/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #ifndef OSG_GLEXTENSIONS #define OSG_GLEXTENSIONS 1 #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include namespace osg { /** Return floating-point OpenGL/GLES version number. * Note: Must only be called within a valid OpenGL context, * undefined behavior may occur otherwise. */ extern OSG_EXPORT float getGLVersionNumber(); /** Return true if "extension" is contained in "extensionString". */ extern OSG_EXPORT bool isExtensionInExtensionString(const char *extension, const char *extensionString); /** Return true if OpenGL/GLES "extension" is supported. * Note: Must only be called within a valid OpenGL context, * undefined behavior may occur otherwise. */ extern OSG_EXPORT bool isGLExtensionSupported(unsigned int contextID, const char *extension); /** Return true if either OpenGL/GLES "extension1" or "extension2" is supported. * Note: Must only be called within a valid OpenGL context, * undefined behavior may occur otherwise. */ extern OSG_EXPORT bool isGLExtensionSupported(unsigned int contextID, const char *extension1, const char *extension2); /** Return true if OpenGL/GLES "extension" or minimum OpenGL version number is supported. * Note: Must only be called within a valid OpenGL context, * undefined behavior may occur otherwise. */ extern OSG_EXPORT bool isGLExtensionOrVersionSupported(unsigned int contextID, const char *extension, float requiredGlVersion); /** Return the address of the specified OpenGL/GLES function. * Return NULL if function not supported by OpenGL library. * Note, glGLExtensionFuncPtr is declared inline so that the code * is compiled locally to the calling code. This should get by Windows' * dumb implementation of having different GL function ptr's for each * library when linked to it. */ extern OSG_EXPORT void* getGLExtensionFuncPtr(const char *funcName); /** Set a list of extensions to disable for different OpenGL renderers. This allows * OSG applications to work around OpenGL drivers' bugs which are due to problematic extension support. * The format of the string is: * "GLRendererString : ExtensionName, ExtensionName; GLRenderString2 : ExtensionName;" * An example of is : "SUN_XVR1000:GL_EXT_texture_filter_anisotropic" * The default setting of GLExtensionDisableString is obtained from the OSG_GL_EXTENSION_DISABLE * environmental variable. */ extern OSG_EXPORT void setGLExtensionDisableString(const std::string& disableString); /** Get the list of extensions that are disabled for various OpenGL renderers. */ extern OSG_EXPORT std::string& getGLExtensionDisableString(); /** Return the address of the specified OpenGL function. If not found then * check a second function name, if this fails then return NULL as function is * not supported by OpenGL library. This is used for checking something * like glActiveTexture (which is in OGL1.3) or glActiveTextureARB. */ inline void* getGLExtensionFuncPtr(const char *funcName, const char *fallbackFuncName) { void* ptr = getGLExtensionFuncPtr(funcName); return (ptr!=0) ? ptr : getGLExtensionFuncPtr(fallbackFuncName); } /** Return the address of the specified OpenGL function. If not found then * check a second function name, if this fails then return NULL as function is * not supported by OpenGL library. This is used for checking something * like glActiveTexture (which is in OGL1.3) or glActiveTextureARB. */ inline void* getGLExtensionFuncPtr(const char *funcName1, const char *funcName2, const char *funcName3) { void* ptr = getGLExtensionFuncPtr(funcName1); return (ptr!=0) ? ptr : getGLExtensionFuncPtr(funcName2, funcName3); } template bool convertPointer(T& dest, R src) { memcpy(&dest, &src, sizeof(src)); return src!=0; } template T convertPointerType(R src) { T dest; memcpy(&dest, &src, sizeof(src)); return dest; } template bool setGLExtensionFuncPtr(T& t, const char* str1, bool validContext=true) { return convertPointer(t, validContext ? osg::getGLExtensionFuncPtr(str1) : 0); } template bool setGLExtensionFuncPtr(T& t, const char* str1, const char* str2, bool validContext=true) { return convertPointer(t, validContext ? osg::getGLExtensionFuncPtr(str1, str2) : 0); } template bool setGLExtensionFuncPtr(T& t, const char* str1, const char* str2, const char* str3, bool validContext=true) { return convertPointer(t, validContext ? osg::getGLExtensionFuncPtr(str1, str2, str3) : 0); } class VertexAttribAlias { public: VertexAttribAlias(): _location(0) {} VertexAttribAlias(const VertexAttribAlias& rhs): _location(rhs._location), _glName(rhs._glName), _osgName(rhs._osgName), _declaration(rhs._declaration) {} VertexAttribAlias(GLuint location, const std::string glName, const std::string osgName, const std::string& declaration): _location(location), _glName(glName), _osgName(osgName), _declaration(declaration) {} GLuint _location; std::string _glName; std::string _osgName; std::string _declaration; }; /** Main GLExtensions class for managing OpenGL extensions per graphics context.*/ class OSG_EXPORT GLExtensions : public osg::Referenced { public: GLExtensions(unsigned int in_contextID); /** Function to call to get the extension of a specified context. * If the Exentsion object for that context has not yet been created then * and the 'createIfNotInitalized' flag been set to false then returns NULL. * If 'createIfNotInitalized' is true then the Extensions object is * automatically created. However, in this case the extension object * only be created with the graphics context associated with ContextID..*/ static GLExtensions* Get(unsigned int in_contextID,bool createIfNotInitalized); /** allows users to override the extensions across graphics contexts. * typically used when you have different extensions supported across graphics pipes * but need to ensure that they all use the same low common denominator extensions.*/ static void Set(unsigned int in_contextID, GLExtensions* extensions); // C++-friendly convenience wrapper methods GLuint getCurrentProgram() const; bool getProgramInfoLog( GLuint program, std::string& result ) const; bool getShaderInfoLog( GLuint shader, std::string& result ) const; bool getAttribLocation( const char* attribName, GLuint& slot ) const; bool getFragDataLocation( const char* fragDataName, GLuint& slot) const; unsigned int contextID; float glVersion; float glslLanguageVersion; bool isGlslSupported; bool isShaderObjectsSupported; bool isVertexShaderSupported; bool isFragmentShaderSupported; bool isLanguage100Supported; bool isGeometryShader4Supported; bool areTessellationShadersSupported; bool isGpuShader4Supported; bool isUniformBufferObjectSupported; bool isGetProgramBinarySupported; bool isGpuShaderFp64Supported; bool isShaderAtomicCountersSupported; bool isRectangleSupported; bool isCubeMapSupported; bool isClipControlSupported; void (GL_APIENTRY * glDrawBuffers)(GLsizei n, const GLenum *bufs); void (GL_APIENTRY * glAttachShader)(GLuint program, GLuint shader); void (GL_APIENTRY * glBindAttribLocation)(GLuint program, GLuint index, const GLchar *name); void (GL_APIENTRY * glCompileShader)(GLuint shader); GLuint (GL_APIENTRY * glCreateProgram)(void); GLuint (GL_APIENTRY * glCreateShader)(GLenum type); void (GL_APIENTRY * glDeleteProgram)(GLuint program); void (GL_APIENTRY * glDeleteObjectARB)(GLuint program); void (GL_APIENTRY * glDeleteShader)(GLuint shader); void (GL_APIENTRY * glDetachShader)(GLuint program, GLuint shader); void (GL_APIENTRY * glDisableVertexAttribArray)(GLuint index); void (GL_APIENTRY * glEnableVertexAttribArray)(GLuint index); void (GL_APIENTRY * glGetActiveAttrib)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); void (GL_APIENTRY * glGetActiveUniform)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); void (GL_APIENTRY * glGetAttachedShaders)(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj); GLint (GL_APIENTRY * glGetAttribLocation)(GLuint program, const GLchar *name); void (GL_APIENTRY * glGetProgramiv)(GLuint program, GLenum pname, GLint *params); void (GL_APIENTRY * glGetObjectParameterivARB)(GLuint program, GLenum pname, GLint *params); void (GL_APIENTRY * glGetProgramInfoLog)(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); void (GL_APIENTRY * glGetInfoLogARB)(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); void (GL_APIENTRY * glGetShaderiv)(GLuint shader, GLenum pname, GLint *params); void (GL_APIENTRY * glGetShaderInfoLog)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); void (GL_APIENTRY * glGetShaderSource)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); GLint (GL_APIENTRY * glGetUniformLocation)(GLuint program, const GLchar *name); void (GL_APIENTRY * glGetUniformfv)(GLuint program, GLint location, GLfloat *params); void (GL_APIENTRY * glGetUniformiv)(GLuint program, GLint location, GLint *params); void (GL_APIENTRY * glGetVertexAttribdv)(GLuint index, GLenum pname, GLdouble *params); void (GL_APIENTRY * glGetVertexAttribfv)(GLuint index, GLenum pname, GLfloat *params); void (GL_APIENTRY * glGetVertexAttribiv)(GLuint index, GLenum pname, GLint *params); void (GL_APIENTRY * glGetVertexAttribPointerv)(GLuint index, GLenum pname, GLvoid* *pointer); GLboolean (GL_APIENTRY * glIsProgram)(GLuint program); GLboolean (GL_APIENTRY * glIsShader)(GLuint shader); void (GL_APIENTRY * glLinkProgram)(GLuint program); void (GL_APIENTRY * glShaderSource)(GLuint shader, GLsizei count, const GLchar* *string, const GLint *length); void (GL_APIENTRY * glUseProgram)(GLuint program); void (GL_APIENTRY * glUniform1f)(GLint location, GLfloat v0); void (GL_APIENTRY * glUniform2f)(GLint location, GLfloat v0, GLfloat v1); void (GL_APIENTRY * glUniform3f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); void (GL_APIENTRY * glUniform4f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); void (GL_APIENTRY * glUniform1i)(GLint location, GLint v0); void (GL_APIENTRY * glUniform2i)(GLint location, GLint v0, GLint v1); void (GL_APIENTRY * glUniform3i)(GLint location, GLint v0, GLint v1, GLint v2); void (GL_APIENTRY * glUniform4i)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); void (GL_APIENTRY * glUniform1fv)(GLint location, GLsizei count, const GLfloat *value); void (GL_APIENTRY * glUniform2fv)(GLint location, GLsizei count, const GLfloat *value); void (GL_APIENTRY * glUniform3fv)(GLint location, GLsizei count, const GLfloat *value); void (GL_APIENTRY * glUniform4fv)(GLint location, GLsizei count, const GLfloat *value); void (GL_APIENTRY * glUniform1iv)(GLint location, GLsizei count, const GLint *value); void (GL_APIENTRY * glUniform2iv)(GLint location, GLsizei count, const GLint *value); void (GL_APIENTRY * glUniform3iv)(GLint location, GLsizei count, const GLint *value); void (GL_APIENTRY * glUniform4iv)(GLint location, GLsizei count, const GLint *value); void (GL_APIENTRY * glUniformMatrix2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void (GL_APIENTRY * glUniformMatrix3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void (GL_APIENTRY * glUniformMatrix4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void (GL_APIENTRY * glValidateProgram)(GLuint program); void (GL_APIENTRY * glVertexAttrib1d)(GLuint index, GLdouble x); void (GL_APIENTRY * glVertexAttrib1dv)(GLuint index, const GLdouble *v); void (GL_APIENTRY * glVertexAttrib1f)(GLuint index, GLfloat x); void (GL_APIENTRY * glVertexAttrib1fv)(GLuint index, const GLfloat *v); void (GL_APIENTRY * glVertexAttrib1s)(GLuint index, GLshort x); void (GL_APIENTRY * glVertexAttrib1sv)(GLuint index, const GLshort *v); void (GL_APIENTRY * glVertexAttrib2d)(GLuint index, GLdouble x, GLdouble y); void (GL_APIENTRY * glVertexAttrib2dv)(GLuint index, const GLdouble *v); void (GL_APIENTRY * glVertexAttrib2f)(GLuint index, GLfloat x, GLfloat y); void (GL_APIENTRY * glVertexAttrib2fv)(GLuint index, const GLfloat *v); void (GL_APIENTRY * glVertexAttrib2s)(GLuint index, GLshort x, GLshort y); void (GL_APIENTRY * glVertexAttrib2sv)(GLuint index, const GLshort *v); void (GL_APIENTRY * glVertexAttrib3d)(GLuint index, GLdouble x, GLdouble y, GLdouble z); void (GL_APIENTRY * glVertexAttrib3dv)(GLuint index, const GLdouble *v); void (GL_APIENTRY * glVertexAttrib3f)(GLuint index, GLfloat x, GLfloat y, GLfloat z); void (GL_APIENTRY * glVertexAttrib3fv)(GLuint index, const GLfloat *v); void (GL_APIENTRY * glVertexAttrib3s)(GLuint index, GLshort x, GLshort y, GLshort z); void (GL_APIENTRY * glVertexAttrib3sv)(GLuint index, const GLshort *v); void (GL_APIENTRY * glVertexAttrib4Nbv)(GLuint index, const GLbyte *v); void (GL_APIENTRY * glVertexAttrib4Niv)(GLuint index, const GLint *v); void (GL_APIENTRY * glVertexAttrib4Nsv)(GLuint index, const GLshort *v); void (GL_APIENTRY * glVertexAttrib4Nub)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); void (GL_APIENTRY * glVertexAttrib4Nubv)(GLuint index, const GLubyte *v); void (GL_APIENTRY * glVertexAttrib4Nuiv)(GLuint index, const GLuint *v); void (GL_APIENTRY * glVertexAttrib4Nusv)(GLuint index, const GLushort *v); void (GL_APIENTRY * glVertexAttrib4bv)(GLuint index, const GLbyte *v); void (GL_APIENTRY * glVertexAttrib4d)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); void (GL_APIENTRY * glVertexAttrib4dv)(GLuint index, const GLdouble *v); void (GL_APIENTRY * glVertexAttrib4f)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void (GL_APIENTRY * glVertexAttrib4fv)(GLuint index, const GLfloat *v); void (GL_APIENTRY * glVertexAttrib4iv)(GLuint index, const GLint *v); void (GL_APIENTRY * glVertexAttrib4s)(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); void (GL_APIENTRY * glVertexAttrib4sv)(GLuint index, const GLshort *v); void (GL_APIENTRY * glVertexAttrib4ubv)(GLuint index, const GLubyte *v); void (GL_APIENTRY * glVertexAttrib4uiv)(GLuint index, const GLuint *v); void (GL_APIENTRY * glVertexAttrib4usv)(GLuint index, const GLushort *v); void (GL_APIENTRY * glVertexAttribPointer) (unsigned int, GLint, GLenum, GLboolean normalized, GLsizei stride, const GLvoid *pointer); void (GL_APIENTRY * glVertexAttribIPointer) (unsigned int, GLint, GLenum, GLsizei stride, const GLvoid *pointer); void (GL_APIENTRY * glVertexAttribLPointer) (unsigned int, GLint, GLenum, GLsizei stride, const GLvoid *pointer); void (GL_APIENTRY * glVertexAttribDivisor)(GLuint index, GLuint divisor); void (GL_APIENTRY * glUniformMatrix2x3fv)( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ); void (GL_APIENTRY * glUniformMatrix3x2fv)( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ); void (GL_APIENTRY * glUniformMatrix2x4fv)( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ); void (GL_APIENTRY * glUniformMatrix4x2fv)( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ); void (GL_APIENTRY * glUniformMatrix3x4fv)( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ); void (GL_APIENTRY * glUniformMatrix4x3fv)( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ); void (GL_APIENTRY * glClipControl)( GLenum origin, GLenum depthMode ); void (GL_APIENTRY * glProgramParameteri)( GLuint program, GLenum pname, GLint value ); void (GL_APIENTRY * glPatchParameteri)( GLenum pname, GLint value ); void (GL_APIENTRY * glPatchParameterfv)( GLenum pname, const GLfloat* values ); void (GL_APIENTRY * glGetUniformuiv)( GLuint program, GLint location, GLuint* params ); void (GL_APIENTRY * glBindFragDataLocation)( GLuint program, GLuint color, const GLchar* name ); GLint (GL_APIENTRY * glGetFragDataLocation)( GLuint program, const GLchar* name ); void (GL_APIENTRY * glUniform1ui)( GLint location, GLuint v0 ); void (GL_APIENTRY * glUniform2ui)( GLint location, GLuint v0, GLuint v1 ); void (GL_APIENTRY * glUniform3ui)( GLint location, GLuint v0, GLuint v1, GLuint v2 ); void (GL_APIENTRY * glUniform4ui)( GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3 ); void (GL_APIENTRY * glUniform1uiv)( GLint location, GLsizei count, const GLuint *value ); void (GL_APIENTRY * glUniform2uiv)( GLint location, GLsizei count, const GLuint *value ); void (GL_APIENTRY * glUniform3uiv)( GLint location, GLsizei count, const GLuint *value ); void (GL_APIENTRY * glUniform4uiv)( GLint location, GLsizei count, const GLuint *value ); void (GL_APIENTRY * glUniform1i64 )(GLint location, GLint64 x) ; void (GL_APIENTRY * glUniform1i64v )(GLint location, GLsizei count, const GLint64* value) ; void (GL_APIENTRY * glUniform1ui64 )(GLint location, GLuint64 x) ; void (GL_APIENTRY * glUniform1ui64v)(GLint location, GLsizei count, const GLuint64* value) ; void (GL_APIENTRY * glUniform2i64 )(GLint location, GLint64 x, GLint64 y) ; void (GL_APIENTRY * glUniform2i64v )(GLint location, GLsizei count, const GLint64* value) ; void (GL_APIENTRY * glUniform2ui64 )(GLint location, GLuint64 x, GLuint64 y) ; void (GL_APIENTRY * glUniform2ui64v)(GLint location, GLsizei count, const GLuint64* value) ; void (GL_APIENTRY * glUniform3i64 )(GLint location, GLint64 x, GLint64 y, GLint64 z) ; void (GL_APIENTRY * glUniform3i64v )(GLint location, GLsizei count, const GLint64* value) ; void (GL_APIENTRY * glUniform3ui64 )(GLint location, GLuint64 x, GLuint64 y, GLuint64 z) ; void (GL_APIENTRY * glUniform3ui64v)(GLint location, GLsizei count, const GLuint64* value) ; void (GL_APIENTRY * glUniform4i64 )(GLint location, GLint64 x, GLint64 y, GLint64 z, GLint64 w) ; void (GL_APIENTRY * glUniform4i64v )(GLint location, GLsizei count, const GLint64* value) ; void (GL_APIENTRY * glUniform4ui64 )(GLint location, GLuint64 x, GLuint64 y, GLuint64 z, GLuint64 w) ; void (GL_APIENTRY * glUniform4ui64v)(GLint location, GLsizei count, const GLuint64* value) ; GLuint (GL_APIENTRY * glGetHandleARB) (GLenum pname); void (GL_APIENTRY * glGetUniformIndices)(GLuint program, GLsizei uniformCount, const GLchar* *uniformNames, GLuint *uniformIndices); void (GL_APIENTRY * glGetActiveUniformsiv)(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params); void (GL_APIENTRY * glGetActiveUniformName)(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName); GLuint (GL_APIENTRY * glGetUniformBlockIndex)(GLuint program, const GLchar *uniformBlockName); void (GL_APIENTRY * glGetActiveUniformBlockiv)(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params); void (GL_APIENTRY * glGetActiveUniformBlockName)(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); void (GL_APIENTRY * glUniformBlockBinding)(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); void (GL_APIENTRY * glGetProgramBinary)(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary); void (GL_APIENTRY * glProgramBinary)(GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length); void (GL_APIENTRY * glUniform1d)(GLint location, GLdouble v0); void (GL_APIENTRY * glUniform2d)(GLint location, GLdouble v0, GLdouble v1); void (GL_APIENTRY * glUniform3d)(GLint location, GLdouble v0, GLdouble v1, GLdouble v2); void (GL_APIENTRY * glUniform4d)(GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); void (GL_APIENTRY * glUniform1dv)(GLint location, GLsizei count, const GLdouble *value); void (GL_APIENTRY * glUniform2dv)(GLint location, GLsizei count, const GLdouble *value); void (GL_APIENTRY * glUniform3dv)(GLint location, GLsizei count, const GLdouble *value); void (GL_APIENTRY * glUniform4dv)(GLint location, GLsizei count, const GLdouble *value); void (GL_APIENTRY * glUniformMatrix2dv)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); void (GL_APIENTRY * glUniformMatrix3dv)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); void (GL_APIENTRY * glUniformMatrix4dv)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); void (GL_APIENTRY * glUniformMatrix2x3dv)( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value ); void (GL_APIENTRY * glUniformMatrix3x2dv)( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value ); void (GL_APIENTRY * glUniformMatrix2x4dv)( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value ); void (GL_APIENTRY * glUniformMatrix4x2dv)( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value ); void (GL_APIENTRY * glUniformMatrix3x4dv)( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value ); void (GL_APIENTRY * glUniformMatrix4x3dv)( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value ); void (GL_APIENTRY * glGetActiveAtomicCounterBufferiv)( GLuint program, GLuint bufferIndex, GLenum pname, GLint* params ); void (GL_APIENTRY * glDispatchCompute)( GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ ); GLuint64 (GL_APIENTRY* glGetTextureHandle)(GLint texture); void (GL_APIENTRY* glMakeTextureHandleResident)(GLuint64 handle); void (GL_APIENTRY* glMakeTextureHandleNonResident)(GLuint64 handle); void (GL_APIENTRY* glUniformHandleui64)(GLint location, GLuint64 handle); GLboolean (GL_APIENTRY* glIsTextureHandleResident)(GLuint64 handle); // Buffer Object extensions bool isBufferObjectSupported; bool isVBOSupported; bool isPBOSupported; bool isTBOSupported; bool isVAOSupported; bool isTransformFeedbackSupported; void (GL_APIENTRY * glGenBuffers) (GLsizei n, GLuint *buffers); void (GL_APIENTRY * glBindBuffer) (GLenum target, GLuint buffer); void (GL_APIENTRY * glBufferData) (GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage); void (GL_APIENTRY * glBufferSubData) (GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data); void (GL_APIENTRY * glDeleteBuffers) (GLsizei n, const GLuint *buffers); GLboolean (GL_APIENTRY * glIsBuffer) (GLuint buffer); void (GL_APIENTRY * glGetBufferSubData) (GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data); GLvoid* (GL_APIENTRY * glMapBuffer) (GLenum target, GLenum access); GLvoid* (GL_APIENTRY * glMapBufferRange)(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); GLboolean (GL_APIENTRY * glUnmapBuffer) (GLenum target); void (GL_APIENTRY * glGetBufferParameteriv) (GLenum target, GLenum pname, GLint *params); void (GL_APIENTRY * glGetBufferPointerv) (GLenum target, GLenum pname, GLvoid* *params); void (GL_APIENTRY * glBindBufferRange) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); void (GL_APIENTRY * glBindBufferBase) (GLenum target, GLuint index, GLuint buffer); void (GL_APIENTRY * glTexBuffer) (GLenum target, GLenum internalFormat, GLuint buffer); void (GL_APIENTRY * glMemoryBarrier)( GLbitfield barriers ); // BlendFunc extensions bool isBlendFuncSeparateSupported; void (GL_APIENTRY * glBlendFuncSeparate) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) ; void (GL_APIENTRY * glBlendFunci) (GLuint buf, GLenum src, GLenum dst); void (GL_APIENTRY * glBlendFuncSeparatei) (GLuint buf, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) ; // Vertex Array extensions bool isSecondaryColorSupported; bool isFogCoordSupported; bool isMultiTexSupported; bool isOcclusionQuerySupported; bool isARBOcclusionQuerySupported; bool isTimerQuerySupported; bool isARBTimerQuerySupported; void (GL_APIENTRY * glDrawArraysInstanced)( GLenum mode, GLint first, GLsizei count, GLsizei primcount ); void (GL_APIENTRY * glDrawElementsInstanced)( GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei primcount ); void (GL_APIENTRY * glSecondaryColor3ubv) (const GLubyte* coord); void (GL_APIENTRY * glSecondaryColor3fv) (const GLfloat* coord); void (GL_APIENTRY * glFogCoordfv) (const GLfloat* coord); void (GL_APIENTRY * glMultiTexCoord1f) (GLenum target,GLfloat coord); void (GL_APIENTRY * glMultiTexCoord4f) (GLenum target, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void (GL_APIENTRY * glMultiTexCoord1fv) (GLenum target,const GLfloat* coord); void (GL_APIENTRY * glMultiTexCoord2fv) (GLenum target,const GLfloat* coord); void (GL_APIENTRY * glMultiTexCoord3fv) (GLenum target,const GLfloat* coord); void (GL_APIENTRY * glMultiTexCoord4fv) (GLenum target,const GLfloat* coord); void (GL_APIENTRY * glMultiTexCoord1d) (GLenum target,GLdouble coord); void (GL_APIENTRY * glMultiTexCoord1dv) (GLenum target,const GLdouble* coord); void (GL_APIENTRY * glMultiTexCoord2dv) (GLenum target,const GLdouble* coord); void (GL_APIENTRY * glMultiTexCoord3dv) (GLenum target,const GLdouble* coord); void (GL_APIENTRY * glMultiTexCoord4dv) (GLenum target,const GLdouble* coord); // Occlusion Query extensions void (GL_APIENTRY * glGenOcclusionQueries) ( GLsizei n, GLuint *ids ); void (GL_APIENTRY * glDeleteOcclusionQueries) ( GLsizei n, const GLuint *ids ); GLboolean (GL_APIENTRY * glIsOcclusionQuery) ( GLuint id ); void (GL_APIENTRY * glBeginOcclusionQuery) ( GLuint id ); void (GL_APIENTRY * glEndOcclusionQuery) (); void (GL_APIENTRY * glGetOcclusionQueryiv) ( GLuint id, GLenum pname, GLint *params ); void (GL_APIENTRY * glGetOcclusionQueryuiv) ( GLuint id, GLenum pname, GLuint *params ); void (GL_APIENTRY * glGetQueryiv) (GLenum target, GLenum pname, GLint *params); void (GL_APIENTRY * glGenQueries) (GLsizei n, GLuint *ids); void (GL_APIENTRY * glBeginQuery) (GLenum target, GLuint id); void (GL_APIENTRY * glEndQuery) (GLenum target); void (GL_APIENTRY * glQueryCounter) (GLuint id, GLenum target); GLboolean (GL_APIENTRY * glIsQuery) (GLuint id); void (GL_APIENTRY * glDeleteQueries) (GLsizei n, const GLuint *ids); void (GL_APIENTRY * glGetQueryObjectiv) (GLuint id, GLenum pname, GLint *params); void (GL_APIENTRY * glGetQueryObjectuiv) (GLuint id, GLenum pname, GLuint *params); void (GL_APIENTRY * glGetQueryObjectui64v) (GLuint id, GLenum pname, GLuint64 *params); void (GL_APIENTRY * glGetInteger64v) (GLenum pname, GLint64 *params); // SampleMaski functionality bool isOpenGL32upported; bool isTextureMultisampleSupported; bool isSampleMaskiSupported; void (GL_APIENTRY * glSampleMaski) (GLuint maskNumber, GLbitfield mask); // Vertex/Fragment Programs bool isVertexProgramSupported; bool isFragmentProgramSupported; void (GL_APIENTRY * glBindProgram) (GLenum target, GLuint id); void (GL_APIENTRY * glGenPrograms) (GLsizei n, GLuint *programs); void (GL_APIENTRY * glDeletePrograms) (GLsizei n, GLuint *programs); void (GL_APIENTRY * glProgramString) (GLenum target, GLenum format, GLsizei len, const void *string); void (GL_APIENTRY * glProgramLocalParameter4fv) (GLenum target, GLuint index, const GLfloat *params); // Texture Extensions bool isMultiTexturingSupported; bool isTextureFilterAnisotropicSupported; bool isTextureSwizzleSupported; bool isTextureCompressionARBSupported; bool isTextureCompressionS3TCSupported; bool isTextureCompressionPVRTC2BPPSupported; bool isTextureCompressionPVRTC4BPPSupported; bool isTextureCompressionETCSupported; bool isTextureCompressionETC2Supported; bool isTextureCompressionRGTCSupported; bool isTextureCompressionPVRTCSupported; bool isTextureMirroredRepeatSupported; bool isTextureEdgeClampSupported; bool isTextureBorderClampSupported; bool isGenerateMipMapSupported; bool preferGenerateMipmapSGISForPowerOfTwo; bool isTextureMultisampledSupported; bool isShadowSupported; bool isShadowAmbientSupported; bool isTextureMaxLevelSupported; GLint maxTextureSize; bool isClientStorageSupported; bool isTextureIntegerEXTSupported; bool isTextureStorageEnabled; bool isTexStorage2DSupported() const { return glTexStorage2D != 0; } bool isCompressedTexImage2DSupported() const { return glCompressedTexImage2D!=0; } bool isCompressedTexSubImage2DSupported() const { return glCompressedTexSubImage2D!=0; } bool isBindImageTextureSupported() const { return glBindImageTexture!=0; } bool isNonPowerOfTwoTextureMipMappedSupported; bool isNonPowerOfTwoTextureNonMipMappedSupported; bool isNonPowerOfTwoTextureSupported(GLenum filter) const { return (filter==GL_LINEAR || filter==GL_NEAREST) ? isNonPowerOfTwoTextureNonMipMappedSupported : isNonPowerOfTwoTextureMipMappedSupported; } void (GL_APIENTRY * glTexStorage2D) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); void (GL_APIENTRY * glCompressedTexImage2D) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data); void (GL_APIENTRY * glCompressedTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data); void (GL_APIENTRY * glGetCompressedTexImage) (GLenum target, GLint level, GLvoid *data); void (GL_APIENTRY * glTexImage2DMultisample) (GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); void (GL_APIENTRY * glTexParameterIiv) (GLenum target, GLenum pname, const GLint* data); void (GL_APIENTRY * glTexParameterIuiv) (GLenum target, GLenum pname, const GLuint* data); void (GL_APIENTRY * glBindImageTexture) (GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format); // Texture3D extensions bool isTexture3DSupported; bool isTexture3DFast; GLint maxTexture3DSize; bool isCompressedTexImage3DSupported() const { return glCompressedTexImage3D!=0; } bool isCompressedTexSubImage3DSupported() const { return glCompressedTexSubImage3D!=0; } void (GL_APIENTRY * glTexImage3D) ( GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels); void (GL_APIENTRY * glTexSubImage3D) ( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels); void (GL_APIENTRY * glCopyTexSubImage3D) ( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height ); void (GL_APIENTRY * glCompressedTexImage3D) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data); void (GL_APIENTRY * glCompressedTexSubImage3D) ( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data ); // Texture2DArray extensions bool isTexture2DArraySupported; GLint maxLayerCount; GLint max2DSize; // Blending bool isBlendColorSupported; bool isBlendEquationSupported; bool isBlendEquationSeparateSupported; bool isSGIXMinMaxSupported; bool isLogicOpSupported; void (GL_APIENTRY * glBlendColor) (GLclampf red , GLclampf green , GLclampf blue , GLclampf alpha); void (GL_APIENTRY * glBlendEquation)(GLenum mode); void (GL_APIENTRY * glBlendEquationSeparate)(GLenum modeRGB, GLenum modeAlpha); void (GL_APIENTRY * glBlendEquationi)(GLuint buf, GLenum mode); void (GL_APIENTRY * glBlendEquationSeparatei)(GLuint buf, GLenum modeRGB, GLenum modeAlpha); // glEnablei/glDisabeli void (GL_APIENTRY * glEnablei) (GLenum capability, GLuint buf); void (GL_APIENTRY * glDisablei) (GLenum capability, GLuint buf); // Stencil bool isStencilWrapSupported; bool isStencilTwoSidedSupported; bool isOpenGL20Supported; bool isSeparateStencilSupported; void (GL_APIENTRY * glActiveStencilFace) (GLenum face); void (GL_APIENTRY * glStencilOpSeparate) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); void (GL_APIENTRY * glStencilMaskSeparate) (GLenum face, GLuint mask); void (GL_APIENTRY * glStencilFuncSeparate) (GLenum face, GLenum func, GLint ref, GLuint mask); void (GL_APIENTRY * glStencilFuncSeparateATI) (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask); // ColorMask void (GL_APIENTRY * glColorMaski)(GLuint buf, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); // ClampColor bool isClampColorSupported; void (GL_APIENTRY * glClampColor) (GLenum target, GLenum mode); // PrimitiveRestartIndex void (GL_APIENTRY * glPrimitiveRestartIndex) ( GLuint index ); // Mutlisample bool isMultisampleSupported; bool isMultisampleFilterHintSupported; void (GL_APIENTRY * glSampleCoverage) (GLclampf value, GLboolean invert); // Point bool isPointParametersSupported; bool isPointSpriteSupported; bool isPointSpriteCoordOriginSupported; void (GL_APIENTRY * glPointParameteri) (GLenum pname, GLint param); void (GL_APIENTRY * glPointParameterf) (GLenum pname, GLfloat param); void (GL_APIENTRY * glPointParameterfv) (GLenum pname, const GLfloat *params); // FrameBuferObject bool isFrameBufferObjectSupported; bool isPackedDepthStencilSupported; bool isRenderbufferMultisampleSupported() const { return glRenderbufferStorageMultisample != 0; } bool isRenderbufferMultisampleCoverageSupported() const { return glRenderbufferStorageMultisampleCoverageNV != 0; } void (GL_APIENTRY * glBindRenderbuffer) (GLenum, GLuint); void (GL_APIENTRY * glDeleteRenderbuffers) (GLsizei n, const GLuint *renderbuffers); void (GL_APIENTRY * glGenRenderbuffers) (GLsizei, GLuint *); void (GL_APIENTRY * glRenderbufferStorage) (GLenum, GLenum, GLsizei, GLsizei); void (GL_APIENTRY * glRenderbufferStorageMultisample) (GLenum, GLsizei, GLenum, GLsizei, GLsizei); void (GL_APIENTRY * glRenderbufferStorageMultisampleCoverageNV) (GLenum, GLsizei, GLsizei, GLenum, GLsizei, GLsizei); void (GL_APIENTRY * glBindFramebuffer) (GLenum, GLuint); void (GL_APIENTRY * glDeleteFramebuffers) (GLsizei n, const GLuint *framebuffers); void (GL_APIENTRY * glGenFramebuffers) (GLsizei, GLuint *); GLenum (GL_APIENTRY * glCheckFramebufferStatus) (GLenum); void (GL_APIENTRY * glFramebufferTexture1D) (GLenum, GLenum, GLenum, GLuint, GLint); void (GL_APIENTRY * glFramebufferTexture2D) (GLenum, GLenum, GLenum, GLuint, GLint); void (GL_APIENTRY * glFramebufferTexture3D) (GLenum, GLenum, GLenum, GLuint, GLint, GLint); void (GL_APIENTRY * glFramebufferTexture) (GLenum, GLenum, GLint, GLint); void (GL_APIENTRY * glFramebufferTextureLayer) (GLenum, GLenum, GLuint, GLint, GLint); void (GL_APIENTRY * glFramebufferTextureFace)( GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face ); void (GL_APIENTRY * glFramebufferRenderbuffer) (GLenum, GLenum, GLenum, GLuint); void (GL_APIENTRY * glGenerateMipmap) (GLenum); void (GL_APIENTRY * glBlitFramebuffer) (GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLbitfield, GLenum); void (GL_APIENTRY * glGetRenderbufferParameteriv) (GLenum, GLenum, GLint*); //subroutine GLint(GL_APIENTRY* glGetSubroutineUniformLocation) (GLuint program, GLenum shadertype, const GLchar *name); void (GL_APIENTRY * glGetActiveSubroutineUniformName) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name); void (GL_APIENTRY * glGetActiveSubroutineUniformiv) (GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values); GLuint (GL_APIENTRY * glGetSubroutineIndex) (GLuint program, GLenum shadertype, const GLchar *name); void (GL_APIENTRY * glGetActiveSubroutineName) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name); void (GL_APIENTRY * glGetProgramStageiv) (GLuint program, GLenum shadertype, GLenum pname, GLint *values); void (GL_APIENTRY *glUniformSubroutinesuiv) (GLenum shadertype, GLsizei count,const GLuint * indices); void (GL_APIENTRY * glGetUniformSubroutineuiv) (GLenum shadertype, GLint location, GLuint *params); // Sync GLsync (GL_APIENTRY * glFenceSync) (GLenum condition, GLbitfield flags); GLboolean (GL_APIENTRY * glIsSync) (GLsync sync); void (GL_APIENTRY * glDeleteSync) (GLsync sync); GLenum (GL_APIENTRY * glClientWaitSync) (GLsync sync, GLbitfield flags, GLuint64 timeout); void (GL_APIENTRY * glWaitSync) (GLsync sync, GLbitfield flags, GLuint64 timeout); void (GL_APIENTRY * glGetSynciv) (GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values); // Indirect Rendering void (GL_APIENTRY * glDrawArraysIndirect) (GLenum mode, const void * indirect); void (GL_APIENTRY * glMultiDrawArraysIndirect) (GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride); void (GL_APIENTRY * glDrawElementsIndirect) (GLenum mode, GLenum type, const void *indirect); void (GL_APIENTRY * glMultiDrawElementsIndirect)( GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride); // Transform feedback void (GL_APIENTRY * glBeginTransformFeedback) (GLenum primitiveMode); void (GL_APIENTRY * glEndTransformFeedback) (void); void (GL_APIENTRY * glTransformFeedbackVaryings) (GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode); void (GL_APIENTRY * glGetTransformFeedbackVarying) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); void (GL_APIENTRY * glBindTransformFeedback) (GLenum target, GLuint id); void (GL_APIENTRY * glDeleteTransformFeedbacks) (GLsizei n, const GLuint *ids); void (GL_APIENTRY * glGenTransformFeedbacks) (GLsizei n, GLuint *ids); GLboolean (GL_APIENTRY * glIsTransformFeedback) (GLuint id); void (GL_APIENTRY * glPauseTransformFeedback) (void); void (GL_APIENTRY * glResumeTransformFeedback) (void); void (GL_APIENTRY * glDrawTransformFeedback) (GLenum mode, GLuint id); void (GL_APIENTRY * glDrawTransformFeedbackStream) (GLenum mode, GLuint id, GLuint stream); void (GL_APIENTRY * glDrawTransformFeedbackInstanced) (GLenum mode, GLuint id, GLsizei instancecount); void (GL_APIENTRY * glDrawTransformFeedbackStreamInstanced) (GLenum mode, GLuint id, GLuint stream, GLsizei instancecount); void (GL_APIENTRY * glCreateTransformFeedbacks) (GLsizei n, GLuint *ids); void (GL_APIENTRY * glTransformFeedbackBufferBase) (GLuint xfb, GLuint index, GLuint buffer); void (GL_APIENTRY * glTransformFeedbackBufferRange) (GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizei size); void (GL_APIENTRY * glGetTransformFeedbackiv) (GLuint xfb, GLenum pname, GLint *param); void (GL_APIENTRY * glGetTransformFeedbacki_v) (GLuint xfb, GLenum pname, GLuint index, GLint *param); void (GL_APIENTRY * glGetTransformFeedbacki64_v) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param); // Vertex Array Object void (GL_APIENTRY * glDeleteVertexArrays) (GLsizei size,const GLuint *handles); void (GL_APIENTRY * glGenVertexArrays) (GLsizei size, GLuint *handles); GLboolean (GL_APIENTRY * glIsVertexArray) (GLuint handle); void (GL_APIENTRY * glBindVertexArray) (GLuint handle); // MultiDrawArrays void (GL_APIENTRY * glMultiDrawArrays) (GLenum mode, const GLint * first, const GLsizei * count, GLsizei primcount); // ViewportArray bool isViewportArraySupported; void (GL_APIENTRY * glViewportArrayv) (GLuint first, GLsizei count, const GLfloat * v); void (GL_APIENTRY * glViewportIndexedf) (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); void (GL_APIENTRY * glViewportIndexedfv) (GLuint index, const GLfloat * v); void (GL_APIENTRY * glScissorArrayv) (GLuint first, GLsizei count, const GLint * v); void (GL_APIENTRY * glScissorIndexed) (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); void (GL_APIENTRY * glScissorIndexedv) (GLuint index, const GLint * v); void (GL_APIENTRY * glDepthRangeArrayv) (GLuint first, GLsizei count, const GLclampd * v); void (GL_APIENTRY * glDepthRangeIndexed) (GLuint index, GLclampd n, GLclampd f); void (GL_APIENTRY * glGetFloati_v) (GLenum target, GLuint index, GLfloat *data); void (GL_APIENTRY * glGetDoublei_v) (GLenum target, GLuint index, GLdouble *data); //introduced by other OpenGL extensions such as EXT_draw_buffers2 void (GL_APIENTRY * glGetIntegerIndexedvEXT) (GLenum target, GLuint index, int * v); void (GL_APIENTRY * glEnableIndexedEXT) (GLenum target, GLuint index); void (GL_APIENTRY * glDisableIndexedEXT) (GLenum target, GLuint index); GLboolean (GL_APIENTRY * glIsEnabledIndexedEXT) (GLenum target, GLuint index); void (GL_APIENTRY * glClientActiveTexture) (GLenum texture); void (GL_APIENTRY * glActiveTexture) (GLenum texture); void (GL_APIENTRY * glFogCoordPointer) (GLenum type, GLsizei stride, const GLvoid *pointer); void (GL_APIENTRY * glSecondaryColorPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); GLint glMaxTextureCoords; GLint glMaxTextureUnits; // debug extensions void (GL_APIENTRY * glObjectLabel) (GLenum identifier, GLuint name, GLsizei length, const GLchar* label); /** convinience wrapper around glObjectLabel that calls glObjectLabel if it's supported and using std::string as a label parameter.*/ void debugObjectLabel(GLenum identifier, GLuint name, const std::string& label) const { if (glObjectLabel && !label.empty()) glObjectLabel(identifier, name, label.size(), label.c_str()); } inline void glUniform(GLint location, int value) const { glUniform1i(location, value); } inline void glUniform(GLint location, const osg::Vec2i& value) const { glUniform2iv(location, 1, value.ptr()); } inline void glUniform(GLint location, const osg::Vec3i& value) const { glUniform3iv(location, 1, value.ptr()); } inline void glUniform(GLint location, const osg::Vec4i& value) const { glUniform4iv(location, 1, value.ptr()); } inline void glUniform(GLint location, unsigned int value) const { glUniform1ui(location, value); } inline void glUniform(GLint location, const osg::Vec2ui& value) const { glUniform2uiv(location, 1, value.ptr()); } inline void glUniform(GLint location, const osg::Vec3ui& value) const { glUniform3uiv(location, 1, value.ptr()); } inline void glUniform(GLint location, const osg::Vec4ui& value) const { glUniform4uiv(location, 1, value.ptr()); } inline void glUniform(GLint location, float value) const { glUniform1f(location, value); } inline void glUniform(GLint location, const osg::Vec2& value) const { glUniform2fv(location, 1, value.ptr()); } inline void glUniform(GLint location, const osg::Vec3& value) const { glUniform3fv(location, 1, value.ptr()); } inline void glUniform(GLint location, const osg::Vec4& value) const { glUniform4fv(location, 1, value.ptr()); } inline void glUniform(GLint location, double value) const { glUniform1d(location, value); } inline void glUniform(GLint location, const osg::Vec2d& value) const { glUniform2dv(location, 1, value.ptr()); } inline void glUniform(GLint location, const osg::Vec3d& value) const { glUniform3dv(location, 1, value.ptr()); } inline void glUniform(GLint location, const osg::Vec4d& value) const { glUniform4dv(location, 1, value.ptr()); } inline void glUniform(GLint location, const osg::Plane& value) const { glUniform4dv(location, 1, value.ptr()); } inline void glUniform(GLint location, const osg::Matrix2& value) const { glUniformMatrix2fv(location, 1, GL_FALSE, value.ptr()); } inline void glUniform(GLint location, const osg::Matrix2x3& value) const { glUniformMatrix2x3fv(location, 1, GL_FALSE, value.ptr()); } inline void glUniform(GLint location, const osg::Matrix2x4& value) const { glUniformMatrix2x4fv(location, 1, GL_FALSE, value.ptr()); } inline void glUniform(GLint location, const osg::Matrix3x2& value) const { glUniformMatrix3x2fv(location, 1, GL_FALSE, value.ptr()); } inline void glUniform(GLint location, const osg::Matrix3& value) const { glUniformMatrix3fv(location, 1, GL_FALSE, value.ptr()); } inline void glUniform(GLint location, const osg::Matrix3x4& value) const { glUniformMatrix3x4fv(location, 1, GL_FALSE, value.ptr()); } inline void glUniform(GLint location, const osg::Matrix4x2& value) const { glUniformMatrix4x2fv(location, 1, GL_FALSE, value.ptr()); } inline void glUniform(GLint location, const osg::Matrix4x3& value) const { glUniformMatrix4x3fv(location, 1, GL_FALSE, value.ptr()); } inline void glUniform(GLint location, const osg::Matrixf& value) const { glUniformMatrix4fv(location, 1, GL_FALSE, value.ptr()); } inline void glUniform(GLint location, const osg::Matrix2d& value) const { glUniformMatrix2dv(location, 1, GL_FALSE, value.ptr()); } inline void glUniform(GLint location, const osg::Matrix2x3d& value) const { glUniformMatrix2x3dv(location, 1, GL_FALSE, value.ptr()); } inline void glUniform(GLint location, const osg::Matrix2x4d& value) const { glUniformMatrix2x4dv(location, 1, GL_FALSE, value.ptr()); } inline void glUniform(GLint location, const osg::Matrix3x2d& value) const { glUniformMatrix3x2dv(location, 1, GL_FALSE, value.ptr()); } inline void glUniform(GLint location, const osg::Matrix3d& value) const { glUniformMatrix3dv(location, 1, GL_FALSE, value.ptr()); } inline void glUniform(GLint location, const osg::Matrix3x4d& value) const { glUniformMatrix3x4dv(location, 1, GL_FALSE, value.ptr()); } inline void glUniform(GLint location, const osg::Matrix4x2d& value) const { glUniformMatrix4x2dv(location, 1, GL_FALSE, value.ptr()); } inline void glUniform(GLint location, const osg::Matrix4x3d& value) const { glUniformMatrix4x3dv(location, 1, GL_FALSE, value.ptr()); } inline void glUniform(GLint location, const osg::Matrixd& value) const { glUniformMatrix4dv(location, 1, GL_FALSE, value.ptr()); } inline void glUniform(GLint location, const std::vector& array) const { if (!array.empty()) glUniform1iv(location, array.size(), &(array.front())); } inline void glUniform(GLint location, const std::vector& array) const { if (!array.empty()) glUniform2iv(location, array.size(), array.front().ptr()); } inline void glUniform(GLint location, const std::vector& array) const { if (!array.empty()) glUniform3iv(location, array.size(), array.front().ptr()); } inline void glUniform(GLint location, const std::vector& array) const { if (!array.empty()) glUniform4iv(location, array.size(), array.front().ptr()); } inline void glUniform(GLint location, const std::vector& array) const { if (!array.empty()) glUniform1uiv(location, array.size(), &(array.front())); } inline void glUniform(GLint location, const std::vector& array) const { if (!array.empty()) glUniform2uiv(location, array.size(), array.front().ptr()); } inline void glUniform(GLint location, const std::vector& array) const { if (!array.empty()) glUniform3uiv(location, array.size(), array.front().ptr()); } inline void glUniform(GLint location, const std::vector& array) const { if (!array.empty()) glUniform4uiv(location, array.size(), array.front().ptr()); } inline void glUniform(GLint location, const std::vector& array) const { if (!array.empty()) glUniform1fv(location, array.size(), &(array.front())); } inline void glUniform(GLint location, const std::vector& array) const { if (!array.empty()) glUniform2fv(location, array.size(), array.front().ptr()); } inline void glUniform(GLint location, const std::vector& array) const { if (!array.empty()) glUniform3fv(location, array.size(), array.front().ptr()); } inline void glUniform(GLint location, const std::vector& array) const { if (!array.empty()) glUniform4fv(location, array.size(), array.front().ptr()); } inline void glUniform(GLint location, const std::vector& array) const { if (!array.empty()) glUniform1dv(location, array.size(), &(array.front())); } inline void glUniform(GLint location, const std::vector& array) const { if (!array.empty()) glUniform2dv(location, array.size(), array.front().ptr()); } inline void glUniform(GLint location, const std::vector& array) const { if (!array.empty()) glUniform3dv(location, array.size(), array.front().ptr()); } inline void glUniform(GLint location, const std::vector& array) const { if (!array.empty()) glUniform4dv(location, array.size(), array.front().ptr()); } inline void glUniform(GLint location, const std::vector& array) const { if (!array.empty()) glUniformMatrix2fv(location, array.size(), GL_FALSE, array.front().ptr()); } inline void glUniform(GLint location, const std::vector& array) const { if (!array.empty()) glUniformMatrix2x3fv(location, array.size(), GL_FALSE, array.front().ptr()); } inline void glUniform(GLint location, const std::vector& array) const { if (!array.empty()) glUniformMatrix2x4fv(location, array.size(), GL_FALSE, array.front().ptr()); } inline void glUniform(GLint location, const std::vector& array) const { if (!array.empty()) glUniformMatrix3fv(location, array.size(), GL_FALSE, array.front().ptr()); } inline void glUniform(GLint location, const std::vector& array) const { if (!array.empty()) glUniformMatrix3x2fv(location, array.size(), GL_FALSE, array.front().ptr()); } inline void glUniform(GLint location, const std::vector& array) const { if (!array.empty()) glUniformMatrix3x4fv(location, array.size(), GL_FALSE, array.front().ptr()); } inline void glUniform(GLint location, const std::vector& array) const { if (!array.empty()) glUniformMatrix4fv(location, array.size(), GL_FALSE, array.front().ptr()); } inline void glUniform(GLint location, const std::vector& array) const { if (!array.empty()) glUniformMatrix4x3fv(location, array.size(), GL_FALSE, array.front().ptr()); } inline void glUniform(GLint location, const std::vector& array) const { if (!array.empty()) glUniformMatrix4x2fv(location, array.size(), GL_FALSE, array.front().ptr()); } inline void glUniform(GLint location, const std::vector& array) const { if (!array.empty()) glUniformMatrix4dv(location, array.size(), GL_FALSE, array.front().ptr()); } }; } #endif