || r;
r = ((glGetFramebufferAttachmentParameterivEXT = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFramebufferAttachmentParameterivEXT")) == NULL) || r;
r = ((glGetRenderbufferParameterivEXT = (PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetRenderbufferParameterivEXT")) == NULL) || r;
r = ((glIsFramebufferEXT = (PFNGLISFRAMEBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glIsFramebufferEXT")) == NULL) || r;
r = ((glIsRenderbufferEXT = (PFNGLISRENDERBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glIsRenderbufferEXT")) == NULL) || r;
r = ((glRenderbufferStorageEXT = (PFNGLRENDERBUFFERSTORAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glRenderbufferStorageEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_framebuffer_object */
#ifdef GL_EXT_geometry_shader4
static GLboolean _glewInit_GL_EXT_geometry_shader4 (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glFramebufferTextureEXT = (PFNGLFRAMEBUFFERTEXTUREEXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTextureEXT")) == NULL) || r;
r = ((glFramebufferTextureFaceEXT = (PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTextureFaceEXT")) == NULL) || r;
r = ((glProgramParameteriEXT = (PFNGLPROGRAMPARAMETERIEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramParameteriEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_geometry_shader4 */
#ifdef GL_EXT_gpu_program_parameters
static GLboolean _glewInit_GL_EXT_gpu_program_parameters (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glProgramEnvParameters4fvEXT = (PFNGLPROGRAMENVPARAMETERS4FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParameters4fvEXT")) == NULL) || r;
r = ((glProgramLocalParameters4fvEXT = (PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParameters4fvEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_gpu_program_parameters */
#ifdef GL_EXT_gpu_shader4
static GLboolean _glewInit_GL_EXT_gpu_shader4 (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBindFragDataLocationEXT = (PFNGLBINDFRAGDATALOCATIONEXTPROC)glewGetProcAddress((const GLubyte*)"glBindFragDataLocationEXT")) == NULL) || r;
r = ((glGetFragDataLocationEXT = (PFNGLGETFRAGDATALOCATIONEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFragDataLocationEXT")) == NULL) || r;
r = ((glGetUniformuivEXT = (PFNGLGETUNIFORMUIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetUniformuivEXT")) == NULL) || r;
r = ((glGetVertexAttribIivEXT = (PFNGLGETVERTEXATTRIBIIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribIivEXT")) == NULL) || r;
r = ((glGetVertexAttribIuivEXT = (PFNGLGETVERTEXATTRIBIUIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribIuivEXT")) == NULL) || r;
r = ((glUniform1uiEXT = (PFNGLUNIFORM1UIEXTPROC)glewGetProcAddress((const GLubyte*)"glUniform1uiEXT")) == NULL) || r;
r = ((glUniform1uivEXT = (PFNGLUNIFORM1UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glUniform1uivEXT")) == NULL) || r;
r = ((glUniform2uiEXT = (PFNGLUNIFORM2UIEXTPROC)glewGetProcAddress((const GLubyte*)"glUniform2uiEXT")) == NULL) || r;
r = ((glUniform2uivEXT = (PFNGLUNIFORM2UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glUniform2uivEXT")) == NULL) || r;
r = ((glUniform3uiEXT = (PFNGLUNIFORM3UIEXTPROC)glewGetProcAddress((const GLubyte*)"glUniform3uiEXT")) == NULL) || r;
r = ((glUniform3uivEXT = (PFNGLUNIFORM3UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glUniform3uivEXT")) == NULL) || r;
r = ((glUniform4uiEXT = (PFNGLUNIFORM4UIEXTPROC)glewGetProcAddress((const GLubyte*)"glUniform4uiEXT")) == NULL) || r;
r = ((glUniform4uivEXT = (PFNGLUNIFORM4UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glUniform4uivEXT")) == NULL) || r;
r = ((glVertexAttribI1iEXT = (PFNGLVERTEXATTRIBI1IEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI1iEXT")) == NULL) || r;
r = ((glVertexAttribI1ivEXT = (PFNGLVERTEXATTRIBI1IVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI1ivEXT")) == NULL) || r;
r = ((glVertexAttribI1uiEXT = (PFNGLVERTEXATTRIBI1UIEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI1uiEXT")) == NULL) || r;
r = ((glVertexAttribI1uivEXT = (PFNGLVERTEXATTRIBI1UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI1uivEXT")) == NULL) || r;
r = ((glVertexAttribI2iEXT = (PFNGLVERTEXATTRIBI2IEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI2iEXT")) == NULL) || r;
r = ((glVertexAttribI2ivEXT = (PFNGLVERTEXATTRIBI2IVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI2ivEXT")) == NULL) || r;
r = ((glVertexAttribI2uiEXT = (PFNGLVERTEXATTRIBI2UIEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI2uiEXT")) == NULL) || r;
r = ((glVertexAttribI2uivEXT = (PFNGLVERTEXATTRIBI2UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI2uivEXT")) == NULL) || r;
r = ((glVertexAttribI3iEXT = (PFNGLVERTEXATTRIBI3IEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI3iEXT")) == NULL) || r;
r = ((glVertexAttribI3ivEXT = (PFNGLVERTEXATTRIBI3IVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI3ivEXT")) == NULL) || r;
r = ((glVertexAttribI3uiEXT = (PFNGLVERTEXATTRIBI3UIEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI3uiEXT")) == NULL) || r;
r = ((glVertexAttribI3uivEXT = (PFNGLVERTEXATTRIBI3UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI3uivEXT")) == NULL) || r;
r = ((glVertexAttribI4bvEXT = (PFNGLVERTEXATTRIBI4BVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4bvEXT")) == NULL) || r;
r = ((glVertexAttribI4iEXT = (PFNGLVERTEXATTRIBI4IEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4iEXT")) == NULL) || r;
r = ((glVertexAttribI4ivEXT = (PFNGLVERTEXATTRIBI4IVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4ivEXT")) == NULL) || r;
r = ((glVertexAttribI4svEXT = (PFNGLVERTEXATTRIBI4SVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4svEXT")) == NULL) || r;
r = ((glVertexAttribI4ubvEXT = (PFNGLVERTEXATTRIBI4UBVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4ubvEXT")) == NULL) || r;
r = ((glVertexAttribI4uiEXT = (PFNGLVERTEXATTRIBI4UIEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4uiEXT")) == NULL) || r;
r = ((glVertexAttribI4uivEXT = (PFNGLVERTEXATTRIBI4UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4uivEXT")) == NULL) || r;
r = ((glVertexAttribI4usvEXT = (PFNGLVERTEXATTRIBI4USVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4usvEXT")) == NULL) || r;
r = ((glVertexAttribIPointerEXT = (PFNGLVERTEXATTRIBIPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribIPointerEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_gpu_shader4 */
#ifdef GL_EXT_histogram
static GLboolean _glewInit_GL_EXT_histogram (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetHistogramEXT = (PFNGLGETHISTOGRAMEXTPROC)glewGetProcAddress((const GLubyte*)"glGetHistogramEXT")) == NULL) || r;
r = ((glGetHistogramParameterfvEXT = (PFNGLGETHISTOGRAMPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetHistogramParameterfvEXT")) == NULL) || r;
r = ((glGetHistogramParameterivEXT = (PFNGLGETHISTOGRAMPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetHistogramParameterivEXT")) == NULL) || r;
r = ((glGetMinmaxEXT = (PFNGLGETMINMAXEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMinmaxEXT")) == NULL) || r;
r = ((glGetMinmaxParameterfvEXT = (PFNGLGETMINMAXPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMinmaxParameterfvEXT")) == NULL) || r;
r = ((glGetMinmaxParameterivEXT = (PFNGLGETMINMAXPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMinmaxParameterivEXT")) == NULL) || r;
r = ((glHistogramEXT = (PFNGLHISTOGRAMEXTPROC)glewGetProcAddress((const GLubyte*)"glHistogramEXT")) == NULL) || r;
r = ((glMinmaxEXT = (PFNGLMINMAXEXTPROC)glewGetProcAddress((const GLubyte*)"glMinmaxEXT")) == NULL) || r;
r = ((glResetHistogramEXT = (PFNGLRESETHISTOGRAMEXTPROC)glewGetProcAddress((const GLubyte*)"glResetHistogramEXT")) == NULL) || r;
r = ((glResetMinmaxEXT = (PFNGLRESETMINMAXEXTPROC)glewGetProcAddress((const GLubyte*)"glResetMinmaxEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_histogram */
#ifdef GL_EXT_index_func
static GLboolean _glewInit_GL_EXT_index_func (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glIndexFuncEXT = (PFNGLINDEXFUNCEXTPROC)glewGetProcAddress((const GLubyte*)"glIndexFuncEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_index_func */
#ifdef GL_EXT_index_material
static GLboolean _glewInit_GL_EXT_index_material (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glIndexMaterialEXT = (PFNGLINDEXMATERIALEXTPROC)glewGetProcAddress((const GLubyte*)"glIndexMaterialEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_index_material */
#ifdef GL_EXT_light_texture
static GLboolean _glewInit_GL_EXT_light_texture (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glApplyTextureEXT = (PFNGLAPPLYTEXTUREEXTPROC)glewGetProcAddress((const GLubyte*)"glApplyTextureEXT")) == NULL) || r;
r = ((glTextureLightEXT = (PFNGLTEXTURELIGHTEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureLightEXT")) == NULL) || r;
r = ((glTextureMaterialEXT = (PFNGLTEXTUREMATERIALEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureMaterialEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_light_texture */
#ifdef GL_EXT_multi_draw_arrays
static GLboolean _glewInit_GL_EXT_multi_draw_arrays (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glMultiDrawArraysEXT = (PFNGLMULTIDRAWARRAYSEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawArraysEXT")) == NULL) || r;
r = ((glMultiDrawElementsEXT = (PFNGLMULTIDRAWELEMENTSEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElementsEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_multi_draw_arrays */
#ifdef GL_EXT_multisample
static GLboolean _glewInit_GL_EXT_multisample (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glSampleMaskEXT = (PFNGLSAMPLEMASKEXTPROC)glewGetProcAddress((const GLubyte*)"glSampleMaskEXT")) == NULL) || r;
r = ((glSamplePatternEXT = (PFNGLSAMPLEPATTERNEXTPROC)glewGetProcAddress((const GLubyte*)"glSamplePatternEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_multisample */
#ifdef GL_EXT_paletted_texture
static GLboolean _glewInit_GL_EXT_paletted_texture (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glColorTableEXT = (PFNGLCOLORTABLEEXTPROC)glewGetProcAddress((const GLubyte*)"glColorTableEXT")) == NULL) || r;
r = ((glGetColorTableEXT = (PFNGLGETCOLORTABLEEXTPROC)glewGetProcAddress((const GLubyte*)"glGetColorTableEXT")) == NULL) || r;
r = ((glGetColorTableParameterfvEXT = (PFNGLGETCOLORTABLEPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetColorTableParameterfvEXT")) == NULL) || r;
r = ((glGetColorTableParameterivEXT = (PFNGLGETCOLORTABLEPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetColorTableParameterivEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_paletted_texture */
#ifdef GL_EXT_pixel_transform
static GLboolean _glewInit_GL_EXT_pixel_transform (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetPixelTransformParameterfvEXT = (PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetPixelTransformParameterfvEXT")) == NULL) || r;
r = ((glGetPixelTransformParameterivEXT = (PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetPixelTransformParameterivEXT")) == NULL) || r;
r = ((glPixelTransformParameterfEXT = (PFNGLPIXELTRANSFORMPARAMETERFEXTPROC)glewGetProcAddress((const GLubyte*)"glPixelTransformParameterfEXT")) == NULL) || r;
r = ((glPixelTransformParameterfvEXT = (PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glPixelTransformParameterfvEXT")) == NULL) || r;
r = ((glPixelTransformParameteriEXT = (PFNGLPIXELTRANSFORMPARAMETERIEXTPROC)glewGetProcAddress((const GLubyte*)"glPixelTransformParameteriEXT")) == NULL) || r;
r = ((glPixelTransformParameterivEXT = (PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glPixelTransformParameterivEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_pixel_transform */
#ifdef GL_EXT_point_parameters
static GLboolean _glewInit_GL_EXT_point_parameters (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glPointParameterfEXT = (PFNGLPOINTPARAMETERFEXTPROC)glewGetProcAddress((const GLubyte*)"glPointParameterfEXT")) == NULL) || r;
r = ((glPointParameterfvEXT = (PFNGLPOINTPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glPointParameterfvEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_point_parameters */
#ifdef GL_EXT_polygon_offset
static GLboolean _glewInit_GL_EXT_polygon_offset (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glPolygonOffsetEXT = (PFNGLPOLYGONOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glPolygonOffsetEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_polygon_offset */
#ifdef GL_EXT_polygon_offset_clamp
static GLboolean _glewInit_GL_EXT_polygon_offset_clamp (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glPolygonOffsetClampEXT = (PFNGLPOLYGONOFFSETCLAMPEXTPROC)glewGetProcAddress((const GLubyte*)"glPolygonOffsetClampEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_polygon_offset_clamp */
#ifdef GL_EXT_provoking_vertex
static GLboolean _glewInit_GL_EXT_provoking_vertex (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glProvokingVertexEXT = (PFNGLPROVOKINGVERTEXEXTPROC)glewGetProcAddress((const GLubyte*)"glProvokingVertexEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_provoking_vertex */
#ifdef GL_EXT_raster_multisample
static GLboolean _glewInit_GL_EXT_raster_multisample (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glCoverageModulationNV = (PFNGLCOVERAGEMODULATIONNVPROC)glewGetProcAddress((const GLubyte*)"glCoverageModulationNV")) == NULL) || r;
r = ((glCoverageModulationTableNV = (PFNGLCOVERAGEMODULATIONTABLENVPROC)glewGetProcAddress((const GLubyte*)"glCoverageModulationTableNV")) == NULL) || r;
r = ((glGetCoverageModulationTableNV = (PFNGLGETCOVERAGEMODULATIONTABLENVPROC)glewGetProcAddress((const GLubyte*)"glGetCoverageModulationTableNV")) == NULL) || r;
r = ((glRasterSamplesEXT = (PFNGLRASTERSAMPLESEXTPROC)glewGetProcAddress((const GLubyte*)"glRasterSamplesEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_raster_multisample */
#ifdef GL_EXT_scene_marker
static GLboolean _glewInit_GL_EXT_scene_marker (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBeginSceneEXT = (PFNGLBEGINSCENEEXTPROC)glewGetProcAddress((const GLubyte*)"glBeginSceneEXT")) == NULL) || r;
r = ((glEndSceneEXT = (PFNGLENDSCENEEXTPROC)glewGetProcAddress((const GLubyte*)"glEndSceneEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_scene_marker */
#ifdef GL_EXT_secondary_color
static GLboolean _glewInit_GL_EXT_secondary_color (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glSecondaryColor3bEXT = (PFNGLSECONDARYCOLOR3BEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3bEXT")) == NULL) || r;
r = ((glSecondaryColor3bvEXT = (PFNGLSECONDARYCOLOR3BVEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3bvEXT")) == NULL) || r;
r = ((glSecondaryColor3dEXT = (PFNGLSECONDARYCOLOR3DEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3dEXT")) == NULL) || r;
r = ((glSecondaryColor3dvEXT = (PFNGLSECONDARYCOLOR3DVEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3dvEXT")) == NULL) || r;
r = ((glSecondaryColor3fEXT = (PFNGLSECONDARYCOLOR3FEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3fEXT")) == NULL) || r;
r = ((glSecondaryColor3fvEXT = (PFNGLSECONDARYCOLOR3FVEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3fvEXT")) == NULL) || r;
r = ((glSecondaryColor3iEXT = (PFNGLSECONDARYCOLOR3IEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3iEXT")) == NULL) || r;
r = ((glSecondaryColor3ivEXT = (PFNGLSECONDARYCOLOR3IVEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3ivEXT")) == NULL) || r;
r = ((glSecondaryColor3sEXT = (PFNGLSECONDARYCOLOR3SEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3sEXT")) == NULL) || r;
r = ((glSecondaryColor3svEXT = (PFNGLSECONDARYCOLOR3SVEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3svEXT")) == NULL) || r;
r = ((glSecondaryColor3ubEXT = (PFNGLSECONDARYCOLOR3UBEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3ubEXT")) == NULL) || r;
r = ((glSecondaryColor3ubvEXT = (PFNGLSECONDARYCOLOR3UBVEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3ubvEXT")) == NULL) || r;
r = ((glSecondaryColor3uiEXT = (PFNGLSECONDARYCOLOR3UIEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3uiEXT")) == NULL) || r;
r = ((glSecondaryColor3uivEXT = (PFNGLSECONDARYCOLOR3UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3uivEXT")) == NULL) || r;
r = ((glSecondaryColor3usEXT = (PFNGLSECONDARYCOLOR3USEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3usEXT")) == NULL) || r;
r = ((glSecondaryColor3usvEXT = (PFNGLSECONDARYCOLOR3USVEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3usvEXT")) == NULL) || r;
r = ((glSecondaryColorPointerEXT = (PFNGLSECONDARYCOLORPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColorPointerEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_secondary_color */
#ifdef GL_EXT_separate_shader_objects
static GLboolean _glewInit_GL_EXT_separate_shader_objects (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glActiveProgramEXT = (PFNGLACTIVEPROGRAMEXTPROC)glewGetProcAddress((const GLubyte*)"glActiveProgramEXT")) == NULL) || r;
r = ((glCreateShaderProgramEXT = (PFNGLCREATESHADERPROGRAMEXTPROC)glewGetProcAddress((const GLubyte*)"glCreateShaderProgramEXT")) == NULL) || r;
r = ((glUseShaderProgramEXT = (PFNGLUSESHADERPROGRAMEXTPROC)glewGetProcAddress((const GLubyte*)"glUseShaderProgramEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_separate_shader_objects */
#ifdef GL_EXT_shader_image_load_store
static GLboolean _glewInit_GL_EXT_shader_image_load_store (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBindImageTextureEXT = (PFNGLBINDIMAGETEXTUREEXTPROC)glewGetProcAddress((const GLubyte*)"glBindImageTextureEXT")) == NULL) || r;
r = ((glMemoryBarrierEXT = (PFNGLMEMORYBARRIEREXTPROC)glewGetProcAddress((const GLubyte*)"glMemoryBarrierEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_shader_image_load_store */
#ifdef GL_EXT_stencil_two_side
static GLboolean _glewInit_GL_EXT_stencil_two_side (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glActiveStencilFaceEXT = (PFNGLACTIVESTENCILFACEEXTPROC)glewGetProcAddress((const GLubyte*)"glActiveStencilFaceEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_stencil_two_side */
#ifdef GL_EXT_subtexture
static GLboolean _glewInit_GL_EXT_subtexture (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glTexSubImage1DEXT = (PFNGLTEXSUBIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glTexSubImage1DEXT")) == NULL) || r;
r = ((glTexSubImage2DEXT = (PFNGLTEXSUBIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glTexSubImage2DEXT")) == NULL) || r;
r = ((glTexSubImage3DEXT = (PFNGLTEXSUBIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glTexSubImage3DEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_subtexture */
#ifdef GL_EXT_texture3D
static GLboolean _glewInit_GL_EXT_texture3D (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glTexImage3DEXT = (PFNGLTEXIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glTexImage3DEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_texture3D */
#ifdef GL_EXT_texture_array
static GLboolean _glewInit_GL_EXT_texture_array (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glFramebufferTextureLayerEXT = (PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTextureLayerEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_texture_array */
#ifdef GL_EXT_texture_buffer_object
static GLboolean _glewInit_GL_EXT_texture_buffer_object (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glTexBufferEXT = (PFNGLTEXBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glTexBufferEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_texture_buffer_object */
#ifdef GL_EXT_texture_integer
static GLboolean _glewInit_GL_EXT_texture_integer (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glClearColorIiEXT = (PFNGLCLEARCOLORIIEXTPROC)glewGetProcAddress((const GLubyte*)"glClearColorIiEXT")) == NULL) || r;
r = ((glClearColorIuiEXT = (PFNGLCLEARCOLORIUIEXTPROC)glewGetProcAddress((const GLubyte*)"glClearColorIuiEXT")) == NULL) || r;
r = ((glGetTexParameterIivEXT = (PFNGLGETTEXPARAMETERIIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetTexParameterIivEXT")) == NULL) || r;
r = ((glGetTexParameterIuivEXT = (PFNGLGETTEXPARAMETERIUIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetTexParameterIuivEXT")) == NULL) || r;
r = ((glTexParameterIivEXT = (PFNGLTEXPARAMETERIIVEXTPROC)glewGetProcAddress((const GLubyte*)"glTexParameterIivEXT")) == NULL) || r;
r = ((glTexParameterIuivEXT = (PFNGLTEXPARAMETERIUIVEXTPROC)glewGetProcAddress((const GLubyte*)"glTexParameterIuivEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_texture_integer */
#ifdef GL_EXT_texture_object
static GLboolean _glewInit_GL_EXT_texture_object (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glAreTexturesResidentEXT = (PFNGLARETEXTURESRESIDENTEXTPROC)glewGetProcAddress((const GLubyte*)"glAreTexturesResidentEXT")) == NULL) || r;
r = ((glBindTextureEXT = (PFNGLBINDTEXTUREEXTPROC)glewGetProcAddress((const GLubyte*)"glBindTextureEXT")) == NULL) || r;
r = ((glDeleteTexturesEXT = (PFNGLDELETETEXTURESEXTPROC)glewGetProcAddress((const GLubyte*)"glDeleteTexturesEXT")) == NULL) || r;
r = ((glGenTexturesEXT = (PFNGLGENTEXTURESEXTPROC)glewGetProcAddress((const GLubyte*)"glGenTexturesEXT")) == NULL) || r;
r = ((glIsTextureEXT = (PFNGLISTEXTUREEXTPROC)glewGetProcAddress((const GLubyte*)"glIsTextureEXT")) == NULL) || r;
r = ((glPrioritizeTexturesEXT = (PFNGLPRIORITIZETEXTURESEXTPROC)glewGetProcAddress((const GLubyte*)"glPrioritizeTexturesEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_texture_object */
#ifdef GL_EXT_texture_perturb_normal
static GLboolean _glewInit_GL_EXT_texture_perturb_normal (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glTextureNormalEXT = (PFNGLTEXTURENORMALEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureNormalEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_texture_perturb_normal */
#ifdef GL_EXT_timer_query
static GLboolean _glewInit_GL_EXT_timer_query (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetQueryObjecti64vEXT = (PFNGLGETQUERYOBJECTI64VEXTPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjecti64vEXT")) == NULL) || r;
r = ((glGetQueryObjectui64vEXT = (PFNGLGETQUERYOBJECTUI64VEXTPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjectui64vEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_timer_query */
#ifdef GL_EXT_transform_feedback
static GLboolean _glewInit_GL_EXT_transform_feedback (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBeginTransformFeedbackEXT = (PFNGLBEGINTRANSFORMFEEDBACKEXTPROC)glewGetProcAddress((const GLubyte*)"glBeginTransformFeedbackEXT")) == NULL) || r;
r = ((glBindBufferBaseEXT = (PFNGLBINDBUFFERBASEEXTPROC)glewGetProcAddress((const GLubyte*)"glBindBufferBaseEXT")) == NULL) || r;
r = ((glBindBufferOffsetEXT = (PFNGLBINDBUFFEROFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glBindBufferOffsetEXT")) == NULL) || r;
r = ((glBindBufferRangeEXT = (PFNGLBINDBUFFERRANGEEXTPROC)glewGetProcAddress((const GLubyte*)"glBindBufferRangeEXT")) == NULL) || r;
r = ((glEndTransformFeedbackEXT = (PFNGLENDTRANSFORMFEEDBACKEXTPROC)glewGetProcAddress((const GLubyte*)"glEndTransformFeedbackEXT")) == NULL) || r;
r = ((glGetTransformFeedbackVaryingEXT = (PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC)glewGetProcAddress((const GLubyte*)"glGetTransformFeedbackVaryingEXT")) == NULL) || r;
r = ((glTransformFeedbackVaryingsEXT = (PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC)glewGetProcAddress((const GLubyte*)"glTransformFeedbackVaryingsEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_transform_feedback */
#ifdef GL_EXT_vertex_array
static GLboolean _glewInit_GL_EXT_vertex_array (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glArrayElementEXT = (PFNGLARRAYELEMENTEXTPROC)glewGetProcAddress((const GLubyte*)"glArrayElementEXT")) == NULL) || r;
r = ((glColorPointerEXT = (PFNGLCOLORPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glColorPointerEXT")) == NULL) || r;
r = ((glDrawArraysEXT = (PFNGLDRAWARRAYSEXTPROC)glewGetProcAddress((const GLubyte*)"glDrawArraysEXT")) == NULL) || r;
r = ((glEdgeFlagPointerEXT = (PFNGLEDGEFLAGPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glEdgeFlagPointerEXT")) == NULL) || r;
r = ((glIndexPointerEXT = (PFNGLINDEXPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glIndexPointerEXT")) == NULL) || r;
r = ((glNormalPointerEXT = (PFNGLNORMALPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glNormalPointerEXT")) == NULL) || r;
r = ((glTexCoordPointerEXT = (PFNGLTEXCOORDPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glTexCoordPointerEXT")) == NULL) || r;
r = ((glVertexPointerEXT = (PFNGLVERTEXPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glVertexPointerEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_vertex_array */
#ifdef GL_EXT_vertex_attrib_64bit
static GLboolean _glewInit_GL_EXT_vertex_attrib_64bit (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetVertexAttribLdvEXT = (PFNGLGETVERTEXATTRIBLDVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribLdvEXT")) == NULL) || r;
r = ((glVertexArrayVertexAttribLOffsetEXT = (PFNGLVERTEXARRAYVERTEXATTRIBLOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexAttribLOffsetEXT")) == NULL) || r;
r = ((glVertexAttribL1dEXT = (PFNGLVERTEXATTRIBL1DEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL1dEXT")) == NULL) || r;
r = ((glVertexAttribL1dvEXT = (PFNGLVERTEXATTRIBL1DVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL1dvEXT")) == NULL) || r;
r = ((glVertexAttribL2dEXT = (PFNGLVERTEXATTRIBL2DEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL2dEXT")) == NULL) || r;
r = ((glVertexAttribL2dvEXT = (PFNGLVERTEXATTRIBL2DVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL2dvEXT")) == NULL) || r;
r = ((glVertexAttribL3dEXT = (PFNGLVERTEXATTRIBL3DEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL3dEXT")) == NULL) || r;
r = ((glVertexAttribL3dvEXT = (PFNGLVERTEXATTRIBL3DVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL3dvEXT")) == NULL) || r;
r = ((glVertexAttribL4dEXT = (PFNGLVERTEXATTRIBL4DEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL4dEXT")) == NULL) || r;
r = ((glVertexAttribL4dvEXT = (PFNGLVERTEXATTRIBL4DVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL4dvEXT")) == NULL) || r;
r = ((glVertexAttribLPointerEXT = (PFNGLVERTEXATTRIBLPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribLPointerEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_vertex_attrib_64bit */
#ifdef GL_EXT_vertex_shader
static GLboolean _glewInit_GL_EXT_vertex_shader (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBeginVertexShaderEXT = (PFNGLBEGINVERTEXSHADEREXTPROC)glewGetProcAddress((const GLubyte*)"glBeginVertexShaderEXT")) == NULL) || r;
r = ((glBindLightParameterEXT = (PFNGLBINDLIGHTPARAMETEREXTPROC)glewGetProcAddress((const GLubyte*)"glBindLightParameterEXT")) == NULL) || r;
r = ((glBindMaterialParameterEXT = (PFNGLBINDMATERIALPARAMETEREXTPROC)glewGetProcAddress((const GLubyte*)"glBindMaterialParameterEXT")) == NULL) || r;
r = ((glBindParameterEXT = (PFNGLBINDPARAMETEREXTPROC)glewGetProcAddress((const GLubyte*)"glBindParameterEXT")) == NULL) || r;
r = ((glBindTexGenParameterEXT = (PFNGLBINDTEXGENPARAMETEREXTPROC)glewGetProcAddress((const GLubyte*)"glBindTexGenParameterEXT")) == NULL) || r;
r = ((glBindTextureUnitParameterEXT = (PFNGLBINDTEXTUREUNITPARAMETEREXTPROC)glewGetProcAddress((const GLubyte*)"glBindTextureUnitParameterEXT")) == NULL) || r;
r = ((glBindVertexShaderEXT = (PFNGLBINDVERTEXSHADEREXTPROC)glewGetProcAddress((const GLubyte*)"glBindVertexShaderEXT")) == NULL) || r;
r = ((glDeleteVertexShaderEXT = (PFNGLDELETEVERTEXSHADEREXTPROC)glewGetProcAddress((const GLubyte*)"glDeleteVertexShaderEXT")) == NULL) || r;
r = ((glDisableVariantClientStateEXT = (PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC)glewGetProcAddress((const GLubyte*)"glDisableVariantClientStateEXT")) == NULL) || r;
r = ((glEnableVariantClientStateEXT = (PFNGLENABLEVARIANTCLIENTSTATEEXTPROC)glewGetProcAddress((const GLubyte*)"glEnableVariantClientStateEXT")) == NULL) || r;
r = ((glEndVertexShaderEXT = (PFNGLENDVERTEXSHADEREXTPROC)glewGetProcAddress((const GLubyte*)"glEndVertexShaderEXT")) == NULL) || r;
r = ((glExtractComponentEXT = (PFNGLEXTRACTCOMPONENTEXTPROC)glewGetProcAddress((const GLubyte*)"glExtractComponentEXT")) == NULL) || r;
r = ((glGenSymbolsEXT = (PFNGLGENSYMBOLSEXTPROC)glewGetProcAddress((const GLubyte*)"glGenSymbolsEXT")) == NULL) || r;
r = ((glGenVertexShadersEXT = (PFNGLGENVERTEXSHADERSEXTPROC)glewGetProcAddress((const GLubyte*)"glGenVertexShadersEXT")) == NULL) || r;
r = ((glGetInvariantBooleanvEXT = (PFNGLGETINVARIANTBOOLEANVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetInvariantBooleanvEXT")) == NULL) || r;
r = ((glGetInvariantFloatvEXT = (PFNGLGETINVARIANTFLOATVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetInvariantFloatvEXT")) == NULL) || r;
r = ((glGetInvariantIntegervEXT = (PFNGLGETINVARIANTINTEGERVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetInvariantIntegervEXT")) == NULL) || r;
r = ((glGetLocalConstantBooleanvEXT = (PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetLocalConstantBooleanvEXT")) == NULL) || r;
r = ((glGetLocalConstantFloatvEXT = (PFNGLGETLOCALCONSTANTFLOATVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetLocalConstantFloatvEXT")) == NULL) || r;
r = ((glGetLocalConstantIntegervEXT = (PFNGLGETLOCALCONSTANTINTEGERVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetLocalConstantIntegervEXT")) == NULL) || r;
r = ((glGetVariantBooleanvEXT = (PFNGLGETVARIANTBOOLEANVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVariantBooleanvEXT")) == NULL) || r;
r = ((glGetVariantFloatvEXT = (PFNGLGETVARIANTFLOATVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVariantFloatvEXT")) == NULL) || r;
r = ((glGetVariantIntegervEXT = (PFNGLGETVARIANTINTEGERVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVariantIntegervEXT")) == NULL) || r;
r = ((glGetVariantPointervEXT = (PFNGLGETVARIANTPOINTERVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVariantPointervEXT")) == NULL) || r;
r = ((glInsertComponentEXT = (PFNGLINSERTCOMPONENTEXTPROC)glewGetProcAddress((const GLubyte*)"glInsertComponentEXT")) == NULL) || r;
r = ((glIsVariantEnabledEXT = (PFNGLISVARIANTENABLEDEXTPROC)glewGetProcAddress((const GLubyte*)"glIsVariantEnabledEXT")) == NULL) || r;
r = ((glSetInvariantEXT = (PFNGLSETINVARIANTEXTPROC)glewGetProcAddress((const GLubyte*)"glSetInvariantEXT")) == NULL) || r;
r = ((glSetLocalConstantEXT = (PFNGLSETLOCALCONSTANTEXTPROC)glewGetProcAddress((const GLubyte*)"glSetLocalConstantEXT")) == NULL) || r;
r = ((glShaderOp1EXT = (PFNGLSHADEROP1EXTPROC)glewGetProcAddress((const GLubyte*)"glShaderOp1EXT")) == NULL) || r;
r = ((glShaderOp2EXT = (PFNGLSHADEROP2EXTPROC)glewGetProcAddress((const GLubyte*)"glShaderOp2EXT")) == NULL) || r;
r = ((glShaderOp3EXT = (PFNGLSHADEROP3EXTPROC)glewGetProcAddress((const GLubyte*)"glShaderOp3EXT")) == NULL) || r;
r = ((glSwizzleEXT = (PFNGLSWIZZLEEXTPROC)glewGetProcAddress((const GLubyte*)"glSwizzleEXT")) == NULL) || r;
r = ((glVariantPointerEXT = (PFNGLVARIANTPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glVariantPointerEXT")) == NULL) || r;
r = ((glVariantbvEXT = (PFNGLVARIANTBVEXTPROC)glewGetProcAddress((const GLubyte*)"glVariantbvEXT")) == NULL) || r;
r = ((glVariantdvEXT = (PFNGLVARIANTDVEXTPROC)glewGetProcAddress((const GLubyte*)"glVariantdvEXT")) == NULL) || r;
r = ((glVariantfvEXT = (PFNGLVARIANTFVEXTPROC)glewGetProcAddress((const GLubyte*)"glVariantfvEXT")) == NULL) || r;
r = ((glVariantivEXT = (PFNGLVARIANTIVEXTPROC)glewGetProcAddress((const GLubyte*)"glVariantivEXT")) == NULL) || r;
r = ((glVariantsvEXT = (PFNGLVARIANTSVEXTPROC)glewGetProcAddress((const GLubyte*)"glVariantsvEXT")) == NULL) || r;
r = ((glVariantubvEXT = (PFNGLVARIANTUBVEXTPROC)glewGetProcAddress((const GLubyte*)"glVariantubvEXT")) == NULL) || r;
r = ((glVariantuivEXT = (PFNGLVARIANTUIVEXTPROC)glewGetProcAddress((const GLubyte*)"glVariantuivEXT")) == NULL) || r;
r = ((glVariantusvEXT = (PFNGLVARIANTUSVEXTPROC)glewGetProcAddress((const GLubyte*)"glVariantusvEXT")) == NULL) || r;
r = ((glWriteMaskEXT = (PFNGLWRITEMASKEXTPROC)glewGetProcAddress((const GLubyte*)"glWriteMaskEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_vertex_shader */
#ifdef GL_EXT_vertex_weighting
static GLboolean _glewInit_GL_EXT_vertex_weighting (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glVertexWeightPointerEXT = (PFNGLVERTEXWEIGHTPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glVertexWeightPointerEXT")) == NULL) || r;
r = ((glVertexWeightfEXT = (PFNGLVERTEXWEIGHTFEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexWeightfEXT")) == NULL) || r;
r = ((glVertexWeightfvEXT = (PFNGLVERTEXWEIGHTFVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexWeightfvEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_vertex_weighting */
#ifdef GL_EXT_x11_sync_object
static GLboolean _glewInit_GL_EXT_x11_sync_object (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glImportSyncEXT = (PFNGLIMPORTSYNCEXTPROC)glewGetProcAddress((const GLubyte*)"glImportSyncEXT")) == NULL) || r;
return r;
}
#endif /* GL_EXT_x11_sync_object */
#ifdef GL_GREMEDY_frame_terminator
static GLboolean _glewInit_GL_GREMEDY_frame_terminator (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glFrameTerminatorGREMEDY = (PFNGLFRAMETERMINATORGREMEDYPROC)glewGetProcAddress((const GLubyte*)"glFrameTerminatorGREMEDY")) == NULL) || r;
return r;
}
#endif /* GL_GREMEDY_frame_terminator */
#ifdef GL_GREMEDY_string_marker
static GLboolean _glewInit_GL_GREMEDY_string_marker (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glStringMarkerGREMEDY = (PFNGLSTRINGMARKERGREMEDYPROC)glewGetProcAddress((const GLubyte*)"glStringMarkerGREMEDY")) == NULL) || r;
return r;
}
#endif /* GL_GREMEDY_string_marker */
#ifdef GL_HP_image_transform
static GLboolean _glewInit_GL_HP_image_transform (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetImageTransformParameterfvHP = (PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC)glewGetProcAddress((const GLubyte*)"glGetImageTransformParameterfvHP")) == NULL) || r;
r = ((glGetImageTransformParameterivHP = (PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC)glewGetProcAddress((const GLubyte*)"glGetImageTransformParameterivHP")) == NULL) || r;
r = ((glImageTransformParameterfHP = (PFNGLIMAGETRANSFORMPARAMETERFHPPROC)glewGetProcAddress((const GLubyte*)"glImageTransformParameterfHP")) == NULL) || r;
r = ((glImageTransformParameterfvHP = (PFNGLIMAGETRANSFORMPARAMETERFVHPPROC)glewGetProcAddress((const GLubyte*)"glImageTransformParameterfvHP")) == NULL) || r;
r = ((glImageTransformParameteriHP = (PFNGLIMAGETRANSFORMPARAMETERIHPPROC)glewGetProcAddress((const GLubyte*)"glImageTransformParameteriHP")) == NULL) || r;
r = ((glImageTransformParameterivHP = (PFNGLIMAGETRANSFORMPARAMETERIVHPPROC)glewGetProcAddress((const GLubyte*)"glImageTransformParameterivHP")) == NULL) || r;
return r;
}
#endif /* GL_HP_image_transform */
#ifdef GL_IBM_multimode_draw_arrays
static GLboolean _glewInit_GL_IBM_multimode_draw_arrays (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glMultiModeDrawArraysIBM = (PFNGLMULTIMODEDRAWARRAYSIBMPROC)glewGetProcAddress((const GLubyte*)"glMultiModeDrawArraysIBM")) == NULL) || r;
r = ((glMultiModeDrawElementsIBM = (PFNGLMULTIMODEDRAWELEMENTSIBMPROC)glewGetProcAddress((const GLubyte*)"glMultiModeDrawElementsIBM")) == NULL) || r;
return r;
}
#endif /* GL_IBM_multimode_draw_arrays */
#ifdef GL_IBM_vertex_array_lists
static GLboolean _glewInit_GL_IBM_vertex_array_lists (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glColorPointerListIBM = (PFNGLCOLORPOINTERLISTIBMPROC)glewGetProcAddress((const GLubyte*)"glColorPointerListIBM")) == NULL) || r;
r = ((glEdgeFlagPointerListIBM = (PFNGLEDGEFLAGPOINTERLISTIBMPROC)glewGetProcAddress((const GLubyte*)"glEdgeFlagPointerListIBM")) == NULL) || r;
r = ((glFogCoordPointerListIBM = (PFNGLFOGCOORDPOINTERLISTIBMPROC)glewGetProcAddress((const GLubyte*)"glFogCoordPointerListIBM")) == NULL) || r;
r = ((glIndexPointerListIBM = (PFNGLINDEXPOINTERLISTIBMPROC)glewGetProcAddress((const GLubyte*)"glIndexPointerListIBM")) == NULL) || r;
r = ((glNormalPointerListIBM = (PFNGLNORMALPOINTERLISTIBMPROC)glewGetProcAddress((const GLubyte*)"glNormalPointerListIBM")) == NULL) || r;
r = ((glSecondaryColorPointerListIBM = (PFNGLSECONDARYCOLORPOINTERLISTIBMPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColorPointerListIBM")) == NULL) || r;
r = ((glTexCoordPointerListIBM = (PFNGLTEXCOORDPOINTERLISTIBMPROC)glewGetProcAddress((const GLubyte*)"glTexCoordPointerListIBM")) == NULL) || r;
r = ((glVertexPointerListIBM = (PFNGLVERTEXPOINTERLISTIBMPROC)glewGetProcAddress((const GLubyte*)"glVertexPointerListIBM")) == NULL) || r;
return r;
}
#endif /* GL_IBM_vertex_array_lists */
#ifdef GL_INTEL_map_texture
static GLboolean _glewInit_GL_INTEL_map_texture (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glMapTexture2DINTEL = (PFNGLMAPTEXTURE2DINTELPROC)glewGetProcAddress((const GLubyte*)"glMapTexture2DINTEL")) == NULL) || r;
r = ((glSyncTextureINTEL = (PFNGLSYNCTEXTUREINTELPROC)glewGetProcAddress((const GLubyte*)"glSyncTextureINTEL")) == NULL) || r;
r = ((glUnmapTexture2DINTEL = (PFNGLUNMAPTEXTURE2DINTELPROC)glewGetProcAddress((const GLubyte*)"glUnmapTexture2DINTEL")) == NULL) || r;
return r;
}
#endif /* GL_INTEL_map_texture */
#ifdef GL_INTEL_parallel_arrays
static GLboolean _glewInit_GL_INTEL_parallel_arrays (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glColorPointervINTEL = (PFNGLCOLORPOINTERVINTELPROC)glewGetProcAddress((const GLubyte*)"glColorPointervINTEL")) == NULL) || r;
r = ((glNormalPointervINTEL = (PFNGLNORMALPOINTERVINTELPROC)glewGetProcAddress((const GLubyte*)"glNormalPointervINTEL")) == NULL) || r;
r = ((glTexCoordPointervINTEL = (PFNGLTEXCOORDPOINTERVINTELPROC)glewGetProcAddress((const GLubyte*)"glTexCoordPointervINTEL")) == NULL) || r;
r = ((glVertexPointervINTEL = (PFNGLVERTEXPOINTERVINTELPROC)glewGetProcAddress((const GLubyte*)"glVertexPointervINTEL")) == NULL) || r;
return r;
}
#endif /* GL_INTEL_parallel_arrays */
#ifdef GL_INTEL_performance_query
static GLboolean _glewInit_GL_INTEL_performance_query (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBeginPerfQueryINTEL = (PFNGLBEGINPERFQUERYINTELPROC)glewGetProcAddress((const GLubyte*)"glBeginPerfQueryINTEL")) == NULL) || r;
r = ((glCreatePerfQueryINTEL = (PFNGLCREATEPERFQUERYINTELPROC)glewGetProcAddress((const GLubyte*)"glCreatePerfQueryINTEL")) == NULL) || r;
r = ((glDeletePerfQueryINTEL = (PFNGLDELETEPERFQUERYINTELPROC)glewGetProcAddress((const GLubyte*)"glDeletePerfQueryINTEL")) == NULL) || r;
r = ((glEndPerfQueryINTEL = (PFNGLENDPERFQUERYINTELPROC)glewGetProcAddress((const GLubyte*)"glEndPerfQueryINTEL")) == NULL) || r;
r = ((glGetFirstPerfQueryIdINTEL = (PFNGLGETFIRSTPERFQUERYIDINTELPROC)glewGetProcAddress((const GLubyte*)"glGetFirstPerfQueryIdINTEL")) == NULL) || r;
r = ((glGetNextPerfQueryIdINTEL = (PFNGLGETNEXTPERFQUERYIDINTELPROC)glewGetProcAddress((const GLubyte*)"glGetNextPerfQueryIdINTEL")) == NULL) || r;
r = ((glGetPerfCounterInfoINTEL = (PFNGLGETPERFCOUNTERINFOINTELPROC)glewGetProcAddress((const GLubyte*)"glGetPerfCounterInfoINTEL")) == NULL) || r;
r = ((glGetPerfQueryDataINTEL = (PFNGLGETPERFQUERYDATAINTELPROC)glewGetProcAddress((const GLubyte*)"glGetPerfQueryDataINTEL")) == NULL) || r;
r = ((glGetPerfQueryIdByNameINTEL = (PFNGLGETPERFQUERYIDBYNAMEINTELPROC)glewGetProcAddress((const GLubyte*)"glGetPerfQueryIdByNameINTEL")) == NULL) || r;
r = ((glGetPerfQueryInfoINTEL = (PFNGLGETPERFQUERYINFOINTELPROC)glewGetProcAddress((const GLubyte*)"glGetPerfQueryInfoINTEL")) == NULL) || r;
return r;
}
#endif /* GL_INTEL_performance_query */
#ifdef GL_INTEL_texture_scissor
static GLboolean _glewInit_GL_INTEL_texture_scissor (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glTexScissorFuncINTEL = (PFNGLTEXSCISSORFUNCINTELPROC)glewGetProcAddress((const GLubyte*)"glTexScissorFuncINTEL")) == NULL) || r;
r = ((glTexScissorINTEL = (PFNGLTEXSCISSORINTELPROC)glewGetProcAddress((const GLubyte*)"glTexScissorINTEL")) == NULL) || r;
return r;
}
#endif /* GL_INTEL_texture_scissor */
#ifdef GL_KHR_blend_equation_advanced
static GLboolean _glewInit_GL_KHR_blend_equation_advanced (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBlendBarrierKHR = (PFNGLBLENDBARRIERKHRPROC)glewGetProcAddress((const GLubyte*)"glBlendBarrierKHR")) == NULL) || r;
return r;
}
#endif /* GL_KHR_blend_equation_advanced */
#ifdef GL_KHR_debug
static GLboolean _glewInit_GL_KHR_debug (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glDebugMessageCallback = (PFNGLDEBUGMESSAGECALLBACKPROC)glewGetProcAddress((const GLubyte*)"glDebugMessageCallback")) == NULL) || r;
r = ((glDebugMessageControl = (PFNGLDEBUGMESSAGECONTROLPROC)glewGetProcAddress((const GLubyte*)"glDebugMessageControl")) == NULL) || r;
r = ((glDebugMessageInsert = (PFNGLDEBUGMESSAGEINSERTPROC)glewGetProcAddress((const GLubyte*)"glDebugMessageInsert")) == NULL) || r;
r = ((glGetDebugMessageLog = (PFNGLGETDEBUGMESSAGELOGPROC)glewGetProcAddress((const GLubyte*)"glGetDebugMessageLog")) == NULL) || r;
r = ((glGetObjectLabel = (PFNGLGETOBJECTLABELPROC)glewGetProcAddress((const GLubyte*)"glGetObjectLabel")) == NULL) || r;
r = ((glGetObjectPtrLabel = (PFNGLGETOBJECTPTRLABELPROC)glewGetProcAddress((const GLubyte*)"glGetObjectPtrLabel")) == NULL) || r;
r = ((glObjectLabel = (PFNGLOBJECTLABELPROC)glewGetProcAddress((const GLubyte*)"glObjectLabel")) == NULL) || r;
r = ((glObjectPtrLabel = (PFNGLOBJECTPTRLABELPROC)glewGetProcAddress((const GLubyte*)"glObjectPtrLabel")) == NULL) || r;
r = ((glPopDebugGroup = (PFNGLPOPDEBUGGROUPPROC)glewGetProcAddress((const GLubyte*)"glPopDebugGroup")) == NULL) || r;
r = ((glPushDebugGroup = (PFNGLPUSHDEBUGGROUPPROC)glewGetProcAddress((const GLubyte*)"glPushDebugGroup")) == NULL) || r;
return r;
}
#endif /* GL_KHR_debug */
#ifdef GL_KHR_robustness
static GLboolean _glewInit_GL_KHR_robustness (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetnUniformfv = (PFNGLGETNUNIFORMFVPROC)glewGetProcAddress((const GLubyte*)"glGetnUniformfv")) == NULL) || r;
r = ((glGetnUniformiv = (PFNGLGETNUNIFORMIVPROC)glewGetProcAddress((const GLubyte*)"glGetnUniformiv")) == NULL) || r;
r = ((glGetnUniformuiv = (PFNGLGETNUNIFORMUIVPROC)glewGetProcAddress((const GLubyte*)"glGetnUniformuiv")) == NULL) || r;
r = ((glReadnPixels = (PFNGLREADNPIXELSPROC)glewGetProcAddress((const GLubyte*)"glReadnPixels")) == NULL) || r;
return r;
}
#endif /* GL_KHR_robustness */
#ifdef GL_KTX_buffer_region
static GLboolean _glewInit_GL_KTX_buffer_region (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBufferRegionEnabled = (PFNGLBUFFERREGIONENABLEDPROC)glewGetProcAddress((const GLubyte*)"glBufferRegionEnabled")) == NULL) || r;
r = ((glDeleteBufferRegion = (PFNGLDELETEBUFFERREGIONPROC)glewGetProcAddress((const GLubyte*)"glDeleteBufferRegion")) == NULL) || r;
r = ((glDrawBufferRegion = (PFNGLDRAWBUFFERREGIONPROC)glewGetProcAddress((const GLubyte*)"glDrawBufferRegion")) == NULL) || r;
r = ((glNewBufferRegion = (PFNGLNEWBUFFERREGIONPROC)glewGetProcAddress((const GLubyte*)"glNewBufferRegion")) == NULL) || r;
r = ((glReadBufferRegion = (PFNGLREADBUFFERREGIONPROC)glewGetProcAddress((const GLubyte*)"glReadBufferRegion")) == NULL) || r;
return r;
}
#endif /* GL_KTX_buffer_region */
#ifdef GL_MESA_resize_buffers
static GLboolean _glewInit_GL_MESA_resize_buffers (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glResizeBuffersMESA = (PFNGLRESIZEBUFFERSMESAPROC)glewGetProcAddress((const GLubyte*)"glResizeBuffersMESA")) == NULL) || r;
return r;
}
#endif /* GL_MESA_resize_buffers */
#ifdef GL_MESA_window_pos
static GLboolean _glewInit_GL_MESA_window_pos (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glWindowPos2dMESA = (PFNGLWINDOWPOS2DMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2dMESA")) == NULL) || r;
r = ((glWindowPos2dvMESA = (PFNGLWINDOWPOS2DVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2dvMESA")) == NULL) || r;
r = ((glWindowPos2fMESA = (PFNGLWINDOWPOS2FMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2fMESA")) == NULL) || r;
r = ((glWindowPos2fvMESA = (PFNGLWINDOWPOS2FVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2fvMESA")) == NULL) || r;
r = ((glWindowPos2iMESA = (PFNGLWINDOWPOS2IMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2iMESA")) == NULL) || r;
r = ((glWindowPos2ivMESA = (PFNGLWINDOWPOS2IVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2ivMESA")) == NULL) || r;
r = ((glWindowPos2sMESA = (PFNGLWINDOWPOS2SMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2sMESA")) == NULL) || r;
r = ((glWindowPos2svMESA = (PFNGLWINDOWPOS2SVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2svMESA")) == NULL) || r;
r = ((glWindowPos3dMESA = (PFNGLWINDOWPOS3DMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3dMESA")) == NULL) || r;
r = ((glWindowPos3dvMESA = (PFNGLWINDOWPOS3DVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3dvMESA")) == NULL) || r;
r = ((glWindowPos3fMESA = (PFNGLWINDOWPOS3FMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3fMESA")) == NULL) || r;
r = ((glWindowPos3fvMESA = (PFNGLWINDOWPOS3FVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3fvMESA")) == NULL) || r;
r = ((glWindowPos3iMESA = (PFNGLWINDOWPOS3IMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3iMESA")) == NULL) || r;
r = ((glWindowPos3ivMESA = (PFNGLWINDOWPOS3IVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3ivMESA")) == NULL) || r;
r = ((glWindowPos3sMESA = (PFNGLWINDOWPOS3SMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3sMESA")) == NULL) || r;
r = ((glWindowPos3svMESA = (PFNGLWINDOWPOS3SVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3svMESA")) == NULL) || r;
r = ((glWindowPos4dMESA = (PFNGLWINDOWPOS4DMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos4dMESA")) == NULL) || r;
r = ((glWindowPos4dvMESA = (PFNGLWINDOWPOS4DVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos4dvMESA")) == NULL) || r;
r = ((glWindowPos4fMESA = (PFNGLWINDOWPOS4FMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos4fMESA")) == NULL) || r;
r = ((glWindowPos4fvMESA = (PFNGLWINDOWPOS4FVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos4fvMESA")) == NULL) || r;
r = ((glWindowPos4iMESA = (PFNGLWINDOWPOS4IMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos4iMESA")) == NULL) || r;
r = ((glWindowPos4ivMESA = (PFNGLWINDOWPOS4IVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos4ivMESA")) == NULL) || r;
r = ((glWindowPos4sMESA = (PFNGLWINDOWPOS4SMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos4sMESA")) == NULL) || r;
r = ((glWindowPos4svMESA = (PFNGLWINDOWPOS4SVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos4svMESA")) == NULL) || r;
return r;
}
#endif /* GL_MESA_window_pos */
#ifdef GL_NVX_conditional_render
static GLboolean _glewInit_GL_NVX_conditional_render (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBeginConditionalRenderNVX = (PFNGLBEGINCONDITIONALRENDERNVXPROC)glewGetProcAddress((const GLubyte*)"glBeginConditionalRenderNVX")) == NULL) || r;
r = ((glEndConditionalRenderNVX = (PFNGLENDCONDITIONALRENDERNVXPROC)glewGetProcAddress((const GLubyte*)"glEndConditionalRenderNVX")) == NULL) || r;
return r;
}
#endif /* GL_NVX_conditional_render */
#ifdef GL_NV_bindless_multi_draw_indirect
static GLboolean _glewInit_GL_NV_bindless_multi_draw_indirect (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glMultiDrawArraysIndirectBindlessNV = (PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSNVPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawArraysIndirectBindlessNV")) == NULL) || r;
r = ((glMultiDrawElementsIndirectBindlessNV = (PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSNVPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElementsIndirectBindlessNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_bindless_multi_draw_indirect */
#ifdef GL_NV_bindless_multi_draw_indirect_count
static GLboolean _glewInit_GL_NV_bindless_multi_draw_indirect_count (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glMultiDrawArraysIndirectBindlessCountNV = (PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSCOUNTNVPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawArraysIndirectBindlessCountNV")) == NULL) || r;
r = ((glMultiDrawElementsIndirectBindlessCountNV = (PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSCOUNTNVPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElementsIndirectBindlessCountNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_bindless_multi_draw_indirect_count */
#ifdef GL_NV_bindless_texture
static GLboolean _glewInit_GL_NV_bindless_texture (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetImageHandleNV = (PFNGLGETIMAGEHANDLENVPROC)glewGetProcAddress((const GLubyte*)"glGetImageHandleNV")) == NULL) || r;
r = ((glGetTextureHandleNV = (PFNGLGETTEXTUREHANDLENVPROC)glewGetProcAddress((const GLubyte*)"glGetTextureHandleNV")) == NULL) || r;
r = ((glGetTextureSamplerHandleNV = (PFNGLGETTEXTURESAMPLERHANDLENVPROC)glewGetProcAddress((const GLubyte*)"glGetTextureSamplerHandleNV")) == NULL) || r;
r = ((glIsImageHandleResidentNV = (PFNGLISIMAGEHANDLERESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glIsImageHandleResidentNV")) == NULL) || r;
r = ((glIsTextureHandleResidentNV = (PFNGLISTEXTUREHANDLERESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glIsTextureHandleResidentNV")) == NULL) || r;
r = ((glMakeImageHandleNonResidentNV = (PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glMakeImageHandleNonResidentNV")) == NULL) || r;
r = ((glMakeImageHandleResidentNV = (PFNGLMAKEIMAGEHANDLERESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glMakeImageHandleResidentNV")) == NULL) || r;
r = ((glMakeTextureHandleNonResidentNV = (PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glMakeTextureHandleNonResidentNV")) == NULL) || r;
r = ((glMakeTextureHandleResidentNV = (PFNGLMAKETEXTUREHANDLERESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glMakeTextureHandleResidentNV")) == NULL) || r;
r = ((glProgramUniformHandleui64NV = (PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformHandleui64NV")) == NULL) || r;
r = ((glProgramUniformHandleui64vNV = (PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformHandleui64vNV")) == NULL) || r;
r = ((glUniformHandleui64NV = (PFNGLUNIFORMHANDLEUI64NVPROC)glewGetProcAddress((const GLubyte*)"glUniformHandleui64NV")) == NULL) || r;
r = ((glUniformHandleui64vNV = (PFNGLUNIFORMHANDLEUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glUniformHandleui64vNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_bindless_texture */
#ifdef GL_NV_blend_equation_advanced
static GLboolean _glewInit_GL_NV_blend_equation_advanced (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBlendBarrierNV = (PFNGLBLENDBARRIERNVPROC)glewGetProcAddress((const GLubyte*)"glBlendBarrierNV")) == NULL) || r;
r = ((glBlendParameteriNV = (PFNGLBLENDPARAMETERINVPROC)glewGetProcAddress((const GLubyte*)"glBlendParameteriNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_blend_equation_advanced */
#ifdef GL_NV_conditional_render
static GLboolean _glewInit_GL_NV_conditional_render (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBeginConditionalRenderNV = (PFNGLBEGINCONDITIONALRENDERNVPROC)glewGetProcAddress((const GLubyte*)"glBeginConditionalRenderNV")) == NULL) || r;
r = ((glEndConditionalRenderNV = (PFNGLENDCONDITIONALRENDERNVPROC)glewGetProcAddress((const GLubyte*)"glEndConditionalRenderNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_conditional_render */
#ifdef GL_NV_conservative_raster
static GLboolean _glewInit_GL_NV_conservative_raster (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glSubpixelPrecisionBiasNV = (PFNGLSUBPIXELPRECISIONBIASNVPROC)glewGetProcAddress((const GLubyte*)"glSubpixelPrecisionBiasNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_conservative_raster */
#ifdef GL_NV_conservative_raster_dilate
static GLboolean _glewInit_GL_NV_conservative_raster_dilate (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glConservativeRasterParameterfNV = (PFNGLCONSERVATIVERASTERPARAMETERFNVPROC)glewGetProcAddress((const GLubyte*)"glConservativeRasterParameterfNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_conservative_raster_dilate */
#ifdef GL_NV_copy_image
static GLboolean _glewInit_GL_NV_copy_image (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glCopyImageSubDataNV = (PFNGLCOPYIMAGESUBDATANVPROC)glewGetProcAddress((const GLubyte*)"glCopyImageSubDataNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_copy_image */
#ifdef GL_NV_depth_buffer_float
static GLboolean _glewInit_GL_NV_depth_buffer_float (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glClearDepthdNV = (PFNGLCLEARDEPTHDNVPROC)glewGetProcAddress((const GLubyte*)"glClearDepthdNV")) == NULL) || r;
r = ((glDepthBoundsdNV = (PFNGLDEPTHBOUNDSDNVPROC)glewGetProcAddress((const GLubyte*)"glDepthBoundsdNV")) == NULL) || r;
r = ((glDepthRangedNV = (PFNGLDEPTHRANGEDNVPROC)glewGetProcAddress((const GLubyte*)"glDepthRangedNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_depth_buffer_float */
#ifdef GL_NV_draw_texture
static GLboolean _glewInit_GL_NV_draw_texture (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glDrawTextureNV = (PFNGLDRAWTEXTURENVPROC)glewGetProcAddress((const GLubyte*)"glDrawTextureNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_draw_texture */
#ifdef GL_NV_evaluators
static GLboolean _glewInit_GL_NV_evaluators (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glEvalMapsNV = (PFNGLEVALMAPSNVPROC)glewGetProcAddress((const GLubyte*)"glEvalMapsNV")) == NULL) || r;
r = ((glGetMapAttribParameterfvNV = (PFNGLGETMAPATTRIBPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetMapAttribParameterfvNV")) == NULL) || r;
r = ((glGetMapAttribParameterivNV = (PFNGLGETMAPATTRIBPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetMapAttribParameterivNV")) == NULL) || r;
r = ((glGetMapControlPointsNV = (PFNGLGETMAPCONTROLPOINTSNVPROC)glewGetProcAddress((const GLubyte*)"glGetMapControlPointsNV")) == NULL) || r;
r = ((glGetMapParameterfvNV = (PFNGLGETMAPPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetMapParameterfvNV")) == NULL) || r;
r = ((glGetMapParameterivNV = (PFNGLGETMAPPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetMapParameterivNV")) == NULL) || r;
r = ((glMapControlPointsNV = (PFNGLMAPCONTROLPOINTSNVPROC)glewGetProcAddress((const GLubyte*)"glMapControlPointsNV")) == NULL) || r;
r = ((glMapParameterfvNV = (PFNGLMAPPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glMapParameterfvNV")) == NULL) || r;
r = ((glMapParameterivNV = (PFNGLMAPPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glMapParameterivNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_evaluators */
#ifdef GL_NV_explicit_multisample
static GLboolean _glewInit_GL_NV_explicit_multisample (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetMultisamplefvNV = (PFNGLGETMULTISAMPLEFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetMultisamplefvNV")) == NULL) || r;
r = ((glSampleMaskIndexedNV = (PFNGLSAMPLEMASKINDEXEDNVPROC)glewGetProcAddress((const GLubyte*)"glSampleMaskIndexedNV")) == NULL) || r;
r = ((glTexRenderbufferNV = (PFNGLTEXRENDERBUFFERNVPROC)glewGetProcAddress((const GLubyte*)"glTexRenderbufferNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_explicit_multisample */
#ifdef GL_NV_fence
static GLboolean _glewInit_GL_NV_fence (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glDeleteFencesNV = (PFNGLDELETEFENCESNVPROC)glewGetProcAddress((const GLubyte*)"glDeleteFencesNV")) == NULL) || r;
r = ((glFinishFenceNV = (PFNGLFINISHFENCENVPROC)glewGetProcAddress((const GLubyte*)"glFinishFenceNV")) == NULL) || r;
r = ((glGenFencesNV = (PFNGLGENFENCESNVPROC)glewGetProcAddress((const GLubyte*)"glGenFencesNV")) == NULL) || r;
r = ((glGetFenceivNV = (PFNGLGETFENCEIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetFenceivNV")) == NULL) || r;
r = ((glIsFenceNV = (PFNGLISFENCENVPROC)glewGetProcAddress((const GLubyte*)"glIsFenceNV")) == NULL) || r;
r = ((glSetFenceNV = (PFNGLSETFENCENVPROC)glewGetProcAddress((const GLubyte*)"glSetFenceNV")) == NULL) || r;
r = ((glTestFenceNV = (PFNGLTESTFENCENVPROC)glewGetProcAddress((const GLubyte*)"glTestFenceNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_fence */
#ifdef GL_NV_fragment_coverage_to_color
static GLboolean _glewInit_GL_NV_fragment_coverage_to_color (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glFragmentCoverageColorNV = (PFNGLFRAGMENTCOVERAGECOLORNVPROC)glewGetProcAddress((const GLubyte*)"glFragmentCoverageColorNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_fragment_coverage_to_color */
#ifdef GL_NV_fragment_program
static GLboolean _glewInit_GL_NV_fragment_program (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetProgramNamedParameterdvNV = (PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramNamedParameterdvNV")) == NULL) || r;
r = ((glGetProgramNamedParameterfvNV = (PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramNamedParameterfvNV")) == NULL) || r;
r = ((glProgramNamedParameter4dNV = (PFNGLPROGRAMNAMEDPARAMETER4DNVPROC)glewGetProcAddress((const GLubyte*)"glProgramNamedParameter4dNV")) == NULL) || r;
r = ((glProgramNamedParameter4dvNV = (PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramNamedParameter4dvNV")) == NULL) || r;
r = ((glProgramNamedParameter4fNV = (PFNGLPROGRAMNAMEDPARAMETER4FNVPROC)glewGetProcAddress((const GLubyte*)"glProgramNamedParameter4fNV")) == NULL) || r;
r = ((glProgramNamedParameter4fvNV = (PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramNamedParameter4fvNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_fragment_program */
#ifdef GL_NV_framebuffer_multisample_coverage
static GLboolean _glewInit_GL_NV_framebuffer_multisample_coverage (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glRenderbufferStorageMultisampleCoverageNV = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC)glewGetProcAddress((const GLubyte*)"glRenderbufferStorageMultisampleCoverageNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_framebuffer_multisample_coverage */
#ifdef GL_NV_geometry_program4
static GLboolean _glewInit_GL_NV_geometry_program4 (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glProgramVertexLimitNV = (PFNGLPROGRAMVERTEXLIMITNVPROC)glewGetProcAddress((const GLubyte*)"glProgramVertexLimitNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_geometry_program4 */
#ifdef GL_NV_gpu_program4
static GLboolean _glewInit_GL_NV_gpu_program4 (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glProgramEnvParameterI4iNV = (PFNGLPROGRAMENVPARAMETERI4INVPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParameterI4iNV")) == NULL) || r;
r = ((glProgramEnvParameterI4ivNV = (PFNGLPROGRAMENVPARAMETERI4IVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParameterI4ivNV")) == NULL) || r;
r = ((glProgramEnvParameterI4uiNV = (PFNGLPROGRAMENVPARAMETERI4UINVPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParameterI4uiNV")) == NULL) || r;
r = ((glProgramEnvParameterI4uivNV = (PFNGLPROGRAMENVPARAMETERI4UIVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParameterI4uivNV")) == NULL) || r;
r = ((glProgramEnvParametersI4ivNV = (PFNGLPROGRAMENVPARAMETERSI4IVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParametersI4ivNV")) == NULL) || r;
r = ((glProgramEnvParametersI4uivNV = (PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParametersI4uivNV")) == NULL) || r;
r = ((glProgramLocalParameterI4iNV = (PFNGLPROGRAMLOCALPARAMETERI4INVPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParameterI4iNV")) == NULL) || r;
r = ((glProgramLocalParameterI4ivNV = (PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParameterI4ivNV")) == NULL) || r;
r = ((glProgramLocalParameterI4uiNV = (PFNGLPROGRAMLOCALPARAMETERI4UINVPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParameterI4uiNV")) == NULL) || r;
r = ((glProgramLocalParameterI4uivNV = (PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParameterI4uivNV")) == NULL) || r;
r = ((glProgramLocalParametersI4ivNV = (PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParametersI4ivNV")) == NULL) || r;
r = ((glProgramLocalParametersI4uivNV = (PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParametersI4uivNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_gpu_program4 */
#ifdef GL_NV_gpu_shader5
static GLboolean _glewInit_GL_NV_gpu_shader5 (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetUniformi64vNV = (PFNGLGETUNIFORMI64VNVPROC)glewGetProcAddress((const GLubyte*)"glGetUniformi64vNV")) == NULL) || r;
r = ((glGetUniformui64vNV = (PFNGLGETUNIFORMUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glGetUniformui64vNV")) == NULL) || r;
r = ((glProgramUniform1i64NV = (PFNGLPROGRAMUNIFORM1I64NVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1i64NV")) == NULL) || r;
r = ((glProgramUniform1i64vNV = (PFNGLPROGRAMUNIFORM1I64VNVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1i64vNV")) == NULL) || r;
r = ((glProgramUniform1ui64NV = (PFNGLPROGRAMUNIFORM1UI64NVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1ui64NV")) == NULL) || r;
r = ((glProgramUniform1ui64vNV = (PFNGLPROGRAMUNIFORM1UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1ui64vNV")) == NULL) || r;
r = ((glProgramUniform2i64NV = (PFNGLPROGRAMUNIFORM2I64NVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2i64NV")) == NULL) || r;
r = ((glProgramUniform2i64vNV = (PFNGLPROGRAMUNIFORM2I64VNVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2i64vNV")) == NULL) || r;
r = ((glProgramUniform2ui64NV = (PFNGLPROGRAMUNIFORM2UI64NVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2ui64NV")) == NULL) || r;
r = ((glProgramUniform2ui64vNV = (PFNGLPROGRAMUNIFORM2UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2ui64vNV")) == NULL) || r;
r = ((glProgramUniform3i64NV = (PFNGLPROGRAMUNIFORM3I64NVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3i64NV")) == NULL) || r;
r = ((glProgramUniform3i64vNV = (PFNGLPROGRAMUNIFORM3I64VNVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3i64vNV")) == NULL) || r;
r = ((glProgramUniform3ui64NV = (PFNGLPROGRAMUNIFORM3UI64NVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3ui64NV")) == NULL) || r;
r = ((glProgramUniform3ui64vNV = (PFNGLPROGRAMUNIFORM3UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3ui64vNV")) == NULL) || r;
r = ((glProgramUniform4i64NV = (PFNGLPROGRAMUNIFORM4I64NVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4i64NV")) == NULL) || r;
r = ((glProgramUniform4i64vNV = (PFNGLPROGRAMUNIFORM4I64VNVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4i64vNV")) == NULL) || r;
r = ((glProgramUniform4ui64NV = (PFNGLPROGRAMUNIFORM4UI64NVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4ui64NV")) == NULL) || r;
r = ((glProgramUniform4ui64vNV = (PFNGLPROGRAMUNIFORM4UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4ui64vNV")) == NULL) || r;
r = ((glUniform1i64NV = (PFNGLUNIFORM1I64NVPROC)glewGetProcAddress((const GLubyte*)"glUniform1i64NV")) == NULL) || r;
r = ((glUniform1i64vNV = (PFNGLUNIFORM1I64VNVPROC)glewGetProcAddress((const GLubyte*)"glUniform1i64vNV")) == NULL) || r;
r = ((glUniform1ui64NV = (PFNGLUNIFORM1UI64NVPROC)glewGetProcAddress((const GLubyte*)"glUniform1ui64NV")) == NULL) || r;
r = ((glUniform1ui64vNV = (PFNGLUNIFORM1UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glUniform1ui64vNV")) == NULL) || r;
r = ((glUniform2i64NV = (PFNGLUNIFORM2I64NVPROC)glewGetProcAddress((const GLubyte*)"glUniform2i64NV")) == NULL) || r;
r = ((glUniform2i64vNV = (PFNGLUNIFORM2I64VNVPROC)glewGetProcAddress((const GLubyte*)"glUniform2i64vNV")) == NULL) || r;
r = ((glUniform2ui64NV = (PFNGLUNIFORM2UI64NVPROC)glewGetProcAddress((const GLubyte*)"glUniform2ui64NV")) == NULL) || r;
r = ((glUniform2ui64vNV = (PFNGLUNIFORM2UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glUniform2ui64vNV")) == NULL) || r;
r = ((glUniform3i64NV = (PFNGLUNIFORM3I64NVPROC)glewGetProcAddress((const GLubyte*)"glUniform3i64NV")) == NULL) || r;
r = ((glUniform3i64vNV = (PFNGLUNIFORM3I64VNVPROC)glewGetProcAddress((const GLubyte*)"glUniform3i64vNV")) == NULL) || r;
r = ((glUniform3ui64NV = (PFNGLUNIFORM3UI64NVPROC)glewGetProcAddress((const GLubyte*)"glUniform3ui64NV")) == NULL) || r;
r = ((glUniform3ui64vNV = (PFNGLUNIFORM3UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glUniform3ui64vNV")) == NULL) || r;
r = ((glUniform4i64NV = (PFNGLUNIFORM4I64NVPROC)glewGetProcAddress((const GLubyte*)"glUniform4i64NV")) == NULL) || r;
r = ((glUniform4i64vNV = (PFNGLUNIFORM4I64VNVPROC)glewGetProcAddress((const GLubyte*)"glUniform4i64vNV")) == NULL) || r;
r = ((glUniform4ui64NV = (PFNGLUNIFORM4UI64NVPROC)glewGetProcAddress((const GLubyte*)"glUniform4ui64NV")) == NULL) || r;
r = ((glUniform4ui64vNV = (PFNGLUNIFORM4UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glUniform4ui64vNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_gpu_shader5 */
#ifdef GL_NV_half_float
static GLboolean _glewInit_GL_NV_half_float (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glColor3hNV = (PFNGLCOLOR3HNVPROC)glewGetProcAddress((const GLubyte*)"glColor3hNV")) == NULL) || r;
r = ((glColor3hvNV = (PFNGLCOLOR3HVNVPROC)glewGetProcAddress((const GLubyte*)"glColor3hvNV")) == NULL) || r;
r = ((glColor4hNV = (PFNGLCOLOR4HNVPROC)glewGetProcAddress((const GLubyte*)"glColor4hNV")) == NULL) || r;
r = ((glColor4hvNV = (PFNGLCOLOR4HVNVPROC)glewGetProcAddress((const GLubyte*)"glColor4hvNV")) == NULL) || r;
r = ((glFogCoordhNV = (PFNGLFOGCOORDHNVPROC)glewGetProcAddress((const GLubyte*)"glFogCoordhNV")) == NULL) || r;
r = ((glFogCoordhvNV = (PFNGLFOGCOORDHVNVPROC)glewGetProcAddress((const GLubyte*)"glFogCoordhvNV")) == NULL) || r;
r = ((glMultiTexCoord1hNV = (PFNGLMULTITEXCOORD1HNVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1hNV")) == NULL) || r;
r = ((glMultiTexCoord1hvNV = (PFNGLMULTITEXCOORD1HVNVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1hvNV")) == NULL) || r;
r = ((glMultiTexCoord2hNV = (PFNGLMULTITEXCOORD2HNVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2hNV")) == NULL) || r;
r = ((glMultiTexCoord2hvNV = (PFNGLMULTITEXCOORD2HVNVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2hvNV")) == NULL) || r;
r = ((glMultiTexCoord3hNV = (PFNGLMULTITEXCOORD3HNVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3hNV")) == NULL) || r;
r = ((glMultiTexCoord3hvNV = (PFNGLMULTITEXCOORD3HVNVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3hvNV")) == NULL) || r;
r = ((glMultiTexCoord4hNV = (PFNGLMULTITEXCOORD4HNVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4hNV")) == NULL) || r;
r = ((glMultiTexCoord4hvNV = (PFNGLMULTITEXCOORD4HVNVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4hvNV")) == NULL) || r;
r = ((glNormal3hNV = (PFNGLNORMAL3HNVPROC)glewGetProcAddress((const GLubyte*)"glNormal3hNV")) == NULL) || r;
r = ((glNormal3hvNV = (PFNGLNORMAL3HVNVPROC)glewGetProcAddress((const GLubyte*)"glNormal3hvNV")) == NULL) || r;
r = ((glSecondaryColor3hNV = (PFNGLSECONDARYCOLOR3HNVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3hNV")) == NULL) || r;
r = ((glSecondaryColor3hvNV = (PFNGLSECONDARYCOLOR3HVNVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3hvNV")) == NULL) || r;
r = ((glTexCoord1hNV = (PFNGLTEXCOORD1HNVPROC)glewGetProcAddress((const GLubyte*)"glTexCoord1hNV")) == NULL) || r;
r = ((glTexCoord1hvNV = (PFNGLTEXCOORD1HVNVPROC)glewGetProcAddress((const GLubyte*)"glTexCoord1hvNV")) == NULL) || r;
r = ((glTexCoord2hNV = (PFNGLTEXCOORD2HNVPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2hNV")) == NULL) || r;
r = ((glTexCoord2hvNV = (PFNGLTEXCOORD2HVNVPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2hvNV")) == NULL) || r;
r = ((glTexCoord3hNV = (PFNGLTEXCOORD3HNVPROC)glewGetProcAddress((const GLubyte*)"glTexCoord3hNV")) == NULL) || r;
r = ((glTexCoord3hvNV = (PFNGLTEXCOORD3HVNVPROC)glewGetProcAddress((const GLubyte*)"glTexCoord3hvNV")) == NULL) || r;
r = ((glTexCoord4hNV = (PFNGLTEXCOORD4HNVPROC)glewGetProcAddress((const GLubyte*)"glTexCoord4hNV")) == NULL) || r;
r = ((glTexCoord4hvNV = (PFNGLTEXCOORD4HVNVPROC)glewGetProcAddress((const GLubyte*)"glTexCoord4hvNV")) == NULL) || r;
r = ((glVertex2hNV = (PFNGLVERTEX2HNVPROC)glewGetProcAddress((const GLubyte*)"glVertex2hNV")) == NULL) || r;
r = ((glVertex2hvNV = (PFNGLVERTEX2HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertex2hvNV")) == NULL) || r;
r = ((glVertex3hNV = (PFNGLVERTEX3HNVPROC)glewGetProcAddress((const GLubyte*)"glVertex3hNV")) == NULL) || r;
r = ((glVertex3hvNV = (PFNGLVERTEX3HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertex3hvNV")) == NULL) || r;
r = ((glVertex4hNV = (PFNGLVERTEX4HNVPROC)glewGetProcAddress((const GLubyte*)"glVertex4hNV")) == NULL) || r;
r = ((glVertex4hvNV = (PFNGLVERTEX4HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertex4hvNV")) == NULL) || r;
r = ((glVertexAttrib1hNV = (PFNGLVERTEXATTRIB1HNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1hNV")) == NULL) || r;
r = ((glVertexAttrib1hvNV = (PFNGLVERTEXATTRIB1HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1hvNV")) == NULL) || r;
r = ((glVertexAttrib2hNV = (PFNGLVERTEXATTRIB2HNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2hNV")) == NULL) || r;
r = ((glVertexAttrib2hvNV = (PFNGLVERTEXATTRIB2HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2hvNV")) == NULL) || r;
r = ((glVertexAttrib3hNV = (PFNGLVERTEXATTRIB3HNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3hNV")) == NULL) || r;
r = ((glVertexAttrib3hvNV = (PFNGLVERTEXATTRIB3HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3hvNV")) == NULL) || r;
r = ((glVertexAttrib4hNV = (PFNGLVERTEXATTRIB4HNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4hNV")) == NULL) || r;
r = ((glVertexAttrib4hvNV = (PFNGLVERTEXATTRIB4HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4hvNV")) == NULL) || r;
r = ((glVertexAttribs1hvNV = (PFNGLVERTEXATTRIBS1HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs1hvNV")) == NULL) || r;
r = ((glVertexAttribs2hvNV = (PFNGLVERTEXATTRIBS2HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs2hvNV")) == NULL) || r;
r = ((glVertexAttribs3hvNV = (PFNGLVERTEXATTRIBS3HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs3hvNV")) == NULL) || r;
r = ((glVertexAttribs4hvNV = (PFNGLVERTEXATTRIBS4HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs4hvNV")) == NULL) || r;
r = ((glVertexWeighthNV = (PFNGLVERTEXWEIGHTHNVPROC)glewGetProcAddress((const GLubyte*)"glVertexWeighthNV")) == NULL) || r;
r = ((glVertexWeighthvNV = (PFNGLVERTEXWEIGHTHVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexWeighthvNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_half_float */
#ifdef GL_NV_internalformat_sample_query
static GLboolean _glewInit_GL_NV_internalformat_sample_query (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetInternalformatSampleivNV = (PFNGLGETINTERNALFORMATSAMPLEIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetInternalformatSampleivNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_internalformat_sample_query */
#ifdef GL_NV_occlusion_query
static GLboolean _glewInit_GL_NV_occlusion_query (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBeginOcclusionQueryNV = (PFNGLBEGINOCCLUSIONQUERYNVPROC)glewGetProcAddress((const GLubyte*)"glBeginOcclusionQueryNV")) == NULL) || r;
r = ((glDeleteOcclusionQueriesNV = (PFNGLDELETEOCCLUSIONQUERIESNVPROC)glewGetProcAddress((const GLubyte*)"glDeleteOcclusionQueriesNV")) == NULL) || r;
r = ((glEndOcclusionQueryNV = (PFNGLENDOCCLUSIONQUERYNVPROC)glewGetProcAddress((const GLubyte*)"glEndOcclusionQueryNV")) == NULL) || r;
r = ((glGenOcclusionQueriesNV = (PFNGLGENOCCLUSIONQUERIESNVPROC)glewGetProcAddress((const GLubyte*)"glGenOcclusionQueriesNV")) == NULL) || r;
r = ((glGetOcclusionQueryivNV = (PFNGLGETOCCLUSIONQUERYIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetOcclusionQueryivNV")) == NULL) || r;
r = ((glGetOcclusionQueryuivNV = (PFNGLGETOCCLUSIONQUERYUIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetOcclusionQueryuivNV")) == NULL) || r;
r = ((glIsOcclusionQueryNV = (PFNGLISOCCLUSIONQUERYNVPROC)glewGetProcAddress((const GLubyte*)"glIsOcclusionQueryNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_occlusion_query */
#ifdef GL_NV_parameter_buffer_object
static GLboolean _glewInit_GL_NV_parameter_buffer_object (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glProgramBufferParametersIivNV = (PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramBufferParametersIivNV")) == NULL) || r;
r = ((glProgramBufferParametersIuivNV = (PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramBufferParametersIuivNV")) == NULL) || r;
r = ((glProgramBufferParametersfvNV = (PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramBufferParametersfvNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_parameter_buffer_object */
#ifdef GL_NV_path_rendering
static GLboolean _glewInit_GL_NV_path_rendering (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glCopyPathNV = (PFNGLCOPYPATHNVPROC)glewGetProcAddress((const GLubyte*)"glCopyPathNV")) == NULL) || r;
r = ((glCoverFillPathInstancedNV = (PFNGLCOVERFILLPATHINSTANCEDNVPROC)glewGetProcAddress((const GLubyte*)"glCoverFillPathInstancedNV")) == NULL) || r;
r = ((glCoverFillPathNV = (PFNGLCOVERFILLPATHNVPROC)glewGetProcAddress((const GLubyte*)"glCoverFillPathNV")) == NULL) || r;
r = ((glCoverStrokePathInstancedNV = (PFNGLCOVERSTROKEPATHINSTANCEDNVPROC)glewGetProcAddress((const GLubyte*)"glCoverStrokePathInstancedNV")) == NULL) || r;
r = ((glCoverStrokePathNV = (PFNGLCOVERSTROKEPATHNVPROC)glewGetProcAddress((const GLubyte*)"glCoverStrokePathNV")) == NULL) || r;
r = ((glDeletePathsNV = (PFNGLDELETEPATHSNVPROC)glewGetProcAddress((const GLubyte*)"glDeletePathsNV")) == NULL) || r;
r = ((glGenPathsNV = (PFNGLGENPATHSNVPROC)glewGetProcAddress((const GLubyte*)"glGenPathsNV")) == NULL) || r;
r = ((glGetPathColorGenfvNV = (PFNGLGETPATHCOLORGENFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathColorGenfvNV")) == NULL) || r;
r = ((glGetPathColorGenivNV = (PFNGLGETPATHCOLORGENIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathColorGenivNV")) == NULL) || r;
r = ((glGetPathCommandsNV = (PFNGLGETPATHCOMMANDSNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathCommandsNV")) == NULL) || r;
r = ((glGetPathCoordsNV = (PFNGLGETPATHCOORDSNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathCoordsNV")) == NULL) || r;
r = ((glGetPathDashArrayNV = (PFNGLGETPATHDASHARRAYNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathDashArrayNV")) == NULL) || r;
r = ((glGetPathLengthNV = (PFNGLGETPATHLENGTHNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathLengthNV")) == NULL) || r;
r = ((glGetPathMetricRangeNV = (PFNGLGETPATHMETRICRANGENVPROC)glewGetProcAddress((const GLubyte*)"glGetPathMetricRangeNV")) == NULL) || r;
r = ((glGetPathMetricsNV = (PFNGLGETPATHMETRICSNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathMetricsNV")) == NULL) || r;
r = ((glGetPathParameterfvNV = (PFNGLGETPATHPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathParameterfvNV")) == NULL) || r;
r = ((glGetPathParameterivNV = (PFNGLGETPATHPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathParameterivNV")) == NULL) || r;
r = ((glGetPathSpacingNV = (PFNGLGETPATHSPACINGNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathSpacingNV")) == NULL) || r;
r = ((glGetPathTexGenfvNV = (PFNGLGETPATHTEXGENFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathTexGenfvNV")) == NULL) || r;
r = ((glGetPathTexGenivNV = (PFNGLGETPATHTEXGENIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathTexGenivNV")) == NULL) || r;
r = ((glGetProgramResourcefvNV = (PFNGLGETPROGRAMRESOURCEFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramResourcefvNV")) == NULL) || r;
r = ((glInterpolatePathsNV = (PFNGLINTERPOLATEPATHSNVPROC)glewGetProcAddress((const GLubyte*)"glInterpolatePathsNV")) == NULL) || r;
r = ((glIsPathNV = (PFNGLISPATHNVPROC)glewGetProcAddress((const GLubyte*)"glIsPathNV")) == NULL) || r;
r = ((glIsPointInFillPathNV = (PFNGLISPOINTINFILLPATHNVPROC)glewGetProcAddress((const GLubyte*)"glIsPointInFillPathNV")) == NULL) || r;
r = ((glIsPointInStrokePathNV = (PFNGLISPOINTINSTROKEPATHNVPROC)glewGetProcAddress((const GLubyte*)"glIsPointInStrokePathNV")) == NULL) || r;
r = ((glMatrixLoad3x2fNV = (PFNGLMATRIXLOAD3X2FNVPROC)glewGetProcAddress((const GLubyte*)"glMatrixLoad3x2fNV")) == NULL) || r;
r = ((glMatrixLoad3x3fNV = (PFNGLMATRIXLOAD3X3FNVPROC)glewGetProcAddress((const GLubyte*)"glMatrixLoad3x3fNV")) == NULL) || r;
r = ((glMatrixLoadTranspose3x3fNV = (PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC)glewGetProcAddress((const GLubyte*)"glMatrixLoadTranspose3x3fNV")) == NULL) || r;
r = ((glMatrixMult3x2fNV = (PFNGLMATRIXMULT3X2FNVPROC)glewGetProcAddress((const GLubyte*)"glMatrixMult3x2fNV")) == NULL) || r;
r = ((glMatrixMult3x3fNV = (PFNGLMATRIXMULT3X3FNVPROC)glewGetProcAddress((const GLubyte*)"glMatrixMult3x3fNV")) == NULL) || r;
r = ((glMatrixMultTranspose3x3fNV = (PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC)glewGetProcAddress((const GLubyte*)"glMatrixMultTranspose3x3fNV")) == NULL) || r;
r = ((glPathColorGenNV = (PFNGLPATHCOLORGENNVPROC)glewGetProcAddress((const GLubyte*)"glPathColorGenNV")) == NULL) || r;
r = ((glPathCommandsNV = (PFNGLPATHCOMMANDSNVPROC)glewGetProcAddress((const GLubyte*)"glPathCommandsNV")) == NULL) || r;
r = ((glPathCoordsNV = (PFNGLPATHCOORDSNVPROC)glewGetProcAddress((const GLubyte*)"glPathCoordsNV")) == NULL) || r;
r = ((glPathCoverDepthFuncNV = (PFNGLPATHCOVERDEPTHFUNCNVPROC)glewGetProcAddress((const GLubyte*)"glPathCoverDepthFuncNV")) == NULL) || r;
r = ((glPathDashArrayNV = (PFNGLPATHDASHARRAYNVPROC)glewGetProcAddress((const GLubyte*)"glPathDashArrayNV")) == NULL) || r;
r = ((glPathFogGenNV = (PFNGLPATHFOGGENNVPROC)glewGetProcAddress((const GLubyte*)"glPathFogGenNV")) == NULL) || r;
r = ((glPathGlyphIndexArrayNV = (PFNGLPATHGLYPHINDEXARRAYNVPROC)glewGetProcAddress((const GLubyte*)"glPathGlyphIndexArrayNV")) == NULL) || r;
r = ((glPathGlyphIndexRangeNV = (PFNGLPATHGLYPHINDEXRANGENVPROC)glewGetProcAddress((const GLubyte*)"glPathGlyphIndexRangeNV")) == NULL) || r;
r = ((glPathGlyphRangeNV = (PFNGLPATHGLYPHRANGENVPROC)glewGetProcAddress((const GLubyte*)"glPathGlyphRangeNV")) == NULL) || r;
r = ((glPathGlyphsNV = (PFNGLPATHGLYPHSNVPROC)glewGetProcAddress((const GLubyte*)"glPathGlyphsNV")) == NULL) || r;
r = ((glPathMemoryGlyphIndexArrayNV = (PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC)glewGetProcAddress((const GLubyte*)"glPathMemoryGlyphIndexArrayNV")) == NULL) || r;
r = ((glPathParameterfNV = (PFNGLPATHPARAMETERFNVPROC)glewGetProcAddress((const GLubyte*)"glPathParameterfNV")) == NULL) || r;
r = ((glPathParameterfvNV = (PFNGLPATHPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glPathParameterfvNV")) == NULL) || r;
r = ((glPathParameteriNV = (PFNGLPATHPARAMETERINVPROC)glewGetProcAddress((const GLubyte*)"glPathParameteriNV")) == NULL) || r;
r = ((glPathParameterivNV = (PFNGLPATHPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glPathParameterivNV")) == NULL) || r;
r = ((glPathStencilDepthOffsetNV = (PFNGLPATHSTENCILDEPTHOFFSETNVPROC)glewGetProcAddress((const GLubyte*)"glPathStencilDepthOffsetNV")) == NULL) || r;
r = ((glPathStencilFuncNV = (PFNGLPATHSTENCILFUNCNVPROC)glewGetProcAddress((const GLubyte*)"glPathStencilFuncNV")) == NULL) || r;
r = ((glPathStringNV = (PFNGLPATHSTRINGNVPROC)glewGetProcAddress((const GLubyte*)"glPathStringNV")) == NULL) || r;
r = ((glPathSubCommandsNV = (PFNGLPATHSUBCOMMANDSNVPROC)glewGetProcAddress((const GLubyte*)"glPathSubCommandsNV")) == NULL) || r;
r = ((glPathSubCoordsNV = (PFNGLPATHSUBCOORDSNVPROC)glewGetProcAddress((const GLubyte*)"glPathSubCoordsNV")) == NULL) || r;
r = ((glPathTexGenNV = (PFNGLPATHTEXGENNVPROC)glewGetProcAddress((const GLubyte*)"glPathTexGenNV")) == NULL) || r;
r = ((glPointAlongPathNV = (PFNGLPOINTALONGPATHNVPROC)glewGetProcAddress((const GLubyte*)"glPointAlongPathNV")) == NULL) || r;
r = ((glProgramPathFragmentInputGenNV = (PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC)glewGetProcAddress((const GLubyte*)"glProgramPathFragmentInputGenNV")) == NULL) || r;
r = ((glStencilFillPathInstancedNV = (PFNGLSTENCILFILLPATHINSTANCEDNVPROC)glewGetProcAddress((const GLubyte*)"glStencilFillPathInstancedNV")) == NULL) || r;
r = ((glStencilFillPathNV = (PFNGLSTENCILFILLPATHNVPROC)glewGetProcAddress((const GLubyte*)"glStencilFillPathNV")) == NULL) || r;
r = ((glStencilStrokePathInstancedNV = (PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC)glewGetProcAddress((const GLubyte*)"glStencilStrokePathInstancedNV")) == NULL) || r;
r = ((glStencilStrokePathNV = (PFNGLSTENCILSTROKEPATHNVPROC)glewGetProcAddress((const GLubyte*)"glStencilStrokePathNV")) == NULL) || r;
r = ((glStencilThenCoverFillPathInstancedNV = (PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC)glewGetProcAddress((const GLubyte*)"glStencilThenCoverFillPathInstancedNV")) == NULL) || r;
r = ((glStencilThenCoverFillPathNV = (PFNGLSTENCILTHENCOVERFILLPATHNVPROC)glewGetProcAddress((const GLubyte*)"glStencilThenCoverFillPathNV")) == NULL) || r;
r = ((glStencilThenCoverStrokePathInstancedNV = (PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC)glewGetProcAddress((const GLubyte*)"glStencilThenCoverStrokePathInstancedNV")) == NULL) || r;
r = ((glStencilThenCoverStrokePathNV = (PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC)glewGetProcAddress((const GLubyte*)"glStencilThenCoverStrokePathNV")) == NULL) || r;
r = ((glTransformPathNV = (PFNGLTRANSFORMPATHNVPROC)glewGetProcAddress((const GLubyte*)"glTransformPathNV")) == NULL) || r;
r = ((glWeightPathsNV = (PFNGLWEIGHTPATHSNVPROC)glewGetProcAddress((const GLubyte*)"glWeightPathsNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_path_rendering */
#ifdef GL_NV_pixel_data_range
static GLboolean _glewInit_GL_NV_pixel_data_range (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glFlushPixelDataRangeNV = (PFNGLFLUSHPIXELDATARANGENVPROC)glewGetProcAddress((const GLubyte*)"glFlushPixelDataRangeNV")) == NULL) || r;
r = ((glPixelDataRangeNV = (PFNGLPIXELDATARANGENVPROC)glewGetProcAddress((const GLubyte*)"glPixelDataRangeNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_pixel_data_range */
#ifdef GL_NV_point_sprite
static GLboolean _glewInit_GL_NV_point_sprite (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glPointParameteriNV = (PFNGLPOINTPARAMETERINVPROC)glewGetProcAddress((const GLubyte*)"glPointParameteriNV")) == NULL) || r;
r = ((glPointParameterivNV = (PFNGLPOINTPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glPointParameterivNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_point_sprite */
#ifdef GL_NV_present_video
static GLboolean _glewInit_GL_NV_present_video (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetVideoi64vNV = (PFNGLGETVIDEOI64VNVPROC)glewGetProcAddress((const GLubyte*)"glGetVideoi64vNV")) == NULL) || r;
r = ((glGetVideoivNV = (PFNGLGETVIDEOIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetVideoivNV")) == NULL) || r;
r = ((glGetVideoui64vNV = (PFNGLGETVIDEOUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glGetVideoui64vNV")) == NULL) || r;
r = ((glGetVideouivNV = (PFNGLGETVIDEOUIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetVideouivNV")) == NULL) || r;
r = ((glPresentFrameDualFillNV = (PFNGLPRESENTFRAMEDUALFILLNVPROC)glewGetProcAddress((const GLubyte*)"glPresentFrameDualFillNV")) == NULL) || r;
r = ((glPresentFrameKeyedNV = (PFNGLPRESENTFRAMEKEYEDNVPROC)glewGetProcAddress((const GLubyte*)"glPresentFrameKeyedNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_present_video */
#ifdef GL_NV_primitive_restart
static GLboolean _glewInit_GL_NV_primitive_restart (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glPrimitiveRestartIndexNV = (PFNGLPRIMITIVERESTARTINDEXNVPROC)glewGetProcAddress((const GLubyte*)"glPrimitiveRestartIndexNV")) == NULL) || r;
r = ((glPrimitiveRestartNV = (PFNGLPRIMITIVERESTARTNVPROC)glewGetProcAddress((const GLubyte*)"glPrimitiveRestartNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_primitive_restart */
#ifdef GL_NV_register_combiners
static GLboolean _glewInit_GL_NV_register_combiners (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glCombinerInputNV = (PFNGLCOMBINERINPUTNVPROC)glewGetProcAddress((const GLubyte*)"glCombinerInputNV")) == NULL) || r;
r = ((glCombinerOutputNV = (PFNGLCOMBINEROUTPUTNVPROC)glewGetProcAddress((const GLubyte*)"glCombinerOutputNV")) == NULL) || r;
r = ((glCombinerParameterfNV = (PFNGLCOMBINERPARAMETERFNVPROC)glewGetProcAddress((const GLubyte*)"glCombinerParameterfNV")) == NULL) || r;
r = ((glCombinerParameterfvNV = (PFNGLCOMBINERPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glCombinerParameterfvNV")) == NULL) || r;
r = ((glCombinerParameteriNV = (PFNGLCOMBINERPARAMETERINVPROC)glewGetProcAddress((const GLubyte*)"glCombinerParameteriNV")) == NULL) || r;
r = ((glCombinerParameterivNV = (PFNGLCOMBINERPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glCombinerParameterivNV")) == NULL) || r;
r = ((glFinalCombinerInputNV = (PFNGLFINALCOMBINERINPUTNVPROC)glewGetProcAddress((const GLubyte*)"glFinalCombinerInputNV")) == NULL) || r;
r = ((glGetCombinerInputParameterfvNV = (PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetCombinerInputParameterfvNV")) == NULL) || r;
r = ((glGetCombinerInputParameterivNV = (PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetCombinerInputParameterivNV")) == NULL) || r;
r = ((glGetCombinerOutputParameterfvNV = (PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetCombinerOutputParameterfvNV")) == NULL) || r;
r = ((glGetCombinerOutputParameterivNV = (PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetCombinerOutputParameterivNV")) == NULL) || r;
r = ((glGetFinalCombinerInputParameterfvNV = (PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetFinalCombinerInputParameterfvNV")) == NULL) || r;
r = ((glGetFinalCombinerInputParameterivNV = (PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetFinalCombinerInputParameterivNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_register_combiners */
#ifdef GL_NV_register_combiners2
static GLboolean _glewInit_GL_NV_register_combiners2 (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glCombinerStageParameterfvNV = (PFNGLCOMBINERSTAGEPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glCombinerStageParameterfvNV")) == NULL) || r;
r = ((glGetCombinerStageParameterfvNV = (PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetCombinerStageParameterfvNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_register_combiners2 */
#ifdef GL_NV_sample_locations
static GLboolean _glewInit_GL_NV_sample_locations (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glFramebufferSampleLocationsfvNV = (PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC)glewGetProcAddress((const GLubyte*)"glFramebufferSampleLocationsfvNV")) == NULL) || r;
r = ((glNamedFramebufferSampleLocationsfvNV = (PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferSampleLocationsfvNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_sample_locations */
#ifdef GL_NV_shader_buffer_load
static GLboolean _glewInit_GL_NV_shader_buffer_load (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetBufferParameterui64vNV = (PFNGLGETBUFFERPARAMETERUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glGetBufferParameterui64vNV")) == NULL) || r;
r = ((glGetIntegerui64vNV = (PFNGLGETINTEGERUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glGetIntegerui64vNV")) == NULL) || r;
r = ((glGetNamedBufferParameterui64vNV = (PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glGetNamedBufferParameterui64vNV")) == NULL) || r;
r = ((glIsBufferResidentNV = (PFNGLISBUFFERRESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glIsBufferResidentNV")) == NULL) || r;
r = ((glIsNamedBufferResidentNV = (PFNGLISNAMEDBUFFERRESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glIsNamedBufferResidentNV")) == NULL) || r;
r = ((glMakeBufferNonResidentNV = (PFNGLMAKEBUFFERNONRESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glMakeBufferNonResidentNV")) == NULL) || r;
r = ((glMakeBufferResidentNV = (PFNGLMAKEBUFFERRESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glMakeBufferResidentNV")) == NULL) || r;
r = ((glMakeNamedBufferNonResidentNV = (PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glMakeNamedBufferNonResidentNV")) == NULL) || r;
r = ((glMakeNamedBufferResidentNV = (PFNGLMAKENAMEDBUFFERRESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glMakeNamedBufferResidentNV")) == NULL) || r;
r = ((glProgramUniformui64NV = (PFNGLPROGRAMUNIFORMUI64NVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformui64NV")) == NULL) || r;
r = ((glProgramUniformui64vNV = (PFNGLPROGRAMUNIFORMUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformui64vNV")) == NULL) || r;
r = ((glUniformui64NV = (PFNGLUNIFORMUI64NVPROC)glewGetProcAddress((const GLubyte*)"glUniformui64NV")) == NULL) || r;
r = ((glUniformui64vNV = (PFNGLUNIFORMUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glUniformui64vNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_shader_buffer_load */
#ifdef GL_NV_texture_barrier
static GLboolean _glewInit_GL_NV_texture_barrier (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glTextureBarrierNV = (PFNGLTEXTUREBARRIERNVPROC)glewGetProcAddress((const GLubyte*)"glTextureBarrierNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_texture_barrier */
#ifdef GL_NV_texture_multisample
static GLboolean _glewInit_GL_NV_texture_multisample (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glTexImage2DMultisampleCoverageNV = (PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC)glewGetProcAddress((const GLubyte*)"glTexImage2DMultisampleCoverageNV")) == NULL) || r;
r = ((glTexImage3DMultisampleCoverageNV = (PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC)glewGetProcAddress((const GLubyte*)"glTexImage3DMultisampleCoverageNV")) == NULL) || r;
r = ((glTextureImage2DMultisampleCoverageNV = (PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC)glewGetProcAddress((const GLubyte*)"glTextureImage2DMultisampleCoverageNV")) == NULL) || r;
r = ((glTextureImage2DMultisampleNV = (PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC)glewGetProcAddress((const GLubyte*)"glTextureImage2DMultisampleNV")) == NULL) || r;
r = ((glTextureImage3DMultisampleCoverageNV = (PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC)glewGetProcAddress((const GLubyte*)"glTextureImage3DMultisampleCoverageNV")) == NULL) || r;
r = ((glTextureImage3DMultisampleNV = (PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC)glewGetProcAddress((const GLubyte*)"glTextureImage3DMultisampleNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_texture_multisample */
#ifdef GL_NV_transform_feedback
static GLboolean _glewInit_GL_NV_transform_feedback (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glActiveVaryingNV = (PFNGLACTIVEVARYINGNVPROC)glewGetProcAddress((const GLubyte*)"glActiveVaryingNV")) == NULL) || r;
r = ((glBeginTransformFeedbackNV = (PFNGLBEGINTRANSFORMFEEDBACKNVPROC)glewGetProcAddress((const GLubyte*)"glBeginTransformFeedbackNV")) == NULL) || r;
r = ((glBindBufferBaseNV = (PFNGLBINDBUFFERBASENVPROC)glewGetProcAddress((const GLubyte*)"glBindBufferBaseNV")) == NULL) || r;
r = ((glBindBufferOffsetNV = (PFNGLBINDBUFFEROFFSETNVPROC)glewGetProcAddress((const GLubyte*)"glBindBufferOffsetNV")) == NULL) || r;
r = ((glBindBufferRangeNV = (PFNGLBINDBUFFERRANGENVPROC)glewGetProcAddress((const GLubyte*)"glBindBufferRangeNV")) == NULL) || r;
r = ((glEndTransformFeedbackNV = (PFNGLENDTRANSFORMFEEDBACKNVPROC)glewGetProcAddress((const GLubyte*)"glEndTransformFeedbackNV")) == NULL) || r;
r = ((glGetActiveVaryingNV = (PFNGLGETACTIVEVARYINGNVPROC)glewGetProcAddress((const GLubyte*)"glGetActiveVaryingNV")) == NULL) || r;
r = ((glGetTransformFeedbackVaryingNV = (PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC)glewGetProcAddress((const GLubyte*)"glGetTransformFeedbackVaryingNV")) == NULL) || r;
r = ((glGetVaryingLocationNV = (PFNGLGETVARYINGLOCATIONNVPROC)glewGetProcAddress((const GLubyte*)"glGetVaryingLocationNV")) == NULL) || r;
r = ((glTransformFeedbackAttribsNV = (PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC)glewGetProcAddress((const GLubyte*)"glTransformFeedbackAttribsNV")) == NULL) || r;
r = ((glTransformFeedbackVaryingsNV = (PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC)glewGetProcAddress((const GLubyte*)"glTransformFeedbackVaryingsNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_transform_feedback */
#ifdef GL_NV_transform_feedback2
static GLboolean _glewInit_GL_NV_transform_feedback2 (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBindTransformFeedbackNV = (PFNGLBINDTRANSFORMFEEDBACKNVPROC)glewGetProcAddress((const GLubyte*)"glBindTransformFeedbackNV")) == NULL) || r;
r = ((glDeleteTransformFeedbacksNV = (PFNGLDELETETRANSFORMFEEDBACKSNVPROC)glewGetProcAddress((const GLubyte*)"glDeleteTransformFeedbacksNV")) == NULL) || r;
r = ((glDrawTransformFeedbackNV = (PFNGLDRAWTRANSFORMFEEDBACKNVPROC)glewGetProcAddress((const GLubyte*)"glDrawTransformFeedbackNV")) == NULL) || r;
r = ((glGenTransformFeedbacksNV = (PFNGLGENTRANSFORMFEEDBACKSNVPROC)glewGetProcAddress((const GLubyte*)"glGenTransformFeedbacksNV")) == NULL) || r;
r = ((glIsTransformFeedbackNV = (PFNGLISTRANSFORMFEEDBACKNVPROC)glewGetProcAddress((const GLubyte*)"glIsTransformFeedbackNV")) == NULL) || r;
r = ((glPauseTransformFeedbackNV = (PFNGLPAUSETRANSFORMFEEDBACKNVPROC)glewGetProcAddress((const GLubyte*)"glPauseTransformFeedbackNV")) == NULL) || r;
r = ((glResumeTransformFeedbackNV = (PFNGLRESUMETRANSFORMFEEDBACKNVPROC)glewGetProcAddress((const GLubyte*)"glResumeTransformFeedbackNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_transform_feedback2 */
#ifdef GL_NV_vdpau_interop
static GLboolean _glewInit_GL_NV_vdpau_interop (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glVDPAUFiniNV = (PFNGLVDPAUFININVPROC)glewGetProcAddress((const GLubyte*)"glVDPAUFiniNV")) == NULL) || r;
r = ((glVDPAUGetSurfaceivNV = (PFNGLVDPAUGETSURFACEIVNVPROC)glewGetProcAddress((const GLubyte*)"glVDPAUGetSurfaceivNV")) == NULL) || r;
r = ((glVDPAUInitNV = (PFNGLVDPAUINITNVPROC)glewGetProcAddress((const GLubyte*)"glVDPAUInitNV")) == NULL) || r;
r = ((glVDPAUIsSurfaceNV = (PFNGLVDPAUISSURFACENVPROC)glewGetProcAddress((const GLubyte*)"glVDPAUIsSurfaceNV")) == NULL) || r;
r = ((glVDPAUMapSurfacesNV = (PFNGLVDPAUMAPSURFACESNVPROC)glewGetProcAddress((const GLubyte*)"glVDPAUMapSurfacesNV")) == NULL) || r;
r = ((glVDPAURegisterOutputSurfaceNV = (PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC)glewGetProcAddress((const GLubyte*)"glVDPAURegisterOutputSurfaceNV")) == NULL) || r;
r = ((glVDPAURegisterVideoSurfaceNV = (PFNGLVDPAUREGISTERVIDEOSURFACENVPROC)glewGetProcAddress((const GLubyte*)"glVDPAURegisterVideoSurfaceNV")) == NULL) || r;
r = ((glVDPAUSurfaceAccessNV = (PFNGLVDPAUSURFACEACCESSNVPROC)glewGetProcAddress((const GLubyte*)"glVDPAUSurfaceAccessNV")) == NULL) || r;
r = ((glVDPAUUnmapSurfacesNV = (PFNGLVDPAUUNMAPSURFACESNVPROC)glewGetProcAddress((const GLubyte*)"glVDPAUUnmapSurfacesNV")) == NULL) || r;
r = ((glVDPAUUnregisterSurfaceNV = (PFNGLVDPAUUNREGISTERSURFACENVPROC)glewGetProcAddress((const GLubyte*)"glVDPAUUnregisterSurfaceNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_vdpau_interop */
#ifdef GL_NV_vertex_array_range
static GLboolean _glewInit_GL_NV_vertex_array_range (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glFlushVertexArrayRangeNV = (PFNGLFLUSHVERTEXARRAYRANGENVPROC)glewGetProcAddress((const GLubyte*)"glFlushVertexArrayRangeNV")) == NULL) || r;
r = ((glVertexArrayRangeNV = (PFNGLVERTEXARRAYRANGENVPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayRangeNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_vertex_array_range */
#ifdef GL_NV_vertex_attrib_integer_64bit
static GLboolean _glewInit_GL_NV_vertex_attrib_integer_64bit (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetVertexAttribLi64vNV = (PFNGLGETVERTEXATTRIBLI64VNVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribLi64vNV")) == NULL) || r;
r = ((glGetVertexAttribLui64vNV = (PFNGLGETVERTEXATTRIBLUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribLui64vNV")) == NULL) || r;
r = ((glVertexAttribL1i64NV = (PFNGLVERTEXATTRIBL1I64NVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL1i64NV")) == NULL) || r;
r = ((glVertexAttribL1i64vNV = (PFNGLVERTEXATTRIBL1I64VNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL1i64vNV")) == NULL) || r;
r = ((glVertexAttribL1ui64NV = (PFNGLVERTEXATTRIBL1UI64NVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL1ui64NV")) == NULL) || r;
r = ((glVertexAttribL1ui64vNV = (PFNGLVERTEXATTRIBL1UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL1ui64vNV")) == NULL) || r;
r = ((glVertexAttribL2i64NV = (PFNGLVERTEXATTRIBL2I64NVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL2i64NV")) == NULL) || r;
r = ((glVertexAttribL2i64vNV = (PFNGLVERTEXATTRIBL2I64VNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL2i64vNV")) == NULL) || r;
r = ((glVertexAttribL2ui64NV = (PFNGLVERTEXATTRIBL2UI64NVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL2ui64NV")) == NULL) || r;
r = ((glVertexAttribL2ui64vNV = (PFNGLVERTEXATTRIBL2UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL2ui64vNV")) == NULL) || r;
r = ((glVertexAttribL3i64NV = (PFNGLVERTEXATTRIBL3I64NVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL3i64NV")) == NULL) || r;
r = ((glVertexAttribL3i64vNV = (PFNGLVERTEXATTRIBL3I64VNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL3i64vNV")) == NULL) || r;
r = ((glVertexAttribL3ui64NV = (PFNGLVERTEXATTRIBL3UI64NVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL3ui64NV")) == NULL) || r;
r = ((glVertexAttribL3ui64vNV = (PFNGLVERTEXATTRIBL3UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL3ui64vNV")) == NULL) || r;
r = ((glVertexAttribL4i64NV = (PFNGLVERTEXATTRIBL4I64NVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL4i64NV")) == NULL) || r;
r = ((glVertexAttribL4i64vNV = (PFNGLVERTEXATTRIBL4I64VNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL4i64vNV")) == NULL) || r;
r = ((glVertexAttribL4ui64NV = (PFNGLVERTEXATTRIBL4UI64NVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL4ui64NV")) == NULL) || r;
r = ((glVertexAttribL4ui64vNV = (PFNGLVERTEXATTRIBL4UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL4ui64vNV")) == NULL) || r;
r = ((glVertexAttribLFormatNV = (PFNGLVERTEXATTRIBLFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribLFormatNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_vertex_attrib_integer_64bit */
#ifdef GL_NV_vertex_buffer_unified_memory
static GLboolean _glewInit_GL_NV_vertex_buffer_unified_memory (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBufferAddressRangeNV = (PFNGLBUFFERADDRESSRANGENVPROC)glewGetProcAddress((const GLubyte*)"glBufferAddressRangeNV")) == NULL) || r;
r = ((glColorFormatNV = (PFNGLCOLORFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glColorFormatNV")) == NULL) || r;
r = ((glEdgeFlagFormatNV = (PFNGLEDGEFLAGFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glEdgeFlagFormatNV")) == NULL) || r;
r = ((glFogCoordFormatNV = (PFNGLFOGCOORDFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glFogCoordFormatNV")) == NULL) || r;
r = ((glGetIntegerui64i_vNV = (PFNGLGETINTEGERUI64I_VNVPROC)glewGetProcAddress((const GLubyte*)"glGetIntegerui64i_vNV")) == NULL) || r;
r = ((glIndexFormatNV = (PFNGLINDEXFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glIndexFormatNV")) == NULL) || r;
r = ((glNormalFormatNV = (PFNGLNORMALFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glNormalFormatNV")) == NULL) || r;
r = ((glSecondaryColorFormatNV = (PFNGLSECONDARYCOLORFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColorFormatNV")) == NULL) || r;
r = ((glTexCoordFormatNV = (PFNGLTEXCOORDFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glTexCoordFormatNV")) == NULL) || r;
r = ((glVertexAttribFormatNV = (PFNGLVERTEXATTRIBFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribFormatNV")) == NULL) || r;
r = ((glVertexAttribIFormatNV = (PFNGLVERTEXATTRIBIFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribIFormatNV")) == NULL) || r;
r = ((glVertexFormatNV = (PFNGLVERTEXFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glVertexFormatNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_vertex_buffer_unified_memory */
#ifdef GL_NV_vertex_program
static GLboolean _glewInit_GL_NV_vertex_program (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glAreProgramsResidentNV = (PFNGLAREPROGRAMSRESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glAreProgramsResidentNV")) == NULL) || r;
r = ((glBindProgramNV = (PFNGLBINDPROGRAMNVPROC)glewGetProcAddress((const GLubyte*)"glBindProgramNV")) == NULL) || r;
r = ((glDeleteProgramsNV = (PFNGLDELETEPROGRAMSNVPROC)glewGetProcAddress((const GLubyte*)"glDeleteProgramsNV")) == NULL) || r;
r = ((glExecuteProgramNV = (PFNGLEXECUTEPROGRAMNVPROC)glewGetProcAddress((const GLubyte*)"glExecuteProgramNV")) == NULL) || r;
r = ((glGenProgramsNV = (PFNGLGENPROGRAMSNVPROC)glewGetProcAddress((const GLubyte*)"glGenProgramsNV")) == NULL) || r;
r = ((glGetProgramParameterdvNV = (PFNGLGETPROGRAMPARAMETERDVNVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramParameterdvNV")) == NULL) || r;
r = ((glGetProgramParameterfvNV = (PFNGLGETPROGRAMPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramParameterfvNV")) == NULL) || r;
r = ((glGetProgramStringNV = (PFNGLGETPROGRAMSTRINGNVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramStringNV")) == NULL) || r;
r = ((glGetProgramivNV = (PFNGLGETPROGRAMIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramivNV")) == NULL) || r;
r = ((glGetTrackMatrixivNV = (PFNGLGETTRACKMATRIXIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetTrackMatrixivNV")) == NULL) || r;
r = ((glGetVertexAttribPointervNV = (PFNGLGETVERTEXATTRIBPOINTERVNVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribPointervNV")) == NULL) || r;
r = ((glGetVertexAttribdvNV = (PFNGLGETVERTEXATTRIBDVNVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribdvNV")) == NULL) || r;
r = ((glGetVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribfvNV")) == NULL) || r;
r = ((glGetVertexAttribivNV = (PFNGLGETVERTEXATTRIBIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribivNV")) == NULL) || r;
r = ((glIsProgramNV = (PFNGLISPROGRAMNVPROC)glewGetProcAddress((const GLubyte*)"glIsProgramNV")) == NULL) || r;
r = ((glLoadProgramNV = (PFNGLLOADPROGRAMNVPROC)glewGetProcAddress((const GLubyte*)"glLoadProgramNV")) == NULL) || r;
r = ((glProgramParameter4dNV = (PFNGLPROGRAMPARAMETER4DNVPROC)glewGetProcAddress((const GLubyte*)"glProgramParameter4dNV")) == NULL) || r;
r = ((glProgramParameter4dvNV = (PFNGLPROGRAMPARAMETER4DVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramParameter4dvNV")) == NULL) || r;
r = ((glProgramParameter4fNV = (PFNGLPROGRAMPARAMETER4FNVPROC)glewGetProcAddress((const GLubyte*)"glProgramParameter4fNV")) == NULL) || r;
r = ((glProgramParameter4fvNV = (PFNGLPROGRAMPARAMETER4FVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramParameter4fvNV")) == NULL) || r;
r = ((glProgramParameters4dvNV = (PFNGLPROGRAMPARAMETERS4DVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramParameters4dvNV")) == NULL) || r;
r = ((glProgramParameters4fvNV = (PFNGLPROGRAMPARAMETERS4FVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramParameters4fvNV")) == NULL) || r;
r = ((glRequestResidentProgramsNV = (PFNGLREQUESTRESIDENTPROGRAMSNVPROC)glewGetProcAddress((const GLubyte*)"glRequestResidentProgramsNV")) == NULL) || r;
r = ((glTrackMatrixNV = (PFNGLTRACKMATRIXNVPROC)glewGetProcAddress((const GLubyte*)"glTrackMatrixNV")) == NULL) || r;
r = ((glVertexAttrib1dNV = (PFNGLVERTEXATTRIB1DNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1dNV")) == NULL) || r;
r = ((glVertexAttrib1dvNV = (PFNGLVERTEXATTRIB1DVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1dvNV")) == NULL) || r;
r = ((glVertexAttrib1fNV = (PFNGLVERTEXATTRIB1FNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1fNV")) == NULL) || r;
r = ((glVertexAttrib1fvNV = (PFNGLVERTEXATTRIB1FVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1fvNV")) == NULL) || r;
r = ((glVertexAttrib1sNV = (PFNGLVERTEXATTRIB1SNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1sNV")) == NULL) || r;
r = ((glVertexAttrib1svNV = (PFNGLVERTEXATTRIB1SVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1svNV")) == NULL) || r;
r = ((glVertexAttrib2dNV = (PFNGLVERTEXATTRIB2DNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2dNV")) == NULL) || r;
r = ((glVertexAttrib2dvNV = (PFNGLVERTEXATTRIB2DVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2dvNV")) == NULL) || r;
r = ((glVertexAttrib2fNV = (PFNGLVERTEXATTRIB2FNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2fNV")) == NULL) || r;
r = ((glVertexAttrib2fvNV = (PFNGLVERTEXATTRIB2FVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2fvNV")) == NULL) || r;
r = ((glVertexAttrib2sNV = (PFNGLVERTEXATTRIB2SNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2sNV")) == NULL) || r;
r = ((glVertexAttrib2svNV = (PFNGLVERTEXATTRIB2SVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2svNV")) == NULL) || r;
r = ((glVertexAttrib3dNV = (PFNGLVERTEXATTRIB3DNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3dNV")) == NULL) || r;
r = ((glVertexAttrib3dvNV = (PFNGLVERTEXATTRIB3DVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3dvNV")) == NULL) || r;
r = ((glVertexAttrib3fNV = (PFNGLVERTEXATTRIB3FNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3fNV")) == NULL) || r;
r = ((glVertexAttrib3fvNV = (PFNGLVERTEXATTRIB3FVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3fvNV")) == NULL) || r;
r = ((glVertexAttrib3sNV = (PFNGLVERTEXATTRIB3SNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3sNV")) == NULL) || r;
r = ((glVertexAttrib3svNV = (PFNGLVERTEXATTRIB3SVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3svNV")) == NULL) || r;
r = ((glVertexAttrib4dNV = (PFNGLVERTEXATTRIB4DNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4dNV")) == NULL) || r;
r = ((glVertexAttrib4dvNV = (PFNGLVERTEXATTRIB4DVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4dvNV")) == NULL) || r;
r = ((glVertexAttrib4fNV = (PFNGLVERTEXATTRIB4FNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4fNV")) == NULL) || r;
r = ((glVertexAttrib4fvNV = (PFNGLVERTEXATTRIB4FVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4fvNV")) == NULL) || r;
r = ((glVertexAttrib4sNV = (PFNGLVERTEXATTRIB4SNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4sNV")) == NULL) || r;
r = ((glVertexAttrib4svNV = (PFNGLVERTEXATTRIB4SVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4svNV")) == NULL) || r;
r = ((glVertexAttrib4ubNV = (PFNGLVERTEXATTRIB4UBNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4ubNV")) == NULL) || r;
r = ((glVertexAttrib4ubvNV = (PFNGLVERTEXATTRIB4UBVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4ubvNV")) == NULL) || r;
r = ((glVertexAttribPointerNV = (PFNGLVERTEXATTRIBPOINTERNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribPointerNV")) == NULL) || r;
r = ((glVertexAttribs1dvNV = (PFNGLVERTEXATTRIBS1DVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs1dvNV")) == NULL) || r;
r = ((glVertexAttribs1fvNV = (PFNGLVERTEXATTRIBS1FVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs1fvNV")) == NULL) || r;
r = ((glVertexAttribs1svNV = (PFNGLVERTEXATTRIBS1SVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs1svNV")) == NULL) || r;
r = ((glVertexAttribs2dvNV = (PFNGLVERTEXATTRIBS2DVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs2dvNV")) == NULL) || r;
r = ((glVertexAttribs2fvNV = (PFNGLVERTEXATTRIBS2FVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs2fvNV")) == NULL) || r;
r = ((glVertexAttribs2svNV = (PFNGLVERTEXATTRIBS2SVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs2svNV")) == NULL) || r;
r = ((glVertexAttribs3dvNV = (PFNGLVERTEXATTRIBS3DVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs3dvNV")) == NULL) || r;
r = ((glVertexAttribs3fvNV = (PFNGLVERTEXATTRIBS3FVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs3fvNV")) == NULL) || r;
r = ((glVertexAttribs3svNV = (PFNGLVERTEXATTRIBS3SVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs3svNV")) == NULL) || r;
r = ((glVertexAttribs4dvNV = (PFNGLVERTEXATTRIBS4DVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs4dvNV")) == NULL) || r;
r = ((glVertexAttribs4fvNV = (PFNGLVERTEXATTRIBS4FVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs4fvNV")) == NULL) || r;
r = ((glVertexAttribs4svNV = (PFNGLVERTEXATTRIBS4SVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs4svNV")) == NULL) || r;
r = ((glVertexAttribs4ubvNV = (PFNGLVERTEXATTRIBS4UBVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs4ubvNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_vertex_program */
#ifdef GL_NV_video_capture
static GLboolean _glewInit_GL_NV_video_capture (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glBeginVideoCaptureNV = (PFNGLBEGINVIDEOCAPTURENVPROC)glewGetProcAddress((const GLubyte*)"glBeginVideoCaptureNV")) == NULL) || r;
r = ((glBindVideoCaptureStreamBufferNV = (PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC)glewGetProcAddress((const GLubyte*)"glBindVideoCaptureStreamBufferNV")) == NULL) || r;
r = ((glBindVideoCaptureStreamTextureNV = (PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC)glewGetProcAddress((const GLubyte*)"glBindVideoCaptureStreamTextureNV")) == NULL) || r;
r = ((glEndVideoCaptureNV = (PFNGLENDVIDEOCAPTURENVPROC)glewGetProcAddress((const GLubyte*)"glEndVideoCaptureNV")) == NULL) || r;
r = ((glGetVideoCaptureStreamdvNV = (PFNGLGETVIDEOCAPTURESTREAMDVNVPROC)glewGetProcAddress((const GLubyte*)"glGetVideoCaptureStreamdvNV")) == NULL) || r;
r = ((glGetVideoCaptureStreamfvNV = (PFNGLGETVIDEOCAPTURESTREAMFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetVideoCaptureStreamfvNV")) == NULL) || r;
r = ((glGetVideoCaptureStreamivNV = (PFNGLGETVIDEOCAPTURESTREAMIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetVideoCaptureStreamivNV")) == NULL) || r;
r = ((glGetVideoCaptureivNV = (PFNGLGETVIDEOCAPTUREIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetVideoCaptureivNV")) == NULL) || r;
r = ((glVideoCaptureNV = (PFNGLVIDEOCAPTURENVPROC)glewGetProcAddress((const GLubyte*)"glVideoCaptureNV")) == NULL) || r;
r = ((glVideoCaptureStreamParameterdvNV = (PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC)glewGetProcAddress((const GLubyte*)"glVideoCaptureStreamParameterdvNV")) == NULL) || r;
r = ((glVideoCaptureStreamParameterfvNV = (PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glVideoCaptureStreamParameterfvNV")) == NULL) || r;
r = ((glVideoCaptureStreamParameterivNV = (PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glVideoCaptureStreamParameterivNV")) == NULL) || r;
return r;
}
#endif /* GL_NV_video_capture */
#ifdef GL_OES_single_precision
static GLboolean _glewInit_GL_OES_single_precision (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glClearDepthfOES = (PFNGLCLEARDEPTHFOESPROC)glewGetProcAddress((const GLubyte*)"glClearDepthfOES")) == NULL) || r;
r = ((glClipPlanefOES = (PFNGLCLIPPLANEFOESPROC)glewGetProcAddress((const GLubyte*)"glClipPlanefOES")) == NULL) || r;
r = ((glDepthRangefOES = (PFNGLDEPTHRANGEFOESPROC)glewGetProcAddress((const GLubyte*)"glDepthRangefOES")) == NULL) || r;
r = ((glFrustumfOES = (PFNGLFRUSTUMFOESPROC)glewGetProcAddress((const GLubyte*)"glFrustumfOES")) == NULL) || r;
r = ((glGetClipPlanefOES = (PFNGLGETCLIPPLANEFOESPROC)glewGetProcAddress((const GLubyte*)"glGetClipPlanefOES")) == NULL) || r;
r = ((glOrthofOES = (PFNGLORTHOFOESPROC)glewGetProcAddress((const GLubyte*)"glOrthofOES")) == NULL) || r;
return r;
}
#endif /* GL_OES_single_precision */
#ifdef GL_OVR_multiview
static GLboolean _glewInit_GL_OVR_multiview (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glFramebufferTextureMultiviewOVR = (PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTextureMultiviewOVR")) == NULL) || r;
return r;
}
#endif /* GL_OVR_multiview */
#ifdef GL_REGAL_ES1_0_compatibility
static GLboolean _glewInit_GL_REGAL_ES1_0_compatibility (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glAlphaFuncx = (PFNGLALPHAFUNCXPROC)glewGetProcAddress((const GLubyte*)"glAlphaFuncx")) == NULL) || r;
r = ((glClearColorx = (PFNGLCLEARCOLORXPROC)glewGetProcAddress((const GLubyte*)"glClearColorx")) == NULL) || r;
r = ((glClearDepthx = (PFNGLCLEARDEPTHXPROC)glewGetProcAddress((const GLubyte*)"glClearDepthx")) == NULL) || r;
r = ((glColor4x = (PFNGLCOLOR4XPROC)glewGetProcAddress((const GLubyte*)"glColor4x")) == NULL) || r;
r = ((glDepthRangex = (PFNGLDEPTHRANGEXPROC)glewGetProcAddress((const GLubyte*)"glDepthRangex")) == NULL) || r;
r = ((glFogx = (PFNGLFOGXPROC)glewGetProcAddress((const GLubyte*)"glFogx")) == NULL) || r;
r = ((glFogxv = (PFNGLFOGXVPROC)glewGetProcAddress((const GLubyte*)"glFogxv")) == NULL) || r;
r = ((glFrustumf = (PFNGLFRUSTUMFPROC)glewGetProcAddress((const GLubyte*)"glFrustumf")) == NULL) || r;
r = ((glFrustumx = (PFNGLFRUSTUMXPROC)glewGetProcAddress((const GLubyte*)"glFrustumx")) == NULL) || r;
r = ((glLightModelx = (PFNGLLIGHTMODELXPROC)glewGetProcAddress((const GLubyte*)"glLightModelx")) == NULL) || r;
r = ((glLightModelxv = (PFNGLLIGHTMODELXVPROC)glewGetProcAddress((const GLubyte*)"glLightModelxv")) == NULL) || r;
r = ((glLightx = (PFNGLLIGHTXPROC)glewGetProcAddress((const GLubyte*)"glLightx")) == NULL) || r;
r = ((glLightxv = (PFNGLLIGHTXVPROC)glewGetProcAddress((const GLubyte*)"glLightxv")) == NULL) || r;
r = ((glLineWidthx = (PFNGLLINEWIDTHXPROC)glewGetProcAddress((const GLubyte*)"glLineWidthx")) == NULL) || r;
r = ((glLoadMatrixx = (PFNGLLOADMATRIXXPROC)glewGetProcAddress((const GLubyte*)"glLoadMatrixx")) == NULL) || r;
r = ((glMaterialx = (PFNGLMATERIALXPROC)glewGetProcAddress((const GLubyte*)"glMaterialx")) == NULL) || r;
r = ((glMaterialxv = (PFNGLMATERIALXVPROC)glewGetProcAddress((const GLubyte*)"glMaterialxv")) == NULL) || r;
r = ((glMultMatrixx = (PFNGLMULTMATRIXXPROC)glewGetProcAddress((const GLubyte*)"glMultMatrixx")) == NULL) || r;
r = ((glMultiTexCoord4x = (PFNGLMULTITEXCOORD4XPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4x")) == NULL) || r;
r = ((glNormal3x = (PFNGLNORMAL3XPROC)glewGetProcAddress((const GLubyte*)"glNormal3x")) == NULL) || r;
r = ((glOrthof = (PFNGLORTHOFPROC)glewGetProcAddress((const GLubyte*)"glOrthof")) == NULL) || r;
r = ((glOrthox = (PFNGLORTHOXPROC)glewGetProcAddress((const GLubyte*)"glOrthox")) == NULL) || r;
r = ((glPointSizex = (PFNGLPOINTSIZEXPROC)glewGetProcAddress((const GLubyte*)"glPointSizex")) == NULL) || r;
r = ((glPolygonOffsetx = (PFNGLPOLYGONOFFSETXPROC)glewGetProcAddress((const GLubyte*)"glPolygonOffsetx")) == NULL) || r;
r = ((glRotatex = (PFNGLROTATEXPROC)glewGetProcAddress((const GLubyte*)"glRotatex")) == NULL) || r;
r = ((glSampleCoveragex = (PFNGLSAMPLECOVERAGEXPROC)glewGetProcAddress((const GLubyte*)"glSampleCoveragex")) == NULL) || r;
r = ((glScalex = (PFNGLSCALEXPROC)glewGetProcAddress((const GLubyte*)"glScalex")) == NULL) || r;
r = ((glTexEnvx = (PFNGLTEXENVXPROC)glewGetProcAddress((const GLubyte*)"glTexEnvx")) == NULL) || r;
r = ((glTexEnvxv = (PFNGLTEXENVXVPROC)glewGetProcAddress((const GLubyte*)"glTexEnvxv")) == NULL) || r;
r = ((glTexParameterx = (PFNGLTEXPARAMETERXPROC)glewGetProcAddress((const GLubyte*)"glTexParameterx")) == NULL) || r;
r = ((glTranslatex = (PFNGLTRANSLATEXPROC)glewGetProcAddress((const GLubyte*)"glTranslatex")) == NULL) || r;
return r;
}
#endif /* GL_REGAL_ES1_0_compatibility */
#ifdef GL_REGAL_ES1_1_compatibility
static GLboolean _glewInit_GL_REGAL_ES1_1_compatibility (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glClipPlanef = (PFNGLCLIPPLANEFPROC)glewGetProcAddress((const GLubyte*)"glClipPlanef")) == NULL) || r;
r = ((glClipPlanex = (PFNGLCLIPPLANEXPROC)glewGetProcAddress((const GLubyte*)"glClipPlanex")) == NULL) || r;
r = ((glGetClipPlanef = (PFNGLGETCLIPPLANEFPROC)glewGetProcAddress((const GLubyte*)"glGetClipPlanef")) == NULL) || r;
r = ((glGetClipPlanex = (PFNGLGETCLIPPLANEXPROC)glewGetProcAddress((const GLubyte*)"glGetClipPlanex")) == NULL) || r;
r = ((glGetFixedv = (PFNGLGETFIXEDVPROC)glewGetProcAddress((const GLubyte*)"glGetFixedv")) == NULL) || r;
r = ((glGetLightxv = (PFNGLGETLIGHTXVPROC)glewGetProcAddress((const GLubyte*)"glGetLightxv")) == NULL) || r;
r = ((glGetMaterialxv = (PFNGLGETMATERIALXVPROC)glewGetProcAddress((const GLubyte*)"glGetMaterialxv")) == NULL) || r;
r = ((glGetTexEnvxv = (PFNGLGETTEXENVXVPROC)glewGetProcAddress((const GLubyte*)"glGetTexEnvxv")) == NULL) || r;
r = ((glGetTexParameterxv = (PFNGLGETTEXPARAMETERXVPROC)glewGetProcAddress((const GLubyte*)"glGetTexParameterxv")) == NULL) || r;
r = ((glPointParameterx = (PFNGLPOINTPARAMETERXPROC)glewGetProcAddress((const GLubyte*)"glPointParameterx")) == NULL) || r;
r = ((glPointParameterxv = (PFNGLPOINTPARAMETERXVPROC)glewGetProcAddress((const GLubyte*)"glPointParameterxv")) == NULL) || r;
r = ((glPointSizePointerOES = (PFNGLPOINTSIZEPOINTEROESPROC)glewGetProcAddress((const GLubyte*)"glPointSizePointerOES")) == NULL) || r;
r = ((glTexParameterxv = (PFNGLTEXPARAMETERXVPROC)glewGetProcAddress((const GLubyte*)"glTexParameterxv")) == NULL) || r;
return r;
}
#endif /* GL_REGAL_ES1_1_compatibility */
#ifdef GL_REGAL_error_string
static GLboolean _glewInit_GL_REGAL_error_string (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glErrorStringREGAL = (PFNGLERRORSTRINGREGALPROC)glewGetProcAddress((const GLubyte*)"glErrorStringREGAL")) == NULL) || r;
return r;
}
#endif /* GL_REGAL_error_string */
#ifdef GL_REGAL_extension_query
static GLboolean _glewInit_GL_REGAL_extension_query (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetExtensionREGAL = (PFNGLGETEXTENSIONREGALPROC)glewGetProcAddress((const GLubyte*)"glGetExtensionREGAL")) == NULL) || r;
r = ((glIsSupportedREGAL = (PFNGLISSUPPORTEDREGALPROC)glewGetProcAddress((const GLubyte*)"glIsSupportedREGAL")) == NULL) || r;
return r;
}
#endif /* GL_REGAL_extension_query */
#ifdef GL_REGAL_log
static GLboolean _glewInit_GL_REGAL_log (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glLogMessageCallbackREGAL = (PFNGLLOGMESSAGECALLBACKREGALPROC)glewGetProcAddress((const GLubyte*)"glLogMessageCallbackREGAL")) == NULL) || r;
return r;
}
#endif /* GL_REGAL_log */
#ifdef GL_REGAL_proc_address
static GLboolean _glewInit_GL_REGAL_proc_address (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetProcAddressREGAL = (PFNGLGETPROCADDRESSREGALPROC)glewGetProcAddress((const GLubyte*)"glGetProcAddressREGAL")) == NULL) || r;
return r;
}
#endif /* GL_REGAL_proc_address */
#ifdef GL_SGIS_detail_texture
static GLboolean _glewInit_GL_SGIS_detail_texture (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glDetailTexFuncSGIS = (PFNGLDETAILTEXFUNCSGISPROC)glewGetProcAddress((const GLubyte*)"glDetailTexFuncSGIS")) == NULL) || r;
r = ((glGetDetailTexFuncSGIS = (PFNGLGETDETAILTEXFUNCSGISPROC)glewGetProcAddress((const GLubyte*)"glGetDetailTexFuncSGIS")) == NULL) || r;
return r;
}
#endif /* GL_SGIS_detail_texture */
#ifdef GL_SGIS_fog_function
static GLboolean _glewInit_GL_SGIS_fog_function (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glFogFuncSGIS = (PFNGLFOGFUNCSGISPROC)glewGetProcAddress((const GLubyte*)"glFogFuncSGIS")) == NULL) || r;
r = ((glGetFogFuncSGIS = (PFNGLGETFOGFUNCSGISPROC)glewGetProcAddress((const GLubyte*)"glGetFogFuncSGIS")) == NULL) || r;
return r;
}
#endif /* GL_SGIS_fog_function */
#ifdef GL_SGIS_multisample
static GLboolean _glewInit_GL_SGIS_multisample (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glSampleMaskSGIS = (PFNGLSAMPLEMASKSGISPROC)glewGetProcAddress((const GLubyte*)"glSampleMaskSGIS")) == NULL) || r;
r = ((glSamplePatternSGIS = (PFNGLSAMPLEPATTERNSGISPROC)glewGetProcAddress((const GLubyte*)"glSamplePatternSGIS")) == NULL) || r;
return r;
}
#endif /* GL_SGIS_multisample */
#ifdef GL_SGIS_sharpen_texture
static GLboolean _glewInit_GL_SGIS_sharpen_texture (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetSharpenTexFuncSGIS = (PFNGLGETSHARPENTEXFUNCSGISPROC)glewGetProcAddress((const GLubyte*)"glGetSharpenTexFuncSGIS")) == NULL) || r;
r = ((glSharpenTexFuncSGIS = (PFNGLSHARPENTEXFUNCSGISPROC)glewGetProcAddress((const GLubyte*)"glSharpenTexFuncSGIS")) == NULL) || r;
return r;
}
#endif /* GL_SGIS_sharpen_texture */
#ifdef GL_SGIS_texture4D
static GLboolean _glewInit_GL_SGIS_texture4D (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glTexImage4DSGIS = (PFNGLTEXIMAGE4DSGISPROC)glewGetProcAddress((const GLubyte*)"glTexImage4DSGIS")) == NULL) || r;
r = ((glTexSubImage4DSGIS = (PFNGLTEXSUBIMAGE4DSGISPROC)glewGetProcAddress((const GLubyte*)"glTexSubImage4DSGIS")) == NULL) || r;
return r;
}
#endif /* GL_SGIS_texture4D */
#ifdef GL_SGIS_texture_filter4
static GLboolean _glewInit_GL_SGIS_texture_filter4 (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGetTexFilterFuncSGIS = (PFNGLGETTEXFILTERFUNCSGISPROC)glewGetProcAddress((const GLubyte*)"glGetTexFilterFuncSGIS")) == NULL) || r;
r = ((glTexFilterFuncSGIS = (PFNGLTEXFILTERFUNCSGISPROC)glewGetProcAddress((const GLubyte*)"glTexFilterFuncSGIS")) == NULL) || r;
return r;
}
#endif /* GL_SGIS_texture_filter4 */
#ifdef GL_SGIX_async
static GLboolean _glewInit_GL_SGIX_async (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glAsyncMarkerSGIX = (PFNGLASYNCMARKERSGIXPROC)glewGetProcAddress((const GLubyte*)"glAsyncMarkerSGIX")) == NULL) || r;
r = ((glDeleteAsyncMarkersSGIX = (PFNGLDELETEASYNCMARKERSSGIXPROC)glewGetProcAddress((const GLubyte*)"glDeleteAsyncMarkersSGIX")) == NULL) || r;
r = ((glFinishAsyncSGIX = (PFNGLFINISHASYNCSGIXPROC)glewGetProcAddress((const GLubyte*)"glFinishAsyncSGIX")) == NULL) || r;
r = ((glGenAsyncMarkersSGIX = (PFNGLGENASYNCMARKERSSGIXPROC)glewGetProcAddress((const GLubyte*)"glGenAsyncMarkersSGIX")) == NULL) || r;
r = ((glIsAsyncMarkerSGIX = (PFNGLISASYNCMARKERSGIXPROC)glewGetProcAddress((const GLubyte*)"glIsAsyncMarkerSGIX")) == NULL) || r;
r = ((glPollAsyncSGIX = (PFNGLPOLLASYNCSGIXPROC)glewGetProcAddress((const GLubyte*)"glPollAsyncSGIX")) == NULL) || r;
return r;
}
#endif /* GL_SGIX_async */
#ifdef GL_SGIX_flush_raster
static GLboolean _glewInit_GL_SGIX_flush_raster (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glFlushRasterSGIX = (PFNGLFLUSHRASTERSGIXPROC)glewGetProcAddress((const GLubyte*)"glFlushRasterSGIX")) == NULL) || r;
return r;
}
#endif /* GL_SGIX_flush_raster */
#ifdef GL_SGIX_fog_texture
static GLboolean _glewInit_GL_SGIX_fog_texture (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glTextureFogSGIX = (PFNGLTEXTUREFOGSGIXPROC)glewGetProcAddress((const GLubyte*)"glTextureFogSGIX")) == NULL) || r;
return r;
}
#endif /* GL_SGIX_fog_texture */
#ifdef GL_SGIX_fragment_specular_lighting
static GLboolean _glewInit_GL_SGIX_fragment_specular_lighting (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glFragmentColorMaterialSGIX = (PFNGLFRAGMENTCOLORMATERIALSGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentColorMaterialSGIX")) == NULL) || r;
r = ((glFragmentLightModelfSGIX = (PFNGLFRAGMENTLIGHTMODELFSGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightModelfSGIX")) == NULL) || r;
r = ((glFragmentLightModelfvSGIX = (PFNGLFRAGMENTLIGHTMODELFVSGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightModelfvSGIX")) == NULL) || r;
r = ((glFragmentLightModeliSGIX = (PFNGLFRAGMENTLIGHTMODELISGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightModeliSGIX")) == NULL) || r;
r = ((glFragmentLightModelivSGIX = (PFNGLFRAGMENTLIGHTMODELIVSGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightModelivSGIX")) == NULL) || r;
r = ((glFragmentLightfSGIX = (PFNGLFRAGMENTLIGHTFSGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightfSGIX")) == NULL) || r;
r = ((glFragmentLightfvSGIX = (PFNGLFRAGMENTLIGHTFVSGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightfvSGIX")) == NULL) || r;
r = ((glFragmentLightiSGIX = (PFNGLFRAGMENTLIGHTISGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightiSGIX")) == NULL) || r;
r = ((glFragmentLightivSGIX = (PFNGLFRAGMENTLIGHTIVSGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightivSGIX")) == NULL) || r;
r = ((glFragmentMaterialfSGIX = (PFNGLFRAGMENTMATERIALFSGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentMaterialfSGIX")) == NULL) || r;
r = ((glFragmentMaterialfvSGIX = (PFNGLFRAGMENTMATERIALFVSGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentMaterialfvSGIX")) == NULL) || r;
r = ((glFragmentMaterialiSGIX = (PFNGLFRAGMENTMATERIALISGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentMaterialiSGIX")) == NULL) || r;
r = ((glFragmentMaterialivSGIX = (PFNGLFRAGMENTMATERIALIVSGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentMaterialivSGIX")) == NULL) || r;
r = ((glGetFragmentLightfvSGIX = (PFNGLGETFRAGMENTLIGHTFVSGIXPROC)glewGetProcAddress((const GLubyte*)"glGetFragmentLightfvSGIX")) == NULL) || r;
r = ((glGetFragmentLightivSGIX = (PFNGLGETFRAGMENTLIGHTIVSGIXPROC)glewGetProcAddress((const GLubyte*)"glGetFragmentLightivSGIX")) == NULL) || r;
r = ((glGetFragmentMaterialfvSGIX = (PFNGLGETFRAGMENTMATERIALFVSGIXPROC)glewGetProcAddress((const GLubyte*)"glGetFragmentMaterialfvSGIX")) == NULL) || r;
r = ((glGetFragmentMaterialivSGIX = (PFNGLGETFRAGMENTMATERIALIVSGIXPROC)glewGetProcAddress((const GLubyte*)"glGetFragmentMaterialivSGIX")) == NULL) || r;
return r;
}
#endif /* GL_SGIX_fragment_specular_lighting */
#ifdef GL_SGIX_framezoom
static GLboolean _glewInit_GL_SGIX_framezoom (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glFrameZoomSGIX = (PFNGLFRAMEZOOMSGIXPROC)glewGetProcAddress((const GLubyte*)"glFrameZoomSGIX")) == NULL) || r;
return r;
}
#endif /* GL_SGIX_framezoom */
#ifdef GL_SGIX_pixel_texture
static GLboolean _glewInit_GL_SGIX_pixel_texture (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glPixelTexGenSGIX = (PFNGLPIXELTEXGENSGIXPROC)glewGetProcAddress((const GLubyte*)"glPixelTexGenSGIX")) == NULL) || r;
return r;
}
#endif /* GL_SGIX_pixel_texture */
#ifdef GL_SGIX_reference_plane
static GLboolean _glewInit_GL_SGIX_reference_plane (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glReferencePlaneSGIX = (PFNGLREFERENCEPLANESGIXPROC)glewGetProcAddress((const GLubyte*)"glReferencePlaneSGIX")) == NULL) || r;
return r;
}
#endif /* GL_SGIX_reference_plane */
#ifdef GL_SGIX_sprite
static GLboolean _glewInit_GL_SGIX_sprite (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glSpriteParameterfSGIX = (PFNGLSPRITEPARAMETERFSGIXPROC)glewGetProcAddress((const GLubyte*)"glSpriteParameterfSGIX")) == NULL) || r;
r = ((glSpriteParameterfvSGIX = (PFNGLSPRITEPARAMETERFVSGIXPROC)glewGetProcAddress((const GLubyte*)"glSpriteParameterfvSGIX")) == NULL) || r;
r = ((glSpriteParameteriSGIX = (PFNGLSPRITEPARAMETERISGIXPROC)glewGetProcAddress((const GLubyte*)"glSpriteParameteriSGIX")) == NULL) || r;
r = ((glSpriteParameterivSGIX = (PFNGLSPRITEPARAMETERIVSGIXPROC)glewGetProcAddress((const GLubyte*)"glSpriteParameterivSGIX")) == NULL) || r;
return r;
}
#endif /* GL_SGIX_sprite */
#ifdef GL_SGIX_tag_sample_buffer
static GLboolean _glewInit_GL_SGIX_tag_sample_buffer (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glTagSampleBufferSGIX = (PFNGLTAGSAMPLEBUFFERSGIXPROC)glewGetProcAddress((const GLubyte*)"glTagSampleBufferSGIX")) == NULL) || r;
return r;
}
#endif /* GL_SGIX_tag_sample_buffer */
#ifdef GL_SGI_color_table
static GLboolean _glewInit_GL_SGI_color_table (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glColorTableParameterfvSGI = (PFNGLCOLORTABLEPARAMETERFVSGIPROC)glewGetProcAddress((const GLubyte*)"glColorTableParameterfvSGI")) == NULL) || r;
r = ((glColorTableParameterivSGI = (PFNGLCOLORTABLEPARAMETERIVSGIPROC)glewGetProcAddress((const GLubyte*)"glColorTableParameterivSGI")) == NULL) || r;
r = ((glColorTableSGI = (PFNGLCOLORTABLESGIPROC)glewGetProcAddress((const GLubyte*)"glColorTableSGI")) == NULL) || r;
r = ((glCopyColorTableSGI = (PFNGLCOPYCOLORTABLESGIPROC)glewGetProcAddress((const GLubyte*)"glCopyColorTableSGI")) == NULL) || r;
r = ((glGetColorTableParameterfvSGI = (PFNGLGETCOLORTABLEPARAMETERFVSGIPROC)glewGetProcAddress((const GLubyte*)"glGetColorTableParameterfvSGI")) == NULL) || r;
r = ((glGetColorTableParameterivSGI = (PFNGLGETCOLORTABLEPARAMETERIVSGIPROC)glewGetProcAddress((const GLubyte*)"glGetColorTableParameterivSGI")) == NULL) || r;
r = ((glGetColorTableSGI = (PFNGLGETCOLORTABLESGIPROC)glewGetProcAddress((const GLubyte*)"glGetColorTableSGI")) == NULL) || r;
return r;
}
#endif /* GL_SGI_color_table */
#ifdef GL_SUNX_constant_data
static GLboolean _glewInit_GL_SUNX_constant_data (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glFinishTextureSUNX = (PFNGLFINISHTEXTURESUNXPROC)glewGetProcAddress((const GLubyte*)"glFinishTextureSUNX")) == NULL) || r;
return r;
}
#endif /* GL_SUNX_constant_data */
#ifdef GL_SUN_global_alpha
static GLboolean _glewInit_GL_SUN_global_alpha (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glGlobalAlphaFactorbSUN = (PFNGLGLOBALALPHAFACTORBSUNPROC)glewGetProcAddress((const GLubyte*)"glGlobalAlphaFactorbSUN")) == NULL) || r;
r = ((glGlobalAlphaFactordSUN = (PFNGLGLOBALALPHAFACTORDSUNPROC)glewGetProcAddress((const GLubyte*)"glGlobalAlphaFactordSUN")) == NULL) || r;
r = ((glGlobalAlphaFactorfSUN = (PFNGLGLOBALALPHAFACTORFSUNPROC)glewGetProcAddress((const GLubyte*)"glGlobalAlphaFactorfSUN")) == NULL) || r;
r = ((glGlobalAlphaFactoriSUN = (PFNGLGLOBALALPHAFACTORISUNPROC)glewGetProcAddress((const GLubyte*)"glGlobalAlphaFactoriSUN")) == NULL) || r;
r = ((glGlobalAlphaFactorsSUN = (PFNGLGLOBALALPHAFACTORSSUNPROC)glewGetProcAddress((const GLubyte*)"glGlobalAlphaFactorsSUN")) == NULL) || r;
r = ((glGlobalAlphaFactorubSUN = (PFNGLGLOBALALPHAFACTORUBSUNPROC)glewGetProcAddress((const GLubyte*)"glGlobalAlphaFactorubSUN")) == NULL) || r;
r = ((glGlobalAlphaFactoruiSUN = (PFNGLGLOBALALPHAFACTORUISUNPROC)glewGetProcAddress((const GLubyte*)"glGlobalAlphaFactoruiSUN")) == NULL) || r;
r = ((glGlobalAlphaFactorusSUN = (PFNGLGLOBALALPHAFACTORUSSUNPROC)glewGetProcAddress((const GLubyte*)"glGlobalAlphaFactorusSUN")) == NULL) || r;
return r;
}
#endif /* GL_SUN_global_alpha */
#ifdef GL_SUN_read_video_pixels
static GLboolean _glewInit_GL_SUN_read_video_pixels (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glReadVideoPixelsSUN = (PFNGLREADVIDEOPIXELSSUNPROC)glewGetProcAddress((const GLubyte*)"glReadVideoPixelsSUN")) == NULL) || r;
return r;
}
#endif /* GL_SUN_read_video_pixels */
#ifdef GL_SUN_triangle_list
static GLboolean _glewInit_GL_SUN_triangle_list (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glReplacementCodePointerSUN = (PFNGLREPLACEMENTCODEPOINTERSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodePointerSUN")) == NULL) || r;
r = ((glReplacementCodeubSUN = (PFNGLREPLACEMENTCODEUBSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeubSUN")) == NULL) || r;
r = ((glReplacementCodeubvSUN = (PFNGLREPLACEMENTCODEUBVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeubvSUN")) == NULL) || r;
r = ((glReplacementCodeuiSUN = (PFNGLREPLACEMENTCODEUISUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiSUN")) == NULL) || r;
r = ((glReplacementCodeuivSUN = (PFNGLREPLACEMENTCODEUIVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuivSUN")) == NULL) || r;
r = ((glReplacementCodeusSUN = (PFNGLREPLACEMENTCODEUSSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeusSUN")) == NULL) || r;
r = ((glReplacementCodeusvSUN = (PFNGLREPLACEMENTCODEUSVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeusvSUN")) == NULL) || r;
return r;
}
#endif /* GL_SUN_triangle_list */
#ifdef GL_SUN_vertex
static GLboolean _glewInit_GL_SUN_vertex (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glColor3fVertex3fSUN = (PFNGLCOLOR3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glColor3fVertex3fSUN")) == NULL) || r;
r = ((glColor3fVertex3fvSUN = (PFNGLCOLOR3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glColor3fVertex3fvSUN")) == NULL) || r;
r = ((glColor4fNormal3fVertex3fSUN = (PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glColor4fNormal3fVertex3fSUN")) == NULL) || r;
r = ((glColor4fNormal3fVertex3fvSUN = (PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glColor4fNormal3fVertex3fvSUN")) == NULL) || r;
r = ((glColor4ubVertex2fSUN = (PFNGLCOLOR4UBVERTEX2FSUNPROC)glewGetProcAddress((const GLubyte*)"glColor4ubVertex2fSUN")) == NULL) || r;
r = ((glColor4ubVertex2fvSUN = (PFNGLCOLOR4UBVERTEX2FVSUNPROC)glewGetProcAddress((const GLubyte*)"glColor4ubVertex2fvSUN")) == NULL) || r;
r = ((glColor4ubVertex3fSUN = (PFNGLCOLOR4UBVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glColor4ubVertex3fSUN")) == NULL) || r;
r = ((glColor4ubVertex3fvSUN = (PFNGLCOLOR4UBVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glColor4ubVertex3fvSUN")) == NULL) || r;
r = ((glNormal3fVertex3fSUN = (PFNGLNORMAL3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glNormal3fVertex3fSUN")) == NULL) || r;
r = ((glNormal3fVertex3fvSUN = (PFNGLNORMAL3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glNormal3fVertex3fvSUN")) == NULL) || r;
r = ((glReplacementCodeuiColor3fVertex3fSUN = (PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiColor3fVertex3fSUN")) == NULL) || r;
r = ((glReplacementCodeuiColor3fVertex3fvSUN = (PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiColor3fVertex3fvSUN")) == NULL) || r;
r = ((glReplacementCodeuiColor4fNormal3fVertex3fSUN = (PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiColor4fNormal3fVertex3fSUN")) == NULL) || r;
r = ((glReplacementCodeuiColor4fNormal3fVertex3fvSUN = (PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiColor4fNormal3fVertex3fvSUN")) == NULL) || r;
r = ((glReplacementCodeuiColor4ubVertex3fSUN = (PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiColor4ubVertex3fSUN")) == NULL) || r;
r = ((glReplacementCodeuiColor4ubVertex3fvSUN = (PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiColor4ubVertex3fvSUN")) == NULL) || r;
r = ((glReplacementCodeuiNormal3fVertex3fSUN = (PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiNormal3fVertex3fSUN")) == NULL) || r;
r = ((glReplacementCodeuiNormal3fVertex3fvSUN = (PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiNormal3fVertex3fvSUN")) == NULL) || r;
r = ((glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN = (PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN")) == NULL) || r;
r = ((glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN = (PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN")) == NULL) || r;
r = ((glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN = (PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN")) == NULL) || r;
r = ((glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN = (PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN")) == NULL) || r;
r = ((glReplacementCodeuiTexCoord2fVertex3fSUN = (PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiTexCoord2fVertex3fSUN")) == NULL) || r;
r = ((glReplacementCodeuiTexCoord2fVertex3fvSUN = (PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiTexCoord2fVertex3fvSUN")) == NULL) || r;
r = ((glReplacementCodeuiVertex3fSUN = (PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiVertex3fSUN")) == NULL) || r;
r = ((glReplacementCodeuiVertex3fvSUN = (PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiVertex3fvSUN")) == NULL) || r;
r = ((glTexCoord2fColor3fVertex3fSUN = (PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2fColor3fVertex3fSUN")) == NULL) || r;
r = ((glTexCoord2fColor3fVertex3fvSUN = (PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2fColor3fVertex3fvSUN")) == NULL) || r;
r = ((glTexCoord2fColor4fNormal3fVertex3fSUN = (PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2fColor4fNormal3fVertex3fSUN")) == NULL) || r;
r = ((glTexCoord2fColor4fNormal3fVertex3fvSUN = (PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2fColor4fNormal3fVertex3fvSUN")) == NULL) || r;
r = ((glTexCoord2fColor4ubVertex3fSUN = (PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2fColor4ubVertex3fSUN")) == NULL) || r;
r = ((glTexCoord2fColor4ubVertex3fvSUN = (PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2fColor4ubVertex3fvSUN")) == NULL) || r;
r = ((glTexCoord2fNormal3fVertex3fSUN = (PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2fNormal3fVertex3fSUN")) == NULL) || r;
r = ((glTexCoord2fNormal3fVertex3fvSUN = (PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2fNormal3fVertex3fvSUN")) == NULL) || r;
r = ((glTexCoord2fVertex3fSUN = (PFNGLTEXCOORD2FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2fVertex3fSUN")) == NULL) || r;
r = ((glTexCoord2fVertex3fvSUN = (PFNGLTEXCOORD2FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2fVertex3fvSUN")) == NULL) || r;
r = ((glTexCoord4fColor4fNormal3fVertex4fSUN = (PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord4fColor4fNormal3fVertex4fSUN")) == NULL) || r;
r = ((glTexCoord4fColor4fNormal3fVertex4fvSUN = (PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord4fColor4fNormal3fVertex4fvSUN")) == NULL) || r;
r = ((glTexCoord4fVertex4fSUN = (PFNGLTEXCOORD4FVERTEX4FSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord4fVertex4fSUN")) == NULL) || r;
r = ((glTexCoord4fVertex4fvSUN = (PFNGLTEXCOORD4FVERTEX4FVSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord4fVertex4fvSUN")) == NULL) || r;
return r;
}
#endif /* GL_SUN_vertex */
#ifdef GL_WIN_swap_hint
static GLboolean _glewInit_GL_WIN_swap_hint (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glAddSwapHintRectWIN = (PFNGLADDSWAPHINTRECTWINPROC)glewGetProcAddress((const GLubyte*)"glAddSwapHintRectWIN")) == NULL) || r;
return r;
}
#endif /* GL_WIN_swap_hint */
/* ------------------------------------------------------------------------- */
GLboolean GLEWAPIENTRY glewGetExtension (const char* name)
{
const GLubyte* start;
const GLubyte* end;
start = (const GLubyte*)glGetString(GL_EXTENSIONS);
if (start == 0)
return GL_FALSE;
end = start + _glewStrLen(start);
return _glewSearchExtension(name, start, end);
}
/* ------------------------------------------------------------------------- */
#ifndef GLEW_MX
static
#endif
GLenum GLEWAPIENTRY glewContextInit (GLEW_CONTEXT_ARG_DEF_LIST)
{
const GLubyte* s;
GLuint dot;
GLint major, minor;
const GLubyte* extStart;
const GLubyte* extEnd;
/* query opengl version */
s = glGetString(GL_VERSION);
dot = _glewStrCLen(s, '.');
if (dot == 0)
return GLEW_ERROR_NO_GL_VERSION;
major = s[dot-1]-'0';
minor = s[dot+1]-'0';
if (minor < 0 || minor > 9)
minor = 0;
if (major<0 || major>9)
return GLEW_ERROR_NO_GL_VERSION;
if (major == 1 && minor == 0)
{
return GLEW_ERROR_GL_VERSION_10_ONLY;
}
else
{
GLEW_VERSION_4_5 = ( major > 4 ) || ( major == 4 && minor >= 5 ) ? GL_TRUE : GL_FALSE;
GLEW_VERSION_4_4 = GLEW_VERSION_4_5 == GL_TRUE || ( major == 4 && minor >= 4 ) ? GL_TRUE : GL_FALSE;
GLEW_VERSION_4_3 = GLEW_VERSION_4_4 == GL_TRUE || ( major == 4 && minor >= 3 ) ? GL_TRUE : GL_FALSE;
GLEW_VERSION_4_2 = GLEW_VERSION_4_3 == GL_TRUE || ( major == 4 && minor >= 2 ) ? GL_TRUE : GL_FALSE;
GLEW_VERSION_4_1 = GLEW_VERSION_4_2 == GL_TRUE || ( major == 4 && minor >= 1 ) ? GL_TRUE : GL_FALSE;
GLEW_VERSION_4_0 = GLEW_VERSION_4_1 == GL_TRUE || ( major == 4 ) ? GL_TRUE : GL_FALSE;
GLEW_VERSION_3_3 = GLEW_VERSION_4_0 == GL_TRUE || ( major == 3 && minor >= 3 ) ? GL_TRUE : GL_FALSE;
GLEW_VERSION_3_2 = GLEW_VERSION_3_3 == GL_TRUE || ( major == 3 && minor >= 2 ) ? GL_TRUE : GL_FALSE;
GLEW_VERSION_3_1 = GLEW_VERSION_3_2 == GL_TRUE || ( major == 3 && minor >= 1 ) ? GL_TRUE : GL_FALSE;
GLEW_VERSION_3_0 = GLEW_VERSION_3_1 == GL_TRUE || ( major == 3 ) ? GL_TRUE : GL_FALSE;
GLEW_VERSION_2_1 = GLEW_VERSION_3_0 == GL_TRUE || ( major == 2 && minor >= 1 ) ? GL_TRUE : GL_FALSE;
GLEW_VERSION_2_0 = GLEW_VERSION_2_1 == GL_TRUE || ( major == 2 ) ? GL_TRUE : GL_FALSE;
GLEW_VERSION_1_5 = GLEW_VERSION_2_0 == GL_TRUE || ( major == 1 && minor >= 5 ) ? GL_TRUE : GL_FALSE;
GLEW_VERSION_1_4 = GLEW_VERSION_1_5 == GL_TRUE || ( major == 1 && minor >= 4 ) ? GL_TRUE : GL_FALSE;
GLEW_VERSION_1_3 = GLEW_VERSION_1_4 == GL_TRUE || ( major == 1 && minor >= 3 ) ? GL_TRUE : GL_FALSE;
GLEW_VERSION_1_2_1 = GLEW_VERSION_1_3 == GL_TRUE ? GL_TRUE : GL_FALSE;
GLEW_VERSION_1_2 = GLEW_VERSION_1_2_1 == GL_TRUE || ( major == 1 && minor >= 2 ) ? GL_TRUE : GL_FALSE;
GLEW_VERSION_1_1 = GLEW_VERSION_1_2 == GL_TRUE || ( major == 1 && minor >= 1 ) ? GL_TRUE : GL_FALSE;
}
/* query opengl extensions string */
extStart = glGetString(GL_EXTENSIONS);
if (extStart == 0)
extStart = (const GLubyte*)"";
extEnd = extStart + _glewStrLen(extStart);
/* initialize extensions */
#ifdef GL_VERSION_1_2
if (glewExperimental || GLEW_VERSION_1_2) GLEW_VERSION_1_2 = !_glewInit_GL_VERSION_1_2(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_VERSION_1_2 */
#ifdef GL_VERSION_1_2_1
#endif /* GL_VERSION_1_2_1 */
#ifdef GL_VERSION_1_3
if (glewExperimental || GLEW_VERSION_1_3) GLEW_VERSION_1_3 = !_glewInit_GL_VERSION_1_3(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_VERSION_1_3 */
#ifdef GL_VERSION_1_4
if (glewExperimental || GLEW_VERSION_1_4) GLEW_VERSION_1_4 = !_glewInit_GL_VERSION_1_4(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_VERSION_1_4 */
#ifdef GL_VERSION_1_5
if (glewExperimental || GLEW_VERSION_1_5) GLEW_VERSION_1_5 = !_glewInit_GL_VERSION_1_5(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_VERSION_1_5 */
#ifdef GL_VERSION_2_0
if (glewExperimental || GLEW_VERSION_2_0) GLEW_VERSION_2_0 = !_glewInit_GL_VERSION_2_0(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_VERSION_2_0 */
#ifdef GL_VERSION_2_1
if (glewExperimental || GLEW_VERSION_2_1) GLEW_VERSION_2_1 = !_glewInit_GL_VERSION_2_1(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_VERSION_2_1 */
#ifdef GL_VERSION_3_0
if (glewExperimental || GLEW_VERSION_3_0) GLEW_VERSION_3_0 = !_glewInit_GL_VERSION_3_0(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_VERSION_3_0 */
#ifdef GL_VERSION_3_1
if (glewExperimental || GLEW_VERSION_3_1) GLEW_VERSION_3_1 = !_glewInit_GL_VERSION_3_1(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_VERSION_3_1 */
#ifdef GL_VERSION_3_2
if (glewExperimental || GLEW_VERSION_3_2) GLEW_VERSION_3_2 = !_glewInit_GL_VERSION_3_2(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_VERSION_3_2 */
#ifdef GL_VERSION_3_3
if (glewExperimental || GLEW_VERSION_3_3) GLEW_VERSION_3_3 = !_glewInit_GL_VERSION_3_3(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_VERSION_3_3 */
#ifdef GL_VERSION_4_0
if (glewExperimental || GLEW_VERSION_4_0) GLEW_VERSION_4_0 = !_glewInit_GL_VERSION_4_0(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_VERSION_4_0 */
#ifdef GL_VERSION_4_1
#endif /* GL_VERSION_4_1 */
#ifdef GL_VERSION_4_2
#endif /* GL_VERSION_4_2 */
#ifdef GL_VERSION_4_3
#endif /* GL_VERSION_4_3 */
#ifdef GL_VERSION_4_4
#endif /* GL_VERSION_4_4 */
#ifdef GL_VERSION_4_5
if (glewExperimental || GLEW_VERSION_4_5) GLEW_VERSION_4_5 = !_glewInit_GL_VERSION_4_5(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_VERSION_4_5 */
#ifdef GL_3DFX_multisample
GLEW_3DFX_multisample = _glewSearchExtension("GL_3DFX_multisample", extStart, extEnd);
#endif /* GL_3DFX_multisample */
#ifdef GL_3DFX_tbuffer
GLEW_3DFX_tbuffer = _glewSearchExtension("GL_3DFX_tbuffer", extStart, extEnd);
if (glewExperimental || GLEW_3DFX_tbuffer) GLEW_3DFX_tbuffer = !_glewInit_GL_3DFX_tbuffer(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_3DFX_tbuffer */
#ifdef GL_3DFX_texture_compression_FXT1
GLEW_3DFX_texture_compression_FXT1 = _glewSearchExtension("GL_3DFX_texture_compression_FXT1", extStart, extEnd);
#endif /* GL_3DFX_texture_compression_FXT1 */
#ifdef GL_AMD_blend_minmax_factor
GLEW_AMD_blend_minmax_factor = _glewSearchExtension("GL_AMD_blend_minmax_factor", extStart, extEnd);
#endif /* GL_AMD_blend_minmax_factor */
#ifdef GL_AMD_conservative_depth
GLEW_AMD_conservative_depth = _glewSearchExtension("GL_AMD_conservative_depth", extStart, extEnd);
#endif /* GL_AMD_conservative_depth */
#ifdef GL_AMD_debug_output
GLEW_AMD_debug_output = _glewSearchExtension("GL_AMD_debug_output", extStart, extEnd);
if (glewExperimental || GLEW_AMD_debug_output) GLEW_AMD_debug_output = !_glewInit_GL_AMD_debug_output(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_AMD_debug_output */
#ifdef GL_AMD_depth_clamp_separate
GLEW_AMD_depth_clamp_separate = _glewSearchExtension("GL_AMD_depth_clamp_separate", extStart, extEnd);
#endif /* GL_AMD_depth_clamp_separate */
#ifdef GL_AMD_draw_buffers_blend
GLEW_AMD_draw_buffers_blend = _glewSearchExtension("GL_AMD_draw_buffers_blend", extStart, extEnd);
if (glewExperimental || GLEW_AMD_draw_buffers_blend) GLEW_AMD_draw_buffers_blend = !_glewInit_GL_AMD_draw_buffers_blend(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_AMD_draw_buffers_blend */
#ifdef GL_AMD_gcn_shader
GLEW_AMD_gcn_shader = _glewSearchExtension("GL_AMD_gcn_shader", extStart, extEnd);
#endif /* GL_AMD_gcn_shader */
#ifdef GL_AMD_gpu_shader_int64
GLEW_AMD_gpu_shader_int64 = _glewSearchExtension("GL_AMD_gpu_shader_int64", extStart, extEnd);
#endif /* GL_AMD_gpu_shader_int64 */
#ifdef GL_AMD_interleaved_elements
GLEW_AMD_interleaved_elements = _glewSearchExtension("GL_AMD_interleaved_elements", extStart, extEnd);
if (glewExperimental || GLEW_AMD_interleaved_elements) GLEW_AMD_interleaved_elements = !_glewInit_GL_AMD_interleaved_elements(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_AMD_interleaved_elements */
#ifdef GL_AMD_multi_draw_indirect
GLEW_AMD_multi_draw_indirect = _glewSearchExtension("GL_AMD_multi_draw_indirect", extStart, extEnd);
if (glewExperimental || GLEW_AMD_multi_draw_indirect) GLEW_AMD_multi_draw_indirect = !_glewInit_GL_AMD_multi_draw_indirect(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_AMD_multi_draw_indirect */
#ifdef GL_AMD_name_gen_delete
GLEW_AMD_name_gen_delete = _glewSearchExtension("GL_AMD_name_gen_delete", extStart, extEnd);
if (glewExperimental || GLEW_AMD_name_gen_delete) GLEW_AMD_name_gen_delete = !_glewInit_GL_AMD_name_gen_delete(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_AMD_name_gen_delete */
#ifdef GL_AMD_occlusion_query_event
GLEW_AMD_occlusion_query_event = _glewSearchExtension("GL_AMD_occlusion_query_event", extStart, extEnd);
if (glewExperimental || GLEW_AMD_occlusion_query_event) GLEW_AMD_occlusion_query_event = !_glewInit_GL_AMD_occlusion_query_event(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_AMD_occlusion_query_event */
#ifdef GL_AMD_performance_monitor
GLEW_AMD_performance_monitor = _glewSearchExtension("GL_AMD_performance_monitor", extStart, extEnd);
if (glewExperimental || GLEW_AMD_performance_monitor) GLEW_AMD_performance_monitor = !_glewInit_GL_AMD_performance_monitor(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_AMD_performance_monitor */
#ifdef GL_AMD_pinned_memory
GLEW_AMD_pinned_memory = _glewSearchExtension("GL_AMD_pinned_memory", extStart, extEnd);
#endif /* GL_AMD_pinned_memory */
#ifdef GL_AMD_query_buffer_object
GLEW_AMD_query_buffer_object = _glewSearchExtension("GL_AMD_query_buffer_object", extStart, extEnd);
#endif /* GL_AMD_query_buffer_object */
#ifdef GL_AMD_sample_positions
GLEW_AMD_sample_positions = _glewSearchExtension("GL_AMD_sample_positions", extStart, extEnd);
if (glewExperimental || GLEW_AMD_sample_positions) GLEW_AMD_sample_positions = !_glewInit_GL_AMD_sample_positions(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_AMD_sample_positions */
#ifdef GL_AMD_seamless_cubemap_per_texture
GLEW_AMD_seamless_cubemap_per_texture = _glewSearchExtension("GL_AMD_seamless_cubemap_per_texture", extStart, extEnd);
#endif /* GL_AMD_seamless_cubemap_per_texture */
#ifdef GL_AMD_shader_atomic_counter_ops
GLEW_AMD_shader_atomic_counter_ops = _glewSearchExtension("GL_AMD_shader_atomic_counter_ops", extStart, extEnd);
#endif /* GL_AMD_shader_atomic_counter_ops */
#ifdef GL_AMD_shader_stencil_export
GLEW_AMD_shader_stencil_export = _glewSearchExtension("GL_AMD_shader_stencil_export", extStart, extEnd);
#endif /* GL_AMD_shader_stencil_export */
#ifdef GL_AMD_shader_stencil_value_export
GLEW_AMD_shader_stencil_value_export = _glewSearchExtension("GL_AMD_shader_stencil_value_export", extStart, extEnd);
#endif /* GL_AMD_shader_stencil_value_export */
#ifdef GL_AMD_shader_trinary_minmax
GLEW_AMD_shader_trinary_minmax = _glewSearchExtension("GL_AMD_shader_trinary_minmax", extStart, extEnd);
#endif /* GL_AMD_shader_trinary_minmax */
#ifdef GL_AMD_sparse_texture
GLEW_AMD_sparse_texture = _glewSearchExtension("GL_AMD_sparse_texture", extStart, extEnd);
if (glewExperimental || GLEW_AMD_sparse_texture) GLEW_AMD_sparse_texture = !_glewInit_GL_AMD_sparse_texture(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_AMD_sparse_texture */
#ifdef GL_AMD_stencil_operation_extended
GLEW_AMD_stencil_operation_extended = _glewSearchExtension("GL_AMD_stencil_operation_extended", extStart, extEnd);
if (glewExperimental || GLEW_AMD_stencil_operation_extended) GLEW_AMD_stencil_operation_extended = !_glewInit_GL_AMD_stencil_operation_extended(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_AMD_stencil_operation_extended */
#ifdef GL_AMD_texture_texture4
GLEW_AMD_texture_texture4 = _glewSearchExtension("GL_AMD_texture_texture4", extStart, extEnd);
#endif /* GL_AMD_texture_texture4 */
#ifdef GL_AMD_transform_feedback3_lines_triangles
GLEW_AMD_transform_feedback3_lines_triangles = _glewSearchExtension("GL_AMD_transform_feedback3_lines_triangles", extStart, extEnd);
#endif /* GL_AMD_transform_feedback3_lines_triangles */
#ifdef GL_AMD_transform_feedback4
GLEW_AMD_transform_feedback4 = _glewSearchExtension("GL_AMD_transform_feedback4", extStart, extEnd);
#endif /* GL_AMD_transform_feedback4 */
#ifdef GL_AMD_vertex_shader_layer
GLEW_AMD_vertex_shader_layer = _glewSearchExtension("GL_AMD_vertex_shader_layer", extStart, extEnd);
#endif /* GL_AMD_vertex_shader_layer */
#ifdef GL_AMD_vertex_shader_tessellator
GLEW_AMD_vertex_shader_tessellator = _glewSearchExtension("GL_AMD_vertex_shader_tessellator", extStart, extEnd);
if (glewExperimental || GLEW_AMD_vertex_shader_tessellator) GLEW_AMD_vertex_shader_tessellator = !_glewInit_GL_AMD_vertex_shader_tessellator(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_AMD_vertex_shader_tessellator */
#ifdef GL_AMD_vertex_shader_viewport_index
GLEW_AMD_vertex_shader_viewport_index = _glewSearchExtension("GL_AMD_vertex_shader_viewport_index", extStart, extEnd);
#endif /* GL_AMD_vertex_shader_viewport_index */
#ifdef GL_ANGLE_depth_texture
GLEW_ANGLE_depth_texture = _glewSearchExtension("GL_ANGLE_depth_texture", extStart, extEnd);
#endif /* GL_ANGLE_depth_texture */
#ifdef GL_ANGLE_framebuffer_blit
GLEW_ANGLE_framebuffer_blit = _glewSearchExtension("GL_ANGLE_framebuffer_blit", extStart, extEnd);
if (glewExperimental || GLEW_ANGLE_framebuffer_blit) GLEW_ANGLE_framebuffer_blit = !_glewInit_GL_ANGLE_framebuffer_blit(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ANGLE_framebuffer_blit */
#ifdef GL_ANGLE_framebuffer_multisample
GLEW_ANGLE_framebuffer_multisample = _glewSearchExtension("GL_ANGLE_framebuffer_multisample", extStart, extEnd);
if (glewExperimental || GLEW_ANGLE_framebuffer_multisample) GLEW_ANGLE_framebuffer_multisample = !_glewInit_GL_ANGLE_framebuffer_multisample(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ANGLE_framebuffer_multisample */
#ifdef GL_ANGLE_instanced_arrays
GLEW_ANGLE_instanced_arrays = _glewSearchExtension("GL_ANGLE_instanced_arrays", extStart, extEnd);
if (glewExperimental || GLEW_ANGLE_instanced_arrays) GLEW_ANGLE_instanced_arrays = !_glewInit_GL_ANGLE_instanced_arrays(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ANGLE_instanced_arrays */
#ifdef GL_ANGLE_pack_reverse_row_order
GLEW_ANGLE_pack_reverse_row_order = _glewSearchExtension("GL_ANGLE_pack_reverse_row_order", extStart, extEnd);
#endif /* GL_ANGLE_pack_reverse_row_order */
#ifdef GL_ANGLE_program_binary
GLEW_ANGLE_program_binary = _glewSearchExtension("GL_ANGLE_program_binary", extStart, extEnd);
#endif /* GL_ANGLE_program_binary */
#ifdef GL_ANGLE_texture_compression_dxt1
GLEW_ANGLE_texture_compression_dxt1 = _glewSearchExtension("GL_ANGLE_texture_compression_dxt1", extStart, extEnd);
#endif /* GL_ANGLE_texture_compression_dxt1 */
#ifdef GL_ANGLE_texture_compression_dxt3
GLEW_ANGLE_texture_compression_dxt3 = _glewSearchExtension("GL_ANGLE_texture_compression_dxt3", extStart, extEnd);
#endif /* GL_ANGLE_texture_compression_dxt3 */
#ifdef GL_ANGLE_texture_compression_dxt5
GLEW_ANGLE_texture_compression_dxt5 = _glewSearchExtension("GL_ANGLE_texture_compression_dxt5", extStart, extEnd);
#endif /* GL_ANGLE_texture_compression_dxt5 */
#ifdef GL_ANGLE_texture_usage
GLEW_ANGLE_texture_usage = _glewSearchExtension("GL_ANGLE_texture_usage", extStart, extEnd);
#endif /* GL_ANGLE_texture_usage */
#ifdef GL_ANGLE_timer_query
GLEW_ANGLE_timer_query = _glewSearchExtension("GL_ANGLE_timer_query", extStart, extEnd);
if (glewExperimental || GLEW_ANGLE_timer_query) GLEW_ANGLE_timer_query = !_glewInit_GL_ANGLE_timer_query(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ANGLE_timer_query */
#ifdef GL_ANGLE_translated_shader_source
GLEW_ANGLE_translated_shader_source = _glewSearchExtension("GL_ANGLE_translated_shader_source", extStart, extEnd);
if (glewExperimental || GLEW_ANGLE_translated_shader_source) GLEW_ANGLE_translated_shader_source = !_glewInit_GL_ANGLE_translated_shader_source(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ANGLE_translated_shader_source */
#ifdef GL_APPLE_aux_depth_stencil
GLEW_APPLE_aux_depth_stencil = _glewSearchExtension("GL_APPLE_aux_depth_stencil", extStart, extEnd);
#endif /* GL_APPLE_aux_depth_stencil */
#ifdef GL_APPLE_client_storage
GLEW_APPLE_client_storage = _glewSearchExtension("GL_APPLE_client_storage", extStart, extEnd);
#endif /* GL_APPLE_client_storage */
#ifdef GL_APPLE_element_array
GLEW_APPLE_element_array = _glewSearchExtension("GL_APPLE_element_array", extStart, extEnd);
if (glewExperimental || GLEW_APPLE_element_array) GLEW_APPLE_element_array = !_glewInit_GL_APPLE_element_array(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_APPLE_element_array */
#ifdef GL_APPLE_fence
GLEW_APPLE_fence = _glewSearchExtension("GL_APPLE_fence", extStart, extEnd);
if (glewExperimental || GLEW_APPLE_fence) GLEW_APPLE_fence = !_glewInit_GL_APPLE_fence(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_APPLE_fence */
#ifdef GL_APPLE_float_pixels
GLEW_APPLE_float_pixels = _glewSearchExtension("GL_APPLE_float_pixels", extStart, extEnd);
#endif /* GL_APPLE_float_pixels */
#ifdef GL_APPLE_flush_buffer_range
GLEW_APPLE_flush_buffer_range = _glewSearchExtension("GL_APPLE_flush_buffer_range", extStart, extEnd);
if (glewExperimental || GLEW_APPLE_flush_buffer_range) GLEW_APPLE_flush_buffer_range = !_glewInit_GL_APPLE_flush_buffer_range(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_APPLE_flush_buffer_range */
#ifdef GL_APPLE_object_purgeable
GLEW_APPLE_object_purgeable = _glewSearchExtension("GL_APPLE_object_purgeable", extStart, extEnd);
if (glewExperimental || GLEW_APPLE_object_purgeable) GLEW_APPLE_object_purgeable = !_glewInit_GL_APPLE_object_purgeable(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_APPLE_object_purgeable */
#ifdef GL_APPLE_pixel_buffer
GLEW_APPLE_pixel_buffer = _glewSearchExtension("GL_APPLE_pixel_buffer", extStart, extEnd);
#endif /* GL_APPLE_pixel_buffer */
#ifdef GL_APPLE_rgb_422
GLEW_APPLE_rgb_422 = _glewSearchExtension("GL_APPLE_rgb_422", extStart, extEnd);
#endif /* GL_APPLE_rgb_422 */
#ifdef GL_APPLE_row_bytes
GLEW_APPLE_row_bytes = _glewSearchExtension("GL_APPLE_row_bytes", extStart, extEnd);
#endif /* GL_APPLE_row_bytes */
#ifdef GL_APPLE_specular_vector
GLEW_APPLE_specular_vector = _glewSearchExtension("GL_APPLE_specular_vector", extStart, extEnd);
#endif /* GL_APPLE_specular_vector */
#ifdef GL_APPLE_texture_range
GLEW_APPLE_texture_range = _glewSearchExtension("GL_APPLE_texture_range", extStart, extEnd);
if (glewExperimental || GLEW_APPLE_texture_range) GLEW_APPLE_texture_range = !_glewInit_GL_APPLE_texture_range(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_APPLE_texture_range */
#ifdef GL_APPLE_transform_hint
GLEW_APPLE_transform_hint = _glewSearchExtension("GL_APPLE_transform_hint", extStart, extEnd);
#endif /* GL_APPLE_transform_hint */
#ifdef GL_APPLE_vertex_array_object
GLEW_APPLE_vertex_array_object = _glewSearchExtension("GL_APPLE_vertex_array_object", extStart, extEnd);
if (glewExperimental || GLEW_APPLE_vertex_array_object) GLEW_APPLE_vertex_array_object = !_glewInit_GL_APPLE_vertex_array_object(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_APPLE_vertex_array_object */
#ifdef GL_APPLE_vertex_array_range
GLEW_APPLE_vertex_array_range = _glewSearchExtension("GL_APPLE_vertex_array_range", extStart, extEnd);
if (glewExperimental || GLEW_APPLE_vertex_array_range) GLEW_APPLE_vertex_array_range = !_glewInit_GL_APPLE_vertex_array_range(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_APPLE_vertex_array_range */
#ifdef GL_APPLE_vertex_program_evaluators
GLEW_APPLE_vertex_program_evaluators = _glewSearchExtension("GL_APPLE_vertex_program_evaluators", extStart, extEnd);
if (glewExperimental || GLEW_APPLE_vertex_program_evaluators) GLEW_APPLE_vertex_program_evaluators = !_glewInit_GL_APPLE_vertex_program_evaluators(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_APPLE_vertex_program_evaluators */
#ifdef GL_APPLE_ycbcr_422
GLEW_APPLE_ycbcr_422 = _glewSearchExtension("GL_APPLE_ycbcr_422", extStart, extEnd);
#endif /* GL_APPLE_ycbcr_422 */
#ifdef GL_ARB_ES2_compatibility
GLEW_ARB_ES2_compatibility = _glewSearchExtension("GL_ARB_ES2_compatibility", extStart, extEnd);
if (glewExperimental || GLEW_ARB_ES2_compatibility) GLEW_ARB_ES2_compatibility = !_glewInit_GL_ARB_ES2_compatibility(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_ES2_compatibility */
#ifdef GL_ARB_ES3_1_compatibility
GLEW_ARB_ES3_1_compatibility = _glewSearchExtension("GL_ARB_ES3_1_compatibility", extStart, extEnd);
if (glewExperimental || GLEW_ARB_ES3_1_compatibility) GLEW_ARB_ES3_1_compatibility = !_glewInit_GL_ARB_ES3_1_compatibility(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_ES3_1_compatibility */
#ifdef GL_ARB_ES3_2_compatibility
GLEW_ARB_ES3_2_compatibility = _glewSearchExtension("GL_ARB_ES3_2_compatibility", extStart, extEnd);
if (glewExperimental || GLEW_ARB_ES3_2_compatibility) GLEW_ARB_ES3_2_compatibility = !_glewInit_GL_ARB_ES3_2_compatibility(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_ES3_2_compatibility */
#ifdef GL_ARB_ES3_compatibility
GLEW_ARB_ES3_compatibility = _glewSearchExtension("GL_ARB_ES3_compatibility", extStart, extEnd);
#endif /* GL_ARB_ES3_compatibility */
#ifdef GL_ARB_arrays_of_arrays
GLEW_ARB_arrays_of_arrays = _glewSearchExtension("GL_ARB_arrays_of_arrays", extStart, extEnd);
#endif /* GL_ARB_arrays_of_arrays */
#ifdef GL_ARB_base_instance
GLEW_ARB_base_instance = _glewSearchExtension("GL_ARB_base_instance", extStart, extEnd);
if (glewExperimental || GLEW_ARB_base_instance) GLEW_ARB_base_instance = !_glewInit_GL_ARB_base_instance(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_base_instance */
#ifdef GL_ARB_bindless_texture
GLEW_ARB_bindless_texture = _glewSearchExtension("GL_ARB_bindless_texture", extStart, extEnd);
if (glewExperimental || GLEW_ARB_bindless_texture) GLEW_ARB_bindless_texture = !_glewInit_GL_ARB_bindless_texture(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_bindless_texture */
#ifdef GL_ARB_blend_func_extended
GLEW_ARB_blend_func_extended = _glewSearchExtension("GL_ARB_blend_func_extended", extStart, extEnd);
if (glewExperimental || GLEW_ARB_blend_func_extended) GLEW_ARB_blend_func_extended = !_glewInit_GL_ARB_blend_func_extended(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_blend_func_extended */
#ifdef GL_ARB_buffer_storage
GLEW_ARB_buffer_storage = _glewSearchExtension("GL_ARB_buffer_storage", extStart, extEnd);
if (glewExperimental || GLEW_ARB_buffer_storage) GLEW_ARB_buffer_storage = !_glewInit_GL_ARB_buffer_storage(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_buffer_storage */
#ifdef GL_ARB_cl_event
GLEW_ARB_cl_event = _glewSearchExtension("GL_ARB_cl_event", extStart, extEnd);
if (glewExperimental || GLEW_ARB_cl_event) GLEW_ARB_cl_event = !_glewInit_GL_ARB_cl_event(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_cl_event */
#ifdef GL_ARB_clear_buffer_object
GLEW_ARB_clear_buffer_object = _glewSearchExtension("GL_ARB_clear_buffer_object", extStart, extEnd);
if (glewExperimental || GLEW_ARB_clear_buffer_object) GLEW_ARB_clear_buffer_object = !_glewInit_GL_ARB_clear_buffer_object(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_clear_buffer_object */
#ifdef GL_ARB_clear_texture
GLEW_ARB_clear_texture = _glewSearchExtension("GL_ARB_clear_texture", extStart, extEnd);
if (glewExperimental || GLEW_ARB_clear_texture) GLEW_ARB_clear_texture = !_glewInit_GL_ARB_clear_texture(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_clear_texture */
#ifdef GL_ARB_clip_control
GLEW_ARB_clip_control = _glewSearchExtension("GL_ARB_clip_control", extStart, extEnd);
if (glewExperimental || GLEW_ARB_clip_control) GLEW_ARB_clip_control = !_glewInit_GL_ARB_clip_control(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_clip_control */
#ifdef GL_ARB_color_buffer_float
GLEW_ARB_color_buffer_float = _glewSearchExtension("GL_ARB_color_buffer_float", extStart, extEnd);
if (glewExperimental || GLEW_ARB_color_buffer_float) GLEW_ARB_color_buffer_float = !_glewInit_GL_ARB_color_buffer_float(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_color_buffer_float */
#ifdef GL_ARB_compatibility
GLEW_ARB_compatibility = _glewSearchExtension("GL_ARB_compatibility", extStart, extEnd);
#endif /* GL_ARB_compatibility */
#ifdef GL_ARB_compressed_texture_pixel_storage
GLEW_ARB_compressed_texture_pixel_storage = _glewSearchExtension("GL_ARB_compressed_texture_pixel_storage", extStart, extEnd);
#endif /* GL_ARB_compressed_texture_pixel_storage */
#ifdef GL_ARB_compute_shader
GLEW_ARB_compute_shader = _glewSearchExtension("GL_ARB_compute_shader", extStart, extEnd);
if (glewExperimental || GLEW_ARB_compute_shader) GLEW_ARB_compute_shader = !_glewInit_GL_ARB_compute_shader(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_compute_shader */
#ifdef GL_ARB_compute_variable_group_size
GLEW_ARB_compute_variable_group_size = _glewSearchExtension("GL_ARB_compute_variable_group_size", extStart, extEnd);
if (glewExperimental || GLEW_ARB_compute_variable_group_size) GLEW_ARB_compute_variable_group_size = !_glewInit_GL_ARB_compute_variable_group_size(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_compute_variable_group_size */
#ifdef GL_ARB_conditional_render_inverted
GLEW_ARB_conditional_render_inverted = _glewSearchExtension("GL_ARB_conditional_render_inverted", extStart, extEnd);
#endif /* GL_ARB_conditional_render_inverted */
#ifdef GL_ARB_conservative_depth
GLEW_ARB_conservative_depth = _glewSearchExtension("GL_ARB_conservative_depth", extStart, extEnd);
#endif /* GL_ARB_conservative_depth */
#ifdef GL_ARB_copy_buffer
GLEW_ARB_copy_buffer = _glewSearchExtension("GL_ARB_copy_buffer", extStart, extEnd);
if (glewExperimental || GLEW_ARB_copy_buffer) GLEW_ARB_copy_buffer = !_glewInit_GL_ARB_copy_buffer(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_copy_buffer */
#ifdef GL_ARB_copy_image
GLEW_ARB_copy_image = _glewSearchExtension("GL_ARB_copy_image", extStart, extEnd);
if (glewExperimental || GLEW_ARB_copy_image) GLEW_ARB_copy_image = !_glewInit_GL_ARB_copy_image(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_copy_image */
#ifdef GL_ARB_cull_distance
GLEW_ARB_cull_distance = _glewSearchExtension("GL_ARB_cull_distance", extStart, extEnd);
#endif /* GL_ARB_cull_distance */
#ifdef GL_ARB_debug_output
GLEW_ARB_debug_output = _glewSearchExtension("GL_ARB_debug_output", extStart, extEnd);
if (glewExperimental || GLEW_ARB_debug_output) GLEW_ARB_debug_output = !_glewInit_GL_ARB_debug_output(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_debug_output */
#ifdef GL_ARB_depth_buffer_float
GLEW_ARB_depth_buffer_float = _glewSearchExtension("GL_ARB_depth_buffer_float", extStart, extEnd);
#endif /* GL_ARB_depth_buffer_float */
#ifdef GL_ARB_depth_clamp
GLEW_ARB_depth_clamp = _glewSearchExtension("GL_ARB_depth_clamp", extStart, extEnd);
#endif /* GL_ARB_depth_clamp */
#ifdef GL_ARB_depth_texture
GLEW_ARB_depth_texture = _glewSearchExtension("GL_ARB_depth_texture", extStart, extEnd);
#endif /* GL_ARB_depth_texture */
#ifdef GL_ARB_derivative_control
GLEW_ARB_derivative_control = _glewSearchExtension("GL_ARB_derivative_control", extStart, extEnd);
#endif /* GL_ARB_derivative_control */
#ifdef GL_ARB_direct_state_access
GLEW_ARB_direct_state_access = _glewSearchExtension("GL_ARB_direct_state_access", extStart, extEnd);
if (glewExperimental || GLEW_ARB_direct_state_access) GLEW_ARB_direct_state_access = !_glewInit_GL_ARB_direct_state_access(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_direct_state_access */
#ifdef GL_ARB_draw_buffers
GLEW_ARB_draw_buffers = _glewSearchExtension("GL_ARB_draw_buffers", extStart, extEnd);
if (glewExperimental || GLEW_ARB_draw_buffers) GLEW_ARB_draw_buffers = !_glewInit_GL_ARB_draw_buffers(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_draw_buffers */
#ifdef GL_ARB_draw_buffers_blend
GLEW_ARB_draw_buffers_blend = _glewSearchExtension("GL_ARB_draw_buffers_blend", extStart, extEnd);
if (glewExperimental || GLEW_ARB_draw_buffers_blend) GLEW_ARB_draw_buffers_blend = !_glewInit_GL_ARB_draw_buffers_blend(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_draw_buffers_blend */
#ifdef GL_ARB_draw_elements_base_vertex
GLEW_ARB_draw_elements_base_vertex = _glewSearchExtension("GL_ARB_draw_elements_base_vertex", extStart, extEnd);
if (glewExperimental || GLEW_ARB_draw_elements_base_vertex) GLEW_ARB_draw_elements_base_vertex = !_glewInit_GL_ARB_draw_elements_base_vertex(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_draw_elements_base_vertex */
#ifdef GL_ARB_draw_indirect
GLEW_ARB_draw_indirect = _glewSearchExtension("GL_ARB_draw_indirect", extStart, extEnd);
if (glewExperimental || GLEW_ARB_draw_indirect) GLEW_ARB_draw_indirect = !_glewInit_GL_ARB_draw_indirect(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_draw_indirect */
#ifdef GL_ARB_draw_instanced
GLEW_ARB_draw_instanced = _glewSearchExtension("GL_ARB_draw_instanced", extStart, extEnd);
#endif /* GL_ARB_draw_instanced */
#ifdef GL_ARB_enhanced_layouts
GLEW_ARB_enhanced_layouts = _glewSearchExtension("GL_ARB_enhanced_layouts", extStart, extEnd);
#endif /* GL_ARB_enhanced_layouts */
#ifdef GL_ARB_explicit_attrib_location
GLEW_ARB_explicit_attrib_location = _glewSearchExtension("GL_ARB_explicit_attrib_location", extStart, extEnd);
#endif /* GL_ARB_explicit_attrib_location */
#ifdef GL_ARB_explicit_uniform_location
GLEW_ARB_explicit_uniform_location = _glewSearchExtension("GL_ARB_explicit_uniform_location", extStart, extEnd);
#endif /* GL_ARB_explicit_uniform_location */
#ifdef GL_ARB_fragment_coord_conventions
GLEW_ARB_fragment_coord_conventions = _glewSearchExtension("GL_ARB_fragment_coord_conventions", extStart, extEnd);
#endif /* GL_ARB_fragment_coord_conventions */
#ifdef GL_ARB_fragment_layer_viewport
GLEW_ARB_fragment_layer_viewport = _glewSearchExtension("GL_ARB_fragment_layer_viewport", extStart, extEnd);
#endif /* GL_ARB_fragment_layer_viewport */
#ifdef GL_ARB_fragment_program
GLEW_ARB_fragment_program = _glewSearchExtension("GL_ARB_fragment_program", extStart, extEnd);
#endif /* GL_ARB_fragment_program */
#ifdef GL_ARB_fragment_program_shadow
GLEW_ARB_fragment_program_shadow = _glewSearchExtension("GL_ARB_fragment_program_shadow", extStart, extEnd);
#endif /* GL_ARB_fragment_program_shadow */
#ifdef GL_ARB_fragment_shader
GLEW_ARB_fragment_shader = _glewSearchExtension("GL_ARB_fragment_shader", extStart, extEnd);
#endif /* GL_ARB_fragment_shader */
#ifdef GL_ARB_fragment_shader_interlock
GLEW_ARB_fragment_shader_interlock = _glewSearchExtension("GL_ARB_fragment_shader_interlock", extStart, extEnd);
#endif /* GL_ARB_fragment_shader_interlock */
#ifdef GL_ARB_framebuffer_no_attachments
GLEW_ARB_framebuffer_no_attachments = _glewSearchExtension("GL_ARB_framebuffer_no_attachments", extStart, extEnd);
if (glewExperimental || GLEW_ARB_framebuffer_no_attachments) GLEW_ARB_framebuffer_no_attachments = !_glewInit_GL_ARB_framebuffer_no_attachments(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_framebuffer_no_attachments */
#ifdef GL_ARB_framebuffer_object
GLEW_ARB_framebuffer_object = _glewSearchExtension("GL_ARB_framebuffer_object", extStart, extEnd);
if (glewExperimental || GLEW_ARB_framebuffer_object) GLEW_ARB_framebuffer_object = !_glewInit_GL_ARB_framebuffer_object(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_framebuffer_object */
#ifdef GL_ARB_framebuffer_sRGB
GLEW_ARB_framebuffer_sRGB = _glewSearchExtension("GL_ARB_framebuffer_sRGB", extStart, extEnd);
#endif /* GL_ARB_framebuffer_sRGB */
#ifdef GL_ARB_geometry_shader4
GLEW_ARB_geometry_shader4 = _glewSearchExtension("GL_ARB_geometry_shader4", extStart, extEnd);
if (glewExperimental || GLEW_ARB_geometry_shader4) GLEW_ARB_geometry_shader4 = !_glewInit_GL_ARB_geometry_shader4(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_geometry_shader4 */
#ifdef GL_ARB_get_program_binary
GLEW_ARB_get_program_binary = _glewSearchExtension("GL_ARB_get_program_binary", extStart, extEnd);
if (glewExperimental || GLEW_ARB_get_program_binary) GLEW_ARB_get_program_binary = !_glewInit_GL_ARB_get_program_binary(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_get_program_binary */
#ifdef GL_ARB_get_texture_sub_image
GLEW_ARB_get_texture_sub_image = _glewSearchExtension("GL_ARB_get_texture_sub_image", extStart, extEnd);
if (glewExperimental || GLEW_ARB_get_texture_sub_image) GLEW_ARB_get_texture_sub_image = !_glewInit_GL_ARB_get_texture_sub_image(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_get_texture_sub_image */
#ifdef GL_ARB_gpu_shader5
GLEW_ARB_gpu_shader5 = _glewSearchExtension("GL_ARB_gpu_shader5", extStart, extEnd);
#endif /* GL_ARB_gpu_shader5 */
#ifdef GL_ARB_gpu_shader_fp64
GLEW_ARB_gpu_shader_fp64 = _glewSearchExtension("GL_ARB_gpu_shader_fp64", extStart, extEnd);
if (glewExperimental || GLEW_ARB_gpu_shader_fp64) GLEW_ARB_gpu_shader_fp64 = !_glewInit_GL_ARB_gpu_shader_fp64(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_gpu_shader_fp64 */
#ifdef GL_ARB_gpu_shader_int64
GLEW_ARB_gpu_shader_int64 = _glewSearchExtension("GL_ARB_gpu_shader_int64", extStart, extEnd);
if (glewExperimental || GLEW_ARB_gpu_shader_int64) GLEW_ARB_gpu_shader_int64 = !_glewInit_GL_ARB_gpu_shader_int64(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_gpu_shader_int64 */
#ifdef GL_ARB_half_float_pixel
GLEW_ARB_half_float_pixel = _glewSearchExtension("GL_ARB_half_float_pixel", extStart, extEnd);
#endif /* GL_ARB_half_float_pixel */
#ifdef GL_ARB_half_float_vertex
GLEW_ARB_half_float_vertex = _glewSearchExtension("GL_ARB_half_float_vertex", extStart, extEnd);
#endif /* GL_ARB_half_float_vertex */
#ifdef GL_ARB_imaging
GLEW_ARB_imaging = _glewSearchExtension("GL_ARB_imaging", extStart, extEnd);
if (glewExperimental || GLEW_ARB_imaging) GLEW_ARB_imaging = !_glewInit_GL_ARB_imaging(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_imaging */
#ifdef GL_ARB_indirect_parameters
GLEW_ARB_indirect_parameters = _glewSearchExtension("GL_ARB_indirect_parameters", extStart, extEnd);
if (glewExperimental || GLEW_ARB_indirect_parameters) GLEW_ARB_indirect_parameters = !_glewInit_GL_ARB_indirect_parameters(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_indirect_parameters */
#ifdef GL_ARB_instanced_arrays
GLEW_ARB_instanced_arrays = _glewSearchExtension("GL_ARB_instanced_arrays", extStart, extEnd);
if (glewExperimental || GLEW_ARB_instanced_arrays) GLEW_ARB_instanced_arrays = !_glewInit_GL_ARB_instanced_arrays(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_instanced_arrays */
#ifdef GL_ARB_internalformat_query
GLEW_ARB_internalformat_query = _glewSearchExtension("GL_ARB_internalformat_query", extStart, extEnd);
if (glewExperimental || GLEW_ARB_internalformat_query) GLEW_ARB_internalformat_query = !_glewInit_GL_ARB_internalformat_query(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_internalformat_query */
#ifdef GL_ARB_internalformat_query2
GLEW_ARB_internalformat_query2 = _glewSearchExtension("GL_ARB_internalformat_query2", extStart, extEnd);
if (glewExperimental || GLEW_ARB_internalformat_query2) GLEW_ARB_internalformat_query2 = !_glewInit_GL_ARB_internalformat_query2(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_internalformat_query2 */
#ifdef GL_ARB_invalidate_subdata
GLEW_ARB_invalidate_subdata = _glewSearchExtension("GL_ARB_invalidate_subdata", extStart, extEnd);
if (glewExperimental || GLEW_ARB_invalidate_subdata) GLEW_ARB_invalidate_subdata = !_glewInit_GL_ARB_invalidate_subdata(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_invalidate_subdata */
#ifdef GL_ARB_map_buffer_alignment
GLEW_ARB_map_buffer_alignment = _glewSearchExtension("GL_ARB_map_buffer_alignment", extStart, extEnd);
#endif /* GL_ARB_map_buffer_alignment */
#ifdef GL_ARB_map_buffer_range
GLEW_ARB_map_buffer_range = _glewSearchExtension("GL_ARB_map_buffer_range", extStart, extEnd);
if (glewExperimental || GLEW_ARB_map_buffer_range) GLEW_ARB_map_buffer_range = !_glewInit_GL_ARB_map_buffer_range(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_map_buffer_range */
#ifdef GL_ARB_matrix_palette
GLEW_ARB_matrix_palette = _glewSearchExtension("GL_ARB_matrix_palette", extStart, extEnd);
if (glewExperimental || GLEW_ARB_matrix_palette) GLEW_ARB_matrix_palette = !_glewInit_GL_ARB_matrix_palette(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_matrix_palette */
#ifdef GL_ARB_multi_bind
GLEW_ARB_multi_bind = _glewSearchExtension("GL_ARB_multi_bind", extStart, extEnd);
if (glewExperimental || GLEW_ARB_multi_bind) GLEW_ARB_multi_bind = !_glewInit_GL_ARB_multi_bind(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_multi_bind */
#ifdef GL_ARB_multi_draw_indirect
GLEW_ARB_multi_draw_indirect = _glewSearchExtension("GL_ARB_multi_draw_indirect", extStart, extEnd);
if (glewExperimental || GLEW_ARB_multi_draw_indirect) GLEW_ARB_multi_draw_indirect = !_glewInit_GL_ARB_multi_draw_indirect(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_multi_draw_indirect */
#ifdef GL_ARB_multisample
GLEW_ARB_multisample = _glewSearchExtension("GL_ARB_multisample", extStart, extEnd);
if (glewExperimental || GLEW_ARB_multisample) GLEW_ARB_multisample = !_glewInit_GL_ARB_multisample(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_multisample */
#ifdef GL_ARB_multitexture
GLEW_ARB_multitexture = _glewSearchExtension("GL_ARB_multitexture", extStart, extEnd);
if (glewExperimental || GLEW_ARB_multitexture) GLEW_ARB_multitexture = !_glewInit_GL_ARB_multitexture(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_multitexture */
#ifdef GL_ARB_occlusion_query
GLEW_ARB_occlusion_query = _glewSearchExtension("GL_ARB_occlusion_query", extStart, extEnd);
if (glewExperimental || GLEW_ARB_occlusion_query) GLEW_ARB_occlusion_query = !_glewInit_GL_ARB_occlusion_query(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_occlusion_query */
#ifdef GL_ARB_occlusion_query2
GLEW_ARB_occlusion_query2 = _glewSearchExtension("GL_ARB_occlusion_query2", extStart, extEnd);
#endif /* GL_ARB_occlusion_query2 */
#ifdef GL_ARB_parallel_shader_compile
GLEW_ARB_parallel_shader_compile = _glewSearchExtension("GL_ARB_parallel_shader_compile", extStart, extEnd);
if (glewExperimental || GLEW_ARB_parallel_shader_compile) GLEW_ARB_parallel_shader_compile = !_glewInit_GL_ARB_parallel_shader_compile(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_parallel_shader_compile */
#ifdef GL_ARB_pipeline_statistics_query
GLEW_ARB_pipeline_statistics_query = _glewSearchExtension("GL_ARB_pipeline_statistics_query", extStart, extEnd);
#endif /* GL_ARB_pipeline_statistics_query */
#ifdef GL_ARB_pixel_buffer_object
GLEW_ARB_pixel_buffer_object = _glewSearchExtension("GL_ARB_pixel_buffer_object", extStart, extEnd);
#endif /* GL_ARB_pixel_buffer_object */
#ifdef GL_ARB_point_parameters
GLEW_ARB_point_parameters = _glewSearchExtension("GL_ARB_point_parameters", extStart, extEnd);
if (glewExperimental || GLEW_ARB_point_parameters) GLEW_ARB_point_parameters = !_glewInit_GL_ARB_point_parameters(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_point_parameters */
#ifdef GL_ARB_point_sprite
GLEW_ARB_point_sprite = _glewSearchExtension("GL_ARB_point_sprite", extStart, extEnd);
#endif /* GL_ARB_point_sprite */
#ifdef GL_ARB_post_depth_coverage
GLEW_ARB_post_depth_coverage = _glewSearchExtension("GL_ARB_post_depth_coverage", extStart, extEnd);
#endif /* GL_ARB_post_depth_coverage */
#ifdef GL_ARB_program_interface_query
GLEW_ARB_program_interface_query = _glewSearchExtension("GL_ARB_program_interface_query", extStart, extEnd);
if (glewExperimental || GLEW_ARB_program_interface_query) GLEW_ARB_program_interface_query = !_glewInit_GL_ARB_program_interface_query(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_program_interface_query */
#ifdef GL_ARB_provoking_vertex
GLEW_ARB_provoking_vertex = _glewSearchExtension("GL_ARB_provoking_vertex", extStart, extEnd);
if (glewExperimental || GLEW_ARB_provoking_vertex) GLEW_ARB_provoking_vertex = !_glewInit_GL_ARB_provoking_vertex(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_provoking_vertex */
#ifdef GL_ARB_query_buffer_object
GLEW_ARB_query_buffer_object = _glewSearchExtension("GL_ARB_query_buffer_object", extStart, extEnd);
#endif /* GL_ARB_query_buffer_object */
#ifdef GL_ARB_robust_buffer_access_behavior
GLEW_ARB_robust_buffer_access_behavior = _glewSearchExtension("GL_ARB_robust_buffer_access_behavior", extStart, extEnd);
#endif /* GL_ARB_robust_buffer_access_behavior */
#ifdef GL_ARB_robustness
GLEW_ARB_robustness = _glewSearchExtension("GL_ARB_robustness", extStart, extEnd);
if (glewExperimental || GLEW_ARB_robustness) GLEW_ARB_robustness = !_glewInit_GL_ARB_robustness(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_robustness */
#ifdef GL_ARB_robustness_application_isolation
GLEW_ARB_robustness_application_isolation = _glewSearchExtension("GL_ARB_robustness_application_isolation", extStart, extEnd);
#endif /* GL_ARB_robustness_application_isolation */
#ifdef GL_ARB_robustness_share_group_isolation
GLEW_ARB_robustness_share_group_isolation = _glewSearchExtension("GL_ARB_robustness_share_group_isolation", extStart, extEnd);
#endif /* GL_ARB_robustness_share_group_isolation */
#ifdef GL_ARB_sample_locations
GLEW_ARB_sample_locations = _glewSearchExtension("GL_ARB_sample_locations", extStart, extEnd);
if (glewExperimental || GLEW_ARB_sample_locations) GLEW_ARB_sample_locations = !_glewInit_GL_ARB_sample_locations(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_sample_locations */
#ifdef GL_ARB_sample_shading
GLEW_ARB_sample_shading = _glewSearchExtension("GL_ARB_sample_shading", extStart, extEnd);
if (glewExperimental || GLEW_ARB_sample_shading) GLEW_ARB_sample_shading = !_glewInit_GL_ARB_sample_shading(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_sample_shading */
#ifdef GL_ARB_sampler_objects
GLEW_ARB_sampler_objects = _glewSearchExtension("GL_ARB_sampler_objects", extStart, extEnd);
if (glewExperimental || GLEW_ARB_sampler_objects) GLEW_ARB_sampler_objects = !_glewInit_GL_ARB_sampler_objects(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_sampler_objects */
#ifdef GL_ARB_seamless_cube_map
GLEW_ARB_seamless_cube_map = _glewSearchExtension("GL_ARB_seamless_cube_map", extStart, extEnd);
#endif /* GL_ARB_seamless_cube_map */
#ifdef GL_ARB_seamless_cubemap_per_texture
GLEW_ARB_seamless_cubemap_per_texture = _glewSearchExtension("GL_ARB_seamless_cubemap_per_texture", extStart, extEnd);
#endif /* GL_ARB_seamless_cubemap_per_texture */
#ifdef GL_ARB_separate_shader_objects
GLEW_ARB_separate_shader_objects = _glewSearchExtension("GL_ARB_separate_shader_objects", extStart, extEnd);
if (glewExperimental || GLEW_ARB_separate_shader_objects) GLEW_ARB_separate_shader_objects = !_glewInit_GL_ARB_separate_shader_objects(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_separate_shader_objects */
#ifdef GL_ARB_shader_atomic_counter_ops
GLEW_ARB_shader_atomic_counter_ops = _glewSearchExtension("GL_ARB_shader_atomic_counter_ops", extStart, extEnd);
#endif /* GL_ARB_shader_atomic_counter_ops */
#ifdef GL_ARB_shader_atomic_counters
GLEW_ARB_shader_atomic_counters = _glewSearchExtension("GL_ARB_shader_atomic_counters", extStart, extEnd);
if (glewExperimental || GLEW_ARB_shader_atomic_counters) GLEW_ARB_shader_atomic_counters = !_glewInit_GL_ARB_shader_atomic_counters(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_shader_atomic_counters */
#ifdef GL_ARB_shader_ballot
GLEW_ARB_shader_ballot = _glewSearchExtension("GL_ARB_shader_ballot", extStart, extEnd);
#endif /* GL_ARB_shader_ballot */
#ifdef GL_ARB_shader_bit_encoding
GLEW_ARB_shader_bit_encoding = _glewSearchExtension("GL_ARB_shader_bit_encoding", extStart, extEnd);
#endif /* GL_ARB_shader_bit_encoding */
#ifdef GL_ARB_shader_clock
GLEW_ARB_shader_clock = _glewSearchExtension("GL_ARB_shader_clock", extStart, extEnd);
#endif /* GL_ARB_shader_clock */
#ifdef GL_ARB_shader_draw_parameters
GLEW_ARB_shader_draw_parameters = _glewSearchExtension("GL_ARB_shader_draw_parameters", extStart, extEnd);
#endif /* GL_ARB_shader_draw_parameters */
#ifdef GL_ARB_shader_group_vote
GLEW_ARB_shader_group_vote = _glewSearchExtension("GL_ARB_shader_group_vote", extStart, extEnd);
#endif /* GL_ARB_shader_group_vote */
#ifdef GL_ARB_shader_image_load_store
GLEW_ARB_shader_image_load_store = _glewSearchExtension("GL_ARB_shader_image_load_store", extStart, extEnd);
if (glewExperimental || GLEW_ARB_shader_image_load_store) GLEW_ARB_shader_image_load_store = !_glewInit_GL_ARB_shader_image_load_store(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_shader_image_load_store */
#ifdef GL_ARB_shader_image_size
GLEW_ARB_shader_image_size = _glewSearchExtension("GL_ARB_shader_image_size", extStart, extEnd);
#endif /* GL_ARB_shader_image_size */
#ifdef GL_ARB_shader_objects
GLEW_ARB_shader_objects = _glewSearchExtension("GL_ARB_shader_objects", extStart, extEnd);
if (glewExperimental || GLEW_ARB_shader_objects) GLEW_ARB_shader_objects = !_glewInit_GL_ARB_shader_objects(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_shader_objects */
#ifdef GL_ARB_shader_precision
GLEW_ARB_shader_precision = _glewSearchExtension("GL_ARB_shader_precision", extStart, extEnd);
#endif /* GL_ARB_shader_precision */
#ifdef GL_ARB_shader_stencil_export
GLEW_ARB_shader_stencil_export = _glewSearchExtension("GL_ARB_shader_stencil_export", extStart, extEnd);
#endif /* GL_ARB_shader_stencil_export */
#ifdef GL_ARB_shader_storage_buffer_object
GLEW_ARB_shader_storage_buffer_object = _glewSearchExtension("GL_ARB_shader_storage_buffer_object", extStart, extEnd);
if (glewExperimental || GLEW_ARB_shader_storage_buffer_object) GLEW_ARB_shader_storage_buffer_object = !_glewInit_GL_ARB_shader_storage_buffer_object(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_shader_storage_buffer_object */
#ifdef GL_ARB_shader_subroutine
GLEW_ARB_shader_subroutine = _glewSearchExtension("GL_ARB_shader_subroutine", extStart, extEnd);
if (glewExperimental || GLEW_ARB_shader_subroutine) GLEW_ARB_shader_subroutine = !_glewInit_GL_ARB_shader_subroutine(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_shader_subroutine */
#ifdef GL_ARB_shader_texture_image_samples
GLEW_ARB_shader_texture_image_samples = _glewSearchExtension("GL_ARB_shader_texture_image_samples", extStart, extEnd);
#endif /* GL_ARB_shader_texture_image_samples */
#ifdef GL_ARB_shader_texture_lod
GLEW_ARB_shader_texture_lod = _glewSearchExtension("GL_ARB_shader_texture_lod", extStart, extEnd);
#endif /* GL_ARB_shader_texture_lod */
#ifdef GL_ARB_shader_viewport_layer_array
GLEW_ARB_shader_viewport_layer_array = _glewSearchExtension("GL_ARB_shader_viewport_layer_array", extStart, extEnd);
#endif /* GL_ARB_shader_viewport_layer_array */
#ifdef GL_ARB_shading_language_100
GLEW_ARB_shading_language_100 = _glewSearchExtension("GL_ARB_shading_language_100", extStart, extEnd);
#endif /* GL_ARB_shading_language_100 */
#ifdef GL_ARB_shading_language_420pack
GLEW_ARB_shading_language_420pack = _glewSearchExtension("GL_ARB_shading_language_420pack", extStart, extEnd);
#endif /* GL_ARB_shading_language_420pack */
#ifdef GL_ARB_shading_language_include
GLEW_ARB_shading_language_include = _glewSearchExtension("GL_ARB_shading_language_include", extStart, extEnd);
if (glewExperimental || GLEW_ARB_shading_language_include) GLEW_ARB_shading_language_include = !_glewInit_GL_ARB_shading_language_include(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_shading_language_include */
#ifdef GL_ARB_shading_language_packing
GLEW_ARB_shading_language_packing = _glewSearchExtension("GL_ARB_shading_language_packing", extStart, extEnd);
#endif /* GL_ARB_shading_language_packing */
#ifdef GL_ARB_shadow
GLEW_ARB_shadow = _glewSearchExtension("GL_ARB_shadow", extStart, extEnd);
#endif /* GL_ARB_shadow */
#ifdef GL_ARB_shadow_ambient
GLEW_ARB_shadow_ambient = _glewSearchExtension("GL_ARB_shadow_ambient", extStart, extEnd);
#endif /* GL_ARB_shadow_ambient */
#ifdef GL_ARB_sparse_buffer
GLEW_ARB_sparse_buffer = _glewSearchExtension("GL_ARB_sparse_buffer", extStart, extEnd);
if (glewExperimental || GLEW_ARB_sparse_buffer) GLEW_ARB_sparse_buffer = !_glewInit_GL_ARB_sparse_buffer(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_sparse_buffer */
#ifdef GL_ARB_sparse_texture
GLEW_ARB_sparse_texture = _glewSearchExtension("GL_ARB_sparse_texture", extStart, extEnd);
if (glewExperimental || GLEW_ARB_sparse_texture) GLEW_ARB_sparse_texture = !_glewInit_GL_ARB_sparse_texture(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_sparse_texture */
#ifdef GL_ARB_sparse_texture2
GLEW_ARB_sparse_texture2 = _glewSearchExtension("GL_ARB_sparse_texture2", extStart, extEnd);
#endif /* GL_ARB_sparse_texture2 */
#ifdef GL_ARB_sparse_texture_clamp
GLEW_ARB_sparse_texture_clamp = _glewSearchExtension("GL_ARB_sparse_texture_clamp", extStart, extEnd);
#endif /* GL_ARB_sparse_texture_clamp */
#ifdef GL_ARB_stencil_texturing
GLEW_ARB_stencil_texturing = _glewSearchExtension("GL_ARB_stencil_texturing", extStart, extEnd);
#endif /* GL_ARB_stencil_texturing */
#ifdef GL_ARB_sync
GLEW_ARB_sync = _glewSearchExtension("GL_ARB_sync", extStart, extEnd);
if (glewExperimental || GLEW_ARB_sync) GLEW_ARB_sync = !_glewInit_GL_ARB_sync(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_sync */
#ifdef GL_ARB_tessellation_shader
GLEW_ARB_tessellation_shader = _glewSearchExtension("GL_ARB_tessellation_shader", extStart, extEnd);
if (glewExperimental || GLEW_ARB_tessellation_shader) GLEW_ARB_tessellation_shader = !_glewInit_GL_ARB_tessellation_shader(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_tessellation_shader */
#ifdef GL_ARB_texture_barrier
GLEW_ARB_texture_barrier = _glewSearchExtension("GL_ARB_texture_barrier", extStart, extEnd);
if (glewExperimental || GLEW_ARB_texture_barrier) GLEW_ARB_texture_barrier = !_glewInit_GL_ARB_texture_barrier(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_texture_barrier */
#ifdef GL_ARB_texture_border_clamp
GLEW_ARB_texture_border_clamp = _glewSearchExtension("GL_ARB_texture_border_clamp", extStart, extEnd);
#endif /* GL_ARB_texture_border_clamp */
#ifdef GL_ARB_texture_buffer_object
GLEW_ARB_texture_buffer_object = _glewSearchExtension("GL_ARB_texture_buffer_object", extStart, extEnd);
if (glewExperimental || GLEW_ARB_texture_buffer_object) GLEW_ARB_texture_buffer_object = !_glewInit_GL_ARB_texture_buffer_object(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_texture_buffer_object */
#ifdef GL_ARB_texture_buffer_object_rgb32
GLEW_ARB_texture_buffer_object_rgb32 = _glewSearchExtension("GL_ARB_texture_buffer_object_rgb32", extStart, extEnd);
#endif /* GL_ARB_texture_buffer_object_rgb32 */
#ifdef GL_ARB_texture_buffer_range
GLEW_ARB_texture_buffer_range = _glewSearchExtension("GL_ARB_texture_buffer_range", extStart, extEnd);
if (glewExperimental || GLEW_ARB_texture_buffer_range) GLEW_ARB_texture_buffer_range = !_glewInit_GL_ARB_texture_buffer_range(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_texture_buffer_range */
#ifdef GL_ARB_texture_compression
GLEW_ARB_texture_compression = _glewSearchExtension("GL_ARB_texture_compression", extStart, extEnd);
if (glewExperimental || GLEW_ARB_texture_compression) GLEW_ARB_texture_compression = !_glewInit_GL_ARB_texture_compression(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_texture_compression */
#ifdef GL_ARB_texture_compression_bptc
GLEW_ARB_texture_compression_bptc = _glewSearchExtension("GL_ARB_texture_compression_bptc", extStart, extEnd);
#endif /* GL_ARB_texture_compression_bptc */
#ifdef GL_ARB_texture_compression_rgtc
GLEW_ARB_texture_compression_rgtc = _glewSearchExtension("GL_ARB_texture_compression_rgtc", extStart, extEnd);
#endif /* GL_ARB_texture_compression_rgtc */
#ifdef GL_ARB_texture_cube_map
GLEW_ARB_texture_cube_map = _glewSearchExtension("GL_ARB_texture_cube_map", extStart, extEnd);
#endif /* GL_ARB_texture_cube_map */
#ifdef GL_ARB_texture_cube_map_array
GLEW_ARB_texture_cube_map_array = _glewSearchExtension("GL_ARB_texture_cube_map_array", extStart, extEnd);
#endif /* GL_ARB_texture_cube_map_array */
#ifdef GL_ARB_texture_env_add
GLEW_ARB_texture_env_add = _glewSearchExtension("GL_ARB_texture_env_add", extStart, extEnd);
#endif /* GL_ARB_texture_env_add */
#ifdef GL_ARB_texture_env_combine
GLEW_ARB_texture_env_combine = _glewSearchExtension("GL_ARB_texture_env_combine", extStart, extEnd);
#endif /* GL_ARB_texture_env_combine */
#ifdef GL_ARB_texture_env_crossbar
GLEW_ARB_texture_env_crossbar = _glewSearchExtension("GL_ARB_texture_env_crossbar", extStart, extEnd);
#endif /* GL_ARB_texture_env_crossbar */
#ifdef GL_ARB_texture_env_dot3
GLEW_ARB_texture_env_dot3 = _glewSearchExtension("GL_ARB_texture_env_dot3", extStart, extEnd);
#endif /* GL_ARB_texture_env_dot3 */
#ifdef GL_ARB_texture_filter_minmax
GLEW_ARB_texture_filter_minmax = _glewSearchExtension("GL_ARB_texture_filter_minmax", extStart, extEnd);
#endif /* GL_ARB_texture_filter_minmax */
#ifdef GL_ARB_texture_float
GLEW_ARB_texture_float = _glewSearchExtension("GL_ARB_texture_float", extStart, extEnd);
#endif /* GL_ARB_texture_float */
#ifdef GL_ARB_texture_gather
GLEW_ARB_texture_gather = _glewSearchExtension("GL_ARB_texture_gather", extStart, extEnd);
#endif /* GL_ARB_texture_gather */
#ifdef GL_ARB_texture_mirror_clamp_to_edge
GLEW_ARB_texture_mirror_clamp_to_edge = _glewSearchExtension("GL_ARB_texture_mirror_clamp_to_edge", extStart, extEnd);
#endif /* GL_ARB_texture_mirror_clamp_to_edge */
#ifdef GL_ARB_texture_mirrored_repeat
GLEW_ARB_texture_mirrored_repeat = _glewSearchExtension("GL_ARB_texture_mirrored_repeat", extStart, extEnd);
#endif /* GL_ARB_texture_mirrored_repeat */
#ifdef GL_ARB_texture_multisample
GLEW_ARB_texture_multisample = _glewSearchExtension("GL_ARB_texture_multisample", extStart, extEnd);
if (glewExperimental || GLEW_ARB_texture_multisample) GLEW_ARB_texture_multisample = !_glewInit_GL_ARB_texture_multisample(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_texture_multisample */
#ifdef GL_ARB_texture_non_power_of_two
GLEW_ARB_texture_non_power_of_two = _glewSearchExtension("GL_ARB_texture_non_power_of_two", extStart, extEnd);
#endif /* GL_ARB_texture_non_power_of_two */
#ifdef GL_ARB_texture_query_levels
GLEW_ARB_texture_query_levels = _glewSearchExtension("GL_ARB_texture_query_levels", extStart, extEnd);
#endif /* GL_ARB_texture_query_levels */
#ifdef GL_ARB_texture_query_lod
GLEW_ARB_texture_query_lod = _glewSearchExtension("GL_ARB_texture_query_lod", extStart, extEnd);
#endif /* GL_ARB_texture_query_lod */
#ifdef GL_ARB_texture_rectangle
GLEW_ARB_texture_rectangle = _glewSearchExtension("GL_ARB_texture_rectangle", extStart, extEnd);
#endif /* GL_ARB_texture_rectangle */
#ifdef GL_ARB_texture_rg
GLEW_ARB_texture_rg = _glewSearchExtension("GL_ARB_texture_rg", extStart, extEnd);
#endif /* GL_ARB_texture_rg */
#ifdef GL_ARB_texture_rgb10_a2ui
GLEW_ARB_texture_rgb10_a2ui = _glewSearchExtension("GL_ARB_texture_rgb10_a2ui", extStart, extEnd);
#endif /* GL_ARB_texture_rgb10_a2ui */
#ifdef GL_ARB_texture_stencil8
GLEW_ARB_texture_stencil8 = _glewSearchExtension("GL_ARB_texture_stencil8", extStart, extEnd);
#endif /* GL_ARB_texture_stencil8 */
#ifdef GL_ARB_texture_storage
GLEW_ARB_texture_storage = _glewSearchExtension("GL_ARB_texture_storage", extStart, extEnd);
if (glewExperimental || GLEW_ARB_texture_storage) GLEW_ARB_texture_storage = !_glewInit_GL_ARB_texture_storage(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_texture_storage */
#ifdef GL_ARB_texture_storage_multisample
GLEW_ARB_texture_storage_multisample = _glewSearchExtension("GL_ARB_texture_storage_multisample", extStart, extEnd);
if (glewExperimental || GLEW_ARB_texture_storage_multisample) GLEW_ARB_texture_storage_multisample = !_glewInit_GL_ARB_texture_storage_multisample(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_texture_storage_multisample */
#ifdef GL_ARB_texture_swizzle
GLEW_ARB_texture_swizzle = _glewSearchExtension("GL_ARB_texture_swizzle", extStart, extEnd);
#endif /* GL_ARB_texture_swizzle */
#ifdef GL_ARB_texture_view
GLEW_ARB_texture_view = _glewSearchExtension("GL_ARB_texture_view", extStart, extEnd);
if (glewExperimental || GLEW_ARB_texture_view) GLEW_ARB_texture_view = !_glewInit_GL_ARB_texture_view(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_texture_view */
#ifdef GL_ARB_timer_query
GLEW_ARB_timer_query = _glewSearchExtension("GL_ARB_timer_query", extStart, extEnd);
if (glewExperimental || GLEW_ARB_timer_query) GLEW_ARB_timer_query = !_glewInit_GL_ARB_timer_query(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_timer_query */
#ifdef GL_ARB_transform_feedback2
GLEW_ARB_transform_feedback2 = _glewSearchExtension("GL_ARB_transform_feedback2", extStart, extEnd);
if (glewExperimental || GLEW_ARB_transform_feedback2) GLEW_ARB_transform_feedback2 = !_glewInit_GL_ARB_transform_feedback2(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_transform_feedback2 */
#ifdef GL_ARB_transform_feedback3
GLEW_ARB_transform_feedback3 = _glewSearchExtension("GL_ARB_transform_feedback3", extStart, extEnd);
if (glewExperimental || GLEW_ARB_transform_feedback3) GLEW_ARB_transform_feedback3 = !_glewInit_GL_ARB_transform_feedback3(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_transform_feedback3 */
#ifdef GL_ARB_transform_feedback_instanced
GLEW_ARB_transform_feedback_instanced = _glewSearchExtension("GL_ARB_transform_feedback_instanced", extStart, extEnd);
if (glewExperimental || GLEW_ARB_transform_feedback_instanced) GLEW_ARB_transform_feedback_instanced = !_glewInit_GL_ARB_transform_feedback_instanced(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_transform_feedback_instanced */
#ifdef GL_ARB_transform_feedback_overflow_query
GLEW_ARB_transform_feedback_overflow_query = _glewSearchExtension("GL_ARB_transform_feedback_overflow_query", extStart, extEnd);
#endif /* GL_ARB_transform_feedback_overflow_query */
#ifdef GL_ARB_transpose_matrix
GLEW_ARB_transpose_matrix = _glewSearchExtension("GL_ARB_transpose_matrix", extStart, extEnd);
if (glewExperimental || GLEW_ARB_transpose_matrix) GLEW_ARB_transpose_matrix = !_glewInit_GL_ARB_transpose_matrix(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_transpose_matrix */
#ifdef GL_ARB_uniform_buffer_object
GLEW_ARB_uniform_buffer_object = _glewSearchExtension("GL_ARB_uniform_buffer_object", extStart, extEnd);
if (glewExperimental || GLEW_ARB_uniform_buffer_object) GLEW_ARB_uniform_buffer_object = !_glewInit_GL_ARB_uniform_buffer_object(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_uniform_buffer_object */
#ifdef GL_ARB_vertex_array_bgra
GLEW_ARB_vertex_array_bgra = _glewSearchExtension("GL_ARB_vertex_array_bgra", extStart, extEnd);
#endif /* GL_ARB_vertex_array_bgra */
#ifdef GL_ARB_vertex_array_object
GLEW_ARB_vertex_array_object = _glewSearchExtension("GL_ARB_vertex_array_object", extStart, extEnd);
if (glewExperimental || GLEW_ARB_vertex_array_object) GLEW_ARB_vertex_array_object = !_glewInit_GL_ARB_vertex_array_object(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_vertex_array_object */
#ifdef GL_ARB_vertex_attrib_64bit
GLEW_ARB_vertex_attrib_64bit = _glewSearchExtension("GL_ARB_vertex_attrib_64bit", extStart, extEnd);
if (glewExperimental || GLEW_ARB_vertex_attrib_64bit) GLEW_ARB_vertex_attrib_64bit = !_glewInit_GL_ARB_vertex_attrib_64bit(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_vertex_attrib_64bit */
#ifdef GL_ARB_vertex_attrib_binding
GLEW_ARB_vertex_attrib_binding = _glewSearchExtension("GL_ARB_vertex_attrib_binding", extStart, extEnd);
if (glewExperimental || GLEW_ARB_vertex_attrib_binding) GLEW_ARB_vertex_attrib_binding = !_glewInit_GL_ARB_vertex_attrib_binding(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_vertex_attrib_binding */
#ifdef GL_ARB_vertex_blend
GLEW_ARB_vertex_blend = _glewSearchExtension("GL_ARB_vertex_blend", extStart, extEnd);
if (glewExperimental || GLEW_ARB_vertex_blend) GLEW_ARB_vertex_blend = !_glewInit_GL_ARB_vertex_blend(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_vertex_blend */
#ifdef GL_ARB_vertex_buffer_object
GLEW_ARB_vertex_buffer_object = _glewSearchExtension("GL_ARB_vertex_buffer_object", extStart, extEnd);
if (glewExperimental || GLEW_ARB_vertex_buffer_object) GLEW_ARB_vertex_buffer_object = !_glewInit_GL_ARB_vertex_buffer_object(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_vertex_buffer_object */
#ifdef GL_ARB_vertex_program
GLEW_ARB_vertex_program = _glewSearchExtension("GL_ARB_vertex_program", extStart, extEnd);
if (glewExperimental || GLEW_ARB_vertex_program) GLEW_ARB_vertex_program = !_glewInit_GL_ARB_vertex_program(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_vertex_program */
#ifdef GL_ARB_vertex_shader
GLEW_ARB_vertex_shader = _glewSearchExtension("GL_ARB_vertex_shader", extStart, extEnd);
if (glewExperimental || GLEW_ARB_vertex_shader) { GLEW_ARB_vertex_shader = !_glewInit_GL_ARB_vertex_shader(GLEW_CONTEXT_ARG_VAR_INIT); _glewInit_GL_ARB_vertex_program(GLEW_CONTEXT_ARG_VAR_INIT); }
#endif /* GL_ARB_vertex_shader */
#ifdef GL_ARB_vertex_type_10f_11f_11f_rev
GLEW_ARB_vertex_type_10f_11f_11f_rev = _glewSearchExtension("GL_ARB_vertex_type_10f_11f_11f_rev", extStart, extEnd);
#endif /* GL_ARB_vertex_type_10f_11f_11f_rev */
#ifdef GL_ARB_vertex_type_2_10_10_10_rev
GLEW_ARB_vertex_type_2_10_10_10_rev = _glewSearchExtension("GL_ARB_vertex_type_2_10_10_10_rev", extStart, extEnd);
if (glewExperimental || GLEW_ARB_vertex_type_2_10_10_10_rev) GLEW_ARB_vertex_type_2_10_10_10_rev = !_glewInit_GL_ARB_vertex_type_2_10_10_10_rev(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_vertex_type_2_10_10_10_rev */
#ifdef GL_ARB_viewport_array
GLEW_ARB_viewport_array = _glewSearchExtension("GL_ARB_viewport_array", extStart, extEnd);
if (glewExperimental || GLEW_ARB_viewport_array) GLEW_ARB_viewport_array = !_glewInit_GL_ARB_viewport_array(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_viewport_array */
#ifdef GL_ARB_window_pos
GLEW_ARB_window_pos = _glewSearchExtension("GL_ARB_window_pos", extStart, extEnd);
if (glewExperimental || GLEW_ARB_window_pos) GLEW_ARB_window_pos = !_glewInit_GL_ARB_window_pos(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ARB_window_pos */
#ifdef GL_ATIX_point_sprites
GLEW_ATIX_point_sprites = _glewSearchExtension("GL_ATIX_point_sprites", extStart, extEnd);
#endif /* GL_ATIX_point_sprites */
#ifdef GL_ATIX_texture_env_combine3
GLEW_ATIX_texture_env_combine3 = _glewSearchExtension("GL_ATIX_texture_env_combine3", extStart, extEnd);
#endif /* GL_ATIX_texture_env_combine3 */
#ifdef GL_ATIX_texture_env_route
GLEW_ATIX_texture_env_route = _glewSearchExtension("GL_ATIX_texture_env_route", extStart, extEnd);
#endif /* GL_ATIX_texture_env_route */
#ifdef GL_ATIX_vertex_shader_output_point_size
GLEW_ATIX_vertex_shader_output_point_size = _glewSearchExtension("GL_ATIX_vertex_shader_output_point_size", extStart, extEnd);
#endif /* GL_ATIX_vertex_shader_output_point_size */
#ifdef GL_ATI_draw_buffers
GLEW_ATI_draw_buffers = _glewSearchExtension("GL_ATI_draw_buffers", extStart, extEnd);
if (glewExperimental || GLEW_ATI_draw_buffers) GLEW_ATI_draw_buffers = !_glewInit_GL_ATI_draw_buffers(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ATI_draw_buffers */
#ifdef GL_ATI_element_array
GLEW_ATI_element_array = _glewSearchExtension("GL_ATI_element_array", extStart, extEnd);
if (glewExperimental || GLEW_ATI_element_array) GLEW_ATI_element_array = !_glewInit_GL_ATI_element_array(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ATI_element_array */
#ifdef GL_ATI_envmap_bumpmap
GLEW_ATI_envmap_bumpmap = _glewSearchExtension("GL_ATI_envmap_bumpmap", extStart, extEnd);
if (glewExperimental || GLEW_ATI_envmap_bumpmap) GLEW_ATI_envmap_bumpmap = !_glewInit_GL_ATI_envmap_bumpmap(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ATI_envmap_bumpmap */
#ifdef GL_ATI_fragment_shader
GLEW_ATI_fragment_shader = _glewSearchExtension("GL_ATI_fragment_shader", extStart, extEnd);
if (glewExperimental || GLEW_ATI_fragment_shader) GLEW_ATI_fragment_shader = !_glewInit_GL_ATI_fragment_shader(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ATI_fragment_shader */
#ifdef GL_ATI_map_object_buffer
GLEW_ATI_map_object_buffer = _glewSearchExtension("GL_ATI_map_object_buffer", extStart, extEnd);
if (glewExperimental || GLEW_ATI_map_object_buffer) GLEW_ATI_map_object_buffer = !_glewInit_GL_ATI_map_object_buffer(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ATI_map_object_buffer */
#ifdef GL_ATI_meminfo
GLEW_ATI_meminfo = _glewSearchExtension("GL_ATI_meminfo", extStart, extEnd);
#endif /* GL_ATI_meminfo */
#ifdef GL_ATI_pn_triangles
GLEW_ATI_pn_triangles = _glewSearchExtension("GL_ATI_pn_triangles", extStart, extEnd);
if (glewExperimental || GLEW_ATI_pn_triangles) GLEW_ATI_pn_triangles = !_glewInit_GL_ATI_pn_triangles(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ATI_pn_triangles */
#ifdef GL_ATI_separate_stencil
GLEW_ATI_separate_stencil = _glewSearchExtension("GL_ATI_separate_stencil", extStart, extEnd);
if (glewExperimental || GLEW_ATI_separate_stencil) GLEW_ATI_separate_stencil = !_glewInit_GL_ATI_separate_stencil(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ATI_separate_stencil */
#ifdef GL_ATI_shader_texture_lod
GLEW_ATI_shader_texture_lod = _glewSearchExtension("GL_ATI_shader_texture_lod", extStart, extEnd);
#endif /* GL_ATI_shader_texture_lod */
#ifdef GL_ATI_text_fragment_shader
GLEW_ATI_text_fragment_shader = _glewSearchExtension("GL_ATI_text_fragment_shader", extStart, extEnd);
#endif /* GL_ATI_text_fragment_shader */
#ifdef GL_ATI_texture_compression_3dc
GLEW_ATI_texture_compression_3dc = _glewSearchExtension("GL_ATI_texture_compression_3dc", extStart, extEnd);
#endif /* GL_ATI_texture_compression_3dc */
#ifdef GL_ATI_texture_env_combine3
GLEW_ATI_texture_env_combine3 = _glewSearchExtension("GL_ATI_texture_env_combine3", extStart, extEnd);
#endif /* GL_ATI_texture_env_combine3 */
#ifdef GL_ATI_texture_float
GLEW_ATI_texture_float = _glewSearchExtension("GL_ATI_texture_float", extStart, extEnd);
#endif /* GL_ATI_texture_float */
#ifdef GL_ATI_texture_mirror_once
GLEW_ATI_texture_mirror_once = _glewSearchExtension("GL_ATI_texture_mirror_once", extStart, extEnd);
#endif /* GL_ATI_texture_mirror_once */
#ifdef GL_ATI_vertex_array_object
GLEW_ATI_vertex_array_object = _glewSearchExtension("GL_ATI_vertex_array_object", extStart, extEnd);
if (glewExperimental || GLEW_ATI_vertex_array_object) GLEW_ATI_vertex_array_object = !_glewInit_GL_ATI_vertex_array_object(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ATI_vertex_array_object */
#ifdef GL_ATI_vertex_attrib_array_object
GLEW_ATI_vertex_attrib_array_object = _glewSearchExtension("GL_ATI_vertex_attrib_array_object", extStart, extEnd);
if (glewExperimental || GLEW_ATI_vertex_attrib_array_object) GLEW_ATI_vertex_attrib_array_object = !_glewInit_GL_ATI_vertex_attrib_array_object(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ATI_vertex_attrib_array_object */
#ifdef GL_ATI_vertex_streams
GLEW_ATI_vertex_streams = _glewSearchExtension("GL_ATI_vertex_streams", extStart, extEnd);
if (glewExperimental || GLEW_ATI_vertex_streams) GLEW_ATI_vertex_streams = !_glewInit_GL_ATI_vertex_streams(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_ATI_vertex_streams */
#ifdef GL_EXT_422_pixels
GLEW_EXT_422_pixels = _glewSearchExtension("GL_EXT_422_pixels", extStart, extEnd);
#endif /* GL_EXT_422_pixels */
#ifdef GL_EXT_Cg_shader
GLEW_EXT_Cg_shader = _glewSearchExtension("GL_EXT_Cg_shader", extStart, extEnd);
#endif /* GL_EXT_Cg_shader */
#ifdef GL_EXT_abgr
GLEW_EXT_abgr = _glewSearchExtension("GL_EXT_abgr", extStart, extEnd);
#endif /* GL_EXT_abgr */
#ifdef GL_EXT_bgra
GLEW_EXT_bgra = _glewSearchExtension("GL_EXT_bgra", extStart, extEnd);
#endif /* GL_EXT_bgra */
#ifdef GL_EXT_bindable_uniform
GLEW_EXT_bindable_uniform = _glewSearchExtension("GL_EXT_bindable_uniform", extStart, extEnd);
if (glewExperimental || GLEW_EXT_bindable_uniform) GLEW_EXT_bindable_uniform = !_glewInit_GL_EXT_bindable_uniform(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_bindable_uniform */
#ifdef GL_EXT_blend_color
GLEW_EXT_blend_color = _glewSearchExtension("GL_EXT_blend_color", extStart, extEnd);
if (glewExperimental || GLEW_EXT_blend_color) GLEW_EXT_blend_color = !_glewInit_GL_EXT_blend_color(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_blend_color */
#ifdef GL_EXT_blend_equation_separate
GLEW_EXT_blend_equation_separate = _glewSearchExtension("GL_EXT_blend_equation_separate", extStart, extEnd);
if (glewExperimental || GLEW_EXT_blend_equation_separate) GLEW_EXT_blend_equation_separate = !_glewInit_GL_EXT_blend_equation_separate(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_blend_equation_separate */
#ifdef GL_EXT_blend_func_separate
GLEW_EXT_blend_func_separate = _glewSearchExtension("GL_EXT_blend_func_separate", extStart, extEnd);
if (glewExperimental || GLEW_EXT_blend_func_separate) GLEW_EXT_blend_func_separate = !_glewInit_GL_EXT_blend_func_separate(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_blend_func_separate */
#ifdef GL_EXT_blend_logic_op
GLEW_EXT_blend_logic_op = _glewSearchExtension("GL_EXT_blend_logic_op", extStart, extEnd);
#endif /* GL_EXT_blend_logic_op */
#ifdef GL_EXT_blend_minmax
GLEW_EXT_blend_minmax = _glewSearchExtension("GL_EXT_blend_minmax", extStart, extEnd);
if (glewExperimental || GLEW_EXT_blend_minmax) GLEW_EXT_blend_minmax = !_glewInit_GL_EXT_blend_minmax(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_blend_minmax */
#ifdef GL_EXT_blend_subtract
GLEW_EXT_blend_subtract = _glewSearchExtension("GL_EXT_blend_subtract", extStart, extEnd);
#endif /* GL_EXT_blend_subtract */
#ifdef GL_EXT_clip_volume_hint
GLEW_EXT_clip_volume_hint = _glewSearchExtension("GL_EXT_clip_volume_hint", extStart, extEnd);
#endif /* GL_EXT_clip_volume_hint */
#ifdef GL_EXT_cmyka
GLEW_EXT_cmyka = _glewSearchExtension("GL_EXT_cmyka", extStart, extEnd);
#endif /* GL_EXT_cmyka */
#ifdef GL_EXT_color_subtable
GLEW_EXT_color_subtable = _glewSearchExtension("GL_EXT_color_subtable", extStart, extEnd);
if (glewExperimental || GLEW_EXT_color_subtable) GLEW_EXT_color_subtable = !_glewInit_GL_EXT_color_subtable(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_color_subtable */
#ifdef GL_EXT_compiled_vertex_array
GLEW_EXT_compiled_vertex_array = _glewSearchExtension("GL_EXT_compiled_vertex_array", extStart, extEnd);
if (glewExperimental || GLEW_EXT_compiled_vertex_array) GLEW_EXT_compiled_vertex_array = !_glewInit_GL_EXT_compiled_vertex_array(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_compiled_vertex_array */
#ifdef GL_EXT_convolution
GLEW_EXT_convolution = _glewSearchExtension("GL_EXT_convolution", extStart, extEnd);
if (glewExperimental || GLEW_EXT_convolution) GLEW_EXT_convolution = !_glewInit_GL_EXT_convolution(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_convolution */
#ifdef GL_EXT_coordinate_frame
GLEW_EXT_coordinate_frame = _glewSearchExtension("GL_EXT_coordinate_frame", extStart, extEnd);
if (glewExperimental || GLEW_EXT_coordinate_frame) GLEW_EXT_coordinate_frame = !_glewInit_GL_EXT_coordinate_frame(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_coordinate_frame */
#ifdef GL_EXT_copy_texture
GLEW_EXT_copy_texture = _glewSearchExtension("GL_EXT_copy_texture", extStart, extEnd);
if (glewExperimental || GLEW_EXT_copy_texture) GLEW_EXT_copy_texture = !_glewInit_GL_EXT_copy_texture(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_copy_texture */
#ifdef GL_EXT_cull_vertex
GLEW_EXT_cull_vertex = _glewSearchExtension("GL_EXT_cull_vertex", extStart, extEnd);
if (glewExperimental || GLEW_EXT_cull_vertex) GLEW_EXT_cull_vertex = !_glewInit_GL_EXT_cull_vertex(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_cull_vertex */
#ifdef GL_EXT_debug_label
GLEW_EXT_debug_label = _glewSearchExtension("GL_EXT_debug_label", extStart, extEnd);
if (glewExperimental || GLEW_EXT_debug_label) GLEW_EXT_debug_label = !_glewInit_GL_EXT_debug_label(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_debug_label */
#ifdef GL_EXT_debug_marker
GLEW_EXT_debug_marker = _glewSearchExtension("GL_EXT_debug_marker", extStart, extEnd);
if (glewExperimental || GLEW_EXT_debug_marker) GLEW_EXT_debug_marker = !_glewInit_GL_EXT_debug_marker(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_debug_marker */
#ifdef GL_EXT_depth_bounds_test
GLEW_EXT_depth_bounds_test = _glewSearchExtension("GL_EXT_depth_bounds_test", extStart, extEnd);
if (glewExperimental || GLEW_EXT_depth_bounds_test) GLEW_EXT_depth_bounds_test = !_glewInit_GL_EXT_depth_bounds_test(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_depth_bounds_test */
#ifdef GL_EXT_direct_state_access
GLEW_EXT_direct_state_access = _glewSearchExtension("GL_EXT_direct_state_access", extStart, extEnd);
if (glewExperimental || GLEW_EXT_direct_state_access) GLEW_EXT_direct_state_access = !_glewInit_GL_EXT_direct_state_access(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_direct_state_access */
#ifdef GL_EXT_draw_buffers2
GLEW_EXT_draw_buffers2 = _glewSearchExtension("GL_EXT_draw_buffers2", extStart, extEnd);
if (glewExperimental || GLEW_EXT_draw_buffers2) GLEW_EXT_draw_buffers2 = !_glewInit_GL_EXT_draw_buffers2(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_draw_buffers2 */
#ifdef GL_EXT_draw_instanced
GLEW_EXT_draw_instanced = _glewSearchExtension("GL_EXT_draw_instanced", extStart, extEnd);
if (glewExperimental || GLEW_EXT_draw_instanced) GLEW_EXT_draw_instanced = !_glewInit_GL_EXT_draw_instanced(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_draw_instanced */
#ifdef GL_EXT_draw_range_elements
GLEW_EXT_draw_range_elements = _glewSearchExtension("GL_EXT_draw_range_elements", extStart, extEnd);
if (glewExperimental || GLEW_EXT_draw_range_elements) GLEW_EXT_draw_range_elements = !_glewInit_GL_EXT_draw_range_elements(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_draw_range_elements */
#ifdef GL_EXT_fog_coord
GLEW_EXT_fog_coord = _glewSearchExtension("GL_EXT_fog_coord", extStart, extEnd);
if (glewExperimental || GLEW_EXT_fog_coord) GLEW_EXT_fog_coord = !_glewInit_GL_EXT_fog_coord(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_fog_coord */
#ifdef GL_EXT_fragment_lighting
GLEW_EXT_fragment_lighting = _glewSearchExtension("GL_EXT_fragment_lighting", extStart, extEnd);
if (glewExperimental || GLEW_EXT_fragment_lighting) GLEW_EXT_fragment_lighting = !_glewInit_GL_EXT_fragment_lighting(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_fragment_lighting */
#ifdef GL_EXT_framebuffer_blit
GLEW_EXT_framebuffer_blit = _glewSearchExtension("GL_EXT_framebuffer_blit", extStart, extEnd);
if (glewExperimental || GLEW_EXT_framebuffer_blit) GLEW_EXT_framebuffer_blit = !_glewInit_GL_EXT_framebuffer_blit(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_framebuffer_blit */
#ifdef GL_EXT_framebuffer_multisample
GLEW_EXT_framebuffer_multisample = _glewSearchExtension("GL_EXT_framebuffer_multisample", extStart, extEnd);
if (glewExperimental || GLEW_EXT_framebuffer_multisample) GLEW_EXT_framebuffer_multisample = !_glewInit_GL_EXT_framebuffer_multisample(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_framebuffer_multisample */
#ifdef GL_EXT_framebuffer_multisample_blit_scaled
GLEW_EXT_framebuffer_multisample_blit_scaled = _glewSearchExtension("GL_EXT_framebuffer_multisample_blit_scaled", extStart, extEnd);
#endif /* GL_EXT_framebuffer_multisample_blit_scaled */
#ifdef GL_EXT_framebuffer_object
GLEW_EXT_framebuffer_object = _glewSearchExtension("GL_EXT_framebuffer_object", extStart, extEnd);
if (glewExperimental || GLEW_EXT_framebuffer_object) GLEW_EXT_framebuffer_object = !_glewInit_GL_EXT_framebuffer_object(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_framebuffer_object */
#ifdef GL_EXT_framebuffer_sRGB
GLEW_EXT_framebuffer_sRGB = _glewSearchExtension("GL_EXT_framebuffer_sRGB", extStart, extEnd);
#endif /* GL_EXT_framebuffer_sRGB */
#ifdef GL_EXT_geometry_shader4
GLEW_EXT_geometry_shader4 = _glewSearchExtension("GL_EXT_geometry_shader4", extStart, extEnd);
if (glewExperimental || GLEW_EXT_geometry_shader4) GLEW_EXT_geometry_shader4 = !_glewInit_GL_EXT_geometry_shader4(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_geometry_shader4 */
#ifdef GL_EXT_gpu_program_parameters
GLEW_EXT_gpu_program_parameters = _glewSearchExtension("GL_EXT_gpu_program_parameters", extStart, extEnd);
if (glewExperimental || GLEW_EXT_gpu_program_parameters) GLEW_EXT_gpu_program_parameters = !_glewInit_GL_EXT_gpu_program_parameters(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_gpu_program_parameters */
#ifdef GL_EXT_gpu_shader4
GLEW_EXT_gpu_shader4 = _glewSearchExtension("GL_EXT_gpu_shader4", extStart, extEnd);
if (glewExperimental || GLEW_EXT_gpu_shader4) GLEW_EXT_gpu_shader4 = !_glewInit_GL_EXT_gpu_shader4(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_gpu_shader4 */
#ifdef GL_EXT_histogram
GLEW_EXT_histogram = _glewSearchExtension("GL_EXT_histogram", extStart, extEnd);
if (glewExperimental || GLEW_EXT_histogram) GLEW_EXT_histogram = !_glewInit_GL_EXT_histogram(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_histogram */
#ifdef GL_EXT_index_array_formats
GLEW_EXT_index_array_formats = _glewSearchExtension("GL_EXT_index_array_formats", extStart, extEnd);
#endif /* GL_EXT_index_array_formats */
#ifdef GL_EXT_index_func
GLEW_EXT_index_func = _glewSearchExtension("GL_EXT_index_func", extStart, extEnd);
if (glewExperimental || GLEW_EXT_index_func) GLEW_EXT_index_func = !_glewInit_GL_EXT_index_func(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_index_func */
#ifdef GL_EXT_index_material
GLEW_EXT_index_material = _glewSearchExtension("GL_EXT_index_material", extStart, extEnd);
if (glewExperimental || GLEW_EXT_index_material) GLEW_EXT_index_material = !_glewInit_GL_EXT_index_material(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_index_material */
#ifdef GL_EXT_index_texture
GLEW_EXT_index_texture = _glewSearchExtension("GL_EXT_index_texture", extStart, extEnd);
#endif /* GL_EXT_index_texture */
#ifdef GL_EXT_light_texture
GLEW_EXT_light_texture = _glewSearchExtension("GL_EXT_light_texture", extStart, extEnd);
if (glewExperimental || GLEW_EXT_light_texture) GLEW_EXT_light_texture = !_glewInit_GL_EXT_light_texture(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_light_texture */
#ifdef GL_EXT_misc_attribute
GLEW_EXT_misc_attribute = _glewSearchExtension("GL_EXT_misc_attribute", extStart, extEnd);
#endif /* GL_EXT_misc_attribute */
#ifdef GL_EXT_multi_draw_arrays
GLEW_EXT_multi_draw_arrays = _glewSearchExtension("GL_EXT_multi_draw_arrays", extStart, extEnd);
if (glewExperimental || GLEW_EXT_multi_draw_arrays) GLEW_EXT_multi_draw_arrays = !_glewInit_GL_EXT_multi_draw_arrays(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_multi_draw_arrays */
#ifdef GL_EXT_multisample
GLEW_EXT_multisample = _glewSearchExtension("GL_EXT_multisample", extStart, extEnd);
if (glewExperimental || GLEW_EXT_multisample) GLEW_EXT_multisample = !_glewInit_GL_EXT_multisample(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_multisample */
#ifdef GL_EXT_packed_depth_stencil
GLEW_EXT_packed_depth_stencil = _glewSearchExtension("GL_EXT_packed_depth_stencil", extStart, extEnd);
#endif /* GL_EXT_packed_depth_stencil */
#ifdef GL_EXT_packed_float
GLEW_EXT_packed_float = _glewSearchExtension("GL_EXT_packed_float", extStart, extEnd);
#endif /* GL_EXT_packed_float */
#ifdef GL_EXT_packed_pixels
GLEW_EXT_packed_pixels = _glewSearchExtension("GL_EXT_packed_pixels", extStart, extEnd);
#endif /* GL_EXT_packed_pixels */
#ifdef GL_EXT_paletted_texture
GLEW_EXT_paletted_texture = _glewSearchExtension("GL_EXT_paletted_texture", extStart, extEnd);
if (glewExperimental || GLEW_EXT_paletted_texture) GLEW_EXT_paletted_texture = !_glewInit_GL_EXT_paletted_texture(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_paletted_texture */
#ifdef GL_EXT_pixel_buffer_object
GLEW_EXT_pixel_buffer_object = _glewSearchExtension("GL_EXT_pixel_buffer_object", extStart, extEnd);
#endif /* GL_EXT_pixel_buffer_object */
#ifdef GL_EXT_pixel_transform
GLEW_EXT_pixel_transform = _glewSearchExtension("GL_EXT_pixel_transform", extStart, extEnd);
if (glewExperimental || GLEW_EXT_pixel_transform) GLEW_EXT_pixel_transform = !_glewInit_GL_EXT_pixel_transform(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_pixel_transform */
#ifdef GL_EXT_pixel_transform_color_table
GLEW_EXT_pixel_transform_color_table = _glewSearchExtension("GL_EXT_pixel_transform_color_table", extStart, extEnd);
#endif /* GL_EXT_pixel_transform_color_table */
#ifdef GL_EXT_point_parameters
GLEW_EXT_point_parameters = _glewSearchExtension("GL_EXT_point_parameters", extStart, extEnd);
if (glewExperimental || GLEW_EXT_point_parameters) GLEW_EXT_point_parameters = !_glewInit_GL_EXT_point_parameters(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_point_parameters */
#ifdef GL_EXT_polygon_offset
GLEW_EXT_polygon_offset = _glewSearchExtension("GL_EXT_polygon_offset", extStart, extEnd);
if (glewExperimental || GLEW_EXT_polygon_offset) GLEW_EXT_polygon_offset = !_glewInit_GL_EXT_polygon_offset(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_polygon_offset */
#ifdef GL_EXT_polygon_offset_clamp
GLEW_EXT_polygon_offset_clamp = _glewSearchExtension("GL_EXT_polygon_offset_clamp", extStart, extEnd);
if (glewExperimental || GLEW_EXT_polygon_offset_clamp) GLEW_EXT_polygon_offset_clamp = !_glewInit_GL_EXT_polygon_offset_clamp(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_polygon_offset_clamp */
#ifdef GL_EXT_post_depth_coverage
GLEW_EXT_post_depth_coverage = _glewSearchExtension("GL_EXT_post_depth_coverage", extStart, extEnd);
#endif /* GL_EXT_post_depth_coverage */
#ifdef GL_EXT_provoking_vertex
GLEW_EXT_provoking_vertex = _glewSearchExtension("GL_EXT_provoking_vertex", extStart, extEnd);
if (glewExperimental || GLEW_EXT_provoking_vertex) GLEW_EXT_provoking_vertex = !_glewInit_GL_EXT_provoking_vertex(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_provoking_vertex */
#ifdef GL_EXT_raster_multisample
GLEW_EXT_raster_multisample = _glewSearchExtension("GL_EXT_raster_multisample", extStart, extEnd);
if (glewExperimental || GLEW_EXT_raster_multisample) GLEW_EXT_raster_multisample = !_glewInit_GL_EXT_raster_multisample(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_raster_multisample */
#ifdef GL_EXT_rescale_normal
GLEW_EXT_rescale_normal = _glewSearchExtension("GL_EXT_rescale_normal", extStart, extEnd);
#endif /* GL_EXT_rescale_normal */
#ifdef GL_EXT_scene_marker
GLEW_EXT_scene_marker = _glewSearchExtension("GL_EXT_scene_marker", extStart, extEnd);
if (glewExperimental || GLEW_EXT_scene_marker) GLEW_EXT_scene_marker = !_glewInit_GL_EXT_scene_marker(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_scene_marker */
#ifdef GL_EXT_secondary_color
GLEW_EXT_secondary_color = _glewSearchExtension("GL_EXT_secondary_color", extStart, extEnd);
if (glewExperimental || GLEW_EXT_secondary_color) GLEW_EXT_secondary_color = !_glewInit_GL_EXT_secondary_color(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_secondary_color */
#ifdef GL_EXT_separate_shader_objects
GLEW_EXT_separate_shader_objects = _glewSearchExtension("GL_EXT_separate_shader_objects", extStart, extEnd);
if (glewExperimental || GLEW_EXT_separate_shader_objects) GLEW_EXT_separate_shader_objects = !_glewInit_GL_EXT_separate_shader_objects(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_separate_shader_objects */
#ifdef GL_EXT_separate_specular_color
GLEW_EXT_separate_specular_color = _glewSearchExtension("GL_EXT_separate_specular_color", extStart, extEnd);
#endif /* GL_EXT_separate_specular_color */
#ifdef GL_EXT_shader_image_load_formatted
GLEW_EXT_shader_image_load_formatted = _glewSearchExtension("GL_EXT_shader_image_load_formatted", extStart, extEnd);
#endif /* GL_EXT_shader_image_load_formatted */
#ifdef GL_EXT_shader_image_load_store
GLEW_EXT_shader_image_load_store = _glewSearchExtension("GL_EXT_shader_image_load_store", extStart, extEnd);
if (glewExperimental || GLEW_EXT_shader_image_load_store) GLEW_EXT_shader_image_load_store = !_glewInit_GL_EXT_shader_image_load_store(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_shader_image_load_store */
#ifdef GL_EXT_shader_integer_mix
GLEW_EXT_shader_integer_mix = _glewSearchExtension("GL_EXT_shader_integer_mix", extStart, extEnd);
#endif /* GL_EXT_shader_integer_mix */
#ifdef GL_EXT_shadow_funcs
GLEW_EXT_shadow_funcs = _glewSearchExtension("GL_EXT_shadow_funcs", extStart, extEnd);
#endif /* GL_EXT_shadow_funcs */
#ifdef GL_EXT_shared_texture_palette
GLEW_EXT_shared_texture_palette = _glewSearchExtension("GL_EXT_shared_texture_palette", extStart, extEnd);
#endif /* GL_EXT_shared_texture_palette */
#ifdef GL_EXT_sparse_texture2
GLEW_EXT_sparse_texture2 = _glewSearchExtension("GL_EXT_sparse_texture2", extStart, extEnd);
#endif /* GL_EXT_sparse_texture2 */
#ifdef GL_EXT_stencil_clear_tag
GLEW_EXT_stencil_clear_tag = _glewSearchExtension("GL_EXT_stencil_clear_tag", extStart, extEnd);
#endif /* GL_EXT_stencil_clear_tag */
#ifdef GL_EXT_stencil_two_side
GLEW_EXT_stencil_two_side = _glewSearchExtension("GL_EXT_stencil_two_side", extStart, extEnd);
if (glewExperimental || GLEW_EXT_stencil_two_side) GLEW_EXT_stencil_two_side = !_glewInit_GL_EXT_stencil_two_side(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_stencil_two_side */
#ifdef GL_EXT_stencil_wrap
GLEW_EXT_stencil_wrap = _glewSearchExtension("GL_EXT_stencil_wrap", extStart, extEnd);
#endif /* GL_EXT_stencil_wrap */
#ifdef GL_EXT_subtexture
GLEW_EXT_subtexture = _glewSearchExtension("GL_EXT_subtexture", extStart, extEnd);
if (glewExperimental || GLEW_EXT_subtexture) GLEW_EXT_subtexture = !_glewInit_GL_EXT_subtexture(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_subtexture */
#ifdef GL_EXT_texture
GLEW_EXT_texture = _glewSearchExtension("GL_EXT_texture", extStart, extEnd);
#endif /* GL_EXT_texture */
#ifdef GL_EXT_texture3D
GLEW_EXT_texture3D = _glewSearchExtension("GL_EXT_texture3D", extStart, extEnd);
if (glewExperimental || GLEW_EXT_texture3D) GLEW_EXT_texture3D = !_glewInit_GL_EXT_texture3D(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_texture3D */
#ifdef GL_EXT_texture_array
GLEW_EXT_texture_array = _glewSearchExtension("GL_EXT_texture_array", extStart, extEnd);
if (glewExperimental || GLEW_EXT_texture_array) GLEW_EXT_texture_array = !_glewInit_GL_EXT_texture_array(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_texture_array */
#ifdef GL_EXT_texture_buffer_object
GLEW_EXT_texture_buffer_object = _glewSearchExtension("GL_EXT_texture_buffer_object", extStart, extEnd);
if (glewExperimental || GLEW_EXT_texture_buffer_object) GLEW_EXT_texture_buffer_object = !_glewInit_GL_EXT_texture_buffer_object(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_texture_buffer_object */
#ifdef GL_EXT_texture_compression_dxt1
GLEW_EXT_texture_compression_dxt1 = _glewSearchExtension("GL_EXT_texture_compression_dxt1", extStart, extEnd);
#endif /* GL_EXT_texture_compression_dxt1 */
#ifdef GL_EXT_texture_compression_latc
GLEW_EXT_texture_compression_latc = _glewSearchExtension("GL_EXT_texture_compression_latc", extStart, extEnd);
#endif /* GL_EXT_texture_compression_latc */
#ifdef GL_EXT_texture_compression_rgtc
GLEW_EXT_texture_compression_rgtc = _glewSearchExtension("GL_EXT_texture_compression_rgtc", extStart, extEnd);
#endif /* GL_EXT_texture_compression_rgtc */
#ifdef GL_EXT_texture_compression_s3tc
GLEW_EXT_texture_compression_s3tc = _glewSearchExtension("GL_EXT_texture_compression_s3tc", extStart, extEnd);
#endif /* GL_EXT_texture_compression_s3tc */
#ifdef GL_EXT_texture_cube_map
GLEW_EXT_texture_cube_map = _glewSearchExtension("GL_EXT_texture_cube_map", extStart, extEnd);
#endif /* GL_EXT_texture_cube_map */
#ifdef GL_EXT_texture_edge_clamp
GLEW_EXT_texture_edge_clamp = _glewSearchExtension("GL_EXT_texture_edge_clamp", extStart, extEnd);
#endif /* GL_EXT_texture_edge_clamp */
#ifdef GL_EXT_texture_env
GLEW_EXT_texture_env = _glewSearchExtension("GL_EXT_texture_env", extStart, extEnd);
#endif /* GL_EXT_texture_env */
#ifdef GL_EXT_texture_env_add
GLEW_EXT_texture_env_add = _glewSearchExtension("GL_EXT_texture_env_add", extStart, extEnd);
#endif /* GL_EXT_texture_env_add */
#ifdef GL_EXT_texture_env_combine
GLEW_EXT_texture_env_combine = _glewSearchExtension("GL_EXT_texture_env_combine", extStart, extEnd);
#endif /* GL_EXT_texture_env_combine */
#ifdef GL_EXT_texture_env_dot3
GLEW_EXT_texture_env_dot3 = _glewSearchExtension("GL_EXT_texture_env_dot3", extStart, extEnd);
#endif /* GL_EXT_texture_env_dot3 */
#ifdef GL_EXT_texture_filter_anisotropic
GLEW_EXT_texture_filter_anisotropic = _glewSearchExtension("GL_EXT_texture_filter_anisotropic", extStart, extEnd);
#endif /* GL_EXT_texture_filter_anisotropic */
#ifdef GL_EXT_texture_filter_minmax
GLEW_EXT_texture_filter_minmax = _glewSearchExtension("GL_EXT_texture_filter_minmax", extStart, extEnd);
#endif /* GL_EXT_texture_filter_minmax */
#ifdef GL_EXT_texture_integer
GLEW_EXT_texture_integer = _glewSearchExtension("GL_EXT_texture_integer", extStart, extEnd);
if (glewExperimental || GLEW_EXT_texture_integer) GLEW_EXT_texture_integer = !_glewInit_GL_EXT_texture_integer(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_texture_integer */
#ifdef GL_EXT_texture_lod_bias
GLEW_EXT_texture_lod_bias = _glewSearchExtension("GL_EXT_texture_lod_bias", extStart, extEnd);
#endif /* GL_EXT_texture_lod_bias */
#ifdef GL_EXT_texture_mirror_clamp
GLEW_EXT_texture_mirror_clamp = _glewSearchExtension("GL_EXT_texture_mirror_clamp", extStart, extEnd);
#endif /* GL_EXT_texture_mirror_clamp */
#ifdef GL_EXT_texture_object
GLEW_EXT_texture_object = _glewSearchExtension("GL_EXT_texture_object", extStart, extEnd);
if (glewExperimental || GLEW_EXT_texture_object) GLEW_EXT_texture_object = !_glewInit_GL_EXT_texture_object(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_texture_object */
#ifdef GL_EXT_texture_perturb_normal
GLEW_EXT_texture_perturb_normal = _glewSearchExtension("GL_EXT_texture_perturb_normal", extStart, extEnd);
if (glewExperimental || GLEW_EXT_texture_perturb_normal) GLEW_EXT_texture_perturb_normal = !_glewInit_GL_EXT_texture_perturb_normal(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_texture_perturb_normal */
#ifdef GL_EXT_texture_rectangle
GLEW_EXT_texture_rectangle = _glewSearchExtension("GL_EXT_texture_rectangle", extStart, extEnd);
#endif /* GL_EXT_texture_rectangle */
#ifdef GL_EXT_texture_sRGB
GLEW_EXT_texture_sRGB = _glewSearchExtension("GL_EXT_texture_sRGB", extStart, extEnd);
#endif /* GL_EXT_texture_sRGB */
#ifdef GL_EXT_texture_sRGB_decode
GLEW_EXT_texture_sRGB_decode = _glewSearchExtension("GL_EXT_texture_sRGB_decode", extStart, extEnd);
#endif /* GL_EXT_texture_sRGB_decode */
#ifdef GL_EXT_texture_shared_exponent
GLEW_EXT_texture_shared_exponent = _glewSearchExtension("GL_EXT_texture_shared_exponent", extStart, extEnd);
#endif /* GL_EXT_texture_shared_exponent */
#ifdef GL_EXT_texture_snorm
GLEW_EXT_texture_snorm = _glewSearchExtension("GL_EXT_texture_snorm", extStart, extEnd);
#endif /* GL_EXT_texture_snorm */
#ifdef GL_EXT_texture_swizzle
GLEW_EXT_texture_swizzle = _glewSearchExtension("GL_EXT_texture_swizzle", extStart, extEnd);
#endif /* GL_EXT_texture_swizzle */
#ifdef GL_EXT_timer_query
GLEW_EXT_timer_query = _glewSearchExtension("GL_EXT_timer_query", extStart, extEnd);
if (glewExperimental || GLEW_EXT_timer_query) GLEW_EXT_timer_query = !_glewInit_GL_EXT_timer_query(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_timer_query */
#ifdef GL_EXT_transform_feedback
GLEW_EXT_transform_feedback = _glewSearchExtension("GL_EXT_transform_feedback", extStart, extEnd);
if (glewExperimental || GLEW_EXT_transform_feedback) GLEW_EXT_transform_feedback = !_glewInit_GL_EXT_transform_feedback(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_transform_feedback */
#ifdef GL_EXT_vertex_array
GLEW_EXT_vertex_array = _glewSearchExtension("GL_EXT_vertex_array", extStart, extEnd);
if (glewExperimental || GLEW_EXT_vertex_array) GLEW_EXT_vertex_array = !_glewInit_GL_EXT_vertex_array(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_vertex_array */
#ifdef GL_EXT_vertex_array_bgra
GLEW_EXT_vertex_array_bgra = _glewSearchExtension("GL_EXT_vertex_array_bgra", extStart, extEnd);
#endif /* GL_EXT_vertex_array_bgra */
#ifdef GL_EXT_vertex_attrib_64bit
GLEW_EXT_vertex_attrib_64bit = _glewSearchExtension("GL_EXT_vertex_attrib_64bit", extStart, extEnd);
if (glewExperimental || GLEW_EXT_vertex_attrib_64bit) GLEW_EXT_vertex_attrib_64bit = !_glewInit_GL_EXT_vertex_attrib_64bit(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_vertex_attrib_64bit */
#ifdef GL_EXT_vertex_shader
GLEW_EXT_vertex_shader = _glewSearchExtension("GL_EXT_vertex_shader", extStart, extEnd);
if (glewExperimental || GLEW_EXT_vertex_shader) GLEW_EXT_vertex_shader = !_glewInit_GL_EXT_vertex_shader(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_vertex_shader */
#ifdef GL_EXT_vertex_weighting
GLEW_EXT_vertex_weighting = _glewSearchExtension("GL_EXT_vertex_weighting", extStart, extEnd);
if (glewExperimental || GLEW_EXT_vertex_weighting) GLEW_EXT_vertex_weighting = !_glewInit_GL_EXT_vertex_weighting(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_vertex_weighting */
#ifdef GL_EXT_x11_sync_object
GLEW_EXT_x11_sync_object = _glewSearchExtension("GL_EXT_x11_sync_object", extStart, extEnd);
if (glewExperimental || GLEW_EXT_x11_sync_object) GLEW_EXT_x11_sync_object = !_glewInit_GL_EXT_x11_sync_object(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_EXT_x11_sync_object */
#ifdef GL_GREMEDY_frame_terminator
GLEW_GREMEDY_frame_terminator = _glewSearchExtension("GL_GREMEDY_frame_terminator", extStart, extEnd);
if (glewExperimental || GLEW_GREMEDY_frame_terminator) GLEW_GREMEDY_frame_terminator = !_glewInit_GL_GREMEDY_frame_terminator(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_GREMEDY_frame_terminator */
#ifdef GL_GREMEDY_string_marker
GLEW_GREMEDY_string_marker = _glewSearchExtension("GL_GREMEDY_string_marker", extStart, extEnd);
if (glewExperimental || GLEW_GREMEDY_string_marker) GLEW_GREMEDY_string_marker = !_glewInit_GL_GREMEDY_string_marker(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_GREMEDY_string_marker */
#ifdef GL_HP_convolution_border_modes
GLEW_HP_convolution_border_modes = _glewSearchExtension("GL_HP_convolution_border_modes", extStart, extEnd);
#endif /* GL_HP_convolution_border_modes */
#ifdef GL_HP_image_transform
GLEW_HP_image_transform = _glewSearchExtension("GL_HP_image_transform", extStart, extEnd);
if (glewExperimental || GLEW_HP_image_transform) GLEW_HP_image_transform = !_glewInit_GL_HP_image_transform(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_HP_image_transform */
#ifdef GL_HP_occlusion_test
GLEW_HP_occlusion_test = _glewSearchExtension("GL_HP_occlusion_test", extStart, extEnd);
#endif /* GL_HP_occlusion_test */
#ifdef GL_HP_texture_lighting
GLEW_HP_texture_lighting = _glewSearchExtension("GL_HP_texture_lighting", extStart, extEnd);
#endif /* GL_HP_texture_lighting */
#ifdef GL_IBM_cull_vertex
GLEW_IBM_cull_vertex = _glewSearchExtension("GL_IBM_cull_vertex", extStart, extEnd);
#endif /* GL_IBM_cull_vertex */
#ifdef GL_IBM_multimode_draw_arrays
GLEW_IBM_multimode_draw_arrays = _glewSearchExtension("GL_IBM_multimode_draw_arrays", extStart, extEnd);
if (glewExperimental || GLEW_IBM_multimode_draw_arrays) GLEW_IBM_multimode_draw_arrays = !_glewInit_GL_IBM_multimode_draw_arrays(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_IBM_multimode_draw_arrays */
#ifdef GL_IBM_rasterpos_clip
GLEW_IBM_rasterpos_clip = _glewSearchExtension("GL_IBM_rasterpos_clip", extStart, extEnd);
#endif /* GL_IBM_rasterpos_clip */
#ifdef GL_IBM_static_data
GLEW_IBM_static_data = _glewSearchExtension("GL_IBM_static_data", extStart, extEnd);
#endif /* GL_IBM_static_data */
#ifdef GL_IBM_texture_mirrored_repeat
GLEW_IBM_texture_mirrored_repeat = _glewSearchExtension("GL_IBM_texture_mirrored_repeat", extStart, extEnd);
#endif /* GL_IBM_texture_mirrored_repeat */
#ifdef GL_IBM_vertex_array_lists
GLEW_IBM_vertex_array_lists = _glewSearchExtension("GL_IBM_vertex_array_lists", extStart, extEnd);
if (glewExperimental || GLEW_IBM_vertex_array_lists) GLEW_IBM_vertex_array_lists = !_glewInit_GL_IBM_vertex_array_lists(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_IBM_vertex_array_lists */
#ifdef GL_INGR_color_clamp
GLEW_INGR_color_clamp = _glewSearchExtension("GL_INGR_color_clamp", extStart, extEnd);
#endif /* GL_INGR_color_clamp */
#ifdef GL_INGR_interlace_read
GLEW_INGR_interlace_read = _glewSearchExtension("GL_INGR_interlace_read", extStart, extEnd);
#endif /* GL_INGR_interlace_read */
#ifdef GL_INTEL_fragment_shader_ordering
GLEW_INTEL_fragment_shader_ordering = _glewSearchExtension("GL_INTEL_fragment_shader_ordering", extStart, extEnd);
#endif /* GL_INTEL_fragment_shader_ordering */
#ifdef GL_INTEL_framebuffer_CMAA
GLEW_INTEL_framebuffer_CMAA = _glewSearchExtension("GL_INTEL_framebuffer_CMAA", extStart, extEnd);
#endif /* GL_INTEL_framebuffer_CMAA */
#ifdef GL_INTEL_map_texture
GLEW_INTEL_map_texture = _glewSearchExtension("GL_INTEL_map_texture", extStart, extEnd);
if (glewExperimental || GLEW_INTEL_map_texture) GLEW_INTEL_map_texture = !_glewInit_GL_INTEL_map_texture(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_INTEL_map_texture */
#ifdef GL_INTEL_parallel_arrays
GLEW_INTEL_parallel_arrays = _glewSearchExtension("GL_INTEL_parallel_arrays", extStart, extEnd);
if (glewExperimental || GLEW_INTEL_parallel_arrays) GLEW_INTEL_parallel_arrays = !_glewInit_GL_INTEL_parallel_arrays(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_INTEL_parallel_arrays */
#ifdef GL_INTEL_performance_query
GLEW_INTEL_performance_query = _glewSearchExtension("GL_INTEL_performance_query", extStart, extEnd);
if (glewExperimental || GLEW_INTEL_performance_query) GLEW_INTEL_performance_query = !_glewInit_GL_INTEL_performance_query(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_INTEL_performance_query */
#ifdef GL_INTEL_texture_scissor
GLEW_INTEL_texture_scissor = _glewSearchExtension("GL_INTEL_texture_scissor", extStart, extEnd);
if (glewExperimental || GLEW_INTEL_texture_scissor) GLEW_INTEL_texture_scissor = !_glewInit_GL_INTEL_texture_scissor(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_INTEL_texture_scissor */
#ifdef GL_KHR_blend_equation_advanced
GLEW_KHR_blend_equation_advanced = _glewSearchExtension("GL_KHR_blend_equation_advanced", extStart, extEnd);
if (glewExperimental || GLEW_KHR_blend_equation_advanced) GLEW_KHR_blend_equation_advanced = !_glewInit_GL_KHR_blend_equation_advanced(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_KHR_blend_equation_advanced */
#ifdef GL_KHR_blend_equation_advanced_coherent
GLEW_KHR_blend_equation_advanced_coherent = _glewSearchExtension("GL_KHR_blend_equation_advanced_coherent", extStart, extEnd);
#endif /* GL_KHR_blend_equation_advanced_coherent */
#ifdef GL_KHR_context_flush_control
GLEW_KHR_context_flush_control = _glewSearchExtension("GL_KHR_context_flush_control", extStart, extEnd);
#endif /* GL_KHR_context_flush_control */
#ifdef GL_KHR_debug
GLEW_KHR_debug = _glewSearchExtension("GL_KHR_debug", extStart, extEnd);
if (glewExperimental || GLEW_KHR_debug) GLEW_KHR_debug = !_glewInit_GL_KHR_debug(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_KHR_debug */
#ifdef GL_KHR_no_error
GLEW_KHR_no_error = _glewSearchExtension("GL_KHR_no_error", extStart, extEnd);
#endif /* GL_KHR_no_error */
#ifdef GL_KHR_robust_buffer_access_behavior
GLEW_KHR_robust_buffer_access_behavior = _glewSearchExtension("GL_KHR_robust_buffer_access_behavior", extStart, extEnd);
#endif /* GL_KHR_robust_buffer_access_behavior */
#ifdef GL_KHR_robustness
GLEW_KHR_robustness = _glewSearchExtension("GL_KHR_robustness", extStart, extEnd);
if (glewExperimental || GLEW_KHR_robustness) GLEW_KHR_robustness = !_glewInit_GL_KHR_robustness(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_KHR_robustness */
#ifdef GL_KHR_texture_compression_astc_hdr
GLEW_KHR_texture_compression_astc_hdr = _glewSearchExtension("GL_KHR_texture_compression_astc_hdr", extStart, extEnd);
#endif /* GL_KHR_texture_compression_astc_hdr */
#ifdef GL_KHR_texture_compression_astc_ldr
GLEW_KHR_texture_compression_astc_ldr = _glewSearchExtension("GL_KHR_texture_compression_astc_ldr", extStart, extEnd);
#endif /* GL_KHR_texture_compression_astc_ldr */
#ifdef GL_KTX_buffer_region
GLEW_KTX_buffer_region = _glewSearchExtension("GL_KTX_buffer_region", extStart, extEnd);
if (glewExperimental || GLEW_KTX_buffer_region) GLEW_KTX_buffer_region = !_glewInit_GL_KTX_buffer_region(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_KTX_buffer_region */
#ifdef GL_MESAX_texture_stack
GLEW_MESAX_texture_stack = _glewSearchExtension("GL_MESAX_texture_stack", extStart, extEnd);
#endif /* GL_MESAX_texture_stack */
#ifdef GL_MESA_pack_invert
GLEW_MESA_pack_invert = _glewSearchExtension("GL_MESA_pack_invert", extStart, extEnd);
#endif /* GL_MESA_pack_invert */
#ifdef GL_MESA_resize_buffers
GLEW_MESA_resize_buffers = _glewSearchExtension("GL_MESA_resize_buffers", extStart, extEnd);
if (glewExperimental || GLEW_MESA_resize_buffers) GLEW_MESA_resize_buffers = !_glewInit_GL_MESA_resize_buffers(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_MESA_resize_buffers */
#ifdef GL_MESA_window_pos
GLEW_MESA_window_pos = _glewSearchExtension("GL_MESA_window_pos", extStart, extEnd);
if (glewExperimental || GLEW_MESA_window_pos) GLEW_MESA_window_pos = !_glewInit_GL_MESA_window_pos(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_MESA_window_pos */
#ifdef GL_MESA_ycbcr_texture
GLEW_MESA_ycbcr_texture = _glewSearchExtension("GL_MESA_ycbcr_texture", extStart, extEnd);
#endif /* GL_MESA_ycbcr_texture */
#ifdef GL_NVX_conditional_render
GLEW_NVX_conditional_render = _glewSearchExtension("GL_NVX_conditional_render", extStart, extEnd);
if (glewExperimental || GLEW_NVX_conditional_render) GLEW_NVX_conditional_render = !_glewInit_GL_NVX_conditional_render(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NVX_conditional_render */
#ifdef GL_NVX_gpu_memory_info
GLEW_NVX_gpu_memory_info = _glewSearchExtension("GL_NVX_gpu_memory_info", extStart, extEnd);
#endif /* GL_NVX_gpu_memory_info */
#ifdef GL_NV_bindless_multi_draw_indirect
GLEW_NV_bindless_multi_draw_indirect = _glewSearchExtension("GL_NV_bindless_multi_draw_indirect", extStart, extEnd);
if (glewExperimental || GLEW_NV_bindless_multi_draw_indirect) GLEW_NV_bindless_multi_draw_indirect = !_glewInit_GL_NV_bindless_multi_draw_indirect(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_bindless_multi_draw_indirect */
#ifdef GL_NV_bindless_multi_draw_indirect_count
GLEW_NV_bindless_multi_draw_indirect_count = _glewSearchExtension("GL_NV_bindless_multi_draw_indirect_count", extStart, extEnd);
if (glewExperimental || GLEW_NV_bindless_multi_draw_indirect_count) GLEW_NV_bindless_multi_draw_indirect_count = !_glewInit_GL_NV_bindless_multi_draw_indirect_count(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_bindless_multi_draw_indirect_count */
#ifdef GL_NV_bindless_texture
GLEW_NV_bindless_texture = _glewSearchExtension("GL_NV_bindless_texture", extStart, extEnd);
if (glewExperimental || GLEW_NV_bindless_texture) GLEW_NV_bindless_texture = !_glewInit_GL_NV_bindless_texture(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_bindless_texture */
#ifdef GL_NV_blend_equation_advanced
GLEW_NV_blend_equation_advanced = _glewSearchExtension("GL_NV_blend_equation_advanced", extStart, extEnd);
if (glewExperimental || GLEW_NV_blend_equation_advanced) GLEW_NV_blend_equation_advanced = !_glewInit_GL_NV_blend_equation_advanced(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_blend_equation_advanced */
#ifdef GL_NV_blend_equation_advanced_coherent
GLEW_NV_blend_equation_advanced_coherent = _glewSearchExtension("GL_NV_blend_equation_advanced_coherent", extStart, extEnd);
#endif /* GL_NV_blend_equation_advanced_coherent */
#ifdef GL_NV_blend_square
GLEW_NV_blend_square = _glewSearchExtension("GL_NV_blend_square", extStart, extEnd);
#endif /* GL_NV_blend_square */
#ifdef GL_NV_compute_program5
GLEW_NV_compute_program5 = _glewSearchExtension("GL_NV_compute_program5", extStart, extEnd);
#endif /* GL_NV_compute_program5 */
#ifdef GL_NV_conditional_render
GLEW_NV_conditional_render = _glewSearchExtension("GL_NV_conditional_render", extStart, extEnd);
if (glewExperimental || GLEW_NV_conditional_render) GLEW_NV_conditional_render = !_glewInit_GL_NV_conditional_render(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_conditional_render */
#ifdef GL_NV_conservative_raster
GLEW_NV_conservative_raster = _glewSearchExtension("GL_NV_conservative_raster", extStart, extEnd);
if (glewExperimental || GLEW_NV_conservative_raster) GLEW_NV_conservative_raster = !_glewInit_GL_NV_conservative_raster(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_conservative_raster */
#ifdef GL_NV_conservative_raster_dilate
GLEW_NV_conservative_raster_dilate = _glewSearchExtension("GL_NV_conservative_raster_dilate", extStart, extEnd);
if (glewExperimental || GLEW_NV_conservative_raster_dilate) GLEW_NV_conservative_raster_dilate = !_glewInit_GL_NV_conservative_raster_dilate(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_conservative_raster_dilate */
#ifdef GL_NV_copy_depth_to_color
GLEW_NV_copy_depth_to_color = _glewSearchExtension("GL_NV_copy_depth_to_color", extStart, extEnd);
#endif /* GL_NV_copy_depth_to_color */
#ifdef GL_NV_copy_image
GLEW_NV_copy_image = _glewSearchExtension("GL_NV_copy_image", extStart, extEnd);
if (glewExperimental || GLEW_NV_copy_image) GLEW_NV_copy_image = !_glewInit_GL_NV_copy_image(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_copy_image */
#ifdef GL_NV_deep_texture3D
GLEW_NV_deep_texture3D = _glewSearchExtension("GL_NV_deep_texture3D", extStart, extEnd);
#endif /* GL_NV_deep_texture3D */
#ifdef GL_NV_depth_buffer_float
GLEW_NV_depth_buffer_float = _glewSearchExtension("GL_NV_depth_buffer_float", extStart, extEnd);
if (glewExperimental || GLEW_NV_depth_buffer_float) GLEW_NV_depth_buffer_float = !_glewInit_GL_NV_depth_buffer_float(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_depth_buffer_float */
#ifdef GL_NV_depth_clamp
GLEW_NV_depth_clamp = _glewSearchExtension("GL_NV_depth_clamp", extStart, extEnd);
#endif /* GL_NV_depth_clamp */
#ifdef GL_NV_depth_range_unclamped
GLEW_NV_depth_range_unclamped = _glewSearchExtension("GL_NV_depth_range_unclamped", extStart, extEnd);
#endif /* GL_NV_depth_range_unclamped */
#ifdef GL_NV_draw_texture
GLEW_NV_draw_texture = _glewSearchExtension("GL_NV_draw_texture", extStart, extEnd);
if (glewExperimental || GLEW_NV_draw_texture) GLEW_NV_draw_texture = !_glewInit_GL_NV_draw_texture(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_draw_texture */
#ifdef GL_NV_evaluators
GLEW_NV_evaluators = _glewSearchExtension("GL_NV_evaluators", extStart, extEnd);
if (glewExperimental || GLEW_NV_evaluators) GLEW_NV_evaluators = !_glewInit_GL_NV_evaluators(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_evaluators */
#ifdef GL_NV_explicit_multisample
GLEW_NV_explicit_multisample = _glewSearchExtension("GL_NV_explicit_multisample", extStart, extEnd);
if (glewExperimental || GLEW_NV_explicit_multisample) GLEW_NV_explicit_multisample = !_glewInit_GL_NV_explicit_multisample(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_explicit_multisample */
#ifdef GL_NV_fence
GLEW_NV_fence = _glewSearchExtension("GL_NV_fence", extStart, extEnd);
if (glewExperimental || GLEW_NV_fence) GLEW_NV_fence = !_glewInit_GL_NV_fence(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_fence */
#ifdef GL_NV_fill_rectangle
GLEW_NV_fill_rectangle = _glewSearchExtension("GL_NV_fill_rectangle", extStart, extEnd);
#endif /* GL_NV_fill_rectangle */
#ifdef GL_NV_float_buffer
GLEW_NV_float_buffer = _glewSearchExtension("GL_NV_float_buffer", extStart, extEnd);
#endif /* GL_NV_float_buffer */
#ifdef GL_NV_fog_distance
GLEW_NV_fog_distance = _glewSearchExtension("GL_NV_fog_distance", extStart, extEnd);
#endif /* GL_NV_fog_distance */
#ifdef GL_NV_fragment_coverage_to_color
GLEW_NV_fragment_coverage_to_color = _glewSearchExtension("GL_NV_fragment_coverage_to_color", extStart, extEnd);
if (glewExperimental || GLEW_NV_fragment_coverage_to_color) GLEW_NV_fragment_coverage_to_color = !_glewInit_GL_NV_fragment_coverage_to_color(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_fragment_coverage_to_color */
#ifdef GL_NV_fragment_program
GLEW_NV_fragment_program = _glewSearchExtension("GL_NV_fragment_program", extStart, extEnd);
if (glewExperimental || GLEW_NV_fragment_program) GLEW_NV_fragment_program = !_glewInit_GL_NV_fragment_program(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_fragment_program */
#ifdef GL_NV_fragment_program2
GLEW_NV_fragment_program2 = _glewSearchExtension("GL_NV_fragment_program2", extStart, extEnd);
#endif /* GL_NV_fragment_program2 */
#ifdef GL_NV_fragment_program4
GLEW_NV_fragment_program4 = _glewSearchExtension("GL_NV_gpu_program4", extStart, extEnd);
#endif /* GL_NV_fragment_program4 */
#ifdef GL_NV_fragment_program_option
GLEW_NV_fragment_program_option = _glewSearchExtension("GL_NV_fragment_program_option", extStart, extEnd);
#endif /* GL_NV_fragment_program_option */
#ifdef GL_NV_fragment_shader_interlock
GLEW_NV_fragment_shader_interlock = _glewSearchExtension("GL_NV_fragment_shader_interlock", extStart, extEnd);
#endif /* GL_NV_fragment_shader_interlock */
#ifdef GL_NV_framebuffer_mixed_samples
GLEW_NV_framebuffer_mixed_samples = _glewSearchExtension("GL_NV_framebuffer_mixed_samples", extStart, extEnd);
#endif /* GL_NV_framebuffer_mixed_samples */
#ifdef GL_NV_framebuffer_multisample_coverage
GLEW_NV_framebuffer_multisample_coverage = _glewSearchExtension("GL_NV_framebuffer_multisample_coverage", extStart, extEnd);
if (glewExperimental || GLEW_NV_framebuffer_multisample_coverage) GLEW_NV_framebuffer_multisample_coverage = !_glewInit_GL_NV_framebuffer_multisample_coverage(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_framebuffer_multisample_coverage */
#ifdef GL_NV_geometry_program4
GLEW_NV_geometry_program4 = _glewSearchExtension("GL_NV_gpu_program4", extStart, extEnd);
if (glewExperimental || GLEW_NV_geometry_program4) GLEW_NV_geometry_program4 = !_glewInit_GL_NV_geometry_program4(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_geometry_program4 */
#ifdef GL_NV_geometry_shader4
GLEW_NV_geometry_shader4 = _glewSearchExtension("GL_NV_geometry_shader4", extStart, extEnd);
#endif /* GL_NV_geometry_shader4 */
#ifdef GL_NV_geometry_shader_passthrough
GLEW_NV_geometry_shader_passthrough = _glewSearchExtension("GL_NV_geometry_shader_passthrough", extStart, extEnd);
#endif /* GL_NV_geometry_shader_passthrough */
#ifdef GL_NV_gpu_program4
GLEW_NV_gpu_program4 = _glewSearchExtension("GL_NV_gpu_program4", extStart, extEnd);
if (glewExperimental || GLEW_NV_gpu_program4) GLEW_NV_gpu_program4 = !_glewInit_GL_NV_gpu_program4(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_gpu_program4 */
#ifdef GL_NV_gpu_program5
GLEW_NV_gpu_program5 = _glewSearchExtension("GL_NV_gpu_program5", extStart, extEnd);
#endif /* GL_NV_gpu_program5 */
#ifdef GL_NV_gpu_program5_mem_extended
GLEW_NV_gpu_program5_mem_extended = _glewSearchExtension("GL_NV_gpu_program5_mem_extended", extStart, extEnd);
#endif /* GL_NV_gpu_program5_mem_extended */
#ifdef GL_NV_gpu_program_fp64
GLEW_NV_gpu_program_fp64 = _glewSearchExtension("GL_NV_gpu_program_fp64", extStart, extEnd);
#endif /* GL_NV_gpu_program_fp64 */
#ifdef GL_NV_gpu_shader5
GLEW_NV_gpu_shader5 = _glewSearchExtension("GL_NV_gpu_shader5", extStart, extEnd);
if (glewExperimental || GLEW_NV_gpu_shader5) GLEW_NV_gpu_shader5 = !_glewInit_GL_NV_gpu_shader5(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_gpu_shader5 */
#ifdef GL_NV_half_float
GLEW_NV_half_float = _glewSearchExtension("GL_NV_half_float", extStart, extEnd);
if (glewExperimental || GLEW_NV_half_float) GLEW_NV_half_float = !_glewInit_GL_NV_half_float(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_half_float */
#ifdef GL_NV_internalformat_sample_query
GLEW_NV_internalformat_sample_query = _glewSearchExtension("GL_NV_internalformat_sample_query", extStart, extEnd);
if (glewExperimental || GLEW_NV_internalformat_sample_query) GLEW_NV_internalformat_sample_query = !_glewInit_GL_NV_internalformat_sample_query(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_internalformat_sample_query */
#ifdef GL_NV_light_max_exponent
GLEW_NV_light_max_exponent = _glewSearchExtension("GL_NV_light_max_exponent", extStart, extEnd);
#endif /* GL_NV_light_max_exponent */
#ifdef GL_NV_multisample_coverage
GLEW_NV_multisample_coverage = _glewSearchExtension("GL_NV_multisample_coverage", extStart, extEnd);
#endif /* GL_NV_multisample_coverage */
#ifdef GL_NV_multisample_filter_hint
GLEW_NV_multisample_filter_hint = _glewSearchExtension("GL_NV_multisample_filter_hint", extStart, extEnd);
#endif /* GL_NV_multisample_filter_hint */
#ifdef GL_NV_occlusion_query
GLEW_NV_occlusion_query = _glewSearchExtension("GL_NV_occlusion_query", extStart, extEnd);
if (glewExperimental || GLEW_NV_occlusion_query) GLEW_NV_occlusion_query = !_glewInit_GL_NV_occlusion_query(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_occlusion_query */
#ifdef GL_NV_packed_depth_stencil
GLEW_NV_packed_depth_stencil = _glewSearchExtension("GL_NV_packed_depth_stencil", extStart, extEnd);
#endif /* GL_NV_packed_depth_stencil */
#ifdef GL_NV_parameter_buffer_object
GLEW_NV_parameter_buffer_object = _glewSearchExtension("GL_NV_parameter_buffer_object", extStart, extEnd);
if (glewExperimental || GLEW_NV_parameter_buffer_object) GLEW_NV_parameter_buffer_object = !_glewInit_GL_NV_parameter_buffer_object(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_parameter_buffer_object */
#ifdef GL_NV_parameter_buffer_object2
GLEW_NV_parameter_buffer_object2 = _glewSearchExtension("GL_NV_parameter_buffer_object2", extStart, extEnd);
#endif /* GL_NV_parameter_buffer_object2 */
#ifdef GL_NV_path_rendering
GLEW_NV_path_rendering = _glewSearchExtension("GL_NV_path_rendering", extStart, extEnd);
if (glewExperimental || GLEW_NV_path_rendering) GLEW_NV_path_rendering = !_glewInit_GL_NV_path_rendering(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_path_rendering */
#ifdef GL_NV_path_rendering_shared_edge
GLEW_NV_path_rendering_shared_edge = _glewSearchExtension("GL_NV_path_rendering_shared_edge", extStart, extEnd);
#endif /* GL_NV_path_rendering_shared_edge */
#ifdef GL_NV_pixel_data_range
GLEW_NV_pixel_data_range = _glewSearchExtension("GL_NV_pixel_data_range", extStart, extEnd);
if (glewExperimental || GLEW_NV_pixel_data_range) GLEW_NV_pixel_data_range = !_glewInit_GL_NV_pixel_data_range(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_pixel_data_range */
#ifdef GL_NV_point_sprite
GLEW_NV_point_sprite = _glewSearchExtension("GL_NV_point_sprite", extStart, extEnd);
if (glewExperimental || GLEW_NV_point_sprite) GLEW_NV_point_sprite = !_glewInit_GL_NV_point_sprite(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_point_sprite */
#ifdef GL_NV_present_video
GLEW_NV_present_video = _glewSearchExtension("GL_NV_present_video", extStart, extEnd);
if (glewExperimental || GLEW_NV_present_video) GLEW_NV_present_video = !_glewInit_GL_NV_present_video(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_present_video */
#ifdef GL_NV_primitive_restart
GLEW_NV_primitive_restart = _glewSearchExtension("GL_NV_primitive_restart", extStart, extEnd);
if (glewExperimental || GLEW_NV_primitive_restart) GLEW_NV_primitive_restart = !_glewInit_GL_NV_primitive_restart(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_primitive_restart */
#ifdef GL_NV_register_combiners
GLEW_NV_register_combiners = _glewSearchExtension("GL_NV_register_combiners", extStart, extEnd);
if (glewExperimental || GLEW_NV_register_combiners) GLEW_NV_register_combiners = !_glewInit_GL_NV_register_combiners(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_register_combiners */
#ifdef GL_NV_register_combiners2
GLEW_NV_register_combiners2 = _glewSearchExtension("GL_NV_register_combiners2", extStart, extEnd);
if (glewExperimental || GLEW_NV_register_combiners2) GLEW_NV_register_combiners2 = !_glewInit_GL_NV_register_combiners2(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_register_combiners2 */
#ifdef GL_NV_sample_locations
GLEW_NV_sample_locations = _glewSearchExtension("GL_NV_sample_locations", extStart, extEnd);
if (glewExperimental || GLEW_NV_sample_locations) GLEW_NV_sample_locations = !_glewInit_GL_NV_sample_locations(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_sample_locations */
#ifdef GL_NV_sample_mask_override_coverage
GLEW_NV_sample_mask_override_coverage = _glewSearchExtension("GL_NV_sample_mask_override_coverage", extStart, extEnd);
#endif /* GL_NV_sample_mask_override_coverage */
#ifdef GL_NV_shader_atomic_counters
GLEW_NV_shader_atomic_counters = _glewSearchExtension("GL_NV_shader_atomic_counters", extStart, extEnd);
#endif /* GL_NV_shader_atomic_counters */
#ifdef GL_NV_shader_atomic_float
GLEW_NV_shader_atomic_float = _glewSearchExtension("GL_NV_shader_atomic_float", extStart, extEnd);
#endif /* GL_NV_shader_atomic_float */
#ifdef GL_NV_shader_atomic_fp16_vector
GLEW_NV_shader_atomic_fp16_vector = _glewSearchExtension("GL_NV_shader_atomic_fp16_vector", extStart, extEnd);
#endif /* GL_NV_shader_atomic_fp16_vector */
#ifdef GL_NV_shader_atomic_int64
GLEW_NV_shader_atomic_int64 = _glewSearchExtension("GL_NV_shader_atomic_int64", extStart, extEnd);
#endif /* GL_NV_shader_atomic_int64 */
#ifdef GL_NV_shader_buffer_load
GLEW_NV_shader_buffer_load = _glewSearchExtension("GL_NV_shader_buffer_load", extStart, extEnd);
if (glewExperimental || GLEW_NV_shader_buffer_load) GLEW_NV_shader_buffer_load = !_glewInit_GL_NV_shader_buffer_load(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_shader_buffer_load */
#ifdef GL_NV_shader_storage_buffer_object
GLEW_NV_shader_storage_buffer_object = _glewSearchExtension("GL_NV_shader_storage_buffer_object", extStart, extEnd);
#endif /* GL_NV_shader_storage_buffer_object */
#ifdef GL_NV_shader_thread_group
GLEW_NV_shader_thread_group = _glewSearchExtension("GL_NV_shader_thread_group", extStart, extEnd);
#endif /* GL_NV_shader_thread_group */
#ifdef GL_NV_shader_thread_shuffle
GLEW_NV_shader_thread_shuffle = _glewSearchExtension("GL_NV_shader_thread_shuffle", extStart, extEnd);
#endif /* GL_NV_shader_thread_shuffle */
#ifdef GL_NV_tessellation_program5
GLEW_NV_tessellation_program5 = _glewSearchExtension("GL_NV_gpu_program5", extStart, extEnd);
#endif /* GL_NV_tessellation_program5 */
#ifdef GL_NV_texgen_emboss
GLEW_NV_texgen_emboss = _glewSearchExtension("GL_NV_texgen_emboss", extStart, extEnd);
#endif /* GL_NV_texgen_emboss */
#ifdef GL_NV_texgen_reflection
GLEW_NV_texgen_reflection = _glewSearchExtension("GL_NV_texgen_reflection", extStart, extEnd);
#endif /* GL_NV_texgen_reflection */
#ifdef GL_NV_texture_barrier
GLEW_NV_texture_barrier = _glewSearchExtension("GL_NV_texture_barrier", extStart, extEnd);
if (glewExperimental || GLEW_NV_texture_barrier) GLEW_NV_texture_barrier = !_glewInit_GL_NV_texture_barrier(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_texture_barrier */
#ifdef GL_NV_texture_compression_vtc
GLEW_NV_texture_compression_vtc = _glewSearchExtension("GL_NV_texture_compression_vtc", extStart, extEnd);
#endif /* GL_NV_texture_compression_vtc */
#ifdef GL_NV_texture_env_combine4
GLEW_NV_texture_env_combine4 = _glewSearchExtension("GL_NV_texture_env_combine4", extStart, extEnd);
#endif /* GL_NV_texture_env_combine4 */
#ifdef GL_NV_texture_expand_normal
GLEW_NV_texture_expand_normal = _glewSearchExtension("GL_NV_texture_expand_normal", extStart, extEnd);
#endif /* GL_NV_texture_expand_normal */
#ifdef GL_NV_texture_multisample
GLEW_NV_texture_multisample = _glewSearchExtension("GL_NV_texture_multisample", extStart, extEnd);
if (glewExperimental || GLEW_NV_texture_multisample) GLEW_NV_texture_multisample = !_glewInit_GL_NV_texture_multisample(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_texture_multisample */
#ifdef GL_NV_texture_rectangle
GLEW_NV_texture_rectangle = _glewSearchExtension("GL_NV_texture_rectangle", extStart, extEnd);
#endif /* GL_NV_texture_rectangle */
#ifdef GL_NV_texture_shader
GLEW_NV_texture_shader = _glewSearchExtension("GL_NV_texture_shader", extStart, extEnd);
#endif /* GL_NV_texture_shader */
#ifdef GL_NV_texture_shader2
GLEW_NV_texture_shader2 = _glewSearchExtension("GL_NV_texture_shader2", extStart, extEnd);
#endif /* GL_NV_texture_shader2 */
#ifdef GL_NV_texture_shader3
GLEW_NV_texture_shader3 = _glewSearchExtension("GL_NV_texture_shader3", extStart, extEnd);
#endif /* GL_NV_texture_shader3 */
#ifdef GL_NV_transform_feedback
GLEW_NV_transform_feedback = _glewSearchExtension("GL_NV_transform_feedback", extStart, extEnd);
if (glewExperimental || GLEW_NV_transform_feedback) GLEW_NV_transform_feedback = !_glewInit_GL_NV_transform_feedback(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_transform_feedback */
#ifdef GL_NV_transform_feedback2
GLEW_NV_transform_feedback2 = _glewSearchExtension("GL_NV_transform_feedback2", extStart, extEnd);
if (glewExperimental || GLEW_NV_transform_feedback2) GLEW_NV_transform_feedback2 = !_glewInit_GL_NV_transform_feedback2(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_transform_feedback2 */
#ifdef GL_NV_uniform_buffer_unified_memory
GLEW_NV_uniform_buffer_unified_memory = _glewSearchExtension("GL_NV_uniform_buffer_unified_memory", extStart, extEnd);
#endif /* GL_NV_uniform_buffer_unified_memory */
#ifdef GL_NV_vdpau_interop
GLEW_NV_vdpau_interop = _glewSearchExtension("GL_NV_vdpau_interop", extStart, extEnd);
if (glewExperimental || GLEW_NV_vdpau_interop) GLEW_NV_vdpau_interop = !_glewInit_GL_NV_vdpau_interop(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_vdpau_interop */
#ifdef GL_NV_vertex_array_range
GLEW_NV_vertex_array_range = _glewSearchExtension("GL_NV_vertex_array_range", extStart, extEnd);
if (glewExperimental || GLEW_NV_vertex_array_range) GLEW_NV_vertex_array_range = !_glewInit_GL_NV_vertex_array_range(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_vertex_array_range */
#ifdef GL_NV_vertex_array_range2
GLEW_NV_vertex_array_range2 = _glewSearchExtension("GL_NV_vertex_array_range2", extStart, extEnd);
#endif /* GL_NV_vertex_array_range2 */
#ifdef GL_NV_vertex_attrib_integer_64bit
GLEW_NV_vertex_attrib_integer_64bit = _glewSearchExtension("GL_NV_vertex_attrib_integer_64bit", extStart, extEnd);
if (glewExperimental || GLEW_NV_vertex_attrib_integer_64bit) GLEW_NV_vertex_attrib_integer_64bit = !_glewInit_GL_NV_vertex_attrib_integer_64bit(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_vertex_attrib_integer_64bit */
#ifdef GL_NV_vertex_buffer_unified_memory
GLEW_NV_vertex_buffer_unified_memory = _glewSearchExtension("GL_NV_vertex_buffer_unified_memory", extStart, extEnd);
if (glewExperimental || GLEW_NV_vertex_buffer_unified_memory) GLEW_NV_vertex_buffer_unified_memory = !_glewInit_GL_NV_vertex_buffer_unified_memory(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_vertex_buffer_unified_memory */
#ifdef GL_NV_vertex_program
GLEW_NV_vertex_program = _glewSearchExtension("GL_NV_vertex_program", extStart, extEnd);
if (glewExperimental || GLEW_NV_vertex_program) GLEW_NV_vertex_program = !_glewInit_GL_NV_vertex_program(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_vertex_program */
#ifdef GL_NV_vertex_program1_1
GLEW_NV_vertex_program1_1 = _glewSearchExtension("GL_NV_vertex_program1_1", extStart, extEnd);
#endif /* GL_NV_vertex_program1_1 */
#ifdef GL_NV_vertex_program2
GLEW_NV_vertex_program2 = _glewSearchExtension("GL_NV_vertex_program2", extStart, extEnd);
#endif /* GL_NV_vertex_program2 */
#ifdef GL_NV_vertex_program2_option
GLEW_NV_vertex_program2_option = _glewSearchExtension("GL_NV_vertex_program2_option", extStart, extEnd);
#endif /* GL_NV_vertex_program2_option */
#ifdef GL_NV_vertex_program3
GLEW_NV_vertex_program3 = _glewSearchExtension("GL_NV_vertex_program3", extStart, extEnd);
#endif /* GL_NV_vertex_program3 */
#ifdef GL_NV_vertex_program4
GLEW_NV_vertex_program4 = _glewSearchExtension("GL_NV_gpu_program4", extStart, extEnd);
#endif /* GL_NV_vertex_program4 */
#ifdef GL_NV_video_capture
GLEW_NV_video_capture = _glewSearchExtension("GL_NV_video_capture", extStart, extEnd);
if (glewExperimental || GLEW_NV_video_capture) GLEW_NV_video_capture = !_glewInit_GL_NV_video_capture(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_NV_video_capture */
#ifdef GL_NV_viewport_array2
GLEW_NV_viewport_array2 = _glewSearchExtension("GL_NV_viewport_array2", extStart, extEnd);
#endif /* GL_NV_viewport_array2 */
#ifdef GL_OES_byte_coordinates
GLEW_OES_byte_coordinates = _glewSearchExtension("GL_OES_byte_coordinates", extStart, extEnd);
#endif /* GL_OES_byte_coordinates */
#ifdef GL_OES_compressed_paletted_texture
GLEW_OES_compressed_paletted_texture = _glewSearchExtension("GL_OES_compressed_paletted_texture", extStart, extEnd);
#endif /* GL_OES_compressed_paletted_texture */
#ifdef GL_OES_read_format
GLEW_OES_read_format = _glewSearchExtension("GL_OES_read_format", extStart, extEnd);
#endif /* GL_OES_read_format */
#ifdef GL_OES_single_precision
GLEW_OES_single_precision = _glewSearchExtension("GL_OES_single_precision", extStart, extEnd);
if (glewExperimental || GLEW_OES_single_precision) GLEW_OES_single_precision = !_glewInit_GL_OES_single_precision(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_OES_single_precision */
#ifdef GL_OML_interlace
GLEW_OML_interlace = _glewSearchExtension("GL_OML_interlace", extStart, extEnd);
#endif /* GL_OML_interlace */
#ifdef GL_OML_resample
GLEW_OML_resample = _glewSearchExtension("GL_OML_resample", extStart, extEnd);
#endif /* GL_OML_resample */
#ifdef GL_OML_subsample
GLEW_OML_subsample = _glewSearchExtension("GL_OML_subsample", extStart, extEnd);
#endif /* GL_OML_subsample */
#ifdef GL_OVR_multiview
GLEW_OVR_multiview = _glewSearchExtension("GL_OVR_multiview", extStart, extEnd);
if (glewExperimental || GLEW_OVR_multiview) GLEW_OVR_multiview = !_glewInit_GL_OVR_multiview(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_OVR_multiview */
#ifdef GL_OVR_multiview2
GLEW_OVR_multiview2 = _glewSearchExtension("GL_OVR_multiview2", extStart, extEnd);
#endif /* GL_OVR_multiview2 */
#ifdef GL_PGI_misc_hints
GLEW_PGI_misc_hints = _glewSearchExtension("GL_PGI_misc_hints", extStart, extEnd);
#endif /* GL_PGI_misc_hints */
#ifdef GL_PGI_vertex_hints
GLEW_PGI_vertex_hints = _glewSearchExtension("GL_PGI_vertex_hints", extStart, extEnd);
#endif /* GL_PGI_vertex_hints */
#ifdef GL_REGAL_ES1_0_compatibility
GLEW_REGAL_ES1_0_compatibility = _glewSearchExtension("GL_REGAL_ES1_0_compatibility", extStart, extEnd);
if (glewExperimental || GLEW_REGAL_ES1_0_compatibility) GLEW_REGAL_ES1_0_compatibility = !_glewInit_GL_REGAL_ES1_0_compatibility(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_REGAL_ES1_0_compatibility */
#ifdef GL_REGAL_ES1_1_compatibility
GLEW_REGAL_ES1_1_compatibility = _glewSearchExtension("GL_REGAL_ES1_1_compatibility", extStart, extEnd);
if (glewExperimental || GLEW_REGAL_ES1_1_compatibility) GLEW_REGAL_ES1_1_compatibility = !_glewInit_GL_REGAL_ES1_1_compatibility(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_REGAL_ES1_1_compatibility */
#ifdef GL_REGAL_enable
GLEW_REGAL_enable = _glewSearchExtension("GL_REGAL_enable", extStart, extEnd);
#endif /* GL_REGAL_enable */
#ifdef GL_REGAL_error_string
GLEW_REGAL_error_string = _glewSearchExtension("GL_REGAL_error_string", extStart, extEnd);
if (glewExperimental || GLEW_REGAL_error_string) GLEW_REGAL_error_string = !_glewInit_GL_REGAL_error_string(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_REGAL_error_string */
#ifdef GL_REGAL_extension_query
GLEW_REGAL_extension_query = _glewSearchExtension("GL_REGAL_extension_query", extStart, extEnd);
if (glewExperimental || GLEW_REGAL_extension_query) GLEW_REGAL_extension_query = !_glewInit_GL_REGAL_extension_query(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_REGAL_extension_query */
#ifdef GL_REGAL_log
GLEW_REGAL_log = _glewSearchExtension("GL_REGAL_log", extStart, extEnd);
if (glewExperimental || GLEW_REGAL_log) GLEW_REGAL_log = !_glewInit_GL_REGAL_log(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_REGAL_log */
#ifdef GL_REGAL_proc_address
GLEW_REGAL_proc_address = _glewSearchExtension("GL_REGAL_proc_address", extStart, extEnd);
if (glewExperimental || GLEW_REGAL_proc_address) GLEW_REGAL_proc_address = !_glewInit_GL_REGAL_proc_address(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_REGAL_proc_address */
#ifdef GL_REND_screen_coordinates
GLEW_REND_screen_coordinates = _glewSearchExtension("GL_REND_screen_coordinates", extStart, extEnd);
#endif /* GL_REND_screen_coordinates */
#ifdef GL_S3_s3tc
GLEW_S3_s3tc = _glewSearchExtension("GL_S3_s3tc", extStart, extEnd);
#endif /* GL_S3_s3tc */
#ifdef GL_SGIS_color_range
GLEW_SGIS_color_range = _glewSearchExtension("GL_SGIS_color_range", extStart, extEnd);
#endif /* GL_SGIS_color_range */
#ifdef GL_SGIS_detail_texture
GLEW_SGIS_detail_texture = _glewSearchExtension("GL_SGIS_detail_texture", extStart, extEnd);
if (glewExperimental || GLEW_SGIS_detail_texture) GLEW_SGIS_detail_texture = !_glewInit_GL_SGIS_detail_texture(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_SGIS_detail_texture */
#ifdef GL_SGIS_fog_function
GLEW_SGIS_fog_function = _glewSearchExtension("GL_SGIS_fog_function", extStart, extEnd);
if (glewExperimental || GLEW_SGIS_fog_function) GLEW_SGIS_fog_function = !_glewInit_GL_SGIS_fog_function(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_SGIS_fog_function */
#ifdef GL_SGIS_generate_mipmap
GLEW_SGIS_generate_mipmap = _glewSearchExtension("GL_SGIS_generate_mipmap", extStart, extEnd);
#endif /* GL_SGIS_generate_mipmap */
#ifdef GL_SGIS_multisample
GLEW_SGIS_multisample = _glewSearchExtension("GL_SGIS_multisample", extStart, extEnd);
if (glewExperimental || GLEW_SGIS_multisample) GLEW_SGIS_multisample = !_glewInit_GL_SGIS_multisample(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_SGIS_multisample */
#ifdef GL_SGIS_pixel_texture
GLEW_SGIS_pixel_texture = _glewSearchExtension("GL_SGIS_pixel_texture", extStart, extEnd);
#endif /* GL_SGIS_pixel_texture */
#ifdef GL_SGIS_point_line_texgen
GLEW_SGIS_point_line_texgen = _glewSearchExtension("GL_SGIS_point_line_texgen", extStart, extEnd);
#endif /* GL_SGIS_point_line_texgen */
#ifdef GL_SGIS_sharpen_texture
GLEW_SGIS_sharpen_texture = _glewSearchExtension("GL_SGIS_sharpen_texture", extStart, extEnd);
if (glewExperimental || GLEW_SGIS_sharpen_texture) GLEW_SGIS_sharpen_texture = !_glewInit_GL_SGIS_sharpen_texture(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_SGIS_sharpen_texture */
#ifdef GL_SGIS_texture4D
GLEW_SGIS_texture4D = _glewSearchExtension("GL_SGIS_texture4D", extStart, extEnd);
if (glewExperimental || GLEW_SGIS_texture4D) GLEW_SGIS_texture4D = !_glewInit_GL_SGIS_texture4D(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_SGIS_texture4D */
#ifdef GL_SGIS_texture_border_clamp
GLEW_SGIS_texture_border_clamp = _glewSearchExtension("GL_SGIS_texture_border_clamp", extStart, extEnd);
#endif /* GL_SGIS_texture_border_clamp */
#ifdef GL_SGIS_texture_edge_clamp
GLEW_SGIS_texture_edge_clamp = _glewSearchExtension("GL_SGIS_texture_edge_clamp", extStart, extEnd);
#endif /* GL_SGIS_texture_edge_clamp */
#ifdef GL_SGIS_texture_filter4
GLEW_SGIS_texture_filter4 = _glewSearchExtension("GL_SGIS_texture_filter4", extStart, extEnd);
if (glewExperimental || GLEW_SGIS_texture_filter4) GLEW_SGIS_texture_filter4 = !_glewInit_GL_SGIS_texture_filter4(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_SGIS_texture_filter4 */
#ifdef GL_SGIS_texture_lod
GLEW_SGIS_texture_lod = _glewSearchExtension("GL_SGIS_texture_lod", extStart, extEnd);
#endif /* GL_SGIS_texture_lod */
#ifdef GL_SGIS_texture_select
GLEW_SGIS_texture_select = _glewSearchExtension("GL_SGIS_texture_select", extStart, extEnd);
#endif /* GL_SGIS_texture_select */
#ifdef GL_SGIX_async
GLEW_SGIX_async = _glewSearchExtension("GL_SGIX_async", extStart, extEnd);
if (glewExperimental || GLEW_SGIX_async) GLEW_SGIX_async = !_glewInit_GL_SGIX_async(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_SGIX_async */
#ifdef GL_SGIX_async_histogram
GLEW_SGIX_async_histogram = _glewSearchExtension("GL_SGIX_async_histogram", extStart, extEnd);
#endif /* GL_SGIX_async_histogram */
#ifdef GL_SGIX_async_pixel
GLEW_SGIX_async_pixel = _glewSearchExtension("GL_SGIX_async_pixel", extStart, extEnd);
#endif /* GL_SGIX_async_pixel */
#ifdef GL_SGIX_blend_alpha_minmax
GLEW_SGIX_blend_alpha_minmax = _glewSearchExtension("GL_SGIX_blend_alpha_minmax", extStart, extEnd);
#endif /* GL_SGIX_blend_alpha_minmax */
#ifdef GL_SGIX_clipmap
GLEW_SGIX_clipmap = _glewSearchExtension("GL_SGIX_clipmap", extStart, extEnd);
#endif /* GL_SGIX_clipmap */
#ifdef GL_SGIX_convolution_accuracy
GLEW_SGIX_convolution_accuracy = _glewSearchExtension("GL_SGIX_convolution_accuracy", extStart, extEnd);
#endif /* GL_SGIX_convolution_accuracy */
#ifdef GL_SGIX_depth_texture
GLEW_SGIX_depth_texture = _glewSearchExtension("GL_SGIX_depth_texture", extStart, extEnd);
#endif /* GL_SGIX_depth_texture */
#ifdef GL_SGIX_flush_raster
GLEW_SGIX_flush_raster = _glewSearchExtension("GL_SGIX_flush_raster", extStart, extEnd);
if (glewExperimental || GLEW_SGIX_flush_raster) GLEW_SGIX_flush_raster = !_glewInit_GL_SGIX_flush_raster(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_SGIX_flush_raster */
#ifdef GL_SGIX_fog_offset
GLEW_SGIX_fog_offset = _glewSearchExtension("GL_SGIX_fog_offset", extStart, extEnd);
#endif /* GL_SGIX_fog_offset */
#ifdef GL_SGIX_fog_texture
GLEW_SGIX_fog_texture = _glewSearchExtension("GL_SGIX_fog_texture", extStart, extEnd);
if (glewExperimental || GLEW_SGIX_fog_texture) GLEW_SGIX_fog_texture = !_glewInit_GL_SGIX_fog_texture(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_SGIX_fog_texture */
#ifdef GL_SGIX_fragment_specular_lighting
GLEW_SGIX_fragment_specular_lighting = _glewSearchExtension("GL_SGIX_fragment_specular_lighting", extStart, extEnd);
if (glewExperimental || GLEW_SGIX_fragment_specular_lighting) GLEW_SGIX_fragment_specular_lighting = !_glewInit_GL_SGIX_fragment_specular_lighting(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_SGIX_fragment_specular_lighting */
#ifdef GL_SGIX_framezoom
GLEW_SGIX_framezoom = _glewSearchExtension("GL_SGIX_framezoom", extStart, extEnd);
if (glewExperimental || GLEW_SGIX_framezoom) GLEW_SGIX_framezoom = !_glewInit_GL_SGIX_framezoom(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_SGIX_framezoom */
#ifdef GL_SGIX_interlace
GLEW_SGIX_interlace = _glewSearchExtension("GL_SGIX_interlace", extStart, extEnd);
#endif /* GL_SGIX_interlace */
#ifdef GL_SGIX_ir_instrument1
GLEW_SGIX_ir_instrument1 = _glewSearchExtension("GL_SGIX_ir_instrument1", extStart, extEnd);
#endif /* GL_SGIX_ir_instrument1 */
#ifdef GL_SGIX_list_priority
GLEW_SGIX_list_priority = _glewSearchExtension("GL_SGIX_list_priority", extStart, extEnd);
#endif /* GL_SGIX_list_priority */
#ifdef GL_SGIX_pixel_texture
GLEW_SGIX_pixel_texture = _glewSearchExtension("GL_SGIX_pixel_texture", extStart, extEnd);
if (glewExperimental || GLEW_SGIX_pixel_texture) GLEW_SGIX_pixel_texture = !_glewInit_GL_SGIX_pixel_texture(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_SGIX_pixel_texture */
#ifdef GL_SGIX_pixel_texture_bits
GLEW_SGIX_pixel_texture_bits = _glewSearchExtension("GL_SGIX_pixel_texture_bits", extStart, extEnd);
#endif /* GL_SGIX_pixel_texture_bits */
#ifdef GL_SGIX_reference_plane
GLEW_SGIX_reference_plane = _glewSearchExtension("GL_SGIX_reference_plane", extStart, extEnd);
if (glewExperimental || GLEW_SGIX_reference_plane) GLEW_SGIX_reference_plane = !_glewInit_GL_SGIX_reference_plane(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_SGIX_reference_plane */
#ifdef GL_SGIX_resample
GLEW_SGIX_resample = _glewSearchExtension("GL_SGIX_resample", extStart, extEnd);
#endif /* GL_SGIX_resample */
#ifdef GL_SGIX_shadow
GLEW_SGIX_shadow = _glewSearchExtension("GL_SGIX_shadow", extStart, extEnd);
#endif /* GL_SGIX_shadow */
#ifdef GL_SGIX_shadow_ambient
GLEW_SGIX_shadow_ambient = _glewSearchExtension("GL_SGIX_shadow_ambient", extStart, extEnd);
#endif /* GL_SGIX_shadow_ambient */
#ifdef GL_SGIX_sprite
GLEW_SGIX_sprite = _glewSearchExtension("GL_SGIX_sprite", extStart, extEnd);
if (glewExperimental || GLEW_SGIX_sprite) GLEW_SGIX_sprite = !_glewInit_GL_SGIX_sprite(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_SGIX_sprite */
#ifdef GL_SGIX_tag_sample_buffer
GLEW_SGIX_tag_sample_buffer = _glewSearchExtension("GL_SGIX_tag_sample_buffer", extStart, extEnd);
if (glewExperimental || GLEW_SGIX_tag_sample_buffer) GLEW_SGIX_tag_sample_buffer = !_glewInit_GL_SGIX_tag_sample_buffer(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_SGIX_tag_sample_buffer */
#ifdef GL_SGIX_texture_add_env
GLEW_SGIX_texture_add_env = _glewSearchExtension("GL_SGIX_texture_add_env", extStart, extEnd);
#endif /* GL_SGIX_texture_add_env */
#ifdef GL_SGIX_texture_coordinate_clamp
GLEW_SGIX_texture_coordinate_clamp = _glewSearchExtension("GL_SGIX_texture_coordinate_clamp", extStart, extEnd);
#endif /* GL_SGIX_texture_coordinate_clamp */
#ifdef GL_SGIX_texture_lod_bias
GLEW_SGIX_texture_lod_bias = _glewSearchExtension("GL_SGIX_texture_lod_bias", extStart, extEnd);
#endif /* GL_SGIX_texture_lod_bias */
#ifdef GL_SGIX_texture_multi_buffer
GLEW_SGIX_texture_multi_buffer = _glewSearchExtension("GL_SGIX_texture_multi_buffer", extStart, extEnd);
#endif /* GL_SGIX_texture_multi_buffer */
#ifdef GL_SGIX_texture_range
GLEW_SGIX_texture_range = _glewSearchExtension("GL_SGIX_texture_range", extStart, extEnd);
#endif /* GL_SGIX_texture_range */
#ifdef GL_SGIX_texture_scale_bias
GLEW_SGIX_texture_scale_bias = _glewSearchExtension("GL_SGIX_texture_scale_bias", extStart, extEnd);
#endif /* GL_SGIX_texture_scale_bias */
#ifdef GL_SGIX_vertex_preclip
GLEW_SGIX_vertex_preclip = _glewSearchExtension("GL_SGIX_vertex_preclip", extStart, extEnd);
#endif /* GL_SGIX_vertex_preclip */
#ifdef GL_SGIX_vertex_preclip_hint
GLEW_SGIX_vertex_preclip_hint = _glewSearchExtension("GL_SGIX_vertex_preclip_hint", extStart, extEnd);
#endif /* GL_SGIX_vertex_preclip_hint */
#ifdef GL_SGIX_ycrcb
GLEW_SGIX_ycrcb = _glewSearchExtension("GL_SGIX_ycrcb", extStart, extEnd);
#endif /* GL_SGIX_ycrcb */
#ifdef GL_SGI_color_matrix
GLEW_SGI_color_matrix = _glewSearchExtension("GL_SGI_color_matrix", extStart, extEnd);
#endif /* GL_SGI_color_matrix */
#ifdef GL_SGI_color_table
GLEW_SGI_color_table = _glewSearchExtension("GL_SGI_color_table", extStart, extEnd);
if (glewExperimental || GLEW_SGI_color_table) GLEW_SGI_color_table = !_glewInit_GL_SGI_color_table(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_SGI_color_table */
#ifdef GL_SGI_texture_color_table
GLEW_SGI_texture_color_table = _glewSearchExtension("GL_SGI_texture_color_table", extStart, extEnd);
#endif /* GL_SGI_texture_color_table */
#ifdef GL_SUNX_constant_data
GLEW_SUNX_constant_data = _glewSearchExtension("GL_SUNX_constant_data", extStart, extEnd);
if (glewExperimental || GLEW_SUNX_constant_data) GLEW_SUNX_constant_data = !_glewInit_GL_SUNX_constant_data(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_SUNX_constant_data */
#ifdef GL_SUN_convolution_border_modes
GLEW_SUN_convolution_border_modes = _glewSearchExtension("GL_SUN_convolution_border_modes", extStart, extEnd);
#endif /* GL_SUN_convolution_border_modes */
#ifdef GL_SUN_global_alpha
GLEW_SUN_global_alpha = _glewSearchExtension("GL_SUN_global_alpha", extStart, extEnd);
if (glewExperimental || GLEW_SUN_global_alpha) GLEW_SUN_global_alpha = !_glewInit_GL_SUN_global_alpha(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_SUN_global_alpha */
#ifdef GL_SUN_mesh_array
GLEW_SUN_mesh_array = _glewSearchExtension("GL_SUN_mesh_array", extStart, extEnd);
#endif /* GL_SUN_mesh_array */
#ifdef GL_SUN_read_video_pixels
GLEW_SUN_read_video_pixels = _glewSearchExtension("GL_SUN_read_video_pixels", extStart, extEnd);
if (glewExperimental || GLEW_SUN_read_video_pixels) GLEW_SUN_read_video_pixels = !_glewInit_GL_SUN_read_video_pixels(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_SUN_read_video_pixels */
#ifdef GL_SUN_slice_accum
GLEW_SUN_slice_accum = _glewSearchExtension("GL_SUN_slice_accum", extStart, extEnd);
#endif /* GL_SUN_slice_accum */
#ifdef GL_SUN_triangle_list
GLEW_SUN_triangle_list = _glewSearchExtension("GL_SUN_triangle_list", extStart, extEnd);
if (glewExperimental || GLEW_SUN_triangle_list) GLEW_SUN_triangle_list = !_glewInit_GL_SUN_triangle_list(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_SUN_triangle_list */
#ifdef GL_SUN_vertex
GLEW_SUN_vertex = _glewSearchExtension("GL_SUN_vertex", extStart, extEnd);
if (glewExperimental || GLEW_SUN_vertex) GLEW_SUN_vertex = !_glewInit_GL_SUN_vertex(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_SUN_vertex */
#ifdef GL_WIN_phong_shading
GLEW_WIN_phong_shading = _glewSearchExtension("GL_WIN_phong_shading", extStart, extEnd);
#endif /* GL_WIN_phong_shading */
#ifdef GL_WIN_specular_fog
GLEW_WIN_specular_fog = _glewSearchExtension("GL_WIN_specular_fog", extStart, extEnd);
#endif /* GL_WIN_specular_fog */
#ifdef GL_WIN_swap_hint
GLEW_WIN_swap_hint = _glewSearchExtension("GL_WIN_swap_hint", extStart, extEnd);
if (glewExperimental || GLEW_WIN_swap_hint) GLEW_WIN_swap_hint = !_glewInit_GL_WIN_swap_hint(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GL_WIN_swap_hint */
return GLEW_OK;
}
#if defined(_WIN32)
#if !defined(GLEW_MX)
PFNWGLSETSTEREOEMITTERSTATE3DLPROC __wglewSetStereoEmitterState3DL = NULL;
PFNWGLBLITCONTEXTFRAMEBUFFERAMDPROC __wglewBlitContextFramebufferAMD = NULL;
PFNWGLCREATEASSOCIATEDCONTEXTAMDPROC __wglewCreateAssociatedContextAMD = NULL;
PFNWGLCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC __wglewCreateAssociatedContextAttribsAMD = NULL;
PFNWGLDELETEASSOCIATEDCONTEXTAMDPROC __wglewDeleteAssociatedContextAMD = NULL;
PFNWGLGETCONTEXTGPUIDAMDPROC __wglewGetContextGPUIDAMD = NULL;
PFNWGLGETCURRENTASSOCIATEDCONTEXTAMDPROC __wglewGetCurrentAssociatedContextAMD = NULL;
PFNWGLGETGPUIDSAMDPROC __wglewGetGPUIDsAMD = NULL;
PFNWGLGETGPUINFOAMDPROC __wglewGetGPUInfoAMD = NULL;
PFNWGLMAKEASSOCIATEDCONTEXTCURRENTAMDPROC __wglewMakeAssociatedContextCurrentAMD = NULL;
PFNWGLCREATEBUFFERREGIONARBPROC __wglewCreateBufferRegionARB = NULL;
PFNWGLDELETEBUFFERREGIONARBPROC __wglewDeleteBufferRegionARB = NULL;
PFNWGLRESTOREBUFFERREGIONARBPROC __wglewRestoreBufferRegionARB = NULL;
PFNWGLSAVEBUFFERREGIONARBPROC __wglewSaveBufferRegionARB = NULL;
PFNWGLCREATECONTEXTATTRIBSARBPROC __wglewCreateContextAttribsARB = NULL;
PFNWGLGETEXTENSIONSSTRINGARBPROC __wglewGetExtensionsStringARB = NULL;
PFNWGLGETCURRENTREADDCARBPROC __wglewGetCurrentReadDCARB = NULL;
PFNWGLMAKECONTEXTCURRENTARBPROC __wglewMakeContextCurrentARB = NULL;
PFNWGLCREATEPBUFFERARBPROC __wglewCreatePbufferARB = NULL;
PFNWGLDESTROYPBUFFERARBPROC __wglewDestroyPbufferARB = NULL;
PFNWGLGETPBUFFERDCARBPROC __wglewGetPbufferDCARB = NULL;
PFNWGLQUERYPBUFFERARBPROC __wglewQueryPbufferARB = NULL;
PFNWGLRELEASEPBUFFERDCARBPROC __wglewReleasePbufferDCARB = NULL;
PFNWGLCHOOSEPIXELFORMATARBPROC __wglewChoosePixelFormatARB = NULL;
PFNWGLGETPIXELFORMATATTRIBFVARBPROC __wglewGetPixelFormatAttribfvARB = NULL;
PFNWGLGETPIXELFORMATATTRIBIVARBPROC __wglewGetPixelFormatAttribivARB = NULL;
PFNWGLBINDTEXIMAGEARBPROC __wglewBindTexImageARB = NULL;
PFNWGLRELEASETEXIMAGEARBPROC __wglewReleaseTexImageARB = NULL;
PFNWGLSETPBUFFERATTRIBARBPROC __wglewSetPbufferAttribARB = NULL;
PFNWGLBINDDISPLAYCOLORTABLEEXTPROC __wglewBindDisplayColorTableEXT = NULL;
PFNWGLCREATEDISPLAYCOLORTABLEEXTPROC __wglewCreateDisplayColorTableEXT = NULL;
PFNWGLDESTROYDISPLAYCOLORTABLEEXTPROC __wglewDestroyDisplayColorTableEXT = NULL;
PFNWGLLOADDISPLAYCOLORTABLEEXTPROC __wglewLoadDisplayColorTableEXT = NULL;
PFNWGLGETEXTENSIONSSTRINGEXTPROC __wglewGetExtensionsStringEXT = NULL;
PFNWGLGETCURRENTREADDCEXTPROC __wglewGetCurrentReadDCEXT = NULL;
PFNWGLMAKECONTEXTCURRENTEXTPROC __wglewMakeContextCurrentEXT = NULL;
PFNWGLCREATEPBUFFEREXTPROC __wglewCreatePbufferEXT = NULL;
PFNWGLDESTROYPBUFFEREXTPROC __wglewDestroyPbufferEXT = NULL;
PFNWGLGETPBUFFERDCEXTPROC __wglewGetPbufferDCEXT = NULL;
PFNWGLQUERYPBUFFEREXTPROC __wglewQueryPbufferEXT = NULL;
PFNWGLRELEASEPBUFFERDCEXTPROC __wglewReleasePbufferDCEXT = NULL;
PFNWGLCHOOSEPIXELFORMATEXTPROC __wglewChoosePixelFormatEXT = NULL;
PFNWGLGETPIXELFORMATATTRIBFVEXTPROC __wglewGetPixelFormatAttribfvEXT = NULL;
PFNWGLGETPIXELFORMATATTRIBIVEXTPROC __wglewGetPixelFormatAttribivEXT = NULL;
PFNWGLGETSWAPINTERVALEXTPROC __wglewGetSwapIntervalEXT = NULL;
PFNWGLSWAPINTERVALEXTPROC __wglewSwapIntervalEXT = NULL;
PFNWGLGETDIGITALVIDEOPARAMETERSI3DPROC __wglewGetDigitalVideoParametersI3D = NULL;
PFNWGLSETDIGITALVIDEOPARAMETERSI3DPROC __wglewSetDigitalVideoParametersI3D = NULL;
PFNWGLGETGAMMATABLEI3DPROC __wglewGetGammaTableI3D = NULL;
PFNWGLGETGAMMATABLEPARAMETERSI3DPROC __wglewGetGammaTableParametersI3D = NULL;
PFNWGLSETGAMMATABLEI3DPROC __wglewSetGammaTableI3D = NULL;
PFNWGLSETGAMMATABLEPARAMETERSI3DPROC __wglewSetGammaTableParametersI3D = NULL;
PFNWGLDISABLEGENLOCKI3DPROC __wglewDisableGenlockI3D = NULL;
PFNWGLENABLEGENLOCKI3DPROC __wglewEnableGenlockI3D = NULL;
PFNWGLGENLOCKSAMPLERATEI3DPROC __wglewGenlockSampleRateI3D = NULL;
PFNWGLGENLOCKSOURCEDELAYI3DPROC __wglewGenlockSourceDelayI3D = NULL;
PFNWGLGENLOCKSOURCEEDGEI3DPROC __wglewGenlockSourceEdgeI3D = NULL;
PFNWGLGENLOCKSOURCEI3DPROC __wglewGenlockSourceI3D = NULL;
PFNWGLGETGENLOCKSAMPLERATEI3DPROC __wglewGetGenlockSampleRateI3D = NULL;
PFNWGLGETGENLOCKSOURCEDELAYI3DPROC __wglewGetGenlockSourceDelayI3D = NULL;
PFNWGLGETGENLOCKSOURCEEDGEI3DPROC __wglewGetGenlockSourceEdgeI3D = NULL;
PFNWGLGETGENLOCKSOURCEI3DPROC __wglewGetGenlockSourceI3D = NULL;
PFNWGLISENABLEDGENLOCKI3DPROC __wglewIsEnabledGenlockI3D = NULL;
PFNWGLQUERYGENLOCKMAXSOURCEDELAYI3DPROC __wglewQueryGenlockMaxSourceDelayI3D = NULL;
PFNWGLASSOCIATEIMAGEBUFFEREVENTSI3DPROC __wglewAssociateImageBufferEventsI3D = NULL;
PFNWGLCREATEIMAGEBUFFERI3DPROC __wglewCreateImageBufferI3D = NULL;
PFNWGLDESTROYIMAGEBUFFERI3DPROC __wglewDestroyImageBufferI3D = NULL;
PFNWGLRELEASEIMAGEBUFFEREVENTSI3DPROC __wglewReleaseImageBufferEventsI3D = NULL;
PFNWGLDISABLEFRAMELOCKI3DPROC __wglewDisableFrameLockI3D = NULL;
PFNWGLENABLEFRAMELOCKI3DPROC __wglewEnableFrameLockI3D = NULL;
PFNWGLISENABLEDFRAMELOCKI3DPROC __wglewIsEnabledFrameLockI3D = NULL;
PFNWGLQUERYFRAMELOCKMASTERI3DPROC __wglewQueryFrameLockMasterI3D = NULL;
PFNWGLBEGINFRAMETRACKINGI3DPROC __wglewBeginFrameTrackingI3D = NULL;
PFNWGLENDFRAMETRACKINGI3DPROC __wglewEndFrameTrackingI3D = NULL;
PFNWGLGETFRAMEUSAGEI3DPROC __wglewGetFrameUsageI3D = NULL;
PFNWGLQUERYFRAMETRACKINGI3DPROC __wglewQueryFrameTrackingI3D = NULL;
PFNWGLDXCLOSEDEVICENVPROC __wglewDXCloseDeviceNV = NULL;
PFNWGLDXLOCKOBJECTSNVPROC __wglewDXLockObjectsNV = NULL;
PFNWGLDXOBJECTACCESSNVPROC __wglewDXObjectAccessNV = NULL;
PFNWGLDXOPENDEVICENVPROC __wglewDXOpenDeviceNV = NULL;
PFNWGLDXREGISTEROBJECTNVPROC __wglewDXRegisterObjectNV = NULL;
PFNWGLDXSETRESOURCESHAREHANDLENVPROC __wglewDXSetResourceShareHandleNV = NULL;
PFNWGLDXUNLOCKOBJECTSNVPROC __wglewDXUnlockObjectsNV = NULL;
PFNWGLDXUNREGISTEROBJECTNVPROC __wglewDXUnregisterObjectNV = NULL;
PFNWGLCOPYIMAGESUBDATANVPROC __wglewCopyImageSubDataNV = NULL;
PFNWGLDELAYBEFORESWAPNVPROC __wglewDelayBeforeSwapNV = NULL;
PFNWGLCREATEAFFINITYDCNVPROC __wglewCreateAffinityDCNV = NULL;
PFNWGLDELETEDCNVPROC __wglewDeleteDCNV = NULL;
PFNWGLENUMGPUDEVICESNVPROC __wglewEnumGpuDevicesNV = NULL;
PFNWGLENUMGPUSFROMAFFINITYDCNVPROC __wglewEnumGpusFromAffinityDCNV = NULL;
PFNWGLENUMGPUSNVPROC __wglewEnumGpusNV = NULL;
PFNWGLBINDVIDEODEVICENVPROC __wglewBindVideoDeviceNV = NULL;
PFNWGLENUMERATEVIDEODEVICESNVPROC __wglewEnumerateVideoDevicesNV = NULL;
PFNWGLQUERYCURRENTCONTEXTNVPROC __wglewQueryCurrentContextNV = NULL;
PFNWGLBINDSWAPBARRIERNVPROC __wglewBindSwapBarrierNV = NULL;
PFNWGLJOINSWAPGROUPNVPROC __wglewJoinSwapGroupNV = NULL;
PFNWGLQUERYFRAMECOUNTNVPROC __wglewQueryFrameCountNV = NULL;
PFNWGLQUERYMAXSWAPGROUPSNVPROC __wglewQueryMaxSwapGroupsNV = NULL;
PFNWGLQUERYSWAPGROUPNVPROC __wglewQuerySwapGroupNV = NULL;
PFNWGLRESETFRAMECOUNTNVPROC __wglewResetFrameCountNV = NULL;
PFNWGLALLOCATEMEMORYNVPROC __wglewAllocateMemoryNV = NULL;
PFNWGLFREEMEMORYNVPROC __wglewFreeMemoryNV = NULL;
PFNWGLBINDVIDEOCAPTUREDEVICENVPROC __wglewBindVideoCaptureDeviceNV = NULL;
PFNWGLENUMERATEVIDEOCAPTUREDEVICESNVPROC __wglewEnumerateVideoCaptureDevicesNV = NULL;
PFNWGLLOCKVIDEOCAPTUREDEVICENVPROC __wglewLockVideoCaptureDeviceNV = NULL;
PFNWGLQUERYVIDEOCAPTUREDEVICENVPROC __wglewQueryVideoCaptureDeviceNV = NULL;
PFNWGLRELEASEVIDEOCAPTUREDEVICENVPROC __wglewReleaseVideoCaptureDeviceNV = NULL;
PFNWGLBINDVIDEOIMAGENVPROC __wglewBindVideoImageNV = NULL;
PFNWGLGETVIDEODEVICENVPROC __wglewGetVideoDeviceNV = NULL;
PFNWGLGETVIDEOINFONVPROC __wglewGetVideoInfoNV = NULL;
PFNWGLRELEASEVIDEODEVICENVPROC __wglewReleaseVideoDeviceNV = NULL;
PFNWGLRELEASEVIDEOIMAGENVPROC __wglewReleaseVideoImageNV = NULL;
PFNWGLSENDPBUFFERTOVIDEONVPROC __wglewSendPbufferToVideoNV = NULL;
PFNWGLGETMSCRATEOMLPROC __wglewGetMscRateOML = NULL;
PFNWGLGETSYNCVALUESOMLPROC __wglewGetSyncValuesOML = NULL;
PFNWGLSWAPBUFFERSMSCOMLPROC __wglewSwapBuffersMscOML = NULL;
PFNWGLSWAPLAYERBUFFERSMSCOMLPROC __wglewSwapLayerBuffersMscOML = NULL;
PFNWGLWAITFORMSCOMLPROC __wglewWaitForMscOML = NULL;
PFNWGLWAITFORSBCOMLPROC __wglewWaitForSbcOML = NULL;
GLboolean __WGLEW_3DFX_multisample = GL_FALSE;
GLboolean __WGLEW_3DL_stereo_control = GL_FALSE;
GLboolean __WGLEW_AMD_gpu_association = GL_FALSE;
GLboolean __WGLEW_ARB_buffer_region = GL_FALSE;
GLboolean __WGLEW_ARB_context_flush_control = GL_FALSE;
GLboolean __WGLEW_ARB_create_context = GL_FALSE;
GLboolean __WGLEW_ARB_create_context_profile = GL_FALSE;
GLboolean __WGLEW_ARB_create_context_robustness = GL_FALSE;
GLboolean __WGLEW_ARB_extensions_string = GL_FALSE;
GLboolean __WGLEW_ARB_framebuffer_sRGB = GL_FALSE;
GLboolean __WGLEW_ARB_make_current_read = GL_FALSE;
GLboolean __WGLEW_ARB_multisample = GL_FALSE;
GLboolean __WGLEW_ARB_pbuffer = GL_FALSE;
GLboolean __WGLEW_ARB_pixel_format = GL_FALSE;
GLboolean __WGLEW_ARB_pixel_format_float = GL_FALSE;
GLboolean __WGLEW_ARB_render_texture = GL_FALSE;
GLboolean __WGLEW_ARB_robustness_application_isolation = GL_FALSE;
GLboolean __WGLEW_ARB_robustness_share_group_isolation = GL_FALSE;
GLboolean __WGLEW_ATI_pixel_format_float = GL_FALSE;
GLboolean __WGLEW_ATI_render_texture_rectangle = GL_FALSE;
GLboolean __WGLEW_EXT_create_context_es2_profile = GL_FALSE;
GLboolean __WGLEW_EXT_create_context_es_profile = GL_FALSE;
GLboolean __WGLEW_EXT_depth_float = GL_FALSE;
GLboolean __WGLEW_EXT_display_color_table = GL_FALSE;
GLboolean __WGLEW_EXT_extensions_string = GL_FALSE;
GLboolean __WGLEW_EXT_framebuffer_sRGB = GL_FALSE;
GLboolean __WGLEW_EXT_make_current_read = GL_FALSE;
GLboolean __WGLEW_EXT_multisample = GL_FALSE;
GLboolean __WGLEW_EXT_pbuffer = GL_FALSE;
GLboolean __WGLEW_EXT_pixel_format = GL_FALSE;
GLboolean __WGLEW_EXT_pixel_format_packed_float = GL_FALSE;
GLboolean __WGLEW_EXT_swap_control = GL_FALSE;
GLboolean __WGLEW_EXT_swap_control_tear = GL_FALSE;
GLboolean __WGLEW_I3D_digital_video_control = GL_FALSE;
GLboolean __WGLEW_I3D_gamma = GL_FALSE;
GLboolean __WGLEW_I3D_genlock = GL_FALSE;
GLboolean __WGLEW_I3D_image_buffer = GL_FALSE;
GLboolean __WGLEW_I3D_swap_frame_lock = GL_FALSE;
GLboolean __WGLEW_I3D_swap_frame_usage = GL_FALSE;
GLboolean __WGLEW_NV_DX_interop = GL_FALSE;
GLboolean __WGLEW_NV_DX_interop2 = GL_FALSE;
GLboolean __WGLEW_NV_copy_image = GL_FALSE;
GLboolean __WGLEW_NV_delay_before_swap = GL_FALSE;
GLboolean __WGLEW_NV_float_buffer = GL_FALSE;
GLboolean __WGLEW_NV_gpu_affinity = GL_FALSE;
GLboolean __WGLEW_NV_multisample_coverage = GL_FALSE;
GLboolean __WGLEW_NV_present_video = GL_FALSE;
GLboolean __WGLEW_NV_render_depth_texture = GL_FALSE;
GLboolean __WGLEW_NV_render_texture_rectangle = GL_FALSE;
GLboolean __WGLEW_NV_swap_group = GL_FALSE;
GLboolean __WGLEW_NV_vertex_array_range = GL_FALSE;
GLboolean __WGLEW_NV_video_capture = GL_FALSE;
GLboolean __WGLEW_NV_video_output = GL_FALSE;
GLboolean __WGLEW_OML_sync_control = GL_FALSE;
#endif /* !GLEW_MX */
#ifdef WGL_3DL_stereo_control
static GLboolean _glewInit_WGL_3DL_stereo_control (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglSetStereoEmitterState3DL = (PFNWGLSETSTEREOEMITTERSTATE3DLPROC)glewGetProcAddress((const GLubyte*)"wglSetStereoEmitterState3DL")) == NULL) || r;
return r;
}
#endif /* WGL_3DL_stereo_control */
#ifdef WGL_AMD_gpu_association
static GLboolean _glewInit_WGL_AMD_gpu_association (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglBlitContextFramebufferAMD = (PFNWGLBLITCONTEXTFRAMEBUFFERAMDPROC)glewGetProcAddress((const GLubyte*)"wglBlitContextFramebufferAMD")) == NULL) || r;
r = ((wglCreateAssociatedContextAMD = (PFNWGLCREATEASSOCIATEDCONTEXTAMDPROC)glewGetProcAddress((const GLubyte*)"wglCreateAssociatedContextAMD")) == NULL) || r;
r = ((wglCreateAssociatedContextAttribsAMD = (PFNWGLCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC)glewGetProcAddress((const GLubyte*)"wglCreateAssociatedContextAttribsAMD")) == NULL) || r;
r = ((wglDeleteAssociatedContextAMD = (PFNWGLDELETEASSOCIATEDCONTEXTAMDPROC)glewGetProcAddress((const GLubyte*)"wglDeleteAssociatedContextAMD")) == NULL) || r;
r = ((wglGetContextGPUIDAMD = (PFNWGLGETCONTEXTGPUIDAMDPROC)glewGetProcAddress((const GLubyte*)"wglGetContextGPUIDAMD")) == NULL) || r;
r = ((wglGetCurrentAssociatedContextAMD = (PFNWGLGETCURRENTASSOCIATEDCONTEXTAMDPROC)glewGetProcAddress((const GLubyte*)"wglGetCurrentAssociatedContextAMD")) == NULL) || r;
r = ((wglGetGPUIDsAMD = (PFNWGLGETGPUIDSAMDPROC)glewGetProcAddress((const GLubyte*)"wglGetGPUIDsAMD")) == NULL) || r;
r = ((wglGetGPUInfoAMD = (PFNWGLGETGPUINFOAMDPROC)glewGetProcAddress((const GLubyte*)"wglGetGPUInfoAMD")) == NULL) || r;
r = ((wglMakeAssociatedContextCurrentAMD = (PFNWGLMAKEASSOCIATEDCONTEXTCURRENTAMDPROC)glewGetProcAddress((const GLubyte*)"wglMakeAssociatedContextCurrentAMD")) == NULL) || r;
return r;
}
#endif /* WGL_AMD_gpu_association */
#ifdef WGL_ARB_buffer_region
static GLboolean _glewInit_WGL_ARB_buffer_region (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglCreateBufferRegionARB = (PFNWGLCREATEBUFFERREGIONARBPROC)glewGetProcAddress((const GLubyte*)"wglCreateBufferRegionARB")) == NULL) || r;
r = ((wglDeleteBufferRegionARB = (PFNWGLDELETEBUFFERREGIONARBPROC)glewGetProcAddress((const GLubyte*)"wglDeleteBufferRegionARB")) == NULL) || r;
r = ((wglRestoreBufferRegionARB = (PFNWGLRESTOREBUFFERREGIONARBPROC)glewGetProcAddress((const GLubyte*)"wglRestoreBufferRegionARB")) == NULL) || r;
r = ((wglSaveBufferRegionARB = (PFNWGLSAVEBUFFERREGIONARBPROC)glewGetProcAddress((const GLubyte*)"wglSaveBufferRegionARB")) == NULL) || r;
return r;
}
#endif /* WGL_ARB_buffer_region */
#ifdef WGL_ARB_create_context
static GLboolean _glewInit_WGL_ARB_create_context (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)glewGetProcAddress((const GLubyte*)"wglCreateContextAttribsARB")) == NULL) || r;
return r;
}
#endif /* WGL_ARB_create_context */
#ifdef WGL_ARB_extensions_string
static GLboolean _glewInit_WGL_ARB_extensions_string (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglGetExtensionsStringARB = (PFNWGLGETEXTENSIONSSTRINGARBPROC)glewGetProcAddress((const GLubyte*)"wglGetExtensionsStringARB")) == NULL) || r;
return r;
}
#endif /* WGL_ARB_extensions_string */
#ifdef WGL_ARB_make_current_read
static GLboolean _glewInit_WGL_ARB_make_current_read (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglGetCurrentReadDCARB = (PFNWGLGETCURRENTREADDCARBPROC)glewGetProcAddress((const GLubyte*)"wglGetCurrentReadDCARB")) == NULL) || r;
r = ((wglMakeContextCurrentARB = (PFNWGLMAKECONTEXTCURRENTARBPROC)glewGetProcAddress((const GLubyte*)"wglMakeContextCurrentARB")) == NULL) || r;
return r;
}
#endif /* WGL_ARB_make_current_read */
#ifdef WGL_ARB_pbuffer
static GLboolean _glewInit_WGL_ARB_pbuffer (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglCreatePbufferARB = (PFNWGLCREATEPBUFFERARBPROC)glewGetProcAddress((const GLubyte*)"wglCreatePbufferARB")) == NULL) || r;
r = ((wglDestroyPbufferARB = (PFNWGLDESTROYPBUFFERARBPROC)glewGetProcAddress((const GLubyte*)"wglDestroyPbufferARB")) == NULL) || r;
r = ((wglGetPbufferDCARB = (PFNWGLGETPBUFFERDCARBPROC)glewGetProcAddress((const GLubyte*)"wglGetPbufferDCARB")) == NULL) || r;
r = ((wglQueryPbufferARB = (PFNWGLQUERYPBUFFERARBPROC)glewGetProcAddress((const GLubyte*)"wglQueryPbufferARB")) == NULL) || r;
r = ((wglReleasePbufferDCARB = (PFNWGLRELEASEPBUFFERDCARBPROC)glewGetProcAddress((const GLubyte*)"wglReleasePbufferDCARB")) == NULL) || r;
return r;
}
#endif /* WGL_ARB_pbuffer */
#ifdef WGL_ARB_pixel_format
static GLboolean _glewInit_WGL_ARB_pixel_format (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglChoosePixelFormatARB = (PFNWGLCHOOSEPIXELFORMATARBPROC)glewGetProcAddress((const GLubyte*)"wglChoosePixelFormatARB")) == NULL) || r;
r = ((wglGetPixelFormatAttribfvARB = (PFNWGLGETPIXELFORMATATTRIBFVARBPROC)glewGetProcAddress((const GLubyte*)"wglGetPixelFormatAttribfvARB")) == NULL) || r;
r = ((wglGetPixelFormatAttribivARB = (PFNWGLGETPIXELFORMATATTRIBIVARBPROC)glewGetProcAddress((const GLubyte*)"wglGetPixelFormatAttribivARB")) == NULL) || r;
return r;
}
#endif /* WGL_ARB_pixel_format */
#ifdef WGL_ARB_render_texture
static GLboolean _glewInit_WGL_ARB_render_texture (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglBindTexImageARB = (PFNWGLBINDTEXIMAGEARBPROC)glewGetProcAddress((const GLubyte*)"wglBindTexImageARB")) == NULL) || r;
r = ((wglReleaseTexImageARB = (PFNWGLRELEASETEXIMAGEARBPROC)glewGetProcAddress((const GLubyte*)"wglReleaseTexImageARB")) == NULL) || r;
r = ((wglSetPbufferAttribARB = (PFNWGLSETPBUFFERATTRIBARBPROC)glewGetProcAddress((const GLubyte*)"wglSetPbufferAttribARB")) == NULL) || r;
return r;
}
#endif /* WGL_ARB_render_texture */
#ifdef WGL_EXT_display_color_table
static GLboolean _glewInit_WGL_EXT_display_color_table (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglBindDisplayColorTableEXT = (PFNWGLBINDDISPLAYCOLORTABLEEXTPROC)glewGetProcAddress((const GLubyte*)"wglBindDisplayColorTableEXT")) == NULL) || r;
r = ((wglCreateDisplayColorTableEXT = (PFNWGLCREATEDISPLAYCOLORTABLEEXTPROC)glewGetProcAddress((const GLubyte*)"wglCreateDisplayColorTableEXT")) == NULL) || r;
r = ((wglDestroyDisplayColorTableEXT = (PFNWGLDESTROYDISPLAYCOLORTABLEEXTPROC)glewGetProcAddress((const GLubyte*)"wglDestroyDisplayColorTableEXT")) == NULL) || r;
r = ((wglLoadDisplayColorTableEXT = (PFNWGLLOADDISPLAYCOLORTABLEEXTPROC)glewGetProcAddress((const GLubyte*)"wglLoadDisplayColorTableEXT")) == NULL) || r;
return r;
}
#endif /* WGL_EXT_display_color_table */
#ifdef WGL_EXT_extensions_string
static GLboolean _glewInit_WGL_EXT_extensions_string (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglGetExtensionsStringEXT = (PFNWGLGETEXTENSIONSSTRINGEXTPROC)glewGetProcAddress((const GLubyte*)"wglGetExtensionsStringEXT")) == NULL) || r;
return r;
}
#endif /* WGL_EXT_extensions_string */
#ifdef WGL_EXT_make_current_read
static GLboolean _glewInit_WGL_EXT_make_current_read (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglGetCurrentReadDCEXT = (PFNWGLGETCURRENTREADDCEXTPROC)glewGetProcAddress((const GLubyte*)"wglGetCurrentReadDCEXT")) == NULL) || r;
r = ((wglMakeContextCurrentEXT = (PFNWGLMAKECONTEXTCURRENTEXTPROC)glewGetProcAddress((const GLubyte*)"wglMakeContextCurrentEXT")) == NULL) || r;
return r;
}
#endif /* WGL_EXT_make_current_read */
#ifdef WGL_EXT_pbuffer
static GLboolean _glewInit_WGL_EXT_pbuffer (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglCreatePbufferEXT = (PFNWGLCREATEPBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"wglCreatePbufferEXT")) == NULL) || r;
r = ((wglDestroyPbufferEXT = (PFNWGLDESTROYPBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"wglDestroyPbufferEXT")) == NULL) || r;
r = ((wglGetPbufferDCEXT = (PFNWGLGETPBUFFERDCEXTPROC)glewGetProcAddress((const GLubyte*)"wglGetPbufferDCEXT")) == NULL) || r;
r = ((wglQueryPbufferEXT = (PFNWGLQUERYPBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"wglQueryPbufferEXT")) == NULL) || r;
r = ((wglReleasePbufferDCEXT = (PFNWGLRELEASEPBUFFERDCEXTPROC)glewGetProcAddress((const GLubyte*)"wglReleasePbufferDCEXT")) == NULL) || r;
return r;
}
#endif /* WGL_EXT_pbuffer */
#ifdef WGL_EXT_pixel_format
static GLboolean _glewInit_WGL_EXT_pixel_format (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglChoosePixelFormatEXT = (PFNWGLCHOOSEPIXELFORMATEXTPROC)glewGetProcAddress((const GLubyte*)"wglChoosePixelFormatEXT")) == NULL) || r;
r = ((wglGetPixelFormatAttribfvEXT = (PFNWGLGETPIXELFORMATATTRIBFVEXTPROC)glewGetProcAddress((const GLubyte*)"wglGetPixelFormatAttribfvEXT")) == NULL) || r;
r = ((wglGetPixelFormatAttribivEXT = (PFNWGLGETPIXELFORMATATTRIBIVEXTPROC)glewGetProcAddress((const GLubyte*)"wglGetPixelFormatAttribivEXT")) == NULL) || r;
return r;
}
#endif /* WGL_EXT_pixel_format */
#ifdef WGL_EXT_swap_control
static GLboolean _glewInit_WGL_EXT_swap_control (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglGetSwapIntervalEXT = (PFNWGLGETSWAPINTERVALEXTPROC)glewGetProcAddress((const GLubyte*)"wglGetSwapIntervalEXT")) == NULL) || r;
r = ((wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)glewGetProcAddress((const GLubyte*)"wglSwapIntervalEXT")) == NULL) || r;
return r;
}
#endif /* WGL_EXT_swap_control */
#ifdef WGL_I3D_digital_video_control
static GLboolean _glewInit_WGL_I3D_digital_video_control (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglGetDigitalVideoParametersI3D = (PFNWGLGETDIGITALVIDEOPARAMETERSI3DPROC)glewGetProcAddress((const GLubyte*)"wglGetDigitalVideoParametersI3D")) == NULL) || r;
r = ((wglSetDigitalVideoParametersI3D = (PFNWGLSETDIGITALVIDEOPARAMETERSI3DPROC)glewGetProcAddress((const GLubyte*)"wglSetDigitalVideoParametersI3D")) == NULL) || r;
return r;
}
#endif /* WGL_I3D_digital_video_control */
#ifdef WGL_I3D_gamma
static GLboolean _glewInit_WGL_I3D_gamma (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglGetGammaTableI3D = (PFNWGLGETGAMMATABLEI3DPROC)glewGetProcAddress((const GLubyte*)"wglGetGammaTableI3D")) == NULL) || r;
r = ((wglGetGammaTableParametersI3D = (PFNWGLGETGAMMATABLEPARAMETERSI3DPROC)glewGetProcAddress((const GLubyte*)"wglGetGammaTableParametersI3D")) == NULL) || r;
r = ((wglSetGammaTableI3D = (PFNWGLSETGAMMATABLEI3DPROC)glewGetProcAddress((const GLubyte*)"wglSetGammaTableI3D")) == NULL) || r;
r = ((wglSetGammaTableParametersI3D = (PFNWGLSETGAMMATABLEPARAMETERSI3DPROC)glewGetProcAddress((const GLubyte*)"wglSetGammaTableParametersI3D")) == NULL) || r;
return r;
}
#endif /* WGL_I3D_gamma */
#ifdef WGL_I3D_genlock
static GLboolean _glewInit_WGL_I3D_genlock (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglDisableGenlockI3D = (PFNWGLDISABLEGENLOCKI3DPROC)glewGetProcAddress((const GLubyte*)"wglDisableGenlockI3D")) == NULL) || r;
r = ((wglEnableGenlockI3D = (PFNWGLENABLEGENLOCKI3DPROC)glewGetProcAddress((const GLubyte*)"wglEnableGenlockI3D")) == NULL) || r;
r = ((wglGenlockSampleRateI3D = (PFNWGLGENLOCKSAMPLERATEI3DPROC)glewGetProcAddress((const GLubyte*)"wglGenlockSampleRateI3D")) == NULL) || r;
r = ((wglGenlockSourceDelayI3D = (PFNWGLGENLOCKSOURCEDELAYI3DPROC)glewGetProcAddress((const GLubyte*)"wglGenlockSourceDelayI3D")) == NULL) || r;
r = ((wglGenlockSourceEdgeI3D = (PFNWGLGENLOCKSOURCEEDGEI3DPROC)glewGetProcAddress((const GLubyte*)"wglGenlockSourceEdgeI3D")) == NULL) || r;
r = ((wglGenlockSourceI3D = (PFNWGLGENLOCKSOURCEI3DPROC)glewGetProcAddress((const GLubyte*)"wglGenlockSourceI3D")) == NULL) || r;
r = ((wglGetGenlockSampleRateI3D = (PFNWGLGETGENLOCKSAMPLERATEI3DPROC)glewGetProcAddress((const GLubyte*)"wglGetGenlockSampleRateI3D")) == NULL) || r;
r = ((wglGetGenlockSourceDelayI3D = (PFNWGLGETGENLOCKSOURCEDELAYI3DPROC)glewGetProcAddress((const GLubyte*)"wglGetGenlockSourceDelayI3D")) == NULL) || r;
r = ((wglGetGenlockSourceEdgeI3D = (PFNWGLGETGENLOCKSOURCEEDGEI3DPROC)glewGetProcAddress((const GLubyte*)"wglGetGenlockSourceEdgeI3D")) == NULL) || r;
r = ((wglGetGenlockSourceI3D = (PFNWGLGETGENLOCKSOURCEI3DPROC)glewGetProcAddress((const GLubyte*)"wglGetGenlockSourceI3D")) == NULL) || r;
r = ((wglIsEnabledGenlockI3D = (PFNWGLISENABLEDGENLOCKI3DPROC)glewGetProcAddress((const GLubyte*)"wglIsEnabledGenlockI3D")) == NULL) || r;
r = ((wglQueryGenlockMaxSourceDelayI3D = (PFNWGLQUERYGENLOCKMAXSOURCEDELAYI3DPROC)glewGetProcAddress((const GLubyte*)"wglQueryGenlockMaxSourceDelayI3D")) == NULL) || r;
return r;
}
#endif /* WGL_I3D_genlock */
#ifdef WGL_I3D_image_buffer
static GLboolean _glewInit_WGL_I3D_image_buffer (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglAssociateImageBufferEventsI3D = (PFNWGLASSOCIATEIMAGEBUFFEREVENTSI3DPROC)glewGetProcAddress((const GLubyte*)"wglAssociateImageBufferEventsI3D")) == NULL) || r;
r = ((wglCreateImageBufferI3D = (PFNWGLCREATEIMAGEBUFFERI3DPROC)glewGetProcAddress((const GLubyte*)"wglCreateImageBufferI3D")) == NULL) || r;
r = ((wglDestroyImageBufferI3D = (PFNWGLDESTROYIMAGEBUFFERI3DPROC)glewGetProcAddress((const GLubyte*)"wglDestroyImageBufferI3D")) == NULL) || r;
r = ((wglReleaseImageBufferEventsI3D = (PFNWGLRELEASEIMAGEBUFFEREVENTSI3DPROC)glewGetProcAddress((const GLubyte*)"wglReleaseImageBufferEventsI3D")) == NULL) || r;
return r;
}
#endif /* WGL_I3D_image_buffer */
#ifdef WGL_I3D_swap_frame_lock
static GLboolean _glewInit_WGL_I3D_swap_frame_lock (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglDisableFrameLockI3D = (PFNWGLDISABLEFRAMELOCKI3DPROC)glewGetProcAddress((const GLubyte*)"wglDisableFrameLockI3D")) == NULL) || r;
r = ((wglEnableFrameLockI3D = (PFNWGLENABLEFRAMELOCKI3DPROC)glewGetProcAddress((const GLubyte*)"wglEnableFrameLockI3D")) == NULL) || r;
r = ((wglIsEnabledFrameLockI3D = (PFNWGLISENABLEDFRAMELOCKI3DPROC)glewGetProcAddress((const GLubyte*)"wglIsEnabledFrameLockI3D")) == NULL) || r;
r = ((wglQueryFrameLockMasterI3D = (PFNWGLQUERYFRAMELOCKMASTERI3DPROC)glewGetProcAddress((const GLubyte*)"wglQueryFrameLockMasterI3D")) == NULL) || r;
return r;
}
#endif /* WGL_I3D_swap_frame_lock */
#ifdef WGL_I3D_swap_frame_usage
static GLboolean _glewInit_WGL_I3D_swap_frame_usage (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglBeginFrameTrackingI3D = (PFNWGLBEGINFRAMETRACKINGI3DPROC)glewGetProcAddress((const GLubyte*)"wglBeginFrameTrackingI3D")) == NULL) || r;
r = ((wglEndFrameTrackingI3D = (PFNWGLENDFRAMETRACKINGI3DPROC)glewGetProcAddress((const GLubyte*)"wglEndFrameTrackingI3D")) == NULL) || r;
r = ((wglGetFrameUsageI3D = (PFNWGLGETFRAMEUSAGEI3DPROC)glewGetProcAddress((const GLubyte*)"wglGetFrameUsageI3D")) == NULL) || r;
r = ((wglQueryFrameTrackingI3D = (PFNWGLQUERYFRAMETRACKINGI3DPROC)glewGetProcAddress((const GLubyte*)"wglQueryFrameTrackingI3D")) == NULL) || r;
return r;
}
#endif /* WGL_I3D_swap_frame_usage */
#ifdef WGL_NV_DX_interop
static GLboolean _glewInit_WGL_NV_DX_interop (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglDXCloseDeviceNV = (PFNWGLDXCLOSEDEVICENVPROC)glewGetProcAddress((const GLubyte*)"wglDXCloseDeviceNV")) == NULL) || r;
r = ((wglDXLockObjectsNV = (PFNWGLDXLOCKOBJECTSNVPROC)glewGetProcAddress((const GLubyte*)"wglDXLockObjectsNV")) == NULL) || r;
r = ((wglDXObjectAccessNV = (PFNWGLDXOBJECTACCESSNVPROC)glewGetProcAddress((const GLubyte*)"wglDXObjectAccessNV")) == NULL) || r;
r = ((wglDXOpenDeviceNV = (PFNWGLDXOPENDEVICENVPROC)glewGetProcAddress((const GLubyte*)"wglDXOpenDeviceNV")) == NULL) || r;
r = ((wglDXRegisterObjectNV = (PFNWGLDXREGISTEROBJECTNVPROC)glewGetProcAddress((const GLubyte*)"wglDXRegisterObjectNV")) == NULL) || r;
r = ((wglDXSetResourceShareHandleNV = (PFNWGLDXSETRESOURCESHAREHANDLENVPROC)glewGetProcAddress((const GLubyte*)"wglDXSetResourceShareHandleNV")) == NULL) || r;
r = ((wglDXUnlockObjectsNV = (PFNWGLDXUNLOCKOBJECTSNVPROC)glewGetProcAddress((const GLubyte*)"wglDXUnlockObjectsNV")) == NULL) || r;
r = ((wglDXUnregisterObjectNV = (PFNWGLDXUNREGISTEROBJECTNVPROC)glewGetProcAddress((const GLubyte*)"wglDXUnregisterObjectNV")) == NULL) || r;
return r;
}
#endif /* WGL_NV_DX_interop */
#ifdef WGL_NV_copy_image
static GLboolean _glewInit_WGL_NV_copy_image (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglCopyImageSubDataNV = (PFNWGLCOPYIMAGESUBDATANVPROC)glewGetProcAddress((const GLubyte*)"wglCopyImageSubDataNV")) == NULL) || r;
return r;
}
#endif /* WGL_NV_copy_image */
#ifdef WGL_NV_delay_before_swap
static GLboolean _glewInit_WGL_NV_delay_before_swap (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglDelayBeforeSwapNV = (PFNWGLDELAYBEFORESWAPNVPROC)glewGetProcAddress((const GLubyte*)"wglDelayBeforeSwapNV")) == NULL) || r;
return r;
}
#endif /* WGL_NV_delay_before_swap */
#ifdef WGL_NV_gpu_affinity
static GLboolean _glewInit_WGL_NV_gpu_affinity (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglCreateAffinityDCNV = (PFNWGLCREATEAFFINITYDCNVPROC)glewGetProcAddress((const GLubyte*)"wglCreateAffinityDCNV")) == NULL) || r;
r = ((wglDeleteDCNV = (PFNWGLDELETEDCNVPROC)glewGetProcAddress((const GLubyte*)"wglDeleteDCNV")) == NULL) || r;
r = ((wglEnumGpuDevicesNV = (PFNWGLENUMGPUDEVICESNVPROC)glewGetProcAddress((const GLubyte*)"wglEnumGpuDevicesNV")) == NULL) || r;
r = ((wglEnumGpusFromAffinityDCNV = (PFNWGLENUMGPUSFROMAFFINITYDCNVPROC)glewGetProcAddress((const GLubyte*)"wglEnumGpusFromAffinityDCNV")) == NULL) || r;
r = ((wglEnumGpusNV = (PFNWGLENUMGPUSNVPROC)glewGetProcAddress((const GLubyte*)"wglEnumGpusNV")) == NULL) || r;
return r;
}
#endif /* WGL_NV_gpu_affinity */
#ifdef WGL_NV_present_video
static GLboolean _glewInit_WGL_NV_present_video (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglBindVideoDeviceNV = (PFNWGLBINDVIDEODEVICENVPROC)glewGetProcAddress((const GLubyte*)"wglBindVideoDeviceNV")) == NULL) || r;
r = ((wglEnumerateVideoDevicesNV = (PFNWGLENUMERATEVIDEODEVICESNVPROC)glewGetProcAddress((const GLubyte*)"wglEnumerateVideoDevicesNV")) == NULL) || r;
r = ((wglQueryCurrentContextNV = (PFNWGLQUERYCURRENTCONTEXTNVPROC)glewGetProcAddress((const GLubyte*)"wglQueryCurrentContextNV")) == NULL) || r;
return r;
}
#endif /* WGL_NV_present_video */
#ifdef WGL_NV_swap_group
static GLboolean _glewInit_WGL_NV_swap_group (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglBindSwapBarrierNV = (PFNWGLBINDSWAPBARRIERNVPROC)glewGetProcAddress((const GLubyte*)"wglBindSwapBarrierNV")) == NULL) || r;
r = ((wglJoinSwapGroupNV = (PFNWGLJOINSWAPGROUPNVPROC)glewGetProcAddress((const GLubyte*)"wglJoinSwapGroupNV")) == NULL) || r;
r = ((wglQueryFrameCountNV = (PFNWGLQUERYFRAMECOUNTNVPROC)glewGetProcAddress((const GLubyte*)"wglQueryFrameCountNV")) == NULL) || r;
r = ((wglQueryMaxSwapGroupsNV = (PFNWGLQUERYMAXSWAPGROUPSNVPROC)glewGetProcAddress((const GLubyte*)"wglQueryMaxSwapGroupsNV")) == NULL) || r;
r = ((wglQuerySwapGroupNV = (PFNWGLQUERYSWAPGROUPNVPROC)glewGetProcAddress((const GLubyte*)"wglQuerySwapGroupNV")) == NULL) || r;
r = ((wglResetFrameCountNV = (PFNWGLRESETFRAMECOUNTNVPROC)glewGetProcAddress((const GLubyte*)"wglResetFrameCountNV")) == NULL) || r;
return r;
}
#endif /* WGL_NV_swap_group */
#ifdef WGL_NV_vertex_array_range
static GLboolean _glewInit_WGL_NV_vertex_array_range (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglAllocateMemoryNV = (PFNWGLALLOCATEMEMORYNVPROC)glewGetProcAddress((const GLubyte*)"wglAllocateMemoryNV")) == NULL) || r;
r = ((wglFreeMemoryNV = (PFNWGLFREEMEMORYNVPROC)glewGetProcAddress((const GLubyte*)"wglFreeMemoryNV")) == NULL) || r;
return r;
}
#endif /* WGL_NV_vertex_array_range */
#ifdef WGL_NV_video_capture
static GLboolean _glewInit_WGL_NV_video_capture (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglBindVideoCaptureDeviceNV = (PFNWGLBINDVIDEOCAPTUREDEVICENVPROC)glewGetProcAddress((const GLubyte*)"wglBindVideoCaptureDeviceNV")) == NULL) || r;
r = ((wglEnumerateVideoCaptureDevicesNV = (PFNWGLENUMERATEVIDEOCAPTUREDEVICESNVPROC)glewGetProcAddress((const GLubyte*)"wglEnumerateVideoCaptureDevicesNV")) == NULL) || r;
r = ((wglLockVideoCaptureDeviceNV = (PFNWGLLOCKVIDEOCAPTUREDEVICENVPROC)glewGetProcAddress((const GLubyte*)"wglLockVideoCaptureDeviceNV")) == NULL) || r;
r = ((wglQueryVideoCaptureDeviceNV = (PFNWGLQUERYVIDEOCAPTUREDEVICENVPROC)glewGetProcAddress((const GLubyte*)"wglQueryVideoCaptureDeviceNV")) == NULL) || r;
r = ((wglReleaseVideoCaptureDeviceNV = (PFNWGLRELEASEVIDEOCAPTUREDEVICENVPROC)glewGetProcAddress((const GLubyte*)"wglReleaseVideoCaptureDeviceNV")) == NULL) || r;
return r;
}
#endif /* WGL_NV_video_capture */
#ifdef WGL_NV_video_output
static GLboolean _glewInit_WGL_NV_video_output (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglBindVideoImageNV = (PFNWGLBINDVIDEOIMAGENVPROC)glewGetProcAddress((const GLubyte*)"wglBindVideoImageNV")) == NULL) || r;
r = ((wglGetVideoDeviceNV = (PFNWGLGETVIDEODEVICENVPROC)glewGetProcAddress((const GLubyte*)"wglGetVideoDeviceNV")) == NULL) || r;
r = ((wglGetVideoInfoNV = (PFNWGLGETVIDEOINFONVPROC)glewGetProcAddress((const GLubyte*)"wglGetVideoInfoNV")) == NULL) || r;
r = ((wglReleaseVideoDeviceNV = (PFNWGLRELEASEVIDEODEVICENVPROC)glewGetProcAddress((const GLubyte*)"wglReleaseVideoDeviceNV")) == NULL) || r;
r = ((wglReleaseVideoImageNV = (PFNWGLRELEASEVIDEOIMAGENVPROC)glewGetProcAddress((const GLubyte*)"wglReleaseVideoImageNV")) == NULL) || r;
r = ((wglSendPbufferToVideoNV = (PFNWGLSENDPBUFFERTOVIDEONVPROC)glewGetProcAddress((const GLubyte*)"wglSendPbufferToVideoNV")) == NULL) || r;
return r;
}
#endif /* WGL_NV_video_output */
#ifdef WGL_OML_sync_control
static GLboolean _glewInit_WGL_OML_sync_control (WGLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((wglGetMscRateOML = (PFNWGLGETMSCRATEOMLPROC)glewGetProcAddress((const GLubyte*)"wglGetMscRateOML")) == NULL) || r;
r = ((wglGetSyncValuesOML = (PFNWGLGETSYNCVALUESOMLPROC)glewGetProcAddress((const GLubyte*)"wglGetSyncValuesOML")) == NULL) || r;
r = ((wglSwapBuffersMscOML = (PFNWGLSWAPBUFFERSMSCOMLPROC)glewGetProcAddress((const GLubyte*)"wglSwapBuffersMscOML")) == NULL) || r;
r = ((wglSwapLayerBuffersMscOML = (PFNWGLSWAPLAYERBUFFERSMSCOMLPROC)glewGetProcAddress((const GLubyte*)"wglSwapLayerBuffersMscOML")) == NULL) || r;
r = ((wglWaitForMscOML = (PFNWGLWAITFORMSCOMLPROC)glewGetProcAddress((const GLubyte*)"wglWaitForMscOML")) == NULL) || r;
r = ((wglWaitForSbcOML = (PFNWGLWAITFORSBCOMLPROC)glewGetProcAddress((const GLubyte*)"wglWaitForSbcOML")) == NULL) || r;
return r;
}
#endif /* WGL_OML_sync_control */
/* ------------------------------------------------------------------------- */
static PFNWGLGETEXTENSIONSSTRINGARBPROC _wglewGetExtensionsStringARB = NULL;
static PFNWGLGETEXTENSIONSSTRINGEXTPROC _wglewGetExtensionsStringEXT = NULL;
GLboolean GLEWAPIENTRY wglewGetExtension (const char* name)
{
const GLubyte* start;
const GLubyte* end;
if (_wglewGetExtensionsStringARB == NULL)
if (_wglewGetExtensionsStringEXT == NULL)
return GL_FALSE;
else
start = (const GLubyte*)_wglewGetExtensionsStringEXT();
else
start = (const GLubyte*)_wglewGetExtensionsStringARB(wglGetCurrentDC());
if (start == 0)
return GL_FALSE;
end = start + _glewStrLen(start);
return _glewSearchExtension(name, start, end);
}
#ifdef GLEW_MX
GLenum GLEWAPIENTRY wglewContextInit (WGLEW_CONTEXT_ARG_DEF_LIST)
#else
GLenum GLEWAPIENTRY wglewInit (WGLEW_CONTEXT_ARG_DEF_LIST)
#endif
{
GLboolean crippled;
const GLubyte* extStart;
const GLubyte* extEnd;
/* find wgl extension string query functions */
_wglewGetExtensionsStringARB = (PFNWGLGETEXTENSIONSSTRINGARBPROC)glewGetProcAddress((const GLubyte*)"wglGetExtensionsStringARB");
_wglewGetExtensionsStringEXT = (PFNWGLGETEXTENSIONSSTRINGEXTPROC)glewGetProcAddress((const GLubyte*)"wglGetExtensionsStringEXT");
/* query wgl extension string */
if (_wglewGetExtensionsStringARB == NULL)
if (_wglewGetExtensionsStringEXT == NULL)
extStart = (const GLubyte*)"";
else
extStart = (const GLubyte*)_wglewGetExtensionsStringEXT();
else
extStart = (const GLubyte*)_wglewGetExtensionsStringARB(wglGetCurrentDC());
extEnd = extStart + _glewStrLen(extStart);
/* initialize extensions */
crippled = _wglewGetExtensionsStringARB == NULL && _wglewGetExtensionsStringEXT == NULL;
#ifdef WGL_3DFX_multisample
WGLEW_3DFX_multisample = _glewSearchExtension("WGL_3DFX_multisample", extStart, extEnd);
#endif /* WGL_3DFX_multisample */
#ifdef WGL_3DL_stereo_control
WGLEW_3DL_stereo_control = _glewSearchExtension("WGL_3DL_stereo_control", extStart, extEnd);
if (glewExperimental || WGLEW_3DL_stereo_control|| crippled) WGLEW_3DL_stereo_control= !_glewInit_WGL_3DL_stereo_control(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_3DL_stereo_control */
#ifdef WGL_AMD_gpu_association
WGLEW_AMD_gpu_association = _glewSearchExtension("WGL_AMD_gpu_association", extStart, extEnd);
if (glewExperimental || WGLEW_AMD_gpu_association|| crippled) WGLEW_AMD_gpu_association= !_glewInit_WGL_AMD_gpu_association(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_AMD_gpu_association */
#ifdef WGL_ARB_buffer_region
WGLEW_ARB_buffer_region = _glewSearchExtension("WGL_ARB_buffer_region", extStart, extEnd);
if (glewExperimental || WGLEW_ARB_buffer_region|| crippled) WGLEW_ARB_buffer_region= !_glewInit_WGL_ARB_buffer_region(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_ARB_buffer_region */
#ifdef WGL_ARB_context_flush_control
WGLEW_ARB_context_flush_control = _glewSearchExtension("WGL_ARB_context_flush_control", extStart, extEnd);
#endif /* WGL_ARB_context_flush_control */
#ifdef WGL_ARB_create_context
WGLEW_ARB_create_context = _glewSearchExtension("WGL_ARB_create_context", extStart, extEnd);
if (glewExperimental || WGLEW_ARB_create_context|| crippled) WGLEW_ARB_create_context= !_glewInit_WGL_ARB_create_context(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_ARB_create_context */
#ifdef WGL_ARB_create_context_profile
WGLEW_ARB_create_context_profile = _glewSearchExtension("WGL_ARB_create_context_profile", extStart, extEnd);
#endif /* WGL_ARB_create_context_profile */
#ifdef WGL_ARB_create_context_robustness
WGLEW_ARB_create_context_robustness = _glewSearchExtension("WGL_ARB_create_context_robustness", extStart, extEnd);
#endif /* WGL_ARB_create_context_robustness */
#ifdef WGL_ARB_extensions_string
WGLEW_ARB_extensions_string = _glewSearchExtension("WGL_ARB_extensions_string", extStart, extEnd);
if (glewExperimental || WGLEW_ARB_extensions_string|| crippled) WGLEW_ARB_extensions_string= !_glewInit_WGL_ARB_extensions_string(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_ARB_extensions_string */
#ifdef WGL_ARB_framebuffer_sRGB
WGLEW_ARB_framebuffer_sRGB = _glewSearchExtension("WGL_ARB_framebuffer_sRGB", extStart, extEnd);
#endif /* WGL_ARB_framebuffer_sRGB */
#ifdef WGL_ARB_make_current_read
WGLEW_ARB_make_current_read = _glewSearchExtension("WGL_ARB_make_current_read", extStart, extEnd);
if (glewExperimental || WGLEW_ARB_make_current_read|| crippled) WGLEW_ARB_make_current_read= !_glewInit_WGL_ARB_make_current_read(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_ARB_make_current_read */
#ifdef WGL_ARB_multisample
WGLEW_ARB_multisample = _glewSearchExtension("WGL_ARB_multisample", extStart, extEnd);
#endif /* WGL_ARB_multisample */
#ifdef WGL_ARB_pbuffer
WGLEW_ARB_pbuffer = _glewSearchExtension("WGL_ARB_pbuffer", extStart, extEnd);
if (glewExperimental || WGLEW_ARB_pbuffer|| crippled) WGLEW_ARB_pbuffer= !_glewInit_WGL_ARB_pbuffer(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_ARB_pbuffer */
#ifdef WGL_ARB_pixel_format
WGLEW_ARB_pixel_format = _glewSearchExtension("WGL_ARB_pixel_format", extStart, extEnd);
if (glewExperimental || WGLEW_ARB_pixel_format|| crippled) WGLEW_ARB_pixel_format= !_glewInit_WGL_ARB_pixel_format(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_ARB_pixel_format */
#ifdef WGL_ARB_pixel_format_float
WGLEW_ARB_pixel_format_float = _glewSearchExtension("WGL_ARB_pixel_format_float", extStart, extEnd);
#endif /* WGL_ARB_pixel_format_float */
#ifdef WGL_ARB_render_texture
WGLEW_ARB_render_texture = _glewSearchExtension("WGL_ARB_render_texture", extStart, extEnd);
if (glewExperimental || WGLEW_ARB_render_texture|| crippled) WGLEW_ARB_render_texture= !_glewInit_WGL_ARB_render_texture(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_ARB_render_texture */
#ifdef WGL_ARB_robustness_application_isolation
WGLEW_ARB_robustness_application_isolation = _glewSearchExtension("WGL_ARB_robustness_application_isolation", extStart, extEnd);
#endif /* WGL_ARB_robustness_application_isolation */
#ifdef WGL_ARB_robustness_share_group_isolation
WGLEW_ARB_robustness_share_group_isolation = _glewSearchExtension("WGL_ARB_robustness_share_group_isolation", extStart, extEnd);
#endif /* WGL_ARB_robustness_share_group_isolation */
#ifdef WGL_ATI_pixel_format_float
WGLEW_ATI_pixel_format_float = _glewSearchExtension("WGL_ATI_pixel_format_float", extStart, extEnd);
#endif /* WGL_ATI_pixel_format_float */
#ifdef WGL_ATI_render_texture_rectangle
WGLEW_ATI_render_texture_rectangle = _glewSearchExtension("WGL_ATI_render_texture_rectangle", extStart, extEnd);
#endif /* WGL_ATI_render_texture_rectangle */
#ifdef WGL_EXT_create_context_es2_profile
WGLEW_EXT_create_context_es2_profile = _glewSearchExtension("WGL_EXT_create_context_es2_profile", extStart, extEnd);
#endif /* WGL_EXT_create_context_es2_profile */
#ifdef WGL_EXT_create_context_es_profile
WGLEW_EXT_create_context_es_profile = _glewSearchExtension("WGL_EXT_create_context_es_profile", extStart, extEnd);
#endif /* WGL_EXT_create_context_es_profile */
#ifdef WGL_EXT_depth_float
WGLEW_EXT_depth_float = _glewSearchExtension("WGL_EXT_depth_float", extStart, extEnd);
#endif /* WGL_EXT_depth_float */
#ifdef WGL_EXT_display_color_table
WGLEW_EXT_display_color_table = _glewSearchExtension("WGL_EXT_display_color_table", extStart, extEnd);
if (glewExperimental || WGLEW_EXT_display_color_table|| crippled) WGLEW_EXT_display_color_table= !_glewInit_WGL_EXT_display_color_table(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_EXT_display_color_table */
#ifdef WGL_EXT_extensions_string
WGLEW_EXT_extensions_string = _glewSearchExtension("WGL_EXT_extensions_string", extStart, extEnd);
if (glewExperimental || WGLEW_EXT_extensions_string|| crippled) WGLEW_EXT_extensions_string= !_glewInit_WGL_EXT_extensions_string(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_EXT_extensions_string */
#ifdef WGL_EXT_framebuffer_sRGB
WGLEW_EXT_framebuffer_sRGB = _glewSearchExtension("WGL_EXT_framebuffer_sRGB", extStart, extEnd);
#endif /* WGL_EXT_framebuffer_sRGB */
#ifdef WGL_EXT_make_current_read
WGLEW_EXT_make_current_read = _glewSearchExtension("WGL_EXT_make_current_read", extStart, extEnd);
if (glewExperimental || WGLEW_EXT_make_current_read|| crippled) WGLEW_EXT_make_current_read= !_glewInit_WGL_EXT_make_current_read(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_EXT_make_current_read */
#ifdef WGL_EXT_multisample
WGLEW_EXT_multisample = _glewSearchExtension("WGL_EXT_multisample", extStart, extEnd);
#endif /* WGL_EXT_multisample */
#ifdef WGL_EXT_pbuffer
WGLEW_EXT_pbuffer = _glewSearchExtension("WGL_EXT_pbuffer", extStart, extEnd);
if (glewExperimental || WGLEW_EXT_pbuffer|| crippled) WGLEW_EXT_pbuffer= !_glewInit_WGL_EXT_pbuffer(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_EXT_pbuffer */
#ifdef WGL_EXT_pixel_format
WGLEW_EXT_pixel_format = _glewSearchExtension("WGL_EXT_pixel_format", extStart, extEnd);
if (glewExperimental || WGLEW_EXT_pixel_format|| crippled) WGLEW_EXT_pixel_format= !_glewInit_WGL_EXT_pixel_format(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_EXT_pixel_format */
#ifdef WGL_EXT_pixel_format_packed_float
WGLEW_EXT_pixel_format_packed_float = _glewSearchExtension("WGL_EXT_pixel_format_packed_float", extStart, extEnd);
#endif /* WGL_EXT_pixel_format_packed_float */
#ifdef WGL_EXT_swap_control
WGLEW_EXT_swap_control = _glewSearchExtension("WGL_EXT_swap_control", extStart, extEnd);
if (glewExperimental || WGLEW_EXT_swap_control|| crippled) WGLEW_EXT_swap_control= !_glewInit_WGL_EXT_swap_control(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_EXT_swap_control */
#ifdef WGL_EXT_swap_control_tear
WGLEW_EXT_swap_control_tear = _glewSearchExtension("WGL_EXT_swap_control_tear", extStart, extEnd);
#endif /* WGL_EXT_swap_control_tear */
#ifdef WGL_I3D_digital_video_control
WGLEW_I3D_digital_video_control = _glewSearchExtension("WGL_I3D_digital_video_control", extStart, extEnd);
if (glewExperimental || WGLEW_I3D_digital_video_control|| crippled) WGLEW_I3D_digital_video_control= !_glewInit_WGL_I3D_digital_video_control(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_I3D_digital_video_control */
#ifdef WGL_I3D_gamma
WGLEW_I3D_gamma = _glewSearchExtension("WGL_I3D_gamma", extStart, extEnd);
if (glewExperimental || WGLEW_I3D_gamma|| crippled) WGLEW_I3D_gamma= !_glewInit_WGL_I3D_gamma(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_I3D_gamma */
#ifdef WGL_I3D_genlock
WGLEW_I3D_genlock = _glewSearchExtension("WGL_I3D_genlock", extStart, extEnd);
if (glewExperimental || WGLEW_I3D_genlock|| crippled) WGLEW_I3D_genlock= !_glewInit_WGL_I3D_genlock(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_I3D_genlock */
#ifdef WGL_I3D_image_buffer
WGLEW_I3D_image_buffer = _glewSearchExtension("WGL_I3D_image_buffer", extStart, extEnd);
if (glewExperimental || WGLEW_I3D_image_buffer|| crippled) WGLEW_I3D_image_buffer= !_glewInit_WGL_I3D_image_buffer(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_I3D_image_buffer */
#ifdef WGL_I3D_swap_frame_lock
WGLEW_I3D_swap_frame_lock = _glewSearchExtension("WGL_I3D_swap_frame_lock", extStart, extEnd);
if (glewExperimental || WGLEW_I3D_swap_frame_lock|| crippled) WGLEW_I3D_swap_frame_lock= !_glewInit_WGL_I3D_swap_frame_lock(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_I3D_swap_frame_lock */
#ifdef WGL_I3D_swap_frame_usage
WGLEW_I3D_swap_frame_usage = _glewSearchExtension("WGL_I3D_swap_frame_usage", extStart, extEnd);
if (glewExperimental || WGLEW_I3D_swap_frame_usage|| crippled) WGLEW_I3D_swap_frame_usage= !_glewInit_WGL_I3D_swap_frame_usage(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_I3D_swap_frame_usage */
#ifdef WGL_NV_DX_interop
WGLEW_NV_DX_interop = _glewSearchExtension("WGL_NV_DX_interop", extStart, extEnd);
if (glewExperimental || WGLEW_NV_DX_interop|| crippled) WGLEW_NV_DX_interop= !_glewInit_WGL_NV_DX_interop(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_NV_DX_interop */
#ifdef WGL_NV_DX_interop2
WGLEW_NV_DX_interop2 = _glewSearchExtension("WGL_NV_DX_interop2", extStart, extEnd);
#endif /* WGL_NV_DX_interop2 */
#ifdef WGL_NV_copy_image
WGLEW_NV_copy_image = _glewSearchExtension("WGL_NV_copy_image", extStart, extEnd);
if (glewExperimental || WGLEW_NV_copy_image|| crippled) WGLEW_NV_copy_image= !_glewInit_WGL_NV_copy_image(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_NV_copy_image */
#ifdef WGL_NV_delay_before_swap
WGLEW_NV_delay_before_swap = _glewSearchExtension("WGL_NV_delay_before_swap", extStart, extEnd);
if (glewExperimental || WGLEW_NV_delay_before_swap|| crippled) WGLEW_NV_delay_before_swap= !_glewInit_WGL_NV_delay_before_swap(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_NV_delay_before_swap */
#ifdef WGL_NV_float_buffer
WGLEW_NV_float_buffer = _glewSearchExtension("WGL_NV_float_buffer", extStart, extEnd);
#endif /* WGL_NV_float_buffer */
#ifdef WGL_NV_gpu_affinity
WGLEW_NV_gpu_affinity = _glewSearchExtension("WGL_NV_gpu_affinity", extStart, extEnd);
if (glewExperimental || WGLEW_NV_gpu_affinity|| crippled) WGLEW_NV_gpu_affinity= !_glewInit_WGL_NV_gpu_affinity(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_NV_gpu_affinity */
#ifdef WGL_NV_multisample_coverage
WGLEW_NV_multisample_coverage = _glewSearchExtension("WGL_NV_multisample_coverage", extStart, extEnd);
#endif /* WGL_NV_multisample_coverage */
#ifdef WGL_NV_present_video
WGLEW_NV_present_video = _glewSearchExtension("WGL_NV_present_video", extStart, extEnd);
if (glewExperimental || WGLEW_NV_present_video|| crippled) WGLEW_NV_present_video= !_glewInit_WGL_NV_present_video(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_NV_present_video */
#ifdef WGL_NV_render_depth_texture
WGLEW_NV_render_depth_texture = _glewSearchExtension("WGL_NV_render_depth_texture", extStart, extEnd);
#endif /* WGL_NV_render_depth_texture */
#ifdef WGL_NV_render_texture_rectangle
WGLEW_NV_render_texture_rectangle = _glewSearchExtension("WGL_NV_render_texture_rectangle", extStart, extEnd);
#endif /* WGL_NV_render_texture_rectangle */
#ifdef WGL_NV_swap_group
WGLEW_NV_swap_group = _glewSearchExtension("WGL_NV_swap_group", extStart, extEnd);
if (glewExperimental || WGLEW_NV_swap_group|| crippled) WGLEW_NV_swap_group= !_glewInit_WGL_NV_swap_group(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_NV_swap_group */
#ifdef WGL_NV_vertex_array_range
WGLEW_NV_vertex_array_range = _glewSearchExtension("WGL_NV_vertex_array_range", extStart, extEnd);
if (glewExperimental || WGLEW_NV_vertex_array_range|| crippled) WGLEW_NV_vertex_array_range= !_glewInit_WGL_NV_vertex_array_range(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_NV_vertex_array_range */
#ifdef WGL_NV_video_capture
WGLEW_NV_video_capture = _glewSearchExtension("WGL_NV_video_capture", extStart, extEnd);
if (glewExperimental || WGLEW_NV_video_capture|| crippled) WGLEW_NV_video_capture= !_glewInit_WGL_NV_video_capture(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_NV_video_capture */
#ifdef WGL_NV_video_output
WGLEW_NV_video_output = _glewSearchExtension("WGL_NV_video_output", extStart, extEnd);
if (glewExperimental || WGLEW_NV_video_output|| crippled) WGLEW_NV_video_output= !_glewInit_WGL_NV_video_output(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_NV_video_output */
#ifdef WGL_OML_sync_control
WGLEW_OML_sync_control = _glewSearchExtension("WGL_OML_sync_control", extStart, extEnd);
if (glewExperimental || WGLEW_OML_sync_control|| crippled) WGLEW_OML_sync_control= !_glewInit_WGL_OML_sync_control(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* WGL_OML_sync_control */
return GLEW_OK;
}
#elif !defined(__ANDROID__) && !defined(__native_client__) && !defined(__HAIKU__) && (!defined(__APPLE__) || defined(GLEW_APPLE_GLX))
PFNGLXGETCURRENTDISPLAYPROC __glewXGetCurrentDisplay = NULL;
PFNGLXCHOOSEFBCONFIGPROC __glewXChooseFBConfig = NULL;
PFNGLXCREATENEWCONTEXTPROC __glewXCreateNewContext = NULL;
PFNGLXCREATEPBUFFERPROC __glewXCreatePbuffer = NULL;
PFNGLXCREATEPIXMAPPROC __glewXCreatePixmap = NULL;
PFNGLXCREATEWINDOWPROC __glewXCreateWindow = NULL;
PFNGLXDESTROYPBUFFERPROC __glewXDestroyPbuffer = NULL;
PFNGLXDESTROYPIXMAPPROC __glewXDestroyPixmap = NULL;
PFNGLXDESTROYWINDOWPROC __glewXDestroyWindow = NULL;
PFNGLXGETCURRENTREADDRAWABLEPROC __glewXGetCurrentReadDrawable = NULL;
PFNGLXGETFBCONFIGATTRIBPROC __glewXGetFBConfigAttrib = NULL;
PFNGLXGETFBCONFIGSPROC __glewXGetFBConfigs = NULL;
PFNGLXGETSELECTEDEVENTPROC __glewXGetSelectedEvent = NULL;
PFNGLXGETVISUALFROMFBCONFIGPROC __glewXGetVisualFromFBConfig = NULL;
PFNGLXMAKECONTEXTCURRENTPROC __glewXMakeContextCurrent = NULL;
PFNGLXQUERYCONTEXTPROC __glewXQueryContext = NULL;
PFNGLXQUERYDRAWABLEPROC __glewXQueryDrawable = NULL;
PFNGLXSELECTEVENTPROC __glewXSelectEvent = NULL;
PFNGLXBLITCONTEXTFRAMEBUFFERAMDPROC __glewXBlitContextFramebufferAMD = NULL;
PFNGLXCREATEASSOCIATEDCONTEXTAMDPROC __glewXCreateAssociatedContextAMD = NULL;
PFNGLXCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC __glewXCreateAssociatedContextAttribsAMD = NULL;
PFNGLXDELETEASSOCIATEDCONTEXTAMDPROC __glewXDeleteAssociatedContextAMD = NULL;
PFNGLXGETCONTEXTGPUIDAMDPROC __glewXGetContextGPUIDAMD = NULL;
PFNGLXGETCURRENTASSOCIATEDCONTEXTAMDPROC __glewXGetCurrentAssociatedContextAMD = NULL;
PFNGLXGETGPUIDSAMDPROC __glewXGetGPUIDsAMD = NULL;
PFNGLXGETGPUINFOAMDPROC __glewXGetGPUInfoAMD = NULL;
PFNGLXMAKEASSOCIATEDCONTEXTCURRENTAMDPROC __glewXMakeAssociatedContextCurrentAMD = NULL;
PFNGLXCREATECONTEXTATTRIBSARBPROC __glewXCreateContextAttribsARB = NULL;
PFNGLXBINDTEXIMAGEATIPROC __glewXBindTexImageATI = NULL;
PFNGLXDRAWABLEATTRIBATIPROC __glewXDrawableAttribATI = NULL;
PFNGLXRELEASETEXIMAGEATIPROC __glewXReleaseTexImageATI = NULL;
PFNGLXFREECONTEXTEXTPROC __glewXFreeContextEXT = NULL;
PFNGLXGETCONTEXTIDEXTPROC __glewXGetContextIDEXT = NULL;
PFNGLXIMPORTCONTEXTEXTPROC __glewXImportContextEXT = NULL;
PFNGLXQUERYCONTEXTINFOEXTPROC __glewXQueryContextInfoEXT = NULL;
PFNGLXSWAPINTERVALEXTPROC __glewXSwapIntervalEXT = NULL;
PFNGLXBINDTEXIMAGEEXTPROC __glewXBindTexImageEXT = NULL;
PFNGLXRELEASETEXIMAGEEXTPROC __glewXReleaseTexImageEXT = NULL;
PFNGLXGETAGPOFFSETMESAPROC __glewXGetAGPOffsetMESA = NULL;
PFNGLXCOPYSUBBUFFERMESAPROC __glewXCopySubBufferMESA = NULL;
PFNGLXCREATEGLXPIXMAPMESAPROC __glewXCreateGLXPixmapMESA = NULL;
PFNGLXQUERYCURRENTRENDERERINTEGERMESAPROC __glewXQueryCurrentRendererIntegerMESA = NULL;
PFNGLXQUERYCURRENTRENDERERSTRINGMESAPROC __glewXQueryCurrentRendererStringMESA = NULL;
PFNGLXQUERYRENDERERINTEGERMESAPROC __glewXQueryRendererIntegerMESA = NULL;
PFNGLXQUERYRENDERERSTRINGMESAPROC __glewXQueryRendererStringMESA = NULL;
PFNGLXRELEASEBUFFERSMESAPROC __glewXReleaseBuffersMESA = NULL;
PFNGLXSET3DFXMODEMESAPROC __glewXSet3DfxModeMESA = NULL;
PFNGLXGETSWAPINTERVALMESAPROC __glewXGetSwapIntervalMESA = NULL;
PFNGLXSWAPINTERVALMESAPROC __glewXSwapIntervalMESA = NULL;
PFNGLXCOPYBUFFERSUBDATANVPROC __glewXCopyBufferSubDataNV = NULL;
PFNGLXNAMEDCOPYBUFFERSUBDATANVPROC __glewXNamedCopyBufferSubDataNV = NULL;
PFNGLXCOPYIMAGESUBDATANVPROC __glewXCopyImageSubDataNV = NULL;
PFNGLXDELAYBEFORESWAPNVPROC __glewXDelayBeforeSwapNV = NULL;
PFNGLXBINDVIDEODEVICENVPROC __glewXBindVideoDeviceNV = NULL;
PFNGLXENUMERATEVIDEODEVICESNVPROC __glewXEnumerateVideoDevicesNV = NULL;
PFNGLXBINDSWAPBARRIERNVPROC __glewXBindSwapBarrierNV = NULL;
PFNGLXJOINSWAPGROUPNVPROC __glewXJoinSwapGroupNV = NULL;
PFNGLXQUERYFRAMECOUNTNVPROC __glewXQueryFrameCountNV = NULL;
PFNGLXQUERYMAXSWAPGROUPSNVPROC __glewXQueryMaxSwapGroupsNV = NULL;
PFNGLXQUERYSWAPGROUPNVPROC __glewXQuerySwapGroupNV = NULL;
PFNGLXRESETFRAMECOUNTNVPROC __glewXResetFrameCountNV = NULL;
PFNGLXALLOCATEMEMORYNVPROC __glewXAllocateMemoryNV = NULL;
PFNGLXFREEMEMORYNVPROC __glewXFreeMemoryNV = NULL;
PFNGLXBINDVIDEOCAPTUREDEVICENVPROC __glewXBindVideoCaptureDeviceNV = NULL;
PFNGLXENUMERATEVIDEOCAPTUREDEVICESNVPROC __glewXEnumerateVideoCaptureDevicesNV = NULL;
PFNGLXLOCKVIDEOCAPTUREDEVICENVPROC __glewXLockVideoCaptureDeviceNV = NULL;
PFNGLXQUERYVIDEOCAPTUREDEVICENVPROC __glewXQueryVideoCaptureDeviceNV = NULL;
PFNGLXRELEASEVIDEOCAPTUREDEVICENVPROC __glewXReleaseVideoCaptureDeviceNV = NULL;
PFNGLXBINDVIDEOIMAGENVPROC __glewXBindVideoImageNV = NULL;
PFNGLXGETVIDEODEVICENVPROC __glewXGetVideoDeviceNV = NULL;
PFNGLXGETVIDEOINFONVPROC __glewXGetVideoInfoNV = NULL;
PFNGLXRELEASEVIDEODEVICENVPROC __glewXReleaseVideoDeviceNV = NULL;
PFNGLXRELEASEVIDEOIMAGENVPROC __glewXReleaseVideoImageNV = NULL;
PFNGLXSENDPBUFFERTOVIDEONVPROC __glewXSendPbufferToVideoNV = NULL;
PFNGLXGETMSCRATEOMLPROC __glewXGetMscRateOML = NULL;
PFNGLXGETSYNCVALUESOMLPROC __glewXGetSyncValuesOML = NULL;
PFNGLXSWAPBUFFERSMSCOMLPROC __glewXSwapBuffersMscOML = NULL;
PFNGLXWAITFORMSCOMLPROC __glewXWaitForMscOML = NULL;
PFNGLXWAITFORSBCOMLPROC __glewXWaitForSbcOML = NULL;
PFNGLXCHOOSEFBCONFIGSGIXPROC __glewXChooseFBConfigSGIX = NULL;
PFNGLXCREATECONTEXTWITHCONFIGSGIXPROC __glewXCreateContextWithConfigSGIX = NULL;
PFNGLXCREATEGLXPIXMAPWITHCONFIGSGIXPROC __glewXCreateGLXPixmapWithConfigSGIX = NULL;
PFNGLXGETFBCONFIGATTRIBSGIXPROC __glewXGetFBConfigAttribSGIX = NULL;
PFNGLXGETFBCONFIGFROMVISUALSGIXPROC __glewXGetFBConfigFromVisualSGIX = NULL;
PFNGLXGETVISUALFROMFBCONFIGSGIXPROC __glewXGetVisualFromFBConfigSGIX = NULL;
PFNGLXBINDHYPERPIPESGIXPROC __glewXBindHyperpipeSGIX = NULL;
PFNGLXDESTROYHYPERPIPECONFIGSGIXPROC __glewXDestroyHyperpipeConfigSGIX = NULL;
PFNGLXHYPERPIPEATTRIBSGIXPROC __glewXHyperpipeAttribSGIX = NULL;
PFNGLXHYPERPIPECONFIGSGIXPROC __glewXHyperpipeConfigSGIX = NULL;
PFNGLXQUERYHYPERPIPEATTRIBSGIXPROC __glewXQueryHyperpipeAttribSGIX = NULL;
PFNGLXQUERYHYPERPIPEBESTATTRIBSGIXPROC __glewXQueryHyperpipeBestAttribSGIX = NULL;
PFNGLXQUERYHYPERPIPECONFIGSGIXPROC __glewXQueryHyperpipeConfigSGIX = NULL;
PFNGLXQUERYHYPERPIPENETWORKSGIXPROC __glewXQueryHyperpipeNetworkSGIX = NULL;
PFNGLXCREATEGLXPBUFFERSGIXPROC __glewXCreateGLXPbufferSGIX = NULL;
PFNGLXDESTROYGLXPBUFFERSGIXPROC __glewXDestroyGLXPbufferSGIX = NULL;
PFNGLXGETSELECTEDEVENTSGIXPROC __glewXGetSelectedEventSGIX = NULL;
PFNGLXQUERYGLXPBUFFERSGIXPROC __glewXQueryGLXPbufferSGIX = NULL;
PFNGLXSELECTEVENTSGIXPROC __glewXSelectEventSGIX = NULL;
PFNGLXBINDSWAPBARRIERSGIXPROC __glewXBindSwapBarrierSGIX = NULL;
PFNGLXQUERYMAXSWAPBARRIERSSGIXPROC __glewXQueryMaxSwapBarriersSGIX = NULL;
PFNGLXJOINSWAPGROUPSGIXPROC __glewXJoinSwapGroupSGIX = NULL;
PFNGLXBINDCHANNELTOWINDOWSGIXPROC __glewXBindChannelToWindowSGIX = NULL;
PFNGLXCHANNELRECTSGIXPROC __glewXChannelRectSGIX = NULL;
PFNGLXCHANNELRECTSYNCSGIXPROC __glewXChannelRectSyncSGIX = NULL;
PFNGLXQUERYCHANNELDELTASSGIXPROC __glewXQueryChannelDeltasSGIX = NULL;
PFNGLXQUERYCHANNELRECTSGIXPROC __glewXQueryChannelRectSGIX = NULL;
PFNGLXCUSHIONSGIPROC __glewXCushionSGI = NULL;
PFNGLXGETCURRENTREADDRAWABLESGIPROC __glewXGetCurrentReadDrawableSGI = NULL;
PFNGLXMAKECURRENTREADSGIPROC __glewXMakeCurrentReadSGI = NULL;
PFNGLXSWAPINTERVALSGIPROC __glewXSwapIntervalSGI = NULL;
PFNGLXGETVIDEOSYNCSGIPROC __glewXGetVideoSyncSGI = NULL;
PFNGLXWAITVIDEOSYNCSGIPROC __glewXWaitVideoSyncSGI = NULL;
PFNGLXGETTRANSPARENTINDEXSUNPROC __glewXGetTransparentIndexSUN = NULL;
PFNGLXGETVIDEORESIZESUNPROC __glewXGetVideoResizeSUN = NULL;
PFNGLXVIDEORESIZESUNPROC __glewXVideoResizeSUN = NULL;
#if !defined(GLEW_MX)
GLboolean __GLXEW_VERSION_1_0 = GL_FALSE;
GLboolean __GLXEW_VERSION_1_1 = GL_FALSE;
GLboolean __GLXEW_VERSION_1_2 = GL_FALSE;
GLboolean __GLXEW_VERSION_1_3 = GL_FALSE;
GLboolean __GLXEW_VERSION_1_4 = GL_FALSE;
GLboolean __GLXEW_3DFX_multisample = GL_FALSE;
GLboolean __GLXEW_AMD_gpu_association = GL_FALSE;
GLboolean __GLXEW_ARB_context_flush_control = GL_FALSE;
GLboolean __GLXEW_ARB_create_context = GL_FALSE;
GLboolean __GLXEW_ARB_create_context_profile = GL_FALSE;
GLboolean __GLXEW_ARB_create_context_robustness = GL_FALSE;
GLboolean __GLXEW_ARB_fbconfig_float = GL_FALSE;
GLboolean __GLXEW_ARB_framebuffer_sRGB = GL_FALSE;
GLboolean __GLXEW_ARB_get_proc_address = GL_FALSE;
GLboolean __GLXEW_ARB_multisample = GL_FALSE;
GLboolean __GLXEW_ARB_robustness_application_isolation = GL_FALSE;
GLboolean __GLXEW_ARB_robustness_share_group_isolation = GL_FALSE;
GLboolean __GLXEW_ARB_vertex_buffer_object = GL_FALSE;
GLboolean __GLXEW_ATI_pixel_format_float = GL_FALSE;
GLboolean __GLXEW_ATI_render_texture = GL_FALSE;
GLboolean __GLXEW_EXT_buffer_age = GL_FALSE;
GLboolean __GLXEW_EXT_create_context_es2_profile = GL_FALSE;
GLboolean __GLXEW_EXT_create_context_es_profile = GL_FALSE;
GLboolean __GLXEW_EXT_fbconfig_packed_float = GL_FALSE;
GLboolean __GLXEW_EXT_framebuffer_sRGB = GL_FALSE;
GLboolean __GLXEW_EXT_import_context = GL_FALSE;
GLboolean __GLXEW_EXT_scene_marker = GL_FALSE;
GLboolean __GLXEW_EXT_stereo_tree = GL_FALSE;
GLboolean __GLXEW_EXT_swap_control = GL_FALSE;
GLboolean __GLXEW_EXT_swap_control_tear = GL_FALSE;
GLboolean __GLXEW_EXT_texture_from_pixmap = GL_FALSE;
GLboolean __GLXEW_EXT_visual_info = GL_FALSE;
GLboolean __GLXEW_EXT_visual_rating = GL_FALSE;
GLboolean __GLXEW_INTEL_swap_event = GL_FALSE;
GLboolean __GLXEW_MESA_agp_offset = GL_FALSE;
GLboolean __GLXEW_MESA_copy_sub_buffer = GL_FALSE;
GLboolean __GLXEW_MESA_pixmap_colormap = GL_FALSE;
GLboolean __GLXEW_MESA_query_renderer = GL_FALSE;
GLboolean __GLXEW_MESA_release_buffers = GL_FALSE;
GLboolean __GLXEW_MESA_set_3dfx_mode = GL_FALSE;
GLboolean __GLXEW_MESA_swap_control = GL_FALSE;
GLboolean __GLXEW_NV_copy_buffer = GL_FALSE;
GLboolean __GLXEW_NV_copy_image = GL_FALSE;
GLboolean __GLXEW_NV_delay_before_swap = GL_FALSE;
GLboolean __GLXEW_NV_float_buffer = GL_FALSE;
GLboolean __GLXEW_NV_multisample_coverage = GL_FALSE;
GLboolean __GLXEW_NV_present_video = GL_FALSE;
GLboolean __GLXEW_NV_swap_group = GL_FALSE;
GLboolean __GLXEW_NV_vertex_array_range = GL_FALSE;
GLboolean __GLXEW_NV_video_capture = GL_FALSE;
GLboolean __GLXEW_NV_video_out = GL_FALSE;
GLboolean __GLXEW_OML_swap_method = GL_FALSE;
GLboolean __GLXEW_OML_sync_control = GL_FALSE;
GLboolean __GLXEW_SGIS_blended_overlay = GL_FALSE;
GLboolean __GLXEW_SGIS_color_range = GL_FALSE;
GLboolean __GLXEW_SGIS_multisample = GL_FALSE;
GLboolean __GLXEW_SGIS_shared_multisample = GL_FALSE;
GLboolean __GLXEW_SGIX_fbconfig = GL_FALSE;
GLboolean __GLXEW_SGIX_hyperpipe = GL_FALSE;
GLboolean __GLXEW_SGIX_pbuffer = GL_FALSE;
GLboolean __GLXEW_SGIX_swap_barrier = GL_FALSE;
GLboolean __GLXEW_SGIX_swap_group = GL_FALSE;
GLboolean __GLXEW_SGIX_video_resize = GL_FALSE;
GLboolean __GLXEW_SGIX_visual_select_group = GL_FALSE;
GLboolean __GLXEW_SGI_cushion = GL_FALSE;
GLboolean __GLXEW_SGI_make_current_read = GL_FALSE;
GLboolean __GLXEW_SGI_swap_control = GL_FALSE;
GLboolean __GLXEW_SGI_video_sync = GL_FALSE;
GLboolean __GLXEW_SUN_get_transparent_index = GL_FALSE;
GLboolean __GLXEW_SUN_video_resize = GL_FALSE;
#endif /* !GLEW_MX */
#ifdef GLX_VERSION_1_2
static GLboolean _glewInit_GLX_VERSION_1_2 (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXGetCurrentDisplay = (PFNGLXGETCURRENTDISPLAYPROC)glewGetProcAddress((const GLubyte*)"glXGetCurrentDisplay")) == NULL) || r;
return r;
}
#endif /* GLX_VERSION_1_2 */
#ifdef GLX_VERSION_1_3
static GLboolean _glewInit_GLX_VERSION_1_3 (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXChooseFBConfig = (PFNGLXCHOOSEFBCONFIGPROC)glewGetProcAddress((const GLubyte*)"glXChooseFBConfig")) == NULL) || r;
r = ((glXCreateNewContext = (PFNGLXCREATENEWCONTEXTPROC)glewGetProcAddress((const GLubyte*)"glXCreateNewContext")) == NULL) || r;
r = ((glXCreatePbuffer = (PFNGLXCREATEPBUFFERPROC)glewGetProcAddress((const GLubyte*)"glXCreatePbuffer")) == NULL) || r;
r = ((glXCreatePixmap = (PFNGLXCREATEPIXMAPPROC)glewGetProcAddress((const GLubyte*)"glXCreatePixmap")) == NULL) || r;
r = ((glXCreateWindow = (PFNGLXCREATEWINDOWPROC)glewGetProcAddress((const GLubyte*)"glXCreateWindow")) == NULL) || r;
r = ((glXDestroyPbuffer = (PFNGLXDESTROYPBUFFERPROC)glewGetProcAddress((const GLubyte*)"glXDestroyPbuffer")) == NULL) || r;
r = ((glXDestroyPixmap = (PFNGLXDESTROYPIXMAPPROC)glewGetProcAddress((const GLubyte*)"glXDestroyPixmap")) == NULL) || r;
r = ((glXDestroyWindow = (PFNGLXDESTROYWINDOWPROC)glewGetProcAddress((const GLubyte*)"glXDestroyWindow")) == NULL) || r;
r = ((glXGetCurrentReadDrawable = (PFNGLXGETCURRENTREADDRAWABLEPROC)glewGetProcAddress((const GLubyte*)"glXGetCurrentReadDrawable")) == NULL) || r;
r = ((glXGetFBConfigAttrib = (PFNGLXGETFBCONFIGATTRIBPROC)glewGetProcAddress((const GLubyte*)"glXGetFBConfigAttrib")) == NULL) || r;
r = ((glXGetFBConfigs = (PFNGLXGETFBCONFIGSPROC)glewGetProcAddress((const GLubyte*)"glXGetFBConfigs")) == NULL) || r;
r = ((glXGetSelectedEvent = (PFNGLXGETSELECTEDEVENTPROC)glewGetProcAddress((const GLubyte*)"glXGetSelectedEvent")) == NULL) || r;
r = ((glXGetVisualFromFBConfig = (PFNGLXGETVISUALFROMFBCONFIGPROC)glewGetProcAddress((const GLubyte*)"glXGetVisualFromFBConfig")) == NULL) || r;
r = ((glXMakeContextCurrent = (PFNGLXMAKECONTEXTCURRENTPROC)glewGetProcAddress((const GLubyte*)"glXMakeContextCurrent")) == NULL) || r;
r = ((glXQueryContext = (PFNGLXQUERYCONTEXTPROC)glewGetProcAddress((const GLubyte*)"glXQueryContext")) == NULL) || r;
r = ((glXQueryDrawable = (PFNGLXQUERYDRAWABLEPROC)glewGetProcAddress((const GLubyte*)"glXQueryDrawable")) == NULL) || r;
r = ((glXSelectEvent = (PFNGLXSELECTEVENTPROC)glewGetProcAddress((const GLubyte*)"glXSelectEvent")) == NULL) || r;
return r;
}
#endif /* GLX_VERSION_1_3 */
#ifdef GLX_AMD_gpu_association
static GLboolean _glewInit_GLX_AMD_gpu_association (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXBlitContextFramebufferAMD = (PFNGLXBLITCONTEXTFRAMEBUFFERAMDPROC)glewGetProcAddress((const GLubyte*)"glXBlitContextFramebufferAMD")) == NULL) || r;
r = ((glXCreateAssociatedContextAMD = (PFNGLXCREATEASSOCIATEDCONTEXTAMDPROC)glewGetProcAddress((const GLubyte*)"glXCreateAssociatedContextAMD")) == NULL) || r;
r = ((glXCreateAssociatedContextAttribsAMD = (PFNGLXCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC)glewGetProcAddress((const GLubyte*)"glXCreateAssociatedContextAttribsAMD")) == NULL) || r;
r = ((glXDeleteAssociatedContextAMD = (PFNGLXDELETEASSOCIATEDCONTEXTAMDPROC)glewGetProcAddress((const GLubyte*)"glXDeleteAssociatedContextAMD")) == NULL) || r;
r = ((glXGetContextGPUIDAMD = (PFNGLXGETCONTEXTGPUIDAMDPROC)glewGetProcAddress((const GLubyte*)"glXGetContextGPUIDAMD")) == NULL) || r;
r = ((glXGetCurrentAssociatedContextAMD = (PFNGLXGETCURRENTASSOCIATEDCONTEXTAMDPROC)glewGetProcAddress((const GLubyte*)"glXGetCurrentAssociatedContextAMD")) == NULL) || r;
r = ((glXGetGPUIDsAMD = (PFNGLXGETGPUIDSAMDPROC)glewGetProcAddress((const GLubyte*)"glXGetGPUIDsAMD")) == NULL) || r;
r = ((glXGetGPUInfoAMD = (PFNGLXGETGPUINFOAMDPROC)glewGetProcAddress((const GLubyte*)"glXGetGPUInfoAMD")) == NULL) || r;
r = ((glXMakeAssociatedContextCurrentAMD = (PFNGLXMAKEASSOCIATEDCONTEXTCURRENTAMDPROC)glewGetProcAddress((const GLubyte*)"glXMakeAssociatedContextCurrentAMD")) == NULL) || r;
return r;
}
#endif /* GLX_AMD_gpu_association */
#ifdef GLX_ARB_create_context
static GLboolean _glewInit_GLX_ARB_create_context (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXCreateContextAttribsARB = (PFNGLXCREATECONTEXTATTRIBSARBPROC)glewGetProcAddress((const GLubyte*)"glXCreateContextAttribsARB")) == NULL) || r;
return r;
}
#endif /* GLX_ARB_create_context */
#ifdef GLX_ATI_render_texture
static GLboolean _glewInit_GLX_ATI_render_texture (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXBindTexImageATI = (PFNGLXBINDTEXIMAGEATIPROC)glewGetProcAddress((const GLubyte*)"glXBindTexImageATI")) == NULL) || r;
r = ((glXDrawableAttribATI = (PFNGLXDRAWABLEATTRIBATIPROC)glewGetProcAddress((const GLubyte*)"glXDrawableAttribATI")) == NULL) || r;
r = ((glXReleaseTexImageATI = (PFNGLXRELEASETEXIMAGEATIPROC)glewGetProcAddress((const GLubyte*)"glXReleaseTexImageATI")) == NULL) || r;
return r;
}
#endif /* GLX_ATI_render_texture */
#ifdef GLX_EXT_import_context
static GLboolean _glewInit_GLX_EXT_import_context (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXFreeContextEXT = (PFNGLXFREECONTEXTEXTPROC)glewGetProcAddress((const GLubyte*)"glXFreeContextEXT")) == NULL) || r;
r = ((glXGetContextIDEXT = (PFNGLXGETCONTEXTIDEXTPROC)glewGetProcAddress((const GLubyte*)"glXGetContextIDEXT")) == NULL) || r;
r = ((glXImportContextEXT = (PFNGLXIMPORTCONTEXTEXTPROC)glewGetProcAddress((const GLubyte*)"glXImportContextEXT")) == NULL) || r;
r = ((glXQueryContextInfoEXT = (PFNGLXQUERYCONTEXTINFOEXTPROC)glewGetProcAddress((const GLubyte*)"glXQueryContextInfoEXT")) == NULL) || r;
return r;
}
#endif /* GLX_EXT_import_context */
#ifdef GLX_EXT_swap_control
static GLboolean _glewInit_GLX_EXT_swap_control (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXSwapIntervalEXT = (PFNGLXSWAPINTERVALEXTPROC)glewGetProcAddress((const GLubyte*)"glXSwapIntervalEXT")) == NULL) || r;
return r;
}
#endif /* GLX_EXT_swap_control */
#ifdef GLX_EXT_texture_from_pixmap
static GLboolean _glewInit_GLX_EXT_texture_from_pixmap (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXBindTexImageEXT = (PFNGLXBINDTEXIMAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glXBindTexImageEXT")) == NULL) || r;
r = ((glXReleaseTexImageEXT = (PFNGLXRELEASETEXIMAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glXReleaseTexImageEXT")) == NULL) || r;
return r;
}
#endif /* GLX_EXT_texture_from_pixmap */
#ifdef GLX_MESA_agp_offset
static GLboolean _glewInit_GLX_MESA_agp_offset (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXGetAGPOffsetMESA = (PFNGLXGETAGPOFFSETMESAPROC)glewGetProcAddress((const GLubyte*)"glXGetAGPOffsetMESA")) == NULL) || r;
return r;
}
#endif /* GLX_MESA_agp_offset */
#ifdef GLX_MESA_copy_sub_buffer
static GLboolean _glewInit_GLX_MESA_copy_sub_buffer (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXCopySubBufferMESA = (PFNGLXCOPYSUBBUFFERMESAPROC)glewGetProcAddress((const GLubyte*)"glXCopySubBufferMESA")) == NULL) || r;
return r;
}
#endif /* GLX_MESA_copy_sub_buffer */
#ifdef GLX_MESA_pixmap_colormap
static GLboolean _glewInit_GLX_MESA_pixmap_colormap (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXCreateGLXPixmapMESA = (PFNGLXCREATEGLXPIXMAPMESAPROC)glewGetProcAddress((const GLubyte*)"glXCreateGLXPixmapMESA")) == NULL) || r;
return r;
}
#endif /* GLX_MESA_pixmap_colormap */
#ifdef GLX_MESA_query_renderer
static GLboolean _glewInit_GLX_MESA_query_renderer (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXQueryCurrentRendererIntegerMESA = (PFNGLXQUERYCURRENTRENDERERINTEGERMESAPROC)glewGetProcAddress((const GLubyte*)"glXQueryCurrentRendererIntegerMESA")) == NULL) || r;
r = ((glXQueryCurrentRendererStringMESA = (PFNGLXQUERYCURRENTRENDERERSTRINGMESAPROC)glewGetProcAddress((const GLubyte*)"glXQueryCurrentRendererStringMESA")) == NULL) || r;
r = ((glXQueryRendererIntegerMESA = (PFNGLXQUERYRENDERERINTEGERMESAPROC)glewGetProcAddress((const GLubyte*)"glXQueryRendererIntegerMESA")) == NULL) || r;
r = ((glXQueryRendererStringMESA = (PFNGLXQUERYRENDERERSTRINGMESAPROC)glewGetProcAddress((const GLubyte*)"glXQueryRendererStringMESA")) == NULL) || r;
return r;
}
#endif /* GLX_MESA_query_renderer */
#ifdef GLX_MESA_release_buffers
static GLboolean _glewInit_GLX_MESA_release_buffers (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXReleaseBuffersMESA = (PFNGLXRELEASEBUFFERSMESAPROC)glewGetProcAddress((const GLubyte*)"glXReleaseBuffersMESA")) == NULL) || r;
return r;
}
#endif /* GLX_MESA_release_buffers */
#ifdef GLX_MESA_set_3dfx_mode
static GLboolean _glewInit_GLX_MESA_set_3dfx_mode (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXSet3DfxModeMESA = (PFNGLXSET3DFXMODEMESAPROC)glewGetProcAddress((const GLubyte*)"glXSet3DfxModeMESA")) == NULL) || r;
return r;
}
#endif /* GLX_MESA_set_3dfx_mode */
#ifdef GLX_MESA_swap_control
static GLboolean _glewInit_GLX_MESA_swap_control (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXGetSwapIntervalMESA = (PFNGLXGETSWAPINTERVALMESAPROC)glewGetProcAddress((const GLubyte*)"glXGetSwapIntervalMESA")) == NULL) || r;
r = ((glXSwapIntervalMESA = (PFNGLXSWAPINTERVALMESAPROC)glewGetProcAddress((const GLubyte*)"glXSwapIntervalMESA")) == NULL) || r;
return r;
}
#endif /* GLX_MESA_swap_control */
#ifdef GLX_NV_copy_buffer
static GLboolean _glewInit_GLX_NV_copy_buffer (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXCopyBufferSubDataNV = (PFNGLXCOPYBUFFERSUBDATANVPROC)glewGetProcAddress((const GLubyte*)"glXCopyBufferSubDataNV")) == NULL) || r;
r = ((glXNamedCopyBufferSubDataNV = (PFNGLXNAMEDCOPYBUFFERSUBDATANVPROC)glewGetProcAddress((const GLubyte*)"glXNamedCopyBufferSubDataNV")) == NULL) || r;
return r;
}
#endif /* GLX_NV_copy_buffer */
#ifdef GLX_NV_copy_image
static GLboolean _glewInit_GLX_NV_copy_image (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXCopyImageSubDataNV = (PFNGLXCOPYIMAGESUBDATANVPROC)glewGetProcAddress((const GLubyte*)"glXCopyImageSubDataNV")) == NULL) || r;
return r;
}
#endif /* GLX_NV_copy_image */
#ifdef GLX_NV_delay_before_swap
static GLboolean _glewInit_GLX_NV_delay_before_swap (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXDelayBeforeSwapNV = (PFNGLXDELAYBEFORESWAPNVPROC)glewGetProcAddress((const GLubyte*)"glXDelayBeforeSwapNV")) == NULL) || r;
return r;
}
#endif /* GLX_NV_delay_before_swap */
#ifdef GLX_NV_present_video
static GLboolean _glewInit_GLX_NV_present_video (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXBindVideoDeviceNV = (PFNGLXBINDVIDEODEVICENVPROC)glewGetProcAddress((const GLubyte*)"glXBindVideoDeviceNV")) == NULL) || r;
r = ((glXEnumerateVideoDevicesNV = (PFNGLXENUMERATEVIDEODEVICESNVPROC)glewGetProcAddress((const GLubyte*)"glXEnumerateVideoDevicesNV")) == NULL) || r;
return r;
}
#endif /* GLX_NV_present_video */
#ifdef GLX_NV_swap_group
static GLboolean _glewInit_GLX_NV_swap_group (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXBindSwapBarrierNV = (PFNGLXBINDSWAPBARRIERNVPROC)glewGetProcAddress((const GLubyte*)"glXBindSwapBarrierNV")) == NULL) || r;
r = ((glXJoinSwapGroupNV = (PFNGLXJOINSWAPGROUPNVPROC)glewGetProcAddress((const GLubyte*)"glXJoinSwapGroupNV")) == NULL) || r;
r = ((glXQueryFrameCountNV = (PFNGLXQUERYFRAMECOUNTNVPROC)glewGetProcAddress((const GLubyte*)"glXQueryFrameCountNV")) == NULL) || r;
r = ((glXQueryMaxSwapGroupsNV = (PFNGLXQUERYMAXSWAPGROUPSNVPROC)glewGetProcAddress((const GLubyte*)"glXQueryMaxSwapGroupsNV")) == NULL) || r;
r = ((glXQuerySwapGroupNV = (PFNGLXQUERYSWAPGROUPNVPROC)glewGetProcAddress((const GLubyte*)"glXQuerySwapGroupNV")) == NULL) || r;
r = ((glXResetFrameCountNV = (PFNGLXRESETFRAMECOUNTNVPROC)glewGetProcAddress((const GLubyte*)"glXResetFrameCountNV")) == NULL) || r;
return r;
}
#endif /* GLX_NV_swap_group */
#ifdef GLX_NV_vertex_array_range
static GLboolean _glewInit_GLX_NV_vertex_array_range (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXAllocateMemoryNV = (PFNGLXALLOCATEMEMORYNVPROC)glewGetProcAddress((const GLubyte*)"glXAllocateMemoryNV")) == NULL) || r;
r = ((glXFreeMemoryNV = (PFNGLXFREEMEMORYNVPROC)glewGetProcAddress((const GLubyte*)"glXFreeMemoryNV")) == NULL) || r;
return r;
}
#endif /* GLX_NV_vertex_array_range */
#ifdef GLX_NV_video_capture
static GLboolean _glewInit_GLX_NV_video_capture (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXBindVideoCaptureDeviceNV = (PFNGLXBINDVIDEOCAPTUREDEVICENVPROC)glewGetProcAddress((const GLubyte*)"glXBindVideoCaptureDeviceNV")) == NULL) || r;
r = ((glXEnumerateVideoCaptureDevicesNV = (PFNGLXENUMERATEVIDEOCAPTUREDEVICESNVPROC)glewGetProcAddress((const GLubyte*)"glXEnumerateVideoCaptureDevicesNV")) == NULL) || r;
r = ((glXLockVideoCaptureDeviceNV = (PFNGLXLOCKVIDEOCAPTUREDEVICENVPROC)glewGetProcAddress((const GLubyte*)"glXLockVideoCaptureDeviceNV")) == NULL) || r;
r = ((glXQueryVideoCaptureDeviceNV = (PFNGLXQUERYVIDEOCAPTUREDEVICENVPROC)glewGetProcAddress((const GLubyte*)"glXQueryVideoCaptureDeviceNV")) == NULL) || r;
r = ((glXReleaseVideoCaptureDeviceNV = (PFNGLXRELEASEVIDEOCAPTUREDEVICENVPROC)glewGetProcAddress((const GLubyte*)"glXReleaseVideoCaptureDeviceNV")) == NULL) || r;
return r;
}
#endif /* GLX_NV_video_capture */
#ifdef GLX_NV_video_out
static GLboolean _glewInit_GLX_NV_video_out (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXBindVideoImageNV = (PFNGLXBINDVIDEOIMAGENVPROC)glewGetProcAddress((const GLubyte*)"glXBindVideoImageNV")) == NULL) || r;
r = ((glXGetVideoDeviceNV = (PFNGLXGETVIDEODEVICENVPROC)glewGetProcAddress((const GLubyte*)"glXGetVideoDeviceNV")) == NULL) || r;
r = ((glXGetVideoInfoNV = (PFNGLXGETVIDEOINFONVPROC)glewGetProcAddress((const GLubyte*)"glXGetVideoInfoNV")) == NULL) || r;
r = ((glXReleaseVideoDeviceNV = (PFNGLXRELEASEVIDEODEVICENVPROC)glewGetProcAddress((const GLubyte*)"glXReleaseVideoDeviceNV")) == NULL) || r;
r = ((glXReleaseVideoImageNV = (PFNGLXRELEASEVIDEOIMAGENVPROC)glewGetProcAddress((const GLubyte*)"glXReleaseVideoImageNV")) == NULL) || r;
r = ((glXSendPbufferToVideoNV = (PFNGLXSENDPBUFFERTOVIDEONVPROC)glewGetProcAddress((const GLubyte*)"glXSendPbufferToVideoNV")) == NULL) || r;
return r;
}
#endif /* GLX_NV_video_out */
#ifdef GLX_OML_sync_control
static GLboolean _glewInit_GLX_OML_sync_control (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXGetMscRateOML = (PFNGLXGETMSCRATEOMLPROC)glewGetProcAddress((const GLubyte*)"glXGetMscRateOML")) == NULL) || r;
r = ((glXGetSyncValuesOML = (PFNGLXGETSYNCVALUESOMLPROC)glewGetProcAddress((const GLubyte*)"glXGetSyncValuesOML")) == NULL) || r;
r = ((glXSwapBuffersMscOML = (PFNGLXSWAPBUFFERSMSCOMLPROC)glewGetProcAddress((const GLubyte*)"glXSwapBuffersMscOML")) == NULL) || r;
r = ((glXWaitForMscOML = (PFNGLXWAITFORMSCOMLPROC)glewGetProcAddress((const GLubyte*)"glXWaitForMscOML")) == NULL) || r;
r = ((glXWaitForSbcOML = (PFNGLXWAITFORSBCOMLPROC)glewGetProcAddress((const GLubyte*)"glXWaitForSbcOML")) == NULL) || r;
return r;
}
#endif /* GLX_OML_sync_control */
#ifdef GLX_SGIX_fbconfig
static GLboolean _glewInit_GLX_SGIX_fbconfig (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXChooseFBConfigSGIX = (PFNGLXCHOOSEFBCONFIGSGIXPROC)glewGetProcAddress((const GLubyte*)"glXChooseFBConfigSGIX")) == NULL) || r;
r = ((glXCreateContextWithConfigSGIX = (PFNGLXCREATECONTEXTWITHCONFIGSGIXPROC)glewGetProcAddress((const GLubyte*)"glXCreateContextWithConfigSGIX")) == NULL) || r;
r = ((glXCreateGLXPixmapWithConfigSGIX = (PFNGLXCREATEGLXPIXMAPWITHCONFIGSGIXPROC)glewGetProcAddress((const GLubyte*)"glXCreateGLXPixmapWithConfigSGIX")) == NULL) || r;
r = ((glXGetFBConfigAttribSGIX = (PFNGLXGETFBCONFIGATTRIBSGIXPROC)glewGetProcAddress((const GLubyte*)"glXGetFBConfigAttribSGIX")) == NULL) || r;
r = ((glXGetFBConfigFromVisualSGIX = (PFNGLXGETFBCONFIGFROMVISUALSGIXPROC)glewGetProcAddress((const GLubyte*)"glXGetFBConfigFromVisualSGIX")) == NULL) || r;
r = ((glXGetVisualFromFBConfigSGIX = (PFNGLXGETVISUALFROMFBCONFIGSGIXPROC)glewGetProcAddress((const GLubyte*)"glXGetVisualFromFBConfigSGIX")) == NULL) || r;
return r;
}
#endif /* GLX_SGIX_fbconfig */
#ifdef GLX_SGIX_hyperpipe
static GLboolean _glewInit_GLX_SGIX_hyperpipe (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXBindHyperpipeSGIX = (PFNGLXBINDHYPERPIPESGIXPROC)glewGetProcAddress((const GLubyte*)"glXBindHyperpipeSGIX")) == NULL) || r;
r = ((glXDestroyHyperpipeConfigSGIX = (PFNGLXDESTROYHYPERPIPECONFIGSGIXPROC)glewGetProcAddress((const GLubyte*)"glXDestroyHyperpipeConfigSGIX")) == NULL) || r;
r = ((glXHyperpipeAttribSGIX = (PFNGLXHYPERPIPEATTRIBSGIXPROC)glewGetProcAddress((const GLubyte*)"glXHyperpipeAttribSGIX")) == NULL) || r;
r = ((glXHyperpipeConfigSGIX = (PFNGLXHYPERPIPECONFIGSGIXPROC)glewGetProcAddress((const GLubyte*)"glXHyperpipeConfigSGIX")) == NULL) || r;
r = ((glXQueryHyperpipeAttribSGIX = (PFNGLXQUERYHYPERPIPEATTRIBSGIXPROC)glewGetProcAddress((const GLubyte*)"glXQueryHyperpipeAttribSGIX")) == NULL) || r;
r = ((glXQueryHyperpipeBestAttribSGIX = (PFNGLXQUERYHYPERPIPEBESTATTRIBSGIXPROC)glewGetProcAddress((const GLubyte*)"glXQueryHyperpipeBestAttribSGIX")) == NULL) || r;
r = ((glXQueryHyperpipeConfigSGIX = (PFNGLXQUERYHYPERPIPECONFIGSGIXPROC)glewGetProcAddress((const GLubyte*)"glXQueryHyperpipeConfigSGIX")) == NULL) || r;
r = ((glXQueryHyperpipeNetworkSGIX = (PFNGLXQUERYHYPERPIPENETWORKSGIXPROC)glewGetProcAddress((const GLubyte*)"glXQueryHyperpipeNetworkSGIX")) == NULL) || r;
return r;
}
#endif /* GLX_SGIX_hyperpipe */
#ifdef GLX_SGIX_pbuffer
static GLboolean _glewInit_GLX_SGIX_pbuffer (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXCreateGLXPbufferSGIX = (PFNGLXCREATEGLXPBUFFERSGIXPROC)glewGetProcAddress((const GLubyte*)"glXCreateGLXPbufferSGIX")) == NULL) || r;
r = ((glXDestroyGLXPbufferSGIX = (PFNGLXDESTROYGLXPBUFFERSGIXPROC)glewGetProcAddress((const GLubyte*)"glXDestroyGLXPbufferSGIX")) == NULL) || r;
r = ((glXGetSelectedEventSGIX = (PFNGLXGETSELECTEDEVENTSGIXPROC)glewGetProcAddress((const GLubyte*)"glXGetSelectedEventSGIX")) == NULL) || r;
r = ((glXQueryGLXPbufferSGIX = (PFNGLXQUERYGLXPBUFFERSGIXPROC)glewGetProcAddress((const GLubyte*)"glXQueryGLXPbufferSGIX")) == NULL) || r;
r = ((glXSelectEventSGIX = (PFNGLXSELECTEVENTSGIXPROC)glewGetProcAddress((const GLubyte*)"glXSelectEventSGIX")) == NULL) || r;
return r;
}
#endif /* GLX_SGIX_pbuffer */
#ifdef GLX_SGIX_swap_barrier
static GLboolean _glewInit_GLX_SGIX_swap_barrier (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXBindSwapBarrierSGIX = (PFNGLXBINDSWAPBARRIERSGIXPROC)glewGetProcAddress((const GLubyte*)"glXBindSwapBarrierSGIX")) == NULL) || r;
r = ((glXQueryMaxSwapBarriersSGIX = (PFNGLXQUERYMAXSWAPBARRIERSSGIXPROC)glewGetProcAddress((const GLubyte*)"glXQueryMaxSwapBarriersSGIX")) == NULL) || r;
return r;
}
#endif /* GLX_SGIX_swap_barrier */
#ifdef GLX_SGIX_swap_group
static GLboolean _glewInit_GLX_SGIX_swap_group (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXJoinSwapGroupSGIX = (PFNGLXJOINSWAPGROUPSGIXPROC)glewGetProcAddress((const GLubyte*)"glXJoinSwapGroupSGIX")) == NULL) || r;
return r;
}
#endif /* GLX_SGIX_swap_group */
#ifdef GLX_SGIX_video_resize
static GLboolean _glewInit_GLX_SGIX_video_resize (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXBindChannelToWindowSGIX = (PFNGLXBINDCHANNELTOWINDOWSGIXPROC)glewGetProcAddress((const GLubyte*)"glXBindChannelToWindowSGIX")) == NULL) || r;
r = ((glXChannelRectSGIX = (PFNGLXCHANNELRECTSGIXPROC)glewGetProcAddress((const GLubyte*)"glXChannelRectSGIX")) == NULL) || r;
r = ((glXChannelRectSyncSGIX = (PFNGLXCHANNELRECTSYNCSGIXPROC)glewGetProcAddress((const GLubyte*)"glXChannelRectSyncSGIX")) == NULL) || r;
r = ((glXQueryChannelDeltasSGIX = (PFNGLXQUERYCHANNELDELTASSGIXPROC)glewGetProcAddress((const GLubyte*)"glXQueryChannelDeltasSGIX")) == NULL) || r;
r = ((glXQueryChannelRectSGIX = (PFNGLXQUERYCHANNELRECTSGIXPROC)glewGetProcAddress((const GLubyte*)"glXQueryChannelRectSGIX")) == NULL) || r;
return r;
}
#endif /* GLX_SGIX_video_resize */
#ifdef GLX_SGI_cushion
static GLboolean _glewInit_GLX_SGI_cushion (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXCushionSGI = (PFNGLXCUSHIONSGIPROC)glewGetProcAddress((const GLubyte*)"glXCushionSGI")) == NULL) || r;
return r;
}
#endif /* GLX_SGI_cushion */
#ifdef GLX_SGI_make_current_read
static GLboolean _glewInit_GLX_SGI_make_current_read (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXGetCurrentReadDrawableSGI = (PFNGLXGETCURRENTREADDRAWABLESGIPROC)glewGetProcAddress((const GLubyte*)"glXGetCurrentReadDrawableSGI")) == NULL) || r;
r = ((glXMakeCurrentReadSGI = (PFNGLXMAKECURRENTREADSGIPROC)glewGetProcAddress((const GLubyte*)"glXMakeCurrentReadSGI")) == NULL) || r;
return r;
}
#endif /* GLX_SGI_make_current_read */
#ifdef GLX_SGI_swap_control
static GLboolean _glewInit_GLX_SGI_swap_control (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXSwapIntervalSGI = (PFNGLXSWAPINTERVALSGIPROC)glewGetProcAddress((const GLubyte*)"glXSwapIntervalSGI")) == NULL) || r;
return r;
}
#endif /* GLX_SGI_swap_control */
#ifdef GLX_SGI_video_sync
static GLboolean _glewInit_GLX_SGI_video_sync (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXGetVideoSyncSGI = (PFNGLXGETVIDEOSYNCSGIPROC)glewGetProcAddress((const GLubyte*)"glXGetVideoSyncSGI")) == NULL) || r;
r = ((glXWaitVideoSyncSGI = (PFNGLXWAITVIDEOSYNCSGIPROC)glewGetProcAddress((const GLubyte*)"glXWaitVideoSyncSGI")) == NULL) || r;
return r;
}
#endif /* GLX_SGI_video_sync */
#ifdef GLX_SUN_get_transparent_index
static GLboolean _glewInit_GLX_SUN_get_transparent_index (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXGetTransparentIndexSUN = (PFNGLXGETTRANSPARENTINDEXSUNPROC)glewGetProcAddress((const GLubyte*)"glXGetTransparentIndexSUN")) == NULL) || r;
return r;
}
#endif /* GLX_SUN_get_transparent_index */
#ifdef GLX_SUN_video_resize
static GLboolean _glewInit_GLX_SUN_video_resize (GLXEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
r = ((glXGetVideoResizeSUN = (PFNGLXGETVIDEORESIZESUNPROC)glewGetProcAddress((const GLubyte*)"glXGetVideoResizeSUN")) == NULL) || r;
r = ((glXVideoResizeSUN = (PFNGLXVIDEORESIZESUNPROC)glewGetProcAddress((const GLubyte*)"glXVideoResizeSUN")) == NULL) || r;
return r;
}
#endif /* GLX_SUN_video_resize */
/* ------------------------------------------------------------------------ */
GLboolean glxewGetExtension (const char* name)
{
const GLubyte* start;
const GLubyte* end;
if (glXGetCurrentDisplay == NULL) return GL_FALSE;
start = (const GLubyte*)glXGetClientString(glXGetCurrentDisplay(), GLX_EXTENSIONS);
if (0 == start) return GL_FALSE;
end = start + _glewStrLen(start);
return _glewSearchExtension(name, start, end);
}
#ifdef GLEW_MX
GLenum glxewContextInit (GLXEW_CONTEXT_ARG_DEF_LIST)
#else
GLenum glxewInit (GLXEW_CONTEXT_ARG_DEF_LIST)
#endif
{
int major, minor;
const GLubyte* extStart;
const GLubyte* extEnd;
/* initialize core GLX 1.2 */
if (_glewInit_GLX_VERSION_1_2(GLEW_CONTEXT_ARG_VAR_INIT)) return GLEW_ERROR_GLX_VERSION_11_ONLY;
/* initialize flags */
GLXEW_VERSION_1_0 = GL_TRUE;
GLXEW_VERSION_1_1 = GL_TRUE;
GLXEW_VERSION_1_2 = GL_TRUE;
GLXEW_VERSION_1_3 = GL_TRUE;
GLXEW_VERSION_1_4 = GL_TRUE;
/* query GLX version */
glXQueryVersion(glXGetCurrentDisplay(), &major, &minor);
if (major == 1 && minor <= 3)
{
switch (minor)
{
case 3:
GLXEW_VERSION_1_4 = GL_FALSE;
break;
case 2:
GLXEW_VERSION_1_4 = GL_FALSE;
GLXEW_VERSION_1_3 = GL_FALSE;
break;
default:
return GLEW_ERROR_GLX_VERSION_11_ONLY;
break;
}
}
/* query GLX extension string */
extStart = 0;
if (glXGetCurrentDisplay != NULL)
extStart = (const GLubyte*)glXGetClientString(glXGetCurrentDisplay(), GLX_EXTENSIONS);
if (extStart == 0)
extStart = (const GLubyte *)"";
extEnd = extStart + _glewStrLen(extStart);
/* initialize extensions */
#ifdef GLX_VERSION_1_3
if (glewExperimental || GLXEW_VERSION_1_3) GLXEW_VERSION_1_3 = !_glewInit_GLX_VERSION_1_3(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_VERSION_1_3 */
#ifdef GLX_3DFX_multisample
GLXEW_3DFX_multisample = _glewSearchExtension("GLX_3DFX_multisample", extStart, extEnd);
#endif /* GLX_3DFX_multisample */
#ifdef GLX_AMD_gpu_association
GLXEW_AMD_gpu_association = _glewSearchExtension("GLX_AMD_gpu_association", extStart, extEnd);
if (glewExperimental || GLXEW_AMD_gpu_association) GLXEW_AMD_gpu_association = !_glewInit_GLX_AMD_gpu_association(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_AMD_gpu_association */
#ifdef GLX_ARB_context_flush_control
GLXEW_ARB_context_flush_control = _glewSearchExtension("GLX_ARB_context_flush_control", extStart, extEnd);
#endif /* GLX_ARB_context_flush_control */
#ifdef GLX_ARB_create_context
GLXEW_ARB_create_context = _glewSearchExtension("GLX_ARB_create_context", extStart, extEnd);
if (glewExperimental || GLXEW_ARB_create_context) GLXEW_ARB_create_context = !_glewInit_GLX_ARB_create_context(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_ARB_create_context */
#ifdef GLX_ARB_create_context_profile
GLXEW_ARB_create_context_profile = _glewSearchExtension("GLX_ARB_create_context_profile", extStart, extEnd);
#endif /* GLX_ARB_create_context_profile */
#ifdef GLX_ARB_create_context_robustness
GLXEW_ARB_create_context_robustness = _glewSearchExtension("GLX_ARB_create_context_robustness", extStart, extEnd);
#endif /* GLX_ARB_create_context_robustness */
#ifdef GLX_ARB_fbconfig_float
GLXEW_ARB_fbconfig_float = _glewSearchExtension("GLX_ARB_fbconfig_float", extStart, extEnd);
#endif /* GLX_ARB_fbconfig_float */
#ifdef GLX_ARB_framebuffer_sRGB
GLXEW_ARB_framebuffer_sRGB = _glewSearchExtension("GLX_ARB_framebuffer_sRGB", extStart, extEnd);
#endif /* GLX_ARB_framebuffer_sRGB */
#ifdef GLX_ARB_get_proc_address
GLXEW_ARB_get_proc_address = _glewSearchExtension("GLX_ARB_get_proc_address", extStart, extEnd);
#endif /* GLX_ARB_get_proc_address */
#ifdef GLX_ARB_multisample
GLXEW_ARB_multisample = _glewSearchExtension("GLX_ARB_multisample", extStart, extEnd);
#endif /* GLX_ARB_multisample */
#ifdef GLX_ARB_robustness_application_isolation
GLXEW_ARB_robustness_application_isolation = _glewSearchExtension("GLX_ARB_robustness_application_isolation", extStart, extEnd);
#endif /* GLX_ARB_robustness_application_isolation */
#ifdef GLX_ARB_robustness_share_group_isolation
GLXEW_ARB_robustness_share_group_isolation = _glewSearchExtension("GLX_ARB_robustness_share_group_isolation", extStart, extEnd);
#endif /* GLX_ARB_robustness_share_group_isolation */
#ifdef GLX_ARB_vertex_buffer_object
GLXEW_ARB_vertex_buffer_object = _glewSearchExtension("GLX_ARB_vertex_buffer_object", extStart, extEnd);
#endif /* GLX_ARB_vertex_buffer_object */
#ifdef GLX_ATI_pixel_format_float
GLXEW_ATI_pixel_format_float = _glewSearchExtension("GLX_ATI_pixel_format_float", extStart, extEnd);
#endif /* GLX_ATI_pixel_format_float */
#ifdef GLX_ATI_render_texture
GLXEW_ATI_render_texture = _glewSearchExtension("GLX_ATI_render_texture", extStart, extEnd);
if (glewExperimental || GLXEW_ATI_render_texture) GLXEW_ATI_render_texture = !_glewInit_GLX_ATI_render_texture(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_ATI_render_texture */
#ifdef GLX_EXT_buffer_age
GLXEW_EXT_buffer_age = _glewSearchExtension("GLX_EXT_buffer_age", extStart, extEnd);
#endif /* GLX_EXT_buffer_age */
#ifdef GLX_EXT_create_context_es2_profile
GLXEW_EXT_create_context_es2_profile = _glewSearchExtension("GLX_EXT_create_context_es2_profile", extStart, extEnd);
#endif /* GLX_EXT_create_context_es2_profile */
#ifdef GLX_EXT_create_context_es_profile
GLXEW_EXT_create_context_es_profile = _glewSearchExtension("GLX_EXT_create_context_es_profile", extStart, extEnd);
#endif /* GLX_EXT_create_context_es_profile */
#ifdef GLX_EXT_fbconfig_packed_float
GLXEW_EXT_fbconfig_packed_float = _glewSearchExtension("GLX_EXT_fbconfig_packed_float", extStart, extEnd);
#endif /* GLX_EXT_fbconfig_packed_float */
#ifdef GLX_EXT_framebuffer_sRGB
GLXEW_EXT_framebuffer_sRGB = _glewSearchExtension("GLX_EXT_framebuffer_sRGB", extStart, extEnd);
#endif /* GLX_EXT_framebuffer_sRGB */
#ifdef GLX_EXT_import_context
GLXEW_EXT_import_context = _glewSearchExtension("GLX_EXT_import_context", extStart, extEnd);
if (glewExperimental || GLXEW_EXT_import_context) GLXEW_EXT_import_context = !_glewInit_GLX_EXT_import_context(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_EXT_import_context */
#ifdef GLX_EXT_scene_marker
GLXEW_EXT_scene_marker = _glewSearchExtension("GLX_EXT_scene_marker", extStart, extEnd);
#endif /* GLX_EXT_scene_marker */
#ifdef GLX_EXT_stereo_tree
GLXEW_EXT_stereo_tree = _glewSearchExtension("GLX_EXT_stereo_tree", extStart, extEnd);
#endif /* GLX_EXT_stereo_tree */
#ifdef GLX_EXT_swap_control
GLXEW_EXT_swap_control = _glewSearchExtension("GLX_EXT_swap_control", extStart, extEnd);
if (glewExperimental || GLXEW_EXT_swap_control) GLXEW_EXT_swap_control = !_glewInit_GLX_EXT_swap_control(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_EXT_swap_control */
#ifdef GLX_EXT_swap_control_tear
GLXEW_EXT_swap_control_tear = _glewSearchExtension("GLX_EXT_swap_control_tear", extStart, extEnd);
#endif /* GLX_EXT_swap_control_tear */
#ifdef GLX_EXT_texture_from_pixmap
GLXEW_EXT_texture_from_pixmap = _glewSearchExtension("GLX_EXT_texture_from_pixmap", extStart, extEnd);
if (glewExperimental || GLXEW_EXT_texture_from_pixmap) GLXEW_EXT_texture_from_pixmap = !_glewInit_GLX_EXT_texture_from_pixmap(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_EXT_texture_from_pixmap */
#ifdef GLX_EXT_visual_info
GLXEW_EXT_visual_info = _glewSearchExtension("GLX_EXT_visual_info", extStart, extEnd);
#endif /* GLX_EXT_visual_info */
#ifdef GLX_EXT_visual_rating
GLXEW_EXT_visual_rating = _glewSearchExtension("GLX_EXT_visual_rating", extStart, extEnd);
#endif /* GLX_EXT_visual_rating */
#ifdef GLX_INTEL_swap_event
GLXEW_INTEL_swap_event = _glewSearchExtension("GLX_INTEL_swap_event", extStart, extEnd);
#endif /* GLX_INTEL_swap_event */
#ifdef GLX_MESA_agp_offset
GLXEW_MESA_agp_offset = _glewSearchExtension("GLX_MESA_agp_offset", extStart, extEnd);
if (glewExperimental || GLXEW_MESA_agp_offset) GLXEW_MESA_agp_offset = !_glewInit_GLX_MESA_agp_offset(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_MESA_agp_offset */
#ifdef GLX_MESA_copy_sub_buffer
GLXEW_MESA_copy_sub_buffer = _glewSearchExtension("GLX_MESA_copy_sub_buffer", extStart, extEnd);
if (glewExperimental || GLXEW_MESA_copy_sub_buffer) GLXEW_MESA_copy_sub_buffer = !_glewInit_GLX_MESA_copy_sub_buffer(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_MESA_copy_sub_buffer */
#ifdef GLX_MESA_pixmap_colormap
GLXEW_MESA_pixmap_colormap = _glewSearchExtension("GLX_MESA_pixmap_colormap", extStart, extEnd);
if (glewExperimental || GLXEW_MESA_pixmap_colormap) GLXEW_MESA_pixmap_colormap = !_glewInit_GLX_MESA_pixmap_colormap(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_MESA_pixmap_colormap */
#ifdef GLX_MESA_query_renderer
GLXEW_MESA_query_renderer = _glewSearchExtension("GLX_MESA_query_renderer", extStart, extEnd);
if (glewExperimental || GLXEW_MESA_query_renderer) GLXEW_MESA_query_renderer = !_glewInit_GLX_MESA_query_renderer(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_MESA_query_renderer */
#ifdef GLX_MESA_release_buffers
GLXEW_MESA_release_buffers = _glewSearchExtension("GLX_MESA_release_buffers", extStart, extEnd);
if (glewExperimental || GLXEW_MESA_release_buffers) GLXEW_MESA_release_buffers = !_glewInit_GLX_MESA_release_buffers(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_MESA_release_buffers */
#ifdef GLX_MESA_set_3dfx_mode
GLXEW_MESA_set_3dfx_mode = _glewSearchExtension("GLX_MESA_set_3dfx_mode", extStart, extEnd);
if (glewExperimental || GLXEW_MESA_set_3dfx_mode) GLXEW_MESA_set_3dfx_mode = !_glewInit_GLX_MESA_set_3dfx_mode(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_MESA_set_3dfx_mode */
#ifdef GLX_MESA_swap_control
GLXEW_MESA_swap_control = _glewSearchExtension("GLX_MESA_swap_control", extStart, extEnd);
if (glewExperimental || GLXEW_MESA_swap_control) GLXEW_MESA_swap_control = !_glewInit_GLX_MESA_swap_control(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_MESA_swap_control */
#ifdef GLX_NV_copy_buffer
GLXEW_NV_copy_buffer = _glewSearchExtension("GLX_NV_copy_buffer", extStart, extEnd);
if (glewExperimental || GLXEW_NV_copy_buffer) GLXEW_NV_copy_buffer = !_glewInit_GLX_NV_copy_buffer(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_NV_copy_buffer */
#ifdef GLX_NV_copy_image
GLXEW_NV_copy_image = _glewSearchExtension("GLX_NV_copy_image", extStart, extEnd);
if (glewExperimental || GLXEW_NV_copy_image) GLXEW_NV_copy_image = !_glewInit_GLX_NV_copy_image(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_NV_copy_image */
#ifdef GLX_NV_delay_before_swap
GLXEW_NV_delay_before_swap = _glewSearchExtension("GLX_NV_delay_before_swap", extStart, extEnd);
if (glewExperimental || GLXEW_NV_delay_before_swap) GLXEW_NV_delay_before_swap = !_glewInit_GLX_NV_delay_before_swap(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_NV_delay_before_swap */
#ifdef GLX_NV_float_buffer
GLXEW_NV_float_buffer = _glewSearchExtension("GLX_NV_float_buffer", extStart, extEnd);
#endif /* GLX_NV_float_buffer */
#ifdef GLX_NV_multisample_coverage
GLXEW_NV_multisample_coverage = _glewSearchExtension("GLX_NV_multisample_coverage", extStart, extEnd);
#endif /* GLX_NV_multisample_coverage */
#ifdef GLX_NV_present_video
GLXEW_NV_present_video = _glewSearchExtension("GLX_NV_present_video", extStart, extEnd);
if (glewExperimental || GLXEW_NV_present_video) GLXEW_NV_present_video = !_glewInit_GLX_NV_present_video(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_NV_present_video */
#ifdef GLX_NV_swap_group
GLXEW_NV_swap_group = _glewSearchExtension("GLX_NV_swap_group", extStart, extEnd);
if (glewExperimental || GLXEW_NV_swap_group) GLXEW_NV_swap_group = !_glewInit_GLX_NV_swap_group(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_NV_swap_group */
#ifdef GLX_NV_vertex_array_range
GLXEW_NV_vertex_array_range = _glewSearchExtension("GLX_NV_vertex_array_range", extStart, extEnd);
if (glewExperimental || GLXEW_NV_vertex_array_range) GLXEW_NV_vertex_array_range = !_glewInit_GLX_NV_vertex_array_range(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_NV_vertex_array_range */
#ifdef GLX_NV_video_capture
GLXEW_NV_video_capture = _glewSearchExtension("GLX_NV_video_capture", extStart, extEnd);
if (glewExperimental || GLXEW_NV_video_capture) GLXEW_NV_video_capture = !_glewInit_GLX_NV_video_capture(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_NV_video_capture */
#ifdef GLX_NV_video_out
GLXEW_NV_video_out = _glewSearchExtension("GLX_NV_video_out", extStart, extEnd);
if (glewExperimental || GLXEW_NV_video_out) GLXEW_NV_video_out = !_glewInit_GLX_NV_video_out(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_NV_video_out */
#ifdef GLX_OML_swap_method
GLXEW_OML_swap_method = _glewSearchExtension("GLX_OML_swap_method", extStart, extEnd);
#endif /* GLX_OML_swap_method */
#ifdef GLX_OML_sync_control
GLXEW_OML_sync_control = _glewSearchExtension("GLX_OML_sync_control", extStart, extEnd);
if (glewExperimental || GLXEW_OML_sync_control) GLXEW_OML_sync_control = !_glewInit_GLX_OML_sync_control(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_OML_sync_control */
#ifdef GLX_SGIS_blended_overlay
GLXEW_SGIS_blended_overlay = _glewSearchExtension("GLX_SGIS_blended_overlay", extStart, extEnd);
#endif /* GLX_SGIS_blended_overlay */
#ifdef GLX_SGIS_color_range
GLXEW_SGIS_color_range = _glewSearchExtension("GLX_SGIS_color_range", extStart, extEnd);
#endif /* GLX_SGIS_color_range */
#ifdef GLX_SGIS_multisample
GLXEW_SGIS_multisample = _glewSearchExtension("GLX_SGIS_multisample", extStart, extEnd);
#endif /* GLX_SGIS_multisample */
#ifdef GLX_SGIS_shared_multisample
GLXEW_SGIS_shared_multisample = _glewSearchExtension("GLX_SGIS_shared_multisample", extStart, extEnd);
#endif /* GLX_SGIS_shared_multisample */
#ifdef GLX_SGIX_fbconfig
GLXEW_SGIX_fbconfig = _glewSearchExtension("GLX_SGIX_fbconfig", extStart, extEnd);
if (glewExperimental || GLXEW_SGIX_fbconfig) GLXEW_SGIX_fbconfig = !_glewInit_GLX_SGIX_fbconfig(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_SGIX_fbconfig */
#ifdef GLX_SGIX_hyperpipe
GLXEW_SGIX_hyperpipe = _glewSearchExtension("GLX_SGIX_hyperpipe", extStart, extEnd);
if (glewExperimental || GLXEW_SGIX_hyperpipe) GLXEW_SGIX_hyperpipe = !_glewInit_GLX_SGIX_hyperpipe(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_SGIX_hyperpipe */
#ifdef GLX_SGIX_pbuffer
GLXEW_SGIX_pbuffer = _glewSearchExtension("GLX_SGIX_pbuffer", extStart, extEnd);
if (glewExperimental || GLXEW_SGIX_pbuffer) GLXEW_SGIX_pbuffer = !_glewInit_GLX_SGIX_pbuffer(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_SGIX_pbuffer */
#ifdef GLX_SGIX_swap_barrier
GLXEW_SGIX_swap_barrier = _glewSearchExtension("GLX_SGIX_swap_barrier", extStart, extEnd);
if (glewExperimental || GLXEW_SGIX_swap_barrier) GLXEW_SGIX_swap_barrier = !_glewInit_GLX_SGIX_swap_barrier(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_SGIX_swap_barrier */
#ifdef GLX_SGIX_swap_group
GLXEW_SGIX_swap_group = _glewSearchExtension("GLX_SGIX_swap_group", extStart, extEnd);
if (glewExperimental || GLXEW_SGIX_swap_group) GLXEW_SGIX_swap_group = !_glewInit_GLX_SGIX_swap_group(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_SGIX_swap_group */
#ifdef GLX_SGIX_video_resize
GLXEW_SGIX_video_resize = _glewSearchExtension("GLX_SGIX_video_resize", extStart, extEnd);
if (glewExperimental || GLXEW_SGIX_video_resize) GLXEW_SGIX_video_resize = !_glewInit_GLX_SGIX_video_resize(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_SGIX_video_resize */
#ifdef GLX_SGIX_visual_select_group
GLXEW_SGIX_visual_select_group = _glewSearchExtension("GLX_SGIX_visual_select_group", extStart, extEnd);
#endif /* GLX_SGIX_visual_select_group */
#ifdef GLX_SGI_cushion
GLXEW_SGI_cushion = _glewSearchExtension("GLX_SGI_cushion", extStart, extEnd);
if (glewExperimental || GLXEW_SGI_cushion) GLXEW_SGI_cushion = !_glewInit_GLX_SGI_cushion(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_SGI_cushion */
#ifdef GLX_SGI_make_current_read
GLXEW_SGI_make_current_read = _glewSearchExtension("GLX_SGI_make_current_read", extStart, extEnd);
if (glewExperimental || GLXEW_SGI_make_current_read) GLXEW_SGI_make_current_read = !_glewInit_GLX_SGI_make_current_read(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_SGI_make_current_read */
#ifdef GLX_SGI_swap_control
GLXEW_SGI_swap_control = _glewSearchExtension("GLX_SGI_swap_control", extStart, extEnd);
if (glewExperimental || GLXEW_SGI_swap_control) GLXEW_SGI_swap_control = !_glewInit_GLX_SGI_swap_control(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_SGI_swap_control */
#ifdef GLX_SGI_video_sync
GLXEW_SGI_video_sync = _glewSearchExtension("GLX_SGI_video_sync", extStart, extEnd);
if (glewExperimental || GLXEW_SGI_video_sync) GLXEW_SGI_video_sync = !_glewInit_GLX_SGI_video_sync(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_SGI_video_sync */
#ifdef GLX_SUN_get_transparent_index
GLXEW_SUN_get_transparent_index = _glewSearchExtension("GLX_SUN_get_transparent_index", extStart, extEnd);
if (glewExperimental || GLXEW_SUN_get_transparent_index) GLXEW_SUN_get_transparent_index = !_glewInit_GLX_SUN_get_transparent_index(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_SUN_get_transparent_index */
#ifdef GLX_SUN_video_resize
GLXEW_SUN_video_resize = _glewSearchExtension("GLX_SUN_video_resize", extStart, extEnd);
if (glewExperimental || GLXEW_SUN_video_resize) GLXEW_SUN_video_resize = !_glewInit_GLX_SUN_video_resize(GLEW_CONTEXT_ARG_VAR_INIT);
#endif /* GLX_SUN_video_resize */
return GLEW_OK;
}
#endif /* !defined(__ANDROID__) && !defined(__native_client__) && !defined(__HAIKU__) && (!defined(__APPLE__) || defined(GLEW_APPLE_GLX)) */
/* ------------------------------------------------------------------------ */
const GLubyte * GLEWAPIENTRY glewGetErrorString (GLenum error)
{
static const GLubyte* _glewErrorString[] =
{
(const GLubyte*)"No error",
(const GLubyte*)"Missing GL version",
(const GLubyte*)"GL 1.1 and up are not supported",
(const GLubyte*)"GLX 1.2 and up are not supported",
(const GLubyte*)"Unknown error"
};
const size_t max_error = sizeof(_glewErrorString)/sizeof(*_glewErrorString) - 1;
return _glewErrorString[(size_t)error > max_error ? max_error : (size_t)error];
}
const GLubyte * GLEWAPIENTRY glewGetString (GLenum name)
{
static const GLubyte* _glewString[] =
{
(const GLubyte*)NULL,
(const GLubyte*)"1.13.0",
(const GLubyte*)"1",
(const GLubyte*)"13",
(const GLubyte*)"0"
};
const size_t max_string = sizeof(_glewString)/sizeof(*_glewString) - 1;
return _glewString[(size_t)name > max_string ? 0 : (size_t)name];
}
/* ------------------------------------------------------------------------ */
GLboolean glewExperimental = GL_FALSE;
#if !defined(GLEW_MX)
GLenum GLEWAPIENTRY glewInit (void)
{
GLenum r;
r = glewContextInit();
if ( r != 0 ) return r;
#if defined(_WIN32)
return wglewInit();
#elif !defined(__ANDROID__) && !defined(__native_client__) && !defined(__HAIKU__) && (!defined(__APPLE__) || defined(GLEW_APPLE_GLX)) /* _UNIX */
return glxewInit();
#else
return r;
#endif /* _WIN32 */
}
#endif /* !GLEW_MX */
#ifdef GLEW_MX
GLboolean GLEWAPIENTRY glewContextIsSupported (const GLEWContext* ctx, const char* name)
#else
GLboolean GLEWAPIENTRY glewIsSupported (const char* name)
#endif
{
const GLubyte* pos = (const GLubyte*)name;
GLuint len = _glewStrLen(pos);
GLboolean ret = GL_TRUE;
while (ret && len > 0)
{
if (_glewStrSame1(&pos, &len, (const GLubyte*)"GL_", 3))
{
if (_glewStrSame2(&pos, &len, (const GLubyte*)"VERSION_", 8))
{
#ifdef GL_VERSION_1_2
if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_2", 3))
{
ret = GLEW_VERSION_1_2;
continue;
}
#endif
#ifdef GL_VERSION_1_2_1
if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_2_1", 5))
{
ret = GLEW_VERSION_1_2_1;
continue;
}
#endif
#ifdef GL_VERSION_1_3
if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_3", 3))
{
ret = GLEW_VERSION_1_3;
continue;
}
#endif
#ifdef GL_VERSION_1_4
if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_4", 3))
{
ret = GLEW_VERSION_1_4;
continue;
}
#endif
#ifdef GL_VERSION_1_5
if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_5", 3))
{
ret = GLEW_VERSION_1_5;
continue;
}
#endif
#ifdef GL_VERSION_2_0
if (_glewStrSame3(&pos, &len, (const GLubyte*)"2_0", 3))
{
ret = GLEW_VERSION_2_0;
continue;
}
#endif
#ifdef GL_VERSION_2_1
if (_glewStrSame3(&pos, &len, (const GLubyte*)"2_1", 3))
{
ret = GLEW_VERSION_2_1;
continue;
}
#endif
#ifdef GL_VERSION_3_0
if (_glewStrSame3(&pos, &len, (const GLubyte*)"3_0", 3))
{
ret = GLEW_VERSION_3_0;
continue;
}
#endif
#ifdef GL_VERSION_3_1
if (_glewStrSame3(&pos, &len, (const GLubyte*)"3_1", 3))
{
ret = GLEW_VERSION_3_1;
continue;
}
#endif
#ifdef GL_VERSION_3_2
if (_glewStrSame3(&pos, &len, (const GLubyte*)"3_2", 3))
{
ret = GLEW_VERSION_3_2;
continue;
}
#endif
#ifdef GL_VERSION_3_3
if (_glewStrSame3(&pos, &len, (const GLubyte*)"3_3", 3))
{
ret = GLEW_VERSION_3_3;
continue;
}
#endif
#ifdef GL_VERSION_4_0
if (_glewStrSame3(&pos, &len, (const GLubyte*)"4_0", 3))
{
ret = GLEW_VERSION_4_0;
continue;
}
#endif
#ifdef GL_VERSION_4_1
if (_glewStrSame3(&pos, &len, (const GLubyte*)"4_1", 3))
{
ret = GLEW_VERSION_4_1;
continue;
}
#endif
#ifdef GL_VERSION_4_2
if (_glewStrSame3(&pos, &len, (const GLubyte*)"4_2", 3))
{
ret = GLEW_VERSION_4_2;
continue;
}
#endif
#ifdef GL_VERSION_4_3
if (_glewStrSame3(&pos, &len, (const GLubyte*)"4_3", 3))
{
ret = GLEW_VERSION_4_3;
continue;
}
#endif
#ifdef GL_VERSION_4_4
if (_glewStrSame3(&pos, &len, (const GLubyte*)"4_4", 3))
{
ret = GLEW_VERSION_4_4;
continue;
}
#endif
#ifdef GL_VERSION_4_5
if (_glewStrSame3(&pos, &len, (const GLubyte*)"4_5", 3))
{
ret = GLEW_VERSION_4_5;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"3DFX_", 5))
{
#ifdef GL_3DFX_multisample
if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample", 11))
{
ret = GLEW_3DFX_multisample;
continue;
}
#endif
#ifdef GL_3DFX_tbuffer
if (_glewStrSame3(&pos, &len, (const GLubyte*)"tbuffer", 7))
{
ret = GLEW_3DFX_tbuffer;
continue;
}
#endif
#ifdef GL_3DFX_texture_compression_FXT1
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_FXT1", 24))
{
ret = GLEW_3DFX_texture_compression_FXT1;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"AMD_", 4))
{
#ifdef GL_AMD_blend_minmax_factor
if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_minmax_factor", 19))
{
ret = GLEW_AMD_blend_minmax_factor;
continue;
}
#endif
#ifdef GL_AMD_conservative_depth
if (_glewStrSame3(&pos, &len, (const GLubyte*)"conservative_depth", 18))
{
ret = GLEW_AMD_conservative_depth;
continue;
}
#endif
#ifdef GL_AMD_debug_output
if (_glewStrSame3(&pos, &len, (const GLubyte*)"debug_output", 12))
{
ret = GLEW_AMD_debug_output;
continue;
}
#endif
#ifdef GL_AMD_depth_clamp_separate
if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_clamp_separate", 20))
{
ret = GLEW_AMD_depth_clamp_separate;
continue;
}
#endif
#ifdef GL_AMD_draw_buffers_blend
if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_buffers_blend", 18))
{
ret = GLEW_AMD_draw_buffers_blend;
continue;
}
#endif
#ifdef GL_AMD_gcn_shader
if (_glewStrSame3(&pos, &len, (const GLubyte*)"gcn_shader", 10))
{
ret = GLEW_AMD_gcn_shader;
continue;
}
#endif
#ifdef GL_AMD_gpu_shader_int64
if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_shader_int64", 16))
{
ret = GLEW_AMD_gpu_shader_int64;
continue;
}
#endif
#ifdef GL_AMD_interleaved_elements
if (_glewStrSame3(&pos, &len, (const GLubyte*)"interleaved_elements", 20))
{
ret = GLEW_AMD_interleaved_elements;
continue;
}
#endif
#ifdef GL_AMD_multi_draw_indirect
if (_glewStrSame3(&pos, &len, (const GLubyte*)"multi_draw_indirect", 19))
{
ret = GLEW_AMD_multi_draw_indirect;
continue;
}
#endif
#ifdef GL_AMD_name_gen_delete
if (_glewStrSame3(&pos, &len, (const GLubyte*)"name_gen_delete", 15))
{
ret = GLEW_AMD_name_gen_delete;
continue;
}
#endif
#ifdef GL_AMD_occlusion_query_event
if (_glewStrSame3(&pos, &len, (const GLubyte*)"occlusion_query_event", 21))
{
ret = GLEW_AMD_occlusion_query_event;
continue;
}
#endif
#ifdef GL_AMD_performance_monitor
if (_glewStrSame3(&pos, &len, (const GLubyte*)"performance_monitor", 19))
{
ret = GLEW_AMD_performance_monitor;
continue;
}
#endif
#ifdef GL_AMD_pinned_memory
if (_glewStrSame3(&pos, &len, (const GLubyte*)"pinned_memory", 13))
{
ret = GLEW_AMD_pinned_memory;
continue;
}
#endif
#ifdef GL_AMD_query_buffer_object
if (_glewStrSame3(&pos, &len, (const GLubyte*)"query_buffer_object", 19))
{
ret = GLEW_AMD_query_buffer_object;
continue;
}
#endif
#ifdef GL_AMD_sample_positions
if (_glewStrSame3(&pos, &len, (const GLubyte*)"sample_positions", 16))
{
ret = GLEW_AMD_sample_positions;
continue;
}
#endif
#ifdef GL_AMD_seamless_cubemap_per_texture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"seamless_cubemap_per_texture", 28))
{
ret = GLEW_AMD_seamless_cubemap_per_texture;
continue;
}
#endif
#ifdef GL_AMD_shader_atomic_counter_ops
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_atomic_counter_ops", 25))
{
ret = GLEW_AMD_shader_atomic_counter_ops;
continue;
}
#endif
#ifdef GL_AMD_shader_stencil_export
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_stencil_export", 21))
{
ret = GLEW_AMD_shader_stencil_export;
continue;
}
#endif
#ifdef GL_AMD_shader_stencil_value_export
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_stencil_value_export", 27))
{
ret = GLEW_AMD_shader_stencil_value_export;
continue;
}
#endif
#ifdef GL_AMD_shader_trinary_minmax
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_trinary_minmax", 21))
{
ret = GLEW_AMD_shader_trinary_minmax;
continue;
}
#endif
#ifdef GL_AMD_sparse_texture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"sparse_texture", 14))
{
ret = GLEW_AMD_sparse_texture;
continue;
}
#endif
#ifdef GL_AMD_stencil_operation_extended
if (_glewStrSame3(&pos, &len, (const GLubyte*)"stencil_operation_extended", 26))
{
ret = GLEW_AMD_stencil_operation_extended;
continue;
}
#endif
#ifdef GL_AMD_texture_texture4
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_texture4", 16))
{
ret = GLEW_AMD_texture_texture4;
continue;
}
#endif
#ifdef GL_AMD_transform_feedback3_lines_triangles
if (_glewStrSame3(&pos, &len, (const GLubyte*)"transform_feedback3_lines_triangles", 35))
{
ret = GLEW_AMD_transform_feedback3_lines_triangles;
continue;
}
#endif
#ifdef GL_AMD_transform_feedback4
if (_glewStrSame3(&pos, &len, (const GLubyte*)"transform_feedback4", 19))
{
ret = GLEW_AMD_transform_feedback4;
continue;
}
#endif
#ifdef GL_AMD_vertex_shader_layer
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_shader_layer", 19))
{
ret = GLEW_AMD_vertex_shader_layer;
continue;
}
#endif
#ifdef GL_AMD_vertex_shader_tessellator
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_shader_tessellator", 25))
{
ret = GLEW_AMD_vertex_shader_tessellator;
continue;
}
#endif
#ifdef GL_AMD_vertex_shader_viewport_index
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_shader_viewport_index", 28))
{
ret = GLEW_AMD_vertex_shader_viewport_index;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"ANGLE_", 6))
{
#ifdef GL_ANGLE_depth_texture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_texture", 13))
{
ret = GLEW_ANGLE_depth_texture;
continue;
}
#endif
#ifdef GL_ANGLE_framebuffer_blit
if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_blit", 16))
{
ret = GLEW_ANGLE_framebuffer_blit;
continue;
}
#endif
#ifdef GL_ANGLE_framebuffer_multisample
if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_multisample", 23))
{
ret = GLEW_ANGLE_framebuffer_multisample;
continue;
}
#endif
#ifdef GL_ANGLE_instanced_arrays
if (_glewStrSame3(&pos, &len, (const GLubyte*)"instanced_arrays", 16))
{
ret = GLEW_ANGLE_instanced_arrays;
continue;
}
#endif
#ifdef GL_ANGLE_pack_reverse_row_order
if (_glewStrSame3(&pos, &len, (const GLubyte*)"pack_reverse_row_order", 22))
{
ret = GLEW_ANGLE_pack_reverse_row_order;
continue;
}
#endif
#ifdef GL_ANGLE_program_binary
if (_glewStrSame3(&pos, &len, (const GLubyte*)"program_binary", 14))
{
ret = GLEW_ANGLE_program_binary;
continue;
}
#endif
#ifdef GL_ANGLE_texture_compression_dxt1
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_dxt1", 24))
{
ret = GLEW_ANGLE_texture_compression_dxt1;
continue;
}
#endif
#ifdef GL_ANGLE_texture_compression_dxt3
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_dxt3", 24))
{
ret = GLEW_ANGLE_texture_compression_dxt3;
continue;
}
#endif
#ifdef GL_ANGLE_texture_compression_dxt5
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_dxt5", 24))
{
ret = GLEW_ANGLE_texture_compression_dxt5;
continue;
}
#endif
#ifdef GL_ANGLE_texture_usage
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_usage", 13))
{
ret = GLEW_ANGLE_texture_usage;
continue;
}
#endif
#ifdef GL_ANGLE_timer_query
if (_glewStrSame3(&pos, &len, (const GLubyte*)"timer_query", 11))
{
ret = GLEW_ANGLE_timer_query;
continue;
}
#endif
#ifdef GL_ANGLE_translated_shader_source
if (_glewStrSame3(&pos, &len, (const GLubyte*)"translated_shader_source", 24))
{
ret = GLEW_ANGLE_translated_shader_source;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"APPLE_", 6))
{
#ifdef GL_APPLE_aux_depth_stencil
if (_glewStrSame3(&pos, &len, (const GLubyte*)"aux_depth_stencil", 17))
{
ret = GLEW_APPLE_aux_depth_stencil;
continue;
}
#endif
#ifdef GL_APPLE_client_storage
if (_glewStrSame3(&pos, &len, (const GLubyte*)"client_storage", 14))
{
ret = GLEW_APPLE_client_storage;
continue;
}
#endif
#ifdef GL_APPLE_element_array
if (_glewStrSame3(&pos, &len, (const GLubyte*)"element_array", 13))
{
ret = GLEW_APPLE_element_array;
continue;
}
#endif
#ifdef GL_APPLE_fence
if (_glewStrSame3(&pos, &len, (const GLubyte*)"fence", 5))
{
ret = GLEW_APPLE_fence;
continue;
}
#endif
#ifdef GL_APPLE_float_pixels
if (_glewStrSame3(&pos, &len, (const GLubyte*)"float_pixels", 12))
{
ret = GLEW_APPLE_float_pixels;
continue;
}
#endif
#ifdef GL_APPLE_flush_buffer_range
if (_glewStrSame3(&pos, &len, (const GLubyte*)"flush_buffer_range", 18))
{
ret = GLEW_APPLE_flush_buffer_range;
continue;
}
#endif
#ifdef GL_APPLE_object_purgeable
if (_glewStrSame3(&pos, &len, (const GLubyte*)"object_purgeable", 16))
{
ret = GLEW_APPLE_object_purgeable;
continue;
}
#endif
#ifdef GL_APPLE_pixel_buffer
if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_buffer", 12))
{
ret = GLEW_APPLE_pixel_buffer;
continue;
}
#endif
#ifdef GL_APPLE_rgb_422
if (_glewStrSame3(&pos, &len, (const GLubyte*)"rgb_422", 7))
{
ret = GLEW_APPLE_rgb_422;
continue;
}
#endif
#ifdef GL_APPLE_row_bytes
if (_glewStrSame3(&pos, &len, (const GLubyte*)"row_bytes", 9))
{
ret = GLEW_APPLE_row_bytes;
continue;
}
#endif
#ifdef GL_APPLE_specular_vector
if (_glewStrSame3(&pos, &len, (const GLubyte*)"specular_vector", 15))
{
ret = GLEW_APPLE_specular_vector;
continue;
}
#endif
#ifdef GL_APPLE_texture_range
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_range", 13))
{
ret = GLEW_APPLE_texture_range;
continue;
}
#endif
#ifdef GL_APPLE_transform_hint
if (_glewStrSame3(&pos, &len, (const GLubyte*)"transform_hint", 14))
{
ret = GLEW_APPLE_transform_hint;
continue;
}
#endif
#ifdef GL_APPLE_vertex_array_object
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_object", 19))
{
ret = GLEW_APPLE_vertex_array_object;
continue;
}
#endif
#ifdef GL_APPLE_vertex_array_range
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_range", 18))
{
ret = GLEW_APPLE_vertex_array_range;
continue;
}
#endif
#ifdef GL_APPLE_vertex_program_evaluators
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_program_evaluators", 25))
{
ret = GLEW_APPLE_vertex_program_evaluators;
continue;
}
#endif
#ifdef GL_APPLE_ycbcr_422
if (_glewStrSame3(&pos, &len, (const GLubyte*)"ycbcr_422", 9))
{
ret = GLEW_APPLE_ycbcr_422;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"ARB_", 4))
{
#ifdef GL_ARB_ES2_compatibility
if (_glewStrSame3(&pos, &len, (const GLubyte*)"ES2_compatibility", 17))
{
ret = GLEW_ARB_ES2_compatibility;
continue;
}
#endif
#ifdef GL_ARB_ES3_1_compatibility
if (_glewStrSame3(&pos, &len, (const GLubyte*)"ES3_1_compatibility", 19))
{
ret = GLEW_ARB_ES3_1_compatibility;
continue;
}
#endif
#ifdef GL_ARB_ES3_2_compatibility
if (_glewStrSame3(&pos, &len, (const GLubyte*)"ES3_2_compatibility", 19))
{
ret = GLEW_ARB_ES3_2_compatibility;
continue;
}
#endif
#ifdef GL_ARB_ES3_compatibility
if (_glewStrSame3(&pos, &len, (const GLubyte*)"ES3_compatibility", 17))
{
ret = GLEW_ARB_ES3_compatibility;
continue;
}
#endif
#ifdef GL_ARB_arrays_of_arrays
if (_glewStrSame3(&pos, &len, (const GLubyte*)"arrays_of_arrays", 16))
{
ret = GLEW_ARB_arrays_of_arrays;
continue;
}
#endif
#ifdef GL_ARB_base_instance
if (_glewStrSame3(&pos, &len, (const GLubyte*)"base_instance", 13))
{
ret = GLEW_ARB_base_instance;
continue;
}
#endif
#ifdef GL_ARB_bindless_texture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"bindless_texture", 16))
{
ret = GLEW_ARB_bindless_texture;
continue;
}
#endif
#ifdef GL_ARB_blend_func_extended
if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_func_extended", 19))
{
ret = GLEW_ARB_blend_func_extended;
continue;
}
#endif
#ifdef GL_ARB_buffer_storage
if (_glewStrSame3(&pos, &len, (const GLubyte*)"buffer_storage", 14))
{
ret = GLEW_ARB_buffer_storage;
continue;
}
#endif
#ifdef GL_ARB_cl_event
if (_glewStrSame3(&pos, &len, (const GLubyte*)"cl_event", 8))
{
ret = GLEW_ARB_cl_event;
continue;
}
#endif
#ifdef GL_ARB_clear_buffer_object
if (_glewStrSame3(&pos, &len, (const GLubyte*)"clear_buffer_object", 19))
{
ret = GLEW_ARB_clear_buffer_object;
continue;
}
#endif
#ifdef GL_ARB_clear_texture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"clear_texture", 13))
{
ret = GLEW_ARB_clear_texture;
continue;
}
#endif
#ifdef GL_ARB_clip_control
if (_glewStrSame3(&pos, &len, (const GLubyte*)"clip_control", 12))
{
ret = GLEW_ARB_clip_control;
continue;
}
#endif
#ifdef GL_ARB_color_buffer_float
if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_buffer_float", 18))
{
ret = GLEW_ARB_color_buffer_float;
continue;
}
#endif
#ifdef GL_ARB_compatibility
if (_glewStrSame3(&pos, &len, (const GLubyte*)"compatibility", 13))
{
ret = GLEW_ARB_compatibility;
continue;
}
#endif
#ifdef GL_ARB_compressed_texture_pixel_storage
if (_glewStrSame3(&pos, &len, (const GLubyte*)"compressed_texture_pixel_storage", 32))
{
ret = GLEW_ARB_compressed_texture_pixel_storage;
continue;
}
#endif
#ifdef GL_ARB_compute_shader
if (_glewStrSame3(&pos, &len, (const GLubyte*)"compute_shader", 14))
{
ret = GLEW_ARB_compute_shader;
continue;
}
#endif
#ifdef GL_ARB_compute_variable_group_size
if (_glewStrSame3(&pos, &len, (const GLubyte*)"compute_variable_group_size", 27))
{
ret = GLEW_ARB_compute_variable_group_size;
continue;
}
#endif
#ifdef GL_ARB_conditional_render_inverted
if (_glewStrSame3(&pos, &len, (const GLubyte*)"conditional_render_inverted", 27))
{
ret = GLEW_ARB_conditional_render_inverted;
continue;
}
#endif
#ifdef GL_ARB_conservative_depth
if (_glewStrSame3(&pos, &len, (const GLubyte*)"conservative_depth", 18))
{
ret = GLEW_ARB_conservative_depth;
continue;
}
#endif
#ifdef GL_ARB_copy_buffer
if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_buffer", 11))
{
ret = GLEW_ARB_copy_buffer;
continue;
}
#endif
#ifdef GL_ARB_copy_image
if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_image", 10))
{
ret = GLEW_ARB_copy_image;
continue;
}
#endif
#ifdef GL_ARB_cull_distance
if (_glewStrSame3(&pos, &len, (const GLubyte*)"cull_distance", 13))
{
ret = GLEW_ARB_cull_distance;
continue;
}
#endif
#ifdef GL_ARB_debug_output
if (_glewStrSame3(&pos, &len, (const GLubyte*)"debug_output", 12))
{
ret = GLEW_ARB_debug_output;
continue;
}
#endif
#ifdef GL_ARB_depth_buffer_float
if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_buffer_float", 18))
{
ret = GLEW_ARB_depth_buffer_float;
continue;
}
#endif
#ifdef GL_ARB_depth_clamp
if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_clamp", 11))
{
ret = GLEW_ARB_depth_clamp;
continue;
}
#endif
#ifdef GL_ARB_depth_texture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_texture", 13))
{
ret = GLEW_ARB_depth_texture;
continue;
}
#endif
#ifdef GL_ARB_derivative_control
if (_glewStrSame3(&pos, &len, (const GLubyte*)"derivative_control", 18))
{
ret = GLEW_ARB_derivative_control;
continue;
}
#endif
#ifdef GL_ARB_direct_state_access
if (_glewStrSame3(&pos, &len, (const GLubyte*)"direct_state_access", 19))
{
ret = GLEW_ARB_direct_state_access;
continue;
}
#endif
#ifdef GL_ARB_draw_buffers
if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_buffers", 12))
{
ret = GLEW_ARB_draw_buffers;
continue;
}
#endif
#ifdef GL_ARB_draw_buffers_blend
if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_buffers_blend", 18))
{
ret = GLEW_ARB_draw_buffers_blend;
continue;
}
#endif
#ifdef GL_ARB_draw_elements_base_vertex
if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_elements_base_vertex", 25))
{
ret = GLEW_ARB_draw_elements_base_vertex;
continue;
}
#endif
#ifdef GL_ARB_draw_indirect
if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_indirect", 13))
{
ret = GLEW_ARB_draw_indirect;
continue;
}
#endif
#ifdef GL_ARB_draw_instanced
if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_instanced", 14))
{
ret = GLEW_ARB_draw_instanced;
continue;
}
#endif
#ifdef GL_ARB_enhanced_layouts
if (_glewStrSame3(&pos, &len, (const GLubyte*)"enhanced_layouts", 16))
{
ret = GLEW_ARB_enhanced_layouts;
continue;
}
#endif
#ifdef GL_ARB_explicit_attrib_location
if (_glewStrSame3(&pos, &len, (const GLubyte*)"explicit_attrib_location", 24))
{
ret = GLEW_ARB_explicit_attrib_location;
continue;
}
#endif
#ifdef GL_ARB_explicit_uniform_location
if (_glewStrSame3(&pos, &len, (const GLubyte*)"explicit_uniform_location", 25))
{
ret = GLEW_ARB_explicit_uniform_location;
continue;
}
#endif
#ifdef GL_ARB_fragment_coord_conventions
if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_coord_conventions", 26))
{
ret = GLEW_ARB_fragment_coord_conventions;
continue;
}
#endif
#ifdef GL_ARB_fragment_layer_viewport
if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_layer_viewport", 23))
{
ret = GLEW_ARB_fragment_layer_viewport;
continue;
}
#endif
#ifdef GL_ARB_fragment_program
if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_program", 16))
{
ret = GLEW_ARB_fragment_program;
continue;
}
#endif
#ifdef GL_ARB_fragment_program_shadow
if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_program_shadow", 23))
{
ret = GLEW_ARB_fragment_program_shadow;
continue;
}
#endif
#ifdef GL_ARB_fragment_shader
if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_shader", 15))
{
ret = GLEW_ARB_fragment_shader;
continue;
}
#endif
#ifdef GL_ARB_fragment_shader_interlock
if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_shader_interlock", 25))
{
ret = GLEW_ARB_fragment_shader_interlock;
continue;
}
#endif
#ifdef GL_ARB_framebuffer_no_attachments
if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_no_attachments", 26))
{
ret = GLEW_ARB_framebuffer_no_attachments;
continue;
}
#endif
#ifdef GL_ARB_framebuffer_object
if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_object", 18))
{
ret = GLEW_ARB_framebuffer_object;
continue;
}
#endif
#ifdef GL_ARB_framebuffer_sRGB
if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_sRGB", 16))
{
ret = GLEW_ARB_framebuffer_sRGB;
continue;
}
#endif
#ifdef GL_ARB_geometry_shader4
if (_glewStrSame3(&pos, &len, (const GLubyte*)"geometry_shader4", 16))
{
ret = GLEW_ARB_geometry_shader4;
continue;
}
#endif
#ifdef GL_ARB_get_program_binary
if (_glewStrSame3(&pos, &len, (const GLubyte*)"get_program_binary", 18))
{
ret = GLEW_ARB_get_program_binary;
continue;
}
#endif
#ifdef GL_ARB_get_texture_sub_image
if (_glewStrSame3(&pos, &len, (const GLubyte*)"get_texture_sub_image", 21))
{
ret = GLEW_ARB_get_texture_sub_image;
continue;
}
#endif
#ifdef GL_ARB_gpu_shader5
if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_shader5", 11))
{
ret = GLEW_ARB_gpu_shader5;
continue;
}
#endif
#ifdef GL_ARB_gpu_shader_fp64
if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_shader_fp64", 15))
{
ret = GLEW_ARB_gpu_shader_fp64;
continue;
}
#endif
#ifdef GL_ARB_gpu_shader_int64
if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_shader_int64", 16))
{
ret = GLEW_ARB_gpu_shader_int64;
continue;
}
#endif
#ifdef GL_ARB_half_float_pixel
if (_glewStrSame3(&pos, &len, (const GLubyte*)"half_float_pixel", 16))
{
ret = GLEW_ARB_half_float_pixel;
continue;
}
#endif
#ifdef GL_ARB_half_float_vertex
if (_glewStrSame3(&pos, &len, (const GLubyte*)"half_float_vertex", 17))
{
ret = GLEW_ARB_half_float_vertex;
continue;
}
#endif
#ifdef GL_ARB_imaging
if (_glewStrSame3(&pos, &len, (const GLubyte*)"imaging", 7))
{
ret = GLEW_ARB_imaging;
continue;
}
#endif
#ifdef GL_ARB_indirect_parameters
if (_glewStrSame3(&pos, &len, (const GLubyte*)"indirect_parameters", 19))
{
ret = GLEW_ARB_indirect_parameters;
continue;
}
#endif
#ifdef GL_ARB_instanced_arrays
if (_glewStrSame3(&pos, &len, (const GLubyte*)"instanced_arrays", 16))
{
ret = GLEW_ARB_instanced_arrays;
continue;
}
#endif
#ifdef GL_ARB_internalformat_query
if (_glewStrSame3(&pos, &len, (const GLubyte*)"internalformat_query", 20))
{
ret = GLEW_ARB_internalformat_query;
continue;
}
#endif
#ifdef GL_ARB_internalformat_query2
if (_glewStrSame3(&pos, &len, (const GLubyte*)"internalformat_query2", 21))
{
ret = GLEW_ARB_internalformat_query2;
continue;
}
#endif
#ifdef GL_ARB_invalidate_subdata
if (_glewStrSame3(&pos, &len, (const GLubyte*)"invalidate_subdata", 18))
{
ret = GLEW_ARB_invalidate_subdata;
continue;
}
#endif
#ifdef GL_ARB_map_buffer_alignment
if (_glewStrSame3(&pos, &len, (const GLubyte*)"map_buffer_alignment", 20))
{
ret = GLEW_ARB_map_buffer_alignment;
continue;
}
#endif
#ifdef GL_ARB_map_buffer_range
if (_glewStrSame3(&pos, &len, (const GLubyte*)"map_buffer_range", 16))
{
ret = GLEW_ARB_map_buffer_range;
continue;
}
#endif
#ifdef GL_ARB_matrix_palette
if (_glewStrSame3(&pos, &len, (const GLubyte*)"matrix_palette", 14))
{
ret = GLEW_ARB_matrix_palette;
continue;
}
#endif
#ifdef GL_ARB_multi_bind
if (_glewStrSame3(&pos, &len, (const GLubyte*)"multi_bind", 10))
{
ret = GLEW_ARB_multi_bind;
continue;
}
#endif
#ifdef GL_ARB_multi_draw_indirect
if (_glewStrSame3(&pos, &len, (const GLubyte*)"multi_draw_indirect", 19))
{
ret = GLEW_ARB_multi_draw_indirect;
continue;
}
#endif
#ifdef GL_ARB_multisample
if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample", 11))
{
ret = GLEW_ARB_multisample;
continue;
}
#endif
#ifdef GL_ARB_multitexture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"multitexture", 12))
{
ret = GLEW_ARB_multitexture;
continue;
}
#endif
#ifdef GL_ARB_occlusion_query
if (_glewStrSame3(&pos, &len, (const GLubyte*)"occlusion_query", 15))
{
ret = GLEW_ARB_occlusion_query;
continue;
}
#endif
#ifdef GL_ARB_occlusion_query2
if (_glewStrSame3(&pos, &len, (const GLubyte*)"occlusion_query2", 16))
{
ret = GLEW_ARB_occlusion_query2;
continue;
}
#endif
#ifdef GL_ARB_parallel_shader_compile
if (_glewStrSame3(&pos, &len, (const GLubyte*)"parallel_shader_compile", 23))
{
ret = GLEW_ARB_parallel_shader_compile;
continue;
}
#endif
#ifdef GL_ARB_pipeline_statistics_query
if (_glewStrSame3(&pos, &len, (const GLubyte*)"pipeline_statistics_query", 25))
{
ret = GLEW_ARB_pipeline_statistics_query;
continue;
}
#endif
#ifdef GL_ARB_pixel_buffer_object
if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_buffer_object", 19))
{
ret = GLEW_ARB_pixel_buffer_object;
continue;
}
#endif
#ifdef GL_ARB_point_parameters
if (_glewStrSame3(&pos, &len, (const GLubyte*)"point_parameters", 16))
{
ret = GLEW_ARB_point_parameters;
continue;
}
#endif
#ifdef GL_ARB_point_sprite
if (_glewStrSame3(&pos, &len, (const GLubyte*)"point_sprite", 12))
{
ret = GLEW_ARB_point_sprite;
continue;
}
#endif
#ifdef GL_ARB_post_depth_coverage
if (_glewStrSame3(&pos, &len, (const GLubyte*)"post_depth_coverage", 19))
{
ret = GLEW_ARB_post_depth_coverage;
continue;
}
#endif
#ifdef GL_ARB_program_interface_query
if (_glewStrSame3(&pos, &len, (const GLubyte*)"program_interface_query", 23))
{
ret = GLEW_ARB_program_interface_query;
continue;
}
#endif
#ifdef GL_ARB_provoking_vertex
if (_glewStrSame3(&pos, &len, (const GLubyte*)"provoking_vertex", 16))
{
ret = GLEW_ARB_provoking_vertex;
continue;
}
#endif
#ifdef GL_ARB_query_buffer_object
if (_glewStrSame3(&pos, &len, (const GLubyte*)"query_buffer_object", 19))
{
ret = GLEW_ARB_query_buffer_object;
continue;
}
#endif
#ifdef GL_ARB_robust_buffer_access_behavior
if (_glewStrSame3(&pos, &len, (const GLubyte*)"robust_buffer_access_behavior", 29))
{
ret = GLEW_ARB_robust_buffer_access_behavior;
continue;
}
#endif
#ifdef GL_ARB_robustness
if (_glewStrSame3(&pos, &len, (const GLubyte*)"robustness", 10))
{
ret = GLEW_ARB_robustness;
continue;
}
#endif
#ifdef GL_ARB_robustness_application_isolation
if (_glewStrSame3(&pos, &len, (const GLubyte*)"robustness_application_isolation", 32))
{
ret = GLEW_ARB_robustness_application_isolation;
continue;
}
#endif
#ifdef GL_ARB_robustness_share_group_isolation
if (_glewStrSame3(&pos, &len, (const GLubyte*)"robustness_share_group_isolation", 32))
{
ret = GLEW_ARB_robustness_share_group_isolation;
continue;
}
#endif
#ifdef GL_ARB_sample_locations
if (_glewStrSame3(&pos, &len, (const GLubyte*)"sample_locations", 16))
{
ret = GLEW_ARB_sample_locations;
continue;
}
#endif
#ifdef GL_ARB_sample_shading
if (_glewStrSame3(&pos, &len, (const GLubyte*)"sample_shading", 14))
{
ret = GLEW_ARB_sample_shading;
continue;
}
#endif
#ifdef GL_ARB_sampler_objects
if (_glewStrSame3(&pos, &len, (const GLubyte*)"sampler_objects", 15))
{
ret = GLEW_ARB_sampler_objects;
continue;
}
#endif
#ifdef GL_ARB_seamless_cube_map
if (_glewStrSame3(&pos, &len, (const GLubyte*)"seamless_cube_map", 17))
{
ret = GLEW_ARB_seamless_cube_map;
continue;
}
#endif
#ifdef GL_ARB_seamless_cubemap_per_texture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"seamless_cubemap_per_texture", 28))
{
ret = GLEW_ARB_seamless_cubemap_per_texture;
continue;
}
#endif
#ifdef GL_ARB_separate_shader_objects
if (_glewStrSame3(&pos, &len, (const GLubyte*)"separate_shader_objects", 23))
{
ret = GLEW_ARB_separate_shader_objects;
continue;
}
#endif
#ifdef GL_ARB_shader_atomic_counter_ops
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_atomic_counter_ops", 25))
{
ret = GLEW_ARB_shader_atomic_counter_ops;
continue;
}
#endif
#ifdef GL_ARB_shader_atomic_counters
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_atomic_counters", 22))
{
ret = GLEW_ARB_shader_atomic_counters;
continue;
}
#endif
#ifdef GL_ARB_shader_ballot
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_ballot", 13))
{
ret = GLEW_ARB_shader_ballot;
continue;
}
#endif
#ifdef GL_ARB_shader_bit_encoding
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_bit_encoding", 19))
{
ret = GLEW_ARB_shader_bit_encoding;
continue;
}
#endif
#ifdef GL_ARB_shader_clock
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_clock", 12))
{
ret = GLEW_ARB_shader_clock;
continue;
}
#endif
#ifdef GL_ARB_shader_draw_parameters
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_draw_parameters", 22))
{
ret = GLEW_ARB_shader_draw_parameters;
continue;
}
#endif
#ifdef GL_ARB_shader_group_vote
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_group_vote", 17))
{
ret = GLEW_ARB_shader_group_vote;
continue;
}
#endif
#ifdef GL_ARB_shader_image_load_store
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_image_load_store", 23))
{
ret = GLEW_ARB_shader_image_load_store;
continue;
}
#endif
#ifdef GL_ARB_shader_image_size
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_image_size", 17))
{
ret = GLEW_ARB_shader_image_size;
continue;
}
#endif
#ifdef GL_ARB_shader_objects
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_objects", 14))
{
ret = GLEW_ARB_shader_objects;
continue;
}
#endif
#ifdef GL_ARB_shader_precision
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_precision", 16))
{
ret = GLEW_ARB_shader_precision;
continue;
}
#endif
#ifdef GL_ARB_shader_stencil_export
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_stencil_export", 21))
{
ret = GLEW_ARB_shader_stencil_export;
continue;
}
#endif
#ifdef GL_ARB_shader_storage_buffer_object
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_storage_buffer_object", 28))
{
ret = GLEW_ARB_shader_storage_buffer_object;
continue;
}
#endif
#ifdef GL_ARB_shader_subroutine
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_subroutine", 17))
{
ret = GLEW_ARB_shader_subroutine;
continue;
}
#endif
#ifdef GL_ARB_shader_texture_image_samples
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_texture_image_samples", 28))
{
ret = GLEW_ARB_shader_texture_image_samples;
continue;
}
#endif
#ifdef GL_ARB_shader_texture_lod
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_texture_lod", 18))
{
ret = GLEW_ARB_shader_texture_lod;
continue;
}
#endif
#ifdef GL_ARB_shader_viewport_layer_array
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_viewport_layer_array", 27))
{
ret = GLEW_ARB_shader_viewport_layer_array;
continue;
}
#endif
#ifdef GL_ARB_shading_language_100
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shading_language_100", 20))
{
ret = GLEW_ARB_shading_language_100;
continue;
}
#endif
#ifdef GL_ARB_shading_language_420pack
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shading_language_420pack", 24))
{
ret = GLEW_ARB_shading_language_420pack;
continue;
}
#endif
#ifdef GL_ARB_shading_language_include
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shading_language_include", 24))
{
ret = GLEW_ARB_shading_language_include;
continue;
}
#endif
#ifdef GL_ARB_shading_language_packing
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shading_language_packing", 24))
{
ret = GLEW_ARB_shading_language_packing;
continue;
}
#endif
#ifdef GL_ARB_shadow
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shadow", 6))
{
ret = GLEW_ARB_shadow;
continue;
}
#endif
#ifdef GL_ARB_shadow_ambient
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shadow_ambient", 14))
{
ret = GLEW_ARB_shadow_ambient;
continue;
}
#endif
#ifdef GL_ARB_sparse_buffer
if (_glewStrSame3(&pos, &len, (const GLubyte*)"sparse_buffer", 13))
{
ret = GLEW_ARB_sparse_buffer;
continue;
}
#endif
#ifdef GL_ARB_sparse_texture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"sparse_texture", 14))
{
ret = GLEW_ARB_sparse_texture;
continue;
}
#endif
#ifdef GL_ARB_sparse_texture2
if (_glewStrSame3(&pos, &len, (const GLubyte*)"sparse_texture2", 15))
{
ret = GLEW_ARB_sparse_texture2;
continue;
}
#endif
#ifdef GL_ARB_sparse_texture_clamp
if (_glewStrSame3(&pos, &len, (const GLubyte*)"sparse_texture_clamp", 20))
{
ret = GLEW_ARB_sparse_texture_clamp;
continue;
}
#endif
#ifdef GL_ARB_stencil_texturing
if (_glewStrSame3(&pos, &len, (const GLubyte*)"stencil_texturing", 17))
{
ret = GLEW_ARB_stencil_texturing;
continue;
}
#endif
#ifdef GL_ARB_sync
if (_glewStrSame3(&pos, &len, (const GLubyte*)"sync", 4))
{
ret = GLEW_ARB_sync;
continue;
}
#endif
#ifdef GL_ARB_tessellation_shader
if (_glewStrSame3(&pos, &len, (const GLubyte*)"tessellation_shader", 19))
{
ret = GLEW_ARB_tessellation_shader;
continue;
}
#endif
#ifdef GL_ARB_texture_barrier
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_barrier", 15))
{
ret = GLEW_ARB_texture_barrier;
continue;
}
#endif
#ifdef GL_ARB_texture_border_clamp
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_border_clamp", 20))
{
ret = GLEW_ARB_texture_border_clamp;
continue;
}
#endif
#ifdef GL_ARB_texture_buffer_object
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_buffer_object", 21))
{
ret = GLEW_ARB_texture_buffer_object;
continue;
}
#endif
#ifdef GL_ARB_texture_buffer_object_rgb32
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_buffer_object_rgb32", 27))
{
ret = GLEW_ARB_texture_buffer_object_rgb32;
continue;
}
#endif
#ifdef GL_ARB_texture_buffer_range
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_buffer_range", 20))
{
ret = GLEW_ARB_texture_buffer_range;
continue;
}
#endif
#ifdef GL_ARB_texture_compression
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression", 19))
{
ret = GLEW_ARB_texture_compression;
continue;
}
#endif
#ifdef GL_ARB_texture_compression_bptc
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_bptc", 24))
{
ret = GLEW_ARB_texture_compression_bptc;
continue;
}
#endif
#ifdef GL_ARB_texture_compression_rgtc
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_rgtc", 24))
{
ret = GLEW_ARB_texture_compression_rgtc;
continue;
}
#endif
#ifdef GL_ARB_texture_cube_map
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_cube_map", 16))
{
ret = GLEW_ARB_texture_cube_map;
continue;
}
#endif
#ifdef GL_ARB_texture_cube_map_array
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_cube_map_array", 22))
{
ret = GLEW_ARB_texture_cube_map_array;
continue;
}
#endif
#ifdef GL_ARB_texture_env_add
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_add", 15))
{
ret = GLEW_ARB_texture_env_add;
continue;
}
#endif
#ifdef GL_ARB_texture_env_combine
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_combine", 19))
{
ret = GLEW_ARB_texture_env_combine;
continue;
}
#endif
#ifdef GL_ARB_texture_env_crossbar
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_crossbar", 20))
{
ret = GLEW_ARB_texture_env_crossbar;
continue;
}
#endif
#ifdef GL_ARB_texture_env_dot3
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_dot3", 16))
{
ret = GLEW_ARB_texture_env_dot3;
continue;
}
#endif
#ifdef GL_ARB_texture_filter_minmax
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_filter_minmax", 21))
{
ret = GLEW_ARB_texture_filter_minmax;
continue;
}
#endif
#ifdef GL_ARB_texture_float
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_float", 13))
{
ret = GLEW_ARB_texture_float;
continue;
}
#endif
#ifdef GL_ARB_texture_gather
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_gather", 14))
{
ret = GLEW_ARB_texture_gather;
continue;
}
#endif
#ifdef GL_ARB_texture_mirror_clamp_to_edge
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_mirror_clamp_to_edge", 28))
{
ret = GLEW_ARB_texture_mirror_clamp_to_edge;
continue;
}
#endif
#ifdef GL_ARB_texture_mirrored_repeat
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_mirrored_repeat", 23))
{
ret = GLEW_ARB_texture_mirrored_repeat;
continue;
}
#endif
#ifdef GL_ARB_texture_multisample
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_multisample", 19))
{
ret = GLEW_ARB_texture_multisample;
continue;
}
#endif
#ifdef GL_ARB_texture_non_power_of_two
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_non_power_of_two", 24))
{
ret = GLEW_ARB_texture_non_power_of_two;
continue;
}
#endif
#ifdef GL_ARB_texture_query_levels
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_query_levels", 20))
{
ret = GLEW_ARB_texture_query_levels;
continue;
}
#endif
#ifdef GL_ARB_texture_query_lod
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_query_lod", 17))
{
ret = GLEW_ARB_texture_query_lod;
continue;
}
#endif
#ifdef GL_ARB_texture_rectangle
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_rectangle", 17))
{
ret = GLEW_ARB_texture_rectangle;
continue;
}
#endif
#ifdef GL_ARB_texture_rg
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_rg", 10))
{
ret = GLEW_ARB_texture_rg;
continue;
}
#endif
#ifdef GL_ARB_texture_rgb10_a2ui
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_rgb10_a2ui", 18))
{
ret = GLEW_ARB_texture_rgb10_a2ui;
continue;
}
#endif
#ifdef GL_ARB_texture_stencil8
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_stencil8", 16))
{
ret = GLEW_ARB_texture_stencil8;
continue;
}
#endif
#ifdef GL_ARB_texture_storage
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_storage", 15))
{
ret = GLEW_ARB_texture_storage;
continue;
}
#endif
#ifdef GL_ARB_texture_storage_multisample
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_storage_multisample", 27))
{
ret = GLEW_ARB_texture_storage_multisample;
continue;
}
#endif
#ifdef GL_ARB_texture_swizzle
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_swizzle", 15))
{
ret = GLEW_ARB_texture_swizzle;
continue;
}
#endif
#ifdef GL_ARB_texture_view
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_view", 12))
{
ret = GLEW_ARB_texture_view;
continue;
}
#endif
#ifdef GL_ARB_timer_query
if (_glewStrSame3(&pos, &len, (const GLubyte*)"timer_query", 11))
{
ret = GLEW_ARB_timer_query;
continue;
}
#endif
#ifdef GL_ARB_transform_feedback2
if (_glewStrSame3(&pos, &len, (const GLubyte*)"transform_feedback2", 19))
{
ret = GLEW_ARB_transform_feedback2;
continue;
}
#endif
#ifdef GL_ARB_transform_feedback3
if (_glewStrSame3(&pos, &len, (const GLubyte*)"transform_feedback3", 19))
{
ret = GLEW_ARB_transform_feedback3;
continue;
}
#endif
#ifdef GL_ARB_transform_feedback_instanced
if (_glewStrSame3(&pos, &len, (const GLubyte*)"transform_feedback_instanced", 28))
{
ret = GLEW_ARB_transform_feedback_instanced;
continue;
}
#endif
#ifdef GL_ARB_transform_feedback_overflow_query
if (_glewStrSame3(&pos, &len, (const GLubyte*)"transform_feedback_overflow_query", 33))
{
ret = GLEW_ARB_transform_feedback_overflow_query;
continue;
}
#endif
#ifdef GL_ARB_transpose_matrix
if (_glewStrSame3(&pos, &len, (const GLubyte*)"transpose_matrix", 16))
{
ret = GLEW_ARB_transpose_matrix;
continue;
}
#endif
#ifdef GL_ARB_uniform_buffer_object
if (_glewStrSame3(&pos, &len, (const GLubyte*)"uniform_buffer_object", 21))
{
ret = GLEW_ARB_uniform_buffer_object;
continue;
}
#endif
#ifdef GL_ARB_vertex_array_bgra
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_bgra", 17))
{
ret = GLEW_ARB_vertex_array_bgra;
continue;
}
#endif
#ifdef GL_ARB_vertex_array_object
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_object", 19))
{
ret = GLEW_ARB_vertex_array_object;
continue;
}
#endif
#ifdef GL_ARB_vertex_attrib_64bit
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_attrib_64bit", 19))
{
ret = GLEW_ARB_vertex_attrib_64bit;
continue;
}
#endif
#ifdef GL_ARB_vertex_attrib_binding
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_attrib_binding", 21))
{
ret = GLEW_ARB_vertex_attrib_binding;
continue;
}
#endif
#ifdef GL_ARB_vertex_blend
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_blend", 12))
{
ret = GLEW_ARB_vertex_blend;
continue;
}
#endif
#ifdef GL_ARB_vertex_buffer_object
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_buffer_object", 20))
{
ret = GLEW_ARB_vertex_buffer_object;
continue;
}
#endif
#ifdef GL_ARB_vertex_program
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_program", 14))
{
ret = GLEW_ARB_vertex_program;
continue;
}
#endif
#ifdef GL_ARB_vertex_shader
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_shader", 13))
{
ret = GLEW_ARB_vertex_shader;
continue;
}
#endif
#ifdef GL_ARB_vertex_type_10f_11f_11f_rev
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_type_10f_11f_11f_rev", 27))
{
ret = GLEW_ARB_vertex_type_10f_11f_11f_rev;
continue;
}
#endif
#ifdef GL_ARB_vertex_type_2_10_10_10_rev
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_type_2_10_10_10_rev", 26))
{
ret = GLEW_ARB_vertex_type_2_10_10_10_rev;
continue;
}
#endif
#ifdef GL_ARB_viewport_array
if (_glewStrSame3(&pos, &len, (const GLubyte*)"viewport_array", 14))
{
ret = GLEW_ARB_viewport_array;
continue;
}
#endif
#ifdef GL_ARB_window_pos
if (_glewStrSame3(&pos, &len, (const GLubyte*)"window_pos", 10))
{
ret = GLEW_ARB_window_pos;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"ATIX_", 5))
{
#ifdef GL_ATIX_point_sprites
if (_glewStrSame3(&pos, &len, (const GLubyte*)"point_sprites", 13))
{
ret = GLEW_ATIX_point_sprites;
continue;
}
#endif
#ifdef GL_ATIX_texture_env_combine3
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_combine3", 20))
{
ret = GLEW_ATIX_texture_env_combine3;
continue;
}
#endif
#ifdef GL_ATIX_texture_env_route
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_route", 17))
{
ret = GLEW_ATIX_texture_env_route;
continue;
}
#endif
#ifdef GL_ATIX_vertex_shader_output_point_size
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_shader_output_point_size", 31))
{
ret = GLEW_ATIX_vertex_shader_output_point_size;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"ATI_", 4))
{
#ifdef GL_ATI_draw_buffers
if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_buffers", 12))
{
ret = GLEW_ATI_draw_buffers;
continue;
}
#endif
#ifdef GL_ATI_element_array
if (_glewStrSame3(&pos, &len, (const GLubyte*)"element_array", 13))
{
ret = GLEW_ATI_element_array;
continue;
}
#endif
#ifdef GL_ATI_envmap_bumpmap
if (_glewStrSame3(&pos, &len, (const GLubyte*)"envmap_bumpmap", 14))
{
ret = GLEW_ATI_envmap_bumpmap;
continue;
}
#endif
#ifdef GL_ATI_fragment_shader
if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_shader", 15))
{
ret = GLEW_ATI_fragment_shader;
continue;
}
#endif
#ifdef GL_ATI_map_object_buffer
if (_glewStrSame3(&pos, &len, (const GLubyte*)"map_object_buffer", 17))
{
ret = GLEW_ATI_map_object_buffer;
continue;
}
#endif
#ifdef GL_ATI_meminfo
if (_glewStrSame3(&pos, &len, (const GLubyte*)"meminfo", 7))
{
ret = GLEW_ATI_meminfo;
continue;
}
#endif
#ifdef GL_ATI_pn_triangles
if (_glewStrSame3(&pos, &len, (const GLubyte*)"pn_triangles", 12))
{
ret = GLEW_ATI_pn_triangles;
continue;
}
#endif
#ifdef GL_ATI_separate_stencil
if (_glewStrSame3(&pos, &len, (const GLubyte*)"separate_stencil", 16))
{
ret = GLEW_ATI_separate_stencil;
continue;
}
#endif
#ifdef GL_ATI_shader_texture_lod
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_texture_lod", 18))
{
ret = GLEW_ATI_shader_texture_lod;
continue;
}
#endif
#ifdef GL_ATI_text_fragment_shader
if (_glewStrSame3(&pos, &len, (const GLubyte*)"text_fragment_shader", 20))
{
ret = GLEW_ATI_text_fragment_shader;
continue;
}
#endif
#ifdef GL_ATI_texture_compression_3dc
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_3dc", 23))
{
ret = GLEW_ATI_texture_compression_3dc;
continue;
}
#endif
#ifdef GL_ATI_texture_env_combine3
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_combine3", 20))
{
ret = GLEW_ATI_texture_env_combine3;
continue;
}
#endif
#ifdef GL_ATI_texture_float
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_float", 13))
{
ret = GLEW_ATI_texture_float;
continue;
}
#endif
#ifdef GL_ATI_texture_mirror_once
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_mirror_once", 19))
{
ret = GLEW_ATI_texture_mirror_once;
continue;
}
#endif
#ifdef GL_ATI_vertex_array_object
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_object", 19))
{
ret = GLEW_ATI_vertex_array_object;
continue;
}
#endif
#ifdef GL_ATI_vertex_attrib_array_object
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_attrib_array_object", 26))
{
ret = GLEW_ATI_vertex_attrib_array_object;
continue;
}
#endif
#ifdef GL_ATI_vertex_streams
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_streams", 14))
{
ret = GLEW_ATI_vertex_streams;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"EXT_", 4))
{
#ifdef GL_EXT_422_pixels
if (_glewStrSame3(&pos, &len, (const GLubyte*)"422_pixels", 10))
{
ret = GLEW_EXT_422_pixels;
continue;
}
#endif
#ifdef GL_EXT_Cg_shader
if (_glewStrSame3(&pos, &len, (const GLubyte*)"Cg_shader", 9))
{
ret = GLEW_EXT_Cg_shader;
continue;
}
#endif
#ifdef GL_EXT_abgr
if (_glewStrSame3(&pos, &len, (const GLubyte*)"abgr", 4))
{
ret = GLEW_EXT_abgr;
continue;
}
#endif
#ifdef GL_EXT_bgra
if (_glewStrSame3(&pos, &len, (const GLubyte*)"bgra", 4))
{
ret = GLEW_EXT_bgra;
continue;
}
#endif
#ifdef GL_EXT_bindable_uniform
if (_glewStrSame3(&pos, &len, (const GLubyte*)"bindable_uniform", 16))
{
ret = GLEW_EXT_bindable_uniform;
continue;
}
#endif
#ifdef GL_EXT_blend_color
if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_color", 11))
{
ret = GLEW_EXT_blend_color;
continue;
}
#endif
#ifdef GL_EXT_blend_equation_separate
if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_equation_separate", 23))
{
ret = GLEW_EXT_blend_equation_separate;
continue;
}
#endif
#ifdef GL_EXT_blend_func_separate
if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_func_separate", 19))
{
ret = GLEW_EXT_blend_func_separate;
continue;
}
#endif
#ifdef GL_EXT_blend_logic_op
if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_logic_op", 14))
{
ret = GLEW_EXT_blend_logic_op;
continue;
}
#endif
#ifdef GL_EXT_blend_minmax
if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_minmax", 12))
{
ret = GLEW_EXT_blend_minmax;
continue;
}
#endif
#ifdef GL_EXT_blend_subtract
if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_subtract", 14))
{
ret = GLEW_EXT_blend_subtract;
continue;
}
#endif
#ifdef GL_EXT_clip_volume_hint
if (_glewStrSame3(&pos, &len, (const GLubyte*)"clip_volume_hint", 16))
{
ret = GLEW_EXT_clip_volume_hint;
continue;
}
#endif
#ifdef GL_EXT_cmyka
if (_glewStrSame3(&pos, &len, (const GLubyte*)"cmyka", 5))
{
ret = GLEW_EXT_cmyka;
continue;
}
#endif
#ifdef GL_EXT_color_subtable
if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_subtable", 14))
{
ret = GLEW_EXT_color_subtable;
continue;
}
#endif
#ifdef GL_EXT_compiled_vertex_array
if (_glewStrSame3(&pos, &len, (const GLubyte*)"compiled_vertex_array", 21))
{
ret = GLEW_EXT_compiled_vertex_array;
continue;
}
#endif
#ifdef GL_EXT_convolution
if (_glewStrSame3(&pos, &len, (const GLubyte*)"convolution", 11))
{
ret = GLEW_EXT_convolution;
continue;
}
#endif
#ifdef GL_EXT_coordinate_frame
if (_glewStrSame3(&pos, &len, (const GLubyte*)"coordinate_frame", 16))
{
ret = GLEW_EXT_coordinate_frame;
continue;
}
#endif
#ifdef GL_EXT_copy_texture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_texture", 12))
{
ret = GLEW_EXT_copy_texture;
continue;
}
#endif
#ifdef GL_EXT_cull_vertex
if (_glewStrSame3(&pos, &len, (const GLubyte*)"cull_vertex", 11))
{
ret = GLEW_EXT_cull_vertex;
continue;
}
#endif
#ifdef GL_EXT_debug_label
if (_glewStrSame3(&pos, &len, (const GLubyte*)"debug_label", 11))
{
ret = GLEW_EXT_debug_label;
continue;
}
#endif
#ifdef GL_EXT_debug_marker
if (_glewStrSame3(&pos, &len, (const GLubyte*)"debug_marker", 12))
{
ret = GLEW_EXT_debug_marker;
continue;
}
#endif
#ifdef GL_EXT_depth_bounds_test
if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_bounds_test", 17))
{
ret = GLEW_EXT_depth_bounds_test;
continue;
}
#endif
#ifdef GL_EXT_direct_state_access
if (_glewStrSame3(&pos, &len, (const GLubyte*)"direct_state_access", 19))
{
ret = GLEW_EXT_direct_state_access;
continue;
}
#endif
#ifdef GL_EXT_draw_buffers2
if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_buffers2", 13))
{
ret = GLEW_EXT_draw_buffers2;
continue;
}
#endif
#ifdef GL_EXT_draw_instanced
if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_instanced", 14))
{
ret = GLEW_EXT_draw_instanced;
continue;
}
#endif
#ifdef GL_EXT_draw_range_elements
if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_range_elements", 19))
{
ret = GLEW_EXT_draw_range_elements;
continue;
}
#endif
#ifdef GL_EXT_fog_coord
if (_glewStrSame3(&pos, &len, (const GLubyte*)"fog_coord", 9))
{
ret = GLEW_EXT_fog_coord;
continue;
}
#endif
#ifdef GL_EXT_fragment_lighting
if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_lighting", 17))
{
ret = GLEW_EXT_fragment_lighting;
continue;
}
#endif
#ifdef GL_EXT_framebuffer_blit
if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_blit", 16))
{
ret = GLEW_EXT_framebuffer_blit;
continue;
}
#endif
#ifdef GL_EXT_framebuffer_multisample
if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_multisample", 23))
{
ret = GLEW_EXT_framebuffer_multisample;
continue;
}
#endif
#ifdef GL_EXT_framebuffer_multisample_blit_scaled
if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_multisample_blit_scaled", 35))
{
ret = GLEW_EXT_framebuffer_multisample_blit_scaled;
continue;
}
#endif
#ifdef GL_EXT_framebuffer_object
if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_object", 18))
{
ret = GLEW_EXT_framebuffer_object;
continue;
}
#endif
#ifdef GL_EXT_framebuffer_sRGB
if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_sRGB", 16))
{
ret = GLEW_EXT_framebuffer_sRGB;
continue;
}
#endif
#ifdef GL_EXT_geometry_shader4
if (_glewStrSame3(&pos, &len, (const GLubyte*)"geometry_shader4", 16))
{
ret = GLEW_EXT_geometry_shader4;
continue;
}
#endif
#ifdef GL_EXT_gpu_program_parameters
if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_program_parameters", 22))
{
ret = GLEW_EXT_gpu_program_parameters;
continue;
}
#endif
#ifdef GL_EXT_gpu_shader4
if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_shader4", 11))
{
ret = GLEW_EXT_gpu_shader4;
continue;
}
#endif
#ifdef GL_EXT_histogram
if (_glewStrSame3(&pos, &len, (const GLubyte*)"histogram", 9))
{
ret = GLEW_EXT_histogram;
continue;
}
#endif
#ifdef GL_EXT_index_array_formats
if (_glewStrSame3(&pos, &len, (const GLubyte*)"index_array_formats", 19))
{
ret = GLEW_EXT_index_array_formats;
continue;
}
#endif
#ifdef GL_EXT_index_func
if (_glewStrSame3(&pos, &len, (const GLubyte*)"index_func", 10))
{
ret = GLEW_EXT_index_func;
continue;
}
#endif
#ifdef GL_EXT_index_material
if (_glewStrSame3(&pos, &len, (const GLubyte*)"index_material", 14))
{
ret = GLEW_EXT_index_material;
continue;
}
#endif
#ifdef GL_EXT_index_texture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"index_texture", 13))
{
ret = GLEW_EXT_index_texture;
continue;
}
#endif
#ifdef GL_EXT_light_texture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"light_texture", 13))
{
ret = GLEW_EXT_light_texture;
continue;
}
#endif
#ifdef GL_EXT_misc_attribute
if (_glewStrSame3(&pos, &len, (const GLubyte*)"misc_attribute", 14))
{
ret = GLEW_EXT_misc_attribute;
continue;
}
#endif
#ifdef GL_EXT_multi_draw_arrays
if (_glewStrSame3(&pos, &len, (const GLubyte*)"multi_draw_arrays", 17))
{
ret = GLEW_EXT_multi_draw_arrays;
continue;
}
#endif
#ifdef GL_EXT_multisample
if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample", 11))
{
ret = GLEW_EXT_multisample;
continue;
}
#endif
#ifdef GL_EXT_packed_depth_stencil
if (_glewStrSame3(&pos, &len, (const GLubyte*)"packed_depth_stencil", 20))
{
ret = GLEW_EXT_packed_depth_stencil;
continue;
}
#endif
#ifdef GL_EXT_packed_float
if (_glewStrSame3(&pos, &len, (const GLubyte*)"packed_float", 12))
{
ret = GLEW_EXT_packed_float;
continue;
}
#endif
#ifdef GL_EXT_packed_pixels
if (_glewStrSame3(&pos, &len, (const GLubyte*)"packed_pixels", 13))
{
ret = GLEW_EXT_packed_pixels;
continue;
}
#endif
#ifdef GL_EXT_paletted_texture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"paletted_texture", 16))
{
ret = GLEW_EXT_paletted_texture;
continue;
}
#endif
#ifdef GL_EXT_pixel_buffer_object
if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_buffer_object", 19))
{
ret = GLEW_EXT_pixel_buffer_object;
continue;
}
#endif
#ifdef GL_EXT_pixel_transform
if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_transform", 15))
{
ret = GLEW_EXT_pixel_transform;
continue;
}
#endif
#ifdef GL_EXT_pixel_transform_color_table
if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_transform_color_table", 27))
{
ret = GLEW_EXT_pixel_transform_color_table;
continue;
}
#endif
#ifdef GL_EXT_point_parameters
if (_glewStrSame3(&pos, &len, (const GLubyte*)"point_parameters", 16))
{
ret = GLEW_EXT_point_parameters;
continue;
}
#endif
#ifdef GL_EXT_polygon_offset
if (_glewStrSame3(&pos, &len, (const GLubyte*)"polygon_offset", 14))
{
ret = GLEW_EXT_polygon_offset;
continue;
}
#endif
#ifdef GL_EXT_polygon_offset_clamp
if (_glewStrSame3(&pos, &len, (const GLubyte*)"polygon_offset_clamp", 20))
{
ret = GLEW_EXT_polygon_offset_clamp;
continue;
}
#endif
#ifdef GL_EXT_post_depth_coverage
if (_glewStrSame3(&pos, &len, (const GLubyte*)"post_depth_coverage", 19))
{
ret = GLEW_EXT_post_depth_coverage;
continue;
}
#endif
#ifdef GL_EXT_provoking_vertex
if (_glewStrSame3(&pos, &len, (const GLubyte*)"provoking_vertex", 16))
{
ret = GLEW_EXT_provoking_vertex;
continue;
}
#endif
#ifdef GL_EXT_raster_multisample
if (_glewStrSame3(&pos, &len, (const GLubyte*)"raster_multisample", 18))
{
ret = GLEW_EXT_raster_multisample;
continue;
}
#endif
#ifdef GL_EXT_rescale_normal
if (_glewStrSame3(&pos, &len, (const GLubyte*)"rescale_normal", 14))
{
ret = GLEW_EXT_rescale_normal;
continue;
}
#endif
#ifdef GL_EXT_scene_marker
if (_glewStrSame3(&pos, &len, (const GLubyte*)"scene_marker", 12))
{
ret = GLEW_EXT_scene_marker;
continue;
}
#endif
#ifdef GL_EXT_secondary_color
if (_glewStrSame3(&pos, &len, (const GLubyte*)"secondary_color", 15))
{
ret = GLEW_EXT_secondary_color;
continue;
}
#endif
#ifdef GL_EXT_separate_shader_objects
if (_glewStrSame3(&pos, &len, (const GLubyte*)"separate_shader_objects", 23))
{
ret = GLEW_EXT_separate_shader_objects;
continue;
}
#endif
#ifdef GL_EXT_separate_specular_color
if (_glewStrSame3(&pos, &len, (const GLubyte*)"separate_specular_color", 23))
{
ret = GLEW_EXT_separate_specular_color;
continue;
}
#endif
#ifdef GL_EXT_shader_image_load_formatted
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_image_load_formatted", 27))
{
ret = GLEW_EXT_shader_image_load_formatted;
continue;
}
#endif
#ifdef GL_EXT_shader_image_load_store
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_image_load_store", 23))
{
ret = GLEW_EXT_shader_image_load_store;
continue;
}
#endif
#ifdef GL_EXT_shader_integer_mix
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_integer_mix", 18))
{
ret = GLEW_EXT_shader_integer_mix;
continue;
}
#endif
#ifdef GL_EXT_shadow_funcs
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shadow_funcs", 12))
{
ret = GLEW_EXT_shadow_funcs;
continue;
}
#endif
#ifdef GL_EXT_shared_texture_palette
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shared_texture_palette", 22))
{
ret = GLEW_EXT_shared_texture_palette;
continue;
}
#endif
#ifdef GL_EXT_sparse_texture2
if (_glewStrSame3(&pos, &len, (const GLubyte*)"sparse_texture2", 15))
{
ret = GLEW_EXT_sparse_texture2;
continue;
}
#endif
#ifdef GL_EXT_stencil_clear_tag
if (_glewStrSame3(&pos, &len, (const GLubyte*)"stencil_clear_tag", 17))
{
ret = GLEW_EXT_stencil_clear_tag;
continue;
}
#endif
#ifdef GL_EXT_stencil_two_side
if (_glewStrSame3(&pos, &len, (const GLubyte*)"stencil_two_side", 16))
{
ret = GLEW_EXT_stencil_two_side;
continue;
}
#endif
#ifdef GL_EXT_stencil_wrap
if (_glewStrSame3(&pos, &len, (const GLubyte*)"stencil_wrap", 12))
{
ret = GLEW_EXT_stencil_wrap;
continue;
}
#endif
#ifdef GL_EXT_subtexture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"subtexture", 10))
{
ret = GLEW_EXT_subtexture;
continue;
}
#endif
#ifdef GL_EXT_texture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture", 7))
{
ret = GLEW_EXT_texture;
continue;
}
#endif
#ifdef GL_EXT_texture3D
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture3D", 9))
{
ret = GLEW_EXT_texture3D;
continue;
}
#endif
#ifdef GL_EXT_texture_array
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_array", 13))
{
ret = GLEW_EXT_texture_array;
continue;
}
#endif
#ifdef GL_EXT_texture_buffer_object
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_buffer_object", 21))
{
ret = GLEW_EXT_texture_buffer_object;
continue;
}
#endif
#ifdef GL_EXT_texture_compression_dxt1
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_dxt1", 24))
{
ret = GLEW_EXT_texture_compression_dxt1;
continue;
}
#endif
#ifdef GL_EXT_texture_compression_latc
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_latc", 24))
{
ret = GLEW_EXT_texture_compression_latc;
continue;
}
#endif
#ifdef GL_EXT_texture_compression_rgtc
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_rgtc", 24))
{
ret = GLEW_EXT_texture_compression_rgtc;
continue;
}
#endif
#ifdef GL_EXT_texture_compression_s3tc
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_s3tc", 24))
{
ret = GLEW_EXT_texture_compression_s3tc;
continue;
}
#endif
#ifdef GL_EXT_texture_cube_map
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_cube_map", 16))
{
ret = GLEW_EXT_texture_cube_map;
continue;
}
#endif
#ifdef GL_EXT_texture_edge_clamp
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_edge_clamp", 18))
{
ret = GLEW_EXT_texture_edge_clamp;
continue;
}
#endif
#ifdef GL_EXT_texture_env
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env", 11))
{
ret = GLEW_EXT_texture_env;
continue;
}
#endif
#ifdef GL_EXT_texture_env_add
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_add", 15))
{
ret = GLEW_EXT_texture_env_add;
continue;
}
#endif
#ifdef GL_EXT_texture_env_combine
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_combine", 19))
{
ret = GLEW_EXT_texture_env_combine;
continue;
}
#endif
#ifdef GL_EXT_texture_env_dot3
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_dot3", 16))
{
ret = GLEW_EXT_texture_env_dot3;
continue;
}
#endif
#ifdef GL_EXT_texture_filter_anisotropic
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_filter_anisotropic", 26))
{
ret = GLEW_EXT_texture_filter_anisotropic;
continue;
}
#endif
#ifdef GL_EXT_texture_filter_minmax
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_filter_minmax", 21))
{
ret = GLEW_EXT_texture_filter_minmax;
continue;
}
#endif
#ifdef GL_EXT_texture_integer
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_integer", 15))
{
ret = GLEW_EXT_texture_integer;
continue;
}
#endif
#ifdef GL_EXT_texture_lod_bias
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_lod_bias", 16))
{
ret = GLEW_EXT_texture_lod_bias;
continue;
}
#endif
#ifdef GL_EXT_texture_mirror_clamp
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_mirror_clamp", 20))
{
ret = GLEW_EXT_texture_mirror_clamp;
continue;
}
#endif
#ifdef GL_EXT_texture_object
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_object", 14))
{
ret = GLEW_EXT_texture_object;
continue;
}
#endif
#ifdef GL_EXT_texture_perturb_normal
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_perturb_normal", 22))
{
ret = GLEW_EXT_texture_perturb_normal;
continue;
}
#endif
#ifdef GL_EXT_texture_rectangle
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_rectangle", 17))
{
ret = GLEW_EXT_texture_rectangle;
continue;
}
#endif
#ifdef GL_EXT_texture_sRGB
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_sRGB", 12))
{
ret = GLEW_EXT_texture_sRGB;
continue;
}
#endif
#ifdef GL_EXT_texture_sRGB_decode
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_sRGB_decode", 19))
{
ret = GLEW_EXT_texture_sRGB_decode;
continue;
}
#endif
#ifdef GL_EXT_texture_shared_exponent
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_shared_exponent", 23))
{
ret = GLEW_EXT_texture_shared_exponent;
continue;
}
#endif
#ifdef GL_EXT_texture_snorm
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_snorm", 13))
{
ret = GLEW_EXT_texture_snorm;
continue;
}
#endif
#ifdef GL_EXT_texture_swizzle
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_swizzle", 15))
{
ret = GLEW_EXT_texture_swizzle;
continue;
}
#endif
#ifdef GL_EXT_timer_query
if (_glewStrSame3(&pos, &len, (const GLubyte*)"timer_query", 11))
{
ret = GLEW_EXT_timer_query;
continue;
}
#endif
#ifdef GL_EXT_transform_feedback
if (_glewStrSame3(&pos, &len, (const GLubyte*)"transform_feedback", 18))
{
ret = GLEW_EXT_transform_feedback;
continue;
}
#endif
#ifdef GL_EXT_vertex_array
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array", 12))
{
ret = GLEW_EXT_vertex_array;
continue;
}
#endif
#ifdef GL_EXT_vertex_array_bgra
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_bgra", 17))
{
ret = GLEW_EXT_vertex_array_bgra;
continue;
}
#endif
#ifdef GL_EXT_vertex_attrib_64bit
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_attrib_64bit", 19))
{
ret = GLEW_EXT_vertex_attrib_64bit;
continue;
}
#endif
#ifdef GL_EXT_vertex_shader
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_shader", 13))
{
ret = GLEW_EXT_vertex_shader;
continue;
}
#endif
#ifdef GL_EXT_vertex_weighting
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_weighting", 16))
{
ret = GLEW_EXT_vertex_weighting;
continue;
}
#endif
#ifdef GL_EXT_x11_sync_object
if (_glewStrSame3(&pos, &len, (const GLubyte*)"x11_sync_object", 15))
{
ret = GLEW_EXT_x11_sync_object;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"GREMEDY_", 8))
{
#ifdef GL_GREMEDY_frame_terminator
if (_glewStrSame3(&pos, &len, (const GLubyte*)"frame_terminator", 16))
{
ret = GLEW_GREMEDY_frame_terminator;
continue;
}
#endif
#ifdef GL_GREMEDY_string_marker
if (_glewStrSame3(&pos, &len, (const GLubyte*)"string_marker", 13))
{
ret = GLEW_GREMEDY_string_marker;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"HP_", 3))
{
#ifdef GL_HP_convolution_border_modes
if (_glewStrSame3(&pos, &len, (const GLubyte*)"convolution_border_modes", 24))
{
ret = GLEW_HP_convolution_border_modes;
continue;
}
#endif
#ifdef GL_HP_image_transform
if (_glewStrSame3(&pos, &len, (const GLubyte*)"image_transform", 15))
{
ret = GLEW_HP_image_transform;
continue;
}
#endif
#ifdef GL_HP_occlusion_test
if (_glewStrSame3(&pos, &len, (const GLubyte*)"occlusion_test", 14))
{
ret = GLEW_HP_occlusion_test;
continue;
}
#endif
#ifdef GL_HP_texture_lighting
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_lighting", 16))
{
ret = GLEW_HP_texture_lighting;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"IBM_", 4))
{
#ifdef GL_IBM_cull_vertex
if (_glewStrSame3(&pos, &len, (const GLubyte*)"cull_vertex", 11))
{
ret = GLEW_IBM_cull_vertex;
continue;
}
#endif
#ifdef GL_IBM_multimode_draw_arrays
if (_glewStrSame3(&pos, &len, (const GLubyte*)"multimode_draw_arrays", 21))
{
ret = GLEW_IBM_multimode_draw_arrays;
continue;
}
#endif
#ifdef GL_IBM_rasterpos_clip
if (_glewStrSame3(&pos, &len, (const GLubyte*)"rasterpos_clip", 14))
{
ret = GLEW_IBM_rasterpos_clip;
continue;
}
#endif
#ifdef GL_IBM_static_data
if (_glewStrSame3(&pos, &len, (const GLubyte*)"static_data", 11))
{
ret = GLEW_IBM_static_data;
continue;
}
#endif
#ifdef GL_IBM_texture_mirrored_repeat
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_mirrored_repeat", 23))
{
ret = GLEW_IBM_texture_mirrored_repeat;
continue;
}
#endif
#ifdef GL_IBM_vertex_array_lists
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_lists", 18))
{
ret = GLEW_IBM_vertex_array_lists;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"INGR_", 5))
{
#ifdef GL_INGR_color_clamp
if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_clamp", 11))
{
ret = GLEW_INGR_color_clamp;
continue;
}
#endif
#ifdef GL_INGR_interlace_read
if (_glewStrSame3(&pos, &len, (const GLubyte*)"interlace_read", 14))
{
ret = GLEW_INGR_interlace_read;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"INTEL_", 6))
{
#ifdef GL_INTEL_fragment_shader_ordering
if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_shader_ordering", 24))
{
ret = GLEW_INTEL_fragment_shader_ordering;
continue;
}
#endif
#ifdef GL_INTEL_framebuffer_CMAA
if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_CMAA", 16))
{
ret = GLEW_INTEL_framebuffer_CMAA;
continue;
}
#endif
#ifdef GL_INTEL_map_texture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"map_texture", 11))
{
ret = GLEW_INTEL_map_texture;
continue;
}
#endif
#ifdef GL_INTEL_parallel_arrays
if (_glewStrSame3(&pos, &len, (const GLubyte*)"parallel_arrays", 15))
{
ret = GLEW_INTEL_parallel_arrays;
continue;
}
#endif
#ifdef GL_INTEL_performance_query
if (_glewStrSame3(&pos, &len, (const GLubyte*)"performance_query", 17))
{
ret = GLEW_INTEL_performance_query;
continue;
}
#endif
#ifdef GL_INTEL_texture_scissor
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_scissor", 15))
{
ret = GLEW_INTEL_texture_scissor;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"KHR_", 4))
{
#ifdef GL_KHR_blend_equation_advanced
if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_equation_advanced", 23))
{
ret = GLEW_KHR_blend_equation_advanced;
continue;
}
#endif
#ifdef GL_KHR_blend_equation_advanced_coherent
if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_equation_advanced_coherent", 32))
{
ret = GLEW_KHR_blend_equation_advanced_coherent;
continue;
}
#endif
#ifdef GL_KHR_context_flush_control
if (_glewStrSame3(&pos, &len, (const GLubyte*)"context_flush_control", 21))
{
ret = GLEW_KHR_context_flush_control;
continue;
}
#endif
#ifdef GL_KHR_debug
if (_glewStrSame3(&pos, &len, (const GLubyte*)"debug", 5))
{
ret = GLEW_KHR_debug;
continue;
}
#endif
#ifdef GL_KHR_no_error
if (_glewStrSame3(&pos, &len, (const GLubyte*)"no_error", 8))
{
ret = GLEW_KHR_no_error;
continue;
}
#endif
#ifdef GL_KHR_robust_buffer_access_behavior
if (_glewStrSame3(&pos, &len, (const GLubyte*)"robust_buffer_access_behavior", 29))
{
ret = GLEW_KHR_robust_buffer_access_behavior;
continue;
}
#endif
#ifdef GL_KHR_robustness
if (_glewStrSame3(&pos, &len, (const GLubyte*)"robustness", 10))
{
ret = GLEW_KHR_robustness;
continue;
}
#endif
#ifdef GL_KHR_texture_compression_astc_hdr
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_astc_hdr", 28))
{
ret = GLEW_KHR_texture_compression_astc_hdr;
continue;
}
#endif
#ifdef GL_KHR_texture_compression_astc_ldr
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_astc_ldr", 28))
{
ret = GLEW_KHR_texture_compression_astc_ldr;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"KTX_", 4))
{
#ifdef GL_KTX_buffer_region
if (_glewStrSame3(&pos, &len, (const GLubyte*)"buffer_region", 13))
{
ret = GLEW_KTX_buffer_region;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"MESAX_", 6))
{
#ifdef GL_MESAX_texture_stack
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_stack", 13))
{
ret = GLEW_MESAX_texture_stack;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"MESA_", 5))
{
#ifdef GL_MESA_pack_invert
if (_glewStrSame3(&pos, &len, (const GLubyte*)"pack_invert", 11))
{
ret = GLEW_MESA_pack_invert;
continue;
}
#endif
#ifdef GL_MESA_resize_buffers
if (_glewStrSame3(&pos, &len, (const GLubyte*)"resize_buffers", 14))
{
ret = GLEW_MESA_resize_buffers;
continue;
}
#endif
#ifdef GL_MESA_window_pos
if (_glewStrSame3(&pos, &len, (const GLubyte*)"window_pos", 10))
{
ret = GLEW_MESA_window_pos;
continue;
}
#endif
#ifdef GL_MESA_ycbcr_texture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"ycbcr_texture", 13))
{
ret = GLEW_MESA_ycbcr_texture;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"NVX_", 4))
{
#ifdef GL_NVX_conditional_render
if (_glewStrSame3(&pos, &len, (const GLubyte*)"conditional_render", 18))
{
ret = GLEW_NVX_conditional_render;
continue;
}
#endif
#ifdef GL_NVX_gpu_memory_info
if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_memory_info", 15))
{
ret = GLEW_NVX_gpu_memory_info;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"NV_", 3))
{
#ifdef GL_NV_bindless_multi_draw_indirect
if (_glewStrSame3(&pos, &len, (const GLubyte*)"bindless_multi_draw_indirect", 28))
{
ret = GLEW_NV_bindless_multi_draw_indirect;
continue;
}
#endif
#ifdef GL_NV_bindless_multi_draw_indirect_count
if (_glewStrSame3(&pos, &len, (const GLubyte*)"bindless_multi_draw_indirect_count", 34))
{
ret = GLEW_NV_bindless_multi_draw_indirect_count;
continue;
}
#endif
#ifdef GL_NV_bindless_texture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"bindless_texture", 16))
{
ret = GLEW_NV_bindless_texture;
continue;
}
#endif
#ifdef GL_NV_blend_equation_advanced
if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_equation_advanced", 23))
{
ret = GLEW_NV_blend_equation_advanced;
continue;
}
#endif
#ifdef GL_NV_blend_equation_advanced_coherent
if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_equation_advanced_coherent", 32))
{
ret = GLEW_NV_blend_equation_advanced_coherent;
continue;
}
#endif
#ifdef GL_NV_blend_square
if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_square", 12))
{
ret = GLEW_NV_blend_square;
continue;
}
#endif
#ifdef GL_NV_compute_program5
if (_glewStrSame3(&pos, &len, (const GLubyte*)"compute_program5", 16))
{
ret = GLEW_NV_compute_program5;
continue;
}
#endif
#ifdef GL_NV_conditional_render
if (_glewStrSame3(&pos, &len, (const GLubyte*)"conditional_render", 18))
{
ret = GLEW_NV_conditional_render;
continue;
}
#endif
#ifdef GL_NV_conservative_raster
if (_glewStrSame3(&pos, &len, (const GLubyte*)"conservative_raster", 19))
{
ret = GLEW_NV_conservative_raster;
continue;
}
#endif
#ifdef GL_NV_conservative_raster_dilate
if (_glewStrSame3(&pos, &len, (const GLubyte*)"conservative_raster_dilate", 26))
{
ret = GLEW_NV_conservative_raster_dilate;
continue;
}
#endif
#ifdef GL_NV_copy_depth_to_color
if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_depth_to_color", 19))
{
ret = GLEW_NV_copy_depth_to_color;
continue;
}
#endif
#ifdef GL_NV_copy_image
if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_image", 10))
{
ret = GLEW_NV_copy_image;
continue;
}
#endif
#ifdef GL_NV_deep_texture3D
if (_glewStrSame3(&pos, &len, (const GLubyte*)"deep_texture3D", 14))
{
ret = GLEW_NV_deep_texture3D;
continue;
}
#endif
#ifdef GL_NV_depth_buffer_float
if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_buffer_float", 18))
{
ret = GLEW_NV_depth_buffer_float;
continue;
}
#endif
#ifdef GL_NV_depth_clamp
if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_clamp", 11))
{
ret = GLEW_NV_depth_clamp;
continue;
}
#endif
#ifdef GL_NV_depth_range_unclamped
if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_range_unclamped", 21))
{
ret = GLEW_NV_depth_range_unclamped;
continue;
}
#endif
#ifdef GL_NV_draw_texture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_texture", 12))
{
ret = GLEW_NV_draw_texture;
continue;
}
#endif
#ifdef GL_NV_evaluators
if (_glewStrSame3(&pos, &len, (const GLubyte*)"evaluators", 10))
{
ret = GLEW_NV_evaluators;
continue;
}
#endif
#ifdef GL_NV_explicit_multisample
if (_glewStrSame3(&pos, &len, (const GLubyte*)"explicit_multisample", 20))
{
ret = GLEW_NV_explicit_multisample;
continue;
}
#endif
#ifdef GL_NV_fence
if (_glewStrSame3(&pos, &len, (const GLubyte*)"fence", 5))
{
ret = GLEW_NV_fence;
continue;
}
#endif
#ifdef GL_NV_fill_rectangle
if (_glewStrSame3(&pos, &len, (const GLubyte*)"fill_rectangle", 14))
{
ret = GLEW_NV_fill_rectangle;
continue;
}
#endif
#ifdef GL_NV_float_buffer
if (_glewStrSame3(&pos, &len, (const GLubyte*)"float_buffer", 12))
{
ret = GLEW_NV_float_buffer;
continue;
}
#endif
#ifdef GL_NV_fog_distance
if (_glewStrSame3(&pos, &len, (const GLubyte*)"fog_distance", 12))
{
ret = GLEW_NV_fog_distance;
continue;
}
#endif
#ifdef GL_NV_fragment_coverage_to_color
if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_coverage_to_color", 26))
{
ret = GLEW_NV_fragment_coverage_to_color;
continue;
}
#endif
#ifdef GL_NV_fragment_program
if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_program", 16))
{
ret = GLEW_NV_fragment_program;
continue;
}
#endif
#ifdef GL_NV_fragment_program2
if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_program2", 17))
{
ret = GLEW_NV_fragment_program2;
continue;
}
#endif
#ifdef GL_NV_fragment_program4
if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_program4", 17))
{
ret = GLEW_NV_fragment_program4;
continue;
}
#endif
#ifdef GL_NV_fragment_program_option
if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_program_option", 23))
{
ret = GLEW_NV_fragment_program_option;
continue;
}
#endif
#ifdef GL_NV_fragment_shader_interlock
if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_shader_interlock", 25))
{
ret = GLEW_NV_fragment_shader_interlock;
continue;
}
#endif
#ifdef GL_NV_framebuffer_mixed_samples
if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_mixed_samples", 25))
{
ret = GLEW_NV_framebuffer_mixed_samples;
continue;
}
#endif
#ifdef GL_NV_framebuffer_multisample_coverage
if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_multisample_coverage", 32))
{
ret = GLEW_NV_framebuffer_multisample_coverage;
continue;
}
#endif
#ifdef GL_NV_geometry_program4
if (_glewStrSame3(&pos, &len, (const GLubyte*)"geometry_program4", 17))
{
ret = GLEW_NV_geometry_program4;
continue;
}
#endif
#ifdef GL_NV_geometry_shader4
if (_glewStrSame3(&pos, &len, (const GLubyte*)"geometry_shader4", 16))
{
ret = GLEW_NV_geometry_shader4;
continue;
}
#endif
#ifdef GL_NV_geometry_shader_passthrough
if (_glewStrSame3(&pos, &len, (const GLubyte*)"geometry_shader_passthrough", 27))
{
ret = GLEW_NV_geometry_shader_passthrough;
continue;
}
#endif
#ifdef GL_NV_gpu_program4
if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_program4", 12))
{
ret = GLEW_NV_gpu_program4;
continue;
}
#endif
#ifdef GL_NV_gpu_program5
if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_program5", 12))
{
ret = GLEW_NV_gpu_program5;
continue;
}
#endif
#ifdef GL_NV_gpu_program5_mem_extended
if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_program5_mem_extended", 25))
{
ret = GLEW_NV_gpu_program5_mem_extended;
continue;
}
#endif
#ifdef GL_NV_gpu_program_fp64
if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_program_fp64", 16))
{
ret = GLEW_NV_gpu_program_fp64;
continue;
}
#endif
#ifdef GL_NV_gpu_shader5
if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_shader5", 11))
{
ret = GLEW_NV_gpu_shader5;
continue;
}
#endif
#ifdef GL_NV_half_float
if (_glewStrSame3(&pos, &len, (const GLubyte*)"half_float", 10))
{
ret = GLEW_NV_half_float;
continue;
}
#endif
#ifdef GL_NV_internalformat_sample_query
if (_glewStrSame3(&pos, &len, (const GLubyte*)"internalformat_sample_query", 27))
{
ret = GLEW_NV_internalformat_sample_query;
continue;
}
#endif
#ifdef GL_NV_light_max_exponent
if (_glewStrSame3(&pos, &len, (const GLubyte*)"light_max_exponent", 18))
{
ret = GLEW_NV_light_max_exponent;
continue;
}
#endif
#ifdef GL_NV_multisample_coverage
if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample_coverage", 20))
{
ret = GLEW_NV_multisample_coverage;
continue;
}
#endif
#ifdef GL_NV_multisample_filter_hint
if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample_filter_hint", 23))
{
ret = GLEW_NV_multisample_filter_hint;
continue;
}
#endif
#ifdef GL_NV_occlusion_query
if (_glewStrSame3(&pos, &len, (const GLubyte*)"occlusion_query", 15))
{
ret = GLEW_NV_occlusion_query;
continue;
}
#endif
#ifdef GL_NV_packed_depth_stencil
if (_glewStrSame3(&pos, &len, (const GLubyte*)"packed_depth_stencil", 20))
{
ret = GLEW_NV_packed_depth_stencil;
continue;
}
#endif
#ifdef GL_NV_parameter_buffer_object
if (_glewStrSame3(&pos, &len, (const GLubyte*)"parameter_buffer_object", 23))
{
ret = GLEW_NV_parameter_buffer_object;
continue;
}
#endif
#ifdef GL_NV_parameter_buffer_object2
if (_glewStrSame3(&pos, &len, (const GLubyte*)"parameter_buffer_object2", 24))
{
ret = GLEW_NV_parameter_buffer_object2;
continue;
}
#endif
#ifdef GL_NV_path_rendering
if (_glewStrSame3(&pos, &len, (const GLubyte*)"path_rendering", 14))
{
ret = GLEW_NV_path_rendering;
continue;
}
#endif
#ifdef GL_NV_path_rendering_shared_edge
if (_glewStrSame3(&pos, &len, (const GLubyte*)"path_rendering_shared_edge", 26))
{
ret = GLEW_NV_path_rendering_shared_edge;
continue;
}
#endif
#ifdef GL_NV_pixel_data_range
if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_data_range", 16))
{
ret = GLEW_NV_pixel_data_range;
continue;
}
#endif
#ifdef GL_NV_point_sprite
if (_glewStrSame3(&pos, &len, (const GLubyte*)"point_sprite", 12))
{
ret = GLEW_NV_point_sprite;
continue;
}
#endif
#ifdef GL_NV_present_video
if (_glewStrSame3(&pos, &len, (const GLubyte*)"present_video", 13))
{
ret = GLEW_NV_present_video;
continue;
}
#endif
#ifdef GL_NV_primitive_restart
if (_glewStrSame3(&pos, &len, (const GLubyte*)"primitive_restart", 17))
{
ret = GLEW_NV_primitive_restart;
continue;
}
#endif
#ifdef GL_NV_register_combiners
if (_glewStrSame3(&pos, &len, (const GLubyte*)"register_combiners", 18))
{
ret = GLEW_NV_register_combiners;
continue;
}
#endif
#ifdef GL_NV_register_combiners2
if (_glewStrSame3(&pos, &len, (const GLubyte*)"register_combiners2", 19))
{
ret = GLEW_NV_register_combiners2;
continue;
}
#endif
#ifdef GL_NV_sample_locations
if (_glewStrSame3(&pos, &len, (const GLubyte*)"sample_locations", 16))
{
ret = GLEW_NV_sample_locations;
continue;
}
#endif
#ifdef GL_NV_sample_mask_override_coverage
if (_glewStrSame3(&pos, &len, (const GLubyte*)"sample_mask_override_coverage", 29))
{
ret = GLEW_NV_sample_mask_override_coverage;
continue;
}
#endif
#ifdef GL_NV_shader_atomic_counters
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_atomic_counters", 22))
{
ret = GLEW_NV_shader_atomic_counters;
continue;
}
#endif
#ifdef GL_NV_shader_atomic_float
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_atomic_float", 19))
{
ret = GLEW_NV_shader_atomic_float;
continue;
}
#endif
#ifdef GL_NV_shader_atomic_fp16_vector
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_atomic_fp16_vector", 25))
{
ret = GLEW_NV_shader_atomic_fp16_vector;
continue;
}
#endif
#ifdef GL_NV_shader_atomic_int64
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_atomic_int64", 19))
{
ret = GLEW_NV_shader_atomic_int64;
continue;
}
#endif
#ifdef GL_NV_shader_buffer_load
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_buffer_load", 18))
{
ret = GLEW_NV_shader_buffer_load;
continue;
}
#endif
#ifdef GL_NV_shader_storage_buffer_object
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_storage_buffer_object", 28))
{
ret = GLEW_NV_shader_storage_buffer_object;
continue;
}
#endif
#ifdef GL_NV_shader_thread_group
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_thread_group", 19))
{
ret = GLEW_NV_shader_thread_group;
continue;
}
#endif
#ifdef GL_NV_shader_thread_shuffle
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_thread_shuffle", 21))
{
ret = GLEW_NV_shader_thread_shuffle;
continue;
}
#endif
#ifdef GL_NV_tessellation_program5
if (_glewStrSame3(&pos, &len, (const GLubyte*)"tessellation_program5", 21))
{
ret = GLEW_NV_tessellation_program5;
continue;
}
#endif
#ifdef GL_NV_texgen_emboss
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texgen_emboss", 13))
{
ret = GLEW_NV_texgen_emboss;
continue;
}
#endif
#ifdef GL_NV_texgen_reflection
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texgen_reflection", 17))
{
ret = GLEW_NV_texgen_reflection;
continue;
}
#endif
#ifdef GL_NV_texture_barrier
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_barrier", 15))
{
ret = GLEW_NV_texture_barrier;
continue;
}
#endif
#ifdef GL_NV_texture_compression_vtc
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_vtc", 23))
{
ret = GLEW_NV_texture_compression_vtc;
continue;
}
#endif
#ifdef GL_NV_texture_env_combine4
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_combine4", 20))
{
ret = GLEW_NV_texture_env_combine4;
continue;
}
#endif
#ifdef GL_NV_texture_expand_normal
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_expand_normal", 21))
{
ret = GLEW_NV_texture_expand_normal;
continue;
}
#endif
#ifdef GL_NV_texture_multisample
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_multisample", 19))
{
ret = GLEW_NV_texture_multisample;
continue;
}
#endif
#ifdef GL_NV_texture_rectangle
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_rectangle", 17))
{
ret = GLEW_NV_texture_rectangle;
continue;
}
#endif
#ifdef GL_NV_texture_shader
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_shader", 14))
{
ret = GLEW_NV_texture_shader;
continue;
}
#endif
#ifdef GL_NV_texture_shader2
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_shader2", 15))
{
ret = GLEW_NV_texture_shader2;
continue;
}
#endif
#ifdef GL_NV_texture_shader3
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_shader3", 15))
{
ret = GLEW_NV_texture_shader3;
continue;
}
#endif
#ifdef GL_NV_transform_feedback
if (_glewStrSame3(&pos, &len, (const GLubyte*)"transform_feedback", 18))
{
ret = GLEW_NV_transform_feedback;
continue;
}
#endif
#ifdef GL_NV_transform_feedback2
if (_glewStrSame3(&pos, &len, (const GLubyte*)"transform_feedback2", 19))
{
ret = GLEW_NV_transform_feedback2;
continue;
}
#endif
#ifdef GL_NV_uniform_buffer_unified_memory
if (_glewStrSame3(&pos, &len, (const GLubyte*)"uniform_buffer_unified_memory", 29))
{
ret = GLEW_NV_uniform_buffer_unified_memory;
continue;
}
#endif
#ifdef GL_NV_vdpau_interop
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vdpau_interop", 13))
{
ret = GLEW_NV_vdpau_interop;
continue;
}
#endif
#ifdef GL_NV_vertex_array_range
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_range", 18))
{
ret = GLEW_NV_vertex_array_range;
continue;
}
#endif
#ifdef GL_NV_vertex_array_range2
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_range2", 19))
{
ret = GLEW_NV_vertex_array_range2;
continue;
}
#endif
#ifdef GL_NV_vertex_attrib_integer_64bit
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_attrib_integer_64bit", 27))
{
ret = GLEW_NV_vertex_attrib_integer_64bit;
continue;
}
#endif
#ifdef GL_NV_vertex_buffer_unified_memory
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_buffer_unified_memory", 28))
{
ret = GLEW_NV_vertex_buffer_unified_memory;
continue;
}
#endif
#ifdef GL_NV_vertex_program
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_program", 14))
{
ret = GLEW_NV_vertex_program;
continue;
}
#endif
#ifdef GL_NV_vertex_program1_1
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_program1_1", 17))
{
ret = GLEW_NV_vertex_program1_1;
continue;
}
#endif
#ifdef GL_NV_vertex_program2
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_program2", 15))
{
ret = GLEW_NV_vertex_program2;
continue;
}
#endif
#ifdef GL_NV_vertex_program2_option
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_program2_option", 22))
{
ret = GLEW_NV_vertex_program2_option;
continue;
}
#endif
#ifdef GL_NV_vertex_program3
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_program3", 15))
{
ret = GLEW_NV_vertex_program3;
continue;
}
#endif
#ifdef GL_NV_vertex_program4
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_program4", 15))
{
ret = GLEW_NV_vertex_program4;
continue;
}
#endif
#ifdef GL_NV_video_capture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"video_capture", 13))
{
ret = GLEW_NV_video_capture;
continue;
}
#endif
#ifdef GL_NV_viewport_array2
if (_glewStrSame3(&pos, &len, (const GLubyte*)"viewport_array2", 15))
{
ret = GLEW_NV_viewport_array2;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"OES_", 4))
{
#ifdef GL_OES_byte_coordinates
if (_glewStrSame3(&pos, &len, (const GLubyte*)"byte_coordinates", 16))
{
ret = GLEW_OES_byte_coordinates;
continue;
}
#endif
#ifdef GL_OES_compressed_paletted_texture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"compressed_paletted_texture", 27))
{
ret = GLEW_OES_compressed_paletted_texture;
continue;
}
#endif
#ifdef GL_OES_read_format
if (_glewStrSame3(&pos, &len, (const GLubyte*)"read_format", 11))
{
ret = GLEW_OES_read_format;
continue;
}
#endif
#ifdef GL_OES_single_precision
if (_glewStrSame3(&pos, &len, (const GLubyte*)"single_precision", 16))
{
ret = GLEW_OES_single_precision;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"OML_", 4))
{
#ifdef GL_OML_interlace
if (_glewStrSame3(&pos, &len, (const GLubyte*)"interlace", 9))
{
ret = GLEW_OML_interlace;
continue;
}
#endif
#ifdef GL_OML_resample
if (_glewStrSame3(&pos, &len, (const GLubyte*)"resample", 8))
{
ret = GLEW_OML_resample;
continue;
}
#endif
#ifdef GL_OML_subsample
if (_glewStrSame3(&pos, &len, (const GLubyte*)"subsample", 9))
{
ret = GLEW_OML_subsample;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"OVR_", 4))
{
#ifdef GL_OVR_multiview
if (_glewStrSame3(&pos, &len, (const GLubyte*)"multiview", 9))
{
ret = GLEW_OVR_multiview;
continue;
}
#endif
#ifdef GL_OVR_multiview2
if (_glewStrSame3(&pos, &len, (const GLubyte*)"multiview2", 10))
{
ret = GLEW_OVR_multiview2;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"PGI_", 4))
{
#ifdef GL_PGI_misc_hints
if (_glewStrSame3(&pos, &len, (const GLubyte*)"misc_hints", 10))
{
ret = GLEW_PGI_misc_hints;
continue;
}
#endif
#ifdef GL_PGI_vertex_hints
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_hints", 12))
{
ret = GLEW_PGI_vertex_hints;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"REGAL_", 6))
{
#ifdef GL_REGAL_ES1_0_compatibility
if (_glewStrSame3(&pos, &len, (const GLubyte*)"ES1_0_compatibility", 19))
{
ret = GLEW_REGAL_ES1_0_compatibility;
continue;
}
#endif
#ifdef GL_REGAL_ES1_1_compatibility
if (_glewStrSame3(&pos, &len, (const GLubyte*)"ES1_1_compatibility", 19))
{
ret = GLEW_REGAL_ES1_1_compatibility;
continue;
}
#endif
#ifdef GL_REGAL_enable
if (_glewStrSame3(&pos, &len, (const GLubyte*)"enable", 6))
{
ret = GLEW_REGAL_enable;
continue;
}
#endif
#ifdef GL_REGAL_error_string
if (_glewStrSame3(&pos, &len, (const GLubyte*)"error_string", 12))
{
ret = GLEW_REGAL_error_string;
continue;
}
#endif
#ifdef GL_REGAL_extension_query
if (_glewStrSame3(&pos, &len, (const GLubyte*)"extension_query", 15))
{
ret = GLEW_REGAL_extension_query;
continue;
}
#endif
#ifdef GL_REGAL_log
if (_glewStrSame3(&pos, &len, (const GLubyte*)"log", 3))
{
ret = GLEW_REGAL_log;
continue;
}
#endif
#ifdef GL_REGAL_proc_address
if (_glewStrSame3(&pos, &len, (const GLubyte*)"proc_address", 12))
{
ret = GLEW_REGAL_proc_address;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"REND_", 5))
{
#ifdef GL_REND_screen_coordinates
if (_glewStrSame3(&pos, &len, (const GLubyte*)"screen_coordinates", 18))
{
ret = GLEW_REND_screen_coordinates;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"S3_", 3))
{
#ifdef GL_S3_s3tc
if (_glewStrSame3(&pos, &len, (const GLubyte*)"s3tc", 4))
{
ret = GLEW_S3_s3tc;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"SGIS_", 5))
{
#ifdef GL_SGIS_color_range
if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_range", 11))
{
ret = GLEW_SGIS_color_range;
continue;
}
#endif
#ifdef GL_SGIS_detail_texture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"detail_texture", 14))
{
ret = GLEW_SGIS_detail_texture;
continue;
}
#endif
#ifdef GL_SGIS_fog_function
if (_glewStrSame3(&pos, &len, (const GLubyte*)"fog_function", 12))
{
ret = GLEW_SGIS_fog_function;
continue;
}
#endif
#ifdef GL_SGIS_generate_mipmap
if (_glewStrSame3(&pos, &len, (const GLubyte*)"generate_mipmap", 15))
{
ret = GLEW_SGIS_generate_mipmap;
continue;
}
#endif
#ifdef GL_SGIS_multisample
if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample", 11))
{
ret = GLEW_SGIS_multisample;
continue;
}
#endif
#ifdef GL_SGIS_pixel_texture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_texture", 13))
{
ret = GLEW_SGIS_pixel_texture;
continue;
}
#endif
#ifdef GL_SGIS_point_line_texgen
if (_glewStrSame3(&pos, &len, (const GLubyte*)"point_line_texgen", 17))
{
ret = GLEW_SGIS_point_line_texgen;
continue;
}
#endif
#ifdef GL_SGIS_sharpen_texture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"sharpen_texture", 15))
{
ret = GLEW_SGIS_sharpen_texture;
continue;
}
#endif
#ifdef GL_SGIS_texture4D
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture4D", 9))
{
ret = GLEW_SGIS_texture4D;
continue;
}
#endif
#ifdef GL_SGIS_texture_border_clamp
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_border_clamp", 20))
{
ret = GLEW_SGIS_texture_border_clamp;
continue;
}
#endif
#ifdef GL_SGIS_texture_edge_clamp
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_edge_clamp", 18))
{
ret = GLEW_SGIS_texture_edge_clamp;
continue;
}
#endif
#ifdef GL_SGIS_texture_filter4
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_filter4", 15))
{
ret = GLEW_SGIS_texture_filter4;
continue;
}
#endif
#ifdef GL_SGIS_texture_lod
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_lod", 11))
{
ret = GLEW_SGIS_texture_lod;
continue;
}
#endif
#ifdef GL_SGIS_texture_select
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_select", 14))
{
ret = GLEW_SGIS_texture_select;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"SGIX_", 5))
{
#ifdef GL_SGIX_async
if (_glewStrSame3(&pos, &len, (const GLubyte*)"async", 5))
{
ret = GLEW_SGIX_async;
continue;
}
#endif
#ifdef GL_SGIX_async_histogram
if (_glewStrSame3(&pos, &len, (const GLubyte*)"async_histogram", 15))
{
ret = GLEW_SGIX_async_histogram;
continue;
}
#endif
#ifdef GL_SGIX_async_pixel
if (_glewStrSame3(&pos, &len, (const GLubyte*)"async_pixel", 11))
{
ret = GLEW_SGIX_async_pixel;
continue;
}
#endif
#ifdef GL_SGIX_blend_alpha_minmax
if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_alpha_minmax", 18))
{
ret = GLEW_SGIX_blend_alpha_minmax;
continue;
}
#endif
#ifdef GL_SGIX_clipmap
if (_glewStrSame3(&pos, &len, (const GLubyte*)"clipmap", 7))
{
ret = GLEW_SGIX_clipmap;
continue;
}
#endif
#ifdef GL_SGIX_convolution_accuracy
if (_glewStrSame3(&pos, &len, (const GLubyte*)"convolution_accuracy", 20))
{
ret = GLEW_SGIX_convolution_accuracy;
continue;
}
#endif
#ifdef GL_SGIX_depth_texture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_texture", 13))
{
ret = GLEW_SGIX_depth_texture;
continue;
}
#endif
#ifdef GL_SGIX_flush_raster
if (_glewStrSame3(&pos, &len, (const GLubyte*)"flush_raster", 12))
{
ret = GLEW_SGIX_flush_raster;
continue;
}
#endif
#ifdef GL_SGIX_fog_offset
if (_glewStrSame3(&pos, &len, (const GLubyte*)"fog_offset", 10))
{
ret = GLEW_SGIX_fog_offset;
continue;
}
#endif
#ifdef GL_SGIX_fog_texture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"fog_texture", 11))
{
ret = GLEW_SGIX_fog_texture;
continue;
}
#endif
#ifdef GL_SGIX_fragment_specular_lighting
if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_specular_lighting", 26))
{
ret = GLEW_SGIX_fragment_specular_lighting;
continue;
}
#endif
#ifdef GL_SGIX_framezoom
if (_glewStrSame3(&pos, &len, (const GLubyte*)"framezoom", 9))
{
ret = GLEW_SGIX_framezoom;
continue;
}
#endif
#ifdef GL_SGIX_interlace
if (_glewStrSame3(&pos, &len, (const GLubyte*)"interlace", 9))
{
ret = GLEW_SGIX_interlace;
continue;
}
#endif
#ifdef GL_SGIX_ir_instrument1
if (_glewStrSame3(&pos, &len, (const GLubyte*)"ir_instrument1", 14))
{
ret = GLEW_SGIX_ir_instrument1;
continue;
}
#endif
#ifdef GL_SGIX_list_priority
if (_glewStrSame3(&pos, &len, (const GLubyte*)"list_priority", 13))
{
ret = GLEW_SGIX_list_priority;
continue;
}
#endif
#ifdef GL_SGIX_pixel_texture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_texture", 13))
{
ret = GLEW_SGIX_pixel_texture;
continue;
}
#endif
#ifdef GL_SGIX_pixel_texture_bits
if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_texture_bits", 18))
{
ret = GLEW_SGIX_pixel_texture_bits;
continue;
}
#endif
#ifdef GL_SGIX_reference_plane
if (_glewStrSame3(&pos, &len, (const GLubyte*)"reference_plane", 15))
{
ret = GLEW_SGIX_reference_plane;
continue;
}
#endif
#ifdef GL_SGIX_resample
if (_glewStrSame3(&pos, &len, (const GLubyte*)"resample", 8))
{
ret = GLEW_SGIX_resample;
continue;
}
#endif
#ifdef GL_SGIX_shadow
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shadow", 6))
{
ret = GLEW_SGIX_shadow;
continue;
}
#endif
#ifdef GL_SGIX_shadow_ambient
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shadow_ambient", 14))
{
ret = GLEW_SGIX_shadow_ambient;
continue;
}
#endif
#ifdef GL_SGIX_sprite
if (_glewStrSame3(&pos, &len, (const GLubyte*)"sprite", 6))
{
ret = GLEW_SGIX_sprite;
continue;
}
#endif
#ifdef GL_SGIX_tag_sample_buffer
if (_glewStrSame3(&pos, &len, (const GLubyte*)"tag_sample_buffer", 17))
{
ret = GLEW_SGIX_tag_sample_buffer;
continue;
}
#endif
#ifdef GL_SGIX_texture_add_env
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_add_env", 15))
{
ret = GLEW_SGIX_texture_add_env;
continue;
}
#endif
#ifdef GL_SGIX_texture_coordinate_clamp
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_coordinate_clamp", 24))
{
ret = GLEW_SGIX_texture_coordinate_clamp;
continue;
}
#endif
#ifdef GL_SGIX_texture_lod_bias
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_lod_bias", 16))
{
ret = GLEW_SGIX_texture_lod_bias;
continue;
}
#endif
#ifdef GL_SGIX_texture_multi_buffer
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_multi_buffer", 20))
{
ret = GLEW_SGIX_texture_multi_buffer;
continue;
}
#endif
#ifdef GL_SGIX_texture_range
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_range", 13))
{
ret = GLEW_SGIX_texture_range;
continue;
}
#endif
#ifdef GL_SGIX_texture_scale_bias
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_scale_bias", 18))
{
ret = GLEW_SGIX_texture_scale_bias;
continue;
}
#endif
#ifdef GL_SGIX_vertex_preclip
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_preclip", 14))
{
ret = GLEW_SGIX_vertex_preclip;
continue;
}
#endif
#ifdef GL_SGIX_vertex_preclip_hint
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_preclip_hint", 19))
{
ret = GLEW_SGIX_vertex_preclip_hint;
continue;
}
#endif
#ifdef GL_SGIX_ycrcb
if (_glewStrSame3(&pos, &len, (const GLubyte*)"ycrcb", 5))
{
ret = GLEW_SGIX_ycrcb;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"SGI_", 4))
{
#ifdef GL_SGI_color_matrix
if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_matrix", 12))
{
ret = GLEW_SGI_color_matrix;
continue;
}
#endif
#ifdef GL_SGI_color_table
if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_table", 11))
{
ret = GLEW_SGI_color_table;
continue;
}
#endif
#ifdef GL_SGI_texture_color_table
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_color_table", 19))
{
ret = GLEW_SGI_texture_color_table;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"SUNX_", 5))
{
#ifdef GL_SUNX_constant_data
if (_glewStrSame3(&pos, &len, (const GLubyte*)"constant_data", 13))
{
ret = GLEW_SUNX_constant_data;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"SUN_", 4))
{
#ifdef GL_SUN_convolution_border_modes
if (_glewStrSame3(&pos, &len, (const GLubyte*)"convolution_border_modes", 24))
{
ret = GLEW_SUN_convolution_border_modes;
continue;
}
#endif
#ifdef GL_SUN_global_alpha
if (_glewStrSame3(&pos, &len, (const GLubyte*)"global_alpha", 12))
{
ret = GLEW_SUN_global_alpha;
continue;
}
#endif
#ifdef GL_SUN_mesh_array
if (_glewStrSame3(&pos, &len, (const GLubyte*)"mesh_array", 10))
{
ret = GLEW_SUN_mesh_array;
continue;
}
#endif
#ifdef GL_SUN_read_video_pixels
if (_glewStrSame3(&pos, &len, (const GLubyte*)"read_video_pixels", 17))
{
ret = GLEW_SUN_read_video_pixels;
continue;
}
#endif
#ifdef GL_SUN_slice_accum
if (_glewStrSame3(&pos, &len, (const GLubyte*)"slice_accum", 11))
{
ret = GLEW_SUN_slice_accum;
continue;
}
#endif
#ifdef GL_SUN_triangle_list
if (_glewStrSame3(&pos, &len, (const GLubyte*)"triangle_list", 13))
{
ret = GLEW_SUN_triangle_list;
continue;
}
#endif
#ifdef GL_SUN_vertex
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex", 6))
{
ret = GLEW_SUN_vertex;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"WIN_", 4))
{
#ifdef GL_WIN_phong_shading
if (_glewStrSame3(&pos, &len, (const GLubyte*)"phong_shading", 13))
{
ret = GLEW_WIN_phong_shading;
continue;
}
#endif
#ifdef GL_WIN_specular_fog
if (_glewStrSame3(&pos, &len, (const GLubyte*)"specular_fog", 12))
{
ret = GLEW_WIN_specular_fog;
continue;
}
#endif
#ifdef GL_WIN_swap_hint
if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_hint", 9))
{
ret = GLEW_WIN_swap_hint;
continue;
}
#endif
}
}
ret = (len == 0);
}
return ret;
}
#if defined(_WIN32)
#if defined(GLEW_MX)
GLboolean GLEWAPIENTRY wglewContextIsSupported (const WGLEWContext* ctx, const char* name)
#else
GLboolean GLEWAPIENTRY wglewIsSupported (const char* name)
#endif
{
const GLubyte* pos = (const GLubyte*)name;
GLuint len = _glewStrLen(pos);
GLboolean ret = GL_TRUE;
while (ret && len > 0)
{
if (_glewStrSame1(&pos, &len, (const GLubyte*)"WGL_", 4))
{
if (_glewStrSame2(&pos, &len, (const GLubyte*)"3DFX_", 5))
{
#ifdef WGL_3DFX_multisample
if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample", 11))
{
ret = WGLEW_3DFX_multisample;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"3DL_", 4))
{
#ifdef WGL_3DL_stereo_control
if (_glewStrSame3(&pos, &len, (const GLubyte*)"stereo_control", 14))
{
ret = WGLEW_3DL_stereo_control;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"AMD_", 4))
{
#ifdef WGL_AMD_gpu_association
if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_association", 15))
{
ret = WGLEW_AMD_gpu_association;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"ARB_", 4))
{
#ifdef WGL_ARB_buffer_region
if (_glewStrSame3(&pos, &len, (const GLubyte*)"buffer_region", 13))
{
ret = WGLEW_ARB_buffer_region;
continue;
}
#endif
#ifdef WGL_ARB_context_flush_control
if (_glewStrSame3(&pos, &len, (const GLubyte*)"context_flush_control", 21))
{
ret = WGLEW_ARB_context_flush_control;
continue;
}
#endif
#ifdef WGL_ARB_create_context
if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context", 14))
{
ret = WGLEW_ARB_create_context;
continue;
}
#endif
#ifdef WGL_ARB_create_context_profile
if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_profile", 22))
{
ret = WGLEW_ARB_create_context_profile;
continue;
}
#endif
#ifdef WGL_ARB_create_context_robustness
if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_robustness", 25))
{
ret = WGLEW_ARB_create_context_robustness;
continue;
}
#endif
#ifdef WGL_ARB_extensions_string
if (_glewStrSame3(&pos, &len, (const GLubyte*)"extensions_string", 17))
{
ret = WGLEW_ARB_extensions_string;
continue;
}
#endif
#ifdef WGL_ARB_framebuffer_sRGB
if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_sRGB", 16))
{
ret = WGLEW_ARB_framebuffer_sRGB;
continue;
}
#endif
#ifdef WGL_ARB_make_current_read
if (_glewStrSame3(&pos, &len, (const GLubyte*)"make_current_read", 17))
{
ret = WGLEW_ARB_make_current_read;
continue;
}
#endif
#ifdef WGL_ARB_multisample
if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample", 11))
{
ret = WGLEW_ARB_multisample;
continue;
}
#endif
#ifdef WGL_ARB_pbuffer
if (_glewStrSame3(&pos, &len, (const GLubyte*)"pbuffer", 7))
{
ret = WGLEW_ARB_pbuffer;
continue;
}
#endif
#ifdef WGL_ARB_pixel_format
if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_format", 12))
{
ret = WGLEW_ARB_pixel_format;
continue;
}
#endif
#ifdef WGL_ARB_pixel_format_float
if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_format_float", 18))
{
ret = WGLEW_ARB_pixel_format_float;
continue;
}
#endif
#ifdef WGL_ARB_render_texture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"render_texture", 14))
{
ret = WGLEW_ARB_render_texture;
continue;
}
#endif
#ifdef WGL_ARB_robustness_application_isolation
if (_glewStrSame3(&pos, &len, (const GLubyte*)"robustness_application_isolation", 32))
{
ret = WGLEW_ARB_robustness_application_isolation;
continue;
}
#endif
#ifdef WGL_ARB_robustness_share_group_isolation
if (_glewStrSame3(&pos, &len, (const GLubyte*)"robustness_share_group_isolation", 32))
{
ret = WGLEW_ARB_robustness_share_group_isolation;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"ATI_", 4))
{
#ifdef WGL_ATI_pixel_format_float
if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_format_float", 18))
{
ret = WGLEW_ATI_pixel_format_float;
continue;
}
#endif
#ifdef WGL_ATI_render_texture_rectangle
if (_glewStrSame3(&pos, &len, (const GLubyte*)"render_texture_rectangle", 24))
{
ret = WGLEW_ATI_render_texture_rectangle;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"EXT_", 4))
{
#ifdef WGL_EXT_create_context_es2_profile
if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_es2_profile", 26))
{
ret = WGLEW_EXT_create_context_es2_profile;
continue;
}
#endif
#ifdef WGL_EXT_create_context_es_profile
if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_es_profile", 25))
{
ret = WGLEW_EXT_create_context_es_profile;
continue;
}
#endif
#ifdef WGL_EXT_depth_float
if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_float", 11))
{
ret = WGLEW_EXT_depth_float;
continue;
}
#endif
#ifdef WGL_EXT_display_color_table
if (_glewStrSame3(&pos, &len, (const GLubyte*)"display_color_table", 19))
{
ret = WGLEW_EXT_display_color_table;
continue;
}
#endif
#ifdef WGL_EXT_extensions_string
if (_glewStrSame3(&pos, &len, (const GLubyte*)"extensions_string", 17))
{
ret = WGLEW_EXT_extensions_string;
continue;
}
#endif
#ifdef WGL_EXT_framebuffer_sRGB
if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_sRGB", 16))
{
ret = WGLEW_EXT_framebuffer_sRGB;
continue;
}
#endif
#ifdef WGL_EXT_make_current_read
if (_glewStrSame3(&pos, &len, (const GLubyte*)"make_current_read", 17))
{
ret = WGLEW_EXT_make_current_read;
continue;
}
#endif
#ifdef WGL_EXT_multisample
if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample", 11))
{
ret = WGLEW_EXT_multisample;
continue;
}
#endif
#ifdef WGL_EXT_pbuffer
if (_glewStrSame3(&pos, &len, (const GLubyte*)"pbuffer", 7))
{
ret = WGLEW_EXT_pbuffer;
continue;
}
#endif
#ifdef WGL_EXT_pixel_format
if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_format", 12))
{
ret = WGLEW_EXT_pixel_format;
continue;
}
#endif
#ifdef WGL_EXT_pixel_format_packed_float
if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_format_packed_float", 25))
{
ret = WGLEW_EXT_pixel_format_packed_float;
continue;
}
#endif
#ifdef WGL_EXT_swap_control
if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_control", 12))
{
ret = WGLEW_EXT_swap_control;
continue;
}
#endif
#ifdef WGL_EXT_swap_control_tear
if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_control_tear", 17))
{
ret = WGLEW_EXT_swap_control_tear;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"I3D_", 4))
{
#ifdef WGL_I3D_digital_video_control
if (_glewStrSame3(&pos, &len, (const GLubyte*)"digital_video_control", 21))
{
ret = WGLEW_I3D_digital_video_control;
continue;
}
#endif
#ifdef WGL_I3D_gamma
if (_glewStrSame3(&pos, &len, (const GLubyte*)"gamma", 5))
{
ret = WGLEW_I3D_gamma;
continue;
}
#endif
#ifdef WGL_I3D_genlock
if (_glewStrSame3(&pos, &len, (const GLubyte*)"genlock", 7))
{
ret = WGLEW_I3D_genlock;
continue;
}
#endif
#ifdef WGL_I3D_image_buffer
if (_glewStrSame3(&pos, &len, (const GLubyte*)"image_buffer", 12))
{
ret = WGLEW_I3D_image_buffer;
continue;
}
#endif
#ifdef WGL_I3D_swap_frame_lock
if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_frame_lock", 15))
{
ret = WGLEW_I3D_swap_frame_lock;
continue;
}
#endif
#ifdef WGL_I3D_swap_frame_usage
if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_frame_usage", 16))
{
ret = WGLEW_I3D_swap_frame_usage;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"NV_", 3))
{
#ifdef WGL_NV_DX_interop
if (_glewStrSame3(&pos, &len, (const GLubyte*)"DX_interop", 10))
{
ret = WGLEW_NV_DX_interop;
continue;
}
#endif
#ifdef WGL_NV_DX_interop2
if (_glewStrSame3(&pos, &len, (const GLubyte*)"DX_interop2", 11))
{
ret = WGLEW_NV_DX_interop2;
continue;
}
#endif
#ifdef WGL_NV_copy_image
if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_image", 10))
{
ret = WGLEW_NV_copy_image;
continue;
}
#endif
#ifdef WGL_NV_delay_before_swap
if (_glewStrSame3(&pos, &len, (const GLubyte*)"delay_before_swap", 17))
{
ret = WGLEW_NV_delay_before_swap;
continue;
}
#endif
#ifdef WGL_NV_float_buffer
if (_glewStrSame3(&pos, &len, (const GLubyte*)"float_buffer", 12))
{
ret = WGLEW_NV_float_buffer;
continue;
}
#endif
#ifdef WGL_NV_gpu_affinity
if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_affinity", 12))
{
ret = WGLEW_NV_gpu_affinity;
continue;
}
#endif
#ifdef WGL_NV_multisample_coverage
if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample_coverage", 20))
{
ret = WGLEW_NV_multisample_coverage;
continue;
}
#endif
#ifdef WGL_NV_present_video
if (_glewStrSame3(&pos, &len, (const GLubyte*)"present_video", 13))
{
ret = WGLEW_NV_present_video;
continue;
}
#endif
#ifdef WGL_NV_render_depth_texture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"render_depth_texture", 20))
{
ret = WGLEW_NV_render_depth_texture;
continue;
}
#endif
#ifdef WGL_NV_render_texture_rectangle
if (_glewStrSame3(&pos, &len, (const GLubyte*)"render_texture_rectangle", 24))
{
ret = WGLEW_NV_render_texture_rectangle;
continue;
}
#endif
#ifdef WGL_NV_swap_group
if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_group", 10))
{
ret = WGLEW_NV_swap_group;
continue;
}
#endif
#ifdef WGL_NV_vertex_array_range
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_range", 18))
{
ret = WGLEW_NV_vertex_array_range;
continue;
}
#endif
#ifdef WGL_NV_video_capture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"video_capture", 13))
{
ret = WGLEW_NV_video_capture;
continue;
}
#endif
#ifdef WGL_NV_video_output
if (_glewStrSame3(&pos, &len, (const GLubyte*)"video_output", 12))
{
ret = WGLEW_NV_video_output;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"OML_", 4))
{
#ifdef WGL_OML_sync_control
if (_glewStrSame3(&pos, &len, (const GLubyte*)"sync_control", 12))
{
ret = WGLEW_OML_sync_control;
continue;
}
#endif
}
}
ret = (len == 0);
}
return ret;
}
#elif !defined(__ANDROID__) && !defined(__native_client__) && !defined(__HAIKU__) && !defined(__APPLE__) || defined(GLEW_APPLE_GLX)
#if defined(GLEW_MX)
GLboolean glxewContextIsSupported (const GLXEWContext* ctx, const char* name)
#else
GLboolean glxewIsSupported (const char* name)
#endif
{
const GLubyte* pos = (const GLubyte*)name;
GLuint len = _glewStrLen(pos);
GLboolean ret = GL_TRUE;
while (ret && len > 0)
{
if(_glewStrSame1(&pos, &len, (const GLubyte*)"GLX_", 4))
{
if (_glewStrSame2(&pos, &len, (const GLubyte*)"VERSION_", 8))
{
#ifdef GLX_VERSION_1_2
if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_2", 3))
{
ret = GLXEW_VERSION_1_2;
continue;
}
#endif
#ifdef GLX_VERSION_1_3
if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_3", 3))
{
ret = GLXEW_VERSION_1_3;
continue;
}
#endif
#ifdef GLX_VERSION_1_4
if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_4", 3))
{
ret = GLXEW_VERSION_1_4;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"3DFX_", 5))
{
#ifdef GLX_3DFX_multisample
if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample", 11))
{
ret = GLXEW_3DFX_multisample;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"AMD_", 4))
{
#ifdef GLX_AMD_gpu_association
if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_association", 15))
{
ret = GLXEW_AMD_gpu_association;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"ARB_", 4))
{
#ifdef GLX_ARB_context_flush_control
if (_glewStrSame3(&pos, &len, (const GLubyte*)"context_flush_control", 21))
{
ret = GLXEW_ARB_context_flush_control;
continue;
}
#endif
#ifdef GLX_ARB_create_context
if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context", 14))
{
ret = GLXEW_ARB_create_context;
continue;
}
#endif
#ifdef GLX_ARB_create_context_profile
if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_profile", 22))
{
ret = GLXEW_ARB_create_context_profile;
continue;
}
#endif
#ifdef GLX_ARB_create_context_robustness
if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_robustness", 25))
{
ret = GLXEW_ARB_create_context_robustness;
continue;
}
#endif
#ifdef GLX_ARB_fbconfig_float
if (_glewStrSame3(&pos, &len, (const GLubyte*)"fbconfig_float", 14))
{
ret = GLXEW_ARB_fbconfig_float;
continue;
}
#endif
#ifdef GLX_ARB_framebuffer_sRGB
if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_sRGB", 16))
{
ret = GLXEW_ARB_framebuffer_sRGB;
continue;
}
#endif
#ifdef GLX_ARB_get_proc_address
if (_glewStrSame3(&pos, &len, (const GLubyte*)"get_proc_address", 16))
{
ret = GLXEW_ARB_get_proc_address;
continue;
}
#endif
#ifdef GLX_ARB_multisample
if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample", 11))
{
ret = GLXEW_ARB_multisample;
continue;
}
#endif
#ifdef GLX_ARB_robustness_application_isolation
if (_glewStrSame3(&pos, &len, (const GLubyte*)"robustness_application_isolation", 32))
{
ret = GLXEW_ARB_robustness_application_isolation;
continue;
}
#endif
#ifdef GLX_ARB_robustness_share_group_isolation
if (_glewStrSame3(&pos, &len, (const GLubyte*)"robustness_share_group_isolation", 32))
{
ret = GLXEW_ARB_robustness_share_group_isolation;
continue;
}
#endif
#ifdef GLX_ARB_vertex_buffer_object
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_buffer_object", 20))
{
ret = GLXEW_ARB_vertex_buffer_object;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"ATI_", 4))
{
#ifdef GLX_ATI_pixel_format_float
if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_format_float", 18))
{
ret = GLXEW_ATI_pixel_format_float;
continue;
}
#endif
#ifdef GLX_ATI_render_texture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"render_texture", 14))
{
ret = GLXEW_ATI_render_texture;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"EXT_", 4))
{
#ifdef GLX_EXT_buffer_age
if (_glewStrSame3(&pos, &len, (const GLubyte*)"buffer_age", 10))
{
ret = GLXEW_EXT_buffer_age;
continue;
}
#endif
#ifdef GLX_EXT_create_context_es2_profile
if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_es2_profile", 26))
{
ret = GLXEW_EXT_create_context_es2_profile;
continue;
}
#endif
#ifdef GLX_EXT_create_context_es_profile
if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_es_profile", 25))
{
ret = GLXEW_EXT_create_context_es_profile;
continue;
}
#endif
#ifdef GLX_EXT_fbconfig_packed_float
if (_glewStrSame3(&pos, &len, (const GLubyte*)"fbconfig_packed_float", 21))
{
ret = GLXEW_EXT_fbconfig_packed_float;
continue;
}
#endif
#ifdef GLX_EXT_framebuffer_sRGB
if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_sRGB", 16))
{
ret = GLXEW_EXT_framebuffer_sRGB;
continue;
}
#endif
#ifdef GLX_EXT_import_context
if (_glewStrSame3(&pos, &len, (const GLubyte*)"import_context", 14))
{
ret = GLXEW_EXT_import_context;
continue;
}
#endif
#ifdef GLX_EXT_scene_marker
if (_glewStrSame3(&pos, &len, (const GLubyte*)"scene_marker", 12))
{
ret = GLXEW_EXT_scene_marker;
continue;
}
#endif
#ifdef GLX_EXT_stereo_tree
if (_glewStrSame3(&pos, &len, (const GLubyte*)"stereo_tree", 11))
{
ret = GLXEW_EXT_stereo_tree;
continue;
}
#endif
#ifdef GLX_EXT_swap_control
if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_control", 12))
{
ret = GLXEW_EXT_swap_control;
continue;
}
#endif
#ifdef GLX_EXT_swap_control_tear
if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_control_tear", 17))
{
ret = GLXEW_EXT_swap_control_tear;
continue;
}
#endif
#ifdef GLX_EXT_texture_from_pixmap
if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_from_pixmap", 19))
{
ret = GLXEW_EXT_texture_from_pixmap;
continue;
}
#endif
#ifdef GLX_EXT_visual_info
if (_glewStrSame3(&pos, &len, (const GLubyte*)"visual_info", 11))
{
ret = GLXEW_EXT_visual_info;
continue;
}
#endif
#ifdef GLX_EXT_visual_rating
if (_glewStrSame3(&pos, &len, (const GLubyte*)"visual_rating", 13))
{
ret = GLXEW_EXT_visual_rating;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"INTEL_", 6))
{
#ifdef GLX_INTEL_swap_event
if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_event", 10))
{
ret = GLXEW_INTEL_swap_event;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"MESA_", 5))
{
#ifdef GLX_MESA_agp_offset
if (_glewStrSame3(&pos, &len, (const GLubyte*)"agp_offset", 10))
{
ret = GLXEW_MESA_agp_offset;
continue;
}
#endif
#ifdef GLX_MESA_copy_sub_buffer
if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_sub_buffer", 15))
{
ret = GLXEW_MESA_copy_sub_buffer;
continue;
}
#endif
#ifdef GLX_MESA_pixmap_colormap
if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixmap_colormap", 15))
{
ret = GLXEW_MESA_pixmap_colormap;
continue;
}
#endif
#ifdef GLX_MESA_query_renderer
if (_glewStrSame3(&pos, &len, (const GLubyte*)"query_renderer", 14))
{
ret = GLXEW_MESA_query_renderer;
continue;
}
#endif
#ifdef GLX_MESA_release_buffers
if (_glewStrSame3(&pos, &len, (const GLubyte*)"release_buffers", 15))
{
ret = GLXEW_MESA_release_buffers;
continue;
}
#endif
#ifdef GLX_MESA_set_3dfx_mode
if (_glewStrSame3(&pos, &len, (const GLubyte*)"set_3dfx_mode", 13))
{
ret = GLXEW_MESA_set_3dfx_mode;
continue;
}
#endif
#ifdef GLX_MESA_swap_control
if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_control", 12))
{
ret = GLXEW_MESA_swap_control;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"NV_", 3))
{
#ifdef GLX_NV_copy_buffer
if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_buffer", 11))
{
ret = GLXEW_NV_copy_buffer;
continue;
}
#endif
#ifdef GLX_NV_copy_image
if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_image", 10))
{
ret = GLXEW_NV_copy_image;
continue;
}
#endif
#ifdef GLX_NV_delay_before_swap
if (_glewStrSame3(&pos, &len, (const GLubyte*)"delay_before_swap", 17))
{
ret = GLXEW_NV_delay_before_swap;
continue;
}
#endif
#ifdef GLX_NV_float_buffer
if (_glewStrSame3(&pos, &len, (const GLubyte*)"float_buffer", 12))
{
ret = GLXEW_NV_float_buffer;
continue;
}
#endif
#ifdef GLX_NV_multisample_coverage
if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample_coverage", 20))
{
ret = GLXEW_NV_multisample_coverage;
continue;
}
#endif
#ifdef GLX_NV_present_video
if (_glewStrSame3(&pos, &len, (const GLubyte*)"present_video", 13))
{
ret = GLXEW_NV_present_video;
continue;
}
#endif
#ifdef GLX_NV_swap_group
if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_group", 10))
{
ret = GLXEW_NV_swap_group;
continue;
}
#endif
#ifdef GLX_NV_vertex_array_range
if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_range", 18))
{
ret = GLXEW_NV_vertex_array_range;
continue;
}
#endif
#ifdef GLX_NV_video_capture
if (_glewStrSame3(&pos, &len, (const GLubyte*)"video_capture", 13))
{
ret = GLXEW_NV_video_capture;
continue;
}
#endif
#ifdef GLX_NV_video_out
if (_glewStrSame3(&pos, &len, (const GLubyte*)"video_out", 9))
{
ret = GLXEW_NV_video_out;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"OML_", 4))
{
#ifdef GLX_OML_swap_method
if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_method", 11))
{
ret = GLXEW_OML_swap_method;
continue;
}
#endif
#ifdef GLX_OML_sync_control
if (_glewStrSame3(&pos, &len, (const GLubyte*)"sync_control", 12))
{
ret = GLXEW_OML_sync_control;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"SGIS_", 5))
{
#ifdef GLX_SGIS_blended_overlay
if (_glewStrSame3(&pos, &len, (const GLubyte*)"blended_overlay", 15))
{
ret = GLXEW_SGIS_blended_overlay;
continue;
}
#endif
#ifdef GLX_SGIS_color_range
if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_range", 11))
{
ret = GLXEW_SGIS_color_range;
continue;
}
#endif
#ifdef GLX_SGIS_multisample
if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample", 11))
{
ret = GLXEW_SGIS_multisample;
continue;
}
#endif
#ifdef GLX_SGIS_shared_multisample
if (_glewStrSame3(&pos, &len, (const GLubyte*)"shared_multisample", 18))
{
ret = GLXEW_SGIS_shared_multisample;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"SGIX_", 5))
{
#ifdef GLX_SGIX_fbconfig
if (_glewStrSame3(&pos, &len, (const GLubyte*)"fbconfig", 8))
{
ret = GLXEW_SGIX_fbconfig;
continue;
}
#endif
#ifdef GLX_SGIX_hyperpipe
if (_glewStrSame3(&pos, &len, (const GLubyte*)"hyperpipe", 9))
{
ret = GLXEW_SGIX_hyperpipe;
continue;
}
#endif
#ifdef GLX_SGIX_pbuffer
if (_glewStrSame3(&pos, &len, (const GLubyte*)"pbuffer", 7))
{
ret = GLXEW_SGIX_pbuffer;
continue;
}
#endif
#ifdef GLX_SGIX_swap_barrier
if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_barrier", 12))
{
ret = GLXEW_SGIX_swap_barrier;
continue;
}
#endif
#ifdef GLX_SGIX_swap_group
if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_group", 10))
{
ret = GLXEW_SGIX_swap_group;
continue;
}
#endif
#ifdef GLX_SGIX_video_resize
if (_glewStrSame3(&pos, &len, (const GLubyte*)"video_resize", 12))
{
ret = GLXEW_SGIX_video_resize;
continue;
}
#endif
#ifdef GLX_SGIX_visual_select_group
if (_glewStrSame3(&pos, &len, (const GLubyte*)"visual_select_group", 19))
{
ret = GLXEW_SGIX_visual_select_group;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"SGI_", 4))
{
#ifdef GLX_SGI_cushion
if (_glewStrSame3(&pos, &len, (const GLubyte*)"cushion", 7))
{
ret = GLXEW_SGI_cushion;
continue;
}
#endif
#ifdef GLX_SGI_make_current_read
if (_glewStrSame3(&pos, &len, (const GLubyte*)"make_current_read", 17))
{
ret = GLXEW_SGI_make_current_read;
continue;
}
#endif
#ifdef GLX_SGI_swap_control
if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_control", 12))
{
ret = GLXEW_SGI_swap_control;
continue;
}
#endif
#ifdef GLX_SGI_video_sync
if (_glewStrSame3(&pos, &len, (const GLubyte*)"video_sync", 10))
{
ret = GLXEW_SGI_video_sync;
continue;
}
#endif
}
if (_glewStrSame2(&pos, &len, (const GLubyte*)"SUN_", 4))
{
#ifdef GLX_SUN_get_transparent_index
if (_glewStrSame3(&pos, &len, (const GLubyte*)"get_transparent_index", 21))
{
ret = GLXEW_SUN_get_transparent_index;
continue;
}
#endif
#ifdef GLX_SUN_video_resize
if (_glewStrSame3(&pos, &len, (const GLubyte*)"video_resize", 12))
{
ret = GLXEW_SUN_video_resize;
continue;
}
#endif
}
}
ret = (len == 0);
}
return ret;
}
#endif /* _WIN32 */
| 962,932 | C | 50.748334 | 242 | 0.743859 |
NVIDIA-Omniverse/PhysX/physx/snippets/graphics/include/GL/glew.h | /*
** The OpenGL Extension Wrangler Library
** Copyright (C) 2008-2015, Nigel Stewart <nigels[]users sourceforge net>
** Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org>
** Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org>
** Copyright (C) 2002, Lev Povalahev
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are met:
**
** * Redistributions of source code must retain the above copyright notice,
** this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright notice,
** this list of conditions and the following disclaimer in the documentation
** and/or other materials provided with the distribution.
** * The name of the author may be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
** AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
** IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
** ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
** LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
** CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
** SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
** INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
** CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
** ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
** THE POSSIBILITY OF SUCH DAMAGE.
*/
/*
* Mesa 3-D graphics library
* Version: 7.0
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/*
** Copyright (c) 2007 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
#define GLEW_STATIC
//#pragma warning( disable : 4273)
#ifndef __glew_h__
#define __glew_h__
#define __GLEW_H__
#if defined(__gl_h_) || defined(__GL_H__) || defined(_GL_H) || defined(__X_GL_H)
#error gl.h included before glew.h
#endif
#if defined(__gl2_h_)
#error gl2.h included before glew.h
#endif
#if defined(__gltypes_h_)
#error gltypes.h included before glew.h
#endif
#if defined(__REGAL_H__)
#error Regal.h included before glew.h
#endif
#if defined(__glext_h_) || defined(__GLEXT_H_)
#error glext.h included before glew.h
#endif
#if defined(__gl_ATI_h_)
#error glATI.h included before glew.h
#endif
#define __gl_h_
#define __gl2_h_
#define __GL_H__
#define _GL_H
#define __gltypes_h_
#define __REGAL_H__
#define __X_GL_H
#define __glext_h_
#define __GLEXT_H_
#define __gl_ATI_h_
#if defined(_WIN32)
/*
* GLEW does not include <windows.h> to avoid name space pollution.
* GL needs GLAPI and GLAPIENTRY, GLU needs APIENTRY, CALLBACK, and wchar_t
* defined properly.
*/
/* <windef.h> and <gl.h>*/
#ifdef APIENTRY
# ifndef GLAPIENTRY
# define GLAPIENTRY APIENTRY
# endif
# ifndef GLEWAPIENTRY
# define GLEWAPIENTRY APIENTRY
# endif
#else
#define GLEW_APIENTRY_DEFINED
# if defined(__MINGW32__) || defined(__CYGWIN__) || (_MSC_VER >= 800) || defined(_STDCALL_SUPPORTED) || defined(__BORLANDC__)
# define APIENTRY __stdcall
# ifndef GLAPIENTRY
# define GLAPIENTRY __stdcall
# endif
# ifndef GLEWAPIENTRY
# define GLEWAPIENTRY __stdcall
# endif
# else
# define APIENTRY
# endif
#endif
#ifndef GLAPI
# if defined(__MINGW32__) || defined(__CYGWIN__)
# define GLAPI extern
# endif
#endif
/* <winnt.h> */
#ifndef CALLBACK
#define GLEW_CALLBACK_DEFINED
# if defined(__MINGW32__) || defined(__CYGWIN__)
# define CALLBACK __attribute__ ((__stdcall__))
# elif (defined(_M_MRX000) || defined(_M_IX86) || defined(_M_ALPHA) || defined(_M_PPC)) && !defined(MIDL_PASS)
# define CALLBACK __stdcall
# else
# define CALLBACK
# endif
#endif
/* <wingdi.h> and <winnt.h> */
#ifndef WINGDIAPI
#define GLEW_WINGDIAPI_DEFINED
#define WINGDIAPI __declspec(dllimport)
#endif
/* <ctype.h> */
#if (defined(_MSC_VER) || defined(__BORLANDC__)) && !defined(_WCHAR_T_DEFINED)
typedef unsigned short wchar_t;
# define _WCHAR_T_DEFINED
#endif
/* <stddef.h> */
#if !defined(_W64)
# if !defined(__midl) && (defined(_X86_) || defined(_M_IX86)) && defined(_MSC_VER) && _MSC_VER >= 1300
# define _W64 __w64
# else
# define _W64
# endif
#endif
#if !defined(_PTRDIFF_T_DEFINED) && !defined(_PTRDIFF_T_) && !defined(__MINGW64__)
# ifdef _WIN64
typedef __int64 ptrdiff_t;
# else
typedef _W64 int ptrdiff_t;
# endif
# define _PTRDIFF_T_DEFINED
# define _PTRDIFF_T_
#endif
#ifndef GLAPI
# if defined(__MINGW32__) || defined(__CYGWIN__)
# define GLAPI extern
# else
# define GLAPI WINGDIAPI
# endif
#endif
/*
* GLEW_STATIC is defined for static library.
* GLEW_BUILD is defined for building the DLL library.
*/
#ifdef GLEW_STATIC
# define GLEWAPI extern
#else
# ifdef GLEW_BUILD
# define GLEWAPI extern __declspec(dllexport)
# else
# define GLEWAPI extern __declspec(dllimport)
# endif
#endif
#else /* _UNIX */
/*
* Needed for ptrdiff_t in turn needed by VBO. This is defined by ISO
* C. On my system, this amounts to _3 lines_ of included code, all of
* them pretty much harmless. If you know of a way of detecting 32 vs
* 64 _targets_ at compile time you are free to replace this with
* something that's portable. For now, _this_ is the portable solution.
* (mem, 2004-01-04)
*/
#include <stddef.h>
/* SGI MIPSPro doesn't like stdint.h in C++ mode */
/* ID: 3376260 Solaris 9 has inttypes.h, but not stdint.h */
#if (defined(__sgi) || defined(__sun)) && !defined(__GNUC__)
#include <inttypes.h>
#else
#include <stdint.h>
#endif
#define GLEW_APIENTRY_DEFINED
#define APIENTRY
/*
* GLEW_STATIC is defined for static library.
*/
#ifdef GLEW_STATIC
# define GLEWAPI extern
#else
# if defined(__GNUC__) && __GNUC__>=4
# define GLEWAPI extern __attribute__ ((visibility("default")))
# elif defined(__SUNPRO_C) || defined(__SUNPRO_CC)
# define GLEWAPI extern __global
# else
# define GLEWAPI extern
# endif
#endif
/* <glu.h> */
#ifndef GLAPI
#define GLAPI extern
#endif
#endif /* _WIN32 */
#ifndef GLAPIENTRY
#define GLAPIENTRY
#endif
#ifndef GLEWAPIENTRY
#define GLEWAPIENTRY
#endif
#ifdef __cplusplus
extern "C" {
#endif
/* ----------------------------- GL_VERSION_1_1 ---------------------------- */
#ifndef GL_VERSION_1_1
#define GL_VERSION_1_1 1
typedef unsigned int GLenum;
typedef unsigned int GLbitfield;
typedef unsigned int GLuint;
typedef int GLint;
typedef int GLsizei;
typedef unsigned char GLboolean;
typedef signed char GLbyte;
typedef short GLshort;
typedef unsigned char GLubyte;
typedef unsigned short GLushort;
typedef unsigned long GLulong;
typedef float GLfloat;
typedef float GLclampf;
typedef double GLdouble;
typedef double GLclampd;
typedef void GLvoid;
#if defined(_MSC_VER) && _MSC_VER < 1400
typedef __int64 GLint64EXT;
typedef unsigned __int64 GLuint64EXT;
#elif defined(_MSC_VER) || defined(__BORLANDC__)
typedef signed long long GLint64EXT;
typedef unsigned long long GLuint64EXT;
#else
# if defined(__MINGW32__) || defined(__CYGWIN__)
#include <inttypes.h>
# endif
typedef int64_t GLint64EXT;
typedef uint64_t GLuint64EXT;
#endif
typedef GLint64EXT GLint64;
typedef GLuint64EXT GLuint64;
typedef struct __GLsync *GLsync;
typedef char GLchar;
#define GL_ZERO 0
#define GL_FALSE 0
#define GL_LOGIC_OP 0x0BF1
#define GL_NONE 0
#define GL_TEXTURE_COMPONENTS 0x1003
#define GL_NO_ERROR 0
#define GL_POINTS 0x0000
#define GL_CURRENT_BIT 0x00000001
#define GL_TRUE 1
#define GL_ONE 1
#define GL_CLIENT_PIXEL_STORE_BIT 0x00000001
#define GL_LINES 0x0001
#define GL_LINE_LOOP 0x0002
#define GL_POINT_BIT 0x00000002
#define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002
#define GL_LINE_STRIP 0x0003
#define GL_LINE_BIT 0x00000004
#define GL_TRIANGLES 0x0004
#define GL_TRIANGLE_STRIP 0x0005
#define GL_TRIANGLE_FAN 0x0006
#define GL_QUADS 0x0007
#define GL_QUAD_STRIP 0x0008
#define GL_POLYGON_BIT 0x00000008
#define GL_POLYGON 0x0009
#define GL_POLYGON_STIPPLE_BIT 0x00000010
#define GL_PIXEL_MODE_BIT 0x00000020
#define GL_LIGHTING_BIT 0x00000040
#define GL_FOG_BIT 0x00000080
#define GL_DEPTH_BUFFER_BIT 0x00000100
#define GL_ACCUM 0x0100
#define GL_LOAD 0x0101
#define GL_RETURN 0x0102
#define GL_MULT 0x0103
#define GL_ADD 0x0104
#define GL_NEVER 0x0200
#define GL_ACCUM_BUFFER_BIT 0x00000200
#define GL_LESS 0x0201
#define GL_EQUAL 0x0202
#define GL_LEQUAL 0x0203
#define GL_GREATER 0x0204
#define GL_NOTEQUAL 0x0205
#define GL_GEQUAL 0x0206
#define GL_ALWAYS 0x0207
#define GL_SRC_COLOR 0x0300
#define GL_ONE_MINUS_SRC_COLOR 0x0301
#define GL_SRC_ALPHA 0x0302
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_DST_ALPHA 0x0304
#define GL_ONE_MINUS_DST_ALPHA 0x0305
#define GL_DST_COLOR 0x0306
#define GL_ONE_MINUS_DST_COLOR 0x0307
#define GL_SRC_ALPHA_SATURATE 0x0308
#define GL_STENCIL_BUFFER_BIT 0x00000400
#define GL_FRONT_LEFT 0x0400
#define GL_FRONT_RIGHT 0x0401
#define GL_BACK_LEFT 0x0402
#define GL_BACK_RIGHT 0x0403
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_LEFT 0x0406
#define GL_RIGHT 0x0407
#define GL_FRONT_AND_BACK 0x0408
#define GL_AUX0 0x0409
#define GL_AUX1 0x040A
#define GL_AUX2 0x040B
#define GL_AUX3 0x040C
#define GL_INVALID_ENUM 0x0500
#define GL_INVALID_VALUE 0x0501
#define GL_INVALID_OPERATION 0x0502
#define GL_STACK_OVERFLOW 0x0503
#define GL_STACK_UNDERFLOW 0x0504
#define GL_OUT_OF_MEMORY 0x0505
#define GL_2D 0x0600
#define GL_3D 0x0601
#define GL_3D_COLOR 0x0602
#define GL_3D_COLOR_TEXTURE 0x0603
#define GL_4D_COLOR_TEXTURE 0x0604
#define GL_PASS_THROUGH_TOKEN 0x0700
#define GL_POINT_TOKEN 0x0701
#define GL_LINE_TOKEN 0x0702
#define GL_POLYGON_TOKEN 0x0703
#define GL_BITMAP_TOKEN 0x0704
#define GL_DRAW_PIXEL_TOKEN 0x0705
#define GL_COPY_PIXEL_TOKEN 0x0706
#define GL_LINE_RESET_TOKEN 0x0707
#define GL_EXP 0x0800
#define GL_VIEWPORT_BIT 0x00000800
#define GL_EXP2 0x0801
#define GL_CW 0x0900
#define GL_CCW 0x0901
#define GL_COEFF 0x0A00
#define GL_ORDER 0x0A01
#define GL_DOMAIN 0x0A02
#define GL_CURRENT_COLOR 0x0B00
#define GL_CURRENT_INDEX 0x0B01
#define GL_CURRENT_NORMAL 0x0B02
#define GL_CURRENT_TEXTURE_COORDS 0x0B03
#define GL_CURRENT_RASTER_COLOR 0x0B04
#define GL_CURRENT_RASTER_INDEX 0x0B05
#define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06
#define GL_CURRENT_RASTER_POSITION 0x0B07
#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08
#define GL_CURRENT_RASTER_DISTANCE 0x0B09
#define GL_POINT_SMOOTH 0x0B10
#define GL_POINT_SIZE 0x0B11
#define GL_POINT_SIZE_RANGE 0x0B12
#define GL_POINT_SIZE_GRANULARITY 0x0B13
#define GL_LINE_SMOOTH 0x0B20
#define GL_LINE_WIDTH 0x0B21
#define GL_LINE_WIDTH_RANGE 0x0B22
#define GL_LINE_WIDTH_GRANULARITY 0x0B23
#define GL_LINE_STIPPLE 0x0B24
#define GL_LINE_STIPPLE_PATTERN 0x0B25
#define GL_LINE_STIPPLE_REPEAT 0x0B26
#define GL_LIST_MODE 0x0B30
#define GL_MAX_LIST_NESTING 0x0B31
#define GL_LIST_BASE 0x0B32
#define GL_LIST_INDEX 0x0B33
#define GL_POLYGON_MODE 0x0B40
#define GL_POLYGON_SMOOTH 0x0B41
#define GL_POLYGON_STIPPLE 0x0B42
#define GL_EDGE_FLAG 0x0B43
#define GL_CULL_FACE 0x0B44
#define GL_CULL_FACE_MODE 0x0B45
#define GL_FRONT_FACE 0x0B46
#define GL_LIGHTING 0x0B50
#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51
#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52
#define GL_LIGHT_MODEL_AMBIENT 0x0B53
#define GL_SHADE_MODEL 0x0B54
#define GL_COLOR_MATERIAL_FACE 0x0B55
#define GL_COLOR_MATERIAL_PARAMETER 0x0B56
#define GL_COLOR_MATERIAL 0x0B57
#define GL_FOG 0x0B60
#define GL_FOG_INDEX 0x0B61
#define GL_FOG_DENSITY 0x0B62
#define GL_FOG_START 0x0B63
#define GL_FOG_END 0x0B64
#define GL_FOG_MODE 0x0B65
#define GL_FOG_COLOR 0x0B66
#define GL_DEPTH_RANGE 0x0B70
#define GL_DEPTH_TEST 0x0B71
#define GL_DEPTH_WRITEMASK 0x0B72
#define GL_DEPTH_CLEAR_VALUE 0x0B73
#define GL_DEPTH_FUNC 0x0B74
#define GL_ACCUM_CLEAR_VALUE 0x0B80
#define GL_STENCIL_TEST 0x0B90
#define GL_STENCIL_CLEAR_VALUE 0x0B91
#define GL_STENCIL_FUNC 0x0B92
#define GL_STENCIL_VALUE_MASK 0x0B93
#define GL_STENCIL_FAIL 0x0B94
#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95
#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96
#define GL_STENCIL_REF 0x0B97
#define GL_STENCIL_WRITEMASK 0x0B98
#define GL_MATRIX_MODE 0x0BA0
#define GL_NORMALIZE 0x0BA1
#define GL_VIEWPORT 0x0BA2
#define GL_MODELVIEW_STACK_DEPTH 0x0BA3
#define GL_PROJECTION_STACK_DEPTH 0x0BA4
#define GL_TEXTURE_STACK_DEPTH 0x0BA5
#define GL_MODELVIEW_MATRIX 0x0BA6
#define GL_PROJECTION_MATRIX 0x0BA7
#define GL_TEXTURE_MATRIX 0x0BA8
#define GL_ATTRIB_STACK_DEPTH 0x0BB0
#define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1
#define GL_ALPHA_TEST 0x0BC0
#define GL_ALPHA_TEST_FUNC 0x0BC1
#define GL_ALPHA_TEST_REF 0x0BC2
#define GL_DITHER 0x0BD0
#define GL_BLEND_DST 0x0BE0
#define GL_BLEND_SRC 0x0BE1
#define GL_BLEND 0x0BE2
#define GL_LOGIC_OP_MODE 0x0BF0
#define GL_INDEX_LOGIC_OP 0x0BF1
#define GL_COLOR_LOGIC_OP 0x0BF2
#define GL_AUX_BUFFERS 0x0C00
#define GL_DRAW_BUFFER 0x0C01
#define GL_READ_BUFFER 0x0C02
#define GL_SCISSOR_BOX 0x0C10
#define GL_SCISSOR_TEST 0x0C11
#define GL_INDEX_CLEAR_VALUE 0x0C20
#define GL_INDEX_WRITEMASK 0x0C21
#define GL_COLOR_CLEAR_VALUE 0x0C22
#define GL_COLOR_WRITEMASK 0x0C23
#define GL_INDEX_MODE 0x0C30
#define GL_RGBA_MODE 0x0C31
#define GL_DOUBLEBUFFER 0x0C32
#define GL_STEREO 0x0C33
#define GL_RENDER_MODE 0x0C40
#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50
#define GL_POINT_SMOOTH_HINT 0x0C51
#define GL_LINE_SMOOTH_HINT 0x0C52
#define GL_POLYGON_SMOOTH_HINT 0x0C53
#define GL_FOG_HINT 0x0C54
#define GL_TEXTURE_GEN_S 0x0C60
#define GL_TEXTURE_GEN_T 0x0C61
#define GL_TEXTURE_GEN_R 0x0C62
#define GL_TEXTURE_GEN_Q 0x0C63
#define GL_PIXEL_MAP_I_TO_I 0x0C70
#define GL_PIXEL_MAP_S_TO_S 0x0C71
#define GL_PIXEL_MAP_I_TO_R 0x0C72
#define GL_PIXEL_MAP_I_TO_G 0x0C73
#define GL_PIXEL_MAP_I_TO_B 0x0C74
#define GL_PIXEL_MAP_I_TO_A 0x0C75
#define GL_PIXEL_MAP_R_TO_R 0x0C76
#define GL_PIXEL_MAP_G_TO_G 0x0C77
#define GL_PIXEL_MAP_B_TO_B 0x0C78
#define GL_PIXEL_MAP_A_TO_A 0x0C79
#define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0
#define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1
#define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2
#define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3
#define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4
#define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5
#define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6
#define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7
#define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8
#define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9
#define GL_UNPACK_SWAP_BYTES 0x0CF0
#define GL_UNPACK_LSB_FIRST 0x0CF1
#define GL_UNPACK_ROW_LENGTH 0x0CF2
#define GL_UNPACK_SKIP_ROWS 0x0CF3
#define GL_UNPACK_SKIP_PIXELS 0x0CF4
#define GL_UNPACK_ALIGNMENT 0x0CF5
#define GL_PACK_SWAP_BYTES 0x0D00
#define GL_PACK_LSB_FIRST 0x0D01
#define GL_PACK_ROW_LENGTH 0x0D02
#define GL_PACK_SKIP_ROWS 0x0D03
#define GL_PACK_SKIP_PIXELS 0x0D04
#define GL_PACK_ALIGNMENT 0x0D05
#define GL_MAP_COLOR 0x0D10
#define GL_MAP_STENCIL 0x0D11
#define GL_INDEX_SHIFT 0x0D12
#define GL_INDEX_OFFSET 0x0D13
#define GL_RED_SCALE 0x0D14
#define GL_RED_BIAS 0x0D15
#define GL_ZOOM_X 0x0D16
#define GL_ZOOM_Y 0x0D17
#define GL_GREEN_SCALE 0x0D18
#define GL_GREEN_BIAS 0x0D19
#define GL_BLUE_SCALE 0x0D1A
#define GL_BLUE_BIAS 0x0D1B
#define GL_ALPHA_SCALE 0x0D1C
#define GL_ALPHA_BIAS 0x0D1D
#define GL_DEPTH_SCALE 0x0D1E
#define GL_DEPTH_BIAS 0x0D1F
#define GL_MAX_EVAL_ORDER 0x0D30
#define GL_MAX_LIGHTS 0x0D31
#define GL_MAX_CLIP_PLANES 0x0D32
#define GL_MAX_TEXTURE_SIZE 0x0D33
#define GL_MAX_PIXEL_MAP_TABLE 0x0D34
#define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35
#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36
#define GL_MAX_NAME_STACK_DEPTH 0x0D37
#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38
#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39
#define GL_MAX_VIEWPORT_DIMS 0x0D3A
#define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B
#define GL_SUBPIXEL_BITS 0x0D50
#define GL_INDEX_BITS 0x0D51
#define GL_RED_BITS 0x0D52
#define GL_GREEN_BITS 0x0D53
#define GL_BLUE_BITS 0x0D54
#define GL_ALPHA_BITS 0x0D55
#define GL_DEPTH_BITS 0x0D56
#define GL_STENCIL_BITS 0x0D57
#define GL_ACCUM_RED_BITS 0x0D58
#define GL_ACCUM_GREEN_BITS 0x0D59
#define GL_ACCUM_BLUE_BITS 0x0D5A
#define GL_ACCUM_ALPHA_BITS 0x0D5B
#define GL_NAME_STACK_DEPTH 0x0D70
#define GL_AUTO_NORMAL 0x0D80
#define GL_MAP1_COLOR_4 0x0D90
#define GL_MAP1_INDEX 0x0D91
#define GL_MAP1_NORMAL 0x0D92
#define GL_MAP1_TEXTURE_COORD_1 0x0D93
#define GL_MAP1_TEXTURE_COORD_2 0x0D94
#define GL_MAP1_TEXTURE_COORD_3 0x0D95
#define GL_MAP1_TEXTURE_COORD_4 0x0D96
#define GL_MAP1_VERTEX_3 0x0D97
#define GL_MAP1_VERTEX_4 0x0D98
#define GL_MAP2_COLOR_4 0x0DB0
#define GL_MAP2_INDEX 0x0DB1
#define GL_MAP2_NORMAL 0x0DB2
#define GL_MAP2_TEXTURE_COORD_1 0x0DB3
#define GL_MAP2_TEXTURE_COORD_2 0x0DB4
#define GL_MAP2_TEXTURE_COORD_3 0x0DB5
#define GL_MAP2_TEXTURE_COORD_4 0x0DB6
#define GL_MAP2_VERTEX_3 0x0DB7
#define GL_MAP2_VERTEX_4 0x0DB8
#define GL_MAP1_GRID_DOMAIN 0x0DD0
#define GL_MAP1_GRID_SEGMENTS 0x0DD1
#define GL_MAP2_GRID_DOMAIN 0x0DD2
#define GL_MAP2_GRID_SEGMENTS 0x0DD3
#define GL_TEXTURE_1D 0x0DE0
#define GL_TEXTURE_2D 0x0DE1
#define GL_FEEDBACK_BUFFER_POINTER 0x0DF0
#define GL_FEEDBACK_BUFFER_SIZE 0x0DF1
#define GL_FEEDBACK_BUFFER_TYPE 0x0DF2
#define GL_SELECTION_BUFFER_POINTER 0x0DF3
#define GL_SELECTION_BUFFER_SIZE 0x0DF4
#define GL_TEXTURE_WIDTH 0x1000
#define GL_TRANSFORM_BIT 0x00001000
#define GL_TEXTURE_HEIGHT 0x1001
#define GL_TEXTURE_INTERNAL_FORMAT 0x1003
#define GL_TEXTURE_BORDER_COLOR 0x1004
#define GL_TEXTURE_BORDER 0x1005
#define GL_DONT_CARE 0x1100
#define GL_FASTEST 0x1101
#define GL_NICEST 0x1102
#define GL_AMBIENT 0x1200
#define GL_DIFFUSE 0x1201
#define GL_SPECULAR 0x1202
#define GL_POSITION 0x1203
#define GL_SPOT_DIRECTION 0x1204
#define GL_SPOT_EXPONENT 0x1205
#define GL_SPOT_CUTOFF 0x1206
#define GL_CONSTANT_ATTENUATION 0x1207
#define GL_LINEAR_ATTENUATION 0x1208
#define GL_QUADRATIC_ATTENUATION 0x1209
#define GL_COMPILE 0x1300
#define GL_COMPILE_AND_EXECUTE 0x1301
#define GL_BYTE 0x1400
#define GL_UNSIGNED_BYTE 0x1401
#define GL_SHORT 0x1402
#define GL_UNSIGNED_SHORT 0x1403
#define GL_INT 0x1404
#define GL_UNSIGNED_INT 0x1405
#define GL_FLOAT 0x1406
#define GL_2_BYTES 0x1407
#define GL_3_BYTES 0x1408
#define GL_4_BYTES 0x1409
#define GL_DOUBLE 0x140A
#define GL_CLEAR 0x1500
#define GL_AND 0x1501
#define GL_AND_REVERSE 0x1502
#define GL_COPY 0x1503
#define GL_AND_INVERTED 0x1504
#define GL_NOOP 0x1505
#define GL_XOR 0x1506
#define GL_OR 0x1507
#define GL_NOR 0x1508
#define GL_EQUIV 0x1509
#define GL_INVERT 0x150A
#define GL_OR_REVERSE 0x150B
#define GL_COPY_INVERTED 0x150C
#define GL_OR_INVERTED 0x150D
#define GL_NAND 0x150E
#define GL_SET 0x150F
#define GL_EMISSION 0x1600
#define GL_SHININESS 0x1601
#define GL_AMBIENT_AND_DIFFUSE 0x1602
#define GL_COLOR_INDEXES 0x1603
#define GL_MODELVIEW 0x1700
#define GL_PROJECTION 0x1701
#define GL_TEXTURE 0x1702
#define GL_COLOR 0x1800
#define GL_DEPTH 0x1801
#define GL_STENCIL 0x1802
#define GL_COLOR_INDEX 0x1900
#define GL_STENCIL_INDEX 0x1901
#define GL_DEPTH_COMPONENT 0x1902
#define GL_RED 0x1903
#define GL_GREEN 0x1904
#define GL_BLUE 0x1905
#define GL_ALPHA 0x1906
#define GL_RGB 0x1907
#define GL_RGBA 0x1908
#define GL_LUMINANCE 0x1909
#define GL_LUMINANCE_ALPHA 0x190A
#define GL_BITMAP 0x1A00
#define GL_POINT 0x1B00
#define GL_LINE 0x1B01
#define GL_FILL 0x1B02
#define GL_RENDER 0x1C00
#define GL_FEEDBACK 0x1C01
#define GL_SELECT 0x1C02
#define GL_FLAT 0x1D00
#define GL_SMOOTH 0x1D01
#define GL_KEEP 0x1E00
#define GL_REPLACE 0x1E01
#define GL_INCR 0x1E02
#define GL_DECR 0x1E03
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
#define GL_S 0x2000
#define GL_ENABLE_BIT 0x00002000
#define GL_T 0x2001
#define GL_R 0x2002
#define GL_Q 0x2003
#define GL_MODULATE 0x2100
#define GL_DECAL 0x2101
#define GL_TEXTURE_ENV_MODE 0x2200
#define GL_TEXTURE_ENV_COLOR 0x2201
#define GL_TEXTURE_ENV 0x2300
#define GL_EYE_LINEAR 0x2400
#define GL_OBJECT_LINEAR 0x2401
#define GL_SPHERE_MAP 0x2402
#define GL_TEXTURE_GEN_MODE 0x2500
#define GL_OBJECT_PLANE 0x2501
#define GL_EYE_PLANE 0x2502
#define GL_NEAREST 0x2600
#define GL_LINEAR 0x2601
#define GL_NEAREST_MIPMAP_NEAREST 0x2700
#define GL_LINEAR_MIPMAP_NEAREST 0x2701
#define GL_NEAREST_MIPMAP_LINEAR 0x2702
#define GL_LINEAR_MIPMAP_LINEAR 0x2703
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
#define GL_CLAMP 0x2900
#define GL_REPEAT 0x2901
#define GL_POLYGON_OFFSET_UNITS 0x2A00
#define GL_POLYGON_OFFSET_POINT 0x2A01
#define GL_POLYGON_OFFSET_LINE 0x2A02
#define GL_R3_G3_B2 0x2A10
#define GL_V2F 0x2A20
#define GL_V3F 0x2A21
#define GL_C4UB_V2F 0x2A22
#define GL_C4UB_V3F 0x2A23
#define GL_C3F_V3F 0x2A24
#define GL_N3F_V3F 0x2A25
#define GL_C4F_N3F_V3F 0x2A26
#define GL_T2F_V3F 0x2A27
#define GL_T4F_V4F 0x2A28
#define GL_T2F_C4UB_V3F 0x2A29
#define GL_T2F_C3F_V3F 0x2A2A
#define GL_T2F_N3F_V3F 0x2A2B
#define GL_T2F_C4F_N3F_V3F 0x2A2C
#define GL_T4F_C4F_N3F_V4F 0x2A2D
#define GL_CLIP_PLANE0 0x3000
#define GL_CLIP_PLANE1 0x3001
#define GL_CLIP_PLANE2 0x3002
#define GL_CLIP_PLANE3 0x3003
#define GL_CLIP_PLANE4 0x3004
#define GL_CLIP_PLANE5 0x3005
#define GL_LIGHT0 0x4000
#define GL_COLOR_BUFFER_BIT 0x00004000
#define GL_LIGHT1 0x4001
#define GL_LIGHT2 0x4002
#define GL_LIGHT3 0x4003
#define GL_LIGHT4 0x4004
#define GL_LIGHT5 0x4005
#define GL_LIGHT6 0x4006
#define GL_LIGHT7 0x4007
#define GL_HINT_BIT 0x00008000
#define GL_POLYGON_OFFSET_FILL 0x8037
#define GL_POLYGON_OFFSET_FACTOR 0x8038
#define GL_ALPHA4 0x803B
#define GL_ALPHA8 0x803C
#define GL_ALPHA12 0x803D
#define GL_ALPHA16 0x803E
#define GL_LUMINANCE4 0x803F
#define GL_LUMINANCE8 0x8040
#define GL_LUMINANCE12 0x8041
#define GL_LUMINANCE16 0x8042
#define GL_LUMINANCE4_ALPHA4 0x8043
#define GL_LUMINANCE6_ALPHA2 0x8044
#define GL_LUMINANCE8_ALPHA8 0x8045
#define GL_LUMINANCE12_ALPHA4 0x8046
#define GL_LUMINANCE12_ALPHA12 0x8047
#define GL_LUMINANCE16_ALPHA16 0x8048
#define GL_INTENSITY 0x8049
#define GL_INTENSITY4 0x804A
#define GL_INTENSITY8 0x804B
#define GL_INTENSITY12 0x804C
#define GL_INTENSITY16 0x804D
#define GL_RGB4 0x804F
#define GL_RGB5 0x8050
#define GL_RGB8 0x8051
#define GL_RGB10 0x8052
#define GL_RGB12 0x8053
#define GL_RGB16 0x8054
#define GL_RGBA2 0x8055
#define GL_RGBA4 0x8056
#define GL_RGB5_A1 0x8057
#define GL_RGBA8 0x8058
#define GL_RGB10_A2 0x8059
#define GL_RGBA12 0x805A
#define GL_RGBA16 0x805B
#define GL_TEXTURE_RED_SIZE 0x805C
#define GL_TEXTURE_GREEN_SIZE 0x805D
#define GL_TEXTURE_BLUE_SIZE 0x805E
#define GL_TEXTURE_ALPHA_SIZE 0x805F
#define GL_TEXTURE_LUMINANCE_SIZE 0x8060
#define GL_TEXTURE_INTENSITY_SIZE 0x8061
#define GL_PROXY_TEXTURE_1D 0x8063
#define GL_PROXY_TEXTURE_2D 0x8064
#define GL_TEXTURE_PRIORITY 0x8066
#define GL_TEXTURE_RESIDENT 0x8067
#define GL_TEXTURE_BINDING_1D 0x8068
#define GL_TEXTURE_BINDING_2D 0x8069
#define GL_VERTEX_ARRAY 0x8074
#define GL_NORMAL_ARRAY 0x8075
#define GL_COLOR_ARRAY 0x8076
#define GL_INDEX_ARRAY 0x8077
#define GL_TEXTURE_COORD_ARRAY 0x8078
#define GL_EDGE_FLAG_ARRAY 0x8079
#define GL_VERTEX_ARRAY_SIZE 0x807A
#define GL_VERTEX_ARRAY_TYPE 0x807B
#define GL_VERTEX_ARRAY_STRIDE 0x807C
#define GL_NORMAL_ARRAY_TYPE 0x807E
#define GL_NORMAL_ARRAY_STRIDE 0x807F
#define GL_COLOR_ARRAY_SIZE 0x8081
#define GL_COLOR_ARRAY_TYPE 0x8082
#define GL_COLOR_ARRAY_STRIDE 0x8083
#define GL_INDEX_ARRAY_TYPE 0x8085
#define GL_INDEX_ARRAY_STRIDE 0x8086
#define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088
#define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089
#define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A
#define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C
#define GL_VERTEX_ARRAY_POINTER 0x808E
#define GL_NORMAL_ARRAY_POINTER 0x808F
#define GL_COLOR_ARRAY_POINTER 0x8090
#define GL_INDEX_ARRAY_POINTER 0x8091
#define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092
#define GL_EDGE_FLAG_ARRAY_POINTER 0x8093
#define GL_COLOR_INDEX1_EXT 0x80E2
#define GL_COLOR_INDEX2_EXT 0x80E3
#define GL_COLOR_INDEX4_EXT 0x80E4
#define GL_COLOR_INDEX8_EXT 0x80E5
#define GL_COLOR_INDEX12_EXT 0x80E6
#define GL_COLOR_INDEX16_EXT 0x80E7
#define GL_EVAL_BIT 0x00010000
#define GL_LIST_BIT 0x00020000
#define GL_TEXTURE_BIT 0x00040000
#define GL_SCISSOR_BIT 0x00080000
#define GL_ALL_ATTRIB_BITS 0x000fffff
#define GL_CLIENT_ALL_ATTRIB_BITS 0xffffffff
GLAPI void GLAPIENTRY glAccum (GLenum op, GLfloat value);
GLAPI void GLAPIENTRY glAlphaFunc (GLenum func, GLclampf ref);
GLAPI GLboolean GLAPIENTRY glAreTexturesResident (GLsizei n, const GLuint *textures, GLboolean *residences);
GLAPI void GLAPIENTRY glArrayElement (GLint i);
GLAPI void GLAPIENTRY glBegin (GLenum mode);
GLAPI void GLAPIENTRY glBindTexture (GLenum target, GLuint texture);
GLAPI void GLAPIENTRY glBitmap (GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap);
GLAPI void GLAPIENTRY glBlendFunc (GLenum sfactor, GLenum dfactor);
GLAPI void GLAPIENTRY glCallList (GLuint list);
GLAPI void GLAPIENTRY glCallLists (GLsizei n, GLenum type, const void *lists);
GLAPI void GLAPIENTRY glClear (GLbitfield mask);
GLAPI void GLAPIENTRY glClearAccum (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
GLAPI void GLAPIENTRY glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
GLAPI void GLAPIENTRY glClearDepth (GLclampd depth);
GLAPI void GLAPIENTRY glClearIndex (GLfloat c);
GLAPI void GLAPIENTRY glClearStencil (GLint s);
GLAPI void GLAPIENTRY glClipPlane (GLenum plane, const GLdouble *equation);
GLAPI void GLAPIENTRY glColor3b (GLbyte red, GLbyte green, GLbyte blue);
GLAPI void GLAPIENTRY glColor3bv (const GLbyte *v);
GLAPI void GLAPIENTRY glColor3d (GLdouble red, GLdouble green, GLdouble blue);
GLAPI void GLAPIENTRY glColor3dv (const GLdouble *v);
GLAPI void GLAPIENTRY glColor3f (GLfloat red, GLfloat green, GLfloat blue);
GLAPI void GLAPIENTRY glColor3fv (const GLfloat *v);
GLAPI void GLAPIENTRY glColor3i (GLint red, GLint green, GLint blue);
GLAPI void GLAPIENTRY glColor3iv (const GLint *v);
GLAPI void GLAPIENTRY glColor3s (GLshort red, GLshort green, GLshort blue);
GLAPI void GLAPIENTRY glColor3sv (const GLshort *v);
GLAPI void GLAPIENTRY glColor3ub (GLubyte red, GLubyte green, GLubyte blue);
GLAPI void GLAPIENTRY glColor3ubv (const GLubyte *v);
GLAPI void GLAPIENTRY glColor3ui (GLuint red, GLuint green, GLuint blue);
GLAPI void GLAPIENTRY glColor3uiv (const GLuint *v);
GLAPI void GLAPIENTRY glColor3us (GLushort red, GLushort green, GLushort blue);
GLAPI void GLAPIENTRY glColor3usv (const GLushort *v);
GLAPI void GLAPIENTRY glColor4b (GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha);
GLAPI void GLAPIENTRY glColor4bv (const GLbyte *v);
GLAPI void GLAPIENTRY glColor4d (GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha);
GLAPI void GLAPIENTRY glColor4dv (const GLdouble *v);
GLAPI void GLAPIENTRY glColor4f (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
GLAPI void GLAPIENTRY glColor4fv (const GLfloat *v);
GLAPI void GLAPIENTRY glColor4i (GLint red, GLint green, GLint blue, GLint alpha);
GLAPI void GLAPIENTRY glColor4iv (const GLint *v);
GLAPI void GLAPIENTRY glColor4s (GLshort red, GLshort green, GLshort blue, GLshort alpha);
GLAPI void GLAPIENTRY glColor4sv (const GLshort *v);
GLAPI void GLAPIENTRY glColor4ub (GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);
GLAPI void GLAPIENTRY glColor4ubv (const GLubyte *v);
GLAPI void GLAPIENTRY glColor4ui (GLuint red, GLuint green, GLuint blue, GLuint alpha);
GLAPI void GLAPIENTRY glColor4uiv (const GLuint *v);
GLAPI void GLAPIENTRY glColor4us (GLushort red, GLushort green, GLushort blue, GLushort alpha);
GLAPI void GLAPIENTRY glColor4usv (const GLushort *v);
GLAPI void GLAPIENTRY glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
GLAPI void GLAPIENTRY glColorMaterial (GLenum face, GLenum mode);
GLAPI void GLAPIENTRY glColorPointer (GLint size, GLenum type, GLsizei stride, const void *pointer);
GLAPI void GLAPIENTRY glCopyPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum type);
GLAPI void GLAPIENTRY glCopyTexImage1D (GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border);
GLAPI void GLAPIENTRY glCopyTexImage2D (GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
GLAPI void GLAPIENTRY glCopyTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
GLAPI void GLAPIENTRY glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
GLAPI void GLAPIENTRY glCullFace (GLenum mode);
GLAPI void GLAPIENTRY glDeleteLists (GLuint list, GLsizei range);
GLAPI void GLAPIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
GLAPI void GLAPIENTRY glDepthFunc (GLenum func);
GLAPI void GLAPIENTRY glDepthMask (GLboolean flag);
GLAPI void GLAPIENTRY glDepthRange (GLclampd zNear, GLclampd zFar);
GLAPI void GLAPIENTRY glDisable (GLenum cap);
GLAPI void GLAPIENTRY glDisableClientState (GLenum array);
GLAPI void GLAPIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count);
GLAPI void GLAPIENTRY glDrawBuffer (GLenum mode);
GLAPI void GLAPIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices);
GLAPI void GLAPIENTRY glDrawPixels (GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
GLAPI void GLAPIENTRY glEdgeFlag (GLboolean flag);
GLAPI void GLAPIENTRY glEdgeFlagPointer (GLsizei stride, const void *pointer);
GLAPI void GLAPIENTRY glEdgeFlagv (const GLboolean *flag);
GLAPI void GLAPIENTRY glEnable (GLenum cap);
GLAPI void GLAPIENTRY glEnableClientState (GLenum array);
GLAPI void GLAPIENTRY glEnd (void);
GLAPI void GLAPIENTRY glEndList (void);
GLAPI void GLAPIENTRY glEvalCoord1d (GLdouble u);
GLAPI void GLAPIENTRY glEvalCoord1dv (const GLdouble *u);
GLAPI void GLAPIENTRY glEvalCoord1f (GLfloat u);
GLAPI void GLAPIENTRY glEvalCoord1fv (const GLfloat *u);
GLAPI void GLAPIENTRY glEvalCoord2d (GLdouble u, GLdouble v);
GLAPI void GLAPIENTRY glEvalCoord2dv (const GLdouble *u);
GLAPI void GLAPIENTRY glEvalCoord2f (GLfloat u, GLfloat v);
GLAPI void GLAPIENTRY glEvalCoord2fv (const GLfloat *u);
GLAPI void GLAPIENTRY glEvalMesh1 (GLenum mode, GLint i1, GLint i2);
GLAPI void GLAPIENTRY glEvalMesh2 (GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2);
GLAPI void GLAPIENTRY glEvalPoint1 (GLint i);
GLAPI void GLAPIENTRY glEvalPoint2 (GLint i, GLint j);
GLAPI void GLAPIENTRY glFeedbackBuffer (GLsizei size, GLenum type, GLfloat *buffer);
GLAPI void GLAPIENTRY glFinish (void);
GLAPI void GLAPIENTRY glFlush (void);
GLAPI void GLAPIENTRY glFogf (GLenum pname, GLfloat param);
GLAPI void GLAPIENTRY glFogfv (GLenum pname, const GLfloat *params);
GLAPI void GLAPIENTRY glFogi (GLenum pname, GLint param);
GLAPI void GLAPIENTRY glFogiv (GLenum pname, const GLint *params);
GLAPI void GLAPIENTRY glFrontFace (GLenum mode);
GLAPI void GLAPIENTRY glFrustum (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);
GLAPI GLuint GLAPIENTRY glGenLists (GLsizei range);
GLAPI void GLAPIENTRY glGenTextures (GLsizei n, GLuint *textures);
GLAPI void GLAPIENTRY glGetBooleanv (GLenum pname, GLboolean *params);
GLAPI void GLAPIENTRY glGetClipPlane (GLenum plane, GLdouble *equation);
GLAPI void GLAPIENTRY glGetDoublev (GLenum pname, GLdouble *params);
GLAPI GLenum GLAPIENTRY glGetError (void);
GLAPI void GLAPIENTRY glGetFloatv (GLenum pname, GLfloat *params);
GLAPI void GLAPIENTRY glGetIntegerv (GLenum pname, GLint *params);
GLAPI void GLAPIENTRY glGetLightfv (GLenum light, GLenum pname, GLfloat *params);
GLAPI void GLAPIENTRY glGetLightiv (GLenum light, GLenum pname, GLint *params);
GLAPI void GLAPIENTRY glGetMapdv (GLenum target, GLenum query, GLdouble *v);
GLAPI void GLAPIENTRY glGetMapfv (GLenum target, GLenum query, GLfloat *v);
GLAPI void GLAPIENTRY glGetMapiv (GLenum target, GLenum query, GLint *v);
GLAPI void GLAPIENTRY glGetMaterialfv (GLenum face, GLenum pname, GLfloat *params);
GLAPI void GLAPIENTRY glGetMaterialiv (GLenum face, GLenum pname, GLint *params);
GLAPI void GLAPIENTRY glGetPixelMapfv (GLenum map, GLfloat *values);
GLAPI void GLAPIENTRY glGetPixelMapuiv (GLenum map, GLuint *values);
GLAPI void GLAPIENTRY glGetPixelMapusv (GLenum map, GLushort *values);
GLAPI void GLAPIENTRY glGetPointerv (GLenum pname, void* *params);
GLAPI void GLAPIENTRY glGetPolygonStipple (GLubyte *mask);
GLAPI const GLubyte * GLAPIENTRY glGetString (GLenum name);
GLAPI void GLAPIENTRY glGetTexEnvfv (GLenum target, GLenum pname, GLfloat *params);
GLAPI void GLAPIENTRY glGetTexEnviv (GLenum target, GLenum pname, GLint *params);
GLAPI void GLAPIENTRY glGetTexGendv (GLenum coord, GLenum pname, GLdouble *params);
GLAPI void GLAPIENTRY glGetTexGenfv (GLenum coord, GLenum pname, GLfloat *params);
GLAPI void GLAPIENTRY glGetTexGeniv (GLenum coord, GLenum pname, GLint *params);
GLAPI void GLAPIENTRY glGetTexImage (GLenum target, GLint level, GLenum format, GLenum type, void *pixels);
GLAPI void GLAPIENTRY glGetTexLevelParameterfv (GLenum target, GLint level, GLenum pname, GLfloat *params);
GLAPI void GLAPIENTRY glGetTexLevelParameteriv (GLenum target, GLint level, GLenum pname, GLint *params);
GLAPI void GLAPIENTRY glGetTexParameterfv (GLenum target, GLenum pname, GLfloat *params);
GLAPI void GLAPIENTRY glGetTexParameteriv (GLenum target, GLenum pname, GLint *params);
GLAPI void GLAPIENTRY glHint (GLenum target, GLenum mode);
GLAPI void GLAPIENTRY glIndexMask (GLuint mask);
GLAPI void GLAPIENTRY glIndexPointer (GLenum type, GLsizei stride, const void *pointer);
GLAPI void GLAPIENTRY glIndexd (GLdouble c);
GLAPI void GLAPIENTRY glIndexdv (const GLdouble *c);
GLAPI void GLAPIENTRY glIndexf (GLfloat c);
GLAPI void GLAPIENTRY glIndexfv (const GLfloat *c);
GLAPI void GLAPIENTRY glIndexi (GLint c);
GLAPI void GLAPIENTRY glIndexiv (const GLint *c);
GLAPI void GLAPIENTRY glIndexs (GLshort c);
GLAPI void GLAPIENTRY glIndexsv (const GLshort *c);
GLAPI void GLAPIENTRY glIndexub (GLubyte c);
GLAPI void GLAPIENTRY glIndexubv (const GLubyte *c);
GLAPI void GLAPIENTRY glInitNames (void);
GLAPI void GLAPIENTRY glInterleavedArrays (GLenum format, GLsizei stride, const void *pointer);
GLAPI GLboolean GLAPIENTRY glIsEnabled (GLenum cap);
GLAPI GLboolean GLAPIENTRY glIsList (GLuint list);
GLAPI GLboolean GLAPIENTRY glIsTexture (GLuint texture);
GLAPI void GLAPIENTRY glLightModelf (GLenum pname, GLfloat param);
GLAPI void GLAPIENTRY glLightModelfv (GLenum pname, const GLfloat *params);
GLAPI void GLAPIENTRY glLightModeli (GLenum pname, GLint param);
GLAPI void GLAPIENTRY glLightModeliv (GLenum pname, const GLint *params);
GLAPI void GLAPIENTRY glLightf (GLenum light, GLenum pname, GLfloat param);
GLAPI void GLAPIENTRY glLightfv (GLenum light, GLenum pname, const GLfloat *params);
GLAPI void GLAPIENTRY glLighti (GLenum light, GLenum pname, GLint param);
GLAPI void GLAPIENTRY glLightiv (GLenum light, GLenum pname, const GLint *params);
GLAPI void GLAPIENTRY glLineStipple (GLint factor, GLushort pattern);
GLAPI void GLAPIENTRY glLineWidth (GLfloat width);
GLAPI void GLAPIENTRY glListBase (GLuint base);
GLAPI void GLAPIENTRY glLoadIdentity (void);
GLAPI void GLAPIENTRY glLoadMatrixd (const GLdouble *m);
GLAPI void GLAPIENTRY glLoadMatrixf (const GLfloat *m);
GLAPI void GLAPIENTRY glLoadName (GLuint name);
GLAPI void GLAPIENTRY glLogicOp (GLenum opcode);
GLAPI void GLAPIENTRY glMap1d (GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points);
GLAPI void GLAPIENTRY glMap1f (GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points);
GLAPI void GLAPIENTRY glMap2d (GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points);
GLAPI void GLAPIENTRY glMap2f (GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points);
GLAPI void GLAPIENTRY glMapGrid1d (GLint un, GLdouble u1, GLdouble u2);
GLAPI void GLAPIENTRY glMapGrid1f (GLint un, GLfloat u1, GLfloat u2);
GLAPI void GLAPIENTRY glMapGrid2d (GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2);
GLAPI void GLAPIENTRY glMapGrid2f (GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2);
GLAPI void GLAPIENTRY glMaterialf (GLenum face, GLenum pname, GLfloat param);
GLAPI void GLAPIENTRY glMaterialfv (GLenum face, GLenum pname, const GLfloat *params);
GLAPI void GLAPIENTRY glMateriali (GLenum face, GLenum pname, GLint param);
GLAPI void GLAPIENTRY glMaterialiv (GLenum face, GLenum pname, const GLint *params);
GLAPI void GLAPIENTRY glMatrixMode (GLenum mode);
GLAPI void GLAPIENTRY glMultMatrixd (const GLdouble *m);
GLAPI void GLAPIENTRY glMultMatrixf (const GLfloat *m);
GLAPI void GLAPIENTRY glNewList (GLuint list, GLenum mode);
GLAPI void GLAPIENTRY glNormal3b (GLbyte nx, GLbyte ny, GLbyte nz);
GLAPI void GLAPIENTRY glNormal3bv (const GLbyte *v);
GLAPI void GLAPIENTRY glNormal3d (GLdouble nx, GLdouble ny, GLdouble nz);
GLAPI void GLAPIENTRY glNormal3dv (const GLdouble *v);
GLAPI void GLAPIENTRY glNormal3f (GLfloat nx, GLfloat ny, GLfloat nz);
GLAPI void GLAPIENTRY glNormal3fv (const GLfloat *v);
GLAPI void GLAPIENTRY glNormal3i (GLint nx, GLint ny, GLint nz);
GLAPI void GLAPIENTRY glNormal3iv (const GLint *v);
GLAPI void GLAPIENTRY glNormal3s (GLshort nx, GLshort ny, GLshort nz);
GLAPI void GLAPIENTRY glNormal3sv (const GLshort *v);
GLAPI void GLAPIENTRY glNormalPointer (GLenum type, GLsizei stride, const void *pointer);
GLAPI void GLAPIENTRY glOrtho (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);
GLAPI void GLAPIENTRY glPassThrough (GLfloat token);
GLAPI void GLAPIENTRY glPixelMapfv (GLenum map, GLsizei mapsize, const GLfloat *values);
GLAPI void GLAPIENTRY glPixelMapuiv (GLenum map, GLsizei mapsize, const GLuint *values);
GLAPI void GLAPIENTRY glPixelMapusv (GLenum map, GLsizei mapsize, const GLushort *values);
GLAPI void GLAPIENTRY glPixelStoref (GLenum pname, GLfloat param);
GLAPI void GLAPIENTRY glPixelStorei (GLenum pname, GLint param);
GLAPI void GLAPIENTRY glPixelTransferf (GLenum pname, GLfloat param);
GLAPI void GLAPIENTRY glPixelTransferi (GLenum pname, GLint param);
GLAPI void GLAPIENTRY glPixelZoom (GLfloat xfactor, GLfloat yfactor);
GLAPI void GLAPIENTRY glPointSize (GLfloat size);
GLAPI void GLAPIENTRY glPolygonMode (GLenum face, GLenum mode);
GLAPI void GLAPIENTRY glPolygonOffset (GLfloat factor, GLfloat units);
GLAPI void GLAPIENTRY glPolygonStipple (const GLubyte *mask);
GLAPI void GLAPIENTRY glPopAttrib (void);
GLAPI void GLAPIENTRY glPopClientAttrib (void);
GLAPI void GLAPIENTRY glPopMatrix (void);
GLAPI void GLAPIENTRY glPopName (void);
GLAPI void GLAPIENTRY glPrioritizeTextures (GLsizei n, const GLuint *textures, const GLclampf *priorities);
GLAPI void GLAPIENTRY glPushAttrib (GLbitfield mask);
GLAPI void GLAPIENTRY glPushClientAttrib (GLbitfield mask);
GLAPI void GLAPIENTRY glPushMatrix (void);
GLAPI void GLAPIENTRY glPushName (GLuint name);
GLAPI void GLAPIENTRY glRasterPos2d (GLdouble x, GLdouble y);
GLAPI void GLAPIENTRY glRasterPos2dv (const GLdouble *v);
GLAPI void GLAPIENTRY glRasterPos2f (GLfloat x, GLfloat y);
GLAPI void GLAPIENTRY glRasterPos2fv (const GLfloat *v);
GLAPI void GLAPIENTRY glRasterPos2i (GLint x, GLint y);
GLAPI void GLAPIENTRY glRasterPos2iv (const GLint *v);
GLAPI void GLAPIENTRY glRasterPos2s (GLshort x, GLshort y);
GLAPI void GLAPIENTRY glRasterPos2sv (const GLshort *v);
GLAPI void GLAPIENTRY glRasterPos3d (GLdouble x, GLdouble y, GLdouble z);
GLAPI void GLAPIENTRY glRasterPos3dv (const GLdouble *v);
GLAPI void GLAPIENTRY glRasterPos3f (GLfloat x, GLfloat y, GLfloat z);
GLAPI void GLAPIENTRY glRasterPos3fv (const GLfloat *v);
GLAPI void GLAPIENTRY glRasterPos3i (GLint x, GLint y, GLint z);
GLAPI void GLAPIENTRY glRasterPos3iv (const GLint *v);
GLAPI void GLAPIENTRY glRasterPos3s (GLshort x, GLshort y, GLshort z);
GLAPI void GLAPIENTRY glRasterPos3sv (const GLshort *v);
GLAPI void GLAPIENTRY glRasterPos4d (GLdouble x, GLdouble y, GLdouble z, GLdouble w);
GLAPI void GLAPIENTRY glRasterPos4dv (const GLdouble *v);
GLAPI void GLAPIENTRY glRasterPos4f (GLfloat x, GLfloat y, GLfloat z, GLfloat w);
GLAPI void GLAPIENTRY glRasterPos4fv (const GLfloat *v);
GLAPI void GLAPIENTRY glRasterPos4i (GLint x, GLint y, GLint z, GLint w);
GLAPI void GLAPIENTRY glRasterPos4iv (const GLint *v);
GLAPI void GLAPIENTRY glRasterPos4s (GLshort x, GLshort y, GLshort z, GLshort w);
GLAPI void GLAPIENTRY glRasterPos4sv (const GLshort *v);
GLAPI void GLAPIENTRY glReadBuffer (GLenum mode);
GLAPI void GLAPIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
GLAPI void GLAPIENTRY glRectd (GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2);
GLAPI void GLAPIENTRY glRectdv (const GLdouble *v1, const GLdouble *v2);
GLAPI void GLAPIENTRY glRectf (GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2);
GLAPI void GLAPIENTRY glRectfv (const GLfloat *v1, const GLfloat *v2);
GLAPI void GLAPIENTRY glRecti (GLint x1, GLint y1, GLint x2, GLint y2);
GLAPI void GLAPIENTRY glRectiv (const GLint *v1, const GLint *v2);
GLAPI void GLAPIENTRY glRects (GLshort x1, GLshort y1, GLshort x2, GLshort y2);
GLAPI void GLAPIENTRY glRectsv (const GLshort *v1, const GLshort *v2);
GLAPI GLint GLAPIENTRY glRenderMode (GLenum mode);
GLAPI void GLAPIENTRY glRotated (GLdouble angle, GLdouble x, GLdouble y, GLdouble z);
GLAPI void GLAPIENTRY glRotatef (GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
GLAPI void GLAPIENTRY glScaled (GLdouble x, GLdouble y, GLdouble z);
GLAPI void GLAPIENTRY glScalef (GLfloat x, GLfloat y, GLfloat z);
GLAPI void GLAPIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
GLAPI void GLAPIENTRY glSelectBuffer (GLsizei size, GLuint *buffer);
GLAPI void GLAPIENTRY glShadeModel (GLenum mode);
GLAPI void GLAPIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask);
GLAPI void GLAPIENTRY glStencilMask (GLuint mask);
GLAPI void GLAPIENTRY glStencilOp (GLenum fail, GLenum zfail, GLenum zpass);
GLAPI void GLAPIENTRY glTexCoord1d (GLdouble s);
GLAPI void GLAPIENTRY glTexCoord1dv (const GLdouble *v);
GLAPI void GLAPIENTRY glTexCoord1f (GLfloat s);
GLAPI void GLAPIENTRY glTexCoord1fv (const GLfloat *v);
GLAPI void GLAPIENTRY glTexCoord1i (GLint s);
GLAPI void GLAPIENTRY glTexCoord1iv (const GLint *v);
GLAPI void GLAPIENTRY glTexCoord1s (GLshort s);
GLAPI void GLAPIENTRY glTexCoord1sv (const GLshort *v);
GLAPI void GLAPIENTRY glTexCoord2d (GLdouble s, GLdouble t);
GLAPI void GLAPIENTRY glTexCoord2dv (const GLdouble *v);
GLAPI void GLAPIENTRY glTexCoord2f (GLfloat s, GLfloat t);
GLAPI void GLAPIENTRY glTexCoord2fv (const GLfloat *v);
GLAPI void GLAPIENTRY glTexCoord2i (GLint s, GLint t);
GLAPI void GLAPIENTRY glTexCoord2iv (const GLint *v);
GLAPI void GLAPIENTRY glTexCoord2s (GLshort s, GLshort t);
GLAPI void GLAPIENTRY glTexCoord2sv (const GLshort *v);
GLAPI void GLAPIENTRY glTexCoord3d (GLdouble s, GLdouble t, GLdouble r);
GLAPI void GLAPIENTRY glTexCoord3dv (const GLdouble *v);
GLAPI void GLAPIENTRY glTexCoord3f (GLfloat s, GLfloat t, GLfloat r);
GLAPI void GLAPIENTRY glTexCoord3fv (const GLfloat *v);
GLAPI void GLAPIENTRY glTexCoord3i (GLint s, GLint t, GLint r);
GLAPI void GLAPIENTRY glTexCoord3iv (const GLint *v);
GLAPI void GLAPIENTRY glTexCoord3s (GLshort s, GLshort t, GLshort r);
GLAPI void GLAPIENTRY glTexCoord3sv (const GLshort *v);
GLAPI void GLAPIENTRY glTexCoord4d (GLdouble s, GLdouble t, GLdouble r, GLdouble q);
GLAPI void GLAPIENTRY glTexCoord4dv (const GLdouble *v);
GLAPI void GLAPIENTRY glTexCoord4f (GLfloat s, GLfloat t, GLfloat r, GLfloat q);
GLAPI void GLAPIENTRY glTexCoord4fv (const GLfloat *v);
GLAPI void GLAPIENTRY glTexCoord4i (GLint s, GLint t, GLint r, GLint q);
GLAPI void GLAPIENTRY glTexCoord4iv (const GLint *v);
GLAPI void GLAPIENTRY glTexCoord4s (GLshort s, GLshort t, GLshort r, GLshort q);
GLAPI void GLAPIENTRY glTexCoord4sv (const GLshort *v);
GLAPI void GLAPIENTRY glTexCoordPointer (GLint size, GLenum type, GLsizei stride, const void *pointer);
GLAPI void GLAPIENTRY glTexEnvf (GLenum target, GLenum pname, GLfloat param);
GLAPI void GLAPIENTRY glTexEnvfv (GLenum target, GLenum pname, const GLfloat *params);
GLAPI void GLAPIENTRY glTexEnvi (GLenum target, GLenum pname, GLint param);
GLAPI void GLAPIENTRY glTexEnviv (GLenum target, GLenum pname, const GLint *params);
GLAPI void GLAPIENTRY glTexGend (GLenum coord, GLenum pname, GLdouble param);
GLAPI void GLAPIENTRY glTexGendv (GLenum coord, GLenum pname, const GLdouble *params);
GLAPI void GLAPIENTRY glTexGenf (GLenum coord, GLenum pname, GLfloat param);
GLAPI void GLAPIENTRY glTexGenfv (GLenum coord, GLenum pname, const GLfloat *params);
GLAPI void GLAPIENTRY glTexGeni (GLenum coord, GLenum pname, GLint param);
GLAPI void GLAPIENTRY glTexGeniv (GLenum coord, GLenum pname, const GLint *params);
GLAPI void GLAPIENTRY glTexImage1D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels);
GLAPI void GLAPIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
GLAPI void GLAPIENTRY glTexParameterf (GLenum target, GLenum pname, GLfloat param);
GLAPI void GLAPIENTRY glTexParameterfv (GLenum target, GLenum pname, const GLfloat *params);
GLAPI void GLAPIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
GLAPI void GLAPIENTRY glTexParameteriv (GLenum target, GLenum pname, const GLint *params);
GLAPI void GLAPIENTRY glTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels);
GLAPI void GLAPIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
GLAPI void GLAPIENTRY glTranslated (GLdouble x, GLdouble y, GLdouble z);
GLAPI void GLAPIENTRY glTranslatef (GLfloat x, GLfloat y, GLfloat z);
GLAPI void GLAPIENTRY glVertex2d (GLdouble x, GLdouble y);
GLAPI void GLAPIENTRY glVertex2dv (const GLdouble *v);
GLAPI void GLAPIENTRY glVertex2f (GLfloat x, GLfloat y);
GLAPI void GLAPIENTRY glVertex2fv (const GLfloat *v);
GLAPI void GLAPIENTRY glVertex2i (GLint x, GLint y);
GLAPI void GLAPIENTRY glVertex2iv (const GLint *v);
GLAPI void GLAPIENTRY glVertex2s (GLshort x, GLshort y);
GLAPI void GLAPIENTRY glVertex2sv (const GLshort *v);
GLAPI void GLAPIENTRY glVertex3d (GLdouble x, GLdouble y, GLdouble z);
GLAPI void GLAPIENTRY glVertex3dv (const GLdouble *v);
GLAPI void GLAPIENTRY glVertex3f (GLfloat x, GLfloat y, GLfloat z);
GLAPI void GLAPIENTRY glVertex3fv (const GLfloat *v);
GLAPI void GLAPIENTRY glVertex3i (GLint x, GLint y, GLint z);
GLAPI void GLAPIENTRY glVertex3iv (const GLint *v);
GLAPI void GLAPIENTRY glVertex3s (GLshort x, GLshort y, GLshort z);
GLAPI void GLAPIENTRY glVertex3sv (const GLshort *v);
GLAPI void GLAPIENTRY glVertex4d (GLdouble x, GLdouble y, GLdouble z, GLdouble w);
GLAPI void GLAPIENTRY glVertex4dv (const GLdouble *v);
GLAPI void GLAPIENTRY glVertex4f (GLfloat x, GLfloat y, GLfloat z, GLfloat w);
GLAPI void GLAPIENTRY glVertex4fv (const GLfloat *v);
GLAPI void GLAPIENTRY glVertex4i (GLint x, GLint y, GLint z, GLint w);
GLAPI void GLAPIENTRY glVertex4iv (const GLint *v);
GLAPI void GLAPIENTRY glVertex4s (GLshort x, GLshort y, GLshort z, GLshort w);
GLAPI void GLAPIENTRY glVertex4sv (const GLshort *v);
GLAPI void GLAPIENTRY glVertexPointer (GLint size, GLenum type, GLsizei stride, const void *pointer);
GLAPI void GLAPIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
#define GLEW_VERSION_1_1 GLEW_GET_VAR(__GLEW_VERSION_1_1)
#endif /* GL_VERSION_1_1 */
/* ---------------------------------- GLU ---------------------------------- */
#ifndef GLEW_NO_GLU
# ifdef __APPLE__
# include <Availability.h>
# if defined(__IPHONE_OS_VERSION_MIN_REQUIRED)
# define GLEW_NO_GLU
# endif
# endif
#endif
#ifndef GLEW_NO_GLU
/* this is where we can safely include GLU */
# if defined(__APPLE__) && defined(__MACH__)
# include <OpenGL/glu.h>
# else
# include <GL/glu.h>
# endif
#endif
/* ----------------------------- GL_VERSION_1_2 ---------------------------- */
#ifndef GL_VERSION_1_2
#define GL_VERSION_1_2 1
#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12
#define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13
#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22
#define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23
#define GL_UNSIGNED_BYTE_3_3_2 0x8032
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#define GL_UNSIGNED_INT_8_8_8_8 0x8035
#define GL_UNSIGNED_INT_10_10_10_2 0x8036
#define GL_RESCALE_NORMAL 0x803A
#define GL_TEXTURE_BINDING_3D 0x806A
#define GL_PACK_SKIP_IMAGES 0x806B
#define GL_PACK_IMAGE_HEIGHT 0x806C
#define GL_UNPACK_SKIP_IMAGES 0x806D
#define GL_UNPACK_IMAGE_HEIGHT 0x806E
#define GL_TEXTURE_3D 0x806F
#define GL_PROXY_TEXTURE_3D 0x8070
#define GL_TEXTURE_DEPTH 0x8071
#define GL_TEXTURE_WRAP_R 0x8072
#define GL_MAX_3D_TEXTURE_SIZE 0x8073
#define GL_BGR 0x80E0
#define GL_BGRA 0x80E1
#define GL_MAX_ELEMENTS_VERTICES 0x80E8
#define GL_MAX_ELEMENTS_INDICES 0x80E9
#define GL_CLAMP_TO_EDGE 0x812F
#define GL_TEXTURE_MIN_LOD 0x813A
#define GL_TEXTURE_MAX_LOD 0x813B
#define GL_TEXTURE_BASE_LEVEL 0x813C
#define GL_TEXTURE_MAX_LEVEL 0x813D
#define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8
#define GL_SINGLE_COLOR 0x81F9
#define GL_SEPARATE_SPECULAR_COLOR 0x81FA
#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364
#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365
#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367
#define GL_ALIASED_POINT_SIZE_RANGE 0x846D
#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
typedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTSPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices);
typedef void (GLAPIENTRY * PFNGLTEXIMAGE3DPROC) (GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels);
typedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels);
#define glCopyTexSubImage3D GLEW_GET_FUN(__glewCopyTexSubImage3D)
#define glDrawRangeElements GLEW_GET_FUN(__glewDrawRangeElements)
#define glTexImage3D GLEW_GET_FUN(__glewTexImage3D)
#define glTexSubImage3D GLEW_GET_FUN(__glewTexSubImage3D)
#define GLEW_VERSION_1_2 GLEW_GET_VAR(__GLEW_VERSION_1_2)
#endif /* GL_VERSION_1_2 */
/* ---------------------------- GL_VERSION_1_2_1 --------------------------- */
#ifndef GL_VERSION_1_2_1
#define GL_VERSION_1_2_1 1
#define GLEW_VERSION_1_2_1 GLEW_GET_VAR(__GLEW_VERSION_1_2_1)
#endif /* GL_VERSION_1_2_1 */
/* ----------------------------- GL_VERSION_1_3 ---------------------------- */
#ifndef GL_VERSION_1_3
#define GL_VERSION_1_3 1
#define GL_MULTISAMPLE 0x809D
#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
#define GL_SAMPLE_ALPHA_TO_ONE 0x809F
#define GL_SAMPLE_COVERAGE 0x80A0
#define GL_SAMPLE_BUFFERS 0x80A8
#define GL_SAMPLES 0x80A9
#define GL_SAMPLE_COVERAGE_VALUE 0x80AA
#define GL_SAMPLE_COVERAGE_INVERT 0x80AB
#define GL_CLAMP_TO_BORDER 0x812D
#define GL_TEXTURE0 0x84C0
#define GL_TEXTURE1 0x84C1
#define GL_TEXTURE2 0x84C2
#define GL_TEXTURE3 0x84C3
#define GL_TEXTURE4 0x84C4
#define GL_TEXTURE5 0x84C5
#define GL_TEXTURE6 0x84C6
#define GL_TEXTURE7 0x84C7
#define GL_TEXTURE8 0x84C8
#define GL_TEXTURE9 0x84C9
#define GL_TEXTURE10 0x84CA
#define GL_TEXTURE11 0x84CB
#define GL_TEXTURE12 0x84CC
#define GL_TEXTURE13 0x84CD
#define GL_TEXTURE14 0x84CE
#define GL_TEXTURE15 0x84CF
#define GL_TEXTURE16 0x84D0
#define GL_TEXTURE17 0x84D1
#define GL_TEXTURE18 0x84D2
#define GL_TEXTURE19 0x84D3
#define GL_TEXTURE20 0x84D4
#define GL_TEXTURE21 0x84D5
#define GL_TEXTURE22 0x84D6
#define GL_TEXTURE23 0x84D7
#define GL_TEXTURE24 0x84D8
#define GL_TEXTURE25 0x84D9
#define GL_TEXTURE26 0x84DA
#define GL_TEXTURE27 0x84DB
#define GL_TEXTURE28 0x84DC
#define GL_TEXTURE29 0x84DD
#define GL_TEXTURE30 0x84DE
#define GL_TEXTURE31 0x84DF
#define GL_ACTIVE_TEXTURE 0x84E0
#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1
#define GL_MAX_TEXTURE_UNITS 0x84E2
#define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3
#define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4
#define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5
#define GL_TRANSPOSE_COLOR_MATRIX 0x84E6
#define GL_SUBTRACT 0x84E7
#define GL_COMPRESSED_ALPHA 0x84E9
#define GL_COMPRESSED_LUMINANCE 0x84EA
#define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB
#define GL_COMPRESSED_INTENSITY 0x84EC
#define GL_COMPRESSED_RGB 0x84ED
#define GL_COMPRESSED_RGBA 0x84EE
#define GL_TEXTURE_COMPRESSION_HINT 0x84EF
#define GL_NORMAL_MAP 0x8511
#define GL_REFLECTION_MAP 0x8512
#define GL_TEXTURE_CUBE_MAP 0x8513
#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
#define GL_COMBINE 0x8570
#define GL_COMBINE_RGB 0x8571
#define GL_COMBINE_ALPHA 0x8572
#define GL_RGB_SCALE 0x8573
#define GL_ADD_SIGNED 0x8574
#define GL_INTERPOLATE 0x8575
#define GL_CONSTANT 0x8576
#define GL_PRIMARY_COLOR 0x8577
#define GL_PREVIOUS 0x8578
#define GL_SOURCE0_RGB 0x8580
#define GL_SOURCE1_RGB 0x8581
#define GL_SOURCE2_RGB 0x8582
#define GL_SOURCE0_ALPHA 0x8588
#define GL_SOURCE1_ALPHA 0x8589
#define GL_SOURCE2_ALPHA 0x858A
#define GL_OPERAND0_RGB 0x8590
#define GL_OPERAND1_RGB 0x8591
#define GL_OPERAND2_RGB 0x8592
#define GL_OPERAND0_ALPHA 0x8598
#define GL_OPERAND1_ALPHA 0x8599
#define GL_OPERAND2_ALPHA 0x859A
#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0
#define GL_TEXTURE_COMPRESSED 0x86A1
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
#define GL_DOT3_RGB 0x86AE
#define GL_DOT3_RGBA 0x86AF
#define GL_MULTISAMPLE_BIT 0x20000000
typedef void (GLAPIENTRY * PFNGLACTIVETEXTUREPROC) (GLenum texture);
typedef void (GLAPIENTRY * PFNGLCLIENTACTIVETEXTUREPROC) (GLenum texture);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE1DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE3DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data);
typedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint lod, void *img);
typedef void (GLAPIENTRY * PFNGLLOADTRANSPOSEMATRIXDPROC) (const GLdouble m[16]);
typedef void (GLAPIENTRY * PFNGLLOADTRANSPOSEMATRIXFPROC) (const GLfloat m[16]);
typedef void (GLAPIENTRY * PFNGLMULTTRANSPOSEMATRIXDPROC) (const GLdouble m[16]);
typedef void (GLAPIENTRY * PFNGLMULTTRANSPOSEMATRIXFPROC) (const GLfloat m[16]);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1DPROC) (GLenum target, GLdouble s);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1DVPROC) (GLenum target, const GLdouble *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1FPROC) (GLenum target, GLfloat s);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1FVPROC) (GLenum target, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1IPROC) (GLenum target, GLint s);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1IVPROC) (GLenum target, const GLint *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1SPROC) (GLenum target, GLshort s);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1SVPROC) (GLenum target, const GLshort *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2DPROC) (GLenum target, GLdouble s, GLdouble t);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2DVPROC) (GLenum target, const GLdouble *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2FPROC) (GLenum target, GLfloat s, GLfloat t);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2FVPROC) (GLenum target, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2IPROC) (GLenum target, GLint s, GLint t);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2IVPROC) (GLenum target, const GLint *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2SPROC) (GLenum target, GLshort s, GLshort t);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2SVPROC) (GLenum target, const GLshort *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3DPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3DVPROC) (GLenum target, const GLdouble *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3FPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3FVPROC) (GLenum target, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3IPROC) (GLenum target, GLint s, GLint t, GLint r);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3IVPROC) (GLenum target, const GLint *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3SPROC) (GLenum target, GLshort s, GLshort t, GLshort r);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3SVPROC) (GLenum target, const GLshort *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4DPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4DVPROC) (GLenum target, const GLdouble *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4FPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4FVPROC) (GLenum target, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4IPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4IVPROC) (GLenum target, const GLint *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4SPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4SVPROC) (GLenum target, const GLshort *v);
typedef void (GLAPIENTRY * PFNGLSAMPLECOVERAGEPROC) (GLclampf value, GLboolean invert);
#define glActiveTexture GLEW_GET_FUN(__glewActiveTexture)
#define glClientActiveTexture GLEW_GET_FUN(__glewClientActiveTexture)
#define glCompressedTexImage1D GLEW_GET_FUN(__glewCompressedTexImage1D)
#define glCompressedTexImage2D GLEW_GET_FUN(__glewCompressedTexImage2D)
#define glCompressedTexImage3D GLEW_GET_FUN(__glewCompressedTexImage3D)
#define glCompressedTexSubImage1D GLEW_GET_FUN(__glewCompressedTexSubImage1D)
#define glCompressedTexSubImage2D GLEW_GET_FUN(__glewCompressedTexSubImage2D)
#define glCompressedTexSubImage3D GLEW_GET_FUN(__glewCompressedTexSubImage3D)
#define glGetCompressedTexImage GLEW_GET_FUN(__glewGetCompressedTexImage)
#define glLoadTransposeMatrixd GLEW_GET_FUN(__glewLoadTransposeMatrixd)
#define glLoadTransposeMatrixf GLEW_GET_FUN(__glewLoadTransposeMatrixf)
#define glMultTransposeMatrixd GLEW_GET_FUN(__glewMultTransposeMatrixd)
#define glMultTransposeMatrixf GLEW_GET_FUN(__glewMultTransposeMatrixf)
#define glMultiTexCoord1d GLEW_GET_FUN(__glewMultiTexCoord1d)
#define glMultiTexCoord1dv GLEW_GET_FUN(__glewMultiTexCoord1dv)
#define glMultiTexCoord1f GLEW_GET_FUN(__glewMultiTexCoord1f)
#define glMultiTexCoord1fv GLEW_GET_FUN(__glewMultiTexCoord1fv)
#define glMultiTexCoord1i GLEW_GET_FUN(__glewMultiTexCoord1i)
#define glMultiTexCoord1iv GLEW_GET_FUN(__glewMultiTexCoord1iv)
#define glMultiTexCoord1s GLEW_GET_FUN(__glewMultiTexCoord1s)
#define glMultiTexCoord1sv GLEW_GET_FUN(__glewMultiTexCoord1sv)
#define glMultiTexCoord2d GLEW_GET_FUN(__glewMultiTexCoord2d)
#define glMultiTexCoord2dv GLEW_GET_FUN(__glewMultiTexCoord2dv)
#define glMultiTexCoord2f GLEW_GET_FUN(__glewMultiTexCoord2f)
#define glMultiTexCoord2fv GLEW_GET_FUN(__glewMultiTexCoord2fv)
#define glMultiTexCoord2i GLEW_GET_FUN(__glewMultiTexCoord2i)
#define glMultiTexCoord2iv GLEW_GET_FUN(__glewMultiTexCoord2iv)
#define glMultiTexCoord2s GLEW_GET_FUN(__glewMultiTexCoord2s)
#define glMultiTexCoord2sv GLEW_GET_FUN(__glewMultiTexCoord2sv)
#define glMultiTexCoord3d GLEW_GET_FUN(__glewMultiTexCoord3d)
#define glMultiTexCoord3dv GLEW_GET_FUN(__glewMultiTexCoord3dv)
#define glMultiTexCoord3f GLEW_GET_FUN(__glewMultiTexCoord3f)
#define glMultiTexCoord3fv GLEW_GET_FUN(__glewMultiTexCoord3fv)
#define glMultiTexCoord3i GLEW_GET_FUN(__glewMultiTexCoord3i)
#define glMultiTexCoord3iv GLEW_GET_FUN(__glewMultiTexCoord3iv)
#define glMultiTexCoord3s GLEW_GET_FUN(__glewMultiTexCoord3s)
#define glMultiTexCoord3sv GLEW_GET_FUN(__glewMultiTexCoord3sv)
#define glMultiTexCoord4d GLEW_GET_FUN(__glewMultiTexCoord4d)
#define glMultiTexCoord4dv GLEW_GET_FUN(__glewMultiTexCoord4dv)
#define glMultiTexCoord4f GLEW_GET_FUN(__glewMultiTexCoord4f)
#define glMultiTexCoord4fv GLEW_GET_FUN(__glewMultiTexCoord4fv)
#define glMultiTexCoord4i GLEW_GET_FUN(__glewMultiTexCoord4i)
#define glMultiTexCoord4iv GLEW_GET_FUN(__glewMultiTexCoord4iv)
#define glMultiTexCoord4s GLEW_GET_FUN(__glewMultiTexCoord4s)
#define glMultiTexCoord4sv GLEW_GET_FUN(__glewMultiTexCoord4sv)
#define glSampleCoverage GLEW_GET_FUN(__glewSampleCoverage)
#define GLEW_VERSION_1_3 GLEW_GET_VAR(__GLEW_VERSION_1_3)
#endif /* GL_VERSION_1_3 */
/* ----------------------------- GL_VERSION_1_4 ---------------------------- */
#ifndef GL_VERSION_1_4
#define GL_VERSION_1_4 1
#define GL_BLEND_DST_RGB 0x80C8
#define GL_BLEND_SRC_RGB 0x80C9
#define GL_BLEND_DST_ALPHA 0x80CA
#define GL_BLEND_SRC_ALPHA 0x80CB
#define GL_POINT_SIZE_MIN 0x8126
#define GL_POINT_SIZE_MAX 0x8127
#define GL_POINT_FADE_THRESHOLD_SIZE 0x8128
#define GL_POINT_DISTANCE_ATTENUATION 0x8129
#define GL_GENERATE_MIPMAP 0x8191
#define GL_GENERATE_MIPMAP_HINT 0x8192
#define GL_DEPTH_COMPONENT16 0x81A5
#define GL_DEPTH_COMPONENT24 0x81A6
#define GL_DEPTH_COMPONENT32 0x81A7
#define GL_MIRRORED_REPEAT 0x8370
#define GL_FOG_COORDINATE_SOURCE 0x8450
#define GL_FOG_COORDINATE 0x8451
#define GL_FRAGMENT_DEPTH 0x8452
#define GL_CURRENT_FOG_COORDINATE 0x8453
#define GL_FOG_COORDINATE_ARRAY_TYPE 0x8454
#define GL_FOG_COORDINATE_ARRAY_STRIDE 0x8455
#define GL_FOG_COORDINATE_ARRAY_POINTER 0x8456
#define GL_FOG_COORDINATE_ARRAY 0x8457
#define GL_COLOR_SUM 0x8458
#define GL_CURRENT_SECONDARY_COLOR 0x8459
#define GL_SECONDARY_COLOR_ARRAY_SIZE 0x845A
#define GL_SECONDARY_COLOR_ARRAY_TYPE 0x845B
#define GL_SECONDARY_COLOR_ARRAY_STRIDE 0x845C
#define GL_SECONDARY_COLOR_ARRAY_POINTER 0x845D
#define GL_SECONDARY_COLOR_ARRAY 0x845E
#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD
#define GL_TEXTURE_FILTER_CONTROL 0x8500
#define GL_TEXTURE_LOD_BIAS 0x8501
#define GL_INCR_WRAP 0x8507
#define GL_DECR_WRAP 0x8508
#define GL_TEXTURE_DEPTH_SIZE 0x884A
#define GL_DEPTH_TEXTURE_MODE 0x884B
#define GL_TEXTURE_COMPARE_MODE 0x884C
#define GL_TEXTURE_COMPARE_FUNC 0x884D
#define GL_COMPARE_R_TO_TEXTURE 0x884E
typedef void (GLAPIENTRY * PFNGLBLENDCOLORPROC) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONPROC) (GLenum mode);
typedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
typedef void (GLAPIENTRY * PFNGLFOGCOORDPOINTERPROC) (GLenum type, GLsizei stride, const void *pointer);
typedef void (GLAPIENTRY * PFNGLFOGCOORDDPROC) (GLdouble coord);
typedef void (GLAPIENTRY * PFNGLFOGCOORDDVPROC) (const GLdouble *coord);
typedef void (GLAPIENTRY * PFNGLFOGCOORDFPROC) (GLfloat coord);
typedef void (GLAPIENTRY * PFNGLFOGCOORDFVPROC) (const GLfloat *coord);
typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSPROC) (GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount);
typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSPROC) (GLenum mode, const GLsizei *count, GLenum type, const void *const* indices, GLsizei drawcount);
typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFPROC) (GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFVPROC) (GLenum pname, const GLfloat *params);
typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERIPROC) (GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERIVPROC) (GLenum pname, const GLint *params);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3BPROC) (GLbyte red, GLbyte green, GLbyte blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3BVPROC) (const GLbyte *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3DPROC) (GLdouble red, GLdouble green, GLdouble blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3DVPROC) (const GLdouble *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3FPROC) (GLfloat red, GLfloat green, GLfloat blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3FVPROC) (const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3IPROC) (GLint red, GLint green, GLint blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3IVPROC) (const GLint *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3SPROC) (GLshort red, GLshort green, GLshort blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3SVPROC) (const GLshort *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UBPROC) (GLubyte red, GLubyte green, GLubyte blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UBVPROC) (const GLubyte *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UIPROC) (GLuint red, GLuint green, GLuint blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UIVPROC) (const GLuint *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3USPROC) (GLushort red, GLushort green, GLushort blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3USVPROC) (const GLushort *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLORPOINTERPROC) (GLint size, GLenum type, GLsizei stride, const void *pointer);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2DPROC) (GLdouble x, GLdouble y);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2DVPROC) (const GLdouble *p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2FPROC) (GLfloat x, GLfloat y);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2FVPROC) (const GLfloat *p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2IPROC) (GLint x, GLint y);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2IVPROC) (const GLint *p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2SPROC) (GLshort x, GLshort y);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2SVPROC) (const GLshort *p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3DPROC) (GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3DVPROC) (const GLdouble *p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3FPROC) (GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3FVPROC) (const GLfloat *p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3IPROC) (GLint x, GLint y, GLint z);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3IVPROC) (const GLint *p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3SPROC) (GLshort x, GLshort y, GLshort z);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3SVPROC) (const GLshort *p);
#define glBlendColor GLEW_GET_FUN(__glewBlendColor)
#define glBlendEquation GLEW_GET_FUN(__glewBlendEquation)
#define glBlendFuncSeparate GLEW_GET_FUN(__glewBlendFuncSeparate)
#define glFogCoordPointer GLEW_GET_FUN(__glewFogCoordPointer)
#define glFogCoordd GLEW_GET_FUN(__glewFogCoordd)
#define glFogCoorddv GLEW_GET_FUN(__glewFogCoorddv)
#define glFogCoordf GLEW_GET_FUN(__glewFogCoordf)
#define glFogCoordfv GLEW_GET_FUN(__glewFogCoordfv)
#define glMultiDrawArrays GLEW_GET_FUN(__glewMultiDrawArrays)
#define glMultiDrawElements GLEW_GET_FUN(__glewMultiDrawElements)
#define glPointParameterf GLEW_GET_FUN(__glewPointParameterf)
#define glPointParameterfv GLEW_GET_FUN(__glewPointParameterfv)
#define glPointParameteri GLEW_GET_FUN(__glewPointParameteri)
#define glPointParameteriv GLEW_GET_FUN(__glewPointParameteriv)
#define glSecondaryColor3b GLEW_GET_FUN(__glewSecondaryColor3b)
#define glSecondaryColor3bv GLEW_GET_FUN(__glewSecondaryColor3bv)
#define glSecondaryColor3d GLEW_GET_FUN(__glewSecondaryColor3d)
#define glSecondaryColor3dv GLEW_GET_FUN(__glewSecondaryColor3dv)
#define glSecondaryColor3f GLEW_GET_FUN(__glewSecondaryColor3f)
#define glSecondaryColor3fv GLEW_GET_FUN(__glewSecondaryColor3fv)
#define glSecondaryColor3i GLEW_GET_FUN(__glewSecondaryColor3i)
#define glSecondaryColor3iv GLEW_GET_FUN(__glewSecondaryColor3iv)
#define glSecondaryColor3s GLEW_GET_FUN(__glewSecondaryColor3s)
#define glSecondaryColor3sv GLEW_GET_FUN(__glewSecondaryColor3sv)
#define glSecondaryColor3ub GLEW_GET_FUN(__glewSecondaryColor3ub)
#define glSecondaryColor3ubv GLEW_GET_FUN(__glewSecondaryColor3ubv)
#define glSecondaryColor3ui GLEW_GET_FUN(__glewSecondaryColor3ui)
#define glSecondaryColor3uiv GLEW_GET_FUN(__glewSecondaryColor3uiv)
#define glSecondaryColor3us GLEW_GET_FUN(__glewSecondaryColor3us)
#define glSecondaryColor3usv GLEW_GET_FUN(__glewSecondaryColor3usv)
#define glSecondaryColorPointer GLEW_GET_FUN(__glewSecondaryColorPointer)
#define glWindowPos2d GLEW_GET_FUN(__glewWindowPos2d)
#define glWindowPos2dv GLEW_GET_FUN(__glewWindowPos2dv)
#define glWindowPos2f GLEW_GET_FUN(__glewWindowPos2f)
#define glWindowPos2fv GLEW_GET_FUN(__glewWindowPos2fv)
#define glWindowPos2i GLEW_GET_FUN(__glewWindowPos2i)
#define glWindowPos2iv GLEW_GET_FUN(__glewWindowPos2iv)
#define glWindowPos2s GLEW_GET_FUN(__glewWindowPos2s)
#define glWindowPos2sv GLEW_GET_FUN(__glewWindowPos2sv)
#define glWindowPos3d GLEW_GET_FUN(__glewWindowPos3d)
#define glWindowPos3dv GLEW_GET_FUN(__glewWindowPos3dv)
#define glWindowPos3f GLEW_GET_FUN(__glewWindowPos3f)
#define glWindowPos3fv GLEW_GET_FUN(__glewWindowPos3fv)
#define glWindowPos3i GLEW_GET_FUN(__glewWindowPos3i)
#define glWindowPos3iv GLEW_GET_FUN(__glewWindowPos3iv)
#define glWindowPos3s GLEW_GET_FUN(__glewWindowPos3s)
#define glWindowPos3sv GLEW_GET_FUN(__glewWindowPos3sv)
#define GLEW_VERSION_1_4 GLEW_GET_VAR(__GLEW_VERSION_1_4)
#endif /* GL_VERSION_1_4 */
/* ----------------------------- GL_VERSION_1_5 ---------------------------- */
#ifndef GL_VERSION_1_5
#define GL_VERSION_1_5 1
#define GL_CURRENT_FOG_COORD GL_CURRENT_FOG_COORDINATE
#define GL_FOG_COORD GL_FOG_COORDINATE
#define GL_FOG_COORD_ARRAY GL_FOG_COORDINATE_ARRAY
#define GL_FOG_COORD_ARRAY_BUFFER_BINDING GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING
#define GL_FOG_COORD_ARRAY_POINTER GL_FOG_COORDINATE_ARRAY_POINTER
#define GL_FOG_COORD_ARRAY_STRIDE GL_FOG_COORDINATE_ARRAY_STRIDE
#define GL_FOG_COORD_ARRAY_TYPE GL_FOG_COORDINATE_ARRAY_TYPE
#define GL_FOG_COORD_SRC GL_FOG_COORDINATE_SOURCE
#define GL_SRC0_ALPHA GL_SOURCE0_ALPHA
#define GL_SRC0_RGB GL_SOURCE0_RGB
#define GL_SRC1_ALPHA GL_SOURCE1_ALPHA
#define GL_SRC1_RGB GL_SOURCE1_RGB
#define GL_SRC2_ALPHA GL_SOURCE2_ALPHA
#define GL_SRC2_RGB GL_SOURCE2_RGB
#define GL_BUFFER_SIZE 0x8764
#define GL_BUFFER_USAGE 0x8765
#define GL_QUERY_COUNTER_BITS 0x8864
#define GL_CURRENT_QUERY 0x8865
#define GL_QUERY_RESULT 0x8866
#define GL_QUERY_RESULT_AVAILABLE 0x8867
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_ARRAY_BUFFER_BINDING 0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
#define GL_VERTEX_ARRAY_BUFFER_BINDING 0x8896
#define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897
#define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898
#define GL_INDEX_ARRAY_BUFFER_BINDING 0x8899
#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A
#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B
#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C
#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D
#define GL_WEIGHT_ARRAY_BUFFER_BINDING 0x889E
#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
#define GL_READ_ONLY 0x88B8
#define GL_WRITE_ONLY 0x88B9
#define GL_READ_WRITE 0x88BA
#define GL_BUFFER_ACCESS 0x88BB
#define GL_BUFFER_MAPPED 0x88BC
#define GL_BUFFER_MAP_POINTER 0x88BD
#define GL_STREAM_DRAW 0x88E0
#define GL_STREAM_READ 0x88E1
#define GL_STREAM_COPY 0x88E2
#define GL_STATIC_DRAW 0x88E4
#define GL_STATIC_READ 0x88E5
#define GL_STATIC_COPY 0x88E6
#define GL_DYNAMIC_DRAW 0x88E8
#define GL_DYNAMIC_READ 0x88E9
#define GL_DYNAMIC_COPY 0x88EA
#define GL_SAMPLES_PASSED 0x8914
typedef ptrdiff_t GLintptr;
typedef ptrdiff_t GLsizeiptr;
typedef void (GLAPIENTRY * PFNGLBEGINQUERYPROC) (GLenum target, GLuint id);
typedef void (GLAPIENTRY * PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
typedef void (GLAPIENTRY * PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void* data, GLenum usage);
typedef void (GLAPIENTRY * PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void* data);
typedef void (GLAPIENTRY * PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint* buffers);
typedef void (GLAPIENTRY * PFNGLDELETEQUERIESPROC) (GLsizei n, const GLuint* ids);
typedef void (GLAPIENTRY * PFNGLENDQUERYPROC) (GLenum target);
typedef void (GLAPIENTRY * PFNGLGENBUFFERSPROC) (GLsizei n, GLuint* buffers);
typedef void (GLAPIENTRY * PFNGLGENQUERIESPROC) (GLsizei n, GLuint* ids);
typedef void (GLAPIENTRY * PFNGLGETBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETBUFFERPOINTERVPROC) (GLenum target, GLenum pname, void** params);
typedef void (GLAPIENTRY * PFNGLGETBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, void* data);
typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTIVPROC) (GLuint id, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUIVPROC) (GLuint id, GLenum pname, GLuint* params);
typedef void (GLAPIENTRY * PFNGLGETQUERYIVPROC) (GLenum target, GLenum pname, GLint* params);
typedef GLboolean (GLAPIENTRY * PFNGLISBUFFERPROC) (GLuint buffer);
typedef GLboolean (GLAPIENTRY * PFNGLISQUERYPROC) (GLuint id);
typedef void* (GLAPIENTRY * PFNGLMAPBUFFERPROC) (GLenum target, GLenum access);
typedef GLboolean (GLAPIENTRY * PFNGLUNMAPBUFFERPROC) (GLenum target);
#define glBeginQuery GLEW_GET_FUN(__glewBeginQuery)
#define glBindBuffer GLEW_GET_FUN(__glewBindBuffer)
#define glBufferData GLEW_GET_FUN(__glewBufferData)
#define glBufferSubData GLEW_GET_FUN(__glewBufferSubData)
#define glDeleteBuffers GLEW_GET_FUN(__glewDeleteBuffers)
#define glDeleteQueries GLEW_GET_FUN(__glewDeleteQueries)
#define glEndQuery GLEW_GET_FUN(__glewEndQuery)
#define glGenBuffers GLEW_GET_FUN(__glewGenBuffers)
#define glGenQueries GLEW_GET_FUN(__glewGenQueries)
#define glGetBufferParameteriv GLEW_GET_FUN(__glewGetBufferParameteriv)
#define glGetBufferPointerv GLEW_GET_FUN(__glewGetBufferPointerv)
#define glGetBufferSubData GLEW_GET_FUN(__glewGetBufferSubData)
#define glGetQueryObjectiv GLEW_GET_FUN(__glewGetQueryObjectiv)
#define glGetQueryObjectuiv GLEW_GET_FUN(__glewGetQueryObjectuiv)
#define glGetQueryiv GLEW_GET_FUN(__glewGetQueryiv)
#define glIsBuffer GLEW_GET_FUN(__glewIsBuffer)
#define glIsQuery GLEW_GET_FUN(__glewIsQuery)
#define glMapBuffer GLEW_GET_FUN(__glewMapBuffer)
#define glUnmapBuffer GLEW_GET_FUN(__glewUnmapBuffer)
#define GLEW_VERSION_1_5 GLEW_GET_VAR(__GLEW_VERSION_1_5)
#endif /* GL_VERSION_1_5 */
/* ----------------------------- GL_VERSION_2_0 ---------------------------- */
#ifndef GL_VERSION_2_0
#define GL_VERSION_2_0 1
#define GL_BLEND_EQUATION_RGB GL_BLEND_EQUATION
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
#define GL_CURRENT_VERTEX_ATTRIB 0x8626
#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642
#define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
#define GL_STENCIL_BACK_FUNC 0x8800
#define GL_STENCIL_BACK_FAIL 0x8801
#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
#define GL_MAX_DRAW_BUFFERS 0x8824
#define GL_DRAW_BUFFER0 0x8825
#define GL_DRAW_BUFFER1 0x8826
#define GL_DRAW_BUFFER2 0x8827
#define GL_DRAW_BUFFER3 0x8828
#define GL_DRAW_BUFFER4 0x8829
#define GL_DRAW_BUFFER5 0x882A
#define GL_DRAW_BUFFER6 0x882B
#define GL_DRAW_BUFFER7 0x882C
#define GL_DRAW_BUFFER8 0x882D
#define GL_DRAW_BUFFER9 0x882E
#define GL_DRAW_BUFFER10 0x882F
#define GL_DRAW_BUFFER11 0x8830
#define GL_DRAW_BUFFER12 0x8831
#define GL_DRAW_BUFFER13 0x8832
#define GL_DRAW_BUFFER14 0x8833
#define GL_DRAW_BUFFER15 0x8834
#define GL_BLEND_EQUATION_ALPHA 0x883D
#define GL_POINT_SPRITE 0x8861
#define GL_COORD_REPLACE 0x8862
#define GL_MAX_VERTEX_ATTRIBS 0x8869
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
#define GL_MAX_TEXTURE_COORDS 0x8871
#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49
#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A
#define GL_MAX_VARYING_FLOATS 0x8B4B
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
#define GL_SHADER_TYPE 0x8B4F
#define GL_FLOAT_VEC2 0x8B50
#define GL_FLOAT_VEC3 0x8B51
#define GL_FLOAT_VEC4 0x8B52
#define GL_INT_VEC2 0x8B53
#define GL_INT_VEC3 0x8B54
#define GL_INT_VEC4 0x8B55
#define GL_BOOL 0x8B56
#define GL_BOOL_VEC2 0x8B57
#define GL_BOOL_VEC3 0x8B58
#define GL_BOOL_VEC4 0x8B59
#define GL_FLOAT_MAT2 0x8B5A
#define GL_FLOAT_MAT3 0x8B5B
#define GL_FLOAT_MAT4 0x8B5C
#define GL_SAMPLER_1D 0x8B5D
#define GL_SAMPLER_2D 0x8B5E
#define GL_SAMPLER_3D 0x8B5F
#define GL_SAMPLER_CUBE 0x8B60
#define GL_SAMPLER_1D_SHADOW 0x8B61
#define GL_SAMPLER_2D_SHADOW 0x8B62
#define GL_DELETE_STATUS 0x8B80
#define GL_COMPILE_STATUS 0x8B81
#define GL_LINK_STATUS 0x8B82
#define GL_VALIDATE_STATUS 0x8B83
#define GL_INFO_LOG_LENGTH 0x8B84
#define GL_ATTACHED_SHADERS 0x8B85
#define GL_ACTIVE_UNIFORMS 0x8B86
#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
#define GL_SHADER_SOURCE_LENGTH 0x8B88
#define GL_ACTIVE_ATTRIBUTES 0x8B89
#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
#define GL_CURRENT_PROGRAM 0x8B8D
#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0
#define GL_LOWER_LEFT 0x8CA1
#define GL_UPPER_LEFT 0x8CA2
#define GL_STENCIL_BACK_REF 0x8CA3
#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
typedef void (GLAPIENTRY * PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
typedef void (GLAPIENTRY * PFNGLBINDATTRIBLOCATIONPROC) (GLuint program, GLuint index, const GLchar* name);
typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);
typedef void (GLAPIENTRY * PFNGLCOMPILESHADERPROC) (GLuint shader);
typedef GLuint (GLAPIENTRY * PFNGLCREATEPROGRAMPROC) (void);
typedef GLuint (GLAPIENTRY * PFNGLCREATESHADERPROC) (GLenum type);
typedef void (GLAPIENTRY * PFNGLDELETEPROGRAMPROC) (GLuint program);
typedef void (GLAPIENTRY * PFNGLDELETESHADERPROC) (GLuint shader);
typedef void (GLAPIENTRY * PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
typedef void (GLAPIENTRY * PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
typedef void (GLAPIENTRY * PFNGLDRAWBUFFERSPROC) (GLsizei n, const GLenum* bufs);
typedef void (GLAPIENTRY * PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
typedef void (GLAPIENTRY * PFNGLGETACTIVEATTRIBPROC) (GLuint program, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
typedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMPROC) (GLuint program, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
typedef void (GLAPIENTRY * PFNGLGETATTACHEDSHADERSPROC) (GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders);
typedef GLint (GLAPIENTRY * PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar* name);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint* param);
typedef void (GLAPIENTRY * PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog);
typedef void (GLAPIENTRY * PFNGLGETSHADERSOURCEPROC) (GLuint obj, GLsizei maxLength, GLsizei* length, GLchar* source);
typedef void (GLAPIENTRY * PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint* param);
typedef GLint (GLAPIENTRY * PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar* name);
typedef void (GLAPIENTRY * PFNGLGETUNIFORMFVPROC) (GLuint program, GLint location, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETUNIFORMIVPROC) (GLuint program, GLint location, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void** pointer);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBDVPROC) (GLuint index, GLenum pname, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBFVPROC) (GLuint index, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint* params);
typedef GLboolean (GLAPIENTRY * PFNGLISPROGRAMPROC) (GLuint program);
typedef GLboolean (GLAPIENTRY * PFNGLISSHADERPROC) (GLuint shader);
typedef void (GLAPIENTRY * PFNGLLINKPROGRAMPROC) (GLuint program);
typedef void (GLAPIENTRY * PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const* string, const GLint* length);
typedef void (GLAPIENTRY * PFNGLSTENCILFUNCSEPARATEPROC) (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask);
typedef void (GLAPIENTRY * PFNGLSTENCILMASKSEPARATEPROC) (GLenum face, GLuint mask);
typedef void (GLAPIENTRY * PFNGLSTENCILOPSEPARATEPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
typedef void (GLAPIENTRY * PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0);
typedef void (GLAPIENTRY * PFNGLUNIFORM1FVPROC) (GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
typedef void (GLAPIENTRY * PFNGLUNIFORM1IVPROC) (GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM2FPROC) (GLint location, GLfloat v0, GLfloat v1);
typedef void (GLAPIENTRY * PFNGLUNIFORM2FVPROC) (GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM2IPROC) (GLint location, GLint v0, GLint v1);
typedef void (GLAPIENTRY * PFNGLUNIFORM2IVPROC) (GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM3FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
typedef void (GLAPIENTRY * PFNGLUNIFORM3FVPROC) (GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM3IPROC) (GLint location, GLint v0, GLint v1, GLint v2);
typedef void (GLAPIENTRY * PFNGLUNIFORM3IVPROC) (GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM4FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
typedef void (GLAPIENTRY * PFNGLUNIFORM4FVPROC) (GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM4IPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
typedef void (GLAPIENTRY * PFNGLUNIFORM4IVPROC) (GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLUSEPROGRAMPROC) (GLuint program);
typedef void (GLAPIENTRY * PFNGLVALIDATEPROGRAMPROC) (GLuint program);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DPROC) (GLuint index, GLdouble x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DVPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FPROC) (GLuint index, GLfloat x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FVPROC) (GLuint index, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SPROC) (GLuint index, GLshort x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SVPROC) (GLuint index, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DPROC) (GLuint index, GLdouble x, GLdouble y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DVPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FPROC) (GLuint index, GLfloat x, GLfloat y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FVPROC) (GLuint index, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SPROC) (GLuint index, GLshort x, GLshort y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SVPROC) (GLuint index, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DVPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FVPROC) (GLuint index, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SPROC) (GLuint index, GLshort x, GLshort y, GLshort z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SVPROC) (GLuint index, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NBVPROC) (GLuint index, const GLbyte* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NIVPROC) (GLuint index, const GLint* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NSVPROC) (GLuint index, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUBVPROC) (GLuint index, const GLubyte* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUIVPROC) (GLuint index, const GLuint* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUSVPROC) (GLuint index, const GLushort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4BVPROC) (GLuint index, const GLbyte* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DVPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FVPROC) (GLuint index, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4IVPROC) (GLuint index, const GLint* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SVPROC) (GLuint index, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UBVPROC) (GLuint index, const GLubyte* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UIVPROC) (GLuint index, const GLuint* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4USVPROC) (GLuint index, const GLushort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* pointer);
#define glAttachShader GLEW_GET_FUN(__glewAttachShader)
#define glBindAttribLocation GLEW_GET_FUN(__glewBindAttribLocation)
#define glBlendEquationSeparate GLEW_GET_FUN(__glewBlendEquationSeparate)
#define glCompileShader GLEW_GET_FUN(__glewCompileShader)
#define glCreateProgram GLEW_GET_FUN(__glewCreateProgram)
#define glCreateShader GLEW_GET_FUN(__glewCreateShader)
#define glDeleteProgram GLEW_GET_FUN(__glewDeleteProgram)
#define glDeleteShader GLEW_GET_FUN(__glewDeleteShader)
#define glDetachShader GLEW_GET_FUN(__glewDetachShader)
#define glDisableVertexAttribArray GLEW_GET_FUN(__glewDisableVertexAttribArray)
#define glDrawBuffers GLEW_GET_FUN(__glewDrawBuffers)
#define glEnableVertexAttribArray GLEW_GET_FUN(__glewEnableVertexAttribArray)
#define glGetActiveAttrib GLEW_GET_FUN(__glewGetActiveAttrib)
#define glGetActiveUniform GLEW_GET_FUN(__glewGetActiveUniform)
#define glGetAttachedShaders GLEW_GET_FUN(__glewGetAttachedShaders)
#define glGetAttribLocation GLEW_GET_FUN(__glewGetAttribLocation)
#define glGetProgramInfoLog GLEW_GET_FUN(__glewGetProgramInfoLog)
#define glGetProgramiv GLEW_GET_FUN(__glewGetProgramiv)
#define glGetShaderInfoLog GLEW_GET_FUN(__glewGetShaderInfoLog)
#define glGetShaderSource GLEW_GET_FUN(__glewGetShaderSource)
#define glGetShaderiv GLEW_GET_FUN(__glewGetShaderiv)
#define glGetUniformLocation GLEW_GET_FUN(__glewGetUniformLocation)
#define glGetUniformfv GLEW_GET_FUN(__glewGetUniformfv)
#define glGetUniformiv GLEW_GET_FUN(__glewGetUniformiv)
#define glGetVertexAttribPointerv GLEW_GET_FUN(__glewGetVertexAttribPointerv)
#define glGetVertexAttribdv GLEW_GET_FUN(__glewGetVertexAttribdv)
#define glGetVertexAttribfv GLEW_GET_FUN(__glewGetVertexAttribfv)
#define glGetVertexAttribiv GLEW_GET_FUN(__glewGetVertexAttribiv)
#define glIsProgram GLEW_GET_FUN(__glewIsProgram)
#define glIsShader GLEW_GET_FUN(__glewIsShader)
#define glLinkProgram GLEW_GET_FUN(__glewLinkProgram)
#define glShaderSource GLEW_GET_FUN(__glewShaderSource)
#define glStencilFuncSeparate GLEW_GET_FUN(__glewStencilFuncSeparate)
#define glStencilMaskSeparate GLEW_GET_FUN(__glewStencilMaskSeparate)
#define glStencilOpSeparate GLEW_GET_FUN(__glewStencilOpSeparate)
#define glUniform1f GLEW_GET_FUN(__glewUniform1f)
#define glUniform1fv GLEW_GET_FUN(__glewUniform1fv)
#define glUniform1i GLEW_GET_FUN(__glewUniform1i)
#define glUniform1iv GLEW_GET_FUN(__glewUniform1iv)
#define glUniform2f GLEW_GET_FUN(__glewUniform2f)
#define glUniform2fv GLEW_GET_FUN(__glewUniform2fv)
#define glUniform2i GLEW_GET_FUN(__glewUniform2i)
#define glUniform2iv GLEW_GET_FUN(__glewUniform2iv)
#define glUniform3f GLEW_GET_FUN(__glewUniform3f)
#define glUniform3fv GLEW_GET_FUN(__glewUniform3fv)
#define glUniform3i GLEW_GET_FUN(__glewUniform3i)
#define glUniform3iv GLEW_GET_FUN(__glewUniform3iv)
#define glUniform4f GLEW_GET_FUN(__glewUniform4f)
#define glUniform4fv GLEW_GET_FUN(__glewUniform4fv)
#define glUniform4i GLEW_GET_FUN(__glewUniform4i)
#define glUniform4iv GLEW_GET_FUN(__glewUniform4iv)
#define glUniformMatrix2fv GLEW_GET_FUN(__glewUniformMatrix2fv)
#define glUniformMatrix3fv GLEW_GET_FUN(__glewUniformMatrix3fv)
#define glUniformMatrix4fv GLEW_GET_FUN(__glewUniformMatrix4fv)
#define glUseProgram GLEW_GET_FUN(__glewUseProgram)
#define glValidateProgram GLEW_GET_FUN(__glewValidateProgram)
#define glVertexAttrib1d GLEW_GET_FUN(__glewVertexAttrib1d)
#define glVertexAttrib1dv GLEW_GET_FUN(__glewVertexAttrib1dv)
#define glVertexAttrib1f GLEW_GET_FUN(__glewVertexAttrib1f)
#define glVertexAttrib1fv GLEW_GET_FUN(__glewVertexAttrib1fv)
#define glVertexAttrib1s GLEW_GET_FUN(__glewVertexAttrib1s)
#define glVertexAttrib1sv GLEW_GET_FUN(__glewVertexAttrib1sv)
#define glVertexAttrib2d GLEW_GET_FUN(__glewVertexAttrib2d)
#define glVertexAttrib2dv GLEW_GET_FUN(__glewVertexAttrib2dv)
#define glVertexAttrib2f GLEW_GET_FUN(__glewVertexAttrib2f)
#define glVertexAttrib2fv GLEW_GET_FUN(__glewVertexAttrib2fv)
#define glVertexAttrib2s GLEW_GET_FUN(__glewVertexAttrib2s)
#define glVertexAttrib2sv GLEW_GET_FUN(__glewVertexAttrib2sv)
#define glVertexAttrib3d GLEW_GET_FUN(__glewVertexAttrib3d)
#define glVertexAttrib3dv GLEW_GET_FUN(__glewVertexAttrib3dv)
#define glVertexAttrib3f GLEW_GET_FUN(__glewVertexAttrib3f)
#define glVertexAttrib3fv GLEW_GET_FUN(__glewVertexAttrib3fv)
#define glVertexAttrib3s GLEW_GET_FUN(__glewVertexAttrib3s)
#define glVertexAttrib3sv GLEW_GET_FUN(__glewVertexAttrib3sv)
#define glVertexAttrib4Nbv GLEW_GET_FUN(__glewVertexAttrib4Nbv)
#define glVertexAttrib4Niv GLEW_GET_FUN(__glewVertexAttrib4Niv)
#define glVertexAttrib4Nsv GLEW_GET_FUN(__glewVertexAttrib4Nsv)
#define glVertexAttrib4Nub GLEW_GET_FUN(__glewVertexAttrib4Nub)
#define glVertexAttrib4Nubv GLEW_GET_FUN(__glewVertexAttrib4Nubv)
#define glVertexAttrib4Nuiv GLEW_GET_FUN(__glewVertexAttrib4Nuiv)
#define glVertexAttrib4Nusv GLEW_GET_FUN(__glewVertexAttrib4Nusv)
#define glVertexAttrib4bv GLEW_GET_FUN(__glewVertexAttrib4bv)
#define glVertexAttrib4d GLEW_GET_FUN(__glewVertexAttrib4d)
#define glVertexAttrib4dv GLEW_GET_FUN(__glewVertexAttrib4dv)
#define glVertexAttrib4f GLEW_GET_FUN(__glewVertexAttrib4f)
#define glVertexAttrib4fv GLEW_GET_FUN(__glewVertexAttrib4fv)
#define glVertexAttrib4iv GLEW_GET_FUN(__glewVertexAttrib4iv)
#define glVertexAttrib4s GLEW_GET_FUN(__glewVertexAttrib4s)
#define glVertexAttrib4sv GLEW_GET_FUN(__glewVertexAttrib4sv)
#define glVertexAttrib4ubv GLEW_GET_FUN(__glewVertexAttrib4ubv)
#define glVertexAttrib4uiv GLEW_GET_FUN(__glewVertexAttrib4uiv)
#define glVertexAttrib4usv GLEW_GET_FUN(__glewVertexAttrib4usv)
#define glVertexAttribPointer GLEW_GET_FUN(__glewVertexAttribPointer)
#define GLEW_VERSION_2_0 GLEW_GET_VAR(__GLEW_VERSION_2_0)
#endif /* GL_VERSION_2_0 */
/* ----------------------------- GL_VERSION_2_1 ---------------------------- */
#ifndef GL_VERSION_2_1
#define GL_VERSION_2_1 1
#define GL_CURRENT_RASTER_SECONDARY_COLOR 0x845F
#define GL_PIXEL_PACK_BUFFER 0x88EB
#define GL_PIXEL_UNPACK_BUFFER 0x88EC
#define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED
#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF
#define GL_FLOAT_MAT2x3 0x8B65
#define GL_FLOAT_MAT2x4 0x8B66
#define GL_FLOAT_MAT3x2 0x8B67
#define GL_FLOAT_MAT3x4 0x8B68
#define GL_FLOAT_MAT4x2 0x8B69
#define GL_FLOAT_MAT4x3 0x8B6A
#define GL_SRGB 0x8C40
#define GL_SRGB8 0x8C41
#define GL_SRGB_ALPHA 0x8C42
#define GL_SRGB8_ALPHA8 0x8C43
#define GL_SLUMINANCE_ALPHA 0x8C44
#define GL_SLUMINANCE8_ALPHA8 0x8C45
#define GL_SLUMINANCE 0x8C46
#define GL_SLUMINANCE8 0x8C47
#define GL_COMPRESSED_SRGB 0x8C48
#define GL_COMPRESSED_SRGB_ALPHA 0x8C49
#define GL_COMPRESSED_SLUMINANCE 0x8C4A
#define GL_COMPRESSED_SLUMINANCE_ALPHA 0x8C4B
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
#define glUniformMatrix2x3fv GLEW_GET_FUN(__glewUniformMatrix2x3fv)
#define glUniformMatrix2x4fv GLEW_GET_FUN(__glewUniformMatrix2x4fv)
#define glUniformMatrix3x2fv GLEW_GET_FUN(__glewUniformMatrix3x2fv)
#define glUniformMatrix3x4fv GLEW_GET_FUN(__glewUniformMatrix3x4fv)
#define glUniformMatrix4x2fv GLEW_GET_FUN(__glewUniformMatrix4x2fv)
#define glUniformMatrix4x3fv GLEW_GET_FUN(__glewUniformMatrix4x3fv)
#define GLEW_VERSION_2_1 GLEW_GET_VAR(__GLEW_VERSION_2_1)
#endif /* GL_VERSION_2_1 */
/* ----------------------------- GL_VERSION_3_0 ---------------------------- */
#ifndef GL_VERSION_3_0
#define GL_VERSION_3_0 1
#define GL_CLIP_DISTANCE0 GL_CLIP_PLANE0
#define GL_CLIP_DISTANCE1 GL_CLIP_PLANE1
#define GL_CLIP_DISTANCE2 GL_CLIP_PLANE2
#define GL_CLIP_DISTANCE3 GL_CLIP_PLANE3
#define GL_CLIP_DISTANCE4 GL_CLIP_PLANE4
#define GL_CLIP_DISTANCE5 GL_CLIP_PLANE5
#define GL_COMPARE_REF_TO_TEXTURE GL_COMPARE_R_TO_TEXTURE_ARB
#define GL_MAX_CLIP_DISTANCES GL_MAX_CLIP_PLANES
#define GL_MAX_VARYING_COMPONENTS GL_MAX_VARYING_FLOATS
#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x0001
#define GL_MAJOR_VERSION 0x821B
#define GL_MINOR_VERSION 0x821C
#define GL_NUM_EXTENSIONS 0x821D
#define GL_CONTEXT_FLAGS 0x821E
#define GL_DEPTH_BUFFER 0x8223
#define GL_STENCIL_BUFFER 0x8224
#define GL_RGBA32F 0x8814
#define GL_RGB32F 0x8815
#define GL_RGBA16F 0x881A
#define GL_RGB16F 0x881B
#define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD
#define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF
#define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904
#define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905
#define GL_CLAMP_VERTEX_COLOR 0x891A
#define GL_CLAMP_FRAGMENT_COLOR 0x891B
#define GL_CLAMP_READ_COLOR 0x891C
#define GL_FIXED_ONLY 0x891D
#define GL_TEXTURE_RED_TYPE 0x8C10
#define GL_TEXTURE_GREEN_TYPE 0x8C11
#define GL_TEXTURE_BLUE_TYPE 0x8C12
#define GL_TEXTURE_ALPHA_TYPE 0x8C13
#define GL_TEXTURE_LUMINANCE_TYPE 0x8C14
#define GL_TEXTURE_INTENSITY_TYPE 0x8C15
#define GL_TEXTURE_DEPTH_TYPE 0x8C16
#define GL_TEXTURE_1D_ARRAY 0x8C18
#define GL_PROXY_TEXTURE_1D_ARRAY 0x8C19
#define GL_TEXTURE_2D_ARRAY 0x8C1A
#define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B
#define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C
#define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D
#define GL_R11F_G11F_B10F 0x8C3A
#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B
#define GL_RGB9_E5 0x8C3D
#define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E
#define GL_TEXTURE_SHARED_SIZE 0x8C3F
#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76
#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F
#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80
#define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83
#define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84
#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85
#define GL_PRIMITIVES_GENERATED 0x8C87
#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88
#define GL_RASTERIZER_DISCARD 0x8C89
#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A
#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B
#define GL_INTERLEAVED_ATTRIBS 0x8C8C
#define GL_SEPARATE_ATTRIBS 0x8C8D
#define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E
#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F
#define GL_RGBA32UI 0x8D70
#define GL_RGB32UI 0x8D71
#define GL_RGBA16UI 0x8D76
#define GL_RGB16UI 0x8D77
#define GL_RGBA8UI 0x8D7C
#define GL_RGB8UI 0x8D7D
#define GL_RGBA32I 0x8D82
#define GL_RGB32I 0x8D83
#define GL_RGBA16I 0x8D88
#define GL_RGB16I 0x8D89
#define GL_RGBA8I 0x8D8E
#define GL_RGB8I 0x8D8F
#define GL_RED_INTEGER 0x8D94
#define GL_GREEN_INTEGER 0x8D95
#define GL_BLUE_INTEGER 0x8D96
#define GL_ALPHA_INTEGER 0x8D97
#define GL_RGB_INTEGER 0x8D98
#define GL_RGBA_INTEGER 0x8D99
#define GL_BGR_INTEGER 0x8D9A
#define GL_BGRA_INTEGER 0x8D9B
#define GL_SAMPLER_1D_ARRAY 0x8DC0
#define GL_SAMPLER_2D_ARRAY 0x8DC1
#define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3
#define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4
#define GL_SAMPLER_CUBE_SHADOW 0x8DC5
#define GL_UNSIGNED_INT_VEC2 0x8DC6
#define GL_UNSIGNED_INT_VEC3 0x8DC7
#define GL_UNSIGNED_INT_VEC4 0x8DC8
#define GL_INT_SAMPLER_1D 0x8DC9
#define GL_INT_SAMPLER_2D 0x8DCA
#define GL_INT_SAMPLER_3D 0x8DCB
#define GL_INT_SAMPLER_CUBE 0x8DCC
#define GL_INT_SAMPLER_1D_ARRAY 0x8DCE
#define GL_INT_SAMPLER_2D_ARRAY 0x8DCF
#define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1
#define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2
#define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3
#define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4
#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6
#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7
#define GL_QUERY_WAIT 0x8E13
#define GL_QUERY_NO_WAIT 0x8E14
#define GL_QUERY_BY_REGION_WAIT 0x8E15
#define GL_QUERY_BY_REGION_NO_WAIT 0x8E16
typedef void (GLAPIENTRY * PFNGLBEGINCONDITIONALRENDERPROC) (GLuint id, GLenum mode);
typedef void (GLAPIENTRY * PFNGLBEGINTRANSFORMFEEDBACKPROC) (GLenum primitiveMode);
typedef void (GLAPIENTRY * PFNGLBINDFRAGDATALOCATIONPROC) (GLuint program, GLuint colorNumber, const GLchar* name);
typedef void (GLAPIENTRY * PFNGLCLAMPCOLORPROC) (GLenum target, GLenum clamp);
typedef void (GLAPIENTRY * PFNGLCLEARBUFFERFIPROC) (GLenum buffer, GLint drawBuffer, GLfloat depth, GLint stencil);
typedef void (GLAPIENTRY * PFNGLCLEARBUFFERFVPROC) (GLenum buffer, GLint drawBuffer, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLCLEARBUFFERIVPROC) (GLenum buffer, GLint drawBuffer, const GLint* value);
typedef void (GLAPIENTRY * PFNGLCLEARBUFFERUIVPROC) (GLenum buffer, GLint drawBuffer, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLCOLORMASKIPROC) (GLuint buf, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
typedef void (GLAPIENTRY * PFNGLDISABLEIPROC) (GLenum cap, GLuint index);
typedef void (GLAPIENTRY * PFNGLENABLEIPROC) (GLenum cap, GLuint index);
typedef void (GLAPIENTRY * PFNGLENDCONDITIONALRENDERPROC) (void);
typedef void (GLAPIENTRY * PFNGLENDTRANSFORMFEEDBACKPROC) (void);
typedef void (GLAPIENTRY * PFNGLGETBOOLEANI_VPROC) (GLenum pname, GLuint index, GLboolean* data);
typedef GLint (GLAPIENTRY * PFNGLGETFRAGDATALOCATIONPROC) (GLuint program, const GLchar* name);
typedef const GLubyte* (GLAPIENTRY * PFNGLGETSTRINGIPROC) (GLenum name, GLuint index);
typedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERIIVPROC) (GLenum target, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERIUIVPROC) (GLenum target, GLenum pname, GLuint* params);
typedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKVARYINGPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, GLchar * name);
typedef void (GLAPIENTRY * PFNGLGETUNIFORMUIVPROC) (GLuint program, GLint location, GLuint* params);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIIVPROC) (GLuint index, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIUIVPROC) (GLuint index, GLenum pname, GLuint* params);
typedef GLboolean (GLAPIENTRY * PFNGLISENABLEDIPROC) (GLenum cap, GLuint index);
typedef void (GLAPIENTRY * PFNGLTEXPARAMETERIIVPROC) (GLenum target, GLenum pname, const GLint* params);
typedef void (GLAPIENTRY * PFNGLTEXPARAMETERIUIVPROC) (GLenum target, GLenum pname, const GLuint* params);
typedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKVARYINGSPROC) (GLuint program, GLsizei count, const GLchar *const* varyings, GLenum bufferMode);
typedef void (GLAPIENTRY * PFNGLUNIFORM1UIPROC) (GLint location, GLuint v0);
typedef void (GLAPIENTRY * PFNGLUNIFORM1UIVPROC) (GLint location, GLsizei count, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM2UIPROC) (GLint location, GLuint v0, GLuint v1);
typedef void (GLAPIENTRY * PFNGLUNIFORM2UIVPROC) (GLint location, GLsizei count, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM3UIPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2);
typedef void (GLAPIENTRY * PFNGLUNIFORM3UIVPROC) (GLint location, GLsizei count, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM4UIPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
typedef void (GLAPIENTRY * PFNGLUNIFORM4UIVPROC) (GLint location, GLsizei count, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1IPROC) (GLuint index, GLint v0);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1IVPROC) (GLuint index, const GLint* v0);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1UIPROC) (GLuint index, GLuint v0);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1UIVPROC) (GLuint index, const GLuint* v0);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2IPROC) (GLuint index, GLint v0, GLint v1);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2IVPROC) (GLuint index, const GLint* v0);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2UIPROC) (GLuint index, GLuint v0, GLuint v1);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2UIVPROC) (GLuint index, const GLuint* v0);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3IPROC) (GLuint index, GLint v0, GLint v1, GLint v2);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3IVPROC) (GLuint index, const GLint* v0);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3UIPROC) (GLuint index, GLuint v0, GLuint v1, GLuint v2);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3UIVPROC) (GLuint index, const GLuint* v0);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4BVPROC) (GLuint index, const GLbyte* v0);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4IPROC) (GLuint index, GLint v0, GLint v1, GLint v2, GLint v3);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4IVPROC) (GLuint index, const GLint* v0);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4SVPROC) (GLuint index, const GLshort* v0);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UBVPROC) (GLuint index, const GLubyte* v0);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UIPROC) (GLuint index, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UIVPROC) (GLuint index, const GLuint* v0);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4USVPROC) (GLuint index, const GLushort* v0);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBIPOINTERPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void*pointer);
#define glBeginConditionalRender GLEW_GET_FUN(__glewBeginConditionalRender)
#define glBeginTransformFeedback GLEW_GET_FUN(__glewBeginTransformFeedback)
#define glBindFragDataLocation GLEW_GET_FUN(__glewBindFragDataLocation)
#define glClampColor GLEW_GET_FUN(__glewClampColor)
#define glClearBufferfi GLEW_GET_FUN(__glewClearBufferfi)
#define glClearBufferfv GLEW_GET_FUN(__glewClearBufferfv)
#define glClearBufferiv GLEW_GET_FUN(__glewClearBufferiv)
#define glClearBufferuiv GLEW_GET_FUN(__glewClearBufferuiv)
#define glColorMaski GLEW_GET_FUN(__glewColorMaski)
#define glDisablei GLEW_GET_FUN(__glewDisablei)
#define glEnablei GLEW_GET_FUN(__glewEnablei)
#define glEndConditionalRender GLEW_GET_FUN(__glewEndConditionalRender)
#define glEndTransformFeedback GLEW_GET_FUN(__glewEndTransformFeedback)
#define glGetBooleani_v GLEW_GET_FUN(__glewGetBooleani_v)
#define glGetFragDataLocation GLEW_GET_FUN(__glewGetFragDataLocation)
#define glGetStringi GLEW_GET_FUN(__glewGetStringi)
#define glGetTexParameterIiv GLEW_GET_FUN(__glewGetTexParameterIiv)
#define glGetTexParameterIuiv GLEW_GET_FUN(__glewGetTexParameterIuiv)
#define glGetTransformFeedbackVarying GLEW_GET_FUN(__glewGetTransformFeedbackVarying)
#define glGetUniformuiv GLEW_GET_FUN(__glewGetUniformuiv)
#define glGetVertexAttribIiv GLEW_GET_FUN(__glewGetVertexAttribIiv)
#define glGetVertexAttribIuiv GLEW_GET_FUN(__glewGetVertexAttribIuiv)
#define glIsEnabledi GLEW_GET_FUN(__glewIsEnabledi)
#define glTexParameterIiv GLEW_GET_FUN(__glewTexParameterIiv)
#define glTexParameterIuiv GLEW_GET_FUN(__glewTexParameterIuiv)
#define glTransformFeedbackVaryings GLEW_GET_FUN(__glewTransformFeedbackVaryings)
#define glUniform1ui GLEW_GET_FUN(__glewUniform1ui)
#define glUniform1uiv GLEW_GET_FUN(__glewUniform1uiv)
#define glUniform2ui GLEW_GET_FUN(__glewUniform2ui)
#define glUniform2uiv GLEW_GET_FUN(__glewUniform2uiv)
#define glUniform3ui GLEW_GET_FUN(__glewUniform3ui)
#define glUniform3uiv GLEW_GET_FUN(__glewUniform3uiv)
#define glUniform4ui GLEW_GET_FUN(__glewUniform4ui)
#define glUniform4uiv GLEW_GET_FUN(__glewUniform4uiv)
#define glVertexAttribI1i GLEW_GET_FUN(__glewVertexAttribI1i)
#define glVertexAttribI1iv GLEW_GET_FUN(__glewVertexAttribI1iv)
#define glVertexAttribI1ui GLEW_GET_FUN(__glewVertexAttribI1ui)
#define glVertexAttribI1uiv GLEW_GET_FUN(__glewVertexAttribI1uiv)
#define glVertexAttribI2i GLEW_GET_FUN(__glewVertexAttribI2i)
#define glVertexAttribI2iv GLEW_GET_FUN(__glewVertexAttribI2iv)
#define glVertexAttribI2ui GLEW_GET_FUN(__glewVertexAttribI2ui)
#define glVertexAttribI2uiv GLEW_GET_FUN(__glewVertexAttribI2uiv)
#define glVertexAttribI3i GLEW_GET_FUN(__glewVertexAttribI3i)
#define glVertexAttribI3iv GLEW_GET_FUN(__glewVertexAttribI3iv)
#define glVertexAttribI3ui GLEW_GET_FUN(__glewVertexAttribI3ui)
#define glVertexAttribI3uiv GLEW_GET_FUN(__glewVertexAttribI3uiv)
#define glVertexAttribI4bv GLEW_GET_FUN(__glewVertexAttribI4bv)
#define glVertexAttribI4i GLEW_GET_FUN(__glewVertexAttribI4i)
#define glVertexAttribI4iv GLEW_GET_FUN(__glewVertexAttribI4iv)
#define glVertexAttribI4sv GLEW_GET_FUN(__glewVertexAttribI4sv)
#define glVertexAttribI4ubv GLEW_GET_FUN(__glewVertexAttribI4ubv)
#define glVertexAttribI4ui GLEW_GET_FUN(__glewVertexAttribI4ui)
#define glVertexAttribI4uiv GLEW_GET_FUN(__glewVertexAttribI4uiv)
#define glVertexAttribI4usv GLEW_GET_FUN(__glewVertexAttribI4usv)
#define glVertexAttribIPointer GLEW_GET_FUN(__glewVertexAttribIPointer)
#define GLEW_VERSION_3_0 GLEW_GET_VAR(__GLEW_VERSION_3_0)
#endif /* GL_VERSION_3_0 */
/* ----------------------------- GL_VERSION_3_1 ---------------------------- */
#ifndef GL_VERSION_3_1
#define GL_VERSION_3_1 1
#define GL_TEXTURE_RECTANGLE 0x84F5
#define GL_TEXTURE_BINDING_RECTANGLE 0x84F6
#define GL_PROXY_TEXTURE_RECTANGLE 0x84F7
#define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8
#define GL_SAMPLER_2D_RECT 0x8B63
#define GL_SAMPLER_2D_RECT_SHADOW 0x8B64
#define GL_TEXTURE_BUFFER 0x8C2A
#define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B
#define GL_TEXTURE_BINDING_BUFFER 0x8C2C
#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D
#define GL_TEXTURE_BUFFER_FORMAT 0x8C2E
#define GL_SAMPLER_BUFFER 0x8DC2
#define GL_INT_SAMPLER_2D_RECT 0x8DCD
#define GL_INT_SAMPLER_BUFFER 0x8DD0
#define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5
#define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8
#define GL_RED_SNORM 0x8F90
#define GL_RG_SNORM 0x8F91
#define GL_RGB_SNORM 0x8F92
#define GL_RGBA_SNORM 0x8F93
#define GL_R8_SNORM 0x8F94
#define GL_RG8_SNORM 0x8F95
#define GL_RGB8_SNORM 0x8F96
#define GL_RGBA8_SNORM 0x8F97
#define GL_R16_SNORM 0x8F98
#define GL_RG16_SNORM 0x8F99
#define GL_RGB16_SNORM 0x8F9A
#define GL_RGBA16_SNORM 0x8F9B
#define GL_SIGNED_NORMALIZED 0x8F9C
#define GL_PRIMITIVE_RESTART 0x8F9D
#define GL_PRIMITIVE_RESTART_INDEX 0x8F9E
#define GL_BUFFER_ACCESS_FLAGS 0x911F
#define GL_BUFFER_MAP_LENGTH 0x9120
#define GL_BUFFER_MAP_OFFSET 0x9121
typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount);
typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDPROC) (GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei primcount);
typedef void (GLAPIENTRY * PFNGLPRIMITIVERESTARTINDEXPROC) (GLuint buffer);
typedef void (GLAPIENTRY * PFNGLTEXBUFFERPROC) (GLenum target, GLenum internalFormat, GLuint buffer);
#define glDrawArraysInstanced GLEW_GET_FUN(__glewDrawArraysInstanced)
#define glDrawElementsInstanced GLEW_GET_FUN(__glewDrawElementsInstanced)
#define glPrimitiveRestartIndex GLEW_GET_FUN(__glewPrimitiveRestartIndex)
#define glTexBuffer GLEW_GET_FUN(__glewTexBuffer)
#define GLEW_VERSION_3_1 GLEW_GET_VAR(__GLEW_VERSION_3_1)
#endif /* GL_VERSION_3_1 */
/* ----------------------------- GL_VERSION_3_2 ---------------------------- */
#ifndef GL_VERSION_3_2
#define GL_VERSION_3_2 1
#define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001
#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002
#define GL_LINES_ADJACENCY 0x000A
#define GL_LINE_STRIP_ADJACENCY 0x000B
#define GL_TRIANGLES_ADJACENCY 0x000C
#define GL_TRIANGLE_STRIP_ADJACENCY 0x000D
#define GL_PROGRAM_POINT_SIZE 0x8642
#define GL_GEOMETRY_VERTICES_OUT 0x8916
#define GL_GEOMETRY_INPUT_TYPE 0x8917
#define GL_GEOMETRY_OUTPUT_TYPE 0x8918
#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS 0x8C29
#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED 0x8DA7
#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8
#define GL_GEOMETRY_SHADER 0x8DD9
#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS 0x8DDF
#define GL_MAX_GEOMETRY_OUTPUT_VERTICES 0x8DE0
#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1
#define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122
#define GL_MAX_GEOMETRY_INPUT_COMPONENTS 0x9123
#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS 0x9124
#define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125
#define GL_CONTEXT_PROFILE_MASK 0x9126
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level);
typedef void (GLAPIENTRY * PFNGLGETBUFFERPARAMETERI64VPROC) (GLenum target, GLenum value, GLint64 * data);
typedef void (GLAPIENTRY * PFNGLGETINTEGER64I_VPROC) (GLenum pname, GLuint index, GLint64 * data);
#define glFramebufferTexture GLEW_GET_FUN(__glewFramebufferTexture)
#define glGetBufferParameteri64v GLEW_GET_FUN(__glewGetBufferParameteri64v)
#define glGetInteger64i_v GLEW_GET_FUN(__glewGetInteger64i_v)
#define GLEW_VERSION_3_2 GLEW_GET_VAR(__GLEW_VERSION_3_2)
#endif /* GL_VERSION_3_2 */
/* ----------------------------- GL_VERSION_3_3 ---------------------------- */
#ifndef GL_VERSION_3_3
#define GL_VERSION_3_3 1
#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE
#define GL_RGB10_A2UI 0x906F
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBDIVISORPROC) (GLuint index, GLuint divisor);
#define glVertexAttribDivisor GLEW_GET_FUN(__glewVertexAttribDivisor)
#define GLEW_VERSION_3_3 GLEW_GET_VAR(__GLEW_VERSION_3_3)
#endif /* GL_VERSION_3_3 */
/* ----------------------------- GL_VERSION_4_0 ---------------------------- */
#ifndef GL_VERSION_4_0
#define GL_VERSION_4_0 1
#define GL_SAMPLE_SHADING 0x8C36
#define GL_MIN_SAMPLE_SHADING_VALUE 0x8C37
#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5E
#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5F
#define GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS 0x8F9F
#define GL_TEXTURE_CUBE_MAP_ARRAY 0x9009
#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY 0x900A
#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY 0x900B
#define GL_SAMPLER_CUBE_MAP_ARRAY 0x900C
#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW 0x900D
#define GL_INT_SAMPLER_CUBE_MAP_ARRAY 0x900E
#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY 0x900F
typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEIPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha);
typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONIPROC) (GLuint buf, GLenum mode);
typedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEIPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
typedef void (GLAPIENTRY * PFNGLBLENDFUNCIPROC) (GLuint buf, GLenum src, GLenum dst);
typedef void (GLAPIENTRY * PFNGLMINSAMPLESHADINGPROC) (GLclampf value);
#define glBlendEquationSeparatei GLEW_GET_FUN(__glewBlendEquationSeparatei)
#define glBlendEquationi GLEW_GET_FUN(__glewBlendEquationi)
#define glBlendFuncSeparatei GLEW_GET_FUN(__glewBlendFuncSeparatei)
#define glBlendFunci GLEW_GET_FUN(__glewBlendFunci)
#define glMinSampleShading GLEW_GET_FUN(__glewMinSampleShading)
#define GLEW_VERSION_4_0 GLEW_GET_VAR(__GLEW_VERSION_4_0)
#endif /* GL_VERSION_4_0 */
/* ----------------------------- GL_VERSION_4_1 ---------------------------- */
#ifndef GL_VERSION_4_1
#define GL_VERSION_4_1 1
#define GLEW_VERSION_4_1 GLEW_GET_VAR(__GLEW_VERSION_4_1)
#endif /* GL_VERSION_4_1 */
/* ----------------------------- GL_VERSION_4_2 ---------------------------- */
#ifndef GL_VERSION_4_2
#define GL_VERSION_4_2 1
#define GL_TRANSFORM_FEEDBACK_PAUSED 0x8E23
#define GL_TRANSFORM_FEEDBACK_ACTIVE 0x8E24
#define GL_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C
#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D
#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E
#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F
#define GL_COPY_READ_BUFFER_BINDING 0x8F36
#define GL_COPY_WRITE_BUFFER_BINDING 0x8F37
#define GLEW_VERSION_4_2 GLEW_GET_VAR(__GLEW_VERSION_4_2)
#endif /* GL_VERSION_4_2 */
/* ----------------------------- GL_VERSION_4_3 ---------------------------- */
#ifndef GL_VERSION_4_3
#define GL_VERSION_4_3 1
#define GL_NUM_SHADING_LANGUAGE_VERSIONS 0x82E9
#define GL_VERTEX_ATTRIB_ARRAY_LONG 0x874E
#define GLEW_VERSION_4_3 GLEW_GET_VAR(__GLEW_VERSION_4_3)
#endif /* GL_VERSION_4_3 */
/* ----------------------------- GL_VERSION_4_4 ---------------------------- */
#ifndef GL_VERSION_4_4
#define GL_VERSION_4_4 1
#define GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED 0x8221
#define GL_MAX_VERTEX_ATTRIB_STRIDE 0x82E5
#define GL_TEXTURE_BUFFER_BINDING 0x8C2A
#define GLEW_VERSION_4_4 GLEW_GET_VAR(__GLEW_VERSION_4_4)
#endif /* GL_VERSION_4_4 */
/* ----------------------------- GL_VERSION_4_5 ---------------------------- */
#ifndef GL_VERSION_4_5
#define GL_VERSION_4_5 1
#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT 0x00000004
typedef GLenum (GLAPIENTRY * PFNGLGETGRAPHICSRESETSTATUSPROC) (void);
typedef void (GLAPIENTRY * PFNGLGETNCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint lod, GLsizei bufSize, GLvoid *pixels);
typedef void (GLAPIENTRY * PFNGLGETNTEXIMAGEPROC) (GLenum tex, GLint level, GLenum format, GLenum type, GLsizei bufSize, GLvoid *pixels);
typedef void (GLAPIENTRY * PFNGLGETNUNIFORMDVPROC) (GLuint program, GLint location, GLsizei bufSize, GLdouble *params);
#define glGetGraphicsResetStatus GLEW_GET_FUN(__glewGetGraphicsResetStatus)
#define glGetnCompressedTexImage GLEW_GET_FUN(__glewGetnCompressedTexImage)
#define glGetnTexImage GLEW_GET_FUN(__glewGetnTexImage)
#define glGetnUniformdv GLEW_GET_FUN(__glewGetnUniformdv)
#define GLEW_VERSION_4_5 GLEW_GET_VAR(__GLEW_VERSION_4_5)
#endif /* GL_VERSION_4_5 */
/* -------------------------- GL_3DFX_multisample -------------------------- */
#ifndef GL_3DFX_multisample
#define GL_3DFX_multisample 1
#define GL_MULTISAMPLE_3DFX 0x86B2
#define GL_SAMPLE_BUFFERS_3DFX 0x86B3
#define GL_SAMPLES_3DFX 0x86B4
#define GL_MULTISAMPLE_BIT_3DFX 0x20000000
#define GLEW_3DFX_multisample GLEW_GET_VAR(__GLEW_3DFX_multisample)
#endif /* GL_3DFX_multisample */
/* ---------------------------- GL_3DFX_tbuffer ---------------------------- */
#ifndef GL_3DFX_tbuffer
#define GL_3DFX_tbuffer 1
typedef void (GLAPIENTRY * PFNGLTBUFFERMASK3DFXPROC) (GLuint mask);
#define glTbufferMask3DFX GLEW_GET_FUN(__glewTbufferMask3DFX)
#define GLEW_3DFX_tbuffer GLEW_GET_VAR(__GLEW_3DFX_tbuffer)
#endif /* GL_3DFX_tbuffer */
/* -------------------- GL_3DFX_texture_compression_FXT1 ------------------- */
#ifndef GL_3DFX_texture_compression_FXT1
#define GL_3DFX_texture_compression_FXT1 1
#define GL_COMPRESSED_RGB_FXT1_3DFX 0x86B0
#define GL_COMPRESSED_RGBA_FXT1_3DFX 0x86B1
#define GLEW_3DFX_texture_compression_FXT1 GLEW_GET_VAR(__GLEW_3DFX_texture_compression_FXT1)
#endif /* GL_3DFX_texture_compression_FXT1 */
/* ----------------------- GL_AMD_blend_minmax_factor ---------------------- */
#ifndef GL_AMD_blend_minmax_factor
#define GL_AMD_blend_minmax_factor 1
#define GL_FACTOR_MIN_AMD 0x901C
#define GL_FACTOR_MAX_AMD 0x901D
#define GLEW_AMD_blend_minmax_factor GLEW_GET_VAR(__GLEW_AMD_blend_minmax_factor)
#endif /* GL_AMD_blend_minmax_factor */
/* ----------------------- GL_AMD_conservative_depth ----------------------- */
#ifndef GL_AMD_conservative_depth
#define GL_AMD_conservative_depth 1
#define GLEW_AMD_conservative_depth GLEW_GET_VAR(__GLEW_AMD_conservative_depth)
#endif /* GL_AMD_conservative_depth */
/* -------------------------- GL_AMD_debug_output -------------------------- */
#ifndef GL_AMD_debug_output
#define GL_AMD_debug_output 1
#define GL_MAX_DEBUG_MESSAGE_LENGTH_AMD 0x9143
#define GL_MAX_DEBUG_LOGGED_MESSAGES_AMD 0x9144
#define GL_DEBUG_LOGGED_MESSAGES_AMD 0x9145
#define GL_DEBUG_SEVERITY_HIGH_AMD 0x9146
#define GL_DEBUG_SEVERITY_MEDIUM_AMD 0x9147
#define GL_DEBUG_SEVERITY_LOW_AMD 0x9148
#define GL_DEBUG_CATEGORY_API_ERROR_AMD 0x9149
#define GL_DEBUG_CATEGORY_WINDOW_SYSTEM_AMD 0x914A
#define GL_DEBUG_CATEGORY_DEPRECATION_AMD 0x914B
#define GL_DEBUG_CATEGORY_UNDEFINED_BEHAVIOR_AMD 0x914C
#define GL_DEBUG_CATEGORY_PERFORMANCE_AMD 0x914D
#define GL_DEBUG_CATEGORY_SHADER_COMPILER_AMD 0x914E
#define GL_DEBUG_CATEGORY_APPLICATION_AMD 0x914F
#define GL_DEBUG_CATEGORY_OTHER_AMD 0x9150
typedef void (GLAPIENTRY *GLDEBUGPROCAMD)(GLuint id, GLenum category, GLenum severity, GLsizei length, const GLchar* message, void* userParam);
typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECALLBACKAMDPROC) (GLDEBUGPROCAMD callback, void *userParam);
typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGEENABLEAMDPROC) (GLenum category, GLenum severity, GLsizei count, const GLuint* ids, GLboolean enabled);
typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGEINSERTAMDPROC) (GLenum category, GLenum severity, GLuint id, GLsizei length, const GLchar* buf);
typedef GLuint (GLAPIENTRY * PFNGLGETDEBUGMESSAGELOGAMDPROC) (GLuint count, GLsizei bufsize, GLenum* categories, GLuint* severities, GLuint* ids, GLsizei* lengths, GLchar* message);
#define glDebugMessageCallbackAMD GLEW_GET_FUN(__glewDebugMessageCallbackAMD)
#define glDebugMessageEnableAMD GLEW_GET_FUN(__glewDebugMessageEnableAMD)
#define glDebugMessageInsertAMD GLEW_GET_FUN(__glewDebugMessageInsertAMD)
#define glGetDebugMessageLogAMD GLEW_GET_FUN(__glewGetDebugMessageLogAMD)
#define GLEW_AMD_debug_output GLEW_GET_VAR(__GLEW_AMD_debug_output)
#endif /* GL_AMD_debug_output */
/* ---------------------- GL_AMD_depth_clamp_separate ---------------------- */
#ifndef GL_AMD_depth_clamp_separate
#define GL_AMD_depth_clamp_separate 1
#define GL_DEPTH_CLAMP_NEAR_AMD 0x901E
#define GL_DEPTH_CLAMP_FAR_AMD 0x901F
#define GLEW_AMD_depth_clamp_separate GLEW_GET_VAR(__GLEW_AMD_depth_clamp_separate)
#endif /* GL_AMD_depth_clamp_separate */
/* ----------------------- GL_AMD_draw_buffers_blend ----------------------- */
#ifndef GL_AMD_draw_buffers_blend
#define GL_AMD_draw_buffers_blend 1
typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONINDEXEDAMDPROC) (GLuint buf, GLenum mode);
typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha);
typedef void (GLAPIENTRY * PFNGLBLENDFUNCINDEXEDAMDPROC) (GLuint buf, GLenum src, GLenum dst);
typedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
#define glBlendEquationIndexedAMD GLEW_GET_FUN(__glewBlendEquationIndexedAMD)
#define glBlendEquationSeparateIndexedAMD GLEW_GET_FUN(__glewBlendEquationSeparateIndexedAMD)
#define glBlendFuncIndexedAMD GLEW_GET_FUN(__glewBlendFuncIndexedAMD)
#define glBlendFuncSeparateIndexedAMD GLEW_GET_FUN(__glewBlendFuncSeparateIndexedAMD)
#define GLEW_AMD_draw_buffers_blend GLEW_GET_VAR(__GLEW_AMD_draw_buffers_blend)
#endif /* GL_AMD_draw_buffers_blend */
/* --------------------------- GL_AMD_gcn_shader --------------------------- */
#ifndef GL_AMD_gcn_shader
#define GL_AMD_gcn_shader 1
#define GLEW_AMD_gcn_shader GLEW_GET_VAR(__GLEW_AMD_gcn_shader)
#endif /* GL_AMD_gcn_shader */
/* ------------------------ GL_AMD_gpu_shader_int64 ------------------------ */
#ifndef GL_AMD_gpu_shader_int64
#define GL_AMD_gpu_shader_int64 1
#define GLEW_AMD_gpu_shader_int64 GLEW_GET_VAR(__GLEW_AMD_gpu_shader_int64)
#endif /* GL_AMD_gpu_shader_int64 */
/* ---------------------- GL_AMD_interleaved_elements ---------------------- */
#ifndef GL_AMD_interleaved_elements
#define GL_AMD_interleaved_elements 1
#define GL_RED 0x1903
#define GL_GREEN 0x1904
#define GL_BLUE 0x1905
#define GL_ALPHA 0x1906
#define GL_RG8UI 0x8238
#define GL_RG16UI 0x823A
#define GL_RGBA8UI 0x8D7C
#define GL_VERTEX_ELEMENT_SWIZZLE_AMD 0x91A4
#define GL_VERTEX_ID_SWIZZLE_AMD 0x91A5
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBPARAMETERIAMDPROC) (GLuint index, GLenum pname, GLint param);
#define glVertexAttribParameteriAMD GLEW_GET_FUN(__glewVertexAttribParameteriAMD)
#define GLEW_AMD_interleaved_elements GLEW_GET_VAR(__GLEW_AMD_interleaved_elements)
#endif /* GL_AMD_interleaved_elements */
/* ----------------------- GL_AMD_multi_draw_indirect ---------------------- */
#ifndef GL_AMD_multi_draw_indirect
#define GL_AMD_multi_draw_indirect 1
typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC) (GLenum mode, const void *indirect, GLsizei primcount, GLsizei stride);
typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei primcount, GLsizei stride);
#define glMultiDrawArraysIndirectAMD GLEW_GET_FUN(__glewMultiDrawArraysIndirectAMD)
#define glMultiDrawElementsIndirectAMD GLEW_GET_FUN(__glewMultiDrawElementsIndirectAMD)
#define GLEW_AMD_multi_draw_indirect GLEW_GET_VAR(__GLEW_AMD_multi_draw_indirect)
#endif /* GL_AMD_multi_draw_indirect */
/* ------------------------- GL_AMD_name_gen_delete ------------------------ */
#ifndef GL_AMD_name_gen_delete
#define GL_AMD_name_gen_delete 1
#define GL_DATA_BUFFER_AMD 0x9151
#define GL_PERFORMANCE_MONITOR_AMD 0x9152
#define GL_QUERY_OBJECT_AMD 0x9153
#define GL_VERTEX_ARRAY_OBJECT_AMD 0x9154
#define GL_SAMPLER_OBJECT_AMD 0x9155
typedef void (GLAPIENTRY * PFNGLDELETENAMESAMDPROC) (GLenum identifier, GLuint num, const GLuint* names);
typedef void (GLAPIENTRY * PFNGLGENNAMESAMDPROC) (GLenum identifier, GLuint num, GLuint* names);
typedef GLboolean (GLAPIENTRY * PFNGLISNAMEAMDPROC) (GLenum identifier, GLuint name);
#define glDeleteNamesAMD GLEW_GET_FUN(__glewDeleteNamesAMD)
#define glGenNamesAMD GLEW_GET_FUN(__glewGenNamesAMD)
#define glIsNameAMD GLEW_GET_FUN(__glewIsNameAMD)
#define GLEW_AMD_name_gen_delete GLEW_GET_VAR(__GLEW_AMD_name_gen_delete)
#endif /* GL_AMD_name_gen_delete */
/* ---------------------- GL_AMD_occlusion_query_event --------------------- */
#ifndef GL_AMD_occlusion_query_event
#define GL_AMD_occlusion_query_event 1
#define GL_QUERY_DEPTH_PASS_EVENT_BIT_AMD 0x00000001
#define GL_QUERY_DEPTH_FAIL_EVENT_BIT_AMD 0x00000002
#define GL_QUERY_STENCIL_FAIL_EVENT_BIT_AMD 0x00000004
#define GL_QUERY_DEPTH_BOUNDS_FAIL_EVENT_BIT_AMD 0x00000008
#define GL_OCCLUSION_QUERY_EVENT_MASK_AMD 0x874F
#define GL_QUERY_ALL_EVENT_BITS_AMD 0xFFFFFFFF
typedef void (GLAPIENTRY * PFNGLQUERYOBJECTPARAMETERUIAMDPROC) (GLenum target, GLuint id, GLenum pname, GLuint param);
#define glQueryObjectParameteruiAMD GLEW_GET_FUN(__glewQueryObjectParameteruiAMD)
#define GLEW_AMD_occlusion_query_event GLEW_GET_VAR(__GLEW_AMD_occlusion_query_event)
#endif /* GL_AMD_occlusion_query_event */
/* ----------------------- GL_AMD_performance_monitor ---------------------- */
#ifndef GL_AMD_performance_monitor
#define GL_AMD_performance_monitor 1
#define GL_COUNTER_TYPE_AMD 0x8BC0
#define GL_COUNTER_RANGE_AMD 0x8BC1
#define GL_UNSIGNED_INT64_AMD 0x8BC2
#define GL_PERCENTAGE_AMD 0x8BC3
#define GL_PERFMON_RESULT_AVAILABLE_AMD 0x8BC4
#define GL_PERFMON_RESULT_SIZE_AMD 0x8BC5
#define GL_PERFMON_RESULT_AMD 0x8BC6
typedef void (GLAPIENTRY * PFNGLBEGINPERFMONITORAMDPROC) (GLuint monitor);
typedef void (GLAPIENTRY * PFNGLDELETEPERFMONITORSAMDPROC) (GLsizei n, GLuint* monitors);
typedef void (GLAPIENTRY * PFNGLENDPERFMONITORAMDPROC) (GLuint monitor);
typedef void (GLAPIENTRY * PFNGLGENPERFMONITORSAMDPROC) (GLsizei n, GLuint* monitors);
typedef void (GLAPIENTRY * PFNGLGETPERFMONITORCOUNTERDATAAMDPROC) (GLuint monitor, GLenum pname, GLsizei dataSize, GLuint* data, GLint *bytesWritten);
typedef void (GLAPIENTRY * PFNGLGETPERFMONITORCOUNTERINFOAMDPROC) (GLuint group, GLuint counter, GLenum pname, void *data);
typedef void (GLAPIENTRY * PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC) (GLuint group, GLuint counter, GLsizei bufSize, GLsizei* length, GLchar *counterString);
typedef void (GLAPIENTRY * PFNGLGETPERFMONITORCOUNTERSAMDPROC) (GLuint group, GLint* numCounters, GLint *maxActiveCounters, GLsizei countersSize, GLuint *counters);
typedef void (GLAPIENTRY * PFNGLGETPERFMONITORGROUPSTRINGAMDPROC) (GLuint group, GLsizei bufSize, GLsizei* length, GLchar *groupString);
typedef void (GLAPIENTRY * PFNGLGETPERFMONITORGROUPSAMDPROC) (GLint* numGroups, GLsizei groupsSize, GLuint *groups);
typedef void (GLAPIENTRY * PFNGLSELECTPERFMONITORCOUNTERSAMDPROC) (GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint* counterList);
#define glBeginPerfMonitorAMD GLEW_GET_FUN(__glewBeginPerfMonitorAMD)
#define glDeletePerfMonitorsAMD GLEW_GET_FUN(__glewDeletePerfMonitorsAMD)
#define glEndPerfMonitorAMD GLEW_GET_FUN(__glewEndPerfMonitorAMD)
#define glGenPerfMonitorsAMD GLEW_GET_FUN(__glewGenPerfMonitorsAMD)
#define glGetPerfMonitorCounterDataAMD GLEW_GET_FUN(__glewGetPerfMonitorCounterDataAMD)
#define glGetPerfMonitorCounterInfoAMD GLEW_GET_FUN(__glewGetPerfMonitorCounterInfoAMD)
#define glGetPerfMonitorCounterStringAMD GLEW_GET_FUN(__glewGetPerfMonitorCounterStringAMD)
#define glGetPerfMonitorCountersAMD GLEW_GET_FUN(__glewGetPerfMonitorCountersAMD)
#define glGetPerfMonitorGroupStringAMD GLEW_GET_FUN(__glewGetPerfMonitorGroupStringAMD)
#define glGetPerfMonitorGroupsAMD GLEW_GET_FUN(__glewGetPerfMonitorGroupsAMD)
#define glSelectPerfMonitorCountersAMD GLEW_GET_FUN(__glewSelectPerfMonitorCountersAMD)
#define GLEW_AMD_performance_monitor GLEW_GET_VAR(__GLEW_AMD_performance_monitor)
#endif /* GL_AMD_performance_monitor */
/* -------------------------- GL_AMD_pinned_memory ------------------------- */
#ifndef GL_AMD_pinned_memory
#define GL_AMD_pinned_memory 1
#define GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD 0x9160
#define GLEW_AMD_pinned_memory GLEW_GET_VAR(__GLEW_AMD_pinned_memory)
#endif /* GL_AMD_pinned_memory */
/* ----------------------- GL_AMD_query_buffer_object ---------------------- */
#ifndef GL_AMD_query_buffer_object
#define GL_AMD_query_buffer_object 1
#define GL_QUERY_BUFFER_AMD 0x9192
#define GL_QUERY_BUFFER_BINDING_AMD 0x9193
#define GL_QUERY_RESULT_NO_WAIT_AMD 0x9194
#define GLEW_AMD_query_buffer_object GLEW_GET_VAR(__GLEW_AMD_query_buffer_object)
#endif /* GL_AMD_query_buffer_object */
/* ------------------------ GL_AMD_sample_positions ------------------------ */
#ifndef GL_AMD_sample_positions
#define GL_AMD_sample_positions 1
#define GL_SUBSAMPLE_DISTANCE_AMD 0x883F
typedef void (GLAPIENTRY * PFNGLSETMULTISAMPLEFVAMDPROC) (GLenum pname, GLuint index, const GLfloat* val);
#define glSetMultisamplefvAMD GLEW_GET_FUN(__glewSetMultisamplefvAMD)
#define GLEW_AMD_sample_positions GLEW_GET_VAR(__GLEW_AMD_sample_positions)
#endif /* GL_AMD_sample_positions */
/* ------------------ GL_AMD_seamless_cubemap_per_texture ------------------ */
#ifndef GL_AMD_seamless_cubemap_per_texture
#define GL_AMD_seamless_cubemap_per_texture 1
#define GL_TEXTURE_CUBE_MAP_SEAMLESS_ARB 0x884F
#define GLEW_AMD_seamless_cubemap_per_texture GLEW_GET_VAR(__GLEW_AMD_seamless_cubemap_per_texture)
#endif /* GL_AMD_seamless_cubemap_per_texture */
/* -------------------- GL_AMD_shader_atomic_counter_ops ------------------- */
#ifndef GL_AMD_shader_atomic_counter_ops
#define GL_AMD_shader_atomic_counter_ops 1
#define GLEW_AMD_shader_atomic_counter_ops GLEW_GET_VAR(__GLEW_AMD_shader_atomic_counter_ops)
#endif /* GL_AMD_shader_atomic_counter_ops */
/* ---------------------- GL_AMD_shader_stencil_export --------------------- */
#ifndef GL_AMD_shader_stencil_export
#define GL_AMD_shader_stencil_export 1
#define GLEW_AMD_shader_stencil_export GLEW_GET_VAR(__GLEW_AMD_shader_stencil_export)
#endif /* GL_AMD_shader_stencil_export */
/* ------------------- GL_AMD_shader_stencil_value_export ------------------ */
#ifndef GL_AMD_shader_stencil_value_export
#define GL_AMD_shader_stencil_value_export 1
#define GLEW_AMD_shader_stencil_value_export GLEW_GET_VAR(__GLEW_AMD_shader_stencil_value_export)
#endif /* GL_AMD_shader_stencil_value_export */
/* ---------------------- GL_AMD_shader_trinary_minmax --------------------- */
#ifndef GL_AMD_shader_trinary_minmax
#define GL_AMD_shader_trinary_minmax 1
#define GLEW_AMD_shader_trinary_minmax GLEW_GET_VAR(__GLEW_AMD_shader_trinary_minmax)
#endif /* GL_AMD_shader_trinary_minmax */
/* ------------------------- GL_AMD_sparse_texture ------------------------- */
#ifndef GL_AMD_sparse_texture
#define GL_AMD_sparse_texture 1
#define GL_TEXTURE_STORAGE_SPARSE_BIT_AMD 0x00000001
#define GL_VIRTUAL_PAGE_SIZE_X_AMD 0x9195
#define GL_VIRTUAL_PAGE_SIZE_Y_AMD 0x9196
#define GL_VIRTUAL_PAGE_SIZE_Z_AMD 0x9197
#define GL_MAX_SPARSE_TEXTURE_SIZE_AMD 0x9198
#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_AMD 0x9199
#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS 0x919A
#define GL_MIN_SPARSE_LEVEL_AMD 0x919B
#define GL_MIN_LOD_WARNING_AMD 0x919C
typedef void (GLAPIENTRY * PFNGLTEXSTORAGESPARSEAMDPROC) (GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei layers, GLbitfield flags);
typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGESPARSEAMDPROC) (GLuint texture, GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei layers, GLbitfield flags);
#define glTexStorageSparseAMD GLEW_GET_FUN(__glewTexStorageSparseAMD)
#define glTextureStorageSparseAMD GLEW_GET_FUN(__glewTextureStorageSparseAMD)
#define GLEW_AMD_sparse_texture GLEW_GET_VAR(__GLEW_AMD_sparse_texture)
#endif /* GL_AMD_sparse_texture */
/* ------------------- GL_AMD_stencil_operation_extended ------------------- */
#ifndef GL_AMD_stencil_operation_extended
#define GL_AMD_stencil_operation_extended 1
#define GL_SET_AMD 0x874A
#define GL_REPLACE_VALUE_AMD 0x874B
#define GL_STENCIL_OP_VALUE_AMD 0x874C
#define GL_STENCIL_BACK_OP_VALUE_AMD 0x874D
typedef void (GLAPIENTRY * PFNGLSTENCILOPVALUEAMDPROC) (GLenum face, GLuint value);
#define glStencilOpValueAMD GLEW_GET_FUN(__glewStencilOpValueAMD)
#define GLEW_AMD_stencil_operation_extended GLEW_GET_VAR(__GLEW_AMD_stencil_operation_extended)
#endif /* GL_AMD_stencil_operation_extended */
/* ------------------------ GL_AMD_texture_texture4 ------------------------ */
#ifndef GL_AMD_texture_texture4
#define GL_AMD_texture_texture4 1
#define GLEW_AMD_texture_texture4 GLEW_GET_VAR(__GLEW_AMD_texture_texture4)
#endif /* GL_AMD_texture_texture4 */
/* --------------- GL_AMD_transform_feedback3_lines_triangles -------------- */
#ifndef GL_AMD_transform_feedback3_lines_triangles
#define GL_AMD_transform_feedback3_lines_triangles 1
#define GLEW_AMD_transform_feedback3_lines_triangles GLEW_GET_VAR(__GLEW_AMD_transform_feedback3_lines_triangles)
#endif /* GL_AMD_transform_feedback3_lines_triangles */
/* ----------------------- GL_AMD_transform_feedback4 ---------------------- */
#ifndef GL_AMD_transform_feedback4
#define GL_AMD_transform_feedback4 1
#define GL_STREAM_RASTERIZATION_AMD 0x91A0
#define GLEW_AMD_transform_feedback4 GLEW_GET_VAR(__GLEW_AMD_transform_feedback4)
#endif /* GL_AMD_transform_feedback4 */
/* ----------------------- GL_AMD_vertex_shader_layer ---------------------- */
#ifndef GL_AMD_vertex_shader_layer
#define GL_AMD_vertex_shader_layer 1
#define GLEW_AMD_vertex_shader_layer GLEW_GET_VAR(__GLEW_AMD_vertex_shader_layer)
#endif /* GL_AMD_vertex_shader_layer */
/* -------------------- GL_AMD_vertex_shader_tessellator ------------------- */
#ifndef GL_AMD_vertex_shader_tessellator
#define GL_AMD_vertex_shader_tessellator 1
#define GL_SAMPLER_BUFFER_AMD 0x9001
#define GL_INT_SAMPLER_BUFFER_AMD 0x9002
#define GL_UNSIGNED_INT_SAMPLER_BUFFER_AMD 0x9003
#define GL_TESSELLATION_MODE_AMD 0x9004
#define GL_TESSELLATION_FACTOR_AMD 0x9005
#define GL_DISCRETE_AMD 0x9006
#define GL_CONTINUOUS_AMD 0x9007
typedef void (GLAPIENTRY * PFNGLTESSELLATIONFACTORAMDPROC) (GLfloat factor);
typedef void (GLAPIENTRY * PFNGLTESSELLATIONMODEAMDPROC) (GLenum mode);
#define glTessellationFactorAMD GLEW_GET_FUN(__glewTessellationFactorAMD)
#define glTessellationModeAMD GLEW_GET_FUN(__glewTessellationModeAMD)
#define GLEW_AMD_vertex_shader_tessellator GLEW_GET_VAR(__GLEW_AMD_vertex_shader_tessellator)
#endif /* GL_AMD_vertex_shader_tessellator */
/* ------------------ GL_AMD_vertex_shader_viewport_index ------------------ */
#ifndef GL_AMD_vertex_shader_viewport_index
#define GL_AMD_vertex_shader_viewport_index 1
#define GLEW_AMD_vertex_shader_viewport_index GLEW_GET_VAR(__GLEW_AMD_vertex_shader_viewport_index)
#endif /* GL_AMD_vertex_shader_viewport_index */
/* ------------------------- GL_ANGLE_depth_texture ------------------------ */
#ifndef GL_ANGLE_depth_texture
#define GL_ANGLE_depth_texture 1
#define GLEW_ANGLE_depth_texture GLEW_GET_VAR(__GLEW_ANGLE_depth_texture)
#endif /* GL_ANGLE_depth_texture */
/* ----------------------- GL_ANGLE_framebuffer_blit ----------------------- */
#ifndef GL_ANGLE_framebuffer_blit
#define GL_ANGLE_framebuffer_blit 1
#define GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 0x8CA6
#define GL_READ_FRAMEBUFFER_ANGLE 0x8CA8
#define GL_DRAW_FRAMEBUFFER_ANGLE 0x8CA9
#define GL_READ_FRAMEBUFFER_BINDING_ANGLE 0x8CAA
typedef void (GLAPIENTRY * PFNGLBLITFRAMEBUFFERANGLEPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
#define glBlitFramebufferANGLE GLEW_GET_FUN(__glewBlitFramebufferANGLE)
#define GLEW_ANGLE_framebuffer_blit GLEW_GET_VAR(__GLEW_ANGLE_framebuffer_blit)
#endif /* GL_ANGLE_framebuffer_blit */
/* -------------------- GL_ANGLE_framebuffer_multisample ------------------- */
#ifndef GL_ANGLE_framebuffer_multisample
#define GL_ANGLE_framebuffer_multisample 1
#define GL_RENDERBUFFER_SAMPLES_ANGLE 0x8CAB
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE 0x8D56
#define GL_MAX_SAMPLES_ANGLE 0x8D57
typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLEANGLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
#define glRenderbufferStorageMultisampleANGLE GLEW_GET_FUN(__glewRenderbufferStorageMultisampleANGLE)
#define GLEW_ANGLE_framebuffer_multisample GLEW_GET_VAR(__GLEW_ANGLE_framebuffer_multisample)
#endif /* GL_ANGLE_framebuffer_multisample */
/* ----------------------- GL_ANGLE_instanced_arrays ----------------------- */
#ifndef GL_ANGLE_instanced_arrays
#define GL_ANGLE_instanced_arrays 1
#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE 0x88FE
typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDANGLEPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount);
typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDANGLEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBDIVISORANGLEPROC) (GLuint index, GLuint divisor);
#define glDrawArraysInstancedANGLE GLEW_GET_FUN(__glewDrawArraysInstancedANGLE)
#define glDrawElementsInstancedANGLE GLEW_GET_FUN(__glewDrawElementsInstancedANGLE)
#define glVertexAttribDivisorANGLE GLEW_GET_FUN(__glewVertexAttribDivisorANGLE)
#define GLEW_ANGLE_instanced_arrays GLEW_GET_VAR(__GLEW_ANGLE_instanced_arrays)
#endif /* GL_ANGLE_instanced_arrays */
/* -------------------- GL_ANGLE_pack_reverse_row_order -------------------- */
#ifndef GL_ANGLE_pack_reverse_row_order
#define GL_ANGLE_pack_reverse_row_order 1
#define GL_PACK_REVERSE_ROW_ORDER_ANGLE 0x93A4
#define GLEW_ANGLE_pack_reverse_row_order GLEW_GET_VAR(__GLEW_ANGLE_pack_reverse_row_order)
#endif /* GL_ANGLE_pack_reverse_row_order */
/* ------------------------ GL_ANGLE_program_binary ------------------------ */
#ifndef GL_ANGLE_program_binary
#define GL_ANGLE_program_binary 1
#define GL_PROGRAM_BINARY_ANGLE 0x93A6
#define GLEW_ANGLE_program_binary GLEW_GET_VAR(__GLEW_ANGLE_program_binary)
#endif /* GL_ANGLE_program_binary */
/* ------------------- GL_ANGLE_texture_compression_dxt1 ------------------- */
#ifndef GL_ANGLE_texture_compression_dxt1
#define GL_ANGLE_texture_compression_dxt1 1
#define GL_COMPRESSED_RGB_S3TC_DXT1_ANGLE 0x83F0
#define GL_COMPRESSED_RGBA_S3TC_DXT1_ANGLE 0x83F1
#define GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE 0x83F2
#define GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE 0x83F3
#define GLEW_ANGLE_texture_compression_dxt1 GLEW_GET_VAR(__GLEW_ANGLE_texture_compression_dxt1)
#endif /* GL_ANGLE_texture_compression_dxt1 */
/* ------------------- GL_ANGLE_texture_compression_dxt3 ------------------- */
#ifndef GL_ANGLE_texture_compression_dxt3
#define GL_ANGLE_texture_compression_dxt3 1
#define GL_COMPRESSED_RGB_S3TC_DXT1_ANGLE 0x83F0
#define GL_COMPRESSED_RGBA_S3TC_DXT1_ANGLE 0x83F1
#define GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE 0x83F2
#define GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE 0x83F3
#define GLEW_ANGLE_texture_compression_dxt3 GLEW_GET_VAR(__GLEW_ANGLE_texture_compression_dxt3)
#endif /* GL_ANGLE_texture_compression_dxt3 */
/* ------------------- GL_ANGLE_texture_compression_dxt5 ------------------- */
#ifndef GL_ANGLE_texture_compression_dxt5
#define GL_ANGLE_texture_compression_dxt5 1
#define GL_COMPRESSED_RGB_S3TC_DXT1_ANGLE 0x83F0
#define GL_COMPRESSED_RGBA_S3TC_DXT1_ANGLE 0x83F1
#define GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE 0x83F2
#define GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE 0x83F3
#define GLEW_ANGLE_texture_compression_dxt5 GLEW_GET_VAR(__GLEW_ANGLE_texture_compression_dxt5)
#endif /* GL_ANGLE_texture_compression_dxt5 */
/* ------------------------- GL_ANGLE_texture_usage ------------------------ */
#ifndef GL_ANGLE_texture_usage
#define GL_ANGLE_texture_usage 1
#define GL_TEXTURE_USAGE_ANGLE 0x93A2
#define GL_FRAMEBUFFER_ATTACHMENT_ANGLE 0x93A3
#define GLEW_ANGLE_texture_usage GLEW_GET_VAR(__GLEW_ANGLE_texture_usage)
#endif /* GL_ANGLE_texture_usage */
/* -------------------------- GL_ANGLE_timer_query ------------------------- */
#ifndef GL_ANGLE_timer_query
#define GL_ANGLE_timer_query 1
#define GL_QUERY_COUNTER_BITS_ANGLE 0x8864
#define GL_CURRENT_QUERY_ANGLE 0x8865
#define GL_QUERY_RESULT_ANGLE 0x8866
#define GL_QUERY_RESULT_AVAILABLE_ANGLE 0x8867
#define GL_TIME_ELAPSED_ANGLE 0x88BF
#define GL_TIMESTAMP_ANGLE 0x8E28
typedef void (GLAPIENTRY * PFNGLBEGINQUERYANGLEPROC) (GLenum target, GLuint id);
typedef void (GLAPIENTRY * PFNGLDELETEQUERIESANGLEPROC) (GLsizei n, const GLuint* ids);
typedef void (GLAPIENTRY * PFNGLENDQUERYANGLEPROC) (GLenum target);
typedef void (GLAPIENTRY * PFNGLGENQUERIESANGLEPROC) (GLsizei n, GLuint* ids);
typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTI64VANGLEPROC) (GLuint id, GLenum pname, GLint64* params);
typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTIVANGLEPROC) (GLuint id, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUI64VANGLEPROC) (GLuint id, GLenum pname, GLuint64* params);
typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUIVANGLEPROC) (GLuint id, GLenum pname, GLuint* params);
typedef void (GLAPIENTRY * PFNGLGETQUERYIVANGLEPROC) (GLenum target, GLenum pname, GLint* params);
typedef GLboolean (GLAPIENTRY * PFNGLISQUERYANGLEPROC) (GLuint id);
typedef void (GLAPIENTRY * PFNGLQUERYCOUNTERANGLEPROC) (GLuint id, GLenum target);
#define glBeginQueryANGLE GLEW_GET_FUN(__glewBeginQueryANGLE)
#define glDeleteQueriesANGLE GLEW_GET_FUN(__glewDeleteQueriesANGLE)
#define glEndQueryANGLE GLEW_GET_FUN(__glewEndQueryANGLE)
#define glGenQueriesANGLE GLEW_GET_FUN(__glewGenQueriesANGLE)
#define glGetQueryObjecti64vANGLE GLEW_GET_FUN(__glewGetQueryObjecti64vANGLE)
#define glGetQueryObjectivANGLE GLEW_GET_FUN(__glewGetQueryObjectivANGLE)
#define glGetQueryObjectui64vANGLE GLEW_GET_FUN(__glewGetQueryObjectui64vANGLE)
#define glGetQueryObjectuivANGLE GLEW_GET_FUN(__glewGetQueryObjectuivANGLE)
#define glGetQueryivANGLE GLEW_GET_FUN(__glewGetQueryivANGLE)
#define glIsQueryANGLE GLEW_GET_FUN(__glewIsQueryANGLE)
#define glQueryCounterANGLE GLEW_GET_FUN(__glewQueryCounterANGLE)
#define GLEW_ANGLE_timer_query GLEW_GET_VAR(__GLEW_ANGLE_timer_query)
#endif /* GL_ANGLE_timer_query */
/* ------------------- GL_ANGLE_translated_shader_source ------------------- */
#ifndef GL_ANGLE_translated_shader_source
#define GL_ANGLE_translated_shader_source 1
#define GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE 0x93A0
typedef void (GLAPIENTRY * PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC) (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
#define glGetTranslatedShaderSourceANGLE GLEW_GET_FUN(__glewGetTranslatedShaderSourceANGLE)
#define GLEW_ANGLE_translated_shader_source GLEW_GET_VAR(__GLEW_ANGLE_translated_shader_source)
#endif /* GL_ANGLE_translated_shader_source */
/* ----------------------- GL_APPLE_aux_depth_stencil ---------------------- */
#ifndef GL_APPLE_aux_depth_stencil
#define GL_APPLE_aux_depth_stencil 1
#define GL_AUX_DEPTH_STENCIL_APPLE 0x8A14
#define GLEW_APPLE_aux_depth_stencil GLEW_GET_VAR(__GLEW_APPLE_aux_depth_stencil)
#endif /* GL_APPLE_aux_depth_stencil */
/* ------------------------ GL_APPLE_client_storage ------------------------ */
#ifndef GL_APPLE_client_storage
#define GL_APPLE_client_storage 1
#define GL_UNPACK_CLIENT_STORAGE_APPLE 0x85B2
#define GLEW_APPLE_client_storage GLEW_GET_VAR(__GLEW_APPLE_client_storage)
#endif /* GL_APPLE_client_storage */
/* ------------------------- GL_APPLE_element_array ------------------------ */
#ifndef GL_APPLE_element_array
#define GL_APPLE_element_array 1
#define GL_ELEMENT_ARRAY_APPLE 0x8A0C
#define GL_ELEMENT_ARRAY_TYPE_APPLE 0x8A0D
#define GL_ELEMENT_ARRAY_POINTER_APPLE 0x8A0E
typedef void (GLAPIENTRY * PFNGLDRAWELEMENTARRAYAPPLEPROC) (GLenum mode, GLint first, GLsizei count);
typedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC) (GLenum mode, GLuint start, GLuint end, GLint first, GLsizei count);
typedef void (GLAPIENTRY * PFNGLELEMENTPOINTERAPPLEPROC) (GLenum type, const void *pointer);
typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC) (GLenum mode, const GLint* first, const GLsizei *count, GLsizei primcount);
typedef void (GLAPIENTRY * PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC) (GLenum mode, GLuint start, GLuint end, const GLint* first, const GLsizei *count, GLsizei primcount);
#define glDrawElementArrayAPPLE GLEW_GET_FUN(__glewDrawElementArrayAPPLE)
#define glDrawRangeElementArrayAPPLE GLEW_GET_FUN(__glewDrawRangeElementArrayAPPLE)
#define glElementPointerAPPLE GLEW_GET_FUN(__glewElementPointerAPPLE)
#define glMultiDrawElementArrayAPPLE GLEW_GET_FUN(__glewMultiDrawElementArrayAPPLE)
#define glMultiDrawRangeElementArrayAPPLE GLEW_GET_FUN(__glewMultiDrawRangeElementArrayAPPLE)
#define GLEW_APPLE_element_array GLEW_GET_VAR(__GLEW_APPLE_element_array)
#endif /* GL_APPLE_element_array */
/* ----------------------------- GL_APPLE_fence ---------------------------- */
#ifndef GL_APPLE_fence
#define GL_APPLE_fence 1
#define GL_DRAW_PIXELS_APPLE 0x8A0A
#define GL_FENCE_APPLE 0x8A0B
typedef void (GLAPIENTRY * PFNGLDELETEFENCESAPPLEPROC) (GLsizei n, const GLuint* fences);
typedef void (GLAPIENTRY * PFNGLFINISHFENCEAPPLEPROC) (GLuint fence);
typedef void (GLAPIENTRY * PFNGLFINISHOBJECTAPPLEPROC) (GLenum object, GLint name);
typedef void (GLAPIENTRY * PFNGLGENFENCESAPPLEPROC) (GLsizei n, GLuint* fences);
typedef GLboolean (GLAPIENTRY * PFNGLISFENCEAPPLEPROC) (GLuint fence);
typedef void (GLAPIENTRY * PFNGLSETFENCEAPPLEPROC) (GLuint fence);
typedef GLboolean (GLAPIENTRY * PFNGLTESTFENCEAPPLEPROC) (GLuint fence);
typedef GLboolean (GLAPIENTRY * PFNGLTESTOBJECTAPPLEPROC) (GLenum object, GLuint name);
#define glDeleteFencesAPPLE GLEW_GET_FUN(__glewDeleteFencesAPPLE)
#define glFinishFenceAPPLE GLEW_GET_FUN(__glewFinishFenceAPPLE)
#define glFinishObjectAPPLE GLEW_GET_FUN(__glewFinishObjectAPPLE)
#define glGenFencesAPPLE GLEW_GET_FUN(__glewGenFencesAPPLE)
#define glIsFenceAPPLE GLEW_GET_FUN(__glewIsFenceAPPLE)
#define glSetFenceAPPLE GLEW_GET_FUN(__glewSetFenceAPPLE)
#define glTestFenceAPPLE GLEW_GET_FUN(__glewTestFenceAPPLE)
#define glTestObjectAPPLE GLEW_GET_FUN(__glewTestObjectAPPLE)
#define GLEW_APPLE_fence GLEW_GET_VAR(__GLEW_APPLE_fence)
#endif /* GL_APPLE_fence */
/* ------------------------- GL_APPLE_float_pixels ------------------------- */
#ifndef GL_APPLE_float_pixels
#define GL_APPLE_float_pixels 1
#define GL_HALF_APPLE 0x140B
#define GL_RGBA_FLOAT32_APPLE 0x8814
#define GL_RGB_FLOAT32_APPLE 0x8815
#define GL_ALPHA_FLOAT32_APPLE 0x8816
#define GL_INTENSITY_FLOAT32_APPLE 0x8817
#define GL_LUMINANCE_FLOAT32_APPLE 0x8818
#define GL_LUMINANCE_ALPHA_FLOAT32_APPLE 0x8819
#define GL_RGBA_FLOAT16_APPLE 0x881A
#define GL_RGB_FLOAT16_APPLE 0x881B
#define GL_ALPHA_FLOAT16_APPLE 0x881C
#define GL_INTENSITY_FLOAT16_APPLE 0x881D
#define GL_LUMINANCE_FLOAT16_APPLE 0x881E
#define GL_LUMINANCE_ALPHA_FLOAT16_APPLE 0x881F
#define GL_COLOR_FLOAT_APPLE 0x8A0F
#define GLEW_APPLE_float_pixels GLEW_GET_VAR(__GLEW_APPLE_float_pixels)
#endif /* GL_APPLE_float_pixels */
/* ---------------------- GL_APPLE_flush_buffer_range ---------------------- */
#ifndef GL_APPLE_flush_buffer_range
#define GL_APPLE_flush_buffer_range 1
#define GL_BUFFER_SERIALIZED_MODIFY_APPLE 0x8A12
#define GL_BUFFER_FLUSHING_UNMAP_APPLE 0x8A13
typedef void (GLAPIENTRY * PFNGLBUFFERPARAMETERIAPPLEPROC) (GLenum target, GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC) (GLenum target, GLintptr offset, GLsizeiptr size);
#define glBufferParameteriAPPLE GLEW_GET_FUN(__glewBufferParameteriAPPLE)
#define glFlushMappedBufferRangeAPPLE GLEW_GET_FUN(__glewFlushMappedBufferRangeAPPLE)
#define GLEW_APPLE_flush_buffer_range GLEW_GET_VAR(__GLEW_APPLE_flush_buffer_range)
#endif /* GL_APPLE_flush_buffer_range */
/* ----------------------- GL_APPLE_object_purgeable ----------------------- */
#ifndef GL_APPLE_object_purgeable
#define GL_APPLE_object_purgeable 1
#define GL_BUFFER_OBJECT_APPLE 0x85B3
#define GL_RELEASED_APPLE 0x8A19
#define GL_VOLATILE_APPLE 0x8A1A
#define GL_RETAINED_APPLE 0x8A1B
#define GL_UNDEFINED_APPLE 0x8A1C
#define GL_PURGEABLE_APPLE 0x8A1D
typedef void (GLAPIENTRY * PFNGLGETOBJECTPARAMETERIVAPPLEPROC) (GLenum objectType, GLuint name, GLenum pname, GLint* params);
typedef GLenum (GLAPIENTRY * PFNGLOBJECTPURGEABLEAPPLEPROC) (GLenum objectType, GLuint name, GLenum option);
typedef GLenum (GLAPIENTRY * PFNGLOBJECTUNPURGEABLEAPPLEPROC) (GLenum objectType, GLuint name, GLenum option);
#define glGetObjectParameterivAPPLE GLEW_GET_FUN(__glewGetObjectParameterivAPPLE)
#define glObjectPurgeableAPPLE GLEW_GET_FUN(__glewObjectPurgeableAPPLE)
#define glObjectUnpurgeableAPPLE GLEW_GET_FUN(__glewObjectUnpurgeableAPPLE)
#define GLEW_APPLE_object_purgeable GLEW_GET_VAR(__GLEW_APPLE_object_purgeable)
#endif /* GL_APPLE_object_purgeable */
/* ------------------------- GL_APPLE_pixel_buffer ------------------------- */
#ifndef GL_APPLE_pixel_buffer
#define GL_APPLE_pixel_buffer 1
#define GL_MIN_PBUFFER_VIEWPORT_DIMS_APPLE 0x8A10
#define GLEW_APPLE_pixel_buffer GLEW_GET_VAR(__GLEW_APPLE_pixel_buffer)
#endif /* GL_APPLE_pixel_buffer */
/* ---------------------------- GL_APPLE_rgb_422 --------------------------- */
#ifndef GL_APPLE_rgb_422
#define GL_APPLE_rgb_422 1
#define GL_UNSIGNED_SHORT_8_8_APPLE 0x85BA
#define GL_UNSIGNED_SHORT_8_8_REV_APPLE 0x85BB
#define GL_RGB_422_APPLE 0x8A1F
#define GL_RGB_RAW_422_APPLE 0x8A51
#define GLEW_APPLE_rgb_422 GLEW_GET_VAR(__GLEW_APPLE_rgb_422)
#endif /* GL_APPLE_rgb_422 */
/* --------------------------- GL_APPLE_row_bytes -------------------------- */
#ifndef GL_APPLE_row_bytes
#define GL_APPLE_row_bytes 1
#define GL_PACK_ROW_BYTES_APPLE 0x8A15
#define GL_UNPACK_ROW_BYTES_APPLE 0x8A16
#define GLEW_APPLE_row_bytes GLEW_GET_VAR(__GLEW_APPLE_row_bytes)
#endif /* GL_APPLE_row_bytes */
/* ------------------------ GL_APPLE_specular_vector ----------------------- */
#ifndef GL_APPLE_specular_vector
#define GL_APPLE_specular_vector 1
#define GL_LIGHT_MODEL_SPECULAR_VECTOR_APPLE 0x85B0
#define GLEW_APPLE_specular_vector GLEW_GET_VAR(__GLEW_APPLE_specular_vector)
#endif /* GL_APPLE_specular_vector */
/* ------------------------- GL_APPLE_texture_range ------------------------ */
#ifndef GL_APPLE_texture_range
#define GL_APPLE_texture_range 1
#define GL_TEXTURE_RANGE_LENGTH_APPLE 0x85B7
#define GL_TEXTURE_RANGE_POINTER_APPLE 0x85B8
#define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC
#define GL_STORAGE_PRIVATE_APPLE 0x85BD
#define GL_STORAGE_CACHED_APPLE 0x85BE
#define GL_STORAGE_SHARED_APPLE 0x85BF
typedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERPOINTERVAPPLEPROC) (GLenum target, GLenum pname, void **params);
typedef void (GLAPIENTRY * PFNGLTEXTURERANGEAPPLEPROC) (GLenum target, GLsizei length, void *pointer);
#define glGetTexParameterPointervAPPLE GLEW_GET_FUN(__glewGetTexParameterPointervAPPLE)
#define glTextureRangeAPPLE GLEW_GET_FUN(__glewTextureRangeAPPLE)
#define GLEW_APPLE_texture_range GLEW_GET_VAR(__GLEW_APPLE_texture_range)
#endif /* GL_APPLE_texture_range */
/* ------------------------ GL_APPLE_transform_hint ------------------------ */
#ifndef GL_APPLE_transform_hint
#define GL_APPLE_transform_hint 1
#define GL_TRANSFORM_HINT_APPLE 0x85B1
#define GLEW_APPLE_transform_hint GLEW_GET_VAR(__GLEW_APPLE_transform_hint)
#endif /* GL_APPLE_transform_hint */
/* ---------------------- GL_APPLE_vertex_array_object --------------------- */
#ifndef GL_APPLE_vertex_array_object
#define GL_APPLE_vertex_array_object 1
#define GL_VERTEX_ARRAY_BINDING_APPLE 0x85B5
typedef void (GLAPIENTRY * PFNGLBINDVERTEXARRAYAPPLEPROC) (GLuint array);
typedef void (GLAPIENTRY * PFNGLDELETEVERTEXARRAYSAPPLEPROC) (GLsizei n, const GLuint* arrays);
typedef void (GLAPIENTRY * PFNGLGENVERTEXARRAYSAPPLEPROC) (GLsizei n, const GLuint* arrays);
typedef GLboolean (GLAPIENTRY * PFNGLISVERTEXARRAYAPPLEPROC) (GLuint array);
#define glBindVertexArrayAPPLE GLEW_GET_FUN(__glewBindVertexArrayAPPLE)
#define glDeleteVertexArraysAPPLE GLEW_GET_FUN(__glewDeleteVertexArraysAPPLE)
#define glGenVertexArraysAPPLE GLEW_GET_FUN(__glewGenVertexArraysAPPLE)
#define glIsVertexArrayAPPLE GLEW_GET_FUN(__glewIsVertexArrayAPPLE)
#define GLEW_APPLE_vertex_array_object GLEW_GET_VAR(__GLEW_APPLE_vertex_array_object)
#endif /* GL_APPLE_vertex_array_object */
/* ---------------------- GL_APPLE_vertex_array_range ---------------------- */
#ifndef GL_APPLE_vertex_array_range
#define GL_APPLE_vertex_array_range 1
#define GL_VERTEX_ARRAY_RANGE_APPLE 0x851D
#define GL_VERTEX_ARRAY_RANGE_LENGTH_APPLE 0x851E
#define GL_VERTEX_ARRAY_STORAGE_HINT_APPLE 0x851F
#define GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_APPLE 0x8520
#define GL_VERTEX_ARRAY_RANGE_POINTER_APPLE 0x8521
#define GL_STORAGE_CLIENT_APPLE 0x85B4
#define GL_STORAGE_CACHED_APPLE 0x85BE
#define GL_STORAGE_SHARED_APPLE 0x85BF
typedef void (GLAPIENTRY * PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC) (GLsizei length, void *pointer);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYPARAMETERIAPPLEPROC) (GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYRANGEAPPLEPROC) (GLsizei length, void *pointer);
#define glFlushVertexArrayRangeAPPLE GLEW_GET_FUN(__glewFlushVertexArrayRangeAPPLE)
#define glVertexArrayParameteriAPPLE GLEW_GET_FUN(__glewVertexArrayParameteriAPPLE)
#define glVertexArrayRangeAPPLE GLEW_GET_FUN(__glewVertexArrayRangeAPPLE)
#define GLEW_APPLE_vertex_array_range GLEW_GET_VAR(__GLEW_APPLE_vertex_array_range)
#endif /* GL_APPLE_vertex_array_range */
/* ------------------- GL_APPLE_vertex_program_evaluators ------------------ */
#ifndef GL_APPLE_vertex_program_evaluators
#define GL_APPLE_vertex_program_evaluators 1
#define GL_VERTEX_ATTRIB_MAP1_APPLE 0x8A00
#define GL_VERTEX_ATTRIB_MAP2_APPLE 0x8A01
#define GL_VERTEX_ATTRIB_MAP1_SIZE_APPLE 0x8A02
#define GL_VERTEX_ATTRIB_MAP1_COEFF_APPLE 0x8A03
#define GL_VERTEX_ATTRIB_MAP1_ORDER_APPLE 0x8A04
#define GL_VERTEX_ATTRIB_MAP1_DOMAIN_APPLE 0x8A05
#define GL_VERTEX_ATTRIB_MAP2_SIZE_APPLE 0x8A06
#define GL_VERTEX_ATTRIB_MAP2_COEFF_APPLE 0x8A07
#define GL_VERTEX_ATTRIB_MAP2_ORDER_APPLE 0x8A08
#define GL_VERTEX_ATTRIB_MAP2_DOMAIN_APPLE 0x8A09
typedef void (GLAPIENTRY * PFNGLDISABLEVERTEXATTRIBAPPLEPROC) (GLuint index, GLenum pname);
typedef void (GLAPIENTRY * PFNGLENABLEVERTEXATTRIBAPPLEPROC) (GLuint index, GLenum pname);
typedef GLboolean (GLAPIENTRY * PFNGLISVERTEXATTRIBENABLEDAPPLEPROC) (GLuint index, GLenum pname);
typedef void (GLAPIENTRY * PFNGLMAPVERTEXATTRIB1DAPPLEPROC) (GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble* points);
typedef void (GLAPIENTRY * PFNGLMAPVERTEXATTRIB1FAPPLEPROC) (GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat* points);
typedef void (GLAPIENTRY * PFNGLMAPVERTEXATTRIB2DAPPLEPROC) (GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble* points);
typedef void (GLAPIENTRY * PFNGLMAPVERTEXATTRIB2FAPPLEPROC) (GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat* points);
#define glDisableVertexAttribAPPLE GLEW_GET_FUN(__glewDisableVertexAttribAPPLE)
#define glEnableVertexAttribAPPLE GLEW_GET_FUN(__glewEnableVertexAttribAPPLE)
#define glIsVertexAttribEnabledAPPLE GLEW_GET_FUN(__glewIsVertexAttribEnabledAPPLE)
#define glMapVertexAttrib1dAPPLE GLEW_GET_FUN(__glewMapVertexAttrib1dAPPLE)
#define glMapVertexAttrib1fAPPLE GLEW_GET_FUN(__glewMapVertexAttrib1fAPPLE)
#define glMapVertexAttrib2dAPPLE GLEW_GET_FUN(__glewMapVertexAttrib2dAPPLE)
#define glMapVertexAttrib2fAPPLE GLEW_GET_FUN(__glewMapVertexAttrib2fAPPLE)
#define GLEW_APPLE_vertex_program_evaluators GLEW_GET_VAR(__GLEW_APPLE_vertex_program_evaluators)
#endif /* GL_APPLE_vertex_program_evaluators */
/* --------------------------- GL_APPLE_ycbcr_422 -------------------------- */
#ifndef GL_APPLE_ycbcr_422
#define GL_APPLE_ycbcr_422 1
#define GL_YCBCR_422_APPLE 0x85B9
#define GLEW_APPLE_ycbcr_422 GLEW_GET_VAR(__GLEW_APPLE_ycbcr_422)
#endif /* GL_APPLE_ycbcr_422 */
/* ------------------------ GL_ARB_ES2_compatibility ----------------------- */
#ifndef GL_ARB_ES2_compatibility
#define GL_ARB_ES2_compatibility 1
#define GL_FIXED 0x140C
#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
#define GL_RGB565 0x8D62
#define GL_LOW_FLOAT 0x8DF0
#define GL_MEDIUM_FLOAT 0x8DF1
#define GL_HIGH_FLOAT 0x8DF2
#define GL_LOW_INT 0x8DF3
#define GL_MEDIUM_INT 0x8DF4
#define GL_HIGH_INT 0x8DF5
#define GL_SHADER_BINARY_FORMATS 0x8DF8
#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
#define GL_SHADER_COMPILER 0x8DFA
#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
#define GL_MAX_VARYING_VECTORS 0x8DFC
#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
typedef int GLfixed;
typedef void (GLAPIENTRY * PFNGLCLEARDEPTHFPROC) (GLclampf d);
typedef void (GLAPIENTRY * PFNGLDEPTHRANGEFPROC) (GLclampf n, GLclampf f);
typedef void (GLAPIENTRY * PFNGLGETSHADERPRECISIONFORMATPROC) (GLenum shadertype, GLenum precisiontype, GLint* range, GLint *precision);
typedef void (GLAPIENTRY * PFNGLRELEASESHADERCOMPILERPROC) (void);
typedef void (GLAPIENTRY * PFNGLSHADERBINARYPROC) (GLsizei count, const GLuint* shaders, GLenum binaryformat, const void*binary, GLsizei length);
#define glClearDepthf GLEW_GET_FUN(__glewClearDepthf)
#define glDepthRangef GLEW_GET_FUN(__glewDepthRangef)
#define glGetShaderPrecisionFormat GLEW_GET_FUN(__glewGetShaderPrecisionFormat)
#define glReleaseShaderCompiler GLEW_GET_FUN(__glewReleaseShaderCompiler)
#define glShaderBinary GLEW_GET_FUN(__glewShaderBinary)
#define GLEW_ARB_ES2_compatibility GLEW_GET_VAR(__GLEW_ARB_ES2_compatibility)
#endif /* GL_ARB_ES2_compatibility */
/* ----------------------- GL_ARB_ES3_1_compatibility ---------------------- */
#ifndef GL_ARB_ES3_1_compatibility
#define GL_ARB_ES3_1_compatibility 1
typedef void (GLAPIENTRY * PFNGLMEMORYBARRIERBYREGIONPROC) (GLbitfield barriers);
#define glMemoryBarrierByRegion GLEW_GET_FUN(__glewMemoryBarrierByRegion)
#define GLEW_ARB_ES3_1_compatibility GLEW_GET_VAR(__GLEW_ARB_ES3_1_compatibility)
#endif /* GL_ARB_ES3_1_compatibility */
/* ----------------------- GL_ARB_ES3_2_compatibility ---------------------- */
#ifndef GL_ARB_ES3_2_compatibility
#define GL_ARB_ES3_2_compatibility 1
#define GL_PRIMITIVE_BOUNDING_BOX_ARB 0x92BE
#define GL_MULTISAMPLE_LINE_WIDTH_RANGE_ARB 0x9381
#define GL_MULTISAMPLE_LINE_WIDTH_GRANULARITY_ARB 0x9382
typedef void (GLAPIENTRY * PFNGLPRIMITIVEBOUNDINGBOXARBPROC) (GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW);
#define glPrimitiveBoundingBoxARB GLEW_GET_FUN(__glewPrimitiveBoundingBoxARB)
#define GLEW_ARB_ES3_2_compatibility GLEW_GET_VAR(__GLEW_ARB_ES3_2_compatibility)
#endif /* GL_ARB_ES3_2_compatibility */
/* ------------------------ GL_ARB_ES3_compatibility ----------------------- */
#ifndef GL_ARB_ES3_compatibility
#define GL_ARB_ES3_compatibility 1
#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF
#define GL_PRIMITIVE_RESTART_FIXED_INDEX 0x8D69
#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE 0x8D6A
#define GL_MAX_ELEMENT_INDEX 0x8D6B
#define GL_COMPRESSED_R11_EAC 0x9270
#define GL_COMPRESSED_SIGNED_R11_EAC 0x9271
#define GL_COMPRESSED_RG11_EAC 0x9272
#define GL_COMPRESSED_SIGNED_RG11_EAC 0x9273
#define GL_COMPRESSED_RGB8_ETC2 0x9274
#define GL_COMPRESSED_SRGB8_ETC2 0x9275
#define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276
#define GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277
#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
#define GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279
#define GLEW_ARB_ES3_compatibility GLEW_GET_VAR(__GLEW_ARB_ES3_compatibility)
#endif /* GL_ARB_ES3_compatibility */
/* ------------------------ GL_ARB_arrays_of_arrays ------------------------ */
#ifndef GL_ARB_arrays_of_arrays
#define GL_ARB_arrays_of_arrays 1
#define GLEW_ARB_arrays_of_arrays GLEW_GET_VAR(__GLEW_ARB_arrays_of_arrays)
#endif /* GL_ARB_arrays_of_arrays */
/* -------------------------- GL_ARB_base_instance ------------------------- */
#ifndef GL_ARB_base_instance
#define GL_ARB_base_instance 1
typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount, GLuint baseinstance);
typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount, GLuint baseinstance);
typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount, GLint basevertex, GLuint baseinstance);
#define glDrawArraysInstancedBaseInstance GLEW_GET_FUN(__glewDrawArraysInstancedBaseInstance)
#define glDrawElementsInstancedBaseInstance GLEW_GET_FUN(__glewDrawElementsInstancedBaseInstance)
#define glDrawElementsInstancedBaseVertexBaseInstance GLEW_GET_FUN(__glewDrawElementsInstancedBaseVertexBaseInstance)
#define GLEW_ARB_base_instance GLEW_GET_VAR(__GLEW_ARB_base_instance)
#endif /* GL_ARB_base_instance */
/* ------------------------ GL_ARB_bindless_texture ------------------------ */
#ifndef GL_ARB_bindless_texture
#define GL_ARB_bindless_texture 1
#define GL_UNSIGNED_INT64_ARB 0x140F
typedef GLuint64 (GLAPIENTRY * PFNGLGETIMAGEHANDLEARBPROC) (GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format);
typedef GLuint64 (GLAPIENTRY * PFNGLGETTEXTUREHANDLEARBPROC) (GLuint texture);
typedef GLuint64 (GLAPIENTRY * PFNGLGETTEXTURESAMPLERHANDLEARBPROC) (GLuint texture, GLuint sampler);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLUI64VARBPROC) (GLuint index, GLenum pname, GLuint64EXT* params);
typedef GLboolean (GLAPIENTRY * PFNGLISIMAGEHANDLERESIDENTARBPROC) (GLuint64 handle);
typedef GLboolean (GLAPIENTRY * PFNGLISTEXTUREHANDLERESIDENTARBPROC) (GLuint64 handle);
typedef void (GLAPIENTRY * PFNGLMAKEIMAGEHANDLENONRESIDENTARBPROC) (GLuint64 handle);
typedef void (GLAPIENTRY * PFNGLMAKEIMAGEHANDLERESIDENTARBPROC) (GLuint64 handle, GLenum access);
typedef void (GLAPIENTRY * PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC) (GLuint64 handle);
typedef void (GLAPIENTRY * PFNGLMAKETEXTUREHANDLERESIDENTARBPROC) (GLuint64 handle);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMHANDLEUI64ARBPROC) (GLuint program, GLint location, GLuint64 value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* values);
typedef void (GLAPIENTRY * PFNGLUNIFORMHANDLEUI64ARBPROC) (GLint location, GLuint64 value);
typedef void (GLAPIENTRY * PFNGLUNIFORMHANDLEUI64VARBPROC) (GLint location, GLsizei count, const GLuint64* value);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1UI64ARBPROC) (GLuint index, GLuint64EXT x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1UI64VARBPROC) (GLuint index, const GLuint64EXT* v);
#define glGetImageHandleARB GLEW_GET_FUN(__glewGetImageHandleARB)
#define glGetTextureHandleARB GLEW_GET_FUN(__glewGetTextureHandleARB)
#define glGetTextureSamplerHandleARB GLEW_GET_FUN(__glewGetTextureSamplerHandleARB)
#define glGetVertexAttribLui64vARB GLEW_GET_FUN(__glewGetVertexAttribLui64vARB)
#define glIsImageHandleResidentARB GLEW_GET_FUN(__glewIsImageHandleResidentARB)
#define glIsTextureHandleResidentARB GLEW_GET_FUN(__glewIsTextureHandleResidentARB)
#define glMakeImageHandleNonResidentARB GLEW_GET_FUN(__glewMakeImageHandleNonResidentARB)
#define glMakeImageHandleResidentARB GLEW_GET_FUN(__glewMakeImageHandleResidentARB)
#define glMakeTextureHandleNonResidentARB GLEW_GET_FUN(__glewMakeTextureHandleNonResidentARB)
#define glMakeTextureHandleResidentARB GLEW_GET_FUN(__glewMakeTextureHandleResidentARB)
#define glProgramUniformHandleui64ARB GLEW_GET_FUN(__glewProgramUniformHandleui64ARB)
#define glProgramUniformHandleui64vARB GLEW_GET_FUN(__glewProgramUniformHandleui64vARB)
#define glUniformHandleui64ARB GLEW_GET_FUN(__glewUniformHandleui64ARB)
#define glUniformHandleui64vARB GLEW_GET_FUN(__glewUniformHandleui64vARB)
#define glVertexAttribL1ui64ARB GLEW_GET_FUN(__glewVertexAttribL1ui64ARB)
#define glVertexAttribL1ui64vARB GLEW_GET_FUN(__glewVertexAttribL1ui64vARB)
#define GLEW_ARB_bindless_texture GLEW_GET_VAR(__GLEW_ARB_bindless_texture)
#endif /* GL_ARB_bindless_texture */
/* ----------------------- GL_ARB_blend_func_extended ---------------------- */
#ifndef GL_ARB_blend_func_extended
#define GL_ARB_blend_func_extended 1
#define GL_SRC1_COLOR 0x88F9
#define GL_ONE_MINUS_SRC1_COLOR 0x88FA
#define GL_ONE_MINUS_SRC1_ALPHA 0x88FB
#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS 0x88FC
typedef void (GLAPIENTRY * PFNGLBINDFRAGDATALOCATIONINDEXEDPROC) (GLuint program, GLuint colorNumber, GLuint index, const GLchar * name);
typedef GLint (GLAPIENTRY * PFNGLGETFRAGDATAINDEXPROC) (GLuint program, const GLchar * name);
#define glBindFragDataLocationIndexed GLEW_GET_FUN(__glewBindFragDataLocationIndexed)
#define glGetFragDataIndex GLEW_GET_FUN(__glewGetFragDataIndex)
#define GLEW_ARB_blend_func_extended GLEW_GET_VAR(__GLEW_ARB_blend_func_extended)
#endif /* GL_ARB_blend_func_extended */
/* ------------------------- GL_ARB_buffer_storage ------------------------- */
#ifndef GL_ARB_buffer_storage
#define GL_ARB_buffer_storage 1
#define GL_MAP_READ_BIT 0x0001
#define GL_MAP_WRITE_BIT 0x0002
#define GL_MAP_PERSISTENT_BIT 0x00000040
#define GL_MAP_COHERENT_BIT 0x00000080
#define GL_DYNAMIC_STORAGE_BIT 0x0100
#define GL_CLIENT_STORAGE_BIT 0x0200
#define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT 0x00004000
#define GL_BUFFER_IMMUTABLE_STORAGE 0x821F
#define GL_BUFFER_STORAGE_FLAGS 0x8220
typedef void (GLAPIENTRY * PFNGLBUFFERSTORAGEPROC) (GLenum target, GLsizeiptr size, const void *data, GLbitfield flags);
typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSTORAGEEXTPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags);
#define glBufferStorage GLEW_GET_FUN(__glewBufferStorage)
#define glNamedBufferStorageEXT GLEW_GET_FUN(__glewNamedBufferStorageEXT)
#define GLEW_ARB_buffer_storage GLEW_GET_VAR(__GLEW_ARB_buffer_storage)
#endif /* GL_ARB_buffer_storage */
/* ---------------------------- GL_ARB_cl_event ---------------------------- */
#ifndef GL_ARB_cl_event
#define GL_ARB_cl_event 1
#define GL_SYNC_CL_EVENT_ARB 0x8240
#define GL_SYNC_CL_EVENT_COMPLETE_ARB 0x8241
typedef struct _cl_context *cl_context;
typedef struct _cl_event *cl_event;
typedef GLsync (GLAPIENTRY * PFNGLCREATESYNCFROMCLEVENTARBPROC) (cl_context context, cl_event event, GLbitfield flags);
#define glCreateSyncFromCLeventARB GLEW_GET_FUN(__glewCreateSyncFromCLeventARB)
#define GLEW_ARB_cl_event GLEW_GET_VAR(__GLEW_ARB_cl_event)
#endif /* GL_ARB_cl_event */
/* ----------------------- GL_ARB_clear_buffer_object ---------------------- */
#ifndef GL_ARB_clear_buffer_object
#define GL_ARB_clear_buffer_object 1
typedef void (GLAPIENTRY * PFNGLCLEARBUFFERDATAPROC) (GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data);
typedef void (GLAPIENTRY * PFNGLCLEARBUFFERSUBDATAPROC) (GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data);
typedef void (GLAPIENTRY * PFNGLCLEARNAMEDBUFFERDATAEXTPROC) (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data);
typedef void (GLAPIENTRY * PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data);
#define glClearBufferData GLEW_GET_FUN(__glewClearBufferData)
#define glClearBufferSubData GLEW_GET_FUN(__glewClearBufferSubData)
#define glClearNamedBufferDataEXT GLEW_GET_FUN(__glewClearNamedBufferDataEXT)
#define glClearNamedBufferSubDataEXT GLEW_GET_FUN(__glewClearNamedBufferSubDataEXT)
#define GLEW_ARB_clear_buffer_object GLEW_GET_VAR(__GLEW_ARB_clear_buffer_object)
#endif /* GL_ARB_clear_buffer_object */
/* -------------------------- GL_ARB_clear_texture ------------------------- */
#ifndef GL_ARB_clear_texture
#define GL_ARB_clear_texture 1
#define GL_CLEAR_TEXTURE 0x9365
typedef void (GLAPIENTRY * PFNGLCLEARTEXIMAGEPROC) (GLuint texture, GLint level, GLenum format, GLenum type, const void *data);
typedef void (GLAPIENTRY * PFNGLCLEARTEXSUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data);
#define glClearTexImage GLEW_GET_FUN(__glewClearTexImage)
#define glClearTexSubImage GLEW_GET_FUN(__glewClearTexSubImage)
#define GLEW_ARB_clear_texture GLEW_GET_VAR(__GLEW_ARB_clear_texture)
#endif /* GL_ARB_clear_texture */
/* -------------------------- GL_ARB_clip_control -------------------------- */
#ifndef GL_ARB_clip_control
#define GL_ARB_clip_control 1
#define GL_LOWER_LEFT 0x8CA1
#define GL_UPPER_LEFT 0x8CA2
#define GL_CLIP_ORIGIN 0x935C
#define GL_CLIP_DEPTH_MODE 0x935D
#define GL_NEGATIVE_ONE_TO_ONE 0x935E
#define GL_ZERO_TO_ONE 0x935F
typedef void (GLAPIENTRY * PFNGLCLIPCONTROLPROC) (GLenum origin, GLenum depth);
#define glClipControl GLEW_GET_FUN(__glewClipControl)
#define GLEW_ARB_clip_control GLEW_GET_VAR(__GLEW_ARB_clip_control)
#endif /* GL_ARB_clip_control */
/* ----------------------- GL_ARB_color_buffer_float ----------------------- */
#ifndef GL_ARB_color_buffer_float
#define GL_ARB_color_buffer_float 1
#define GL_RGBA_FLOAT_MODE_ARB 0x8820
#define GL_CLAMP_VERTEX_COLOR_ARB 0x891A
#define GL_CLAMP_FRAGMENT_COLOR_ARB 0x891B
#define GL_CLAMP_READ_COLOR_ARB 0x891C
#define GL_FIXED_ONLY_ARB 0x891D
typedef void (GLAPIENTRY * PFNGLCLAMPCOLORARBPROC) (GLenum target, GLenum clamp);
#define glClampColorARB GLEW_GET_FUN(__glewClampColorARB)
#define GLEW_ARB_color_buffer_float GLEW_GET_VAR(__GLEW_ARB_color_buffer_float)
#endif /* GL_ARB_color_buffer_float */
/* -------------------------- GL_ARB_compatibility ------------------------- */
#ifndef GL_ARB_compatibility
#define GL_ARB_compatibility 1
#define GLEW_ARB_compatibility GLEW_GET_VAR(__GLEW_ARB_compatibility)
#endif /* GL_ARB_compatibility */
/* ---------------- GL_ARB_compressed_texture_pixel_storage ---------------- */
#ifndef GL_ARB_compressed_texture_pixel_storage
#define GL_ARB_compressed_texture_pixel_storage 1
#define GL_UNPACK_COMPRESSED_BLOCK_WIDTH 0x9127
#define GL_UNPACK_COMPRESSED_BLOCK_HEIGHT 0x9128
#define GL_UNPACK_COMPRESSED_BLOCK_DEPTH 0x9129
#define GL_UNPACK_COMPRESSED_BLOCK_SIZE 0x912A
#define GL_PACK_COMPRESSED_BLOCK_WIDTH 0x912B
#define GL_PACK_COMPRESSED_BLOCK_HEIGHT 0x912C
#define GL_PACK_COMPRESSED_BLOCK_DEPTH 0x912D
#define GL_PACK_COMPRESSED_BLOCK_SIZE 0x912E
#define GLEW_ARB_compressed_texture_pixel_storage GLEW_GET_VAR(__GLEW_ARB_compressed_texture_pixel_storage)
#endif /* GL_ARB_compressed_texture_pixel_storage */
/* ------------------------- GL_ARB_compute_shader ------------------------- */
#ifndef GL_ARB_compute_shader
#define GL_ARB_compute_shader 1
#define GL_COMPUTE_SHADER_BIT 0x00000020
#define GL_MAX_COMPUTE_SHARED_MEMORY_SIZE 0x8262
#define GL_MAX_COMPUTE_UNIFORM_COMPONENTS 0x8263
#define GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS 0x8264
#define GL_MAX_COMPUTE_ATOMIC_COUNTERS 0x8265
#define GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS 0x8266
#define GL_COMPUTE_WORK_GROUP_SIZE 0x8267
#define GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS 0x90EB
#define GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER 0x90EC
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER 0x90ED
#define GL_DISPATCH_INDIRECT_BUFFER 0x90EE
#define GL_DISPATCH_INDIRECT_BUFFER_BINDING 0x90EF
#define GL_COMPUTE_SHADER 0x91B9
#define GL_MAX_COMPUTE_UNIFORM_BLOCKS 0x91BB
#define GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS 0x91BC
#define GL_MAX_COMPUTE_IMAGE_UNIFORMS 0x91BD
#define GL_MAX_COMPUTE_WORK_GROUP_COUNT 0x91BE
#define GL_MAX_COMPUTE_WORK_GROUP_SIZE 0x91BF
typedef void (GLAPIENTRY * PFNGLDISPATCHCOMPUTEPROC) (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z);
typedef void (GLAPIENTRY * PFNGLDISPATCHCOMPUTEINDIRECTPROC) (GLintptr indirect);
#define glDispatchCompute GLEW_GET_FUN(__glewDispatchCompute)
#define glDispatchComputeIndirect GLEW_GET_FUN(__glewDispatchComputeIndirect)
#define GLEW_ARB_compute_shader GLEW_GET_VAR(__GLEW_ARB_compute_shader)
#endif /* GL_ARB_compute_shader */
/* ------------------- GL_ARB_compute_variable_group_size ------------------ */
#ifndef GL_ARB_compute_variable_group_size
#define GL_ARB_compute_variable_group_size 1
#define GL_MAX_COMPUTE_FIXED_GROUP_INVOCATIONS_ARB 0x90EB
#define GL_MAX_COMPUTE_FIXED_GROUP_SIZE_ARB 0x91BF
#define GL_MAX_COMPUTE_VARIABLE_GROUP_INVOCATIONS_ARB 0x9344
#define GL_MAX_COMPUTE_VARIABLE_GROUP_SIZE_ARB 0x9345
typedef void (GLAPIENTRY * PFNGLDISPATCHCOMPUTEGROUPSIZEARBPROC) (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z, GLuint group_size_x, GLuint group_size_y, GLuint group_size_z);
#define glDispatchComputeGroupSizeARB GLEW_GET_FUN(__glewDispatchComputeGroupSizeARB)
#define GLEW_ARB_compute_variable_group_size GLEW_GET_VAR(__GLEW_ARB_compute_variable_group_size)
#endif /* GL_ARB_compute_variable_group_size */
/* ------------------- GL_ARB_conditional_render_inverted ------------------ */
#ifndef GL_ARB_conditional_render_inverted
#define GL_ARB_conditional_render_inverted 1
#define GL_QUERY_WAIT_INVERTED 0x8E17
#define GL_QUERY_NO_WAIT_INVERTED 0x8E18
#define GL_QUERY_BY_REGION_WAIT_INVERTED 0x8E19
#define GL_QUERY_BY_REGION_NO_WAIT_INVERTED 0x8E1A
#define GLEW_ARB_conditional_render_inverted GLEW_GET_VAR(__GLEW_ARB_conditional_render_inverted)
#endif /* GL_ARB_conditional_render_inverted */
/* ----------------------- GL_ARB_conservative_depth ----------------------- */
#ifndef GL_ARB_conservative_depth
#define GL_ARB_conservative_depth 1
#define GLEW_ARB_conservative_depth GLEW_GET_VAR(__GLEW_ARB_conservative_depth)
#endif /* GL_ARB_conservative_depth */
/* --------------------------- GL_ARB_copy_buffer -------------------------- */
#ifndef GL_ARB_copy_buffer
#define GL_ARB_copy_buffer 1
#define GL_COPY_READ_BUFFER 0x8F36
#define GL_COPY_WRITE_BUFFER 0x8F37
typedef void (GLAPIENTRY * PFNGLCOPYBUFFERSUBDATAPROC) (GLenum readtarget, GLenum writetarget, GLintptr readoffset, GLintptr writeoffset, GLsizeiptr size);
#define glCopyBufferSubData GLEW_GET_FUN(__glewCopyBufferSubData)
#define GLEW_ARB_copy_buffer GLEW_GET_VAR(__GLEW_ARB_copy_buffer)
#endif /* GL_ARB_copy_buffer */
/* --------------------------- GL_ARB_copy_image --------------------------- */
#ifndef GL_ARB_copy_image
#define GL_ARB_copy_image 1
typedef void (GLAPIENTRY * PFNGLCOPYIMAGESUBDATAPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth);
#define glCopyImageSubData GLEW_GET_FUN(__glewCopyImageSubData)
#define GLEW_ARB_copy_image GLEW_GET_VAR(__GLEW_ARB_copy_image)
#endif /* GL_ARB_copy_image */
/* -------------------------- GL_ARB_cull_distance ------------------------- */
#ifndef GL_ARB_cull_distance
#define GL_ARB_cull_distance 1
#define GL_MAX_CULL_DISTANCES 0x82F9
#define GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES 0x82FA
#define GLEW_ARB_cull_distance GLEW_GET_VAR(__GLEW_ARB_cull_distance)
#endif /* GL_ARB_cull_distance */
/* -------------------------- GL_ARB_debug_output -------------------------- */
#ifndef GL_ARB_debug_output
#define GL_ARB_debug_output 1
#define GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242
#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243
#define GL_DEBUG_CALLBACK_FUNCTION_ARB 0x8244
#define GL_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245
#define GL_DEBUG_SOURCE_API_ARB 0x8246
#define GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247
#define GL_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248
#define GL_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249
#define GL_DEBUG_SOURCE_APPLICATION_ARB 0x824A
#define GL_DEBUG_SOURCE_OTHER_ARB 0x824B
#define GL_DEBUG_TYPE_ERROR_ARB 0x824C
#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D
#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E
#define GL_DEBUG_TYPE_PORTABILITY_ARB 0x824F
#define GL_DEBUG_TYPE_PERFORMANCE_ARB 0x8250
#define GL_DEBUG_TYPE_OTHER_ARB 0x8251
#define GL_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143
#define GL_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144
#define GL_DEBUG_LOGGED_MESSAGES_ARB 0x9145
#define GL_DEBUG_SEVERITY_HIGH_ARB 0x9146
#define GL_DEBUG_SEVERITY_MEDIUM_ARB 0x9147
#define GL_DEBUG_SEVERITY_LOW_ARB 0x9148
typedef void (GLAPIENTRY *GLDEBUGPROCARB)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam);
typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECALLBACKARBPROC) (GLDEBUGPROCARB callback, const void *userParam);
typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECONTROLARBPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint* ids, GLboolean enabled);
typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGEINSERTARBPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* buf);
typedef GLuint (GLAPIENTRY * PFNGLGETDEBUGMESSAGELOGARBPROC) (GLuint count, GLsizei bufSize, GLenum* sources, GLenum* types, GLuint* ids, GLenum* severities, GLsizei* lengths, GLchar* messageLog);
#define glDebugMessageCallbackARB GLEW_GET_FUN(__glewDebugMessageCallbackARB)
#define glDebugMessageControlARB GLEW_GET_FUN(__glewDebugMessageControlARB)
#define glDebugMessageInsertARB GLEW_GET_FUN(__glewDebugMessageInsertARB)
#define glGetDebugMessageLogARB GLEW_GET_FUN(__glewGetDebugMessageLogARB)
#define GLEW_ARB_debug_output GLEW_GET_VAR(__GLEW_ARB_debug_output)
#endif /* GL_ARB_debug_output */
/* ----------------------- GL_ARB_depth_buffer_float ----------------------- */
#ifndef GL_ARB_depth_buffer_float
#define GL_ARB_depth_buffer_float 1
#define GL_DEPTH_COMPONENT32F 0x8CAC
#define GL_DEPTH32F_STENCIL8 0x8CAD
#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD
#define GLEW_ARB_depth_buffer_float GLEW_GET_VAR(__GLEW_ARB_depth_buffer_float)
#endif /* GL_ARB_depth_buffer_float */
/* --------------------------- GL_ARB_depth_clamp -------------------------- */
#ifndef GL_ARB_depth_clamp
#define GL_ARB_depth_clamp 1
#define GL_DEPTH_CLAMP 0x864F
#define GLEW_ARB_depth_clamp GLEW_GET_VAR(__GLEW_ARB_depth_clamp)
#endif /* GL_ARB_depth_clamp */
/* -------------------------- GL_ARB_depth_texture ------------------------- */
#ifndef GL_ARB_depth_texture
#define GL_ARB_depth_texture 1
#define GL_DEPTH_COMPONENT16_ARB 0x81A5
#define GL_DEPTH_COMPONENT24_ARB 0x81A6
#define GL_DEPTH_COMPONENT32_ARB 0x81A7
#define GL_TEXTURE_DEPTH_SIZE_ARB 0x884A
#define GL_DEPTH_TEXTURE_MODE_ARB 0x884B
#define GLEW_ARB_depth_texture GLEW_GET_VAR(__GLEW_ARB_depth_texture)
#endif /* GL_ARB_depth_texture */
/* ----------------------- GL_ARB_derivative_control ----------------------- */
#ifndef GL_ARB_derivative_control
#define GL_ARB_derivative_control 1
#define GLEW_ARB_derivative_control GLEW_GET_VAR(__GLEW_ARB_derivative_control)
#endif /* GL_ARB_derivative_control */
/* ----------------------- GL_ARB_direct_state_access ---------------------- */
#ifndef GL_ARB_direct_state_access
#define GL_ARB_direct_state_access 1
#define GL_TEXTURE_TARGET 0x1006
#define GL_QUERY_TARGET 0x82EA
typedef void (GLAPIENTRY * PFNGLBINDTEXTUREUNITPROC) (GLuint unit, GLuint texture);
typedef void (GLAPIENTRY * PFNGLBLITNAMEDFRAMEBUFFERPROC) (GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
typedef GLenum (GLAPIENTRY * PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC) (GLuint framebuffer, GLenum target);
typedef void (GLAPIENTRY * PFNGLCLEARNAMEDBUFFERDATAPROC) (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data);
typedef void (GLAPIENTRY * PFNGLCLEARNAMEDBUFFERSUBDATAPROC) (GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data);
typedef void (GLAPIENTRY * PFNGLCLEARNAMEDFRAMEBUFFERFIPROC) (GLuint framebuffer, GLenum buffer, GLfloat depth, GLint stencil);
typedef void (GLAPIENTRY * PFNGLCLEARNAMEDFRAMEBUFFERFVPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLCLEARNAMEDFRAMEBUFFERIVPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint* value);
typedef void (GLAPIENTRY * PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC) (GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data);
typedef void (GLAPIENTRY * PFNGLCOPYNAMEDBUFFERSUBDATAPROC) (GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
typedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE1DPROC) (GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
typedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE2DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE3DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLCREATEBUFFERSPROC) (GLsizei n, GLuint* buffers);
typedef void (GLAPIENTRY * PFNGLCREATEFRAMEBUFFERSPROC) (GLsizei n, GLuint* framebuffers);
typedef void (GLAPIENTRY * PFNGLCREATEPROGRAMPIPELINESPROC) (GLsizei n, GLuint* pipelines);
typedef void (GLAPIENTRY * PFNGLCREATEQUERIESPROC) (GLenum target, GLsizei n, GLuint* ids);
typedef void (GLAPIENTRY * PFNGLCREATERENDERBUFFERSPROC) (GLsizei n, GLuint* renderbuffers);
typedef void (GLAPIENTRY * PFNGLCREATESAMPLERSPROC) (GLsizei n, GLuint* samplers);
typedef void (GLAPIENTRY * PFNGLCREATETEXTURESPROC) (GLenum target, GLsizei n, GLuint* textures);
typedef void (GLAPIENTRY * PFNGLCREATETRANSFORMFEEDBACKSPROC) (GLsizei n, GLuint* ids);
typedef void (GLAPIENTRY * PFNGLCREATEVERTEXARRAYSPROC) (GLsizei n, GLuint* arrays);
typedef void (GLAPIENTRY * PFNGLDISABLEVERTEXARRAYATTRIBPROC) (GLuint vaobj, GLuint index);
typedef void (GLAPIENTRY * PFNGLENABLEVERTEXARRAYATTRIBPROC) (GLuint vaobj, GLuint index);
typedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length);
typedef void (GLAPIENTRY * PFNGLGENERATETEXTUREMIPMAPPROC) (GLuint texture);
typedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC) (GLuint texture, GLint level, GLsizei bufSize, void *pixels);
typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPARAMETERI64VPROC) (GLuint buffer, GLenum pname, GLint64* params);
typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPARAMETERIVPROC) (GLuint buffer, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPOINTERVPROC) (GLuint buffer, GLenum pname, void** params);
typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, void *data);
typedef void (GLAPIENTRY * PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC) (GLuint framebuffer, GLenum attachment, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC) (GLuint framebuffer, GLenum pname, GLint* param);
typedef void (GLAPIENTRY * PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC) (GLuint renderbuffer, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETQUERYBUFFEROBJECTI64VPROC) (GLuint id,GLuint buffer,GLenum pname,GLintptr offset);
typedef void (GLAPIENTRY * PFNGLGETQUERYBUFFEROBJECTIVPROC) (GLuint id,GLuint buffer,GLenum pname,GLintptr offset);
typedef void (GLAPIENTRY * PFNGLGETQUERYBUFFEROBJECTUI64VPROC) (GLuint id,GLuint buffer,GLenum pname,GLintptr offset);
typedef void (GLAPIENTRY * PFNGLGETQUERYBUFFEROBJECTUIVPROC) (GLuint id,GLuint buffer,GLenum pname,GLintptr offset);
typedef void (GLAPIENTRY * PFNGLGETTEXTUREIMAGEPROC) (GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels);
typedef void (GLAPIENTRY * PFNGLGETTEXTURELEVELPARAMETERFVPROC) (GLuint texture, GLint level, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETTEXTURELEVELPARAMETERIVPROC) (GLuint texture, GLint level, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIIVPROC) (GLuint texture, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIUIVPROC) (GLuint texture, GLenum pname, GLuint* params);
typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERFVPROC) (GLuint texture, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIVPROC) (GLuint texture, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64* param);
typedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint* param);
typedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKIVPROC) (GLuint xfb, GLenum pname, GLint* param);
typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYINDEXED64IVPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint64* param);
typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYINDEXEDIVPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint* param);
typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYIVPROC) (GLuint vaobj, GLenum pname, GLint* param);
typedef void (GLAPIENTRY * PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC) (GLuint framebuffer, GLsizei numAttachments, const GLenum* attachments);
typedef void (GLAPIENTRY * PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC) (GLuint framebuffer, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height);
typedef void * (GLAPIENTRY * PFNGLMAPNAMEDBUFFERPROC) (GLuint buffer, GLenum access);
typedef void * (GLAPIENTRY * PFNGLMAPNAMEDBUFFERRANGEPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access);
typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERDATAPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLenum usage);
typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSTORAGEPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags);
typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data);
typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC) (GLuint framebuffer, GLenum mode);
typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC) (GLuint framebuffer, GLsizei n, const GLenum* bufs);
typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC) (GLuint framebuffer, GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC) (GLuint framebuffer, GLenum mode);
typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC) (GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTUREPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level);
typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer);
typedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEPROC) (GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC) (GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLTEXTUREBUFFERPROC) (GLuint texture, GLenum internalformat, GLuint buffer);
typedef void (GLAPIENTRY * PFNGLTEXTUREBUFFERRANGEPROC) (GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size);
typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIIVPROC) (GLuint texture, GLenum pname, const GLint* params);
typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIUIVPROC) (GLuint texture, GLenum pname, const GLuint* params);
typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERFPROC) (GLuint texture, GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERFVPROC) (GLuint texture, GLenum pname, const GLfloat* param);
typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIPROC) (GLuint texture, GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIVPROC) (GLuint texture, GLenum pname, const GLint* param);
typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE1DPROC) (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width);
typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE2DPROC) (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC) (GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE3DPROC) (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC) (GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
typedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE1DPROC) (GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels);
typedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE2DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
typedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE3DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels);
typedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC) (GLuint xfb, GLuint index, GLuint buffer);
typedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC) (GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
typedef GLboolean (GLAPIENTRY * PFNGLUNMAPNAMEDBUFFERPROC) (GLuint buffer);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYATTRIBBINDINGPROC) (GLuint vaobj, GLuint attribindex, GLuint bindingindex);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYATTRIBFORMATPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYATTRIBIFORMATPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYATTRIBLFORMATPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYBINDINGDIVISORPROC) (GLuint vaobj, GLuint bindingindex, GLuint divisor);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYELEMENTBUFFERPROC) (GLuint vaobj, GLuint buffer);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXBUFFERPROC) (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXBUFFERSPROC) (GLuint vaobj, GLuint first, GLsizei count, const GLuint* buffers, const GLintptr *offsets, const GLsizei *strides);
#define glBindTextureUnit GLEW_GET_FUN(__glewBindTextureUnit)
#define glBlitNamedFramebuffer GLEW_GET_FUN(__glewBlitNamedFramebuffer)
#define glCheckNamedFramebufferStatus GLEW_GET_FUN(__glewCheckNamedFramebufferStatus)
#define glClearNamedBufferData GLEW_GET_FUN(__glewClearNamedBufferData)
#define glClearNamedBufferSubData GLEW_GET_FUN(__glewClearNamedBufferSubData)
#define glClearNamedFramebufferfi GLEW_GET_FUN(__glewClearNamedFramebufferfi)
#define glClearNamedFramebufferfv GLEW_GET_FUN(__glewClearNamedFramebufferfv)
#define glClearNamedFramebufferiv GLEW_GET_FUN(__glewClearNamedFramebufferiv)
#define glClearNamedFramebufferuiv GLEW_GET_FUN(__glewClearNamedFramebufferuiv)
#define glCompressedTextureSubImage1D GLEW_GET_FUN(__glewCompressedTextureSubImage1D)
#define glCompressedTextureSubImage2D GLEW_GET_FUN(__glewCompressedTextureSubImage2D)
#define glCompressedTextureSubImage3D GLEW_GET_FUN(__glewCompressedTextureSubImage3D)
#define glCopyNamedBufferSubData GLEW_GET_FUN(__glewCopyNamedBufferSubData)
#define glCopyTextureSubImage1D GLEW_GET_FUN(__glewCopyTextureSubImage1D)
#define glCopyTextureSubImage2D GLEW_GET_FUN(__glewCopyTextureSubImage2D)
#define glCopyTextureSubImage3D GLEW_GET_FUN(__glewCopyTextureSubImage3D)
#define glCreateBuffers GLEW_GET_FUN(__glewCreateBuffers)
#define glCreateFramebuffers GLEW_GET_FUN(__glewCreateFramebuffers)
#define glCreateProgramPipelines GLEW_GET_FUN(__glewCreateProgramPipelines)
#define glCreateQueries GLEW_GET_FUN(__glewCreateQueries)
#define glCreateRenderbuffers GLEW_GET_FUN(__glewCreateRenderbuffers)
#define glCreateSamplers GLEW_GET_FUN(__glewCreateSamplers)
#define glCreateTextures GLEW_GET_FUN(__glewCreateTextures)
#define glCreateTransformFeedbacks GLEW_GET_FUN(__glewCreateTransformFeedbacks)
#define glCreateVertexArrays GLEW_GET_FUN(__glewCreateVertexArrays)
#define glDisableVertexArrayAttrib GLEW_GET_FUN(__glewDisableVertexArrayAttrib)
#define glEnableVertexArrayAttrib GLEW_GET_FUN(__glewEnableVertexArrayAttrib)
#define glFlushMappedNamedBufferRange GLEW_GET_FUN(__glewFlushMappedNamedBufferRange)
#define glGenerateTextureMipmap GLEW_GET_FUN(__glewGenerateTextureMipmap)
#define glGetCompressedTextureImage GLEW_GET_FUN(__glewGetCompressedTextureImage)
#define glGetNamedBufferParameteri64v GLEW_GET_FUN(__glewGetNamedBufferParameteri64v)
#define glGetNamedBufferParameteriv GLEW_GET_FUN(__glewGetNamedBufferParameteriv)
#define glGetNamedBufferPointerv GLEW_GET_FUN(__glewGetNamedBufferPointerv)
#define glGetNamedBufferSubData GLEW_GET_FUN(__glewGetNamedBufferSubData)
#define glGetNamedFramebufferAttachmentParameteriv GLEW_GET_FUN(__glewGetNamedFramebufferAttachmentParameteriv)
#define glGetNamedFramebufferParameteriv GLEW_GET_FUN(__glewGetNamedFramebufferParameteriv)
#define glGetNamedRenderbufferParameteriv GLEW_GET_FUN(__glewGetNamedRenderbufferParameteriv)
#define glGetQueryBufferObjecti64v GLEW_GET_FUN(__glewGetQueryBufferObjecti64v)
#define glGetQueryBufferObjectiv GLEW_GET_FUN(__glewGetQueryBufferObjectiv)
#define glGetQueryBufferObjectui64v GLEW_GET_FUN(__glewGetQueryBufferObjectui64v)
#define glGetQueryBufferObjectuiv GLEW_GET_FUN(__glewGetQueryBufferObjectuiv)
#define glGetTextureImage GLEW_GET_FUN(__glewGetTextureImage)
#define glGetTextureLevelParameterfv GLEW_GET_FUN(__glewGetTextureLevelParameterfv)
#define glGetTextureLevelParameteriv GLEW_GET_FUN(__glewGetTextureLevelParameteriv)
#define glGetTextureParameterIiv GLEW_GET_FUN(__glewGetTextureParameterIiv)
#define glGetTextureParameterIuiv GLEW_GET_FUN(__glewGetTextureParameterIuiv)
#define glGetTextureParameterfv GLEW_GET_FUN(__glewGetTextureParameterfv)
#define glGetTextureParameteriv GLEW_GET_FUN(__glewGetTextureParameteriv)
#define glGetTransformFeedbacki64_v GLEW_GET_FUN(__glewGetTransformFeedbacki64_v)
#define glGetTransformFeedbacki_v GLEW_GET_FUN(__glewGetTransformFeedbacki_v)
#define glGetTransformFeedbackiv GLEW_GET_FUN(__glewGetTransformFeedbackiv)
#define glGetVertexArrayIndexed64iv GLEW_GET_FUN(__glewGetVertexArrayIndexed64iv)
#define glGetVertexArrayIndexediv GLEW_GET_FUN(__glewGetVertexArrayIndexediv)
#define glGetVertexArrayiv GLEW_GET_FUN(__glewGetVertexArrayiv)
#define glInvalidateNamedFramebufferData GLEW_GET_FUN(__glewInvalidateNamedFramebufferData)
#define glInvalidateNamedFramebufferSubData GLEW_GET_FUN(__glewInvalidateNamedFramebufferSubData)
#define glMapNamedBuffer GLEW_GET_FUN(__glewMapNamedBuffer)
#define glMapNamedBufferRange GLEW_GET_FUN(__glewMapNamedBufferRange)
#define glNamedBufferData GLEW_GET_FUN(__glewNamedBufferData)
#define glNamedBufferStorage GLEW_GET_FUN(__glewNamedBufferStorage)
#define glNamedBufferSubData GLEW_GET_FUN(__glewNamedBufferSubData)
#define glNamedFramebufferDrawBuffer GLEW_GET_FUN(__glewNamedFramebufferDrawBuffer)
#define glNamedFramebufferDrawBuffers GLEW_GET_FUN(__glewNamedFramebufferDrawBuffers)
#define glNamedFramebufferParameteri GLEW_GET_FUN(__glewNamedFramebufferParameteri)
#define glNamedFramebufferReadBuffer GLEW_GET_FUN(__glewNamedFramebufferReadBuffer)
#define glNamedFramebufferRenderbuffer GLEW_GET_FUN(__glewNamedFramebufferRenderbuffer)
#define glNamedFramebufferTexture GLEW_GET_FUN(__glewNamedFramebufferTexture)
#define glNamedFramebufferTextureLayer GLEW_GET_FUN(__glewNamedFramebufferTextureLayer)
#define glNamedRenderbufferStorage GLEW_GET_FUN(__glewNamedRenderbufferStorage)
#define glNamedRenderbufferStorageMultisample GLEW_GET_FUN(__glewNamedRenderbufferStorageMultisample)
#define glTextureBuffer GLEW_GET_FUN(__glewTextureBuffer)
#define glTextureBufferRange GLEW_GET_FUN(__glewTextureBufferRange)
#define glTextureParameterIiv GLEW_GET_FUN(__glewTextureParameterIiv)
#define glTextureParameterIuiv GLEW_GET_FUN(__glewTextureParameterIuiv)
#define glTextureParameterf GLEW_GET_FUN(__glewTextureParameterf)
#define glTextureParameterfv GLEW_GET_FUN(__glewTextureParameterfv)
#define glTextureParameteri GLEW_GET_FUN(__glewTextureParameteri)
#define glTextureParameteriv GLEW_GET_FUN(__glewTextureParameteriv)
#define glTextureStorage1D GLEW_GET_FUN(__glewTextureStorage1D)
#define glTextureStorage2D GLEW_GET_FUN(__glewTextureStorage2D)
#define glTextureStorage2DMultisample GLEW_GET_FUN(__glewTextureStorage2DMultisample)
#define glTextureStorage3D GLEW_GET_FUN(__glewTextureStorage3D)
#define glTextureStorage3DMultisample GLEW_GET_FUN(__glewTextureStorage3DMultisample)
#define glTextureSubImage1D GLEW_GET_FUN(__glewTextureSubImage1D)
#define glTextureSubImage2D GLEW_GET_FUN(__glewTextureSubImage2D)
#define glTextureSubImage3D GLEW_GET_FUN(__glewTextureSubImage3D)
#define glTransformFeedbackBufferBase GLEW_GET_FUN(__glewTransformFeedbackBufferBase)
#define glTransformFeedbackBufferRange GLEW_GET_FUN(__glewTransformFeedbackBufferRange)
#define glUnmapNamedBuffer GLEW_GET_FUN(__glewUnmapNamedBuffer)
#define glVertexArrayAttribBinding GLEW_GET_FUN(__glewVertexArrayAttribBinding)
#define glVertexArrayAttribFormat GLEW_GET_FUN(__glewVertexArrayAttribFormat)
#define glVertexArrayAttribIFormat GLEW_GET_FUN(__glewVertexArrayAttribIFormat)
#define glVertexArrayAttribLFormat GLEW_GET_FUN(__glewVertexArrayAttribLFormat)
#define glVertexArrayBindingDivisor GLEW_GET_FUN(__glewVertexArrayBindingDivisor)
#define glVertexArrayElementBuffer GLEW_GET_FUN(__glewVertexArrayElementBuffer)
#define glVertexArrayVertexBuffer GLEW_GET_FUN(__glewVertexArrayVertexBuffer)
#define glVertexArrayVertexBuffers GLEW_GET_FUN(__glewVertexArrayVertexBuffers)
#define GLEW_ARB_direct_state_access GLEW_GET_VAR(__GLEW_ARB_direct_state_access)
#endif /* GL_ARB_direct_state_access */
/* -------------------------- GL_ARB_draw_buffers -------------------------- */
#ifndef GL_ARB_draw_buffers
#define GL_ARB_draw_buffers 1
#define GL_MAX_DRAW_BUFFERS_ARB 0x8824
#define GL_DRAW_BUFFER0_ARB 0x8825
#define GL_DRAW_BUFFER1_ARB 0x8826
#define GL_DRAW_BUFFER2_ARB 0x8827
#define GL_DRAW_BUFFER3_ARB 0x8828
#define GL_DRAW_BUFFER4_ARB 0x8829
#define GL_DRAW_BUFFER5_ARB 0x882A
#define GL_DRAW_BUFFER6_ARB 0x882B
#define GL_DRAW_BUFFER7_ARB 0x882C
#define GL_DRAW_BUFFER8_ARB 0x882D
#define GL_DRAW_BUFFER9_ARB 0x882E
#define GL_DRAW_BUFFER10_ARB 0x882F
#define GL_DRAW_BUFFER11_ARB 0x8830
#define GL_DRAW_BUFFER12_ARB 0x8831
#define GL_DRAW_BUFFER13_ARB 0x8832
#define GL_DRAW_BUFFER14_ARB 0x8833
#define GL_DRAW_BUFFER15_ARB 0x8834
typedef void (GLAPIENTRY * PFNGLDRAWBUFFERSARBPROC) (GLsizei n, const GLenum* bufs);
#define glDrawBuffersARB GLEW_GET_FUN(__glewDrawBuffersARB)
#define GLEW_ARB_draw_buffers GLEW_GET_VAR(__GLEW_ARB_draw_buffers)
#endif /* GL_ARB_draw_buffers */
/* ----------------------- GL_ARB_draw_buffers_blend ----------------------- */
#ifndef GL_ARB_draw_buffers_blend
#define GL_ARB_draw_buffers_blend 1
typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEIARBPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha);
typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONIARBPROC) (GLuint buf, GLenum mode);
typedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEIARBPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
typedef void (GLAPIENTRY * PFNGLBLENDFUNCIARBPROC) (GLuint buf, GLenum src, GLenum dst);
#define glBlendEquationSeparateiARB GLEW_GET_FUN(__glewBlendEquationSeparateiARB)
#define glBlendEquationiARB GLEW_GET_FUN(__glewBlendEquationiARB)
#define glBlendFuncSeparateiARB GLEW_GET_FUN(__glewBlendFuncSeparateiARB)
#define glBlendFunciARB GLEW_GET_FUN(__glewBlendFunciARB)
#define GLEW_ARB_draw_buffers_blend GLEW_GET_VAR(__GLEW_ARB_draw_buffers_blend)
#endif /* GL_ARB_draw_buffers_blend */
/* -------------------- GL_ARB_draw_elements_base_vertex ------------------- */
#ifndef GL_ARB_draw_elements_base_vertex
#define GL_ARB_draw_elements_base_vertex 1
typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount, GLint basevertex);
typedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex);
typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, const GLsizei* count, GLenum type, const void *const *indices, GLsizei primcount, const GLint *basevertex);
#define glDrawElementsBaseVertex GLEW_GET_FUN(__glewDrawElementsBaseVertex)
#define glDrawElementsInstancedBaseVertex GLEW_GET_FUN(__glewDrawElementsInstancedBaseVertex)
#define glDrawRangeElementsBaseVertex GLEW_GET_FUN(__glewDrawRangeElementsBaseVertex)
#define glMultiDrawElementsBaseVertex GLEW_GET_FUN(__glewMultiDrawElementsBaseVertex)
#define GLEW_ARB_draw_elements_base_vertex GLEW_GET_VAR(__GLEW_ARB_draw_elements_base_vertex)
#endif /* GL_ARB_draw_elements_base_vertex */
/* -------------------------- GL_ARB_draw_indirect ------------------------- */
#ifndef GL_ARB_draw_indirect
#define GL_ARB_draw_indirect 1
#define GL_DRAW_INDIRECT_BUFFER 0x8F3F
#define GL_DRAW_INDIRECT_BUFFER_BINDING 0x8F43
typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINDIRECTPROC) (GLenum mode, const void *indirect);
typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINDIRECTPROC) (GLenum mode, GLenum type, const void *indirect);
#define glDrawArraysIndirect GLEW_GET_FUN(__glewDrawArraysIndirect)
#define glDrawElementsIndirect GLEW_GET_FUN(__glewDrawElementsIndirect)
#define GLEW_ARB_draw_indirect GLEW_GET_VAR(__GLEW_ARB_draw_indirect)
#endif /* GL_ARB_draw_indirect */
/* ------------------------- GL_ARB_draw_instanced ------------------------- */
#ifndef GL_ARB_draw_instanced
#define GL_ARB_draw_instanced 1
#define GLEW_ARB_draw_instanced GLEW_GET_VAR(__GLEW_ARB_draw_instanced)
#endif /* GL_ARB_draw_instanced */
/* ------------------------ GL_ARB_enhanced_layouts ------------------------ */
#ifndef GL_ARB_enhanced_layouts
#define GL_ARB_enhanced_layouts 1
#define GL_LOCATION_COMPONENT 0x934A
#define GL_TRANSFORM_FEEDBACK_BUFFER_INDEX 0x934B
#define GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE 0x934C
#define GLEW_ARB_enhanced_layouts GLEW_GET_VAR(__GLEW_ARB_enhanced_layouts)
#endif /* GL_ARB_enhanced_layouts */
/* -------------------- GL_ARB_explicit_attrib_location -------------------- */
#ifndef GL_ARB_explicit_attrib_location
#define GL_ARB_explicit_attrib_location 1
#define GLEW_ARB_explicit_attrib_location GLEW_GET_VAR(__GLEW_ARB_explicit_attrib_location)
#endif /* GL_ARB_explicit_attrib_location */
/* -------------------- GL_ARB_explicit_uniform_location ------------------- */
#ifndef GL_ARB_explicit_uniform_location
#define GL_ARB_explicit_uniform_location 1
#define GL_MAX_UNIFORM_LOCATIONS 0x826E
#define GLEW_ARB_explicit_uniform_location GLEW_GET_VAR(__GLEW_ARB_explicit_uniform_location)
#endif /* GL_ARB_explicit_uniform_location */
/* ------------------- GL_ARB_fragment_coord_conventions ------------------- */
#ifndef GL_ARB_fragment_coord_conventions
#define GL_ARB_fragment_coord_conventions 1
#define GLEW_ARB_fragment_coord_conventions GLEW_GET_VAR(__GLEW_ARB_fragment_coord_conventions)
#endif /* GL_ARB_fragment_coord_conventions */
/* --------------------- GL_ARB_fragment_layer_viewport -------------------- */
#ifndef GL_ARB_fragment_layer_viewport
#define GL_ARB_fragment_layer_viewport 1
#define GLEW_ARB_fragment_layer_viewport GLEW_GET_VAR(__GLEW_ARB_fragment_layer_viewport)
#endif /* GL_ARB_fragment_layer_viewport */
/* ------------------------ GL_ARB_fragment_program ------------------------ */
#ifndef GL_ARB_fragment_program
#define GL_ARB_fragment_program 1
#define GL_FRAGMENT_PROGRAM_ARB 0x8804
#define GL_PROGRAM_ALU_INSTRUCTIONS_ARB 0x8805
#define GL_PROGRAM_TEX_INSTRUCTIONS_ARB 0x8806
#define GL_PROGRAM_TEX_INDIRECTIONS_ARB 0x8807
#define GL_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x8808
#define GL_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x8809
#define GL_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x880A
#define GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB 0x880B
#define GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB 0x880C
#define GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB 0x880D
#define GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x880E
#define GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x880F
#define GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x8810
#define GL_MAX_TEXTURE_COORDS_ARB 0x8871
#define GL_MAX_TEXTURE_IMAGE_UNITS_ARB 0x8872
#define GLEW_ARB_fragment_program GLEW_GET_VAR(__GLEW_ARB_fragment_program)
#endif /* GL_ARB_fragment_program */
/* --------------------- GL_ARB_fragment_program_shadow -------------------- */
#ifndef GL_ARB_fragment_program_shadow
#define GL_ARB_fragment_program_shadow 1
#define GLEW_ARB_fragment_program_shadow GLEW_GET_VAR(__GLEW_ARB_fragment_program_shadow)
#endif /* GL_ARB_fragment_program_shadow */
/* ------------------------- GL_ARB_fragment_shader ------------------------ */
#ifndef GL_ARB_fragment_shader
#define GL_ARB_fragment_shader 1
#define GL_FRAGMENT_SHADER_ARB 0x8B30
#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49
#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB 0x8B8B
#define GLEW_ARB_fragment_shader GLEW_GET_VAR(__GLEW_ARB_fragment_shader)
#endif /* GL_ARB_fragment_shader */
/* -------------------- GL_ARB_fragment_shader_interlock ------------------- */
#ifndef GL_ARB_fragment_shader_interlock
#define GL_ARB_fragment_shader_interlock 1
#define GLEW_ARB_fragment_shader_interlock GLEW_GET_VAR(__GLEW_ARB_fragment_shader_interlock)
#endif /* GL_ARB_fragment_shader_interlock */
/* ------------------- GL_ARB_framebuffer_no_attachments ------------------- */
#ifndef GL_ARB_framebuffer_no_attachments
#define GL_ARB_framebuffer_no_attachments 1
#define GL_FRAMEBUFFER_DEFAULT_WIDTH 0x9310
#define GL_FRAMEBUFFER_DEFAULT_HEIGHT 0x9311
#define GL_FRAMEBUFFER_DEFAULT_LAYERS 0x9312
#define GL_FRAMEBUFFER_DEFAULT_SAMPLES 0x9313
#define GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS 0x9314
#define GL_MAX_FRAMEBUFFER_WIDTH 0x9315
#define GL_MAX_FRAMEBUFFER_HEIGHT 0x9316
#define GL_MAX_FRAMEBUFFER_LAYERS 0x9317
#define GL_MAX_FRAMEBUFFER_SAMPLES 0x9318
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC) (GLuint framebuffer, GLenum pname, GLint param);
#define glFramebufferParameteri GLEW_GET_FUN(__glewFramebufferParameteri)
#define glGetFramebufferParameteriv GLEW_GET_FUN(__glewGetFramebufferParameteriv)
#define glGetNamedFramebufferParameterivEXT GLEW_GET_FUN(__glewGetNamedFramebufferParameterivEXT)
#define glNamedFramebufferParameteriEXT GLEW_GET_FUN(__glewNamedFramebufferParameteriEXT)
#define GLEW_ARB_framebuffer_no_attachments GLEW_GET_VAR(__GLEW_ARB_framebuffer_no_attachments)
#endif /* GL_ARB_framebuffer_no_attachments */
/* ----------------------- GL_ARB_framebuffer_object ----------------------- */
#ifndef GL_ARB_framebuffer_object
#define GL_ARB_framebuffer_object 1
#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210
#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211
#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212
#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213
#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214
#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215
#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216
#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217
#define GL_FRAMEBUFFER_DEFAULT 0x8218
#define GL_FRAMEBUFFER_UNDEFINED 0x8219
#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A
#define GL_INDEX 0x8222
#define GL_MAX_RENDERBUFFER_SIZE 0x84E8
#define GL_DEPTH_STENCIL 0x84F9
#define GL_UNSIGNED_INT_24_8 0x84FA
#define GL_DEPTH24_STENCIL8 0x88F0
#define GL_TEXTURE_STENCIL_SIZE 0x88F1
#define GL_UNSIGNED_NORMALIZED 0x8C17
#define GL_SRGB 0x8C40
#define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6
#define GL_FRAMEBUFFER_BINDING 0x8CA6
#define GL_RENDERBUFFER_BINDING 0x8CA7
#define GL_READ_FRAMEBUFFER 0x8CA8
#define GL_DRAW_FRAMEBUFFER 0x8CA9
#define GL_READ_FRAMEBUFFER_BINDING 0x8CAA
#define GL_RENDERBUFFER_SAMPLES 0x8CAB
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4
#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB
#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC
#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF
#define GL_COLOR_ATTACHMENT0 0x8CE0
#define GL_COLOR_ATTACHMENT1 0x8CE1
#define GL_COLOR_ATTACHMENT2 0x8CE2
#define GL_COLOR_ATTACHMENT3 0x8CE3
#define GL_COLOR_ATTACHMENT4 0x8CE4
#define GL_COLOR_ATTACHMENT5 0x8CE5
#define GL_COLOR_ATTACHMENT6 0x8CE6
#define GL_COLOR_ATTACHMENT7 0x8CE7
#define GL_COLOR_ATTACHMENT8 0x8CE8
#define GL_COLOR_ATTACHMENT9 0x8CE9
#define GL_COLOR_ATTACHMENT10 0x8CEA
#define GL_COLOR_ATTACHMENT11 0x8CEB
#define GL_COLOR_ATTACHMENT12 0x8CEC
#define GL_COLOR_ATTACHMENT13 0x8CED
#define GL_COLOR_ATTACHMENT14 0x8CEE
#define GL_COLOR_ATTACHMENT15 0x8CEF
#define GL_DEPTH_ATTACHMENT 0x8D00
#define GL_STENCIL_ATTACHMENT 0x8D20
#define GL_FRAMEBUFFER 0x8D40
#define GL_RENDERBUFFER 0x8D41
#define GL_RENDERBUFFER_WIDTH 0x8D42
#define GL_RENDERBUFFER_HEIGHT 0x8D43
#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44
#define GL_STENCIL_INDEX1 0x8D46
#define GL_STENCIL_INDEX4 0x8D47
#define GL_STENCIL_INDEX8 0x8D48
#define GL_STENCIL_INDEX16 0x8D49
#define GL_RENDERBUFFER_RED_SIZE 0x8D50
#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51
#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52
#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53
#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54
#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56
#define GL_MAX_SAMPLES 0x8D57
typedef void (GLAPIENTRY * PFNGLBINDFRAMEBUFFERPROC) (GLenum target, GLuint framebuffer);
typedef void (GLAPIENTRY * PFNGLBINDRENDERBUFFERPROC) (GLenum target, GLuint renderbuffer);
typedef void (GLAPIENTRY * PFNGLBLITFRAMEBUFFERPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
typedef GLenum (GLAPIENTRY * PFNGLCHECKFRAMEBUFFERSTATUSPROC) (GLenum target);
typedef void (GLAPIENTRY * PFNGLDELETEFRAMEBUFFERSPROC) (GLsizei n, const GLuint* framebuffers);
typedef void (GLAPIENTRY * PFNGLDELETERENDERBUFFERSPROC) (GLsizei n, const GLuint* renderbuffers);
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERRENDERBUFFERPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE1DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE2DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE3DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint layer);
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURELAYERPROC) (GLenum target,GLenum attachment, GLuint texture,GLint level,GLint layer);
typedef void (GLAPIENTRY * PFNGLGENFRAMEBUFFERSPROC) (GLsizei n, GLuint* framebuffers);
typedef void (GLAPIENTRY * PFNGLGENRENDERBUFFERSPROC) (GLsizei n, GLuint* renderbuffers);
typedef void (GLAPIENTRY * PFNGLGENERATEMIPMAPPROC) (GLenum target);
typedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) (GLenum target, GLenum attachment, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETRENDERBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint* params);
typedef GLboolean (GLAPIENTRY * PFNGLISFRAMEBUFFERPROC) (GLuint framebuffer);
typedef GLboolean (GLAPIENTRY * PFNGLISRENDERBUFFERPROC) (GLuint renderbuffer);
typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
#define glBindFramebuffer GLEW_GET_FUN(__glewBindFramebuffer)
#define glBindRenderbuffer GLEW_GET_FUN(__glewBindRenderbuffer)
#define glBlitFramebuffer GLEW_GET_FUN(__glewBlitFramebuffer)
#define glCheckFramebufferStatus GLEW_GET_FUN(__glewCheckFramebufferStatus)
#define glDeleteFramebuffers GLEW_GET_FUN(__glewDeleteFramebuffers)
#define glDeleteRenderbuffers GLEW_GET_FUN(__glewDeleteRenderbuffers)
#define glFramebufferRenderbuffer GLEW_GET_FUN(__glewFramebufferRenderbuffer)
#define glFramebufferTexture1D GLEW_GET_FUN(__glewFramebufferTexture1D)
#define glFramebufferTexture2D GLEW_GET_FUN(__glewFramebufferTexture2D)
#define glFramebufferTexture3D GLEW_GET_FUN(__glewFramebufferTexture3D)
#define glFramebufferTextureLayer GLEW_GET_FUN(__glewFramebufferTextureLayer)
#define glGenFramebuffers GLEW_GET_FUN(__glewGenFramebuffers)
#define glGenRenderbuffers GLEW_GET_FUN(__glewGenRenderbuffers)
#define glGenerateMipmap GLEW_GET_FUN(__glewGenerateMipmap)
#define glGetFramebufferAttachmentParameteriv GLEW_GET_FUN(__glewGetFramebufferAttachmentParameteriv)
#define glGetRenderbufferParameteriv GLEW_GET_FUN(__glewGetRenderbufferParameteriv)
#define glIsFramebuffer GLEW_GET_FUN(__glewIsFramebuffer)
#define glIsRenderbuffer GLEW_GET_FUN(__glewIsRenderbuffer)
#define glRenderbufferStorage GLEW_GET_FUN(__glewRenderbufferStorage)
#define glRenderbufferStorageMultisample GLEW_GET_FUN(__glewRenderbufferStorageMultisample)
#define GLEW_ARB_framebuffer_object GLEW_GET_VAR(__GLEW_ARB_framebuffer_object)
#endif /* GL_ARB_framebuffer_object */
/* ------------------------ GL_ARB_framebuffer_sRGB ------------------------ */
#ifndef GL_ARB_framebuffer_sRGB
#define GL_ARB_framebuffer_sRGB 1
#define GL_FRAMEBUFFER_SRGB 0x8DB9
#define GLEW_ARB_framebuffer_sRGB GLEW_GET_VAR(__GLEW_ARB_framebuffer_sRGB)
#endif /* GL_ARB_framebuffer_sRGB */
/* ------------------------ GL_ARB_geometry_shader4 ------------------------ */
#ifndef GL_ARB_geometry_shader4
#define GL_ARB_geometry_shader4 1
#define GL_LINES_ADJACENCY_ARB 0xA
#define GL_LINE_STRIP_ADJACENCY_ARB 0xB
#define GL_TRIANGLES_ADJACENCY_ARB 0xC
#define GL_TRIANGLE_STRIP_ADJACENCY_ARB 0xD
#define GL_PROGRAM_POINT_SIZE_ARB 0x8642
#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB 0x8C29
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4
#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_ARB 0x8DA7
#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB 0x8DA8
#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB 0x8DA9
#define GL_GEOMETRY_SHADER_ARB 0x8DD9
#define GL_GEOMETRY_VERTICES_OUT_ARB 0x8DDA
#define GL_GEOMETRY_INPUT_TYPE_ARB 0x8DDB
#define GL_GEOMETRY_OUTPUT_TYPE_ARB 0x8DDC
#define GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB 0x8DDD
#define GL_MAX_VERTEX_VARYING_COMPONENTS_ARB 0x8DDE
#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB 0x8DDF
#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB 0x8DE0
#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB 0x8DE1
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREARBPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level);
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREFACEARBPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face);
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURELAYERARBPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERIARBPROC) (GLuint program, GLenum pname, GLint value);
#define glFramebufferTextureARB GLEW_GET_FUN(__glewFramebufferTextureARB)
#define glFramebufferTextureFaceARB GLEW_GET_FUN(__glewFramebufferTextureFaceARB)
#define glFramebufferTextureLayerARB GLEW_GET_FUN(__glewFramebufferTextureLayerARB)
#define glProgramParameteriARB GLEW_GET_FUN(__glewProgramParameteriARB)
#define GLEW_ARB_geometry_shader4 GLEW_GET_VAR(__GLEW_ARB_geometry_shader4)
#endif /* GL_ARB_geometry_shader4 */
/* ----------------------- GL_ARB_get_program_binary ----------------------- */
#ifndef GL_ARB_get_program_binary
#define GL_ARB_get_program_binary 1
#define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257
#define GL_PROGRAM_BINARY_LENGTH 0x8741
#define GL_NUM_PROGRAM_BINARY_FORMATS 0x87FE
#define GL_PROGRAM_BINARY_FORMATS 0x87FF
typedef void (GLAPIENTRY * PFNGLGETPROGRAMBINARYPROC) (GLuint program, GLsizei bufSize, GLsizei* length, GLenum *binaryFormat, void*binary);
typedef void (GLAPIENTRY * PFNGLPROGRAMBINARYPROC) (GLuint program, GLenum binaryFormat, const void *binary, GLsizei length);
typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERIPROC) (GLuint program, GLenum pname, GLint value);
#define glGetProgramBinary GLEW_GET_FUN(__glewGetProgramBinary)
#define glProgramBinary GLEW_GET_FUN(__glewProgramBinary)
#define glProgramParameteri GLEW_GET_FUN(__glewProgramParameteri)
#define GLEW_ARB_get_program_binary GLEW_GET_VAR(__GLEW_ARB_get_program_binary)
#endif /* GL_ARB_get_program_binary */
/* ---------------------- GL_ARB_get_texture_sub_image --------------------- */
#ifndef GL_ARB_get_texture_sub_image
#define GL_ARB_get_texture_sub_image 1
typedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void *pixels);
typedef void (GLAPIENTRY * PFNGLGETTEXTURESUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void *pixels);
#define glGetCompressedTextureSubImage GLEW_GET_FUN(__glewGetCompressedTextureSubImage)
#define glGetTextureSubImage GLEW_GET_FUN(__glewGetTextureSubImage)
#define GLEW_ARB_get_texture_sub_image GLEW_GET_VAR(__GLEW_ARB_get_texture_sub_image)
#endif /* GL_ARB_get_texture_sub_image */
/* --------------------------- GL_ARB_gpu_shader5 -------------------------- */
#ifndef GL_ARB_gpu_shader5
#define GL_ARB_gpu_shader5 1
#define GL_GEOMETRY_SHADER_INVOCATIONS 0x887F
#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS 0x8E5A
#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET 0x8E5B
#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET 0x8E5C
#define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS 0x8E5D
#define GL_MAX_VERTEX_STREAMS 0x8E71
#define GLEW_ARB_gpu_shader5 GLEW_GET_VAR(__GLEW_ARB_gpu_shader5)
#endif /* GL_ARB_gpu_shader5 */
/* ------------------------- GL_ARB_gpu_shader_fp64 ------------------------ */
#ifndef GL_ARB_gpu_shader_fp64
#define GL_ARB_gpu_shader_fp64 1
#define GL_DOUBLE_MAT2 0x8F46
#define GL_DOUBLE_MAT3 0x8F47
#define GL_DOUBLE_MAT4 0x8F48
#define GL_DOUBLE_MAT2x3 0x8F49
#define GL_DOUBLE_MAT2x4 0x8F4A
#define GL_DOUBLE_MAT3x2 0x8F4B
#define GL_DOUBLE_MAT3x4 0x8F4C
#define GL_DOUBLE_MAT4x2 0x8F4D
#define GL_DOUBLE_MAT4x3 0x8F4E
#define GL_DOUBLE_VEC2 0x8FFC
#define GL_DOUBLE_VEC3 0x8FFD
#define GL_DOUBLE_VEC4 0x8FFE
typedef void (GLAPIENTRY * PFNGLGETUNIFORMDVPROC) (GLuint program, GLint location, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLUNIFORM1DPROC) (GLint location, GLdouble x);
typedef void (GLAPIENTRY * PFNGLUNIFORM1DVPROC) (GLint location, GLsizei count, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM2DPROC) (GLint location, GLdouble x, GLdouble y);
typedef void (GLAPIENTRY * PFNGLUNIFORM2DVPROC) (GLint location, GLsizei count, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM3DPROC) (GLint location, GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLUNIFORM3DVPROC) (GLint location, GLsizei count, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM4DPROC) (GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (GLAPIENTRY * PFNGLUNIFORM4DVPROC) (GLint location, GLsizei count, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
#define glGetUniformdv GLEW_GET_FUN(__glewGetUniformdv)
#define glUniform1d GLEW_GET_FUN(__glewUniform1d)
#define glUniform1dv GLEW_GET_FUN(__glewUniform1dv)
#define glUniform2d GLEW_GET_FUN(__glewUniform2d)
#define glUniform2dv GLEW_GET_FUN(__glewUniform2dv)
#define glUniform3d GLEW_GET_FUN(__glewUniform3d)
#define glUniform3dv GLEW_GET_FUN(__glewUniform3dv)
#define glUniform4d GLEW_GET_FUN(__glewUniform4d)
#define glUniform4dv GLEW_GET_FUN(__glewUniform4dv)
#define glUniformMatrix2dv GLEW_GET_FUN(__glewUniformMatrix2dv)
#define glUniformMatrix2x3dv GLEW_GET_FUN(__glewUniformMatrix2x3dv)
#define glUniformMatrix2x4dv GLEW_GET_FUN(__glewUniformMatrix2x4dv)
#define glUniformMatrix3dv GLEW_GET_FUN(__glewUniformMatrix3dv)
#define glUniformMatrix3x2dv GLEW_GET_FUN(__glewUniformMatrix3x2dv)
#define glUniformMatrix3x4dv GLEW_GET_FUN(__glewUniformMatrix3x4dv)
#define glUniformMatrix4dv GLEW_GET_FUN(__glewUniformMatrix4dv)
#define glUniformMatrix4x2dv GLEW_GET_FUN(__glewUniformMatrix4x2dv)
#define glUniformMatrix4x3dv GLEW_GET_FUN(__glewUniformMatrix4x3dv)
#define GLEW_ARB_gpu_shader_fp64 GLEW_GET_VAR(__GLEW_ARB_gpu_shader_fp64)
#endif /* GL_ARB_gpu_shader_fp64 */
/* ------------------------ GL_ARB_gpu_shader_int64 ------------------------ */
#ifndef GL_ARB_gpu_shader_int64
#define GL_ARB_gpu_shader_int64 1
#define GL_INT64_ARB 0x140E
#define GL_UNSIGNED_INT64_ARB 0x140F
#define GL_INT64_VEC2_ARB 0x8FE9
#define GL_INT64_VEC3_ARB 0x8FEA
#define GL_INT64_VEC4_ARB 0x8FEB
#define GL_UNSIGNED_INT64_VEC2_ARB 0x8FF5
#define GL_UNSIGNED_INT64_VEC3_ARB 0x8FF6
#define GL_UNSIGNED_INT64_VEC4_ARB 0x8FF7
typedef void (GLAPIENTRY * PFNGLGETUNIFORMI64VARBPROC) (GLuint program, GLint location, GLint64* params);
typedef void (GLAPIENTRY * PFNGLGETUNIFORMUI64VARBPROC) (GLuint program, GLint location, GLuint64* params);
typedef void (GLAPIENTRY * PFNGLGETNUNIFORMI64VARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLint64* params);
typedef void (GLAPIENTRY * PFNGLGETNUNIFORMUI64VARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint64* params);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1I64ARBPROC) (GLuint program, GLint location, GLint64 x);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UI64ARBPROC) (GLuint program, GLint location, GLuint64 x);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2I64ARBPROC) (GLuint program, GLint location, GLint64 x, GLint64 y);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UI64ARBPROC) (GLuint program, GLint location, GLuint64 x, GLuint64 y);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3I64ARBPROC) (GLuint program, GLint location, GLint64 x, GLint64 y, GLint64 z);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UI64ARBPROC) (GLuint program, GLint location, GLuint64 x, GLuint64 y, GLuint64 z);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4I64ARBPROC) (GLuint program, GLint location, GLint64 x, GLint64 y, GLint64 z, GLint64 w);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UI64ARBPROC) (GLuint program, GLint location, GLuint64 x, GLuint64 y, GLuint64 z, GLuint64 w);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM1I64ARBPROC) (GLint location, GLint64 x);
typedef void (GLAPIENTRY * PFNGLUNIFORM1I64VARBPROC) (GLint location, GLsizei count, const GLint64* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM1UI64ARBPROC) (GLint location, GLuint64 x);
typedef void (GLAPIENTRY * PFNGLUNIFORM1UI64VARBPROC) (GLint location, GLsizei count, const GLuint64* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM2I64ARBPROC) (GLint location, GLint64 x, GLint64 y);
typedef void (GLAPIENTRY * PFNGLUNIFORM2I64VARBPROC) (GLint location, GLsizei count, const GLint64* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM2UI64ARBPROC) (GLint location, GLuint64 x, GLuint64 y);
typedef void (GLAPIENTRY * PFNGLUNIFORM2UI64VARBPROC) (GLint location, GLsizei count, const GLuint64* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM3I64ARBPROC) (GLint location, GLint64 x, GLint64 y, GLint64 z);
typedef void (GLAPIENTRY * PFNGLUNIFORM3I64VARBPROC) (GLint location, GLsizei count, const GLint64* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM3UI64ARBPROC) (GLint location, GLuint64 x, GLuint64 y, GLuint64 z);
typedef void (GLAPIENTRY * PFNGLUNIFORM3UI64VARBPROC) (GLint location, GLsizei count, const GLuint64* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM4I64ARBPROC) (GLint location, GLint64 x, GLint64 y, GLint64 z, GLint64 w);
typedef void (GLAPIENTRY * PFNGLUNIFORM4I64VARBPROC) (GLint location, GLsizei count, const GLint64* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM4UI64ARBPROC) (GLint location, GLuint64 x, GLuint64 y, GLuint64 z, GLuint64 w);
typedef void (GLAPIENTRY * PFNGLUNIFORM4UI64VARBPROC) (GLint location, GLsizei count, const GLuint64* value);
#define glGetUniformi64vARB GLEW_GET_FUN(__glewGetUniformi64vARB)
#define glGetUniformui64vARB GLEW_GET_FUN(__glewGetUniformui64vARB)
#define glGetnUniformi64vARB GLEW_GET_FUN(__glewGetnUniformi64vARB)
#define glGetnUniformui64vARB GLEW_GET_FUN(__glewGetnUniformui64vARB)
#define glProgramUniform1i64ARB GLEW_GET_FUN(__glewProgramUniform1i64ARB)
#define glProgramUniform1i64vARB GLEW_GET_FUN(__glewProgramUniform1i64vARB)
#define glProgramUniform1ui64ARB GLEW_GET_FUN(__glewProgramUniform1ui64ARB)
#define glProgramUniform1ui64vARB GLEW_GET_FUN(__glewProgramUniform1ui64vARB)
#define glProgramUniform2i64ARB GLEW_GET_FUN(__glewProgramUniform2i64ARB)
#define glProgramUniform2i64vARB GLEW_GET_FUN(__glewProgramUniform2i64vARB)
#define glProgramUniform2ui64ARB GLEW_GET_FUN(__glewProgramUniform2ui64ARB)
#define glProgramUniform2ui64vARB GLEW_GET_FUN(__glewProgramUniform2ui64vARB)
#define glProgramUniform3i64ARB GLEW_GET_FUN(__glewProgramUniform3i64ARB)
#define glProgramUniform3i64vARB GLEW_GET_FUN(__glewProgramUniform3i64vARB)
#define glProgramUniform3ui64ARB GLEW_GET_FUN(__glewProgramUniform3ui64ARB)
#define glProgramUniform3ui64vARB GLEW_GET_FUN(__glewProgramUniform3ui64vARB)
#define glProgramUniform4i64ARB GLEW_GET_FUN(__glewProgramUniform4i64ARB)
#define glProgramUniform4i64vARB GLEW_GET_FUN(__glewProgramUniform4i64vARB)
#define glProgramUniform4ui64ARB GLEW_GET_FUN(__glewProgramUniform4ui64ARB)
#define glProgramUniform4ui64vARB GLEW_GET_FUN(__glewProgramUniform4ui64vARB)
#define glUniform1i64ARB GLEW_GET_FUN(__glewUniform1i64ARB)
#define glUniform1i64vARB GLEW_GET_FUN(__glewUniform1i64vARB)
#define glUniform1ui64ARB GLEW_GET_FUN(__glewUniform1ui64ARB)
#define glUniform1ui64vARB GLEW_GET_FUN(__glewUniform1ui64vARB)
#define glUniform2i64ARB GLEW_GET_FUN(__glewUniform2i64ARB)
#define glUniform2i64vARB GLEW_GET_FUN(__glewUniform2i64vARB)
#define glUniform2ui64ARB GLEW_GET_FUN(__glewUniform2ui64ARB)
#define glUniform2ui64vARB GLEW_GET_FUN(__glewUniform2ui64vARB)
#define glUniform3i64ARB GLEW_GET_FUN(__glewUniform3i64ARB)
#define glUniform3i64vARB GLEW_GET_FUN(__glewUniform3i64vARB)
#define glUniform3ui64ARB GLEW_GET_FUN(__glewUniform3ui64ARB)
#define glUniform3ui64vARB GLEW_GET_FUN(__glewUniform3ui64vARB)
#define glUniform4i64ARB GLEW_GET_FUN(__glewUniform4i64ARB)
#define glUniform4i64vARB GLEW_GET_FUN(__glewUniform4i64vARB)
#define glUniform4ui64ARB GLEW_GET_FUN(__glewUniform4ui64ARB)
#define glUniform4ui64vARB GLEW_GET_FUN(__glewUniform4ui64vARB)
#define GLEW_ARB_gpu_shader_int64 GLEW_GET_VAR(__GLEW_ARB_gpu_shader_int64)
#endif /* GL_ARB_gpu_shader_int64 */
/* ------------------------ GL_ARB_half_float_pixel ------------------------ */
#ifndef GL_ARB_half_float_pixel
#define GL_ARB_half_float_pixel 1
#define GL_HALF_FLOAT_ARB 0x140B
#define GLEW_ARB_half_float_pixel GLEW_GET_VAR(__GLEW_ARB_half_float_pixel)
#endif /* GL_ARB_half_float_pixel */
/* ------------------------ GL_ARB_half_float_vertex ----------------------- */
#ifndef GL_ARB_half_float_vertex
#define GL_ARB_half_float_vertex 1
#define GL_HALF_FLOAT 0x140B
#define GLEW_ARB_half_float_vertex GLEW_GET_VAR(__GLEW_ARB_half_float_vertex)
#endif /* GL_ARB_half_float_vertex */
/* ----------------------------- GL_ARB_imaging ---------------------------- */
#ifndef GL_ARB_imaging
#define GL_ARB_imaging 1
#define GL_CONSTANT_COLOR 0x8001
#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
#define GL_CONSTANT_ALPHA 0x8003
#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
#define GL_BLEND_COLOR 0x8005
#define GL_FUNC_ADD 0x8006
#define GL_MIN 0x8007
#define GL_MAX 0x8008
#define GL_BLEND_EQUATION 0x8009
#define GL_FUNC_SUBTRACT 0x800A
#define GL_FUNC_REVERSE_SUBTRACT 0x800B
#define GL_CONVOLUTION_1D 0x8010
#define GL_CONVOLUTION_2D 0x8011
#define GL_SEPARABLE_2D 0x8012
#define GL_CONVOLUTION_BORDER_MODE 0x8013
#define GL_CONVOLUTION_FILTER_SCALE 0x8014
#define GL_CONVOLUTION_FILTER_BIAS 0x8015
#define GL_REDUCE 0x8016
#define GL_CONVOLUTION_FORMAT 0x8017
#define GL_CONVOLUTION_WIDTH 0x8018
#define GL_CONVOLUTION_HEIGHT 0x8019
#define GL_MAX_CONVOLUTION_WIDTH 0x801A
#define GL_MAX_CONVOLUTION_HEIGHT 0x801B
#define GL_POST_CONVOLUTION_RED_SCALE 0x801C
#define GL_POST_CONVOLUTION_GREEN_SCALE 0x801D
#define GL_POST_CONVOLUTION_BLUE_SCALE 0x801E
#define GL_POST_CONVOLUTION_ALPHA_SCALE 0x801F
#define GL_POST_CONVOLUTION_RED_BIAS 0x8020
#define GL_POST_CONVOLUTION_GREEN_BIAS 0x8021
#define GL_POST_CONVOLUTION_BLUE_BIAS 0x8022
#define GL_POST_CONVOLUTION_ALPHA_BIAS 0x8023
#define GL_HISTOGRAM 0x8024
#define GL_PROXY_HISTOGRAM 0x8025
#define GL_HISTOGRAM_WIDTH 0x8026
#define GL_HISTOGRAM_FORMAT 0x8027
#define GL_HISTOGRAM_RED_SIZE 0x8028
#define GL_HISTOGRAM_GREEN_SIZE 0x8029
#define GL_HISTOGRAM_BLUE_SIZE 0x802A
#define GL_HISTOGRAM_ALPHA_SIZE 0x802B
#define GL_HISTOGRAM_LUMINANCE_SIZE 0x802C
#define GL_HISTOGRAM_SINK 0x802D
#define GL_MINMAX 0x802E
#define GL_MINMAX_FORMAT 0x802F
#define GL_MINMAX_SINK 0x8030
#define GL_TABLE_TOO_LARGE 0x8031
#define GL_COLOR_MATRIX 0x80B1
#define GL_COLOR_MATRIX_STACK_DEPTH 0x80B2
#define GL_MAX_COLOR_MATRIX_STACK_DEPTH 0x80B3
#define GL_POST_COLOR_MATRIX_RED_SCALE 0x80B4
#define GL_POST_COLOR_MATRIX_GREEN_SCALE 0x80B5
#define GL_POST_COLOR_MATRIX_BLUE_SCALE 0x80B6
#define GL_POST_COLOR_MATRIX_ALPHA_SCALE 0x80B7
#define GL_POST_COLOR_MATRIX_RED_BIAS 0x80B8
#define GL_POST_COLOR_MATRIX_GREEN_BIAS 0x80B9
#define GL_POST_COLOR_MATRIX_BLUE_BIAS 0x80BA
#define GL_POST_COLOR_MATRIX_ALPHA_BIAS 0x80BB
#define GL_COLOR_TABLE 0x80D0
#define GL_POST_CONVOLUTION_COLOR_TABLE 0x80D1
#define GL_POST_COLOR_MATRIX_COLOR_TABLE 0x80D2
#define GL_PROXY_COLOR_TABLE 0x80D3
#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE 0x80D4
#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE 0x80D5
#define GL_COLOR_TABLE_SCALE 0x80D6
#define GL_COLOR_TABLE_BIAS 0x80D7
#define GL_COLOR_TABLE_FORMAT 0x80D8
#define GL_COLOR_TABLE_WIDTH 0x80D9
#define GL_COLOR_TABLE_RED_SIZE 0x80DA
#define GL_COLOR_TABLE_GREEN_SIZE 0x80DB
#define GL_COLOR_TABLE_BLUE_SIZE 0x80DC
#define GL_COLOR_TABLE_ALPHA_SIZE 0x80DD
#define GL_COLOR_TABLE_LUMINANCE_SIZE 0x80DE
#define GL_COLOR_TABLE_INTENSITY_SIZE 0x80DF
#define GL_IGNORE_BORDER 0x8150
#define GL_CONSTANT_BORDER 0x8151
#define GL_WRAP_BORDER 0x8152
#define GL_REPLICATE_BORDER 0x8153
#define GL_CONVOLUTION_BORDER_COLOR 0x8154
typedef void (GLAPIENTRY * PFNGLCOLORSUBTABLEPROC) (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void *data);
typedef void (GLAPIENTRY * PFNGLCOLORTABLEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *table);
typedef void (GLAPIENTRY * PFNGLCOLORTABLEPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params);
typedef void (GLAPIENTRY * PFNGLCOLORTABLEPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params);
typedef void (GLAPIENTRY * PFNGLCONVOLUTIONFILTER1DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *image);
typedef void (GLAPIENTRY * PFNGLCONVOLUTIONFILTER2DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *image);
typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERFPROC) (GLenum target, GLenum pname, GLfloat params);
typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params);
typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERIPROC) (GLenum target, GLenum pname, GLint params);
typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params);
typedef void (GLAPIENTRY * PFNGLCOPYCOLORSUBTABLEPROC) (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width);
typedef void (GLAPIENTRY * PFNGLCOPYCOLORTABLEPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);
typedef void (GLAPIENTRY * PFNGLCOPYCONVOLUTIONFILTER1DPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);
typedef void (GLAPIENTRY * PFNGLCOPYCONVOLUTIONFILTER2DPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPROC) (GLenum target, GLenum format, GLenum type, void *table);
typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params);
typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
typedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONFILTERPROC) (GLenum target, GLenum format, GLenum type, void *image);
typedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params);
typedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
typedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values);
typedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params);
typedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
typedef void (GLAPIENTRY * PFNGLGETMINMAXPROC) (GLenum target, GLboolean reset, GLenum format, GLenum types, void *values);
typedef void (GLAPIENTRY * PFNGLGETMINMAXPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params);
typedef void (GLAPIENTRY * PFNGLGETMINMAXPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
typedef void (GLAPIENTRY * PFNGLGETSEPARABLEFILTERPROC) (GLenum target, GLenum format, GLenum type, void *row, void *column, void *span);
typedef void (GLAPIENTRY * PFNGLHISTOGRAMPROC) (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink);
typedef void (GLAPIENTRY * PFNGLMINMAXPROC) (GLenum target, GLenum internalformat, GLboolean sink);
typedef void (GLAPIENTRY * PFNGLRESETHISTOGRAMPROC) (GLenum target);
typedef void (GLAPIENTRY * PFNGLRESETMINMAXPROC) (GLenum target);
typedef void (GLAPIENTRY * PFNGLSEPARABLEFILTER2DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *row, const void *column);
#define glColorSubTable GLEW_GET_FUN(__glewColorSubTable)
#define glColorTable GLEW_GET_FUN(__glewColorTable)
#define glColorTableParameterfv GLEW_GET_FUN(__glewColorTableParameterfv)
#define glColorTableParameteriv GLEW_GET_FUN(__glewColorTableParameteriv)
#define glConvolutionFilter1D GLEW_GET_FUN(__glewConvolutionFilter1D)
#define glConvolutionFilter2D GLEW_GET_FUN(__glewConvolutionFilter2D)
#define glConvolutionParameterf GLEW_GET_FUN(__glewConvolutionParameterf)
#define glConvolutionParameterfv GLEW_GET_FUN(__glewConvolutionParameterfv)
#define glConvolutionParameteri GLEW_GET_FUN(__glewConvolutionParameteri)
#define glConvolutionParameteriv GLEW_GET_FUN(__glewConvolutionParameteriv)
#define glCopyColorSubTable GLEW_GET_FUN(__glewCopyColorSubTable)
#define glCopyColorTable GLEW_GET_FUN(__glewCopyColorTable)
#define glCopyConvolutionFilter1D GLEW_GET_FUN(__glewCopyConvolutionFilter1D)
#define glCopyConvolutionFilter2D GLEW_GET_FUN(__glewCopyConvolutionFilter2D)
#define glGetColorTable GLEW_GET_FUN(__glewGetColorTable)
#define glGetColorTableParameterfv GLEW_GET_FUN(__glewGetColorTableParameterfv)
#define glGetColorTableParameteriv GLEW_GET_FUN(__glewGetColorTableParameteriv)
#define glGetConvolutionFilter GLEW_GET_FUN(__glewGetConvolutionFilter)
#define glGetConvolutionParameterfv GLEW_GET_FUN(__glewGetConvolutionParameterfv)
#define glGetConvolutionParameteriv GLEW_GET_FUN(__glewGetConvolutionParameteriv)
#define glGetHistogram GLEW_GET_FUN(__glewGetHistogram)
#define glGetHistogramParameterfv GLEW_GET_FUN(__glewGetHistogramParameterfv)
#define glGetHistogramParameteriv GLEW_GET_FUN(__glewGetHistogramParameteriv)
#define glGetMinmax GLEW_GET_FUN(__glewGetMinmax)
#define glGetMinmaxParameterfv GLEW_GET_FUN(__glewGetMinmaxParameterfv)
#define glGetMinmaxParameteriv GLEW_GET_FUN(__glewGetMinmaxParameteriv)
#define glGetSeparableFilter GLEW_GET_FUN(__glewGetSeparableFilter)
#define glHistogram GLEW_GET_FUN(__glewHistogram)
#define glMinmax GLEW_GET_FUN(__glewMinmax)
#define glResetHistogram GLEW_GET_FUN(__glewResetHistogram)
#define glResetMinmax GLEW_GET_FUN(__glewResetMinmax)
#define glSeparableFilter2D GLEW_GET_FUN(__glewSeparableFilter2D)
#define GLEW_ARB_imaging GLEW_GET_VAR(__GLEW_ARB_imaging)
#endif /* GL_ARB_imaging */
/* ----------------------- GL_ARB_indirect_parameters ---------------------- */
#ifndef GL_ARB_indirect_parameters
#define GL_ARB_indirect_parameters 1
#define GL_PARAMETER_BUFFER_ARB 0x80EE
#define GL_PARAMETER_BUFFER_BINDING_ARB 0x80EF
typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTCOUNTARBPROC) (GLenum mode, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride);
typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTARBPROC) (GLenum mode, GLenum type, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride);
#define glMultiDrawArraysIndirectCountARB GLEW_GET_FUN(__glewMultiDrawArraysIndirectCountARB)
#define glMultiDrawElementsIndirectCountARB GLEW_GET_FUN(__glewMultiDrawElementsIndirectCountARB)
#define GLEW_ARB_indirect_parameters GLEW_GET_VAR(__GLEW_ARB_indirect_parameters)
#endif /* GL_ARB_indirect_parameters */
/* ------------------------ GL_ARB_instanced_arrays ------------------------ */
#ifndef GL_ARB_instanced_arrays
#define GL_ARB_instanced_arrays 1
#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ARB 0x88FE
typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDARBPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount);
typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDARBPROC) (GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei primcount);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBDIVISORARBPROC) (GLuint index, GLuint divisor);
#define glDrawArraysInstancedARB GLEW_GET_FUN(__glewDrawArraysInstancedARB)
#define glDrawElementsInstancedARB GLEW_GET_FUN(__glewDrawElementsInstancedARB)
#define glVertexAttribDivisorARB GLEW_GET_FUN(__glewVertexAttribDivisorARB)
#define GLEW_ARB_instanced_arrays GLEW_GET_VAR(__GLEW_ARB_instanced_arrays)
#endif /* GL_ARB_instanced_arrays */
/* ---------------------- GL_ARB_internalformat_query ---------------------- */
#ifndef GL_ARB_internalformat_query
#define GL_ARB_internalformat_query 1
#define GL_NUM_SAMPLE_COUNTS 0x9380
typedef void (GLAPIENTRY * PFNGLGETINTERNALFORMATIVPROC) (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint* params);
#define glGetInternalformativ GLEW_GET_FUN(__glewGetInternalformativ)
#define GLEW_ARB_internalformat_query GLEW_GET_VAR(__GLEW_ARB_internalformat_query)
#endif /* GL_ARB_internalformat_query */
/* ---------------------- GL_ARB_internalformat_query2 --------------------- */
#ifndef GL_ARB_internalformat_query2
#define GL_ARB_internalformat_query2 1
#define GL_INTERNALFORMAT_SUPPORTED 0x826F
#define GL_INTERNALFORMAT_PREFERRED 0x8270
#define GL_INTERNALFORMAT_RED_SIZE 0x8271
#define GL_INTERNALFORMAT_GREEN_SIZE 0x8272
#define GL_INTERNALFORMAT_BLUE_SIZE 0x8273
#define GL_INTERNALFORMAT_ALPHA_SIZE 0x8274
#define GL_INTERNALFORMAT_DEPTH_SIZE 0x8275
#define GL_INTERNALFORMAT_STENCIL_SIZE 0x8276
#define GL_INTERNALFORMAT_SHARED_SIZE 0x8277
#define GL_INTERNALFORMAT_RED_TYPE 0x8278
#define GL_INTERNALFORMAT_GREEN_TYPE 0x8279
#define GL_INTERNALFORMAT_BLUE_TYPE 0x827A
#define GL_INTERNALFORMAT_ALPHA_TYPE 0x827B
#define GL_INTERNALFORMAT_DEPTH_TYPE 0x827C
#define GL_INTERNALFORMAT_STENCIL_TYPE 0x827D
#define GL_MAX_WIDTH 0x827E
#define GL_MAX_HEIGHT 0x827F
#define GL_MAX_DEPTH 0x8280
#define GL_MAX_LAYERS 0x8281
#define GL_MAX_COMBINED_DIMENSIONS 0x8282
#define GL_COLOR_COMPONENTS 0x8283
#define GL_DEPTH_COMPONENTS 0x8284
#define GL_STENCIL_COMPONENTS 0x8285
#define GL_COLOR_RENDERABLE 0x8286
#define GL_DEPTH_RENDERABLE 0x8287
#define GL_STENCIL_RENDERABLE 0x8288
#define GL_FRAMEBUFFER_RENDERABLE 0x8289
#define GL_FRAMEBUFFER_RENDERABLE_LAYERED 0x828A
#define GL_FRAMEBUFFER_BLEND 0x828B
#define GL_READ_PIXELS 0x828C
#define GL_READ_PIXELS_FORMAT 0x828D
#define GL_READ_PIXELS_TYPE 0x828E
#define GL_TEXTURE_IMAGE_FORMAT 0x828F
#define GL_TEXTURE_IMAGE_TYPE 0x8290
#define GL_GET_TEXTURE_IMAGE_FORMAT 0x8291
#define GL_GET_TEXTURE_IMAGE_TYPE 0x8292
#define GL_MIPMAP 0x8293
#define GL_MANUAL_GENERATE_MIPMAP 0x8294
#define GL_AUTO_GENERATE_MIPMAP 0x8295
#define GL_COLOR_ENCODING 0x8296
#define GL_SRGB_READ 0x8297
#define GL_SRGB_WRITE 0x8298
#define GL_SRGB_DECODE_ARB 0x8299
#define GL_FILTER 0x829A
#define GL_VERTEX_TEXTURE 0x829B
#define GL_TESS_CONTROL_TEXTURE 0x829C
#define GL_TESS_EVALUATION_TEXTURE 0x829D
#define GL_GEOMETRY_TEXTURE 0x829E
#define GL_FRAGMENT_TEXTURE 0x829F
#define GL_COMPUTE_TEXTURE 0x82A0
#define GL_TEXTURE_SHADOW 0x82A1
#define GL_TEXTURE_GATHER 0x82A2
#define GL_TEXTURE_GATHER_SHADOW 0x82A3
#define GL_SHADER_IMAGE_LOAD 0x82A4
#define GL_SHADER_IMAGE_STORE 0x82A5
#define GL_SHADER_IMAGE_ATOMIC 0x82A6
#define GL_IMAGE_TEXEL_SIZE 0x82A7
#define GL_IMAGE_COMPATIBILITY_CLASS 0x82A8
#define GL_IMAGE_PIXEL_FORMAT 0x82A9
#define GL_IMAGE_PIXEL_TYPE 0x82AA
#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST 0x82AC
#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST 0x82AD
#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE 0x82AE
#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE 0x82AF
#define GL_TEXTURE_COMPRESSED_BLOCK_WIDTH 0x82B1
#define GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT 0x82B2
#define GL_TEXTURE_COMPRESSED_BLOCK_SIZE 0x82B3
#define GL_CLEAR_BUFFER 0x82B4
#define GL_TEXTURE_VIEW 0x82B5
#define GL_VIEW_COMPATIBILITY_CLASS 0x82B6
#define GL_FULL_SUPPORT 0x82B7
#define GL_CAVEAT_SUPPORT 0x82B8
#define GL_IMAGE_CLASS_4_X_32 0x82B9
#define GL_IMAGE_CLASS_2_X_32 0x82BA
#define GL_IMAGE_CLASS_1_X_32 0x82BB
#define GL_IMAGE_CLASS_4_X_16 0x82BC
#define GL_IMAGE_CLASS_2_X_16 0x82BD
#define GL_IMAGE_CLASS_1_X_16 0x82BE
#define GL_IMAGE_CLASS_4_X_8 0x82BF
#define GL_IMAGE_CLASS_2_X_8 0x82C0
#define GL_IMAGE_CLASS_1_X_8 0x82C1
#define GL_IMAGE_CLASS_11_11_10 0x82C2
#define GL_IMAGE_CLASS_10_10_10_2 0x82C3
#define GL_VIEW_CLASS_128_BITS 0x82C4
#define GL_VIEW_CLASS_96_BITS 0x82C5
#define GL_VIEW_CLASS_64_BITS 0x82C6
#define GL_VIEW_CLASS_48_BITS 0x82C7
#define GL_VIEW_CLASS_32_BITS 0x82C8
#define GL_VIEW_CLASS_24_BITS 0x82C9
#define GL_VIEW_CLASS_16_BITS 0x82CA
#define GL_VIEW_CLASS_8_BITS 0x82CB
#define GL_VIEW_CLASS_S3TC_DXT1_RGB 0x82CC
#define GL_VIEW_CLASS_S3TC_DXT1_RGBA 0x82CD
#define GL_VIEW_CLASS_S3TC_DXT3_RGBA 0x82CE
#define GL_VIEW_CLASS_S3TC_DXT5_RGBA 0x82CF
#define GL_VIEW_CLASS_RGTC1_RED 0x82D0
#define GL_VIEW_CLASS_RGTC2_RG 0x82D1
#define GL_VIEW_CLASS_BPTC_UNORM 0x82D2
#define GL_VIEW_CLASS_BPTC_FLOAT 0x82D3
typedef void (GLAPIENTRY * PFNGLGETINTERNALFORMATI64VPROC) (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64* params);
#define glGetInternalformati64v GLEW_GET_FUN(__glewGetInternalformati64v)
#define GLEW_ARB_internalformat_query2 GLEW_GET_VAR(__GLEW_ARB_internalformat_query2)
#endif /* GL_ARB_internalformat_query2 */
/* ----------------------- GL_ARB_invalidate_subdata ----------------------- */
#ifndef GL_ARB_invalidate_subdata
#define GL_ARB_invalidate_subdata 1
typedef void (GLAPIENTRY * PFNGLINVALIDATEBUFFERDATAPROC) (GLuint buffer);
typedef void (GLAPIENTRY * PFNGLINVALIDATEBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length);
typedef void (GLAPIENTRY * PFNGLINVALIDATEFRAMEBUFFERPROC) (GLenum target, GLsizei numAttachments, const GLenum* attachments);
typedef void (GLAPIENTRY * PFNGLINVALIDATESUBFRAMEBUFFERPROC) (GLenum target, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLINVALIDATETEXIMAGEPROC) (GLuint texture, GLint level);
typedef void (GLAPIENTRY * PFNGLINVALIDATETEXSUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth);
#define glInvalidateBufferData GLEW_GET_FUN(__glewInvalidateBufferData)
#define glInvalidateBufferSubData GLEW_GET_FUN(__glewInvalidateBufferSubData)
#define glInvalidateFramebuffer GLEW_GET_FUN(__glewInvalidateFramebuffer)
#define glInvalidateSubFramebuffer GLEW_GET_FUN(__glewInvalidateSubFramebuffer)
#define glInvalidateTexImage GLEW_GET_FUN(__glewInvalidateTexImage)
#define glInvalidateTexSubImage GLEW_GET_FUN(__glewInvalidateTexSubImage)
#define GLEW_ARB_invalidate_subdata GLEW_GET_VAR(__GLEW_ARB_invalidate_subdata)
#endif /* GL_ARB_invalidate_subdata */
/* ---------------------- GL_ARB_map_buffer_alignment ---------------------- */
#ifndef GL_ARB_map_buffer_alignment
#define GL_ARB_map_buffer_alignment 1
#define GL_MIN_MAP_BUFFER_ALIGNMENT 0x90BC
#define GLEW_ARB_map_buffer_alignment GLEW_GET_VAR(__GLEW_ARB_map_buffer_alignment)
#endif /* GL_ARB_map_buffer_alignment */
/* ------------------------ GL_ARB_map_buffer_range ------------------------ */
#ifndef GL_ARB_map_buffer_range
#define GL_ARB_map_buffer_range 1
#define GL_MAP_READ_BIT 0x0001
#define GL_MAP_WRITE_BIT 0x0002
#define GL_MAP_INVALIDATE_RANGE_BIT 0x0004
#define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008
#define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010
#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020
typedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDBUFFERRANGEPROC) (GLenum target, GLintptr offset, GLsizeiptr length);
typedef void * (GLAPIENTRY * PFNGLMAPBUFFERRANGEPROC) (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
#define glFlushMappedBufferRange GLEW_GET_FUN(__glewFlushMappedBufferRange)
#define glMapBufferRange GLEW_GET_FUN(__glewMapBufferRange)
#define GLEW_ARB_map_buffer_range GLEW_GET_VAR(__GLEW_ARB_map_buffer_range)
#endif /* GL_ARB_map_buffer_range */
/* ------------------------- GL_ARB_matrix_palette ------------------------- */
#ifndef GL_ARB_matrix_palette
#define GL_ARB_matrix_palette 1
#define GL_MATRIX_PALETTE_ARB 0x8840
#define GL_MAX_MATRIX_PALETTE_STACK_DEPTH_ARB 0x8841
#define GL_MAX_PALETTE_MATRICES_ARB 0x8842
#define GL_CURRENT_PALETTE_MATRIX_ARB 0x8843
#define GL_MATRIX_INDEX_ARRAY_ARB 0x8844
#define GL_CURRENT_MATRIX_INDEX_ARB 0x8845
#define GL_MATRIX_INDEX_ARRAY_SIZE_ARB 0x8846
#define GL_MATRIX_INDEX_ARRAY_TYPE_ARB 0x8847
#define GL_MATRIX_INDEX_ARRAY_STRIDE_ARB 0x8848
#define GL_MATRIX_INDEX_ARRAY_POINTER_ARB 0x8849
typedef void (GLAPIENTRY * PFNGLCURRENTPALETTEMATRIXARBPROC) (GLint index);
typedef void (GLAPIENTRY * PFNGLMATRIXINDEXPOINTERARBPROC) (GLint size, GLenum type, GLsizei stride, void *pointer);
typedef void (GLAPIENTRY * PFNGLMATRIXINDEXUBVARBPROC) (GLint size, GLubyte *indices);
typedef void (GLAPIENTRY * PFNGLMATRIXINDEXUIVARBPROC) (GLint size, GLuint *indices);
typedef void (GLAPIENTRY * PFNGLMATRIXINDEXUSVARBPROC) (GLint size, GLushort *indices);
#define glCurrentPaletteMatrixARB GLEW_GET_FUN(__glewCurrentPaletteMatrixARB)
#define glMatrixIndexPointerARB GLEW_GET_FUN(__glewMatrixIndexPointerARB)
#define glMatrixIndexubvARB GLEW_GET_FUN(__glewMatrixIndexubvARB)
#define glMatrixIndexuivARB GLEW_GET_FUN(__glewMatrixIndexuivARB)
#define glMatrixIndexusvARB GLEW_GET_FUN(__glewMatrixIndexusvARB)
#define GLEW_ARB_matrix_palette GLEW_GET_VAR(__GLEW_ARB_matrix_palette)
#endif /* GL_ARB_matrix_palette */
/* --------------------------- GL_ARB_multi_bind --------------------------- */
#ifndef GL_ARB_multi_bind
#define GL_ARB_multi_bind 1
typedef void (GLAPIENTRY * PFNGLBINDBUFFERSBASEPROC) (GLenum target, GLuint first, GLsizei count, const GLuint* buffers);
typedef void (GLAPIENTRY * PFNGLBINDBUFFERSRANGEPROC) (GLenum target, GLuint first, GLsizei count, const GLuint* buffers, const GLintptr *offsets, const GLsizeiptr *sizes);
typedef void (GLAPIENTRY * PFNGLBINDIMAGETEXTURESPROC) (GLuint first, GLsizei count, const GLuint* textures);
typedef void (GLAPIENTRY * PFNGLBINDSAMPLERSPROC) (GLuint first, GLsizei count, const GLuint* samplers);
typedef void (GLAPIENTRY * PFNGLBINDTEXTURESPROC) (GLuint first, GLsizei count, const GLuint* textures);
typedef void (GLAPIENTRY * PFNGLBINDVERTEXBUFFERSPROC) (GLuint first, GLsizei count, const GLuint* buffers, const GLintptr *offsets, const GLsizei *strides);
#define glBindBuffersBase GLEW_GET_FUN(__glewBindBuffersBase)
#define glBindBuffersRange GLEW_GET_FUN(__glewBindBuffersRange)
#define glBindImageTextures GLEW_GET_FUN(__glewBindImageTextures)
#define glBindSamplers GLEW_GET_FUN(__glewBindSamplers)
#define glBindTextures GLEW_GET_FUN(__glewBindTextures)
#define glBindVertexBuffers GLEW_GET_FUN(__glewBindVertexBuffers)
#define GLEW_ARB_multi_bind GLEW_GET_VAR(__GLEW_ARB_multi_bind)
#endif /* GL_ARB_multi_bind */
/* ----------------------- GL_ARB_multi_draw_indirect ---------------------- */
#ifndef GL_ARB_multi_draw_indirect
#define GL_ARB_multi_draw_indirect 1
typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTPROC) (GLenum mode, const void *indirect, GLsizei primcount, GLsizei stride);
typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei primcount, GLsizei stride);
#define glMultiDrawArraysIndirect GLEW_GET_FUN(__glewMultiDrawArraysIndirect)
#define glMultiDrawElementsIndirect GLEW_GET_FUN(__glewMultiDrawElementsIndirect)
#define GLEW_ARB_multi_draw_indirect GLEW_GET_VAR(__GLEW_ARB_multi_draw_indirect)
#endif /* GL_ARB_multi_draw_indirect */
/* --------------------------- GL_ARB_multisample -------------------------- */
#ifndef GL_ARB_multisample
#define GL_ARB_multisample 1
#define GL_MULTISAMPLE_ARB 0x809D
#define GL_SAMPLE_ALPHA_TO_COVERAGE_ARB 0x809E
#define GL_SAMPLE_ALPHA_TO_ONE_ARB 0x809F
#define GL_SAMPLE_COVERAGE_ARB 0x80A0
#define GL_SAMPLE_BUFFERS_ARB 0x80A8
#define GL_SAMPLES_ARB 0x80A9
#define GL_SAMPLE_COVERAGE_VALUE_ARB 0x80AA
#define GL_SAMPLE_COVERAGE_INVERT_ARB 0x80AB
#define GL_MULTISAMPLE_BIT_ARB 0x20000000
typedef void (GLAPIENTRY * PFNGLSAMPLECOVERAGEARBPROC) (GLclampf value, GLboolean invert);
#define glSampleCoverageARB GLEW_GET_FUN(__glewSampleCoverageARB)
#define GLEW_ARB_multisample GLEW_GET_VAR(__GLEW_ARB_multisample)
#endif /* GL_ARB_multisample */
/* -------------------------- GL_ARB_multitexture -------------------------- */
#ifndef GL_ARB_multitexture
#define GL_ARB_multitexture 1
#define GL_TEXTURE0_ARB 0x84C0
#define GL_TEXTURE1_ARB 0x84C1
#define GL_TEXTURE2_ARB 0x84C2
#define GL_TEXTURE3_ARB 0x84C3
#define GL_TEXTURE4_ARB 0x84C4
#define GL_TEXTURE5_ARB 0x84C5
#define GL_TEXTURE6_ARB 0x84C6
#define GL_TEXTURE7_ARB 0x84C7
#define GL_TEXTURE8_ARB 0x84C8
#define GL_TEXTURE9_ARB 0x84C9
#define GL_TEXTURE10_ARB 0x84CA
#define GL_TEXTURE11_ARB 0x84CB
#define GL_TEXTURE12_ARB 0x84CC
#define GL_TEXTURE13_ARB 0x84CD
#define GL_TEXTURE14_ARB 0x84CE
#define GL_TEXTURE15_ARB 0x84CF
#define GL_TEXTURE16_ARB 0x84D0
#define GL_TEXTURE17_ARB 0x84D1
#define GL_TEXTURE18_ARB 0x84D2
#define GL_TEXTURE19_ARB 0x84D3
#define GL_TEXTURE20_ARB 0x84D4
#define GL_TEXTURE21_ARB 0x84D5
#define GL_TEXTURE22_ARB 0x84D6
#define GL_TEXTURE23_ARB 0x84D7
#define GL_TEXTURE24_ARB 0x84D8
#define GL_TEXTURE25_ARB 0x84D9
#define GL_TEXTURE26_ARB 0x84DA
#define GL_TEXTURE27_ARB 0x84DB
#define GL_TEXTURE28_ARB 0x84DC
#define GL_TEXTURE29_ARB 0x84DD
#define GL_TEXTURE30_ARB 0x84DE
#define GL_TEXTURE31_ARB 0x84DF
#define GL_ACTIVE_TEXTURE_ARB 0x84E0
#define GL_CLIENT_ACTIVE_TEXTURE_ARB 0x84E1
#define GL_MAX_TEXTURE_UNITS_ARB 0x84E2
typedef void (GLAPIENTRY * PFNGLACTIVETEXTUREARBPROC) (GLenum texture);
typedef void (GLAPIENTRY * PFNGLCLIENTACTIVETEXTUREARBPROC) (GLenum texture);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1DARBPROC) (GLenum target, GLdouble s);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1DVARBPROC) (GLenum target, const GLdouble *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1FARBPROC) (GLenum target, GLfloat s);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1FVARBPROC) (GLenum target, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1IARBPROC) (GLenum target, GLint s);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1IVARBPROC) (GLenum target, const GLint *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1SARBPROC) (GLenum target, GLshort s);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1SVARBPROC) (GLenum target, const GLshort *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2DARBPROC) (GLenum target, GLdouble s, GLdouble t);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2DVARBPROC) (GLenum target, const GLdouble *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2FARBPROC) (GLenum target, GLfloat s, GLfloat t);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2FVARBPROC) (GLenum target, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2IARBPROC) (GLenum target, GLint s, GLint t);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2IVARBPROC) (GLenum target, const GLint *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2SARBPROC) (GLenum target, GLshort s, GLshort t);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2SVARBPROC) (GLenum target, const GLshort *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3DVARBPROC) (GLenum target, const GLdouble *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3FVARBPROC) (GLenum target, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3IARBPROC) (GLenum target, GLint s, GLint t, GLint r);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3IVARBPROC) (GLenum target, const GLint *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3SVARBPROC) (GLenum target, const GLshort *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4DVARBPROC) (GLenum target, const GLdouble *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4FVARBPROC) (GLenum target, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4IARBPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4IVARBPROC) (GLenum target, const GLint *v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4SVARBPROC) (GLenum target, const GLshort *v);
#define glActiveTextureARB GLEW_GET_FUN(__glewActiveTextureARB)
#define glClientActiveTextureARB GLEW_GET_FUN(__glewClientActiveTextureARB)
#define glMultiTexCoord1dARB GLEW_GET_FUN(__glewMultiTexCoord1dARB)
#define glMultiTexCoord1dvARB GLEW_GET_FUN(__glewMultiTexCoord1dvARB)
#define glMultiTexCoord1fARB GLEW_GET_FUN(__glewMultiTexCoord1fARB)
#define glMultiTexCoord1fvARB GLEW_GET_FUN(__glewMultiTexCoord1fvARB)
#define glMultiTexCoord1iARB GLEW_GET_FUN(__glewMultiTexCoord1iARB)
#define glMultiTexCoord1ivARB GLEW_GET_FUN(__glewMultiTexCoord1ivARB)
#define glMultiTexCoord1sARB GLEW_GET_FUN(__glewMultiTexCoord1sARB)
#define glMultiTexCoord1svARB GLEW_GET_FUN(__glewMultiTexCoord1svARB)
#define glMultiTexCoord2dARB GLEW_GET_FUN(__glewMultiTexCoord2dARB)
#define glMultiTexCoord2dvARB GLEW_GET_FUN(__glewMultiTexCoord2dvARB)
#define glMultiTexCoord2fARB GLEW_GET_FUN(__glewMultiTexCoord2fARB)
#define glMultiTexCoord2fvARB GLEW_GET_FUN(__glewMultiTexCoord2fvARB)
#define glMultiTexCoord2iARB GLEW_GET_FUN(__glewMultiTexCoord2iARB)
#define glMultiTexCoord2ivARB GLEW_GET_FUN(__glewMultiTexCoord2ivARB)
#define glMultiTexCoord2sARB GLEW_GET_FUN(__glewMultiTexCoord2sARB)
#define glMultiTexCoord2svARB GLEW_GET_FUN(__glewMultiTexCoord2svARB)
#define glMultiTexCoord3dARB GLEW_GET_FUN(__glewMultiTexCoord3dARB)
#define glMultiTexCoord3dvARB GLEW_GET_FUN(__glewMultiTexCoord3dvARB)
#define glMultiTexCoord3fARB GLEW_GET_FUN(__glewMultiTexCoord3fARB)
#define glMultiTexCoord3fvARB GLEW_GET_FUN(__glewMultiTexCoord3fvARB)
#define glMultiTexCoord3iARB GLEW_GET_FUN(__glewMultiTexCoord3iARB)
#define glMultiTexCoord3ivARB GLEW_GET_FUN(__glewMultiTexCoord3ivARB)
#define glMultiTexCoord3sARB GLEW_GET_FUN(__glewMultiTexCoord3sARB)
#define glMultiTexCoord3svARB GLEW_GET_FUN(__glewMultiTexCoord3svARB)
#define glMultiTexCoord4dARB GLEW_GET_FUN(__glewMultiTexCoord4dARB)
#define glMultiTexCoord4dvARB GLEW_GET_FUN(__glewMultiTexCoord4dvARB)
#define glMultiTexCoord4fARB GLEW_GET_FUN(__glewMultiTexCoord4fARB)
#define glMultiTexCoord4fvARB GLEW_GET_FUN(__glewMultiTexCoord4fvARB)
#define glMultiTexCoord4iARB GLEW_GET_FUN(__glewMultiTexCoord4iARB)
#define glMultiTexCoord4ivARB GLEW_GET_FUN(__glewMultiTexCoord4ivARB)
#define glMultiTexCoord4sARB GLEW_GET_FUN(__glewMultiTexCoord4sARB)
#define glMultiTexCoord4svARB GLEW_GET_FUN(__glewMultiTexCoord4svARB)
#define GLEW_ARB_multitexture GLEW_GET_VAR(__GLEW_ARB_multitexture)
#endif /* GL_ARB_multitexture */
/* ------------------------- GL_ARB_occlusion_query ------------------------ */
#ifndef GL_ARB_occlusion_query
#define GL_ARB_occlusion_query 1
#define GL_QUERY_COUNTER_BITS_ARB 0x8864
#define GL_CURRENT_QUERY_ARB 0x8865
#define GL_QUERY_RESULT_ARB 0x8866
#define GL_QUERY_RESULT_AVAILABLE_ARB 0x8867
#define GL_SAMPLES_PASSED_ARB 0x8914
typedef void (GLAPIENTRY * PFNGLBEGINQUERYARBPROC) (GLenum target, GLuint id);
typedef void (GLAPIENTRY * PFNGLDELETEQUERIESARBPROC) (GLsizei n, const GLuint* ids);
typedef void (GLAPIENTRY * PFNGLENDQUERYARBPROC) (GLenum target);
typedef void (GLAPIENTRY * PFNGLGENQUERIESARBPROC) (GLsizei n, GLuint* ids);
typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTIVARBPROC) (GLuint id, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUIVARBPROC) (GLuint id, GLenum pname, GLuint* params);
typedef void (GLAPIENTRY * PFNGLGETQUERYIVARBPROC) (GLenum target, GLenum pname, GLint* params);
typedef GLboolean (GLAPIENTRY * PFNGLISQUERYARBPROC) (GLuint id);
#define glBeginQueryARB GLEW_GET_FUN(__glewBeginQueryARB)
#define glDeleteQueriesARB GLEW_GET_FUN(__glewDeleteQueriesARB)
#define glEndQueryARB GLEW_GET_FUN(__glewEndQueryARB)
#define glGenQueriesARB GLEW_GET_FUN(__glewGenQueriesARB)
#define glGetQueryObjectivARB GLEW_GET_FUN(__glewGetQueryObjectivARB)
#define glGetQueryObjectuivARB GLEW_GET_FUN(__glewGetQueryObjectuivARB)
#define glGetQueryivARB GLEW_GET_FUN(__glewGetQueryivARB)
#define glIsQueryARB GLEW_GET_FUN(__glewIsQueryARB)
#define GLEW_ARB_occlusion_query GLEW_GET_VAR(__GLEW_ARB_occlusion_query)
#endif /* GL_ARB_occlusion_query */
/* ------------------------ GL_ARB_occlusion_query2 ------------------------ */
#ifndef GL_ARB_occlusion_query2
#define GL_ARB_occlusion_query2 1
#define GL_ANY_SAMPLES_PASSED 0x8C2F
#define GLEW_ARB_occlusion_query2 GLEW_GET_VAR(__GLEW_ARB_occlusion_query2)
#endif /* GL_ARB_occlusion_query2 */
/* --------------------- GL_ARB_parallel_shader_compile -------------------- */
#ifndef GL_ARB_parallel_shader_compile
#define GL_ARB_parallel_shader_compile 1
#define GL_MAX_SHADER_COMPILER_THREADS_ARB 0x91B0
#define GL_COMPLETION_STATUS_ARB 0x91B1
typedef void (GLAPIENTRY * PFNGLMAXSHADERCOMPILERTHREADSARBPROC) (GLuint count);
#define glMaxShaderCompilerThreadsARB GLEW_GET_FUN(__glewMaxShaderCompilerThreadsARB)
#define GLEW_ARB_parallel_shader_compile GLEW_GET_VAR(__GLEW_ARB_parallel_shader_compile)
#endif /* GL_ARB_parallel_shader_compile */
/* -------------------- GL_ARB_pipeline_statistics_query ------------------- */
#ifndef GL_ARB_pipeline_statistics_query
#define GL_ARB_pipeline_statistics_query 1
#define GL_VERTICES_SUBMITTED_ARB 0x82EE
#define GL_PRIMITIVES_SUBMITTED_ARB 0x82EF
#define GL_VERTEX_SHADER_INVOCATIONS_ARB 0x82F0
#define GL_TESS_CONTROL_SHADER_PATCHES_ARB 0x82F1
#define GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB 0x82F2
#define GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB 0x82F3
#define GL_FRAGMENT_SHADER_INVOCATIONS_ARB 0x82F4
#define GL_COMPUTE_SHADER_INVOCATIONS_ARB 0x82F5
#define GL_CLIPPING_INPUT_PRIMITIVES_ARB 0x82F6
#define GL_CLIPPING_OUTPUT_PRIMITIVES_ARB 0x82F7
#define GL_GEOMETRY_SHADER_INVOCATIONS 0x887F
#define GLEW_ARB_pipeline_statistics_query GLEW_GET_VAR(__GLEW_ARB_pipeline_statistics_query)
#endif /* GL_ARB_pipeline_statistics_query */
/* ----------------------- GL_ARB_pixel_buffer_object ---------------------- */
#ifndef GL_ARB_pixel_buffer_object
#define GL_ARB_pixel_buffer_object 1
#define GL_PIXEL_PACK_BUFFER_ARB 0x88EB
#define GL_PIXEL_UNPACK_BUFFER_ARB 0x88EC
#define GL_PIXEL_PACK_BUFFER_BINDING_ARB 0x88ED
#define GL_PIXEL_UNPACK_BUFFER_BINDING_ARB 0x88EF
#define GLEW_ARB_pixel_buffer_object GLEW_GET_VAR(__GLEW_ARB_pixel_buffer_object)
#endif /* GL_ARB_pixel_buffer_object */
/* ------------------------ GL_ARB_point_parameters ------------------------ */
#ifndef GL_ARB_point_parameters
#define GL_ARB_point_parameters 1
#define GL_POINT_SIZE_MIN_ARB 0x8126
#define GL_POINT_SIZE_MAX_ARB 0x8127
#define GL_POINT_FADE_THRESHOLD_SIZE_ARB 0x8128
#define GL_POINT_DISTANCE_ATTENUATION_ARB 0x8129
typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFARBPROC) (GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFVARBPROC) (GLenum pname, const GLfloat* params);
#define glPointParameterfARB GLEW_GET_FUN(__glewPointParameterfARB)
#define glPointParameterfvARB GLEW_GET_FUN(__glewPointParameterfvARB)
#define GLEW_ARB_point_parameters GLEW_GET_VAR(__GLEW_ARB_point_parameters)
#endif /* GL_ARB_point_parameters */
/* -------------------------- GL_ARB_point_sprite -------------------------- */
#ifndef GL_ARB_point_sprite
#define GL_ARB_point_sprite 1
#define GL_POINT_SPRITE_ARB 0x8861
#define GL_COORD_REPLACE_ARB 0x8862
#define GLEW_ARB_point_sprite GLEW_GET_VAR(__GLEW_ARB_point_sprite)
#endif /* GL_ARB_point_sprite */
/* ----------------------- GL_ARB_post_depth_coverage ---------------------- */
#ifndef GL_ARB_post_depth_coverage
#define GL_ARB_post_depth_coverage 1
#define GLEW_ARB_post_depth_coverage GLEW_GET_VAR(__GLEW_ARB_post_depth_coverage)
#endif /* GL_ARB_post_depth_coverage */
/* --------------------- GL_ARB_program_interface_query -------------------- */
#ifndef GL_ARB_program_interface_query
#define GL_ARB_program_interface_query 1
#define GL_UNIFORM 0x92E1
#define GL_UNIFORM_BLOCK 0x92E2
#define GL_PROGRAM_INPUT 0x92E3
#define GL_PROGRAM_OUTPUT 0x92E4
#define GL_BUFFER_VARIABLE 0x92E5
#define GL_SHADER_STORAGE_BLOCK 0x92E6
#define GL_IS_PER_PATCH 0x92E7
#define GL_VERTEX_SUBROUTINE 0x92E8
#define GL_TESS_CONTROL_SUBROUTINE 0x92E9
#define GL_TESS_EVALUATION_SUBROUTINE 0x92EA
#define GL_GEOMETRY_SUBROUTINE 0x92EB
#define GL_FRAGMENT_SUBROUTINE 0x92EC
#define GL_COMPUTE_SUBROUTINE 0x92ED
#define GL_VERTEX_SUBROUTINE_UNIFORM 0x92EE
#define GL_TESS_CONTROL_SUBROUTINE_UNIFORM 0x92EF
#define GL_TESS_EVALUATION_SUBROUTINE_UNIFORM 0x92F0
#define GL_GEOMETRY_SUBROUTINE_UNIFORM 0x92F1
#define GL_FRAGMENT_SUBROUTINE_UNIFORM 0x92F2
#define GL_COMPUTE_SUBROUTINE_UNIFORM 0x92F3
#define GL_TRANSFORM_FEEDBACK_VARYING 0x92F4
#define GL_ACTIVE_RESOURCES 0x92F5
#define GL_MAX_NAME_LENGTH 0x92F6
#define GL_MAX_NUM_ACTIVE_VARIABLES 0x92F7
#define GL_MAX_NUM_COMPATIBLE_SUBROUTINES 0x92F8
#define GL_NAME_LENGTH 0x92F9
#define GL_TYPE 0x92FA
#define GL_ARRAY_SIZE 0x92FB
#define GL_OFFSET 0x92FC
#define GL_BLOCK_INDEX 0x92FD
#define GL_ARRAY_STRIDE 0x92FE
#define GL_MATRIX_STRIDE 0x92FF
#define GL_IS_ROW_MAJOR 0x9300
#define GL_ATOMIC_COUNTER_BUFFER_INDEX 0x9301
#define GL_BUFFER_BINDING 0x9302
#define GL_BUFFER_DATA_SIZE 0x9303
#define GL_NUM_ACTIVE_VARIABLES 0x9304
#define GL_ACTIVE_VARIABLES 0x9305
#define GL_REFERENCED_BY_VERTEX_SHADER 0x9306
#define GL_REFERENCED_BY_TESS_CONTROL_SHADER 0x9307
#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER 0x9308
#define GL_REFERENCED_BY_GEOMETRY_SHADER 0x9309
#define GL_REFERENCED_BY_FRAGMENT_SHADER 0x930A
#define GL_REFERENCED_BY_COMPUTE_SHADER 0x930B
#define GL_TOP_LEVEL_ARRAY_SIZE 0x930C
#define GL_TOP_LEVEL_ARRAY_STRIDE 0x930D
#define GL_LOCATION 0x930E
#define GL_LOCATION_INDEX 0x930F
typedef void (GLAPIENTRY * PFNGLGETPROGRAMINTERFACEIVPROC) (GLuint program, GLenum programInterface, GLenum pname, GLint* params);
typedef GLuint (GLAPIENTRY * PFNGLGETPROGRAMRESOURCEINDEXPROC) (GLuint program, GLenum programInterface, const GLchar* name);
typedef GLint (GLAPIENTRY * PFNGLGETPROGRAMRESOURCELOCATIONPROC) (GLuint program, GLenum programInterface, const GLchar* name);
typedef GLint (GLAPIENTRY * PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC) (GLuint program, GLenum programInterface, const GLchar* name);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMRESOURCENAMEPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei* length, GLchar *name);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMRESOURCEIVPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum* props, GLsizei bufSize, GLsizei *length, GLint *params);
#define glGetProgramInterfaceiv GLEW_GET_FUN(__glewGetProgramInterfaceiv)
#define glGetProgramResourceIndex GLEW_GET_FUN(__glewGetProgramResourceIndex)
#define glGetProgramResourceLocation GLEW_GET_FUN(__glewGetProgramResourceLocation)
#define glGetProgramResourceLocationIndex GLEW_GET_FUN(__glewGetProgramResourceLocationIndex)
#define glGetProgramResourceName GLEW_GET_FUN(__glewGetProgramResourceName)
#define glGetProgramResourceiv GLEW_GET_FUN(__glewGetProgramResourceiv)
#define GLEW_ARB_program_interface_query GLEW_GET_VAR(__GLEW_ARB_program_interface_query)
#endif /* GL_ARB_program_interface_query */
/* ------------------------ GL_ARB_provoking_vertex ------------------------ */
#ifndef GL_ARB_provoking_vertex
#define GL_ARB_provoking_vertex 1
#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C
#define GL_FIRST_VERTEX_CONVENTION 0x8E4D
#define GL_LAST_VERTEX_CONVENTION 0x8E4E
#define GL_PROVOKING_VERTEX 0x8E4F
typedef void (GLAPIENTRY * PFNGLPROVOKINGVERTEXPROC) (GLenum mode);
#define glProvokingVertex GLEW_GET_FUN(__glewProvokingVertex)
#define GLEW_ARB_provoking_vertex GLEW_GET_VAR(__GLEW_ARB_provoking_vertex)
#endif /* GL_ARB_provoking_vertex */
/* ----------------------- GL_ARB_query_buffer_object ---------------------- */
#ifndef GL_ARB_query_buffer_object
#define GL_ARB_query_buffer_object 1
#define GL_QUERY_BUFFER_BARRIER_BIT 0x00008000
#define GL_QUERY_BUFFER 0x9192
#define GL_QUERY_BUFFER_BINDING 0x9193
#define GL_QUERY_RESULT_NO_WAIT 0x9194
#define GLEW_ARB_query_buffer_object GLEW_GET_VAR(__GLEW_ARB_query_buffer_object)
#endif /* GL_ARB_query_buffer_object */
/* ------------------ GL_ARB_robust_buffer_access_behavior ----------------- */
#ifndef GL_ARB_robust_buffer_access_behavior
#define GL_ARB_robust_buffer_access_behavior 1
#define GLEW_ARB_robust_buffer_access_behavior GLEW_GET_VAR(__GLEW_ARB_robust_buffer_access_behavior)
#endif /* GL_ARB_robust_buffer_access_behavior */
/* --------------------------- GL_ARB_robustness --------------------------- */
#ifndef GL_ARB_robustness
#define GL_ARB_robustness 1
#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB 0x00000004
#define GL_LOSE_CONTEXT_ON_RESET_ARB 0x8252
#define GL_GUILTY_CONTEXT_RESET_ARB 0x8253
#define GL_INNOCENT_CONTEXT_RESET_ARB 0x8254
#define GL_UNKNOWN_CONTEXT_RESET_ARB 0x8255
#define GL_RESET_NOTIFICATION_STRATEGY_ARB 0x8256
#define GL_NO_RESET_NOTIFICATION_ARB 0x8261
typedef GLenum (GLAPIENTRY * PFNGLGETGRAPHICSRESETSTATUSARBPROC) (void);
typedef void (GLAPIENTRY * PFNGLGETNCOLORTABLEARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void* table);
typedef void (GLAPIENTRY * PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC) (GLenum target, GLint lod, GLsizei bufSize, void* img);
typedef void (GLAPIENTRY * PFNGLGETNCONVOLUTIONFILTERARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void* image);
typedef void (GLAPIENTRY * PFNGLGETNHISTOGRAMARBPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void* values);
typedef void (GLAPIENTRY * PFNGLGETNMAPDVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLdouble* v);
typedef void (GLAPIENTRY * PFNGLGETNMAPFVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLfloat* v);
typedef void (GLAPIENTRY * PFNGLGETNMAPIVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLint* v);
typedef void (GLAPIENTRY * PFNGLGETNMINMAXARBPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void* values);
typedef void (GLAPIENTRY * PFNGLGETNPIXELMAPFVARBPROC) (GLenum map, GLsizei bufSize, GLfloat* values);
typedef void (GLAPIENTRY * PFNGLGETNPIXELMAPUIVARBPROC) (GLenum map, GLsizei bufSize, GLuint* values);
typedef void (GLAPIENTRY * PFNGLGETNPIXELMAPUSVARBPROC) (GLenum map, GLsizei bufSize, GLushort* values);
typedef void (GLAPIENTRY * PFNGLGETNPOLYGONSTIPPLEARBPROC) (GLsizei bufSize, GLubyte* pattern);
typedef void (GLAPIENTRY * PFNGLGETNSEPARABLEFILTERARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void* row, GLsizei columnBufSize, void*column, void*span);
typedef void (GLAPIENTRY * PFNGLGETNTEXIMAGEARBPROC) (GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void* img);
typedef void (GLAPIENTRY * PFNGLGETNUNIFORMDVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLGETNUNIFORMFVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETNUNIFORMIVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETNUNIFORMUIVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint* params);
typedef void (GLAPIENTRY * PFNGLREADNPIXELSARBPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void* data);
#define glGetGraphicsResetStatusARB GLEW_GET_FUN(__glewGetGraphicsResetStatusARB)
#define glGetnColorTableARB GLEW_GET_FUN(__glewGetnColorTableARB)
#define glGetnCompressedTexImageARB GLEW_GET_FUN(__glewGetnCompressedTexImageARB)
#define glGetnConvolutionFilterARB GLEW_GET_FUN(__glewGetnConvolutionFilterARB)
#define glGetnHistogramARB GLEW_GET_FUN(__glewGetnHistogramARB)
#define glGetnMapdvARB GLEW_GET_FUN(__glewGetnMapdvARB)
#define glGetnMapfvARB GLEW_GET_FUN(__glewGetnMapfvARB)
#define glGetnMapivARB GLEW_GET_FUN(__glewGetnMapivARB)
#define glGetnMinmaxARB GLEW_GET_FUN(__glewGetnMinmaxARB)
#define glGetnPixelMapfvARB GLEW_GET_FUN(__glewGetnPixelMapfvARB)
#define glGetnPixelMapuivARB GLEW_GET_FUN(__glewGetnPixelMapuivARB)
#define glGetnPixelMapusvARB GLEW_GET_FUN(__glewGetnPixelMapusvARB)
#define glGetnPolygonStippleARB GLEW_GET_FUN(__glewGetnPolygonStippleARB)
#define glGetnSeparableFilterARB GLEW_GET_FUN(__glewGetnSeparableFilterARB)
#define glGetnTexImageARB GLEW_GET_FUN(__glewGetnTexImageARB)
#define glGetnUniformdvARB GLEW_GET_FUN(__glewGetnUniformdvARB)
#define glGetnUniformfvARB GLEW_GET_FUN(__glewGetnUniformfvARB)
#define glGetnUniformivARB GLEW_GET_FUN(__glewGetnUniformivARB)
#define glGetnUniformuivARB GLEW_GET_FUN(__glewGetnUniformuivARB)
#define glReadnPixelsARB GLEW_GET_FUN(__glewReadnPixelsARB)
#define GLEW_ARB_robustness GLEW_GET_VAR(__GLEW_ARB_robustness)
#endif /* GL_ARB_robustness */
/* ---------------- GL_ARB_robustness_application_isolation ---------------- */
#ifndef GL_ARB_robustness_application_isolation
#define GL_ARB_robustness_application_isolation 1
#define GLEW_ARB_robustness_application_isolation GLEW_GET_VAR(__GLEW_ARB_robustness_application_isolation)
#endif /* GL_ARB_robustness_application_isolation */
/* ---------------- GL_ARB_robustness_share_group_isolation ---------------- */
#ifndef GL_ARB_robustness_share_group_isolation
#define GL_ARB_robustness_share_group_isolation 1
#define GLEW_ARB_robustness_share_group_isolation GLEW_GET_VAR(__GLEW_ARB_robustness_share_group_isolation)
#endif /* GL_ARB_robustness_share_group_isolation */
/* ------------------------ GL_ARB_sample_locations ------------------------ */
#ifndef GL_ARB_sample_locations
#define GL_ARB_sample_locations 1
#define GL_SAMPLE_LOCATION_ARB 0x8E50
#define GL_SAMPLE_LOCATION_SUBPIXEL_BITS_ARB 0x933D
#define GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_ARB 0x933E
#define GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_ARB 0x933F
#define GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_ARB 0x9340
#define GL_PROGRAMMABLE_SAMPLE_LOCATION_ARB 0x9341
#define GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_ARB 0x9342
#define GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_ARB 0x9343
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC) (GLenum target, GLuint start, GLsizei count, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC) (GLuint framebuffer, GLuint start, GLsizei count, const GLfloat* v);
#define glFramebufferSampleLocationsfvARB GLEW_GET_FUN(__glewFramebufferSampleLocationsfvARB)
#define glNamedFramebufferSampleLocationsfvARB GLEW_GET_FUN(__glewNamedFramebufferSampleLocationsfvARB)
#define GLEW_ARB_sample_locations GLEW_GET_VAR(__GLEW_ARB_sample_locations)
#endif /* GL_ARB_sample_locations */
/* ------------------------- GL_ARB_sample_shading ------------------------- */
#ifndef GL_ARB_sample_shading
#define GL_ARB_sample_shading 1
#define GL_SAMPLE_SHADING_ARB 0x8C36
#define GL_MIN_SAMPLE_SHADING_VALUE_ARB 0x8C37
typedef void (GLAPIENTRY * PFNGLMINSAMPLESHADINGARBPROC) (GLclampf value);
#define glMinSampleShadingARB GLEW_GET_FUN(__glewMinSampleShadingARB)
#define GLEW_ARB_sample_shading GLEW_GET_VAR(__GLEW_ARB_sample_shading)
#endif /* GL_ARB_sample_shading */
/* ------------------------- GL_ARB_sampler_objects ------------------------ */
#ifndef GL_ARB_sampler_objects
#define GL_ARB_sampler_objects 1
#define GL_SAMPLER_BINDING 0x8919
typedef void (GLAPIENTRY * PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);
typedef void (GLAPIENTRY * PFNGLDELETESAMPLERSPROC) (GLsizei count, const GLuint * samplers);
typedef void (GLAPIENTRY * PFNGLGENSAMPLERSPROC) (GLsizei count, GLuint* samplers);
typedef void (GLAPIENTRY * PFNGLGETSAMPLERPARAMETERIIVPROC) (GLuint sampler, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETSAMPLERPARAMETERIUIVPROC) (GLuint sampler, GLenum pname, GLuint* params);
typedef void (GLAPIENTRY * PFNGLGETSAMPLERPARAMETERFVPROC) (GLuint sampler, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETSAMPLERPARAMETERIVPROC) (GLuint sampler, GLenum pname, GLint* params);
typedef GLboolean (GLAPIENTRY * PFNGLISSAMPLERPROC) (GLuint sampler);
typedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERIIVPROC) (GLuint sampler, GLenum pname, const GLint* params);
typedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERIUIVPROC) (GLuint sampler, GLenum pname, const GLuint* params);
typedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERFPROC) (GLuint sampler, GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERFVPROC) (GLuint sampler, GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERIPROC) (GLuint sampler, GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERIVPROC) (GLuint sampler, GLenum pname, const GLint* params);
#define glBindSampler GLEW_GET_FUN(__glewBindSampler)
#define glDeleteSamplers GLEW_GET_FUN(__glewDeleteSamplers)
#define glGenSamplers GLEW_GET_FUN(__glewGenSamplers)
#define glGetSamplerParameterIiv GLEW_GET_FUN(__glewGetSamplerParameterIiv)
#define glGetSamplerParameterIuiv GLEW_GET_FUN(__glewGetSamplerParameterIuiv)
#define glGetSamplerParameterfv GLEW_GET_FUN(__glewGetSamplerParameterfv)
#define glGetSamplerParameteriv GLEW_GET_FUN(__glewGetSamplerParameteriv)
#define glIsSampler GLEW_GET_FUN(__glewIsSampler)
#define glSamplerParameterIiv GLEW_GET_FUN(__glewSamplerParameterIiv)
#define glSamplerParameterIuiv GLEW_GET_FUN(__glewSamplerParameterIuiv)
#define glSamplerParameterf GLEW_GET_FUN(__glewSamplerParameterf)
#define glSamplerParameterfv GLEW_GET_FUN(__glewSamplerParameterfv)
#define glSamplerParameteri GLEW_GET_FUN(__glewSamplerParameteri)
#define glSamplerParameteriv GLEW_GET_FUN(__glewSamplerParameteriv)
#define GLEW_ARB_sampler_objects GLEW_GET_VAR(__GLEW_ARB_sampler_objects)
#endif /* GL_ARB_sampler_objects */
/* ------------------------ GL_ARB_seamless_cube_map ----------------------- */
#ifndef GL_ARB_seamless_cube_map
#define GL_ARB_seamless_cube_map 1
#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
#define GLEW_ARB_seamless_cube_map GLEW_GET_VAR(__GLEW_ARB_seamless_cube_map)
#endif /* GL_ARB_seamless_cube_map */
/* ------------------ GL_ARB_seamless_cubemap_per_texture ------------------ */
#ifndef GL_ARB_seamless_cubemap_per_texture
#define GL_ARB_seamless_cubemap_per_texture 1
#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
#define GLEW_ARB_seamless_cubemap_per_texture GLEW_GET_VAR(__GLEW_ARB_seamless_cubemap_per_texture)
#endif /* GL_ARB_seamless_cubemap_per_texture */
/* --------------------- GL_ARB_separate_shader_objects -------------------- */
#ifndef GL_ARB_separate_shader_objects
#define GL_ARB_separate_shader_objects 1
#define GL_VERTEX_SHADER_BIT 0x00000001
#define GL_FRAGMENT_SHADER_BIT 0x00000002
#define GL_GEOMETRY_SHADER_BIT 0x00000004
#define GL_TESS_CONTROL_SHADER_BIT 0x00000008
#define GL_TESS_EVALUATION_SHADER_BIT 0x00000010
#define GL_PROGRAM_SEPARABLE 0x8258
#define GL_ACTIVE_PROGRAM 0x8259
#define GL_PROGRAM_PIPELINE_BINDING 0x825A
#define GL_ALL_SHADER_BITS 0xFFFFFFFF
typedef void (GLAPIENTRY * PFNGLACTIVESHADERPROGRAMPROC) (GLuint pipeline, GLuint program);
typedef void (GLAPIENTRY * PFNGLBINDPROGRAMPIPELINEPROC) (GLuint pipeline);
typedef GLuint (GLAPIENTRY * PFNGLCREATESHADERPROGRAMVPROC) (GLenum type, GLsizei count, const GLchar * const * strings);
typedef void (GLAPIENTRY * PFNGLDELETEPROGRAMPIPELINESPROC) (GLsizei n, const GLuint* pipelines);
typedef void (GLAPIENTRY * PFNGLGENPROGRAMPIPELINESPROC) (GLsizei n, GLuint* pipelines);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMPIPELINEINFOLOGPROC) (GLuint pipeline, GLsizei bufSize, GLsizei* length, GLchar *infoLog);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMPIPELINEIVPROC) (GLuint pipeline, GLenum pname, GLint* params);
typedef GLboolean (GLAPIENTRY * PFNGLISPROGRAMPIPELINEPROC) (GLuint pipeline);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1DPROC) (GLuint program, GLint location, GLdouble x);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1FPROC) (GLuint program, GLint location, GLfloat x);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1IPROC) (GLuint program, GLint location, GLint x);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1IVPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UIPROC) (GLuint program, GLint location, GLuint x);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2DPROC) (GLuint program, GLint location, GLdouble x, GLdouble y);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2FPROC) (GLuint program, GLint location, GLfloat x, GLfloat y);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2IPROC) (GLuint program, GLint location, GLint x, GLint y);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2IVPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UIPROC) (GLuint program, GLint location, GLuint x, GLuint y);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3DPROC) (GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3FPROC) (GLuint program, GLint location, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3IPROC) (GLuint program, GLint location, GLint x, GLint y, GLint z);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3IVPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UIPROC) (GLuint program, GLint location, GLuint x, GLuint y, GLuint z);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4DPROC) (GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4FPROC) (GLuint program, GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4IPROC) (GLuint program, GLint location, GLint x, GLint y, GLint z, GLint w);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4IVPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UIPROC) (GLuint program, GLint location, GLuint x, GLuint y, GLuint z, GLuint w);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLUSEPROGRAMSTAGESPROC) (GLuint pipeline, GLbitfield stages, GLuint program);
typedef void (GLAPIENTRY * PFNGLVALIDATEPROGRAMPIPELINEPROC) (GLuint pipeline);
#define glActiveShaderProgram GLEW_GET_FUN(__glewActiveShaderProgram)
#define glBindProgramPipeline GLEW_GET_FUN(__glewBindProgramPipeline)
#define glCreateShaderProgramv GLEW_GET_FUN(__glewCreateShaderProgramv)
#define glDeleteProgramPipelines GLEW_GET_FUN(__glewDeleteProgramPipelines)
#define glGenProgramPipelines GLEW_GET_FUN(__glewGenProgramPipelines)
#define glGetProgramPipelineInfoLog GLEW_GET_FUN(__glewGetProgramPipelineInfoLog)
#define glGetProgramPipelineiv GLEW_GET_FUN(__glewGetProgramPipelineiv)
#define glIsProgramPipeline GLEW_GET_FUN(__glewIsProgramPipeline)
#define glProgramUniform1d GLEW_GET_FUN(__glewProgramUniform1d)
#define glProgramUniform1dv GLEW_GET_FUN(__glewProgramUniform1dv)
#define glProgramUniform1f GLEW_GET_FUN(__glewProgramUniform1f)
#define glProgramUniform1fv GLEW_GET_FUN(__glewProgramUniform1fv)
#define glProgramUniform1i GLEW_GET_FUN(__glewProgramUniform1i)
#define glProgramUniform1iv GLEW_GET_FUN(__glewProgramUniform1iv)
#define glProgramUniform1ui GLEW_GET_FUN(__glewProgramUniform1ui)
#define glProgramUniform1uiv GLEW_GET_FUN(__glewProgramUniform1uiv)
#define glProgramUniform2d GLEW_GET_FUN(__glewProgramUniform2d)
#define glProgramUniform2dv GLEW_GET_FUN(__glewProgramUniform2dv)
#define glProgramUniform2f GLEW_GET_FUN(__glewProgramUniform2f)
#define glProgramUniform2fv GLEW_GET_FUN(__glewProgramUniform2fv)
#define glProgramUniform2i GLEW_GET_FUN(__glewProgramUniform2i)
#define glProgramUniform2iv GLEW_GET_FUN(__glewProgramUniform2iv)
#define glProgramUniform2ui GLEW_GET_FUN(__glewProgramUniform2ui)
#define glProgramUniform2uiv GLEW_GET_FUN(__glewProgramUniform2uiv)
#define glProgramUniform3d GLEW_GET_FUN(__glewProgramUniform3d)
#define glProgramUniform3dv GLEW_GET_FUN(__glewProgramUniform3dv)
#define glProgramUniform3f GLEW_GET_FUN(__glewProgramUniform3f)
#define glProgramUniform3fv GLEW_GET_FUN(__glewProgramUniform3fv)
#define glProgramUniform3i GLEW_GET_FUN(__glewProgramUniform3i)
#define glProgramUniform3iv GLEW_GET_FUN(__glewProgramUniform3iv)
#define glProgramUniform3ui GLEW_GET_FUN(__glewProgramUniform3ui)
#define glProgramUniform3uiv GLEW_GET_FUN(__glewProgramUniform3uiv)
#define glProgramUniform4d GLEW_GET_FUN(__glewProgramUniform4d)
#define glProgramUniform4dv GLEW_GET_FUN(__glewProgramUniform4dv)
#define glProgramUniform4f GLEW_GET_FUN(__glewProgramUniform4f)
#define glProgramUniform4fv GLEW_GET_FUN(__glewProgramUniform4fv)
#define glProgramUniform4i GLEW_GET_FUN(__glewProgramUniform4i)
#define glProgramUniform4iv GLEW_GET_FUN(__glewProgramUniform4iv)
#define glProgramUniform4ui GLEW_GET_FUN(__glewProgramUniform4ui)
#define glProgramUniform4uiv GLEW_GET_FUN(__glewProgramUniform4uiv)
#define glProgramUniformMatrix2dv GLEW_GET_FUN(__glewProgramUniformMatrix2dv)
#define glProgramUniformMatrix2fv GLEW_GET_FUN(__glewProgramUniformMatrix2fv)
#define glProgramUniformMatrix2x3dv GLEW_GET_FUN(__glewProgramUniformMatrix2x3dv)
#define glProgramUniformMatrix2x3fv GLEW_GET_FUN(__glewProgramUniformMatrix2x3fv)
#define glProgramUniformMatrix2x4dv GLEW_GET_FUN(__glewProgramUniformMatrix2x4dv)
#define glProgramUniformMatrix2x4fv GLEW_GET_FUN(__glewProgramUniformMatrix2x4fv)
#define glProgramUniformMatrix3dv GLEW_GET_FUN(__glewProgramUniformMatrix3dv)
#define glProgramUniformMatrix3fv GLEW_GET_FUN(__glewProgramUniformMatrix3fv)
#define glProgramUniformMatrix3x2dv GLEW_GET_FUN(__glewProgramUniformMatrix3x2dv)
#define glProgramUniformMatrix3x2fv GLEW_GET_FUN(__glewProgramUniformMatrix3x2fv)
#define glProgramUniformMatrix3x4dv GLEW_GET_FUN(__glewProgramUniformMatrix3x4dv)
#define glProgramUniformMatrix3x4fv GLEW_GET_FUN(__glewProgramUniformMatrix3x4fv)
#define glProgramUniformMatrix4dv GLEW_GET_FUN(__glewProgramUniformMatrix4dv)
#define glProgramUniformMatrix4fv GLEW_GET_FUN(__glewProgramUniformMatrix4fv)
#define glProgramUniformMatrix4x2dv GLEW_GET_FUN(__glewProgramUniformMatrix4x2dv)
#define glProgramUniformMatrix4x2fv GLEW_GET_FUN(__glewProgramUniformMatrix4x2fv)
#define glProgramUniformMatrix4x3dv GLEW_GET_FUN(__glewProgramUniformMatrix4x3dv)
#define glProgramUniformMatrix4x3fv GLEW_GET_FUN(__glewProgramUniformMatrix4x3fv)
#define glUseProgramStages GLEW_GET_FUN(__glewUseProgramStages)
#define glValidateProgramPipeline GLEW_GET_FUN(__glewValidateProgramPipeline)
#define GLEW_ARB_separate_shader_objects GLEW_GET_VAR(__GLEW_ARB_separate_shader_objects)
#endif /* GL_ARB_separate_shader_objects */
/* -------------------- GL_ARB_shader_atomic_counter_ops ------------------- */
#ifndef GL_ARB_shader_atomic_counter_ops
#define GL_ARB_shader_atomic_counter_ops 1
#define GLEW_ARB_shader_atomic_counter_ops GLEW_GET_VAR(__GLEW_ARB_shader_atomic_counter_ops)
#endif /* GL_ARB_shader_atomic_counter_ops */
/* --------------------- GL_ARB_shader_atomic_counters --------------------- */
#ifndef GL_ARB_shader_atomic_counters
#define GL_ARB_shader_atomic_counters 1
#define GL_ATOMIC_COUNTER_BUFFER 0x92C0
#define GL_ATOMIC_COUNTER_BUFFER_BINDING 0x92C1
#define GL_ATOMIC_COUNTER_BUFFER_START 0x92C2
#define GL_ATOMIC_COUNTER_BUFFER_SIZE 0x92C3
#define GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE 0x92C4
#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS 0x92C5
#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES 0x92C6
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER 0x92C7
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER 0x92C8
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER 0x92C9
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER 0x92CA
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER 0x92CB
#define GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS 0x92CC
#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS 0x92CD
#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS 0x92CE
#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS 0x92CF
#define GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS 0x92D0
#define GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS 0x92D1
#define GL_MAX_VERTEX_ATOMIC_COUNTERS 0x92D2
#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS 0x92D3
#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS 0x92D4
#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS 0x92D5
#define GL_MAX_FRAGMENT_ATOMIC_COUNTERS 0x92D6
#define GL_MAX_COMBINED_ATOMIC_COUNTERS 0x92D7
#define GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE 0x92D8
#define GL_ACTIVE_ATOMIC_COUNTER_BUFFERS 0x92D9
#define GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX 0x92DA
#define GL_UNSIGNED_INT_ATOMIC_COUNTER 0x92DB
#define GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS 0x92DC
typedef void (GLAPIENTRY * PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC) (GLuint program, GLuint bufferIndex, GLenum pname, GLint* params);
#define glGetActiveAtomicCounterBufferiv GLEW_GET_FUN(__glewGetActiveAtomicCounterBufferiv)
#define GLEW_ARB_shader_atomic_counters GLEW_GET_VAR(__GLEW_ARB_shader_atomic_counters)
#endif /* GL_ARB_shader_atomic_counters */
/* -------------------------- GL_ARB_shader_ballot ------------------------- */
#ifndef GL_ARB_shader_ballot
#define GL_ARB_shader_ballot 1
#define GLEW_ARB_shader_ballot GLEW_GET_VAR(__GLEW_ARB_shader_ballot)
#endif /* GL_ARB_shader_ballot */
/* ----------------------- GL_ARB_shader_bit_encoding ---------------------- */
#ifndef GL_ARB_shader_bit_encoding
#define GL_ARB_shader_bit_encoding 1
#define GLEW_ARB_shader_bit_encoding GLEW_GET_VAR(__GLEW_ARB_shader_bit_encoding)
#endif /* GL_ARB_shader_bit_encoding */
/* -------------------------- GL_ARB_shader_clock -------------------------- */
#ifndef GL_ARB_shader_clock
#define GL_ARB_shader_clock 1
#define GLEW_ARB_shader_clock GLEW_GET_VAR(__GLEW_ARB_shader_clock)
#endif /* GL_ARB_shader_clock */
/* --------------------- GL_ARB_shader_draw_parameters --------------------- */
#ifndef GL_ARB_shader_draw_parameters
#define GL_ARB_shader_draw_parameters 1
#define GLEW_ARB_shader_draw_parameters GLEW_GET_VAR(__GLEW_ARB_shader_draw_parameters)
#endif /* GL_ARB_shader_draw_parameters */
/* ------------------------ GL_ARB_shader_group_vote ----------------------- */
#ifndef GL_ARB_shader_group_vote
#define GL_ARB_shader_group_vote 1
#define GLEW_ARB_shader_group_vote GLEW_GET_VAR(__GLEW_ARB_shader_group_vote)
#endif /* GL_ARB_shader_group_vote */
/* --------------------- GL_ARB_shader_image_load_store -------------------- */
#ifndef GL_ARB_shader_image_load_store
#define GL_ARB_shader_image_load_store 1
#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001
#define GL_ELEMENT_ARRAY_BARRIER_BIT 0x00000002
#define GL_UNIFORM_BARRIER_BIT 0x00000004
#define GL_TEXTURE_FETCH_BARRIER_BIT 0x00000008
#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020
#define GL_COMMAND_BARRIER_BIT 0x00000040
#define GL_PIXEL_BUFFER_BARRIER_BIT 0x00000080
#define GL_TEXTURE_UPDATE_BARRIER_BIT 0x00000100
#define GL_BUFFER_UPDATE_BARRIER_BIT 0x00000200
#define GL_FRAMEBUFFER_BARRIER_BIT 0x00000400
#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT 0x00000800
#define GL_ATOMIC_COUNTER_BARRIER_BIT 0x00001000
#define GL_MAX_IMAGE_UNITS 0x8F38
#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS 0x8F39
#define GL_IMAGE_BINDING_NAME 0x8F3A
#define GL_IMAGE_BINDING_LEVEL 0x8F3B
#define GL_IMAGE_BINDING_LAYERED 0x8F3C
#define GL_IMAGE_BINDING_LAYER 0x8F3D
#define GL_IMAGE_BINDING_ACCESS 0x8F3E
#define GL_IMAGE_1D 0x904C
#define GL_IMAGE_2D 0x904D
#define GL_IMAGE_3D 0x904E
#define GL_IMAGE_2D_RECT 0x904F
#define GL_IMAGE_CUBE 0x9050
#define GL_IMAGE_BUFFER 0x9051
#define GL_IMAGE_1D_ARRAY 0x9052
#define GL_IMAGE_2D_ARRAY 0x9053
#define GL_IMAGE_CUBE_MAP_ARRAY 0x9054
#define GL_IMAGE_2D_MULTISAMPLE 0x9055
#define GL_IMAGE_2D_MULTISAMPLE_ARRAY 0x9056
#define GL_INT_IMAGE_1D 0x9057
#define GL_INT_IMAGE_2D 0x9058
#define GL_INT_IMAGE_3D 0x9059
#define GL_INT_IMAGE_2D_RECT 0x905A
#define GL_INT_IMAGE_CUBE 0x905B
#define GL_INT_IMAGE_BUFFER 0x905C
#define GL_INT_IMAGE_1D_ARRAY 0x905D
#define GL_INT_IMAGE_2D_ARRAY 0x905E
#define GL_INT_IMAGE_CUBE_MAP_ARRAY 0x905F
#define GL_INT_IMAGE_2D_MULTISAMPLE 0x9060
#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x9061
#define GL_UNSIGNED_INT_IMAGE_1D 0x9062
#define GL_UNSIGNED_INT_IMAGE_2D 0x9063
#define GL_UNSIGNED_INT_IMAGE_3D 0x9064
#define GL_UNSIGNED_INT_IMAGE_2D_RECT 0x9065
#define GL_UNSIGNED_INT_IMAGE_CUBE 0x9066
#define GL_UNSIGNED_INT_IMAGE_BUFFER 0x9067
#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY 0x9068
#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY 0x9069
#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY 0x906A
#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE 0x906B
#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x906C
#define GL_MAX_IMAGE_SAMPLES 0x906D
#define GL_IMAGE_BINDING_FORMAT 0x906E
#define GL_IMAGE_FORMAT_COMPATIBILITY_TYPE 0x90C7
#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE 0x90C8
#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS 0x90C9
#define GL_MAX_VERTEX_IMAGE_UNIFORMS 0x90CA
#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS 0x90CB
#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS 0x90CC
#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS 0x90CD
#define GL_MAX_FRAGMENT_IMAGE_UNIFORMS 0x90CE
#define GL_MAX_COMBINED_IMAGE_UNIFORMS 0x90CF
#define GL_ALL_BARRIER_BITS 0xFFFFFFFF
typedef void (GLAPIENTRY * PFNGLBINDIMAGETEXTUREPROC) (GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);
typedef void (GLAPIENTRY * PFNGLMEMORYBARRIERPROC) (GLbitfield barriers);
#define glBindImageTexture GLEW_GET_FUN(__glewBindImageTexture)
#define glMemoryBarrier GLEW_GET_FUN(__glewMemoryBarrier)
#define GLEW_ARB_shader_image_load_store GLEW_GET_VAR(__GLEW_ARB_shader_image_load_store)
#endif /* GL_ARB_shader_image_load_store */
/* ------------------------ GL_ARB_shader_image_size ----------------------- */
#ifndef GL_ARB_shader_image_size
#define GL_ARB_shader_image_size 1
#define GLEW_ARB_shader_image_size GLEW_GET_VAR(__GLEW_ARB_shader_image_size)
#endif /* GL_ARB_shader_image_size */
/* ------------------------- GL_ARB_shader_objects ------------------------- */
#ifndef GL_ARB_shader_objects
#define GL_ARB_shader_objects 1
#define GL_PROGRAM_OBJECT_ARB 0x8B40
#define GL_SHADER_OBJECT_ARB 0x8B48
#define GL_OBJECT_TYPE_ARB 0x8B4E
#define GL_OBJECT_SUBTYPE_ARB 0x8B4F
#define GL_FLOAT_VEC2_ARB 0x8B50
#define GL_FLOAT_VEC3_ARB 0x8B51
#define GL_FLOAT_VEC4_ARB 0x8B52
#define GL_INT_VEC2_ARB 0x8B53
#define GL_INT_VEC3_ARB 0x8B54
#define GL_INT_VEC4_ARB 0x8B55
#define GL_BOOL_ARB 0x8B56
#define GL_BOOL_VEC2_ARB 0x8B57
#define GL_BOOL_VEC3_ARB 0x8B58
#define GL_BOOL_VEC4_ARB 0x8B59
#define GL_FLOAT_MAT2_ARB 0x8B5A
#define GL_FLOAT_MAT3_ARB 0x8B5B
#define GL_FLOAT_MAT4_ARB 0x8B5C
#define GL_SAMPLER_1D_ARB 0x8B5D
#define GL_SAMPLER_2D_ARB 0x8B5E
#define GL_SAMPLER_3D_ARB 0x8B5F
#define GL_SAMPLER_CUBE_ARB 0x8B60
#define GL_SAMPLER_1D_SHADOW_ARB 0x8B61
#define GL_SAMPLER_2D_SHADOW_ARB 0x8B62
#define GL_SAMPLER_2D_RECT_ARB 0x8B63
#define GL_SAMPLER_2D_RECT_SHADOW_ARB 0x8B64
#define GL_OBJECT_DELETE_STATUS_ARB 0x8B80
#define GL_OBJECT_COMPILE_STATUS_ARB 0x8B81
#define GL_OBJECT_LINK_STATUS_ARB 0x8B82
#define GL_OBJECT_VALIDATE_STATUS_ARB 0x8B83
#define GL_OBJECT_INFO_LOG_LENGTH_ARB 0x8B84
#define GL_OBJECT_ATTACHED_OBJECTS_ARB 0x8B85
#define GL_OBJECT_ACTIVE_UNIFORMS_ARB 0x8B86
#define GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB 0x8B87
#define GL_OBJECT_SHADER_SOURCE_LENGTH_ARB 0x8B88
typedef char GLcharARB;
typedef unsigned int GLhandleARB;
typedef void (GLAPIENTRY * PFNGLATTACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB obj);
typedef void (GLAPIENTRY * PFNGLCOMPILESHADERARBPROC) (GLhandleARB shaderObj);
typedef GLhandleARB (GLAPIENTRY * PFNGLCREATEPROGRAMOBJECTARBPROC) (void);
typedef GLhandleARB (GLAPIENTRY * PFNGLCREATESHADEROBJECTARBPROC) (GLenum shaderType);
typedef void (GLAPIENTRY * PFNGLDELETEOBJECTARBPROC) (GLhandleARB obj);
typedef void (GLAPIENTRY * PFNGLDETACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB attachedObj);
typedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei* length, GLint *size, GLenum *type, GLcharARB *name);
typedef void (GLAPIENTRY * PFNGLGETATTACHEDOBJECTSARBPROC) (GLhandleARB containerObj, GLsizei maxCount, GLsizei* count, GLhandleARB *obj);
typedef GLhandleARB (GLAPIENTRY * PFNGLGETHANDLEARBPROC) (GLenum pname);
typedef void (GLAPIENTRY * PFNGLGETINFOLOGARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei* length, GLcharARB *infoLog);
typedef void (GLAPIENTRY * PFNGLGETOBJECTPARAMETERFVARBPROC) (GLhandleARB obj, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETOBJECTPARAMETERIVARBPROC) (GLhandleARB obj, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETSHADERSOURCEARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei* length, GLcharARB *source);
typedef GLint (GLAPIENTRY * PFNGLGETUNIFORMLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB* name);
typedef void (GLAPIENTRY * PFNGLGETUNIFORMFVARBPROC) (GLhandleARB programObj, GLint location, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETUNIFORMIVARBPROC) (GLhandleARB programObj, GLint location, GLint* params);
typedef void (GLAPIENTRY * PFNGLLINKPROGRAMARBPROC) (GLhandleARB programObj);
typedef void (GLAPIENTRY * PFNGLSHADERSOURCEARBPROC) (GLhandleARB shaderObj, GLsizei count, const GLcharARB ** string, const GLint *length);
typedef void (GLAPIENTRY * PFNGLUNIFORM1FARBPROC) (GLint location, GLfloat v0);
typedef void (GLAPIENTRY * PFNGLUNIFORM1FVARBPROC) (GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM1IARBPROC) (GLint location, GLint v0);
typedef void (GLAPIENTRY * PFNGLUNIFORM1IVARBPROC) (GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM2FARBPROC) (GLint location, GLfloat v0, GLfloat v1);
typedef void (GLAPIENTRY * PFNGLUNIFORM2FVARBPROC) (GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM2IARBPROC) (GLint location, GLint v0, GLint v1);
typedef void (GLAPIENTRY * PFNGLUNIFORM2IVARBPROC) (GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM3FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
typedef void (GLAPIENTRY * PFNGLUNIFORM3FVARBPROC) (GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM3IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2);
typedef void (GLAPIENTRY * PFNGLUNIFORM3IVARBPROC) (GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM4FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
typedef void (GLAPIENTRY * PFNGLUNIFORM4FVARBPROC) (GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM4IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
typedef void (GLAPIENTRY * PFNGLUNIFORM4IVARBPROC) (GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLUSEPROGRAMOBJECTARBPROC) (GLhandleARB programObj);
typedef void (GLAPIENTRY * PFNGLVALIDATEPROGRAMARBPROC) (GLhandleARB programObj);
#define glAttachObjectARB GLEW_GET_FUN(__glewAttachObjectARB)
#define glCompileShaderARB GLEW_GET_FUN(__glewCompileShaderARB)
#define glCreateProgramObjectARB GLEW_GET_FUN(__glewCreateProgramObjectARB)
#define glCreateShaderObjectARB GLEW_GET_FUN(__glewCreateShaderObjectARB)
#define glDeleteObjectARB GLEW_GET_FUN(__glewDeleteObjectARB)
#define glDetachObjectARB GLEW_GET_FUN(__glewDetachObjectARB)
#define glGetActiveUniformARB GLEW_GET_FUN(__glewGetActiveUniformARB)
#define glGetAttachedObjectsARB GLEW_GET_FUN(__glewGetAttachedObjectsARB)
#define glGetHandleARB GLEW_GET_FUN(__glewGetHandleARB)
#define glGetInfoLogARB GLEW_GET_FUN(__glewGetInfoLogARB)
#define glGetObjectParameterfvARB GLEW_GET_FUN(__glewGetObjectParameterfvARB)
#define glGetObjectParameterivARB GLEW_GET_FUN(__glewGetObjectParameterivARB)
#define glGetShaderSourceARB GLEW_GET_FUN(__glewGetShaderSourceARB)
#define glGetUniformLocationARB GLEW_GET_FUN(__glewGetUniformLocationARB)
#define glGetUniformfvARB GLEW_GET_FUN(__glewGetUniformfvARB)
#define glGetUniformivARB GLEW_GET_FUN(__glewGetUniformivARB)
#define glLinkProgramARB GLEW_GET_FUN(__glewLinkProgramARB)
#define glShaderSourceARB GLEW_GET_FUN(__glewShaderSourceARB)
#define glUniform1fARB GLEW_GET_FUN(__glewUniform1fARB)
#define glUniform1fvARB GLEW_GET_FUN(__glewUniform1fvARB)
#define glUniform1iARB GLEW_GET_FUN(__glewUniform1iARB)
#define glUniform1ivARB GLEW_GET_FUN(__glewUniform1ivARB)
#define glUniform2fARB GLEW_GET_FUN(__glewUniform2fARB)
#define glUniform2fvARB GLEW_GET_FUN(__glewUniform2fvARB)
#define glUniform2iARB GLEW_GET_FUN(__glewUniform2iARB)
#define glUniform2ivARB GLEW_GET_FUN(__glewUniform2ivARB)
#define glUniform3fARB GLEW_GET_FUN(__glewUniform3fARB)
#define glUniform3fvARB GLEW_GET_FUN(__glewUniform3fvARB)
#define glUniform3iARB GLEW_GET_FUN(__glewUniform3iARB)
#define glUniform3ivARB GLEW_GET_FUN(__glewUniform3ivARB)
#define glUniform4fARB GLEW_GET_FUN(__glewUniform4fARB)
#define glUniform4fvARB GLEW_GET_FUN(__glewUniform4fvARB)
#define glUniform4iARB GLEW_GET_FUN(__glewUniform4iARB)
#define glUniform4ivARB GLEW_GET_FUN(__glewUniform4ivARB)
#define glUniformMatrix2fvARB GLEW_GET_FUN(__glewUniformMatrix2fvARB)
#define glUniformMatrix3fvARB GLEW_GET_FUN(__glewUniformMatrix3fvARB)
#define glUniformMatrix4fvARB GLEW_GET_FUN(__glewUniformMatrix4fvARB)
#define glUseProgramObjectARB GLEW_GET_FUN(__glewUseProgramObjectARB)
#define glValidateProgramARB GLEW_GET_FUN(__glewValidateProgramARB)
#define GLEW_ARB_shader_objects GLEW_GET_VAR(__GLEW_ARB_shader_objects)
#endif /* GL_ARB_shader_objects */
/* ------------------------ GL_ARB_shader_precision ------------------------ */
#ifndef GL_ARB_shader_precision
#define GL_ARB_shader_precision 1
#define GLEW_ARB_shader_precision GLEW_GET_VAR(__GLEW_ARB_shader_precision)
#endif /* GL_ARB_shader_precision */
/* ---------------------- GL_ARB_shader_stencil_export --------------------- */
#ifndef GL_ARB_shader_stencil_export
#define GL_ARB_shader_stencil_export 1
#define GLEW_ARB_shader_stencil_export GLEW_GET_VAR(__GLEW_ARB_shader_stencil_export)
#endif /* GL_ARB_shader_stencil_export */
/* ------------------ GL_ARB_shader_storage_buffer_object ------------------ */
#ifndef GL_ARB_shader_storage_buffer_object
#define GL_ARB_shader_storage_buffer_object 1
#define GL_SHADER_STORAGE_BARRIER_BIT 0x2000
#define GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES 0x8F39
#define GL_SHADER_STORAGE_BUFFER 0x90D2
#define GL_SHADER_STORAGE_BUFFER_BINDING 0x90D3
#define GL_SHADER_STORAGE_BUFFER_START 0x90D4
#define GL_SHADER_STORAGE_BUFFER_SIZE 0x90D5
#define GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS 0x90D6
#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS 0x90D7
#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS 0x90D8
#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS 0x90D9
#define GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS 0x90DA
#define GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS 0x90DB
#define GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS 0x90DC
#define GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS 0x90DD
#define GL_MAX_SHADER_STORAGE_BLOCK_SIZE 0x90DE
#define GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT 0x90DF
typedef void (GLAPIENTRY * PFNGLSHADERSTORAGEBLOCKBINDINGPROC) (GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding);
#define glShaderStorageBlockBinding GLEW_GET_FUN(__glewShaderStorageBlockBinding)
#define GLEW_ARB_shader_storage_buffer_object GLEW_GET_VAR(__GLEW_ARB_shader_storage_buffer_object)
#endif /* GL_ARB_shader_storage_buffer_object */
/* ------------------------ GL_ARB_shader_subroutine ----------------------- */
#ifndef GL_ARB_shader_subroutine
#define GL_ARB_shader_subroutine 1
#define GL_ACTIVE_SUBROUTINES 0x8DE5
#define GL_ACTIVE_SUBROUTINE_UNIFORMS 0x8DE6
#define GL_MAX_SUBROUTINES 0x8DE7
#define GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS 0x8DE8
#define GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS 0x8E47
#define GL_ACTIVE_SUBROUTINE_MAX_LENGTH 0x8E48
#define GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH 0x8E49
#define GL_NUM_COMPATIBLE_SUBROUTINES 0x8E4A
#define GL_COMPATIBLE_SUBROUTINES 0x8E4B
typedef void (GLAPIENTRY * PFNGLGETACTIVESUBROUTINENAMEPROC) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei* length, GLchar *name);
typedef void (GLAPIENTRY * PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei* length, GLchar *name);
typedef void (GLAPIENTRY * PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC) (GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint* values);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMSTAGEIVPROC) (GLuint program, GLenum shadertype, GLenum pname, GLint* values);
typedef GLuint (GLAPIENTRY * PFNGLGETSUBROUTINEINDEXPROC) (GLuint program, GLenum shadertype, const GLchar* name);
typedef GLint (GLAPIENTRY * PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC) (GLuint program, GLenum shadertype, const GLchar* name);
typedef void (GLAPIENTRY * PFNGLGETUNIFORMSUBROUTINEUIVPROC) (GLenum shadertype, GLint location, GLuint* params);
typedef void (GLAPIENTRY * PFNGLUNIFORMSUBROUTINESUIVPROC) (GLenum shadertype, GLsizei count, const GLuint* indices);
#define glGetActiveSubroutineName GLEW_GET_FUN(__glewGetActiveSubroutineName)
#define glGetActiveSubroutineUniformName GLEW_GET_FUN(__glewGetActiveSubroutineUniformName)
#define glGetActiveSubroutineUniformiv GLEW_GET_FUN(__glewGetActiveSubroutineUniformiv)
#define glGetProgramStageiv GLEW_GET_FUN(__glewGetProgramStageiv)
#define glGetSubroutineIndex GLEW_GET_FUN(__glewGetSubroutineIndex)
#define glGetSubroutineUniformLocation GLEW_GET_FUN(__glewGetSubroutineUniformLocation)
#define glGetUniformSubroutineuiv GLEW_GET_FUN(__glewGetUniformSubroutineuiv)
#define glUniformSubroutinesuiv GLEW_GET_FUN(__glewUniformSubroutinesuiv)
#define GLEW_ARB_shader_subroutine GLEW_GET_VAR(__GLEW_ARB_shader_subroutine)
#endif /* GL_ARB_shader_subroutine */
/* ------------------ GL_ARB_shader_texture_image_samples ------------------ */
#ifndef GL_ARB_shader_texture_image_samples
#define GL_ARB_shader_texture_image_samples 1
#define GLEW_ARB_shader_texture_image_samples GLEW_GET_VAR(__GLEW_ARB_shader_texture_image_samples)
#endif /* GL_ARB_shader_texture_image_samples */
/* ----------------------- GL_ARB_shader_texture_lod ----------------------- */
#ifndef GL_ARB_shader_texture_lod
#define GL_ARB_shader_texture_lod 1
#define GLEW_ARB_shader_texture_lod GLEW_GET_VAR(__GLEW_ARB_shader_texture_lod)
#endif /* GL_ARB_shader_texture_lod */
/* ------------------- GL_ARB_shader_viewport_layer_array ------------------ */
#ifndef GL_ARB_shader_viewport_layer_array
#define GL_ARB_shader_viewport_layer_array 1
#define GLEW_ARB_shader_viewport_layer_array GLEW_GET_VAR(__GLEW_ARB_shader_viewport_layer_array)
#endif /* GL_ARB_shader_viewport_layer_array */
/* ---------------------- GL_ARB_shading_language_100 ---------------------- */
#ifndef GL_ARB_shading_language_100
#define GL_ARB_shading_language_100 1
#define GL_SHADING_LANGUAGE_VERSION_ARB 0x8B8C
#define GLEW_ARB_shading_language_100 GLEW_GET_VAR(__GLEW_ARB_shading_language_100)
#endif /* GL_ARB_shading_language_100 */
/* -------------------- GL_ARB_shading_language_420pack -------------------- */
#ifndef GL_ARB_shading_language_420pack
#define GL_ARB_shading_language_420pack 1
#define GLEW_ARB_shading_language_420pack GLEW_GET_VAR(__GLEW_ARB_shading_language_420pack)
#endif /* GL_ARB_shading_language_420pack */
/* -------------------- GL_ARB_shading_language_include -------------------- */
#ifndef GL_ARB_shading_language_include
#define GL_ARB_shading_language_include 1
#define GL_SHADER_INCLUDE_ARB 0x8DAE
#define GL_NAMED_STRING_LENGTH_ARB 0x8DE9
#define GL_NAMED_STRING_TYPE_ARB 0x8DEA
typedef void (GLAPIENTRY * PFNGLCOMPILESHADERINCLUDEARBPROC) (GLuint shader, GLsizei count, const GLchar* const *path, const GLint *length);
typedef void (GLAPIENTRY * PFNGLDELETENAMEDSTRINGARBPROC) (GLint namelen, const GLchar* name);
typedef void (GLAPIENTRY * PFNGLGETNAMEDSTRINGARBPROC) (GLint namelen, const GLchar* name, GLsizei bufSize, GLint *stringlen, GLchar *string);
typedef void (GLAPIENTRY * PFNGLGETNAMEDSTRINGIVARBPROC) (GLint namelen, const GLchar* name, GLenum pname, GLint *params);
typedef GLboolean (GLAPIENTRY * PFNGLISNAMEDSTRINGARBPROC) (GLint namelen, const GLchar* name);
typedef void (GLAPIENTRY * PFNGLNAMEDSTRINGARBPROC) (GLenum type, GLint namelen, const GLchar* name, GLint stringlen, const GLchar *string);
#define glCompileShaderIncludeARB GLEW_GET_FUN(__glewCompileShaderIncludeARB)
#define glDeleteNamedStringARB GLEW_GET_FUN(__glewDeleteNamedStringARB)
#define glGetNamedStringARB GLEW_GET_FUN(__glewGetNamedStringARB)
#define glGetNamedStringivARB GLEW_GET_FUN(__glewGetNamedStringivARB)
#define glIsNamedStringARB GLEW_GET_FUN(__glewIsNamedStringARB)
#define glNamedStringARB GLEW_GET_FUN(__glewNamedStringARB)
#define GLEW_ARB_shading_language_include GLEW_GET_VAR(__GLEW_ARB_shading_language_include)
#endif /* GL_ARB_shading_language_include */
/* -------------------- GL_ARB_shading_language_packing -------------------- */
#ifndef GL_ARB_shading_language_packing
#define GL_ARB_shading_language_packing 1
#define GLEW_ARB_shading_language_packing GLEW_GET_VAR(__GLEW_ARB_shading_language_packing)
#endif /* GL_ARB_shading_language_packing */
/* ----------------------------- GL_ARB_shadow ----------------------------- */
#ifndef GL_ARB_shadow
#define GL_ARB_shadow 1
#define GL_TEXTURE_COMPARE_MODE_ARB 0x884C
#define GL_TEXTURE_COMPARE_FUNC_ARB 0x884D
#define GL_COMPARE_R_TO_TEXTURE_ARB 0x884E
#define GLEW_ARB_shadow GLEW_GET_VAR(__GLEW_ARB_shadow)
#endif /* GL_ARB_shadow */
/* ------------------------- GL_ARB_shadow_ambient ------------------------- */
#ifndef GL_ARB_shadow_ambient
#define GL_ARB_shadow_ambient 1
#define GL_TEXTURE_COMPARE_FAIL_VALUE_ARB 0x80BF
#define GLEW_ARB_shadow_ambient GLEW_GET_VAR(__GLEW_ARB_shadow_ambient)
#endif /* GL_ARB_shadow_ambient */
/* -------------------------- GL_ARB_sparse_buffer ------------------------- */
#ifndef GL_ARB_sparse_buffer
#define GL_ARB_sparse_buffer 1
#define GL_SPARSE_STORAGE_BIT_ARB 0x0400
#define GL_SPARSE_BUFFER_PAGE_SIZE_ARB 0x82F8
typedef void (GLAPIENTRY * PFNGLBUFFERPAGECOMMITMENTARBPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLboolean commit);
#define glBufferPageCommitmentARB GLEW_GET_FUN(__glewBufferPageCommitmentARB)
#define GLEW_ARB_sparse_buffer GLEW_GET_VAR(__GLEW_ARB_sparse_buffer)
#endif /* GL_ARB_sparse_buffer */
/* ------------------------- GL_ARB_sparse_texture ------------------------- */
#ifndef GL_ARB_sparse_texture
#define GL_ARB_sparse_texture 1
#define GL_VIRTUAL_PAGE_SIZE_X_ARB 0x9195
#define GL_VIRTUAL_PAGE_SIZE_Y_ARB 0x9196
#define GL_VIRTUAL_PAGE_SIZE_Z_ARB 0x9197
#define GL_MAX_SPARSE_TEXTURE_SIZE_ARB 0x9198
#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_ARB 0x9199
#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_ARB 0x919A
#define GL_TEXTURE_SPARSE_ARB 0x91A6
#define GL_VIRTUAL_PAGE_SIZE_INDEX_ARB 0x91A7
#define GL_NUM_VIRTUAL_PAGE_SIZES_ARB 0x91A8
#define GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_ARB 0x91A9
#define GL_NUM_SPARSE_LEVELS_ARB 0x91AA
typedef void (GLAPIENTRY * PFNGLTEXPAGECOMMITMENTARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit);
typedef void (GLAPIENTRY * PFNGLTEXTUREPAGECOMMITMENTEXTPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit);
#define glTexPageCommitmentARB GLEW_GET_FUN(__glewTexPageCommitmentARB)
#define glTexturePageCommitmentEXT GLEW_GET_FUN(__glewTexturePageCommitmentEXT)
#define GLEW_ARB_sparse_texture GLEW_GET_VAR(__GLEW_ARB_sparse_texture)
#endif /* GL_ARB_sparse_texture */
/* ------------------------- GL_ARB_sparse_texture2 ------------------------ */
#ifndef GL_ARB_sparse_texture2
#define GL_ARB_sparse_texture2 1
#define GLEW_ARB_sparse_texture2 GLEW_GET_VAR(__GLEW_ARB_sparse_texture2)
#endif /* GL_ARB_sparse_texture2 */
/* ---------------------- GL_ARB_sparse_texture_clamp ---------------------- */
#ifndef GL_ARB_sparse_texture_clamp
#define GL_ARB_sparse_texture_clamp 1
#define GLEW_ARB_sparse_texture_clamp GLEW_GET_VAR(__GLEW_ARB_sparse_texture_clamp)
#endif /* GL_ARB_sparse_texture_clamp */
/* ------------------------ GL_ARB_stencil_texturing ----------------------- */
#ifndef GL_ARB_stencil_texturing
#define GL_ARB_stencil_texturing 1
#define GL_DEPTH_STENCIL_TEXTURE_MODE 0x90EA
#define GLEW_ARB_stencil_texturing GLEW_GET_VAR(__GLEW_ARB_stencil_texturing)
#endif /* GL_ARB_stencil_texturing */
/* ------------------------------ GL_ARB_sync ------------------------------ */
#ifndef GL_ARB_sync
#define GL_ARB_sync 1
#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001
#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111
#define GL_OBJECT_TYPE 0x9112
#define GL_SYNC_CONDITION 0x9113
#define GL_SYNC_STATUS 0x9114
#define GL_SYNC_FLAGS 0x9115
#define GL_SYNC_FENCE 0x9116
#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117
#define GL_UNSIGNALED 0x9118
#define GL_SIGNALED 0x9119
#define GL_ALREADY_SIGNALED 0x911A
#define GL_TIMEOUT_EXPIRED 0x911B
#define GL_CONDITION_SATISFIED 0x911C
#define GL_WAIT_FAILED 0x911D
#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFF
typedef GLenum (GLAPIENTRY * PFNGLCLIENTWAITSYNCPROC) (GLsync GLsync,GLbitfield flags,GLuint64 timeout);
typedef void (GLAPIENTRY * PFNGLDELETESYNCPROC) (GLsync GLsync);
typedef GLsync (GLAPIENTRY * PFNGLFENCESYNCPROC) (GLenum condition,GLbitfield flags);
typedef void (GLAPIENTRY * PFNGLGETINTEGER64VPROC) (GLenum pname, GLint64* params);
typedef void (GLAPIENTRY * PFNGLGETSYNCIVPROC) (GLsync GLsync,GLenum pname,GLsizei bufSize,GLsizei* length, GLint *values);
typedef GLboolean (GLAPIENTRY * PFNGLISSYNCPROC) (GLsync GLsync);
typedef void (GLAPIENTRY * PFNGLWAITSYNCPROC) (GLsync GLsync,GLbitfield flags,GLuint64 timeout);
#define glClientWaitSync GLEW_GET_FUN(__glewClientWaitSync)
#define glDeleteSync GLEW_GET_FUN(__glewDeleteSync)
#define glFenceSync GLEW_GET_FUN(__glewFenceSync)
#define glGetInteger64v GLEW_GET_FUN(__glewGetInteger64v)
#define glGetSynciv GLEW_GET_FUN(__glewGetSynciv)
#define glIsSync GLEW_GET_FUN(__glewIsSync)
#define glWaitSync GLEW_GET_FUN(__glewWaitSync)
#define GLEW_ARB_sync GLEW_GET_VAR(__GLEW_ARB_sync)
#endif /* GL_ARB_sync */
/* ----------------------- GL_ARB_tessellation_shader ---------------------- */
#ifndef GL_ARB_tessellation_shader
#define GL_ARB_tessellation_shader 1
#define GL_PATCHES 0xE
#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER 0x84F0
#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER 0x84F1
#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS 0x886C
#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS 0x886D
#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E1E
#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E1F
#define GL_PATCH_VERTICES 0x8E72
#define GL_PATCH_DEFAULT_INNER_LEVEL 0x8E73
#define GL_PATCH_DEFAULT_OUTER_LEVEL 0x8E74
#define GL_TESS_CONTROL_OUTPUT_VERTICES 0x8E75
#define GL_TESS_GEN_MODE 0x8E76
#define GL_TESS_GEN_SPACING 0x8E77
#define GL_TESS_GEN_VERTEX_ORDER 0x8E78
#define GL_TESS_GEN_POINT_MODE 0x8E79
#define GL_ISOLINES 0x8E7A
#define GL_FRACTIONAL_ODD 0x8E7B
#define GL_FRACTIONAL_EVEN 0x8E7C
#define GL_MAX_PATCH_VERTICES 0x8E7D
#define GL_MAX_TESS_GEN_LEVEL 0x8E7E
#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E7F
#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E80
#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS 0x8E81
#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS 0x8E82
#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS 0x8E83
#define GL_MAX_TESS_PATCH_COMPONENTS 0x8E84
#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 0x8E85
#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS 0x8E86
#define GL_TESS_EVALUATION_SHADER 0x8E87
#define GL_TESS_CONTROL_SHADER 0x8E88
#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS 0x8E89
#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS 0x8E8A
typedef void (GLAPIENTRY * PFNGLPATCHPARAMETERFVPROC) (GLenum pname, const GLfloat* values);
typedef void (GLAPIENTRY * PFNGLPATCHPARAMETERIPROC) (GLenum pname, GLint value);
#define glPatchParameterfv GLEW_GET_FUN(__glewPatchParameterfv)
#define glPatchParameteri GLEW_GET_FUN(__glewPatchParameteri)
#define GLEW_ARB_tessellation_shader GLEW_GET_VAR(__GLEW_ARB_tessellation_shader)
#endif /* GL_ARB_tessellation_shader */
/* ------------------------- GL_ARB_texture_barrier ------------------------ */
#ifndef GL_ARB_texture_barrier
#define GL_ARB_texture_barrier 1
typedef void (GLAPIENTRY * PFNGLTEXTUREBARRIERPROC) (void);
#define glTextureBarrier GLEW_GET_FUN(__glewTextureBarrier)
#define GLEW_ARB_texture_barrier GLEW_GET_VAR(__GLEW_ARB_texture_barrier)
#endif /* GL_ARB_texture_barrier */
/* ---------------------- GL_ARB_texture_border_clamp ---------------------- */
#ifndef GL_ARB_texture_border_clamp
#define GL_ARB_texture_border_clamp 1
#define GL_CLAMP_TO_BORDER_ARB 0x812D
#define GLEW_ARB_texture_border_clamp GLEW_GET_VAR(__GLEW_ARB_texture_border_clamp)
#endif /* GL_ARB_texture_border_clamp */
/* ---------------------- GL_ARB_texture_buffer_object --------------------- */
#ifndef GL_ARB_texture_buffer_object
#define GL_ARB_texture_buffer_object 1
#define GL_TEXTURE_BUFFER_ARB 0x8C2A
#define GL_MAX_TEXTURE_BUFFER_SIZE_ARB 0x8C2B
#define GL_TEXTURE_BINDING_BUFFER_ARB 0x8C2C
#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB 0x8C2D
#define GL_TEXTURE_BUFFER_FORMAT_ARB 0x8C2E
typedef void (GLAPIENTRY * PFNGLTEXBUFFERARBPROC) (GLenum target, GLenum internalformat, GLuint buffer);
#define glTexBufferARB GLEW_GET_FUN(__glewTexBufferARB)
#define GLEW_ARB_texture_buffer_object GLEW_GET_VAR(__GLEW_ARB_texture_buffer_object)
#endif /* GL_ARB_texture_buffer_object */
/* ------------------- GL_ARB_texture_buffer_object_rgb32 ------------------ */
#ifndef GL_ARB_texture_buffer_object_rgb32
#define GL_ARB_texture_buffer_object_rgb32 1
#define GLEW_ARB_texture_buffer_object_rgb32 GLEW_GET_VAR(__GLEW_ARB_texture_buffer_object_rgb32)
#endif /* GL_ARB_texture_buffer_object_rgb32 */
/* ---------------------- GL_ARB_texture_buffer_range ---------------------- */
#ifndef GL_ARB_texture_buffer_range
#define GL_ARB_texture_buffer_range 1
#define GL_TEXTURE_BUFFER_OFFSET 0x919D
#define GL_TEXTURE_BUFFER_SIZE 0x919E
#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT 0x919F
typedef void (GLAPIENTRY * PFNGLTEXBUFFERRANGEPROC) (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size);
typedef void (GLAPIENTRY * PFNGLTEXTUREBUFFERRANGEEXTPROC) (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size);
#define glTexBufferRange GLEW_GET_FUN(__glewTexBufferRange)
#define glTextureBufferRangeEXT GLEW_GET_FUN(__glewTextureBufferRangeEXT)
#define GLEW_ARB_texture_buffer_range GLEW_GET_VAR(__GLEW_ARB_texture_buffer_range)
#endif /* GL_ARB_texture_buffer_range */
/* ----------------------- GL_ARB_texture_compression ---------------------- */
#ifndef GL_ARB_texture_compression
#define GL_ARB_texture_compression 1
#define GL_COMPRESSED_ALPHA_ARB 0x84E9
#define GL_COMPRESSED_LUMINANCE_ARB 0x84EA
#define GL_COMPRESSED_LUMINANCE_ALPHA_ARB 0x84EB
#define GL_COMPRESSED_INTENSITY_ARB 0x84EC
#define GL_COMPRESSED_RGB_ARB 0x84ED
#define GL_COMPRESSED_RGBA_ARB 0x84EE
#define GL_TEXTURE_COMPRESSION_HINT_ARB 0x84EF
#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB 0x86A0
#define GL_TEXTURE_COMPRESSED_ARB 0x86A1
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A2
#define GL_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A3
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE1DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE2DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE3DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data);
typedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXIMAGEARBPROC) (GLenum target, GLint lod, void *img);
#define glCompressedTexImage1DARB GLEW_GET_FUN(__glewCompressedTexImage1DARB)
#define glCompressedTexImage2DARB GLEW_GET_FUN(__glewCompressedTexImage2DARB)
#define glCompressedTexImage3DARB GLEW_GET_FUN(__glewCompressedTexImage3DARB)
#define glCompressedTexSubImage1DARB GLEW_GET_FUN(__glewCompressedTexSubImage1DARB)
#define glCompressedTexSubImage2DARB GLEW_GET_FUN(__glewCompressedTexSubImage2DARB)
#define glCompressedTexSubImage3DARB GLEW_GET_FUN(__glewCompressedTexSubImage3DARB)
#define glGetCompressedTexImageARB GLEW_GET_FUN(__glewGetCompressedTexImageARB)
#define GLEW_ARB_texture_compression GLEW_GET_VAR(__GLEW_ARB_texture_compression)
#endif /* GL_ARB_texture_compression */
/* -------------------- GL_ARB_texture_compression_bptc -------------------- */
#ifndef GL_ARB_texture_compression_bptc
#define GL_ARB_texture_compression_bptc 1
#define GL_COMPRESSED_RGBA_BPTC_UNORM_ARB 0x8E8C
#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB 0x8E8D
#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB 0x8E8E
#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB 0x8E8F
#define GLEW_ARB_texture_compression_bptc GLEW_GET_VAR(__GLEW_ARB_texture_compression_bptc)
#endif /* GL_ARB_texture_compression_bptc */
/* -------------------- GL_ARB_texture_compression_rgtc -------------------- */
#ifndef GL_ARB_texture_compression_rgtc
#define GL_ARB_texture_compression_rgtc 1
#define GL_COMPRESSED_RED_RGTC1 0x8DBB
#define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
#define GL_COMPRESSED_RG_RGTC2 0x8DBD
#define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
#define GLEW_ARB_texture_compression_rgtc GLEW_GET_VAR(__GLEW_ARB_texture_compression_rgtc)
#endif /* GL_ARB_texture_compression_rgtc */
/* ------------------------ GL_ARB_texture_cube_map ------------------------ */
#ifndef GL_ARB_texture_cube_map
#define GL_ARB_texture_cube_map 1
#define GL_NORMAL_MAP_ARB 0x8511
#define GL_REFLECTION_MAP_ARB 0x8512
#define GL_TEXTURE_CUBE_MAP_ARB 0x8513
#define GL_TEXTURE_BINDING_CUBE_MAP_ARB 0x8514
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x8515
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x8516
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x8517
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x8518
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x8519
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x851A
#define GL_PROXY_TEXTURE_CUBE_MAP_ARB 0x851B
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB 0x851C
#define GLEW_ARB_texture_cube_map GLEW_GET_VAR(__GLEW_ARB_texture_cube_map)
#endif /* GL_ARB_texture_cube_map */
/* --------------------- GL_ARB_texture_cube_map_array --------------------- */
#ifndef GL_ARB_texture_cube_map_array
#define GL_ARB_texture_cube_map_array 1
#define GL_TEXTURE_CUBE_MAP_ARRAY_ARB 0x9009
#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB 0x900A
#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB 0x900B
#define GL_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900C
#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_ARB 0x900D
#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900E
#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900F
#define GLEW_ARB_texture_cube_map_array GLEW_GET_VAR(__GLEW_ARB_texture_cube_map_array)
#endif /* GL_ARB_texture_cube_map_array */
/* ------------------------- GL_ARB_texture_env_add ------------------------ */
#ifndef GL_ARB_texture_env_add
#define GL_ARB_texture_env_add 1
#define GLEW_ARB_texture_env_add GLEW_GET_VAR(__GLEW_ARB_texture_env_add)
#endif /* GL_ARB_texture_env_add */
/* ----------------------- GL_ARB_texture_env_combine ---------------------- */
#ifndef GL_ARB_texture_env_combine
#define GL_ARB_texture_env_combine 1
#define GL_SUBTRACT_ARB 0x84E7
#define GL_COMBINE_ARB 0x8570
#define GL_COMBINE_RGB_ARB 0x8571
#define GL_COMBINE_ALPHA_ARB 0x8572
#define GL_RGB_SCALE_ARB 0x8573
#define GL_ADD_SIGNED_ARB 0x8574
#define GL_INTERPOLATE_ARB 0x8575
#define GL_CONSTANT_ARB 0x8576
#define GL_PRIMARY_COLOR_ARB 0x8577
#define GL_PREVIOUS_ARB 0x8578
#define GL_SOURCE0_RGB_ARB 0x8580
#define GL_SOURCE1_RGB_ARB 0x8581
#define GL_SOURCE2_RGB_ARB 0x8582
#define GL_SOURCE0_ALPHA_ARB 0x8588
#define GL_SOURCE1_ALPHA_ARB 0x8589
#define GL_SOURCE2_ALPHA_ARB 0x858A
#define GL_OPERAND0_RGB_ARB 0x8590
#define GL_OPERAND1_RGB_ARB 0x8591
#define GL_OPERAND2_RGB_ARB 0x8592
#define GL_OPERAND0_ALPHA_ARB 0x8598
#define GL_OPERAND1_ALPHA_ARB 0x8599
#define GL_OPERAND2_ALPHA_ARB 0x859A
#define GLEW_ARB_texture_env_combine GLEW_GET_VAR(__GLEW_ARB_texture_env_combine)
#endif /* GL_ARB_texture_env_combine */
/* ---------------------- GL_ARB_texture_env_crossbar ---------------------- */
#ifndef GL_ARB_texture_env_crossbar
#define GL_ARB_texture_env_crossbar 1
#define GLEW_ARB_texture_env_crossbar GLEW_GET_VAR(__GLEW_ARB_texture_env_crossbar)
#endif /* GL_ARB_texture_env_crossbar */
/* ------------------------ GL_ARB_texture_env_dot3 ------------------------ */
#ifndef GL_ARB_texture_env_dot3
#define GL_ARB_texture_env_dot3 1
#define GL_DOT3_RGB_ARB 0x86AE
#define GL_DOT3_RGBA_ARB 0x86AF
#define GLEW_ARB_texture_env_dot3 GLEW_GET_VAR(__GLEW_ARB_texture_env_dot3)
#endif /* GL_ARB_texture_env_dot3 */
/* ---------------------- GL_ARB_texture_filter_minmax --------------------- */
#ifndef GL_ARB_texture_filter_minmax
#define GL_ARB_texture_filter_minmax 1
#define GL_TEXTURE_REDUCTION_MODE_ARB 0x9366
#define GL_WEIGHTED_AVERAGE_ARB 0x9367
#define GLEW_ARB_texture_filter_minmax GLEW_GET_VAR(__GLEW_ARB_texture_filter_minmax)
#endif /* GL_ARB_texture_filter_minmax */
/* -------------------------- GL_ARB_texture_float ------------------------- */
#ifndef GL_ARB_texture_float
#define GL_ARB_texture_float 1
#define GL_RGBA32F_ARB 0x8814
#define GL_RGB32F_ARB 0x8815
#define GL_ALPHA32F_ARB 0x8816
#define GL_INTENSITY32F_ARB 0x8817
#define GL_LUMINANCE32F_ARB 0x8818
#define GL_LUMINANCE_ALPHA32F_ARB 0x8819
#define GL_RGBA16F_ARB 0x881A
#define GL_RGB16F_ARB 0x881B
#define GL_ALPHA16F_ARB 0x881C
#define GL_INTENSITY16F_ARB 0x881D
#define GL_LUMINANCE16F_ARB 0x881E
#define GL_LUMINANCE_ALPHA16F_ARB 0x881F
#define GL_TEXTURE_RED_TYPE_ARB 0x8C10
#define GL_TEXTURE_GREEN_TYPE_ARB 0x8C11
#define GL_TEXTURE_BLUE_TYPE_ARB 0x8C12
#define GL_TEXTURE_ALPHA_TYPE_ARB 0x8C13
#define GL_TEXTURE_LUMINANCE_TYPE_ARB 0x8C14
#define GL_TEXTURE_INTENSITY_TYPE_ARB 0x8C15
#define GL_TEXTURE_DEPTH_TYPE_ARB 0x8C16
#define GL_UNSIGNED_NORMALIZED_ARB 0x8C17
#define GLEW_ARB_texture_float GLEW_GET_VAR(__GLEW_ARB_texture_float)
#endif /* GL_ARB_texture_float */
/* ------------------------- GL_ARB_texture_gather ------------------------- */
#ifndef GL_ARB_texture_gather
#define GL_ARB_texture_gather 1
#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5E
#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5F
#define GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS_ARB 0x8F9F
#define GLEW_ARB_texture_gather GLEW_GET_VAR(__GLEW_ARB_texture_gather)
#endif /* GL_ARB_texture_gather */
/* ------------------ GL_ARB_texture_mirror_clamp_to_edge ------------------ */
#ifndef GL_ARB_texture_mirror_clamp_to_edge
#define GL_ARB_texture_mirror_clamp_to_edge 1
#define GL_MIRROR_CLAMP_TO_EDGE 0x8743
#define GLEW_ARB_texture_mirror_clamp_to_edge GLEW_GET_VAR(__GLEW_ARB_texture_mirror_clamp_to_edge)
#endif /* GL_ARB_texture_mirror_clamp_to_edge */
/* --------------------- GL_ARB_texture_mirrored_repeat -------------------- */
#ifndef GL_ARB_texture_mirrored_repeat
#define GL_ARB_texture_mirrored_repeat 1
#define GL_MIRRORED_REPEAT_ARB 0x8370
#define GLEW_ARB_texture_mirrored_repeat GLEW_GET_VAR(__GLEW_ARB_texture_mirrored_repeat)
#endif /* GL_ARB_texture_mirrored_repeat */
/* ----------------------- GL_ARB_texture_multisample ---------------------- */
#ifndef GL_ARB_texture_multisample
#define GL_ARB_texture_multisample 1
#define GL_SAMPLE_POSITION 0x8E50
#define GL_SAMPLE_MASK 0x8E51
#define GL_SAMPLE_MASK_VALUE 0x8E52
#define GL_MAX_SAMPLE_MASK_WORDS 0x8E59
#define GL_TEXTURE_2D_MULTISAMPLE 0x9100
#define GL_PROXY_TEXTURE_2D_MULTISAMPLE 0x9101
#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102
#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103
#define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104
#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105
#define GL_TEXTURE_SAMPLES 0x9106
#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107
#define GL_SAMPLER_2D_MULTISAMPLE 0x9108
#define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109
#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A
#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B
#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C
#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D
#define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E
#define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F
#define GL_MAX_INTEGER_SAMPLES 0x9110
typedef void (GLAPIENTRY * PFNGLGETMULTISAMPLEFVPROC) (GLenum pname, GLuint index, GLfloat* val);
typedef void (GLAPIENTRY * PFNGLSAMPLEMASKIPROC) (GLuint index, GLbitfield mask);
typedef void (GLAPIENTRY * PFNGLTEXIMAGE2DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
typedef void (GLAPIENTRY * PFNGLTEXIMAGE3DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
#define glGetMultisamplefv GLEW_GET_FUN(__glewGetMultisamplefv)
#define glSampleMaski GLEW_GET_FUN(__glewSampleMaski)
#define glTexImage2DMultisample GLEW_GET_FUN(__glewTexImage2DMultisample)
#define glTexImage3DMultisample GLEW_GET_FUN(__glewTexImage3DMultisample)
#define GLEW_ARB_texture_multisample GLEW_GET_VAR(__GLEW_ARB_texture_multisample)
#endif /* GL_ARB_texture_multisample */
/* -------------------- GL_ARB_texture_non_power_of_two -------------------- */
#ifndef GL_ARB_texture_non_power_of_two
#define GL_ARB_texture_non_power_of_two 1
#define GLEW_ARB_texture_non_power_of_two GLEW_GET_VAR(__GLEW_ARB_texture_non_power_of_two)
#endif /* GL_ARB_texture_non_power_of_two */
/* ---------------------- GL_ARB_texture_query_levels ---------------------- */
#ifndef GL_ARB_texture_query_levels
#define GL_ARB_texture_query_levels 1
#define GLEW_ARB_texture_query_levels GLEW_GET_VAR(__GLEW_ARB_texture_query_levels)
#endif /* GL_ARB_texture_query_levels */
/* ------------------------ GL_ARB_texture_query_lod ----------------------- */
#ifndef GL_ARB_texture_query_lod
#define GL_ARB_texture_query_lod 1
#define GLEW_ARB_texture_query_lod GLEW_GET_VAR(__GLEW_ARB_texture_query_lod)
#endif /* GL_ARB_texture_query_lod */
/* ------------------------ GL_ARB_texture_rectangle ----------------------- */
#ifndef GL_ARB_texture_rectangle
#define GL_ARB_texture_rectangle 1
#define GL_TEXTURE_RECTANGLE_ARB 0x84F5
#define GL_TEXTURE_BINDING_RECTANGLE_ARB 0x84F6
#define GL_PROXY_TEXTURE_RECTANGLE_ARB 0x84F7
#define GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB 0x84F8
#define GL_SAMPLER_2D_RECT_ARB 0x8B63
#define GL_SAMPLER_2D_RECT_SHADOW_ARB 0x8B64
#define GLEW_ARB_texture_rectangle GLEW_GET_VAR(__GLEW_ARB_texture_rectangle)
#endif /* GL_ARB_texture_rectangle */
/* --------------------------- GL_ARB_texture_rg --------------------------- */
#ifndef GL_ARB_texture_rg
#define GL_ARB_texture_rg 1
#define GL_COMPRESSED_RED 0x8225
#define GL_COMPRESSED_RG 0x8226
#define GL_RG 0x8227
#define GL_RG_INTEGER 0x8228
#define GL_R8 0x8229
#define GL_R16 0x822A
#define GL_RG8 0x822B
#define GL_RG16 0x822C
#define GL_R16F 0x822D
#define GL_R32F 0x822E
#define GL_RG16F 0x822F
#define GL_RG32F 0x8230
#define GL_R8I 0x8231
#define GL_R8UI 0x8232
#define GL_R16I 0x8233
#define GL_R16UI 0x8234
#define GL_R32I 0x8235
#define GL_R32UI 0x8236
#define GL_RG8I 0x8237
#define GL_RG8UI 0x8238
#define GL_RG16I 0x8239
#define GL_RG16UI 0x823A
#define GL_RG32I 0x823B
#define GL_RG32UI 0x823C
#define GLEW_ARB_texture_rg GLEW_GET_VAR(__GLEW_ARB_texture_rg)
#endif /* GL_ARB_texture_rg */
/* ----------------------- GL_ARB_texture_rgb10_a2ui ----------------------- */
#ifndef GL_ARB_texture_rgb10_a2ui
#define GL_ARB_texture_rgb10_a2ui 1
#define GL_RGB10_A2UI 0x906F
#define GLEW_ARB_texture_rgb10_a2ui GLEW_GET_VAR(__GLEW_ARB_texture_rgb10_a2ui)
#endif /* GL_ARB_texture_rgb10_a2ui */
/* ------------------------ GL_ARB_texture_stencil8 ------------------------ */
#ifndef GL_ARB_texture_stencil8
#define GL_ARB_texture_stencil8 1
#define GL_STENCIL_INDEX 0x1901
#define GL_STENCIL_INDEX8 0x8D48
#define GLEW_ARB_texture_stencil8 GLEW_GET_VAR(__GLEW_ARB_texture_stencil8)
#endif /* GL_ARB_texture_stencil8 */
/* ------------------------- GL_ARB_texture_storage ------------------------ */
#ifndef GL_ARB_texture_storage
#define GL_ARB_texture_storage 1
#define GL_TEXTURE_IMMUTABLE_FORMAT 0x912F
typedef void (GLAPIENTRY * PFNGLTEXSTORAGE1DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);
typedef void (GLAPIENTRY * PFNGLTEXSTORAGE2DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLTEXSTORAGE3DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE1DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);
typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE2DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE3DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
#define glTexStorage1D GLEW_GET_FUN(__glewTexStorage1D)
#define glTexStorage2D GLEW_GET_FUN(__glewTexStorage2D)
#define glTexStorage3D GLEW_GET_FUN(__glewTexStorage3D)
#define glTextureStorage1DEXT GLEW_GET_FUN(__glewTextureStorage1DEXT)
#define glTextureStorage2DEXT GLEW_GET_FUN(__glewTextureStorage2DEXT)
#define glTextureStorage3DEXT GLEW_GET_FUN(__glewTextureStorage3DEXT)
#define GLEW_ARB_texture_storage GLEW_GET_VAR(__GLEW_ARB_texture_storage)
#endif /* GL_ARB_texture_storage */
/* ------------------- GL_ARB_texture_storage_multisample ------------------ */
#ifndef GL_ARB_texture_storage_multisample
#define GL_ARB_texture_storage_multisample 1
typedef void (GLAPIENTRY * PFNGLTEXSTORAGE2DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
typedef void (GLAPIENTRY * PFNGLTEXSTORAGE3DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC) (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC) (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
#define glTexStorage2DMultisample GLEW_GET_FUN(__glewTexStorage2DMultisample)
#define glTexStorage3DMultisample GLEW_GET_FUN(__glewTexStorage3DMultisample)
#define glTextureStorage2DMultisampleEXT GLEW_GET_FUN(__glewTextureStorage2DMultisampleEXT)
#define glTextureStorage3DMultisampleEXT GLEW_GET_FUN(__glewTextureStorage3DMultisampleEXT)
#define GLEW_ARB_texture_storage_multisample GLEW_GET_VAR(__GLEW_ARB_texture_storage_multisample)
#endif /* GL_ARB_texture_storage_multisample */
/* ------------------------- GL_ARB_texture_swizzle ------------------------ */
#ifndef GL_ARB_texture_swizzle
#define GL_ARB_texture_swizzle 1
#define GL_TEXTURE_SWIZZLE_R 0x8E42
#define GL_TEXTURE_SWIZZLE_G 0x8E43
#define GL_TEXTURE_SWIZZLE_B 0x8E44
#define GL_TEXTURE_SWIZZLE_A 0x8E45
#define GL_TEXTURE_SWIZZLE_RGBA 0x8E46
#define GLEW_ARB_texture_swizzle GLEW_GET_VAR(__GLEW_ARB_texture_swizzle)
#endif /* GL_ARB_texture_swizzle */
/* -------------------------- GL_ARB_texture_view -------------------------- */
#ifndef GL_ARB_texture_view
#define GL_ARB_texture_view 1
#define GL_TEXTURE_VIEW_MIN_LEVEL 0x82DB
#define GL_TEXTURE_VIEW_NUM_LEVELS 0x82DC
#define GL_TEXTURE_VIEW_MIN_LAYER 0x82DD
#define GL_TEXTURE_VIEW_NUM_LAYERS 0x82DE
#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF
typedef void (GLAPIENTRY * PFNGLTEXTUREVIEWPROC) (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers);
#define glTextureView GLEW_GET_FUN(__glewTextureView)
#define GLEW_ARB_texture_view GLEW_GET_VAR(__GLEW_ARB_texture_view)
#endif /* GL_ARB_texture_view */
/* --------------------------- GL_ARB_timer_query -------------------------- */
#ifndef GL_ARB_timer_query
#define GL_ARB_timer_query 1
#define GL_TIME_ELAPSED 0x88BF
#define GL_TIMESTAMP 0x8E28
typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTI64VPROC) (GLuint id, GLenum pname, GLint64* params);
typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUI64VPROC) (GLuint id, GLenum pname, GLuint64* params);
typedef void (GLAPIENTRY * PFNGLQUERYCOUNTERPROC) (GLuint id, GLenum target);
#define glGetQueryObjecti64v GLEW_GET_FUN(__glewGetQueryObjecti64v)
#define glGetQueryObjectui64v GLEW_GET_FUN(__glewGetQueryObjectui64v)
#define glQueryCounter GLEW_GET_FUN(__glewQueryCounter)
#define GLEW_ARB_timer_query GLEW_GET_VAR(__GLEW_ARB_timer_query)
#endif /* GL_ARB_timer_query */
/* ----------------------- GL_ARB_transform_feedback2 ---------------------- */
#ifndef GL_ARB_transform_feedback2
#define GL_ARB_transform_feedback2 1
#define GL_TRANSFORM_FEEDBACK 0x8E22
#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED 0x8E23
#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE 0x8E24
#define GL_TRANSFORM_FEEDBACK_BINDING 0x8E25
typedef void (GLAPIENTRY * PFNGLBINDTRANSFORMFEEDBACKPROC) (GLenum target, GLuint id);
typedef void (GLAPIENTRY * PFNGLDELETETRANSFORMFEEDBACKSPROC) (GLsizei n, const GLuint* ids);
typedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKPROC) (GLenum mode, GLuint id);
typedef void (GLAPIENTRY * PFNGLGENTRANSFORMFEEDBACKSPROC) (GLsizei n, GLuint* ids);
typedef GLboolean (GLAPIENTRY * PFNGLISTRANSFORMFEEDBACKPROC) (GLuint id);
typedef void (GLAPIENTRY * PFNGLPAUSETRANSFORMFEEDBACKPROC) (void);
typedef void (GLAPIENTRY * PFNGLRESUMETRANSFORMFEEDBACKPROC) (void);
#define glBindTransformFeedback GLEW_GET_FUN(__glewBindTransformFeedback)
#define glDeleteTransformFeedbacks GLEW_GET_FUN(__glewDeleteTransformFeedbacks)
#define glDrawTransformFeedback GLEW_GET_FUN(__glewDrawTransformFeedback)
#define glGenTransformFeedbacks GLEW_GET_FUN(__glewGenTransformFeedbacks)
#define glIsTransformFeedback GLEW_GET_FUN(__glewIsTransformFeedback)
#define glPauseTransformFeedback GLEW_GET_FUN(__glewPauseTransformFeedback)
#define glResumeTransformFeedback GLEW_GET_FUN(__glewResumeTransformFeedback)
#define GLEW_ARB_transform_feedback2 GLEW_GET_VAR(__GLEW_ARB_transform_feedback2)
#endif /* GL_ARB_transform_feedback2 */
/* ----------------------- GL_ARB_transform_feedback3 ---------------------- */
#ifndef GL_ARB_transform_feedback3
#define GL_ARB_transform_feedback3 1
#define GL_MAX_TRANSFORM_FEEDBACK_BUFFERS 0x8E70
#define GL_MAX_VERTEX_STREAMS 0x8E71
typedef void (GLAPIENTRY * PFNGLBEGINQUERYINDEXEDPROC) (GLenum target, GLuint index, GLuint id);
typedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC) (GLenum mode, GLuint id, GLuint stream);
typedef void (GLAPIENTRY * PFNGLENDQUERYINDEXEDPROC) (GLenum target, GLuint index);
typedef void (GLAPIENTRY * PFNGLGETQUERYINDEXEDIVPROC) (GLenum target, GLuint index, GLenum pname, GLint* params);
#define glBeginQueryIndexed GLEW_GET_FUN(__glewBeginQueryIndexed)
#define glDrawTransformFeedbackStream GLEW_GET_FUN(__glewDrawTransformFeedbackStream)
#define glEndQueryIndexed GLEW_GET_FUN(__glewEndQueryIndexed)
#define glGetQueryIndexediv GLEW_GET_FUN(__glewGetQueryIndexediv)
#define GLEW_ARB_transform_feedback3 GLEW_GET_VAR(__GLEW_ARB_transform_feedback3)
#endif /* GL_ARB_transform_feedback3 */
/* ------------------ GL_ARB_transform_feedback_instanced ------------------ */
#ifndef GL_ARB_transform_feedback_instanced
#define GL_ARB_transform_feedback_instanced 1
typedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC) (GLenum mode, GLuint id, GLsizei primcount);
typedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC) (GLenum mode, GLuint id, GLuint stream, GLsizei primcount);
#define glDrawTransformFeedbackInstanced GLEW_GET_FUN(__glewDrawTransformFeedbackInstanced)
#define glDrawTransformFeedbackStreamInstanced GLEW_GET_FUN(__glewDrawTransformFeedbackStreamInstanced)
#define GLEW_ARB_transform_feedback_instanced GLEW_GET_VAR(__GLEW_ARB_transform_feedback_instanced)
#endif /* GL_ARB_transform_feedback_instanced */
/* ---------------- GL_ARB_transform_feedback_overflow_query --------------- */
#ifndef GL_ARB_transform_feedback_overflow_query
#define GL_ARB_transform_feedback_overflow_query 1
#define GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB 0x82EC
#define GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB 0x82ED
#define GLEW_ARB_transform_feedback_overflow_query GLEW_GET_VAR(__GLEW_ARB_transform_feedback_overflow_query)
#endif /* GL_ARB_transform_feedback_overflow_query */
/* ------------------------ GL_ARB_transpose_matrix ------------------------ */
#ifndef GL_ARB_transpose_matrix
#define GL_ARB_transpose_matrix 1
#define GL_TRANSPOSE_MODELVIEW_MATRIX_ARB 0x84E3
#define GL_TRANSPOSE_PROJECTION_MATRIX_ARB 0x84E4
#define GL_TRANSPOSE_TEXTURE_MATRIX_ARB 0x84E5
#define GL_TRANSPOSE_COLOR_MATRIX_ARB 0x84E6
typedef void (GLAPIENTRY * PFNGLLOADTRANSPOSEMATRIXDARBPROC) (GLdouble m[16]);
typedef void (GLAPIENTRY * PFNGLLOADTRANSPOSEMATRIXFARBPROC) (GLfloat m[16]);
typedef void (GLAPIENTRY * PFNGLMULTTRANSPOSEMATRIXDARBPROC) (GLdouble m[16]);
typedef void (GLAPIENTRY * PFNGLMULTTRANSPOSEMATRIXFARBPROC) (GLfloat m[16]);
#define glLoadTransposeMatrixdARB GLEW_GET_FUN(__glewLoadTransposeMatrixdARB)
#define glLoadTransposeMatrixfARB GLEW_GET_FUN(__glewLoadTransposeMatrixfARB)
#define glMultTransposeMatrixdARB GLEW_GET_FUN(__glewMultTransposeMatrixdARB)
#define glMultTransposeMatrixfARB GLEW_GET_FUN(__glewMultTransposeMatrixfARB)
#define GLEW_ARB_transpose_matrix GLEW_GET_VAR(__GLEW_ARB_transpose_matrix)
#endif /* GL_ARB_transpose_matrix */
/* ---------------------- GL_ARB_uniform_buffer_object --------------------- */
#ifndef GL_ARB_uniform_buffer_object
#define GL_ARB_uniform_buffer_object 1
#define GL_UNIFORM_BUFFER 0x8A11
#define GL_UNIFORM_BUFFER_BINDING 0x8A28
#define GL_UNIFORM_BUFFER_START 0x8A29
#define GL_UNIFORM_BUFFER_SIZE 0x8A2A
#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B
#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C
#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D
#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E
#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F
#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30
#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31
#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32
#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33
#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34
#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35
#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36
#define GL_UNIFORM_TYPE 0x8A37
#define GL_UNIFORM_SIZE 0x8A38
#define GL_UNIFORM_NAME_LENGTH 0x8A39
#define GL_UNIFORM_BLOCK_INDEX 0x8A3A
#define GL_UNIFORM_OFFSET 0x8A3B
#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C
#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D
#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E
#define GL_UNIFORM_BLOCK_BINDING 0x8A3F
#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40
#define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43
#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44
#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45
#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46
#define GL_INVALID_INDEX 0xFFFFFFFF
typedef void (GLAPIENTRY * PFNGLBINDBUFFERBASEPROC) (GLenum target, GLuint index, GLuint buffer);
typedef void (GLAPIENTRY * PFNGLBINDBUFFERRANGEPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
typedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC) (GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformBlockName);
typedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMBLOCKIVPROC) (GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMNAMEPROC) (GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformName);
typedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMSIVPROC) (GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint* data);
typedef GLuint (GLAPIENTRY * PFNGLGETUNIFORMBLOCKINDEXPROC) (GLuint program, const GLchar* uniformBlockName);
typedef void (GLAPIENTRY * PFNGLGETUNIFORMINDICESPROC) (GLuint program, GLsizei uniformCount, const GLchar* const * uniformNames, GLuint* uniformIndices);
typedef void (GLAPIENTRY * PFNGLUNIFORMBLOCKBINDINGPROC) (GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
#define glBindBufferBase GLEW_GET_FUN(__glewBindBufferBase)
#define glBindBufferRange GLEW_GET_FUN(__glewBindBufferRange)
#define glGetActiveUniformBlockName GLEW_GET_FUN(__glewGetActiveUniformBlockName)
#define glGetActiveUniformBlockiv GLEW_GET_FUN(__glewGetActiveUniformBlockiv)
#define glGetActiveUniformName GLEW_GET_FUN(__glewGetActiveUniformName)
#define glGetActiveUniformsiv GLEW_GET_FUN(__glewGetActiveUniformsiv)
#define glGetIntegeri_v GLEW_GET_FUN(__glewGetIntegeri_v)
#define glGetUniformBlockIndex GLEW_GET_FUN(__glewGetUniformBlockIndex)
#define glGetUniformIndices GLEW_GET_FUN(__glewGetUniformIndices)
#define glUniformBlockBinding GLEW_GET_FUN(__glewUniformBlockBinding)
#define GLEW_ARB_uniform_buffer_object GLEW_GET_VAR(__GLEW_ARB_uniform_buffer_object)
#endif /* GL_ARB_uniform_buffer_object */
/* ------------------------ GL_ARB_vertex_array_bgra ----------------------- */
#ifndef GL_ARB_vertex_array_bgra
#define GL_ARB_vertex_array_bgra 1
#define GL_BGRA 0x80E1
#define GLEW_ARB_vertex_array_bgra GLEW_GET_VAR(__GLEW_ARB_vertex_array_bgra)
#endif /* GL_ARB_vertex_array_bgra */
/* ----------------------- GL_ARB_vertex_array_object ---------------------- */
#ifndef GL_ARB_vertex_array_object
#define GL_ARB_vertex_array_object 1
#define GL_VERTEX_ARRAY_BINDING 0x85B5
typedef void (GLAPIENTRY * PFNGLBINDVERTEXARRAYPROC) (GLuint array);
typedef void (GLAPIENTRY * PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint* arrays);
typedef void (GLAPIENTRY * PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint* arrays);
typedef GLboolean (GLAPIENTRY * PFNGLISVERTEXARRAYPROC) (GLuint array);
#define glBindVertexArray GLEW_GET_FUN(__glewBindVertexArray)
#define glDeleteVertexArrays GLEW_GET_FUN(__glewDeleteVertexArrays)
#define glGenVertexArrays GLEW_GET_FUN(__glewGenVertexArrays)
#define glIsVertexArray GLEW_GET_FUN(__glewIsVertexArray)
#define GLEW_ARB_vertex_array_object GLEW_GET_VAR(__GLEW_ARB_vertex_array_object)
#endif /* GL_ARB_vertex_array_object */
/* ----------------------- GL_ARB_vertex_attrib_64bit ---------------------- */
#ifndef GL_ARB_vertex_attrib_64bit
#define GL_ARB_vertex_attrib_64bit 1
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLDVPROC) (GLuint index, GLenum pname, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1DPROC) (GLuint index, GLdouble x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1DVPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2DPROC) (GLuint index, GLdouble x, GLdouble y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2DVPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3DVPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4DVPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBLPOINTERPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void* pointer);
#define glGetVertexAttribLdv GLEW_GET_FUN(__glewGetVertexAttribLdv)
#define glVertexAttribL1d GLEW_GET_FUN(__glewVertexAttribL1d)
#define glVertexAttribL1dv GLEW_GET_FUN(__glewVertexAttribL1dv)
#define glVertexAttribL2d GLEW_GET_FUN(__glewVertexAttribL2d)
#define glVertexAttribL2dv GLEW_GET_FUN(__glewVertexAttribL2dv)
#define glVertexAttribL3d GLEW_GET_FUN(__glewVertexAttribL3d)
#define glVertexAttribL3dv GLEW_GET_FUN(__glewVertexAttribL3dv)
#define glVertexAttribL4d GLEW_GET_FUN(__glewVertexAttribL4d)
#define glVertexAttribL4dv GLEW_GET_FUN(__glewVertexAttribL4dv)
#define glVertexAttribLPointer GLEW_GET_FUN(__glewVertexAttribLPointer)
#define GLEW_ARB_vertex_attrib_64bit GLEW_GET_VAR(__GLEW_ARB_vertex_attrib_64bit)
#endif /* GL_ARB_vertex_attrib_64bit */
/* ---------------------- GL_ARB_vertex_attrib_binding --------------------- */
#ifndef GL_ARB_vertex_attrib_binding
#define GL_ARB_vertex_attrib_binding 1
#define GL_VERTEX_ATTRIB_BINDING 0x82D4
#define GL_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D5
#define GL_VERTEX_BINDING_DIVISOR 0x82D6
#define GL_VERTEX_BINDING_OFFSET 0x82D7
#define GL_VERTEX_BINDING_STRIDE 0x82D8
#define GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D9
#define GL_MAX_VERTEX_ATTRIB_BINDINGS 0x82DA
#define GL_VERTEX_BINDING_BUFFER 0x8F4F
typedef void (GLAPIENTRY * PFNGLBINDVERTEXBUFFERPROC) (GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC) (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC) (GLuint vaobj, GLuint attribindex, GLuint bindingindex);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC) (GLuint vaobj, GLuint bindingindex, GLuint divisor);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBBINDINGPROC) (GLuint attribindex, GLuint bindingindex);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBIFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBLFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
typedef void (GLAPIENTRY * PFNGLVERTEXBINDINGDIVISORPROC) (GLuint bindingindex, GLuint divisor);
#define glBindVertexBuffer GLEW_GET_FUN(__glewBindVertexBuffer)
#define glVertexArrayBindVertexBufferEXT GLEW_GET_FUN(__glewVertexArrayBindVertexBufferEXT)
#define glVertexArrayVertexAttribBindingEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribBindingEXT)
#define glVertexArrayVertexAttribFormatEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribFormatEXT)
#define glVertexArrayVertexAttribIFormatEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribIFormatEXT)
#define glVertexArrayVertexAttribLFormatEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribLFormatEXT)
#define glVertexArrayVertexBindingDivisorEXT GLEW_GET_FUN(__glewVertexArrayVertexBindingDivisorEXT)
#define glVertexAttribBinding GLEW_GET_FUN(__glewVertexAttribBinding)
#define glVertexAttribFormat GLEW_GET_FUN(__glewVertexAttribFormat)
#define glVertexAttribIFormat GLEW_GET_FUN(__glewVertexAttribIFormat)
#define glVertexAttribLFormat GLEW_GET_FUN(__glewVertexAttribLFormat)
#define glVertexBindingDivisor GLEW_GET_FUN(__glewVertexBindingDivisor)
#define GLEW_ARB_vertex_attrib_binding GLEW_GET_VAR(__GLEW_ARB_vertex_attrib_binding)
#endif /* GL_ARB_vertex_attrib_binding */
/* -------------------------- GL_ARB_vertex_blend -------------------------- */
#ifndef GL_ARB_vertex_blend
#define GL_ARB_vertex_blend 1
#define GL_MODELVIEW0_ARB 0x1700
#define GL_MODELVIEW1_ARB 0x850A
#define GL_MAX_VERTEX_UNITS_ARB 0x86A4
#define GL_ACTIVE_VERTEX_UNITS_ARB 0x86A5
#define GL_WEIGHT_SUM_UNITY_ARB 0x86A6
#define GL_VERTEX_BLEND_ARB 0x86A7
#define GL_CURRENT_WEIGHT_ARB 0x86A8
#define GL_WEIGHT_ARRAY_TYPE_ARB 0x86A9
#define GL_WEIGHT_ARRAY_STRIDE_ARB 0x86AA
#define GL_WEIGHT_ARRAY_SIZE_ARB 0x86AB
#define GL_WEIGHT_ARRAY_POINTER_ARB 0x86AC
#define GL_WEIGHT_ARRAY_ARB 0x86AD
#define GL_MODELVIEW2_ARB 0x8722
#define GL_MODELVIEW3_ARB 0x8723
#define GL_MODELVIEW4_ARB 0x8724
#define GL_MODELVIEW5_ARB 0x8725
#define GL_MODELVIEW6_ARB 0x8726
#define GL_MODELVIEW7_ARB 0x8727
#define GL_MODELVIEW8_ARB 0x8728
#define GL_MODELVIEW9_ARB 0x8729
#define GL_MODELVIEW10_ARB 0x872A
#define GL_MODELVIEW11_ARB 0x872B
#define GL_MODELVIEW12_ARB 0x872C
#define GL_MODELVIEW13_ARB 0x872D
#define GL_MODELVIEW14_ARB 0x872E
#define GL_MODELVIEW15_ARB 0x872F
#define GL_MODELVIEW16_ARB 0x8730
#define GL_MODELVIEW17_ARB 0x8731
#define GL_MODELVIEW18_ARB 0x8732
#define GL_MODELVIEW19_ARB 0x8733
#define GL_MODELVIEW20_ARB 0x8734
#define GL_MODELVIEW21_ARB 0x8735
#define GL_MODELVIEW22_ARB 0x8736
#define GL_MODELVIEW23_ARB 0x8737
#define GL_MODELVIEW24_ARB 0x8738
#define GL_MODELVIEW25_ARB 0x8739
#define GL_MODELVIEW26_ARB 0x873A
#define GL_MODELVIEW27_ARB 0x873B
#define GL_MODELVIEW28_ARB 0x873C
#define GL_MODELVIEW29_ARB 0x873D
#define GL_MODELVIEW30_ARB 0x873E
#define GL_MODELVIEW31_ARB 0x873F
typedef void (GLAPIENTRY * PFNGLVERTEXBLENDARBPROC) (GLint count);
typedef void (GLAPIENTRY * PFNGLWEIGHTPOINTERARBPROC) (GLint size, GLenum type, GLsizei stride, void *pointer);
typedef void (GLAPIENTRY * PFNGLWEIGHTBVARBPROC) (GLint size, GLbyte *weights);
typedef void (GLAPIENTRY * PFNGLWEIGHTDVARBPROC) (GLint size, GLdouble *weights);
typedef void (GLAPIENTRY * PFNGLWEIGHTFVARBPROC) (GLint size, GLfloat *weights);
typedef void (GLAPIENTRY * PFNGLWEIGHTIVARBPROC) (GLint size, GLint *weights);
typedef void (GLAPIENTRY * PFNGLWEIGHTSVARBPROC) (GLint size, GLshort *weights);
typedef void (GLAPIENTRY * PFNGLWEIGHTUBVARBPROC) (GLint size, GLubyte *weights);
typedef void (GLAPIENTRY * PFNGLWEIGHTUIVARBPROC) (GLint size, GLuint *weights);
typedef void (GLAPIENTRY * PFNGLWEIGHTUSVARBPROC) (GLint size, GLushort *weights);
#define glVertexBlendARB GLEW_GET_FUN(__glewVertexBlendARB)
#define glWeightPointerARB GLEW_GET_FUN(__glewWeightPointerARB)
#define glWeightbvARB GLEW_GET_FUN(__glewWeightbvARB)
#define glWeightdvARB GLEW_GET_FUN(__glewWeightdvARB)
#define glWeightfvARB GLEW_GET_FUN(__glewWeightfvARB)
#define glWeightivARB GLEW_GET_FUN(__glewWeightivARB)
#define glWeightsvARB GLEW_GET_FUN(__glewWeightsvARB)
#define glWeightubvARB GLEW_GET_FUN(__glewWeightubvARB)
#define glWeightuivARB GLEW_GET_FUN(__glewWeightuivARB)
#define glWeightusvARB GLEW_GET_FUN(__glewWeightusvARB)
#define GLEW_ARB_vertex_blend GLEW_GET_VAR(__GLEW_ARB_vertex_blend)
#endif /* GL_ARB_vertex_blend */
/* ---------------------- GL_ARB_vertex_buffer_object ---------------------- */
#ifndef GL_ARB_vertex_buffer_object
#define GL_ARB_vertex_buffer_object 1
#define GL_BUFFER_SIZE_ARB 0x8764
#define GL_BUFFER_USAGE_ARB 0x8765
#define GL_ARRAY_BUFFER_ARB 0x8892
#define GL_ELEMENT_ARRAY_BUFFER_ARB 0x8893
#define GL_ARRAY_BUFFER_BINDING_ARB 0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB 0x8895
#define GL_VERTEX_ARRAY_BUFFER_BINDING_ARB 0x8896
#define GL_NORMAL_ARRAY_BUFFER_BINDING_ARB 0x8897
#define GL_COLOR_ARRAY_BUFFER_BINDING_ARB 0x8898
#define GL_INDEX_ARRAY_BUFFER_BINDING_ARB 0x8899
#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB 0x889A
#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB 0x889B
#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB 0x889C
#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB 0x889D
#define GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB 0x889E
#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB 0x889F
#define GL_READ_ONLY_ARB 0x88B8
#define GL_WRITE_ONLY_ARB 0x88B9
#define GL_READ_WRITE_ARB 0x88BA
#define GL_BUFFER_ACCESS_ARB 0x88BB
#define GL_BUFFER_MAPPED_ARB 0x88BC
#define GL_BUFFER_MAP_POINTER_ARB 0x88BD
#define GL_STREAM_DRAW_ARB 0x88E0
#define GL_STREAM_READ_ARB 0x88E1
#define GL_STREAM_COPY_ARB 0x88E2
#define GL_STATIC_DRAW_ARB 0x88E4
#define GL_STATIC_READ_ARB 0x88E5
#define GL_STATIC_COPY_ARB 0x88E6
#define GL_DYNAMIC_DRAW_ARB 0x88E8
#define GL_DYNAMIC_READ_ARB 0x88E9
#define GL_DYNAMIC_COPY_ARB 0x88EA
typedef ptrdiff_t GLintptrARB;
typedef ptrdiff_t GLsizeiptrARB;
typedef void (GLAPIENTRY * PFNGLBINDBUFFERARBPROC) (GLenum target, GLuint buffer);
typedef void (GLAPIENTRY * PFNGLBUFFERDATAARBPROC) (GLenum target, GLsizeiptrARB size, const void *data, GLenum usage);
typedef void (GLAPIENTRY * PFNGLBUFFERSUBDATAARBPROC) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, const void *data);
typedef void (GLAPIENTRY * PFNGLDELETEBUFFERSARBPROC) (GLsizei n, const GLuint* buffers);
typedef void (GLAPIENTRY * PFNGLGENBUFFERSARBPROC) (GLsizei n, GLuint* buffers);
typedef void (GLAPIENTRY * PFNGLGETBUFFERPARAMETERIVARBPROC) (GLenum target, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETBUFFERPOINTERVARBPROC) (GLenum target, GLenum pname, void** params);
typedef void (GLAPIENTRY * PFNGLGETBUFFERSUBDATAARBPROC) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, void *data);
typedef GLboolean (GLAPIENTRY * PFNGLISBUFFERARBPROC) (GLuint buffer);
typedef void * (GLAPIENTRY * PFNGLMAPBUFFERARBPROC) (GLenum target, GLenum access);
typedef GLboolean (GLAPIENTRY * PFNGLUNMAPBUFFERARBPROC) (GLenum target);
#define glBindBufferARB GLEW_GET_FUN(__glewBindBufferARB)
#define glBufferDataARB GLEW_GET_FUN(__glewBufferDataARB)
#define glBufferSubDataARB GLEW_GET_FUN(__glewBufferSubDataARB)
#define glDeleteBuffersARB GLEW_GET_FUN(__glewDeleteBuffersARB)
#define glGenBuffersARB GLEW_GET_FUN(__glewGenBuffersARB)
#define glGetBufferParameterivARB GLEW_GET_FUN(__glewGetBufferParameterivARB)
#define glGetBufferPointervARB GLEW_GET_FUN(__glewGetBufferPointervARB)
#define glGetBufferSubDataARB GLEW_GET_FUN(__glewGetBufferSubDataARB)
#define glIsBufferARB GLEW_GET_FUN(__glewIsBufferARB)
#define glMapBufferARB GLEW_GET_FUN(__glewMapBufferARB)
#define glUnmapBufferARB GLEW_GET_FUN(__glewUnmapBufferARB)
#define GLEW_ARB_vertex_buffer_object GLEW_GET_VAR(__GLEW_ARB_vertex_buffer_object)
#endif /* GL_ARB_vertex_buffer_object */
/* ------------------------- GL_ARB_vertex_program ------------------------- */
#ifndef GL_ARB_vertex_program
#define GL_ARB_vertex_program 1
#define GL_COLOR_SUM_ARB 0x8458
#define GL_VERTEX_PROGRAM_ARB 0x8620
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB 0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB 0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB 0x8625
#define GL_CURRENT_VERTEX_ATTRIB_ARB 0x8626
#define GL_PROGRAM_LENGTH_ARB 0x8627
#define GL_PROGRAM_STRING_ARB 0x8628
#define GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB 0x862E
#define GL_MAX_PROGRAM_MATRICES_ARB 0x862F
#define GL_CURRENT_MATRIX_STACK_DEPTH_ARB 0x8640
#define GL_CURRENT_MATRIX_ARB 0x8641
#define GL_VERTEX_PROGRAM_POINT_SIZE_ARB 0x8642
#define GL_VERTEX_PROGRAM_TWO_SIDE_ARB 0x8643
#define GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB 0x8645
#define GL_PROGRAM_ERROR_POSITION_ARB 0x864B
#define GL_PROGRAM_BINDING_ARB 0x8677
#define GL_MAX_VERTEX_ATTRIBS_ARB 0x8869
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB 0x886A
#define GL_PROGRAM_ERROR_STRING_ARB 0x8874
#define GL_PROGRAM_FORMAT_ASCII_ARB 0x8875
#define GL_PROGRAM_FORMAT_ARB 0x8876
#define GL_PROGRAM_INSTRUCTIONS_ARB 0x88A0
#define GL_MAX_PROGRAM_INSTRUCTIONS_ARB 0x88A1
#define GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A2
#define GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A3
#define GL_PROGRAM_TEMPORARIES_ARB 0x88A4
#define GL_MAX_PROGRAM_TEMPORARIES_ARB 0x88A5
#define GL_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A6
#define GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A7
#define GL_PROGRAM_PARAMETERS_ARB 0x88A8
#define GL_MAX_PROGRAM_PARAMETERS_ARB 0x88A9
#define GL_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AA
#define GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AB
#define GL_PROGRAM_ATTRIBS_ARB 0x88AC
#define GL_MAX_PROGRAM_ATTRIBS_ARB 0x88AD
#define GL_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AE
#define GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AF
#define GL_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B0
#define GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B1
#define GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B2
#define GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B3
#define GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB 0x88B4
#define GL_MAX_PROGRAM_ENV_PARAMETERS_ARB 0x88B5
#define GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB 0x88B6
#define GL_TRANSPOSE_CURRENT_MATRIX_ARB 0x88B7
#define GL_MATRIX0_ARB 0x88C0
#define GL_MATRIX1_ARB 0x88C1
#define GL_MATRIX2_ARB 0x88C2
#define GL_MATRIX3_ARB 0x88C3
#define GL_MATRIX4_ARB 0x88C4
#define GL_MATRIX5_ARB 0x88C5
#define GL_MATRIX6_ARB 0x88C6
#define GL_MATRIX7_ARB 0x88C7
#define GL_MATRIX8_ARB 0x88C8
#define GL_MATRIX9_ARB 0x88C9
#define GL_MATRIX10_ARB 0x88CA
#define GL_MATRIX11_ARB 0x88CB
#define GL_MATRIX12_ARB 0x88CC
#define GL_MATRIX13_ARB 0x88CD
#define GL_MATRIX14_ARB 0x88CE
#define GL_MATRIX15_ARB 0x88CF
#define GL_MATRIX16_ARB 0x88D0
#define GL_MATRIX17_ARB 0x88D1
#define GL_MATRIX18_ARB 0x88D2
#define GL_MATRIX19_ARB 0x88D3
#define GL_MATRIX20_ARB 0x88D4
#define GL_MATRIX21_ARB 0x88D5
#define GL_MATRIX22_ARB 0x88D6
#define GL_MATRIX23_ARB 0x88D7
#define GL_MATRIX24_ARB 0x88D8
#define GL_MATRIX25_ARB 0x88D9
#define GL_MATRIX26_ARB 0x88DA
#define GL_MATRIX27_ARB 0x88DB
#define GL_MATRIX28_ARB 0x88DC
#define GL_MATRIX29_ARB 0x88DD
#define GL_MATRIX30_ARB 0x88DE
#define GL_MATRIX31_ARB 0x88DF
typedef void (GLAPIENTRY * PFNGLBINDPROGRAMARBPROC) (GLenum target, GLuint program);
typedef void (GLAPIENTRY * PFNGLDELETEPROGRAMSARBPROC) (GLsizei n, const GLuint* programs);
typedef void (GLAPIENTRY * PFNGLDISABLEVERTEXATTRIBARRAYARBPROC) (GLuint index);
typedef void (GLAPIENTRY * PFNGLENABLEVERTEXATTRIBARRAYARBPROC) (GLuint index);
typedef void (GLAPIENTRY * PFNGLGENPROGRAMSARBPROC) (GLsizei n, GLuint* programs);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMENVPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMENVPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMSTRINGARBPROC) (GLenum target, GLenum pname, void *string);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMIVARBPROC) (GLenum target, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBPOINTERVARBPROC) (GLuint index, GLenum pname, void** pointer);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBDVARBPROC) (GLuint index, GLenum pname, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBFVARBPROC) (GLuint index, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIVARBPROC) (GLuint index, GLenum pname, GLint* params);
typedef GLboolean (GLAPIENTRY * PFNGLISPROGRAMARBPROC) (GLuint program);
typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble* params);
typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble* params);
typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLPROGRAMSTRINGARBPROC) (GLenum target, GLenum format, GLsizei len, const void *string);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DARBPROC) (GLuint index, GLdouble x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DVARBPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FARBPROC) (GLuint index, GLfloat x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FVARBPROC) (GLuint index, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SARBPROC) (GLuint index, GLshort x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SVARBPROC) (GLuint index, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DARBPROC) (GLuint index, GLdouble x, GLdouble y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DVARBPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FARBPROC) (GLuint index, GLfloat x, GLfloat y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FVARBPROC) (GLuint index, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SARBPROC) (GLuint index, GLshort x, GLshort y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SVARBPROC) (GLuint index, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DVARBPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FVARBPROC) (GLuint index, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SVARBPROC) (GLuint index, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NBVARBPROC) (GLuint index, const GLbyte* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NIVARBPROC) (GLuint index, const GLint* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NSVARBPROC) (GLuint index, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUBARBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUBVARBPROC) (GLuint index, const GLubyte* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUIVARBPROC) (GLuint index, const GLuint* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUSVARBPROC) (GLuint index, const GLushort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4BVARBPROC) (GLuint index, const GLbyte* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DVARBPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FVARBPROC) (GLuint index, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4IVARBPROC) (GLuint index, const GLint* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SVARBPROC) (GLuint index, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UBVARBPROC) (GLuint index, const GLubyte* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UIVARBPROC) (GLuint index, const GLuint* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4USVARBPROC) (GLuint index, const GLushort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBPOINTERARBPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
#define glBindProgramARB GLEW_GET_FUN(__glewBindProgramARB)
#define glDeleteProgramsARB GLEW_GET_FUN(__glewDeleteProgramsARB)
#define glDisableVertexAttribArrayARB GLEW_GET_FUN(__glewDisableVertexAttribArrayARB)
#define glEnableVertexAttribArrayARB GLEW_GET_FUN(__glewEnableVertexAttribArrayARB)
#define glGenProgramsARB GLEW_GET_FUN(__glewGenProgramsARB)
#define glGetProgramEnvParameterdvARB GLEW_GET_FUN(__glewGetProgramEnvParameterdvARB)
#define glGetProgramEnvParameterfvARB GLEW_GET_FUN(__glewGetProgramEnvParameterfvARB)
#define glGetProgramLocalParameterdvARB GLEW_GET_FUN(__glewGetProgramLocalParameterdvARB)
#define glGetProgramLocalParameterfvARB GLEW_GET_FUN(__glewGetProgramLocalParameterfvARB)
#define glGetProgramStringARB GLEW_GET_FUN(__glewGetProgramStringARB)
#define glGetProgramivARB GLEW_GET_FUN(__glewGetProgramivARB)
#define glGetVertexAttribPointervARB GLEW_GET_FUN(__glewGetVertexAttribPointervARB)
#define glGetVertexAttribdvARB GLEW_GET_FUN(__glewGetVertexAttribdvARB)
#define glGetVertexAttribfvARB GLEW_GET_FUN(__glewGetVertexAttribfvARB)
#define glGetVertexAttribivARB GLEW_GET_FUN(__glewGetVertexAttribivARB)
#define glIsProgramARB GLEW_GET_FUN(__glewIsProgramARB)
#define glProgramEnvParameter4dARB GLEW_GET_FUN(__glewProgramEnvParameter4dARB)
#define glProgramEnvParameter4dvARB GLEW_GET_FUN(__glewProgramEnvParameter4dvARB)
#define glProgramEnvParameter4fARB GLEW_GET_FUN(__glewProgramEnvParameter4fARB)
#define glProgramEnvParameter4fvARB GLEW_GET_FUN(__glewProgramEnvParameter4fvARB)
#define glProgramLocalParameter4dARB GLEW_GET_FUN(__glewProgramLocalParameter4dARB)
#define glProgramLocalParameter4dvARB GLEW_GET_FUN(__glewProgramLocalParameter4dvARB)
#define glProgramLocalParameter4fARB GLEW_GET_FUN(__glewProgramLocalParameter4fARB)
#define glProgramLocalParameter4fvARB GLEW_GET_FUN(__glewProgramLocalParameter4fvARB)
#define glProgramStringARB GLEW_GET_FUN(__glewProgramStringARB)
#define glVertexAttrib1dARB GLEW_GET_FUN(__glewVertexAttrib1dARB)
#define glVertexAttrib1dvARB GLEW_GET_FUN(__glewVertexAttrib1dvARB)
#define glVertexAttrib1fARB GLEW_GET_FUN(__glewVertexAttrib1fARB)
#define glVertexAttrib1fvARB GLEW_GET_FUN(__glewVertexAttrib1fvARB)
#define glVertexAttrib1sARB GLEW_GET_FUN(__glewVertexAttrib1sARB)
#define glVertexAttrib1svARB GLEW_GET_FUN(__glewVertexAttrib1svARB)
#define glVertexAttrib2dARB GLEW_GET_FUN(__glewVertexAttrib2dARB)
#define glVertexAttrib2dvARB GLEW_GET_FUN(__glewVertexAttrib2dvARB)
#define glVertexAttrib2fARB GLEW_GET_FUN(__glewVertexAttrib2fARB)
#define glVertexAttrib2fvARB GLEW_GET_FUN(__glewVertexAttrib2fvARB)
#define glVertexAttrib2sARB GLEW_GET_FUN(__glewVertexAttrib2sARB)
#define glVertexAttrib2svARB GLEW_GET_FUN(__glewVertexAttrib2svARB)
#define glVertexAttrib3dARB GLEW_GET_FUN(__glewVertexAttrib3dARB)
#define glVertexAttrib3dvARB GLEW_GET_FUN(__glewVertexAttrib3dvARB)
#define glVertexAttrib3fARB GLEW_GET_FUN(__glewVertexAttrib3fARB)
#define glVertexAttrib3fvARB GLEW_GET_FUN(__glewVertexAttrib3fvARB)
#define glVertexAttrib3sARB GLEW_GET_FUN(__glewVertexAttrib3sARB)
#define glVertexAttrib3svARB GLEW_GET_FUN(__glewVertexAttrib3svARB)
#define glVertexAttrib4NbvARB GLEW_GET_FUN(__glewVertexAttrib4NbvARB)
#define glVertexAttrib4NivARB GLEW_GET_FUN(__glewVertexAttrib4NivARB)
#define glVertexAttrib4NsvARB GLEW_GET_FUN(__glewVertexAttrib4NsvARB)
#define glVertexAttrib4NubARB GLEW_GET_FUN(__glewVertexAttrib4NubARB)
#define glVertexAttrib4NubvARB GLEW_GET_FUN(__glewVertexAttrib4NubvARB)
#define glVertexAttrib4NuivARB GLEW_GET_FUN(__glewVertexAttrib4NuivARB)
#define glVertexAttrib4NusvARB GLEW_GET_FUN(__glewVertexAttrib4NusvARB)
#define glVertexAttrib4bvARB GLEW_GET_FUN(__glewVertexAttrib4bvARB)
#define glVertexAttrib4dARB GLEW_GET_FUN(__glewVertexAttrib4dARB)
#define glVertexAttrib4dvARB GLEW_GET_FUN(__glewVertexAttrib4dvARB)
#define glVertexAttrib4fARB GLEW_GET_FUN(__glewVertexAttrib4fARB)
#define glVertexAttrib4fvARB GLEW_GET_FUN(__glewVertexAttrib4fvARB)
#define glVertexAttrib4ivARB GLEW_GET_FUN(__glewVertexAttrib4ivARB)
#define glVertexAttrib4sARB GLEW_GET_FUN(__glewVertexAttrib4sARB)
#define glVertexAttrib4svARB GLEW_GET_FUN(__glewVertexAttrib4svARB)
#define glVertexAttrib4ubvARB GLEW_GET_FUN(__glewVertexAttrib4ubvARB)
#define glVertexAttrib4uivARB GLEW_GET_FUN(__glewVertexAttrib4uivARB)
#define glVertexAttrib4usvARB GLEW_GET_FUN(__glewVertexAttrib4usvARB)
#define glVertexAttribPointerARB GLEW_GET_FUN(__glewVertexAttribPointerARB)
#define GLEW_ARB_vertex_program GLEW_GET_VAR(__GLEW_ARB_vertex_program)
#endif /* GL_ARB_vertex_program */
/* -------------------------- GL_ARB_vertex_shader ------------------------- */
#ifndef GL_ARB_vertex_shader
#define GL_ARB_vertex_shader 1
#define GL_VERTEX_SHADER_ARB 0x8B31
#define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A
#define GL_MAX_VARYING_FLOATS_ARB 0x8B4B
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB 0x8B4D
#define GL_OBJECT_ACTIVE_ATTRIBUTES_ARB 0x8B89
#define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A
typedef void (GLAPIENTRY * PFNGLBINDATTRIBLOCATIONARBPROC) (GLhandleARB programObj, GLuint index, const GLcharARB* name);
typedef void (GLAPIENTRY * PFNGLGETACTIVEATTRIBARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei* length, GLint *size, GLenum *type, GLcharARB *name);
typedef GLint (GLAPIENTRY * PFNGLGETATTRIBLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB* name);
#define glBindAttribLocationARB GLEW_GET_FUN(__glewBindAttribLocationARB)
#define glGetActiveAttribARB GLEW_GET_FUN(__glewGetActiveAttribARB)
#define glGetAttribLocationARB GLEW_GET_FUN(__glewGetAttribLocationARB)
#define GLEW_ARB_vertex_shader GLEW_GET_VAR(__GLEW_ARB_vertex_shader)
#endif /* GL_ARB_vertex_shader */
/* ------------------- GL_ARB_vertex_type_10f_11f_11f_rev ------------------ */
#ifndef GL_ARB_vertex_type_10f_11f_11f_rev
#define GL_ARB_vertex_type_10f_11f_11f_rev 1
#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B
#define GLEW_ARB_vertex_type_10f_11f_11f_rev GLEW_GET_VAR(__GLEW_ARB_vertex_type_10f_11f_11f_rev)
#endif /* GL_ARB_vertex_type_10f_11f_11f_rev */
/* ------------------- GL_ARB_vertex_type_2_10_10_10_rev ------------------- */
#ifndef GL_ARB_vertex_type_2_10_10_10_rev
#define GL_ARB_vertex_type_2_10_10_10_rev 1
#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368
#define GL_INT_2_10_10_10_REV 0x8D9F
typedef void (GLAPIENTRY * PFNGLCOLORP3UIPROC) (GLenum type, GLuint color);
typedef void (GLAPIENTRY * PFNGLCOLORP3UIVPROC) (GLenum type, const GLuint* color);
typedef void (GLAPIENTRY * PFNGLCOLORP4UIPROC) (GLenum type, GLuint color);
typedef void (GLAPIENTRY * PFNGLCOLORP4UIVPROC) (GLenum type, const GLuint* color);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP1UIPROC) (GLenum texture, GLenum type, GLuint coords);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP1UIVPROC) (GLenum texture, GLenum type, const GLuint* coords);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP2UIPROC) (GLenum texture, GLenum type, GLuint coords);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP2UIVPROC) (GLenum texture, GLenum type, const GLuint* coords);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP3UIPROC) (GLenum texture, GLenum type, GLuint coords);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP3UIVPROC) (GLenum texture, GLenum type, const GLuint* coords);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP4UIPROC) (GLenum texture, GLenum type, GLuint coords);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP4UIVPROC) (GLenum texture, GLenum type, const GLuint* coords);
typedef void (GLAPIENTRY * PFNGLNORMALP3UIPROC) (GLenum type, GLuint coords);
typedef void (GLAPIENTRY * PFNGLNORMALP3UIVPROC) (GLenum type, const GLuint* coords);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLORP3UIPROC) (GLenum type, GLuint color);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLORP3UIVPROC) (GLenum type, const GLuint* color);
typedef void (GLAPIENTRY * PFNGLTEXCOORDP1UIPROC) (GLenum type, GLuint coords);
typedef void (GLAPIENTRY * PFNGLTEXCOORDP1UIVPROC) (GLenum type, const GLuint* coords);
typedef void (GLAPIENTRY * PFNGLTEXCOORDP2UIPROC) (GLenum type, GLuint coords);
typedef void (GLAPIENTRY * PFNGLTEXCOORDP2UIVPROC) (GLenum type, const GLuint* coords);
typedef void (GLAPIENTRY * PFNGLTEXCOORDP3UIPROC) (GLenum type, GLuint coords);
typedef void (GLAPIENTRY * PFNGLTEXCOORDP3UIVPROC) (GLenum type, const GLuint* coords);
typedef void (GLAPIENTRY * PFNGLTEXCOORDP4UIPROC) (GLenum type, GLuint coords);
typedef void (GLAPIENTRY * PFNGLTEXCOORDP4UIVPROC) (GLenum type, const GLuint* coords);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP1UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP1UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP2UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP2UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP3UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP3UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP4UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP4UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLVERTEXP2UIPROC) (GLenum type, GLuint value);
typedef void (GLAPIENTRY * PFNGLVERTEXP2UIVPROC) (GLenum type, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLVERTEXP3UIPROC) (GLenum type, GLuint value);
typedef void (GLAPIENTRY * PFNGLVERTEXP3UIVPROC) (GLenum type, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLVERTEXP4UIPROC) (GLenum type, GLuint value);
typedef void (GLAPIENTRY * PFNGLVERTEXP4UIVPROC) (GLenum type, const GLuint* value);
#define glColorP3ui GLEW_GET_FUN(__glewColorP3ui)
#define glColorP3uiv GLEW_GET_FUN(__glewColorP3uiv)
#define glColorP4ui GLEW_GET_FUN(__glewColorP4ui)
#define glColorP4uiv GLEW_GET_FUN(__glewColorP4uiv)
#define glMultiTexCoordP1ui GLEW_GET_FUN(__glewMultiTexCoordP1ui)
#define glMultiTexCoordP1uiv GLEW_GET_FUN(__glewMultiTexCoordP1uiv)
#define glMultiTexCoordP2ui GLEW_GET_FUN(__glewMultiTexCoordP2ui)
#define glMultiTexCoordP2uiv GLEW_GET_FUN(__glewMultiTexCoordP2uiv)
#define glMultiTexCoordP3ui GLEW_GET_FUN(__glewMultiTexCoordP3ui)
#define glMultiTexCoordP3uiv GLEW_GET_FUN(__glewMultiTexCoordP3uiv)
#define glMultiTexCoordP4ui GLEW_GET_FUN(__glewMultiTexCoordP4ui)
#define glMultiTexCoordP4uiv GLEW_GET_FUN(__glewMultiTexCoordP4uiv)
#define glNormalP3ui GLEW_GET_FUN(__glewNormalP3ui)
#define glNormalP3uiv GLEW_GET_FUN(__glewNormalP3uiv)
#define glSecondaryColorP3ui GLEW_GET_FUN(__glewSecondaryColorP3ui)
#define glSecondaryColorP3uiv GLEW_GET_FUN(__glewSecondaryColorP3uiv)
#define glTexCoordP1ui GLEW_GET_FUN(__glewTexCoordP1ui)
#define glTexCoordP1uiv GLEW_GET_FUN(__glewTexCoordP1uiv)
#define glTexCoordP2ui GLEW_GET_FUN(__glewTexCoordP2ui)
#define glTexCoordP2uiv GLEW_GET_FUN(__glewTexCoordP2uiv)
#define glTexCoordP3ui GLEW_GET_FUN(__glewTexCoordP3ui)
#define glTexCoordP3uiv GLEW_GET_FUN(__glewTexCoordP3uiv)
#define glTexCoordP4ui GLEW_GET_FUN(__glewTexCoordP4ui)
#define glTexCoordP4uiv GLEW_GET_FUN(__glewTexCoordP4uiv)
#define glVertexAttribP1ui GLEW_GET_FUN(__glewVertexAttribP1ui)
#define glVertexAttribP1uiv GLEW_GET_FUN(__glewVertexAttribP1uiv)
#define glVertexAttribP2ui GLEW_GET_FUN(__glewVertexAttribP2ui)
#define glVertexAttribP2uiv GLEW_GET_FUN(__glewVertexAttribP2uiv)
#define glVertexAttribP3ui GLEW_GET_FUN(__glewVertexAttribP3ui)
#define glVertexAttribP3uiv GLEW_GET_FUN(__glewVertexAttribP3uiv)
#define glVertexAttribP4ui GLEW_GET_FUN(__glewVertexAttribP4ui)
#define glVertexAttribP4uiv GLEW_GET_FUN(__glewVertexAttribP4uiv)
#define glVertexP2ui GLEW_GET_FUN(__glewVertexP2ui)
#define glVertexP2uiv GLEW_GET_FUN(__glewVertexP2uiv)
#define glVertexP3ui GLEW_GET_FUN(__glewVertexP3ui)
#define glVertexP3uiv GLEW_GET_FUN(__glewVertexP3uiv)
#define glVertexP4ui GLEW_GET_FUN(__glewVertexP4ui)
#define glVertexP4uiv GLEW_GET_FUN(__glewVertexP4uiv)
#define GLEW_ARB_vertex_type_2_10_10_10_rev GLEW_GET_VAR(__GLEW_ARB_vertex_type_2_10_10_10_rev)
#endif /* GL_ARB_vertex_type_2_10_10_10_rev */
/* ------------------------- GL_ARB_viewport_array ------------------------- */
#ifndef GL_ARB_viewport_array
#define GL_ARB_viewport_array 1
#define GL_DEPTH_RANGE 0x0B70
#define GL_VIEWPORT 0x0BA2
#define GL_SCISSOR_BOX 0x0C10
#define GL_SCISSOR_TEST 0x0C11
#define GL_MAX_VIEWPORTS 0x825B
#define GL_VIEWPORT_SUBPIXEL_BITS 0x825C
#define GL_VIEWPORT_BOUNDS_RANGE 0x825D
#define GL_LAYER_PROVOKING_VERTEX 0x825E
#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX 0x825F
#define GL_UNDEFINED_VERTEX 0x8260
#define GL_FIRST_VERTEX_CONVENTION 0x8E4D
#define GL_LAST_VERTEX_CONVENTION 0x8E4E
#define GL_PROVOKING_VERTEX 0x8E4F
typedef void (GLAPIENTRY * PFNGLDEPTHRANGEARRAYVPROC) (GLuint first, GLsizei count, const GLclampd * v);
typedef void (GLAPIENTRY * PFNGLDEPTHRANGEINDEXEDPROC) (GLuint index, GLclampd n, GLclampd f);
typedef void (GLAPIENTRY * PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble* data);
typedef void (GLAPIENTRY * PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat* data);
typedef void (GLAPIENTRY * PFNGLSCISSORARRAYVPROC) (GLuint first, GLsizei count, const GLint * v);
typedef void (GLAPIENTRY * PFNGLSCISSORINDEXEDPROC) (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLSCISSORINDEXEDVPROC) (GLuint index, const GLint * v);
typedef void (GLAPIENTRY * PFNGLVIEWPORTARRAYVPROC) (GLuint first, GLsizei count, const GLfloat * v);
typedef void (GLAPIENTRY * PFNGLVIEWPORTINDEXEDFPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);
typedef void (GLAPIENTRY * PFNGLVIEWPORTINDEXEDFVPROC) (GLuint index, const GLfloat * v);
#define glDepthRangeArrayv GLEW_GET_FUN(__glewDepthRangeArrayv)
#define glDepthRangeIndexed GLEW_GET_FUN(__glewDepthRangeIndexed)
#define glGetDoublei_v GLEW_GET_FUN(__glewGetDoublei_v)
#define glGetFloati_v GLEW_GET_FUN(__glewGetFloati_v)
#define glScissorArrayv GLEW_GET_FUN(__glewScissorArrayv)
#define glScissorIndexed GLEW_GET_FUN(__glewScissorIndexed)
#define glScissorIndexedv GLEW_GET_FUN(__glewScissorIndexedv)
#define glViewportArrayv GLEW_GET_FUN(__glewViewportArrayv)
#define glViewportIndexedf GLEW_GET_FUN(__glewViewportIndexedf)
#define glViewportIndexedfv GLEW_GET_FUN(__glewViewportIndexedfv)
#define GLEW_ARB_viewport_array GLEW_GET_VAR(__GLEW_ARB_viewport_array)
#endif /* GL_ARB_viewport_array */
/* --------------------------- GL_ARB_window_pos --------------------------- */
#ifndef GL_ARB_window_pos
#define GL_ARB_window_pos 1
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2DARBPROC) (GLdouble x, GLdouble y);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2DVARBPROC) (const GLdouble* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2FARBPROC) (GLfloat x, GLfloat y);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2FVARBPROC) (const GLfloat* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2IARBPROC) (GLint x, GLint y);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2IVARBPROC) (const GLint* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2SARBPROC) (GLshort x, GLshort y);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2SVARBPROC) (const GLshort* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3DARBPROC) (GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3DVARBPROC) (const GLdouble* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3FARBPROC) (GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3FVARBPROC) (const GLfloat* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3IARBPROC) (GLint x, GLint y, GLint z);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3IVARBPROC) (const GLint* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3SARBPROC) (GLshort x, GLshort y, GLshort z);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3SVARBPROC) (const GLshort* p);
#define glWindowPos2dARB GLEW_GET_FUN(__glewWindowPos2dARB)
#define glWindowPos2dvARB GLEW_GET_FUN(__glewWindowPos2dvARB)
#define glWindowPos2fARB GLEW_GET_FUN(__glewWindowPos2fARB)
#define glWindowPos2fvARB GLEW_GET_FUN(__glewWindowPos2fvARB)
#define glWindowPos2iARB GLEW_GET_FUN(__glewWindowPos2iARB)
#define glWindowPos2ivARB GLEW_GET_FUN(__glewWindowPos2ivARB)
#define glWindowPos2sARB GLEW_GET_FUN(__glewWindowPos2sARB)
#define glWindowPos2svARB GLEW_GET_FUN(__glewWindowPos2svARB)
#define glWindowPos3dARB GLEW_GET_FUN(__glewWindowPos3dARB)
#define glWindowPos3dvARB GLEW_GET_FUN(__glewWindowPos3dvARB)
#define glWindowPos3fARB GLEW_GET_FUN(__glewWindowPos3fARB)
#define glWindowPos3fvARB GLEW_GET_FUN(__glewWindowPos3fvARB)
#define glWindowPos3iARB GLEW_GET_FUN(__glewWindowPos3iARB)
#define glWindowPos3ivARB GLEW_GET_FUN(__glewWindowPos3ivARB)
#define glWindowPos3sARB GLEW_GET_FUN(__glewWindowPos3sARB)
#define glWindowPos3svARB GLEW_GET_FUN(__glewWindowPos3svARB)
#define GLEW_ARB_window_pos GLEW_GET_VAR(__GLEW_ARB_window_pos)
#endif /* GL_ARB_window_pos */
/* ------------------------- GL_ATIX_point_sprites ------------------------- */
#ifndef GL_ATIX_point_sprites
#define GL_ATIX_point_sprites 1
#define GL_TEXTURE_POINT_MODE_ATIX 0x60B0
#define GL_TEXTURE_POINT_ONE_COORD_ATIX 0x60B1
#define GL_TEXTURE_POINT_SPRITE_ATIX 0x60B2
#define GL_POINT_SPRITE_CULL_MODE_ATIX 0x60B3
#define GL_POINT_SPRITE_CULL_CENTER_ATIX 0x60B4
#define GL_POINT_SPRITE_CULL_CLIP_ATIX 0x60B5
#define GLEW_ATIX_point_sprites GLEW_GET_VAR(__GLEW_ATIX_point_sprites)
#endif /* GL_ATIX_point_sprites */
/* ---------------------- GL_ATIX_texture_env_combine3 --------------------- */
#ifndef GL_ATIX_texture_env_combine3
#define GL_ATIX_texture_env_combine3 1
#define GL_MODULATE_ADD_ATIX 0x8744
#define GL_MODULATE_SIGNED_ADD_ATIX 0x8745
#define GL_MODULATE_SUBTRACT_ATIX 0x8746
#define GLEW_ATIX_texture_env_combine3 GLEW_GET_VAR(__GLEW_ATIX_texture_env_combine3)
#endif /* GL_ATIX_texture_env_combine3 */
/* ----------------------- GL_ATIX_texture_env_route ----------------------- */
#ifndef GL_ATIX_texture_env_route
#define GL_ATIX_texture_env_route 1
#define GL_SECONDARY_COLOR_ATIX 0x8747
#define GL_TEXTURE_OUTPUT_RGB_ATIX 0x8748
#define GL_TEXTURE_OUTPUT_ALPHA_ATIX 0x8749
#define GLEW_ATIX_texture_env_route GLEW_GET_VAR(__GLEW_ATIX_texture_env_route)
#endif /* GL_ATIX_texture_env_route */
/* ---------------- GL_ATIX_vertex_shader_output_point_size ---------------- */
#ifndef GL_ATIX_vertex_shader_output_point_size
#define GL_ATIX_vertex_shader_output_point_size 1
#define GL_OUTPUT_POINT_SIZE_ATIX 0x610E
#define GLEW_ATIX_vertex_shader_output_point_size GLEW_GET_VAR(__GLEW_ATIX_vertex_shader_output_point_size)
#endif /* GL_ATIX_vertex_shader_output_point_size */
/* -------------------------- GL_ATI_draw_buffers -------------------------- */
#ifndef GL_ATI_draw_buffers
#define GL_ATI_draw_buffers 1
#define GL_MAX_DRAW_BUFFERS_ATI 0x8824
#define GL_DRAW_BUFFER0_ATI 0x8825
#define GL_DRAW_BUFFER1_ATI 0x8826
#define GL_DRAW_BUFFER2_ATI 0x8827
#define GL_DRAW_BUFFER3_ATI 0x8828
#define GL_DRAW_BUFFER4_ATI 0x8829
#define GL_DRAW_BUFFER5_ATI 0x882A
#define GL_DRAW_BUFFER6_ATI 0x882B
#define GL_DRAW_BUFFER7_ATI 0x882C
#define GL_DRAW_BUFFER8_ATI 0x882D
#define GL_DRAW_BUFFER9_ATI 0x882E
#define GL_DRAW_BUFFER10_ATI 0x882F
#define GL_DRAW_BUFFER11_ATI 0x8830
#define GL_DRAW_BUFFER12_ATI 0x8831
#define GL_DRAW_BUFFER13_ATI 0x8832
#define GL_DRAW_BUFFER14_ATI 0x8833
#define GL_DRAW_BUFFER15_ATI 0x8834
typedef void (GLAPIENTRY * PFNGLDRAWBUFFERSATIPROC) (GLsizei n, const GLenum* bufs);
#define glDrawBuffersATI GLEW_GET_FUN(__glewDrawBuffersATI)
#define GLEW_ATI_draw_buffers GLEW_GET_VAR(__GLEW_ATI_draw_buffers)
#endif /* GL_ATI_draw_buffers */
/* -------------------------- GL_ATI_element_array ------------------------- */
#ifndef GL_ATI_element_array
#define GL_ATI_element_array 1
#define GL_ELEMENT_ARRAY_ATI 0x8768
#define GL_ELEMENT_ARRAY_TYPE_ATI 0x8769
#define GL_ELEMENT_ARRAY_POINTER_ATI 0x876A
typedef void (GLAPIENTRY * PFNGLDRAWELEMENTARRAYATIPROC) (GLenum mode, GLsizei count);
typedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTARRAYATIPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count);
typedef void (GLAPIENTRY * PFNGLELEMENTPOINTERATIPROC) (GLenum type, const void *pointer);
#define glDrawElementArrayATI GLEW_GET_FUN(__glewDrawElementArrayATI)
#define glDrawRangeElementArrayATI GLEW_GET_FUN(__glewDrawRangeElementArrayATI)
#define glElementPointerATI GLEW_GET_FUN(__glewElementPointerATI)
#define GLEW_ATI_element_array GLEW_GET_VAR(__GLEW_ATI_element_array)
#endif /* GL_ATI_element_array */
/* ------------------------- GL_ATI_envmap_bumpmap ------------------------- */
#ifndef GL_ATI_envmap_bumpmap
#define GL_ATI_envmap_bumpmap 1
#define GL_BUMP_ROT_MATRIX_ATI 0x8775
#define GL_BUMP_ROT_MATRIX_SIZE_ATI 0x8776
#define GL_BUMP_NUM_TEX_UNITS_ATI 0x8777
#define GL_BUMP_TEX_UNITS_ATI 0x8778
#define GL_DUDV_ATI 0x8779
#define GL_DU8DV8_ATI 0x877A
#define GL_BUMP_ENVMAP_ATI 0x877B
#define GL_BUMP_TARGET_ATI 0x877C
typedef void (GLAPIENTRY * PFNGLGETTEXBUMPPARAMETERFVATIPROC) (GLenum pname, GLfloat *param);
typedef void (GLAPIENTRY * PFNGLGETTEXBUMPPARAMETERIVATIPROC) (GLenum pname, GLint *param);
typedef void (GLAPIENTRY * PFNGLTEXBUMPPARAMETERFVATIPROC) (GLenum pname, GLfloat *param);
typedef void (GLAPIENTRY * PFNGLTEXBUMPPARAMETERIVATIPROC) (GLenum pname, GLint *param);
#define glGetTexBumpParameterfvATI GLEW_GET_FUN(__glewGetTexBumpParameterfvATI)
#define glGetTexBumpParameterivATI GLEW_GET_FUN(__glewGetTexBumpParameterivATI)
#define glTexBumpParameterfvATI GLEW_GET_FUN(__glewTexBumpParameterfvATI)
#define glTexBumpParameterivATI GLEW_GET_FUN(__glewTexBumpParameterivATI)
#define GLEW_ATI_envmap_bumpmap GLEW_GET_VAR(__GLEW_ATI_envmap_bumpmap)
#endif /* GL_ATI_envmap_bumpmap */
/* ------------------------- GL_ATI_fragment_shader ------------------------ */
#ifndef GL_ATI_fragment_shader
#define GL_ATI_fragment_shader 1
#define GL_2X_BIT_ATI 0x00000001
#define GL_RED_BIT_ATI 0x00000001
#define GL_4X_BIT_ATI 0x00000002
#define GL_COMP_BIT_ATI 0x00000002
#define GL_GREEN_BIT_ATI 0x00000002
#define GL_8X_BIT_ATI 0x00000004
#define GL_BLUE_BIT_ATI 0x00000004
#define GL_NEGATE_BIT_ATI 0x00000004
#define GL_BIAS_BIT_ATI 0x00000008
#define GL_HALF_BIT_ATI 0x00000008
#define GL_QUARTER_BIT_ATI 0x00000010
#define GL_EIGHTH_BIT_ATI 0x00000020
#define GL_SATURATE_BIT_ATI 0x00000040
#define GL_FRAGMENT_SHADER_ATI 0x8920
#define GL_REG_0_ATI 0x8921
#define GL_REG_1_ATI 0x8922
#define GL_REG_2_ATI 0x8923
#define GL_REG_3_ATI 0x8924
#define GL_REG_4_ATI 0x8925
#define GL_REG_5_ATI 0x8926
#define GL_CON_0_ATI 0x8941
#define GL_CON_1_ATI 0x8942
#define GL_CON_2_ATI 0x8943
#define GL_CON_3_ATI 0x8944
#define GL_CON_4_ATI 0x8945
#define GL_CON_5_ATI 0x8946
#define GL_CON_6_ATI 0x8947
#define GL_CON_7_ATI 0x8948
#define GL_MOV_ATI 0x8961
#define GL_ADD_ATI 0x8963
#define GL_MUL_ATI 0x8964
#define GL_SUB_ATI 0x8965
#define GL_DOT3_ATI 0x8966
#define GL_DOT4_ATI 0x8967
#define GL_MAD_ATI 0x8968
#define GL_LERP_ATI 0x8969
#define GL_CND_ATI 0x896A
#define GL_CND0_ATI 0x896B
#define GL_DOT2_ADD_ATI 0x896C
#define GL_SECONDARY_INTERPOLATOR_ATI 0x896D
#define GL_NUM_FRAGMENT_REGISTERS_ATI 0x896E
#define GL_NUM_FRAGMENT_CONSTANTS_ATI 0x896F
#define GL_NUM_PASSES_ATI 0x8970
#define GL_NUM_INSTRUCTIONS_PER_PASS_ATI 0x8971
#define GL_NUM_INSTRUCTIONS_TOTAL_ATI 0x8972
#define GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI 0x8973
#define GL_NUM_LOOPBACK_COMPONENTS_ATI 0x8974
#define GL_COLOR_ALPHA_PAIRING_ATI 0x8975
#define GL_SWIZZLE_STR_ATI 0x8976
#define GL_SWIZZLE_STQ_ATI 0x8977
#define GL_SWIZZLE_STR_DR_ATI 0x8978
#define GL_SWIZZLE_STQ_DQ_ATI 0x8979
#define GL_SWIZZLE_STRQ_ATI 0x897A
#define GL_SWIZZLE_STRQ_DQ_ATI 0x897B
typedef void (GLAPIENTRY * PFNGLALPHAFRAGMENTOP1ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod);
typedef void (GLAPIENTRY * PFNGLALPHAFRAGMENTOP2ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod);
typedef void (GLAPIENTRY * PFNGLALPHAFRAGMENTOP3ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod);
typedef void (GLAPIENTRY * PFNGLBEGINFRAGMENTSHADERATIPROC) (void);
typedef void (GLAPIENTRY * PFNGLBINDFRAGMENTSHADERATIPROC) (GLuint id);
typedef void (GLAPIENTRY * PFNGLCOLORFRAGMENTOP1ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod);
typedef void (GLAPIENTRY * PFNGLCOLORFRAGMENTOP2ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod);
typedef void (GLAPIENTRY * PFNGLCOLORFRAGMENTOP3ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod);
typedef void (GLAPIENTRY * PFNGLDELETEFRAGMENTSHADERATIPROC) (GLuint id);
typedef void (GLAPIENTRY * PFNGLENDFRAGMENTSHADERATIPROC) (void);
typedef GLuint (GLAPIENTRY * PFNGLGENFRAGMENTSHADERSATIPROC) (GLuint range);
typedef void (GLAPIENTRY * PFNGLPASSTEXCOORDATIPROC) (GLuint dst, GLuint coord, GLenum swizzle);
typedef void (GLAPIENTRY * PFNGLSAMPLEMAPATIPROC) (GLuint dst, GLuint interp, GLenum swizzle);
typedef void (GLAPIENTRY * PFNGLSETFRAGMENTSHADERCONSTANTATIPROC) (GLuint dst, const GLfloat* value);
#define glAlphaFragmentOp1ATI GLEW_GET_FUN(__glewAlphaFragmentOp1ATI)
#define glAlphaFragmentOp2ATI GLEW_GET_FUN(__glewAlphaFragmentOp2ATI)
#define glAlphaFragmentOp3ATI GLEW_GET_FUN(__glewAlphaFragmentOp3ATI)
#define glBeginFragmentShaderATI GLEW_GET_FUN(__glewBeginFragmentShaderATI)
#define glBindFragmentShaderATI GLEW_GET_FUN(__glewBindFragmentShaderATI)
#define glColorFragmentOp1ATI GLEW_GET_FUN(__glewColorFragmentOp1ATI)
#define glColorFragmentOp2ATI GLEW_GET_FUN(__glewColorFragmentOp2ATI)
#define glColorFragmentOp3ATI GLEW_GET_FUN(__glewColorFragmentOp3ATI)
#define glDeleteFragmentShaderATI GLEW_GET_FUN(__glewDeleteFragmentShaderATI)
#define glEndFragmentShaderATI GLEW_GET_FUN(__glewEndFragmentShaderATI)
#define glGenFragmentShadersATI GLEW_GET_FUN(__glewGenFragmentShadersATI)
#define glPassTexCoordATI GLEW_GET_FUN(__glewPassTexCoordATI)
#define glSampleMapATI GLEW_GET_FUN(__glewSampleMapATI)
#define glSetFragmentShaderConstantATI GLEW_GET_FUN(__glewSetFragmentShaderConstantATI)
#define GLEW_ATI_fragment_shader GLEW_GET_VAR(__GLEW_ATI_fragment_shader)
#endif /* GL_ATI_fragment_shader */
/* ------------------------ GL_ATI_map_object_buffer ----------------------- */
#ifndef GL_ATI_map_object_buffer
#define GL_ATI_map_object_buffer 1
typedef void * (GLAPIENTRY * PFNGLMAPOBJECTBUFFERATIPROC) (GLuint buffer);
typedef void (GLAPIENTRY * PFNGLUNMAPOBJECTBUFFERATIPROC) (GLuint buffer);
#define glMapObjectBufferATI GLEW_GET_FUN(__glewMapObjectBufferATI)
#define glUnmapObjectBufferATI GLEW_GET_FUN(__glewUnmapObjectBufferATI)
#define GLEW_ATI_map_object_buffer GLEW_GET_VAR(__GLEW_ATI_map_object_buffer)
#endif /* GL_ATI_map_object_buffer */
/* ----------------------------- GL_ATI_meminfo ---------------------------- */
#ifndef GL_ATI_meminfo
#define GL_ATI_meminfo 1
#define GL_VBO_FREE_MEMORY_ATI 0x87FB
#define GL_TEXTURE_FREE_MEMORY_ATI 0x87FC
#define GL_RENDERBUFFER_FREE_MEMORY_ATI 0x87FD
#define GLEW_ATI_meminfo GLEW_GET_VAR(__GLEW_ATI_meminfo)
#endif /* GL_ATI_meminfo */
/* -------------------------- GL_ATI_pn_triangles -------------------------- */
#ifndef GL_ATI_pn_triangles
#define GL_ATI_pn_triangles 1
#define GL_PN_TRIANGLES_ATI 0x87F0
#define GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F1
#define GL_PN_TRIANGLES_POINT_MODE_ATI 0x87F2
#define GL_PN_TRIANGLES_NORMAL_MODE_ATI 0x87F3
#define GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F4
#define GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI 0x87F5
#define GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI 0x87F6
#define GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI 0x87F7
#define GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI 0x87F8
typedef void (GLAPIENTRY * PFNGLPNTRIANGLESFATIPROC) (GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLPNTRIANGLESIATIPROC) (GLenum pname, GLint param);
#define glPNTrianglesfATI GLEW_GET_FUN(__glewPNTrianglesfATI)
#define glPNTrianglesiATI GLEW_GET_FUN(__glewPNTrianglesiATI)
#define GLEW_ATI_pn_triangles GLEW_GET_VAR(__GLEW_ATI_pn_triangles)
#endif /* GL_ATI_pn_triangles */
/* ------------------------ GL_ATI_separate_stencil ------------------------ */
#ifndef GL_ATI_separate_stencil
#define GL_ATI_separate_stencil 1
#define GL_STENCIL_BACK_FUNC_ATI 0x8800
#define GL_STENCIL_BACK_FAIL_ATI 0x8801
#define GL_STENCIL_BACK_PASS_DEPTH_FAIL_ATI 0x8802
#define GL_STENCIL_BACK_PASS_DEPTH_PASS_ATI 0x8803
typedef void (GLAPIENTRY * PFNGLSTENCILFUNCSEPARATEATIPROC) (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask);
typedef void (GLAPIENTRY * PFNGLSTENCILOPSEPARATEATIPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
#define glStencilFuncSeparateATI GLEW_GET_FUN(__glewStencilFuncSeparateATI)
#define glStencilOpSeparateATI GLEW_GET_FUN(__glewStencilOpSeparateATI)
#define GLEW_ATI_separate_stencil GLEW_GET_VAR(__GLEW_ATI_separate_stencil)
#endif /* GL_ATI_separate_stencil */
/* ----------------------- GL_ATI_shader_texture_lod ----------------------- */
#ifndef GL_ATI_shader_texture_lod
#define GL_ATI_shader_texture_lod 1
#define GLEW_ATI_shader_texture_lod GLEW_GET_VAR(__GLEW_ATI_shader_texture_lod)
#endif /* GL_ATI_shader_texture_lod */
/* ---------------------- GL_ATI_text_fragment_shader ---------------------- */
#ifndef GL_ATI_text_fragment_shader
#define GL_ATI_text_fragment_shader 1
#define GL_TEXT_FRAGMENT_SHADER_ATI 0x8200
#define GLEW_ATI_text_fragment_shader GLEW_GET_VAR(__GLEW_ATI_text_fragment_shader)
#endif /* GL_ATI_text_fragment_shader */
/* --------------------- GL_ATI_texture_compression_3dc -------------------- */
#ifndef GL_ATI_texture_compression_3dc
#define GL_ATI_texture_compression_3dc 1
#define GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI 0x8837
#define GLEW_ATI_texture_compression_3dc GLEW_GET_VAR(__GLEW_ATI_texture_compression_3dc)
#endif /* GL_ATI_texture_compression_3dc */
/* ---------------------- GL_ATI_texture_env_combine3 ---------------------- */
#ifndef GL_ATI_texture_env_combine3
#define GL_ATI_texture_env_combine3 1
#define GL_MODULATE_ADD_ATI 0x8744
#define GL_MODULATE_SIGNED_ADD_ATI 0x8745
#define GL_MODULATE_SUBTRACT_ATI 0x8746
#define GLEW_ATI_texture_env_combine3 GLEW_GET_VAR(__GLEW_ATI_texture_env_combine3)
#endif /* GL_ATI_texture_env_combine3 */
/* -------------------------- GL_ATI_texture_float ------------------------- */
#ifndef GL_ATI_texture_float
#define GL_ATI_texture_float 1
#define GL_RGBA_FLOAT32_ATI 0x8814
#define GL_RGB_FLOAT32_ATI 0x8815
#define GL_ALPHA_FLOAT32_ATI 0x8816
#define GL_INTENSITY_FLOAT32_ATI 0x8817
#define GL_LUMINANCE_FLOAT32_ATI 0x8818
#define GL_LUMINANCE_ALPHA_FLOAT32_ATI 0x8819
#define GL_RGBA_FLOAT16_ATI 0x881A
#define GL_RGB_FLOAT16_ATI 0x881B
#define GL_ALPHA_FLOAT16_ATI 0x881C
#define GL_INTENSITY_FLOAT16_ATI 0x881D
#define GL_LUMINANCE_FLOAT16_ATI 0x881E
#define GL_LUMINANCE_ALPHA_FLOAT16_ATI 0x881F
#define GLEW_ATI_texture_float GLEW_GET_VAR(__GLEW_ATI_texture_float)
#endif /* GL_ATI_texture_float */
/* ----------------------- GL_ATI_texture_mirror_once ---------------------- */
#ifndef GL_ATI_texture_mirror_once
#define GL_ATI_texture_mirror_once 1
#define GL_MIRROR_CLAMP_ATI 0x8742
#define GL_MIRROR_CLAMP_TO_EDGE_ATI 0x8743
#define GLEW_ATI_texture_mirror_once GLEW_GET_VAR(__GLEW_ATI_texture_mirror_once)
#endif /* GL_ATI_texture_mirror_once */
/* ----------------------- GL_ATI_vertex_array_object ---------------------- */
#ifndef GL_ATI_vertex_array_object
#define GL_ATI_vertex_array_object 1
#define GL_STATIC_ATI 0x8760
#define GL_DYNAMIC_ATI 0x8761
#define GL_PRESERVE_ATI 0x8762
#define GL_DISCARD_ATI 0x8763
#define GL_OBJECT_BUFFER_SIZE_ATI 0x8764
#define GL_OBJECT_BUFFER_USAGE_ATI 0x8765
#define GL_ARRAY_OBJECT_BUFFER_ATI 0x8766
#define GL_ARRAY_OBJECT_OFFSET_ATI 0x8767
typedef void (GLAPIENTRY * PFNGLARRAYOBJECTATIPROC) (GLenum array, GLint size, GLenum type, GLsizei stride, GLuint buffer, GLuint offset);
typedef void (GLAPIENTRY * PFNGLFREEOBJECTBUFFERATIPROC) (GLuint buffer);
typedef void (GLAPIENTRY * PFNGLGETARRAYOBJECTFVATIPROC) (GLenum array, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETARRAYOBJECTIVATIPROC) (GLenum array, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETOBJECTBUFFERFVATIPROC) (GLuint buffer, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETOBJECTBUFFERIVATIPROC) (GLuint buffer, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETVARIANTARRAYOBJECTFVATIPROC) (GLuint id, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETVARIANTARRAYOBJECTIVATIPROC) (GLuint id, GLenum pname, GLint* params);
typedef GLboolean (GLAPIENTRY * PFNGLISOBJECTBUFFERATIPROC) (GLuint buffer);
typedef GLuint (GLAPIENTRY * PFNGLNEWOBJECTBUFFERATIPROC) (GLsizei size, const void *pointer, GLenum usage);
typedef void (GLAPIENTRY * PFNGLUPDATEOBJECTBUFFERATIPROC) (GLuint buffer, GLuint offset, GLsizei size, const void *pointer, GLenum preserve);
typedef void (GLAPIENTRY * PFNGLVARIANTARRAYOBJECTATIPROC) (GLuint id, GLenum type, GLsizei stride, GLuint buffer, GLuint offset);
#define glArrayObjectATI GLEW_GET_FUN(__glewArrayObjectATI)
#define glFreeObjectBufferATI GLEW_GET_FUN(__glewFreeObjectBufferATI)
#define glGetArrayObjectfvATI GLEW_GET_FUN(__glewGetArrayObjectfvATI)
#define glGetArrayObjectivATI GLEW_GET_FUN(__glewGetArrayObjectivATI)
#define glGetObjectBufferfvATI GLEW_GET_FUN(__glewGetObjectBufferfvATI)
#define glGetObjectBufferivATI GLEW_GET_FUN(__glewGetObjectBufferivATI)
#define glGetVariantArrayObjectfvATI GLEW_GET_FUN(__glewGetVariantArrayObjectfvATI)
#define glGetVariantArrayObjectivATI GLEW_GET_FUN(__glewGetVariantArrayObjectivATI)
#define glIsObjectBufferATI GLEW_GET_FUN(__glewIsObjectBufferATI)
#define glNewObjectBufferATI GLEW_GET_FUN(__glewNewObjectBufferATI)
#define glUpdateObjectBufferATI GLEW_GET_FUN(__glewUpdateObjectBufferATI)
#define glVariantArrayObjectATI GLEW_GET_FUN(__glewVariantArrayObjectATI)
#define GLEW_ATI_vertex_array_object GLEW_GET_VAR(__GLEW_ATI_vertex_array_object)
#endif /* GL_ATI_vertex_array_object */
/* ------------------- GL_ATI_vertex_attrib_array_object ------------------- */
#ifndef GL_ATI_vertex_attrib_array_object
#define GL_ATI_vertex_attrib_array_object 1
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC) (GLuint index, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC) (GLuint index, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBARRAYOBJECTATIPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint buffer, GLuint offset);
#define glGetVertexAttribArrayObjectfvATI GLEW_GET_FUN(__glewGetVertexAttribArrayObjectfvATI)
#define glGetVertexAttribArrayObjectivATI GLEW_GET_FUN(__glewGetVertexAttribArrayObjectivATI)
#define glVertexAttribArrayObjectATI GLEW_GET_FUN(__glewVertexAttribArrayObjectATI)
#define GLEW_ATI_vertex_attrib_array_object GLEW_GET_VAR(__GLEW_ATI_vertex_attrib_array_object)
#endif /* GL_ATI_vertex_attrib_array_object */
/* ------------------------- GL_ATI_vertex_streams ------------------------- */
#ifndef GL_ATI_vertex_streams
#define GL_ATI_vertex_streams 1
#define GL_MAX_VERTEX_STREAMS_ATI 0x876B
#define GL_VERTEX_SOURCE_ATI 0x876C
#define GL_VERTEX_STREAM0_ATI 0x876D
#define GL_VERTEX_STREAM1_ATI 0x876E
#define GL_VERTEX_STREAM2_ATI 0x876F
#define GL_VERTEX_STREAM3_ATI 0x8770
#define GL_VERTEX_STREAM4_ATI 0x8771
#define GL_VERTEX_STREAM5_ATI 0x8772
#define GL_VERTEX_STREAM6_ATI 0x8773
#define GL_VERTEX_STREAM7_ATI 0x8774
typedef void (GLAPIENTRY * PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC) (GLenum stream);
typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3BATIPROC) (GLenum stream, GLbyte x, GLbyte y, GLbyte z);
typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3BVATIPROC) (GLenum stream, const GLbyte *coords);
typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3DVATIPROC) (GLenum stream, const GLdouble *coords);
typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3FVATIPROC) (GLenum stream, const GLfloat *coords);
typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3IATIPROC) (GLenum stream, GLint x, GLint y, GLint z);
typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3IVATIPROC) (GLenum stream, const GLint *coords);
typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z);
typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3SVATIPROC) (GLenum stream, const GLshort *coords);
typedef void (GLAPIENTRY * PFNGLVERTEXBLENDENVFATIPROC) (GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLVERTEXBLENDENVIATIPROC) (GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1DATIPROC) (GLenum stream, GLdouble x);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1DVATIPROC) (GLenum stream, const GLdouble *coords);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1FATIPROC) (GLenum stream, GLfloat x);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1FVATIPROC) (GLenum stream, const GLfloat *coords);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1IATIPROC) (GLenum stream, GLint x);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1IVATIPROC) (GLenum stream, const GLint *coords);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1SATIPROC) (GLenum stream, GLshort x);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1SVATIPROC) (GLenum stream, const GLshort *coords);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2DATIPROC) (GLenum stream, GLdouble x, GLdouble y);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2DVATIPROC) (GLenum stream, const GLdouble *coords);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2FATIPROC) (GLenum stream, GLfloat x, GLfloat y);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2FVATIPROC) (GLenum stream, const GLfloat *coords);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2IATIPROC) (GLenum stream, GLint x, GLint y);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2IVATIPROC) (GLenum stream, const GLint *coords);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2SATIPROC) (GLenum stream, GLshort x, GLshort y);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2SVATIPROC) (GLenum stream, const GLshort *coords);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3DVATIPROC) (GLenum stream, const GLdouble *coords);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3FVATIPROC) (GLenum stream, const GLfloat *coords);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3IATIPROC) (GLenum stream, GLint x, GLint y, GLint z);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3IVATIPROC) (GLenum stream, const GLint *coords);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3SVATIPROC) (GLenum stream, const GLshort *coords);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4DVATIPROC) (GLenum stream, const GLdouble *coords);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4FVATIPROC) (GLenum stream, const GLfloat *coords);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4IATIPROC) (GLenum stream, GLint x, GLint y, GLint z, GLint w);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4IVATIPROC) (GLenum stream, const GLint *coords);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z, GLshort w);
typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4SVATIPROC) (GLenum stream, const GLshort *coords);
#define glClientActiveVertexStreamATI GLEW_GET_FUN(__glewClientActiveVertexStreamATI)
#define glNormalStream3bATI GLEW_GET_FUN(__glewNormalStream3bATI)
#define glNormalStream3bvATI GLEW_GET_FUN(__glewNormalStream3bvATI)
#define glNormalStream3dATI GLEW_GET_FUN(__glewNormalStream3dATI)
#define glNormalStream3dvATI GLEW_GET_FUN(__glewNormalStream3dvATI)
#define glNormalStream3fATI GLEW_GET_FUN(__glewNormalStream3fATI)
#define glNormalStream3fvATI GLEW_GET_FUN(__glewNormalStream3fvATI)
#define glNormalStream3iATI GLEW_GET_FUN(__glewNormalStream3iATI)
#define glNormalStream3ivATI GLEW_GET_FUN(__glewNormalStream3ivATI)
#define glNormalStream3sATI GLEW_GET_FUN(__glewNormalStream3sATI)
#define glNormalStream3svATI GLEW_GET_FUN(__glewNormalStream3svATI)
#define glVertexBlendEnvfATI GLEW_GET_FUN(__glewVertexBlendEnvfATI)
#define glVertexBlendEnviATI GLEW_GET_FUN(__glewVertexBlendEnviATI)
#define glVertexStream1dATI GLEW_GET_FUN(__glewVertexStream1dATI)
#define glVertexStream1dvATI GLEW_GET_FUN(__glewVertexStream1dvATI)
#define glVertexStream1fATI GLEW_GET_FUN(__glewVertexStream1fATI)
#define glVertexStream1fvATI GLEW_GET_FUN(__glewVertexStream1fvATI)
#define glVertexStream1iATI GLEW_GET_FUN(__glewVertexStream1iATI)
#define glVertexStream1ivATI GLEW_GET_FUN(__glewVertexStream1ivATI)
#define glVertexStream1sATI GLEW_GET_FUN(__glewVertexStream1sATI)
#define glVertexStream1svATI GLEW_GET_FUN(__glewVertexStream1svATI)
#define glVertexStream2dATI GLEW_GET_FUN(__glewVertexStream2dATI)
#define glVertexStream2dvATI GLEW_GET_FUN(__glewVertexStream2dvATI)
#define glVertexStream2fATI GLEW_GET_FUN(__glewVertexStream2fATI)
#define glVertexStream2fvATI GLEW_GET_FUN(__glewVertexStream2fvATI)
#define glVertexStream2iATI GLEW_GET_FUN(__glewVertexStream2iATI)
#define glVertexStream2ivATI GLEW_GET_FUN(__glewVertexStream2ivATI)
#define glVertexStream2sATI GLEW_GET_FUN(__glewVertexStream2sATI)
#define glVertexStream2svATI GLEW_GET_FUN(__glewVertexStream2svATI)
#define glVertexStream3dATI GLEW_GET_FUN(__glewVertexStream3dATI)
#define glVertexStream3dvATI GLEW_GET_FUN(__glewVertexStream3dvATI)
#define glVertexStream3fATI GLEW_GET_FUN(__glewVertexStream3fATI)
#define glVertexStream3fvATI GLEW_GET_FUN(__glewVertexStream3fvATI)
#define glVertexStream3iATI GLEW_GET_FUN(__glewVertexStream3iATI)
#define glVertexStream3ivATI GLEW_GET_FUN(__glewVertexStream3ivATI)
#define glVertexStream3sATI GLEW_GET_FUN(__glewVertexStream3sATI)
#define glVertexStream3svATI GLEW_GET_FUN(__glewVertexStream3svATI)
#define glVertexStream4dATI GLEW_GET_FUN(__glewVertexStream4dATI)
#define glVertexStream4dvATI GLEW_GET_FUN(__glewVertexStream4dvATI)
#define glVertexStream4fATI GLEW_GET_FUN(__glewVertexStream4fATI)
#define glVertexStream4fvATI GLEW_GET_FUN(__glewVertexStream4fvATI)
#define glVertexStream4iATI GLEW_GET_FUN(__glewVertexStream4iATI)
#define glVertexStream4ivATI GLEW_GET_FUN(__glewVertexStream4ivATI)
#define glVertexStream4sATI GLEW_GET_FUN(__glewVertexStream4sATI)
#define glVertexStream4svATI GLEW_GET_FUN(__glewVertexStream4svATI)
#define GLEW_ATI_vertex_streams GLEW_GET_VAR(__GLEW_ATI_vertex_streams)
#endif /* GL_ATI_vertex_streams */
/* --------------------------- GL_EXT_422_pixels --------------------------- */
#ifndef GL_EXT_422_pixels
#define GL_EXT_422_pixels 1
#define GL_422_EXT 0x80CC
#define GL_422_REV_EXT 0x80CD
#define GL_422_AVERAGE_EXT 0x80CE
#define GL_422_REV_AVERAGE_EXT 0x80CF
#define GLEW_EXT_422_pixels GLEW_GET_VAR(__GLEW_EXT_422_pixels)
#endif /* GL_EXT_422_pixels */
/* ---------------------------- GL_EXT_Cg_shader --------------------------- */
#ifndef GL_EXT_Cg_shader
#define GL_EXT_Cg_shader 1
#define GL_CG_VERTEX_SHADER_EXT 0x890E
#define GL_CG_FRAGMENT_SHADER_EXT 0x890F
#define GLEW_EXT_Cg_shader GLEW_GET_VAR(__GLEW_EXT_Cg_shader)
#endif /* GL_EXT_Cg_shader */
/* ------------------------------ GL_EXT_abgr ------------------------------ */
#ifndef GL_EXT_abgr
#define GL_EXT_abgr 1
#define GL_ABGR_EXT 0x8000
#define GLEW_EXT_abgr GLEW_GET_VAR(__GLEW_EXT_abgr)
#endif /* GL_EXT_abgr */
/* ------------------------------ GL_EXT_bgra ------------------------------ */
#ifndef GL_EXT_bgra
#define GL_EXT_bgra 1
#define GL_BGR_EXT 0x80E0
#define GL_BGRA_EXT 0x80E1
#define GLEW_EXT_bgra GLEW_GET_VAR(__GLEW_EXT_bgra)
#endif /* GL_EXT_bgra */
/* ------------------------ GL_EXT_bindable_uniform ------------------------ */
#ifndef GL_EXT_bindable_uniform
#define GL_EXT_bindable_uniform 1
#define GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT 0x8DE2
#define GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT 0x8DE3
#define GL_MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT 0x8DE4
#define GL_MAX_BINDABLE_UNIFORM_SIZE_EXT 0x8DED
#define GL_UNIFORM_BUFFER_EXT 0x8DEE
#define GL_UNIFORM_BUFFER_BINDING_EXT 0x8DEF
typedef GLint (GLAPIENTRY * PFNGLGETUNIFORMBUFFERSIZEEXTPROC) (GLuint program, GLint location);
typedef GLintptr (GLAPIENTRY * PFNGLGETUNIFORMOFFSETEXTPROC) (GLuint program, GLint location);
typedef void (GLAPIENTRY * PFNGLUNIFORMBUFFEREXTPROC) (GLuint program, GLint location, GLuint buffer);
#define glGetUniformBufferSizeEXT GLEW_GET_FUN(__glewGetUniformBufferSizeEXT)
#define glGetUniformOffsetEXT GLEW_GET_FUN(__glewGetUniformOffsetEXT)
#define glUniformBufferEXT GLEW_GET_FUN(__glewUniformBufferEXT)
#define GLEW_EXT_bindable_uniform GLEW_GET_VAR(__GLEW_EXT_bindable_uniform)
#endif /* GL_EXT_bindable_uniform */
/* --------------------------- GL_EXT_blend_color -------------------------- */
#ifndef GL_EXT_blend_color
#define GL_EXT_blend_color 1
#define GL_CONSTANT_COLOR_EXT 0x8001
#define GL_ONE_MINUS_CONSTANT_COLOR_EXT 0x8002
#define GL_CONSTANT_ALPHA_EXT 0x8003
#define GL_ONE_MINUS_CONSTANT_ALPHA_EXT 0x8004
#define GL_BLEND_COLOR_EXT 0x8005
typedef void (GLAPIENTRY * PFNGLBLENDCOLOREXTPROC) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
#define glBlendColorEXT GLEW_GET_FUN(__glewBlendColorEXT)
#define GLEW_EXT_blend_color GLEW_GET_VAR(__GLEW_EXT_blend_color)
#endif /* GL_EXT_blend_color */
/* --------------------- GL_EXT_blend_equation_separate -------------------- */
#ifndef GL_EXT_blend_equation_separate
#define GL_EXT_blend_equation_separate 1
#define GL_BLEND_EQUATION_RGB_EXT 0x8009
#define GL_BLEND_EQUATION_ALPHA_EXT 0x883D
typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEEXTPROC) (GLenum modeRGB, GLenum modeAlpha);
#define glBlendEquationSeparateEXT GLEW_GET_FUN(__glewBlendEquationSeparateEXT)
#define GLEW_EXT_blend_equation_separate GLEW_GET_VAR(__GLEW_EXT_blend_equation_separate)
#endif /* GL_EXT_blend_equation_separate */
/* ----------------------- GL_EXT_blend_func_separate ---------------------- */
#ifndef GL_EXT_blend_func_separate
#define GL_EXT_blend_func_separate 1
#define GL_BLEND_DST_RGB_EXT 0x80C8
#define GL_BLEND_SRC_RGB_EXT 0x80C9
#define GL_BLEND_DST_ALPHA_EXT 0x80CA
#define GL_BLEND_SRC_ALPHA_EXT 0x80CB
typedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEEXTPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
#define glBlendFuncSeparateEXT GLEW_GET_FUN(__glewBlendFuncSeparateEXT)
#define GLEW_EXT_blend_func_separate GLEW_GET_VAR(__GLEW_EXT_blend_func_separate)
#endif /* GL_EXT_blend_func_separate */
/* ------------------------- GL_EXT_blend_logic_op ------------------------- */
#ifndef GL_EXT_blend_logic_op
#define GL_EXT_blend_logic_op 1
#define GLEW_EXT_blend_logic_op GLEW_GET_VAR(__GLEW_EXT_blend_logic_op)
#endif /* GL_EXT_blend_logic_op */
/* -------------------------- GL_EXT_blend_minmax -------------------------- */
#ifndef GL_EXT_blend_minmax
#define GL_EXT_blend_minmax 1
#define GL_FUNC_ADD_EXT 0x8006
#define GL_MIN_EXT 0x8007
#define GL_MAX_EXT 0x8008
#define GL_BLEND_EQUATION_EXT 0x8009
typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONEXTPROC) (GLenum mode);
#define glBlendEquationEXT GLEW_GET_FUN(__glewBlendEquationEXT)
#define GLEW_EXT_blend_minmax GLEW_GET_VAR(__GLEW_EXT_blend_minmax)
#endif /* GL_EXT_blend_minmax */
/* ------------------------- GL_EXT_blend_subtract ------------------------- */
#ifndef GL_EXT_blend_subtract
#define GL_EXT_blend_subtract 1
#define GL_FUNC_SUBTRACT_EXT 0x800A
#define GL_FUNC_REVERSE_SUBTRACT_EXT 0x800B
#define GLEW_EXT_blend_subtract GLEW_GET_VAR(__GLEW_EXT_blend_subtract)
#endif /* GL_EXT_blend_subtract */
/* ------------------------ GL_EXT_clip_volume_hint ------------------------ */
#ifndef GL_EXT_clip_volume_hint
#define GL_EXT_clip_volume_hint 1
#define GL_CLIP_VOLUME_CLIPPING_HINT_EXT 0x80F0
#define GLEW_EXT_clip_volume_hint GLEW_GET_VAR(__GLEW_EXT_clip_volume_hint)
#endif /* GL_EXT_clip_volume_hint */
/* ------------------------------ GL_EXT_cmyka ----------------------------- */
#ifndef GL_EXT_cmyka
#define GL_EXT_cmyka 1
#define GL_CMYK_EXT 0x800C
#define GL_CMYKA_EXT 0x800D
#define GL_PACK_CMYK_HINT_EXT 0x800E
#define GL_UNPACK_CMYK_HINT_EXT 0x800F
#define GLEW_EXT_cmyka GLEW_GET_VAR(__GLEW_EXT_cmyka)
#endif /* GL_EXT_cmyka */
/* ------------------------- GL_EXT_color_subtable ------------------------- */
#ifndef GL_EXT_color_subtable
#define GL_EXT_color_subtable 1
typedef void (GLAPIENTRY * PFNGLCOLORSUBTABLEEXTPROC) (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void *data);
typedef void (GLAPIENTRY * PFNGLCOPYCOLORSUBTABLEEXTPROC) (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width);
#define glColorSubTableEXT GLEW_GET_FUN(__glewColorSubTableEXT)
#define glCopyColorSubTableEXT GLEW_GET_FUN(__glewCopyColorSubTableEXT)
#define GLEW_EXT_color_subtable GLEW_GET_VAR(__GLEW_EXT_color_subtable)
#endif /* GL_EXT_color_subtable */
/* ---------------------- GL_EXT_compiled_vertex_array --------------------- */
#ifndef GL_EXT_compiled_vertex_array
#define GL_EXT_compiled_vertex_array 1
#define GL_ARRAY_ELEMENT_LOCK_FIRST_EXT 0x81A8
#define GL_ARRAY_ELEMENT_LOCK_COUNT_EXT 0x81A9
typedef void (GLAPIENTRY * PFNGLLOCKARRAYSEXTPROC) (GLint first, GLsizei count);
typedef void (GLAPIENTRY * PFNGLUNLOCKARRAYSEXTPROC) (void);
#define glLockArraysEXT GLEW_GET_FUN(__glewLockArraysEXT)
#define glUnlockArraysEXT GLEW_GET_FUN(__glewUnlockArraysEXT)
#define GLEW_EXT_compiled_vertex_array GLEW_GET_VAR(__GLEW_EXT_compiled_vertex_array)
#endif /* GL_EXT_compiled_vertex_array */
/* --------------------------- GL_EXT_convolution -------------------------- */
#ifndef GL_EXT_convolution
#define GL_EXT_convolution 1
#define GL_CONVOLUTION_1D_EXT 0x8010
#define GL_CONVOLUTION_2D_EXT 0x8011
#define GL_SEPARABLE_2D_EXT 0x8012
#define GL_CONVOLUTION_BORDER_MODE_EXT 0x8013
#define GL_CONVOLUTION_FILTER_SCALE_EXT 0x8014
#define GL_CONVOLUTION_FILTER_BIAS_EXT 0x8015
#define GL_REDUCE_EXT 0x8016
#define GL_CONVOLUTION_FORMAT_EXT 0x8017
#define GL_CONVOLUTION_WIDTH_EXT 0x8018
#define GL_CONVOLUTION_HEIGHT_EXT 0x8019
#define GL_MAX_CONVOLUTION_WIDTH_EXT 0x801A
#define GL_MAX_CONVOLUTION_HEIGHT_EXT 0x801B
#define GL_POST_CONVOLUTION_RED_SCALE_EXT 0x801C
#define GL_POST_CONVOLUTION_GREEN_SCALE_EXT 0x801D
#define GL_POST_CONVOLUTION_BLUE_SCALE_EXT 0x801E
#define GL_POST_CONVOLUTION_ALPHA_SCALE_EXT 0x801F
#define GL_POST_CONVOLUTION_RED_BIAS_EXT 0x8020
#define GL_POST_CONVOLUTION_GREEN_BIAS_EXT 0x8021
#define GL_POST_CONVOLUTION_BLUE_BIAS_EXT 0x8022
#define GL_POST_CONVOLUTION_ALPHA_BIAS_EXT 0x8023
typedef void (GLAPIENTRY * PFNGLCONVOLUTIONFILTER1DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *image);
typedef void (GLAPIENTRY * PFNGLCONVOLUTIONFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *image);
typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERFEXTPROC) (GLenum target, GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERIEXTPROC) (GLenum target, GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint* params);
typedef void (GLAPIENTRY * PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);
typedef void (GLAPIENTRY * PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONFILTEREXTPROC) (GLenum target, GLenum format, GLenum type, void *image);
typedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETSEPARABLEFILTEREXTPROC) (GLenum target, GLenum format, GLenum type, void *row, void *column, void *span);
typedef void (GLAPIENTRY * PFNGLSEPARABLEFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *row, const void *column);
#define glConvolutionFilter1DEXT GLEW_GET_FUN(__glewConvolutionFilter1DEXT)
#define glConvolutionFilter2DEXT GLEW_GET_FUN(__glewConvolutionFilter2DEXT)
#define glConvolutionParameterfEXT GLEW_GET_FUN(__glewConvolutionParameterfEXT)
#define glConvolutionParameterfvEXT GLEW_GET_FUN(__glewConvolutionParameterfvEXT)
#define glConvolutionParameteriEXT GLEW_GET_FUN(__glewConvolutionParameteriEXT)
#define glConvolutionParameterivEXT GLEW_GET_FUN(__glewConvolutionParameterivEXT)
#define glCopyConvolutionFilter1DEXT GLEW_GET_FUN(__glewCopyConvolutionFilter1DEXT)
#define glCopyConvolutionFilter2DEXT GLEW_GET_FUN(__glewCopyConvolutionFilter2DEXT)
#define glGetConvolutionFilterEXT GLEW_GET_FUN(__glewGetConvolutionFilterEXT)
#define glGetConvolutionParameterfvEXT GLEW_GET_FUN(__glewGetConvolutionParameterfvEXT)
#define glGetConvolutionParameterivEXT GLEW_GET_FUN(__glewGetConvolutionParameterivEXT)
#define glGetSeparableFilterEXT GLEW_GET_FUN(__glewGetSeparableFilterEXT)
#define glSeparableFilter2DEXT GLEW_GET_FUN(__glewSeparableFilter2DEXT)
#define GLEW_EXT_convolution GLEW_GET_VAR(__GLEW_EXT_convolution)
#endif /* GL_EXT_convolution */
/* ------------------------ GL_EXT_coordinate_frame ------------------------ */
#ifndef GL_EXT_coordinate_frame
#define GL_EXT_coordinate_frame 1
#define GL_TANGENT_ARRAY_EXT 0x8439
#define GL_BINORMAL_ARRAY_EXT 0x843A
#define GL_CURRENT_TANGENT_EXT 0x843B
#define GL_CURRENT_BINORMAL_EXT 0x843C
#define GL_TANGENT_ARRAY_TYPE_EXT 0x843E
#define GL_TANGENT_ARRAY_STRIDE_EXT 0x843F
#define GL_BINORMAL_ARRAY_TYPE_EXT 0x8440
#define GL_BINORMAL_ARRAY_STRIDE_EXT 0x8441
#define GL_TANGENT_ARRAY_POINTER_EXT 0x8442
#define GL_BINORMAL_ARRAY_POINTER_EXT 0x8443
#define GL_MAP1_TANGENT_EXT 0x8444
#define GL_MAP2_TANGENT_EXT 0x8445
#define GL_MAP1_BINORMAL_EXT 0x8446
#define GL_MAP2_BINORMAL_EXT 0x8447
typedef void (GLAPIENTRY * PFNGLBINORMALPOINTEREXTPROC) (GLenum type, GLsizei stride, void *pointer);
typedef void (GLAPIENTRY * PFNGLTANGENTPOINTEREXTPROC) (GLenum type, GLsizei stride, void *pointer);
#define glBinormalPointerEXT GLEW_GET_FUN(__glewBinormalPointerEXT)
#define glTangentPointerEXT GLEW_GET_FUN(__glewTangentPointerEXT)
#define GLEW_EXT_coordinate_frame GLEW_GET_VAR(__GLEW_EXT_coordinate_frame)
#endif /* GL_EXT_coordinate_frame */
/* -------------------------- GL_EXT_copy_texture -------------------------- */
#ifndef GL_EXT_copy_texture
#define GL_EXT_copy_texture 1
typedef void (GLAPIENTRY * PFNGLCOPYTEXIMAGE1DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);
typedef void (GLAPIENTRY * PFNGLCOPYTEXIMAGE2DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
typedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE1DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
typedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE2DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE3DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
#define glCopyTexImage1DEXT GLEW_GET_FUN(__glewCopyTexImage1DEXT)
#define glCopyTexImage2DEXT GLEW_GET_FUN(__glewCopyTexImage2DEXT)
#define glCopyTexSubImage1DEXT GLEW_GET_FUN(__glewCopyTexSubImage1DEXT)
#define glCopyTexSubImage2DEXT GLEW_GET_FUN(__glewCopyTexSubImage2DEXT)
#define glCopyTexSubImage3DEXT GLEW_GET_FUN(__glewCopyTexSubImage3DEXT)
#define GLEW_EXT_copy_texture GLEW_GET_VAR(__GLEW_EXT_copy_texture)
#endif /* GL_EXT_copy_texture */
/* --------------------------- GL_EXT_cull_vertex -------------------------- */
#ifndef GL_EXT_cull_vertex
#define GL_EXT_cull_vertex 1
#define GL_CULL_VERTEX_EXT 0x81AA
#define GL_CULL_VERTEX_EYE_POSITION_EXT 0x81AB
#define GL_CULL_VERTEX_OBJECT_POSITION_EXT 0x81AC
typedef void (GLAPIENTRY * PFNGLCULLPARAMETERDVEXTPROC) (GLenum pname, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLCULLPARAMETERFVEXTPROC) (GLenum pname, GLfloat* params);
#define glCullParameterdvEXT GLEW_GET_FUN(__glewCullParameterdvEXT)
#define glCullParameterfvEXT GLEW_GET_FUN(__glewCullParameterfvEXT)
#define GLEW_EXT_cull_vertex GLEW_GET_VAR(__GLEW_EXT_cull_vertex)
#endif /* GL_EXT_cull_vertex */
/* --------------------------- GL_EXT_debug_label -------------------------- */
#ifndef GL_EXT_debug_label
#define GL_EXT_debug_label 1
#define GL_PROGRAM_PIPELINE_OBJECT_EXT 0x8A4F
#define GL_PROGRAM_OBJECT_EXT 0x8B40
#define GL_SHADER_OBJECT_EXT 0x8B48
#define GL_BUFFER_OBJECT_EXT 0x9151
#define GL_QUERY_OBJECT_EXT 0x9153
#define GL_VERTEX_ARRAY_OBJECT_EXT 0x9154
typedef void (GLAPIENTRY * PFNGLGETOBJECTLABELEXTPROC) (GLenum type, GLuint object, GLsizei bufSize, GLsizei* length, GLchar *label);
typedef void (GLAPIENTRY * PFNGLLABELOBJECTEXTPROC) (GLenum type, GLuint object, GLsizei length, const GLchar* label);
#define glGetObjectLabelEXT GLEW_GET_FUN(__glewGetObjectLabelEXT)
#define glLabelObjectEXT GLEW_GET_FUN(__glewLabelObjectEXT)
#define GLEW_EXT_debug_label GLEW_GET_VAR(__GLEW_EXT_debug_label)
#endif /* GL_EXT_debug_label */
/* -------------------------- GL_EXT_debug_marker -------------------------- */
#ifndef GL_EXT_debug_marker
#define GL_EXT_debug_marker 1
typedef void (GLAPIENTRY * PFNGLINSERTEVENTMARKEREXTPROC) (GLsizei length, const GLchar* marker);
typedef void (GLAPIENTRY * PFNGLPOPGROUPMARKEREXTPROC) (void);
typedef void (GLAPIENTRY * PFNGLPUSHGROUPMARKEREXTPROC) (GLsizei length, const GLchar* marker);
#define glInsertEventMarkerEXT GLEW_GET_FUN(__glewInsertEventMarkerEXT)
#define glPopGroupMarkerEXT GLEW_GET_FUN(__glewPopGroupMarkerEXT)
#define glPushGroupMarkerEXT GLEW_GET_FUN(__glewPushGroupMarkerEXT)
#define GLEW_EXT_debug_marker GLEW_GET_VAR(__GLEW_EXT_debug_marker)
#endif /* GL_EXT_debug_marker */
/* ------------------------ GL_EXT_depth_bounds_test ----------------------- */
#ifndef GL_EXT_depth_bounds_test
#define GL_EXT_depth_bounds_test 1
#define GL_DEPTH_BOUNDS_TEST_EXT 0x8890
#define GL_DEPTH_BOUNDS_EXT 0x8891
typedef void (GLAPIENTRY * PFNGLDEPTHBOUNDSEXTPROC) (GLclampd zmin, GLclampd zmax);
#define glDepthBoundsEXT GLEW_GET_FUN(__glewDepthBoundsEXT)
#define GLEW_EXT_depth_bounds_test GLEW_GET_VAR(__GLEW_EXT_depth_bounds_test)
#endif /* GL_EXT_depth_bounds_test */
/* ----------------------- GL_EXT_direct_state_access ---------------------- */
#ifndef GL_EXT_direct_state_access
#define GL_EXT_direct_state_access 1
#define GL_PROGRAM_MATRIX_EXT 0x8E2D
#define GL_TRANSPOSE_PROGRAM_MATRIX_EXT 0x8E2E
#define GL_PROGRAM_MATRIX_STACK_DEPTH_EXT 0x8E2F
typedef void (GLAPIENTRY * PFNGLBINDMULTITEXTUREEXTPROC) (GLenum texunit, GLenum target, GLuint texture);
typedef GLenum (GLAPIENTRY * PFNGLCHECKNAMEDFRAMEBUFFERSTATUSEXTPROC) (GLuint framebuffer, GLenum target);
typedef void (GLAPIENTRY * PFNGLCLIENTATTRIBDEFAULTEXTPROC) (GLbitfield mask);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTUREIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTUREIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);
typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data);
typedef void (GLAPIENTRY * PFNGLCOPYMULTITEXIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);
typedef void (GLAPIENTRY * PFNGLCOPYMULTITEXIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
typedef void (GLAPIENTRY * PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
typedef void (GLAPIENTRY * PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLCOPYTEXTUREIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);
typedef void (GLAPIENTRY * PFNGLCOPYTEXTUREIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
typedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
typedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC) (GLenum array, GLuint index);
typedef void (GLAPIENTRY * PFNGLDISABLECLIENTSTATEIEXTPROC) (GLenum array, GLuint index);
typedef void (GLAPIENTRY * PFNGLDISABLEVERTEXARRAYATTRIBEXTPROC) (GLuint vaobj, GLuint index);
typedef void (GLAPIENTRY * PFNGLDISABLEVERTEXARRAYEXTPROC) (GLuint vaobj, GLenum array);
typedef void (GLAPIENTRY * PFNGLENABLECLIENTSTATEINDEXEDEXTPROC) (GLenum array, GLuint index);
typedef void (GLAPIENTRY * PFNGLENABLECLIENTSTATEIEXTPROC) (GLenum array, GLuint index);
typedef void (GLAPIENTRY * PFNGLENABLEVERTEXARRAYATTRIBEXTPROC) (GLuint vaobj, GLuint index);
typedef void (GLAPIENTRY * PFNGLENABLEVERTEXARRAYEXTPROC) (GLuint vaobj, GLenum array);
typedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length);
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERDRAWBUFFEREXTPROC) (GLuint framebuffer, GLenum mode);
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERDRAWBUFFERSEXTPROC) (GLuint framebuffer, GLsizei n, const GLenum* bufs);
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERREADBUFFEREXTPROC) (GLuint framebuffer, GLenum mode);
typedef void (GLAPIENTRY * PFNGLGENERATEMULTITEXMIPMAPEXTPROC) (GLenum texunit, GLenum target);
typedef void (GLAPIENTRY * PFNGLGENERATETEXTUREMIPMAPEXTPROC) (GLuint texture, GLenum target);
typedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC) (GLenum texunit, GLenum target, GLint level, void *img);
typedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC) (GLuint texture, GLenum target, GLint level, void *img);
typedef void (GLAPIENTRY * PFNGLGETDOUBLEINDEXEDVEXTPROC) (GLenum target, GLuint index, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLGETFLOATINDEXEDVEXTPROC) (GLenum target, GLuint index, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum pname, GLint* param);
typedef void (GLAPIENTRY * PFNGLGETMULTITEXENVFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETMULTITEXENVIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETMULTITEXGENDVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLGETMULTITEXGENFVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETMULTITEXGENIVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETMULTITEXIMAGEEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum format, GLenum type, void *pixels);
typedef void (GLAPIENTRY * PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETMULTITEXPARAMETERIIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETMULTITEXPARAMETERIUIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLuint* params);
typedef void (GLAPIENTRY * PFNGLGETMULTITEXPARAMETERFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETMULTITEXPARAMETERIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPARAMETERIVEXTPROC) (GLuint buffer, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPOINTERVEXTPROC) (GLuint buffer, GLenum pname, void** params);
typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, void *data);
typedef void (GLAPIENTRY * PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMLOCALPARAMETERIIVEXTPROC) (GLuint program, GLenum target, GLuint index, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMLOCALPARAMETERIUIVEXTPROC) (GLuint program, GLenum target, GLuint index, GLuint* params);
typedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMLOCALPARAMETERDVEXTPROC) (GLuint program, GLenum target, GLuint index, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMLOCALPARAMETERFVEXTPROC) (GLuint program, GLenum target, GLuint index, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMSTRINGEXTPROC) (GLuint program, GLenum target, GLenum pname, void *string);
typedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMIVEXTPROC) (GLuint program, GLenum target, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETNAMEDRENDERBUFFERPARAMETERIVEXTPROC) (GLuint renderbuffer, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETPOINTERINDEXEDVEXTPROC) (GLenum target, GLuint index, void** params);
typedef void (GLAPIENTRY * PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void** params);
typedef void (GLAPIENTRY * PFNGLGETTEXTUREIMAGEEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum format, GLenum type, void *pixels);
typedef void (GLAPIENTRY * PFNGLGETTEXTURELEVELPARAMETERFVEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETTEXTURELEVELPARAMETERIVEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIUIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLuint* params);
typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERFVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint* param);
typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYINTEGERVEXTPROC) (GLuint vaobj, GLenum pname, GLint* param);
typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void** param);
typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYPOINTERVEXTPROC) (GLuint vaobj, GLenum pname, void** param);
typedef void * (GLAPIENTRY * PFNGLMAPNAMEDBUFFEREXTPROC) (GLuint buffer, GLenum access);
typedef void * (GLAPIENTRY * PFNGLMAPNAMEDBUFFERRANGEEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access);
typedef void (GLAPIENTRY * PFNGLMATRIXFRUSTUMEXTPROC) (GLenum matrixMode, GLdouble l, GLdouble r, GLdouble b, GLdouble t, GLdouble n, GLdouble f);
typedef void (GLAPIENTRY * PFNGLMATRIXLOADIDENTITYEXTPROC) (GLenum matrixMode);
typedef void (GLAPIENTRY * PFNGLMATRIXLOADTRANSPOSEDEXTPROC) (GLenum matrixMode, const GLdouble* m);
typedef void (GLAPIENTRY * PFNGLMATRIXLOADTRANSPOSEFEXTPROC) (GLenum matrixMode, const GLfloat* m);
typedef void (GLAPIENTRY * PFNGLMATRIXLOADDEXTPROC) (GLenum matrixMode, const GLdouble* m);
typedef void (GLAPIENTRY * PFNGLMATRIXLOADFEXTPROC) (GLenum matrixMode, const GLfloat* m);
typedef void (GLAPIENTRY * PFNGLMATRIXMULTTRANSPOSEDEXTPROC) (GLenum matrixMode, const GLdouble* m);
typedef void (GLAPIENTRY * PFNGLMATRIXMULTTRANSPOSEFEXTPROC) (GLenum matrixMode, const GLfloat* m);
typedef void (GLAPIENTRY * PFNGLMATRIXMULTDEXTPROC) (GLenum matrixMode, const GLdouble* m);
typedef void (GLAPIENTRY * PFNGLMATRIXMULTFEXTPROC) (GLenum matrixMode, const GLfloat* m);
typedef void (GLAPIENTRY * PFNGLMATRIXORTHOEXTPROC) (GLenum matrixMode, GLdouble l, GLdouble r, GLdouble b, GLdouble t, GLdouble n, GLdouble f);
typedef void (GLAPIENTRY * PFNGLMATRIXPOPEXTPROC) (GLenum matrixMode);
typedef void (GLAPIENTRY * PFNGLMATRIXPUSHEXTPROC) (GLenum matrixMode);
typedef void (GLAPIENTRY * PFNGLMATRIXROTATEDEXTPROC) (GLenum matrixMode, GLdouble angle, GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLMATRIXROTATEFEXTPROC) (GLenum matrixMode, GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLMATRIXSCALEDEXTPROC) (GLenum matrixMode, GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLMATRIXSCALEFEXTPROC) (GLenum matrixMode, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLMATRIXTRANSLATEDEXTPROC) (GLenum matrixMode, GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLMATRIXTRANSLATEFEXTPROC) (GLenum matrixMode, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLMULTITEXBUFFEREXTPROC) (GLenum texunit, GLenum target, GLenum internalformat, GLuint buffer);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDPOINTEREXTPROC) (GLenum texunit, GLint size, GLenum type, GLsizei stride, const void *pointer);
typedef void (GLAPIENTRY * PFNGLMULTITEXENVFEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLMULTITEXENVFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLMULTITEXENVIEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLMULTITEXENVIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLint* params);
typedef void (GLAPIENTRY * PFNGLMULTITEXGENDEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLdouble param);
typedef void (GLAPIENTRY * PFNGLMULTITEXGENDVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, const GLdouble* params);
typedef void (GLAPIENTRY * PFNGLMULTITEXGENFEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLMULTITEXGENFVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLMULTITEXGENIEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLMULTITEXGENIVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, const GLint* params);
typedef void (GLAPIENTRY * PFNGLMULTITEXIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels);
typedef void (GLAPIENTRY * PFNGLMULTITEXIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
typedef void (GLAPIENTRY * PFNGLMULTITEXIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels);
typedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERIIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLint* params);
typedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERIUIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLuint* params);
typedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERFEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLfloat* param);
typedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERIEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLint* param);
typedef void (GLAPIENTRY * PFNGLMULTITEXRENDERBUFFEREXTPROC) (GLenum texunit, GLenum target, GLuint renderbuffer);
typedef void (GLAPIENTRY * PFNGLMULTITEXSUBIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels);
typedef void (GLAPIENTRY * PFNGLMULTITEXSUBIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
typedef void (GLAPIENTRY * PFNGLMULTITEXSUBIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels);
typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERDATAEXTPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLenum usage);
typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data);
typedef void (GLAPIENTRY * PFNGLNAMEDCOPYBUFFERSUBDATAEXTPROC) (GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERRENDERBUFFEREXTPROC) (GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURE1DEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURE3DEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTUREEXTPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level);
typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTUREFACEEXTPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLenum face);
typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURELAYEREXTPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer);
typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETER4DEXTPROC) (GLuint program, GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETER4DVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLdouble* params);
typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETER4FEXTPROC) (GLuint program, GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETER4FVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC) (GLuint program, GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w);
typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLint* params);
typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC) (GLuint program, GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLuint* params);
typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC) (GLuint program, GLenum target, GLuint index, GLsizei count, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC) (GLuint program, GLenum target, GLuint index, GLsizei count, const GLint* params);
typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERSI4UIVEXTPROC) (GLuint program, GLenum target, GLuint index, GLsizei count, const GLuint* params);
typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMSTRINGEXTPROC) (GLuint program, GLenum target, GLenum format, GLsizei len, const void *string);
typedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEEXTPROC) (GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLECOVERAGEEXTPROC) (GLuint renderbuffer, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC) (GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1FEXTPROC) (GLuint program, GLint location, GLfloat v0);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1IEXTPROC) (GLuint program, GLint location, GLint v0);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UIEXTPROC) (GLuint program, GLint location, GLuint v0);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPUSHCLIENTATTRIBDEFAULTEXTPROC) (GLbitfield mask);
typedef void (GLAPIENTRY * PFNGLTEXTUREBUFFEREXTPROC) (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer);
typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels);
typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels);
typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLint* params);
typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIUIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLuint* params);
typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERFEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERFVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLfloat* param);
typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLint* param);
typedef void (GLAPIENTRY * PFNGLTEXTURERENDERBUFFEREXTPROC) (GLuint texture, GLenum target, GLuint renderbuffer);
typedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels);
typedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
typedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels);
typedef GLboolean (GLAPIENTRY * PFNGLUNMAPNAMEDBUFFEREXTPROC) (GLuint buffer);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYCOLOROFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYEDGEFLAGOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLsizei stride, GLintptr offset);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYFOGCOORDOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYINDEXOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYMULTITEXCOORDOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum texunit, GLint size, GLenum type, GLsizei stride, GLintptr offset);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYNORMALOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYSECONDARYCOLOROFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYTEXCOORDOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBDIVISOREXTPROC) (GLuint vaobj, GLuint index, GLuint divisor);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBIOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLintptr offset);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset);
#define glBindMultiTextureEXT GLEW_GET_FUN(__glewBindMultiTextureEXT)
#define glCheckNamedFramebufferStatusEXT GLEW_GET_FUN(__glewCheckNamedFramebufferStatusEXT)
#define glClientAttribDefaultEXT GLEW_GET_FUN(__glewClientAttribDefaultEXT)
#define glCompressedMultiTexImage1DEXT GLEW_GET_FUN(__glewCompressedMultiTexImage1DEXT)
#define glCompressedMultiTexImage2DEXT GLEW_GET_FUN(__glewCompressedMultiTexImage2DEXT)
#define glCompressedMultiTexImage3DEXT GLEW_GET_FUN(__glewCompressedMultiTexImage3DEXT)
#define glCompressedMultiTexSubImage1DEXT GLEW_GET_FUN(__glewCompressedMultiTexSubImage1DEXT)
#define glCompressedMultiTexSubImage2DEXT GLEW_GET_FUN(__glewCompressedMultiTexSubImage2DEXT)
#define glCompressedMultiTexSubImage3DEXT GLEW_GET_FUN(__glewCompressedMultiTexSubImage3DEXT)
#define glCompressedTextureImage1DEXT GLEW_GET_FUN(__glewCompressedTextureImage1DEXT)
#define glCompressedTextureImage2DEXT GLEW_GET_FUN(__glewCompressedTextureImage2DEXT)
#define glCompressedTextureImage3DEXT GLEW_GET_FUN(__glewCompressedTextureImage3DEXT)
#define glCompressedTextureSubImage1DEXT GLEW_GET_FUN(__glewCompressedTextureSubImage1DEXT)
#define glCompressedTextureSubImage2DEXT GLEW_GET_FUN(__glewCompressedTextureSubImage2DEXT)
#define glCompressedTextureSubImage3DEXT GLEW_GET_FUN(__glewCompressedTextureSubImage3DEXT)
#define glCopyMultiTexImage1DEXT GLEW_GET_FUN(__glewCopyMultiTexImage1DEXT)
#define glCopyMultiTexImage2DEXT GLEW_GET_FUN(__glewCopyMultiTexImage2DEXT)
#define glCopyMultiTexSubImage1DEXT GLEW_GET_FUN(__glewCopyMultiTexSubImage1DEXT)
#define glCopyMultiTexSubImage2DEXT GLEW_GET_FUN(__glewCopyMultiTexSubImage2DEXT)
#define glCopyMultiTexSubImage3DEXT GLEW_GET_FUN(__glewCopyMultiTexSubImage3DEXT)
#define glCopyTextureImage1DEXT GLEW_GET_FUN(__glewCopyTextureImage1DEXT)
#define glCopyTextureImage2DEXT GLEW_GET_FUN(__glewCopyTextureImage2DEXT)
#define glCopyTextureSubImage1DEXT GLEW_GET_FUN(__glewCopyTextureSubImage1DEXT)
#define glCopyTextureSubImage2DEXT GLEW_GET_FUN(__glewCopyTextureSubImage2DEXT)
#define glCopyTextureSubImage3DEXT GLEW_GET_FUN(__glewCopyTextureSubImage3DEXT)
#define glDisableClientStateIndexedEXT GLEW_GET_FUN(__glewDisableClientStateIndexedEXT)
#define glDisableClientStateiEXT GLEW_GET_FUN(__glewDisableClientStateiEXT)
#define glDisableVertexArrayAttribEXT GLEW_GET_FUN(__glewDisableVertexArrayAttribEXT)
#define glDisableVertexArrayEXT GLEW_GET_FUN(__glewDisableVertexArrayEXT)
#define glEnableClientStateIndexedEXT GLEW_GET_FUN(__glewEnableClientStateIndexedEXT)
#define glEnableClientStateiEXT GLEW_GET_FUN(__glewEnableClientStateiEXT)
#define glEnableVertexArrayAttribEXT GLEW_GET_FUN(__glewEnableVertexArrayAttribEXT)
#define glEnableVertexArrayEXT GLEW_GET_FUN(__glewEnableVertexArrayEXT)
#define glFlushMappedNamedBufferRangeEXT GLEW_GET_FUN(__glewFlushMappedNamedBufferRangeEXT)
#define glFramebufferDrawBufferEXT GLEW_GET_FUN(__glewFramebufferDrawBufferEXT)
#define glFramebufferDrawBuffersEXT GLEW_GET_FUN(__glewFramebufferDrawBuffersEXT)
#define glFramebufferReadBufferEXT GLEW_GET_FUN(__glewFramebufferReadBufferEXT)
#define glGenerateMultiTexMipmapEXT GLEW_GET_FUN(__glewGenerateMultiTexMipmapEXT)
#define glGenerateTextureMipmapEXT GLEW_GET_FUN(__glewGenerateTextureMipmapEXT)
#define glGetCompressedMultiTexImageEXT GLEW_GET_FUN(__glewGetCompressedMultiTexImageEXT)
#define glGetCompressedTextureImageEXT GLEW_GET_FUN(__glewGetCompressedTextureImageEXT)
#define glGetDoubleIndexedvEXT GLEW_GET_FUN(__glewGetDoubleIndexedvEXT)
#define glGetDoublei_vEXT GLEW_GET_FUN(__glewGetDoublei_vEXT)
#define glGetFloatIndexedvEXT GLEW_GET_FUN(__glewGetFloatIndexedvEXT)
#define glGetFloati_vEXT GLEW_GET_FUN(__glewGetFloati_vEXT)
#define glGetFramebufferParameterivEXT GLEW_GET_FUN(__glewGetFramebufferParameterivEXT)
#define glGetMultiTexEnvfvEXT GLEW_GET_FUN(__glewGetMultiTexEnvfvEXT)
#define glGetMultiTexEnvivEXT GLEW_GET_FUN(__glewGetMultiTexEnvivEXT)
#define glGetMultiTexGendvEXT GLEW_GET_FUN(__glewGetMultiTexGendvEXT)
#define glGetMultiTexGenfvEXT GLEW_GET_FUN(__glewGetMultiTexGenfvEXT)
#define glGetMultiTexGenivEXT GLEW_GET_FUN(__glewGetMultiTexGenivEXT)
#define glGetMultiTexImageEXT GLEW_GET_FUN(__glewGetMultiTexImageEXT)
#define glGetMultiTexLevelParameterfvEXT GLEW_GET_FUN(__glewGetMultiTexLevelParameterfvEXT)
#define glGetMultiTexLevelParameterivEXT GLEW_GET_FUN(__glewGetMultiTexLevelParameterivEXT)
#define glGetMultiTexParameterIivEXT GLEW_GET_FUN(__glewGetMultiTexParameterIivEXT)
#define glGetMultiTexParameterIuivEXT GLEW_GET_FUN(__glewGetMultiTexParameterIuivEXT)
#define glGetMultiTexParameterfvEXT GLEW_GET_FUN(__glewGetMultiTexParameterfvEXT)
#define glGetMultiTexParameterivEXT GLEW_GET_FUN(__glewGetMultiTexParameterivEXT)
#define glGetNamedBufferParameterivEXT GLEW_GET_FUN(__glewGetNamedBufferParameterivEXT)
#define glGetNamedBufferPointervEXT GLEW_GET_FUN(__glewGetNamedBufferPointervEXT)
#define glGetNamedBufferSubDataEXT GLEW_GET_FUN(__glewGetNamedBufferSubDataEXT)
#define glGetNamedFramebufferAttachmentParameterivEXT GLEW_GET_FUN(__glewGetNamedFramebufferAttachmentParameterivEXT)
#define glGetNamedProgramLocalParameterIivEXT GLEW_GET_FUN(__glewGetNamedProgramLocalParameterIivEXT)
#define glGetNamedProgramLocalParameterIuivEXT GLEW_GET_FUN(__glewGetNamedProgramLocalParameterIuivEXT)
#define glGetNamedProgramLocalParameterdvEXT GLEW_GET_FUN(__glewGetNamedProgramLocalParameterdvEXT)
#define glGetNamedProgramLocalParameterfvEXT GLEW_GET_FUN(__glewGetNamedProgramLocalParameterfvEXT)
#define glGetNamedProgramStringEXT GLEW_GET_FUN(__glewGetNamedProgramStringEXT)
#define glGetNamedProgramivEXT GLEW_GET_FUN(__glewGetNamedProgramivEXT)
#define glGetNamedRenderbufferParameterivEXT GLEW_GET_FUN(__glewGetNamedRenderbufferParameterivEXT)
#define glGetPointerIndexedvEXT GLEW_GET_FUN(__glewGetPointerIndexedvEXT)
#define glGetPointeri_vEXT GLEW_GET_FUN(__glewGetPointeri_vEXT)
#define glGetTextureImageEXT GLEW_GET_FUN(__glewGetTextureImageEXT)
#define glGetTextureLevelParameterfvEXT GLEW_GET_FUN(__glewGetTextureLevelParameterfvEXT)
#define glGetTextureLevelParameterivEXT GLEW_GET_FUN(__glewGetTextureLevelParameterivEXT)
#define glGetTextureParameterIivEXT GLEW_GET_FUN(__glewGetTextureParameterIivEXT)
#define glGetTextureParameterIuivEXT GLEW_GET_FUN(__glewGetTextureParameterIuivEXT)
#define glGetTextureParameterfvEXT GLEW_GET_FUN(__glewGetTextureParameterfvEXT)
#define glGetTextureParameterivEXT GLEW_GET_FUN(__glewGetTextureParameterivEXT)
#define glGetVertexArrayIntegeri_vEXT GLEW_GET_FUN(__glewGetVertexArrayIntegeri_vEXT)
#define glGetVertexArrayIntegervEXT GLEW_GET_FUN(__glewGetVertexArrayIntegervEXT)
#define glGetVertexArrayPointeri_vEXT GLEW_GET_FUN(__glewGetVertexArrayPointeri_vEXT)
#define glGetVertexArrayPointervEXT GLEW_GET_FUN(__glewGetVertexArrayPointervEXT)
#define glMapNamedBufferEXT GLEW_GET_FUN(__glewMapNamedBufferEXT)
#define glMapNamedBufferRangeEXT GLEW_GET_FUN(__glewMapNamedBufferRangeEXT)
#define glMatrixFrustumEXT GLEW_GET_FUN(__glewMatrixFrustumEXT)
#define glMatrixLoadIdentityEXT GLEW_GET_FUN(__glewMatrixLoadIdentityEXT)
#define glMatrixLoadTransposedEXT GLEW_GET_FUN(__glewMatrixLoadTransposedEXT)
#define glMatrixLoadTransposefEXT GLEW_GET_FUN(__glewMatrixLoadTransposefEXT)
#define glMatrixLoaddEXT GLEW_GET_FUN(__glewMatrixLoaddEXT)
#define glMatrixLoadfEXT GLEW_GET_FUN(__glewMatrixLoadfEXT)
#define glMatrixMultTransposedEXT GLEW_GET_FUN(__glewMatrixMultTransposedEXT)
#define glMatrixMultTransposefEXT GLEW_GET_FUN(__glewMatrixMultTransposefEXT)
#define glMatrixMultdEXT GLEW_GET_FUN(__glewMatrixMultdEXT)
#define glMatrixMultfEXT GLEW_GET_FUN(__glewMatrixMultfEXT)
#define glMatrixOrthoEXT GLEW_GET_FUN(__glewMatrixOrthoEXT)
#define glMatrixPopEXT GLEW_GET_FUN(__glewMatrixPopEXT)
#define glMatrixPushEXT GLEW_GET_FUN(__glewMatrixPushEXT)
#define glMatrixRotatedEXT GLEW_GET_FUN(__glewMatrixRotatedEXT)
#define glMatrixRotatefEXT GLEW_GET_FUN(__glewMatrixRotatefEXT)
#define glMatrixScaledEXT GLEW_GET_FUN(__glewMatrixScaledEXT)
#define glMatrixScalefEXT GLEW_GET_FUN(__glewMatrixScalefEXT)
#define glMatrixTranslatedEXT GLEW_GET_FUN(__glewMatrixTranslatedEXT)
#define glMatrixTranslatefEXT GLEW_GET_FUN(__glewMatrixTranslatefEXT)
#define glMultiTexBufferEXT GLEW_GET_FUN(__glewMultiTexBufferEXT)
#define glMultiTexCoordPointerEXT GLEW_GET_FUN(__glewMultiTexCoordPointerEXT)
#define glMultiTexEnvfEXT GLEW_GET_FUN(__glewMultiTexEnvfEXT)
#define glMultiTexEnvfvEXT GLEW_GET_FUN(__glewMultiTexEnvfvEXT)
#define glMultiTexEnviEXT GLEW_GET_FUN(__glewMultiTexEnviEXT)
#define glMultiTexEnvivEXT GLEW_GET_FUN(__glewMultiTexEnvivEXT)
#define glMultiTexGendEXT GLEW_GET_FUN(__glewMultiTexGendEXT)
#define glMultiTexGendvEXT GLEW_GET_FUN(__glewMultiTexGendvEXT)
#define glMultiTexGenfEXT GLEW_GET_FUN(__glewMultiTexGenfEXT)
#define glMultiTexGenfvEXT GLEW_GET_FUN(__glewMultiTexGenfvEXT)
#define glMultiTexGeniEXT GLEW_GET_FUN(__glewMultiTexGeniEXT)
#define glMultiTexGenivEXT GLEW_GET_FUN(__glewMultiTexGenivEXT)
#define glMultiTexImage1DEXT GLEW_GET_FUN(__glewMultiTexImage1DEXT)
#define glMultiTexImage2DEXT GLEW_GET_FUN(__glewMultiTexImage2DEXT)
#define glMultiTexImage3DEXT GLEW_GET_FUN(__glewMultiTexImage3DEXT)
#define glMultiTexParameterIivEXT GLEW_GET_FUN(__glewMultiTexParameterIivEXT)
#define glMultiTexParameterIuivEXT GLEW_GET_FUN(__glewMultiTexParameterIuivEXT)
#define glMultiTexParameterfEXT GLEW_GET_FUN(__glewMultiTexParameterfEXT)
#define glMultiTexParameterfvEXT GLEW_GET_FUN(__glewMultiTexParameterfvEXT)
#define glMultiTexParameteriEXT GLEW_GET_FUN(__glewMultiTexParameteriEXT)
#define glMultiTexParameterivEXT GLEW_GET_FUN(__glewMultiTexParameterivEXT)
#define glMultiTexRenderbufferEXT GLEW_GET_FUN(__glewMultiTexRenderbufferEXT)
#define glMultiTexSubImage1DEXT GLEW_GET_FUN(__glewMultiTexSubImage1DEXT)
#define glMultiTexSubImage2DEXT GLEW_GET_FUN(__glewMultiTexSubImage2DEXT)
#define glMultiTexSubImage3DEXT GLEW_GET_FUN(__glewMultiTexSubImage3DEXT)
#define glNamedBufferDataEXT GLEW_GET_FUN(__glewNamedBufferDataEXT)
#define glNamedBufferSubDataEXT GLEW_GET_FUN(__glewNamedBufferSubDataEXT)
#define glNamedCopyBufferSubDataEXT GLEW_GET_FUN(__glewNamedCopyBufferSubDataEXT)
#define glNamedFramebufferRenderbufferEXT GLEW_GET_FUN(__glewNamedFramebufferRenderbufferEXT)
#define glNamedFramebufferTexture1DEXT GLEW_GET_FUN(__glewNamedFramebufferTexture1DEXT)
#define glNamedFramebufferTexture2DEXT GLEW_GET_FUN(__glewNamedFramebufferTexture2DEXT)
#define glNamedFramebufferTexture3DEXT GLEW_GET_FUN(__glewNamedFramebufferTexture3DEXT)
#define glNamedFramebufferTextureEXT GLEW_GET_FUN(__glewNamedFramebufferTextureEXT)
#define glNamedFramebufferTextureFaceEXT GLEW_GET_FUN(__glewNamedFramebufferTextureFaceEXT)
#define glNamedFramebufferTextureLayerEXT GLEW_GET_FUN(__glewNamedFramebufferTextureLayerEXT)
#define glNamedProgramLocalParameter4dEXT GLEW_GET_FUN(__glewNamedProgramLocalParameter4dEXT)
#define glNamedProgramLocalParameter4dvEXT GLEW_GET_FUN(__glewNamedProgramLocalParameter4dvEXT)
#define glNamedProgramLocalParameter4fEXT GLEW_GET_FUN(__glewNamedProgramLocalParameter4fEXT)
#define glNamedProgramLocalParameter4fvEXT GLEW_GET_FUN(__glewNamedProgramLocalParameter4fvEXT)
#define glNamedProgramLocalParameterI4iEXT GLEW_GET_FUN(__glewNamedProgramLocalParameterI4iEXT)
#define glNamedProgramLocalParameterI4ivEXT GLEW_GET_FUN(__glewNamedProgramLocalParameterI4ivEXT)
#define glNamedProgramLocalParameterI4uiEXT GLEW_GET_FUN(__glewNamedProgramLocalParameterI4uiEXT)
#define glNamedProgramLocalParameterI4uivEXT GLEW_GET_FUN(__glewNamedProgramLocalParameterI4uivEXT)
#define glNamedProgramLocalParameters4fvEXT GLEW_GET_FUN(__glewNamedProgramLocalParameters4fvEXT)
#define glNamedProgramLocalParametersI4ivEXT GLEW_GET_FUN(__glewNamedProgramLocalParametersI4ivEXT)
#define glNamedProgramLocalParametersI4uivEXT GLEW_GET_FUN(__glewNamedProgramLocalParametersI4uivEXT)
#define glNamedProgramStringEXT GLEW_GET_FUN(__glewNamedProgramStringEXT)
#define glNamedRenderbufferStorageEXT GLEW_GET_FUN(__glewNamedRenderbufferStorageEXT)
#define glNamedRenderbufferStorageMultisampleCoverageEXT GLEW_GET_FUN(__glewNamedRenderbufferStorageMultisampleCoverageEXT)
#define glNamedRenderbufferStorageMultisampleEXT GLEW_GET_FUN(__glewNamedRenderbufferStorageMultisampleEXT)
#define glProgramUniform1fEXT GLEW_GET_FUN(__glewProgramUniform1fEXT)
#define glProgramUniform1fvEXT GLEW_GET_FUN(__glewProgramUniform1fvEXT)
#define glProgramUniform1iEXT GLEW_GET_FUN(__glewProgramUniform1iEXT)
#define glProgramUniform1ivEXT GLEW_GET_FUN(__glewProgramUniform1ivEXT)
#define glProgramUniform1uiEXT GLEW_GET_FUN(__glewProgramUniform1uiEXT)
#define glProgramUniform1uivEXT GLEW_GET_FUN(__glewProgramUniform1uivEXT)
#define glProgramUniform2fEXT GLEW_GET_FUN(__glewProgramUniform2fEXT)
#define glProgramUniform2fvEXT GLEW_GET_FUN(__glewProgramUniform2fvEXT)
#define glProgramUniform2iEXT GLEW_GET_FUN(__glewProgramUniform2iEXT)
#define glProgramUniform2ivEXT GLEW_GET_FUN(__glewProgramUniform2ivEXT)
#define glProgramUniform2uiEXT GLEW_GET_FUN(__glewProgramUniform2uiEXT)
#define glProgramUniform2uivEXT GLEW_GET_FUN(__glewProgramUniform2uivEXT)
#define glProgramUniform3fEXT GLEW_GET_FUN(__glewProgramUniform3fEXT)
#define glProgramUniform3fvEXT GLEW_GET_FUN(__glewProgramUniform3fvEXT)
#define glProgramUniform3iEXT GLEW_GET_FUN(__glewProgramUniform3iEXT)
#define glProgramUniform3ivEXT GLEW_GET_FUN(__glewProgramUniform3ivEXT)
#define glProgramUniform3uiEXT GLEW_GET_FUN(__glewProgramUniform3uiEXT)
#define glProgramUniform3uivEXT GLEW_GET_FUN(__glewProgramUniform3uivEXT)
#define glProgramUniform4fEXT GLEW_GET_FUN(__glewProgramUniform4fEXT)
#define glProgramUniform4fvEXT GLEW_GET_FUN(__glewProgramUniform4fvEXT)
#define glProgramUniform4iEXT GLEW_GET_FUN(__glewProgramUniform4iEXT)
#define glProgramUniform4ivEXT GLEW_GET_FUN(__glewProgramUniform4ivEXT)
#define glProgramUniform4uiEXT GLEW_GET_FUN(__glewProgramUniform4uiEXT)
#define glProgramUniform4uivEXT GLEW_GET_FUN(__glewProgramUniform4uivEXT)
#define glProgramUniformMatrix2fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix2fvEXT)
#define glProgramUniformMatrix2x3fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix2x3fvEXT)
#define glProgramUniformMatrix2x4fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix2x4fvEXT)
#define glProgramUniformMatrix3fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix3fvEXT)
#define glProgramUniformMatrix3x2fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix3x2fvEXT)
#define glProgramUniformMatrix3x4fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix3x4fvEXT)
#define glProgramUniformMatrix4fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix4fvEXT)
#define glProgramUniformMatrix4x2fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix4x2fvEXT)
#define glProgramUniformMatrix4x3fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix4x3fvEXT)
#define glPushClientAttribDefaultEXT GLEW_GET_FUN(__glewPushClientAttribDefaultEXT)
#define glTextureBufferEXT GLEW_GET_FUN(__glewTextureBufferEXT)
#define glTextureImage1DEXT GLEW_GET_FUN(__glewTextureImage1DEXT)
#define glTextureImage2DEXT GLEW_GET_FUN(__glewTextureImage2DEXT)
#define glTextureImage3DEXT GLEW_GET_FUN(__glewTextureImage3DEXT)
#define glTextureParameterIivEXT GLEW_GET_FUN(__glewTextureParameterIivEXT)
#define glTextureParameterIuivEXT GLEW_GET_FUN(__glewTextureParameterIuivEXT)
#define glTextureParameterfEXT GLEW_GET_FUN(__glewTextureParameterfEXT)
#define glTextureParameterfvEXT GLEW_GET_FUN(__glewTextureParameterfvEXT)
#define glTextureParameteriEXT GLEW_GET_FUN(__glewTextureParameteriEXT)
#define glTextureParameterivEXT GLEW_GET_FUN(__glewTextureParameterivEXT)
#define glTextureRenderbufferEXT GLEW_GET_FUN(__glewTextureRenderbufferEXT)
#define glTextureSubImage1DEXT GLEW_GET_FUN(__glewTextureSubImage1DEXT)
#define glTextureSubImage2DEXT GLEW_GET_FUN(__glewTextureSubImage2DEXT)
#define glTextureSubImage3DEXT GLEW_GET_FUN(__glewTextureSubImage3DEXT)
#define glUnmapNamedBufferEXT GLEW_GET_FUN(__glewUnmapNamedBufferEXT)
#define glVertexArrayColorOffsetEXT GLEW_GET_FUN(__glewVertexArrayColorOffsetEXT)
#define glVertexArrayEdgeFlagOffsetEXT GLEW_GET_FUN(__glewVertexArrayEdgeFlagOffsetEXT)
#define glVertexArrayFogCoordOffsetEXT GLEW_GET_FUN(__glewVertexArrayFogCoordOffsetEXT)
#define glVertexArrayIndexOffsetEXT GLEW_GET_FUN(__glewVertexArrayIndexOffsetEXT)
#define glVertexArrayMultiTexCoordOffsetEXT GLEW_GET_FUN(__glewVertexArrayMultiTexCoordOffsetEXT)
#define glVertexArrayNormalOffsetEXT GLEW_GET_FUN(__glewVertexArrayNormalOffsetEXT)
#define glVertexArraySecondaryColorOffsetEXT GLEW_GET_FUN(__glewVertexArraySecondaryColorOffsetEXT)
#define glVertexArrayTexCoordOffsetEXT GLEW_GET_FUN(__glewVertexArrayTexCoordOffsetEXT)
#define glVertexArrayVertexAttribDivisorEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribDivisorEXT)
#define glVertexArrayVertexAttribIOffsetEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribIOffsetEXT)
#define glVertexArrayVertexAttribOffsetEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribOffsetEXT)
#define glVertexArrayVertexOffsetEXT GLEW_GET_FUN(__glewVertexArrayVertexOffsetEXT)
#define GLEW_EXT_direct_state_access GLEW_GET_VAR(__GLEW_EXT_direct_state_access)
#endif /* GL_EXT_direct_state_access */
/* -------------------------- GL_EXT_draw_buffers2 ------------------------- */
#ifndef GL_EXT_draw_buffers2
#define GL_EXT_draw_buffers2 1
typedef void (GLAPIENTRY * PFNGLCOLORMASKINDEXEDEXTPROC) (GLuint buf, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
typedef void (GLAPIENTRY * PFNGLDISABLEINDEXEDEXTPROC) (GLenum target, GLuint index);
typedef void (GLAPIENTRY * PFNGLENABLEINDEXEDEXTPROC) (GLenum target, GLuint index);
typedef void (GLAPIENTRY * PFNGLGETBOOLEANINDEXEDVEXTPROC) (GLenum value, GLuint index, GLboolean* data);
typedef void (GLAPIENTRY * PFNGLGETINTEGERINDEXEDVEXTPROC) (GLenum value, GLuint index, GLint* data);
typedef GLboolean (GLAPIENTRY * PFNGLISENABLEDINDEXEDEXTPROC) (GLenum target, GLuint index);
#define glColorMaskIndexedEXT GLEW_GET_FUN(__glewColorMaskIndexedEXT)
#define glDisableIndexedEXT GLEW_GET_FUN(__glewDisableIndexedEXT)
#define glEnableIndexedEXT GLEW_GET_FUN(__glewEnableIndexedEXT)
#define glGetBooleanIndexedvEXT GLEW_GET_FUN(__glewGetBooleanIndexedvEXT)
#define glGetIntegerIndexedvEXT GLEW_GET_FUN(__glewGetIntegerIndexedvEXT)
#define glIsEnabledIndexedEXT GLEW_GET_FUN(__glewIsEnabledIndexedEXT)
#define GLEW_EXT_draw_buffers2 GLEW_GET_VAR(__GLEW_EXT_draw_buffers2)
#endif /* GL_EXT_draw_buffers2 */
/* ------------------------- GL_EXT_draw_instanced ------------------------- */
#ifndef GL_EXT_draw_instanced
#define GL_EXT_draw_instanced 1
typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount);
typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);
#define glDrawArraysInstancedEXT GLEW_GET_FUN(__glewDrawArraysInstancedEXT)
#define glDrawElementsInstancedEXT GLEW_GET_FUN(__glewDrawElementsInstancedEXT)
#define GLEW_EXT_draw_instanced GLEW_GET_VAR(__GLEW_EXT_draw_instanced)
#endif /* GL_EXT_draw_instanced */
/* ----------------------- GL_EXT_draw_range_elements ---------------------- */
#ifndef GL_EXT_draw_range_elements
#define GL_EXT_draw_range_elements 1
#define GL_MAX_ELEMENTS_VERTICES_EXT 0x80E8
#define GL_MAX_ELEMENTS_INDICES_EXT 0x80E9
typedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTSEXTPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices);
#define glDrawRangeElementsEXT GLEW_GET_FUN(__glewDrawRangeElementsEXT)
#define GLEW_EXT_draw_range_elements GLEW_GET_VAR(__GLEW_EXT_draw_range_elements)
#endif /* GL_EXT_draw_range_elements */
/* ---------------------------- GL_EXT_fog_coord --------------------------- */
#ifndef GL_EXT_fog_coord
#define GL_EXT_fog_coord 1
#define GL_FOG_COORDINATE_SOURCE_EXT 0x8450
#define GL_FOG_COORDINATE_EXT 0x8451
#define GL_FRAGMENT_DEPTH_EXT 0x8452
#define GL_CURRENT_FOG_COORDINATE_EXT 0x8453
#define GL_FOG_COORDINATE_ARRAY_TYPE_EXT 0x8454
#define GL_FOG_COORDINATE_ARRAY_STRIDE_EXT 0x8455
#define GL_FOG_COORDINATE_ARRAY_POINTER_EXT 0x8456
#define GL_FOG_COORDINATE_ARRAY_EXT 0x8457
typedef void (GLAPIENTRY * PFNGLFOGCOORDPOINTEREXTPROC) (GLenum type, GLsizei stride, const void *pointer);
typedef void (GLAPIENTRY * PFNGLFOGCOORDDEXTPROC) (GLdouble coord);
typedef void (GLAPIENTRY * PFNGLFOGCOORDDVEXTPROC) (const GLdouble *coord);
typedef void (GLAPIENTRY * PFNGLFOGCOORDFEXTPROC) (GLfloat coord);
typedef void (GLAPIENTRY * PFNGLFOGCOORDFVEXTPROC) (const GLfloat *coord);
#define glFogCoordPointerEXT GLEW_GET_FUN(__glewFogCoordPointerEXT)
#define glFogCoorddEXT GLEW_GET_FUN(__glewFogCoorddEXT)
#define glFogCoorddvEXT GLEW_GET_FUN(__glewFogCoorddvEXT)
#define glFogCoordfEXT GLEW_GET_FUN(__glewFogCoordfEXT)
#define glFogCoordfvEXT GLEW_GET_FUN(__glewFogCoordfvEXT)
#define GLEW_EXT_fog_coord GLEW_GET_VAR(__GLEW_EXT_fog_coord)
#endif /* GL_EXT_fog_coord */
/* ------------------------ GL_EXT_fragment_lighting ----------------------- */
#ifndef GL_EXT_fragment_lighting
#define GL_EXT_fragment_lighting 1
#define GL_FRAGMENT_LIGHTING_EXT 0x8400
#define GL_FRAGMENT_COLOR_MATERIAL_EXT 0x8401
#define GL_FRAGMENT_COLOR_MATERIAL_FACE_EXT 0x8402
#define GL_FRAGMENT_COLOR_MATERIAL_PARAMETER_EXT 0x8403
#define GL_MAX_FRAGMENT_LIGHTS_EXT 0x8404
#define GL_MAX_ACTIVE_LIGHTS_EXT 0x8405
#define GL_CURRENT_RASTER_NORMAL_EXT 0x8406
#define GL_LIGHT_ENV_MODE_EXT 0x8407
#define GL_FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_EXT 0x8408
#define GL_FRAGMENT_LIGHT_MODEL_TWO_SIDE_EXT 0x8409
#define GL_FRAGMENT_LIGHT_MODEL_AMBIENT_EXT 0x840A
#define GL_FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_EXT 0x840B
#define GL_FRAGMENT_LIGHT0_EXT 0x840C
#define GL_FRAGMENT_LIGHT7_EXT 0x8413
typedef void (GLAPIENTRY * PFNGLFRAGMENTCOLORMATERIALEXTPROC) (GLenum face, GLenum mode);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELFEXTPROC) (GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELFVEXTPROC) (GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELIEXTPROC) (GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELIVEXTPROC) (GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTFEXTPROC) (GLenum light, GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTFVEXTPROC) (GLenum light, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTIEXTPROC) (GLenum light, GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTIVEXTPROC) (GLenum light, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALFEXTPROC) (GLenum face, GLenum pname, const GLfloat param);
typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALFVEXTPROC) (GLenum face, GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALIEXTPROC) (GLenum face, GLenum pname, const GLint param);
typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALIVEXTPROC) (GLenum face, GLenum pname, const GLint* params);
typedef void (GLAPIENTRY * PFNGLGETFRAGMENTLIGHTFVEXTPROC) (GLenum light, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETFRAGMENTLIGHTIVEXTPROC) (GLenum light, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETFRAGMENTMATERIALFVEXTPROC) (GLenum face, GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETFRAGMENTMATERIALIVEXTPROC) (GLenum face, GLenum pname, const GLint* params);
typedef void (GLAPIENTRY * PFNGLLIGHTENVIEXTPROC) (GLenum pname, GLint param);
#define glFragmentColorMaterialEXT GLEW_GET_FUN(__glewFragmentColorMaterialEXT)
#define glFragmentLightModelfEXT GLEW_GET_FUN(__glewFragmentLightModelfEXT)
#define glFragmentLightModelfvEXT GLEW_GET_FUN(__glewFragmentLightModelfvEXT)
#define glFragmentLightModeliEXT GLEW_GET_FUN(__glewFragmentLightModeliEXT)
#define glFragmentLightModelivEXT GLEW_GET_FUN(__glewFragmentLightModelivEXT)
#define glFragmentLightfEXT GLEW_GET_FUN(__glewFragmentLightfEXT)
#define glFragmentLightfvEXT GLEW_GET_FUN(__glewFragmentLightfvEXT)
#define glFragmentLightiEXT GLEW_GET_FUN(__glewFragmentLightiEXT)
#define glFragmentLightivEXT GLEW_GET_FUN(__glewFragmentLightivEXT)
#define glFragmentMaterialfEXT GLEW_GET_FUN(__glewFragmentMaterialfEXT)
#define glFragmentMaterialfvEXT GLEW_GET_FUN(__glewFragmentMaterialfvEXT)
#define glFragmentMaterialiEXT GLEW_GET_FUN(__glewFragmentMaterialiEXT)
#define glFragmentMaterialivEXT GLEW_GET_FUN(__glewFragmentMaterialivEXT)
#define glGetFragmentLightfvEXT GLEW_GET_FUN(__glewGetFragmentLightfvEXT)
#define glGetFragmentLightivEXT GLEW_GET_FUN(__glewGetFragmentLightivEXT)
#define glGetFragmentMaterialfvEXT GLEW_GET_FUN(__glewGetFragmentMaterialfvEXT)
#define glGetFragmentMaterialivEXT GLEW_GET_FUN(__glewGetFragmentMaterialivEXT)
#define glLightEnviEXT GLEW_GET_FUN(__glewLightEnviEXT)
#define GLEW_EXT_fragment_lighting GLEW_GET_VAR(__GLEW_EXT_fragment_lighting)
#endif /* GL_EXT_fragment_lighting */
/* ------------------------ GL_EXT_framebuffer_blit ------------------------ */
#ifndef GL_EXT_framebuffer_blit
#define GL_EXT_framebuffer_blit 1
#define GL_DRAW_FRAMEBUFFER_BINDING_EXT 0x8CA6
#define GL_READ_FRAMEBUFFER_EXT 0x8CA8
#define GL_DRAW_FRAMEBUFFER_EXT 0x8CA9
#define GL_READ_FRAMEBUFFER_BINDING_EXT 0x8CAA
typedef void (GLAPIENTRY * PFNGLBLITFRAMEBUFFEREXTPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
#define glBlitFramebufferEXT GLEW_GET_FUN(__glewBlitFramebufferEXT)
#define GLEW_EXT_framebuffer_blit GLEW_GET_VAR(__GLEW_EXT_framebuffer_blit)
#endif /* GL_EXT_framebuffer_blit */
/* --------------------- GL_EXT_framebuffer_multisample -------------------- */
#ifndef GL_EXT_framebuffer_multisample
#define GL_EXT_framebuffer_multisample 1
#define GL_RENDERBUFFER_SAMPLES_EXT 0x8CAB
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8D56
#define GL_MAX_SAMPLES_EXT 0x8D57
typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
#define glRenderbufferStorageMultisampleEXT GLEW_GET_FUN(__glewRenderbufferStorageMultisampleEXT)
#define GLEW_EXT_framebuffer_multisample GLEW_GET_VAR(__GLEW_EXT_framebuffer_multisample)
#endif /* GL_EXT_framebuffer_multisample */
/* --------------- GL_EXT_framebuffer_multisample_blit_scaled -------------- */
#ifndef GL_EXT_framebuffer_multisample_blit_scaled
#define GL_EXT_framebuffer_multisample_blit_scaled 1
#define GL_SCALED_RESOLVE_FASTEST_EXT 0x90BA
#define GL_SCALED_RESOLVE_NICEST_EXT 0x90BB
#define GLEW_EXT_framebuffer_multisample_blit_scaled GLEW_GET_VAR(__GLEW_EXT_framebuffer_multisample_blit_scaled)
#endif /* GL_EXT_framebuffer_multisample_blit_scaled */
/* ----------------------- GL_EXT_framebuffer_object ----------------------- */
#ifndef GL_EXT_framebuffer_object
#define GL_EXT_framebuffer_object 1
#define GL_INVALID_FRAMEBUFFER_OPERATION_EXT 0x0506
#define GL_MAX_RENDERBUFFER_SIZE_EXT 0x84E8
#define GL_FRAMEBUFFER_BINDING_EXT 0x8CA6
#define GL_RENDERBUFFER_BINDING_EXT 0x8CA7
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT 0x8CD0
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT 0x8CD1
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT 0x8CD2
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT 0x8CD3
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT 0x8CD4
#define GL_FRAMEBUFFER_COMPLETE_EXT 0x8CD5
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT 0x8CD6
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT 0x8CD7
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT 0x8CD9
#define GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT 0x8CDA
#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT 0x8CDB
#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT 0x8CDC
#define GL_FRAMEBUFFER_UNSUPPORTED_EXT 0x8CDD
#define GL_MAX_COLOR_ATTACHMENTS_EXT 0x8CDF
#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0
#define GL_COLOR_ATTACHMENT1_EXT 0x8CE1
#define GL_COLOR_ATTACHMENT2_EXT 0x8CE2
#define GL_COLOR_ATTACHMENT3_EXT 0x8CE3
#define GL_COLOR_ATTACHMENT4_EXT 0x8CE4
#define GL_COLOR_ATTACHMENT5_EXT 0x8CE5
#define GL_COLOR_ATTACHMENT6_EXT 0x8CE6
#define GL_COLOR_ATTACHMENT7_EXT 0x8CE7
#define GL_COLOR_ATTACHMENT8_EXT 0x8CE8
#define GL_COLOR_ATTACHMENT9_EXT 0x8CE9
#define GL_COLOR_ATTACHMENT10_EXT 0x8CEA
#define GL_COLOR_ATTACHMENT11_EXT 0x8CEB
#define GL_COLOR_ATTACHMENT12_EXT 0x8CEC
#define GL_COLOR_ATTACHMENT13_EXT 0x8CED
#define GL_COLOR_ATTACHMENT14_EXT 0x8CEE
#define GL_COLOR_ATTACHMENT15_EXT 0x8CEF
#define GL_DEPTH_ATTACHMENT_EXT 0x8D00
#define GL_STENCIL_ATTACHMENT_EXT 0x8D20
#define GL_FRAMEBUFFER_EXT 0x8D40
#define GL_RENDERBUFFER_EXT 0x8D41
#define GL_RENDERBUFFER_WIDTH_EXT 0x8D42
#define GL_RENDERBUFFER_HEIGHT_EXT 0x8D43
#define GL_RENDERBUFFER_INTERNAL_FORMAT_EXT 0x8D44
#define GL_STENCIL_INDEX1_EXT 0x8D46
#define GL_STENCIL_INDEX4_EXT 0x8D47
#define GL_STENCIL_INDEX8_EXT 0x8D48
#define GL_STENCIL_INDEX16_EXT 0x8D49
#define GL_RENDERBUFFER_RED_SIZE_EXT 0x8D50
#define GL_RENDERBUFFER_GREEN_SIZE_EXT 0x8D51
#define GL_RENDERBUFFER_BLUE_SIZE_EXT 0x8D52
#define GL_RENDERBUFFER_ALPHA_SIZE_EXT 0x8D53
#define GL_RENDERBUFFER_DEPTH_SIZE_EXT 0x8D54
#define GL_RENDERBUFFER_STENCIL_SIZE_EXT 0x8D55
typedef void (GLAPIENTRY * PFNGLBINDFRAMEBUFFEREXTPROC) (GLenum target, GLuint framebuffer);
typedef void (GLAPIENTRY * PFNGLBINDRENDERBUFFEREXTPROC) (GLenum target, GLuint renderbuffer);
typedef GLenum (GLAPIENTRY * PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC) (GLenum target);
typedef void (GLAPIENTRY * PFNGLDELETEFRAMEBUFFERSEXTPROC) (GLsizei n, const GLuint* framebuffers);
typedef void (GLAPIENTRY * PFNGLDELETERENDERBUFFERSEXTPROC) (GLsizei n, const GLuint* renderbuffers);
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE1DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE2DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE3DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
typedef void (GLAPIENTRY * PFNGLGENFRAMEBUFFERSEXTPROC) (GLsizei n, GLuint* framebuffers);
typedef void (GLAPIENTRY * PFNGLGENRENDERBUFFERSEXTPROC) (GLsizei n, GLuint* renderbuffers);
typedef void (GLAPIENTRY * PFNGLGENERATEMIPMAPEXTPROC) (GLenum target);
typedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC) (GLenum target, GLenum attachment, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params);
typedef GLboolean (GLAPIENTRY * PFNGLISFRAMEBUFFEREXTPROC) (GLuint framebuffer);
typedef GLboolean (GLAPIENTRY * PFNGLISRENDERBUFFEREXTPROC) (GLuint renderbuffer);
typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
#define glBindFramebufferEXT GLEW_GET_FUN(__glewBindFramebufferEXT)
#define glBindRenderbufferEXT GLEW_GET_FUN(__glewBindRenderbufferEXT)
#define glCheckFramebufferStatusEXT GLEW_GET_FUN(__glewCheckFramebufferStatusEXT)
#define glDeleteFramebuffersEXT GLEW_GET_FUN(__glewDeleteFramebuffersEXT)
#define glDeleteRenderbuffersEXT GLEW_GET_FUN(__glewDeleteRenderbuffersEXT)
#define glFramebufferRenderbufferEXT GLEW_GET_FUN(__glewFramebufferRenderbufferEXT)
#define glFramebufferTexture1DEXT GLEW_GET_FUN(__glewFramebufferTexture1DEXT)
#define glFramebufferTexture2DEXT GLEW_GET_FUN(__glewFramebufferTexture2DEXT)
#define glFramebufferTexture3DEXT GLEW_GET_FUN(__glewFramebufferTexture3DEXT)
#define glGenFramebuffersEXT GLEW_GET_FUN(__glewGenFramebuffersEXT)
#define glGenRenderbuffersEXT GLEW_GET_FUN(__glewGenRenderbuffersEXT)
#define glGenerateMipmapEXT GLEW_GET_FUN(__glewGenerateMipmapEXT)
#define glGetFramebufferAttachmentParameterivEXT GLEW_GET_FUN(__glewGetFramebufferAttachmentParameterivEXT)
#define glGetRenderbufferParameterivEXT GLEW_GET_FUN(__glewGetRenderbufferParameterivEXT)
#define glIsFramebufferEXT GLEW_GET_FUN(__glewIsFramebufferEXT)
#define glIsRenderbufferEXT GLEW_GET_FUN(__glewIsRenderbufferEXT)
#define glRenderbufferStorageEXT GLEW_GET_FUN(__glewRenderbufferStorageEXT)
#define GLEW_EXT_framebuffer_object GLEW_GET_VAR(__GLEW_EXT_framebuffer_object)
#endif /* GL_EXT_framebuffer_object */
/* ------------------------ GL_EXT_framebuffer_sRGB ------------------------ */
#ifndef GL_EXT_framebuffer_sRGB
#define GL_EXT_framebuffer_sRGB 1
#define GL_FRAMEBUFFER_SRGB_EXT 0x8DB9
#define GL_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x8DBA
#define GLEW_EXT_framebuffer_sRGB GLEW_GET_VAR(__GLEW_EXT_framebuffer_sRGB)
#endif /* GL_EXT_framebuffer_sRGB */
/* ------------------------ GL_EXT_geometry_shader4 ------------------------ */
#ifndef GL_EXT_geometry_shader4
#define GL_EXT_geometry_shader4 1
#define GL_LINES_ADJACENCY_EXT 0xA
#define GL_LINE_STRIP_ADJACENCY_EXT 0xB
#define GL_TRIANGLES_ADJACENCY_EXT 0xC
#define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0xD
#define GL_PROGRAM_POINT_SIZE_EXT 0x8642
#define GL_MAX_VARYING_COMPONENTS_EXT 0x8B4B
#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT 0x8CD4
#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7
#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8
#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_EXT 0x8DA9
#define GL_GEOMETRY_SHADER_EXT 0x8DD9
#define GL_GEOMETRY_VERTICES_OUT_EXT 0x8DDA
#define GL_GEOMETRY_INPUT_TYPE_EXT 0x8DDB
#define GL_GEOMETRY_OUTPUT_TYPE_EXT 0x8DDC
#define GL_MAX_GEOMETRY_VARYING_COMPONENTS_EXT 0x8DDD
#define GL_MAX_VERTEX_VARYING_COMPONENTS_EXT 0x8DDE
#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF
#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0
#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREEXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level);
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face);
typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERIEXTPROC) (GLuint program, GLenum pname, GLint value);
#define glFramebufferTextureEXT GLEW_GET_FUN(__glewFramebufferTextureEXT)
#define glFramebufferTextureFaceEXT GLEW_GET_FUN(__glewFramebufferTextureFaceEXT)
#define glProgramParameteriEXT GLEW_GET_FUN(__glewProgramParameteriEXT)
#define GLEW_EXT_geometry_shader4 GLEW_GET_VAR(__GLEW_EXT_geometry_shader4)
#endif /* GL_EXT_geometry_shader4 */
/* --------------------- GL_EXT_gpu_program_parameters --------------------- */
#ifndef GL_EXT_gpu_program_parameters
#define GL_EXT_gpu_program_parameters 1
typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERS4FVEXTPROC) (GLenum target, GLuint index, GLsizei count, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC) (GLenum target, GLuint index, GLsizei count, const GLfloat* params);
#define glProgramEnvParameters4fvEXT GLEW_GET_FUN(__glewProgramEnvParameters4fvEXT)
#define glProgramLocalParameters4fvEXT GLEW_GET_FUN(__glewProgramLocalParameters4fvEXT)
#define GLEW_EXT_gpu_program_parameters GLEW_GET_VAR(__GLEW_EXT_gpu_program_parameters)
#endif /* GL_EXT_gpu_program_parameters */
/* --------------------------- GL_EXT_gpu_shader4 -------------------------- */
#ifndef GL_EXT_gpu_shader4
#define GL_EXT_gpu_shader4 1
#define GL_VERTEX_ATTRIB_ARRAY_INTEGER_EXT 0x88FD
#define GL_SAMPLER_1D_ARRAY_EXT 0x8DC0
#define GL_SAMPLER_2D_ARRAY_EXT 0x8DC1
#define GL_SAMPLER_BUFFER_EXT 0x8DC2
#define GL_SAMPLER_1D_ARRAY_SHADOW_EXT 0x8DC3
#define GL_SAMPLER_2D_ARRAY_SHADOW_EXT 0x8DC4
#define GL_SAMPLER_CUBE_SHADOW_EXT 0x8DC5
#define GL_UNSIGNED_INT_VEC2_EXT 0x8DC6
#define GL_UNSIGNED_INT_VEC3_EXT 0x8DC7
#define GL_UNSIGNED_INT_VEC4_EXT 0x8DC8
#define GL_INT_SAMPLER_1D_EXT 0x8DC9
#define GL_INT_SAMPLER_2D_EXT 0x8DCA
#define GL_INT_SAMPLER_3D_EXT 0x8DCB
#define GL_INT_SAMPLER_CUBE_EXT 0x8DCC
#define GL_INT_SAMPLER_2D_RECT_EXT 0x8DCD
#define GL_INT_SAMPLER_1D_ARRAY_EXT 0x8DCE
#define GL_INT_SAMPLER_2D_ARRAY_EXT 0x8DCF
#define GL_INT_SAMPLER_BUFFER_EXT 0x8DD0
#define GL_UNSIGNED_INT_SAMPLER_1D_EXT 0x8DD1
#define GL_UNSIGNED_INT_SAMPLER_2D_EXT 0x8DD2
#define GL_UNSIGNED_INT_SAMPLER_3D_EXT 0x8DD3
#define GL_UNSIGNED_INT_SAMPLER_CUBE_EXT 0x8DD4
#define GL_UNSIGNED_INT_SAMPLER_2D_RECT_EXT 0x8DD5
#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY_EXT 0x8DD6
#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY_EXT 0x8DD7
#define GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT 0x8DD8
typedef void (GLAPIENTRY * PFNGLBINDFRAGDATALOCATIONEXTPROC) (GLuint program, GLuint color, const GLchar *name);
typedef GLint (GLAPIENTRY * PFNGLGETFRAGDATALOCATIONEXTPROC) (GLuint program, const GLchar *name);
typedef void (GLAPIENTRY * PFNGLGETUNIFORMUIVEXTPROC) (GLuint program, GLint location, GLuint *params);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIIVEXTPROC) (GLuint index, GLenum pname, GLint *params);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIUIVEXTPROC) (GLuint index, GLenum pname, GLuint *params);
typedef void (GLAPIENTRY * PFNGLUNIFORM1UIEXTPROC) (GLint location, GLuint v0);
typedef void (GLAPIENTRY * PFNGLUNIFORM1UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value);
typedef void (GLAPIENTRY * PFNGLUNIFORM2UIEXTPROC) (GLint location, GLuint v0, GLuint v1);
typedef void (GLAPIENTRY * PFNGLUNIFORM2UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value);
typedef void (GLAPIENTRY * PFNGLUNIFORM3UIEXTPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2);
typedef void (GLAPIENTRY * PFNGLUNIFORM3UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value);
typedef void (GLAPIENTRY * PFNGLUNIFORM4UIEXTPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
typedef void (GLAPIENTRY * PFNGLUNIFORM4UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1IEXTPROC) (GLuint index, GLint x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1IVEXTPROC) (GLuint index, const GLint *v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1UIEXTPROC) (GLuint index, GLuint x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1UIVEXTPROC) (GLuint index, const GLuint *v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2IEXTPROC) (GLuint index, GLint x, GLint y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2IVEXTPROC) (GLuint index, const GLint *v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2UIEXTPROC) (GLuint index, GLuint x, GLuint y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2UIVEXTPROC) (GLuint index, const GLuint *v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3IEXTPROC) (GLuint index, GLint x, GLint y, GLint z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3IVEXTPROC) (GLuint index, const GLint *v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3UIEXTPROC) (GLuint index, GLuint x, GLuint y, GLuint z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3UIVEXTPROC) (GLuint index, const GLuint *v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4BVEXTPROC) (GLuint index, const GLbyte *v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4IEXTPROC) (GLuint index, GLint x, GLint y, GLint z, GLint w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4IVEXTPROC) (GLuint index, const GLint *v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4SVEXTPROC) (GLuint index, const GLshort *v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UBVEXTPROC) (GLuint index, const GLubyte *v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UIEXTPROC) (GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UIVEXTPROC) (GLuint index, const GLuint *v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4USVEXTPROC) (GLuint index, const GLushort *v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBIPOINTEREXTPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
#define glBindFragDataLocationEXT GLEW_GET_FUN(__glewBindFragDataLocationEXT)
#define glGetFragDataLocationEXT GLEW_GET_FUN(__glewGetFragDataLocationEXT)
#define glGetUniformuivEXT GLEW_GET_FUN(__glewGetUniformuivEXT)
#define glGetVertexAttribIivEXT GLEW_GET_FUN(__glewGetVertexAttribIivEXT)
#define glGetVertexAttribIuivEXT GLEW_GET_FUN(__glewGetVertexAttribIuivEXT)
#define glUniform1uiEXT GLEW_GET_FUN(__glewUniform1uiEXT)
#define glUniform1uivEXT GLEW_GET_FUN(__glewUniform1uivEXT)
#define glUniform2uiEXT GLEW_GET_FUN(__glewUniform2uiEXT)
#define glUniform2uivEXT GLEW_GET_FUN(__glewUniform2uivEXT)
#define glUniform3uiEXT GLEW_GET_FUN(__glewUniform3uiEXT)
#define glUniform3uivEXT GLEW_GET_FUN(__glewUniform3uivEXT)
#define glUniform4uiEXT GLEW_GET_FUN(__glewUniform4uiEXT)
#define glUniform4uivEXT GLEW_GET_FUN(__glewUniform4uivEXT)
#define glVertexAttribI1iEXT GLEW_GET_FUN(__glewVertexAttribI1iEXT)
#define glVertexAttribI1ivEXT GLEW_GET_FUN(__glewVertexAttribI1ivEXT)
#define glVertexAttribI1uiEXT GLEW_GET_FUN(__glewVertexAttribI1uiEXT)
#define glVertexAttribI1uivEXT GLEW_GET_FUN(__glewVertexAttribI1uivEXT)
#define glVertexAttribI2iEXT GLEW_GET_FUN(__glewVertexAttribI2iEXT)
#define glVertexAttribI2ivEXT GLEW_GET_FUN(__glewVertexAttribI2ivEXT)
#define glVertexAttribI2uiEXT GLEW_GET_FUN(__glewVertexAttribI2uiEXT)
#define glVertexAttribI2uivEXT GLEW_GET_FUN(__glewVertexAttribI2uivEXT)
#define glVertexAttribI3iEXT GLEW_GET_FUN(__glewVertexAttribI3iEXT)
#define glVertexAttribI3ivEXT GLEW_GET_FUN(__glewVertexAttribI3ivEXT)
#define glVertexAttribI3uiEXT GLEW_GET_FUN(__glewVertexAttribI3uiEXT)
#define glVertexAttribI3uivEXT GLEW_GET_FUN(__glewVertexAttribI3uivEXT)
#define glVertexAttribI4bvEXT GLEW_GET_FUN(__glewVertexAttribI4bvEXT)
#define glVertexAttribI4iEXT GLEW_GET_FUN(__glewVertexAttribI4iEXT)
#define glVertexAttribI4ivEXT GLEW_GET_FUN(__glewVertexAttribI4ivEXT)
#define glVertexAttribI4svEXT GLEW_GET_FUN(__glewVertexAttribI4svEXT)
#define glVertexAttribI4ubvEXT GLEW_GET_FUN(__glewVertexAttribI4ubvEXT)
#define glVertexAttribI4uiEXT GLEW_GET_FUN(__glewVertexAttribI4uiEXT)
#define glVertexAttribI4uivEXT GLEW_GET_FUN(__glewVertexAttribI4uivEXT)
#define glVertexAttribI4usvEXT GLEW_GET_FUN(__glewVertexAttribI4usvEXT)
#define glVertexAttribIPointerEXT GLEW_GET_FUN(__glewVertexAttribIPointerEXT)
#define GLEW_EXT_gpu_shader4 GLEW_GET_VAR(__GLEW_EXT_gpu_shader4)
#endif /* GL_EXT_gpu_shader4 */
/* ---------------------------- GL_EXT_histogram --------------------------- */
#ifndef GL_EXT_histogram
#define GL_EXT_histogram 1
#define GL_HISTOGRAM_EXT 0x8024
#define GL_PROXY_HISTOGRAM_EXT 0x8025
#define GL_HISTOGRAM_WIDTH_EXT 0x8026
#define GL_HISTOGRAM_FORMAT_EXT 0x8027
#define GL_HISTOGRAM_RED_SIZE_EXT 0x8028
#define GL_HISTOGRAM_GREEN_SIZE_EXT 0x8029
#define GL_HISTOGRAM_BLUE_SIZE_EXT 0x802A
#define GL_HISTOGRAM_ALPHA_SIZE_EXT 0x802B
#define GL_HISTOGRAM_LUMINANCE_SIZE_EXT 0x802C
#define GL_HISTOGRAM_SINK_EXT 0x802D
#define GL_MINMAX_EXT 0x802E
#define GL_MINMAX_FORMAT_EXT 0x802F
#define GL_MINMAX_SINK_EXT 0x8030
typedef void (GLAPIENTRY * PFNGLGETHISTOGRAMEXTPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values);
typedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETMINMAXEXTPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values);
typedef void (GLAPIENTRY * PFNGLGETMINMAXPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETMINMAXPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLHISTOGRAMEXTPROC) (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink);
typedef void (GLAPIENTRY * PFNGLMINMAXEXTPROC) (GLenum target, GLenum internalformat, GLboolean sink);
typedef void (GLAPIENTRY * PFNGLRESETHISTOGRAMEXTPROC) (GLenum target);
typedef void (GLAPIENTRY * PFNGLRESETMINMAXEXTPROC) (GLenum target);
#define glGetHistogramEXT GLEW_GET_FUN(__glewGetHistogramEXT)
#define glGetHistogramParameterfvEXT GLEW_GET_FUN(__glewGetHistogramParameterfvEXT)
#define glGetHistogramParameterivEXT GLEW_GET_FUN(__glewGetHistogramParameterivEXT)
#define glGetMinmaxEXT GLEW_GET_FUN(__glewGetMinmaxEXT)
#define glGetMinmaxParameterfvEXT GLEW_GET_FUN(__glewGetMinmaxParameterfvEXT)
#define glGetMinmaxParameterivEXT GLEW_GET_FUN(__glewGetMinmaxParameterivEXT)
#define glHistogramEXT GLEW_GET_FUN(__glewHistogramEXT)
#define glMinmaxEXT GLEW_GET_FUN(__glewMinmaxEXT)
#define glResetHistogramEXT GLEW_GET_FUN(__glewResetHistogramEXT)
#define glResetMinmaxEXT GLEW_GET_FUN(__glewResetMinmaxEXT)
#define GLEW_EXT_histogram GLEW_GET_VAR(__GLEW_EXT_histogram)
#endif /* GL_EXT_histogram */
/* ----------------------- GL_EXT_index_array_formats ---------------------- */
#ifndef GL_EXT_index_array_formats
#define GL_EXT_index_array_formats 1
#define GLEW_EXT_index_array_formats GLEW_GET_VAR(__GLEW_EXT_index_array_formats)
#endif /* GL_EXT_index_array_formats */
/* --------------------------- GL_EXT_index_func --------------------------- */
#ifndef GL_EXT_index_func
#define GL_EXT_index_func 1
typedef void (GLAPIENTRY * PFNGLINDEXFUNCEXTPROC) (GLenum func, GLfloat ref);
#define glIndexFuncEXT GLEW_GET_FUN(__glewIndexFuncEXT)
#define GLEW_EXT_index_func GLEW_GET_VAR(__GLEW_EXT_index_func)
#endif /* GL_EXT_index_func */
/* ------------------------- GL_EXT_index_material ------------------------- */
#ifndef GL_EXT_index_material
#define GL_EXT_index_material 1
typedef void (GLAPIENTRY * PFNGLINDEXMATERIALEXTPROC) (GLenum face, GLenum mode);
#define glIndexMaterialEXT GLEW_GET_FUN(__glewIndexMaterialEXT)
#define GLEW_EXT_index_material GLEW_GET_VAR(__GLEW_EXT_index_material)
#endif /* GL_EXT_index_material */
/* -------------------------- GL_EXT_index_texture ------------------------- */
#ifndef GL_EXT_index_texture
#define GL_EXT_index_texture 1
#define GLEW_EXT_index_texture GLEW_GET_VAR(__GLEW_EXT_index_texture)
#endif /* GL_EXT_index_texture */
/* -------------------------- GL_EXT_light_texture ------------------------- */
#ifndef GL_EXT_light_texture
#define GL_EXT_light_texture 1
#define GL_FRAGMENT_MATERIAL_EXT 0x8349
#define GL_FRAGMENT_NORMAL_EXT 0x834A
#define GL_FRAGMENT_COLOR_EXT 0x834C
#define GL_ATTENUATION_EXT 0x834D
#define GL_SHADOW_ATTENUATION_EXT 0x834E
#define GL_TEXTURE_APPLICATION_MODE_EXT 0x834F
#define GL_TEXTURE_LIGHT_EXT 0x8350
#define GL_TEXTURE_MATERIAL_FACE_EXT 0x8351
#define GL_TEXTURE_MATERIAL_PARAMETER_EXT 0x8352
typedef void (GLAPIENTRY * PFNGLAPPLYTEXTUREEXTPROC) (GLenum mode);
typedef void (GLAPIENTRY * PFNGLTEXTURELIGHTEXTPROC) (GLenum pname);
typedef void (GLAPIENTRY * PFNGLTEXTUREMATERIALEXTPROC) (GLenum face, GLenum mode);
#define glApplyTextureEXT GLEW_GET_FUN(__glewApplyTextureEXT)
#define glTextureLightEXT GLEW_GET_FUN(__glewTextureLightEXT)
#define glTextureMaterialEXT GLEW_GET_FUN(__glewTextureMaterialEXT)
#define GLEW_EXT_light_texture GLEW_GET_VAR(__GLEW_EXT_light_texture)
#endif /* GL_EXT_light_texture */
/* ------------------------- GL_EXT_misc_attribute ------------------------- */
#ifndef GL_EXT_misc_attribute
#define GL_EXT_misc_attribute 1
#define GLEW_EXT_misc_attribute GLEW_GET_VAR(__GLEW_EXT_misc_attribute)
#endif /* GL_EXT_misc_attribute */
/* ------------------------ GL_EXT_multi_draw_arrays ----------------------- */
#ifndef GL_EXT_multi_draw_arrays
#define GL_EXT_multi_draw_arrays 1
typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSEXTPROC) (GLenum mode, const GLint* first, const GLsizei *count, GLsizei primcount);
typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSEXTPROC) (GLenum mode, GLsizei* count, GLenum type, const void *const *indices, GLsizei primcount);
#define glMultiDrawArraysEXT GLEW_GET_FUN(__glewMultiDrawArraysEXT)
#define glMultiDrawElementsEXT GLEW_GET_FUN(__glewMultiDrawElementsEXT)
#define GLEW_EXT_multi_draw_arrays GLEW_GET_VAR(__GLEW_EXT_multi_draw_arrays)
#endif /* GL_EXT_multi_draw_arrays */
/* --------------------------- GL_EXT_multisample -------------------------- */
#ifndef GL_EXT_multisample
#define GL_EXT_multisample 1
#define GL_MULTISAMPLE_EXT 0x809D
#define GL_SAMPLE_ALPHA_TO_MASK_EXT 0x809E
#define GL_SAMPLE_ALPHA_TO_ONE_EXT 0x809F
#define GL_SAMPLE_MASK_EXT 0x80A0
#define GL_1PASS_EXT 0x80A1
#define GL_2PASS_0_EXT 0x80A2
#define GL_2PASS_1_EXT 0x80A3
#define GL_4PASS_0_EXT 0x80A4
#define GL_4PASS_1_EXT 0x80A5
#define GL_4PASS_2_EXT 0x80A6
#define GL_4PASS_3_EXT 0x80A7
#define GL_SAMPLE_BUFFERS_EXT 0x80A8
#define GL_SAMPLES_EXT 0x80A9
#define GL_SAMPLE_MASK_VALUE_EXT 0x80AA
#define GL_SAMPLE_MASK_INVERT_EXT 0x80AB
#define GL_SAMPLE_PATTERN_EXT 0x80AC
#define GL_MULTISAMPLE_BIT_EXT 0x20000000
typedef void (GLAPIENTRY * PFNGLSAMPLEMASKEXTPROC) (GLclampf value, GLboolean invert);
typedef void (GLAPIENTRY * PFNGLSAMPLEPATTERNEXTPROC) (GLenum pattern);
#define glSampleMaskEXT GLEW_GET_FUN(__glewSampleMaskEXT)
#define glSamplePatternEXT GLEW_GET_FUN(__glewSamplePatternEXT)
#define GLEW_EXT_multisample GLEW_GET_VAR(__GLEW_EXT_multisample)
#endif /* GL_EXT_multisample */
/* ---------------------- GL_EXT_packed_depth_stencil ---------------------- */
#ifndef GL_EXT_packed_depth_stencil
#define GL_EXT_packed_depth_stencil 1
#define GL_DEPTH_STENCIL_EXT 0x84F9
#define GL_UNSIGNED_INT_24_8_EXT 0x84FA
#define GL_DEPTH24_STENCIL8_EXT 0x88F0
#define GL_TEXTURE_STENCIL_SIZE_EXT 0x88F1
#define GLEW_EXT_packed_depth_stencil GLEW_GET_VAR(__GLEW_EXT_packed_depth_stencil)
#endif /* GL_EXT_packed_depth_stencil */
/* -------------------------- GL_EXT_packed_float -------------------------- */
#ifndef GL_EXT_packed_float
#define GL_EXT_packed_float 1
#define GL_R11F_G11F_B10F_EXT 0x8C3A
#define GL_UNSIGNED_INT_10F_11F_11F_REV_EXT 0x8C3B
#define GL_RGBA_SIGNED_COMPONENTS_EXT 0x8C3C
#define GLEW_EXT_packed_float GLEW_GET_VAR(__GLEW_EXT_packed_float)
#endif /* GL_EXT_packed_float */
/* -------------------------- GL_EXT_packed_pixels ------------------------- */
#ifndef GL_EXT_packed_pixels
#define GL_EXT_packed_pixels 1
#define GL_UNSIGNED_BYTE_3_3_2_EXT 0x8032
#define GL_UNSIGNED_SHORT_4_4_4_4_EXT 0x8033
#define GL_UNSIGNED_SHORT_5_5_5_1_EXT 0x8034
#define GL_UNSIGNED_INT_8_8_8_8_EXT 0x8035
#define GL_UNSIGNED_INT_10_10_10_2_EXT 0x8036
#define GLEW_EXT_packed_pixels GLEW_GET_VAR(__GLEW_EXT_packed_pixels)
#endif /* GL_EXT_packed_pixels */
/* ------------------------ GL_EXT_paletted_texture ------------------------ */
#ifndef GL_EXT_paletted_texture
#define GL_EXT_paletted_texture 1
#define GL_TEXTURE_1D 0x0DE0
#define GL_TEXTURE_2D 0x0DE1
#define GL_PROXY_TEXTURE_1D 0x8063
#define GL_PROXY_TEXTURE_2D 0x8064
#define GL_COLOR_TABLE_FORMAT_EXT 0x80D8
#define GL_COLOR_TABLE_WIDTH_EXT 0x80D9
#define GL_COLOR_TABLE_RED_SIZE_EXT 0x80DA
#define GL_COLOR_TABLE_GREEN_SIZE_EXT 0x80DB
#define GL_COLOR_TABLE_BLUE_SIZE_EXT 0x80DC
#define GL_COLOR_TABLE_ALPHA_SIZE_EXT 0x80DD
#define GL_COLOR_TABLE_LUMINANCE_SIZE_EXT 0x80DE
#define GL_COLOR_TABLE_INTENSITY_SIZE_EXT 0x80DF
#define GL_COLOR_INDEX1_EXT 0x80E2
#define GL_COLOR_INDEX2_EXT 0x80E3
#define GL_COLOR_INDEX4_EXT 0x80E4
#define GL_COLOR_INDEX8_EXT 0x80E5
#define GL_COLOR_INDEX12_EXT 0x80E6
#define GL_COLOR_INDEX16_EXT 0x80E7
#define GL_TEXTURE_INDEX_SIZE_EXT 0x80ED
#define GL_TEXTURE_CUBE_MAP_ARB 0x8513
#define GL_PROXY_TEXTURE_CUBE_MAP_ARB 0x851B
typedef void (GLAPIENTRY * PFNGLCOLORTABLEEXTPROC) (GLenum target, GLenum internalFormat, GLsizei width, GLenum format, GLenum type, const void *data);
typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEEXTPROC) (GLenum target, GLenum format, GLenum type, void *data);
typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params);
#define glColorTableEXT GLEW_GET_FUN(__glewColorTableEXT)
#define glGetColorTableEXT GLEW_GET_FUN(__glewGetColorTableEXT)
#define glGetColorTableParameterfvEXT GLEW_GET_FUN(__glewGetColorTableParameterfvEXT)
#define glGetColorTableParameterivEXT GLEW_GET_FUN(__glewGetColorTableParameterivEXT)
#define GLEW_EXT_paletted_texture GLEW_GET_VAR(__GLEW_EXT_paletted_texture)
#endif /* GL_EXT_paletted_texture */
/* ----------------------- GL_EXT_pixel_buffer_object ---------------------- */
#ifndef GL_EXT_pixel_buffer_object
#define GL_EXT_pixel_buffer_object 1
#define GL_PIXEL_PACK_BUFFER_EXT 0x88EB
#define GL_PIXEL_UNPACK_BUFFER_EXT 0x88EC
#define GL_PIXEL_PACK_BUFFER_BINDING_EXT 0x88ED
#define GL_PIXEL_UNPACK_BUFFER_BINDING_EXT 0x88EF
#define GLEW_EXT_pixel_buffer_object GLEW_GET_VAR(__GLEW_EXT_pixel_buffer_object)
#endif /* GL_EXT_pixel_buffer_object */
/* ------------------------- GL_EXT_pixel_transform ------------------------ */
#ifndef GL_EXT_pixel_transform
#define GL_EXT_pixel_transform 1
#define GL_PIXEL_TRANSFORM_2D_EXT 0x8330
#define GL_PIXEL_MAG_FILTER_EXT 0x8331
#define GL_PIXEL_MIN_FILTER_EXT 0x8332
#define GL_PIXEL_CUBIC_WEIGHT_EXT 0x8333
#define GL_CUBIC_EXT 0x8334
#define GL_AVERAGE_EXT 0x8335
#define GL_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8336
#define GL_MAX_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8337
#define GL_PIXEL_TRANSFORM_2D_MATRIX_EXT 0x8338
typedef void (GLAPIENTRY * PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint* params);
typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERFEXTPROC) (GLenum target, GLenum pname, const GLfloat param);
typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERIEXTPROC) (GLenum target, GLenum pname, const GLint param);
typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint* params);
#define glGetPixelTransformParameterfvEXT GLEW_GET_FUN(__glewGetPixelTransformParameterfvEXT)
#define glGetPixelTransformParameterivEXT GLEW_GET_FUN(__glewGetPixelTransformParameterivEXT)
#define glPixelTransformParameterfEXT GLEW_GET_FUN(__glewPixelTransformParameterfEXT)
#define glPixelTransformParameterfvEXT GLEW_GET_FUN(__glewPixelTransformParameterfvEXT)
#define glPixelTransformParameteriEXT GLEW_GET_FUN(__glewPixelTransformParameteriEXT)
#define glPixelTransformParameterivEXT GLEW_GET_FUN(__glewPixelTransformParameterivEXT)
#define GLEW_EXT_pixel_transform GLEW_GET_VAR(__GLEW_EXT_pixel_transform)
#endif /* GL_EXT_pixel_transform */
/* ------------------- GL_EXT_pixel_transform_color_table ------------------ */
#ifndef GL_EXT_pixel_transform_color_table
#define GL_EXT_pixel_transform_color_table 1
#define GLEW_EXT_pixel_transform_color_table GLEW_GET_VAR(__GLEW_EXT_pixel_transform_color_table)
#endif /* GL_EXT_pixel_transform_color_table */
/* ------------------------ GL_EXT_point_parameters ------------------------ */
#ifndef GL_EXT_point_parameters
#define GL_EXT_point_parameters 1
#define GL_POINT_SIZE_MIN_EXT 0x8126
#define GL_POINT_SIZE_MAX_EXT 0x8127
#define GL_POINT_FADE_THRESHOLD_SIZE_EXT 0x8128
#define GL_DISTANCE_ATTENUATION_EXT 0x8129
typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFEXTPROC) (GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFVEXTPROC) (GLenum pname, const GLfloat* params);
#define glPointParameterfEXT GLEW_GET_FUN(__glewPointParameterfEXT)
#define glPointParameterfvEXT GLEW_GET_FUN(__glewPointParameterfvEXT)
#define GLEW_EXT_point_parameters GLEW_GET_VAR(__GLEW_EXT_point_parameters)
#endif /* GL_EXT_point_parameters */
/* ------------------------- GL_EXT_polygon_offset ------------------------- */
#ifndef GL_EXT_polygon_offset
#define GL_EXT_polygon_offset 1
#define GL_POLYGON_OFFSET_EXT 0x8037
#define GL_POLYGON_OFFSET_FACTOR_EXT 0x8038
#define GL_POLYGON_OFFSET_BIAS_EXT 0x8039
typedef void (GLAPIENTRY * PFNGLPOLYGONOFFSETEXTPROC) (GLfloat factor, GLfloat bias);
#define glPolygonOffsetEXT GLEW_GET_FUN(__glewPolygonOffsetEXT)
#define GLEW_EXT_polygon_offset GLEW_GET_VAR(__GLEW_EXT_polygon_offset)
#endif /* GL_EXT_polygon_offset */
/* ---------------------- GL_EXT_polygon_offset_clamp ---------------------- */
#ifndef GL_EXT_polygon_offset_clamp
#define GL_EXT_polygon_offset_clamp 1
#define GL_POLYGON_OFFSET_CLAMP_EXT 0x8E1B
typedef void (GLAPIENTRY * PFNGLPOLYGONOFFSETCLAMPEXTPROC) (GLfloat factor, GLfloat units, GLfloat clamp);
#define glPolygonOffsetClampEXT GLEW_GET_FUN(__glewPolygonOffsetClampEXT)
#define GLEW_EXT_polygon_offset_clamp GLEW_GET_VAR(__GLEW_EXT_polygon_offset_clamp)
#endif /* GL_EXT_polygon_offset_clamp */
/* ----------------------- GL_EXT_post_depth_coverage ---------------------- */
#ifndef GL_EXT_post_depth_coverage
#define GL_EXT_post_depth_coverage 1
#define GLEW_EXT_post_depth_coverage GLEW_GET_VAR(__GLEW_EXT_post_depth_coverage)
#endif /* GL_EXT_post_depth_coverage */
/* ------------------------ GL_EXT_provoking_vertex ------------------------ */
#ifndef GL_EXT_provoking_vertex
#define GL_EXT_provoking_vertex 1
#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT 0x8E4C
#define GL_FIRST_VERTEX_CONVENTION_EXT 0x8E4D
#define GL_LAST_VERTEX_CONVENTION_EXT 0x8E4E
#define GL_PROVOKING_VERTEX_EXT 0x8E4F
typedef void (GLAPIENTRY * PFNGLPROVOKINGVERTEXEXTPROC) (GLenum mode);
#define glProvokingVertexEXT GLEW_GET_FUN(__glewProvokingVertexEXT)
#define GLEW_EXT_provoking_vertex GLEW_GET_VAR(__GLEW_EXT_provoking_vertex)
#endif /* GL_EXT_provoking_vertex */
/* ----------------------- GL_EXT_raster_multisample ----------------------- */
#ifndef GL_EXT_raster_multisample
#define GL_EXT_raster_multisample 1
#define GL_COLOR_SAMPLES_NV 0x8E20
#define GL_RASTER_MULTISAMPLE_EXT 0x9327
#define GL_RASTER_SAMPLES_EXT 0x9328
#define GL_MAX_RASTER_SAMPLES_EXT 0x9329
#define GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT 0x932A
#define GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT 0x932B
#define GL_EFFECTIVE_RASTER_SAMPLES_EXT 0x932C
#define GL_DEPTH_SAMPLES_NV 0x932D
#define GL_STENCIL_SAMPLES_NV 0x932E
#define GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV 0x932F
#define GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV 0x9330
#define GL_COVERAGE_MODULATION_TABLE_NV 0x9331
#define GL_COVERAGE_MODULATION_NV 0x9332
#define GL_COVERAGE_MODULATION_TABLE_SIZE_NV 0x9333
typedef void (GLAPIENTRY * PFNGLCOVERAGEMODULATIONNVPROC) (GLenum components);
typedef void (GLAPIENTRY * PFNGLCOVERAGEMODULATIONTABLENVPROC) (GLsizei n, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLGETCOVERAGEMODULATIONTABLENVPROC) (GLsizei bufsize, GLfloat* v);
typedef void (GLAPIENTRY * PFNGLRASTERSAMPLESEXTPROC) (GLuint samples, GLboolean fixedsamplelocations);
#define glCoverageModulationNV GLEW_GET_FUN(__glewCoverageModulationNV)
#define glCoverageModulationTableNV GLEW_GET_FUN(__glewCoverageModulationTableNV)
#define glGetCoverageModulationTableNV GLEW_GET_FUN(__glewGetCoverageModulationTableNV)
#define glRasterSamplesEXT GLEW_GET_FUN(__glewRasterSamplesEXT)
#define GLEW_EXT_raster_multisample GLEW_GET_VAR(__GLEW_EXT_raster_multisample)
#endif /* GL_EXT_raster_multisample */
/* ------------------------- GL_EXT_rescale_normal ------------------------- */
#ifndef GL_EXT_rescale_normal
#define GL_EXT_rescale_normal 1
#define GL_RESCALE_NORMAL_EXT 0x803A
#define GLEW_EXT_rescale_normal GLEW_GET_VAR(__GLEW_EXT_rescale_normal)
#endif /* GL_EXT_rescale_normal */
/* -------------------------- GL_EXT_scene_marker -------------------------- */
#ifndef GL_EXT_scene_marker
#define GL_EXT_scene_marker 1
typedef void (GLAPIENTRY * PFNGLBEGINSCENEEXTPROC) (void);
typedef void (GLAPIENTRY * PFNGLENDSCENEEXTPROC) (void);
#define glBeginSceneEXT GLEW_GET_FUN(__glewBeginSceneEXT)
#define glEndSceneEXT GLEW_GET_FUN(__glewEndSceneEXT)
#define GLEW_EXT_scene_marker GLEW_GET_VAR(__GLEW_EXT_scene_marker)
#endif /* GL_EXT_scene_marker */
/* ------------------------- GL_EXT_secondary_color ------------------------ */
#ifndef GL_EXT_secondary_color
#define GL_EXT_secondary_color 1
#define GL_COLOR_SUM_EXT 0x8458
#define GL_CURRENT_SECONDARY_COLOR_EXT 0x8459
#define GL_SECONDARY_COLOR_ARRAY_SIZE_EXT 0x845A
#define GL_SECONDARY_COLOR_ARRAY_TYPE_EXT 0x845B
#define GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT 0x845C
#define GL_SECONDARY_COLOR_ARRAY_POINTER_EXT 0x845D
#define GL_SECONDARY_COLOR_ARRAY_EXT 0x845E
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3BEXTPROC) (GLbyte red, GLbyte green, GLbyte blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3BVEXTPROC) (const GLbyte *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3DEXTPROC) (GLdouble red, GLdouble green, GLdouble blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3DVEXTPROC) (const GLdouble *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3FEXTPROC) (GLfloat red, GLfloat green, GLfloat blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3FVEXTPROC) (const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3IEXTPROC) (GLint red, GLint green, GLint blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3IVEXTPROC) (const GLint *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3SEXTPROC) (GLshort red, GLshort green, GLshort blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3SVEXTPROC) (const GLshort *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UBEXTPROC) (GLubyte red, GLubyte green, GLubyte blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UBVEXTPROC) (const GLubyte *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UIEXTPROC) (GLuint red, GLuint green, GLuint blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UIVEXTPROC) (const GLuint *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3USEXTPROC) (GLushort red, GLushort green, GLushort blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3USVEXTPROC) (const GLushort *v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLORPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, const void *pointer);
#define glSecondaryColor3bEXT GLEW_GET_FUN(__glewSecondaryColor3bEXT)
#define glSecondaryColor3bvEXT GLEW_GET_FUN(__glewSecondaryColor3bvEXT)
#define glSecondaryColor3dEXT GLEW_GET_FUN(__glewSecondaryColor3dEXT)
#define glSecondaryColor3dvEXT GLEW_GET_FUN(__glewSecondaryColor3dvEXT)
#define glSecondaryColor3fEXT GLEW_GET_FUN(__glewSecondaryColor3fEXT)
#define glSecondaryColor3fvEXT GLEW_GET_FUN(__glewSecondaryColor3fvEXT)
#define glSecondaryColor3iEXT GLEW_GET_FUN(__glewSecondaryColor3iEXT)
#define glSecondaryColor3ivEXT GLEW_GET_FUN(__glewSecondaryColor3ivEXT)
#define glSecondaryColor3sEXT GLEW_GET_FUN(__glewSecondaryColor3sEXT)
#define glSecondaryColor3svEXT GLEW_GET_FUN(__glewSecondaryColor3svEXT)
#define glSecondaryColor3ubEXT GLEW_GET_FUN(__glewSecondaryColor3ubEXT)
#define glSecondaryColor3ubvEXT GLEW_GET_FUN(__glewSecondaryColor3ubvEXT)
#define glSecondaryColor3uiEXT GLEW_GET_FUN(__glewSecondaryColor3uiEXT)
#define glSecondaryColor3uivEXT GLEW_GET_FUN(__glewSecondaryColor3uivEXT)
#define glSecondaryColor3usEXT GLEW_GET_FUN(__glewSecondaryColor3usEXT)
#define glSecondaryColor3usvEXT GLEW_GET_FUN(__glewSecondaryColor3usvEXT)
#define glSecondaryColorPointerEXT GLEW_GET_FUN(__glewSecondaryColorPointerEXT)
#define GLEW_EXT_secondary_color GLEW_GET_VAR(__GLEW_EXT_secondary_color)
#endif /* GL_EXT_secondary_color */
/* --------------------- GL_EXT_separate_shader_objects -------------------- */
#ifndef GL_EXT_separate_shader_objects
#define GL_EXT_separate_shader_objects 1
#define GL_ACTIVE_PROGRAM_EXT 0x8B8D
typedef void (GLAPIENTRY * PFNGLACTIVEPROGRAMEXTPROC) (GLuint program);
typedef GLuint (GLAPIENTRY * PFNGLCREATESHADERPROGRAMEXTPROC) (GLenum type, const GLchar* string);
typedef void (GLAPIENTRY * PFNGLUSESHADERPROGRAMEXTPROC) (GLenum type, GLuint program);
#define glActiveProgramEXT GLEW_GET_FUN(__glewActiveProgramEXT)
#define glCreateShaderProgramEXT GLEW_GET_FUN(__glewCreateShaderProgramEXT)
#define glUseShaderProgramEXT GLEW_GET_FUN(__glewUseShaderProgramEXT)
#define GLEW_EXT_separate_shader_objects GLEW_GET_VAR(__GLEW_EXT_separate_shader_objects)
#endif /* GL_EXT_separate_shader_objects */
/* --------------------- GL_EXT_separate_specular_color -------------------- */
#ifndef GL_EXT_separate_specular_color
#define GL_EXT_separate_specular_color 1
#define GL_LIGHT_MODEL_COLOR_CONTROL_EXT 0x81F8
#define GL_SINGLE_COLOR_EXT 0x81F9
#define GL_SEPARATE_SPECULAR_COLOR_EXT 0x81FA
#define GLEW_EXT_separate_specular_color GLEW_GET_VAR(__GLEW_EXT_separate_specular_color)
#endif /* GL_EXT_separate_specular_color */
/* ------------------- GL_EXT_shader_image_load_formatted ------------------ */
#ifndef GL_EXT_shader_image_load_formatted
#define GL_EXT_shader_image_load_formatted 1
#define GLEW_EXT_shader_image_load_formatted GLEW_GET_VAR(__GLEW_EXT_shader_image_load_formatted)
#endif /* GL_EXT_shader_image_load_formatted */
/* --------------------- GL_EXT_shader_image_load_store -------------------- */
#ifndef GL_EXT_shader_image_load_store
#define GL_EXT_shader_image_load_store 1
#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT_EXT 0x00000001
#define GL_ELEMENT_ARRAY_BARRIER_BIT_EXT 0x00000002
#define GL_UNIFORM_BARRIER_BIT_EXT 0x00000004
#define GL_TEXTURE_FETCH_BARRIER_BIT_EXT 0x00000008
#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT_EXT 0x00000020
#define GL_COMMAND_BARRIER_BIT_EXT 0x00000040
#define GL_PIXEL_BUFFER_BARRIER_BIT_EXT 0x00000080
#define GL_TEXTURE_UPDATE_BARRIER_BIT_EXT 0x00000100
#define GL_BUFFER_UPDATE_BARRIER_BIT_EXT 0x00000200
#define GL_FRAMEBUFFER_BARRIER_BIT_EXT 0x00000400
#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT_EXT 0x00000800
#define GL_ATOMIC_COUNTER_BARRIER_BIT_EXT 0x00001000
#define GL_MAX_IMAGE_UNITS_EXT 0x8F38
#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS_EXT 0x8F39
#define GL_IMAGE_BINDING_NAME_EXT 0x8F3A
#define GL_IMAGE_BINDING_LEVEL_EXT 0x8F3B
#define GL_IMAGE_BINDING_LAYERED_EXT 0x8F3C
#define GL_IMAGE_BINDING_LAYER_EXT 0x8F3D
#define GL_IMAGE_BINDING_ACCESS_EXT 0x8F3E
#define GL_IMAGE_1D_EXT 0x904C
#define GL_IMAGE_2D_EXT 0x904D
#define GL_IMAGE_3D_EXT 0x904E
#define GL_IMAGE_2D_RECT_EXT 0x904F
#define GL_IMAGE_CUBE_EXT 0x9050
#define GL_IMAGE_BUFFER_EXT 0x9051
#define GL_IMAGE_1D_ARRAY_EXT 0x9052
#define GL_IMAGE_2D_ARRAY_EXT 0x9053
#define GL_IMAGE_CUBE_MAP_ARRAY_EXT 0x9054
#define GL_IMAGE_2D_MULTISAMPLE_EXT 0x9055
#define GL_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x9056
#define GL_INT_IMAGE_1D_EXT 0x9057
#define GL_INT_IMAGE_2D_EXT 0x9058
#define GL_INT_IMAGE_3D_EXT 0x9059
#define GL_INT_IMAGE_2D_RECT_EXT 0x905A
#define GL_INT_IMAGE_CUBE_EXT 0x905B
#define GL_INT_IMAGE_BUFFER_EXT 0x905C
#define GL_INT_IMAGE_1D_ARRAY_EXT 0x905D
#define GL_INT_IMAGE_2D_ARRAY_EXT 0x905E
#define GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x905F
#define GL_INT_IMAGE_2D_MULTISAMPLE_EXT 0x9060
#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x9061
#define GL_UNSIGNED_INT_IMAGE_1D_EXT 0x9062
#define GL_UNSIGNED_INT_IMAGE_2D_EXT 0x9063
#define GL_UNSIGNED_INT_IMAGE_3D_EXT 0x9064
#define GL_UNSIGNED_INT_IMAGE_2D_RECT_EXT 0x9065
#define GL_UNSIGNED_INT_IMAGE_CUBE_EXT 0x9066
#define GL_UNSIGNED_INT_IMAGE_BUFFER_EXT 0x9067
#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY_EXT 0x9068
#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY_EXT 0x9069
#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x906A
#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_EXT 0x906B
#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x906C
#define GL_MAX_IMAGE_SAMPLES_EXT 0x906D
#define GL_IMAGE_BINDING_FORMAT_EXT 0x906E
#define GL_ALL_BARRIER_BITS_EXT 0xFFFFFFFF
typedef void (GLAPIENTRY * PFNGLBINDIMAGETEXTUREEXTPROC) (GLuint index, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLint format);
typedef void (GLAPIENTRY * PFNGLMEMORYBARRIEREXTPROC) (GLbitfield barriers);
#define glBindImageTextureEXT GLEW_GET_FUN(__glewBindImageTextureEXT)
#define glMemoryBarrierEXT GLEW_GET_FUN(__glewMemoryBarrierEXT)
#define GLEW_EXT_shader_image_load_store GLEW_GET_VAR(__GLEW_EXT_shader_image_load_store)
#endif /* GL_EXT_shader_image_load_store */
/* ----------------------- GL_EXT_shader_integer_mix ----------------------- */
#ifndef GL_EXT_shader_integer_mix
#define GL_EXT_shader_integer_mix 1
#define GLEW_EXT_shader_integer_mix GLEW_GET_VAR(__GLEW_EXT_shader_integer_mix)
#endif /* GL_EXT_shader_integer_mix */
/* -------------------------- GL_EXT_shadow_funcs -------------------------- */
#ifndef GL_EXT_shadow_funcs
#define GL_EXT_shadow_funcs 1
#define GLEW_EXT_shadow_funcs GLEW_GET_VAR(__GLEW_EXT_shadow_funcs)
#endif /* GL_EXT_shadow_funcs */
/* --------------------- GL_EXT_shared_texture_palette --------------------- */
#ifndef GL_EXT_shared_texture_palette
#define GL_EXT_shared_texture_palette 1
#define GL_SHARED_TEXTURE_PALETTE_EXT 0x81FB
#define GLEW_EXT_shared_texture_palette GLEW_GET_VAR(__GLEW_EXT_shared_texture_palette)
#endif /* GL_EXT_shared_texture_palette */
/* ------------------------- GL_EXT_sparse_texture2 ------------------------ */
#ifndef GL_EXT_sparse_texture2
#define GL_EXT_sparse_texture2 1
#define GLEW_EXT_sparse_texture2 GLEW_GET_VAR(__GLEW_EXT_sparse_texture2)
#endif /* GL_EXT_sparse_texture2 */
/* ------------------------ GL_EXT_stencil_clear_tag ----------------------- */
#ifndef GL_EXT_stencil_clear_tag
#define GL_EXT_stencil_clear_tag 1
#define GL_STENCIL_TAG_BITS_EXT 0x88F2
#define GL_STENCIL_CLEAR_TAG_VALUE_EXT 0x88F3
#define GLEW_EXT_stencil_clear_tag GLEW_GET_VAR(__GLEW_EXT_stencil_clear_tag)
#endif /* GL_EXT_stencil_clear_tag */
/* ------------------------ GL_EXT_stencil_two_side ------------------------ */
#ifndef GL_EXT_stencil_two_side
#define GL_EXT_stencil_two_side 1
#define GL_STENCIL_TEST_TWO_SIDE_EXT 0x8910
#define GL_ACTIVE_STENCIL_FACE_EXT 0x8911
typedef void (GLAPIENTRY * PFNGLACTIVESTENCILFACEEXTPROC) (GLenum face);
#define glActiveStencilFaceEXT GLEW_GET_FUN(__glewActiveStencilFaceEXT)
#define GLEW_EXT_stencil_two_side GLEW_GET_VAR(__GLEW_EXT_stencil_two_side)
#endif /* GL_EXT_stencil_two_side */
/* -------------------------- GL_EXT_stencil_wrap -------------------------- */
#ifndef GL_EXT_stencil_wrap
#define GL_EXT_stencil_wrap 1
#define GL_INCR_WRAP_EXT 0x8507
#define GL_DECR_WRAP_EXT 0x8508
#define GLEW_EXT_stencil_wrap GLEW_GET_VAR(__GLEW_EXT_stencil_wrap)
#endif /* GL_EXT_stencil_wrap */
/* --------------------------- GL_EXT_subtexture --------------------------- */
#ifndef GL_EXT_subtexture
#define GL_EXT_subtexture 1
typedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE1DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels);
typedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE2DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
typedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE3DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels);
#define glTexSubImage1DEXT GLEW_GET_FUN(__glewTexSubImage1DEXT)
#define glTexSubImage2DEXT GLEW_GET_FUN(__glewTexSubImage2DEXT)
#define glTexSubImage3DEXT GLEW_GET_FUN(__glewTexSubImage3DEXT)
#define GLEW_EXT_subtexture GLEW_GET_VAR(__GLEW_EXT_subtexture)
#endif /* GL_EXT_subtexture */
/* ----------------------------- GL_EXT_texture ---------------------------- */
#ifndef GL_EXT_texture
#define GL_EXT_texture 1
#define GL_ALPHA4_EXT 0x803B
#define GL_ALPHA8_EXT 0x803C
#define GL_ALPHA12_EXT 0x803D
#define GL_ALPHA16_EXT 0x803E
#define GL_LUMINANCE4_EXT 0x803F
#define GL_LUMINANCE8_EXT 0x8040
#define GL_LUMINANCE12_EXT 0x8041
#define GL_LUMINANCE16_EXT 0x8042
#define GL_LUMINANCE4_ALPHA4_EXT 0x8043
#define GL_LUMINANCE6_ALPHA2_EXT 0x8044
#define GL_LUMINANCE8_ALPHA8_EXT 0x8045
#define GL_LUMINANCE12_ALPHA4_EXT 0x8046
#define GL_LUMINANCE12_ALPHA12_EXT 0x8047
#define GL_LUMINANCE16_ALPHA16_EXT 0x8048
#define GL_INTENSITY_EXT 0x8049
#define GL_INTENSITY4_EXT 0x804A
#define GL_INTENSITY8_EXT 0x804B
#define GL_INTENSITY12_EXT 0x804C
#define GL_INTENSITY16_EXT 0x804D
#define GL_RGB2_EXT 0x804E
#define GL_RGB4_EXT 0x804F
#define GL_RGB5_EXT 0x8050
#define GL_RGB8_EXT 0x8051
#define GL_RGB10_EXT 0x8052
#define GL_RGB12_EXT 0x8053
#define GL_RGB16_EXT 0x8054
#define GL_RGBA2_EXT 0x8055
#define GL_RGBA4_EXT 0x8056
#define GL_RGB5_A1_EXT 0x8057
#define GL_RGBA8_EXT 0x8058
#define GL_RGB10_A2_EXT 0x8059
#define GL_RGBA12_EXT 0x805A
#define GL_RGBA16_EXT 0x805B
#define GL_TEXTURE_RED_SIZE_EXT 0x805C
#define GL_TEXTURE_GREEN_SIZE_EXT 0x805D
#define GL_TEXTURE_BLUE_SIZE_EXT 0x805E
#define GL_TEXTURE_ALPHA_SIZE_EXT 0x805F
#define GL_TEXTURE_LUMINANCE_SIZE_EXT 0x8060
#define GL_TEXTURE_INTENSITY_SIZE_EXT 0x8061
#define GL_REPLACE_EXT 0x8062
#define GL_PROXY_TEXTURE_1D_EXT 0x8063
#define GL_PROXY_TEXTURE_2D_EXT 0x8064
#define GLEW_EXT_texture GLEW_GET_VAR(__GLEW_EXT_texture)
#endif /* GL_EXT_texture */
/* ---------------------------- GL_EXT_texture3D --------------------------- */
#ifndef GL_EXT_texture3D
#define GL_EXT_texture3D 1
#define GL_PACK_SKIP_IMAGES_EXT 0x806B
#define GL_PACK_IMAGE_HEIGHT_EXT 0x806C
#define GL_UNPACK_SKIP_IMAGES_EXT 0x806D
#define GL_UNPACK_IMAGE_HEIGHT_EXT 0x806E
#define GL_TEXTURE_3D_EXT 0x806F
#define GL_PROXY_TEXTURE_3D_EXT 0x8070
#define GL_TEXTURE_DEPTH_EXT 0x8071
#define GL_TEXTURE_WRAP_R_EXT 0x8072
#define GL_MAX_3D_TEXTURE_SIZE_EXT 0x8073
typedef void (GLAPIENTRY * PFNGLTEXIMAGE3DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels);
#define glTexImage3DEXT GLEW_GET_FUN(__glewTexImage3DEXT)
#define GLEW_EXT_texture3D GLEW_GET_VAR(__GLEW_EXT_texture3D)
#endif /* GL_EXT_texture3D */
/* -------------------------- GL_EXT_texture_array ------------------------- */
#ifndef GL_EXT_texture_array
#define GL_EXT_texture_array 1
#define GL_COMPARE_REF_DEPTH_TO_TEXTURE_EXT 0x884E
#define GL_MAX_ARRAY_TEXTURE_LAYERS_EXT 0x88FF
#define GL_TEXTURE_1D_ARRAY_EXT 0x8C18
#define GL_PROXY_TEXTURE_1D_ARRAY_EXT 0x8C19
#define GL_TEXTURE_2D_ARRAY_EXT 0x8C1A
#define GL_PROXY_TEXTURE_2D_ARRAY_EXT 0x8C1B
#define GL_TEXTURE_BINDING_1D_ARRAY_EXT 0x8C1C
#define GL_TEXTURE_BINDING_2D_ARRAY_EXT 0x8C1D
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
#define glFramebufferTextureLayerEXT GLEW_GET_FUN(__glewFramebufferTextureLayerEXT)
#define GLEW_EXT_texture_array GLEW_GET_VAR(__GLEW_EXT_texture_array)
#endif /* GL_EXT_texture_array */
/* ---------------------- GL_EXT_texture_buffer_object --------------------- */
#ifndef GL_EXT_texture_buffer_object
#define GL_EXT_texture_buffer_object 1
#define GL_TEXTURE_BUFFER_EXT 0x8C2A
#define GL_MAX_TEXTURE_BUFFER_SIZE_EXT 0x8C2B
#define GL_TEXTURE_BINDING_BUFFER_EXT 0x8C2C
#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT 0x8C2D
#define GL_TEXTURE_BUFFER_FORMAT_EXT 0x8C2E
typedef void (GLAPIENTRY * PFNGLTEXBUFFEREXTPROC) (GLenum target, GLenum internalformat, GLuint buffer);
#define glTexBufferEXT GLEW_GET_FUN(__glewTexBufferEXT)
#define GLEW_EXT_texture_buffer_object GLEW_GET_VAR(__GLEW_EXT_texture_buffer_object)
#endif /* GL_EXT_texture_buffer_object */
/* -------------------- GL_EXT_texture_compression_dxt1 -------------------- */
#ifndef GL_EXT_texture_compression_dxt1
#define GL_EXT_texture_compression_dxt1 1
#define GLEW_EXT_texture_compression_dxt1 GLEW_GET_VAR(__GLEW_EXT_texture_compression_dxt1)
#endif /* GL_EXT_texture_compression_dxt1 */
/* -------------------- GL_EXT_texture_compression_latc -------------------- */
#ifndef GL_EXT_texture_compression_latc
#define GL_EXT_texture_compression_latc 1
#define GL_COMPRESSED_LUMINANCE_LATC1_EXT 0x8C70
#define GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT 0x8C71
#define GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72
#define GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT 0x8C73
#define GLEW_EXT_texture_compression_latc GLEW_GET_VAR(__GLEW_EXT_texture_compression_latc)
#endif /* GL_EXT_texture_compression_latc */
/* -------------------- GL_EXT_texture_compression_rgtc -------------------- */
#ifndef GL_EXT_texture_compression_rgtc
#define GL_EXT_texture_compression_rgtc 1
#define GL_COMPRESSED_RED_RGTC1_EXT 0x8DBB
#define GL_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC
#define GL_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
#define GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE
#define GLEW_EXT_texture_compression_rgtc GLEW_GET_VAR(__GLEW_EXT_texture_compression_rgtc)
#endif /* GL_EXT_texture_compression_rgtc */
/* -------------------- GL_EXT_texture_compression_s3tc -------------------- */
#ifndef GL_EXT_texture_compression_s3tc
#define GL_EXT_texture_compression_s3tc 1
#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
#define GLEW_EXT_texture_compression_s3tc GLEW_GET_VAR(__GLEW_EXT_texture_compression_s3tc)
#endif /* GL_EXT_texture_compression_s3tc */
/* ------------------------ GL_EXT_texture_cube_map ------------------------ */
#ifndef GL_EXT_texture_cube_map
#define GL_EXT_texture_cube_map 1
#define GL_NORMAL_MAP_EXT 0x8511
#define GL_REFLECTION_MAP_EXT 0x8512
#define GL_TEXTURE_CUBE_MAP_EXT 0x8513
#define GL_TEXTURE_BINDING_CUBE_MAP_EXT 0x8514
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT 0x8515
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT 0x8516
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT 0x8517
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT 0x8518
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT 0x8519
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT 0x851A
#define GL_PROXY_TEXTURE_CUBE_MAP_EXT 0x851B
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_EXT 0x851C
#define GLEW_EXT_texture_cube_map GLEW_GET_VAR(__GLEW_EXT_texture_cube_map)
#endif /* GL_EXT_texture_cube_map */
/* ----------------------- GL_EXT_texture_edge_clamp ----------------------- */
#ifndef GL_EXT_texture_edge_clamp
#define GL_EXT_texture_edge_clamp 1
#define GL_CLAMP_TO_EDGE_EXT 0x812F
#define GLEW_EXT_texture_edge_clamp GLEW_GET_VAR(__GLEW_EXT_texture_edge_clamp)
#endif /* GL_EXT_texture_edge_clamp */
/* --------------------------- GL_EXT_texture_env -------------------------- */
#ifndef GL_EXT_texture_env
#define GL_EXT_texture_env 1
#define GLEW_EXT_texture_env GLEW_GET_VAR(__GLEW_EXT_texture_env)
#endif /* GL_EXT_texture_env */
/* ------------------------- GL_EXT_texture_env_add ------------------------ */
#ifndef GL_EXT_texture_env_add
#define GL_EXT_texture_env_add 1
#define GLEW_EXT_texture_env_add GLEW_GET_VAR(__GLEW_EXT_texture_env_add)
#endif /* GL_EXT_texture_env_add */
/* ----------------------- GL_EXT_texture_env_combine ---------------------- */
#ifndef GL_EXT_texture_env_combine
#define GL_EXT_texture_env_combine 1
#define GL_COMBINE_EXT 0x8570
#define GL_COMBINE_RGB_EXT 0x8571
#define GL_COMBINE_ALPHA_EXT 0x8572
#define GL_RGB_SCALE_EXT 0x8573
#define GL_ADD_SIGNED_EXT 0x8574
#define GL_INTERPOLATE_EXT 0x8575
#define GL_CONSTANT_EXT 0x8576
#define GL_PRIMARY_COLOR_EXT 0x8577
#define GL_PREVIOUS_EXT 0x8578
#define GL_SOURCE0_RGB_EXT 0x8580
#define GL_SOURCE1_RGB_EXT 0x8581
#define GL_SOURCE2_RGB_EXT 0x8582
#define GL_SOURCE0_ALPHA_EXT 0x8588
#define GL_SOURCE1_ALPHA_EXT 0x8589
#define GL_SOURCE2_ALPHA_EXT 0x858A
#define GL_OPERAND0_RGB_EXT 0x8590
#define GL_OPERAND1_RGB_EXT 0x8591
#define GL_OPERAND2_RGB_EXT 0x8592
#define GL_OPERAND0_ALPHA_EXT 0x8598
#define GL_OPERAND1_ALPHA_EXT 0x8599
#define GL_OPERAND2_ALPHA_EXT 0x859A
#define GLEW_EXT_texture_env_combine GLEW_GET_VAR(__GLEW_EXT_texture_env_combine)
#endif /* GL_EXT_texture_env_combine */
/* ------------------------ GL_EXT_texture_env_dot3 ------------------------ */
#ifndef GL_EXT_texture_env_dot3
#define GL_EXT_texture_env_dot3 1
#define GL_DOT3_RGB_EXT 0x8740
#define GL_DOT3_RGBA_EXT 0x8741
#define GLEW_EXT_texture_env_dot3 GLEW_GET_VAR(__GLEW_EXT_texture_env_dot3)
#endif /* GL_EXT_texture_env_dot3 */
/* ------------------- GL_EXT_texture_filter_anisotropic ------------------- */
#ifndef GL_EXT_texture_filter_anisotropic
#define GL_EXT_texture_filter_anisotropic 1
#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
#define GLEW_EXT_texture_filter_anisotropic GLEW_GET_VAR(__GLEW_EXT_texture_filter_anisotropic)
#endif /* GL_EXT_texture_filter_anisotropic */
/* ---------------------- GL_EXT_texture_filter_minmax --------------------- */
#ifndef GL_EXT_texture_filter_minmax
#define GL_EXT_texture_filter_minmax 1
#define GL_TEXTURE_REDUCTION_MODE_EXT 0x9366
#define GL_WEIGHTED_AVERAGE_EXT 0x9367
#define GLEW_EXT_texture_filter_minmax GLEW_GET_VAR(__GLEW_EXT_texture_filter_minmax)
#endif /* GL_EXT_texture_filter_minmax */
/* ------------------------- GL_EXT_texture_integer ------------------------ */
#ifndef GL_EXT_texture_integer
#define GL_EXT_texture_integer 1
#define GL_RGBA32UI_EXT 0x8D70
#define GL_RGB32UI_EXT 0x8D71
#define GL_ALPHA32UI_EXT 0x8D72
#define GL_INTENSITY32UI_EXT 0x8D73
#define GL_LUMINANCE32UI_EXT 0x8D74
#define GL_LUMINANCE_ALPHA32UI_EXT 0x8D75
#define GL_RGBA16UI_EXT 0x8D76
#define GL_RGB16UI_EXT 0x8D77
#define GL_ALPHA16UI_EXT 0x8D78
#define GL_INTENSITY16UI_EXT 0x8D79
#define GL_LUMINANCE16UI_EXT 0x8D7A
#define GL_LUMINANCE_ALPHA16UI_EXT 0x8D7B
#define GL_RGBA8UI_EXT 0x8D7C
#define GL_RGB8UI_EXT 0x8D7D
#define GL_ALPHA8UI_EXT 0x8D7E
#define GL_INTENSITY8UI_EXT 0x8D7F
#define GL_LUMINANCE8UI_EXT 0x8D80
#define GL_LUMINANCE_ALPHA8UI_EXT 0x8D81
#define GL_RGBA32I_EXT 0x8D82
#define GL_RGB32I_EXT 0x8D83
#define GL_ALPHA32I_EXT 0x8D84
#define GL_INTENSITY32I_EXT 0x8D85
#define GL_LUMINANCE32I_EXT 0x8D86
#define GL_LUMINANCE_ALPHA32I_EXT 0x8D87
#define GL_RGBA16I_EXT 0x8D88
#define GL_RGB16I_EXT 0x8D89
#define GL_ALPHA16I_EXT 0x8D8A
#define GL_INTENSITY16I_EXT 0x8D8B
#define GL_LUMINANCE16I_EXT 0x8D8C
#define GL_LUMINANCE_ALPHA16I_EXT 0x8D8D
#define GL_RGBA8I_EXT 0x8D8E
#define GL_RGB8I_EXT 0x8D8F
#define GL_ALPHA8I_EXT 0x8D90
#define GL_INTENSITY8I_EXT 0x8D91
#define GL_LUMINANCE8I_EXT 0x8D92
#define GL_LUMINANCE_ALPHA8I_EXT 0x8D93
#define GL_RED_INTEGER_EXT 0x8D94
#define GL_GREEN_INTEGER_EXT 0x8D95
#define GL_BLUE_INTEGER_EXT 0x8D96
#define GL_ALPHA_INTEGER_EXT 0x8D97
#define GL_RGB_INTEGER_EXT 0x8D98
#define GL_RGBA_INTEGER_EXT 0x8D99
#define GL_BGR_INTEGER_EXT 0x8D9A
#define GL_BGRA_INTEGER_EXT 0x8D9B
#define GL_LUMINANCE_INTEGER_EXT 0x8D9C
#define GL_LUMINANCE_ALPHA_INTEGER_EXT 0x8D9D
#define GL_RGBA_INTEGER_MODE_EXT 0x8D9E
typedef void (GLAPIENTRY * PFNGLCLEARCOLORIIEXTPROC) (GLint red, GLint green, GLint blue, GLint alpha);
typedef void (GLAPIENTRY * PFNGLCLEARCOLORIUIEXTPROC) (GLuint red, GLuint green, GLuint blue, GLuint alpha);
typedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERIIVEXTPROC) (GLenum target, GLenum pname, GLint *params);
typedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERIUIVEXTPROC) (GLenum target, GLenum pname, GLuint *params);
typedef void (GLAPIENTRY * PFNGLTEXPARAMETERIIVEXTPROC) (GLenum target, GLenum pname, const GLint *params);
typedef void (GLAPIENTRY * PFNGLTEXPARAMETERIUIVEXTPROC) (GLenum target, GLenum pname, const GLuint *params);
#define glClearColorIiEXT GLEW_GET_FUN(__glewClearColorIiEXT)
#define glClearColorIuiEXT GLEW_GET_FUN(__glewClearColorIuiEXT)
#define glGetTexParameterIivEXT GLEW_GET_FUN(__glewGetTexParameterIivEXT)
#define glGetTexParameterIuivEXT GLEW_GET_FUN(__glewGetTexParameterIuivEXT)
#define glTexParameterIivEXT GLEW_GET_FUN(__glewTexParameterIivEXT)
#define glTexParameterIuivEXT GLEW_GET_FUN(__glewTexParameterIuivEXT)
#define GLEW_EXT_texture_integer GLEW_GET_VAR(__GLEW_EXT_texture_integer)
#endif /* GL_EXT_texture_integer */
/* ------------------------ GL_EXT_texture_lod_bias ------------------------ */
#ifndef GL_EXT_texture_lod_bias
#define GL_EXT_texture_lod_bias 1
#define GL_MAX_TEXTURE_LOD_BIAS_EXT 0x84FD
#define GL_TEXTURE_FILTER_CONTROL_EXT 0x8500
#define GL_TEXTURE_LOD_BIAS_EXT 0x8501
#define GLEW_EXT_texture_lod_bias GLEW_GET_VAR(__GLEW_EXT_texture_lod_bias)
#endif /* GL_EXT_texture_lod_bias */
/* ---------------------- GL_EXT_texture_mirror_clamp ---------------------- */
#ifndef GL_EXT_texture_mirror_clamp
#define GL_EXT_texture_mirror_clamp 1
#define GL_MIRROR_CLAMP_EXT 0x8742
#define GL_MIRROR_CLAMP_TO_EDGE_EXT 0x8743
#define GL_MIRROR_CLAMP_TO_BORDER_EXT 0x8912
#define GLEW_EXT_texture_mirror_clamp GLEW_GET_VAR(__GLEW_EXT_texture_mirror_clamp)
#endif /* GL_EXT_texture_mirror_clamp */
/* ------------------------- GL_EXT_texture_object ------------------------- */
#ifndef GL_EXT_texture_object
#define GL_EXT_texture_object 1
#define GL_TEXTURE_PRIORITY_EXT 0x8066
#define GL_TEXTURE_RESIDENT_EXT 0x8067
#define GL_TEXTURE_1D_BINDING_EXT 0x8068
#define GL_TEXTURE_2D_BINDING_EXT 0x8069
#define GL_TEXTURE_3D_BINDING_EXT 0x806A
typedef GLboolean (GLAPIENTRY * PFNGLARETEXTURESRESIDENTEXTPROC) (GLsizei n, const GLuint* textures, GLboolean* residences);
typedef void (GLAPIENTRY * PFNGLBINDTEXTUREEXTPROC) (GLenum target, GLuint texture);
typedef void (GLAPIENTRY * PFNGLDELETETEXTURESEXTPROC) (GLsizei n, const GLuint* textures);
typedef void (GLAPIENTRY * PFNGLGENTEXTURESEXTPROC) (GLsizei n, GLuint* textures);
typedef GLboolean (GLAPIENTRY * PFNGLISTEXTUREEXTPROC) (GLuint texture);
typedef void (GLAPIENTRY * PFNGLPRIORITIZETEXTURESEXTPROC) (GLsizei n, const GLuint* textures, const GLclampf* priorities);
#define glAreTexturesResidentEXT GLEW_GET_FUN(__glewAreTexturesResidentEXT)
#define glBindTextureEXT GLEW_GET_FUN(__glewBindTextureEXT)
#define glDeleteTexturesEXT GLEW_GET_FUN(__glewDeleteTexturesEXT)
#define glGenTexturesEXT GLEW_GET_FUN(__glewGenTexturesEXT)
#define glIsTextureEXT GLEW_GET_FUN(__glewIsTextureEXT)
#define glPrioritizeTexturesEXT GLEW_GET_FUN(__glewPrioritizeTexturesEXT)
#define GLEW_EXT_texture_object GLEW_GET_VAR(__GLEW_EXT_texture_object)
#endif /* GL_EXT_texture_object */
/* --------------------- GL_EXT_texture_perturb_normal --------------------- */
#ifndef GL_EXT_texture_perturb_normal
#define GL_EXT_texture_perturb_normal 1
#define GL_PERTURB_EXT 0x85AE
#define GL_TEXTURE_NORMAL_EXT 0x85AF
typedef void (GLAPIENTRY * PFNGLTEXTURENORMALEXTPROC) (GLenum mode);
#define glTextureNormalEXT GLEW_GET_FUN(__glewTextureNormalEXT)
#define GLEW_EXT_texture_perturb_normal GLEW_GET_VAR(__GLEW_EXT_texture_perturb_normal)
#endif /* GL_EXT_texture_perturb_normal */
/* ------------------------ GL_EXT_texture_rectangle ----------------------- */
#ifndef GL_EXT_texture_rectangle
#define GL_EXT_texture_rectangle 1
#define GL_TEXTURE_RECTANGLE_EXT 0x84F5
#define GL_TEXTURE_BINDING_RECTANGLE_EXT 0x84F6
#define GL_PROXY_TEXTURE_RECTANGLE_EXT 0x84F7
#define GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT 0x84F8
#define GLEW_EXT_texture_rectangle GLEW_GET_VAR(__GLEW_EXT_texture_rectangle)
#endif /* GL_EXT_texture_rectangle */
/* -------------------------- GL_EXT_texture_sRGB -------------------------- */
#ifndef GL_EXT_texture_sRGB
#define GL_EXT_texture_sRGB 1
#define GL_SRGB_EXT 0x8C40
#define GL_SRGB8_EXT 0x8C41
#define GL_SRGB_ALPHA_EXT 0x8C42
#define GL_SRGB8_ALPHA8_EXT 0x8C43
#define GL_SLUMINANCE_ALPHA_EXT 0x8C44
#define GL_SLUMINANCE8_ALPHA8_EXT 0x8C45
#define GL_SLUMINANCE_EXT 0x8C46
#define GL_SLUMINANCE8_EXT 0x8C47
#define GL_COMPRESSED_SRGB_EXT 0x8C48
#define GL_COMPRESSED_SRGB_ALPHA_EXT 0x8C49
#define GL_COMPRESSED_SLUMINANCE_EXT 0x8C4A
#define GL_COMPRESSED_SLUMINANCE_ALPHA_EXT 0x8C4B
#define GL_COMPRESSED_SRGB_S3TC_DXT1_EXT 0x8C4C
#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D
#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E
#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F
#define GLEW_EXT_texture_sRGB GLEW_GET_VAR(__GLEW_EXT_texture_sRGB)
#endif /* GL_EXT_texture_sRGB */
/* ----------------------- GL_EXT_texture_sRGB_decode ---------------------- */
#ifndef GL_EXT_texture_sRGB_decode
#define GL_EXT_texture_sRGB_decode 1
#define GL_TEXTURE_SRGB_DECODE_EXT 0x8A48
#define GL_DECODE_EXT 0x8A49
#define GL_SKIP_DECODE_EXT 0x8A4A
#define GLEW_EXT_texture_sRGB_decode GLEW_GET_VAR(__GLEW_EXT_texture_sRGB_decode)
#endif /* GL_EXT_texture_sRGB_decode */
/* --------------------- GL_EXT_texture_shared_exponent -------------------- */
#ifndef GL_EXT_texture_shared_exponent
#define GL_EXT_texture_shared_exponent 1
#define GL_RGB9_E5_EXT 0x8C3D
#define GL_UNSIGNED_INT_5_9_9_9_REV_EXT 0x8C3E
#define GL_TEXTURE_SHARED_SIZE_EXT 0x8C3F
#define GLEW_EXT_texture_shared_exponent GLEW_GET_VAR(__GLEW_EXT_texture_shared_exponent)
#endif /* GL_EXT_texture_shared_exponent */
/* -------------------------- GL_EXT_texture_snorm ------------------------- */
#ifndef GL_EXT_texture_snorm
#define GL_EXT_texture_snorm 1
#define GL_RED_SNORM 0x8F90
#define GL_RG_SNORM 0x8F91
#define GL_RGB_SNORM 0x8F92
#define GL_RGBA_SNORM 0x8F93
#define GL_R8_SNORM 0x8F94
#define GL_RG8_SNORM 0x8F95
#define GL_RGB8_SNORM 0x8F96
#define GL_RGBA8_SNORM 0x8F97
#define GL_R16_SNORM 0x8F98
#define GL_RG16_SNORM 0x8F99
#define GL_RGB16_SNORM 0x8F9A
#define GL_RGBA16_SNORM 0x8F9B
#define GL_SIGNED_NORMALIZED 0x8F9C
#define GL_ALPHA_SNORM 0x9010
#define GL_LUMINANCE_SNORM 0x9011
#define GL_LUMINANCE_ALPHA_SNORM 0x9012
#define GL_INTENSITY_SNORM 0x9013
#define GL_ALPHA8_SNORM 0x9014
#define GL_LUMINANCE8_SNORM 0x9015
#define GL_LUMINANCE8_ALPHA8_SNORM 0x9016
#define GL_INTENSITY8_SNORM 0x9017
#define GL_ALPHA16_SNORM 0x9018
#define GL_LUMINANCE16_SNORM 0x9019
#define GL_LUMINANCE16_ALPHA16_SNORM 0x901A
#define GL_INTENSITY16_SNORM 0x901B
#define GLEW_EXT_texture_snorm GLEW_GET_VAR(__GLEW_EXT_texture_snorm)
#endif /* GL_EXT_texture_snorm */
/* ------------------------- GL_EXT_texture_swizzle ------------------------ */
#ifndef GL_EXT_texture_swizzle
#define GL_EXT_texture_swizzle 1
#define GL_TEXTURE_SWIZZLE_R_EXT 0x8E42
#define GL_TEXTURE_SWIZZLE_G_EXT 0x8E43
#define GL_TEXTURE_SWIZZLE_B_EXT 0x8E44
#define GL_TEXTURE_SWIZZLE_A_EXT 0x8E45
#define GL_TEXTURE_SWIZZLE_RGBA_EXT 0x8E46
#define GLEW_EXT_texture_swizzle GLEW_GET_VAR(__GLEW_EXT_texture_swizzle)
#endif /* GL_EXT_texture_swizzle */
/* --------------------------- GL_EXT_timer_query -------------------------- */
#ifndef GL_EXT_timer_query
#define GL_EXT_timer_query 1
#define GL_TIME_ELAPSED_EXT 0x88BF
typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTI64VEXTPROC) (GLuint id, GLenum pname, GLint64EXT *params);
typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUI64VEXTPROC) (GLuint id, GLenum pname, GLuint64EXT *params);
#define glGetQueryObjecti64vEXT GLEW_GET_FUN(__glewGetQueryObjecti64vEXT)
#define glGetQueryObjectui64vEXT GLEW_GET_FUN(__glewGetQueryObjectui64vEXT)
#define GLEW_EXT_timer_query GLEW_GET_VAR(__GLEW_EXT_timer_query)
#endif /* GL_EXT_timer_query */
/* ----------------------- GL_EXT_transform_feedback ----------------------- */
#ifndef GL_EXT_transform_feedback
#define GL_EXT_transform_feedback 1
#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH_EXT 0x8C76
#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE_EXT 0x8C7F
#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_EXT 0x8C80
#define GL_TRANSFORM_FEEDBACK_VARYINGS_EXT 0x8C83
#define GL_TRANSFORM_FEEDBACK_BUFFER_START_EXT 0x8C84
#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_EXT 0x8C85
#define GL_PRIMITIVES_GENERATED_EXT 0x8C87
#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_EXT 0x8C88
#define GL_RASTERIZER_DISCARD_EXT 0x8C89
#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_EXT 0x8C8A
#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_EXT 0x8C8B
#define GL_INTERLEAVED_ATTRIBS_EXT 0x8C8C
#define GL_SEPARATE_ATTRIBS_EXT 0x8C8D
#define GL_TRANSFORM_FEEDBACK_BUFFER_EXT 0x8C8E
#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_EXT 0x8C8F
typedef void (GLAPIENTRY * PFNGLBEGINTRANSFORMFEEDBACKEXTPROC) (GLenum primitiveMode);
typedef void (GLAPIENTRY * PFNGLBINDBUFFERBASEEXTPROC) (GLenum target, GLuint index, GLuint buffer);
typedef void (GLAPIENTRY * PFNGLBINDBUFFEROFFSETEXTPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset);
typedef void (GLAPIENTRY * PFNGLBINDBUFFERRANGEEXTPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
typedef void (GLAPIENTRY * PFNGLENDTRANSFORMFEEDBACKEXTPROC) (void);
typedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei *size, GLenum *type, GLchar *name);
typedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC) (GLuint program, GLsizei count, const GLchar * const* varyings, GLenum bufferMode);
#define glBeginTransformFeedbackEXT GLEW_GET_FUN(__glewBeginTransformFeedbackEXT)
#define glBindBufferBaseEXT GLEW_GET_FUN(__glewBindBufferBaseEXT)
#define glBindBufferOffsetEXT GLEW_GET_FUN(__glewBindBufferOffsetEXT)
#define glBindBufferRangeEXT GLEW_GET_FUN(__glewBindBufferRangeEXT)
#define glEndTransformFeedbackEXT GLEW_GET_FUN(__glewEndTransformFeedbackEXT)
#define glGetTransformFeedbackVaryingEXT GLEW_GET_FUN(__glewGetTransformFeedbackVaryingEXT)
#define glTransformFeedbackVaryingsEXT GLEW_GET_FUN(__glewTransformFeedbackVaryingsEXT)
#define GLEW_EXT_transform_feedback GLEW_GET_VAR(__GLEW_EXT_transform_feedback)
#endif /* GL_EXT_transform_feedback */
/* -------------------------- GL_EXT_vertex_array -------------------------- */
#ifndef GL_EXT_vertex_array
#define GL_EXT_vertex_array 1
#define GL_DOUBLE_EXT 0x140A
#define GL_VERTEX_ARRAY_EXT 0x8074
#define GL_NORMAL_ARRAY_EXT 0x8075
#define GL_COLOR_ARRAY_EXT 0x8076
#define GL_INDEX_ARRAY_EXT 0x8077
#define GL_TEXTURE_COORD_ARRAY_EXT 0x8078
#define GL_EDGE_FLAG_ARRAY_EXT 0x8079
#define GL_VERTEX_ARRAY_SIZE_EXT 0x807A
#define GL_VERTEX_ARRAY_TYPE_EXT 0x807B
#define GL_VERTEX_ARRAY_STRIDE_EXT 0x807C
#define GL_VERTEX_ARRAY_COUNT_EXT 0x807D
#define GL_NORMAL_ARRAY_TYPE_EXT 0x807E
#define GL_NORMAL_ARRAY_STRIDE_EXT 0x807F
#define GL_NORMAL_ARRAY_COUNT_EXT 0x8080
#define GL_COLOR_ARRAY_SIZE_EXT 0x8081
#define GL_COLOR_ARRAY_TYPE_EXT 0x8082
#define GL_COLOR_ARRAY_STRIDE_EXT 0x8083
#define GL_COLOR_ARRAY_COUNT_EXT 0x8084
#define GL_INDEX_ARRAY_TYPE_EXT 0x8085
#define GL_INDEX_ARRAY_STRIDE_EXT 0x8086
#define GL_INDEX_ARRAY_COUNT_EXT 0x8087
#define GL_TEXTURE_COORD_ARRAY_SIZE_EXT 0x8088
#define GL_TEXTURE_COORD_ARRAY_TYPE_EXT 0x8089
#define GL_TEXTURE_COORD_ARRAY_STRIDE_EXT 0x808A
#define GL_TEXTURE_COORD_ARRAY_COUNT_EXT 0x808B
#define GL_EDGE_FLAG_ARRAY_STRIDE_EXT 0x808C
#define GL_EDGE_FLAG_ARRAY_COUNT_EXT 0x808D
#define GL_VERTEX_ARRAY_POINTER_EXT 0x808E
#define GL_NORMAL_ARRAY_POINTER_EXT 0x808F
#define GL_COLOR_ARRAY_POINTER_EXT 0x8090
#define GL_INDEX_ARRAY_POINTER_EXT 0x8091
#define GL_TEXTURE_COORD_ARRAY_POINTER_EXT 0x8092
#define GL_EDGE_FLAG_ARRAY_POINTER_EXT 0x8093
typedef void (GLAPIENTRY * PFNGLARRAYELEMENTEXTPROC) (GLint i);
typedef void (GLAPIENTRY * PFNGLCOLORPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer);
typedef void (GLAPIENTRY * PFNGLDRAWARRAYSEXTPROC) (GLenum mode, GLint first, GLsizei count);
typedef void (GLAPIENTRY * PFNGLEDGEFLAGPOINTEREXTPROC) (GLsizei stride, GLsizei count, const GLboolean* pointer);
typedef void (GLAPIENTRY * PFNGLINDEXPOINTEREXTPROC) (GLenum type, GLsizei stride, GLsizei count, const void *pointer);
typedef void (GLAPIENTRY * PFNGLNORMALPOINTEREXTPROC) (GLenum type, GLsizei stride, GLsizei count, const void *pointer);
typedef void (GLAPIENTRY * PFNGLTEXCOORDPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer);
typedef void (GLAPIENTRY * PFNGLVERTEXPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer);
#define glArrayElementEXT GLEW_GET_FUN(__glewArrayElementEXT)
#define glColorPointerEXT GLEW_GET_FUN(__glewColorPointerEXT)
#define glDrawArraysEXT GLEW_GET_FUN(__glewDrawArraysEXT)
#define glEdgeFlagPointerEXT GLEW_GET_FUN(__glewEdgeFlagPointerEXT)
#define glIndexPointerEXT GLEW_GET_FUN(__glewIndexPointerEXT)
#define glNormalPointerEXT GLEW_GET_FUN(__glewNormalPointerEXT)
#define glTexCoordPointerEXT GLEW_GET_FUN(__glewTexCoordPointerEXT)
#define glVertexPointerEXT GLEW_GET_FUN(__glewVertexPointerEXT)
#define GLEW_EXT_vertex_array GLEW_GET_VAR(__GLEW_EXT_vertex_array)
#endif /* GL_EXT_vertex_array */
/* ------------------------ GL_EXT_vertex_array_bgra ----------------------- */
#ifndef GL_EXT_vertex_array_bgra
#define GL_EXT_vertex_array_bgra 1
#define GL_BGRA 0x80E1
#define GLEW_EXT_vertex_array_bgra GLEW_GET_VAR(__GLEW_EXT_vertex_array_bgra)
#endif /* GL_EXT_vertex_array_bgra */
/* ----------------------- GL_EXT_vertex_attrib_64bit ---------------------- */
#ifndef GL_EXT_vertex_attrib_64bit
#define GL_EXT_vertex_attrib_64bit 1
#define GL_DOUBLE_MAT2_EXT 0x8F46
#define GL_DOUBLE_MAT3_EXT 0x8F47
#define GL_DOUBLE_MAT4_EXT 0x8F48
#define GL_DOUBLE_MAT2x3_EXT 0x8F49
#define GL_DOUBLE_MAT2x4_EXT 0x8F4A
#define GL_DOUBLE_MAT3x2_EXT 0x8F4B
#define GL_DOUBLE_MAT3x4_EXT 0x8F4C
#define GL_DOUBLE_MAT4x2_EXT 0x8F4D
#define GL_DOUBLE_MAT4x3_EXT 0x8F4E
#define GL_DOUBLE_VEC2_EXT 0x8FFC
#define GL_DOUBLE_VEC3_EXT 0x8FFD
#define GL_DOUBLE_VEC4_EXT 0x8FFE
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLDVEXTPROC) (GLuint index, GLenum pname, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBLOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1DEXTPROC) (GLuint index, GLdouble x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1DVEXTPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2DEXTPROC) (GLuint index, GLdouble x, GLdouble y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2DVEXTPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3DEXTPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3DVEXTPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4DEXTPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4DVEXTPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBLPOINTEREXTPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
#define glGetVertexAttribLdvEXT GLEW_GET_FUN(__glewGetVertexAttribLdvEXT)
#define glVertexArrayVertexAttribLOffsetEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribLOffsetEXT)
#define glVertexAttribL1dEXT GLEW_GET_FUN(__glewVertexAttribL1dEXT)
#define glVertexAttribL1dvEXT GLEW_GET_FUN(__glewVertexAttribL1dvEXT)
#define glVertexAttribL2dEXT GLEW_GET_FUN(__glewVertexAttribL2dEXT)
#define glVertexAttribL2dvEXT GLEW_GET_FUN(__glewVertexAttribL2dvEXT)
#define glVertexAttribL3dEXT GLEW_GET_FUN(__glewVertexAttribL3dEXT)
#define glVertexAttribL3dvEXT GLEW_GET_FUN(__glewVertexAttribL3dvEXT)
#define glVertexAttribL4dEXT GLEW_GET_FUN(__glewVertexAttribL4dEXT)
#define glVertexAttribL4dvEXT GLEW_GET_FUN(__glewVertexAttribL4dvEXT)
#define glVertexAttribLPointerEXT GLEW_GET_FUN(__glewVertexAttribLPointerEXT)
#define GLEW_EXT_vertex_attrib_64bit GLEW_GET_VAR(__GLEW_EXT_vertex_attrib_64bit)
#endif /* GL_EXT_vertex_attrib_64bit */
/* -------------------------- GL_EXT_vertex_shader ------------------------- */
#ifndef GL_EXT_vertex_shader
#define GL_EXT_vertex_shader 1
#define GL_VERTEX_SHADER_EXT 0x8780
#define GL_VERTEX_SHADER_BINDING_EXT 0x8781
#define GL_OP_INDEX_EXT 0x8782
#define GL_OP_NEGATE_EXT 0x8783
#define GL_OP_DOT3_EXT 0x8784
#define GL_OP_DOT4_EXT 0x8785
#define GL_OP_MUL_EXT 0x8786
#define GL_OP_ADD_EXT 0x8787
#define GL_OP_MADD_EXT 0x8788
#define GL_OP_FRAC_EXT 0x8789
#define GL_OP_MAX_EXT 0x878A
#define GL_OP_MIN_EXT 0x878B
#define GL_OP_SET_GE_EXT 0x878C
#define GL_OP_SET_LT_EXT 0x878D
#define GL_OP_CLAMP_EXT 0x878E
#define GL_OP_FLOOR_EXT 0x878F
#define GL_OP_ROUND_EXT 0x8790
#define GL_OP_EXP_BASE_2_EXT 0x8791
#define GL_OP_LOG_BASE_2_EXT 0x8792
#define GL_OP_POWER_EXT 0x8793
#define GL_OP_RECIP_EXT 0x8794
#define GL_OP_RECIP_SQRT_EXT 0x8795
#define GL_OP_SUB_EXT 0x8796
#define GL_OP_CROSS_PRODUCT_EXT 0x8797
#define GL_OP_MULTIPLY_MATRIX_EXT 0x8798
#define GL_OP_MOV_EXT 0x8799
#define GL_OUTPUT_VERTEX_EXT 0x879A
#define GL_OUTPUT_COLOR0_EXT 0x879B
#define GL_OUTPUT_COLOR1_EXT 0x879C
#define GL_OUTPUT_TEXTURE_COORD0_EXT 0x879D
#define GL_OUTPUT_TEXTURE_COORD1_EXT 0x879E
#define GL_OUTPUT_TEXTURE_COORD2_EXT 0x879F
#define GL_OUTPUT_TEXTURE_COORD3_EXT 0x87A0
#define GL_OUTPUT_TEXTURE_COORD4_EXT 0x87A1
#define GL_OUTPUT_TEXTURE_COORD5_EXT 0x87A2
#define GL_OUTPUT_TEXTURE_COORD6_EXT 0x87A3
#define GL_OUTPUT_TEXTURE_COORD7_EXT 0x87A4
#define GL_OUTPUT_TEXTURE_COORD8_EXT 0x87A5
#define GL_OUTPUT_TEXTURE_COORD9_EXT 0x87A6
#define GL_OUTPUT_TEXTURE_COORD10_EXT 0x87A7
#define GL_OUTPUT_TEXTURE_COORD11_EXT 0x87A8
#define GL_OUTPUT_TEXTURE_COORD12_EXT 0x87A9
#define GL_OUTPUT_TEXTURE_COORD13_EXT 0x87AA
#define GL_OUTPUT_TEXTURE_COORD14_EXT 0x87AB
#define GL_OUTPUT_TEXTURE_COORD15_EXT 0x87AC
#define GL_OUTPUT_TEXTURE_COORD16_EXT 0x87AD
#define GL_OUTPUT_TEXTURE_COORD17_EXT 0x87AE
#define GL_OUTPUT_TEXTURE_COORD18_EXT 0x87AF
#define GL_OUTPUT_TEXTURE_COORD19_EXT 0x87B0
#define GL_OUTPUT_TEXTURE_COORD20_EXT 0x87B1
#define GL_OUTPUT_TEXTURE_COORD21_EXT 0x87B2
#define GL_OUTPUT_TEXTURE_COORD22_EXT 0x87B3
#define GL_OUTPUT_TEXTURE_COORD23_EXT 0x87B4
#define GL_OUTPUT_TEXTURE_COORD24_EXT 0x87B5
#define GL_OUTPUT_TEXTURE_COORD25_EXT 0x87B6
#define GL_OUTPUT_TEXTURE_COORD26_EXT 0x87B7
#define GL_OUTPUT_TEXTURE_COORD27_EXT 0x87B8
#define GL_OUTPUT_TEXTURE_COORD28_EXT 0x87B9
#define GL_OUTPUT_TEXTURE_COORD29_EXT 0x87BA
#define GL_OUTPUT_TEXTURE_COORD30_EXT 0x87BB
#define GL_OUTPUT_TEXTURE_COORD31_EXT 0x87BC
#define GL_OUTPUT_FOG_EXT 0x87BD
#define GL_SCALAR_EXT 0x87BE
#define GL_VECTOR_EXT 0x87BF
#define GL_MATRIX_EXT 0x87C0
#define GL_VARIANT_EXT 0x87C1
#define GL_INVARIANT_EXT 0x87C2
#define GL_LOCAL_CONSTANT_EXT 0x87C3
#define GL_LOCAL_EXT 0x87C4
#define GL_MAX_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87C5
#define GL_MAX_VERTEX_SHADER_VARIANTS_EXT 0x87C6
#define GL_MAX_VERTEX_SHADER_INVARIANTS_EXT 0x87C7
#define GL_MAX_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87C8
#define GL_MAX_VERTEX_SHADER_LOCALS_EXT 0x87C9
#define GL_MAX_OPTIMIZED_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CA
#define GL_MAX_OPTIMIZED_VERTEX_SHADER_VARIANTS_EXT 0x87CB
#define GL_MAX_OPTIMIZED_VERTEX_SHADER_INVARIANTS_EXT 0x87CC
#define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87CD
#define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCALS_EXT 0x87CE
#define GL_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CF
#define GL_VERTEX_SHADER_VARIANTS_EXT 0x87D0
#define GL_VERTEX_SHADER_INVARIANTS_EXT 0x87D1
#define GL_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87D2
#define GL_VERTEX_SHADER_LOCALS_EXT 0x87D3
#define GL_VERTEX_SHADER_OPTIMIZED_EXT 0x87D4
#define GL_X_EXT 0x87D5
#define GL_Y_EXT 0x87D6
#define GL_Z_EXT 0x87D7
#define GL_W_EXT 0x87D8
#define GL_NEGATIVE_X_EXT 0x87D9
#define GL_NEGATIVE_Y_EXT 0x87DA
#define GL_NEGATIVE_Z_EXT 0x87DB
#define GL_NEGATIVE_W_EXT 0x87DC
#define GL_ZERO_EXT 0x87DD
#define GL_ONE_EXT 0x87DE
#define GL_NEGATIVE_ONE_EXT 0x87DF
#define GL_NORMALIZED_RANGE_EXT 0x87E0
#define GL_FULL_RANGE_EXT 0x87E1
#define GL_CURRENT_VERTEX_EXT 0x87E2
#define GL_MVP_MATRIX_EXT 0x87E3
#define GL_VARIANT_VALUE_EXT 0x87E4
#define GL_VARIANT_DATATYPE_EXT 0x87E5
#define GL_VARIANT_ARRAY_STRIDE_EXT 0x87E6
#define GL_VARIANT_ARRAY_TYPE_EXT 0x87E7
#define GL_VARIANT_ARRAY_EXT 0x87E8
#define GL_VARIANT_ARRAY_POINTER_EXT 0x87E9
#define GL_INVARIANT_VALUE_EXT 0x87EA
#define GL_INVARIANT_DATATYPE_EXT 0x87EB
#define GL_LOCAL_CONSTANT_VALUE_EXT 0x87EC
#define GL_LOCAL_CONSTANT_DATATYPE_EXT 0x87ED
typedef void (GLAPIENTRY * PFNGLBEGINVERTEXSHADEREXTPROC) (void);
typedef GLuint (GLAPIENTRY * PFNGLBINDLIGHTPARAMETEREXTPROC) (GLenum light, GLenum value);
typedef GLuint (GLAPIENTRY * PFNGLBINDMATERIALPARAMETEREXTPROC) (GLenum face, GLenum value);
typedef GLuint (GLAPIENTRY * PFNGLBINDPARAMETEREXTPROC) (GLenum value);
typedef GLuint (GLAPIENTRY * PFNGLBINDTEXGENPARAMETEREXTPROC) (GLenum unit, GLenum coord, GLenum value);
typedef GLuint (GLAPIENTRY * PFNGLBINDTEXTUREUNITPARAMETEREXTPROC) (GLenum unit, GLenum value);
typedef void (GLAPIENTRY * PFNGLBINDVERTEXSHADEREXTPROC) (GLuint id);
typedef void (GLAPIENTRY * PFNGLDELETEVERTEXSHADEREXTPROC) (GLuint id);
typedef void (GLAPIENTRY * PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC) (GLuint id);
typedef void (GLAPIENTRY * PFNGLENABLEVARIANTCLIENTSTATEEXTPROC) (GLuint id);
typedef void (GLAPIENTRY * PFNGLENDVERTEXSHADEREXTPROC) (void);
typedef void (GLAPIENTRY * PFNGLEXTRACTCOMPONENTEXTPROC) (GLuint res, GLuint src, GLuint num);
typedef GLuint (GLAPIENTRY * PFNGLGENSYMBOLSEXTPROC) (GLenum dataType, GLenum storageType, GLenum range, GLuint components);
typedef GLuint (GLAPIENTRY * PFNGLGENVERTEXSHADERSEXTPROC) (GLuint range);
typedef void (GLAPIENTRY * PFNGLGETINVARIANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data);
typedef void (GLAPIENTRY * PFNGLGETINVARIANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data);
typedef void (GLAPIENTRY * PFNGLGETINVARIANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data);
typedef void (GLAPIENTRY * PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data);
typedef void (GLAPIENTRY * PFNGLGETLOCALCONSTANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data);
typedef void (GLAPIENTRY * PFNGLGETLOCALCONSTANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data);
typedef void (GLAPIENTRY * PFNGLGETVARIANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data);
typedef void (GLAPIENTRY * PFNGLGETVARIANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data);
typedef void (GLAPIENTRY * PFNGLGETVARIANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data);
typedef void (GLAPIENTRY * PFNGLGETVARIANTPOINTERVEXTPROC) (GLuint id, GLenum value, void **data);
typedef void (GLAPIENTRY * PFNGLINSERTCOMPONENTEXTPROC) (GLuint res, GLuint src, GLuint num);
typedef GLboolean (GLAPIENTRY * PFNGLISVARIANTENABLEDEXTPROC) (GLuint id, GLenum cap);
typedef void (GLAPIENTRY * PFNGLSETINVARIANTEXTPROC) (GLuint id, GLenum type, void *addr);
typedef void (GLAPIENTRY * PFNGLSETLOCALCONSTANTEXTPROC) (GLuint id, GLenum type, void *addr);
typedef void (GLAPIENTRY * PFNGLSHADEROP1EXTPROC) (GLenum op, GLuint res, GLuint arg1);
typedef void (GLAPIENTRY * PFNGLSHADEROP2EXTPROC) (GLenum op, GLuint res, GLuint arg1, GLuint arg2);
typedef void (GLAPIENTRY * PFNGLSHADEROP3EXTPROC) (GLenum op, GLuint res, GLuint arg1, GLuint arg2, GLuint arg3);
typedef void (GLAPIENTRY * PFNGLSWIZZLEEXTPROC) (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW);
typedef void (GLAPIENTRY * PFNGLVARIANTPOINTEREXTPROC) (GLuint id, GLenum type, GLuint stride, void *addr);
typedef void (GLAPIENTRY * PFNGLVARIANTBVEXTPROC) (GLuint id, GLbyte *addr);
typedef void (GLAPIENTRY * PFNGLVARIANTDVEXTPROC) (GLuint id, GLdouble *addr);
typedef void (GLAPIENTRY * PFNGLVARIANTFVEXTPROC) (GLuint id, GLfloat *addr);
typedef void (GLAPIENTRY * PFNGLVARIANTIVEXTPROC) (GLuint id, GLint *addr);
typedef void (GLAPIENTRY * PFNGLVARIANTSVEXTPROC) (GLuint id, GLshort *addr);
typedef void (GLAPIENTRY * PFNGLVARIANTUBVEXTPROC) (GLuint id, GLubyte *addr);
typedef void (GLAPIENTRY * PFNGLVARIANTUIVEXTPROC) (GLuint id, GLuint *addr);
typedef void (GLAPIENTRY * PFNGLVARIANTUSVEXTPROC) (GLuint id, GLushort *addr);
typedef void (GLAPIENTRY * PFNGLWRITEMASKEXTPROC) (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW);
#define glBeginVertexShaderEXT GLEW_GET_FUN(__glewBeginVertexShaderEXT)
#define glBindLightParameterEXT GLEW_GET_FUN(__glewBindLightParameterEXT)
#define glBindMaterialParameterEXT GLEW_GET_FUN(__glewBindMaterialParameterEXT)
#define glBindParameterEXT GLEW_GET_FUN(__glewBindParameterEXT)
#define glBindTexGenParameterEXT GLEW_GET_FUN(__glewBindTexGenParameterEXT)
#define glBindTextureUnitParameterEXT GLEW_GET_FUN(__glewBindTextureUnitParameterEXT)
#define glBindVertexShaderEXT GLEW_GET_FUN(__glewBindVertexShaderEXT)
#define glDeleteVertexShaderEXT GLEW_GET_FUN(__glewDeleteVertexShaderEXT)
#define glDisableVariantClientStateEXT GLEW_GET_FUN(__glewDisableVariantClientStateEXT)
#define glEnableVariantClientStateEXT GLEW_GET_FUN(__glewEnableVariantClientStateEXT)
#define glEndVertexShaderEXT GLEW_GET_FUN(__glewEndVertexShaderEXT)
#define glExtractComponentEXT GLEW_GET_FUN(__glewExtractComponentEXT)
#define glGenSymbolsEXT GLEW_GET_FUN(__glewGenSymbolsEXT)
#define glGenVertexShadersEXT GLEW_GET_FUN(__glewGenVertexShadersEXT)
#define glGetInvariantBooleanvEXT GLEW_GET_FUN(__glewGetInvariantBooleanvEXT)
#define glGetInvariantFloatvEXT GLEW_GET_FUN(__glewGetInvariantFloatvEXT)
#define glGetInvariantIntegervEXT GLEW_GET_FUN(__glewGetInvariantIntegervEXT)
#define glGetLocalConstantBooleanvEXT GLEW_GET_FUN(__glewGetLocalConstantBooleanvEXT)
#define glGetLocalConstantFloatvEXT GLEW_GET_FUN(__glewGetLocalConstantFloatvEXT)
#define glGetLocalConstantIntegervEXT GLEW_GET_FUN(__glewGetLocalConstantIntegervEXT)
#define glGetVariantBooleanvEXT GLEW_GET_FUN(__glewGetVariantBooleanvEXT)
#define glGetVariantFloatvEXT GLEW_GET_FUN(__glewGetVariantFloatvEXT)
#define glGetVariantIntegervEXT GLEW_GET_FUN(__glewGetVariantIntegervEXT)
#define glGetVariantPointervEXT GLEW_GET_FUN(__glewGetVariantPointervEXT)
#define glInsertComponentEXT GLEW_GET_FUN(__glewInsertComponentEXT)
#define glIsVariantEnabledEXT GLEW_GET_FUN(__glewIsVariantEnabledEXT)
#define glSetInvariantEXT GLEW_GET_FUN(__glewSetInvariantEXT)
#define glSetLocalConstantEXT GLEW_GET_FUN(__glewSetLocalConstantEXT)
#define glShaderOp1EXT GLEW_GET_FUN(__glewShaderOp1EXT)
#define glShaderOp2EXT GLEW_GET_FUN(__glewShaderOp2EXT)
#define glShaderOp3EXT GLEW_GET_FUN(__glewShaderOp3EXT)
#define glSwizzleEXT GLEW_GET_FUN(__glewSwizzleEXT)
#define glVariantPointerEXT GLEW_GET_FUN(__glewVariantPointerEXT)
#define glVariantbvEXT GLEW_GET_FUN(__glewVariantbvEXT)
#define glVariantdvEXT GLEW_GET_FUN(__glewVariantdvEXT)
#define glVariantfvEXT GLEW_GET_FUN(__glewVariantfvEXT)
#define glVariantivEXT GLEW_GET_FUN(__glewVariantivEXT)
#define glVariantsvEXT GLEW_GET_FUN(__glewVariantsvEXT)
#define glVariantubvEXT GLEW_GET_FUN(__glewVariantubvEXT)
#define glVariantuivEXT GLEW_GET_FUN(__glewVariantuivEXT)
#define glVariantusvEXT GLEW_GET_FUN(__glewVariantusvEXT)
#define glWriteMaskEXT GLEW_GET_FUN(__glewWriteMaskEXT)
#define GLEW_EXT_vertex_shader GLEW_GET_VAR(__GLEW_EXT_vertex_shader)
#endif /* GL_EXT_vertex_shader */
/* ------------------------ GL_EXT_vertex_weighting ------------------------ */
#ifndef GL_EXT_vertex_weighting
#define GL_EXT_vertex_weighting 1
#define GL_MODELVIEW0_STACK_DEPTH_EXT 0x0BA3
#define GL_MODELVIEW0_MATRIX_EXT 0x0BA6
#define GL_MODELVIEW0_EXT 0x1700
#define GL_MODELVIEW1_STACK_DEPTH_EXT 0x8502
#define GL_MODELVIEW1_MATRIX_EXT 0x8506
#define GL_VERTEX_WEIGHTING_EXT 0x8509
#define GL_MODELVIEW1_EXT 0x850A
#define GL_CURRENT_VERTEX_WEIGHT_EXT 0x850B
#define GL_VERTEX_WEIGHT_ARRAY_EXT 0x850C
#define GL_VERTEX_WEIGHT_ARRAY_SIZE_EXT 0x850D
#define GL_VERTEX_WEIGHT_ARRAY_TYPE_EXT 0x850E
#define GL_VERTEX_WEIGHT_ARRAY_STRIDE_EXT 0x850F
#define GL_VERTEX_WEIGHT_ARRAY_POINTER_EXT 0x8510
typedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, void *pointer);
typedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTFEXTPROC) (GLfloat weight);
typedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTFVEXTPROC) (GLfloat* weight);
#define glVertexWeightPointerEXT GLEW_GET_FUN(__glewVertexWeightPointerEXT)
#define glVertexWeightfEXT GLEW_GET_FUN(__glewVertexWeightfEXT)
#define glVertexWeightfvEXT GLEW_GET_FUN(__glewVertexWeightfvEXT)
#define GLEW_EXT_vertex_weighting GLEW_GET_VAR(__GLEW_EXT_vertex_weighting)
#endif /* GL_EXT_vertex_weighting */
/* ------------------------- GL_EXT_x11_sync_object ------------------------ */
#ifndef GL_EXT_x11_sync_object
#define GL_EXT_x11_sync_object 1
#define GL_SYNC_X11_FENCE_EXT 0x90E1
typedef GLsync (GLAPIENTRY * PFNGLIMPORTSYNCEXTPROC) (GLenum external_sync_type, GLintptr external_sync, GLbitfield flags);
#define glImportSyncEXT GLEW_GET_FUN(__glewImportSyncEXT)
#define GLEW_EXT_x11_sync_object GLEW_GET_VAR(__GLEW_EXT_x11_sync_object)
#endif /* GL_EXT_x11_sync_object */
/* ---------------------- GL_GREMEDY_frame_terminator ---------------------- */
#ifndef GL_GREMEDY_frame_terminator
#define GL_GREMEDY_frame_terminator 1
typedef void (GLAPIENTRY * PFNGLFRAMETERMINATORGREMEDYPROC) (void);
#define glFrameTerminatorGREMEDY GLEW_GET_FUN(__glewFrameTerminatorGREMEDY)
#define GLEW_GREMEDY_frame_terminator GLEW_GET_VAR(__GLEW_GREMEDY_frame_terminator)
#endif /* GL_GREMEDY_frame_terminator */
/* ------------------------ GL_GREMEDY_string_marker ----------------------- */
#ifndef GL_GREMEDY_string_marker
#define GL_GREMEDY_string_marker 1
typedef void (GLAPIENTRY * PFNGLSTRINGMARKERGREMEDYPROC) (GLsizei len, const void *string);
#define glStringMarkerGREMEDY GLEW_GET_FUN(__glewStringMarkerGREMEDY)
#define GLEW_GREMEDY_string_marker GLEW_GET_VAR(__GLEW_GREMEDY_string_marker)
#endif /* GL_GREMEDY_string_marker */
/* --------------------- GL_HP_convolution_border_modes -------------------- */
#ifndef GL_HP_convolution_border_modes
#define GL_HP_convolution_border_modes 1
#define GLEW_HP_convolution_border_modes GLEW_GET_VAR(__GLEW_HP_convolution_border_modes)
#endif /* GL_HP_convolution_border_modes */
/* ------------------------- GL_HP_image_transform ------------------------- */
#ifndef GL_HP_image_transform
#define GL_HP_image_transform 1
typedef void (GLAPIENTRY * PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC) (GLenum target, GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC) (GLenum target, GLenum pname, const GLint* params);
typedef void (GLAPIENTRY * PFNGLIMAGETRANSFORMPARAMETERFHPPROC) (GLenum target, GLenum pname, const GLfloat param);
typedef void (GLAPIENTRY * PFNGLIMAGETRANSFORMPARAMETERFVHPPROC) (GLenum target, GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLIMAGETRANSFORMPARAMETERIHPPROC) (GLenum target, GLenum pname, const GLint param);
typedef void (GLAPIENTRY * PFNGLIMAGETRANSFORMPARAMETERIVHPPROC) (GLenum target, GLenum pname, const GLint* params);
#define glGetImageTransformParameterfvHP GLEW_GET_FUN(__glewGetImageTransformParameterfvHP)
#define glGetImageTransformParameterivHP GLEW_GET_FUN(__glewGetImageTransformParameterivHP)
#define glImageTransformParameterfHP GLEW_GET_FUN(__glewImageTransformParameterfHP)
#define glImageTransformParameterfvHP GLEW_GET_FUN(__glewImageTransformParameterfvHP)
#define glImageTransformParameteriHP GLEW_GET_FUN(__glewImageTransformParameteriHP)
#define glImageTransformParameterivHP GLEW_GET_FUN(__glewImageTransformParameterivHP)
#define GLEW_HP_image_transform GLEW_GET_VAR(__GLEW_HP_image_transform)
#endif /* GL_HP_image_transform */
/* -------------------------- GL_HP_occlusion_test ------------------------- */
#ifndef GL_HP_occlusion_test
#define GL_HP_occlusion_test 1
#define GLEW_HP_occlusion_test GLEW_GET_VAR(__GLEW_HP_occlusion_test)
#endif /* GL_HP_occlusion_test */
/* ------------------------- GL_HP_texture_lighting ------------------------ */
#ifndef GL_HP_texture_lighting
#define GL_HP_texture_lighting 1
#define GLEW_HP_texture_lighting GLEW_GET_VAR(__GLEW_HP_texture_lighting)
#endif /* GL_HP_texture_lighting */
/* --------------------------- GL_IBM_cull_vertex -------------------------- */
#ifndef GL_IBM_cull_vertex
#define GL_IBM_cull_vertex 1
#define GL_CULL_VERTEX_IBM 103050
#define GLEW_IBM_cull_vertex GLEW_GET_VAR(__GLEW_IBM_cull_vertex)
#endif /* GL_IBM_cull_vertex */
/* ---------------------- GL_IBM_multimode_draw_arrays --------------------- */
#ifndef GL_IBM_multimode_draw_arrays
#define GL_IBM_multimode_draw_arrays 1
typedef void (GLAPIENTRY * PFNGLMULTIMODEDRAWARRAYSIBMPROC) (const GLenum* mode, const GLint *first, const GLsizei *count, GLsizei primcount, GLint modestride);
typedef void (GLAPIENTRY * PFNGLMULTIMODEDRAWELEMENTSIBMPROC) (const GLenum* mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei primcount, GLint modestride);
#define glMultiModeDrawArraysIBM GLEW_GET_FUN(__glewMultiModeDrawArraysIBM)
#define glMultiModeDrawElementsIBM GLEW_GET_FUN(__glewMultiModeDrawElementsIBM)
#define GLEW_IBM_multimode_draw_arrays GLEW_GET_VAR(__GLEW_IBM_multimode_draw_arrays)
#endif /* GL_IBM_multimode_draw_arrays */
/* ------------------------- GL_IBM_rasterpos_clip ------------------------- */
#ifndef GL_IBM_rasterpos_clip
#define GL_IBM_rasterpos_clip 1
#define GL_RASTER_POSITION_UNCLIPPED_IBM 103010
#define GLEW_IBM_rasterpos_clip GLEW_GET_VAR(__GLEW_IBM_rasterpos_clip)
#endif /* GL_IBM_rasterpos_clip */
/* --------------------------- GL_IBM_static_data -------------------------- */
#ifndef GL_IBM_static_data
#define GL_IBM_static_data 1
#define GL_ALL_STATIC_DATA_IBM 103060
#define GL_STATIC_VERTEX_ARRAY_IBM 103061
#define GLEW_IBM_static_data GLEW_GET_VAR(__GLEW_IBM_static_data)
#endif /* GL_IBM_static_data */
/* --------------------- GL_IBM_texture_mirrored_repeat -------------------- */
#ifndef GL_IBM_texture_mirrored_repeat
#define GL_IBM_texture_mirrored_repeat 1
#define GL_MIRRORED_REPEAT_IBM 0x8370
#define GLEW_IBM_texture_mirrored_repeat GLEW_GET_VAR(__GLEW_IBM_texture_mirrored_repeat)
#endif /* GL_IBM_texture_mirrored_repeat */
/* ----------------------- GL_IBM_vertex_array_lists ----------------------- */
#ifndef GL_IBM_vertex_array_lists
#define GL_IBM_vertex_array_lists 1
#define GL_VERTEX_ARRAY_LIST_IBM 103070
#define GL_NORMAL_ARRAY_LIST_IBM 103071
#define GL_COLOR_ARRAY_LIST_IBM 103072
#define GL_INDEX_ARRAY_LIST_IBM 103073
#define GL_TEXTURE_COORD_ARRAY_LIST_IBM 103074
#define GL_EDGE_FLAG_ARRAY_LIST_IBM 103075
#define GL_FOG_COORDINATE_ARRAY_LIST_IBM 103076
#define GL_SECONDARY_COLOR_ARRAY_LIST_IBM 103077
#define GL_VERTEX_ARRAY_LIST_STRIDE_IBM 103080
#define GL_NORMAL_ARRAY_LIST_STRIDE_IBM 103081
#define GL_COLOR_ARRAY_LIST_STRIDE_IBM 103082
#define GL_INDEX_ARRAY_LIST_STRIDE_IBM 103083
#define GL_TEXTURE_COORD_ARRAY_LIST_STRIDE_IBM 103084
#define GL_EDGE_FLAG_ARRAY_LIST_STRIDE_IBM 103085
#define GL_FOG_COORDINATE_ARRAY_LIST_STRIDE_IBM 103086
#define GL_SECONDARY_COLOR_ARRAY_LIST_STRIDE_IBM 103087
typedef void (GLAPIENTRY * PFNGLCOLORPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void** pointer, GLint ptrstride);
typedef void (GLAPIENTRY * PFNGLEDGEFLAGPOINTERLISTIBMPROC) (GLint stride, const GLboolean ** pointer, GLint ptrstride);
typedef void (GLAPIENTRY * PFNGLFOGCOORDPOINTERLISTIBMPROC) (GLenum type, GLint stride, const void** pointer, GLint ptrstride);
typedef void (GLAPIENTRY * PFNGLINDEXPOINTERLISTIBMPROC) (GLenum type, GLint stride, const void** pointer, GLint ptrstride);
typedef void (GLAPIENTRY * PFNGLNORMALPOINTERLISTIBMPROC) (GLenum type, GLint stride, const void** pointer, GLint ptrstride);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLORPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void** pointer, GLint ptrstride);
typedef void (GLAPIENTRY * PFNGLTEXCOORDPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void** pointer, GLint ptrstride);
typedef void (GLAPIENTRY * PFNGLVERTEXPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void** pointer, GLint ptrstride);
#define glColorPointerListIBM GLEW_GET_FUN(__glewColorPointerListIBM)
#define glEdgeFlagPointerListIBM GLEW_GET_FUN(__glewEdgeFlagPointerListIBM)
#define glFogCoordPointerListIBM GLEW_GET_FUN(__glewFogCoordPointerListIBM)
#define glIndexPointerListIBM GLEW_GET_FUN(__glewIndexPointerListIBM)
#define glNormalPointerListIBM GLEW_GET_FUN(__glewNormalPointerListIBM)
#define glSecondaryColorPointerListIBM GLEW_GET_FUN(__glewSecondaryColorPointerListIBM)
#define glTexCoordPointerListIBM GLEW_GET_FUN(__glewTexCoordPointerListIBM)
#define glVertexPointerListIBM GLEW_GET_FUN(__glewVertexPointerListIBM)
#define GLEW_IBM_vertex_array_lists GLEW_GET_VAR(__GLEW_IBM_vertex_array_lists)
#endif /* GL_IBM_vertex_array_lists */
/* -------------------------- GL_INGR_color_clamp -------------------------- */
#ifndef GL_INGR_color_clamp
#define GL_INGR_color_clamp 1
#define GL_RED_MIN_CLAMP_INGR 0x8560
#define GL_GREEN_MIN_CLAMP_INGR 0x8561
#define GL_BLUE_MIN_CLAMP_INGR 0x8562
#define GL_ALPHA_MIN_CLAMP_INGR 0x8563
#define GL_RED_MAX_CLAMP_INGR 0x8564
#define GL_GREEN_MAX_CLAMP_INGR 0x8565
#define GL_BLUE_MAX_CLAMP_INGR 0x8566
#define GL_ALPHA_MAX_CLAMP_INGR 0x8567
#define GLEW_INGR_color_clamp GLEW_GET_VAR(__GLEW_INGR_color_clamp)
#endif /* GL_INGR_color_clamp */
/* ------------------------- GL_INGR_interlace_read ------------------------ */
#ifndef GL_INGR_interlace_read
#define GL_INGR_interlace_read 1
#define GL_INTERLACE_READ_INGR 0x8568
#define GLEW_INGR_interlace_read GLEW_GET_VAR(__GLEW_INGR_interlace_read)
#endif /* GL_INGR_interlace_read */
/* ------------------- GL_INTEL_fragment_shader_ordering ------------------- */
#ifndef GL_INTEL_fragment_shader_ordering
#define GL_INTEL_fragment_shader_ordering 1
#define GLEW_INTEL_fragment_shader_ordering GLEW_GET_VAR(__GLEW_INTEL_fragment_shader_ordering)
#endif /* GL_INTEL_fragment_shader_ordering */
/* ----------------------- GL_INTEL_framebuffer_CMAA ----------------------- */
#ifndef GL_INTEL_framebuffer_CMAA
#define GL_INTEL_framebuffer_CMAA 1
#define GLEW_INTEL_framebuffer_CMAA GLEW_GET_VAR(__GLEW_INTEL_framebuffer_CMAA)
#endif /* GL_INTEL_framebuffer_CMAA */
/* -------------------------- GL_INTEL_map_texture ------------------------- */
#ifndef GL_INTEL_map_texture
#define GL_INTEL_map_texture 1
#define GL_LAYOUT_DEFAULT_INTEL 0
#define GL_LAYOUT_LINEAR_INTEL 1
#define GL_LAYOUT_LINEAR_CPU_CACHED_INTEL 2
#define GL_TEXTURE_MEMORY_LAYOUT_INTEL 0x83FF
typedef void * (GLAPIENTRY * PFNGLMAPTEXTURE2DINTELPROC) (GLuint texture, GLint level, GLbitfield access, GLint* stride, GLenum *layout);
typedef void (GLAPIENTRY * PFNGLSYNCTEXTUREINTELPROC) (GLuint texture);
typedef void (GLAPIENTRY * PFNGLUNMAPTEXTURE2DINTELPROC) (GLuint texture, GLint level);
#define glMapTexture2DINTEL GLEW_GET_FUN(__glewMapTexture2DINTEL)
#define glSyncTextureINTEL GLEW_GET_FUN(__glewSyncTextureINTEL)
#define glUnmapTexture2DINTEL GLEW_GET_FUN(__glewUnmapTexture2DINTEL)
#define GLEW_INTEL_map_texture GLEW_GET_VAR(__GLEW_INTEL_map_texture)
#endif /* GL_INTEL_map_texture */
/* ------------------------ GL_INTEL_parallel_arrays ----------------------- */
#ifndef GL_INTEL_parallel_arrays
#define GL_INTEL_parallel_arrays 1
#define GL_PARALLEL_ARRAYS_INTEL 0x83F4
#define GL_VERTEX_ARRAY_PARALLEL_POINTERS_INTEL 0x83F5
#define GL_NORMAL_ARRAY_PARALLEL_POINTERS_INTEL 0x83F6
#define GL_COLOR_ARRAY_PARALLEL_POINTERS_INTEL 0x83F7
#define GL_TEXTURE_COORD_ARRAY_PARALLEL_POINTERS_INTEL 0x83F8
typedef void (GLAPIENTRY * PFNGLCOLORPOINTERVINTELPROC) (GLint size, GLenum type, const void** pointer);
typedef void (GLAPIENTRY * PFNGLNORMALPOINTERVINTELPROC) (GLenum type, const void** pointer);
typedef void (GLAPIENTRY * PFNGLTEXCOORDPOINTERVINTELPROC) (GLint size, GLenum type, const void** pointer);
typedef void (GLAPIENTRY * PFNGLVERTEXPOINTERVINTELPROC) (GLint size, GLenum type, const void** pointer);
#define glColorPointervINTEL GLEW_GET_FUN(__glewColorPointervINTEL)
#define glNormalPointervINTEL GLEW_GET_FUN(__glewNormalPointervINTEL)
#define glTexCoordPointervINTEL GLEW_GET_FUN(__glewTexCoordPointervINTEL)
#define glVertexPointervINTEL GLEW_GET_FUN(__glewVertexPointervINTEL)
#define GLEW_INTEL_parallel_arrays GLEW_GET_VAR(__GLEW_INTEL_parallel_arrays)
#endif /* GL_INTEL_parallel_arrays */
/* ----------------------- GL_INTEL_performance_query ---------------------- */
#ifndef GL_INTEL_performance_query
#define GL_INTEL_performance_query 1
#define GL_PERFQUERY_SINGLE_CONTEXT_INTEL 0x0000
#define GL_PERFQUERY_GLOBAL_CONTEXT_INTEL 0x0001
#define GL_PERFQUERY_DONOT_FLUSH_INTEL 0x83F9
#define GL_PERFQUERY_FLUSH_INTEL 0x83FA
#define GL_PERFQUERY_WAIT_INTEL 0x83FB
#define GL_PERFQUERY_COUNTER_EVENT_INTEL 0x94F0
#define GL_PERFQUERY_COUNTER_DURATION_NORM_INTEL 0x94F1
#define GL_PERFQUERY_COUNTER_DURATION_RAW_INTEL 0x94F2
#define GL_PERFQUERY_COUNTER_THROUGHPUT_INTEL 0x94F3
#define GL_PERFQUERY_COUNTER_RAW_INTEL 0x94F4
#define GL_PERFQUERY_COUNTER_TIMESTAMP_INTEL 0x94F5
#define GL_PERFQUERY_COUNTER_DATA_UINT32_INTEL 0x94F8
#define GL_PERFQUERY_COUNTER_DATA_UINT64_INTEL 0x94F9
#define GL_PERFQUERY_COUNTER_DATA_FLOAT_INTEL 0x94FA
#define GL_PERFQUERY_COUNTER_DATA_DOUBLE_INTEL 0x94FB
#define GL_PERFQUERY_COUNTER_DATA_BOOL32_INTEL 0x94FC
#define GL_PERFQUERY_QUERY_NAME_LENGTH_MAX_INTEL 0x94FD
#define GL_PERFQUERY_COUNTER_NAME_LENGTH_MAX_INTEL 0x94FE
#define GL_PERFQUERY_COUNTER_DESC_LENGTH_MAX_INTEL 0x94FF
#define GL_PERFQUERY_GPA_EXTENDED_COUNTERS_INTEL 0x9500
typedef void (GLAPIENTRY * PFNGLBEGINPERFQUERYINTELPROC) (GLuint queryHandle);
typedef void (GLAPIENTRY * PFNGLCREATEPERFQUERYINTELPROC) (GLuint queryId, GLuint* queryHandle);
typedef void (GLAPIENTRY * PFNGLDELETEPERFQUERYINTELPROC) (GLuint queryHandle);
typedef void (GLAPIENTRY * PFNGLENDPERFQUERYINTELPROC) (GLuint queryHandle);
typedef void (GLAPIENTRY * PFNGLGETFIRSTPERFQUERYIDINTELPROC) (GLuint* queryId);
typedef void (GLAPIENTRY * PFNGLGETNEXTPERFQUERYIDINTELPROC) (GLuint queryId, GLuint* nextQueryId);
typedef void (GLAPIENTRY * PFNGLGETPERFCOUNTERINFOINTELPROC) (GLuint queryId, GLuint counterId, GLuint counterNameLength, GLchar* counterName, GLuint counterDescLength, GLchar *counterDesc, GLuint *counterOffset, GLuint *counterDataSize, GLuint *counterTypeEnum, GLuint *counterDataTypeEnum, GLuint64 *rawCounterMaxValue);
typedef void (GLAPIENTRY * PFNGLGETPERFQUERYDATAINTELPROC) (GLuint queryHandle, GLuint flags, GLsizei dataSize, void *data, GLuint *bytesWritten);
typedef void (GLAPIENTRY * PFNGLGETPERFQUERYIDBYNAMEINTELPROC) (GLchar* queryName, GLuint *queryId);
typedef void (GLAPIENTRY * PFNGLGETPERFQUERYINFOINTELPROC) (GLuint queryId, GLuint queryNameLength, GLchar* queryName, GLuint *dataSize, GLuint *noCounters, GLuint *noInstances, GLuint *capsMask);
#define glBeginPerfQueryINTEL GLEW_GET_FUN(__glewBeginPerfQueryINTEL)
#define glCreatePerfQueryINTEL GLEW_GET_FUN(__glewCreatePerfQueryINTEL)
#define glDeletePerfQueryINTEL GLEW_GET_FUN(__glewDeletePerfQueryINTEL)
#define glEndPerfQueryINTEL GLEW_GET_FUN(__glewEndPerfQueryINTEL)
#define glGetFirstPerfQueryIdINTEL GLEW_GET_FUN(__glewGetFirstPerfQueryIdINTEL)
#define glGetNextPerfQueryIdINTEL GLEW_GET_FUN(__glewGetNextPerfQueryIdINTEL)
#define glGetPerfCounterInfoINTEL GLEW_GET_FUN(__glewGetPerfCounterInfoINTEL)
#define glGetPerfQueryDataINTEL GLEW_GET_FUN(__glewGetPerfQueryDataINTEL)
#define glGetPerfQueryIdByNameINTEL GLEW_GET_FUN(__glewGetPerfQueryIdByNameINTEL)
#define glGetPerfQueryInfoINTEL GLEW_GET_FUN(__glewGetPerfQueryInfoINTEL)
#define GLEW_INTEL_performance_query GLEW_GET_VAR(__GLEW_INTEL_performance_query)
#endif /* GL_INTEL_performance_query */
/* ------------------------ GL_INTEL_texture_scissor ----------------------- */
#ifndef GL_INTEL_texture_scissor
#define GL_INTEL_texture_scissor 1
typedef void (GLAPIENTRY * PFNGLTEXSCISSORFUNCINTELPROC) (GLenum target, GLenum lfunc, GLenum hfunc);
typedef void (GLAPIENTRY * PFNGLTEXSCISSORINTELPROC) (GLenum target, GLclampf tlow, GLclampf thigh);
#define glTexScissorFuncINTEL GLEW_GET_FUN(__glewTexScissorFuncINTEL)
#define glTexScissorINTEL GLEW_GET_FUN(__glewTexScissorINTEL)
#define GLEW_INTEL_texture_scissor GLEW_GET_VAR(__GLEW_INTEL_texture_scissor)
#endif /* GL_INTEL_texture_scissor */
/* --------------------- GL_KHR_blend_equation_advanced -------------------- */
#ifndef GL_KHR_blend_equation_advanced
#define GL_KHR_blend_equation_advanced 1
#define GL_BLEND_ADVANCED_COHERENT_KHR 0x9285
#define GL_MULTIPLY_KHR 0x9294
#define GL_SCREEN_KHR 0x9295
#define GL_OVERLAY_KHR 0x9296
#define GL_DARKEN_KHR 0x9297
#define GL_LIGHTEN_KHR 0x9298
#define GL_COLORDODGE_KHR 0x9299
#define GL_COLORBURN_KHR 0x929A
#define GL_HARDLIGHT_KHR 0x929B
#define GL_SOFTLIGHT_KHR 0x929C
#define GL_DIFFERENCE_KHR 0x929E
#define GL_EXCLUSION_KHR 0x92A0
#define GL_HSL_HUE_KHR 0x92AD
#define GL_HSL_SATURATION_KHR 0x92AE
#define GL_HSL_COLOR_KHR 0x92AF
#define GL_HSL_LUMINOSITY_KHR 0x92B0
typedef void (GLAPIENTRY * PFNGLBLENDBARRIERKHRPROC) (void);
#define glBlendBarrierKHR GLEW_GET_FUN(__glewBlendBarrierKHR)
#define GLEW_KHR_blend_equation_advanced GLEW_GET_VAR(__GLEW_KHR_blend_equation_advanced)
#endif /* GL_KHR_blend_equation_advanced */
/* ---------------- GL_KHR_blend_equation_advanced_coherent ---------------- */
#ifndef GL_KHR_blend_equation_advanced_coherent
#define GL_KHR_blend_equation_advanced_coherent 1
#define GLEW_KHR_blend_equation_advanced_coherent GLEW_GET_VAR(__GLEW_KHR_blend_equation_advanced_coherent)
#endif /* GL_KHR_blend_equation_advanced_coherent */
/* ---------------------- GL_KHR_context_flush_control --------------------- */
#ifndef GL_KHR_context_flush_control
#define GL_KHR_context_flush_control 1
#define GL_CONTEXT_RELEASE_BEHAVIOR 0x82FB
#define GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH 0x82FC
#define GLEW_KHR_context_flush_control GLEW_GET_VAR(__GLEW_KHR_context_flush_control)
#endif /* GL_KHR_context_flush_control */
/* ------------------------------ GL_KHR_debug ----------------------------- */
#ifndef GL_KHR_debug
#define GL_KHR_debug 1
#define GL_CONTEXT_FLAG_DEBUG_BIT 0x00000002
#define GL_STACK_OVERFLOW 0x0503
#define GL_STACK_UNDERFLOW 0x0504
#define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242
#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH 0x8243
#define GL_DEBUG_CALLBACK_FUNCTION 0x8244
#define GL_DEBUG_CALLBACK_USER_PARAM 0x8245
#define GL_DEBUG_SOURCE_API 0x8246
#define GL_DEBUG_SOURCE_WINDOW_SYSTEM 0x8247
#define GL_DEBUG_SOURCE_SHADER_COMPILER 0x8248
#define GL_DEBUG_SOURCE_THIRD_PARTY 0x8249
#define GL_DEBUG_SOURCE_APPLICATION 0x824A
#define GL_DEBUG_SOURCE_OTHER 0x824B
#define GL_DEBUG_TYPE_ERROR 0x824C
#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR 0x824D
#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR 0x824E
#define GL_DEBUG_TYPE_PORTABILITY 0x824F
#define GL_DEBUG_TYPE_PERFORMANCE 0x8250
#define GL_DEBUG_TYPE_OTHER 0x8251
#define GL_DEBUG_TYPE_MARKER 0x8268
#define GL_DEBUG_TYPE_PUSH_GROUP 0x8269
#define GL_DEBUG_TYPE_POP_GROUP 0x826A
#define GL_DEBUG_SEVERITY_NOTIFICATION 0x826B
#define GL_MAX_DEBUG_GROUP_STACK_DEPTH 0x826C
#define GL_DEBUG_GROUP_STACK_DEPTH 0x826D
#define GL_BUFFER 0x82E0
#define GL_SHADER 0x82E1
#define GL_PROGRAM 0x82E2
#define GL_QUERY 0x82E3
#define GL_PROGRAM_PIPELINE 0x82E4
#define GL_SAMPLER 0x82E6
#define GL_DISPLAY_LIST 0x82E7
#define GL_MAX_LABEL_LENGTH 0x82E8
#define GL_MAX_DEBUG_MESSAGE_LENGTH 0x9143
#define GL_MAX_DEBUG_LOGGED_MESSAGES 0x9144
#define GL_DEBUG_LOGGED_MESSAGES 0x9145
#define GL_DEBUG_SEVERITY_HIGH 0x9146
#define GL_DEBUG_SEVERITY_MEDIUM 0x9147
#define GL_DEBUG_SEVERITY_LOW 0x9148
#define GL_DEBUG_OUTPUT 0x92E0
typedef void (GLAPIENTRY *GLDEBUGPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam);
typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECALLBACKPROC) (GLDEBUGPROC callback, const void *userParam);
typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECONTROLPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint* ids, GLboolean enabled);
typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGEINSERTPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* buf);
typedef GLuint (GLAPIENTRY * PFNGLGETDEBUGMESSAGELOGPROC) (GLuint count, GLsizei bufSize, GLenum* sources, GLenum* types, GLuint* ids, GLenum* severities, GLsizei* lengths, GLchar* messageLog);
typedef void (GLAPIENTRY * PFNGLGETOBJECTLABELPROC) (GLenum identifier, GLuint name, GLsizei bufSize, GLsizei* length, GLchar *label);
typedef void (GLAPIENTRY * PFNGLGETOBJECTPTRLABELPROC) (const void *ptr, GLsizei bufSize, GLsizei* length, GLchar *label);
typedef void (GLAPIENTRY * PFNGLOBJECTLABELPROC) (GLenum identifier, GLuint name, GLsizei length, const GLchar* label);
typedef void (GLAPIENTRY * PFNGLOBJECTPTRLABELPROC) (const void *ptr, GLsizei length, const GLchar* label);
typedef void (GLAPIENTRY * PFNGLPOPDEBUGGROUPPROC) (void);
typedef void (GLAPIENTRY * PFNGLPUSHDEBUGGROUPPROC) (GLenum source, GLuint id, GLsizei length, const GLchar * message);
#define glDebugMessageCallback GLEW_GET_FUN(__glewDebugMessageCallback)
#define glDebugMessageControl GLEW_GET_FUN(__glewDebugMessageControl)
#define glDebugMessageInsert GLEW_GET_FUN(__glewDebugMessageInsert)
#define glGetDebugMessageLog GLEW_GET_FUN(__glewGetDebugMessageLog)
#define glGetObjectLabel GLEW_GET_FUN(__glewGetObjectLabel)
#define glGetObjectPtrLabel GLEW_GET_FUN(__glewGetObjectPtrLabel)
#define glObjectLabel GLEW_GET_FUN(__glewObjectLabel)
#define glObjectPtrLabel GLEW_GET_FUN(__glewObjectPtrLabel)
#define glPopDebugGroup GLEW_GET_FUN(__glewPopDebugGroup)
#define glPushDebugGroup GLEW_GET_FUN(__glewPushDebugGroup)
#define GLEW_KHR_debug GLEW_GET_VAR(__GLEW_KHR_debug)
#endif /* GL_KHR_debug */
/* ---------------------------- GL_KHR_no_error ---------------------------- */
#ifndef GL_KHR_no_error
#define GL_KHR_no_error 1
#define GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR 0x00000008
#define GLEW_KHR_no_error GLEW_GET_VAR(__GLEW_KHR_no_error)
#endif /* GL_KHR_no_error */
/* ------------------ GL_KHR_robust_buffer_access_behavior ----------------- */
#ifndef GL_KHR_robust_buffer_access_behavior
#define GL_KHR_robust_buffer_access_behavior 1
#define GLEW_KHR_robust_buffer_access_behavior GLEW_GET_VAR(__GLEW_KHR_robust_buffer_access_behavior)
#endif /* GL_KHR_robust_buffer_access_behavior */
/* --------------------------- GL_KHR_robustness --------------------------- */
#ifndef GL_KHR_robustness
#define GL_KHR_robustness 1
#define GL_CONTEXT_LOST 0x0507
#define GL_LOSE_CONTEXT_ON_RESET 0x8252
#define GL_GUILTY_CONTEXT_RESET 0x8253
#define GL_INNOCENT_CONTEXT_RESET 0x8254
#define GL_UNKNOWN_CONTEXT_RESET 0x8255
#define GL_RESET_NOTIFICATION_STRATEGY 0x8256
#define GL_NO_RESET_NOTIFICATION 0x8261
#define GL_CONTEXT_ROBUST_ACCESS 0x90F3
typedef void (GLAPIENTRY * PFNGLGETNUNIFORMFVPROC) (GLuint program, GLint location, GLsizei bufSize, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETNUNIFORMIVPROC) (GLuint program, GLint location, GLsizei bufSize, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETNUNIFORMUIVPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint* params);
typedef void (GLAPIENTRY * PFNGLREADNPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data);
#define glGetnUniformfv GLEW_GET_FUN(__glewGetnUniformfv)
#define glGetnUniformiv GLEW_GET_FUN(__glewGetnUniformiv)
#define glGetnUniformuiv GLEW_GET_FUN(__glewGetnUniformuiv)
#define glReadnPixels GLEW_GET_FUN(__glewReadnPixels)
#define GLEW_KHR_robustness GLEW_GET_VAR(__GLEW_KHR_robustness)
#endif /* GL_KHR_robustness */
/* ------------------ GL_KHR_texture_compression_astc_hdr ------------------ */
#ifndef GL_KHR_texture_compression_astc_hdr
#define GL_KHR_texture_compression_astc_hdr 1
#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0
#define GL_COMPRESSED_RGBA_ASTC_5x4_KHR 0x93B1
#define GL_COMPRESSED_RGBA_ASTC_5x5_KHR 0x93B2
#define GL_COMPRESSED_RGBA_ASTC_6x5_KHR 0x93B3
#define GL_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4
#define GL_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5
#define GL_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6
#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7
#define GL_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8
#define GL_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9
#define GL_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA
#define GL_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB
#define GL_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC
#define GL_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD
#define GLEW_KHR_texture_compression_astc_hdr GLEW_GET_VAR(__GLEW_KHR_texture_compression_astc_hdr)
#endif /* GL_KHR_texture_compression_astc_hdr */
/* ------------------ GL_KHR_texture_compression_astc_ldr ------------------ */
#ifndef GL_KHR_texture_compression_astc_ldr
#define GL_KHR_texture_compression_astc_ldr 1
#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0
#define GL_COMPRESSED_RGBA_ASTC_5x4_KHR 0x93B1
#define GL_COMPRESSED_RGBA_ASTC_5x5_KHR 0x93B2
#define GL_COMPRESSED_RGBA_ASTC_6x5_KHR 0x93B3
#define GL_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4
#define GL_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5
#define GL_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6
#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7
#define GL_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8
#define GL_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9
#define GL_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA
#define GL_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB
#define GL_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC
#define GL_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC
#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD
#define GLEW_KHR_texture_compression_astc_ldr GLEW_GET_VAR(__GLEW_KHR_texture_compression_astc_ldr)
#endif /* GL_KHR_texture_compression_astc_ldr */
/* -------------------------- GL_KTX_buffer_region ------------------------- */
#ifndef GL_KTX_buffer_region
#define GL_KTX_buffer_region 1
#define GL_KTX_FRONT_REGION 0x0
#define GL_KTX_BACK_REGION 0x1
#define GL_KTX_Z_REGION 0x2
#define GL_KTX_STENCIL_REGION 0x3
typedef GLuint (GLAPIENTRY * PFNGLBUFFERREGIONENABLEDPROC) (void);
typedef void (GLAPIENTRY * PFNGLDELETEBUFFERREGIONPROC) (GLenum region);
typedef void (GLAPIENTRY * PFNGLDRAWBUFFERREGIONPROC) (GLuint region, GLint x, GLint y, GLsizei width, GLsizei height, GLint xDest, GLint yDest);
typedef GLuint (GLAPIENTRY * PFNGLNEWBUFFERREGIONPROC) (GLenum region);
typedef void (GLAPIENTRY * PFNGLREADBUFFERREGIONPROC) (GLuint region, GLint x, GLint y, GLsizei width, GLsizei height);
#define glBufferRegionEnabled GLEW_GET_FUN(__glewBufferRegionEnabled)
#define glDeleteBufferRegion GLEW_GET_FUN(__glewDeleteBufferRegion)
#define glDrawBufferRegion GLEW_GET_FUN(__glewDrawBufferRegion)
#define glNewBufferRegion GLEW_GET_FUN(__glewNewBufferRegion)
#define glReadBufferRegion GLEW_GET_FUN(__glewReadBufferRegion)
#define GLEW_KTX_buffer_region GLEW_GET_VAR(__GLEW_KTX_buffer_region)
#endif /* GL_KTX_buffer_region */
/* ------------------------- GL_MESAX_texture_stack ------------------------ */
#ifndef GL_MESAX_texture_stack
#define GL_MESAX_texture_stack 1
#define GL_TEXTURE_1D_STACK_MESAX 0x8759
#define GL_TEXTURE_2D_STACK_MESAX 0x875A
#define GL_PROXY_TEXTURE_1D_STACK_MESAX 0x875B
#define GL_PROXY_TEXTURE_2D_STACK_MESAX 0x875C
#define GL_TEXTURE_1D_STACK_BINDING_MESAX 0x875D
#define GL_TEXTURE_2D_STACK_BINDING_MESAX 0x875E
#define GLEW_MESAX_texture_stack GLEW_GET_VAR(__GLEW_MESAX_texture_stack)
#endif /* GL_MESAX_texture_stack */
/* -------------------------- GL_MESA_pack_invert -------------------------- */
#ifndef GL_MESA_pack_invert
#define GL_MESA_pack_invert 1
#define GL_PACK_INVERT_MESA 0x8758
#define GLEW_MESA_pack_invert GLEW_GET_VAR(__GLEW_MESA_pack_invert)
#endif /* GL_MESA_pack_invert */
/* ------------------------- GL_MESA_resize_buffers ------------------------ */
#ifndef GL_MESA_resize_buffers
#define GL_MESA_resize_buffers 1
typedef void (GLAPIENTRY * PFNGLRESIZEBUFFERSMESAPROC) (void);
#define glResizeBuffersMESA GLEW_GET_FUN(__glewResizeBuffersMESA)
#define GLEW_MESA_resize_buffers GLEW_GET_VAR(__GLEW_MESA_resize_buffers)
#endif /* GL_MESA_resize_buffers */
/* --------------------------- GL_MESA_window_pos -------------------------- */
#ifndef GL_MESA_window_pos
#define GL_MESA_window_pos 1
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2DMESAPROC) (GLdouble x, GLdouble y);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2DVMESAPROC) (const GLdouble* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2FMESAPROC) (GLfloat x, GLfloat y);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2FVMESAPROC) (const GLfloat* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2IMESAPROC) (GLint x, GLint y);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2IVMESAPROC) (const GLint* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2SMESAPROC) (GLshort x, GLshort y);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS2SVMESAPROC) (const GLshort* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3DMESAPROC) (GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3DVMESAPROC) (const GLdouble* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3FMESAPROC) (GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3FVMESAPROC) (const GLfloat* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3IMESAPROC) (GLint x, GLint y, GLint z);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3IVMESAPROC) (const GLint* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3SMESAPROC) (GLshort x, GLshort y, GLshort z);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS3SVMESAPROC) (const GLshort* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS4DMESAPROC) (GLdouble x, GLdouble y, GLdouble z, GLdouble);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS4DVMESAPROC) (const GLdouble* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS4FMESAPROC) (GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS4FVMESAPROC) (const GLfloat* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS4IMESAPROC) (GLint x, GLint y, GLint z, GLint w);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS4IVMESAPROC) (const GLint* p);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS4SMESAPROC) (GLshort x, GLshort y, GLshort z, GLshort w);
typedef void (GLAPIENTRY * PFNGLWINDOWPOS4SVMESAPROC) (const GLshort* p);
#define glWindowPos2dMESA GLEW_GET_FUN(__glewWindowPos2dMESA)
#define glWindowPos2dvMESA GLEW_GET_FUN(__glewWindowPos2dvMESA)
#define glWindowPos2fMESA GLEW_GET_FUN(__glewWindowPos2fMESA)
#define glWindowPos2fvMESA GLEW_GET_FUN(__glewWindowPos2fvMESA)
#define glWindowPos2iMESA GLEW_GET_FUN(__glewWindowPos2iMESA)
#define glWindowPos2ivMESA GLEW_GET_FUN(__glewWindowPos2ivMESA)
#define glWindowPos2sMESA GLEW_GET_FUN(__glewWindowPos2sMESA)
#define glWindowPos2svMESA GLEW_GET_FUN(__glewWindowPos2svMESA)
#define glWindowPos3dMESA GLEW_GET_FUN(__glewWindowPos3dMESA)
#define glWindowPos3dvMESA GLEW_GET_FUN(__glewWindowPos3dvMESA)
#define glWindowPos3fMESA GLEW_GET_FUN(__glewWindowPos3fMESA)
#define glWindowPos3fvMESA GLEW_GET_FUN(__glewWindowPos3fvMESA)
#define glWindowPos3iMESA GLEW_GET_FUN(__glewWindowPos3iMESA)
#define glWindowPos3ivMESA GLEW_GET_FUN(__glewWindowPos3ivMESA)
#define glWindowPos3sMESA GLEW_GET_FUN(__glewWindowPos3sMESA)
#define glWindowPos3svMESA GLEW_GET_FUN(__glewWindowPos3svMESA)
#define glWindowPos4dMESA GLEW_GET_FUN(__glewWindowPos4dMESA)
#define glWindowPos4dvMESA GLEW_GET_FUN(__glewWindowPos4dvMESA)
#define glWindowPos4fMESA GLEW_GET_FUN(__glewWindowPos4fMESA)
#define glWindowPos4fvMESA GLEW_GET_FUN(__glewWindowPos4fvMESA)
#define glWindowPos4iMESA GLEW_GET_FUN(__glewWindowPos4iMESA)
#define glWindowPos4ivMESA GLEW_GET_FUN(__glewWindowPos4ivMESA)
#define glWindowPos4sMESA GLEW_GET_FUN(__glewWindowPos4sMESA)
#define glWindowPos4svMESA GLEW_GET_FUN(__glewWindowPos4svMESA)
#define GLEW_MESA_window_pos GLEW_GET_VAR(__GLEW_MESA_window_pos)
#endif /* GL_MESA_window_pos */
/* ------------------------- GL_MESA_ycbcr_texture ------------------------- */
#ifndef GL_MESA_ycbcr_texture
#define GL_MESA_ycbcr_texture 1
#define GL_UNSIGNED_SHORT_8_8_MESA 0x85BA
#define GL_UNSIGNED_SHORT_8_8_REV_MESA 0x85BB
#define GL_YCBCR_MESA 0x8757
#define GLEW_MESA_ycbcr_texture GLEW_GET_VAR(__GLEW_MESA_ycbcr_texture)
#endif /* GL_MESA_ycbcr_texture */
/* ----------------------- GL_NVX_conditional_render ----------------------- */
#ifndef GL_NVX_conditional_render
#define GL_NVX_conditional_render 1
typedef void (GLAPIENTRY * PFNGLBEGINCONDITIONALRENDERNVXPROC) (GLuint id);
typedef void (GLAPIENTRY * PFNGLENDCONDITIONALRENDERNVXPROC) (void);
#define glBeginConditionalRenderNVX GLEW_GET_FUN(__glewBeginConditionalRenderNVX)
#define glEndConditionalRenderNVX GLEW_GET_FUN(__glewEndConditionalRenderNVX)
#define GLEW_NVX_conditional_render GLEW_GET_VAR(__GLEW_NVX_conditional_render)
#endif /* GL_NVX_conditional_render */
/* ------------------------- GL_NVX_gpu_memory_info ------------------------ */
#ifndef GL_NVX_gpu_memory_info
#define GL_NVX_gpu_memory_info 1
#define GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX 0x9047
#define GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX 0x9048
#define GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX 0x9049
#define GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX 0x904A
#define GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX 0x904B
#define GLEW_NVX_gpu_memory_info GLEW_GET_VAR(__GLEW_NVX_gpu_memory_info)
#endif /* GL_NVX_gpu_memory_info */
/* ------------------- GL_NV_bindless_multi_draw_indirect ------------------ */
#ifndef GL_NV_bindless_multi_draw_indirect
#define GL_NV_bindless_multi_draw_indirect 1
typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSNVPROC) (GLenum mode, const void *indirect, GLsizei drawCount, GLsizei stride, GLint vertexBufferCount);
typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSNVPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei drawCount, GLsizei stride, GLint vertexBufferCount);
#define glMultiDrawArraysIndirectBindlessNV GLEW_GET_FUN(__glewMultiDrawArraysIndirectBindlessNV)
#define glMultiDrawElementsIndirectBindlessNV GLEW_GET_FUN(__glewMultiDrawElementsIndirectBindlessNV)
#define GLEW_NV_bindless_multi_draw_indirect GLEW_GET_VAR(__GLEW_NV_bindless_multi_draw_indirect)
#endif /* GL_NV_bindless_multi_draw_indirect */
/* ---------------- GL_NV_bindless_multi_draw_indirect_count --------------- */
#ifndef GL_NV_bindless_multi_draw_indirect_count
#define GL_NV_bindless_multi_draw_indirect_count 1
typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSCOUNTNVPROC) (GLenum mode, const void *indirect, GLintptr drawCount, GLsizei maxDrawCount, GLsizei stride, GLint vertexBufferCount);
typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSCOUNTNVPROC) (GLenum mode, GLenum type, const void *indirect, GLintptr drawCount, GLsizei maxDrawCount, GLsizei stride, GLint vertexBufferCount);
#define glMultiDrawArraysIndirectBindlessCountNV GLEW_GET_FUN(__glewMultiDrawArraysIndirectBindlessCountNV)
#define glMultiDrawElementsIndirectBindlessCountNV GLEW_GET_FUN(__glewMultiDrawElementsIndirectBindlessCountNV)
#define GLEW_NV_bindless_multi_draw_indirect_count GLEW_GET_VAR(__GLEW_NV_bindless_multi_draw_indirect_count)
#endif /* GL_NV_bindless_multi_draw_indirect_count */
/* ------------------------- GL_NV_bindless_texture ------------------------ */
#ifndef GL_NV_bindless_texture
#define GL_NV_bindless_texture 1
typedef GLuint64 (GLAPIENTRY * PFNGLGETIMAGEHANDLENVPROC) (GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format);
typedef GLuint64 (GLAPIENTRY * PFNGLGETTEXTUREHANDLENVPROC) (GLuint texture);
typedef GLuint64 (GLAPIENTRY * PFNGLGETTEXTURESAMPLERHANDLENVPROC) (GLuint texture, GLuint sampler);
typedef GLboolean (GLAPIENTRY * PFNGLISIMAGEHANDLERESIDENTNVPROC) (GLuint64 handle);
typedef GLboolean (GLAPIENTRY * PFNGLISTEXTUREHANDLERESIDENTNVPROC) (GLuint64 handle);
typedef void (GLAPIENTRY * PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC) (GLuint64 handle);
typedef void (GLAPIENTRY * PFNGLMAKEIMAGEHANDLERESIDENTNVPROC) (GLuint64 handle, GLenum access);
typedef void (GLAPIENTRY * PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC) (GLuint64 handle);
typedef void (GLAPIENTRY * PFNGLMAKETEXTUREHANDLERESIDENTNVPROC) (GLuint64 handle);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC) (GLuint program, GLint location, GLuint64 value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* values);
typedef void (GLAPIENTRY * PFNGLUNIFORMHANDLEUI64NVPROC) (GLint location, GLuint64 value);
typedef void (GLAPIENTRY * PFNGLUNIFORMHANDLEUI64VNVPROC) (GLint location, GLsizei count, const GLuint64* value);
#define glGetImageHandleNV GLEW_GET_FUN(__glewGetImageHandleNV)
#define glGetTextureHandleNV GLEW_GET_FUN(__glewGetTextureHandleNV)
#define glGetTextureSamplerHandleNV GLEW_GET_FUN(__glewGetTextureSamplerHandleNV)
#define glIsImageHandleResidentNV GLEW_GET_FUN(__glewIsImageHandleResidentNV)
#define glIsTextureHandleResidentNV GLEW_GET_FUN(__glewIsTextureHandleResidentNV)
#define glMakeImageHandleNonResidentNV GLEW_GET_FUN(__glewMakeImageHandleNonResidentNV)
#define glMakeImageHandleResidentNV GLEW_GET_FUN(__glewMakeImageHandleResidentNV)
#define glMakeTextureHandleNonResidentNV GLEW_GET_FUN(__glewMakeTextureHandleNonResidentNV)
#define glMakeTextureHandleResidentNV GLEW_GET_FUN(__glewMakeTextureHandleResidentNV)
#define glProgramUniformHandleui64NV GLEW_GET_FUN(__glewProgramUniformHandleui64NV)
#define glProgramUniformHandleui64vNV GLEW_GET_FUN(__glewProgramUniformHandleui64vNV)
#define glUniformHandleui64NV GLEW_GET_FUN(__glewUniformHandleui64NV)
#define glUniformHandleui64vNV GLEW_GET_FUN(__glewUniformHandleui64vNV)
#define GLEW_NV_bindless_texture GLEW_GET_VAR(__GLEW_NV_bindless_texture)
#endif /* GL_NV_bindless_texture */
/* --------------------- GL_NV_blend_equation_advanced --------------------- */
#ifndef GL_NV_blend_equation_advanced
#define GL_NV_blend_equation_advanced 1
#define GL_XOR_NV 0x1506
#define GL_RED_NV 0x1903
#define GL_GREEN_NV 0x1904
#define GL_BLUE_NV 0x1905
#define GL_BLEND_PREMULTIPLIED_SRC_NV 0x9280
#define GL_BLEND_OVERLAP_NV 0x9281
#define GL_UNCORRELATED_NV 0x9282
#define GL_DISJOINT_NV 0x9283
#define GL_CONJOINT_NV 0x9284
#define GL_BLEND_ADVANCED_COHERENT_NV 0x9285
#define GL_SRC_NV 0x9286
#define GL_DST_NV 0x9287
#define GL_SRC_OVER_NV 0x9288
#define GL_DST_OVER_NV 0x9289
#define GL_SRC_IN_NV 0x928A
#define GL_DST_IN_NV 0x928B
#define GL_SRC_OUT_NV 0x928C
#define GL_DST_OUT_NV 0x928D
#define GL_SRC_ATOP_NV 0x928E
#define GL_DST_ATOP_NV 0x928F
#define GL_PLUS_NV 0x9291
#define GL_PLUS_DARKER_NV 0x9292
#define GL_MULTIPLY_NV 0x9294
#define GL_SCREEN_NV 0x9295
#define GL_OVERLAY_NV 0x9296
#define GL_DARKEN_NV 0x9297
#define GL_LIGHTEN_NV 0x9298
#define GL_COLORDODGE_NV 0x9299
#define GL_COLORBURN_NV 0x929A
#define GL_HARDLIGHT_NV 0x929B
#define GL_SOFTLIGHT_NV 0x929C
#define GL_DIFFERENCE_NV 0x929E
#define GL_MINUS_NV 0x929F
#define GL_EXCLUSION_NV 0x92A0
#define GL_CONTRAST_NV 0x92A1
#define GL_INVERT_RGB_NV 0x92A3
#define GL_LINEARDODGE_NV 0x92A4
#define GL_LINEARBURN_NV 0x92A5
#define GL_VIVIDLIGHT_NV 0x92A6
#define GL_LINEARLIGHT_NV 0x92A7
#define GL_PINLIGHT_NV 0x92A8
#define GL_HARDMIX_NV 0x92A9
#define GL_HSL_HUE_NV 0x92AD
#define GL_HSL_SATURATION_NV 0x92AE
#define GL_HSL_COLOR_NV 0x92AF
#define GL_HSL_LUMINOSITY_NV 0x92B0
#define GL_PLUS_CLAMPED_NV 0x92B1
#define GL_PLUS_CLAMPED_ALPHA_NV 0x92B2
#define GL_MINUS_CLAMPED_NV 0x92B3
#define GL_INVERT_OVG_NV 0x92B4
typedef void (GLAPIENTRY * PFNGLBLENDBARRIERNVPROC) (void);
typedef void (GLAPIENTRY * PFNGLBLENDPARAMETERINVPROC) (GLenum pname, GLint value);
#define glBlendBarrierNV GLEW_GET_FUN(__glewBlendBarrierNV)
#define glBlendParameteriNV GLEW_GET_FUN(__glewBlendParameteriNV)
#define GLEW_NV_blend_equation_advanced GLEW_GET_VAR(__GLEW_NV_blend_equation_advanced)
#endif /* GL_NV_blend_equation_advanced */
/* ----------------- GL_NV_blend_equation_advanced_coherent ---------------- */
#ifndef GL_NV_blend_equation_advanced_coherent
#define GL_NV_blend_equation_advanced_coherent 1
#define GLEW_NV_blend_equation_advanced_coherent GLEW_GET_VAR(__GLEW_NV_blend_equation_advanced_coherent)
#endif /* GL_NV_blend_equation_advanced_coherent */
/* --------------------------- GL_NV_blend_square -------------------------- */
#ifndef GL_NV_blend_square
#define GL_NV_blend_square 1
#define GLEW_NV_blend_square GLEW_GET_VAR(__GLEW_NV_blend_square)
#endif /* GL_NV_blend_square */
/* ------------------------- GL_NV_compute_program5 ------------------------ */
#ifndef GL_NV_compute_program5
#define GL_NV_compute_program5 1
#define GL_COMPUTE_PROGRAM_NV 0x90FB
#define GL_COMPUTE_PROGRAM_PARAMETER_BUFFER_NV 0x90FC
#define GLEW_NV_compute_program5 GLEW_GET_VAR(__GLEW_NV_compute_program5)
#endif /* GL_NV_compute_program5 */
/* ------------------------ GL_NV_conditional_render ----------------------- */
#ifndef GL_NV_conditional_render
#define GL_NV_conditional_render 1
#define GL_QUERY_WAIT_NV 0x8E13
#define GL_QUERY_NO_WAIT_NV 0x8E14
#define GL_QUERY_BY_REGION_WAIT_NV 0x8E15
#define GL_QUERY_BY_REGION_NO_WAIT_NV 0x8E16
typedef void (GLAPIENTRY * PFNGLBEGINCONDITIONALRENDERNVPROC) (GLuint id, GLenum mode);
typedef void (GLAPIENTRY * PFNGLENDCONDITIONALRENDERNVPROC) (void);
#define glBeginConditionalRenderNV GLEW_GET_FUN(__glewBeginConditionalRenderNV)
#define glEndConditionalRenderNV GLEW_GET_FUN(__glewEndConditionalRenderNV)
#define GLEW_NV_conditional_render GLEW_GET_VAR(__GLEW_NV_conditional_render)
#endif /* GL_NV_conditional_render */
/* ----------------------- GL_NV_conservative_raster ----------------------- */
#ifndef GL_NV_conservative_raster
#define GL_NV_conservative_raster 1
#define GL_CONSERVATIVE_RASTERIZATION_NV 0x9346
#define GL_SUBPIXEL_PRECISION_BIAS_X_BITS_NV 0x9347
#define GL_SUBPIXEL_PRECISION_BIAS_Y_BITS_NV 0x9348
#define GL_MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV 0x9349
typedef void (GLAPIENTRY * PFNGLSUBPIXELPRECISIONBIASNVPROC) (GLuint xbits, GLuint ybits);
#define glSubpixelPrecisionBiasNV GLEW_GET_FUN(__glewSubpixelPrecisionBiasNV)
#define GLEW_NV_conservative_raster GLEW_GET_VAR(__GLEW_NV_conservative_raster)
#endif /* GL_NV_conservative_raster */
/* -------------------- GL_NV_conservative_raster_dilate ------------------- */
#ifndef GL_NV_conservative_raster_dilate
#define GL_NV_conservative_raster_dilate 1
#define GL_CONSERVATIVE_RASTER_DILATE_NV 0x9379
#define GL_CONSERVATIVE_RASTER_DILATE_RANGE_NV 0x937A
#define GL_CONSERVATIVE_RASTER_DILATE_GRANULARITY_NV 0x937B
typedef void (GLAPIENTRY * PFNGLCONSERVATIVERASTERPARAMETERFNVPROC) (GLenum pname, GLfloat value);
#define glConservativeRasterParameterfNV GLEW_GET_FUN(__glewConservativeRasterParameterfNV)
#define GLEW_NV_conservative_raster_dilate GLEW_GET_VAR(__GLEW_NV_conservative_raster_dilate)
#endif /* GL_NV_conservative_raster_dilate */
/* ----------------------- GL_NV_copy_depth_to_color ----------------------- */
#ifndef GL_NV_copy_depth_to_color
#define GL_NV_copy_depth_to_color 1
#define GL_DEPTH_STENCIL_TO_RGBA_NV 0x886E
#define GL_DEPTH_STENCIL_TO_BGRA_NV 0x886F
#define GLEW_NV_copy_depth_to_color GLEW_GET_VAR(__GLEW_NV_copy_depth_to_color)
#endif /* GL_NV_copy_depth_to_color */
/* ---------------------------- GL_NV_copy_image --------------------------- */
#ifndef GL_NV_copy_image
#define GL_NV_copy_image 1
typedef void (GLAPIENTRY * PFNGLCOPYIMAGESUBDATANVPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth);
#define glCopyImageSubDataNV GLEW_GET_FUN(__glewCopyImageSubDataNV)
#define GLEW_NV_copy_image GLEW_GET_VAR(__GLEW_NV_copy_image)
#endif /* GL_NV_copy_image */
/* -------------------------- GL_NV_deep_texture3D ------------------------- */
#ifndef GL_NV_deep_texture3D
#define GL_NV_deep_texture3D 1
#define GL_MAX_DEEP_3D_TEXTURE_WIDTH_HEIGHT_NV 0x90D0
#define GL_MAX_DEEP_3D_TEXTURE_DEPTH_NV 0x90D1
#define GLEW_NV_deep_texture3D GLEW_GET_VAR(__GLEW_NV_deep_texture3D)
#endif /* GL_NV_deep_texture3D */
/* ------------------------ GL_NV_depth_buffer_float ----------------------- */
#ifndef GL_NV_depth_buffer_float
#define GL_NV_depth_buffer_float 1
#define GL_DEPTH_COMPONENT32F_NV 0x8DAB
#define GL_DEPTH32F_STENCIL8_NV 0x8DAC
#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV_NV 0x8DAD
#define GL_DEPTH_BUFFER_FLOAT_MODE_NV 0x8DAF
typedef void (GLAPIENTRY * PFNGLCLEARDEPTHDNVPROC) (GLdouble depth);
typedef void (GLAPIENTRY * PFNGLDEPTHBOUNDSDNVPROC) (GLdouble zmin, GLdouble zmax);
typedef void (GLAPIENTRY * PFNGLDEPTHRANGEDNVPROC) (GLdouble zNear, GLdouble zFar);
#define glClearDepthdNV GLEW_GET_FUN(__glewClearDepthdNV)
#define glDepthBoundsdNV GLEW_GET_FUN(__glewDepthBoundsdNV)
#define glDepthRangedNV GLEW_GET_FUN(__glewDepthRangedNV)
#define GLEW_NV_depth_buffer_float GLEW_GET_VAR(__GLEW_NV_depth_buffer_float)
#endif /* GL_NV_depth_buffer_float */
/* --------------------------- GL_NV_depth_clamp --------------------------- */
#ifndef GL_NV_depth_clamp
#define GL_NV_depth_clamp 1
#define GL_DEPTH_CLAMP_NV 0x864F
#define GLEW_NV_depth_clamp GLEW_GET_VAR(__GLEW_NV_depth_clamp)
#endif /* GL_NV_depth_clamp */
/* ---------------------- GL_NV_depth_range_unclamped ---------------------- */
#ifndef GL_NV_depth_range_unclamped
#define GL_NV_depth_range_unclamped 1
#define GL_SAMPLE_COUNT_BITS_NV 0x8864
#define GL_CURRENT_SAMPLE_COUNT_QUERY_NV 0x8865
#define GL_QUERY_RESULT_NV 0x8866
#define GL_QUERY_RESULT_AVAILABLE_NV 0x8867
#define GL_SAMPLE_COUNT_NV 0x8914
#define GLEW_NV_depth_range_unclamped GLEW_GET_VAR(__GLEW_NV_depth_range_unclamped)
#endif /* GL_NV_depth_range_unclamped */
/* --------------------------- GL_NV_draw_texture -------------------------- */
#ifndef GL_NV_draw_texture
#define GL_NV_draw_texture 1
typedef void (GLAPIENTRY * PFNGLDRAWTEXTURENVPROC) (GLuint texture, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1);
#define glDrawTextureNV GLEW_GET_FUN(__glewDrawTextureNV)
#define GLEW_NV_draw_texture GLEW_GET_VAR(__GLEW_NV_draw_texture)
#endif /* GL_NV_draw_texture */
/* ---------------------------- GL_NV_evaluators --------------------------- */
#ifndef GL_NV_evaluators
#define GL_NV_evaluators 1
#define GL_EVAL_2D_NV 0x86C0
#define GL_EVAL_TRIANGULAR_2D_NV 0x86C1
#define GL_MAP_TESSELLATION_NV 0x86C2
#define GL_MAP_ATTRIB_U_ORDER_NV 0x86C3
#define GL_MAP_ATTRIB_V_ORDER_NV 0x86C4
#define GL_EVAL_FRACTIONAL_TESSELLATION_NV 0x86C5
#define GL_EVAL_VERTEX_ATTRIB0_NV 0x86C6
#define GL_EVAL_VERTEX_ATTRIB1_NV 0x86C7
#define GL_EVAL_VERTEX_ATTRIB2_NV 0x86C8
#define GL_EVAL_VERTEX_ATTRIB3_NV 0x86C9
#define GL_EVAL_VERTEX_ATTRIB4_NV 0x86CA
#define GL_EVAL_VERTEX_ATTRIB5_NV 0x86CB
#define GL_EVAL_VERTEX_ATTRIB6_NV 0x86CC
#define GL_EVAL_VERTEX_ATTRIB7_NV 0x86CD
#define GL_EVAL_VERTEX_ATTRIB8_NV 0x86CE
#define GL_EVAL_VERTEX_ATTRIB9_NV 0x86CF
#define GL_EVAL_VERTEX_ATTRIB10_NV 0x86D0
#define GL_EVAL_VERTEX_ATTRIB11_NV 0x86D1
#define GL_EVAL_VERTEX_ATTRIB12_NV 0x86D2
#define GL_EVAL_VERTEX_ATTRIB13_NV 0x86D3
#define GL_EVAL_VERTEX_ATTRIB14_NV 0x86D4
#define GL_EVAL_VERTEX_ATTRIB15_NV 0x86D5
#define GL_MAX_MAP_TESSELLATION_NV 0x86D6
#define GL_MAX_RATIONAL_EVAL_ORDER_NV 0x86D7
typedef void (GLAPIENTRY * PFNGLEVALMAPSNVPROC) (GLenum target, GLenum mode);
typedef void (GLAPIENTRY * PFNGLGETMAPATTRIBPARAMETERFVNVPROC) (GLenum target, GLuint index, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETMAPATTRIBPARAMETERIVNVPROC) (GLenum target, GLuint index, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETMAPCONTROLPOINTSNVPROC) (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLboolean packed, void *points);
typedef void (GLAPIENTRY * PFNGLGETMAPPARAMETERFVNVPROC) (GLenum target, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETMAPPARAMETERIVNVPROC) (GLenum target, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLMAPCONTROLPOINTSNVPROC) (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLint uorder, GLint vorder, GLboolean packed, const void *points);
typedef void (GLAPIENTRY * PFNGLMAPPARAMETERFVNVPROC) (GLenum target, GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLMAPPARAMETERIVNVPROC) (GLenum target, GLenum pname, const GLint* params);
#define glEvalMapsNV GLEW_GET_FUN(__glewEvalMapsNV)
#define glGetMapAttribParameterfvNV GLEW_GET_FUN(__glewGetMapAttribParameterfvNV)
#define glGetMapAttribParameterivNV GLEW_GET_FUN(__glewGetMapAttribParameterivNV)
#define glGetMapControlPointsNV GLEW_GET_FUN(__glewGetMapControlPointsNV)
#define glGetMapParameterfvNV GLEW_GET_FUN(__glewGetMapParameterfvNV)
#define glGetMapParameterivNV GLEW_GET_FUN(__glewGetMapParameterivNV)
#define glMapControlPointsNV GLEW_GET_FUN(__glewMapControlPointsNV)
#define glMapParameterfvNV GLEW_GET_FUN(__glewMapParameterfvNV)
#define glMapParameterivNV GLEW_GET_FUN(__glewMapParameterivNV)
#define GLEW_NV_evaluators GLEW_GET_VAR(__GLEW_NV_evaluators)
#endif /* GL_NV_evaluators */
/* ----------------------- GL_NV_explicit_multisample ---------------------- */
#ifndef GL_NV_explicit_multisample
#define GL_NV_explicit_multisample 1
#define GL_SAMPLE_POSITION_NV 0x8E50
#define GL_SAMPLE_MASK_NV 0x8E51
#define GL_SAMPLE_MASK_VALUE_NV 0x8E52
#define GL_TEXTURE_BINDING_RENDERBUFFER_NV 0x8E53
#define GL_TEXTURE_RENDERBUFFER_DATA_STORE_BINDING_NV 0x8E54
#define GL_TEXTURE_RENDERBUFFER_NV 0x8E55
#define GL_SAMPLER_RENDERBUFFER_NV 0x8E56
#define GL_INT_SAMPLER_RENDERBUFFER_NV 0x8E57
#define GL_UNSIGNED_INT_SAMPLER_RENDERBUFFER_NV 0x8E58
#define GL_MAX_SAMPLE_MASK_WORDS_NV 0x8E59
typedef void (GLAPIENTRY * PFNGLGETMULTISAMPLEFVNVPROC) (GLenum pname, GLuint index, GLfloat* val);
typedef void (GLAPIENTRY * PFNGLSAMPLEMASKINDEXEDNVPROC) (GLuint index, GLbitfield mask);
typedef void (GLAPIENTRY * PFNGLTEXRENDERBUFFERNVPROC) (GLenum target, GLuint renderbuffer);
#define glGetMultisamplefvNV GLEW_GET_FUN(__glewGetMultisamplefvNV)
#define glSampleMaskIndexedNV GLEW_GET_FUN(__glewSampleMaskIndexedNV)
#define glTexRenderbufferNV GLEW_GET_FUN(__glewTexRenderbufferNV)
#define GLEW_NV_explicit_multisample GLEW_GET_VAR(__GLEW_NV_explicit_multisample)
#endif /* GL_NV_explicit_multisample */
/* ------------------------------ GL_NV_fence ------------------------------ */
#ifndef GL_NV_fence
#define GL_NV_fence 1
#define GL_ALL_COMPLETED_NV 0x84F2
#define GL_FENCE_STATUS_NV 0x84F3
#define GL_FENCE_CONDITION_NV 0x84F4
typedef void (GLAPIENTRY * PFNGLDELETEFENCESNVPROC) (GLsizei n, const GLuint* fences);
typedef void (GLAPIENTRY * PFNGLFINISHFENCENVPROC) (GLuint fence);
typedef void (GLAPIENTRY * PFNGLGENFENCESNVPROC) (GLsizei n, GLuint* fences);
typedef void (GLAPIENTRY * PFNGLGETFENCEIVNVPROC) (GLuint fence, GLenum pname, GLint* params);
typedef GLboolean (GLAPIENTRY * PFNGLISFENCENVPROC) (GLuint fence);
typedef void (GLAPIENTRY * PFNGLSETFENCENVPROC) (GLuint fence, GLenum condition);
typedef GLboolean (GLAPIENTRY * PFNGLTESTFENCENVPROC) (GLuint fence);
#define glDeleteFencesNV GLEW_GET_FUN(__glewDeleteFencesNV)
#define glFinishFenceNV GLEW_GET_FUN(__glewFinishFenceNV)
#define glGenFencesNV GLEW_GET_FUN(__glewGenFencesNV)
#define glGetFenceivNV GLEW_GET_FUN(__glewGetFenceivNV)
#define glIsFenceNV GLEW_GET_FUN(__glewIsFenceNV)
#define glSetFenceNV GLEW_GET_FUN(__glewSetFenceNV)
#define glTestFenceNV GLEW_GET_FUN(__glewTestFenceNV)
#define GLEW_NV_fence GLEW_GET_VAR(__GLEW_NV_fence)
#endif /* GL_NV_fence */
/* -------------------------- GL_NV_fill_rectangle ------------------------- */
#ifndef GL_NV_fill_rectangle
#define GL_NV_fill_rectangle 1
#define GL_FILL_RECTANGLE_NV 0x933C
#define GLEW_NV_fill_rectangle GLEW_GET_VAR(__GLEW_NV_fill_rectangle)
#endif /* GL_NV_fill_rectangle */
/* --------------------------- GL_NV_float_buffer -------------------------- */
#ifndef GL_NV_float_buffer
#define GL_NV_float_buffer 1
#define GL_FLOAT_R_NV 0x8880
#define GL_FLOAT_RG_NV 0x8881
#define GL_FLOAT_RGB_NV 0x8882
#define GL_FLOAT_RGBA_NV 0x8883
#define GL_FLOAT_R16_NV 0x8884
#define GL_FLOAT_R32_NV 0x8885
#define GL_FLOAT_RG16_NV 0x8886
#define GL_FLOAT_RG32_NV 0x8887
#define GL_FLOAT_RGB16_NV 0x8888
#define GL_FLOAT_RGB32_NV 0x8889
#define GL_FLOAT_RGBA16_NV 0x888A
#define GL_FLOAT_RGBA32_NV 0x888B
#define GL_TEXTURE_FLOAT_COMPONENTS_NV 0x888C
#define GL_FLOAT_CLEAR_COLOR_VALUE_NV 0x888D
#define GL_FLOAT_RGBA_MODE_NV 0x888E
#define GLEW_NV_float_buffer GLEW_GET_VAR(__GLEW_NV_float_buffer)
#endif /* GL_NV_float_buffer */
/* --------------------------- GL_NV_fog_distance -------------------------- */
#ifndef GL_NV_fog_distance
#define GL_NV_fog_distance 1
#define GL_FOG_DISTANCE_MODE_NV 0x855A
#define GL_EYE_RADIAL_NV 0x855B
#define GL_EYE_PLANE_ABSOLUTE_NV 0x855C
#define GLEW_NV_fog_distance GLEW_GET_VAR(__GLEW_NV_fog_distance)
#endif /* GL_NV_fog_distance */
/* -------------------- GL_NV_fragment_coverage_to_color ------------------- */
#ifndef GL_NV_fragment_coverage_to_color
#define GL_NV_fragment_coverage_to_color 1
#define GL_FRAGMENT_COVERAGE_TO_COLOR_NV 0x92DD
#define GL_FRAGMENT_COVERAGE_COLOR_NV 0x92DE
typedef void (GLAPIENTRY * PFNGLFRAGMENTCOVERAGECOLORNVPROC) (GLuint color);
#define glFragmentCoverageColorNV GLEW_GET_FUN(__glewFragmentCoverageColorNV)
#define GLEW_NV_fragment_coverage_to_color GLEW_GET_VAR(__GLEW_NV_fragment_coverage_to_color)
#endif /* GL_NV_fragment_coverage_to_color */
/* ------------------------- GL_NV_fragment_program ------------------------ */
#ifndef GL_NV_fragment_program
#define GL_NV_fragment_program 1
#define GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV 0x8868
#define GL_FRAGMENT_PROGRAM_NV 0x8870
#define GL_MAX_TEXTURE_COORDS_NV 0x8871
#define GL_MAX_TEXTURE_IMAGE_UNITS_NV 0x8872
#define GL_FRAGMENT_PROGRAM_BINDING_NV 0x8873
#define GL_PROGRAM_ERROR_STRING_NV 0x8874
typedef void (GLAPIENTRY * PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC) (GLuint id, GLsizei len, const GLubyte* name, GLdouble *params);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC) (GLuint id, GLsizei len, const GLubyte* name, GLfloat *params);
typedef void (GLAPIENTRY * PFNGLPROGRAMNAMEDPARAMETER4DNVPROC) (GLuint id, GLsizei len, const GLubyte* name, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (GLAPIENTRY * PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC) (GLuint id, GLsizei len, const GLubyte* name, const GLdouble v[]);
typedef void (GLAPIENTRY * PFNGLPROGRAMNAMEDPARAMETER4FNVPROC) (GLuint id, GLsizei len, const GLubyte* name, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (GLAPIENTRY * PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC) (GLuint id, GLsizei len, const GLubyte* name, const GLfloat v[]);
#define glGetProgramNamedParameterdvNV GLEW_GET_FUN(__glewGetProgramNamedParameterdvNV)
#define glGetProgramNamedParameterfvNV GLEW_GET_FUN(__glewGetProgramNamedParameterfvNV)
#define glProgramNamedParameter4dNV GLEW_GET_FUN(__glewProgramNamedParameter4dNV)
#define glProgramNamedParameter4dvNV GLEW_GET_FUN(__glewProgramNamedParameter4dvNV)
#define glProgramNamedParameter4fNV GLEW_GET_FUN(__glewProgramNamedParameter4fNV)
#define glProgramNamedParameter4fvNV GLEW_GET_FUN(__glewProgramNamedParameter4fvNV)
#define GLEW_NV_fragment_program GLEW_GET_VAR(__GLEW_NV_fragment_program)
#endif /* GL_NV_fragment_program */
/* ------------------------ GL_NV_fragment_program2 ------------------------ */
#ifndef GL_NV_fragment_program2
#define GL_NV_fragment_program2 1
#define GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV 0x88F4
#define GL_MAX_PROGRAM_CALL_DEPTH_NV 0x88F5
#define GL_MAX_PROGRAM_IF_DEPTH_NV 0x88F6
#define GL_MAX_PROGRAM_LOOP_DEPTH_NV 0x88F7
#define GL_MAX_PROGRAM_LOOP_COUNT_NV 0x88F8
#define GLEW_NV_fragment_program2 GLEW_GET_VAR(__GLEW_NV_fragment_program2)
#endif /* GL_NV_fragment_program2 */
/* ------------------------ GL_NV_fragment_program4 ------------------------ */
#ifndef GL_NV_fragment_program4
#define GL_NV_fragment_program4 1
#define GLEW_NV_fragment_program4 GLEW_GET_VAR(__GLEW_NV_fragment_program4)
#endif /* GL_NV_fragment_program4 */
/* --------------------- GL_NV_fragment_program_option --------------------- */
#ifndef GL_NV_fragment_program_option
#define GL_NV_fragment_program_option 1
#define GLEW_NV_fragment_program_option GLEW_GET_VAR(__GLEW_NV_fragment_program_option)
#endif /* GL_NV_fragment_program_option */
/* -------------------- GL_NV_fragment_shader_interlock -------------------- */
#ifndef GL_NV_fragment_shader_interlock
#define GL_NV_fragment_shader_interlock 1
#define GLEW_NV_fragment_shader_interlock GLEW_GET_VAR(__GLEW_NV_fragment_shader_interlock)
#endif /* GL_NV_fragment_shader_interlock */
/* -------------------- GL_NV_framebuffer_mixed_samples -------------------- */
#ifndef GL_NV_framebuffer_mixed_samples
#define GL_NV_framebuffer_mixed_samples 1
#define GL_COLOR_SAMPLES_NV 0x8E20
#define GL_RASTER_MULTISAMPLE_EXT 0x9327
#define GL_RASTER_SAMPLES_EXT 0x9328
#define GL_MAX_RASTER_SAMPLES_EXT 0x9329
#define GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT 0x932A
#define GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT 0x932B
#define GL_EFFECTIVE_RASTER_SAMPLES_EXT 0x932C
#define GL_DEPTH_SAMPLES_NV 0x932D
#define GL_STENCIL_SAMPLES_NV 0x932E
#define GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV 0x932F
#define GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV 0x9330
#define GL_COVERAGE_MODULATION_TABLE_NV 0x9331
#define GL_COVERAGE_MODULATION_NV 0x9332
#define GL_COVERAGE_MODULATION_TABLE_SIZE_NV 0x9333
#define GLEW_NV_framebuffer_mixed_samples GLEW_GET_VAR(__GLEW_NV_framebuffer_mixed_samples)
#endif /* GL_NV_framebuffer_mixed_samples */
/* ----------------- GL_NV_framebuffer_multisample_coverage ---------------- */
#ifndef GL_NV_framebuffer_multisample_coverage
#define GL_NV_framebuffer_multisample_coverage 1
#define GL_RENDERBUFFER_COVERAGE_SAMPLES_NV 0x8CAB
#define GL_RENDERBUFFER_COLOR_SAMPLES_NV 0x8E10
#define GL_MAX_MULTISAMPLE_COVERAGE_MODES_NV 0x8E11
#define GL_MULTISAMPLE_COVERAGE_MODES_NV 0x8E12
typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height);
#define glRenderbufferStorageMultisampleCoverageNV GLEW_GET_FUN(__glewRenderbufferStorageMultisampleCoverageNV)
#define GLEW_NV_framebuffer_multisample_coverage GLEW_GET_VAR(__GLEW_NV_framebuffer_multisample_coverage)
#endif /* GL_NV_framebuffer_multisample_coverage */
/* ------------------------ GL_NV_geometry_program4 ------------------------ */
#ifndef GL_NV_geometry_program4
#define GL_NV_geometry_program4 1
#define GL_GEOMETRY_PROGRAM_NV 0x8C26
#define GL_MAX_PROGRAM_OUTPUT_VERTICES_NV 0x8C27
#define GL_MAX_PROGRAM_TOTAL_OUTPUT_COMPONENTS_NV 0x8C28
typedef void (GLAPIENTRY * PFNGLPROGRAMVERTEXLIMITNVPROC) (GLenum target, GLint limit);
#define glProgramVertexLimitNV GLEW_GET_FUN(__glewProgramVertexLimitNV)
#define GLEW_NV_geometry_program4 GLEW_GET_VAR(__GLEW_NV_geometry_program4)
#endif /* GL_NV_geometry_program4 */
/* ------------------------- GL_NV_geometry_shader4 ------------------------ */
#ifndef GL_NV_geometry_shader4
#define GL_NV_geometry_shader4 1
#define GLEW_NV_geometry_shader4 GLEW_GET_VAR(__GLEW_NV_geometry_shader4)
#endif /* GL_NV_geometry_shader4 */
/* ------------------- GL_NV_geometry_shader_passthrough ------------------- */
#ifndef GL_NV_geometry_shader_passthrough
#define GL_NV_geometry_shader_passthrough 1
#define GLEW_NV_geometry_shader_passthrough GLEW_GET_VAR(__GLEW_NV_geometry_shader_passthrough)
#endif /* GL_NV_geometry_shader_passthrough */
/* --------------------------- GL_NV_gpu_program4 -------------------------- */
#ifndef GL_NV_gpu_program4
#define GL_NV_gpu_program4 1
#define GL_MIN_PROGRAM_TEXEL_OFFSET_NV 0x8904
#define GL_MAX_PROGRAM_TEXEL_OFFSET_NV 0x8905
#define GL_PROGRAM_ATTRIB_COMPONENTS_NV 0x8906
#define GL_PROGRAM_RESULT_COMPONENTS_NV 0x8907
#define GL_MAX_PROGRAM_ATTRIB_COMPONENTS_NV 0x8908
#define GL_MAX_PROGRAM_RESULT_COMPONENTS_NV 0x8909
#define GL_MAX_PROGRAM_GENERIC_ATTRIBS_NV 0x8DA5
#define GL_MAX_PROGRAM_GENERIC_RESULTS_NV 0x8DA6
typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERI4INVPROC) (GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w);
typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERI4IVNVPROC) (GLenum target, GLuint index, const GLint *params);
typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERI4UINVPROC) (GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERI4UIVNVPROC) (GLenum target, GLuint index, const GLuint *params);
typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERSI4IVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLint *params);
typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLuint *params);
typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERI4INVPROC) (GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w);
typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC) (GLenum target, GLuint index, const GLint *params);
typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERI4UINVPROC) (GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC) (GLenum target, GLuint index, const GLuint *params);
typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLint *params);
typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLuint *params);
#define glProgramEnvParameterI4iNV GLEW_GET_FUN(__glewProgramEnvParameterI4iNV)
#define glProgramEnvParameterI4ivNV GLEW_GET_FUN(__glewProgramEnvParameterI4ivNV)
#define glProgramEnvParameterI4uiNV GLEW_GET_FUN(__glewProgramEnvParameterI4uiNV)
#define glProgramEnvParameterI4uivNV GLEW_GET_FUN(__glewProgramEnvParameterI4uivNV)
#define glProgramEnvParametersI4ivNV GLEW_GET_FUN(__glewProgramEnvParametersI4ivNV)
#define glProgramEnvParametersI4uivNV GLEW_GET_FUN(__glewProgramEnvParametersI4uivNV)
#define glProgramLocalParameterI4iNV GLEW_GET_FUN(__glewProgramLocalParameterI4iNV)
#define glProgramLocalParameterI4ivNV GLEW_GET_FUN(__glewProgramLocalParameterI4ivNV)
#define glProgramLocalParameterI4uiNV GLEW_GET_FUN(__glewProgramLocalParameterI4uiNV)
#define glProgramLocalParameterI4uivNV GLEW_GET_FUN(__glewProgramLocalParameterI4uivNV)
#define glProgramLocalParametersI4ivNV GLEW_GET_FUN(__glewProgramLocalParametersI4ivNV)
#define glProgramLocalParametersI4uivNV GLEW_GET_FUN(__glewProgramLocalParametersI4uivNV)
#define GLEW_NV_gpu_program4 GLEW_GET_VAR(__GLEW_NV_gpu_program4)
#endif /* GL_NV_gpu_program4 */
/* --------------------------- GL_NV_gpu_program5 -------------------------- */
#ifndef GL_NV_gpu_program5
#define GL_NV_gpu_program5 1
#define GL_MAX_GEOMETRY_PROGRAM_INVOCATIONS_NV 0x8E5A
#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_NV 0x8E5B
#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_NV 0x8E5C
#define GL_FRAGMENT_PROGRAM_INTERPOLATION_OFFSET_BITS_NV 0x8E5D
#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_NV 0x8E5E
#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_NV 0x8E5F
#define GLEW_NV_gpu_program5 GLEW_GET_VAR(__GLEW_NV_gpu_program5)
#endif /* GL_NV_gpu_program5 */
/* -------------------- GL_NV_gpu_program5_mem_extended -------------------- */
#ifndef GL_NV_gpu_program5_mem_extended
#define GL_NV_gpu_program5_mem_extended 1
#define GLEW_NV_gpu_program5_mem_extended GLEW_GET_VAR(__GLEW_NV_gpu_program5_mem_extended)
#endif /* GL_NV_gpu_program5_mem_extended */
/* ------------------------- GL_NV_gpu_program_fp64 ------------------------ */
#ifndef GL_NV_gpu_program_fp64
#define GL_NV_gpu_program_fp64 1
#define GLEW_NV_gpu_program_fp64 GLEW_GET_VAR(__GLEW_NV_gpu_program_fp64)
#endif /* GL_NV_gpu_program_fp64 */
/* --------------------------- GL_NV_gpu_shader5 --------------------------- */
#ifndef GL_NV_gpu_shader5
#define GL_NV_gpu_shader5 1
#define GL_INT64_NV 0x140E
#define GL_UNSIGNED_INT64_NV 0x140F
#define GL_INT8_NV 0x8FE0
#define GL_INT8_VEC2_NV 0x8FE1
#define GL_INT8_VEC3_NV 0x8FE2
#define GL_INT8_VEC4_NV 0x8FE3
#define GL_INT16_NV 0x8FE4
#define GL_INT16_VEC2_NV 0x8FE5
#define GL_INT16_VEC3_NV 0x8FE6
#define GL_INT16_VEC4_NV 0x8FE7
#define GL_INT64_VEC2_NV 0x8FE9
#define GL_INT64_VEC3_NV 0x8FEA
#define GL_INT64_VEC4_NV 0x8FEB
#define GL_UNSIGNED_INT8_NV 0x8FEC
#define GL_UNSIGNED_INT8_VEC2_NV 0x8FED
#define GL_UNSIGNED_INT8_VEC3_NV 0x8FEE
#define GL_UNSIGNED_INT8_VEC4_NV 0x8FEF
#define GL_UNSIGNED_INT16_NV 0x8FF0
#define GL_UNSIGNED_INT16_VEC2_NV 0x8FF1
#define GL_UNSIGNED_INT16_VEC3_NV 0x8FF2
#define GL_UNSIGNED_INT16_VEC4_NV 0x8FF3
#define GL_UNSIGNED_INT64_VEC2_NV 0x8FF5
#define GL_UNSIGNED_INT64_VEC3_NV 0x8FF6
#define GL_UNSIGNED_INT64_VEC4_NV 0x8FF7
#define GL_FLOAT16_NV 0x8FF8
#define GL_FLOAT16_VEC2_NV 0x8FF9
#define GL_FLOAT16_VEC3_NV 0x8FFA
#define GL_FLOAT16_VEC4_NV 0x8FFB
typedef void (GLAPIENTRY * PFNGLGETUNIFORMI64VNVPROC) (GLuint program, GLint location, GLint64EXT* params);
typedef void (GLAPIENTRY * PFNGLGETUNIFORMUI64VNVPROC) (GLuint program, GLint location, GLuint64EXT* params);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1I64NVPROC) (GLuint program, GLint location, GLint64EXT x);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT* value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM1I64NVPROC) (GLint location, GLint64EXT x);
typedef void (GLAPIENTRY * PFNGLUNIFORM1I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM1UI64NVPROC) (GLint location, GLuint64EXT x);
typedef void (GLAPIENTRY * PFNGLUNIFORM1UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM2I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y);
typedef void (GLAPIENTRY * PFNGLUNIFORM2I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM2UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y);
typedef void (GLAPIENTRY * PFNGLUNIFORM2UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM3I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z);
typedef void (GLAPIENTRY * PFNGLUNIFORM3I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM3UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z);
typedef void (GLAPIENTRY * PFNGLUNIFORM3UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM4I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w);
typedef void (GLAPIENTRY * PFNGLUNIFORM4I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT* value);
typedef void (GLAPIENTRY * PFNGLUNIFORM4UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w);
typedef void (GLAPIENTRY * PFNGLUNIFORM4UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value);
#define glGetUniformi64vNV GLEW_GET_FUN(__glewGetUniformi64vNV)
#define glGetUniformui64vNV GLEW_GET_FUN(__glewGetUniformui64vNV)
#define glProgramUniform1i64NV GLEW_GET_FUN(__glewProgramUniform1i64NV)
#define glProgramUniform1i64vNV GLEW_GET_FUN(__glewProgramUniform1i64vNV)
#define glProgramUniform1ui64NV GLEW_GET_FUN(__glewProgramUniform1ui64NV)
#define glProgramUniform1ui64vNV GLEW_GET_FUN(__glewProgramUniform1ui64vNV)
#define glProgramUniform2i64NV GLEW_GET_FUN(__glewProgramUniform2i64NV)
#define glProgramUniform2i64vNV GLEW_GET_FUN(__glewProgramUniform2i64vNV)
#define glProgramUniform2ui64NV GLEW_GET_FUN(__glewProgramUniform2ui64NV)
#define glProgramUniform2ui64vNV GLEW_GET_FUN(__glewProgramUniform2ui64vNV)
#define glProgramUniform3i64NV GLEW_GET_FUN(__glewProgramUniform3i64NV)
#define glProgramUniform3i64vNV GLEW_GET_FUN(__glewProgramUniform3i64vNV)
#define glProgramUniform3ui64NV GLEW_GET_FUN(__glewProgramUniform3ui64NV)
#define glProgramUniform3ui64vNV GLEW_GET_FUN(__glewProgramUniform3ui64vNV)
#define glProgramUniform4i64NV GLEW_GET_FUN(__glewProgramUniform4i64NV)
#define glProgramUniform4i64vNV GLEW_GET_FUN(__glewProgramUniform4i64vNV)
#define glProgramUniform4ui64NV GLEW_GET_FUN(__glewProgramUniform4ui64NV)
#define glProgramUniform4ui64vNV GLEW_GET_FUN(__glewProgramUniform4ui64vNV)
#define glUniform1i64NV GLEW_GET_FUN(__glewUniform1i64NV)
#define glUniform1i64vNV GLEW_GET_FUN(__glewUniform1i64vNV)
#define glUniform1ui64NV GLEW_GET_FUN(__glewUniform1ui64NV)
#define glUniform1ui64vNV GLEW_GET_FUN(__glewUniform1ui64vNV)
#define glUniform2i64NV GLEW_GET_FUN(__glewUniform2i64NV)
#define glUniform2i64vNV GLEW_GET_FUN(__glewUniform2i64vNV)
#define glUniform2ui64NV GLEW_GET_FUN(__glewUniform2ui64NV)
#define glUniform2ui64vNV GLEW_GET_FUN(__glewUniform2ui64vNV)
#define glUniform3i64NV GLEW_GET_FUN(__glewUniform3i64NV)
#define glUniform3i64vNV GLEW_GET_FUN(__glewUniform3i64vNV)
#define glUniform3ui64NV GLEW_GET_FUN(__glewUniform3ui64NV)
#define glUniform3ui64vNV GLEW_GET_FUN(__glewUniform3ui64vNV)
#define glUniform4i64NV GLEW_GET_FUN(__glewUniform4i64NV)
#define glUniform4i64vNV GLEW_GET_FUN(__glewUniform4i64vNV)
#define glUniform4ui64NV GLEW_GET_FUN(__glewUniform4ui64NV)
#define glUniform4ui64vNV GLEW_GET_FUN(__glewUniform4ui64vNV)
#define GLEW_NV_gpu_shader5 GLEW_GET_VAR(__GLEW_NV_gpu_shader5)
#endif /* GL_NV_gpu_shader5 */
/* ---------------------------- GL_NV_half_float --------------------------- */
#ifndef GL_NV_half_float
#define GL_NV_half_float 1
#define GL_HALF_FLOAT_NV 0x140B
typedef unsigned short GLhalf;
typedef void (GLAPIENTRY * PFNGLCOLOR3HNVPROC) (GLhalf red, GLhalf green, GLhalf blue);
typedef void (GLAPIENTRY * PFNGLCOLOR3HVNVPROC) (const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLCOLOR4HNVPROC) (GLhalf red, GLhalf green, GLhalf blue, GLhalf alpha);
typedef void (GLAPIENTRY * PFNGLCOLOR4HVNVPROC) (const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLFOGCOORDHNVPROC) (GLhalf fog);
typedef void (GLAPIENTRY * PFNGLFOGCOORDHVNVPROC) (const GLhalf* fog);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1HNVPROC) (GLenum target, GLhalf s);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1HVNVPROC) (GLenum target, const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2HNVPROC) (GLenum target, GLhalf s, GLhalf t);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2HVNVPROC) (GLenum target, const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3HNVPROC) (GLenum target, GLhalf s, GLhalf t, GLhalf r);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3HVNVPROC) (GLenum target, const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4HNVPROC) (GLenum target, GLhalf s, GLhalf t, GLhalf r, GLhalf q);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4HVNVPROC) (GLenum target, const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLNORMAL3HNVPROC) (GLhalf nx, GLhalf ny, GLhalf nz);
typedef void (GLAPIENTRY * PFNGLNORMAL3HVNVPROC) (const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3HNVPROC) (GLhalf red, GLhalf green, GLhalf blue);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3HVNVPROC) (const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLTEXCOORD1HNVPROC) (GLhalf s);
typedef void (GLAPIENTRY * PFNGLTEXCOORD1HVNVPROC) (const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLTEXCOORD2HNVPROC) (GLhalf s, GLhalf t);
typedef void (GLAPIENTRY * PFNGLTEXCOORD2HVNVPROC) (const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLTEXCOORD3HNVPROC) (GLhalf s, GLhalf t, GLhalf r);
typedef void (GLAPIENTRY * PFNGLTEXCOORD3HVNVPROC) (const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLTEXCOORD4HNVPROC) (GLhalf s, GLhalf t, GLhalf r, GLhalf q);
typedef void (GLAPIENTRY * PFNGLTEXCOORD4HVNVPROC) (const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLVERTEX2HNVPROC) (GLhalf x, GLhalf y);
typedef void (GLAPIENTRY * PFNGLVERTEX2HVNVPROC) (const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLVERTEX3HNVPROC) (GLhalf x, GLhalf y, GLhalf z);
typedef void (GLAPIENTRY * PFNGLVERTEX3HVNVPROC) (const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLVERTEX4HNVPROC) (GLhalf x, GLhalf y, GLhalf z, GLhalf w);
typedef void (GLAPIENTRY * PFNGLVERTEX4HVNVPROC) (const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1HNVPROC) (GLuint index, GLhalf x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1HVNVPROC) (GLuint index, const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2HNVPROC) (GLuint index, GLhalf x, GLhalf y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2HVNVPROC) (GLuint index, const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3HNVPROC) (GLuint index, GLhalf x, GLhalf y, GLhalf z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3HVNVPROC) (GLuint index, const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4HNVPROC) (GLuint index, GLhalf x, GLhalf y, GLhalf z, GLhalf w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4HVNVPROC) (GLuint index, const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS1HVNVPROC) (GLuint index, GLsizei n, const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS2HVNVPROC) (GLuint index, GLsizei n, const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS3HVNVPROC) (GLuint index, GLsizei n, const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4HVNVPROC) (GLuint index, GLsizei n, const GLhalf* v);
typedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTHNVPROC) (GLhalf weight);
typedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTHVNVPROC) (const GLhalf* weight);
#define glColor3hNV GLEW_GET_FUN(__glewColor3hNV)
#define glColor3hvNV GLEW_GET_FUN(__glewColor3hvNV)
#define glColor4hNV GLEW_GET_FUN(__glewColor4hNV)
#define glColor4hvNV GLEW_GET_FUN(__glewColor4hvNV)
#define glFogCoordhNV GLEW_GET_FUN(__glewFogCoordhNV)
#define glFogCoordhvNV GLEW_GET_FUN(__glewFogCoordhvNV)
#define glMultiTexCoord1hNV GLEW_GET_FUN(__glewMultiTexCoord1hNV)
#define glMultiTexCoord1hvNV GLEW_GET_FUN(__glewMultiTexCoord1hvNV)
#define glMultiTexCoord2hNV GLEW_GET_FUN(__glewMultiTexCoord2hNV)
#define glMultiTexCoord2hvNV GLEW_GET_FUN(__glewMultiTexCoord2hvNV)
#define glMultiTexCoord3hNV GLEW_GET_FUN(__glewMultiTexCoord3hNV)
#define glMultiTexCoord3hvNV GLEW_GET_FUN(__glewMultiTexCoord3hvNV)
#define glMultiTexCoord4hNV GLEW_GET_FUN(__glewMultiTexCoord4hNV)
#define glMultiTexCoord4hvNV GLEW_GET_FUN(__glewMultiTexCoord4hvNV)
#define glNormal3hNV GLEW_GET_FUN(__glewNormal3hNV)
#define glNormal3hvNV GLEW_GET_FUN(__glewNormal3hvNV)
#define glSecondaryColor3hNV GLEW_GET_FUN(__glewSecondaryColor3hNV)
#define glSecondaryColor3hvNV GLEW_GET_FUN(__glewSecondaryColor3hvNV)
#define glTexCoord1hNV GLEW_GET_FUN(__glewTexCoord1hNV)
#define glTexCoord1hvNV GLEW_GET_FUN(__glewTexCoord1hvNV)
#define glTexCoord2hNV GLEW_GET_FUN(__glewTexCoord2hNV)
#define glTexCoord2hvNV GLEW_GET_FUN(__glewTexCoord2hvNV)
#define glTexCoord3hNV GLEW_GET_FUN(__glewTexCoord3hNV)
#define glTexCoord3hvNV GLEW_GET_FUN(__glewTexCoord3hvNV)
#define glTexCoord4hNV GLEW_GET_FUN(__glewTexCoord4hNV)
#define glTexCoord4hvNV GLEW_GET_FUN(__glewTexCoord4hvNV)
#define glVertex2hNV GLEW_GET_FUN(__glewVertex2hNV)
#define glVertex2hvNV GLEW_GET_FUN(__glewVertex2hvNV)
#define glVertex3hNV GLEW_GET_FUN(__glewVertex3hNV)
#define glVertex3hvNV GLEW_GET_FUN(__glewVertex3hvNV)
#define glVertex4hNV GLEW_GET_FUN(__glewVertex4hNV)
#define glVertex4hvNV GLEW_GET_FUN(__glewVertex4hvNV)
#define glVertexAttrib1hNV GLEW_GET_FUN(__glewVertexAttrib1hNV)
#define glVertexAttrib1hvNV GLEW_GET_FUN(__glewVertexAttrib1hvNV)
#define glVertexAttrib2hNV GLEW_GET_FUN(__glewVertexAttrib2hNV)
#define glVertexAttrib2hvNV GLEW_GET_FUN(__glewVertexAttrib2hvNV)
#define glVertexAttrib3hNV GLEW_GET_FUN(__glewVertexAttrib3hNV)
#define glVertexAttrib3hvNV GLEW_GET_FUN(__glewVertexAttrib3hvNV)
#define glVertexAttrib4hNV GLEW_GET_FUN(__glewVertexAttrib4hNV)
#define glVertexAttrib4hvNV GLEW_GET_FUN(__glewVertexAttrib4hvNV)
#define glVertexAttribs1hvNV GLEW_GET_FUN(__glewVertexAttribs1hvNV)
#define glVertexAttribs2hvNV GLEW_GET_FUN(__glewVertexAttribs2hvNV)
#define glVertexAttribs3hvNV GLEW_GET_FUN(__glewVertexAttribs3hvNV)
#define glVertexAttribs4hvNV GLEW_GET_FUN(__glewVertexAttribs4hvNV)
#define glVertexWeighthNV GLEW_GET_FUN(__glewVertexWeighthNV)
#define glVertexWeighthvNV GLEW_GET_FUN(__glewVertexWeighthvNV)
#define GLEW_NV_half_float GLEW_GET_VAR(__GLEW_NV_half_float)
#endif /* GL_NV_half_float */
/* ------------------- GL_NV_internalformat_sample_query ------------------- */
#ifndef GL_NV_internalformat_sample_query
#define GL_NV_internalformat_sample_query 1
#define GL_MULTISAMPLES_NV 0x9371
#define GL_SUPERSAMPLE_SCALE_X_NV 0x9372
#define GL_SUPERSAMPLE_SCALE_Y_NV 0x9373
#define GL_CONFORMANT_NV 0x9374
typedef void (GLAPIENTRY * PFNGLGETINTERNALFORMATSAMPLEIVNVPROC) (GLenum target, GLenum internalformat, GLsizei samples, GLenum pname, GLsizei bufSize, GLint* params);
#define glGetInternalformatSampleivNV GLEW_GET_FUN(__glewGetInternalformatSampleivNV)
#define GLEW_NV_internalformat_sample_query GLEW_GET_VAR(__GLEW_NV_internalformat_sample_query)
#endif /* GL_NV_internalformat_sample_query */
/* ------------------------ GL_NV_light_max_exponent ----------------------- */
#ifndef GL_NV_light_max_exponent
#define GL_NV_light_max_exponent 1
#define GL_MAX_SHININESS_NV 0x8504
#define GL_MAX_SPOT_EXPONENT_NV 0x8505
#define GLEW_NV_light_max_exponent GLEW_GET_VAR(__GLEW_NV_light_max_exponent)
#endif /* GL_NV_light_max_exponent */
/* ----------------------- GL_NV_multisample_coverage ---------------------- */
#ifndef GL_NV_multisample_coverage
#define GL_NV_multisample_coverage 1
#define GL_COLOR_SAMPLES_NV 0x8E20
#define GLEW_NV_multisample_coverage GLEW_GET_VAR(__GLEW_NV_multisample_coverage)
#endif /* GL_NV_multisample_coverage */
/* --------------------- GL_NV_multisample_filter_hint --------------------- */
#ifndef GL_NV_multisample_filter_hint
#define GL_NV_multisample_filter_hint 1
#define GL_MULTISAMPLE_FILTER_HINT_NV 0x8534
#define GLEW_NV_multisample_filter_hint GLEW_GET_VAR(__GLEW_NV_multisample_filter_hint)
#endif /* GL_NV_multisample_filter_hint */
/* ------------------------- GL_NV_occlusion_query ------------------------- */
#ifndef GL_NV_occlusion_query
#define GL_NV_occlusion_query 1
#define GL_PIXEL_COUNTER_BITS_NV 0x8864
#define GL_CURRENT_OCCLUSION_QUERY_ID_NV 0x8865
#define GL_PIXEL_COUNT_NV 0x8866
#define GL_PIXEL_COUNT_AVAILABLE_NV 0x8867
typedef void (GLAPIENTRY * PFNGLBEGINOCCLUSIONQUERYNVPROC) (GLuint id);
typedef void (GLAPIENTRY * PFNGLDELETEOCCLUSIONQUERIESNVPROC) (GLsizei n, const GLuint* ids);
typedef void (GLAPIENTRY * PFNGLENDOCCLUSIONQUERYNVPROC) (void);
typedef void (GLAPIENTRY * PFNGLGENOCCLUSIONQUERIESNVPROC) (GLsizei n, GLuint* ids);
typedef void (GLAPIENTRY * PFNGLGETOCCLUSIONQUERYIVNVPROC) (GLuint id, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETOCCLUSIONQUERYUIVNVPROC) (GLuint id, GLenum pname, GLuint* params);
typedef GLboolean (GLAPIENTRY * PFNGLISOCCLUSIONQUERYNVPROC) (GLuint id);
#define glBeginOcclusionQueryNV GLEW_GET_FUN(__glewBeginOcclusionQueryNV)
#define glDeleteOcclusionQueriesNV GLEW_GET_FUN(__glewDeleteOcclusionQueriesNV)
#define glEndOcclusionQueryNV GLEW_GET_FUN(__glewEndOcclusionQueryNV)
#define glGenOcclusionQueriesNV GLEW_GET_FUN(__glewGenOcclusionQueriesNV)
#define glGetOcclusionQueryivNV GLEW_GET_FUN(__glewGetOcclusionQueryivNV)
#define glGetOcclusionQueryuivNV GLEW_GET_FUN(__glewGetOcclusionQueryuivNV)
#define glIsOcclusionQueryNV GLEW_GET_FUN(__glewIsOcclusionQueryNV)
#define GLEW_NV_occlusion_query GLEW_GET_VAR(__GLEW_NV_occlusion_query)
#endif /* GL_NV_occlusion_query */
/* ----------------------- GL_NV_packed_depth_stencil ---------------------- */
#ifndef GL_NV_packed_depth_stencil
#define GL_NV_packed_depth_stencil 1
#define GL_DEPTH_STENCIL_NV 0x84F9
#define GL_UNSIGNED_INT_24_8_NV 0x84FA
#define GLEW_NV_packed_depth_stencil GLEW_GET_VAR(__GLEW_NV_packed_depth_stencil)
#endif /* GL_NV_packed_depth_stencil */
/* --------------------- GL_NV_parameter_buffer_object --------------------- */
#ifndef GL_NV_parameter_buffer_object
#define GL_NV_parameter_buffer_object 1
#define GL_MAX_PROGRAM_PARAMETER_BUFFER_BINDINGS_NV 0x8DA0
#define GL_MAX_PROGRAM_PARAMETER_BUFFER_SIZE_NV 0x8DA1
#define GL_VERTEX_PROGRAM_PARAMETER_BUFFER_NV 0x8DA2
#define GL_GEOMETRY_PROGRAM_PARAMETER_BUFFER_NV 0x8DA3
#define GL_FRAGMENT_PROGRAM_PARAMETER_BUFFER_NV 0x8DA4
typedef void (GLAPIENTRY * PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC) (GLenum target, GLuint buffer, GLuint index, GLsizei count, const GLint *params);
typedef void (GLAPIENTRY * PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC) (GLenum target, GLuint buffer, GLuint index, GLsizei count, const GLuint *params);
typedef void (GLAPIENTRY * PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC) (GLenum target, GLuint buffer, GLuint index, GLsizei count, const GLfloat *params);
#define glProgramBufferParametersIivNV GLEW_GET_FUN(__glewProgramBufferParametersIivNV)
#define glProgramBufferParametersIuivNV GLEW_GET_FUN(__glewProgramBufferParametersIuivNV)
#define glProgramBufferParametersfvNV GLEW_GET_FUN(__glewProgramBufferParametersfvNV)
#define GLEW_NV_parameter_buffer_object GLEW_GET_VAR(__GLEW_NV_parameter_buffer_object)
#endif /* GL_NV_parameter_buffer_object */
/* --------------------- GL_NV_parameter_buffer_object2 -------------------- */
#ifndef GL_NV_parameter_buffer_object2
#define GL_NV_parameter_buffer_object2 1
#define GLEW_NV_parameter_buffer_object2 GLEW_GET_VAR(__GLEW_NV_parameter_buffer_object2)
#endif /* GL_NV_parameter_buffer_object2 */
/* -------------------------- GL_NV_path_rendering ------------------------- */
#ifndef GL_NV_path_rendering
#define GL_NV_path_rendering 1
#define GL_CLOSE_PATH_NV 0x00
#define GL_BOLD_BIT_NV 0x01
#define GL_GLYPH_WIDTH_BIT_NV 0x01
#define GL_GLYPH_HEIGHT_BIT_NV 0x02
#define GL_ITALIC_BIT_NV 0x02
#define GL_MOVE_TO_NV 0x02
#define GL_RELATIVE_MOVE_TO_NV 0x03
#define GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV 0x04
#define GL_LINE_TO_NV 0x04
#define GL_RELATIVE_LINE_TO_NV 0x05
#define GL_HORIZONTAL_LINE_TO_NV 0x06
#define GL_RELATIVE_HORIZONTAL_LINE_TO_NV 0x07
#define GL_GLYPH_HORIZONTAL_BEARING_Y_BIT_NV 0x08
#define GL_VERTICAL_LINE_TO_NV 0x08
#define GL_RELATIVE_VERTICAL_LINE_TO_NV 0x09
#define GL_QUADRATIC_CURVE_TO_NV 0x0A
#define GL_RELATIVE_QUADRATIC_CURVE_TO_NV 0x0B
#define GL_CUBIC_CURVE_TO_NV 0x0C
#define GL_RELATIVE_CUBIC_CURVE_TO_NV 0x0D
#define GL_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0E
#define GL_RELATIVE_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0F
#define GL_GLYPH_HORIZONTAL_BEARING_ADVANCE_BIT_NV 0x10
#define GL_SMOOTH_CUBIC_CURVE_TO_NV 0x10
#define GL_RELATIVE_SMOOTH_CUBIC_CURVE_TO_NV 0x11
#define GL_SMALL_CCW_ARC_TO_NV 0x12
#define GL_RELATIVE_SMALL_CCW_ARC_TO_NV 0x13
#define GL_SMALL_CW_ARC_TO_NV 0x14
#define GL_RELATIVE_SMALL_CW_ARC_TO_NV 0x15
#define GL_LARGE_CCW_ARC_TO_NV 0x16
#define GL_RELATIVE_LARGE_CCW_ARC_TO_NV 0x17
#define GL_LARGE_CW_ARC_TO_NV 0x18
#define GL_RELATIVE_LARGE_CW_ARC_TO_NV 0x19
#define GL_CONIC_CURVE_TO_NV 0x1A
#define GL_RELATIVE_CONIC_CURVE_TO_NV 0x1B
#define GL_GLYPH_VERTICAL_BEARING_X_BIT_NV 0x20
#define GL_GLYPH_VERTICAL_BEARING_Y_BIT_NV 0x40
#define GL_GLYPH_VERTICAL_BEARING_ADVANCE_BIT_NV 0x80
#define GL_ROUNDED_RECT_NV 0xE8
#define GL_RELATIVE_ROUNDED_RECT_NV 0xE9
#define GL_ROUNDED_RECT2_NV 0xEA
#define GL_RELATIVE_ROUNDED_RECT2_NV 0xEB
#define GL_ROUNDED_RECT4_NV 0xEC
#define GL_RELATIVE_ROUNDED_RECT4_NV 0xED
#define GL_ROUNDED_RECT8_NV 0xEE
#define GL_RELATIVE_ROUNDED_RECT8_NV 0xEF
#define GL_RESTART_PATH_NV 0xF0
#define GL_DUP_FIRST_CUBIC_CURVE_TO_NV 0xF2
#define GL_DUP_LAST_CUBIC_CURVE_TO_NV 0xF4
#define GL_RECT_NV 0xF6
#define GL_RELATIVE_RECT_NV 0xF7
#define GL_CIRCULAR_CCW_ARC_TO_NV 0xF8
#define GL_CIRCULAR_CW_ARC_TO_NV 0xFA
#define GL_CIRCULAR_TANGENT_ARC_TO_NV 0xFC
#define GL_ARC_TO_NV 0xFE
#define GL_RELATIVE_ARC_TO_NV 0xFF
#define GL_GLYPH_HAS_KERNING_BIT_NV 0x100
#define GL_PRIMARY_COLOR_NV 0x852C
#define GL_SECONDARY_COLOR_NV 0x852D
#define GL_PRIMARY_COLOR 0x8577
#define GL_PATH_FORMAT_SVG_NV 0x9070
#define GL_PATH_FORMAT_PS_NV 0x9071
#define GL_STANDARD_FONT_NAME_NV 0x9072
#define GL_SYSTEM_FONT_NAME_NV 0x9073
#define GL_FILE_NAME_NV 0x9074
#define GL_PATH_STROKE_WIDTH_NV 0x9075
#define GL_PATH_END_CAPS_NV 0x9076
#define GL_PATH_INITIAL_END_CAP_NV 0x9077
#define GL_PATH_TERMINAL_END_CAP_NV 0x9078
#define GL_PATH_JOIN_STYLE_NV 0x9079
#define GL_PATH_MITER_LIMIT_NV 0x907A
#define GL_PATH_DASH_CAPS_NV 0x907B
#define GL_PATH_INITIAL_DASH_CAP_NV 0x907C
#define GL_PATH_TERMINAL_DASH_CAP_NV 0x907D
#define GL_PATH_DASH_OFFSET_NV 0x907E
#define GL_PATH_CLIENT_LENGTH_NV 0x907F
#define GL_PATH_FILL_MODE_NV 0x9080
#define GL_PATH_FILL_MASK_NV 0x9081
#define GL_PATH_FILL_COVER_MODE_NV 0x9082
#define GL_PATH_STROKE_COVER_MODE_NV 0x9083
#define GL_PATH_STROKE_MASK_NV 0x9084
#define GL_PATH_STROKE_BOUND_NV 0x9086
#define GL_COUNT_UP_NV 0x9088
#define GL_COUNT_DOWN_NV 0x9089
#define GL_PATH_OBJECT_BOUNDING_BOX_NV 0x908A
#define GL_CONVEX_HULL_NV 0x908B
#define GL_BOUNDING_BOX_NV 0x908D
#define GL_TRANSLATE_X_NV 0x908E
#define GL_TRANSLATE_Y_NV 0x908F
#define GL_TRANSLATE_2D_NV 0x9090
#define GL_TRANSLATE_3D_NV 0x9091
#define GL_AFFINE_2D_NV 0x9092
#define GL_AFFINE_3D_NV 0x9094
#define GL_TRANSPOSE_AFFINE_2D_NV 0x9096
#define GL_TRANSPOSE_AFFINE_3D_NV 0x9098
#define GL_UTF8_NV 0x909A
#define GL_UTF16_NV 0x909B
#define GL_BOUNDING_BOX_OF_BOUNDING_BOXES_NV 0x909C
#define GL_PATH_COMMAND_COUNT_NV 0x909D
#define GL_PATH_COORD_COUNT_NV 0x909E
#define GL_PATH_DASH_ARRAY_COUNT_NV 0x909F
#define GL_PATH_COMPUTED_LENGTH_NV 0x90A0
#define GL_PATH_FILL_BOUNDING_BOX_NV 0x90A1
#define GL_PATH_STROKE_BOUNDING_BOX_NV 0x90A2
#define GL_SQUARE_NV 0x90A3
#define GL_ROUND_NV 0x90A4
#define GL_TRIANGULAR_NV 0x90A5
#define GL_BEVEL_NV 0x90A6
#define GL_MITER_REVERT_NV 0x90A7
#define GL_MITER_TRUNCATE_NV 0x90A8
#define GL_SKIP_MISSING_GLYPH_NV 0x90A9
#define GL_USE_MISSING_GLYPH_NV 0x90AA
#define GL_PATH_ERROR_POSITION_NV 0x90AB
#define GL_PATH_FOG_GEN_MODE_NV 0x90AC
#define GL_ACCUM_ADJACENT_PAIRS_NV 0x90AD
#define GL_ADJACENT_PAIRS_NV 0x90AE
#define GL_FIRST_TO_REST_NV 0x90AF
#define GL_PATH_GEN_MODE_NV 0x90B0
#define GL_PATH_GEN_COEFF_NV 0x90B1
#define GL_PATH_GEN_COLOR_FORMAT_NV 0x90B2
#define GL_PATH_GEN_COMPONENTS_NV 0x90B3
#define GL_PATH_DASH_OFFSET_RESET_NV 0x90B4
#define GL_MOVE_TO_RESETS_NV 0x90B5
#define GL_MOVE_TO_CONTINUES_NV 0x90B6
#define GL_PATH_STENCIL_FUNC_NV 0x90B7
#define GL_PATH_STENCIL_REF_NV 0x90B8
#define GL_PATH_STENCIL_VALUE_MASK_NV 0x90B9
#define GL_PATH_STENCIL_DEPTH_OFFSET_FACTOR_NV 0x90BD
#define GL_PATH_STENCIL_DEPTH_OFFSET_UNITS_NV 0x90BE
#define GL_PATH_COVER_DEPTH_FUNC_NV 0x90BF
#define GL_FONT_GLYPHS_AVAILABLE_NV 0x9368
#define GL_FONT_TARGET_UNAVAILABLE_NV 0x9369
#define GL_FONT_UNAVAILABLE_NV 0x936A
#define GL_FONT_UNINTELLIGIBLE_NV 0x936B
#define GL_STANDARD_FONT_FORMAT_NV 0x936C
#define GL_FRAGMENT_INPUT_NV 0x936D
#define GL_FONT_X_MIN_BOUNDS_BIT_NV 0x00010000
#define GL_FONT_Y_MIN_BOUNDS_BIT_NV 0x00020000
#define GL_FONT_X_MAX_BOUNDS_BIT_NV 0x00040000
#define GL_FONT_Y_MAX_BOUNDS_BIT_NV 0x00080000
#define GL_FONT_UNITS_PER_EM_BIT_NV 0x00100000
#define GL_FONT_ASCENDER_BIT_NV 0x00200000
#define GL_FONT_DESCENDER_BIT_NV 0x00400000
#define GL_FONT_HEIGHT_BIT_NV 0x00800000
#define GL_FONT_MAX_ADVANCE_WIDTH_BIT_NV 0x01000000
#define GL_FONT_MAX_ADVANCE_HEIGHT_BIT_NV 0x02000000
#define GL_FONT_UNDERLINE_POSITION_BIT_NV 0x04000000
#define GL_FONT_UNDERLINE_THICKNESS_BIT_NV 0x08000000
#define GL_FONT_HAS_KERNING_BIT_NV 0x10000000
#define GL_FONT_NUM_GLYPH_INDICES_BIT_NV 0x20000000
typedef void (GLAPIENTRY * PFNGLCOPYPATHNVPROC) (GLuint resultPath, GLuint srcPath);
typedef void (GLAPIENTRY * PFNGLCOVERFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues);
typedef void (GLAPIENTRY * PFNGLCOVERFILLPATHNVPROC) (GLuint path, GLenum coverMode);
typedef void (GLAPIENTRY * PFNGLCOVERSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues);
typedef void (GLAPIENTRY * PFNGLCOVERSTROKEPATHNVPROC) (GLuint path, GLenum coverMode);
typedef void (GLAPIENTRY * PFNGLDELETEPATHSNVPROC) (GLuint path, GLsizei range);
typedef GLuint (GLAPIENTRY * PFNGLGENPATHSNVPROC) (GLsizei range);
typedef void (GLAPIENTRY * PFNGLGETPATHCOLORGENFVNVPROC) (GLenum color, GLenum pname, GLfloat* value);
typedef void (GLAPIENTRY * PFNGLGETPATHCOLORGENIVNVPROC) (GLenum color, GLenum pname, GLint* value);
typedef void (GLAPIENTRY * PFNGLGETPATHCOMMANDSNVPROC) (GLuint path, GLubyte* commands);
typedef void (GLAPIENTRY * PFNGLGETPATHCOORDSNVPROC) (GLuint path, GLfloat* coords);
typedef void (GLAPIENTRY * PFNGLGETPATHDASHARRAYNVPROC) (GLuint path, GLfloat* dashArray);
typedef GLfloat (GLAPIENTRY * PFNGLGETPATHLENGTHNVPROC) (GLuint path, GLsizei startSegment, GLsizei numSegments);
typedef void (GLAPIENTRY * PFNGLGETPATHMETRICRANGENVPROC) (GLbitfield metricQueryMask, GLuint firstPathName, GLsizei numPaths, GLsizei stride, GLfloat* metrics);
typedef void (GLAPIENTRY * PFNGLGETPATHMETRICSNVPROC) (GLbitfield metricQueryMask, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLsizei stride, GLfloat *metrics);
typedef void (GLAPIENTRY * PFNGLGETPATHPARAMETERFVNVPROC) (GLuint path, GLenum pname, GLfloat* value);
typedef void (GLAPIENTRY * PFNGLGETPATHPARAMETERIVNVPROC) (GLuint path, GLenum pname, GLint* value);
typedef void (GLAPIENTRY * PFNGLGETPATHSPACINGNVPROC) (GLenum pathListMode, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLfloat advanceScale, GLfloat kerningScale, GLenum transformType, GLfloat *returnedSpacing);
typedef void (GLAPIENTRY * PFNGLGETPATHTEXGENFVNVPROC) (GLenum texCoordSet, GLenum pname, GLfloat* value);
typedef void (GLAPIENTRY * PFNGLGETPATHTEXGENIVNVPROC) (GLenum texCoordSet, GLenum pname, GLint* value);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMRESOURCEFVNVPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum* props, GLsizei bufSize, GLsizei *length, GLfloat *params);
typedef void (GLAPIENTRY * PFNGLINTERPOLATEPATHSNVPROC) (GLuint resultPath, GLuint pathA, GLuint pathB, GLfloat weight);
typedef GLboolean (GLAPIENTRY * PFNGLISPATHNVPROC) (GLuint path);
typedef GLboolean (GLAPIENTRY * PFNGLISPOINTINFILLPATHNVPROC) (GLuint path, GLuint mask, GLfloat x, GLfloat y);
typedef GLboolean (GLAPIENTRY * PFNGLISPOINTINSTROKEPATHNVPROC) (GLuint path, GLfloat x, GLfloat y);
typedef void (GLAPIENTRY * PFNGLMATRIXLOAD3X2FNVPROC) (GLenum matrixMode, const GLfloat* m);
typedef void (GLAPIENTRY * PFNGLMATRIXLOAD3X3FNVPROC) (GLenum matrixMode, const GLfloat* m);
typedef void (GLAPIENTRY * PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC) (GLenum matrixMode, const GLfloat* m);
typedef void (GLAPIENTRY * PFNGLMATRIXMULT3X2FNVPROC) (GLenum matrixMode, const GLfloat* m);
typedef void (GLAPIENTRY * PFNGLMATRIXMULT3X3FNVPROC) (GLenum matrixMode, const GLfloat* m);
typedef void (GLAPIENTRY * PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC) (GLenum matrixMode, const GLfloat* m);
typedef void (GLAPIENTRY * PFNGLPATHCOLORGENNVPROC) (GLenum color, GLenum genMode, GLenum colorFormat, const GLfloat* coeffs);
typedef void (GLAPIENTRY * PFNGLPATHCOMMANDSNVPROC) (GLuint path, GLsizei numCommands, const GLubyte* commands, GLsizei numCoords, GLenum coordType, const void*coords);
typedef void (GLAPIENTRY * PFNGLPATHCOORDSNVPROC) (GLuint path, GLsizei numCoords, GLenum coordType, const void *coords);
typedef void (GLAPIENTRY * PFNGLPATHCOVERDEPTHFUNCNVPROC) (GLenum zfunc);
typedef void (GLAPIENTRY * PFNGLPATHDASHARRAYNVPROC) (GLuint path, GLsizei dashCount, const GLfloat* dashArray);
typedef void (GLAPIENTRY * PFNGLPATHFOGGENNVPROC) (GLenum genMode);
typedef GLenum (GLAPIENTRY * PFNGLPATHGLYPHINDEXARRAYNVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale);
typedef GLenum (GLAPIENTRY * PFNGLPATHGLYPHINDEXRANGENVPROC) (GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint pathParameterTemplate, GLfloat emScale, GLuint baseAndCount[2]);
typedef void (GLAPIENTRY * PFNGLPATHGLYPHRANGENVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyph, GLsizei numGlyphs, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale);
typedef void (GLAPIENTRY * PFNGLPATHGLYPHSNVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLsizei numGlyphs, GLenum type, const void*charcodes, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale);
typedef GLenum (GLAPIENTRY * PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC) (GLuint firstPathName, GLenum fontTarget, GLsizeiptr fontSize, const void *fontData, GLsizei faceIndex, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale);
typedef void (GLAPIENTRY * PFNGLPATHPARAMETERFNVPROC) (GLuint path, GLenum pname, GLfloat value);
typedef void (GLAPIENTRY * PFNGLPATHPARAMETERFVNVPROC) (GLuint path, GLenum pname, const GLfloat* value);
typedef void (GLAPIENTRY * PFNGLPATHPARAMETERINVPROC) (GLuint path, GLenum pname, GLint value);
typedef void (GLAPIENTRY * PFNGLPATHPARAMETERIVNVPROC) (GLuint path, GLenum pname, const GLint* value);
typedef void (GLAPIENTRY * PFNGLPATHSTENCILDEPTHOFFSETNVPROC) (GLfloat factor, GLfloat units);
typedef void (GLAPIENTRY * PFNGLPATHSTENCILFUNCNVPROC) (GLenum func, GLint ref, GLuint mask);
typedef void (GLAPIENTRY * PFNGLPATHSTRINGNVPROC) (GLuint path, GLenum format, GLsizei length, const void *pathString);
typedef void (GLAPIENTRY * PFNGLPATHSUBCOMMANDSNVPROC) (GLuint path, GLsizei commandStart, GLsizei commandsToDelete, GLsizei numCommands, const GLubyte* commands, GLsizei numCoords, GLenum coordType, const void*coords);
typedef void (GLAPIENTRY * PFNGLPATHSUBCOORDSNVPROC) (GLuint path, GLsizei coordStart, GLsizei numCoords, GLenum coordType, const void *coords);
typedef void (GLAPIENTRY * PFNGLPATHTEXGENNVPROC) (GLenum texCoordSet, GLenum genMode, GLint components, const GLfloat* coeffs);
typedef GLboolean (GLAPIENTRY * PFNGLPOINTALONGPATHNVPROC) (GLuint path, GLsizei startSegment, GLsizei numSegments, GLfloat distance, GLfloat* x, GLfloat *y, GLfloat *tangentX, GLfloat *tangentY);
typedef void (GLAPIENTRY * PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC) (GLuint program, GLint location, GLenum genMode, GLint components, const GLfloat* coeffs);
typedef void (GLAPIENTRY * PFNGLSTENCILFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum transformType, const GLfloat *transformValues);
typedef void (GLAPIENTRY * PFNGLSTENCILFILLPATHNVPROC) (GLuint path, GLenum fillMode, GLuint mask);
typedef void (GLAPIENTRY * PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum transformType, const GLfloat *transformValues);
typedef void (GLAPIENTRY * PFNGLSTENCILSTROKEPATHNVPROC) (GLuint path, GLint reference, GLuint mask);
typedef void (GLAPIENTRY * PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues);
typedef void (GLAPIENTRY * PFNGLSTENCILTHENCOVERFILLPATHNVPROC) (GLuint path, GLenum fillMode, GLuint mask, GLenum coverMode);
typedef void (GLAPIENTRY * PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues);
typedef void (GLAPIENTRY * PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC) (GLuint path, GLint reference, GLuint mask, GLenum coverMode);
typedef void (GLAPIENTRY * PFNGLTRANSFORMPATHNVPROC) (GLuint resultPath, GLuint srcPath, GLenum transformType, const GLfloat* transformValues);
typedef void (GLAPIENTRY * PFNGLWEIGHTPATHSNVPROC) (GLuint resultPath, GLsizei numPaths, const GLuint paths[], const GLfloat weights[]);
#define glCopyPathNV GLEW_GET_FUN(__glewCopyPathNV)
#define glCoverFillPathInstancedNV GLEW_GET_FUN(__glewCoverFillPathInstancedNV)
#define glCoverFillPathNV GLEW_GET_FUN(__glewCoverFillPathNV)
#define glCoverStrokePathInstancedNV GLEW_GET_FUN(__glewCoverStrokePathInstancedNV)
#define glCoverStrokePathNV GLEW_GET_FUN(__glewCoverStrokePathNV)
#define glDeletePathsNV GLEW_GET_FUN(__glewDeletePathsNV)
#define glGenPathsNV GLEW_GET_FUN(__glewGenPathsNV)
#define glGetPathColorGenfvNV GLEW_GET_FUN(__glewGetPathColorGenfvNV)
#define glGetPathColorGenivNV GLEW_GET_FUN(__glewGetPathColorGenivNV)
#define glGetPathCommandsNV GLEW_GET_FUN(__glewGetPathCommandsNV)
#define glGetPathCoordsNV GLEW_GET_FUN(__glewGetPathCoordsNV)
#define glGetPathDashArrayNV GLEW_GET_FUN(__glewGetPathDashArrayNV)
#define glGetPathLengthNV GLEW_GET_FUN(__glewGetPathLengthNV)
#define glGetPathMetricRangeNV GLEW_GET_FUN(__glewGetPathMetricRangeNV)
#define glGetPathMetricsNV GLEW_GET_FUN(__glewGetPathMetricsNV)
#define glGetPathParameterfvNV GLEW_GET_FUN(__glewGetPathParameterfvNV)
#define glGetPathParameterivNV GLEW_GET_FUN(__glewGetPathParameterivNV)
#define glGetPathSpacingNV GLEW_GET_FUN(__glewGetPathSpacingNV)
#define glGetPathTexGenfvNV GLEW_GET_FUN(__glewGetPathTexGenfvNV)
#define glGetPathTexGenivNV GLEW_GET_FUN(__glewGetPathTexGenivNV)
#define glGetProgramResourcefvNV GLEW_GET_FUN(__glewGetProgramResourcefvNV)
#define glInterpolatePathsNV GLEW_GET_FUN(__glewInterpolatePathsNV)
#define glIsPathNV GLEW_GET_FUN(__glewIsPathNV)
#define glIsPointInFillPathNV GLEW_GET_FUN(__glewIsPointInFillPathNV)
#define glIsPointInStrokePathNV GLEW_GET_FUN(__glewIsPointInStrokePathNV)
#define glMatrixLoad3x2fNV GLEW_GET_FUN(__glewMatrixLoad3x2fNV)
#define glMatrixLoad3x3fNV GLEW_GET_FUN(__glewMatrixLoad3x3fNV)
#define glMatrixLoadTranspose3x3fNV GLEW_GET_FUN(__glewMatrixLoadTranspose3x3fNV)
#define glMatrixMult3x2fNV GLEW_GET_FUN(__glewMatrixMult3x2fNV)
#define glMatrixMult3x3fNV GLEW_GET_FUN(__glewMatrixMult3x3fNV)
#define glMatrixMultTranspose3x3fNV GLEW_GET_FUN(__glewMatrixMultTranspose3x3fNV)
#define glPathColorGenNV GLEW_GET_FUN(__glewPathColorGenNV)
#define glPathCommandsNV GLEW_GET_FUN(__glewPathCommandsNV)
#define glPathCoordsNV GLEW_GET_FUN(__glewPathCoordsNV)
#define glPathCoverDepthFuncNV GLEW_GET_FUN(__glewPathCoverDepthFuncNV)
#define glPathDashArrayNV GLEW_GET_FUN(__glewPathDashArrayNV)
#define glPathFogGenNV GLEW_GET_FUN(__glewPathFogGenNV)
#define glPathGlyphIndexArrayNV GLEW_GET_FUN(__glewPathGlyphIndexArrayNV)
#define glPathGlyphIndexRangeNV GLEW_GET_FUN(__glewPathGlyphIndexRangeNV)
#define glPathGlyphRangeNV GLEW_GET_FUN(__glewPathGlyphRangeNV)
#define glPathGlyphsNV GLEW_GET_FUN(__glewPathGlyphsNV)
#define glPathMemoryGlyphIndexArrayNV GLEW_GET_FUN(__glewPathMemoryGlyphIndexArrayNV)
#define glPathParameterfNV GLEW_GET_FUN(__glewPathParameterfNV)
#define glPathParameterfvNV GLEW_GET_FUN(__glewPathParameterfvNV)
#define glPathParameteriNV GLEW_GET_FUN(__glewPathParameteriNV)
#define glPathParameterivNV GLEW_GET_FUN(__glewPathParameterivNV)
#define glPathStencilDepthOffsetNV GLEW_GET_FUN(__glewPathStencilDepthOffsetNV)
#define glPathStencilFuncNV GLEW_GET_FUN(__glewPathStencilFuncNV)
#define glPathStringNV GLEW_GET_FUN(__glewPathStringNV)
#define glPathSubCommandsNV GLEW_GET_FUN(__glewPathSubCommandsNV)
#define glPathSubCoordsNV GLEW_GET_FUN(__glewPathSubCoordsNV)
#define glPathTexGenNV GLEW_GET_FUN(__glewPathTexGenNV)
#define glPointAlongPathNV GLEW_GET_FUN(__glewPointAlongPathNV)
#define glProgramPathFragmentInputGenNV GLEW_GET_FUN(__glewProgramPathFragmentInputGenNV)
#define glStencilFillPathInstancedNV GLEW_GET_FUN(__glewStencilFillPathInstancedNV)
#define glStencilFillPathNV GLEW_GET_FUN(__glewStencilFillPathNV)
#define glStencilStrokePathInstancedNV GLEW_GET_FUN(__glewStencilStrokePathInstancedNV)
#define glStencilStrokePathNV GLEW_GET_FUN(__glewStencilStrokePathNV)
#define glStencilThenCoverFillPathInstancedNV GLEW_GET_FUN(__glewStencilThenCoverFillPathInstancedNV)
#define glStencilThenCoverFillPathNV GLEW_GET_FUN(__glewStencilThenCoverFillPathNV)
#define glStencilThenCoverStrokePathInstancedNV GLEW_GET_FUN(__glewStencilThenCoverStrokePathInstancedNV)
#define glStencilThenCoverStrokePathNV GLEW_GET_FUN(__glewStencilThenCoverStrokePathNV)
#define glTransformPathNV GLEW_GET_FUN(__glewTransformPathNV)
#define glWeightPathsNV GLEW_GET_FUN(__glewWeightPathsNV)
#define GLEW_NV_path_rendering GLEW_GET_VAR(__GLEW_NV_path_rendering)
#endif /* GL_NV_path_rendering */
/* -------------------- GL_NV_path_rendering_shared_edge ------------------- */
#ifndef GL_NV_path_rendering_shared_edge
#define GL_NV_path_rendering_shared_edge 1
#define GL_SHARED_EDGE_NV 0xC0
#define GLEW_NV_path_rendering_shared_edge GLEW_GET_VAR(__GLEW_NV_path_rendering_shared_edge)
#endif /* GL_NV_path_rendering_shared_edge */
/* ------------------------- GL_NV_pixel_data_range ------------------------ */
#ifndef GL_NV_pixel_data_range
#define GL_NV_pixel_data_range 1
#define GL_WRITE_PIXEL_DATA_RANGE_NV 0x8878
#define GL_READ_PIXEL_DATA_RANGE_NV 0x8879
#define GL_WRITE_PIXEL_DATA_RANGE_LENGTH_NV 0x887A
#define GL_READ_PIXEL_DATA_RANGE_LENGTH_NV 0x887B
#define GL_WRITE_PIXEL_DATA_RANGE_POINTER_NV 0x887C
#define GL_READ_PIXEL_DATA_RANGE_POINTER_NV 0x887D
typedef void (GLAPIENTRY * PFNGLFLUSHPIXELDATARANGENVPROC) (GLenum target);
typedef void (GLAPIENTRY * PFNGLPIXELDATARANGENVPROC) (GLenum target, GLsizei length, void *pointer);
#define glFlushPixelDataRangeNV GLEW_GET_FUN(__glewFlushPixelDataRangeNV)
#define glPixelDataRangeNV GLEW_GET_FUN(__glewPixelDataRangeNV)
#define GLEW_NV_pixel_data_range GLEW_GET_VAR(__GLEW_NV_pixel_data_range)
#endif /* GL_NV_pixel_data_range */
/* --------------------------- GL_NV_point_sprite -------------------------- */
#ifndef GL_NV_point_sprite
#define GL_NV_point_sprite 1
#define GL_POINT_SPRITE_NV 0x8861
#define GL_COORD_REPLACE_NV 0x8862
#define GL_POINT_SPRITE_R_MODE_NV 0x8863
typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERINVPROC) (GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERIVNVPROC) (GLenum pname, const GLint* params);
#define glPointParameteriNV GLEW_GET_FUN(__glewPointParameteriNV)
#define glPointParameterivNV GLEW_GET_FUN(__glewPointParameterivNV)
#define GLEW_NV_point_sprite GLEW_GET_VAR(__GLEW_NV_point_sprite)
#endif /* GL_NV_point_sprite */
/* -------------------------- GL_NV_present_video -------------------------- */
#ifndef GL_NV_present_video
#define GL_NV_present_video 1
#define GL_FRAME_NV 0x8E26
#define GL_FIELDS_NV 0x8E27
#define GL_CURRENT_TIME_NV 0x8E28
#define GL_NUM_FILL_STREAMS_NV 0x8E29
#define GL_PRESENT_TIME_NV 0x8E2A
#define GL_PRESENT_DURATION_NV 0x8E2B
typedef void (GLAPIENTRY * PFNGLGETVIDEOI64VNVPROC) (GLuint video_slot, GLenum pname, GLint64EXT* params);
typedef void (GLAPIENTRY * PFNGLGETVIDEOIVNVPROC) (GLuint video_slot, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETVIDEOUI64VNVPROC) (GLuint video_slot, GLenum pname, GLuint64EXT* params);
typedef void (GLAPIENTRY * PFNGLGETVIDEOUIVNVPROC) (GLuint video_slot, GLenum pname, GLuint* params);
typedef void (GLAPIENTRY * PFNGLPRESENTFRAMEDUALFILLNVPROC) (GLuint video_slot, GLuint64EXT minPresentTime, GLuint beginPresentTimeId, GLuint presentDurationId, GLenum type, GLenum target0, GLuint fill0, GLenum target1, GLuint fill1, GLenum target2, GLuint fill2, GLenum target3, GLuint fill3);
typedef void (GLAPIENTRY * PFNGLPRESENTFRAMEKEYEDNVPROC) (GLuint video_slot, GLuint64EXT minPresentTime, GLuint beginPresentTimeId, GLuint presentDurationId, GLenum type, GLenum target0, GLuint fill0, GLuint key0, GLenum target1, GLuint fill1, GLuint key1);
#define glGetVideoi64vNV GLEW_GET_FUN(__glewGetVideoi64vNV)
#define glGetVideoivNV GLEW_GET_FUN(__glewGetVideoivNV)
#define glGetVideoui64vNV GLEW_GET_FUN(__glewGetVideoui64vNV)
#define glGetVideouivNV GLEW_GET_FUN(__glewGetVideouivNV)
#define glPresentFrameDualFillNV GLEW_GET_FUN(__glewPresentFrameDualFillNV)
#define glPresentFrameKeyedNV GLEW_GET_FUN(__glewPresentFrameKeyedNV)
#define GLEW_NV_present_video GLEW_GET_VAR(__GLEW_NV_present_video)
#endif /* GL_NV_present_video */
/* ------------------------ GL_NV_primitive_restart ------------------------ */
#ifndef GL_NV_primitive_restart
#define GL_NV_primitive_restart 1
#define GL_PRIMITIVE_RESTART_NV 0x8558
#define GL_PRIMITIVE_RESTART_INDEX_NV 0x8559
typedef void (GLAPIENTRY * PFNGLPRIMITIVERESTARTINDEXNVPROC) (GLuint index);
typedef void (GLAPIENTRY * PFNGLPRIMITIVERESTARTNVPROC) (void);
#define glPrimitiveRestartIndexNV GLEW_GET_FUN(__glewPrimitiveRestartIndexNV)
#define glPrimitiveRestartNV GLEW_GET_FUN(__glewPrimitiveRestartNV)
#define GLEW_NV_primitive_restart GLEW_GET_VAR(__GLEW_NV_primitive_restart)
#endif /* GL_NV_primitive_restart */
/* ------------------------ GL_NV_register_combiners ----------------------- */
#ifndef GL_NV_register_combiners
#define GL_NV_register_combiners 1
#define GL_REGISTER_COMBINERS_NV 0x8522
#define GL_VARIABLE_A_NV 0x8523
#define GL_VARIABLE_B_NV 0x8524
#define GL_VARIABLE_C_NV 0x8525
#define GL_VARIABLE_D_NV 0x8526
#define GL_VARIABLE_E_NV 0x8527
#define GL_VARIABLE_F_NV 0x8528
#define GL_VARIABLE_G_NV 0x8529
#define GL_CONSTANT_COLOR0_NV 0x852A
#define GL_CONSTANT_COLOR1_NV 0x852B
#define GL_PRIMARY_COLOR_NV 0x852C
#define GL_SECONDARY_COLOR_NV 0x852D
#define GL_SPARE0_NV 0x852E
#define GL_SPARE1_NV 0x852F
#define GL_DISCARD_NV 0x8530
#define GL_E_TIMES_F_NV 0x8531
#define GL_SPARE0_PLUS_SECONDARY_COLOR_NV 0x8532
#define GL_UNSIGNED_IDENTITY_NV 0x8536
#define GL_UNSIGNED_INVERT_NV 0x8537
#define GL_EXPAND_NORMAL_NV 0x8538
#define GL_EXPAND_NEGATE_NV 0x8539
#define GL_HALF_BIAS_NORMAL_NV 0x853A
#define GL_HALF_BIAS_NEGATE_NV 0x853B
#define GL_SIGNED_IDENTITY_NV 0x853C
#define GL_SIGNED_NEGATE_NV 0x853D
#define GL_SCALE_BY_TWO_NV 0x853E
#define GL_SCALE_BY_FOUR_NV 0x853F
#define GL_SCALE_BY_ONE_HALF_NV 0x8540
#define GL_BIAS_BY_NEGATIVE_ONE_HALF_NV 0x8541
#define GL_COMBINER_INPUT_NV 0x8542
#define GL_COMBINER_MAPPING_NV 0x8543
#define GL_COMBINER_COMPONENT_USAGE_NV 0x8544
#define GL_COMBINER_AB_DOT_PRODUCT_NV 0x8545
#define GL_COMBINER_CD_DOT_PRODUCT_NV 0x8546
#define GL_COMBINER_MUX_SUM_NV 0x8547
#define GL_COMBINER_SCALE_NV 0x8548
#define GL_COMBINER_BIAS_NV 0x8549
#define GL_COMBINER_AB_OUTPUT_NV 0x854A
#define GL_COMBINER_CD_OUTPUT_NV 0x854B
#define GL_COMBINER_SUM_OUTPUT_NV 0x854C
#define GL_MAX_GENERAL_COMBINERS_NV 0x854D
#define GL_NUM_GENERAL_COMBINERS_NV 0x854E
#define GL_COLOR_SUM_CLAMP_NV 0x854F
#define GL_COMBINER0_NV 0x8550
#define GL_COMBINER1_NV 0x8551
#define GL_COMBINER2_NV 0x8552
#define GL_COMBINER3_NV 0x8553
#define GL_COMBINER4_NV 0x8554
#define GL_COMBINER5_NV 0x8555
#define GL_COMBINER6_NV 0x8556
#define GL_COMBINER7_NV 0x8557
typedef void (GLAPIENTRY * PFNGLCOMBINERINPUTNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage);
typedef void (GLAPIENTRY * PFNGLCOMBINEROUTPUTNVPROC) (GLenum stage, GLenum portion, GLenum abOutput, GLenum cdOutput, GLenum sumOutput, GLenum scale, GLenum bias, GLboolean abDotProduct, GLboolean cdDotProduct, GLboolean muxSum);
typedef void (GLAPIENTRY * PFNGLCOMBINERPARAMETERFNVPROC) (GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLCOMBINERPARAMETERFVNVPROC) (GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLCOMBINERPARAMETERINVPROC) (GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLCOMBINERPARAMETERIVNVPROC) (GLenum pname, const GLint* params);
typedef void (GLAPIENTRY * PFNGLFINALCOMBINERINPUTNVPROC) (GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage);
typedef void (GLAPIENTRY * PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC) (GLenum variable, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC) (GLenum variable, GLenum pname, GLint* params);
#define glCombinerInputNV GLEW_GET_FUN(__glewCombinerInputNV)
#define glCombinerOutputNV GLEW_GET_FUN(__glewCombinerOutputNV)
#define glCombinerParameterfNV GLEW_GET_FUN(__glewCombinerParameterfNV)
#define glCombinerParameterfvNV GLEW_GET_FUN(__glewCombinerParameterfvNV)
#define glCombinerParameteriNV GLEW_GET_FUN(__glewCombinerParameteriNV)
#define glCombinerParameterivNV GLEW_GET_FUN(__glewCombinerParameterivNV)
#define glFinalCombinerInputNV GLEW_GET_FUN(__glewFinalCombinerInputNV)
#define glGetCombinerInputParameterfvNV GLEW_GET_FUN(__glewGetCombinerInputParameterfvNV)
#define glGetCombinerInputParameterivNV GLEW_GET_FUN(__glewGetCombinerInputParameterivNV)
#define glGetCombinerOutputParameterfvNV GLEW_GET_FUN(__glewGetCombinerOutputParameterfvNV)
#define glGetCombinerOutputParameterivNV GLEW_GET_FUN(__glewGetCombinerOutputParameterivNV)
#define glGetFinalCombinerInputParameterfvNV GLEW_GET_FUN(__glewGetFinalCombinerInputParameterfvNV)
#define glGetFinalCombinerInputParameterivNV GLEW_GET_FUN(__glewGetFinalCombinerInputParameterivNV)
#define GLEW_NV_register_combiners GLEW_GET_VAR(__GLEW_NV_register_combiners)
#endif /* GL_NV_register_combiners */
/* ----------------------- GL_NV_register_combiners2 ----------------------- */
#ifndef GL_NV_register_combiners2
#define GL_NV_register_combiners2 1
#define GL_PER_STAGE_CONSTANTS_NV 0x8535
typedef void (GLAPIENTRY * PFNGLCOMBINERSTAGEPARAMETERFVNVPROC) (GLenum stage, GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC) (GLenum stage, GLenum pname, GLfloat* params);
#define glCombinerStageParameterfvNV GLEW_GET_FUN(__glewCombinerStageParameterfvNV)
#define glGetCombinerStageParameterfvNV GLEW_GET_FUN(__glewGetCombinerStageParameterfvNV)
#define GLEW_NV_register_combiners2 GLEW_GET_VAR(__GLEW_NV_register_combiners2)
#endif /* GL_NV_register_combiners2 */
/* ------------------------- GL_NV_sample_locations ------------------------ */
#ifndef GL_NV_sample_locations
#define GL_NV_sample_locations 1
#define GL_SAMPLE_LOCATION_NV 0x8E50
#define GL_SAMPLE_LOCATION_SUBPIXEL_BITS_NV 0x933D
#define GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_NV 0x933E
#define GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_NV 0x933F
#define GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_NV 0x9340
#define GL_PROGRAMMABLE_SAMPLE_LOCATION_NV 0x9341
#define GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_NV 0x9342
#define GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_NV 0x9343
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLenum target, GLuint start, GLsizei count, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLuint framebuffer, GLuint start, GLsizei count, const GLfloat* v);
#define glFramebufferSampleLocationsfvNV GLEW_GET_FUN(__glewFramebufferSampleLocationsfvNV)
#define glNamedFramebufferSampleLocationsfvNV GLEW_GET_FUN(__glewNamedFramebufferSampleLocationsfvNV)
#define GLEW_NV_sample_locations GLEW_GET_VAR(__GLEW_NV_sample_locations)
#endif /* GL_NV_sample_locations */
/* ------------------ GL_NV_sample_mask_override_coverage ------------------ */
#ifndef GL_NV_sample_mask_override_coverage
#define GL_NV_sample_mask_override_coverage 1
#define GLEW_NV_sample_mask_override_coverage GLEW_GET_VAR(__GLEW_NV_sample_mask_override_coverage)
#endif /* GL_NV_sample_mask_override_coverage */
/* ---------------------- GL_NV_shader_atomic_counters --------------------- */
#ifndef GL_NV_shader_atomic_counters
#define GL_NV_shader_atomic_counters 1
#define GLEW_NV_shader_atomic_counters GLEW_GET_VAR(__GLEW_NV_shader_atomic_counters)
#endif /* GL_NV_shader_atomic_counters */
/* ----------------------- GL_NV_shader_atomic_float ----------------------- */
#ifndef GL_NV_shader_atomic_float
#define GL_NV_shader_atomic_float 1
#define GLEW_NV_shader_atomic_float GLEW_GET_VAR(__GLEW_NV_shader_atomic_float)
#endif /* GL_NV_shader_atomic_float */
/* -------------------- GL_NV_shader_atomic_fp16_vector -------------------- */
#ifndef GL_NV_shader_atomic_fp16_vector
#define GL_NV_shader_atomic_fp16_vector 1
#define GLEW_NV_shader_atomic_fp16_vector GLEW_GET_VAR(__GLEW_NV_shader_atomic_fp16_vector)
#endif /* GL_NV_shader_atomic_fp16_vector */
/* ----------------------- GL_NV_shader_atomic_int64 ----------------------- */
#ifndef GL_NV_shader_atomic_int64
#define GL_NV_shader_atomic_int64 1
#define GLEW_NV_shader_atomic_int64 GLEW_GET_VAR(__GLEW_NV_shader_atomic_int64)
#endif /* GL_NV_shader_atomic_int64 */
/* ------------------------ GL_NV_shader_buffer_load ----------------------- */
#ifndef GL_NV_shader_buffer_load
#define GL_NV_shader_buffer_load 1
#define GL_BUFFER_GPU_ADDRESS_NV 0x8F1D
#define GL_GPU_ADDRESS_NV 0x8F34
#define GL_MAX_SHADER_BUFFER_ADDRESS_NV 0x8F35
typedef void (GLAPIENTRY * PFNGLGETBUFFERPARAMETERUI64VNVPROC) (GLenum target, GLenum pname, GLuint64EXT* params);
typedef void (GLAPIENTRY * PFNGLGETINTEGERUI64VNVPROC) (GLenum value, GLuint64EXT* result);
typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC) (GLuint buffer, GLenum pname, GLuint64EXT* params);
typedef GLboolean (GLAPIENTRY * PFNGLISBUFFERRESIDENTNVPROC) (GLenum target);
typedef GLboolean (GLAPIENTRY * PFNGLISNAMEDBUFFERRESIDENTNVPROC) (GLuint buffer);
typedef void (GLAPIENTRY * PFNGLMAKEBUFFERNONRESIDENTNVPROC) (GLenum target);
typedef void (GLAPIENTRY * PFNGLMAKEBUFFERRESIDENTNVPROC) (GLenum target, GLenum access);
typedef void (GLAPIENTRY * PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC) (GLuint buffer);
typedef void (GLAPIENTRY * PFNGLMAKENAMEDBUFFERRESIDENTNVPROC) (GLuint buffer, GLenum access);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMUI64NVPROC) (GLuint program, GLint location, GLuint64EXT value);
typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMUI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value);
typedef void (GLAPIENTRY * PFNGLUNIFORMUI64NVPROC) (GLint location, GLuint64EXT value);
typedef void (GLAPIENTRY * PFNGLUNIFORMUI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value);
#define glGetBufferParameterui64vNV GLEW_GET_FUN(__glewGetBufferParameterui64vNV)
#define glGetIntegerui64vNV GLEW_GET_FUN(__glewGetIntegerui64vNV)
#define glGetNamedBufferParameterui64vNV GLEW_GET_FUN(__glewGetNamedBufferParameterui64vNV)
#define glIsBufferResidentNV GLEW_GET_FUN(__glewIsBufferResidentNV)
#define glIsNamedBufferResidentNV GLEW_GET_FUN(__glewIsNamedBufferResidentNV)
#define glMakeBufferNonResidentNV GLEW_GET_FUN(__glewMakeBufferNonResidentNV)
#define glMakeBufferResidentNV GLEW_GET_FUN(__glewMakeBufferResidentNV)
#define glMakeNamedBufferNonResidentNV GLEW_GET_FUN(__glewMakeNamedBufferNonResidentNV)
#define glMakeNamedBufferResidentNV GLEW_GET_FUN(__glewMakeNamedBufferResidentNV)
#define glProgramUniformui64NV GLEW_GET_FUN(__glewProgramUniformui64NV)
#define glProgramUniformui64vNV GLEW_GET_FUN(__glewProgramUniformui64vNV)
#define glUniformui64NV GLEW_GET_FUN(__glewUniformui64NV)
#define glUniformui64vNV GLEW_GET_FUN(__glewUniformui64vNV)
#define GLEW_NV_shader_buffer_load GLEW_GET_VAR(__GLEW_NV_shader_buffer_load)
#endif /* GL_NV_shader_buffer_load */
/* ------------------- GL_NV_shader_storage_buffer_object ------------------ */
#ifndef GL_NV_shader_storage_buffer_object
#define GL_NV_shader_storage_buffer_object 1
#define GLEW_NV_shader_storage_buffer_object GLEW_GET_VAR(__GLEW_NV_shader_storage_buffer_object)
#endif /* GL_NV_shader_storage_buffer_object */
/* ----------------------- GL_NV_shader_thread_group ----------------------- */
#ifndef GL_NV_shader_thread_group
#define GL_NV_shader_thread_group 1
#define GL_WARP_SIZE_NV 0x9339
#define GL_WARPS_PER_SM_NV 0x933A
#define GL_SM_COUNT_NV 0x933B
#define GLEW_NV_shader_thread_group GLEW_GET_VAR(__GLEW_NV_shader_thread_group)
#endif /* GL_NV_shader_thread_group */
/* ---------------------- GL_NV_shader_thread_shuffle ---------------------- */
#ifndef GL_NV_shader_thread_shuffle
#define GL_NV_shader_thread_shuffle 1
#define GLEW_NV_shader_thread_shuffle GLEW_GET_VAR(__GLEW_NV_shader_thread_shuffle)
#endif /* GL_NV_shader_thread_shuffle */
/* ---------------------- GL_NV_tessellation_program5 ---------------------- */
#ifndef GL_NV_tessellation_program5
#define GL_NV_tessellation_program5 1
#define GL_MAX_PROGRAM_PATCH_ATTRIBS_NV 0x86D8
#define GL_TESS_CONTROL_PROGRAM_NV 0x891E
#define GL_TESS_EVALUATION_PROGRAM_NV 0x891F
#define GL_TESS_CONTROL_PROGRAM_PARAMETER_BUFFER_NV 0x8C74
#define GL_TESS_EVALUATION_PROGRAM_PARAMETER_BUFFER_NV 0x8C75
#define GLEW_NV_tessellation_program5 GLEW_GET_VAR(__GLEW_NV_tessellation_program5)
#endif /* GL_NV_tessellation_program5 */
/* -------------------------- GL_NV_texgen_emboss -------------------------- */
#ifndef GL_NV_texgen_emboss
#define GL_NV_texgen_emboss 1
#define GL_EMBOSS_LIGHT_NV 0x855D
#define GL_EMBOSS_CONSTANT_NV 0x855E
#define GL_EMBOSS_MAP_NV 0x855F
#define GLEW_NV_texgen_emboss GLEW_GET_VAR(__GLEW_NV_texgen_emboss)
#endif /* GL_NV_texgen_emboss */
/* ------------------------ GL_NV_texgen_reflection ------------------------ */
#ifndef GL_NV_texgen_reflection
#define GL_NV_texgen_reflection 1
#define GL_NORMAL_MAP_NV 0x8511
#define GL_REFLECTION_MAP_NV 0x8512
#define GLEW_NV_texgen_reflection GLEW_GET_VAR(__GLEW_NV_texgen_reflection)
#endif /* GL_NV_texgen_reflection */
/* ------------------------- GL_NV_texture_barrier ------------------------- */
#ifndef GL_NV_texture_barrier
#define GL_NV_texture_barrier 1
typedef void (GLAPIENTRY * PFNGLTEXTUREBARRIERNVPROC) (void);
#define glTextureBarrierNV GLEW_GET_FUN(__glewTextureBarrierNV)
#define GLEW_NV_texture_barrier GLEW_GET_VAR(__GLEW_NV_texture_barrier)
#endif /* GL_NV_texture_barrier */
/* --------------------- GL_NV_texture_compression_vtc --------------------- */
#ifndef GL_NV_texture_compression_vtc
#define GL_NV_texture_compression_vtc 1
#define GLEW_NV_texture_compression_vtc GLEW_GET_VAR(__GLEW_NV_texture_compression_vtc)
#endif /* GL_NV_texture_compression_vtc */
/* ----------------------- GL_NV_texture_env_combine4 ---------------------- */
#ifndef GL_NV_texture_env_combine4
#define GL_NV_texture_env_combine4 1
#define GL_COMBINE4_NV 0x8503
#define GL_SOURCE3_RGB_NV 0x8583
#define GL_SOURCE3_ALPHA_NV 0x858B
#define GL_OPERAND3_RGB_NV 0x8593
#define GL_OPERAND3_ALPHA_NV 0x859B
#define GLEW_NV_texture_env_combine4 GLEW_GET_VAR(__GLEW_NV_texture_env_combine4)
#endif /* GL_NV_texture_env_combine4 */
/* ---------------------- GL_NV_texture_expand_normal ---------------------- */
#ifndef GL_NV_texture_expand_normal
#define GL_NV_texture_expand_normal 1
#define GL_TEXTURE_UNSIGNED_REMAP_MODE_NV 0x888F
#define GLEW_NV_texture_expand_normal GLEW_GET_VAR(__GLEW_NV_texture_expand_normal)
#endif /* GL_NV_texture_expand_normal */
/* ----------------------- GL_NV_texture_multisample ----------------------- */
#ifndef GL_NV_texture_multisample
#define GL_NV_texture_multisample 1
#define GL_TEXTURE_COVERAGE_SAMPLES_NV 0x9045
#define GL_TEXTURE_COLOR_SAMPLES_NV 0x9046
typedef void (GLAPIENTRY * PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations);
typedef void (GLAPIENTRY * PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations);
typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC) (GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations);
typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC) (GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations);
typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC) (GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations);
typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC) (GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations);
#define glTexImage2DMultisampleCoverageNV GLEW_GET_FUN(__glewTexImage2DMultisampleCoverageNV)
#define glTexImage3DMultisampleCoverageNV GLEW_GET_FUN(__glewTexImage3DMultisampleCoverageNV)
#define glTextureImage2DMultisampleCoverageNV GLEW_GET_FUN(__glewTextureImage2DMultisampleCoverageNV)
#define glTextureImage2DMultisampleNV GLEW_GET_FUN(__glewTextureImage2DMultisampleNV)
#define glTextureImage3DMultisampleCoverageNV GLEW_GET_FUN(__glewTextureImage3DMultisampleCoverageNV)
#define glTextureImage3DMultisampleNV GLEW_GET_FUN(__glewTextureImage3DMultisampleNV)
#define GLEW_NV_texture_multisample GLEW_GET_VAR(__GLEW_NV_texture_multisample)
#endif /* GL_NV_texture_multisample */
/* ------------------------ GL_NV_texture_rectangle ------------------------ */
#ifndef GL_NV_texture_rectangle
#define GL_NV_texture_rectangle 1
#define GL_TEXTURE_RECTANGLE_NV 0x84F5
#define GL_TEXTURE_BINDING_RECTANGLE_NV 0x84F6
#define GL_PROXY_TEXTURE_RECTANGLE_NV 0x84F7
#define GL_MAX_RECTANGLE_TEXTURE_SIZE_NV 0x84F8
#define GLEW_NV_texture_rectangle GLEW_GET_VAR(__GLEW_NV_texture_rectangle)
#endif /* GL_NV_texture_rectangle */
/* -------------------------- GL_NV_texture_shader ------------------------- */
#ifndef GL_NV_texture_shader
#define GL_NV_texture_shader 1
#define GL_OFFSET_TEXTURE_RECTANGLE_NV 0x864C
#define GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV 0x864D
#define GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV 0x864E
#define GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV 0x86D9
#define GL_UNSIGNED_INT_S8_S8_8_8_NV 0x86DA
#define GL_UNSIGNED_INT_8_8_S8_S8_REV_NV 0x86DB
#define GL_DSDT_MAG_INTENSITY_NV 0x86DC
#define GL_SHADER_CONSISTENT_NV 0x86DD
#define GL_TEXTURE_SHADER_NV 0x86DE
#define GL_SHADER_OPERATION_NV 0x86DF
#define GL_CULL_MODES_NV 0x86E0
#define GL_OFFSET_TEXTURE_2D_MATRIX_NV 0x86E1
#define GL_OFFSET_TEXTURE_MATRIX_NV 0x86E1
#define GL_OFFSET_TEXTURE_2D_SCALE_NV 0x86E2
#define GL_OFFSET_TEXTURE_SCALE_NV 0x86E2
#define GL_OFFSET_TEXTURE_2D_BIAS_NV 0x86E3
#define GL_OFFSET_TEXTURE_BIAS_NV 0x86E3
#define GL_PREVIOUS_TEXTURE_INPUT_NV 0x86E4
#define GL_CONST_EYE_NV 0x86E5
#define GL_PASS_THROUGH_NV 0x86E6
#define GL_CULL_FRAGMENT_NV 0x86E7
#define GL_OFFSET_TEXTURE_2D_NV 0x86E8
#define GL_DEPENDENT_AR_TEXTURE_2D_NV 0x86E9
#define GL_DEPENDENT_GB_TEXTURE_2D_NV 0x86EA
#define GL_DOT_PRODUCT_NV 0x86EC
#define GL_DOT_PRODUCT_DEPTH_REPLACE_NV 0x86ED
#define GL_DOT_PRODUCT_TEXTURE_2D_NV 0x86EE
#define GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV 0x86F0
#define GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV 0x86F1
#define GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV 0x86F2
#define GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV 0x86F3
#define GL_HILO_NV 0x86F4
#define GL_DSDT_NV 0x86F5
#define GL_DSDT_MAG_NV 0x86F6
#define GL_DSDT_MAG_VIB_NV 0x86F7
#define GL_HILO16_NV 0x86F8
#define GL_SIGNED_HILO_NV 0x86F9
#define GL_SIGNED_HILO16_NV 0x86FA
#define GL_SIGNED_RGBA_NV 0x86FB
#define GL_SIGNED_RGBA8_NV 0x86FC
#define GL_SIGNED_RGB_NV 0x86FE
#define GL_SIGNED_RGB8_NV 0x86FF
#define GL_SIGNED_LUMINANCE_NV 0x8701
#define GL_SIGNED_LUMINANCE8_NV 0x8702
#define GL_SIGNED_LUMINANCE_ALPHA_NV 0x8703
#define GL_SIGNED_LUMINANCE8_ALPHA8_NV 0x8704
#define GL_SIGNED_ALPHA_NV 0x8705
#define GL_SIGNED_ALPHA8_NV 0x8706
#define GL_SIGNED_INTENSITY_NV 0x8707
#define GL_SIGNED_INTENSITY8_NV 0x8708
#define GL_DSDT8_NV 0x8709
#define GL_DSDT8_MAG8_NV 0x870A
#define GL_DSDT8_MAG8_INTENSITY8_NV 0x870B
#define GL_SIGNED_RGB_UNSIGNED_ALPHA_NV 0x870C
#define GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV 0x870D
#define GL_HI_SCALE_NV 0x870E
#define GL_LO_SCALE_NV 0x870F
#define GL_DS_SCALE_NV 0x8710
#define GL_DT_SCALE_NV 0x8711
#define GL_MAGNITUDE_SCALE_NV 0x8712
#define GL_VIBRANCE_SCALE_NV 0x8713
#define GL_HI_BIAS_NV 0x8714
#define GL_LO_BIAS_NV 0x8715
#define GL_DS_BIAS_NV 0x8716
#define GL_DT_BIAS_NV 0x8717
#define GL_MAGNITUDE_BIAS_NV 0x8718
#define GL_VIBRANCE_BIAS_NV 0x8719
#define GL_TEXTURE_BORDER_VALUES_NV 0x871A
#define GL_TEXTURE_HI_SIZE_NV 0x871B
#define GL_TEXTURE_LO_SIZE_NV 0x871C
#define GL_TEXTURE_DS_SIZE_NV 0x871D
#define GL_TEXTURE_DT_SIZE_NV 0x871E
#define GL_TEXTURE_MAG_SIZE_NV 0x871F
#define GLEW_NV_texture_shader GLEW_GET_VAR(__GLEW_NV_texture_shader)
#endif /* GL_NV_texture_shader */
/* ------------------------- GL_NV_texture_shader2 ------------------------- */
#ifndef GL_NV_texture_shader2
#define GL_NV_texture_shader2 1
#define GL_UNSIGNED_INT_S8_S8_8_8_NV 0x86DA
#define GL_UNSIGNED_INT_8_8_S8_S8_REV_NV 0x86DB
#define GL_DSDT_MAG_INTENSITY_NV 0x86DC
#define GL_DOT_PRODUCT_TEXTURE_3D_NV 0x86EF
#define GL_HILO_NV 0x86F4
#define GL_DSDT_NV 0x86F5
#define GL_DSDT_MAG_NV 0x86F6
#define GL_DSDT_MAG_VIB_NV 0x86F7
#define GL_HILO16_NV 0x86F8
#define GL_SIGNED_HILO_NV 0x86F9
#define GL_SIGNED_HILO16_NV 0x86FA
#define GL_SIGNED_RGBA_NV 0x86FB
#define GL_SIGNED_RGBA8_NV 0x86FC
#define GL_SIGNED_RGB_NV 0x86FE
#define GL_SIGNED_RGB8_NV 0x86FF
#define GL_SIGNED_LUMINANCE_NV 0x8701
#define GL_SIGNED_LUMINANCE8_NV 0x8702
#define GL_SIGNED_LUMINANCE_ALPHA_NV 0x8703
#define GL_SIGNED_LUMINANCE8_ALPHA8_NV 0x8704
#define GL_SIGNED_ALPHA_NV 0x8705
#define GL_SIGNED_ALPHA8_NV 0x8706
#define GL_SIGNED_INTENSITY_NV 0x8707
#define GL_SIGNED_INTENSITY8_NV 0x8708
#define GL_DSDT8_NV 0x8709
#define GL_DSDT8_MAG8_NV 0x870A
#define GL_DSDT8_MAG8_INTENSITY8_NV 0x870B
#define GL_SIGNED_RGB_UNSIGNED_ALPHA_NV 0x870C
#define GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV 0x870D
#define GLEW_NV_texture_shader2 GLEW_GET_VAR(__GLEW_NV_texture_shader2)
#endif /* GL_NV_texture_shader2 */
/* ------------------------- GL_NV_texture_shader3 ------------------------- */
#ifndef GL_NV_texture_shader3
#define GL_NV_texture_shader3 1
#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_NV 0x8850
#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV 0x8851
#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8852
#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV 0x8853
#define GL_OFFSET_HILO_TEXTURE_2D_NV 0x8854
#define GL_OFFSET_HILO_TEXTURE_RECTANGLE_NV 0x8855
#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV 0x8856
#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8857
#define GL_DEPENDENT_HILO_TEXTURE_2D_NV 0x8858
#define GL_DEPENDENT_RGB_TEXTURE_3D_NV 0x8859
#define GL_DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV 0x885A
#define GL_DOT_PRODUCT_PASS_THROUGH_NV 0x885B
#define GL_DOT_PRODUCT_TEXTURE_1D_NV 0x885C
#define GL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV 0x885D
#define GL_HILO8_NV 0x885E
#define GL_SIGNED_HILO8_NV 0x885F
#define GL_FORCE_BLUE_TO_ONE_NV 0x8860
#define GLEW_NV_texture_shader3 GLEW_GET_VAR(__GLEW_NV_texture_shader3)
#endif /* GL_NV_texture_shader3 */
/* ------------------------ GL_NV_transform_feedback ----------------------- */
#ifndef GL_NV_transform_feedback
#define GL_NV_transform_feedback 1
#define GL_BACK_PRIMARY_COLOR_NV 0x8C77
#define GL_BACK_SECONDARY_COLOR_NV 0x8C78
#define GL_TEXTURE_COORD_NV 0x8C79
#define GL_CLIP_DISTANCE_NV 0x8C7A
#define GL_VERTEX_ID_NV 0x8C7B
#define GL_PRIMITIVE_ID_NV 0x8C7C
#define GL_GENERIC_ATTRIB_NV 0x8C7D
#define GL_TRANSFORM_FEEDBACK_ATTRIBS_NV 0x8C7E
#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE_NV 0x8C7F
#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_NV 0x8C80
#define GL_ACTIVE_VARYINGS_NV 0x8C81
#define GL_ACTIVE_VARYING_MAX_LENGTH_NV 0x8C82
#define GL_TRANSFORM_FEEDBACK_VARYINGS_NV 0x8C83
#define GL_TRANSFORM_FEEDBACK_BUFFER_START_NV 0x8C84
#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_NV 0x8C85
#define GL_TRANSFORM_FEEDBACK_RECORD_NV 0x8C86
#define GL_PRIMITIVES_GENERATED_NV 0x8C87
#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_NV 0x8C88
#define GL_RASTERIZER_DISCARD_NV 0x8C89
#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_NV 0x8C8A
#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_NV 0x8C8B
#define GL_INTERLEAVED_ATTRIBS_NV 0x8C8C
#define GL_SEPARATE_ATTRIBS_NV 0x8C8D
#define GL_TRANSFORM_FEEDBACK_BUFFER_NV 0x8C8E
#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_NV 0x8C8F
typedef void (GLAPIENTRY * PFNGLACTIVEVARYINGNVPROC) (GLuint program, const GLchar *name);
typedef void (GLAPIENTRY * PFNGLBEGINTRANSFORMFEEDBACKNVPROC) (GLenum primitiveMode);
typedef void (GLAPIENTRY * PFNGLBINDBUFFERBASENVPROC) (GLenum target, GLuint index, GLuint buffer);
typedef void (GLAPIENTRY * PFNGLBINDBUFFEROFFSETNVPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset);
typedef void (GLAPIENTRY * PFNGLBINDBUFFERRANGENVPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
typedef void (GLAPIENTRY * PFNGLENDTRANSFORMFEEDBACKNVPROC) (void);
typedef void (GLAPIENTRY * PFNGLGETACTIVEVARYINGNVPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name);
typedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC) (GLuint program, GLuint index, GLint *location);
typedef GLint (GLAPIENTRY * PFNGLGETVARYINGLOCATIONNVPROC) (GLuint program, const GLchar *name);
typedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC) (GLuint count, const GLint *attribs, GLenum bufferMode);
typedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC) (GLuint program, GLsizei count, const GLint *locations, GLenum bufferMode);
#define glActiveVaryingNV GLEW_GET_FUN(__glewActiveVaryingNV)
#define glBeginTransformFeedbackNV GLEW_GET_FUN(__glewBeginTransformFeedbackNV)
#define glBindBufferBaseNV GLEW_GET_FUN(__glewBindBufferBaseNV)
#define glBindBufferOffsetNV GLEW_GET_FUN(__glewBindBufferOffsetNV)
#define glBindBufferRangeNV GLEW_GET_FUN(__glewBindBufferRangeNV)
#define glEndTransformFeedbackNV GLEW_GET_FUN(__glewEndTransformFeedbackNV)
#define glGetActiveVaryingNV GLEW_GET_FUN(__glewGetActiveVaryingNV)
#define glGetTransformFeedbackVaryingNV GLEW_GET_FUN(__glewGetTransformFeedbackVaryingNV)
#define glGetVaryingLocationNV GLEW_GET_FUN(__glewGetVaryingLocationNV)
#define glTransformFeedbackAttribsNV GLEW_GET_FUN(__glewTransformFeedbackAttribsNV)
#define glTransformFeedbackVaryingsNV GLEW_GET_FUN(__glewTransformFeedbackVaryingsNV)
#define GLEW_NV_transform_feedback GLEW_GET_VAR(__GLEW_NV_transform_feedback)
#endif /* GL_NV_transform_feedback */
/* ----------------------- GL_NV_transform_feedback2 ----------------------- */
#ifndef GL_NV_transform_feedback2
#define GL_NV_transform_feedback2 1
#define GL_TRANSFORM_FEEDBACK_NV 0x8E22
#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED_NV 0x8E23
#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE_NV 0x8E24
#define GL_TRANSFORM_FEEDBACK_BINDING_NV 0x8E25
typedef void (GLAPIENTRY * PFNGLBINDTRANSFORMFEEDBACKNVPROC) (GLenum target, GLuint id);
typedef void (GLAPIENTRY * PFNGLDELETETRANSFORMFEEDBACKSNVPROC) (GLsizei n, const GLuint* ids);
typedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKNVPROC) (GLenum mode, GLuint id);
typedef void (GLAPIENTRY * PFNGLGENTRANSFORMFEEDBACKSNVPROC) (GLsizei n, GLuint* ids);
typedef GLboolean (GLAPIENTRY * PFNGLISTRANSFORMFEEDBACKNVPROC) (GLuint id);
typedef void (GLAPIENTRY * PFNGLPAUSETRANSFORMFEEDBACKNVPROC) (void);
typedef void (GLAPIENTRY * PFNGLRESUMETRANSFORMFEEDBACKNVPROC) (void);
#define glBindTransformFeedbackNV GLEW_GET_FUN(__glewBindTransformFeedbackNV)
#define glDeleteTransformFeedbacksNV GLEW_GET_FUN(__glewDeleteTransformFeedbacksNV)
#define glDrawTransformFeedbackNV GLEW_GET_FUN(__glewDrawTransformFeedbackNV)
#define glGenTransformFeedbacksNV GLEW_GET_FUN(__glewGenTransformFeedbacksNV)
#define glIsTransformFeedbackNV GLEW_GET_FUN(__glewIsTransformFeedbackNV)
#define glPauseTransformFeedbackNV GLEW_GET_FUN(__glewPauseTransformFeedbackNV)
#define glResumeTransformFeedbackNV GLEW_GET_FUN(__glewResumeTransformFeedbackNV)
#define GLEW_NV_transform_feedback2 GLEW_GET_VAR(__GLEW_NV_transform_feedback2)
#endif /* GL_NV_transform_feedback2 */
/* ------------------ GL_NV_uniform_buffer_unified_memory ------------------ */
#ifndef GL_NV_uniform_buffer_unified_memory
#define GL_NV_uniform_buffer_unified_memory 1
#define GL_UNIFORM_BUFFER_UNIFIED_NV 0x936E
#define GL_UNIFORM_BUFFER_ADDRESS_NV 0x936F
#define GL_UNIFORM_BUFFER_LENGTH_NV 0x9370
#define GLEW_NV_uniform_buffer_unified_memory GLEW_GET_VAR(__GLEW_NV_uniform_buffer_unified_memory)
#endif /* GL_NV_uniform_buffer_unified_memory */
/* -------------------------- GL_NV_vdpau_interop -------------------------- */
#ifndef GL_NV_vdpau_interop
#define GL_NV_vdpau_interop 1
#define GL_SURFACE_STATE_NV 0x86EB
#define GL_SURFACE_REGISTERED_NV 0x86FD
#define GL_SURFACE_MAPPED_NV 0x8700
#define GL_WRITE_DISCARD_NV 0x88BE
typedef GLintptr GLvdpauSurfaceNV;
typedef void (GLAPIENTRY * PFNGLVDPAUFININVPROC) (void);
typedef void (GLAPIENTRY * PFNGLVDPAUGETSURFACEIVNVPROC) (GLvdpauSurfaceNV surface, GLenum pname, GLsizei bufSize, GLsizei* length, GLint *values);
typedef void (GLAPIENTRY * PFNGLVDPAUINITNVPROC) (const void* vdpDevice, const void*getProcAddress);
typedef void (GLAPIENTRY * PFNGLVDPAUISSURFACENVPROC) (GLvdpauSurfaceNV surface);
typedef void (GLAPIENTRY * PFNGLVDPAUMAPSURFACESNVPROC) (GLsizei numSurfaces, const GLvdpauSurfaceNV* surfaces);
typedef GLvdpauSurfaceNV (GLAPIENTRY * PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC) (const void* vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames);
typedef GLvdpauSurfaceNV (GLAPIENTRY * PFNGLVDPAUREGISTERVIDEOSURFACENVPROC) (const void* vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames);
typedef void (GLAPIENTRY * PFNGLVDPAUSURFACEACCESSNVPROC) (GLvdpauSurfaceNV surface, GLenum access);
typedef void (GLAPIENTRY * PFNGLVDPAUUNMAPSURFACESNVPROC) (GLsizei numSurface, const GLvdpauSurfaceNV* surfaces);
typedef void (GLAPIENTRY * PFNGLVDPAUUNREGISTERSURFACENVPROC) (GLvdpauSurfaceNV surface);
#define glVDPAUFiniNV GLEW_GET_FUN(__glewVDPAUFiniNV)
#define glVDPAUGetSurfaceivNV GLEW_GET_FUN(__glewVDPAUGetSurfaceivNV)
#define glVDPAUInitNV GLEW_GET_FUN(__glewVDPAUInitNV)
#define glVDPAUIsSurfaceNV GLEW_GET_FUN(__glewVDPAUIsSurfaceNV)
#define glVDPAUMapSurfacesNV GLEW_GET_FUN(__glewVDPAUMapSurfacesNV)
#define glVDPAURegisterOutputSurfaceNV GLEW_GET_FUN(__glewVDPAURegisterOutputSurfaceNV)
#define glVDPAURegisterVideoSurfaceNV GLEW_GET_FUN(__glewVDPAURegisterVideoSurfaceNV)
#define glVDPAUSurfaceAccessNV GLEW_GET_FUN(__glewVDPAUSurfaceAccessNV)
#define glVDPAUUnmapSurfacesNV GLEW_GET_FUN(__glewVDPAUUnmapSurfacesNV)
#define glVDPAUUnregisterSurfaceNV GLEW_GET_FUN(__glewVDPAUUnregisterSurfaceNV)
#define GLEW_NV_vdpau_interop GLEW_GET_VAR(__GLEW_NV_vdpau_interop)
#endif /* GL_NV_vdpau_interop */
/* ------------------------ GL_NV_vertex_array_range ----------------------- */
#ifndef GL_NV_vertex_array_range
#define GL_NV_vertex_array_range 1
#define GL_VERTEX_ARRAY_RANGE_NV 0x851D
#define GL_VERTEX_ARRAY_RANGE_LENGTH_NV 0x851E
#define GL_VERTEX_ARRAY_RANGE_VALID_NV 0x851F
#define GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_NV 0x8520
#define GL_VERTEX_ARRAY_RANGE_POINTER_NV 0x8521
typedef void (GLAPIENTRY * PFNGLFLUSHVERTEXARRAYRANGENVPROC) (void);
typedef void (GLAPIENTRY * PFNGLVERTEXARRAYRANGENVPROC) (GLsizei length, void *pointer);
#define glFlushVertexArrayRangeNV GLEW_GET_FUN(__glewFlushVertexArrayRangeNV)
#define glVertexArrayRangeNV GLEW_GET_FUN(__glewVertexArrayRangeNV)
#define GLEW_NV_vertex_array_range GLEW_GET_VAR(__GLEW_NV_vertex_array_range)
#endif /* GL_NV_vertex_array_range */
/* ----------------------- GL_NV_vertex_array_range2 ----------------------- */
#ifndef GL_NV_vertex_array_range2
#define GL_NV_vertex_array_range2 1
#define GL_VERTEX_ARRAY_RANGE_WITHOUT_FLUSH_NV 0x8533
#define GLEW_NV_vertex_array_range2 GLEW_GET_VAR(__GLEW_NV_vertex_array_range2)
#endif /* GL_NV_vertex_array_range2 */
/* ------------------- GL_NV_vertex_attrib_integer_64bit ------------------- */
#ifndef GL_NV_vertex_attrib_integer_64bit
#define GL_NV_vertex_attrib_integer_64bit 1
#define GL_INT64_NV 0x140E
#define GL_UNSIGNED_INT64_NV 0x140F
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLI64VNVPROC) (GLuint index, GLenum pname, GLint64EXT* params);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLUI64VNVPROC) (GLuint index, GLenum pname, GLuint64EXT* params);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1I64NVPROC) (GLuint index, GLint64EXT x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1I64VNVPROC) (GLuint index, const GLint64EXT* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1UI64NVPROC) (GLuint index, GLuint64EXT x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1UI64VNVPROC) (GLuint index, const GLuint64EXT* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2I64NVPROC) (GLuint index, GLint64EXT x, GLint64EXT y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2I64VNVPROC) (GLuint index, const GLint64EXT* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2UI64NVPROC) (GLuint index, GLuint64EXT x, GLuint64EXT y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2UI64VNVPROC) (GLuint index, const GLuint64EXT* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3I64NVPROC) (GLuint index, GLint64EXT x, GLint64EXT y, GLint64EXT z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3I64VNVPROC) (GLuint index, const GLint64EXT* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3UI64NVPROC) (GLuint index, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3UI64VNVPROC) (GLuint index, const GLuint64EXT* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4I64NVPROC) (GLuint index, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4I64VNVPROC) (GLuint index, const GLint64EXT* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4UI64NVPROC) (GLuint index, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4UI64VNVPROC) (GLuint index, const GLuint64EXT* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBLFORMATNVPROC) (GLuint index, GLint size, GLenum type, GLsizei stride);
#define glGetVertexAttribLi64vNV GLEW_GET_FUN(__glewGetVertexAttribLi64vNV)
#define glGetVertexAttribLui64vNV GLEW_GET_FUN(__glewGetVertexAttribLui64vNV)
#define glVertexAttribL1i64NV GLEW_GET_FUN(__glewVertexAttribL1i64NV)
#define glVertexAttribL1i64vNV GLEW_GET_FUN(__glewVertexAttribL1i64vNV)
#define glVertexAttribL1ui64NV GLEW_GET_FUN(__glewVertexAttribL1ui64NV)
#define glVertexAttribL1ui64vNV GLEW_GET_FUN(__glewVertexAttribL1ui64vNV)
#define glVertexAttribL2i64NV GLEW_GET_FUN(__glewVertexAttribL2i64NV)
#define glVertexAttribL2i64vNV GLEW_GET_FUN(__glewVertexAttribL2i64vNV)
#define glVertexAttribL2ui64NV GLEW_GET_FUN(__glewVertexAttribL2ui64NV)
#define glVertexAttribL2ui64vNV GLEW_GET_FUN(__glewVertexAttribL2ui64vNV)
#define glVertexAttribL3i64NV GLEW_GET_FUN(__glewVertexAttribL3i64NV)
#define glVertexAttribL3i64vNV GLEW_GET_FUN(__glewVertexAttribL3i64vNV)
#define glVertexAttribL3ui64NV GLEW_GET_FUN(__glewVertexAttribL3ui64NV)
#define glVertexAttribL3ui64vNV GLEW_GET_FUN(__glewVertexAttribL3ui64vNV)
#define glVertexAttribL4i64NV GLEW_GET_FUN(__glewVertexAttribL4i64NV)
#define glVertexAttribL4i64vNV GLEW_GET_FUN(__glewVertexAttribL4i64vNV)
#define glVertexAttribL4ui64NV GLEW_GET_FUN(__glewVertexAttribL4ui64NV)
#define glVertexAttribL4ui64vNV GLEW_GET_FUN(__glewVertexAttribL4ui64vNV)
#define glVertexAttribLFormatNV GLEW_GET_FUN(__glewVertexAttribLFormatNV)
#define GLEW_NV_vertex_attrib_integer_64bit GLEW_GET_VAR(__GLEW_NV_vertex_attrib_integer_64bit)
#endif /* GL_NV_vertex_attrib_integer_64bit */
/* ------------------- GL_NV_vertex_buffer_unified_memory ------------------ */
#ifndef GL_NV_vertex_buffer_unified_memory
#define GL_NV_vertex_buffer_unified_memory 1
#define GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV 0x8F1E
#define GL_ELEMENT_ARRAY_UNIFIED_NV 0x8F1F
#define GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV 0x8F20
#define GL_VERTEX_ARRAY_ADDRESS_NV 0x8F21
#define GL_NORMAL_ARRAY_ADDRESS_NV 0x8F22
#define GL_COLOR_ARRAY_ADDRESS_NV 0x8F23
#define GL_INDEX_ARRAY_ADDRESS_NV 0x8F24
#define GL_TEXTURE_COORD_ARRAY_ADDRESS_NV 0x8F25
#define GL_EDGE_FLAG_ARRAY_ADDRESS_NV 0x8F26
#define GL_SECONDARY_COLOR_ARRAY_ADDRESS_NV 0x8F27
#define GL_FOG_COORD_ARRAY_ADDRESS_NV 0x8F28
#define GL_ELEMENT_ARRAY_ADDRESS_NV 0x8F29
#define GL_VERTEX_ATTRIB_ARRAY_LENGTH_NV 0x8F2A
#define GL_VERTEX_ARRAY_LENGTH_NV 0x8F2B
#define GL_NORMAL_ARRAY_LENGTH_NV 0x8F2C
#define GL_COLOR_ARRAY_LENGTH_NV 0x8F2D
#define GL_INDEX_ARRAY_LENGTH_NV 0x8F2E
#define GL_TEXTURE_COORD_ARRAY_LENGTH_NV 0x8F2F
#define GL_EDGE_FLAG_ARRAY_LENGTH_NV 0x8F30
#define GL_SECONDARY_COLOR_ARRAY_LENGTH_NV 0x8F31
#define GL_FOG_COORD_ARRAY_LENGTH_NV 0x8F32
#define GL_ELEMENT_ARRAY_LENGTH_NV 0x8F33
#define GL_DRAW_INDIRECT_UNIFIED_NV 0x8F40
#define GL_DRAW_INDIRECT_ADDRESS_NV 0x8F41
#define GL_DRAW_INDIRECT_LENGTH_NV 0x8F42
typedef void (GLAPIENTRY * PFNGLBUFFERADDRESSRANGENVPROC) (GLenum pname, GLuint index, GLuint64EXT address, GLsizeiptr length);
typedef void (GLAPIENTRY * PFNGLCOLORFORMATNVPROC) (GLint size, GLenum type, GLsizei stride);
typedef void (GLAPIENTRY * PFNGLEDGEFLAGFORMATNVPROC) (GLsizei stride);
typedef void (GLAPIENTRY * PFNGLFOGCOORDFORMATNVPROC) (GLenum type, GLsizei stride);
typedef void (GLAPIENTRY * PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT result[]);
typedef void (GLAPIENTRY * PFNGLINDEXFORMATNVPROC) (GLenum type, GLsizei stride);
typedef void (GLAPIENTRY * PFNGLNORMALFORMATNVPROC) (GLenum type, GLsizei stride);
typedef void (GLAPIENTRY * PFNGLSECONDARYCOLORFORMATNVPROC) (GLint size, GLenum type, GLsizei stride);
typedef void (GLAPIENTRY * PFNGLTEXCOORDFORMATNVPROC) (GLint size, GLenum type, GLsizei stride);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBFORMATNVPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBIFORMATNVPROC) (GLuint index, GLint size, GLenum type, GLsizei stride);
typedef void (GLAPIENTRY * PFNGLVERTEXFORMATNVPROC) (GLint size, GLenum type, GLsizei stride);
#define glBufferAddressRangeNV GLEW_GET_FUN(__glewBufferAddressRangeNV)
#define glColorFormatNV GLEW_GET_FUN(__glewColorFormatNV)
#define glEdgeFlagFormatNV GLEW_GET_FUN(__glewEdgeFlagFormatNV)
#define glFogCoordFormatNV GLEW_GET_FUN(__glewFogCoordFormatNV)
#define glGetIntegerui64i_vNV GLEW_GET_FUN(__glewGetIntegerui64i_vNV)
#define glIndexFormatNV GLEW_GET_FUN(__glewIndexFormatNV)
#define glNormalFormatNV GLEW_GET_FUN(__glewNormalFormatNV)
#define glSecondaryColorFormatNV GLEW_GET_FUN(__glewSecondaryColorFormatNV)
#define glTexCoordFormatNV GLEW_GET_FUN(__glewTexCoordFormatNV)
#define glVertexAttribFormatNV GLEW_GET_FUN(__glewVertexAttribFormatNV)
#define glVertexAttribIFormatNV GLEW_GET_FUN(__glewVertexAttribIFormatNV)
#define glVertexFormatNV GLEW_GET_FUN(__glewVertexFormatNV)
#define GLEW_NV_vertex_buffer_unified_memory GLEW_GET_VAR(__GLEW_NV_vertex_buffer_unified_memory)
#endif /* GL_NV_vertex_buffer_unified_memory */
/* -------------------------- GL_NV_vertex_program ------------------------- */
#ifndef GL_NV_vertex_program
#define GL_NV_vertex_program 1
#define GL_VERTEX_PROGRAM_NV 0x8620
#define GL_VERTEX_STATE_PROGRAM_NV 0x8621
#define GL_ATTRIB_ARRAY_SIZE_NV 0x8623
#define GL_ATTRIB_ARRAY_STRIDE_NV 0x8624
#define GL_ATTRIB_ARRAY_TYPE_NV 0x8625
#define GL_CURRENT_ATTRIB_NV 0x8626
#define GL_PROGRAM_LENGTH_NV 0x8627
#define GL_PROGRAM_STRING_NV 0x8628
#define GL_MODELVIEW_PROJECTION_NV 0x8629
#define GL_IDENTITY_NV 0x862A
#define GL_INVERSE_NV 0x862B
#define GL_TRANSPOSE_NV 0x862C
#define GL_INVERSE_TRANSPOSE_NV 0x862D
#define GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV 0x862E
#define GL_MAX_TRACK_MATRICES_NV 0x862F
#define GL_MATRIX0_NV 0x8630
#define GL_MATRIX1_NV 0x8631
#define GL_MATRIX2_NV 0x8632
#define GL_MATRIX3_NV 0x8633
#define GL_MATRIX4_NV 0x8634
#define GL_MATRIX5_NV 0x8635
#define GL_MATRIX6_NV 0x8636
#define GL_MATRIX7_NV 0x8637
#define GL_CURRENT_MATRIX_STACK_DEPTH_NV 0x8640
#define GL_CURRENT_MATRIX_NV 0x8641
#define GL_VERTEX_PROGRAM_POINT_SIZE_NV 0x8642
#define GL_VERTEX_PROGRAM_TWO_SIDE_NV 0x8643
#define GL_PROGRAM_PARAMETER_NV 0x8644
#define GL_ATTRIB_ARRAY_POINTER_NV 0x8645
#define GL_PROGRAM_TARGET_NV 0x8646
#define GL_PROGRAM_RESIDENT_NV 0x8647
#define GL_TRACK_MATRIX_NV 0x8648
#define GL_TRACK_MATRIX_TRANSFORM_NV 0x8649
#define GL_VERTEX_PROGRAM_BINDING_NV 0x864A
#define GL_PROGRAM_ERROR_POSITION_NV 0x864B
#define GL_VERTEX_ATTRIB_ARRAY0_NV 0x8650
#define GL_VERTEX_ATTRIB_ARRAY1_NV 0x8651
#define GL_VERTEX_ATTRIB_ARRAY2_NV 0x8652
#define GL_VERTEX_ATTRIB_ARRAY3_NV 0x8653
#define GL_VERTEX_ATTRIB_ARRAY4_NV 0x8654
#define GL_VERTEX_ATTRIB_ARRAY5_NV 0x8655
#define GL_VERTEX_ATTRIB_ARRAY6_NV 0x8656
#define GL_VERTEX_ATTRIB_ARRAY7_NV 0x8657
#define GL_VERTEX_ATTRIB_ARRAY8_NV 0x8658
#define GL_VERTEX_ATTRIB_ARRAY9_NV 0x8659
#define GL_VERTEX_ATTRIB_ARRAY10_NV 0x865A
#define GL_VERTEX_ATTRIB_ARRAY11_NV 0x865B
#define GL_VERTEX_ATTRIB_ARRAY12_NV 0x865C
#define GL_VERTEX_ATTRIB_ARRAY13_NV 0x865D
#define GL_VERTEX_ATTRIB_ARRAY14_NV 0x865E
#define GL_VERTEX_ATTRIB_ARRAY15_NV 0x865F
#define GL_MAP1_VERTEX_ATTRIB0_4_NV 0x8660
#define GL_MAP1_VERTEX_ATTRIB1_4_NV 0x8661
#define GL_MAP1_VERTEX_ATTRIB2_4_NV 0x8662
#define GL_MAP1_VERTEX_ATTRIB3_4_NV 0x8663
#define GL_MAP1_VERTEX_ATTRIB4_4_NV 0x8664
#define GL_MAP1_VERTEX_ATTRIB5_4_NV 0x8665
#define GL_MAP1_VERTEX_ATTRIB6_4_NV 0x8666
#define GL_MAP1_VERTEX_ATTRIB7_4_NV 0x8667
#define GL_MAP1_VERTEX_ATTRIB8_4_NV 0x8668
#define GL_MAP1_VERTEX_ATTRIB9_4_NV 0x8669
#define GL_MAP1_VERTEX_ATTRIB10_4_NV 0x866A
#define GL_MAP1_VERTEX_ATTRIB11_4_NV 0x866B
#define GL_MAP1_VERTEX_ATTRIB12_4_NV 0x866C
#define GL_MAP1_VERTEX_ATTRIB13_4_NV 0x866D
#define GL_MAP1_VERTEX_ATTRIB14_4_NV 0x866E
#define GL_MAP1_VERTEX_ATTRIB15_4_NV 0x866F
#define GL_MAP2_VERTEX_ATTRIB0_4_NV 0x8670
#define GL_MAP2_VERTEX_ATTRIB1_4_NV 0x8671
#define GL_MAP2_VERTEX_ATTRIB2_4_NV 0x8672
#define GL_MAP2_VERTEX_ATTRIB3_4_NV 0x8673
#define GL_MAP2_VERTEX_ATTRIB4_4_NV 0x8674
#define GL_MAP2_VERTEX_ATTRIB5_4_NV 0x8675
#define GL_MAP2_VERTEX_ATTRIB6_4_NV 0x8676
#define GL_MAP2_VERTEX_ATTRIB7_4_NV 0x8677
#define GL_MAP2_VERTEX_ATTRIB8_4_NV 0x8678
#define GL_MAP2_VERTEX_ATTRIB9_4_NV 0x8679
#define GL_MAP2_VERTEX_ATTRIB10_4_NV 0x867A
#define GL_MAP2_VERTEX_ATTRIB11_4_NV 0x867B
#define GL_MAP2_VERTEX_ATTRIB12_4_NV 0x867C
#define GL_MAP2_VERTEX_ATTRIB13_4_NV 0x867D
#define GL_MAP2_VERTEX_ATTRIB14_4_NV 0x867E
#define GL_MAP2_VERTEX_ATTRIB15_4_NV 0x867F
typedef GLboolean (GLAPIENTRY * PFNGLAREPROGRAMSRESIDENTNVPROC) (GLsizei n, const GLuint* ids, GLboolean *residences);
typedef void (GLAPIENTRY * PFNGLBINDPROGRAMNVPROC) (GLenum target, GLuint id);
typedef void (GLAPIENTRY * PFNGLDELETEPROGRAMSNVPROC) (GLsizei n, const GLuint* ids);
typedef void (GLAPIENTRY * PFNGLEXECUTEPROGRAMNVPROC) (GLenum target, GLuint id, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGENPROGRAMSNVPROC) (GLsizei n, GLuint* ids);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMPARAMETERDVNVPROC) (GLenum target, GLuint index, GLenum pname, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMPARAMETERFVNVPROC) (GLenum target, GLuint index, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMSTRINGNVPROC) (GLuint id, GLenum pname, GLubyte* program);
typedef void (GLAPIENTRY * PFNGLGETPROGRAMIVNVPROC) (GLuint id, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETTRACKMATRIXIVNVPROC) (GLenum target, GLuint address, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBPOINTERVNVPROC) (GLuint index, GLenum pname, void** pointer);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBDVNVPROC) (GLuint index, GLenum pname, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBFVNVPROC) (GLuint index, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIVNVPROC) (GLuint index, GLenum pname, GLint* params);
typedef GLboolean (GLAPIENTRY * PFNGLISPROGRAMNVPROC) (GLuint id);
typedef void (GLAPIENTRY * PFNGLLOADPROGRAMNVPROC) (GLenum target, GLuint id, GLsizei len, const GLubyte* program);
typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETER4DNVPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETER4DVNVPROC) (GLenum target, GLuint index, const GLdouble* params);
typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETER4FNVPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETER4FVNVPROC) (GLenum target, GLuint index, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERS4DVNVPROC) (GLenum target, GLuint index, GLsizei num, const GLdouble* params);
typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERS4FVNVPROC) (GLenum target, GLuint index, GLsizei num, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLREQUESTRESIDENTPROGRAMSNVPROC) (GLsizei n, GLuint* ids);
typedef void (GLAPIENTRY * PFNGLTRACKMATRIXNVPROC) (GLenum target, GLuint address, GLenum matrix, GLenum transform);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DNVPROC) (GLuint index, GLdouble x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DVNVPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FNVPROC) (GLuint index, GLfloat x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FVNVPROC) (GLuint index, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SNVPROC) (GLuint index, GLshort x);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SVNVPROC) (GLuint index, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DNVPROC) (GLuint index, GLdouble x, GLdouble y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DVNVPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FNVPROC) (GLuint index, GLfloat x, GLfloat y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FVNVPROC) (GLuint index, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SNVPROC) (GLuint index, GLshort x, GLshort y);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SVNVPROC) (GLuint index, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DNVPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DVNVPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FVNVPROC) (GLuint index, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SNVPROC) (GLuint index, GLshort x, GLshort y, GLshort z);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SVNVPROC) (GLuint index, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DNVPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DVNVPROC) (GLuint index, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FVNVPROC) (GLuint index, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SNVPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SVNVPROC) (GLuint index, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UBNVPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UBVNVPROC) (GLuint index, const GLubyte* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBPOINTERNVPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS1DVNVPROC) (GLuint index, GLsizei n, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS1FVNVPROC) (GLuint index, GLsizei n, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS1SVNVPROC) (GLuint index, GLsizei n, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS2DVNVPROC) (GLuint index, GLsizei n, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS2FVNVPROC) (GLuint index, GLsizei n, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS2SVNVPROC) (GLuint index, GLsizei n, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS3DVNVPROC) (GLuint index, GLsizei n, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS3FVNVPROC) (GLuint index, GLsizei n, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS3SVNVPROC) (GLuint index, GLsizei n, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4DVNVPROC) (GLuint index, GLsizei n, const GLdouble* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4FVNVPROC) (GLuint index, GLsizei n, const GLfloat* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4SVNVPROC) (GLuint index, GLsizei n, const GLshort* v);
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4UBVNVPROC) (GLuint index, GLsizei n, const GLubyte* v);
#define glAreProgramsResidentNV GLEW_GET_FUN(__glewAreProgramsResidentNV)
#define glBindProgramNV GLEW_GET_FUN(__glewBindProgramNV)
#define glDeleteProgramsNV GLEW_GET_FUN(__glewDeleteProgramsNV)
#define glExecuteProgramNV GLEW_GET_FUN(__glewExecuteProgramNV)
#define glGenProgramsNV GLEW_GET_FUN(__glewGenProgramsNV)
#define glGetProgramParameterdvNV GLEW_GET_FUN(__glewGetProgramParameterdvNV)
#define glGetProgramParameterfvNV GLEW_GET_FUN(__glewGetProgramParameterfvNV)
#define glGetProgramStringNV GLEW_GET_FUN(__glewGetProgramStringNV)
#define glGetProgramivNV GLEW_GET_FUN(__glewGetProgramivNV)
#define glGetTrackMatrixivNV GLEW_GET_FUN(__glewGetTrackMatrixivNV)
#define glGetVertexAttribPointervNV GLEW_GET_FUN(__glewGetVertexAttribPointervNV)
#define glGetVertexAttribdvNV GLEW_GET_FUN(__glewGetVertexAttribdvNV)
#define glGetVertexAttribfvNV GLEW_GET_FUN(__glewGetVertexAttribfvNV)
#define glGetVertexAttribivNV GLEW_GET_FUN(__glewGetVertexAttribivNV)
#define glIsProgramNV GLEW_GET_FUN(__glewIsProgramNV)
#define glLoadProgramNV GLEW_GET_FUN(__glewLoadProgramNV)
#define glProgramParameter4dNV GLEW_GET_FUN(__glewProgramParameter4dNV)
#define glProgramParameter4dvNV GLEW_GET_FUN(__glewProgramParameter4dvNV)
#define glProgramParameter4fNV GLEW_GET_FUN(__glewProgramParameter4fNV)
#define glProgramParameter4fvNV GLEW_GET_FUN(__glewProgramParameter4fvNV)
#define glProgramParameters4dvNV GLEW_GET_FUN(__glewProgramParameters4dvNV)
#define glProgramParameters4fvNV GLEW_GET_FUN(__glewProgramParameters4fvNV)
#define glRequestResidentProgramsNV GLEW_GET_FUN(__glewRequestResidentProgramsNV)
#define glTrackMatrixNV GLEW_GET_FUN(__glewTrackMatrixNV)
#define glVertexAttrib1dNV GLEW_GET_FUN(__glewVertexAttrib1dNV)
#define glVertexAttrib1dvNV GLEW_GET_FUN(__glewVertexAttrib1dvNV)
#define glVertexAttrib1fNV GLEW_GET_FUN(__glewVertexAttrib1fNV)
#define glVertexAttrib1fvNV GLEW_GET_FUN(__glewVertexAttrib1fvNV)
#define glVertexAttrib1sNV GLEW_GET_FUN(__glewVertexAttrib1sNV)
#define glVertexAttrib1svNV GLEW_GET_FUN(__glewVertexAttrib1svNV)
#define glVertexAttrib2dNV GLEW_GET_FUN(__glewVertexAttrib2dNV)
#define glVertexAttrib2dvNV GLEW_GET_FUN(__glewVertexAttrib2dvNV)
#define glVertexAttrib2fNV GLEW_GET_FUN(__glewVertexAttrib2fNV)
#define glVertexAttrib2fvNV GLEW_GET_FUN(__glewVertexAttrib2fvNV)
#define glVertexAttrib2sNV GLEW_GET_FUN(__glewVertexAttrib2sNV)
#define glVertexAttrib2svNV GLEW_GET_FUN(__glewVertexAttrib2svNV)
#define glVertexAttrib3dNV GLEW_GET_FUN(__glewVertexAttrib3dNV)
#define glVertexAttrib3dvNV GLEW_GET_FUN(__glewVertexAttrib3dvNV)
#define glVertexAttrib3fNV GLEW_GET_FUN(__glewVertexAttrib3fNV)
#define glVertexAttrib3fvNV GLEW_GET_FUN(__glewVertexAttrib3fvNV)
#define glVertexAttrib3sNV GLEW_GET_FUN(__glewVertexAttrib3sNV)
#define glVertexAttrib3svNV GLEW_GET_FUN(__glewVertexAttrib3svNV)
#define glVertexAttrib4dNV GLEW_GET_FUN(__glewVertexAttrib4dNV)
#define glVertexAttrib4dvNV GLEW_GET_FUN(__glewVertexAttrib4dvNV)
#define glVertexAttrib4fNV GLEW_GET_FUN(__glewVertexAttrib4fNV)
#define glVertexAttrib4fvNV GLEW_GET_FUN(__glewVertexAttrib4fvNV)
#define glVertexAttrib4sNV GLEW_GET_FUN(__glewVertexAttrib4sNV)
#define glVertexAttrib4svNV GLEW_GET_FUN(__glewVertexAttrib4svNV)
#define glVertexAttrib4ubNV GLEW_GET_FUN(__glewVertexAttrib4ubNV)
#define glVertexAttrib4ubvNV GLEW_GET_FUN(__glewVertexAttrib4ubvNV)
#define glVertexAttribPointerNV GLEW_GET_FUN(__glewVertexAttribPointerNV)
#define glVertexAttribs1dvNV GLEW_GET_FUN(__glewVertexAttribs1dvNV)
#define glVertexAttribs1fvNV GLEW_GET_FUN(__glewVertexAttribs1fvNV)
#define glVertexAttribs1svNV GLEW_GET_FUN(__glewVertexAttribs1svNV)
#define glVertexAttribs2dvNV GLEW_GET_FUN(__glewVertexAttribs2dvNV)
#define glVertexAttribs2fvNV GLEW_GET_FUN(__glewVertexAttribs2fvNV)
#define glVertexAttribs2svNV GLEW_GET_FUN(__glewVertexAttribs2svNV)
#define glVertexAttribs3dvNV GLEW_GET_FUN(__glewVertexAttribs3dvNV)
#define glVertexAttribs3fvNV GLEW_GET_FUN(__glewVertexAttribs3fvNV)
#define glVertexAttribs3svNV GLEW_GET_FUN(__glewVertexAttribs3svNV)
#define glVertexAttribs4dvNV GLEW_GET_FUN(__glewVertexAttribs4dvNV)
#define glVertexAttribs4fvNV GLEW_GET_FUN(__glewVertexAttribs4fvNV)
#define glVertexAttribs4svNV GLEW_GET_FUN(__glewVertexAttribs4svNV)
#define glVertexAttribs4ubvNV GLEW_GET_FUN(__glewVertexAttribs4ubvNV)
#define GLEW_NV_vertex_program GLEW_GET_VAR(__GLEW_NV_vertex_program)
#endif /* GL_NV_vertex_program */
/* ------------------------ GL_NV_vertex_program1_1 ------------------------ */
#ifndef GL_NV_vertex_program1_1
#define GL_NV_vertex_program1_1 1
#define GLEW_NV_vertex_program1_1 GLEW_GET_VAR(__GLEW_NV_vertex_program1_1)
#endif /* GL_NV_vertex_program1_1 */
/* ------------------------- GL_NV_vertex_program2 ------------------------- */
#ifndef GL_NV_vertex_program2
#define GL_NV_vertex_program2 1
#define GLEW_NV_vertex_program2 GLEW_GET_VAR(__GLEW_NV_vertex_program2)
#endif /* GL_NV_vertex_program2 */
/* ---------------------- GL_NV_vertex_program2_option --------------------- */
#ifndef GL_NV_vertex_program2_option
#define GL_NV_vertex_program2_option 1
#define GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV 0x88F4
#define GL_MAX_PROGRAM_CALL_DEPTH_NV 0x88F5
#define GLEW_NV_vertex_program2_option GLEW_GET_VAR(__GLEW_NV_vertex_program2_option)
#endif /* GL_NV_vertex_program2_option */
/* ------------------------- GL_NV_vertex_program3 ------------------------- */
#ifndef GL_NV_vertex_program3
#define GL_NV_vertex_program3 1
#define MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C
#define GLEW_NV_vertex_program3 GLEW_GET_VAR(__GLEW_NV_vertex_program3)
#endif /* GL_NV_vertex_program3 */
/* ------------------------- GL_NV_vertex_program4 ------------------------- */
#ifndef GL_NV_vertex_program4
#define GL_NV_vertex_program4 1
#define GL_VERTEX_ATTRIB_ARRAY_INTEGER_NV 0x88FD
#define GLEW_NV_vertex_program4 GLEW_GET_VAR(__GLEW_NV_vertex_program4)
#endif /* GL_NV_vertex_program4 */
/* -------------------------- GL_NV_video_capture -------------------------- */
#ifndef GL_NV_video_capture
#define GL_NV_video_capture 1
#define GL_VIDEO_BUFFER_NV 0x9020
#define GL_VIDEO_BUFFER_BINDING_NV 0x9021
#define GL_FIELD_UPPER_NV 0x9022
#define GL_FIELD_LOWER_NV 0x9023
#define GL_NUM_VIDEO_CAPTURE_STREAMS_NV 0x9024
#define GL_NEXT_VIDEO_CAPTURE_BUFFER_STATUS_NV 0x9025
#define GL_VIDEO_CAPTURE_TO_422_SUPPORTED_NV 0x9026
#define GL_LAST_VIDEO_CAPTURE_STATUS_NV 0x9027
#define GL_VIDEO_BUFFER_PITCH_NV 0x9028
#define GL_VIDEO_COLOR_CONVERSION_MATRIX_NV 0x9029
#define GL_VIDEO_COLOR_CONVERSION_MAX_NV 0x902A
#define GL_VIDEO_COLOR_CONVERSION_MIN_NV 0x902B
#define GL_VIDEO_COLOR_CONVERSION_OFFSET_NV 0x902C
#define GL_VIDEO_BUFFER_INTERNAL_FORMAT_NV 0x902D
#define GL_PARTIAL_SUCCESS_NV 0x902E
#define GL_SUCCESS_NV 0x902F
#define GL_FAILURE_NV 0x9030
#define GL_YCBYCR8_422_NV 0x9031
#define GL_YCBAYCR8A_4224_NV 0x9032
#define GL_Z6Y10Z6CB10Z6Y10Z6CR10_422_NV 0x9033
#define GL_Z6Y10Z6CB10Z6A10Z6Y10Z6CR10Z6A10_4224_NV 0x9034
#define GL_Z4Y12Z4CB12Z4Y12Z4CR12_422_NV 0x9035
#define GL_Z4Y12Z4CB12Z4A12Z4Y12Z4CR12Z4A12_4224_NV 0x9036
#define GL_Z4Y12Z4CB12Z4CR12_444_NV 0x9037
#define GL_VIDEO_CAPTURE_FRAME_WIDTH_NV 0x9038
#define GL_VIDEO_CAPTURE_FRAME_HEIGHT_NV 0x9039
#define GL_VIDEO_CAPTURE_FIELD_UPPER_HEIGHT_NV 0x903A
#define GL_VIDEO_CAPTURE_FIELD_LOWER_HEIGHT_NV 0x903B
#define GL_VIDEO_CAPTURE_SURFACE_ORIGIN_NV 0x903C
typedef void (GLAPIENTRY * PFNGLBEGINVIDEOCAPTURENVPROC) (GLuint video_capture_slot);
typedef void (GLAPIENTRY * PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLintptrARB offset);
typedef void (GLAPIENTRY * PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC) (GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLenum target, GLuint texture);
typedef void (GLAPIENTRY * PFNGLENDVIDEOCAPTURENVPROC) (GLuint video_capture_slot);
typedef void (GLAPIENTRY * PFNGLGETVIDEOCAPTURESTREAMDVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, GLdouble* params);
typedef void (GLAPIENTRY * PFNGLGETVIDEOCAPTURESTREAMFVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETVIDEOCAPTURESTREAMIVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETVIDEOCAPTUREIVNVPROC) (GLuint video_capture_slot, GLenum pname, GLint* params);
typedef GLenum (GLAPIENTRY * PFNGLVIDEOCAPTURENVPROC) (GLuint video_capture_slot, GLuint* sequence_num, GLuint64EXT *capture_time);
typedef void (GLAPIENTRY * PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLdouble* params);
typedef void (GLAPIENTRY * PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLint* params);
#define glBeginVideoCaptureNV GLEW_GET_FUN(__glewBeginVideoCaptureNV)
#define glBindVideoCaptureStreamBufferNV GLEW_GET_FUN(__glewBindVideoCaptureStreamBufferNV)
#define glBindVideoCaptureStreamTextureNV GLEW_GET_FUN(__glewBindVideoCaptureStreamTextureNV)
#define glEndVideoCaptureNV GLEW_GET_FUN(__glewEndVideoCaptureNV)
#define glGetVideoCaptureStreamdvNV GLEW_GET_FUN(__glewGetVideoCaptureStreamdvNV)
#define glGetVideoCaptureStreamfvNV GLEW_GET_FUN(__glewGetVideoCaptureStreamfvNV)
#define glGetVideoCaptureStreamivNV GLEW_GET_FUN(__glewGetVideoCaptureStreamivNV)
#define glGetVideoCaptureivNV GLEW_GET_FUN(__glewGetVideoCaptureivNV)
#define glVideoCaptureNV GLEW_GET_FUN(__glewVideoCaptureNV)
#define glVideoCaptureStreamParameterdvNV GLEW_GET_FUN(__glewVideoCaptureStreamParameterdvNV)
#define glVideoCaptureStreamParameterfvNV GLEW_GET_FUN(__glewVideoCaptureStreamParameterfvNV)
#define glVideoCaptureStreamParameterivNV GLEW_GET_FUN(__glewVideoCaptureStreamParameterivNV)
#define GLEW_NV_video_capture GLEW_GET_VAR(__GLEW_NV_video_capture)
#endif /* GL_NV_video_capture */
/* ------------------------- GL_NV_viewport_array2 ------------------------- */
#ifndef GL_NV_viewport_array2
#define GL_NV_viewport_array2 1
#define GLEW_NV_viewport_array2 GLEW_GET_VAR(__GLEW_NV_viewport_array2)
#endif /* GL_NV_viewport_array2 */
/* ------------------------ GL_OES_byte_coordinates ------------------------ */
#ifndef GL_OES_byte_coordinates
#define GL_OES_byte_coordinates 1
#define GLEW_OES_byte_coordinates GLEW_GET_VAR(__GLEW_OES_byte_coordinates)
#endif /* GL_OES_byte_coordinates */
/* ------------------- GL_OES_compressed_paletted_texture ------------------ */
#ifndef GL_OES_compressed_paletted_texture
#define GL_OES_compressed_paletted_texture 1
#define GL_PALETTE4_RGB8_OES 0x8B90
#define GL_PALETTE4_RGBA8_OES 0x8B91
#define GL_PALETTE4_R5_G6_B5_OES 0x8B92
#define GL_PALETTE4_RGBA4_OES 0x8B93
#define GL_PALETTE4_RGB5_A1_OES 0x8B94
#define GL_PALETTE8_RGB8_OES 0x8B95
#define GL_PALETTE8_RGBA8_OES 0x8B96
#define GL_PALETTE8_R5_G6_B5_OES 0x8B97
#define GL_PALETTE8_RGBA4_OES 0x8B98
#define GL_PALETTE8_RGB5_A1_OES 0x8B99
#define GLEW_OES_compressed_paletted_texture GLEW_GET_VAR(__GLEW_OES_compressed_paletted_texture)
#endif /* GL_OES_compressed_paletted_texture */
/* --------------------------- GL_OES_read_format -------------------------- */
#ifndef GL_OES_read_format
#define GL_OES_read_format 1
#define GL_IMPLEMENTATION_COLOR_READ_TYPE_OES 0x8B9A
#define GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES 0x8B9B
#define GLEW_OES_read_format GLEW_GET_VAR(__GLEW_OES_read_format)
#endif /* GL_OES_read_format */
/* ------------------------ GL_OES_single_precision ------------------------ */
#ifndef GL_OES_single_precision
#define GL_OES_single_precision 1
typedef void (GLAPIENTRY * PFNGLCLEARDEPTHFOESPROC) (GLclampf depth);
typedef void (GLAPIENTRY * PFNGLCLIPPLANEFOESPROC) (GLenum plane, const GLfloat* equation);
typedef void (GLAPIENTRY * PFNGLDEPTHRANGEFOESPROC) (GLclampf n, GLclampf f);
typedef void (GLAPIENTRY * PFNGLFRUSTUMFOESPROC) (GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f);
typedef void (GLAPIENTRY * PFNGLGETCLIPPLANEFOESPROC) (GLenum plane, GLfloat* equation);
typedef void (GLAPIENTRY * PFNGLORTHOFOESPROC) (GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f);
#define glClearDepthfOES GLEW_GET_FUN(__glewClearDepthfOES)
#define glClipPlanefOES GLEW_GET_FUN(__glewClipPlanefOES)
#define glDepthRangefOES GLEW_GET_FUN(__glewDepthRangefOES)
#define glFrustumfOES GLEW_GET_FUN(__glewFrustumfOES)
#define glGetClipPlanefOES GLEW_GET_FUN(__glewGetClipPlanefOES)
#define glOrthofOES GLEW_GET_FUN(__glewOrthofOES)
#define GLEW_OES_single_precision GLEW_GET_VAR(__GLEW_OES_single_precision)
#endif /* GL_OES_single_precision */
/* ---------------------------- GL_OML_interlace --------------------------- */
#ifndef GL_OML_interlace
#define GL_OML_interlace 1
#define GL_INTERLACE_OML 0x8980
#define GL_INTERLACE_READ_OML 0x8981
#define GLEW_OML_interlace GLEW_GET_VAR(__GLEW_OML_interlace)
#endif /* GL_OML_interlace */
/* ---------------------------- GL_OML_resample ---------------------------- */
#ifndef GL_OML_resample
#define GL_OML_resample 1
#define GL_PACK_RESAMPLE_OML 0x8984
#define GL_UNPACK_RESAMPLE_OML 0x8985
#define GL_RESAMPLE_REPLICATE_OML 0x8986
#define GL_RESAMPLE_ZERO_FILL_OML 0x8987
#define GL_RESAMPLE_AVERAGE_OML 0x8988
#define GL_RESAMPLE_DECIMATE_OML 0x8989
#define GLEW_OML_resample GLEW_GET_VAR(__GLEW_OML_resample)
#endif /* GL_OML_resample */
/* ---------------------------- GL_OML_subsample --------------------------- */
#ifndef GL_OML_subsample
#define GL_OML_subsample 1
#define GL_FORMAT_SUBSAMPLE_24_24_OML 0x8982
#define GL_FORMAT_SUBSAMPLE_244_244_OML 0x8983
#define GLEW_OML_subsample GLEW_GET_VAR(__GLEW_OML_subsample)
#endif /* GL_OML_subsample */
/* ---------------------------- GL_OVR_multiview --------------------------- */
#ifndef GL_OVR_multiview
#define GL_OVR_multiview 1
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR 0x9630
#define GL_MAX_VIEWS_OVR 0x9631
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR 0x9632
#define GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR 0x9633
typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint baseViewIndex, GLsizei numViews);
#define glFramebufferTextureMultiviewOVR GLEW_GET_FUN(__glewFramebufferTextureMultiviewOVR)
#define GLEW_OVR_multiview GLEW_GET_VAR(__GLEW_OVR_multiview)
#endif /* GL_OVR_multiview */
/* --------------------------- GL_OVR_multiview2 --------------------------- */
#ifndef GL_OVR_multiview2
#define GL_OVR_multiview2 1
#define GLEW_OVR_multiview2 GLEW_GET_VAR(__GLEW_OVR_multiview2)
#endif /* GL_OVR_multiview2 */
/* --------------------------- GL_PGI_misc_hints --------------------------- */
#ifndef GL_PGI_misc_hints
#define GL_PGI_misc_hints 1
#define GL_PREFER_DOUBLEBUFFER_HINT_PGI 107000
#define GL_CONSERVE_MEMORY_HINT_PGI 107005
#define GL_RECLAIM_MEMORY_HINT_PGI 107006
#define GL_NATIVE_GRAPHICS_HANDLE_PGI 107010
#define GL_NATIVE_GRAPHICS_BEGIN_HINT_PGI 107011
#define GL_NATIVE_GRAPHICS_END_HINT_PGI 107012
#define GL_ALWAYS_FAST_HINT_PGI 107020
#define GL_ALWAYS_SOFT_HINT_PGI 107021
#define GL_ALLOW_DRAW_OBJ_HINT_PGI 107022
#define GL_ALLOW_DRAW_WIN_HINT_PGI 107023
#define GL_ALLOW_DRAW_FRG_HINT_PGI 107024
#define GL_ALLOW_DRAW_MEM_HINT_PGI 107025
#define GL_STRICT_DEPTHFUNC_HINT_PGI 107030
#define GL_STRICT_LIGHTING_HINT_PGI 107031
#define GL_STRICT_SCISSOR_HINT_PGI 107032
#define GL_FULL_STIPPLE_HINT_PGI 107033
#define GL_CLIP_NEAR_HINT_PGI 107040
#define GL_CLIP_FAR_HINT_PGI 107041
#define GL_WIDE_LINE_HINT_PGI 107042
#define GL_BACK_NORMALS_HINT_PGI 107043
#define GLEW_PGI_misc_hints GLEW_GET_VAR(__GLEW_PGI_misc_hints)
#endif /* GL_PGI_misc_hints */
/* -------------------------- GL_PGI_vertex_hints -------------------------- */
#ifndef GL_PGI_vertex_hints
#define GL_PGI_vertex_hints 1
#define GL_VERTEX23_BIT_PGI 0x00000004
#define GL_VERTEX4_BIT_PGI 0x00000008
#define GL_COLOR3_BIT_PGI 0x00010000
#define GL_COLOR4_BIT_PGI 0x00020000
#define GL_EDGEFLAG_BIT_PGI 0x00040000
#define GL_INDEX_BIT_PGI 0x00080000
#define GL_MAT_AMBIENT_BIT_PGI 0x00100000
#define GL_VERTEX_DATA_HINT_PGI 107050
#define GL_VERTEX_CONSISTENT_HINT_PGI 107051
#define GL_MATERIAL_SIDE_HINT_PGI 107052
#define GL_MAX_VERTEX_HINT_PGI 107053
#define GL_MAT_AMBIENT_AND_DIFFUSE_BIT_PGI 0x00200000
#define GL_MAT_DIFFUSE_BIT_PGI 0x00400000
#define GL_MAT_EMISSION_BIT_PGI 0x00800000
#define GL_MAT_COLOR_INDEXES_BIT_PGI 0x01000000
#define GL_MAT_SHININESS_BIT_PGI 0x02000000
#define GL_MAT_SPECULAR_BIT_PGI 0x04000000
#define GL_NORMAL_BIT_PGI 0x08000000
#define GL_TEXCOORD1_BIT_PGI 0x10000000
#define GL_TEXCOORD2_BIT_PGI 0x20000000
#define GL_TEXCOORD3_BIT_PGI 0x40000000
#define GL_TEXCOORD4_BIT_PGI 0x80000000
#define GLEW_PGI_vertex_hints GLEW_GET_VAR(__GLEW_PGI_vertex_hints)
#endif /* GL_PGI_vertex_hints */
/* ---------------------- GL_REGAL_ES1_0_compatibility --------------------- */
#ifndef GL_REGAL_ES1_0_compatibility
#define GL_REGAL_ES1_0_compatibility 1
typedef int GLclampx;
typedef void (GLAPIENTRY * PFNGLALPHAFUNCXPROC) (GLenum func, GLclampx ref);
typedef void (GLAPIENTRY * PFNGLCLEARCOLORXPROC) (GLclampx red, GLclampx green, GLclampx blue, GLclampx alpha);
typedef void (GLAPIENTRY * PFNGLCLEARDEPTHXPROC) (GLclampx depth);
typedef void (GLAPIENTRY * PFNGLCOLOR4XPROC) (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha);
typedef void (GLAPIENTRY * PFNGLDEPTHRANGEXPROC) (GLclampx zNear, GLclampx zFar);
typedef void (GLAPIENTRY * PFNGLFOGXPROC) (GLenum pname, GLfixed param);
typedef void (GLAPIENTRY * PFNGLFOGXVPROC) (GLenum pname, const GLfixed* params);
typedef void (GLAPIENTRY * PFNGLFRUSTUMFPROC) (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
typedef void (GLAPIENTRY * PFNGLFRUSTUMXPROC) (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);
typedef void (GLAPIENTRY * PFNGLLIGHTMODELXPROC) (GLenum pname, GLfixed param);
typedef void (GLAPIENTRY * PFNGLLIGHTMODELXVPROC) (GLenum pname, const GLfixed* params);
typedef void (GLAPIENTRY * PFNGLLIGHTXPROC) (GLenum light, GLenum pname, GLfixed param);
typedef void (GLAPIENTRY * PFNGLLIGHTXVPROC) (GLenum light, GLenum pname, const GLfixed* params);
typedef void (GLAPIENTRY * PFNGLLINEWIDTHXPROC) (GLfixed width);
typedef void (GLAPIENTRY * PFNGLLOADMATRIXXPROC) (const GLfixed* m);
typedef void (GLAPIENTRY * PFNGLMATERIALXPROC) (GLenum face, GLenum pname, GLfixed param);
typedef void (GLAPIENTRY * PFNGLMATERIALXVPROC) (GLenum face, GLenum pname, const GLfixed* params);
typedef void (GLAPIENTRY * PFNGLMULTMATRIXXPROC) (const GLfixed* m);
typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4XPROC) (GLenum target, GLfixed s, GLfixed t, GLfixed r, GLfixed q);
typedef void (GLAPIENTRY * PFNGLNORMAL3XPROC) (GLfixed nx, GLfixed ny, GLfixed nz);
typedef void (GLAPIENTRY * PFNGLORTHOFPROC) (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
typedef void (GLAPIENTRY * PFNGLORTHOXPROC) (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);
typedef void (GLAPIENTRY * PFNGLPOINTSIZEXPROC) (GLfixed size);
typedef void (GLAPIENTRY * PFNGLPOLYGONOFFSETXPROC) (GLfixed factor, GLfixed units);
typedef void (GLAPIENTRY * PFNGLROTATEXPROC) (GLfixed angle, GLfixed x, GLfixed y, GLfixed z);
typedef void (GLAPIENTRY * PFNGLSAMPLECOVERAGEXPROC) (GLclampx value, GLboolean invert);
typedef void (GLAPIENTRY * PFNGLSCALEXPROC) (GLfixed x, GLfixed y, GLfixed z);
typedef void (GLAPIENTRY * PFNGLTEXENVXPROC) (GLenum target, GLenum pname, GLfixed param);
typedef void (GLAPIENTRY * PFNGLTEXENVXVPROC) (GLenum target, GLenum pname, const GLfixed* params);
typedef void (GLAPIENTRY * PFNGLTEXPARAMETERXPROC) (GLenum target, GLenum pname, GLfixed param);
typedef void (GLAPIENTRY * PFNGLTRANSLATEXPROC) (GLfixed x, GLfixed y, GLfixed z);
#define glAlphaFuncx GLEW_GET_FUN(__glewAlphaFuncx)
#define glClearColorx GLEW_GET_FUN(__glewClearColorx)
#define glClearDepthx GLEW_GET_FUN(__glewClearDepthx)
#define glColor4x GLEW_GET_FUN(__glewColor4x)
#define glDepthRangex GLEW_GET_FUN(__glewDepthRangex)
#define glFogx GLEW_GET_FUN(__glewFogx)
#define glFogxv GLEW_GET_FUN(__glewFogxv)
#define glFrustumf GLEW_GET_FUN(__glewFrustumf)
#define glFrustumx GLEW_GET_FUN(__glewFrustumx)
#define glLightModelx GLEW_GET_FUN(__glewLightModelx)
#define glLightModelxv GLEW_GET_FUN(__glewLightModelxv)
#define glLightx GLEW_GET_FUN(__glewLightx)
#define glLightxv GLEW_GET_FUN(__glewLightxv)
#define glLineWidthx GLEW_GET_FUN(__glewLineWidthx)
#define glLoadMatrixx GLEW_GET_FUN(__glewLoadMatrixx)
#define glMaterialx GLEW_GET_FUN(__glewMaterialx)
#define glMaterialxv GLEW_GET_FUN(__glewMaterialxv)
#define glMultMatrixx GLEW_GET_FUN(__glewMultMatrixx)
#define glMultiTexCoord4x GLEW_GET_FUN(__glewMultiTexCoord4x)
#define glNormal3x GLEW_GET_FUN(__glewNormal3x)
#define glOrthof GLEW_GET_FUN(__glewOrthof)
#define glOrthox GLEW_GET_FUN(__glewOrthox)
#define glPointSizex GLEW_GET_FUN(__glewPointSizex)
#define glPolygonOffsetx GLEW_GET_FUN(__glewPolygonOffsetx)
#define glRotatex GLEW_GET_FUN(__glewRotatex)
#define glSampleCoveragex GLEW_GET_FUN(__glewSampleCoveragex)
#define glScalex GLEW_GET_FUN(__glewScalex)
#define glTexEnvx GLEW_GET_FUN(__glewTexEnvx)
#define glTexEnvxv GLEW_GET_FUN(__glewTexEnvxv)
#define glTexParameterx GLEW_GET_FUN(__glewTexParameterx)
#define glTranslatex GLEW_GET_FUN(__glewTranslatex)
#define GLEW_REGAL_ES1_0_compatibility GLEW_GET_VAR(__GLEW_REGAL_ES1_0_compatibility)
#endif /* GL_REGAL_ES1_0_compatibility */
/* ---------------------- GL_REGAL_ES1_1_compatibility --------------------- */
#ifndef GL_REGAL_ES1_1_compatibility
#define GL_REGAL_ES1_1_compatibility 1
typedef void (GLAPIENTRY * PFNGLCLIPPLANEFPROC) (GLenum plane, const GLfloat* equation);
typedef void (GLAPIENTRY * PFNGLCLIPPLANEXPROC) (GLenum plane, const GLfixed* equation);
typedef void (GLAPIENTRY * PFNGLGETCLIPPLANEFPROC) (GLenum pname, GLfloat eqn[4]);
typedef void (GLAPIENTRY * PFNGLGETCLIPPLANEXPROC) (GLenum pname, GLfixed eqn[4]);
typedef void (GLAPIENTRY * PFNGLGETFIXEDVPROC) (GLenum pname, GLfixed* params);
typedef void (GLAPIENTRY * PFNGLGETLIGHTXVPROC) (GLenum light, GLenum pname, GLfixed* params);
typedef void (GLAPIENTRY * PFNGLGETMATERIALXVPROC) (GLenum face, GLenum pname, GLfixed* params);
typedef void (GLAPIENTRY * PFNGLGETTEXENVXVPROC) (GLenum env, GLenum pname, GLfixed* params);
typedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERXVPROC) (GLenum target, GLenum pname, GLfixed* params);
typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERXPROC) (GLenum pname, GLfixed param);
typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERXVPROC) (GLenum pname, const GLfixed* params);
typedef void (GLAPIENTRY * PFNGLPOINTSIZEPOINTEROESPROC) (GLenum type, GLsizei stride, const void *pointer);
typedef void (GLAPIENTRY * PFNGLTEXPARAMETERXVPROC) (GLenum target, GLenum pname, const GLfixed* params);
#define glClipPlanef GLEW_GET_FUN(__glewClipPlanef)
#define glClipPlanex GLEW_GET_FUN(__glewClipPlanex)
#define glGetClipPlanef GLEW_GET_FUN(__glewGetClipPlanef)
#define glGetClipPlanex GLEW_GET_FUN(__glewGetClipPlanex)
#define glGetFixedv GLEW_GET_FUN(__glewGetFixedv)
#define glGetLightxv GLEW_GET_FUN(__glewGetLightxv)
#define glGetMaterialxv GLEW_GET_FUN(__glewGetMaterialxv)
#define glGetTexEnvxv GLEW_GET_FUN(__glewGetTexEnvxv)
#define glGetTexParameterxv GLEW_GET_FUN(__glewGetTexParameterxv)
#define glPointParameterx GLEW_GET_FUN(__glewPointParameterx)
#define glPointParameterxv GLEW_GET_FUN(__glewPointParameterxv)
#define glPointSizePointerOES GLEW_GET_FUN(__glewPointSizePointerOES)
#define glTexParameterxv GLEW_GET_FUN(__glewTexParameterxv)
#define GLEW_REGAL_ES1_1_compatibility GLEW_GET_VAR(__GLEW_REGAL_ES1_1_compatibility)
#endif /* GL_REGAL_ES1_1_compatibility */
/* ---------------------------- GL_REGAL_enable ---------------------------- */
#ifndef GL_REGAL_enable
#define GL_REGAL_enable 1
#define GL_ERROR_REGAL 0x9322
#define GL_DEBUG_REGAL 0x9323
#define GL_LOG_REGAL 0x9324
#define GL_EMULATION_REGAL 0x9325
#define GL_DRIVER_REGAL 0x9326
#define GL_MISSING_REGAL 0x9360
#define GL_TRACE_REGAL 0x9361
#define GL_CACHE_REGAL 0x9362
#define GL_CODE_REGAL 0x9363
#define GL_STATISTICS_REGAL 0x9364
#define GLEW_REGAL_enable GLEW_GET_VAR(__GLEW_REGAL_enable)
#endif /* GL_REGAL_enable */
/* ------------------------- GL_REGAL_error_string ------------------------- */
#ifndef GL_REGAL_error_string
#define GL_REGAL_error_string 1
typedef const GLchar* (GLAPIENTRY * PFNGLERRORSTRINGREGALPROC) (GLenum error);
#define glErrorStringREGAL GLEW_GET_FUN(__glewErrorStringREGAL)
#define GLEW_REGAL_error_string GLEW_GET_VAR(__GLEW_REGAL_error_string)
#endif /* GL_REGAL_error_string */
/* ------------------------ GL_REGAL_extension_query ----------------------- */
#ifndef GL_REGAL_extension_query
#define GL_REGAL_extension_query 1
typedef GLboolean (GLAPIENTRY * PFNGLGETEXTENSIONREGALPROC) (const GLchar* ext);
typedef GLboolean (GLAPIENTRY * PFNGLISSUPPORTEDREGALPROC) (const GLchar* ext);
#define glGetExtensionREGAL GLEW_GET_FUN(__glewGetExtensionREGAL)
#define glIsSupportedREGAL GLEW_GET_FUN(__glewIsSupportedREGAL)
#define GLEW_REGAL_extension_query GLEW_GET_VAR(__GLEW_REGAL_extension_query)
#endif /* GL_REGAL_extension_query */
/* ------------------------------ GL_REGAL_log ----------------------------- */
#ifndef GL_REGAL_log
#define GL_REGAL_log 1
#define GL_LOG_ERROR_REGAL 0x9319
#define GL_LOG_WARNING_REGAL 0x931A
#define GL_LOG_INFO_REGAL 0x931B
#define GL_LOG_APP_REGAL 0x931C
#define GL_LOG_DRIVER_REGAL 0x931D
#define GL_LOG_INTERNAL_REGAL 0x931E
#define GL_LOG_DEBUG_REGAL 0x931F
#define GL_LOG_STATUS_REGAL 0x9320
#define GL_LOG_HTTP_REGAL 0x9321
typedef void (APIENTRY *GLLOGPROCREGAL)(GLenum stream, GLsizei length, const GLchar *message, void *context);
typedef void (GLAPIENTRY * PFNGLLOGMESSAGECALLBACKREGALPROC) (GLLOGPROCREGAL callback);
#define glLogMessageCallbackREGAL GLEW_GET_FUN(__glewLogMessageCallbackREGAL)
#define GLEW_REGAL_log GLEW_GET_VAR(__GLEW_REGAL_log)
#endif /* GL_REGAL_log */
/* ------------------------- GL_REGAL_proc_address ------------------------- */
#ifndef GL_REGAL_proc_address
#define GL_REGAL_proc_address 1
typedef void * (GLAPIENTRY * PFNGLGETPROCADDRESSREGALPROC) (const GLchar *name);
#define glGetProcAddressREGAL GLEW_GET_FUN(__glewGetProcAddressREGAL)
#define GLEW_REGAL_proc_address GLEW_GET_VAR(__GLEW_REGAL_proc_address)
#endif /* GL_REGAL_proc_address */
/* ----------------------- GL_REND_screen_coordinates ---------------------- */
#ifndef GL_REND_screen_coordinates
#define GL_REND_screen_coordinates 1
#define GL_SCREEN_COORDINATES_REND 0x8490
#define GL_INVERTED_SCREEN_W_REND 0x8491
#define GLEW_REND_screen_coordinates GLEW_GET_VAR(__GLEW_REND_screen_coordinates)
#endif /* GL_REND_screen_coordinates */
/* ------------------------------- GL_S3_s3tc ------------------------------ */
#ifndef GL_S3_s3tc
#define GL_S3_s3tc 1
#define GL_RGB_S3TC 0x83A0
#define GL_RGB4_S3TC 0x83A1
#define GL_RGBA_S3TC 0x83A2
#define GL_RGBA4_S3TC 0x83A3
#define GL_RGBA_DXT5_S3TC 0x83A4
#define GL_RGBA4_DXT5_S3TC 0x83A5
#define GLEW_S3_s3tc GLEW_GET_VAR(__GLEW_S3_s3tc)
#endif /* GL_S3_s3tc */
/* -------------------------- GL_SGIS_color_range -------------------------- */
#ifndef GL_SGIS_color_range
#define GL_SGIS_color_range 1
#define GL_EXTENDED_RANGE_SGIS 0x85A5
#define GL_MIN_RED_SGIS 0x85A6
#define GL_MAX_RED_SGIS 0x85A7
#define GL_MIN_GREEN_SGIS 0x85A8
#define GL_MAX_GREEN_SGIS 0x85A9
#define GL_MIN_BLUE_SGIS 0x85AA
#define GL_MAX_BLUE_SGIS 0x85AB
#define GL_MIN_ALPHA_SGIS 0x85AC
#define GL_MAX_ALPHA_SGIS 0x85AD
#define GLEW_SGIS_color_range GLEW_GET_VAR(__GLEW_SGIS_color_range)
#endif /* GL_SGIS_color_range */
/* ------------------------- GL_SGIS_detail_texture ------------------------ */
#ifndef GL_SGIS_detail_texture
#define GL_SGIS_detail_texture 1
typedef void (GLAPIENTRY * PFNGLDETAILTEXFUNCSGISPROC) (GLenum target, GLsizei n, const GLfloat* points);
typedef void (GLAPIENTRY * PFNGLGETDETAILTEXFUNCSGISPROC) (GLenum target, GLfloat* points);
#define glDetailTexFuncSGIS GLEW_GET_FUN(__glewDetailTexFuncSGIS)
#define glGetDetailTexFuncSGIS GLEW_GET_FUN(__glewGetDetailTexFuncSGIS)
#define GLEW_SGIS_detail_texture GLEW_GET_VAR(__GLEW_SGIS_detail_texture)
#endif /* GL_SGIS_detail_texture */
/* -------------------------- GL_SGIS_fog_function ------------------------- */
#ifndef GL_SGIS_fog_function
#define GL_SGIS_fog_function 1
typedef void (GLAPIENTRY * PFNGLFOGFUNCSGISPROC) (GLsizei n, const GLfloat* points);
typedef void (GLAPIENTRY * PFNGLGETFOGFUNCSGISPROC) (GLfloat* points);
#define glFogFuncSGIS GLEW_GET_FUN(__glewFogFuncSGIS)
#define glGetFogFuncSGIS GLEW_GET_FUN(__glewGetFogFuncSGIS)
#define GLEW_SGIS_fog_function GLEW_GET_VAR(__GLEW_SGIS_fog_function)
#endif /* GL_SGIS_fog_function */
/* ------------------------ GL_SGIS_generate_mipmap ------------------------ */
#ifndef GL_SGIS_generate_mipmap
#define GL_SGIS_generate_mipmap 1
#define GL_GENERATE_MIPMAP_SGIS 0x8191
#define GL_GENERATE_MIPMAP_HINT_SGIS 0x8192
#define GLEW_SGIS_generate_mipmap GLEW_GET_VAR(__GLEW_SGIS_generate_mipmap)
#endif /* GL_SGIS_generate_mipmap */
/* -------------------------- GL_SGIS_multisample -------------------------- */
#ifndef GL_SGIS_multisample
#define GL_SGIS_multisample 1
#define GL_MULTISAMPLE_SGIS 0x809D
#define GL_SAMPLE_ALPHA_TO_MASK_SGIS 0x809E
#define GL_SAMPLE_ALPHA_TO_ONE_SGIS 0x809F
#define GL_SAMPLE_MASK_SGIS 0x80A0
#define GL_1PASS_SGIS 0x80A1
#define GL_2PASS_0_SGIS 0x80A2
#define GL_2PASS_1_SGIS 0x80A3
#define GL_4PASS_0_SGIS 0x80A4
#define GL_4PASS_1_SGIS 0x80A5
#define GL_4PASS_2_SGIS 0x80A6
#define GL_4PASS_3_SGIS 0x80A7
#define GL_SAMPLE_BUFFERS_SGIS 0x80A8
#define GL_SAMPLES_SGIS 0x80A9
#define GL_SAMPLE_MASK_VALUE_SGIS 0x80AA
#define GL_SAMPLE_MASK_INVERT_SGIS 0x80AB
#define GL_SAMPLE_PATTERN_SGIS 0x80AC
typedef void (GLAPIENTRY * PFNGLSAMPLEMASKSGISPROC) (GLclampf value, GLboolean invert);
typedef void (GLAPIENTRY * PFNGLSAMPLEPATTERNSGISPROC) (GLenum pattern);
#define glSampleMaskSGIS GLEW_GET_FUN(__glewSampleMaskSGIS)
#define glSamplePatternSGIS GLEW_GET_FUN(__glewSamplePatternSGIS)
#define GLEW_SGIS_multisample GLEW_GET_VAR(__GLEW_SGIS_multisample)
#endif /* GL_SGIS_multisample */
/* ------------------------- GL_SGIS_pixel_texture ------------------------- */
#ifndef GL_SGIS_pixel_texture
#define GL_SGIS_pixel_texture 1
#define GLEW_SGIS_pixel_texture GLEW_GET_VAR(__GLEW_SGIS_pixel_texture)
#endif /* GL_SGIS_pixel_texture */
/* ----------------------- GL_SGIS_point_line_texgen ----------------------- */
#ifndef GL_SGIS_point_line_texgen
#define GL_SGIS_point_line_texgen 1
#define GL_EYE_DISTANCE_TO_POINT_SGIS 0x81F0
#define GL_OBJECT_DISTANCE_TO_POINT_SGIS 0x81F1
#define GL_EYE_DISTANCE_TO_LINE_SGIS 0x81F2
#define GL_OBJECT_DISTANCE_TO_LINE_SGIS 0x81F3
#define GL_EYE_POINT_SGIS 0x81F4
#define GL_OBJECT_POINT_SGIS 0x81F5
#define GL_EYE_LINE_SGIS 0x81F6
#define GL_OBJECT_LINE_SGIS 0x81F7
#define GLEW_SGIS_point_line_texgen GLEW_GET_VAR(__GLEW_SGIS_point_line_texgen)
#endif /* GL_SGIS_point_line_texgen */
/* ------------------------ GL_SGIS_sharpen_texture ------------------------ */
#ifndef GL_SGIS_sharpen_texture
#define GL_SGIS_sharpen_texture 1
typedef void (GLAPIENTRY * PFNGLGETSHARPENTEXFUNCSGISPROC) (GLenum target, GLfloat* points);
typedef void (GLAPIENTRY * PFNGLSHARPENTEXFUNCSGISPROC) (GLenum target, GLsizei n, const GLfloat* points);
#define glGetSharpenTexFuncSGIS GLEW_GET_FUN(__glewGetSharpenTexFuncSGIS)
#define glSharpenTexFuncSGIS GLEW_GET_FUN(__glewSharpenTexFuncSGIS)
#define GLEW_SGIS_sharpen_texture GLEW_GET_VAR(__GLEW_SGIS_sharpen_texture)
#endif /* GL_SGIS_sharpen_texture */
/* --------------------------- GL_SGIS_texture4D --------------------------- */
#ifndef GL_SGIS_texture4D
#define GL_SGIS_texture4D 1
typedef void (GLAPIENTRY * PFNGLTEXIMAGE4DSGISPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLsizei extent, GLint border, GLenum format, GLenum type, const void *pixels);
typedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE4DSGISPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint woffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei extent, GLenum format, GLenum type, const void *pixels);
#define glTexImage4DSGIS GLEW_GET_FUN(__glewTexImage4DSGIS)
#define glTexSubImage4DSGIS GLEW_GET_FUN(__glewTexSubImage4DSGIS)
#define GLEW_SGIS_texture4D GLEW_GET_VAR(__GLEW_SGIS_texture4D)
#endif /* GL_SGIS_texture4D */
/* ---------------------- GL_SGIS_texture_border_clamp --------------------- */
#ifndef GL_SGIS_texture_border_clamp
#define GL_SGIS_texture_border_clamp 1
#define GL_CLAMP_TO_BORDER_SGIS 0x812D
#define GLEW_SGIS_texture_border_clamp GLEW_GET_VAR(__GLEW_SGIS_texture_border_clamp)
#endif /* GL_SGIS_texture_border_clamp */
/* ----------------------- GL_SGIS_texture_edge_clamp ---------------------- */
#ifndef GL_SGIS_texture_edge_clamp
#define GL_SGIS_texture_edge_clamp 1
#define GL_CLAMP_TO_EDGE_SGIS 0x812F
#define GLEW_SGIS_texture_edge_clamp GLEW_GET_VAR(__GLEW_SGIS_texture_edge_clamp)
#endif /* GL_SGIS_texture_edge_clamp */
/* ------------------------ GL_SGIS_texture_filter4 ------------------------ */
#ifndef GL_SGIS_texture_filter4
#define GL_SGIS_texture_filter4 1
typedef void (GLAPIENTRY * PFNGLGETTEXFILTERFUNCSGISPROC) (GLenum target, GLenum filter, GLfloat* weights);
typedef void (GLAPIENTRY * PFNGLTEXFILTERFUNCSGISPROC) (GLenum target, GLenum filter, GLsizei n, const GLfloat* weights);
#define glGetTexFilterFuncSGIS GLEW_GET_FUN(__glewGetTexFilterFuncSGIS)
#define glTexFilterFuncSGIS GLEW_GET_FUN(__glewTexFilterFuncSGIS)
#define GLEW_SGIS_texture_filter4 GLEW_GET_VAR(__GLEW_SGIS_texture_filter4)
#endif /* GL_SGIS_texture_filter4 */
/* -------------------------- GL_SGIS_texture_lod -------------------------- */
#ifndef GL_SGIS_texture_lod
#define GL_SGIS_texture_lod 1
#define GL_TEXTURE_MIN_LOD_SGIS 0x813A
#define GL_TEXTURE_MAX_LOD_SGIS 0x813B
#define GL_TEXTURE_BASE_LEVEL_SGIS 0x813C
#define GL_TEXTURE_MAX_LEVEL_SGIS 0x813D
#define GLEW_SGIS_texture_lod GLEW_GET_VAR(__GLEW_SGIS_texture_lod)
#endif /* GL_SGIS_texture_lod */
/* ------------------------- GL_SGIS_texture_select ------------------------ */
#ifndef GL_SGIS_texture_select
#define GL_SGIS_texture_select 1
#define GLEW_SGIS_texture_select GLEW_GET_VAR(__GLEW_SGIS_texture_select)
#endif /* GL_SGIS_texture_select */
/* ----------------------------- GL_SGIX_async ----------------------------- */
#ifndef GL_SGIX_async
#define GL_SGIX_async 1
#define GL_ASYNC_MARKER_SGIX 0x8329
typedef void (GLAPIENTRY * PFNGLASYNCMARKERSGIXPROC) (GLuint marker);
typedef void (GLAPIENTRY * PFNGLDELETEASYNCMARKERSSGIXPROC) (GLuint marker, GLsizei range);
typedef GLint (GLAPIENTRY * PFNGLFINISHASYNCSGIXPROC) (GLuint* markerp);
typedef GLuint (GLAPIENTRY * PFNGLGENASYNCMARKERSSGIXPROC) (GLsizei range);
typedef GLboolean (GLAPIENTRY * PFNGLISASYNCMARKERSGIXPROC) (GLuint marker);
typedef GLint (GLAPIENTRY * PFNGLPOLLASYNCSGIXPROC) (GLuint* markerp);
#define glAsyncMarkerSGIX GLEW_GET_FUN(__glewAsyncMarkerSGIX)
#define glDeleteAsyncMarkersSGIX GLEW_GET_FUN(__glewDeleteAsyncMarkersSGIX)
#define glFinishAsyncSGIX GLEW_GET_FUN(__glewFinishAsyncSGIX)
#define glGenAsyncMarkersSGIX GLEW_GET_FUN(__glewGenAsyncMarkersSGIX)
#define glIsAsyncMarkerSGIX GLEW_GET_FUN(__glewIsAsyncMarkerSGIX)
#define glPollAsyncSGIX GLEW_GET_FUN(__glewPollAsyncSGIX)
#define GLEW_SGIX_async GLEW_GET_VAR(__GLEW_SGIX_async)
#endif /* GL_SGIX_async */
/* ------------------------ GL_SGIX_async_histogram ------------------------ */
#ifndef GL_SGIX_async_histogram
#define GL_SGIX_async_histogram 1
#define GL_ASYNC_HISTOGRAM_SGIX 0x832C
#define GL_MAX_ASYNC_HISTOGRAM_SGIX 0x832D
#define GLEW_SGIX_async_histogram GLEW_GET_VAR(__GLEW_SGIX_async_histogram)
#endif /* GL_SGIX_async_histogram */
/* -------------------------- GL_SGIX_async_pixel -------------------------- */
#ifndef GL_SGIX_async_pixel
#define GL_SGIX_async_pixel 1
#define GL_ASYNC_TEX_IMAGE_SGIX 0x835C
#define GL_ASYNC_DRAW_PIXELS_SGIX 0x835D
#define GL_ASYNC_READ_PIXELS_SGIX 0x835E
#define GL_MAX_ASYNC_TEX_IMAGE_SGIX 0x835F
#define GL_MAX_ASYNC_DRAW_PIXELS_SGIX 0x8360
#define GL_MAX_ASYNC_READ_PIXELS_SGIX 0x8361
#define GLEW_SGIX_async_pixel GLEW_GET_VAR(__GLEW_SGIX_async_pixel)
#endif /* GL_SGIX_async_pixel */
/* ----------------------- GL_SGIX_blend_alpha_minmax ---------------------- */
#ifndef GL_SGIX_blend_alpha_minmax
#define GL_SGIX_blend_alpha_minmax 1
#define GL_ALPHA_MIN_SGIX 0x8320
#define GL_ALPHA_MAX_SGIX 0x8321
#define GLEW_SGIX_blend_alpha_minmax GLEW_GET_VAR(__GLEW_SGIX_blend_alpha_minmax)
#endif /* GL_SGIX_blend_alpha_minmax */
/* ---------------------------- GL_SGIX_clipmap ---------------------------- */
#ifndef GL_SGIX_clipmap
#define GL_SGIX_clipmap 1
#define GLEW_SGIX_clipmap GLEW_GET_VAR(__GLEW_SGIX_clipmap)
#endif /* GL_SGIX_clipmap */
/* ---------------------- GL_SGIX_convolution_accuracy --------------------- */
#ifndef GL_SGIX_convolution_accuracy
#define GL_SGIX_convolution_accuracy 1
#define GL_CONVOLUTION_HINT_SGIX 0x8316
#define GLEW_SGIX_convolution_accuracy GLEW_GET_VAR(__GLEW_SGIX_convolution_accuracy)
#endif /* GL_SGIX_convolution_accuracy */
/* ------------------------- GL_SGIX_depth_texture ------------------------- */
#ifndef GL_SGIX_depth_texture
#define GL_SGIX_depth_texture 1
#define GL_DEPTH_COMPONENT16_SGIX 0x81A5
#define GL_DEPTH_COMPONENT24_SGIX 0x81A6
#define GL_DEPTH_COMPONENT32_SGIX 0x81A7
#define GLEW_SGIX_depth_texture GLEW_GET_VAR(__GLEW_SGIX_depth_texture)
#endif /* GL_SGIX_depth_texture */
/* -------------------------- GL_SGIX_flush_raster ------------------------- */
#ifndef GL_SGIX_flush_raster
#define GL_SGIX_flush_raster 1
typedef void (GLAPIENTRY * PFNGLFLUSHRASTERSGIXPROC) (void);
#define glFlushRasterSGIX GLEW_GET_FUN(__glewFlushRasterSGIX)
#define GLEW_SGIX_flush_raster GLEW_GET_VAR(__GLEW_SGIX_flush_raster)
#endif /* GL_SGIX_flush_raster */
/* --------------------------- GL_SGIX_fog_offset -------------------------- */
#ifndef GL_SGIX_fog_offset
#define GL_SGIX_fog_offset 1
#define GL_FOG_OFFSET_SGIX 0x8198
#define GL_FOG_OFFSET_VALUE_SGIX 0x8199
#define GLEW_SGIX_fog_offset GLEW_GET_VAR(__GLEW_SGIX_fog_offset)
#endif /* GL_SGIX_fog_offset */
/* -------------------------- GL_SGIX_fog_texture -------------------------- */
#ifndef GL_SGIX_fog_texture
#define GL_SGIX_fog_texture 1
#define GL_FOG_PATCHY_FACTOR_SGIX 0
#define GL_FRAGMENT_FOG_SGIX 0
#define GL_TEXTURE_FOG_SGIX 0
typedef void (GLAPIENTRY * PFNGLTEXTUREFOGSGIXPROC) (GLenum pname);
#define glTextureFogSGIX GLEW_GET_FUN(__glewTextureFogSGIX)
#define GLEW_SGIX_fog_texture GLEW_GET_VAR(__GLEW_SGIX_fog_texture)
#endif /* GL_SGIX_fog_texture */
/* ------------------- GL_SGIX_fragment_specular_lighting ------------------ */
#ifndef GL_SGIX_fragment_specular_lighting
#define GL_SGIX_fragment_specular_lighting 1
typedef void (GLAPIENTRY * PFNGLFRAGMENTCOLORMATERIALSGIXPROC) (GLenum face, GLenum mode);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELFSGIXPROC) (GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELFVSGIXPROC) (GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELISGIXPROC) (GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELIVSGIXPROC) (GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTFSGIXPROC) (GLenum light, GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTFVSGIXPROC) (GLenum light, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTISGIXPROC) (GLenum light, GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTIVSGIXPROC) (GLenum light, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALFSGIXPROC) (GLenum face, GLenum pname, const GLfloat param);
typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALFVSGIXPROC) (GLenum face, GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALISGIXPROC) (GLenum face, GLenum pname, const GLint param);
typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALIVSGIXPROC) (GLenum face, GLenum pname, const GLint* params);
typedef void (GLAPIENTRY * PFNGLGETFRAGMENTLIGHTFVSGIXPROC) (GLenum light, GLenum value, GLfloat* data);
typedef void (GLAPIENTRY * PFNGLGETFRAGMENTLIGHTIVSGIXPROC) (GLenum light, GLenum value, GLint* data);
typedef void (GLAPIENTRY * PFNGLGETFRAGMENTMATERIALFVSGIXPROC) (GLenum face, GLenum pname, const GLfloat* data);
typedef void (GLAPIENTRY * PFNGLGETFRAGMENTMATERIALIVSGIXPROC) (GLenum face, GLenum pname, const GLint* data);
#define glFragmentColorMaterialSGIX GLEW_GET_FUN(__glewFragmentColorMaterialSGIX)
#define glFragmentLightModelfSGIX GLEW_GET_FUN(__glewFragmentLightModelfSGIX)
#define glFragmentLightModelfvSGIX GLEW_GET_FUN(__glewFragmentLightModelfvSGIX)
#define glFragmentLightModeliSGIX GLEW_GET_FUN(__glewFragmentLightModeliSGIX)
#define glFragmentLightModelivSGIX GLEW_GET_FUN(__glewFragmentLightModelivSGIX)
#define glFragmentLightfSGIX GLEW_GET_FUN(__glewFragmentLightfSGIX)
#define glFragmentLightfvSGIX GLEW_GET_FUN(__glewFragmentLightfvSGIX)
#define glFragmentLightiSGIX GLEW_GET_FUN(__glewFragmentLightiSGIX)
#define glFragmentLightivSGIX GLEW_GET_FUN(__glewFragmentLightivSGIX)
#define glFragmentMaterialfSGIX GLEW_GET_FUN(__glewFragmentMaterialfSGIX)
#define glFragmentMaterialfvSGIX GLEW_GET_FUN(__glewFragmentMaterialfvSGIX)
#define glFragmentMaterialiSGIX GLEW_GET_FUN(__glewFragmentMaterialiSGIX)
#define glFragmentMaterialivSGIX GLEW_GET_FUN(__glewFragmentMaterialivSGIX)
#define glGetFragmentLightfvSGIX GLEW_GET_FUN(__glewGetFragmentLightfvSGIX)
#define glGetFragmentLightivSGIX GLEW_GET_FUN(__glewGetFragmentLightivSGIX)
#define glGetFragmentMaterialfvSGIX GLEW_GET_FUN(__glewGetFragmentMaterialfvSGIX)
#define glGetFragmentMaterialivSGIX GLEW_GET_FUN(__glewGetFragmentMaterialivSGIX)
#define GLEW_SGIX_fragment_specular_lighting GLEW_GET_VAR(__GLEW_SGIX_fragment_specular_lighting)
#endif /* GL_SGIX_fragment_specular_lighting */
/* --------------------------- GL_SGIX_framezoom --------------------------- */
#ifndef GL_SGIX_framezoom
#define GL_SGIX_framezoom 1
typedef void (GLAPIENTRY * PFNGLFRAMEZOOMSGIXPROC) (GLint factor);
#define glFrameZoomSGIX GLEW_GET_FUN(__glewFrameZoomSGIX)
#define GLEW_SGIX_framezoom GLEW_GET_VAR(__GLEW_SGIX_framezoom)
#endif /* GL_SGIX_framezoom */
/* --------------------------- GL_SGIX_interlace --------------------------- */
#ifndef GL_SGIX_interlace
#define GL_SGIX_interlace 1
#define GL_INTERLACE_SGIX 0x8094
#define GLEW_SGIX_interlace GLEW_GET_VAR(__GLEW_SGIX_interlace)
#endif /* GL_SGIX_interlace */
/* ------------------------- GL_SGIX_ir_instrument1 ------------------------ */
#ifndef GL_SGIX_ir_instrument1
#define GL_SGIX_ir_instrument1 1
#define GLEW_SGIX_ir_instrument1 GLEW_GET_VAR(__GLEW_SGIX_ir_instrument1)
#endif /* GL_SGIX_ir_instrument1 */
/* ------------------------- GL_SGIX_list_priority ------------------------- */
#ifndef GL_SGIX_list_priority
#define GL_SGIX_list_priority 1
#define GLEW_SGIX_list_priority GLEW_GET_VAR(__GLEW_SGIX_list_priority)
#endif /* GL_SGIX_list_priority */
/* ------------------------- GL_SGIX_pixel_texture ------------------------- */
#ifndef GL_SGIX_pixel_texture
#define GL_SGIX_pixel_texture 1
typedef void (GLAPIENTRY * PFNGLPIXELTEXGENSGIXPROC) (GLenum mode);
#define glPixelTexGenSGIX GLEW_GET_FUN(__glewPixelTexGenSGIX)
#define GLEW_SGIX_pixel_texture GLEW_GET_VAR(__GLEW_SGIX_pixel_texture)
#endif /* GL_SGIX_pixel_texture */
/* ----------------------- GL_SGIX_pixel_texture_bits ---------------------- */
#ifndef GL_SGIX_pixel_texture_bits
#define GL_SGIX_pixel_texture_bits 1
#define GLEW_SGIX_pixel_texture_bits GLEW_GET_VAR(__GLEW_SGIX_pixel_texture_bits)
#endif /* GL_SGIX_pixel_texture_bits */
/* ------------------------ GL_SGIX_reference_plane ------------------------ */
#ifndef GL_SGIX_reference_plane
#define GL_SGIX_reference_plane 1
typedef void (GLAPIENTRY * PFNGLREFERENCEPLANESGIXPROC) (const GLdouble* equation);
#define glReferencePlaneSGIX GLEW_GET_FUN(__glewReferencePlaneSGIX)
#define GLEW_SGIX_reference_plane GLEW_GET_VAR(__GLEW_SGIX_reference_plane)
#endif /* GL_SGIX_reference_plane */
/* ---------------------------- GL_SGIX_resample --------------------------- */
#ifndef GL_SGIX_resample
#define GL_SGIX_resample 1
#define GL_PACK_RESAMPLE_SGIX 0x842E
#define GL_UNPACK_RESAMPLE_SGIX 0x842F
#define GL_RESAMPLE_DECIMATE_SGIX 0x8430
#define GL_RESAMPLE_REPLICATE_SGIX 0x8433
#define GL_RESAMPLE_ZERO_FILL_SGIX 0x8434
#define GLEW_SGIX_resample GLEW_GET_VAR(__GLEW_SGIX_resample)
#endif /* GL_SGIX_resample */
/* ----------------------------- GL_SGIX_shadow ---------------------------- */
#ifndef GL_SGIX_shadow
#define GL_SGIX_shadow 1
#define GL_TEXTURE_COMPARE_SGIX 0x819A
#define GL_TEXTURE_COMPARE_OPERATOR_SGIX 0x819B
#define GL_TEXTURE_LEQUAL_R_SGIX 0x819C
#define GL_TEXTURE_GEQUAL_R_SGIX 0x819D
#define GLEW_SGIX_shadow GLEW_GET_VAR(__GLEW_SGIX_shadow)
#endif /* GL_SGIX_shadow */
/* ------------------------- GL_SGIX_shadow_ambient ------------------------ */
#ifndef GL_SGIX_shadow_ambient
#define GL_SGIX_shadow_ambient 1
#define GL_SHADOW_AMBIENT_SGIX 0x80BF
#define GLEW_SGIX_shadow_ambient GLEW_GET_VAR(__GLEW_SGIX_shadow_ambient)
#endif /* GL_SGIX_shadow_ambient */
/* ----------------------------- GL_SGIX_sprite ---------------------------- */
#ifndef GL_SGIX_sprite
#define GL_SGIX_sprite 1
typedef void (GLAPIENTRY * PFNGLSPRITEPARAMETERFSGIXPROC) (GLenum pname, GLfloat param);
typedef void (GLAPIENTRY * PFNGLSPRITEPARAMETERFVSGIXPROC) (GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLSPRITEPARAMETERISGIXPROC) (GLenum pname, GLint param);
typedef void (GLAPIENTRY * PFNGLSPRITEPARAMETERIVSGIXPROC) (GLenum pname, GLint* params);
#define glSpriteParameterfSGIX GLEW_GET_FUN(__glewSpriteParameterfSGIX)
#define glSpriteParameterfvSGIX GLEW_GET_FUN(__glewSpriteParameterfvSGIX)
#define glSpriteParameteriSGIX GLEW_GET_FUN(__glewSpriteParameteriSGIX)
#define glSpriteParameterivSGIX GLEW_GET_FUN(__glewSpriteParameterivSGIX)
#define GLEW_SGIX_sprite GLEW_GET_VAR(__GLEW_SGIX_sprite)
#endif /* GL_SGIX_sprite */
/* ----------------------- GL_SGIX_tag_sample_buffer ----------------------- */
#ifndef GL_SGIX_tag_sample_buffer
#define GL_SGIX_tag_sample_buffer 1
typedef void (GLAPIENTRY * PFNGLTAGSAMPLEBUFFERSGIXPROC) (void);
#define glTagSampleBufferSGIX GLEW_GET_FUN(__glewTagSampleBufferSGIX)
#define GLEW_SGIX_tag_sample_buffer GLEW_GET_VAR(__GLEW_SGIX_tag_sample_buffer)
#endif /* GL_SGIX_tag_sample_buffer */
/* ------------------------ GL_SGIX_texture_add_env ------------------------ */
#ifndef GL_SGIX_texture_add_env
#define GL_SGIX_texture_add_env 1
#define GLEW_SGIX_texture_add_env GLEW_GET_VAR(__GLEW_SGIX_texture_add_env)
#endif /* GL_SGIX_texture_add_env */
/* -------------------- GL_SGIX_texture_coordinate_clamp ------------------- */
#ifndef GL_SGIX_texture_coordinate_clamp
#define GL_SGIX_texture_coordinate_clamp 1
#define GL_TEXTURE_MAX_CLAMP_S_SGIX 0x8369
#define GL_TEXTURE_MAX_CLAMP_T_SGIX 0x836A
#define GL_TEXTURE_MAX_CLAMP_R_SGIX 0x836B
#define GLEW_SGIX_texture_coordinate_clamp GLEW_GET_VAR(__GLEW_SGIX_texture_coordinate_clamp)
#endif /* GL_SGIX_texture_coordinate_clamp */
/* ------------------------ GL_SGIX_texture_lod_bias ----------------------- */
#ifndef GL_SGIX_texture_lod_bias
#define GL_SGIX_texture_lod_bias 1
#define GLEW_SGIX_texture_lod_bias GLEW_GET_VAR(__GLEW_SGIX_texture_lod_bias)
#endif /* GL_SGIX_texture_lod_bias */
/* ---------------------- GL_SGIX_texture_multi_buffer --------------------- */
#ifndef GL_SGIX_texture_multi_buffer
#define GL_SGIX_texture_multi_buffer 1
#define GL_TEXTURE_MULTI_BUFFER_HINT_SGIX 0x812E
#define GLEW_SGIX_texture_multi_buffer GLEW_GET_VAR(__GLEW_SGIX_texture_multi_buffer)
#endif /* GL_SGIX_texture_multi_buffer */
/* ------------------------- GL_SGIX_texture_range ------------------------- */
#ifndef GL_SGIX_texture_range
#define GL_SGIX_texture_range 1
#define GL_RGB_SIGNED_SGIX 0x85E0
#define GL_RGBA_SIGNED_SGIX 0x85E1
#define GL_ALPHA_SIGNED_SGIX 0x85E2
#define GL_LUMINANCE_SIGNED_SGIX 0x85E3
#define GL_INTENSITY_SIGNED_SGIX 0x85E4
#define GL_LUMINANCE_ALPHA_SIGNED_SGIX 0x85E5
#define GL_RGB16_SIGNED_SGIX 0x85E6
#define GL_RGBA16_SIGNED_SGIX 0x85E7
#define GL_ALPHA16_SIGNED_SGIX 0x85E8
#define GL_LUMINANCE16_SIGNED_SGIX 0x85E9
#define GL_INTENSITY16_SIGNED_SGIX 0x85EA
#define GL_LUMINANCE16_ALPHA16_SIGNED_SGIX 0x85EB
#define GL_RGB_EXTENDED_RANGE_SGIX 0x85EC
#define GL_RGBA_EXTENDED_RANGE_SGIX 0x85ED
#define GL_ALPHA_EXTENDED_RANGE_SGIX 0x85EE
#define GL_LUMINANCE_EXTENDED_RANGE_SGIX 0x85EF
#define GL_INTENSITY_EXTENDED_RANGE_SGIX 0x85F0
#define GL_LUMINANCE_ALPHA_EXTENDED_RANGE_SGIX 0x85F1
#define GL_RGB16_EXTENDED_RANGE_SGIX 0x85F2
#define GL_RGBA16_EXTENDED_RANGE_SGIX 0x85F3
#define GL_ALPHA16_EXTENDED_RANGE_SGIX 0x85F4
#define GL_LUMINANCE16_EXTENDED_RANGE_SGIX 0x85F5
#define GL_INTENSITY16_EXTENDED_RANGE_SGIX 0x85F6
#define GL_LUMINANCE16_ALPHA16_EXTENDED_RANGE_SGIX 0x85F7
#define GL_MIN_LUMINANCE_SGIS 0x85F8
#define GL_MAX_LUMINANCE_SGIS 0x85F9
#define GL_MIN_INTENSITY_SGIS 0x85FA
#define GL_MAX_INTENSITY_SGIS 0x85FB
#define GLEW_SGIX_texture_range GLEW_GET_VAR(__GLEW_SGIX_texture_range)
#endif /* GL_SGIX_texture_range */
/* ----------------------- GL_SGIX_texture_scale_bias ---------------------- */
#ifndef GL_SGIX_texture_scale_bias
#define GL_SGIX_texture_scale_bias 1
#define GL_POST_TEXTURE_FILTER_BIAS_SGIX 0x8179
#define GL_POST_TEXTURE_FILTER_SCALE_SGIX 0x817A
#define GL_POST_TEXTURE_FILTER_BIAS_RANGE_SGIX 0x817B
#define GL_POST_TEXTURE_FILTER_SCALE_RANGE_SGIX 0x817C
#define GLEW_SGIX_texture_scale_bias GLEW_GET_VAR(__GLEW_SGIX_texture_scale_bias)
#endif /* GL_SGIX_texture_scale_bias */
/* ------------------------- GL_SGIX_vertex_preclip ------------------------ */
#ifndef GL_SGIX_vertex_preclip
#define GL_SGIX_vertex_preclip 1
#define GL_VERTEX_PRECLIP_SGIX 0x83EE
#define GL_VERTEX_PRECLIP_HINT_SGIX 0x83EF
#define GLEW_SGIX_vertex_preclip GLEW_GET_VAR(__GLEW_SGIX_vertex_preclip)
#endif /* GL_SGIX_vertex_preclip */
/* ---------------------- GL_SGIX_vertex_preclip_hint ---------------------- */
#ifndef GL_SGIX_vertex_preclip_hint
#define GL_SGIX_vertex_preclip_hint 1
#define GL_VERTEX_PRECLIP_SGIX 0x83EE
#define GL_VERTEX_PRECLIP_HINT_SGIX 0x83EF
#define GLEW_SGIX_vertex_preclip_hint GLEW_GET_VAR(__GLEW_SGIX_vertex_preclip_hint)
#endif /* GL_SGIX_vertex_preclip_hint */
/* ----------------------------- GL_SGIX_ycrcb ----------------------------- */
#ifndef GL_SGIX_ycrcb
#define GL_SGIX_ycrcb 1
#define GLEW_SGIX_ycrcb GLEW_GET_VAR(__GLEW_SGIX_ycrcb)
#endif /* GL_SGIX_ycrcb */
/* -------------------------- GL_SGI_color_matrix -------------------------- */
#ifndef GL_SGI_color_matrix
#define GL_SGI_color_matrix 1
#define GL_COLOR_MATRIX_SGI 0x80B1
#define GL_COLOR_MATRIX_STACK_DEPTH_SGI 0x80B2
#define GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI 0x80B3
#define GL_POST_COLOR_MATRIX_RED_SCALE_SGI 0x80B4
#define GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI 0x80B5
#define GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI 0x80B6
#define GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI 0x80B7
#define GL_POST_COLOR_MATRIX_RED_BIAS_SGI 0x80B8
#define GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI 0x80B9
#define GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI 0x80BA
#define GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI 0x80BB
#define GLEW_SGI_color_matrix GLEW_GET_VAR(__GLEW_SGI_color_matrix)
#endif /* GL_SGI_color_matrix */
/* --------------------------- GL_SGI_color_table -------------------------- */
#ifndef GL_SGI_color_table
#define GL_SGI_color_table 1
#define GL_COLOR_TABLE_SGI 0x80D0
#define GL_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D1
#define GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D2
#define GL_PROXY_COLOR_TABLE_SGI 0x80D3
#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D4
#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D5
#define GL_COLOR_TABLE_SCALE_SGI 0x80D6
#define GL_COLOR_TABLE_BIAS_SGI 0x80D7
#define GL_COLOR_TABLE_FORMAT_SGI 0x80D8
#define GL_COLOR_TABLE_WIDTH_SGI 0x80D9
#define GL_COLOR_TABLE_RED_SIZE_SGI 0x80DA
#define GL_COLOR_TABLE_GREEN_SIZE_SGI 0x80DB
#define GL_COLOR_TABLE_BLUE_SIZE_SGI 0x80DC
#define GL_COLOR_TABLE_ALPHA_SIZE_SGI 0x80DD
#define GL_COLOR_TABLE_LUMINANCE_SIZE_SGI 0x80DE
#define GL_COLOR_TABLE_INTENSITY_SIZE_SGI 0x80DF
typedef void (GLAPIENTRY * PFNGLCOLORTABLEPARAMETERFVSGIPROC) (GLenum target, GLenum pname, const GLfloat* params);
typedef void (GLAPIENTRY * PFNGLCOLORTABLEPARAMETERIVSGIPROC) (GLenum target, GLenum pname, const GLint* params);
typedef void (GLAPIENTRY * PFNGLCOLORTABLESGIPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *table);
typedef void (GLAPIENTRY * PFNGLCOPYCOLORTABLESGIPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);
typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERFVSGIPROC) (GLenum target, GLenum pname, GLfloat* params);
typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERIVSGIPROC) (GLenum target, GLenum pname, GLint* params);
typedef void (GLAPIENTRY * PFNGLGETCOLORTABLESGIPROC) (GLenum target, GLenum format, GLenum type, void *table);
#define glColorTableParameterfvSGI GLEW_GET_FUN(__glewColorTableParameterfvSGI)
#define glColorTableParameterivSGI GLEW_GET_FUN(__glewColorTableParameterivSGI)
#define glColorTableSGI GLEW_GET_FUN(__glewColorTableSGI)
#define glCopyColorTableSGI GLEW_GET_FUN(__glewCopyColorTableSGI)
#define glGetColorTableParameterfvSGI GLEW_GET_FUN(__glewGetColorTableParameterfvSGI)
#define glGetColorTableParameterivSGI GLEW_GET_FUN(__glewGetColorTableParameterivSGI)
#define glGetColorTableSGI GLEW_GET_FUN(__glewGetColorTableSGI)
#define GLEW_SGI_color_table GLEW_GET_VAR(__GLEW_SGI_color_table)
#endif /* GL_SGI_color_table */
/* ----------------------- GL_SGI_texture_color_table ---------------------- */
#ifndef GL_SGI_texture_color_table
#define GL_SGI_texture_color_table 1
#define GL_TEXTURE_COLOR_TABLE_SGI 0x80BC
#define GL_PROXY_TEXTURE_COLOR_TABLE_SGI 0x80BD
#define GLEW_SGI_texture_color_table GLEW_GET_VAR(__GLEW_SGI_texture_color_table)
#endif /* GL_SGI_texture_color_table */
/* ------------------------- GL_SUNX_constant_data ------------------------- */
#ifndef GL_SUNX_constant_data
#define GL_SUNX_constant_data 1
#define GL_UNPACK_CONSTANT_DATA_SUNX 0x81D5
#define GL_TEXTURE_CONSTANT_DATA_SUNX 0x81D6
typedef void (GLAPIENTRY * PFNGLFINISHTEXTURESUNXPROC) (void);
#define glFinishTextureSUNX GLEW_GET_FUN(__glewFinishTextureSUNX)
#define GLEW_SUNX_constant_data GLEW_GET_VAR(__GLEW_SUNX_constant_data)
#endif /* GL_SUNX_constant_data */
/* -------------------- GL_SUN_convolution_border_modes -------------------- */
#ifndef GL_SUN_convolution_border_modes
#define GL_SUN_convolution_border_modes 1
#define GL_WRAP_BORDER_SUN 0x81D4
#define GLEW_SUN_convolution_border_modes GLEW_GET_VAR(__GLEW_SUN_convolution_border_modes)
#endif /* GL_SUN_convolution_border_modes */
/* -------------------------- GL_SUN_global_alpha -------------------------- */
#ifndef GL_SUN_global_alpha
#define GL_SUN_global_alpha 1
#define GL_GLOBAL_ALPHA_SUN 0x81D9
#define GL_GLOBAL_ALPHA_FACTOR_SUN 0x81DA
typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORBSUNPROC) (GLbyte factor);
typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORDSUNPROC) (GLdouble factor);
typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORFSUNPROC) (GLfloat factor);
typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORISUNPROC) (GLint factor);
typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORSSUNPROC) (GLshort factor);
typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORUBSUNPROC) (GLubyte factor);
typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORUISUNPROC) (GLuint factor);
typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORUSSUNPROC) (GLushort factor);
#define glGlobalAlphaFactorbSUN GLEW_GET_FUN(__glewGlobalAlphaFactorbSUN)
#define glGlobalAlphaFactordSUN GLEW_GET_FUN(__glewGlobalAlphaFactordSUN)
#define glGlobalAlphaFactorfSUN GLEW_GET_FUN(__glewGlobalAlphaFactorfSUN)
#define glGlobalAlphaFactoriSUN GLEW_GET_FUN(__glewGlobalAlphaFactoriSUN)
#define glGlobalAlphaFactorsSUN GLEW_GET_FUN(__glewGlobalAlphaFactorsSUN)
#define glGlobalAlphaFactorubSUN GLEW_GET_FUN(__glewGlobalAlphaFactorubSUN)
#define glGlobalAlphaFactoruiSUN GLEW_GET_FUN(__glewGlobalAlphaFactoruiSUN)
#define glGlobalAlphaFactorusSUN GLEW_GET_FUN(__glewGlobalAlphaFactorusSUN)
#define GLEW_SUN_global_alpha GLEW_GET_VAR(__GLEW_SUN_global_alpha)
#endif /* GL_SUN_global_alpha */
/* --------------------------- GL_SUN_mesh_array --------------------------- */
#ifndef GL_SUN_mesh_array
#define GL_SUN_mesh_array 1
#define GL_QUAD_MESH_SUN 0x8614
#define GL_TRIANGLE_MESH_SUN 0x8615
#define GLEW_SUN_mesh_array GLEW_GET_VAR(__GLEW_SUN_mesh_array)
#endif /* GL_SUN_mesh_array */
/* ------------------------ GL_SUN_read_video_pixels ----------------------- */
#ifndef GL_SUN_read_video_pixels
#define GL_SUN_read_video_pixels 1
typedef void (GLAPIENTRY * PFNGLREADVIDEOPIXELSSUNPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels);
#define glReadVideoPixelsSUN GLEW_GET_FUN(__glewReadVideoPixelsSUN)
#define GLEW_SUN_read_video_pixels GLEW_GET_VAR(__GLEW_SUN_read_video_pixels)
#endif /* GL_SUN_read_video_pixels */
/* --------------------------- GL_SUN_slice_accum -------------------------- */
#ifndef GL_SUN_slice_accum
#define GL_SUN_slice_accum 1
#define GL_SLICE_ACCUM_SUN 0x85CC
#define GLEW_SUN_slice_accum GLEW_GET_VAR(__GLEW_SUN_slice_accum)
#endif /* GL_SUN_slice_accum */
/* -------------------------- GL_SUN_triangle_list ------------------------- */
#ifndef GL_SUN_triangle_list
#define GL_SUN_triangle_list 1
#define GL_RESTART_SUN 0x01
#define GL_REPLACE_MIDDLE_SUN 0x02
#define GL_REPLACE_OLDEST_SUN 0x03
#define GL_TRIANGLE_LIST_SUN 0x81D7
#define GL_REPLACEMENT_CODE_SUN 0x81D8
#define GL_REPLACEMENT_CODE_ARRAY_SUN 0x85C0
#define GL_REPLACEMENT_CODE_ARRAY_TYPE_SUN 0x85C1
#define GL_REPLACEMENT_CODE_ARRAY_STRIDE_SUN 0x85C2
#define GL_REPLACEMENT_CODE_ARRAY_POINTER_SUN 0x85C3
#define GL_R1UI_V3F_SUN 0x85C4
#define GL_R1UI_C4UB_V3F_SUN 0x85C5
#define GL_R1UI_C3F_V3F_SUN 0x85C6
#define GL_R1UI_N3F_V3F_SUN 0x85C7
#define GL_R1UI_C4F_N3F_V3F_SUN 0x85C8
#define GL_R1UI_T2F_V3F_SUN 0x85C9
#define GL_R1UI_T2F_N3F_V3F_SUN 0x85CA
#define GL_R1UI_T2F_C4F_N3F_V3F_SUN 0x85CB
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEPOINTERSUNPROC) (GLenum type, GLsizei stride, const void *pointer);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUBSUNPROC) (GLubyte code);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUBVSUNPROC) (const GLubyte* code);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUISUNPROC) (GLuint code);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUIVSUNPROC) (const GLuint* code);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUSSUNPROC) (GLushort code);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUSVSUNPROC) (const GLushort* code);
#define glReplacementCodePointerSUN GLEW_GET_FUN(__glewReplacementCodePointerSUN)
#define glReplacementCodeubSUN GLEW_GET_FUN(__glewReplacementCodeubSUN)
#define glReplacementCodeubvSUN GLEW_GET_FUN(__glewReplacementCodeubvSUN)
#define glReplacementCodeuiSUN GLEW_GET_FUN(__glewReplacementCodeuiSUN)
#define glReplacementCodeuivSUN GLEW_GET_FUN(__glewReplacementCodeuivSUN)
#define glReplacementCodeusSUN GLEW_GET_FUN(__glewReplacementCodeusSUN)
#define glReplacementCodeusvSUN GLEW_GET_FUN(__glewReplacementCodeusvSUN)
#define GLEW_SUN_triangle_list GLEW_GET_VAR(__GLEW_SUN_triangle_list)
#endif /* GL_SUN_triangle_list */
/* ----------------------------- GL_SUN_vertex ----------------------------- */
#ifndef GL_SUN_vertex
#define GL_SUN_vertex 1
typedef void (GLAPIENTRY * PFNGLCOLOR3FVERTEX3FSUNPROC) (GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLCOLOR3FVERTEX3FVSUNPROC) (const GLfloat* c, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat* c, const GLfloat *n, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLCOLOR4UBVERTEX2FSUNPROC) (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y);
typedef void (GLAPIENTRY * PFNGLCOLOR4UBVERTEX2FVSUNPROC) (const GLubyte* c, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLCOLOR4UBVERTEX3FSUNPROC) (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLCOLOR4UBVERTEX3FVSUNPROC) (const GLubyte* c, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLNORMAL3FVERTEX3FSUNPROC) (GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLNORMAL3FVERTEX3FVSUNPROC) (const GLfloat* n, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC) (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *c, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *c, const GLfloat *n, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC) (GLuint rc, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC) (const GLuint* rc, const GLubyte *c, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *n, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *tc, const GLfloat *n, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *tc, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC) (GLuint rc, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC) (const GLfloat* tc, const GLfloat *c, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat* tc, const GLfloat *c, const GLfloat *n, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC) (const GLfloat* tc, const GLubyte *c, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat* tc, const GLfloat *n, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLTEXCOORD2FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z);
typedef void (GLAPIENTRY * PFNGLTEXCOORD2FVERTEX3FVSUNPROC) (const GLfloat* tc, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC) (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (GLAPIENTRY * PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC) (const GLfloat* tc, const GLfloat *c, const GLfloat *n, const GLfloat *v);
typedef void (GLAPIENTRY * PFNGLTEXCOORD4FVERTEX4FSUNPROC) (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (GLAPIENTRY * PFNGLTEXCOORD4FVERTEX4FVSUNPROC) (const GLfloat* tc, const GLfloat *v);
#define glColor3fVertex3fSUN GLEW_GET_FUN(__glewColor3fVertex3fSUN)
#define glColor3fVertex3fvSUN GLEW_GET_FUN(__glewColor3fVertex3fvSUN)
#define glColor4fNormal3fVertex3fSUN GLEW_GET_FUN(__glewColor4fNormal3fVertex3fSUN)
#define glColor4fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewColor4fNormal3fVertex3fvSUN)
#define glColor4ubVertex2fSUN GLEW_GET_FUN(__glewColor4ubVertex2fSUN)
#define glColor4ubVertex2fvSUN GLEW_GET_FUN(__glewColor4ubVertex2fvSUN)
#define glColor4ubVertex3fSUN GLEW_GET_FUN(__glewColor4ubVertex3fSUN)
#define glColor4ubVertex3fvSUN GLEW_GET_FUN(__glewColor4ubVertex3fvSUN)
#define glNormal3fVertex3fSUN GLEW_GET_FUN(__glewNormal3fVertex3fSUN)
#define glNormal3fVertex3fvSUN GLEW_GET_FUN(__glewNormal3fVertex3fvSUN)
#define glReplacementCodeuiColor3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiColor3fVertex3fSUN)
#define glReplacementCodeuiColor3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiColor3fVertex3fvSUN)
#define glReplacementCodeuiColor4fNormal3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiColor4fNormal3fVertex3fSUN)
#define glReplacementCodeuiColor4fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiColor4fNormal3fVertex3fvSUN)
#define glReplacementCodeuiColor4ubVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiColor4ubVertex3fSUN)
#define glReplacementCodeuiColor4ubVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiColor4ubVertex3fvSUN)
#define glReplacementCodeuiNormal3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiNormal3fVertex3fSUN)
#define glReplacementCodeuiNormal3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiNormal3fVertex3fvSUN)
#define glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN)
#define glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN)
#define glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fNormal3fVertex3fSUN)
#define glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN)
#define glReplacementCodeuiTexCoord2fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fVertex3fSUN)
#define glReplacementCodeuiTexCoord2fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fVertex3fvSUN)
#define glReplacementCodeuiVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiVertex3fSUN)
#define glReplacementCodeuiVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiVertex3fvSUN)
#define glTexCoord2fColor3fVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fColor3fVertex3fSUN)
#define glTexCoord2fColor3fVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fColor3fVertex3fvSUN)
#define glTexCoord2fColor4fNormal3fVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fColor4fNormal3fVertex3fSUN)
#define glTexCoord2fColor4fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fColor4fNormal3fVertex3fvSUN)
#define glTexCoord2fColor4ubVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fColor4ubVertex3fSUN)
#define glTexCoord2fColor4ubVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fColor4ubVertex3fvSUN)
#define glTexCoord2fNormal3fVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fNormal3fVertex3fSUN)
#define glTexCoord2fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fNormal3fVertex3fvSUN)
#define glTexCoord2fVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fVertex3fSUN)
#define glTexCoord2fVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fVertex3fvSUN)
#define glTexCoord4fColor4fNormal3fVertex4fSUN GLEW_GET_FUN(__glewTexCoord4fColor4fNormal3fVertex4fSUN)
#define glTexCoord4fColor4fNormal3fVertex4fvSUN GLEW_GET_FUN(__glewTexCoord4fColor4fNormal3fVertex4fvSUN)
#define glTexCoord4fVertex4fSUN GLEW_GET_FUN(__glewTexCoord4fVertex4fSUN)
#define glTexCoord4fVertex4fvSUN GLEW_GET_FUN(__glewTexCoord4fVertex4fvSUN)
#define GLEW_SUN_vertex GLEW_GET_VAR(__GLEW_SUN_vertex)
#endif /* GL_SUN_vertex */
/* -------------------------- GL_WIN_phong_shading ------------------------- */
#ifndef GL_WIN_phong_shading
#define GL_WIN_phong_shading 1
#define GL_PHONG_WIN 0x80EA
#define GL_PHONG_HINT_WIN 0x80EB
#define GLEW_WIN_phong_shading GLEW_GET_VAR(__GLEW_WIN_phong_shading)
#endif /* GL_WIN_phong_shading */
/* -------------------------- GL_WIN_specular_fog -------------------------- */
#ifndef GL_WIN_specular_fog
#define GL_WIN_specular_fog 1
#define GL_FOG_SPECULAR_TEXTURE_WIN 0x80EC
#define GLEW_WIN_specular_fog GLEW_GET_VAR(__GLEW_WIN_specular_fog)
#endif /* GL_WIN_specular_fog */
/* ---------------------------- GL_WIN_swap_hint --------------------------- */
#ifndef GL_WIN_swap_hint
#define GL_WIN_swap_hint 1
typedef void (GLAPIENTRY * PFNGLADDSWAPHINTRECTWINPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
#define glAddSwapHintRectWIN GLEW_GET_FUN(__glewAddSwapHintRectWIN)
#define GLEW_WIN_swap_hint GLEW_GET_VAR(__GLEW_WIN_swap_hint)
#endif /* GL_WIN_swap_hint */
/* ------------------------------------------------------------------------- */
#if defined(GLEW_MX) && defined(_WIN32)
#define GLEW_FUN_EXPORT
#else
#define GLEW_FUN_EXPORT GLEWAPI
#endif /* GLEW_MX */
#if defined(GLEW_MX)
#define GLEW_VAR_EXPORT
#else
#define GLEW_VAR_EXPORT GLEWAPI
#endif /* GLEW_MX */
#if defined(GLEW_MX) && defined(_WIN32)
struct GLEWContextStruct
{
#endif /* GLEW_MX */
GLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE3DPROC __glewCopyTexSubImage3D;
GLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTSPROC __glewDrawRangeElements;
GLEW_FUN_EXPORT PFNGLTEXIMAGE3DPROC __glewTexImage3D;
GLEW_FUN_EXPORT PFNGLTEXSUBIMAGE3DPROC __glewTexSubImage3D;
GLEW_FUN_EXPORT PFNGLACTIVETEXTUREPROC __glewActiveTexture;
GLEW_FUN_EXPORT PFNGLCLIENTACTIVETEXTUREPROC __glewClientActiveTexture;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE1DPROC __glewCompressedTexImage1D;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE2DPROC __glewCompressedTexImage2D;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE3DPROC __glewCompressedTexImage3D;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC __glewCompressedTexSubImage1D;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC __glewCompressedTexSubImage2D;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC __glewCompressedTexSubImage3D;
GLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXIMAGEPROC __glewGetCompressedTexImage;
GLEW_FUN_EXPORT PFNGLLOADTRANSPOSEMATRIXDPROC __glewLoadTransposeMatrixd;
GLEW_FUN_EXPORT PFNGLLOADTRANSPOSEMATRIXFPROC __glewLoadTransposeMatrixf;
GLEW_FUN_EXPORT PFNGLMULTTRANSPOSEMATRIXDPROC __glewMultTransposeMatrixd;
GLEW_FUN_EXPORT PFNGLMULTTRANSPOSEMATRIXFPROC __glewMultTransposeMatrixf;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1DPROC __glewMultiTexCoord1d;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1DVPROC __glewMultiTexCoord1dv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1FPROC __glewMultiTexCoord1f;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1FVPROC __glewMultiTexCoord1fv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1IPROC __glewMultiTexCoord1i;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1IVPROC __glewMultiTexCoord1iv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1SPROC __glewMultiTexCoord1s;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1SVPROC __glewMultiTexCoord1sv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2DPROC __glewMultiTexCoord2d;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2DVPROC __glewMultiTexCoord2dv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2FPROC __glewMultiTexCoord2f;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2FVPROC __glewMultiTexCoord2fv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2IPROC __glewMultiTexCoord2i;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2IVPROC __glewMultiTexCoord2iv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2SPROC __glewMultiTexCoord2s;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2SVPROC __glewMultiTexCoord2sv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3DPROC __glewMultiTexCoord3d;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3DVPROC __glewMultiTexCoord3dv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3FPROC __glewMultiTexCoord3f;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3FVPROC __glewMultiTexCoord3fv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3IPROC __glewMultiTexCoord3i;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3IVPROC __glewMultiTexCoord3iv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3SPROC __glewMultiTexCoord3s;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3SVPROC __glewMultiTexCoord3sv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4DPROC __glewMultiTexCoord4d;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4DVPROC __glewMultiTexCoord4dv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4FPROC __glewMultiTexCoord4f;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4FVPROC __glewMultiTexCoord4fv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4IPROC __glewMultiTexCoord4i;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4IVPROC __glewMultiTexCoord4iv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4SPROC __glewMultiTexCoord4s;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4SVPROC __glewMultiTexCoord4sv;
GLEW_FUN_EXPORT PFNGLSAMPLECOVERAGEPROC __glewSampleCoverage;
GLEW_FUN_EXPORT PFNGLBLENDCOLORPROC __glewBlendColor;
GLEW_FUN_EXPORT PFNGLBLENDEQUATIONPROC __glewBlendEquation;
GLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEPROC __glewBlendFuncSeparate;
GLEW_FUN_EXPORT PFNGLFOGCOORDPOINTERPROC __glewFogCoordPointer;
GLEW_FUN_EXPORT PFNGLFOGCOORDDPROC __glewFogCoordd;
GLEW_FUN_EXPORT PFNGLFOGCOORDDVPROC __glewFogCoorddv;
GLEW_FUN_EXPORT PFNGLFOGCOORDFPROC __glewFogCoordf;
GLEW_FUN_EXPORT PFNGLFOGCOORDFVPROC __glewFogCoordfv;
GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSPROC __glewMultiDrawArrays;
GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSPROC __glewMultiDrawElements;
GLEW_FUN_EXPORT PFNGLPOINTPARAMETERFPROC __glewPointParameterf;
GLEW_FUN_EXPORT PFNGLPOINTPARAMETERFVPROC __glewPointParameterfv;
GLEW_FUN_EXPORT PFNGLPOINTPARAMETERIPROC __glewPointParameteri;
GLEW_FUN_EXPORT PFNGLPOINTPARAMETERIVPROC __glewPointParameteriv;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3BPROC __glewSecondaryColor3b;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3BVPROC __glewSecondaryColor3bv;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3DPROC __glewSecondaryColor3d;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3DVPROC __glewSecondaryColor3dv;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3FPROC __glewSecondaryColor3f;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3FVPROC __glewSecondaryColor3fv;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3IPROC __glewSecondaryColor3i;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3IVPROC __glewSecondaryColor3iv;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3SPROC __glewSecondaryColor3s;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3SVPROC __glewSecondaryColor3sv;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UBPROC __glewSecondaryColor3ub;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UBVPROC __glewSecondaryColor3ubv;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UIPROC __glewSecondaryColor3ui;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UIVPROC __glewSecondaryColor3uiv;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3USPROC __glewSecondaryColor3us;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3USVPROC __glewSecondaryColor3usv;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLORPOINTERPROC __glewSecondaryColorPointer;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2DPROC __glewWindowPos2d;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2DVPROC __glewWindowPos2dv;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2FPROC __glewWindowPos2f;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2FVPROC __glewWindowPos2fv;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2IPROC __glewWindowPos2i;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2IVPROC __glewWindowPos2iv;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2SPROC __glewWindowPos2s;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2SVPROC __glewWindowPos2sv;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3DPROC __glewWindowPos3d;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3DVPROC __glewWindowPos3dv;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3FPROC __glewWindowPos3f;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3FVPROC __glewWindowPos3fv;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3IPROC __glewWindowPos3i;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3IVPROC __glewWindowPos3iv;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3SPROC __glewWindowPos3s;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3SVPROC __glewWindowPos3sv;
GLEW_FUN_EXPORT PFNGLBEGINQUERYPROC __glewBeginQuery;
GLEW_FUN_EXPORT PFNGLBINDBUFFERPROC __glewBindBuffer;
GLEW_FUN_EXPORT PFNGLBUFFERDATAPROC __glewBufferData;
GLEW_FUN_EXPORT PFNGLBUFFERSUBDATAPROC __glewBufferSubData;
GLEW_FUN_EXPORT PFNGLDELETEBUFFERSPROC __glewDeleteBuffers;
GLEW_FUN_EXPORT PFNGLDELETEQUERIESPROC __glewDeleteQueries;
GLEW_FUN_EXPORT PFNGLENDQUERYPROC __glewEndQuery;
GLEW_FUN_EXPORT PFNGLGENBUFFERSPROC __glewGenBuffers;
GLEW_FUN_EXPORT PFNGLGENQUERIESPROC __glewGenQueries;
GLEW_FUN_EXPORT PFNGLGETBUFFERPARAMETERIVPROC __glewGetBufferParameteriv;
GLEW_FUN_EXPORT PFNGLGETBUFFERPOINTERVPROC __glewGetBufferPointerv;
GLEW_FUN_EXPORT PFNGLGETBUFFERSUBDATAPROC __glewGetBufferSubData;
GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTIVPROC __glewGetQueryObjectiv;
GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUIVPROC __glewGetQueryObjectuiv;
GLEW_FUN_EXPORT PFNGLGETQUERYIVPROC __glewGetQueryiv;
GLEW_FUN_EXPORT PFNGLISBUFFERPROC __glewIsBuffer;
GLEW_FUN_EXPORT PFNGLISQUERYPROC __glewIsQuery;
GLEW_FUN_EXPORT PFNGLMAPBUFFERPROC __glewMapBuffer;
GLEW_FUN_EXPORT PFNGLUNMAPBUFFERPROC __glewUnmapBuffer;
GLEW_FUN_EXPORT PFNGLATTACHSHADERPROC __glewAttachShader;
GLEW_FUN_EXPORT PFNGLBINDATTRIBLOCATIONPROC __glewBindAttribLocation;
GLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEPROC __glewBlendEquationSeparate;
GLEW_FUN_EXPORT PFNGLCOMPILESHADERPROC __glewCompileShader;
GLEW_FUN_EXPORT PFNGLCREATEPROGRAMPROC __glewCreateProgram;
GLEW_FUN_EXPORT PFNGLCREATESHADERPROC __glewCreateShader;
GLEW_FUN_EXPORT PFNGLDELETEPROGRAMPROC __glewDeleteProgram;
GLEW_FUN_EXPORT PFNGLDELETESHADERPROC __glewDeleteShader;
GLEW_FUN_EXPORT PFNGLDETACHSHADERPROC __glewDetachShader;
GLEW_FUN_EXPORT PFNGLDISABLEVERTEXATTRIBARRAYPROC __glewDisableVertexAttribArray;
GLEW_FUN_EXPORT PFNGLDRAWBUFFERSPROC __glewDrawBuffers;
GLEW_FUN_EXPORT PFNGLENABLEVERTEXATTRIBARRAYPROC __glewEnableVertexAttribArray;
GLEW_FUN_EXPORT PFNGLGETACTIVEATTRIBPROC __glewGetActiveAttrib;
GLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMPROC __glewGetActiveUniform;
GLEW_FUN_EXPORT PFNGLGETATTACHEDSHADERSPROC __glewGetAttachedShaders;
GLEW_FUN_EXPORT PFNGLGETATTRIBLOCATIONPROC __glewGetAttribLocation;
GLEW_FUN_EXPORT PFNGLGETPROGRAMINFOLOGPROC __glewGetProgramInfoLog;
GLEW_FUN_EXPORT PFNGLGETPROGRAMIVPROC __glewGetProgramiv;
GLEW_FUN_EXPORT PFNGLGETSHADERINFOLOGPROC __glewGetShaderInfoLog;
GLEW_FUN_EXPORT PFNGLGETSHADERSOURCEPROC __glewGetShaderSource;
GLEW_FUN_EXPORT PFNGLGETSHADERIVPROC __glewGetShaderiv;
GLEW_FUN_EXPORT PFNGLGETUNIFORMLOCATIONPROC __glewGetUniformLocation;
GLEW_FUN_EXPORT PFNGLGETUNIFORMFVPROC __glewGetUniformfv;
GLEW_FUN_EXPORT PFNGLGETUNIFORMIVPROC __glewGetUniformiv;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBPOINTERVPROC __glewGetVertexAttribPointerv;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBDVPROC __glewGetVertexAttribdv;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBFVPROC __glewGetVertexAttribfv;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIVPROC __glewGetVertexAttribiv;
GLEW_FUN_EXPORT PFNGLISPROGRAMPROC __glewIsProgram;
GLEW_FUN_EXPORT PFNGLISSHADERPROC __glewIsShader;
GLEW_FUN_EXPORT PFNGLLINKPROGRAMPROC __glewLinkProgram;
GLEW_FUN_EXPORT PFNGLSHADERSOURCEPROC __glewShaderSource;
GLEW_FUN_EXPORT PFNGLSTENCILFUNCSEPARATEPROC __glewStencilFuncSeparate;
GLEW_FUN_EXPORT PFNGLSTENCILMASKSEPARATEPROC __glewStencilMaskSeparate;
GLEW_FUN_EXPORT PFNGLSTENCILOPSEPARATEPROC __glewStencilOpSeparate;
GLEW_FUN_EXPORT PFNGLUNIFORM1FPROC __glewUniform1f;
GLEW_FUN_EXPORT PFNGLUNIFORM1FVPROC __glewUniform1fv;
GLEW_FUN_EXPORT PFNGLUNIFORM1IPROC __glewUniform1i;
GLEW_FUN_EXPORT PFNGLUNIFORM1IVPROC __glewUniform1iv;
GLEW_FUN_EXPORT PFNGLUNIFORM2FPROC __glewUniform2f;
GLEW_FUN_EXPORT PFNGLUNIFORM2FVPROC __glewUniform2fv;
GLEW_FUN_EXPORT PFNGLUNIFORM2IPROC __glewUniform2i;
GLEW_FUN_EXPORT PFNGLUNIFORM2IVPROC __glewUniform2iv;
GLEW_FUN_EXPORT PFNGLUNIFORM3FPROC __glewUniform3f;
GLEW_FUN_EXPORT PFNGLUNIFORM3FVPROC __glewUniform3fv;
GLEW_FUN_EXPORT PFNGLUNIFORM3IPROC __glewUniform3i;
GLEW_FUN_EXPORT PFNGLUNIFORM3IVPROC __glewUniform3iv;
GLEW_FUN_EXPORT PFNGLUNIFORM4FPROC __glewUniform4f;
GLEW_FUN_EXPORT PFNGLUNIFORM4FVPROC __glewUniform4fv;
GLEW_FUN_EXPORT PFNGLUNIFORM4IPROC __glewUniform4i;
GLEW_FUN_EXPORT PFNGLUNIFORM4IVPROC __glewUniform4iv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2FVPROC __glewUniformMatrix2fv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3FVPROC __glewUniformMatrix3fv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4FVPROC __glewUniformMatrix4fv;
GLEW_FUN_EXPORT PFNGLUSEPROGRAMPROC __glewUseProgram;
GLEW_FUN_EXPORT PFNGLVALIDATEPROGRAMPROC __glewValidateProgram;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DPROC __glewVertexAttrib1d;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DVPROC __glewVertexAttrib1dv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FPROC __glewVertexAttrib1f;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FVPROC __glewVertexAttrib1fv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SPROC __glewVertexAttrib1s;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SVPROC __glewVertexAttrib1sv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DPROC __glewVertexAttrib2d;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DVPROC __glewVertexAttrib2dv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FPROC __glewVertexAttrib2f;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FVPROC __glewVertexAttrib2fv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SPROC __glewVertexAttrib2s;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SVPROC __glewVertexAttrib2sv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DPROC __glewVertexAttrib3d;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DVPROC __glewVertexAttrib3dv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FPROC __glewVertexAttrib3f;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FVPROC __glewVertexAttrib3fv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SPROC __glewVertexAttrib3s;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SVPROC __glewVertexAttrib3sv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NBVPROC __glewVertexAttrib4Nbv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NIVPROC __glewVertexAttrib4Niv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NSVPROC __glewVertexAttrib4Nsv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUBPROC __glewVertexAttrib4Nub;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUBVPROC __glewVertexAttrib4Nubv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUIVPROC __glewVertexAttrib4Nuiv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUSVPROC __glewVertexAttrib4Nusv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4BVPROC __glewVertexAttrib4bv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DPROC __glewVertexAttrib4d;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DVPROC __glewVertexAttrib4dv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FPROC __glewVertexAttrib4f;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FVPROC __glewVertexAttrib4fv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4IVPROC __glewVertexAttrib4iv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SPROC __glewVertexAttrib4s;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SVPROC __glewVertexAttrib4sv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UBVPROC __glewVertexAttrib4ubv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UIVPROC __glewVertexAttrib4uiv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4USVPROC __glewVertexAttrib4usv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBPOINTERPROC __glewVertexAttribPointer;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X3FVPROC __glewUniformMatrix2x3fv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X4FVPROC __glewUniformMatrix2x4fv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X2FVPROC __glewUniformMatrix3x2fv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X4FVPROC __glewUniformMatrix3x4fv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X2FVPROC __glewUniformMatrix4x2fv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X3FVPROC __glewUniformMatrix4x3fv;
GLEW_FUN_EXPORT PFNGLBEGINCONDITIONALRENDERPROC __glewBeginConditionalRender;
GLEW_FUN_EXPORT PFNGLBEGINTRANSFORMFEEDBACKPROC __glewBeginTransformFeedback;
GLEW_FUN_EXPORT PFNGLBINDFRAGDATALOCATIONPROC __glewBindFragDataLocation;
GLEW_FUN_EXPORT PFNGLCLAMPCOLORPROC __glewClampColor;
GLEW_FUN_EXPORT PFNGLCLEARBUFFERFIPROC __glewClearBufferfi;
GLEW_FUN_EXPORT PFNGLCLEARBUFFERFVPROC __glewClearBufferfv;
GLEW_FUN_EXPORT PFNGLCLEARBUFFERIVPROC __glewClearBufferiv;
GLEW_FUN_EXPORT PFNGLCLEARBUFFERUIVPROC __glewClearBufferuiv;
GLEW_FUN_EXPORT PFNGLCOLORMASKIPROC __glewColorMaski;
GLEW_FUN_EXPORT PFNGLDISABLEIPROC __glewDisablei;
GLEW_FUN_EXPORT PFNGLENABLEIPROC __glewEnablei;
GLEW_FUN_EXPORT PFNGLENDCONDITIONALRENDERPROC __glewEndConditionalRender;
GLEW_FUN_EXPORT PFNGLENDTRANSFORMFEEDBACKPROC __glewEndTransformFeedback;
GLEW_FUN_EXPORT PFNGLGETBOOLEANI_VPROC __glewGetBooleani_v;
GLEW_FUN_EXPORT PFNGLGETFRAGDATALOCATIONPROC __glewGetFragDataLocation;
GLEW_FUN_EXPORT PFNGLGETSTRINGIPROC __glewGetStringi;
GLEW_FUN_EXPORT PFNGLGETTEXPARAMETERIIVPROC __glewGetTexParameterIiv;
GLEW_FUN_EXPORT PFNGLGETTEXPARAMETERIUIVPROC __glewGetTexParameterIuiv;
GLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKVARYINGPROC __glewGetTransformFeedbackVarying;
GLEW_FUN_EXPORT PFNGLGETUNIFORMUIVPROC __glewGetUniformuiv;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIIVPROC __glewGetVertexAttribIiv;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIUIVPROC __glewGetVertexAttribIuiv;
GLEW_FUN_EXPORT PFNGLISENABLEDIPROC __glewIsEnabledi;
GLEW_FUN_EXPORT PFNGLTEXPARAMETERIIVPROC __glewTexParameterIiv;
GLEW_FUN_EXPORT PFNGLTEXPARAMETERIUIVPROC __glewTexParameterIuiv;
GLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKVARYINGSPROC __glewTransformFeedbackVaryings;
GLEW_FUN_EXPORT PFNGLUNIFORM1UIPROC __glewUniform1ui;
GLEW_FUN_EXPORT PFNGLUNIFORM1UIVPROC __glewUniform1uiv;
GLEW_FUN_EXPORT PFNGLUNIFORM2UIPROC __glewUniform2ui;
GLEW_FUN_EXPORT PFNGLUNIFORM2UIVPROC __glewUniform2uiv;
GLEW_FUN_EXPORT PFNGLUNIFORM3UIPROC __glewUniform3ui;
GLEW_FUN_EXPORT PFNGLUNIFORM3UIVPROC __glewUniform3uiv;
GLEW_FUN_EXPORT PFNGLUNIFORM4UIPROC __glewUniform4ui;
GLEW_FUN_EXPORT PFNGLUNIFORM4UIVPROC __glewUniform4uiv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1IPROC __glewVertexAttribI1i;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1IVPROC __glewVertexAttribI1iv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1UIPROC __glewVertexAttribI1ui;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1UIVPROC __glewVertexAttribI1uiv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2IPROC __glewVertexAttribI2i;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2IVPROC __glewVertexAttribI2iv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2UIPROC __glewVertexAttribI2ui;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2UIVPROC __glewVertexAttribI2uiv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3IPROC __glewVertexAttribI3i;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3IVPROC __glewVertexAttribI3iv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3UIPROC __glewVertexAttribI3ui;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3UIVPROC __glewVertexAttribI3uiv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4BVPROC __glewVertexAttribI4bv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4IPROC __glewVertexAttribI4i;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4IVPROC __glewVertexAttribI4iv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4SVPROC __glewVertexAttribI4sv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UBVPROC __glewVertexAttribI4ubv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UIPROC __glewVertexAttribI4ui;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UIVPROC __glewVertexAttribI4uiv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4USVPROC __glewVertexAttribI4usv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBIPOINTERPROC __glewVertexAttribIPointer;
GLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDPROC __glewDrawArraysInstanced;
GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDPROC __glewDrawElementsInstanced;
GLEW_FUN_EXPORT PFNGLPRIMITIVERESTARTINDEXPROC __glewPrimitiveRestartIndex;
GLEW_FUN_EXPORT PFNGLTEXBUFFERPROC __glewTexBuffer;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREPROC __glewFramebufferTexture;
GLEW_FUN_EXPORT PFNGLGETBUFFERPARAMETERI64VPROC __glewGetBufferParameteri64v;
GLEW_FUN_EXPORT PFNGLGETINTEGER64I_VPROC __glewGetInteger64i_v;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBDIVISORPROC __glewVertexAttribDivisor;
GLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEIPROC __glewBlendEquationSeparatei;
GLEW_FUN_EXPORT PFNGLBLENDEQUATIONIPROC __glewBlendEquationi;
GLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEIPROC __glewBlendFuncSeparatei;
GLEW_FUN_EXPORT PFNGLBLENDFUNCIPROC __glewBlendFunci;
GLEW_FUN_EXPORT PFNGLMINSAMPLESHADINGPROC __glewMinSampleShading;
GLEW_FUN_EXPORT PFNGLGETGRAPHICSRESETSTATUSPROC __glewGetGraphicsResetStatus;
GLEW_FUN_EXPORT PFNGLGETNCOMPRESSEDTEXIMAGEPROC __glewGetnCompressedTexImage;
GLEW_FUN_EXPORT PFNGLGETNTEXIMAGEPROC __glewGetnTexImage;
GLEW_FUN_EXPORT PFNGLGETNUNIFORMDVPROC __glewGetnUniformdv;
GLEW_FUN_EXPORT PFNGLTBUFFERMASK3DFXPROC __glewTbufferMask3DFX;
GLEW_FUN_EXPORT PFNGLDEBUGMESSAGECALLBACKAMDPROC __glewDebugMessageCallbackAMD;
GLEW_FUN_EXPORT PFNGLDEBUGMESSAGEENABLEAMDPROC __glewDebugMessageEnableAMD;
GLEW_FUN_EXPORT PFNGLDEBUGMESSAGEINSERTAMDPROC __glewDebugMessageInsertAMD;
GLEW_FUN_EXPORT PFNGLGETDEBUGMESSAGELOGAMDPROC __glewGetDebugMessageLogAMD;
GLEW_FUN_EXPORT PFNGLBLENDEQUATIONINDEXEDAMDPROC __glewBlendEquationIndexedAMD;
GLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC __glewBlendEquationSeparateIndexedAMD;
GLEW_FUN_EXPORT PFNGLBLENDFUNCINDEXEDAMDPROC __glewBlendFuncIndexedAMD;
GLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC __glewBlendFuncSeparateIndexedAMD;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBPARAMETERIAMDPROC __glewVertexAttribParameteriAMD;
GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC __glewMultiDrawArraysIndirectAMD;
GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC __glewMultiDrawElementsIndirectAMD;
GLEW_FUN_EXPORT PFNGLDELETENAMESAMDPROC __glewDeleteNamesAMD;
GLEW_FUN_EXPORT PFNGLGENNAMESAMDPROC __glewGenNamesAMD;
GLEW_FUN_EXPORT PFNGLISNAMEAMDPROC __glewIsNameAMD;
GLEW_FUN_EXPORT PFNGLQUERYOBJECTPARAMETERUIAMDPROC __glewQueryObjectParameteruiAMD;
GLEW_FUN_EXPORT PFNGLBEGINPERFMONITORAMDPROC __glewBeginPerfMonitorAMD;
GLEW_FUN_EXPORT PFNGLDELETEPERFMONITORSAMDPROC __glewDeletePerfMonitorsAMD;
GLEW_FUN_EXPORT PFNGLENDPERFMONITORAMDPROC __glewEndPerfMonitorAMD;
GLEW_FUN_EXPORT PFNGLGENPERFMONITORSAMDPROC __glewGenPerfMonitorsAMD;
GLEW_FUN_EXPORT PFNGLGETPERFMONITORCOUNTERDATAAMDPROC __glewGetPerfMonitorCounterDataAMD;
GLEW_FUN_EXPORT PFNGLGETPERFMONITORCOUNTERINFOAMDPROC __glewGetPerfMonitorCounterInfoAMD;
GLEW_FUN_EXPORT PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC __glewGetPerfMonitorCounterStringAMD;
GLEW_FUN_EXPORT PFNGLGETPERFMONITORCOUNTERSAMDPROC __glewGetPerfMonitorCountersAMD;
GLEW_FUN_EXPORT PFNGLGETPERFMONITORGROUPSTRINGAMDPROC __glewGetPerfMonitorGroupStringAMD;
GLEW_FUN_EXPORT PFNGLGETPERFMONITORGROUPSAMDPROC __glewGetPerfMonitorGroupsAMD;
GLEW_FUN_EXPORT PFNGLSELECTPERFMONITORCOUNTERSAMDPROC __glewSelectPerfMonitorCountersAMD;
GLEW_FUN_EXPORT PFNGLSETMULTISAMPLEFVAMDPROC __glewSetMultisamplefvAMD;
GLEW_FUN_EXPORT PFNGLTEXSTORAGESPARSEAMDPROC __glewTexStorageSparseAMD;
GLEW_FUN_EXPORT PFNGLTEXTURESTORAGESPARSEAMDPROC __glewTextureStorageSparseAMD;
GLEW_FUN_EXPORT PFNGLSTENCILOPVALUEAMDPROC __glewStencilOpValueAMD;
GLEW_FUN_EXPORT PFNGLTESSELLATIONFACTORAMDPROC __glewTessellationFactorAMD;
GLEW_FUN_EXPORT PFNGLTESSELLATIONMODEAMDPROC __glewTessellationModeAMD;
GLEW_FUN_EXPORT PFNGLBLITFRAMEBUFFERANGLEPROC __glewBlitFramebufferANGLE;
GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLEANGLEPROC __glewRenderbufferStorageMultisampleANGLE;
GLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDANGLEPROC __glewDrawArraysInstancedANGLE;
GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDANGLEPROC __glewDrawElementsInstancedANGLE;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBDIVISORANGLEPROC __glewVertexAttribDivisorANGLE;
GLEW_FUN_EXPORT PFNGLBEGINQUERYANGLEPROC __glewBeginQueryANGLE;
GLEW_FUN_EXPORT PFNGLDELETEQUERIESANGLEPROC __glewDeleteQueriesANGLE;
GLEW_FUN_EXPORT PFNGLENDQUERYANGLEPROC __glewEndQueryANGLE;
GLEW_FUN_EXPORT PFNGLGENQUERIESANGLEPROC __glewGenQueriesANGLE;
GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTI64VANGLEPROC __glewGetQueryObjecti64vANGLE;
GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTIVANGLEPROC __glewGetQueryObjectivANGLE;
GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUI64VANGLEPROC __glewGetQueryObjectui64vANGLE;
GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUIVANGLEPROC __glewGetQueryObjectuivANGLE;
GLEW_FUN_EXPORT PFNGLGETQUERYIVANGLEPROC __glewGetQueryivANGLE;
GLEW_FUN_EXPORT PFNGLISQUERYANGLEPROC __glewIsQueryANGLE;
GLEW_FUN_EXPORT PFNGLQUERYCOUNTERANGLEPROC __glewQueryCounterANGLE;
GLEW_FUN_EXPORT PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC __glewGetTranslatedShaderSourceANGLE;
GLEW_FUN_EXPORT PFNGLDRAWELEMENTARRAYAPPLEPROC __glewDrawElementArrayAPPLE;
GLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC __glewDrawRangeElementArrayAPPLE;
GLEW_FUN_EXPORT PFNGLELEMENTPOINTERAPPLEPROC __glewElementPointerAPPLE;
GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC __glewMultiDrawElementArrayAPPLE;
GLEW_FUN_EXPORT PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC __glewMultiDrawRangeElementArrayAPPLE;
GLEW_FUN_EXPORT PFNGLDELETEFENCESAPPLEPROC __glewDeleteFencesAPPLE;
GLEW_FUN_EXPORT PFNGLFINISHFENCEAPPLEPROC __glewFinishFenceAPPLE;
GLEW_FUN_EXPORT PFNGLFINISHOBJECTAPPLEPROC __glewFinishObjectAPPLE;
GLEW_FUN_EXPORT PFNGLGENFENCESAPPLEPROC __glewGenFencesAPPLE;
GLEW_FUN_EXPORT PFNGLISFENCEAPPLEPROC __glewIsFenceAPPLE;
GLEW_FUN_EXPORT PFNGLSETFENCEAPPLEPROC __glewSetFenceAPPLE;
GLEW_FUN_EXPORT PFNGLTESTFENCEAPPLEPROC __glewTestFenceAPPLE;
GLEW_FUN_EXPORT PFNGLTESTOBJECTAPPLEPROC __glewTestObjectAPPLE;
GLEW_FUN_EXPORT PFNGLBUFFERPARAMETERIAPPLEPROC __glewBufferParameteriAPPLE;
GLEW_FUN_EXPORT PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC __glewFlushMappedBufferRangeAPPLE;
GLEW_FUN_EXPORT PFNGLGETOBJECTPARAMETERIVAPPLEPROC __glewGetObjectParameterivAPPLE;
GLEW_FUN_EXPORT PFNGLOBJECTPURGEABLEAPPLEPROC __glewObjectPurgeableAPPLE;
GLEW_FUN_EXPORT PFNGLOBJECTUNPURGEABLEAPPLEPROC __glewObjectUnpurgeableAPPLE;
GLEW_FUN_EXPORT PFNGLGETTEXPARAMETERPOINTERVAPPLEPROC __glewGetTexParameterPointervAPPLE;
GLEW_FUN_EXPORT PFNGLTEXTURERANGEAPPLEPROC __glewTextureRangeAPPLE;
GLEW_FUN_EXPORT PFNGLBINDVERTEXARRAYAPPLEPROC __glewBindVertexArrayAPPLE;
GLEW_FUN_EXPORT PFNGLDELETEVERTEXARRAYSAPPLEPROC __glewDeleteVertexArraysAPPLE;
GLEW_FUN_EXPORT PFNGLGENVERTEXARRAYSAPPLEPROC __glewGenVertexArraysAPPLE;
GLEW_FUN_EXPORT PFNGLISVERTEXARRAYAPPLEPROC __glewIsVertexArrayAPPLE;
GLEW_FUN_EXPORT PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC __glewFlushVertexArrayRangeAPPLE;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYPARAMETERIAPPLEPROC __glewVertexArrayParameteriAPPLE;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYRANGEAPPLEPROC __glewVertexArrayRangeAPPLE;
GLEW_FUN_EXPORT PFNGLDISABLEVERTEXATTRIBAPPLEPROC __glewDisableVertexAttribAPPLE;
GLEW_FUN_EXPORT PFNGLENABLEVERTEXATTRIBAPPLEPROC __glewEnableVertexAttribAPPLE;
GLEW_FUN_EXPORT PFNGLISVERTEXATTRIBENABLEDAPPLEPROC __glewIsVertexAttribEnabledAPPLE;
GLEW_FUN_EXPORT PFNGLMAPVERTEXATTRIB1DAPPLEPROC __glewMapVertexAttrib1dAPPLE;
GLEW_FUN_EXPORT PFNGLMAPVERTEXATTRIB1FAPPLEPROC __glewMapVertexAttrib1fAPPLE;
GLEW_FUN_EXPORT PFNGLMAPVERTEXATTRIB2DAPPLEPROC __glewMapVertexAttrib2dAPPLE;
GLEW_FUN_EXPORT PFNGLMAPVERTEXATTRIB2FAPPLEPROC __glewMapVertexAttrib2fAPPLE;
GLEW_FUN_EXPORT PFNGLCLEARDEPTHFPROC __glewClearDepthf;
GLEW_FUN_EXPORT PFNGLDEPTHRANGEFPROC __glewDepthRangef;
GLEW_FUN_EXPORT PFNGLGETSHADERPRECISIONFORMATPROC __glewGetShaderPrecisionFormat;
GLEW_FUN_EXPORT PFNGLRELEASESHADERCOMPILERPROC __glewReleaseShaderCompiler;
GLEW_FUN_EXPORT PFNGLSHADERBINARYPROC __glewShaderBinary;
GLEW_FUN_EXPORT PFNGLMEMORYBARRIERBYREGIONPROC __glewMemoryBarrierByRegion;
GLEW_FUN_EXPORT PFNGLPRIMITIVEBOUNDINGBOXARBPROC __glewPrimitiveBoundingBoxARB;
GLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC __glewDrawArraysInstancedBaseInstance;
GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC __glewDrawElementsInstancedBaseInstance;
GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC __glewDrawElementsInstancedBaseVertexBaseInstance;
GLEW_FUN_EXPORT PFNGLGETIMAGEHANDLEARBPROC __glewGetImageHandleARB;
GLEW_FUN_EXPORT PFNGLGETTEXTUREHANDLEARBPROC __glewGetTextureHandleARB;
GLEW_FUN_EXPORT PFNGLGETTEXTURESAMPLERHANDLEARBPROC __glewGetTextureSamplerHandleARB;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLUI64VARBPROC __glewGetVertexAttribLui64vARB;
GLEW_FUN_EXPORT PFNGLISIMAGEHANDLERESIDENTARBPROC __glewIsImageHandleResidentARB;
GLEW_FUN_EXPORT PFNGLISTEXTUREHANDLERESIDENTARBPROC __glewIsTextureHandleResidentARB;
GLEW_FUN_EXPORT PFNGLMAKEIMAGEHANDLENONRESIDENTARBPROC __glewMakeImageHandleNonResidentARB;
GLEW_FUN_EXPORT PFNGLMAKEIMAGEHANDLERESIDENTARBPROC __glewMakeImageHandleResidentARB;
GLEW_FUN_EXPORT PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC __glewMakeTextureHandleNonResidentARB;
GLEW_FUN_EXPORT PFNGLMAKETEXTUREHANDLERESIDENTARBPROC __glewMakeTextureHandleResidentARB;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMHANDLEUI64ARBPROC __glewProgramUniformHandleui64ARB;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC __glewProgramUniformHandleui64vARB;
GLEW_FUN_EXPORT PFNGLUNIFORMHANDLEUI64ARBPROC __glewUniformHandleui64ARB;
GLEW_FUN_EXPORT PFNGLUNIFORMHANDLEUI64VARBPROC __glewUniformHandleui64vARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1UI64ARBPROC __glewVertexAttribL1ui64ARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1UI64VARBPROC __glewVertexAttribL1ui64vARB;
GLEW_FUN_EXPORT PFNGLBINDFRAGDATALOCATIONINDEXEDPROC __glewBindFragDataLocationIndexed;
GLEW_FUN_EXPORT PFNGLGETFRAGDATAINDEXPROC __glewGetFragDataIndex;
GLEW_FUN_EXPORT PFNGLBUFFERSTORAGEPROC __glewBufferStorage;
GLEW_FUN_EXPORT PFNGLNAMEDBUFFERSTORAGEEXTPROC __glewNamedBufferStorageEXT;
GLEW_FUN_EXPORT PFNGLCREATESYNCFROMCLEVENTARBPROC __glewCreateSyncFromCLeventARB;
GLEW_FUN_EXPORT PFNGLCLEARBUFFERDATAPROC __glewClearBufferData;
GLEW_FUN_EXPORT PFNGLCLEARBUFFERSUBDATAPROC __glewClearBufferSubData;
GLEW_FUN_EXPORT PFNGLCLEARNAMEDBUFFERDATAEXTPROC __glewClearNamedBufferDataEXT;
GLEW_FUN_EXPORT PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC __glewClearNamedBufferSubDataEXT;
GLEW_FUN_EXPORT PFNGLCLEARTEXIMAGEPROC __glewClearTexImage;
GLEW_FUN_EXPORT PFNGLCLEARTEXSUBIMAGEPROC __glewClearTexSubImage;
GLEW_FUN_EXPORT PFNGLCLIPCONTROLPROC __glewClipControl;
GLEW_FUN_EXPORT PFNGLCLAMPCOLORARBPROC __glewClampColorARB;
GLEW_FUN_EXPORT PFNGLDISPATCHCOMPUTEPROC __glewDispatchCompute;
GLEW_FUN_EXPORT PFNGLDISPATCHCOMPUTEINDIRECTPROC __glewDispatchComputeIndirect;
GLEW_FUN_EXPORT PFNGLDISPATCHCOMPUTEGROUPSIZEARBPROC __glewDispatchComputeGroupSizeARB;
GLEW_FUN_EXPORT PFNGLCOPYBUFFERSUBDATAPROC __glewCopyBufferSubData;
GLEW_FUN_EXPORT PFNGLCOPYIMAGESUBDATAPROC __glewCopyImageSubData;
GLEW_FUN_EXPORT PFNGLDEBUGMESSAGECALLBACKARBPROC __glewDebugMessageCallbackARB;
GLEW_FUN_EXPORT PFNGLDEBUGMESSAGECONTROLARBPROC __glewDebugMessageControlARB;
GLEW_FUN_EXPORT PFNGLDEBUGMESSAGEINSERTARBPROC __glewDebugMessageInsertARB;
GLEW_FUN_EXPORT PFNGLGETDEBUGMESSAGELOGARBPROC __glewGetDebugMessageLogARB;
GLEW_FUN_EXPORT PFNGLBINDTEXTUREUNITPROC __glewBindTextureUnit;
GLEW_FUN_EXPORT PFNGLBLITNAMEDFRAMEBUFFERPROC __glewBlitNamedFramebuffer;
GLEW_FUN_EXPORT PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC __glewCheckNamedFramebufferStatus;
GLEW_FUN_EXPORT PFNGLCLEARNAMEDBUFFERDATAPROC __glewClearNamedBufferData;
GLEW_FUN_EXPORT PFNGLCLEARNAMEDBUFFERSUBDATAPROC __glewClearNamedBufferSubData;
GLEW_FUN_EXPORT PFNGLCLEARNAMEDFRAMEBUFFERFIPROC __glewClearNamedFramebufferfi;
GLEW_FUN_EXPORT PFNGLCLEARNAMEDFRAMEBUFFERFVPROC __glewClearNamedFramebufferfv;
GLEW_FUN_EXPORT PFNGLCLEARNAMEDFRAMEBUFFERIVPROC __glewClearNamedFramebufferiv;
GLEW_FUN_EXPORT PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC __glewClearNamedFramebufferuiv;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC __glewCompressedTextureSubImage1D;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC __glewCompressedTextureSubImage2D;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC __glewCompressedTextureSubImage3D;
GLEW_FUN_EXPORT PFNGLCOPYNAMEDBUFFERSUBDATAPROC __glewCopyNamedBufferSubData;
GLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE1DPROC __glewCopyTextureSubImage1D;
GLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE2DPROC __glewCopyTextureSubImage2D;
GLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE3DPROC __glewCopyTextureSubImage3D;
GLEW_FUN_EXPORT PFNGLCREATEBUFFERSPROC __glewCreateBuffers;
GLEW_FUN_EXPORT PFNGLCREATEFRAMEBUFFERSPROC __glewCreateFramebuffers;
GLEW_FUN_EXPORT PFNGLCREATEPROGRAMPIPELINESPROC __glewCreateProgramPipelines;
GLEW_FUN_EXPORT PFNGLCREATEQUERIESPROC __glewCreateQueries;
GLEW_FUN_EXPORT PFNGLCREATERENDERBUFFERSPROC __glewCreateRenderbuffers;
GLEW_FUN_EXPORT PFNGLCREATESAMPLERSPROC __glewCreateSamplers;
GLEW_FUN_EXPORT PFNGLCREATETEXTURESPROC __glewCreateTextures;
GLEW_FUN_EXPORT PFNGLCREATETRANSFORMFEEDBACKSPROC __glewCreateTransformFeedbacks;
GLEW_FUN_EXPORT PFNGLCREATEVERTEXARRAYSPROC __glewCreateVertexArrays;
GLEW_FUN_EXPORT PFNGLDISABLEVERTEXARRAYATTRIBPROC __glewDisableVertexArrayAttrib;
GLEW_FUN_EXPORT PFNGLENABLEVERTEXARRAYATTRIBPROC __glewEnableVertexArrayAttrib;
GLEW_FUN_EXPORT PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC __glewFlushMappedNamedBufferRange;
GLEW_FUN_EXPORT PFNGLGENERATETEXTUREMIPMAPPROC __glewGenerateTextureMipmap;
GLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC __glewGetCompressedTextureImage;
GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPARAMETERI64VPROC __glewGetNamedBufferParameteri64v;
GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPARAMETERIVPROC __glewGetNamedBufferParameteriv;
GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPOINTERVPROC __glewGetNamedBufferPointerv;
GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERSUBDATAPROC __glewGetNamedBufferSubData;
GLEW_FUN_EXPORT PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC __glewGetNamedFramebufferAttachmentParameteriv;
GLEW_FUN_EXPORT PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC __glewGetNamedFramebufferParameteriv;
GLEW_FUN_EXPORT PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC __glewGetNamedRenderbufferParameteriv;
GLEW_FUN_EXPORT PFNGLGETQUERYBUFFEROBJECTI64VPROC __glewGetQueryBufferObjecti64v;
GLEW_FUN_EXPORT PFNGLGETQUERYBUFFEROBJECTIVPROC __glewGetQueryBufferObjectiv;
GLEW_FUN_EXPORT PFNGLGETQUERYBUFFEROBJECTUI64VPROC __glewGetQueryBufferObjectui64v;
GLEW_FUN_EXPORT PFNGLGETQUERYBUFFEROBJECTUIVPROC __glewGetQueryBufferObjectuiv;
GLEW_FUN_EXPORT PFNGLGETTEXTUREIMAGEPROC __glewGetTextureImage;
GLEW_FUN_EXPORT PFNGLGETTEXTURELEVELPARAMETERFVPROC __glewGetTextureLevelParameterfv;
GLEW_FUN_EXPORT PFNGLGETTEXTURELEVELPARAMETERIVPROC __glewGetTextureLevelParameteriv;
GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIIVPROC __glewGetTextureParameterIiv;
GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIUIVPROC __glewGetTextureParameterIuiv;
GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERFVPROC __glewGetTextureParameterfv;
GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIVPROC __glewGetTextureParameteriv;
GLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKI64_VPROC __glewGetTransformFeedbacki64_v;
GLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKI_VPROC __glewGetTransformFeedbacki_v;
GLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKIVPROC __glewGetTransformFeedbackiv;
GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYINDEXED64IVPROC __glewGetVertexArrayIndexed64iv;
GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYINDEXEDIVPROC __glewGetVertexArrayIndexediv;
GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYIVPROC __glewGetVertexArrayiv;
GLEW_FUN_EXPORT PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC __glewInvalidateNamedFramebufferData;
GLEW_FUN_EXPORT PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC __glewInvalidateNamedFramebufferSubData;
GLEW_FUN_EXPORT PFNGLMAPNAMEDBUFFERPROC __glewMapNamedBuffer;
GLEW_FUN_EXPORT PFNGLMAPNAMEDBUFFERRANGEPROC __glewMapNamedBufferRange;
GLEW_FUN_EXPORT PFNGLNAMEDBUFFERDATAPROC __glewNamedBufferData;
GLEW_FUN_EXPORT PFNGLNAMEDBUFFERSTORAGEPROC __glewNamedBufferStorage;
GLEW_FUN_EXPORT PFNGLNAMEDBUFFERSUBDATAPROC __glewNamedBufferSubData;
GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC __glewNamedFramebufferDrawBuffer;
GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC __glewNamedFramebufferDrawBuffers;
GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC __glewNamedFramebufferParameteri;
GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC __glewNamedFramebufferReadBuffer;
GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC __glewNamedFramebufferRenderbuffer;
GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTUREPROC __glewNamedFramebufferTexture;
GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC __glewNamedFramebufferTextureLayer;
GLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEPROC __glewNamedRenderbufferStorage;
GLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC __glewNamedRenderbufferStorageMultisample;
GLEW_FUN_EXPORT PFNGLTEXTUREBUFFERPROC __glewTextureBuffer;
GLEW_FUN_EXPORT PFNGLTEXTUREBUFFERRANGEPROC __glewTextureBufferRange;
GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIIVPROC __glewTextureParameterIiv;
GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIUIVPROC __glewTextureParameterIuiv;
GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERFPROC __glewTextureParameterf;
GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERFVPROC __glewTextureParameterfv;
GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIPROC __glewTextureParameteri;
GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIVPROC __glewTextureParameteriv;
GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE1DPROC __glewTextureStorage1D;
GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE2DPROC __glewTextureStorage2D;
GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC __glewTextureStorage2DMultisample;
GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE3DPROC __glewTextureStorage3D;
GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC __glewTextureStorage3DMultisample;
GLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE1DPROC __glewTextureSubImage1D;
GLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE2DPROC __glewTextureSubImage2D;
GLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE3DPROC __glewTextureSubImage3D;
GLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC __glewTransformFeedbackBufferBase;
GLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC __glewTransformFeedbackBufferRange;
GLEW_FUN_EXPORT PFNGLUNMAPNAMEDBUFFERPROC __glewUnmapNamedBuffer;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYATTRIBBINDINGPROC __glewVertexArrayAttribBinding;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYATTRIBFORMATPROC __glewVertexArrayAttribFormat;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYATTRIBIFORMATPROC __glewVertexArrayAttribIFormat;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYATTRIBLFORMATPROC __glewVertexArrayAttribLFormat;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYBINDINGDIVISORPROC __glewVertexArrayBindingDivisor;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYELEMENTBUFFERPROC __glewVertexArrayElementBuffer;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXBUFFERPROC __glewVertexArrayVertexBuffer;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXBUFFERSPROC __glewVertexArrayVertexBuffers;
GLEW_FUN_EXPORT PFNGLDRAWBUFFERSARBPROC __glewDrawBuffersARB;
GLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEIARBPROC __glewBlendEquationSeparateiARB;
GLEW_FUN_EXPORT PFNGLBLENDEQUATIONIARBPROC __glewBlendEquationiARB;
GLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEIARBPROC __glewBlendFuncSeparateiARB;
GLEW_FUN_EXPORT PFNGLBLENDFUNCIARBPROC __glewBlendFunciARB;
GLEW_FUN_EXPORT PFNGLDRAWELEMENTSBASEVERTEXPROC __glewDrawElementsBaseVertex;
GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC __glewDrawElementsInstancedBaseVertex;
GLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC __glewDrawRangeElementsBaseVertex;
GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC __glewMultiDrawElementsBaseVertex;
GLEW_FUN_EXPORT PFNGLDRAWARRAYSINDIRECTPROC __glewDrawArraysIndirect;
GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINDIRECTPROC __glewDrawElementsIndirect;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERPARAMETERIPROC __glewFramebufferParameteri;
GLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERPARAMETERIVPROC __glewGetFramebufferParameteriv;
GLEW_FUN_EXPORT PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC __glewGetNamedFramebufferParameterivEXT;
GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC __glewNamedFramebufferParameteriEXT;
GLEW_FUN_EXPORT PFNGLBINDFRAMEBUFFERPROC __glewBindFramebuffer;
GLEW_FUN_EXPORT PFNGLBINDRENDERBUFFERPROC __glewBindRenderbuffer;
GLEW_FUN_EXPORT PFNGLBLITFRAMEBUFFERPROC __glewBlitFramebuffer;
GLEW_FUN_EXPORT PFNGLCHECKFRAMEBUFFERSTATUSPROC __glewCheckFramebufferStatus;
GLEW_FUN_EXPORT PFNGLDELETEFRAMEBUFFERSPROC __glewDeleteFramebuffers;
GLEW_FUN_EXPORT PFNGLDELETERENDERBUFFERSPROC __glewDeleteRenderbuffers;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERRENDERBUFFERPROC __glewFramebufferRenderbuffer;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE1DPROC __glewFramebufferTexture1D;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE2DPROC __glewFramebufferTexture2D;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE3DPROC __glewFramebufferTexture3D;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURELAYERPROC __glewFramebufferTextureLayer;
GLEW_FUN_EXPORT PFNGLGENFRAMEBUFFERSPROC __glewGenFramebuffers;
GLEW_FUN_EXPORT PFNGLGENRENDERBUFFERSPROC __glewGenRenderbuffers;
GLEW_FUN_EXPORT PFNGLGENERATEMIPMAPPROC __glewGenerateMipmap;
GLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC __glewGetFramebufferAttachmentParameteriv;
GLEW_FUN_EXPORT PFNGLGETRENDERBUFFERPARAMETERIVPROC __glewGetRenderbufferParameteriv;
GLEW_FUN_EXPORT PFNGLISFRAMEBUFFERPROC __glewIsFramebuffer;
GLEW_FUN_EXPORT PFNGLISRENDERBUFFERPROC __glewIsRenderbuffer;
GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEPROC __glewRenderbufferStorage;
GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC __glewRenderbufferStorageMultisample;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREARBPROC __glewFramebufferTextureARB;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREFACEARBPROC __glewFramebufferTextureFaceARB;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURELAYERARBPROC __glewFramebufferTextureLayerARB;
GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERIARBPROC __glewProgramParameteriARB;
GLEW_FUN_EXPORT PFNGLGETPROGRAMBINARYPROC __glewGetProgramBinary;
GLEW_FUN_EXPORT PFNGLPROGRAMBINARYPROC __glewProgramBinary;
GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERIPROC __glewProgramParameteri;
GLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC __glewGetCompressedTextureSubImage;
GLEW_FUN_EXPORT PFNGLGETTEXTURESUBIMAGEPROC __glewGetTextureSubImage;
GLEW_FUN_EXPORT PFNGLGETUNIFORMDVPROC __glewGetUniformdv;
GLEW_FUN_EXPORT PFNGLUNIFORM1DPROC __glewUniform1d;
GLEW_FUN_EXPORT PFNGLUNIFORM1DVPROC __glewUniform1dv;
GLEW_FUN_EXPORT PFNGLUNIFORM2DPROC __glewUniform2d;
GLEW_FUN_EXPORT PFNGLUNIFORM2DVPROC __glewUniform2dv;
GLEW_FUN_EXPORT PFNGLUNIFORM3DPROC __glewUniform3d;
GLEW_FUN_EXPORT PFNGLUNIFORM3DVPROC __glewUniform3dv;
GLEW_FUN_EXPORT PFNGLUNIFORM4DPROC __glewUniform4d;
GLEW_FUN_EXPORT PFNGLUNIFORM4DVPROC __glewUniform4dv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2DVPROC __glewUniformMatrix2dv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X3DVPROC __glewUniformMatrix2x3dv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X4DVPROC __glewUniformMatrix2x4dv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3DVPROC __glewUniformMatrix3dv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X2DVPROC __glewUniformMatrix3x2dv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X4DVPROC __glewUniformMatrix3x4dv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4DVPROC __glewUniformMatrix4dv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X2DVPROC __glewUniformMatrix4x2dv;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X3DVPROC __glewUniformMatrix4x3dv;
GLEW_FUN_EXPORT PFNGLGETUNIFORMI64VARBPROC __glewGetUniformi64vARB;
GLEW_FUN_EXPORT PFNGLGETUNIFORMUI64VARBPROC __glewGetUniformui64vARB;
GLEW_FUN_EXPORT PFNGLGETNUNIFORMI64VARBPROC __glewGetnUniformi64vARB;
GLEW_FUN_EXPORT PFNGLGETNUNIFORMUI64VARBPROC __glewGetnUniformui64vARB;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1I64ARBPROC __glewProgramUniform1i64ARB;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1I64VARBPROC __glewProgramUniform1i64vARB;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UI64ARBPROC __glewProgramUniform1ui64ARB;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UI64VARBPROC __glewProgramUniform1ui64vARB;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2I64ARBPROC __glewProgramUniform2i64ARB;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2I64VARBPROC __glewProgramUniform2i64vARB;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UI64ARBPROC __glewProgramUniform2ui64ARB;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UI64VARBPROC __glewProgramUniform2ui64vARB;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3I64ARBPROC __glewProgramUniform3i64ARB;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3I64VARBPROC __glewProgramUniform3i64vARB;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UI64ARBPROC __glewProgramUniform3ui64ARB;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UI64VARBPROC __glewProgramUniform3ui64vARB;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4I64ARBPROC __glewProgramUniform4i64ARB;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4I64VARBPROC __glewProgramUniform4i64vARB;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UI64ARBPROC __glewProgramUniform4ui64ARB;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UI64VARBPROC __glewProgramUniform4ui64vARB;
GLEW_FUN_EXPORT PFNGLUNIFORM1I64ARBPROC __glewUniform1i64ARB;
GLEW_FUN_EXPORT PFNGLUNIFORM1I64VARBPROC __glewUniform1i64vARB;
GLEW_FUN_EXPORT PFNGLUNIFORM1UI64ARBPROC __glewUniform1ui64ARB;
GLEW_FUN_EXPORT PFNGLUNIFORM1UI64VARBPROC __glewUniform1ui64vARB;
GLEW_FUN_EXPORT PFNGLUNIFORM2I64ARBPROC __glewUniform2i64ARB;
GLEW_FUN_EXPORT PFNGLUNIFORM2I64VARBPROC __glewUniform2i64vARB;
GLEW_FUN_EXPORT PFNGLUNIFORM2UI64ARBPROC __glewUniform2ui64ARB;
GLEW_FUN_EXPORT PFNGLUNIFORM2UI64VARBPROC __glewUniform2ui64vARB;
GLEW_FUN_EXPORT PFNGLUNIFORM3I64ARBPROC __glewUniform3i64ARB;
GLEW_FUN_EXPORT PFNGLUNIFORM3I64VARBPROC __glewUniform3i64vARB;
GLEW_FUN_EXPORT PFNGLUNIFORM3UI64ARBPROC __glewUniform3ui64ARB;
GLEW_FUN_EXPORT PFNGLUNIFORM3UI64VARBPROC __glewUniform3ui64vARB;
GLEW_FUN_EXPORT PFNGLUNIFORM4I64ARBPROC __glewUniform4i64ARB;
GLEW_FUN_EXPORT PFNGLUNIFORM4I64VARBPROC __glewUniform4i64vARB;
GLEW_FUN_EXPORT PFNGLUNIFORM4UI64ARBPROC __glewUniform4ui64ARB;
GLEW_FUN_EXPORT PFNGLUNIFORM4UI64VARBPROC __glewUniform4ui64vARB;
GLEW_FUN_EXPORT PFNGLCOLORSUBTABLEPROC __glewColorSubTable;
GLEW_FUN_EXPORT PFNGLCOLORTABLEPROC __glewColorTable;
GLEW_FUN_EXPORT PFNGLCOLORTABLEPARAMETERFVPROC __glewColorTableParameterfv;
GLEW_FUN_EXPORT PFNGLCOLORTABLEPARAMETERIVPROC __glewColorTableParameteriv;
GLEW_FUN_EXPORT PFNGLCONVOLUTIONFILTER1DPROC __glewConvolutionFilter1D;
GLEW_FUN_EXPORT PFNGLCONVOLUTIONFILTER2DPROC __glewConvolutionFilter2D;
GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERFPROC __glewConvolutionParameterf;
GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERFVPROC __glewConvolutionParameterfv;
GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERIPROC __glewConvolutionParameteri;
GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERIVPROC __glewConvolutionParameteriv;
GLEW_FUN_EXPORT PFNGLCOPYCOLORSUBTABLEPROC __glewCopyColorSubTable;
GLEW_FUN_EXPORT PFNGLCOPYCOLORTABLEPROC __glewCopyColorTable;
GLEW_FUN_EXPORT PFNGLCOPYCONVOLUTIONFILTER1DPROC __glewCopyConvolutionFilter1D;
GLEW_FUN_EXPORT PFNGLCOPYCONVOLUTIONFILTER2DPROC __glewCopyConvolutionFilter2D;
GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPROC __glewGetColorTable;
GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERFVPROC __glewGetColorTableParameterfv;
GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERIVPROC __glewGetColorTableParameteriv;
GLEW_FUN_EXPORT PFNGLGETCONVOLUTIONFILTERPROC __glewGetConvolutionFilter;
GLEW_FUN_EXPORT PFNGLGETCONVOLUTIONPARAMETERFVPROC __glewGetConvolutionParameterfv;
GLEW_FUN_EXPORT PFNGLGETCONVOLUTIONPARAMETERIVPROC __glewGetConvolutionParameteriv;
GLEW_FUN_EXPORT PFNGLGETHISTOGRAMPROC __glewGetHistogram;
GLEW_FUN_EXPORT PFNGLGETHISTOGRAMPARAMETERFVPROC __glewGetHistogramParameterfv;
GLEW_FUN_EXPORT PFNGLGETHISTOGRAMPARAMETERIVPROC __glewGetHistogramParameteriv;
GLEW_FUN_EXPORT PFNGLGETMINMAXPROC __glewGetMinmax;
GLEW_FUN_EXPORT PFNGLGETMINMAXPARAMETERFVPROC __glewGetMinmaxParameterfv;
GLEW_FUN_EXPORT PFNGLGETMINMAXPARAMETERIVPROC __glewGetMinmaxParameteriv;
GLEW_FUN_EXPORT PFNGLGETSEPARABLEFILTERPROC __glewGetSeparableFilter;
GLEW_FUN_EXPORT PFNGLHISTOGRAMPROC __glewHistogram;
GLEW_FUN_EXPORT PFNGLMINMAXPROC __glewMinmax;
GLEW_FUN_EXPORT PFNGLRESETHISTOGRAMPROC __glewResetHistogram;
GLEW_FUN_EXPORT PFNGLRESETMINMAXPROC __glewResetMinmax;
GLEW_FUN_EXPORT PFNGLSEPARABLEFILTER2DPROC __glewSeparableFilter2D;
GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTCOUNTARBPROC __glewMultiDrawArraysIndirectCountARB;
GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTARBPROC __glewMultiDrawElementsIndirectCountARB;
GLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDARBPROC __glewDrawArraysInstancedARB;
GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDARBPROC __glewDrawElementsInstancedARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBDIVISORARBPROC __glewVertexAttribDivisorARB;
GLEW_FUN_EXPORT PFNGLGETINTERNALFORMATIVPROC __glewGetInternalformativ;
GLEW_FUN_EXPORT PFNGLGETINTERNALFORMATI64VPROC __glewGetInternalformati64v;
GLEW_FUN_EXPORT PFNGLINVALIDATEBUFFERDATAPROC __glewInvalidateBufferData;
GLEW_FUN_EXPORT PFNGLINVALIDATEBUFFERSUBDATAPROC __glewInvalidateBufferSubData;
GLEW_FUN_EXPORT PFNGLINVALIDATEFRAMEBUFFERPROC __glewInvalidateFramebuffer;
GLEW_FUN_EXPORT PFNGLINVALIDATESUBFRAMEBUFFERPROC __glewInvalidateSubFramebuffer;
GLEW_FUN_EXPORT PFNGLINVALIDATETEXIMAGEPROC __glewInvalidateTexImage;
GLEW_FUN_EXPORT PFNGLINVALIDATETEXSUBIMAGEPROC __glewInvalidateTexSubImage;
GLEW_FUN_EXPORT PFNGLFLUSHMAPPEDBUFFERRANGEPROC __glewFlushMappedBufferRange;
GLEW_FUN_EXPORT PFNGLMAPBUFFERRANGEPROC __glewMapBufferRange;
GLEW_FUN_EXPORT PFNGLCURRENTPALETTEMATRIXARBPROC __glewCurrentPaletteMatrixARB;
GLEW_FUN_EXPORT PFNGLMATRIXINDEXPOINTERARBPROC __glewMatrixIndexPointerARB;
GLEW_FUN_EXPORT PFNGLMATRIXINDEXUBVARBPROC __glewMatrixIndexubvARB;
GLEW_FUN_EXPORT PFNGLMATRIXINDEXUIVARBPROC __glewMatrixIndexuivARB;
GLEW_FUN_EXPORT PFNGLMATRIXINDEXUSVARBPROC __glewMatrixIndexusvARB;
GLEW_FUN_EXPORT PFNGLBINDBUFFERSBASEPROC __glewBindBuffersBase;
GLEW_FUN_EXPORT PFNGLBINDBUFFERSRANGEPROC __glewBindBuffersRange;
GLEW_FUN_EXPORT PFNGLBINDIMAGETEXTURESPROC __glewBindImageTextures;
GLEW_FUN_EXPORT PFNGLBINDSAMPLERSPROC __glewBindSamplers;
GLEW_FUN_EXPORT PFNGLBINDTEXTURESPROC __glewBindTextures;
GLEW_FUN_EXPORT PFNGLBINDVERTEXBUFFERSPROC __glewBindVertexBuffers;
GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTPROC __glewMultiDrawArraysIndirect;
GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTPROC __glewMultiDrawElementsIndirect;
GLEW_FUN_EXPORT PFNGLSAMPLECOVERAGEARBPROC __glewSampleCoverageARB;
GLEW_FUN_EXPORT PFNGLACTIVETEXTUREARBPROC __glewActiveTextureARB;
GLEW_FUN_EXPORT PFNGLCLIENTACTIVETEXTUREARBPROC __glewClientActiveTextureARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1DARBPROC __glewMultiTexCoord1dARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1DVARBPROC __glewMultiTexCoord1dvARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1FARBPROC __glewMultiTexCoord1fARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1FVARBPROC __glewMultiTexCoord1fvARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1IARBPROC __glewMultiTexCoord1iARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1IVARBPROC __glewMultiTexCoord1ivARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1SARBPROC __glewMultiTexCoord1sARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1SVARBPROC __glewMultiTexCoord1svARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2DARBPROC __glewMultiTexCoord2dARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2DVARBPROC __glewMultiTexCoord2dvARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2FARBPROC __glewMultiTexCoord2fARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2FVARBPROC __glewMultiTexCoord2fvARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2IARBPROC __glewMultiTexCoord2iARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2IVARBPROC __glewMultiTexCoord2ivARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2SARBPROC __glewMultiTexCoord2sARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2SVARBPROC __glewMultiTexCoord2svARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3DARBPROC __glewMultiTexCoord3dARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3DVARBPROC __glewMultiTexCoord3dvARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3FARBPROC __glewMultiTexCoord3fARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3FVARBPROC __glewMultiTexCoord3fvARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3IARBPROC __glewMultiTexCoord3iARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3IVARBPROC __glewMultiTexCoord3ivARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3SARBPROC __glewMultiTexCoord3sARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3SVARBPROC __glewMultiTexCoord3svARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4DARBPROC __glewMultiTexCoord4dARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4DVARBPROC __glewMultiTexCoord4dvARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4FARBPROC __glewMultiTexCoord4fARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4FVARBPROC __glewMultiTexCoord4fvARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4IARBPROC __glewMultiTexCoord4iARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4IVARBPROC __glewMultiTexCoord4ivARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4SARBPROC __glewMultiTexCoord4sARB;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4SVARBPROC __glewMultiTexCoord4svARB;
GLEW_FUN_EXPORT PFNGLBEGINQUERYARBPROC __glewBeginQueryARB;
GLEW_FUN_EXPORT PFNGLDELETEQUERIESARBPROC __glewDeleteQueriesARB;
GLEW_FUN_EXPORT PFNGLENDQUERYARBPROC __glewEndQueryARB;
GLEW_FUN_EXPORT PFNGLGENQUERIESARBPROC __glewGenQueriesARB;
GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTIVARBPROC __glewGetQueryObjectivARB;
GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUIVARBPROC __glewGetQueryObjectuivARB;
GLEW_FUN_EXPORT PFNGLGETQUERYIVARBPROC __glewGetQueryivARB;
GLEW_FUN_EXPORT PFNGLISQUERYARBPROC __glewIsQueryARB;
GLEW_FUN_EXPORT PFNGLMAXSHADERCOMPILERTHREADSARBPROC __glewMaxShaderCompilerThreadsARB;
GLEW_FUN_EXPORT PFNGLPOINTPARAMETERFARBPROC __glewPointParameterfARB;
GLEW_FUN_EXPORT PFNGLPOINTPARAMETERFVARBPROC __glewPointParameterfvARB;
GLEW_FUN_EXPORT PFNGLGETPROGRAMINTERFACEIVPROC __glewGetProgramInterfaceiv;
GLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCEINDEXPROC __glewGetProgramResourceIndex;
GLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCELOCATIONPROC __glewGetProgramResourceLocation;
GLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC __glewGetProgramResourceLocationIndex;
GLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCENAMEPROC __glewGetProgramResourceName;
GLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCEIVPROC __glewGetProgramResourceiv;
GLEW_FUN_EXPORT PFNGLPROVOKINGVERTEXPROC __glewProvokingVertex;
GLEW_FUN_EXPORT PFNGLGETGRAPHICSRESETSTATUSARBPROC __glewGetGraphicsResetStatusARB;
GLEW_FUN_EXPORT PFNGLGETNCOLORTABLEARBPROC __glewGetnColorTableARB;
GLEW_FUN_EXPORT PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC __glewGetnCompressedTexImageARB;
GLEW_FUN_EXPORT PFNGLGETNCONVOLUTIONFILTERARBPROC __glewGetnConvolutionFilterARB;
GLEW_FUN_EXPORT PFNGLGETNHISTOGRAMARBPROC __glewGetnHistogramARB;
GLEW_FUN_EXPORT PFNGLGETNMAPDVARBPROC __glewGetnMapdvARB;
GLEW_FUN_EXPORT PFNGLGETNMAPFVARBPROC __glewGetnMapfvARB;
GLEW_FUN_EXPORT PFNGLGETNMAPIVARBPROC __glewGetnMapivARB;
GLEW_FUN_EXPORT PFNGLGETNMINMAXARBPROC __glewGetnMinmaxARB;
GLEW_FUN_EXPORT PFNGLGETNPIXELMAPFVARBPROC __glewGetnPixelMapfvARB;
GLEW_FUN_EXPORT PFNGLGETNPIXELMAPUIVARBPROC __glewGetnPixelMapuivARB;
GLEW_FUN_EXPORT PFNGLGETNPIXELMAPUSVARBPROC __glewGetnPixelMapusvARB;
GLEW_FUN_EXPORT PFNGLGETNPOLYGONSTIPPLEARBPROC __glewGetnPolygonStippleARB;
GLEW_FUN_EXPORT PFNGLGETNSEPARABLEFILTERARBPROC __glewGetnSeparableFilterARB;
GLEW_FUN_EXPORT PFNGLGETNTEXIMAGEARBPROC __glewGetnTexImageARB;
GLEW_FUN_EXPORT PFNGLGETNUNIFORMDVARBPROC __glewGetnUniformdvARB;
GLEW_FUN_EXPORT PFNGLGETNUNIFORMFVARBPROC __glewGetnUniformfvARB;
GLEW_FUN_EXPORT PFNGLGETNUNIFORMIVARBPROC __glewGetnUniformivARB;
GLEW_FUN_EXPORT PFNGLGETNUNIFORMUIVARBPROC __glewGetnUniformuivARB;
GLEW_FUN_EXPORT PFNGLREADNPIXELSARBPROC __glewReadnPixelsARB;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC __glewFramebufferSampleLocationsfvARB;
GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC __glewNamedFramebufferSampleLocationsfvARB;
GLEW_FUN_EXPORT PFNGLMINSAMPLESHADINGARBPROC __glewMinSampleShadingARB;
GLEW_FUN_EXPORT PFNGLBINDSAMPLERPROC __glewBindSampler;
GLEW_FUN_EXPORT PFNGLDELETESAMPLERSPROC __glewDeleteSamplers;
GLEW_FUN_EXPORT PFNGLGENSAMPLERSPROC __glewGenSamplers;
GLEW_FUN_EXPORT PFNGLGETSAMPLERPARAMETERIIVPROC __glewGetSamplerParameterIiv;
GLEW_FUN_EXPORT PFNGLGETSAMPLERPARAMETERIUIVPROC __glewGetSamplerParameterIuiv;
GLEW_FUN_EXPORT PFNGLGETSAMPLERPARAMETERFVPROC __glewGetSamplerParameterfv;
GLEW_FUN_EXPORT PFNGLGETSAMPLERPARAMETERIVPROC __glewGetSamplerParameteriv;
GLEW_FUN_EXPORT PFNGLISSAMPLERPROC __glewIsSampler;
GLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERIIVPROC __glewSamplerParameterIiv;
GLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERIUIVPROC __glewSamplerParameterIuiv;
GLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERFPROC __glewSamplerParameterf;
GLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERFVPROC __glewSamplerParameterfv;
GLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERIPROC __glewSamplerParameteri;
GLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERIVPROC __glewSamplerParameteriv;
GLEW_FUN_EXPORT PFNGLACTIVESHADERPROGRAMPROC __glewActiveShaderProgram;
GLEW_FUN_EXPORT PFNGLBINDPROGRAMPIPELINEPROC __glewBindProgramPipeline;
GLEW_FUN_EXPORT PFNGLCREATESHADERPROGRAMVPROC __glewCreateShaderProgramv;
GLEW_FUN_EXPORT PFNGLDELETEPROGRAMPIPELINESPROC __glewDeleteProgramPipelines;
GLEW_FUN_EXPORT PFNGLGENPROGRAMPIPELINESPROC __glewGenProgramPipelines;
GLEW_FUN_EXPORT PFNGLGETPROGRAMPIPELINEINFOLOGPROC __glewGetProgramPipelineInfoLog;
GLEW_FUN_EXPORT PFNGLGETPROGRAMPIPELINEIVPROC __glewGetProgramPipelineiv;
GLEW_FUN_EXPORT PFNGLISPROGRAMPIPELINEPROC __glewIsProgramPipeline;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1DPROC __glewProgramUniform1d;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1DVPROC __glewProgramUniform1dv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1FPROC __glewProgramUniform1f;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1FVPROC __glewProgramUniform1fv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1IPROC __glewProgramUniform1i;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1IVPROC __glewProgramUniform1iv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UIPROC __glewProgramUniform1ui;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UIVPROC __glewProgramUniform1uiv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2DPROC __glewProgramUniform2d;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2DVPROC __glewProgramUniform2dv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2FPROC __glewProgramUniform2f;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2FVPROC __glewProgramUniform2fv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2IPROC __glewProgramUniform2i;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2IVPROC __glewProgramUniform2iv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UIPROC __glewProgramUniform2ui;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UIVPROC __glewProgramUniform2uiv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3DPROC __glewProgramUniform3d;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3DVPROC __glewProgramUniform3dv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3FPROC __glewProgramUniform3f;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3FVPROC __glewProgramUniform3fv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3IPROC __glewProgramUniform3i;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3IVPROC __glewProgramUniform3iv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UIPROC __glewProgramUniform3ui;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UIVPROC __glewProgramUniform3uiv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4DPROC __glewProgramUniform4d;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4DVPROC __glewProgramUniform4dv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4FPROC __glewProgramUniform4f;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4FVPROC __glewProgramUniform4fv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4IPROC __glewProgramUniform4i;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4IVPROC __glewProgramUniform4iv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UIPROC __glewProgramUniform4ui;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UIVPROC __glewProgramUniform4uiv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2DVPROC __glewProgramUniformMatrix2dv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2FVPROC __glewProgramUniformMatrix2fv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC __glewProgramUniformMatrix2x3dv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC __glewProgramUniformMatrix2x3fv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC __glewProgramUniformMatrix2x4dv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC __glewProgramUniformMatrix2x4fv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3DVPROC __glewProgramUniformMatrix3dv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3FVPROC __glewProgramUniformMatrix3fv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC __glewProgramUniformMatrix3x2dv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC __glewProgramUniformMatrix3x2fv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC __glewProgramUniformMatrix3x4dv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC __glewProgramUniformMatrix3x4fv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4DVPROC __glewProgramUniformMatrix4dv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4FVPROC __glewProgramUniformMatrix4fv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC __glewProgramUniformMatrix4x2dv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC __glewProgramUniformMatrix4x2fv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC __glewProgramUniformMatrix4x3dv;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC __glewProgramUniformMatrix4x3fv;
GLEW_FUN_EXPORT PFNGLUSEPROGRAMSTAGESPROC __glewUseProgramStages;
GLEW_FUN_EXPORT PFNGLVALIDATEPROGRAMPIPELINEPROC __glewValidateProgramPipeline;
GLEW_FUN_EXPORT PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC __glewGetActiveAtomicCounterBufferiv;
GLEW_FUN_EXPORT PFNGLBINDIMAGETEXTUREPROC __glewBindImageTexture;
GLEW_FUN_EXPORT PFNGLMEMORYBARRIERPROC __glewMemoryBarrier;
GLEW_FUN_EXPORT PFNGLATTACHOBJECTARBPROC __glewAttachObjectARB;
GLEW_FUN_EXPORT PFNGLCOMPILESHADERARBPROC __glewCompileShaderARB;
GLEW_FUN_EXPORT PFNGLCREATEPROGRAMOBJECTARBPROC __glewCreateProgramObjectARB;
GLEW_FUN_EXPORT PFNGLCREATESHADEROBJECTARBPROC __glewCreateShaderObjectARB;
GLEW_FUN_EXPORT PFNGLDELETEOBJECTARBPROC __glewDeleteObjectARB;
GLEW_FUN_EXPORT PFNGLDETACHOBJECTARBPROC __glewDetachObjectARB;
GLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMARBPROC __glewGetActiveUniformARB;
GLEW_FUN_EXPORT PFNGLGETATTACHEDOBJECTSARBPROC __glewGetAttachedObjectsARB;
GLEW_FUN_EXPORT PFNGLGETHANDLEARBPROC __glewGetHandleARB;
GLEW_FUN_EXPORT PFNGLGETINFOLOGARBPROC __glewGetInfoLogARB;
GLEW_FUN_EXPORT PFNGLGETOBJECTPARAMETERFVARBPROC __glewGetObjectParameterfvARB;
GLEW_FUN_EXPORT PFNGLGETOBJECTPARAMETERIVARBPROC __glewGetObjectParameterivARB;
GLEW_FUN_EXPORT PFNGLGETSHADERSOURCEARBPROC __glewGetShaderSourceARB;
GLEW_FUN_EXPORT PFNGLGETUNIFORMLOCATIONARBPROC __glewGetUniformLocationARB;
GLEW_FUN_EXPORT PFNGLGETUNIFORMFVARBPROC __glewGetUniformfvARB;
GLEW_FUN_EXPORT PFNGLGETUNIFORMIVARBPROC __glewGetUniformivARB;
GLEW_FUN_EXPORT PFNGLLINKPROGRAMARBPROC __glewLinkProgramARB;
GLEW_FUN_EXPORT PFNGLSHADERSOURCEARBPROC __glewShaderSourceARB;
GLEW_FUN_EXPORT PFNGLUNIFORM1FARBPROC __glewUniform1fARB;
GLEW_FUN_EXPORT PFNGLUNIFORM1FVARBPROC __glewUniform1fvARB;
GLEW_FUN_EXPORT PFNGLUNIFORM1IARBPROC __glewUniform1iARB;
GLEW_FUN_EXPORT PFNGLUNIFORM1IVARBPROC __glewUniform1ivARB;
GLEW_FUN_EXPORT PFNGLUNIFORM2FARBPROC __glewUniform2fARB;
GLEW_FUN_EXPORT PFNGLUNIFORM2FVARBPROC __glewUniform2fvARB;
GLEW_FUN_EXPORT PFNGLUNIFORM2IARBPROC __glewUniform2iARB;
GLEW_FUN_EXPORT PFNGLUNIFORM2IVARBPROC __glewUniform2ivARB;
GLEW_FUN_EXPORT PFNGLUNIFORM3FARBPROC __glewUniform3fARB;
GLEW_FUN_EXPORT PFNGLUNIFORM3FVARBPROC __glewUniform3fvARB;
GLEW_FUN_EXPORT PFNGLUNIFORM3IARBPROC __glewUniform3iARB;
GLEW_FUN_EXPORT PFNGLUNIFORM3IVARBPROC __glewUniform3ivARB;
GLEW_FUN_EXPORT PFNGLUNIFORM4FARBPROC __glewUniform4fARB;
GLEW_FUN_EXPORT PFNGLUNIFORM4FVARBPROC __glewUniform4fvARB;
GLEW_FUN_EXPORT PFNGLUNIFORM4IARBPROC __glewUniform4iARB;
GLEW_FUN_EXPORT PFNGLUNIFORM4IVARBPROC __glewUniform4ivARB;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2FVARBPROC __glewUniformMatrix2fvARB;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3FVARBPROC __glewUniformMatrix3fvARB;
GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4FVARBPROC __glewUniformMatrix4fvARB;
GLEW_FUN_EXPORT PFNGLUSEPROGRAMOBJECTARBPROC __glewUseProgramObjectARB;
GLEW_FUN_EXPORT PFNGLVALIDATEPROGRAMARBPROC __glewValidateProgramARB;
GLEW_FUN_EXPORT PFNGLSHADERSTORAGEBLOCKBINDINGPROC __glewShaderStorageBlockBinding;
GLEW_FUN_EXPORT PFNGLGETACTIVESUBROUTINENAMEPROC __glewGetActiveSubroutineName;
GLEW_FUN_EXPORT PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC __glewGetActiveSubroutineUniformName;
GLEW_FUN_EXPORT PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC __glewGetActiveSubroutineUniformiv;
GLEW_FUN_EXPORT PFNGLGETPROGRAMSTAGEIVPROC __glewGetProgramStageiv;
GLEW_FUN_EXPORT PFNGLGETSUBROUTINEINDEXPROC __glewGetSubroutineIndex;
GLEW_FUN_EXPORT PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC __glewGetSubroutineUniformLocation;
GLEW_FUN_EXPORT PFNGLGETUNIFORMSUBROUTINEUIVPROC __glewGetUniformSubroutineuiv;
GLEW_FUN_EXPORT PFNGLUNIFORMSUBROUTINESUIVPROC __glewUniformSubroutinesuiv;
GLEW_FUN_EXPORT PFNGLCOMPILESHADERINCLUDEARBPROC __glewCompileShaderIncludeARB;
GLEW_FUN_EXPORT PFNGLDELETENAMEDSTRINGARBPROC __glewDeleteNamedStringARB;
GLEW_FUN_EXPORT PFNGLGETNAMEDSTRINGARBPROC __glewGetNamedStringARB;
GLEW_FUN_EXPORT PFNGLGETNAMEDSTRINGIVARBPROC __glewGetNamedStringivARB;
GLEW_FUN_EXPORT PFNGLISNAMEDSTRINGARBPROC __glewIsNamedStringARB;
GLEW_FUN_EXPORT PFNGLNAMEDSTRINGARBPROC __glewNamedStringARB;
GLEW_FUN_EXPORT PFNGLBUFFERPAGECOMMITMENTARBPROC __glewBufferPageCommitmentARB;
GLEW_FUN_EXPORT PFNGLTEXPAGECOMMITMENTARBPROC __glewTexPageCommitmentARB;
GLEW_FUN_EXPORT PFNGLTEXTUREPAGECOMMITMENTEXTPROC __glewTexturePageCommitmentEXT;
GLEW_FUN_EXPORT PFNGLCLIENTWAITSYNCPROC __glewClientWaitSync;
GLEW_FUN_EXPORT PFNGLDELETESYNCPROC __glewDeleteSync;
GLEW_FUN_EXPORT PFNGLFENCESYNCPROC __glewFenceSync;
GLEW_FUN_EXPORT PFNGLGETINTEGER64VPROC __glewGetInteger64v;
GLEW_FUN_EXPORT PFNGLGETSYNCIVPROC __glewGetSynciv;
GLEW_FUN_EXPORT PFNGLISSYNCPROC __glewIsSync;
GLEW_FUN_EXPORT PFNGLWAITSYNCPROC __glewWaitSync;
GLEW_FUN_EXPORT PFNGLPATCHPARAMETERFVPROC __glewPatchParameterfv;
GLEW_FUN_EXPORT PFNGLPATCHPARAMETERIPROC __glewPatchParameteri;
GLEW_FUN_EXPORT PFNGLTEXTUREBARRIERPROC __glewTextureBarrier;
GLEW_FUN_EXPORT PFNGLTEXBUFFERARBPROC __glewTexBufferARB;
GLEW_FUN_EXPORT PFNGLTEXBUFFERRANGEPROC __glewTexBufferRange;
GLEW_FUN_EXPORT PFNGLTEXTUREBUFFERRANGEEXTPROC __glewTextureBufferRangeEXT;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE1DARBPROC __glewCompressedTexImage1DARB;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE2DARBPROC __glewCompressedTexImage2DARB;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE3DARBPROC __glewCompressedTexImage3DARB;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC __glewCompressedTexSubImage1DARB;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC __glewCompressedTexSubImage2DARB;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC __glewCompressedTexSubImage3DARB;
GLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXIMAGEARBPROC __glewGetCompressedTexImageARB;
GLEW_FUN_EXPORT PFNGLGETMULTISAMPLEFVPROC __glewGetMultisamplefv;
GLEW_FUN_EXPORT PFNGLSAMPLEMASKIPROC __glewSampleMaski;
GLEW_FUN_EXPORT PFNGLTEXIMAGE2DMULTISAMPLEPROC __glewTexImage2DMultisample;
GLEW_FUN_EXPORT PFNGLTEXIMAGE3DMULTISAMPLEPROC __glewTexImage3DMultisample;
GLEW_FUN_EXPORT PFNGLTEXSTORAGE1DPROC __glewTexStorage1D;
GLEW_FUN_EXPORT PFNGLTEXSTORAGE2DPROC __glewTexStorage2D;
GLEW_FUN_EXPORT PFNGLTEXSTORAGE3DPROC __glewTexStorage3D;
GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE1DEXTPROC __glewTextureStorage1DEXT;
GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE2DEXTPROC __glewTextureStorage2DEXT;
GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE3DEXTPROC __glewTextureStorage3DEXT;
GLEW_FUN_EXPORT PFNGLTEXSTORAGE2DMULTISAMPLEPROC __glewTexStorage2DMultisample;
GLEW_FUN_EXPORT PFNGLTEXSTORAGE3DMULTISAMPLEPROC __glewTexStorage3DMultisample;
GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC __glewTextureStorage2DMultisampleEXT;
GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC __glewTextureStorage3DMultisampleEXT;
GLEW_FUN_EXPORT PFNGLTEXTUREVIEWPROC __glewTextureView;
GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTI64VPROC __glewGetQueryObjecti64v;
GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUI64VPROC __glewGetQueryObjectui64v;
GLEW_FUN_EXPORT PFNGLQUERYCOUNTERPROC __glewQueryCounter;
GLEW_FUN_EXPORT PFNGLBINDTRANSFORMFEEDBACKPROC __glewBindTransformFeedback;
GLEW_FUN_EXPORT PFNGLDELETETRANSFORMFEEDBACKSPROC __glewDeleteTransformFeedbacks;
GLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKPROC __glewDrawTransformFeedback;
GLEW_FUN_EXPORT PFNGLGENTRANSFORMFEEDBACKSPROC __glewGenTransformFeedbacks;
GLEW_FUN_EXPORT PFNGLISTRANSFORMFEEDBACKPROC __glewIsTransformFeedback;
GLEW_FUN_EXPORT PFNGLPAUSETRANSFORMFEEDBACKPROC __glewPauseTransformFeedback;
GLEW_FUN_EXPORT PFNGLRESUMETRANSFORMFEEDBACKPROC __glewResumeTransformFeedback;
GLEW_FUN_EXPORT PFNGLBEGINQUERYINDEXEDPROC __glewBeginQueryIndexed;
GLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC __glewDrawTransformFeedbackStream;
GLEW_FUN_EXPORT PFNGLENDQUERYINDEXEDPROC __glewEndQueryIndexed;
GLEW_FUN_EXPORT PFNGLGETQUERYINDEXEDIVPROC __glewGetQueryIndexediv;
GLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC __glewDrawTransformFeedbackInstanced;
GLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC __glewDrawTransformFeedbackStreamInstanced;
GLEW_FUN_EXPORT PFNGLLOADTRANSPOSEMATRIXDARBPROC __glewLoadTransposeMatrixdARB;
GLEW_FUN_EXPORT PFNGLLOADTRANSPOSEMATRIXFARBPROC __glewLoadTransposeMatrixfARB;
GLEW_FUN_EXPORT PFNGLMULTTRANSPOSEMATRIXDARBPROC __glewMultTransposeMatrixdARB;
GLEW_FUN_EXPORT PFNGLMULTTRANSPOSEMATRIXFARBPROC __glewMultTransposeMatrixfARB;
GLEW_FUN_EXPORT PFNGLBINDBUFFERBASEPROC __glewBindBufferBase;
GLEW_FUN_EXPORT PFNGLBINDBUFFERRANGEPROC __glewBindBufferRange;
GLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC __glewGetActiveUniformBlockName;
GLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMBLOCKIVPROC __glewGetActiveUniformBlockiv;
GLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMNAMEPROC __glewGetActiveUniformName;
GLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMSIVPROC __glewGetActiveUniformsiv;
GLEW_FUN_EXPORT PFNGLGETINTEGERI_VPROC __glewGetIntegeri_v;
GLEW_FUN_EXPORT PFNGLGETUNIFORMBLOCKINDEXPROC __glewGetUniformBlockIndex;
GLEW_FUN_EXPORT PFNGLGETUNIFORMINDICESPROC __glewGetUniformIndices;
GLEW_FUN_EXPORT PFNGLUNIFORMBLOCKBINDINGPROC __glewUniformBlockBinding;
GLEW_FUN_EXPORT PFNGLBINDVERTEXARRAYPROC __glewBindVertexArray;
GLEW_FUN_EXPORT PFNGLDELETEVERTEXARRAYSPROC __glewDeleteVertexArrays;
GLEW_FUN_EXPORT PFNGLGENVERTEXARRAYSPROC __glewGenVertexArrays;
GLEW_FUN_EXPORT PFNGLISVERTEXARRAYPROC __glewIsVertexArray;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLDVPROC __glewGetVertexAttribLdv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1DPROC __glewVertexAttribL1d;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1DVPROC __glewVertexAttribL1dv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2DPROC __glewVertexAttribL2d;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2DVPROC __glewVertexAttribL2dv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3DPROC __glewVertexAttribL3d;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3DVPROC __glewVertexAttribL3dv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4DPROC __glewVertexAttribL4d;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4DVPROC __glewVertexAttribL4dv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBLPOINTERPROC __glewVertexAttribLPointer;
GLEW_FUN_EXPORT PFNGLBINDVERTEXBUFFERPROC __glewBindVertexBuffer;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC __glewVertexArrayBindVertexBufferEXT;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC __glewVertexArrayVertexAttribBindingEXT;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC __glewVertexArrayVertexAttribFormatEXT;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC __glewVertexArrayVertexAttribIFormatEXT;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC __glewVertexArrayVertexAttribLFormatEXT;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC __glewVertexArrayVertexBindingDivisorEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBBINDINGPROC __glewVertexAttribBinding;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBFORMATPROC __glewVertexAttribFormat;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBIFORMATPROC __glewVertexAttribIFormat;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBLFORMATPROC __glewVertexAttribLFormat;
GLEW_FUN_EXPORT PFNGLVERTEXBINDINGDIVISORPROC __glewVertexBindingDivisor;
GLEW_FUN_EXPORT PFNGLVERTEXBLENDARBPROC __glewVertexBlendARB;
GLEW_FUN_EXPORT PFNGLWEIGHTPOINTERARBPROC __glewWeightPointerARB;
GLEW_FUN_EXPORT PFNGLWEIGHTBVARBPROC __glewWeightbvARB;
GLEW_FUN_EXPORT PFNGLWEIGHTDVARBPROC __glewWeightdvARB;
GLEW_FUN_EXPORT PFNGLWEIGHTFVARBPROC __glewWeightfvARB;
GLEW_FUN_EXPORT PFNGLWEIGHTIVARBPROC __glewWeightivARB;
GLEW_FUN_EXPORT PFNGLWEIGHTSVARBPROC __glewWeightsvARB;
GLEW_FUN_EXPORT PFNGLWEIGHTUBVARBPROC __glewWeightubvARB;
GLEW_FUN_EXPORT PFNGLWEIGHTUIVARBPROC __glewWeightuivARB;
GLEW_FUN_EXPORT PFNGLWEIGHTUSVARBPROC __glewWeightusvARB;
GLEW_FUN_EXPORT PFNGLBINDBUFFERARBPROC __glewBindBufferARB;
GLEW_FUN_EXPORT PFNGLBUFFERDATAARBPROC __glewBufferDataARB;
GLEW_FUN_EXPORT PFNGLBUFFERSUBDATAARBPROC __glewBufferSubDataARB;
GLEW_FUN_EXPORT PFNGLDELETEBUFFERSARBPROC __glewDeleteBuffersARB;
GLEW_FUN_EXPORT PFNGLGENBUFFERSARBPROC __glewGenBuffersARB;
GLEW_FUN_EXPORT PFNGLGETBUFFERPARAMETERIVARBPROC __glewGetBufferParameterivARB;
GLEW_FUN_EXPORT PFNGLGETBUFFERPOINTERVARBPROC __glewGetBufferPointervARB;
GLEW_FUN_EXPORT PFNGLGETBUFFERSUBDATAARBPROC __glewGetBufferSubDataARB;
GLEW_FUN_EXPORT PFNGLISBUFFERARBPROC __glewIsBufferARB;
GLEW_FUN_EXPORT PFNGLMAPBUFFERARBPROC __glewMapBufferARB;
GLEW_FUN_EXPORT PFNGLUNMAPBUFFERARBPROC __glewUnmapBufferARB;
GLEW_FUN_EXPORT PFNGLBINDPROGRAMARBPROC __glewBindProgramARB;
GLEW_FUN_EXPORT PFNGLDELETEPROGRAMSARBPROC __glewDeleteProgramsARB;
GLEW_FUN_EXPORT PFNGLDISABLEVERTEXATTRIBARRAYARBPROC __glewDisableVertexAttribArrayARB;
GLEW_FUN_EXPORT PFNGLENABLEVERTEXATTRIBARRAYARBPROC __glewEnableVertexAttribArrayARB;
GLEW_FUN_EXPORT PFNGLGENPROGRAMSARBPROC __glewGenProgramsARB;
GLEW_FUN_EXPORT PFNGLGETPROGRAMENVPARAMETERDVARBPROC __glewGetProgramEnvParameterdvARB;
GLEW_FUN_EXPORT PFNGLGETPROGRAMENVPARAMETERFVARBPROC __glewGetProgramEnvParameterfvARB;
GLEW_FUN_EXPORT PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC __glewGetProgramLocalParameterdvARB;
GLEW_FUN_EXPORT PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC __glewGetProgramLocalParameterfvARB;
GLEW_FUN_EXPORT PFNGLGETPROGRAMSTRINGARBPROC __glewGetProgramStringARB;
GLEW_FUN_EXPORT PFNGLGETPROGRAMIVARBPROC __glewGetProgramivARB;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBPOINTERVARBPROC __glewGetVertexAttribPointervARB;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBDVARBPROC __glewGetVertexAttribdvARB;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBFVARBPROC __glewGetVertexAttribfvARB;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIVARBPROC __glewGetVertexAttribivARB;
GLEW_FUN_EXPORT PFNGLISPROGRAMARBPROC __glewIsProgramARB;
GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETER4DARBPROC __glewProgramEnvParameter4dARB;
GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETER4DVARBPROC __glewProgramEnvParameter4dvARB;
GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETER4FARBPROC __glewProgramEnvParameter4fARB;
GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETER4FVARBPROC __glewProgramEnvParameter4fvARB;
GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETER4DARBPROC __glewProgramLocalParameter4dARB;
GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETER4DVARBPROC __glewProgramLocalParameter4dvARB;
GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETER4FARBPROC __glewProgramLocalParameter4fARB;
GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETER4FVARBPROC __glewProgramLocalParameter4fvARB;
GLEW_FUN_EXPORT PFNGLPROGRAMSTRINGARBPROC __glewProgramStringARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DARBPROC __glewVertexAttrib1dARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DVARBPROC __glewVertexAttrib1dvARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FARBPROC __glewVertexAttrib1fARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FVARBPROC __glewVertexAttrib1fvARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SARBPROC __glewVertexAttrib1sARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SVARBPROC __glewVertexAttrib1svARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DARBPROC __glewVertexAttrib2dARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DVARBPROC __glewVertexAttrib2dvARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FARBPROC __glewVertexAttrib2fARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FVARBPROC __glewVertexAttrib2fvARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SARBPROC __glewVertexAttrib2sARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SVARBPROC __glewVertexAttrib2svARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DARBPROC __glewVertexAttrib3dARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DVARBPROC __glewVertexAttrib3dvARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FARBPROC __glewVertexAttrib3fARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FVARBPROC __glewVertexAttrib3fvARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SARBPROC __glewVertexAttrib3sARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SVARBPROC __glewVertexAttrib3svARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NBVARBPROC __glewVertexAttrib4NbvARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NIVARBPROC __glewVertexAttrib4NivARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NSVARBPROC __glewVertexAttrib4NsvARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUBARBPROC __glewVertexAttrib4NubARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUBVARBPROC __glewVertexAttrib4NubvARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUIVARBPROC __glewVertexAttrib4NuivARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUSVARBPROC __glewVertexAttrib4NusvARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4BVARBPROC __glewVertexAttrib4bvARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DARBPROC __glewVertexAttrib4dARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DVARBPROC __glewVertexAttrib4dvARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FARBPROC __glewVertexAttrib4fARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FVARBPROC __glewVertexAttrib4fvARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4IVARBPROC __glewVertexAttrib4ivARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SARBPROC __glewVertexAttrib4sARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SVARBPROC __glewVertexAttrib4svARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UBVARBPROC __glewVertexAttrib4ubvARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UIVARBPROC __glewVertexAttrib4uivARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4USVARBPROC __glewVertexAttrib4usvARB;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBPOINTERARBPROC __glewVertexAttribPointerARB;
GLEW_FUN_EXPORT PFNGLBINDATTRIBLOCATIONARBPROC __glewBindAttribLocationARB;
GLEW_FUN_EXPORT PFNGLGETACTIVEATTRIBARBPROC __glewGetActiveAttribARB;
GLEW_FUN_EXPORT PFNGLGETATTRIBLOCATIONARBPROC __glewGetAttribLocationARB;
GLEW_FUN_EXPORT PFNGLCOLORP3UIPROC __glewColorP3ui;
GLEW_FUN_EXPORT PFNGLCOLORP3UIVPROC __glewColorP3uiv;
GLEW_FUN_EXPORT PFNGLCOLORP4UIPROC __glewColorP4ui;
GLEW_FUN_EXPORT PFNGLCOLORP4UIVPROC __glewColorP4uiv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP1UIPROC __glewMultiTexCoordP1ui;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP1UIVPROC __glewMultiTexCoordP1uiv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP2UIPROC __glewMultiTexCoordP2ui;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP2UIVPROC __glewMultiTexCoordP2uiv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP3UIPROC __glewMultiTexCoordP3ui;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP3UIVPROC __glewMultiTexCoordP3uiv;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP4UIPROC __glewMultiTexCoordP4ui;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP4UIVPROC __glewMultiTexCoordP4uiv;
GLEW_FUN_EXPORT PFNGLNORMALP3UIPROC __glewNormalP3ui;
GLEW_FUN_EXPORT PFNGLNORMALP3UIVPROC __glewNormalP3uiv;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLORP3UIPROC __glewSecondaryColorP3ui;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLORP3UIVPROC __glewSecondaryColorP3uiv;
GLEW_FUN_EXPORT PFNGLTEXCOORDP1UIPROC __glewTexCoordP1ui;
GLEW_FUN_EXPORT PFNGLTEXCOORDP1UIVPROC __glewTexCoordP1uiv;
GLEW_FUN_EXPORT PFNGLTEXCOORDP2UIPROC __glewTexCoordP2ui;
GLEW_FUN_EXPORT PFNGLTEXCOORDP2UIVPROC __glewTexCoordP2uiv;
GLEW_FUN_EXPORT PFNGLTEXCOORDP3UIPROC __glewTexCoordP3ui;
GLEW_FUN_EXPORT PFNGLTEXCOORDP3UIVPROC __glewTexCoordP3uiv;
GLEW_FUN_EXPORT PFNGLTEXCOORDP4UIPROC __glewTexCoordP4ui;
GLEW_FUN_EXPORT PFNGLTEXCOORDP4UIVPROC __glewTexCoordP4uiv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP1UIPROC __glewVertexAttribP1ui;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP1UIVPROC __glewVertexAttribP1uiv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP2UIPROC __glewVertexAttribP2ui;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP2UIVPROC __glewVertexAttribP2uiv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP3UIPROC __glewVertexAttribP3ui;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP3UIVPROC __glewVertexAttribP3uiv;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP4UIPROC __glewVertexAttribP4ui;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP4UIVPROC __glewVertexAttribP4uiv;
GLEW_FUN_EXPORT PFNGLVERTEXP2UIPROC __glewVertexP2ui;
GLEW_FUN_EXPORT PFNGLVERTEXP2UIVPROC __glewVertexP2uiv;
GLEW_FUN_EXPORT PFNGLVERTEXP3UIPROC __glewVertexP3ui;
GLEW_FUN_EXPORT PFNGLVERTEXP3UIVPROC __glewVertexP3uiv;
GLEW_FUN_EXPORT PFNGLVERTEXP4UIPROC __glewVertexP4ui;
GLEW_FUN_EXPORT PFNGLVERTEXP4UIVPROC __glewVertexP4uiv;
GLEW_FUN_EXPORT PFNGLDEPTHRANGEARRAYVPROC __glewDepthRangeArrayv;
GLEW_FUN_EXPORT PFNGLDEPTHRANGEINDEXEDPROC __glewDepthRangeIndexed;
GLEW_FUN_EXPORT PFNGLGETDOUBLEI_VPROC __glewGetDoublei_v;
GLEW_FUN_EXPORT PFNGLGETFLOATI_VPROC __glewGetFloati_v;
GLEW_FUN_EXPORT PFNGLSCISSORARRAYVPROC __glewScissorArrayv;
GLEW_FUN_EXPORT PFNGLSCISSORINDEXEDPROC __glewScissorIndexed;
GLEW_FUN_EXPORT PFNGLSCISSORINDEXEDVPROC __glewScissorIndexedv;
GLEW_FUN_EXPORT PFNGLVIEWPORTARRAYVPROC __glewViewportArrayv;
GLEW_FUN_EXPORT PFNGLVIEWPORTINDEXEDFPROC __glewViewportIndexedf;
GLEW_FUN_EXPORT PFNGLVIEWPORTINDEXEDFVPROC __glewViewportIndexedfv;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2DARBPROC __glewWindowPos2dARB;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2DVARBPROC __glewWindowPos2dvARB;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2FARBPROC __glewWindowPos2fARB;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2FVARBPROC __glewWindowPos2fvARB;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2IARBPROC __glewWindowPos2iARB;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2IVARBPROC __glewWindowPos2ivARB;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2SARBPROC __glewWindowPos2sARB;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2SVARBPROC __glewWindowPos2svARB;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3DARBPROC __glewWindowPos3dARB;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3DVARBPROC __glewWindowPos3dvARB;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3FARBPROC __glewWindowPos3fARB;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3FVARBPROC __glewWindowPos3fvARB;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3IARBPROC __glewWindowPos3iARB;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3IVARBPROC __glewWindowPos3ivARB;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3SARBPROC __glewWindowPos3sARB;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3SVARBPROC __glewWindowPos3svARB;
GLEW_FUN_EXPORT PFNGLDRAWBUFFERSATIPROC __glewDrawBuffersATI;
GLEW_FUN_EXPORT PFNGLDRAWELEMENTARRAYATIPROC __glewDrawElementArrayATI;
GLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTARRAYATIPROC __glewDrawRangeElementArrayATI;
GLEW_FUN_EXPORT PFNGLELEMENTPOINTERATIPROC __glewElementPointerATI;
GLEW_FUN_EXPORT PFNGLGETTEXBUMPPARAMETERFVATIPROC __glewGetTexBumpParameterfvATI;
GLEW_FUN_EXPORT PFNGLGETTEXBUMPPARAMETERIVATIPROC __glewGetTexBumpParameterivATI;
GLEW_FUN_EXPORT PFNGLTEXBUMPPARAMETERFVATIPROC __glewTexBumpParameterfvATI;
GLEW_FUN_EXPORT PFNGLTEXBUMPPARAMETERIVATIPROC __glewTexBumpParameterivATI;
GLEW_FUN_EXPORT PFNGLALPHAFRAGMENTOP1ATIPROC __glewAlphaFragmentOp1ATI;
GLEW_FUN_EXPORT PFNGLALPHAFRAGMENTOP2ATIPROC __glewAlphaFragmentOp2ATI;
GLEW_FUN_EXPORT PFNGLALPHAFRAGMENTOP3ATIPROC __glewAlphaFragmentOp3ATI;
GLEW_FUN_EXPORT PFNGLBEGINFRAGMENTSHADERATIPROC __glewBeginFragmentShaderATI;
GLEW_FUN_EXPORT PFNGLBINDFRAGMENTSHADERATIPROC __glewBindFragmentShaderATI;
GLEW_FUN_EXPORT PFNGLCOLORFRAGMENTOP1ATIPROC __glewColorFragmentOp1ATI;
GLEW_FUN_EXPORT PFNGLCOLORFRAGMENTOP2ATIPROC __glewColorFragmentOp2ATI;
GLEW_FUN_EXPORT PFNGLCOLORFRAGMENTOP3ATIPROC __glewColorFragmentOp3ATI;
GLEW_FUN_EXPORT PFNGLDELETEFRAGMENTSHADERATIPROC __glewDeleteFragmentShaderATI;
GLEW_FUN_EXPORT PFNGLENDFRAGMENTSHADERATIPROC __glewEndFragmentShaderATI;
GLEW_FUN_EXPORT PFNGLGENFRAGMENTSHADERSATIPROC __glewGenFragmentShadersATI;
GLEW_FUN_EXPORT PFNGLPASSTEXCOORDATIPROC __glewPassTexCoordATI;
GLEW_FUN_EXPORT PFNGLSAMPLEMAPATIPROC __glewSampleMapATI;
GLEW_FUN_EXPORT PFNGLSETFRAGMENTSHADERCONSTANTATIPROC __glewSetFragmentShaderConstantATI;
GLEW_FUN_EXPORT PFNGLMAPOBJECTBUFFERATIPROC __glewMapObjectBufferATI;
GLEW_FUN_EXPORT PFNGLUNMAPOBJECTBUFFERATIPROC __glewUnmapObjectBufferATI;
GLEW_FUN_EXPORT PFNGLPNTRIANGLESFATIPROC __glewPNTrianglesfATI;
GLEW_FUN_EXPORT PFNGLPNTRIANGLESIATIPROC __glewPNTrianglesiATI;
GLEW_FUN_EXPORT PFNGLSTENCILFUNCSEPARATEATIPROC __glewStencilFuncSeparateATI;
GLEW_FUN_EXPORT PFNGLSTENCILOPSEPARATEATIPROC __glewStencilOpSeparateATI;
GLEW_FUN_EXPORT PFNGLARRAYOBJECTATIPROC __glewArrayObjectATI;
GLEW_FUN_EXPORT PFNGLFREEOBJECTBUFFERATIPROC __glewFreeObjectBufferATI;
GLEW_FUN_EXPORT PFNGLGETARRAYOBJECTFVATIPROC __glewGetArrayObjectfvATI;
GLEW_FUN_EXPORT PFNGLGETARRAYOBJECTIVATIPROC __glewGetArrayObjectivATI;
GLEW_FUN_EXPORT PFNGLGETOBJECTBUFFERFVATIPROC __glewGetObjectBufferfvATI;
GLEW_FUN_EXPORT PFNGLGETOBJECTBUFFERIVATIPROC __glewGetObjectBufferivATI;
GLEW_FUN_EXPORT PFNGLGETVARIANTARRAYOBJECTFVATIPROC __glewGetVariantArrayObjectfvATI;
GLEW_FUN_EXPORT PFNGLGETVARIANTARRAYOBJECTIVATIPROC __glewGetVariantArrayObjectivATI;
GLEW_FUN_EXPORT PFNGLISOBJECTBUFFERATIPROC __glewIsObjectBufferATI;
GLEW_FUN_EXPORT PFNGLNEWOBJECTBUFFERATIPROC __glewNewObjectBufferATI;
GLEW_FUN_EXPORT PFNGLUPDATEOBJECTBUFFERATIPROC __glewUpdateObjectBufferATI;
GLEW_FUN_EXPORT PFNGLVARIANTARRAYOBJECTATIPROC __glewVariantArrayObjectATI;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC __glewGetVertexAttribArrayObjectfvATI;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC __glewGetVertexAttribArrayObjectivATI;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBARRAYOBJECTATIPROC __glewVertexAttribArrayObjectATI;
GLEW_FUN_EXPORT PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC __glewClientActiveVertexStreamATI;
GLEW_FUN_EXPORT PFNGLNORMALSTREAM3BATIPROC __glewNormalStream3bATI;
GLEW_FUN_EXPORT PFNGLNORMALSTREAM3BVATIPROC __glewNormalStream3bvATI;
GLEW_FUN_EXPORT PFNGLNORMALSTREAM3DATIPROC __glewNormalStream3dATI;
GLEW_FUN_EXPORT PFNGLNORMALSTREAM3DVATIPROC __glewNormalStream3dvATI;
GLEW_FUN_EXPORT PFNGLNORMALSTREAM3FATIPROC __glewNormalStream3fATI;
GLEW_FUN_EXPORT PFNGLNORMALSTREAM3FVATIPROC __glewNormalStream3fvATI;
GLEW_FUN_EXPORT PFNGLNORMALSTREAM3IATIPROC __glewNormalStream3iATI;
GLEW_FUN_EXPORT PFNGLNORMALSTREAM3IVATIPROC __glewNormalStream3ivATI;
GLEW_FUN_EXPORT PFNGLNORMALSTREAM3SATIPROC __glewNormalStream3sATI;
GLEW_FUN_EXPORT PFNGLNORMALSTREAM3SVATIPROC __glewNormalStream3svATI;
GLEW_FUN_EXPORT PFNGLVERTEXBLENDENVFATIPROC __glewVertexBlendEnvfATI;
GLEW_FUN_EXPORT PFNGLVERTEXBLENDENVIATIPROC __glewVertexBlendEnviATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1DATIPROC __glewVertexStream1dATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1DVATIPROC __glewVertexStream1dvATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1FATIPROC __glewVertexStream1fATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1FVATIPROC __glewVertexStream1fvATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1IATIPROC __glewVertexStream1iATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1IVATIPROC __glewVertexStream1ivATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1SATIPROC __glewVertexStream1sATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1SVATIPROC __glewVertexStream1svATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2DATIPROC __glewVertexStream2dATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2DVATIPROC __glewVertexStream2dvATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2FATIPROC __glewVertexStream2fATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2FVATIPROC __glewVertexStream2fvATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2IATIPROC __glewVertexStream2iATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2IVATIPROC __glewVertexStream2ivATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2SATIPROC __glewVertexStream2sATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2SVATIPROC __glewVertexStream2svATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3DATIPROC __glewVertexStream3dATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3DVATIPROC __glewVertexStream3dvATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3FATIPROC __glewVertexStream3fATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3FVATIPROC __glewVertexStream3fvATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3IATIPROC __glewVertexStream3iATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3IVATIPROC __glewVertexStream3ivATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3SATIPROC __glewVertexStream3sATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3SVATIPROC __glewVertexStream3svATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4DATIPROC __glewVertexStream4dATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4DVATIPROC __glewVertexStream4dvATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4FATIPROC __glewVertexStream4fATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4FVATIPROC __glewVertexStream4fvATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4IATIPROC __glewVertexStream4iATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4IVATIPROC __glewVertexStream4ivATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4SATIPROC __glewVertexStream4sATI;
GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4SVATIPROC __glewVertexStream4svATI;
GLEW_FUN_EXPORT PFNGLGETUNIFORMBUFFERSIZEEXTPROC __glewGetUniformBufferSizeEXT;
GLEW_FUN_EXPORT PFNGLGETUNIFORMOFFSETEXTPROC __glewGetUniformOffsetEXT;
GLEW_FUN_EXPORT PFNGLUNIFORMBUFFEREXTPROC __glewUniformBufferEXT;
GLEW_FUN_EXPORT PFNGLBLENDCOLOREXTPROC __glewBlendColorEXT;
GLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEEXTPROC __glewBlendEquationSeparateEXT;
GLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEEXTPROC __glewBlendFuncSeparateEXT;
GLEW_FUN_EXPORT PFNGLBLENDEQUATIONEXTPROC __glewBlendEquationEXT;
GLEW_FUN_EXPORT PFNGLCOLORSUBTABLEEXTPROC __glewColorSubTableEXT;
GLEW_FUN_EXPORT PFNGLCOPYCOLORSUBTABLEEXTPROC __glewCopyColorSubTableEXT;
GLEW_FUN_EXPORT PFNGLLOCKARRAYSEXTPROC __glewLockArraysEXT;
GLEW_FUN_EXPORT PFNGLUNLOCKARRAYSEXTPROC __glewUnlockArraysEXT;
GLEW_FUN_EXPORT PFNGLCONVOLUTIONFILTER1DEXTPROC __glewConvolutionFilter1DEXT;
GLEW_FUN_EXPORT PFNGLCONVOLUTIONFILTER2DEXTPROC __glewConvolutionFilter2DEXT;
GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERFEXTPROC __glewConvolutionParameterfEXT;
GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERFVEXTPROC __glewConvolutionParameterfvEXT;
GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERIEXTPROC __glewConvolutionParameteriEXT;
GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERIVEXTPROC __glewConvolutionParameterivEXT;
GLEW_FUN_EXPORT PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC __glewCopyConvolutionFilter1DEXT;
GLEW_FUN_EXPORT PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC __glewCopyConvolutionFilter2DEXT;
GLEW_FUN_EXPORT PFNGLGETCONVOLUTIONFILTEREXTPROC __glewGetConvolutionFilterEXT;
GLEW_FUN_EXPORT PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC __glewGetConvolutionParameterfvEXT;
GLEW_FUN_EXPORT PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC __glewGetConvolutionParameterivEXT;
GLEW_FUN_EXPORT PFNGLGETSEPARABLEFILTEREXTPROC __glewGetSeparableFilterEXT;
GLEW_FUN_EXPORT PFNGLSEPARABLEFILTER2DEXTPROC __glewSeparableFilter2DEXT;
GLEW_FUN_EXPORT PFNGLBINORMALPOINTEREXTPROC __glewBinormalPointerEXT;
GLEW_FUN_EXPORT PFNGLTANGENTPOINTEREXTPROC __glewTangentPointerEXT;
GLEW_FUN_EXPORT PFNGLCOPYTEXIMAGE1DEXTPROC __glewCopyTexImage1DEXT;
GLEW_FUN_EXPORT PFNGLCOPYTEXIMAGE2DEXTPROC __glewCopyTexImage2DEXT;
GLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE1DEXTPROC __glewCopyTexSubImage1DEXT;
GLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE2DEXTPROC __glewCopyTexSubImage2DEXT;
GLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE3DEXTPROC __glewCopyTexSubImage3DEXT;
GLEW_FUN_EXPORT PFNGLCULLPARAMETERDVEXTPROC __glewCullParameterdvEXT;
GLEW_FUN_EXPORT PFNGLCULLPARAMETERFVEXTPROC __glewCullParameterfvEXT;
GLEW_FUN_EXPORT PFNGLGETOBJECTLABELEXTPROC __glewGetObjectLabelEXT;
GLEW_FUN_EXPORT PFNGLLABELOBJECTEXTPROC __glewLabelObjectEXT;
GLEW_FUN_EXPORT PFNGLINSERTEVENTMARKEREXTPROC __glewInsertEventMarkerEXT;
GLEW_FUN_EXPORT PFNGLPOPGROUPMARKEREXTPROC __glewPopGroupMarkerEXT;
GLEW_FUN_EXPORT PFNGLPUSHGROUPMARKEREXTPROC __glewPushGroupMarkerEXT;
GLEW_FUN_EXPORT PFNGLDEPTHBOUNDSEXTPROC __glewDepthBoundsEXT;
GLEW_FUN_EXPORT PFNGLBINDMULTITEXTUREEXTPROC __glewBindMultiTextureEXT;
GLEW_FUN_EXPORT PFNGLCHECKNAMEDFRAMEBUFFERSTATUSEXTPROC __glewCheckNamedFramebufferStatusEXT;
GLEW_FUN_EXPORT PFNGLCLIENTATTRIBDEFAULTEXTPROC __glewClientAttribDefaultEXT;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC __glewCompressedMultiTexImage1DEXT;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC __glewCompressedMultiTexImage2DEXT;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC __glewCompressedMultiTexImage3DEXT;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC __glewCompressedMultiTexSubImage1DEXT;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC __glewCompressedMultiTexSubImage2DEXT;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC __glewCompressedMultiTexSubImage3DEXT;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC __glewCompressedTextureImage1DEXT;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTUREIMAGE2DEXTPROC __glewCompressedTextureImage2DEXT;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTUREIMAGE3DEXTPROC __glewCompressedTextureImage3DEXT;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC __glewCompressedTextureSubImage1DEXT;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC __glewCompressedTextureSubImage2DEXT;
GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC __glewCompressedTextureSubImage3DEXT;
GLEW_FUN_EXPORT PFNGLCOPYMULTITEXIMAGE1DEXTPROC __glewCopyMultiTexImage1DEXT;
GLEW_FUN_EXPORT PFNGLCOPYMULTITEXIMAGE2DEXTPROC __glewCopyMultiTexImage2DEXT;
GLEW_FUN_EXPORT PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC __glewCopyMultiTexSubImage1DEXT;
GLEW_FUN_EXPORT PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC __glewCopyMultiTexSubImage2DEXT;
GLEW_FUN_EXPORT PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC __glewCopyMultiTexSubImage3DEXT;
GLEW_FUN_EXPORT PFNGLCOPYTEXTUREIMAGE1DEXTPROC __glewCopyTextureImage1DEXT;
GLEW_FUN_EXPORT PFNGLCOPYTEXTUREIMAGE2DEXTPROC __glewCopyTextureImage2DEXT;
GLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE1DEXTPROC __glewCopyTextureSubImage1DEXT;
GLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE2DEXTPROC __glewCopyTextureSubImage2DEXT;
GLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE3DEXTPROC __glewCopyTextureSubImage3DEXT;
GLEW_FUN_EXPORT PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC __glewDisableClientStateIndexedEXT;
GLEW_FUN_EXPORT PFNGLDISABLECLIENTSTATEIEXTPROC __glewDisableClientStateiEXT;
GLEW_FUN_EXPORT PFNGLDISABLEVERTEXARRAYATTRIBEXTPROC __glewDisableVertexArrayAttribEXT;
GLEW_FUN_EXPORT PFNGLDISABLEVERTEXARRAYEXTPROC __glewDisableVertexArrayEXT;
GLEW_FUN_EXPORT PFNGLENABLECLIENTSTATEINDEXEDEXTPROC __glewEnableClientStateIndexedEXT;
GLEW_FUN_EXPORT PFNGLENABLECLIENTSTATEIEXTPROC __glewEnableClientStateiEXT;
GLEW_FUN_EXPORT PFNGLENABLEVERTEXARRAYATTRIBEXTPROC __glewEnableVertexArrayAttribEXT;
GLEW_FUN_EXPORT PFNGLENABLEVERTEXARRAYEXTPROC __glewEnableVertexArrayEXT;
GLEW_FUN_EXPORT PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEEXTPROC __glewFlushMappedNamedBufferRangeEXT;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERDRAWBUFFEREXTPROC __glewFramebufferDrawBufferEXT;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERDRAWBUFFERSEXTPROC __glewFramebufferDrawBuffersEXT;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERREADBUFFEREXTPROC __glewFramebufferReadBufferEXT;
GLEW_FUN_EXPORT PFNGLGENERATEMULTITEXMIPMAPEXTPROC __glewGenerateMultiTexMipmapEXT;
GLEW_FUN_EXPORT PFNGLGENERATETEXTUREMIPMAPEXTPROC __glewGenerateTextureMipmapEXT;
GLEW_FUN_EXPORT PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC __glewGetCompressedMultiTexImageEXT;
GLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC __glewGetCompressedTextureImageEXT;
GLEW_FUN_EXPORT PFNGLGETDOUBLEINDEXEDVEXTPROC __glewGetDoubleIndexedvEXT;
GLEW_FUN_EXPORT PFNGLGETDOUBLEI_VEXTPROC __glewGetDoublei_vEXT;
GLEW_FUN_EXPORT PFNGLGETFLOATINDEXEDVEXTPROC __glewGetFloatIndexedvEXT;
GLEW_FUN_EXPORT PFNGLGETFLOATI_VEXTPROC __glewGetFloati_vEXT;
GLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERPARAMETERIVEXTPROC __glewGetFramebufferParameterivEXT;
GLEW_FUN_EXPORT PFNGLGETMULTITEXENVFVEXTPROC __glewGetMultiTexEnvfvEXT;
GLEW_FUN_EXPORT PFNGLGETMULTITEXENVIVEXTPROC __glewGetMultiTexEnvivEXT;
GLEW_FUN_EXPORT PFNGLGETMULTITEXGENDVEXTPROC __glewGetMultiTexGendvEXT;
GLEW_FUN_EXPORT PFNGLGETMULTITEXGENFVEXTPROC __glewGetMultiTexGenfvEXT;
GLEW_FUN_EXPORT PFNGLGETMULTITEXGENIVEXTPROC __glewGetMultiTexGenivEXT;
GLEW_FUN_EXPORT PFNGLGETMULTITEXIMAGEEXTPROC __glewGetMultiTexImageEXT;
GLEW_FUN_EXPORT PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC __glewGetMultiTexLevelParameterfvEXT;
GLEW_FUN_EXPORT PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC __glewGetMultiTexLevelParameterivEXT;
GLEW_FUN_EXPORT PFNGLGETMULTITEXPARAMETERIIVEXTPROC __glewGetMultiTexParameterIivEXT;
GLEW_FUN_EXPORT PFNGLGETMULTITEXPARAMETERIUIVEXTPROC __glewGetMultiTexParameterIuivEXT;
GLEW_FUN_EXPORT PFNGLGETMULTITEXPARAMETERFVEXTPROC __glewGetMultiTexParameterfvEXT;
GLEW_FUN_EXPORT PFNGLGETMULTITEXPARAMETERIVEXTPROC __glewGetMultiTexParameterivEXT;
GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPARAMETERIVEXTPROC __glewGetNamedBufferParameterivEXT;
GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPOINTERVEXTPROC __glewGetNamedBufferPointervEXT;
GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERSUBDATAEXTPROC __glewGetNamedBufferSubDataEXT;
GLEW_FUN_EXPORT PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC __glewGetNamedFramebufferAttachmentParameterivEXT;
GLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMLOCALPARAMETERIIVEXTPROC __glewGetNamedProgramLocalParameterIivEXT;
GLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMLOCALPARAMETERIUIVEXTPROC __glewGetNamedProgramLocalParameterIuivEXT;
GLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMLOCALPARAMETERDVEXTPROC __glewGetNamedProgramLocalParameterdvEXT;
GLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMLOCALPARAMETERFVEXTPROC __glewGetNamedProgramLocalParameterfvEXT;
GLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMSTRINGEXTPROC __glewGetNamedProgramStringEXT;
GLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMIVEXTPROC __glewGetNamedProgramivEXT;
GLEW_FUN_EXPORT PFNGLGETNAMEDRENDERBUFFERPARAMETERIVEXTPROC __glewGetNamedRenderbufferParameterivEXT;
GLEW_FUN_EXPORT PFNGLGETPOINTERINDEXEDVEXTPROC __glewGetPointerIndexedvEXT;
GLEW_FUN_EXPORT PFNGLGETPOINTERI_VEXTPROC __glewGetPointeri_vEXT;
GLEW_FUN_EXPORT PFNGLGETTEXTUREIMAGEEXTPROC __glewGetTextureImageEXT;
GLEW_FUN_EXPORT PFNGLGETTEXTURELEVELPARAMETERFVEXTPROC __glewGetTextureLevelParameterfvEXT;
GLEW_FUN_EXPORT PFNGLGETTEXTURELEVELPARAMETERIVEXTPROC __glewGetTextureLevelParameterivEXT;
GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIIVEXTPROC __glewGetTextureParameterIivEXT;
GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIUIVEXTPROC __glewGetTextureParameterIuivEXT;
GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERFVEXTPROC __glewGetTextureParameterfvEXT;
GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIVEXTPROC __glewGetTextureParameterivEXT;
GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC __glewGetVertexArrayIntegeri_vEXT;
GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYINTEGERVEXTPROC __glewGetVertexArrayIntegervEXT;
GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC __glewGetVertexArrayPointeri_vEXT;
GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYPOINTERVEXTPROC __glewGetVertexArrayPointervEXT;
GLEW_FUN_EXPORT PFNGLMAPNAMEDBUFFEREXTPROC __glewMapNamedBufferEXT;
GLEW_FUN_EXPORT PFNGLMAPNAMEDBUFFERRANGEEXTPROC __glewMapNamedBufferRangeEXT;
GLEW_FUN_EXPORT PFNGLMATRIXFRUSTUMEXTPROC __glewMatrixFrustumEXT;
GLEW_FUN_EXPORT PFNGLMATRIXLOADIDENTITYEXTPROC __glewMatrixLoadIdentityEXT;
GLEW_FUN_EXPORT PFNGLMATRIXLOADTRANSPOSEDEXTPROC __glewMatrixLoadTransposedEXT;
GLEW_FUN_EXPORT PFNGLMATRIXLOADTRANSPOSEFEXTPROC __glewMatrixLoadTransposefEXT;
GLEW_FUN_EXPORT PFNGLMATRIXLOADDEXTPROC __glewMatrixLoaddEXT;
GLEW_FUN_EXPORT PFNGLMATRIXLOADFEXTPROC __glewMatrixLoadfEXT;
GLEW_FUN_EXPORT PFNGLMATRIXMULTTRANSPOSEDEXTPROC __glewMatrixMultTransposedEXT;
GLEW_FUN_EXPORT PFNGLMATRIXMULTTRANSPOSEFEXTPROC __glewMatrixMultTransposefEXT;
GLEW_FUN_EXPORT PFNGLMATRIXMULTDEXTPROC __glewMatrixMultdEXT;
GLEW_FUN_EXPORT PFNGLMATRIXMULTFEXTPROC __glewMatrixMultfEXT;
GLEW_FUN_EXPORT PFNGLMATRIXORTHOEXTPROC __glewMatrixOrthoEXT;
GLEW_FUN_EXPORT PFNGLMATRIXPOPEXTPROC __glewMatrixPopEXT;
GLEW_FUN_EXPORT PFNGLMATRIXPUSHEXTPROC __glewMatrixPushEXT;
GLEW_FUN_EXPORT PFNGLMATRIXROTATEDEXTPROC __glewMatrixRotatedEXT;
GLEW_FUN_EXPORT PFNGLMATRIXROTATEFEXTPROC __glewMatrixRotatefEXT;
GLEW_FUN_EXPORT PFNGLMATRIXSCALEDEXTPROC __glewMatrixScaledEXT;
GLEW_FUN_EXPORT PFNGLMATRIXSCALEFEXTPROC __glewMatrixScalefEXT;
GLEW_FUN_EXPORT PFNGLMATRIXTRANSLATEDEXTPROC __glewMatrixTranslatedEXT;
GLEW_FUN_EXPORT PFNGLMATRIXTRANSLATEFEXTPROC __glewMatrixTranslatefEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXBUFFEREXTPROC __glewMultiTexBufferEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORDPOINTEREXTPROC __glewMultiTexCoordPointerEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXENVFEXTPROC __glewMultiTexEnvfEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXENVFVEXTPROC __glewMultiTexEnvfvEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXENVIEXTPROC __glewMultiTexEnviEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXENVIVEXTPROC __glewMultiTexEnvivEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXGENDEXTPROC __glewMultiTexGendEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXGENDVEXTPROC __glewMultiTexGendvEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXGENFEXTPROC __glewMultiTexGenfEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXGENFVEXTPROC __glewMultiTexGenfvEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXGENIEXTPROC __glewMultiTexGeniEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXGENIVEXTPROC __glewMultiTexGenivEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXIMAGE1DEXTPROC __glewMultiTexImage1DEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXIMAGE2DEXTPROC __glewMultiTexImage2DEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXIMAGE3DEXTPROC __glewMultiTexImage3DEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERIIVEXTPROC __glewMultiTexParameterIivEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERIUIVEXTPROC __glewMultiTexParameterIuivEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERFEXTPROC __glewMultiTexParameterfEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERFVEXTPROC __glewMultiTexParameterfvEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERIEXTPROC __glewMultiTexParameteriEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERIVEXTPROC __glewMultiTexParameterivEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXRENDERBUFFEREXTPROC __glewMultiTexRenderbufferEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXSUBIMAGE1DEXTPROC __glewMultiTexSubImage1DEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXSUBIMAGE2DEXTPROC __glewMultiTexSubImage2DEXT;
GLEW_FUN_EXPORT PFNGLMULTITEXSUBIMAGE3DEXTPROC __glewMultiTexSubImage3DEXT;
GLEW_FUN_EXPORT PFNGLNAMEDBUFFERDATAEXTPROC __glewNamedBufferDataEXT;
GLEW_FUN_EXPORT PFNGLNAMEDBUFFERSUBDATAEXTPROC __glewNamedBufferSubDataEXT;
GLEW_FUN_EXPORT PFNGLNAMEDCOPYBUFFERSUBDATAEXTPROC __glewNamedCopyBufferSubDataEXT;
GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERRENDERBUFFEREXTPROC __glewNamedFramebufferRenderbufferEXT;
GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURE1DEXTPROC __glewNamedFramebufferTexture1DEXT;
GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC __glewNamedFramebufferTexture2DEXT;
GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURE3DEXTPROC __glewNamedFramebufferTexture3DEXT;
GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTUREEXTPROC __glewNamedFramebufferTextureEXT;
GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTUREFACEEXTPROC __glewNamedFramebufferTextureFaceEXT;
GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURELAYEREXTPROC __glewNamedFramebufferTextureLayerEXT;
GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETER4DEXTPROC __glewNamedProgramLocalParameter4dEXT;
GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETER4DVEXTPROC __glewNamedProgramLocalParameter4dvEXT;
GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETER4FEXTPROC __glewNamedProgramLocalParameter4fEXT;
GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETER4FVEXTPROC __glewNamedProgramLocalParameter4fvEXT;
GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC __glewNamedProgramLocalParameterI4iEXT;
GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC __glewNamedProgramLocalParameterI4ivEXT;
GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC __glewNamedProgramLocalParameterI4uiEXT;
GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC __glewNamedProgramLocalParameterI4uivEXT;
GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC __glewNamedProgramLocalParameters4fvEXT;
GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC __glewNamedProgramLocalParametersI4ivEXT;
GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERSI4UIVEXTPROC __glewNamedProgramLocalParametersI4uivEXT;
GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMSTRINGEXTPROC __glewNamedProgramStringEXT;
GLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEEXTPROC __glewNamedRenderbufferStorageEXT;
GLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLECOVERAGEEXTPROC __glewNamedRenderbufferStorageMultisampleCoverageEXT;
GLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC __glewNamedRenderbufferStorageMultisampleEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1FEXTPROC __glewProgramUniform1fEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1FVEXTPROC __glewProgramUniform1fvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1IEXTPROC __glewProgramUniform1iEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1IVEXTPROC __glewProgramUniform1ivEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UIEXTPROC __glewProgramUniform1uiEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UIVEXTPROC __glewProgramUniform1uivEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2FEXTPROC __glewProgramUniform2fEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2FVEXTPROC __glewProgramUniform2fvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2IEXTPROC __glewProgramUniform2iEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2IVEXTPROC __glewProgramUniform2ivEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UIEXTPROC __glewProgramUniform2uiEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UIVEXTPROC __glewProgramUniform2uivEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3FEXTPROC __glewProgramUniform3fEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3FVEXTPROC __glewProgramUniform3fvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3IEXTPROC __glewProgramUniform3iEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3IVEXTPROC __glewProgramUniform3ivEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UIEXTPROC __glewProgramUniform3uiEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UIVEXTPROC __glewProgramUniform3uivEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4FEXTPROC __glewProgramUniform4fEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4FVEXTPROC __glewProgramUniform4fvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4IEXTPROC __glewProgramUniform4iEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4IVEXTPROC __glewProgramUniform4ivEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UIEXTPROC __glewProgramUniform4uiEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UIVEXTPROC __glewProgramUniform4uivEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC __glewProgramUniformMatrix2fvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC __glewProgramUniformMatrix2x3fvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC __glewProgramUniformMatrix2x4fvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC __glewProgramUniformMatrix3fvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC __glewProgramUniformMatrix3x2fvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC __glewProgramUniformMatrix3x4fvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC __glewProgramUniformMatrix4fvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC __glewProgramUniformMatrix4x2fvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC __glewProgramUniformMatrix4x3fvEXT;
GLEW_FUN_EXPORT PFNGLPUSHCLIENTATTRIBDEFAULTEXTPROC __glewPushClientAttribDefaultEXT;
GLEW_FUN_EXPORT PFNGLTEXTUREBUFFEREXTPROC __glewTextureBufferEXT;
GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE1DEXTPROC __glewTextureImage1DEXT;
GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE2DEXTPROC __glewTextureImage2DEXT;
GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE3DEXTPROC __glewTextureImage3DEXT;
GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIIVEXTPROC __glewTextureParameterIivEXT;
GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIUIVEXTPROC __glewTextureParameterIuivEXT;
GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERFEXTPROC __glewTextureParameterfEXT;
GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERFVEXTPROC __glewTextureParameterfvEXT;
GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIEXTPROC __glewTextureParameteriEXT;
GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIVEXTPROC __glewTextureParameterivEXT;
GLEW_FUN_EXPORT PFNGLTEXTURERENDERBUFFEREXTPROC __glewTextureRenderbufferEXT;
GLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE1DEXTPROC __glewTextureSubImage1DEXT;
GLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE2DEXTPROC __glewTextureSubImage2DEXT;
GLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE3DEXTPROC __glewTextureSubImage3DEXT;
GLEW_FUN_EXPORT PFNGLUNMAPNAMEDBUFFEREXTPROC __glewUnmapNamedBufferEXT;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYCOLOROFFSETEXTPROC __glewVertexArrayColorOffsetEXT;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYEDGEFLAGOFFSETEXTPROC __glewVertexArrayEdgeFlagOffsetEXT;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYFOGCOORDOFFSETEXTPROC __glewVertexArrayFogCoordOffsetEXT;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYINDEXOFFSETEXTPROC __glewVertexArrayIndexOffsetEXT;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYMULTITEXCOORDOFFSETEXTPROC __glewVertexArrayMultiTexCoordOffsetEXT;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYNORMALOFFSETEXTPROC __glewVertexArrayNormalOffsetEXT;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYSECONDARYCOLOROFFSETEXTPROC __glewVertexArraySecondaryColorOffsetEXT;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYTEXCOORDOFFSETEXTPROC __glewVertexArrayTexCoordOffsetEXT;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBDIVISOREXTPROC __glewVertexArrayVertexAttribDivisorEXT;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBIOFFSETEXTPROC __glewVertexArrayVertexAttribIOffsetEXT;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBOFFSETEXTPROC __glewVertexArrayVertexAttribOffsetEXT;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXOFFSETEXTPROC __glewVertexArrayVertexOffsetEXT;
GLEW_FUN_EXPORT PFNGLCOLORMASKINDEXEDEXTPROC __glewColorMaskIndexedEXT;
GLEW_FUN_EXPORT PFNGLDISABLEINDEXEDEXTPROC __glewDisableIndexedEXT;
GLEW_FUN_EXPORT PFNGLENABLEINDEXEDEXTPROC __glewEnableIndexedEXT;
GLEW_FUN_EXPORT PFNGLGETBOOLEANINDEXEDVEXTPROC __glewGetBooleanIndexedvEXT;
GLEW_FUN_EXPORT PFNGLGETINTEGERINDEXEDVEXTPROC __glewGetIntegerIndexedvEXT;
GLEW_FUN_EXPORT PFNGLISENABLEDINDEXEDEXTPROC __glewIsEnabledIndexedEXT;
GLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDEXTPROC __glewDrawArraysInstancedEXT;
GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDEXTPROC __glewDrawElementsInstancedEXT;
GLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTSEXTPROC __glewDrawRangeElementsEXT;
GLEW_FUN_EXPORT PFNGLFOGCOORDPOINTEREXTPROC __glewFogCoordPointerEXT;
GLEW_FUN_EXPORT PFNGLFOGCOORDDEXTPROC __glewFogCoorddEXT;
GLEW_FUN_EXPORT PFNGLFOGCOORDDVEXTPROC __glewFogCoorddvEXT;
GLEW_FUN_EXPORT PFNGLFOGCOORDFEXTPROC __glewFogCoordfEXT;
GLEW_FUN_EXPORT PFNGLFOGCOORDFVEXTPROC __glewFogCoordfvEXT;
GLEW_FUN_EXPORT PFNGLFRAGMENTCOLORMATERIALEXTPROC __glewFragmentColorMaterialEXT;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELFEXTPROC __glewFragmentLightModelfEXT;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELFVEXTPROC __glewFragmentLightModelfvEXT;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELIEXTPROC __glewFragmentLightModeliEXT;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELIVEXTPROC __glewFragmentLightModelivEXT;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTFEXTPROC __glewFragmentLightfEXT;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTFVEXTPROC __glewFragmentLightfvEXT;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTIEXTPROC __glewFragmentLightiEXT;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTIVEXTPROC __glewFragmentLightivEXT;
GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALFEXTPROC __glewFragmentMaterialfEXT;
GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALFVEXTPROC __glewFragmentMaterialfvEXT;
GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALIEXTPROC __glewFragmentMaterialiEXT;
GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALIVEXTPROC __glewFragmentMaterialivEXT;
GLEW_FUN_EXPORT PFNGLGETFRAGMENTLIGHTFVEXTPROC __glewGetFragmentLightfvEXT;
GLEW_FUN_EXPORT PFNGLGETFRAGMENTLIGHTIVEXTPROC __glewGetFragmentLightivEXT;
GLEW_FUN_EXPORT PFNGLGETFRAGMENTMATERIALFVEXTPROC __glewGetFragmentMaterialfvEXT;
GLEW_FUN_EXPORT PFNGLGETFRAGMENTMATERIALIVEXTPROC __glewGetFragmentMaterialivEXT;
GLEW_FUN_EXPORT PFNGLLIGHTENVIEXTPROC __glewLightEnviEXT;
GLEW_FUN_EXPORT PFNGLBLITFRAMEBUFFEREXTPROC __glewBlitFramebufferEXT;
GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC __glewRenderbufferStorageMultisampleEXT;
GLEW_FUN_EXPORT PFNGLBINDFRAMEBUFFEREXTPROC __glewBindFramebufferEXT;
GLEW_FUN_EXPORT PFNGLBINDRENDERBUFFEREXTPROC __glewBindRenderbufferEXT;
GLEW_FUN_EXPORT PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC __glewCheckFramebufferStatusEXT;
GLEW_FUN_EXPORT PFNGLDELETEFRAMEBUFFERSEXTPROC __glewDeleteFramebuffersEXT;
GLEW_FUN_EXPORT PFNGLDELETERENDERBUFFERSEXTPROC __glewDeleteRenderbuffersEXT;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC __glewFramebufferRenderbufferEXT;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE1DEXTPROC __glewFramebufferTexture1DEXT;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE2DEXTPROC __glewFramebufferTexture2DEXT;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE3DEXTPROC __glewFramebufferTexture3DEXT;
GLEW_FUN_EXPORT PFNGLGENFRAMEBUFFERSEXTPROC __glewGenFramebuffersEXT;
GLEW_FUN_EXPORT PFNGLGENRENDERBUFFERSEXTPROC __glewGenRenderbuffersEXT;
GLEW_FUN_EXPORT PFNGLGENERATEMIPMAPEXTPROC __glewGenerateMipmapEXT;
GLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC __glewGetFramebufferAttachmentParameterivEXT;
GLEW_FUN_EXPORT PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC __glewGetRenderbufferParameterivEXT;
GLEW_FUN_EXPORT PFNGLISFRAMEBUFFEREXTPROC __glewIsFramebufferEXT;
GLEW_FUN_EXPORT PFNGLISRENDERBUFFEREXTPROC __glewIsRenderbufferEXT;
GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEEXTPROC __glewRenderbufferStorageEXT;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREEXTPROC __glewFramebufferTextureEXT;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC __glewFramebufferTextureFaceEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERIEXTPROC __glewProgramParameteriEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERS4FVEXTPROC __glewProgramEnvParameters4fvEXT;
GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC __glewProgramLocalParameters4fvEXT;
GLEW_FUN_EXPORT PFNGLBINDFRAGDATALOCATIONEXTPROC __glewBindFragDataLocationEXT;
GLEW_FUN_EXPORT PFNGLGETFRAGDATALOCATIONEXTPROC __glewGetFragDataLocationEXT;
GLEW_FUN_EXPORT PFNGLGETUNIFORMUIVEXTPROC __glewGetUniformuivEXT;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIIVEXTPROC __glewGetVertexAttribIivEXT;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIUIVEXTPROC __glewGetVertexAttribIuivEXT;
GLEW_FUN_EXPORT PFNGLUNIFORM1UIEXTPROC __glewUniform1uiEXT;
GLEW_FUN_EXPORT PFNGLUNIFORM1UIVEXTPROC __glewUniform1uivEXT;
GLEW_FUN_EXPORT PFNGLUNIFORM2UIEXTPROC __glewUniform2uiEXT;
GLEW_FUN_EXPORT PFNGLUNIFORM2UIVEXTPROC __glewUniform2uivEXT;
GLEW_FUN_EXPORT PFNGLUNIFORM3UIEXTPROC __glewUniform3uiEXT;
GLEW_FUN_EXPORT PFNGLUNIFORM3UIVEXTPROC __glewUniform3uivEXT;
GLEW_FUN_EXPORT PFNGLUNIFORM4UIEXTPROC __glewUniform4uiEXT;
GLEW_FUN_EXPORT PFNGLUNIFORM4UIVEXTPROC __glewUniform4uivEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1IEXTPROC __glewVertexAttribI1iEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1IVEXTPROC __glewVertexAttribI1ivEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1UIEXTPROC __glewVertexAttribI1uiEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1UIVEXTPROC __glewVertexAttribI1uivEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2IEXTPROC __glewVertexAttribI2iEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2IVEXTPROC __glewVertexAttribI2ivEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2UIEXTPROC __glewVertexAttribI2uiEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2UIVEXTPROC __glewVertexAttribI2uivEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3IEXTPROC __glewVertexAttribI3iEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3IVEXTPROC __glewVertexAttribI3ivEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3UIEXTPROC __glewVertexAttribI3uiEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3UIVEXTPROC __glewVertexAttribI3uivEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4BVEXTPROC __glewVertexAttribI4bvEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4IEXTPROC __glewVertexAttribI4iEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4IVEXTPROC __glewVertexAttribI4ivEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4SVEXTPROC __glewVertexAttribI4svEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UBVEXTPROC __glewVertexAttribI4ubvEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UIEXTPROC __glewVertexAttribI4uiEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UIVEXTPROC __glewVertexAttribI4uivEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4USVEXTPROC __glewVertexAttribI4usvEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBIPOINTEREXTPROC __glewVertexAttribIPointerEXT;
GLEW_FUN_EXPORT PFNGLGETHISTOGRAMEXTPROC __glewGetHistogramEXT;
GLEW_FUN_EXPORT PFNGLGETHISTOGRAMPARAMETERFVEXTPROC __glewGetHistogramParameterfvEXT;
GLEW_FUN_EXPORT PFNGLGETHISTOGRAMPARAMETERIVEXTPROC __glewGetHistogramParameterivEXT;
GLEW_FUN_EXPORT PFNGLGETMINMAXEXTPROC __glewGetMinmaxEXT;
GLEW_FUN_EXPORT PFNGLGETMINMAXPARAMETERFVEXTPROC __glewGetMinmaxParameterfvEXT;
GLEW_FUN_EXPORT PFNGLGETMINMAXPARAMETERIVEXTPROC __glewGetMinmaxParameterivEXT;
GLEW_FUN_EXPORT PFNGLHISTOGRAMEXTPROC __glewHistogramEXT;
GLEW_FUN_EXPORT PFNGLMINMAXEXTPROC __glewMinmaxEXT;
GLEW_FUN_EXPORT PFNGLRESETHISTOGRAMEXTPROC __glewResetHistogramEXT;
GLEW_FUN_EXPORT PFNGLRESETMINMAXEXTPROC __glewResetMinmaxEXT;
GLEW_FUN_EXPORT PFNGLINDEXFUNCEXTPROC __glewIndexFuncEXT;
GLEW_FUN_EXPORT PFNGLINDEXMATERIALEXTPROC __glewIndexMaterialEXT;
GLEW_FUN_EXPORT PFNGLAPPLYTEXTUREEXTPROC __glewApplyTextureEXT;
GLEW_FUN_EXPORT PFNGLTEXTURELIGHTEXTPROC __glewTextureLightEXT;
GLEW_FUN_EXPORT PFNGLTEXTUREMATERIALEXTPROC __glewTextureMaterialEXT;
GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSEXTPROC __glewMultiDrawArraysEXT;
GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSEXTPROC __glewMultiDrawElementsEXT;
GLEW_FUN_EXPORT PFNGLSAMPLEMASKEXTPROC __glewSampleMaskEXT;
GLEW_FUN_EXPORT PFNGLSAMPLEPATTERNEXTPROC __glewSamplePatternEXT;
GLEW_FUN_EXPORT PFNGLCOLORTABLEEXTPROC __glewColorTableEXT;
GLEW_FUN_EXPORT PFNGLGETCOLORTABLEEXTPROC __glewGetColorTableEXT;
GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERFVEXTPROC __glewGetColorTableParameterfvEXT;
GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERIVEXTPROC __glewGetColorTableParameterivEXT;
GLEW_FUN_EXPORT PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC __glewGetPixelTransformParameterfvEXT;
GLEW_FUN_EXPORT PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC __glewGetPixelTransformParameterivEXT;
GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERFEXTPROC __glewPixelTransformParameterfEXT;
GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC __glewPixelTransformParameterfvEXT;
GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERIEXTPROC __glewPixelTransformParameteriEXT;
GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC __glewPixelTransformParameterivEXT;
GLEW_FUN_EXPORT PFNGLPOINTPARAMETERFEXTPROC __glewPointParameterfEXT;
GLEW_FUN_EXPORT PFNGLPOINTPARAMETERFVEXTPROC __glewPointParameterfvEXT;
GLEW_FUN_EXPORT PFNGLPOLYGONOFFSETEXTPROC __glewPolygonOffsetEXT;
GLEW_FUN_EXPORT PFNGLPOLYGONOFFSETCLAMPEXTPROC __glewPolygonOffsetClampEXT;
GLEW_FUN_EXPORT PFNGLPROVOKINGVERTEXEXTPROC __glewProvokingVertexEXT;
GLEW_FUN_EXPORT PFNGLCOVERAGEMODULATIONNVPROC __glewCoverageModulationNV;
GLEW_FUN_EXPORT PFNGLCOVERAGEMODULATIONTABLENVPROC __glewCoverageModulationTableNV;
GLEW_FUN_EXPORT PFNGLGETCOVERAGEMODULATIONTABLENVPROC __glewGetCoverageModulationTableNV;
GLEW_FUN_EXPORT PFNGLRASTERSAMPLESEXTPROC __glewRasterSamplesEXT;
GLEW_FUN_EXPORT PFNGLBEGINSCENEEXTPROC __glewBeginSceneEXT;
GLEW_FUN_EXPORT PFNGLENDSCENEEXTPROC __glewEndSceneEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3BEXTPROC __glewSecondaryColor3bEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3BVEXTPROC __glewSecondaryColor3bvEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3DEXTPROC __glewSecondaryColor3dEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3DVEXTPROC __glewSecondaryColor3dvEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3FEXTPROC __glewSecondaryColor3fEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3FVEXTPROC __glewSecondaryColor3fvEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3IEXTPROC __glewSecondaryColor3iEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3IVEXTPROC __glewSecondaryColor3ivEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3SEXTPROC __glewSecondaryColor3sEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3SVEXTPROC __glewSecondaryColor3svEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UBEXTPROC __glewSecondaryColor3ubEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UBVEXTPROC __glewSecondaryColor3ubvEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UIEXTPROC __glewSecondaryColor3uiEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UIVEXTPROC __glewSecondaryColor3uivEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3USEXTPROC __glewSecondaryColor3usEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3USVEXTPROC __glewSecondaryColor3usvEXT;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLORPOINTEREXTPROC __glewSecondaryColorPointerEXT;
GLEW_FUN_EXPORT PFNGLACTIVEPROGRAMEXTPROC __glewActiveProgramEXT;
GLEW_FUN_EXPORT PFNGLCREATESHADERPROGRAMEXTPROC __glewCreateShaderProgramEXT;
GLEW_FUN_EXPORT PFNGLUSESHADERPROGRAMEXTPROC __glewUseShaderProgramEXT;
GLEW_FUN_EXPORT PFNGLBINDIMAGETEXTUREEXTPROC __glewBindImageTextureEXT;
GLEW_FUN_EXPORT PFNGLMEMORYBARRIEREXTPROC __glewMemoryBarrierEXT;
GLEW_FUN_EXPORT PFNGLACTIVESTENCILFACEEXTPROC __glewActiveStencilFaceEXT;
GLEW_FUN_EXPORT PFNGLTEXSUBIMAGE1DEXTPROC __glewTexSubImage1DEXT;
GLEW_FUN_EXPORT PFNGLTEXSUBIMAGE2DEXTPROC __glewTexSubImage2DEXT;
GLEW_FUN_EXPORT PFNGLTEXSUBIMAGE3DEXTPROC __glewTexSubImage3DEXT;
GLEW_FUN_EXPORT PFNGLTEXIMAGE3DEXTPROC __glewTexImage3DEXT;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC __glewFramebufferTextureLayerEXT;
GLEW_FUN_EXPORT PFNGLTEXBUFFEREXTPROC __glewTexBufferEXT;
GLEW_FUN_EXPORT PFNGLCLEARCOLORIIEXTPROC __glewClearColorIiEXT;
GLEW_FUN_EXPORT PFNGLCLEARCOLORIUIEXTPROC __glewClearColorIuiEXT;
GLEW_FUN_EXPORT PFNGLGETTEXPARAMETERIIVEXTPROC __glewGetTexParameterIivEXT;
GLEW_FUN_EXPORT PFNGLGETTEXPARAMETERIUIVEXTPROC __glewGetTexParameterIuivEXT;
GLEW_FUN_EXPORT PFNGLTEXPARAMETERIIVEXTPROC __glewTexParameterIivEXT;
GLEW_FUN_EXPORT PFNGLTEXPARAMETERIUIVEXTPROC __glewTexParameterIuivEXT;
GLEW_FUN_EXPORT PFNGLARETEXTURESRESIDENTEXTPROC __glewAreTexturesResidentEXT;
GLEW_FUN_EXPORT PFNGLBINDTEXTUREEXTPROC __glewBindTextureEXT;
GLEW_FUN_EXPORT PFNGLDELETETEXTURESEXTPROC __glewDeleteTexturesEXT;
GLEW_FUN_EXPORT PFNGLGENTEXTURESEXTPROC __glewGenTexturesEXT;
GLEW_FUN_EXPORT PFNGLISTEXTUREEXTPROC __glewIsTextureEXT;
GLEW_FUN_EXPORT PFNGLPRIORITIZETEXTURESEXTPROC __glewPrioritizeTexturesEXT;
GLEW_FUN_EXPORT PFNGLTEXTURENORMALEXTPROC __glewTextureNormalEXT;
GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTI64VEXTPROC __glewGetQueryObjecti64vEXT;
GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUI64VEXTPROC __glewGetQueryObjectui64vEXT;
GLEW_FUN_EXPORT PFNGLBEGINTRANSFORMFEEDBACKEXTPROC __glewBeginTransformFeedbackEXT;
GLEW_FUN_EXPORT PFNGLBINDBUFFERBASEEXTPROC __glewBindBufferBaseEXT;
GLEW_FUN_EXPORT PFNGLBINDBUFFEROFFSETEXTPROC __glewBindBufferOffsetEXT;
GLEW_FUN_EXPORT PFNGLBINDBUFFERRANGEEXTPROC __glewBindBufferRangeEXT;
GLEW_FUN_EXPORT PFNGLENDTRANSFORMFEEDBACKEXTPROC __glewEndTransformFeedbackEXT;
GLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC __glewGetTransformFeedbackVaryingEXT;
GLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC __glewTransformFeedbackVaryingsEXT;
GLEW_FUN_EXPORT PFNGLARRAYELEMENTEXTPROC __glewArrayElementEXT;
GLEW_FUN_EXPORT PFNGLCOLORPOINTEREXTPROC __glewColorPointerEXT;
GLEW_FUN_EXPORT PFNGLDRAWARRAYSEXTPROC __glewDrawArraysEXT;
GLEW_FUN_EXPORT PFNGLEDGEFLAGPOINTEREXTPROC __glewEdgeFlagPointerEXT;
GLEW_FUN_EXPORT PFNGLINDEXPOINTEREXTPROC __glewIndexPointerEXT;
GLEW_FUN_EXPORT PFNGLNORMALPOINTEREXTPROC __glewNormalPointerEXT;
GLEW_FUN_EXPORT PFNGLTEXCOORDPOINTEREXTPROC __glewTexCoordPointerEXT;
GLEW_FUN_EXPORT PFNGLVERTEXPOINTEREXTPROC __glewVertexPointerEXT;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLDVEXTPROC __glewGetVertexAttribLdvEXT;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBLOFFSETEXTPROC __glewVertexArrayVertexAttribLOffsetEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1DEXTPROC __glewVertexAttribL1dEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1DVEXTPROC __glewVertexAttribL1dvEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2DEXTPROC __glewVertexAttribL2dEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2DVEXTPROC __glewVertexAttribL2dvEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3DEXTPROC __glewVertexAttribL3dEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3DVEXTPROC __glewVertexAttribL3dvEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4DEXTPROC __glewVertexAttribL4dEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4DVEXTPROC __glewVertexAttribL4dvEXT;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBLPOINTEREXTPROC __glewVertexAttribLPointerEXT;
GLEW_FUN_EXPORT PFNGLBEGINVERTEXSHADEREXTPROC __glewBeginVertexShaderEXT;
GLEW_FUN_EXPORT PFNGLBINDLIGHTPARAMETEREXTPROC __glewBindLightParameterEXT;
GLEW_FUN_EXPORT PFNGLBINDMATERIALPARAMETEREXTPROC __glewBindMaterialParameterEXT;
GLEW_FUN_EXPORT PFNGLBINDPARAMETEREXTPROC __glewBindParameterEXT;
GLEW_FUN_EXPORT PFNGLBINDTEXGENPARAMETEREXTPROC __glewBindTexGenParameterEXT;
GLEW_FUN_EXPORT PFNGLBINDTEXTUREUNITPARAMETEREXTPROC __glewBindTextureUnitParameterEXT;
GLEW_FUN_EXPORT PFNGLBINDVERTEXSHADEREXTPROC __glewBindVertexShaderEXT;
GLEW_FUN_EXPORT PFNGLDELETEVERTEXSHADEREXTPROC __glewDeleteVertexShaderEXT;
GLEW_FUN_EXPORT PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC __glewDisableVariantClientStateEXT;
GLEW_FUN_EXPORT PFNGLENABLEVARIANTCLIENTSTATEEXTPROC __glewEnableVariantClientStateEXT;
GLEW_FUN_EXPORT PFNGLENDVERTEXSHADEREXTPROC __glewEndVertexShaderEXT;
GLEW_FUN_EXPORT PFNGLEXTRACTCOMPONENTEXTPROC __glewExtractComponentEXT;
GLEW_FUN_EXPORT PFNGLGENSYMBOLSEXTPROC __glewGenSymbolsEXT;
GLEW_FUN_EXPORT PFNGLGENVERTEXSHADERSEXTPROC __glewGenVertexShadersEXT;
GLEW_FUN_EXPORT PFNGLGETINVARIANTBOOLEANVEXTPROC __glewGetInvariantBooleanvEXT;
GLEW_FUN_EXPORT PFNGLGETINVARIANTFLOATVEXTPROC __glewGetInvariantFloatvEXT;
GLEW_FUN_EXPORT PFNGLGETINVARIANTINTEGERVEXTPROC __glewGetInvariantIntegervEXT;
GLEW_FUN_EXPORT PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC __glewGetLocalConstantBooleanvEXT;
GLEW_FUN_EXPORT PFNGLGETLOCALCONSTANTFLOATVEXTPROC __glewGetLocalConstantFloatvEXT;
GLEW_FUN_EXPORT PFNGLGETLOCALCONSTANTINTEGERVEXTPROC __glewGetLocalConstantIntegervEXT;
GLEW_FUN_EXPORT PFNGLGETVARIANTBOOLEANVEXTPROC __glewGetVariantBooleanvEXT;
GLEW_FUN_EXPORT PFNGLGETVARIANTFLOATVEXTPROC __glewGetVariantFloatvEXT;
GLEW_FUN_EXPORT PFNGLGETVARIANTINTEGERVEXTPROC __glewGetVariantIntegervEXT;
GLEW_FUN_EXPORT PFNGLGETVARIANTPOINTERVEXTPROC __glewGetVariantPointervEXT;
GLEW_FUN_EXPORT PFNGLINSERTCOMPONENTEXTPROC __glewInsertComponentEXT;
GLEW_FUN_EXPORT PFNGLISVARIANTENABLEDEXTPROC __glewIsVariantEnabledEXT;
GLEW_FUN_EXPORT PFNGLSETINVARIANTEXTPROC __glewSetInvariantEXT;
GLEW_FUN_EXPORT PFNGLSETLOCALCONSTANTEXTPROC __glewSetLocalConstantEXT;
GLEW_FUN_EXPORT PFNGLSHADEROP1EXTPROC __glewShaderOp1EXT;
GLEW_FUN_EXPORT PFNGLSHADEROP2EXTPROC __glewShaderOp2EXT;
GLEW_FUN_EXPORT PFNGLSHADEROP3EXTPROC __glewShaderOp3EXT;
GLEW_FUN_EXPORT PFNGLSWIZZLEEXTPROC __glewSwizzleEXT;
GLEW_FUN_EXPORT PFNGLVARIANTPOINTEREXTPROC __glewVariantPointerEXT;
GLEW_FUN_EXPORT PFNGLVARIANTBVEXTPROC __glewVariantbvEXT;
GLEW_FUN_EXPORT PFNGLVARIANTDVEXTPROC __glewVariantdvEXT;
GLEW_FUN_EXPORT PFNGLVARIANTFVEXTPROC __glewVariantfvEXT;
GLEW_FUN_EXPORT PFNGLVARIANTIVEXTPROC __glewVariantivEXT;
GLEW_FUN_EXPORT PFNGLVARIANTSVEXTPROC __glewVariantsvEXT;
GLEW_FUN_EXPORT PFNGLVARIANTUBVEXTPROC __glewVariantubvEXT;
GLEW_FUN_EXPORT PFNGLVARIANTUIVEXTPROC __glewVariantuivEXT;
GLEW_FUN_EXPORT PFNGLVARIANTUSVEXTPROC __glewVariantusvEXT;
GLEW_FUN_EXPORT PFNGLWRITEMASKEXTPROC __glewWriteMaskEXT;
GLEW_FUN_EXPORT PFNGLVERTEXWEIGHTPOINTEREXTPROC __glewVertexWeightPointerEXT;
GLEW_FUN_EXPORT PFNGLVERTEXWEIGHTFEXTPROC __glewVertexWeightfEXT;
GLEW_FUN_EXPORT PFNGLVERTEXWEIGHTFVEXTPROC __glewVertexWeightfvEXT;
GLEW_FUN_EXPORT PFNGLIMPORTSYNCEXTPROC __glewImportSyncEXT;
GLEW_FUN_EXPORT PFNGLFRAMETERMINATORGREMEDYPROC __glewFrameTerminatorGREMEDY;
GLEW_FUN_EXPORT PFNGLSTRINGMARKERGREMEDYPROC __glewStringMarkerGREMEDY;
GLEW_FUN_EXPORT PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC __glewGetImageTransformParameterfvHP;
GLEW_FUN_EXPORT PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC __glewGetImageTransformParameterivHP;
GLEW_FUN_EXPORT PFNGLIMAGETRANSFORMPARAMETERFHPPROC __glewImageTransformParameterfHP;
GLEW_FUN_EXPORT PFNGLIMAGETRANSFORMPARAMETERFVHPPROC __glewImageTransformParameterfvHP;
GLEW_FUN_EXPORT PFNGLIMAGETRANSFORMPARAMETERIHPPROC __glewImageTransformParameteriHP;
GLEW_FUN_EXPORT PFNGLIMAGETRANSFORMPARAMETERIVHPPROC __glewImageTransformParameterivHP;
GLEW_FUN_EXPORT PFNGLMULTIMODEDRAWARRAYSIBMPROC __glewMultiModeDrawArraysIBM;
GLEW_FUN_EXPORT PFNGLMULTIMODEDRAWELEMENTSIBMPROC __glewMultiModeDrawElementsIBM;
GLEW_FUN_EXPORT PFNGLCOLORPOINTERLISTIBMPROC __glewColorPointerListIBM;
GLEW_FUN_EXPORT PFNGLEDGEFLAGPOINTERLISTIBMPROC __glewEdgeFlagPointerListIBM;
GLEW_FUN_EXPORT PFNGLFOGCOORDPOINTERLISTIBMPROC __glewFogCoordPointerListIBM;
GLEW_FUN_EXPORT PFNGLINDEXPOINTERLISTIBMPROC __glewIndexPointerListIBM;
GLEW_FUN_EXPORT PFNGLNORMALPOINTERLISTIBMPROC __glewNormalPointerListIBM;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLORPOINTERLISTIBMPROC __glewSecondaryColorPointerListIBM;
GLEW_FUN_EXPORT PFNGLTEXCOORDPOINTERLISTIBMPROC __glewTexCoordPointerListIBM;
GLEW_FUN_EXPORT PFNGLVERTEXPOINTERLISTIBMPROC __glewVertexPointerListIBM;
GLEW_FUN_EXPORT PFNGLMAPTEXTURE2DINTELPROC __glewMapTexture2DINTEL;
GLEW_FUN_EXPORT PFNGLSYNCTEXTUREINTELPROC __glewSyncTextureINTEL;
GLEW_FUN_EXPORT PFNGLUNMAPTEXTURE2DINTELPROC __glewUnmapTexture2DINTEL;
GLEW_FUN_EXPORT PFNGLCOLORPOINTERVINTELPROC __glewColorPointervINTEL;
GLEW_FUN_EXPORT PFNGLNORMALPOINTERVINTELPROC __glewNormalPointervINTEL;
GLEW_FUN_EXPORT PFNGLTEXCOORDPOINTERVINTELPROC __glewTexCoordPointervINTEL;
GLEW_FUN_EXPORT PFNGLVERTEXPOINTERVINTELPROC __glewVertexPointervINTEL;
GLEW_FUN_EXPORT PFNGLBEGINPERFQUERYINTELPROC __glewBeginPerfQueryINTEL;
GLEW_FUN_EXPORT PFNGLCREATEPERFQUERYINTELPROC __glewCreatePerfQueryINTEL;
GLEW_FUN_EXPORT PFNGLDELETEPERFQUERYINTELPROC __glewDeletePerfQueryINTEL;
GLEW_FUN_EXPORT PFNGLENDPERFQUERYINTELPROC __glewEndPerfQueryINTEL;
GLEW_FUN_EXPORT PFNGLGETFIRSTPERFQUERYIDINTELPROC __glewGetFirstPerfQueryIdINTEL;
GLEW_FUN_EXPORT PFNGLGETNEXTPERFQUERYIDINTELPROC __glewGetNextPerfQueryIdINTEL;
GLEW_FUN_EXPORT PFNGLGETPERFCOUNTERINFOINTELPROC __glewGetPerfCounterInfoINTEL;
GLEW_FUN_EXPORT PFNGLGETPERFQUERYDATAINTELPROC __glewGetPerfQueryDataINTEL;
GLEW_FUN_EXPORT PFNGLGETPERFQUERYIDBYNAMEINTELPROC __glewGetPerfQueryIdByNameINTEL;
GLEW_FUN_EXPORT PFNGLGETPERFQUERYINFOINTELPROC __glewGetPerfQueryInfoINTEL;
GLEW_FUN_EXPORT PFNGLTEXSCISSORFUNCINTELPROC __glewTexScissorFuncINTEL;
GLEW_FUN_EXPORT PFNGLTEXSCISSORINTELPROC __glewTexScissorINTEL;
GLEW_FUN_EXPORT PFNGLBLENDBARRIERKHRPROC __glewBlendBarrierKHR;
GLEW_FUN_EXPORT PFNGLDEBUGMESSAGECALLBACKPROC __glewDebugMessageCallback;
GLEW_FUN_EXPORT PFNGLDEBUGMESSAGECONTROLPROC __glewDebugMessageControl;
GLEW_FUN_EXPORT PFNGLDEBUGMESSAGEINSERTPROC __glewDebugMessageInsert;
GLEW_FUN_EXPORT PFNGLGETDEBUGMESSAGELOGPROC __glewGetDebugMessageLog;
GLEW_FUN_EXPORT PFNGLGETOBJECTLABELPROC __glewGetObjectLabel;
GLEW_FUN_EXPORT PFNGLGETOBJECTPTRLABELPROC __glewGetObjectPtrLabel;
GLEW_FUN_EXPORT PFNGLOBJECTLABELPROC __glewObjectLabel;
GLEW_FUN_EXPORT PFNGLOBJECTPTRLABELPROC __glewObjectPtrLabel;
GLEW_FUN_EXPORT PFNGLPOPDEBUGGROUPPROC __glewPopDebugGroup;
GLEW_FUN_EXPORT PFNGLPUSHDEBUGGROUPPROC __glewPushDebugGroup;
GLEW_FUN_EXPORT PFNGLGETNUNIFORMFVPROC __glewGetnUniformfv;
GLEW_FUN_EXPORT PFNGLGETNUNIFORMIVPROC __glewGetnUniformiv;
GLEW_FUN_EXPORT PFNGLGETNUNIFORMUIVPROC __glewGetnUniformuiv;
GLEW_FUN_EXPORT PFNGLREADNPIXELSPROC __glewReadnPixels;
GLEW_FUN_EXPORT PFNGLBUFFERREGIONENABLEDPROC __glewBufferRegionEnabled;
GLEW_FUN_EXPORT PFNGLDELETEBUFFERREGIONPROC __glewDeleteBufferRegion;
GLEW_FUN_EXPORT PFNGLDRAWBUFFERREGIONPROC __glewDrawBufferRegion;
GLEW_FUN_EXPORT PFNGLNEWBUFFERREGIONPROC __glewNewBufferRegion;
GLEW_FUN_EXPORT PFNGLREADBUFFERREGIONPROC __glewReadBufferRegion;
GLEW_FUN_EXPORT PFNGLRESIZEBUFFERSMESAPROC __glewResizeBuffersMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2DMESAPROC __glewWindowPos2dMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2DVMESAPROC __glewWindowPos2dvMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2FMESAPROC __glewWindowPos2fMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2FVMESAPROC __glewWindowPos2fvMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2IMESAPROC __glewWindowPos2iMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2IVMESAPROC __glewWindowPos2ivMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2SMESAPROC __glewWindowPos2sMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS2SVMESAPROC __glewWindowPos2svMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3DMESAPROC __glewWindowPos3dMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3DVMESAPROC __glewWindowPos3dvMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3FMESAPROC __glewWindowPos3fMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3FVMESAPROC __glewWindowPos3fvMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3IMESAPROC __glewWindowPos3iMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3IVMESAPROC __glewWindowPos3ivMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3SMESAPROC __glewWindowPos3sMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS3SVMESAPROC __glewWindowPos3svMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS4DMESAPROC __glewWindowPos4dMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS4DVMESAPROC __glewWindowPos4dvMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS4FMESAPROC __glewWindowPos4fMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS4FVMESAPROC __glewWindowPos4fvMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS4IMESAPROC __glewWindowPos4iMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS4IVMESAPROC __glewWindowPos4ivMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS4SMESAPROC __glewWindowPos4sMESA;
GLEW_FUN_EXPORT PFNGLWINDOWPOS4SVMESAPROC __glewWindowPos4svMESA;
GLEW_FUN_EXPORT PFNGLBEGINCONDITIONALRENDERNVXPROC __glewBeginConditionalRenderNVX;
GLEW_FUN_EXPORT PFNGLENDCONDITIONALRENDERNVXPROC __glewEndConditionalRenderNVX;
GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSNVPROC __glewMultiDrawArraysIndirectBindlessNV;
GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSNVPROC __glewMultiDrawElementsIndirectBindlessNV;
GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSCOUNTNVPROC __glewMultiDrawArraysIndirectBindlessCountNV;
GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSCOUNTNVPROC __glewMultiDrawElementsIndirectBindlessCountNV;
GLEW_FUN_EXPORT PFNGLGETIMAGEHANDLENVPROC __glewGetImageHandleNV;
GLEW_FUN_EXPORT PFNGLGETTEXTUREHANDLENVPROC __glewGetTextureHandleNV;
GLEW_FUN_EXPORT PFNGLGETTEXTURESAMPLERHANDLENVPROC __glewGetTextureSamplerHandleNV;
GLEW_FUN_EXPORT PFNGLISIMAGEHANDLERESIDENTNVPROC __glewIsImageHandleResidentNV;
GLEW_FUN_EXPORT PFNGLISTEXTUREHANDLERESIDENTNVPROC __glewIsTextureHandleResidentNV;
GLEW_FUN_EXPORT PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC __glewMakeImageHandleNonResidentNV;
GLEW_FUN_EXPORT PFNGLMAKEIMAGEHANDLERESIDENTNVPROC __glewMakeImageHandleResidentNV;
GLEW_FUN_EXPORT PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC __glewMakeTextureHandleNonResidentNV;
GLEW_FUN_EXPORT PFNGLMAKETEXTUREHANDLERESIDENTNVPROC __glewMakeTextureHandleResidentNV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC __glewProgramUniformHandleui64NV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC __glewProgramUniformHandleui64vNV;
GLEW_FUN_EXPORT PFNGLUNIFORMHANDLEUI64NVPROC __glewUniformHandleui64NV;
GLEW_FUN_EXPORT PFNGLUNIFORMHANDLEUI64VNVPROC __glewUniformHandleui64vNV;
GLEW_FUN_EXPORT PFNGLBLENDBARRIERNVPROC __glewBlendBarrierNV;
GLEW_FUN_EXPORT PFNGLBLENDPARAMETERINVPROC __glewBlendParameteriNV;
GLEW_FUN_EXPORT PFNGLBEGINCONDITIONALRENDERNVPROC __glewBeginConditionalRenderNV;
GLEW_FUN_EXPORT PFNGLENDCONDITIONALRENDERNVPROC __glewEndConditionalRenderNV;
GLEW_FUN_EXPORT PFNGLSUBPIXELPRECISIONBIASNVPROC __glewSubpixelPrecisionBiasNV;
GLEW_FUN_EXPORT PFNGLCONSERVATIVERASTERPARAMETERFNVPROC __glewConservativeRasterParameterfNV;
GLEW_FUN_EXPORT PFNGLCOPYIMAGESUBDATANVPROC __glewCopyImageSubDataNV;
GLEW_FUN_EXPORT PFNGLCLEARDEPTHDNVPROC __glewClearDepthdNV;
GLEW_FUN_EXPORT PFNGLDEPTHBOUNDSDNVPROC __glewDepthBoundsdNV;
GLEW_FUN_EXPORT PFNGLDEPTHRANGEDNVPROC __glewDepthRangedNV;
GLEW_FUN_EXPORT PFNGLDRAWTEXTURENVPROC __glewDrawTextureNV;
GLEW_FUN_EXPORT PFNGLEVALMAPSNVPROC __glewEvalMapsNV;
GLEW_FUN_EXPORT PFNGLGETMAPATTRIBPARAMETERFVNVPROC __glewGetMapAttribParameterfvNV;
GLEW_FUN_EXPORT PFNGLGETMAPATTRIBPARAMETERIVNVPROC __glewGetMapAttribParameterivNV;
GLEW_FUN_EXPORT PFNGLGETMAPCONTROLPOINTSNVPROC __glewGetMapControlPointsNV;
GLEW_FUN_EXPORT PFNGLGETMAPPARAMETERFVNVPROC __glewGetMapParameterfvNV;
GLEW_FUN_EXPORT PFNGLGETMAPPARAMETERIVNVPROC __glewGetMapParameterivNV;
GLEW_FUN_EXPORT PFNGLMAPCONTROLPOINTSNVPROC __glewMapControlPointsNV;
GLEW_FUN_EXPORT PFNGLMAPPARAMETERFVNVPROC __glewMapParameterfvNV;
GLEW_FUN_EXPORT PFNGLMAPPARAMETERIVNVPROC __glewMapParameterivNV;
GLEW_FUN_EXPORT PFNGLGETMULTISAMPLEFVNVPROC __glewGetMultisamplefvNV;
GLEW_FUN_EXPORT PFNGLSAMPLEMASKINDEXEDNVPROC __glewSampleMaskIndexedNV;
GLEW_FUN_EXPORT PFNGLTEXRENDERBUFFERNVPROC __glewTexRenderbufferNV;
GLEW_FUN_EXPORT PFNGLDELETEFENCESNVPROC __glewDeleteFencesNV;
GLEW_FUN_EXPORT PFNGLFINISHFENCENVPROC __glewFinishFenceNV;
GLEW_FUN_EXPORT PFNGLGENFENCESNVPROC __glewGenFencesNV;
GLEW_FUN_EXPORT PFNGLGETFENCEIVNVPROC __glewGetFenceivNV;
GLEW_FUN_EXPORT PFNGLISFENCENVPROC __glewIsFenceNV;
GLEW_FUN_EXPORT PFNGLSETFENCENVPROC __glewSetFenceNV;
GLEW_FUN_EXPORT PFNGLTESTFENCENVPROC __glewTestFenceNV;
GLEW_FUN_EXPORT PFNGLFRAGMENTCOVERAGECOLORNVPROC __glewFragmentCoverageColorNV;
GLEW_FUN_EXPORT PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC __glewGetProgramNamedParameterdvNV;
GLEW_FUN_EXPORT PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC __glewGetProgramNamedParameterfvNV;
GLEW_FUN_EXPORT PFNGLPROGRAMNAMEDPARAMETER4DNVPROC __glewProgramNamedParameter4dNV;
GLEW_FUN_EXPORT PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC __glewProgramNamedParameter4dvNV;
GLEW_FUN_EXPORT PFNGLPROGRAMNAMEDPARAMETER4FNVPROC __glewProgramNamedParameter4fNV;
GLEW_FUN_EXPORT PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC __glewProgramNamedParameter4fvNV;
GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC __glewRenderbufferStorageMultisampleCoverageNV;
GLEW_FUN_EXPORT PFNGLPROGRAMVERTEXLIMITNVPROC __glewProgramVertexLimitNV;
GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERI4INVPROC __glewProgramEnvParameterI4iNV;
GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERI4IVNVPROC __glewProgramEnvParameterI4ivNV;
GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERI4UINVPROC __glewProgramEnvParameterI4uiNV;
GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERI4UIVNVPROC __glewProgramEnvParameterI4uivNV;
GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERSI4IVNVPROC __glewProgramEnvParametersI4ivNV;
GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC __glewProgramEnvParametersI4uivNV;
GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERI4INVPROC __glewProgramLocalParameterI4iNV;
GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC __glewProgramLocalParameterI4ivNV;
GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERI4UINVPROC __glewProgramLocalParameterI4uiNV;
GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC __glewProgramLocalParameterI4uivNV;
GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC __glewProgramLocalParametersI4ivNV;
GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC __glewProgramLocalParametersI4uivNV;
GLEW_FUN_EXPORT PFNGLGETUNIFORMI64VNVPROC __glewGetUniformi64vNV;
GLEW_FUN_EXPORT PFNGLGETUNIFORMUI64VNVPROC __glewGetUniformui64vNV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1I64NVPROC __glewProgramUniform1i64NV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1I64VNVPROC __glewProgramUniform1i64vNV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UI64NVPROC __glewProgramUniform1ui64NV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UI64VNVPROC __glewProgramUniform1ui64vNV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2I64NVPROC __glewProgramUniform2i64NV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2I64VNVPROC __glewProgramUniform2i64vNV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UI64NVPROC __glewProgramUniform2ui64NV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UI64VNVPROC __glewProgramUniform2ui64vNV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3I64NVPROC __glewProgramUniform3i64NV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3I64VNVPROC __glewProgramUniform3i64vNV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UI64NVPROC __glewProgramUniform3ui64NV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UI64VNVPROC __glewProgramUniform3ui64vNV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4I64NVPROC __glewProgramUniform4i64NV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4I64VNVPROC __glewProgramUniform4i64vNV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UI64NVPROC __glewProgramUniform4ui64NV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UI64VNVPROC __glewProgramUniform4ui64vNV;
GLEW_FUN_EXPORT PFNGLUNIFORM1I64NVPROC __glewUniform1i64NV;
GLEW_FUN_EXPORT PFNGLUNIFORM1I64VNVPROC __glewUniform1i64vNV;
GLEW_FUN_EXPORT PFNGLUNIFORM1UI64NVPROC __glewUniform1ui64NV;
GLEW_FUN_EXPORT PFNGLUNIFORM1UI64VNVPROC __glewUniform1ui64vNV;
GLEW_FUN_EXPORT PFNGLUNIFORM2I64NVPROC __glewUniform2i64NV;
GLEW_FUN_EXPORT PFNGLUNIFORM2I64VNVPROC __glewUniform2i64vNV;
GLEW_FUN_EXPORT PFNGLUNIFORM2UI64NVPROC __glewUniform2ui64NV;
GLEW_FUN_EXPORT PFNGLUNIFORM2UI64VNVPROC __glewUniform2ui64vNV;
GLEW_FUN_EXPORT PFNGLUNIFORM3I64NVPROC __glewUniform3i64NV;
GLEW_FUN_EXPORT PFNGLUNIFORM3I64VNVPROC __glewUniform3i64vNV;
GLEW_FUN_EXPORT PFNGLUNIFORM3UI64NVPROC __glewUniform3ui64NV;
GLEW_FUN_EXPORT PFNGLUNIFORM3UI64VNVPROC __glewUniform3ui64vNV;
GLEW_FUN_EXPORT PFNGLUNIFORM4I64NVPROC __glewUniform4i64NV;
GLEW_FUN_EXPORT PFNGLUNIFORM4I64VNVPROC __glewUniform4i64vNV;
GLEW_FUN_EXPORT PFNGLUNIFORM4UI64NVPROC __glewUniform4ui64NV;
GLEW_FUN_EXPORT PFNGLUNIFORM4UI64VNVPROC __glewUniform4ui64vNV;
GLEW_FUN_EXPORT PFNGLCOLOR3HNVPROC __glewColor3hNV;
GLEW_FUN_EXPORT PFNGLCOLOR3HVNVPROC __glewColor3hvNV;
GLEW_FUN_EXPORT PFNGLCOLOR4HNVPROC __glewColor4hNV;
GLEW_FUN_EXPORT PFNGLCOLOR4HVNVPROC __glewColor4hvNV;
GLEW_FUN_EXPORT PFNGLFOGCOORDHNVPROC __glewFogCoordhNV;
GLEW_FUN_EXPORT PFNGLFOGCOORDHVNVPROC __glewFogCoordhvNV;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1HNVPROC __glewMultiTexCoord1hNV;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1HVNVPROC __glewMultiTexCoord1hvNV;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2HNVPROC __glewMultiTexCoord2hNV;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2HVNVPROC __glewMultiTexCoord2hvNV;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3HNVPROC __glewMultiTexCoord3hNV;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3HVNVPROC __glewMultiTexCoord3hvNV;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4HNVPROC __glewMultiTexCoord4hNV;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4HVNVPROC __glewMultiTexCoord4hvNV;
GLEW_FUN_EXPORT PFNGLNORMAL3HNVPROC __glewNormal3hNV;
GLEW_FUN_EXPORT PFNGLNORMAL3HVNVPROC __glewNormal3hvNV;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3HNVPROC __glewSecondaryColor3hNV;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3HVNVPROC __glewSecondaryColor3hvNV;
GLEW_FUN_EXPORT PFNGLTEXCOORD1HNVPROC __glewTexCoord1hNV;
GLEW_FUN_EXPORT PFNGLTEXCOORD1HVNVPROC __glewTexCoord1hvNV;
GLEW_FUN_EXPORT PFNGLTEXCOORD2HNVPROC __glewTexCoord2hNV;
GLEW_FUN_EXPORT PFNGLTEXCOORD2HVNVPROC __glewTexCoord2hvNV;
GLEW_FUN_EXPORT PFNGLTEXCOORD3HNVPROC __glewTexCoord3hNV;
GLEW_FUN_EXPORT PFNGLTEXCOORD3HVNVPROC __glewTexCoord3hvNV;
GLEW_FUN_EXPORT PFNGLTEXCOORD4HNVPROC __glewTexCoord4hNV;
GLEW_FUN_EXPORT PFNGLTEXCOORD4HVNVPROC __glewTexCoord4hvNV;
GLEW_FUN_EXPORT PFNGLVERTEX2HNVPROC __glewVertex2hNV;
GLEW_FUN_EXPORT PFNGLVERTEX2HVNVPROC __glewVertex2hvNV;
GLEW_FUN_EXPORT PFNGLVERTEX3HNVPROC __glewVertex3hNV;
GLEW_FUN_EXPORT PFNGLVERTEX3HVNVPROC __glewVertex3hvNV;
GLEW_FUN_EXPORT PFNGLVERTEX4HNVPROC __glewVertex4hNV;
GLEW_FUN_EXPORT PFNGLVERTEX4HVNVPROC __glewVertex4hvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1HNVPROC __glewVertexAttrib1hNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1HVNVPROC __glewVertexAttrib1hvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2HNVPROC __glewVertexAttrib2hNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2HVNVPROC __glewVertexAttrib2hvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3HNVPROC __glewVertexAttrib3hNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3HVNVPROC __glewVertexAttrib3hvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4HNVPROC __glewVertexAttrib4hNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4HVNVPROC __glewVertexAttrib4hvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS1HVNVPROC __glewVertexAttribs1hvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS2HVNVPROC __glewVertexAttribs2hvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS3HVNVPROC __glewVertexAttribs3hvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4HVNVPROC __glewVertexAttribs4hvNV;
GLEW_FUN_EXPORT PFNGLVERTEXWEIGHTHNVPROC __glewVertexWeighthNV;
GLEW_FUN_EXPORT PFNGLVERTEXWEIGHTHVNVPROC __glewVertexWeighthvNV;
GLEW_FUN_EXPORT PFNGLGETINTERNALFORMATSAMPLEIVNVPROC __glewGetInternalformatSampleivNV;
GLEW_FUN_EXPORT PFNGLBEGINOCCLUSIONQUERYNVPROC __glewBeginOcclusionQueryNV;
GLEW_FUN_EXPORT PFNGLDELETEOCCLUSIONQUERIESNVPROC __glewDeleteOcclusionQueriesNV;
GLEW_FUN_EXPORT PFNGLENDOCCLUSIONQUERYNVPROC __glewEndOcclusionQueryNV;
GLEW_FUN_EXPORT PFNGLGENOCCLUSIONQUERIESNVPROC __glewGenOcclusionQueriesNV;
GLEW_FUN_EXPORT PFNGLGETOCCLUSIONQUERYIVNVPROC __glewGetOcclusionQueryivNV;
GLEW_FUN_EXPORT PFNGLGETOCCLUSIONQUERYUIVNVPROC __glewGetOcclusionQueryuivNV;
GLEW_FUN_EXPORT PFNGLISOCCLUSIONQUERYNVPROC __glewIsOcclusionQueryNV;
GLEW_FUN_EXPORT PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC __glewProgramBufferParametersIivNV;
GLEW_FUN_EXPORT PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC __glewProgramBufferParametersIuivNV;
GLEW_FUN_EXPORT PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC __glewProgramBufferParametersfvNV;
GLEW_FUN_EXPORT PFNGLCOPYPATHNVPROC __glewCopyPathNV;
GLEW_FUN_EXPORT PFNGLCOVERFILLPATHINSTANCEDNVPROC __glewCoverFillPathInstancedNV;
GLEW_FUN_EXPORT PFNGLCOVERFILLPATHNVPROC __glewCoverFillPathNV;
GLEW_FUN_EXPORT PFNGLCOVERSTROKEPATHINSTANCEDNVPROC __glewCoverStrokePathInstancedNV;
GLEW_FUN_EXPORT PFNGLCOVERSTROKEPATHNVPROC __glewCoverStrokePathNV;
GLEW_FUN_EXPORT PFNGLDELETEPATHSNVPROC __glewDeletePathsNV;
GLEW_FUN_EXPORT PFNGLGENPATHSNVPROC __glewGenPathsNV;
GLEW_FUN_EXPORT PFNGLGETPATHCOLORGENFVNVPROC __glewGetPathColorGenfvNV;
GLEW_FUN_EXPORT PFNGLGETPATHCOLORGENIVNVPROC __glewGetPathColorGenivNV;
GLEW_FUN_EXPORT PFNGLGETPATHCOMMANDSNVPROC __glewGetPathCommandsNV;
GLEW_FUN_EXPORT PFNGLGETPATHCOORDSNVPROC __glewGetPathCoordsNV;
GLEW_FUN_EXPORT PFNGLGETPATHDASHARRAYNVPROC __glewGetPathDashArrayNV;
GLEW_FUN_EXPORT PFNGLGETPATHLENGTHNVPROC __glewGetPathLengthNV;
GLEW_FUN_EXPORT PFNGLGETPATHMETRICRANGENVPROC __glewGetPathMetricRangeNV;
GLEW_FUN_EXPORT PFNGLGETPATHMETRICSNVPROC __glewGetPathMetricsNV;
GLEW_FUN_EXPORT PFNGLGETPATHPARAMETERFVNVPROC __glewGetPathParameterfvNV;
GLEW_FUN_EXPORT PFNGLGETPATHPARAMETERIVNVPROC __glewGetPathParameterivNV;
GLEW_FUN_EXPORT PFNGLGETPATHSPACINGNVPROC __glewGetPathSpacingNV;
GLEW_FUN_EXPORT PFNGLGETPATHTEXGENFVNVPROC __glewGetPathTexGenfvNV;
GLEW_FUN_EXPORT PFNGLGETPATHTEXGENIVNVPROC __glewGetPathTexGenivNV;
GLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCEFVNVPROC __glewGetProgramResourcefvNV;
GLEW_FUN_EXPORT PFNGLINTERPOLATEPATHSNVPROC __glewInterpolatePathsNV;
GLEW_FUN_EXPORT PFNGLISPATHNVPROC __glewIsPathNV;
GLEW_FUN_EXPORT PFNGLISPOINTINFILLPATHNVPROC __glewIsPointInFillPathNV;
GLEW_FUN_EXPORT PFNGLISPOINTINSTROKEPATHNVPROC __glewIsPointInStrokePathNV;
GLEW_FUN_EXPORT PFNGLMATRIXLOAD3X2FNVPROC __glewMatrixLoad3x2fNV;
GLEW_FUN_EXPORT PFNGLMATRIXLOAD3X3FNVPROC __glewMatrixLoad3x3fNV;
GLEW_FUN_EXPORT PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC __glewMatrixLoadTranspose3x3fNV;
GLEW_FUN_EXPORT PFNGLMATRIXMULT3X2FNVPROC __glewMatrixMult3x2fNV;
GLEW_FUN_EXPORT PFNGLMATRIXMULT3X3FNVPROC __glewMatrixMult3x3fNV;
GLEW_FUN_EXPORT PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC __glewMatrixMultTranspose3x3fNV;
GLEW_FUN_EXPORT PFNGLPATHCOLORGENNVPROC __glewPathColorGenNV;
GLEW_FUN_EXPORT PFNGLPATHCOMMANDSNVPROC __glewPathCommandsNV;
GLEW_FUN_EXPORT PFNGLPATHCOORDSNVPROC __glewPathCoordsNV;
GLEW_FUN_EXPORT PFNGLPATHCOVERDEPTHFUNCNVPROC __glewPathCoverDepthFuncNV;
GLEW_FUN_EXPORT PFNGLPATHDASHARRAYNVPROC __glewPathDashArrayNV;
GLEW_FUN_EXPORT PFNGLPATHFOGGENNVPROC __glewPathFogGenNV;
GLEW_FUN_EXPORT PFNGLPATHGLYPHINDEXARRAYNVPROC __glewPathGlyphIndexArrayNV;
GLEW_FUN_EXPORT PFNGLPATHGLYPHINDEXRANGENVPROC __glewPathGlyphIndexRangeNV;
GLEW_FUN_EXPORT PFNGLPATHGLYPHRANGENVPROC __glewPathGlyphRangeNV;
GLEW_FUN_EXPORT PFNGLPATHGLYPHSNVPROC __glewPathGlyphsNV;
GLEW_FUN_EXPORT PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC __glewPathMemoryGlyphIndexArrayNV;
GLEW_FUN_EXPORT PFNGLPATHPARAMETERFNVPROC __glewPathParameterfNV;
GLEW_FUN_EXPORT PFNGLPATHPARAMETERFVNVPROC __glewPathParameterfvNV;
GLEW_FUN_EXPORT PFNGLPATHPARAMETERINVPROC __glewPathParameteriNV;
GLEW_FUN_EXPORT PFNGLPATHPARAMETERIVNVPROC __glewPathParameterivNV;
GLEW_FUN_EXPORT PFNGLPATHSTENCILDEPTHOFFSETNVPROC __glewPathStencilDepthOffsetNV;
GLEW_FUN_EXPORT PFNGLPATHSTENCILFUNCNVPROC __glewPathStencilFuncNV;
GLEW_FUN_EXPORT PFNGLPATHSTRINGNVPROC __glewPathStringNV;
GLEW_FUN_EXPORT PFNGLPATHSUBCOMMANDSNVPROC __glewPathSubCommandsNV;
GLEW_FUN_EXPORT PFNGLPATHSUBCOORDSNVPROC __glewPathSubCoordsNV;
GLEW_FUN_EXPORT PFNGLPATHTEXGENNVPROC __glewPathTexGenNV;
GLEW_FUN_EXPORT PFNGLPOINTALONGPATHNVPROC __glewPointAlongPathNV;
GLEW_FUN_EXPORT PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC __glewProgramPathFragmentInputGenNV;
GLEW_FUN_EXPORT PFNGLSTENCILFILLPATHINSTANCEDNVPROC __glewStencilFillPathInstancedNV;
GLEW_FUN_EXPORT PFNGLSTENCILFILLPATHNVPROC __glewStencilFillPathNV;
GLEW_FUN_EXPORT PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC __glewStencilStrokePathInstancedNV;
GLEW_FUN_EXPORT PFNGLSTENCILSTROKEPATHNVPROC __glewStencilStrokePathNV;
GLEW_FUN_EXPORT PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC __glewStencilThenCoverFillPathInstancedNV;
GLEW_FUN_EXPORT PFNGLSTENCILTHENCOVERFILLPATHNVPROC __glewStencilThenCoverFillPathNV;
GLEW_FUN_EXPORT PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC __glewStencilThenCoverStrokePathInstancedNV;
GLEW_FUN_EXPORT PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC __glewStencilThenCoverStrokePathNV;
GLEW_FUN_EXPORT PFNGLTRANSFORMPATHNVPROC __glewTransformPathNV;
GLEW_FUN_EXPORT PFNGLWEIGHTPATHSNVPROC __glewWeightPathsNV;
GLEW_FUN_EXPORT PFNGLFLUSHPIXELDATARANGENVPROC __glewFlushPixelDataRangeNV;
GLEW_FUN_EXPORT PFNGLPIXELDATARANGENVPROC __glewPixelDataRangeNV;
GLEW_FUN_EXPORT PFNGLPOINTPARAMETERINVPROC __glewPointParameteriNV;
GLEW_FUN_EXPORT PFNGLPOINTPARAMETERIVNVPROC __glewPointParameterivNV;
GLEW_FUN_EXPORT PFNGLGETVIDEOI64VNVPROC __glewGetVideoi64vNV;
GLEW_FUN_EXPORT PFNGLGETVIDEOIVNVPROC __glewGetVideoivNV;
GLEW_FUN_EXPORT PFNGLGETVIDEOUI64VNVPROC __glewGetVideoui64vNV;
GLEW_FUN_EXPORT PFNGLGETVIDEOUIVNVPROC __glewGetVideouivNV;
GLEW_FUN_EXPORT PFNGLPRESENTFRAMEDUALFILLNVPROC __glewPresentFrameDualFillNV;
GLEW_FUN_EXPORT PFNGLPRESENTFRAMEKEYEDNVPROC __glewPresentFrameKeyedNV;
GLEW_FUN_EXPORT PFNGLPRIMITIVERESTARTINDEXNVPROC __glewPrimitiveRestartIndexNV;
GLEW_FUN_EXPORT PFNGLPRIMITIVERESTARTNVPROC __glewPrimitiveRestartNV;
GLEW_FUN_EXPORT PFNGLCOMBINERINPUTNVPROC __glewCombinerInputNV;
GLEW_FUN_EXPORT PFNGLCOMBINEROUTPUTNVPROC __glewCombinerOutputNV;
GLEW_FUN_EXPORT PFNGLCOMBINERPARAMETERFNVPROC __glewCombinerParameterfNV;
GLEW_FUN_EXPORT PFNGLCOMBINERPARAMETERFVNVPROC __glewCombinerParameterfvNV;
GLEW_FUN_EXPORT PFNGLCOMBINERPARAMETERINVPROC __glewCombinerParameteriNV;
GLEW_FUN_EXPORT PFNGLCOMBINERPARAMETERIVNVPROC __glewCombinerParameterivNV;
GLEW_FUN_EXPORT PFNGLFINALCOMBINERINPUTNVPROC __glewFinalCombinerInputNV;
GLEW_FUN_EXPORT PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC __glewGetCombinerInputParameterfvNV;
GLEW_FUN_EXPORT PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC __glewGetCombinerInputParameterivNV;
GLEW_FUN_EXPORT PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC __glewGetCombinerOutputParameterfvNV;
GLEW_FUN_EXPORT PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC __glewGetCombinerOutputParameterivNV;
GLEW_FUN_EXPORT PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC __glewGetFinalCombinerInputParameterfvNV;
GLEW_FUN_EXPORT PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC __glewGetFinalCombinerInputParameterivNV;
GLEW_FUN_EXPORT PFNGLCOMBINERSTAGEPARAMETERFVNVPROC __glewCombinerStageParameterfvNV;
GLEW_FUN_EXPORT PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC __glewGetCombinerStageParameterfvNV;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC __glewFramebufferSampleLocationsfvNV;
GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC __glewNamedFramebufferSampleLocationsfvNV;
GLEW_FUN_EXPORT PFNGLGETBUFFERPARAMETERUI64VNVPROC __glewGetBufferParameterui64vNV;
GLEW_FUN_EXPORT PFNGLGETINTEGERUI64VNVPROC __glewGetIntegerui64vNV;
GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC __glewGetNamedBufferParameterui64vNV;
GLEW_FUN_EXPORT PFNGLISBUFFERRESIDENTNVPROC __glewIsBufferResidentNV;
GLEW_FUN_EXPORT PFNGLISNAMEDBUFFERRESIDENTNVPROC __glewIsNamedBufferResidentNV;
GLEW_FUN_EXPORT PFNGLMAKEBUFFERNONRESIDENTNVPROC __glewMakeBufferNonResidentNV;
GLEW_FUN_EXPORT PFNGLMAKEBUFFERRESIDENTNVPROC __glewMakeBufferResidentNV;
GLEW_FUN_EXPORT PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC __glewMakeNamedBufferNonResidentNV;
GLEW_FUN_EXPORT PFNGLMAKENAMEDBUFFERRESIDENTNVPROC __glewMakeNamedBufferResidentNV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMUI64NVPROC __glewProgramUniformui64NV;
GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMUI64VNVPROC __glewProgramUniformui64vNV;
GLEW_FUN_EXPORT PFNGLUNIFORMUI64NVPROC __glewUniformui64NV;
GLEW_FUN_EXPORT PFNGLUNIFORMUI64VNVPROC __glewUniformui64vNV;
GLEW_FUN_EXPORT PFNGLTEXTUREBARRIERNVPROC __glewTextureBarrierNV;
GLEW_FUN_EXPORT PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC __glewTexImage2DMultisampleCoverageNV;
GLEW_FUN_EXPORT PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC __glewTexImage3DMultisampleCoverageNV;
GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC __glewTextureImage2DMultisampleCoverageNV;
GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC __glewTextureImage2DMultisampleNV;
GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC __glewTextureImage3DMultisampleCoverageNV;
GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC __glewTextureImage3DMultisampleNV;
GLEW_FUN_EXPORT PFNGLACTIVEVARYINGNVPROC __glewActiveVaryingNV;
GLEW_FUN_EXPORT PFNGLBEGINTRANSFORMFEEDBACKNVPROC __glewBeginTransformFeedbackNV;
GLEW_FUN_EXPORT PFNGLBINDBUFFERBASENVPROC __glewBindBufferBaseNV;
GLEW_FUN_EXPORT PFNGLBINDBUFFEROFFSETNVPROC __glewBindBufferOffsetNV;
GLEW_FUN_EXPORT PFNGLBINDBUFFERRANGENVPROC __glewBindBufferRangeNV;
GLEW_FUN_EXPORT PFNGLENDTRANSFORMFEEDBACKNVPROC __glewEndTransformFeedbackNV;
GLEW_FUN_EXPORT PFNGLGETACTIVEVARYINGNVPROC __glewGetActiveVaryingNV;
GLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC __glewGetTransformFeedbackVaryingNV;
GLEW_FUN_EXPORT PFNGLGETVARYINGLOCATIONNVPROC __glewGetVaryingLocationNV;
GLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC __glewTransformFeedbackAttribsNV;
GLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC __glewTransformFeedbackVaryingsNV;
GLEW_FUN_EXPORT PFNGLBINDTRANSFORMFEEDBACKNVPROC __glewBindTransformFeedbackNV;
GLEW_FUN_EXPORT PFNGLDELETETRANSFORMFEEDBACKSNVPROC __glewDeleteTransformFeedbacksNV;
GLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKNVPROC __glewDrawTransformFeedbackNV;
GLEW_FUN_EXPORT PFNGLGENTRANSFORMFEEDBACKSNVPROC __glewGenTransformFeedbacksNV;
GLEW_FUN_EXPORT PFNGLISTRANSFORMFEEDBACKNVPROC __glewIsTransformFeedbackNV;
GLEW_FUN_EXPORT PFNGLPAUSETRANSFORMFEEDBACKNVPROC __glewPauseTransformFeedbackNV;
GLEW_FUN_EXPORT PFNGLRESUMETRANSFORMFEEDBACKNVPROC __glewResumeTransformFeedbackNV;
GLEW_FUN_EXPORT PFNGLVDPAUFININVPROC __glewVDPAUFiniNV;
GLEW_FUN_EXPORT PFNGLVDPAUGETSURFACEIVNVPROC __glewVDPAUGetSurfaceivNV;
GLEW_FUN_EXPORT PFNGLVDPAUINITNVPROC __glewVDPAUInitNV;
GLEW_FUN_EXPORT PFNGLVDPAUISSURFACENVPROC __glewVDPAUIsSurfaceNV;
GLEW_FUN_EXPORT PFNGLVDPAUMAPSURFACESNVPROC __glewVDPAUMapSurfacesNV;
GLEW_FUN_EXPORT PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC __glewVDPAURegisterOutputSurfaceNV;
GLEW_FUN_EXPORT PFNGLVDPAUREGISTERVIDEOSURFACENVPROC __glewVDPAURegisterVideoSurfaceNV;
GLEW_FUN_EXPORT PFNGLVDPAUSURFACEACCESSNVPROC __glewVDPAUSurfaceAccessNV;
GLEW_FUN_EXPORT PFNGLVDPAUUNMAPSURFACESNVPROC __glewVDPAUUnmapSurfacesNV;
GLEW_FUN_EXPORT PFNGLVDPAUUNREGISTERSURFACENVPROC __glewVDPAUUnregisterSurfaceNV;
GLEW_FUN_EXPORT PFNGLFLUSHVERTEXARRAYRANGENVPROC __glewFlushVertexArrayRangeNV;
GLEW_FUN_EXPORT PFNGLVERTEXARRAYRANGENVPROC __glewVertexArrayRangeNV;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLI64VNVPROC __glewGetVertexAttribLi64vNV;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLUI64VNVPROC __glewGetVertexAttribLui64vNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1I64NVPROC __glewVertexAttribL1i64NV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1I64VNVPROC __glewVertexAttribL1i64vNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1UI64NVPROC __glewVertexAttribL1ui64NV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1UI64VNVPROC __glewVertexAttribL1ui64vNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2I64NVPROC __glewVertexAttribL2i64NV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2I64VNVPROC __glewVertexAttribL2i64vNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2UI64NVPROC __glewVertexAttribL2ui64NV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2UI64VNVPROC __glewVertexAttribL2ui64vNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3I64NVPROC __glewVertexAttribL3i64NV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3I64VNVPROC __glewVertexAttribL3i64vNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3UI64NVPROC __glewVertexAttribL3ui64NV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3UI64VNVPROC __glewVertexAttribL3ui64vNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4I64NVPROC __glewVertexAttribL4i64NV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4I64VNVPROC __glewVertexAttribL4i64vNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4UI64NVPROC __glewVertexAttribL4ui64NV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4UI64VNVPROC __glewVertexAttribL4ui64vNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBLFORMATNVPROC __glewVertexAttribLFormatNV;
GLEW_FUN_EXPORT PFNGLBUFFERADDRESSRANGENVPROC __glewBufferAddressRangeNV;
GLEW_FUN_EXPORT PFNGLCOLORFORMATNVPROC __glewColorFormatNV;
GLEW_FUN_EXPORT PFNGLEDGEFLAGFORMATNVPROC __glewEdgeFlagFormatNV;
GLEW_FUN_EXPORT PFNGLFOGCOORDFORMATNVPROC __glewFogCoordFormatNV;
GLEW_FUN_EXPORT PFNGLGETINTEGERUI64I_VNVPROC __glewGetIntegerui64i_vNV;
GLEW_FUN_EXPORT PFNGLINDEXFORMATNVPROC __glewIndexFormatNV;
GLEW_FUN_EXPORT PFNGLNORMALFORMATNVPROC __glewNormalFormatNV;
GLEW_FUN_EXPORT PFNGLSECONDARYCOLORFORMATNVPROC __glewSecondaryColorFormatNV;
GLEW_FUN_EXPORT PFNGLTEXCOORDFORMATNVPROC __glewTexCoordFormatNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBFORMATNVPROC __glewVertexAttribFormatNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBIFORMATNVPROC __glewVertexAttribIFormatNV;
GLEW_FUN_EXPORT PFNGLVERTEXFORMATNVPROC __glewVertexFormatNV;
GLEW_FUN_EXPORT PFNGLAREPROGRAMSRESIDENTNVPROC __glewAreProgramsResidentNV;
GLEW_FUN_EXPORT PFNGLBINDPROGRAMNVPROC __glewBindProgramNV;
GLEW_FUN_EXPORT PFNGLDELETEPROGRAMSNVPROC __glewDeleteProgramsNV;
GLEW_FUN_EXPORT PFNGLEXECUTEPROGRAMNVPROC __glewExecuteProgramNV;
GLEW_FUN_EXPORT PFNGLGENPROGRAMSNVPROC __glewGenProgramsNV;
GLEW_FUN_EXPORT PFNGLGETPROGRAMPARAMETERDVNVPROC __glewGetProgramParameterdvNV;
GLEW_FUN_EXPORT PFNGLGETPROGRAMPARAMETERFVNVPROC __glewGetProgramParameterfvNV;
GLEW_FUN_EXPORT PFNGLGETPROGRAMSTRINGNVPROC __glewGetProgramStringNV;
GLEW_FUN_EXPORT PFNGLGETPROGRAMIVNVPROC __glewGetProgramivNV;
GLEW_FUN_EXPORT PFNGLGETTRACKMATRIXIVNVPROC __glewGetTrackMatrixivNV;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBPOINTERVNVPROC __glewGetVertexAttribPointervNV;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBDVNVPROC __glewGetVertexAttribdvNV;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBFVNVPROC __glewGetVertexAttribfvNV;
GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIVNVPROC __glewGetVertexAttribivNV;
GLEW_FUN_EXPORT PFNGLISPROGRAMNVPROC __glewIsProgramNV;
GLEW_FUN_EXPORT PFNGLLOADPROGRAMNVPROC __glewLoadProgramNV;
GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETER4DNVPROC __glewProgramParameter4dNV;
GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETER4DVNVPROC __glewProgramParameter4dvNV;
GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETER4FNVPROC __glewProgramParameter4fNV;
GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETER4FVNVPROC __glewProgramParameter4fvNV;
GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERS4DVNVPROC __glewProgramParameters4dvNV;
GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERS4FVNVPROC __glewProgramParameters4fvNV;
GLEW_FUN_EXPORT PFNGLREQUESTRESIDENTPROGRAMSNVPROC __glewRequestResidentProgramsNV;
GLEW_FUN_EXPORT PFNGLTRACKMATRIXNVPROC __glewTrackMatrixNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DNVPROC __glewVertexAttrib1dNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DVNVPROC __glewVertexAttrib1dvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FNVPROC __glewVertexAttrib1fNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FVNVPROC __glewVertexAttrib1fvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SNVPROC __glewVertexAttrib1sNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SVNVPROC __glewVertexAttrib1svNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DNVPROC __glewVertexAttrib2dNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DVNVPROC __glewVertexAttrib2dvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FNVPROC __glewVertexAttrib2fNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FVNVPROC __glewVertexAttrib2fvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SNVPROC __glewVertexAttrib2sNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SVNVPROC __glewVertexAttrib2svNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DNVPROC __glewVertexAttrib3dNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DVNVPROC __glewVertexAttrib3dvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FNVPROC __glewVertexAttrib3fNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FVNVPROC __glewVertexAttrib3fvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SNVPROC __glewVertexAttrib3sNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SVNVPROC __glewVertexAttrib3svNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DNVPROC __glewVertexAttrib4dNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DVNVPROC __glewVertexAttrib4dvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FNVPROC __glewVertexAttrib4fNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FVNVPROC __glewVertexAttrib4fvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SNVPROC __glewVertexAttrib4sNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SVNVPROC __glewVertexAttrib4svNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UBNVPROC __glewVertexAttrib4ubNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UBVNVPROC __glewVertexAttrib4ubvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBPOINTERNVPROC __glewVertexAttribPointerNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS1DVNVPROC __glewVertexAttribs1dvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS1FVNVPROC __glewVertexAttribs1fvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS1SVNVPROC __glewVertexAttribs1svNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS2DVNVPROC __glewVertexAttribs2dvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS2FVNVPROC __glewVertexAttribs2fvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS2SVNVPROC __glewVertexAttribs2svNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS3DVNVPROC __glewVertexAttribs3dvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS3FVNVPROC __glewVertexAttribs3fvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS3SVNVPROC __glewVertexAttribs3svNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4DVNVPROC __glewVertexAttribs4dvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4FVNVPROC __glewVertexAttribs4fvNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4SVNVPROC __glewVertexAttribs4svNV;
GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4UBVNVPROC __glewVertexAttribs4ubvNV;
GLEW_FUN_EXPORT PFNGLBEGINVIDEOCAPTURENVPROC __glewBeginVideoCaptureNV;
GLEW_FUN_EXPORT PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC __glewBindVideoCaptureStreamBufferNV;
GLEW_FUN_EXPORT PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC __glewBindVideoCaptureStreamTextureNV;
GLEW_FUN_EXPORT PFNGLENDVIDEOCAPTURENVPROC __glewEndVideoCaptureNV;
GLEW_FUN_EXPORT PFNGLGETVIDEOCAPTURESTREAMDVNVPROC __glewGetVideoCaptureStreamdvNV;
GLEW_FUN_EXPORT PFNGLGETVIDEOCAPTURESTREAMFVNVPROC __glewGetVideoCaptureStreamfvNV;
GLEW_FUN_EXPORT PFNGLGETVIDEOCAPTURESTREAMIVNVPROC __glewGetVideoCaptureStreamivNV;
GLEW_FUN_EXPORT PFNGLGETVIDEOCAPTUREIVNVPROC __glewGetVideoCaptureivNV;
GLEW_FUN_EXPORT PFNGLVIDEOCAPTURENVPROC __glewVideoCaptureNV;
GLEW_FUN_EXPORT PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC __glewVideoCaptureStreamParameterdvNV;
GLEW_FUN_EXPORT PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC __glewVideoCaptureStreamParameterfvNV;
GLEW_FUN_EXPORT PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC __glewVideoCaptureStreamParameterivNV;
GLEW_FUN_EXPORT PFNGLCLEARDEPTHFOESPROC __glewClearDepthfOES;
GLEW_FUN_EXPORT PFNGLCLIPPLANEFOESPROC __glewClipPlanefOES;
GLEW_FUN_EXPORT PFNGLDEPTHRANGEFOESPROC __glewDepthRangefOES;
GLEW_FUN_EXPORT PFNGLFRUSTUMFOESPROC __glewFrustumfOES;
GLEW_FUN_EXPORT PFNGLGETCLIPPLANEFOESPROC __glewGetClipPlanefOES;
GLEW_FUN_EXPORT PFNGLORTHOFOESPROC __glewOrthofOES;
GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC __glewFramebufferTextureMultiviewOVR;
GLEW_FUN_EXPORT PFNGLALPHAFUNCXPROC __glewAlphaFuncx;
GLEW_FUN_EXPORT PFNGLCLEARCOLORXPROC __glewClearColorx;
GLEW_FUN_EXPORT PFNGLCLEARDEPTHXPROC __glewClearDepthx;
GLEW_FUN_EXPORT PFNGLCOLOR4XPROC __glewColor4x;
GLEW_FUN_EXPORT PFNGLDEPTHRANGEXPROC __glewDepthRangex;
GLEW_FUN_EXPORT PFNGLFOGXPROC __glewFogx;
GLEW_FUN_EXPORT PFNGLFOGXVPROC __glewFogxv;
GLEW_FUN_EXPORT PFNGLFRUSTUMFPROC __glewFrustumf;
GLEW_FUN_EXPORT PFNGLFRUSTUMXPROC __glewFrustumx;
GLEW_FUN_EXPORT PFNGLLIGHTMODELXPROC __glewLightModelx;
GLEW_FUN_EXPORT PFNGLLIGHTMODELXVPROC __glewLightModelxv;
GLEW_FUN_EXPORT PFNGLLIGHTXPROC __glewLightx;
GLEW_FUN_EXPORT PFNGLLIGHTXVPROC __glewLightxv;
GLEW_FUN_EXPORT PFNGLLINEWIDTHXPROC __glewLineWidthx;
GLEW_FUN_EXPORT PFNGLLOADMATRIXXPROC __glewLoadMatrixx;
GLEW_FUN_EXPORT PFNGLMATERIALXPROC __glewMaterialx;
GLEW_FUN_EXPORT PFNGLMATERIALXVPROC __glewMaterialxv;
GLEW_FUN_EXPORT PFNGLMULTMATRIXXPROC __glewMultMatrixx;
GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4XPROC __glewMultiTexCoord4x;
GLEW_FUN_EXPORT PFNGLNORMAL3XPROC __glewNormal3x;
GLEW_FUN_EXPORT PFNGLORTHOFPROC __glewOrthof;
GLEW_FUN_EXPORT PFNGLORTHOXPROC __glewOrthox;
GLEW_FUN_EXPORT PFNGLPOINTSIZEXPROC __glewPointSizex;
GLEW_FUN_EXPORT PFNGLPOLYGONOFFSETXPROC __glewPolygonOffsetx;
GLEW_FUN_EXPORT PFNGLROTATEXPROC __glewRotatex;
GLEW_FUN_EXPORT PFNGLSAMPLECOVERAGEXPROC __glewSampleCoveragex;
GLEW_FUN_EXPORT PFNGLSCALEXPROC __glewScalex;
GLEW_FUN_EXPORT PFNGLTEXENVXPROC __glewTexEnvx;
GLEW_FUN_EXPORT PFNGLTEXENVXVPROC __glewTexEnvxv;
GLEW_FUN_EXPORT PFNGLTEXPARAMETERXPROC __glewTexParameterx;
GLEW_FUN_EXPORT PFNGLTRANSLATEXPROC __glewTranslatex;
GLEW_FUN_EXPORT PFNGLCLIPPLANEFPROC __glewClipPlanef;
GLEW_FUN_EXPORT PFNGLCLIPPLANEXPROC __glewClipPlanex;
GLEW_FUN_EXPORT PFNGLGETCLIPPLANEFPROC __glewGetClipPlanef;
GLEW_FUN_EXPORT PFNGLGETCLIPPLANEXPROC __glewGetClipPlanex;
GLEW_FUN_EXPORT PFNGLGETFIXEDVPROC __glewGetFixedv;
GLEW_FUN_EXPORT PFNGLGETLIGHTXVPROC __glewGetLightxv;
GLEW_FUN_EXPORT PFNGLGETMATERIALXVPROC __glewGetMaterialxv;
GLEW_FUN_EXPORT PFNGLGETTEXENVXVPROC __glewGetTexEnvxv;
GLEW_FUN_EXPORT PFNGLGETTEXPARAMETERXVPROC __glewGetTexParameterxv;
GLEW_FUN_EXPORT PFNGLPOINTPARAMETERXPROC __glewPointParameterx;
GLEW_FUN_EXPORT PFNGLPOINTPARAMETERXVPROC __glewPointParameterxv;
GLEW_FUN_EXPORT PFNGLPOINTSIZEPOINTEROESPROC __glewPointSizePointerOES;
GLEW_FUN_EXPORT PFNGLTEXPARAMETERXVPROC __glewTexParameterxv;
GLEW_FUN_EXPORT PFNGLERRORSTRINGREGALPROC __glewErrorStringREGAL;
GLEW_FUN_EXPORT PFNGLGETEXTENSIONREGALPROC __glewGetExtensionREGAL;
GLEW_FUN_EXPORT PFNGLISSUPPORTEDREGALPROC __glewIsSupportedREGAL;
GLEW_FUN_EXPORT PFNGLLOGMESSAGECALLBACKREGALPROC __glewLogMessageCallbackREGAL;
GLEW_FUN_EXPORT PFNGLGETPROCADDRESSREGALPROC __glewGetProcAddressREGAL;
GLEW_FUN_EXPORT PFNGLDETAILTEXFUNCSGISPROC __glewDetailTexFuncSGIS;
GLEW_FUN_EXPORT PFNGLGETDETAILTEXFUNCSGISPROC __glewGetDetailTexFuncSGIS;
GLEW_FUN_EXPORT PFNGLFOGFUNCSGISPROC __glewFogFuncSGIS;
GLEW_FUN_EXPORT PFNGLGETFOGFUNCSGISPROC __glewGetFogFuncSGIS;
GLEW_FUN_EXPORT PFNGLSAMPLEMASKSGISPROC __glewSampleMaskSGIS;
GLEW_FUN_EXPORT PFNGLSAMPLEPATTERNSGISPROC __glewSamplePatternSGIS;
GLEW_FUN_EXPORT PFNGLGETSHARPENTEXFUNCSGISPROC __glewGetSharpenTexFuncSGIS;
GLEW_FUN_EXPORT PFNGLSHARPENTEXFUNCSGISPROC __glewSharpenTexFuncSGIS;
GLEW_FUN_EXPORT PFNGLTEXIMAGE4DSGISPROC __glewTexImage4DSGIS;
GLEW_FUN_EXPORT PFNGLTEXSUBIMAGE4DSGISPROC __glewTexSubImage4DSGIS;
GLEW_FUN_EXPORT PFNGLGETTEXFILTERFUNCSGISPROC __glewGetTexFilterFuncSGIS;
GLEW_FUN_EXPORT PFNGLTEXFILTERFUNCSGISPROC __glewTexFilterFuncSGIS;
GLEW_FUN_EXPORT PFNGLASYNCMARKERSGIXPROC __glewAsyncMarkerSGIX;
GLEW_FUN_EXPORT PFNGLDELETEASYNCMARKERSSGIXPROC __glewDeleteAsyncMarkersSGIX;
GLEW_FUN_EXPORT PFNGLFINISHASYNCSGIXPROC __glewFinishAsyncSGIX;
GLEW_FUN_EXPORT PFNGLGENASYNCMARKERSSGIXPROC __glewGenAsyncMarkersSGIX;
GLEW_FUN_EXPORT PFNGLISASYNCMARKERSGIXPROC __glewIsAsyncMarkerSGIX;
GLEW_FUN_EXPORT PFNGLPOLLASYNCSGIXPROC __glewPollAsyncSGIX;
GLEW_FUN_EXPORT PFNGLFLUSHRASTERSGIXPROC __glewFlushRasterSGIX;
GLEW_FUN_EXPORT PFNGLTEXTUREFOGSGIXPROC __glewTextureFogSGIX;
GLEW_FUN_EXPORT PFNGLFRAGMENTCOLORMATERIALSGIXPROC __glewFragmentColorMaterialSGIX;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELFSGIXPROC __glewFragmentLightModelfSGIX;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELFVSGIXPROC __glewFragmentLightModelfvSGIX;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELISGIXPROC __glewFragmentLightModeliSGIX;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELIVSGIXPROC __glewFragmentLightModelivSGIX;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTFSGIXPROC __glewFragmentLightfSGIX;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTFVSGIXPROC __glewFragmentLightfvSGIX;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTISGIXPROC __glewFragmentLightiSGIX;
GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTIVSGIXPROC __glewFragmentLightivSGIX;
GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALFSGIXPROC __glewFragmentMaterialfSGIX;
GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALFVSGIXPROC __glewFragmentMaterialfvSGIX;
GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALISGIXPROC __glewFragmentMaterialiSGIX;
GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALIVSGIXPROC __glewFragmentMaterialivSGIX;
GLEW_FUN_EXPORT PFNGLGETFRAGMENTLIGHTFVSGIXPROC __glewGetFragmentLightfvSGIX;
GLEW_FUN_EXPORT PFNGLGETFRAGMENTLIGHTIVSGIXPROC __glewGetFragmentLightivSGIX;
GLEW_FUN_EXPORT PFNGLGETFRAGMENTMATERIALFVSGIXPROC __glewGetFragmentMaterialfvSGIX;
GLEW_FUN_EXPORT PFNGLGETFRAGMENTMATERIALIVSGIXPROC __glewGetFragmentMaterialivSGIX;
GLEW_FUN_EXPORT PFNGLFRAMEZOOMSGIXPROC __glewFrameZoomSGIX;
GLEW_FUN_EXPORT PFNGLPIXELTEXGENSGIXPROC __glewPixelTexGenSGIX;
GLEW_FUN_EXPORT PFNGLREFERENCEPLANESGIXPROC __glewReferencePlaneSGIX;
GLEW_FUN_EXPORT PFNGLSPRITEPARAMETERFSGIXPROC __glewSpriteParameterfSGIX;
GLEW_FUN_EXPORT PFNGLSPRITEPARAMETERFVSGIXPROC __glewSpriteParameterfvSGIX;
GLEW_FUN_EXPORT PFNGLSPRITEPARAMETERISGIXPROC __glewSpriteParameteriSGIX;
GLEW_FUN_EXPORT PFNGLSPRITEPARAMETERIVSGIXPROC __glewSpriteParameterivSGIX;
GLEW_FUN_EXPORT PFNGLTAGSAMPLEBUFFERSGIXPROC __glewTagSampleBufferSGIX;
GLEW_FUN_EXPORT PFNGLCOLORTABLEPARAMETERFVSGIPROC __glewColorTableParameterfvSGI;
GLEW_FUN_EXPORT PFNGLCOLORTABLEPARAMETERIVSGIPROC __glewColorTableParameterivSGI;
GLEW_FUN_EXPORT PFNGLCOLORTABLESGIPROC __glewColorTableSGI;
GLEW_FUN_EXPORT PFNGLCOPYCOLORTABLESGIPROC __glewCopyColorTableSGI;
GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERFVSGIPROC __glewGetColorTableParameterfvSGI;
GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERIVSGIPROC __glewGetColorTableParameterivSGI;
GLEW_FUN_EXPORT PFNGLGETCOLORTABLESGIPROC __glewGetColorTableSGI;
GLEW_FUN_EXPORT PFNGLFINISHTEXTURESUNXPROC __glewFinishTextureSUNX;
GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORBSUNPROC __glewGlobalAlphaFactorbSUN;
GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORDSUNPROC __glewGlobalAlphaFactordSUN;
GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORFSUNPROC __glewGlobalAlphaFactorfSUN;
GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORISUNPROC __glewGlobalAlphaFactoriSUN;
GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORSSUNPROC __glewGlobalAlphaFactorsSUN;
GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORUBSUNPROC __glewGlobalAlphaFactorubSUN;
GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORUISUNPROC __glewGlobalAlphaFactoruiSUN;
GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORUSSUNPROC __glewGlobalAlphaFactorusSUN;
GLEW_FUN_EXPORT PFNGLREADVIDEOPIXELSSUNPROC __glewReadVideoPixelsSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEPOINTERSUNPROC __glewReplacementCodePointerSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUBSUNPROC __glewReplacementCodeubSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUBVSUNPROC __glewReplacementCodeubvSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUISUNPROC __glewReplacementCodeuiSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUIVSUNPROC __glewReplacementCodeuivSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUSSUNPROC __glewReplacementCodeusSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUSVSUNPROC __glewReplacementCodeusvSUN;
GLEW_FUN_EXPORT PFNGLCOLOR3FVERTEX3FSUNPROC __glewColor3fVertex3fSUN;
GLEW_FUN_EXPORT PFNGLCOLOR3FVERTEX3FVSUNPROC __glewColor3fVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC __glewColor4fNormal3fVertex3fSUN;
GLEW_FUN_EXPORT PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewColor4fNormal3fVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLCOLOR4UBVERTEX2FSUNPROC __glewColor4ubVertex2fSUN;
GLEW_FUN_EXPORT PFNGLCOLOR4UBVERTEX2FVSUNPROC __glewColor4ubVertex2fvSUN;
GLEW_FUN_EXPORT PFNGLCOLOR4UBVERTEX3FSUNPROC __glewColor4ubVertex3fSUN;
GLEW_FUN_EXPORT PFNGLCOLOR4UBVERTEX3FVSUNPROC __glewColor4ubVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLNORMAL3FVERTEX3FSUNPROC __glewNormal3fVertex3fSUN;
GLEW_FUN_EXPORT PFNGLNORMAL3FVERTEX3FVSUNPROC __glewNormal3fVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC __glewReplacementCodeuiColor3fVertex3fSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC __glewReplacementCodeuiColor3fVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiColor4fNormal3fVertex3fSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiColor4fNormal3fVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC __glewReplacementCodeuiColor4ubVertex3fSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC __glewReplacementCodeuiColor4ubVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiNormal3fVertex3fSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiNormal3fVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiTexCoord2fNormal3fVertex3fSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC __glewReplacementCodeuiTexCoord2fVertex3fSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC __glewReplacementCodeuiTexCoord2fVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC __glewReplacementCodeuiVertex3fSUN;
GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC __glewReplacementCodeuiVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC __glewTexCoord2fColor3fVertex3fSUN;
GLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC __glewTexCoord2fColor3fVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC __glewTexCoord2fColor4fNormal3fVertex3fSUN;
GLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewTexCoord2fColor4fNormal3fVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC __glewTexCoord2fColor4ubVertex3fSUN;
GLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC __glewTexCoord2fColor4ubVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC __glewTexCoord2fNormal3fVertex3fSUN;
GLEW_FUN_EXPORT PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC __glewTexCoord2fNormal3fVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLTEXCOORD2FVERTEX3FSUNPROC __glewTexCoord2fVertex3fSUN;
GLEW_FUN_EXPORT PFNGLTEXCOORD2FVERTEX3FVSUNPROC __glewTexCoord2fVertex3fvSUN;
GLEW_FUN_EXPORT PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC __glewTexCoord4fColor4fNormal3fVertex4fSUN;
GLEW_FUN_EXPORT PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC __glewTexCoord4fColor4fNormal3fVertex4fvSUN;
GLEW_FUN_EXPORT PFNGLTEXCOORD4FVERTEX4FSUNPROC __glewTexCoord4fVertex4fSUN;
GLEW_FUN_EXPORT PFNGLTEXCOORD4FVERTEX4FVSUNPROC __glewTexCoord4fVertex4fvSUN;
GLEW_FUN_EXPORT PFNGLADDSWAPHINTRECTWINPROC __glewAddSwapHintRectWIN;
#if defined(GLEW_MX) && !defined(_WIN32)
struct GLEWContextStruct
{
#endif /* GLEW_MX */
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_1_1;
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_1_2;
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_1_2_1;
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_1_3;
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_1_4;
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_1_5;
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_2_0;
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_2_1;
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_3_0;
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_3_1;
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_3_2;
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_3_3;
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_4_0;
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_4_1;
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_4_2;
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_4_3;
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_4_4;
GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_4_5;
GLEW_VAR_EXPORT GLboolean __GLEW_3DFX_multisample;
GLEW_VAR_EXPORT GLboolean __GLEW_3DFX_tbuffer;
GLEW_VAR_EXPORT GLboolean __GLEW_3DFX_texture_compression_FXT1;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_blend_minmax_factor;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_conservative_depth;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_debug_output;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_depth_clamp_separate;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_draw_buffers_blend;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_gcn_shader;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_gpu_shader_int64;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_interleaved_elements;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_multi_draw_indirect;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_name_gen_delete;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_occlusion_query_event;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_performance_monitor;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_pinned_memory;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_query_buffer_object;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_sample_positions;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_seamless_cubemap_per_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_shader_atomic_counter_ops;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_shader_stencil_export;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_shader_stencil_value_export;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_shader_trinary_minmax;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_sparse_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_stencil_operation_extended;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_texture_texture4;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_transform_feedback3_lines_triangles;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_transform_feedback4;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_vertex_shader_layer;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_vertex_shader_tessellator;
GLEW_VAR_EXPORT GLboolean __GLEW_AMD_vertex_shader_viewport_index;
GLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_depth_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_framebuffer_blit;
GLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_framebuffer_multisample;
GLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_instanced_arrays;
GLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_pack_reverse_row_order;
GLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_program_binary;
GLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_texture_compression_dxt1;
GLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_texture_compression_dxt3;
GLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_texture_compression_dxt5;
GLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_texture_usage;
GLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_timer_query;
GLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_translated_shader_source;
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_aux_depth_stencil;
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_client_storage;
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_element_array;
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_fence;
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_float_pixels;
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_flush_buffer_range;
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_object_purgeable;
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_pixel_buffer;
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_rgb_422;
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_row_bytes;
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_specular_vector;
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_texture_range;
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_transform_hint;
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_vertex_array_object;
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_vertex_array_range;
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_vertex_program_evaluators;
GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_ycbcr_422;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_ES2_compatibility;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_ES3_1_compatibility;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_ES3_2_compatibility;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_ES3_compatibility;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_arrays_of_arrays;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_base_instance;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_bindless_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_blend_func_extended;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_buffer_storage;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_cl_event;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_clear_buffer_object;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_clear_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_clip_control;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_color_buffer_float;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_compatibility;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_compressed_texture_pixel_storage;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_compute_shader;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_compute_variable_group_size;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_conditional_render_inverted;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_conservative_depth;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_copy_buffer;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_copy_image;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_cull_distance;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_debug_output;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_depth_buffer_float;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_depth_clamp;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_depth_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_derivative_control;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_direct_state_access;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_draw_buffers;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_draw_buffers_blend;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_draw_elements_base_vertex;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_draw_indirect;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_draw_instanced;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_enhanced_layouts;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_explicit_attrib_location;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_explicit_uniform_location;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_fragment_coord_conventions;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_fragment_layer_viewport;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_fragment_program;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_fragment_program_shadow;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_fragment_shader;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_fragment_shader_interlock;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_framebuffer_no_attachments;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_framebuffer_object;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_framebuffer_sRGB;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_geometry_shader4;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_get_program_binary;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_get_texture_sub_image;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_gpu_shader5;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_gpu_shader_fp64;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_gpu_shader_int64;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_half_float_pixel;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_half_float_vertex;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_imaging;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_indirect_parameters;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_instanced_arrays;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_internalformat_query;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_internalformat_query2;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_invalidate_subdata;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_map_buffer_alignment;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_map_buffer_range;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_matrix_palette;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_multi_bind;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_multi_draw_indirect;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_multisample;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_multitexture;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_occlusion_query;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_occlusion_query2;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_parallel_shader_compile;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_pipeline_statistics_query;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_pixel_buffer_object;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_point_parameters;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_point_sprite;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_post_depth_coverage;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_program_interface_query;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_provoking_vertex;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_query_buffer_object;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_robust_buffer_access_behavior;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_robustness;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_robustness_application_isolation;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_robustness_share_group_isolation;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_sample_locations;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_sample_shading;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_sampler_objects;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_seamless_cube_map;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_seamless_cubemap_per_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_separate_shader_objects;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_atomic_counter_ops;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_atomic_counters;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_ballot;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_bit_encoding;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_clock;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_draw_parameters;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_group_vote;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_image_load_store;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_image_size;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_objects;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_precision;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_stencil_export;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_storage_buffer_object;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_subroutine;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_texture_image_samples;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_texture_lod;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_viewport_layer_array;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shading_language_100;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shading_language_420pack;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shading_language_include;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shading_language_packing;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shadow;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shadow_ambient;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_sparse_buffer;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_sparse_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_sparse_texture2;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_sparse_texture_clamp;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_stencil_texturing;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_sync;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_tessellation_shader;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_barrier;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_border_clamp;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_buffer_object;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_buffer_object_rgb32;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_buffer_range;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_compression;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_compression_bptc;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_compression_rgtc;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_cube_map;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_cube_map_array;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_env_add;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_env_combine;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_env_crossbar;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_env_dot3;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_filter_minmax;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_float;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_gather;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_mirror_clamp_to_edge;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_mirrored_repeat;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_multisample;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_non_power_of_two;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_query_levels;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_query_lod;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_rectangle;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_rg;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_rgb10_a2ui;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_stencil8;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_storage;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_storage_multisample;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_swizzle;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_view;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_timer_query;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_transform_feedback2;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_transform_feedback3;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_transform_feedback_instanced;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_transform_feedback_overflow_query;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_transpose_matrix;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_uniform_buffer_object;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_array_bgra;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_array_object;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_attrib_64bit;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_attrib_binding;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_blend;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_buffer_object;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_program;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_shader;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_type_10f_11f_11f_rev;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_type_2_10_10_10_rev;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_viewport_array;
GLEW_VAR_EXPORT GLboolean __GLEW_ARB_window_pos;
GLEW_VAR_EXPORT GLboolean __GLEW_ATIX_point_sprites;
GLEW_VAR_EXPORT GLboolean __GLEW_ATIX_texture_env_combine3;
GLEW_VAR_EXPORT GLboolean __GLEW_ATIX_texture_env_route;
GLEW_VAR_EXPORT GLboolean __GLEW_ATIX_vertex_shader_output_point_size;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_draw_buffers;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_element_array;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_envmap_bumpmap;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_fragment_shader;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_map_object_buffer;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_meminfo;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_pn_triangles;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_separate_stencil;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_shader_texture_lod;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_text_fragment_shader;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_texture_compression_3dc;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_texture_env_combine3;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_texture_float;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_texture_mirror_once;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_vertex_array_object;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_vertex_attrib_array_object;
GLEW_VAR_EXPORT GLboolean __GLEW_ATI_vertex_streams;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_422_pixels;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_Cg_shader;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_abgr;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_bgra;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_bindable_uniform;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_color;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_equation_separate;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_func_separate;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_logic_op;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_minmax;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_subtract;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_clip_volume_hint;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_cmyka;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_color_subtable;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_compiled_vertex_array;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_convolution;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_coordinate_frame;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_copy_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_cull_vertex;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_debug_label;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_debug_marker;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_depth_bounds_test;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_direct_state_access;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_draw_buffers2;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_draw_instanced;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_draw_range_elements;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_fog_coord;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_fragment_lighting;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_framebuffer_blit;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_framebuffer_multisample;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_framebuffer_multisample_blit_scaled;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_framebuffer_object;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_framebuffer_sRGB;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_geometry_shader4;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_gpu_program_parameters;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_gpu_shader4;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_histogram;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_index_array_formats;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_index_func;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_index_material;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_index_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_light_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_misc_attribute;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_multi_draw_arrays;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_multisample;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_packed_depth_stencil;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_packed_float;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_packed_pixels;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_paletted_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_pixel_buffer_object;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_pixel_transform;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_pixel_transform_color_table;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_point_parameters;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_polygon_offset;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_polygon_offset_clamp;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_post_depth_coverage;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_provoking_vertex;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_raster_multisample;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_rescale_normal;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_scene_marker;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_secondary_color;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_separate_shader_objects;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_separate_specular_color;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_image_load_formatted;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_image_load_store;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_integer_mix;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_shadow_funcs;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_shared_texture_palette;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_sparse_texture2;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_stencil_clear_tag;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_stencil_two_side;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_stencil_wrap;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_subtexture;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture3D;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_array;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_buffer_object;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_compression_dxt1;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_compression_latc;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_compression_rgtc;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_compression_s3tc;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_cube_map;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_edge_clamp;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_env;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_env_add;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_env_combine;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_env_dot3;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_filter_anisotropic;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_filter_minmax;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_integer;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_lod_bias;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_mirror_clamp;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_object;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_perturb_normal;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_rectangle;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_sRGB;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_sRGB_decode;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_shared_exponent;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_snorm;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_swizzle;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_timer_query;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_transform_feedback;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_vertex_array;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_vertex_array_bgra;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_vertex_attrib_64bit;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_vertex_shader;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_vertex_weighting;
GLEW_VAR_EXPORT GLboolean __GLEW_EXT_x11_sync_object;
GLEW_VAR_EXPORT GLboolean __GLEW_GREMEDY_frame_terminator;
GLEW_VAR_EXPORT GLboolean __GLEW_GREMEDY_string_marker;
GLEW_VAR_EXPORT GLboolean __GLEW_HP_convolution_border_modes;
GLEW_VAR_EXPORT GLboolean __GLEW_HP_image_transform;
GLEW_VAR_EXPORT GLboolean __GLEW_HP_occlusion_test;
GLEW_VAR_EXPORT GLboolean __GLEW_HP_texture_lighting;
GLEW_VAR_EXPORT GLboolean __GLEW_IBM_cull_vertex;
GLEW_VAR_EXPORT GLboolean __GLEW_IBM_multimode_draw_arrays;
GLEW_VAR_EXPORT GLboolean __GLEW_IBM_rasterpos_clip;
GLEW_VAR_EXPORT GLboolean __GLEW_IBM_static_data;
GLEW_VAR_EXPORT GLboolean __GLEW_IBM_texture_mirrored_repeat;
GLEW_VAR_EXPORT GLboolean __GLEW_IBM_vertex_array_lists;
GLEW_VAR_EXPORT GLboolean __GLEW_INGR_color_clamp;
GLEW_VAR_EXPORT GLboolean __GLEW_INGR_interlace_read;
GLEW_VAR_EXPORT GLboolean __GLEW_INTEL_fragment_shader_ordering;
GLEW_VAR_EXPORT GLboolean __GLEW_INTEL_framebuffer_CMAA;
GLEW_VAR_EXPORT GLboolean __GLEW_INTEL_map_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_INTEL_parallel_arrays;
GLEW_VAR_EXPORT GLboolean __GLEW_INTEL_performance_query;
GLEW_VAR_EXPORT GLboolean __GLEW_INTEL_texture_scissor;
GLEW_VAR_EXPORT GLboolean __GLEW_KHR_blend_equation_advanced;
GLEW_VAR_EXPORT GLboolean __GLEW_KHR_blend_equation_advanced_coherent;
GLEW_VAR_EXPORT GLboolean __GLEW_KHR_context_flush_control;
GLEW_VAR_EXPORT GLboolean __GLEW_KHR_debug;
GLEW_VAR_EXPORT GLboolean __GLEW_KHR_no_error;
GLEW_VAR_EXPORT GLboolean __GLEW_KHR_robust_buffer_access_behavior;
GLEW_VAR_EXPORT GLboolean __GLEW_KHR_robustness;
GLEW_VAR_EXPORT GLboolean __GLEW_KHR_texture_compression_astc_hdr;
GLEW_VAR_EXPORT GLboolean __GLEW_KHR_texture_compression_astc_ldr;
GLEW_VAR_EXPORT GLboolean __GLEW_KTX_buffer_region;
GLEW_VAR_EXPORT GLboolean __GLEW_MESAX_texture_stack;
GLEW_VAR_EXPORT GLboolean __GLEW_MESA_pack_invert;
GLEW_VAR_EXPORT GLboolean __GLEW_MESA_resize_buffers;
GLEW_VAR_EXPORT GLboolean __GLEW_MESA_window_pos;
GLEW_VAR_EXPORT GLboolean __GLEW_MESA_ycbcr_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_NVX_conditional_render;
GLEW_VAR_EXPORT GLboolean __GLEW_NVX_gpu_memory_info;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_bindless_multi_draw_indirect;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_bindless_multi_draw_indirect_count;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_bindless_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_blend_equation_advanced;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_blend_equation_advanced_coherent;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_blend_square;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_compute_program5;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_conditional_render;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_conservative_raster;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_conservative_raster_dilate;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_copy_depth_to_color;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_copy_image;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_deep_texture3D;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_depth_buffer_float;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_depth_clamp;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_depth_range_unclamped;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_draw_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_evaluators;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_explicit_multisample;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_fence;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_fill_rectangle;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_float_buffer;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_fog_distance;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_fragment_coverage_to_color;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_fragment_program;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_fragment_program2;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_fragment_program4;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_fragment_program_option;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_fragment_shader_interlock;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_framebuffer_mixed_samples;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_framebuffer_multisample_coverage;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_geometry_program4;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_geometry_shader4;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_geometry_shader_passthrough;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_gpu_program4;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_gpu_program5;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_gpu_program5_mem_extended;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_gpu_program_fp64;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_gpu_shader5;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_half_float;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_internalformat_sample_query;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_light_max_exponent;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_multisample_coverage;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_multisample_filter_hint;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_occlusion_query;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_packed_depth_stencil;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_parameter_buffer_object;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_parameter_buffer_object2;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_path_rendering;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_path_rendering_shared_edge;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_pixel_data_range;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_point_sprite;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_present_video;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_primitive_restart;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_register_combiners;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_register_combiners2;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_sample_locations;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_sample_mask_override_coverage;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_atomic_counters;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_atomic_float;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_atomic_fp16_vector;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_atomic_int64;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_buffer_load;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_storage_buffer_object;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_thread_group;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_thread_shuffle;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_tessellation_program5;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_texgen_emboss;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_texgen_reflection;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_barrier;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_compression_vtc;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_env_combine4;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_expand_normal;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_multisample;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_rectangle;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_shader;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_shader2;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_shader3;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_transform_feedback;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_transform_feedback2;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_uniform_buffer_unified_memory;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_vdpau_interop;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_array_range;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_array_range2;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_attrib_integer_64bit;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_buffer_unified_memory;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_program;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_program1_1;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_program2;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_program2_option;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_program3;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_program4;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_video_capture;
GLEW_VAR_EXPORT GLboolean __GLEW_NV_viewport_array2;
GLEW_VAR_EXPORT GLboolean __GLEW_OES_byte_coordinates;
GLEW_VAR_EXPORT GLboolean __GLEW_OES_compressed_paletted_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_OES_read_format;
GLEW_VAR_EXPORT GLboolean __GLEW_OES_single_precision;
GLEW_VAR_EXPORT GLboolean __GLEW_OML_interlace;
GLEW_VAR_EXPORT GLboolean __GLEW_OML_resample;
GLEW_VAR_EXPORT GLboolean __GLEW_OML_subsample;
GLEW_VAR_EXPORT GLboolean __GLEW_OVR_multiview;
GLEW_VAR_EXPORT GLboolean __GLEW_OVR_multiview2;
GLEW_VAR_EXPORT GLboolean __GLEW_PGI_misc_hints;
GLEW_VAR_EXPORT GLboolean __GLEW_PGI_vertex_hints;
GLEW_VAR_EXPORT GLboolean __GLEW_REGAL_ES1_0_compatibility;
GLEW_VAR_EXPORT GLboolean __GLEW_REGAL_ES1_1_compatibility;
GLEW_VAR_EXPORT GLboolean __GLEW_REGAL_enable;
GLEW_VAR_EXPORT GLboolean __GLEW_REGAL_error_string;
GLEW_VAR_EXPORT GLboolean __GLEW_REGAL_extension_query;
GLEW_VAR_EXPORT GLboolean __GLEW_REGAL_log;
GLEW_VAR_EXPORT GLboolean __GLEW_REGAL_proc_address;
GLEW_VAR_EXPORT GLboolean __GLEW_REND_screen_coordinates;
GLEW_VAR_EXPORT GLboolean __GLEW_S3_s3tc;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_color_range;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_detail_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_fog_function;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_generate_mipmap;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_multisample;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_pixel_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_point_line_texgen;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_sharpen_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture4D;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture_border_clamp;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture_edge_clamp;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture_filter4;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture_lod;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture_select;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_async;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_async_histogram;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_async_pixel;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_blend_alpha_minmax;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_clipmap;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_convolution_accuracy;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_depth_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_flush_raster;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fog_offset;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fog_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fragment_specular_lighting;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_framezoom;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_interlace;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_ir_instrument1;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_list_priority;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_pixel_texture;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_pixel_texture_bits;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_reference_plane;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_resample;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_shadow;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_shadow_ambient;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_sprite;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_tag_sample_buffer;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_add_env;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_coordinate_clamp;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_lod_bias;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_multi_buffer;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_range;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_scale_bias;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_vertex_preclip;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_vertex_preclip_hint;
GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_ycrcb;
GLEW_VAR_EXPORT GLboolean __GLEW_SGI_color_matrix;
GLEW_VAR_EXPORT GLboolean __GLEW_SGI_color_table;
GLEW_VAR_EXPORT GLboolean __GLEW_SGI_texture_color_table;
GLEW_VAR_EXPORT GLboolean __GLEW_SUNX_constant_data;
GLEW_VAR_EXPORT GLboolean __GLEW_SUN_convolution_border_modes;
GLEW_VAR_EXPORT GLboolean __GLEW_SUN_global_alpha;
GLEW_VAR_EXPORT GLboolean __GLEW_SUN_mesh_array;
GLEW_VAR_EXPORT GLboolean __GLEW_SUN_read_video_pixels;
GLEW_VAR_EXPORT GLboolean __GLEW_SUN_slice_accum;
GLEW_VAR_EXPORT GLboolean __GLEW_SUN_triangle_list;
GLEW_VAR_EXPORT GLboolean __GLEW_SUN_vertex;
GLEW_VAR_EXPORT GLboolean __GLEW_WIN_phong_shading;
GLEW_VAR_EXPORT GLboolean __GLEW_WIN_specular_fog;
GLEW_VAR_EXPORT GLboolean __GLEW_WIN_swap_hint;
#ifdef GLEW_MX
}; /* GLEWContextStruct */
#endif /* GLEW_MX */
/* ------------------------------------------------------------------------- */
/* error codes */
#define GLEW_OK 0
#define GLEW_NO_ERROR 0
#define GLEW_ERROR_NO_GL_VERSION 1 /* missing GL version */
#define GLEW_ERROR_GL_VERSION_10_ONLY 2 /* Need at least OpenGL 1.1 */
#define GLEW_ERROR_GLX_VERSION_11_ONLY 3 /* Need at least GLX 1.2 */
/* string codes */
#define GLEW_VERSION 1
#define GLEW_VERSION_MAJOR 2
#define GLEW_VERSION_MINOR 3
#define GLEW_VERSION_MICRO 4
/* ------------------------------------------------------------------------- */
/* GLEW version info */
/*
VERSION 1.13.0
VERSION_MAJOR 1
VERSION_MINOR 13
VERSION_MICRO 0
*/
/* API */
#ifdef GLEW_MX
typedef struct GLEWContextStruct GLEWContext;
GLEWAPI GLenum GLEWAPIENTRY glewContextInit (GLEWContext *ctx);
GLEWAPI GLboolean GLEWAPIENTRY glewContextIsSupported (const GLEWContext *ctx, const char *name);
#define glewInit() glewContextInit(glewGetContext())
#define glewIsSupported(x) glewContextIsSupported(glewGetContext(), x)
#define glewIsExtensionSupported(x) glewIsSupported(x)
#define GLEW_GET_VAR(x) (*(const GLboolean*)&(glewGetContext()->x))
#ifdef _WIN32
# define GLEW_GET_FUN(x) glewGetContext()->x
#else
# define GLEW_GET_FUN(x) x
#endif
#else /* GLEW_MX */
GLEWAPI GLenum GLEWAPIENTRY glewInit (void);
GLEWAPI GLboolean GLEWAPIENTRY glewIsSupported (const char *name);
#define glewIsExtensionSupported(x) glewIsSupported(x)
#define GLEW_GET_VAR(x) (*(const GLboolean*)&x)
#define GLEW_GET_FUN(x) x
#endif /* GLEW_MX */
GLEWAPI GLboolean glewExperimental;
GLEWAPI GLboolean GLEWAPIENTRY glewGetExtension (const char *name);
GLEWAPI const GLubyte * GLEWAPIENTRY glewGetErrorString (GLenum error);
GLEWAPI const GLubyte * GLEWAPIENTRY glewGetString (GLenum name);
#ifdef __cplusplus
}
#endif
#ifdef GLEW_APIENTRY_DEFINED
#undef GLEW_APIENTRY_DEFINED
#undef APIENTRY
#endif
#ifdef GLEW_CALLBACK_DEFINED
#undef GLEW_CALLBACK_DEFINED
#undef CALLBACK
#endif
#ifdef GLEW_WINGDIAPI_DEFINED
#undef GLEW_WINGDIAPI_DEFINED
#undef WINGDIAPI
#endif
#undef GLAPI
/* #undef GLEWAPI */
#endif /* __glew_h__ */
| 1,018,865 | C | 50.569874 | 322 | 0.796004 |
NVIDIA-Omniverse/PhysX/physx/snippets/graphics/include/GL/wglew.h | /*
** The OpenGL Extension Wrangler Library
** Copyright (C) 2008-2015, Nigel Stewart <nigels[]users sourceforge net>
** Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org>
** Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org>
** Copyright (C) 2002, Lev Povalahev
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are met:
**
** * Redistributions of source code must retain the above copyright notice,
** this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright notice,
** this list of conditions and the following disclaimer in the documentation
** and/or other materials provided with the distribution.
** * The name of the author may be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
** AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
** IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
** ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
** LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
** CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
** SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
** INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
** CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
** ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
** THE POSSIBILITY OF SUCH DAMAGE.
*/
/*
** Copyright (c) 2007 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
#ifndef __wglew_h__
#define __wglew_h__
#define __WGLEW_H__
#ifdef __wglext_h_
#error wglext.h included before wglew.h
#endif
#define __wglext_h_
#if !defined(WINAPI)
# ifndef WIN32_LEAN_AND_MEAN
# define WIN32_LEAN_AND_MEAN 1
# endif
#include <windows.h>
# undef WIN32_LEAN_AND_MEAN
#endif
/*
* GLEW_STATIC needs to be set when using the static version.
* GLEW_BUILD is set when building the DLL version.
*/
#ifdef GLEW_STATIC
# define GLEWAPI extern
#else
# ifdef GLEW_BUILD
# define GLEWAPI extern __declspec(dllexport)
# else
# define GLEWAPI extern __declspec(dllimport)
# endif
#endif
#ifdef __cplusplus
extern "C" {
#endif
/* -------------------------- WGL_3DFX_multisample ------------------------- */
#ifndef WGL_3DFX_multisample
#define WGL_3DFX_multisample 1
#define WGL_SAMPLE_BUFFERS_3DFX 0x2060
#define WGL_SAMPLES_3DFX 0x2061
#define WGLEW_3DFX_multisample WGLEW_GET_VAR(__WGLEW_3DFX_multisample)
#endif /* WGL_3DFX_multisample */
/* ------------------------- WGL_3DL_stereo_control ------------------------ */
#ifndef WGL_3DL_stereo_control
#define WGL_3DL_stereo_control 1
#define WGL_STEREO_EMITTER_ENABLE_3DL 0x2055
#define WGL_STEREO_EMITTER_DISABLE_3DL 0x2056
#define WGL_STEREO_POLARITY_NORMAL_3DL 0x2057
#define WGL_STEREO_POLARITY_INVERT_3DL 0x2058
typedef BOOL (WINAPI * PFNWGLSETSTEREOEMITTERSTATE3DLPROC) (HDC hDC, UINT uState);
#define wglSetStereoEmitterState3DL WGLEW_GET_FUN(__wglewSetStereoEmitterState3DL)
#define WGLEW_3DL_stereo_control WGLEW_GET_VAR(__WGLEW_3DL_stereo_control)
#endif /* WGL_3DL_stereo_control */
/* ------------------------ WGL_AMD_gpu_association ------------------------ */
#ifndef WGL_AMD_gpu_association
#define WGL_AMD_gpu_association 1
#define WGL_GPU_VENDOR_AMD 0x1F00
#define WGL_GPU_RENDERER_STRING_AMD 0x1F01
#define WGL_GPU_OPENGL_VERSION_STRING_AMD 0x1F02
#define WGL_GPU_FASTEST_TARGET_GPUS_AMD 0x21A2
#define WGL_GPU_RAM_AMD 0x21A3
#define WGL_GPU_CLOCK_AMD 0x21A4
#define WGL_GPU_NUM_PIPES_AMD 0x21A5
#define WGL_GPU_NUM_SIMD_AMD 0x21A6
#define WGL_GPU_NUM_RB_AMD 0x21A7
#define WGL_GPU_NUM_SPI_AMD 0x21A8
typedef VOID (WINAPI * PFNWGLBLITCONTEXTFRAMEBUFFERAMDPROC) (HGLRC dstCtx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
typedef HGLRC (WINAPI * PFNWGLCREATEASSOCIATEDCONTEXTAMDPROC) (UINT id);
typedef HGLRC (WINAPI * PFNWGLCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC) (UINT id, HGLRC hShareContext, const int* attribList);
typedef BOOL (WINAPI * PFNWGLDELETEASSOCIATEDCONTEXTAMDPROC) (HGLRC hglrc);
typedef UINT (WINAPI * PFNWGLGETCONTEXTGPUIDAMDPROC) (HGLRC hglrc);
typedef HGLRC (WINAPI * PFNWGLGETCURRENTASSOCIATEDCONTEXTAMDPROC) (void);
typedef UINT (WINAPI * PFNWGLGETGPUIDSAMDPROC) (UINT maxCount, UINT* ids);
typedef INT (WINAPI * PFNWGLGETGPUINFOAMDPROC) (UINT id, INT property, GLenum dataType, UINT size, void* data);
typedef BOOL (WINAPI * PFNWGLMAKEASSOCIATEDCONTEXTCURRENTAMDPROC) (HGLRC hglrc);
#define wglBlitContextFramebufferAMD WGLEW_GET_FUN(__wglewBlitContextFramebufferAMD)
#define wglCreateAssociatedContextAMD WGLEW_GET_FUN(__wglewCreateAssociatedContextAMD)
#define wglCreateAssociatedContextAttribsAMD WGLEW_GET_FUN(__wglewCreateAssociatedContextAttribsAMD)
#define wglDeleteAssociatedContextAMD WGLEW_GET_FUN(__wglewDeleteAssociatedContextAMD)
#define wglGetContextGPUIDAMD WGLEW_GET_FUN(__wglewGetContextGPUIDAMD)
#define wglGetCurrentAssociatedContextAMD WGLEW_GET_FUN(__wglewGetCurrentAssociatedContextAMD)
#define wglGetGPUIDsAMD WGLEW_GET_FUN(__wglewGetGPUIDsAMD)
#define wglGetGPUInfoAMD WGLEW_GET_FUN(__wglewGetGPUInfoAMD)
#define wglMakeAssociatedContextCurrentAMD WGLEW_GET_FUN(__wglewMakeAssociatedContextCurrentAMD)
#define WGLEW_AMD_gpu_association WGLEW_GET_VAR(__WGLEW_AMD_gpu_association)
#endif /* WGL_AMD_gpu_association */
/* ------------------------- WGL_ARB_buffer_region ------------------------- */
#ifndef WGL_ARB_buffer_region
#define WGL_ARB_buffer_region 1
#define WGL_FRONT_COLOR_BUFFER_BIT_ARB 0x00000001
#define WGL_BACK_COLOR_BUFFER_BIT_ARB 0x00000002
#define WGL_DEPTH_BUFFER_BIT_ARB 0x00000004
#define WGL_STENCIL_BUFFER_BIT_ARB 0x00000008
typedef HANDLE (WINAPI * PFNWGLCREATEBUFFERREGIONARBPROC) (HDC hDC, int iLayerPlane, UINT uType);
typedef VOID (WINAPI * PFNWGLDELETEBUFFERREGIONARBPROC) (HANDLE hRegion);
typedef BOOL (WINAPI * PFNWGLRESTOREBUFFERREGIONARBPROC) (HANDLE hRegion, int x, int y, int width, int height, int xSrc, int ySrc);
typedef BOOL (WINAPI * PFNWGLSAVEBUFFERREGIONARBPROC) (HANDLE hRegion, int x, int y, int width, int height);
#define wglCreateBufferRegionARB WGLEW_GET_FUN(__wglewCreateBufferRegionARB)
#define wglDeleteBufferRegionARB WGLEW_GET_FUN(__wglewDeleteBufferRegionARB)
#define wglRestoreBufferRegionARB WGLEW_GET_FUN(__wglewRestoreBufferRegionARB)
#define wglSaveBufferRegionARB WGLEW_GET_FUN(__wglewSaveBufferRegionARB)
#define WGLEW_ARB_buffer_region WGLEW_GET_VAR(__WGLEW_ARB_buffer_region)
#endif /* WGL_ARB_buffer_region */
/* --------------------- WGL_ARB_context_flush_control --------------------- */
#ifndef WGL_ARB_context_flush_control
#define WGL_ARB_context_flush_control 1
#define WGL_CONTEXT_RELEASE_BEHAVIOR_NONE_ARB 0x0000
#define WGL_CONTEXT_RELEASE_BEHAVIOR_ARB 0x2097
#define WGL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_ARB 0x2098
#define WGLEW_ARB_context_flush_control WGLEW_GET_VAR(__WGLEW_ARB_context_flush_control)
#endif /* WGL_ARB_context_flush_control */
/* ------------------------- WGL_ARB_create_context ------------------------ */
#ifndef WGL_ARB_create_context
#define WGL_ARB_create_context 1
#define WGL_CONTEXT_DEBUG_BIT_ARB 0x0001
#define WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x0002
#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091
#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092
#define WGL_CONTEXT_LAYER_PLANE_ARB 0x2093
#define WGL_CONTEXT_FLAGS_ARB 0x2094
#define ERROR_INVALID_VERSION_ARB 0x2095
#define ERROR_INVALID_PROFILE_ARB 0x2096
typedef HGLRC (WINAPI * PFNWGLCREATECONTEXTATTRIBSARBPROC) (HDC hDC, HGLRC hShareContext, const int* attribList);
#define wglCreateContextAttribsARB WGLEW_GET_FUN(__wglewCreateContextAttribsARB)
#define WGLEW_ARB_create_context WGLEW_GET_VAR(__WGLEW_ARB_create_context)
#endif /* WGL_ARB_create_context */
/* --------------------- WGL_ARB_create_context_profile -------------------- */
#ifndef WGL_ARB_create_context_profile
#define WGL_ARB_create_context_profile 1
#define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001
#define WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002
#define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126
#define WGLEW_ARB_create_context_profile WGLEW_GET_VAR(__WGLEW_ARB_create_context_profile)
#endif /* WGL_ARB_create_context_profile */
/* ------------------- WGL_ARB_create_context_robustness ------------------- */
#ifndef WGL_ARB_create_context_robustness
#define WGL_ARB_create_context_robustness 1
#define WGL_CONTEXT_ROBUST_ACCESS_BIT_ARB 0x00000004
#define WGL_LOSE_CONTEXT_ON_RESET_ARB 0x8252
#define WGL_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB 0x8256
#define WGL_NO_RESET_NOTIFICATION_ARB 0x8261
#define WGLEW_ARB_create_context_robustness WGLEW_GET_VAR(__WGLEW_ARB_create_context_robustness)
#endif /* WGL_ARB_create_context_robustness */
/* ----------------------- WGL_ARB_extensions_string ----------------------- */
#ifndef WGL_ARB_extensions_string
#define WGL_ARB_extensions_string 1
typedef const char* (WINAPI * PFNWGLGETEXTENSIONSSTRINGARBPROC) (HDC hdc);
#define wglGetExtensionsStringARB WGLEW_GET_FUN(__wglewGetExtensionsStringARB)
#define WGLEW_ARB_extensions_string WGLEW_GET_VAR(__WGLEW_ARB_extensions_string)
#endif /* WGL_ARB_extensions_string */
/* ------------------------ WGL_ARB_framebuffer_sRGB ----------------------- */
#ifndef WGL_ARB_framebuffer_sRGB
#define WGL_ARB_framebuffer_sRGB 1
#define WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20A9
#define WGLEW_ARB_framebuffer_sRGB WGLEW_GET_VAR(__WGLEW_ARB_framebuffer_sRGB)
#endif /* WGL_ARB_framebuffer_sRGB */
/* ----------------------- WGL_ARB_make_current_read ----------------------- */
#ifndef WGL_ARB_make_current_read
#define WGL_ARB_make_current_read 1
#define ERROR_INVALID_PIXEL_TYPE_ARB 0x2043
#define ERROR_INCOMPATIBLE_DEVICE_CONTEXTS_ARB 0x2054
typedef HDC (WINAPI * PFNWGLGETCURRENTREADDCARBPROC) (VOID);
typedef BOOL (WINAPI * PFNWGLMAKECONTEXTCURRENTARBPROC) (HDC hDrawDC, HDC hReadDC, HGLRC hglrc);
#define wglGetCurrentReadDCARB WGLEW_GET_FUN(__wglewGetCurrentReadDCARB)
#define wglMakeContextCurrentARB WGLEW_GET_FUN(__wglewMakeContextCurrentARB)
#define WGLEW_ARB_make_current_read WGLEW_GET_VAR(__WGLEW_ARB_make_current_read)
#endif /* WGL_ARB_make_current_read */
/* -------------------------- WGL_ARB_multisample -------------------------- */
#ifndef WGL_ARB_multisample
#define WGL_ARB_multisample 1
#define WGL_SAMPLE_BUFFERS_ARB 0x2041
#define WGL_SAMPLES_ARB 0x2042
#define WGLEW_ARB_multisample WGLEW_GET_VAR(__WGLEW_ARB_multisample)
#endif /* WGL_ARB_multisample */
/* ---------------------------- WGL_ARB_pbuffer ---------------------------- */
#ifndef WGL_ARB_pbuffer
#define WGL_ARB_pbuffer 1
#define WGL_DRAW_TO_PBUFFER_ARB 0x202D
#define WGL_MAX_PBUFFER_PIXELS_ARB 0x202E
#define WGL_MAX_PBUFFER_WIDTH_ARB 0x202F
#define WGL_MAX_PBUFFER_HEIGHT_ARB 0x2030
#define WGL_PBUFFER_LARGEST_ARB 0x2033
#define WGL_PBUFFER_WIDTH_ARB 0x2034
#define WGL_PBUFFER_HEIGHT_ARB 0x2035
#define WGL_PBUFFER_LOST_ARB 0x2036
DECLARE_HANDLE(HPBUFFERARB);
typedef HPBUFFERARB (WINAPI * PFNWGLCREATEPBUFFERARBPROC) (HDC hDC, int iPixelFormat, int iWidth, int iHeight, const int* piAttribList);
typedef BOOL (WINAPI * PFNWGLDESTROYPBUFFERARBPROC) (HPBUFFERARB hPbuffer);
typedef HDC (WINAPI * PFNWGLGETPBUFFERDCARBPROC) (HPBUFFERARB hPbuffer);
typedef BOOL (WINAPI * PFNWGLQUERYPBUFFERARBPROC) (HPBUFFERARB hPbuffer, int iAttribute, int* piValue);
typedef int (WINAPI * PFNWGLRELEASEPBUFFERDCARBPROC) (HPBUFFERARB hPbuffer, HDC hDC);
#define wglCreatePbufferARB WGLEW_GET_FUN(__wglewCreatePbufferARB)
#define wglDestroyPbufferARB WGLEW_GET_FUN(__wglewDestroyPbufferARB)
#define wglGetPbufferDCARB WGLEW_GET_FUN(__wglewGetPbufferDCARB)
#define wglQueryPbufferARB WGLEW_GET_FUN(__wglewQueryPbufferARB)
#define wglReleasePbufferDCARB WGLEW_GET_FUN(__wglewReleasePbufferDCARB)
#define WGLEW_ARB_pbuffer WGLEW_GET_VAR(__WGLEW_ARB_pbuffer)
#endif /* WGL_ARB_pbuffer */
/* -------------------------- WGL_ARB_pixel_format ------------------------- */
#ifndef WGL_ARB_pixel_format
#define WGL_ARB_pixel_format 1
#define WGL_NUMBER_PIXEL_FORMATS_ARB 0x2000
#define WGL_DRAW_TO_WINDOW_ARB 0x2001
#define WGL_DRAW_TO_BITMAP_ARB 0x2002
#define WGL_ACCELERATION_ARB 0x2003
#define WGL_NEED_PALETTE_ARB 0x2004
#define WGL_NEED_SYSTEM_PALETTE_ARB 0x2005
#define WGL_SWAP_LAYER_BUFFERS_ARB 0x2006
#define WGL_SWAP_METHOD_ARB 0x2007
#define WGL_NUMBER_OVERLAYS_ARB 0x2008
#define WGL_NUMBER_UNDERLAYS_ARB 0x2009
#define WGL_TRANSPARENT_ARB 0x200A
#define WGL_SHARE_DEPTH_ARB 0x200C
#define WGL_SHARE_STENCIL_ARB 0x200D
#define WGL_SHARE_ACCUM_ARB 0x200E
#define WGL_SUPPORT_GDI_ARB 0x200F
#define WGL_SUPPORT_OPENGL_ARB 0x2010
#define WGL_DOUBLE_BUFFER_ARB 0x2011
#define WGL_STEREO_ARB 0x2012
#define WGL_PIXEL_TYPE_ARB 0x2013
#define WGL_COLOR_BITS_ARB 0x2014
#define WGL_RED_BITS_ARB 0x2015
#define WGL_RED_SHIFT_ARB 0x2016
#define WGL_GREEN_BITS_ARB 0x2017
#define WGL_GREEN_SHIFT_ARB 0x2018
#define WGL_BLUE_BITS_ARB 0x2019
#define WGL_BLUE_SHIFT_ARB 0x201A
#define WGL_ALPHA_BITS_ARB 0x201B
#define WGL_ALPHA_SHIFT_ARB 0x201C
#define WGL_ACCUM_BITS_ARB 0x201D
#define WGL_ACCUM_RED_BITS_ARB 0x201E
#define WGL_ACCUM_GREEN_BITS_ARB 0x201F
#define WGL_ACCUM_BLUE_BITS_ARB 0x2020
#define WGL_ACCUM_ALPHA_BITS_ARB 0x2021
#define WGL_DEPTH_BITS_ARB 0x2022
#define WGL_STENCIL_BITS_ARB 0x2023
#define WGL_AUX_BUFFERS_ARB 0x2024
#define WGL_NO_ACCELERATION_ARB 0x2025
#define WGL_GENERIC_ACCELERATION_ARB 0x2026
#define WGL_FULL_ACCELERATION_ARB 0x2027
#define WGL_SWAP_EXCHANGE_ARB 0x2028
#define WGL_SWAP_COPY_ARB 0x2029
#define WGL_SWAP_UNDEFINED_ARB 0x202A
#define WGL_TYPE_RGBA_ARB 0x202B
#define WGL_TYPE_COLORINDEX_ARB 0x202C
#define WGL_TRANSPARENT_RED_VALUE_ARB 0x2037
#define WGL_TRANSPARENT_GREEN_VALUE_ARB 0x2038
#define WGL_TRANSPARENT_BLUE_VALUE_ARB 0x2039
#define WGL_TRANSPARENT_ALPHA_VALUE_ARB 0x203A
#define WGL_TRANSPARENT_INDEX_VALUE_ARB 0x203B
typedef BOOL (WINAPI * PFNWGLCHOOSEPIXELFORMATARBPROC) (HDC hdc, const int* piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats);
typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBFVARBPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int* piAttributes, FLOAT *pfValues);
typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBIVARBPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int* piAttributes, int *piValues);
#define wglChoosePixelFormatARB WGLEW_GET_FUN(__wglewChoosePixelFormatARB)
#define wglGetPixelFormatAttribfvARB WGLEW_GET_FUN(__wglewGetPixelFormatAttribfvARB)
#define wglGetPixelFormatAttribivARB WGLEW_GET_FUN(__wglewGetPixelFormatAttribivARB)
#define WGLEW_ARB_pixel_format WGLEW_GET_VAR(__WGLEW_ARB_pixel_format)
#endif /* WGL_ARB_pixel_format */
/* ----------------------- WGL_ARB_pixel_format_float ---------------------- */
#ifndef WGL_ARB_pixel_format_float
#define WGL_ARB_pixel_format_float 1
#define WGL_TYPE_RGBA_FLOAT_ARB 0x21A0
#define WGLEW_ARB_pixel_format_float WGLEW_GET_VAR(__WGLEW_ARB_pixel_format_float)
#endif /* WGL_ARB_pixel_format_float */
/* ------------------------- WGL_ARB_render_texture ------------------------ */
#ifndef WGL_ARB_render_texture
#define WGL_ARB_render_texture 1
#define WGL_BIND_TO_TEXTURE_RGB_ARB 0x2070
#define WGL_BIND_TO_TEXTURE_RGBA_ARB 0x2071
#define WGL_TEXTURE_FORMAT_ARB 0x2072
#define WGL_TEXTURE_TARGET_ARB 0x2073
#define WGL_MIPMAP_TEXTURE_ARB 0x2074
#define WGL_TEXTURE_RGB_ARB 0x2075
#define WGL_TEXTURE_RGBA_ARB 0x2076
#define WGL_NO_TEXTURE_ARB 0x2077
#define WGL_TEXTURE_CUBE_MAP_ARB 0x2078
#define WGL_TEXTURE_1D_ARB 0x2079
#define WGL_TEXTURE_2D_ARB 0x207A
#define WGL_MIPMAP_LEVEL_ARB 0x207B
#define WGL_CUBE_MAP_FACE_ARB 0x207C
#define WGL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x207D
#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x207E
#define WGL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x207F
#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x2080
#define WGL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x2081
#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x2082
#define WGL_FRONT_LEFT_ARB 0x2083
#define WGL_FRONT_RIGHT_ARB 0x2084
#define WGL_BACK_LEFT_ARB 0x2085
#define WGL_BACK_RIGHT_ARB 0x2086
#define WGL_AUX0_ARB 0x2087
#define WGL_AUX1_ARB 0x2088
#define WGL_AUX2_ARB 0x2089
#define WGL_AUX3_ARB 0x208A
#define WGL_AUX4_ARB 0x208B
#define WGL_AUX5_ARB 0x208C
#define WGL_AUX6_ARB 0x208D
#define WGL_AUX7_ARB 0x208E
#define WGL_AUX8_ARB 0x208F
#define WGL_AUX9_ARB 0x2090
typedef BOOL (WINAPI * PFNWGLBINDTEXIMAGEARBPROC) (HPBUFFERARB hPbuffer, int iBuffer);
typedef BOOL (WINAPI * PFNWGLRELEASETEXIMAGEARBPROC) (HPBUFFERARB hPbuffer, int iBuffer);
typedef BOOL (WINAPI * PFNWGLSETPBUFFERATTRIBARBPROC) (HPBUFFERARB hPbuffer, const int* piAttribList);
#define wglBindTexImageARB WGLEW_GET_FUN(__wglewBindTexImageARB)
#define wglReleaseTexImageARB WGLEW_GET_FUN(__wglewReleaseTexImageARB)
#define wglSetPbufferAttribARB WGLEW_GET_FUN(__wglewSetPbufferAttribARB)
#define WGLEW_ARB_render_texture WGLEW_GET_VAR(__WGLEW_ARB_render_texture)
#endif /* WGL_ARB_render_texture */
/* ---------------- WGL_ARB_robustness_application_isolation --------------- */
#ifndef WGL_ARB_robustness_application_isolation
#define WGL_ARB_robustness_application_isolation 1
#define WGL_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008
#define WGLEW_ARB_robustness_application_isolation WGLEW_GET_VAR(__WGLEW_ARB_robustness_application_isolation)
#endif /* WGL_ARB_robustness_application_isolation */
/* ---------------- WGL_ARB_robustness_share_group_isolation --------------- */
#ifndef WGL_ARB_robustness_share_group_isolation
#define WGL_ARB_robustness_share_group_isolation 1
#define WGL_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008
#define WGLEW_ARB_robustness_share_group_isolation WGLEW_GET_VAR(__WGLEW_ARB_robustness_share_group_isolation)
#endif /* WGL_ARB_robustness_share_group_isolation */
/* ----------------------- WGL_ATI_pixel_format_float ---------------------- */
#ifndef WGL_ATI_pixel_format_float
#define WGL_ATI_pixel_format_float 1
#define WGL_TYPE_RGBA_FLOAT_ATI 0x21A0
#define GL_RGBA_FLOAT_MODE_ATI 0x8820
#define GL_COLOR_CLEAR_UNCLAMPED_VALUE_ATI 0x8835
#define WGLEW_ATI_pixel_format_float WGLEW_GET_VAR(__WGLEW_ATI_pixel_format_float)
#endif /* WGL_ATI_pixel_format_float */
/* -------------------- WGL_ATI_render_texture_rectangle ------------------- */
#ifndef WGL_ATI_render_texture_rectangle
#define WGL_ATI_render_texture_rectangle 1
#define WGL_TEXTURE_RECTANGLE_ATI 0x21A5
#define WGLEW_ATI_render_texture_rectangle WGLEW_GET_VAR(__WGLEW_ATI_render_texture_rectangle)
#endif /* WGL_ATI_render_texture_rectangle */
/* ------------------- WGL_EXT_create_context_es2_profile ------------------ */
#ifndef WGL_EXT_create_context_es2_profile
#define WGL_EXT_create_context_es2_profile 1
#define WGL_CONTEXT_ES2_PROFILE_BIT_EXT 0x00000004
#define WGLEW_EXT_create_context_es2_profile WGLEW_GET_VAR(__WGLEW_EXT_create_context_es2_profile)
#endif /* WGL_EXT_create_context_es2_profile */
/* ------------------- WGL_EXT_create_context_es_profile ------------------- */
#ifndef WGL_EXT_create_context_es_profile
#define WGL_EXT_create_context_es_profile 1
#define WGL_CONTEXT_ES_PROFILE_BIT_EXT 0x00000004
#define WGLEW_EXT_create_context_es_profile WGLEW_GET_VAR(__WGLEW_EXT_create_context_es_profile)
#endif /* WGL_EXT_create_context_es_profile */
/* -------------------------- WGL_EXT_depth_float -------------------------- */
#ifndef WGL_EXT_depth_float
#define WGL_EXT_depth_float 1
#define WGL_DEPTH_FLOAT_EXT 0x2040
#define WGLEW_EXT_depth_float WGLEW_GET_VAR(__WGLEW_EXT_depth_float)
#endif /* WGL_EXT_depth_float */
/* ---------------------- WGL_EXT_display_color_table ---------------------- */
#ifndef WGL_EXT_display_color_table
#define WGL_EXT_display_color_table 1
typedef GLboolean (WINAPI * PFNWGLBINDDISPLAYCOLORTABLEEXTPROC) (GLushort id);
typedef GLboolean (WINAPI * PFNWGLCREATEDISPLAYCOLORTABLEEXTPROC) (GLushort id);
typedef void (WINAPI * PFNWGLDESTROYDISPLAYCOLORTABLEEXTPROC) (GLushort id);
typedef GLboolean (WINAPI * PFNWGLLOADDISPLAYCOLORTABLEEXTPROC) (GLushort* table, GLuint length);
#define wglBindDisplayColorTableEXT WGLEW_GET_FUN(__wglewBindDisplayColorTableEXT)
#define wglCreateDisplayColorTableEXT WGLEW_GET_FUN(__wglewCreateDisplayColorTableEXT)
#define wglDestroyDisplayColorTableEXT WGLEW_GET_FUN(__wglewDestroyDisplayColorTableEXT)
#define wglLoadDisplayColorTableEXT WGLEW_GET_FUN(__wglewLoadDisplayColorTableEXT)
#define WGLEW_EXT_display_color_table WGLEW_GET_VAR(__WGLEW_EXT_display_color_table)
#endif /* WGL_EXT_display_color_table */
/* ----------------------- WGL_EXT_extensions_string ----------------------- */
#ifndef WGL_EXT_extensions_string
#define WGL_EXT_extensions_string 1
typedef const char* (WINAPI * PFNWGLGETEXTENSIONSSTRINGEXTPROC) (void);
#define wglGetExtensionsStringEXT WGLEW_GET_FUN(__wglewGetExtensionsStringEXT)
#define WGLEW_EXT_extensions_string WGLEW_GET_VAR(__WGLEW_EXT_extensions_string)
#endif /* WGL_EXT_extensions_string */
/* ------------------------ WGL_EXT_framebuffer_sRGB ----------------------- */
#ifndef WGL_EXT_framebuffer_sRGB
#define WGL_EXT_framebuffer_sRGB 1
#define WGL_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x20A9
#define WGLEW_EXT_framebuffer_sRGB WGLEW_GET_VAR(__WGLEW_EXT_framebuffer_sRGB)
#endif /* WGL_EXT_framebuffer_sRGB */
/* ----------------------- WGL_EXT_make_current_read ----------------------- */
#ifndef WGL_EXT_make_current_read
#define WGL_EXT_make_current_read 1
#define ERROR_INVALID_PIXEL_TYPE_EXT 0x2043
typedef HDC (WINAPI * PFNWGLGETCURRENTREADDCEXTPROC) (VOID);
typedef BOOL (WINAPI * PFNWGLMAKECONTEXTCURRENTEXTPROC) (HDC hDrawDC, HDC hReadDC, HGLRC hglrc);
#define wglGetCurrentReadDCEXT WGLEW_GET_FUN(__wglewGetCurrentReadDCEXT)
#define wglMakeContextCurrentEXT WGLEW_GET_FUN(__wglewMakeContextCurrentEXT)
#define WGLEW_EXT_make_current_read WGLEW_GET_VAR(__WGLEW_EXT_make_current_read)
#endif /* WGL_EXT_make_current_read */
/* -------------------------- WGL_EXT_multisample -------------------------- */
#ifndef WGL_EXT_multisample
#define WGL_EXT_multisample 1
#define WGL_SAMPLE_BUFFERS_EXT 0x2041
#define WGL_SAMPLES_EXT 0x2042
#define WGLEW_EXT_multisample WGLEW_GET_VAR(__WGLEW_EXT_multisample)
#endif /* WGL_EXT_multisample */
/* ---------------------------- WGL_EXT_pbuffer ---------------------------- */
#ifndef WGL_EXT_pbuffer
#define WGL_EXT_pbuffer 1
#define WGL_DRAW_TO_PBUFFER_EXT 0x202D
#define WGL_MAX_PBUFFER_PIXELS_EXT 0x202E
#define WGL_MAX_PBUFFER_WIDTH_EXT 0x202F
#define WGL_MAX_PBUFFER_HEIGHT_EXT 0x2030
#define WGL_OPTIMAL_PBUFFER_WIDTH_EXT 0x2031
#define WGL_OPTIMAL_PBUFFER_HEIGHT_EXT 0x2032
#define WGL_PBUFFER_LARGEST_EXT 0x2033
#define WGL_PBUFFER_WIDTH_EXT 0x2034
#define WGL_PBUFFER_HEIGHT_EXT 0x2035
DECLARE_HANDLE(HPBUFFEREXT);
typedef HPBUFFEREXT (WINAPI * PFNWGLCREATEPBUFFEREXTPROC) (HDC hDC, int iPixelFormat, int iWidth, int iHeight, const int* piAttribList);
typedef BOOL (WINAPI * PFNWGLDESTROYPBUFFEREXTPROC) (HPBUFFEREXT hPbuffer);
typedef HDC (WINAPI * PFNWGLGETPBUFFERDCEXTPROC) (HPBUFFEREXT hPbuffer);
typedef BOOL (WINAPI * PFNWGLQUERYPBUFFEREXTPROC) (HPBUFFEREXT hPbuffer, int iAttribute, int* piValue);
typedef int (WINAPI * PFNWGLRELEASEPBUFFERDCEXTPROC) (HPBUFFEREXT hPbuffer, HDC hDC);
#define wglCreatePbufferEXT WGLEW_GET_FUN(__wglewCreatePbufferEXT)
#define wglDestroyPbufferEXT WGLEW_GET_FUN(__wglewDestroyPbufferEXT)
#define wglGetPbufferDCEXT WGLEW_GET_FUN(__wglewGetPbufferDCEXT)
#define wglQueryPbufferEXT WGLEW_GET_FUN(__wglewQueryPbufferEXT)
#define wglReleasePbufferDCEXT WGLEW_GET_FUN(__wglewReleasePbufferDCEXT)
#define WGLEW_EXT_pbuffer WGLEW_GET_VAR(__WGLEW_EXT_pbuffer)
#endif /* WGL_EXT_pbuffer */
/* -------------------------- WGL_EXT_pixel_format ------------------------- */
#ifndef WGL_EXT_pixel_format
#define WGL_EXT_pixel_format 1
#define WGL_NUMBER_PIXEL_FORMATS_EXT 0x2000
#define WGL_DRAW_TO_WINDOW_EXT 0x2001
#define WGL_DRAW_TO_BITMAP_EXT 0x2002
#define WGL_ACCELERATION_EXT 0x2003
#define WGL_NEED_PALETTE_EXT 0x2004
#define WGL_NEED_SYSTEM_PALETTE_EXT 0x2005
#define WGL_SWAP_LAYER_BUFFERS_EXT 0x2006
#define WGL_SWAP_METHOD_EXT 0x2007
#define WGL_NUMBER_OVERLAYS_EXT 0x2008
#define WGL_NUMBER_UNDERLAYS_EXT 0x2009
#define WGL_TRANSPARENT_EXT 0x200A
#define WGL_TRANSPARENT_VALUE_EXT 0x200B
#define WGL_SHARE_DEPTH_EXT 0x200C
#define WGL_SHARE_STENCIL_EXT 0x200D
#define WGL_SHARE_ACCUM_EXT 0x200E
#define WGL_SUPPORT_GDI_EXT 0x200F
#define WGL_SUPPORT_OPENGL_EXT 0x2010
#define WGL_DOUBLE_BUFFER_EXT 0x2011
#define WGL_STEREO_EXT 0x2012
#define WGL_PIXEL_TYPE_EXT 0x2013
#define WGL_COLOR_BITS_EXT 0x2014
#define WGL_RED_BITS_EXT 0x2015
#define WGL_RED_SHIFT_EXT 0x2016
#define WGL_GREEN_BITS_EXT 0x2017
#define WGL_GREEN_SHIFT_EXT 0x2018
#define WGL_BLUE_BITS_EXT 0x2019
#define WGL_BLUE_SHIFT_EXT 0x201A
#define WGL_ALPHA_BITS_EXT 0x201B
#define WGL_ALPHA_SHIFT_EXT 0x201C
#define WGL_ACCUM_BITS_EXT 0x201D
#define WGL_ACCUM_RED_BITS_EXT 0x201E
#define WGL_ACCUM_GREEN_BITS_EXT 0x201F
#define WGL_ACCUM_BLUE_BITS_EXT 0x2020
#define WGL_ACCUM_ALPHA_BITS_EXT 0x2021
#define WGL_DEPTH_BITS_EXT 0x2022
#define WGL_STENCIL_BITS_EXT 0x2023
#define WGL_AUX_BUFFERS_EXT 0x2024
#define WGL_NO_ACCELERATION_EXT 0x2025
#define WGL_GENERIC_ACCELERATION_EXT 0x2026
#define WGL_FULL_ACCELERATION_EXT 0x2027
#define WGL_SWAP_EXCHANGE_EXT 0x2028
#define WGL_SWAP_COPY_EXT 0x2029
#define WGL_SWAP_UNDEFINED_EXT 0x202A
#define WGL_TYPE_RGBA_EXT 0x202B
#define WGL_TYPE_COLORINDEX_EXT 0x202C
typedef BOOL (WINAPI * PFNWGLCHOOSEPIXELFORMATEXTPROC) (HDC hdc, const int* piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats);
typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBFVEXTPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, int* piAttributes, FLOAT *pfValues);
typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBIVEXTPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, int* piAttributes, int *piValues);
#define wglChoosePixelFormatEXT WGLEW_GET_FUN(__wglewChoosePixelFormatEXT)
#define wglGetPixelFormatAttribfvEXT WGLEW_GET_FUN(__wglewGetPixelFormatAttribfvEXT)
#define wglGetPixelFormatAttribivEXT WGLEW_GET_FUN(__wglewGetPixelFormatAttribivEXT)
#define WGLEW_EXT_pixel_format WGLEW_GET_VAR(__WGLEW_EXT_pixel_format)
#endif /* WGL_EXT_pixel_format */
/* ------------------- WGL_EXT_pixel_format_packed_float ------------------- */
#ifndef WGL_EXT_pixel_format_packed_float
#define WGL_EXT_pixel_format_packed_float 1
#define WGL_TYPE_RGBA_UNSIGNED_FLOAT_EXT 0x20A8
#define WGLEW_EXT_pixel_format_packed_float WGLEW_GET_VAR(__WGLEW_EXT_pixel_format_packed_float)
#endif /* WGL_EXT_pixel_format_packed_float */
/* -------------------------- WGL_EXT_swap_control ------------------------- */
#ifndef WGL_EXT_swap_control
#define WGL_EXT_swap_control 1
typedef int (WINAPI * PFNWGLGETSWAPINTERVALEXTPROC) (void);
typedef BOOL (WINAPI * PFNWGLSWAPINTERVALEXTPROC) (int interval);
#define wglGetSwapIntervalEXT WGLEW_GET_FUN(__wglewGetSwapIntervalEXT)
#define wglSwapIntervalEXT WGLEW_GET_FUN(__wglewSwapIntervalEXT)
#define WGLEW_EXT_swap_control WGLEW_GET_VAR(__WGLEW_EXT_swap_control)
#endif /* WGL_EXT_swap_control */
/* ----------------------- WGL_EXT_swap_control_tear ----------------------- */
#ifndef WGL_EXT_swap_control_tear
#define WGL_EXT_swap_control_tear 1
#define WGLEW_EXT_swap_control_tear WGLEW_GET_VAR(__WGLEW_EXT_swap_control_tear)
#endif /* WGL_EXT_swap_control_tear */
/* --------------------- WGL_I3D_digital_video_control --------------------- */
#ifndef WGL_I3D_digital_video_control
#define WGL_I3D_digital_video_control 1
#define WGL_DIGITAL_VIDEO_CURSOR_ALPHA_FRAMEBUFFER_I3D 0x2050
#define WGL_DIGITAL_VIDEO_CURSOR_ALPHA_VALUE_I3D 0x2051
#define WGL_DIGITAL_VIDEO_CURSOR_INCLUDED_I3D 0x2052
#define WGL_DIGITAL_VIDEO_GAMMA_CORRECTED_I3D 0x2053
typedef BOOL (WINAPI * PFNWGLGETDIGITALVIDEOPARAMETERSI3DPROC) (HDC hDC, int iAttribute, int* piValue);
typedef BOOL (WINAPI * PFNWGLSETDIGITALVIDEOPARAMETERSI3DPROC) (HDC hDC, int iAttribute, const int* piValue);
#define wglGetDigitalVideoParametersI3D WGLEW_GET_FUN(__wglewGetDigitalVideoParametersI3D)
#define wglSetDigitalVideoParametersI3D WGLEW_GET_FUN(__wglewSetDigitalVideoParametersI3D)
#define WGLEW_I3D_digital_video_control WGLEW_GET_VAR(__WGLEW_I3D_digital_video_control)
#endif /* WGL_I3D_digital_video_control */
/* ----------------------------- WGL_I3D_gamma ----------------------------- */
#ifndef WGL_I3D_gamma
#define WGL_I3D_gamma 1
#define WGL_GAMMA_TABLE_SIZE_I3D 0x204E
#define WGL_GAMMA_EXCLUDE_DESKTOP_I3D 0x204F
typedef BOOL (WINAPI * PFNWGLGETGAMMATABLEI3DPROC) (HDC hDC, int iEntries, USHORT* puRed, USHORT *puGreen, USHORT *puBlue);
typedef BOOL (WINAPI * PFNWGLGETGAMMATABLEPARAMETERSI3DPROC) (HDC hDC, int iAttribute, int* piValue);
typedef BOOL (WINAPI * PFNWGLSETGAMMATABLEI3DPROC) (HDC hDC, int iEntries, const USHORT* puRed, const USHORT *puGreen, const USHORT *puBlue);
typedef BOOL (WINAPI * PFNWGLSETGAMMATABLEPARAMETERSI3DPROC) (HDC hDC, int iAttribute, const int* piValue);
#define wglGetGammaTableI3D WGLEW_GET_FUN(__wglewGetGammaTableI3D)
#define wglGetGammaTableParametersI3D WGLEW_GET_FUN(__wglewGetGammaTableParametersI3D)
#define wglSetGammaTableI3D WGLEW_GET_FUN(__wglewSetGammaTableI3D)
#define wglSetGammaTableParametersI3D WGLEW_GET_FUN(__wglewSetGammaTableParametersI3D)
#define WGLEW_I3D_gamma WGLEW_GET_VAR(__WGLEW_I3D_gamma)
#endif /* WGL_I3D_gamma */
/* ---------------------------- WGL_I3D_genlock ---------------------------- */
#ifndef WGL_I3D_genlock
#define WGL_I3D_genlock 1
#define WGL_GENLOCK_SOURCE_MULTIVIEW_I3D 0x2044
#define WGL_GENLOCK_SOURCE_EXTERNAL_SYNC_I3D 0x2045
#define WGL_GENLOCK_SOURCE_EXTERNAL_FIELD_I3D 0x2046
#define WGL_GENLOCK_SOURCE_EXTERNAL_TTL_I3D 0x2047
#define WGL_GENLOCK_SOURCE_DIGITAL_SYNC_I3D 0x2048
#define WGL_GENLOCK_SOURCE_DIGITAL_FIELD_I3D 0x2049
#define WGL_GENLOCK_SOURCE_EDGE_FALLING_I3D 0x204A
#define WGL_GENLOCK_SOURCE_EDGE_RISING_I3D 0x204B
#define WGL_GENLOCK_SOURCE_EDGE_BOTH_I3D 0x204C
typedef BOOL (WINAPI * PFNWGLDISABLEGENLOCKI3DPROC) (HDC hDC);
typedef BOOL (WINAPI * PFNWGLENABLEGENLOCKI3DPROC) (HDC hDC);
typedef BOOL (WINAPI * PFNWGLGENLOCKSAMPLERATEI3DPROC) (HDC hDC, UINT uRate);
typedef BOOL (WINAPI * PFNWGLGENLOCKSOURCEDELAYI3DPROC) (HDC hDC, UINT uDelay);
typedef BOOL (WINAPI * PFNWGLGENLOCKSOURCEEDGEI3DPROC) (HDC hDC, UINT uEdge);
typedef BOOL (WINAPI * PFNWGLGENLOCKSOURCEI3DPROC) (HDC hDC, UINT uSource);
typedef BOOL (WINAPI * PFNWGLGETGENLOCKSAMPLERATEI3DPROC) (HDC hDC, UINT* uRate);
typedef BOOL (WINAPI * PFNWGLGETGENLOCKSOURCEDELAYI3DPROC) (HDC hDC, UINT* uDelay);
typedef BOOL (WINAPI * PFNWGLGETGENLOCKSOURCEEDGEI3DPROC) (HDC hDC, UINT* uEdge);
typedef BOOL (WINAPI * PFNWGLGETGENLOCKSOURCEI3DPROC) (HDC hDC, UINT* uSource);
typedef BOOL (WINAPI * PFNWGLISENABLEDGENLOCKI3DPROC) (HDC hDC, BOOL* pFlag);
typedef BOOL (WINAPI * PFNWGLQUERYGENLOCKMAXSOURCEDELAYI3DPROC) (HDC hDC, UINT* uMaxLineDelay, UINT *uMaxPixelDelay);
#define wglDisableGenlockI3D WGLEW_GET_FUN(__wglewDisableGenlockI3D)
#define wglEnableGenlockI3D WGLEW_GET_FUN(__wglewEnableGenlockI3D)
#define wglGenlockSampleRateI3D WGLEW_GET_FUN(__wglewGenlockSampleRateI3D)
#define wglGenlockSourceDelayI3D WGLEW_GET_FUN(__wglewGenlockSourceDelayI3D)
#define wglGenlockSourceEdgeI3D WGLEW_GET_FUN(__wglewGenlockSourceEdgeI3D)
#define wglGenlockSourceI3D WGLEW_GET_FUN(__wglewGenlockSourceI3D)
#define wglGetGenlockSampleRateI3D WGLEW_GET_FUN(__wglewGetGenlockSampleRateI3D)
#define wglGetGenlockSourceDelayI3D WGLEW_GET_FUN(__wglewGetGenlockSourceDelayI3D)
#define wglGetGenlockSourceEdgeI3D WGLEW_GET_FUN(__wglewGetGenlockSourceEdgeI3D)
#define wglGetGenlockSourceI3D WGLEW_GET_FUN(__wglewGetGenlockSourceI3D)
#define wglIsEnabledGenlockI3D WGLEW_GET_FUN(__wglewIsEnabledGenlockI3D)
#define wglQueryGenlockMaxSourceDelayI3D WGLEW_GET_FUN(__wglewQueryGenlockMaxSourceDelayI3D)
#define WGLEW_I3D_genlock WGLEW_GET_VAR(__WGLEW_I3D_genlock)
#endif /* WGL_I3D_genlock */
/* -------------------------- WGL_I3D_image_buffer ------------------------- */
#ifndef WGL_I3D_image_buffer
#define WGL_I3D_image_buffer 1
#define WGL_IMAGE_BUFFER_MIN_ACCESS_I3D 0x00000001
#define WGL_IMAGE_BUFFER_LOCK_I3D 0x00000002
typedef BOOL (WINAPI * PFNWGLASSOCIATEIMAGEBUFFEREVENTSI3DPROC) (HDC hdc, HANDLE* pEvent, LPVOID *pAddress, DWORD *pSize, UINT count);
typedef LPVOID (WINAPI * PFNWGLCREATEIMAGEBUFFERI3DPROC) (HDC hDC, DWORD dwSize, UINT uFlags);
typedef BOOL (WINAPI * PFNWGLDESTROYIMAGEBUFFERI3DPROC) (HDC hDC, LPVOID pAddress);
typedef BOOL (WINAPI * PFNWGLRELEASEIMAGEBUFFEREVENTSI3DPROC) (HDC hdc, LPVOID* pAddress, UINT count);
#define wglAssociateImageBufferEventsI3D WGLEW_GET_FUN(__wglewAssociateImageBufferEventsI3D)
#define wglCreateImageBufferI3D WGLEW_GET_FUN(__wglewCreateImageBufferI3D)
#define wglDestroyImageBufferI3D WGLEW_GET_FUN(__wglewDestroyImageBufferI3D)
#define wglReleaseImageBufferEventsI3D WGLEW_GET_FUN(__wglewReleaseImageBufferEventsI3D)
#define WGLEW_I3D_image_buffer WGLEW_GET_VAR(__WGLEW_I3D_image_buffer)
#endif /* WGL_I3D_image_buffer */
/* ------------------------ WGL_I3D_swap_frame_lock ------------------------ */
#ifndef WGL_I3D_swap_frame_lock
#define WGL_I3D_swap_frame_lock 1
typedef BOOL (WINAPI * PFNWGLDISABLEFRAMELOCKI3DPROC) (VOID);
typedef BOOL (WINAPI * PFNWGLENABLEFRAMELOCKI3DPROC) (VOID);
typedef BOOL (WINAPI * PFNWGLISENABLEDFRAMELOCKI3DPROC) (BOOL* pFlag);
typedef BOOL (WINAPI * PFNWGLQUERYFRAMELOCKMASTERI3DPROC) (BOOL* pFlag);
#define wglDisableFrameLockI3D WGLEW_GET_FUN(__wglewDisableFrameLockI3D)
#define wglEnableFrameLockI3D WGLEW_GET_FUN(__wglewEnableFrameLockI3D)
#define wglIsEnabledFrameLockI3D WGLEW_GET_FUN(__wglewIsEnabledFrameLockI3D)
#define wglQueryFrameLockMasterI3D WGLEW_GET_FUN(__wglewQueryFrameLockMasterI3D)
#define WGLEW_I3D_swap_frame_lock WGLEW_GET_VAR(__WGLEW_I3D_swap_frame_lock)
#endif /* WGL_I3D_swap_frame_lock */
/* ------------------------ WGL_I3D_swap_frame_usage ----------------------- */
#ifndef WGL_I3D_swap_frame_usage
#define WGL_I3D_swap_frame_usage 1
typedef BOOL (WINAPI * PFNWGLBEGINFRAMETRACKINGI3DPROC) (void);
typedef BOOL (WINAPI * PFNWGLENDFRAMETRACKINGI3DPROC) (void);
typedef BOOL (WINAPI * PFNWGLGETFRAMEUSAGEI3DPROC) (float* pUsage);
typedef BOOL (WINAPI * PFNWGLQUERYFRAMETRACKINGI3DPROC) (DWORD* pFrameCount, DWORD *pMissedFrames, float *pLastMissedUsage);
#define wglBeginFrameTrackingI3D WGLEW_GET_FUN(__wglewBeginFrameTrackingI3D)
#define wglEndFrameTrackingI3D WGLEW_GET_FUN(__wglewEndFrameTrackingI3D)
#define wglGetFrameUsageI3D WGLEW_GET_FUN(__wglewGetFrameUsageI3D)
#define wglQueryFrameTrackingI3D WGLEW_GET_FUN(__wglewQueryFrameTrackingI3D)
#define WGLEW_I3D_swap_frame_usage WGLEW_GET_VAR(__WGLEW_I3D_swap_frame_usage)
#endif /* WGL_I3D_swap_frame_usage */
/* --------------------------- WGL_NV_DX_interop --------------------------- */
#ifndef WGL_NV_DX_interop
#define WGL_NV_DX_interop 1
#define WGL_ACCESS_READ_ONLY_NV 0x0000
#define WGL_ACCESS_READ_WRITE_NV 0x0001
#define WGL_ACCESS_WRITE_DISCARD_NV 0x0002
typedef BOOL (WINAPI * PFNWGLDXCLOSEDEVICENVPROC) (HANDLE hDevice);
typedef BOOL (WINAPI * PFNWGLDXLOCKOBJECTSNVPROC) (HANDLE hDevice, GLint count, HANDLE* hObjects);
typedef BOOL (WINAPI * PFNWGLDXOBJECTACCESSNVPROC) (HANDLE hObject, GLenum access);
typedef HANDLE (WINAPI * PFNWGLDXOPENDEVICENVPROC) (void* dxDevice);
typedef HANDLE (WINAPI * PFNWGLDXREGISTEROBJECTNVPROC) (HANDLE hDevice, void* dxObject, GLuint name, GLenum type, GLenum access);
typedef BOOL (WINAPI * PFNWGLDXSETRESOURCESHAREHANDLENVPROC) (void* dxObject, HANDLE shareHandle);
typedef BOOL (WINAPI * PFNWGLDXUNLOCKOBJECTSNVPROC) (HANDLE hDevice, GLint count, HANDLE* hObjects);
typedef BOOL (WINAPI * PFNWGLDXUNREGISTEROBJECTNVPROC) (HANDLE hDevice, HANDLE hObject);
#define wglDXCloseDeviceNV WGLEW_GET_FUN(__wglewDXCloseDeviceNV)
#define wglDXLockObjectsNV WGLEW_GET_FUN(__wglewDXLockObjectsNV)
#define wglDXObjectAccessNV WGLEW_GET_FUN(__wglewDXObjectAccessNV)
#define wglDXOpenDeviceNV WGLEW_GET_FUN(__wglewDXOpenDeviceNV)
#define wglDXRegisterObjectNV WGLEW_GET_FUN(__wglewDXRegisterObjectNV)
#define wglDXSetResourceShareHandleNV WGLEW_GET_FUN(__wglewDXSetResourceShareHandleNV)
#define wglDXUnlockObjectsNV WGLEW_GET_FUN(__wglewDXUnlockObjectsNV)
#define wglDXUnregisterObjectNV WGLEW_GET_FUN(__wglewDXUnregisterObjectNV)
#define WGLEW_NV_DX_interop WGLEW_GET_VAR(__WGLEW_NV_DX_interop)
#endif /* WGL_NV_DX_interop */
/* --------------------------- WGL_NV_DX_interop2 -------------------------- */
#ifndef WGL_NV_DX_interop2
#define WGL_NV_DX_interop2 1
#define WGLEW_NV_DX_interop2 WGLEW_GET_VAR(__WGLEW_NV_DX_interop2)
#endif /* WGL_NV_DX_interop2 */
/* --------------------------- WGL_NV_copy_image --------------------------- */
#ifndef WGL_NV_copy_image
#define WGL_NV_copy_image 1
typedef BOOL (WINAPI * PFNWGLCOPYIMAGESUBDATANVPROC) (HGLRC hSrcRC, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, HGLRC hDstRC, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth);
#define wglCopyImageSubDataNV WGLEW_GET_FUN(__wglewCopyImageSubDataNV)
#define WGLEW_NV_copy_image WGLEW_GET_VAR(__WGLEW_NV_copy_image)
#endif /* WGL_NV_copy_image */
/* ------------------------ WGL_NV_delay_before_swap ----------------------- */
#ifndef WGL_NV_delay_before_swap
#define WGL_NV_delay_before_swap 1
typedef BOOL (WINAPI * PFNWGLDELAYBEFORESWAPNVPROC) (HDC hDC, GLfloat seconds);
#define wglDelayBeforeSwapNV WGLEW_GET_FUN(__wglewDelayBeforeSwapNV)
#define WGLEW_NV_delay_before_swap WGLEW_GET_VAR(__WGLEW_NV_delay_before_swap)
#endif /* WGL_NV_delay_before_swap */
/* -------------------------- WGL_NV_float_buffer -------------------------- */
#ifndef WGL_NV_float_buffer
#define WGL_NV_float_buffer 1
#define WGL_FLOAT_COMPONENTS_NV 0x20B0
#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_R_NV 0x20B1
#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RG_NV 0x20B2
#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RGB_NV 0x20B3
#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RGBA_NV 0x20B4
#define WGL_TEXTURE_FLOAT_R_NV 0x20B5
#define WGL_TEXTURE_FLOAT_RG_NV 0x20B6
#define WGL_TEXTURE_FLOAT_RGB_NV 0x20B7
#define WGL_TEXTURE_FLOAT_RGBA_NV 0x20B8
#define WGLEW_NV_float_buffer WGLEW_GET_VAR(__WGLEW_NV_float_buffer)
#endif /* WGL_NV_float_buffer */
/* -------------------------- WGL_NV_gpu_affinity -------------------------- */
#ifndef WGL_NV_gpu_affinity
#define WGL_NV_gpu_affinity 1
#define WGL_ERROR_INCOMPATIBLE_AFFINITY_MASKS_NV 0x20D0
#define WGL_ERROR_MISSING_AFFINITY_MASK_NV 0x20D1
DECLARE_HANDLE(HGPUNV);
typedef struct _GPU_DEVICE {
DWORD cb;
CHAR DeviceName[32];
CHAR DeviceString[128];
DWORD Flags;
RECT rcVirtualScreen;
} GPU_DEVICE, *PGPU_DEVICE;
typedef HDC (WINAPI * PFNWGLCREATEAFFINITYDCNVPROC) (const HGPUNV *phGpuList);
typedef BOOL (WINAPI * PFNWGLDELETEDCNVPROC) (HDC hdc);
typedef BOOL (WINAPI * PFNWGLENUMGPUDEVICESNVPROC) (HGPUNV hGpu, UINT iDeviceIndex, PGPU_DEVICE lpGpuDevice);
typedef BOOL (WINAPI * PFNWGLENUMGPUSFROMAFFINITYDCNVPROC) (HDC hAffinityDC, UINT iGpuIndex, HGPUNV *hGpu);
typedef BOOL (WINAPI * PFNWGLENUMGPUSNVPROC) (UINT iGpuIndex, HGPUNV *phGpu);
#define wglCreateAffinityDCNV WGLEW_GET_FUN(__wglewCreateAffinityDCNV)
#define wglDeleteDCNV WGLEW_GET_FUN(__wglewDeleteDCNV)
#define wglEnumGpuDevicesNV WGLEW_GET_FUN(__wglewEnumGpuDevicesNV)
#define wglEnumGpusFromAffinityDCNV WGLEW_GET_FUN(__wglewEnumGpusFromAffinityDCNV)
#define wglEnumGpusNV WGLEW_GET_FUN(__wglewEnumGpusNV)
#define WGLEW_NV_gpu_affinity WGLEW_GET_VAR(__WGLEW_NV_gpu_affinity)
#endif /* WGL_NV_gpu_affinity */
/* ---------------------- WGL_NV_multisample_coverage ---------------------- */
#ifndef WGL_NV_multisample_coverage
#define WGL_NV_multisample_coverage 1
#define WGL_COVERAGE_SAMPLES_NV 0x2042
#define WGL_COLOR_SAMPLES_NV 0x20B9
#define WGLEW_NV_multisample_coverage WGLEW_GET_VAR(__WGLEW_NV_multisample_coverage)
#endif /* WGL_NV_multisample_coverage */
/* -------------------------- WGL_NV_present_video ------------------------- */
#ifndef WGL_NV_present_video
#define WGL_NV_present_video 1
#define WGL_NUM_VIDEO_SLOTS_NV 0x20F0
DECLARE_HANDLE(HVIDEOOUTPUTDEVICENV);
typedef BOOL (WINAPI * PFNWGLBINDVIDEODEVICENVPROC) (HDC hDc, unsigned int uVideoSlot, HVIDEOOUTPUTDEVICENV hVideoDevice, const int* piAttribList);
typedef int (WINAPI * PFNWGLENUMERATEVIDEODEVICESNVPROC) (HDC hDc, HVIDEOOUTPUTDEVICENV* phDeviceList);
typedef BOOL (WINAPI * PFNWGLQUERYCURRENTCONTEXTNVPROC) (int iAttribute, int* piValue);
#define wglBindVideoDeviceNV WGLEW_GET_FUN(__wglewBindVideoDeviceNV)
#define wglEnumerateVideoDevicesNV WGLEW_GET_FUN(__wglewEnumerateVideoDevicesNV)
#define wglQueryCurrentContextNV WGLEW_GET_FUN(__wglewQueryCurrentContextNV)
#define WGLEW_NV_present_video WGLEW_GET_VAR(__WGLEW_NV_present_video)
#endif /* WGL_NV_present_video */
/* ---------------------- WGL_NV_render_depth_texture ---------------------- */
#ifndef WGL_NV_render_depth_texture
#define WGL_NV_render_depth_texture 1
#define WGL_NO_TEXTURE_ARB 0x2077
#define WGL_BIND_TO_TEXTURE_DEPTH_NV 0x20A3
#define WGL_BIND_TO_TEXTURE_RECTANGLE_DEPTH_NV 0x20A4
#define WGL_DEPTH_TEXTURE_FORMAT_NV 0x20A5
#define WGL_TEXTURE_DEPTH_COMPONENT_NV 0x20A6
#define WGL_DEPTH_COMPONENT_NV 0x20A7
#define WGLEW_NV_render_depth_texture WGLEW_GET_VAR(__WGLEW_NV_render_depth_texture)
#endif /* WGL_NV_render_depth_texture */
/* -------------------- WGL_NV_render_texture_rectangle -------------------- */
#ifndef WGL_NV_render_texture_rectangle
#define WGL_NV_render_texture_rectangle 1
#define WGL_BIND_TO_TEXTURE_RECTANGLE_RGB_NV 0x20A0
#define WGL_BIND_TO_TEXTURE_RECTANGLE_RGBA_NV 0x20A1
#define WGL_TEXTURE_RECTANGLE_NV 0x20A2
#define WGLEW_NV_render_texture_rectangle WGLEW_GET_VAR(__WGLEW_NV_render_texture_rectangle)
#endif /* WGL_NV_render_texture_rectangle */
/* --------------------------- WGL_NV_swap_group --------------------------- */
#ifndef WGL_NV_swap_group
#define WGL_NV_swap_group 1
typedef BOOL (WINAPI * PFNWGLBINDSWAPBARRIERNVPROC) (GLuint group, GLuint barrier);
typedef BOOL (WINAPI * PFNWGLJOINSWAPGROUPNVPROC) (HDC hDC, GLuint group);
typedef BOOL (WINAPI * PFNWGLQUERYFRAMECOUNTNVPROC) (HDC hDC, GLuint* count);
typedef BOOL (WINAPI * PFNWGLQUERYMAXSWAPGROUPSNVPROC) (HDC hDC, GLuint* maxGroups, GLuint *maxBarriers);
typedef BOOL (WINAPI * PFNWGLQUERYSWAPGROUPNVPROC) (HDC hDC, GLuint* group, GLuint *barrier);
typedef BOOL (WINAPI * PFNWGLRESETFRAMECOUNTNVPROC) (HDC hDC);
#define wglBindSwapBarrierNV WGLEW_GET_FUN(__wglewBindSwapBarrierNV)
#define wglJoinSwapGroupNV WGLEW_GET_FUN(__wglewJoinSwapGroupNV)
#define wglQueryFrameCountNV WGLEW_GET_FUN(__wglewQueryFrameCountNV)
#define wglQueryMaxSwapGroupsNV WGLEW_GET_FUN(__wglewQueryMaxSwapGroupsNV)
#define wglQuerySwapGroupNV WGLEW_GET_FUN(__wglewQuerySwapGroupNV)
#define wglResetFrameCountNV WGLEW_GET_FUN(__wglewResetFrameCountNV)
#define WGLEW_NV_swap_group WGLEW_GET_VAR(__WGLEW_NV_swap_group)
#endif /* WGL_NV_swap_group */
/* ----------------------- WGL_NV_vertex_array_range ----------------------- */
#ifndef WGL_NV_vertex_array_range
#define WGL_NV_vertex_array_range 1
typedef void * (WINAPI * PFNWGLALLOCATEMEMORYNVPROC) (GLsizei size, GLfloat readFrequency, GLfloat writeFrequency, GLfloat priority);
typedef void (WINAPI * PFNWGLFREEMEMORYNVPROC) (void *pointer);
#define wglAllocateMemoryNV WGLEW_GET_FUN(__wglewAllocateMemoryNV)
#define wglFreeMemoryNV WGLEW_GET_FUN(__wglewFreeMemoryNV)
#define WGLEW_NV_vertex_array_range WGLEW_GET_VAR(__WGLEW_NV_vertex_array_range)
#endif /* WGL_NV_vertex_array_range */
/* -------------------------- WGL_NV_video_capture ------------------------- */
#ifndef WGL_NV_video_capture
#define WGL_NV_video_capture 1
#define WGL_UNIQUE_ID_NV 0x20CE
#define WGL_NUM_VIDEO_CAPTURE_SLOTS_NV 0x20CF
DECLARE_HANDLE(HVIDEOINPUTDEVICENV);
typedef BOOL (WINAPI * PFNWGLBINDVIDEOCAPTUREDEVICENVPROC) (UINT uVideoSlot, HVIDEOINPUTDEVICENV hDevice);
typedef UINT (WINAPI * PFNWGLENUMERATEVIDEOCAPTUREDEVICESNVPROC) (HDC hDc, HVIDEOINPUTDEVICENV* phDeviceList);
typedef BOOL (WINAPI * PFNWGLLOCKVIDEOCAPTUREDEVICENVPROC) (HDC hDc, HVIDEOINPUTDEVICENV hDevice);
typedef BOOL (WINAPI * PFNWGLQUERYVIDEOCAPTUREDEVICENVPROC) (HDC hDc, HVIDEOINPUTDEVICENV hDevice, int iAttribute, int* piValue);
typedef BOOL (WINAPI * PFNWGLRELEASEVIDEOCAPTUREDEVICENVPROC) (HDC hDc, HVIDEOINPUTDEVICENV hDevice);
#define wglBindVideoCaptureDeviceNV WGLEW_GET_FUN(__wglewBindVideoCaptureDeviceNV)
#define wglEnumerateVideoCaptureDevicesNV WGLEW_GET_FUN(__wglewEnumerateVideoCaptureDevicesNV)
#define wglLockVideoCaptureDeviceNV WGLEW_GET_FUN(__wglewLockVideoCaptureDeviceNV)
#define wglQueryVideoCaptureDeviceNV WGLEW_GET_FUN(__wglewQueryVideoCaptureDeviceNV)
#define wglReleaseVideoCaptureDeviceNV WGLEW_GET_FUN(__wglewReleaseVideoCaptureDeviceNV)
#define WGLEW_NV_video_capture WGLEW_GET_VAR(__WGLEW_NV_video_capture)
#endif /* WGL_NV_video_capture */
/* -------------------------- WGL_NV_video_output -------------------------- */
#ifndef WGL_NV_video_output
#define WGL_NV_video_output 1
#define WGL_BIND_TO_VIDEO_RGB_NV 0x20C0
#define WGL_BIND_TO_VIDEO_RGBA_NV 0x20C1
#define WGL_BIND_TO_VIDEO_RGB_AND_DEPTH_NV 0x20C2
#define WGL_VIDEO_OUT_COLOR_NV 0x20C3
#define WGL_VIDEO_OUT_ALPHA_NV 0x20C4
#define WGL_VIDEO_OUT_DEPTH_NV 0x20C5
#define WGL_VIDEO_OUT_COLOR_AND_ALPHA_NV 0x20C6
#define WGL_VIDEO_OUT_COLOR_AND_DEPTH_NV 0x20C7
#define WGL_VIDEO_OUT_FRAME 0x20C8
#define WGL_VIDEO_OUT_FIELD_1 0x20C9
#define WGL_VIDEO_OUT_FIELD_2 0x20CA
#define WGL_VIDEO_OUT_STACKED_FIELDS_1_2 0x20CB
#define WGL_VIDEO_OUT_STACKED_FIELDS_2_1 0x20CC
DECLARE_HANDLE(HPVIDEODEV);
typedef BOOL (WINAPI * PFNWGLBINDVIDEOIMAGENVPROC) (HPVIDEODEV hVideoDevice, HPBUFFERARB hPbuffer, int iVideoBuffer);
typedef BOOL (WINAPI * PFNWGLGETVIDEODEVICENVPROC) (HDC hDC, int numDevices, HPVIDEODEV* hVideoDevice);
typedef BOOL (WINAPI * PFNWGLGETVIDEOINFONVPROC) (HPVIDEODEV hpVideoDevice, unsigned long* pulCounterOutputPbuffer, unsigned long *pulCounterOutputVideo);
typedef BOOL (WINAPI * PFNWGLRELEASEVIDEODEVICENVPROC) (HPVIDEODEV hVideoDevice);
typedef BOOL (WINAPI * PFNWGLRELEASEVIDEOIMAGENVPROC) (HPBUFFERARB hPbuffer, int iVideoBuffer);
typedef BOOL (WINAPI * PFNWGLSENDPBUFFERTOVIDEONVPROC) (HPBUFFERARB hPbuffer, int iBufferType, unsigned long* pulCounterPbuffer, BOOL bBlock);
#define wglBindVideoImageNV WGLEW_GET_FUN(__wglewBindVideoImageNV)
#define wglGetVideoDeviceNV WGLEW_GET_FUN(__wglewGetVideoDeviceNV)
#define wglGetVideoInfoNV WGLEW_GET_FUN(__wglewGetVideoInfoNV)
#define wglReleaseVideoDeviceNV WGLEW_GET_FUN(__wglewReleaseVideoDeviceNV)
#define wglReleaseVideoImageNV WGLEW_GET_FUN(__wglewReleaseVideoImageNV)
#define wglSendPbufferToVideoNV WGLEW_GET_FUN(__wglewSendPbufferToVideoNV)
#define WGLEW_NV_video_output WGLEW_GET_VAR(__WGLEW_NV_video_output)
#endif /* WGL_NV_video_output */
/* -------------------------- WGL_OML_sync_control ------------------------- */
#ifndef WGL_OML_sync_control
#define WGL_OML_sync_control 1
typedef BOOL (WINAPI * PFNWGLGETMSCRATEOMLPROC) (HDC hdc, INT32* numerator, INT32 *denominator);
typedef BOOL (WINAPI * PFNWGLGETSYNCVALUESOMLPROC) (HDC hdc, INT64* ust, INT64 *msc, INT64 *sbc);
typedef INT64 (WINAPI * PFNWGLSWAPBUFFERSMSCOMLPROC) (HDC hdc, INT64 target_msc, INT64 divisor, INT64 remainder);
typedef INT64 (WINAPI * PFNWGLSWAPLAYERBUFFERSMSCOMLPROC) (HDC hdc, INT fuPlanes, INT64 target_msc, INT64 divisor, INT64 remainder);
typedef BOOL (WINAPI * PFNWGLWAITFORMSCOMLPROC) (HDC hdc, INT64 target_msc, INT64 divisor, INT64 remainder, INT64* ust, INT64 *msc, INT64 *sbc);
typedef BOOL (WINAPI * PFNWGLWAITFORSBCOMLPROC) (HDC hdc, INT64 target_sbc, INT64* ust, INT64 *msc, INT64 *sbc);
#define wglGetMscRateOML WGLEW_GET_FUN(__wglewGetMscRateOML)
#define wglGetSyncValuesOML WGLEW_GET_FUN(__wglewGetSyncValuesOML)
#define wglSwapBuffersMscOML WGLEW_GET_FUN(__wglewSwapBuffersMscOML)
#define wglSwapLayerBuffersMscOML WGLEW_GET_FUN(__wglewSwapLayerBuffersMscOML)
#define wglWaitForMscOML WGLEW_GET_FUN(__wglewWaitForMscOML)
#define wglWaitForSbcOML WGLEW_GET_FUN(__wglewWaitForSbcOML)
#define WGLEW_OML_sync_control WGLEW_GET_VAR(__WGLEW_OML_sync_control)
#endif /* WGL_OML_sync_control */
/* ------------------------------------------------------------------------- */
#ifdef GLEW_MX
#define WGLEW_FUN_EXPORT
#define WGLEW_VAR_EXPORT
#else
#define WGLEW_FUN_EXPORT GLEW_FUN_EXPORT
#define WGLEW_VAR_EXPORT GLEW_VAR_EXPORT
#endif /* GLEW_MX */
#ifdef GLEW_MX
struct WGLEWContextStruct
{
#endif /* GLEW_MX */
WGLEW_FUN_EXPORT PFNWGLSETSTEREOEMITTERSTATE3DLPROC __wglewSetStereoEmitterState3DL;
WGLEW_FUN_EXPORT PFNWGLBLITCONTEXTFRAMEBUFFERAMDPROC __wglewBlitContextFramebufferAMD;
WGLEW_FUN_EXPORT PFNWGLCREATEASSOCIATEDCONTEXTAMDPROC __wglewCreateAssociatedContextAMD;
WGLEW_FUN_EXPORT PFNWGLCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC __wglewCreateAssociatedContextAttribsAMD;
WGLEW_FUN_EXPORT PFNWGLDELETEASSOCIATEDCONTEXTAMDPROC __wglewDeleteAssociatedContextAMD;
WGLEW_FUN_EXPORT PFNWGLGETCONTEXTGPUIDAMDPROC __wglewGetContextGPUIDAMD;
WGLEW_FUN_EXPORT PFNWGLGETCURRENTASSOCIATEDCONTEXTAMDPROC __wglewGetCurrentAssociatedContextAMD;
WGLEW_FUN_EXPORT PFNWGLGETGPUIDSAMDPROC __wglewGetGPUIDsAMD;
WGLEW_FUN_EXPORT PFNWGLGETGPUINFOAMDPROC __wglewGetGPUInfoAMD;
WGLEW_FUN_EXPORT PFNWGLMAKEASSOCIATEDCONTEXTCURRENTAMDPROC __wglewMakeAssociatedContextCurrentAMD;
WGLEW_FUN_EXPORT PFNWGLCREATEBUFFERREGIONARBPROC __wglewCreateBufferRegionARB;
WGLEW_FUN_EXPORT PFNWGLDELETEBUFFERREGIONARBPROC __wglewDeleteBufferRegionARB;
WGLEW_FUN_EXPORT PFNWGLRESTOREBUFFERREGIONARBPROC __wglewRestoreBufferRegionARB;
WGLEW_FUN_EXPORT PFNWGLSAVEBUFFERREGIONARBPROC __wglewSaveBufferRegionARB;
WGLEW_FUN_EXPORT PFNWGLCREATECONTEXTATTRIBSARBPROC __wglewCreateContextAttribsARB;
WGLEW_FUN_EXPORT PFNWGLGETEXTENSIONSSTRINGARBPROC __wglewGetExtensionsStringARB;
WGLEW_FUN_EXPORT PFNWGLGETCURRENTREADDCARBPROC __wglewGetCurrentReadDCARB;
WGLEW_FUN_EXPORT PFNWGLMAKECONTEXTCURRENTARBPROC __wglewMakeContextCurrentARB;
WGLEW_FUN_EXPORT PFNWGLCREATEPBUFFERARBPROC __wglewCreatePbufferARB;
WGLEW_FUN_EXPORT PFNWGLDESTROYPBUFFERARBPROC __wglewDestroyPbufferARB;
WGLEW_FUN_EXPORT PFNWGLGETPBUFFERDCARBPROC __wglewGetPbufferDCARB;
WGLEW_FUN_EXPORT PFNWGLQUERYPBUFFERARBPROC __wglewQueryPbufferARB;
WGLEW_FUN_EXPORT PFNWGLRELEASEPBUFFERDCARBPROC __wglewReleasePbufferDCARB;
WGLEW_FUN_EXPORT PFNWGLCHOOSEPIXELFORMATARBPROC __wglewChoosePixelFormatARB;
WGLEW_FUN_EXPORT PFNWGLGETPIXELFORMATATTRIBFVARBPROC __wglewGetPixelFormatAttribfvARB;
WGLEW_FUN_EXPORT PFNWGLGETPIXELFORMATATTRIBIVARBPROC __wglewGetPixelFormatAttribivARB;
WGLEW_FUN_EXPORT PFNWGLBINDTEXIMAGEARBPROC __wglewBindTexImageARB;
WGLEW_FUN_EXPORT PFNWGLRELEASETEXIMAGEARBPROC __wglewReleaseTexImageARB;
WGLEW_FUN_EXPORT PFNWGLSETPBUFFERATTRIBARBPROC __wglewSetPbufferAttribARB;
WGLEW_FUN_EXPORT PFNWGLBINDDISPLAYCOLORTABLEEXTPROC __wglewBindDisplayColorTableEXT;
WGLEW_FUN_EXPORT PFNWGLCREATEDISPLAYCOLORTABLEEXTPROC __wglewCreateDisplayColorTableEXT;
WGLEW_FUN_EXPORT PFNWGLDESTROYDISPLAYCOLORTABLEEXTPROC __wglewDestroyDisplayColorTableEXT;
WGLEW_FUN_EXPORT PFNWGLLOADDISPLAYCOLORTABLEEXTPROC __wglewLoadDisplayColorTableEXT;
WGLEW_FUN_EXPORT PFNWGLGETEXTENSIONSSTRINGEXTPROC __wglewGetExtensionsStringEXT;
WGLEW_FUN_EXPORT PFNWGLGETCURRENTREADDCEXTPROC __wglewGetCurrentReadDCEXT;
WGLEW_FUN_EXPORT PFNWGLMAKECONTEXTCURRENTEXTPROC __wglewMakeContextCurrentEXT;
WGLEW_FUN_EXPORT PFNWGLCREATEPBUFFEREXTPROC __wglewCreatePbufferEXT;
WGLEW_FUN_EXPORT PFNWGLDESTROYPBUFFEREXTPROC __wglewDestroyPbufferEXT;
WGLEW_FUN_EXPORT PFNWGLGETPBUFFERDCEXTPROC __wglewGetPbufferDCEXT;
WGLEW_FUN_EXPORT PFNWGLQUERYPBUFFEREXTPROC __wglewQueryPbufferEXT;
WGLEW_FUN_EXPORT PFNWGLRELEASEPBUFFERDCEXTPROC __wglewReleasePbufferDCEXT;
WGLEW_FUN_EXPORT PFNWGLCHOOSEPIXELFORMATEXTPROC __wglewChoosePixelFormatEXT;
WGLEW_FUN_EXPORT PFNWGLGETPIXELFORMATATTRIBFVEXTPROC __wglewGetPixelFormatAttribfvEXT;
WGLEW_FUN_EXPORT PFNWGLGETPIXELFORMATATTRIBIVEXTPROC __wglewGetPixelFormatAttribivEXT;
WGLEW_FUN_EXPORT PFNWGLGETSWAPINTERVALEXTPROC __wglewGetSwapIntervalEXT;
WGLEW_FUN_EXPORT PFNWGLSWAPINTERVALEXTPROC __wglewSwapIntervalEXT;
WGLEW_FUN_EXPORT PFNWGLGETDIGITALVIDEOPARAMETERSI3DPROC __wglewGetDigitalVideoParametersI3D;
WGLEW_FUN_EXPORT PFNWGLSETDIGITALVIDEOPARAMETERSI3DPROC __wglewSetDigitalVideoParametersI3D;
WGLEW_FUN_EXPORT PFNWGLGETGAMMATABLEI3DPROC __wglewGetGammaTableI3D;
WGLEW_FUN_EXPORT PFNWGLGETGAMMATABLEPARAMETERSI3DPROC __wglewGetGammaTableParametersI3D;
WGLEW_FUN_EXPORT PFNWGLSETGAMMATABLEI3DPROC __wglewSetGammaTableI3D;
WGLEW_FUN_EXPORT PFNWGLSETGAMMATABLEPARAMETERSI3DPROC __wglewSetGammaTableParametersI3D;
WGLEW_FUN_EXPORT PFNWGLDISABLEGENLOCKI3DPROC __wglewDisableGenlockI3D;
WGLEW_FUN_EXPORT PFNWGLENABLEGENLOCKI3DPROC __wglewEnableGenlockI3D;
WGLEW_FUN_EXPORT PFNWGLGENLOCKSAMPLERATEI3DPROC __wglewGenlockSampleRateI3D;
WGLEW_FUN_EXPORT PFNWGLGENLOCKSOURCEDELAYI3DPROC __wglewGenlockSourceDelayI3D;
WGLEW_FUN_EXPORT PFNWGLGENLOCKSOURCEEDGEI3DPROC __wglewGenlockSourceEdgeI3D;
WGLEW_FUN_EXPORT PFNWGLGENLOCKSOURCEI3DPROC __wglewGenlockSourceI3D;
WGLEW_FUN_EXPORT PFNWGLGETGENLOCKSAMPLERATEI3DPROC __wglewGetGenlockSampleRateI3D;
WGLEW_FUN_EXPORT PFNWGLGETGENLOCKSOURCEDELAYI3DPROC __wglewGetGenlockSourceDelayI3D;
WGLEW_FUN_EXPORT PFNWGLGETGENLOCKSOURCEEDGEI3DPROC __wglewGetGenlockSourceEdgeI3D;
WGLEW_FUN_EXPORT PFNWGLGETGENLOCKSOURCEI3DPROC __wglewGetGenlockSourceI3D;
WGLEW_FUN_EXPORT PFNWGLISENABLEDGENLOCKI3DPROC __wglewIsEnabledGenlockI3D;
WGLEW_FUN_EXPORT PFNWGLQUERYGENLOCKMAXSOURCEDELAYI3DPROC __wglewQueryGenlockMaxSourceDelayI3D;
WGLEW_FUN_EXPORT PFNWGLASSOCIATEIMAGEBUFFEREVENTSI3DPROC __wglewAssociateImageBufferEventsI3D;
WGLEW_FUN_EXPORT PFNWGLCREATEIMAGEBUFFERI3DPROC __wglewCreateImageBufferI3D;
WGLEW_FUN_EXPORT PFNWGLDESTROYIMAGEBUFFERI3DPROC __wglewDestroyImageBufferI3D;
WGLEW_FUN_EXPORT PFNWGLRELEASEIMAGEBUFFEREVENTSI3DPROC __wglewReleaseImageBufferEventsI3D;
WGLEW_FUN_EXPORT PFNWGLDISABLEFRAMELOCKI3DPROC __wglewDisableFrameLockI3D;
WGLEW_FUN_EXPORT PFNWGLENABLEFRAMELOCKI3DPROC __wglewEnableFrameLockI3D;
WGLEW_FUN_EXPORT PFNWGLISENABLEDFRAMELOCKI3DPROC __wglewIsEnabledFrameLockI3D;
WGLEW_FUN_EXPORT PFNWGLQUERYFRAMELOCKMASTERI3DPROC __wglewQueryFrameLockMasterI3D;
WGLEW_FUN_EXPORT PFNWGLBEGINFRAMETRACKINGI3DPROC __wglewBeginFrameTrackingI3D;
WGLEW_FUN_EXPORT PFNWGLENDFRAMETRACKINGI3DPROC __wglewEndFrameTrackingI3D;
WGLEW_FUN_EXPORT PFNWGLGETFRAMEUSAGEI3DPROC __wglewGetFrameUsageI3D;
WGLEW_FUN_EXPORT PFNWGLQUERYFRAMETRACKINGI3DPROC __wglewQueryFrameTrackingI3D;
WGLEW_FUN_EXPORT PFNWGLDXCLOSEDEVICENVPROC __wglewDXCloseDeviceNV;
WGLEW_FUN_EXPORT PFNWGLDXLOCKOBJECTSNVPROC __wglewDXLockObjectsNV;
WGLEW_FUN_EXPORT PFNWGLDXOBJECTACCESSNVPROC __wglewDXObjectAccessNV;
WGLEW_FUN_EXPORT PFNWGLDXOPENDEVICENVPROC __wglewDXOpenDeviceNV;
WGLEW_FUN_EXPORT PFNWGLDXREGISTEROBJECTNVPROC __wglewDXRegisterObjectNV;
WGLEW_FUN_EXPORT PFNWGLDXSETRESOURCESHAREHANDLENVPROC __wglewDXSetResourceShareHandleNV;
WGLEW_FUN_EXPORT PFNWGLDXUNLOCKOBJECTSNVPROC __wglewDXUnlockObjectsNV;
WGLEW_FUN_EXPORT PFNWGLDXUNREGISTEROBJECTNVPROC __wglewDXUnregisterObjectNV;
WGLEW_FUN_EXPORT PFNWGLCOPYIMAGESUBDATANVPROC __wglewCopyImageSubDataNV;
WGLEW_FUN_EXPORT PFNWGLDELAYBEFORESWAPNVPROC __wglewDelayBeforeSwapNV;
WGLEW_FUN_EXPORT PFNWGLCREATEAFFINITYDCNVPROC __wglewCreateAffinityDCNV;
WGLEW_FUN_EXPORT PFNWGLDELETEDCNVPROC __wglewDeleteDCNV;
WGLEW_FUN_EXPORT PFNWGLENUMGPUDEVICESNVPROC __wglewEnumGpuDevicesNV;
WGLEW_FUN_EXPORT PFNWGLENUMGPUSFROMAFFINITYDCNVPROC __wglewEnumGpusFromAffinityDCNV;
WGLEW_FUN_EXPORT PFNWGLENUMGPUSNVPROC __wglewEnumGpusNV;
WGLEW_FUN_EXPORT PFNWGLBINDVIDEODEVICENVPROC __wglewBindVideoDeviceNV;
WGLEW_FUN_EXPORT PFNWGLENUMERATEVIDEODEVICESNVPROC __wglewEnumerateVideoDevicesNV;
WGLEW_FUN_EXPORT PFNWGLQUERYCURRENTCONTEXTNVPROC __wglewQueryCurrentContextNV;
WGLEW_FUN_EXPORT PFNWGLBINDSWAPBARRIERNVPROC __wglewBindSwapBarrierNV;
WGLEW_FUN_EXPORT PFNWGLJOINSWAPGROUPNVPROC __wglewJoinSwapGroupNV;
WGLEW_FUN_EXPORT PFNWGLQUERYFRAMECOUNTNVPROC __wglewQueryFrameCountNV;
WGLEW_FUN_EXPORT PFNWGLQUERYMAXSWAPGROUPSNVPROC __wglewQueryMaxSwapGroupsNV;
WGLEW_FUN_EXPORT PFNWGLQUERYSWAPGROUPNVPROC __wglewQuerySwapGroupNV;
WGLEW_FUN_EXPORT PFNWGLRESETFRAMECOUNTNVPROC __wglewResetFrameCountNV;
WGLEW_FUN_EXPORT PFNWGLALLOCATEMEMORYNVPROC __wglewAllocateMemoryNV;
WGLEW_FUN_EXPORT PFNWGLFREEMEMORYNVPROC __wglewFreeMemoryNV;
WGLEW_FUN_EXPORT PFNWGLBINDVIDEOCAPTUREDEVICENVPROC __wglewBindVideoCaptureDeviceNV;
WGLEW_FUN_EXPORT PFNWGLENUMERATEVIDEOCAPTUREDEVICESNVPROC __wglewEnumerateVideoCaptureDevicesNV;
WGLEW_FUN_EXPORT PFNWGLLOCKVIDEOCAPTUREDEVICENVPROC __wglewLockVideoCaptureDeviceNV;
WGLEW_FUN_EXPORT PFNWGLQUERYVIDEOCAPTUREDEVICENVPROC __wglewQueryVideoCaptureDeviceNV;
WGLEW_FUN_EXPORT PFNWGLRELEASEVIDEOCAPTUREDEVICENVPROC __wglewReleaseVideoCaptureDeviceNV;
WGLEW_FUN_EXPORT PFNWGLBINDVIDEOIMAGENVPROC __wglewBindVideoImageNV;
WGLEW_FUN_EXPORT PFNWGLGETVIDEODEVICENVPROC __wglewGetVideoDeviceNV;
WGLEW_FUN_EXPORT PFNWGLGETVIDEOINFONVPROC __wglewGetVideoInfoNV;
WGLEW_FUN_EXPORT PFNWGLRELEASEVIDEODEVICENVPROC __wglewReleaseVideoDeviceNV;
WGLEW_FUN_EXPORT PFNWGLRELEASEVIDEOIMAGENVPROC __wglewReleaseVideoImageNV;
WGLEW_FUN_EXPORT PFNWGLSENDPBUFFERTOVIDEONVPROC __wglewSendPbufferToVideoNV;
WGLEW_FUN_EXPORT PFNWGLGETMSCRATEOMLPROC __wglewGetMscRateOML;
WGLEW_FUN_EXPORT PFNWGLGETSYNCVALUESOMLPROC __wglewGetSyncValuesOML;
WGLEW_FUN_EXPORT PFNWGLSWAPBUFFERSMSCOMLPROC __wglewSwapBuffersMscOML;
WGLEW_FUN_EXPORT PFNWGLSWAPLAYERBUFFERSMSCOMLPROC __wglewSwapLayerBuffersMscOML;
WGLEW_FUN_EXPORT PFNWGLWAITFORMSCOMLPROC __wglewWaitForMscOML;
WGLEW_FUN_EXPORT PFNWGLWAITFORSBCOMLPROC __wglewWaitForSbcOML;
WGLEW_VAR_EXPORT GLboolean __WGLEW_3DFX_multisample;
WGLEW_VAR_EXPORT GLboolean __WGLEW_3DL_stereo_control;
WGLEW_VAR_EXPORT GLboolean __WGLEW_AMD_gpu_association;
WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_buffer_region;
WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_context_flush_control;
WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_create_context;
WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_create_context_profile;
WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_create_context_robustness;
WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_extensions_string;
WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_framebuffer_sRGB;
WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_make_current_read;
WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_multisample;
WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_pbuffer;
WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_pixel_format;
WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_pixel_format_float;
WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_render_texture;
WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_robustness_application_isolation;
WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_robustness_share_group_isolation;
WGLEW_VAR_EXPORT GLboolean __WGLEW_ATI_pixel_format_float;
WGLEW_VAR_EXPORT GLboolean __WGLEW_ATI_render_texture_rectangle;
WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_create_context_es2_profile;
WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_create_context_es_profile;
WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_depth_float;
WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_display_color_table;
WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_extensions_string;
WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_framebuffer_sRGB;
WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_make_current_read;
WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_multisample;
WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_pbuffer;
WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_pixel_format;
WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_pixel_format_packed_float;
WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_swap_control;
WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_swap_control_tear;
WGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_digital_video_control;
WGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_gamma;
WGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_genlock;
WGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_image_buffer;
WGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_swap_frame_lock;
WGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_swap_frame_usage;
WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_DX_interop;
WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_DX_interop2;
WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_copy_image;
WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_delay_before_swap;
WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_float_buffer;
WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_gpu_affinity;
WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_multisample_coverage;
WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_present_video;
WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_render_depth_texture;
WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_render_texture_rectangle;
WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_swap_group;
WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_vertex_array_range;
WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_video_capture;
WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_video_output;
WGLEW_VAR_EXPORT GLboolean __WGLEW_OML_sync_control;
#ifdef GLEW_MX
}; /* WGLEWContextStruct */
#endif /* GLEW_MX */
/* ------------------------------------------------------------------------- */
#ifdef GLEW_MX
typedef struct WGLEWContextStruct WGLEWContext;
GLEWAPI GLenum GLEWAPIENTRY wglewContextInit (WGLEWContext *ctx);
GLEWAPI GLboolean GLEWAPIENTRY wglewContextIsSupported (const WGLEWContext *ctx, const char *name);
#define wglewInit() wglewContextInit(wglewGetContext())
#define wglewIsSupported(x) wglewContextIsSupported(wglewGetContext(), x)
#define WGLEW_GET_VAR(x) (*(const GLboolean*)&(wglewGetContext()->x))
#define WGLEW_GET_FUN(x) wglewGetContext()->x
#else /* GLEW_MX */
GLEWAPI GLenum GLEWAPIENTRY wglewInit ();
GLEWAPI GLboolean GLEWAPIENTRY wglewIsSupported (const char *name);
#define WGLEW_GET_VAR(x) (*(const GLboolean*)&x)
#define WGLEW_GET_FUN(x) x
#endif /* GLEW_MX */
GLEWAPI GLboolean GLEWAPIENTRY wglewGetExtension (const char *name);
#ifdef __cplusplus
}
#endif
#undef GLEWAPI
#endif /* __wglew_h__ */
| 63,383 | C | 42.592847 | 300 | 0.773078 |
NVIDIA-Omniverse/PhysX/physx/snippets/graphics/include/GL/glxew.h | /*
** The OpenGL Extension Wrangler Library
** Copyright (C) 2008-2015, Nigel Stewart <nigels[]users sourceforge net>
** Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org>
** Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org>
** Copyright (C) 2002, Lev Povalahev
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are met:
**
** * Redistributions of source code must retain the above copyright notice,
** this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright notice,
** this list of conditions and the following disclaimer in the documentation
** and/or other materials provided with the distribution.
** * The name of the author may be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
** AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
** IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
** ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
** LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
** CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
** SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
** INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
** CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
** ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
** THE POSSIBILITY OF SUCH DAMAGE.
*/
/*
* Mesa 3-D graphics library
* Version: 7.0
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/*
** Copyright (c) 2007 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
#ifndef __glxew_h__
#define __glxew_h__
#define __GLXEW_H__
#ifdef __glxext_h_
#error glxext.h included before glxew.h
#endif
#if defined(GLX_H) || defined(__GLX_glx_h__) || defined(__glx_h__)
#error glx.h included before glxew.h
#endif
#define __glxext_h_
#define GLX_H
#define __GLX_glx_h__
#define __glx_h__
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/Xmd.h>
#include <GL/glew.h>
#ifdef __cplusplus
extern "C" {
#endif
/* ---------------------------- GLX_VERSION_1_0 --------------------------- */
#ifndef GLX_VERSION_1_0
#define GLX_VERSION_1_0 1
#define GLX_USE_GL 1
#define GLX_BUFFER_SIZE 2
#define GLX_LEVEL 3
#define GLX_RGBA 4
#define GLX_DOUBLEBUFFER 5
#define GLX_STEREO 6
#define GLX_AUX_BUFFERS 7
#define GLX_RED_SIZE 8
#define GLX_GREEN_SIZE 9
#define GLX_BLUE_SIZE 10
#define GLX_ALPHA_SIZE 11
#define GLX_DEPTH_SIZE 12
#define GLX_STENCIL_SIZE 13
#define GLX_ACCUM_RED_SIZE 14
#define GLX_ACCUM_GREEN_SIZE 15
#define GLX_ACCUM_BLUE_SIZE 16
#define GLX_ACCUM_ALPHA_SIZE 17
#define GLX_BAD_SCREEN 1
#define GLX_BAD_ATTRIBUTE 2
#define GLX_NO_EXTENSION 3
#define GLX_BAD_VISUAL 4
#define GLX_BAD_CONTEXT 5
#define GLX_BAD_VALUE 6
#define GLX_BAD_ENUM 7
typedef XID GLXDrawable;
typedef XID GLXPixmap;
#ifdef __sun
typedef struct __glXContextRec *GLXContext;
#else
typedef struct __GLXcontextRec *GLXContext;
#endif
typedef unsigned int GLXVideoDeviceNV;
extern Bool glXQueryExtension (Display *dpy, int *errorBase, int *eventBase);
extern Bool glXQueryVersion (Display *dpy, int *major, int *minor);
extern int glXGetConfig (Display *dpy, XVisualInfo *vis, int attrib, int *value);
extern XVisualInfo* glXChooseVisual (Display *dpy, int screen, int *attribList);
extern GLXPixmap glXCreateGLXPixmap (Display *dpy, XVisualInfo *vis, Pixmap pixmap);
extern void glXDestroyGLXPixmap (Display *dpy, GLXPixmap pix);
extern GLXContext glXCreateContext (Display *dpy, XVisualInfo *vis, GLXContext shareList, Bool direct);
extern void glXDestroyContext (Display *dpy, GLXContext ctx);
extern Bool glXIsDirect (Display *dpy, GLXContext ctx);
extern void glXCopyContext (Display *dpy, GLXContext src, GLXContext dst, GLulong mask);
extern Bool glXMakeCurrent (Display *dpy, GLXDrawable drawable, GLXContext ctx);
extern GLXContext glXGetCurrentContext (void);
extern GLXDrawable glXGetCurrentDrawable (void);
extern void glXWaitGL (void);
extern void glXWaitX (void);
extern void glXSwapBuffers (Display *dpy, GLXDrawable drawable);
extern void glXUseXFont (Font font, int first, int count, int listBase);
#define GLXEW_VERSION_1_0 GLXEW_GET_VAR(__GLXEW_VERSION_1_0)
#endif /* GLX_VERSION_1_0 */
/* ---------------------------- GLX_VERSION_1_1 --------------------------- */
#ifndef GLX_VERSION_1_1
#define GLX_VERSION_1_1
#define GLX_VENDOR 0x1
#define GLX_VERSION 0x2
#define GLX_EXTENSIONS 0x3
extern const char* glXQueryExtensionsString (Display *dpy, int screen);
extern const char* glXGetClientString (Display *dpy, int name);
extern const char* glXQueryServerString (Display *dpy, int screen, int name);
#define GLXEW_VERSION_1_1 GLXEW_GET_VAR(__GLXEW_VERSION_1_1)
#endif /* GLX_VERSION_1_1 */
/* ---------------------------- GLX_VERSION_1_2 ---------------------------- */
#ifndef GLX_VERSION_1_2
#define GLX_VERSION_1_2 1
typedef Display* ( * PFNGLXGETCURRENTDISPLAYPROC) (void);
#define glXGetCurrentDisplay GLXEW_GET_FUN(__glewXGetCurrentDisplay)
#define GLXEW_VERSION_1_2 GLXEW_GET_VAR(__GLXEW_VERSION_1_2)
#endif /* GLX_VERSION_1_2 */
/* ---------------------------- GLX_VERSION_1_3 ---------------------------- */
#ifndef GLX_VERSION_1_3
#define GLX_VERSION_1_3 1
#define GLX_FRONT_LEFT_BUFFER_BIT 0x00000001
#define GLX_RGBA_BIT 0x00000001
#define GLX_WINDOW_BIT 0x00000001
#define GLX_COLOR_INDEX_BIT 0x00000002
#define GLX_FRONT_RIGHT_BUFFER_BIT 0x00000002
#define GLX_PIXMAP_BIT 0x00000002
#define GLX_BACK_LEFT_BUFFER_BIT 0x00000004
#define GLX_PBUFFER_BIT 0x00000004
#define GLX_BACK_RIGHT_BUFFER_BIT 0x00000008
#define GLX_AUX_BUFFERS_BIT 0x00000010
#define GLX_CONFIG_CAVEAT 0x20
#define GLX_DEPTH_BUFFER_BIT 0x00000020
#define GLX_X_VISUAL_TYPE 0x22
#define GLX_TRANSPARENT_TYPE 0x23
#define GLX_TRANSPARENT_INDEX_VALUE 0x24
#define GLX_TRANSPARENT_RED_VALUE 0x25
#define GLX_TRANSPARENT_GREEN_VALUE 0x26
#define GLX_TRANSPARENT_BLUE_VALUE 0x27
#define GLX_TRANSPARENT_ALPHA_VALUE 0x28
#define GLX_STENCIL_BUFFER_BIT 0x00000040
#define GLX_ACCUM_BUFFER_BIT 0x00000080
#define GLX_NONE 0x8000
#define GLX_SLOW_CONFIG 0x8001
#define GLX_TRUE_COLOR 0x8002
#define GLX_DIRECT_COLOR 0x8003
#define GLX_PSEUDO_COLOR 0x8004
#define GLX_STATIC_COLOR 0x8005
#define GLX_GRAY_SCALE 0x8006
#define GLX_STATIC_GRAY 0x8007
#define GLX_TRANSPARENT_RGB 0x8008
#define GLX_TRANSPARENT_INDEX 0x8009
#define GLX_VISUAL_ID 0x800B
#define GLX_SCREEN 0x800C
#define GLX_NON_CONFORMANT_CONFIG 0x800D
#define GLX_DRAWABLE_TYPE 0x8010
#define GLX_RENDER_TYPE 0x8011
#define GLX_X_RENDERABLE 0x8012
#define GLX_FBCONFIG_ID 0x8013
#define GLX_RGBA_TYPE 0x8014
#define GLX_COLOR_INDEX_TYPE 0x8015
#define GLX_MAX_PBUFFER_WIDTH 0x8016
#define GLX_MAX_PBUFFER_HEIGHT 0x8017
#define GLX_MAX_PBUFFER_PIXELS 0x8018
#define GLX_PRESERVED_CONTENTS 0x801B
#define GLX_LARGEST_PBUFFER 0x801C
#define GLX_WIDTH 0x801D
#define GLX_HEIGHT 0x801E
#define GLX_EVENT_MASK 0x801F
#define GLX_DAMAGED 0x8020
#define GLX_SAVED 0x8021
#define GLX_WINDOW 0x8022
#define GLX_PBUFFER 0x8023
#define GLX_PBUFFER_HEIGHT 0x8040
#define GLX_PBUFFER_WIDTH 0x8041
#define GLX_PBUFFER_CLOBBER_MASK 0x08000000
#define GLX_DONT_CARE 0xFFFFFFFF
typedef XID GLXFBConfigID;
typedef XID GLXPbuffer;
typedef XID GLXWindow;
typedef struct __GLXFBConfigRec *GLXFBConfig;
typedef struct {
int event_type;
int draw_type;
unsigned long serial;
Bool send_event;
Display *display;
GLXDrawable drawable;
unsigned int buffer_mask;
unsigned int aux_buffer;
int x, y;
int width, height;
int count;
} GLXPbufferClobberEvent;
typedef union __GLXEvent {
GLXPbufferClobberEvent glxpbufferclobber;
long pad[24];
} GLXEvent;
typedef GLXFBConfig* ( * PFNGLXCHOOSEFBCONFIGPROC) (Display *dpy, int screen, const int *attrib_list, int *nelements);
typedef GLXContext ( * PFNGLXCREATENEWCONTEXTPROC) (Display *dpy, GLXFBConfig config, int render_type, GLXContext share_list, Bool direct);
typedef GLXPbuffer ( * PFNGLXCREATEPBUFFERPROC) (Display *dpy, GLXFBConfig config, const int *attrib_list);
typedef GLXPixmap ( * PFNGLXCREATEPIXMAPPROC) (Display *dpy, GLXFBConfig config, Pixmap pixmap, const int *attrib_list);
typedef GLXWindow ( * PFNGLXCREATEWINDOWPROC) (Display *dpy, GLXFBConfig config, Window win, const int *attrib_list);
typedef void ( * PFNGLXDESTROYPBUFFERPROC) (Display *dpy, GLXPbuffer pbuf);
typedef void ( * PFNGLXDESTROYPIXMAPPROC) (Display *dpy, GLXPixmap pixmap);
typedef void ( * PFNGLXDESTROYWINDOWPROC) (Display *dpy, GLXWindow win);
typedef GLXDrawable ( * PFNGLXGETCURRENTREADDRAWABLEPROC) (void);
typedef int ( * PFNGLXGETFBCONFIGATTRIBPROC) (Display *dpy, GLXFBConfig config, int attribute, int *value);
typedef GLXFBConfig* ( * PFNGLXGETFBCONFIGSPROC) (Display *dpy, int screen, int *nelements);
typedef void ( * PFNGLXGETSELECTEDEVENTPROC) (Display *dpy, GLXDrawable draw, unsigned long *event_mask);
typedef XVisualInfo* ( * PFNGLXGETVISUALFROMFBCONFIGPROC) (Display *dpy, GLXFBConfig config);
typedef Bool ( * PFNGLXMAKECONTEXTCURRENTPROC) (Display *display, GLXDrawable draw, GLXDrawable read, GLXContext ctx);
typedef int ( * PFNGLXQUERYCONTEXTPROC) (Display *dpy, GLXContext ctx, int attribute, int *value);
typedef void ( * PFNGLXQUERYDRAWABLEPROC) (Display *dpy, GLXDrawable draw, int attribute, unsigned int *value);
typedef void ( * PFNGLXSELECTEVENTPROC) (Display *dpy, GLXDrawable draw, unsigned long event_mask);
#define glXChooseFBConfig GLXEW_GET_FUN(__glewXChooseFBConfig)
#define glXCreateNewContext GLXEW_GET_FUN(__glewXCreateNewContext)
#define glXCreatePbuffer GLXEW_GET_FUN(__glewXCreatePbuffer)
#define glXCreatePixmap GLXEW_GET_FUN(__glewXCreatePixmap)
#define glXCreateWindow GLXEW_GET_FUN(__glewXCreateWindow)
#define glXDestroyPbuffer GLXEW_GET_FUN(__glewXDestroyPbuffer)
#define glXDestroyPixmap GLXEW_GET_FUN(__glewXDestroyPixmap)
#define glXDestroyWindow GLXEW_GET_FUN(__glewXDestroyWindow)
#define glXGetCurrentReadDrawable GLXEW_GET_FUN(__glewXGetCurrentReadDrawable)
#define glXGetFBConfigAttrib GLXEW_GET_FUN(__glewXGetFBConfigAttrib)
#define glXGetFBConfigs GLXEW_GET_FUN(__glewXGetFBConfigs)
#define glXGetSelectedEvent GLXEW_GET_FUN(__glewXGetSelectedEvent)
#define glXGetVisualFromFBConfig GLXEW_GET_FUN(__glewXGetVisualFromFBConfig)
#define glXMakeContextCurrent GLXEW_GET_FUN(__glewXMakeContextCurrent)
#define glXQueryContext GLXEW_GET_FUN(__glewXQueryContext)
#define glXQueryDrawable GLXEW_GET_FUN(__glewXQueryDrawable)
#define glXSelectEvent GLXEW_GET_FUN(__glewXSelectEvent)
#define GLXEW_VERSION_1_3 GLXEW_GET_VAR(__GLXEW_VERSION_1_3)
#endif /* GLX_VERSION_1_3 */
/* ---------------------------- GLX_VERSION_1_4 ---------------------------- */
#ifndef GLX_VERSION_1_4
#define GLX_VERSION_1_4 1
#define GLX_SAMPLE_BUFFERS 100000
#define GLX_SAMPLES 100001
extern void ( * glXGetProcAddress (const GLubyte *procName)) (void);
#define GLXEW_VERSION_1_4 GLXEW_GET_VAR(__GLXEW_VERSION_1_4)
#endif /* GLX_VERSION_1_4 */
/* -------------------------- GLX_3DFX_multisample ------------------------- */
#ifndef GLX_3DFX_multisample
#define GLX_3DFX_multisample 1
#define GLX_SAMPLE_BUFFERS_3DFX 0x8050
#define GLX_SAMPLES_3DFX 0x8051
#define GLXEW_3DFX_multisample GLXEW_GET_VAR(__GLXEW_3DFX_multisample)
#endif /* GLX_3DFX_multisample */
/* ------------------------ GLX_AMD_gpu_association ------------------------ */
#ifndef GLX_AMD_gpu_association
#define GLX_AMD_gpu_association 1
#define GLX_GPU_VENDOR_AMD 0x1F00
#define GLX_GPU_RENDERER_STRING_AMD 0x1F01
#define GLX_GPU_OPENGL_VERSION_STRING_AMD 0x1F02
#define GLX_GPU_FASTEST_TARGET_GPUS_AMD 0x21A2
#define GLX_GPU_RAM_AMD 0x21A3
#define GLX_GPU_CLOCK_AMD 0x21A4
#define GLX_GPU_NUM_PIPES_AMD 0x21A5
#define GLX_GPU_NUM_SIMD_AMD 0x21A6
#define GLX_GPU_NUM_RB_AMD 0x21A7
#define GLX_GPU_NUM_SPI_AMD 0x21A8
typedef void ( * PFNGLXBLITCONTEXTFRAMEBUFFERAMDPROC) (GLXContext dstCtx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
typedef GLXContext ( * PFNGLXCREATEASSOCIATEDCONTEXTAMDPROC) (unsigned int id, GLXContext share_list);
typedef GLXContext ( * PFNGLXCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC) (unsigned int id, GLXContext share_context, const int* attribList);
typedef Bool ( * PFNGLXDELETEASSOCIATEDCONTEXTAMDPROC) (GLXContext ctx);
typedef unsigned int ( * PFNGLXGETCONTEXTGPUIDAMDPROC) (GLXContext ctx);
typedef GLXContext ( * PFNGLXGETCURRENTASSOCIATEDCONTEXTAMDPROC) (void);
typedef unsigned int ( * PFNGLXGETGPUIDSAMDPROC) (unsigned int maxCount, unsigned int* ids);
typedef int ( * PFNGLXGETGPUINFOAMDPROC) (unsigned int id, int property, GLenum dataType, unsigned int size, void* data);
typedef Bool ( * PFNGLXMAKEASSOCIATEDCONTEXTCURRENTAMDPROC) (GLXContext ctx);
#define glXBlitContextFramebufferAMD GLXEW_GET_FUN(__glewXBlitContextFramebufferAMD)
#define glXCreateAssociatedContextAMD GLXEW_GET_FUN(__glewXCreateAssociatedContextAMD)
#define glXCreateAssociatedContextAttribsAMD GLXEW_GET_FUN(__glewXCreateAssociatedContextAttribsAMD)
#define glXDeleteAssociatedContextAMD GLXEW_GET_FUN(__glewXDeleteAssociatedContextAMD)
#define glXGetContextGPUIDAMD GLXEW_GET_FUN(__glewXGetContextGPUIDAMD)
#define glXGetCurrentAssociatedContextAMD GLXEW_GET_FUN(__glewXGetCurrentAssociatedContextAMD)
#define glXGetGPUIDsAMD GLXEW_GET_FUN(__glewXGetGPUIDsAMD)
#define glXGetGPUInfoAMD GLXEW_GET_FUN(__glewXGetGPUInfoAMD)
#define glXMakeAssociatedContextCurrentAMD GLXEW_GET_FUN(__glewXMakeAssociatedContextCurrentAMD)
#define GLXEW_AMD_gpu_association GLXEW_GET_VAR(__GLXEW_AMD_gpu_association)
#endif /* GLX_AMD_gpu_association */
/* --------------------- GLX_ARB_context_flush_control --------------------- */
#ifndef GLX_ARB_context_flush_control
#define GLX_ARB_context_flush_control 1
#define GLX_CONTEXT_RELEASE_BEHAVIOR_NONE_ARB 0x0000
#define GLX_CONTEXT_RELEASE_BEHAVIOR_ARB 0x2097
#define GLX_CONTEXT_RELEASE_BEHAVIOR_FLUSH_ARB 0x2098
#define GLXEW_ARB_context_flush_control GLXEW_GET_VAR(__GLXEW_ARB_context_flush_control)
#endif /* GLX_ARB_context_flush_control */
/* ------------------------- GLX_ARB_create_context ------------------------ */
#ifndef GLX_ARB_create_context
#define GLX_ARB_create_context 1
#define GLX_CONTEXT_DEBUG_BIT_ARB 0x0001
#define GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x0002
#define GLX_CONTEXT_MAJOR_VERSION_ARB 0x2091
#define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092
#define GLX_CONTEXT_FLAGS_ARB 0x2094
typedef GLXContext ( * PFNGLXCREATECONTEXTATTRIBSARBPROC) (Display* dpy, GLXFBConfig config, GLXContext share_context, Bool direct, const int *attrib_list);
#define glXCreateContextAttribsARB GLXEW_GET_FUN(__glewXCreateContextAttribsARB)
#define GLXEW_ARB_create_context GLXEW_GET_VAR(__GLXEW_ARB_create_context)
#endif /* GLX_ARB_create_context */
/* --------------------- GLX_ARB_create_context_profile -------------------- */
#ifndef GLX_ARB_create_context_profile
#define GLX_ARB_create_context_profile 1
#define GLX_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001
#define GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002
#define GLX_CONTEXT_PROFILE_MASK_ARB 0x9126
#define GLXEW_ARB_create_context_profile GLXEW_GET_VAR(__GLXEW_ARB_create_context_profile)
#endif /* GLX_ARB_create_context_profile */
/* ------------------- GLX_ARB_create_context_robustness ------------------- */
#ifndef GLX_ARB_create_context_robustness
#define GLX_ARB_create_context_robustness 1
#define GLX_CONTEXT_ROBUST_ACCESS_BIT_ARB 0x00000004
#define GLX_LOSE_CONTEXT_ON_RESET_ARB 0x8252
#define GLX_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB 0x8256
#define GLX_NO_RESET_NOTIFICATION_ARB 0x8261
#define GLXEW_ARB_create_context_robustness GLXEW_GET_VAR(__GLXEW_ARB_create_context_robustness)
#endif /* GLX_ARB_create_context_robustness */
/* ------------------------- GLX_ARB_fbconfig_float ------------------------ */
#ifndef GLX_ARB_fbconfig_float
#define GLX_ARB_fbconfig_float 1
#define GLX_RGBA_FLOAT_BIT_ARB 0x00000004
#define GLX_RGBA_FLOAT_TYPE_ARB 0x20B9
#define GLXEW_ARB_fbconfig_float GLXEW_GET_VAR(__GLXEW_ARB_fbconfig_float)
#endif /* GLX_ARB_fbconfig_float */
/* ------------------------ GLX_ARB_framebuffer_sRGB ----------------------- */
#ifndef GLX_ARB_framebuffer_sRGB
#define GLX_ARB_framebuffer_sRGB 1
#define GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20B2
#define GLXEW_ARB_framebuffer_sRGB GLXEW_GET_VAR(__GLXEW_ARB_framebuffer_sRGB)
#endif /* GLX_ARB_framebuffer_sRGB */
/* ------------------------ GLX_ARB_get_proc_address ----------------------- */
#ifndef GLX_ARB_get_proc_address
#define GLX_ARB_get_proc_address 1
extern void ( * glXGetProcAddressARB (const GLubyte *procName)) (void);
#define GLXEW_ARB_get_proc_address GLXEW_GET_VAR(__GLXEW_ARB_get_proc_address)
#endif /* GLX_ARB_get_proc_address */
/* -------------------------- GLX_ARB_multisample -------------------------- */
#ifndef GLX_ARB_multisample
#define GLX_ARB_multisample 1
#define GLX_SAMPLE_BUFFERS_ARB 100000
#define GLX_SAMPLES_ARB 100001
#define GLXEW_ARB_multisample GLXEW_GET_VAR(__GLXEW_ARB_multisample)
#endif /* GLX_ARB_multisample */
/* ---------------- GLX_ARB_robustness_application_isolation --------------- */
#ifndef GLX_ARB_robustness_application_isolation
#define GLX_ARB_robustness_application_isolation 1
#define GLX_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008
#define GLXEW_ARB_robustness_application_isolation GLXEW_GET_VAR(__GLXEW_ARB_robustness_application_isolation)
#endif /* GLX_ARB_robustness_application_isolation */
/* ---------------- GLX_ARB_robustness_share_group_isolation --------------- */
#ifndef GLX_ARB_robustness_share_group_isolation
#define GLX_ARB_robustness_share_group_isolation 1
#define GLX_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008
#define GLXEW_ARB_robustness_share_group_isolation GLXEW_GET_VAR(__GLXEW_ARB_robustness_share_group_isolation)
#endif /* GLX_ARB_robustness_share_group_isolation */
/* ---------------------- GLX_ARB_vertex_buffer_object --------------------- */
#ifndef GLX_ARB_vertex_buffer_object
#define GLX_ARB_vertex_buffer_object 1
#define GLX_CONTEXT_ALLOW_BUFFER_BYTE_ORDER_MISMATCH_ARB 0x2095
#define GLXEW_ARB_vertex_buffer_object GLXEW_GET_VAR(__GLXEW_ARB_vertex_buffer_object)
#endif /* GLX_ARB_vertex_buffer_object */
/* ----------------------- GLX_ATI_pixel_format_float ---------------------- */
#ifndef GLX_ATI_pixel_format_float
#define GLX_ATI_pixel_format_float 1
#define GLX_RGBA_FLOAT_ATI_BIT 0x00000100
#define GLXEW_ATI_pixel_format_float GLXEW_GET_VAR(__GLXEW_ATI_pixel_format_float)
#endif /* GLX_ATI_pixel_format_float */
/* ------------------------- GLX_ATI_render_texture ------------------------ */
#ifndef GLX_ATI_render_texture
#define GLX_ATI_render_texture 1
#define GLX_BIND_TO_TEXTURE_RGB_ATI 0x9800
#define GLX_BIND_TO_TEXTURE_RGBA_ATI 0x9801
#define GLX_TEXTURE_FORMAT_ATI 0x9802
#define GLX_TEXTURE_TARGET_ATI 0x9803
#define GLX_MIPMAP_TEXTURE_ATI 0x9804
#define GLX_TEXTURE_RGB_ATI 0x9805
#define GLX_TEXTURE_RGBA_ATI 0x9806
#define GLX_NO_TEXTURE_ATI 0x9807
#define GLX_TEXTURE_CUBE_MAP_ATI 0x9808
#define GLX_TEXTURE_1D_ATI 0x9809
#define GLX_TEXTURE_2D_ATI 0x980A
#define GLX_MIPMAP_LEVEL_ATI 0x980B
#define GLX_CUBE_MAP_FACE_ATI 0x980C
#define GLX_TEXTURE_CUBE_MAP_POSITIVE_X_ATI 0x980D
#define GLX_TEXTURE_CUBE_MAP_NEGATIVE_X_ATI 0x980E
#define GLX_TEXTURE_CUBE_MAP_POSITIVE_Y_ATI 0x980F
#define GLX_TEXTURE_CUBE_MAP_NEGATIVE_Y_ATI 0x9810
#define GLX_TEXTURE_CUBE_MAP_POSITIVE_Z_ATI 0x9811
#define GLX_TEXTURE_CUBE_MAP_NEGATIVE_Z_ATI 0x9812
#define GLX_FRONT_LEFT_ATI 0x9813
#define GLX_FRONT_RIGHT_ATI 0x9814
#define GLX_BACK_LEFT_ATI 0x9815
#define GLX_BACK_RIGHT_ATI 0x9816
#define GLX_AUX0_ATI 0x9817
#define GLX_AUX1_ATI 0x9818
#define GLX_AUX2_ATI 0x9819
#define GLX_AUX3_ATI 0x981A
#define GLX_AUX4_ATI 0x981B
#define GLX_AUX5_ATI 0x981C
#define GLX_AUX6_ATI 0x981D
#define GLX_AUX7_ATI 0x981E
#define GLX_AUX8_ATI 0x981F
#define GLX_AUX9_ATI 0x9820
#define GLX_BIND_TO_TEXTURE_LUMINANCE_ATI 0x9821
#define GLX_BIND_TO_TEXTURE_INTENSITY_ATI 0x9822
typedef void ( * PFNGLXBINDTEXIMAGEATIPROC) (Display *dpy, GLXPbuffer pbuf, int buffer);
typedef void ( * PFNGLXDRAWABLEATTRIBATIPROC) (Display *dpy, GLXDrawable draw, const int *attrib_list);
typedef void ( * PFNGLXRELEASETEXIMAGEATIPROC) (Display *dpy, GLXPbuffer pbuf, int buffer);
#define glXBindTexImageATI GLXEW_GET_FUN(__glewXBindTexImageATI)
#define glXDrawableAttribATI GLXEW_GET_FUN(__glewXDrawableAttribATI)
#define glXReleaseTexImageATI GLXEW_GET_FUN(__glewXReleaseTexImageATI)
#define GLXEW_ATI_render_texture GLXEW_GET_VAR(__GLXEW_ATI_render_texture)
#endif /* GLX_ATI_render_texture */
/* --------------------------- GLX_EXT_buffer_age -------------------------- */
#ifndef GLX_EXT_buffer_age
#define GLX_EXT_buffer_age 1
#define GLX_BACK_BUFFER_AGE_EXT 0x20F4
#define GLXEW_EXT_buffer_age GLXEW_GET_VAR(__GLXEW_EXT_buffer_age)
#endif /* GLX_EXT_buffer_age */
/* ------------------- GLX_EXT_create_context_es2_profile ------------------ */
#ifndef GLX_EXT_create_context_es2_profile
#define GLX_EXT_create_context_es2_profile 1
#define GLX_CONTEXT_ES2_PROFILE_BIT_EXT 0x00000004
#define GLXEW_EXT_create_context_es2_profile GLXEW_GET_VAR(__GLXEW_EXT_create_context_es2_profile)
#endif /* GLX_EXT_create_context_es2_profile */
/* ------------------- GLX_EXT_create_context_es_profile ------------------- */
#ifndef GLX_EXT_create_context_es_profile
#define GLX_EXT_create_context_es_profile 1
#define GLX_CONTEXT_ES_PROFILE_BIT_EXT 0x00000004
#define GLXEW_EXT_create_context_es_profile GLXEW_GET_VAR(__GLXEW_EXT_create_context_es_profile)
#endif /* GLX_EXT_create_context_es_profile */
/* --------------------- GLX_EXT_fbconfig_packed_float --------------------- */
#ifndef GLX_EXT_fbconfig_packed_float
#define GLX_EXT_fbconfig_packed_float 1
#define GLX_RGBA_UNSIGNED_FLOAT_BIT_EXT 0x00000008
#define GLX_RGBA_UNSIGNED_FLOAT_TYPE_EXT 0x20B1
#define GLXEW_EXT_fbconfig_packed_float GLXEW_GET_VAR(__GLXEW_EXT_fbconfig_packed_float)
#endif /* GLX_EXT_fbconfig_packed_float */
/* ------------------------ GLX_EXT_framebuffer_sRGB ----------------------- */
#ifndef GLX_EXT_framebuffer_sRGB
#define GLX_EXT_framebuffer_sRGB 1
#define GLX_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x20B2
#define GLXEW_EXT_framebuffer_sRGB GLXEW_GET_VAR(__GLXEW_EXT_framebuffer_sRGB)
#endif /* GLX_EXT_framebuffer_sRGB */
/* ------------------------- GLX_EXT_import_context ------------------------ */
#ifndef GLX_EXT_import_context
#define GLX_EXT_import_context 1
#define GLX_SHARE_CONTEXT_EXT 0x800A
#define GLX_VISUAL_ID_EXT 0x800B
#define GLX_SCREEN_EXT 0x800C
typedef XID GLXContextID;
typedef void ( * PFNGLXFREECONTEXTEXTPROC) (Display* dpy, GLXContext context);
typedef GLXContextID ( * PFNGLXGETCONTEXTIDEXTPROC) (const GLXContext context);
typedef GLXContext ( * PFNGLXIMPORTCONTEXTEXTPROC) (Display* dpy, GLXContextID contextID);
typedef int ( * PFNGLXQUERYCONTEXTINFOEXTPROC) (Display* dpy, GLXContext context, int attribute,int *value);
#define glXFreeContextEXT GLXEW_GET_FUN(__glewXFreeContextEXT)
#define glXGetContextIDEXT GLXEW_GET_FUN(__glewXGetContextIDEXT)
#define glXImportContextEXT GLXEW_GET_FUN(__glewXImportContextEXT)
#define glXQueryContextInfoEXT GLXEW_GET_FUN(__glewXQueryContextInfoEXT)
#define GLXEW_EXT_import_context GLXEW_GET_VAR(__GLXEW_EXT_import_context)
#endif /* GLX_EXT_import_context */
/* -------------------------- GLX_EXT_scene_marker ------------------------- */
#ifndef GLX_EXT_scene_marker
#define GLX_EXT_scene_marker 1
#define GLXEW_EXT_scene_marker GLXEW_GET_VAR(__GLXEW_EXT_scene_marker)
#endif /* GLX_EXT_scene_marker */
/* -------------------------- GLX_EXT_stereo_tree -------------------------- */
#ifndef GLX_EXT_stereo_tree
#define GLX_EXT_stereo_tree 1
#define GLX_STEREO_NOTIFY_EXT 0x00000000
#define GLX_STEREO_NOTIFY_MASK_EXT 0x00000001
#define GLX_STEREO_TREE_EXT 0x20F5
#define GLXEW_EXT_stereo_tree GLXEW_GET_VAR(__GLXEW_EXT_stereo_tree)
#endif /* GLX_EXT_stereo_tree */
/* -------------------------- GLX_EXT_swap_control ------------------------- */
#ifndef GLX_EXT_swap_control
#define GLX_EXT_swap_control 1
#define GLX_SWAP_INTERVAL_EXT 0x20F1
#define GLX_MAX_SWAP_INTERVAL_EXT 0x20F2
typedef void ( * PFNGLXSWAPINTERVALEXTPROC) (Display* dpy, GLXDrawable drawable, int interval);
#define glXSwapIntervalEXT GLXEW_GET_FUN(__glewXSwapIntervalEXT)
#define GLXEW_EXT_swap_control GLXEW_GET_VAR(__GLXEW_EXT_swap_control)
#endif /* GLX_EXT_swap_control */
/* ----------------------- GLX_EXT_swap_control_tear ----------------------- */
#ifndef GLX_EXT_swap_control_tear
#define GLX_EXT_swap_control_tear 1
#define GLX_LATE_SWAPS_TEAR_EXT 0x20F3
#define GLXEW_EXT_swap_control_tear GLXEW_GET_VAR(__GLXEW_EXT_swap_control_tear)
#endif /* GLX_EXT_swap_control_tear */
/* ---------------------- GLX_EXT_texture_from_pixmap ---------------------- */
#ifndef GLX_EXT_texture_from_pixmap
#define GLX_EXT_texture_from_pixmap 1
#define GLX_TEXTURE_1D_BIT_EXT 0x00000001
#define GLX_TEXTURE_2D_BIT_EXT 0x00000002
#define GLX_TEXTURE_RECTANGLE_BIT_EXT 0x00000004
#define GLX_BIND_TO_TEXTURE_RGB_EXT 0x20D0
#define GLX_BIND_TO_TEXTURE_RGBA_EXT 0x20D1
#define GLX_BIND_TO_MIPMAP_TEXTURE_EXT 0x20D2
#define GLX_BIND_TO_TEXTURE_TARGETS_EXT 0x20D3
#define GLX_Y_INVERTED_EXT 0x20D4
#define GLX_TEXTURE_FORMAT_EXT 0x20D5
#define GLX_TEXTURE_TARGET_EXT 0x20D6
#define GLX_MIPMAP_TEXTURE_EXT 0x20D7
#define GLX_TEXTURE_FORMAT_NONE_EXT 0x20D8
#define GLX_TEXTURE_FORMAT_RGB_EXT 0x20D9
#define GLX_TEXTURE_FORMAT_RGBA_EXT 0x20DA
#define GLX_TEXTURE_1D_EXT 0x20DB
#define GLX_TEXTURE_2D_EXT 0x20DC
#define GLX_TEXTURE_RECTANGLE_EXT 0x20DD
#define GLX_FRONT_LEFT_EXT 0x20DE
#define GLX_FRONT_RIGHT_EXT 0x20DF
#define GLX_BACK_LEFT_EXT 0x20E0
#define GLX_BACK_RIGHT_EXT 0x20E1
#define GLX_AUX0_EXT 0x20E2
#define GLX_AUX1_EXT 0x20E3
#define GLX_AUX2_EXT 0x20E4
#define GLX_AUX3_EXT 0x20E5
#define GLX_AUX4_EXT 0x20E6
#define GLX_AUX5_EXT 0x20E7
#define GLX_AUX6_EXT 0x20E8
#define GLX_AUX7_EXT 0x20E9
#define GLX_AUX8_EXT 0x20EA
#define GLX_AUX9_EXT 0x20EB
typedef void ( * PFNGLXBINDTEXIMAGEEXTPROC) (Display* display, GLXDrawable drawable, int buffer, const int *attrib_list);
typedef void ( * PFNGLXRELEASETEXIMAGEEXTPROC) (Display* display, GLXDrawable drawable, int buffer);
#define glXBindTexImageEXT GLXEW_GET_FUN(__glewXBindTexImageEXT)
#define glXReleaseTexImageEXT GLXEW_GET_FUN(__glewXReleaseTexImageEXT)
#define GLXEW_EXT_texture_from_pixmap GLXEW_GET_VAR(__GLXEW_EXT_texture_from_pixmap)
#endif /* GLX_EXT_texture_from_pixmap */
/* -------------------------- GLX_EXT_visual_info -------------------------- */
#ifndef GLX_EXT_visual_info
#define GLX_EXT_visual_info 1
#define GLX_X_VISUAL_TYPE_EXT 0x22
#define GLX_TRANSPARENT_TYPE_EXT 0x23
#define GLX_TRANSPARENT_INDEX_VALUE_EXT 0x24
#define GLX_TRANSPARENT_RED_VALUE_EXT 0x25
#define GLX_TRANSPARENT_GREEN_VALUE_EXT 0x26
#define GLX_TRANSPARENT_BLUE_VALUE_EXT 0x27
#define GLX_TRANSPARENT_ALPHA_VALUE_EXT 0x28
#define GLX_NONE_EXT 0x8000
#define GLX_TRUE_COLOR_EXT 0x8002
#define GLX_DIRECT_COLOR_EXT 0x8003
#define GLX_PSEUDO_COLOR_EXT 0x8004
#define GLX_STATIC_COLOR_EXT 0x8005
#define GLX_GRAY_SCALE_EXT 0x8006
#define GLX_STATIC_GRAY_EXT 0x8007
#define GLX_TRANSPARENT_RGB_EXT 0x8008
#define GLX_TRANSPARENT_INDEX_EXT 0x8009
#define GLXEW_EXT_visual_info GLXEW_GET_VAR(__GLXEW_EXT_visual_info)
#endif /* GLX_EXT_visual_info */
/* ------------------------- GLX_EXT_visual_rating ------------------------- */
#ifndef GLX_EXT_visual_rating
#define GLX_EXT_visual_rating 1
#define GLX_VISUAL_CAVEAT_EXT 0x20
#define GLX_SLOW_VISUAL_EXT 0x8001
#define GLX_NON_CONFORMANT_VISUAL_EXT 0x800D
#define GLXEW_EXT_visual_rating GLXEW_GET_VAR(__GLXEW_EXT_visual_rating)
#endif /* GLX_EXT_visual_rating */
/* -------------------------- GLX_INTEL_swap_event ------------------------- */
#ifndef GLX_INTEL_swap_event
#define GLX_INTEL_swap_event 1
#define GLX_EXCHANGE_COMPLETE_INTEL 0x8180
#define GLX_COPY_COMPLETE_INTEL 0x8181
#define GLX_FLIP_COMPLETE_INTEL 0x8182
#define GLX_BUFFER_SWAP_COMPLETE_INTEL_MASK 0x04000000
#define GLXEW_INTEL_swap_event GLXEW_GET_VAR(__GLXEW_INTEL_swap_event)
#endif /* GLX_INTEL_swap_event */
/* -------------------------- GLX_MESA_agp_offset -------------------------- */
#ifndef GLX_MESA_agp_offset
#define GLX_MESA_agp_offset 1
typedef unsigned int ( * PFNGLXGETAGPOFFSETMESAPROC) (const void* pointer);
#define glXGetAGPOffsetMESA GLXEW_GET_FUN(__glewXGetAGPOffsetMESA)
#define GLXEW_MESA_agp_offset GLXEW_GET_VAR(__GLXEW_MESA_agp_offset)
#endif /* GLX_MESA_agp_offset */
/* ------------------------ GLX_MESA_copy_sub_buffer ----------------------- */
#ifndef GLX_MESA_copy_sub_buffer
#define GLX_MESA_copy_sub_buffer 1
typedef void ( * PFNGLXCOPYSUBBUFFERMESAPROC) (Display* dpy, GLXDrawable drawable, int x, int y, int width, int height);
#define glXCopySubBufferMESA GLXEW_GET_FUN(__glewXCopySubBufferMESA)
#define GLXEW_MESA_copy_sub_buffer GLXEW_GET_VAR(__GLXEW_MESA_copy_sub_buffer)
#endif /* GLX_MESA_copy_sub_buffer */
/* ------------------------ GLX_MESA_pixmap_colormap ----------------------- */
#ifndef GLX_MESA_pixmap_colormap
#define GLX_MESA_pixmap_colormap 1
typedef GLXPixmap ( * PFNGLXCREATEGLXPIXMAPMESAPROC) (Display* dpy, XVisualInfo *visual, Pixmap pixmap, Colormap cmap);
#define glXCreateGLXPixmapMESA GLXEW_GET_FUN(__glewXCreateGLXPixmapMESA)
#define GLXEW_MESA_pixmap_colormap GLXEW_GET_VAR(__GLXEW_MESA_pixmap_colormap)
#endif /* GLX_MESA_pixmap_colormap */
/* ------------------------ GLX_MESA_query_renderer ------------------------ */
#ifndef GLX_MESA_query_renderer
#define GLX_MESA_query_renderer 1
#define GLX_RENDERER_VENDOR_ID_MESA 0x8183
#define GLX_RENDERER_DEVICE_ID_MESA 0x8184
#define GLX_RENDERER_VERSION_MESA 0x8185
#define GLX_RENDERER_ACCELERATED_MESA 0x8186
#define GLX_RENDERER_VIDEO_MEMORY_MESA 0x8187
#define GLX_RENDERER_UNIFIED_MEMORY_ARCHITECTURE_MESA 0x8188
#define GLX_RENDERER_PREFERRED_PROFILE_MESA 0x8189
#define GLX_RENDERER_OPENGL_CORE_PROFILE_VERSION_MESA 0x818A
#define GLX_RENDERER_OPENGL_COMPATIBILITY_PROFILE_VERSION_MESA 0x818B
#define GLX_RENDERER_OPENGL_ES_PROFILE_VERSION_MESA 0x818C
#define GLX_RENDERER_OPENGL_ES2_PROFILE_VERSION_MESA 0x818D
#define GLX_RENDERER_ID_MESA 0x818E
typedef Bool ( * PFNGLXQUERYCURRENTRENDERERINTEGERMESAPROC) (int attribute, unsigned int* value);
typedef const char* ( * PFNGLXQUERYCURRENTRENDERERSTRINGMESAPROC) (int attribute);
typedef Bool ( * PFNGLXQUERYRENDERERINTEGERMESAPROC) (Display* dpy, int screen, int renderer, int attribute, unsigned int *value);
typedef const char* ( * PFNGLXQUERYRENDERERSTRINGMESAPROC) (Display *dpy, int screen, int renderer, int attribute);
#define glXQueryCurrentRendererIntegerMESA GLXEW_GET_FUN(__glewXQueryCurrentRendererIntegerMESA)
#define glXQueryCurrentRendererStringMESA GLXEW_GET_FUN(__glewXQueryCurrentRendererStringMESA)
#define glXQueryRendererIntegerMESA GLXEW_GET_FUN(__glewXQueryRendererIntegerMESA)
#define glXQueryRendererStringMESA GLXEW_GET_FUN(__glewXQueryRendererStringMESA)
#define GLXEW_MESA_query_renderer GLXEW_GET_VAR(__GLXEW_MESA_query_renderer)
#endif /* GLX_MESA_query_renderer */
/* ------------------------ GLX_MESA_release_buffers ----------------------- */
#ifndef GLX_MESA_release_buffers
#define GLX_MESA_release_buffers 1
typedef Bool ( * PFNGLXRELEASEBUFFERSMESAPROC) (Display* dpy, GLXDrawable d);
#define glXReleaseBuffersMESA GLXEW_GET_FUN(__glewXReleaseBuffersMESA)
#define GLXEW_MESA_release_buffers GLXEW_GET_VAR(__GLXEW_MESA_release_buffers)
#endif /* GLX_MESA_release_buffers */
/* ------------------------- GLX_MESA_set_3dfx_mode ------------------------ */
#ifndef GLX_MESA_set_3dfx_mode
#define GLX_MESA_set_3dfx_mode 1
#define GLX_3DFX_WINDOW_MODE_MESA 0x1
#define GLX_3DFX_FULLSCREEN_MODE_MESA 0x2
typedef GLboolean ( * PFNGLXSET3DFXMODEMESAPROC) (GLint mode);
#define glXSet3DfxModeMESA GLXEW_GET_FUN(__glewXSet3DfxModeMESA)
#define GLXEW_MESA_set_3dfx_mode GLXEW_GET_VAR(__GLXEW_MESA_set_3dfx_mode)
#endif /* GLX_MESA_set_3dfx_mode */
/* ------------------------- GLX_MESA_swap_control ------------------------- */
#ifndef GLX_MESA_swap_control
#define GLX_MESA_swap_control 1
typedef int ( * PFNGLXGETSWAPINTERVALMESAPROC) (void);
typedef int ( * PFNGLXSWAPINTERVALMESAPROC) (unsigned int interval);
#define glXGetSwapIntervalMESA GLXEW_GET_FUN(__glewXGetSwapIntervalMESA)
#define glXSwapIntervalMESA GLXEW_GET_FUN(__glewXSwapIntervalMESA)
#define GLXEW_MESA_swap_control GLXEW_GET_VAR(__GLXEW_MESA_swap_control)
#endif /* GLX_MESA_swap_control */
/* --------------------------- GLX_NV_copy_buffer -------------------------- */
#ifndef GLX_NV_copy_buffer
#define GLX_NV_copy_buffer 1
typedef void ( * PFNGLXCOPYBUFFERSUBDATANVPROC) (Display* dpy, GLXContext readCtx, GLXContext writeCtx, GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
typedef void ( * PFNGLXNAMEDCOPYBUFFERSUBDATANVPROC) (Display* dpy, GLXContext readCtx, GLXContext writeCtx, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
#define glXCopyBufferSubDataNV GLXEW_GET_FUN(__glewXCopyBufferSubDataNV)
#define glXNamedCopyBufferSubDataNV GLXEW_GET_FUN(__glewXNamedCopyBufferSubDataNV)
#define GLXEW_NV_copy_buffer GLXEW_GET_VAR(__GLXEW_NV_copy_buffer)
#endif /* GLX_NV_copy_buffer */
/* --------------------------- GLX_NV_copy_image --------------------------- */
#ifndef GLX_NV_copy_image
#define GLX_NV_copy_image 1
typedef void ( * PFNGLXCOPYIMAGESUBDATANVPROC) (Display *dpy, GLXContext srcCtx, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLXContext dstCtx, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth);
#define glXCopyImageSubDataNV GLXEW_GET_FUN(__glewXCopyImageSubDataNV)
#define GLXEW_NV_copy_image GLXEW_GET_VAR(__GLXEW_NV_copy_image)
#endif /* GLX_NV_copy_image */
/* ------------------------ GLX_NV_delay_before_swap ----------------------- */
#ifndef GLX_NV_delay_before_swap
#define GLX_NV_delay_before_swap 1
typedef Bool ( * PFNGLXDELAYBEFORESWAPNVPROC) (Display* dpy, GLXDrawable drawable, GLfloat seconds);
#define glXDelayBeforeSwapNV GLXEW_GET_FUN(__glewXDelayBeforeSwapNV)
#define GLXEW_NV_delay_before_swap GLXEW_GET_VAR(__GLXEW_NV_delay_before_swap)
#endif /* GLX_NV_delay_before_swap */
/* -------------------------- GLX_NV_float_buffer -------------------------- */
#ifndef GLX_NV_float_buffer
#define GLX_NV_float_buffer 1
#define GLX_FLOAT_COMPONENTS_NV 0x20B0
#define GLXEW_NV_float_buffer GLXEW_GET_VAR(__GLXEW_NV_float_buffer)
#endif /* GLX_NV_float_buffer */
/* ---------------------- GLX_NV_multisample_coverage ---------------------- */
#ifndef GLX_NV_multisample_coverage
#define GLX_NV_multisample_coverage 1
#define GLX_COLOR_SAMPLES_NV 0x20B3
#define GLX_COVERAGE_SAMPLES_NV 100001
#define GLXEW_NV_multisample_coverage GLXEW_GET_VAR(__GLXEW_NV_multisample_coverage)
#endif /* GLX_NV_multisample_coverage */
/* -------------------------- GLX_NV_present_video ------------------------- */
#ifndef GLX_NV_present_video
#define GLX_NV_present_video 1
#define GLX_NUM_VIDEO_SLOTS_NV 0x20F0
typedef int ( * PFNGLXBINDVIDEODEVICENVPROC) (Display* dpy, unsigned int video_slot, unsigned int video_device, const int *attrib_list);
typedef unsigned int* ( * PFNGLXENUMERATEVIDEODEVICESNVPROC) (Display *dpy, int screen, int *nelements);
#define glXBindVideoDeviceNV GLXEW_GET_FUN(__glewXBindVideoDeviceNV)
#define glXEnumerateVideoDevicesNV GLXEW_GET_FUN(__glewXEnumerateVideoDevicesNV)
#define GLXEW_NV_present_video GLXEW_GET_VAR(__GLXEW_NV_present_video)
#endif /* GLX_NV_present_video */
/* --------------------------- GLX_NV_swap_group --------------------------- */
#ifndef GLX_NV_swap_group
#define GLX_NV_swap_group 1
typedef Bool ( * PFNGLXBINDSWAPBARRIERNVPROC) (Display* dpy, GLuint group, GLuint barrier);
typedef Bool ( * PFNGLXJOINSWAPGROUPNVPROC) (Display* dpy, GLXDrawable drawable, GLuint group);
typedef Bool ( * PFNGLXQUERYFRAMECOUNTNVPROC) (Display* dpy, int screen, GLuint *count);
typedef Bool ( * PFNGLXQUERYMAXSWAPGROUPSNVPROC) (Display* dpy, int screen, GLuint *maxGroups, GLuint *maxBarriers);
typedef Bool ( * PFNGLXQUERYSWAPGROUPNVPROC) (Display* dpy, GLXDrawable drawable, GLuint *group, GLuint *barrier);
typedef Bool ( * PFNGLXRESETFRAMECOUNTNVPROC) (Display* dpy, int screen);
#define glXBindSwapBarrierNV GLXEW_GET_FUN(__glewXBindSwapBarrierNV)
#define glXJoinSwapGroupNV GLXEW_GET_FUN(__glewXJoinSwapGroupNV)
#define glXQueryFrameCountNV GLXEW_GET_FUN(__glewXQueryFrameCountNV)
#define glXQueryMaxSwapGroupsNV GLXEW_GET_FUN(__glewXQueryMaxSwapGroupsNV)
#define glXQuerySwapGroupNV GLXEW_GET_FUN(__glewXQuerySwapGroupNV)
#define glXResetFrameCountNV GLXEW_GET_FUN(__glewXResetFrameCountNV)
#define GLXEW_NV_swap_group GLXEW_GET_VAR(__GLXEW_NV_swap_group)
#endif /* GLX_NV_swap_group */
/* ----------------------- GLX_NV_vertex_array_range ----------------------- */
#ifndef GLX_NV_vertex_array_range
#define GLX_NV_vertex_array_range 1
typedef void * ( * PFNGLXALLOCATEMEMORYNVPROC) (GLsizei size, GLfloat readFrequency, GLfloat writeFrequency, GLfloat priority);
typedef void ( * PFNGLXFREEMEMORYNVPROC) (void *pointer);
#define glXAllocateMemoryNV GLXEW_GET_FUN(__glewXAllocateMemoryNV)
#define glXFreeMemoryNV GLXEW_GET_FUN(__glewXFreeMemoryNV)
#define GLXEW_NV_vertex_array_range GLXEW_GET_VAR(__GLXEW_NV_vertex_array_range)
#endif /* GLX_NV_vertex_array_range */
/* -------------------------- GLX_NV_video_capture ------------------------- */
#ifndef GLX_NV_video_capture
#define GLX_NV_video_capture 1
#define GLX_DEVICE_ID_NV 0x20CD
#define GLX_UNIQUE_ID_NV 0x20CE
#define GLX_NUM_VIDEO_CAPTURE_SLOTS_NV 0x20CF
typedef XID GLXVideoCaptureDeviceNV;
typedef int ( * PFNGLXBINDVIDEOCAPTUREDEVICENVPROC) (Display* dpy, unsigned int video_capture_slot, GLXVideoCaptureDeviceNV device);
typedef GLXVideoCaptureDeviceNV * ( * PFNGLXENUMERATEVIDEOCAPTUREDEVICESNVPROC) (Display* dpy, int screen, int *nelements);
typedef void ( * PFNGLXLOCKVIDEOCAPTUREDEVICENVPROC) (Display* dpy, GLXVideoCaptureDeviceNV device);
typedef int ( * PFNGLXQUERYVIDEOCAPTUREDEVICENVPROC) (Display* dpy, GLXVideoCaptureDeviceNV device, int attribute, int *value);
typedef void ( * PFNGLXRELEASEVIDEOCAPTUREDEVICENVPROC) (Display* dpy, GLXVideoCaptureDeviceNV device);
#define glXBindVideoCaptureDeviceNV GLXEW_GET_FUN(__glewXBindVideoCaptureDeviceNV)
#define glXEnumerateVideoCaptureDevicesNV GLXEW_GET_FUN(__glewXEnumerateVideoCaptureDevicesNV)
#define glXLockVideoCaptureDeviceNV GLXEW_GET_FUN(__glewXLockVideoCaptureDeviceNV)
#define glXQueryVideoCaptureDeviceNV GLXEW_GET_FUN(__glewXQueryVideoCaptureDeviceNV)
#define glXReleaseVideoCaptureDeviceNV GLXEW_GET_FUN(__glewXReleaseVideoCaptureDeviceNV)
#define GLXEW_NV_video_capture GLXEW_GET_VAR(__GLXEW_NV_video_capture)
#endif /* GLX_NV_video_capture */
/* ---------------------------- GLX_NV_video_out --------------------------- */
#ifndef GLX_NV_video_out
#define GLX_NV_video_out 1
#define GLX_VIDEO_OUT_COLOR_NV 0x20C3
#define GLX_VIDEO_OUT_ALPHA_NV 0x20C4
#define GLX_VIDEO_OUT_DEPTH_NV 0x20C5
#define GLX_VIDEO_OUT_COLOR_AND_ALPHA_NV 0x20C6
#define GLX_VIDEO_OUT_COLOR_AND_DEPTH_NV 0x20C7
#define GLX_VIDEO_OUT_FRAME_NV 0x20C8
#define GLX_VIDEO_OUT_FIELD_1_NV 0x20C9
#define GLX_VIDEO_OUT_FIELD_2_NV 0x20CA
#define GLX_VIDEO_OUT_STACKED_FIELDS_1_2_NV 0x20CB
#define GLX_VIDEO_OUT_STACKED_FIELDS_2_1_NV 0x20CC
typedef int ( * PFNGLXBINDVIDEOIMAGENVPROC) (Display* dpy, GLXVideoDeviceNV VideoDevice, GLXPbuffer pbuf, int iVideoBuffer);
typedef int ( * PFNGLXGETVIDEODEVICENVPROC) (Display* dpy, int screen, int numVideoDevices, GLXVideoDeviceNV *pVideoDevice);
typedef int ( * PFNGLXGETVIDEOINFONVPROC) (Display* dpy, int screen, GLXVideoDeviceNV VideoDevice, unsigned long *pulCounterOutputPbuffer, unsigned long *pulCounterOutputVideo);
typedef int ( * PFNGLXRELEASEVIDEODEVICENVPROC) (Display* dpy, int screen, GLXVideoDeviceNV VideoDevice);
typedef int ( * PFNGLXRELEASEVIDEOIMAGENVPROC) (Display* dpy, GLXPbuffer pbuf);
typedef int ( * PFNGLXSENDPBUFFERTOVIDEONVPROC) (Display* dpy, GLXPbuffer pbuf, int iBufferType, unsigned long *pulCounterPbuffer, GLboolean bBlock);
#define glXBindVideoImageNV GLXEW_GET_FUN(__glewXBindVideoImageNV)
#define glXGetVideoDeviceNV GLXEW_GET_FUN(__glewXGetVideoDeviceNV)
#define glXGetVideoInfoNV GLXEW_GET_FUN(__glewXGetVideoInfoNV)
#define glXReleaseVideoDeviceNV GLXEW_GET_FUN(__glewXReleaseVideoDeviceNV)
#define glXReleaseVideoImageNV GLXEW_GET_FUN(__glewXReleaseVideoImageNV)
#define glXSendPbufferToVideoNV GLXEW_GET_FUN(__glewXSendPbufferToVideoNV)
#define GLXEW_NV_video_out GLXEW_GET_VAR(__GLXEW_NV_video_out)
#endif /* GLX_NV_video_out */
/* -------------------------- GLX_OML_swap_method -------------------------- */
#ifndef GLX_OML_swap_method
#define GLX_OML_swap_method 1
#define GLX_SWAP_METHOD_OML 0x8060
#define GLX_SWAP_EXCHANGE_OML 0x8061
#define GLX_SWAP_COPY_OML 0x8062
#define GLX_SWAP_UNDEFINED_OML 0x8063
#define GLXEW_OML_swap_method GLXEW_GET_VAR(__GLXEW_OML_swap_method)
#endif /* GLX_OML_swap_method */
/* -------------------------- GLX_OML_sync_control ------------------------- */
#ifndef GLX_OML_sync_control
#define GLX_OML_sync_control 1
typedef Bool ( * PFNGLXGETMSCRATEOMLPROC) (Display* dpy, GLXDrawable drawable, int32_t* numerator, int32_t* denominator);
typedef Bool ( * PFNGLXGETSYNCVALUESOMLPROC) (Display* dpy, GLXDrawable drawable, int64_t* ust, int64_t* msc, int64_t* sbc);
typedef int64_t ( * PFNGLXSWAPBUFFERSMSCOMLPROC) (Display* dpy, GLXDrawable drawable, int64_t target_msc, int64_t divisor, int64_t remainder);
typedef Bool ( * PFNGLXWAITFORMSCOMLPROC) (Display* dpy, GLXDrawable drawable, int64_t target_msc, int64_t divisor, int64_t remainder, int64_t* ust, int64_t* msc, int64_t* sbc);
typedef Bool ( * PFNGLXWAITFORSBCOMLPROC) (Display* dpy, GLXDrawable drawable, int64_t target_sbc, int64_t* ust, int64_t* msc, int64_t* sbc);
#define glXGetMscRateOML GLXEW_GET_FUN(__glewXGetMscRateOML)
#define glXGetSyncValuesOML GLXEW_GET_FUN(__glewXGetSyncValuesOML)
#define glXSwapBuffersMscOML GLXEW_GET_FUN(__glewXSwapBuffersMscOML)
#define glXWaitForMscOML GLXEW_GET_FUN(__glewXWaitForMscOML)
#define glXWaitForSbcOML GLXEW_GET_FUN(__glewXWaitForSbcOML)
#define GLXEW_OML_sync_control GLXEW_GET_VAR(__GLXEW_OML_sync_control)
#endif /* GLX_OML_sync_control */
/* ------------------------ GLX_SGIS_blended_overlay ----------------------- */
#ifndef GLX_SGIS_blended_overlay
#define GLX_SGIS_blended_overlay 1
#define GLX_BLENDED_RGBA_SGIS 0x8025
#define GLXEW_SGIS_blended_overlay GLXEW_GET_VAR(__GLXEW_SGIS_blended_overlay)
#endif /* GLX_SGIS_blended_overlay */
/* -------------------------- GLX_SGIS_color_range ------------------------- */
#ifndef GLX_SGIS_color_range
#define GLX_SGIS_color_range 1
#define GLXEW_SGIS_color_range GLXEW_GET_VAR(__GLXEW_SGIS_color_range)
#endif /* GLX_SGIS_color_range */
/* -------------------------- GLX_SGIS_multisample ------------------------- */
#ifndef GLX_SGIS_multisample
#define GLX_SGIS_multisample 1
#define GLX_SAMPLE_BUFFERS_SGIS 100000
#define GLX_SAMPLES_SGIS 100001
#define GLXEW_SGIS_multisample GLXEW_GET_VAR(__GLXEW_SGIS_multisample)
#endif /* GLX_SGIS_multisample */
/* ---------------------- GLX_SGIS_shared_multisample ---------------------- */
#ifndef GLX_SGIS_shared_multisample
#define GLX_SGIS_shared_multisample 1
#define GLX_MULTISAMPLE_SUB_RECT_WIDTH_SGIS 0x8026
#define GLX_MULTISAMPLE_SUB_RECT_HEIGHT_SGIS 0x8027
#define GLXEW_SGIS_shared_multisample GLXEW_GET_VAR(__GLXEW_SGIS_shared_multisample)
#endif /* GLX_SGIS_shared_multisample */
/* --------------------------- GLX_SGIX_fbconfig --------------------------- */
#ifndef GLX_SGIX_fbconfig
#define GLX_SGIX_fbconfig 1
#define GLX_RGBA_BIT_SGIX 0x00000001
#define GLX_WINDOW_BIT_SGIX 0x00000001
#define GLX_COLOR_INDEX_BIT_SGIX 0x00000002
#define GLX_PIXMAP_BIT_SGIX 0x00000002
#define GLX_SCREEN_EXT 0x800C
#define GLX_DRAWABLE_TYPE_SGIX 0x8010
#define GLX_RENDER_TYPE_SGIX 0x8011
#define GLX_X_RENDERABLE_SGIX 0x8012
#define GLX_FBCONFIG_ID_SGIX 0x8013
#define GLX_RGBA_TYPE_SGIX 0x8014
#define GLX_COLOR_INDEX_TYPE_SGIX 0x8015
typedef XID GLXFBConfigIDSGIX;
typedef struct __GLXFBConfigRec *GLXFBConfigSGIX;
typedef GLXFBConfigSGIX* ( * PFNGLXCHOOSEFBCONFIGSGIXPROC) (Display *dpy, int screen, const int *attrib_list, int *nelements);
typedef GLXContext ( * PFNGLXCREATECONTEXTWITHCONFIGSGIXPROC) (Display* dpy, GLXFBConfig config, int render_type, GLXContext share_list, Bool direct);
typedef GLXPixmap ( * PFNGLXCREATEGLXPIXMAPWITHCONFIGSGIXPROC) (Display* dpy, GLXFBConfig config, Pixmap pixmap);
typedef int ( * PFNGLXGETFBCONFIGATTRIBSGIXPROC) (Display* dpy, GLXFBConfigSGIX config, int attribute, int *value);
typedef GLXFBConfigSGIX ( * PFNGLXGETFBCONFIGFROMVISUALSGIXPROC) (Display* dpy, XVisualInfo *vis);
typedef XVisualInfo* ( * PFNGLXGETVISUALFROMFBCONFIGSGIXPROC) (Display *dpy, GLXFBConfig config);
#define glXChooseFBConfigSGIX GLXEW_GET_FUN(__glewXChooseFBConfigSGIX)
#define glXCreateContextWithConfigSGIX GLXEW_GET_FUN(__glewXCreateContextWithConfigSGIX)
#define glXCreateGLXPixmapWithConfigSGIX GLXEW_GET_FUN(__glewXCreateGLXPixmapWithConfigSGIX)
#define glXGetFBConfigAttribSGIX GLXEW_GET_FUN(__glewXGetFBConfigAttribSGIX)
#define glXGetFBConfigFromVisualSGIX GLXEW_GET_FUN(__glewXGetFBConfigFromVisualSGIX)
#define glXGetVisualFromFBConfigSGIX GLXEW_GET_FUN(__glewXGetVisualFromFBConfigSGIX)
#define GLXEW_SGIX_fbconfig GLXEW_GET_VAR(__GLXEW_SGIX_fbconfig)
#endif /* GLX_SGIX_fbconfig */
/* --------------------------- GLX_SGIX_hyperpipe -------------------------- */
#ifndef GLX_SGIX_hyperpipe
#define GLX_SGIX_hyperpipe 1
#define GLX_HYPERPIPE_DISPLAY_PIPE_SGIX 0x00000001
#define GLX_PIPE_RECT_SGIX 0x00000001
#define GLX_HYPERPIPE_RENDER_PIPE_SGIX 0x00000002
#define GLX_PIPE_RECT_LIMITS_SGIX 0x00000002
#define GLX_HYPERPIPE_STEREO_SGIX 0x00000003
#define GLX_HYPERPIPE_PIXEL_AVERAGE_SGIX 0x00000004
#define GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX 80
#define GLX_BAD_HYPERPIPE_CONFIG_SGIX 91
#define GLX_BAD_HYPERPIPE_SGIX 92
#define GLX_HYPERPIPE_ID_SGIX 0x8030
typedef struct {
char pipeName[GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX];
int networkId;
} GLXHyperpipeNetworkSGIX;
typedef struct {
char pipeName[GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX];
int XOrigin;
int YOrigin;
int maxHeight;
int maxWidth;
} GLXPipeRectLimits;
typedef struct {
char pipeName[GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX];
int channel;
unsigned int participationType;
int timeSlice;
} GLXHyperpipeConfigSGIX;
typedef struct {
char pipeName[GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX];
int srcXOrigin;
int srcYOrigin;
int srcWidth;
int srcHeight;
int destXOrigin;
int destYOrigin;
int destWidth;
int destHeight;
} GLXPipeRect;
typedef int ( * PFNGLXBINDHYPERPIPESGIXPROC) (Display *dpy, int hpId);
typedef int ( * PFNGLXDESTROYHYPERPIPECONFIGSGIXPROC) (Display *dpy, int hpId);
typedef int ( * PFNGLXHYPERPIPEATTRIBSGIXPROC) (Display *dpy, int timeSlice, int attrib, int size, void *attribList);
typedef int ( * PFNGLXHYPERPIPECONFIGSGIXPROC) (Display *dpy, int networkId, int npipes, GLXHyperpipeConfigSGIX *cfg, int *hpId);
typedef int ( * PFNGLXQUERYHYPERPIPEATTRIBSGIXPROC) (Display *dpy, int timeSlice, int attrib, int size, void *returnAttribList);
typedef int ( * PFNGLXQUERYHYPERPIPEBESTATTRIBSGIXPROC) (Display *dpy, int timeSlice, int attrib, int size, void *attribList, void *returnAttribList);
typedef GLXHyperpipeConfigSGIX * ( * PFNGLXQUERYHYPERPIPECONFIGSGIXPROC) (Display *dpy, int hpId, int *npipes);
typedef GLXHyperpipeNetworkSGIX * ( * PFNGLXQUERYHYPERPIPENETWORKSGIXPROC) (Display *dpy, int *npipes);
#define glXBindHyperpipeSGIX GLXEW_GET_FUN(__glewXBindHyperpipeSGIX)
#define glXDestroyHyperpipeConfigSGIX GLXEW_GET_FUN(__glewXDestroyHyperpipeConfigSGIX)
#define glXHyperpipeAttribSGIX GLXEW_GET_FUN(__glewXHyperpipeAttribSGIX)
#define glXHyperpipeConfigSGIX GLXEW_GET_FUN(__glewXHyperpipeConfigSGIX)
#define glXQueryHyperpipeAttribSGIX GLXEW_GET_FUN(__glewXQueryHyperpipeAttribSGIX)
#define glXQueryHyperpipeBestAttribSGIX GLXEW_GET_FUN(__glewXQueryHyperpipeBestAttribSGIX)
#define glXQueryHyperpipeConfigSGIX GLXEW_GET_FUN(__glewXQueryHyperpipeConfigSGIX)
#define glXQueryHyperpipeNetworkSGIX GLXEW_GET_FUN(__glewXQueryHyperpipeNetworkSGIX)
#define GLXEW_SGIX_hyperpipe GLXEW_GET_VAR(__GLXEW_SGIX_hyperpipe)
#endif /* GLX_SGIX_hyperpipe */
/* ---------------------------- GLX_SGIX_pbuffer --------------------------- */
#ifndef GLX_SGIX_pbuffer
#define GLX_SGIX_pbuffer 1
#define GLX_FRONT_LEFT_BUFFER_BIT_SGIX 0x00000001
#define GLX_FRONT_RIGHT_BUFFER_BIT_SGIX 0x00000002
#define GLX_BACK_LEFT_BUFFER_BIT_SGIX 0x00000004
#define GLX_PBUFFER_BIT_SGIX 0x00000004
#define GLX_BACK_RIGHT_BUFFER_BIT_SGIX 0x00000008
#define GLX_AUX_BUFFERS_BIT_SGIX 0x00000010
#define GLX_DEPTH_BUFFER_BIT_SGIX 0x00000020
#define GLX_STENCIL_BUFFER_BIT_SGIX 0x00000040
#define GLX_ACCUM_BUFFER_BIT_SGIX 0x00000080
#define GLX_SAMPLE_BUFFERS_BIT_SGIX 0x00000100
#define GLX_MAX_PBUFFER_WIDTH_SGIX 0x8016
#define GLX_MAX_PBUFFER_HEIGHT_SGIX 0x8017
#define GLX_MAX_PBUFFER_PIXELS_SGIX 0x8018
#define GLX_OPTIMAL_PBUFFER_WIDTH_SGIX 0x8019
#define GLX_OPTIMAL_PBUFFER_HEIGHT_SGIX 0x801A
#define GLX_PRESERVED_CONTENTS_SGIX 0x801B
#define GLX_LARGEST_PBUFFER_SGIX 0x801C
#define GLX_WIDTH_SGIX 0x801D
#define GLX_HEIGHT_SGIX 0x801E
#define GLX_EVENT_MASK_SGIX 0x801F
#define GLX_DAMAGED_SGIX 0x8020
#define GLX_SAVED_SGIX 0x8021
#define GLX_WINDOW_SGIX 0x8022
#define GLX_PBUFFER_SGIX 0x8023
#define GLX_BUFFER_CLOBBER_MASK_SGIX 0x08000000
typedef XID GLXPbufferSGIX;
typedef struct { int type; unsigned long serial; Bool send_event; Display *display; GLXDrawable drawable; int event_type; int draw_type; unsigned int mask; int x, y; int width, height; int count; } GLXBufferClobberEventSGIX;
typedef GLXPbuffer ( * PFNGLXCREATEGLXPBUFFERSGIXPROC) (Display* dpy, GLXFBConfig config, unsigned int width, unsigned int height, int *attrib_list);
typedef void ( * PFNGLXDESTROYGLXPBUFFERSGIXPROC) (Display* dpy, GLXPbuffer pbuf);
typedef void ( * PFNGLXGETSELECTEDEVENTSGIXPROC) (Display* dpy, GLXDrawable drawable, unsigned long *mask);
typedef void ( * PFNGLXQUERYGLXPBUFFERSGIXPROC) (Display* dpy, GLXPbuffer pbuf, int attribute, unsigned int *value);
typedef void ( * PFNGLXSELECTEVENTSGIXPROC) (Display* dpy, GLXDrawable drawable, unsigned long mask);
#define glXCreateGLXPbufferSGIX GLXEW_GET_FUN(__glewXCreateGLXPbufferSGIX)
#define glXDestroyGLXPbufferSGIX GLXEW_GET_FUN(__glewXDestroyGLXPbufferSGIX)
#define glXGetSelectedEventSGIX GLXEW_GET_FUN(__glewXGetSelectedEventSGIX)
#define glXQueryGLXPbufferSGIX GLXEW_GET_FUN(__glewXQueryGLXPbufferSGIX)
#define glXSelectEventSGIX GLXEW_GET_FUN(__glewXSelectEventSGIX)
#define GLXEW_SGIX_pbuffer GLXEW_GET_VAR(__GLXEW_SGIX_pbuffer)
#endif /* GLX_SGIX_pbuffer */
/* ------------------------- GLX_SGIX_swap_barrier ------------------------- */
#ifndef GLX_SGIX_swap_barrier
#define GLX_SGIX_swap_barrier 1
typedef void ( * PFNGLXBINDSWAPBARRIERSGIXPROC) (Display *dpy, GLXDrawable drawable, int barrier);
typedef Bool ( * PFNGLXQUERYMAXSWAPBARRIERSSGIXPROC) (Display *dpy, int screen, int *max);
#define glXBindSwapBarrierSGIX GLXEW_GET_FUN(__glewXBindSwapBarrierSGIX)
#define glXQueryMaxSwapBarriersSGIX GLXEW_GET_FUN(__glewXQueryMaxSwapBarriersSGIX)
#define GLXEW_SGIX_swap_barrier GLXEW_GET_VAR(__GLXEW_SGIX_swap_barrier)
#endif /* GLX_SGIX_swap_barrier */
/* -------------------------- GLX_SGIX_swap_group -------------------------- */
#ifndef GLX_SGIX_swap_group
#define GLX_SGIX_swap_group 1
typedef void ( * PFNGLXJOINSWAPGROUPSGIXPROC) (Display *dpy, GLXDrawable drawable, GLXDrawable member);
#define glXJoinSwapGroupSGIX GLXEW_GET_FUN(__glewXJoinSwapGroupSGIX)
#define GLXEW_SGIX_swap_group GLXEW_GET_VAR(__GLXEW_SGIX_swap_group)
#endif /* GLX_SGIX_swap_group */
/* ------------------------- GLX_SGIX_video_resize ------------------------- */
#ifndef GLX_SGIX_video_resize
#define GLX_SGIX_video_resize 1
#define GLX_SYNC_FRAME_SGIX 0x00000000
#define GLX_SYNC_SWAP_SGIX 0x00000001
typedef int ( * PFNGLXBINDCHANNELTOWINDOWSGIXPROC) (Display* display, int screen, int channel, Window window);
typedef int ( * PFNGLXCHANNELRECTSGIXPROC) (Display* display, int screen, int channel, int x, int y, int w, int h);
typedef int ( * PFNGLXCHANNELRECTSYNCSGIXPROC) (Display* display, int screen, int channel, GLenum synctype);
typedef int ( * PFNGLXQUERYCHANNELDELTASSGIXPROC) (Display* display, int screen, int channel, int *x, int *y, int *w, int *h);
typedef int ( * PFNGLXQUERYCHANNELRECTSGIXPROC) (Display* display, int screen, int channel, int *dx, int *dy, int *dw, int *dh);
#define glXBindChannelToWindowSGIX GLXEW_GET_FUN(__glewXBindChannelToWindowSGIX)
#define glXChannelRectSGIX GLXEW_GET_FUN(__glewXChannelRectSGIX)
#define glXChannelRectSyncSGIX GLXEW_GET_FUN(__glewXChannelRectSyncSGIX)
#define glXQueryChannelDeltasSGIX GLXEW_GET_FUN(__glewXQueryChannelDeltasSGIX)
#define glXQueryChannelRectSGIX GLXEW_GET_FUN(__glewXQueryChannelRectSGIX)
#define GLXEW_SGIX_video_resize GLXEW_GET_VAR(__GLXEW_SGIX_video_resize)
#endif /* GLX_SGIX_video_resize */
/* ---------------------- GLX_SGIX_visual_select_group --------------------- */
#ifndef GLX_SGIX_visual_select_group
#define GLX_SGIX_visual_select_group 1
#define GLX_VISUAL_SELECT_GROUP_SGIX 0x8028
#define GLXEW_SGIX_visual_select_group GLXEW_GET_VAR(__GLXEW_SGIX_visual_select_group)
#endif /* GLX_SGIX_visual_select_group */
/* ---------------------------- GLX_SGI_cushion ---------------------------- */
#ifndef GLX_SGI_cushion
#define GLX_SGI_cushion 1
typedef void ( * PFNGLXCUSHIONSGIPROC) (Display* dpy, Window window, float cushion);
#define glXCushionSGI GLXEW_GET_FUN(__glewXCushionSGI)
#define GLXEW_SGI_cushion GLXEW_GET_VAR(__GLXEW_SGI_cushion)
#endif /* GLX_SGI_cushion */
/* ----------------------- GLX_SGI_make_current_read ----------------------- */
#ifndef GLX_SGI_make_current_read
#define GLX_SGI_make_current_read 1
typedef GLXDrawable ( * PFNGLXGETCURRENTREADDRAWABLESGIPROC) (void);
typedef Bool ( * PFNGLXMAKECURRENTREADSGIPROC) (Display* dpy, GLXDrawable draw, GLXDrawable read, GLXContext ctx);
#define glXGetCurrentReadDrawableSGI GLXEW_GET_FUN(__glewXGetCurrentReadDrawableSGI)
#define glXMakeCurrentReadSGI GLXEW_GET_FUN(__glewXMakeCurrentReadSGI)
#define GLXEW_SGI_make_current_read GLXEW_GET_VAR(__GLXEW_SGI_make_current_read)
#endif /* GLX_SGI_make_current_read */
/* -------------------------- GLX_SGI_swap_control ------------------------- */
#ifndef GLX_SGI_swap_control
#define GLX_SGI_swap_control 1
typedef int ( * PFNGLXSWAPINTERVALSGIPROC) (int interval);
#define glXSwapIntervalSGI GLXEW_GET_FUN(__glewXSwapIntervalSGI)
#define GLXEW_SGI_swap_control GLXEW_GET_VAR(__GLXEW_SGI_swap_control)
#endif /* GLX_SGI_swap_control */
/* --------------------------- GLX_SGI_video_sync -------------------------- */
#ifndef GLX_SGI_video_sync
#define GLX_SGI_video_sync 1
typedef int ( * PFNGLXGETVIDEOSYNCSGIPROC) (unsigned int* count);
typedef int ( * PFNGLXWAITVIDEOSYNCSGIPROC) (int divisor, int remainder, unsigned int* count);
#define glXGetVideoSyncSGI GLXEW_GET_FUN(__glewXGetVideoSyncSGI)
#define glXWaitVideoSyncSGI GLXEW_GET_FUN(__glewXWaitVideoSyncSGI)
#define GLXEW_SGI_video_sync GLXEW_GET_VAR(__GLXEW_SGI_video_sync)
#endif /* GLX_SGI_video_sync */
/* --------------------- GLX_SUN_get_transparent_index --------------------- */
#ifndef GLX_SUN_get_transparent_index
#define GLX_SUN_get_transparent_index 1
typedef Status ( * PFNGLXGETTRANSPARENTINDEXSUNPROC) (Display* dpy, Window overlay, Window underlay, unsigned long *pTransparentIndex);
#define glXGetTransparentIndexSUN GLXEW_GET_FUN(__glewXGetTransparentIndexSUN)
#define GLXEW_SUN_get_transparent_index GLXEW_GET_VAR(__GLXEW_SUN_get_transparent_index)
#endif /* GLX_SUN_get_transparent_index */
/* -------------------------- GLX_SUN_video_resize ------------------------- */
#ifndef GLX_SUN_video_resize
#define GLX_SUN_video_resize 1
#define GLX_VIDEO_RESIZE_SUN 0x8171
#define GL_VIDEO_RESIZE_COMPENSATION_SUN 0x85CD
typedef int ( * PFNGLXGETVIDEORESIZESUNPROC) (Display* display, GLXDrawable window, float* factor);
typedef int ( * PFNGLXVIDEORESIZESUNPROC) (Display* display, GLXDrawable window, float factor);
#define glXGetVideoResizeSUN GLXEW_GET_FUN(__glewXGetVideoResizeSUN)
#define glXVideoResizeSUN GLXEW_GET_FUN(__glewXVideoResizeSUN)
#define GLXEW_SUN_video_resize GLXEW_GET_VAR(__GLXEW_SUN_video_resize)
#endif /* GLX_SUN_video_resize */
/* ------------------------------------------------------------------------- */
#ifdef GLEW_MX
#define GLXEW_FUN_EXPORT GLEW_FUN_EXPORT
#define GLXEW_VAR_EXPORT
#else
#define GLXEW_FUN_EXPORT GLEW_FUN_EXPORT
#define GLXEW_VAR_EXPORT GLEW_VAR_EXPORT
#endif /* GLEW_MX */
GLXEW_FUN_EXPORT PFNGLXGETCURRENTDISPLAYPROC __glewXGetCurrentDisplay;
GLXEW_FUN_EXPORT PFNGLXCHOOSEFBCONFIGPROC __glewXChooseFBConfig;
GLXEW_FUN_EXPORT PFNGLXCREATENEWCONTEXTPROC __glewXCreateNewContext;
GLXEW_FUN_EXPORT PFNGLXCREATEPBUFFERPROC __glewXCreatePbuffer;
GLXEW_FUN_EXPORT PFNGLXCREATEPIXMAPPROC __glewXCreatePixmap;
GLXEW_FUN_EXPORT PFNGLXCREATEWINDOWPROC __glewXCreateWindow;
GLXEW_FUN_EXPORT PFNGLXDESTROYPBUFFERPROC __glewXDestroyPbuffer;
GLXEW_FUN_EXPORT PFNGLXDESTROYPIXMAPPROC __glewXDestroyPixmap;
GLXEW_FUN_EXPORT PFNGLXDESTROYWINDOWPROC __glewXDestroyWindow;
GLXEW_FUN_EXPORT PFNGLXGETCURRENTREADDRAWABLEPROC __glewXGetCurrentReadDrawable;
GLXEW_FUN_EXPORT PFNGLXGETFBCONFIGATTRIBPROC __glewXGetFBConfigAttrib;
GLXEW_FUN_EXPORT PFNGLXGETFBCONFIGSPROC __glewXGetFBConfigs;
GLXEW_FUN_EXPORT PFNGLXGETSELECTEDEVENTPROC __glewXGetSelectedEvent;
GLXEW_FUN_EXPORT PFNGLXGETVISUALFROMFBCONFIGPROC __glewXGetVisualFromFBConfig;
GLXEW_FUN_EXPORT PFNGLXMAKECONTEXTCURRENTPROC __glewXMakeContextCurrent;
GLXEW_FUN_EXPORT PFNGLXQUERYCONTEXTPROC __glewXQueryContext;
GLXEW_FUN_EXPORT PFNGLXQUERYDRAWABLEPROC __glewXQueryDrawable;
GLXEW_FUN_EXPORT PFNGLXSELECTEVENTPROC __glewXSelectEvent;
GLXEW_FUN_EXPORT PFNGLXBLITCONTEXTFRAMEBUFFERAMDPROC __glewXBlitContextFramebufferAMD;
GLXEW_FUN_EXPORT PFNGLXCREATEASSOCIATEDCONTEXTAMDPROC __glewXCreateAssociatedContextAMD;
GLXEW_FUN_EXPORT PFNGLXCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC __glewXCreateAssociatedContextAttribsAMD;
GLXEW_FUN_EXPORT PFNGLXDELETEASSOCIATEDCONTEXTAMDPROC __glewXDeleteAssociatedContextAMD;
GLXEW_FUN_EXPORT PFNGLXGETCONTEXTGPUIDAMDPROC __glewXGetContextGPUIDAMD;
GLXEW_FUN_EXPORT PFNGLXGETCURRENTASSOCIATEDCONTEXTAMDPROC __glewXGetCurrentAssociatedContextAMD;
GLXEW_FUN_EXPORT PFNGLXGETGPUIDSAMDPROC __glewXGetGPUIDsAMD;
GLXEW_FUN_EXPORT PFNGLXGETGPUINFOAMDPROC __glewXGetGPUInfoAMD;
GLXEW_FUN_EXPORT PFNGLXMAKEASSOCIATEDCONTEXTCURRENTAMDPROC __glewXMakeAssociatedContextCurrentAMD;
GLXEW_FUN_EXPORT PFNGLXCREATECONTEXTATTRIBSARBPROC __glewXCreateContextAttribsARB;
GLXEW_FUN_EXPORT PFNGLXBINDTEXIMAGEATIPROC __glewXBindTexImageATI;
GLXEW_FUN_EXPORT PFNGLXDRAWABLEATTRIBATIPROC __glewXDrawableAttribATI;
GLXEW_FUN_EXPORT PFNGLXRELEASETEXIMAGEATIPROC __glewXReleaseTexImageATI;
GLXEW_FUN_EXPORT PFNGLXFREECONTEXTEXTPROC __glewXFreeContextEXT;
GLXEW_FUN_EXPORT PFNGLXGETCONTEXTIDEXTPROC __glewXGetContextIDEXT;
GLXEW_FUN_EXPORT PFNGLXIMPORTCONTEXTEXTPROC __glewXImportContextEXT;
GLXEW_FUN_EXPORT PFNGLXQUERYCONTEXTINFOEXTPROC __glewXQueryContextInfoEXT;
GLXEW_FUN_EXPORT PFNGLXSWAPINTERVALEXTPROC __glewXSwapIntervalEXT;
GLXEW_FUN_EXPORT PFNGLXBINDTEXIMAGEEXTPROC __glewXBindTexImageEXT;
GLXEW_FUN_EXPORT PFNGLXRELEASETEXIMAGEEXTPROC __glewXReleaseTexImageEXT;
GLXEW_FUN_EXPORT PFNGLXGETAGPOFFSETMESAPROC __glewXGetAGPOffsetMESA;
GLXEW_FUN_EXPORT PFNGLXCOPYSUBBUFFERMESAPROC __glewXCopySubBufferMESA;
GLXEW_FUN_EXPORT PFNGLXCREATEGLXPIXMAPMESAPROC __glewXCreateGLXPixmapMESA;
GLXEW_FUN_EXPORT PFNGLXQUERYCURRENTRENDERERINTEGERMESAPROC __glewXQueryCurrentRendererIntegerMESA;
GLXEW_FUN_EXPORT PFNGLXQUERYCURRENTRENDERERSTRINGMESAPROC __glewXQueryCurrentRendererStringMESA;
GLXEW_FUN_EXPORT PFNGLXQUERYRENDERERINTEGERMESAPROC __glewXQueryRendererIntegerMESA;
GLXEW_FUN_EXPORT PFNGLXQUERYRENDERERSTRINGMESAPROC __glewXQueryRendererStringMESA;
GLXEW_FUN_EXPORT PFNGLXRELEASEBUFFERSMESAPROC __glewXReleaseBuffersMESA;
GLXEW_FUN_EXPORT PFNGLXSET3DFXMODEMESAPROC __glewXSet3DfxModeMESA;
GLXEW_FUN_EXPORT PFNGLXGETSWAPINTERVALMESAPROC __glewXGetSwapIntervalMESA;
GLXEW_FUN_EXPORT PFNGLXSWAPINTERVALMESAPROC __glewXSwapIntervalMESA;
GLXEW_FUN_EXPORT PFNGLXCOPYBUFFERSUBDATANVPROC __glewXCopyBufferSubDataNV;
GLXEW_FUN_EXPORT PFNGLXNAMEDCOPYBUFFERSUBDATANVPROC __glewXNamedCopyBufferSubDataNV;
GLXEW_FUN_EXPORT PFNGLXCOPYIMAGESUBDATANVPROC __glewXCopyImageSubDataNV;
GLXEW_FUN_EXPORT PFNGLXDELAYBEFORESWAPNVPROC __glewXDelayBeforeSwapNV;
GLXEW_FUN_EXPORT PFNGLXBINDVIDEODEVICENVPROC __glewXBindVideoDeviceNV;
GLXEW_FUN_EXPORT PFNGLXENUMERATEVIDEODEVICESNVPROC __glewXEnumerateVideoDevicesNV;
GLXEW_FUN_EXPORT PFNGLXBINDSWAPBARRIERNVPROC __glewXBindSwapBarrierNV;
GLXEW_FUN_EXPORT PFNGLXJOINSWAPGROUPNVPROC __glewXJoinSwapGroupNV;
GLXEW_FUN_EXPORT PFNGLXQUERYFRAMECOUNTNVPROC __glewXQueryFrameCountNV;
GLXEW_FUN_EXPORT PFNGLXQUERYMAXSWAPGROUPSNVPROC __glewXQueryMaxSwapGroupsNV;
GLXEW_FUN_EXPORT PFNGLXQUERYSWAPGROUPNVPROC __glewXQuerySwapGroupNV;
GLXEW_FUN_EXPORT PFNGLXRESETFRAMECOUNTNVPROC __glewXResetFrameCountNV;
GLXEW_FUN_EXPORT PFNGLXALLOCATEMEMORYNVPROC __glewXAllocateMemoryNV;
GLXEW_FUN_EXPORT PFNGLXFREEMEMORYNVPROC __glewXFreeMemoryNV;
GLXEW_FUN_EXPORT PFNGLXBINDVIDEOCAPTUREDEVICENVPROC __glewXBindVideoCaptureDeviceNV;
GLXEW_FUN_EXPORT PFNGLXENUMERATEVIDEOCAPTUREDEVICESNVPROC __glewXEnumerateVideoCaptureDevicesNV;
GLXEW_FUN_EXPORT PFNGLXLOCKVIDEOCAPTUREDEVICENVPROC __glewXLockVideoCaptureDeviceNV;
GLXEW_FUN_EXPORT PFNGLXQUERYVIDEOCAPTUREDEVICENVPROC __glewXQueryVideoCaptureDeviceNV;
GLXEW_FUN_EXPORT PFNGLXRELEASEVIDEOCAPTUREDEVICENVPROC __glewXReleaseVideoCaptureDeviceNV;
GLXEW_FUN_EXPORT PFNGLXBINDVIDEOIMAGENVPROC __glewXBindVideoImageNV;
GLXEW_FUN_EXPORT PFNGLXGETVIDEODEVICENVPROC __glewXGetVideoDeviceNV;
GLXEW_FUN_EXPORT PFNGLXGETVIDEOINFONVPROC __glewXGetVideoInfoNV;
GLXEW_FUN_EXPORT PFNGLXRELEASEVIDEODEVICENVPROC __glewXReleaseVideoDeviceNV;
GLXEW_FUN_EXPORT PFNGLXRELEASEVIDEOIMAGENVPROC __glewXReleaseVideoImageNV;
GLXEW_FUN_EXPORT PFNGLXSENDPBUFFERTOVIDEONVPROC __glewXSendPbufferToVideoNV;
GLXEW_FUN_EXPORT PFNGLXGETMSCRATEOMLPROC __glewXGetMscRateOML;
GLXEW_FUN_EXPORT PFNGLXGETSYNCVALUESOMLPROC __glewXGetSyncValuesOML;
GLXEW_FUN_EXPORT PFNGLXSWAPBUFFERSMSCOMLPROC __glewXSwapBuffersMscOML;
GLXEW_FUN_EXPORT PFNGLXWAITFORMSCOMLPROC __glewXWaitForMscOML;
GLXEW_FUN_EXPORT PFNGLXWAITFORSBCOMLPROC __glewXWaitForSbcOML;
GLXEW_FUN_EXPORT PFNGLXCHOOSEFBCONFIGSGIXPROC __glewXChooseFBConfigSGIX;
GLXEW_FUN_EXPORT PFNGLXCREATECONTEXTWITHCONFIGSGIXPROC __glewXCreateContextWithConfigSGIX;
GLXEW_FUN_EXPORT PFNGLXCREATEGLXPIXMAPWITHCONFIGSGIXPROC __glewXCreateGLXPixmapWithConfigSGIX;
GLXEW_FUN_EXPORT PFNGLXGETFBCONFIGATTRIBSGIXPROC __glewXGetFBConfigAttribSGIX;
GLXEW_FUN_EXPORT PFNGLXGETFBCONFIGFROMVISUALSGIXPROC __glewXGetFBConfigFromVisualSGIX;
GLXEW_FUN_EXPORT PFNGLXGETVISUALFROMFBCONFIGSGIXPROC __glewXGetVisualFromFBConfigSGIX;
GLXEW_FUN_EXPORT PFNGLXBINDHYPERPIPESGIXPROC __glewXBindHyperpipeSGIX;
GLXEW_FUN_EXPORT PFNGLXDESTROYHYPERPIPECONFIGSGIXPROC __glewXDestroyHyperpipeConfigSGIX;
GLXEW_FUN_EXPORT PFNGLXHYPERPIPEATTRIBSGIXPROC __glewXHyperpipeAttribSGIX;
GLXEW_FUN_EXPORT PFNGLXHYPERPIPECONFIGSGIXPROC __glewXHyperpipeConfigSGIX;
GLXEW_FUN_EXPORT PFNGLXQUERYHYPERPIPEATTRIBSGIXPROC __glewXQueryHyperpipeAttribSGIX;
GLXEW_FUN_EXPORT PFNGLXQUERYHYPERPIPEBESTATTRIBSGIXPROC __glewXQueryHyperpipeBestAttribSGIX;
GLXEW_FUN_EXPORT PFNGLXQUERYHYPERPIPECONFIGSGIXPROC __glewXQueryHyperpipeConfigSGIX;
GLXEW_FUN_EXPORT PFNGLXQUERYHYPERPIPENETWORKSGIXPROC __glewXQueryHyperpipeNetworkSGIX;
GLXEW_FUN_EXPORT PFNGLXCREATEGLXPBUFFERSGIXPROC __glewXCreateGLXPbufferSGIX;
GLXEW_FUN_EXPORT PFNGLXDESTROYGLXPBUFFERSGIXPROC __glewXDestroyGLXPbufferSGIX;
GLXEW_FUN_EXPORT PFNGLXGETSELECTEDEVENTSGIXPROC __glewXGetSelectedEventSGIX;
GLXEW_FUN_EXPORT PFNGLXQUERYGLXPBUFFERSGIXPROC __glewXQueryGLXPbufferSGIX;
GLXEW_FUN_EXPORT PFNGLXSELECTEVENTSGIXPROC __glewXSelectEventSGIX;
GLXEW_FUN_EXPORT PFNGLXBINDSWAPBARRIERSGIXPROC __glewXBindSwapBarrierSGIX;
GLXEW_FUN_EXPORT PFNGLXQUERYMAXSWAPBARRIERSSGIXPROC __glewXQueryMaxSwapBarriersSGIX;
GLXEW_FUN_EXPORT PFNGLXJOINSWAPGROUPSGIXPROC __glewXJoinSwapGroupSGIX;
GLXEW_FUN_EXPORT PFNGLXBINDCHANNELTOWINDOWSGIXPROC __glewXBindChannelToWindowSGIX;
GLXEW_FUN_EXPORT PFNGLXCHANNELRECTSGIXPROC __glewXChannelRectSGIX;
GLXEW_FUN_EXPORT PFNGLXCHANNELRECTSYNCSGIXPROC __glewXChannelRectSyncSGIX;
GLXEW_FUN_EXPORT PFNGLXQUERYCHANNELDELTASSGIXPROC __glewXQueryChannelDeltasSGIX;
GLXEW_FUN_EXPORT PFNGLXQUERYCHANNELRECTSGIXPROC __glewXQueryChannelRectSGIX;
GLXEW_FUN_EXPORT PFNGLXCUSHIONSGIPROC __glewXCushionSGI;
GLXEW_FUN_EXPORT PFNGLXGETCURRENTREADDRAWABLESGIPROC __glewXGetCurrentReadDrawableSGI;
GLXEW_FUN_EXPORT PFNGLXMAKECURRENTREADSGIPROC __glewXMakeCurrentReadSGI;
GLXEW_FUN_EXPORT PFNGLXSWAPINTERVALSGIPROC __glewXSwapIntervalSGI;
GLXEW_FUN_EXPORT PFNGLXGETVIDEOSYNCSGIPROC __glewXGetVideoSyncSGI;
GLXEW_FUN_EXPORT PFNGLXWAITVIDEOSYNCSGIPROC __glewXWaitVideoSyncSGI;
GLXEW_FUN_EXPORT PFNGLXGETTRANSPARENTINDEXSUNPROC __glewXGetTransparentIndexSUN;
GLXEW_FUN_EXPORT PFNGLXGETVIDEORESIZESUNPROC __glewXGetVideoResizeSUN;
GLXEW_FUN_EXPORT PFNGLXVIDEORESIZESUNPROC __glewXVideoResizeSUN;
#if defined(GLEW_MX)
struct GLXEWContextStruct
{
#endif /* GLEW_MX */
GLXEW_VAR_EXPORT GLboolean __GLXEW_VERSION_1_0;
GLXEW_VAR_EXPORT GLboolean __GLXEW_VERSION_1_1;
GLXEW_VAR_EXPORT GLboolean __GLXEW_VERSION_1_2;
GLXEW_VAR_EXPORT GLboolean __GLXEW_VERSION_1_3;
GLXEW_VAR_EXPORT GLboolean __GLXEW_VERSION_1_4;
GLXEW_VAR_EXPORT GLboolean __GLXEW_3DFX_multisample;
GLXEW_VAR_EXPORT GLboolean __GLXEW_AMD_gpu_association;
GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_context_flush_control;
GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_create_context;
GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_create_context_profile;
GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_create_context_robustness;
GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_fbconfig_float;
GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_framebuffer_sRGB;
GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_get_proc_address;
GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_multisample;
GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_robustness_application_isolation;
GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_robustness_share_group_isolation;
GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_vertex_buffer_object;
GLXEW_VAR_EXPORT GLboolean __GLXEW_ATI_pixel_format_float;
GLXEW_VAR_EXPORT GLboolean __GLXEW_ATI_render_texture;
GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_buffer_age;
GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_create_context_es2_profile;
GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_create_context_es_profile;
GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_fbconfig_packed_float;
GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_framebuffer_sRGB;
GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_import_context;
GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_scene_marker;
GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_stereo_tree;
GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_swap_control;
GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_swap_control_tear;
GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_texture_from_pixmap;
GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_visual_info;
GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_visual_rating;
GLXEW_VAR_EXPORT GLboolean __GLXEW_INTEL_swap_event;
GLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_agp_offset;
GLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_copy_sub_buffer;
GLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_pixmap_colormap;
GLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_query_renderer;
GLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_release_buffers;
GLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_set_3dfx_mode;
GLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_swap_control;
GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_copy_buffer;
GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_copy_image;
GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_delay_before_swap;
GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_float_buffer;
GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_multisample_coverage;
GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_present_video;
GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_swap_group;
GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_vertex_array_range;
GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_video_capture;
GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_video_out;
GLXEW_VAR_EXPORT GLboolean __GLXEW_OML_swap_method;
GLXEW_VAR_EXPORT GLboolean __GLXEW_OML_sync_control;
GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIS_blended_overlay;
GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIS_color_range;
GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIS_multisample;
GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIS_shared_multisample;
GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_fbconfig;
GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_hyperpipe;
GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_pbuffer;
GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_swap_barrier;
GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_swap_group;
GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_video_resize;
GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_visual_select_group;
GLXEW_VAR_EXPORT GLboolean __GLXEW_SGI_cushion;
GLXEW_VAR_EXPORT GLboolean __GLXEW_SGI_make_current_read;
GLXEW_VAR_EXPORT GLboolean __GLXEW_SGI_swap_control;
GLXEW_VAR_EXPORT GLboolean __GLXEW_SGI_video_sync;
GLXEW_VAR_EXPORT GLboolean __GLXEW_SUN_get_transparent_index;
GLXEW_VAR_EXPORT GLboolean __GLXEW_SUN_video_resize;
#ifdef GLEW_MX
}; /* GLXEWContextStruct */
#endif /* GLEW_MX */
/* ------------------------------------------------------------------------ */
#ifdef GLEW_MX
typedef struct GLXEWContextStruct GLXEWContext;
GLEWAPI GLenum GLEWAPIENTRY glxewContextInit (GLXEWContext *ctx);
GLEWAPI GLboolean GLEWAPIENTRY glxewContextIsSupported (const GLXEWContext *ctx, const char *name);
#define glxewInit() glxewContextInit(glxewGetContext())
#define glxewIsSupported(x) glxewContextIsSupported(glxewGetContext(), x)
#define GLXEW_GET_VAR(x) (*(const GLboolean*)&(glxewGetContext()->x))
#define GLXEW_GET_FUN(x) x
#else /* GLEW_MX */
GLEWAPI GLenum GLEWAPIENTRY glxewInit ();
GLEWAPI GLboolean GLEWAPIENTRY glxewIsSupported (const char *name);
#define GLXEW_GET_VAR(x) (*(const GLboolean*)&x)
#define GLXEW_GET_FUN(x) x
#endif /* GLEW_MX */
GLEWAPI GLboolean GLEWAPIENTRY glxewGetExtension (const char *name);
#ifdef __cplusplus
}
#endif
#endif /* __glxew_h__ */
| 73,140 | C | 40.252679 | 318 | 0.757041 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetprunerserialization/SnippetPrunerSerialization.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates the usage of PxPruningStructure.
//
// It creates a box stack, then prepares a pruning structure. This structure
// together with the actors is serialized into a collection. When the collection
// is added to the scene, the actor's scene query shape AABBs are directly merged
// into the current scene query AABB tree through the precomputed pruning structure.
// This may unbalance the AABB tree but should provide significant speedup in
// case of large world scenarios where parts get streamed in on the fly.
// ****************************************************************************
#include <ctype.h>
#include <vector>
#include "PxPhysicsAPI.h"
#include "extensions/PxCollectionExt.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
#define MAX_MEMBLOCKS 10
PxU8* gMemBlocks[MAX_MEMBLOCKS];
PxU32 gMemBlockCount = 0;
PxReal stackZ = 10.0f;
/**
Allocates 128 byte aligned memory block for binary serialized data
Stores pointer to memory in gMemBlocks for later deallocation
*/
void* createAlignedBlock(PxU32 size)
{
PX_ASSERT(gMemBlockCount < MAX_MEMBLOCKS);
PxU8* baseAddr = static_cast<PxU8*>(malloc(size + PX_SERIAL_FILE_ALIGN - 1));
gMemBlocks[gMemBlockCount++] = baseAddr;
void* alignedBlock = reinterpret_cast<void*>((size_t(baseAddr) + PX_SERIAL_FILE_ALIGN - 1)&~(PX_SERIAL_FILE_ALIGN - 1));
return alignedBlock;
}
// Create a regular stack, with actors added directly into a scene.
void createStack(const PxTransform& t, PxU32 size, PxReal halfExtent)
{
PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfExtent, halfExtent, halfExtent), *gMaterial);
for(PxU32 i=0; i<size;i++)
{
for(PxU32 j=0;j<size-i;j++)
{
PxTransform localTm(PxVec3(PxReal(j*2) - PxReal(size-i), PxReal(i*2+1), 0) * halfExtent);
PxRigidDynamic* body = gPhysics->createRigidDynamic(t.transform(localTm));
body->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*body, 10.0f);
gScene->addActor(*body);
}
}
shape->release();
}
// Create a stack where pruning structure is build in runtime and used to merge
// the query shapes into the AABB tree.
void createStackWithRuntimePrunerStructure(const PxTransform& t, PxU32 size, PxReal halfExtent)
{
std::vector<PxRigidActor*> actors;
PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfExtent, halfExtent, halfExtent), *gMaterial);
for (PxU32 i = 0; i < size; i++)
{
for (PxU32 j = 0; j < size - i; j++)
{
PxTransform localTm(PxVec3(PxReal(j * 2) - PxReal(size - i), PxReal(i * 2 + 1), 0) * halfExtent);
PxRigidDynamic* body = gPhysics->createRigidDynamic(t.transform(localTm));
body->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*body, 10.0f);
// store the actors, will be added later
actors.push_back(body);
}
}
shape->release();
// Create pruning structure from given actors.
PxPruningStructure* ps = gPhysics->createPruningStructure(&actors[0], PxU32(actors.size()));
// Add actors into a scene together with the precomputed pruning structure.
gScene->addActors(*ps);
ps->release();
}
// Create a stack where pruning structure is build in runtime and then stored into a collection.
// The collection is stored into a stream and loaded into another stream. The loaded collection
// is added to a scene. While the collection is added to the scene the pruning structure is used.
void createStackWithSerializedPrunerStructure(const PxTransform& t, PxU32 size, PxReal halfExtent)
{
PxCollection* collection = PxCreateCollection(); // collection for all the objects
PxSerializationRegistry* sr = PxSerialization::createSerializationRegistry(*gPhysics);
std::vector<PxRigidActor*> actors;
PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfExtent, halfExtent, halfExtent), *gMaterial);
for (PxU32 i = 0; i < size; i++)
{
for (PxU32 j = 0; j < size - i; j++)
{
PxTransform localTm(PxVec3(PxReal(j * 2) - PxReal(size - i), PxReal(i * 2 + 1), 0) * halfExtent);
PxRigidDynamic* body = gPhysics->createRigidDynamic(t.transform(localTm));
body->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*body, 10.0f);
// store the actors, will be added later
actors.push_back(body);
}
}
collection->add(*shape);
// Create pruner structure from given actors.
PxPruningStructure* ps = gPhysics->createPruningStructure(&actors[0], PxU32(actors.size()));
// Add the pruning structure into the collection. Adding the pruning structure will automatically
// add the actors from which the collection was build.
collection->add(*ps);
PxSerialization::complete(*collection, *sr);
// Store the collection into a stream.
PxDefaultMemoryOutputStream outStream;
PxSerialization::serializeCollectionToBinary(outStream, *collection, *sr);
collection->release();
// Release the used items added to the collection.
ps->release();
for (size_t i = 0; i < actors.size(); i++)
{
actors[i]->release();
}
shape->release();
// Load collection from the stream into and input stream.
PxDefaultMemoryInputData inputStream(outStream.getData(), outStream.getSize());
void* alignedBlock = createAlignedBlock(inputStream.getLength());
inputStream.read(alignedBlock, inputStream.getLength());
PxCollection* collection1 = PxSerialization::createCollectionFromBinary(alignedBlock, *sr);
// Add collection to the scene.
gScene->addCollection(*collection1);
// Release objects in collection, the pruning structure must be released before its actors
// otherwise actors will still be part of pruning structure
PxCollectionExt::releaseObjects(*collection1);
collection1->release();
}
void initPhysics(bool )
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport, PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true, gPvd);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
gDispatcher = PxDefaultCpuDispatcherCreate(2);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial);
gScene->addActor(*groundPlane);
// Create a regular stack.
createStack(PxTransform(PxVec3(0,0,stackZ-=10.0f)), 3, 2.0f);
// Create a stack using the runtime pruner structure usage.
createStackWithRuntimePrunerStructure(PxTransform(PxVec3(0,0,stackZ-=10.0f)), 3, 2.0f);
// Create a stack using the serialized pruner structure usage.
createStackWithSerializedPrunerStructure(PxTransform(PxVec3(0,0,stackZ-=10.0f)), 3, 2.0f);
}
void stepPhysics(bool /*interactive*/)
{
gScene->simulate(1.0f/60.0f);
gScene->fetchResults(true);
}
void cleanupPhysics(bool /*interactive*/)
{
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
// Now that the objects have been released, it's safe to release the space they occupy.
for (PxU32 i = 0; i < gMemBlockCount; i++)
free(gMemBlocks[i]);
gMemBlockCount = 0;
PX_RELEASE(gFoundation);
printf("SnippetPrunerSerialization done.\n");
}
int snippetMain(int, const char*const*)
{
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
return 0;
}
| 10,169 | C++ | 38.115384 | 121 | 0.736847 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetserialization/SnippetSerialization.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates the use of binary and xml serialization
//
// Note: RepX/Xml serialization has been DEPRECATED.
//
// It creates a chain of boxes and serializes them as two collections:
// a collection with shared objects and a collection with actors and joints
// which can be instantiated multiple times.
//
// Then physics is setup based on the serialized data. The collection with the
// actors and the joints is instantiated multiple times with different
// transforms.
//
// Finally phyics is teared down again, including deallocation of memory
// occupied by deserialized objects (in the case of binary serialization).
//
// ****************************************************************************
#include "PxPhysicsAPI.h"
#include "foundation/PxMemory.h"
#include "../snippetutils/SnippetUtils.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
using namespace physx;
static bool gUseBinarySerialization = false;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxPvd* gPvd = NULL;
#define MAX_MEMBLOCKS 10
static PxU8* gMemBlocks[MAX_MEMBLOCKS];
static PxU32 gMemBlockCount = 0;
/**
Creates two example collections:
- collection with actors and joints that can be instantiated multiple times in the scene
- collection with shared objects
*/
void createCollections(PxCollection*& sharedCollection, PxCollection*& actorCollection, PxSerializationRegistry& sr)
{
PxMaterial* material = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
PxReal halfLength = 2.0f, height = 25.0f;
PxVec3 offset(halfLength, 0, 0);
PxRigidActor* prevActor = PxCreateStatic(*gPhysics, PxTransform(PxVec3(0,height,0)), PxSphereGeometry(halfLength), *material, PxTransform(offset));
PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfLength, 1.0f, 1.0f), *material);
for(PxU32 i=1; i<8;i++)
{
PxTransform tm(PxVec3(PxReal(i*2)* halfLength, height, 0));
PxRigidDynamic* dynamic = gPhysics->createRigidDynamic(tm);
dynamic->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*dynamic, 10.0f);
PxSphericalJointCreate(*gPhysics, prevActor, PxTransform(offset), dynamic, PxTransform(-offset));
prevActor = dynamic;
}
sharedCollection = PxCreateCollection(); // collection for all the shared objects
actorCollection = PxCreateCollection(); // collection for all the nonshared objects
sharedCollection->add(*shape);
PxSerialization::complete(*sharedCollection, sr); // chases the pointer from shape to material, and adds it
PxSerialization::createSerialObjectIds(*sharedCollection, PxSerialObjectId(77)); // arbitrary choice of base for references to shared objects
actorCollection->add(*prevActor);
PxSerialization::complete(*actorCollection, sr, sharedCollection, true); // chases all pointers and recursively adds actors and joints
}
/**
Allocates 128 byte aligned memory block for binary serialized data
Stores pointer to memory in gMemBlocks for later deallocation
*/
void* createAlignedBlock(PxU32 size)
{
PX_ASSERT(gMemBlockCount < MAX_MEMBLOCKS);
PxU8* baseAddr = static_cast<PxU8*>(malloc(size+PX_SERIAL_FILE_ALIGN-1));
gMemBlocks[gMemBlockCount++] = baseAddr;
void* alignedBlock = reinterpret_cast<void*>((size_t(baseAddr)+PX_SERIAL_FILE_ALIGN-1)&~(PX_SERIAL_FILE_ALIGN-1));
return alignedBlock;
}
/**
Create objects, add them to collections and serialize the collections to the steams gSharedStream and gActorStream
This function doesn't setup the gPhysics global as the corresponding physics object is only used locally
*/
void serializeObjects(PxOutputStream& sharedStream, PxOutputStream& actorStream)
{
PxSerializationRegistry* sr = PxSerialization::createSerializationRegistry(*gPhysics);
PxCollection* sharedCollection = NULL;
PxCollection* actorCollection = NULL;
createCollections(sharedCollection, actorCollection, *sr);
// Alternatively to using PxDefaultMemoryOutputStream it would be possible to serialize to files using
// PxDefaultFileOutputStream or a similar implementation of PxOutputStream.
if (gUseBinarySerialization)
{
PxSerialization::serializeCollectionToBinary(sharedStream, *sharedCollection, *sr);
PxSerialization::serializeCollectionToBinary(actorStream, *actorCollection, *sr, sharedCollection);
}
else
{
PxSerialization::serializeCollectionToXml(sharedStream, *sharedCollection, *sr);
PxSerialization::serializeCollectionToXml(actorStream, *actorCollection, *sr, NULL, sharedCollection);
}
actorCollection->release();
sharedCollection->release();
sr->release();
}
/**
Deserialize shared data and use resulting collection to deserialize and instance actor collections
*/
void deserializeObjects(PxInputData& sharedData, PxInputData& actorData, const PxCookingParams& params)
{
PxSerializationRegistry* sr = PxSerialization::createSerializationRegistry(*gPhysics);
PxCollection* sharedCollection = NULL;
{
if (gUseBinarySerialization)
{
void* alignedBlock = createAlignedBlock(sharedData.getLength());
sharedData.read(alignedBlock, sharedData.getLength());
sharedCollection = PxSerialization::createCollectionFromBinary(alignedBlock, *sr);
}
else
{
sharedCollection = PxSerialization::createCollectionFromXml(sharedData, params, *sr);
}
}
// Deserialize collection and instantiate objects twice, each time with a different transform
PxTransform transforms[2] = { PxTransform(PxVec3(-5.0f, 0.0f, 0.0f)), PxTransform(PxVec3(5.0f, 0.0f, 0.0f)) };
for (PxU32 i = 0; i < 2; i++)
{
PxCollection* collection = NULL;
// If the PxInputData actorData would refer to a file, it would be better to avoid reading from it twice.
// This could be achieved by reading the file once to memory, and then working with copies.
// This is particulary practical when using binary serialization, where the data can be directly
// converted to physics objects.
actorData.seek(0);
if (gUseBinarySerialization)
{
void* alignedBlock = createAlignedBlock(actorData.getLength());
actorData.read(alignedBlock, actorData.getLength());
collection = PxSerialization::createCollectionFromBinary(alignedBlock, *sr, sharedCollection);
}
else
{
collection = PxSerialization::createCollectionFromXml(actorData, params, *sr, sharedCollection);
}
for (PxU32 o = 0; o < collection->getNbObjects(); o++)
{
PxRigidActor* rigidActor = collection->getObject(o).is<PxRigidActor>();
if (rigidActor)
{
PxTransform globalPose = rigidActor->getGlobalPose();
globalPose = globalPose.transform(transforms[i]);
rigidActor->setGlobalPose(globalPose);
}
}
gScene->addCollection(*collection);
collection->release();
}
sharedCollection->release();
PxMaterial* material;
gPhysics->getMaterials(&material,1);
PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *material);
gScene->addActor(*groundPlane);
sr->release();
}
/**
Initializes physics and creates a scene
*/
void initPhysics()
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), true, gPvd);
PxInitExtensions(*gPhysics, gPvd);
PxU32 numCores = SnippetUtils::getNbPhysicalCores();
gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0, -9.81f, 0);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
}
void stepPhysics()
{
gScene->simulate(1.0f/60.0f);
gScene->fetchResults(true);
}
/**
Releases all physics objects, including memory blocks containing deserialized data
*/
void cleanupPhysics()
{
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PxCloseExtensions();
PX_RELEASE(gPhysics); // releases all objects
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
// Now that the objects have been released, it's safe to release the space they occupy
for (PxU32 i = 0; i < gMemBlockCount; i++)
free(gMemBlocks[i]);
gMemBlockCount = 0;
PX_RELEASE(gFoundation);
}
int snippetMain(int, const char*const*)
{
initPhysics();
// Alternatively PxDefaultFileOutputStream could be used
PxDefaultMemoryOutputStream sharedOutputStream;
PxDefaultMemoryOutputStream actorOutputStream;
serializeObjects(sharedOutputStream, actorOutputStream);
cleanupPhysics();
initPhysics();
// Alternatively PxDefaultFileInputData could be used
PxDefaultMemoryInputData sharedInputStream(sharedOutputStream.getData(), sharedOutputStream.getSize());
PxDefaultMemoryInputData actorInputStream(actorOutputStream.getData(), actorOutputStream.getSize());
PxTolerancesScale scale;
const PxCookingParams params(scale);
deserializeObjects(sharedInputStream, actorInputStream, params);
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 250;
for(PxU32 i=0; i<frameCount; i++)
stepPhysics();
cleanupPhysics();
printf("SnippetSerialization done.\n");
#endif
return 0;
}
| 11,630 | C++ | 36.519355 | 148 | 0.756148 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetisosurface/SnippetIsosurfaceRender.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifdef RENDER_SNIPPET
#include <vector>
#include "PxPhysicsAPI.h"
#include "cudamanager/PxCudaContext.h"
#include "cudamanager/PxCudaContextManager.h"
#include "../snippetrender/SnippetRender.h"
#include "../snippetrender/SnippetCamera.h"
#include "PxIsosurfaceExtraction.h"
#include "foundation/PxArray.h"
#define USE_CUDA_INTEROP (!PX_PUBLIC_RELEASE)
#define CUDA_SUCCESS 0
#define SHOW_SOLID_SDF_SLICE 0
#define IDX(i, j, k, offset) ((i) + dimX * ((j) + dimY * ((k) + dimZ * (offset))))
using namespace physx;
extern void initPhysics(bool interactive);
extern void stepPhysics(bool interactive);
extern void cleanupPhysics(bool interactive);
extern void keyPress(unsigned char key, const PxTransform& camera);
extern PxPBDParticleSystem* getParticleSystem();
extern PxParticleBuffer* getParticleBuffer();
#if PX_SUPPORT_GPU_PHYSX
extern PxArray<PxVec4> gIsosurfaceVertices;
extern PxArray<PxU32> gIsosurfaceIndices;
extern PxArray<PxVec4> gIsosurfaceNormals;
extern PxIsosurfaceExtractor* gIsosurfaceExtractor;
extern void* gVerticesGpu;
extern void* gNormalsGpu;
extern void* gInterleavedVerticesAndNormalsGpu;
#endif
namespace
{
Snippets::Camera* sCamera;
#if PX_SUPPORT_GPU_PHYSX
#if USE_CUDA_INTEROP
bool directGpuRendering = true;
#else
bool directGpuRendering = false;
#endif
Snippets::SharedGLBuffer sPosBuffer;
Snippets::SharedGLBuffer sNormalBuffer;
Snippets::SharedGLBuffer sTriangleBuffer;
Snippets::SharedGLBuffer sInterleavedPosNormalBuffer;
Snippets::SharedGLBuffer sParticlePosBuffer;
void onBeforeRenderParticles()
{
PxPBDParticleSystem* particleSystem = getParticleSystem();
if (particleSystem)
{
PxParticleBuffer* userBuffer = getParticleBuffer();
PxVec4* positions = userBuffer->getPositionInvMasses();
const PxU32 numParticles = userBuffer->getNbActiveParticles();
PxScene* scene;
PxGetPhysics().getScenes(&scene, 1);
PxCudaContextManager* cudaContextManager = scene->getCudaContextManager();
cudaContextManager->acquireContext();
PxCudaContext* cudaContext = cudaContextManager->getCudaContext();
cudaContext->memcpyDtoH(sParticlePosBuffer.map(), CUdeviceptr(positions), sizeof(PxVec4) * numParticles);
cudaContextManager->releaseContext();
}
}
void renderParticles()
{
sParticlePosBuffer.unmap();
sPosBuffer.unmap();
sNormalBuffer.unmap();
sTriangleBuffer.unmap();
if (directGpuRendering)
{
PxVec3 color(0.5f, 0.5f, 1);
Snippets::DrawMeshIndexed(sInterleavedPosNormalBuffer.vbo, sTriangleBuffer.vbo, gIsosurfaceExtractor->getNumTriangles(), color);
//PxVec3 particleColor(1.0f, 1.0f, 0.0f);
//Snippets::DrawPoints(sParticlePosBuffer.vbo, sParticlePosBuffer.size / sizeof(PxVec4), particleColor, 2.f);
}
else
{
//Draw a triangle mesh where the data gets copied to the host and back to the device for rendering
Snippets::renderMesh(gIsosurfaceExtractor->getNumVertices(), gIsosurfaceVertices.begin(), gIsosurfaceExtractor->getNumTriangles(),
gIsosurfaceIndices.begin(), PxVec3(1, 0, 0), gIsosurfaceNormals.begin());
//Check for unused vertices
PxVec4 marker(10000000, 0, 0, 0);
PxU32 numIndices = 3 * gIsosurfaceExtractor->getNumTriangles();
for (PxU32 i = 0; i < numIndices; ++i)
{
gIsosurfaceNormals[gIsosurfaceIndices[i]] = marker;
}
for (PxU32 i = 0; i < gIsosurfaceExtractor->getNumVertices(); ++i)
{
if (gIsosurfaceNormals[i] != marker)
{
printf("Isosurface mesh contains unreferenced vertices\n");
}
}
}
Snippets::DrawFrame(PxVec3(0, 0, 0));
}
void allocParticleBuffers()
{
PxScene* scene;
PxGetPhysics().getScenes(&scene, 1);
PxCudaContextManager* cudaContextManager = scene->getCudaContextManager();
//PxPBDParticleSystem* particleSystem = getParticleSystem();
PxU32 maxVertices = gIsosurfaceExtractor->getMaxVertices();
PxU32 maxIndices = gIsosurfaceExtractor->getMaxTriangles() * 3;
sParticlePosBuffer.initialize(cudaContextManager);
sParticlePosBuffer.allocate(gIsosurfaceExtractor->getMaxParticles() * sizeof(PxVec4));
sPosBuffer.initialize(cudaContextManager);
sPosBuffer.allocate(maxVertices * sizeof(PxVec4));
gVerticesGpu = sPosBuffer.map();
sNormalBuffer.initialize(cudaContextManager);
sNormalBuffer.allocate(maxVertices * sizeof(PxVec4));
gNormalsGpu = sNormalBuffer.map();
sTriangleBuffer.initialize(cudaContextManager);
sTriangleBuffer.allocate(maxIndices * sizeof(PxU32));
sInterleavedPosNormalBuffer.initialize(cudaContextManager);
sInterleavedPosNormalBuffer.allocate(2 * maxVertices * sizeof(PxVec3));
gInterleavedVerticesAndNormalsGpu = sInterleavedPosNormalBuffer.map();
if (directGpuRendering)
{
gIsosurfaceExtractor->setResultBufferDevice(reinterpret_cast<PxVec4*>(sPosBuffer.map()),
reinterpret_cast<PxU32*>(sTriangleBuffer.map()), reinterpret_cast<PxVec4*>(sNormalBuffer.map()));
}
else
{
gIsosurfaceExtractor->setResultBufferHost(gIsosurfaceVertices.begin(), gIsosurfaceIndices.begin(), gIsosurfaceNormals.begin());
gInterleavedVerticesAndNormalsGpu = NULL;
}
}
void clearupParticleBuffers()
{
sParticlePosBuffer.release();
sPosBuffer.release();
sNormalBuffer.release();
sTriangleBuffer.release();
sInterleavedPosNormalBuffer.release();
}
#else
void onBeforeRenderParticles()
{
}
void renderParticles()
{
}
void allocParticleBuffers()
{
}
void clearupParticleBuffers()
{
}
#endif
void renderCallback()
{
onBeforeRenderParticles();
stepPhysics(true);
Snippets::startRender(sCamera);
PxScene* scene;
PxGetPhysics().getScenes(&scene, 1);
PxU32 nbActors = scene->getNbActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC);
if (nbActors)
{
std::vector<PxRigidActor*> actors(nbActors);
scene->getActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC, reinterpret_cast<PxActor**>(&actors[0]), nbActors);
Snippets::renderActors(&actors[0], static_cast<PxU32>(actors.size()), true);
}
renderParticles();
Snippets::showFPS();
Snippets::finishRender();
}
void cleanup()
{
gIsosurfaceVertices.reset();
gIsosurfaceIndices.reset();
gIsosurfaceNormals.reset();
delete sCamera;
clearupParticleBuffers();
cleanupPhysics(true);
}
void exitCallback(void)
{
}
}
void renderLoop()
{
sCamera = new Snippets::Camera(PxVec3(15.0f, 10.0f, 15.0f), PxVec3(-0.6f, -0.2f, -0.6f));
Snippets::setupDefault("PhysX Snippet Isosurface", sCamera, keyPress, renderCallback, exitCallback);
initPhysics(true);
Snippets::initFPS();
allocParticleBuffers();
glutMainLoop();
cleanup();
}
#endif
| 8,307 | C++ | 29.656826 | 137 | 0.754183 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetisosurface/SnippetIsosurface.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates isosurface extraction from particle-based fluid
// simulation. The fluid simulation is performed using position-based dynamics.
//
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#include "extensions/PxParticleExt.h"
#include "PxIsosurfaceExtraction.h"
#include "PxAnisotropy.h"
#include "PxSmoothing.h"
#include "gpu/PxGpu.h"
#include "gpu/PxPhysicsGpu.h"
#include "PxArrayConverter.h"
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
static PxPBDParticleSystem* gParticleSystem = NULL;
static PxParticleBuffer* gParticleBuffer = NULL;
static bool gIsRunning = true;
PxRigidDynamic* movingWall;
using namespace ExtGpu;
PxArray<PxVec4> gIsosurfaceVertices;
PxArray<PxU32> gIsosurfaceIndices;
PxArray<PxVec4> gIsosurfaceNormals;
PxIsosurfaceExtractor* gIsosurfaceExtractor;
void* gVerticesGpu;
void* gNormalsGpu;
void* gInterleavedVerticesAndNormalsGpu;
class IsosurfaceCallback : public PxParticleSystemCallback
{
public:
PxIsosurfaceExtractor* mIsosurfaceExtractor;
PxAnisotropyGenerator* mAnisotropyGenerator;
PxSmoothedPositionGenerator* mSmoothedPositionGenerator;
PxArrayConverter* mArrayConverter;
PxVec4* mSmoothedPositionsDeviceBuffer;
PxVec4* mAnisotropyDeviceBuffer1;
PxVec4* mAnisotropyDeviceBuffer2;
PxVec4* mAnisotropyDeviceBuffer3;
PxU32 mMaxVertices;
PxCudaContextManager* mCudaContextManager;
IsosurfaceCallback() : mIsosurfaceExtractor(NULL), mAnisotropyGenerator(NULL) { }
void initialize(PxCudaContextManager* cudaContextManager,
const PxSparseGridParams& sparseGridParams, PxIsosurfaceParams& p,
PxU32 maxNumVertices, PxU32 maxNumTriangles, PxU32 maxNumParticles)
{
mCudaContextManager = cudaContextManager;
mMaxVertices = maxNumVertices;
/*ExtGpu::PxIsosurfaceParams p;
p.isosurfaceValue =threshold;
p.clearFilteringPasses();*/
PxPhysicsGpu* pxGpu = PxGetPhysicsGpu();
mSmoothedPositionGenerator = pxGpu->createSmoothedPositionGenerator(cudaContextManager, maxNumParticles, 0.5f);
PX_DEVICE_ALLOC(cudaContextManager, mSmoothedPositionsDeviceBuffer, maxNumParticles);
mSmoothedPositionGenerator->setResultBufferDevice(mSmoothedPositionsDeviceBuffer);
//Too small minAnisotropy values will shrink particles to ellipsoids that are smaller than a isosurface grid cell which can lead to unpleasant aliasing/flickering
PxReal minAnisotropy = 1.0f;// 0.5f; // 0.1f;
PxReal anisotropyScale = 5.0f;
mAnisotropyGenerator = pxGpu->createAnisotropyGenerator(cudaContextManager, maxNumParticles, anisotropyScale, minAnisotropy, 2.0f);
PX_DEVICE_ALLOC(cudaContextManager, mAnisotropyDeviceBuffer1, maxNumParticles);
PX_DEVICE_ALLOC(cudaContextManager, mAnisotropyDeviceBuffer2, maxNumParticles);
PX_DEVICE_ALLOC(cudaContextManager, mAnisotropyDeviceBuffer3, maxNumParticles);
mAnisotropyGenerator->setResultBufferDevice(mAnisotropyDeviceBuffer1, mAnisotropyDeviceBuffer2, mAnisotropyDeviceBuffer3);
gIsosurfaceVertices.resize(maxNumVertices);
gIsosurfaceNormals.resize(maxNumVertices);
gIsosurfaceIndices.resize(3 * maxNumTriangles);
mIsosurfaceExtractor = pxGpu->createSparseGridIsosurfaceExtractor(cudaContextManager, sparseGridParams, p, maxNumParticles, maxNumVertices, maxNumTriangles);
gIsosurfaceExtractor = mIsosurfaceExtractor;
mArrayConverter = pxGpu->createArrayConverter(cudaContextManager);
}
virtual void onPostSolve(const PxGpuMirroredPointer<PxGpuParticleSystem>& gpuParticleSystem, CUstream stream)
{
#if RENDER_SNIPPET
PxGpuParticleSystem& p = *gpuParticleSystem.mHostPtr;
if (mAnisotropyGenerator)
{
mAnisotropyGenerator->generateAnisotropy(gpuParticleSystem.mDevicePtr, p.mCommonData.mMaxParticles, stream);
}
mSmoothedPositionGenerator->generateSmoothedPositions(gpuParticleSystem.mDevicePtr, p.mCommonData.mMaxParticles, stream);
mIsosurfaceExtractor->extractIsosurface(mSmoothedPositionsDeviceBuffer/*reinterpret_cast<PxVec4*>(p.mUnsortedPositions_InvMass)*/, p.mCommonData.mNumParticles, stream, p.mUnsortedPhaseArray, PxParticlePhaseFlag::eParticlePhaseFluid,
NULL, mAnisotropyDeviceBuffer1, mAnisotropyDeviceBuffer2, mAnisotropyDeviceBuffer3, p.mCommonData.mParticleContactDistance);
if (gInterleavedVerticesAndNormalsGpu)
{
//Bring the data into a form that is better suited for rendering
mArrayConverter->interleaveGpuBuffers(static_cast<PxVec4*>(gVerticesGpu), static_cast<PxVec4*>(gNormalsGpu), mMaxVertices, static_cast<PxVec3*>(gInterleavedVerticesAndNormalsGpu), stream);
}
#else
PX_UNUSED(gpuParticleSystem);
PX_UNUSED(stream);
#endif
}
virtual void onBegin(const PxGpuMirroredPointer<PxGpuParticleSystem>& /*gpuParticleSystem*/, CUstream /*stream*/) { }
virtual void onAdvance(const PxGpuMirroredPointer<PxGpuParticleSystem>& /*gpuParticleSystem*/, CUstream /*stream*/) { }
virtual ~IsosurfaceCallback() { }
void release()
{
gIsosurfaceVertices.reset();
gIsosurfaceIndices.reset();
gIsosurfaceNormals.reset();
mIsosurfaceExtractor->release();
PX_DELETE(mIsosurfaceExtractor);
PX_DELETE(mArrayConverter);
if (mAnisotropyGenerator)
{
mAnisotropyGenerator->release();
mCudaContextManager->freeDeviceBuffer(mAnisotropyDeviceBuffer1);
mCudaContextManager->freeDeviceBuffer(mAnisotropyDeviceBuffer2);
mCudaContextManager->freeDeviceBuffer(mAnisotropyDeviceBuffer3);
}
if (mSmoothedPositionGenerator)
{
mSmoothedPositionGenerator->release();
mCudaContextManager->freeDeviceBuffer(mSmoothedPositionsDeviceBuffer);
}
}
};
static IsosurfaceCallback gIsosuraceCallback;
// -----------------------------------------------------------------------------------------------------------------
static void initScene()
{
PxCudaContextManager* cudaContextManager = NULL;
if (PxGetSuggestedCudaDeviceOrdinal(gFoundation->getErrorCallback()) >= 0)
{
// initialize CUDA
PxCudaContextManagerDesc cudaContextManagerDesc;
cudaContextManager = PxCreateCudaContextManager(*gFoundation, cudaContextManagerDesc, PxGetProfilerCallback());
if (cudaContextManager && !cudaContextManager->contextIsValid())
{
cudaContextManager->release();
cudaContextManager = NULL;
}
}
if (cudaContextManager == NULL)
{
PxGetFoundation().error(PxErrorCode::eINVALID_OPERATION, PX_FL, "Failed to initialize CUDA!\n");
}
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
gDispatcher = PxDefaultCpuDispatcherCreate(2);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
sceneDesc.cudaContextManager = cudaContextManager;
sceneDesc.staticStructure = PxPruningStructureType::eDYNAMIC_AABB_TREE;
sceneDesc.flags |= PxSceneFlag::eENABLE_PCM;
sceneDesc.flags |= PxSceneFlag::eENABLE_GPU_DYNAMICS;
sceneDesc.broadPhaseType = PxBroadPhaseType::eGPU;
sceneDesc.solverType = PxSolverType::eTGS;
gScene = gPhysics->createScene(sceneDesc);
}
// -----------------------------------------------------------------------------------------------------------------
static PxReal initParticles(const PxU32 numX, const PxU32 numY, const PxU32 numZ, const PxVec3& position = PxVec3(0, 0, 0), const PxReal particleSpacing = 0.2f, const PxReal fluidDensity = 1000.f)
{
PxCudaContextManager* cudaContextManager = gScene->getCudaContextManager();
if (cudaContextManager == NULL)
return -1;
const PxU32 maxParticles = numX * numY * numZ;
const PxReal fluidRestOffset = 0.5f * particleSpacing;
// Material setup
PxPBDMaterial* defaultMat = gPhysics->createPBDMaterial(0.05f, 0.05f, 0.f, 0.001f, 0.5f, 0.005f, 0.01f, 0.f, 0.f);
PxPBDParticleSystem *particleSystem = gPhysics->createPBDParticleSystem(*cudaContextManager, 96);
gParticleSystem = particleSystem;
bool highCohesion = false;
if (highCohesion)
{
defaultMat->setViscosity(50.0f);
defaultMat->setSurfaceTension(0.f);
defaultMat->setCohesion(100.0f);
particleSystem->setSolverIterationCounts(20, 0);
}
else
{
defaultMat->setViscosity(0.001f);
defaultMat->setSurfaceTension(0.00704f);
defaultMat->setCohesion(0.704f);
defaultMat->setVorticityConfinement(10.f);
}
// General particle system setting
const PxReal restOffset = fluidRestOffset / 0.6f;
const PxReal solidRestOffset = restOffset;
const PxReal particleMass = fluidDensity * 1.333f * 3.14159f * particleSpacing * particleSpacing * particleSpacing;
particleSystem->setRestOffset(restOffset);
particleSystem->setContactOffset(restOffset + 0.01f);
particleSystem->setParticleContactOffset(fluidRestOffset / 0.6f);
particleSystem->setSolidRestOffset(solidRestOffset);
particleSystem->setFluidRestOffset(fluidRestOffset);
particleSystem->enableCCD(false);
particleSystem->setMaxVelocity(100.f);
gScene->addActor(*particleSystem);
// Create particles and add them to the particle system
const PxU32 particlePhase = particleSystem->createPhase(defaultMat, PxParticlePhaseFlags(PxParticlePhaseFlag::eParticlePhaseFluid | PxParticlePhaseFlag::eParticlePhaseSelfCollide));
PxU32* phase = cudaContextManager->allocPinnedHostBuffer<PxU32>(maxParticles);
PxVec4* positionInvMass = cudaContextManager->allocPinnedHostBuffer<PxVec4>(maxParticles);
PxVec4* velocity = cudaContextManager->allocPinnedHostBuffer<PxVec4>(maxParticles);
PxReal x = position.x;
PxReal y = position.y;
PxReal z = position.z;
for (PxU32 i = 0; i < numX; ++i)
{
for (PxU32 j = 0; j < numY; ++j)
{
for (PxU32 k = 0; k < numZ; ++k)
{
const PxU32 index = i * (numY * numZ) + j * numZ + k;
PxVec4 pos(x, y, z, 1.0f / particleMass);
phase[index] = particlePhase;
positionInvMass[index] = pos;
velocity[index] = PxVec4(0.0f);
z += particleSpacing;
}
z = position.z;
y += particleSpacing;
}
y = position.y;
x += particleSpacing;
}
ExtGpu::PxParticleBufferDesc bufferDesc;
bufferDesc.maxParticles = maxParticles;
bufferDesc.numActiveParticles = maxParticles;
bufferDesc.positions = positionInvMass;
bufferDesc.velocities = velocity;
bufferDesc.phases = phase;
gParticleBuffer = physx::ExtGpu::PxCreateAndPopulateParticleBuffer(bufferDesc, cudaContextManager);
gParticleSystem->addParticleBuffer(gParticleBuffer);
cudaContextManager->freePinnedHostBuffer(positionInvMass);
cudaContextManager->freePinnedHostBuffer(velocity);
cudaContextManager->freePinnedHostBuffer(phase);
return particleSpacing;
}
PxPBDParticleSystem* getParticleSystem()
{
return gParticleSystem;
}
PxParticleBuffer* getParticleBuffer()
{
return gParticleBuffer;
}
void addKinematicBox(PxVec3 boxSize, PxVec3 boxCenter)
{
PxShape* shape = gPhysics->createShape(PxBoxGeometry(boxSize.x, boxSize.y, boxSize.z), *gMaterial);
PxRigidDynamic* body = gPhysics->createRigidDynamic(PxTransform(boxCenter));
body->attachShape(*shape);
body->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, true);
gScene->addActor(*body);
shape->release();
}
// -----------------------------------------------------------------------------------------------------------------
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport, PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), true, gPvd);
initScene();
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if (pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
// Setup PBF
bool useMovingWall = true;
const PxReal fluidDensity = 1000.0f;
PxU32 numX = 50;
PxU32 numY = 200;
PxU32 numZ = 100;
PxReal particleSpacing = initParticles(numX, numY, numZ, PxVec3(1.5f, /*3.f*/8, -4.f), 0.1f, fluidDensity);
addKinematicBox(PxVec3(7.5f,0.25f,7.5f), PxVec3(3,7.5f,0));
addKinematicBox(PxVec3(0.25f, 7.5f, 7.5f), PxVec3(-2.f, 7.5f+ 7.5f+0.5f, 0));
// Setup container
gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(0.f, 1.f, 0.f, 0.0f), *gMaterial));
gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(-1.f, 0.f, 0.f, 7.5f), *gMaterial));
gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(0.f, 0.f, 1.f, 7.5f), *gMaterial));
gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(0.f, 0.f, -1.f, 7.5f), *gMaterial));
if (!useMovingWall)
{
gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(1.f, 0.f, 0.f, 7.5f), *gMaterial));
movingWall = NULL;
}
else
{
PxTransform trans = PxTransformFromPlaneEquation(PxPlane(1.f, 0.f, 0.f, 20.f));
movingWall = gPhysics->createRigidDynamic(trans);
movingWall->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, true);
PxRigidActorExt::createExclusiveShape(*movingWall, PxPlaneGeometry(), *gMaterial);
gScene->addActor(*movingWall);
}
const PxReal fluidRestOffset = 0.5f * particleSpacing;
PxSparseGridParams sgIsosurfaceParams;
sgIsosurfaceParams.subgridSizeX = 16;
sgIsosurfaceParams.subgridSizeY = 16;
sgIsosurfaceParams.subgridSizeZ = 16;
sgIsosurfaceParams.haloSize = 0;
sgIsosurfaceParams.maxNumSubgrids = 4096;
sgIsosurfaceParams.gridSpacing = 1.5f*fluidRestOffset;
PxIsosurfaceParams p;
p.particleCenterToIsosurfaceDistance = 1.6f*fluidRestOffset;
p.clearFilteringPasses();
p.numMeshSmoothingPasses = 4;
p.numMeshNormalSmoothingPasses = 4;
gIsosuraceCallback.initialize(gScene->getCudaContextManager(), sgIsosurfaceParams, p, 2*1024 * 1024, 4*1024 * 1024, numX * numY * numZ);
gParticleSystem->setParticleSystemCallback(&gIsosuraceCallback);
// Setup rigid bodies
const PxReal dynamicsDensity = fluidDensity * 0.5f;
const PxReal boxSize = 1.0f;
const PxReal boxMass = boxSize * boxSize * boxSize * dynamicsDensity;
PxShape* shape = gPhysics->createShape(PxBoxGeometry(0.5f * boxSize, 0.5f * boxSize, 0.5f * boxSize), *gMaterial);
for (int i = 0; i < 5; ++i)
{
PxRigidDynamic* body = gPhysics->createRigidDynamic(PxTransform(PxVec3(i - 8.0f, 10, 7.5f)));
body->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*body, boxMass);
gScene->addActor(*body);
}
shape->release();
}
// ---------------------------------------------------
PxI32 stepCounter = 0;
void stepPhysics(bool /*interactive*/)
{
if (gIsRunning)
{
const PxReal dt = 1.0f / 60.0f;
if (movingWall)
{
static bool moveOut = false;
const PxReal speed = stepCounter > 1200 ? 2.0f : 0.0f;
PxTransform pose = movingWall->getGlobalPose();
if (moveOut)
{
pose.p.x += dt * speed;
if (pose.p.x > -7.f)
moveOut = false;
}
else
{
pose.p.x -= dt * speed;
if (pose.p.x < -11.5f)
moveOut = true;
}
movingWall->setKinematicTarget(pose);
}
gScene->simulate(dt);
gScene->fetchResults(true);
gScene->fetchResultsParticleSystem();
++stepCounter;
}
}
void cleanupPhysics(bool /*interactive*/)
{
gParticleSystem->setParticleSystemCallback(NULL);
gIsosuraceCallback.release();
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetIsosurface done.\n");
}
void keyPress(unsigned char key, const PxTransform& /*camera*/)
{
switch(toupper(key))
{
case 'P': gIsRunning = !gIsRunning; break;
}
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 18,083 | C++ | 34.389432 | 234 | 0.744069 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetstandalonebvh/SnippetStandaloneBVH.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates how to use a standalone PxBVH.
// It creates a small custom scene (no PxScene) and creates a PxBVH for the
// scene objects. The BVH is then used to raytrace the scene. The snippet
// also shows how to update the BVH after the objects have moved.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "foundation/PxArray.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#ifdef RENDER_SNIPPET
#include "../snippetrender/SnippetCamera.h"
#include "../snippetrender/SnippetRender.h"
#endif
using namespace physx;
// Change this to use either refit the full BVH or just a subset of nodes
static const bool gUsePartialRefit = false;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
namespace
{
class CustomScene
{
public:
CustomScene();
~CustomScene();
void release();
void addGeom(const PxGeometry& geom, const PxTransform& pose);
void createBVH();
void render();
bool raycast(const PxVec3& origin, const PxVec3& unitDir, float maxDist, PxGeomRaycastHit& hit) const;
void updateObjects();
struct Object
{
PxGeometryHolder mGeom;
PxTransform mPose;
};
PxArray<Object> mObjects;
PxBVH* mBVH;
};
CustomScene::CustomScene() : mBVH(NULL)
{
}
CustomScene::~CustomScene()
{
}
void CustomScene::release()
{
PX_RELEASE(mBVH);
mObjects.reset();
PX_DELETE_THIS;
}
void CustomScene::addGeom(const PxGeometry& geom, const PxTransform& pose)
{
Object obj;
obj.mGeom.storeAny(geom);
obj.mPose = pose;
mObjects.pushBack(obj);
}
void CustomScene::updateObjects()
{
static float time = 0.0f;
time += 0.01f;
if(gUsePartialRefit)
{
// This version is more efficient if you have to update a small subset of nodes
const PxU32 nbObjects = mObjects.size();
for(PxU32 i=0;i<nbObjects;i+=3) // Don't update all objects
{
// const float coeff = float(i)/float(nbObjects);
const float coeff = float(i);
Object& obj = mObjects[i];
obj.mPose.p.x = sinf(time)*cosf(time+coeff)*10.0f;
obj.mPose.p.y = sinf(time*1.17f)*cosf(time*1.17f+coeff)*2.0f;
obj.mPose.p.z = sinf(time*0.33f)*cosf(time*0.33f+coeff)*10.0f;
PxMat33 rotX; PxSetRotX(rotX, time+coeff);
PxMat33 rotY; PxSetRotY(rotY, time*1.17f+coeff);
PxMat33 rotZ; PxSetRotZ(rotZ, time*0.33f+coeff);
PxMat33 rot = rotX * rotY * rotZ;
obj.mPose.q = PxQuat(rot);
obj.mPose.q.normalize();
PxBounds3 newBounds;
PxGeometryQuery::computeGeomBounds(newBounds, obj.mGeom.any(), obj.mPose);
mBVH->updateBounds(i, newBounds);
}
mBVH->partialRefit();
}
else
{
// This version is more efficient if you have to update all nodes
PxBounds3* bounds = mBVH->getBoundsForModification();
const PxU32 nbObjects = mObjects.size();
for(PxU32 i=0;i<nbObjects;i++)
{
// const float coeff = float(i)/float(nbObjects);
const float coeff = float(i);
Object& obj = mObjects[i];
obj.mPose.p.x = sinf(time)*cosf(time+coeff)*10.0f;
obj.mPose.p.y = sinf(time*1.17f)*cosf(time*1.17f+coeff)*2.0f;
obj.mPose.p.z = sinf(time*0.33f)*cosf(time*0.33f+coeff)*10.0f;
PxMat33 rotX; PxSetRotX(rotX, time+coeff);
PxMat33 rotY; PxSetRotY(rotY, time*1.17f+coeff);
PxMat33 rotZ; PxSetRotZ(rotZ, time*0.33f+coeff);
PxMat33 rot = rotX * rotY * rotZ;
obj.mPose.q = PxQuat(rot);
obj.mPose.q.normalize();
PxGeometryQuery::computeGeomBounds(bounds[i], obj.mGeom.any(), obj.mPose);
}
mBVH->refit();
}
}
void CustomScene::createBVH()
{
const PxU32 nbObjects = mObjects.size();
PxBounds3* bounds = new PxBounds3[nbObjects];
for(PxU32 i=0;i<nbObjects;i++)
{
const Object& obj = mObjects[i];
PxGeometryQuery::computeGeomBounds(bounds[i], obj.mGeom.any(), obj.mPose);
}
PxBVHDesc bvhDesc;
bvhDesc.bounds.count = nbObjects;
bvhDesc.bounds.data = bounds;
bvhDesc.bounds.stride = sizeof(PxBounds3);
bvhDesc.numPrimsPerLeaf = 1;
mBVH = PxCreateBVH(bvhDesc);
delete [] bounds;
}
struct LocalCB : PxBVH::RaycastCallback
{
LocalCB(const CustomScene& scene, const PxVec3& origin, const PxVec3& dir, PxGeomRaycastHit& hit) :
mScene (scene),
mHit (hit),
mOrigin (origin),
mDir (dir),
mStatus (false)
{
}
virtual bool reportHit(PxU32 boundsIndex, PxReal& distance)
{
const CustomScene::Object& obj = mScene.mObjects[boundsIndex];
if(PxGeometryQuery::raycast(mOrigin, mDir, obj.mGeom.any(), obj.mPose, distance, PxHitFlag::eDEFAULT, 1, &mLocalHit, sizeof(PxGeomRaycastHit)))
{
if(mLocalHit.distance<distance)
{
distance = mLocalHit.distance;
mHit = mLocalHit;
mStatus = true;
}
}
return true;
}
const CustomScene& mScene;
PxGeomRaycastHit& mHit;
PxGeomRaycastHit mLocalHit;
const PxVec3& mOrigin;
const PxVec3& mDir;
bool mStatus;
PX_NOCOPY(LocalCB)
};
bool CustomScene::raycast(const PxVec3& origin, const PxVec3& unitDir, float maxDist, PxGeomRaycastHit& hit) const
{
if(!mBVH)
return false;
LocalCB CB(*this, origin, unitDir, hit);
mBVH->raycast(origin, unitDir, maxDist, CB);
return CB.mStatus;
}
void CustomScene::render()
{
updateObjects();
#ifdef RENDER_SNIPPET
const PxVec3 color(1.0f, 0.5f, 0.25f);
const PxU32 nbObjects = mObjects.size();
for(PxU32 i=0;i<nbObjects;i++)
{
const Object& obj = mObjects[i];
Snippets::renderGeoms(1, &obj.mGeom, &obj.mPose, false, color);
}
struct DrawBounds : PxBVH::TraversalCallback
{
virtual bool visitNode(const PxBounds3& bounds)
{
Snippets::DrawBounds(bounds);
return true;
}
virtual bool reportLeaf(PxU32, const PxU32*)
{
return true;
}
}drawBounds;
mBVH->traverse(drawBounds);
const PxU32 screenWidth = Snippets::getScreenWidth();
const PxU32 screenHeight = Snippets::getScreenHeight();
Snippets::Camera* sCamera = Snippets::getCamera();
const PxVec3 camPos = sCamera->getEye();
const PxVec3 camDir = sCamera->getDir();
#if PX_DEBUG
const PxU32 RAYTRACING_RENDER_WIDTH = 64;
const PxU32 RAYTRACING_RENDER_HEIGHT = 64;
#else
const PxU32 RAYTRACING_RENDER_WIDTH = 256;
const PxU32 RAYTRACING_RENDER_HEIGHT = 256;
#endif
const PxU32 textureWidth = RAYTRACING_RENDER_WIDTH;
const PxU32 textureHeight = RAYTRACING_RENDER_HEIGHT;
GLubyte* pixels = new GLubyte[textureWidth*textureHeight*4];
const float fScreenWidth = float(screenWidth)/float(RAYTRACING_RENDER_WIDTH);
const float fScreenHeight = float(screenHeight)/float(RAYTRACING_RENDER_HEIGHT);
GLubyte* buffer = pixels;
for(PxU32 j=0;j<RAYTRACING_RENDER_HEIGHT;j++)
{
const PxU32 yi = PxU32(fScreenHeight*float(j));
for(PxU32 i=0;i<RAYTRACING_RENDER_WIDTH;i++)
{
const PxU32 xi = PxU32(fScreenWidth*float(i));
const PxVec3 dir = Snippets::computeWorldRay(xi, yi, camDir);
PxGeomRaycastHit hit;
if(raycast(camPos, dir, 5000.0f, hit))
{
buffer[0] = 128+GLubyte(hit.normal.x*127.0f);
buffer[1] = 128+GLubyte(hit.normal.y*127.0f);
buffer[2] = 128+GLubyte(hit.normal.z*127.0f);
buffer[3] = 255;
}
else
{
buffer[0] = 0;
buffer[1] = 0;
buffer[2] = 0;
buffer[3] = 255;
}
buffer+=4;
}
}
const GLuint texID = Snippets::CreateTexture(textureWidth, textureHeight, pixels, false);
#if PX_DEBUG
Snippets::DisplayTexture(texID, 256, 10);
#else
Snippets::DisplayTexture(texID, RAYTRACING_RENDER_WIDTH, 10);
#endif
delete [] pixels;
Snippets::ReleaseTexture(texID);
#endif
}
}
static PxConvexMesh* createConvexMesh(const PxVec3* verts, const PxU32 numVerts, const PxCookingParams& params)
{
PxConvexMeshDesc convexDesc;
convexDesc.points.count = numVerts;
convexDesc.points.stride = sizeof(PxVec3);
convexDesc.points.data = verts;
convexDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX;
return PxCreateConvexMesh(params, convexDesc);
}
static PxConvexMesh* createCylinderMesh(const PxF32 width, const PxF32 radius, const PxCookingParams& params)
{
PxVec3 points[2*16];
for(PxU32 i = 0; i < 16; i++)
{
const PxF32 cosTheta = PxCos(i*PxPi*2.0f/16.0f);
const PxF32 sinTheta = PxSin(i*PxPi*2.0f/16.0f);
const PxF32 y = radius*cosTheta;
const PxF32 z = radius*sinTheta;
points[2*i+0] = PxVec3(-width/2.0f, y, z);
points[2*i+1] = PxVec3(+width/2.0f, y, z);
}
return createConvexMesh(points, 32, params);
}
static void initScene()
{
}
static void releaseScene()
{
}
static PxConvexMesh* gConvexMesh = NULL;
static PxTriangleMesh* gTriangleMesh = NULL;
static CustomScene* gScene = NULL;
void renderScene()
{
if(gScene)
gScene->render();
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
const PxTolerancesScale scale;
PxCookingParams params(scale);
params.midphaseDesc.setToDefault(PxMeshMidPhase::eBVH34);
// params.midphaseDesc.mBVH34Desc.quantized = false;
params.meshPreprocessParams |= PxMeshPreprocessingFlag::eDISABLE_ACTIVE_EDGES_PRECOMPUTE;
params.meshPreprocessParams |= PxMeshPreprocessingFlag::eDISABLE_CLEAN_MESH;
gConvexMesh = createCylinderMesh(3.0f, 1.0f, params);
{
PxTriangleMeshDesc meshDesc;
meshDesc.points.count = SnippetUtils::Bunny_getNbVerts();
meshDesc.points.stride = sizeof(PxVec3);
meshDesc.points.data = SnippetUtils::Bunny_getVerts();
meshDesc.triangles.count = SnippetUtils::Bunny_getNbFaces();
meshDesc.triangles.stride = sizeof(int)*3;
meshDesc.triangles.data = SnippetUtils::Bunny_getFaces();
gTriangleMesh = PxCreateTriangleMesh(params, meshDesc);
}
gScene = new CustomScene;
gScene->addGeom(PxBoxGeometry(PxVec3(1.0f, 2.0f, 0.5f)), PxTransform(PxVec3(0.0f, 0.0f, 0.0f)));
gScene->addGeom(PxSphereGeometry(1.5f), PxTransform(PxVec3(4.0f, 0.0f, 0.0f)));
gScene->addGeom(PxCapsuleGeometry(1.0f, 1.0f), PxTransform(PxVec3(-4.0f, 0.0f, 0.0f)));
gScene->addGeom(PxConvexMeshGeometry(gConvexMesh), PxTransform(PxVec3(0.0f, 0.0f, 4.0f)));
gScene->addGeom(PxTriangleMeshGeometry(gTriangleMesh), PxTransform(PxVec3(0.0f, 0.0f, -4.0f)));
gScene->createBVH();
initScene();
}
void stepPhysics(bool /*interactive*/)
{
}
void cleanupPhysics(bool /*interactive*/)
{
releaseScene();
PX_RELEASE(gScene);
PX_RELEASE(gConvexMesh);
PX_RELEASE(gFoundation);
printf("SnippetStandaloneBVH done.\n");
}
void keyPress(unsigned char /*key*/, const PxTransform& /*camera*/)
{
/* if(key >= 1 && key <= gScenarioCount)
{
gScenario = key - 1;
releaseScene();
initScene();
}
if(key == 'r' || key == 'R')
{
releaseScene();
initScene();
}*/
}
int snippetMain(int, const char*const*)
{
printf("Standalone BVH snippet.\n");
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 12,680 | C++ | 26.329741 | 146 | 0.706546 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetcontactmodification/SnippetContactModification.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates the use of simple contact reports and contact modification.
//
// It defines a filter shader function that requests contact modification and
// touch reports for all pairs, and a contact callback function that saves
// the contact points. It configures the scene to use this filter and callback,
// and prints the number of contact reports each frame. If rendering, it renders
// each contact as a line whose length and direction are defined by the contact
// impulse.
// This test sets up a situation that would be unstable without contact modification
// due to very large mass ratios. This test uses local mass modification to make
// the configuration stable. It also demonstrates how to interpret contact impulses
// when local mass modification is used.
// Local mass modification can be disabled with the MODIFY_MASS_PROPERTIES #define
// to demonstrate the instability if it was not used.
//
// ****************************************************************************
#include <vector>
#include "PxPhysicsAPI.h"
#include "../snippetutils/SnippetUtils.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
using namespace physx;
#define MODIFY_MASS_PROPERTIES 1
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
std::vector<PxVec3> gContactPositions;
std::vector<PxVec3> gContactImpulses;
std::vector<PxVec3> gContactLinearImpulses[2];
std::vector<PxVec3> gContactAngularImpulses[2];
static PxFilterFlags contactReportFilterShader( PxFilterObjectAttributes attributes0, PxFilterData filterData0,
PxFilterObjectAttributes attributes1, PxFilterData filterData1,
PxPairFlags& pairFlags, const void* constantBlock, PxU32 constantBlockSize)
{
PX_UNUSED(attributes0);
PX_UNUSED(attributes1);
PX_UNUSED(filterData0);
PX_UNUSED(filterData1);
PX_UNUSED(constantBlockSize);
PX_UNUSED(constantBlock);
// all initial and persisting reports for everything, with per-point data
pairFlags = PxPairFlag::eSOLVE_CONTACT | PxPairFlag::eDETECT_DISCRETE_CONTACT
| PxPairFlag::eNOTIFY_TOUCH_FOUND
| PxPairFlag::eNOTIFY_TOUCH_PERSISTS
| PxPairFlag::eNOTIFY_CONTACT_POINTS
| PxPairFlag::eMODIFY_CONTACTS;
return PxFilterFlag::eDEFAULT;
}
class ContactModifyCallback: public PxContactModifyCallback
{
void onContactModify(PxContactModifyPair* const pairs, PxU32 count)
{
#if MODIFY_MASS_PROPERTIES
//We define a maximum mass ratio that we will accept in this test, which is a ratio of 2
const PxReal maxMassRatio = 2.f;
for(PxU32 i = 0; i < count; i++)
{
const PxRigidDynamic* dynamic0 = pairs[i].actor[0]->is<PxRigidDynamic>();
const PxRigidDynamic* dynamic1 = pairs[i].actor[1]->is<PxRigidDynamic>();
if(dynamic0 != NULL && dynamic1 != NULL)
{
//We only want to perform local mass modification between 2 dynamic bodies because we intend on
//normalizing the mass ratios between the pair within a tolerable range
PxReal mass0 = dynamic0->getMass();
PxReal mass1 = dynamic1->getMass();
if(mass0 > mass1)
{
//dynamic0 is heavier than dynamic1 so we will locally increase the mass of dynamic1
//to be half the mass of dynamic0.
PxReal ratio = mass0/mass1;
if(ratio > maxMassRatio)
{
PxReal invMassScale = maxMassRatio/ratio;
pairs[i].contacts.setInvMassScale1(invMassScale);
pairs[i].contacts.setInvInertiaScale1(invMassScale);
}
}
else
{
//dynamic1 is heavier than dynamic0 so we will locally increase the mass of dynamic0
//to be half the mass of dynamic1.
PxReal ratio = mass1/mass0;
if(ratio > maxMassRatio)
{
PxReal invMassScale = maxMassRatio/ratio;
pairs[i].contacts.setInvMassScale0(invMassScale);
pairs[i].contacts.setInvInertiaScale0(invMassScale);
}
}
}
}
#endif
}
};
ContactModifyCallback gContactModifyCallback;
static PxU32 extractContactsWithMassScale(const PxContactPair& pair, PxContactPairPoint* userBuffer, PxU32 bufferSize, PxReal& invMassScale0, PxReal& invMassScale1)
{
const PxU8* contactStream = pair.contactPoints;
const PxU8* patchStream = pair.contactPatches;
const PxU32* faceIndices = pair.getInternalFaceIndices();
PxU32 nbContacts = 0;
if(pair.contactCount && bufferSize)
{
PxContactStreamIterator iter(patchStream, contactStream, faceIndices, pair.patchCount, pair.contactCount);
const PxReal* impulses = reinterpret_cast<const PxReal*>(pair.contactImpulses);
PxU32 flippedContacts = (pair.flags & PxContactPairFlag::eINTERNAL_CONTACTS_ARE_FLIPPED);
PxU32 hasImpulses = (pair.flags & PxContactPairFlag::eINTERNAL_HAS_IMPULSES);
invMassScale0 = iter.getInvMassScale0();
invMassScale1 = iter.getInvMassScale1();
while(iter.hasNextPatch())
{
iter.nextPatch();
while(iter.hasNextContact())
{
iter.nextContact();
PxContactPairPoint& dst = userBuffer[nbContacts];
dst.position = iter.getContactPoint();
dst.separation = iter.getSeparation();
dst.normal = iter.getContactNormal();
if (!flippedContacts)
{
dst.internalFaceIndex0 = iter.getFaceIndex0();
dst.internalFaceIndex1 = iter.getFaceIndex1();
}
else
{
dst.internalFaceIndex0 = iter.getFaceIndex1();
dst.internalFaceIndex1 = iter.getFaceIndex0();
}
if (hasImpulses)
{
PxReal impulse = impulses[nbContacts];
dst.impulse = dst.normal * impulse;
}
else
dst.impulse = PxVec3(0.0f);
++nbContacts;
if(nbContacts == bufferSize)
return nbContacts;
}
}
}
return nbContacts;
}
class ContactReportCallback: public PxSimulationEventCallback
{
void onConstraintBreak(PxConstraintInfo* constraints, PxU32 count) { PX_UNUSED(constraints); PX_UNUSED(count); }
void onWake(PxActor** actors, PxU32 count) { PX_UNUSED(actors); PX_UNUSED(count); }
void onSleep(PxActor** actors, PxU32 count) { PX_UNUSED(actors); PX_UNUSED(count); }
void onTrigger(PxTriggerPair* pairs, PxU32 count) { PX_UNUSED(pairs); PX_UNUSED(count); }
void onAdvance(const PxRigidBody*const*, const PxTransform*, const PxU32) {}
void onContact(const PxContactPairHeader& pairHeader, const PxContactPair* pairs, PxU32 nbPairs)
{
PX_UNUSED((pairHeader));
std::vector<PxContactPairPoint> contactPoints;
for(PxU32 i=0;i<nbPairs;i++)
{
PxU32 contactCount = pairs[i].contactCount;
if(contactCount)
{
contactPoints.resize(contactCount);
PxReal invMassScale[2];
extractContactsWithMassScale(pairs[i], &contactPoints[0], contactCount, invMassScale[0], invMassScale[1]);
for(PxU32 j=0;j<contactCount;j++)
{
gContactPositions.push_back(contactPoints[j].position);
//Push back reported contact impulses
gContactImpulses.push_back(contactPoints[j].impulse);
//Compute the effective linear/angular impulses for each body.
//Note that the local mass scaling permits separate scales for invMass and invInertia.
for(PxU32 k = 0; k < 2; ++k)
{
const PxRigidDynamic* dynamic = pairHeader.actors[k]->is<PxRigidDynamic>();
PxVec3 linImpulse(0.f), angImpulse(0.f);
if(dynamic != NULL)
{
PxRigidBodyExt::computeLinearAngularImpulse(*dynamic, dynamic->getGlobalPose(), contactPoints[j].position,
k == 0 ? contactPoints[j].impulse : -contactPoints[j].impulse, invMassScale[k], invMassScale[k], linImpulse, angImpulse);
}
gContactLinearImpulses[k].push_back(linImpulse);
gContactAngularImpulses[k].push_back(angImpulse);
}
}
}
}
}
};
static ContactReportCallback gContactReportCallback;
static void createStack(const PxTransform& t, PxU32 size, PxReal halfExtent)
{
PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfExtent, halfExtent, halfExtent), *gMaterial);
for(PxU32 i=0; i<size;i++)
{
PxTransform localTm(PxVec3(0, PxReal(i*2+1), 0) * halfExtent);
PxRigidDynamic* body = gPhysics->createRigidDynamic(t.transform(localTm));
body->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*body, (i+1)*(i+1)*(i+1)*10.0f);
gScene->addActor(*body);
}
shape->release();
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), true, gPvd);
PxInitExtensions(*gPhysics, gPvd);
PxU32 numCores = SnippetUtils::getNbPhysicalCores();
gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.gravity = PxVec3(0, -9.81f, 0);
sceneDesc.filterShader = contactReportFilterShader;
sceneDesc.simulationEventCallback = &gContactReportCallback;
sceneDesc.contactModifyCallback = &gContactModifyCallback;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial);
gScene->addActor(*groundPlane);
createStack(PxTransform(PxVec3(0,0.0f,10.0f)), 5, 2.0f);
}
void stepPhysics(bool /*interactive*/)
{
gContactPositions.clear();
gContactImpulses.clear();
gScene->simulate(1.0f/60.0f);
gScene->fetchResults(true);
printf("%d contact reports\n", PxU32(gContactPositions.size()));
}
void cleanupPhysics(bool /*interactive*/)
{
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PxCloseExtensions();
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetContactModification done.\n");
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
initPhysics(false);
for(PxU32 i=0; i<250; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 12,299 | C++ | 35.17647 | 164 | 0.72697 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetomnipvd/SnippetOmniPvd.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetutils/SnippetUtils.h"
#include "omnipvd/PxOmniPvd.h"
#if PX_SUPPORT_OMNI_PVD
#include "../pvdruntime/include/OmniPvdWriter.h"
#include "../pvdruntime/include/OmniPvdFileWriteStream.h"
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxOmniPvd* gOmniPvd = NULL;
const char* gOmniPvdPath = NULL;
static PxRigidDynamic* createDynamic(const PxTransform& t, const PxGeometry& geometry, const PxVec3& velocity = PxVec3(0))
{
PxRigidDynamic* dynamic = PxCreateDynamic(*gPhysics, t, geometry, *gMaterial, 10.0f);
dynamic->setAngularDamping(0.5f);
dynamic->setLinearVelocity(velocity);
gScene->addActor(*dynamic);
return dynamic;
}
static void initPhysXScene()
{
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
gDispatcher = PxDefaultCpuDispatcherCreate(2);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
gScene = gPhysics->createScene(sceneDesc);
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0, 1, 0, 0), *gMaterial);
gScene->addActor(*groundPlane);
createDynamic(PxTransform(PxVec3(0, 40, 100)), PxSphereGeometry(10), PxVec3(0, -50, -100));
}
void initPhysicsWithOmniPvd()
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
if (!gFoundation)
{
printf("Error : could not create PxFoundation!");
return;
}
gOmniPvd = PxCreateOmniPvd(*gFoundation);
if (!gOmniPvd)
{
printf("Error : could not create PxOmniPvd!");
return;
}
OmniPvdWriter* omniWriter = gOmniPvd->getWriter();
if (!omniWriter)
{
printf("Error : could not get an instance of PxOmniPvdWriter!");
return;
}
OmniPvdFileWriteStream* fStream = gOmniPvd->getFileWriteStream();
if (!fStream)
{
printf("Error : could not get an instance of PxOmniPvdFileWriteStream!");
return;
}
fStream->setFileName(gOmniPvdPath);
omniWriter->setWriteStream(static_cast<OmniPvdWriteStream&>(*fStream));
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), true, NULL, gOmniPvd);
if (!gPhysics)
{
printf("Error : could not create a PhysX instance!");
return;
}
if (gPhysics->getOmniPvd())
{
gPhysics->getOmniPvd()->startSampling();
}
else
{
printf("Error : could not start OmniPvd sampling!");
return;
}
initPhysXScene();
}
void cleanupPhysics()
{
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
PX_RELEASE(gOmniPvd);
PX_RELEASE(gFoundation);
}
bool parseOmniPvdOutputFile(int argc, const char *const* argv)
{
if (argc != 2 || 0 != strncmp(argv[1], "--omnipvdfile", strlen("--omnipvdfile")))
{
printf("SnippetOmniPvd usage:\n"
"SnippetOmniPvd "
"[--omnipvdfile=<full path and fileName of the output OmniPvd file> ] \n");
return false;
}
gOmniPvdPath = argv[1] + strlen("--omnipvdfile=");
return true;
}
void stepPhysics()
{
gScene->simulate(1.0f / 60.0f);
gScene->fetchResults(true);
}
void keyPress(unsigned char key, const PxTransform& camera)
{
switch (toupper(key))
{
case ' ': createDynamic(camera, PxSphereGeometry(3.0f), camera.rotate(PxVec3(0, 0, -1)) * 200); break;
}
}
#endif // PX_SUPPORT_OMNI_PVD
int snippetMain(int argc, const char *const* argv)
{
#if PX_SUPPORT_OMNI_PVD
if (!parseOmniPvdOutputFile(argc, argv))
{
return 1;
}
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
initPhysicsWithOmniPvd();
static const PxU32 frameCount = 100;
for (PxU32 i = 0; i < frameCount; i++)
stepPhysics();
cleanupPhysics();
#endif
#else
PX_UNUSED(argc);
PX_UNUSED(argv);
printf("PVD is not supported in release build configuration. Please use any of the other build configurations to run this snippet.\n");
#endif // PX_SUPPORT_OMNI_PVD
return 0;
}
| 5,835 | C++ | 29.878307 | 136 | 0.737789 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetpathtracing/SnippetPathTracing.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates how to use a standalone PxBVH for path-tracing.
//
// This is an advanced snippet that demonstrates how to use PxBVH in a more
// realistic/complex case than SnippetStandaloneBVH. It also reuses some
// multithreading code from SnippetMultiThreading, so you should get familiar
// with these two snippets first.
//
// This snippet also illustrates some micro-optimizations (see defines below)
// that don't make much difference in a regular game/setup, but can save
// milliseconds when running a lot of raycasts.
//
// The path-tracing code itself is a mashup of various implementations found
// online, most notably:
// http://aras-p.info/blog/2018/03/28/Daily-Pathtracer-Part-0-Intro/
// https://blog.demofox.org/2020/05/25/casual-shadertoy-path-tracing-1-basic-camera-diffuse-emissive/
//
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "foundation/PxArray.h"
#include "foundation/PxMathUtils.h"
#include "foundation/PxFPU.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#ifdef RENDER_SNIPPET
#include "../snippetrender/SnippetCamera.h"
#include "../snippetrender/SnippetRender.h"
#endif
using namespace physx;
//#define PRINT_TIMINGS
//#define STATS
// PT: flags controlling micro optimizations
#define OPTIM_SKIP_INTERNAL_SIMD_GUARD 1 // Take care of SSE control register directly in the snippet, skip internal version
#define OPTIM_BAKE_MESH_SCALE 1 // Bake scale in mesh vertices (queries against scaled meshes are a bit slower)
#define OPTIM_SHADOW_RAY_CODEPATH 1 // Use dedicated codepath for shadow rays (early exit + skip pos/normal hit computations)
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static int gFrameIndex = 0;
#if OPTIM_SKIP_INTERNAL_SIMD_GUARD
static const PxGeometryQueryFlags gQueryFlags = PxGeometryQueryFlag::Enum(0);
#else
static const PxGeometryQueryFlags gQueryFlags = PxGeometryQueryFlag::eDEFAULT;
#endif
namespace
{
enum MaterialType
{
Lambert,
Metal,
Dielectric,
};
struct CustomMaterial
{
MaterialType mType;
PxVec3 mAlbedo;
PxVec3 mEmissive;
float mRoughness;
float mRI;
};
struct CustomObject
{
PxGeometryHolder mGeom;
PxTransform mPose;
CustomMaterial mMaterial;
};
struct CustomHit : PxGeomRaycastHit
{
protected:
const CustomObject* mObject;
public:
PX_FORCE_INLINE void setObject(const CustomObject* obj) { mObject = obj; }
PX_FORCE_INLINE const CustomObject* getObject() const { return mObject; }
PX_FORCE_INLINE MaterialType getType() const { return mObject->mMaterial.mType; }
PX_FORCE_INLINE PxVec3 getAlbedo() const { return mObject->mMaterial.mAlbedo; }
PX_FORCE_INLINE PxVec3 getEmissive() const { return mObject->mMaterial.mEmissive; }
PX_FORCE_INLINE float getRoughness() const { return mObject->mMaterial.mRoughness; }
PX_FORCE_INLINE float getRI() const { return mObject->mMaterial.mRI; }
};
struct Ray
{
PxVec3 mPos;
PxVec3 mDir;
};
// PT: helper to avoid recomputing the same things for each ray
class RayProvider
{
public:
RayProvider(float screenWidth, float screenHeight, float fov, const PxVec3& camDir);
PX_FORCE_INLINE PxVec3 computeWorldRayF(float xs, float ys) const;
PxMat33 mInvView;
const PxVec3 mCamDir;
float mWidth;
float mHeight;
float mOneOverWidth;
float mOneOverHeight;
float mHTan;
float mVTan;
PX_NOCOPY(RayProvider)
};
RayProvider::RayProvider(float screenWidth, float screenHeight, float fov, const PxVec3& camDir) :
mCamDir (camDir),
mWidth (screenWidth*0.5f),
mHeight (screenHeight*0.5f),
mOneOverWidth (2.0f/screenWidth),
mOneOverHeight (2.0f/screenHeight)
{
const float HTan = tanf(0.25f * fabsf(PxDegToRad(fov * 2.0f)));
mHTan = HTan;
mVTan = HTan*(screenWidth/screenHeight);
PxVec3 right, up;
PxComputeBasisVectors(camDir, right, up);
mInvView = PxMat33(-right, up, mCamDir);
}
PX_FORCE_INLINE PxVec3 RayProvider::computeWorldRayF(float xs, float ys) const
{
const float u = (xs - mWidth)*mOneOverWidth;
const float v = -(ys - mHeight)*mOneOverHeight;
const PxVec3 CamRay(mVTan*u, mHTan*v, 1.0f);
return mInvView.transform(CamRay).getNormalized();
}
class CustomScene
{
public:
CustomScene();
~CustomScene();
void release();
void addGeom(const PxGeometry& geom, const PxTransform& pose, const PxVec3& albedo, const PxVec3& emissive, MaterialType type=Lambert, float roughness=0.0f, float ri=0.0f);
void createBVH();
void render() const;
PxVec3 trace(const PxVec3& camPos, const PxVec3& dir, PxU32& rngState) const;
PxVec3 trace2(const Ray& ray, PxU32& rngState, PxU32 depth, bool doMaterialE = true) const;
bool raycast(const PxVec3& origin, const PxVec3& unitDir, float maxDist, CustomHit& hit) const;
#if OPTIM_SHADOW_RAY_CODEPATH
bool shadowRay(const PxVec3& origin, const PxVec3& unitDir, float maxDist, const CustomObject* filtered) const;
#endif
bool scatter(const Ray& r, const CustomHit& hit, PxVec3& attenuation, Ray& scattered, PxVec3& outLightE, PxU32& state) const;
PxU32 traceKernel(PxVec3* dest, const PxVec3& camPos, const RayProvider& rp, float fScreenWidth, float fScreenHeight, PxU32 seed, PxU32 offseti, PxU32 offsetj) const;
PxArray<CustomObject> mObjects;
PxArray<PxU32> mEmissiveObjects; // Indices of emissive objects
PxBVH* mBVH;
};
CustomScene::CustomScene() : mBVH(NULL)
{
}
CustomScene::~CustomScene()
{
}
void CustomScene::release()
{
PX_RELEASE(mBVH);
mObjects.reset();
PX_DELETE_THIS;
}
void CustomScene::addGeom(const PxGeometry& geom, const PxTransform& pose, const PxVec3& albedo, const PxVec3& emissive, MaterialType type, float roughness, float ri)
{
const PxU32 id = mObjects.size();
CustomObject obj;
obj.mGeom.storeAny(geom);
obj.mPose = pose;
obj.mMaterial.mType = type;
obj.mMaterial.mAlbedo = albedo;
obj.mMaterial.mEmissive = emissive;
obj.mMaterial.mRoughness = roughness;
obj.mMaterial.mRI = ri;
mObjects.pushBack(obj);
if(!emissive.isZero())
mEmissiveObjects.pushBack(id);
}
void CustomScene::createBVH()
{
const PxU32 nbObjects = mObjects.size();
PxBounds3* bounds = new PxBounds3[nbObjects];
for(PxU32 i=0;i<nbObjects;i++)
{
const CustomObject& obj = mObjects[i];
PxGeometryQuery::computeGeomBounds(bounds[i], obj.mGeom.any(), obj.mPose);
}
PxBVHDesc bvhDesc;
bvhDesc.bounds.count = nbObjects;
bvhDesc.bounds.data = bounds;
bvhDesc.bounds.stride = sizeof(PxBounds3);
mBVH = PxCreateBVH(bvhDesc);
delete [] bounds;
}
#ifdef STATS
static PxU32 gTotalNbRays = 0;
#endif
bool CustomScene::raycast(const PxVec3& origin, const PxVec3& unitDir, float maxDist, CustomHit& hit) const
{
#ifdef STATS
gTotalNbRays++;
#endif
if(!mBVH)
return false;
struct LocalCB : PxBVH::RaycastCallback
{
LocalCB(const CustomScene& scene, const PxVec3& origin_, const PxVec3& dir, CustomHit& hit_) :
mScene (scene),
mHit (hit_),
mOrigin (origin_),
mDir (dir),
mStatus (false)
{
}
virtual bool reportHit(PxU32 boundsIndex, PxReal& distance)
{
const CustomObject& obj = mScene.mObjects[boundsIndex];
if(PxGeometryQuery::raycast(mOrigin, mDir, obj.mGeom.any(), obj.mPose, distance, PxHitFlag::eDEFAULT, 1, &mLocalHit, sizeof(PxGeomRaycastHit), gQueryFlags))
{
// We need to discard internal hits for refracted rays
if(mLocalHit.distance==0.0f)
return true;
if(mLocalHit.distance<distance)
{
distance = mLocalHit.distance;
static_cast<PxGeomRaycastHit&>(mHit) = mLocalHit;
mHit.setObject(&obj);
mStatus = true;
}
}
return true;
}
const CustomScene& mScene;
CustomHit& mHit;
PxGeomRaycastHit mLocalHit;
const PxVec3& mOrigin;
const PxVec3& mDir;
bool mStatus;
LocalCB& operator=(const LocalCB&)
{
PX_ASSERT(0);
return *this;
}
};
LocalCB CB(*this, origin, unitDir, hit);
mBVH->raycast(origin, unitDir, maxDist, CB, gQueryFlags);
return CB.mStatus;
}
#if OPTIM_SHADOW_RAY_CODEPATH
bool CustomScene::shadowRay(const PxVec3& origin, const PxVec3& unitDir, float maxDist, const CustomObject* filtered) const
{
#ifdef STATS
gTotalNbRays++;
#endif
if(!mBVH)
return false;
struct LocalCB : PxBVH::RaycastCallback
{
LocalCB(const CustomScene& scene, const PxVec3& origin_, const PxVec3& dir, const CustomObject* filtered_) :
mScene (scene),
mFiltered (filtered_),
mOrigin (origin_),
mDir (dir),
mStatus (false)
{
}
virtual bool reportHit(PxU32 boundsIndex, PxReal& distance)
{
const CustomObject& obj = mScene.mObjects[boundsIndex];
if(&obj==mFiltered)
return true;
// PT: we don't need the hit position/normal for shadow rays, so we tell PhysX it can skip computing them.
// We also use eMESH_ANY to tell the system not to look for the closest hit on triangle meshes.
if(PxGeometryQuery::raycast(mOrigin, mDir, obj.mGeom.any(), obj.mPose, distance, PxHitFlag::eMESH_ANY, 1, &mLocalHit, sizeof(PxGeomRaycastHit), gQueryFlags))
{
mStatus = true;
return false;
}
return true;
}
const CustomScene& mScene;
const CustomObject* mFiltered;
PxGeomRaycastHit mLocalHit;
const PxVec3& mOrigin;
const PxVec3& mDir;
bool mStatus;
LocalCB& operator=(const LocalCB&)
{
PX_ASSERT(0);
return *this;
}
};
LocalCB CB(*this, origin, unitDir, filtered);
mBVH->raycast(origin, unitDir, maxDist, CB, gQueryFlags);
return CB.mStatus;
}
#endif
struct TracerThread
{
TracerThread() : mScene(NULL), mRndState(42), mActive(true)
{
}
SnippetUtils::Sync* mWorkReadySyncHandle;
SnippetUtils::Thread* mThreadHandle;
SnippetUtils::Sync* mWorkDoneSyncHandle;
const CustomScene* mScene;
const RayProvider* mRayProvider;
PxVec3* mDest;
PxVec3 mCamPos;
float mScreenWidth;
float mScreenHeight;
PxU32 mOffsetX;
PxU32 mOffsetY;
PxU32 mRndState;
bool mActive;
void Setup(const CustomScene* scene, const RayProvider* rp, PxVec3* dest, const PxVec3& camPos, float width, float height, PxU32 offsetX, PxU32 offsetY)
{
mScene = scene;
mRayProvider = rp;
mDest = dest;
mCamPos = camPos;
mScreenWidth = width;
mScreenHeight = height;
mOffsetX = offsetX;
mOffsetY = offsetY;
}
void Run()
{
if(mActive)
mRndState = mScene->traceKernel(mDest, mCamPos, *mRayProvider, mScreenWidth, mScreenHeight, mRndState, mOffsetX, mOffsetY);
}
};
const PxU32 gNumThreads = 16;
TracerThread gThreads[gNumThreads];
static PX_FORCE_INLINE PxU32 wang_hash(PxU32& seed)
{
seed = PxU32(seed ^ PxU32(61)) ^ PxU32(seed >> PxU32(16));
seed *= PxU32(9);
seed = seed ^ (seed >> 4);
seed *= PxU32(0x27d4eb2d);
seed = seed ^ (seed >> 15);
return seed;
}
/*static PX_FORCE_INLINE PxU32 XorShift32(PxU32& state)
{
PxU32 x = state;
x ^= x << 13;
x ^= x >> 17;
x ^= x << 15;
state = x;
return x;
}*/
static const float gInvValue = float(1.0 / 4294967296.0);
//static const float gInvValue2 = float(1.0 / 16777216.0);
static PX_FORCE_INLINE float RandomFloat01(PxU32& state)
{
// return float(wang_hash(state)) / 4294967296.0;
return float(wang_hash(state)) * gInvValue;
// return (XorShift32(state) & 0xFFFFFF) / 16777216.0f;
// return (XorShift32(state) & 0xFFFFFF) * gInvValue2;
}
/*static PxVec3 RandomInUnitDisk(PxU32& state)
{
PxVec3 p;
do
{
p = 2.0f * PxVec3(RandomFloat01(state), RandomFloat01(state), 0.0f) - PxVec3(1.0f, 1.0f, 0.0f);
} while (p.dot(p) >= 1.0f);
return p;
}*/
static PxVec3 RandomInUnitSphere(PxU32& state)
{
PxVec3 p;
do {
p = 2.0f * PxVec3(RandomFloat01(state), RandomFloat01(state), RandomFloat01(state)) - PxVec3(1.0f);
} while (p.dot(p) >= 1.0f);
return p;
}
static PX_FORCE_INLINE PxVec3 RandomUnitVector(PxU32& state)
{
const float z = RandomFloat01(state) * 2.0f - 1.0f;
const float a = RandomFloat01(state) * PxTwoPi;
const float r = sqrtf(1.0f - z * z);
const float x = r * cosf(a);
const float y = r * sinf(a);
return PxVec3(x, y, z);
}
static PX_FORCE_INLINE PxVec3 sky(const PxVec3& dir)
{
const float t = 0.5f * (dir.y + 1.0f);
const PxVec3 white(1.0f);
const PxVec3 blue(0.5f, 0.7f, 1.0f);
return white*(1.0f-t) + blue*t;
}
static PX_FORCE_INLINE PxVec3 mul(const PxVec3& v0, const PxVec3& v1)
{
return PxVec3(v0.x*v1.x, v0.y*v1.y, v0.z*v1.z);
}
#ifdef RENDER_SNIPPET
static PX_FORCE_INLINE PxVec3 div(const PxVec3& v0, const PxVec3& v1)
{
const float x = v1.x!=0.0f ? v0.x/v1.x : 0.0f;
const float y = v1.y!=0.0f ? v0.y/v1.y : 0.0f;
const float z = v1.z!=0.0f ? v0.z/v1.z : 0.0f;
return PxVec3(x, y, z);
// return PxVec3(v0.x/v1.x, v0.y/v1.y, v0.z/v1.z);
}
/*static PX_FORCE_INLINE float saturate(float a)
{
return (a < 0.0f) ? 0.0f : (a > 1.0f) ? 1.0f : a;
}*/
static PX_FORCE_INLINE PxVec3 ACESTonemap(const PxVec3& inColor)
{
const float a = 2.51f;
const float b = 0.03f;
const float c = 2.43f;
const float d = 0.59f;
const float e = 0.14f;
const PxVec3 col = div((mul(inColor, (PxVec3(b) + inColor * a))) , (mul(inColor, (inColor * c + PxVec3(d)) + PxVec3(e))));
// return PxVec3(saturate(col.x), saturate(col.y), saturate(col.z));
return col;
}
#endif
/*static PX_FORCE_INLINE PxVec3 LessThan(const PxVec3& f, float value)
{
return PxVec3(
(f.x < value) ? 1.0f : 0.0f,
(f.y < value) ? 1.0f : 0.0f,
(f.z < value) ? 1.0f : 0.0f);
}*/
/*PX_FORCE_INLINE float sqLength(const PxVec3& v)
{
return v.dot(v);
}*/
#ifdef RENDER_SNIPPET
static PX_FORCE_INLINE PxVec3 max3(const PxVec3& v, float e)
{
return PxVec3(PxMax(v.x, e), PxMax(v.y, e), PxMax(v.z, e));
}
static PX_FORCE_INLINE PxVec3 pow(const PxVec3& v, float e)
{
return PxVec3(powf(v.x, e), powf(v.y, e), powf(v.z, e));
}
#endif
/*static PX_FORCE_INLINE PxVec3 pow(const PxVec3& v, const PxVec3& e)
{
return PxVec3(powf(v.x, e.x), powf(v.y, e.y), powf(v.z, e.z));
}
static PX_FORCE_INLINE PxVec3 mix(const PxVec3& x, const PxVec3& y, const PxVec3& a)
{
const PxVec3 b = PxVec3(1.0f) - a;
return mul(x,b) + mul(y,a);
}*/
/*static PX_FORCE_INLINE PxVec3 mix(const PxVec3& x, const PxVec3& y, float a)
{
const float b = 1.0f - a;
return (x*b) + (y*a);
}*/
static PX_FORCE_INLINE PxVec3 reflect(const PxVec3& I, const PxVec3& N)
{
return I - 2.0f * N.dot(I) * N;
}
/*static PX_FORCE_INLINE PxVec3 LinearToSRGB(const PxVec3& rgb)
{
return mix(
pow(rgb, PxVec3(1.0f / 2.4f)) * 1.055f - PxVec3(0.055f),
rgb * 12.92f,
LessThan(rgb, 0.0031308f)
);
}*/
#ifdef RENDER_SNIPPET
static PX_FORCE_INLINE PxVec3 LinearToSRGB2(const PxVec3 rgb)
{
// rgb = max(rgb, float3(0, 0, 0));
return max3(1.055f * pow(rgb, 0.416666667f) - PxVec3(0.055f), 0.0f);
}
#endif
/*static PX_FORCE_INLINE PxVec3 SRGBToLinear(const PxVec3& rgb2)
{
// rgb = clamp(rgb, 0.0f, 1.0f);
PxVec3 rgb = rgb2;
if(rgb.x>255.0f)
rgb.x = 255.0f;
if(rgb.y>255.0f)
rgb.y = 255.0f;
if(rgb.z>255.0f)
rgb.z = 255.0f;
return mix(
pow(((rgb + PxVec3(0.055f)) / 1.055f), PxVec3(2.4f)),
rgb / 12.92f,
LessThan(rgb, 0.04045f)
);
}*/
static PxVec3* gAccumPixels = NULL;
static PxVec3* gCurrentPixels = NULL;
#ifdef RENDER_SNIPPET
static GLubyte* gCurrentTexture = NULL;
static GLuint gTexID = 0;
#endif
static const PxU32 RAYTRACING_RENDER_WIDTH = 512;
static const PxU32 RAYTRACING_RENDER_HEIGHT = 512;
static bool gUseMultipleThreads = true;
static bool gShowAllThreadRenders = false;
static bool gToneMapping = true;
static bool gLinearToSRGB = false;
static float gSkyCoeff = 0.4f;
static float gExposure = 0.5f;
static const float gRayPosNormalNudge = 0.01f;
static const PxU32 gMaxNbBounces = 8;
static const PxU32 gNbSamplesPerPixel = 1;
static const float gOneOverNbSamples = 1.0f / float(gNbSamplesPerPixel);
#define DO_LIGHT_SAMPLING 1
#define ANTIALIASING
static void resetRender()
{
gFrameIndex = 0;
if(gAccumPixels)
PxMemZero(gAccumPixels, RAYTRACING_RENDER_WIDTH*RAYTRACING_RENDER_HEIGHT*sizeof(PxVec3));
}
static PX_FORCE_INLINE bool refract(PxVec3 v, PxVec3 n, float nint, PxVec3& outRefracted)
{
const float dt = v.dot(n);
const float discr = 1.0f - nint*nint*(1.0f-dt*dt);
if(discr > 0.0f)
{
outRefracted = nint * (v - n*dt) - n*sqrtf(discr);
return true;
}
return false;
}
static PX_FORCE_INLINE float schlick(float cosine, float ri)
{
float r0 = (1.0f-ri) / (1.0f+ri);
r0 = r0*r0;
return r0 + (1.0f-r0)*powf(1.0f-cosine, 5.0f);
}
bool CustomScene::scatter(const Ray& r, const CustomHit& hit, PxVec3& attenuation, Ray& scattered, PxVec3& outLightE, PxU32& state) const
{
outLightE = PxVec3(0.0f);
const MaterialType type = hit.getType();
if(type == Lambert)
{
// random point on unit sphere that is tangent to the hit point
attenuation = hit.getAlbedo();
scattered.mPos = hit.position + hit.normal * gRayPosNormalNudge;
scattered.mDir = (hit.normal + RandomUnitVector(state)).getNormalized();
#if DO_LIGHT_SAMPLING
const PxU32 nbLights = mEmissiveObjects.size();
// sample lights
for(PxU32 j=0; j<nbLights; j++)
{
const int i = mEmissiveObjects[j];
const CustomObject& smat = mObjects[i];
if(hit.getObject() == &smat)
continue; // skip self
PX_ASSERT(smat.mGeom.getType()==PxGeometryType::eSPHERE);
const PxSphereGeometry& sphereGeom = smat.mGeom.sphere();
const PxVec3& sphereCenter = smat.mPose.p;
// create a random direction towards sphere
// coord system for sampling: sw, su, sv
PxVec3 delta = sphereCenter - hit.position;
const float maxDist2 = delta.magnitudeSquared();
const float maxDist = PxSqrt(maxDist2);
PxVec3 sw = delta/maxDist;
PxVec3 su;
if(fabsf(sw.x)>0.01f)
su = PxVec3(0,1,0).cross(sw);
else
su = PxVec3(1,0,0).cross(sw);
su.normalize();
PxVec3 sv = sw.cross(su);
// sample sphere by solid angle
const float tmp = 1.0f - sphereGeom.radius*sphereGeom.radius / maxDist2;
const float cosAMax = tmp>0.0f ? sqrtf(tmp) : 0.0f;
const float eps1 = RandomFloat01(state), eps2 = RandomFloat01(state);
const float cosA = 1.0f - eps1 + eps1 * cosAMax;
const float sinA = sqrtf(1.0f - cosA*cosA);
const float phi = PxTwoPi * eps2;
const PxVec3 l = su * (cosf(phi) * sinA) + sv * (sinf(phi) * sinA) + sw * cosA;
//l = normalize(l); // NOTE(fg): This is already normalized, by construction.
// shoot shadow ray
#if OPTIM_SHADOW_RAY_CODEPATH
if(!shadowRay(scattered.mPos, l, maxDist, &smat))
#else
CustomHit lightHit;
if(raycast(scattered.mPos, l, 5000.0f, lightHit) && lightHit.getObject()==&smat)
#endif
{
const float omega = PxTwoPi * (1.0f - cosAMax);
const PxVec3 nl = hit.normal.dot(r.mDir) < 0.0f ? hit.normal : -hit.normal;
outLightE += (mul(hit.getAlbedo(), smat.mMaterial.mEmissive)) * (PxMax(0.0f, l.dot(nl)) * omega / PxPi);
}
}
#endif
return true;
}
else if(type == Metal)
{
const PxVec3 refl = reflect(r.mDir, hit.normal);
// reflected ray, and random inside of sphere based on roughness
const float roughness = hit.getRoughness();
scattered.mPos = hit.position + hit.normal * gRayPosNormalNudge;
scattered.mDir = (refl + roughness*RandomInUnitSphere(state)).getNormalized();
attenuation = hit.getAlbedo();
return scattered.mDir.dot(hit.normal) > 0.0f;
}
else if(type == Dielectric)
{
attenuation = PxVec3(1.0f);
const PxVec3& rdir = r.mDir;
const float matri = hit.getRI();
PxVec3 outwardN;
float nint;
float cosine;
if(rdir.dot(hit.normal) > 0)
{
outwardN = -hit.normal;
nint = matri;
cosine = matri * rdir.dot(hit.normal);
}
else
{
outwardN = hit.normal;
nint = 1.0f / matri;
cosine = -rdir.dot(hit.normal);
}
float reflProb;
PxVec3 refr(1.0f);
if(refract(rdir, outwardN, nint, refr))
reflProb = schlick(cosine, matri);
else
reflProb = 1.0f;
if(RandomFloat01(state) < reflProb)
{
const PxVec3 refl = reflect(rdir, hit.normal);
scattered.mPos = hit.position + hit.normal * gRayPosNormalNudge;
scattered.mDir = refl.getNormalized();
}
else
{
scattered.mPos = hit.position - hit.normal * gRayPosNormalNudge;
scattered.mDir = refr.getNormalized();
}
}
else
{
attenuation = PxVec3(1.0f, 0.0f, 1.0f);
return false;
}
return true;
}
PxVec3 CustomScene::trace2(const Ray& ray, PxU32& rngState, PxU32 depth, bool doMaterialE) const
{
CustomHit hit;
if(raycast(ray.mPos, ray.mDir, 5000.0f, hit))
{
Ray scattered;
PxVec3 attenuation;
PxVec3 lightE;
PxVec3 matE = hit.getEmissive();
if(depth < gMaxNbBounces && scatter(ray, hit, attenuation, scattered, lightE, rngState))
{
#if DO_LIGHT_SAMPLING
if(!doMaterialE)
matE = PxVec3(0.0f); // don't add material emission if told so
// for Lambert materials, we just did explicit light (emissive) sampling and already
// for their contribution, so if next ray bounce hits the light again, don't add
// emission
doMaterialE = hit.getType() != Lambert;
#endif
return matE + lightE + mul(attenuation, trace2(scattered, rngState, depth+1, doMaterialE));
}
else
return matE;
}
else return sky(ray.mDir)*gSkyCoeff;
}
PxU32 CustomScene::traceKernel(PxVec3* dest, const PxVec3& camPos, const RayProvider& rp, float fScreenWidth, float fScreenHeight, PxU32 seed, PxU32 offseti, PxU32 offsetj) const
{
#if OPTIM_SKIP_INTERNAL_SIMD_GUARD
PX_SIMD_GUARD
#endif
PxU32 rngState = seed;
for(PxU32 jj=0;jj<RAYTRACING_RENDER_HEIGHT;jj+=4)
{
const PxU32 j = jj + offsetj;
#ifndef ANTIALIASING
const PxU32 yi = PxU32(fScreenHeight*float(j));
#endif
for(PxU32 ii=0;ii<RAYTRACING_RENDER_WIDTH;ii+=4)
{
const PxU32 i = ii + offseti;
PxVec3 color(0.0f);
for(PxU32 k=0;k<gNbSamplesPerPixel;k++)
{
#ifdef ANTIALIASING
const float radius = 1.0f;
const float jitterX = radius*(RandomFloat01(rngState) - 0.5f);
const float jitterY = radius*(RandomFloat01(rngState) - 0.5f);
const float xf = fScreenWidth*(float(i)+jitterX);
const float yf = fScreenHeight*(float(j)+jitterY);
const PxVec3 dir = rp.computeWorldRayF(xf, yf);
#else
const PxU32 xi = PxU32(fScreenWidth*float(i));
const PxVec3 dir = rp.computeWorldRayF(float(xi), float(yi));
#endif
Ray r;
r.mPos = camPos;
r.mDir = dir;
color += trace2(r, rngState, 0);
}
*dest++ = color * gOneOverNbSamples;
}
dest += (RAYTRACING_RENDER_HEIGHT/4)*3;
}
return rngState;
}
void CustomScene::render() const
{
#if OPTIM_SKIP_INTERNAL_SIMD_GUARD
PX_SIMD_GUARD
#endif
#ifdef RENDER_SNIPPET
if(0)
{
const PxVec3 color(1.0f, 0.5f, 0.25f);
const PxU32 nbObjects = mObjects.size();
for(PxU32 i=0;i<nbObjects;i++)
{
const CustomObject& obj = mObjects[i];
Snippets::renderGeoms(1, &obj.mGeom, &obj.mPose, false, color);
}
}
const PxU32 screenWidth = Snippets::getScreenWidth();
const PxU32 screenHeight = Snippets::getScreenHeight();
Snippets::Camera* sCamera = Snippets::getCamera();
const PxVec3 camPos = sCamera->getEye();
const PxVec3 camDir = sCamera->getDir();
static PxVec3 cachedPos(0.0f);
static PxVec3 cachedDir(0.0f);
if(cachedPos!=camPos || cachedDir!=camDir)
{
cachedPos=camPos;
cachedDir=camDir;
resetRender();
}
const PxU32 textureWidth = RAYTRACING_RENDER_WIDTH;
const PxU32 textureHeight = RAYTRACING_RENDER_HEIGHT;
if(!gAccumPixels)
{
gAccumPixels = new PxVec3[textureWidth*textureHeight];
PxMemZero(gAccumPixels, textureWidth*textureHeight*sizeof(PxVec3));
}
const float fScreenWidth = float(screenWidth)/float(RAYTRACING_RENDER_WIDTH);
const float fScreenHeight = float(screenHeight)/float(RAYTRACING_RENDER_HEIGHT);
static PxU32 rngState = 42;
if(!gCurrentPixels)
{
gCurrentPixels = new PxVec3[textureWidth*textureHeight];
PxMemZero(gCurrentPixels, textureWidth*textureHeight*sizeof(PxVec3));
}
#ifdef PRINT_TIMINGS
const DWORD tgt = timeGetTime();
const DWORD64 time0 = __rdtsc();
#endif
const RayProvider rp(float(screenWidth), float(screenHeight), 60.0f, camDir);
PxVec3* buffer = gCurrentPixels;
if(gUseMultipleThreads)
{
PxU32 index = 0;
for(PxU32 j=0;j<4;j++)
{
for(PxU32 i=0;i<4;i++)
{
PxU32 offset = (RAYTRACING_RENDER_WIDTH/4)*i;
offset += (RAYTRACING_RENDER_HEIGHT/4)*j*RAYTRACING_RENDER_WIDTH;
gThreads[index++].Setup(this, &rp, buffer + offset, camPos, fScreenWidth, fScreenHeight, i, j);
}
}
{
for (PxU32 i=0; i<gNumThreads; i++)
SnippetUtils::syncSet(gThreads[i].mWorkReadySyncHandle);
for (PxU32 i=0; i<gNumThreads; i++)
{
SnippetUtils::syncWait(gThreads[i].mWorkDoneSyncHandle);
SnippetUtils::syncReset(gThreads[i].mWorkDoneSyncHandle);
}
}
}
else
{
for(PxU32 j=0;j<RAYTRACING_RENDER_HEIGHT;j++)
{
#ifndef ANTIALIASING
const PxU32 yi = PxU32(fScreenHeight*float(j));
#endif
for(PxU32 i=0;i<RAYTRACING_RENDER_WIDTH;i++)
{
PxVec3 color(0.0f);
for(PxU32 k=0;k<gNbSamplesPerPixel;k++)
{
#ifdef ANTIALIASING
const float radius = 1.0f;
const float jitterX = radius*(RandomFloat01(rngState) - 0.5f);
const float jitterY = radius*(RandomFloat01(rngState) - 0.5f);
const float xf = fScreenWidth*(float(i)+jitterX);
const float yf = fScreenHeight*(float(j)+jitterY);
const PxVec3 dir = rp.computeWorldRayF(xf, yf);
#else
const PxU32 xi = PxU32(fScreenWidth*float(i));
const PxVec3 dir = rp.computeWorldRayF(float(xi), float(yi));
#endif
Ray r;
r.mPos = camPos;
r.mDir = dir;
color += trace2(r, rngState, 0);
}
*buffer++ = color * gOneOverNbSamples;
}
}
}
#ifdef PRINT_TIMINGS
const DWORD64 time1 = __rdtsc();
#endif
gFrameIndex++;
const float coeff = 1.0f/float(gFrameIndex);
const float coeff2 = 1.0f-coeff;
if(gUseMultipleThreads && !gShowAllThreadRenders)
{
for(PxU32 j=0;j<4;j++)
{
for(PxU32 i=0;i<4;i++)
{
PxU32 offset = (RAYTRACING_RENDER_WIDTH/4)*i;
offset += (RAYTRACING_RENDER_HEIGHT/4)*j*RAYTRACING_RENDER_WIDTH;
const PxVec3* src = gCurrentPixels + offset;
PxVec3* dst = gAccumPixels + i + j*RAYTRACING_RENDER_WIDTH;
for(PxU32 jj=0;jj<RAYTRACING_RENDER_HEIGHT/4;jj++)
{
for(PxU32 ii=0;ii<RAYTRACING_RENDER_WIDTH/4;ii++)
{
dst[ii*4] = dst[ii*4]*coeff2 + src[ii]*coeff;
}
src += RAYTRACING_RENDER_WIDTH;
dst += RAYTRACING_RENDER_WIDTH*4;
}
}
}
}
else
{
for(PxU32 i=0;i<textureWidth*textureHeight;i++)
{
gAccumPixels[i] = gAccumPixels[i]*coeff2 + gCurrentPixels[i]*coeff;
}
}
if(!gCurrentTexture)
gCurrentTexture = new GLubyte[textureWidth*textureHeight*4];
if(1)
{
for(PxU32 i=0;i<textureWidth*textureHeight;i++)
{
PxVec3 col = gAccumPixels[i];
// apply exposure (how long the shutter is open)
col *= gExposure;
if(gToneMapping)
{
// convert unbounded HDR color range to SDR color range
col = ACESTonemap(col);
}
if(gLinearToSRGB)
col = LinearToSRGB2(col);
col *= 255.99f;
if(col.x>255.0f)
col.x = 255.0f;
if(col.y>255.0f)
col.y = 255.0f;
if(col.z>255.0f)
col.z = 255.0f;
gCurrentTexture[i*4+0] = GLubyte(col.x);
gCurrentTexture[i*4+1] = GLubyte(col.y);
gCurrentTexture[i*4+2] = GLubyte(col.z);
gCurrentTexture[i*4+3] = 255;
}
}
if(1)
{
if(!gTexID)
gTexID = Snippets::CreateTexture(textureWidth, textureHeight, gCurrentTexture, false);
else
Snippets::UpdateTexture(gTexID, textureWidth, textureHeight, gCurrentTexture, false);
// Snippets::DisplayTexture(gTexID, RAYTRACING_RENDER_WIDTH, 10);
Snippets::DisplayTexture(gTexID, 0, 0);
}
#ifdef PRINT_TIMINGS
const DWORD64 time2 = __rdtsc();
const DWORD tgt2 = timeGetTime();
if(1)
{
printf("Render: %d\n", int(time1-time0)/1024);
printf("End : %d\n", int(time2-time1)/1024);
printf("Total : %d\n", int(time2-time0)/1024);
printf("Total : %d ms\n\n", tgt2 - tgt);
}
#endif
#ifdef STATS
printf("Total #rays: %d\n", gTotalNbRays);
gTotalNbRays = 0;
#endif
#endif
}
}
static PxConvexMesh* createConvexMesh(const PxVec3* verts, const PxU32 numVerts, const PxCookingParams& params)
{
PxConvexMeshDesc convexDesc;
convexDesc.points.count = numVerts;
convexDesc.points.stride = sizeof(PxVec3);
convexDesc.points.data = verts;
convexDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX;
return PxCreateConvexMesh(params, convexDesc);
}
static PxConvexMesh* createCylinderMesh(const PxF32 width, const PxF32 radius, const PxCookingParams& params)
{
PxVec3 points[2*16];
for(PxU32 i = 0; i < 16; i++)
{
const PxF32 cosTheta = PxCos(i*PxPi*2.0f/16.0f);
const PxF32 sinTheta = PxSin(i*PxPi*2.0f/16.0f);
const PxF32 y = radius*cosTheta;
const PxF32 z = radius*sinTheta;
points[2*i+0] = PxVec3(-width/2.0f, y, z);
points[2*i+1] = PxVec3(+width/2.0f, y, z);
}
return createConvexMesh(points, 32, params);
}
static PxConvexMesh* gConvexMesh = NULL;
static PxTriangleMesh* gTriangleMesh = NULL;
static CustomScene* gScene = NULL;
static const float gMeshScaleValue = 1.5f;
enum SceneIndex
{
SCENE_FIRST = 0,
SCENE_ARAS = 0,
SCENE_BUNNY = 1,
SCENE_SPHERES = 2,
SCENE_COUNT
};
static PxU32 gSceneIndex = SCENE_BUNNY;
static void initScene()
{
const PxVec3 red(1.0f, 0.25f, 0.2f);
const PxVec3 green(0.5f, 1.0f, 0.4f);
const PxVec3 blue(0.1f, 0.5f, 1.0f);
const PxVec3 grey(0.5f);
const PxVec3 noEmissive(0.0f);
const PxVec3 smallEmissive(0.0f);
// const PxVec3 bigEmissive(0.7f);
const PxVec3 bigEmissive(70.0f);
const PxVec3 color(1.0f, 0.5f, 0.25f);
#if OPTIM_BAKE_MESH_SCALE
// PT: queries against scaled meshes are slightly slower, so we pre-scale the vertices
const PxMeshScale meshScale(1.0f);
#else
const PxMeshScale meshScale(gMeshScaleValue);
#endif
gScene = new CustomScene;
gSkyCoeff = 0.4f;
gExposure = 0.5f;
if(gSceneIndex==SCENE_ARAS)
{
gScene->addGeom(PxSphereGeometry(100.0f), PxTransform(PxVec3(0,-100.5,-1)), PxVec3(0.8f, 0.8f, 0.8f), noEmissive);
gScene->addGeom(PxSphereGeometry(0.5f), PxTransform(PxVec3(2,0,-1)), PxVec3(0.8f, 0.4f, 0.4f), noEmissive);
gScene->addGeom(PxSphereGeometry(0.5f), PxTransform(PxVec3(0,0,-1)), PxVec3(0.4f, 0.8f, 0.4f), noEmissive);
gScene->addGeom(PxSphereGeometry(0.5f), PxTransform(PxVec3(-2,0,-1)), PxVec3(0.4f, 0.4f, 0.8f), noEmissive, Metal);
gScene->addGeom(PxSphereGeometry(0.5f), PxTransform(PxVec3(2,0,1)), PxVec3(0.4f, 0.8f, 0.4f), noEmissive, Metal);
gScene->addGeom(PxSphereGeometry(0.5f), PxTransform(PxVec3(0,0,1)), PxVec3(0.4f, 0.8f, 0.4f), noEmissive, Metal, 0.2f);
gScene->addGeom(PxSphereGeometry(0.5f), PxTransform(PxVec3(-2,0,1)), PxVec3(0.4f, 0.8f, 0.4f), noEmissive, Metal, 0.6f);
gScene->addGeom(PxSphereGeometry(0.5f), PxTransform(PxVec3(0.5f,1,0.5f)), PxVec3(0.4f, 0.4f, 0.4f), noEmissive, Dielectric, 0.0f, 1.5f);
gScene->addGeom(PxSphereGeometry(0.3f), PxTransform(PxVec3(-1.5f,1.5f,0.f)), PxVec3(0.8f, 0.6f, 0.2f), PxVec3(30,25,15));
}
else if(gSceneIndex==SCENE_BUNNY)
{
gScene->addGeom(PxSphereGeometry(1.0f), PxTransform(PxVec3(0.0f, 8.0f, 0.0f)), grey, PxVec3(70,65,55));
// gScene->addGeom(PxSphereGeometry(1.0f), PxTransform(PxVec3(0.0f, 8.0f, 0.0f)), grey, PxVec3(7.0f,6.5f,5.5f));
// gScene->addGeom(PxSphereGeometry(1.0f), PxTransform(PxVec3(4.0f, 4.5f, 4.0f)), grey, bigEmissive);
// gScene->addGeom(PxSphereGeometry(0.1f), PxTransform(PxVec3(4.0f, 4.5f, 4.0f)), grey, bigEmissive);
gScene->addGeom(PxBoxGeometry(PxVec3(15.0f, 0.01f, 15.0f)), PxTransform(PxVec3(0.0f, 0.0f, 0.0f)), grey, smallEmissive);
gScene->addGeom(PxBoxGeometry(PxVec3(1.0f, 2.0f, 0.5f)), PxTransform(PxVec3(0.0f, 2.0f, -4.0f)), color, smallEmissive);
gScene->addGeom(PxSphereGeometry(1.5f), PxTransform(PxVec3(4.0f, 1.55f, -4.0f)), grey, smallEmissive, Metal, 0.0f);
gScene->addGeom(PxSphereGeometry(1.5f), PxTransform(PxVec3(4.0f, 1.55f, 0.0f)), grey, smallEmissive, Metal, 0.1f);
gScene->addGeom(PxSphereGeometry(1.5f), PxTransform(PxVec3(4.0f, 1.55f, 4.0f)), grey, smallEmissive, Metal, 0.2f);
// gScene->addGeom(PxCapsuleGeometry(1.0f, 1.0f), PxTransform(PxVec3(-4.0f, 1.05f, 0.0f)), blue, smallEmissive, Dielectric, 0.0f, 1.2f);
gScene->addGeom(PxCapsuleGeometry(1.0f, 1.0f), PxTransform(PxVec3(-4.0f, 1.05f, 0.0f)), blue, smallEmissive);
gScene->addGeom(PxConvexMeshGeometry(gConvexMesh), PxTransform(PxVec3(0.0f, 1.05f, 4.0f)), green, smallEmissive);
gScene->addGeom(PxTriangleMeshGeometry(gTriangleMesh, meshScale), PxTransform(PxVec3(0.0f, 0.70f*gMeshScaleValue, 0.0f)), red, smallEmissive);
// gScene->addGeom(PxBoxGeometry(PxVec3(1.0f)), PxTransform(PxVec3(0.0f, 1.0f, 0.0f)), color, smallEmissive);
}
else if(gSceneIndex==SCENE_SPHERES)
{
gScene->addGeom(PxBoxGeometry(PxVec3(150.0f, 0.0001f, 150.0f)), PxTransform(PxVec3(0.0f, 0.0f, 0.0f)), grey, smallEmissive);
gScene->addGeom(PxSphereGeometry(10.0f), PxTransform(PxVec3(0.0f, 40.0f, 0.0f)), grey, PxVec3(100.0f));
const PxU32 nb = 16;
PxU32 state = 42;
// const PxVec3 base(1.0f, 0.5f, 0.25f);
const PxVec3 base(1.0f, 0.5f, 0.2f);
for(PxU32 i=0;i<nb;i++)
{
const float CoeffX = float(i) - float(nb/2);
for(PxU32 j=0;j<nb;j++)
{
const float CoeffZ = float(j) - float(nb/2);
const float x = CoeffX * 4.0f;
const float z = CoeffZ * 4.0f;
PxVec3 rndColor(RandomFloat01(state), RandomFloat01(state), RandomFloat01(state));
rndColor += base;
rndColor *= 0.5f;
// gScene->addGeom(PxSphereGeometry(1.0f), PxTransform(PxVec3(x, 1.0f, z)), rndColor, smallEmissive, Metal, 0.25f);
gScene->addGeom(PxSphereGeometry(1.0f), PxTransform(PxVec3(x, 1.0f, z)), rndColor, smallEmissive, Metal, 0.0f);
// gScene->addGeom(PxBoxGeometry(PxVec3(1.0f)), PxTransform(PxVec3(x, 1.0f, z)), rndColor, smallEmissive, Metal, 0.0f);
// gScene->addGeom(PxTriangleMeshGeometry(gTriangleMesh, meshScale), PxTransform(PxVec3(x, 0.75f*gMeshScaleValue, z)), rndColor, smallEmissive);
}
}
}
gScene->createBVH();
}
static void releaseScene()
{
PX_RELEASE(gScene);
}
void renderScene()
{
if(gScene)
gScene->render();
}
static void threadExecute(void* data)
{
TracerThread* tracerThread = static_cast<TracerThread*>(data);
for(;;)
{
SnippetUtils::syncWait(tracerThread->mWorkReadySyncHandle);
SnippetUtils::syncReset(tracerThread->mWorkReadySyncHandle);
if (SnippetUtils::threadQuitIsSignalled(tracerThread->mThreadHandle))
break;
tracerThread->Run();
SnippetUtils::syncSet(tracerThread->mWorkDoneSyncHandle);
}
SnippetUtils::threadQuit(tracerThread->mThreadHandle);
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
const PxTolerancesScale scale;
PxCookingParams params(scale);
params.midphaseDesc.setToDefault(PxMeshMidPhase::eBVH34);
// params.midphaseDesc.mBVH34Desc.quantized = false;
// We don't need the extra data structures for just doing raycasts vs the mesh
params.meshPreprocessParams |= PxMeshPreprocessingFlag::eDISABLE_ACTIVE_EDGES_PRECOMPUTE;
params.meshPreprocessParams |= PxMeshPreprocessingFlag::eDISABLE_CLEAN_MESH;
gConvexMesh = createCylinderMesh(3.0f, 1.0f, params);
{
PxTriangleMeshDesc meshDesc;
meshDesc.points.count = SnippetUtils::Bunny_getNbVerts();
meshDesc.points.stride = sizeof(PxVec3);
meshDesc.points.data = SnippetUtils::Bunny_getVerts();
meshDesc.triangles.count = SnippetUtils::Bunny_getNbFaces();
meshDesc.triangles.stride = sizeof(int)*3;
meshDesc.triangles.data = SnippetUtils::Bunny_getFaces();
#if OPTIM_BAKE_MESH_SCALE
PxVec3* verts = const_cast<PxVec3*>(SnippetUtils::Bunny_getVerts());
for(PxU32 i=0;i<meshDesc.points.count;i++)
verts[i] *= gMeshScaleValue;
#endif
gTriangleMesh = PxCreateTriangleMesh(params, meshDesc);
}
initScene();
#ifdef RENDER_SNIPPET
Snippets::enableVSync(false);
#endif
for (PxU32 i=0; i<gNumThreads; i++)
{
gThreads[i].mWorkReadySyncHandle = SnippetUtils::syncCreate();
gThreads[i].mWorkDoneSyncHandle = SnippetUtils::syncCreate();
gThreads[i].mThreadHandle = SnippetUtils::threadCreate(threadExecute, &gThreads[i]);
}
}
void stepPhysics(bool /*interactive*/)
{
}
void cleanupPhysics(bool /*interactive*/)
{
for (PxU32 i=0; i<gNumThreads; i++)
{
SnippetUtils::threadSignalQuit(gThreads[i].mThreadHandle);
SnippetUtils::syncSet(gThreads[i].mWorkReadySyncHandle);
}
for (PxU32 i=0; i<gNumThreads; i++)
{
SnippetUtils::threadWaitForQuit(gThreads[i].mThreadHandle);
SnippetUtils::threadRelease(gThreads[i].mThreadHandle);
SnippetUtils::syncRelease(gThreads[i].mWorkReadySyncHandle);
}
for (PxU32 i=0; i<gNumThreads; i++)
SnippetUtils::syncRelease(gThreads[i].mWorkDoneSyncHandle);
releaseScene();
#ifdef RENDER_SNIPPET
Snippets::ReleaseTexture(gTexID);
#endif
PX_RELEASE(gConvexMesh);
PX_RELEASE(gFoundation);
#ifdef RENDER_SNIPPET
if(gCurrentTexture)
{
delete [] gCurrentTexture;
gCurrentTexture = NULL;
}
#endif
if(gCurrentPixels)
{
delete [] gCurrentPixels;
gCurrentPixels = NULL;
}
if(gAccumPixels)
{
delete [] gAccumPixels;
gAccumPixels = NULL;
}
printf("SnippetPathTracing done.\n");
}
void keyPress(unsigned char key, const PxTransform& /*camera*/)
{
if(key == 1)
{
gSceneIndex++;
if(gSceneIndex==SCENE_COUNT)
gSceneIndex = SCENE_FIRST;
releaseScene();
initScene();
resetRender();
}
else if(key == 2)
{
if(gSceneIndex)
gSceneIndex--;
else
gSceneIndex = SCENE_COUNT-1;
releaseScene();
initScene();
resetRender();
}
else if(key == 3)
{
gSkyCoeff += 0.1f;
printf("Sky coeff: %f\n", double(gSkyCoeff));
resetRender();
}
else if(key == 4)
{
gSkyCoeff -= 0.1f;
if(gSkyCoeff<0.0f)
gSkyCoeff=0.0f;
printf("Sky coeff: %f\n", double(gSkyCoeff));
resetRender();
}
else if(key == 5)
{
gExposure += 0.1f;
printf("Exposure: %f\n", double(gExposure));
resetRender();
}
else if(key == 6)
{
gExposure -= 0.1f;
if(gExposure<0.0f)
gExposure=0.0f;
printf("Exposure: %f\n", double(gExposure));
resetRender();
}
else if(key == 'r' || key == 'R')
{
resetRender();
}
else if(key == 'g' || key == 'G')
{
gShowAllThreadRenders = !gShowAllThreadRenders;
printf("Debug multithread: %d\n", gShowAllThreadRenders);
}
else if(key == 'm' || key == 'M')
{
gUseMultipleThreads = !gUseMultipleThreads;
printf("Multithreading: %d\n", gUseMultipleThreads);
}
else if(key == 't' || key == 'T')
{
gToneMapping = !gToneMapping;
printf("Tone mapping: %d\n", gToneMapping);
}
else if(key == 'l' || key == 'L')
{
gLinearToSRGB = !gLinearToSRGB;
printf("Linear-to-SRGB: %d\n", gLinearToSRGB);
}
}
int snippetMain(int, const char*const*)
{
printf("PxBVH PathTracing snippet. Use these keys:\n");
printf(" F1/F2 - change scene\n");
printf(" F3/F4 - change sky color intensity\n");
printf(" F5/F6 - change exposure value\n");
printf(" m - multithreading on/off\n");
printf(" t - tone mapping on/off\n");
printf(" l - linear to SRGB/off\n");
printf(" r - reset scene\n");
printf(" g - debug multithreading on/off\n");
printf("\n");
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 41,336 | C++ | 27.906993 | 178 | 0.686786 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetjointdrive/SnippetJointDrive.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates simple use of joint drives in physx
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#ifdef RENDER_SNIPPET
#include "../snippetrender/SnippetRender.h"
#endif
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
#if PX_SUPPORT_GPU_PHYSX
static PxCudaContextManager* gCudaContextManager = NULL;
#endif
static bool gPause = false;
static bool gOneFrame = false;
static bool gChangeObjectAType = false;
static bool gChangeObjectBRotation = false;
static bool gChangeJointFrameARotation = false;
static bool gChangeJointFrameBRotation = false;
#if PX_SUPPORT_GPU_PHYSX
static bool gUseGPU = false;
#endif
static PxU32 gSceneIndex = 0;
static const PxU32 gMaxSceneIndex = 4;
static void setupActor(PxRigidActor* actor)
{
actor->setActorFlag(PxActorFlag::eVISUALIZATION, true);
gScene->addActor(*actor);
}
static void createScene()
{
PX_RELEASE(gScene);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
// Disable gravity so that the motion is only produced by the drive
sceneDesc.gravity = PxVec3(0.0f);
gDispatcher = PxDefaultCpuDispatcherCreate(2);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
#if PX_SUPPORT_GPU_PHYSX
if(gUseGPU)
{
sceneDesc.cudaContextManager = gCudaContextManager;
sceneDesc.flags |= PxSceneFlag::eENABLE_GPU_DYNAMICS;
sceneDesc.flags |= PxSceneFlag::eENABLE_PCM;
sceneDesc.broadPhaseType = PxBroadPhaseType::eGPU;
sceneDesc.gpuMaxNumPartitions = 8;
}
#endif
gScene = gPhysics->createScene(sceneDesc);
// Visualize joint local frames
gScene->setVisualizationParameter(PxVisualizationParameter::eSCALE, 1.0f);
gScene->setVisualizationParameter(PxVisualizationParameter::eJOINT_LOCAL_FRAMES, 1.0f);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial);
gScene->addActor(*groundPlane);
if(gSceneIndex<gMaxSceneIndex)
{
const PxQuat rotZ = PxGetRotZQuat(-PxPi/4.0f);
const PxBoxGeometry boxGeom(0.5f, 0.5f, 0.5f);
PxTransform tr(PxVec3(0.0f, 2.0f, -20.0f));
PxRigidActor* actor0;
if(gChangeObjectAType)
{
PxRigidDynamic* actor = PxCreateDynamic(*gPhysics, tr, boxGeom, *gMaterial, 1.0f);
actor->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, true);
actor0 = actor;
}
else
{
actor0 = PxCreateStatic(*gPhysics, tr, boxGeom, *gMaterial);
}
setupActor(actor0);
tr.p.x += boxGeom.halfExtents.x * 2.0f;
if(gChangeObjectBRotation)
tr.q = rotZ;
PxRigidDynamic* actor1 = PxCreateDynamic(*gPhysics, tr, boxGeom, *gMaterial, 1.0f);
setupActor(actor1);
PxTransform jointFrame0(PxIdentity);
PxTransform jointFrame1(PxIdentity);
// We're going to setup a linear drive along "X" = actor0's joint frame's X axis.
// That axis will be either aligned with the actors' X axis or tilted 45 degrees.
if(gChangeJointFrameARotation)
jointFrame0.q = rotZ;
else
jointFrame0.q = PxQuat(PxIdentity);
if(gChangeJointFrameBRotation)
jointFrame1.q = rotZ;
else
jointFrame1.q = PxQuat(PxIdentity);
PxD6Joint* j = PxD6JointCreate(*gPhysics, actor0, jointFrame0, actor1, jointFrame1);
j->setConstraintFlag(PxConstraintFlag::eVISUALIZATION, true);
// Locked axes would move the joint frames & snap them together. In this test we explicitly want them disjoint,
// to check in which direction the drives operates. So we set all DOFs free to make sure none of that interferes
// with the drive.
j->setMotion(PxD6Axis::eX, PxD6Motion::eFREE);
j->setMotion(PxD6Axis::eY, PxD6Motion::eFREE);
j->setMotion(PxD6Axis::eZ, PxD6Motion::eFREE);
j->setMotion(PxD6Axis::eSWING1, PxD6Motion::eFREE);
j->setMotion(PxD6Axis::eSWING2, PxD6Motion::eFREE);
j->setMotion(PxD6Axis::eTWIST, PxD6Motion::eFREE);
if(gSceneIndex==0)
{
// Linear drive along "X" = actor0's joint frame's X axis
j->setDrive(PxD6Drive::eX, PxD6JointDrive(0, 1000, FLT_MAX, true));
j->setDriveVelocity(PxVec3(1.0f, 0.0f, 0.0f), PxVec3(0.0f), true);
}
else if(gSceneIndex==1)
{
j->setDrive(PxD6Drive::eTWIST, PxD6JointDrive(0, 1000, FLT_MAX, true));
j->setDriveVelocity(PxVec3(0.0f), PxVec3(1.0f, 0.0f, 0.0f), true);
}
else if(gSceneIndex==2)
{
j->setDrive(PxD6Drive::eSWING, PxD6JointDrive(0, 1000, FLT_MAX, true));
j->setDriveVelocity(PxVec3(0.0f), PxVec3(0.0f, 1.0f, 0.0f), true);
}
else if(gSceneIndex==3)
{
j->setDrive(PxD6Drive::eSLERP, PxD6JointDrive(0, 1000, FLT_MAX, true));
j->setDriveVelocity(PxVec3(0.0f), PxVec3(0.0f, 1.0f, 0.0f), true);
}
}
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true, gPvd);
PxInitExtensions(*gPhysics, gPvd);
#if PX_SUPPORT_GPU_PHYSX
PxCudaContextManagerDesc cudaContextManagerDesc;
gCudaContextManager = PxCreateCudaContextManager(*gFoundation, cudaContextManagerDesc, PxGetProfilerCallback());
if(gCudaContextManager)
{
if(!gCudaContextManager->contextIsValid())
PX_RELEASE(gCudaContextManager);
}
#endif
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
createScene();
}
void stepPhysics(bool /*interactive*/)
{
if(gPause && !gOneFrame)
return;
gOneFrame = false;
gScene->simulate(1.0f / 60.0f);
gScene->fetchResults(true);
}
void cleanupPhysics(bool /*interactive*/)
{
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PxCloseExtensions();
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
#if PX_SUPPORT_GPU_PHYSX
PX_RELEASE(gCudaContextManager);
#endif
PX_RELEASE(gFoundation);
printf("SnippetJointDrive done.\n");
}
void renderText()
{
#ifdef RENDER_SNIPPET
Snippets::print("Press F1 to change body0's joint frame orientation");
Snippets::print("Press F2 to change body0's type (static/kinematic)");
Snippets::print("Press F3 to change body1's joint frame orientation");
Snippets::print("Press F4 to change body1's orientation");
#if PX_SUPPORT_GPU_PHYSX
Snippets::print("Press F5 to use CPU or GPU");
#endif
Snippets::print("Press F6 to select the next drive");
switch(gSceneIndex)
{
case 0:
Snippets::print("Current drive: linear X");
break;
case 1:
Snippets::print("Current drive: angular twist (around X)");
break;
case 2:
Snippets::print("Current drive: angular swing (around Y)");
break;
case 3:
Snippets::print("Current drive: angular slerp (around Y)");
break;
}
#if PX_SUPPORT_GPU_PHYSX
if(gUseGPU)
Snippets::print("Current mode: GPU");
else
Snippets::print("Current mode: CPU");
#endif
Snippets::print("body1's translation or rotation (drive) axis should only depend on body0's joint axes.");
#endif
}
void keyPress(unsigned char key, const PxTransform&)
{
if(key=='p' || key=='P')
gPause = !gPause;
if(key=='o' || key=='O')
{
gPause = true;
gOneFrame = true;
}
if(key==1)
{
gChangeJointFrameARotation = !gChangeJointFrameARotation;
createScene();
}
else if(key==2)
{
gChangeObjectAType = !gChangeObjectAType;
createScene();
}
else if(key==3)
{
gChangeJointFrameBRotation = !gChangeJointFrameBRotation;
createScene();
}
else if(key==4)
{
gChangeObjectBRotation = !gChangeObjectBRotation;
createScene();
}
#if PX_SUPPORT_GPU_PHYSX
else if(key==5)
{
gUseGPU = !gUseGPU;
createScene();
}
#endif
else if(key==6)
{
gSceneIndex = gSceneIndex + 1;
if(gSceneIndex==gMaxSceneIndex)
gSceneIndex = 0;
createScene();
}
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 10,585 | C++ | 30.135294 | 114 | 0.72017 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetconvexmeshcreate/SnippetConvexMeshCreate.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet creates convex meshes with different cooking settings
// and shows how these settings affect the convex mesh creation performance and
// the size of the resulting cooked meshes.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetutils/SnippetUtils.h"
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static float rand(float loVal, float hiVal)
{
return loVal + (float(rand())/float(RAND_MAX))*(hiVal - loVal);
}
template<PxConvexMeshCookingType::Enum convexMeshCookingType, bool directInsertion, PxU32 gaussMapLimit>
static void createRandomConvex(PxU32 numVerts, const PxVec3* verts)
{
PxTolerancesScale tolerances;
PxCookingParams params(tolerances);
// Use the new (default) PxConvexMeshCookingType::eQUICKHULL
params.convexMeshCookingType = convexMeshCookingType;
// If the gaussMapLimit is chosen higher than the number of output vertices, no gauss map is added to the convex mesh data (here 256).
// If the gaussMapLimit is chosen lower than the number of output vertices, a gauss map is added to the convex mesh data (here 16).
params.gaussMapLimit = gaussMapLimit;
// Setup the convex mesh descriptor
PxConvexMeshDesc desc;
// We provide points only, therefore the PxConvexFlag::eCOMPUTE_CONVEX flag must be specified
desc.points.data = verts;
desc.points.count = numVerts;
desc.points.stride = sizeof(PxVec3);
desc.flags = PxConvexFlag::eCOMPUTE_CONVEX;
PxU32 meshSize = 0;
PxConvexMesh* convex = NULL;
PxU64 startTime = SnippetUtils::getCurrentTimeCounterValue();
if(directInsertion)
{
// Directly insert mesh into PhysX
convex = PxCreateConvexMesh(params, desc, gPhysics->getPhysicsInsertionCallback());
PX_ASSERT(convex);
}
else
{
// Serialize the cooked mesh into a stream.
PxDefaultMemoryOutputStream outStream;
bool res = PxCookConvexMesh(params, desc, outStream);
PX_UNUSED(res);
PX_ASSERT(res);
meshSize = outStream.getSize();
// Create the mesh from a stream.
PxDefaultMemoryInputData inStream(outStream.getData(), outStream.getSize());
convex = gPhysics->createConvexMesh(inStream);
PX_ASSERT(convex);
}
// Print the elapsed time for comparison
PxU64 stopTime = SnippetUtils::getCurrentTimeCounterValue();
float elapsedTime = SnippetUtils::getElapsedTimeInMilliseconds(stopTime - startTime);
printf("\t -----------------------------------------------\n");
printf("\t Create convex mesh with %d triangles: \n", numVerts);
directInsertion ? printf("\t\t Direct mesh insertion enabled\n") : printf("\t\t Direct mesh insertion disabled\n");
printf("\t\t Gauss map limit: %d \n", gaussMapLimit);
printf("\t\t Created hull number of vertices: %d \n", convex->getNbVertices());
printf("\t\t Created hull number of polygons: %d \n", convex->getNbPolygons());
printf("\t Elapsed time in ms: %f \n", double(elapsedTime));
if (!directInsertion)
{
printf("\t Mesh size: %d \n", meshSize);
}
convex->release();
}
static void createConvexMeshes()
{
const PxU32 numVerts = 64;
PxVec3* vertices = new PxVec3[numVerts];
// Prepare random verts
for(PxU32 i = 0; i < numVerts; i++)
{
vertices[i] = PxVec3(rand(-20.0f, 20.0f), rand(-20.0f, 20.0f), rand(-20.0f, 20.0f));
}
// Create convex mesh using the quickhull algorithm with different settings
printf("-----------------------------------------------\n");
printf("Create convex mesh using the quickhull algorithm: \n\n");
// The default convex mesh creation serializing to a stream, useful for offline cooking.
createRandomConvex<PxConvexMeshCookingType::eQUICKHULL, false, 16>(numVerts, vertices);
// The default convex mesh creation without the additional gauss map data.
createRandomConvex<PxConvexMeshCookingType::eQUICKHULL, false, 256>(numVerts, vertices);
// Convex mesh creation inserting the mesh directly into PhysX.
// Useful for runtime cooking.
createRandomConvex<PxConvexMeshCookingType::eQUICKHULL, true, 16>(numVerts, vertices);
// Convex mesh creation inserting the mesh directly into PhysX, without gauss map data.
// Useful for runtime cooking.
createRandomConvex<PxConvexMeshCookingType::eQUICKHULL, true, 256>(numVerts, vertices);
delete [] vertices;
}
void initPhysics()
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true);
}
void cleanupPhysics()
{
PX_RELEASE(gPhysics);
PX_RELEASE(gFoundation);
printf("SnippetConvexMeshCreate done.\n");
}
int snippetMain(int, const char*const*)
{
initPhysics();
createConvexMeshes();
cleanupPhysics();
return 0;
}
| 6,604 | C++ | 37.401163 | 135 | 0.727135 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetcustomjoint/PulleyJoint.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef PULLEY_JOINT_H
#define PULLEY_JOINT_H
#include "PxPhysicsAPI.h"
// a pulley joint constrains two actors such that the sum of their distances from their respective anchor points at their attachment points
// is a fixed value (the parameter 'distance'). Only dynamic actors are supported.
//
// The constraint equation is as follows:
//
// |anchor0 - attachment0| + |anchor1 - attachment1| * ratio = distance
//
// where 'ratio' provides mechanical advantage.
//
// The above equation results in a singularity when the anchor point is coincident with the attachment point; for simplicity
// the constraint does not attempt to handle this case robustly.
class PulleyJoint : public physx::PxConstraintConnector
{
public:
static const physx::PxU32 TYPE_ID = physx::PxConcreteType::eFIRST_USER_EXTENSION;
PulleyJoint(physx::PxPhysics& physics,
physx::PxRigidBody& body0, const physx::PxTransform& localFrame0, const physx::PxVec3& attachment0,
physx::PxRigidBody& body1, const physx::PxTransform& localFrame1, const physx::PxVec3& attachment1);
void release();
// attribute accessor and mutators
void setAttachment0(const physx::PxVec3& pos);
physx::PxVec3 getAttachment0() const;
void setAttachment1(const physx::PxVec3& pos);
physx::PxVec3 getAttachment1() const;
void setDistance(physx::PxReal totalDistance);
physx::PxReal getDistance() const;
void setRatio(physx::PxReal ratio);
physx::PxReal getRatio() const;
// PxConstraintConnector boilerplate
void* prepareData();
void onConstraintRelease();
void onComShift(physx::PxU32 actor);
void onOriginShift(const physx::PxVec3& shift);
void* getExternalReference(physx::PxU32& typeID);
bool updatePvdProperties(physx::pvdsdk::PvdDataStream&,
const physx::PxConstraint*,
physx::PxPvdUpdateType::Enum) const { return true; }
void updateOmniPvdProperties() const { }
physx::PxBase* getSerializable() { return NULL; }
virtual physx::PxConstraintSolverPrep getPrep() const;
virtual const void* getConstantBlock() const { return &mData; }
struct PulleyJointData
{
physx::PxTransform c2b[2];
physx::PxVec3 attachment0;
physx::PxVec3 attachment1;
physx::PxReal distance;
physx::PxReal ratio;
physx::PxReal tolerance;
};
physx::PxRigidBody* mBody[2];
physx::PxTransform mLocalPose[2];
physx::PxConstraint* mConstraint;
PulleyJointData mData;
~PulleyJoint() {}
};
#endif
| 4,140 | C | 35.973214 | 140 | 0.750483 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetcustomjoint/PulleyJoint.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "PulleyJoint.h"
#include <assert.h>
#include "PxConstraint.h"
using namespace physx;
//TAG:solverprepshader
static PxU32 solverPrep(Px1DConstraint* constraints,
PxVec3p& body0WorldOffset,
PxU32 maxConstraints,
PxConstraintInvMassScale&,
const void* constantBlock,
const PxTransform& bA2w,
const PxTransform& bB2w,
bool /*useExtendedLimits*/,
PxVec3p& cA2wOut, PxVec3p& cB2wOut)
{
PX_UNUSED(maxConstraints);
const PulleyJoint::PulleyJointData& data = *reinterpret_cast<const PulleyJoint::PulleyJointData*>(constantBlock);
PxTransform cA2w = bA2w.transform(data.c2b[0]);
PxTransform cB2w = bB2w.transform(data.c2b[1]);
cA2wOut = cA2w.p;
cB2wOut = cB2w.p;
body0WorldOffset = cB2w.p - bA2w.p;
PxVec3 directionA = data.attachment0 - cA2w.p;
PxReal distanceA = directionA.normalize();
PxVec3 directionB = data.attachment1 - cB2w.p;
PxReal distanceB = directionB.normalize();
directionB *= data.ratio;
PxReal totalDistance = distanceA + distanceB;
// compute geometric error:
PxReal geometricError = (data.distance - totalDistance);
Px1DConstraint *c = constraints;
// constraint is breakable, so we need to output forces
c->flags = Px1DConstraintFlag::eOUTPUT_FORCE;
if (geometricError < 0.0f)
{
c->maxImpulse = PX_MAX_F32;
c->minImpulse = 0;
c->geometricError = geometricError;
}
else if(geometricError > 0.0f)
{
c->maxImpulse = 0;
c->minImpulse = -PX_MAX_F32;
c->geometricError = geometricError;
}
c->linear0 = directionA; c->angular0 = (cA2w.p - bA2w.p).cross(c->linear0);
c->linear1 = -directionB; c->angular1 = (cB2w.p - bB2w.p).cross(c->linear1);
return 1;
}
static void visualize( PxConstraintVisualizer& viz,
const void* constantBlock,
const PxTransform& body0Transform,
const PxTransform& body1Transform,
PxU32 flags)
{
PX_UNUSED(flags);
const PulleyJoint::PulleyJointData& data = *reinterpret_cast<const PulleyJoint::PulleyJointData*>(constantBlock);
PxTransform cA2w = body0Transform * data.c2b[0];
PxTransform cB2w = body1Transform * data.c2b[1];
viz.visualizeJointFrames(cA2w, cB2w);
viz.visualizeJointFrames(PxTransform(data.attachment0), PxTransform(data.attachment1));
}
static PxConstraintShaderTable sShaderTable = { solverPrep, visualize, PxConstraintFlag::Enum(0) };
PxConstraintSolverPrep PulleyJoint::getPrep() const { return solverPrep; }
PulleyJoint::PulleyJoint(PxPhysics& physics, PxRigidBody& body0, const PxTransform& localFrame0, const PxVec3& attachment0,
PxRigidBody& body1, const PxTransform& localFrame1, const PxVec3& attachment1)
{
mConstraint = physics.createConstraint(&body0, &body1, *this, sShaderTable, sizeof(PulleyJointData));
mBody[0] = &body0;
mBody[1] = &body1;
// keep these around in case the CoM gets relocated
mLocalPose[0] = localFrame0.getNormalized();
mLocalPose[1] = localFrame1.getNormalized();
// the data which will be fed to the joint solver and projection shaders
mData.attachment0 = attachment0;
mData.attachment1 = attachment1;
mData.distance = 1.0f;
mData.ratio = 1.0f;
mData.c2b[0] = body0.getCMassLocalPose().transformInv(mLocalPose[0]);
mData.c2b[1] = body1.getCMassLocalPose().transformInv(mLocalPose[1]);
}
void PulleyJoint::release()
{
mConstraint->release();
}
///////////////////////////////////////////// attribute accessors and mutators
void PulleyJoint::setAttachment0(const PxVec3& pos)
{
mData.attachment0 = pos;
mConstraint->markDirty();
}
PxVec3 PulleyJoint::getAttachment0() const
{
return mData.attachment0;
}
void PulleyJoint::setAttachment1(const PxVec3& pos)
{
mData.attachment1 = pos;
mConstraint->markDirty();
}
PxVec3 PulleyJoint::getAttachment1() const
{
return mData.attachment1;
}
void PulleyJoint::setDistance(float totalDistance)
{
mData.distance = totalDistance;
mConstraint->markDirty();
}
float PulleyJoint::getDistance() const
{
return mData.distance;
}
void PulleyJoint::setRatio(float ratio)
{
mData.ratio = ratio;
mConstraint->markDirty();
}
float PulleyJoint::getRatio() const
{
return mData.ratio;
}
///////////////////////////////////////////// PxConstraintConnector methods
void* PulleyJoint::prepareData()
{
return &mData;
}
void PulleyJoint::onConstraintRelease()
{
delete this;
}
void PulleyJoint::onComShift(PxU32 actor)
{
mData.c2b[actor] = mBody[actor]->getCMassLocalPose().transformInv(mLocalPose[actor]);
mConstraint->markDirty();
}
void PulleyJoint::onOriginShift(const PxVec3& shift)
{
mData.attachment0 -= shift;
mData.attachment1 -= shift;
}
void* PulleyJoint::getExternalReference(PxU32& typeID)
{
typeID = TYPE_ID;
return this;
}
| 6,369 | C++ | 28.627907 | 123 | 0.733396 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetstandalonequerysystem/SnippetStandaloneQuerySystem.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates how to use a custom query system and the low-level
// cooking functions.
//
// This is similar to SnippetStandaloneBVH, but this time using a more
// advanced query system instead of a single PxBVH.
//
// This snippet illustrates a basic setup and a single type of query
// (raycast closest hit). For more queries see SnippetQuerySystemAllQueries.
//
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "GuQuerySystem.h"
#include "GuFactory.h"
#include "GuCooking.h"
#include "foundation/PxArray.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#ifdef RENDER_SNIPPET
#include "../snippetrender/SnippetCamera.h"
#include "../snippetrender/SnippetRender.h"
#endif
using namespace physx;
using namespace Gu;
// The query system can compute the bounds for you, or you can do it manually. Manual bounds
// computation can be useful for specific effects (like using temporal bounds) or if there is
// an external system that already computed the bounds and recomputing them would be a waste.
// Automatic bounds computation is easier to use and less error-prone.
static const bool gManualBoundsComputation = false;
// The query system can delay internal transform/bounds updates or use the data immediately.
// Delaying updates can be faster due to batching, but it uses more memory to store the data until
// the actual update happens. Delaying the update can also serve as a double-buffering mechanism,
// allowing one to query the old state of the system until a later user-controlled point in time.
static const bool gUseDelayedUpdates = true;
// Bounds in the query system can be inflated a bit to fight numerical inaccuracy errors that can happen
// when a ray or a query-volume just touches the bounds. Users can manually inflate bounds or let the
// system do it. Because the system can compute the bounds automatically, it is necessary to let it know
// about the inflation value.
static const float gBoundsInflation = 0.001f;
#define MAX_NB_OBJECTS 32
namespace
{
class CustomScene : public Adapter
{
public:
CustomScene();
~CustomScene() {}
// Adapter
virtual const PxGeometry& getGeometry(const PrunerPayload& payload) const;
//~Adapter
void release();
void addGeom(const PxGeometry& geom, const PxTransform& pose);
void render();
bool raycast(const PxVec3& origin, const PxVec3& unitDir, float maxDist, PxGeomRaycastHit& hit) const;
void updateObjects();
struct Object
{
PxGeometryHolder mGeom;
ActorShapeData mData;
};
PxU32 mNbObjects;
Object mObjects[MAX_NB_OBJECTS];
QuerySystem* mQuerySystem;
PxU32 mPrunerIndex;
};
static const PxGeometry& getGeometryFromPayload(const PrunerPayload& payload)
{
const CustomScene* cs = reinterpret_cast<const CustomScene*>(payload.data[1]);
return cs->mObjects[PxU32(payload.data[0])].mGeom.any();
}
const PxGeometry& CustomScene::getGeometry(const PrunerPayload& payload) const
{
// This function is called by the system to compute bounds. It will never be
// called if 'gManualBoundsComputation' is true.
PX_ASSERT(!gManualBoundsComputation);
return getGeometryFromPayload(payload);
}
void CustomScene::release()
{
PX_DELETE(mQuerySystem);
PX_DELETE_THIS;
}
CustomScene::CustomScene() : mNbObjects(0)
{
// The contextID is a parameter sent to the profiler to identify the owner of a profile event.
// In PhysX this is usually the PxScene pointer, and it is used by PVD to group together all profile events of a given scene.
// We do not have a PxScene object here so we can put an arbitrary value there. The value will only be used by
// PVD to display profiling results.
const PxU64 contextID = PxU64(this);
// First we create a query system and give it an adapter. The adapter is used to retrieve the geometry
// of objects in the system. This is needed when the system automatically computes bounds for users.
// The geometry is not stored directly in the system to avoid duplication, and make it easy to reuse
// the system with PxShape-based objects. In this snippet the system will call the
// 'CustomScene::getGeometry' function above to fetch an object's geometry.
mQuerySystem = PX_NEW(QuerySystem)(contextID, gBoundsInflation, *this);
// PhysX uses a hardcoded number of pruners (one for static objects, one for dynamic objects,
// and an optional one for compound). The query system here is more flexible and supports an
// arbitrary number of pruners, which have to be created by users and added to the system
// explicitly. In this snippet we just use a single pruner of a chosen type:
Pruner* pruner = createAABBPruner(contextID, true, COMPANION_PRUNER_INCREMENTAL, BVH_SPLATTER_POINTS, 4);
// Then we add it to the query system, which takes ownership of the object (it will delete
// the pruner when the query system is released). Each pruner is given an index by the
// system, used in 'addPrunerShape' to identify which pruner each object is added to.
mPrunerIndex = mQuerySystem->addPruner(pruner, 0);
}
void CustomScene::addGeom(const PxGeometry& geom, const PxTransform& pose)
{
PX_ASSERT(mQuerySystem);
// The query system operates on anonymous 'payloads', which are basically glorified user-data.
// We put here what we need to implement 'CustomScene::getGeometry'.
PrunerPayload payload;
payload.data[0] = mNbObjects; // This will be the index of our new object, see below.
payload.data[1] = size_t(this);
// We store the geometry first, because in automatic mode the 'CustomScene::getGeometry' function
// will be called by 'addPrunerShape' below, so we need the geometry to be properly setup first.
Object& obj = mObjects[mNbObjects];
obj.mGeom.storeAny(geom);
// The query system manages a built-in timestamp for static objects, which is used by external
// sub-systems like character controllers to invalidate their caches. This is not needed in
// this snippet so any value works here.
const bool isDynamic = true;
// In automatic mode the system will compute the bounds for us.
// In manual mode we compute the bounds first and pass them to the system.
//
// Note that contrary to bounds, the transforms are duplicated and stored within the query
// system. In this snippet we take advantage of this by not storing the poses anywhere
// else - we will retrieve them from the query system when we need them. In a more complex
// example this could create a duplication of the transforms, but this 'double-buffering' is
// actually done on purpose to make sure the query system can run in parallel to the app's
// code when/if it modifies the objects' poses. The poses are double-buffered but the geometries
// are not, because poses of dynamic objects change each frame while geometries do not.
if(gManualBoundsComputation)
{
PxBounds3 bounds;
PxGeometryQuery::computeGeomBounds(bounds, geom, pose, 0.0f, 1.0f + gBoundsInflation);
obj.mData = mQuerySystem->addPrunerShape(payload, mPrunerIndex, isDynamic, pose, &bounds);
}
else
{
obj.mData = mQuerySystem->addPrunerShape(payload, mPrunerIndex, isDynamic, pose, NULL);
}
mNbObjects++;
}
void CustomScene::updateObjects()
{
if(!mQuerySystem)
return;
static float time = 0.0f;
time += 0.01f;
const PxU32 nbObjects = mNbObjects;
for(PxU32 i=0;i<nbObjects;i++)
{
// const float coeff = float(i)/float(nbObjects);
const float coeff = float(i);
// Compute an arbitrary new pose for this object
PxTransform pose;
{
pose.p.x = sinf(time)*cosf(time+coeff)*10.0f;
pose.p.y = sinf(time*1.17f)*cosf(time*1.17f+coeff)*2.0f;
pose.p.z = sinf(time*0.33f)*cosf(time*0.33f+coeff)*10.0f;
PxMat33 rotX; PxSetRotX(rotX, time+coeff);
PxMat33 rotY; PxSetRotY(rotY, time*1.17f+coeff);
PxMat33 rotZ; PxSetRotZ(rotZ, time*0.33f+coeff);
PxMat33 rot = rotX * rotY * rotZ;
pose.q = PxQuat(rot);
pose.q.normalize();
}
// Now we're going to tell the query system about it. It is important to
// understand that updating the query system is a multiple-steps process:
// a) we need to store the new transform and/or bounds in the system.
// b) the internal data-structures have to be updated to take a) into account.
//
// For example if the internal data-structure is an AABB-tree (but it doesn't
// have to be, this is pruner-dependent) then (a) would be writing the new bounds
// value in a leaf node, while (b) would be refitting the tree accordingly. Or
// in a different implementation (a) could be storing the bounds in a linear
// array and (b) could be rebuilding the tree from scratch.
//
// The important point is that there is a per-object update (a), and a global
// per-pruner update (b). It would be very inefficient to do (a) and (b)
// sequentially for each object (we don't want to rebuild the tree more than
// once for example) so the update process is separated into two clearly
// distinct phases. The phase we're dealing with here is (a), via the
// 'updatePrunerShape' function.
const Object& obj = mObjects[i];
if(gManualBoundsComputation)
{
PxBounds3 bounds;
PxGeometryQuery::computeGeomBounds(bounds, obj.mGeom.any(), pose, 0.0f, 1.0f + gBoundsInflation);
mQuerySystem->updatePrunerShape(obj.mData, !gUseDelayedUpdates, pose, &bounds);
}
else
{
// Note: in this codepath the system will compute the bounds automatically:
// - if 'immediately' is true, the system will call back 'CustomScene::getGeometry'
// during the 'updatePrunerShape' call.
// - otherwise it will call 'CustomScene::getGeometry' later during the
// 'mQuerySystem->update' call (below).
mQuerySystem->updatePrunerShape(obj.mData, !gUseDelayedUpdates, pose, NULL);
}
}
// This is the per-pruner update (b) we mentioned just above. It commits the
// updates we just made and reflects them into the internal data-structures.
//
// Note that this function must also be called after adding & removing objects.
//
// Finally, this function also manages the incremental rebuild of internal structures
// if the 'buildStep' parameter is true. This is a convenience function that does
// everything needed in a single call. If all the updates to the system happen in
// a single place, like in this snippet, then this is everything you need.
mQuerySystem->update(true, true);
}
namespace
{
struct CustomPrunerFilterCallback : public PrunerFilterCallback
{
virtual const PxGeometry* validatePayload(const PrunerPayload& payload, PxHitFlags& /*hitFlags*/)
{
return &getGeometryFromPayload(payload);
}
};
}
static CustomPrunerFilterCallback gFilterCallback;
static CachedFuncs gCachedFuncs;
bool CustomScene::raycast(const PxVec3& origin, const PxVec3& unitDir, float maxDist, PxGeomRaycastHit& hit) const
{
if(!mQuerySystem)
return false;
// In this snippet our update loop is simple:
//
// - update all objects ('mQuerySystem->updatePrunerShape')
// - call 'mQuerySystem->update'
// - then perform raycasts
//
// Because we call 'mQuerySystem->update' just before performing the raycasts,
// we guarantee that the internal data-structures are up-to-date and we can
// immediately call 'mQuerySystem->raycast'.
//
// However things can become more complicated:
// - sometimes 'mQuerySystem->updatePrunerShape' is immediately followed by a
// raycast (ex: spawning an object, using a raycast to locate it on the map, repeat)
// - sometimes raycasts happen from multiple threads in no clear order
//
// In these cases the following call to 'commitUpdates' is needed to commit the
// minimal amount of updates to the system, so that correct raycast results are
// guaranteed. In particular this call omits the 'build step' performed in the
// main 'mQuerySystem->update' function (users should have one build step per
// frame). This function is also thread-safe, i.e. you can call commitUpdates
// and raycasts from multiple threads (contrary to 'mQuerySystem->update').
//
// Note that in PxScene::raycast() this call is always executed. But this custom
// query system lets users control when & where it happens. The system becomes
// more flexible, but puts more burden on users.
if(0)
mQuerySystem->commitUpdates();
// After that the raycast code itself is rather simple.
DefaultPrunerRaycastClosestCallback CB(gFilterCallback, gCachedFuncs.mCachedRaycastFuncs, origin, unitDir, maxDist, PxHitFlag::eDEFAULT);
mQuerySystem->raycast(origin, unitDir, maxDist, CB, NULL);
if(CB.mFoundHit)
hit = CB.mClosestHit;
return CB.mFoundHit;
}
void CustomScene::render()
{
updateObjects();
#ifdef RENDER_SNIPPET
const PxVec3 color(1.0f, 0.5f, 0.25f);
const PxU32 nbObjects = mNbObjects;
for(PxU32 i=0;i<nbObjects;i++)
{
const Object& obj = mObjects[i];
PrunerPayloadData ppd;
mQuerySystem->getPayloadData(obj.mData, &ppd);
Snippets::DrawBounds(*ppd.mBounds);
Snippets::renderGeoms(1, &obj.mGeom, ppd.mTransform, false, color);
}
//mQuerySystem->visualize(true, true, PxRenderOutput)
const PxU32 screenWidth = Snippets::getScreenWidth();
const PxU32 screenHeight = Snippets::getScreenHeight();
Snippets::Camera* sCamera = Snippets::getCamera();
const PxVec3 camPos = sCamera->getEye();
const PxVec3 camDir = sCamera->getDir();
#if PX_DEBUG
const PxU32 RAYTRACING_RENDER_WIDTH = 64;
const PxU32 RAYTRACING_RENDER_HEIGHT = 64;
#else
const PxU32 RAYTRACING_RENDER_WIDTH = 256;
const PxU32 RAYTRACING_RENDER_HEIGHT = 256;
#endif
const PxU32 textureWidth = RAYTRACING_RENDER_WIDTH;
const PxU32 textureHeight = RAYTRACING_RENDER_HEIGHT;
GLubyte* pixels = new GLubyte[textureWidth*textureHeight*4];
const float fScreenWidth = float(screenWidth)/float(RAYTRACING_RENDER_WIDTH);
const float fScreenHeight = float(screenHeight)/float(RAYTRACING_RENDER_HEIGHT);
{
// Contrary to PxBVH, the Gu-level query system does not contain any built-in "SIMD guard".
// It is up to users to make sure the SIMD control word is properly setup before calling
// these low-level functions. See also OPTIM_SKIP_INTERNAL_SIMD_GUARD in SnippetPathTracing.
PX_SIMD_GUARD
GLubyte* buffer = pixels;
for(PxU32 j=0;j<RAYTRACING_RENDER_HEIGHT;j++)
{
const PxU32 yi = PxU32(fScreenHeight*float(j));
for(PxU32 i=0;i<RAYTRACING_RENDER_WIDTH;i++)
{
const PxU32 xi = PxU32(fScreenWidth*float(i));
const PxVec3 dir = Snippets::computeWorldRay(xi, yi, camDir);
PxGeomRaycastHit hit;
if(raycast(camPos, dir, 5000.0f, hit))
{
buffer[0] = 128+GLubyte(hit.normal.x*127.0f);
buffer[1] = 128+GLubyte(hit.normal.y*127.0f);
buffer[2] = 128+GLubyte(hit.normal.z*127.0f);
buffer[3] = 255;
}
else
{
buffer[0] = 0;
buffer[1] = 0;
buffer[2] = 0;
buffer[3] = 255;
}
buffer+=4;
}
}
}
const GLuint texID = Snippets::CreateTexture(textureWidth, textureHeight, pixels, false);
#if PX_DEBUG
Snippets::DisplayTexture(texID, 256, 10);
#else
Snippets::DisplayTexture(texID, RAYTRACING_RENDER_WIDTH, 10);
#endif
delete [] pixels;
Snippets::ReleaseTexture(texID);
#endif
}
}
static CustomScene* gScene = NULL;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxConvexMesh* gConvexMesh = NULL;
static PxTriangleMesh* gTriangleMesh = NULL;
void initPhysics(bool /*interactive*/)
{
// We first initialize the PhysX libs we need to create PxGeometry-based objects.
// That is only Foundation, since we'll use the low-level cooking functions here.
// (We don't need to initialize the cooking library).
// Also note how we are not going to use a PxScene in this snippet, and in fact
// we're not going to need anything from the main PhysX_xx.dll, we only use
// PhysXCommon_xx.dll.
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
// Cook one convex mesh and one triangle mesh used in this snippet
{
// Some cooking parameters will have an impact on the performance of our queries,
// some will not. Generally speaking midphase-related parameters are still important
// here, while anything related to contact-generation can be disabled.
const PxTolerancesScale scale;
PxCookingParams params(scale);
params.midphaseDesc.setToDefault(PxMeshMidPhase::eBVH34);
// params.midphaseDesc.mBVH34Desc.quantized = false;
params.meshPreprocessParams |= PxMeshPreprocessingFlag::eDISABLE_ACTIVE_EDGES_PRECOMPUTE;
params.meshPreprocessParams |= PxMeshPreprocessingFlag::eDISABLE_CLEAN_MESH;
// The convex mesh
{
const PxF32 width = 3.0f;
const PxF32 radius = 1.0f;
PxVec3 points[2*16];
for(PxU32 i = 0; i < 16; i++)
{
const PxF32 cosTheta = PxCos(i*PxPi*2.0f/16.0f);
const PxF32 sinTheta = PxSin(i*PxPi*2.0f/16.0f);
const PxF32 y = radius*cosTheta;
const PxF32 z = radius*sinTheta;
points[2*i+0] = PxVec3(-width/2.0f, y, z);
points[2*i+1] = PxVec3(+width/2.0f, y, z);
}
PxConvexMeshDesc convexDesc;
convexDesc.points.count = 32;
convexDesc.points.stride = sizeof(PxVec3);
convexDesc.points.data = points;
convexDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX;
gConvexMesh = immediateCooking::createConvexMesh(params, convexDesc);
}
// The triangle mesh
{
PxTriangleMeshDesc meshDesc;
meshDesc.points.count = SnippetUtils::Bunny_getNbVerts();
meshDesc.points.stride = sizeof(PxVec3);
meshDesc.points.data = SnippetUtils::Bunny_getVerts();
meshDesc.triangles.count = SnippetUtils::Bunny_getNbFaces();
meshDesc.triangles.stride = sizeof(int)*3;
meshDesc.triangles.data = SnippetUtils::Bunny_getFaces();
gTriangleMesh = immediateCooking::createTriangleMesh(params, meshDesc);
}
}
// Create our custom scene and populate it with some custom PxGeometry-based objects
{
gScene = new CustomScene;
gScene->addGeom(PxBoxGeometry(PxVec3(1.0f, 2.0f, 0.5f)), PxTransform(PxVec3(0.0f, 0.0f, 0.0f)));
gScene->addGeom(PxSphereGeometry(1.5f), PxTransform(PxVec3(4.0f, 0.0f, 0.0f)));
gScene->addGeom(PxCapsuleGeometry(1.0f, 1.0f), PxTransform(PxVec3(-4.0f, 0.0f, 0.0f)));
gScene->addGeom(PxConvexMeshGeometry(gConvexMesh), PxTransform(PxVec3(0.0f, 0.0f, 4.0f)));
gScene->addGeom(PxTriangleMeshGeometry(gTriangleMesh), PxTransform(PxVec3(0.0f, 0.0f, -4.0f)));
}
}
void renderScene()
{
if(gScene)
gScene->render();
}
void stepPhysics(bool /*interactive*/)
{
}
void cleanupPhysics(bool /*interactive*/)
{
PX_RELEASE(gScene);
PX_RELEASE(gTriangleMesh);
PX_RELEASE(gConvexMesh);
PX_RELEASE(gFoundation);
printf("SnippetStandaloneQuerySystem done.\n");
}
void keyPress(unsigned char /*key*/, const PxTransform& /*camera*/)
{
}
int snippetMain(int, const char*const*)
{
printf("Standalone Query System snippet.\n");
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 20,908 | C++ | 36.606115 | 138 | 0.733069 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetbvhstructure/SnippetBVHStructure.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates the usage of PxBVH for PxScene's addActor function.
//
// It creates a large number of small sphere shapes forming a large sphere. Large sphere
// represents an actor and the actor is inserted into the scene with a BVH
// that is precomputed from all the small spheres. When an actor is inserted this
// way the scene queries against this object behave actor centric rather than shape
// centric.
// Each actor that is added with a BVH does not update any of its shape bounds
// within a pruning structure. It does update just the actor bounds and the query then
// goes into actors bounds pruner, then a local query is done against the shapes in the
// actor.
// For a dynamic actor consisting of a large amound of shapes there can be a significant
// performance benefits. During fetch results, there is no need to synchronize all
// shape bounds into scene query system. Also when a new AABB tree is build inside
// scene query system these actors shapes are not contained there.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
static void createLargeSphere(const PxTransform& t, PxU32 density, PxReal largeRadius, PxReal radius, bool useAggregate)
{
PxRigidDynamic* body = gPhysics->createRigidDynamic(t);
// generate the sphere shapes
const float gStep = PxPi/float(density);
const float tStep = 2.0f*PxPi/float(density);
for(PxU32 i=0; i<density;i++)
{
for(PxU32 j=0;j<density;j++)
{
const float sinG = PxSin(gStep * i);
const float cosG = PxCos(gStep * i);
const float sinT = PxSin(tStep * j);
const float cosT = PxCos(tStep * j);
PxTransform localTm(PxVec3(largeRadius*sinG*cosT, largeRadius*sinG*sinT, largeRadius*cosG));
PxShape* shape = gPhysics->createShape(PxSphereGeometry(radius), *gMaterial);
shape->setLocalPose(localTm);
body->attachShape(*shape);
shape->release();
}
}
PxRigidBodyExt::updateMassAndInertia(*body, 10.0f);
// get the bounds from the actor, this can be done through a helper function in PhysX extensions
PxU32 numBounds = 0;
PxBounds3* bounds = PxRigidActorExt::getRigidActorShapeLocalBoundsList(*body, numBounds);
printf("Creating BVH structure for large compound actor...\n");
// setup the PxBVHDesc, it does contain only the PxBounds3 data
PxBVHDesc bvhDesc;
bvhDesc.bounds.count = numBounds;
bvhDesc.bounds.data = bounds;
bvhDesc.bounds.stride = sizeof(PxBounds3);
// cook the bvh
PxBVH* bvh = PxCreateBVH(bvhDesc, gPhysics->getPhysicsInsertionCallback());
// release the memory allocated within extensions, the bounds are not required anymore
gAllocator.deallocate(bounds);
if(useAggregate)
printf("Adding actor + BVH structure to aggregate...\n");
else
printf("Adding actor + BVH structure to scene...\n");
// add the actor to the scene and provide the bvh structure (regular path without aggregate usage)
if(!useAggregate)
gScene->addActor(*body, bvh);
// Note that when objects with large amound of shapes are created it is also
// recommended to create an aggregate from them, see the code below that would replace
// the gScene->addActor(*body, bvh)
if(useAggregate)
{
PxAggregate* aggregate = gPhysics->createAggregate(1, body->getNbShapes(), false);
aggregate->addActor(*body, bvh);
gScene->addAggregate(*aggregate);
}
// bvh can be released at this point, the precomputed BVH structure was copied to the SDK pruners.
bvh->release();
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true,gPvd);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
gDispatcher = PxDefaultCpuDispatcherCreate(2);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial);
gScene->addActor(*groundPlane);
for(PxU32 i = 0; i < 10; i++)
createLargeSphere(PxTransform(PxVec3(200.0f*i, .0f, 100.0f)), 50, 30.0f, 1.0f, false);
}
void stepPhysics(bool /*interactive*/)
{
printf("Simulating...\n");
gScene->simulate(1.0f/60.0f);
gScene->fetchResults(true);
}
void cleanupPhysics(bool /*interactive*/)
{
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetBVH done.\n");
}
void keyPress(unsigned char , const PxTransform& )
{
}
int snippetMain(int, const char*const*)
{
static const PxU32 frameCount = 50;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
return 0;
}
| 7,719 | C++ | 37.79397 | 120 | 0.736235 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetconvert/SnippetConvert.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ***********************************************************************************************
// This snippet illustrates how to convert PhysX serialized binary files from one platform to
// another. The conversion requires three input files:
//
// Note: Binary conversion has been DEPRECATED
//
// 1. A metadata file that was created on the source platform. This file specifies the
// source platform as well as the layout of PhysX data structures on the source platform.
// 2. A metadata file that was created on the target platform. This file specifies the target
// (destination) platform as well as the layout of PhysX data structures on the target platform.
// 3. A source file containing a binary serialized collection. The platform this file was created
// on needs to match with the platform the source metadata file has been created on.
//
// Optionally this snippet allows to create a example file with binary serialized data for the
// platform the snippet runs on.
//
// The conversion snippet only compiles and runs on authoring platforms (windows, osx and linux).
//
// SnippetConvert is a simple command-line tool supporting the following options::
//
// --srcMetadata=<filename> Specify the source metadata (and the source platform)
// --dstMetadata=<filename> Specify the target metadata (and the target platform)
// --srcBinFile=<filename> Source binary file to convert (serialized on target platform)
// --dstBinFile=<filename> Outputs target binary file
// --generateExampleFile=<filename> Generates an example file
// --dumpBinaryMetaData=<filename> Dump binary meta data for current runtime platform
// --verbose Enables verbose mode
//
// ***********************************************************************************************
#include "PxPhysicsAPI.h"
#include <iostream>
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetutils/SnippetUtils.h"
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxSerializationRegistry* gSerializationRegistry = NULL;
struct CmdLineParameters
{
bool verbose;
const char* srcMetadata;
const char* dstMetadata;
const char* srcBinFile;
const char* dstBinFile;
const char* exampleFile;
const char* dumpMetaDataFile;
CmdLineParameters()
: verbose(false)
, srcMetadata(NULL)
, dstMetadata(NULL)
, srcBinFile(NULL)
, dstBinFile(NULL)
, exampleFile(NULL)
, dumpMetaDataFile(NULL)
{
}
};
static bool match(const char* opt, const char* ref)
{
std::string s1(opt);
std::string s2(ref);
return !s1.compare(0, s2.length(), s2);
}
static void printHelpMsg()
{
printf("SnippetConvert usage:\n"
"SnippetConvert "
"--srcMetadata=<filename> "
"--dstMetadata=<filename> "
"--srcBinFile=<filename> "
"--dstBinFile=<filename> "
"--generateExampleFile=<filename> "
"--dumpBinaryMetaData=<filename> "
"--verbose \n");
printf("--srcMetadata=<filename>\n");
printf(" Defines source metadata file\n");
printf("--dstMetadata=<filename>\n");
printf(" Defines target metadata file\n");
printf("--srcBinFile=<filename>\n");
printf(" Source binary file to convert\n");
printf("--dstBinFile=<filename>\n");
printf(" Outputs target binary file\n");
printf("--generateExampleFile=<filename>\n");
printf(" Generates an example file\n");
printf("--dumpBinaryMetaData=<filename>\n");
printf(" Dump binary meta data for current runtime platform\n");
printf("--verbose\n");
printf(" Enables verbose mode\n");
}
static bool parseCommandLine(CmdLineParameters& result, int argc, const char *const*argv)
{
if( argc <= 1 )
{
printHelpMsg();
return false;
}
#define GET_PARAMETER(v, s) \
{ \
v = argv[i] + strlen(s); \
if( v == NULL ) \
{ \
printf("[ERROR] \"%s\" should have extra parameter\n", argv[i]);\
printHelpMsg(); \
return false; \
} \
}
for(int i = 0; i < argc; ++i)
{
if(argv[i][0] != '-' || argv[i][1] != '-')
{
if( i > 0 )
{
printf( "[ERROR] Unknown command line parameter \"%s\"\n", argv[i] );
printHelpMsg();
return false;
}
continue;
}
if(match(argv[i], "--verbose"))
{
result.verbose = true;
}
else if(match(argv[i], "--srcMetadata="))
{
GET_PARAMETER(result.srcMetadata, "--srcMetadata=");
}
else if(match(argv[i], "--dstMetadata="))
{
GET_PARAMETER(result.dstMetadata, "--dstMetadata=");
}
else if(match(argv[i], "--srcBinFile="))
{
GET_PARAMETER(result.srcBinFile, "--srcBinFile=");
}
else if(match(argv[i], "--dstBinFile="))
{
GET_PARAMETER(result.dstBinFile, "--dstBinFile=");
}
else if(match(argv[i], "--generateExampleFile="))
{
GET_PARAMETER(result.exampleFile, "--generateExampleFile=");
break;
}
else if (match(argv[i], "--dumpBinaryMetaData="))
{
GET_PARAMETER(result.dumpMetaDataFile, "--dumpBinaryMetaData=");
break;
}
else
{
printf( "[ERROR] Unknown command line parameter \"%s\"\n", argv[i] );
printHelpMsg();
return false;
}
}
if( result.exampleFile || result.dumpMetaDataFile)
return true;
if( !result.srcMetadata || !result.dstMetadata || !result.srcBinFile || !result.dstBinFile)
{
printf("[ERROR] Missed args!! \n");
printHelpMsg();
return false;
}
return true;
}
static bool generateExampleFile(const char* filename)
{
PxCollection* collection = PxCreateCollection();
PX_ASSERT( collection );
PxMaterial *material = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
PX_ASSERT( material );
PxShape* shape = gPhysics->createShape(PxBoxGeometry(2.f, 2.f, 2.f), *material);
PxRigidStatic* theStatic = PxCreateStatic(*gPhysics, PxTransform(PxIdentity), *shape);
collection->add(*material);
collection->add(*shape);
collection->add(*theStatic);
PxDefaultFileOutputStream s(filename);
bool bret = PxSerialization::serializeCollectionToBinary(s, *collection, *gSerializationRegistry);
collection->release();
return bret;
}
static bool dumpBinaryMetaData(const char* filename)
{
PxDefaultFileOutputStream s(filename);
PxSerialization::dumpBinaryMetaData(s, *gSerializationRegistry);
return true;
}
static void initPhysics()
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true);
gSerializationRegistry = PxSerialization::createSerializationRegistry(*gPhysics);
PxInitVehicleSDK(*gPhysics, gSerializationRegistry);
}
static void cleanupPhysics()
{
PxCloseVehicleSDK(gSerializationRegistry);
gSerializationRegistry->release();
PX_RELEASE(gPhysics);
PX_RELEASE(gFoundation);
printf("SnippetConvert done.\n");
}
int snippetMain(int argc, const char *const*argv)
{
CmdLineParameters result;
if(!parseCommandLine(result, argc, argv))
return 1;
bool bret = false;
initPhysics();
if(result.exampleFile || result.dumpMetaDataFile)
{
if (result.exampleFile)
{
bret = generateExampleFile(result.exampleFile);
}
if (result.dumpMetaDataFile)
{
bret &= dumpBinaryMetaData(result.dumpMetaDataFile);
}
}
else
{
PxBinaryConverter* binaryConverter = PxSerialization::createBinaryConverter();
if(result.verbose)
binaryConverter->setReportMode(PxConverterReportMode::eVERBOSE);
else
binaryConverter->setReportMode(PxConverterReportMode::eNORMAL);
PxDefaultFileInputData srcMetaDataStream(result.srcMetadata);
PxDefaultFileInputData dstMetaDataStream(result.dstMetadata);
bret = binaryConverter->setMetaData(srcMetaDataStream, dstMetaDataStream);
if(!bret)
{
printf("setMetaData failed\n");
}
else
{
PxDefaultFileInputData srcBinaryDataStream(result.srcBinFile);
PxDefaultFileOutputStream dstBinaryDataStream(result.dstBinFile);
binaryConverter->convert(srcBinaryDataStream, srcBinaryDataStream.getLength(), dstBinaryDataStream);
}
binaryConverter->release();
}
cleanupPhysics();
return !bret;
}
| 10,060 | C++ | 30.638365 | 103 | 0.684195 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetvehicle2tankdrive/SnippetVehicleTankDrive.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates simple use of the physx vehicle sdk and demonstrates
// how to simulate a tank with a fully featured drivetrain comprising engine,
// clutch, tank differential and gears. The snippet uses only parameters, states and
// components maintained by the PhysX Vehicle SDK.
// Vehicles are made of parameters, states and components.
// Parameters describe the configuration of a vehicle. Examples are vehicle mass, wheel radius
// and suspension stiffness.
// States describe the instantaneous dynamic state of a vehicle. Examples are engine revs, wheel
// yaw angle and tire slip angles.
// Components forward integrate the dynamic state of the vehicle, given the previous vehicle state
// and the vehicle's parameterisation.
// Components update dynamic state by invoking reusable functions in a particular sequence.
// An example component is a rigid body component that updates the linear and angular velocity of
// the vehicle's rigid body given the instantaneous forces and torques of the suspension and tire
// states.
// The pipeline of vehicle computation is a sequence of components that run in order. For example,
// one component might compute the plane under the wheel by performing a scene query against the
// world geometry. The next component in the sequence might compute the suspension compression required
// to place the wheel on the surface of the hit plane. Following this, another component might compute
// the suspension force that arises from that compression. The rigid body component, as discussed earlier,
// can then forward integrate the rigid body's linear velocity using the suspension force.
// Custom combinations of parameter, state and component allow different behaviours to be simulated with
// different simulation fidelities. For example, a suspension component that implements a linear force
// response with respect to its compression state could be replaced with one that imlements a non-linear
// response. The replacement component would consume the same suspension compression state data and
// would output the same suspension force data structure. In this example, the change has been localised
// to the component that converts suspension compression to force and to the parameterisation that governs
// that conversion.
// Another combination example could be the replacement of the tire component from a low fidelity model to
// a high fidelty model such as Pacejka. The low and high fidelity components consume the same state data
// (tire slip, load, friction) and output the same state data for the tire forces. Again, the
// change has been localised to the component that converts slip angle to tire force and the
// parameterisation that governs the conversion.
//The PhysX Vehicle SDK presents a maintained set of parameters, states and components. The maintained
//set of parameters, states and components may be combined on their own or combined with custom parameters,
//states and components.
//This snippet breaks the vehicle into into three distinct models:
//1) a base vehicle model that describes the mechanical configuration of suspensions, tires, wheels and an
// associated rigid body.
//2) a drivetrain model that forwards input controls to wheel torques via a drivetrain model
// that includes engine, clutch, differential and gears.
//3) a physx integration model that provides a representation of the vehicle in an associated physx scene.
// It is a good idea to record and playback with pvd (PhysX Visual Debugger).
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetvehicle2common/enginedrivetrain/EngineDrivetrain.h"
#include "../snippetvehicle2common/serialization/BaseSerialization.h"
#include "../snippetvehicle2common/serialization/EngineDrivetrainSerialization.h"
#include "../snippetvehicle2common/SnippetVehicleHelpers.h"
#include "../snippetcommon/SnippetPVD.h"
using namespace physx;
using namespace physx::vehicle2;
using namespace snippetvehicle2;
//PhysX management class instances.
PxDefaultAllocator gAllocator;
PxDefaultErrorCallback gErrorCallback;
PxFoundation* gFoundation = NULL;
PxPhysics* gPhysics = NULL;
PxDefaultCpuDispatcher* gDispatcher = NULL;
PxScene* gScene = NULL;
PxMaterial* gMaterial = NULL;
PxPvd* gPvd = NULL;
//The path to the vehicle json files to be loaded.
const char* gVehicleDataPath = NULL;
//The vehicle with engine drivetrain
EngineDriveVehicle gVehicle;
//Vehicle simulation needs a simulation context
//to store global parameters of the simulation such as
//gravitational acceleration.
PxVehiclePhysXSimulationContext gVehicleSimulationContext;
//Gravitational acceleration
const PxVec3 gGravity(0.0f, -9.81f, 0.0f);
//The mapping between PxMaterial and friction.
PxVehiclePhysXMaterialFriction gPhysXMaterialFrictions[16];
PxU32 gNbPhysXMaterialFrictions = 0;
PxReal gPhysXDefaultMaterialFriction = 1.0f;
//Give the vehicle a name so it can be identified in PVD.
const char gVehicleName[] = "engineDrive";
//Commands are issued to the vehicle in a pre-choreographed sequence.
struct Command
{
PxF32 brake0; //Tanks have two brake controllers:
PxF32 brake1; // one brake controller for the left track and one for the right track.
PxF32 thrust0; //Tanks have two thrust controllers that divert engine torque to the left and right tracks:
PxF32 thrust1; // one thrust controller for the left track and one for the right track.
PxF32 throttle; //Tanks are driven by an engine that requires a throttle to generate engine drive torque.
PxU32 gear; //Tanks are geared and may use automatic gearing.
PxF32 duration;
};
const PxU32 gTargetGearCommand = 2;
Command gCommands[] =
{
{0.5f, 0.5f, 0.0f, 0.0f, 1.0f, gTargetGearCommand, 2.0f}, //brake on and come to rest for 2 seconds
{0.0f, 0.0f, 0.5f, 0.5f, 1.0f, gTargetGearCommand, 5.0f}, //drive forwards: symmetric forward thrust for 5 seconds
{1.0f, 0.0f, 0.0f, 1.0f, 1.0f, gTargetGearCommand, 5.0f}, //sharp turn: brake on track 0, forward thrust on track 1 for 5 seconds
{0.0f, 0.0f, 1.0f, -1.0f,1.0f, gTargetGearCommand, 5.0f}, //turn on spot: forward thrust on track 0, reverse thrust on track track 1 for 5 seconds
{0.0f, 0.0f, 1.0f, 0.25f,1.0f, gTargetGearCommand, 5.0f}, //gentle steer: asymmetric forward thrust for 5 seconds
{0.0f, 0.0f, -1.0f,-1.0f, 1.0f, gTargetGearCommand, 5.0f} //drive backwards: symmetric negative thrust for 5 seconds
};
const PxReal gNbCommands = sizeof(gCommands) / sizeof(Command);
PxReal gCommandTime = 0.0f; //Time spent on current command
PxU32 gCommandProgress = 0; //The id of the current command.
//A ground plane to drive on.
PxRigidStatic* gGroundPlane = NULL;
void initPhysX()
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), true, gPvd);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = gGravity;
PxU32 numWorkers = 1;
gDispatcher = PxDefaultCpuDispatcherCreate(numWorkers);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = VehicleFilterShader;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
PxInitVehicleExtension(*gFoundation);
}
void cleanupPhysX()
{
PxCloseVehicleExtension();
PX_RELEASE(gMaterial);
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
if (gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release();
transport->release();
}
PX_RELEASE(gFoundation);
}
void initGroundPlane()
{
gGroundPlane = PxCreatePlane(*gPhysics, PxPlane(0, 1, 0, 0), *gMaterial);
for (PxU32 i = 0; i < gGroundPlane->getNbShapes(); i++)
{
PxShape* shape = NULL;
gGroundPlane->getShapes(&shape, 1, i);
shape->setFlag(PxShapeFlag::eSCENE_QUERY_SHAPE, true);
shape->setFlag(PxShapeFlag::eSIMULATION_SHAPE, false);
shape->setFlag(PxShapeFlag::eTRIGGER_SHAPE, false);
}
gScene->addActor(*gGroundPlane);
}
void cleanupGroundPlane()
{
gGroundPlane->release();
}
void initMaterialFrictionTable()
{
//Each physx material can be mapped to a tire friction value on a per tire basis.
//If a material is encountered that is not mapped to a friction value, the friction value used is the specified default value.
//In this snippet there is only a single material so there can only be a single mapping between material and friction.
//In this snippet the same mapping is used by all tires.
gPhysXMaterialFrictions[0].friction = 1.0f;
gPhysXMaterialFrictions[0].material = gMaterial;
gPhysXDefaultMaterialFriction = 1.0f;
gNbPhysXMaterialFrictions = 1;
}
bool initVehicles()
{
//Load the params from json or set directly.
readBaseParamsFromJsonFile(gVehicleDataPath, "Base.json", gVehicle.mBaseParams);
setPhysXIntegrationParams(gVehicle.mBaseParams.axleDescription,
gPhysXMaterialFrictions, gNbPhysXMaterialFrictions, gPhysXDefaultMaterialFriction,
gVehicle.mPhysXParams);
readEngineDrivetrainParamsFromJsonFile(gVehicleDataPath, "EngineDrive.json",
gVehicle.mEngineDriveParams);
//Set the states to default.
if (!gVehicle.initialize(*gPhysics, PxCookingParams(PxTolerancesScale()), *gMaterial,
EngineDriveVehicle::eDIFFTYPE_TANKDRIVE))
{
return false;
}
//Apply a start pose to the physx actor and add it to the physx scene.
PxTransform pose(PxVec3(0.000000000f, -0.0500000119f, -1.59399998f), PxQuat(PxIdentity));
gVehicle.setUpActor(*gScene, pose, gVehicleName);
//Set the vehicle in 1st gear.
gVehicle.mEngineDriveState.gearboxState.currentGear = gVehicle.mEngineDriveParams.gearBoxParams.neutralGear + 1;
gVehicle.mEngineDriveState.gearboxState.targetGear = gVehicle.mEngineDriveParams.gearBoxParams.neutralGear + 1;
//Set the vehicle to use automatic gears.
gVehicle.mTankDriveTransmissionCommandState.targetGear = PxVehicleEngineDriveTransmissionCommandState::eAUTOMATIC_GEAR;
//Set up the simulation context.
//The snippet is set up with
//a) z as the longitudinal axis
//b) x as the lateral axis
//c) y as the vertical axis.
//d) metres as the lengthscale.
gVehicleSimulationContext.setToDefault();
gVehicleSimulationContext.frame.lngAxis = PxVehicleAxes::ePosZ;
gVehicleSimulationContext.frame.latAxis = PxVehicleAxes::ePosX;
gVehicleSimulationContext.frame.vrtAxis = PxVehicleAxes::ePosY;
gVehicleSimulationContext.scale.scale = 1.0f;
gVehicleSimulationContext.gravity = gGravity;
gVehicleSimulationContext.physxScene = gScene;
gVehicleSimulationContext.physxActorUpdateMode = PxVehiclePhysXActorUpdateMode::eAPPLY_ACCELERATION;
return true;
}
void cleanupVehicles()
{
gVehicle.destroy();
}
bool initPhysics()
{
initPhysX();
initGroundPlane();
initMaterialFrictionTable();
if (!initVehicles())
return false;
return true;
}
void cleanupPhysics()
{
cleanupVehicles();
cleanupGroundPlane();
cleanupPhysX();
}
void stepPhysics()
{
if (gNbCommands == gCommandProgress)
return;
const PxReal timestep = 1.0f/60.0f;
//Apply the brake, throttle and thrusts to the command state of the tank.
const Command& command = gCommands[gCommandProgress];
gVehicle.mCommandState.brakes[0] = command.brake0;
gVehicle.mCommandState.brakes[1] = command.brake1;
gVehicle.mCommandState.nbBrakes = 2;
gVehicle.mCommandState.throttle = command.throttle;
gVehicle.mCommandState.steer = 0.0f;
gVehicle.mTankDriveTransmissionCommandState.thrusts[0] = command.thrust0;
gVehicle.mTankDriveTransmissionCommandState.thrusts[1] = command.thrust1;
gVehicle.mTankDriveTransmissionCommandState.targetGear = command.gear;
//Forward integrate the vehicle by a single timestep.
//Apply substepping at low forward speed to improve simulation fidelity.
const PxVec3 linVel = gVehicle.mPhysXState.physxActor.rigidBody->getLinearVelocity();
const PxVec3 forwardDir = gVehicle.mPhysXState.physxActor.rigidBody->getGlobalPose().q.getBasisVector2();
const PxReal forwardSpeed = linVel.dot(forwardDir);
const PxU8 nbSubsteps = (forwardSpeed < 5.0f ? 3 : 1);
gVehicle.mComponentSequence.setSubsteps(gVehicle.mComponentSequenceSubstepGroupHandle, nbSubsteps);
gVehicle.step(timestep, gVehicleSimulationContext);
//Forward integrate the phsyx scene by a single timestep.
gScene->simulate(timestep);
gScene->fetchResults(true);
//Increment the time spent on the current command.
//Move to the next command in the list if enough time has lapsed.
gCommandTime += timestep;
if (gCommandTime > gCommands[gCommandProgress].duration)
{
gCommandProgress++;
gCommandTime = 0.0f;
}
}
int snippetMain(int argc, const char*const* argv)
{
if (!parseVehicleDataPath(argc, argv, "SnippetVehicle2TankDrive", gVehicleDataPath))
return 1;
//Check that we can read from the json file before continuing.
BaseVehicleParams baseParams;
if (!readBaseParamsFromJsonFile(gVehicleDataPath, "Base.json", baseParams))
return 1;
//Check that we can read from the json file before continuing.
EngineDrivetrainParams engineDrivetrainParams;
if (!readEngineDrivetrainParamsFromJsonFile(gVehicleDataPath, "EngineDrive.json",
engineDrivetrainParams))
return 1;
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
if (initPhysics())
{
while (gCommandProgress != gNbCommands)
{
stepPhysics();
}
cleanupPhysics();
}
#endif
return 0;
}
| 15,721 | C++ | 40.702918 | 147 | 0.767445 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetvehicle2customsuspension/CustomSuspension.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#pragma once
#include "PxPhysicsAPI.h"
#include "../snippetvehicle2common/directdrivetrain/DirectDrivetrain.h"
namespace snippetvehicle2
{
using namespace physx;
using namespace physx::vehicle2;
struct CustomSuspensionParams
{
PxReal phase;
PxReal frequency;
PxReal amplitude;
};
struct CustomSuspensionState
{
PxReal theta;
PX_FORCE_INLINE void setToDefault()
{
PxMemZero(this, sizeof(CustomSuspensionState));
}
};
void addCustomSuspensionForce
(const PxReal dt,
const PxVehicleSuspensionParams& suspParams,
const CustomSuspensionParams& customParams,
const PxVec3& groundNormal, bool isWheelOnGround,
const PxVehicleSuspensionComplianceState& suspComplianceState, const PxVehicleRigidBodyState& rigidBodyState,
PxVehicleSuspensionForce& suspForce, CustomSuspensionState& customState);
class CustomSuspensionComponent : public PxVehicleComponent
{
public:
CustomSuspensionComponent() : PxVehicleComponent() {}
virtual void getDataForCustomSuspensionComponent(
const PxVehicleAxleDescription*& axleDescription,
const PxVehicleRigidBodyParams*& rigidBodyParams,
const PxVehicleSuspensionStateCalculationParams*& suspensionStateCalculationParams,
const PxReal*& steerResponseStates,
const PxVehicleRigidBodyState*& rigidBodyState,
const PxVehicleWheelParams*& wheelParams,
const PxVehicleSuspensionParams*& suspensionParams,
const CustomSuspensionParams*& customSuspensionParams,
const PxVehicleSuspensionComplianceParams*& suspensionComplianceParams,
const PxVehicleSuspensionForceParams*& suspensionForceParams,
const PxVehicleRoadGeometryState*& wheelRoadGeomStates,
PxVehicleSuspensionState*& suspensionStates,
CustomSuspensionState*& customSuspensionStates,
PxVehicleSuspensionComplianceState*& suspensionComplianceStates,
PxVehicleSuspensionForce*& suspensionForces) = 0;
virtual bool update(const PxReal dt, const PxVehicleSimulationContext& context)
{
const PxVehicleAxleDescription* axleDescription;
const PxVehicleRigidBodyParams* rigidBodyParams;
const PxVehicleSuspensionStateCalculationParams* suspensionStateCalculationParams;
const PxReal* steerResponseStates;
const PxVehicleRigidBodyState* rigidBodyState;
const PxVehicleWheelParams* wheelParams;
const PxVehicleSuspensionParams* suspensionParams;
const CustomSuspensionParams* customSuspensionParams;
const PxVehicleSuspensionComplianceParams* suspensionComplianceParams;
const PxVehicleSuspensionForceParams* suspensionForceParams;
const PxVehicleRoadGeometryState* wheelRoadGeomStates;
PxVehicleSuspensionState* suspensionStates;
CustomSuspensionState* customSuspensionStates;
PxVehicleSuspensionComplianceState* suspensionComplianceStates;
PxVehicleSuspensionForce* suspensionForces;
getDataForCustomSuspensionComponent(axleDescription, rigidBodyParams, suspensionStateCalculationParams,
steerResponseStates, rigidBodyState, wheelParams, suspensionParams, customSuspensionParams,
suspensionComplianceParams, suspensionForceParams, wheelRoadGeomStates,
suspensionStates, customSuspensionStates, suspensionComplianceStates, suspensionForces);
for (PxU32 i = 0; i < axleDescription->nbWheels; i++)
{
const PxU32 wheelId = axleDescription->wheelIdsInAxleOrder[i];
//Update the suspension state (jounce, jounce speed)
PxVehicleSuspensionStateUpdate(
wheelParams[wheelId], suspensionParams[wheelId], *suspensionStateCalculationParams,
suspensionForceParams[wheelId].stiffness, suspensionForceParams[wheelId].damping,
steerResponseStates[wheelId], wheelRoadGeomStates[wheelId],
*rigidBodyState,
dt, context.frame, context.gravity,
suspensionStates[wheelId]);
//Update the compliance from the suspension state.
PxVehicleSuspensionComplianceUpdate(
suspensionParams[wheelId], suspensionComplianceParams[wheelId],
suspensionStates[wheelId],
suspensionComplianceStates[wheelId]);
//Compute the suspension force from the suspension and compliance states.
PxVehicleSuspensionForceUpdate(
suspensionParams[wheelId], suspensionForceParams[wheelId],
wheelRoadGeomStates[wheelId], suspensionStates[wheelId],
suspensionComplianceStates[wheelId], *rigidBodyState,
context.gravity, rigidBodyParams->mass,
suspensionForces[wheelId]);
addCustomSuspensionForce(dt,
suspensionParams[wheelId],
customSuspensionParams[wheelId],
wheelRoadGeomStates[wheelId].plane.n, PxVehicleIsWheelOnGround(suspensionStates[wheelId]),
suspensionComplianceStates[wheelId], *rigidBodyState,
suspensionForces[wheelId], customSuspensionStates[wheelId]);
}
return true;
}
};
//
//This class holds the parameters, state and logic needed to implement a vehicle that
//is using a custom component for the suspension logic.
//
//See BaseVehicle for more details on the snippet code design.
//
class CustomSuspensionVehicle
: public DirectDriveVehicle
, public CustomSuspensionComponent
{
public:
bool initialize(PxPhysics& physics, const PxCookingParams& params, PxMaterial& defaultMaterial, bool addPhysXBeginEndComponents = true);
virtual void destroy();
virtual void initComponentSequence(bool addPhysXBeginEndComponents);
virtual void getDataForCustomSuspensionComponent(
const PxVehicleAxleDescription*& axleDescription,
const PxVehicleRigidBodyParams*& rigidBodyParams,
const PxVehicleSuspensionStateCalculationParams*& suspensionStateCalculationParams,
const PxReal*& steerResponseStates,
const PxVehicleRigidBodyState*& rigidBodyState,
const PxVehicleWheelParams*& wheelParams,
const PxVehicleSuspensionParams*& suspensionParams,
const CustomSuspensionParams*& customSuspensionParams,
const PxVehicleSuspensionComplianceParams*& suspensionComplianceParams,
const PxVehicleSuspensionForceParams*& suspensionForceParams,
const PxVehicleRoadGeometryState*& wheelRoadGeomStates,
PxVehicleSuspensionState*& suspensionStates,
CustomSuspensionState*& customSuspensionStates,
PxVehicleSuspensionComplianceState*& suspensionComplianceStates,
PxVehicleSuspensionForce*& suspensionForces)
{
axleDescription = &mBaseParams.axleDescription;
rigidBodyParams = &mBaseParams.rigidBodyParams;
suspensionStateCalculationParams = &mBaseParams.suspensionStateCalculationParams;
steerResponseStates = mBaseState.steerCommandResponseStates;
rigidBodyState = &mBaseState.rigidBodyState;
wheelParams = mBaseParams.wheelParams;
suspensionParams = mBaseParams.suspensionParams;
customSuspensionParams = mCustomSuspensionParams;
suspensionComplianceParams = mBaseParams.suspensionComplianceParams;
suspensionForceParams = mBaseParams.suspensionForceParams;
wheelRoadGeomStates = mBaseState.roadGeomStates;
suspensionStates = mBaseState.suspensionStates;
customSuspensionStates = mCustomSuspensionStates;
suspensionComplianceStates = mBaseState.suspensionComplianceStates;
suspensionForces = mBaseState.suspensionForces;
}
//Parameters and states of the vehicle's custom suspension.
CustomSuspensionParams mCustomSuspensionParams[4];
CustomSuspensionState mCustomSuspensionStates[4];
};
}//namespace snippetvehicle2
| 8,809 | C | 41.15311 | 137 | 0.820184 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetvehicle2customsuspension/CustomSuspension.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "CustomSuspension.h"
namespace snippetvehicle2
{
void addCustomSuspensionForce
(const PxReal dt,
const PxVehicleSuspensionParams& suspParams,
const CustomSuspensionParams& customParams,
const PxVec3& groundNormal, bool isWheelOnGround, const PxVehicleSuspensionComplianceState& suspComplianceState, const PxVehicleRigidBodyState& rigidBodyState,
PxVehicleSuspensionForce& suspForce, CustomSuspensionState& customState)
{
//Work out the oscillating force magnitude at time t.
const PxF32 magnitude = (1.0f + PxCos(customParams.phase + customState.theta))*0.5f*customParams.amplitude;
//Compute the custom force and torque.
const PxVec3 suspDir = isWheelOnGround ? groundNormal : PxVec3(PxZero);
const PxVec3 customForce = suspDir * magnitude;
const PxVec3 r = rigidBodyState.pose.rotate(suspParams.suspensionAttachment.transform(suspComplianceState.suspForceAppPoint));
const PxVec3 customTorque = r.cross(customForce);
//Increment the phase of the oscillator and clamp it in range (-Pi,Pi)
PxReal theta = customState.theta + 2.0f*PxPi*customParams.frequency*dt;
if (theta > PxPi)
{
theta -= 2.0f*PxPi;
}
else if (theta < -PxPi)
{
theta += 2.0f*PxPi;
}
customState.theta = theta;
//Add the custom force to the standard suspension force.
suspForce.force += customForce;
suspForce.torque += customTorque;
}
bool CustomSuspensionVehicle::initialize(PxPhysics& physics, const PxCookingParams& params, PxMaterial& defaultMaterial, bool addPhysXBeginEndComponents)
{
if (!DirectDriveVehicle::initialize(physics, params, defaultMaterial, addPhysXBeginEndComponents))
return false;
//Set the custom suspension params for all 4 wheels of the vehicle.
{
CustomSuspensionParams frontLeft;
frontLeft.amplitude = 6000.0f*1.25f;
frontLeft.frequency = 2.0f;
frontLeft.phase = 0.0f;
mCustomSuspensionParams[0] = frontLeft;
CustomSuspensionParams frontRight;
frontRight.amplitude = 6000.0f*1.25f;
frontRight.frequency = 2.0f;
frontRight.phase = 0.0f;
mCustomSuspensionParams[1] = frontRight;
CustomSuspensionParams rearLeft;
rearLeft.amplitude = 6000.0f*1.25f;
rearLeft.frequency = 2.0f;
rearLeft.phase = PxPi * 0.5f;
mCustomSuspensionParams[2] = rearLeft;
CustomSuspensionParams rearRight;
rearRight.amplitude = 6000.0f*1.25f;
rearRight.frequency = 2.0f;
rearRight.phase = PxPi * 0.5f;
mCustomSuspensionParams[3] = rearRight;
}
//Initialise the custom suspension state.
mCustomSuspensionStates[0].setToDefault();
mCustomSuspensionStates[1].setToDefault();
mCustomSuspensionStates[2].setToDefault();
mCustomSuspensionStates[3].setToDefault();
return true;
}
void CustomSuspensionVehicle::destroy()
{
DirectDriveVehicle::destroy();
}
void CustomSuspensionVehicle::initComponentSequence(const bool addPhysXBeginEndComponents)
{
//Wake up the associated PxRigidBody if it is asleep and the vehicle commands signal an
//intent to change state.
//Read from the physx actor and write the state (position, velocity etc) to the vehicle.
if(addPhysXBeginEndComponents)
mComponentSequence.add(static_cast<PxVehiclePhysXActorBeginComponent*>(this));
//Read the input commands (throttle, brake etc) and forward them as torques and angles to the wheels on each axle.
mComponentSequence.add(static_cast<PxVehicleDirectDriveCommandResponseComponent*>(this));
//Work out which wheels have a non-zero drive torque and non-zero brake torque.
//This is used to determine if any tire is to enter the "sticky" regime that will bring the
//vehicle to rest.
mComponentSequence.add(static_cast<PxVehicleDirectDriveActuationStateComponent*>(this));
//Perform a scene query against the physx scene to determine the plane and friction under each wheel.
mComponentSequence.add(static_cast<PxVehiclePhysXRoadGeometrySceneQueryComponent*>(this));
//Start a substep group that can be ticked multiple times per update.
//In this example, we perform 3 updates of the suspensions, tires and wheels without recalculating
//the plane underneath the wheel. This is useful for stability at low forward speeds and is
//computationally cheaper than simulating the entire sequence.
mComponentSequenceSubstepGroupHandle = mComponentSequence.beginSubstepGroup(3);
//Update the suspension compression given the plane under each wheel.
//Update the kinematic compliance from the compression state of each suspension.
//Convert suspension state to suspension force and torque.
//Add an additional sinusoidal suspension force that will entice the vehicle to
//perform a kind of mechanical dance.
mComponentSequence.add(static_cast<CustomSuspensionComponent*>(this));
//Compute the load on the tire, the friction experienced by the tire
//and the lateral/longitudinal slip angles.
//Convert load/friction/slip to tire force and torque.
//If the vehicle is to come rest then compute the "sticky" velocity constraints to apply to the
//vehicle.
mComponentSequence.add(static_cast<PxVehicleTireComponent*>(this));
//Apply any velocity constraints to a data buffer that will be consumed by the physx scene
//during the next physx scene update.
mComponentSequence.add(static_cast<PxVehiclePhysXConstraintComponent*>(this));
//Apply the tire force, brake force and drive force to each wheel and
//forward integrate the rotation speed of each wheel.
mComponentSequence.add(static_cast<PxVehicleDirectDrivetrainComponent*>(this));
//Apply the suspension and tire forces to the vehicle's rigid body and forward
//integrate the state of the rigid body.
mComponentSequence.add(static_cast<PxVehicleRigidBodyComponent*>(this));
//Mark the end of the substep group.
mComponentSequence.endSubstepGroup();
//Update the rotation angle of the wheel by forwarding integrating the rotational
//speed of each wheel.
//Compute the local pose of the wheel in the rigid body frame after accounting
//suspension compression and compliance.
mComponentSequence.add(static_cast<PxVehicleWheelComponent*>(this));
//Write the local poses of each wheel to the corresponding shapes on the physx actor.
//Write the momentum change applied to the vehicle's rigid body to the physx actor.
//The physx scene can now try to apply that change to the physx actor.
//The physx scene will account for collisions and constraints to be applied to the vehicle
//that occur by applying the change.
if(addPhysXBeginEndComponents)
mComponentSequence.add(static_cast<PxVehiclePhysXActorEndComponent*>(this));
}
}//namespace snippetvehicle2
| 8,228 | C++ | 43.722826 | 160 | 0.781842 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetkinematicsoftbody/SnippetKinematicSoftBody.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet demonstrates how to setup softbodies.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#include "../snippetkinematicsoftbody/SnippetKinematicSoftBody.h"
#include "../snippetkinematicsoftbody/MeshGenerator.h"
#include "extensions/PxTetMakerExt.h"
#include "extensions/PxSoftBodyExt.h"
using namespace physx;
using namespace meshgenerator;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxCudaContextManager* gCudaContextManager = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
std::vector<SoftBody> gSoftBodies;
void addSoftBody(PxSoftBody* softBody, const PxFEMParameters& femParams, const PxFEMMaterial& /*femMaterial*/,
const PxTransform& transform, const PxReal density, const PxReal scale, const PxU32 iterCount/*, PxMaterial* tetMeshMaterial*/)
{
PxVec4* simPositionInvMassPinned;
PxVec4* simVelocityPinned;
PxVec4* collPositionInvMassPinned;
PxVec4* restPositionPinned;
PxSoftBodyExt::allocateAndInitializeHostMirror(*softBody, gCudaContextManager, simPositionInvMassPinned, simVelocityPinned, collPositionInvMassPinned, restPositionPinned);
const PxReal maxInvMassRatio = 50.f;
softBody->setParameter(femParams);
//softBody->setMaterial(femMaterial);
softBody->setSolverIterationCounts(iterCount);
PxSoftBodyExt::transform(*softBody, transform, scale, simPositionInvMassPinned, simVelocityPinned, collPositionInvMassPinned, restPositionPinned);
PxSoftBodyExt::updateMass(*softBody, density, maxInvMassRatio, simPositionInvMassPinned);
PxSoftBodyExt::copyToDevice(*softBody, PxSoftBodyDataFlag::eALL, simPositionInvMassPinned, simVelocityPinned, collPositionInvMassPinned, restPositionPinned);
SoftBody sBody(softBody, gCudaContextManager);
gSoftBodies.push_back(sBody);
PX_PINNED_HOST_FREE(gCudaContextManager, simPositionInvMassPinned);
PX_PINNED_HOST_FREE(gCudaContextManager, simVelocityPinned);
PX_PINNED_HOST_FREE(gCudaContextManager, collPositionInvMassPinned);
PX_PINNED_HOST_FREE(gCudaContextManager, restPositionPinned);
}
static PxSoftBody* createSoftBody(const PxCookingParams& params, const PxArray<PxVec3>& triVerts, const PxArray<PxU32>& triIndices, bool useCollisionMeshForSimulation = false)
{
PxFEMSoftBodyMaterial* material = PxGetPhysics().createFEMSoftBodyMaterial(1e+6f, 0.45f, 0.5f);
material->setDamping(0.005f);
PxSoftBodyMesh* softBodyMesh;
PxU32 numVoxelsAlongLongestAABBAxis = 8;
PxSimpleTriangleMesh surfaceMesh;
surfaceMesh.points.count = triVerts.size();
surfaceMesh.points.data = triVerts.begin();
surfaceMesh.triangles.count = triIndices.size() / 3;
surfaceMesh.triangles.data = triIndices.begin();
if (useCollisionMeshForSimulation)
{
softBodyMesh = PxSoftBodyExt::createSoftBodyMeshNoVoxels(params, surfaceMesh, gPhysics->getPhysicsInsertionCallback());
}
else
{
softBodyMesh = PxSoftBodyExt::createSoftBodyMesh(params, surfaceMesh, numVoxelsAlongLongestAABBAxis, gPhysics->getPhysicsInsertionCallback());
}
//Alternatively one can cook a softbody mesh in a single step
//tetMesh = cooking.createSoftBodyMesh(simulationMeshDesc, collisionMeshDesc, softbodyDesc, physics.getPhysicsInsertionCallback());
PX_ASSERT(softBodyMesh);
if (!gCudaContextManager)
return NULL;
PxSoftBody* softBody = gPhysics->createSoftBody(*gCudaContextManager);
if (softBody)
{
PxShapeFlags shapeFlags = PxShapeFlag::eVISUALIZATION | PxShapeFlag::eSCENE_QUERY_SHAPE | PxShapeFlag::eSIMULATION_SHAPE;
PxFEMSoftBodyMaterial* materialPtr = PxGetPhysics().createFEMSoftBodyMaterial(1e+6f, 0.45f, 0.5f);
materialPtr->setMaterialModel(PxFEMSoftBodyMaterialModel::eNEO_HOOKEAN);
PxTetrahedronMeshGeometry geometry(softBodyMesh->getCollisionMesh());
PxShape* shape = gPhysics->createShape(geometry, &materialPtr, 1, true, shapeFlags);
if (shape)
{
softBody->attachShape(*shape);
shape->setSimulationFilterData(PxFilterData(0, 0, 2, 0));
}
softBody->attachSimulationMesh(*softBodyMesh->getSimulationMesh(), *softBodyMesh->getSoftBodyAuxData());
gScene->addActor(*softBody);
PxFEMParameters femParams;
addSoftBody(softBody, femParams, *material, PxTransform(PxVec3(0.f, 0.f, 0.f), PxQuat(PxIdentity)), 100.f, 1.0f, 30);
softBody->setSoftBodyFlag(PxSoftBodyFlag::eDISABLE_SELF_COLLISION, true);
}
return softBody;
}
static void createSoftbodies(const PxCookingParams& params)
{
PxArray<PxVec3> triVerts;
PxArray<PxU32> triIndices;
PxReal maxEdgeLength = 0.75f;
createCube(triVerts, triIndices, PxVec3(0, 0, 0), PxVec3(2.5f, 10, 2.5f));
PxRemeshingExt::limitMaxEdgeLength(triIndices, triVerts, maxEdgeLength);
PxVec3 position(0, 5.0f, 0);
for (PxU32 i = 0; i < triVerts.size(); ++i)
{
PxVec3& p = triVerts[i];
PxReal corr = PxSqrt(p.x*p.x + p.z*p.z);
if (corr != 0)
corr = PxMax(PxAbs(p.x), PxAbs(p.z)) / corr;
PxReal scaling = 0.75f + 0.5f * (PxCos(1.5f*p.y) + 1.0f);
p.x *= scaling * corr;
p.z *= scaling * corr;
p += position;
}
PxRemeshingExt::limitMaxEdgeLength(triIndices, triVerts, maxEdgeLength);
PxSoftBody* softBody = createSoftBody(params, triVerts, triIndices, true);
SoftBody* sb = &gSoftBodies[0];
sb->copyDeformedVerticesFromGPU();
PxCudaContextManager* cudaContextManager = gScene->getCudaContextManager();
PxU32 vertexCount = sb->mSoftBody->getSimulationMesh()->getNbVertices();
PxVec4* kinematicTargets = PX_PINNED_HOST_ALLOC_T(PxVec4, cudaContextManager, vertexCount);
PxVec4* positionInvMass = sb->mPositionsInvMass;
for (PxU32 i = 0; i < vertexCount; ++i)
{
PxVec4& p = positionInvMass[i];
bool kinematic = false;
if (i < triVerts.size())
{
if (p.y > 9.9f)
kinematic = true;
if (p.y > 5 - 0.1f && p.y < 5 + 0.1f)
kinematic = true;
if (p.y < 0.1f)
kinematic = true;
}
kinematicTargets[i] = PxConfigureSoftBodyKinematicTarget(p, kinematic);
}
PxVec4* kinematicTargetsD = PX_DEVICE_ALLOC_T(PxVec4, cudaContextManager, vertexCount);
cudaContextManager->getCudaContext()->memcpyHtoD(reinterpret_cast<CUdeviceptr>(softBody->getSimPositionInvMassBufferD()), positionInvMass, vertexCount * sizeof(PxVec4));
cudaContextManager->getCudaContext()->memcpyHtoD(reinterpret_cast<CUdeviceptr>(kinematicTargetsD), kinematicTargets, vertexCount * sizeof(PxVec4));
softBody->setKinematicTargetBufferD(kinematicTargetsD, PxSoftBodyFlag::ePARTIALLY_KINEMATIC);
sb->mTargetPositionsH = kinematicTargets;
sb->mTargetPositionsD = kinematicTargetsD;
sb->mTargetCount = vertexCount;
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
// initialize cuda
PxCudaContextManagerDesc cudaContextManagerDesc;
gCudaContextManager = PxCreateCudaContextManager(*gFoundation, cudaContextManagerDesc, PxGetProfilerCallback());
if (gCudaContextManager && !gCudaContextManager->contextIsValid())
{
gCudaContextManager->release();
gCudaContextManager = NULL;
printf("Failed to initialize cuda context.\n");
}
PxTolerancesScale scale;
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, scale, true, gPvd);
PxInitExtensions(*gPhysics, gPvd);
PxCookingParams params(scale);
params.meshWeldTolerance = 0.001f;
params.meshPreprocessParams = PxMeshPreprocessingFlags(PxMeshPreprocessingFlag::eWELD_VERTICES);
params.buildTriangleAdjacencies = false;
params.buildGPUData = true;
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
if (!sceneDesc.cudaContextManager)
sceneDesc.cudaContextManager = gCudaContextManager;
sceneDesc.flags |= PxSceneFlag::eENABLE_GPU_DYNAMICS;
sceneDesc.flags |= PxSceneFlag::eENABLE_PCM;
PxU32 numCores = SnippetUtils::getNbPhysicalCores();
gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
sceneDesc.flags |= PxSceneFlag::eENABLE_ACTIVE_ACTORS;
sceneDesc.sceneQueryUpdateMode = PxSceneQueryUpdateMode::eBUILD_ENABLED_COMMIT_DISABLED;
sceneDesc.broadPhaseType = PxBroadPhaseType::eGPU;
sceneDesc.gpuMaxNumPartitions = 8;
sceneDesc.solverType = PxSolverType::eTGS;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.f);
PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial);
gScene->addActor(*groundPlane);
createSoftbodies(params);
// Setup rigid bodies
const PxReal dynamicsDensity = 10;
const PxReal boxSize = 0.5f;
const PxReal spacing = 0.6f;
const PxReal boxMass = boxSize * boxSize * boxSize * dynamicsDensity;
const PxU32 gridSizeA = 13;
const PxU32 gridSizeB = 3;
const PxReal initialRadius = 1.65f;
const PxReal distanceJointStiffness = 500.0f;
const PxReal distanceJointDamping = 0.5f;
PxShape* shape = gPhysics->createShape(PxBoxGeometry(0.5f * boxSize, 0.5f * boxSize, 0.5f * boxSize), *gMaterial);
shape->setDensityForFluid(dynamicsDensity);
PxArray<PxRigidDynamic*> rigids;
for (PxU32 i = 0; i < gridSizeA; ++i)
for (PxU32 j = 0; j < gridSizeB; ++j)
{
PxReal x = PxCos((2 * PxPi*i) / gridSizeA);
PxReal y = PxSin((2 * PxPi*i) / gridSizeA);
PxVec3 pos = PxVec3((x*j)*spacing + x * initialRadius, 8, (y *j)*spacing + y * initialRadius);
PxReal d = 0.0f;
{
PxReal x2 = PxCos((2 * PxPi*(i + 1)) / gridSizeA);
PxReal y2 = PxSin((2 * PxPi*(i + 1)) / gridSizeA);
PxVec3 pos2 = PxVec3((x2*j)*spacing + x2 * initialRadius, 8, (y2 *j)*spacing + y2 * initialRadius);
d = (pos - pos2).magnitude();
}
PxRigidDynamic* body = gPhysics->createRigidDynamic(PxTransform(pos));
body->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*body, boxMass);
gScene->addActor(*body);
rigids.pushBack(body);
if (j > 0)
{
PxDistanceJoint* joint = PxDistanceJointCreate(*gPhysics, rigids[rigids.size() - 2], PxTransform(PxIdentity), body, PxTransform(PxIdentity));
joint->setMaxDistance(spacing);
joint->setMinDistance(spacing*0.5f);
joint->setDistanceJointFlags(PxDistanceJointFlag::eMAX_DISTANCE_ENABLED | PxDistanceJointFlag::eMIN_DISTANCE_ENABLED | PxDistanceJointFlag::eSPRING_ENABLED);
joint->setStiffness(distanceJointStiffness);
joint->setDamping(distanceJointDamping);
joint->setConstraintFlags(PxConstraintFlag::eCOLLISION_ENABLED);
}
if (i > 0)
{
PxDistanceJoint* joint = PxDistanceJointCreate(*gPhysics, rigids[rigids.size() - gridSizeB - 1], PxTransform(PxIdentity), body, PxTransform(PxIdentity));
joint->setMaxDistance(d);
joint->setMinDistance(d*0.5f);
joint->setDistanceJointFlags(PxDistanceJointFlag::eMAX_DISTANCE_ENABLED | PxDistanceJointFlag::eMIN_DISTANCE_ENABLED | PxDistanceJointFlag::eSPRING_ENABLED);
joint->setStiffness(distanceJointStiffness);
joint->setDamping(distanceJointDamping);
joint->setConstraintFlags(PxConstraintFlag::eCOLLISION_ENABLED);
if (i == gridSizeA - 1)
{
PxDistanceJoint* joint2 = PxDistanceJointCreate(*gPhysics, rigids[j], PxTransform(PxIdentity), body, PxTransform(PxIdentity));
joint2->setMaxDistance(d);
joint2->setMinDistance(d*0.5f);
joint2->setDistanceJointFlags(PxDistanceJointFlag::eMAX_DISTANCE_ENABLED | PxDistanceJointFlag::eMIN_DISTANCE_ENABLED | PxDistanceJointFlag::eSPRING_ENABLED);
joint2->setStiffness(distanceJointStiffness);
joint2->setDamping(distanceJointDamping);
joint->setConstraintFlags(PxConstraintFlag::eCOLLISION_ENABLED);
}
}
}
shape->release();
}
PxReal simTime = 0.0f;
void stepPhysics(bool /*interactive*/)
{
const PxReal dt = 1.0f / 60.f;
gScene->simulate(dt);
gScene->fetchResults(true);
for (PxU32 i = 0; i < gSoftBodies.size(); i++)
{
SoftBody* sb = &gSoftBodies[i];
sb->copyDeformedVerticesFromGPU();
PxCudaContextManager* cudaContextManager = sb->mCudaContextManager;
//Update the kinematic targets to get some motion
if (i == 0)
{
PxReal scaling = PxMin(0.01f, simTime * 0.1f);
PxReal velocity = 1.0f;
for (PxU32 j = 0; j < sb->mTargetCount; ++j)
{
PxVec4& target = sb->mTargetPositionsH[j];
if (target.w == 0.0f)
{
PxReal phase = target.y*2.0f;
target.x += scaling * PxSin(velocity * simTime + phase);
target.z += scaling * PxCos(velocity * simTime + phase);
}
}
PxScopedCudaLock _lock(*cudaContextManager);
cudaContextManager->getCudaContext()->memcpyHtoD(reinterpret_cast<CUdeviceptr>(sb->mTargetPositionsD), sb->mTargetPositionsH, sb->mTargetCount * sizeof(PxVec4));
}
}
simTime += dt;
}
void cleanupPhysics(bool /*interactive*/)
{
for (PxU32 i = 0; i < gSoftBodies.size(); i++)
gSoftBodies[i].release();
gSoftBodies.clear();
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release();
transport->release();
PxCloseExtensions();
gCudaContextManager->release();
PX_RELEASE(gFoundation);
printf("Snippet Kinematic Softbody done.\n");
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 15,897 | C++ | 37.400966 | 175 | 0.746619 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetkinematicsoftbody/SnippetKinematicSoftBody.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef PHYSX_SNIPPET_KINEMATIC_SOFTBODY_H
#define PHYSX_SNIPPET_KINEMATIC_SOFTBODY_H
#include "PxPhysicsAPI.h"
#include "cudamanager/PxCudaContextManager.h"
#include "cudamanager/PxCudaContext.h"
#include <vector>
class SoftBody
{
public:
SoftBody(physx::PxSoftBody* softBody, physx::PxCudaContextManager* cudaContextManager) :
mSoftBody(softBody),
mCudaContextManager(cudaContextManager)
{
mPositionsInvMass = PX_PINNED_HOST_ALLOC_T(physx::PxVec4, cudaContextManager, softBody->getCollisionMesh()->getNbVertices());
}
~SoftBody()
{
}
void release()
{
if (mSoftBody)
mSoftBody->release();
if (mPositionsInvMass)
PX_PINNED_HOST_FREE(mCudaContextManager, mPositionsInvMass);
if (mTargetPositionsH)
PX_PINNED_HOST_FREE(mCudaContextManager, mTargetPositionsH);
if (mTargetPositionsD)
PX_DEVICE_FREE(mCudaContextManager, mTargetPositionsD);
}
void copyDeformedVerticesFromGPUAsync(CUstream stream)
{
physx::PxTetrahedronMesh* tetMesh = mSoftBody->getCollisionMesh();
physx::PxScopedCudaLock _lock(*mCudaContextManager);
mCudaContextManager->getCudaContext()->memcpyDtoHAsync(mPositionsInvMass, reinterpret_cast<CUdeviceptr>(mSoftBody->getPositionInvMassBufferD()), tetMesh->getNbVertices() * sizeof(physx::PxVec4), stream);
}
void copyDeformedVerticesFromGPU()
{
physx::PxTetrahedronMesh* tetMesh = mSoftBody->getCollisionMesh();
physx::PxScopedCudaLock _lock(*mCudaContextManager);
mCudaContextManager->getCudaContext()->memcpyDtoH(mPositionsInvMass, reinterpret_cast<CUdeviceptr>(mSoftBody->getPositionInvMassBufferD()), tetMesh->getNbVertices() * sizeof(physx::PxVec4));
}
physx::PxVec4* mPositionsInvMass;
physx::PxSoftBody* mSoftBody;
physx::PxCudaContextManager* mCudaContextManager;
physx::PxVec4* mTargetPositionsH;
physx::PxVec4* mTargetPositionsD;
physx::PxU32 mTargetCount;
};
#endif
| 3,563 | C | 38.164835 | 205 | 0.774909 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetgeometryquery/SnippetGeometryQuery.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates how to use a PxGeometryQuery for raycasts.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#ifdef RENDER_SNIPPET
#include "../snippetrender/SnippetRender.h"
#endif
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
enum Geom
{
GEOM_BOX,
GEOM_SPHERE,
GEOM_CAPSULE,
GEOM_CONVEX,
GEOM_MESH,
GEOM_COUNT
};
static const PxU32 gScenarioCount = GEOM_COUNT;
static PxU32 gScenario = 0;
static PxConvexMesh* createConvexMesh(const PxVec3* verts, const PxU32 numVerts, const PxCookingParams& params)
{
PxConvexMeshDesc convexDesc;
convexDesc.points.count = numVerts;
convexDesc.points.stride = sizeof(PxVec3);
convexDesc.points.data = verts;
convexDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX;
return PxCreateConvexMesh(params, convexDesc);
}
static PxConvexMesh* createCylinderMesh(const PxF32 width, const PxF32 radius, const PxCookingParams& params)
{
PxVec3 points[2*16];
for(PxU32 i = 0; i < 16; i++)
{
const PxF32 cosTheta = PxCos(i*PxPi*2.0f/16.0f);
const PxF32 sinTheta = PxSin(i*PxPi*2.0f/16.0f);
const PxF32 y = radius*cosTheta;
const PxF32 z = radius*sinTheta;
points[2*i+0] = PxVec3(-width/2.0f, y, z);
points[2*i+1] = PxVec3(+width/2.0f, y, z);
}
return createConvexMesh(points, 32, params);
}
static void initScene()
{
}
static void releaseScene()
{
}
static PxConvexMesh* gConvexMesh = NULL;
static PxTriangleMesh* gTriangleMesh = NULL;
static PxBoxGeometry gBoxGeom(PxVec3(1.0f, 2.0f, 0.5f));
static PxSphereGeometry gSphereGeom(1.5f);
static PxCapsuleGeometry gCapsuleGeom(1.0f, 1.0f);
static PxConvexMeshGeometry gConvexGeom;
static PxTriangleMeshGeometry gMeshGeom;
const PxGeometry& getTestGeometry()
{
switch(gScenario)
{
case GEOM_BOX:
return gBoxGeom;
case GEOM_SPHERE:
return gSphereGeom;
case GEOM_CAPSULE:
return gCapsuleGeom;
case GEOM_CONVEX:
gConvexGeom.convexMesh = gConvexMesh;
return gConvexGeom;
case GEOM_MESH:
gMeshGeom.triangleMesh = gTriangleMesh;
gMeshGeom.scale.scale = PxVec3(2.0f);
return gMeshGeom;
}
static PxSphereGeometry pt(0.0f);
return pt;
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
const PxTolerancesScale scale;
PxCookingParams params(scale);
params.midphaseDesc.setToDefault(PxMeshMidPhase::eBVH34);
// params.midphaseDesc.mBVH34Desc.quantized = false;
params.meshPreprocessParams |= PxMeshPreprocessingFlag::eDISABLE_ACTIVE_EDGES_PRECOMPUTE;
params.meshPreprocessParams |= PxMeshPreprocessingFlag::eDISABLE_CLEAN_MESH;
gConvexMesh = createCylinderMesh(3.0f, 1.0f, params);
{
PxTriangleMeshDesc meshDesc;
meshDesc.points.count = SnippetUtils::Bunny_getNbVerts();
meshDesc.points.stride = sizeof(PxVec3);
meshDesc.points.data = SnippetUtils::Bunny_getVerts();
meshDesc.triangles.count = SnippetUtils::Bunny_getNbFaces();
meshDesc.triangles.stride = sizeof(int)*3;
meshDesc.triangles.data = SnippetUtils::Bunny_getFaces();
gTriangleMesh = PxCreateTriangleMesh(params, meshDesc);
}
initScene();
}
void stepPhysics(bool /*interactive*/)
{
}
void cleanupPhysics(bool /*interactive*/)
{
releaseScene();
PX_RELEASE(gConvexMesh);
PX_RELEASE(gFoundation);
printf("SnippetGeometryQuery done.\n");
}
void keyPress(unsigned char key, const PxTransform& /*camera*/)
{
if(key >= 1 && key <= gScenarioCount)
{
gScenario = key - 1;
releaseScene();
initScene();
}
if(key == 'r' || key == 'R')
{
releaseScene();
initScene();
}
}
void renderText()
{
#ifdef RENDER_SNIPPET
Snippets::print("Press F1 to F5 to select a geometry object.");
#endif
}
int snippetMain(int, const char*const*)
{
printf("GeometryQuery snippet. Use these keys:\n");
printf(" F1 to F5 - select different geom\n");
printf("\n");
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 6,102 | C++ | 27.787736 | 111 | 0.727466 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetgeometryquery/SnippetGeometryQueryRender.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifdef RENDER_SNIPPET
#include <vector>
#include "PxPhysicsAPI.h"
#include "../snippetrender/SnippetRender.h"
#include "../snippetrender/SnippetCamera.h"
#include "../snippetutils/SnippetUtils.h"
using namespace physx;
extern void initPhysics(bool interactive);
extern void stepPhysics(bool interactive);
extern void cleanupPhysics(bool interactive);
extern void keyPress(unsigned char key, const PxTransform& camera);
extern const PxGeometry& getTestGeometry();
extern void renderText();
namespace
{
Snippets::Camera* sCamera;
void renderCallback()
{
stepPhysics(true);
static float time = 0.0f;
time += 0.003f;
const PxQuat qx = PxGetRotXQuat(time);
const PxQuat qy = PxGetRotYQuat(time*1.7f);
const PxQuat qz = PxGetRotZQuat(time*1.33f);
const PxTransform pose(PxVec3(0.0f), qx*qy*qz);
Snippets::startRender(sCamera);
const PxGeometry& geom = getTestGeometry();
const PxU32 screenWidth = Snippets::getScreenWidth();
const PxU32 screenHeight = Snippets::getScreenHeight();
const PxVec3 camPos = sCamera->getEye();
const PxVec3 camDir = sCamera->getDir();
const PxU32 RAYTRACING_RENDER_WIDTH = 256;
const PxU32 RAYTRACING_RENDER_HEIGHT = 256;
const PxU32 textureWidth = RAYTRACING_RENDER_WIDTH;
const PxU32 textureHeight = RAYTRACING_RENDER_HEIGHT;
GLubyte* pixels = new GLubyte[textureWidth*textureHeight*4];
const float fScreenWidth = float(screenWidth)/float(RAYTRACING_RENDER_WIDTH);
const float fScreenHeight = float(screenHeight)/float(RAYTRACING_RENDER_HEIGHT);
GLubyte* buffer = pixels;
for(PxU32 j=0;j<RAYTRACING_RENDER_HEIGHT;j++)
{
const PxU32 yi = PxU32(fScreenHeight*float(j));
for(PxU32 i=0;i<RAYTRACING_RENDER_WIDTH;i++)
{
const PxU32 xi = PxU32(fScreenWidth*float(i));
const PxVec3 dir = Snippets::computeWorldRay(xi, yi, camDir);
PxGeomRaycastHit hit;
if(PxGeometryQuery::raycast(camPos, dir, geom, pose, 5000.0f, PxHitFlag::eDEFAULT, 1, &hit))
{
buffer[0] = 128+GLubyte(hit.normal.x*127.0f);
buffer[1] = 128+GLubyte(hit.normal.y*127.0f);
buffer[2] = 128+GLubyte(hit.normal.z*127.0f);
buffer[3] = 255;
}
else
{
buffer[0] = 0;
buffer[1] = 0;
buffer[2] = 0;
buffer[3] = 255;
}
buffer+=4;
}
}
const GLuint texID = Snippets::CreateTexture(textureWidth, textureHeight, pixels, false);
Snippets::DisplayTexture(texID, RAYTRACING_RENDER_WIDTH, 10);
delete [] pixels;
Snippets::ReleaseTexture(texID);
// Snippets::DrawRectangle(0.0f, 1.0f, 0.0f, 1.0f, PxVec3(0.0f), PxVec3(1.0f), 1.0f, 768, 768, false, false);
// PxVec3 camPos = sCamera->getEye();
// PxVec3 camDir = sCamera->getDir();
// printf("camPos: (%ff, %ff, %ff)\n", camPos.x, camPos.y, camPos.z);
// printf("camDir: (%ff, %ff, %ff)\n", camDir.x, camDir.y, camDir.z);
const PxVec3 color(1.0f, 0.5f, 0.25f);
const PxGeometryHolder gh(geom);
Snippets::renderGeoms(1, &gh, &pose, false, color);
renderText();
Snippets::finishRender();
}
void exitCallback(void)
{
delete sCamera;
cleanupPhysics(true);
}
}
void renderLoop()
{
sCamera = new Snippets::Camera(PxVec3(-1.301793f, 2.118334f, 7.282349f), PxVec3(0.209045f, -0.311980f, -0.926806f));
Snippets::setupDefault("PhysX Snippet GeometryQuery", sCamera, keyPress, renderCallback, exitCallback);
initPhysics(true);
glutMainLoop();
}
#endif
| 5,000 | C++ | 31.686274 | 117 | 0.73 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetcontactreportccd/SnippetContactReportCCD.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates the use of simple contact reports in combination
// with continuous collision detection (CCD). Furthermore, extra contact report
// data will be requested.
//
// The snippet defines a filter shader function that enables CCD and requests
// touch reports for all pairs, and a contact callback function that saves the
// contact points and the actor positions at time of impact.
// It configures the scene to use this filter and callback, enables CCD and
// prints the number of contact points found. If rendering, it renders each
// contact as a line whose length and direction are defined by the contact
// impulse (the line points in the opposite direction of the impulse). In
// addition, the path of the fast moving dynamic object is drawn with lines.
//
// ****************************************************************************
#include <vector>
#include "PxPhysicsAPI.h"
#include "../snippetutils/SnippetUtils.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxTriangleMesh* gTriangleMesh = NULL;
static PxRigidStatic* gTriangleMeshActor = NULL;
static PxRigidDynamic* gSphereActor = NULL;
static PxPvd* gPvd = NULL;
static PxU32 gSimStepCount = 0;
std::vector<PxVec3> gContactPositions;
std::vector<PxVec3> gContactImpulses;
std::vector<PxVec3> gContactSphereActorPositions;
static PxFilterFlags contactReportFilterShader( PxFilterObjectAttributes attributes0, PxFilterData filterData0,
PxFilterObjectAttributes attributes1, PxFilterData filterData1,
PxPairFlags& pairFlags, const void* constantBlock, PxU32 constantBlockSize)
{
PX_UNUSED(attributes0);
PX_UNUSED(attributes1);
PX_UNUSED(filterData0);
PX_UNUSED(filterData1);
PX_UNUSED(constantBlockSize);
PX_UNUSED(constantBlock);
//
// Enable CCD for the pair, request contact reports for initial and CCD contacts.
// Additionally, provide information per contact point and provide the actor
// pose at the time of contact.
//
pairFlags = PxPairFlag::eCONTACT_DEFAULT
| PxPairFlag::eDETECT_CCD_CONTACT
| PxPairFlag::eNOTIFY_TOUCH_CCD
| PxPairFlag::eNOTIFY_TOUCH_FOUND
| PxPairFlag::eNOTIFY_CONTACT_POINTS
| PxPairFlag::eCONTACT_EVENT_POSE;
return PxFilterFlag::eDEFAULT;
}
class ContactReportCallback: public PxSimulationEventCallback
{
void onConstraintBreak(PxConstraintInfo* constraints, PxU32 count) { PX_UNUSED(constraints); PX_UNUSED(count); }
void onWake(PxActor** actors, PxU32 count) { PX_UNUSED(actors); PX_UNUSED(count); }
void onSleep(PxActor** actors, PxU32 count) { PX_UNUSED(actors); PX_UNUSED(count); }
void onTrigger(PxTriggerPair* pairs, PxU32 count) { PX_UNUSED(pairs); PX_UNUSED(count); }
void onAdvance(const PxRigidBody*const*, const PxTransform*, const PxU32) {}
void onContact(const PxContactPairHeader& pairHeader, const PxContactPair* pairs, PxU32 nbPairs)
{
std::vector<PxContactPairPoint> contactPoints;
PxTransform spherePose(PxIdentity);
PxU32 nextPairIndex = 0xffffffff;
PxContactPairExtraDataIterator iter(pairHeader.extraDataStream, pairHeader.extraDataStreamSize);
bool hasItemSet = iter.nextItemSet();
if (hasItemSet)
nextPairIndex = iter.contactPairIndex;
for(PxU32 i=0; i < nbPairs; i++)
{
//
// Get the pose of the dynamic object at time of impact.
//
if (nextPairIndex == i)
{
if (pairHeader.actors[0]->is<PxRigidDynamic>())
spherePose = iter.eventPose->globalPose[0];
else
spherePose = iter.eventPose->globalPose[1];
gContactSphereActorPositions.push_back(spherePose.p);
hasItemSet = iter.nextItemSet();
if (hasItemSet)
nextPairIndex = iter.contactPairIndex;
}
//
// Get the contact points for the pair.
//
const PxContactPair& cPair = pairs[i];
if (cPair.events & (PxPairFlag::eNOTIFY_TOUCH_FOUND | PxPairFlag::eNOTIFY_TOUCH_CCD))
{
PxU32 contactCount = cPair.contactCount;
contactPoints.resize(contactCount);
cPair.extractContacts(&contactPoints[0], contactCount);
for(PxU32 j=0; j < contactCount; j++)
{
gContactPositions.push_back(contactPoints[j].position);
gContactImpulses.push_back(contactPoints[j].impulse);
}
}
}
}
};
ContactReportCallback gContactReportCallback;
static void initScene()
{
//
// Create a static triangle mesh
//
PxVec3 vertices[] = { PxVec3(-8.0f, 0.0f, -3.0f),
PxVec3(-8.0f, 0.0f, 3.0f),
PxVec3(0.0f, 0.0f, 3.0f),
PxVec3(0.0f, 0.0f, -3.0f),
PxVec3(-8.0f, 10.0f, -3.0f),
PxVec3(-8.0f, 10.0f, 3.0f),
PxVec3(0.0f, 10.0f, 3.0f),
PxVec3(0.0f, 10.0f, -3.0f),
};
PxU32 vertexCount = sizeof(vertices) / sizeof(vertices[0]);
PxU32 triangleIndices[] = { 0, 1, 2,
0, 2, 3,
0, 5, 1,
0, 4, 5,
4, 6, 5,
4, 7, 6
};
PxU32 triangleCount = (sizeof(triangleIndices) / sizeof(triangleIndices[0])) / 3;
PxTriangleMeshDesc triangleMeshDesc;
triangleMeshDesc.points.count = vertexCount;
triangleMeshDesc.points.data = vertices;
triangleMeshDesc.points.stride = sizeof(PxVec3);
triangleMeshDesc.triangles.count = triangleCount;
triangleMeshDesc.triangles.data = triangleIndices;
triangleMeshDesc.triangles.stride = 3 * sizeof(PxU32);
PxTolerancesScale tolerances;
const PxCookingParams params(tolerances);
gTriangleMesh = PxCreateTriangleMesh(params, triangleMeshDesc, gPhysics->getPhysicsInsertionCallback());
if (!gTriangleMesh)
return;
gTriangleMeshActor = gPhysics->createRigidStatic(PxTransform(PxVec3(0.0f, 1.0f, 0.0f), PxQuat(PxHalfPi / 60.0f, PxVec3(0.0f, 1.0f, 0.0f))));
if (!gTriangleMeshActor)
return;
PxTriangleMeshGeometry triGeom(gTriangleMesh);
PxShape* triangleMeshShape = PxRigidActorExt::createExclusiveShape(*gTriangleMeshActor, triGeom, *gMaterial);
if (!triangleMeshShape)
return;
gScene->addActor(*gTriangleMeshActor);
//
// Create a fast moving sphere that will hit and bounce off the static triangle mesh 3 times
// in one simulation step.
//
PxTransform spherePose(PxVec3(0.0f, 5.0f, 1.0f));
gContactSphereActorPositions.push_back(spherePose.p);
gSphereActor = gPhysics->createRigidDynamic(spherePose);
gSphereActor->setRigidBodyFlag(PxRigidBodyFlag::eENABLE_CCD, true);
if (!gSphereActor)
return;
PxSphereGeometry sphereGeom(1.0f);
PxShape* sphereShape = PxRigidActorExt::createExclusiveShape(*gSphereActor, sphereGeom, *gMaterial);
if (!sphereShape)
return;
PxRigidBodyExt::updateMassAndInertia(*gSphereActor, 1.0f);
PxReal velMagn = 900.0f;
PxVec3 vel = PxVec3(-1.0f, -1.0f, 0.0f);
vel.normalize();
vel *= velMagn;
gSphereActor->setLinearVelocity(vel);
gScene->addActor(*gSphereActor);
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true,gPvd);
PxInitExtensions(*gPhysics, gPvd);
PxU32 numCores = SnippetUtils::getNbPhysicalCores();
gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.gravity = PxVec3(0, 0, 0);
sceneDesc.filterShader = contactReportFilterShader;
sceneDesc.simulationEventCallback = &gContactReportCallback;
sceneDesc.flags |= PxSceneFlag::eENABLE_CCD;
sceneDesc.ccdMaxPasses = 4;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 1.0f);
initScene();
}
void stepPhysics(bool /*interactive*/)
{
if (!gSimStepCount)
{
gScene->simulate(1.0f/60.0f);
gScene->fetchResults(true);
printf("%d contact points\n", PxU32(gContactPositions.size()));
if (gSphereActor)
gContactSphereActorPositions.push_back(gSphereActor->getGlobalPose().p);
gSimStepCount = 1;
}
}
void cleanupPhysics(bool /*interactive*/)
{
PX_RELEASE(gSphereActor);
PX_RELEASE(gTriangleMeshActor);
PX_RELEASE(gTriangleMesh);
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PxCloseExtensions();
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetContactReportCCD done.\n");
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
initPhysics(false);
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 10,959 | C++ | 32.723077 | 141 | 0.726709 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetgearjoint/SnippetGearJoint.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates simple use of gear joints
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
static PxRigidDynamic* createGearWithBoxes(PxPhysics& sdk, const PxBoxGeometry& boxGeom, const PxTransform& transform, PxMaterial& material, int nbShapes)
{
PxRigidDynamic* actor = sdk.createRigidDynamic(transform);
PxMat33 m(PxIdentity);
for(int i=0;i<nbShapes;i++)
{
const float coeff = float(i)/float(nbShapes);
const float angle = PxPi * 0.5f * coeff;
PxShape* shape = sdk.createShape(boxGeom, material, true);
const PxReal cos = cosf(angle);
const PxReal sin = sinf(angle);
m[0][0] = m[1][1] = cos;
m[0][1] = sin;
m[1][0] = -sin;
PxTransform localPose;
localPose.p = PxVec3(0.0f);
localPose.q = PxQuat(m);
shape->setLocalPose(localPose);
actor->attachShape(*shape);
}
PxRigidBodyExt::updateMassAndInertia(*actor, 1.0f);
return actor;
}
static PxRevoluteJoint* gHinge0 = NULL;
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true, gPvd);
PxInitExtensions(*gPhysics, gPvd);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
gDispatcher = PxDefaultCpuDispatcherCreate(2);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
const float velocityTarget = 0.5f;
const float radius0 = 5.0f;
const float radius1 = 2.0f;
const float extent0 = radius0 * sqrtf(2.0f);
const float extent1 = radius1 * sqrtf(2.0f);
const float teethLength0 = extent0 - radius0;
const float teethLength1 = extent1 - radius1;
const float extra = (teethLength0 + teethLength1)*0.75f;
const PxBoxGeometry boxGeom0(radius0, radius0, 0.5f);
const PxBoxGeometry boxGeom1(radius1, radius1, 0.25f);
const PxVec3 boxPos0(0.0f, 10.0f, 0.0f);
const PxVec3 boxPos1(radius0+radius1+extra, 10.0f, 0.0f);
PxRigidDynamic* actor0 = createGearWithBoxes(*gPhysics, boxGeom0, PxTransform(boxPos0), *gMaterial, int(radius0));
gScene->addActor(*actor0);
PxRigidDynamic* actor1= createGearWithBoxes(*gPhysics, boxGeom1, PxTransform(boxPos1), *gMaterial, int(radius1));
gScene->addActor(*actor1);
const PxQuat x2z = PxShortestRotation(PxVec3(1.0f, 0.0f, 0.0f), PxVec3(0.0f, 0.0f, 1.0f));
PxRevoluteJoint* hinge0 = PxRevoluteJointCreate(*gPhysics, NULL, PxTransform(boxPos0, x2z), actor0, PxTransform(PxVec3(0.0f), x2z));
PxRevoluteJoint* hinge1 = PxRevoluteJointCreate(*gPhysics, NULL, PxTransform(boxPos1, x2z), actor1, PxTransform(PxVec3(0.0f), x2z));
hinge0->setDriveVelocity(velocityTarget);
hinge0->setRevoluteJointFlag(PxRevoluteJointFlag::eDRIVE_ENABLED, true);
gHinge0 = hinge0;
PxGearJoint* gearJoint = PxGearJointCreate(*gPhysics, actor0, PxTransform(PxVec3(0.0f), x2z), actor1, PxTransform(PxVec3(0.0f), x2z));
gearJoint->setHinges(hinge0, hinge1);
const float ratio = radius0/radius1;
gearJoint->setGearRatio(ratio);
}
void stepPhysics(bool /*interactive*/)
{
if(0)
{
static float globalTime = 0.0f;
globalTime += 1.0f/60.0f;
const float velocityTarget = sinf(globalTime)*3.0f;
gHinge0->setDriveVelocity(velocityTarget);
}
gScene->simulate(1.0f/60.0f);
gScene->fetchResults(true);
}
void cleanupPhysics(bool /*interactive*/)
{
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PxCloseExtensions();
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetGearJoint done.\n");
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 6,835 | C++ | 33.877551 | 154 | 0.732114 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetpbf/SnippetPBF.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates fluid simulation using position-based dynamics
// particle simulation. It creates a container and drops a body of water.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#include "extensions/PxParticleExt.h"
using namespace physx;
using namespace ExtGpu;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
static PxPBDParticleSystem* gParticleSystem = NULL;
static PxParticleAndDiffuseBuffer* gParticleBuffer = NULL;
static bool gIsRunning = true;
static bool gStep = true;
PxRigidDynamic* movingWall;
static void initObstacles()
{
PxShape* shape = gPhysics->createShape(PxCapsuleGeometry(1.0f, 2.5f), *gMaterial);
PxRigidDynamic* body = gPhysics->createRigidDynamic(PxTransform(PxVec3(3.5f, 3.5f, 0), PxQuat(PxPi*-0.5f, PxVec3(0, 0, 1))));
body->attachShape(*shape);
body->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, true);
gScene->addActor(*body);
shape->release();
shape = gPhysics->createShape(PxBoxGeometry(1.0f, 1.0f, 5.0f), *gMaterial);
body = gPhysics->createRigidDynamic(PxTransform(PxVec3(3.5f, 0.75f, 0)));
body->attachShape(*shape);
body->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, true);
gScene->addActor(*body);
shape->release();
}
static int gMaxDiffuseParticles = 0;
// -----------------------------------------------------------------------------------------------------------------
static void initScene()
{
PxCudaContextManager* cudaContextManager = NULL;
if (PxGetSuggestedCudaDeviceOrdinal(gFoundation->getErrorCallback()) >= 0)
{
// initialize CUDA
PxCudaContextManagerDesc cudaContextManagerDesc;
cudaContextManager = PxCreateCudaContextManager(*gFoundation, cudaContextManagerDesc, PxGetProfilerCallback());
if (cudaContextManager && !cudaContextManager->contextIsValid())
{
cudaContextManager->release();
cudaContextManager = NULL;
}
}
if (cudaContextManager == NULL)
{
PxGetFoundation().error(PxErrorCode::eINVALID_OPERATION, PX_FL, "Failed to initialize CUDA!\n");
}
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
gDispatcher = PxDefaultCpuDispatcherCreate(2);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
sceneDesc.cudaContextManager = cudaContextManager;
sceneDesc.staticStructure = PxPruningStructureType::eDYNAMIC_AABB_TREE;
sceneDesc.flags |= PxSceneFlag::eENABLE_PCM;
sceneDesc.flags |= PxSceneFlag::eENABLE_GPU_DYNAMICS;
sceneDesc.broadPhaseType = PxBroadPhaseType::eGPU;
sceneDesc.solverType = PxSolverType::eTGS;
gScene = gPhysics->createScene(sceneDesc);
}
int getNumDiffuseParticles()
{
return gMaxDiffuseParticles;
}
// -----------------------------------------------------------------------------------------------------------------
static void initParticles(const PxU32 numX, const PxU32 numY, const PxU32 numZ, const PxVec3& position = PxVec3(0, 0, 0), const PxReal particleSpacing = 0.2f, const PxReal fluidDensity = 1000.f, const PxU32 maxDiffuseParticles = 100000)
{
PxCudaContextManager* cudaContextManager = gScene->getCudaContextManager();
if (cudaContextManager == NULL)
return;
const PxU32 maxParticles = numX * numY * numZ;
const PxReal restOffset = 0.5f * particleSpacing / 0.6f;
// Material setup
PxPBDMaterial* defaultMat = gPhysics->createPBDMaterial(0.05f, 0.05f, 0.f, 0.001f, 0.5f, 0.005f, 0.01f, 0.f, 0.f);
defaultMat->setViscosity(0.001f);
defaultMat->setSurfaceTension(0.00704f);
defaultMat->setCohesion(0.0704f);
defaultMat->setVorticityConfinement(10.f);
PxPBDParticleSystem *particleSystem = gPhysics->createPBDParticleSystem(*cudaContextManager, 96);
gParticleSystem = particleSystem;
// General particle system setting
const PxReal solidRestOffset = restOffset;
const PxReal fluidRestOffset = restOffset * 0.6f;
const PxReal particleMass = fluidDensity * 1.333f * 3.14159f * particleSpacing * particleSpacing * particleSpacing;
particleSystem->setRestOffset(restOffset);
particleSystem->setContactOffset(restOffset + 0.01f);
particleSystem->setParticleContactOffset(fluidRestOffset / 0.6f);
particleSystem->setSolidRestOffset(solidRestOffset);
particleSystem->setFluidRestOffset(fluidRestOffset);
particleSystem->enableCCD(false);
particleSystem->setMaxVelocity(solidRestOffset*100.f);
gScene->addActor(*particleSystem);
// Diffuse particles setting
PxDiffuseParticleParams dpParams;
dpParams.threshold = 300.0f;
dpParams.bubbleDrag = 0.9f;
dpParams.buoyancy = 0.9f;
dpParams.airDrag = 0.0f;
dpParams.kineticEnergyWeight = 0.01f;
dpParams.pressureWeight = 1.0f;
dpParams.divergenceWeight = 10.f;
dpParams.lifetime = 1.0f;
dpParams.useAccurateVelocity = false;
gMaxDiffuseParticles = maxDiffuseParticles;
// Create particles and add them to the particle system
const PxU32 particlePhase = particleSystem->createPhase(defaultMat, PxParticlePhaseFlags(PxParticlePhaseFlag::eParticlePhaseFluid | PxParticlePhaseFlag::eParticlePhaseSelfCollide));
PxU32* phase = cudaContextManager->allocPinnedHostBuffer<PxU32>(maxParticles);
PxVec4* positionInvMass = cudaContextManager->allocPinnedHostBuffer<PxVec4>(maxParticles);
PxVec4* velocity = cudaContextManager->allocPinnedHostBuffer<PxVec4>(maxParticles);
PxReal x = position.x;
PxReal y = position.y;
PxReal z = position.z;
for (PxU32 i = 0; i < numX; ++i)
{
for (PxU32 j = 0; j < numY; ++j)
{
for (PxU32 k = 0; k < numZ; ++k)
{
const PxU32 index = i * (numY * numZ) + j * numZ + k;
PxVec4 pos(x, y, z, 1.0f / particleMass);
phase[index] = particlePhase;
positionInvMass[index] = pos;
velocity[index] = PxVec4(0.0f);
z += particleSpacing;
}
z = position.z;
y += particleSpacing;
}
y = position.y;
x += particleSpacing;
}
ExtGpu::PxParticleAndDiffuseBufferDesc bufferDesc;
bufferDesc.maxParticles = maxParticles;
bufferDesc.numActiveParticles = maxParticles;
bufferDesc.maxDiffuseParticles = maxDiffuseParticles;
bufferDesc.maxActiveDiffuseParticles = maxDiffuseParticles;
bufferDesc.diffuseParams = dpParams;
bufferDesc.positions = positionInvMass;
bufferDesc.velocities = velocity;
bufferDesc.phases = phase;
gParticleBuffer = physx::ExtGpu::PxCreateAndPopulateParticleAndDiffuseBuffer(bufferDesc, cudaContextManager);
gParticleSystem->addParticleBuffer(gParticleBuffer);
cudaContextManager->freePinnedHostBuffer(positionInvMass);
cudaContextManager->freePinnedHostBuffer(velocity);
cudaContextManager->freePinnedHostBuffer(phase);
}
PxPBDParticleSystem* getParticleSystem()
{
return gParticleSystem;
}
PxParticleAndDiffuseBuffer* getParticleBuffer()
{
return gParticleBuffer;
}
// -----------------------------------------------------------------------------------------------------------------
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport, PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), true, gPvd);
initScene();
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if (pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
// Setup PBF
bool useLargeFluid = true;
bool useMovingWall = true;
const PxReal fluidDensity = 1000.0f;
const PxU32 maxDiffuseParticles = useLargeFluid ? 2000000 : 100000;
initParticles(50, 120 * (useLargeFluid ? 5 : 1), 30, PxVec3(-2.5f, 3.f, 0.5f), 0.1f, fluidDensity, maxDiffuseParticles);
initObstacles();
// Setup container
gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(0.f, 1.f, 0.f, 0.0f), *gMaterial));
gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(-1.f, 0.f, 0.f, 7.5f), *gMaterial));
gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(0.f, 0.f, 1.f, 7.5f), *gMaterial));
gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(0.f, 0.f, -1.f, 7.5f), *gMaterial));
if (!useMovingWall)
{
gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(1.f, 0.f, 0.f, 7.5f), *gMaterial));
movingWall = NULL;
}
else
{
PxTransform trans = PxTransformFromPlaneEquation(PxPlane(1.f, 0.f, 0.f, 5.f));
movingWall = gPhysics->createRigidDynamic(trans);
movingWall->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, true);
PxRigidActorExt::createExclusiveShape(*movingWall, PxPlaneGeometry(), *gMaterial);
gScene->addActor(*movingWall);
}
// Setup rigid bodies
const PxReal dynamicsDensity = fluidDensity * 0.5f;
const PxReal boxSize = 1.0f;
const PxReal boxMass = boxSize * boxSize * boxSize * dynamicsDensity;
PxShape* shape = gPhysics->createShape(PxBoxGeometry(0.5f * boxSize, 0.5f * boxSize, 0.5f * boxSize), *gMaterial);
for (int i = 0; i < 5; ++i)
{
PxRigidDynamic* body = gPhysics->createRigidDynamic(PxTransform(PxVec3(i - 3.0f, 10, 7.5f)));
body->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*body, boxMass);
gScene->addActor(*body);
}
shape->release();
}
// ---------------------------------------------------
void stepPhysics(bool /*interactive*/)
{
if (gIsRunning || gStep)
{
gStep = false;
const PxReal dt = 1.0f / 60.0f;
if (movingWall)
{
static bool moveOut = false;
const PxReal speed = 3.0f;
PxTransform pose = movingWall->getGlobalPose();
if (moveOut)
{
pose.p.x += dt * speed;
if (pose.p.x > -7.f)
moveOut = false;
}
else
{
pose.p.x -= dt * speed;
if (pose.p.x < -15.f)
moveOut = true;
}
movingWall->setKinematicTarget(pose);
}
gScene->simulate(dt);
gScene->fetchResults(true);
gScene->fetchResultsParticleSystem();
}
}
void cleanupPhysics(bool /*interactive*/)
{
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetPBFFluid done.\n");
}
void keyPress(unsigned char key, const PxTransform& /*camera*/)
{
switch(toupper(key))
{
case 'P': gIsRunning = !gIsRunning; break;
case 'O': gIsRunning = false; gStep = true; break;
}
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 12,993 | C++ | 33.466843 | 236 | 0.712999 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetsdf/SnippetSDF.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet demonstrates how to setup triangle meshes with SDFs.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#include "../snippetsdf/MeshGenerator.h"
using namespace physx;
using namespace meshgenerator;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxCudaContextManager* gCudaContextManager = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
static PxTriangleMesh* createMesh(PxCookingParams& params, const PxArray<PxVec3>& triVerts, const PxArray<PxU32>& triIndices, PxReal sdfSpacing,
PxU32 sdfSubgridSize = 6, PxSdfBitsPerSubgridPixel::Enum bitsPerSdfSubgridPixel = PxSdfBitsPerSubgridPixel::e16_BIT_PER_PIXEL)
{
PxTriangleMeshDesc meshDesc;
meshDesc.points.count = triVerts.size();
meshDesc.triangles.count = triIndices.size() / 3;
meshDesc.points.stride = sizeof(float) * 3;
meshDesc.triangles.stride = sizeof(int) * 3;
meshDesc.points.data = triVerts.begin();
meshDesc.triangles.data = triIndices.begin();
params.meshPreprocessParams |= PxMeshPreprocessingFlag::eENABLE_INERTIA;
params.meshWeldTolerance = 1e-7f;
PxSDFDesc sdfDesc;
if (sdfSpacing > 0.f)
{
sdfDesc.spacing = sdfSpacing;
sdfDesc.subgridSize = sdfSubgridSize;
sdfDesc.bitsPerSubgridPixel = bitsPerSdfSubgridPixel;
sdfDesc.numThreadsForSdfConstruction = 16;
meshDesc.sdfDesc = &sdfDesc;
}
bool enableCaching = false;
if (enableCaching)
{
const char* path = "C:\\tmp\\PhysXSDFSnippetData.dat";
bool ok = false;
FILE* fp = fopen(path, "rb");
if (fp)
{
fclose(fp);
ok = true;
}
if (!ok)
{
PxDefaultFileOutputStream stream(path);
ok = PxCookTriangleMesh(params, meshDesc, stream);
}
if (ok)
{
PxDefaultFileInputData stream(path);
PxTriangleMesh* triangleMesh = gPhysics->createTriangleMesh(stream);
return triangleMesh;
}
return NULL;
}
else
return PxCreateTriangleMesh(params, meshDesc, gPhysics->getPhysicsInsertionCallback());
}
static void addInstance(const PxTransform& transform, PxTriangleMesh* mesh)
{
PxRigidDynamic* dyn = gPhysics->createRigidDynamic(transform);
dyn->setLinearDamping(0.2f);
dyn->setAngularDamping(0.1f);
PxTriangleMeshGeometry geom;
geom.triangleMesh = mesh;
geom.scale = PxVec3(0.1f, 0.1f, 0.1f);
dyn->setRigidBodyFlag(PxRigidBodyFlag::eENABLE_GYROSCOPIC_FORCES, true);
dyn->setRigidBodyFlag(PxRigidBodyFlag::eENABLE_SPECULATIVE_CCD, true);
PxShape* shape = PxRigidActorExt::createExclusiveShape(*dyn, geom, *gMaterial);
shape->setContactOffset(0.05f);
shape->setRestOffset(0.0f);
PxRigidBodyExt::updateMassAndInertia(*dyn, 100.f);
gScene->addActor(*dyn);
dyn->setWakeCounter(100000000.f);
dyn->setSolverIterationCounts(50, 1);
dyn->setMaxDepenetrationVelocity(5.f);
}
static void createBowls(PxCookingParams& params)
{
PxArray<PxVec3> triVerts;
PxArray<PxU32> triIndices;
PxReal maxEdgeLength = 1;
createBowl(triVerts, triIndices, PxVec3(0, 4.5, 0), 6.0f, maxEdgeLength);
PxTriangleMesh* mesh = createMesh(params, triVerts, triIndices, 0.05f);
PxQuat rotate(PxIdentity);
const PxU32 numInstances = 200;
for (PxU32 i = 0; i < numInstances; ++i)
{
PxTransform transform(PxVec3(0, 5.f + i * 0.5f, 0), rotate);
addInstance(transform, mesh);
}
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
// initialize cuda
PxCudaContextManagerDesc cudaContextManagerDesc;
gCudaContextManager = PxCreateCudaContextManager(*gFoundation, cudaContextManagerDesc, PxGetProfilerCallback());
if (gCudaContextManager && !gCudaContextManager->contextIsValid())
{
gCudaContextManager->release();
gCudaContextManager = NULL;
printf("Failed to initialize cuda context.\n");
}
PxTolerancesScale scale;
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, scale, true, gPvd);
PxInitExtensions(*gPhysics, gPvd);
PxCookingParams params(scale);
params.meshWeldTolerance = 0.001f;
params.meshPreprocessParams = PxMeshPreprocessingFlags(PxMeshPreprocessingFlag::eWELD_VERTICES);
params.buildTriangleAdjacencies = false;
params.buildGPUData = true;
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
if (!sceneDesc.cudaContextManager)
sceneDesc.cudaContextManager = gCudaContextManager;
sceneDesc.flags |= PxSceneFlag::eENABLE_GPU_DYNAMICS;
sceneDesc.flags |= PxSceneFlag::eENABLE_PCM;
PxU32 numCores = SnippetUtils::getNbPhysicalCores();
gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
sceneDesc.broadPhaseType = PxBroadPhaseType::eGPU;
sceneDesc.gpuMaxNumPartitions = 8;
sceneDesc.solverType = PxSolverType::eTGS;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.f);
PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial);
gScene->addActor(*groundPlane);
createBowls(params);
}
void stepPhysics(bool /*interactive*/)
{
const PxReal dt = 1.0f / 60.f;
gScene->simulate(dt);
gScene->fetchResults(true);
}
void cleanupPhysics(bool /*interactive*/)
{
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release();
transport->release();
PxCloseExtensions();
gCudaContextManager->release();
PX_RELEASE(gFoundation);
printf("Snippet SDF done.\n");
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 8,420 | C++ | 31.639535 | 145 | 0.745012 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippettriggers/SnippetTriggers.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates the use of built-in triggers, and how to emulate
// them with regular shapes if you need CCD or trigger-trigger notifications.
//
// ****************************************************************************
#include "PxPhysicsAPI.h"
#include "../snippetutils/SnippetUtils.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
using namespace physx;
enum TriggerImpl
{
// Uses built-in triggers (PxShapeFlag::eTRIGGER_SHAPE).
REAL_TRIGGERS,
// Emulates triggers using a filter shader. Needs one reserved value in PxFilterData.
FILTER_SHADER,
// Emulates triggers using a filter callback. Doesn't use PxFilterData but needs user-defined way to mark a shape as a trigger.
FILTER_CALLBACK,
};
struct ScenarioData
{
TriggerImpl mImpl;
bool mCCD;
bool mTriggerTrigger;
};
#define SCENARIO_COUNT 9
static ScenarioData gData[SCENARIO_COUNT] = {
{REAL_TRIGGERS, false, false},
{FILTER_SHADER, false, false},
{FILTER_CALLBACK, false, false},
{REAL_TRIGGERS, true, false},
{FILTER_SHADER, true, false},
{FILTER_CALLBACK, true, false},
{REAL_TRIGGERS, false, true},
{FILTER_SHADER, false, true},
{FILTER_CALLBACK, false, true},
};
static PxU32 gScenario = 0;
static PX_FORCE_INLINE TriggerImpl getImpl() { return gData[gScenario].mImpl; }
static PX_FORCE_INLINE bool usesCCD() { return gData[gScenario].mCCD; }
static PX_FORCE_INLINE bool usesTriggerTrigger() { return gData[gScenario].mTriggerTrigger; }
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
static bool gPause = false;
static bool gOneFrame = false;
// Detects a trigger using the shape's simulation filter data. See createTriggerShape() function.
bool isTrigger(const PxFilterData& data)
{
if(data.word0!=0xffffffff)
return false;
if(data.word1!=0xffffffff)
return false;
if(data.word2!=0xffffffff)
return false;
if(data.word3!=0xffffffff)
return false;
return true;
}
bool isTriggerShape(PxShape* shape)
{
const TriggerImpl impl = getImpl();
// Detects native built-in triggers.
if(impl==REAL_TRIGGERS && (shape->getFlags() & PxShapeFlag::eTRIGGER_SHAPE))
return true;
// Detects our emulated triggers using the simulation filter data. See createTriggerShape() function.
if(impl==FILTER_SHADER && ::isTrigger(shape->getSimulationFilterData()))
return true;
// Detects our emulated triggers using the simulation filter callback. See createTriggerShape() function.
if(impl==FILTER_CALLBACK && shape->userData)
return true;
return false;
}
static PxFilterFlags triggersUsingFilterShader(PxFilterObjectAttributes /*attributes0*/, PxFilterData filterData0,
PxFilterObjectAttributes /*attributes1*/, PxFilterData filterData1,
PxPairFlags& pairFlags, const void* /*constantBlock*/, PxU32 /*constantBlockSize*/)
{
// printf("contactReportFilterShader\n");
PX_ASSERT(getImpl()==FILTER_SHADER);
// We need to detect whether one of the shapes is a trigger.
const bool isTriggerPair = isTrigger(filterData0) || isTrigger(filterData1);
// If we have a trigger, replicate the trigger codepath from PxDefaultSimulationFilterShader
if(isTriggerPair)
{
pairFlags = PxPairFlag::eTRIGGER_DEFAULT;
if(usesCCD())
pairFlags |= PxPairFlag::eDETECT_CCD_CONTACT;
return PxFilterFlag::eDEFAULT;
}
else
{
// Otherwise use the default flags for regular pairs
pairFlags = PxPairFlag::eCONTACT_DEFAULT;
return PxFilterFlag::eDEFAULT;
}
}
static PxFilterFlags triggersUsingFilterCallback(PxFilterObjectAttributes /*attributes0*/, PxFilterData /*filterData0*/,
PxFilterObjectAttributes /*attributes1*/, PxFilterData /*filterData1*/,
PxPairFlags& pairFlags, const void* /*constantBlock*/, PxU32 /*constantBlockSize*/)
{
// printf("contactReportFilterShader\n");
PX_ASSERT(getImpl()==FILTER_CALLBACK);
pairFlags = PxPairFlag::eCONTACT_DEFAULT;
if(usesCCD())
pairFlags |= PxPairFlag::eDETECT_CCD_CONTACT|PxPairFlag::eNOTIFY_TOUCH_CCD;
return PxFilterFlag::eCALLBACK;
}
class TriggersFilterCallback : public PxSimulationFilterCallback
{
virtual PxFilterFlags pairFound( PxU64 /*pairID*/,
PxFilterObjectAttributes /*attributes0*/, PxFilterData /*filterData0*/, const PxActor* /*a0*/, const PxShape* s0,
PxFilterObjectAttributes /*attributes1*/, PxFilterData /*filterData1*/, const PxActor* /*a1*/, const PxShape* s1,
PxPairFlags& pairFlags) PX_OVERRIDE
{
// printf("pairFound\n");
if(s0->userData || s1->userData) // See createTriggerShape() function
{
pairFlags = PxPairFlag::eTRIGGER_DEFAULT;
if(usesCCD())
pairFlags |= PxPairFlag::eDETECT_CCD_CONTACT|PxPairFlag::eNOTIFY_TOUCH_CCD;
}
else
pairFlags = PxPairFlag::eCONTACT_DEFAULT;
return PxFilterFlags();
}
virtual void pairLost( PxU64 /*pairID*/,
PxFilterObjectAttributes /*attributes0*/, PxFilterData /*filterData0*/,
PxFilterObjectAttributes /*attributes1*/, PxFilterData /*filterData1*/,
bool /*objectRemoved*/) PX_OVERRIDE
{
// printf("pairLost\n");
}
virtual bool statusChange(PxU64& /*pairID*/, PxPairFlags& /*pairFlags*/, PxFilterFlags& /*filterFlags*/) PX_OVERRIDE
{
// printf("statusChange\n");
return false;
}
}gTriggersFilterCallback;
class ContactReportCallback: public PxSimulationEventCallback
{
void onConstraintBreak(PxConstraintInfo* /*constraints*/, PxU32 /*count*/) PX_OVERRIDE
{
printf("onConstraintBreak\n");
}
void onWake(PxActor** /*actors*/, PxU32 /*count*/) PX_OVERRIDE
{
printf("onWake\n");
}
void onSleep(PxActor** /*actors*/, PxU32 /*count*/) PX_OVERRIDE
{
printf("onSleep\n");
}
void onTrigger(PxTriggerPair* pairs, PxU32 count) PX_OVERRIDE
{
// printf("onTrigger: %d trigger pairs\n", count);
while(count--)
{
const PxTriggerPair& current = *pairs++;
if(current.status & PxPairFlag::eNOTIFY_TOUCH_FOUND)
printf("Shape is entering trigger volume\n");
if(current.status & PxPairFlag::eNOTIFY_TOUCH_LOST)
printf("Shape is leaving trigger volume\n");
}
}
void onAdvance(const PxRigidBody*const*, const PxTransform*, const PxU32) PX_OVERRIDE
{
printf("onAdvance\n");
}
void onContact(const PxContactPairHeader& /*pairHeader*/, const PxContactPair* pairs, PxU32 count) PX_OVERRIDE
{
// printf("onContact: %d pairs\n", count);
while(count--)
{
const PxContactPair& current = *pairs++;
// The reported pairs can be trigger pairs or not. We only enabled contact reports for
// trigger pairs in the filter shader, so we don't need to do further checks here. In a
// real-world scenario you would probably need a way to tell whether one of the shapes
// is a trigger or not. You could e.g. reuse the PxFilterData like we did in the filter
// shader, or maybe use the shape's userData to identify triggers, or maybe put triggers
// in a hash-set and test the reported shape pointers against it. Many options here.
if(current.events & (PxPairFlag::eNOTIFY_TOUCH_FOUND|PxPairFlag::eNOTIFY_TOUCH_CCD))
printf("Shape is entering trigger volume\n");
if(current.events & PxPairFlag::eNOTIFY_TOUCH_LOST)
printf("Shape is leaving trigger volume\n");
if(isTriggerShape(current.shapes[0]) && isTriggerShape(current.shapes[1]))
printf("Trigger-trigger overlap detected\n");
}
}
};
static ContactReportCallback gContactReportCallback;
static PxShape* createTriggerShape(const PxGeometry& geom, bool isExclusive)
{
const TriggerImpl impl = getImpl();
PxShape* shape = nullptr;
if(impl==REAL_TRIGGERS)
{
const PxShapeFlags shapeFlags = PxShapeFlag::eVISUALIZATION | PxShapeFlag::eTRIGGER_SHAPE;
shape = gPhysics->createShape(geom, *gMaterial, isExclusive, shapeFlags);
}
else if(impl==FILTER_SHADER)
{
PxShapeFlags shapeFlags = PxShapeFlag::eVISUALIZATION | PxShapeFlag::eSIMULATION_SHAPE;
shape = gPhysics->createShape(geom, *gMaterial, isExclusive, shapeFlags);
// For this method to work, you need a way to mark shapes as triggers without using PxShapeFlag::eTRIGGER_SHAPE
// (so that trigger-trigger pairs are reported), and without calling a PxShape function (so that the data is
// available in a filter shader).
//
// One way is to reserve a special PxFilterData value/mask for triggers. It may not always be possible depending
// on how you otherwise use the filter data).
const PxFilterData triggerFilterData(0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff);
shape->setSimulationFilterData(triggerFilterData);
}
else if(impl==FILTER_CALLBACK)
{
// We will have access to shape pointers in the filter callback so we just mark triggers in an arbitrary way here,
// for example using the shape's userData.
shape = gPhysics->createShape(geom, *gMaterial, isExclusive);
shape->userData = shape; // Arbitrary rule: it's a trigger if non null
}
return shape;
}
static void createDefaultScene()
{
const bool ccd = usesCCD();
// Create trigger shape
{
const PxVec3 halfExtent(10.0f, ccd ? 0.01f : 1.0f, 10.0f);
PxShape* shape = createTriggerShape(PxBoxGeometry(halfExtent), false);
if(shape)
{
PxRigidStatic* body = gPhysics->createRigidStatic(PxTransform(0.0f, 10.0f, 0.0f));
body->attachShape(*shape);
gScene->addActor(*body);
shape->release();
}
}
// Create falling rigid body
{
const PxVec3 halfExtent(ccd ? 0.1f : 1.0f);
PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfExtent), *gMaterial);
PxRigidDynamic* body = gPhysics->createRigidDynamic(PxTransform(0.0f, ccd ? 30.0f : 20.0f, 0.0f));
body->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*body, 1.0f);
gScene->addActor(*body);
shape->release();
if(ccd)
{
body->setRigidBodyFlag(PxRigidBodyFlag::eENABLE_CCD, true);
body->setLinearVelocity(PxVec3(0.0f, -140.0f, 0.0f));
}
}
}
static void createTriggerTriggerScene()
{
struct Local
{
static void createSphereActor(const PxVec3& pos, const PxVec3& linVel)
{
PxShape* sphereShape = gPhysics->createShape(PxSphereGeometry(1.0f), *gMaterial, false);
PxRigidDynamic* body = gPhysics->createRigidDynamic(PxTransform(pos));
body->attachShape(*sphereShape);
PxShape* triggerShape = createTriggerShape(PxSphereGeometry(4.0f), true);
body->attachShape(*triggerShape);
const bool isTriggershape = triggerShape->getFlags() & PxShapeFlag::eTRIGGER_SHAPE;
if(!isTriggershape)
triggerShape->setFlag(PxShapeFlag::eSIMULATION_SHAPE, false);
PxRigidBodyExt::updateMassAndInertia(*body, 1.0f);
if(!isTriggershape)
triggerShape->setFlag(PxShapeFlag::eSIMULATION_SHAPE, true);
gScene->addActor(*body);
sphereShape->release();
triggerShape->release();
body->setLinearVelocity(linVel);
}
};
Local::createSphereActor(PxVec3(-5.0f, 1.0f, 0.0f), PxVec3( 1.0f, 0.0f, 0.0f));
Local::createSphereActor(PxVec3( 5.0f, 1.0f, 0.0f), PxVec3(-1.0f, 0.0f, 0.0f));
}
static void initScene()
{
const TriggerImpl impl = getImpl();
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
// sceneDesc.flags &= ~PxSceneFlag::eENABLE_PCM;
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.gravity = PxVec3(0, -9.81f, 0);
sceneDesc.simulationEventCallback = &gContactReportCallback;
if(impl==REAL_TRIGGERS)
{
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
printf("- Using built-in triggers.\n");
}
else if(impl==FILTER_SHADER)
{
sceneDesc.filterShader = triggersUsingFilterShader;
printf("- Using regular shapes emulating triggers with a filter shader.\n");
}
else if(impl==FILTER_CALLBACK)
{
sceneDesc.filterShader = triggersUsingFilterCallback;
sceneDesc.filterCallback = &gTriggersFilterCallback;
printf("- Using regular shapes emulating triggers with a filter callback.\n");
}
if(usesCCD())
{
sceneDesc.flags |= PxSceneFlag::eENABLE_CCD;
printf("- Using CCD.\n");
}
else
{
printf("- Using no CCD.\n");
}
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial);
gScene->addActor(*groundPlane);
if(usesTriggerTrigger())
createTriggerTriggerScene();
else
createDefaultScene();
}
static void releaseScene()
{
PX_RELEASE(gScene);
}
void stepPhysics(bool /*interactive*/)
{
if(gPause && !gOneFrame)
return;
gOneFrame = false;
if(gScene)
{
// printf("Update...\n");
gScene->simulate(1.0f/60.0f);
gScene->fetchResults(true);
}
}
void initPhysics(bool /*interactive*/)
{
printf("Press keys F1 to F9 to select a scenario.\n");
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true,gPvd);
PxInitExtensions(*gPhysics,gPvd);
const PxU32 numCores = SnippetUtils::getNbPhysicalCores();
gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1);
gMaterial = gPhysics->createMaterial(1.0f, 1.0f, 0.0f);
initScene();
}
void cleanupPhysics(bool /*interactive*/)
{
releaseScene();
PX_RELEASE(gDispatcher);
PxCloseExtensions();
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
PX_RELEASE(gPvd);
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetTriggers done.\n");
}
void keyPress(unsigned char key, const PxTransform& /*camera*/)
{
if(key=='p' || key=='P')
gPause = !gPause;
if(key=='o' || key=='O')
{
gPause = true;
gOneFrame = true;
}
if(gScene)
{
if(key>=1 && key<=SCENARIO_COUNT)
{
gScenario = key-1;
releaseScene();
initScene();
}
if(key=='r' || key=='R')
{
releaseScene();
initScene();
}
}
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
initPhysics(false);
for(PxU32 i=0; i<250; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 16,213 | C++ | 29.825095 | 128 | 0.719546 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetmassproperties/SnippetMassProperties.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates different ways of setting mass for rigid bodies.
//
// It creates 5 snowmen with different mass properties:
// - massless with a weight at the bottom
// - only the mass of the lowest snowball
// - the mass of all the snowballs
// - the whole mass but with a low center of gravity
// - manual setup of masses
//
// The different mass properties can be visually inspected by firing a rigid
// ball towards each snowman using the space key.
//
// For more details, please consult the "Rigid Body Dynamics" section of the
// user guide.
//
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
// create a dynamic ball to throw at the snowmen.
static PxRigidDynamic* createDynamic(const PxTransform& t, const PxGeometry& geometry, const PxVec3& velocity=PxVec3(0))
{
PxRigidDynamic* dynamic = PxCreateDynamic(*gPhysics, t, geometry, *gMaterial, 10.0f);
dynamic->setAngularDamping(0.5f);
dynamic->setLinearVelocity(velocity);
gScene->addActor(*dynamic);
return dynamic;
}
static PxRigidDynamic* createSnowMan(const PxTransform& pos, PxU32 mode)
{
PxRigidDynamic* snowmanActor = gPhysics->createRigidDynamic(PxTransform(pos));
if(!snowmanActor)
{
printf("create snowman actor failed");
return NULL;
}
PxShape* armL = NULL; PxShape* armR = NULL;
switch(mode%5)
{
case 0: // with a weight at the bottom
{
PxShape* shape = NULL;
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.2), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
shape->setLocalPose(PxTransform(PxVec3(0,-.29,0)));
PxRigidBodyExt::updateMassAndInertia(*snowmanActor,10);
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.5), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.4), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
shape->setLocalPose(PxTransform(PxVec3(0,.6,0)));
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.3), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
shape->setLocalPose(PxTransform(PxVec3(0,1.1,0)));
armL = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxCapsuleGeometry(.1,.1), *gMaterial);
if(!armL)
printf("creating snowman shape failed");
armL->setLocalPose(PxTransform(PxVec3(-.4,.7,0)));
armR = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxCapsuleGeometry(.1,.1), *gMaterial);
if(!armR)
printf("creating snowman shape failed");
armR->setLocalPose(PxTransform(PxVec3( .4,.7,0)));
}
break;
case 1: // only considering lowest shape mass
{
PxShape* shape = NULL;
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.5), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
PxRigidBodyExt::updateMassAndInertia(*snowmanActor,1);
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.4), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
shape->setLocalPose(PxTransform(PxVec3(0,.6,0)));
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.3), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
shape->setLocalPose(PxTransform(PxVec3(0,1.1,0)));
armL = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxCapsuleGeometry(.1,.1), *gMaterial);
if(!armL)
printf("creating snowman shape failed");
armL->setLocalPose(PxTransform(PxVec3(-.4,.7,0)));
armR = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxCapsuleGeometry(.1,.1), *gMaterial);
if(!armR)
printf("creating snowman shape failed");
armR->setLocalPose(PxTransform(PxVec3( .4,.7,0)));
snowmanActor->setCMassLocalPose(PxTransform(PxVec3(0,-.5,0)));
}
break;
case 2: // considering whole mass
{
PxShape* shape = NULL;
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.5), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.4), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
shape->setLocalPose(PxTransform(PxVec3(0,.6,0)));
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.3), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
shape->setLocalPose(PxTransform(PxVec3(0,1.1,0)));
armL = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxCapsuleGeometry(.1,.1), *gMaterial);
if(!armL)
printf("creating snowman shape failed");
armL->setLocalPose(PxTransform(PxVec3(-.4,.7,0)));
armR = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxCapsuleGeometry(.1,.1), *gMaterial);
if(!armR)
printf("creating snowman shape failed");
armR->setLocalPose(PxTransform(PxVec3( .4,.7,0)));
PxRigidBodyExt::updateMassAndInertia(*snowmanActor,1);
snowmanActor->setCMassLocalPose(PxTransform(PxVec3(0,-.5,0)));
}
break;
case 3: // considering whole mass with low COM
{
PxShape* shape = NULL;
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.5), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.4), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
shape->setLocalPose(PxTransform(PxVec3(0,.6,0)));
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.3), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
shape->setLocalPose(PxTransform(PxVec3(0,1.1,0)));
armL = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxCapsuleGeometry(.1,.1), *gMaterial);
if(!armL)
printf("creating snowman shape failed");
armL->setLocalPose(PxTransform(PxVec3(-.4,.7,0)));
armR = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxCapsuleGeometry(.1,.1), *gMaterial);
if(!armR)
printf("creating snowman shape failed");
armR->setLocalPose(PxTransform(PxVec3( .4,.7,0)));
const PxVec3 localPos = PxVec3(0,-.5,0);
PxRigidBodyExt::updateMassAndInertia(*snowmanActor,1,&localPos);
}
break;
case 4: // setting up mass properties manually
{
PxShape* shape = NULL;
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.5), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.4), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
shape->setLocalPose(PxTransform(PxVec3(0,.6,0)));
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.3), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
shape->setLocalPose(PxTransform(PxVec3(0,1.1,0)));
armL = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxCapsuleGeometry(.1,.1), *gMaterial);
if(!armL)
printf("creating snowman shape failed");
armL->setLocalPose(PxTransform(PxVec3(-.4,.7,0)));
armR = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxCapsuleGeometry(.1,.1), *gMaterial);
if(!armR)
printf("creating snowman shape failed");
armR->setLocalPose(PxTransform(PxVec3( .4,.7,0)));
snowmanActor->setMass(1);
snowmanActor->setCMassLocalPose(PxTransform(PxVec3(0,-.5,0)));
snowmanActor->setMassSpaceInertiaTensor(PxVec3(.05,100,100));
}
break;
default:
break;
}
gScene->addActor(*snowmanActor);
return snowmanActor;
}
static void createSnowMen()
{
PxU32 numSnowmen = 5;
for(PxU32 i=0; i<numSnowmen; i++)
{
PxVec3 pos(i * 2.5f,1,-8);
createSnowMan(PxTransform(pos), i);
}
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true,gPvd);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
gDispatcher = PxDefaultCpuDispatcherCreate(2);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial);
gScene->addActor(*groundPlane);
createSnowMen();
}
void stepPhysics(bool /*interactive*/)
{
gScene->simulate(1.0f/60.0f);
gScene->fetchResults(true);
}
void cleanupPhysics(bool /*interactive*/)
{
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetMassProperties done.\n");
}
void keyPress(unsigned char key, const PxTransform& camera)
{
switch(toupper(key))
{
case ' ': createDynamic(camera, PxSphereGeometry(0.1f), camera.rotate(PxVec3(0,0,-1))*20); break;
}
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 12,305 | C++ | 34.463977 | 120 | 0.721333 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippettrianglemeshcreate/SnippetTriangleMeshCreate.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet demonstrates the possibilities of triangle mesh creation.
//
// The snippet creates triangle mesh with a different cooking settings
// and shows how these settings affect the triangle mesh creation speed.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetutils/SnippetUtils.h"
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
float rand(float loVal, float hiVal)
{
return loVal + float(rand()/float(RAND_MAX))*(hiVal - loVal);
}
PxU32 rand(PxU32 loVal, PxU32 hiVal)
{
return loVal + PxU32(rand()%(hiVal - loVal));
}
void indexToCoord(PxU32& x, PxU32& z, PxU32 index, PxU32 w)
{
x = index % w;
z = index / w;
}
// Creates a random terrain data.
void createRandomTerrain(const PxVec3& origin, PxU32 numRows, PxU32 numColumns,
PxReal cellSizeRow, PxReal cellSizeCol, PxReal heightScale,
PxVec3*& vertices, PxU32*& indices)
{
PxU32 numX = (numColumns + 1);
PxU32 numZ = (numRows + 1);
PxU32 numVertices = numX*numZ;
PxU32 numTriangles = numRows*numColumns * 2;
if (vertices == NULL)
vertices = new PxVec3[numVertices];
if (indices == NULL)
indices = new PxU32[numTriangles * 3];
PxU32 currentIdx = 0;
for (PxU32 i = 0; i <= numRows; i++)
{
for (PxU32 j = 0; j <= numColumns; j++)
{
PxVec3 v(origin.x + PxReal(j)*cellSizeRow, origin.y, origin.z + PxReal(i)*cellSizeCol);
vertices[currentIdx++] = v;
}
}
currentIdx = 0;
for (PxU32 i = 0; i < numRows; i++)
{
for (PxU32 j = 0; j < numColumns; j++)
{
PxU32 base = (numColumns + 1)*i + j;
indices[currentIdx++] = base + 1;
indices[currentIdx++] = base;
indices[currentIdx++] = base + numColumns + 1;
indices[currentIdx++] = base + numColumns + 2;
indices[currentIdx++] = base + 1;
indices[currentIdx++] = base + numColumns + 1;
}
}
for (PxU32 i = 0; i < numVertices; i++)
{
PxVec3& v = vertices[i];
v.y += heightScale * rand(-1.0f, 1.0f);
}
}
// Setup common cooking params
void setupCommonCookingParams(PxCookingParams& params, bool skipMeshCleanup, bool skipEdgeData)
{
// we suppress the triangle mesh remap table computation to gain some speed, as we will not need it
// in this snippet
params.suppressTriangleMeshRemapTable = true;
// If DISABLE_CLEAN_MESH is set, the mesh is not cleaned during the cooking. The input mesh must be valid.
// The following conditions are true for a valid triangle mesh :
// 1. There are no duplicate vertices(within specified vertexWeldTolerance.See PxCookingParams::meshWeldTolerance)
// 2. There are no large triangles(within specified PxTolerancesScale.)
// It is recommended to run a separate validation check in debug/checked builds, see below.
if (!skipMeshCleanup)
params.meshPreprocessParams &= ~static_cast<PxMeshPreprocessingFlags>(PxMeshPreprocessingFlag::eDISABLE_CLEAN_MESH);
else
params.meshPreprocessParams |= PxMeshPreprocessingFlag::eDISABLE_CLEAN_MESH;
// If eDISABLE_ACTIVE_EDGES_PRECOMPUTE is set, the cooking does not compute the active (convex) edges, and instead
// marks all edges as active. This makes cooking faster but can slow down contact generation. This flag may change
// the collision behavior, as all edges of the triangle mesh will now be considered active.
if (!skipEdgeData)
params.meshPreprocessParams &= ~static_cast<PxMeshPreprocessingFlags>(PxMeshPreprocessingFlag::eDISABLE_ACTIVE_EDGES_PRECOMPUTE);
else
params.meshPreprocessParams |= PxMeshPreprocessingFlag::eDISABLE_ACTIVE_EDGES_PRECOMPUTE;
}
// Creates a triangle mesh using BVH33 midphase with different settings.
void createBV33TriangleMesh(PxU32 numVertices, const PxVec3* vertices, PxU32 numTriangles, const PxU32* indices,
bool skipMeshCleanup, bool skipEdgeData, bool inserted, bool cookingPerformance, bool meshSizePerfTradeoff)
{
PxU64 startTime = SnippetUtils::getCurrentTimeCounterValue();
PxTriangleMeshDesc meshDesc;
meshDesc.points.count = numVertices;
meshDesc.points.data = vertices;
meshDesc.points.stride = sizeof(PxVec3);
meshDesc.triangles.count = numTriangles;
meshDesc.triangles.data = indices;
meshDesc.triangles.stride = 3 * sizeof(PxU32);
PxTolerancesScale scale;
PxCookingParams params(scale);
// Create BVH33 midphase
params.midphaseDesc = PxMeshMidPhase::eBVH33;
// setup common cooking params
setupCommonCookingParams(params, skipMeshCleanup, skipEdgeData);
// The COOKING_PERFORMANCE flag for BVH33 midphase enables a fast cooking path at the expense of somewhat lower quality BVH construction.
if (cookingPerformance)
params.midphaseDesc.mBVH33Desc.meshCookingHint = PxMeshCookingHint::eCOOKING_PERFORMANCE;
else
params.midphaseDesc.mBVH33Desc.meshCookingHint = PxMeshCookingHint::eSIM_PERFORMANCE;
// If meshSizePerfTradeoff is set to true, smaller mesh cooked mesh is produced. The mesh size/performance trade-off
// is controlled by setting the meshSizePerformanceTradeOff from 0.0f (smaller mesh) to 1.0f (larger mesh).
if(meshSizePerfTradeoff)
{
params.midphaseDesc.mBVH33Desc.meshSizePerformanceTradeOff = 0.0f;
}
else
{
// using the default value
params.midphaseDesc.mBVH33Desc.meshSizePerformanceTradeOff = 0.55f;
}
#if defined(PX_CHECKED) || defined(PX_DEBUG)
// If DISABLE_CLEAN_MESH is set, the mesh is not cleaned during the cooking.
// We should check the validity of provided triangles in debug/checked builds though.
if (skipMeshCleanup)
{
PX_ASSERT(PxValidateTriangleMesh(params, meshDesc));
}
#endif // DEBUG
PxTriangleMesh* triMesh = NULL;
PxU32 meshSize = 0;
// The cooked mesh may either be saved to a stream for later loading, or inserted directly into PxPhysics.
if (inserted)
{
triMesh = PxCreateTriangleMesh(params, meshDesc, gPhysics->getPhysicsInsertionCallback());
}
else
{
PxDefaultMemoryOutputStream outBuffer;
PxCookTriangleMesh(params, meshDesc, outBuffer);
PxDefaultMemoryInputData stream(outBuffer.getData(), outBuffer.getSize());
triMesh = gPhysics->createTriangleMesh(stream);
meshSize = outBuffer.getSize();
}
// Print the elapsed time for comparison
PxU64 stopTime = SnippetUtils::getCurrentTimeCounterValue();
float elapsedTime = SnippetUtils::getElapsedTimeInMilliseconds(stopTime - startTime);
printf("\t -----------------------------------------------\n");
printf("\t Create triangle mesh with %d triangles: \n",numTriangles);
cookingPerformance ? printf("\t\t Cooking performance on\n") : printf("\t\t Cooking performance off\n");
inserted ? printf("\t\t Mesh inserted on\n") : printf("\t\t Mesh inserted off\n");
!skipEdgeData ? printf("\t\t Precompute edge data on\n") : printf("\t\t Precompute edge data off\n");
!skipMeshCleanup ? printf("\t\t Mesh cleanup on\n") : printf("\t\t Mesh cleanup off\n");
printf("\t\t Mesh size/performance trade-off: %f \n", double(params.midphaseDesc.mBVH33Desc.meshSizePerformanceTradeOff));
printf("\t Elapsed time in ms: %f \n", double(elapsedTime));
if(!inserted)
{
printf("\t Mesh size: %d \n", meshSize);
}
triMesh->release();
}
// Creates a triangle mesh using BVH34 midphase with different settings.
void createBV34TriangleMesh(PxU32 numVertices, const PxVec3* vertices, PxU32 numTriangles, const PxU32* indices,
bool skipMeshCleanup, bool skipEdgeData, bool inserted, const PxU32 numTrisPerLeaf)
{
PxU64 startTime = SnippetUtils::getCurrentTimeCounterValue();
PxTriangleMeshDesc meshDesc;
meshDesc.points.count = numVertices;
meshDesc.points.data = vertices;
meshDesc.points.stride = sizeof(PxVec3);
meshDesc.triangles.count = numTriangles;
meshDesc.triangles.data = indices;
meshDesc.triangles.stride = 3 * sizeof(PxU32);
PxTolerancesScale scale;
PxCookingParams params(scale);
// Create BVH34 midphase
params.midphaseDesc = PxMeshMidPhase::eBVH34;
// setup common cooking params
setupCommonCookingParams(params, skipMeshCleanup, skipEdgeData);
// Cooking mesh with less triangles per leaf produces larger meshes with better runtime performance
// and worse cooking performance. Cooking time is better when more triangles per leaf are used.
params.midphaseDesc.mBVH34Desc.numPrimsPerLeaf = numTrisPerLeaf;
#if defined(PX_CHECKED) || defined(PX_DEBUG)
// If DISABLE_CLEAN_MESH is set, the mesh is not cleaned during the cooking.
// We should check the validity of provided triangles in debug/checked builds though.
if (skipMeshCleanup)
{
PX_ASSERT(PxValidateTriangleMesh(params, meshDesc));
}
#endif // DEBUG
PxTriangleMesh* triMesh = NULL;
PxU32 meshSize = 0;
// The cooked mesh may either be saved to a stream for later loading, or inserted directly into PxPhysics.
if (inserted)
{
triMesh = PxCreateTriangleMesh(params, meshDesc, gPhysics->getPhysicsInsertionCallback());
}
else
{
PxDefaultMemoryOutputStream outBuffer;
PxCookTriangleMesh(params, meshDesc, outBuffer);
PxDefaultMemoryInputData stream(outBuffer.getData(), outBuffer.getSize());
triMesh = gPhysics->createTriangleMesh(stream);
meshSize = outBuffer.getSize();
}
// Print the elapsed time for comparison
PxU64 stopTime = SnippetUtils::getCurrentTimeCounterValue();
float elapsedTime = SnippetUtils::getElapsedTimeInMilliseconds(stopTime - startTime);
printf("\t -----------------------------------------------\n");
printf("\t Create triangle mesh with %d triangles: \n", numTriangles);
inserted ? printf("\t\t Mesh inserted on\n") : printf("\t\t Mesh inserted off\n");
!skipEdgeData ? printf("\t\t Precompute edge data on\n") : printf("\t\t Precompute edge data off\n");
!skipMeshCleanup ? printf("\t\t Mesh cleanup on\n") : printf("\t\t Mesh cleanup off\n");
printf("\t\t Num triangles per leaf: %d \n", numTrisPerLeaf);
printf("\t Elapsed time in ms: %f \n", double(elapsedTime));
if (!inserted)
{
printf("\t Mesh size: %d \n", meshSize);
}
triMesh->release();
}
void createTriangleMeshes()
{
const PxU32 numColumns = 128;
const PxU32 numRows = 128;
const PxU32 numVertices = (numColumns + 1)*(numRows + 1);
const PxU32 numTriangles = numColumns*numRows * 2;
PxVec3* vertices = new PxVec3[numVertices];
PxU32* indices = new PxU32[numTriangles * 3];
srand(50);
createRandomTerrain(PxVec3(0.0f, 0.0f, 0.0f), numRows, numColumns, 1.0f, 1.0f, 1.f, vertices, indices);
// Create triangle mesh using BVH33 midphase with different settings
printf("-----------------------------------------------\n");
printf("Create triangles mesh using BVH33 midphase: \n\n");
// Favor runtime speed, cleaning the mesh and precomputing active edges. Store the mesh in a stream.
// These are the default settings, suitable for offline cooking.
createBV33TriangleMesh(numVertices,vertices,numTriangles,indices, false, false, false, false, false);
// Favor mesh size, cleaning the mesh and precomputing active edges. Store the mesh in a stream.
createBV33TriangleMesh(numVertices, vertices, numTriangles, indices, false, false, false, false, true);
// Favor cooking speed, skip mesh cleanup, but precompute active edges. Insert into PxPhysics.
// These settings are suitable for runtime cooking, although selecting fast cooking may reduce
// runtime performance of simulation and queries. We still need to ensure the triangles
// are valid, so we perform a validation check in debug/checked builds.
createBV33TriangleMesh(numVertices,vertices,numTriangles,indices, true, false, true, true, false);
// Favor cooking speed, skip mesh cleanup, and don't precompute the active edges. Insert into PxPhysics.
// This is the fastest possible solution for runtime cooking, but all edges are marked as active, which can
// further reduce runtime performance, and also affect behavior.
createBV33TriangleMesh(numVertices,vertices,numTriangles,indices, false, true, true, true, false);
// Create triangle mesh using BVH34 midphase with different settings
printf("-----------------------------------------------\n");
printf("Create triangles mesh using BVH34 midphase: \n\n");
// Favor runtime speed, cleaning the mesh and precomputing active edges. Store the mesh in a stream.
// These are the default settings, suitable for offline cooking.
createBV34TriangleMesh(numVertices, vertices, numTriangles, indices, false, false, false, 4);
// Favor mesh size, cleaning the mesh and precomputing active edges. Store the mesh in a stream.
createBV34TriangleMesh(numVertices, vertices, numTriangles, indices, false, false, false, 15);
// Favor cooking speed, skip mesh cleanup, but precompute active edges. Insert into PxPhysics.
// These settings are suitable for runtime cooking, although selecting more triangles per leaf may reduce
// runtime performance of simulation and queries. We still need to ensure the triangles
// are valid, so we perform a validation check in debug/checked builds.
createBV34TriangleMesh(numVertices, vertices, numTriangles, indices, true, false, true, 15);
// Favor cooking speed, skip mesh cleanup, and don't precompute the active edges. Insert into PxPhysics.
// This is the fastest possible solution for runtime cooking, but all edges are marked as active, which can
// further reduce runtime performance, and also affect behavior.
createBV34TriangleMesh(numVertices, vertices, numTriangles, indices, false, true, true, 15);
delete [] vertices;
delete [] indices;
}
void initPhysics()
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true);
createTriangleMeshes();
}
void cleanupPhysics()
{
PX_RELEASE(gPhysics);
PX_RELEASE(gFoundation);
printf("SnippetTriangleMeshCreate done.\n");
}
int snippetMain(int, const char*const*)
{
initPhysics();
cleanupPhysics();
return 0;
}
| 15,642 | C++ | 39.525907 | 139 | 0.738077 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetmultipruners/SnippetMultiPruners.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet shows how to use a custom scene query system with N pruners
// instead of the traditional two in PxScene. This is mainly useful for large
// world with a lot of actors and a lot of updates. The snippet creates a
// "worst case scenario" involving hundreds of thousands of actors, which are
// all artificially updated each frame to put a lot of pressure on the query
// structures. This is not entirely realistic but it makes the gains from the
// custom query system more obvious. There is a virtual "player" moving around
// in that world and regions are added and removed at runtime according to the
// player's position. Each region contains thousands of actors, which stresses
// the tree building code, the tree refit code, the build step code, and many
// parts of the SQ update pipeline. Pruners can be updated in parallel, which
// is more useful with N pruners than it was with the two PxScene build-in pruners.
//
// Rendering is disabled by default since it can be quite slow for so many
// actors.
//
// Note that the cost of actual scene queries (raycasts, etc) might go up when
// using multiple pruners. However the cost of updating the SQ structures can be
// much higher than the cost of the scene queries themselves, so this can be a
// good trade-off.
// ****************************************************************************
#include <ctype.h>
#include <vector>
#include "PxPhysicsAPI.h"
#include "foundation/PxArray.h"
#include "foundation/PxTime.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#ifdef RENDER_SNIPPET
#include "../snippetrender/SnippetCamera.h"
#include "../snippetrender/SnippetRender.h"
#endif
using namespace physx;
// Define this to use a custom pruner. Undefine to use the default PxScene code.
#define USE_CUSTOM_PRUNER
// This number of threads is used both for the default PhysX CPU dispatcher, and
// for the custom concurrent build steps when a custom pruner is used. It does not
// have much of an impact when USE_CUSTOM_PRUNER is undefined.
#define NUM_WORKER_THREADS 8
//#define NUM_WORKER_THREADS 4
//#define NUM_WORKER_THREADS 2
//#define NUM_WORKER_THREADS 1
#ifdef RENDER_SNIPPET
// Enable or disable rendering. Disabled by default, since the default scene uses 648081 actors.
// There is a custom piece of code that renders the scene as a single mesh though, so it should
// still be usable on fast PCs when enabled.
static const bool gEnableRendering = false;
#endif
// Number of frames to simulate, only used when gEnableRendering == false
static const PxU32 gNbFramesToSimulate = 100;
// The PhysX tree rebuild rate hint. It is usually a *bad idea* to decrease it to 10 (the default
// value is 100), but people do this, and it puts more stress on the build code, which fits the
// worst case scenario we're looking for in this snippet. But do note that in most cases it should
// really be left to "100", or actually increased in large scenes.
static PxU32 gDynamicTreeRebuildRateHint = 10;
// How many objects are added in each region. This has a direct impact on performance in all parts
// of the system.
//static const PxU32 gNbObjectsPerRegion = 400;
//static const PxU32 gNbObjectsPerRegion = 800;
//static const PxU32 gNbObjectsPerRegion = 2000;
//static const PxU32 gNbObjectsPerRegion = 4000;
static const PxU32 gNbObjectsPerRegion = 8000;
static const float gGlobalScale = 1.0f;
// Size of added objects.
static const float gObjectScale = 0.01f * gGlobalScale;
// This controls whether objects are artificially updated each frame. This resets the objects' positions
// to what they already are, no nothing is moving but internally it forces all trees to be refit & rebuilt
// constantly. This has a big impact on performance.
//
// Using "false" here means that:
// - if USE_CUSTOM_PRUNER is NOT defined, the new objects are added to a unique tree in PxScene, which triggers
// a rebuild. The refit operation is not necessary and skipped.
// - if USE_CUSTOM_PRUNER is defined, the new objects are added to a per-region pruner in each region. There is
// no rebuild necessary, and no refit either.
//
// Using "true" here means that all involved trees are constantly refit & rebuilt over a number of frames.
static const bool gUpdateObjectsInRegion = true;
// Range of player's motion
static const float gRange = 10.0f * gGlobalScale;
#ifdef RENDER_SNIPPET
// Size of player
static const float gPlayerSize = 0.1f * gGlobalScale;
#endif
// Speed of player. If you increase it too much the player might leave a region before its tree gets rebuilt,
// which means some parts of the update pipeline are never executed.
static const float gPlayerSpeed = 0.1f;
//static const float gPlayerSpeed = 0.01f;
// Size of active area. The world is effectively infinite but only this active area is considered by the
// streaming code. The active area is a square whose edge size is gActiveAreaSize*2.
static const float gActiveAreaSize = 5.0f * gGlobalScale;
// Number of cells per side == number of regions per side.
static const PxU32 gNbCellsPerSide = 8;
#ifdef USE_CUSTOM_PRUNER
// Number of pruners in the system
static const PxU32 gNbPruners = (gNbCellsPerSide+1)*(gNbCellsPerSide+1);
// Use true to update all pruners in parallel, false to update them sequentially
static const bool gUseConcurrentBuildSteps = true;
// Use tree of pruners or not. This is mainly useful if you have a large number of pruners in
// the system. There is a small cost associated with maintaining that extra tree but since the
// number of pruners should still be vastly smaller than the total number of objects, this is
// usually quite cheap. You can profile the ratcast cost by modifying the code at the end of
// this snippet and see how using a tree of pruners improves performance.
static const bool gUseTreeOfPruners = false;
#endif
static float gGlobalTime = 0.0f;
static SnippetUtils::BasicRandom gRandom(42);
static const PxVec3 gYellow(1.0f, 1.0f, 0.0f);
static const PxVec3 gRed(1.0f, 0.0f, 0.0f);
static const PxVec3 gGreen(0.0f, 1.0f, 0.0f);
static PxVec3 computePlayerPos(float globalTime)
{
const float Amplitude = gRange;
const float t = globalTime * gPlayerSpeed;
const float x = sinf(t*2.17f) * sinf(t) * Amplitude;
const float z = sinf(t*0.77f) * cosf(t) * Amplitude;
return PxVec3(x, 0.0f, z);
}
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
#define INVALID_ID 0xffffffff
#ifdef RENDER_SNIPPET
static PxU8 gBoxIndices[] = {
0,2,1, 0,3,2,
1,6,5, 1,2,6,
5,7,4, 5,6,7,
4,3,0, 4,7,3,
3,6,2, 3,7,6,
5,0,1, 5,4,0
};
#endif
namespace
{
#ifdef USE_CUSTOM_PRUNER
struct PrunerData
{
PrunerData() : mPrunerIndex(INVALID_ID), mNbObjects(0) {}
PxU32 mPrunerIndex;
PxU32 mNbObjects;
};
#endif
struct RegionData
{
PxArray<PxRigidStatic*> mObjects;
#ifdef USE_CUSTOM_PRUNER
PrunerData* mPrunerData;
#endif
#ifdef RENDER_SNIPPET
PxU32 mNbVerts, mNbTris;
PxVec3* mVerts;
PxU32* mIndices;
#endif
};
#ifdef USE_CUSTOM_PRUNER
// This adapter class will be used by the PxCustomSceneQuerySystem to map each new actor/shape to a user-defined pruner
class SnippetCustomSceneQuerySystemAdapter : public PxCustomSceneQuerySystemAdapter
{
public:
PrunerData mPrunerData[gNbPruners];
SnippetCustomSceneQuerySystemAdapter()
{
}
void createPruners(PxCustomSceneQuerySystem* customSQ)
{
// We create a pool of pruners, large enough to provide one pruner per region. This is an arbitrary choice, we could also
// map multiple regions to the same pruner (as long as these regions are close to each other it's just fine).
if(customSQ)
{
for(PxU32 i=0;i<gNbPruners;i++)
mPrunerData[i].mPrunerIndex = customSQ->addPruner(PxPruningStructureType::eDYNAMIC_AABB_TREE, PxDynamicTreeSecondaryPruner::eINCREMENTAL);
//mPrunerData[i].mPrunerIndex = customSQ->addPruner(PxPruningStructureType::eDYNAMIC_AABB_TREE, PxDynamicTreeSecondaryPruner::eBVH);
}
}
// This is called by the streaming code to assign a pruner to a region
PrunerData* findFreePruner()
{
for(PxU32 i=0;i<gNbPruners;i++)
{
if(mPrunerData[i].mNbObjects==0)
return &mPrunerData[i];
}
PX_ASSERT(0);
return NULL;
}
// This is called by the streaming code to release a pruner when a region is deleted
void releasePruner(PxU32 index)
{
PX_ASSERT(mPrunerData[index].mNbObjects==0);
mPrunerData[index].mNbObjects=0;
}
// This is called by PxCustomSceneQuerySystem to assign a pruner index to a new actor/shape
virtual PxU32 getPrunerIndex(const PxRigidActor& actor, const PxShape& /*shape*/) const
{
const PrunerData* prunerData = reinterpret_cast<const PrunerData*>(actor.userData);
return prunerData->mPrunerIndex;
}
// This is called by PxCustomSceneQuerySystem to validate a pruner for scene queries
virtual bool processPruner(PxU32 /*prunerIndex*/, const PxQueryThreadContext* /*context*/, const PxQueryFilterData& /*filterData*/, PxQueryFilterCallback* /*filterCall*/) const
{
// We could filter out empty pruners here if we have some, but for now we don't bother
return true;
}
};
#endif
struct StreamRegion
{
PX_FORCE_INLINE StreamRegion() : mKey(0), mTimestamp(INVALID_ID), mRegionData(NULL) {}
PxU64 mKey;
PxU32 mTimestamp;
PxBounds3 mCellBounds;
RegionData* mRegionData;
};
typedef PxHashMap<PxU64, StreamRegion> StreamingCache;
class Streamer
{
PX_NOCOPY(Streamer)
public:
Streamer(float activeAreaSize, PxU32 nbCellsPerSide);
~Streamer();
void update(const PxVec3& playerPos);
void renderDebug();
void render();
PxBounds3 mStreamingBounds;
StreamingCache mStreamingCache;
PxU32 mTimestamp;
const float mActiveAreaSize;
const PxU32 mNbCellsPerSide;
void addRegion(StreamRegion& region);
void updateRegion(StreamRegion& region);
void removeRegion(StreamRegion& region);
};
}
#ifdef USE_CUSTOM_PRUNER
static SnippetCustomSceneQuerySystemAdapter gAdapter;
#endif
Streamer::Streamer(float activeAreaSize, PxU32 nbCellsPerSide) : mTimestamp(0), mActiveAreaSize(activeAreaSize), mNbCellsPerSide(nbCellsPerSide)
{
mStreamingBounds.setEmpty();
}
Streamer::~Streamer()
{
}
void Streamer::addRegion(StreamRegion& region)
{
PX_ASSERT(region.mRegionData==NULL);
// We disable the simulation flag to measure the cost of SQ structures exclusively
const PxShapeFlags shapeFlags = PxShapeFlag::eVISUALIZATION | PxShapeFlag::eSCENE_QUERY_SHAPE;
PxVec3 extents = region.mCellBounds.getExtents();
extents.x -= 0.01f * gGlobalScale;
extents.z -= 0.01f * gGlobalScale;
extents.y = 0.1f * gGlobalScale;
PxVec3 center = region.mCellBounds.getCenter();
center.y = -0.1f * gGlobalScale;
// In each region we create one "ground" shape and a number of extra smaller objects on it. We use
// static objects to make sure the timings aren't polluted by dynamics-related costs. Dynamic actors
// can also move to neighboring regions, which in theory means they should be transferred to another
// pruner to avoid unpleasant visual artefacts when removing an entire region. This is beyond the
// scope of this snippet so, static actors it is.
//
// The number of static actors in the world is usually much larger than the number of dynamic actors.
// Dynamic actors move constantly, so they usually always trigger a refit & rebuild of the corresponding
// trees. It is therefore a good idea to separate static and dynamic actors, to avoid the cost of
// refit & rebuild for the static parts. In the context of a streaming world it is sometimes good enough
// to put static actors in separate pruners (like we do here) but still stuff all dynamic actors in a
// unique separate pruner (i.e. the same for the whole world). It avoids the aforementioned issues with
// dynamic actors moving to other regions, and if the total number of dynamic actors remains small a
// single structure for dynamic actors is often enough.
PxShape* groundShape = gPhysics->createShape(PxBoxGeometry(extents), *gMaterial, false, shapeFlags);
PxRigidStatic* ground = PxCreateStatic(*gPhysics, PxTransform(center), *groundShape);
RegionData* regionData = new RegionData;
regionData->mObjects.pushBack(ground);
region.mRegionData = regionData;
#ifdef USE_CUSTOM_PRUNER
regionData->mPrunerData = gAdapter.findFreePruner();
ground->userData = regionData->mPrunerData;
regionData->mPrunerData->mNbObjects++;
#endif
gScene->addActor(*ground);
if(gNbObjectsPerRegion)
{
const PxU32 nbExtraObjects = gNbObjectsPerRegion;
const float objectScale = gObjectScale;
const float coeffY = objectScale * 20.0f;
center.y = objectScale;
const PxBoxGeometry boxGeom(objectScale, objectScale, objectScale);
PxShape* shape = gPhysics->createShape(boxGeom, *gMaterial, false, shapeFlags);
PxRigidActor* actors[nbExtraObjects];
for(PxU32 j=0;j<nbExtraObjects;j++)
{
PxVec3 c = center;
c.x += gRandom.randomFloat() * extents.x * (2.0f - objectScale);
c.y += fabsf(gRandom.randomFloat()) * coeffY;
c.z += gRandom.randomFloat() * extents.z * (2.0f - objectScale);
PxRigidStatic* actor = PxCreateStatic(*gPhysics, PxTransform(c), *shape);
actors[j] = actor;
regionData->mObjects.pushBack(actor);
#ifdef USE_CUSTOM_PRUNER
actor->userData = regionData->mPrunerData;
regionData->mPrunerData->mNbObjects++;
#endif
}
/* if(0)
{
PxPruningStructure* ps = physics.createPruningStructure(actors, nbDynamicObjects);
scene.addActors(*ps);
}
else*/
{
gScene->addActors(reinterpret_cast<PxActor**>(actors), nbExtraObjects);
}
}
#ifdef RENDER_SNIPPET
// Precompute single render mesh for this region (rendering them as individual actors is too
// slow). This is also only possible because we used static actors.
{
const PxU32 nbActors = regionData->mObjects.size();
const PxU32 nbVerts = nbActors*8;
const PxU32 nbTris = nbActors*12;
PxVec3* pts = new PxVec3[nbVerts];
PxVec3* dstPts = pts;
PxU32* indices = new PxU32[nbTris*3];
PxU32* dstIndices = indices;
PxU32 baseIndex = 0;
for(PxU32 i=0;i<nbActors;i++)
{
const PxVec3 c = regionData->mObjects[i]->getGlobalPose().p;
PxShape* shape;
regionData->mObjects[i]->getShapes(&shape, 1);
const PxBoxGeometry& boxGeom = static_cast<const PxBoxGeometry&>(shape->getGeometry());
const PxVec3 minimum = c - boxGeom.halfExtents;
const PxVec3 maximum = c + boxGeom.halfExtents;
dstPts[0] = PxVec3(minimum.x, minimum.y, minimum.z);
dstPts[1] = PxVec3(maximum.x, minimum.y, minimum.z);
dstPts[2] = PxVec3(maximum.x, maximum.y, minimum.z);
dstPts[3] = PxVec3(minimum.x, maximum.y, minimum.z);
dstPts[4] = PxVec3(minimum.x, minimum.y, maximum.z);
dstPts[5] = PxVec3(maximum.x, minimum.y, maximum.z);
dstPts[6] = PxVec3(maximum.x, maximum.y, maximum.z);
dstPts[7] = PxVec3(minimum.x, maximum.y, maximum.z);
dstPts += 8;
for(PxU32 j=0;j<12*3;j++)
dstIndices[j] = gBoxIndices[j] + baseIndex;
dstIndices += 12*3;
baseIndex += 8;
}
regionData->mVerts = pts;
regionData->mIndices = indices;
regionData->mNbVerts = nbVerts;
regionData->mNbTris = nbTris;
}
#endif
}
void Streamer::updateRegion(StreamRegion& region)
{
RegionData* regionData = region.mRegionData;
if(gUpdateObjectsInRegion)
{
// Artificial update to trigger the tree refit & rebuild code
const PxU32 nbObjects = regionData->mObjects.size();
for(PxU32 i=0;i<nbObjects;i++)
{
const PxTransform pose = regionData->mObjects[i]->getGlobalPose();
regionData->mObjects[i]->setGlobalPose(pose);
}
}
}
void Streamer::removeRegion(StreamRegion& region)
{
PX_ASSERT(region.mRegionData);
RegionData* regionData = region.mRegionData;
#ifdef RENDER_SNIPPET
delete [] regionData->mIndices;
delete [] regionData->mVerts;
#endif
// Because we used static actors only we can just release all actors, they didn't move to other regions
const PxU32 nbObjects = regionData->mObjects.size();
for(PxU32 i=0;i<nbObjects;i++)
regionData->mObjects[i]->release();
#ifdef USE_CUSTOM_PRUNER
PX_ASSERT(regionData->mPrunerData);
regionData->mPrunerData->mNbObjects-=nbObjects;
PX_ASSERT(regionData->mPrunerData->mNbObjects==0);
gAdapter.releasePruner(regionData->mPrunerData->mPrunerIndex);
#endif
delete region.mRegionData;
region.mRegionData = NULL;
}
void Streamer::update(const PxVec3& playerPos)
{
const float activeAreaSize = mActiveAreaSize;
mStreamingBounds = PxBounds3::centerExtents(playerPos, PxVec3(activeAreaSize));
const float worldSize = activeAreaSize*2.0f;
const PxU32 nbCellsPerSide = mNbCellsPerSide;
const float cellSize = worldSize/float(nbCellsPerSide);
const float cellSizeX = cellSize;
const float cellSizeZ = cellSize;
const PxI32 x0 = PxI32(floorf(mStreamingBounds.minimum.x/cellSizeX));
const PxI32 z0 = PxI32(floorf(mStreamingBounds.minimum.z/cellSizeZ));
const PxI32 x1 = PxI32(ceilf(mStreamingBounds.maximum.x/cellSizeX));
const PxI32 z1 = PxI32(ceilf(mStreamingBounds.maximum.z/cellSizeZ));
// Generally speaking when streaming objects in and out of the game world, we want to first remove
// old objects then add new objects (in this order) to give the system a chance to recycle removed
// entries and use less resources overall. That's why we split the loop to add objects in two parts.
// The first part below finds currently touched regions and updates their timestamp.
for(PxI32 j=z0;j<z1;j++)
{
for(PxI32 i=x0;i<x1;i++)
{
const PxU64 Key = (PxU64(i)<<32)|PxU64(PxU32(j));
StreamRegion& region = mStreamingCache[Key];
if(region.mTimestamp!=INVALID_ID)
{
// This region was already active => update its timestamp.
PX_ASSERT(region.mKey==Key);
region.mTimestamp = mTimestamp;
updateRegion(region);
}
}
}
// This loop checks all regions in the system and removes the ones that are neither new
// (mTimestamp==INVALID_ID) nor persistent (mTimestamp==current timestamp).
{
PxArray<PxU64> toRemove; // Delayed removal to avoid touching the hashmap while we're iterating it
for(StreamingCache::Iterator iter = mStreamingCache.getIterator(); !iter.done(); ++iter)
{
if(iter->second.mTimestamp!=mTimestamp && iter->second.mTimestamp!=INVALID_ID)
{
removeRegion(iter->second);
toRemove.pushBack(iter->second.mKey);
}
}
const PxU32 nbToGo = toRemove.size();
for(PxU32 i=0;i<nbToGo;i++)
{
bool b = mStreamingCache.erase(toRemove[i]);
PX_ASSERT(b);
PX_UNUSED(b);
}
}
// Finally we do our initial loop again looking for new regions (mTimestamp==INVALID_ID) and actually add them.
for(PxI32 j=z0;j<z1;j++)
{
for(PxI32 i=x0;i<x1;i++)
{
const PxU64 Key = (PxU64(i)<<32)|PxU64(PxU32(j));
StreamRegion& region = mStreamingCache[Key];
if(region.mTimestamp==INVALID_ID)
{
// New entry
region.mKey = Key;
region.mTimestamp = mTimestamp;
region.mCellBounds.minimum = PxVec3(float(i)*cellSizeX, 0.0f, float(j)*cellSizeZ);
region.mCellBounds.maximum = PxVec3(float(i+1)*cellSizeX, 0.0f, float(j+1)*cellSizeZ);
addRegion(region);
}
}
}
mTimestamp++;
}
void Streamer::renderDebug()
{
#ifdef RENDER_SNIPPET
Snippets::DrawBounds(mStreamingBounds, gGreen);
for(StreamingCache::Iterator iter = mStreamingCache.getIterator(); !iter.done(); ++iter)
Snippets::DrawBounds(iter->second.mCellBounds, gRed);
#endif
}
void Streamer::render()
{
#ifdef RENDER_SNIPPET
for(StreamingCache::Iterator iter = mStreamingCache.getIterator(); !iter.done(); ++iter)
{
const RegionData* data = iter->second.mRegionData;
Snippets::renderMesh(data->mNbVerts, data->mVerts, data->mNbTris, data->mIndices, PxVec3(0.1f, 0.2f, 0.3f));
}
#endif
}
static Streamer* gStreamer = NULL;
#ifdef USE_CUSTOM_PRUNER
static PxCustomSceneQuerySystem* gCustomSQ = NULL;
#endif
static bool gHasRaycastHit;
static PxRaycastHit gRaycastHit;
static PxVec3 gOrigin;
void renderScene()
{
#ifdef RENDER_SNIPPET
if(0) // Disabled, this is too slow
{
PxScene* scene;
PxGetPhysics().getScenes(&scene,1);
PxU32 nbActors = scene->getNbActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC);
if(nbActors)
{
//printf("Rendering %d actors\n", nbActors);
std::vector<PxRigidActor*> actors(nbActors);
scene->getActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC, reinterpret_cast<PxActor**>(&actors[0]), nbActors);
Snippets::renderActors(&actors[0], static_cast<PxU32>(actors.size()), false, PxVec3(0.1f, 0.2f, 0.3f), NULL, true, false);
}
}
else
{
if(gStreamer)
gStreamer->render();
}
if(gHasRaycastHit)
{
Snippets::DrawLine(gOrigin, gRaycastHit.position, gYellow);
Snippets::DrawFrame(gRaycastHit.position, 1.0f);
}
else
Snippets::DrawLine(gOrigin, gOrigin - PxVec3(0.0f, 100.0f, 0.0f), gYellow);
const PxVec3 playerPos = computePlayerPos(gGlobalTime);
const PxBounds3 playerBounds = PxBounds3::centerExtents(playerPos, PxVec3(gPlayerSize));
Snippets::DrawBounds(playerBounds, gYellow);
// const PxBounds3 activeAreaBounds = PxBounds3::centerExtents(playerPos, PxVec3(gActiveAreaSize));
// Snippets::DrawBounds(activeAreaBounds, gGreen);
if(gStreamer)
gStreamer->renderDebug();
#endif
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
if(1)
{
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
//gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
gPvd->connect(*transport,PxPvdInstrumentationFlag::ePROFILE);
}
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), false, gPvd);
gDispatcher = PxDefaultCpuDispatcherCreate(NUM_WORKER_THREADS);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
sceneDesc.staticStructure = PxPruningStructureType::eDYNAMIC_AABB_TREE;
sceneDesc.dynamicStructure = PxPruningStructureType::eDYNAMIC_AABB_TREE;
sceneDesc.dynamicTreeRebuildRateHint = gDynamicTreeRebuildRateHint;
#ifdef USE_CUSTOM_PRUNER
// For concurrent build steps we're going to use the new custom API in PxCustomSceneQuerySystem so we tell the system
// to disable the built-in build-step & commit functions (which are otherwise executed in fetchResults).
sceneDesc.sceneQueryUpdateMode = gUseConcurrentBuildSteps ? PxSceneQueryUpdateMode::eBUILD_DISABLED_COMMIT_DISABLED : PxSceneQueryUpdateMode::eBUILD_ENABLED_COMMIT_ENABLED;
// Create our custom scene query system and tell PxSceneDesc about it
PxCustomSceneQuerySystem* customSQ = PxCreateCustomSceneQuerySystem(sceneDesc.sceneQueryUpdateMode, 0x0102030405060708, gAdapter, gUseTreeOfPruners);
if(customSQ)
{
gAdapter.createPruners(customSQ);
sceneDesc.sceneQuerySystem = customSQ;
gCustomSQ = customSQ;
}
#endif
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
gStreamer = new Streamer(gActiveAreaSize, gNbCellsPerSide);
}
#ifdef USE_CUSTOM_PRUNER
class TaskBuildStep : public PxLightCpuTask
{
public:
TaskBuildStep() : PxLightCpuTask(), mIndex(INVALID_ID) {}
virtual void run()
{
PX_SIMD_GUARD
gCustomSQ->customBuildstep(mIndex);
}
virtual const char* getName() const { return "TaskBuildStep"; }
PxU32 mIndex;
};
class TaskWait: public PxLightCpuTask
{
public:
TaskWait(SnippetUtils::Sync* syncHandle) : PxLightCpuTask(), mSyncHandle(syncHandle) {}
virtual void run() {}
PX_INLINE void release()
{
PxLightCpuTask::release();
SnippetUtils::syncSet(mSyncHandle);
}
virtual const char* getName() const { return "TaskWait"; }
private:
SnippetUtils::Sync* mSyncHandle;
};
static void concurrentBuildSteps()
{
const PxU32 nbPruners = gCustomSQ->startCustomBuildstep();
PX_UNUSED(nbPruners);
{
PX_ASSERT(nbPruners==gNbPruners);
SnippetUtils::Sync* buildStepsComplete = SnippetUtils::syncCreate();
SnippetUtils::syncReset(buildStepsComplete);
TaskWait taskWait(buildStepsComplete);
TaskBuildStep taskBuildStep[gNbPruners];
for(PxU32 i=0; i<gNbPruners; i++)
taskBuildStep[i].mIndex = i;
PxTaskManager* tm = gScene->getTaskManager();
tm->resetDependencies();
tm->startSimulation();
taskWait.setContinuation(*tm, NULL);
for(PxU32 i=0; i<gNbPruners; i++)
taskBuildStep[i].setContinuation(&taskWait);
taskWait.removeReference();
for(PxU32 i=0; i<gNbPruners; i++)
taskBuildStep[i].removeReference();
SnippetUtils::syncWait(buildStepsComplete);
SnippetUtils::syncRelease(buildStepsComplete);
}
gCustomSQ->finishCustomBuildstep();
}
#endif
static PxTime gTime;
void stepPhysics(bool /*interactive*/)
{
if(gStreamer)
{
const PxVec3 playerPos = computePlayerPos(gGlobalTime);
gStreamer->update(playerPos);
gOrigin = playerPos+PxVec3(0.0f, 10.0f, 0.0f);
}
const PxU32 nbActors = gScene->getNbActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC);
const float dt = 1.0f/60.0f;
gTime.getElapsedSeconds();
{
gScene->simulate(dt);
gScene->fetchResults(true);
#ifdef USE_CUSTOM_PRUNER
if(gUseConcurrentBuildSteps)
concurrentBuildSteps();
#endif
}
PxTime::Second time = gTime.getElapsedSeconds()*1000.0;
// Ignore first frames to skip the cost of creating all the initial regions
static PxU32 nbIgnored = 16;
static PxU32 nbCalls = 0;
static PxF64 totalTime = 0;
static PxF64 peakTime = 0;
if(nbIgnored)
nbIgnored--;
else
{
nbCalls++;
totalTime+=time;
if(time>peakTime)
peakTime = time;
if(1)
printf("%d: time: %f ms | avg: %f ms | peak: %f ms | %d actors\n", nbCalls, time, totalTime/PxU64(nbCalls), peakTime, nbActors);
}
gTime.getElapsedSeconds();
{
PxRaycastBuffer buf;
gScene->raycast(gOrigin, PxVec3(0.0f, -1.0f, 0.0f), 100.0f, buf);
gHasRaycastHit = buf.hasBlock;
if(buf.hasBlock)
gRaycastHit = buf.block;
}
time = gTime.getElapsedSeconds()*1000.0;
if(0)
printf("raycast time: %f us\n", time*1000.0);
gGlobalTime += dt;
}
void cleanupPhysics(bool /*interactive*/)
{
delete gStreamer;
PX_RELEASE(gMaterial);
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetMultiPruners done.\n");
}
void keyPress(unsigned char /*key*/, const PxTransform& /*camera*/)
{
}
static void runWithoutRendering()
{
static const PxU32 frameCount = gNbFramesToSimulate;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
}
int snippetMain(int, const char*const*)
{
printf("Multi Pruners snippet.\n");
#ifdef RENDER_SNIPPET
if(gEnableRendering)
{
extern void renderLoop();
renderLoop();
}
else
runWithoutRendering();
#else
runWithoutRendering();
#endif
return 0;
}
| 29,388 | C++ | 32.20791 | 178 | 0.736865 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetcustomgeometryqueries/SnippetCustomGeometryQueries.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet shows how to implement custom geometries queries
// callbacks, using PhysX geometry queries.
// ****************************************************************************
#include <ctype.h>
#include <vector>
#include "PxPhysicsAPI.h"
// temporary disable this snippet, cannot work without rendering we cannot include GL directly
#ifdef RENDER_SNIPPET
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#include "../snippetrender/SnippetRender.h"
using namespace physx;
void renderRaycast(const PxVec3& origin, const PxVec3& unitDir, float maxDist, const PxRaycastHit* hit);
void renderSweepBox(const PxVec3& origin, const PxVec3& unitDir, float maxDist, const PxVec3& halfExtents, const PxSweepHit* hit);
void renderOverlapBox(const PxVec3& origin, const PxVec3& halfExtents, bool hit);
/*
Two crossed bars.
*/
struct BarCrosss : PxCustomGeometry::Callbacks
{
PxVec3 barExtents;
DECLARE_CUSTOM_GEOMETRY_TYPE
BarCrosss() : barExtents(27, 9, 3) {}
virtual PxBounds3 getLocalBounds(const PxGeometry&) const
{
return PxBounds3(-PxVec3(barExtents.x * 0.5f, barExtents.y * 0.5f, barExtents.x * 0.5f),
PxVec3(barExtents.x * 0.5f, barExtents.y * 0.5f, barExtents.x * 0.5f));
}
virtual bool generateContacts(const PxGeometry&, const PxGeometry&, const PxTransform&, const PxTransform&,
const PxReal, const PxReal, const PxReal,
PxContactBuffer&) const
{
return false;
}
virtual PxU32 raycast(const PxVec3& origin, const PxVec3& unitDir, const PxGeometry&, const PxTransform& pose,
PxReal maxDist, PxHitFlags hitFlags, PxU32, PxGeomRaycastHit* rayHits, PxU32, PxRaycastThreadContext*) const
{
PxBoxGeometry barGeom(barExtents * 0.5f);
PxTransform p0 = pose;
PxGeomRaycastHit hits[2];
PxGeometryQuery::raycast(origin, unitDir, barGeom, p0, maxDist, hitFlags, 1, hits + 0);
p0 = pose.transform(PxTransform(PxQuat(PX_PIDIV2, PxVec3(0, 1, 0))));
PxGeometryQuery::raycast(origin, unitDir, barGeom, p0, maxDist, hitFlags, 1, hits + 1);
rayHits[0] = hits[0].distance < hits[1].distance ? hits[0] : hits[1];
return hits[0].distance < PX_MAX_REAL || hits[1].distance < PX_MAX_REAL ? 1 : 0;
}
virtual bool overlap(const PxGeometry&, const PxTransform& pose0, const PxGeometry& geom1, const PxTransform& pose1, PxOverlapThreadContext*) const
{
PxBoxGeometry barGeom(barExtents * 0.5f);
PxTransform p0 = pose0;
if (PxGeometryQuery::overlap(barGeom, p0, geom1, pose1, PxGeometryQueryFlags(0)))
return true;
p0 = pose0.transform(PxTransform(PxQuat(PX_PIDIV2, PxVec3(0, 1, 0))));
if (PxGeometryQuery::overlap(barGeom, p0, geom1, pose1, PxGeometryQueryFlags(0)))
return true;
return false;
}
virtual bool sweep(const PxVec3& unitDir, const PxReal maxDist,
const PxGeometry&, const PxTransform& pose0, const PxGeometry& geom1, const PxTransform& pose1,
PxGeomSweepHit& sweepHit, PxHitFlags hitFlags, const PxReal inflation, PxSweepThreadContext*) const
{
PxBoxGeometry barGeom(barExtents * 0.5f);
PxTransform p0 = pose0;
PxGeomSweepHit hits[2];
PxGeometryQuery::sweep(unitDir, maxDist, geom1, pose1, barGeom, p0, hits[0], hitFlags, inflation);
p0 = pose0.transform(PxTransform(PxQuat(PX_PIDIV2, PxVec3(0, 1, 0))));
PxGeometryQuery::sweep(unitDir, maxDist, geom1, pose1, barGeom, p0, hits[1], hitFlags, inflation);
sweepHit = hits[0].distance < hits[1].distance ? hits[0] : hits[1];
return hits[0].distance < PX_MAX_REAL || hits[1].distance < PX_MAX_REAL;
}
virtual void visualize(const PxGeometry&, PxRenderOutput&, const PxTransform&, const PxBounds3&) const {}
virtual void computeMassProperties(const PxGeometry&, PxMassProperties&) const {}
virtual bool usePersistentContactManifold(const PxGeometry&, PxReal&) const { return false; }
};
IMPLEMENT_CUSTOM_GEOMETRY_TYPE(BarCrosss)
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
static PxRigidDynamic* gActor = NULL;
static BarCrosss gBarCrosss;
static PxReal gTime = 0;
static PxRigidDynamic* createDynamic(const PxTransform& t, const PxGeometry& geometry, const PxVec3& velocity = PxVec3(0), PxReal density = 1.0f)
{
PxRigidDynamic* dynamic = PxCreateDynamic(*gPhysics, t, geometry, *gMaterial, density);
dynamic->setLinearVelocity(velocity);
gScene->addActor(*dynamic);
return dynamic;
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport, PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), true, gPvd);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f * 3, 0.0f);
gDispatcher = PxDefaultCpuDispatcherCreate(2);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if (pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
// Create bar cross actor
PxRigidDynamic* barCrossActor = gPhysics->createRigidDynamic(PxTransform(PxVec3(0, gBarCrosss.barExtents.y * 0.5f, 0)));
barCrossActor->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, true);
PxRigidActorExt::createExclusiveShape(*barCrossActor, PxCustomGeometry(gBarCrosss), *gMaterial);
gScene->addActor(*barCrossActor);
gActor = barCrossActor;
}
void debugRender()
{
PxGeometryHolder geom;
geom.storeAny(PxBoxGeometry(gBarCrosss.barExtents * 0.5f));
PxTransform pose = gActor->getGlobalPose();
Snippets::renderGeoms(1, &geom, &pose, false, PxVec3(0.7f));
pose = pose.transform(PxTransform(PxQuat(PX_PIDIV2, PxVec3(0, 1, 0))));
Snippets::renderGeoms(1, &geom, &pose, false, PxVec3(0.7f));
// Raycast
{
PxVec3 origin((gBarCrosss.barExtents.x + 10) * 0.5f, 0, 0);
PxVec3 unitDir(-1, 0, 0);
float maxDist = gBarCrosss.barExtents.x + 20;
PxRaycastBuffer buffer;
gScene->raycast(origin, unitDir, maxDist, buffer);
renderRaycast(origin, unitDir, maxDist, buffer.hasBlock ? &buffer.block : nullptr);
}
// Sweep
{
PxVec3 origin(0, 0, (gBarCrosss.barExtents.x + 10) * 0.5f);
PxVec3 unitDir(0, 0, -1);
float maxDist = gBarCrosss.barExtents.x + 20;
PxVec3 halfExtents(1.5f, 0.5f, 1.0f);
PxSweepBuffer buffer;
gScene->sweep(PxBoxGeometry(halfExtents), PxTransform(origin), unitDir, maxDist, buffer);
renderSweepBox(origin, unitDir, maxDist, halfExtents, buffer.hasBlock ? &buffer.block : nullptr);
}
// Overlap
{
PxVec3 origin((gBarCrosss.barExtents.x) * -0.4f, 0, (gBarCrosss.barExtents.x) * -0.4f);
PxVec3 halfExtents(gBarCrosss.barExtents.z * 1.5f, gBarCrosss.barExtents.y * 1.1f, gBarCrosss.barExtents.z * 1.5f);
PxOverlapBuffer buffer;
gScene->overlap(PxBoxGeometry(halfExtents), PxTransform(origin), buffer, PxQueryFilterData(PxQueryFlag::eANY_HIT | PxQueryFlag::eDYNAMIC));
renderOverlapBox(origin, halfExtents, buffer.hasAnyHits());
}
}
void stepPhysics(bool /*interactive*/)
{
gTime += 1.0f / 60.0f;
gActor->setKinematicTarget(PxTransform(PxQuat(gTime * 0.3f, PxVec3(0, 1, 0))));
gScene->simulate(1.0f / 60.0f);
gScene->fetchResults(true);
}
void cleanupPhysics(bool /*interactive*/)
{
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
if (gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetGeometryQueries done.\n");
}
void keyPress(unsigned char key, const PxTransform& camera)
{
switch (toupper(key))
{
case ' ': createDynamic(camera, PxSphereGeometry(3.0f), camera.rotate(PxVec3(0, 0, -1)) * 200, 3.0f); break;
}
}
int snippetMain(int, const char* const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for (PxU32 i = 0; i < frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
#else
int snippetMain(int, const char* const*)
{
return 0;
}
#endif
| 10,426 | C++ | 37.476015 | 148 | 0.736716 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetvehicle2multithreading/SnippetVehicleMultithreading.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates simple use of the physx vehicle sdk and demonstrates
// how to simulate a vehicle with direct drive using parameters, states and
// components maintained by the PhysX Vehicle SDK. Particlar attention is paid
// to the simulation of a PhysX vehicle in a multi-threaded environment.
// Vehicles are made of parameters, states and components.
// Parameters describe the configuration of a vehicle. Examples are vehicle mass, wheel radius
// and suspension stiffness.
// States describe the instantaneous dynamic state of a vehicle. Examples are engine revs, wheel
// yaw angle and tire slip angles.
// Components forward integrate the dynamic state of the vehicle, given the previous vehicle state
// and the vehicle's parameterisation.
// Components update dynamic state by invoking reusable functions in a particular sequence.
// An example component is a rigid body component that updates the linear and angular velocity of
// the vehicle's rigid body given the instantaneous forces and torques of the suspension and tire
// states.
// The pipeline of vehicle computation is a sequence of components that run in order. For example,
// one component might compute the plane under the wheel by performing a scene query against the
// world geometry. The next component in the sequence might compute the suspension compression required
// to place the wheel on the surface of the hit plane. Following this, another component might compute
// the suspension force that arises from that compression. The rigid body component, as discussed earlier,
// can then forward integrate the rigid body's linear velocity using the suspension force.
// Custom combinations of parameter, state and component allow different behaviours to be simulated with
// different simulation fidelities. For example, a suspension component that implements a linear force
// response with respect to its compression state could be replaced with one that imlements a non-linear
// response. The replacement component would consume the same suspension compression state data and
// would output the same suspension force data structure. In this example, the change has been localised
// to the component that converts suspension compression to force and to the parameterisation that governs
// that conversion.
// Another combination example could be the replacement of the tire component from a low fidelity model to
// a high fidelty model such as Pacejka. The low and high fidelity components consume the same state data
// (tire slip, load, friction) and output the same state data for the tire forces. Again, the
// change has been localised to the component that converts slip angle to tire force and the
// parameterisation that governs the conversion.
//The PhysX Vehicle SDK presents a maintained set of parameters, states and components. The maintained
//set of parameters, states and components may be combined on their own or combined with custom parameters,
//states and components.
//This snippet breaks the vehicle into into three distinct models:
//1) a base vehicle model that describes the mechanical configuration of suspensions, tires, wheels and an
// associated rigid body.
//2) a direct drive drivetrain model that forwards input controls to wheel torques and angles.
//3) a physx integration model that provides a representation of the vehicle in an associated physx scene.
// It is a good idea to record and playback with pvd (PhysX Visual Debugger).
//This snippet
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetvehicle2common/directdrivetrain/DirectDrivetrain.h"
#include "../snippetvehicle2common/serialization/BaseSerialization.h"
#include "../snippetvehicle2common/serialization/DirectDrivetrainSerialization.h"
#include "../snippetvehicle2common/SnippetVehicleHelpers.h"
#include "../snippetutils/SnippetUtils.h"
#include "../snippetcommon/SnippetPVD.h"
#include "common/PxProfileZone.h"
using namespace physx;
using namespace physx::vehicle2;
using namespace snippetvehicle2;
//PhysX management class instances.
PxDefaultAllocator gAllocator;
PxDefaultErrorCallback gErrorCallback;
PxFoundation* gFoundation = NULL;
PxPhysics* gPhysics = NULL;
PxDefaultCpuDispatcher* gDispatcher = NULL;
PxScene* gScene = NULL;
PxMaterial* gMaterial = NULL;
PxPvd* gPvd = NULL;
PxTaskManager* gTaskManager = NULL;
//The path to the vehicle json files to be loaded.
const char* gVehicleDataPath = NULL;
//The vehicles with direct drivetrain
#define NUM_VEHICLES 1024
DirectDriveVehicle gVehicles[NUM_VEHICLES];
PxVehiclePhysXActorBeginComponent* gPhysXBeginComponents[NUM_VEHICLES];
PxVehiclePhysXActorEndComponent* gPhysXEndComponents[NUM_VEHICLES];
#define NUM_WORKER_THREADS 4
#define UPDATE_BATCH_SIZE 1
#define NB_SUBSTEPS 1
//Vehicle simulation needs a simulation context
//to store global parameters of the simulation such as
//gravitational acceleration.
PxVehiclePhysXSimulationContext gVehicleSimulationContext;
//Gravitational acceleration
const PxVec3 gGravity(0.0f, -9.81f, 0.0f);
//The mapping between PxMaterial and friction.
PxVehiclePhysXMaterialFriction gPhysXMaterialFrictions[16];
PxU32 gNbPhysXMaterialFrictions = 0;
PxReal gPhysXDefaultMaterialFriction = 1.0f;
//Give the vehicles a name so they can be identified in PVD.
const char gVehicleName[] = "directDrive";
//A ground plane to drive on.
PxRigidStatic* gGroundPlane = NULL;
//Track the number of simulation steps.
PxU32 gNbSimulateSteps = 0;
//Commands are issued to the vehicle in a pre-choreographed sequence.
struct Command
{
PxF32 brake;
PxF32 throttle;
PxF32 steer;
PxF32 duration;
};
Command gCommands[] =
{
{0.0f, 0.5f, 0.0f, 4.26f}, //throttle for 256 update steps at 60Hz
};
const PxU32 gNbCommands = sizeof(gCommands) / sizeof(Command);
PxReal gCommandTime = 0.0f; //Time spent on current command
PxU32 gCommandProgress = 0; //The id of the current command.
//Profile the different phases of a simulate step.
struct UpdatePhases
{
enum Enum
{
eVEHICLE_PHYSX_BEGIN_COMPONENTS,
eVEHICLE_UPDATE_COMPONENTS,
eVEHICLE_PHYSX_END_COMPONENTS,
ePHYSX_SCENE_SIMULATE,
eMAX_NUM_UPDATE_STAGES
};
};
static const char* gUpdatePhaseNames[UpdatePhases::eMAX_NUM_UPDATE_STAGES] =
{
"vehiclePhysXBeginComponents",
"vehicleUpdateComponents",
"vehiclePhysXEndComponents",
"physXSceneSimulate"
};
struct ProfileZones
{
PxU64 times[UpdatePhases::eMAX_NUM_UPDATE_STAGES];
ProfileZones()
{
for (int i = 0; i < UpdatePhases::eMAX_NUM_UPDATE_STAGES; ++i)
times[i] = 0;
}
void print()
{
for (int i = 0; i < UpdatePhases::eMAX_NUM_UPDATE_STAGES; ++i)
{
float ms = SnippetUtils::getElapsedTimeInMilliseconds(times[i]);
printf("%s: %f ms\n", gUpdatePhaseNames[i], PxF64(ms));
}
}
void zoneStart(UpdatePhases::Enum zoneId)
{
PxU64 time = SnippetUtils::getCurrentTimeCounterValue();
times[zoneId] -= time;
}
void zoneEnd(UpdatePhases::Enum zoneId)
{
PxU64 time = SnippetUtils::getCurrentTimeCounterValue();
times[zoneId] += time;
}
};
ProfileZones gProfileZones;
class ScopedProfileZone
{
private:
ScopedProfileZone(const ScopedProfileZone&);
ScopedProfileZone& operator=(const ScopedProfileZone&);
public:
ScopedProfileZone(ProfileZones& zones, UpdatePhases::Enum zoneId)
: mZones(zones)
, mZoneId(zoneId)
{
zones.zoneStart(zoneId);
}
~ScopedProfileZone()
{
mZones.zoneEnd(mZoneId);
}
private:
ProfileZones& mZones;
UpdatePhases::Enum mZoneId;
};
#define SNIPPET_PROFILE_ZONE(zoneId) ScopedProfileZone PX_CONCAT(_scoped, __LINE__)(gProfileZones, zoneId)
//TaskVehicleUpdates allows vehicle updates to be performed concurrently across
//multiple threads.
class TaskVehicleUpdates : public PxLightCpuTask
{
public:
TaskVehicleUpdates()
: PxLightCpuTask(),
mTimestep(0),
mGravity(PxVec3(0, 0, 0)),
mThreadId(0xffffffff),
mCommandProgress(0)
{
}
void setThreadId(const PxU32 threadId)
{
mThreadId = threadId;
}
void setTimestep(const PxF32 timestep)
{
mTimestep = timestep;
}
void setGravity(const PxVec3& gravity)
{
mGravity = gravity;
}
void setCommandProgress(const PxU32 commandProgress)
{
mCommandProgress = commandProgress;
}
virtual void run()
{
PxU32 vehicleId = mThreadId * UPDATE_BATCH_SIZE;
while (vehicleId < NUM_VEHICLES)
{
const PxU32 numToUpdate = PxMin(NUM_VEHICLES - vehicleId, static_cast<PxU32>(UPDATE_BATCH_SIZE));
for (PxU32 i = 0; i < numToUpdate; i++)
{
gVehicles[vehicleId + i].mCommandState.brakes[0] = gCommands[mCommandProgress].brake;
gVehicles[vehicleId + i].mCommandState.nbBrakes = 1;
gVehicles[vehicleId + i].mCommandState.throttle = gCommands[mCommandProgress].throttle;
gVehicles[vehicleId + i].mCommandState.steer = gCommands[mCommandProgress].steer;
gVehicles[vehicleId + i].mTransmissionCommandState.gear = PxVehicleDirectDriveTransmissionCommandState::eFORWARD;
gVehicles[vehicleId + i].step(mTimestep, gVehicleSimulationContext);
}
vehicleId += NUM_WORKER_THREADS * UPDATE_BATCH_SIZE;
}
}
virtual const char* getName() const { return "TaskVehicleUpdates"; }
private:
PxF32 mTimestep;
PxVec3 mGravity;
PxU32 mThreadId;
PxU32 mCommandProgress;
};
//TaskWait runs after all concurrent updates have completed.
class TaskWait : public PxLightCpuTask
{
public:
TaskWait(SnippetUtils::Sync* syncHandle)
: PxLightCpuTask(),
mSyncHandle(syncHandle)
{
}
virtual void run()
{
}
PX_INLINE void release()
{
PxLightCpuTask::release();
SnippetUtils::syncSet(mSyncHandle);
}
virtual const char* getName() const { return "TaskWait"; }
private:
SnippetUtils::Sync* mSyncHandle;
};
void initPhysX()
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::ePROFILE);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), true, gPvd);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = gGravity;
gDispatcher = PxDefaultCpuDispatcherCreate(NUM_WORKER_THREADS);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = VehicleFilterShader;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, false);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, false);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, false);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
/////////////////////////////////////////////
//Create a task manager that will be used to
//update the vehicles concurrently across
//multiple threads.
/////////////////////////////////////////////
gTaskManager = PxTaskManager::createTaskManager(gFoundation->getErrorCallback(), gDispatcher);
PxInitVehicleExtension(*gFoundation);
}
void cleanupPhysX()
{
PxCloseVehicleExtension();
PX_RELEASE(gTaskManager);
PX_RELEASE(gMaterial);
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
if (gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release();
transport->release();
}
PX_RELEASE(gFoundation);
}
void initGroundPlane()
{
gGroundPlane = PxCreatePlane(*gPhysics, PxPlane(0, 1, 0, 0), *gMaterial);
for (PxU32 i = 0; i < gGroundPlane->getNbShapes(); i++)
{
PxShape* shape = NULL;
gGroundPlane->getShapes(&shape, 1, i);
shape->setFlag(PxShapeFlag::eSCENE_QUERY_SHAPE, true);
shape->setFlag(PxShapeFlag::eSIMULATION_SHAPE, false);
shape->setFlag(PxShapeFlag::eTRIGGER_SHAPE, false);
}
gScene->addActor(*gGroundPlane);
}
void cleanupGroundPlane()
{
gGroundPlane->release();
}
void initMaterialFrictionTable()
{
//Each physx material can be mapped to a tire friction value on a per tire basis.
//If a material is encountered that is not mapped to a friction value, the friction value used is the specified default value.
//In this snippet there is only a single material so there can only be a single mapping between material and friction.
//In this snippet the same mapping is used by all tires.
gPhysXMaterialFrictions[0].friction = 1.0f;
gPhysXMaterialFrictions[0].material = gMaterial;
gPhysXDefaultMaterialFriction = 1.0f;
gNbPhysXMaterialFrictions = 1;
}
bool initVehicles()
{
//Load the params from json
BaseVehicleParams baseParams;
readBaseParamsFromJsonFile(gVehicleDataPath, "Base.json", baseParams);
PhysXIntegrationParams physxParams;
setPhysXIntegrationParams(baseParams.axleDescription,
gPhysXMaterialFrictions, gNbPhysXMaterialFrictions, gPhysXDefaultMaterialFriction,
physxParams);
DirectDrivetrainParams directDrivetrainParams;
readDirectDrivetrainParamsFromJsonFile(gVehicleDataPath, "DirectDrive.json", baseParams.axleDescription,
directDrivetrainParams);
//Create the params, states and component sequences for direct drive vehicles.
//Take care not to add PxVehiclePhysXActorBeginComponent or PxVehiclePhysXActorEndComponent
//to the sequences because are executed in a separate step.
for (PxU32 i = 0; i < NUM_VEHICLES; i++)
{
//Set the vehicle params.
//Every vehicle is identical.
gVehicles[i].mBaseParams = baseParams;
gVehicles[i].mPhysXParams = physxParams;
gVehicles[i].mDirectDriveParams = directDrivetrainParams;
//Set the states to default and create the component sequence.
//Take care not to add PxVehiclePhysXActorBeginComponent and PxVehiclePhysXActorEndComponent
//to the sequence because these are handled separately to take advantage of multi-threading.
const bool addPhysXBeginAndEndComponentsToSequence = false;
if (!gVehicles[i].initialize(*gPhysics, PxCookingParams(PxTolerancesScale()), *gMaterial,
addPhysXBeginAndEndComponentsToSequence))
{
return false;
}
//Force a known substep count per simulation step so that we have a perfect understanding of
//the amount of computational effort involved in running the snippet.
gVehicles[i].mComponentSequence.setSubsteps(gVehicles[i].mComponentSequenceSubstepGroupHandle, NB_SUBSTEPS);
//Apply a start pose to the physx actor and add it to the physx scene.
PxTransform pose(PxVec3(5.0f*(PxI32(i) - NUM_VEHICLES/2), 0.0f, 0.0f), PxQuat(PxIdentity));
gVehicles[i].setUpActor(*gScene, pose, gVehicleName);
}
//PhysX reads/writes require read/write locks that serialize executions.
//Perform all physx reads/writes serially in a separate step to avoid serializing code that can take
//advantage of multithreading.
for (PxU32 i = 0; i < NUM_VEHICLES; i++)
{
gPhysXBeginComponents[i] = (static_cast<PxVehiclePhysXActorBeginComponent*>(gVehicles + i));
gPhysXEndComponents[i] = (static_cast<PxVehiclePhysXActorEndComponent*>(gVehicles + i));
}
//Set up the simulation context.
//The snippet is set up with
//a) z as the longitudinal axis
//b) x as the lateral axis
//c) y as the vertical axis.
//d) metres as the lengthscale.
gVehicleSimulationContext.setToDefault();
gVehicleSimulationContext.frame.lngAxis = PxVehicleAxes::ePosZ;
gVehicleSimulationContext.frame.latAxis = PxVehicleAxes::ePosX;
gVehicleSimulationContext.frame.vrtAxis = PxVehicleAxes::ePosY;
gVehicleSimulationContext.scale.scale = 1.0f;
gVehicleSimulationContext.gravity = gGravity;
gVehicleSimulationContext.physxScene = gScene;
gVehicleSimulationContext.physxActorUpdateMode = PxVehiclePhysXActorUpdateMode::eAPPLY_ACCELERATION;
return true;
}
void cleanupVehicles()
{
for (PxU32 i = 0; i < NUM_VEHICLES; i++)
{
gVehicles[i].destroy();
}
}
bool initPhysics()
{
initPhysX();
initGroundPlane();
initMaterialFrictionTable();
if (!initVehicles())
return false;
return true;
}
void cleanupPhysics()
{
cleanupVehicles();
cleanupGroundPlane();
cleanupPhysX();
}
void concurrentVehicleUpdates(const PxReal timestep)
{
SnippetUtils::Sync* vehicleUpdatesComplete = SnippetUtils::syncCreate();
SnippetUtils::syncReset(vehicleUpdatesComplete);
//Create tasks that will update the vehicles concurrently then wait until all vehicles
//have completed their update.
TaskWait taskWait(vehicleUpdatesComplete);
TaskVehicleUpdates taskVehicleUpdates[NUM_WORKER_THREADS];
for (PxU32 i = 0; i < NUM_WORKER_THREADS; i++)
{
taskVehicleUpdates[i].setThreadId(i);
taskVehicleUpdates[i].setTimestep(timestep);
taskVehicleUpdates[i].setGravity(gScene->getGravity());
taskVehicleUpdates[i].setCommandProgress(gCommandProgress);
}
//Start the task manager.
gTaskManager->resetDependencies();
gTaskManager->startSimulation();
//Perform a vehicle simulation step and profile each phase of the simulation.
{
//PhysX reads/writes require read/write locks that serialize executions.
//Perform all physx reads/writes serially in a separate step to avoid serializing code that can take
//advantage of multithreading.
{
SNIPPET_PROFILE_ZONE(UpdatePhases::eVEHICLE_PHYSX_BEGIN_COMPONENTS);
for (PxU32 i = 0; i < NUM_VEHICLES; i++)
{
gPhysXBeginComponents[i]->update(timestep, gVehicleSimulationContext);
}
}
//Multi-threaded update of direct drive vehicles.
{
SNIPPET_PROFILE_ZONE(UpdatePhases::eVEHICLE_UPDATE_COMPONENTS);
//Update the vehicles concurrently then wait until all vehicles
//have completed their update.
taskWait.setContinuation(*gTaskManager, NULL);
for (PxU32 i = 0; i < NUM_WORKER_THREADS; i++)
{
taskVehicleUpdates[i].setContinuation(&taskWait);
}
taskWait.removeReference();
for (PxU32 i = 0; i < NUM_WORKER_THREADS; i++)
{
taskVehicleUpdates[i].removeReference();
}
//Wait for the signal that the work has been completed.
SnippetUtils::syncWait(vehicleUpdatesComplete);
//Release the sync handle
SnippetUtils::syncRelease(vehicleUpdatesComplete);
}
//PhysX reads/writes require read/write locks that serialize executions.
//Perform all physx reads/writes serially in a separate step to avoid serializing code that can take
//advantage of multithreading.
{
SNIPPET_PROFILE_ZONE(UpdatePhases::eVEHICLE_PHYSX_END_COMPONENTS);
for (PxU32 i = 0; i < NUM_VEHICLES; i++)
{
gPhysXEndComponents[i]->update(timestep, gVehicleSimulationContext);
}
}
}
}
void stepPhysics()
{
if(gNbCommands == gCommandProgress)
return;
const PxF32 timestep = 0.0166667f;
//Multithreaded update of all vehicles.
concurrentVehicleUpdates(timestep);
//Forward integrate the phsyx scene by a single timestep.
SNIPPET_PROFILE_ZONE(UpdatePhases::ePHYSX_SCENE_SIMULATE);
gScene->simulate(timestep);
gScene->fetchResults(true);
//Increment the time spent on the current command.
//Move to the next command in the list if enough time has lapsed.
gCommandTime += timestep;
if(gCommandTime > gCommands[gCommandProgress].duration)
{
gCommandProgress++;
gCommandTime = 0.0f;
}
gNbSimulateSteps++;
}
int snippetMain(int argc, const char*const* argv)
{
if(!parseVehicleDataPath(argc, argv, "SnippetVehicle2Multithreading", gVehicleDataPath))
return 1;
//Check that we can read from the json file before continuing.
BaseVehicleParams baseParams;
if (!readBaseParamsFromJsonFile(gVehicleDataPath, "Base.json", baseParams))
return 1;
//Check that we can read from the json file before continuing.
DirectDrivetrainParams directDrivetrainParams;
if (!readDirectDrivetrainParamsFromJsonFile(gVehicleDataPath, "DirectDrive.json",
baseParams.axleDescription, directDrivetrainParams))
return 1;
printf("Initialising ... \n");
if(initPhysics())
{
printf("Simulating %d vehicles with %d threads \n", NUM_VEHICLES, NUM_WORKER_THREADS);
while(gCommandProgress != gNbCommands)
{
stepPhysics();
}
printf("Completed %d simulate steps with %d substeps per simulate step \n", gNbSimulateSteps, NB_SUBSTEPS);
gProfileZones.print();
cleanupPhysics();
}
return 0;
}
| 21,867 | C++ | 32.437309 | 127 | 0.755339 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetsoftbody/SnippetSoftBody.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet demonstrates how to setup softbodies.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#include "../snippetsoftbody/SnippetSoftBody.h"
#include "../snippetsoftbody/MeshGenerator.h"
#include "extensions/PxTetMakerExt.h"
#include "extensions/PxSoftBodyExt.h"
using namespace physx;
using namespace meshgenerator;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxCudaContextManager* gCudaContextManager = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
std::vector<SoftBody> gSoftBodies;
void addSoftBody(PxSoftBody* softBody, const PxFEMParameters& femParams, const PxTransform& transform, const PxReal density, const PxReal scale, const PxU32 iterCount)
{
PxVec4* simPositionInvMassPinned;
PxVec4* simVelocityPinned;
PxVec4* collPositionInvMassPinned;
PxVec4* restPositionPinned;
PxSoftBodyExt::allocateAndInitializeHostMirror(*softBody, gCudaContextManager, simPositionInvMassPinned, simVelocityPinned, collPositionInvMassPinned, restPositionPinned);
const PxReal maxInvMassRatio = 50.f;
softBody->setParameter(femParams);
softBody->setSolverIterationCounts(iterCount);
PxSoftBodyExt::transform(*softBody, transform, scale, simPositionInvMassPinned, simVelocityPinned, collPositionInvMassPinned, restPositionPinned);
PxSoftBodyExt::updateMass(*softBody, density, maxInvMassRatio, simPositionInvMassPinned);
PxSoftBodyExt::copyToDevice(*softBody, PxSoftBodyDataFlag::eALL, simPositionInvMassPinned, simVelocityPinned, collPositionInvMassPinned, restPositionPinned);
SoftBody sBody(softBody, gCudaContextManager);
gSoftBodies.push_back(sBody);
PX_PINNED_HOST_FREE(gCudaContextManager, simPositionInvMassPinned);
PX_PINNED_HOST_FREE(gCudaContextManager, simVelocityPinned);
PX_PINNED_HOST_FREE(gCudaContextManager, collPositionInvMassPinned);
PX_PINNED_HOST_FREE(gCudaContextManager, restPositionPinned);
}
static PxSoftBody* createSoftBody(const PxCookingParams& params, const PxArray<PxVec3>& triVerts, const PxArray<PxU32>& triIndices, bool useCollisionMeshForSimulation = false)
{
PxSoftBodyMesh* softBodyMesh;
PxU32 numVoxelsAlongLongestAABBAxis = 8;
PxSimpleTriangleMesh surfaceMesh;
surfaceMesh.points.count = triVerts.size();
surfaceMesh.points.data = triVerts.begin();
surfaceMesh.triangles.count = triIndices.size() / 3;
surfaceMesh.triangles.data = triIndices.begin();
if (useCollisionMeshForSimulation)
{
softBodyMesh = PxSoftBodyExt::createSoftBodyMeshNoVoxels(params, surfaceMesh, gPhysics->getPhysicsInsertionCallback());
}
else
{
softBodyMesh = PxSoftBodyExt::createSoftBodyMesh(params, surfaceMesh, numVoxelsAlongLongestAABBAxis, gPhysics->getPhysicsInsertionCallback());
}
//Alternatively one can cook a softbody mesh in a single step
//tetMesh = cooking.createSoftBodyMesh(simulationMeshDesc, collisionMeshDesc, softbodyDesc, physics.getPhysicsInsertionCallback());
PX_ASSERT(softBodyMesh);
if (!gCudaContextManager)
return NULL;
PxSoftBody* softBody = gPhysics->createSoftBody(*gCudaContextManager);
if (softBody)
{
PxShapeFlags shapeFlags = PxShapeFlag::eVISUALIZATION | PxShapeFlag::eSCENE_QUERY_SHAPE | PxShapeFlag::eSIMULATION_SHAPE;
PxFEMSoftBodyMaterial* materialPtr = PxGetPhysics().createFEMSoftBodyMaterial(1e+6f, 0.45f, 0.5f);
PxTetrahedronMeshGeometry geometry(softBodyMesh->getCollisionMesh());
PxShape* shape = gPhysics->createShape(geometry, &materialPtr, 1, true, shapeFlags);
if (shape)
{
softBody->attachShape(*shape);
shape->setSimulationFilterData(PxFilterData(0, 0, 2, 0));
}
softBody->attachSimulationMesh(*softBodyMesh->getSimulationMesh(), *softBodyMesh->getSoftBodyAuxData());
gScene->addActor(*softBody);
PxFEMParameters femParams;
addSoftBody(softBody, femParams, PxTransform(PxVec3(0.f, 0.f, 0.f), PxQuat(PxIdentity)), 100.f, 1.0f, 30);
softBody->setSoftBodyFlag(PxSoftBodyFlag::eDISABLE_SELF_COLLISION, true);
}
return softBody;
}
static void createSoftbodies(const PxCookingParams& params)
{
PxArray<PxVec3> triVerts;
PxArray<PxU32> triIndices;
PxReal maxEdgeLength = 1;
createCube(triVerts, triIndices, PxVec3(0, 9, 0), 2.5);
PxRemeshingExt::limitMaxEdgeLength(triIndices, triVerts, maxEdgeLength);
createSoftBody(params, triVerts, triIndices, true);
createSphere(triVerts, triIndices, PxVec3(0, 4.5, 0), 2.5, maxEdgeLength);
createSoftBody(params, triVerts, triIndices);
createConeY(triVerts, triIndices, PxVec3(0, 11.5, 0), 2.0f, 3.5);
PxRemeshingExt::limitMaxEdgeLength(triIndices, triVerts, maxEdgeLength);
createSoftBody(params, triVerts, triIndices);
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
// initialize cuda
PxCudaContextManagerDesc cudaContextManagerDesc;
gCudaContextManager = PxCreateCudaContextManager(*gFoundation, cudaContextManagerDesc, PxGetProfilerCallback());
if (gCudaContextManager && !gCudaContextManager->contextIsValid())
{
gCudaContextManager->release();
gCudaContextManager = NULL;
printf("Failed to initialize cuda context.\n");
}
PxTolerancesScale scale;
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, scale, true, gPvd);
PxInitExtensions(*gPhysics, gPvd);
PxCookingParams params(scale);
params.meshWeldTolerance = 0.001f;
params.meshPreprocessParams = PxMeshPreprocessingFlags(PxMeshPreprocessingFlag::eWELD_VERTICES);
params.buildTriangleAdjacencies = false;
params.buildGPUData = true;
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
if (!sceneDesc.cudaContextManager)
sceneDesc.cudaContextManager = gCudaContextManager;
sceneDesc.flags |= PxSceneFlag::eENABLE_GPU_DYNAMICS;
sceneDesc.flags |= PxSceneFlag::eENABLE_PCM;
PxU32 numCores = SnippetUtils::getNbPhysicalCores();
gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
sceneDesc.flags |= PxSceneFlag::eENABLE_ACTIVE_ACTORS;
sceneDesc.sceneQueryUpdateMode = PxSceneQueryUpdateMode::eBUILD_ENABLED_COMMIT_DISABLED;
sceneDesc.broadPhaseType = PxBroadPhaseType::eGPU;
sceneDesc.gpuMaxNumPartitions = 8;
sceneDesc.solverType = PxSolverType::eTGS;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.f);
PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial);
gScene->addActor(*groundPlane);
createSoftbodies(params);
}
void stepPhysics(bool /*interactive*/)
{
const PxReal dt = 1.0f / 60.f;
gScene->simulate(dt);
gScene->fetchResults(true);
for (PxU32 i = 0; i < gSoftBodies.size(); i++)
{
SoftBody* sb = &gSoftBodies[i];
sb->copyDeformedVerticesFromGPU();
}
}
void cleanupPhysics(bool /*interactive*/)
{
for (PxU32 i = 0; i < gSoftBodies.size(); i++)
gSoftBodies[i].release();
gSoftBodies.clear();
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release();
transport->release();
PxCloseExtensions();
gCudaContextManager->release();
PX_RELEASE(gFoundation);
printf("Snippet Softbody done.\n");
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 10,158 | C++ | 36.765799 | 175 | 0.767769 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetsplitfetchresults/SnippetSplitFetchResults.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates the use of split fetchResults() calls to improve
// the performace contact report processing.
//
// It defines a filter shader function that requests touch reports for
// all pairs, and a contact callback function that saves the contact points.
// It configures the scene to use this filter and callback, and prints the
// number of contact reports each frame. If rendering, it renders each
// contact as a line whose length and direction are defined by the contact
// impulse. The callback can be processed earlier than usual by using the
// split fetchResults() sequence of fetchResultsStart(), processCallbacks(),
// fetchResultsFinish().
//
// ****************************************************************************
#include <vector>
#include "PxPhysicsAPI.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#include "foundation/PxAtomic.h"
#include "task/PxTask.h"
#define PARALLEL_CALLBACKS 1
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
const PxI32 maxCount = 10000;
PxI32 gSharedIndex = 0;
PxVec3* gContactPositions;
PxVec3* gContactImpulses;
PxVec3* gContactVertices;
class CallbackFinishTask : public PxLightCpuTask
{
SnippetUtils::Sync* mSync;
public:
CallbackFinishTask(){ mSync = SnippetUtils::syncCreate(); }
virtual void release()
{
PxLightCpuTask::release();
SnippetUtils::syncSet(mSync);
}
void reset() { SnippetUtils::syncReset(mSync); }
void wait() { SnippetUtils::syncWait(mSync); }
virtual void run() { /*Do nothing - release the sync in the release method for thread-safety*/}
virtual const char* getName() const { return "CallbackFinishTask"; }
}
callbackFinishTask;
PxFilterFlags contactReportFilterShader(PxFilterObjectAttributes attributes0, PxFilterData filterData0,
PxFilterObjectAttributes attributes1, PxFilterData filterData1,
PxPairFlags& pairFlags, const void* constantBlock, PxU32 constantBlockSize)
{
PX_UNUSED(attributes0);
PX_UNUSED(attributes1);
PX_UNUSED(filterData0);
PX_UNUSED(filterData1);
PX_UNUSED(constantBlockSize);
PX_UNUSED(constantBlock);
// all initial and persisting reports for everything, with per-point data
pairFlags = PxPairFlag::eSOLVE_CONTACT | PxPairFlag::eDETECT_DISCRETE_CONTACT
| PxPairFlag::eNOTIFY_TOUCH_FOUND
| PxPairFlag::eNOTIFY_TOUCH_PERSISTS
| PxPairFlag::eNOTIFY_CONTACT_POINTS;
return PxFilterFlag::eDEFAULT;
}
class ContactReportCallback : public PxSimulationEventCallback
{
void onConstraintBreak(PxConstraintInfo* constraints, PxU32 count) { PX_UNUSED(constraints); PX_UNUSED(count); }
void onWake(PxActor** actors, PxU32 count) { PX_UNUSED(actors); PX_UNUSED(count); }
void onSleep(PxActor** actors, PxU32 count) { PX_UNUSED(actors); PX_UNUSED(count); }
void onTrigger(PxTriggerPair* pairs, PxU32 count) { PX_UNUSED(pairs); PX_UNUSED(count); }
void onAdvance(const PxRigidBody*const*, const PxTransform*, const PxU32) {}
void onContact(const PxContactPairHeader& pairHeader, const PxContactPair* pairs, PxU32 nbPairs)
{
PX_UNUSED((pairHeader));
//Maximum of 64 vertices can be produced by contact gen
PxContactPairPoint contactPoints[64];
for (PxU32 i = 0; i<nbPairs; i++)
{
PxU32 contactCount = pairs[i].contactCount;
if (contactCount)
{
pairs[i].extractContacts(&contactPoints[0], contactCount);
PxI32 startIdx = physx::PxAtomicAdd(&gSharedIndex, int32_t(contactCount));
for (PxU32 j = 0; j<contactCount; j++)
{
gContactPositions[startIdx+j] = contactPoints[j].position;
gContactImpulses[startIdx+j] = contactPoints[j].impulse;
gContactVertices[2*(startIdx + j)] = contactPoints[j].position;
gContactVertices[2*(startIdx + j) + 1] = contactPoints[j].position + contactPoints[j].impulse * 0.1f;
}
}
}
}
};
ContactReportCallback gContactReportCallback;
void createStack(const PxTransform& t, PxU32 size, PxReal halfExtent)
{
PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfExtent, halfExtent, halfExtent), *gMaterial);
for (PxU32 i = 0; i<size; i++)
{
for (PxU32 j = 0; j<size - i; j++)
{
PxTransform localTm(PxVec3(PxReal(j * 2) - PxReal(size - i), PxReal(i * 2 + 1), 0) * halfExtent);
PxRigidDynamic* body = gPhysics->createRigidDynamic(t.transform(localTm));
body->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*body, 10.0f);
gScene->addActor(*body);
}
}
shape->release();
}
void initPhysics(bool /*interactive*/)
{
gContactPositions = new PxVec3[maxCount];
gContactImpulses = new PxVec3[maxCount];
gContactVertices = new PxVec3[2*maxCount];
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport, PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), true, gPvd);
PxInitExtensions(*gPhysics, gPvd);
PxU32 numCores = SnippetUtils::getNbPhysicalCores();
gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.gravity = PxVec3(0, -9.81f, 0);
sceneDesc.filterShader = contactReportFilterShader;
sceneDesc.simulationEventCallback = &gContactReportCallback;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if (pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0, 1, 0, 0), *gMaterial);
gScene->addActor(*groundPlane);
const PxU32 nbStacks = 50;
for (PxU32 i = 0; i < nbStacks; ++i)
{
createStack(PxTransform(PxVec3(0, 3.0f, 10.f - 5.f*i)), 5, 2.0f);
}
}
void stepPhysics(bool /*interactive*/)
{
gSharedIndex = 0;
gScene->simulate(1.0f / 60.0f);
#if !PARALLEL_CALLBACKS
gScene->fetchResults(true);
#else
//Call fetchResultsStart. Get the set of pair headers
const PxContactPairHeader* pairHeader;
PxU32 nbContactPairs;
gScene->fetchResultsStart(pairHeader, nbContactPairs, true);
//Set up continuation task to be run after callbacks have been processed in parallel
callbackFinishTask.setContinuation(*gScene->getTaskManager(), NULL);
callbackFinishTask.reset();
//process the callbacks
gScene->processCallbacks(&callbackFinishTask);
callbackFinishTask.removeReference();
callbackFinishTask.wait();
gScene->fetchResultsFinish();
#endif
printf("%d contact reports\n", PxU32(gSharedIndex));
}
void cleanupPhysics(bool /*interactive*/)
{
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PxCloseExtensions();
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
delete gContactPositions;
delete gContactImpulses;
delete gContactVertices;
printf("SnippetSplitFetchResults done.\n");
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
initPhysics(false);
for (PxU32 i = 0; i<250; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 9,427 | C++ | 33.534798 | 113 | 0.73735 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetvehicle2truck/SnippetVehicleTruck.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates simple use of the physx vehicle sdk and demonstrates
// how to simulate multiple vehicles jointed together. The snippet introduces
// the simple example of a tractor pulling a trailer. The wheels of the tractor
// respond to brake, throttle and steer. The trailer, on the other hand, has no
// engine or steering column and is only able to apply brake torques to the wheels.
// The snippet uses only parameters, states and components maintained by the PhysX Vehicle SDK.
// Vehicles are made of parameters, states and components.
// Parameters describe the configuration of a vehicle. Examples are vehicle mass, wheel radius
// and suspension stiffness.
// States describe the instantaneous dynamic state of a vehicle. Examples are engine revs, wheel
// yaw angle and tire slip angles.
// Components forward integrate the dynamic state of the vehicle, given the previous vehicle state
// and the vehicle's parameterisation.
// Components update dynamic state by invoking reusable functions in a particular sequence.
// An example component is a rigid body component that updates the linear and angular velocity of
// the vehicle's rigid body given the instantaneous forces and torques of the suspension and tire
// states.
// The pipeline of vehicle computation is a sequence of components that run in order. For example,
// one component might compute the plane under the wheel by performing a scene query against the
// world geometry. The next component in the sequence might compute the suspension compression required
// to place the wheel on the surface of the hit plane. Following this, another component might compute
// the suspension force that arises from that compression. The rigid body component, as discussed earlier,
// can then forward integrate the rigid body's linear velocity using the suspension force.
// Custom combinations of parameter, state and component allow different behaviours to be simulated with
// different simulation fidelities. For example, a suspension component that implements a linear force
// response with respect to its compression state could be replaced with one that imlements a non-linear
// response. The replacement component would consume the same suspension compression state data and
// would output the same suspension force data structure. In this example, the change has been localised
// to the component that converts suspension compression to force and to the parameterisation that governs
// that conversion.
// Another combination example could be the replacement of the tire component from a low fidelity model to
// a high fidelty model such as Pacejka. The low and high fidelity components consume the same state data
// (tire slip, load, friction) and output the same state data for the tire forces. Again, the
// change has been localised to the component that converts slip angle to tire force and the
// parameterisation that governs the conversion.
//The PhysX Vehicle SDK presents a maintained set of parameters, states and components. The maintained
//set of parameters, states and components may be combined on their own or combined with custom parameters,
//states and components.
//This snippet breaks the vehicle into into three distinct models:
//1) a base vehicle model that describes the mechanical configuration of suspensions, tires, wheels and an
// associated rigid body.
//2) a drivetrain model that forwards input controls to wheel torques via a drivetrain model
// that includes engine, clutch, differential and gears.
//3) a physx integration model that provides a representation of the vehicle in an associated physx scene.
// It is a good idea to record and playback with pvd (PhysX Visual Debugger).
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetvehicle2common/enginedrivetrain/EngineDrivetrain.h"
#include "../snippetvehicle2common/serialization/BaseSerialization.h"
#include "../snippetvehicle2common/serialization/EngineDrivetrainSerialization.h"
#include "../snippetvehicle2common/serialization/DirectDrivetrainSerialization.h"
#include "../snippetvehicle2common/SnippetVehicleHelpers.h"
#include "../snippetcommon/SnippetPVD.h"
using namespace physx;
using namespace physx::vehicle2;
using namespace snippetvehicle2;
//PhysX management class instances.
PxDefaultAllocator gAllocator;
PxDefaultErrorCallback gErrorCallback;
PxFoundation* gFoundation = NULL;
PxPhysics* gPhysics = NULL;
PxDefaultCpuDispatcher* gDispatcher = NULL;
PxScene* gScene = NULL;
PxMaterial* gMaterial = NULL;
PxPvd* gPvd = NULL;
//The path to the vehicle json files to be loaded.
const char* gVehicleDataPath = NULL;
//The tractor with engine drivetrain.
//The trailer with direct drivetrain
//A joint connecting the two vehicles together.
EngineDriveVehicle gTractor;
DirectDriveVehicle gTrailer;
PxD6Joint* gJoint = NULL;
//Vehicle simulation needs a simulation context
//to store global parameters of the simulation such as
//gravitational acceleration.
PxVehiclePhysXSimulationContext gVehicleSimulationContext;
//Gravitational acceleration
const PxVec3 gGravity(0.0f, -9.81f, 0.0f);
//The mapping between PxMaterial and friction.
PxVehiclePhysXMaterialFriction gPhysXMaterialFrictions[16];
PxU32 gNbPhysXMaterialFrictions = 0;
PxReal gPhysXDefaultMaterialFriction = 1.0f;
//Give the vehicles names so they can be identified in PVD.
const char gTractorName[] = "tractor";
const char gTrailerName[] = "trailer";
//Commands are issued to the vehicles in a pre-choreographed sequence.
//Note:
// the tractor responds to brake, throttle and steer commands.
// the trailer responds only to brake commands.
struct Command
{
PxF32 brake;
PxF32 throttle;
PxF32 steer;
PxU32 gear;
PxF32 duration;
};
const PxU32 gTargetGearCommand = PxVehicleEngineDriveTransmissionCommandState::eAUTOMATIC_GEAR;
Command gCommands[] =
{
{0.5f, 0.0f, 0.0f, gTargetGearCommand, 2.0f}, //brake on and come to rest for 2 seconds
{0.0f, 0.65f, 0.0f, gTargetGearCommand, 5.0f}, //throttle for 5 seconds
{0.5f, 0.0f, 0.0f, gTargetGearCommand, 5.0f}, //brake for 5 seconds
{0.0f, 0.75f, 0.0f, gTargetGearCommand, 5.0f} //throttle for 5 seconds
};
const PxU32 gNbCommands = sizeof(gCommands) / sizeof(Command);
PxReal gCommandTime = 0.0f; //Time spent on current command
PxU32 gCommandProgress = 0; //The id of the current command.
//A ground plane to drive on.
PxRigidStatic* gGroundPlane = NULL;
void initPhysX()
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), true, gPvd);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = gGravity;
PxU32 numWorkers = 1;
gDispatcher = PxDefaultCpuDispatcherCreate(numWorkers);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = VehicleFilterShader;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, false);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
PxInitExtensions(*gPhysics, gPvd);
PxInitVehicleExtension(*gFoundation);
}
void cleanupPhysX()
{
PxCloseVehicleExtension();
PxCloseExtensions();
PX_RELEASE(gMaterial);
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
if (gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release();
transport->release();
}
PX_RELEASE(gFoundation);
}
void initGroundPlane()
{
gGroundPlane = PxCreatePlane(*gPhysics, PxPlane(0, 1, 0, 0), *gMaterial);
for (PxU32 i = 0; i < gGroundPlane->getNbShapes(); i++)
{
PxShape* shape = NULL;
gGroundPlane->getShapes(&shape, 1, i);
shape->setFlag(PxShapeFlag::eSCENE_QUERY_SHAPE, true);
shape->setFlag(PxShapeFlag::eSIMULATION_SHAPE, false);
shape->setFlag(PxShapeFlag::eTRIGGER_SHAPE, false);
}
gScene->addActor(*gGroundPlane);
}
void cleanupGroundPlane()
{
gGroundPlane->release();
}
void initMaterialFrictionTable()
{
//Each physx material can be mapped to a tire friction value on a per tire basis.
//If a material is encountered that is not mapped to a friction value, the friction value used is the specified default value.
//In this snippet there is only a single material so there can only be a single mapping between material and friction.
//In this snippet the same mapping is used by all tires.
gPhysXMaterialFrictions[0].friction = 1.0f;
gPhysXMaterialFrictions[0].material = gMaterial;
gPhysXDefaultMaterialFriction = 1.0f;
gNbPhysXMaterialFrictions = 1;
}
bool initVehicles()
{
//Load the tractor params from json or set directly.
readBaseParamsFromJsonFile(gVehicleDataPath, "Base.json", gTractor.mBaseParams);
setPhysXIntegrationParams(gTractor.mBaseParams.axleDescription,
gPhysXMaterialFrictions, gNbPhysXMaterialFrictions, gPhysXDefaultMaterialFriction,
gTractor.mPhysXParams);
readEngineDrivetrainParamsFromJsonFile(gVehicleDataPath, "EngineDrive.json",
gTractor.mEngineDriveParams);
//Load the trailer params from json or set directly.
readBaseParamsFromJsonFile(gVehicleDataPath, "Base.json", gTrailer.mBaseParams);
setPhysXIntegrationParams(gTrailer.mBaseParams.axleDescription,
gPhysXMaterialFrictions, gNbPhysXMaterialFrictions, gPhysXDefaultMaterialFriction,
gTrailer.mPhysXParams);
readDirectDrivetrainParamsFromJsonFile(gVehicleDataPath, "DirectDrive.json", gTrailer.mBaseParams.axleDescription,
gTrailer.mDirectDriveParams);
//Set the states to default.
if (!gTractor.initialize(*gPhysics, PxCookingParams(PxTolerancesScale()), *gMaterial,
EngineDriveVehicle::eDIFFTYPE_FOURWHEELDRIVE))
{
return false;
}
if (!gTrailer.initialize(*gPhysics, PxCookingParams(PxTolerancesScale()), *gMaterial))
{
return false;
}
//Create a PhysX joint to connect tractor and trailer.
//Create a joint anchor that is 1.5m behind the rear wheels of the tractor and 1.5m in front of the front wheels of the trailer.
PxTransform anchorTractorFrame(PxIdentity);
{
//Rear wheels are 2 and 3.
PxRigidBody* rigidActor = gTractor.mPhysXState.physxActor.rigidBody;
const PxTransform cMassLocalPoseActorFrame = rigidActor->getCMassLocalPose();
const PxVec3 frontAxlePosCMassFrame = (gTractor.mBaseParams.suspensionParams[2].suspensionAttachment.p + gTractor.mBaseParams.suspensionParams[3].suspensionAttachment.p)*0.5f;
const PxQuat frontAxleQuatCMassFrame = gTractor.mBaseParams.suspensionParams[2].suspensionAttachment.q;
const PxTransform anchorCMassFrame(frontAxlePosCMassFrame - PxVec3(0, 0, 1.5f), frontAxleQuatCMassFrame);
anchorTractorFrame = cMassLocalPoseActorFrame * anchorCMassFrame;
}
PxTransform anchorTrailerFrame(PxIdentity);
{
//Front wheels are 0 and 1.
PxRigidBody* rigidActor = gTrailer.mPhysXState.physxActor.rigidBody;
const PxTransform cMassLocalPoseActorFrame = rigidActor->getCMassLocalPose();
const PxVec3 rearAxlePosCMassFrame = (gTrailer.mBaseParams.suspensionParams[0].suspensionAttachment.p + gTractor.mBaseParams.suspensionParams[1].suspensionAttachment.p)*0.5f;
const PxQuat rearAxleQuatCMassFrame = gTrailer.mBaseParams.suspensionParams[0].suspensionAttachment.q;
const PxTransform anchorCMassFrame(rearAxlePosCMassFrame + PxVec3(0, 0, 1.5f), rearAxleQuatCMassFrame);
anchorTrailerFrame = cMassLocalPoseActorFrame * anchorCMassFrame;
}
//Apply a start pose to the physx actor of tractor and trailer and add them to the physx scene.
const PxTransform tractorPose(PxVec3(0.000000000f, -0.0500000119f, -1.59399998f), PxQuat(PxIdentity));
gTractor.setUpActor(*gScene, tractorPose, gTractorName);
const PxTransform trailerPose = tractorPose*anchorTractorFrame*anchorTrailerFrame.getInverse();
gTrailer.setUpActor(*gScene, trailerPose, gTrailerName);
//Create a joint between tractor and trailer.
{
gJoint = PxD6JointCreate(*gPhysics, gTractor.mPhysXState.physxActor.rigidBody, anchorTractorFrame, gTrailer.mPhysXState.physxActor.rigidBody, anchorTrailerFrame);
gJoint->setMotion(PxD6Axis::eX, PxD6Motion::eLOCKED);
gJoint->setMotion(PxD6Axis::eY, PxD6Motion::eLOCKED);
gJoint->setMotion(PxD6Axis::eZ, PxD6Motion::eLOCKED);
gJoint->setMotion(PxD6Axis::eTWIST, PxD6Motion::eLOCKED);
gJoint->setMotion(PxD6Axis::eSWING1, PxD6Motion::eFREE);
gJoint->setMotion(PxD6Axis::eSWING2, PxD6Motion::eFREE);
gJoint->getConstraint()->setFlags(gJoint->getConstraint()->getFlags() | PxConstraintFlag::eCOLLISION_ENABLED);
}
//Set the tractor in 1st gear and to use the autobox
gTractor.mEngineDriveState.gearboxState.currentGear = gTractor.mEngineDriveParams.gearBoxParams.neutralGear + 1;
gTractor.mEngineDriveState.gearboxState.targetGear = gTractor.mEngineDriveParams.gearBoxParams.neutralGear + 1;
gTractor.mTransmissionCommandState.targetGear = PxVehicleEngineDriveTransmissionCommandState::eAUTOMATIC_GEAR;
//Set the trailer in neutral gear to prevent any drive torques being applied to the trailer.
gTrailer.mTransmissionCommandState.gear = PxVehicleDirectDriveTransmissionCommandState::eNEUTRAL;
//Set up the simulation context.
//The snippet is set up with
//a) z as the longitudinal axis
//b) x as the lateral axis
//c) y as the vertical axis.
//d) metres as the lengthscale.
gVehicleSimulationContext.setToDefault();
gVehicleSimulationContext.frame.lngAxis = PxVehicleAxes::ePosZ;
gVehicleSimulationContext.frame.latAxis = PxVehicleAxes::ePosX;
gVehicleSimulationContext.frame.vrtAxis = PxVehicleAxes::ePosY;
gVehicleSimulationContext.scale.scale = 1.0f;
gVehicleSimulationContext.gravity = gGravity;
gVehicleSimulationContext.physxScene = gScene;
gVehicleSimulationContext.physxActorUpdateMode = PxVehiclePhysXActorUpdateMode::eAPPLY_ACCELERATION;
return true;
}
void cleanupVehicles()
{
gJoint->release();
gTractor.destroy();
gTrailer.destroy();
}
bool initPhysics()
{
initPhysX();
initGroundPlane();
initMaterialFrictionTable();
if (!initVehicles())
return false;
return true;
}
void cleanupPhysics()
{
cleanupVehicles();
cleanupGroundPlane();
cleanupPhysX();
}
void stepPhysics()
{
if (gNbCommands == gCommandProgress)
return;
const PxReal timestep = 1.0f/60.0f;
//Apply the brake, throttle and steer to the command state of the tractor.
const Command& command = gCommands[gCommandProgress];
gTractor.mCommandState.brakes[0] = command.brake;
gTractor.mCommandState.nbBrakes = 1;
gTractor.mCommandState.throttle = command.throttle;
gTractor.mCommandState.steer = command.steer;
gTractor.mTransmissionCommandState.targetGear = command.gear;
//Apply the brake to the command state of the trailer.
gTrailer.mCommandState.brakes[0] = command.brake;
gTrailer.mCommandState.nbBrakes = 1;
//Apply substepping at low forward speed to improve simulation fidelity.
//Tractor and trailer will have approximately the same forward speed so we can apply
//the same substepping rules to the tractor and trailer.
const PxVec3 linVel = gTractor.mPhysXState.physxActor.rigidBody->getLinearVelocity();
const PxVec3 forwardDir = gTractor.mPhysXState.physxActor.rigidBody->getGlobalPose().q.getBasisVector2();
const PxReal forwardSpeed = linVel.dot(forwardDir);
const PxU8 nbSubsteps = (forwardSpeed < 5.0f ? 3 : 1);
gTractor.mComponentSequence.setSubsteps(gTractor.mComponentSequenceSubstepGroupHandle, nbSubsteps);
gTrailer.mComponentSequence.setSubsteps(gTrailer.mComponentSequenceSubstepGroupHandle, nbSubsteps);
//Reset the sticky states on the trailer using the actuation state of the truck.
//Vehicles are brought to rest with sticky constraints that apply velocity constraints to the tires of the vehicle.
//A drive torque applied to any wheel of the tractor signals an intent to accelerate.
//An intent to accelerate will release any sticky constraints applied to the tires of the tractor.
//It is important to apply the intent to accelerate to the wheels of the trailer as well to prevent the trailer being
//held at rest with its own sticky constraints.
//It is not possible to determine an intent to accelerate from the trailer alone because the wheels of the trailer
//do not respond to the throttle commands and therefore receive zero drive torque.
//The function PxVehicleTireStickyStateReset() will reset the sticky states of the trailer using an intention to
//accelerate derived from the state of the tractor.
const PxVehicleArrayData<const PxVehicleWheelActuationState> tractorActuationStates(gTractor.mBaseState.actuationStates);
PxVehicleArrayData<PxVehicleTireStickyState> trailerTireStickyStates(gTrailer.mBaseState.tireStickyStates);
const bool intentionToAccelerate = PxVehicleAccelerationIntentCompute(gTractor.mBaseParams.axleDescription, tractorActuationStates);
PxVehicleTireStickyStateReset(intentionToAccelerate, gTrailer.mBaseParams.axleDescription, trailerTireStickyStates);
//Forward integrate the vehicles by a single timestep.
gTractor.step(timestep, gVehicleSimulationContext);
gTrailer.step(timestep, gVehicleSimulationContext);
//Forward integrate the phsyx scene by a single timestep.
gScene->simulate(timestep);
gScene->fetchResults(true);
//Increment the time spent on the current command.
//Move to the next command in the list if enough time has lapsed.
gCommandTime += timestep;
if (gCommandTime > gCommands[gCommandProgress].duration)
{
gCommandProgress++;
gCommandTime = 0.0f;
}
}
int snippetMain(int argc, const char*const* argv)
{
if (!parseVehicleDataPath(argc, argv, "SnippetVehicle2Truck", gVehicleDataPath))
return 1;
//Check that we can read from the json file before continuing.
BaseVehicleParams baseParams;
if (!readBaseParamsFromJsonFile(gVehicleDataPath, "Base.json", baseParams))
return 1;
//Check that we can read from the json file before continuing.
EngineDrivetrainParams engineDrivetrainParams;
if (!readEngineDrivetrainParamsFromJsonFile(gVehicleDataPath, "EngineDrive.json",
engineDrivetrainParams))
return 1;
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
if (initPhysics())
{
while (gCommandProgress != gNbCommands)
{
stepPhysics();
}
cleanupPhysics();
}
#endif
return 0;
}
| 20,422 | C++ | 43.494553 | 177 | 0.781804 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetccd/SnippetCCD.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates how to use different types of CCD methods,
// including linear, raycast and speculative CCD.
//
// The scene has two parts:
// - a simple box stack and a fast moving sphere. Without (linear) CCD the
// sphere goes through the box stack. With CCD the sphere hits the stack and
// the behavior is more convincing.
// - a simple rotating plank (fixed in space except for one rotation axis)
// that collides with a falling box. Wihout (angular) CCD the collision is missed.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "extensions/PxRaycastCCD.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#ifdef RENDER_SNIPPET
#include "../snippetrender/SnippetRender.h"
#endif
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
static RaycastCCDManager* gRaycastCCD = NULL;
static PxReal stackZ = 10.0f;
enum CCDAlgorithm
{
// Uses linear CCD algorithm
LINEAR_CCD,
// Uses speculative/angular CCD algorithm
SPECULATIVE_CCD,
// Uses linear & angular CCD at the same time
FULL_CCD,
// Uses raycast CCD algorithm
RAYCAST_CCD,
// Switch to NO_CCD to see the sphere go through the box stack without CCD.
NO_CCD,
// Number of CCD algorithms used in this snippet
CCD_COUNT
};
static bool gPause = false;
static bool gOneFrame = false;
static const PxU32 gScenarioCount = CCD_COUNT;
static PxU32 gScenario = 0;
static PX_FORCE_INLINE CCDAlgorithm getCCDAlgorithm()
{
return CCDAlgorithm(gScenario);
}
static PxRigidDynamic* createDynamic(const PxTransform& t, const PxGeometry& geometry, const PxVec3& velocity=PxVec3(0), bool enableLinearCCD = false, bool enableSpeculativeCCD = false)
{
PX_ASSERT(gScene);
PxRigidDynamic* dynamic = NULL;
if(gScene)
{
dynamic = PxCreateDynamic(*gPhysics, t, geometry, *gMaterial, 10.0f);
dynamic->setAngularDamping(0.5f);
dynamic->setLinearVelocity(velocity);
gScene->addActor(*dynamic);
if(enableLinearCCD)
dynamic->setRigidBodyFlag(PxRigidBodyFlag::eENABLE_CCD, true);
if(enableSpeculativeCCD)
dynamic->setRigidBodyFlag(PxRigidBodyFlag::eENABLE_SPECULATIVE_CCD, true);
}
return dynamic;
}
static void createStack(const PxTransform& t, PxU32 size, PxReal halfExtent, bool enableLinearCCD = false, bool enableSpeculativeCCD = false)
{
PX_ASSERT(gScene);
if(!gScene)
return;
PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfExtent, halfExtent, halfExtent), *gMaterial);
PX_ASSERT(shape);
if(!shape)
return;
for(PxU32 i=0; i<size;i++)
{
for(PxU32 j=0;j<size-i;j++)
{
const PxTransform localTm(PxVec3(PxReal(j*2) - PxReal(size-i), PxReal(i*2+1), 0) * halfExtent);
PxRigidDynamic* body = gPhysics->createRigidDynamic(t.transform(localTm));
body->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*body, 10.0f);
if(enableLinearCCD)
body->setRigidBodyFlag(PxRigidBodyFlag::eENABLE_CCD, true);
if(enableSpeculativeCCD)
body->setRigidBodyFlag(PxRigidBodyFlag::eENABLE_SPECULATIVE_CCD, true);
gScene->addActor(*body);
}
}
shape->release();
}
static PxFilterFlags ccdFilterShader(
PxFilterObjectAttributes attributes0,
PxFilterData filterData0,
PxFilterObjectAttributes attributes1,
PxFilterData filterData1,
PxPairFlags& pairFlags,
const void* constantBlock,
PxU32 constantBlockSize)
{
PX_UNUSED(attributes0);
PX_UNUSED(filterData0);
PX_UNUSED(attributes1);
PX_UNUSED(filterData1);
PX_UNUSED(constantBlock);
PX_UNUSED(constantBlockSize);
pairFlags = PxPairFlag::eSOLVE_CONTACT | PxPairFlag::eDETECT_DISCRETE_CONTACT | PxPairFlag::eDETECT_CCD_CONTACT;
return PxFilterFlags();
}
static void registerForRaycastCCD(PxRigidDynamic* actor)
{
if(actor)
{
PxShape* shape = NULL;
actor->getShapes(&shape, 1);
// Register each object for which CCD should be enabled. In this snippet we only enable it for the sphere.
gRaycastCCD->registerRaycastCCDObject(actor, shape);
}
}
static void initScene()
{
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
bool enableLinearCCD = false;
bool enableSpeculativeCCD = false;
const CCDAlgorithm ccd = getCCDAlgorithm();
if(ccd == LINEAR_CCD)
{
enableLinearCCD = true;
sceneDesc.filterShader = ccdFilterShader;
sceneDesc.flags |= PxSceneFlag::eENABLE_CCD;
gScene = gPhysics->createScene(sceneDesc);
printf("- Using linear CCD.\n");
}
else if(ccd == SPECULATIVE_CCD)
{
enableSpeculativeCCD = true;
gScene = gPhysics->createScene(sceneDesc);
printf("- Using speculative/angular CCD.\n");
}
else if(ccd == FULL_CCD)
{
enableLinearCCD = true;
enableSpeculativeCCD = true;
sceneDesc.filterShader = ccdFilterShader;
sceneDesc.flags |= PxSceneFlag::eENABLE_CCD;
gScene = gPhysics->createScene(sceneDesc);
printf("- Using full CCD.\n");
}
else if(ccd == RAYCAST_CCD)
{
gScene = gPhysics->createScene(sceneDesc);
gRaycastCCD = new RaycastCCDManager(gScene);
printf("- Using raycast CCD.\n");
}
else if(ccd == NO_CCD)
{
gScene = gPhysics->createScene(sceneDesc);
printf("- Using no CCD.\n");
}
// Create a scenario that requires angular CCD: a rotating plank colliding with a falling box.
{
PxRigidDynamic* actor = createDynamic(PxTransform(PxVec3(40.0f, 20.0f, 0.0f)), PxBoxGeometry(10.0f, 1.0f, 0.1f), PxVec3(0.0f), enableLinearCCD, enableSpeculativeCCD);
actor->setAngularVelocity(PxVec3(0.0f, 10.0f, 0.0f));
actor->setActorFlag(PxActorFlag::eDISABLE_GRAVITY, true);
actor->setRigidDynamicLockFlag(PxRigidDynamicLockFlag::eLOCK_LINEAR_X, true);
actor->setRigidDynamicLockFlag(PxRigidDynamicLockFlag::eLOCK_LINEAR_Y, true);
actor->setRigidDynamicLockFlag(PxRigidDynamicLockFlag::eLOCK_LINEAR_Z, true);
actor->setRigidDynamicLockFlag(PxRigidDynamicLockFlag::eLOCK_ANGULAR_X, true);
actor->setRigidDynamicLockFlag(PxRigidDynamicLockFlag::eLOCK_ANGULAR_Z, true);
if(gRaycastCCD)
registerForRaycastCCD(actor);
PxRigidDynamic* actor2 = createDynamic(PxTransform(PxVec3(40.0f, 20.0f, 10.0f)), PxBoxGeometry(0.1f, 1.0f, 1.0f), PxVec3(0.0f), enableLinearCCD, enableSpeculativeCCD);
if(gRaycastCCD)
registerForRaycastCCD(actor2);
}
// Create a scenario that requires linear CCD: a fast moving sphere moving towards a box stack.
{
PxRigidDynamic* actor = createDynamic(PxTransform(PxVec3(0.0f, 18.0f, 100.0f)), PxSphereGeometry(2.0f), PxVec3(0.0f, 0.0f, -1000.0f), enableLinearCCD, enableSpeculativeCCD);
if(gRaycastCCD)
registerForRaycastCCD(actor);
createStack(PxTransform(PxVec3(0, 0, stackZ)), 10, 2.0f, enableLinearCCD, enableSpeculativeCCD);
PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0, 1, 0, 0), *gMaterial);
gScene->addActor(*groundPlane);
}
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if (pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
}
void renderText()
{
#ifdef RENDER_SNIPPET
Snippets::print("Press F1 to F4 to select a scenario.");
switch(PxU32(gScenario))
{
case 0: { Snippets::print("Current scenario: linear CCD"); }break;
case 1: { Snippets::print("Current scenario: angular CCD"); }break;
case 2: { Snippets::print("Current scenario: linear + angular CCD"); }break;
case 3: { Snippets::print("Current scenario: raycast CCD"); }break;
case 4: { Snippets::print("Current scenario: no CCD"); }break;
}
#endif
}
void initPhysics(bool /*interactive*/)
{
printf("CCD snippet. Use these keys:\n");
printf(" P - enable/disable pause\n");
printf(" O - step simulation for one frame\n");
printf(" R - reset scene\n");
printf(" F1 to F4 - select scenes with different CCD algorithms\n");
printf(" F1 - Using linear CCD\n");
printf(" F2 - Using speculative/angular CCD\n");
printf(" F3 - Using full CCD (linear+angular)\n");
printf(" F4 - Using raycast CCD\n");
printf(" F5 - Using no CCD\n");
printf("\n");
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true,gPvd);
const PxU32 numCores = SnippetUtils::getNbPhysicalCores();
gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1);
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.25f);
initScene();
}
void stepPhysics(bool /*interactive*/)
{
if (gPause && !gOneFrame)
return;
gOneFrame = false;
gScene->simulate(1.0f/60.0f);
gScene->fetchResults(true);
// Simply call this after fetchResults to perform CCD raycasts.
if(gRaycastCCD)
gRaycastCCD->doRaycastCCD(true);
}
static void releaseScene()
{
PX_RELEASE(gScene);
PX_DELETE(gRaycastCCD);
}
void cleanupPhysics(bool /*interactive*/)
{
releaseScene();
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetCCD done.\n");
}
void keyPress(unsigned char key, const PxTransform& /*camera*/)
{
if(key == 'p' || key == 'P')
gPause = !gPause;
if(key == 'o' || key == 'O')
{
gPause = true;
gOneFrame = true;
}
if(gScene)
{
if(key >= 1 && key <= gScenarioCount)
{
gScenario = key - 1;
releaseScene();
initScene();
}
if(key == 'r' || key == 'R')
{
releaseScene();
initScene();
}
}
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 12,270 | C++ | 29.90932 | 185 | 0.721027 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetspatialtendon/SnippetSpatialTendonRender.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifdef RENDER_SNIPPET
#include <vector>
#include "PxPhysicsAPI.h"
#include "../snippetrender/SnippetRender.h"
#include "../snippetrender/SnippetCamera.h"
using namespace physx;
extern PxRigidStatic** getAttachments();
extern void initPhysics(bool interactive);
extern void stepPhysics(bool interactive);
extern void cleanupPhysics(bool interactive);
namespace
{
Snippets::Camera* sCamera;
void renderCallback()
{
stepPhysics(true);
Snippets::startRender(sCamera);
const PxVec3 attachmentColor(0.25f, 1.0f, 0.5f);
const PxVec3 tendonColor(0.8f);
const PxVec3 dynLinkColor(1.0f, 0.5f, 0.25f);
const PxVec3 baseLinkColor(0.5f, 0.25f, 1.0f);
PxScene* scene;
PxGetPhysics().getScenes(&scene, 1);
PxU32 nbArticulations = scene->getNbArticulations();
for(PxU32 i = 0; i < nbArticulations; i++)
{
PxArticulationReducedCoordinate* articulation;
scene->getArticulations(&articulation, 1, i);
const PxU32 nbLinks = articulation->getNbLinks();
std::vector<PxArticulationLink*> links(nbLinks);
articulation->getLinks(&links[0], nbLinks);
const PxU32 numLinks = static_cast<PxU32>(links.size());
Snippets::renderActors(reinterpret_cast<PxRigidActor**>(&links[0]), 1, true, baseLinkColor);
Snippets::renderActors(reinterpret_cast<PxRigidActor**>(&links[1]), numLinks - 1, true, dynLinkColor);
}
// render attachments and tendon connecting the attachments:
Snippets::renderActors(reinterpret_cast<PxRigidActor**>(getAttachments()), 6, true, attachmentColor, NULL, false, false);
Snippets::DrawLine(getAttachments()[0]->getGlobalPose().p, getAttachments()[1]->getGlobalPose().p, tendonColor);
Snippets::DrawLine(getAttachments()[0]->getGlobalPose().p, getAttachments()[2]->getGlobalPose().p, tendonColor);
Snippets::DrawLine(getAttachments()[3]->getGlobalPose().p, getAttachments()[4]->getGlobalPose().p, tendonColor);
Snippets::DrawLine(getAttachments()[3]->getGlobalPose().p, getAttachments()[5]->getGlobalPose().p, tendonColor);
Snippets::finishRender();
}
void exitCallback(void)
{
delete sCamera;
cleanupPhysics(true);
}
}
void renderLoop()
{
const PxVec3 camEye(0.0f, 4.3f, 5.2f);
const PxVec3 camDir(0.0f, -0.27f, -1.0f);
sCamera = new Snippets::Camera(camEye, camDir);
Snippets::setupDefault("PhysX Snippet Articulation Spatial Tendon", sCamera, NULL, renderCallback, exitCallback);
initPhysics(true);
glutMainLoop();
}
#endif
| 4,077 | C++ | 37.471698 | 122 | 0.753986 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetspatialtendon/SnippetSpatialTendon.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// *****************************************************************************************
// This snippet demonstrates the use of a spatial tendon to actuate a symmetric articulation
// *****************************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetutils/SnippetUtils.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
static PxArticulationReducedCoordinate* gArticulations[2] = { NULL };
static const PxReal gGravity = 9.81f;
static const PxReal gLinkHalfLength = 0.5f;
PxRigidStatic** getAttachments()
{
static PxRigidStatic* attachments[6] = { NULL };
return attachments;
}
static void createSpatialTendonArticulation(PxArticulationReducedCoordinate* articulation,
PxRigidStatic** attachmentRigidStatics,
const PxVec3 offset)
{
// link geometry and density:
const PxVec3 linkExtents(gLinkHalfLength, 0.05f, 0.05f);
const PxBoxGeometry linkGeom = PxBoxGeometry(linkExtents);
const PxReal density = 1000.0f;
articulation->setArticulationFlags(PxArticulationFlag::eFIX_BASE);
articulation->setSolverIterationCounts(10, 1);
PxTransform pose = PxTransform(offset, PxQuat(PxIdentity));
pose.p.y += 3.0f;
PxArticulationLink* baseLink = articulation->createLink(NULL, pose);
PxRigidActorExt::createExclusiveShape(*baseLink, linkGeom, *gMaterial);
PxRigidBodyExt::updateMassAndInertia(*baseLink, density);
pose.p.x -= linkExtents.x * 2.0f;
PxArticulationLink* leftLink = articulation->createLink(baseLink, pose);
PxRigidActorExt::createExclusiveShape(*leftLink, linkGeom, *gMaterial);
PxRigidBodyExt::updateMassAndInertia(*leftLink, density);
pose.p.x += linkExtents.x * 4.0f;
PxArticulationLink* rightLink = articulation->createLink(baseLink, pose);
PxRigidActorExt::createExclusiveShape(*rightLink, linkGeom, *gMaterial);
PxRigidBodyExt::updateMassAndInertia(*rightLink, density);
// setup revolute joints:
{
PxArticulationJointReducedCoordinate *joint = static_cast<PxArticulationJointReducedCoordinate*>(leftLink->getInboundJoint());
if(joint)
{
PxVec3 parentOffset(-linkExtents.x, 0.0f, 0.0f);
PxVec3 childOffset(linkExtents.x, 0.0f, 0.0f);
joint->setParentPose(PxTransform(parentOffset, PxQuat(PxIdentity)));
joint->setChildPose(PxTransform(childOffset, PxQuat(PxIdentity)));
joint->setJointType(PxArticulationJointType::eREVOLUTE);
joint->setMotion(PxArticulationAxis::eSWING2, PxArticulationMotion::eFREE);
}
}
{
PxArticulationJointReducedCoordinate *joint = static_cast<PxArticulationJointReducedCoordinate*>(rightLink->getInboundJoint());
if(joint)
{
PxVec3 parentOffset(linkExtents.x, 0.0f, 0.0f);
PxVec3 childOffset(-linkExtents.x, 0.0f, 0.0f);
joint->setParentPose(PxTransform(parentOffset, PxQuat(PxIdentity)));
joint->setChildPose(PxTransform(childOffset, PxQuat(PxIdentity)));
joint->setJointType(PxArticulationJointType::eREVOLUTE);
joint->setMotion(PxArticulationAxis::eSWING2, PxArticulationMotion::eFREE);
}
}
// tendon stiffness sizing:
// scale articulation geometry:
// r: root attachment on left moving link
// a: attachment on fixed-base link
// l: leaf attachment on right moving link
// o: revolute joint
// a
//
// ----r----o---------o----l----
// The root and leaf attachment are at the center of mass of the moving links.
// The attachment on the fixed-base link is a link halfLength above the link.
// Therefore, the (rest)length of the tendon r-a-l when both joints are at zero is:
// 2 * sqrt((2 * gLinkHalfLength)^2 + gLinkHalfLength^2) = 2 * gLinkHalfLength * sqrt(5)
const PxReal restLength = 2.0f * gLinkHalfLength * PxSqrt(5.0f);
// The goal is to have the revolute joints deviate just a few degrees from the horizontal
// and we compute the length of the tendon at that angle:
const PxReal deviationAngle = 3.0f * PxPi / 180.0f;
// Distances from the base-link attachment to the root and leaf attachments
const PxReal verticalDistance = gLinkHalfLength * (1.0f + PxSin(deviationAngle));
const PxReal horizontalDistance = gLinkHalfLength * (1.0f + PxCos(deviationAngle));
const PxReal deviatedLength = 2.0f * PxSqrt(verticalDistance * verticalDistance + horizontalDistance * horizontalDistance);
// At rest, the force on the leaf attachment is (deviatedLength - restLength) * tendonStiffness.
// This force needs to be equal to the gravity force acting on the link. An equal and opposing
// (in the direction of the tendon) force acts on the root link and will hold that link up.
// In order to calculate the tendon stiffness that produces that force, we consider the forces
// and attachment geometry at zero joint angles.
const PxReal linkMass = baseLink->getMass();
const PxReal gravityForce = gGravity * linkMass;
// Project onto tendon at rest length / with joints at zero angle
const PxReal tendonForce = gravityForce * PxSqrt(5.0f); // gravityForce * 0.5f * restLength / halfLength
// and compute stiffness to get tendon force at deviated length to hold the link:
const PxReal tendonStiffness = tendonForce / (deviatedLength - restLength);
const PxReal tendonDamping = 0.3f * tendonStiffness;
PxArticulationSpatialTendon* tendon = articulation->createSpatialTendon();
tendon->setStiffness(tendonStiffness);
tendon->setDamping(tendonDamping);
PxArticulationAttachment* rootAttachment = tendon->createAttachment(NULL, 1.0f, PxVec3(0.0f), leftLink);
PxArticulationAttachment* baseAttachment = tendon->createAttachment(rootAttachment, 1.0f, PxVec3(0.0f, gLinkHalfLength, 0.0f), baseLink);
PxArticulationAttachment* leafAttachment = tendon->createAttachment(baseAttachment, 1.0f, PxVec3(0.0f), rightLink);
leafAttachment->setRestLength(restLength);
// create attachment render shapes
attachmentRigidStatics[0] = gPhysics->createRigidStatic(baseLink->getGlobalPose() * PxTransform(PxVec3(0.0f, gLinkHalfLength, 0.0f), PxQuat(PxIdentity)));
attachmentRigidStatics[1] = gPhysics->createRigidStatic(leftLink->getGlobalPose());
attachmentRigidStatics[2] = gPhysics->createRigidStatic(rightLink->getGlobalPose());
PxSphereGeometry attachmentGeom(linkExtents.y * 1.5f); // slightly bigger than links to see the attachment on the moving links
PxShape* attachmentShape = gPhysics->createShape(attachmentGeom, *gMaterial, false, PxShapeFlags(0));
for(PxU32 i = 0; i < 3; ++i)
{
PxRigidStatic* attachment = attachmentRigidStatics[i];
attachment->setActorFlag(PxActorFlag::eDISABLE_SIMULATION, true); // attachments are viz only
attachment->attachShape(*attachmentShape);
}
// add articulation to scene:
gScene->addArticulation(*articulation);
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport, PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), true, gPvd);
PxInitExtensions(*gPhysics, gPvd);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -gGravity, 0.0f);
PxU32 numCores = SnippetUtils::getNbPhysicalCores();
gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
sceneDesc.solverType = PxSolverType::eTGS;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
gScene = gPhysics->createScene(sceneDesc);
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.f);
gArticulations[0] = gPhysics->createArticulationReducedCoordinate();
createSpatialTendonArticulation(gArticulations[0], getAttachments(), PxVec3(0.0f));
gArticulations[1] = gPhysics->createArticulationReducedCoordinate();
createSpatialTendonArticulation(gArticulations[1], &getAttachments()[3], PxVec3(0.0f, 0.0f, 2.0f));
}
void stepPhysics(bool /*interactive*/)
{
const PxReal dt = 1.0f / 60.f;
static PxReal time = 0.0f;
// update articulation that actuates via tendon-length offset:
{
const PxReal amplitude = 0.3f;
// move at 0.25 Hz, and offset sinusoid by an amplitude
const PxReal offset = amplitude * (1.0f + PxSin(time * PxTwoPi * 0.25f - PxPiDivTwo));
PxArticulationSpatialTendon* tendon = NULL;
gArticulations[0]->getSpatialTendons(&tendon, 1, 0);
tendon->setOffset(offset);
PxArticulationLink* links[3];
gArticulations[0]->getLinks(links, 3, 0);
getAttachments()[1]->setGlobalPose(links[1]->getGlobalPose());
getAttachments()[2]->setGlobalPose(links[2]->getGlobalPose());
}
// update articulation that actuates via base link attachment relative pose
{
const PxReal amplitude = 0.2f;
// move at 0.25 Hz, and offset sinusoid by an amplitude
const PxReal offset = gLinkHalfLength + amplitude * (1.0f + PxSin(time * PxTwoPi * 0.25f - PxPiDivTwo));
PxArticulationSpatialTendon* tendon = NULL;
gArticulations[1]->getSpatialTendons(&tendon, 1, 0);
PxArticulationAttachment* baseAttachment = NULL;
tendon->getAttachments(&baseAttachment, 1, 1);
baseAttachment->setRelativeOffset(PxVec3(0.f, offset, 0.f));
gArticulations[1]->wakeUp(); // wake up articulation (relative offset setting does not wake)
PxArticulationLink* links[3];
gArticulations[1]->getLinks(links, 3, 0);
PxTransform attachmentPose = links[0]->getGlobalPose();
attachmentPose.p.y += offset;
getAttachments()[3]->setGlobalPose(attachmentPose);
getAttachments()[4]->setGlobalPose(links[1]->getGlobalPose());
getAttachments()[5]->setGlobalPose(links[2]->getGlobalPose());
}
gScene->simulate(dt);
gScene->fetchResults(true);
time += dt;
}
void cleanupPhysics(bool /*interactive*/)
{
gArticulations[0]->release();
gArticulations[1]->release();
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release();
transport->release();
PxCloseExtensions();
PX_RELEASE(gFoundation);
printf("SnippetSpatialTendon done.\n");
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i = 0; i < frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 12,480 | C++ | 43.575 | 155 | 0.744551 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetvehicle2customtire/CustomTireVehicle.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#pragma once
#include "PxPhysicsAPI.h"
#include "../snippetvehicle2common/directdrivetrain/DirectDrivetrain.h"
#include "CustomTire.h"
namespace snippetvehicle2
{
using namespace physx;
using namespace physx::vehicle2;
//
//This class holds the parameters, state and logic needed to implement a vehicle that
//is using a custom component for the tire model.
//
//See BaseVehicle for more details on the snippet code design.
//
class CustomTireVehicle
: public DirectDriveVehicle
, public CustomTireComponent
{
public:
bool initialize(PxPhysics& physics, const PxCookingParams& params, PxMaterial& defaultMaterial, bool addPhysXBeginEndComponents = true);
virtual void destroy();
virtual void initComponentSequence(bool addPhysXBeginEndComponents);
virtual void getDataForCustomTireComponent(
const PxVehicleAxleDescription*& axleDescription,
PxVehicleArrayData<const PxReal>& steerResponseStates,
const PxVehicleRigidBodyState*& rigidBodyState,
PxVehicleArrayData<const PxVehicleWheelActuationState>& actuationStates,
PxVehicleArrayData<const PxVehicleWheelParams>& wheelParams,
PxVehicleArrayData<const PxVehicleSuspensionParams>& suspensionParams,
PxVehicleArrayData<const CustomTireParams>& tireParams,
PxVehicleArrayData<const PxVehicleRoadGeometryState>& roadGeomStates,
PxVehicleArrayData<const PxVehicleSuspensionState>& suspensionStates,
PxVehicleArrayData<const PxVehicleSuspensionComplianceState>& suspensionComplianceStates,
PxVehicleArrayData<const PxVehicleSuspensionForce>& suspensionForces,
PxVehicleArrayData<const PxVehicleWheelRigidBody1dState>& wheelRigidBody1DStates,
PxVehicleArrayData<PxVehicleTireGripState>& tireGripStates,
PxVehicleArrayData<PxVehicleTireDirectionState>& tireDirectionStates,
PxVehicleArrayData<PxVehicleTireSpeedState>& tireSpeedStates,
PxVehicleArrayData<PxVehicleTireSlipState>& tireSlipStates,
PxVehicleArrayData<PxVehicleTireCamberAngleState>& tireCamberAngleStates,
PxVehicleArrayData<PxVehicleTireStickyState>& tireStickyStates,
PxVehicleArrayData<PxVehicleTireForce>& tireForces)
{
axleDescription = &mBaseParams.axleDescription;
steerResponseStates.setData(mBaseState.steerCommandResponseStates);
rigidBodyState = &mBaseState.rigidBodyState;
actuationStates.setData(mBaseState.actuationStates);
wheelParams.setData(mBaseParams.wheelParams);
suspensionParams.setData(mBaseParams.suspensionParams);
tireParams.setData(mTireParamsList);
roadGeomStates.setData(mBaseState.roadGeomStates);
suspensionStates.setData(mBaseState.suspensionStates);
suspensionComplianceStates.setData(mBaseState.suspensionComplianceStates);
suspensionForces.setData(mBaseState.suspensionForces);
wheelRigidBody1DStates.setData(mBaseState.wheelRigidBody1dStates);
tireGripStates.setData(mBaseState.tireGripStates);
tireDirectionStates.setData(mBaseState.tireDirectionStates);
tireSpeedStates.setData(mBaseState.tireSpeedStates);
tireSlipStates.setData(mBaseState.tireSlipStates);
tireCamberAngleStates.setData(mBaseState.tireCamberAngleStates);
tireStickyStates.setData(mBaseState.tireStickyStates);
tireForces.setData(mBaseState.tireForces);
}
//Parameters and states of the vehicle's custom tire.
CustomTireParams mCustomTireParams[2]; //One shared parameter set for front and one for rear wheels.
CustomTireParams* mTireParamsList[4];
};
}//namespace snippetvehicle2
| 5,094 | C | 45.318181 | 137 | 0.817236 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetvehicle2customtire/VehicleMFTireData.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef VEHICLE_MF_TIRE_DATA_H
#define VEHICLE_MF_TIRE_DATA_H
#include "foundation/Px.h"
#include "foundation/PxMath.h"
#include "foundation/PxFlags.h"
namespace physx
{
// requirement: has to return 0 for input 0
template<typename TFloat>
PX_FORCE_INLINE PxI32 mfSignum(const TFloat v)
{
// note: -0.0 returns 0, so sign is lost. +-NaN not covered
return (TFloat(0.0) < v) - (v < TFloat(0.0));
}
/**
\brief Parameters for the Magic Formula Tire Model shared by various components of the model.
\note Contains derived parameters that need to be set as well before the model can be evaluated. The helper method
mfTireComputeDerivedSharedParams() can be used to compute those parameters.
*/
template<typename TFloat>
struct MFTireSharedParams
{
TFloat r0; /// wheel radius at no load (SI unit would be metre [m])
TFloat v0; /// reference velocity [m/s] (for normalization. Usually the speed at which measurements were taken, often
/// 16.7m/s, i.e., 60km/h are used. SI unit would be metres per second [m/s])
TFloat fz0; /// nominal vertical load (for normalization. SI unit would be Newton [N]). Make sure to call
/// mfTireComputeDerivedSharedParams() after changing this parameter.
TFloat pi0; /// nominal inflation pressure (for normalization. SI unit would be Pascal [Pa])
TFloat epsilonV; /// small value to add to velocity at contact patch when dividing (to avoid division
/// by 0 when vehicle is not moving)
TFloat slipReductionLowVelocity; /// at low velocities the model is prone to show large oscillation. Scaling down the slip
/// in such scenarios will reduce the oscillation. This parameter defines a threshold for
/// the longitudinal velocity below which the divisor for the slip computation will be
/// interpolated between the actual longitudinal velocity and the specified threshold.
/// At 0 longitudinal velocity, slipReductionLowVelocity will be used as divisor. With
/// growing longitudinal velocity, the interpolation weight for slipReductionLowVelocity
/// will decrease fast (quadratic) and will show no effect for velocities above the threshold
/// anymore.
TFloat lambdaFz0; /// user scaling factor for nominal load. Make sure to call mfTireComputeDerivedSharedParams() after
/// changing this parameter.
TFloat lambdaK_alpha; /// user scaling factor for cornering stiffness
TFloat aMu; /// parameter for degressive friction factor computation. Vertical shifts of the force curves
/// should vanish slower when friction coefficients go to 0: (aMu * lambdaMu) / (1 + (aMu - 1) * lambdaMu).
/// Choose 10 as a good default. Make sure to call mfTireComputeDerivedSharedParams() after changing this parameter.
TFloat zeta0; /// scaling factor to take turn slip into account.
/// If path radius is large and camber small, it can be set to 1.
TFloat zeta2; /// scaling factor to take turn slip into account.
/// If path radius is large and camber small, it can be set to 1.
// derived parameters
TFloat recipFz0; /// 1 / fz0. mfTireComputeDerivedSharedParams() can be used to compute this value.
TFloat fz0Scaled; /// fz0 * lambdaFz0. mfTireComputeDerivedSharedParams() can be used to compute this value.
TFloat recipFz0Scaled; /// 1 / fz0Scaled. mfTireComputeDerivedSharedParams() can be used to compute this value.
TFloat aMuMinus1; /// aMu - 1. mfTireComputeDerivedSharedParams() can be used to compute this value.
};
template<typename TFloat>
PX_FORCE_INLINE void mfTireComputeDerivedSharedParams(MFTireSharedParams<TFloat>& sharedParams)
{
sharedParams.recipFz0 = TFloat(1.0) / sharedParams.fz0;
sharedParams.fz0Scaled = sharedParams.fz0 * sharedParams.lambdaFz0;
sharedParams.recipFz0Scaled = TFloat(1.0) / sharedParams.fz0Scaled;
sharedParams.aMuMinus1 = sharedParams.aMu - TFloat(1.0);
}
template<typename TFloat>
struct MFTireVolatileSharedParams
{
// gamma: camber angle
// Fz: vertical load
// Fz0Scaled: nominal vertical load (scaled by user scaling factor lambdaFz0)
// pi: inflation pressure
// pi0: nominal inflation pressure
TFloat gamma; // camber angle (in radians)
TFloat gammaSqr; // gamma^2
TFloat sinGamma; // sin(gamma)
TFloat sinGammaAbs; // |sin(gamma)|
TFloat sinGammaSqr; // sin(gamma)^2
TFloat fzNormalized; // Fz / Fz0
TFloat fzNormalizedWithScale; // Fz / Fz0Scaled
TFloat dFz; // normalized change in vertical load: (Fz - Fz0Scaled) / Fz0Scaled
TFloat dFzSqr; // dFz^2
TFloat dpi; // normalized inflation pressure change: (pi - pi0) / pi0
TFloat dpiSqr; // dpi^2
TFloat lambdaMu_longitudinal; /// scaling factor for longitudinal friction mu term and thus peak value.
TFloat lambdaMu_lateral; /// scaling factor for lateral friction mu term and thus peak value.
};
template<typename TConfig>
PX_FORCE_INLINE void mfTireComputeVolatileSharedParams(const typename TConfig::Float gamma, const typename TConfig::Float fz,
const typename TConfig::Float lambdaMu_longitudinal, const typename TConfig::Float lambdaMu_lateral,
const typename TConfig::Float pi,
const MFTireSharedParams<typename TConfig::Float>& sharedParams, MFTireVolatileSharedParams<typename TConfig::Float>& volatileSharedParams)
{
if (TConfig::supportCamber)
{
volatileSharedParams.gamma = gamma;
volatileSharedParams.gammaSqr = gamma * gamma;
volatileSharedParams.sinGamma = PxSin(gamma);
volatileSharedParams.sinGammaAbs = PxAbs(volatileSharedParams.sinGamma);
volatileSharedParams.sinGammaSqr = volatileSharedParams.sinGamma * volatileSharedParams.sinGamma;
}
volatileSharedParams.fzNormalized = fz * sharedParams.recipFz0;
volatileSharedParams.fzNormalizedWithScale = fz * sharedParams.recipFz0Scaled;
volatileSharedParams.dFz = (fz - sharedParams.fz0Scaled) * sharedParams.recipFz0Scaled;
volatileSharedParams.dFzSqr = volatileSharedParams.dFz * volatileSharedParams.dFz;
volatileSharedParams.lambdaMu_longitudinal = lambdaMu_longitudinal;
volatileSharedParams.lambdaMu_lateral = lambdaMu_lateral;
if (TConfig::supportInflationPressure)
{
volatileSharedParams.dpi = (pi - sharedParams.pi0) / sharedParams.pi0;
volatileSharedParams.dpiSqr = volatileSharedParams.dpi * volatileSharedParams.dpi;
}
}
template<typename TFloat>
struct MFTireLongitudinalForcePureParams
{
/** @name magic formula: B (through longitudinal slip stiffness K)
*/
/**@{*/
TFloat pK1; /// longitudinal slip stiffness (per load unit) Guidance: for many tires
/// (almost) linearly dependent on the vertical force. Typically, in the
/// range of 14 to 18. May be much higher for racing tires.
TFloat pK2; /// variation of slip stiffness (per load unit) with load change
TFloat pK3; /// exponential variation of slip stiffness with load change
TFloat pp1; /// variation of slip stiffness with inflation pressure change
/// (set to 0 to ignore effect)
TFloat pp2; /// variation of slip stiffness with inflation pressure change squared
/// (set to 0 to ignore effect)
TFloat lambdaK; /// user scaling factor for slip stiffness
TFloat epsilon; /// small value to avoid division by 0 if load is 0. The scale of the values
/// the epsilon gets added to is similar to the scale of the longitudinal force.
/**@}*/
/** @name magic formula: C
*/
/**@{*/
TFloat pC1; /// shape factor. Guidance: value has to be larger or equal to 1, for example, 1.6
/// is a fair starting point.
TFloat lambdaC; /// user scaling factor for shape factor
/**@}*/
/** @name magic formula: D
*/
/**@{*/
TFloat pD1; /// friction mu term (per load unit). Guidance: for highly loaded tires
/// the value is below 1, for example around 0.8 on a dry surface. High
/// performance tires on racing cars may reach 1.5 or even 2.0 in extreme
/// cases.
TFloat pD2; /// variation of friction mu term (per load unit) with load change.
/// Guidance: normally below 0 (typically between -0.1 and 0.0). Generally,
/// pD2 is larger than the counterpart in MFTireLateralForcePureParams.
TFloat pD3; /// variation of friction mu term with camber angle squared
/// (set to 0 to ignore effect)
TFloat pp3; /// variation of friction mu term with inflation pressure change
/// (set to 0 to ignore effect)
TFloat pp4; /// variation of friction mu term with inflation pressure change squared
/// (set to 0 to ignore effect)
//TFloat lambdaMu; // user scaling factor for friction mu term (and thus peak value).
// (see MFTireVolatileSharedParams::lambdaMu_longitudinal)
TFloat zeta1; /// scaling factor for friction mu term to take turn slip into account.
/// If path radius is large and camber small, it can be set to 1.
/**@}*/
/** @name magic formula: E
*/
/**@{*/
TFloat pE1; /// curvature factor. Guidance: value has to be smaller or equal to 1. An
/// increasing negative value will make the curve more peaky. 0 is a
/// fair starting point.
TFloat pE2; /// variation of curvature factor with load change
TFloat pE3; /// variation of curvature factor with load change squared
TFloat pE4; /// scaling factor for curvature factor depending on signum
/// of shifted longitudinal slip ratio (to create asymmetry under drive/brake
/// torque: 1.0 - pE4*sgn(slipRatioShifted). No effect when no slip)
TFloat lambdaE; /// user scaling factor for curvature factor
/**@}*/
/** @name magic formula: Sh
*/
/**@{*/
TFloat pH1; /// horizontal shift at nominal load
TFloat pH2; /// variation of horizontal shift with load change
TFloat lambdaH; /// user scaling factor for horizontal shift
/**@}*/
/** @name magic formula: Sv
*/
/**@{*/
TFloat pV1; /// vertical shift (per load unit)
TFloat pV2; /// variation of vertical shift (per load unit) with load change
TFloat lambdaV; /// user scaling factor for vertical shift
//TFloat lambdaMu; // user scaling factor for vertical shift (peak friction coefficient). See magic formula: D
//TFloat zeta1; // scaling factor for vertical shift to take turn slip into account. See magic formula: D
/**@}*/
};
template<typename TFloat>
struct MFTireLongitudinalForceCombinedParams
{
/** @name magic formula: B
*/
/**@{*/
TFloat rB1; /// curvature factor at force reduction peak. Guidance: 8.3 may be used as a starting point.
TFloat rB2; /// variation of curvature factor at force reduction peak with longitudinal slip ratio.
/// Guidance: 5.0 may be used as a starting point.
TFloat rB3; /// variation of curvature factor at force reduction peak with squared sine of camber angle
/// (set to 0 to ignore effect)
TFloat lambdaAlpha; /// user scaling factor for influence of lateral slip angle alpha on longitudinal force
/**@}*/
/** @name magic formula: C
*/
/**@{*/
TFloat rC1; /// shape factor. Guidance: 0.9 may be used as a starting point.
/**@}*/
/** @name magic formula: E
*/
/**@{*/
TFloat rE1; /// long range falloff at nominal load
TFloat rE2; /// variation of long range falloff with load change
/**@}*/
/** @name magic formula: Sh
*/
/**@{*/
TFloat rH1; /// horizontal shift at nominal load. Set to 0 for a symmetric tire.
/**@}*/
};
template<typename TFloat>
struct MFTireLateralForcePureParams
{
/** @name magic formula: B (through cornering stiffness K_alpha)
*/
/**@{*/
TFloat pK1; /// maximum cornering stiffness (per load unit) Guidance: values between
/// 10 and 20 can be expected (or higher for racing tires). Note: beware of
/// the sign when copying values from data sources. If the ISO sign
/// convention is used for the tire model, negative values will be seen.
TFloat pK2; /// scaling factor for load at which cornering stiffness reaches maximum.
/// Guidance: typically, in a range of 1.5 to 3.
TFloat pK3; /// variation of cornering stiffness with sine of camber angle
/// (set to 0 to ignore effect)
TFloat pK4; /// shape factor to control limit and thus shape of stiffness curve
/// Guidance: typical value is 2 (especially, if camber angle is 0).
TFloat pK5; /// scaling factor (depending on squared sine of camber angle) for load at which
/// cornering stiffness reaches maximum
/// (set to 0 to ignore effect)
TFloat pp1; /// variation of cornering stiffness with inflation pressure change
/// (set to 0 to ignore effect)
TFloat pp2; /// scaling factor (depending on inflation pressure change) for load at which
/// cornering stiffness reaches maximum
/// (set to 0 to ignore effect)
//TFloat lambdaK_alpha; // user scaling factor for cornering stiffness (see MFTireSharedParams::lambdaK_alpha)
TFloat epsilon; /// small value to avoid division by 0 if load is 0. The scale of the values
/// the epsilon gets added to is similar to the scale of the lareral force.
TFloat zeta3; /// scaling factor for cornering stiffness to take turn slip into account.
/// If path radius is large and camber small, it can be set to 1.
/**@}*/
/** @name magic formula: C
*/
/**@{*/
TFloat pC1; /// shape factor. Guidance: value has to be larger or equal to 1, for example, 1.3
/// is a fair starting point.
TFloat lambdaC; /// user scaling factor for shape factor
/**@}*/
/** @name magic formula: D
*/
/**@{*/
TFloat pD1; /// friction mu term (per load unit). Guidance: for highly loaded tires
/// the value is below 1, for example around 0.8 on a dry surface. High
/// performance tires on racing cars may reach 1.5 or even 2.0 in extreme
/// cases.
TFloat pD2; /// variation of friction mu term (per load unit) with load change.
/// Guidance: normally below 0 (typically between -0.1 and 0.0). Generally,
/// pD2 is smaller than the counterpart in MFTireLongitudinalForcePureParams.
TFloat pD3; /// variation of friction mu term with squared sine of camber angle
/// (set to 0 to ignore effect)
TFloat pp3; /// variation of friction mu term with inflation pressure change
/// (set to 0 to ignore effect)
TFloat pp4; /// variation of friction mu term with inflation pressure change squared
/// (set to 0 to ignore effect)
//TFloat lambdaMu; // user scaling factor for friction mu term (and thus peak value).
// (see MFTireVolatileSharedParams::lambdaMu_lateral)
//TFloat zeta2; // scaling factor for friction mu term to take turn slip into account.
// See MFTireSharedParams::zeta2.
/**@}*/
/** @name magic formula: E
*/
/**@{*/
TFloat pE1; /// curvature factor. Guidance: value has to be smaller or equal to 1. An
/// increasing negative value will make the curve more peaky. 0 is a
/// fair starting point.
TFloat pE2; /// variation of curvature factor with load change
TFloat pE3; /// scaling factor for curvature factor depending on signum
/// of shifted slip angle (to create asymmetry
/// under positive/negative slip. No effect when no slip).
/// Set to 0 for a symmetric tire.
TFloat pE4; /// variation of curvature factor with sine of camber angle and signum
/// of shifted slip angle.
/// (set to 0 to ignore effect)
TFloat pE5; /// variation of curvature factor with squared sine of camber angle
/// (set to 0 to ignore effect)
TFloat lambdaE; /// user scaling factor for curvature factor
/**@}*/
/** @name magic formula: Sh (with a camber stiffness term K_gamma)
*/
/**@{*/
TFloat pH1; /// horizontal shift at nominal load. Set to 0 for a symmetric tire.
TFloat pH2; /// variation of horizontal shift with load change. Set to 0 for a symmetric tire.
TFloat pK6; /// camber stiffness (per load unit)
/// (set to 0 to ignore effect)
TFloat pK7; /// variation of camber stiffness (per load unit) with load change
/// (set to 0 to ignore effect)
TFloat pp5; /// variation of camber stiffness with inflation pressure change
/// (set to 0 to ignore effect)
TFloat lambdaH; /// user scaling factor for horizontal shift
//TFloat lambdaK_gamma; // user scaling factor for horizontal shift of camber stiffness term
// (no effect if camber angle is 0).
// See magic formula: Sv
TFloat epsilonK; /// small value to avoid division by 0 in case cornering stiffness is 0
/// (due to load being 0, for example). The scale of the values the
/// epsilon gets added to is similar to the scale of the lareral force
/// multiplied by the slope/stiffness when slip angle is approaching 0.
//TFloat zeta0; // scaling factor for camber stiffness term to take turn slip into account.
// See MFTireSharedParams::zeta0.
TFloat zeta4; /// horizontal shift term to take turn slip and camber into account.
/// If path radius is large and camber small, it can be set to 1 (since 1 gets
/// subtracted this will result in a 0 term).
/**@}*/
/** @name magic formula: Sv
*/
/**@{*/
TFloat pV1; /// vertical shift (per load unit). Set to 0 for a symmetric tire.
TFloat pV2; /// variation of vertical shift (per load unit) with load change. Set to 0 for a symmetric tire.
TFloat pV3; /// vertical shift (per load unit) depending on sine of camber angle
/// (set to 0 to ignore effect)
TFloat pV4; /// variation of vertical shift (per load unit) with load change depending on sine
/// of camber angle (set to 0 to ignore effect)
TFloat lambdaV; /// user scaling factor for vertical shift
TFloat lambdaK_gamma; /// user scaling factor for vertical shift depending on sine of camber angle
//TFloat lambdaMu; // user scaling factor for vertical shift (peak friction coefficient). See magic formula: D
//TFloat zeta2; // scaling factor for vertical shift to take turn slip into account.
// See MFTireSharedParams::zeta2.
/**@}*/
};
template<typename TFloat>
struct MFTireLateralForceCombinedParams
{
/** @name magic formula: B
*/
/**@{*/
TFloat rB1; /// curvature factor at force reduction peak. Guidance: 4.9 may be used as a starting point.
TFloat rB2; /// variation of curvature factor at force reduction peak with lateral slip
/// Guidance: 2.2 may be used as a starting point.
TFloat rB3; /// shift term for lateral slip. rB2 gets applied to shifted slip. Set to 0 for a symmetric tire.
TFloat rB4; /// variation of curvature factor at force reduction peak with squared sine of camber angle
/// (set to 0 to ignore effect)
TFloat lambdaKappa; /// user scaling factor for influence of longitudinal slip ratio kappa on lateral force
/**@}*/
/** @name magic formula: C
*/
/**@{*/
TFloat rC1; /// shape factor. Guidance: 1.0 may be used as a starting point.
/**@}*/
/** @name magic formula: E
*/
/**@{*/
TFloat rE1; /// long range falloff at nominal load
TFloat rE2; /// variation of long range falloff with load change
/**@}*/
/** @name magic formula: Sh
*/
/**@{*/
TFloat rH1; /// horizontal shift at nominal load
TFloat rH2; /// variation of horizontal shift with load change
/**@}*/
/** @name magic formula: Sv
*/
/**@{*/
TFloat rV1; /// vertical shift (per load unit). Set to 0 for a symmetric tire.
TFloat rV2; /// variation of vertical shift (per load unit) with load change. Set to 0 for a symmetric tire.
TFloat rV3; /// variation of vertical shift (per load unit) with sine of camber angle
/// (set to 0 to ignore effect)
TFloat rV4; /// variation of vertical shift (per load unit) with lateral slip angle
TFloat rV5; /// variation of vertical shift (per load unit) with longitudinal slip ratio
TFloat rV6; /// variation of vertical shift (per load unit) with arctan of longitudinal slip ratio
TFloat lambdaV; /// user scaling factor for vertical shift
//TFloat zeta2; // scaling factor for vertical shift to take turn slip into account.
// See MFTireSharedParams::zeta2.
/**@}*/
};
template<typename TFloat>
struct MFTireAligningTorqueVolatileSharedParams
{
// alpha: slip angle
// Vcx: longitudinal velocity at contact patch
// Vc: velocity at contact patch (longitudinal and lateral combined)
TFloat cosAlpha; // cos(slip angle) = Vcx / (Vc + epsilon) (signed value of Vcx allows to support backwards running)
TFloat signumVc_longitudinal; // signum of longitudinal velocity at contact patch
};
template<typename TFloat>
PX_FORCE_INLINE void mfTireComputeAligningTorqueVolatileSharedParams(const TFloat vc, const TFloat vc_longitudinal,
const TFloat epsilon, MFTireAligningTorqueVolatileSharedParams<TFloat>& volatileSharedParams)
{
volatileSharedParams.cosAlpha = vc_longitudinal / (vc + epsilon);
volatileSharedParams.signumVc_longitudinal = static_cast<TFloat>(mfSignum(vc_longitudinal));
}
template<typename TFloat>
struct MFTireAligningTorquePurePneumaticTrailParams
{
/** @name magic formula: B
*/
/**@{*/
TFloat qB1; /// curvature factor at pneumatic trail peak (at nominal load)
TFloat qB2; /// variation of curvature factor at pneumatic trail peak with load change
TFloat qB3; /// variation of curvature factor at pneumatic trail peak with load change squared
TFloat qB5; /// variation of curvature factor at pneumatic trail peak with sine of camber angle
/// (set to 0 to ignore effect)
TFloat qB6; /// variation of curvature factor at pneumatic trail peak with squared sine of camber angle
/// (set to 0 to ignore effect)
//TFloat lambdaK_alpha; // user scaling factor for curvature factor at pneumatic trail peak
// (see MFTireSharedParams::lambdaK_alpha)
//TFloat lambdaMu; // inverse user scaling factor for curvature factor at pneumatic trail peak
// (see MFTireVolatileSharedParams::lambdaMu_lateral)
/**@}*/
/** @name magic formula: C
*/
/**@{*/
TFloat qC1; /// shape factor (has to be greater than 0)
/**@}*/
/** @name magic formula: D
*/
/**@{*/
TFloat qD1; /// pneumatic trail peak (per normalized load-torque unit)
TFloat qD2; /// variation of pneumatic trail peak (per normalized load-torque unit) with load change
TFloat qD3; /// variation of pneumatic trail peak with sine of camber angle
/// (set to 0 to ignore effect). Set to 0 for a symmetric tire.
TFloat qD4; /// variation of pneumatic trail peak with squared sine of camber angle
/// (set to 0 to ignore effect)
TFloat pp1; /// variation of pneumatic trail peak with inflation pressure change
/// (set to 0 to ignore effect)
TFloat lambdaT; /// user scaling factor for pneumatic trail peak
TFloat zeta5; /// scaling factor for pneumatic trail peak to take turn slip into account.
/// If path radius is large and camber small, it can be set to 1.
/**@}*/
/** @name magic formula: E
*/
/**@{*/
TFloat qE1; /// long range falloff at nominal load
TFloat qE2; /// variation of long range falloff with load change
TFloat qE3; /// variation of long range falloff with load change squared
TFloat qE4; /// scaling factor for long range falloff depending on sign
/// of shifted slip angle (to create asymmetry
/// under positive/negative slip. No effect when no slip).
/// Set to 0 for a symmetric tire.
TFloat qE5; /// scaling factor for long range falloff depending on sine of camber
/// angle and sign of shifted slip angle (to create asymmetry
/// under positive/negative slip. No effect when no slip.
/// Set to 0 to ignore effect)
/**@}*/
/** @name magic formula: Sh
*/
/**@{*/
TFloat qH1; /// horizontal shift at nominal load. Set to 0 for a symmetric tire.
TFloat qH2; /// variation of horizontal shift with load change. Set to 0 for a symmetric tire.
TFloat qH3; /// horizontal shift at nominal load depending on sine of camber angle
/// (set to 0 to ignore effect)
TFloat qH4; /// variation of horizontal shift with load change depending on sine of camber angle
/// (set to 0 to ignore effect)
/**@}*/
};
template<typename TFloat>
struct MFTireAligningTorquePureResidualTorqueParams
{
/** @name magic formula: B
*/
/**@{*/
TFloat qB9; /// curvature factor at residual torque peak
TFloat qB10; /// curvature factor at residual torque peak (multiplier for B*C term of lateral force under pure slip)
//TFloat lambdaK_alpha; // user scaling factor for curvature factor at residual torque peak
// (see MFTireSharedParams::lambdaK_alpha)
//TFloat lambdaMu; // inverse user scaling factor for curvature factor at residual torque peak
// (see MFTireVolatileSharedParams::lambdaMu_lateral)
TFloat zeta6; /// scaling factor for curvature factor at residual torque peak to take turn slip
/// into account.
/// If path radius is large and camber small, it can be set to 1.
/**@}*/
/** @name magic formula: C
*/
/**@{*/
TFloat zeta7; /// shape factor to take turn slip into account.
/// If path radius is large and camber small, it can be set to 1.
/**@}*/
/** @name magic formula: D
*/
/**@{*/
TFloat qD6; /// residual torque peak (per load-torque unit). Set to 0 for a symmetric tire.
TFloat qD7; /// variation of residual torque peak (per load-torque unit) with load change.
/// Set to 0 for a symmetric tire.
TFloat qD8; /// residual torque peak (per load-torque unit) depending on sine of camber angle
/// (set to 0 to ignore effect)
TFloat qD9; /// variation of residual torque peak (per load-torque unit) with load
/// change and depending on sine of camber angle (set to 0 to ignore effect)
TFloat qD10; /// residual torque peak (per load-torque unit) depending on signed square of
/// sine of camber angle (set to 0 to ignore effect)
TFloat qD11; /// variation of residual torque peak (per load-torque unit) with load
/// change and depending on signed square of sine of camber angle
/// (set to 0 to ignore effect)
TFloat pp2; /// variation of residual torque peak with inflation pressure change and depending
/// on sine of camber angle
/// (set to 0 to ignore effect)
TFloat lambdaR; /// user scaling factor for residual torque peak
TFloat lambdaK_gamma; /// user scaling factor for residual torque peak depending on sine of camber angle
//TFloat lambdaMu; // user scaling factor for residual torque peak
// (see MFTireVolatileSharedParams::lambdaMu_lateral)
//TFloat zeta0; // scaling factor for residual torque peak to take turn slip into account.
// See MFTireSharedParams::zeta0.
//TFloat zeta2; // scaling factor for residual torque peak to take turn slip into account.
// See MFTireSharedParams::zeta2.
TFloat zeta8; /// additional term for residual torque peak to take turn slip into account.
/// If path radius is large and camber small, it can be set to 1 (since 1 gets
/// subtracted this will result in a 0 term).
/**@}*/
};
template<typename TFloat>
struct MFTireAligningTorqueCombinedParams
{
TFloat sS1; /// effect (per radius unit) of longitudinal force on aligning torque. Set to 0 for a symmetric tire.
TFloat sS2; /// effect (per radius unit) of longitudinal force on aligning torque with lateral force
TFloat sS3; /// effect (per radius unit) of longitudinal force on aligning torque with sine of camber angle
TFloat sS4; /// effect (per radius unit) of longitudinal force on aligning torque with sine of camber angle and load change
TFloat lambdaS; /// user scaling factor for effect of longitudinal force on aligning torque
};
template<typename TFloat>
struct MFTireFreeRotatingRadiusParams
{
TFloat qre0; /// scaling factor for unloaded tire radius. Guidance: set to 1 if no adaptation to measurements are needed.
TFloat qV1; /// increase of radius (per length unit) with normalized velocity squared (the tire radius grows
/// due to centrifugal force)
};
/**
\brief Parameters for the Magic Formula Tire Model related to vertical tire stiffness.
\note Contains derived parameters that need to be set as well before the model can be evaluated. The helper method
mfTireComputeDerivedVerticalTireStiffnessParams() can be used to compute those parameters.
*/
template<typename TFloat>
struct MFTireVerticalStiffnessParams
{
TFloat qF1; /// vertical tire stiffness (per load unit and normalized tire deflection (deflection / unloaded radius)).
/// If qF2 is set to 0 and the vertical tire stiffness c0 is known, qF1 can be computed as c0 * r0 / F0
/// (r0: unloaded tire radius, F0: nominal tire load).
TFloat qF2; /// vertical tire stiffness (per load unit and normalized tire deflection squared)
TFloat ppF1; /// variation of vertical tire stiffness with inflation pressure change
/// (set to 0 to ignore effect). Guidance: suggested value range is between 0.7 and 0.9.
TFloat lambdaC; /// user scaling factor for vertical tire stiffness.
// derived parameters
TFloat c0; /// vertical tire stiffness at nominal vertical load, nominal inflation pressure, no tangential forces and
/// zero forward velocity. mfTireComputeDerivedVerticalTireStiffnessParams() can be used to compute the value.
};
template<typename TFloat>
PX_FORCE_INLINE void mfTireComputeDerivedVerticalTireStiffnessParams(const TFloat r0, const TFloat fz0,
MFTireVerticalStiffnessParams<TFloat>& params)
{
params.c0 = params.lambdaC * (fz0 / r0) * PxSqrt((params.qF1 * params.qF1) + (TFloat(4.0) * params.qF2));
}
template<typename TFloat>
struct MFTireEffectiveRollingRadiusParams
{
TFloat Freff; /// tire compression force (per load unit), linear part. Guidance: for radial tires a value
/// around 0.01 is suggested, for bias ply tires a value around 0.333.
TFloat Dreff; /// scaling factor for tire compression force, non-linear part. Guidance: for radial tires
/// a value around 0.24 is suggested, for bias ply tires a value of 0.
TFloat Breff; /// gradient of tire compression force, non-linear part. Guidance: for radial tires a value
/// around 8 is suggested, for bias ply tires a value of 0.
};
template<typename TFloat>
struct MFTireNormalLoadParams
{
TFloat qV2; /// variation of normal load (per load unit) with normalized longitudinal velocity from tire rotation
TFloat qFc_longitudinal; /// decrease of normal load (per load unit) with normalized longitudinal force squared.
/// Can be considered optional (set to 0) for passenger car tires but should be considered for racing
/// tires.
TFloat qFc_lateral; /// decrease of normal load (per load unit) with normalized lateral force squared.
/// Can be considered optional (set to 0) for passenger car tires but should be considered for racing
/// tires.
//TFloat qF1; // see MFTireVerticalStiffnessParams::qF1
//TFloat qF2; // see MFTireVerticalStiffnessParams::qF2
TFloat qF3; /// vertical tire stiffness (per load unit and normalized tire deflection (deflection / unloaded radius))
/// depending on camber angle squared (set to 0 to ignore effect)
//TFloat ppF1; // see MFTireVerticalStiffnessParams::ppF1
};
struct MFTireDataFlag
{
enum Enum
{
eALIGNING_MOMENT = 1 << 0 /// Compute the aligning moment of the tire.
};
};
template<typename TFloat>
struct MFTireDataT
{
MFTireDataT()
: flags(0)
{
}
MFTireSharedParams<TFloat> sharedParams;
MFTireFreeRotatingRadiusParams<TFloat> freeRotatingRadiusParams;
MFTireVerticalStiffnessParams<TFloat> verticalStiffnessParams;
MFTireEffectiveRollingRadiusParams<TFloat> effectiveRollingRadiusParams;
MFTireNormalLoadParams<TFloat> normalLoadParams;
MFTireLongitudinalForcePureParams<TFloat> longitudinalForcePureParams;
MFTireLongitudinalForceCombinedParams<TFloat> longitudinalForceCombinedParams;
MFTireLateralForcePureParams<TFloat> lateralForcePureParams;
MFTireLateralForceCombinedParams<TFloat> lateralForceCombinedParams;
MFTireAligningTorquePureResidualTorqueParams<TFloat> aligningTorquePureResidualTorqueParams;
MFTireAligningTorquePurePneumaticTrailParams<TFloat> aligningTorquePurePneumaticTrailParams;
MFTireAligningTorqueCombinedParams<TFloat> aligningTorqueCombinedParams;
PxFlags<MFTireDataFlag::Enum, PxU32> flags;
};
} // namespace physx
#endif //VEHICLE_MF_TIRE_DATA_H
| 34,801 | C | 48.788269 | 140 | 0.698514 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetvehicle2customtire/VehicleMFTire.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef VEHICLE_MF_TIRE_H
#define VEHICLE_MF_TIRE_H
#include "foundation/Px.h"
#include "foundation/PxAssert.h"
#include "foundation/PxMath.h"
#include "VehicleMFTireData.h"
namespace physx
{
template<typename TFloat>
struct MFTireOverturningCoupleParams
{
TFloat qS1; /// overturning couple (per load-torque unit). Set to 0 for a symmetric tire.
TFloat qS2; /// variation of overturning couple (per load-torque unit) with camber angle
/// (set to 0 to ignore effect)
TFloat qS3; /// variation of overturning couple (per load-torque unit) with normalized lateral force
TFloat qS4; /// peak of sine * cosine type contribution
TFloat qS5; /// shape factor of cosine type contribution depending on normalized load
TFloat qS6; /// curvature factor of cosine type contribution depending on normalized load
TFloat qS7; /// horizontal shift of sine type contribution depending on camber angle
/// (set to 0 to ignore effect)
TFloat qS8; /// shape factor of sine type contribution depending on normalized lateral force
TFloat qS9; /// stiffness factor of sine type contribution depending on normalized lateral force
TFloat qS10; /// shape factor of arctan type contribution depending on normalized load
/// and camber angle
/// (set to 0 to ignore effect)
TFloat qS11; /// stiffness factor of arctan type contribution depending on normalized load
/// and camber angle
/// (set to 0 to ignore effect)
TFloat ppM1; /// variation of camber angle dependent overturning couple with inflation pressure change
/// (set to 0 to ignore effect)
/// (no effect if camber angle is 0)
TFloat lambdaVM; /// user scaling factor for overturning couple coefficient
TFloat lambdaM; /// user scaling factor for overturning couple
};
template<typename TFloat>
struct MFTireRollingResistanceMomentParams
{
TFloat qS1; /// rolling resistance moment (per load-torque unit)
TFloat qS2; /// variation of rolling resistance moment with normalized longitudinal force
TFloat qS3; /// variation of rolling resistance moment with normalized longitudinal velocity
TFloat qS4; /// variation of rolling resistance moment with normalized longitudinal velocity to the power of 4
TFloat qS5; /// variation of rolling resistance moment with camber angle squared
/// (set to 0 to ignore effect)
TFloat qS6; /// variation of rolling resistance moment with camber angle squared and normalized load
/// (set to 0 to ignore effect)
TFloat qS7; /// variation of rolling resistance moment with normalized load to the power of qS7
TFloat qS8; /// variation of rolling resistance moment with normalized inflation pressure to the power of qS8
/// (set to 0 to ignore effect)
TFloat lambdaM; /// user scaling factor for rolling resistance moment
};
//#define MF_ARCTAN(x) PxAtan(x)
#define MF_ARCTAN(x) mfApproximateArctan(x) // more than 10% speedup could be seen
template <typename TFloat>
PX_FORCE_INLINE TFloat mfApproximateArctan(TFloat x)
{
const TFloat absX = PxAbs(x);
const TFloat a = TFloat(1.1);
const TFloat b = TFloat(1.6);
const TFloat nom = x * ( TFloat(1.0) + (a * absX) );
const TFloat denom = TFloat(1.0) + ( (TFloat(2.0)/TFloat(PxPi)) * ((b*absX) + (a*x*x)) );
const TFloat result = nom / denom;
return result;
}
PX_FORCE_INLINE PxF32 mfExp(PxF32 x)
{
return PxExp(x);
}
PX_FORCE_INLINE PxF64 mfExp(PxF64 x)
{
return exp(x);
}
PX_FORCE_INLINE PxF32 mfPow(PxF32 base, PxF32 exponent)
{
return PxPow(base, exponent);
}
PX_FORCE_INLINE PxF64 mfPow(PxF64 base, PxF64 exponent)
{
return pow(base, exponent);
}
template<typename TFloat>
TFloat mfMagicFormulaSine(const TFloat x, const TFloat B, const TFloat C,const TFloat D,
const TFloat E)
{
//
// Magic Formula (sine version)
//
// y(x) = D * sin[ C * arctan{ B*x - E * (B*x - arctan(B*x)) } ]
//
// y
// ^
// |
// | /
// | /
// | /
// | / __________
// | / ____/ ^ \_____________
// | / ___/ | \_____________________________________ y(x)
// | / __/ |
// | /_/ |
// | / |
// | / |
// | / | D
// | / |
// | / |
// | / |
// | /--- arctan(B*C*D) |
// | / \ |
// |/ | v
// ------------/---------------------------------------------------------------------------------------------> x
// /|
// / |
// / |
// / |
//
// ----------------------------------------------------------------------------------------------------------------
// B: stiffness factor (tune slope at the origin)
// ----------------------------------------------------------------------------------------------------------------
// C: shape factor (controls limits and thus general shape of the curve)
// ----------------------------------------------------------------------------------------------------------------
// D: peak value (for C >= 1)
// ----------------------------------------------------------------------------------------------------------------
// E: curvature factor (controls curvature at peak and horizontal position of peak)
// ----------------------------------------------------------------------------------------------------------------
//
const TFloat Bpart = B * x;
const TFloat Epart = E * ( Bpart - MF_ARCTAN(Bpart) );
const TFloat Cpart = C * MF_ARCTAN( Bpart - Epart );
const TFloat Dpart = D * PxSin(Cpart);
return Dpart;
}
template<typename TFloat>
TFloat mfMagicFormulaCosine(const TFloat x, const TFloat B, const TFloat C,const TFloat D,
const TFloat E)
{
/*
// Magic Formula (cosine version)
//
// y(x) = D * cos[ C * arctan{ B*x - E * (B*x - arctan(B*x)) } ]
//
// y
// ^
// |
// |
// ____|____
// ____/ ^ \____
// ___/ | \___ y(x)
// __/ | \__
// _/ | \_
// / | D \
// _/ | \_
// __/ | \__
// ___/ | \___
// ____/ v \____
// ---_____/-------------------------------------------------------------------\_____------------------------> x ^
// __/ | ^ \______ | -ya
// | | \_____________ v
// | x0 --------------
// |
// |
//
// ----------------------------------------------------------------------------------------------------------------
// B: curvature factor (controls curvature at peak)
// ----------------------------------------------------------------------------------------------------------------
// C: shape factor (controls limit ya and thus general shape of the curve)
// ----------------------------------------------------------------------------------------------------------------
// D: peak value (for C >= 1)
// ----------------------------------------------------------------------------------------------------------------
// E: controls shape at larger values and controls location x0 of intersection with x-axis
// ----------------------------------------------------------------------------------------------------------------
*/
const TFloat Bpart = B * x;
const TFloat Epart = E * ( Bpart - MF_ARCTAN(Bpart) );
const TFloat Cpart = C * MF_ARCTAN( Bpart - Epart );
const TFloat Dpart = D * PxCos(Cpart);
return Dpart;
}
template<typename TFloat>
TFloat mfMagicFormulaCosineNoD(const TFloat x, const TFloat B, const TFloat C,const TFloat E)
{
//
// Magic Formula (cosine version without D factor)
//
// y(x) = cos[ C * arctan{ B*x - E * (B*x - arctan(B*x)) } ]
//
// see magicFormulaCosine() for some information
//
const TFloat Bpart = B * x;
const TFloat Epart = E * ( Bpart - MF_ARCTAN(Bpart) );
const TFloat Cpart = C * MF_ARCTAN( Bpart - Epart );
const TFloat result = PxCos(Cpart);
return result;
}
template<typename TFloat>
TFloat mfMagicFormulaCosineNoE(const TFloat x, const TFloat B, const TFloat C,const TFloat D)
{
//
// Magic Formula (cosine version without E factor)
//
// y(x) = D * cos[ C * arctan{ B*x } ]
//
// see magicFormulaCosine() for some information
//
const TFloat Bpart = B * x;
const TFloat Cpart = C * MF_ARCTAN( Bpart );
const TFloat Dpart = D * PxCos(Cpart);
return Dpart;
}
// Vertical shifts of the longitudinal/lateral force curves should vanish slower when friction coefficients go to 0
template<typename TFloat>
PX_FORCE_INLINE TFloat mfTireDegressiveFriction(const TFloat lambdaMu, const TFloat aMu, const TFloat aMuMinus1)
{
const TFloat lambdaMuDegressive = (aMu * lambdaMu) /
( TFloat(1.0) + (aMuMinus1 * lambdaMu) );
return lambdaMuDegressive;
}
/**
\brief Longitudinal force at pure longitudinal slip
\note Ignores interdependency with lateral force (in other words, tire rolling on a straight line with
no slip angle [alpha = 0])
\param[in] kappa Longitudinal slip ratio.
\param[in] fz Vertical load. fz >= 0.
\param[in] params The nondimensional model parameters and user scaling factors.
\param[in] sharedParams Model parameters not just used for longitudinal force
\param[in] volatileSharedParams Model parameters not just used for longitudinal force
\param[out] K_kappa Magic formula longitudinal slip stiffness factor K
\return Longitudinal force.
*/
template<typename TConfig>
typename TConfig::Float mfTireLongitudinalForcePure(const typename TConfig::Float kappa, const typename TConfig::Float fz,
const MFTireLongitudinalForcePureParams<typename TConfig::Float>& params, const MFTireSharedParams<typename TConfig::Float>& sharedParams,
const MFTireVolatileSharedParams<typename TConfig::Float>& volatileSharedParams,
typename TConfig::Float& K_kappa)
{
typedef typename TConfig::Float TFloat;
// magic formula:
// x: longitudinal slip ratio (kappa)
// y(x): longitudinal force
//
// magic formula: Sh; horizontal shift
//
const TFloat Sh = ( params.pH1 + (params.pH2 * volatileSharedParams.dFz) ) * params.lambdaH;
//
// magic formula: Sv; vertical shift
//
const TFloat lambdaMuDegressive = mfTireDegressiveFriction(volatileSharedParams.lambdaMu_longitudinal, sharedParams.aMu, sharedParams.aMuMinus1);
TFloat Sv = fz * ( params.pV1 + (params.pV2 * volatileSharedParams.dFz) ) * params.lambdaV * lambdaMuDegressive;
if (TConfig::supportTurnSlip)
Sv *= params.zeta1;
//
//
//
const TFloat kappaShifted = kappa + Sh;
//
// magic formula: C; shape factor
//
const TFloat C = params.pC1 * params.lambdaC;
PX_ASSERT(C > TFloat(0.0));
//
// magic formula: D; peak value
//
TFloat mu = (params.pD1 + (params.pD2 * volatileSharedParams.dFz)) * volatileSharedParams.lambdaMu_longitudinal;
if (TConfig::supportCamber)
{
const TFloat mu_camberFactor = TFloat(1.0) - (params.pD3 * volatileSharedParams.gammaSqr);
mu *= mu_camberFactor;
}
if (TConfig::supportInflationPressure)
{
const TFloat mu_inflationPressureFactor = TFloat(1.0) + (params.pp3 * volatileSharedParams.dpi) + (params.pp4 * volatileSharedParams.dpiSqr);
mu *= mu_inflationPressureFactor;
}
TFloat D = mu * fz;
if (TConfig::supportTurnSlip)
D *= params.zeta1;
PX_ASSERT(D >= TFloat(0.0));
//
// magic formula: E; curvature factor
//
const TFloat E = ( params.pE1 + (params.pE2*volatileSharedParams.dFz) + (params.pE3*volatileSharedParams.dFzSqr) ) * ( TFloat(1.0) - (params.pE4*mfSignum(kappaShifted)) ) * params.lambdaE;
PX_ASSERT(E <= TFloat(1.0));
//
// longitudinal slip stiffness
//
TFloat K = fz * (params.pK1 + (params.pK2 * volatileSharedParams.dFz)) * mfExp(params.pK3 * volatileSharedParams.dFz) * params.lambdaK;
if (TConfig::supportInflationPressure)
{
const TFloat K_inflationPressureFactor = TFloat(1.0) + (params.pp1 * volatileSharedParams.dpi) + (params.pp2 * volatileSharedParams.dpiSqr);
K *= K_inflationPressureFactor;
}
K_kappa = K;
//
// magic formula: B; stiffness factor
//
const TFloat B = K / ((C*D) + params.epsilon);
//
// resulting force
//
const TFloat F = mfMagicFormulaSine(kappaShifted, B, C, D, E) + Sv;
return F;
}
/**
\brief Longitudinal force with combined slip
\note Includes the interdependency with lateral force
\param[in] kappa Longitudinal slip ratio.
\param[in] tanAlpha Tangens of slip angle (multiplied with sign of longitudinal velocity at contact patch,
i.e., -Vcy / |Vcx|, Vcy/Vcx: lateral/longitudinal velocity at contact patch)
\param[in] fx0 The longitudinal force at pure longitudinal slip.
\param[in] params The nondimensional model parameters and user scaling factors.
\param[in] volatileSharedParams Model parameters not just used for longitudinal force
\return Longitudinal force.
@see mfTireLongitudinalForcePure()
*/
template<typename TConfig>
typename TConfig::Float mfTireLongitudinalForceCombined(const typename TConfig::Float kappa, const typename TConfig::Float tanAlpha, const typename TConfig::Float fx0,
const MFTireLongitudinalForceCombinedParams<typename TConfig::Float>& params,
const MFTireVolatileSharedParams<typename TConfig::Float>& volatileSharedParams)
{
typedef typename TConfig::Float TFloat;
//
// magic formula: Sh; horizontal shift
//
const TFloat Sh = params.rH1;
//
//
//
const TFloat tanAlphaShifted = tanAlpha + Sh;
//
// magic formula: B; curvature factor
//
TFloat B = params.rB1;
if (TConfig::supportCamber)
{
const TFloat B_term_camber = params.rB3 * volatileSharedParams.sinGammaSqr;
B += B_term_camber;
}
const TFloat B_cosFactor = PxCos(MF_ARCTAN(params.rB2 * kappa));
B *= B_cosFactor * params.lambdaAlpha;
PX_ASSERT(B > TFloat(0.0));
//
// magic formula: C; shape factor
//
const TFloat C = params.rC1;
//
// magic formula: E;
//
const TFloat E = params.rE1 + (params.rE2*volatileSharedParams.dFz);
PX_ASSERT(E <= TFloat(1.0));
//
// resulting force
//
const TFloat G0 = mfMagicFormulaCosineNoD(Sh, B, C, E);
PX_ASSERT(G0 > TFloat(0.0));
const TFloat G = mfMagicFormulaCosineNoD(tanAlphaShifted, B, C, E) / G0;
PX_ASSERT(G > TFloat(0.0));
const TFloat F = G * fx0;
return F;
}
/**
\brief Lateral force at pure lateral/side slip
\note Ignores interdependency with longitudinal force (in other words, assumes no longitudinal slip, that is,
longitudinal slip ratio of 0 [kappa = 0])
\param[in] tanAlpha Tangens of slip angle (multiplied with sign of longitudinal velocity at contact patch,
i.e., -Vcy / |Vcx|, Vcy/Vcx: lateral/longitudinal velocity at contact patch)
\param[in] fz Vertical load (force). fz >= 0.
\param[in] params The nondimensional model parameters and user scaling factors.
\param[in] sharedParams Model parameters not just used for lateral force
\param[in] volatileSharedParams Model parameters not just used for lateral force
\param[in,out] fy0NoCamberNoTurnSlip If not NULL, the lateral force discarding camber and turn slip
(basically, the resulting force if both were 0) will be written to the pointer target.
\param[out] B_out Magic formula stiffnes factor B
\param[out] C_out Magic formula shape factor C
\param[out] K_alpha_withEpsilon_out Magic formula cornering stiffness factor K with a small epsilon added
to avoid divison by 0.
\param[out] Sh_out Magic formula horizontal shift Sh
\param[out] Sv_out Magic formula vertical shift Sv
\param[out] mu_zeta2_out The friction factor multiplied by MFTireSharedParams::zeta2. Will
be needed when computing the lateral force with combined slip.
\return Lateral force.
*/
template<typename TConfig>
typename TConfig::Float mfTireLateralForcePure(const typename TConfig::Float tanAlpha, const typename TConfig::Float fz,
const MFTireLateralForcePureParams<typename TConfig::Float>& params, const MFTireSharedParams<typename TConfig::Float>& sharedParams,
const MFTireVolatileSharedParams<typename TConfig::Float>& volatileSharedParams, typename TConfig::Float* fy0NoCamberNoTurnSlip,
typename TConfig::Float& B_out, typename TConfig::Float& C_out, typename TConfig::Float& K_alpha_withEpsilon_out,
typename TConfig::Float& Sh_out, typename TConfig::Float& Sv_out,
typename TConfig::Float& mu_zeta2_out)
{
typedef typename TConfig::Float TFloat;
// magic formula:
// x: tangens slip angle (tan(alpha))
// y(x): lateral force
//
// magic formula: Sv; vertical shift
//
const TFloat lambdaMuDegressive = mfTireDegressiveFriction(volatileSharedParams.lambdaMu_lateral, sharedParams.aMu, sharedParams.aMuMinus1);
const TFloat fz_x_lambdaMuDegressive = fz * lambdaMuDegressive;
const TFloat Sv_term_noCamber_noTurnSlip = fz_x_lambdaMuDegressive * ( params.pV1 + (params.pV2 * volatileSharedParams.dFz) ) *
params.lambdaV;
TFloat Sv = Sv_term_noCamber_noTurnSlip;
if (TConfig::supportTurnSlip)
{
Sv *= sharedParams.zeta2;
}
TFloat Sv_term_camber;
if (TConfig::supportCamber)
{
Sv_term_camber = fz_x_lambdaMuDegressive * ( params.pV3 + (params.pV4 * volatileSharedParams.dFz) ) * volatileSharedParams.sinGamma *
params.lambdaK_gamma;
if (TConfig::supportTurnSlip)
{
Sv_term_camber *= sharedParams.zeta2;
}
Sv += Sv_term_camber;
}
// note: fz_x_lambdaMuDegressive and zeta2 are not pulled out because Sv_term_camber
// is needed for Sh computation and Sv_term_noCamber_noTurnSlip for lateralForceNoCamberNoTurnSlip
Sv_out = Sv;
//
// cornering stiffness
//
const TFloat corneringStiffnessPeak_atNominalInflationPressure_noCamber_noTurnSlip = params.pK1 * sharedParams.fz0Scaled * sharedParams.lambdaK_alpha;
TFloat corneringStiffnessPeak = corneringStiffnessPeak_atNominalInflationPressure_noCamber_noTurnSlip;
if (TConfig::supportCamber)
{
const TFloat corneringStiffnessPeak_camberFactor = TFloat(1.0) - (params.pK3 * volatileSharedParams.sinGammaAbs);
corneringStiffnessPeak *= corneringStiffnessPeak_camberFactor;
}
if (TConfig::supportTurnSlip)
{
corneringStiffnessPeak *= params.zeta3;
}
TFloat corneringStiffnessPeak_inflationPressureFactor;
if (TConfig::supportInflationPressure)
{
corneringStiffnessPeak_inflationPressureFactor = TFloat(1.0) + (params.pp1 * volatileSharedParams.dpi);
corneringStiffnessPeak *= corneringStiffnessPeak_inflationPressureFactor;
}
const TFloat loadAtCorneringStiffnessPeak_atNominalInflationPressure_noCamber = params.pK2;
TFloat loadAtCorneringStiffnessPeak = loadAtCorneringStiffnessPeak_atNominalInflationPressure_noCamber;
if (TConfig::supportCamber)
{
const TFloat loadAtCorneringStiffnessPeak_term_camber = params.pK5 * volatileSharedParams.sinGammaSqr;
loadAtCorneringStiffnessPeak += loadAtCorneringStiffnessPeak_term_camber;
}
TFloat loadAtCorneringStiffnessPeak_inflationPressureFactor;
if (TConfig::supportInflationPressure)
{
loadAtCorneringStiffnessPeak_inflationPressureFactor = TFloat(1.0) + (params.pp2 * volatileSharedParams.dpi);
loadAtCorneringStiffnessPeak *= loadAtCorneringStiffnessPeak_inflationPressureFactor;
}
const TFloat K_alpha = corneringStiffnessPeak * PxSin( params.pK4 * MF_ARCTAN(volatileSharedParams.fzNormalizedWithScale / loadAtCorneringStiffnessPeak) );
const TFloat K_alpha_withEpsilon = K_alpha + params.epsilonK;
K_alpha_withEpsilon_out = K_alpha_withEpsilon;
//
// magic formula: Sh; horizontal shift
//
const TFloat Sh_term_noCamber_noTurnSlip = ( params.pH1 + (params.pH2 * volatileSharedParams.dFz) ) * params.lambdaH;
TFloat Sh = Sh_term_noCamber_noTurnSlip;
if (TConfig::supportCamber)
{
TFloat K_gamma = fz * ( params.pK6 + (params.pK7 * volatileSharedParams.dFz) ) * params.lambdaK_gamma;
if (TConfig::supportInflationPressure)
{
const TFloat K_gamma_inflationPressureFactor = TFloat(1.0) + (params.pp5 * volatileSharedParams.dpi);
K_gamma *= K_gamma_inflationPressureFactor;
}
TFloat Sh_term_camber = ( (K_gamma * volatileSharedParams.sinGamma) - Sv_term_camber ) / K_alpha_withEpsilon;
if (TConfig::supportTurnSlip)
{
Sh_term_camber *= sharedParams.zeta0;
}
Sh += Sh_term_camber;
}
if (TConfig::supportTurnSlip)
{
Sh += params.zeta4 - TFloat(1.0);
}
Sh_out = Sh;
//
//
//
const TFloat tanAlphaShifted = tanAlpha + Sh;
//
// magic formula: C; shape factor
//
const TFloat C = params.pC1 * params.lambdaC;
PX_ASSERT(C > TFloat(0.0));
C_out = C;
//
// magic formula: D; peak value
//
TFloat mu_noCamber_noTurnSlip = (params.pD1 + (params.pD2 * volatileSharedParams.dFz)) * volatileSharedParams.lambdaMu_lateral;
if (TConfig::supportInflationPressure)
{
const TFloat mu_inflationPressureFactor = TFloat(1.0) + (params.pp3 * volatileSharedParams.dpi) + (params.pp4 * volatileSharedParams.dpiSqr);
mu_noCamber_noTurnSlip *= mu_inflationPressureFactor;
}
TFloat mu = mu_noCamber_noTurnSlip;
if (TConfig::supportCamber)
{
const TFloat mu_camberFactor = TFloat(1.0) - (params.pD3 * volatileSharedParams.sinGammaSqr);
mu *= mu_camberFactor;
}
if (TConfig::supportTurnSlip)
{
mu *= sharedParams.zeta2;
}
mu_zeta2_out = mu;
const TFloat D = mu * fz;
PX_ASSERT(D >= TFloat(0.0));
//
// magic formula: E; curvature factor
//
const TFloat E_noCamber_noSignum = ( params.pE1 + (params.pE2*volatileSharedParams.dFz) ) * params.lambdaE;
TFloat E = E_noCamber_noSignum;
if (TConfig::supportCamber)
{
const TFloat E_camberFactor = TFloat(1.0) - ( (params.pE3 + (params.pE4 * volatileSharedParams.sinGamma)) * mfSignum(tanAlphaShifted) ) + (params.pE5 * volatileSharedParams.sinGammaSqr);
E *= E_camberFactor;
}
else
{
const TFloat E_signumFactor = TFloat(1.0) - ( params.pE3 * mfSignum(tanAlphaShifted) );
E *= E_signumFactor;
}
PX_ASSERT(E <= TFloat(1.0));
//
// magic formula: B; stiffness factor
//
const TFloat B = K_alpha / ((C*D) + params.epsilon);
B_out = B;
//
// resulting force
//
const TFloat F = mfMagicFormulaSine(tanAlphaShifted, B, C, D, E) + Sv;
if (fy0NoCamberNoTurnSlip)
{
if (TConfig::supportCamber || TConfig::supportTurnSlip)
{
const TFloat D_noCamber_noTurnSlip = mu_noCamber_noTurnSlip * fz;
PX_ASSERT(D_noCamber_noTurnSlip >= TFloat(0.0));
const TFloat tanAlphaShifted_noCamber_noTurnSlip = tanAlpha + Sh_term_noCamber_noTurnSlip;
TFloat corneringStiffnessPeak_noCamber_noTurnSlip = corneringStiffnessPeak_atNominalInflationPressure_noCamber_noTurnSlip;
TFloat loadAtCorneringStiffnessPeak_noCamber = loadAtCorneringStiffnessPeak_atNominalInflationPressure_noCamber;
if (TConfig::supportInflationPressure)
{
corneringStiffnessPeak_noCamber_noTurnSlip *= corneringStiffnessPeak_inflationPressureFactor;
loadAtCorneringStiffnessPeak_noCamber *= loadAtCorneringStiffnessPeak_inflationPressureFactor;
}
const TFloat K_alpha_noCamber_noTurnSlip = corneringStiffnessPeak_noCamber_noTurnSlip * PxSin( params.pK4 * MF_ARCTAN(volatileSharedParams.fzNormalizedWithScale / loadAtCorneringStiffnessPeak_noCamber) );
const TFloat B_noCamber_noTurnSlip = K_alpha_noCamber_noTurnSlip / ((C*D_noCamber_noTurnSlip) + params.epsilon);
const TFloat E_noCamber = E_noCamber_noSignum * ( TFloat(1.0) - (params.pE3 * mfSignum(tanAlphaShifted_noCamber_noTurnSlip)) );
PX_ASSERT(E_noCamber <= TFloat(1.0));
*fy0NoCamberNoTurnSlip = mfMagicFormulaSine(tanAlphaShifted_noCamber_noTurnSlip, B_noCamber_noTurnSlip, C, D_noCamber_noTurnSlip, E_noCamber) +
Sv_term_noCamber_noTurnSlip;
}
else
{
*fy0NoCamberNoTurnSlip = F;
}
}
return F;
}
/**
\brief Lateral force with combined slip
\note Includes the interdependency with longitudinal force
\param[in] tanAlpha Tangens of slip angle (multiplied with sign of longitudinal velocity at contact patch,
i.e., -Vcy / |Vcx|, Vcy/Vcx: lateral/longitudinal velocity at contact patch)
\param[in] kappa Longitudinal slip ratio.
\param[in] fz Vertical load (force). fz >= 0.
\param[in] fy0 The lateral force at pure lateral slip.
\param[in] mu_zeta2 The friction factor computed as part of the lateral force at pure lateral slip.
\param[in] params The nondimensional model parameters and user scaling factors.
\param[in] volatileSharedParams Model parameters not just used for lateral force
\param[in,out] fy0WeightNoCamberNoTurnSlip If not NULL, the weight factor for the lateral force
at pure slip, discarding camber and turn slip (basically, if both were 0), will be written
to the pointer target.
\return Lateral force.
@see mfTireLateralForcePure()
*/
template<typename TConfig>
typename TConfig::Float mfTireLateralForceCombined(const typename TConfig::Float tanAlpha, const typename TConfig::Float kappa,
const typename TConfig::Float fz, const typename TConfig::Float fy0,
const typename TConfig::Float mu_zeta2,
const MFTireLateralForceCombinedParams<typename TConfig::Float>& params,
const MFTireVolatileSharedParams<typename TConfig::Float>& volatileSharedParams,
typename TConfig::Float* fy0WeightNoCamberNoTurnSlip)
{
typedef typename TConfig::Float TFloat;
//
// magic formula: Sh; horizontal shift
//
const TFloat Sh = params.rH1 + (params.rH2*volatileSharedParams.dFz);
//
// magic formula: Sv; vertical shift
//
TFloat DV = params.rV1 + (params.rV2*volatileSharedParams.dFz);
if (TConfig::supportCamber)
{
const TFloat DV_term_camber = params.rV3 * volatileSharedParams.sinGamma;
DV += DV_term_camber;
}
const TFloat DV_cosFactor = PxCos(MF_ARCTAN(params.rV4 * tanAlpha));
DV *= mu_zeta2 * fz * DV_cosFactor;
const TFloat Sv_sinFactor = PxSin(params.rV5 * MF_ARCTAN(params.rV6 * kappa));
const TFloat Sv = DV * Sv_sinFactor * params.lambdaV;
//
//
//
const TFloat kappaShifted = kappa + Sh;
//
// magic formula: B; curvature factor
//
const TFloat B_term_noCamber = params.rB1;
TFloat B = B_term_noCamber;
if (TConfig::supportCamber)
{
const TFloat B_term_camber = params.rB4 * volatileSharedParams.sinGammaSqr;
B += B_term_camber;
}
const TFloat B_cosFactor = PxCos(MF_ARCTAN(params.rB2 * (tanAlpha - params.rB3)));
const TFloat B_cosFactor_lambdaKappa = B_cosFactor * params.lambdaKappa;
B *= B_cosFactor_lambdaKappa;
PX_ASSERT(B > TFloat(0.0));
//
// magic formula: C; shape factor
//
const TFloat C = params.rC1;
//
// magic formula: E;
//
const TFloat E = params.rE1 + (params.rE2*volatileSharedParams.dFz);
PX_ASSERT(E <= TFloat(1.0));
//
// resulting force
//
const TFloat G0 = mfMagicFormulaCosineNoD(Sh, B, C, E);
PX_ASSERT(G0 > TFloat(0.0));
TFloat G = mfMagicFormulaCosineNoD(kappaShifted, B, C, E) / G0;
if (G < TFloat(0.0))
{
// at very low velocity (or starting from standstill), the longitudinal slip ratio can get
// large which can result in negative values
G = TFloat(0.0);
}
const TFloat F = (G * fy0) + Sv;
if (fy0WeightNoCamberNoTurnSlip)
{
if (TConfig::supportCamber || TConfig::supportTurnSlip)
{
const TFloat B_noCamber = B_term_noCamber * B_cosFactor_lambdaKappa;
PX_ASSERT(B_noCamber > TFloat(0.0));
const TFloat G0_noCamber = mfMagicFormulaCosineNoD(Sh, B_noCamber, C, E);
PX_ASSERT(G0_noCamber > TFloat(0.0));
TFloat G_noCamber = mfMagicFormulaCosineNoD(kappaShifted, B_noCamber, C, E) / G0_noCamber;
if (G_noCamber < TFloat(0.0))
G_noCamber = TFloat(0.0);
*fy0WeightNoCamberNoTurnSlip = G_noCamber;
}
else
{
*fy0WeightNoCamberNoTurnSlip = G;
}
}
return F;
}
template<typename TConfig>
void mfTireComputeAligningTorquePneumaticTrailIntermediateParams(const typename TConfig::Float tanAlpha,
const MFTireAligningTorquePurePneumaticTrailParams<typename TConfig::Float>& params,
const MFTireAligningTorqueVolatileSharedParams<typename TConfig::Float>& volatileSharedParamsAligningTorque,
const MFTireSharedParams<typename TConfig::Float>& sharedParams, const MFTireVolatileSharedParams<typename TConfig::Float>& volatileSharedParams,
typename TConfig::Float& tanAlphaShifted_out, typename TConfig::Float& B_out, typename TConfig::Float& C_out,
typename TConfig::Float& D_out, typename TConfig::Float& E_out)
{
typedef typename TConfig::Float TFloat;
//
// magic formula: Sh; horizontal shift
//
TFloat Sh = params.qH1 + (params.qH2 * volatileSharedParams.dFz);
if (TConfig::supportCamber)
{
const TFloat Sh_term_camber = ( params.qH3 + (params.qH4 * volatileSharedParams.dFz) ) * volatileSharedParams.sinGamma;
Sh += Sh_term_camber;
}
//
//
//
const TFloat tanAlphaShifted = tanAlpha + Sh;
tanAlphaShifted_out = tanAlphaShifted;
//
// magic formula: B; curvature factor
//
TFloat B = ( params.qB1 + (params.qB2 * volatileSharedParams.dFz) + (params.qB3 * volatileSharedParams.dFzSqr) ) *
(sharedParams.lambdaK_alpha / volatileSharedParams.lambdaMu_lateral);
if (TConfig::supportCamber)
{
const TFloat B_camberFactor = TFloat(1.0) + (params.qB5 * volatileSharedParams.sinGammaAbs) + (params.qB6 * volatileSharedParams.sinGammaSqr);
B *= B_camberFactor;
}
PX_ASSERT(B > TFloat(0.0));
B_out = B;
//
// magic formula: C; shape factor
//
const TFloat C = params.qC1;
PX_ASSERT(C > TFloat(0.0));
C_out = C;
//
// magic formula: D; peak value
//
TFloat D = volatileSharedParams.fzNormalizedWithScale * sharedParams.r0 *
(params.qD1 + (params.qD2 * volatileSharedParams.dFz)) * params.lambdaT * volatileSharedParamsAligningTorque.signumVc_longitudinal;
if (TConfig::supportInflationPressure)
{
const TFloat D_inflationPressureFactor = TFloat(1.0) - (params.pp1 * volatileSharedParams.dpi);
D *= D_inflationPressureFactor;
}
if (TConfig::supportCamber)
{
const TFloat D_camberFactor = TFloat(1.0) + (params.qD3 * volatileSharedParams.sinGammaAbs) + (params.qD4 * volatileSharedParams.sinGammaSqr);
D *= D_camberFactor;
}
if (TConfig::supportTurnSlip)
{
D *= params.zeta5;
}
D_out = D;
//
// magic formula: E;
//
TFloat E = params.qE1 + (params.qE2*volatileSharedParams.dFz) + (params.qE3*volatileSharedParams.dFzSqr);
TFloat E_arctanFactor = params.qE4;
if (TConfig::supportCamber)
{
const TFloat E_arctanFactor_term_camber = params.qE5 * volatileSharedParams.sinGamma;
E_arctanFactor += E_arctanFactor_term_camber;
}
E_arctanFactor = TFloat(1.0) + ( E_arctanFactor * (TFloat(2.0) / TFloat(PxPi)) * MF_ARCTAN(B*C*tanAlphaShifted) );
E *= E_arctanFactor;
PX_ASSERT(E <= TFloat(1.0));
E_out = E;
}
/**
\brief Aligning torque at pure lateral/side slip (pneumatic trail term)
The lateral/side forces act a small distance behind the center of the contact patch. This distance is called
the pneumatic trail. The pneumatic trail decreases with increasing slip angle. The pneumatic trail increases
with vertical load. The pneumatic trail causes a torque that turns the wheel away from the direction of turn.
\note Ignores interdependency with longitudinal force (in other words, assumes no longitudinal slip, that is,
longitudinal slip ratio of 0 [kappa = 0])
\param[in] tanAlpha Tangens of slip angle (multiplied with sign of longitudinal velocity at contact patch,
i.e., -Vcy / |Vcx|, Vcy/Vcx: lateral/longitudinal velocity at contact patch)
\param[in] fy0NoCamberNoTurnSlip Lateral force at pure lateral slip and camber angle and turn slip equals 0.
\param[in] params The nondimensional model parameters and user scaling factors.
\param[in] volatileSharedParamsAligningTorque Model parameters used for aligning torque (but not just pneumatic trail term)
\param[in] sharedParams Model parameters not just used for aligning torque
\param[in] volatileSharedParams Model parameters not just used for aligning torque
\return Aligning torque (pneumatic trail term).
*/
template<typename TConfig>
typename TConfig::Float mfTireAligningTorquePurePneumaticTrail(const typename TConfig::Float tanAlpha,
const typename TConfig::Float fy0NoCamberNoTurnSlip,
const MFTireAligningTorquePurePneumaticTrailParams<typename TConfig::Float>& params,
const MFTireAligningTorqueVolatileSharedParams<typename TConfig::Float>& volatileSharedParamsAligningTorque,
const MFTireSharedParams<typename TConfig::Float>& sharedParams, const MFTireVolatileSharedParams<typename TConfig::Float>& volatileSharedParams)
{
typedef typename TConfig::Float TFloat;
// magic formula:
// x: tangens slip angle (tan(alpha))
// y(x): pneumatic trail
TFloat tanAlphaShifted, B, C, D, E;
mfTireComputeAligningTorquePneumaticTrailIntermediateParams<TConfig>(tanAlpha,
params, volatileSharedParamsAligningTorque, sharedParams, volatileSharedParams,
tanAlphaShifted, B, C, D, E);
//
// pneumatic trail
//
const TFloat t = mfMagicFormulaCosine(tanAlphaShifted, B, C, D, E) * volatileSharedParamsAligningTorque.cosAlpha;
//
// resulting torque
//
const TFloat Mz = -t * fy0NoCamberNoTurnSlip;
return Mz;
}
/**
\brief Aligning torque with combined slip (pneumatic trail term)
\note Includes the interdependency between longitudinal/lateral force
\param[in] tanAlpha Tangens of slip angle (multiplied with sign of longitudinal velocity at contact patch,
i.e., -Vcy / |Vcx|, Vcy/Vcx: lateral/longitudinal velocity at contact patch)
\param[in] kappaScaledSquared Longitudinal slip ratio scaled by the ratio of longitudinalStiffness and
lateralStiffness and then squared
\param[in] fy0NoCamberNoTurnSlip Lateral force at pure lateral slip and camber angle and turn slip equals 0.
\param[in] fy0NoCamberNoTurnSlipWeight The weight factor for the lateral force at pure slip, discarding
camber and turn slip (basically, if both were 0).
\param[in] params The nondimensional model parameters and user scaling factors.
\param[in] volatileSharedParamsAligningTorque Model parameters used for aligning torque (but not just pneumatic trail term)
\param[in] sharedParams Model parameters not just used for aligning torque
\param[in] volatileSharedParams Model parameters not just used for aligning torque
\return Aligning torque (pneumatic trail term).
@see mfTireAligningTorquePurePneumaticTrail
*/
template<typename TConfig>
typename TConfig::Float mfTireAligningTorqueCombinedPneumaticTrail(const typename TConfig::Float tanAlpha, const typename TConfig::Float kappaScaledSquared,
const typename TConfig::Float fy0NoCamberNoTurnSlip, const typename TConfig::Float fy0NoCamberNoTurnSlipWeight,
const MFTireAligningTorquePurePneumaticTrailParams<typename TConfig::Float>& params,
const MFTireAligningTorqueVolatileSharedParams<typename TConfig::Float>& volatileSharedParamsAligningTorque,
const MFTireSharedParams<typename TConfig::Float>& sharedParams, const MFTireVolatileSharedParams<typename TConfig::Float>& volatileSharedParams)
{
typedef typename TConfig::Float TFloat;
// magic formula:
// x: tangens slip angle (tan(alpha))
// y(x): pneumatic trail
TFloat tanAlphaShifted, B, C, D, E;
mfTireComputeAligningTorquePneumaticTrailIntermediateParams<TConfig>(tanAlpha,
params, volatileSharedParamsAligningTorque, sharedParams, volatileSharedParams,
tanAlphaShifted, B, C, D, E);
const TFloat tanAlphaShiftedCombined = PxSqrt( tanAlphaShifted*tanAlphaShifted + kappaScaledSquared ) * mfSignum(tanAlphaShifted);
const TFloat fyNoCamberNoTurnSlip = fy0NoCamberNoTurnSlipWeight * fy0NoCamberNoTurnSlip;
//
// pneumatic trail
//
const TFloat t = mfMagicFormulaCosine(tanAlphaShiftedCombined, B, C, D, E) * volatileSharedParamsAligningTorque.cosAlpha;
//
// resulting torque
//
const TFloat Mz = -t * fyNoCamberNoTurnSlip;
return Mz;
}
template<typename TConfig>
void mfTireComputeAligningTorqueResidualTorqueIntermediateParams(const typename TConfig::Float tanAlpha, const typename TConfig::Float fz,
const typename TConfig::Float B_lateral, const typename TConfig::Float C_lateral, const typename TConfig::Float K_alpha_withEpsilon,
const typename TConfig::Float Sh_lateral, const typename TConfig::Float Sv_lateral,
const MFTireAligningTorquePureResidualTorqueParams<typename TConfig::Float>& params,
const MFTireAligningTorqueVolatileSharedParams<typename TConfig::Float>& volatileSharedParamsAligningTorque,
const MFTireSharedParams<typename TConfig::Float>& sharedParams, const MFTireVolatileSharedParams<typename TConfig::Float>& volatileSharedParams,
typename TConfig::Float& tanAlphaShifted_out, typename TConfig::Float& B_out, typename TConfig::Float& C_out, typename TConfig::Float& D_out)
{
typedef typename TConfig::Float TFloat;
//
// magic formula: Sh; horizontal shift
//
const TFloat Sh = Sh_lateral + ( Sv_lateral / K_alpha_withEpsilon );
//
//
//
tanAlphaShifted_out = tanAlpha + Sh;
//
// magic formula: B; curvature factor
//
TFloat B = ( params.qB9 * (sharedParams.lambdaK_alpha / volatileSharedParams.lambdaMu_lateral) ) +
( params.qB10 * B_lateral * C_lateral );
if (TConfig::supportTurnSlip)
{
B *= params.zeta6;
}
B_out = B;
//
// magic formula: C; shape factor
//
if (TConfig::supportTurnSlip)
{
C_out = params.zeta7;
}
else
{
C_out = TFloat(1.0);
}
//
// magic formula: D; peak value
//
TFloat D = (params.qD6 + (params.qD7 * volatileSharedParams.dFz)) * params.lambdaR;
if (TConfig::supportTurnSlip)
{
D *= sharedParams.zeta2;
}
if (TConfig::supportCamber)
{
TFloat D_term_camber = params.qD8 + (params.qD9 * volatileSharedParams.dFz);
if (TConfig::supportInflationPressure)
{
const TFloat D_term_camber_inflationPressureFactor = TFloat(1.0) + (params.pp2 * volatileSharedParams.dpi);
D_term_camber *= D_term_camber_inflationPressureFactor;
}
D_term_camber += ( params.qD10 + (params.qD11 * volatileSharedParams.dFz) ) * volatileSharedParams.sinGammaAbs;
D_term_camber *= volatileSharedParams.sinGamma * params.lambdaK_gamma;
if (TConfig::supportTurnSlip)
{
D_term_camber *= sharedParams.zeta0;
}
D += D_term_camber;
}
D *= fz * sharedParams.r0 * volatileSharedParams.lambdaMu_lateral *
volatileSharedParamsAligningTorque.signumVc_longitudinal * volatileSharedParamsAligningTorque.cosAlpha;
if (TConfig::supportTurnSlip)
{
D += params.zeta8 - TFloat(1.0);
}
D_out = D;
}
/**
\brief Aligning torque at pure lateral/side slip (residual torque term)
Residual torque is produced by assymetries of the tire and the asymmetrical shape and pressure distribution
of the contact patch etc.
\note Ignores interdependency with longitudinal force (in other words, assumes no longitudinal slip, that is,
longitudinal slip ratio of 0 [kappa = 0])
\param[in] tanAlpha Tangens of slip angle (multiplied with sign of longitudinal velocity at contact patch,
i.e., -Vcy / |Vcx|, Vcy/Vcx: lateral/longitudinal velocity at contact patch)
\param[in] fz Vertical load (force). fz >= 0.
\param[in] B_lateral B factor in magic formula for lateral force under pure lateral slip.
\param[in] C_lateral C factor in magic formula for lateral force under pure lateral slip.
\param[in] K_alpha_withEpsilon Cornering stiffness in magic formula for lateral force under pure lateral slip
(with a small epsilon value added to avoid division by 0).
\param[in] Sh_lateral Horizontal shift in magic formula for lateral force under pure lateral slip.
\param[in] Sv_lateral Vertical shift in magic formula for lateral force under pure lateral slip.
\param[in] params The nondimensional model parameters and user scaling factors.
\param[in] volatileSharedParamsAligningTorque Model parameters used for aligning torque (but not just residual torque term)
\param[in] sharedParams Model parameters not just used for aligning torque
\param[in] volatileSharedParams Model parameters not just used for aligning torque
\return Aligning torque (residual torque term).
*/
template<typename TConfig>
typename TConfig::Float mfTireAligningTorquePureResidualTorque(const typename TConfig::Float tanAlpha, const typename TConfig::Float fz,
const typename TConfig::Float B_lateral, const typename TConfig::Float C_lateral, const typename TConfig::Float K_alpha_withEpsilon,
const typename TConfig::Float Sh_lateral, const typename TConfig::Float Sv_lateral,
const MFTireAligningTorquePureResidualTorqueParams<typename TConfig::Float>& params,
const MFTireAligningTorqueVolatileSharedParams<typename TConfig::Float>& volatileSharedParamsAligningTorque,
const MFTireSharedParams<typename TConfig::Float>& sharedParams, const MFTireVolatileSharedParams<typename TConfig::Float>& volatileSharedParams)
{
typedef typename TConfig::Float TFloat;
// magic formula:
// x: tangens slip angle (tan(alpha))
// y(x): residual torque
TFloat tanAlphaShifted, B, C, D;
mfTireComputeAligningTorqueResidualTorqueIntermediateParams<TConfig>(tanAlpha, fz, B_lateral, C_lateral, K_alpha_withEpsilon,
Sh_lateral, Sv_lateral, params, volatileSharedParamsAligningTorque, sharedParams, volatileSharedParams,
tanAlphaShifted, B, C, D);
//
// residual torque
//
const TFloat Mz = mfMagicFormulaCosineNoE(tanAlphaShifted, B, C, D) * volatileSharedParamsAligningTorque.cosAlpha;
return Mz;
}
/**
\brief Aligning torque with combined slip (residual torque term)
\note Includes the interdependency between longitudinal/lateral force
\param[in] tanAlpha Tangens of slip angle (multiplied with sign of longitudinal velocity at contact patch,
i.e., -Vcy / |Vcx|, Vcy/Vcx: lateral/longitudinal velocity at contact patch)
\param[in] kappaScaledSquared Longitudinal slip ratio scaled by the ratio of longitudinalStiffness and
lateralStiffness and then squared
\param[in] fz Vertical load (force). fz >= 0.
\param[in] B_lateral B factor in magic formula for lateral force under pure lateral slip.
\param[in] C_lateral C factor in magic formula for lateral force under pure lateral slip.
\param[in] K_alpha_withEpsilon Cornering stiffness in magic formula for lateral force under pure lateral slip
(with a small epsilon value added to avoid division by 0).
\param[in] Sh_lateral Horizontal shift in magic formula for lateral force under pure lateral slip.
\param[in] Sv_lateral Vertical shift in magic formula for lateral force under pure lateral slip.
\param[in] params The nondimensional model parameters and user scaling factors.
\param[in] volatileSharedParamsAligningTorque Model parameters used for aligning torque (but not just residual torque term)
\param[in] sharedParams Model parameters not just used for aligning torque
\param[in] volatileSharedParams Model parameters not just used for aligning torque
\return Aligning torque (residual torque term).
@see mfTireAligningTorquePureResidualTorque()
*/
template<typename TConfig>
typename TConfig::Float mfTireAligningTorqueCombinedResidualTorque(const typename TConfig::Float tanAlpha, const typename TConfig::Float kappaScaledSquared,
const typename TConfig::Float fz,
const typename TConfig::Float B_lateral, const typename TConfig::Float C_lateral, const typename TConfig::Float K_alpha_withEpsilon,
const typename TConfig::Float Sh_lateral, const typename TConfig::Float Sv_lateral,
const MFTireAligningTorquePureResidualTorqueParams<typename TConfig::Float>& params,
const MFTireAligningTorqueVolatileSharedParams<typename TConfig::Float>& volatileSharedParamsAligningTorque,
const MFTireSharedParams<typename TConfig::Float>& sharedParams,
const MFTireVolatileSharedParams<typename TConfig::Float>& volatileSharedParams)
{
typedef typename TConfig::Float TFloat;
// magic formula:
// x: tangens slip angle (tan(alpha))
// y(x): residual torque
TFloat tanAlphaShifted, B, C, D;
mfTireComputeAligningTorqueResidualTorqueIntermediateParams<TConfig>(tanAlpha, fz, B_lateral, C_lateral, K_alpha_withEpsilon,
Sh_lateral, Sv_lateral, params, volatileSharedParamsAligningTorque, sharedParams, volatileSharedParams,
tanAlphaShifted, B, C, D);
const TFloat tanAlphaShiftedCombined = PxSqrt( tanAlphaShifted*tanAlphaShifted + kappaScaledSquared ) * mfSignum(tanAlphaShifted);
//
// residual torque
//
const TFloat Mz = mfMagicFormulaCosineNoE(tanAlphaShiftedCombined, B, C, D) * volatileSharedParamsAligningTorque.cosAlpha;
return Mz;
}
/**
\brief Aligning torque with combined longitudinal/lateral slip
\note Includes the interdependency between longitudinal/lateral force
\param[in] tanAlpha Tangens of slip angle (multiplied with sign of longitudinal velocity at contact patch,
i.e., -Vcy / |Vcx|, Vcy/Vcx: lateral/longitudinal velocity at contact patch)
\param[in] kappa Longitudinal slip ratio.
\param[in] fz Vertical load (force). fz >= 0.
\param[in] fx Longitudinal force with combined slip.
\param[in] fy Lateral force with combined slip.
\param[in] fy0NoCamberNoTurnSlip Lateral force at pure lateral slip and camber angle and turn slip equals 0.
\param[in] fy0NoCamberNoTurnSlipWeight The weight factor for the lateral force at pure slip, discarding
camber and turn slip (basically, if both were 0).
\param[in] K_kappa Longitudinal slip stiffness in magic formula for longitudinal force under pure longitudinal slip.
\param[in] K_alpha_withEpsilon Cornering stiffness in magic formula for lateral force under pure lateral slip
(with a small epsilon value added to avoid division by 0).
\param[in] B_lateral B factor in magic formula for lateral force under pure lateral slip.
\param[in] C_lateral C factor in magic formula for lateral force under pure lateral slip.
\param[in] Sh_lateral Horizontal shift in magic formula for lateral force under pure lateral slip.
\param[in] Sv_lateral Vertical shift in magic formula for lateral force under pure lateral slip.
\param[in] pneumaticTrailParams The nondimensional model parameters and user scaling factors used for the pneumatic
trail term of aligning torque.
\param[in] residualTorqueParams The nondimensional model parameters and user scaling factors used for the residual
torque term of aligning torque.
\param[in] params The nondimensional model parameters and user scaling factors.
\param[in] volatileSharedParamsAligningTorque Model parameters used for aligning torque.
\param[in] sharedParams Model parameters not just used for aligning torque.
\param[in] volatileSharedParams Model parameters not just used for aligning torque.
\return Aligning torque.
*/
template<typename TConfig>
typename TConfig::Float mfTireAligningTorqueCombined(const typename TConfig::Float tanAlpha, const typename TConfig::Float kappa,
const typename TConfig::Float fz, const typename TConfig::Float fx, const typename TConfig::Float fy,
const typename TConfig::Float fy0NoCamberNoTurnSlip, const typename TConfig::Float fy0NoCamberNoTurnSlipWeight,
const typename TConfig::Float K_kappa, const typename TConfig::Float K_alpha_withEpsilon,
const typename TConfig::Float B_lateral, const typename TConfig::Float C_lateral,
const typename TConfig::Float Sh_lateral, const typename TConfig::Float Sv_lateral,
const MFTireAligningTorquePurePneumaticTrailParams<typename TConfig::Float>& pneumaticTrailParams,
const MFTireAligningTorquePureResidualTorqueParams<typename TConfig::Float>& residualTorqueParams,
const MFTireAligningTorqueCombinedParams<typename TConfig::Float>& params,
const MFTireAligningTorqueVolatileSharedParams<typename TConfig::Float>& volatileSharedParamsAligningTorque,
const MFTireSharedParams<typename TConfig::Float>& sharedParams,
const MFTireVolatileSharedParams<typename TConfig::Float>& volatileSharedParams)
{
typedef typename TConfig::Float TFloat;
const TFloat kappaScaled = kappa * (K_kappa / K_alpha_withEpsilon);
const TFloat kappaScaledSquared = kappaScaled * kappaScaled;
const TFloat Mzp = mfTireAligningTorqueCombinedPneumaticTrail<TConfig>(tanAlpha, kappaScaledSquared,
fy0NoCamberNoTurnSlip, fy0NoCamberNoTurnSlipWeight,
pneumaticTrailParams, volatileSharedParamsAligningTorque,
sharedParams, volatileSharedParams);
const TFloat Mzr = mfTireAligningTorqueCombinedResidualTorque<TConfig>(tanAlpha, kappaScaledSquared, fz,
B_lateral, C_lateral, K_alpha_withEpsilon, Sh_lateral, Sv_lateral,
residualTorqueParams, volatileSharedParamsAligningTorque,
sharedParams, volatileSharedParams);
TFloat s = params.sS1 + ( params.sS2 * (fy * sharedParams.recipFz0Scaled) );
if (TConfig::supportCamber)
{
const TFloat s_term_camber = ( params.sS3 + (params.sS4 * volatileSharedParams.dFz) ) * volatileSharedParams.sinGamma;
s += s_term_camber;
}
s *= sharedParams.r0 * params.lambdaS;
const TFloat Mz = Mzp + Mzr + (s * fx);
return Mz;
}
/**
\brief Overturning couple
\param[in] fz Vertical load (force). fz >= 0.
\param[in] r0 Tire radius under no load.
\param[in] fyNormalized Normalized lateral force (fy/fz0, fz0=nominal vertical load).
\param[in] params The nondimensional model parameters and user scaling factors.
\param[in] volatileSharedParams Model parameters not just used for overturning couple
\return Overturning couple (torque).
*/
template<typename TConfig>
typename TConfig::Float mfTireOverturningCouple(const typename TConfig::Float fz, const typename TConfig::Float r0,
const typename TConfig::Float fyNormalized,
const MFTireOverturningCoupleParams<typename TConfig::Float>& params,
const MFTireVolatileSharedParams<typename TConfig::Float>& volatileSharedParams)
{
typedef typename TConfig::Float TFloat;
TFloat Mx = params.qS1 * params.lambdaVM;
if (TConfig::supportCamber)
{
TFloat Mx_term_camber = params.qS2 * volatileSharedParams.gamma;
if (TConfig::supportInflationPressure)
{
const TFloat Mx_term_camber_inflationPressureFactor = TFloat(1.0) + (params.ppM1 * volatileSharedParams.dpi);
Mx_term_camber *= Mx_term_camber_inflationPressureFactor;
}
Mx -= Mx_term_camber;
}
const TFloat Mx_term_lateral = params.qS3 * fyNormalized;
Mx += Mx_term_lateral;
const TFloat atanLoad = MF_ARCTAN(params.qS6 * volatileSharedParams.fzNormalized);
const TFloat Mx_cosFactor = PxCos(params.qS5 * atanLoad * atanLoad);
TFloat Mx_sinFactor = params.qS8 * MF_ARCTAN(params.qS9 * fyNormalized);
if (TConfig::supportCamber)
{
const TFloat Mx_sinFactor_term_camber = params.qS7 * volatileSharedParams.gamma;
Mx_sinFactor += Mx_sinFactor_term_camber;
}
Mx_sinFactor = PxSin(Mx_sinFactor);
Mx += params.qS4 * Mx_cosFactor * Mx_sinFactor;
if (TConfig::supportCamber)
{
const TFloat Mx_term_atan = params.qS10 * MF_ARCTAN(params.qS11 * volatileSharedParams.fzNormalized) * volatileSharedParams.gamma;
Mx += Mx_term_atan;
}
Mx *= fz * r0 * params.lambdaM;
return Mx;
}
/**
\brief Rolling resistance moment
Deformation of the wheel and the road surface usually results in a loss of energy as some of the deformation
remains (not fully elastic). Furthermore, slippage between wheel and surface dissipates energy too. The
rolling resistance moment models the force that will make a free rolling wheel stop. Note that similar to
sliding friction, rolling resistance is often expressed as a coefficient times the normal force (but is
generally much smaller than the coefficient of sliding friction).
\param[in] fz Vertical load (force). fz >= 0.
\param[in] r0 Tire radius under no load.
\param[in] fxNormalized Normalized longitudinal force (fx/fz0, fz0=nominal vertical load).
\param[in] vxNormalized Normalized longitudinal velocity (vx/v0, v0=reference velocity).
\param[in] piNormalized Normalized tire inflation pressure (pi/pi0, pi0=nominal tire inflation pressure).
\param[in] params The nondimensional model parameters and user scaling factors.
\param[in] volatileSharedParams Model parameters not just used for rolling resistance moment
\return Rolling resistance moment.
*/
template<typename TConfig>
typename TConfig::Float mfTireRollingResistanceMoment(const typename TConfig::Float fz, const typename TConfig::Float r0,
const typename TConfig::Float fxNormalized, const typename TConfig::Float vxNormalized, const typename TConfig::Float piNormalized,
const MFTireRollingResistanceMomentParams<typename TConfig::Float>& params,
const MFTireVolatileSharedParams<typename TConfig::Float>& volatileSharedParams)
{
typedef typename TConfig::Float TFloat;
//
// rolling resistance force Fr:
//
// Fr = cr * Fn
//
// cr: rolling resistance coefficient
// Fn: normal force
//
// Given a drive/break moment Md, part of Md will flow into the longitudinal force and a part into the
// rolling resistance moment:
//
// Md = My + Fx*Rl
//
// My: rolling resistance moment My (with respect to contact patch)
// Fx: longitudinal force at contact patch
// Rl: loaded wheel radius
//
// The rolling resistance moment My can be derived from this:
//
// My = Fr*Re + Fx*(Re-Rl)
// = (Fr+Fx)*Re - Fx*Rl
//
// Re: effective rolling radius of wheel
//
const TFloat absVxNormalized = PxAbs(vxNormalized);
const TFloat vxNormalizedSqr = absVxNormalized * absVxNormalized;
const TFloat vxNormalizedPow4 = vxNormalizedSqr * vxNormalizedSqr;
TFloat My = params.qS1 + (params.qS2 * fxNormalized) + (params.qS3 * absVxNormalized) +
(params.qS4 * vxNormalizedPow4);
if (TConfig::supportCamber)
{
const TFloat My_term_camber = ( params.qS5 + (params.qS6 * volatileSharedParams.fzNormalized) ) * volatileSharedParams.gammaSqr;
My += My_term_camber;
}
if (volatileSharedParams.fzNormalized > TFloat(0.0))
{
TFloat My_powFactor = mfPow(volatileSharedParams.fzNormalized, params.qS7);
if (TConfig::supportInflationPressure)
{
if (piNormalized > TFloat(0.0))
{
const TFloat My_powFactor_inflationPressureFactor = mfPow(piNormalized, params.qS8);
My_powFactor *= My_powFactor_inflationPressureFactor;
}
else
return TFloat(0.0);
}
My *= My_powFactor;
}
else
return TFloat(0.0);
My *= fz * r0 * params.lambdaM;
return My;
}
/**
\brief Free radius of rotating tire
The free tire radius of the rotating tire when taking centrifugal growth into account.
\param[in] r0 Tire radius under no load.
\param[in] omega Tire angular velocity.
\param[in] v0 Reference velocity (for normalization. Usually the speed at which measurements were taken, often
16.7m/s, i.e., 60km/h)
\param[in] params The nondimensional model parameters.
\param[out] normalizedVelR0 Normalized longitudinal velocity due to rotation at unloaded radius (omega * r0 / v0).
\return Free radius of rotating tire.
*/
template<typename TFloat>
PX_FORCE_INLINE TFloat mfTireFreeRotatingRadius(const TFloat r0, const TFloat omega, const TFloat v0,
const MFTireFreeRotatingRadiusParams<TFloat>& params, TFloat& normalizedVelR0)
{
const TFloat normalizedVel = (r0 * omega) / v0;
normalizedVelR0 = normalizedVel;
const TFloat normalizedVelSqr = normalizedVel * normalizedVel;
const TFloat rOmega = r0 * ( params.qre0 + (params.qV1*normalizedVelSqr) );
return rOmega;
}
/**
\brief Vertical tire stiffness
\param[in] dpi Normalized inflation pressure change: (pi - pi0) / pi0 (with inflation pressure pi and nominal
inflation pressure pi0).
\param[in] params The nondimensional and derived model parameters.
\return Vertical tire stiffness.
*/
template<typename TConfig>
PX_FORCE_INLINE typename TConfig::Float mfTireVerticalStiffness(const typename TConfig::Float dpi,
const MFTireVerticalStiffnessParams<typename TConfig::Float>& params)
{
typedef typename TConfig::Float TFloat;
TFloat c = params.c0;
if (TConfig::supportInflationPressure)
{
const TFloat c_inflationPressureFactor = TFloat(1.0) + (params.ppF1 * dpi);
c *= c_inflationPressureFactor;
}
return c;
}
/**
\brief Effective rolling radius
The effective rolling radius (re) is the radius that matches the angular velocity (omega) and the velocity at
the contact patch (V) under free rolling conditions (no drive/break torque), i.e., re = V / omega. This radius
is bounded by the free tire radius of the rotating tire on one end and the loaded tire radius on the other end.
The effective rolling radius changes with the load (fast for low values of load but only marginally at higher
load values).
\param[in] rOmega The free tire radius of the rotating tire when taking centrifugal growth into account.
\param[in] cz Vertical stiffness of the tire.
\param[in] fz0 Nominal vertical load (force). fz0 >= 0.
\param[in] fzNormalized Normalized vertical load: fz / fz0. fzNormalized >= 0.
\param[in] params The nondimensional model parameters.
\return Effective rolling radius.
*/
template<typename TFloat>
PX_FORCE_INLINE TFloat mfTireEffectiveRollingRadius(const TFloat rOmega, const TFloat cz,
const TFloat fz0, const TFloat fzNormalized,
const MFTireEffectiveRollingRadiusParams<TFloat>& params)
{
//
// effective rolling radius
//
const TFloat B_term = params.Breff * fzNormalized;
const TFloat D_term = params.Dreff * MF_ARCTAN(B_term);
const TFloat F_term = (params.Freff * fzNormalized) + D_term;
const TFloat re = rOmega - (fz0 * (F_term / cz));
return re;
}
/**
\brief Normal load of the tire
\param[in] fz0 Nominal vertical load (force). fz0 >= 0.
\param[in] normalizedVelR0 Normalized longitudinal velocity due to rotation at unloaded radius
(omega * r0 / v0, omega: tire angular velocity, r0: unloaded radius, v0: reference velocity
for normalization)
\param[in] r0 Tire radius under no load.
\param[in] fxNormalized Normalized longitudinal force (fx/fz0).
\param[in] fyNormalized Normalized lateral force (fy/fz0).
\param[in] gammaSqr Camber angle squared.
\param[in] deflection Tire normal deflection (difference between free rolling radius and loaded radius).
\param[in] dpi Normalized inflation pressure change: (pi - pi0) / pi0 (with inflation pressure pi and nominal
inflation pressure pi0).
\param[in] params The nondimensional model parameters.
\param[in] verticalStiffnessParams The nondimensional model parameters for vertical tire stiffness.
\return Normal load (force) of the tire.
*/
template<typename TConfig>
typename TConfig::Float mfTireNormalLoad(const typename TConfig::Float fz0, const typename TConfig::Float normalizedVelR0, const typename TConfig::Float r0,
const typename TConfig::Float fxNormalized, const typename TConfig::Float fyNormalized,
const typename TConfig::Float gammaSqr, const typename TConfig::Float deflection, const typename TConfig::Float dpi,
const MFTireNormalLoadParams<typename TConfig::Float>& params,
const MFTireVerticalStiffnessParams<typename TConfig::Float>& verticalStiffnessParams)
{
typedef typename TConfig::Float TFloat;
const TFloat F_term_vel = params.qV2 * PxAbs(normalizedVelR0);
const TFloat F_term_long = params.qFc_longitudinal * fxNormalized;
const TFloat F_term_longSqr = F_term_long * F_term_long;
const TFloat F_term_lat = params.qFc_lateral * fyNormalized;
const TFloat F_term_latSqr = F_term_lat * F_term_lat;
TFloat F_term_deflection = verticalStiffnessParams.qF1;
if (TConfig::supportCamber)
{
const TFloat F_term_deflection_term_camber = params.qF3 * gammaSqr;
F_term_deflection += F_term_deflection_term_camber;
}
const TFloat normalizedDeflection = deflection / r0;
const TFloat F_deflectionFactor = ( F_term_deflection + (verticalStiffnessParams.qF2 * normalizedDeflection) ) * normalizedDeflection;
TFloat F = (TFloat(1.0) + F_term_vel - F_term_longSqr - F_term_latSqr) * F_deflectionFactor;
if (TConfig::supportInflationPressure)
{
const TFloat F_inflationPressureFactor = TFloat(1.0) + (verticalStiffnessParams.ppF1 * dpi);
F *= F_inflationPressureFactor;
}
F *= fz0;
return F;
}
template<typename TConfig>
PX_FORCE_INLINE typename TConfig::Float mfTireComputeLoad(
const MFTireDataT<typename TConfig::Float>& tireData,
const typename TConfig::Float wheelOmega,
const typename TConfig::Float tireDeflection,
const typename TConfig::Float gammaSqr,
const typename TConfig::Float longTireForce, const typename TConfig::Float latTireForce,
const typename TConfig::Float tireInflationPressure)
{
typedef typename TConfig::Float TFloat;
PX_ASSERT(tireDeflection >= TFloat(0.0));
const TFloat longTireForceNormalized = longTireForce * tireData.sharedParams.recipFz0;
const TFloat latTireForceNormalized = latTireForce * tireData.sharedParams.recipFz0;
const TFloat normalizedVelR0 = (wheelOmega * tireData.sharedParams.r0) / tireData.sharedParams.v0;
TFloat dpi;
if (TConfig::supportInflationPressure)
dpi = (tireInflationPressure - tireData.sharedParams.pi0) / tireData.sharedParams.pi0;
else
dpi = TFloat(0.0);
TFloat tireLoad = mfTireNormalLoad<TConfig>(tireData.sharedParams.fz0, normalizedVelR0, tireData.sharedParams.r0,
longTireForceNormalized, latTireForceNormalized,
gammaSqr, tireDeflection, dpi,
tireData.normalLoadParams, tireData.verticalStiffnessParams);
return tireLoad;
}
template<typename TConfig>
PX_FORCE_INLINE void mfTireComputeSlip(
const MFTireDataT<typename TConfig::Float>& tireData,
const typename TConfig::Float longVelocity, const typename TConfig::Float latVelocity,
const typename TConfig::Float wheelOmega,
const typename TConfig::Float tireLoad,
const typename TConfig::Float tireInflationPressure,
typename TConfig::Float& longSlip,
typename TConfig::Float& tanLatSlip,
typename TConfig::Float& effectiveRollingRadius)
{
//
// see mfTireComputeForce() for the coordinate system used
//
typedef typename TConfig::Float TFloat;
TFloat dpi;
if (TConfig::supportInflationPressure)
dpi = (tireInflationPressure - tireData.sharedParams.pi0) / tireData.sharedParams.pi0;
else
dpi = TFloat(0.0);
const TFloat fzNormalized = tireLoad * tireData.sharedParams.recipFz0;
TFloat normalizedVelR0;
PX_UNUSED(normalizedVelR0);
const TFloat rOmega = mfTireFreeRotatingRadius(tireData.sharedParams.r0, wheelOmega, tireData.sharedParams.v0,
tireData.freeRotatingRadiusParams, normalizedVelR0);
const TFloat vertTireStiffness = mfTireVerticalStiffness<TConfig>(dpi, tireData.verticalStiffnessParams);
const TFloat re = mfTireEffectiveRollingRadius(rOmega, vertTireStiffness, tireData.sharedParams.fz0, fzNormalized,
tireData.effectiveRollingRadiusParams);
effectiveRollingRadius = re;
const TFloat absLongVelocityPlusEpsilon = PxAbs(longVelocity) + tireData.sharedParams.epsilonV;
const bool isAboveOrEqLongVelThreshold = absLongVelocityPlusEpsilon >= tireData.sharedParams.slipReductionLowVelocity;
TFloat absLongVelocityInterpolated;
if (isAboveOrEqLongVelThreshold)
absLongVelocityInterpolated = absLongVelocityPlusEpsilon;
else
{
// interpolation with a quadratic weight change for the threshold velocity such that the effect reduces
// fast with growing velocity. Read section about oscillation further below.
const TFloat longVelRatio = absLongVelocityPlusEpsilon / tireData.sharedParams.slipReductionLowVelocity;
TFloat interpFactor = TFloat(1.0) - longVelRatio;
interpFactor = interpFactor * interpFactor;
absLongVelocityInterpolated = (interpFactor * tireData.sharedParams.slipReductionLowVelocity) + ((TFloat(1.0) - interpFactor) * absLongVelocityPlusEpsilon);
}
//
// longitudinal slip ratio (kappa):
//
// kappa = - (Vsx / |Vcx|)
//
// note: sign is chosen to get positive value under drive torque and negative under break torque
//
// ----------------------------------------------------------------------------------------------------------------
// Vcx: velocity of wheel contact center, projected onto wheel x-axis (direction wheel is pointing to)
// ----------------------------------------------------------------------------------------------------------------
// Vsx: longitudinal slip velocity
// = Vcx - (omega * Re)
// (difference between the actual velocity at the wheel contact point and the "orbital" velocity from the
// wheel rotation)
// -----------------------------------------------------------------------------------------------------------
// omega: wheel rotational velocity
// -----------------------------------------------------------------------------------------------------------
// Re: effective rolling radius (at free rolling of the tire, no brake/drive torque)
// At constant speed with no brake/drive torque, using Re will result in Vsx (and thus kappa) being 0.
// ----------------------------------------------------------------------------------------------------------------
//
// Problems at low velocities and starting from standstill etc.
// - oscillation:
// division by small velocity values results in large slip values and thus in large forces. For large
// time steps this results in overshooting a stable state.
// The applied formulas are for the steady-state only. This will add to the overshooting too.
// Furthermore, the algorithm is prone to oscillation at low velocities to begin with.
// - zero slip does not mean zero force:
// the formulas include shift terms in the function input and output values. That will result in non-zero forces
// even if the slip is 0.
//
// Reducing these problems:
// - run at smaller time steps
// - artificially lower slip values when the velocity is below a threshold. This is done by replacing the actual Vcx
// velocity with an interpolation between the real Vcx and a threshold velocity if Vcx is below the threshold
// velocity (for example, if Vcx was 0, the threshold velocity would be used instead). The larger the threshold
// velocity, the less oscillation is observed at the cost of affecting the simulation behavior at normal speeds.
//
const TFloat longSlipVelocityNeg = (wheelOmega * re) - longVelocity; // = -Vsx
const TFloat longSlipRatio = longSlipVelocityNeg / absLongVelocityInterpolated;
longSlip = longSlipRatio;
//
// lateral slip angle (alpha):
//
// alpha = arctan(-Vcy / |Vcx|)
//
// note: sign is chosen to get positive force value if the slip is positive
//
// ----------------------------------------------------------------------------------------------------------------
// Vcx: velocity of wheel contact center, projected onto wheel x-axis (direction wheel is pointing to)
// ----------------------------------------------------------------------------------------------------------------
// Vcy: velocity of wheel contact center, projected onto wheel y-axis (direction pointing to the side of the wheel,
// that is, perpendicular to x-axis mentioned above)
// ----------------------------------------------------------------------------------------------------------------
//
const TFloat tanSlipAngle = (-latVelocity) / absLongVelocityInterpolated;
tanLatSlip = tanSlipAngle;
}
template<typename TConfig>
PX_FORCE_INLINE void mfTireComputeForce(
const MFTireDataT<typename TConfig::Float>& tireData,
const typename TConfig::Float tireFriction,
const typename TConfig::Float longSlip, const typename TConfig::Float tanLatSlip,
const typename TConfig::Float camber,
const typename TConfig::Float effectiveRollingRadius,
const typename TConfig::Float tireLoad,
const typename TConfig::Float tireInflationPressure,
const typename TConfig::Float longVelocity, const typename TConfig::Float latVelocity,
typename TConfig::Float& wheelTorque,
typename TConfig::Float& tireLongForce,
typename TConfig::Float& tireLatForce,
typename TConfig::Float& tireAlignMoment)
{
typedef typename TConfig::Float TFloat;
PX_ASSERT(tireFriction > 0);
PX_ASSERT(tireLoad >= 0);
wheelTorque = TFloat(0.0);
tireLongForce = TFloat(0.0);
tireLatForce = TFloat(0.0);
tireAlignMoment = TFloat(0.0);
/*
// Magic Formula Tire Model
//
// Implementation follows pretty closely the description in the book:
// Tire and Vehicle Dynamics, 3rd Edition, Hans Pacejka
// The steady-state model is implemented only.
//
// General limitations:
// - expects rather smooth road surface (surface wavelengths longer than a tire radius) up to frequencies of 8 Hz
// (for steady-state model around 1 Hz only)
//
//
// The magic formula (see magicFormulaSine(), magicFormulaCosine()) is used as a basis for describing curves for
// longitudinal/lateral force, aligning torque etc.
//
//
// The model uses the following coordinate system for the tire:
//
// top view: side view:
//
//
// ________________________ __________
// | | ___/ \___
// | ----------------> x __/ \__
// |____________|___________| / \
// | | |
// | / \
// | | |
// | | ---------------------> x
// | \ | /
// v | | |
// y \__ | __/
// \___ | ___/
// _ _ _ _ _ _ \_____|____/ _ _ _ _ _ _
// |
// |
// v
// z
*/
MFTireVolatileSharedParams<TFloat> volatileSharedParams;
{
mfTireComputeVolatileSharedParams<TConfig>(camber, tireLoad,
tireFriction, tireFriction, tireInflationPressure,
tireData.sharedParams, volatileSharedParams);
}
// note: even if long slip/lat slip/camber are all zero, the computation takes place as the model can take effects like
// conicity etc. into account (thus, forces might not be 0 even if slip and camber are 0)
TFloat K_kappa_longitudinal;
const TFloat longForcePure = mfTireLongitudinalForcePure<TConfig>(longSlip, tireLoad,
tireData.longitudinalForcePureParams, tireData.sharedParams, volatileSharedParams,
K_kappa_longitudinal);
const TFloat longForceCombined = mfTireLongitudinalForceCombined<TConfig>(longSlip, tanLatSlip,
longForcePure, tireData.longitudinalForceCombinedParams, volatileSharedParams);
tireLongForce = longForceCombined;
TFloat latForcePureNoCamberNoTurnSlip;
TFloat latForcePureNoCamberNoTurnSlipWeight;
TFloat* latForcePureNoCamberNoTurnSlipPtr;
TFloat* latForcePureNoCamberNoTurnSlipWeightPtr;
if (tireData.flags & MFTireDataFlag::eALIGNING_MOMENT)
{
latForcePureNoCamberNoTurnSlipPtr = &latForcePureNoCamberNoTurnSlip;
latForcePureNoCamberNoTurnSlipWeightPtr = &latForcePureNoCamberNoTurnSlipWeight;
}
else
{
latForcePureNoCamberNoTurnSlipPtr = NULL;
latForcePureNoCamberNoTurnSlipWeightPtr = NULL;
}
TFloat B_lateral, C_lateral, K_alpha_withEpsilon_lateral, Sh_lateral, Sv_lateral, mu_zeta2;
const TFloat latForcePure = mfTireLateralForcePure<TConfig>(tanLatSlip, tireLoad,
tireData.lateralForcePureParams, tireData.sharedParams, volatileSharedParams, latForcePureNoCamberNoTurnSlipPtr,
B_lateral, C_lateral, K_alpha_withEpsilon_lateral, Sh_lateral, Sv_lateral, mu_zeta2);
const TFloat latForceCombined = mfTireLateralForceCombined<TConfig>(tanLatSlip, longSlip, tireLoad,
latForcePure, mu_zeta2, tireData.lateralForceCombinedParams, volatileSharedParams,
latForcePureNoCamberNoTurnSlipWeightPtr);
tireLatForce = latForceCombined;
if (tireData.flags & MFTireDataFlag::eALIGNING_MOMENT)
{
MFTireAligningTorqueVolatileSharedParams<TFloat> aligningTorqueVolatileSharedParams;
const TFloat combinedVelocity = PxSqrt((longVelocity*longVelocity) + (latVelocity*latVelocity));
mfTireComputeAligningTorqueVolatileSharedParams(combinedVelocity, longVelocity, tireData.sharedParams.epsilonV,
aligningTorqueVolatileSharedParams);
const TFloat aligningTorque = mfTireAligningTorqueCombined<TConfig>(tanLatSlip, longSlip, tireLoad,
longForceCombined, latForceCombined, *latForcePureNoCamberNoTurnSlipPtr, *latForcePureNoCamberNoTurnSlipWeightPtr,
K_kappa_longitudinal, K_alpha_withEpsilon_lateral, B_lateral, C_lateral, Sh_lateral, Sv_lateral,
tireData.aligningTorquePurePneumaticTrailParams, tireData.aligningTorquePureResidualTorqueParams,
tireData.aligningTorqueCombinedParams, aligningTorqueVolatileSharedParams,
tireData.sharedParams, volatileSharedParams);
tireAlignMoment = aligningTorque;
}
wheelTorque = -tireLongForce * effectiveRollingRadius;
}
#if !PX_DOXYGEN
} // namespace physx
#endif
#endif //VEHICLE_MF_TIRE_H
| 75,720 | C | 41.587739 | 209 | 0.69617 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetvehicle2customtire/CustomTire.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#pragma once
#include "PxPhysicsAPI.h"
#include "VehicleMFTireData.h"
namespace snippetvehicle2
{
using namespace physx;
using namespace physx::vehicle2;
/**
\brief Struct to configure the templated functions of the Magic Formula Tire Model.
A typedef named "Float" declares the floating point type to use (to configure for
32bit or 64bit precision). Some static boolean members allow to enable/disable code
at compile time depending on the desired feature set and complexity.
*/
struct MFTireConfig
{
typedef PxF32 Float;
static const bool supportInflationPressure = false;
//PhysX vehicles do not model inflation pressure (nore can it be derived/estimated
//from the PhysX state values).
static const bool supportCamber = true;
static const bool supportTurnSlip = false;
//Turn slip effects will be ignored (same as having all parameters named "zeta..." set to 1).
};
typedef MFTireDataT<MFTireConfig::Float> MFTireData;
/**
\brief Custom method to compute tire grip values.
\note If the suspension cannot place the wheel on the ground, the tire load and friction will be 0.
\param[in] isWheelOnGround True if the wheel is touching the ground.
\param[in] unfilteredLoad The force pushing the tire to the ground.
\param[in] restLoad The nominal vertical load of the tire (the expected load at rest).
\param[in] maxNormalizedLoad The maximum normalized load (load / restLoad).
Values above will result in the load being clamped. This can avoid instabilities
when dealing with discontinuities that generate large load (like the
suspension compressing by a large delta for a small simulation timestep).
\param[in] friction The friction coefficient to use.
\param[out] tireGripState The computed load and friction experienced by the tire.
*/
void CustomTireGripUpdate(
bool isWheelOnGround,
PxF32 unfilteredLoad, PxF32 restLoad, PxF32 maxNormalizedLoad,
PxF32 friction,
PxVehicleTireGripState& tireGripState);
/**
\brief Custom method to compute tire slip values.
\note See MFTireConfig for the configuration this method is defined for.
\param[in] tireData The tire parameters of the Magic Formula Tire Model.
\param[in] tireSpeedState The velocity at the tire contact point projected along the tire's
longitudinal and lateral axes.
\param[in] wheelOmega The wheel rotation speed in radians per second.
\param[in] tireLoad The force pushing the tire to the ground.
\param[out] tireSlipState The computed tire longitudinal and lateral slips.
\param[out] effectiveRollingRadius The radius re that matches the angular velocity (omega) and the velocity
at the contact patch (V) under free rolling conditions (no drive/break torque), i.e.,
re = V / omega. This radius is bounded by the free tire radius of the rotating tire on one end
and the loaded tire radius on the other end. The effective rolling radius changes with the load
(fast for low values of load but only marginally at higher load values).
*/
void CustomTireSlipsUpdate(
const MFTireData& tireData,
const PxVehicleTireSpeedState& tireSpeedState,
PxF32 wheelOmega, PxF32 tireLoad,
PxVehicleTireSlipState& tireSlipState,
PxF32& effectiveRollingRadius);
/**
\brief Custom method to compute the longitudinal and lateral tire forces using the
Magic Formula Tire Model.
\note See MFTireConfig for the configuration this method is defined for.
\note This tire model requires running with a high simulation update rate (1kHz is recommended).
\param[in] tireData The tire parameters of the Magic Formula Tire Model.
\param[in] tireSlipState The tire longitudinal and lateral slips.
\param[in] tireSpeedState The velocity at the tire contact point projected along the tire's
longitudinal and lateral axes.
\param[in] tireDirectionState The tire's longitudinal and lateral directions in the ground plane.
\param[in] tireGripState The load and friction experienced by the tire.
\param[in] tireStickyState Description of the sticky state of the tire in the longitudinal and lateral directions.
\param[in] bodyPose The world transform of the vehicle body.
\param[in] suspensionAttachmentPose The transform of the suspension attachment (in vehicle body space).
\param[in] tireForceApplicationPoint The tire force application point (in suspension attachment space).
\param[in] camber The camber angle of the tire expressed in radians.
\param[in] effectiveRollingRadius The radius under free rolling conditions (see CustomTireSlipsUpdate
for details).
\param[out] tireForce The computed tire forces in the world frame.
*/
void CustomTireForcesUpdate(
const MFTireData& tireData,
const PxVehicleTireSlipState& tireSlipState,
const PxVehicleTireSpeedState& tireSpeedState,
const PxVehicleTireDirectionState& tireDirectionState,
const PxVehicleTireGripState& tireGripState,
const PxVehicleTireStickyState& tireStickyState,
const PxTransform& bodyPose,
const PxTransform& suspensionAttachmentPose,
const PxVec3& tireForceApplicationPoint,
PxF32 camber,
PxF32 effectiveRollingRadius,
PxVehicleTireForce& tireForce);
struct CustomTireParams
{
MFTireData mfTireData;
PxReal maxNormalizedLoad; // maximum normalized load (load / restLoad). Values above will be clamped.
// Large discontinuities can cause unnaturally large load values which the
// Magic Formula Tire Model does not support (for example having the wheel
// go from one frame with no ground contact to a highly compressed suspension
// in the next frame).
};
class CustomTireComponent : public PxVehicleComponent
{
public:
CustomTireComponent() : PxVehicleComponent() {}
virtual void getDataForCustomTireComponent(
const PxVehicleAxleDescription*& axleDescription,
PxVehicleArrayData<const PxReal>& steerResponseStates,
const PxVehicleRigidBodyState*& rigidBodyState,
PxVehicleArrayData<const PxVehicleWheelActuationState>& actuationStates,
PxVehicleArrayData<const PxVehicleWheelParams>& wheelParams,
PxVehicleArrayData<const PxVehicleSuspensionParams>& suspensionParams,
PxVehicleArrayData<const CustomTireParams>& tireParams,
PxVehicleArrayData<const PxVehicleRoadGeometryState>& roadGeomStates,
PxVehicleArrayData<const PxVehicleSuspensionState>& suspensionStates,
PxVehicleArrayData<const PxVehicleSuspensionComplianceState>& suspensionComplianceStates,
PxVehicleArrayData<const PxVehicleSuspensionForce>& suspensionForces,
PxVehicleArrayData<const PxVehicleWheelRigidBody1dState>& wheelRigidBody1DStates,
PxVehicleArrayData<PxVehicleTireGripState>& tireGripStates,
PxVehicleArrayData<PxVehicleTireDirectionState>& tireDirectionStates,
PxVehicleArrayData<PxVehicleTireSpeedState>& tireSpeedStates,
PxVehicleArrayData<PxVehicleTireSlipState>& tireSlipStates,
PxVehicleArrayData<PxVehicleTireCamberAngleState>& tireCamberAngleStates,
PxVehicleArrayData<PxVehicleTireStickyState>& tireStickyStates,
PxVehicleArrayData<PxVehicleTireForce>& tireForces) = 0;
virtual bool update(const PxReal dt, const PxVehicleSimulationContext& context)
{
const PxVehicleAxleDescription* axleDescription;
PxVehicleArrayData<const PxReal> steerResponseStates;
const PxVehicleRigidBodyState* rigidBodyState;
PxVehicleArrayData<const PxVehicleWheelActuationState> actuationStates;
PxVehicleArrayData<const PxVehicleWheelParams> wheelParams;
PxVehicleArrayData<const PxVehicleSuspensionParams> suspensionParams;
PxVehicleArrayData<const CustomTireParams> tireParams;
PxVehicleArrayData<const PxVehicleRoadGeometryState> roadGeomStates;
PxVehicleArrayData<const PxVehicleSuspensionState> suspensionStates;
PxVehicleArrayData<const PxVehicleSuspensionComplianceState> suspensionComplianceStates;
PxVehicleArrayData<const PxVehicleSuspensionForce> suspensionForces;
PxVehicleArrayData<const PxVehicleWheelRigidBody1dState> wheelRigidBody1DStates;
PxVehicleArrayData<PxVehicleTireGripState> tireGripStates;
PxVehicleArrayData<PxVehicleTireDirectionState> tireDirectionStates;
PxVehicleArrayData<PxVehicleTireSpeedState> tireSpeedStates;
PxVehicleArrayData<PxVehicleTireSlipState> tireSlipStates;
PxVehicleArrayData<PxVehicleTireCamberAngleState> tireCamberAngleStates;
PxVehicleArrayData<PxVehicleTireStickyState> tireStickyStates;
PxVehicleArrayData<PxVehicleTireForce> tireForces;
getDataForCustomTireComponent(axleDescription, steerResponseStates,
rigidBodyState, actuationStates, wheelParams, suspensionParams, tireParams,
roadGeomStates, suspensionStates, suspensionComplianceStates, suspensionForces,
wheelRigidBody1DStates, tireGripStates, tireDirectionStates, tireSpeedStates,
tireSlipStates, tireCamberAngleStates, tireStickyStates, tireForces);
for (PxU32 i = 0; i < axleDescription->nbWheels; i++)
{
const PxU32 wheelId = axleDescription->wheelIdsInAxleOrder[i];
const PxReal& steerResponseState = steerResponseStates[wheelId];
const PxVehicleWheelParams& wheelParam = wheelParams[wheelId];
const PxVehicleSuspensionParams& suspensionParam = suspensionParams[wheelId];
const CustomTireParams& tireParam = tireParams[wheelId];
const PxVehicleRoadGeometryState& roadGeomState = roadGeomStates[wheelId];
const PxVehicleSuspensionState& suspensionState = suspensionStates[wheelId];
const PxVehicleSuspensionComplianceState& suspensionComplianceState = suspensionComplianceStates[wheelId];
const PxVehicleWheelRigidBody1dState& wheelRigidBody1dState = wheelRigidBody1DStates[wheelId];
const bool isWheelOnGround = PxVehicleIsWheelOnGround(suspensionState);
//Compute the tire slip directions
PxVehicleTireDirectionState& tireDirectionState = tireDirectionStates[wheelId];
PxVehicleTireDirsUpdate(
suspensionParam,
steerResponseState,
roadGeomState.plane.n, isWheelOnGround,
suspensionComplianceState,
*rigidBodyState,
context.frame,
tireDirectionState);
//Compute the rigid body speeds along the tire slip directions.
PxVehicleTireSpeedState& tireSpeedState = tireSpeedStates[wheelId];
PxVehicleTireSlipSpeedsUpdate(
wheelParam, suspensionParam,
steerResponseState, suspensionState, tireDirectionState,
*rigidBodyState, roadGeomState,
context.frame,
tireSpeedState);
//Compute grip state
PxVehicleTireGripState& tireGripState = tireGripStates[wheelId];
CustomTireGripUpdate(
isWheelOnGround,
suspensionForces[wheelId].normalForce, PxF32(tireParam.mfTireData.sharedParams.fz0), tireParam.maxNormalizedLoad,
roadGeomState.friction,
tireGripState);
//Compute the tire slip values.
PxVehicleTireSlipState& tireSlipState = tireSlipStates[wheelId];
PxF32 effectiveRollingRadius;
//Ensure radius is in sync
#if PX_ENABLE_ASSERTS // avoid warning about unusued local typedef
typedef MFTireConfig::Float TFloat;
#endif
PX_ASSERT(PxAbs(tireParam.mfTireData.sharedParams.r0 - TFloat(wheelParam.radius)) < (tireParam.mfTireData.sharedParams.r0 * TFloat(0.01)));
CustomTireSlipsUpdate(
tireParam.mfTireData,
tireSpeedState,
wheelRigidBody1dState.rotationSpeed, tireGripState.load,
tireSlipState,
effectiveRollingRadius);
//Update the camber angle
PxVehicleTireCamberAngleState& tireCamberAngleState = tireCamberAngleStates[wheelId];
PxVehicleTireCamberAnglesUpdate(
suspensionParam, steerResponseState,
roadGeomState.plane.n, isWheelOnGround,
suspensionComplianceState, *rigidBodyState,
context.frame,
tireCamberAngleState);
//Update the tire sticky state
//
//Note: this should be skipped if tires do not use the sticky feature
PxVehicleTireStickyState& tireStickyState = tireStickyStates[wheelId];
PxVehicleTireStickyStateUpdate(
*axleDescription,
wheelParam,
context.tireStickyParams,
actuationStates, tireGripState,
tireSpeedState, wheelRigidBody1dState,
dt,
tireStickyState);
//If sticky tire is active set the slip values to zero.
//
//Note: this should be skipped if tires do not use the sticky feature
PxVehicleTireSlipsAccountingForStickyStatesUpdate(
tireStickyState,
tireSlipState);
//Compute the tire forces
PxVehicleTireForce& tireForce = tireForces[wheelId];
CustomTireForcesUpdate(
tireParam.mfTireData,
tireSlipState, tireSpeedState, tireDirectionState, tireGripState, tireStickyState,
rigidBodyState->pose, suspensionParam.suspensionAttachment, suspensionComplianceState.tireForceAppPoint,
tireCamberAngleState.camberAngle,
effectiveRollingRadius,
tireForce);
}
return true;
}
};
}//namespace snippetvehicle2
| 14,361 | C | 43.741433 | 142 | 0.795766 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetvehicle2customtire/CustomTireVehicle.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "CustomTireVehicle.h"
namespace snippetvehicle2
{
template<typename TFloat>
static void setExampleSharedParams(MFTireSharedParams<TFloat>& sharedParams, const TFloat lengthScale)
{
sharedParams.r0 = TFloat(0.3135) * lengthScale; // tire radius under no load (base unit is [m])
sharedParams.v0 = TFloat(16.7) * lengthScale; // reference velocity (=60km/h) (base unit is [m/s])
sharedParams.fz0 = TFloat(4000.0) * lengthScale; // nominal load (base unit is [N])
sharedParams.pi0 = TFloat(220000.0) / lengthScale; // nominal inflation pressure (=2.2 bar) (base unit is [Pa])
sharedParams.epsilonV = TFloat(0.01) * lengthScale;
sharedParams.slipReductionLowVelocity = TFloat(7.0) * lengthScale;
sharedParams.lambdaFz0 = TFloat(1.0);
sharedParams.lambdaK_alpha = TFloat(1.0);
sharedParams.aMu = TFloat(10.0);
sharedParams.zeta0 = TFloat(1.0);
sharedParams.zeta2 = TFloat(1.0);
mfTireComputeDerivedSharedParams(sharedParams);
}
template<typename TFloat>
static void setExampleLongitudinalForcePureParams(MFTireLongitudinalForcePureParams<TFloat>& longitudinalForcePureParams, const TFloat lengthScale)
{
longitudinalForcePureParams.pK1 = TFloat(21.687);
longitudinalForcePureParams.pK2 = TFloat(13.728);
longitudinalForcePureParams.pK3 = TFloat(-0.4098);
longitudinalForcePureParams.pp1 = TFloat(-0.3485);
longitudinalForcePureParams.pp2 = TFloat(0.37824);
longitudinalForcePureParams.lambdaK = TFloat(1.0);
longitudinalForcePureParams.epsilon = TFloat(1.0) * lengthScale;
//---
longitudinalForcePureParams.pC1 = TFloat(1.579);
longitudinalForcePureParams.lambdaC = TFloat(1.0);
//---
longitudinalForcePureParams.pD1 = TFloat(1.0422);
longitudinalForcePureParams.pD2 = TFloat(-0.08285);
longitudinalForcePureParams.pD3 = TFloat(0.0);
longitudinalForcePureParams.pp3 = TFloat(-0.09603);
longitudinalForcePureParams.pp4 = TFloat(0.06518);
//---
longitudinalForcePureParams.pE1 = TFloat(0.11113);
longitudinalForcePureParams.pE2 = TFloat(0.3143);
longitudinalForcePureParams.pE3 = TFloat(0.0);
longitudinalForcePureParams.pE4 = TFloat(0.001719);
longitudinalForcePureParams.lambdaE = TFloat(1.0);
//---
longitudinalForcePureParams.pH1 = TFloat(2.1615e-4);
longitudinalForcePureParams.pH2 = TFloat(0.0011598);
longitudinalForcePureParams.lambdaH = TFloat(1.0);
//---
longitudinalForcePureParams.pV1 = TFloat(2.0283e-5);
longitudinalForcePureParams.pV2 = TFloat(1.0568e-4);
longitudinalForcePureParams.lambdaV = TFloat(1.0);
longitudinalForcePureParams.zeta1 = TFloat(1.0);
}
template<typename TFloat>
static void setExampleLongitudinalForceCombinedParams(MFTireLongitudinalForceCombinedParams<TFloat>& longitudinalForceCombinedParams)
{
longitudinalForceCombinedParams.rB1 = TFloat(13.046);
longitudinalForceCombinedParams.rB2 = TFloat(9.718);
longitudinalForceCombinedParams.rB3 = TFloat(0.0);
longitudinalForceCombinedParams.lambdaAlpha = TFloat(1.0);
//---
longitudinalForceCombinedParams.rC1 = TFloat(0.9995);
//---
longitudinalForceCombinedParams.rE1 = TFloat(-0.4403);
longitudinalForceCombinedParams.rE2 = TFloat(-0.4663);
//---
longitudinalForceCombinedParams.rH1 = TFloat(-9.968e-5);
}
template<typename TFloat>
static void setExampleLateralForcePureParams(MFTireLateralForcePureParams<TFloat>& lateralForcePureParams, const TFloat lengthScale)
{
lateralForcePureParams.pK1 = TFloat(15.324); // note: original source uses ISO sign convention and thus the value was negative
lateralForcePureParams.pK2 = TFloat(1.715);
lateralForcePureParams.pK3 = TFloat(0.3695);
lateralForcePureParams.pK4 = TFloat(2.0005);
lateralForcePureParams.pK5 = TFloat(0.0);
lateralForcePureParams.pp1 = TFloat(-0.6255);
lateralForcePureParams.pp2 = TFloat(-0.06523);
lateralForcePureParams.epsilon = TFloat(1.0) * lengthScale;
lateralForcePureParams.zeta3 = TFloat(1.0);
//---
lateralForcePureParams.pC1 = TFloat(1.338);
lateralForcePureParams.lambdaC = TFloat(1.0);
//---
lateralForcePureParams.pD1 = TFloat(0.8785);
lateralForcePureParams.pD2 = TFloat(-0.06452);
lateralForcePureParams.pD3 = TFloat(0.0);
lateralForcePureParams.pp3 = TFloat(-0.16666);
lateralForcePureParams.pp4 = TFloat(0.2811);
//---
lateralForcePureParams.pE1 = TFloat(-0.8057);
lateralForcePureParams.pE2 = TFloat(-0.6046);
lateralForcePureParams.pE3 = TFloat(0.09854);
lateralForcePureParams.pE4 = TFloat(-6.697);
lateralForcePureParams.pE5 = TFloat(0.0);
lateralForcePureParams.lambdaE = TFloat(1.0);
//---
lateralForcePureParams.pH1 = TFloat(-0.001806);
lateralForcePureParams.pH2 = TFloat(0.00352);
lateralForcePureParams.pK6 = TFloat(-0.8987);
lateralForcePureParams.pK7 = TFloat(-0.23303);
lateralForcePureParams.pp5 = TFloat(0.0);
lateralForcePureParams.lambdaH = TFloat(1.0);
lateralForcePureParams.epsilonK = TFloat(10.0) * lengthScale;
lateralForcePureParams.zeta4 = TFloat(1.0);
//---
lateralForcePureParams.pV1 = TFloat(-0.00661);
lateralForcePureParams.pV2 = TFloat(0.03592);
lateralForcePureParams.pV3 = TFloat(-0.162);
lateralForcePureParams.pV4 = TFloat(-0.4864);
lateralForcePureParams.lambdaV = TFloat(1.0);
lateralForcePureParams.lambdaK_gamma = TFloat(1.0);
}
template<typename TFloat>
static void setExampleLateralForceCombinedParams(MFTireLateralForceCombinedParams<TFloat>& lateralForceCombinedParams)
{
lateralForceCombinedParams.rB1 = TFloat(10.622);
lateralForceCombinedParams.rB2 = TFloat(7.82);
lateralForceCombinedParams.rB3 = TFloat(0.002037);
lateralForceCombinedParams.rB4 = TFloat(0.0);
lateralForceCombinedParams.lambdaKappa = TFloat(1.0);
//---
lateralForceCombinedParams.rC1 = TFloat(1.0587);
//--
lateralForceCombinedParams.rE1 = TFloat(0.3148);
lateralForceCombinedParams.rE2 = TFloat(0.004867);
//---
lateralForceCombinedParams.rH1 = TFloat(0.009472);
lateralForceCombinedParams.rH2 = TFloat(0.009754);
//---
lateralForceCombinedParams.rV1 = TFloat(0.05187);
lateralForceCombinedParams.rV2 = TFloat(4.853e-4);
lateralForceCombinedParams.rV3 = TFloat(0.0);
lateralForceCombinedParams.rV4 = TFloat(94.63);
lateralForceCombinedParams.rV5 = TFloat(1.8914);
lateralForceCombinedParams.rV6 = TFloat(23.8);
lateralForceCombinedParams.lambdaV = TFloat(1.0);
}
template<typename TFloat>
static void setExampleAligningTorquePurePneumaticTrailParams(MFTireAligningTorquePurePneumaticTrailParams<TFloat>& aligningTorquePurePneumaticTrailParams)
{
aligningTorquePurePneumaticTrailParams.qB1 = TFloat(12.035);
aligningTorquePurePneumaticTrailParams.qB2 = TFloat(-1.33);
aligningTorquePurePneumaticTrailParams.qB3 = TFloat(0.0);
aligningTorquePurePneumaticTrailParams.qB5 = TFloat(-0.14853);
aligningTorquePurePneumaticTrailParams.qB6 = TFloat(0.0);
//---
aligningTorquePurePneumaticTrailParams.qC1 = TFloat(1.2923);
//---
aligningTorquePurePneumaticTrailParams.qD1 = TFloat(0.09068);
aligningTorquePurePneumaticTrailParams.qD2 = TFloat(-0.00565);
aligningTorquePurePneumaticTrailParams.qD3 = TFloat(0.3778);
aligningTorquePurePneumaticTrailParams.qD4 = TFloat(0.0);
aligningTorquePurePneumaticTrailParams.pp1 = TFloat(-0.4408);
aligningTorquePurePneumaticTrailParams.lambdaT = TFloat(1.0);
aligningTorquePurePneumaticTrailParams.zeta5 = TFloat(1.0);
//---
aligningTorquePurePneumaticTrailParams.qE1 = TFloat(-1.7924);
aligningTorquePurePneumaticTrailParams.qE2 = TFloat(0.8975);
aligningTorquePurePneumaticTrailParams.qE3 = TFloat(0.0);
aligningTorquePurePneumaticTrailParams.qE4 = TFloat(0.2895);
aligningTorquePurePneumaticTrailParams.qE5 = TFloat(-0.6786);
//---
aligningTorquePurePneumaticTrailParams.qH1 = TFloat(0.0014333);
aligningTorquePurePneumaticTrailParams.qH2 = TFloat(0.0024087);
aligningTorquePurePneumaticTrailParams.qH3 = TFloat(0.24973);
aligningTorquePurePneumaticTrailParams.qH4 = TFloat(-0.21205);
}
template<typename TFloat>
static void setExampleAligningTorquePureResidualTorqueParams(MFTireAligningTorquePureResidualTorqueParams<TFloat>& aligningTorquePureResidualTorqueParams)
{
aligningTorquePureResidualTorqueParams.qB9 = TFloat(34.5);
aligningTorquePureResidualTorqueParams.qB10 = TFloat(0.0);
aligningTorquePureResidualTorqueParams.zeta6 = TFloat(1.0);
//---
aligningTorquePureResidualTorqueParams.zeta7 = TFloat(1.0);
//---
aligningTorquePureResidualTorqueParams.qD6 = TFloat(0.0017015);
aligningTorquePureResidualTorqueParams.qD7 = TFloat(-0.002091);
aligningTorquePureResidualTorqueParams.qD8 = TFloat(-0.1428);
aligningTorquePureResidualTorqueParams.qD9 = TFloat(0.00915);
aligningTorquePureResidualTorqueParams.qD10 = TFloat(0.0);
aligningTorquePureResidualTorqueParams.qD11 = TFloat(0.0);
aligningTorquePureResidualTorqueParams.pp2 = TFloat(0.0);
aligningTorquePureResidualTorqueParams.lambdaR = TFloat(1.0);
aligningTorquePureResidualTorqueParams.lambdaK_gamma = TFloat(1.0);
aligningTorquePureResidualTorqueParams.zeta8 = TFloat(1.0);
}
template<typename TFloat>
static void setExampleAligningTorqueCombinedParams(MFTireAligningTorqueCombinedParams<TFloat>& aligningTorqueCombinedParams)
{
aligningTorqueCombinedParams.sS1 = TFloat(0.00918);
aligningTorqueCombinedParams.sS2 = TFloat(0.03869);
aligningTorqueCombinedParams.sS3 = TFloat(0.0);
aligningTorqueCombinedParams.sS4 = TFloat(0.0);
aligningTorqueCombinedParams.lambdaS = TFloat(1.0);
}
//For completeness but not used in this example
/*template<typename TFloat>
static void setExampleOverturningCoupleParams(MFTireOverturningCoupleParams<TFloat>& overturningCoupleParams)
{
overturningCoupleParams.qS1 = TFloat(-0.007764);
overturningCoupleParams.qS2 = TFloat(1.1915);
overturningCoupleParams.qS3 = TFloat(0.013948);
overturningCoupleParams.qS4 = TFloat(4.912);
overturningCoupleParams.qS5 = TFloat(1.02);
overturningCoupleParams.qS6 = TFloat(22.83);
overturningCoupleParams.qS7 = TFloat(0.7104);
overturningCoupleParams.qS8 = TFloat(-0.023393);
overturningCoupleParams.qS9 = TFloat(0.6581);
overturningCoupleParams.qS10 = TFloat(0.2824);
overturningCoupleParams.qS11 = TFloat(5.349);
overturningCoupleParams.ppM1 = TFloat(0.0);
overturningCoupleParams.lambdaVM = TFloat(1.0);
overturningCoupleParams.lambdaM = TFloat(1.0);
}
template<typename TFloat>
static void setExampleRollingResistanceMomentParams(MFTireRollingResistanceMomentParams<TFloat>& rollingResistanceMomentParams)
{
rollingResistanceMomentParams.qS1 = TFloat(0.00702);
rollingResistanceMomentParams.qS2 = TFloat(0.0);
rollingResistanceMomentParams.qS3 = TFloat(0.001515);
rollingResistanceMomentParams.qS4 = TFloat(8.514e-5);
rollingResistanceMomentParams.qS5 = TFloat(0.0);
rollingResistanceMomentParams.qS6 = TFloat(0.0);
rollingResistanceMomentParams.qS7 = TFloat(0.9008);
rollingResistanceMomentParams.qS8 = TFloat(-0.4089);
rollingResistanceMomentParams.lambdaM = TFloat(1.0);
}*/
template<typename TFloat>
static void setExampleFreeRotatingRadiusParams(MFTireFreeRotatingRadiusParams<TFloat>& freeRotatingRadiusParams)
{
freeRotatingRadiusParams.qre0 = TFloat(0.9974);
freeRotatingRadiusParams.qV1 = TFloat(7.742e-4);
}
template<typename TFloat>
static void setExampleVerticalStiffnessParams(const TFloat r0, const TFloat fz0,
MFTireVerticalStiffnessParams<TFloat>& verticalStiffnessParams)
{
verticalStiffnessParams.qF1 = TFloat(14.435747);
verticalStiffnessParams.qF2 = TFloat(15.4);
verticalStiffnessParams.ppF1 = TFloat(0.7098);
verticalStiffnessParams.lambdaC = TFloat(1.0);
mfTireComputeDerivedVerticalTireStiffnessParams(r0, fz0,
verticalStiffnessParams);
}
template<typename TFloat>
static void setExampleNormalLoadParams(MFTireNormalLoadParams<TFloat>& normalLoadParams)
{
normalLoadParams.qV2 = TFloat(0.04667);
normalLoadParams.qFc_longitudinal = TFloat(0.0);
normalLoadParams.qFc_lateral = TFloat(0.0);
normalLoadParams.qF3 = TFloat(0.0);
}
template<typename TFloat>
static void setExampleEffectiveRollingRadiusParams(MFTireEffectiveRollingRadiusParams<TFloat>& effectiveRollingRadiusParams)
{
effectiveRollingRadiusParams.Freff = TFloat(0.07394);
effectiveRollingRadiusParams.Dreff = TFloat(0.25826);
effectiveRollingRadiusParams.Breff = TFloat(8.386);
}
template<typename TFloat>
static void setExampleTireData(const TFloat lengthScale,
const bool computeAligningMoment, MFTireDataT<TFloat>& tireData)
{
setExampleSharedParams(tireData.sharedParams, lengthScale);
setExampleFreeRotatingRadiusParams(tireData.freeRotatingRadiusParams);
setExampleVerticalStiffnessParams(tireData.sharedParams.r0, tireData.sharedParams.fz0,
tireData.verticalStiffnessParams);
setExampleEffectiveRollingRadiusParams(tireData.effectiveRollingRadiusParams);
setExampleNormalLoadParams(tireData.normalLoadParams);
setExampleLongitudinalForcePureParams(tireData.longitudinalForcePureParams, lengthScale);
setExampleLongitudinalForceCombinedParams(tireData.longitudinalForceCombinedParams);
setExampleLateralForcePureParams(tireData.lateralForcePureParams, lengthScale);
setExampleLateralForceCombinedParams(tireData.lateralForceCombinedParams);
setExampleAligningTorquePurePneumaticTrailParams(tireData.aligningTorquePurePneumaticTrailParams);
setExampleAligningTorquePureResidualTorqueParams(tireData.aligningTorquePureResidualTorqueParams);
setExampleAligningTorqueCombinedParams(tireData.aligningTorqueCombinedParams);
if (computeAligningMoment)
tireData.flags |= MFTireDataFlag::eALIGNING_MOMENT;
else
tireData.flags.clear(MFTireDataFlag::eALIGNING_MOMENT);
}
//Adjust those parameters that describe lateral asymmetry and as such lead more easily to drift.
//Can be useful when using the same dataset for all wheels.
template<typename TFloat>
static void makeTireSymmetric(MFTireDataT<TFloat>& tireData)
{
tireData.longitudinalForceCombinedParams.rH1 = TFloat(0.0);
tireData.lateralForcePureParams.pE3 = TFloat(0.0);
tireData.lateralForcePureParams.pH1 = TFloat(0.0);
tireData.lateralForcePureParams.pH2 = TFloat(0.0);
tireData.lateralForcePureParams.pV1 = TFloat(0.0);
tireData.lateralForcePureParams.pV2 = TFloat(0.0);
tireData.lateralForceCombinedParams.rB3 = TFloat(0.0);
tireData.lateralForceCombinedParams.rV1 = TFloat(0.0);
tireData.lateralForceCombinedParams.rV2 = TFloat(0.0);
tireData.aligningTorquePureResidualTorqueParams.qD6 = TFloat(0.0);
tireData.aligningTorquePureResidualTorqueParams.qD7 = TFloat(0.0);
tireData.aligningTorquePurePneumaticTrailParams.qD3 = TFloat(0.0);
tireData.aligningTorquePurePneumaticTrailParams.qE4 = TFloat(0.0);
tireData.aligningTorquePurePneumaticTrailParams.qH1 = TFloat(0.0);
tireData.aligningTorquePurePneumaticTrailParams.qH2 = TFloat(0.0);
tireData.aligningTorqueCombinedParams.sS1 = TFloat(0.0);
}
bool CustomTireVehicle::initialize(PxPhysics& physics, const PxCookingParams& cookingParams, PxMaterial& defaultMaterial,
bool addPhysXBeginEndComponents)
{
typedef MFTireConfig::Float TFloat;
if (!DirectDriveVehicle::initialize(physics, cookingParams, defaultMaterial, addPhysXBeginEndComponents))
return false;
//Set the custom parameters for the vehicle tires.
const PxTolerancesScale& tolerancesScale = physics.getTolerancesScale();
const bool computeAligningMoment = false; //Not used in this snippet
const PxU32 tireDataParameterSetCount = sizeof(mCustomTireParams) / sizeof(mCustomTireParams[0]);
for (PxU32 i = 0; i < tireDataParameterSetCount; i++)
{
//Note: in this example, the same parameter values are used for all wheels.
CustomTireParams& customTireParams = mCustomTireParams[i];
setExampleTireData<TFloat>(tolerancesScale.length, computeAligningMoment,
customTireParams.mfTireData);
customTireParams.maxNormalizedLoad = 3.0f; //For the given parameter set, larger loads than this resulted in values
//going out of the expected range in the Magic Formula Tire Model
makeTireSymmetric(customTireParams.mfTireData);
}
PX_ASSERT(mBaseParams.axleDescription.getAxle(0) == 0);
PX_ASSERT(mBaseParams.axleDescription.getAxle(1) == 0);
mTireParamsList[0] = mCustomTireParams + 0;
mTireParamsList[1] = mCustomTireParams + 0;
PX_ASSERT(mBaseParams.axleDescription.getAxle(2) == 1);
PX_ASSERT(mBaseParams.axleDescription.getAxle(3) == 1);
mTireParamsList[2] = mCustomTireParams + 1;
mTireParamsList[3] = mCustomTireParams + 1;
const PxReal chassisMass = 1630.0f;
const PxVec3 chassisMoi(2589.9f, 2763.1f, 607.0f);
const PxReal massScale = chassisMass / mBaseParams.rigidBodyParams.mass;
//Adjust some non custom parameters to match more closely with the wheel the custom tire model
//parameters were taken from.
const PxU32 wheelCount = mBaseParams.axleDescription.getNbWheels();
for (PxU32 i = 0; i < wheelCount; i++)
{
PxVehicleWheelParams& wp = mBaseParams.wheelParams[i];
wp.radius = PxReal(mTireParamsList[i]->mfTireData.sharedParams.r0);
wp.halfWidth = 0.5f * 0.205f;
wp.mass = 9.3f + 7.247f;
wp.moi = 0.736f + 0.5698f;
//Map the sprung masses etc. to the new total mass
PxVehicleSuspensionForceParams& sfp = mBaseParams.suspensionForceParams[i];
sfp.sprungMass *= massScale;
sfp.stiffness *= massScale;
//Adjust damping to a range that is not ultra extreme
const PxReal dampingRatio = 0.3f;
sfp.damping = dampingRatio * 2.0f * PxSqrt(sfp.sprungMass * sfp.stiffness);
}
mBaseParams.rigidBodyParams.mass = chassisMass;
mBaseParams.rigidBodyParams.moi = chassisMoi;
//Adjust some non custom parameters given that the model should be higher fidelity.
mBaseParams.suspensionStateCalculationParams.limitSuspensionExpansionVelocity = true;
mBaseParams.suspensionStateCalculationParams.suspensionJounceCalculationType = PxVehicleSuspensionJounceCalculationType::eSWEEP;
mPhysXParams.physxRoadGeometryQueryParams.roadGeometryQueryType = PxVehiclePhysXRoadGeometryQueryType::eSWEEP;
//Recreate PhysX actor and shapes since related properties changed
mPhysXState.destroy();
mPhysXState.create(mBaseParams, mPhysXParams, physics, cookingParams, defaultMaterial);
return true;
}
void CustomTireVehicle::destroy()
{
DirectDriveVehicle::destroy();
}
void CustomTireVehicle::initComponentSequence(const bool addPhysXBeginEndComponents)
{
//Wake up the associated PxRigidBody if it is asleep and the vehicle commands signal an
//intent to change state.
//Read from the physx actor and write the state (position, velocity etc) to the vehicle.
if(addPhysXBeginEndComponents)
mComponentSequence.add(static_cast<PxVehiclePhysXActorBeginComponent*>(this));
//Read the input commands (throttle, brake etc) and forward them as torques and angles to the wheels on each axle.
mComponentSequence.add(static_cast<PxVehicleDirectDriveCommandResponseComponent*>(this));
//Work out which wheels have a non-zero drive torque and non-zero brake torque.
//This is used to determine if any tire is to enter the "sticky" regime that will bring the
//vehicle to rest.
mComponentSequence.add(static_cast<PxVehicleDirectDriveActuationStateComponent*>(this));
//Start a substep group that can be ticked multiple times per update.
//In this example, we perform multiple updates of the road geometry queries, suspensions,
//tires and wheels. Some tire models might need small time steps to be stable and running
//the road geometry queries every substep can reduce large discontinuities (for example
//having the wheel go from one frame with no ground contact to a highly compressed suspension
//in the next frame). Running substeps on a subset of the operations is computationally
//cheaper than simulating the entire sequence.
mComponentSequenceSubstepGroupHandle = mComponentSequence.beginSubstepGroup(16); //16 to get more or less a 1kHz update frequence, assuming main update is 60Hz
//Perform a scene query against the physx scene to determine the plane and friction under each wheel.
mComponentSequence.add(static_cast<PxVehiclePhysXRoadGeometrySceneQueryComponent*>(this));
//Update the suspension compression given the plane under each wheel.
//Update the kinematic compliance from the compression state of each suspension.
//Convert suspension state to suspension force and torque.
mComponentSequence.add(static_cast<PxVehicleSuspensionComponent*>(this));
//Compute the load on the tire, the friction experienced by the tire
//and the lateral/longitudinal slip angles.
//Convert load/friction/slip to tire force and torque.
//If the vehicle is to come rest then compute the "sticky" velocity constraints to apply to the
//vehicle.
mComponentSequence.add(static_cast<CustomTireComponent*>(this));
//Apply any velocity constraints to a data buffer that will be consumed by the physx scene
//during the next physx scene update.
mComponentSequence.add(static_cast<PxVehiclePhysXConstraintComponent*>(this));
//Apply the tire force, brake force and drive force to each wheel and
//forward integrate the rotation speed of each wheel.
mComponentSequence.add(static_cast<PxVehicleDirectDrivetrainComponent*>(this));
//Apply the suspension and tire forces to the vehicle's rigid body and forward
//integrate the state of the rigid body.
mComponentSequence.add(static_cast<PxVehicleRigidBodyComponent*>(this));
//Mark the end of the substep group.
mComponentSequence.endSubstepGroup();
//Update the rotation angle of the wheel by forwarding integrating the rotational
//speed of each wheel.
//Compute the local pose of the wheel in the rigid body frame after accounting
//suspension compression and compliance.
mComponentSequence.add(static_cast<PxVehicleWheelComponent*>(this));
//Write the local poses of each wheel to the corresponding shapes on the physx actor.
//Write the momentum change applied to the vehicle's rigid body to the physx actor.
//The physx scene can now try to apply that change to the physx actor.
//The physx scene will account for collisions and constraints to be applied to the vehicle
//that occur by applying the change.
if(addPhysXBeginEndComponents)
mComponentSequence.add(static_cast<PxVehiclePhysXActorEndComponent*>(this));
}
}//namespace snippetvehicle2
| 23,707 | C++ | 44.945736 | 161 | 0.797149 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetvehicle2customtire/CustomTire.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "CustomTire.h"
#include "VehicleMFTire.h"
namespace snippetvehicle2
{
void CustomTireGripUpdate(
bool isWheelOnGround,
PxF32 unfilteredLoad, PxF32 restLoad, PxF32 maxNormalizedLoad,
PxF32 friction,
PxVehicleTireGripState& trGripState)
{
trGripState.setToDefault();
//If the wheel is not touching the ground then carry on with zero grip state.
if (!isWheelOnGround)
return;
//Note: in a future release the tire load might be recomputed here using
// mfTireComputeLoad(). The missing piece is the tire normal deflection
// value (difference between free rolling radius and loaded radius).
// With a two degree of freedom quarter car model, this value could
// be estimated using the compression length of the tire spring.
//Compute load and friction.
const PxF32 normalizedLoad = unfilteredLoad / restLoad;
if (normalizedLoad < maxNormalizedLoad)
trGripState.load = unfilteredLoad;
else
trGripState.load = maxNormalizedLoad * restLoad;
trGripState.friction = friction;
}
void CustomTireSlipsUpdate(
const MFTireData& tireData,
const PxVehicleTireSpeedState& tireSpeedState,
PxF32 wheelOmega, PxF32 tireLoad,
PxVehicleTireSlipState& tireSlipState,
PxF32& effectiveRollingRadius)
{
typedef MFTireConfig::Float TFloat;
TFloat longSlipTmp, tanLatSlipTmp, effectiveRollingRadiusTmp;
mfTireComputeSlip<MFTireConfig>(tireData,
tireSpeedState.speedStates[PxVehicleTireDirectionModes::eLONGITUDINAL],
tireSpeedState.speedStates[PxVehicleTireDirectionModes::eLATERAL],
wheelOmega, tireLoad, tireData.sharedParams.pi0,
longSlipTmp, tanLatSlipTmp, effectiveRollingRadiusTmp);
tireSlipState.slips[PxVehicleTireDirectionModes::eLONGITUDINAL] = PxReal(longSlipTmp);
tireSlipState.slips[PxVehicleTireDirectionModes::eLATERAL] = PxReal(MF_ARCTAN(-tanLatSlipTmp));
// note: implementation of Magic Formula Tire Model has lateral axis flipped.
// Furthermore, to be consistent with the default PhysX states, the angle is returned.
effectiveRollingRadius = PxF32(effectiveRollingRadiusTmp);
}
void CustomTireForcesUpdate(
const MFTireData& tireData,
const PxVehicleTireSlipState& tireSlipState,
const PxVehicleTireSpeedState& tireSpeedState,
const PxVehicleTireDirectionState& tireDirectionState,
const PxVehicleTireGripState& tireGripState,
const PxVehicleTireStickyState& tireStickyState,
const PxTransform& bodyPose,
const PxTransform& suspensionAttachmentPose,
const PxVec3& tireForceApplicationPoint,
PxF32 camber,
PxF32 effectiveRollingRadius,
PxVehicleTireForce& tireForce)
{
typedef MFTireConfig::Float TFloat;
PxF32 wheelTorque;
PxF32 tireLongForce;
PxF32 tireLatForce;
PxF32 tireAlignMoment;
if ((tireGripState.friction > 0.0f) && (tireGripState.load > 0.0f))
{
// note: implementation of Magic Formula Tire Model has lateral axis flipped. Furthermore, it expects the
// tangens of the angle.
const TFloat tanLatSlipNeg = PxTan(-tireSlipState.slips[PxVehicleTireDirectionModes::eLATERAL]);
TFloat wheelTorqueTmp, tireLongForceTmp, tireLatForceTmp, tireAlignMomentTmp;
mfTireComputeForce<MFTireConfig>(tireData, tireGripState.friction,
tireSlipState.slips[PxVehicleTireDirectionModes::eLONGITUDINAL], tanLatSlipNeg, camber,
effectiveRollingRadius,
tireGripState.load, tireData.sharedParams.pi0,
tireSpeedState.speedStates[PxVehicleTireDirectionModes::eLONGITUDINAL],
tireSpeedState.speedStates[PxVehicleTireDirectionModes::eLATERAL],
wheelTorqueTmp, tireLongForceTmp, tireLatForceTmp, tireAlignMomentTmp);
wheelTorque = PxF32(wheelTorqueTmp);
tireLongForce = PxF32(tireLongForceTmp);
tireLatForce = PxF32(tireLatForceTmp);
tireAlignMoment = PxF32(tireAlignMomentTmp);
// In the Magic Formula Tire Model, having 0 longitudinal slip does not necessarily mean that
// the longitudinal force will be 0 too. The graph used to compute the force allows for vertical
// and horizontal shift to model certain effects. Similarly, the lateral force will not necessarily
// be 0 just because lateral slip and camber are 0. If the 0 => 0 behavior is desired, then the
// parameters need to be set accordingly (see the parameters related to the Sh, Sv parts of the
// Magic Formula. The user scaling factors lambdaH and lambdaV can be set to 0, for example, to
// eliminate the effect of the parameters that shift the graphs).
//
// For parameter configurations where 0 slip does not result in 0 force, vehicles might never come
// fully to rest. The PhysX default tire model has the sticky tire concept that drives the velocity
// towards 0 once velocities stay below a threshold for a defined amount of time. This might not
// be enough to cancel the constantly applied force at 0 slip or the sticky tire damping coefficient
// needs to be very high. Thus, the following code is added to set the forces to 0 when the tire
// fulfills the "stickiness" condition and overrules the results from the Magic Formula Tire Model.
const bool clearLngForce = tireStickyState.activeStatus[PxVehicleTireDirectionModes::eLONGITUDINAL];
const bool clearLatForce = tireStickyState.activeStatus[PxVehicleTireDirectionModes::eLATERAL];
if (clearLngForce)
{
wheelTorque = 0.0f;
tireLongForce = 0.0f;
}
if (clearLatForce) // note: small camber angle could also be seen as requirement but the sticky tire active state is seen as reference here
{
tireLatForce = 0.0f;
}
if (clearLngForce && clearLatForce)
{
tireAlignMoment = 0.0f;
}
}
else
{
wheelTorque = 0.0f;
tireLongForce = 0.0f;
tireLatForce = 0.0f;
tireAlignMoment = 0.0f;
}
const PxVec3 tireLongForceVec = tireDirectionState.directions[PxVehicleTireDirectionModes::eLONGITUDINAL] * tireLongForce;
const PxVec3 tireLatForceVec = tireDirectionState.directions[PxVehicleTireDirectionModes::eLATERAL] * tireLatForce;
tireForce.forces[PxVehicleTireDirectionModes::eLONGITUDINAL] = tireLongForceVec;
tireForce.forces[PxVehicleTireDirectionModes::eLATERAL] = tireLatForceVec;
const PxVec3 r = bodyPose.rotate(suspensionAttachmentPose.transform(tireForceApplicationPoint));
tireForce.torques[PxVehicleTireDirectionModes::eLONGITUDINAL] = r.cross(tireLongForceVec);
tireForce.torques[PxVehicleTireDirectionModes::eLATERAL] = r.cross(tireLatForceVec);
tireForce.aligningMoment = tireAlignMoment;
tireForce.wheelTorque = wheelTorque;
}
}//namespace snippetvehicle2
| 8,116 | C++ | 42.406417 | 142 | 0.786594 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetquerysystemallqueries/SnippetQuerySystemAllQueries.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet demonstrates all queries supported by the low-level query system.
// Please get yourself familiar with SnippetStandaloneQuerySystem first.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "GuQuerySystem.h"
#include "GuFactory.h"
#include "foundation/PxArray.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#ifdef RENDER_SNIPPET
#include "../snippetrender/SnippetCamera.h"
#include "../snippetrender/SnippetRender.h"
#endif
using namespace physx;
using namespace Gu;
#ifdef RENDER_SNIPPET
using namespace Snippets;
#endif
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxConvexMesh* gConvexMesh = NULL;
static PxTriangleMesh* gTriangleMesh = NULL;
static const bool gManualBoundsComputation = false;
static const bool gUseDelayedUpdates = true;
static const float gBoundsInflation = 0.001f;
static bool gPause = false;
static bool gOneFrame = false;
enum QueryScenario
{
RAYCAST_CLOSEST,
RAYCAST_ANY,
RAYCAST_MULTIPLE,
SWEEP_CLOSEST,
SWEEP_ANY,
SWEEP_MULTIPLE,
OVERLAP_ANY,
OVERLAP_MULTIPLE,
NB_SCENES
};
static QueryScenario gSceneIndex = RAYCAST_CLOSEST;
// Tweak number of created objects per scene
static const PxU32 gFactor[NB_SCENES] = { 2, 1, 2, 2, 1, 2, 1, 2 };
// Tweak amplitude of created objects per scene
static const float gAmplitude[NB_SCENES] = { 4.0f, 4.0f, 4.0f, 4.0f, 8.0f, 4.0f, 4.0f, 4.0f };
static const PxVec3 gCamPos[NB_SCENES] = {
PxVec3(-2.199769f, 3.448516f, 10.943871f),
PxVec3(-2.199769f, 3.448516f, 10.943871f),
PxVec3(-2.199769f, 3.448516f, 10.943871f),
PxVec3(-2.199769f, 3.448516f, 10.943871f),
PxVec3(-3.404853f, 4.865191f, 17.692263f),
PxVec3(-2.199769f, 3.448516f, 10.943871f),
PxVec3(-2.199769f, 3.448516f, 10.943871f),
PxVec3(-2.199769f, 3.448516f, 10.943871f),
};
static const PxVec3 gCamDir[NB_SCENES] = {
PxVec3(0.172155f, -0.202382f, -0.964056f),
PxVec3(0.172155f, -0.202382f, -0.964056f),
PxVec3(0.172155f, -0.202382f, -0.964056f),
PxVec3(0.172155f, -0.202382f, -0.964056f),
PxVec3(0.172155f, -0.202382f, -0.964056f),
PxVec3(0.172155f, -0.202382f, -0.964056f),
PxVec3(0.172155f, -0.202382f, -0.964056f),
PxVec3(0.172155f, -0.202382f, -0.964056f),
};
#define MAX_NB_OBJECTS 32
///////////////////////////////////////////////////////////////////////////////
// The following functions determine how we use the pruner payloads in this snippet
static PX_FORCE_INLINE void setupPayload(PrunerPayload& payload, PxU32 objectIndex, const PxGeometryHolder* gh)
{
payload.data[0] = objectIndex;
payload.data[1] = size_t(gh);
}
static PX_FORCE_INLINE PxU32 getObjectIndexFromPayload(const PrunerPayload& payload)
{
return PxU32(payload.data[0]);
}
static PX_FORCE_INLINE const PxGeometry& getGeometryFromPayload(const PrunerPayload& payload)
{
const PxGeometryHolder* gh = reinterpret_cast<const PxGeometryHolder*>(payload.data[1]);
return gh->any();
}
///////////////////////////////////////////////////////////////////////////////
namespace
{
struct CustomRaycastHit : PxGeomRaycastHit
{
PxU32 mObjectIndex;
};
struct CustomSweepHit : PxGeomSweepHit
{
PxU32 mObjectIndex;
};
class CustomScene : public Adapter
{
public:
CustomScene();
~CustomScene() {}
// Adapter
virtual const PxGeometry& getGeometry(const PrunerPayload& payload) const;
//~Adapter
void release();
void addGeom(const PxGeometry& geom, const PxTransform& pose, bool isDynamic);
void render();
void updateObjects();
void runQueries();
bool raycastClosest(const PxVec3& origin, const PxVec3& unitDir, float maxDist, CustomRaycastHit& hit) const;
bool raycastAny(const PxVec3& origin, const PxVec3& unitDir, float maxDist) const;
bool raycastMultiple(const PxVec3& origin, const PxVec3& unitDir, float maxDist, PxArray<CustomRaycastHit>& hits) const;
bool sweepClosest(const PxGeometry& geom, const PxTransform& pose, const PxVec3& unitDir, float maxDist, CustomSweepHit& hit) const;
bool sweepAny(const PxGeometry& geom, const PxTransform& pose, const PxVec3& unitDir, float maxDist) const;
bool sweepMultiple(const PxGeometry& geom, const PxTransform& pose, const PxVec3& unitDir, float maxDist, PxArray<CustomSweepHit>& hits) const;
bool overlapAny(const PxGeometry& geom, const PxTransform& pose) const;
bool overlapMultiple(const PxGeometry& geom, const PxTransform& pose, PxArray<PxU32>& hits) const;
struct Object
{
PxGeometryHolder mGeom;
ActorShapeData mData;
PxVec3 mTouchedColor;
bool mTouched;
};
PxU32 mNbObjects;
Object mObjects[MAX_NB_OBJECTS];
QuerySystem* mQuerySystem;
PxU32 mPrunerIndex;
};
const PxGeometry& CustomScene::getGeometry(const PrunerPayload& payload) const
{
PX_ASSERT(!gManualBoundsComputation);
return getGeometryFromPayload(payload);
}
void CustomScene::release()
{
PX_DELETE(mQuerySystem);
PX_DELETE_THIS;
}
CustomScene::CustomScene() : mNbObjects(0)
{
const PxU64 contextID = PxU64(this);
mQuerySystem = PX_NEW(QuerySystem)(contextID, gBoundsInflation, *this);
Pruner* pruner = createAABBPruner(contextID, true, COMPANION_PRUNER_INCREMENTAL, BVH_SPLATTER_POINTS, 4);
mPrunerIndex = mQuerySystem->addPruner(pruner, 0);
const PxU32 nb = gFactor[gSceneIndex];
for(PxU32 i=0;i<nb;i++)
{
addGeom(PxBoxGeometry(PxVec3(1.0f, 2.0f, 0.5f)), PxTransform(PxVec3(0.0f, 0.0f, 0.0f)), true);
addGeom(PxSphereGeometry(1.5f), PxTransform(PxVec3(4.0f, 0.0f, 0.0f)), true);
addGeom(PxCapsuleGeometry(1.0f, 1.0f), PxTransform(PxVec3(-4.0f, 0.0f, 0.0f)), true);
addGeom(PxConvexMeshGeometry(gConvexMesh), PxTransform(PxVec3(0.0f, 0.0f, 4.0f)), true);
addGeom(PxTriangleMeshGeometry(gTriangleMesh), PxTransform(PxVec3(0.0f, 0.0f, -4.0f)), true);
}
#ifdef RENDER_SNIPPET
Camera* camera = getCamera();
camera->setPose(gCamPos[gSceneIndex], gCamDir[gSceneIndex]);
#endif
}
void CustomScene::addGeom(const PxGeometry& geom, const PxTransform& pose, bool isDynamic)
{
PX_ASSERT(mQuerySystem);
Object& obj = mObjects[mNbObjects];
obj.mGeom.storeAny(geom);
PrunerPayload payload;
setupPayload(payload, mNbObjects, &obj.mGeom);
if(gManualBoundsComputation)
{
PxBounds3 bounds;
PxGeometryQuery::computeGeomBounds(bounds, geom, pose, 0.0f, 1.0f + gBoundsInflation);
obj.mData = mQuerySystem->addPrunerShape(payload, mPrunerIndex, isDynamic, pose, &bounds);
}
else
{
obj.mData = mQuerySystem->addPrunerShape(payload, mPrunerIndex, isDynamic, pose, NULL);
}
mNbObjects++;
}
void CustomScene::updateObjects()
{
if(!mQuerySystem)
return;
if(gPause && !gOneFrame)
{
mQuerySystem->update(true, true);
return;
}
gOneFrame = false;
static float time = 0.0f;
time += 0.005f;
const PxU32 nbObjects = mNbObjects;
for(PxU32 i=0;i<nbObjects;i++)
{
const Object& obj = mObjects[i];
if(!getDynamic(getPrunerInfo(obj.mData)))
continue;
// const float coeff = float(i)/float(nbObjects);
const float coeff = float(i);
const float amplitude = gAmplitude[gSceneIndex];
// Compute an arbitrary new pose for this object
PxTransform pose;
{
const float phase = PxPi * 2.0f * float(i)/float(nbObjects);
pose.p.z = 0.0f;
pose.p.y = sinf(phase+time*1.17f)*amplitude;
pose.p.x = cosf(phase+time*1.17f)*amplitude;
PxMat33 rotX; PxSetRotX(rotX, time+coeff);
PxMat33 rotY; PxSetRotY(rotY, time*1.17f+coeff);
PxMat33 rotZ; PxSetRotZ(rotZ, time*0.33f+coeff);
PxMat33 rot = rotX * rotY * rotZ;
pose.q = PxQuat(rot);
pose.q.normalize();
}
if(gManualBoundsComputation)
{
PxBounds3 bounds;
PxGeometryQuery::computeGeomBounds(bounds, obj.mGeom.any(), pose, 0.0f, 1.0f + gBoundsInflation);
mQuerySystem->updatePrunerShape(obj.mData, !gUseDelayedUpdates, pose, &bounds);
}
else
{
mQuerySystem->updatePrunerShape(obj.mData, !gUseDelayedUpdates, pose, NULL);
}
}
mQuerySystem->update(true, true);
}
namespace
{
struct CustomPrunerFilterCallback : public PrunerFilterCallback
{
virtual const PxGeometry* validatePayload(const PrunerPayload& payload, PxHitFlags& /*hitFlags*/)
{
return &getGeometryFromPayload(payload);
}
};
}
static CustomPrunerFilterCallback gFilterCallback;
static CachedFuncs gCachedFuncs;
///////////////////////////////////////////////////////////////////////////////
// Custom queries. It is not mandatory to use e.g. different raycast queries for different usages - one could just use the same code
// for everything. But it is -possible- to do so, the system is flexible enough to let users decide what to do.
// Common raycast usage, returns the closest touched object (single hit).
bool CustomScene::raycastClosest(const PxVec3& origin, const PxVec3& unitDir, float maxDist, CustomRaycastHit& hit) const
{
DefaultPrunerRaycastClosestCallback CB(gFilterCallback, gCachedFuncs.mCachedRaycastFuncs, origin, unitDir, maxDist, PxHitFlag::eDEFAULT);
mQuerySystem->raycast(origin, unitDir, maxDist, CB, NULL);
if(CB.mFoundHit)
{
static_cast<PxGeomRaycastHit&>(hit) = CB.mClosestHit;
hit.mObjectIndex = getObjectIndexFromPayload(CB.mClosestPayload);
}
return CB.mFoundHit;
}
///////////////////////////////////////////////////////////////////////////////
// "Shadow feeler" usage, returns boolean result, early exits as soon as an impact is found.
bool CustomScene::raycastAny(const PxVec3& origin, const PxVec3& unitDir, float maxDist) const
{
DefaultPrunerRaycastAnyCallback CB(gFilterCallback, gCachedFuncs.mCachedRaycastFuncs, origin, unitDir, maxDist);
mQuerySystem->raycast(origin, unitDir, maxDist, CB, NULL);
return CB.mFoundHit;
}
///////////////////////////////////////////////////////////////////////////////
namespace
{
// Beware, there is something a bit subtle here. The query can return multiple hits per query and/or
// multiple hits per object. For example a raycast against a scene can touch multiple simple objects,
// like e.g. multiple spheres, and return the set of touched spheres to users. But a single raycast
// against a complex object like a mesh can also return multiple hits, against multiple triangles of
// that same mesh. There are use cases for all of these, and it is up to users to decide what they
// need. In this example we do "multiple hits per query", but a single hit per mesh. That is, we do
// not use PxHitFlag::eMESH_MULTIPLE. That is why our CustomRaycastCallback only has a single
// PxGeomRaycastHit member (mLocalHit).
struct CustomRaycastMultipleCallback : public DefaultPrunerRaycastCallback
{
// This mandatory local hit structure is where DefaultPrunerRaycastCallback writes its
// temporary hit when traversing the pruners.
PxGeomRaycastHit mLocalHit;
// This is the user-provided array where we'll write our results.
PxArray<CustomRaycastHit>& mHits;
CustomRaycastMultipleCallback(PxArray<CustomRaycastHit>& hits, PrunerFilterCallback& filterCB, const GeomRaycastTable& funcs, const PxVec3& origin, const PxVec3& dir, float distance) :
DefaultPrunerRaycastCallback(filterCB, funcs, origin, dir, distance, 1, &mLocalHit, PxHitFlag::eDEFAULT, false),
mHits (hits) {}
// So far this looked similar to the DefaultPrunerRaycastClosestCallback code. But we customize the behavior in
// the following function.
virtual bool reportHits(const PrunerPayload& payload, PxU32 nbHits, PxGeomRaycastHit* hits)
{
// Because we didn't use PxHitFlag::eMESH_MULTIPLE we should only be called for a single hit
PX_ASSERT(nbHits==1);
PX_UNUSED(nbHits);
// We process each hit the way we processed the closest hit at the end of CustomScene::raycastClosest
CustomRaycastHit customHit;
static_cast<PxGeomRaycastHit&>(customHit) = hits[0];
customHit.mObjectIndex = getObjectIndexFromPayload(payload);
// Then we gather the new hit in our user-provided array. This is written for clarity, not performance.
// Here we could instead call a user-provided callback.
mHits.pushBack(customHit);
// We return false to tell the system to ignore that hit now (otherwise the code would shrink the ray etc).
// This is also the way one does "post filtering".
return false;
}
PX_NOCOPY(CustomRaycastMultipleCallback)
};
}
// Generic usage, returns all hits touched by the ray, it's up to users to process them / sort them / etc.
// We're using a PxArray here but it's an arbitrary choice, one could also return hits via a callback, etc.
bool CustomScene::raycastMultiple(const PxVec3& origin, const PxVec3& unitDir, float maxDist, PxArray<CustomRaycastHit>& hits) const
{
CustomRaycastMultipleCallback CB(hits, gFilterCallback, gCachedFuncs.mCachedRaycastFuncs, origin, unitDir, maxDist);
mQuerySystem->raycast(origin, unitDir, maxDist, CB, NULL);
return hits.size()!=0;
}
///////////////////////////////////////////////////////////////////////////////
namespace
{
// The sweep code is more complicated because the swept geometry is arbitrary (to some extent), and for performance reason there is no
// generic sweep callback available operating on an anonymous PxGeometry. So the code below is what you can do instead.
// It can be simplified in your app though if you know you only need to sweep one kind of geometry (say sphere sweeps).
template<class CallbackT>
static bool _sweepClosestT(CustomSweepHit& hit, const QuerySystem& sqs, const PxGeometry& geom, const PxTransform& pose, const PxVec3& unitDir, float maxDist)
{
const ShapeData queryVolume(geom, pose, 0.0f);
CallbackT pcb(gFilterCallback, gCachedFuncs.mCachedSweepFuncs, geom, pose, queryVolume, unitDir, maxDist, PxHitFlag::eDEFAULT | PxHitFlag::ePRECISE_SWEEP, false);
sqs.sweep(queryVolume, unitDir, pcb.mClosestHit.distance, pcb, NULL);
if(pcb.mFoundHit)
{
static_cast<PxGeomSweepHit&>(hit) = pcb.mClosestHit;
hit.mObjectIndex = getObjectIndexFromPayload(pcb.mClosestPayload);
}
return pcb.mFoundHit;
}
}
// Common sweep usage, returns the closest touched object (single hit).
bool CustomScene::sweepClosest(const PxGeometry& geom, const PxTransform& pose, const PxVec3& unitDir, float maxDist, CustomSweepHit& hit) const
{
switch(PxU32(geom.getType()))
{
case PxGeometryType::eSPHERE: { return _sweepClosestT<DefaultPrunerSphereSweepCallback>(hit, *mQuerySystem, geom, pose, unitDir, maxDist); }
case PxGeometryType::eCAPSULE: { return _sweepClosestT<DefaultPrunerCapsuleSweepCallback>(hit, *mQuerySystem, geom, pose, unitDir, maxDist); }
case PxGeometryType::eBOX: { return _sweepClosestT<DefaultPrunerBoxSweepCallback>(hit, *mQuerySystem, geom, pose, unitDir, maxDist); }
case PxGeometryType::eCONVEXMESH: { return _sweepClosestT<DefaultPrunerConvexSweepCallback>(hit, *mQuerySystem, geom, pose, unitDir, maxDist); }
default: { PX_ASSERT(0); return false; }
}
}
///////////////////////////////////////////////////////////////////////////////
namespace
{
// This could easily be combined with _sweepClosestT to make the code shorter.
template<class CallbackT>
static bool _sweepAnyT(const QuerySystem& sqs, const PxGeometry& geom, const PxTransform& pose, const PxVec3& unitDir, float maxDist)
{
const ShapeData queryVolume(geom, pose, 0.0f);
CallbackT pcb(gFilterCallback, gCachedFuncs.mCachedSweepFuncs, geom, pose, queryVolume, unitDir, maxDist, PxHitFlag::eMESH_ANY | PxHitFlag::ePRECISE_SWEEP, true);
sqs.sweep(queryVolume, unitDir, pcb.mClosestHit.distance, pcb, NULL);
return pcb.mFoundHit;
}
}
// Returns boolean result, early exits as soon as an impact is found.
bool CustomScene::sweepAny(const PxGeometry& geom, const PxTransform& pose, const PxVec3& unitDir, float maxDist) const
{
switch(PxU32(geom.getType()))
{
case PxGeometryType::eSPHERE: { return _sweepAnyT<DefaultPrunerSphereSweepCallback>(*mQuerySystem, geom, pose, unitDir, maxDist); }
case PxGeometryType::eCAPSULE: { return _sweepAnyT<DefaultPrunerCapsuleSweepCallback>(*mQuerySystem, geom, pose, unitDir, maxDist); }
case PxGeometryType::eBOX: { return _sweepAnyT<DefaultPrunerBoxSweepCallback>(*mQuerySystem, geom, pose, unitDir, maxDist); }
case PxGeometryType::eCONVEXMESH: { return _sweepAnyT<DefaultPrunerConvexSweepCallback>(*mQuerySystem, geom, pose, unitDir, maxDist); }
default: { PX_ASSERT(0); return false; }
}
}
///////////////////////////////////////////////////////////////////////////////
namespace
{
// We use a similar strategy as for raycasts. Please refer to CustomRaycastMultipleCallback above.
template<class BaseCallbackT>
struct CustomSweepMultipleCallback : public BaseCallbackT
{
PxArray<CustomSweepHit>& mHits;
CustomSweepMultipleCallback(PxArray<CustomSweepHit>& hits, PrunerFilterCallback& filterCB, const GeomSweepFuncs& funcs,
const PxGeometry& geom, const PxTransform& pose, const ShapeData& queryVolume, const PxVec3& dir, float distance) :
BaseCallbackT (filterCB, funcs, geom, pose, queryVolume, dir, distance, PxHitFlag::eDEFAULT|PxHitFlag::ePRECISE_SWEEP, false),
mHits (hits) {}
virtual bool reportHit(const PrunerPayload& payload, PxGeomSweepHit& hit)
{
CustomSweepHit customHit;
static_cast<PxGeomSweepHit&>(customHit) = hit;
customHit.mObjectIndex = getObjectIndexFromPayload(payload);
mHits.pushBack(customHit);
return false;
}
PX_NOCOPY(CustomSweepMultipleCallback)
};
// Previous template was customizing the callback for multiple hits, this template customizes the previous template for different geoms.
template<class CallbackT>
static bool _sweepMultipleT(PxArray<CustomSweepHit>& hits, const QuerySystem& sqs, const PxGeometry& geom, const PxTransform& pose, const PxVec3& unitDir, float maxDist)
{
const ShapeData queryVolume(geom, pose, 0.0f);
CustomSweepMultipleCallback<CallbackT> pcb(hits, gFilterCallback, gCachedFuncs.mCachedSweepFuncs, geom, pose, queryVolume, unitDir, maxDist);
sqs.sweep(queryVolume, unitDir, pcb.mClosestHit.distance, pcb, NULL);
return hits.size()!=0;
}
}
// Generic usage, returns all hits touched by the swept volume, it's up to users to process them / sort them / etc.
// We're using a PxArray here but it's an arbitrary choice, one could also return hits via a callback, etc.
bool CustomScene::sweepMultiple(const PxGeometry& geom, const PxTransform& pose, const PxVec3& unitDir, float maxDist, PxArray<CustomSweepHit>& hits) const
{
switch(PxU32(geom.getType()))
{
case PxGeometryType::eSPHERE: { return _sweepMultipleT<DefaultPrunerSphereSweepCallback>(hits, *mQuerySystem, geom, pose, unitDir, maxDist); }
case PxGeometryType::eCAPSULE: { return _sweepMultipleT<DefaultPrunerCapsuleSweepCallback>(hits, *mQuerySystem, geom, pose, unitDir, maxDist); }
case PxGeometryType::eBOX: { return _sweepMultipleT<DefaultPrunerBoxSweepCallback>(hits, *mQuerySystem, geom, pose, unitDir, maxDist); }
case PxGeometryType::eCONVEXMESH: { return _sweepMultipleT<DefaultPrunerConvexSweepCallback>(hits, *mQuerySystem, geom, pose, unitDir, maxDist); }
default: { PX_ASSERT(0); return false; }
}
}
///////////////////////////////////////////////////////////////////////////////
namespace
{
struct CustomOverlapAnyCallback : public DefaultPrunerOverlapCallback
{
bool mFoundHit;
CustomOverlapAnyCallback(PrunerFilterCallback& filterCB, const GeomOverlapTable* funcs, const PxGeometry& geometry, const PxTransform& pose) :
DefaultPrunerOverlapCallback(filterCB, funcs, geometry, pose), mFoundHit(false) {}
virtual bool reportHit(const PrunerPayload& /*payload*/)
{
mFoundHit = true;
return false; // Early exits as soon as we hit something
}
};
}
// Simple boolean overlap. The query returns true if the passed shape touches anything, otherwise it returns false if space was free.
bool CustomScene::overlapAny(const PxGeometry& geom, const PxTransform& pose) const
{
CustomOverlapAnyCallback pcb(gFilterCallback, gCachedFuncs.mCachedOverlapFuncs, geom, pose);
const ShapeData queryVolume(geom, pose, 0.0f);
mQuerySystem->overlap(queryVolume, pcb, NULL);
return pcb.mFoundHit;
}
///////////////////////////////////////////////////////////////////////////////
namespace
{
struct CustomOverlapMultipleCallback : public DefaultPrunerOverlapCallback
{
PxArray<PxU32>& mHits;
CustomOverlapMultipleCallback(PxArray<PxU32>& hits, PrunerFilterCallback& filterCB, const GeomOverlapTable* funcs, const PxGeometry& geometry, const PxTransform& pose) :
DefaultPrunerOverlapCallback(filterCB, funcs, geometry, pose), mHits(hits) {}
virtual bool reportHit(const PrunerPayload& payload)
{
// In this example we only return touched objects but we don't go deeper. For triangle meshes we could
// here go to the triangle-level and return all touched triangles of a mesh, if needed. To do that we'd
// fetch the PxTriangleMeshGeometry from the payload and use PxMeshQuery::findOverlapTriangleMesh. That
// call is part of the regular PxMeshQuery API though so it's beyond the scope of this snippet, which is
// about the Gu-level query system. Instead here we just retrieve & output the touched object's index:
mHits.pushBack(getObjectIndexFromPayload(payload));
return true; // Continue query, call us again for next touched object
}
PX_NOCOPY(CustomOverlapMultipleCallback)
};
}
// Gather-touched-objects overlap. The query returns all objects touched by query volume, in an array.
// This is an arbitrary choice in this snippet, it would be equally easy to report each object individually
// to a user-callback, etc.
bool CustomScene::overlapMultiple(const PxGeometry& geom, const PxTransform& pose, PxArray<PxU32>& hits) const
{
CustomOverlapMultipleCallback pcb(hits, gFilterCallback, gCachedFuncs.mCachedOverlapFuncs, geom, pose);
const ShapeData queryVolume(geom, pose, 0.0f);
mQuerySystem->overlap(queryVolume, pcb, NULL);
return hits.size()!=0;
}
///////////////////////////////////////////////////////////////////////////////
void CustomScene::runQueries()
{
if(!mQuerySystem)
return;
// Reset all touched flags & colors
const PxVec3 touchedColor(0.25f, 0.5f, 1.0f);
for(PxU32 i=0;i<mNbObjects;i++)
{
mObjects[i].mTouched = false;
mObjects[i].mTouchedColor = touchedColor;
}
// This is optional, the SIMD guard can be ommited if your app already
// setups the FPU/SIMD control word per thread. If not, try to use one
// PX_SIMD_GUARD for many queries, rather than one for each query.
PX_SIMD_GUARD
if(0)
mQuerySystem->commitUpdates();
switch(gSceneIndex)
{
case RAYCAST_CLOSEST:
{
const PxVec3 origin(0.0f, 10.0f, 0.0f);
const PxVec3 unitDir(0.0f, -1.0f, 0.0f);
const float maxDist = 20.0f;
CustomRaycastHit hit;
const bool hasHit = raycastClosest(origin, unitDir, maxDist, hit);
#ifdef RENDER_SNIPPET
if(hasHit)
{
DrawLine(origin, hit.position, PxVec3(1.0f));
DrawLine(hit.position, hit.position + hit.normal, PxVec3(1.0f, 1.0f, 0.0f));
DrawFrame(hit.position, 0.5f);
mObjects[hit.mObjectIndex].mTouched = true;
}
else
{
DrawLine(origin, origin + unitDir * maxDist, PxVec3(1.0f));
}
#else
PX_UNUSED(hasHit);
#endif
}
break;
case RAYCAST_ANY:
{
const PxVec3 origin(0.0f, 10.0f, 0.0f);
const PxVec3 unitDir(0.0f, -1.0f, 0.0f);
const float maxDist = 20.0f;
const bool hasHit = raycastAny(origin, unitDir, maxDist);
#ifdef RENDER_SNIPPET
if(hasHit)
DrawLine(origin, origin + unitDir * maxDist, PxVec3(1.0f, 0.0f, 0.0f));
else
DrawLine(origin, origin + unitDir * maxDist, PxVec3(0.0f, 1.0f, 0.0f));
#else
PX_UNUSED(hasHit);
#endif
}
break;
case RAYCAST_MULTIPLE:
{
const PxVec3 origin(0.0f, 10.0f, 0.0f);
const PxVec3 unitDir(0.0f, -1.0f, 0.0f);
const float maxDist = 20.0f;
PxArray<CustomRaycastHit> hits;
const bool hasHit = raycastMultiple(origin, unitDir, maxDist, hits);
#ifdef RENDER_SNIPPET
if(hasHit)
{
DrawLine(origin, origin + unitDir * maxDist, PxVec3(0.5f));
const PxU32 nbHits = hits.size();
for(PxU32 i=0;i<nbHits;i++)
{
const CustomRaycastHit& hit = hits[i];
DrawLine(hit.position, hit.position + hit.normal, PxVec3(1.0f, 1.0f, 0.0f));
DrawFrame(hit.position, 0.5f);
mObjects[hit.mObjectIndex].mTouched = true;
}
}
else
{
DrawLine(origin, origin + unitDir * maxDist, PxVec3(1.0f));
}
#else
PX_UNUSED(hasHit);
#endif
}
break;
case SWEEP_CLOSEST:
{
const PxVec3 origin(0.0f, 10.0f, 0.0f);
const PxVec3 unitDir(0.0f, -1.0f, 0.0f);
const float maxDist = 20.0f;
const PxSphereGeometry sweptGeom(0.5f);
//const PxCapsuleGeometry sweptGeom(0.5f, 0.5f);
const PxTransform pose(origin);
CustomSweepHit hit;
const bool hasHit = sweepClosest(sweptGeom, pose, unitDir, maxDist, hit);
#ifdef RENDER_SNIPPET
const PxGeometryHolder gh(sweptGeom);
if(hasHit)
{
const PxVec3 sweptPos = origin + unitDir * hit.distance;
DrawLine(origin, sweptPos, PxVec3(1.0f));
renderGeoms(1, &gh, &pose, false, PxVec3(0.0f, 1.0f, 0.0f));
const PxTransform impactPose(sweptPos);
renderGeoms(1, &gh, &impactPose, false, PxVec3(1.0f, 0.0f, 0.0f));
DrawLine(hit.position, hit.position + hit.normal*2.0f, PxVec3(1.0f, 1.0f, 0.0f));
DrawFrame(hit.position, 2.0f);
mObjects[hit.mObjectIndex].mTouched = true;
}
else
{
const PxVec3 sweptPos = origin + unitDir * maxDist;
DrawLine(origin, sweptPos, PxVec3(1.0f));
renderGeoms(1, &gh, &pose, false, PxVec3(0.0f, 1.0f, 0.0f));
const PxTransform impactPose(sweptPos);
renderGeoms(1, &gh, &impactPose, false, PxVec3(0.0f, 1.0f, 0.0f));
}
#else
PX_UNUSED(hasHit);
#endif
}
break;
case SWEEP_ANY:
{
const PxVec3 origin(0.0f, 10.0f, 0.0f);
const PxVec3 unitDir(0.0f, -1.0f, 0.0f);
const float maxDist = 20.0f;
const PxBoxGeometry sweptGeom(PxVec3(0.5f));
PxQuat q(1.1f, 0.1f, 0.8f, 1.4f);
q.normalize();
const PxTransform pose(origin, q);
const bool hasHit = sweepAny(sweptGeom, pose, unitDir, maxDist);
#ifdef RENDER_SNIPPET
const PxGeometryHolder gh(sweptGeom);
{
// We only have a boolean result so we're just going to draw a sequence of geoms along
// the sweep direction in the appropriate color.
const PxVec3 color = hasHit ? PxVec3(1.0f, 0.0f, 0.0f) : PxVec3(0.0f, 1.0f, 0.0f);
const PxU32 nb = 20;
for(PxU32 i=0;i<nb;i++)
{
const float coeff = float(i)/float(nb-1);
const PxVec3 sweptPos = origin + unitDir * coeff * maxDist;
const PxTransform impactPose(sweptPos, q);
renderGeoms(1, &gh, &impactPose, false, color);
}
}
#else
PX_UNUSED(hasHit);
#endif
}
break;
case SWEEP_MULTIPLE:
{
const PxVec3 origin(0.0f, 10.0f, 0.0f);
const PxVec3 unitDir(0.0f, -1.0f, 0.0f);
const float maxDist = 20.0f;
const PxCapsuleGeometry sweptGeom(0.5f, 0.5f);
const PxTransform pose(origin);
PxArray<CustomSweepHit> hits;
const bool hasHit = sweepMultiple(sweptGeom, pose, unitDir, maxDist, hits);
#ifdef RENDER_SNIPPET
const PxGeometryHolder gh(sweptGeom);
renderGeoms(1, &gh, &pose, false, PxVec3(0.0f, 1.0f, 0.0f));
if(hasHit)
{
{
const PxVec3 sweptPos = origin + unitDir * maxDist;
DrawLine(origin, sweptPos, PxVec3(0.5f));
}
// It can be difficult to see what is touching what so we use different colors to make it clearer.
const PxVec3 touchedColors[] = {
PxVec3(1.0f, 0.0f, 0.0f),
PxVec3(0.0f, 0.0f, 1.0f),
PxVec3(1.0f, 0.0f, 1.0f),
PxVec3(0.0f, 1.0f, 1.0f),
PxVec3(1.0f, 1.0f, 0.0f),
PxVec3(1.0f, 1.0f, 1.0f),
PxVec3(0.5f, 0.5f, 0.5f),
};
const PxU32 nbHits = hits.size();
for(PxU32 i=0;i<nbHits;i++)
{
const PxVec3& shapeTouchedColor = touchedColors[i];
const CustomSweepHit& hit = hits[i];
const PxVec3 sweptPos = origin + unitDir * hit.distance;
const PxTransform impactPose(sweptPos);
renderGeoms(1, &gh, &impactPose, false, shapeTouchedColor);
DrawLine(hit.position, hit.position + hit.normal*2.0f, PxVec3(1.0f, 1.0f, 0.0f));
DrawFrame(hit.position, 2.0f);
mObjects[hit.mObjectIndex].mTouched = true;
mObjects[hit.mObjectIndex].mTouchedColor = shapeTouchedColor;
}
}
else
{
const PxVec3 sweptPos = origin + unitDir * maxDist;
DrawLine(origin, sweptPos, PxVec3(1.0f));
}
#else
PX_UNUSED(hasHit);
#endif
}
break;
case OVERLAP_ANY:
{
const PxVec3 origin(0.0f, 4.0f, 0.0f);
const PxSphereGeometry queryGeom(0.5f);
const PxTransform pose(origin);
const bool hasHit = overlapAny(queryGeom, pose);
#ifdef RENDER_SNIPPET
const PxGeometryHolder gh(queryGeom);
{
const PxVec3 color = hasHit ? PxVec3(1.0f, 0.0f, 0.0f) : PxVec3(0.0f, 1.0f, 0.0f);
renderGeoms(1, &gh, &pose, false, color);
}
#else
PX_UNUSED(hasHit);
#endif
}
break;
case OVERLAP_MULTIPLE:
{
const PxVec3 origin(0.0f, 4.0f, 0.0f);
const PxSphereGeometry queryGeom(0.5f);
const PxTransform pose(origin);
PxArray<PxU32> hits;
const bool hasHit = overlapMultiple(queryGeom, pose, hits);
#ifdef RENDER_SNIPPET
const PxGeometryHolder gh(queryGeom);
{
const PxVec3 color = hasHit ? PxVec3(1.0f, 0.0f, 0.0f) : PxVec3(0.0f, 1.0f, 0.0f);
renderGeoms(1, &gh, &pose, false, color);
for(PxU32 i=0;i<hits.size();i++)
mObjects[hits[i]].mTouched = true;
}
#else
PX_UNUSED(hasHit);
#endif
}
break;
case NB_SCENES: // Blame pedantic compilers
{
}
break;
}
}
void CustomScene::render()
{
updateObjects();
runQueries();
#ifdef RENDER_SNIPPET
const PxVec3 color(1.0f, 0.5f, 0.25f);
const PxU32 nbObjects = mNbObjects;
for(PxU32 i=0;i<nbObjects;i++)
{
const Object& obj = mObjects[i];
PrunerPayloadData ppd;
mQuerySystem->getPayloadData(obj.mData, &ppd);
//DrawBounds(*bounds);
const PxVec3& objectColor = obj.mTouched ? obj.mTouchedColor : color;
renderGeoms(1, &obj.mGeom, ppd.mTransform, false, objectColor);
}
//mQuerySystem->visualize(true, true, PxRenderOutput)
#endif
}
}
static CustomScene* gScene = NULL;
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
const PxTolerancesScale scale;
PxCookingParams params(scale);
params.midphaseDesc.setToDefault(PxMeshMidPhase::eBVH34);
// params.midphaseDesc.mBVH34Desc.quantized = false;
params.meshPreprocessParams |= PxMeshPreprocessingFlag::eDISABLE_ACTIVE_EDGES_PRECOMPUTE;
params.meshPreprocessParams |= PxMeshPreprocessingFlag::eDISABLE_CLEAN_MESH;
{
{
const PxF32 width = 3.0f;
const PxF32 radius = 1.0f;
PxVec3 points[2*16];
for(PxU32 i = 0; i < 16; i++)
{
const PxF32 cosTheta = PxCos(i*PxPi*2.0f/16.0f);
const PxF32 sinTheta = PxSin(i*PxPi*2.0f/16.0f);
const PxF32 y = radius*cosTheta;
const PxF32 z = radius*sinTheta;
points[2*i+0] = PxVec3(-width/2.0f, y, z);
points[2*i+1] = PxVec3(+width/2.0f, y, z);
}
PxConvexMeshDesc convexDesc;
convexDesc.points.count = 32;
convexDesc.points.stride = sizeof(PxVec3);
convexDesc.points.data = points;
convexDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX;
gConvexMesh = PxCreateConvexMesh(params, convexDesc);
}
{
PxTriangleMeshDesc meshDesc;
meshDesc.points.count = SnippetUtils::Bunny_getNbVerts();
meshDesc.points.stride = sizeof(PxVec3);
meshDesc.points.data = SnippetUtils::Bunny_getVerts();
meshDesc.triangles.count = SnippetUtils::Bunny_getNbFaces();
meshDesc.triangles.stride = sizeof(int)*3;
meshDesc.triangles.data = SnippetUtils::Bunny_getFaces();
gTriangleMesh = PxCreateTriangleMesh(params, meshDesc);
}
}
gScene = new CustomScene;
}
void renderScene()
{
if(gScene)
gScene->render();
#ifdef RENDER_SNIPPET
Snippets::print("Press F1 to F8 to select a scenario.");
switch(PxU32(gSceneIndex))
{
case RAYCAST_CLOSEST: { Snippets::print("Current scenario: raycast closest"); }break;
case RAYCAST_ANY: { Snippets::print("Current scenario: raycast any"); }break;
case RAYCAST_MULTIPLE: { Snippets::print("Current scenario: raycast multiple"); }break;
case SWEEP_CLOSEST: { Snippets::print("Current scenario: sweep closest"); }break;
case SWEEP_ANY: { Snippets::print("Current scenario: sweep any"); }break;
case SWEEP_MULTIPLE: { Snippets::print("Current scenario: sweep multiple"); }break;
case OVERLAP_ANY: { Snippets::print("Current scenario: overlap any"); }break;
case OVERLAP_MULTIPLE: { Snippets::print("Current scenario: overlap multiple"); }break;
}
#endif
}
void stepPhysics(bool /*interactive*/)
{
}
void cleanupPhysics(bool /*interactive*/)
{
PX_RELEASE(gScene);
PX_RELEASE(gConvexMesh);
PX_RELEASE(gFoundation);
printf("SnippetQuerySystemAllQueries done.\n");
}
void keyPress(unsigned char key, const PxTransform& /*camera*/)
{
if(gScene)
{
if(key=='p' || key=='P')
{
gPause = !gPause;
}
else if(key=='o' || key=='O')
{
gPause = true;
gOneFrame = true;
}
else
{
if(key>=1 && key<=NB_SCENES)
{
gSceneIndex = QueryScenario(key-1);
PX_RELEASE(gScene);
gScene = new CustomScene;
}
}
}
}
int snippetMain(int, const char*const*)
{
printf("Query System All Queries snippet.\n");
printf("Press F1 to F8 to select a scene:\n");
printf(" F1......raycast closest\n");
printf(" F2..........raycast any\n");
printf(" F3.....raycast multiple\n");
printf(" F4........sweep closest\n");
printf(" F5............sweep any\n");
printf(" F6.......sweep multiple\n");
printf(" F7..........overlap any\n");
printf(" F8.....overlap multiple\n");
printf("\n");
printf("Press P to Pause.\n");
printf("Press O to step the simulation One frame.\n");
printf("Press the cursor keys to move the camera.\n");
printf("Use the mouse/left mouse button to rotate the camera.\n");
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 36,068 | C++ | 32.182153 | 186 | 0.6999 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetfixedtendon/SnippetFixedTendon.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ***************************************************************************************
// This snippet demonstrates the use of a fixed tendon to mirror articulation joint angles
// ***************************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetutils/SnippetUtils.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
static PxArticulationReducedCoordinate* gArticulation = NULL;
static PxArticulationJointReducedCoordinate* gDriveJoint = NULL;
static const PxReal gGravity = 9.81f;
static PxReal gDriveTargetPos = 0.0f;
static void createArticulation()
{
gArticulation->setArticulationFlags(PxArticulationFlag::eFIX_BASE);
gArticulation->setSolverIterationCounts(10, 1);
// link geometry and density:
const PxVec3 halfLengths(0.50f, 0.05f, 0.05f);
const PxBoxGeometry linkGeom = PxBoxGeometry(halfLengths);
const PxReal density = 1000.0f;
//Create links
PxTransform pose = PxTransform(PxIdentity);
pose.p.y = 3.0f;
pose.p.x -= 2.0f * halfLengths.x;
PxArticulationLink* parent = NULL;
const PxU32 numLinks = 3;
for(PxU32 j = 0; j < numLinks; ++j)
{
pose.p.x += 2.0f * halfLengths.x;
parent = gArticulation->createLink(parent, pose);
PxRigidActorExt::createExclusiveShape(*parent, linkGeom, *gMaterial);
PxRigidBodyExt::updateMassAndInertia(*parent, density);
PxArticulationJointReducedCoordinate *joint = static_cast<PxArticulationJointReducedCoordinate*>(parent->getInboundJoint());
if(joint)
{
PxVec3 parentOffset(halfLengths.x, 0.0f, 0.0f);
PxVec3 childOffset(-halfLengths.x, 0.0f, 0.0f);
joint->setParentPose(PxTransform(parentOffset, PxQuat(PxIdentity)));
joint->setChildPose(PxTransform(childOffset, PxQuat(PxIdentity)));
joint->setJointType(PxArticulationJointType::eREVOLUTE);
joint->setMotion(PxArticulationAxis::eSWING2, PxArticulationMotion::eFREE);
}
}
// tendon and drive stiffness sizing
// assuming all links extend horizontally, size to allow for two degrees
// deviation due to gravity
const PxReal linkMass = parent->getMass();
const PxReal deflectionAngle = 2.0f * PxPi / 180.0f; // two degrees
// moment arm of first link is one half-length, for second it is three half-lengths
const PxReal gravityTorque = gGravity * linkMass * (halfLengths.x + 3.0f * halfLengths.x);
const PxReal driveStiffness = gravityTorque / deflectionAngle;
const PxReal driveDamping = 0.2f * driveStiffness;
// same idea for the tendon, but it has to support only a single link
const PxReal tendonStiffness = gGravity * linkMass * halfLengths.x / deflectionAngle;
const PxReal tendonDamping = 0.2f * tendonStiffness;
// compute drive target angle that compensates, statically, for the first fixed tendon joint
// torque acting on the drive joint:
const PxReal targetAngle = PxPiDivFour;
const PxReal tendonTorque = targetAngle * tendonStiffness;
gDriveTargetPos = targetAngle + tendonTorque / driveStiffness;
// setup fixed tendon
PxArticulationLink* links[numLinks];
gArticulation->getLinks(links, numLinks, 0u);
PxArticulationFixedTendon* tendon = gArticulation->createFixedTendon();
tendon->setLimitStiffness(0.0f);
tendon->setDamping(tendonDamping);
tendon->setStiffness(tendonStiffness);
tendon->setRestLength(0.f);
tendon->setOffset(0.f);
PxArticulationTendonJoint* tendonParentJoint = NULL;
// root fixed-tendon joint - does not contribute to length so its coefficient and axis are irrelevant
// but its parent link experiences all tendon-joint reaction forces
tendonParentJoint = tendon->createTendonJoint(tendonParentJoint, PxArticulationAxis::eSWING2, 42.0f, 1.f/42.f, links[0]);
// drive joint
tendonParentJoint = tendon->createTendonJoint(tendonParentJoint, PxArticulationAxis::eSWING2, 1.0f, 1.f, links[1]);
// second joint that is driven only by the tendon - negative coefficient to mirror angle of drive joint
tendonParentJoint = tendon->createTendonJoint(tendonParentJoint, PxArticulationAxis::eSWING2, -1.0f, -1.0f, links[2]);
// configure joint drive
gDriveJoint = links[1]->getInboundJoint();
PxArticulationDrive driveConfiguration;
driveConfiguration.damping = driveDamping;
driveConfiguration.stiffness = driveStiffness;
driveConfiguration.maxForce = PX_MAX_F32;
driveConfiguration.driveType = PxArticulationDriveType::eFORCE;
gDriveJoint->setDriveParams(PxArticulationAxis::eSWING2, driveConfiguration);
gDriveJoint->setDriveVelocity(PxArticulationAxis::eSWING2, 0.0f);
gDriveJoint->setDriveTarget(PxArticulationAxis::eSWING2, 0.0f);
// add articulation to scene:
gScene->addArticulation(*gArticulation);
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), true, gPvd);
PxInitExtensions(*gPhysics, gPvd);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -gGravity, 0.0f);
PxU32 numCores = SnippetUtils::getNbPhysicalCores();
gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
sceneDesc.solverType = PxSolverType::eTGS;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
gScene = gPhysics->createScene(sceneDesc);
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.f);
gArticulation = gPhysics->createArticulationReducedCoordinate();
createArticulation();
}
void stepPhysics(bool /*interactive*/)
{
static bool dir = false;
static PxReal time = 0.0f;
const PxReal switchTime = 3.0f;
const PxReal dt = 1.0f / 60.f;
time += dt;
if(time > switchTime)
{
if(dir)
{
gDriveJoint->setDriveTarget(PxArticulationAxis::eSWING2, 0.0f);
}
else
{
gDriveJoint->setDriveTarget(PxArticulationAxis::eSWING2, gDriveTargetPos);
}
dir = !dir;
time = 0.0f;
}
gScene->simulate(dt);
gScene->fetchResults(true);
}
void cleanupPhysics(bool /*interactive*/)
{
PX_RELEASE(gArticulation);
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
PxPvdTransport* transport = gPvd->getTransport();
PX_RELEASE(gPvd);
PX_RELEASE(transport);
PxCloseExtensions();
PX_RELEASE(gFoundation);
printf("SnippetFixedTendon done.\n");
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 8,907 | C++ | 38.591111 | 126 | 0.74593 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetimmediatearticulation/SnippetImmediateArticulationRender.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifdef RENDER_SNIPPET
#include <vector>
#include "PxPhysicsAPI.h"
#include "PxImmediateMode.h"
#include "../snippetrender/SnippetRender.h"
#include "../snippetrender/SnippetCamera.h"
using namespace physx;
using namespace immediate;
extern void initPhysics(bool interactive);
extern void stepPhysics(bool interactive);
extern void cleanupPhysics(bool interactive);
extern void keyPress(unsigned char key, const PxTransform& camera);
extern PxU32 getNbGeoms();
extern const PxGeometryHolder* getGeoms();
extern const PxTransform* getGeomPoses();
extern PxU32 getNbContacts();
extern const PxContactPoint* getContacts();
extern PxU32 getNbArticulations();
extern PxArticulationHandle* getArticulations();
extern PxU32 getNbBounds();
extern const PxBounds3* getBounds();
extern void renderText();
namespace
{
Snippets::Camera* sCamera;
void renderCallback()
{
stepPhysics(true);
/* if(0)
{
PxVec3 camPos = sCamera->getEye();
PxVec3 camDir = sCamera->getDir();
printf("camPos: (%ff, %ff, %ff)\n", camPos.x, camPos.y, camPos.z);
printf("camDir: (%ff, %ff, %ff)\n", camDir.x, camDir.y, camDir.z);
}*/
Snippets::startRender(sCamera);
const PxVec3 color(0.6f, 0.8f, 1.0f);
// const PxVec3 color(0.75f, 0.75f, 1.0f);
// const PxVec3 color(1.0f);
Snippets::renderGeoms(getNbGeoms(), getGeoms(), getGeomPoses(), true, color);
/* PxU32 getNbGeoms();
const PxGeometry* getGeoms();
const PxTransform* getGeomPoses();
Snippets::renderGeoms(getNbGeoms(), getGeoms(), getGeomPoses(), true, PxVec3(1.0f));*/
/* PxBoxGeometry boxGeoms[10];
for(PxU32 i=0;i<10;i++)
boxGeoms[i].halfExtents = PxVec3(1.0f);
PxTransform poses[10];
for(PxU32 i=0;i<10;i++)
{
poses[i] = PxTransform(PxIdentity);
poses[i].p.y += 1.5f;
poses[i].p.x = float(i)*2.5f;
}
Snippets::renderGeoms(10, boxGeoms, poses, true, PxVec3(1.0f));*/
if(1)
{
const PxU32 nbContacts = getNbContacts();
const PxContactPoint* contacts = getContacts();
for(PxU32 j=0;j<nbContacts;j++)
{
Snippets::DrawFrame(contacts[j].point, 1.0f);
}
}
if(0)
{
const PxU32 nbArticulations = getNbArticulations();
PxArticulationHandle* articulations = getArticulations();
for(PxU32 j=0;j<nbArticulations;j++)
{
immediate::PxArticulationLinkDerivedDataRC data[64];
const PxU32 nbLinks = immediate::PxGetAllLinkData(articulations[j], data);
for(PxU32 i=0;i<nbLinks;i++)
{
Snippets::DrawFrame(data[i].pose.p, 1.0f);
}
}
}
const PxBounds3* bounds = getBounds();
const PxU32 nbBounds = getNbBounds();
for(PxU32 i=0;i<nbBounds;i++)
{
Snippets::DrawBounds(bounds[i]);
}
renderText();
Snippets::finishRender();
}
void exitCallback(void)
{
delete sCamera;
cleanupPhysics(true);
}
}
void renderLoop()
{
sCamera = new Snippets::Camera( PxVec3(8.526230f, 5.546278f, 5.448466f),
PxVec3(-0.784231f, -0.210605f, -0.583632f));
Snippets::setupDefault("PhysX Snippet Immediate Articulation", sCamera, keyPress, renderCallback, exitCallback);
initPhysics(true);
glutMainLoop();
}
#endif
| 4,717 | C++ | 29.24359 | 113 | 0.728641 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetimmediatearticulation/SnippetImmediateArticulation.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet demonstrates the use of immediate articulations.
// ****************************************************************************
#include "PxImmediateMode.h"
#include "PxMaterial.h"
#include "geometry/PxGeometryQuery.h"
#include "geometry/PxConvexMesh.h"
#include "foundation/PxPhysicsVersion.h"
#include "foundation/PxArray.h"
#include "foundation/PxHashSet.h"
#include "foundation/PxHashMap.h"
#include "foundation/PxMathUtils.h"
#include "foundation/PxFPU.h"
#include "cooking/PxCooking.h"
#include "cooking/PxConvexMeshDesc.h"
#include "ExtConstraintHelper.h"
#include "extensions/PxMassProperties.h"
#include "extensions/PxDefaultAllocator.h"
#include "extensions/PxDefaultErrorCallback.h"
#include "../snippetutils/SnippetUtils.h"
#include "../snippetutils/SnippetImmUtils.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#ifdef RENDER_SNIPPET
#include "../snippetrender/SnippetRender.h"
#endif
//Enables TGS or PGS solver
#define USE_TGS 0
//#define PRINT_TIMINGS
#define TEST_IMMEDIATE_JOINTS
//Enables whether we want persistent state caching (contact cache, friction caching) or not. Avoiding persistency results in one-shot collision detection and zero friction
//correlation but simplifies code by not longer needing to cache persistent pairs.
#define WITH_PERSISTENCY 1
//Toggles whether we batch constraints or not. Constraint batching is an optional process which can improve performance by grouping together independent constraints. These independent constraints
//can be solved in parallel by using multiple lanes of SIMD registers.
#define BATCH_CONTACTS 1
using namespace physx;
using namespace immediate;
using namespace SnippetImmUtils;
static const PxVec3 gGravity(0.0f, -9.81f, 0.0f);
static const float gContactDistance = 0.1f;
static const float gMeshContactMargin = 0.01f;
static const float gToleranceLength = 1.0f;
static const float gBounceThreshold = -2.0f;
static const float gFrictionOffsetThreshold = 0.04f;
static const float gCorrelationDistance = 0.025f;
static const float gBoundsInflation = 0.02f;
static const float gStaticFriction = 0.5f;
static const float gDynamicFriction = 0.5f;
static const float gRestitution = 0.0f;
static const float gMaxDepenetrationVelocity = 10.0f;
static const float gMaxContactImpulse = FLT_MAX;
static const float gLinearDamping = 0.1f;
static const float gAngularDamping = 0.05f;
static const float gMaxLinearVelocity = 100.0f;
static const float gMaxAngularVelocity = 100.0f;
static const float gJointFrictionCoefficient = 0.05f;
static const PxU32 gNbIterPos = 4;
static const PxU32 gNbIterVel = 1;
static bool gPause = false;
static bool gOneFrame = false;
static bool gDrawBounds = false;
static PxU32 gSceneIndex = 2;
static float gTime = 0.0f;
#if WITH_PERSISTENCY
struct PersistentContactPair
{
PersistentContactPair()
{
reset();
}
PxCache cache;
PxU8* frictions;
PxU32 nbFrictions;
PX_FORCE_INLINE void reset()
{
cache = PxCache();
frictions = NULL;
nbFrictions = 0;
}
};
#endif
struct IDS
{
PX_FORCE_INLINE IDS(PxU32 id0, PxU32 id1) : mID0(id0), mID1(id1) {}
PxU32 mID0;
PxU32 mID1;
PX_FORCE_INLINE bool operator == (const IDS& other) const
{
return mID0 == other.mID0 && mID1 == other.mID1;
}
};
PX_FORCE_INLINE uint32_t PxComputeHash(const IDS& p)
{
return PxComputeHash(uint64_t(p.mID0)|(uint64_t(p.mID1)<<32));
}
struct MassProps
{
PxVec3 mInvInertia;
float mInvMass;
};
static void computeMassProps(MassProps& props, const PxGeometry& geometry, float mass)
{
if(mass!=0.0f)
{
PxMassProperties inertia(geometry);
inertia = inertia * (mass/inertia.mass);
PxQuat orient;
const PxVec3 diagInertia = PxMassProperties::getMassSpaceInertia(inertia.inertiaTensor, orient);
props.mInvMass = 1.0f/inertia.mass;
props.mInvInertia.x = diagInertia.x == 0.0f ? 0.0f : 1.0f/diagInertia.x;
props.mInvInertia.y = diagInertia.y == 0.0f ? 0.0f : 1.0f/diagInertia.y;
props.mInvInertia.z = diagInertia.z == 0.0f ? 0.0f : 1.0f/diagInertia.z;
}
else
{
props.mInvMass = 0.0f;
props.mInvInertia = PxVec3(0.0f);
}
}
#ifdef TEST_IMMEDIATE_JOINTS
struct MyJointData : Ext::JointData
{
PxU32 mActors[2];
PxTransform mLocalFrames[2];
void initInvMassScale()
{
invMassScale.linear0 = 1.0f;
invMassScale.angular0 = 1.0f;
invMassScale.linear1 = 1.0f;
invMassScale.angular1 = 1.0f;
}
};
#endif
class ImmediateScene
{
PX_NOCOPY(ImmediateScene)
public:
ImmediateScene();
~ImmediateScene();
void reset();
PxU32 createActor(const PxGeometry& geometry, const PxTransform& pose, const MassProps* massProps=NULL, PxArticulationLinkCookie* linkCookie=0);
void createGroundPlane()
{
createActor(PxPlaneGeometry(), PxTransformFromPlaneEquation(PxPlane(0.0f, 1.0f, 0.0f, 0.0f)));
}
void createScene();
#ifdef TEST_IMMEDIATE_JOINTS
void createSphericalJoint(PxU32 id0, PxU32 id1, const PxTransform& localFrame0, const PxTransform& localFrame1, const PxTransform* pose0=NULL, const PxTransform* pose1=NULL);
#endif
void updateArticulations(float dt);
void updateBounds();
void broadPhase();
void narrowPhase();
void buildSolverBodyData(float dt);
void buildSolverConstraintDesc();
void createContactConstraints(float dt, float invDt, float lengthScale, PxU32 nbPositionIterations);
void solveAndIntegrate(float dt);
TestCacheAllocator* mCacheAllocator;
TestConstraintAllocator* mConstraintAllocator;
// PT: TODO: revisit this basic design once everything works
PxArray<PxGeometryHolder> mGeoms;
PxArray<PxTransform> mPoses;
PxArray<PxBounds3> mBounds;
class ImmediateActor
{
public:
ImmediateActor() {}
~ImmediateActor() {}
enum Type
{
eSTATIC,
eDYNAMIC,
eLINK,
};
Type mType;
PxU32 mCollisionGroup;
MassProps mMassProps;
PxVec3 mLinearVelocity;
PxVec3 mAngularVelocity;
// PT: ### TODO: revisit, these two could be a union, the cookie is only needed for a brief time during scene creation
// Or move them to a completely different / hidden array
PxArticulationLinkCookie mLinkCookie;
PxArticulationLinkHandle mLink;
};
PxArray<ImmediateActor> mActors;
#if USE_TGS
PxArray<PxTGSSolverBodyData> mSolverBodyData;
PxArray<PxTGSSolverBodyVel> mSolverBodies;
PxArray<PxTGSSolverBodyTxInertia> mSolverBodyTxInertias;
#else
PxArray<PxSolverBodyData> mSolverBodyData;
PxArray<PxSolverBody> mSolverBodies;
#endif
PxArray<PxArticulationHandle> mArticulations;
PxArray<PxSpatialVector> mTempZ;
PxArray<PxSpatialVector> mTempDeltaV;
#ifdef TEST_IMMEDIATE_JOINTS
PxArray<MyJointData> mJointData;
#endif
PxArray<IDS> mBroadphasePairs;
PxHashSet<IDS> mFilteredPairs;
struct ContactPair
{
PxU32 mID0;
PxU32 mID1;
PxU32 mNbContacts;
PxU32 mStartContactIndex;
};
// PT: we use separate arrays here because the immediate mode API expects an array of PxContactPoint
PxArray<ContactPair> mContactPairs;
PxArray<PxContactPoint> mContactPoints;
#if WITH_PERSISTENCY
PxHashMap<IDS, PersistentContactPair> mPersistentPairs;
#endif
PxArray<PxSolverConstraintDesc> mSolverConstraintDesc;
#if BATCH_CONTACTS
PxArray<PxSolverConstraintDesc> mOrderedSolverConstraintDesc;
#endif
PxArray<PxConstraintBatchHeader> mHeaders;
PxArray<PxReal> mContactForces;
PxArray<PxVec3> mMotionLinearVelocity; // Persistent to avoid runtime allocations but could be managed on the stack
PxArray<PxVec3> mMotionAngularVelocity; // Persistent to avoid runtime allocations but could be managed on the stack
PxU32 mNbStaticActors;
PxU32 mNbArticulationLinks;
PxU32 mMaxNumArticulationsLinks;
PX_FORCE_INLINE void disableCollision(PxU32 i, PxU32 j)
{
if(i>j)
PxSwap(i, j);
mFilteredPairs.insert(IDS(i, j));
}
PX_FORCE_INLINE bool isCollisionDisabled(PxU32 i, PxU32 j) const
{
if(i>j)
PxSwap(i, j);
return mFilteredPairs.contains(IDS(i, j));
}
PxArticulationLinkCookie mMotorLinkCookie;
PxArticulationLinkHandle mMotorLink;
PxArticulationHandle endCreateImmediateArticulation(PxArticulationCookie immArt);
void allocateTempBuffer(const PxU32 maxLinks);
};
ImmediateScene::ImmediateScene() :
mNbStaticActors (0),
mNbArticulationLinks (0),
mMaxNumArticulationsLinks (0),
mMotorLinkCookie (PxCreateArticulationLinkCookie()),
mMotorLink (PxArticulationLinkHandle())
{
mCacheAllocator = new TestCacheAllocator;
mConstraintAllocator = new TestConstraintAllocator;
}
ImmediateScene::~ImmediateScene()
{
reset();
PX_DELETE(mConstraintAllocator);
PX_DELETE(mCacheAllocator);
}
void ImmediateScene::reset()
{
mGeoms.clear();
mPoses.clear();
mBounds.clear();
mActors.clear();
mSolverBodyData.clear();
mSolverBodies.clear();
#if USE_TGS
mSolverBodyTxInertias.clear();
#endif
mBroadphasePairs.clear();
mFilteredPairs.clear();
mContactPairs.clear();
mContactPoints.clear();
mSolverConstraintDesc.clear();
#if BATCH_CONTACTS
mOrderedSolverConstraintDesc.clear();
#endif
mHeaders.clear();
mContactForces.clear();
mMotionLinearVelocity.clear();
mMotionAngularVelocity.clear();
const PxU32 size = mArticulations.size();
for(PxU32 i=0;i<size;i++)
PxReleaseArticulation(mArticulations[i]);
mArticulations.clear();
#ifdef TEST_IMMEDIATE_JOINTS
mJointData.clear();
#endif
#if WITH_PERSISTENCY
mPersistentPairs.clear();
#endif
mNbStaticActors = mNbArticulationLinks = 0;
mMotorLinkCookie = PxCreateArticulationLinkCookie();
mMotorLink = PxArticulationLinkHandle();
gTime = 0.0f;
}
PxU32 ImmediateScene::createActor(const PxGeometry& geometry, const PxTransform& pose, const MassProps* massProps, PxArticulationLinkCookie* linkCookie)
{
const PxU32 id = mActors.size();
// PT: we don't support compounds in this simple snippet. 1 actor = 1 shape/geom.
PX_ASSERT(mGeoms.size()==id);
PX_ASSERT(mPoses.size()==id);
PX_ASSERT(mBounds.size()==id);
const bool isStaticActor = !massProps;
if(isStaticActor)
{
PX_ASSERT(!linkCookie);
mNbStaticActors++;
}
else
{
// PT: make sure we don't create dynamic actors after static ones. We could reorganize the array but
// in this simple snippet we just enforce the order in which actors are created.
PX_ASSERT(!mNbStaticActors);
if(linkCookie)
mNbArticulationLinks++;
}
ImmediateActor actor;
if(isStaticActor)
actor.mType = ImmediateActor::eSTATIC;
else if(linkCookie)
actor.mType = ImmediateActor::eLINK;
else
actor.mType = ImmediateActor::eDYNAMIC;
actor.mCollisionGroup = 0;
actor.mLinearVelocity = PxVec3(0.0f);
actor.mAngularVelocity = PxVec3(0.0f);
actor.mLinkCookie = linkCookie ? *linkCookie : PxCreateArticulationLinkCookie();
actor.mLink = PxArticulationLinkHandle(); // Not available yet
if(massProps)
actor.mMassProps = *massProps;
else
{
actor.mMassProps.mInvMass = 0.0f;
actor.mMassProps.mInvInertia = PxVec3(0.0f);
}
mActors.pushBack(actor);
#if USE_TGS
mSolverBodyData.pushBack(PxTGSSolverBodyData());
mSolverBodies.pushBack(PxTGSSolverBodyVel());
mSolverBodyTxInertias.pushBack(PxTGSSolverBodyTxInertia());
#else
mSolverBodyData.pushBack(PxSolverBodyData());
mSolverBodies.pushBack(PxSolverBody());
#endif
mGeoms.pushBack(geometry);
mPoses.pushBack(pose);
mBounds.pushBack(PxBounds3());
return id;
}
static PxArticulationCookie beginCreateImmediateArticulation(bool fixBase)
{
PxArticulationDataRC data;
data.flags = fixBase ? PxArticulationFlag::eFIX_BASE : PxArticulationFlag::Enum(0);
return PxBeginCreateArticulationRC(data);
}
void ImmediateScene::allocateTempBuffer(const PxU32 maxLinks)
{
mTempZ.resize(maxLinks);
mTempDeltaV.resize(maxLinks);
}
PxArticulationHandle ImmediateScene::endCreateImmediateArticulation(PxArticulationCookie immArt)
{
PxU32 expectedNbLinks = 0;
const PxU32 nbActors = mActors.size();
for(PxU32 i=0;i<nbActors;i++)
{
if(mActors[i].mLinkCookie.articulation)
expectedNbLinks++;
}
PxArticulationLinkHandle* realLinkHandles = PX_ALLOCATE(PxArticulationLinkHandle, sizeof(PxArticulationLinkHandle) * expectedNbLinks, "PxArticulationLinkHandle");
PxArticulationHandle immArt2 = PxEndCreateArticulationRC(immArt, realLinkHandles, expectedNbLinks);
mArticulations.pushBack(immArt2);
mMaxNumArticulationsLinks = PxMax(mMaxNumArticulationsLinks, expectedNbLinks);
PxU32 nbLinks = 0;
for(PxU32 i=0;i<nbActors;i++)
{
if(mActors[i].mLinkCookie.articulation)
mActors[i].mLink = realLinkHandles[nbLinks++];
}
PX_ASSERT(expectedNbLinks==nbLinks);
PX_FREE(realLinkHandles);
return immArt2;
}
static void setupCommonLinkData(PxArticulationLinkDataRC& data, const PxTransform& pose, const MassProps& massProps)
{
data.pose = pose;
data.inverseMass = massProps.mInvMass;
data.inverseInertia = massProps.mInvInertia;
data.linearDamping = gLinearDamping;
data.angularDamping = gAngularDamping;
data.maxLinearVelocitySq = gMaxLinearVelocity * gMaxLinearVelocity;
data.maxAngularVelocitySq = gMaxAngularVelocity * gMaxAngularVelocity;
data.inboundJoint.frictionCoefficient = gJointFrictionCoefficient;
}
#ifdef TEST_IMMEDIATE_JOINTS
void ImmediateScene::createSphericalJoint(PxU32 id0, PxU32 id1, const PxTransform& localFrame0, const PxTransform& localFrame1, const PxTransform* pose0, const PxTransform* pose1)
{
const bool isStatic0 = mActors[id0].mType == ImmediateActor::eSTATIC;
const bool isStatic1 = mActors[id1].mType == ImmediateActor::eSTATIC;
MyJointData jointData;
jointData.mActors[0] = id0;
jointData.mActors[1] = id1;
jointData.mLocalFrames[0] = localFrame0;
jointData.mLocalFrames[1] = localFrame1;
if(isStatic0)
jointData.c2b[0] = pose0->getInverse().transformInv(localFrame0);
else
jointData.c2b[0] = localFrame0;
if(isStatic1)
jointData.c2b[1] = pose1->getInverse().transformInv(localFrame1);
else
jointData.c2b[1] = localFrame1;
jointData.initInvMassScale();
mJointData.pushBack(jointData);
disableCollision(id0, id1);
}
#endif
void ImmediateScene::createScene()
{
mMotorLink = PxArticulationLinkHandle();
const PxU32 index = gSceneIndex;
if(index==0)
{
// Box stack
{
const PxVec3 extents(0.5f, 0.5f, 0.5f);
const PxBoxGeometry boxGeom(extents);
MassProps massProps;
computeMassProps(massProps, boxGeom, 1.0f);
// for(PxU32 i=0;i<8;i++)
// createBox(extents, PxTransform(PxVec3(0.0f, extents.y + float(i)*extents.y*2.0f, 0.0f)), 1.0f);
PxU32 size = 8;
// PxU32 size = 2;
// PxU32 size = 1;
float y = extents.y;
float x = 0.0f;
while(size)
{
for(PxU32 i=0;i<size;i++)
createActor(boxGeom, PxTransform(PxVec3(x+float(i)*extents.x*2.0f, y, 0.0f)), &massProps);
x += extents.x;
y += extents.y*2.0f;
size--;
}
}
createGroundPlane();
}
else if(index==1)
{
// Simple scene with regular spherical joint
#ifdef TEST_IMMEDIATE_JOINTS
const float boxSize = 1.0f;
const PxVec3 extents(boxSize, boxSize, boxSize);
const PxBoxGeometry boxGeom(extents);
MassProps massProps;
computeMassProps(massProps, boxGeom, 1.0f);
const PxVec3 staticPos(0.0f, 6.0f, 0.0f);
const PxVec3 dynamicPos = staticPos - extents*2.0f;
const PxTransform dynPose(dynamicPos);
const PxTransform staticPose(staticPos);
const PxU32 dynamicObject = createActor(boxGeom, dynPose, &massProps);
const PxU32 staticObject = createActor(boxGeom, staticPose);
createSphericalJoint(staticObject, dynamicObject, PxTransform(-extents), PxTransform(extents), &staticPose, &dynPose);
#endif
}
else if(index==2)
{
// RC articulation with contacts
if(1)
{
const PxBoxGeometry boxGeom(PxVec3(1.0f));
MassProps massProps;
computeMassProps(massProps, boxGeom, 0.5f);
createActor(boxGeom, PxTransform(PxVec3(0.0f, 1.0f, 0.0f)), &massProps);
}
const PxU32 nbLinks = 6;
const float Altitude = 6.0f;
const PxTransform basePose(PxVec3(0.f, Altitude, 0.f));
const PxVec3 boxExtents(0.5f, 0.1f, 0.5f);
const PxBoxGeometry boxGeom(boxExtents);
const float s = boxExtents.x*1.1f;
MassProps massProps;
computeMassProps(massProps, boxGeom, 1.0f);
PxArticulationCookie immArt = beginCreateImmediateArticulation(true);
PxArticulationLinkCookie base;
PxU32 baseID;
{
PxArticulationLinkDataRC linkData;
setupCommonLinkData(linkData, basePose, massProps);
base = PxAddArticulationLink(immArt, 0, linkData);
baseID = createActor(boxGeom, basePose, &massProps, &base);
}
PxArticulationLinkCookie parent = base;
PxU32 parentID = baseID;
PxTransform linkPose = basePose;
for(PxU32 i=0;i<nbLinks;i++)
{
linkPose.p.z += s*2.0f;
PxArticulationLinkCookie link;
PxU32 linkID;
{
PxArticulationLinkDataRC linkData;
setupCommonLinkData(linkData, linkPose, massProps);
//
linkData.inboundJoint.type = PxArticulationJointType::eREVOLUTE;
linkData.inboundJoint.parentPose = PxTransform(PxVec3(0.0f, 0.0f, s));
linkData.inboundJoint.childPose = PxTransform(PxVec3(0.0f, 0.0f, -s));
linkData.inboundJoint.motion[PxArticulationAxis::eTWIST] = PxArticulationMotion::eFREE;
link = PxAddArticulationLink(immArt, &parent, linkData);
linkID = createActor(boxGeom, linkPose, &massProps, &link);
disableCollision(parentID, linkID);
}
parent = link;
parentID = linkID;
}
endCreateImmediateArticulation(immArt);
allocateTempBuffer(mMaxNumArticulationsLinks);
createGroundPlane();
}
else if(index==3)
{
// RC articulation with limits
const PxU32 nbLinks = 4;
const float Altitude = 6.0f;
const PxTransform basePose(PxVec3(0.f, Altitude, 0.f));
const PxVec3 boxExtents(0.5f, 0.1f, 0.5f);
const PxBoxGeometry boxGeom(boxExtents);
const float s = boxExtents.x*1.1f;
MassProps massProps;
computeMassProps(massProps, boxGeom, 1.0f);
PxArticulationCookie immArt = beginCreateImmediateArticulation(true);
PxArticulationLinkCookie base;
PxU32 baseID;
{
PxArticulationLinkDataRC linkData;
setupCommonLinkData(linkData, basePose, massProps);
base = PxAddArticulationLink(immArt, 0, linkData);
baseID = createActor(boxGeom, basePose, &massProps, &base);
}
PxArticulationLinkCookie parent = base;
PxU32 parentID = baseID;
PxTransform linkPose = basePose;
for(PxU32 i=0;i<nbLinks;i++)
{
linkPose.p.z += s*2.0f;
PxArticulationLinkCookie link;
PxU32 linkID;
{
PxArticulationLinkDataRC linkData;
setupCommonLinkData(linkData, linkPose, massProps);
//
linkData.inboundJoint.type = PxArticulationJointType::eREVOLUTE;
linkData.inboundJoint.parentPose = PxTransform(PxVec3(0.0f, 0.0f, s));
linkData.inboundJoint.childPose = PxTransform(PxVec3(0.0f, 0.0f, -s));
linkData.inboundJoint.motion[PxArticulationAxis::eTWIST] = PxArticulationMotion::eLIMITED;
linkData.inboundJoint.limits[PxArticulationAxis::eTWIST].low = -PxPi/8.0f;
linkData.inboundJoint.limits[PxArticulationAxis::eTWIST].high = PxPi/8.0f;
link = PxAddArticulationLink(immArt, &parent, linkData);
linkID = createActor(boxGeom, linkPose, &massProps, &link);
disableCollision(parentID, linkID);
}
parent = link;
parentID = linkID;
}
endCreateImmediateArticulation(immArt);
allocateTempBuffer(mMaxNumArticulationsLinks);
}
else if(index==4)
{
if(0)
{
const float Altitude = 6.0f;
const PxTransform basePose(PxVec3(0.f, Altitude, 0.f));
const PxVec3 boxExtents(0.5f, 0.1f, 0.5f);
const PxBoxGeometry boxGeom(boxExtents);
MassProps massProps;
computeMassProps(massProps, boxGeom, 1.0f);
PxArticulationCookie immArt = beginCreateImmediateArticulation(false);
PxArticulationLinkCookie base;
PxU32 baseID;
{
PxArticulationLinkDataRC linkData;
setupCommonLinkData(linkData, basePose, massProps);
base = PxAddArticulationLink(immArt, 0, linkData);
baseID = createActor(boxGeom, basePose, &massProps, &base);
PX_UNUSED(baseID);
}
endCreateImmediateArticulation(immArt);
allocateTempBuffer(mMaxNumArticulationsLinks);
return;
}
// RC articulation with drive
const PxU32 nbLinks = 1;
const float Altitude = 6.0f;
const PxTransform basePose(PxVec3(0.f, Altitude, 0.f));
const PxVec3 boxExtents(0.5f, 0.1f, 0.5f);
const PxBoxGeometry boxGeom(boxExtents);
const float s = boxExtents.x*1.1f;
MassProps massProps;
computeMassProps(massProps, boxGeom, 1.0f);
PxArticulationCookie immArt = beginCreateImmediateArticulation(true);
PxArticulationLinkCookie base;
PxU32 baseID;
{
PxArticulationLinkDataRC linkData;
setupCommonLinkData(linkData, basePose, massProps);
base = PxAddArticulationLink(immArt, 0, linkData);
baseID = createActor(boxGeom, basePose, &massProps, &base);
}
PxArticulationLinkCookie parent = base;
PxU32 parentID = baseID;
PxTransform linkPose = basePose;
for(PxU32 i=0;i<nbLinks;i++)
{
linkPose.p.z += s*2.0f;
PxArticulationLinkCookie link;
PxU32 linkID;
{
PxArticulationLinkDataRC linkData;
setupCommonLinkData(linkData, linkPose, massProps);
//
linkData.inboundJoint.type = PxArticulationJointType::eREVOLUTE;
linkData.inboundJoint.parentPose = PxTransform(PxVec3(0.0f, 0.0f, s));
linkData.inboundJoint.childPose = PxTransform(PxVec3(0.0f, 0.0f, -s));
linkData.inboundJoint.motion[PxArticulationAxis::eTWIST] = PxArticulationMotion::eFREE;
linkData.inboundJoint.drives[PxArticulationAxis::eTWIST].stiffness = 0.0f;
linkData.inboundJoint.drives[PxArticulationAxis::eTWIST].damping = 1000.0f;
linkData.inboundJoint.drives[PxArticulationAxis::eTWIST].maxForce = FLT_MAX;
linkData.inboundJoint.drives[PxArticulationAxis::eTWIST].driveType = PxArticulationDriveType::eFORCE;
linkData.inboundJoint.targetVel[PxArticulationAxis::eTWIST] = 4.0f;
link = PxAddArticulationLink(immArt, &parent, linkData);
linkID = createActor(boxGeom, linkPose, &massProps, &link);
disableCollision(parentID, linkID);
mMotorLinkCookie = link;
mMotorLink = PxArticulationLinkHandle();
}
parent = link;
parentID = linkID;
}
endCreateImmediateArticulation(immArt);
allocateTempBuffer(mMaxNumArticulationsLinks);
//### not nice, revisit
mMotorLink = mActors[1].mLink;
}
else if(index==5)
{
// Scissor lift
const PxReal runnerLength = 2.f;
const PxReal placementDistance = 1.8f;
const PxReal cosAng = (placementDistance) / (runnerLength);
const PxReal angle = PxAcos(cosAng);
const PxReal sinAng = PxSin(angle);
const PxQuat leftRot(-angle, PxVec3(1.f, 0.f, 0.f));
const PxQuat rightRot(angle, PxVec3(1.f, 0.f, 0.f));
PxArticulationCookie immArt = beginCreateImmediateArticulation(false);
//
PxArticulationLinkCookie base;
PxU32 baseID;
{
const PxBoxGeometry boxGeom(0.5f, 0.25f, 1.5f);
MassProps massProps;
computeMassProps(massProps, boxGeom, 3.0f);
const PxTransform pose(PxVec3(0.f, 0.25f, 0.f));
PxArticulationLinkDataRC linkData;
setupCommonLinkData(linkData, pose, massProps);
base = PxAddArticulationLink(immArt, 0, linkData);
baseID = createActor(boxGeom, pose, &massProps, &base);
}
//
PxArticulationLinkCookie leftRoot;
PxU32 leftRootID;
{
const PxBoxGeometry boxGeom(0.5f, 0.05f, 0.05f);
MassProps massProps;
computeMassProps(massProps, boxGeom, 1.0f);
const PxTransform pose(PxVec3(0.f, 0.55f, -0.9f));
PxArticulationLinkDataRC linkData;
setupCommonLinkData(linkData, pose, massProps);
linkData.inboundJoint.type = PxArticulationJointType::eFIX;
linkData.inboundJoint.parentPose = PxTransform(PxVec3(0.f, 0.25f, -0.9f));
linkData.inboundJoint.childPose = PxTransform(PxVec3(0.f, -0.05f, 0.f));
leftRoot = PxAddArticulationLink(immArt, &base, linkData);
leftRootID = createActor(boxGeom, pose, &massProps, &leftRoot);
disableCollision(baseID, leftRootID);
}
//
PxArticulationLinkCookie rightRoot;
PxU32 rightRootID;
{
const PxBoxGeometry boxGeom(0.5f, 0.05f, 0.05f);
MassProps massProps;
computeMassProps(massProps, boxGeom, 1.0f);
const PxTransform pose(PxVec3(0.f, 0.55f, 0.9f));
PxArticulationLinkDataRC linkData;
setupCommonLinkData(linkData, pose, massProps);
linkData.inboundJoint.type = PxArticulationJointType::ePRISMATIC;
linkData.inboundJoint.parentPose = PxTransform(PxVec3(0.f, 0.25f, 0.9f));
linkData.inboundJoint.childPose = PxTransform(PxVec3(0.f, -0.05f, 0.f));
linkData.inboundJoint.motion[PxArticulationAxis::eZ] = PxArticulationMotion::eLIMITED;
linkData.inboundJoint.limits[PxArticulationAxis::eZ].low = -1.4f;
linkData.inboundJoint.limits[PxArticulationAxis::eZ].high = 0.2f;
if(0)
{
linkData.inboundJoint.drives[PxArticulationAxis::eZ].stiffness = 100000.f;
linkData.inboundJoint.drives[PxArticulationAxis::eZ].damping = 0.f;
linkData.inboundJoint.drives[PxArticulationAxis::eZ].maxForce = PX_MAX_F32;
linkData.inboundJoint.drives[PxArticulationAxis::eZ].driveType = PxArticulationDriveType::eFORCE;
}
rightRoot = PxAddArticulationLink(immArt, &base, linkData);
rightRootID = createActor(boxGeom, pose, &massProps, &rightRoot);
disableCollision(baseID, rightRootID);
}
//
const PxU32 linkHeight = 3;
PxU32 currLeftID = leftRootID;
PxU32 currRightID = rightRootID;
PxArticulationLinkCookie currLeft = leftRoot;
PxArticulationLinkCookie currRight = rightRoot;
PxQuat rightParentRot(PxIdentity);
PxQuat leftParentRot(PxIdentity);
for(PxU32 i=0; i<linkHeight; ++i)
{
const PxVec3 pos(0.5f, 0.55f + 0.1f*(1 + i), 0.f);
PxArticulationLinkCookie leftLink;
PxU32 leftLinkID;
{
const PxBoxGeometry boxGeom(0.05f, 0.05f, 1.f);
MassProps massProps;
computeMassProps(massProps, boxGeom, 1.0f);
const PxTransform pose(pos + PxVec3(0.f, sinAng*(2 * i + 1), 0.f), leftRot);
PxArticulationLinkDataRC linkData;
setupCommonLinkData(linkData, pose, massProps);
const PxVec3 leftAnchorLocation = pos + PxVec3(0.f, sinAng*(2 * i), -0.9f);
linkData.inboundJoint.type = PxArticulationJointType::eREVOLUTE;
linkData.inboundJoint.parentPose = PxTransform(mPoses[currLeftID].transformInv(leftAnchorLocation), leftParentRot);
linkData.inboundJoint.childPose = PxTransform(PxVec3(0.f, 0.f, -1.f), rightRot);
linkData.inboundJoint.motion[PxArticulationAxis::eTWIST] = PxArticulationMotion::eLIMITED;
linkData.inboundJoint.limits[PxArticulationAxis::eTWIST].low = -PxPi;
linkData.inboundJoint.limits[PxArticulationAxis::eTWIST].high = angle;
leftLink = PxAddArticulationLink(immArt, &currLeft, linkData);
leftLinkID = createActor(boxGeom, pose, &massProps, &leftLink);
disableCollision(currLeftID, leftLinkID);
mActors[leftLinkID].mCollisionGroup = 1;
}
leftParentRot = leftRot;
//
PxArticulationLinkCookie rightLink;
PxU32 rightLinkID;
{
const PxBoxGeometry boxGeom(0.05f, 0.05f, 1.f);
MassProps massProps;
computeMassProps(massProps, boxGeom, 1.0f);
const PxTransform pose(pos + PxVec3(0.f, sinAng*(2 * i + 1), 0.f), rightRot);
PxArticulationLinkDataRC linkData;
setupCommonLinkData(linkData, pose, massProps);
const PxVec3 rightAnchorLocation = pos + PxVec3(0.f, sinAng*(2 * i), 0.9f);
linkData.inboundJoint.type = PxArticulationJointType::eREVOLUTE;
linkData.inboundJoint.parentPose = PxTransform(mPoses[currRightID].transformInv(rightAnchorLocation), rightParentRot);
linkData.inboundJoint.childPose = PxTransform(PxVec3(0.f, 0.f, 1.f), leftRot);
linkData.inboundJoint.motion[PxArticulationAxis::eTWIST] = PxArticulationMotion::eLIMITED;
linkData.inboundJoint.limits[PxArticulationAxis::eTWIST].low = -angle;
linkData.inboundJoint.limits[PxArticulationAxis::eTWIST].high = PxPi;
rightLink = PxAddArticulationLink(immArt, &currRight, linkData);
rightLinkID = createActor(boxGeom, pose, &massProps, &rightLink);
disableCollision(currRightID, rightLinkID);
mActors[rightLinkID].mCollisionGroup = 1;
}
rightParentRot = rightRot;
#ifdef TEST_IMMEDIATE_JOINTS
createSphericalJoint(leftLinkID, rightLinkID, PxTransform(PxIdentity), PxTransform(PxIdentity));
#else
disableCollision(leftLinkID, rightLinkID);
#endif
currLeftID = rightLinkID;
currRightID = leftLinkID;
currLeft = rightLink;
currRight = leftLink;
}
//
PxArticulationLinkCookie leftTop;
PxU32 leftTopID;
{
const PxBoxGeometry boxGeom(0.5f, 0.05f, 0.05f);
MassProps massProps;
computeMassProps(massProps, boxGeom, 1.0f);
const PxTransform pose(mPoses[currLeftID].transform(PxTransform(PxVec3(-0.5f, 0.f, -1.0f), leftParentRot)));
PxArticulationLinkDataRC linkData;
setupCommonLinkData(linkData, pose, massProps);
linkData.inboundJoint.type = PxArticulationJointType::eREVOLUTE;
linkData.inboundJoint.parentPose = PxTransform(PxVec3(0.f, 0.f, -1.f), mPoses[currLeftID].q.getConjugate());
linkData.inboundJoint.childPose = PxTransform(PxVec3(0.5f, 0.f, 0.f), pose.q.getConjugate());
linkData.inboundJoint.motion[PxArticulationAxis::eTWIST] = PxArticulationMotion::eFREE;
leftTop = PxAddArticulationLink(immArt, &currLeft, linkData);
leftTopID = createActor(boxGeom, pose, &massProps, &leftTop);
disableCollision(currLeftID, leftTopID);
mActors[leftTopID].mCollisionGroup = 1;
}
//
PxArticulationLinkCookie rightTop;
PxU32 rightTopID;
{
// TODO: use a capsule here
// PxRigidActorExt::createExclusiveShape(*rightTop, PxCapsuleGeometry(0.05f, 0.8f), *gMaterial);
const PxBoxGeometry boxGeom(0.5f, 0.05f, 0.05f);
MassProps massProps;
computeMassProps(massProps, boxGeom, 1.0f);
const PxTransform pose(mPoses[currRightID].transform(PxTransform(PxVec3(-0.5f, 0.f, 1.0f), rightParentRot)));
PxArticulationLinkDataRC linkData;
setupCommonLinkData(linkData, pose, massProps);
linkData.inboundJoint.type = PxArticulationJointType::eREVOLUTE;
linkData.inboundJoint.parentPose = PxTransform(PxVec3(0.f, 0.f, 1.f), mPoses[currRightID].q.getConjugate());
linkData.inboundJoint.childPose = PxTransform(PxVec3(0.5f, 0.f, 0.f), pose.q.getConjugate());
linkData.inboundJoint.motion[PxArticulationAxis::eTWIST] = PxArticulationMotion::eFREE;
rightTop = PxAddArticulationLink(immArt, &currRight, linkData);
rightTopID = createActor(boxGeom, pose, &massProps, &rightTop);
disableCollision(currRightID, rightTopID);
mActors[rightTopID].mCollisionGroup = 1;
}
//
currLeftID = leftRootID;
currRightID = rightRootID;
currLeft = leftRoot;
currRight = rightRoot;
rightParentRot = PxQuat(PxIdentity);
leftParentRot = PxQuat(PxIdentity);
for(PxU32 i=0; i<linkHeight; ++i)
{
const PxVec3 pos(-0.5f, 0.55f + 0.1f*(1 + i), 0.f);
PxArticulationLinkCookie leftLink;
PxU32 leftLinkID;
{
const PxBoxGeometry boxGeom(0.05f, 0.05f, 1.f);
MassProps massProps;
computeMassProps(massProps, boxGeom, 1.0f);
const PxTransform pose(pos + PxVec3(0.f, sinAng*(2 * i + 1), 0.f), leftRot);
PxArticulationLinkDataRC linkData;
setupCommonLinkData(linkData, pose, massProps);
const PxVec3 leftAnchorLocation = pos + PxVec3(0.f, sinAng*(2 * i), -0.9f);
linkData.inboundJoint.type = PxArticulationJointType::eREVOLUTE;
linkData.inboundJoint.parentPose = PxTransform(mPoses[currLeftID].transformInv(leftAnchorLocation), leftParentRot);
linkData.inboundJoint.childPose = PxTransform(PxVec3(0.f, 0.f, -1.f), rightRot);
linkData.inboundJoint.motion[PxArticulationAxis::eTWIST] = PxArticulationMotion::eLIMITED;
linkData.inboundJoint.limits[PxArticulationAxis::eTWIST].low = -PxPi;
linkData.inboundJoint.limits[PxArticulationAxis::eTWIST].high = angle;
leftLink = PxAddArticulationLink(immArt, &currLeft, linkData);
leftLinkID = createActor(boxGeom, pose, &massProps, &leftLink);
disableCollision(currLeftID, leftLinkID);
mActors[leftLinkID].mCollisionGroup = 1;
}
leftParentRot = leftRot;
//
PxArticulationLinkCookie rightLink;
PxU32 rightLinkID;
{
const PxBoxGeometry boxGeom(0.05f, 0.05f, 1.f);
MassProps massProps;
computeMassProps(massProps, boxGeom, 1.0f);
const PxTransform pose(pos + PxVec3(0.f, sinAng*(2 * i + 1), 0.f), rightRot);
PxArticulationLinkDataRC linkData;
setupCommonLinkData(linkData, pose, massProps);
const PxVec3 rightAnchorLocation = pos + PxVec3(0.f, sinAng*(2 * i), 0.9f);
linkData.inboundJoint.type = PxArticulationJointType::eREVOLUTE;
linkData.inboundJoint.parentPose = PxTransform(mPoses[currRightID].transformInv(rightAnchorLocation), rightParentRot);
linkData.inboundJoint.childPose = PxTransform(PxVec3(0.f, 0.f, 1.f), leftRot);
linkData.inboundJoint.motion[PxArticulationAxis::eTWIST] = PxArticulationMotion::eLIMITED;
linkData.inboundJoint.limits[PxArticulationAxis::eTWIST].low = -angle;
linkData.inboundJoint.limits[PxArticulationAxis::eTWIST].high = PxPi;
rightLink = PxAddArticulationLink(immArt, &currRight, linkData);
rightLinkID = createActor(boxGeom, pose, &massProps, &rightLink);
disableCollision(currRightID, rightLinkID);
mActors[rightLinkID].mCollisionGroup = 1;
}
rightParentRot = rightRot;
#ifdef TEST_IMMEDIATE_JOINTS
createSphericalJoint(leftLinkID, rightLinkID, PxTransform(PxIdentity), PxTransform(PxIdentity));
#else
disableCollision(leftLinkID, rightLinkID);
#endif
currLeftID = rightLinkID;
currRightID = leftLinkID;
currLeft = rightLink;
currRight = leftLink;
}
//
#ifdef TEST_IMMEDIATE_JOINTS
createSphericalJoint(currLeftID, leftTopID, PxTransform(PxVec3(0.f, 0.f, -1.f)), PxTransform(PxVec3(-0.5f, 0.f, 0.f)));
createSphericalJoint(currRightID, rightTopID, PxTransform(PxVec3(0.f, 0.f, 1.f)), PxTransform(PxVec3(-0.5f, 0.f, 0.f)));
#else
disableCollision(currLeftID, leftTopID);
disableCollision(currRightID, rightTopID);
#endif
//
// Create top
{
PxArticulationLinkCookie top;
PxU32 topID;
{
const PxBoxGeometry boxGeom(0.5f, 0.1f, 1.5f);
MassProps massProps;
computeMassProps(massProps, boxGeom, 1.0f);
const PxTransform pose(PxVec3(0.f, mPoses[leftTopID].p.y + 0.15f, 0.f));
PxArticulationLinkDataRC linkData;
setupCommonLinkData(linkData, pose, massProps);
linkData.inboundJoint.type = PxArticulationJointType::eFIX;
linkData.inboundJoint.parentPose = PxTransform(PxVec3(0.f, 0.0f, 0.f));
linkData.inboundJoint.childPose = PxTransform(PxVec3(0.f, -0.15f, -0.9f));
top = PxAddArticulationLink(immArt, &leftTop, linkData);
topID = createActor(boxGeom, pose, &massProps, &top);
disableCollision(leftTopID, topID);
}
}
endCreateImmediateArticulation(immArt);
allocateTempBuffer(mMaxNumArticulationsLinks);
createGroundPlane();
}
else if(index==6)
{
//const float scaleFactor = 0.25f;
const float scaleFactor = 1.0f;
const float halfHeight = 1.0f*scaleFactor;
const float radius = 1.0f*scaleFactor;
const PxU32 nbCirclePts = 20;
const PxU32 totalNbVerts = nbCirclePts*2;
PxVec3 verts[totalNbVerts];
const float step = 3.14159f*2.0f/float(nbCirclePts);
for(PxU32 i=0;i<nbCirclePts;i++)
{
verts[i].x = sinf(float(i) * step) * radius;
verts[i].y = cosf(float(i) * step) * radius;
verts[i].z = 0.0f;
}
const PxVec3 offset(0.0f, 0.0f, halfHeight);
PxVec3* verts2 = verts + nbCirclePts;
for(PxU32 i=0;i<nbCirclePts;i++)
{
const PxVec3 P = verts[i];
verts[i] = P - offset;
verts2[i] = P + offset;
}
const PxTolerancesScale scale;
PxCookingParams params(scale);
PxConvexMeshDesc convexDesc;
convexDesc.points.count = totalNbVerts;
convexDesc.points.stride = sizeof(PxVec3);
convexDesc.points.data = verts;
convexDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX;
PxConvexMesh* convexMesh = PxCreateConvexMesh(params, convexDesc);
const PxConvexMeshGeometry convexGeom(convexMesh);
MassProps massProps;
computeMassProps(massProps, convexGeom, 1.0f);
const PxQuat rot = PxShortestRotation(PxVec3(0.0f, 0.0f, 1.0f), PxVec3(0.0f, 1.0f, 0.0f));
PxU32 Nb = 14;
float altitude = radius;
float offsetX = 0.0f;
while(Nb)
{
for(PxU32 i=0;i<Nb;i++)
{
createActor(convexGeom, PxTransform(PxVec3(offsetX + float(i)*radius*2.2f, altitude, 0.0f), rot), &massProps);
}
Nb--;
altitude += halfHeight*2.0f+0.01f;
offsetX += radius*1.1f;
}
createGroundPlane();
}
}
void ImmediateScene::updateArticulations(float dt)
{
#if USE_TGS
const float stepDt = dt/gNbIterPos;
const float invTotalDt = 1.0f/dt;
const float stepInvDt = 1.0f/stepDt;
#endif
const PxU32 nbArticulations = mArticulations.size();
for(PxU32 i=0;i<nbArticulations;i++)
{
PxArticulationHandle articulation = mArticulations[i];
#if USE_TGS
PxComputeUnconstrainedVelocitiesTGS(articulation, gGravity, stepDt, dt, stepInvDt, invTotalDt, 1.0f);
#else
PxComputeUnconstrainedVelocities(articulation, gGravity, dt, 1.0f);
#endif
}
}
void ImmediateScene::updateBounds()
{
PX_SIMD_GUARD
// PT: in this snippet we simply recompute all bounds each frame (i.e. even static ones)
const PxU32 nbActors = mActors.size();
for(PxU32 i=0;i<nbActors;i++)
PxGeometryQuery::computeGeomBounds(mBounds[i], mGeoms[i].any(), mPoses[i], gBoundsInflation, 1.0f, PxGeometryQueryFlag::Enum(0));
}
void ImmediateScene::broadPhase()
{
// PT: in this snippet we simply do a brute-force O(n^2) broadphase between all actors
mBroadphasePairs.clear();
const PxU32 nbActors = mActors.size();
for(PxU32 i=0; i<nbActors; i++)
{
const ImmediateActor::Type type0 = mActors[i].mType;
for(PxU32 j=i+1; j<nbActors; j++)
{
const ImmediateActor::Type type1 = mActors[j].mType;
// Filtering
{
if(type0==ImmediateActor::eSTATIC && type1==ImmediateActor::eSTATIC)
continue;
if(mActors[i].mCollisionGroup==1 && mActors[j].mCollisionGroup==1)
continue;
if(isCollisionDisabled(i, j))
continue;
}
if(mBounds[i].intersects(mBounds[j]))
{
mBroadphasePairs.pushBack(IDS(i, j));
}
#if WITH_PERSISTENCY
else
{
//No collision detection performed at all so clear contact cache and friction data
mPersistentPairs.erase(IDS(i, j));
}
#endif
}
}
}
void ImmediateScene::narrowPhase()
{
class ContactRecorder : public PxContactRecorder
{
public:
ContactRecorder(ImmediateScene* scene, PxU32 id0, PxU32 id1) : mScene(scene), mID0(id0), mID1(id1), mHasContacts(false) {}
virtual bool recordContacts(const PxContactPoint* contactPoints, PxU32 nbContacts, PxU32 /*index*/)
{
{
ImmediateScene::ContactPair pair;
pair.mID0 = mID0;
pair.mID1 = mID1;
pair.mNbContacts = nbContacts;
pair.mStartContactIndex = mScene->mContactPoints.size();
mScene->mContactPairs.pushBack(pair);
mHasContacts = true;
}
for(PxU32 i=0; i<nbContacts; i++)
{
// Fill in solver-specific data that our contact gen does not produce...
PxContactPoint point = contactPoints[i];
point.maxImpulse = PX_MAX_F32;
point.targetVel = PxVec3(0.0f);
point.staticFriction = gStaticFriction;
point.dynamicFriction = gDynamicFriction;
point.restitution = gRestitution;
point.materialFlags = PxMaterialFlag::eIMPROVED_PATCH_FRICTION;
mScene->mContactPoints.pushBack(point);
}
return true;
}
ImmediateScene* mScene;
PxU32 mID0;
PxU32 mID1;
bool mHasContacts;
};
mCacheAllocator->reset();
mConstraintAllocator->release();
mContactPairs.resize(0);
mContactPoints.resize(0);
const PxU32 nbPairs = mBroadphasePairs.size();
for(PxU32 i=0;i<nbPairs;i++)
{
const IDS& pair = mBroadphasePairs[i];
const PxTransform& tr0 = mPoses[pair.mID0];
const PxTransform& tr1 = mPoses[pair.mID1];
const PxGeometry* pxGeom0 = &mGeoms[pair.mID0].any();
const PxGeometry* pxGeom1 = &mGeoms[pair.mID1].any();
ContactRecorder contactRecorder(this, pair.mID0, pair.mID1);
#if WITH_PERSISTENCY
PersistentContactPair& persistentData = mPersistentPairs[IDS(pair.mID0, pair.mID1)];
PxGenerateContacts(&pxGeom0, &pxGeom1, &tr0, &tr1, &persistentData.cache, 1, contactRecorder, gContactDistance, gMeshContactMargin, gToleranceLength, *mCacheAllocator);
if(!contactRecorder.mHasContacts)
{
//Contact generation run but no touches found so clear cached friction data
persistentData.frictions = NULL;
persistentData.nbFrictions = 0;
}
#else
PxCache cache;
PxGenerateContacts(&pxGeom0, &pxGeom1, &tr0, &tr1, &cache, 1, contactRecorder, gContactDistance, gMeshContactMargin, gToleranceLength, *mCacheAllocator);
#endif
}
if(1)
{
printf("Narrow-phase: %d contacts \r", mContactPoints.size());
}
}
void ImmediateScene::buildSolverBodyData(float dt)
{
const PxU32 nbActors = mActors.size();
for(PxU32 i=0;i<nbActors;i++)
{
if(mActors[i].mType==ImmediateActor::eSTATIC)
{
#if USE_TGS
PxConstructStaticSolverBodyTGS(mPoses[i], mSolverBodies[i], mSolverBodyTxInertias[i], mSolverBodyData[i]);
#else
PxConstructStaticSolverBody(mPoses[i], mSolverBodyData[i]);
#endif
}
else
{
PxRigidBodyData data;
data.linearVelocity = mActors[i].mLinearVelocity;
data.angularVelocity = mActors[i].mAngularVelocity;
data.invMass = mActors[i].mMassProps.mInvMass;
data.invInertia = mActors[i].mMassProps.mInvInertia;
data.body2World = mPoses[i];
data.maxDepenetrationVelocity = gMaxDepenetrationVelocity;
data.maxContactImpulse = gMaxContactImpulse;
data.linearDamping = gLinearDamping;
data.angularDamping = gAngularDamping;
data.maxLinearVelocitySq = gMaxLinearVelocity*gMaxLinearVelocity;
data.maxAngularVelocitySq = gMaxAngularVelocity*gMaxAngularVelocity;
#if USE_TGS
PxConstructSolverBodiesTGS(&data, &mSolverBodies[i], &mSolverBodyTxInertias[i], &mSolverBodyData[i], 1, gGravity, dt);
#else
PxConstructSolverBodies(&data, &mSolverBodyData[i], 1, gGravity, dt);
#endif
}
}
}
#if USE_TGS
static void setupDesc(PxSolverConstraintDesc& desc, const ImmediateScene::ImmediateActor* actors, PxTGSSolverBodyVel* solverBodies, PxU32 id, bool aorb)
#else
static void setupDesc(PxSolverConstraintDesc& desc, const ImmediateScene::ImmediateActor* actors, PxSolverBody* solverBodies, PxU32 id, bool aorb)
#endif
{
if(!aorb)
desc.bodyADataIndex = id;
else
desc.bodyBDataIndex = id;
const PxArticulationLinkHandle& link = actors[id].mLink;
if(link.articulation)
{
if(!aorb)
{
desc.articulationA = link.articulation;
desc.linkIndexA = link.linkId;
}
else
{
desc.articulationB = link.articulation;
desc.linkIndexB = link.linkId;
}
}
else
{
if(!aorb)
{
#if USE_TGS
desc.tgsBodyA = &solverBodies[id];
#else
desc.bodyA = &solverBodies[id];
#endif
desc.linkIndexA = PxSolverConstraintDesc::RIGID_BODY;
}
else
{
#if USE_TGS
desc.tgsBodyB = &solverBodies[id];
#else
desc.bodyB = &solverBodies[id];
#endif
desc.linkIndexB = PxSolverConstraintDesc::RIGID_BODY;
}
}
}
void ImmediateScene::buildSolverConstraintDesc()
{
const PxU32 nbContactPairs = mContactPairs.size();
#ifdef TEST_IMMEDIATE_JOINTS
const PxU32 nbJoints = mJointData.size();
mSolverConstraintDesc.resize(nbContactPairs+nbJoints);
#else
mSolverConstraintDesc.resize(nbContactPairs);
#endif
for(PxU32 i=0; i<nbContactPairs; i++)
{
const ContactPair& pair = mContactPairs[i];
PxSolverConstraintDesc& desc = mSolverConstraintDesc[i];
setupDesc(desc, mActors.begin(), mSolverBodies.begin(), pair.mID0, false);
setupDesc(desc, mActors.begin(), mSolverBodies.begin(), pair.mID1, true);
//Cache pointer to our contact data structure and identify which type of constraint this is. We'll need this later after batching.
//If we choose not to perform batching and instead just create a single header per-pair, then this would not be necessary because
//the constraintDescs would not have been reordered
desc.constraint = reinterpret_cast<PxU8*>(const_cast<ContactPair*>(&pair));
desc.constraintLengthOver16 = PxSolverConstraintDesc::eCONTACT_CONSTRAINT;
}
#ifdef TEST_IMMEDIATE_JOINTS
for(PxU32 i=0; i<nbJoints; i++)
{
const MyJointData& jointData = mJointData[i];
PxSolverConstraintDesc& desc = mSolverConstraintDesc[nbContactPairs+i];
const PxU32 id0 = jointData.mActors[0];
const PxU32 id1 = jointData.mActors[1];
setupDesc(desc, mActors.begin(), mSolverBodies.begin(), id0, false);
setupDesc(desc, mActors.begin(), mSolverBodies.begin(), id1, true);
desc.constraint = reinterpret_cast<PxU8*>(const_cast<MyJointData*>(&jointData));
desc.constraintLengthOver16 = PxSolverConstraintDesc::eJOINT_CONSTRAINT;
}
#endif
}
#ifdef TEST_IMMEDIATE_JOINTS
// PT: this is copied from PxExtensions, it's the solver prep function for spherical joints
//TAG:solverprepshader
static PxU32 SphericalJointSolverPrep(Px1DConstraint* constraints,
PxVec3p& body0WorldOffset,
PxU32 /*maxConstraints*/,
PxConstraintInvMassScale& invMassScale,
const void* constantBlock,
const PxTransform& bA2w,
const PxTransform& bB2w,
bool /*useExtendedLimits*/,
PxVec3p& cA2wOut, PxVec3p& cB2wOut)
{
const MyJointData& data = *reinterpret_cast<const MyJointData*>(constantBlock);
PxTransform32 cA2w, cB2w;
Ext::joint::ConstraintHelper ch(constraints, invMassScale, cA2w, cB2w, body0WorldOffset, data, bA2w, bB2w);
Ext::joint::applyNeighborhoodOperator(cA2w, cB2w);
/* if(data.jointFlags & PxSphericalJointFlag::eLIMIT_ENABLED)
{
PxQuat swing, twist;
PxSeparateSwingTwist(cA2w.q.getConjugate() * cB2w.q, swing, twist);
PX_ASSERT(PxAbs(swing.x)<1e-6f);
// PT: TODO: refactor with D6 joint code
PxVec3 axis;
PxReal error;
const PxReal pad = data.limit.isSoft() ? 0.0f : data.limit.contactDistance;
const Cm::ConeLimitHelperTanLess coneHelper(data.limit.yAngle, data.limit.zAngle, pad);
const bool active = coneHelper.getLimit(swing, axis, error);
if(active)
ch.angularLimit(cA2w.rotate(axis), error, data.limit);
}*/
PxVec3 ra, rb;
ch.prepareLockedAxes(cA2w.q, cB2w.q, cA2w.transformInv(cB2w.p), 7, 0, ra, rb);
cA2wOut = ra + bA2w.p;
cB2wOut = rb + bB2w.p;
return ch.getCount();
}
#endif
#if USE_TGS
static void setupDesc(PxTGSSolverContactDesc& contactDesc, const ImmediateScene::ImmediateActor* actors, PxTGSSolverBodyTxInertia* txInertias, PxTGSSolverBodyData* solverBodyData, PxTransform* poses, const PxU32 id, const bool aorb)
{
PxTransform& bodyFrame = aorb ? contactDesc.bodyFrame1 : contactDesc.bodyFrame0;
PxSolverConstraintPrepDescBase::BodyState& bodyState = aorb ? contactDesc.bodyState1 : contactDesc.bodyState0;
const PxTGSSolverBodyData*& data = aorb ? contactDesc.bodyData1 : contactDesc.bodyData0;
const PxTGSSolverBodyTxInertia*& txI = aorb ? contactDesc.body1TxI : contactDesc.body0TxI;
const PxArticulationLinkHandle& link = actors[id].mLink;
if(link.articulation)
{
PxArticulationLinkDerivedDataRC linkData;
bool status = PxGetLinkData(link, linkData);
PX_ASSERT(status);
PX_UNUSED(status);
data = NULL;
txI = NULL;
bodyFrame = linkData.pose;
bodyState = PxSolverConstraintPrepDescBase::eARTICULATION;
}
else
{
data = &solverBodyData[id];
txI = &txInertias[id];
bodyFrame = poses[id];
bodyState = actors[id].mType == ImmediateScene::ImmediateActor::eDYNAMIC ? PxSolverConstraintPrepDescBase::eDYNAMIC_BODY : PxSolverConstraintPrepDescBase::eSTATIC_BODY;
}
}
#else
static void setupDesc(PxSolverContactDesc& contactDesc, const ImmediateScene::ImmediateActor* actors, PxSolverBodyData* solverBodyData, const PxU32 id, const bool aorb)
{
PxTransform& bodyFrame = aorb ? contactDesc.bodyFrame1 : contactDesc.bodyFrame0;
PxSolverConstraintPrepDescBase::BodyState& bodyState = aorb ? contactDesc.bodyState1 : contactDesc.bodyState0;
const PxSolverBodyData*& data = aorb ? contactDesc.data1 : contactDesc.data0;
const PxArticulationLinkHandle& link = actors[id].mLink;
if(link.articulation)
{
PxArticulationLinkDerivedDataRC linkData;
bool status = PxGetLinkData(link, linkData);
PX_ASSERT(status);
PX_UNUSED(status);
data = NULL;
bodyFrame = linkData.pose;
bodyState = PxSolverConstraintPrepDescBase::eARTICULATION;
}
else
{
data = &solverBodyData[id];
bodyFrame = solverBodyData[id].body2World;
bodyState = actors[id].mType == ImmediateScene::ImmediateActor::eDYNAMIC ? PxSolverConstraintPrepDescBase::eDYNAMIC_BODY : PxSolverConstraintPrepDescBase::eSTATIC_BODY;
}
}
#endif
#if USE_TGS
static void setupJointDesc(PxTGSSolverConstraintPrepDesc& jointDesc, const ImmediateScene::ImmediateActor* actors, PxTGSSolverBodyTxInertia* txInertias, PxTGSSolverBodyData* solverBodyData, PxTransform* poses, const PxU32 bodyDataIndex, const bool aorb)
{
if(!aorb)
{
jointDesc.bodyData0 = &solverBodyData[bodyDataIndex];
jointDesc.body0TxI = &txInertias[bodyDataIndex];
}
else
{
jointDesc.bodyData1 = &solverBodyData[bodyDataIndex];
jointDesc.body1TxI = &txInertias[bodyDataIndex];
}
PxTransform& bodyFrame = aorb ? jointDesc.bodyFrame1 : jointDesc.bodyFrame0;
PxSolverConstraintPrepDescBase::BodyState& bodyState = aorb ? jointDesc.bodyState1 : jointDesc.bodyState0;
if(actors[bodyDataIndex].mLink.articulation)
{
PxArticulationLinkDerivedDataRC linkData;
bool status = PxGetLinkData(actors[bodyDataIndex].mLink, linkData);
PX_ASSERT(status);
PX_UNUSED(status);
bodyFrame = linkData.pose;
bodyState = PxSolverConstraintPrepDescBase::eARTICULATION;
}
else
{
//This may seem redundant but the bodyFrame is not defined by the bodyData object when using articulations.
// PT: TODO: this is a bug in the immediate mode snippet
if(actors[bodyDataIndex].mType == ImmediateScene::ImmediateActor::eSTATIC)
{
bodyFrame = PxTransform(PxIdentity);
bodyState = PxSolverConstraintPrepDescBase::eSTATIC_BODY;
}
else
{
bodyFrame = poses[bodyDataIndex];
bodyState = PxSolverConstraintPrepDescBase::eDYNAMIC_BODY;
}
}
}
#else
static void setupJointDesc(PxSolverConstraintPrepDesc& jointDesc, const ImmediateScene::ImmediateActor* actors, PxSolverBodyData* solverBodyData, const PxU32 bodyDataIndex, const bool aorb)
{
if(!aorb)
jointDesc.data0 = &solverBodyData[bodyDataIndex];
else
jointDesc.data1 = &solverBodyData[bodyDataIndex];
PxTransform& bodyFrame = aorb ? jointDesc.bodyFrame1 : jointDesc.bodyFrame0;
PxSolverConstraintPrepDescBase::BodyState& bodyState = aorb ? jointDesc.bodyState1 : jointDesc.bodyState0;
if(actors[bodyDataIndex].mLink.articulation)
{
PxArticulationLinkDerivedDataRC linkData;
bool status = PxGetLinkData(actors[bodyDataIndex].mLink, linkData);
PX_ASSERT(status);
PX_UNUSED(status);
bodyFrame = linkData.pose;
bodyState = PxSolverConstraintPrepDescBase::eARTICULATION;
}
else
{
//This may seem redundant but the bodyFrame is not defined by the bodyData object when using articulations.
// PT: TODO: this is a bug in the immediate mode snippet
if(actors[bodyDataIndex].mType == ImmediateScene::ImmediateActor::eSTATIC)
{
bodyFrame = PxTransform(PxIdentity);
bodyState = PxSolverConstraintPrepDescBase::eSTATIC_BODY;
}
else
{
bodyFrame = solverBodyData[bodyDataIndex].body2World;
bodyState = PxSolverConstraintPrepDescBase::eDYNAMIC_BODY;
}
}
}
#endif
void ImmediateScene::createContactConstraints(float dt, float invDt, float lengthScale, const PxU32 nbPosIterations)
{
//Only referenced if using TGS solver
PX_UNUSED(lengthScale);
PX_UNUSED(nbPosIterations);
#if USE_TGS
const float stepDt = dt/float(nbPosIterations);
const float stepInvDt = invDt*float(nbPosIterations);
#endif
#if BATCH_CONTACTS
mHeaders.resize(mSolverConstraintDesc.size());
const PxU32 nbBodies = mActors.size() - mNbStaticActors;
mOrderedSolverConstraintDesc.resize(mSolverConstraintDesc.size());
PxArray<PxSolverConstraintDesc>& orderedDescs = mOrderedSolverConstraintDesc;
#if USE_TGS
const PxU32 nbContactHeaders = physx::immediate::PxBatchConstraintsTGS( mSolverConstraintDesc.begin(), mContactPairs.size(), mSolverBodies.begin(), nbBodies,
mHeaders.begin(), orderedDescs.begin(),
mArticulations.begin(), mArticulations.size());
//2 batch the joints...
const PxU32 nbJointHeaders = physx::immediate::PxBatchConstraintsTGS( mSolverConstraintDesc.begin() + mContactPairs.size(), mJointData.size(), mSolverBodies.begin(), nbBodies,
mHeaders.begin() + nbContactHeaders, orderedDescs.begin() + mContactPairs.size(),
mArticulations.begin(), mArticulations.size());
#else
//1 batch the contacts
const PxU32 nbContactHeaders = physx::immediate::PxBatchConstraints(mSolverConstraintDesc.begin(), mContactPairs.size(), mSolverBodies.begin(), nbBodies,
mHeaders.begin(), orderedDescs.begin(),
mArticulations.begin(), mArticulations.size());
//2 batch the joints...
const PxU32 nbJointHeaders = physx::immediate::PxBatchConstraints( mSolverConstraintDesc.begin() + mContactPairs.size(), mJointData.size(), mSolverBodies.begin(), nbBodies,
mHeaders.begin() + nbContactHeaders, orderedDescs.begin() + mContactPairs.size(),
mArticulations.begin(), mArticulations.size());
#endif
const PxU32 totalHeaders = nbContactHeaders + nbJointHeaders;
mHeaders.forceSize_Unsafe(totalHeaders);
#else
PxArray<PxSolverConstraintDesc>& orderedDescs = mSolverConstraintDesc;
const PxU32 nbContactHeaders = mContactPairs.size();
#ifdef TEST_IMMEDIATE_JOINTS
const PxU32 nbJointHeaders = mJointData.size();
PX_ASSERT(nbContactHeaders+nbJointHeaders==mSolverConstraintDesc.size());
mHeaders.resize(nbContactHeaders+nbJointHeaders);
#else
PX_ASSERT(nbContactHeaders==mSolverConstraintDesc.size());
PX_UNUSED(dt);
mHeaders.resize(nbContactHeaders);
#endif
// We are bypassing the constraint batching so we create dummy PxConstraintBatchHeaders
for(PxU32 i=0; i<nbContactHeaders; i++)
{
PxConstraintBatchHeader& hdr = mHeaders[i];
hdr.startIndex = i;
hdr.stride = 1;
hdr.constraintType = PxSolverConstraintDesc::eCONTACT_CONSTRAINT;
}
#ifdef TEST_IMMEDIATE_JOINTS
for(PxU32 i=0; i<nbJointHeaders; i++)
{
PxConstraintBatchHeader& hdr = mHeaders[nbContactHeaders+i];
hdr.startIndex = i;
hdr.stride = 1;
hdr.constraintType = PxSolverConstraintDesc::eJOINT_CONSTRAINT;
}
#endif
#endif
mContactForces.resize(mContactPoints.size());
for(PxU32 i=0; i<nbContactHeaders; i++)
{
PxConstraintBatchHeader& header = mHeaders[i];
PX_ASSERT(header.constraintType == PxSolverConstraintDesc::eCONTACT_CONSTRAINT);
#if USE_TGS
PxTGSSolverContactDesc contactDescs[4];
#else
PxSolverContactDesc contactDescs[4];
#endif
#if WITH_PERSISTENCY
PersistentContactPair* persistentPairs[4];
#endif
for(PxU32 a=0; a<header.stride; a++)
{
PxSolverConstraintDesc& constraintDesc = orderedDescs[header.startIndex + a];
//Extract the contact pair that we saved in this structure earlier.
const ContactPair& pair = *reinterpret_cast<const ContactPair*>(constraintDesc.constraint);
#if USE_TGS
PxTGSSolverContactDesc& contactDesc = contactDescs[a];
PxMemZero(&contactDesc, sizeof(contactDesc));
setupDesc(contactDesc, mActors.begin(), mSolverBodyTxInertias.begin(), mSolverBodyData.begin(), mPoses.begin(), pair.mID0, false);
setupDesc(contactDesc, mActors.begin(), mSolverBodyTxInertias.begin(), mSolverBodyData.begin(), mPoses.begin(), pair.mID1, true);
contactDesc.body0 = constraintDesc.tgsBodyA;
contactDesc.body1 = constraintDesc.tgsBodyB;
contactDesc.torsionalPatchRadius = 0.0f;
contactDesc.minTorsionalPatchRadius = 0.0f;
#else
PxSolverContactDesc& contactDesc = contactDescs[a];
PxMemZero(&contactDesc, sizeof(contactDesc));
setupDesc(contactDesc, mActors.begin(), mSolverBodyData.begin(), pair.mID0, false);
setupDesc(contactDesc, mActors.begin(), mSolverBodyData.begin(), pair.mID1, true);
contactDesc.body0 = constraintDesc.bodyA;
contactDesc.body1 = constraintDesc.bodyB;
#endif
contactDesc.contactForces = &mContactForces[pair.mStartContactIndex];
contactDesc.contacts = &mContactPoints[pair.mStartContactIndex];
contactDesc.numContacts = pair.mNbContacts;
#if WITH_PERSISTENCY
const PxHashMap<IDS, PersistentContactPair>::Entry* e = mPersistentPairs.find(IDS(pair.mID0, pair.mID1));
PX_ASSERT(e);
{
PersistentContactPair& pcp = const_cast<PersistentContactPair&>(e->second);
contactDesc.frictionPtr = pcp.frictions;
contactDesc.frictionCount = PxU8(pcp.nbFrictions);
persistentPairs[a] = &pcp;
}
#else
contactDesc.frictionPtr = NULL;
contactDesc.frictionCount = 0;
#endif
contactDesc.maxCCDSeparation = PX_MAX_F32;
contactDesc.desc = &constraintDesc;
contactDesc.invMassScales.angular0 = contactDesc.invMassScales.angular1 = contactDesc.invMassScales.linear0 = contactDesc.invMassScales.linear1 = 1.0f;
}
#if USE_TGS
PxCreateContactConstraintsTGS(&header, 1, contactDescs, *mConstraintAllocator, stepInvDt, invDt, gBounceThreshold, gFrictionOffsetThreshold, gCorrelationDistance);
#else
PxCreateContactConstraints(&header, 1, contactDescs, *mConstraintAllocator, invDt, gBounceThreshold, gFrictionOffsetThreshold, gCorrelationDistance, mTempZ.begin());
#endif
#if WITH_PERSISTENCY
//Cache friction information...
for (PxU32 a = 0; a < header.stride; ++a)
{
#if USE_TGS
const PxTGSSolverContactDesc& contactDesc = contactDescs[a];
#else
const PxSolverContactDesc& contactDesc = contactDescs[a];
#endif
PersistentContactPair& pcp = *persistentPairs[a];
pcp.frictions = contactDesc.frictionPtr;
pcp.nbFrictions = contactDesc.frictionCount;
}
#endif
}
#ifdef TEST_IMMEDIATE_JOINTS
for(PxU32 i=0; i<nbJointHeaders; i++)
{
PxConstraintBatchHeader& header = mHeaders[nbContactHeaders+i];
PX_ASSERT(header.constraintType == PxSolverConstraintDesc::eJOINT_CONSTRAINT);
{
#if USE_TGS
PxTGSSolverConstraintPrepDesc jointDescs[4];
#else
PxSolverConstraintPrepDesc jointDescs[4];
#endif
PxImmediateConstraint constraints[4];
header.startIndex += mContactPairs.size();
for(PxU32 a=0; a<header.stride; a++)
{
PxSolverConstraintDesc& constraintDesc = orderedDescs[header.startIndex + a];
//Extract the contact pair that we saved in this structure earlier.
const MyJointData& jd = *reinterpret_cast<const MyJointData*>(constraintDesc.constraint);
constraints[a].prep = SphericalJointSolverPrep;
constraints[a].constantBlock = &jd;
#if USE_TGS
PxTGSSolverConstraintPrepDesc& jointDesc = jointDescs[a];
jointDesc.body0 = constraintDesc.tgsBodyA;
jointDesc.body1 = constraintDesc.tgsBodyB;
setupJointDesc(jointDesc, mActors.begin(), mSolverBodyTxInertias.begin(), mSolverBodyData.begin(), mPoses.begin(), constraintDesc.bodyADataIndex, false);
setupJointDesc(jointDesc, mActors.begin(), mSolverBodyTxInertias.begin(), mSolverBodyData.begin(), mPoses.begin(), constraintDesc.bodyBDataIndex, true);
#else
PxSolverConstraintPrepDesc& jointDesc = jointDescs[a];
jointDesc.body0 = constraintDesc.bodyA;
jointDesc.body1 = constraintDesc.bodyB;
setupJointDesc(jointDesc, mActors.begin(), mSolverBodyData.begin(), constraintDesc.bodyADataIndex, false);
setupJointDesc(jointDesc, mActors.begin(), mSolverBodyData.begin(), constraintDesc.bodyBDataIndex, true);
#endif
jointDesc.desc = &constraintDesc;
jointDesc.writeback = NULL;
jointDesc.linBreakForce = PX_MAX_F32;
jointDesc.angBreakForce = PX_MAX_F32;
jointDesc.minResponseThreshold = 0;
jointDesc.disablePreprocessing = false;
jointDesc.improvedSlerp = false;
jointDesc.driveLimitsAreForces = false;
jointDesc.invMassScales.angular0 = jointDesc.invMassScales.angular1 = jointDesc.invMassScales.linear0 = jointDesc.invMassScales.linear1 = 1.0f;
}
#if USE_TGS
immediate::PxCreateJointConstraintsWithImmediateShadersTGS(&header, 1, constraints, jointDescs, *mConstraintAllocator, stepDt, dt, stepInvDt, invDt, lengthScale);
#else
immediate::PxCreateJointConstraintsWithImmediateShaders(&header, 1, constraints, jointDescs, *mConstraintAllocator, dt, invDt, mTempZ.begin());
#endif
}
}
#endif
}
void ImmediateScene::solveAndIntegrate(float dt)
{
#ifdef PRINT_TIMINGS
unsigned long long time0 = __rdtsc();
#endif
const PxU32 totalNbActors = mActors.size();
const PxU32 nbDynamicActors = totalNbActors - mNbStaticActors - mNbArticulationLinks;
const PxU32 nbDynamic = nbDynamicActors + mNbArticulationLinks;
mMotionLinearVelocity.resize(nbDynamic);
mMotionAngularVelocity.resize(nbDynamic);
const PxU32 nbArticulations = mArticulations.size();
PxArticulationHandle* articulations = mArticulations.begin();
#if USE_TGS
const float stepDt = dt/float(gNbIterPos);
immediate::PxSolveConstraintsTGS(mHeaders.begin(), mHeaders.size(),
#if BATCH_CONTACTS
mOrderedSolverConstraintDesc.begin(),
#else
mSolverConstraintDesc.begin(),
#endif
mSolverBodies.begin(), mSolverBodyTxInertias.begin(),
nbDynamic, gNbIterPos, gNbIterVel, stepDt, 1.0f / stepDt, nbArticulations, articulations,
mTempZ.begin(), mTempDeltaV.begin());
#else
PxMemZero(mSolverBodies.begin(), mSolverBodies.size() * sizeof(PxSolverBody));
PxSolveConstraints( mHeaders.begin(), mHeaders.size(),
#if BATCH_CONTACTS
mOrderedSolverConstraintDesc.begin(),
#else
mSolverConstraintDesc.begin(),
#endif
mSolverBodies.begin(),
mMotionLinearVelocity.begin(), mMotionAngularVelocity.begin(), nbDynamic, gNbIterPos, gNbIterVel,
dt, 1.0f/dt, nbArticulations, articulations,
mTempZ.begin(), mTempDeltaV.begin());
#endif
#ifdef PRINT_TIMINGS
unsigned long long time1 = __rdtsc();
#endif
#if USE_TGS
PxIntegrateSolverBodiesTGS(mSolverBodies.begin(), mSolverBodyTxInertias.begin(), mPoses.begin(), nbDynamicActors, dt);
for (PxU32 i = 0; i<nbArticulations; i++)
PxUpdateArticulationBodiesTGS(articulations[i], dt);
for (PxU32 i = 0; i<nbDynamicActors; i++)
{
PX_ASSERT(mActors[i].mType == ImmediateActor::eDYNAMIC);
const PxTGSSolverBodyVel& data = mSolverBodies[i];
mActors[i].mLinearVelocity = data.linearVelocity;
mActors[i].mAngularVelocity = data.angularVelocity;
}
#else
PxIntegrateSolverBodies(mSolverBodyData.begin(), mSolverBodies.begin(), mMotionLinearVelocity.begin(), mMotionAngularVelocity.begin(), nbDynamicActors, dt);
for (PxU32 i = 0; i<nbArticulations; i++)
PxUpdateArticulationBodies(articulations[i], dt);
for (PxU32 i = 0; i<nbDynamicActors; i++)
{
PX_ASSERT(mActors[i].mType == ImmediateActor::eDYNAMIC);
const PxSolverBodyData& data = mSolverBodyData[i];
mActors[i].mLinearVelocity = data.linearVelocity;
mActors[i].mAngularVelocity = data.angularVelocity;
mPoses[i] = data.body2World;
}
#endif
for(PxU32 i=0;i<mNbArticulationLinks;i++)
{
const PxU32 j = nbDynamicActors + i;
PX_ASSERT(mActors[j].mType==ImmediateActor::eLINK);
PxArticulationLinkDerivedDataRC data;
bool status = PxGetLinkData(mActors[j].mLink, data);
PX_ASSERT(status);
PX_UNUSED(status);
mActors[j].mLinearVelocity = data.linearVelocity;
mActors[j].mAngularVelocity = data.angularVelocity;
mPoses[j] = data.pose;
}
#ifdef PRINT_TIMINGS
unsigned long long time2 = __rdtsc();
printf("solve: %d \n", (time1-time0)/1024);
printf("integrate: %d \n", (time2-time1)/1024);
#endif
}
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static ImmediateScene* gScene = NULL;
///////////////////////////////////////////////////////////////////////////////
PxU32 getNbGeoms()
{
return gScene ? gScene->mGeoms.size() : 0;
}
const PxGeometryHolder* getGeoms()
{
if(!gScene || !gScene->mGeoms.size())
return NULL;
return &gScene->mGeoms[0];
}
const PxTransform* getGeomPoses()
{
if(!gScene || !gScene->mPoses.size())
return NULL;
return &gScene->mPoses[0];
}
PxU32 getNbArticulations()
{
return gScene ? gScene->mArticulations.size() : 0;
}
PxArticulationHandle* getArticulations()
{
if(!gScene || !gScene->mArticulations.size())
return NULL;
return &gScene->mArticulations[0];
}
PxU32 getNbBounds()
{
if(!gDrawBounds)
return 0;
return gScene ? gScene->mBounds.size() : 0;
}
const PxBounds3* getBounds()
{
if(!gDrawBounds)
return NULL;
if(!gScene || !gScene->mBounds.size())
return NULL;
return &gScene->mBounds[0];
}
PxU32 getNbContacts()
{
return gScene ? gScene->mContactPoints.size() : 0;
}
const PxContactPoint* getContacts()
{
if(!gScene || !gScene->mContactPoints.size())
return NULL;
return &gScene->mContactPoints[0];
}
///////////////////////////////////////////////////////////////////////////////
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gScene = new ImmediateScene;
gScene->createScene();
}
void stepPhysics(bool /*interactive*/)
{
if(!gScene)
return;
if(gPause && !gOneFrame)
return;
gOneFrame = false;
const float dt = 1.0f/60.0f;
const float invDt = 60.0f;
{
#ifdef PRINT_TIMINGS
unsigned long long time = __rdtsc();
#endif
gScene->updateArticulations(dt);
#ifdef PRINT_TIMINGS
time = __rdtsc() - time;
printf("updateArticulations: %d \n", time/1024);
#endif
}
{
#ifdef PRINT_TIMINGS
unsigned long long time = __rdtsc();
#endif
gScene->updateBounds();
#ifdef PRINT_TIMINGS
time = __rdtsc() - time;
printf("updateBounds: %d \n", time/1024);
#endif
}
{
#ifdef PRINT_TIMINGS
unsigned long long time = __rdtsc();
#endif
gScene->broadPhase();
#ifdef PRINT_TIMINGS
time = __rdtsc() - time;
printf("broadPhase: %d \n", time/1024);
#endif
}
{
#ifdef PRINT_TIMINGS
unsigned long long time = __rdtsc();
#endif
gScene->narrowPhase();
#ifdef PRINT_TIMINGS
time = __rdtsc() - time;
printf("narrowPhase: %d \n", time/1024);
#endif
}
{
#ifdef PRINT_TIMINGS
unsigned long long time = __rdtsc();
#endif
gScene->buildSolverBodyData(dt);
#ifdef PRINT_TIMINGS
time = __rdtsc() - time;
printf("buildSolverBodyData: %d \n", time/1024);
#endif
}
{
#ifdef PRINT_TIMINGS
unsigned long long time = __rdtsc();
#endif
gScene->buildSolverConstraintDesc();
#ifdef PRINT_TIMINGS
time = __rdtsc() - time;
printf("buildSolverConstraintDesc: %d \n", time/1024);
#endif
}
{
#ifdef PRINT_TIMINGS
unsigned long long time = __rdtsc();
#endif
gScene->createContactConstraints(dt, invDt, 1.f, gNbIterPos);
#ifdef PRINT_TIMINGS
time = __rdtsc() - time;
printf("createContactConstraints: %d \n", time/1024);
#endif
}
{
#ifdef PRINT_TIMINGS
// unsigned long long time = __rdtsc();
#endif
gScene->solveAndIntegrate(dt);
#ifdef PRINT_TIMINGS
// time = __rdtsc() - time;
// printf("solveAndIntegrate: %d \n", time/1024);
#endif
}
if(gScene->mMotorLink.articulation)
{
gTime += 0.1f;
const float target = sinf(gTime) * 4.0f;
// printf("target: %f\n", target);
PxArticulationJointDataRC data;
bool status = PxGetJointData(gScene->mMotorLink, data);
PX_ASSERT(status);
data.targetVel[PxArticulationAxis::eTWIST] = target;
const PxVec3 boxExtents(0.5f, 0.1f, 0.5f);
const float s = boxExtents.x*1.1f + fabsf(sinf(gTime))*0.5f;
data.parentPose = PxTransform(PxVec3(0.0f, 0.0f, s));
data.childPose = PxTransform(PxVec3(0.0f, 0.0f, -s));
status = PxSetJointData(gScene->mMotorLink, data);
PX_ASSERT(status);
PX_UNUSED(status);
}
}
void cleanupPhysics(bool /*interactive*/)
{
PX_DELETE(gScene);
PX_RELEASE(gFoundation);
printf("SnippetImmediateArticulation done.\n");
}
void keyPress(unsigned char key, const PxTransform& /*camera*/)
{
if(key=='b' || key=='B')
gDrawBounds = !gDrawBounds;
if(key=='p' || key=='P')
gPause = !gPause;
if(key=='o' || key=='O')
{
gPause = true;
gOneFrame = true;
}
if(gScene)
{
if(key>=1 && key<=7)
{
gSceneIndex = key-1;
gScene->reset();
gScene->createScene();
}
if(key=='r' || key=='R')
{
gScene->reset();
gScene->createScene();
}
}
}
void renderText()
{
#ifdef RENDER_SNIPPET
Snippets::print("Press F1 to F7 to select a scene.");
#endif
}
int snippetMain(int, const char*const*)
{
printf("Immediate articulation snippet. Use these keys:\n");
printf(" P - enable/disable pause\n");
printf(" O - step simulation for one frame\n");
printf(" R - reset scene\n");
printf(" F1 to F6 - select scene\n");
printf("\n");
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 70,838 | C++ | 30.610442 | 253 | 0.729608 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetpbdinflatable/SnippetPBDInflatable.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates inflatable simulation using position-based dynamics
// particle simulation. It creates an inflatable body that drops to the ground.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#include "extensions/PxRemeshingExt.h"
#include "extensions/PxParticleExt.h"
#include "extensions/PxParticleClothCooker.h"
using namespace physx;
using namespace ExtGpu;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
static PxPBDParticleSystem* gParticleSystem = NULL;
static PxParticleClothBuffer* gUserClothBuffer = NULL;
static bool gIsRunning = true;
static void initObstacles()
{
PxShape* shape = gPhysics->createShape(PxCapsuleGeometry(0.5f, 4.f), *gMaterial);
PxRigidDynamic* body = gPhysics->createRigidDynamic(PxTransform(PxVec3(0.f, 5.0f, 2.f)));
body->attachShape(*shape);
body->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, true);
gScene->addActor(*body);
shape->release();
shape = gPhysics->createShape(PxCapsuleGeometry(0.5f, 4.f), *gMaterial);
body = gPhysics->createRigidDynamic(PxTransform(PxVec3(0.f, 5.0f, -2.f)));
body->attachShape(*shape);
body->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, true);
gScene->addActor(*body);
shape->release();
}
// -----------------------------------------------------------------------------------------------------------------
static void initScene()
{
PxCudaContextManager* cudaContextManager = NULL;
if (PxGetSuggestedCudaDeviceOrdinal(gFoundation->getErrorCallback()) >= 0)
{
// initialize CUDA
PxCudaContextManagerDesc cudaContextManagerDesc;
cudaContextManager = PxCreateCudaContextManager(*gFoundation, cudaContextManagerDesc, PxGetProfilerCallback());
if (cudaContextManager && !cudaContextManager->contextIsValid())
{
cudaContextManager->release();
cudaContextManager = NULL;
}
}
if (cudaContextManager == NULL)
{
PxGetFoundation().error(PxErrorCode::eINVALID_OPERATION, PX_FL, "Failed to initialize CUDA!\n");
}
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
gDispatcher = PxDefaultCpuDispatcherCreate(2);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
sceneDesc.cudaContextManager = cudaContextManager;
sceneDesc.staticStructure = PxPruningStructureType::eDYNAMIC_AABB_TREE;
sceneDesc.flags |= PxSceneFlag::eENABLE_PCM;
sceneDesc.flags |= PxSceneFlag::eENABLE_GPU_DYNAMICS;
sceneDesc.broadPhaseType = PxBroadPhaseType::eGPU;
sceneDesc.solverType = PxSolverType::eTGS;
gScene = gPhysics->createScene(sceneDesc);
}
// -----------------------------------------------------------------------------------------------------------------
PxVec3 cubeVertices[] = { PxVec3(0.5f, -0.5f, -0.5f), PxVec3(0.5f, -0.5f, 0.5f), PxVec3(-0.5f, -0.5f, 0.5f), PxVec3(-0.5f, -0.5f, -0.5f),
PxVec3(0.5f, 0.5f, -0.5f), PxVec3(0.5f, 0.5f, 0.5f), PxVec3(-0.5f, 0.5f, 0.5f), PxVec3(-0.5f, 0.5f, -0.5f) };
PxU32 cubeIndices[] = { 1, 2, 3, 7, 6, 5, 4, 5, 1, 5, 6, 2, 2, 6, 7, 0, 3, 7, 0, 1, 3, 4, 7, 5, 0, 4, 1, 1, 5, 2, 3, 2, 7, 4, 0, 7 };
static void projectPointsOntoSphere(PxArray<PxVec3>& triVerts, const PxVec3& center, PxReal radius)
{
for (PxU32 i = 0; i < triVerts.size(); ++i)
{
PxVec3 dir = triVerts[i] - center;
dir.normalize();
triVerts[i] = center + radius * dir;
}
}
static void createSphere(PxArray<PxVec3>& triVerts, PxArray<PxU32>& triIndices, const PxVec3& center, PxReal radius, const PxReal maxEdgeLength)
{
for (PxU32 i = 0; i < 8; ++i)
triVerts.pushBack(cubeVertices[i] * radius + center);
for (PxU32 i = 0; i < 36; ++i)
triIndices.pushBack(cubeIndices[i]);
projectPointsOntoSphere(triVerts, center, radius);
while (PxRemeshingExt::limitMaxEdgeLength(triIndices, triVerts, maxEdgeLength, 1))
projectPointsOntoSphere(triVerts, center, radius);
}
static void initInflatable(PxArray<PxVec3>& verts, PxArray<PxU32>& indices, const PxReal restOffset = 0.1f, const PxReal totalInflatableMass = 10.f)
{
PxCudaContextManager* cudaContextManager = gScene->getCudaContextManager();
if (cudaContextManager == NULL)
return;
PxArray<PxVec4> vertices;
vertices.resize(verts.size());
PxReal invMass = 1.0f / (totalInflatableMass / verts.size());
for (PxU32 i = 0; i < verts.size(); ++i)
vertices[i] = PxVec4(verts[i], invMass);
const PxU32 numParticles = vertices.size();
const PxReal stretchStiffness = 100000.f;
const PxReal shearStiffness = 1000.f;
const PxReal bendStiffness = 1000.f;
const PxReal pressure = 1.0f; //Pressure is used to compute the target volume of the inflatable by scaling its rest volume
// Cook cloth
PxParticleClothCooker* cooker = PxCreateParticleClothCooker(vertices.size(), vertices.begin(), indices.size(), indices.begin(),
PxParticleClothConstraint::eTYPE_HORIZONTAL_CONSTRAINT | PxParticleClothConstraint::eTYPE_VERTICAL_CONSTRAINT | PxParticleClothConstraint::eTYPE_DIAGONAL_CONSTRAINT);
cooker->cookConstraints();
cooker->calculateMeshVolume();
// Apply cooked constraints to particle springs
PxU32 constraintCount = cooker->getConstraintCount();
PxParticleClothConstraint* constraintBuffer = cooker->getConstraints();
PxArray<PxParticleSpring> springs;
springs.reserve(constraintCount);
for (PxU32 i = 0; i < constraintCount; i++)
{
const PxParticleClothConstraint& c = constraintBuffer[i];
PxReal stiffness = 0.0f;
switch (c.constraintType)
{
case PxParticleClothConstraint::eTYPE_INVALID_CONSTRAINT:
continue;
case PxParticleClothConstraint::eTYPE_HORIZONTAL_CONSTRAINT:
case PxParticleClothConstraint::eTYPE_VERTICAL_CONSTRAINT:
stiffness = stretchStiffness;
break;
case PxParticleClothConstraint::eTYPE_DIAGONAL_CONSTRAINT:
stiffness = shearStiffness;
break;
case PxParticleClothConstraint::eTYPE_BENDING_CONSTRAINT:
stiffness = bendStiffness;
break;
default:
PX_ASSERT("Invalid cloth constraint generated by PxParticleClothCooker");
}
PxParticleSpring spring;
spring.ind0 = c.particleIndexA;
spring.ind1 = c.particleIndexB;
spring.stiffness = stiffness;
spring.damping = 0.001f;
spring.length = c.length;
springs.pushBack(spring);
}
const PxU32 numSprings = springs.size();
// Read triangles from cooker
const PxU32 numTriangles = cooker->getTriangleIndicesCount() / 3;
const PxU32* triangles = cooker->getTriangleIndices();
// Material setup
PxPBDMaterial* defaultMat = gPhysics->createPBDMaterial(0.8f, 0.05f, 1e+6f, 0.001f, 0.5f, 0.005f, 0.05f, 0.f, 0.f);
PxPBDParticleSystem *particleSystem = gPhysics->createPBDParticleSystem(*cudaContextManager);
gParticleSystem = particleSystem;
// General particle system setting
particleSystem->setRestOffset(restOffset);
particleSystem->setContactOffset(restOffset + 0.02f);
particleSystem->setParticleContactOffset(restOffset + 0.02f);
particleSystem->setSolidRestOffset(restOffset);
particleSystem->setFluidRestOffset(0.0f);
gScene->addActor(*particleSystem);
// Create particles and add them to the particle system
const PxU32 particlePhase = particleSystem->createPhase(defaultMat, PxParticlePhaseFlags(PxParticlePhaseFlag::eParticlePhaseSelfCollideFilter | PxParticlePhaseFlag::eParticlePhaseSelfCollide));
PxU32* phases = cudaContextManager->allocPinnedHostBuffer<PxU32>(numParticles);
PxVec4* positionInvMass = cudaContextManager->allocPinnedHostBuffer<PxVec4>(numParticles);
PxVec4* velocity = cudaContextManager->allocPinnedHostBuffer<PxVec4>(numParticles);
for (PxU32 v = 0; v < numParticles; v++)
{
positionInvMass[v] = vertices[v];
velocity[v] = PxVec4(0.0f, 0.0f, 0.0f, 0.0f);
phases[v] = particlePhase;
}
PxParticleVolumeBufferHelper* volumeBuffers = PxCreateParticleVolumeBufferHelper(1, numTriangles, cudaContextManager); //Volumes are optional. They are used to accelerate scene queries, e. g. to support picking.
PxParticleClothBufferHelper* clothBuffers = PxCreateParticleClothBufferHelper(1, numTriangles, numSprings, numParticles, cudaContextManager);
clothBuffers->addCloth(0.0f, cooker->getMeshVolume(), pressure, triangles, numTriangles, springs.begin(), numSprings, positionInvMass, numParticles);
volumeBuffers->addVolume(0, numParticles, triangles, numTriangles);
cooker->release();
ExtGpu::PxParticleBufferDesc bufferDesc;
bufferDesc.maxParticles = numParticles;
bufferDesc.numActiveParticles = numParticles;
bufferDesc.positions = positionInvMass;
bufferDesc.velocities = velocity;
bufferDesc.phases = phases;
bufferDesc.maxVolumes = volumeBuffers->getMaxVolumes();
bufferDesc.numVolumes = volumeBuffers->getNumVolumes();
bufferDesc.volumes = volumeBuffers->getParticleVolumes();
PxParticleClothPreProcessor* clothPreProcessor = PxCreateParticleClothPreProcessor(cudaContextManager);
PxPartitionedParticleCloth output;
const PxParticleClothDesc& clothDesc = clothBuffers->getParticleClothDesc();
clothPreProcessor->partitionSprings(clothDesc, output);
clothPreProcessor->release();
gUserClothBuffer = physx::ExtGpu::PxCreateAndPopulateParticleClothBuffer(bufferDesc, clothDesc, output, cudaContextManager);
gParticleSystem->addParticleBuffer(gUserClothBuffer);
clothBuffers->release();
volumeBuffers->release();
cudaContextManager->freePinnedHostBuffer(positionInvMass);
cudaContextManager->freePinnedHostBuffer(velocity);
cudaContextManager->freePinnedHostBuffer(phases);
}
PxPBDParticleSystem* getParticleSystem()
{
return gParticleSystem;
}
PxParticleClothBuffer* getUserClothBuffer()
{
return gUserClothBuffer;
}
// -----------------------------------------------------------------------------------------------------------------
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport, PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), true, gPvd);
initScene();
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if (pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
// Setup Cloth
const PxReal totalInflatableMass = 100.0f;
PxReal particleSpacing = 0.05f;
PxArray<PxVec3> vertices;
PxArray<PxU32> indices;
createSphere(vertices, indices, PxVec3(0, 10, 0), 3, 0.25f);
initInflatable(vertices, indices, particleSpacing, totalInflatableMass);
initObstacles();
gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(0.f, 1.f, 0.f, 0.0f), *gMaterial));
// Setup rigid bodies
const PxReal boxSize = 0.75f;
const PxReal boxMass = 0.25f;
PxShape* shape = gPhysics->createShape(PxBoxGeometry(0.5f * boxSize, 0.5f * boxSize, 0.5f * boxSize), *gMaterial);
for (int i = 0; i < 5; ++i)
{
PxRigidDynamic* body = gPhysics->createRigidDynamic(PxTransform(PxVec3(i - 2.0f, 10, 0.f)));
body->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*body, boxMass);
gScene->addActor(*body);
}
shape->release();
}
// ---------------------------------------------------
void stepPhysics(bool /*interactive*/)
{
if (gIsRunning)
{
const PxReal dt = 1.0f / 60.0f;
gScene->simulate(dt);
gScene->fetchResults(true);
gScene->fetchResultsParticleSystem();
}
}
void cleanupPhysics(bool /*interactive*/)
{
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetPBDInflatable done.\n");
}
void keyPress(unsigned char key, const PxTransform& /*camera*/)
{
switch(toupper(key))
{
case 'P': gIsRunning = !gIsRunning; break;
}
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 14,487 | C++ | 36.926701 | 212 | 0.728377 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetstandalonebroadphase/SnippetStandaloneBroadphase.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates how to use a standalone broadphase.
// It creates a small custom scene (no PxScene) and creates a broadphase for the
// scene objects. These objects are then updated each frame and rendered in red
// when they touch another object, or green if they don't. Use the P and O keys
// to pause and step the simulation one frame, to visually check the results.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "PxImmediateMode.h"
#include "foundation/PxArray.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#ifdef RENDER_SNIPPET
#include "../snippetrender/SnippetCamera.h"
#include "../snippetrender/SnippetRender.h"
#endif
using namespace physx;
using namespace immediate;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static const PxU32 gNbObjects = 100;
static float gTime = 0.0f;
static bool gPause = false;
static bool gOneFrame = false;
static PxVec3 computeObjectPosition(PxU32 i)
{
const float coeff = float(i)*0.2f;
return PxVec3( sinf(gTime*coeff*0.567f)*cosf(gTime+coeff)*3.0f,
cosf(gTime*coeff*0.0917f)*cosf(gTime*1.17f+coeff)*2.0f,
sinf(gTime*coeff*0.533f)*cosf(gTime*0.33f+coeff)*3.0f);
}
namespace
{
class CustomScene
{
public:
CustomScene();
~CustomScene();
void release();
void addGeom(const PxGeometry& geom, const PxTransform& pose);
void render();
void updateObjects();
void createBroadphase();
void runBroadphase();
struct Object
{
PxGeometryHolder mGeom;
PxTransform mPose;
PxU32 mNbCollisions;
};
PxArray<Object> mObjects;
PxBroadPhase* mBroadphase;
PxAABBManager* mAABBManager;
};
CustomScene::CustomScene() : mBroadphase(NULL), mAABBManager(NULL)
{
}
CustomScene::~CustomScene()
{
}
void CustomScene::release()
{
PX_RELEASE(mAABBManager);
PX_RELEASE(mBroadphase);
mObjects.reset();
PX_DELETE_THIS;
}
void CustomScene::addGeom(const PxGeometry& geom, const PxTransform& pose)
{
Object obj;
obj.mGeom.storeAny(geom);
obj.mPose = pose;
mObjects.pushBack(obj);
}
void CustomScene::createBroadphase()
{
PxBroadPhaseDesc bpDesc(PxBroadPhaseType::eABP);
mBroadphase = PxCreateBroadPhase(bpDesc);
mAABBManager = PxCreateAABBManager(*mBroadphase);
const PxU32 nbObjects = mObjects.size();
for(PxU32 i=0;i<nbObjects;i++)
{
Object& obj = mObjects[i];
obj.mPose.p = computeObjectPosition(i);
obj.mNbCollisions = 0;
PxBounds3 bounds;
PxGeometryQuery::computeGeomBounds(bounds, obj.mGeom.any(), obj.mPose);
mAABBManager->addObject(i, bounds, PxGetBroadPhaseDynamicFilterGroup(i));
}
runBroadphase();
}
void CustomScene::runBroadphase()
{
PxBroadPhaseResults results;
mAABBManager->update(results);
for(PxU32 i=0;i<results.mNbCreatedPairs;i++)
{
const PxU32 id0 = results.mCreatedPairs[i].mID0;
const PxU32 id1 = results.mCreatedPairs[i].mID1;
mObjects[id0].mNbCollisions++;
mObjects[id1].mNbCollisions++;
}
for(PxU32 i=0;i<results.mNbDeletedPairs;i++)
{
const PxU32 id0 = results.mDeletedPairs[i].mID0;
const PxU32 id1 = results.mDeletedPairs[i].mID1;
PX_ASSERT(mObjects[id0].mNbCollisions);
PX_ASSERT(mObjects[id1].mNbCollisions);
mObjects[id0].mNbCollisions--;
mObjects[id1].mNbCollisions--;
}
}
void CustomScene::updateObjects()
{
if(gPause && !gOneFrame)
return;
gOneFrame = false;
gTime += 0.001f;
const PxU32 nbObjects = mObjects.size();
for(PxU32 i=0;i<nbObjects;i++)
{
Object& obj = mObjects[i];
obj.mPose.p = computeObjectPosition(i);
PxBounds3 newBounds;
PxGeometryQuery::computeGeomBounds(newBounds, obj.mGeom.any(), obj.mPose);
mAABBManager->updateObject(i, &newBounds);
}
runBroadphase();
}
void CustomScene::render()
{
updateObjects();
#ifdef RENDER_SNIPPET
const PxU32 nbObjects = mObjects.size();
for(PxU32 i=0;i<nbObjects;i++)
{
const Object& obj = mObjects[i];
const PxVec3 color = obj.mNbCollisions ? PxVec3(1.0f, 0.0f, 0.0f) : PxVec3(0.0f, 1.0f, 0.0f);
Snippets::renderGeoms(1, &obj.mGeom, &obj.mPose, false, color);
}
#endif
}
}
static void initScene()
{
}
static void releaseScene()
{
}
static CustomScene* gScene = NULL;
void renderScene()
{
if(gScene)
gScene->render();
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gScene = new CustomScene;
for(PxU32 i=0;i<gNbObjects;i++)
gScene->addGeom(PxBoxGeometry(PxVec3(0.1f)), PxTransform(PxVec3(0.0f, 0.0f, 0.0f)));
gScene->createBroadphase();
initScene();
}
void stepPhysics(bool /*interactive*/)
{
}
void cleanupPhysics(bool /*interactive*/)
{
releaseScene();
PX_RELEASE(gScene);
PX_RELEASE(gFoundation);
printf("SnippetStandaloneBroadphase done.\n");
}
void keyPress(unsigned char key, const PxTransform& /*camera*/)
{
if(key=='p' || key=='P')
gPause = !gPause;
if(key=='o' || key=='O')
{
gPause = true;
gOneFrame = true;
}
}
int snippetMain(int, const char*const*)
{
printf("Standalone broadphase snippet.\n");
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 7,206 | C++ | 24.831541 | 95 | 0.712046 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetimmediatemode/SnippetImmediateMode.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// ****************************************************************************
// This snippet illustrates the use of PhysX immediate mode.
//
// It creates a number of box stacks on a plane, and if rendering, allows the
// user to create new stacks and fire a ball from the camera position
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#include "../snippetutils/SnippetImmUtils.h"
#include "foundation/PxArray.h"
#include "PxImmediateMode.h"
#include "extensions/PxMassProperties.h"
#include "../snippetcommon/SnippetPrint.h"
#include "extensions/PxRigidActorExt.h"
#define USE_TGS 1
//Enables whether we want persistent state caching (contact cache, friction caching) or not. Avoiding persistency results in one-shot collision detection and zero friction
//correlation but simplifies code by not longer needing to cache persistent pairs.
#define WITH_PERSISTENCY 1
//Toggles between using low-level inertia computation code or using the RigidBodyExt inertia computation code. The former can operate without the need for PxRigidDynamics being constructed.
#define USE_LOWLEVEL_INERTIA_COMPUTATION 1
//Toggles whether we batch constraints or not. Constraint batching is an optional process which can improve performance by grouping together independent constraints. These independent constraints
//can be solved in parallel by using multiple lanes of SIMD registers.
#define BATCH_CONTACTS 1
// Toggles whether we use PhysX' "immediate broadphase", or not. If we don't, a simple O(n^2) broadphase is used.
#define USE_IMMEDIATE_BROADPHASE 1
// Toggles profiling for the full step. Only for Windows.
#define PROFILE_STEP 0
using namespace physx;
using namespace immediate;
using namespace SnippetImmUtils;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
static physx::PxArray<PxConstraint*>* gConstraints = NULL;
static PxReal gStackZ = 10.0f;
//Enable to 1 to use centimeter units instead of meter units.
//Instructive to demonstrate which values used in immediate mode are unit-dependent
#define USE_CM_UNITS 0
#if !USE_CM_UNITS
static const PxReal gUnitScale = 1.0f;
//static float cameraSpeed = 1.0f;
#else
static const PxReal gUnitScale = 100.0f;
//static float cameraSpeed = 100.0f;
#endif
#if USE_IMMEDIATE_BROADPHASE && WITH_PERSISTENCY
static PxU32 gFrameIndex = 0;
#endif
#if WITH_PERSISTENCY
#if USE_IMMEDIATE_BROADPHASE
static PxAABBManager* gAABBManager = NULL;
struct PersistentPair
{
PersistentPair() {}
PersistentPair(PxU32 id0, PxU32 id1) : mID0(id0), mID1(id1) {}
PX_INLINE bool operator == (const PersistentPair& a) const
{
return a.mID0 == mID0 && a.mID1 == mID1;
}
PxU32 mID0;
PxU32 mID1;
};
struct PersistentPairData
{
PxRigidActor* actor0;
PxRigidActor* actor1;
PxCache cache;
PxU8* frictions;
PxU32 nbFrictions;
};
static PX_INLINE uint32_t PxComputeHash(const PersistentPair& p)
{
return PxComputeHash(uint64_t(p.mID0)|(uint64_t(p.mID1)<<32));
}
static PxHashMap<PersistentPair, PersistentPairData>* gPersistentPairs = NULL;
#else
namespace
{
struct PersistentContactPair
{
PxCache cache;
PxU8* frictions;
PxU32 nbFrictions;
};
}
static PxArray<PersistentContactPair>* allContactCache = NULL;
#endif
#endif
static TestCacheAllocator* gCacheAllocator = NULL;
static TestConstraintAllocator* gConstraintAllocator = NULL;
namespace
{
struct ContactPair
{
PxRigidActor* actor0;
PxRigidActor* actor1;
PxU32 idx0, idx1;
PxU32 startContactIndex;
PxU32 nbContacts;
};
class TestContactRecorder : public immediate::PxContactRecorder
{
PxArray<ContactPair>& mContactPairs;
PxArray<PxContactPoint>& mContactPoints;
PxRigidActor& mActor0;
PxRigidActor& mActor1;
PxU32 mIdx0, mIdx1;
bool mHasContacts;
public:
TestContactRecorder(PxArray<ContactPair>& contactPairs, PxArray<PxContactPoint>& contactPoints, PxRigidActor& actor0,
PxRigidActor& actor1, PxU32 idx0, PxU32 idx1) : mContactPairs(contactPairs), mContactPoints(contactPoints),
mActor0(actor0), mActor1(actor1), mIdx0(idx0), mIdx1(idx1), mHasContacts(false)
{
}
virtual bool recordContacts(const PxContactPoint* contactPoints, PxU32 nbContacts, PxU32 index)
{
PX_UNUSED(index);
{
ContactPair pair;
pair.actor0 = &mActor0;
pair.actor1 = &mActor1;
pair.nbContacts = nbContacts;
pair.startContactIndex = mContactPoints.size();
pair.idx0 = mIdx0;
pair.idx1 = mIdx1;
mContactPairs.pushBack(pair);
mHasContacts = true;
}
for (PxU32 c = 0; c < nbContacts; ++c)
{
//Fill in solver-specific data that our contact gen does not produce...
PxContactPoint point = contactPoints[c];
point.maxImpulse = PX_MAX_F32;
point.targetVel = PxVec3(0.0f);
point.staticFriction = 0.5f;
point.dynamicFriction = 0.5f;
point.restitution = 0.0f;
point.materialFlags = 0;
mContactPoints.pushBack(point);
}
return true;
}
PX_FORCE_INLINE bool hasContacts() const { return mHasContacts; }
private:
PX_NOCOPY(TestContactRecorder)
};
}
static bool generateContacts( const PxGeometryHolder& geom0, const PxGeometryHolder& geom1, PxRigidActor& actor0, PxRigidActor& actor1, PxCacheAllocator& cacheAllocator,
PxArray<PxContactPoint>& contactPoints, PxArray<ContactPair>& contactPairs, PxU32 idx0, PxU32 idx1, PxCache& cache)
{
const PxTransform tr0 = actor0.getGlobalPose();
const PxTransform tr1 = actor1.getGlobalPose();
TestContactRecorder recorder(contactPairs, contactPoints, actor0, actor1, idx0, idx1);
const PxGeometry* pxGeom0 = &geom0.any();
const PxGeometry* pxGeom1 = &geom1.any();
physx::immediate::PxGenerateContacts(&pxGeom0, &pxGeom1, &tr0, &tr1, &cache, 1, recorder, gUnitScale*0.04f, gUnitScale*0.01f, gUnitScale, cacheAllocator);
return recorder.hasContacts();
}
static PxRigidDynamic* createDynamic(const PxTransform& t, const PxGeometry& geometry, const PxVec3& velocity=PxVec3(0))
{
PxRigidDynamic* dynamic = PxCreateDynamic(*gPhysics, t, geometry, *gMaterial, 10.0f);
dynamic->setAngularDamping(0.5f);
dynamic->setLinearVelocity(velocity);
gScene->addActor(*dynamic);
return dynamic;
}
static void updateInertia(PxRigidBody* body, PxReal density)
{
#if !USE_LOWLEVEL_INERTIA_COMPUTATION
PX_UNUSED(density);
//Compute the inertia of the rigid body using the helper function in PxRigidBodyExt
PxRigidBodyExt::updateMassAndInertia(*body, 10.0f);
#else
//Compute the inertia/mass of the bodies using the more low-level PxMassProperties interface
//This was written for readability rather than performance. Complexity can be avoided if you know that you are dealing with a single shape body
PxU32 nbShapes = body->getNbShapes();
//Keep track of an array of inertia tensors and local poses.
physx::PxArray<PxMassProperties> inertias;
physx::PxArray<PxTransform> localPoses;
for (PxU32 a = 0; a < nbShapes; ++a)
{
PxShape* shape;
body->getShapes(&shape, 1, a);
//(1) initialize an inertia tensor based on the shape's geometry
PxMassProperties inertia(shape->getGeometry());
//(2) Scale the inertia tensor based on density. If you use a single density instead of a density per-shape, this could be performed just prior to
//extracting the massSpaceInertiaTensor
inertia = inertia * density;
inertias.pushBack(inertia);
localPoses.pushBack(shape->getLocalPose());
}
//(3)Sum all the inertia tensors - can be skipped if the shape count is 1
PxMassProperties inertia = PxMassProperties::sum(inertias.begin(), localPoses.begin(), inertias.size());
//(4)Get the diagonalized inertia component and frame of the mass space orientation
PxQuat orient;
const PxVec3 diagInertia = PxMassProperties::getMassSpaceInertia(inertia.inertiaTensor, orient);
//(4) Set properties on the rigid body
body->setMass(inertia.mass);
body->setCMassLocalPose(PxTransform(inertia.centerOfMass, orient));
body->setMassSpaceInertiaTensor(diagInertia);
#endif
}
/*static*/ void createStack(const PxTransform& t, PxU32 size, PxReal halfExtent)
{
PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfExtent, halfExtent, halfExtent), *gMaterial);
for (PxU32 i = 0; i<size; i++)
{
for (PxU32 j = 0; j<size - i; j++)
{
PxTransform localTm(PxVec3(PxReal(j * 2) - PxReal(size - i), PxReal(i * 2 + 1), 0) * halfExtent);
PxRigidDynamic* body = gPhysics->createRigidDynamic(t.transform(localTm));
body->attachShape(*shape);
updateInertia(body, 10.f);
gScene->addActor(*body);
}
}
shape->release();
}
struct Triangle
{
PxU32 ind0, ind1, ind2;
};
static PxTriangleMesh* createMeshGround()
{
const PxU32 gridSize = 8;
const PxReal gridStep = 512.f / (gridSize-1);
PxVec3 verts[gridSize * gridSize];
const PxU32 nbTriangles = 2 * (gridSize - 1) * (gridSize-1);
Triangle indices[nbTriangles];
for (PxU32 a = 0; a < gridSize; ++a)
{
for (PxU32 b = 0; b < gridSize; ++b)
{
verts[a * gridSize + b] = PxVec3(-400.f + b*gridStep, 0.f, -400.f + a*gridStep);
}
}
for (PxU32 a = 0; a < (gridSize-1); ++a)
{
for (PxU32 b = 0; b < (gridSize-1); ++b)
{
Triangle& tri0 = indices[(a * (gridSize-1) + b) * 2];
Triangle& tri1 = indices[((a * (gridSize-1) + b) * 2) + 1];
tri0.ind0 = a * gridSize + b + 1;
tri0.ind1 = a * gridSize + b;
tri0.ind2 = (a + 1) * gridSize + b + 1;
tri1.ind0 = (a + 1) * gridSize + b + 1;
tri1.ind1 = a * gridSize + b;
tri1.ind2 = (a + 1) * gridSize + b;
}
}
PxTriangleMeshDesc meshDesc;
meshDesc.points.data = verts;
meshDesc.points.count = gridSize * gridSize;
meshDesc.points.stride = sizeof(PxVec3);
meshDesc.triangles.count = nbTriangles;
meshDesc.triangles.data = indices;
meshDesc.triangles.stride = sizeof(Triangle);
PxCookingParams cookingParams(gPhysics->getTolerancesScale());
PxTriangleMesh* triMesh = PxCreateTriangleMesh(cookingParams, meshDesc, gPhysics->getPhysicsInsertionCallback());
return triMesh;
}
#if WITH_PERSISTENCY && USE_IMMEDIATE_BROADPHASE
static void createBroadPhase()
{
PxBroadPhaseDesc bpDesc(PxBroadPhaseType::eABP);
PxBroadPhase* bp = PxCreateBroadPhase(bpDesc);
gAABBManager = PxCreateAABBManager(*bp);
gPersistentPairs = new PxHashMap<PersistentPair, PersistentPairData>;
}
static void releaseBroadPhase()
{
PxBroadPhase* bp = &gAABBManager->getBroadPhase();
PX_RELEASE(gAABBManager);
PX_RELEASE(bp);
delete gPersistentPairs;
}
#endif
static void updateContactPairs()
{
#if WITH_PERSISTENCY
#if USE_IMMEDIATE_BROADPHASE
// In this simple snippet we just recreate the broadphase structure here
releaseBroadPhase();
createBroadPhase();
gFrameIndex = 0;
#else
allContactCache->clear();
const PxU32 nbDynamic = gScene->getNbActors(PxActorTypeFlag::eRIGID_DYNAMIC);
const PxU32 nbStatic = gScene->getNbActors(PxActorTypeFlag::eRIGID_STATIC);
const PxU32 totalPairs = (nbDynamic * (nbDynamic - 1)) / 2 + nbDynamic * nbStatic;
allContactCache->resize(totalPairs);
for (PxU32 a = 0; a < totalPairs; ++a)
{
(*allContactCache)[a].frictions = NULL;
(*allContactCache)[a].nbFrictions = 0;
(*allContactCache)[a].cache.mCachedData = 0;
(*allContactCache)[a].cache.mCachedSize = 0;
(*allContactCache)[a].cache.mManifoldFlags = 0;
(*allContactCache)[a].cache.mPairData = 0;
}
#endif
#endif
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport, PxPvdInstrumentationFlag::ePROFILE);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), true, gPvd);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f)*gUnitScale;
gDispatcher = PxDefaultCpuDispatcherCreate(0);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
gScene = gPhysics->createScene(sceneDesc);
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.2f);
gConstraints = new physx::PxArray<PxConstraint*>();
const bool useGroundMesh = true; // Use a triangle mesh or a plane for the ground
if(useGroundMesh)
{
PxTriangleMesh* mesh = createMeshGround();
PxTriangleMeshGeometry geom(mesh);
PxRigidStatic* groundMesh = gPhysics->createRigidStatic(PxTransform(PxVec3(0, 2, 0)));
PxRigidActorExt::createExclusiveShape(*groundMesh, geom, *gMaterial);
gScene->addActor(*groundMesh);
}
else
{
PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial);
gScene->addActor(*groundPlane);
}
for (PxU32 i = 0; i<4; i++)
createStack(PxTransform(PxVec3(0, 2, gStackZ -= 10.0f*gUnitScale)), 20, gUnitScale);
PxRigidDynamic* ball = createDynamic(PxTransform(PxVec3(0, 20, 100)*gUnitScale), PxSphereGeometry(2 * gUnitScale), PxVec3(0, -25, -100)*gUnitScale);
PxRigidDynamic* ball2 = createDynamic(PxTransform(PxVec3(0, 24, 100)*gUnitScale), PxSphereGeometry(2 * gUnitScale), PxVec3(0, -25, -100)*gUnitScale);
PxRigidDynamic* ball3 = createDynamic(PxTransform(PxVec3(0, 27, 100)*gUnitScale), PxSphereGeometry(2 * gUnitScale), PxVec3(0, -25, -100)*gUnitScale);
updateInertia(ball, 1000.f);
updateInertia(ball2, 1000.f);
PxD6Joint* joint = PxD6JointCreate(*gPhysics, ball, PxTransform(PxVec3(0, 4, 0)*gUnitScale), ball2, PxTransform(PxVec3(0, -2, 0)*gUnitScale));
PxD6Joint* joint2 = PxD6JointCreate(*gPhysics, ball2, PxTransform(PxVec3(0, 4, 0)*gUnitScale), ball3, PxTransform(PxVec3(0, -2, 0)*gUnitScale));
gConstraints->pushBack(joint->getConstraint());
gConstraints->pushBack(joint2->getConstraint());
gCacheAllocator = new TestCacheAllocator;
gConstraintAllocator = new TestConstraintAllocator;
#if WITH_PERSISTENCY
#if USE_IMMEDIATE_BROADPHASE
createBroadPhase();
#else
allContactCache = new PxArray<PersistentContactPair>;
#endif
#endif
updateContactPairs();
}
void stepPhysics(bool /*interactive*/)
{
#if PROFILE_STEP
PxU64 time = __rdtsc();
#endif
gCacheAllocator->reset();
gConstraintAllocator->release();
const PxU32 nbStatics = gScene->getNbActors(PxActorTypeFlag::eRIGID_STATIC);
const PxU32 nbDynamics = gScene->getNbActors(PxActorTypeFlag::eRIGID_DYNAMIC);
const PxU32 totalActors = nbDynamics + nbStatics;
PxArray<ContactPair> activeContactPairs;
PxArray<PxContactPoint> contactPoints;
activeContactPairs.reserve(4 * totalActors);
PxArray<PxActor*> actors(totalActors);
PxArray<PxBounds3> shapeBounds(totalActors+1);
PxArray<PxGeometryHolder> mGeometries(totalActors);
#if USE_TGS
PxArray<PxTGSSolverBodyVel> bodies(totalActors);
PxArray<PxTGSSolverBodyData> bodyData(totalActors);
PxArray<PxTGSSolverBodyTxInertia> txInertia(totalActors);
PxArray<PxTransform> globalPoses(totalActors);
#else
PxArray<PxSolverBody> bodies(totalActors);
PxArray<PxSolverBodyData> bodyData(totalActors);
#endif
#if USE_IMMEDIATE_BROADPHASE && !WITH_PERSISTENCY
PxArray<PxBpIndex> handles(totalActors);
PxArray<PxBpFilterGroup> groups(totalActors);
PxArray<float> distances(totalActors);
#endif
gScene->getActors(PxActorTypeFlag::eRIGID_DYNAMIC, actors.begin(), nbDynamics);
gScene->getActors(PxActorTypeFlag::eRIGID_STATIC, actors.begin() + nbDynamics, nbStatics);
#if USE_IMMEDIATE_BROADPHASE && WITH_PERSISTENCY
gFrameIndex++;
#endif
//Now do collision detection...Brute force every dynamic against every dynamic/static
for (PxU32 a = 0; a < totalActors; ++a)
{
PxRigidActor* actor = actors[a]->is<PxRigidActor>();
PxShape* shape;
actor->getShapes(&shape, 1);
//Compute the AABBs. We inflate these by 2cm margins
shapeBounds[a] = PxShapeExt::getWorldBounds(*shape, *actor, 1.f);
shapeBounds[a].minimum -= PxVec3(0.02f)*gUnitScale;
shapeBounds[a].maximum += PxVec3(0.02f)*gUnitScale;
mGeometries[a].storeAny(shape->getGeometry());
#if USE_IMMEDIATE_BROADPHASE
#if WITH_PERSISTENCY
if(gFrameIndex==1)
{
const PxBpFilterGroup group = a < nbDynamics ? PxGetBroadPhaseDynamicFilterGroup(a) : PxGetBroadPhaseStaticFilterGroup();
gAABBManager->addObject(a, shapeBounds[a], group);
}
else if(a < nbDynamics)
{
gAABBManager->updateObject(a, &shapeBounds[a]);
}
#else
handles[a] = a;
distances[a]= 0.0f;
if(a < nbDynamics)
groups[a] = PxGetBroadPhaseDynamicFilterGroup(a);
else
groups[a] = PxGetBroadPhaseStaticFilterGroup();
#endif
#endif
}
#if USE_IMMEDIATE_BROADPHASE
{
PxBroadPhaseResults results;
#if WITH_PERSISTENCY
gAABBManager->update(results);
const PxU32 nbCreatedPairs = results.mNbCreatedPairs;
for(PxU32 i=0;i<nbCreatedPairs;i++)
{
const PxU32 id0 = results.mCreatedPairs[i].mID0;
const PxU32 id1 = results.mCreatedPairs[i].mID1;
const PersistentPair currentPair(id0, id1);
PersistentPairData data;
data.actor0 = actors[id0]->is<PxRigidActor>();
data.actor1 = actors[id1]->is<PxRigidActor>();
data.frictions = NULL;
data.nbFrictions = 0;
data.cache = PxCache();
bool b = gPersistentPairs->insert(currentPair, data);
PX_ASSERT(b);
PX_UNUSED(b);
}
const PxU32 nbDeletedPairs = results.mNbDeletedPairs;
for(PxU32 i=0;i<nbDeletedPairs;i++)
{
const PxU32 id0 = results.mDeletedPairs[i].mID0;
const PxU32 id1 = results.mDeletedPairs[i].mID1;
const PersistentPair currentPair(id0, id1);
PxHashMap<PersistentPair, PersistentPairData>::Entry removedEntry;
bool b = gPersistentPairs->erase(currentPair, removedEntry);
PX_ASSERT(b);
PX_UNUSED(b);
}
#else
PxBroadPhaseDesc bpDesc(PxBroadPhaseType::eABP);
PxBroadPhase* bp = PxCreateBroadPhase(bpDesc);
const PxBroadPhaseUpdateData updateData(handles.begin(), totalActors, NULL, 0, NULL, 0, shapeBounds.begin(), groups.begin(), distances.begin(), totalActors);
bp->update(results, updateData);
const PxU32 nbPairs = results.mNbCreatedPairs;
for(PxU32 i=0;i<nbPairs;i++)
{
const PxU32 id0 = results.mCreatedPairs[i].mID0;
const PxU32 id1 = results.mCreatedPairs[i].mID1;
ContactPair pair;
pair.actor0 = actors[id0]->is<PxRigidActor>();
pair.actor1 = actors[id1]->is<PxRigidActor>();
pair.idx0 = id0;
pair.idx1 = id1;
activeContactPairs.pushBack(pair);
}
PX_RELEASE(bp);
#endif
}
#else
{
//Broad phase for active pairs...
for (PxU32 a = 0; a < nbDynamics; ++a)
{
PxRigidDynamic* dyn0 = actors[a]->is<PxRigidDynamic>();
for (PxU32 b = a + 1; b < totalActors; ++b)
{
PxRigidActor* actor1 = actors[b]->is<PxRigidActor>();
if (shapeBounds[a].intersects(shapeBounds[b]))
{
ContactPair pair;
pair.actor0 = dyn0;
pair.actor1 = actor1;
pair.idx0 = a;
pair.idx1 = b;
activeContactPairs.pushBack(pair);
}
#if WITH_PERSISTENCY
else
{
const PxU32 startIndex = a == 0 ? 0 : (a * totalActors) - (a * (a + 1)) / 2;
PersistentContactPair& persistentData = (*allContactCache)[startIndex + (b - a - 1)];
//No collision detection performed at all so clear contact cache and friction data
persistentData.frictions = NULL;
persistentData.nbFrictions = 0;
persistentData.cache = PxCache();
}
#endif
}
}
}
#endif
#if USE_IMMEDIATE_BROADPHASE && WITH_PERSISTENCY
const PxU32 nbActivePairs = gPersistentPairs->size();
activeContactPairs.forceSize_Unsafe(0);
contactPoints.reserve(4 * nbActivePairs);
for(PxHashMap<PersistentPair, PersistentPairData>::Iterator iter = gPersistentPairs->getIterator(); !iter.done(); ++iter)
{
const PxU32 id0 = iter->first.mID0;
const PxU32 id1 = iter->first.mID1;
PxRigidActor* dyn0 = iter->second.actor0;
const PxGeometryHolder& holder0 = mGeometries[id0];
PxRigidActor* actor1 = iter->second.actor1;
const PxGeometryHolder& holder1 = mGeometries[id1];
if (!generateContacts(holder0, holder1, *dyn0, *actor1, *gCacheAllocator, contactPoints, activeContactPairs, id0, id1, iter->second.cache))
{
//Contact generation run but no touches found so clear cached friction data
iter->second.frictions = NULL;
iter->second.nbFrictions = 0;
}
}
#else
const PxU32 nbActivePairs = activeContactPairs.size();
ContactPair* activePairs = activeContactPairs.begin();
activeContactPairs.forceSize_Unsafe(0);
contactPoints.reserve(4 * nbActivePairs);
for (PxU32 a = 0; a < nbActivePairs; ++a)
{
const ContactPair& pair = activePairs[a];
PxRigidActor* dyn0 = pair.actor0;
const PxGeometryHolder& holder0 = mGeometries[pair.idx0];
PxRigidActor* actor1 = pair.actor1;
const PxGeometryHolder& holder1 = mGeometries[pair.idx1];
#if WITH_PERSISTENCY
const PxU32 startIndex = pair.idx0 == 0 ? 0 : (pair.idx0 * totalActors) - (pair.idx0 * (pair.idx0 + 1)) / 2;
PersistentContactPair& persistentData = (*allContactCache)[startIndex + (pair.idx1 - pair.idx0 - 1)];
if (!generateContacts(holder0, holder1, *dyn0, *actor1, *gCacheAllocator, contactPoints, activeContactPairs, pair.idx0, pair.idx1, persistentData.cache))
{
//Contact generation run but no touches found so clear cached friction data
persistentData.frictions = NULL;
persistentData.nbFrictions = 0;
}
#else
PxCache cache;
generateContacts(holder0, holder1, *dyn0, *actor1, *gCacheAllocator, contactPoints, activeContactPairs, pair.idx0, pair.idx1, cache);
#endif
}
#endif
const PxReal dt = 1.f / 60.f;
const PxReal invDt = 60.f;
const PxU32 nbPositionIterations = 4;
const PxU32 nbVelocityIterations = 1;
#if USE_TGS
const PxReal stepDt = dt/PxReal(nbPositionIterations);
const PxReal invStepDt = invDt * PxReal(nbPositionIterations);
#endif
const PxVec3 gravity(0.f, -9.8f* gUnitScale, 0.f);
//Construct solver bodies
for (PxU32 a = 0; a < nbDynamics; ++a)
{
PxRigidDynamic* dyn = actors[a]->is<PxRigidDynamic>();
immediate::PxRigidBodyData data;
data.linearVelocity = dyn->getLinearVelocity();
data.angularVelocity = dyn->getAngularVelocity();
data.invMass = dyn->getInvMass();
data.invInertia = dyn->getMassSpaceInvInertiaTensor();
data.body2World = dyn->getGlobalPose();
data.maxDepenetrationVelocity = dyn->getMaxDepenetrationVelocity();
data.maxContactImpulse = dyn->getMaxContactImpulse();
data.linearDamping = dyn->getLinearDamping();
data.angularDamping = dyn->getAngularDamping();
data.maxLinearVelocitySq = 100.f*100.f*gUnitScale*gUnitScale;
data.maxAngularVelocitySq = 7.f*7.f;
#if USE_TGS
physx::immediate::PxConstructSolverBodiesTGS(&data, &bodies[a], &txInertia[a], &bodyData[a], 1, gravity, dt);
globalPoses[a] = data.body2World;
#else
physx::immediate::PxConstructSolverBodies(&data, &bodyData[a], 1, gravity, dt);
#endif
dyn->userData = reinterpret_cast<void*>(size_t(a));
}
//Construct static bodies
for (PxU32 a = nbDynamics; a < totalActors; ++a)
{
PxRigidStatic* sta = actors[a]->is<PxRigidStatic>();
#if USE_TGS
physx::immediate::PxConstructStaticSolverBodyTGS(sta->getGlobalPose(), bodies[a], txInertia[a], bodyData[a]);
globalPoses[a] = sta->getGlobalPose();
#else
physx::immediate::PxConstructStaticSolverBody(sta->getGlobalPose(), bodyData[a]);
#endif
sta->userData = reinterpret_cast<void*>(size_t(a));
}
PxArray<PxSolverConstraintDesc> descs(activeContactPairs.size() + gConstraints->size());
for (PxU32 a = 0; a < activeContactPairs.size(); ++a)
{
PxSolverConstraintDesc& desc = descs[a];
ContactPair& pair = activeContactPairs[a];
//Set body pointers and bodyData idxs
#if USE_TGS
desc.tgsBodyA = &bodies[pair.idx0];
desc.tgsBodyB = &bodies[pair.idx1];
#else
desc.bodyA = &bodies[pair.idx0];
desc.bodyB = &bodies[pair.idx1];
#endif
desc.bodyADataIndex = pair.idx0;
desc.bodyBDataIndex = pair.idx1;
desc.linkIndexA = PxSolverConstraintDesc::RIGID_BODY;
desc.linkIndexB = PxSolverConstraintDesc::RIGID_BODY;
//Cache pointer to our contact data structure and identify which type of constraint this is. We'll need this later after batching.
//If we choose not to perform batching and instead just create a single header per-pair, then this would not be necessary because
//the constraintDescs would not have been reordered
desc.constraint = reinterpret_cast<PxU8*>(&pair);
desc.constraintLengthOver16 = PxSolverConstraintDesc::eCONTACT_CONSTRAINT;
}
for (PxU32 a = 0; a < gConstraints->size(); ++a)
{
PxConstraint* constraint = (*gConstraints)[a];
PxSolverConstraintDesc& desc = descs[activeContactPairs.size() + a];
PxRigidActor* actor0, *actor1;
constraint->getActors(actor0, actor1);
const PxU32 id0 = PxU32(size_t(actor0->userData));
const PxU32 id1 = PxU32(size_t(actor1->userData));
#if USE_TGS
desc.tgsBodyA = &bodies[id0];
desc.tgsBodyB = &bodies[id1];
#else
desc.bodyA = &bodies[id0];
desc.bodyB = &bodies[id1];
#endif
desc.bodyADataIndex = PxU16(id0);
desc.bodyBDataIndex = PxU16(id1);
desc.linkIndexA = PxSolverConstraintDesc::RIGID_BODY;
desc.linkIndexB = PxSolverConstraintDesc::RIGID_BODY;
desc.constraint = reinterpret_cast<PxU8*>(constraint);
desc.constraintLengthOver16 = PxSolverConstraintDesc::eJOINT_CONSTRAINT;
}
PxArray<PxConstraintBatchHeader> headers(descs.size());
PxArray<PxReal> contactForces(contactPoints.size());
//Technically, you can batch the contacts and joints all at once using a single call but doing so mixes them in the orderedDescs array, which means that it is impossible to
//batch all contact or all joint dispatches into a single call. While we don't do this in this snippet (we instead process a single header at a time), our approach could be extended to
//dispatch all contact headers at once if that was necessary.
#if BATCH_CONTACTS
PxArray<PxSolverConstraintDesc> tempOrderedDescs(descs.size());
physx::PxArray<PxSolverConstraintDesc>& orderedDescs = tempOrderedDescs;
#if USE_TGS
//1 batch the contacts
const PxU32 nbContactHeaders = physx::immediate::PxBatchConstraintsTGS(descs.begin(), activeContactPairs.size(), bodies.begin(), nbDynamics, headers.begin(), orderedDescs.begin());
//2 batch the joints...
const PxU32 nbJointHeaders = physx::immediate::PxBatchConstraintsTGS(descs.begin() + activeContactPairs.size(), gConstraints->size(), bodies.begin(), nbDynamics, headers.begin() + nbContactHeaders, orderedDescs.begin() + activeContactPairs.size());
#else
//1 batch the contacts
const PxU32 nbContactHeaders = physx::immediate::PxBatchConstraints(descs.begin(), activeContactPairs.size(), bodies.begin(), nbDynamics, headers.begin(), orderedDescs.begin());
//2 batch the joints...
const PxU32 nbJointHeaders = physx::immediate::PxBatchConstraints(descs.begin() + activeContactPairs.size(), gConstraints->size(), bodies.begin(), nbDynamics, headers.begin() + nbContactHeaders, orderedDescs.begin() + activeContactPairs.size());
#endif
#else
physx::PxArray<PxSolverConstraintDesc>& orderedDescs = descs;
//We are bypassing the constraint batching so we create dummy PxConstraintBatchHeaders
const PxU32 nbContactHeaders = activeContactPairs.size();
const PxU32 nbJointHeaders = gConstraints->size();
for (PxU32 i = 0; i < nbContactHeaders; ++i)
{
PxConstraintBatchHeader& hdr = headers[i];
hdr.startIndex = i;
hdr.stride = 1;
hdr.constraintType = PxSolverConstraintDesc::eCONTACT_CONSTRAINT;
}
for (PxU32 i = 0; i < nbJointHeaders; ++i)
{
PxConstraintBatchHeader& hdr = headers[nbContactHeaders+i];
hdr.startIndex = i;
hdr.stride = 1;
hdr.constraintType = PxSolverConstraintDesc::eJOINT_CONSTRAINT;
}
#endif
const PxU32 totalHeaders = nbContactHeaders + nbJointHeaders;
headers.forceSize_Unsafe(totalHeaders);
//1 - Create all the contact constraints. We do this by looping over all the headers and, for each header, constructing the PxSolverContactDesc objects, then creating that contact constraint.
//We could alternatively create all the PxSolverContactDesc objects in a single pass, then create batch create that constraint
for (PxU32 i = 0; i < nbContactHeaders; ++i)
{
PxConstraintBatchHeader& header = headers[i];
PX_ASSERT(header.constraintType == PxSolverConstraintDesc::eCONTACT_CONSTRAINT);
#if USE_TGS
PxTGSSolverContactDesc contactDescs[4];
#else
PxSolverContactDesc contactDescs[4];
#endif
#if WITH_PERSISTENCY
const ContactPair* pairs[4];
#endif
for (PxU32 a = 0; a < header.stride; ++a)
{
PxSolverConstraintDesc& constraintDesc = orderedDescs[header.startIndex + a];
#if USE_TGS
PxTGSSolverContactDesc& contactDesc = contactDescs[a];
#else
PxSolverContactDesc& contactDesc = contactDescs[a];
#endif
PxMemZero(&contactDesc, sizeof(contactDesc));
//Extract the contact pair that we saved in this structure earlier.
const ContactPair& pair = *reinterpret_cast<const ContactPair*>(constraintDesc.constraint);
#if WITH_PERSISTENCY
pairs[a] = &pair;
#endif
#if USE_TGS
contactDesc.body0 = constraintDesc.tgsBodyA;
contactDesc.body1 = constraintDesc.tgsBodyB;
contactDesc.bodyData0 = &bodyData[constraintDesc.bodyADataIndex];
contactDesc.bodyData1 = &bodyData[constraintDesc.bodyBDataIndex];
contactDesc.body0TxI = &txInertia[constraintDesc.bodyADataIndex];
contactDesc.body1TxI = &txInertia[constraintDesc.bodyBDataIndex];
//This may seem redundant but the bodyFrame is not defined by the bodyData object when using articulations. This
//example does not use articulations.
contactDesc.bodyFrame0 = globalPoses[constraintDesc.bodyADataIndex];
contactDesc.bodyFrame1 = globalPoses[constraintDesc.bodyBDataIndex];
#else
contactDesc.body0 = constraintDesc.bodyA;
contactDesc.body1 = constraintDesc.bodyB;
contactDesc.data0 = &bodyData[constraintDesc.bodyADataIndex];
contactDesc.data1 = &bodyData[constraintDesc.bodyBDataIndex];
//This may seem redundant but the bodyFrame is not defined by the bodyData object when using articulations. This
//example does not use articulations.
contactDesc.bodyFrame0 = contactDesc.data0->body2World;
contactDesc.bodyFrame1 = contactDesc.data1->body2World;
#endif
contactDesc.contactForces = &contactForces[pair.startContactIndex];
contactDesc.contacts = &contactPoints[pair.startContactIndex];
contactDesc.numContacts = pair.nbContacts;
#if WITH_PERSISTENCY
#if USE_IMMEDIATE_BROADPHASE
const PersistentPair currentPair(pair.idx0, pair.idx1);
const PxHashMap<PersistentPair, PersistentPairData>::Entry* e = gPersistentPairs->find(currentPair);
contactDesc.frictionPtr = e->second.frictions;
contactDesc.frictionCount = PxU8(e->second.nbFrictions);
#else
const PxU32 startIndex = pair.idx0 == 0 ? 0 : (pair.idx0 * totalActors) - (pair.idx0 * (pair.idx0 + 1)) / 2;
contactDesc.frictionPtr = (*allContactCache)[startIndex + (pair.idx1 - pair.idx0 - 1)].frictions;
contactDesc.frictionCount = PxU8((*allContactCache)[startIndex + (pair.idx1 - pair.idx0 - 1)].nbFrictions);
#endif
#else
contactDesc.frictionPtr = NULL;
contactDesc.frictionCount = 0;
#endif
contactDesc.shapeInteraction = NULL;
contactDesc.maxCCDSeparation = PX_MAX_F32;
contactDesc.bodyState0 = PxSolverConstraintPrepDescBase::eDYNAMIC_BODY;
contactDesc.bodyState1 = pair.actor1->is<PxRigidDynamic>() ? PxSolverConstraintPrepDescBase::eDYNAMIC_BODY : PxSolverConstraintPrepDescBase::eSTATIC_BODY;
contactDesc.desc = &constraintDesc;
contactDesc.invMassScales.angular0 = contactDesc.invMassScales.angular1 = contactDesc.invMassScales.linear0 = contactDesc.invMassScales.linear1 = 1.f;
}
#if USE_TGS
immediate::PxCreateContactConstraintsTGS(&header, 1, contactDescs, *gConstraintAllocator, invStepDt, invDt, -2.f * gUnitScale, 0.04f * gUnitScale, 0.025f * gUnitScale);
#else
immediate::PxCreateContactConstraints(&header, 1, contactDescs, *gConstraintAllocator, invDt, -2.f * gUnitScale, 0.04f * gUnitScale, 0.025f * gUnitScale);
#endif
#if WITH_PERSISTENCY
for (PxU32 a = 0; a < header.stride; ++a)
{
//Cache friction information...
#if USE_TGS
PxTGSSolverContactDesc& contactDesc = contactDescs[a];
#else
PxSolverContactDesc& contactDesc = contactDescs[a];
#endif
//PxSolverConstraintDesc& constraintDesc = orderedDescs[header.startIndex + a];
const ContactPair& pair = *pairs[a];
#if USE_IMMEDIATE_BROADPHASE
const PersistentPair currentPair(pair.idx0, pair.idx1);
PxHashMap<PersistentPair, PersistentPairData>::Entry* e = const_cast<PxHashMap<PersistentPair, PersistentPairData>::Entry*>(gPersistentPairs->find(currentPair));
e->second.frictions = contactDesc.frictionPtr;
e->second.nbFrictions = contactDesc.frictionCount;
#else
const PxU32 startIndex = pair.idx0 == 0 ? 0 : (pair.idx0 * totalActors) - (pair.idx0 * (pair.idx0 + 1)) / 2;
(*allContactCache)[startIndex + (pair.idx1 - pair.idx0 - 1)].frictions = contactDesc.frictionPtr;
(*allContactCache)[startIndex + (pair.idx1 - pair.idx0 - 1)].nbFrictions = contactDesc.frictionCount;
#endif
}
#endif
}
for (PxU32 i = nbContactHeaders; i < totalHeaders; ++i)
{
PxConstraintBatchHeader& header = headers[i];
PX_ASSERT(header.constraintType == PxSolverConstraintDesc::eJOINT_CONSTRAINT);
{
#if USE_TGS
PxTGSSolverConstraintPrepDesc jointDescs[4];
#else
PxSolverConstraintPrepDesc jointDescs[4];
#endif
PxConstraint* constraints[4];
header.startIndex += activeContactPairs.size();
for (PxU32 a = 0; a < header.stride; ++a)
{
PxSolverConstraintDesc& constraintDesc = orderedDescs[header.startIndex + a];
//Extract the contact pair that we saved in this structure earlier.
PxConstraint& constraint = *reinterpret_cast<PxConstraint*>(constraintDesc.constraint);
constraints[a] = &constraint;
#if USE_TGS
PxTGSSolverConstraintPrepDesc& jointDesc = jointDescs[a];
jointDesc.body0 = constraintDesc.tgsBodyA;
jointDesc.body1 = constraintDesc.tgsBodyB;
jointDesc.bodyData0 = &bodyData[constraintDesc.bodyADataIndex];
jointDesc.bodyData1 = &bodyData[constraintDesc.bodyBDataIndex];
jointDesc.body0TxI = &txInertia[constraintDesc.bodyADataIndex];
jointDesc.body1TxI = &txInertia[constraintDesc.bodyBDataIndex];
//This may seem redundant but the bodyFrame is not defined by the bodyData object when using articulations. This
//example does not use articulations.
jointDesc.bodyFrame0 = globalPoses[constraintDesc.bodyADataIndex];
jointDesc.bodyFrame1 = globalPoses[constraintDesc.bodyBDataIndex];
#else
PxSolverConstraintPrepDesc& jointDesc = jointDescs[a];
jointDesc.body0 = constraintDesc.bodyA;
jointDesc.body1 = constraintDesc.bodyB;
jointDesc.data0 = &bodyData[constraintDesc.bodyADataIndex];
jointDesc.data1 = &bodyData[constraintDesc.bodyBDataIndex];
//This may seem redundant but the bodyFrame is not defined by the bodyData object when using articulations. This
//example does not use articulations.
jointDesc.bodyFrame0 = jointDesc.data0->body2World;
jointDesc.bodyFrame1 = jointDesc.data1->body2World;
#endif
PxRigidActor* actor0, *actor1;
constraint.getActors(actor0, actor1);
jointDesc.bodyState0 = PxSolverConstraintPrepDescBase::eDYNAMIC_BODY;
jointDesc.bodyState1 = actor1 == NULL ? PxSolverConstraintPrepDescBase::eSTATIC_BODY : actor1->is<PxRigidDynamic>() ? PxSolverConstraintPrepDescBase::eDYNAMIC_BODY : PxSolverConstraintPrepDescBase::eSTATIC_BODY;
jointDesc.desc = &constraintDesc;
jointDesc.invMassScales.angular0 = jointDesc.invMassScales.angular1 = jointDesc.invMassScales.linear0 = jointDesc.invMassScales.linear1 = 1.f;
jointDesc.writeback = NULL;
constraint.getBreakForce(jointDesc.linBreakForce, jointDesc.angBreakForce);
jointDesc.minResponseThreshold = constraint.getMinResponseThreshold();
jointDesc.disablePreprocessing = !!(constraint.getFlags() & PxConstraintFlag::eDISABLE_PREPROCESSING);
jointDesc.improvedSlerp = !!(constraint.getFlags() & PxConstraintFlag::eIMPROVED_SLERP);
jointDesc.driveLimitsAreForces = !!(constraint.getFlags() & PxConstraintFlag::eDRIVE_LIMITS_ARE_FORCES);
}
#if USE_TGS
immediate::PxCreateJointConstraintsWithShadersTGS(&header, 1, constraints, jointDescs, *gConstraintAllocator, stepDt, dt, invStepDt, invDt, 1.f);
#else
immediate::PxCreateJointConstraintsWithShaders(&header, 1, constraints, jointDescs, *gConstraintAllocator, dt, invDt);
#endif
}
}
#if USE_TGS
immediate::PxSolveConstraintsTGS(headers.begin(), headers.size(), orderedDescs.begin(), bodies.begin(), txInertia.begin(), nbDynamics, nbPositionIterations, nbVelocityIterations, stepDt, invStepDt);
immediate::PxIntegrateSolverBodiesTGS(bodies.begin(), txInertia.begin(), globalPoses.begin(), nbDynamics, dt);
for (PxU32 a = 0; a < nbDynamics; ++a)
{
PxRigidDynamic* dynamic = actors[a]->is<PxRigidDynamic>();
const PxTGSSolverBodyVel& body = bodies[a];
dynamic->setLinearVelocity(body.linearVelocity);
dynamic->setAngularVelocity(body.angularVelocity);
dynamic->setGlobalPose(globalPoses[a]);
}
#else
//Solve all the constraints produced earlier. Intermediate motion linear/angular velocity buffers are filled in. These contain intermediate delta velocity information that is used
//the PxIntegrateSolverBody
PxArray<PxVec3> motionLinearVelocity(nbDynamics);
PxArray<PxVec3> motionAngularVelocity(nbDynamics);
//Zero the bodies array. This buffer contains the delta velocities and are accumulated during the simulation. For correct behavior, it is vital
//that this buffer is zeroed.
PxMemZero(bodies.begin(), bodies.size() * sizeof(PxSolverBody));
immediate::PxSolveConstraints(headers.begin(), headers.size(), orderedDescs.begin(), bodies.begin(), motionLinearVelocity.begin(), motionAngularVelocity.begin(), nbDynamics, nbPositionIterations, nbVelocityIterations);
immediate::PxIntegrateSolverBodies(bodyData.begin(), bodies.begin(), motionLinearVelocity.begin(), motionAngularVelocity.begin(), nbDynamics, dt);
for (PxU32 a = 0; a < nbDynamics; ++a)
{
PxRigidDynamic* dynamic = actors[a]->is<PxRigidDynamic>();
const PxSolverBodyData& data = bodyData[a];
dynamic->setLinearVelocity(data.linearVelocity);
dynamic->setAngularVelocity(data.angularVelocity);
dynamic->setGlobalPose(data.body2World);
}
#endif
#if PROFILE_STEP
time = __rdtsc() - time;
printf("Time: %d\n", PxU32(time/1024));
#endif
}
void cleanupPhysics(bool /*interactive*/)
{
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
delete gCacheAllocator;
delete gConstraintAllocator;
#if WITH_PERSISTENCY
#if USE_IMMEDIATE_BROADPHASE
releaseBroadPhase();
#else
delete allContactCache;
#endif
#endif
PX_RELEASE(gFoundation);
printf("SnippetImmediateMode done.\n");
}
void keyPress(unsigned char key, const PxTransform& camera)
{
switch(toupper(key))
{
case ' ': createDynamic(camera, PxSphereGeometry(3.0f*gUnitScale), camera.rotate(PxVec3(0, 0, -1)) * 200*gUnitScale); updateContactPairs(); break;
}
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 41,062 | C++ | 34.399138 | 249 | 0.741245 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetdeformablemesh/SnippetDeformableMesh.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet shows how to use deformable meshes in PhysX.
// ****************************************************************************
#include <ctype.h>
#include <vector>
#include "PxPhysicsAPI.h"
// temporary disable this snippet, cannot work without rendering we cannot include GL directly
#ifdef RENDER_SNIPPET
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#include "../snippetrender/SnippetRender.h"
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
static PxTriangleMesh* gMesh = NULL;
static PxRigidStatic* gActor = NULL;
static const PxU32 gGridSize = 8;
static const PxReal gGridStep = 512.0f / PxReal(gGridSize-1);
static float gTime = 0.0f;
static PxRigidDynamic* createDynamic(const PxTransform& t, const PxGeometry& geometry, const PxVec3& velocity=PxVec3(0), PxReal density=1.0f)
{
PxRigidDynamic* dynamic = PxCreateDynamic(*gPhysics, t, geometry, *gMaterial, density);
dynamic->setLinearVelocity(velocity);
gScene->addActor(*dynamic);
return dynamic;
}
static void createStack(const PxTransform& t, PxU32 size, PxReal halfExtent)
{
PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfExtent, halfExtent, halfExtent), *gMaterial);
for(PxU32 i=0; i<size;i++)
{
for(PxU32 j=0;j<size-i;j++)
{
PxTransform localTm(PxVec3(PxReal(j*2) - PxReal(size-i), PxReal(i*2+1), 0) * halfExtent);
PxRigidDynamic* body = gPhysics->createRigidDynamic(t.transform(localTm));
body->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*body, 10.0f);
gScene->addActor(*body);
}
}
shape->release();
}
struct Triangle
{
PxU32 ind0, ind1, ind2;
};
static void updateVertices(PxVec3* verts, float amplitude=0.0f)
{
const PxU32 gridSize = gGridSize;
const PxReal gridStep = gGridStep;
for(PxU32 a=0; a<gridSize; a++)
{
const float coeffA = float(a)/float(gridSize);
for(PxU32 b=0; b<gridSize; b++)
{
const float coeffB = float(b)/float(gridSize);
const float y = 20.0f + sinf(coeffA*PxTwoPi)*cosf(coeffB*PxTwoPi)*amplitude;
verts[a * gridSize + b] = PxVec3(-400.0f + b*gridStep, y, -400.0f + a*gridStep);
}
}
}
static PxTriangleMesh* createMeshGround(const PxCookingParams& params)
{
const PxU32 gridSize = gGridSize;
PxVec3 verts[gridSize * gridSize];
const PxU32 nbTriangles = 2 * (gridSize - 1) * (gridSize-1);
Triangle indices[nbTriangles];
updateVertices(verts);
for (PxU32 a = 0; a < (gridSize-1); ++a)
{
for (PxU32 b = 0; b < (gridSize-1); ++b)
{
Triangle& tri0 = indices[(a * (gridSize-1) + b) * 2];
Triangle& tri1 = indices[((a * (gridSize-1) + b) * 2) + 1];
tri0.ind0 = a * gridSize + b + 1;
tri0.ind1 = a * gridSize + b;
tri0.ind2 = (a + 1) * gridSize + b + 1;
tri1.ind0 = (a + 1) * gridSize + b + 1;
tri1.ind1 = a * gridSize + b;
tri1.ind2 = (a + 1) * gridSize + b;
}
}
PxTriangleMeshDesc meshDesc;
meshDesc.points.data = verts;
meshDesc.points.count = gridSize * gridSize;
meshDesc.points.stride = sizeof(PxVec3);
meshDesc.triangles.count = nbTriangles;
meshDesc.triangles.data = indices;
meshDesc.triangles.stride = sizeof(Triangle);
PxTriangleMesh* triMesh = PxCreateTriangleMesh(params, meshDesc, gPhysics->getPhysicsInsertionCallback());
return triMesh;
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), true, gPvd);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
gDispatcher = PxDefaultCpuDispatcherCreate(2);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
PxCookingParams cookingParams(gPhysics->getTolerancesScale());
if(0)
{
cookingParams.midphaseDesc.setToDefault(PxMeshMidPhase::eBVH33);
}
else
{
cookingParams.midphaseDesc.setToDefault(PxMeshMidPhase::eBVH34);
cookingParams.midphaseDesc.mBVH34Desc.quantized = false;
}
// We need to disable the mesh cleaning part so that the vertex mapping remains untouched.
cookingParams.meshPreprocessParams = PxMeshPreprocessingFlag::eDISABLE_CLEAN_MESH;
PxTriangleMesh* mesh = createMeshGround(cookingParams);
gMesh = mesh;
PxTriangleMeshGeometry geom(mesh);
PxRigidStatic* groundMesh = gPhysics->createRigidStatic(PxTransform(PxVec3(0, 2, 0)));
gActor = groundMesh;
PxShape* shape = gPhysics->createShape(geom, *gMaterial);
{
shape->setContactOffset(0.02f);
// A negative rest offset helps to avoid jittering when the deformed mesh moves away from objects resting on it.
shape->setRestOffset(-0.5f);
}
groundMesh->attachShape(*shape);
gScene->addActor(*groundMesh);
createStack(PxTransform(PxVec3(0,22,0)), 10, 2.0f);
}
PxBounds3 gBounds;
void debugRender()
{
const PxVec3 c = gBounds.getCenter();
const PxVec3 e = gBounds.getExtents();
PxVec3 pts[8];
pts[0] = c + PxVec3(-e.x, -e.y, e.z);
pts[1] = c + PxVec3(-e.x, e.y, e.z);
pts[2] = c + PxVec3( e.x, e.y, e.z);
pts[3] = c + PxVec3( e.x, -e.y, e.z);
pts[4] = c + PxVec3(-e.x, -e.y, -e.z);
pts[5] = c + PxVec3(-e.x, e.y, -e.z);
pts[6] = c + PxVec3( e.x, e.y, -e.z);
pts[7] = c + PxVec3( e.x, -e.y, -e.z);
std::vector<PxVec3> gContactVertices;
struct AddQuad
{
static void func(std::vector<PxVec3>& v, const PxVec3* pts_, PxU32 index0, PxU32 index1, PxU32 index2, PxU32 index3)
{
v.push_back(pts_[index0]);
v.push_back(pts_[index1]);
v.push_back(pts_[index1]);
v.push_back(pts_[index2]);
v.push_back(pts_[index2]);
v.push_back(pts_[index3]);
v.push_back(pts_[index3]);
v.push_back(pts_[index0]);
}
};
AddQuad::func(gContactVertices, pts, 0, 1, 2, 3);
AddQuad::func(gContactVertices, pts, 4, 5, 6, 7);
AddQuad::func(gContactVertices, pts, 0, 1, 5, 4);
AddQuad::func(gContactVertices, pts, 2, 3, 7, 6);
glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
glDisable(GL_LIGHTING);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, &gContactVertices[0]);
glDrawArrays(GL_LINES, 0, GLint(gContactVertices.size()));
glDisableClientState(GL_VERTEX_ARRAY);
glEnable(GL_LIGHTING);
}
void stepPhysics(bool /*interactive*/)
{
{
PxVec3* verts = gMesh->getVerticesForModification();
gTime += 0.01f;
updateVertices(verts, sinf(gTime)*20.0f);
{
// unsigned long long time = __rdtsc();
gBounds = gMesh->refitBVH();
// time = __rdtsc() - time;
// printf("Time: %d\n", int(time));
}
// Reset filtering to tell the broadphase about the new mesh bounds.
gScene->resetFiltering(*gActor);
}
gScene->simulate(1.0f/60.0f);
gScene->fetchResults(true);
}
void cleanupPhysics(bool /*interactive*/)
{
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetDeformableMesh done.\n");
}
void keyPress(unsigned char key, const PxTransform& camera)
{
switch(toupper(key))
{
case ' ': createDynamic(camera, PxSphereGeometry(3.0f), camera.rotate(PxVec3(0,0,-1))*200, 3.0f); break;
}
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
#else
int snippetMain(int, const char*const*)
{
return 0;
}
#endif
| 10,192 | C++ | 29.426866 | 141 | 0.705455 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetrackjoint/SnippetRackJoint.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates simple use of rack & pinion joints
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
static PxRigidDynamic* createGearWithBoxes(PxPhysics& sdk, const PxBoxGeometry& boxGeom, const PxTransform& transform, PxMaterial& material, int nbShapes)
{
PxRigidDynamic* actor = sdk.createRigidDynamic(transform);
PxMat33 m(PxIdentity);
for(int i=0;i<nbShapes;i++)
{
const float coeff = float(i)/float(nbShapes);
const float angle = PxPi * 0.5f * coeff;
PxShape* shape = sdk.createShape(boxGeom, material, true);
const PxReal cos = cosf(angle);
const PxReal sin = sinf(angle);
m[0][0] = m[1][1] = cos;
m[0][1] = sin;
m[1][0] = -sin;
PxTransform localPose;
localPose.p = PxVec3(0.0f);
localPose.q = PxQuat(m);
shape->setLocalPose(localPose);
actor->attachShape(*shape);
}
PxRigidBodyExt::updateMassAndInertia(*actor, 1.0f);
return actor;
}
static PxRigidDynamic* createRackWithBoxes(PxPhysics& sdk, const PxTransform& transform, PxMaterial& material, int nbTeeth, float rackLength)
{
PxRigidDynamic* actor = sdk.createRigidDynamic(transform);
{
const PxBoxGeometry boxGeom(rackLength*0.5f, 0.25f, 0.25f);
PxShape* shape = sdk.createShape(boxGeom, material, true);
actor->attachShape(*shape);
}
PxMat33 m(PxIdentity);
const float angle = PxPi * 0.25f;
const PxReal cos = cosf(angle);
const PxReal sin = sinf(angle);
m[0][0] = m[1][1] = cos;
m[0][1] = sin;
m[1][0] = -sin;
PxTransform localPose;
localPose.p = PxVec3(0.0f);
localPose.q = PxQuat(m);
const float offset = rackLength / float(nbTeeth);
localPose.p.x = (offset - rackLength)*0.5f;
for(int i=0;i<nbTeeth;i++)
{
const PxBoxGeometry boxGeom(0.75f, 0.75f, 0.25f);
PxShape* shape = sdk.createShape(boxGeom, material, true);
shape->setLocalPose(localPose);
actor->attachShape(*shape);
localPose.p.x += offset;
}
PxRigidBodyExt::updateMassAndInertia(*actor, 1.0f);
return actor;
}
static PxRevoluteJoint* gHinge0 = NULL;
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true, gPvd);
PxInitExtensions(*gPhysics, gPvd);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
gDispatcher = PxDefaultCpuDispatcherCreate(2);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
const float velocityTarget = 0.5f;
const float radius = 3.0f;
const float rackLength = 3.0f*10.0f;
const int nbPinionTeeth = int(radius)*4; // 'radius' teeth for PI/2
const int nbRackTeeth = 5*3;
const PxBoxGeometry boxGeom0(radius, radius, 0.5f);
const PxVec3 boxPos0(0.0f, 10.0f, 0.0f);
const PxVec3 boxPos1(0.0f, 10.0f+radius+1.5f, 0.0f);
PxRigidDynamic* actor0 = createGearWithBoxes(*gPhysics, boxGeom0, PxTransform(boxPos0), *gMaterial, int(radius));
gScene->addActor(*actor0);
PxRigidDynamic* actor1 = createRackWithBoxes(*gPhysics, PxTransform(boxPos1), *gMaterial, nbRackTeeth, rackLength);
gScene->addActor(*actor1);
const PxQuat x2z = PxShortestRotation(PxVec3(1.0f, 0.0f, 0.0f), PxVec3(0.0f, 0.0f, 1.0f));
PxRevoluteJoint* hinge = PxRevoluteJointCreate(*gPhysics, NULL, PxTransform(boxPos0, x2z), actor0, PxTransform(PxVec3(0.0f), x2z));
PxPrismaticJoint* prismatic = PxPrismaticJointCreate(*gPhysics, NULL, PxTransform(boxPos1), actor1, PxTransform(PxVec3(0.0f)));
if(1)
{
hinge->setDriveVelocity(velocityTarget);
hinge->setRevoluteJointFlag(PxRevoluteJointFlag::eDRIVE_ENABLED, true);
gHinge0 = hinge;
}
PxRackAndPinionJoint* rackJoint = PxRackAndPinionJointCreate(*gPhysics, actor0, PxTransform(PxVec3(0.0f), x2z), actor1, PxTransform(PxVec3(0.0f)));
rackJoint->setJoints(hinge, prismatic);
rackJoint->setData(nbRackTeeth, nbPinionTeeth, rackLength);
}
void stepPhysics(bool /*interactive*/)
{
if(gHinge0)
{
static float globalTime = 0.0f;
globalTime += 1.0f/60.0f;
const float velocityTarget = cosf(globalTime)*3.0f;
gHinge0->setDriveVelocity(velocityTarget);
}
gScene->simulate(1.0f/60.0f);
gScene->fetchResults(true);
}
void cleanupPhysics(bool /*interactive*/)
{
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PxCloseExtensions();
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetRackJoint done.\n");
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 7,702 | C++ | 31.918803 | 154 | 0.726954 |
NVIDIA-Omniverse/PhysX/physx/snippets/snippetdelayloadhook/SnippetDelayLoadHook.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates the use of the dll delay load hooks in physx.
//
// The hooks are needed if the application executable either doesn't reside
// in the same directory as the PhysX dlls, or if the PhysX dlls have been renamed.
// Some PhysX dlls delay load the PhysXFoundation, PhysXCommon or PhysXGpu dlls and
// the non-standard names or loactions of these dlls need to be communicated so the
// delay loading can succeed.
//
// This snippet shows how this can be done using the delay load hooks.
//
// In order to show functionality with the renamed dlls some basic physics
// simulation is performed.
// ****************************************************************************
#include <ctype.h>
#include <wtypes.h>
#include "PxPhysicsAPI.h"
// Include the delay load hook headers
#include "common/windows/PxWindowsDelayLoadHook.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
// This snippet uses the default PhysX distro dlls, making the example here somewhat artificial,
// as default locations and default naming makes implementing delay load hooks unnecessary.
#define APP_BIN_DIR "..\\"
#if PX_WIN64
#define DLL_NAME_BITS "64"
#else
#define DLL_NAME_BITS "32"
#endif
#if PX_DEBUG
#define DLL_DIR "debug\\"
#elif PX_CHECKED
#define DLL_DIR "checked\\"
#elif PX_PROFILE
#define DLL_DIR "profile\\"
#else
#define DLL_DIR "release\\"
#endif
const char* foundationLibraryPath = APP_BIN_DIR DLL_DIR "PhysXFoundation_" DLL_NAME_BITS ".dll";
const char* commonLibraryPath = APP_BIN_DIR DLL_DIR "PhysXCommon_" DLL_NAME_BITS ".dll";
const char* physxLibraryPath = APP_BIN_DIR DLL_DIR "PhysX_" DLL_NAME_BITS ".dll";
const char* gpuLibraryPath = APP_BIN_DIR DLL_DIR "PhysXGpu_" DLL_NAME_BITS ".dll";
HMODULE foundationLibrary = NULL;
HMODULE commonLibrary = NULL;
HMODULE physxLibrary = NULL;
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
// typedef the PhysX entry points
typedef PxFoundation*(PxCreateFoundation_FUNC)(PxU32, PxAllocatorCallback&, PxErrorCallback&);
typedef PxPhysics* (PxCreatePhysics_FUNC)(PxU32,PxFoundation&,const PxTolerancesScale& scale,bool,PxPvd*);
typedef void (PxSetPhysXDelayLoadHook_FUNC)(const PxDelayLoadHook* hook);
typedef void (PxSetPhysXCommonDelayLoadHook_FUNC)(const PxDelayLoadHook* hook);
#if PX_SUPPORT_GPU_PHYSX
typedef void (PxSetPhysXGpuLoadHook_FUNC)(const PxGpuLoadHook* hook);
typedef int (PxGetSuggestedCudaDeviceOrdinal_FUNC)(PxErrorCallback& errc);
typedef PxCudaContextManager* (PxCreateCudaContextManager_FUNC)(PxFoundation& foundation, const PxCudaContextManagerDesc& desc, physx::PxProfilerCallback* profilerCallback);
#endif
// set the function pointers to NULL
PxCreateFoundation_FUNC* s_PxCreateFoundation_Func = NULL;
PxCreatePhysics_FUNC* s_PxCreatePhysics_Func = NULL;
PxSetPhysXDelayLoadHook_FUNC* s_PxSetPhysXDelayLoadHook_Func = NULL;
PxSetPhysXCommonDelayLoadHook_FUNC* s_PxSetPhysXCommonDelayLoadHook_Func = NULL;
#if PX_SUPPORT_GPU_PHYSX
PxSetPhysXGpuLoadHook_FUNC* s_PxSetPhysXGpuLoadHook_Func = NULL;
PxGetSuggestedCudaDeviceOrdinal_FUNC* s_PxGetSuggestedCudaDeviceOrdinal_Func = NULL;
PxCreateCudaContextManager_FUNC* s_PxCreateCudaContextManager_Func = NULL;
#endif
bool loadPhysicsExplicitely()
{
// load the dlls
foundationLibrary = LoadLibraryA(foundationLibraryPath);
if(!foundationLibrary)
return false;
commonLibrary = LoadLibraryA(commonLibraryPath);
if(!commonLibrary)
{
FreeLibrary(foundationLibrary);
return false;
}
physxLibrary = LoadLibraryA(physxLibraryPath);
if(!physxLibrary)
{
FreeLibrary(foundationLibrary);
FreeLibrary(commonLibrary);
return false;
}
// get the function pointers
s_PxCreateFoundation_Func = (PxCreateFoundation_FUNC*)GetProcAddress(foundationLibrary, "PxCreateFoundation");
s_PxCreatePhysics_Func = (PxCreatePhysics_FUNC*)GetProcAddress(physxLibrary, "PxCreatePhysics");
s_PxSetPhysXDelayLoadHook_Func = (PxSetPhysXDelayLoadHook_FUNC*)GetProcAddress(physxLibrary, "PxSetPhysXDelayLoadHook");
s_PxSetPhysXCommonDelayLoadHook_Func = (PxSetPhysXCommonDelayLoadHook_FUNC*)GetProcAddress(commonLibrary, "PxSetPhysXCommonDelayLoadHook");
#if PX_SUPPORT_GPU_PHYSX
s_PxSetPhysXGpuLoadHook_Func = (PxSetPhysXGpuLoadHook_FUNC*)GetProcAddress(physxLibrary, "PxSetPhysXGpuLoadHook");
s_PxGetSuggestedCudaDeviceOrdinal_Func = (PxGetSuggestedCudaDeviceOrdinal_FUNC*)GetProcAddress(physxLibrary, "PxGetSuggestedCudaDeviceOrdinal");
s_PxCreateCudaContextManager_Func = (PxCreateCudaContextManager_FUNC*)GetProcAddress(physxLibrary, "PxCreateCudaContextManager");
#endif
// check if we have all required function pointers
if(s_PxCreateFoundation_Func == NULL || s_PxCreatePhysics_Func == NULL || s_PxSetPhysXDelayLoadHook_Func == NULL || s_PxSetPhysXCommonDelayLoadHook_Func == NULL)
return false;
#if PX_SUPPORT_GPU_PHYSX
if(s_PxSetPhysXGpuLoadHook_Func == NULL || s_PxGetSuggestedCudaDeviceOrdinal_Func == NULL || s_PxCreateCudaContextManager_Func == NULL)
return false;
#endif
return true;
}
// unload the dlls
void unloadPhysicsExplicitely()
{
FreeLibrary(physxLibrary);
FreeLibrary(commonLibrary);
FreeLibrary(foundationLibrary);
}
// Overriding the PxDelayLoadHook allows the load of a custom name dll inside PhysX, PhysXCommon and PhysXCooking dlls
struct SnippetDelayLoadHook : public PxDelayLoadHook
{
virtual const char* getPhysXFoundationDllName() const
{
return foundationLibraryPath;
}
virtual const char* getPhysXCommonDllName() const
{
return commonLibraryPath;
}
};
#if PX_SUPPORT_GPU_PHYSX
// Overriding the PxGpuLoadHook allows the load of a custom GPU name dll
struct SnippetGpuLoadHook : public PxGpuLoadHook
{
virtual const char* getPhysXGpuDllName() const
{
return gpuLibraryPath;
}
};
#endif
PxReal stackZ = 10.0f;
PxRigidDynamic* createDynamic(const PxTransform& t, const PxGeometry& geometry, const PxVec3& velocity=PxVec3(0))
{
PxRigidDynamic* dynamic = PxCreateDynamic(*gPhysics, t, geometry, *gMaterial, 10.0f);
dynamic->setAngularDamping(0.5f);
dynamic->setLinearVelocity(velocity);
gScene->addActor(*dynamic);
return dynamic;
}
void createStack(const PxTransform& t, PxU32 size, PxReal halfExtent)
{
PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfExtent, halfExtent, halfExtent), *gMaterial);
for(PxU32 i=0; i<size;i++)
{
for(PxU32 j=0;j<size-i;j++)
{
PxTransform localTm(PxVec3(PxReal(j*2) - PxReal(size-i), PxReal(i*2+1), 0) * halfExtent);
PxRigidDynamic* body = gPhysics->createRigidDynamic(t.transform(localTm));
body->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*body, 10.0f);
gScene->addActor(*body);
}
}
shape->release();
}
void initPhysics(bool interactive)
{
// load the explictely named dlls
const bool isLoaded = loadPhysicsExplicitely();
if (!isLoaded)
return;
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
// set PhysX and PhysXCommon delay load hook, this must be done before the create physics is called, before
// the PhysXFoundation, PhysXCommon delay load happens.
SnippetDelayLoadHook delayLoadHook;
s_PxSetPhysXDelayLoadHook_Func(&delayLoadHook);
s_PxSetPhysXCommonDelayLoadHook_Func(&delayLoadHook);
#if PX_SUPPORT_GPU_PHYSX
// set PhysXGpu load hook
SnippetGpuLoadHook gpuLoadHook;
s_PxSetPhysXGpuLoadHook_Func(&gpuLoadHook);
#endif
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true,gPvd);
// We setup the delay load hooks first
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
gDispatcher = PxDefaultCpuDispatcherCreate(2);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial);
gScene->addActor(*groundPlane);
for(PxU32 i=0;i<5;i++)
createStack(PxTransform(PxVec3(0,0,stackZ-=10.0f)), 10, 2.0f);
if(!interactive)
createDynamic(PxTransform(PxVec3(0,40,100)), PxSphereGeometry(10), PxVec3(0,-50,-100));
}
void stepPhysics(bool /*interactive*/)
{
if (gScene)
{
gScene->simulate(1.0f/60.0f);
gScene->fetchResults(true);
}
}
void cleanupPhysics(bool /*interactive*/)
{
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
unloadPhysicsExplicitely();
printf("SnippetDelayLoadHook done.\n");
}
void keyPress(unsigned char key, const PxTransform& camera)
{
switch(toupper(key))
{
case 'B': createStack(PxTransform(PxVec3(0,0,stackZ-=10.0f)), 10, 2.0f); break;
case ' ': createDynamic(camera, PxSphereGeometry(3.0f), camera.rotate(PxVec3(0,0,-1))*200); break;
}
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}
| 11,775 | C++ | 35.012232 | 173 | 0.759745 |
NVIDIA-Omniverse/PhysX/physx/pvdruntime/src/OmniPvdFileReadStreamImpl.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "OmniPvdFileReadStreamImpl.h"
OmniPvdFileReadStreamImpl::OmniPvdFileReadStreamImpl()
{
mFileName = 0;
mFileWasOpened = false;
mPFile = 0;
}
OmniPvdFileReadStreamImpl::~OmniPvdFileReadStreamImpl()
{
closeFile();
delete[] mFileName;
mFileName = 0;
}
void OMNI_PVD_CALL OmniPvdFileReadStreamImpl::setFileName(const char* fileName)
{
if (!fileName) return;
int n = (int)strlen(fileName) + 1;
if (n < 2) return;
delete[] mFileName;
mFileName = new char[n];
#if defined(WIN32) || defined(_WIN32) || defined(__WIN32__) || defined(__NT__)
strcpy_s(mFileName, n, fileName);
#else
strcpy(mFileName, fileName);
#endif
mFileName[n - 1] = 0;
}
bool OMNI_PVD_CALL OmniPvdFileReadStreamImpl::openFile()
{
if (mFileWasOpened)
{
return true;
}
if (!mFileName)
{
return false;
}
mPFile = 0;
mFileWasOpened = true;
#if defined(WIN32) || defined(_WIN32) || defined(__WIN32__) || defined(__NT__)
errno_t err = fopen_s(&mPFile, mFileName, "rb");
if (err != 0)
{
mFileWasOpened = false;
}
else
{
fseek(mPFile, 0, SEEK_SET);
}
#else
mPFile = fopen(mFileName, "rb");
if (mPFile)
{
fseek(mPFile, 0, SEEK_SET);
}
else
{
mFileWasOpened = false;
}
#endif
return mFileWasOpened;
}
bool OMNI_PVD_CALL OmniPvdFileReadStreamImpl::closeFile()
{
if (mFileWasOpened)
{
fclose(mPFile);
mPFile = 0;
mFileWasOpened = false;
}
return true;
}
uint64_t OMNI_PVD_CALL OmniPvdFileReadStreamImpl::readBytes(uint8_t* bytes, uint64_t nbrBytes)
{
if (mFileWasOpened)
{
size_t result = fread(bytes, 1, nbrBytes, mPFile);
return (int)result;
} else {
return 0;
}
}
uint64_t OMNI_PVD_CALL OmniPvdFileReadStreamImpl::skipBytes(uint64_t nbrBytes)
{
if (mFileWasOpened)
{
fseek(mPFile, (long)nbrBytes, SEEK_CUR);
return 0;
}
else {
return 0;
}
}
bool OMNI_PVD_CALL OmniPvdFileReadStreamImpl::openStream()
{
return openFile();
}
bool OMNI_PVD_CALL OmniPvdFileReadStreamImpl::closeStream()
{
return closeFile();
}
| 3,658 | C++ | 25.323741 | 94 | 0.723619 |
NVIDIA-Omniverse/PhysX/physx/pvdruntime/src/OmniPvdWriterImpl.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef OMNI_PVD_WRITER_IMPL_H
#define OMNI_PVD_WRITER_IMPL_H
#include "OmniPvdWriter.h"
#include "OmniPvdLog.h"
class OmniPvdWriterImpl : public OmniPvdWriter {
public:
OmniPvdWriterImpl();
~OmniPvdWriterImpl();
void OMNI_PVD_CALL setLogFunction(OmniPvdLogFunction logFunction);
void setVersionHelper();
void setVersion(OmniPvdVersionType majorVersion, OmniPvdVersionType minorVersion, OmniPvdVersionType patch);
void OMNI_PVD_CALL setWriteStream(OmniPvdWriteStream& stream);
OmniPvdWriteStream* OMNI_PVD_CALL getWriteStream();
OmniPvdClassHandle OMNI_PVD_CALL registerClass(const char* className, OmniPvdClassHandle baseClass);
OmniPvdAttributeHandle OMNI_PVD_CALL registerEnumValue(OmniPvdClassHandle classHandle, const char* attributeName, OmniPvdEnumValueType value);
OmniPvdAttributeHandle OMNI_PVD_CALL registerAttribute(OmniPvdClassHandle classHandle, const char* attributeName, OmniPvdDataType::Enum attributeDataType, uint32_t nbElements);
OmniPvdAttributeHandle OMNI_PVD_CALL registerFlagsAttribute(OmniPvdClassHandle classHandle, const char* attributeName, OmniPvdClassHandle enumClassHandle);
OmniPvdAttributeHandle OMNI_PVD_CALL registerClassAttribute(OmniPvdClassHandle classHandle, const char* attributeName, OmniPvdClassHandle classAttributeHandle);
OmniPvdAttributeHandle OMNI_PVD_CALL registerUniqueListAttribute(OmniPvdClassHandle classHandle, const char* attributeName, OmniPvdDataType::Enum attributeDataType);
void OMNI_PVD_CALL setAttribute(OmniPvdContextHandle contextHandle, OmniPvdObjectHandle objectHandle, const OmniPvdAttributeHandle* attributeHandles, uint8_t nbAttributeHandles, const uint8_t* data, uint32_t nbrBytes);
void OMNI_PVD_CALL addToUniqueListAttribute(OmniPvdContextHandle contextHandle, OmniPvdObjectHandle objectHandle, const OmniPvdAttributeHandle* attributeHandles, uint8_t nbAttributeHandles, const uint8_t* data, uint32_t nbrBytes);
void OMNI_PVD_CALL removeFromUniqueListAttribute(OmniPvdContextHandle contextHandle, OmniPvdObjectHandle objectHandle, const OmniPvdAttributeHandle* attributeHandles, uint8_t nbAttributeHandles, const uint8_t* data, uint32_t nbrBytes);
void OMNI_PVD_CALL createObject(OmniPvdContextHandle contextHandle, OmniPvdClassHandle classHandle, OmniPvdObjectHandle objectHandle, const char* objectName);
void OMNI_PVD_CALL destroyObject(OmniPvdContextHandle contextHandle, OmniPvdObjectHandle objectHandle);
void OMNI_PVD_CALL startFrame(OmniPvdContextHandle contextHandle, uint64_t timeStamp);
void OMNI_PVD_CALL stopFrame(OmniPvdContextHandle contextHandle, uint64_t timeStamp);
bool mIsFirstWrite;
OmniPvdLog mLog;
OmniPvdWriteStream* mStream;
int mLastClassHandle;
int mLastAttributeHandle;};
#endif
| 4,411 | C | 62.942028 | 236 | 0.818635 |
NVIDIA-Omniverse/PhysX/physx/pvdruntime/src/OmniPvdLibraryFunctionsImpl.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "OmniPvdLibraryFunctions.h"
#include "OmniPvdReaderImpl.h"
#include "OmniPvdWriterImpl.h"
#include "OmniPvdFileReadStreamImpl.h"
#include "OmniPvdFileWriteStreamImpl.h"
#include "OmniPvdMemoryStreamImpl.h"
OMNI_PVD_EXPORT OmniPvdReader* OMNI_PVD_CALL createOmniPvdReader()
{
return new OmniPvdReaderImpl();
}
OMNI_PVD_EXPORT void OMNI_PVD_CALL destroyOmniPvdReader(OmniPvdReader& reader)
{
OmniPvdReaderImpl* impl = (OmniPvdReaderImpl*)(&reader);
delete impl;
}
OMNI_PVD_EXPORT OmniPvdWriter* OMNI_PVD_CALL createOmniPvdWriter()
{
return new OmniPvdWriterImpl();
}
OMNI_PVD_EXPORT void OMNI_PVD_CALL destroyOmniPvdWriter(OmniPvdWriter& writer)
{
OmniPvdWriterImpl* impl = (OmniPvdWriterImpl*)(&writer);
delete impl;
}
OMNI_PVD_EXPORT OmniPvdFileReadStream* OMNI_PVD_CALL createOmniPvdFileReadStream()
{
return new OmniPvdFileReadStreamImpl();
}
OMNI_PVD_EXPORT void OMNI_PVD_CALL destroyOmniPvdFileReadStream(OmniPvdFileReadStream& readStream)
{
OmniPvdFileReadStreamImpl* impl = (OmniPvdFileReadStreamImpl*)(&readStream);
delete impl;
}
OMNI_PVD_EXPORT OmniPvdFileWriteStream* OMNI_PVD_CALL createOmniPvdFileWriteStream()
{
return new OmniPvdFileWriteStreamImpl();
}
OMNI_PVD_EXPORT void OMNI_PVD_CALL destroyOmniPvdFileWriteStream(OmniPvdFileWriteStream& writeStream)
{
OmniPvdFileWriteStreamImpl* impl = (OmniPvdFileWriteStreamImpl*)(&writeStream);
delete impl;
}
OMNI_PVD_EXPORT OmniPvdMemoryStream* OMNI_PVD_CALL createOmniPvdMemoryStream()
{
return new OmniPvdMemoryStreamImpl();
}
OMNI_PVD_EXPORT void OMNI_PVD_CALL destroyOmniPvdMemoryStream(OmniPvdMemoryStream& memoryStream)
{
OmniPvdMemoryStreamImpl* impl = (OmniPvdMemoryStreamImpl*)(&memoryStream);
delete impl;
}
| 3,409 | C++ | 36.888888 | 101 | 0.787914 |
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