diff --git a/reactor2019/README.md b/reactor2019/README.md new file mode 100644 index 00000000..2e59c4ba --- /dev/null +++ b/reactor2019/README.md @@ -0,0 +1,3 @@ +# Reactor 2019 + +Content presented at the Microsoft Reactor for the Azure Kinect DK Workshop in October 2019. \ No newline at end of file diff --git a/reactor2019/bodytracking/jump_analysis_sample/DigitalSignalProcessing.cpp b/reactor2019/bodytracking/jump_analysis_sample/DigitalSignalProcessing.cpp new file mode 100644 index 00000000..a8e8a48f --- /dev/null +++ b/reactor2019/bodytracking/jump_analysis_sample/DigitalSignalProcessing.cpp @@ -0,0 +1,146 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#include "DigitalSignalProcessing.h" + +#include +#include + +std::vector DSP::MovingAverage(const std::vector& signal, size_t numOfPoints) +{ + if (numOfPoints > signal.size()) + { + return std::vector(); + } + + if (signal.size() == 1) + { + return signal; + } + std::vector cumSum(signal.size()); + + std::vector window(numOfPoints); + std::vector filteredSignal(signal.size()); + + int windowIndex = 0; + + for (size_t i = 0; i < signal.size(); i++) + { + window[windowIndex] = signal[i] / numOfPoints; + float currentMean = 0.0f; + for (size_t j = 0; j < numOfPoints; j++) + { + currentMean = currentMean + window[j]; + } + filteredSignal[i] = currentMean; + windowIndex = (windowIndex + 1) % numOfPoints; + } + return filteredSignal; +} + +std::vector DSP::FirstDerivate(const std::vector& signal) +{ + std::vector outputSignal(signal.size() - 1); + + for (size_t i = 1; i < signal.size(); i++) + { + outputSignal[i - 1] = signal[i] - signal[i - 1]; + } + return outputSignal; +} + +std::vector DSP::DivideTwoArrays(std::vector& dividend, std::vector& divisor) +{ + if (dividend.size() != divisor.size()) + { + return std::vector(); + } + + std::vector result(dividend.size()); + + for (size_t i = 0; i < dividend.size(); i++) + { + if (divisor[i] == 0) + { + result[i] = 0; + } + else + { + result[i] = dividend[i] / divisor[i]; + } + } + return result; +} + +IndexValueTuple DSP::FindMaximum(const std::vector& signal, size_t minIdx, size_t maxIdx) +{ + if (minIdx > signal.size() || minIdx > signal.size() || minIdx > maxIdx) + { + return IndexValueTuple(); + } + float maxValue = std::numeric_limits::min(); + int maxIndex = 0; + + for (size_t i = minIdx; i < maxIdx; i++) + { + if (signal[i] > maxValue) + { + maxValue = signal[i]; + maxIndex = static_cast(i); + } + } + return { maxIndex, maxValue }; +} + +IndexValueTuple DSP::FindMinimum(const std::vector& signal, size_t minIdx, size_t maxIdx) +{ + if (minIdx > signal.size() || minIdx > signal.size() || minIdx > maxIdx) + { + return IndexValueTuple(); + } + float minValue = std::numeric_limits::max(); + int minIndex = 0; + + for (size_t i = minIdx; i < maxIdx; i++) + { + if (signal[i] < minValue) + { + minValue = signal[i]; + minIndex = static_cast(i); + } + } + return { minIndex, minValue }; +} + +float DSP::Angle(k4a_float3_t A, k4a_float3_t B, k4a_float3_t C) +{ + k4a_float3_t AbVector; + k4a_float3_t BcVector; + + AbVector.xyz.x = B.xyz.x - A.xyz.x; + AbVector.xyz.y = B.xyz.y - A.xyz.y; + AbVector.xyz.z = B.xyz.z - A.xyz.z; + + BcVector.xyz.x = C.xyz.x - B.xyz.x; + BcVector.xyz.y = C.xyz.y - B.xyz.y; + BcVector.xyz.z = C.xyz.z - B.xyz.z; + + float AbNorm = (float)sqrt(AbVector.xyz.x * AbVector.xyz.x + AbVector.xyz.y * AbVector.xyz.y + AbVector.xyz.z * AbVector.xyz.z); + float BcNorm = (float)sqrt(BcVector.xyz.x * BcVector.xyz.x + BcVector.xyz.y * BcVector.xyz.y + BcVector.xyz.z * BcVector.xyz.z); + + k4a_float3_t AbVectorNorm; + k4a_float3_t BcVectorNorm; + + AbVectorNorm.xyz.x = AbVector.xyz.x / AbNorm; + AbVectorNorm.xyz.y = AbVector.xyz.y / AbNorm; + AbVectorNorm.xyz.z = AbVector.xyz.z / AbNorm; + + BcVectorNorm.xyz.x = BcVector.xyz.x / BcNorm; + BcVectorNorm.xyz.y = BcVector.xyz.y / BcNorm; + BcVectorNorm.xyz.z = BcVector.xyz.z / BcNorm; + + float result = AbVectorNorm.xyz.x * BcVectorNorm.xyz.x + AbVectorNorm.xyz.y * BcVectorNorm.xyz.y + AbVectorNorm.xyz.z * BcVectorNorm.xyz.z; + + result = (float)std::acos(result) * 180.0f / 3.1415926535897f; + return result; +} diff --git a/reactor2019/bodytracking/jump_analysis_sample/DigitalSignalProcessing.h b/reactor2019/bodytracking/jump_analysis_sample/DigitalSignalProcessing.h new file mode 100644 index 00000000..aa365a8d --- /dev/null +++ b/reactor2019/bodytracking/jump_analysis_sample/DigitalSignalProcessing.h @@ -0,0 +1,67 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +#include +#include + +#include + +struct IndexValueTuple +{ + int Index = -1; + float Value = 0.f; +}; + +namespace DSP +{ + std::vector MovingAverage(const std::vector& signal, size_t numOfPoints); + + std::vector FirstDerivate(const std::vector& signal); + + std::vector DivideTwoArrays(std::vector& dividend, std::vector& divisor); + + IndexValueTuple FindMaximum(const std::vector& signal, size_t minIdx, size_t maxIdx); + + IndexValueTuple FindMinimum(const std::vector& signal, size_t minIdx, size_t maxIdx); + + float Angle(k4a_float3_t A, k4a_float3_t B, k4a_float3_t C); + + class RollingWindow + { + public: + RollingWindow(int windowSize) + { + m_window.resize(windowSize, 0); + m_circularIndex = windowSize - 1; + } + void Update(const std::chrono::microseconds& timestamp, float v) + { + m_circularIndex = (m_circularIndex + 1) % m_window.size(); + + m_movingAverageDelta = (v - m_window[m_circularIndex]) / m_window.size(); + m_movingAverage += m_movingAverageDelta; + m_window[m_circularIndex] = v; + + if (m_circularIndex == m_window.size() - 1) + { + m_filled = true; + } + m_timestampDelta = timestamp - m_timestamp; + m_timestamp = timestamp; + } + bool IsValid() const { return m_filled; } + float GetMovingAverage() const { return m_movingAverage; } + float GetMovingAverageVelocity() const { return m_movingAverageDelta / m_timestampDelta.count(); } + + private: + std::vector m_window; + float m_movingAverage = 0; + float m_movingAverageDelta = 0; + size_t m_circularIndex = 0; + bool m_filled = false; + std::chrono::microseconds m_timestamp; + std::chrono::microseconds m_timestampDelta; + }; +}; diff --git a/reactor2019/bodytracking/jump_analysis_sample/HandRaisedDetector.cpp b/reactor2019/bodytracking/jump_analysis_sample/HandRaisedDetector.cpp new file mode 100644 index 00000000..76643b1e --- /dev/null +++ b/reactor2019/bodytracking/jump_analysis_sample/HandRaisedDetector.cpp @@ -0,0 +1,41 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#include "HandRaisedDetector.h" + +using namespace std::chrono; + +void HandRaisedDetector::UpdateData(k4abt_body_t selectedBody, uint64_t currentTimestampUsec) +{ + k4a_float3_t leftWristJoint = selectedBody.skeleton.joints[K4ABT_JOINT_WRIST_LEFT].position; + k4a_float3_t rightWristJoint = selectedBody.skeleton.joints[K4ABT_JOINT_WRIST_RIGHT].position; + k4a_float3_t headJoint = selectedBody.skeleton.joints[K4ABT_JOINT_HEAD].position; + + // Notice: y direction is pointing towards the ground! So jointA.y < jointB.y means jointA is higher than jointB + bool bothHandsAreRaised = leftWristJoint.xyz.y < headJoint.xyz.y && + rightWristJoint.xyz.y < headJoint.xyz.y; + + microseconds currentTimestamp(currentTimestampUsec); + if (m_previousTimestamp == microseconds::zero()) + { + m_previousTimestamp = currentTimestamp; + m_handRaisedTimeSpan = microseconds::zero(); + } + + if (!m_bothHandsAreRaised && bothHandsAreRaised) + { + // Start accumulating the hand raising time + m_handRaisedTimeSpan += currentTimestamp - m_previousTimestamp; + if (m_handRaisedTimeSpan > m_stableTime) + { + m_bothHandsAreRaised = bothHandsAreRaised; + } + } + else if (!bothHandsAreRaised) + { + // Stop the time accumulation immediately when hands are put down + m_bothHandsAreRaised = false; + m_previousTimestamp = microseconds::zero(); + m_handRaisedTimeSpan = microseconds::zero(); + } +} diff --git a/reactor2019/bodytracking/jump_analysis_sample/HandRaisedDetector.h b/reactor2019/bodytracking/jump_analysis_sample/HandRaisedDetector.h new file mode 100644 index 00000000..da8c179d --- /dev/null +++ b/reactor2019/bodytracking/jump_analysis_sample/HandRaisedDetector.h @@ -0,0 +1,21 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +#include +#include + +class HandRaisedDetector +{ +public: + void UpdateData(k4abt_body_t selectedBody, uint64_t currentTimestampUsec); + + bool AreBothHandsRaised() { return m_bothHandsAreRaised; } + +private: + bool m_bothHandsAreRaised = false; + std::chrono::microseconds m_handRaisedTimeSpan = std::chrono::microseconds::zero(); + std::chrono::microseconds m_previousTimestamp = std::chrono::microseconds::zero(); + const std::chrono::seconds m_stableTime = std::chrono::seconds(2); +}; \ No newline at end of file diff --git a/reactor2019/bodytracking/jump_analysis_sample/JumpEvaluator.cpp b/reactor2019/bodytracking/jump_analysis_sample/JumpEvaluator.cpp new file mode 100644 index 00000000..3102b7a8 --- /dev/null +++ b/reactor2019/bodytracking/jump_analysis_sample/JumpEvaluator.cpp @@ -0,0 +1,397 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#include "JumpEvaluator.h" + +#include +#include +#include + +#include "DigitalSignalProcessing.h" + +using namespace Visualization; +using namespace std::chrono; + +struct JumpResultsData +{ + // Jump analysis results + float Height = 0; + float PreparationSquatDepth = 0; + float LandingSquatDepth = 0; + float PushOffVelocity = 0; + float KneeAngle = 0; + + // Fields that help to visualize the results + k4a_float3_t StandingPosition; + int PeakIndex = 0; + int SquatPointIndex = 0; + bool JumpSuccess = false; +}; + +/******************************************************************************************************/ +/******************************************* Demo functions *******************************************/ +/******************************************************************************************************/ + +void JumpEvaluator::UpdateData(k4abt_body_t selectedBody, uint64_t currentTimestampUsec) +{ +#pragma region Hand Raise Detector + // Update hand raise detector data + m_handRaisedDetector.UpdateData(selectedBody, currentTimestampUsec); + + // Use hand raise detector to decide whether we should initialize/end a jump session + bool handsAreRaised = m_handRaisedDetector.AreBothHandsRaised(); + if (!m_previousHandsAreRaised && handsAreRaised) + { + UpdateStatus(true); + } + m_previousHandsAreRaised = handsAreRaised; +#pragma endregion + + // Collect jump data + if (m_jumpStatus == JumpStatus::CollectJumpData) + { + m_listOfBodyPositions.push_back(selectedBody); + m_framesTimestampInUsec.push_back(static_cast(currentTimestampUsec)); + } + + // Calculate jump results + if (m_jumpStatus == JumpStatus::EvaluateAndReview) + { + JumpResultsData jumpResults = CalculateJumpResults(); + PrintJumpResults(jumpResults); + + if (jumpResults.JumpSuccess) + { + ReviewJumpResults(jumpResults); + } + m_jumpStatus = JumpStatus::Idle; + } +} + +/******************************************************************************************************/ +/****************************************** Helper functions ******************************************/ +/******************************************************************************************************/ + +void JumpEvaluator::UpdateStatus(bool changeStatus) +{ + if (changeStatus) + { + // Hand raise status is changed! + if (m_jumpStatus == JumpStatus::Idle) + { + InitiateJump(); + std::cout << "Jump Session Started!" << std::endl; + m_jumpStatus = JumpStatus::CollectJumpData; + } + else if (m_jumpStatus == JumpStatus::CollectJumpData) + { + std::cout << "Jump Session End!" << std::endl; + m_jumpStatus = JumpStatus::EvaluateAndReview; + } + } +} + +void JumpEvaluator::InitiateJump() +{ + m_listOfBodyPositions.clear(); + m_framesTimestampInUsec.clear(); +} + +JumpResultsData JumpEvaluator::CalculateJumpResults() +{ + JumpResultsData jumpResults; + jumpResults.JumpSuccess = false; + + // Make sure we have enough data point + if (m_listOfBodyPositions.size() <= MinimumBodyNumber) + { + return jumpResults; + } + + try + { + // Y direction of the sensor coordinate is pointing down. We need to inverse the Y direction to make sure it + // points towards the jump direction + std::vector posY = GetInverseHeightInfoFromBodies(K4ABT_JOINT_PELVIS); + std::vector& timestamp = m_framesTimestampInUsec; + + std::vector heightFiltered = DSP::MovingAverage(posY, AverageFilterWindowSize); + + // Calculate key phases based on height + IndexValueTuple maxHeight = DSP::FindMaximum(heightFiltered, 0, heightFiltered.size()); + IndexValueTuple preparationSquatPoint = DSP::FindMinimum(heightFiltered, 0, maxHeight.Index); + IndexValueTuple landingSquatPoint = DSP::FindMinimum(heightFiltered, maxHeight.Index, heightFiltered.size()); + + std::vector heightDerivative = DSP::FirstDerivate(heightFiltered); + + // Calculate key phases based on height derivative (vertical velocity) + std::vector velocityPhases = CalculatePhasesFromVelocity(heightDerivative); + IndexValueTuple jumpStartingPoint = CalcualateJumpStartingPoint(heightDerivative, velocityPhases); + + // First derivate of timestamp array + std::vector timeFirstDerivate = DSP::FirstDerivate(timestamp); + + // Calculate unit velocity by dV/dt + std::vector velocityY = DSP::DivideTwoArrays(heightDerivative, timeFirstDerivate); + + // Maximum velocity + IndexValueTuple maxVelocityInMmPerUsec = DSP::FindMaximum(velocityY, 0, velocityY.size()); + + // Knee angles + float kneeAngleRes = GetMinKneeAngleFromBody(m_listOfBodyPositions[preparationSquatPoint.Index]); + + int jumpStartIndex = jumpStartingPoint.Index; + + int calculationWindowWidth = DetermineCalculationWindowWidth(jumpStartIndex, timestamp); + float startHeight = 0; + if (calculationWindowWidth > 0) + { + startHeight = CalculateStartHeight(posY, jumpStartIndex - calculationWindowWidth, jumpStartIndex); + } + + k4a_float3_t standingPosition = CalculateStandingPosition(jumpStartIndex, preparationSquatPoint.Index); + + const float UsecToSecond = 1e-6f; + jumpResults.JumpSuccess = true; + jumpResults.Height = maxHeight.Value - startHeight; + jumpResults.PreparationSquatDepth = preparationSquatPoint.Value - startHeight; + jumpResults.LandingSquatDepth = landingSquatPoint.Value - startHeight; + jumpResults.PushOffVelocity = maxVelocityInMmPerUsec.Value / UsecToSecond; + jumpResults.KneeAngle = kneeAngleRes; + jumpResults.StandingPosition = standingPosition; + jumpResults.PeakIndex = maxHeight.Index; + jumpResults.SquatPointIndex = preparationSquatPoint.Index; + } + catch (const std::runtime_error&) + { + jumpResults.JumpSuccess = false; + } + + return jumpResults; +} + +void JumpEvaluator::PrintJumpResults(const JumpResultsData& jumpResults) +{ + if (jumpResults.JumpSuccess) + { + std::cout << "-----------------------------------------" << std::endl; + std::cout << "Jump Analysis: " << std::endl; + std::cout << " Height (cm): " << jumpResults.Height / 10.f << std::endl; + std::cout << " Countermovement (cm): " << -jumpResults.PreparationSquatDepth / 10.f << std::endl; + std::cout << " Push-off Velocity (m/second): " << jumpResults.PushOffVelocity / 1000.f << std::endl; + std::cout << " Knee Angle (degree): " << jumpResults.KneeAngle << std::endl; + } + else + { + std::cout << "-----------------------------------------" << std::endl; + std::cout << "Jump Analysis Failed! Please try again!" << std::endl; + std::cout << "-----------------------------------------" << std::endl; + } + +} + +void JumpEvaluator::ReviewJumpResults(const JumpResultsData& jumpResults) +{ + CreateRenderWindow(m_window3dSquatPose, "Squat Pose", m_listOfBodyPositions[jumpResults.SquatPointIndex], 0, jumpResults.StandingPosition); + CreateRenderWindow(m_window3dJumpPeakPose, "Jump Peak Pose", m_listOfBodyPositions[jumpResults.PeakIndex], 1, jumpResults.StandingPosition); + CreateRenderWindow(m_window3dReplay, "Replay", m_listOfBodyPositions[0], 2, jumpResults.StandingPosition); + + milliseconds duration = milliseconds::zero(); + milliseconds expectedFrameDuration = milliseconds(33); + size_t currentReplayIndex = 0; + m_reviewWindowIsRunning = true; + while (m_reviewWindowIsRunning) + { + auto start = high_resolution_clock::now(); + if (duration > expectedFrameDuration) + { + currentReplayIndex = (currentReplayIndex + 1) % m_listOfBodyPositions.size(); + auto currentBody = m_listOfBodyPositions[currentReplayIndex]; + + // Try to skip one frame if we detected a flip + if (currentBody.skeleton.joints[K4ABT_JOINT_ANKLE_LEFT].position.xyz.x <= + currentBody.skeleton.joints[K4ABT_JOINT_ANKLE_RIGHT].position.xyz.x) + { + currentReplayIndex = (currentReplayIndex + 1) % m_listOfBodyPositions.size(); + } + + m_window3dReplay.CleanJointsAndBones(); + m_window3dReplay.AddBody(m_listOfBodyPositions[currentReplayIndex], g_bodyColors[0]); + duration = milliseconds::zero(); + } + + m_window3dSquatPose.Render(); + m_window3dJumpPeakPose.Render(); + m_window3dReplay.Render(); + + duration += duration_cast(high_resolution_clock::now() - start); + } + + m_window3dSquatPose.Delete(); + m_window3dJumpPeakPose.Delete(); + m_window3dReplay.Delete(); +} + +std::vector JumpEvaluator::GetInverseHeightInfoFromBodies(k4abt_joint_id_t jointId) +{ + std::vector inversePosY(m_listOfBodyPositions.size()); + for (size_t i = 0; i < m_listOfBodyPositions.size(); i++) + { + inversePosY[i] = -m_listOfBodyPositions[i].skeleton.joints[(int)jointId].position.xyz.y; + } + return inversePosY; +} + +int JumpEvaluator::DetermineCalculationWindowWidth(int jumpStartIndex, const std::vector& timeStampInUsec) +{ + float stableTimeInUsec = 200000; + float deltaTime = 0.0f; + int i = 0; + for (i = jumpStartIndex - 1; ((i >= 0) && (deltaTime < stableTimeInUsec)); --i) + { + deltaTime = timeStampInUsec[jumpStartIndex] - timeStampInUsec[i]; + } + if (i >= 0) + { + return jumpStartIndex - i; + } + else + { + throw std::runtime_error("Data error"); + } +} + +float JumpEvaluator::GetMinKneeAngleFromBody(k4abt_body_t body) +{ + k4a_float3_t footLeft = body.skeleton.joints[K4ABT_JOINT_ANKLE_LEFT].position; + k4a_float3_t kneeLeft = body.skeleton.joints[K4ABT_JOINT_KNEE_LEFT].position; + k4a_float3_t torzoLeft = body.skeleton.joints[K4ABT_JOINT_HIP_LEFT].position; + + k4a_float3_t footRight = body.skeleton.joints[K4ABT_JOINT_ANKLE_RIGHT].position; + k4a_float3_t kneeRight = body.skeleton.joints[K4ABT_JOINT_KNEE_RIGHT].position; + k4a_float3_t torzoRight = body.skeleton.joints[K4ABT_JOINT_HIP_RIGHT].position; + + float leftKneeAngle = 180 - DSP::Angle(torzoLeft, kneeLeft, footLeft); + float rightKneeAngle = 180 - DSP::Angle(torzoRight, kneeRight, footRight); + return std::min(leftKneeAngle, rightKneeAngle); +} + +IndexValueTuple JumpEvaluator::CalcualateJumpStartingPoint( + const std::vector& velocity, + const std::vector& velocityPhases) +{ + const float MinimumValuePrecent = 0.03f; + + int i = velocityPhases[0].Index - 1; + if (i < 0) + { + i = 0; + } + + while (velocity[i] < MinimumValuePrecent * velocityPhases[0].Value) + { + i--; + if (i <= 0) + { + i = 0; + throw std::runtime_error("Data error"); + } + } + return { i, velocity[i] }; +} + +IndexValueTuple JumpEvaluator::CalcualateJumpEndingPoint( + const std::vector& velocity, + const std::vector& velocityPhases) +{ + const float MaximumValuePrecent = 0.02f; + + int i = velocityPhases[3].Index - 1; + if (i < 0) + { + i = 0; + } + + while (velocity[i] > MaximumValuePrecent * velocityPhases[3].Value) + { + i++; + if (i == static_cast(velocity.size()) - 1) + { + throw std::runtime_error("Data error"); + } + } + return { i, velocity[i] }; +} + +std::vector JumpEvaluator::CalculatePhasesFromVelocity(const std::vector& velocity) +{ + IndexValueTuple firstMax = DSP::FindMaximum(velocity, 0, velocity.size()); + + IndexValueTuple firstMin = DSP::FindMinimum(velocity, 0, firstMax.Index); + + IndexValueTuple secondMin = DSP::FindMinimum(velocity, firstMax.Index, velocity.size()); + + IndexValueTuple secondMax = DSP::FindMaximum(velocity, secondMin.Index, velocity.size()); + + std::vector result = { firstMin, firstMax, secondMin, secondMax }; + + return result; +} + +float JumpEvaluator::CalculateStartHeight(std::vector signal, size_t startingPoint, size_t endingPoint) +{ + if (startingPoint > signal.size() || startingPoint > endingPoint || endingPoint <= startingPoint) + { + throw std::runtime_error("Data error"); + } + if (endingPoint >= signal.size()) + { + endingPoint = signal.size(); + } + + float sum = 0; + for (size_t i = startingPoint; i < endingPoint; i++) + { + sum += signal[i]; + } + + return sum / (endingPoint - startingPoint); +} + +k4a_float3_t JumpEvaluator::CalculateStandingPosition(int jumpStartIndex, int firstSquatIndex) +{ + float xPos = m_listOfBodyPositions[jumpStartIndex].skeleton.joints[K4ABT_JOINT_PELVIS].position.xyz.x; + float zPos = m_listOfBodyPositions[jumpStartIndex].skeleton.joints[K4ABT_JOINT_PELVIS].position.xyz.z; + + float yPos = 0.f; + yPos += m_listOfBodyPositions[jumpStartIndex].skeleton.joints[K4ABT_JOINT_ANKLE_LEFT].position.xyz.y; + yPos += m_listOfBodyPositions[jumpStartIndex].skeleton.joints[K4ABT_JOINT_ANKLE_RIGHT].position.xyz.y; + yPos += m_listOfBodyPositions[firstSquatIndex].skeleton.joints[K4ABT_JOINT_ANKLE_LEFT].position.xyz.y; + yPos += m_listOfBodyPositions[firstSquatIndex].skeleton.joints[K4ABT_JOINT_ANKLE_RIGHT].position.xyz.y; + yPos /= 4.f; + return { xPos, yPos, zPos }; +} + +int64_t ReviewWindowCloseCallback(void* context) +{ + bool* running = (bool*)context; + *running = false; + return 1; +} + +void JumpEvaluator::CreateRenderWindow( + Window3dWrapper& window, + std::string windowName, + const k4abt_body_t& body, + int windowIndex, + k4a_float3_t standingPosition) +{ + window.Create(windowName.c_str(), K4A_DEPTH_MODE_WFOV_2X2BINNED, m_defaultWindowWidth, m_defaultWindowHeight); + window.SetCloseCallback(ReviewWindowCloseCallback, &m_reviewWindowIsRunning); + window.AddBody(body, g_bodyColors[0]); + window.SetFloorRendering(true, standingPosition.v[0] / 1000.f, standingPosition.v[1] / 1000.f, standingPosition.v[2] / 1000.f); + + int xPos = windowIndex * m_defaultWindowWidth; + int yPos = 100; + window.SetWindowPosition(xPos, yPos); +} diff --git a/reactor2019/bodytracking/jump_analysis_sample/JumpEvaluator.h b/reactor2019/bodytracking/jump_analysis_sample/JumpEvaluator.h new file mode 100644 index 00000000..5d110d81 --- /dev/null +++ b/reactor2019/bodytracking/jump_analysis_sample/JumpEvaluator.h @@ -0,0 +1,83 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +#include +#include + +#include "HandRaisedDetector.h" +#include "Window3dWrapper.h" + +enum JumpStatus +{ + Idle = 0, + CollectJumpData, + EvaluateAndReview +}; + +struct IndexValueTuple; +struct JumpResultsData; + +class JumpEvaluator +{ +public: + void UpdateStatus(bool changeStatus); + void UpdateData(k4abt_body_t selectedBody, uint64_t currentTimestampUsec); + +private: + void InitiateJump(); + + JumpResultsData CalculateJumpResults(); + + void PrintJumpResults(const JumpResultsData& jumpResults); + + void ReviewJumpResults(const JumpResultsData& jumpResults); + + std::vector GetInverseHeightInfoFromBodies(k4abt_joint_id_t jointId); + + int DetermineCalculationWindowWidth(int jumpStartIndex, const std::vector& timeStampInUsec); + + float GetMinKneeAngleFromBody(k4abt_body_t body); + + IndexValueTuple CalcualateJumpStartingPoint(const std::vector& velocity, const std::vector& velocityPhases); + + IndexValueTuple CalcualateJumpEndingPoint(const std::vector& velocity, const std::vector& velocityPhases); + + // Calculate characteristic points of velocity signal + std::vector CalculatePhasesFromVelocity(const std::vector& velocity); + + float CalculateStartHeight(std::vector signal, size_t startingPoint = 10, size_t endingPoint = 30); + + k4a_float3_t CalculateStandingPosition(int jumpStartIndex, int firstSquatIndex); + + void CreateRenderWindow( + Window3dWrapper& window, + std::string windowName, + const k4abt_body_t& body, + int windowIndex, + k4a_float3_t standingPosition); + +private: + // Constant settings for digial signal processing + const size_t MinimumBodyNumber = 20; // Minimum number of bodies required in the body list to perform the jump analysis + const int AverageFilterWindowSize = 6; + + // Internal status + bool m_reviewWindowIsRunning = false; + JumpStatus m_jumpStatus = JumpStatus::Idle; + + std::vector m_listOfBodyPositions; + std::vector m_framesTimestampInUsec; + + HandRaisedDetector m_handRaisedDetector; + bool m_previousHandsAreRaised = false; + + // Default jump analysis window size + const int m_defaultWindowWidth = 640; + const int m_defaultWindowHeight = 576; + + Window3dWrapper m_window3dSquatPose; + Window3dWrapper m_window3dJumpPeakPose; + Window3dWrapper m_window3dReplay; +}; diff --git a/reactor2019/bodytracking/jump_analysis_sample/README.md b/reactor2019/bodytracking/jump_analysis_sample/README.md new file mode 100644 index 00000000..bb037168 --- /dev/null +++ b/reactor2019/bodytracking/jump_analysis_sample/README.md @@ -0,0 +1,23 @@ +# Azure Kinect Body Tracking JumpAnalysis Sample + +## Introduction + +The Azure Kinect Body Tracking JumpAnalysis sample leverages the body tracking SDK to perform quantitative analysis to +a jump section performed by a single user. After each jump section, it will output the jump height, counter movement, +push-off velocity and the squat knee angle. It demonstrates how users can write some simple code to build analysis in 3d. + +## Usage Info + +``` +jump_analysis_sample.exe +``` + +## Instruction + +1. Make sure you place the camera parallel to the floor and there is only one person in the scene. +2. Raise both of your hands above your head or hit 'space' key to start the jump session. +3. Perform a jump. Try to land at the same location as the starting point. +4. Raise both of your hands above your head or hit 'space' key again to finish the session. +5. Three 3d windows will pop up to show the moment of your deepest squat, jump peak and a replay of your full jump session. + Your jump analysis results will also be printed out on the command prompt. +6. Close any of the 3d windows to go back to the idle stage. diff --git a/reactor2019/bodytracking/jump_analysis_sample/jump_analysis_sample.sln b/reactor2019/bodytracking/jump_analysis_sample/jump_analysis_sample.sln new file mode 100644 index 00000000..85d28623 --- /dev/null +++ b/reactor2019/bodytracking/jump_analysis_sample/jump_analysis_sample.sln @@ -0,0 +1,31 @@ + +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio 15 +VisualStudioVersion = 15.0.28010.2048 +MinimumVisualStudioVersion = 10.0.40219.1 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "jump_analysis_sample", "jump_analysis_sample.vcxproj", "{D50DDE2C-13FB-4121-BB86-942CC8E81019}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "window_controller_3d", "..\sample_helper_libs\window_controller_3d\window_controller_3d.vcxproj", "{9E78B4CC-B641-42A1-8375-75A2CC8B3124}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|x64 = Debug|x64 + Release|x64 = Release|x64 + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {D50DDE2C-13FB-4121-BB86-942CC8E81019}.Debug|x64.ActiveCfg = Debug|x64 + {D50DDE2C-13FB-4121-BB86-942CC8E81019}.Debug|x64.Build.0 = Debug|x64 + {D50DDE2C-13FB-4121-BB86-942CC8E81019}.Release|x64.ActiveCfg = Release|x64 + {D50DDE2C-13FB-4121-BB86-942CC8E81019}.Release|x64.Build.0 = Release|x64 + {9E78B4CC-B641-42A1-8375-75A2CC8B3124}.Debug|x64.ActiveCfg = Debug|x64 + {9E78B4CC-B641-42A1-8375-75A2CC8B3124}.Debug|x64.Build.0 = Debug|x64 + {9E78B4CC-B641-42A1-8375-75A2CC8B3124}.Release|x64.ActiveCfg = Release|x64 + {9E78B4CC-B641-42A1-8375-75A2CC8B3124}.Release|x64.Build.0 = Release|x64 + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection + GlobalSection(ExtensibilityGlobals) = postSolution + SolutionGuid = {124ACE11-FBD6-4009-8E9C-D96021A32BAD} + EndGlobalSection +EndGlobal diff --git a/reactor2019/bodytracking/jump_analysis_sample/jump_analysis_sample.vcxproj b/reactor2019/bodytracking/jump_analysis_sample/jump_analysis_sample.vcxproj new file mode 100644 index 00000000..12c10905 --- /dev/null +++ b/reactor2019/bodytracking/jump_analysis_sample/jump_analysis_sample.vcxproj @@ -0,0 +1,121 @@ + + + + + Debug + x64 + + + Release + x64 + + + + 15.0 + {D50DDE2C-13FB-4121-BB86-942CC8E81019} + jump_analysis_sample + 10.0 + + + + Application + true + v142 + MultiByte + + + Application + false + v142 + true + MultiByte + + + + + + + + + + + + + + + $(ExecutablePath) + ..\sample_helper_includes;..\sample_helper_libs\window_controller_3d;$(IncludePath) + $(LibraryPath) + $(SolutionDir)\build\bin\$(Configuration)\ + $(SolutionDir)\build\temp\$(Configuration)\$(MSBuildProjectName)\ + + + $(ExecutablePath) + ..\sample_helper_includes;..\sample_helper_libs\window_controller_3d;$(IncludePath) + $(LibraryPath) + $(SolutionDir)\build\bin\$(Configuration)\ + $(SolutionDir)\build\temp\$(Configuration)\$(MSBuildProjectName)\ + + + + Level3 + Disabled + true + true + stdcpp17 + + + %(AdditionalDependencies) + + + + + Level3 + MaxSpeed + true + true + true + true + stdcpp17 + + + true + true + %(AdditionalDependencies) + + + + + + + + + + + {9e78b4cc-b641-42a1-8375-75a2cc8b3124} + + + + + + + + + + + + + + + + + + + + This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}. + + + + + + diff --git a/reactor2019/bodytracking/jump_analysis_sample/jump_analysis_sample.vcxproj.filters b/reactor2019/bodytracking/jump_analysis_sample/jump_analysis_sample.vcxproj.filters new file mode 100644 index 00000000..51b459ef --- /dev/null +++ b/reactor2019/bodytracking/jump_analysis_sample/jump_analysis_sample.vcxproj.filters @@ -0,0 +1,46 @@ + + + + + {4FC737F1-C7A5-4376-A066-2A32D752A2FF} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + {93995380-89BD-4b04-88EB-625FBE52EBFB} + h;hh;hpp;hxx;hm;inl;inc;ipp;xsd + + + {67DA6AB6-F800-4c08-8B7A-83BB121AAD01} + rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms + + + + + Source Files + + + Source Files + + + Source Files + + + Source Files + + + + + Header Files + + + Header Files + + + Header Files + + + + + + + diff --git a/reactor2019/bodytracking/jump_analysis_sample/main.cpp b/reactor2019/bodytracking/jump_analysis_sample/main.cpp new file mode 100644 index 00000000..a75fd8e7 --- /dev/null +++ b/reactor2019/bodytracking/jump_analysis_sample/main.cpp @@ -0,0 +1,202 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#include +#include +#include +#include + +#include +#include + +#include +#include +#include + +#include "JumpEvaluator.h" + +//#define ENABLE_TRACKER +//#define ENABLE_VISUALIZATION +//#define ENABLE_JUMP_ANALYSIS + +// Global State and Key Process Function +bool s_isRunning = true; +bool s_spaceHit = false; + +int64_t CloseCallback(void* /*context*/) +{ + s_isRunning = false; + return 1; +} + +int main() +{ + k4a_device_t device = nullptr; + VERIFY(k4a_device_open(0, &device), "Open K4A Device failed!"); + + // Start camera. Make sure depth camera is enabled. + k4a_device_configuration_t deviceConfig = K4A_DEVICE_CONFIG_INIT_DISABLE_ALL; + deviceConfig.depth_mode = K4A_DEPTH_MODE_WFOV_2X2BINNED; + deviceConfig.color_resolution = K4A_COLOR_RESOLUTION_OFF; + VERIFY(k4a_device_start_cameras(device, &deviceConfig), "Start K4A cameras failed!"); + + // Get calibration information + k4a_calibration_t sensorCalibration; + VERIFY(k4a_device_get_calibration(device, deviceConfig.depth_mode, deviceConfig.color_resolution, &sensorCalibration), + "Get depth camera calibration failed!"); + + // Initialize the 3d window controller + Window3dWrapper window3d; + window3d.Create("3D Visualization", sensorCalibration); + window3d.SetCloseCallback(CloseCallback); + +#ifdef ENABLE_TRACKER + // Create Body Tracker + k4abt_tracker_t tracker = nullptr; + k4abt_tracker_configuration_t tracker_config = K4ABT_TRACKER_CONFIG_DEFAULT; + VERIFY(k4abt_tracker_create(&sensorCalibration, tracker_config, &tracker), "Body tracker initialization failed!"); +#endif + +#ifdef ENABLE_JUMP_ANALYSIS + // Initialize the jump evaluator + JumpEvaluator jumpEvaluator; +#endif + + + while (s_isRunning) + { + k4a_capture_t sensorCapture = nullptr; + k4a_wait_result_t getCaptureResult = k4a_device_get_capture(device, &sensorCapture, 0); // timeout_in_ms is set to 0 + + if (getCaptureResult == K4A_WAIT_RESULT_SUCCEEDED) + { + +#ifndef ENABLE_TRACKER + // Visualize point cloud + k4a_image_t depthImage = k4a_capture_get_depth_image(sensorCapture); + window3d.UpdatePointClouds(depthImage); + + k4a_image_release(depthImage); + k4a_capture_release(sensorCapture); +#else + // timeout_in_ms is set to 0. Return immediately no matter whether the sensorCapture is successfully added + // to the queue or not. + k4a_wait_result_t queueCaptureResult = k4abt_tracker_enqueue_capture(tracker, sensorCapture, 0); + + // Release the sensor capture once it is no longer needed. + k4a_capture_release(sensorCapture); + + if (queueCaptureResult == K4A_WAIT_RESULT_FAILED) + { + std::cout << "Error! Add capture to tracker process queue failed!" << std::endl; + break; + } +#endif + } + else if (getCaptureResult != K4A_WAIT_RESULT_TIMEOUT) + { + std::cout << "Get depth capture returned error: " << getCaptureResult << std::endl; + break; + } + +#ifdef ENABLE_TRACKER + // Pop Result from Body Tracker + k4abt_frame_t bodyFrame = nullptr; + k4a_wait_result_t popFrameResult = k4abt_tracker_pop_result(tracker, &bodyFrame, 0); // timeout_in_ms is set to 0 + if (popFrameResult == K4A_WAIT_RESULT_SUCCEEDED) + { +#ifndef ENABLE_VISUALIZATION + std::cout << k4abt_frame_get_num_bodies(bodyFrame) << std::endl; +#else + + /************* Successfully get a body tracking result, process the result here ***************/ + + // Obtain original capture that generates the body tracking result + k4a_capture_t originalCapture = k4abt_frame_get_capture(bodyFrame); + +#ifdef ENABLE_JUMP_ANALYSIS + // Update jump evaluator status + jumpEvaluator.UpdateStatus(s_spaceHit); + s_spaceHit = false; + + const size_t JumpEvaluationBodyIndex = 0; // For simplicity, only run jump evaluation on body 0 + if (k4abt_frame_get_num_bodies(bodyFrame) > 0) + { + k4abt_body_t body; + VERIFY(k4abt_frame_get_body_skeleton(bodyFrame, JumpEvaluationBodyIndex, &body.skeleton), "Get skeleton from body frame failed!"); + body.id = k4abt_frame_get_body_id(bodyFrame, JumpEvaluationBodyIndex); + + uint64_t timestampUsec = k4abt_frame_get_device_timestamp_usec(bodyFrame); + jumpEvaluator.UpdateData(body, timestampUsec); + } +#endif + + // Visualize point cloud + k4a_image_t depthImage = k4a_capture_get_depth_image(originalCapture); + window3d.UpdatePointClouds(depthImage); + + // Visualize the skeleton data + window3d.CleanJointsAndBones(); + size_t numBodies = k4abt_frame_get_num_bodies(bodyFrame); + + for (size_t i = 0; i < numBodies; i++) + { + k4abt_body_t body; + VERIFY(k4abt_frame_get_body_skeleton(bodyFrame, i, &body.skeleton), "Get skeleton from body frame failed!"); + body.id = k4abt_frame_get_body_id(bodyFrame, i); + + // Assign the correct color based on the body id + Color color = g_bodyColors[body.id % g_bodyColors.size()]; + color.a = 0.4f; + + // Visualize joints + for (int joint = 0; joint < static_cast(K4ABT_JOINT_COUNT); joint++) + { + if (body.skeleton.joints[joint].confidence_level >= K4ABT_JOINT_CONFIDENCE_LOW) + { + const k4a_float3_t& jointPosition = body.skeleton.joints[joint].position; + const k4a_quaternion_t& jointOrientation = body.skeleton.joints[joint].orientation; + + window3d.AddJoint(jointPosition, jointOrientation, color); + } + } + + // Visualize bones + for (size_t boneIdx = 0; boneIdx < g_boneList.size(); boneIdx++) + { + k4abt_joint_id_t joint1 = g_boneList[boneIdx].first; + k4abt_joint_id_t joint2 = g_boneList[boneIdx].second; + + if (body.skeleton.joints[joint1].confidence_level >= K4ABT_JOINT_CONFIDENCE_LOW && + body.skeleton.joints[joint2].confidence_level >= K4ABT_JOINT_CONFIDENCE_LOW) + { + const k4a_float3_t& joint1Position = body.skeleton.joints[joint1].position; + const k4a_float3_t& joint2Position = body.skeleton.joints[joint2].position; + + window3d.AddBone(joint1Position, joint2Position, color); + } + } + } + + k4a_capture_release(originalCapture); + k4a_image_release(depthImage); +#endif + k4abt_frame_release(bodyFrame); + } +#endif + + window3d.Render(); + } +#ifdef ENABLE_TRACKER + k4abt_tracker_shutdown(tracker); + k4abt_tracker_destroy(tracker); + std::cout << "Finished jump analysis processing!" << std::endl; +#endif + + window3d.Delete(); + + k4a_device_stop_cameras(device); + k4a_device_close(device); + + return 0; +} diff --git a/reactor2019/bodytracking/jump_analysis_sample/packages.config b/reactor2019/bodytracking/jump_analysis_sample/packages.config new file mode 100644 index 00000000..a135dbb0 --- /dev/null +++ b/reactor2019/bodytracking/jump_analysis_sample/packages.config @@ -0,0 +1,6 @@ + + + + + + diff --git a/reactor2019/bodytracking/sample_helper_includes/BodyTrackingHelpers.h b/reactor2019/bodytracking/sample_helper_includes/BodyTrackingHelpers.h new file mode 100644 index 00000000..839e8dec --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_includes/BodyTrackingHelpers.h @@ -0,0 +1,115 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +#include +#include +#include + +// Define the bone list based on the documentation +const std::array, 31> g_boneList = +{ + std::make_pair(K4ABT_JOINT_SPINE_CHEST, K4ABT_JOINT_SPINE_NAVAL), + std::make_pair(K4ABT_JOINT_SPINE_NAVAL, K4ABT_JOINT_PELVIS), + std::make_pair(K4ABT_JOINT_SPINE_CHEST, K4ABT_JOINT_NECK), + std::make_pair(K4ABT_JOINT_NECK, K4ABT_JOINT_HEAD), + std::make_pair(K4ABT_JOINT_HEAD, K4ABT_JOINT_NOSE), + + std::make_pair(K4ABT_JOINT_SPINE_CHEST, K4ABT_JOINT_CLAVICLE_LEFT), + std::make_pair(K4ABT_JOINT_CLAVICLE_LEFT, K4ABT_JOINT_SHOULDER_LEFT), + std::make_pair(K4ABT_JOINT_SHOULDER_LEFT, K4ABT_JOINT_ELBOW_LEFT), + std::make_pair(K4ABT_JOINT_ELBOW_LEFT, K4ABT_JOINT_WRIST_LEFT), + std::make_pair(K4ABT_JOINT_WRIST_LEFT, K4ABT_JOINT_HAND_LEFT), + std::make_pair(K4ABT_JOINT_HAND_LEFT, K4ABT_JOINT_HANDTIP_LEFT), + std::make_pair(K4ABT_JOINT_WRIST_LEFT, K4ABT_JOINT_THUMB_LEFT), + std::make_pair(K4ABT_JOINT_PELVIS, K4ABT_JOINT_HIP_LEFT), + std::make_pair(K4ABT_JOINT_HIP_LEFT, K4ABT_JOINT_KNEE_LEFT), + std::make_pair(K4ABT_JOINT_KNEE_LEFT, K4ABT_JOINT_ANKLE_LEFT), + std::make_pair(K4ABT_JOINT_ANKLE_LEFT, K4ABT_JOINT_FOOT_LEFT), + std::make_pair(K4ABT_JOINT_NOSE, K4ABT_JOINT_EYE_LEFT), + std::make_pair(K4ABT_JOINT_EYE_LEFT, K4ABT_JOINT_EAR_LEFT), + + std::make_pair(K4ABT_JOINT_SPINE_CHEST, K4ABT_JOINT_CLAVICLE_RIGHT), + std::make_pair(K4ABT_JOINT_CLAVICLE_RIGHT, K4ABT_JOINT_SHOULDER_RIGHT), + std::make_pair(K4ABT_JOINT_SHOULDER_RIGHT, K4ABT_JOINT_ELBOW_RIGHT), + std::make_pair(K4ABT_JOINT_ELBOW_RIGHT, K4ABT_JOINT_WRIST_RIGHT), + std::make_pair(K4ABT_JOINT_WRIST_RIGHT, K4ABT_JOINT_HAND_RIGHT), + std::make_pair(K4ABT_JOINT_HAND_RIGHT, K4ABT_JOINT_HANDTIP_RIGHT), + std::make_pair(K4ABT_JOINT_WRIST_RIGHT, K4ABT_JOINT_THUMB_RIGHT), + std::make_pair(K4ABT_JOINT_PELVIS, K4ABT_JOINT_HIP_RIGHT), + std::make_pair(K4ABT_JOINT_HIP_RIGHT, K4ABT_JOINT_KNEE_RIGHT), + std::make_pair(K4ABT_JOINT_KNEE_RIGHT, K4ABT_JOINT_ANKLE_RIGHT), + std::make_pair(K4ABT_JOINT_ANKLE_RIGHT, K4ABT_JOINT_FOOT_RIGHT), + std::make_pair(K4ABT_JOINT_NOSE, K4ABT_JOINT_EYE_RIGHT), + std::make_pair(K4ABT_JOINT_EYE_RIGHT, K4ABT_JOINT_EAR_RIGHT) +}; + +// Define the joint string names +const std::unordered_map g_jointNames = +{ + std::make_pair(K4ABT_JOINT_PELVIS, "PELVIS"), + std::make_pair(K4ABT_JOINT_SPINE_NAVAL, "SPINE_NAVAL"), + std::make_pair(K4ABT_JOINT_SPINE_CHEST, "SPINE_CHEST"), + std::make_pair(K4ABT_JOINT_NECK, "NECK"), + std::make_pair(K4ABT_JOINT_CLAVICLE_LEFT, "CLAVICLE_LEFT"), + std::make_pair(K4ABT_JOINT_SHOULDER_LEFT, "SHOULDER_LEFT"), + std::make_pair(K4ABT_JOINT_ELBOW_LEFT, "ELBOW_LEFT"), + std::make_pair(K4ABT_JOINT_WRIST_LEFT, "WRIST_LEFT"), + std::make_pair(K4ABT_JOINT_HAND_LEFT, "HAND_LEFT"), + std::make_pair(K4ABT_JOINT_HANDTIP_LEFT, "HANDTIP_LEFT"), + std::make_pair(K4ABT_JOINT_THUMB_LEFT, "THUMB_LEFT"), + std::make_pair(K4ABT_JOINT_CLAVICLE_RIGHT,"CLAVICLE_RIGHT"), + std::make_pair(K4ABT_JOINT_SHOULDER_RIGHT,"SHOULDER_RIGHT"), + std::make_pair(K4ABT_JOINT_ELBOW_RIGHT, "ELBOW_RIGHT"), + std::make_pair(K4ABT_JOINT_WRIST_RIGHT, "WRIST_RIGHT"), + std::make_pair(K4ABT_JOINT_HAND_RIGHT, "HAND_RIGHT"), + std::make_pair(K4ABT_JOINT_HANDTIP_RIGHT, "HANDTIP_RIGHT"), + std::make_pair(K4ABT_JOINT_THUMB_RIGHT, "THUMB_RIGHT"), + std::make_pair(K4ABT_JOINT_HIP_LEFT, "HIP_LEFT"), + std::make_pair(K4ABT_JOINT_KNEE_LEFT, "KNEE_LEFT"), + std::make_pair(K4ABT_JOINT_ANKLE_LEFT, "ANKLE_LEFT"), + std::make_pair(K4ABT_JOINT_FOOT_LEFT, "FOOT_LEFT"), + std::make_pair(K4ABT_JOINT_HIP_RIGHT, "HIP_RIGHT"), + std::make_pair(K4ABT_JOINT_KNEE_RIGHT, "KNEE_RIGHT"), + std::make_pair(K4ABT_JOINT_ANKLE_RIGHT, "ANKLE_RIGHT"), + std::make_pair(K4ABT_JOINT_FOOT_RIGHT, "FOOT_RIGHT"), + std::make_pair(K4ABT_JOINT_HEAD, "HEAD"), + std::make_pair(K4ABT_JOINT_NOSE, "NOSE"), + std::make_pair(K4ABT_JOINT_EYE_LEFT, "EYE_LEFT"), + std::make_pair(K4ABT_JOINT_EAR_LEFT, "EAR_LEFT"), + std::make_pair(K4ABT_JOINT_EYE_RIGHT, "EYE_RIGHT"), + std::make_pair(K4ABT_JOINT_EAR_RIGHT, "EAR_RIGHT") +}; + +struct Color +{ + float r = 1.f; + float g = 1.f; + float b = 1.f; + float a = 1.f; +}; + +const std::array g_bodyColors = +{ + 0.00f, 1.00f, 1.00f, 1.00f, + 1.00f, 0.65f, 0.00f, 1.00f, + 0.00f, 0.50f, 0.50f, 1.00f, + 0.85f, 0.44f, 0.84f, 1.00f, + 0.00f, 1.00f, 0.50f, 1.00f, + 0.53f, 0.81f, 0.98f, 1.00f, + 1.00f, 0.39f, 0.28f, 1.00f, + 0.13f, 0.70f, 0.67f, 1.00f, + 0.87f, 0.63f, 0.87f, 1.00f, + 0.00f, 0.98f, 0.60f, 1.00f, + 0.00f, 1.00f, 1.00f, 1.00f, + 1.00f, 0.65f, 0.00f, 1.00f, + 0.00f, 0.50f, 0.50f, 1.00f, + 0.85f, 0.44f, 0.84f, 1.00f, + 0.00f, 1.00f, 0.50f, 1.00f, + 0.53f, 0.81f, 0.98f, 1.00f, + 1.00f, 0.39f, 0.28f, 1.00f, + 0.13f, 0.70f, 0.67f, 1.00f, + 0.87f, 0.63f, 0.87f, 1.00f, + 0.00f, 0.98f, 0.60f, 1.00f +}; diff --git a/reactor2019/bodytracking/sample_helper_includes/README.md b/reactor2019/bodytracking/sample_helper_includes/README.md new file mode 100644 index 00000000..9b6de1d3 --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_includes/README.md @@ -0,0 +1,5 @@ +# Azure Kinect Body Tracking Helper Includes + +## Introduction + +The Azure Kinect Body Tracking Helper Includes are some common helper header files that are shared between sample projects. diff --git a/reactor2019/bodytracking/sample_helper_includes/Utilities.h b/reactor2019/bodytracking/sample_helper_includes/Utilities.h new file mode 100644 index 00000000..65378284 --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_includes/Utilities.h @@ -0,0 +1,18 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +#define EXIT_IF(_expression_, _message_) \ + if((_expression_)) \ + { \ + printf("%s \n - %s (File: %s, Function: %s, Line: %d)\n", _message_, #_expression_, __FILE__, __FUNCTION__, __LINE__); \ + exit(1); \ + } + +#define VERIFY(result, error) \ + if(result != K4A_RESULT_SUCCEEDED) \ + { \ + printf("%s \n - (File: %s, Function: %s, Line: %d)\n", error, __FILE__, __FUNCTION__, __LINE__); \ + exit(1); \ + } diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/ColorObjectShaders.h b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/ColorObjectShaders.h new file mode 100644 index 00000000..745c78ed --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/ColorObjectShaders.h @@ -0,0 +1,54 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +#include "GlShaderDefs.h" + +// ************** Color Object Vertex Shader ************** +static const char* const glslColorObjectVertexShader = GLSL_STRING( + + layout(location = 0) in vec3 vertexPosition; + layout(location = 1) in vec3 vertexNormal; + layout(location = 2) in vec4 vertexColor; + + varying vec4 fragmentColor; + varying vec3 fragmentPosition; + varying vec3 fragmentNormal; + + uniform mat4 model; + uniform mat4 view; + uniform mat4 projection; + + void main() + { + fragmentColor = vertexColor; + fragmentPosition = vec3(model * vec4(vertexPosition, 1.0)); + fragmentNormal = mat3(transpose(inverse(model))) * vertexNormal; + + gl_Position = projection * view * model * vec4(vertexPosition, 1); + } + +); // GLSL_STRING + + +// ************** Color Object Fragment Shader ************** +static const char* const glslColorObjectFragmentShader = GLSL_STRING( + + varying vec4 fragmentColor; + varying vec3 fragmentPosition; + varying vec3 fragmentNormal; + + void main() + { + vec3 lightPosition = vec3(0, 0, 0); + + // diffuse + vec3 norm = normalize(fragmentNormal); + vec3 lightDir = normalize(lightPosition - fragmentPosition); + float diffuse = abs(dot(norm, lightDir)); + + gl_FragColor = vec4(fragmentColor.rgb * diffuse, fragmentColor.a); + } + +); // GLSL_STRING diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/CoordinateAxes.cpp b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/CoordinateAxes.cpp new file mode 100644 index 00000000..c02b7183 --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/CoordinateAxes.cpp @@ -0,0 +1,257 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#include "CoordinateAxes.h" + +#include + +#include "Cylinder.h" +#include "Helpers.h" + +// Shader Header +#include "ColorObjectShaders.h" + +using namespace linmath; +using namespace Visualization; + +CoordinateAxes::CoordinateAxes(float axisThickness, float axisLength) + : m_axisThickness(axisThickness) + , m_axisLength(axisLength) +{ + BuildVertices(); + + mat4x4_identity(m_view); + mat4x4_identity(m_projection); +} + +void CoordinateAxes::SetAxisThickness(float axisThickness) +{ + if (axisThickness <= 0.f) + { + return; + } + + m_axisThickness = axisThickness; + BuildVertices(); + + if (m_initialized) + { + UpdateVAO(); + } +} + +void CoordinateAxes::SetAxisLength(float axisLength) +{ + if (axisLength <= 0.f) + { + return; + } + + m_axisLength = axisLength; + BuildVertices(); + + if (m_initialized) + { + UpdateVAO(); + } +} + + +void CoordinateAxes::Create(GLFWwindow * window) +{ + CheckAssert(!m_initialized); + m_initialized = true; + + m_window = window; + glfwMakeContextCurrent(window); + + // Context Settings + m_vertexShader = glCreateShader(GL_VERTEX_SHADER); + const GLchar* vertexShaderSources[] = { glslShaderVersion, glslColorObjectVertexShader }; + int numVertexShaderSources = sizeof(vertexShaderSources) / sizeof(*vertexShaderSources); + glShaderSource(m_vertexShader, numVertexShaderSources, vertexShaderSources, NULL); + glCompileShader(m_vertexShader); + ValidateShader(m_vertexShader); + + m_fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); + const GLchar* fragmentShaderSources[] = { glslShaderVersion, glslColorObjectFragmentShader }; + int numFragmentShaderSources = sizeof(fragmentShaderSources) / sizeof(*fragmentShaderSources); + glShaderSource(m_fragmentShader, numFragmentShaderSources, fragmentShaderSources, NULL); + glCompileShader(m_fragmentShader); + ValidateShader(m_fragmentShader); + + m_shaderProgram = glCreateProgram(); + glAttachShader(m_shaderProgram, m_vertexShader); + glAttachShader(m_shaderProgram, m_fragmentShader); + glLinkProgram(m_shaderProgram); + ValidateProgram(m_shaderProgram); + + // Get shader index + m_modelIndex = glGetUniformLocation(m_shaderProgram, "model"); + m_viewIndex = glGetUniformLocation(m_shaderProgram, "view"); + m_projectionIndex = glGetUniformLocation(m_shaderProgram, "projection"); + + // **************** Generate Sphere VAO **************** + glGenVertexArrays(1, &m_vertexArrayObject); + glBindVertexArray(m_vertexArrayObject); + + // Create buffers and bind the geometry + glGenBuffers(1, &m_vertexBufferObject); + glBindBuffer(GL_ARRAY_BUFFER, m_vertexBufferObject); + glBufferData(GL_ARRAY_BUFFER, m_vertices.size() * sizeof(ColorVertex), m_vertices.data(), GL_STATIC_DRAW); + + // Set the vertex attribute pointers + // Vertex Positions + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(ColorVertex), (void*)0); + + // Vertex Normals + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(ColorVertex), (void*)offsetof(ColorVertex, Normal)); + + // Vertex Colors + glEnableVertexAttribArray(2); + glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(ColorVertex), (void*)offsetof(ColorVertex, Color)); + + // Create buffers and bind the indices + glGenBuffers(1, &m_elementBufferObject); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_elementBufferObject); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indices.size() * sizeof(uint32_t), m_indices.data(), GL_STATIC_DRAW); + + // **************** Unbind VAO **************** + glBindVertexArray(0); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); +} + +void CoordinateAxes::Delete() +{ + if (!m_initialized) + { + return; + } + + m_initialized = false; + glDeleteBuffers(1, &m_vertexBufferObject); + glDeleteBuffers(1, &m_elementBufferObject); + + glDeleteShader(m_vertexShader); + glDeleteShader(m_fragmentShader); + glDeleteProgram(m_shaderProgram); +} + +void CoordinateAxes::Render() +{ + mat4x4 model; + mat4x4_identity(model); + + Render(model); +} + +void CoordinateAxes::Render(const mat4x4 model) +{ + glUseProgram(m_shaderProgram); + + // Update model/view/projective matrices in shader + glUniformMatrix4fv(m_viewIndex, 1, GL_FALSE, (const GLfloat*)m_view); + glUniformMatrix4fv(m_projectionIndex, 1, GL_FALSE, (const GLfloat*)m_projection); + glUniformMatrix4fv(m_modelIndex, 1, GL_FALSE, (const GLfloat*)model); + + glBindVertexArray(m_vertexArrayObject); // Bind Sphere VAO + glDrawElements(GL_TRIANGLES, (GLsizei)m_indices.size(), GL_UNSIGNED_INT, NULL); +} + +void CoordinateAxes::Render(const linmath::vec3 p, const linmath::quaternion q) +{ + mat4x4 model, translation, rotation; + mat4x4_translate(translation, p[0], p[1], p[2]); + quaternion_to_mat4x4(rotation, q); + mat4x4_mul(model, translation, rotation); + + Render(model); +} + +void CoordinateAxes::BuildVertices() +{ + // Cylinder is created along z axis and centered at origin. + Cylinder axisZCylinder(m_axisThickness, m_axisLength); + std::vector axisZCylinderVertices = axisZCylinder.GetVecticesVector(); + std::vector axisZCylinderIndices = axisZCylinder.GetIndicesVector(); + + // Swapping x with z can make the cylinder place along x. + // Then add axisLength/2 to its x axis can make it starts at origin. + for (size_t i = 0; i < axisZCylinderVertices.size(); i++) + { + ColorVertex newVertex; + newVertex.Position[0] = axisZCylinderVertices[i].Position[2]; + newVertex.Position[1] = axisZCylinderVertices[i].Position[1]; + newVertex.Position[2] = axisZCylinderVertices[i].Position[0]; + newVertex.Normal[0] = axisZCylinderVertices[i].Normal[2]; + newVertex.Normal[1] = axisZCylinderVertices[i].Normal[1]; + newVertex.Normal[2] = axisZCylinderVertices[i].Normal[0]; + + newVertex.Position[0] += m_axisLength / 2; + + vec4_set(newVertex.Color, 1.f, 0.f, 0.f, 1.f); + + m_vertices.push_back(newVertex); + } + for (size_t i = 0; i < axisZCylinderIndices.size(); i++) + { + m_indices.push_back(axisZCylinderIndices[i]); + } + + // Similar operation for y axis + uint32_t yAxisStartIndex = static_cast(m_vertices.size()); + for (size_t i = 0; i < axisZCylinderVertices.size(); i++) + { + ColorVertex newVertex; + newVertex.Position[0] = axisZCylinderVertices[i].Position[0]; + newVertex.Position[1] = axisZCylinderVertices[i].Position[2]; + newVertex.Position[2] = axisZCylinderVertices[i].Position[1]; + newVertex.Normal[0] = axisZCylinderVertices[i].Normal[0]; + newVertex.Normal[1] = axisZCylinderVertices[i].Normal[2]; + newVertex.Normal[2] = axisZCylinderVertices[i].Normal[1]; + + newVertex.Position[1] += m_axisLength / 2; + + vec4_set(newVertex.Color, 0.f, 1.f, 0.f, 1.f); + + m_vertices.push_back(newVertex); + } + for (size_t i = 0; i < axisZCylinderIndices.size(); i++) + { + m_indices.push_back(axisZCylinderIndices[i] + yAxisStartIndex); + } + + // For z axis, only the addition of axisLength/2 is needed to make it starts at origin + uint32_t zAxisStartIndex = static_cast(m_vertices.size()); + for (size_t i = 0; i < axisZCylinderVertices.size(); i++) + { + ColorVertex newVertex; + vec3_set(newVertex.Position, axisZCylinderVertices[i].Position); + vec3_set(newVertex.Normal, axisZCylinderVertices[i].Normal); + + newVertex.Position[2] += m_axisLength / 2; + + vec4_set(newVertex.Color, 0.f, 0.f, 1.f, 1.f); + + m_vertices.push_back(newVertex); + } + for (size_t i = 0; i < axisZCylinderIndices.size(); i++) + { + m_indices.push_back(axisZCylinderIndices[i] + zAxisStartIndex); + } +} + +void CoordinateAxes::UpdateVAO() +{ + glBindVertexArray(m_vertexArrayObject); + // Create buffers and bind the geometry + glBindBuffer(GL_ARRAY_BUFFER, m_vertexBufferObject); + glBufferData(GL_ARRAY_BUFFER, m_vertices.size() * sizeof(ColorVertex), m_vertices.data(), GL_STATIC_DRAW); + + // Create buffers and bind the indices + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_elementBufferObject); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indices.size() * sizeof(uint32_t), m_indices.data(), GL_STATIC_DRAW); +} diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/CoordinateAxes.h b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/CoordinateAxes.h new file mode 100644 index 00000000..0182d092 --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/CoordinateAxes.h @@ -0,0 +1,60 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +#include + +#include "glad/glad.h" +#include "GLFW/glfw3.h" + +#include "RendererBase.h" +#include "WindowController3dTypes.h" + +namespace Visualization +{ + class CoordinateAxes : public RendererBase + { + public: + CoordinateAxes(float axisThickness = 1.0f, float axisLength = 1.0f); + + void SetAxisThickness(float axisThickness); + void SetAxisLength(float axisLength); + + const ColorVertex* GetVertices() const { return m_vertices.data(); } + size_t GetVerticesNum() { return m_vertices.size(); } + + const uint32_t* GetIndices() const { return m_indices.data(); } + size_t GetIndicesNum() { return m_indices.size(); } + + // Renderer functions + void Create(GLFWwindow* window) override; + void Delete() override; + + void Render() override; + void Render(const linmath::mat4x4 model); + void Render(const linmath::vec3 p, const linmath::quaternion q); + + private: + void BuildVertices(); + + void UpdateVAO(); + + // Settings + float m_axisThickness; + float m_axisLength; + + // Data buffers + std::vector m_vertices; + std::vector m_indices; + + // OpenGL objects + GLuint m_vertexArrayObject; + GLuint m_vertexBufferObject; + GLuint m_elementBufferObject; + + GLuint m_modelIndex; + GLuint m_viewIndex; + GLuint m_projectionIndex; + }; +} \ No newline at end of file diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/Cylinder.cpp b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/Cylinder.cpp new file mode 100644 index 00000000..a193d77d --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/Cylinder.cpp @@ -0,0 +1,322 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#include "Cylinder.h" + +#include + +#include "Helpers.h" + +// Shader Header +#include "MonoObjectShaders.h" + +using namespace linmath; +using namespace Visualization; + +static const int MIN_SECTOR_COUNT = 3; + +Cylinder::Cylinder(float baseRadius, float height, int sectorCount) + : m_baseRadius(baseRadius) + , m_height(height) + , m_sectorCount(sectorCount) +{ + if (m_sectorCount < MIN_SECTOR_COUNT) + { + m_sectorCount = MIN_SECTOR_COUNT; + } + + BuildVertices(); + + mat4x4_identity(m_view); + mat4x4_identity(m_projection); +} + +void Cylinder::SetBaseRadius(float baseRadius) +{ + if (baseRadius <= 0.f) + { + return; + } + + float scale = baseRadius / m_baseRadius; + + for (size_t i = 0; i < m_vertices.size(); i++) + { + m_vertices[i].Position[0] *= scale; + m_vertices[i].Position[1] *= scale; + } + + m_baseRadius = baseRadius; + + if (m_initialized) + { + UpdateVAO(); + } +} + +void Cylinder::SetHeight(float height) +{ + if (height <= 0.f) + { + return; + } + + float scale = height / m_height; + + for (size_t i = 0; i < m_vertices.size(); i++) + { + m_vertices[i].Position[2] *= scale; + } + + m_height = height; + + if (m_initialized) + { + UpdateVAO(); + } +} + +void Cylinder::Create(GLFWwindow * window) +{ + CheckAssert(!m_initialized); + m_initialized = true; + + m_window = window; + glfwMakeContextCurrent(window); + + // Context Settings + m_vertexShader = glCreateShader(GL_VERTEX_SHADER); + const GLchar* vertexShaderSources[] = { glslShaderVersion, glslMonoObjectVertexShader }; + int numVertexShaderSources = sizeof(vertexShaderSources) / sizeof(*vertexShaderSources); + glShaderSource(m_vertexShader, numVertexShaderSources, vertexShaderSources, NULL); + glCompileShader(m_vertexShader); + ValidateShader(m_vertexShader); + + m_fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); + const GLchar* fragmentShaderSources[] = { glslShaderVersion, glslMonoObjectFragmentShader }; + int numFragmentShaderSources = sizeof(fragmentShaderSources) / sizeof(*fragmentShaderSources); + glShaderSource(m_fragmentShader, numFragmentShaderSources, fragmentShaderSources, NULL); + glCompileShader(m_fragmentShader); + ValidateShader(m_fragmentShader); + + m_shaderProgram = glCreateProgram(); + glAttachShader(m_shaderProgram, m_vertexShader); + glAttachShader(m_shaderProgram, m_fragmentShader); + glLinkProgram(m_shaderProgram); + ValidateProgram(m_shaderProgram); + + // Get shader index + m_modelIndex = glGetUniformLocation(m_shaderProgram, "model"); + m_viewIndex = glGetUniformLocation(m_shaderProgram, "view"); + m_projectionIndex = glGetUniformLocation(m_shaderProgram, "projection"); + m_colorIndex = glGetUniformLocation(m_shaderProgram, "color"); + + // **************** Generate Sphere VAO **************** + glGenVertexArrays(1, &m_vertexArrayObject); + glBindVertexArray(m_vertexArrayObject); + + // Create buffers and bind the geometry + glGenBuffers(1, &m_vertexBufferObject); + glBindBuffer(GL_ARRAY_BUFFER, m_vertexBufferObject); + glBufferData(GL_ARRAY_BUFFER, m_vertices.size() * sizeof(MonoVertex), m_vertices.data(), GL_STATIC_DRAW); + + // Set the vertex attribute pointers + // Vertex Positions + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(MonoVertex), (void*)0); + + // Vertex Normals + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(MonoVertex), (void*)offsetof(MonoVertex, Normal)); + + // Create buffers and bind the indices + glGenBuffers(1, &m_elementBufferObject); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_elementBufferObject); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indices.size() * sizeof(uint32_t), m_indices.data(), GL_STATIC_DRAW); + + // **************** Unbind VAO **************** + glBindVertexArray(0); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); +} + +void Cylinder::Delete() +{ + if (!m_initialized) + { + return; + } + + m_initialized = false; + glDeleteBuffers(1, &m_vertexBufferObject); + glDeleteBuffers(1, &m_elementBufferObject); + + glDeleteShader(m_vertexShader); + glDeleteShader(m_fragmentShader); + glDeleteProgram(m_shaderProgram); +} + +void Cylinder::Render() +{ + mat4x4 model; + mat4x4_identity(model); + vec4 color; + vec4_set(color, 1.f, 1.f, 1.f, 1.f); + + Render(model, color); +} + +void Cylinder::Render(const mat4x4 model, const linmath::vec4 color) +{ + glUseProgram(m_shaderProgram); + + // Update model/view/projective matrices in shader + glUniformMatrix4fv(m_viewIndex, 1, GL_FALSE, (const GLfloat*)m_view); + glUniformMatrix4fv(m_projectionIndex, 1, GL_FALSE, (const GLfloat*)m_projection); + glUniformMatrix4fv(m_modelIndex, 1, GL_FALSE, (const GLfloat*)model); + glUniform4f(m_colorIndex, color[0], color[1], color[2], color[3]); + + glBindVertexArray(m_vertexArrayObject); // Bind Sphere VAO + glDrawElements(GL_TRIANGLES, (GLsizei)m_indices.size(), GL_UNSIGNED_INT, NULL); +} + +void Cylinder::Render(const linmath::vec3 start, const linmath::vec3 end, const linmath::vec4 color) +{ + vec3 centralAxis; + vec3_sub(centralAxis, start, end); + float length = vec3_len(centralAxis); + + vec3 centerPosition; + vec3_add(centerPosition, start, end); + vec3_scale(centerPosition, centerPosition, 0.5f); + + mat4x4 model, translation, rotation; + mat4x4_translate(translation, centerPosition[0], centerPosition[1], centerPosition[2]); + + vec3 zAxis; + vec3_set(zAxis, 0.f, 0.f, 1.f); + + ComputeRotationBetweenVectors(rotation, zAxis, centralAxis); + mat4x4_mul(model, translation, rotation); + + SetHeight(length); + Render(model, color); +} + +void Cylinder::ComputeRotationBetweenVectors(mat4x4 rotation, const vec3 v0, const vec3 v1) +{ + vec3 u0; + vec3_norm(u0, v0); + + vec3 u1; + vec3_norm(u1, v1); + + vec3 v; + vec3_mul_cross(v, u0, u1); + + float sinTheta = vec3_len(v); + if (sinTheta < 0.00001f) + { + mat4x4_identity(rotation); + return; + } + + float cosTheta = vec3_mul_inner(u0, u1); + float scale = 1.f / (1.f + cosTheta); + + mat4x4 vx = + { + {0 , v[2] , -v[1], 0 }, + {-v[2], 0 , v[0] , 0 }, + {v[1] , -v[0], 0 , 0 }, + {0 , 0 , 0 , 1.f} + }; + + mat4x4 vx2, vx2Scaled; + mat4x4_mul(vx2, vx, vx); + mat4x4_scale(vx2Scaled, vx2, scale); + + mat4x4_identity(rotation); + mat4x4_add(rotation, rotation, vx); + mat4x4_add(rotation, rotation, vx2Scaled); + + rotation[3][3] = 1.f; +} + +// build vertices of Cylinder with smooth shading using parametric equation +// x = r * cos(v) +// y = r * sin(v) +// z = h/2 or -h/2 +// where v: sector(longitude) angle (0 <= v <= 360) +// h: height +void Cylinder::BuildVertices() +{ + const float PI = 3.1415926f; + + // clear memory of prev arrays + m_vertices.clear(); + m_indices.clear(); + + float radiusInv = 1.0f / m_baseRadius; // normal + + float sectorStep = 2 * PI / m_sectorCount; + float sectorAngle = 0; + + float x = 0.f, y = 0.f, z = 0.f; + float nx = 0.f, ny = 0.f; + + for (int circleIndex = 0; circleIndex < 2; circleIndex++) + { + z = circleIndex == 0 ? m_height / 2 : -m_height / 2; + + for (int j = 0; j <= m_sectorCount; ++j) + { + sectorAngle = j * sectorStep; // starting from 0 to 2pi + + // vertex position + x = m_baseRadius * std::cos(sectorAngle); // r * cos(v) + y = m_baseRadius * std::sin(sectorAngle); // r * sin(v) + + // normalized vertex normal + nx = x * radiusInv; + ny = y * radiusInv; + + m_vertices.push_back({ {x, y, z}, {nx, ny, 0.f} }); + } + } + + // indices + // k1--k1+1 + // | / | + // | / | + // k2--k2+1 + // + // Only side surface is needed for Skeletal Tracking + uint32_t k1 = 0; // beginning of bottom circle + uint32_t k2 = k1 + m_sectorCount + 1; // beginning of top circle + + for (int j = 0; j < m_sectorCount; ++j, ++k1, ++k2) + { + AddIndices(k1, k2, k1 + 1); // k1---k2---k1+1 + AddIndices(k1 + 1, k2, k2 + 1); // k1+1---k2---k2+1 + } +} + +void Cylinder::UpdateVAO() +{ + glBindVertexArray(m_vertexArrayObject); + // Create buffers and bind the geometry + glBindBuffer(GL_ARRAY_BUFFER, m_vertexBufferObject); + glBufferData(GL_ARRAY_BUFFER, m_vertices.size() * sizeof(MonoVertex), m_vertices.data(), GL_STATIC_DRAW); + + // Create buffers and bind the indices + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_elementBufferObject); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indices.size() * sizeof(uint32_t), m_indices.data(), GL_STATIC_DRAW); +} + +void Cylinder::AddIndices(uint32_t i1, uint32_t i2, uint32_t i3) +{ + m_indices.push_back(i1); + m_indices.push_back(i2); + m_indices.push_back(i3); +} diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/Cylinder.h b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/Cylinder.h new file mode 100644 index 00000000..910b94a7 --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/Cylinder.h @@ -0,0 +1,70 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +#include + +#include "glad/glad.h" +#include "GLFW/glfw3.h" + +#include "RendererBase.h" +#include "WindowController3dTypes.h" + +namespace Visualization +{ + class Cylinder : public RendererBase + { + public: + Cylinder(float baseRadius = 1.0f, float height = 1.0f, int sectorCount = 36); + + void SetBaseRadius(float baseRadius); + void SetHeight(float height); + + const MonoVertex* GetVertices() const { return m_vertices.data(); } + size_t GetVerticesNum() { return m_vertices.size(); } + + const uint32_t* GetIndices() const { return m_indices.data(); } + size_t GetIndicesNum() { return m_indices.size(); } + + std::vector GetVecticesVector() const { return m_vertices; } + std::vector GetIndicesVector() const { return m_indices; } + + // Renderer functions + void Create(GLFWwindow* window) override; + void Delete() override; + + void Render() override; + void Render(const linmath::mat4x4 model, const linmath::vec4 color); + void Render(const linmath::vec3 start, const linmath::vec3 end, const linmath::vec4 color); + + private: + void BuildVertices(); + + void UpdateVAO(); + + void AddIndices(uint32_t i1, uint32_t i2, uint32_t i3); + + void ComputeRotationBetweenVectors(linmath::mat4x4 rotation, const linmath::vec3 v0, const linmath::vec3 v1); + + // Settings + float m_baseRadius; + float m_height; + int m_sectorCount; // longitude, # of slices of the base circle + + // Data buffers + std::vector m_vertices; + std::vector m_indices; + + // OpenGL objects + GLuint m_vertexArrayObject; + GLuint m_vertexBufferObject; + GLuint m_elementBufferObject; + + GLuint m_modelIndex; + GLuint m_viewIndex; + GLuint m_projectionIndex; + + GLuint m_colorIndex; + }; +} \ No newline at end of file diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/FloorRenderer.cpp b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/FloorRenderer.cpp new file mode 100644 index 00000000..8a60b6f4 --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/FloorRenderer.cpp @@ -0,0 +1,164 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#include "FloorRenderer.h" + +#include + +#include "Helpers.h" + +// Shader Header +#include "MonoObjectShaders.h" + +using namespace linmath; +using namespace Visualization; + +FloorRenderer::FloorRenderer(float length, float width) + : m_length(length) + , m_width(width) +{ + BuildVertices(); + + mat4x4_identity(m_model); + mat4x4_identity(m_view); + mat4x4_identity(m_projection); +} + +void FloorRenderer::SetFloorPlacement(const linmath::vec3 position, const linmath::quaternion orientation) +{ + mat4x4 translation, rotation; + mat4x4_translate(translation, position[0], position[1], position[2]); + quaternion_to_mat4x4(rotation, orientation); + mat4x4_mul(m_model, translation, rotation); +} + +void FloorRenderer::Create(GLFWwindow * window) +{ + CheckAssert(!m_initialized); + m_initialized = true; + + m_window = window; + glfwMakeContextCurrent(window); + + // Context Settings + m_vertexShader = glCreateShader(GL_VERTEX_SHADER); + const GLchar* vertexShaderSources[] = { glslShaderVersion, glslMonoObjectVertexShader }; + int numVertexShaderSources = sizeof(vertexShaderSources) / sizeof(*vertexShaderSources); + glShaderSource(m_vertexShader, numVertexShaderSources, vertexShaderSources, NULL); + glCompileShader(m_vertexShader); + ValidateShader(m_vertexShader); + + m_fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); + const GLchar* fragmentShaderSources[] = { glslShaderVersion, glslMonoObjectFragmentShader }; + int numFragmentShaderSources = sizeof(fragmentShaderSources) / sizeof(*fragmentShaderSources); + glShaderSource(m_fragmentShader, numFragmentShaderSources, fragmentShaderSources, NULL); + glCompileShader(m_fragmentShader); + ValidateShader(m_fragmentShader); + + m_shaderProgram = glCreateProgram(); + glAttachShader(m_shaderProgram, m_vertexShader); + glAttachShader(m_shaderProgram, m_fragmentShader); + glLinkProgram(m_shaderProgram); + ValidateProgram(m_shaderProgram); + + // Get shader index + m_modelIndex = glGetUniformLocation(m_shaderProgram, "model"); + m_viewIndex = glGetUniformLocation(m_shaderProgram, "view"); + m_projectionIndex = glGetUniformLocation(m_shaderProgram, "projection"); + m_colorIndex = glGetUniformLocation(m_shaderProgram, "color"); + + // **************** Generate FloorRenderer VAO **************** + glGenVertexArrays(1, &m_vertexArrayObject); + glBindVertexArray(m_vertexArrayObject); + + // Create buffers and bind the geometry + glGenBuffers(1, &m_vertexBufferObject); + glBindBuffer(GL_ARRAY_BUFFER, m_vertexBufferObject); + glBufferData(GL_ARRAY_BUFFER, m_vertices.size() * sizeof(MonoVertex), m_vertices.data(), GL_STATIC_DRAW); + + // Set the vertex attribute pointers + // Vertex Positions + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(MonoVertex), (void*)0); + + // Vertex Normals + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(MonoVertex), (void*)offsetof(MonoVertex, Normal)); + + // Create buffers and bind the indices + glGenBuffers(1, &m_elementBufferObject); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_elementBufferObject); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indices.size() * sizeof(uint32_t), m_indices.data(), GL_STATIC_DRAW); + + // **************** Unbind VAO **************** + glBindVertexArray(0); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); +} + +void FloorRenderer::Delete() +{ + if (!m_initialized) + { + return; + } + + m_initialized = false; + glDeleteBuffers(1, &m_vertexBufferObject); + glDeleteBuffers(1, &m_elementBufferObject); + + glDeleteShader(m_vertexShader); + glDeleteShader(m_fragmentShader); + glDeleteProgram(m_shaderProgram); +} + +void FloorRenderer::Render() +{ + vec4 color; + vec4_set(color, 1.f, 1.f, 1.f, 1.f); + + glUseProgram(m_shaderProgram); + + // Update model/view/projective matrices in shader + glUniformMatrix4fv(m_viewIndex, 1, GL_FALSE, (const GLfloat*)m_view); + glUniformMatrix4fv(m_projectionIndex, 1, GL_FALSE, (const GLfloat*)m_projection); + glUniformMatrix4fv(m_modelIndex, 1, GL_FALSE, (const GLfloat*)m_model); + glUniform4f(m_colorIndex, color[0], color[1], color[2], color[3]); + + glBindVertexArray(m_vertexArrayObject); // Bind FloorRenderer VAO + glDrawElements(GL_TRIANGLES, (GLsizei)m_indices.size(), GL_UNSIGNED_INT, NULL); +} + +void FloorRenderer::BuildVertices() +{ + // clear memory of prev arrays + m_vertices.clear(); + m_indices.clear(); + + m_vertices.push_back({ {-m_length / 2, 0, -m_width / 2}, {0, 1.f, 0} }); + m_vertices.push_back({ {-m_length / 2, 0, m_width / 2}, {0, 1.f, 0} }); + m_vertices.push_back({ {m_length / 2, 0, m_width / 2}, {0, 1.f, 0} }); + m_vertices.push_back({ {m_length / 2, 0, -m_width / 2}, {0, 1.f, 0} }); + + AddIndices(0, 1, 2); + AddIndices(2, 3, 0); +} + +void FloorRenderer::UpdateVAO() +{ + glBindVertexArray(m_vertexArrayObject); + // Create buffers and bind the geometry + glBindBuffer(GL_ARRAY_BUFFER, m_vertexBufferObject); + glBufferData(GL_ARRAY_BUFFER, m_vertices.size() * sizeof(MonoVertex), m_vertices.data(), GL_STATIC_DRAW); + + // Create buffers and bind the indices + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_elementBufferObject); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indices.size() * sizeof(uint32_t), m_indices.data(), GL_STATIC_DRAW); +} + +void FloorRenderer::AddIndices(uint32_t i1, uint32_t i2, uint32_t i3) +{ + m_indices.push_back(i1); + m_indices.push_back(i2); + m_indices.push_back(i3); +} \ No newline at end of file diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/FloorRenderer.h b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/FloorRenderer.h new file mode 100644 index 00000000..52028024 --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/FloorRenderer.h @@ -0,0 +1,56 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +#include + +#include "glad/glad.h" +#include "GLFW/glfw3.h" + +#include "RendererBase.h" +#include "WindowController3dTypes.h" + +namespace Visualization +{ + class FloorRenderer : public RendererBase + { + public: + FloorRenderer(float length = 3.f, float width = 3.f); + void SetFloorPlacement(const linmath::vec3 position, const linmath::quaternion orientation); + + // Renderer functions + void Create(GLFWwindow* window) override; + void Delete() override; + + void Render() override; + + private: + void BuildVertices(); + + void UpdateVAO(); + + void AddIndices(uint32_t i1, uint32_t i2, uint32_t i3); + + linmath::mat4x4 m_model; + + // Settings + float m_length = 0.f; + float m_width = 0.f; + + // Data buffers + std::vector m_vertices; + std::vector m_indices; + + // OpenGL objects + GLuint m_vertexArrayObject; + GLuint m_vertexBufferObject; + GLuint m_elementBufferObject; + + GLuint m_modelIndex; + GLuint m_viewIndex; + GLuint m_projectionIndex; + + GLuint m_colorIndex; + }; +} diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/GlShaderDefs.h b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/GlShaderDefs.h new file mode 100644 index 00000000..125de0c0 --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/GlShaderDefs.h @@ -0,0 +1,14 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +// Redefine all shader related macros + +// Macro for stringifying given argument (two level macro is needed for correct macro expansion) +#undef GLSL_STRINGIFY_I +#undef GLSL_STRING +#define GLSL_STRINGIFY_I(A) #A +#define GLSL_STRING(A) GLSL_STRINGIFY_I(A) + +static const char* const glslShaderVersion = "#version 430\n"; diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/Helpers.cpp b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/Helpers.cpp new file mode 100644 index 00000000..e81807f8 --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/Helpers.cpp @@ -0,0 +1,81 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#include "Helpers.h" + +#include +#include +#include + +#include "GLFW/glfw3.h" + +//// ASSERT METHODS +void FailedValidation(const char* message) +{ +#ifdef DEBUG + MessageBox(NULL, message, "FailedValidation (DEBUG ONLY)", 0); +#endif + printf("%s", message); + exit(-1); +} +void Fail(const char* message, ...) +{ + char fullMessage[256]; + va_list argptr; + va_start(argptr, message); +#ifdef _WIN32 + vsprintf_s(fullMessage, 256, message, argptr); +#else + vsprintf(fullMessage, message, argptr); +#endif + va_end(argptr); + + FailedValidation(fullMessage); +} +void CheckAssert(bool condition, const char* message, ...) +{ + if (!condition) + { + char fullMessage[256]; + va_list argptr; + va_start(argptr, message); +#ifdef _WIN32 + vsprintf_s(fullMessage, 256, message, argptr); +#else + vsprintf(fullMessage, message, argptr); +#endif + va_end(argptr); + + FailedValidation(fullMessage); + } +} +void CheckAssert(bool condition) +{ + CheckAssert(condition, "Missing Assert description"); +} + + +// Shader validation functions +void ValidateShader(GLuint shaderIndex) +{ + GLint success = GL_FALSE; + char infoLog[512]; + glGetShaderiv(shaderIndex, GL_COMPILE_STATUS, &success); + if (!success) + { + glGetShaderInfoLog(shaderIndex, 512, NULL, infoLog); + Fail("Shader Error: %s", infoLog); + } +} + +void ValidateProgram(GLuint programIndex) +{ + GLint success = GL_FALSE; + char infoLog[512]; + glGetProgramiv(programIndex, GL_LINK_STATUS, &success); + if (!success) + { + glGetProgramInfoLog(programIndex, 512, NULL, infoLog); + Fail("Shader Error: %s", infoLog); + } +} diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/Helpers.h b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/Helpers.h new file mode 100644 index 00000000..56dcde71 --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/Helpers.h @@ -0,0 +1,23 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +#include "glad/glad.h" + +void FailedValidation(const char* message); + +void Fail(const char* message, ...); + +void CheckAssert(bool condition, const char* message, ...); + +void CheckAssert(bool condition); + +// Shader validation functions +void ValidateShader(GLuint shaderIndex); + +void ValidateProgram(GLuint programIndex); + +#define RETURN_IF_GL_ERRORS { bool glErr = false; while (glGetError() != GL_NO_ERROR) { glErr = true; } if (glErr) { return GPU_ERROR_FROM_API; } } + +#define UNINIT_IF_GL_ERRORS { bool glErr = false; while (glGetError() != GL_NO_ERROR) { glErr = true; } if (glErr) { UnInitialize(); return GPU_ERROR_FROM_API; } } \ No newline at end of file diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/MonoObjectShaders.h b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/MonoObjectShaders.h new file mode 100644 index 00000000..7135fdad --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/MonoObjectShaders.h @@ -0,0 +1,54 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +#include "GlShaderDefs.h" + +// ************** Mono Object Vertex Shader ************** +static const char* const glslMonoObjectVertexShader = GLSL_STRING( + + layout(location = 0) in vec3 vertexPosition; + layout(location = 1) in vec3 vertexNormal; + + varying vec4 fragmentColor; + varying vec3 fragmentPosition; + varying vec3 fragmentNormal; + + uniform mat4 model; + uniform mat4 view; + uniform mat4 projection; + uniform vec4 color; + + void main() + { + fragmentColor = color; + fragmentPosition = vec3(model * vec4(vertexPosition, 1.0)); + fragmentNormal = mat3(transpose(inverse(model))) * vertexNormal; + + gl_Position = projection * view * model * vec4(vertexPosition, 1); + } + +); // GLSL_STRING + + +// ************** Mono Object Fragment Shader ************** +static const char* const glslMonoObjectFragmentShader = GLSL_STRING( + + varying vec4 fragmentColor; + varying vec3 fragmentPosition; + varying vec3 fragmentNormal; + + void main() + { + vec3 lightPosition = vec3(0, 0, 0); + + // diffuse + vec3 norm = normalize(fragmentNormal); + vec3 lightDir = normalize(lightPosition - fragmentPosition); + float diffuse = abs(dot(norm, lightDir)); + + gl_FragColor = vec4(fragmentColor.rgb * diffuse, fragmentColor.a); + } + +); // GLSL_STRING diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/PointCloudRenderer.cpp b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/PointCloudRenderer.cpp new file mode 100644 index 00000000..a80e6474 --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/PointCloudRenderer.cpp @@ -0,0 +1,225 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#include "PointCloudRenderer.h" + +#include +#include +#include +#include +#include +#include + +#include "PointCloudShaders.h" +#include "ViewControl.h" +#include "Helpers.h" + +using namespace linmath; +using namespace Visualization; + +PointCloudVertex testVertices[] = +{ + {{-0.5f, -0.5f, -2.5f}, {1.0f, 0.0f, 0.0f, 1.0f}, {10, 0}}, + {{ 0.5f, -0.5f, -2.5f}, {0.0f, 1.0f, 0.0f, 1.0f}, {20, 0}}, + {{-0.5f, 0.5f, -2.5f}, {0.0f, 0.0f, 1.0f, 1.0f}, {30, 0}}, + {{ 0.5f, 0.5f, -2.5f}, {1.0f, 1.0f, 0.0f, 1.0f}, {40, 0}}, + + {{-0.5f, -0.5f, -3.5f}, {0.0f, 1.0f, 1.0f, 1.0f}, {50, 0}}, + {{ 0.5f, -0.5f, -3.5f}, {1.0f, 0.0f, 1.0f, 1.0f}, {60, 0}}, + {{-0.5f, 0.5f, -3.5f}, {1.0f, 1.0f, 0.5f, 1.0f}, {70, 0}}, + {{ 0.5f, 0.5f, -3.5f}, {0.5f, 0.5f, 1.0f, 1.0f}, {80, 0}} +}; + +PointCloudRenderer::PointCloudRenderer() +{ + mat4x4_identity(m_view); + mat4x4_identity(m_projection); +} + +PointCloudRenderer::~PointCloudRenderer() +{ + Delete(); +} + +void PointCloudRenderer::Create(GLFWwindow* window) +{ + CheckAssert(!m_initialized); + m_initialized = true; + + m_window = window; + glfwMakeContextCurrent(window); + + // Context Settings + glEnable(GL_PROGRAM_POINT_SIZE); + + m_vertexShader = glCreateShader(GL_VERTEX_SHADER); + const GLchar* vertexShaderSources[] = { glslShaderVersion, glslPointCloudVertexShader }; + int numVertexShaderSources = sizeof(vertexShaderSources) / sizeof(*vertexShaderSources); + glShaderSource(m_vertexShader, numVertexShaderSources, vertexShaderSources, NULL); + glCompileShader(m_vertexShader); + ValidateShader(m_vertexShader); + + m_fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); + const GLchar* fragmentShaderSources[] = { glslShaderVersion, glslPointCloudFragmentShader}; + int numFragmentShaderSources = sizeof(fragmentShaderSources) / sizeof(*fragmentShaderSources); + glShaderSource(m_fragmentShader, numFragmentShaderSources, fragmentShaderSources, NULL); + glCompileShader(m_fragmentShader); + ValidateShader(m_fragmentShader); + + m_shaderProgram = glCreateProgram(); + glAttachShader(m_shaderProgram, m_vertexShader); + glAttachShader(m_shaderProgram, m_fragmentShader); + glLinkProgram(m_shaderProgram); + ValidateProgram(m_shaderProgram); + + glGenVertexArrays(1, &m_vertexArrayObject); + glBindVertexArray(m_vertexArrayObject); + glGenBuffers(1, &m_vertexBufferObject); + m_viewIndex = glGetUniformLocation(m_shaderProgram, "view"); + m_projectionIndex = glGetUniformLocation(m_shaderProgram, "projection"); + m_enableShadingIndex = glGetUniformLocation(m_shaderProgram, "enableShading"); + m_xyTableSamplerIndex = glGetUniformLocation(m_shaderProgram, "xyTable"); + m_depthSamplerIndex = glGetUniformLocation(m_shaderProgram, "depth"); +} + +void PointCloudRenderer::Delete() +{ + if (!m_initialized) + { + return; + } + + m_initialized = false; + glDeleteBuffers(1, &m_vertexBufferObject); + + glDeleteShader(m_vertexShader); + glDeleteShader(m_fragmentShader); + glDeleteProgram(m_shaderProgram); +} + +void PointCloudRenderer::InitializeDepthXYTable(const float* xyTableInterleaved, uint32_t width, uint32_t height) +{ + m_width = width; + m_height = height; + + glGenTextures(1, &m_xyTableTextureObject); + glBindTexture(GL_TEXTURE_2D, m_xyTableTextureObject); + glTexStorage2D(GL_TEXTURE_2D, 1, GL_RG32F, m_width, m_height); + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_width, m_height, GL_RG, GL_FLOAT, xyTableInterleaved); + + glGenTextures(1, &m_depthTextureObject); + + glBindTexture(GL_TEXTURE_2D, 0); +} + +void PointCloudRenderer::UpdatePointClouds( + GLFWwindow* window, + const PointCloudVertex* point3ds, + uint32_t numPoints, + const uint16_t* depthFrame, + uint32_t width, uint32_t height, + bool useTestPointClouds) +{ + if (window != m_window) + { + Create(window); + } + + if (m_width != width && m_height != height) + { + Fail("Width and Height (%u, %u) does not match the DepthXYTable settings: (%u, %u) are expected!", width, height, m_width, m_height); + } + + glBindImageTexture(0, m_xyTableTextureObject, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RG32F); + + glBindTexture(GL_TEXTURE_2D, m_depthTextureObject); + glTexStorage2D(GL_TEXTURE_2D, 1, GL_R16UI, m_width, m_height); + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_width, m_height, GL_RED_INTEGER, GL_UNSIGNED_SHORT, depthFrame); + glBindImageTexture(1, m_depthTextureObject, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R16UI); + + glBindVertexArray(m_vertexArrayObject); + // Create buffers and bind the geometry + glBindBuffer(GL_ARRAY_BUFFER, m_vertexBufferObject); + + if (!useTestPointClouds) + { + glBufferData(GL_ARRAY_BUFFER, numPoints * sizeof(PointCloudVertex), point3ds, GL_STREAM_DRAW); + } + else + { + glBufferData(GL_ARRAY_BUFFER, sizeof(testVertices), testVertices, GL_STREAM_DRAW); + } + + // Set the vertex attribute pointers + // Vertex Positions + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(PointCloudVertex), (void*)0); + // Vertex Colors + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(PointCloudVertex), (void*)offsetof(PointCloudVertex, Color)); + // Vertex Pixel Location + // Notice: For GL_INT type, we need to use glVertexAttribIPointer instead of glVertexAttribPointer + glEnableVertexAttribArray(2); + glVertexAttribIPointer(2, 2, GL_INT, sizeof(PointCloudVertex), (void*)offsetof(PointCloudVertex, PixelLocation)); + + glBindVertexArray(0); + + m_drawArraySize = useTestPointClouds ? 8 : GLsizei(numPoints); +} + +void PointCloudRenderer::SetShading(bool enableShading) +{ + m_enableShading = enableShading; +} + +void PointCloudRenderer::Render() +{ + std::array data; // x, y, width, height + + glGetIntegerv(GL_VIEWPORT, data.data()); + Render(data[2], data[3]); +} + +void PointCloudRenderer::Render(int width, int height) +{ + glEnable(GL_DEPTH_TEST); + // Enable blending + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + float pointSize; + if (m_pointCloudSize) + { + pointSize = m_pointCloudSize.value(); + } + else if (m_width == 0 || m_height == 0) + { + pointSize = m_defaultPointCloudSize; + } + else + { + pointSize = std::min(2.f * width / (float)m_width, 2.f * height / (float)m_height); + } + glPointSize(pointSize); + + glUseProgram(m_shaderProgram); + + // Update model/view/projective matrices in shader + glUniformMatrix4fv(m_viewIndex, 1, GL_FALSE, (const GLfloat*)m_view); + glUniformMatrix4fv(m_projectionIndex, 1, GL_FALSE, (const GLfloat*)m_projection); + + // Update render settings in shader + glUniform1i(m_enableShadingIndex, (GLint)m_enableShading); + + // Render point cloud + glBindVertexArray(m_vertexArrayObject); + glDrawArrays(GL_POINTS, 0, m_drawArraySize); + glBindVertexArray(0); +} + +void PointCloudRenderer::ChangePointCloudSize(float pointCloudSize) +{ + std::lock_guard lock(m_mutex); + + m_pointCloudSize = pointCloudSize; +} diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/PointCloudRenderer.h b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/PointCloudRenderer.h new file mode 100644 index 00000000..4d5bf333 --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/PointCloudRenderer.h @@ -0,0 +1,73 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +#include + +#include "glad/glad.h" +#include "GLFW/glfw3.h" + +#include "linmath.h" +#include "WindowController3dTypes.h" +#include "RendererBase.h" +#include + +namespace Visualization +{ + class PointCloudRenderer : public RendererBase + { + public: + + PointCloudRenderer(); + ~PointCloudRenderer(); + void Create(GLFWwindow* window) override; + void Delete() override; + + void InitializeDepthXYTable(const float* xyTableInterleaved, uint32_t width, uint32_t height); + + void UpdatePointClouds( + GLFWwindow* window, + const Visualization::PointCloudVertex* point3ds, + uint32_t numPoints, + const uint16_t* depthFrame, + uint32_t width, uint32_t height, + bool useTestPointClouds = false); + + void SetShading(bool enableShading); + + void Render() override; + void Render(int width, int height); + + void ChangePointCloudSize(float pointCloudSize); + + private: + // Render settings + const GLfloat m_defaultPointCloudSize = 0.5f; + std::optional m_pointCloudSize; + bool m_enableShading = false; + + // Point Array Size + GLsizei m_drawArraySize = 0; + + // Depth Frame Information + uint32_t m_width = 0; + uint32_t m_height = 0; + + // OpenGL resources + GLuint m_vertexArrayObject = 0; + GLuint m_vertexBufferObject = 0; + + GLuint m_xyTableTextureObject = 0; + GLuint m_depthTextureObject = 0; + + GLuint m_viewIndex = 0; + GLuint m_projectionIndex = 0; + GLuint m_enableShadingIndex = 0; + GLuint m_xyTableSamplerIndex = 0; + GLuint m_depthSamplerIndex = 0; + + // Lock + std::mutex m_mutex; + }; +} \ No newline at end of file diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/PointCloudShaders.h b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/PointCloudShaders.h new file mode 100644 index 00000000..b051cda3 --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/PointCloudShaders.h @@ -0,0 +1,106 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +#include "GlShaderDefs.h" + +// ************** Point Cloud Vertex Shader ************** +static const char* const glslPointCloudVertexShader = GLSL_STRING( + + layout(location = 0) in vec3 vertexPosition; + layout(location = 1) in vec4 vertexColor; + layout(location = 2) in ivec2 pixelLocation; + + out vec4 fragmentColor; + + uniform mat4 view; + uniform mat4 projection; + uniform bool enableShading; + + layout(rg32f, binding = 0) restrict readonly uniform image2D xyTable; + layout(r16ui, binding = 1) restrict readonly uniform uimage2D depth; + + vec3 ComputePoint3d(ivec2 pixelId) + { + float depthInMeter = float(imageLoad(depth, pixelId).x) / 1000.f; + + // Calculate depth 3d point + vec3 point3d = vec3(imageLoad(xyTable, pixelId).xy, 1) * depthInMeter; + + // If both x is 0 and y is 0, it means: + // Either the xyTable at pixelId is invalid, or depthInMeter == 0. + // Both cases mean the point3d result is invalid + if (point3d.x == 0 && point3d.y == 0) + { + return vec3(0, 0, 0); + } + + // Y, Z direction for OpenGL camera coordinate is opposite to the Kinect camera coordinate + return vec3(point3d.x, -point3d.y, -point3d.z); + } + + vec3 ComputeNormal(ivec2 pixelId) + { + vec3 pointLeft = ComputePoint3d(ivec2(pixelId.x - 1, pixelId.y)); + vec3 pointRight = ComputePoint3d(ivec2(pixelId.x + 1, pixelId.y)); + vec3 pointUp = ComputePoint3d(ivec2(pixelId.x, pixelId.y - 1)); + vec3 pointDown = ComputePoint3d(ivec2(pixelId.x, pixelId.y + 1)); + + pointLeft = pointLeft.z == 0 ? vertexPosition : pointLeft; + pointRight = pointRight.z == 0 ? vertexPosition : pointRight; + pointUp = pointUp.z == 0 ? vertexPosition : pointUp; + pointDown = pointDown.z == 0 ? vertexPosition : pointDown; + + vec3 xDirection = pointRight - pointLeft; + vec3 yDirection = pointUp - pointDown; + + vec3 normal = cross(xDirection, yDirection); + + return normal; + } + + void main() + { + gl_Position = projection * view * vec4(vertexPosition, 1); + + if (enableShading) + { + const vec3 lightPosition = vec3(0, 0, 0); + vec3 vertexNormal = ComputeNormal(pixelLocation); + float diffuse = 0.f; + if (dot(vertexNormal, vertexNormal) != 0.f) + { + vec3 lightDirection = normalize(lightPosition - vertexPosition); + // Use mix function to reduce the strength of the diffuse effect + float defuseRatio = 0.7f; + diffuse = mix(1.0f, abs(dot(normalize(vertexNormal), lightDirection)), defuseRatio); + } + + float distance = length(lightPosition - vertexPosition); + // Attenuation term for light source that covers distance up to 50 meters + // http://wiki.ogre3d.org/tiki-index.php?page=-Point+Light+Attenuation + float attenuation = 1.0 / (1.0 + 0.09 * distance + 0.032 * distance * distance); + + fragmentColor = vec4(attenuation * diffuse * vertexColor.rgb, vertexColor.a); + } + else + { + fragmentColor = vertexColor; + } + } + +); // GLSL_STRING + + +// ************** Point Cloud Fragment Shader ************** +static const char* const glslPointCloudFragmentShader = GLSL_STRING( + + in vec4 fragmentColor; + + void main() + { + gl_FragColor = fragmentColor; + } + +); // GLSL_STRING diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/README.md b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/README.md new file mode 100644 index 00000000..b5efa540 --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/README.md @@ -0,0 +1,6 @@ +# Azure Kinect Body Tracking WindowController3d Library + +## Introduction + +The Azure Kinect Body Tracking WindowController3d Library is a visualization helper library that renders the body +tracking results into a 3d window. diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/RendererBase.cpp b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/RendererBase.cpp new file mode 100644 index 00000000..7146781d --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/RendererBase.cpp @@ -0,0 +1,13 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#include "RendererBase.h" + +using namespace linmath; +using namespace Visualization; + +void RendererBase::UpdateViewProjection(mat4x4 view, mat4x4 projection) +{ + mat4x4_dup(m_view, view); + mat4x4_dup(m_projection, projection); +} diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/RendererBase.h b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/RendererBase.h new file mode 100644 index 00000000..ba2f16b9 --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/RendererBase.h @@ -0,0 +1,36 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +#include "GLFW/glfw3.h" +#include "linmath.h" + +namespace Visualization +{ + class RendererBase + { + public: + virtual ~RendererBase() = default; + virtual void Create(GLFWwindow* window) = 0; + virtual void Delete() = 0; + + virtual void UpdateViewProjection( + linmath::mat4x4 view, + linmath::mat4x4 projection); + + virtual void Render() = 0; + + protected: + bool m_initialized = false; + + linmath::mat4x4 m_view; + linmath::mat4x4 m_projection; + + // Basic OpenGL resources + GLFWwindow* m_window; + GLuint m_shaderProgram; + GLuint m_vertexShader; + GLuint m_fragmentShader; + }; +} diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/SkeletonRenderer.cpp b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/SkeletonRenderer.cpp new file mode 100644 index 00000000..218d1be8 --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/SkeletonRenderer.cpp @@ -0,0 +1,127 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#include "SkeletonRenderer.h" + +#include +#include +#include +#include +#include +#include +#include "ViewControl.h" +#include "Helpers.h" + +using namespace linmath; +using namespace Visualization; + +SkeletonRenderer::SkeletonRenderer() + : m_sphere(m_jointRadius) + , m_cylinder(m_boneBaseRadius) + , m_coordinateAxes(m_axisThickness, m_axisLength) +{ + mat4x4_identity(m_view); + mat4x4_identity(m_projection); +} + +SkeletonRenderer::~SkeletonRenderer() +{ + Delete(); +} + +void SkeletonRenderer::Create(GLFWwindow* window) +{ + CheckAssert(!m_initialized); + m_initialized = true; + + m_window = window; + + m_sphere.Create(window); + m_cylinder.Create(window); + m_coordinateAxes.Create(window); +} + +void SkeletonRenderer::Delete() +{ + if (!m_initialized) + { + return; + } + + m_initialized = false; + + CleanJointsAndBones(); + m_sphere.Delete(); + m_cylinder.Delete(); + m_coordinateAxes.Delete(); +} + +void SkeletonRenderer::CleanJointsAndBones() +{ + m_joints.clear(); + m_bones.clear(); +} + +void SkeletonRenderer::AddJoint(const Visualization::Joint& joint) +{ + m_joints.push_back(joint); +} + +void SkeletonRenderer::AddBone(const Visualization::Bone& bone) +{ + m_bones.push_back(bone); +} + +void SkeletonRenderer::UpdateViewProjection(linmath::mat4x4 view, linmath::mat4x4 projection) +{ + RendererBase::UpdateViewProjection(view, projection); + m_sphere.UpdateViewProjection(view, projection); + m_cylinder.UpdateViewProjection(view, projection); + m_coordinateAxes.UpdateViewProjection(view, projection); +} + +void SkeletonRenderer::Render() +{ + glDisable(GL_DEPTH_TEST); + + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + if (m_renderSkeletons) + { + // Render Bones + for (size_t i = 0; i < m_bones.size(); i++) + { + m_cylinder.Render( + m_bones[i].Joint1Position, + m_bones[i].Joint2Position, + m_bones[i].Color); + } + + // Render Joints + for (size_t i = 0; i < m_joints.size(); i++) + { + RenderJoint(m_joints[i].Position, m_joints[i].Color); + } + } + + if (m_renderCoordinateAxes) + { + // Render Joint Coordinate + for (size_t i = 0; i < m_joints.size(); i++) + { + RenderCoordinateAxes(m_joints[i].Position, m_joints[i].Orientation); + } + } + glBindVertexArray(0); +} + +void SkeletonRenderer::RenderJoint(const linmath::vec3 p, const linmath::vec4 color) +{ + m_sphere.Render(p, color); +} + +void SkeletonRenderer::RenderCoordinateAxes(const linmath::vec3 p, const linmath::quaternion q) +{ + m_coordinateAxes.Render(p, q); +} diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/SkeletonRenderer.h b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/SkeletonRenderer.h new file mode 100644 index 00000000..7255f6a3 --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/SkeletonRenderer.h @@ -0,0 +1,66 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +#include + +#include "glad/glad.h" +#include "GLFW/glfw3.h" + +#include "linmath.h" +#include "WindowController3dTypes.h" +#include "RendererBase.h" + +#include "CoordinateAxes.h" +#include "Cylinder.h" +#include "Sphere.h" + +namespace Visualization +{ + class SkeletonRenderer : public RendererBase + { + public: + SkeletonRenderer(); + ~SkeletonRenderer(); + void Create(GLFWwindow* window) override; + void Delete() override; + + void CleanJointsAndBones(); + void AddJoint(const Visualization::Joint& joint); + void AddBone(const Visualization::Bone& bone); + + void UpdateViewProjection( + linmath::mat4x4 view, + linmath::mat4x4 projection) override; + + void Render() override; + void RenderJoint(const linmath::vec3 p, const linmath::vec4 color); + void RenderCoordinateAxes(const linmath::vec3 p, const linmath::quaternion q); + + void EnableJointCoordinateAxes(bool renderCoordinateAxes) { m_renderCoordinateAxes = renderCoordinateAxes; } + void EnableSkeletons(bool renderSkeletons) { m_renderSkeletons = renderSkeletons; } + + const std::vector& GetJoints() { return m_joints; } + + private: + // Render settings + bool m_renderSkeletons = true; + bool m_renderCoordinateAxes = false; + + float m_boneBaseRadius = 0.012f; + float m_jointRadius = 0.024f; + + float m_axisThickness = 0.005f; + float m_axisLength = 0.1f; + + // Render shape object + Sphere m_sphere; + Cylinder m_cylinder; + CoordinateAxes m_coordinateAxes; + + // Skeleton information + std::vector m_joints; + std::vector m_bones; + }; +} \ No newline at end of file diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/Sphere.cpp b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/Sphere.cpp new file mode 100644 index 00000000..661453d2 --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/Sphere.cpp @@ -0,0 +1,266 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#include "Sphere.h" + +#include + +#include "Helpers.h" + +// Shader Header +#include "MonoObjectShaders.h" + +using namespace linmath; +using namespace Visualization; + +static const int MIN_SECTOR_COUNT = 3; +static const int MIN_STACK_COUNT = 2; + +Sphere::Sphere(float radius, int sectorCount, int stackCount) + : m_radius(radius) + , m_sectorCount(sectorCount) + , m_stackCount(stackCount) +{ + if (m_sectorCount < MIN_SECTOR_COUNT) + { + m_sectorCount = MIN_SECTOR_COUNT; + } + + if (m_stackCount < MIN_STACK_COUNT) + { + m_stackCount = MIN_STACK_COUNT; + } + + BuildVertices(); + + mat4x4_identity(m_view); + mat4x4_identity(m_projection); +} + +void Sphere::SetRadius(float radius) +{ + if (radius <= 0.f) + { + return; + } + + float scale = radius / m_radius; + + for (size_t i = 0; i < m_vertices.size(); i++) + { + m_vertices[i].Position[0] *= scale; + m_vertices[i].Position[1] *= scale; + m_vertices[i].Position[2] *= scale; + } + + m_radius = radius; + + if (m_initialized) + { + UpdateVAO(); + } +} + +void Sphere::Create(GLFWwindow * window) +{ + CheckAssert(!m_initialized); + m_initialized = true; + + m_window = window; + glfwMakeContextCurrent(window); + + // Context Settings + m_vertexShader = glCreateShader(GL_VERTEX_SHADER); + const GLchar* vertexShaderSources[] = { glslShaderVersion, glslMonoObjectVertexShader }; + int numVertexShaderSources = sizeof(vertexShaderSources) / sizeof(*vertexShaderSources); + glShaderSource(m_vertexShader, numVertexShaderSources, vertexShaderSources, NULL); + glCompileShader(m_vertexShader); + ValidateShader(m_vertexShader); + + m_fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); + const GLchar* fragmentShaderSources[] = { glslShaderVersion, glslMonoObjectFragmentShader }; + int numFragmentShaderSources = sizeof(fragmentShaderSources) / sizeof(*fragmentShaderSources); + glShaderSource(m_fragmentShader, numFragmentShaderSources, fragmentShaderSources, NULL); + glCompileShader(m_fragmentShader); + ValidateShader(m_fragmentShader); + + m_shaderProgram = glCreateProgram(); + glAttachShader(m_shaderProgram, m_vertexShader); + glAttachShader(m_shaderProgram, m_fragmentShader); + glLinkProgram(m_shaderProgram); + ValidateProgram(m_shaderProgram); + + // Get shader index + m_modelIndex = glGetUniformLocation(m_shaderProgram, "model"); + m_viewIndex = glGetUniformLocation(m_shaderProgram, "view"); + m_projectionIndex = glGetUniformLocation(m_shaderProgram, "projection"); + m_colorIndex = glGetUniformLocation(m_shaderProgram, "color"); + + // **************** Generate Sphere VAO **************** + glGenVertexArrays(1, &m_vertexArrayObject); + glBindVertexArray(m_vertexArrayObject); + + // Create buffers and bind the geometry + glGenBuffers(1, &m_vertexBufferObject); + glBindBuffer(GL_ARRAY_BUFFER, m_vertexBufferObject); + glBufferData(GL_ARRAY_BUFFER, m_vertices.size() * sizeof(MonoVertex), m_vertices.data(), GL_STATIC_DRAW); + + // Set the vertex attribute pointers + // Vertex Positions + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(MonoVertex), (void*)0); + + // Vertex Normals + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(MonoVertex), (void*)offsetof(MonoVertex, Normal)); + + // Create buffers and bind the indices + glGenBuffers(1, &m_elementBufferObject); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_elementBufferObject); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indices.size() * sizeof(uint32_t), m_indices.data(), GL_STATIC_DRAW); + + // **************** Unbind VAO **************** + glBindVertexArray(0); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); +} + +void Sphere::Delete() +{ + if (!m_initialized) + { + return; + } + + m_initialized = false; + glDeleteBuffers(1, &m_vertexBufferObject); + glDeleteBuffers(1, &m_elementBufferObject); + + glDeleteShader(m_vertexShader); + glDeleteShader(m_fragmentShader); + glDeleteProgram(m_shaderProgram); +} + +void Sphere::Render() +{ + mat4x4 model; + mat4x4_identity(model); + vec4 color; + vec4_set(color, 1.f, 1.f, 1.f, 1.f); + + Render(model, color); +} + +void Sphere::Render(const linmath::mat4x4 model, const linmath::vec4 color) +{ + glUseProgram(m_shaderProgram); + + // Update model/view/projective matrices in shader + glUniformMatrix4fv(m_viewIndex, 1, GL_FALSE, (const GLfloat*)m_view); + glUniformMatrix4fv(m_projectionIndex, 1, GL_FALSE, (const GLfloat*)m_projection); + glUniformMatrix4fv(m_modelIndex, 1, GL_FALSE, (const GLfloat*)model); + glUniform4f(m_colorIndex, color[0], color[1], color[2], color[3]); + + glBindVertexArray(m_vertexArrayObject); // Bind Sphere VAO + glDrawElements(GL_TRIANGLES, (GLsizei)m_indices.size(), GL_UNSIGNED_INT, NULL); +} + +void Sphere::Render(const linmath::vec3 p, const linmath::vec4 color) +{ + mat4x4 model; + mat4x4_translate(model, p[0], p[1], p[2]); + Render(model, color); +} + +// build vertices of sphere with smooth shading using parametric equation +// x = r * cos(u) * cos(v) +// y = r * cos(u) * sin(v) +// z = r * sin(u) +// where u: stack(latitude) angle (-90 <= u <= 90) +// v: sector(longitude) angle (0 <= v <= 360) +void Sphere::BuildVertices() +{ + const float PI = 3.1415926f; + + // clear memory of prev arrays + m_vertices.clear(); + m_indices.clear(); + + float radiusInv = 1.0f / m_radius; // normal + + float sectorStep = 2 * PI / m_sectorCount; + float stackStep = PI / m_stackCount; + float sectorAngle = 0, stackAngle = 0; + + float x = 0.f, y = 0.f, z = 0.f, xy = 0.f; + float nx = 0.f, ny = 0.f, nz = 0.f; + + for (int i = 0; i <= m_stackCount; ++i) + { + stackAngle = PI / 2 - i * stackStep; // starting from pi/2 to -pi/2 + xy = m_radius * std::cos(stackAngle); // r * cos(u) + z = m_radius * std::sin(stackAngle); // r * sin(u) + + // add (sectorCount+1) vertices per stack + for (int j = 0; j <= m_sectorCount; ++j) + { + sectorAngle = j * sectorStep; // starting from 0 to 2pi + + // vertex position + x = xy * std::cos(sectorAngle); // r * cos(u) * cos(v) + y = xy * std::sin(sectorAngle); // r * cos(u) * sin(v) + + // normalized vertex normal + nx = x * radiusInv; + ny = y * radiusInv; + nz = z * radiusInv; + + m_vertices.push_back({ {x, y, z}, {nx, ny, nz} }); + } + } + + // indices + // k1--k1+1 + // | / | + // | / | + // k2--k2+1 + uint32_t k1 = 0, k2 = 0; + for (int i = 0; i < m_stackCount; ++i) + { + k1 = i * (m_sectorCount + 1); // beginning of current stack + k2 = k1 + m_sectorCount + 1; // beginning of next stack + + for (int j = 0; j < m_sectorCount; ++j, ++k1, ++k2) + { + // 2 triangles per sector excluding 1st and last stacks + if (i != 0) + { + AddIndices(k1, k2, k1 + 1); // k1---k2---k1+1 + } + + if (i != (m_stackCount - 1)) + { + AddIndices(k1 + 1, k2, k2 + 1); // k1+1---k2---k2+1 + } + } + } +} + +void Sphere::UpdateVAO() +{ + glBindVertexArray(m_vertexArrayObject); + // Create buffers and bind the geometry + glBindBuffer(GL_ARRAY_BUFFER, m_vertexBufferObject); + glBufferData(GL_ARRAY_BUFFER, m_vertices.size() * sizeof(MonoVertex), m_vertices.data(), GL_STATIC_DRAW); + + // Create buffers and bind the indices + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_elementBufferObject); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indices.size() * sizeof(uint32_t), m_indices.data(), GL_STATIC_DRAW); +} + +void Sphere::AddIndices(uint32_t i1, uint32_t i2, uint32_t i3) +{ + m_indices.push_back(i1); + m_indices.push_back(i2); + m_indices.push_back(i3); +} diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/Sphere.h b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/Sphere.h new file mode 100644 index 00000000..999a4914 --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/Sphere.h @@ -0,0 +1,64 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +#include + +#include "glad/glad.h" +#include "GLFW/glfw3.h" + +#include "RendererBase.h" +#include "WindowController3dTypes.h" + +namespace Visualization +{ + class Sphere : public RendererBase + { + public: + Sphere(float radius = 1.0f, int sectorCount = 36, int stackCount = 18); + + void SetRadius(float radius); + + const MonoVertex* GetVertices() const { return m_vertices.data(); } + size_t GetVerticesNum() { return m_vertices.size(); } + + const uint32_t* GetIndices() const { return m_indices.data(); } + size_t GetIndicesNum() { return m_indices.size(); } + + // Renderer functions + void Create(GLFWwindow* window) override; + void Delete() override; + + void Render() override; + void Render(const linmath::mat4x4 model, const linmath::vec4 color); + void Render(const linmath::vec3 p, const linmath::vec4 color); + + private: + void BuildVertices(); + + void UpdateVAO(); + + void AddIndices(uint32_t i1, uint32_t i2, uint32_t i3); + + // Settings + float m_radius; + int m_sectorCount; // longitude, # of slices + int m_stackCount; // latitude, # of stacks + + // Data buffers + std::vector m_vertices; + std::vector m_indices; + + // OpenGL objects + GLuint m_vertexArrayObject; + GLuint m_vertexBufferObject; + GLuint m_elementBufferObject; + + GLuint m_modelIndex; + GLuint m_viewIndex; + GLuint m_projectionIndex; + + GLuint m_colorIndex; + }; +} \ No newline at end of file diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/ViewControl.cpp b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/ViewControl.cpp new file mode 100644 index 00000000..9336dca8 --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/ViewControl.cpp @@ -0,0 +1,310 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#include "ViewControl.h" + +#include +#include + +using namespace linmath; + +#ifndef M_PI +#define M_PI 3.14159265358979323846 // pi +#endif + +static inline float DegreesToRadians(float angleInDegrees) +{ + return (float)(angleInDegrees / 180.f * M_PI); +} + +// Default camera values +const float kDefaultSensitivity = 0.2f; +const float kDefaultFOV = 65.0f; // FOV (degrees) + +const float kFullPerspectiveFactor = 1.0f; // Perspective projection +const float kLeastPerspectiveFactor = 0.1f; // Orthographic projection +const float kDefaulPerspectiveFactor = kFullPerspectiveFactor; +const float kObserverPerspectiveFactor = 0.3f; + +// K4A coordinate system uses OpenCV camera convention: X-right, Y-down, Z-forward +const float kTargetDepth = 1.5f; + +const ViewParameters kDefaultView( + 0.f, 0.f, kTargetDepth, // Target depth (meters) + 0.f, -1.f, 0.f, // WorldUp + 0.f, 0.f); // Yaw and Pitch (degrees) + +const ViewParameters kRightView( + 0.f, 0.f, kTargetDepth, // Target depth (meters) + 0.f, -1.f, 0.f, // WorldUp + 75.f, 10.0f); // Yaw and Pitch (degrees) + +const ViewParameters kBackView( + 0.f, 0.f, kTargetDepth, // Target depth (meters) + 0.f, -1.f, 0.f, // WorldUp + 180.f, 0.f); // Yaw and Pitch (degrees) + +const ViewParameters kLeftView( + 0.f, 0.f, kTargetDepth, // Target depth (meters) + 0.f, -1.f, 0.f, // WorldUp + -75.0f, 10.0f); // Yaw and Pitch (degrees) + +const ViewParameters kTopView( + 0.f, 0.f, kTargetDepth, // Target depth (meters) + 0.f, -1.f, 0.f, // WorldUp + 0.f, 45.0f); // Yaw and Pitch (degrees) + +ViewParameters::ViewParameters(const ViewParameters &v) +{ + vec3_copy(targetPos, v.targetPos); + targetDepth = v.targetDepth; + yaw = v.yaw; + pitch = v.pitch; + vec3_copy(front, v.front); + vec3_copy(up, v.up); + vec3_copy(right, v.right); + vec3_copy(worldUp, v.worldUp); +} + +ViewParameters::ViewParameters( + float targetX, float targetY, float targetZ, + float upX, float upY, float upZ, + float _yaw, float _pitch) +{ + vec3_set(targetPos, targetX, targetY, targetZ); + targetDepth = vec3_len(targetPos); + vec3_set(worldUp, upX, upY, upZ); + yaw = _yaw; + pitch = _pitch; + UpdateRotationVectors(); +} + +// Update camera position and rotation vectors from Euler angles and target point. +// It needs to be called every time after updating the primary camera attributes. +void ViewParameters::UpdateRotationVectors() +{ + // Calculate the new front vector (relative to +Z) + vec3 frontTemp; + frontTemp[0] = (float)(sin(DegreesToRadians(yaw)) * cos(DegreesToRadians(pitch))); + frontTemp[1] = (float)(sin(DegreesToRadians(pitch))); + frontTemp[2] = (float)(cos(DegreesToRadians(yaw)) * cos(DegreesToRadians(pitch))); + + vec3_norm(front, frontTemp); + + // Also re-calculate the Right and Up vector + vec3 rightTemp; + vec3_mul_cross(rightTemp, front, worldUp); + vec3_norm(right, rightTemp); // Normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement. + + vec3 upTemp; + vec3_mul_cross(upTemp, right, front); + vec3_norm(up, upTemp); +} + +void ViewParameters::PrintViewInfo() +{ + printf("---------------------------------------\n"); + printf("TargetPos: %f, %f, %f;\n", targetPos[0], targetPos[1], targetPos[2]); + printf("Front: %f, %f, %f;\n", front[0], front[1], front[2]); + printf("Right: %f, %f, %f;\n", right[0], right[1], right[2]); + printf("Up: %f, %f, %f;\n", up[0], up[1], up[2]); + printf("WorldUp: %f, %f, %f;\n", worldUp[0], worldUp[1], worldUp[2]); + printf("Yaw: %f; Pitch: %f;\n", yaw, pitch); +} + +ViewControl::ViewControl() + : m_viewParams(kDefaultView) + , m_mouseSensitivity(kDefaultSensitivity) + , m_defaultFOV(kDefaultFOV) + , m_perspectiveFactor(kDefaulPerspectiveFactor) +{ +} + +void ViewControl::SetDefaultVerticalFOV(float degrees) +{ + m_defaultFOV = degrees; +} + +// Returns the view matrix calculated using Euler Angles and the LookAt Matrix +void ViewControl::GetViewMatrix(mat4x4 viewMatrix) +{ + // Update position + vec3 v; + vec3_scale(v, m_viewParams.front, PerspectiveTargetDepthForRendering()); + vec3 pos; + vec3_sub(pos, m_viewParams.targetPos, v); + + mat4x4_look_at(viewMatrix, pos, m_viewParams.targetPos, m_viewParams.up); +} + +void ViewControl::GetPerspectiveMatrix(mat4x4 perspectiveMatrix) +{ + mat4x4_perspective(perspectiveMatrix, DegreesToRadians(PerspectiveFOVForRendering()), m_viewport.width / (float)m_viewport.height, 0.1f, 150.f); + + if (m_enableMirrorMode) + { + perspectiveMatrix[0][0] = -perspectiveMatrix[0][0]; + } +} + +float ViewControl::PerspectiveTargetDepthForRendering() +{ + return m_viewParams.targetDepth / m_perspectiveFactor; +} + +float ViewControl::PerspectiveFOVForRendering() +{ + return m_defaultFOV * m_perspectiveFactor; +} + +void ViewControl::GetTargetPosition(vec3 targetPos) +{ + vec3_copy(targetPos, m_viewParams.targetPos); +} + +// Processes input received from a mouse input system. Expects the offset value in both the x and y direction. +void ViewControl::ProcessRotationalMovement(const linmath::vec2 screenOffset) +{ + float xoffset = screenOffset[0]; + float yoffset = screenOffset[1]; + + if (m_enableMirrorMode) + { + xoffset = -xoffset; + } + + m_viewParams.yaw += xoffset * m_mouseSensitivity; + m_viewParams.pitch -= yoffset * m_mouseSensitivity; + + // Make sure that when pitch is out of bounds, screen doesn't get flipped + m_viewParams.pitch = std::clamp(m_viewParams.pitch, -89.5f, 89.5f); + + // Update m_viewParams.front, right and up Vectors using the updated Euler angles + m_viewParams.UpdateRotationVectors(); +} + +void ViewControl::ProcessPositionalMovement(const linmath::vec2 startScreenPos, const linmath::vec2 endScreenPos) +{ + vec3 startRay; + UnprojectFromScreen(startRay, startScreenPos, PerspectiveTargetDepthForRendering()); + vec3 endRay; + UnprojectFromScreen(endRay, endScreenPos, PerspectiveTargetDepthForRendering()); + + vec3 offset; + vec3_sub(offset, endRay, startRay); + + vec3 oldTargetPos; + vec3_copy(oldTargetPos, m_viewParams.targetPos); + vec3_sub(m_viewParams.targetPos, oldTargetPos, offset); +} + +// Processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis +void ViewControl::ProcessMouseScroll(GLFWwindow* window, float yoffset) +{ + const bool shift = glfwGetKey(window, GLFW_KEY_LEFT_SHIFT); + if (shift) + { + m_perspectiveFactor += yoffset * m_mouseSensitivity; + m_perspectiveFactor = std::clamp(m_perspectiveFactor, kLeastPerspectiveFactor, kFullPerspectiveFactor); + } + else + { + m_viewParams.targetDepth += yoffset * m_mouseSensitivity; + m_viewParams.targetDepth = std::clamp(m_viewParams.targetDepth, 0.2f, 10.0f); + } +} + +void ViewControl::SetViewTarget(const linmath::vec3 target) +{ + vec3_copy(m_viewParams.targetPos, target); +} + +void ViewControl::Reset() +{ + m_viewParams = kDefaultView; + m_perspectiveFactor = kDefaulPerspectiveFactor; +} + +void ViewControl::SetViewPoint(ViewPoint viewPoint) +{ + switch (viewPoint) + { + case ViewPoint::FrontView: + m_viewParams = kDefaultView; + m_perspectiveFactor = kDefaulPerspectiveFactor; + break; + case ViewPoint::RightView: + m_viewParams = kRightView; + m_perspectiveFactor = kObserverPerspectiveFactor; + break; + case ViewPoint::LeftView: + m_viewParams = kLeftView; + m_perspectiveFactor = kObserverPerspectiveFactor; + break; + case ViewPoint::BackView: + m_viewParams = kBackView; + m_perspectiveFactor = kObserverPerspectiveFactor; + break; + case ViewPoint::TopView: + m_viewParams = kTopView; + m_perspectiveFactor = kObserverPerspectiveFactor; + break; + } +} + +bool ViewControl::ProjectToScreen(linmath::vec2 screen, const linmath::vec3 viewPoint) +{ + vec4 p; + vec3_copy(p, viewPoint); + p[3] = 1.0f; + + mat4x4 projectionMatrix; + GetPerspectiveMatrix(projectionMatrix); + mat4x4 viewMatrix; + GetViewMatrix(viewMatrix); + mat4x4 M; + mat4x4_mul(M, projectionMatrix, viewMatrix); + + vec4 r; + mat4x4_mul_vec4(r, M, p); + if (r[3] == 0) + { + return false; + } + + screen[0] = (1.f + r[0] / r[3]) / 2.f * m_viewport.width + m_viewport.x + 0.5f; + screen[1] = (1.f + r[1] / r[3]) / 2.f * m_viewport.height + m_viewport.y + 0.5f; + return true; +} + +void ViewControl::UnprojectFromScreen(linmath::vec3 ray, const linmath::vec2 screen, float zDepth) +{ + vec4 s; + s[0] = (screen[0] - 0.5f - m_viewport.x) / m_viewport.width * 2.f - 1.f; + s[1] = (screen[1] - 0.5f - m_viewport.y) / m_viewport.height * 2.f - 1.f; + s[2] = 0.0f; + s[3] = 1.0f; + + vec4 r; + vec4_scale(r, s, zDepth); + + mat4x4 projectionMatrix; + GetPerspectiveMatrix(projectionMatrix); + mat4x4 viewMatrix; + GetViewMatrix(viewMatrix); + mat4x4 M; + mat4x4_mul(M, projectionMatrix, viewMatrix); + mat4x4 invM; + mat4x4_invert(invM, M); + + vec4 p; + mat4x4_mul_vec4(p, invM, r); + vec3_copy(ray, p); +} + +bool Viewport::ContainsScreenPoint(linmath::vec2 screenPos) const +{ + int vx = (int)floor(screenPos[0]) - x; + int vy = (int)floor(screenPos[1]) - y; + return 0 <= vx && vx < width && 0 <= vy && vy < height; +} diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/ViewControl.h b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/ViewControl.h new file mode 100644 index 00000000..f89f999e --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/ViewControl.h @@ -0,0 +1,120 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +#include "glad/glad.h" +#include "GLFW/glfw3.h" +#include "linmath.h" // https://github.com/datenwolf/linmath.h + +enum class ViewPoint +{ + FrontView, + RightView, + LeftView, + BackView, + TopView +}; + +// Camera placement parameterized around the target point the camera points to. +struct ViewParameters +{ + ViewParameters(const ViewParameters &v); + + ViewParameters( + float targetX, float targetY, float targetZ, + float upX, float upY, float upZ, + float yaw, float pitch); + + // Update the rotation vectors based on the updated yaw and pitch values. + // It needs to be called every time after updating the yaw and pitch values. + void UpdateRotationVectors(); + + void PrintViewInfo(); + + // Primary Camera Attributes + linmath::vec3 targetPos; // Location the camera points to. + float targetDepth; + linmath::vec3 worldUp; + float yaw; // Euler Angles relative to forward direction. + float pitch; + + // Dependent Properties + linmath::vec3 front; + linmath::vec3 up; + linmath::vec3 right; +}; + + +// OpenGL-compatible screen viewport: https://docs.microsoft.com/en-us/windows/desktop/opengl/glviewport +// NOTE: Viewport placement is relative to the lower-left corner of the window content area. +struct Viewport +{ + // Specify the lower left corner of the viewport rectangle, in pixels. + int x; + int y; + // Specify the width and height of the viewport. + int width; + int height; + + // Screen coordinates are relative to the lower-left corner of the window content area. + bool ContainsScreenPoint(linmath::vec2 screenPos) const; +}; + + +// An abstract camera class that processes input and calculates the corresponding Euler Angles, Vectors and Matrices for use in OpenGL +class ViewControl +{ +public: + ViewControl(); + + void SetViewport(Viewport viewport) { m_viewport = viewport; } + const Viewport& GetViewport() const { return m_viewport; } + + void SetDefaultVerticalFOV(float degrees); + + // Returns the view matrix calculated using Euler Angles and the LookAt Matrix + void GetViewMatrix(linmath::mat4x4 viewMatrix); + + void GetPerspectiveMatrix(linmath::mat4x4 perspectiveMatrix); + + void GetTargetPosition(linmath::vec3 targetPos); + + // Processes input received from a mouse input system. Expects the offset value in both the x and y direction. + void ProcessRotationalMovement(const linmath::vec2 screenOffset); + + // Processes input received from a mouse input system for camera translation. + void ProcessPositionalMovement(const linmath::vec2 startScreenPos, const linmath::vec2 endScreenPos); + + // Processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis + void ProcessMouseScroll(GLFWwindow* window, float yoffset); + + // Set the location the camera points to. + void SetViewTarget(const linmath::vec3 target); + + void Reset(); + + void SetViewPoint(ViewPoint viewPoint); + + void SetMirrorMode(bool enableMirrorMode) { m_enableMirrorMode = enableMirrorMode; } + + // Project 3D point to screen coordinates. + // Screen coordinates are relative to the lower-left corner of the window content area. + bool ProjectToScreen(linmath::vec2 screen, const linmath::vec3 viewPoint); + + // Convert 2D screen coordinate to 3D camera ray. + void UnprojectFromScreen(linmath::vec3 ray, const linmath::vec2 screen, float zDepth); + +private: + float PerspectiveTargetDepthForRendering(); + float PerspectiveFOVForRendering(); + + ViewParameters m_viewParams; + Viewport m_viewport; + bool m_enableMirrorMode = false; + + // Camera options + float m_mouseSensitivity; + float m_defaultFOV; + float m_perspectiveFactor; // 0: Orthographic; 1: Full perspective. +}; \ No newline at end of file diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/Window3dWrapper.cpp b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/Window3dWrapper.cpp new file mode 100644 index 00000000..5a046aa5 --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/Window3dWrapper.cpp @@ -0,0 +1,341 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#include "Window3dWrapper.h" + +#include +#include +#include + +#include "Utilities.h" + +const float MillimeterToMeter = 0.001f; + +void ConvertMillimeterToMeter(k4a_float3_t positionInMM, linmath::vec3 outPositionInMeter) +{ + outPositionInMeter[0] = positionInMM.v[0] * MillimeterToMeter; + outPositionInMeter[1] = positionInMM.v[1] * MillimeterToMeter; + outPositionInMeter[2] = positionInMM.v[2] * MillimeterToMeter; +} + +Window3dWrapper::~Window3dWrapper() +{ + Delete(); +} + +void Window3dWrapper::Create( + const char* name, + k4a_depth_mode_t depthMode, + int windowWidth, + int windowHeight) +{ + m_window3d.Create(name, true, windowWidth, windowHeight); + m_window3d.SetMirrorMode(true); + m_window3d.SetSkeletonRenderMode(Visualization::SkeletonRenderMode::SkeletonOverlay); + + switch (depthMode) + { + case K4A_DEPTH_MODE_WFOV_UNBINNED: + case K4A_DEPTH_MODE_WFOV_2X2BINNED: + m_window3d.SetDefaultVerticalFOV(120.0f); + break; + case K4A_DEPTH_MODE_NFOV_2X2BINNED: + case K4A_DEPTH_MODE_NFOV_UNBINNED: + default: + m_window3d.SetDefaultVerticalFOV(65.0f); + break; + } +} + +void Window3dWrapper::Create( + const char* name, + const k4a_calibration_t& sensorCalibration) +{ + Create(name, sensorCalibration.depth_mode); + InitializeCalibration(sensorCalibration); +} + +void Window3dWrapper::SetCloseCallback( + Visualization::CloseCallbackType closeCallback, + void* closeCallbackContext) +{ + m_window3d.SetCloseCallback(closeCallback, closeCallbackContext); +} + +void Window3dWrapper::SetKeyCallback( + Visualization::KeyCallbackType keyCallback, + void* keyCallbackContext) +{ + m_window3d.SetKeyCallback(keyCallback, keyCallbackContext); +} + +void Window3dWrapper::Delete() +{ + m_window3d.Delete(); + + if (m_transformationHandle != nullptr) + { + k4a_transformation_destroy(m_transformationHandle); + m_transformationHandle = nullptr; + } + + if (m_pointCloudImage != nullptr) + { + k4a_image_release(m_pointCloudImage); + m_pointCloudImage = nullptr; + } +} + +void Window3dWrapper::UpdatePointClouds(k4a_image_t depthImage, std::vector pointCloudColors) +{ + m_pointCloudUpdated = true; + VERIFY(k4a_transformation_depth_image_to_point_cloud(m_transformationHandle, + depthImage, + K4A_CALIBRATION_TYPE_DEPTH, + m_pointCloudImage), "Transform depth image to point clouds failed!"); + + int width = k4a_image_get_width_pixels(m_pointCloudImage); + int height = k4a_image_get_height_pixels(m_pointCloudImage); + + int16_t* pointCloudImageBuffer = (int16_t*)k4a_image_get_buffer(m_pointCloudImage); + + for (int h = 0; h < height; h++) + { + for (int w = 0; w < width; w++) + { + int pixelIndex = h * width + w; + k4a_float3_t position = { + static_cast(pointCloudImageBuffer[3 * pixelIndex + 0]), + static_cast(pointCloudImageBuffer[3 * pixelIndex + 1]), + static_cast(pointCloudImageBuffer[3 * pixelIndex + 2]) }; + + // When the point cloud is invalid, the z-depth value is 0. + if (position.v[2] == 0) + { + continue; + } + + linmath::vec4 color = { 0.8f, 0.8f, 0.8f, 1.f }; + linmath::ivec2 pixelLocation = { w, h }; + + if (pointCloudColors.size() > 0) + { + BlendBodyColor(color, pointCloudColors[pixelIndex]); + } + + linmath::vec3 positionInMeter; + ConvertMillimeterToMeter(position, positionInMeter); + Visualization::PointCloudVertex pointCloud; + linmath::vec3_copy(pointCloud.Position, positionInMeter); + linmath::vec4_copy(pointCloud.Color, color); + pointCloud.PixelLocation[0] = pixelLocation[0]; + pointCloud.PixelLocation[1] = pixelLocation[1]; + + m_pointClouds.push_back(pointCloud); + } + } + + UpdateDepthBuffer(depthImage); +} + +void Window3dWrapper::CleanJointsAndBones() +{ + m_window3d.CleanJointsAndBones(); +} + +void Window3dWrapper::AddJoint(k4a_float3_t position, k4a_quaternion_t orientation, Color color) +{ + linmath::vec3 jointPositionInMeter; + ConvertMillimeterToMeter(position, jointPositionInMeter); + m_window3d.AddJoint({ + {jointPositionInMeter[0], jointPositionInMeter[1], jointPositionInMeter[2]}, + {orientation.v[0], orientation.v[1], orientation.v[2], orientation.v[3]}, + {color.r, color.g, color.b, color.a} }); +} + +void Window3dWrapper::AddBone(k4a_float3_t joint1Position, k4a_float3_t joint2Position, Color color) +{ + linmath::vec3 joint1PositionInMeter; + ConvertMillimeterToMeter(joint1Position, joint1PositionInMeter); + linmath::vec3 joint2PositionInMeter; + ConvertMillimeterToMeter(joint2Position, joint2PositionInMeter); + Visualization::Bone bone; + linmath::vec4_copy(bone.Joint1Position, joint1PositionInMeter); + linmath::vec4_copy(bone.Joint2Position, joint2PositionInMeter); + bone.Color[0] = color.r; + bone.Color[1] = color.g; + bone.Color[2] = color.b; + bone.Color[3] = color.a; + + m_window3d.AddBone(bone); +} + +void Window3dWrapper::AddBody(const k4abt_body_t& body, Color color) +{ + Color lowConfidenceColor = color; + lowConfidenceColor.a = color.a / 4; + + for (int joint = 0; joint < static_cast(K4ABT_JOINT_COUNT); joint++) + { + if (body.skeleton.joints[joint].confidence_level >= K4ABT_JOINT_CONFIDENCE_LOW) + { + const k4a_float3_t& jointPosition = body.skeleton.joints[joint].position; + const k4a_quaternion_t& jointOrientation = body.skeleton.joints[joint].orientation; + + AddJoint( + jointPosition, + jointOrientation, + body.skeleton.joints[joint].confidence_level >= K4ABT_JOINT_CONFIDENCE_MEDIUM ? color : lowConfidenceColor); + } + } + + for (size_t boneIdx = 0; boneIdx < g_boneList.size(); boneIdx++) + { + k4abt_joint_id_t joint1 = g_boneList[boneIdx].first; + k4abt_joint_id_t joint2 = g_boneList[boneIdx].second; + + if (body.skeleton.joints[joint1].confidence_level >= K4ABT_JOINT_CONFIDENCE_LOW && + body.skeleton.joints[joint2].confidence_level >= K4ABT_JOINT_CONFIDENCE_LOW) + { + bool confidentBone = body.skeleton.joints[joint1].confidence_level >= K4ABT_JOINT_CONFIDENCE_MEDIUM && + body.skeleton.joints[joint2].confidence_level >= K4ABT_JOINT_CONFIDENCE_MEDIUM; + const k4a_float3_t& joint1Position = body.skeleton.joints[joint1].position; + const k4a_float3_t& joint2Position = body.skeleton.joints[joint2].position; + + AddBone(joint1Position, joint2Position, confidentBone ? color : lowConfidenceColor); + } + } +} + +void Window3dWrapper::Render() +{ + if (m_pointCloudUpdated || m_pointClouds.size() != 0) + { + m_window3d.UpdatePointClouds(m_pointClouds.data(), (uint32_t)m_pointClouds.size(), m_depthBuffer.data(), m_depthWidth, m_depthHeight); + m_pointClouds.clear(); + m_pointCloudUpdated = false; + } + + m_window3d.Render(); +} + +void Window3dWrapper::SetWindowPosition(int xPos, int yPos) +{ + m_window3d.SetWindowPosition(xPos, yPos); +} + + +void Window3dWrapper::SetLayout3d(Visualization::Layout3d layout3d) +{ + m_window3d.SetLayout3d(layout3d); +} + +void Window3dWrapper::SetJointFrameVisualization(bool enableJointFrameVisualization) +{ + Visualization::SkeletonRenderMode skeletonRenderMode = enableJointFrameVisualization ? + Visualization::SkeletonRenderMode::SkeletonOverlayWithJointFrame : Visualization::SkeletonRenderMode::SkeletonOverlay; + + m_window3d.SetSkeletonRenderMode(skeletonRenderMode); +} + +void Window3dWrapper::SetFloorRendering(bool enableFloorRendering, float floorPositionX, float floorPositionY, float floorPositionZ) +{ + linmath::vec3 position = { floorPositionX, floorPositionY, floorPositionZ }; + m_window3d.SetFloorRendering(enableFloorRendering, position, {1.f, 0.f, 0.f, 0.f}); +} + +void Window3dWrapper::InitializeCalibration(const k4a_calibration_t& sensorCalibration) +{ + + m_depthWidth = static_cast(sensorCalibration.depth_camera_calibration.resolution_width); + m_depthHeight = static_cast(sensorCalibration.depth_camera_calibration.resolution_height); + + // Cache the 2D to 3D unprojection table + EXIT_IF(!CreateXYDepthTable(sensorCalibration), "Create XY Depth Table failed!"); + m_window3d.InitializePointCloudRenderer( + true, // Enable point cloud shading for better visualization effect + reinterpret_cast(m_xyDepthTable.data()), + m_depthWidth, + m_depthHeight); + + // Create transformation handle + if (m_transformationHandle == nullptr) + { + m_transformationHandle = k4a_transformation_create(&sensorCalibration); + + if (m_pointCloudImage == nullptr) + { + VERIFY(k4a_image_create(K4A_IMAGE_FORMAT_CUSTOM, + m_depthWidth, + m_depthHeight, + m_depthWidth * 3 * (int)sizeof(int16_t), + &m_pointCloudImage), "Create Point Cloud Image failed!"); + } + } +} + +void Window3dWrapper::BlendBodyColor(linmath::vec4 color, Color bodyColor) +{ + float darkenRatio = 0.8f; + float instanceAlpha = 0.8f; + + color[0] = bodyColor.r * instanceAlpha + color[0] * darkenRatio; + color[1] = bodyColor.g * instanceAlpha + color[1] * darkenRatio; + color[2] = bodyColor.b * instanceAlpha + color[2] * darkenRatio; +} + +void Window3dWrapper::UpdateDepthBuffer(k4a_image_t depthFrame) +{ + int width = k4a_image_get_width_pixels(depthFrame); + int height = k4a_image_get_height_pixels(depthFrame); + uint16_t* depthFrameBuffer = (uint16_t*)k4a_image_get_buffer(depthFrame); + m_depthBuffer.assign(depthFrameBuffer, depthFrameBuffer + width * height); +} + +bool Window3dWrapper::CreateXYDepthTable(const k4a_calibration_t & sensorCalibration) +{ + int width = sensorCalibration.depth_camera_calibration.resolution_width; + int height = sensorCalibration.depth_camera_calibration.resolution_height; + + m_xyDepthTable.resize(width * height); + + auto xyTablePtr = m_xyDepthTable.begin(); + + k4a_float3_t pt3; + for (int h = 0; h < height; h++) + { + for (int w = 0; w < width; w++) + { + k4a_float2_t pt = { static_cast(w), static_cast(h) }; + int valid = 0; + k4a_result_t result = k4a_calibration_2d_to_3d(&sensorCalibration, + &pt, + 1.f, + K4A_CALIBRATION_TYPE_DEPTH, + K4A_CALIBRATION_TYPE_DEPTH, + &pt3, + &valid); + if (result != K4A_RESULT_SUCCEEDED) + { + return false; + } + + if (valid == 0) + { + // Set the invalid xy table to be (0, 0) + xyTablePtr->x = 0.f; + xyTablePtr->y = 0.f; + } + else + { + xyTablePtr->x = pt3.xyz.x; + xyTablePtr->y = pt3.xyz.y; + } + + ++xyTablePtr; + } + } + + return true; +} + diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/Window3dWrapper.h b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/Window3dWrapper.h new file mode 100644 index 00000000..5decadee --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/Window3dWrapper.h @@ -0,0 +1,88 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +#include +#include + +#include "WindowController3d.h" + + +// This is a wrapper library that convert the types from the k4abt types to the window3d visualization library types +class Window3dWrapper +{ +public: + ~Window3dWrapper(); + + // Create Window3d wrapper without point cloud shading + void Create( + const char* name, + k4a_depth_mode_t depthMode, + int windowWidth = -1, + int windowHeight = -1); + + // Create Window3d wrapper with point cloud shading + void Create( + const char* name, + const k4a_calibration_t& sensorCalibration); + + void SetCloseCallback( + Visualization::CloseCallbackType closeCallback, + void* closeCallbackContext = nullptr); + + void SetKeyCallback( + Visualization::KeyCallbackType keyCallback, + void* keyCallbackContext = nullptr); + + void Delete(); + + void UpdatePointClouds(k4a_image_t depthImage, std::vector pointCloudColors = std::vector()); + + void CleanJointsAndBones(); + + void AddJoint(k4a_float3_t position, k4a_quaternion_t orientation, Color color); + + void AddBone(k4a_float3_t joint1Position, k4a_float3_t joint2Position, Color color); + + // Helper function to directly add the whole body for rendering instead of adding separate joints and bones + void AddBody(const k4abt_body_t& body, Color color); + + void Render(); + + // Window Configuration Functions + void SetFloorRendering(bool enableFloorRendering, float floorPositionX, float floorPositionY, float floorPositionZ); + + void SetWindowPosition(int xPos, int yPos); + + // Render Setting Functions + void SetLayout3d(Visualization::Layout3d layout3d); + void SetJointFrameVisualization(bool enableJointFrameVisualization); + +private: + void InitializeCalibration(const k4a_calibration_t& sensorCalibration); + + void BlendBodyColor(linmath::vec4 color, Color bodyColor); + + void UpdateDepthBuffer(k4a_image_t depthImage); + + bool CreateXYDepthTable(const k4a_calibration_t& sensorCalibration); + +private: + Visualization::WindowController3d m_window3d; + + bool m_pointCloudUpdated = false; + std::vector m_depthBuffer; + std::vector m_pointClouds; + + struct XY + { + float x; + float y; + }; + std::vector m_xyDepthTable; + uint32_t m_depthWidth = 0; + uint32_t m_depthHeight = 0; + k4a_transformation_t m_transformationHandle = nullptr; + k4a_image_t m_pointCloudImage = nullptr; +}; \ No newline at end of file diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/WindowController3d.cpp b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/WindowController3d.cpp new file mode 100644 index 00000000..a5845498 --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/WindowController3d.cpp @@ -0,0 +1,618 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#include "WindowController3d.h" + +#include +#include +#include +#include +#include + +#include "ViewControl.h" +#include "Helpers.h" + +using namespace linmath; +using namespace Visualization; + +class GLFWEnvironmentSingleton +{ + private: + GLFWEnvironmentSingleton() + { + if (!glfwInit()) + { + exit(EXIT_FAILURE); + } + glfwSetErrorCallback(GLFWEnvironmentSingleton::GLFWErrorCallback); + } + + GLFWEnvironmentSingleton(const GLFWEnvironmentSingleton &) = delete; + GLFWEnvironmentSingleton &operator=(const GLFWEnvironmentSingleton &) = delete; + + public: + ~GLFWEnvironmentSingleton() + { + glfwTerminate(); + } + + public: + // This function initializes the GLFW library for the WindowController3d rendering. You have to run this function + // before creating the WindowController3d object. + // + // This function must be called from the main thread. + static void InitGLFW() + { + static GLFWEnvironmentSingleton singleton; + } + + static void GLFWErrorCallback(int error, const char* description) + { + Fail("GLFW Error %d: %s\n", error, description); + } +}; + +WindowController3d::WindowController3d() +{ + m_leftViewControl.SetViewPoint(ViewPoint::LeftView); + m_rightViewControl.SetViewPoint(ViewPoint::RightView); + m_topViewControl.SetViewPoint(ViewPoint::TopView); +} + +void WindowController3d::Create(const char* name, bool showWindow, int width, int height, bool fullscreen) +{ + CheckAssert(!m_initialized); + m_initialized = true; + + // Should be called in main + GLFWEnvironmentSingleton::InitGLFW(); + + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); + if (!showWindow) + { + glfwWindowHint(GLFW_VISIBLE, GL_FALSE); + } + + const GLFWvidmode* displayInfo = glfwGetVideoMode(glfwGetPrimaryMonitor()); + if (width <= 0 || height <= 0) + { + m_windowWidth = static_cast(displayInfo->width * m_defaultWindowWidthRatio); + m_windowHeight = static_cast(displayInfo->height * m_defaultWindowHeightRatio); + } + else + { + m_windowWidth = width; + m_windowHeight = height; + } + + m_windowStartPositionX = (displayInfo->width - m_windowWidth) / 2; + m_windowStartPositionY = (displayInfo->height - m_windowHeight) / 2; + + // Get monitor for full screen + GLFWmonitor* monitor = nullptr; + if (fullscreen) + { + monitor = glfwGetPrimaryMonitor(); + int modesCount = 0, bestMode = 0; + auto modes = glfwGetVideoModes(monitor, &modesCount); + + for (int i = 0; i < modesCount; i++) + { + if (modes[i].width >= modes[bestMode].width + || modes[i].height >= modes[bestMode].height + || modes[i].refreshRate >= modes[bestMode].refreshRate + || (modes[i].blueBits + modes[i].greenBits + modes[i].redBits) >= (modes[bestMode].blueBits + modes[bestMode].greenBits + modes[bestMode].redBits)) + { + bestMode = i; + } + } + m_windowWidth = modes[bestMode].width; + m_windowHeight = modes[bestMode].height; + } + + // Create window + m_window = glfwCreateWindow(m_windowWidth, m_windowHeight, name, monitor, nullptr); + if (!m_window) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + + glfwSetWindowPos(m_window, m_windowStartPositionX, m_windowStartPositionY); + + // In to use the member function as callback, set the current class as the Window User Pointer + glfwSetWindowUserPointer(m_window, this); + + // Set all callbacks + auto windowCloseCallback = [](GLFWwindow *window) { + static_cast(glfwGetWindowUserPointer(window))-> + WindowCloseCallback(window); + }; + glfwSetWindowCloseCallback(m_window, windowCloseCallback); + + auto windowResizeCallback = [](GLFWwindow *window, int w, int h) { + static_cast(glfwGetWindowUserPointer(window))-> + FrameBufferSizeCallback(window, w, h); + }; + glfwSetFramebufferSizeCallback(m_window, windowResizeCallback); + + auto keyPressCallback = [](GLFWwindow* window, int key, int scancode, int action, int mods) { + static_cast(glfwGetWindowUserPointer(window))-> + KeyPressCallback(window, key, scancode, action, mods); + }; + glfwSetKeyCallback(m_window, keyPressCallback); + + auto mouseMovementCallback = [](GLFWwindow *window, double xpos, double ypos) { + static_cast(glfwGetWindowUserPointer(window))-> + MouseMovementCallback(window, xpos, ypos); + }; + glfwSetCursorPosCallback(m_window, mouseMovementCallback); + + auto mouseScrollCallback = [](GLFWwindow *window, double xoffset, double yoffset) { + static_cast(glfwGetWindowUserPointer(window))-> + MouseScrollCallback(window, xoffset, yoffset); + }; + glfwSetScrollCallback(m_window, mouseScrollCallback); + + auto mouseButtonCallback = [](GLFWwindow *window, int button, int action, int mods) { + static_cast(glfwGetWindowUserPointer(window))-> + MouseButtonCallback(window, button, action, mods); + }; + glfwSetMouseButtonCallback(m_window, mouseButtonCallback); + + + glfwMakeContextCurrent(m_window); + + if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + + glfwSwapInterval(showWindow ? 1 : 0); + + // Context Settings + glEnable(GL_MULTISAMPLE); + glDisable(GL_BLEND); + glClearColor(0.f, 0.f, 0.f, 0.f); + glClearDepth(1.0f); + + m_pointCloudRenderer.Create(m_window); + m_skeletonRenderer.Create(m_window); +} + +void WindowController3d::Delete() +{ + m_initialized = false; + m_pointCloudRenderer.Delete(); + m_skeletonRenderer.Delete(); + + if (m_enableFloorRendering) + { + m_floorRenderer.Delete(); + m_enableFloorRendering = false; + } + + glfwDestroyWindow(m_window); + m_window = nullptr; +} + +void WindowController3d::SetWindowPosition(int xPos, int yPos) +{ + if (m_window != nullptr) + { + glfwSetWindowPos(m_window, xPos, yPos); + } +} + +bool WindowController3d::InitializePointCloudRenderer( + bool enableShading, + const float* depthXyTableInterleaved, + int width, int height) +{ + m_pointCloudRenderer.SetShading(enableShading); + if (enableShading) + { + if (depthXyTableInterleaved == nullptr) + { + return false; + } + + m_pointCloudRenderer.InitializeDepthXYTable(depthXyTableInterleaved, width, height); + } + + return true; +} + +void WindowController3d::UpdatePointClouds( + const PointCloudVertex* point3d, + uint32_t numPoints, + const uint16_t* depthFrame, + uint32_t width, uint32_t height, + bool useTestPointClouds) +{ + m_pointCloudRenderer.UpdatePointClouds(m_window, point3d, numPoints, depthFrame, width, height, useTestPointClouds); +} + +void WindowController3d::CleanJointsAndBones() +{ + m_skeletonRenderer.CleanJointsAndBones(); +} + +void WindowController3d::AddJoint(const Visualization::Joint& joint) +{ + m_skeletonRenderer.AddJoint(joint); +} + +void WindowController3d::AddBone(const Visualization::Bone& bone) +{ + m_skeletonRenderer.AddBone(bone); +} + +void WindowController3d::RenderScene(ViewControl& viewControl, Viewport viewport) +{ + // Assign viewport to viewControl. + viewControl.SetViewport(viewport); + + // Change view port + glViewport(viewport.x, viewport.y, viewport.width, viewport.height); + + // Update view/projection matrix + linmath::mat4x4 projection; + linmath::mat4x4 view; + + viewControl.GetPerspectiveMatrix(projection); + viewControl.GetViewMatrix(view); + + UpdateRenderersViewProjection(view, projection); + + if (m_enableFloorRendering) + { + m_floorRenderer.Render(); + } + + if (m_skeletonRenderMode == SkeletonRenderMode::SkeletonOverlayWithJointFrame) + { + m_skeletonRenderer.EnableJointCoordinateAxes(true); + m_skeletonRenderer.EnableSkeletons(true); + } + else + { + m_skeletonRenderer.EnableJointCoordinateAxes(false); + m_skeletonRenderer.EnableSkeletons(true); + } + + if (m_skeletonRenderMode == SkeletonRenderMode::SkeletonOverlay || + m_skeletonRenderMode == SkeletonRenderMode::SkeletonOverlayWithJointFrame) + { + m_pointCloudRenderer.Render(viewport.width, viewport.height); + + glClear(GL_DEPTH_BUFFER_BIT); + m_skeletonRenderer.Render(); + } + else + { + m_skeletonRenderer.Render(); + m_pointCloudRenderer.Render(viewport.width, viewport.height); + } + + // Render Camera Pivot Point when interacting with the view control. + + const bool ctrl = glfwGetKey(m_window, GLFW_KEY_LEFT_CONTROL); + if (m_cameraPivotPointRenderCount > 0 || m_mouseButtonLeftPressed || m_mouseButtonRightPressed || ctrl) + { + m_cameraPivotPointRenderCount = std::max(0, m_cameraPivotPointRenderCount - 1); + + vec3 targetPos; + m_viewControl.GetTargetPosition(targetPos); + // Render Camera Pivot Point the shape of a joint, but red. + vec4 red = { 1.0f, 0.0f, 0.0f, 1.0f }; + m_skeletonRenderer.RenderJoint(targetPos, red); + } +} + +// Trigger camera pivot point rendering for a few frames. +void WindowController3d::TriggerCameraPivotPointRendering() +{ + m_cameraPivotPointRenderCount = 5; +} + +void WindowController3d::Render(std::vector* renderedPixelsBgr, int* pixelsWidth, int* pixelsHeight) +{ + std::lock_guard lock(m_mutex); + + glfwMakeContextCurrent(m_window); + + // Per-frame time logic + double currentFrame = glfwGetTime(); + m_deltaTime = (float)(currentFrame - m_lastFrame); + m_lastFrame = currentFrame; + + // General Render clean up + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + // Render window + int windowWidth = m_windowWidth; + int windowHeight = m_windowHeight; + + // NOTE: Viewport placement is relative to the lower-left corner of the window content area. + switch (m_layout3d) + { + default: + case Layout3d::OnlyMainView: + RenderScene(m_viewControl, Viewport{0, 0, windowWidth, windowHeight}); + break; + case Layout3d::FourViews: + RenderScene(m_leftViewControl, Viewport{0, 0, windowWidth / 2, windowHeight / 2}); + RenderScene(m_rightViewControl, Viewport{windowWidth / 2, 0, windowWidth / 2, windowHeight / 2}); + RenderScene(m_viewControl, Viewport{0, m_windowHeight / 2, windowWidth / 2, windowHeight / 2}); + RenderScene(m_topViewControl, Viewport{windowWidth / 2, windowHeight / 2, windowWidth / 2, windowHeight / 2}); + break; + } + + // Copy rendered pixels if needed + if (renderedPixelsBgr != nullptr) + { + renderedPixelsBgr->resize(windowWidth * windowHeight * 3); + glReadPixels(0, 0, windowWidth, windowHeight, GL_BGR, GL_UNSIGNED_BYTE, renderedPixelsBgr->data()); + } + if (pixelsWidth != nullptr) + { + *pixelsWidth = windowWidth; + } + if (pixelsHeight != nullptr) + { + *pixelsHeight = windowHeight; + } + + glfwSwapBuffers(m_window); + glfwPollEvents(); +} + +void WindowController3d::SetPointCloudShading(bool enableShading) +{ + std::lock_guard lock(m_mutex); + + m_pointCloudRenderer.SetShading(enableShading); +} + +void WindowController3d::SetDefaultVerticalFOV(float degrees) +{ + std::lock_guard lock(m_mutex); + + for (auto v : m_allViewControls) + { + v->SetDefaultVerticalFOV(degrees); + } +} + +void WindowController3d::SetMirrorMode(bool enableMirrorMode) +{ + std::lock_guard lock(m_mutex); + + for (auto v : m_allViewControls) + { + v->SetMirrorMode(enableMirrorMode); + } +} + +void WindowController3d::SetSkeletonRenderMode(SkeletonRenderMode skeletonRenderMode) +{ + m_skeletonRenderMode = skeletonRenderMode; +} + +void WindowController3d::SetLayout3d(Layout3d layout3d) +{ + m_layout3d = layout3d; +} + +void WindowController3d::ChangePointCloudSize(float pointCloudSize) +{ + std::lock_guard lock(m_mutex); + + m_pointCloudRenderer.ChangePointCloudSize(pointCloudSize); +} + +void WindowController3d::SetFloorRendering(bool enableFloorRendering, linmath::vec3 floorPosition, linmath::quaternion floorOrientation) +{ + if (!m_enableFloorRendering && enableFloorRendering) + { + m_floorRenderer.Create(m_window); + } + else if (m_enableFloorRendering && !enableFloorRendering) + { + m_floorRenderer.Delete(); + } + m_enableFloorRendering = enableFloorRendering; + + if (m_enableFloorRendering) + { + m_floorRenderer.SetFloorPlacement(floorPosition, floorOrientation); + } +} + +void WindowController3d::SetCloseCallback(CloseCallbackType callback, void* context) +{ + std::lock_guard lock(m_mutex); + + m_closeCallback = callback; + m_closeCallbackContext = context; +} + +void WindowController3d::SetKeyCallback(KeyCallbackType callback, void* context) +{ + std::lock_guard lock(m_mutex); + + m_keyCallback = callback; + m_keyCallbackContext = context; +} + +// Callback functions +void WindowController3d::FrameBufferSizeCallback(GLFWwindow* /*window*/, int width, int height) +{ + m_windowWidth = width; + m_windowHeight = height; +} + +void WindowController3d::GetCursorPosInScreenCoordinates(GLFWwindow* window, linmath::vec2 outScreenPos) +{ + // NOTE: Cursor coordinates are relative to the upper-left corner of the window content area. + double cursorPosX, cursorPosY; + glfwGetCursorPos(window, &cursorPosX, &cursorPosY); + + // Convert cursor coordinates to OpenGL screen coordinates. + // NOTE: OpenGL screen coordinates are relative to the lower-left corner of the window content area. + GetCursorPosInScreenCoordinates(cursorPosX, cursorPosY, outScreenPos); +} + +void WindowController3d::GetCursorPosInScreenCoordinates(double cursorPosX, double cursorPosY, linmath::vec2 outScreenPos) +{ + // NOTE: Cursor coordinates are relative to the upper-left corner of the window content area. + + // Convert cursor coordinates to OpenGL screen coordinates. + // NOTE: OpenGL screen coordinates are relative to the lower-left corner of the window content area. + outScreenPos[0] = (float)cursorPosX; + outScreenPos[1] = (float)(m_windowHeight - cursorPosY - 1.); +} + +void WindowController3d::UpdateRenderersViewProjection(linmath::mat4x4 view, linmath::mat4x4 projection) +{ + m_pointCloudRenderer.UpdateViewProjection(view, projection); + m_skeletonRenderer.UpdateViewProjection(view, projection); + + if (m_enableFloorRendering) + { + m_floorRenderer.UpdateViewProjection(view, projection); + } +} + +void WindowController3d::MouseButtonCallback(GLFWwindow* window, int button, int action, int /*mods*/) +{ + // Keep track of mouse movement for camera rotation/translation when left button is pressed. + if (button == GLFW_MOUSE_BUTTON_LEFT) + { + GetCursorPosInScreenCoordinates(window, m_prevMouseScreenPos); + m_mouseButtonLeftPressed = action == GLFW_PRESS; + } + + // Use right button to select a camera pivot point in the scene. + if (button == GLFW_MOUSE_BUTTON_RIGHT) + { + m_mouseButtonRightPressed = action == GLFW_PRESS; + if (action == GLFW_PRESS) + { + vec2 screenPos; + GetCursorPosInScreenCoordinates(window, screenPos); + + if (m_viewControl.GetViewport().ContainsScreenPoint(screenPos)) + { + ChangeCameraPivotPoint(m_viewControl, screenPos); + } + } + } +} + +void WindowController3d::MouseMovementCallback(GLFWwindow* window, double xpos, double ypos) +{ + // Only take mouse position data when mouse left button is pressed. + if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != GLFW_PRESS) + { + return; + } + + vec2 screenPos; + GetCursorPosInScreenCoordinates(xpos, ypos, screenPos); + + const bool ctrl = glfwGetKey(window, GLFW_KEY_LEFT_CONTROL); + if (ctrl) + { + m_viewControl.ProcessPositionalMovement(m_prevMouseScreenPos, screenPos); + } + else + { + vec2 offset; + vec2_sub(offset, screenPos, m_prevMouseScreenPos); + + m_viewControl.ProcessRotationalMovement(offset); + } + + vec2_copy(m_prevMouseScreenPos, screenPos); +} + +void WindowController3d::ChangeCameraPivotPoint(ViewControl& viewControl, linmath::vec2 screenPos) +{ + float minDist = std::numeric_limits::max(); + vec3 selectedPoint; + const auto &joints = m_skeletonRenderer.GetJoints(); + for (auto j : joints) + { + linmath::vec2 screen; + if (viewControl.ProjectToScreen(screen, j.Position)) + { + linmath::vec2 delta; + vec2_sub(delta, screenPos, screen); + if (vec2_len(delta) < minDist) + { + minDist = vec2_len(delta); + vec3_copy(selectedPoint, j.Position); + } + } + } + if (minDist != std::numeric_limits::max()) + { + viewControl.SetViewTarget(selectedPoint); + } +} + +void WindowController3d::MouseScrollCallback(GLFWwindow* window, double /*xoffset*/, double yoffset) +{ + m_viewControl.ProcessMouseScroll(window, (float)yoffset); + TriggerCameraPivotPointRendering(); +} + +void WindowController3d::WindowCloseCallback(GLFWwindow* /*window*/) +{ + if (m_closeCallback) + { + m_closeCallback(m_closeCallbackContext); + } +} + +void WindowController3d::KeyPressCallback(GLFWwindow* /*window*/, int key, int /*scancode*/, int action, int /*mods*/) +{ + // https://www.glfw.org/docs/latest/group__keys.html + if (action == GLFW_RELEASE) + { + return; + } + + switch (key) + { + case GLFW_KEY_HOME: + m_viewControl.Reset(); + break; + case GLFW_KEY_F1: + m_viewControl.SetViewPoint(ViewPoint::FrontView); + break; + case GLFW_KEY_F2: + m_viewControl.SetViewPoint(ViewPoint::RightView); + break; + case GLFW_KEY_F3: + m_viewControl.SetViewPoint(ViewPoint::BackView); + break; + case GLFW_KEY_F4: + m_viewControl.SetViewPoint(ViewPoint::LeftView); + break; + case GLFW_KEY_F5: + m_viewControl.SetViewPoint(ViewPoint::TopView); + break; + default: + // If not handled, then pass along to external callback. + if (m_keyCallback) + { + m_keyCallback(m_keyCallbackContext, key); + } + break; + } +} diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/WindowController3d.h b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/WindowController3d.h new file mode 100644 index 00000000..e117c692 --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/WindowController3d.h @@ -0,0 +1,164 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +#include +#include + +#include "glad/glad.h" +#include "GLFW/glfw3.h" + +#include "linmath.h" + +#include "ViewControl.h" +#include "PointCloudRenderer.h" +#include "SkeletonRenderer.h" +#include "FloorRenderer.h" + +namespace Visualization +{ + typedef int64_t(*CloseCallbackType)(void* context); + // https://www.glfw.org/docs/latest/group__keys.html + typedef int64_t(*KeyCallbackType)(void* context, int glfwKey); + + enum class SkeletonRenderMode + { + DefaultRender = 0, + SkeletonOverlay, + SkeletonOverlayWithJointFrame + }; + + enum class Layout3d + { + OnlyMainView = 0, + FourViews, + Count, + }; + + class WindowController3d + { + public: + WindowController3d(); + + void Create( + const char *name, + bool showWindow = true, + int width = -1, + int height = -1, + bool fullscreen = false); + + void Delete(); + + void SetWindowPosition(int xPos, int yPos); + + // Initialize the point cloud renderer + // If you want to enable the point cloud shading for better visualization, you need to pass in the DepthXY table + bool InitializePointCloudRenderer( + bool enableShading, + const float* depthXyTableInterleaved, + int width, int height); + + void UpdatePointClouds( + const Visualization::PointCloudVertex* point3d, + uint32_t numPoints, + const uint16_t* depthFrame, + uint32_t width, uint32_t height, + bool useTestPointClouds = false); + + void CleanJointsAndBones(); + + void AddJoint(const Visualization::Joint& joint); + + void AddBone(const Visualization::Bone& bone); + + void Render( + std::vector* renderedPixelsBgr = nullptr, + int* pixelsWidth = nullptr, + int* pixelsHeight = nullptr); + + void SetPointCloudShading(bool enableShading); + + void SetDefaultVerticalFOV(float degrees); + + void SetMirrorMode(bool enableMirrorMode); + + void SetSkeletonRenderMode(SkeletonRenderMode skeletonRenderMode); + + void SetLayout3d(Layout3d layout3d); + + void ChangePointCloudSize(float pointCloudSize); + + void SetFloorRendering(bool enableFloorRendering, linmath::vec3 floorPosition, linmath::quaternion floorOrientation); + + // Methods to set external callback functions + void SetCloseCallback(CloseCallbackType callback, void* context); + + void SetKeyCallback(KeyCallbackType callback, void* context); + + protected: + void FrameBufferSizeCallback(GLFWwindow* window, int width, int height); + void MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); + void MouseMovementCallback(GLFWwindow* window, double xpos, double ypos); + void MouseScrollCallback(GLFWwindow* window, double xoffset, double yoffset); + void KeyPressCallback(GLFWwindow* window, int key, int scancode, int action, int mods); + void WindowCloseCallback(GLFWwindow* window); + + private: + void RenderScene(ViewControl& viewControl, Viewport viewport); + void TriggerCameraPivotPointRendering(); + void ChangeCameraPivotPoint(ViewControl& viewControl, linmath::vec2 screenPos); + void GetCursorPosInScreenCoordinates(GLFWwindow* window, linmath::vec2 outScreenPos); + void GetCursorPosInScreenCoordinates(double cursorPosX, double cursorPosY, linmath::vec2 outScreenPos); + void UpdateRenderersViewProjection(linmath::mat4x4 view, linmath::mat4x4 projection); + + bool m_initialized = false; + + // WindowController3d Settings + Layout3d m_layout3d = Layout3d::OnlyMainView; + SkeletonRenderMode m_skeletonRenderMode = SkeletonRenderMode::DefaultRender; + bool m_enableFloorRendering = false; + + // View Controls + ViewControl m_viewControl; + ViewControl m_leftViewControl; + ViewControl m_rightViewControl; + ViewControl m_topViewControl; + std::array m_allViewControls = { &m_viewControl, &m_leftViewControl, &m_rightViewControl, &m_topViewControl }; + + // Object renderers + PointCloudRenderer m_pointCloudRenderer; + SkeletonRenderer m_skeletonRenderer; + FloorRenderer m_floorRenderer; + + // Render time information + double m_lastFrame = 0.; + float m_deltaTime = 0.f; + + // Window information + int m_windowWidth; + int m_windowHeight; + int m_windowStartPositionX; // the upper-left corner of the window position + int m_windowStartPositionY; // the upper-left corner of the window position + float m_defaultWindowWidthRatio = 0.6f; // Default window width ratio relative to the full display screen + float m_defaultWindowHeightRatio = 0.6f; // Default window height ratio relative to the full display screen + + // OpenGL resources + GLFWwindow* m_window = nullptr; + + // Input status + bool m_mouseButtonLeftPressed = false; + bool m_mouseButtonRightPressed = false; + int m_cameraPivotPointRenderCount = 0; + linmath::vec2 m_prevMouseScreenPos = { 0.f, 0.f }; + + // External Callback functions + CloseCallbackType m_closeCallback = nullptr; + void *m_closeCallbackContext = nullptr; + KeyCallbackType m_keyCallback = nullptr; + void *m_keyCallbackContext = nullptr; + + // Lock + std::mutex m_mutex; + }; +} \ No newline at end of file diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/WindowController3dTypes.h b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/WindowController3dTypes.h new file mode 100644 index 00000000..3ec1a291 --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/WindowController3dTypes.h @@ -0,0 +1,43 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +#include "linmath.h" + +namespace Visualization +{ + struct PointCloudVertex + { + linmath::vec3 Position; // The position of the point cloud vertex specified in meters + linmath::vec4 Color; + linmath::ivec2 PixelLocation; // Pixel location of point cloud in the depth map (w, h) + }; + + struct MonoVertex + { + linmath::vec3 Position; // The position of the mono vertex specified in meters + linmath::vec3 Normal; + }; + + struct ColorVertex + { + linmath::vec3 Position; // The position of the color vertex specified in meters + linmath::vec3 Normal; + linmath::vec4 Color; + }; + + struct Joint + { + linmath::vec3 Position; // The position of the joint specified in meters + linmath::quaternion Orientation; // The orientation of the joint specified in normalized quaternion + linmath::vec4 Color; + }; + + struct Bone + { + linmath::vec3 Joint1Position; + linmath::vec3 Joint2Position; + linmath::vec4 Color; + }; +} diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/glad/glad.c b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/glad/glad.c new file mode 100644 index 00000000..ede39782 --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/glad/glad.c @@ -0,0 +1,1541 @@ +/* + + OpenGL loader generated by glad 0.1.26 on Thu Aug 9 00:31:40 2018. + + Language/Generator: C/C++ + Specification: gl + APIs: gl=4.3 + Profile: core + Extensions: + + Loader: True + Local files: True + Omit khrplatform: True + + Commandline: + --profile="core" --api="gl=4.3" --generator="c" --spec="gl" --local-files --omit-khrplatform --extensions="" + Online: + http://glad.dav1d.de/#profile=core&language=c&specification=gl&loader=on&api=gl%3D4.3 +*/ + +#include +#include +#include +#include "glad.h" + +static void* get_proc(const char *namez); + +#if defined(_WIN32) || defined(__CYGWIN__) +#include +static HMODULE libGL; + +typedef void* (APIENTRYP PFNWGLGETPROCADDRESSPROC_PRIVATE)(const char*); +static PFNWGLGETPROCADDRESSPROC_PRIVATE gladGetProcAddressPtr; + +#ifdef _MSC_VER +#ifdef __has_include + #if __has_include() + #define HAVE_WINAPIFAMILY 1 + #endif +#elif _MSC_VER >= 1700 && !_USING_V110_SDK71_ + #define HAVE_WINAPIFAMILY 1 +#endif +#endif + +#ifdef HAVE_WINAPIFAMILY + #include + #if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) && WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP) + #define IS_UWP 1 + #endif +#endif + +static +int open_gl(void) { +#ifndef IS_UWP + libGL = LoadLibraryW(L"opengl32.dll"); + if(libGL != NULL) { + void (* tmp)(void); + tmp = (void(*)(void)) GetProcAddress(libGL, "wglGetProcAddress"); + gladGetProcAddressPtr = (PFNWGLGETPROCADDRESSPROC_PRIVATE) tmp; + return gladGetProcAddressPtr != NULL; + } +#endif + + return 0; +} + +static +void close_gl(void) { + if(libGL != NULL) { + FreeLibrary((HMODULE) libGL); + libGL = NULL; + } +} +#else +#include +static void* libGL; + +#ifndef __APPLE__ +typedef void* (APIENTRYP PFNGLXGETPROCADDRESSPROC_PRIVATE)(const char*); +static PFNGLXGETPROCADDRESSPROC_PRIVATE gladGetProcAddressPtr; +#endif + +static +int open_gl(void) { +#ifdef __APPLE__ + static const char *NAMES[] = { + "../Frameworks/OpenGL.framework/OpenGL", + "/Library/Frameworks/OpenGL.framework/OpenGL", + "/System/Library/Frameworks/OpenGL.framework/OpenGL", + "/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL" + }; +#else + static const char *NAMES[] = {"libGL.so.1", "libGL.so"}; +#endif + + unsigned int index = 0; + for(index = 0; index < (sizeof(NAMES) / sizeof(NAMES[0])); index++) { + libGL = dlopen(NAMES[index], RTLD_NOW | RTLD_GLOBAL); + + if(libGL != NULL) { +#ifdef __APPLE__ + return 1; +#else + gladGetProcAddressPtr = (PFNGLXGETPROCADDRESSPROC_PRIVATE)dlsym(libGL, + "glXGetProcAddressARB"); + return gladGetProcAddressPtr != NULL; +#endif + } + } + + return 0; +} + +static +void close_gl(void) { + if(libGL != NULL) { + dlclose(libGL); + libGL = NULL; + } +} +#endif + +static +void* get_proc(const char *namez) { + void* result = NULL; + if(libGL == NULL) return NULL; + +#ifndef __APPLE__ + if(gladGetProcAddressPtr != NULL) { + result = gladGetProcAddressPtr(namez); + } +#endif + if(result == NULL) { +#if defined(_WIN32) || defined(__CYGWIN__) + result = (void*)GetProcAddress((HMODULE) libGL, namez); +#else + result = dlsym(libGL, namez); +#endif + } + + return result; +} + +int gladLoadGL(void) { + int status = 0; + + if(open_gl()) { + status = gladLoadGLLoader(&get_proc); + close_gl(); + } + + return status; +} + +struct gladGLversionStruct GLVersion = { 0, 0 }; + +#if defined(GL_ES_VERSION_3_0) || defined(GL_VERSION_3_0) +#define _GLAD_IS_SOME_NEW_VERSION 1 +#endif + +static int max_loaded_major; +static int max_loaded_minor; + +static const char *exts = NULL; +static int num_exts_i = 0; +static char **exts_i = NULL; + +static int get_exts(void) { +#ifdef _GLAD_IS_SOME_NEW_VERSION + if(max_loaded_major < 3) { +#endif + exts = (const char *)glGetString(GL_EXTENSIONS); +#ifdef _GLAD_IS_SOME_NEW_VERSION + } else { + unsigned int index; + + num_exts_i = 0; + glGetIntegerv(GL_NUM_EXTENSIONS, &num_exts_i); + if (num_exts_i > 0) { + exts_i = (char **)realloc((void *)exts_i, (size_t)num_exts_i * (sizeof *exts_i)); + } + + if (exts_i == NULL) { + return 0; + } + + for(index = 0; index < (unsigned)num_exts_i; index++) { + const char *gl_str_tmp = (const char*)glGetStringi(GL_EXTENSIONS, index); + size_t len = strlen(gl_str_tmp); + + char *local_str = (char*)malloc((len+1) * sizeof(char)); + if(local_str != NULL) { + memcpy(local_str, gl_str_tmp, (len+1) * sizeof(char)); + } + exts_i[index] = local_str; + } + } +#endif + return 1; +} + +static void free_exts(void) { + if (exts_i != NULL) { + int index; + for(index = 0; index < num_exts_i; index++) { + free((char *)exts_i[index]); + } + free((void *)exts_i); + exts_i = NULL; + } +} + +static int has_ext(const char *ext) { +#ifdef _GLAD_IS_SOME_NEW_VERSION + if(max_loaded_major < 3) { +#endif + const char *extensions; + const char *loc; + const char *terminator; + extensions = exts; + if(extensions == NULL || ext == NULL) { + return 0; + } + + while(1) { + loc = strstr(extensions, ext); + if(loc == NULL) { + return 0; + } + + terminator = loc + strlen(ext); + if((loc == extensions || *(loc - 1) == ' ') && + (*terminator == ' ' || *terminator == '\0')) { + return 1; + } + extensions = terminator; + } +#ifdef _GLAD_IS_SOME_NEW_VERSION + } else { + int index; + if(exts_i == NULL) return 0; + for(index = 0; index < num_exts_i; index++) { + const char *e = exts_i[index]; + + if(exts_i[index] != NULL && strcmp(e, ext) == 0) { + return 1; + } + } + } +#endif + + return 0; +} +int GLAD_GL_VERSION_1_0 = 0; +int GLAD_GL_VERSION_1_1 = 0; +int GLAD_GL_VERSION_1_2 = 0; +int GLAD_GL_VERSION_1_3 = 0; +int GLAD_GL_VERSION_1_4 = 0; +int GLAD_GL_VERSION_1_5 = 0; +int GLAD_GL_VERSION_2_0 = 0; +int GLAD_GL_VERSION_2_1 = 0; +int GLAD_GL_VERSION_3_0 = 0; +int GLAD_GL_VERSION_3_1 = 0; +int GLAD_GL_VERSION_3_2 = 0; +int GLAD_GL_VERSION_3_3 = 0; +int GLAD_GL_VERSION_4_0 = 0; +int GLAD_GL_VERSION_4_1 = 0; +int GLAD_GL_VERSION_4_2 = 0; +int GLAD_GL_VERSION_4_3 = 0; +PFNGLCOPYTEXIMAGE1DPROC glad_glCopyTexImage1D = NULL; +PFNGLVERTEXATTRIBI3UIPROC glad_glVertexAttribI3ui = NULL; +PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate = NULL; +PFNGLMINSAMPLESHADINGPROC glad_glMinSampleShading = NULL; +PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer = NULL; +PFNGLUNIFORMSUBROUTINESUIVPROC glad_glUniformSubroutinesuiv = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D = NULL; +PFNGLTEXCOORDP3UIVPROC glad_glTexCoordP3uiv = NULL; +PFNGLGETDOUBLEI_VPROC glad_glGetDoublei_v = NULL; +PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv = NULL; +PFNGLBINDSAMPLERPROC glad_glBindSampler = NULL; +PFNGLLINEWIDTHPROC glad_glLineWidth = NULL; +PFNGLCOLORP3UIVPROC glad_glColorP3uiv = NULL; +PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v = NULL; +PFNGLCOMPILESHADERPROC glad_glCompileShader = NULL; +PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying = NULL; +PFNGLDEPTHRANGEFPROC glad_glDepthRangef = NULL; +PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer = NULL; +PFNGLMULTITEXCOORDP3UIPROC glad_glMultiTexCoordP3ui = NULL; +PFNGLVERTEXP4UIPROC glad_glVertexP4ui = NULL; +PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC glad_glDrawElementsInstancedBaseInstance = NULL; +PFNGLENABLEIPROC glad_glEnablei = NULL; +PFNGLVERTEXATTRIBP4UIPROC glad_glVertexAttribP4ui = NULL; +PFNGLCREATESHADERPROC glad_glCreateShader = NULL; +PFNGLISBUFFERPROC glad_glIsBuffer = NULL; +PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv = NULL; +PFNGLPROGRAMUNIFORMMATRIX2DVPROC glad_glProgramUniformMatrix2dv = NULL; +PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers = NULL; +PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D = NULL; +PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D = NULL; +PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f = NULL; +PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate = NULL; +PFNGLPROGRAMUNIFORMMATRIX4FVPROC glad_glProgramUniformMatrix4fv = NULL; +PFNGLHINTPROC glad_glHint = NULL; +PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s = NULL; +PFNGLSAMPLEMASKIPROC glad_glSampleMaski = NULL; +PFNGLVERTEXP2UIPROC glad_glVertexP2ui = NULL; +PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv = NULL; +PFNGLDEBUGMESSAGECONTROLPROC glad_glDebugMessageControl = NULL; +PFNGLPOINTSIZEPROC glad_glPointSize = NULL; +PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv = NULL; +PFNGLDELETEPROGRAMPROC glad_glDeleteProgram = NULL; +PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv = NULL; +PFNGLTEXSTORAGE2DPROC glad_glTexStorage2D = NULL; +PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage = NULL; +PFNGLWAITSYNCPROC glad_glWaitSync = NULL; +PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv = NULL; +PFNGLUNIFORM3IPROC glad_glUniform3i = NULL; +PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv = NULL; +PFNGLPROGRAMUNIFORM1UIPROC glad_glProgramUniform1ui = NULL; +PFNGLBLENDEQUATIONSEPARATEIPROC glad_glBlendEquationSeparatei = NULL; +PFNGLUNIFORM3DPROC glad_glUniform3d = NULL; +PFNGLUNIFORM3FPROC glad_glUniform3f = NULL; +PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv = NULL; +PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv = NULL; +PFNGLTEXCOORDP2UIPROC glad_glTexCoordP2ui = NULL; +PFNGLCOLORMASKIPROC glad_glColorMaski = NULL; +PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi = NULL; +PFNGLDRAWARRAYSINDIRECTPROC glad_glDrawArraysIndirect = NULL; +PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays = NULL; +PFNGLPAUSETRANSFORMFEEDBACKPROC glad_glPauseTransformFeedback = NULL; +PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC glad_glProgramUniformMatrix3x2dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC glad_glProgramUniformMatrix3x2fv = NULL; +PFNGLGETSAMPLERPARAMETERIIVPROC glad_glGetSamplerParameterIiv = NULL; +PFNGLGETFRAGDATAINDEXPROC glad_glGetFragDataIndex = NULL; +PFNGLVERTEXATTRIBL4DPROC glad_glVertexAttribL4d = NULL; +PFNGLBINDIMAGETEXTUREPROC glad_glBindImageTexture = NULL; +PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv = NULL; +PFNGLACTIVESHADERPROGRAMPROC glad_glActiveShaderProgram = NULL; +PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv = NULL; +PFNGLUNIFORMMATRIX3DVPROC glad_glUniformMatrix3dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC glad_glProgramUniformMatrix3x4dv = NULL; +PFNGLINVALIDATEBUFFERSUBDATAPROC glad_glInvalidateBufferSubData = NULL; +PFNGLRESUMETRANSFORMFEEDBACKPROC glad_glResumeTransformFeedback = NULL; +PFNGLMULTITEXCOORDP4UIPROC glad_glMultiTexCoordP4ui = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC glad_glProgramUniformMatrix4x3fv = NULL; +PFNGLVIEWPORTARRAYVPROC glad_glViewportArrayv = NULL; +PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers = NULL; +PFNGLDRAWARRAYSPROC glad_glDrawArrays = NULL; +PFNGLUNIFORM1UIPROC glad_glUniform1ui = NULL; +PFNGLPROGRAMUNIFORM2UIVPROC glad_glProgramUniform2uiv = NULL; +PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i = NULL; +PFNGLTEXCOORDP3UIPROC glad_glTexCoordP3ui = NULL; +PFNGLVERTEXATTRIB3DPROC glad_glVertexAttrib3d = NULL; +PFNGLCLEARPROC glad_glClear = NULL; +PFNGLPROGRAMPARAMETERIPROC glad_glProgramParameteri = NULL; +PFNGLGETACTIVEUNIFORMNAMEPROC glad_glGetActiveUniformName = NULL; +PFNGLMEMORYBARRIERPROC glad_glMemoryBarrier = NULL; +PFNGLISENABLEDPROC glad_glIsEnabled = NULL; +PFNGLSTENCILOPPROC glad_glStencilOp = NULL; +PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D = NULL; +PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv = NULL; +PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub = NULL; +PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation = NULL; +PFNGLTEXIMAGE1DPROC glad_glTexImage1D = NULL; +PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv = NULL; +PFNGLGETTEXIMAGEPROC glad_glGetTexImage = NULL; +PFNGLGETQUERYOBJECTI64VPROC glad_glGetQueryObjecti64v = NULL; +PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers = NULL; +PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders = NULL; +PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer = NULL; +PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays = NULL; +PFNGLPROGRAMUNIFORM1UIVPROC glad_glProgramUniform1uiv = NULL; +PFNGLISVERTEXARRAYPROC glad_glIsVertexArray = NULL; +PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray = NULL; +PFNGLPROGRAMUNIFORM2IVPROC glad_glProgramUniform2iv = NULL; +PFNGLGETQUERYIVPROC glad_glGetQueryiv = NULL; +PFNGLGETSAMPLERPARAMETERFVPROC glad_glGetSamplerParameterfv = NULL; +PFNGLSHADERSTORAGEBLOCKBINDINGPROC glad_glShaderStorageBlockBinding = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC glad_glProgramUniformMatrix4x2dv = NULL; +PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices = NULL; +PFNGLISSHADERPROC glad_glIsShader = NULL; +PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv = NULL; +PFNGLBEGINQUERYINDEXEDPROC glad_glBeginQueryIndexed = NULL; +PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv = NULL; +PFNGLENABLEPROC glad_glEnable = NULL; +PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv = NULL; +PFNGLBLENDEQUATIONIPROC glad_glBlendEquationi = NULL; +PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation = NULL; +PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv = NULL; +PFNGLGETPROGRAMINTERFACEIVPROC glad_glGetProgramInterfaceiv = NULL; +PFNGLUNIFORM2DVPROC glad_glUniform2dv = NULL; +PFNGLMULTITEXCOORDP3UIVPROC glad_glMultiTexCoordP3uiv = NULL; +PFNGLVERTEXATTRIBP3UIPROC glad_glVertexAttribP3ui = NULL; +PFNGLVERTEXATTRIBL1DVPROC glad_glVertexAttribL1dv = NULL; +PFNGLPROGRAMUNIFORM3UIPROC glad_glProgramUniform3ui = NULL; +PFNGLGETPOINTERVPROC glad_glGetPointerv = NULL; +PFNGLVERTEXBINDINGDIVISORPROC glad_glVertexBindingDivisor = NULL; +PFNGLGETUNIFORMFVPROC glad_glGetUniformfv = NULL; +PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC glad_glProgramUniformMatrix2x3fv = NULL; +PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv = NULL; +PFNGLDRAWBUFFERPROC glad_glDrawBuffer = NULL; +PFNGLENDQUERYINDEXEDPROC glad_glEndQueryIndexed = NULL; +PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv = NULL; +PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced = NULL; +PFNGLPROGRAMUNIFORM1IPROC glad_glProgramUniform1i = NULL; +PFNGLPATCHPARAMETERIPROC glad_glPatchParameteri = NULL; +PFNGLPROGRAMUNIFORM1DPROC glad_glProgramUniform1d = NULL; +PFNGLPROGRAMUNIFORM1FPROC glad_glProgramUniform1f = NULL; +PFNGLFLUSHPROC glad_glFlush = NULL; +PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv = NULL; +PFNGLPROGRAMUNIFORM3IVPROC glad_glProgramUniform3iv = NULL; +PFNGLGETDEBUGMESSAGELOGPROC glad_glGetDebugMessageLog = NULL; +PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv = NULL; +PFNGLFENCESYNCPROC glad_glFenceSync = NULL; +PFNGLCOLORP3UIPROC glad_glColorP3ui = NULL; +PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC glad_glDrawElementsInstancedBaseVertexBaseInstance = NULL; +PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv = NULL; +PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender = NULL; +PFNGLVALIDATEPROGRAMPIPELINEPROC glad_glValidateProgramPipeline = NULL; +PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv = NULL; +PFNGLMULTITEXCOORDP4UIVPROC glad_glMultiTexCoordP4uiv = NULL; +PFNGLTEXSTORAGE3DMULTISAMPLEPROC glad_glTexStorage3DMultisample = NULL; +PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate = NULL; +PFNGLGENSAMPLERSPROC glad_glGenSamplers = NULL; +PFNGLCLAMPCOLORPROC glad_glClampColor = NULL; +PFNGLUNIFORM4IVPROC glad_glUniform4iv = NULL; +PFNGLCLEARSTENCILPROC glad_glClearStencil = NULL; +PFNGLTEXCOORDP1UIVPROC glad_glTexCoordP1uiv = NULL; +PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC glad_glDrawTransformFeedbackInstanced = NULL; +PFNGLGENTEXTURESPROC glad_glGenTextures = NULL; +PFNGLDRAWTRANSFORMFEEDBACKPROC glad_glDrawTransformFeedback = NULL; +PFNGLUNIFORM1DVPROC glad_glUniform1dv = NULL; +PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv = NULL; +PFNGLVERTEXATTRIB4NBVPROC glad_glVertexAttrib4Nbv = NULL; +PFNGLISSYNCPROC glad_glIsSync = NULL; +PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName = NULL; +PFNGLUNIFORM2IPROC glad_glUniform2i = NULL; +PFNGLUNIFORM2FPROC glad_glUniform2f = NULL; +PFNGLUNIFORM2DPROC glad_glUniform2d = NULL; +PFNGLTEXCOORDP4UIPROC glad_glTexCoordP4ui = NULL; +PFNGLGETPROGRAMIVPROC glad_glGetProgramiv = NULL; +PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer = NULL; +PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer = NULL; +PFNGLPROGRAMUNIFORM4FVPROC glad_glProgramUniform4fv = NULL; +PFNGLGETOBJECTPTRLABELPROC glad_glGetObjectPtrLabel = NULL; +PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange = NULL; +PFNGLPROGRAMUNIFORM2FVPROC glad_glProgramUniform2fv = NULL; +PFNGLUNIFORMMATRIX2X3DVPROC glad_glUniformMatrix2x3dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX4DVPROC glad_glProgramUniformMatrix4dv = NULL; +PFNGLVERTEXATTRIBL3DPROC glad_glVertexAttribL3d = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC glad_glProgramUniformMatrix2x4dv = NULL; +PFNGLDISPATCHCOMPUTEPROC glad_glDispatchCompute = NULL; +PFNGLGENQUERIESPROC glad_glGenQueries = NULL; +PFNGLVERTEXATTRIBP1UIPROC glad_glVertexAttribP1ui = NULL; +PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D = NULL; +PFNGLGETINTEGER64I_VPROC glad_glGetInteger64i_v = NULL; +PFNGLDELETESAMPLERSPROC glad_glDeleteSamplers = NULL; +PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D = NULL; +PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer = NULL; +PFNGLISENABLEDIPROC glad_glIsEnabledi = NULL; +PFNGLSECONDARYCOLORP3UIPROC glad_glSecondaryColorP3ui = NULL; +PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glad_glBindFragDataLocationIndexed = NULL; +PFNGLCOPYIMAGESUBDATAPROC glad_glCopyImageSubData = NULL; +PFNGLUNIFORM2IVPROC glad_glUniform2iv = NULL; +PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv = NULL; +PFNGLUNIFORM4UIVPROC glad_glUniform4uiv = NULL; +PFNGLPROGRAMUNIFORM2DVPROC glad_glProgramUniform2dv = NULL; +PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D = NULL; +PFNGLGETSHADERIVPROC glad_glGetShaderiv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3FVPROC glad_glProgramUniformMatrix3fv = NULL; +PFNGLOBJECTPTRLABELPROC glad_glObjectPtrLabel = NULL; +PFNGLINVALIDATEFRAMEBUFFERPROC glad_glInvalidateFramebuffer = NULL; +PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation = NULL; +PFNGLSCISSORARRAYVPROC glad_glScissorArrayv = NULL; +PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset = NULL; +PFNGLGETDOUBLEVPROC glad_glGetDoublev = NULL; +PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d = NULL; +PFNGLUNIFORM4DVPROC glad_glUniform4dv = NULL; +PFNGLPROGRAMUNIFORM3DVPROC glad_glProgramUniform3dv = NULL; +PFNGLGETUNIFORMIVPROC glad_glGetUniformiv = NULL; +PFNGLINVALIDATEBUFFERDATAPROC glad_glInvalidateBufferData = NULL; +PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv = NULL; +PFNGLUNIFORM3FVPROC glad_glUniform3fv = NULL; +PFNGLMULTIDRAWELEMENTSINDIRECTPROC glad_glMultiDrawElementsIndirect = NULL; +PFNGLDEPTHRANGEPROC glad_glDepthRange = NULL; +PFNGLINVALIDATESUBFRAMEBUFFERPROC glad_glInvalidateSubFramebuffer = NULL; +PFNGLMAPBUFFERPROC glad_glMapBuffer = NULL; +PFNGLVERTEXATTRIBLFORMATPROC glad_glVertexAttribLFormat = NULL; +PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D = NULL; +PFNGLDELETESYNCPROC glad_glDeleteSync = NULL; +PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D = NULL; +PFNGLUNIFORMMATRIX4DVPROC glad_glUniformMatrix4dv = NULL; +PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv = NULL; +PFNGLUNIFORMMATRIX4X2DVPROC glad_glUniformMatrix4x2dv = NULL; +PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements = NULL; +PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv = NULL; +PFNGLUNIFORM3IVPROC glad_glUniform3iv = NULL; +PFNGLPOLYGONMODEPROC glad_glPolygonMode = NULL; +PFNGLDRAWBUFFERSPROC glad_glDrawBuffers = NULL; +PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv = NULL; +PFNGLPROGRAMUNIFORM4IVPROC glad_glProgramUniform4iv = NULL; +PFNGLGETPROGRAMBINARYPROC glad_glGetProgramBinary = NULL; +PFNGLUSEPROGRAMPROC glad_glUseProgram = NULL; +PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog = NULL; +PFNGLBINDTRANSFORMFEEDBACKPROC glad_glBindTransformFeedback = NULL; +PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray = NULL; +PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers = NULL; +PFNGLSAMPLERPARAMETERIIVPROC glad_glSamplerParameterIiv = NULL; +PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex = NULL; +PFNGLUNIFORM2UIVPROC glad_glUniform2uiv = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D = NULL; +PFNGLFINISHPROC glad_glFinish = NULL; +PFNGLDEPTHRANGEINDEXEDPROC glad_glDepthRangeIndexed = NULL; +PFNGLDELETESHADERPROC glad_glDeleteShader = NULL; +PFNGLGETINTERNALFORMATI64VPROC glad_glGetInternalformati64v = NULL; +PFNGLPUSHDEBUGGROUPPROC glad_glPushDebugGroup = NULL; +PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv = NULL; +PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC glad_glGetProgramResourceLocationIndex = NULL; +PFNGLVIEWPORTPROC glad_glViewport = NULL; +PFNGLUNIFORM1UIVPROC glad_glUniform1uiv = NULL; +PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings = NULL; +PFNGLUNIFORM2UIPROC glad_glUniform2ui = NULL; +PFNGLDEBUGMESSAGECALLBACKPROC glad_glDebugMessageCallback = NULL; +PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i = NULL; +PFNGLINVALIDATETEXIMAGEPROC glad_glInvalidateTexImage = NULL; +PFNGLVERTEXATTRIBFORMATPROC glad_glVertexAttribFormat = NULL; +PFNGLCLEARDEPTHPROC glad_glClearDepth = NULL; +PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv = NULL; +PFNGLTEXPARAMETERFPROC glad_glTexParameterf = NULL; +PFNGLVERTEXATTRIBBINDINGPROC glad_glVertexAttribBinding = NULL; +PFNGLTEXPARAMETERIPROC glad_glTexParameteri = NULL; +PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC glad_glGetActiveSubroutineUniformiv = NULL; +PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource = NULL; +PFNGLTEXBUFFERPROC glad_glTexBuffer = NULL; +PFNGLPIXELSTOREIPROC glad_glPixelStorei = NULL; +PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram = NULL; +PFNGLPIXELSTOREFPROC glad_glPixelStoref = NULL; +PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v = NULL; +PFNGLMULTITEXCOORDP2UIVPROC glad_glMultiTexCoordP2uiv = NULL; +PFNGLGENPROGRAMPIPELINESPROC glad_glGenProgramPipelines = NULL; +PFNGLGETINTERNALFORMATIVPROC glad_glGetInternalformativ = NULL; +PFNGLVERTEXATTRIBP1UIVPROC glad_glVertexAttribP1uiv = NULL; +PFNGLLINKPROGRAMPROC glad_glLinkProgram = NULL; +PFNGLBINDTEXTUREPROC glad_glBindTexture = NULL; +PFNGLMULTIDRAWARRAYSINDIRECTPROC glad_glMultiDrawArraysIndirect = NULL; +PFNGLGETOBJECTLABELPROC glad_glGetObjectLabel = NULL; +PFNGLGETPROGRAMPIPELINEINFOLOGPROC glad_glGetProgramPipelineInfoLog = NULL; +PFNGLGETSTRINGPROC glad_glGetString = NULL; +PFNGLVERTEXATTRIBP2UIVPROC glad_glVertexAttribP2uiv = NULL; +PFNGLDETACHSHADERPROC glad_glDetachShader = NULL; +PFNGLPROGRAMUNIFORM3IPROC glad_glProgramUniform3i = NULL; +PFNGLUNIFORMMATRIX3X4DVPROC glad_glUniformMatrix3x4dv = NULL; +PFNGLENDQUERYPROC glad_glEndQuery = NULL; +PFNGLNORMALP3UIPROC glad_glNormalP3ui = NULL; +PFNGLFRAMEBUFFERPARAMETERIPROC glad_glFramebufferParameteri = NULL; +PFNGLGETPROGRAMRESOURCENAMEPROC glad_glGetProgramResourceName = NULL; +PFNGLUNIFORMMATRIX4X3DVPROC glad_glUniformMatrix4x3dv = NULL; +PFNGLDEPTHRANGEARRAYVPROC glad_glDepthRangeArrayv = NULL; +PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui = NULL; +PFNGLGETPROGRAMRESOURCELOCATIONPROC glad_glGetProgramResourceLocation = NULL; +PFNGLDELETETEXTURESPROC glad_glDeleteTextures = NULL; +PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC glad_glGetActiveAtomicCounterBufferiv = NULL; +PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate = NULL; +PFNGLDELETEQUERIESPROC glad_glDeleteQueries = NULL; +PFNGLNORMALP3UIVPROC glad_glNormalP3uiv = NULL; +PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f = NULL; +PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d = NULL; +PFNGLVIEWPORTINDEXEDFVPROC glad_glViewportIndexedfv = NULL; +PFNGLVERTEXATTRIBL4DVPROC glad_glVertexAttribL4dv = NULL; +PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv = NULL; +PFNGLPROGRAMUNIFORM1DVPROC glad_glProgramUniform1dv = NULL; +PFNGLVERTEXATTRIB4SPROC glad_glVertexAttrib4s = NULL; +PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex = NULL; +PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage = NULL; +PFNGLSAMPLERPARAMETERIPROC glad_glSamplerParameteri = NULL; +PFNGLCLEARBUFFERSUBDATAPROC glad_glClearBufferSubData = NULL; +PFNGLSAMPLERPARAMETERFPROC glad_glSamplerParameterf = NULL; +PFNGLTEXSTORAGE1DPROC glad_glTexStorage1D = NULL; +PFNGLUNIFORM1FPROC glad_glUniform1f = NULL; +PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv = NULL; +PFNGLUNIFORM1DPROC glad_glUniform1d = NULL; +PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage = NULL; +PFNGLUNIFORM1IPROC glad_glUniform1i = NULL; +PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib = NULL; +PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D = NULL; +PFNGLDISABLEPROC glad_glDisable = NULL; +PFNGLLOGICOPPROC glad_glLogicOp = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC glad_glProgramUniformMatrix3x4fv = NULL; +PFNGLPROGRAMUNIFORM4UIVPROC glad_glProgramUniform4uiv = NULL; +PFNGLUNIFORM4UIPROC glad_glUniform4ui = NULL; +PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer = NULL; +PFNGLCULLFACEPROC glad_glCullFace = NULL; +PFNGLPROGRAMUNIFORM4IPROC glad_glProgramUniform4i = NULL; +PFNGLPROGRAMUNIFORM4FPROC glad_glProgramUniform4f = NULL; +PFNGLVIEWPORTINDEXEDFPROC glad_glViewportIndexedf = NULL; +PFNGLPROGRAMUNIFORM4DPROC glad_glProgramUniform4d = NULL; +PFNGLGETSTRINGIPROC glad_glGetStringi = NULL; +PFNGLSCISSORINDEXEDPROC glad_glScissorIndexed = NULL; +PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC glad_glDrawTransformFeedbackStream = NULL; +PFNGLATTACHSHADERPROC glad_glAttachShader = NULL; +PFNGLQUERYCOUNTERPROC glad_glQueryCounter = NULL; +PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex = NULL; +PFNGLSHADERBINARYPROC glad_glShaderBinary = NULL; +PFNGLDRAWELEMENTSPROC glad_glDrawElements = NULL; +PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv = NULL; +PFNGLUNIFORM1IVPROC glad_glUniform1iv = NULL; +PFNGLCREATESHADERPROGRAMVPROC glad_glCreateShaderProgramv = NULL; +PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv = NULL; +PFNGLREADBUFFERPROC glad_glReadBuffer = NULL; +PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv = NULL; +PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced = NULL; +PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap = NULL; +PFNGLPROGRAMUNIFORMMATRIX2FVPROC glad_glProgramUniformMatrix2fv = NULL; +PFNGLSAMPLERPARAMETERIVPROC glad_glSamplerParameteriv = NULL; +PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f = NULL; +PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv = NULL; +PFNGLPOINTPARAMETERIPROC glad_glPointParameteri = NULL; +PFNGLBLENDCOLORPROC glad_glBlendColor = NULL; +PFNGLSAMPLERPARAMETERIUIVPROC glad_glSamplerParameterIuiv = NULL; +PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer = NULL; +PFNGLPOINTPARAMETERFPROC glad_glPointParameterf = NULL; +PFNGLPROGRAMUNIFORM1IVPROC glad_glProgramUniform1iv = NULL; +PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s = NULL; +PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer = NULL; +PFNGLVERTEXATTRIBP4UIVPROC glad_glVertexAttribP4uiv = NULL; +PFNGLGETPROGRAMSTAGEIVPROC glad_glGetProgramStageiv = NULL; +PFNGLISPROGRAMPROC glad_glIsProgram = NULL; +PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv = NULL; +PFNGLUNIFORMMATRIX3X2DVPROC glad_glUniformMatrix3x2dv = NULL; +PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC glad_glProgramUniformMatrix2x3dv = NULL; +PFNGLISTRANSFORMFEEDBACKPROC glad_glIsTransformFeedback = NULL; +PFNGLUNIFORM4IPROC glad_glUniform4i = NULL; +PFNGLACTIVETEXTUREPROC glad_glActiveTexture = NULL; +PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray = NULL; +PFNGLISPROGRAMPIPELINEPROC glad_glIsProgramPipeline = NULL; +PFNGLREADPIXELSPROC glad_glReadPixels = NULL; +PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv = NULL; +PFNGLUNIFORM4FPROC glad_glUniform4f = NULL; +PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample = NULL; +PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv = NULL; +PFNGLVERTEXATTRIBLPOINTERPROC glad_glVertexAttribLPointer = NULL; +PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex = NULL; +PFNGLVERTEXATTRIBL2DVPROC glad_glVertexAttribL2dv = NULL; +PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC glad_glDrawTransformFeedbackStreamInstanced = NULL; +PFNGLGETACTIVESUBROUTINENAMEPROC glad_glGetActiveSubroutineName = NULL; +PFNGLVERTEXATTRIBL2DPROC glad_glVertexAttribL2d = NULL; +PFNGLSTENCILFUNCPROC glad_glStencilFunc = NULL; +PFNGLPOPDEBUGGROUPPROC glad_glPopDebugGroup = NULL; +PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding = NULL; +PFNGLCOLORP4UIPROC glad_glColorP4ui = NULL; +PFNGLUSEPROGRAMSTAGESPROC glad_glUseProgramStages = NULL; +PFNGLPROGRAMUNIFORM3FPROC glad_glProgramUniform3f = NULL; +PFNGLPROGRAMUNIFORM3DPROC glad_glProgramUniform3d = NULL; +PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv = NULL; +PFNGLGETPROGRAMPIPELINEIVPROC glad_glGetProgramPipelineiv = NULL; +PFNGLTEXSTORAGE3DPROC glad_glTexStorage3D = NULL; +PFNGLGETQUERYINDEXEDIVPROC glad_glGetQueryIndexediv = NULL; +PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog = NULL; +PFNGLOBJECTLABELPROC glad_glObjectLabel = NULL; +PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i = NULL; +PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData = NULL; +PFNGLGETVERTEXATTRIBLDVPROC glad_glGetVertexAttribLdv = NULL; +PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate = NULL; +PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui = NULL; +PFNGLGENBUFFERSPROC glad_glGenBuffers = NULL; +PFNGLGETSUBROUTINEINDEXPROC glad_glGetSubroutineIndex = NULL; +PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv = NULL; +PFNGLBLENDFUNCPROC glad_glBlendFunc = NULL; +PFNGLCREATEPROGRAMPROC glad_glCreateProgram = NULL; +PFNGLTEXIMAGE3DPROC glad_glTexImage3D = NULL; +PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer = NULL; +PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex = NULL; +PFNGLINVALIDATETEXSUBIMAGEPROC glad_glInvalidateTexSubImage = NULL; +PFNGLGETINTEGER64VPROC glad_glGetInteger64v = NULL; +PFNGLBINDPROGRAMPIPELINEPROC glad_glBindProgramPipeline = NULL; +PFNGLSCISSORPROC glad_glScissor = NULL; +PFNGLTEXCOORDP4UIVPROC glad_glTexCoordP4uiv = NULL; +PFNGLGETBOOLEANVPROC glad_glGetBooleanv = NULL; +PFNGLVERTEXP2UIVPROC glad_glVertexP2uiv = NULL; +PFNGLUNIFORM3UIVPROC glad_glUniform3uiv = NULL; +PFNGLCLEARCOLORPROC glad_glClearColor = NULL; +PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv = NULL; +PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv = NULL; +PFNGLGETBUFFERPARAMETERI64VPROC glad_glGetBufferParameteri64v = NULL; +PFNGLPROGRAMUNIFORM4DVPROC glad_glProgramUniform4dv = NULL; +PFNGLCOLORP4UIVPROC glad_glColorP4uiv = NULL; +PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv = NULL; +PFNGLUNIFORM3UIPROC glad_glUniform3ui = NULL; +PFNGLPROGRAMUNIFORM3UIVPROC glad_glProgramUniform3uiv = NULL; +PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv = NULL; +PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv = NULL; +PFNGLUNIFORM2FVPROC glad_glUniform2fv = NULL; +PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC glad_glGetActiveSubroutineUniformName = NULL; +PFNGLGETPROGRAMRESOURCEINDEXPROC glad_glGetProgramResourceIndex = NULL; +PFNGLDRAWELEMENTSINDIRECTPROC glad_glDrawElementsIndirect = NULL; +PFNGLDISPATCHCOMPUTEINDIRECTPROC glad_glDispatchComputeIndirect = NULL; +PFNGLGETSAMPLERPARAMETERIUIVPROC glad_glGetSamplerParameterIuiv = NULL; +PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange = NULL; +PFNGLVERTEXATTRIBL3DVPROC glad_glVertexAttribL3dv = NULL; +PFNGLGETUNIFORMDVPROC glad_glGetUniformdv = NULL; +PFNGLCLEARDEPTHFPROC glad_glClearDepthf = NULL; +PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv = NULL; +PFNGLGENTRANSFORMFEEDBACKSPROC glad_glGenTransformFeedbacks = NULL; +PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv = NULL; +PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC glad_glProgramUniformMatrix4x3dv = NULL; +PFNGLDEPTHFUNCPROC glad_glDepthFunc = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D = NULL; +PFNGLPROGRAMBINARYPROC glad_glProgramBinary = NULL; +PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv = NULL; +PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv = NULL; +PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui = NULL; +PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync = NULL; +PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui = NULL; +PFNGLGETFLOATI_VPROC glad_glGetFloati_v = NULL; +PFNGLCOLORMASKPROC glad_glColorMask = NULL; +PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv = NULL; +PFNGLBLENDEQUATIONPROC glad_glBlendEquation = NULL; +PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation = NULL; +PFNGLUNIFORMMATRIX2X4DVPROC glad_glUniformMatrix2x4dv = NULL; +PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback = NULL; +PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv = NULL; +PFNGLGETUNIFORMSUBROUTINEUIVPROC glad_glGetUniformSubroutineuiv = NULL; +PFNGLUNIFORM4FVPROC glad_glUniform4fv = NULL; +PFNGLBINDVERTEXBUFFERPROC glad_glBindVertexBuffer = NULL; +PFNGLDEBUGMESSAGEINSERTPROC glad_glDebugMessageInsert = NULL; +PFNGLGETPROGRAMRESOURCEIVPROC glad_glGetProgramResourceiv = NULL; +PFNGLCLEARBUFFERDATAPROC glad_glClearBufferData = NULL; +PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback = NULL; +PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv = NULL; +PFNGLISSAMPLERPROC glad_glIsSampler = NULL; +PFNGLVERTEXP3UIPROC glad_glVertexP3ui = NULL; +PFNGLVERTEXATTRIBDIVISORPROC glad_glVertexAttribDivisor = NULL; +PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D = NULL; +PFNGLDELETETRANSFORMFEEDBACKSPROC glad_glDeleteTransformFeedbacks = NULL; +PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D = NULL; +PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex = NULL; +PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus = NULL; +PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender = NULL; +PFNGLVERTEXP3UIVPROC glad_glVertexP3uiv = NULL; +PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation = NULL; +PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv = NULL; +PFNGLUNIFORMMATRIX2DVPROC glad_glUniformMatrix2dv = NULL; +PFNGLBLENDFUNCIPROC glad_glBlendFunci = NULL; +PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv = NULL; +PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements = NULL; +PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv = NULL; +PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase = NULL; +PFNGLBUFFERSUBDATAPROC glad_glBufferSubData = NULL; +PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv = NULL; +PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange = NULL; +PFNGLFRAMEBUFFERTEXTUREPROC glad_glFramebufferTexture = NULL; +PFNGLBLENDFUNCSEPARATEIPROC glad_glBlendFuncSeparatei = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC glad_glProgramUniformMatrix4x2fv = NULL; +PFNGLVERTEXATTRIBL1DPROC glad_glVertexAttribL1d = NULL; +PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays = NULL; +PFNGLVERTEXP4UIVPROC glad_glVertexP4uiv = NULL; +PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv = NULL; +PFNGLGETSHADERPRECISIONFORMATPROC glad_glGetShaderPrecisionFormat = NULL; +PFNGLTEXTUREVIEWPROC glad_glTextureView = NULL; +PFNGLDISABLEIPROC glad_glDisablei = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC glad_glProgramUniformMatrix2x4fv = NULL; +PFNGLSHADERSOURCEPROC glad_glShaderSource = NULL; +PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers = NULL; +PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv = NULL; +PFNGLRELEASESHADERCOMPILERPROC glad_glReleaseShaderCompiler = NULL; +PFNGLVERTEXATTRIBIFORMATPROC glad_glVertexAttribIFormat = NULL; +PFNGLGETSYNCIVPROC glad_glGetSynciv = NULL; +PFNGLTEXCOORDP2UIVPROC glad_glTexCoordP2uiv = NULL; +PFNGLPATCHPARAMETERFVPROC glad_glPatchParameterfv = NULL; +PFNGLPROGRAMUNIFORM2IPROC glad_glProgramUniform2i = NULL; +PFNGLBEGINQUERYPROC glad_glBeginQuery = NULL; +PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv = NULL; +PFNGLBINDBUFFERPROC glad_glBindBuffer = NULL; +PFNGLTEXSTORAGE2DMULTISAMPLEPROC glad_glTexStorage2DMultisample = NULL; +PFNGLPROGRAMUNIFORM2DPROC glad_glProgramUniform2d = NULL; +PFNGLPROGRAMUNIFORM2FPROC glad_glProgramUniform2f = NULL; +PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv = NULL; +PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv = NULL; +PFNGLBUFFERDATAPROC glad_glBufferData = NULL; +PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv = NULL; +PFNGLTEXCOORDP1UIPROC glad_glTexCoordP1ui = NULL; +PFNGLGETERRORPROC glad_glGetError = NULL; +PFNGLVERTEXATTRIBP2UIPROC glad_glVertexAttribP2ui = NULL; +PFNGLGETFLOATVPROC glad_glGetFloatv = NULL; +PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D = NULL; +PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv = NULL; +PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv = NULL; +PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i = NULL; +PFNGLVERTEXATTRIBP3UIVPROC glad_glVertexAttribP3uiv = NULL; +PFNGLUNIFORM4DPROC glad_glUniform4d = NULL; +PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv = NULL; +PFNGLGETINTEGERVPROC glad_glGetIntegerv = NULL; +PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3DVPROC glad_glProgramUniformMatrix3dv = NULL; +PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D = NULL; +PFNGLISQUERYPROC glad_glIsQuery = NULL; +PFNGLPROGRAMUNIFORM2UIPROC glad_glProgramUniform2ui = NULL; +PFNGLPROGRAMUNIFORM4UIPROC glad_glProgramUniform4ui = NULL; +PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv = NULL; +PFNGLTEXIMAGE2DPROC glad_glTexImage2D = NULL; +PFNGLSTENCILMASKPROC glad_glStencilMask = NULL; +PFNGLSAMPLERPARAMETERFVPROC glad_glSamplerParameterfv = NULL; +PFNGLISTEXTUREPROC glad_glIsTexture = NULL; +PFNGLUNIFORM1FVPROC glad_glUniform1fv = NULL; +PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv = NULL; +PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv = NULL; +PFNGLSCISSORINDEXEDVPROC glad_glScissorIndexedv = NULL; +PFNGLUNIFORM3DVPROC glad_glUniform3dv = NULL; +PFNGLPROGRAMUNIFORM3FVPROC glad_glProgramUniform3fv = NULL; +PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC glad_glGetSubroutineUniformLocation = NULL; +PFNGLGETFRAMEBUFFERPARAMETERIVPROC glad_glGetFramebufferParameteriv = NULL; +PFNGLGETSAMPLERPARAMETERIVPROC glad_glGetSamplerParameteriv = NULL; +PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData = NULL; +PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv = NULL; +PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d = NULL; +PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f = NULL; +PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv = NULL; +PFNGLGETQUERYOBJECTUI64VPROC glad_glGetQueryObjectui64v = NULL; +PFNGLDEPTHMASKPROC glad_glDepthMask = NULL; +PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s = NULL; +PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample = NULL; +PFNGLPROGRAMUNIFORM1FVPROC glad_glProgramUniform1fv = NULL; +PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex = NULL; +PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample = NULL; +PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform = NULL; +PFNGLFRONTFACEPROC glad_glFrontFace = NULL; +PFNGLTEXBUFFERRANGEPROC glad_glTexBufferRange = NULL; +PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC glad_glDrawArraysInstancedBaseInstance = NULL; +PFNGLDELETEPROGRAMPIPELINESPROC glad_glDeleteProgramPipelines = NULL; +static void load_GL_VERSION_1_0(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_0) return; + glad_glCullFace = (PFNGLCULLFACEPROC)load("glCullFace"); + glad_glFrontFace = (PFNGLFRONTFACEPROC)load("glFrontFace"); + glad_glHint = (PFNGLHINTPROC)load("glHint"); + glad_glLineWidth = (PFNGLLINEWIDTHPROC)load("glLineWidth"); + glad_glPointSize = (PFNGLPOINTSIZEPROC)load("glPointSize"); + glad_glPolygonMode = (PFNGLPOLYGONMODEPROC)load("glPolygonMode"); + glad_glScissor = (PFNGLSCISSORPROC)load("glScissor"); + glad_glTexParameterf = (PFNGLTEXPARAMETERFPROC)load("glTexParameterf"); + glad_glTexParameterfv = (PFNGLTEXPARAMETERFVPROC)load("glTexParameterfv"); + glad_glTexParameteri = (PFNGLTEXPARAMETERIPROC)load("glTexParameteri"); + glad_glTexParameteriv = (PFNGLTEXPARAMETERIVPROC)load("glTexParameteriv"); + glad_glTexImage1D = (PFNGLTEXIMAGE1DPROC)load("glTexImage1D"); + glad_glTexImage2D = (PFNGLTEXIMAGE2DPROC)load("glTexImage2D"); + glad_glDrawBuffer = (PFNGLDRAWBUFFERPROC)load("glDrawBuffer"); + glad_glClear = (PFNGLCLEARPROC)load("glClear"); + glad_glClearColor = (PFNGLCLEARCOLORPROC)load("glClearColor"); + glad_glClearStencil = (PFNGLCLEARSTENCILPROC)load("glClearStencil"); + glad_glClearDepth = (PFNGLCLEARDEPTHPROC)load("glClearDepth"); + glad_glStencilMask = (PFNGLSTENCILMASKPROC)load("glStencilMask"); + glad_glColorMask = (PFNGLCOLORMASKPROC)load("glColorMask"); + glad_glDepthMask = (PFNGLDEPTHMASKPROC)load("glDepthMask"); + glad_glDisable = (PFNGLDISABLEPROC)load("glDisable"); + glad_glEnable = (PFNGLENABLEPROC)load("glEnable"); + glad_glFinish = (PFNGLFINISHPROC)load("glFinish"); + glad_glFlush = (PFNGLFLUSHPROC)load("glFlush"); + glad_glBlendFunc = (PFNGLBLENDFUNCPROC)load("glBlendFunc"); + glad_glLogicOp = (PFNGLLOGICOPPROC)load("glLogicOp"); + glad_glStencilFunc = (PFNGLSTENCILFUNCPROC)load("glStencilFunc"); + glad_glStencilOp = (PFNGLSTENCILOPPROC)load("glStencilOp"); + glad_glDepthFunc = (PFNGLDEPTHFUNCPROC)load("glDepthFunc"); + glad_glPixelStoref = (PFNGLPIXELSTOREFPROC)load("glPixelStoref"); + glad_glPixelStorei = (PFNGLPIXELSTOREIPROC)load("glPixelStorei"); + glad_glReadBuffer = (PFNGLREADBUFFERPROC)load("glReadBuffer"); + glad_glReadPixels = (PFNGLREADPIXELSPROC)load("glReadPixels"); + glad_glGetBooleanv = (PFNGLGETBOOLEANVPROC)load("glGetBooleanv"); + glad_glGetDoublev = (PFNGLGETDOUBLEVPROC)load("glGetDoublev"); + glad_glGetError = (PFNGLGETERRORPROC)load("glGetError"); + glad_glGetFloatv = (PFNGLGETFLOATVPROC)load("glGetFloatv"); + glad_glGetIntegerv = (PFNGLGETINTEGERVPROC)load("glGetIntegerv"); + glad_glGetString = (PFNGLGETSTRINGPROC)load("glGetString"); + glad_glGetTexImage = (PFNGLGETTEXIMAGEPROC)load("glGetTexImage"); + glad_glGetTexParameterfv = (PFNGLGETTEXPARAMETERFVPROC)load("glGetTexParameterfv"); + glad_glGetTexParameteriv = (PFNGLGETTEXPARAMETERIVPROC)load("glGetTexParameteriv"); + glad_glGetTexLevelParameterfv = (PFNGLGETTEXLEVELPARAMETERFVPROC)load("glGetTexLevelParameterfv"); + glad_glGetTexLevelParameteriv = (PFNGLGETTEXLEVELPARAMETERIVPROC)load("glGetTexLevelParameteriv"); + glad_glIsEnabled = (PFNGLISENABLEDPROC)load("glIsEnabled"); + glad_glDepthRange = (PFNGLDEPTHRANGEPROC)load("glDepthRange"); + glad_glViewport = (PFNGLVIEWPORTPROC)load("glViewport"); +} +static void load_GL_VERSION_1_1(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_1) return; + glad_glDrawArrays = (PFNGLDRAWARRAYSPROC)load("glDrawArrays"); + glad_glDrawElements = (PFNGLDRAWELEMENTSPROC)load("glDrawElements"); + glad_glPolygonOffset = (PFNGLPOLYGONOFFSETPROC)load("glPolygonOffset"); + glad_glCopyTexImage1D = (PFNGLCOPYTEXIMAGE1DPROC)load("glCopyTexImage1D"); + glad_glCopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC)load("glCopyTexImage2D"); + glad_glCopyTexSubImage1D = (PFNGLCOPYTEXSUBIMAGE1DPROC)load("glCopyTexSubImage1D"); + glad_glCopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC)load("glCopyTexSubImage2D"); + glad_glTexSubImage1D = (PFNGLTEXSUBIMAGE1DPROC)load("glTexSubImage1D"); + glad_glTexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC)load("glTexSubImage2D"); + glad_glBindTexture = (PFNGLBINDTEXTUREPROC)load("glBindTexture"); + glad_glDeleteTextures = (PFNGLDELETETEXTURESPROC)load("glDeleteTextures"); + glad_glGenTextures = (PFNGLGENTEXTURESPROC)load("glGenTextures"); + glad_glIsTexture = (PFNGLISTEXTUREPROC)load("glIsTexture"); +} +static void load_GL_VERSION_1_2(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_2) return; + glad_glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)load("glDrawRangeElements"); + glad_glTexImage3D = (PFNGLTEXIMAGE3DPROC)load("glTexImage3D"); + glad_glTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC)load("glTexSubImage3D"); + glad_glCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC)load("glCopyTexSubImage3D"); +} +static void load_GL_VERSION_1_3(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_3) return; + glad_glActiveTexture = (PFNGLACTIVETEXTUREPROC)load("glActiveTexture"); + glad_glSampleCoverage = (PFNGLSAMPLECOVERAGEPROC)load("glSampleCoverage"); + glad_glCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC)load("glCompressedTexImage3D"); + glad_glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC)load("glCompressedTexImage2D"); + glad_glCompressedTexImage1D = (PFNGLCOMPRESSEDTEXIMAGE1DPROC)load("glCompressedTexImage1D"); + glad_glCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)load("glCompressedTexSubImage3D"); + glad_glCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)load("glCompressedTexSubImage2D"); + glad_glCompressedTexSubImage1D = (PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)load("glCompressedTexSubImage1D"); + glad_glGetCompressedTexImage = (PFNGLGETCOMPRESSEDTEXIMAGEPROC)load("glGetCompressedTexImage"); +} +static void load_GL_VERSION_1_4(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_4) return; + glad_glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)load("glBlendFuncSeparate"); + glad_glMultiDrawArrays = (PFNGLMULTIDRAWARRAYSPROC)load("glMultiDrawArrays"); + glad_glMultiDrawElements = (PFNGLMULTIDRAWELEMENTSPROC)load("glMultiDrawElements"); + glad_glPointParameterf = (PFNGLPOINTPARAMETERFPROC)load("glPointParameterf"); + glad_glPointParameterfv = (PFNGLPOINTPARAMETERFVPROC)load("glPointParameterfv"); + glad_glPointParameteri = (PFNGLPOINTPARAMETERIPROC)load("glPointParameteri"); + glad_glPointParameteriv = (PFNGLPOINTPARAMETERIVPROC)load("glPointParameteriv"); + glad_glBlendColor = (PFNGLBLENDCOLORPROC)load("glBlendColor"); + glad_glBlendEquation = (PFNGLBLENDEQUATIONPROC)load("glBlendEquation"); +} +static void load_GL_VERSION_1_5(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_5) return; + glad_glGenQueries = (PFNGLGENQUERIESPROC)load("glGenQueries"); + glad_glDeleteQueries = (PFNGLDELETEQUERIESPROC)load("glDeleteQueries"); + glad_glIsQuery = (PFNGLISQUERYPROC)load("glIsQuery"); + glad_glBeginQuery = (PFNGLBEGINQUERYPROC)load("glBeginQuery"); + glad_glEndQuery = (PFNGLENDQUERYPROC)load("glEndQuery"); + glad_glGetQueryiv = (PFNGLGETQUERYIVPROC)load("glGetQueryiv"); + glad_glGetQueryObjectiv = (PFNGLGETQUERYOBJECTIVPROC)load("glGetQueryObjectiv"); + glad_glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC)load("glGetQueryObjectuiv"); + glad_glBindBuffer = (PFNGLBINDBUFFERPROC)load("glBindBuffer"); + glad_glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)load("glDeleteBuffers"); + glad_glGenBuffers = (PFNGLGENBUFFERSPROC)load("glGenBuffers"); + glad_glIsBuffer = (PFNGLISBUFFERPROC)load("glIsBuffer"); + glad_glBufferData = (PFNGLBUFFERDATAPROC)load("glBufferData"); + glad_glBufferSubData = (PFNGLBUFFERSUBDATAPROC)load("glBufferSubData"); + glad_glGetBufferSubData = (PFNGLGETBUFFERSUBDATAPROC)load("glGetBufferSubData"); + glad_glMapBuffer = (PFNGLMAPBUFFERPROC)load("glMapBuffer"); + glad_glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)load("glUnmapBuffer"); + glad_glGetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC)load("glGetBufferParameteriv"); + glad_glGetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC)load("glGetBufferPointerv"); +} +static void load_GL_VERSION_2_0(GLADloadproc load) { + if(!GLAD_GL_VERSION_2_0) return; + glad_glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)load("glBlendEquationSeparate"); + glad_glDrawBuffers = (PFNGLDRAWBUFFERSPROC)load("glDrawBuffers"); + glad_glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)load("glStencilOpSeparate"); + glad_glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)load("glStencilFuncSeparate"); + glad_glStencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC)load("glStencilMaskSeparate"); + glad_glAttachShader = (PFNGLATTACHSHADERPROC)load("glAttachShader"); + glad_glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)load("glBindAttribLocation"); + glad_glCompileShader = (PFNGLCOMPILESHADERPROC)load("glCompileShader"); + glad_glCreateProgram = (PFNGLCREATEPROGRAMPROC)load("glCreateProgram"); + glad_glCreateShader = (PFNGLCREATESHADERPROC)load("glCreateShader"); + glad_glDeleteProgram = (PFNGLDELETEPROGRAMPROC)load("glDeleteProgram"); + glad_glDeleteShader = (PFNGLDELETESHADERPROC)load("glDeleteShader"); + glad_glDetachShader = (PFNGLDETACHSHADERPROC)load("glDetachShader"); + glad_glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)load("glDisableVertexAttribArray"); + glad_glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)load("glEnableVertexAttribArray"); + glad_glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC)load("glGetActiveAttrib"); + glad_glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)load("glGetActiveUniform"); + glad_glGetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC)load("glGetAttachedShaders"); + glad_glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)load("glGetAttribLocation"); + glad_glGetProgramiv = (PFNGLGETPROGRAMIVPROC)load("glGetProgramiv"); + glad_glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)load("glGetProgramInfoLog"); + glad_glGetShaderiv = (PFNGLGETSHADERIVPROC)load("glGetShaderiv"); + glad_glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)load("glGetShaderInfoLog"); + glad_glGetShaderSource = (PFNGLGETSHADERSOURCEPROC)load("glGetShaderSource"); + glad_glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)load("glGetUniformLocation"); + glad_glGetUniformfv = (PFNGLGETUNIFORMFVPROC)load("glGetUniformfv"); + glad_glGetUniformiv = (PFNGLGETUNIFORMIVPROC)load("glGetUniformiv"); + glad_glGetVertexAttribdv = (PFNGLGETVERTEXATTRIBDVPROC)load("glGetVertexAttribdv"); + glad_glGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC)load("glGetVertexAttribfv"); + glad_glGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC)load("glGetVertexAttribiv"); + glad_glGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC)load("glGetVertexAttribPointerv"); + glad_glIsProgram = (PFNGLISPROGRAMPROC)load("glIsProgram"); + glad_glIsShader = (PFNGLISSHADERPROC)load("glIsShader"); + glad_glLinkProgram = (PFNGLLINKPROGRAMPROC)load("glLinkProgram"); + glad_glShaderSource = (PFNGLSHADERSOURCEPROC)load("glShaderSource"); + glad_glUseProgram = (PFNGLUSEPROGRAMPROC)load("glUseProgram"); + glad_glUniform1f = (PFNGLUNIFORM1FPROC)load("glUniform1f"); + glad_glUniform2f = (PFNGLUNIFORM2FPROC)load("glUniform2f"); + glad_glUniform3f = (PFNGLUNIFORM3FPROC)load("glUniform3f"); + glad_glUniform4f = (PFNGLUNIFORM4FPROC)load("glUniform4f"); + glad_glUniform1i = (PFNGLUNIFORM1IPROC)load("glUniform1i"); + glad_glUniform2i = (PFNGLUNIFORM2IPROC)load("glUniform2i"); + glad_glUniform3i = (PFNGLUNIFORM3IPROC)load("glUniform3i"); + glad_glUniform4i = (PFNGLUNIFORM4IPROC)load("glUniform4i"); + glad_glUniform1fv = (PFNGLUNIFORM1FVPROC)load("glUniform1fv"); + glad_glUniform2fv = (PFNGLUNIFORM2FVPROC)load("glUniform2fv"); + glad_glUniform3fv = (PFNGLUNIFORM3FVPROC)load("glUniform3fv"); + glad_glUniform4fv = (PFNGLUNIFORM4FVPROC)load("glUniform4fv"); + glad_glUniform1iv = (PFNGLUNIFORM1IVPROC)load("glUniform1iv"); + glad_glUniform2iv = (PFNGLUNIFORM2IVPROC)load("glUniform2iv"); + glad_glUniform3iv = (PFNGLUNIFORM3IVPROC)load("glUniform3iv"); + glad_glUniform4iv = (PFNGLUNIFORM4IVPROC)load("glUniform4iv"); + glad_glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)load("glUniformMatrix2fv"); + glad_glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)load("glUniformMatrix3fv"); + glad_glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)load("glUniformMatrix4fv"); + glad_glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)load("glValidateProgram"); + glad_glVertexAttrib1d = (PFNGLVERTEXATTRIB1DPROC)load("glVertexAttrib1d"); + glad_glVertexAttrib1dv = (PFNGLVERTEXATTRIB1DVPROC)load("glVertexAttrib1dv"); + glad_glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)load("glVertexAttrib1f"); + glad_glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC)load("glVertexAttrib1fv"); + glad_glVertexAttrib1s = (PFNGLVERTEXATTRIB1SPROC)load("glVertexAttrib1s"); + glad_glVertexAttrib1sv = (PFNGLVERTEXATTRIB1SVPROC)load("glVertexAttrib1sv"); + glad_glVertexAttrib2d = (PFNGLVERTEXATTRIB2DPROC)load("glVertexAttrib2d"); + glad_glVertexAttrib2dv = (PFNGLVERTEXATTRIB2DVPROC)load("glVertexAttrib2dv"); + glad_glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)load("glVertexAttrib2f"); + glad_glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC)load("glVertexAttrib2fv"); + glad_glVertexAttrib2s = (PFNGLVERTEXATTRIB2SPROC)load("glVertexAttrib2s"); + glad_glVertexAttrib2sv = (PFNGLVERTEXATTRIB2SVPROC)load("glVertexAttrib2sv"); + glad_glVertexAttrib3d = (PFNGLVERTEXATTRIB3DPROC)load("glVertexAttrib3d"); + glad_glVertexAttrib3dv = (PFNGLVERTEXATTRIB3DVPROC)load("glVertexAttrib3dv"); + glad_glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC)load("glVertexAttrib3f"); + glad_glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)load("glVertexAttrib3fv"); + glad_glVertexAttrib3s = (PFNGLVERTEXATTRIB3SPROC)load("glVertexAttrib3s"); + glad_glVertexAttrib3sv = (PFNGLVERTEXATTRIB3SVPROC)load("glVertexAttrib3sv"); + glad_glVertexAttrib4Nbv = (PFNGLVERTEXATTRIB4NBVPROC)load("glVertexAttrib4Nbv"); + glad_glVertexAttrib4Niv = (PFNGLVERTEXATTRIB4NIVPROC)load("glVertexAttrib4Niv"); + glad_glVertexAttrib4Nsv = (PFNGLVERTEXATTRIB4NSVPROC)load("glVertexAttrib4Nsv"); + glad_glVertexAttrib4Nub = (PFNGLVERTEXATTRIB4NUBPROC)load("glVertexAttrib4Nub"); + glad_glVertexAttrib4Nubv = (PFNGLVERTEXATTRIB4NUBVPROC)load("glVertexAttrib4Nubv"); + glad_glVertexAttrib4Nuiv = (PFNGLVERTEXATTRIB4NUIVPROC)load("glVertexAttrib4Nuiv"); + glad_glVertexAttrib4Nusv = (PFNGLVERTEXATTRIB4NUSVPROC)load("glVertexAttrib4Nusv"); + glad_glVertexAttrib4bv = (PFNGLVERTEXATTRIB4BVPROC)load("glVertexAttrib4bv"); + glad_glVertexAttrib4d = (PFNGLVERTEXATTRIB4DPROC)load("glVertexAttrib4d"); + glad_glVertexAttrib4dv = (PFNGLVERTEXATTRIB4DVPROC)load("glVertexAttrib4dv"); + glad_glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)load("glVertexAttrib4f"); + glad_glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)load("glVertexAttrib4fv"); + glad_glVertexAttrib4iv = (PFNGLVERTEXATTRIB4IVPROC)load("glVertexAttrib4iv"); + glad_glVertexAttrib4s = (PFNGLVERTEXATTRIB4SPROC)load("glVertexAttrib4s"); + glad_glVertexAttrib4sv = (PFNGLVERTEXATTRIB4SVPROC)load("glVertexAttrib4sv"); + glad_glVertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC)load("glVertexAttrib4ubv"); + glad_glVertexAttrib4uiv = (PFNGLVERTEXATTRIB4UIVPROC)load("glVertexAttrib4uiv"); + glad_glVertexAttrib4usv = (PFNGLVERTEXATTRIB4USVPROC)load("glVertexAttrib4usv"); + glad_glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)load("glVertexAttribPointer"); +} +static void load_GL_VERSION_2_1(GLADloadproc load) { + if(!GLAD_GL_VERSION_2_1) return; + glad_glUniformMatrix2x3fv = (PFNGLUNIFORMMATRIX2X3FVPROC)load("glUniformMatrix2x3fv"); + glad_glUniformMatrix3x2fv = (PFNGLUNIFORMMATRIX3X2FVPROC)load("glUniformMatrix3x2fv"); + glad_glUniformMatrix2x4fv = (PFNGLUNIFORMMATRIX2X4FVPROC)load("glUniformMatrix2x4fv"); + glad_glUniformMatrix4x2fv = (PFNGLUNIFORMMATRIX4X2FVPROC)load("glUniformMatrix4x2fv"); + glad_glUniformMatrix3x4fv = (PFNGLUNIFORMMATRIX3X4FVPROC)load("glUniformMatrix3x4fv"); + glad_glUniformMatrix4x3fv = (PFNGLUNIFORMMATRIX4X3FVPROC)load("glUniformMatrix4x3fv"); +} +static void load_GL_VERSION_3_0(GLADloadproc load) { + if(!GLAD_GL_VERSION_3_0) return; + glad_glColorMaski = (PFNGLCOLORMASKIPROC)load("glColorMaski"); + glad_glGetBooleani_v = (PFNGLGETBOOLEANI_VPROC)load("glGetBooleani_v"); + glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v"); + glad_glEnablei = (PFNGLENABLEIPROC)load("glEnablei"); + glad_glDisablei = (PFNGLDISABLEIPROC)load("glDisablei"); + glad_glIsEnabledi = (PFNGLISENABLEDIPROC)load("glIsEnabledi"); + glad_glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)load("glBeginTransformFeedback"); + glad_glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)load("glEndTransformFeedback"); + glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange"); + glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase"); + glad_glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)load("glTransformFeedbackVaryings"); + glad_glGetTransformFeedbackVarying = (PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)load("glGetTransformFeedbackVarying"); + glad_glClampColor = (PFNGLCLAMPCOLORPROC)load("glClampColor"); + glad_glBeginConditionalRender = (PFNGLBEGINCONDITIONALRENDERPROC)load("glBeginConditionalRender"); + glad_glEndConditionalRender = (PFNGLENDCONDITIONALRENDERPROC)load("glEndConditionalRender"); + glad_glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)load("glVertexAttribIPointer"); + glad_glGetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC)load("glGetVertexAttribIiv"); + glad_glGetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC)load("glGetVertexAttribIuiv"); + glad_glVertexAttribI1i = (PFNGLVERTEXATTRIBI1IPROC)load("glVertexAttribI1i"); + glad_glVertexAttribI2i = (PFNGLVERTEXATTRIBI2IPROC)load("glVertexAttribI2i"); + glad_glVertexAttribI3i = (PFNGLVERTEXATTRIBI3IPROC)load("glVertexAttribI3i"); + glad_glVertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC)load("glVertexAttribI4i"); + glad_glVertexAttribI1ui = (PFNGLVERTEXATTRIBI1UIPROC)load("glVertexAttribI1ui"); + glad_glVertexAttribI2ui = (PFNGLVERTEXATTRIBI2UIPROC)load("glVertexAttribI2ui"); + glad_glVertexAttribI3ui = (PFNGLVERTEXATTRIBI3UIPROC)load("glVertexAttribI3ui"); + glad_glVertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC)load("glVertexAttribI4ui"); + glad_glVertexAttribI1iv = (PFNGLVERTEXATTRIBI1IVPROC)load("glVertexAttribI1iv"); + glad_glVertexAttribI2iv = (PFNGLVERTEXATTRIBI2IVPROC)load("glVertexAttribI2iv"); + glad_glVertexAttribI3iv = (PFNGLVERTEXATTRIBI3IVPROC)load("glVertexAttribI3iv"); + glad_glVertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC)load("glVertexAttribI4iv"); + glad_glVertexAttribI1uiv = (PFNGLVERTEXATTRIBI1UIVPROC)load("glVertexAttribI1uiv"); + glad_glVertexAttribI2uiv = (PFNGLVERTEXATTRIBI2UIVPROC)load("glVertexAttribI2uiv"); + glad_glVertexAttribI3uiv = (PFNGLVERTEXATTRIBI3UIVPROC)load("glVertexAttribI3uiv"); + glad_glVertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC)load("glVertexAttribI4uiv"); + glad_glVertexAttribI4bv = (PFNGLVERTEXATTRIBI4BVPROC)load("glVertexAttribI4bv"); + glad_glVertexAttribI4sv = (PFNGLVERTEXATTRIBI4SVPROC)load("glVertexAttribI4sv"); + glad_glVertexAttribI4ubv = (PFNGLVERTEXATTRIBI4UBVPROC)load("glVertexAttribI4ubv"); + glad_glVertexAttribI4usv = (PFNGLVERTEXATTRIBI4USVPROC)load("glVertexAttribI4usv"); + glad_glGetUniformuiv = (PFNGLGETUNIFORMUIVPROC)load("glGetUniformuiv"); + glad_glBindFragDataLocation = (PFNGLBINDFRAGDATALOCATIONPROC)load("glBindFragDataLocation"); + glad_glGetFragDataLocation = (PFNGLGETFRAGDATALOCATIONPROC)load("glGetFragDataLocation"); + glad_glUniform1ui = (PFNGLUNIFORM1UIPROC)load("glUniform1ui"); + glad_glUniform2ui = (PFNGLUNIFORM2UIPROC)load("glUniform2ui"); + glad_glUniform3ui = (PFNGLUNIFORM3UIPROC)load("glUniform3ui"); + glad_glUniform4ui = (PFNGLUNIFORM4UIPROC)load("glUniform4ui"); + glad_glUniform1uiv = (PFNGLUNIFORM1UIVPROC)load("glUniform1uiv"); + glad_glUniform2uiv = (PFNGLUNIFORM2UIVPROC)load("glUniform2uiv"); + glad_glUniform3uiv = (PFNGLUNIFORM3UIVPROC)load("glUniform3uiv"); + glad_glUniform4uiv = (PFNGLUNIFORM4UIVPROC)load("glUniform4uiv"); + glad_glTexParameterIiv = (PFNGLTEXPARAMETERIIVPROC)load("glTexParameterIiv"); + glad_glTexParameterIuiv = (PFNGLTEXPARAMETERIUIVPROC)load("glTexParameterIuiv"); + glad_glGetTexParameterIiv = (PFNGLGETTEXPARAMETERIIVPROC)load("glGetTexParameterIiv"); + glad_glGetTexParameterIuiv = (PFNGLGETTEXPARAMETERIUIVPROC)load("glGetTexParameterIuiv"); + glad_glClearBufferiv = (PFNGLCLEARBUFFERIVPROC)load("glClearBufferiv"); + glad_glClearBufferuiv = (PFNGLCLEARBUFFERUIVPROC)load("glClearBufferuiv"); + glad_glClearBufferfv = (PFNGLCLEARBUFFERFVPROC)load("glClearBufferfv"); + glad_glClearBufferfi = (PFNGLCLEARBUFFERFIPROC)load("glClearBufferfi"); + glad_glGetStringi = (PFNGLGETSTRINGIPROC)load("glGetStringi"); + glad_glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)load("glIsRenderbuffer"); + glad_glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)load("glBindRenderbuffer"); + glad_glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)load("glDeleteRenderbuffers"); + glad_glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)load("glGenRenderbuffers"); + glad_glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)load("glRenderbufferStorage"); + glad_glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)load("glGetRenderbufferParameteriv"); + glad_glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)load("glIsFramebuffer"); + glad_glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)load("glBindFramebuffer"); + glad_glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)load("glDeleteFramebuffers"); + glad_glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)load("glGenFramebuffers"); + glad_glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)load("glCheckFramebufferStatus"); + glad_glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)load("glFramebufferTexture1D"); + glad_glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)load("glFramebufferTexture2D"); + glad_glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)load("glFramebufferTexture3D"); + glad_glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)load("glFramebufferRenderbuffer"); + glad_glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)load("glGetFramebufferAttachmentParameteriv"); + glad_glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)load("glGenerateMipmap"); + glad_glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)load("glBlitFramebuffer"); + glad_glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)load("glRenderbufferStorageMultisample"); + glad_glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)load("glFramebufferTextureLayer"); + glad_glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)load("glMapBufferRange"); + glad_glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)load("glFlushMappedBufferRange"); + glad_glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)load("glBindVertexArray"); + glad_glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)load("glDeleteVertexArrays"); + glad_glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)load("glGenVertexArrays"); + glad_glIsVertexArray = (PFNGLISVERTEXARRAYPROC)load("glIsVertexArray"); +} +static void load_GL_VERSION_3_1(GLADloadproc load) { + if(!GLAD_GL_VERSION_3_1) return; + glad_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)load("glDrawArraysInstanced"); + glad_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)load("glDrawElementsInstanced"); + glad_glTexBuffer = (PFNGLTEXBUFFERPROC)load("glTexBuffer"); + glad_glPrimitiveRestartIndex = (PFNGLPRIMITIVERESTARTINDEXPROC)load("glPrimitiveRestartIndex"); + glad_glCopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC)load("glCopyBufferSubData"); + glad_glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC)load("glGetUniformIndices"); + glad_glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC)load("glGetActiveUniformsiv"); + glad_glGetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC)load("glGetActiveUniformName"); + glad_glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC)load("glGetUniformBlockIndex"); + glad_glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC)load("glGetActiveUniformBlockiv"); + glad_glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)load("glGetActiveUniformBlockName"); + glad_glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC)load("glUniformBlockBinding"); + glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange"); + glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase"); + glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v"); +} +static void load_GL_VERSION_3_2(GLADloadproc load) { + if(!GLAD_GL_VERSION_3_2) return; + glad_glDrawElementsBaseVertex 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(PFNGLGETINTEGER64I_VPROC)load("glGetInteger64i_v"); + glad_glGetBufferParameteri64v = (PFNGLGETBUFFERPARAMETERI64VPROC)load("glGetBufferParameteri64v"); + glad_glFramebufferTexture = (PFNGLFRAMEBUFFERTEXTUREPROC)load("glFramebufferTexture"); + glad_glTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC)load("glTexImage2DMultisample"); + glad_glTexImage3DMultisample = (PFNGLTEXIMAGE3DMULTISAMPLEPROC)load("glTexImage3DMultisample"); + glad_glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC)load("glGetMultisamplefv"); + glad_glSampleMaski = (PFNGLSAMPLEMASKIPROC)load("glSampleMaski"); +} +static void load_GL_VERSION_3_3(GLADloadproc load) { + if(!GLAD_GL_VERSION_3_3) return; + glad_glBindFragDataLocationIndexed = (PFNGLBINDFRAGDATALOCATIONINDEXEDPROC)load("glBindFragDataLocationIndexed"); + glad_glGetFragDataIndex = (PFNGLGETFRAGDATAINDEXPROC)load("glGetFragDataIndex"); + glad_glGenSamplers = (PFNGLGENSAMPLERSPROC)load("glGenSamplers"); + glad_glDeleteSamplers = (PFNGLDELETESAMPLERSPROC)load("glDeleteSamplers"); + glad_glIsSampler = (PFNGLISSAMPLERPROC)load("glIsSampler"); + glad_glBindSampler = (PFNGLBINDSAMPLERPROC)load("glBindSampler"); + glad_glSamplerParameteri = (PFNGLSAMPLERPARAMETERIPROC)load("glSamplerParameteri"); + glad_glSamplerParameteriv = (PFNGLSAMPLERPARAMETERIVPROC)load("glSamplerParameteriv"); + glad_glSamplerParameterf = (PFNGLSAMPLERPARAMETERFPROC)load("glSamplerParameterf"); + glad_glSamplerParameterfv = (PFNGLSAMPLERPARAMETERFVPROC)load("glSamplerParameterfv"); + glad_glSamplerParameterIiv = (PFNGLSAMPLERPARAMETERIIVPROC)load("glSamplerParameterIiv"); + glad_glSamplerParameterIuiv = (PFNGLSAMPLERPARAMETERIUIVPROC)load("glSamplerParameterIuiv"); + glad_glGetSamplerParameteriv = (PFNGLGETSAMPLERPARAMETERIVPROC)load("glGetSamplerParameteriv"); + glad_glGetSamplerParameterIiv = (PFNGLGETSAMPLERPARAMETERIIVPROC)load("glGetSamplerParameterIiv"); + glad_glGetSamplerParameterfv = (PFNGLGETSAMPLERPARAMETERFVPROC)load("glGetSamplerParameterfv"); + glad_glGetSamplerParameterIuiv = (PFNGLGETSAMPLERPARAMETERIUIVPROC)load("glGetSamplerParameterIuiv"); + glad_glQueryCounter = (PFNGLQUERYCOUNTERPROC)load("glQueryCounter"); + glad_glGetQueryObjecti64v = (PFNGLGETQUERYOBJECTI64VPROC)load("glGetQueryObjecti64v"); + glad_glGetQueryObjectui64v = (PFNGLGETQUERYOBJECTUI64VPROC)load("glGetQueryObjectui64v"); + glad_glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)load("glVertexAttribDivisor"); + glad_glVertexAttribP1ui = (PFNGLVERTEXATTRIBP1UIPROC)load("glVertexAttribP1ui"); + glad_glVertexAttribP1uiv = (PFNGLVERTEXATTRIBP1UIVPROC)load("glVertexAttribP1uiv"); + glad_glVertexAttribP2ui = (PFNGLVERTEXATTRIBP2UIPROC)load("glVertexAttribP2ui"); + glad_glVertexAttribP2uiv = (PFNGLVERTEXATTRIBP2UIVPROC)load("glVertexAttribP2uiv"); + glad_glVertexAttribP3ui = (PFNGLVERTEXATTRIBP3UIPROC)load("glVertexAttribP3ui"); + glad_glVertexAttribP3uiv = (PFNGLVERTEXATTRIBP3UIVPROC)load("glVertexAttribP3uiv"); + glad_glVertexAttribP4ui = (PFNGLVERTEXATTRIBP4UIPROC)load("glVertexAttribP4ui"); + glad_glVertexAttribP4uiv = (PFNGLVERTEXATTRIBP4UIVPROC)load("glVertexAttribP4uiv"); + glad_glVertexP2ui = (PFNGLVERTEXP2UIPROC)load("glVertexP2ui"); + glad_glVertexP2uiv = (PFNGLVERTEXP2UIVPROC)load("glVertexP2uiv"); + glad_glVertexP3ui = (PFNGLVERTEXP3UIPROC)load("glVertexP3ui"); + glad_glVertexP3uiv = (PFNGLVERTEXP3UIVPROC)load("glVertexP3uiv"); + glad_glVertexP4ui = (PFNGLVERTEXP4UIPROC)load("glVertexP4ui"); + glad_glVertexP4uiv = (PFNGLVERTEXP4UIVPROC)load("glVertexP4uiv"); + glad_glTexCoordP1ui = (PFNGLTEXCOORDP1UIPROC)load("glTexCoordP1ui"); + glad_glTexCoordP1uiv = (PFNGLTEXCOORDP1UIVPROC)load("glTexCoordP1uiv"); + glad_glTexCoordP2ui = (PFNGLTEXCOORDP2UIPROC)load("glTexCoordP2ui"); + glad_glTexCoordP2uiv = (PFNGLTEXCOORDP2UIVPROC)load("glTexCoordP2uiv"); + glad_glTexCoordP3ui = (PFNGLTEXCOORDP3UIPROC)load("glTexCoordP3ui"); + glad_glTexCoordP3uiv = (PFNGLTEXCOORDP3UIVPROC)load("glTexCoordP3uiv"); + glad_glTexCoordP4ui = (PFNGLTEXCOORDP4UIPROC)load("glTexCoordP4ui"); + glad_glTexCoordP4uiv = (PFNGLTEXCOORDP4UIVPROC)load("glTexCoordP4uiv"); + glad_glMultiTexCoordP1ui = (PFNGLMULTITEXCOORDP1UIPROC)load("glMultiTexCoordP1ui"); + glad_glMultiTexCoordP1uiv = (PFNGLMULTITEXCOORDP1UIVPROC)load("glMultiTexCoordP1uiv"); + glad_glMultiTexCoordP2ui = (PFNGLMULTITEXCOORDP2UIPROC)load("glMultiTexCoordP2ui"); + glad_glMultiTexCoordP2uiv = (PFNGLMULTITEXCOORDP2UIVPROC)load("glMultiTexCoordP2uiv"); + glad_glMultiTexCoordP3ui = (PFNGLMULTITEXCOORDP3UIPROC)load("glMultiTexCoordP3ui"); + glad_glMultiTexCoordP3uiv = (PFNGLMULTITEXCOORDP3UIVPROC)load("glMultiTexCoordP3uiv"); + glad_glMultiTexCoordP4ui = (PFNGLMULTITEXCOORDP4UIPROC)load("glMultiTexCoordP4ui"); + glad_glMultiTexCoordP4uiv = (PFNGLMULTITEXCOORDP4UIVPROC)load("glMultiTexCoordP4uiv"); + glad_glNormalP3ui = (PFNGLNORMALP3UIPROC)load("glNormalP3ui"); + glad_glNormalP3uiv = (PFNGLNORMALP3UIVPROC)load("glNormalP3uiv"); + glad_glColorP3ui = (PFNGLCOLORP3UIPROC)load("glColorP3ui"); + glad_glColorP3uiv = (PFNGLCOLORP3UIVPROC)load("glColorP3uiv"); + glad_glColorP4ui = (PFNGLCOLORP4UIPROC)load("glColorP4ui"); + glad_glColorP4uiv = (PFNGLCOLORP4UIVPROC)load("glColorP4uiv"); + glad_glSecondaryColorP3ui = (PFNGLSECONDARYCOLORP3UIPROC)load("glSecondaryColorP3ui"); + glad_glSecondaryColorP3uiv = (PFNGLSECONDARYCOLORP3UIVPROC)load("glSecondaryColorP3uiv"); +} +static void load_GL_VERSION_4_0(GLADloadproc load) { + if(!GLAD_GL_VERSION_4_0) return; + glad_glMinSampleShading = (PFNGLMINSAMPLESHADINGPROC)load("glMinSampleShading"); + glad_glBlendEquationi = (PFNGLBLENDEQUATIONIPROC)load("glBlendEquationi"); + glad_glBlendEquationSeparatei = (PFNGLBLENDEQUATIONSEPARATEIPROC)load("glBlendEquationSeparatei"); + glad_glBlendFunci = (PFNGLBLENDFUNCIPROC)load("glBlendFunci"); + glad_glBlendFuncSeparatei = (PFNGLBLENDFUNCSEPARATEIPROC)load("glBlendFuncSeparatei"); + glad_glDrawArraysIndirect = (PFNGLDRAWARRAYSINDIRECTPROC)load("glDrawArraysIndirect"); + glad_glDrawElementsIndirect = (PFNGLDRAWELEMENTSINDIRECTPROC)load("glDrawElementsIndirect"); + glad_glUniform1d = (PFNGLUNIFORM1DPROC)load("glUniform1d"); + glad_glUniform2d = (PFNGLUNIFORM2DPROC)load("glUniform2d"); + glad_glUniform3d = (PFNGLUNIFORM3DPROC)load("glUniform3d"); + glad_glUniform4d = (PFNGLUNIFORM4DPROC)load("glUniform4d"); + glad_glUniform1dv = (PFNGLUNIFORM1DVPROC)load("glUniform1dv"); + glad_glUniform2dv = (PFNGLUNIFORM2DVPROC)load("glUniform2dv"); + glad_glUniform3dv = (PFNGLUNIFORM3DVPROC)load("glUniform3dv"); + glad_glUniform4dv = (PFNGLUNIFORM4DVPROC)load("glUniform4dv"); + glad_glUniformMatrix2dv = (PFNGLUNIFORMMATRIX2DVPROC)load("glUniformMatrix2dv"); + glad_glUniformMatrix3dv = (PFNGLUNIFORMMATRIX3DVPROC)load("glUniformMatrix3dv"); + glad_glUniformMatrix4dv = (PFNGLUNIFORMMATRIX4DVPROC)load("glUniformMatrix4dv"); 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(PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC)load("glGetActiveSubroutineUniformName"); + glad_glGetActiveSubroutineName = (PFNGLGETACTIVESUBROUTINENAMEPROC)load("glGetActiveSubroutineName"); + glad_glUniformSubroutinesuiv = (PFNGLUNIFORMSUBROUTINESUIVPROC)load("glUniformSubroutinesuiv"); + glad_glGetUniformSubroutineuiv = (PFNGLGETUNIFORMSUBROUTINEUIVPROC)load("glGetUniformSubroutineuiv"); + glad_glGetProgramStageiv = (PFNGLGETPROGRAMSTAGEIVPROC)load("glGetProgramStageiv"); + glad_glPatchParameteri = (PFNGLPATCHPARAMETERIPROC)load("glPatchParameteri"); + glad_glPatchParameterfv = (PFNGLPATCHPARAMETERFVPROC)load("glPatchParameterfv"); + glad_glBindTransformFeedback = (PFNGLBINDTRANSFORMFEEDBACKPROC)load("glBindTransformFeedback"); + glad_glDeleteTransformFeedbacks = (PFNGLDELETETRANSFORMFEEDBACKSPROC)load("glDeleteTransformFeedbacks"); + glad_glGenTransformFeedbacks = (PFNGLGENTRANSFORMFEEDBACKSPROC)load("glGenTransformFeedbacks"); + glad_glIsTransformFeedback = (PFNGLISTRANSFORMFEEDBACKPROC)load("glIsTransformFeedback"); + glad_glPauseTransformFeedback = (PFNGLPAUSETRANSFORMFEEDBACKPROC)load("glPauseTransformFeedback"); + glad_glResumeTransformFeedback = (PFNGLRESUMETRANSFORMFEEDBACKPROC)load("glResumeTransformFeedback"); + glad_glDrawTransformFeedback = (PFNGLDRAWTRANSFORMFEEDBACKPROC)load("glDrawTransformFeedback"); + glad_glDrawTransformFeedbackStream = (PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC)load("glDrawTransformFeedbackStream"); + glad_glBeginQueryIndexed = (PFNGLBEGINQUERYINDEXEDPROC)load("glBeginQueryIndexed"); + glad_glEndQueryIndexed = (PFNGLENDQUERYINDEXEDPROC)load("glEndQueryIndexed"); + glad_glGetQueryIndexediv = (PFNGLGETQUERYINDEXEDIVPROC)load("glGetQueryIndexediv"); +} +static void load_GL_VERSION_4_1(GLADloadproc load) { + if(!GLAD_GL_VERSION_4_1) return; + glad_glReleaseShaderCompiler = (PFNGLRELEASESHADERCOMPILERPROC)load("glReleaseShaderCompiler"); + glad_glShaderBinary = (PFNGLSHADERBINARYPROC)load("glShaderBinary"); + glad_glGetShaderPrecisionFormat = (PFNGLGETSHADERPRECISIONFORMATPROC)load("glGetShaderPrecisionFormat"); + glad_glDepthRangef = (PFNGLDEPTHRANGEFPROC)load("glDepthRangef"); + glad_glClearDepthf = (PFNGLCLEARDEPTHFPROC)load("glClearDepthf"); + glad_glGetProgramBinary = (PFNGLGETPROGRAMBINARYPROC)load("glGetProgramBinary"); + glad_glProgramBinary = (PFNGLPROGRAMBINARYPROC)load("glProgramBinary"); + glad_glProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC)load("glProgramParameteri"); + glad_glUseProgramStages = (PFNGLUSEPROGRAMSTAGESPROC)load("glUseProgramStages"); + glad_glActiveShaderProgram = (PFNGLACTIVESHADERPROGRAMPROC)load("glActiveShaderProgram"); + glad_glCreateShaderProgramv = (PFNGLCREATESHADERPROGRAMVPROC)load("glCreateShaderProgramv"); + glad_glBindProgramPipeline = (PFNGLBINDPROGRAMPIPELINEPROC)load("glBindProgramPipeline"); + glad_glDeleteProgramPipelines = (PFNGLDELETEPROGRAMPIPELINESPROC)load("glDeleteProgramPipelines"); + glad_glGenProgramPipelines = (PFNGLGENPROGRAMPIPELINESPROC)load("glGenProgramPipelines"); + glad_glIsProgramPipeline = (PFNGLISPROGRAMPIPELINEPROC)load("glIsProgramPipeline"); + glad_glGetProgramPipelineiv = (PFNGLGETPROGRAMPIPELINEIVPROC)load("glGetProgramPipelineiv"); + glad_glProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC)load("glProgramParameteri"); + glad_glProgramUniform1i = (PFNGLPROGRAMUNIFORM1IPROC)load("glProgramUniform1i"); + glad_glProgramUniform1iv = (PFNGLPROGRAMUNIFORM1IVPROC)load("glProgramUniform1iv"); + glad_glProgramUniform1f = (PFNGLPROGRAMUNIFORM1FPROC)load("glProgramUniform1f"); + glad_glProgramUniform1fv = (PFNGLPROGRAMUNIFORM1FVPROC)load("glProgramUniform1fv"); + glad_glProgramUniform1d = (PFNGLPROGRAMUNIFORM1DPROC)load("glProgramUniform1d"); + glad_glProgramUniform1dv = (PFNGLPROGRAMUNIFORM1DVPROC)load("glProgramUniform1dv"); + glad_glProgramUniform1ui = (PFNGLPROGRAMUNIFORM1UIPROC)load("glProgramUniform1ui"); + glad_glProgramUniform1uiv = (PFNGLPROGRAMUNIFORM1UIVPROC)load("glProgramUniform1uiv"); + glad_glProgramUniform2i = (PFNGLPROGRAMUNIFORM2IPROC)load("glProgramUniform2i"); + glad_glProgramUniform2iv = (PFNGLPROGRAMUNIFORM2IVPROC)load("glProgramUniform2iv"); + glad_glProgramUniform2f = (PFNGLPROGRAMUNIFORM2FPROC)load("glProgramUniform2f"); + glad_glProgramUniform2fv = (PFNGLPROGRAMUNIFORM2FVPROC)load("glProgramUniform2fv"); + glad_glProgramUniform2d = (PFNGLPROGRAMUNIFORM2DPROC)load("glProgramUniform2d"); + glad_glProgramUniform2dv = (PFNGLPROGRAMUNIFORM2DVPROC)load("glProgramUniform2dv"); + glad_glProgramUniform2ui = (PFNGLPROGRAMUNIFORM2UIPROC)load("glProgramUniform2ui"); + glad_glProgramUniform2uiv = (PFNGLPROGRAMUNIFORM2UIVPROC)load("glProgramUniform2uiv"); + glad_glProgramUniform3i = (PFNGLPROGRAMUNIFORM3IPROC)load("glProgramUniform3i"); + glad_glProgramUniform3iv = (PFNGLPROGRAMUNIFORM3IVPROC)load("glProgramUniform3iv"); + glad_glProgramUniform3f = (PFNGLPROGRAMUNIFORM3FPROC)load("glProgramUniform3f"); + glad_glProgramUniform3fv = (PFNGLPROGRAMUNIFORM3FVPROC)load("glProgramUniform3fv"); + glad_glProgramUniform3d = (PFNGLPROGRAMUNIFORM3DPROC)load("glProgramUniform3d"); + glad_glProgramUniform3dv = (PFNGLPROGRAMUNIFORM3DVPROC)load("glProgramUniform3dv"); + glad_glProgramUniform3ui = (PFNGLPROGRAMUNIFORM3UIPROC)load("glProgramUniform3ui"); + glad_glProgramUniform3uiv = (PFNGLPROGRAMUNIFORM3UIVPROC)load("glProgramUniform3uiv"); + glad_glProgramUniform4i = (PFNGLPROGRAMUNIFORM4IPROC)load("glProgramUniform4i"); + glad_glProgramUniform4iv = (PFNGLPROGRAMUNIFORM4IVPROC)load("glProgramUniform4iv"); + glad_glProgramUniform4f = (PFNGLPROGRAMUNIFORM4FPROC)load("glProgramUniform4f"); + glad_glProgramUniform4fv = (PFNGLPROGRAMUNIFORM4FVPROC)load("glProgramUniform4fv"); + glad_glProgramUniform4d = (PFNGLPROGRAMUNIFORM4DPROC)load("glProgramUniform4d"); + glad_glProgramUniform4dv = (PFNGLPROGRAMUNIFORM4DVPROC)load("glProgramUniform4dv"); + glad_glProgramUniform4ui = 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glad_glProgramUniformMatrix2x4fv = (PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC)load("glProgramUniformMatrix2x4fv"); + glad_glProgramUniformMatrix4x2fv = (PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC)load("glProgramUniformMatrix4x2fv"); + glad_glProgramUniformMatrix3x4fv = (PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC)load("glProgramUniformMatrix3x4fv"); + glad_glProgramUniformMatrix4x3fv = (PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC)load("glProgramUniformMatrix4x3fv"); + glad_glProgramUniformMatrix2x3dv = (PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC)load("glProgramUniformMatrix2x3dv"); + glad_glProgramUniformMatrix3x2dv = (PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC)load("glProgramUniformMatrix3x2dv"); + glad_glProgramUniformMatrix2x4dv = (PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC)load("glProgramUniformMatrix2x4dv"); + glad_glProgramUniformMatrix4x2dv = (PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC)load("glProgramUniformMatrix4x2dv"); + glad_glProgramUniformMatrix3x4dv = (PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC)load("glProgramUniformMatrix3x4dv"); + glad_glProgramUniformMatrix4x3dv = (PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC)load("glProgramUniformMatrix4x3dv"); + glad_glValidateProgramPipeline = (PFNGLVALIDATEPROGRAMPIPELINEPROC)load("glValidateProgramPipeline"); + glad_glGetProgramPipelineInfoLog = (PFNGLGETPROGRAMPIPELINEINFOLOGPROC)load("glGetProgramPipelineInfoLog"); + glad_glVertexAttribL1d = (PFNGLVERTEXATTRIBL1DPROC)load("glVertexAttribL1d"); + glad_glVertexAttribL2d = (PFNGLVERTEXATTRIBL2DPROC)load("glVertexAttribL2d"); + glad_glVertexAttribL3d = (PFNGLVERTEXATTRIBL3DPROC)load("glVertexAttribL3d"); + glad_glVertexAttribL4d = (PFNGLVERTEXATTRIBL4DPROC)load("glVertexAttribL4d"); + glad_glVertexAttribL1dv = (PFNGLVERTEXATTRIBL1DVPROC)load("glVertexAttribL1dv"); + glad_glVertexAttribL2dv = (PFNGLVERTEXATTRIBL2DVPROC)load("glVertexAttribL2dv"); + glad_glVertexAttribL3dv = (PFNGLVERTEXATTRIBL3DVPROC)load("glVertexAttribL3dv"); + glad_glVertexAttribL4dv = (PFNGLVERTEXATTRIBL4DVPROC)load("glVertexAttribL4dv"); + glad_glVertexAttribLPointer = (PFNGLVERTEXATTRIBLPOINTERPROC)load("glVertexAttribLPointer"); + glad_glGetVertexAttribLdv = (PFNGLGETVERTEXATTRIBLDVPROC)load("glGetVertexAttribLdv"); + glad_glViewportArrayv = (PFNGLVIEWPORTARRAYVPROC)load("glViewportArrayv"); + glad_glViewportIndexedf = (PFNGLVIEWPORTINDEXEDFPROC)load("glViewportIndexedf"); + glad_glViewportIndexedfv = (PFNGLVIEWPORTINDEXEDFVPROC)load("glViewportIndexedfv"); + glad_glScissorArrayv = (PFNGLSCISSORARRAYVPROC)load("glScissorArrayv"); + glad_glScissorIndexed = (PFNGLSCISSORINDEXEDPROC)load("glScissorIndexed"); + glad_glScissorIndexedv = (PFNGLSCISSORINDEXEDVPROC)load("glScissorIndexedv"); + glad_glDepthRangeArrayv = (PFNGLDEPTHRANGEARRAYVPROC)load("glDepthRangeArrayv"); + glad_glDepthRangeIndexed = (PFNGLDEPTHRANGEINDEXEDPROC)load("glDepthRangeIndexed"); + glad_glGetFloati_v = (PFNGLGETFLOATI_VPROC)load("glGetFloati_v"); + glad_glGetDoublei_v = (PFNGLGETDOUBLEI_VPROC)load("glGetDoublei_v"); +} +static void load_GL_VERSION_4_2(GLADloadproc load) { + if(!GLAD_GL_VERSION_4_2) return; + glad_glDrawArraysInstancedBaseInstance = (PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC)load("glDrawArraysInstancedBaseInstance"); + glad_glDrawElementsInstancedBaseInstance = (PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC)load("glDrawElementsInstancedBaseInstance"); + glad_glDrawElementsInstancedBaseVertexBaseInstance = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC)load("glDrawElementsInstancedBaseVertexBaseInstance"); + glad_glGetInternalformativ = (PFNGLGETINTERNALFORMATIVPROC)load("glGetInternalformativ"); + glad_glGetActiveAtomicCounterBufferiv = (PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC)load("glGetActiveAtomicCounterBufferiv"); + glad_glBindImageTexture = (PFNGLBINDIMAGETEXTUREPROC)load("glBindImageTexture"); + glad_glMemoryBarrier = (PFNGLMEMORYBARRIERPROC)load("glMemoryBarrier"); + glad_glTexStorage1D = (PFNGLTEXSTORAGE1DPROC)load("glTexStorage1D"); + glad_glTexStorage2D = (PFNGLTEXSTORAGE2DPROC)load("glTexStorage2D"); + glad_glTexStorage3D = (PFNGLTEXSTORAGE3DPROC)load("glTexStorage3D"); + glad_glDrawTransformFeedbackInstanced = (PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC)load("glDrawTransformFeedbackInstanced"); + glad_glDrawTransformFeedbackStreamInstanced = (PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC)load("glDrawTransformFeedbackStreamInstanced"); +} +static void load_GL_VERSION_4_3(GLADloadproc load) { + if(!GLAD_GL_VERSION_4_3) return; + glad_glClearBufferData = (PFNGLCLEARBUFFERDATAPROC)load("glClearBufferData"); + glad_glClearBufferSubData = (PFNGLCLEARBUFFERSUBDATAPROC)load("glClearBufferSubData"); + glad_glDispatchCompute = (PFNGLDISPATCHCOMPUTEPROC)load("glDispatchCompute"); + glad_glDispatchComputeIndirect = (PFNGLDISPATCHCOMPUTEINDIRECTPROC)load("glDispatchComputeIndirect"); + glad_glCopyImageSubData = (PFNGLCOPYIMAGESUBDATAPROC)load("glCopyImageSubData"); + glad_glFramebufferParameteri = (PFNGLFRAMEBUFFERPARAMETERIPROC)load("glFramebufferParameteri"); + glad_glGetFramebufferParameteriv = (PFNGLGETFRAMEBUFFERPARAMETERIVPROC)load("glGetFramebufferParameteriv"); + glad_glGetInternalformati64v = (PFNGLGETINTERNALFORMATI64VPROC)load("glGetInternalformati64v"); + glad_glInvalidateTexSubImage = (PFNGLINVALIDATETEXSUBIMAGEPROC)load("glInvalidateTexSubImage"); + glad_glInvalidateTexImage = (PFNGLINVALIDATETEXIMAGEPROC)load("glInvalidateTexImage"); + glad_glInvalidateBufferSubData = (PFNGLINVALIDATEBUFFERSUBDATAPROC)load("glInvalidateBufferSubData"); + glad_glInvalidateBufferData = (PFNGLINVALIDATEBUFFERDATAPROC)load("glInvalidateBufferData"); + glad_glInvalidateFramebuffer = (PFNGLINVALIDATEFRAMEBUFFERPROC)load("glInvalidateFramebuffer"); + glad_glInvalidateSubFramebuffer = (PFNGLINVALIDATESUBFRAMEBUFFERPROC)load("glInvalidateSubFramebuffer"); + glad_glMultiDrawArraysIndirect = (PFNGLMULTIDRAWARRAYSINDIRECTPROC)load("glMultiDrawArraysIndirect"); + glad_glMultiDrawElementsIndirect = (PFNGLMULTIDRAWELEMENTSINDIRECTPROC)load("glMultiDrawElementsIndirect"); + glad_glGetProgramInterfaceiv = (PFNGLGETPROGRAMINTERFACEIVPROC)load("glGetProgramInterfaceiv"); + glad_glGetProgramResourceIndex = (PFNGLGETPROGRAMRESOURCEINDEXPROC)load("glGetProgramResourceIndex"); + glad_glGetProgramResourceName = (PFNGLGETPROGRAMRESOURCENAMEPROC)load("glGetProgramResourceName"); + glad_glGetProgramResourceiv = (PFNGLGETPROGRAMRESOURCEIVPROC)load("glGetProgramResourceiv"); + glad_glGetProgramResourceLocation = (PFNGLGETPROGRAMRESOURCELOCATIONPROC)load("glGetProgramResourceLocation"); + glad_glGetProgramResourceLocationIndex = (PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC)load("glGetProgramResourceLocationIndex"); + glad_glShaderStorageBlockBinding = (PFNGLSHADERSTORAGEBLOCKBINDINGPROC)load("glShaderStorageBlockBinding"); + glad_glTexBufferRange = (PFNGLTEXBUFFERRANGEPROC)load("glTexBufferRange"); + glad_glTexStorage2DMultisample = (PFNGLTEXSTORAGE2DMULTISAMPLEPROC)load("glTexStorage2DMultisample"); + glad_glTexStorage3DMultisample = (PFNGLTEXSTORAGE3DMULTISAMPLEPROC)load("glTexStorage3DMultisample"); + glad_glTextureView = (PFNGLTEXTUREVIEWPROC)load("glTextureView"); + glad_glBindVertexBuffer = (PFNGLBINDVERTEXBUFFERPROC)load("glBindVertexBuffer"); + glad_glVertexAttribFormat = (PFNGLVERTEXATTRIBFORMATPROC)load("glVertexAttribFormat"); + glad_glVertexAttribIFormat = (PFNGLVERTEXATTRIBIFORMATPROC)load("glVertexAttribIFormat"); + glad_glVertexAttribLFormat = (PFNGLVERTEXATTRIBLFORMATPROC)load("glVertexAttribLFormat"); + glad_glVertexAttribBinding = (PFNGLVERTEXATTRIBBINDINGPROC)load("glVertexAttribBinding"); + glad_glVertexBindingDivisor = (PFNGLVERTEXBINDINGDIVISORPROC)load("glVertexBindingDivisor"); + glad_glDebugMessageControl = (PFNGLDEBUGMESSAGECONTROLPROC)load("glDebugMessageControl"); + glad_glDebugMessageInsert = (PFNGLDEBUGMESSAGEINSERTPROC)load("glDebugMessageInsert"); + glad_glDebugMessageCallback = (PFNGLDEBUGMESSAGECALLBACKPROC)load("glDebugMessageCallback"); + glad_glGetDebugMessageLog = (PFNGLGETDEBUGMESSAGELOGPROC)load("glGetDebugMessageLog"); + glad_glPushDebugGroup = (PFNGLPUSHDEBUGGROUPPROC)load("glPushDebugGroup"); + glad_glPopDebugGroup = (PFNGLPOPDEBUGGROUPPROC)load("glPopDebugGroup"); + glad_glObjectLabel = (PFNGLOBJECTLABELPROC)load("glObjectLabel"); + glad_glGetObjectLabel = (PFNGLGETOBJECTLABELPROC)load("glGetObjectLabel"); + glad_glObjectPtrLabel = (PFNGLOBJECTPTRLABELPROC)load("glObjectPtrLabel"); + glad_glGetObjectPtrLabel = (PFNGLGETOBJECTPTRLABELPROC)load("glGetObjectPtrLabel"); + glad_glGetPointerv = (PFNGLGETPOINTERVPROC)load("glGetPointerv"); +} +static int find_extensionsGL(void) { + if (!get_exts()) return 0; + (void)&has_ext; + free_exts(); + return 1; +} + +static void find_coreGL(void) { + + /* Thank you @elmindreda + * https://github.com/elmindreda/greg/blob/master/templates/greg.c.in#L176 + * https://github.com/glfw/glfw/blob/master/src/context.c#L36 + */ + int i, major, minor; + + const char* version; + const char* prefixes[] = { + "OpenGL ES-CM ", + "OpenGL ES-CL ", + "OpenGL ES ", + NULL + }; + + version = (const char*) glGetString(GL_VERSION); + if (!version) return; + + for (i = 0; prefixes[i]; i++) { + const size_t length = strlen(prefixes[i]); + if (strncmp(version, prefixes[i], length) == 0) { + version += length; + break; + } + } + +/* PR #18 */ +#ifdef _MSC_VER + sscanf_s(version, "%d.%d", &major, &minor); +#else + sscanf(version, "%d.%d", &major, &minor); +#endif + + GLVersion.major = major; GLVersion.minor = minor; + max_loaded_major = major; max_loaded_minor = minor; + GLAD_GL_VERSION_1_0 = (major == 1 && minor >= 0) || major > 1; + GLAD_GL_VERSION_1_1 = (major == 1 && minor >= 1) || major > 1; + GLAD_GL_VERSION_1_2 = (major == 1 && minor >= 2) || major > 1; + GLAD_GL_VERSION_1_3 = (major == 1 && minor >= 3) || major > 1; + GLAD_GL_VERSION_1_4 = (major == 1 && minor >= 4) || major > 1; + GLAD_GL_VERSION_1_5 = (major == 1 && minor >= 5) || major > 1; + GLAD_GL_VERSION_2_0 = (major == 2 && minor >= 0) || major > 2; + GLAD_GL_VERSION_2_1 = (major == 2 && minor >= 1) || major > 2; + GLAD_GL_VERSION_3_0 = (major == 3 && minor >= 0) || major > 3; + GLAD_GL_VERSION_3_1 = (major == 3 && minor >= 1) || major > 3; + GLAD_GL_VERSION_3_2 = (major == 3 && minor >= 2) || major > 3; + GLAD_GL_VERSION_3_3 = (major == 3 && minor >= 3) || major > 3; + GLAD_GL_VERSION_4_0 = (major == 4 && minor >= 0) || major > 4; + GLAD_GL_VERSION_4_1 = (major == 4 && minor >= 1) || major > 4; + GLAD_GL_VERSION_4_2 = (major == 4 && minor >= 2) || major > 4; + GLAD_GL_VERSION_4_3 = (major == 4 && minor >= 3) || major > 4; + if (GLVersion.major > 4 || (GLVersion.major >= 4 && GLVersion.minor >= 3)) { + max_loaded_major = 4; + max_loaded_minor = 3; + } +} + +int gladLoadGLLoader(GLADloadproc load) { + GLVersion.major = 0; GLVersion.minor = 0; + glGetString = (PFNGLGETSTRINGPROC)load("glGetString"); + if(glGetString == NULL) return 0; + if(glGetString(GL_VERSION) == NULL) return 0; + find_coreGL(); + load_GL_VERSION_1_0(load); + load_GL_VERSION_1_1(load); + load_GL_VERSION_1_2(load); + load_GL_VERSION_1_3(load); + load_GL_VERSION_1_4(load); + load_GL_VERSION_1_5(load); + load_GL_VERSION_2_0(load); + load_GL_VERSION_2_1(load); + load_GL_VERSION_3_0(load); + load_GL_VERSION_3_1(load); + load_GL_VERSION_3_2(load); + load_GL_VERSION_3_3(load); + load_GL_VERSION_4_0(load); + load_GL_VERSION_4_1(load); + load_GL_VERSION_4_2(load); + load_GL_VERSION_4_3(load); + + if (!find_extensionsGL()) return 0; + return GLVersion.major != 0 || GLVersion.minor != 0; +} + diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/glad/glad.h b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/glad/glad.h new file mode 100644 index 00000000..28fb918c --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/glad/glad.h @@ -0,0 +1,3272 @@ +/* + + OpenGL loader generated by glad 0.1.26 on Thu Aug 9 00:31:40 2018. + + Language/Generator: C/C++ + Specification: gl + APIs: gl=4.3 + Profile: core + Extensions: + + Loader: True + Local files: True + Omit khrplatform: True + + Commandline: + --profile="core" --api="gl=4.3" --generator="c" --spec="gl" --local-files --omit-khrplatform --extensions="" + Online: + http://glad.dav1d.de/#profile=core&language=c&specification=gl&loader=on&api=gl%3D4.3 +*/ + + +#ifndef __glad_h_ +#define __glad_h_ + +#ifdef __gl_h_ +#error OpenGL header already included, remove this include, glad already provides it +#endif +#define __gl_h_ + +#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN 1 +#endif +#ifndef NOMINMAX +#define NOMINMAX 1 +#endif +#include +#endif + +#ifndef APIENTRY +#define APIENTRY +#endif +#ifndef APIENTRYP +#define APIENTRYP APIENTRY * +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +struct gladGLversionStruct { + int major; + int minor; +}; + +typedef void* (* GLADloadproc)(const char *name); + +#ifndef GLAPI +# if defined(GLAD_GLAPI_EXPORT) +# if defined(_WIN32) || defined(__CYGWIN__) +# if defined(GLAD_GLAPI_EXPORT_BUILD) +# if defined(__GNUC__) +# define GLAPI __attribute__ ((dllexport)) extern +# else +# define GLAPI __declspec(dllexport) extern +# endif +# else +# if defined(__GNUC__) +# define GLAPI __attribute__ ((dllimport)) extern +# else +# define GLAPI __declspec(dllimport) extern +# endif +# endif +# elif defined(__GNUC__) && defined(GLAD_GLAPI_EXPORT_BUILD) +# define GLAPI __attribute__ ((visibility ("default"))) extern +# else +# define GLAPI extern +# endif +# else +# define GLAPI extern +# endif +#endif + +GLAPI struct gladGLversionStruct GLVersion; + +GLAPI int gladLoadGL(void); + +GLAPI int gladLoadGLLoader(GLADloadproc); + +#include +#ifndef GLEXT_64_TYPES_DEFINED +/* This code block is duplicated in glxext.h, so must be protected */ +#define GLEXT_64_TYPES_DEFINED +/* Define int32_t, int64_t, and uint64_t types for UST/MSC */ +/* (as used in the GL_EXT_timer_query extension). */ +#if defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L +#include +#elif defined(__sun__) || defined(__digital__) +#include +#if defined(__STDC__) +#if defined(__arch64__) || defined(_LP64) +typedef long int int64_t; +typedef unsigned long int uint64_t; +#else +typedef long long int int64_t; +typedef unsigned long long int uint64_t; +#endif /* __arch64__ */ +#endif /* __STDC__ */ +#elif defined( __VMS ) || defined(__sgi) +#include +#elif defined(__SCO__) || defined(__USLC__) +#include +#elif defined(__UNIXOS2__) || defined(__SOL64__) +typedef long int int32_t; +typedef long long int int64_t; +typedef unsigned long long int uint64_t; +#elif defined(_WIN32) && defined(__GNUC__) +#include +#elif defined(_WIN32) +typedef __int32 int32_t; +typedef __int64 int64_t; +typedef unsigned __int64 uint64_t; +#else +/* Fallback if nothing above works */ +#include +#endif +#endif +typedef unsigned int GLenum; +typedef unsigned char GLboolean; +typedef unsigned int GLbitfield; +typedef void GLvoid; +typedef signed char GLbyte; +typedef short GLshort; +typedef int GLint; +typedef int GLclampx; +typedef unsigned char GLubyte; +typedef unsigned short GLushort; +typedef unsigned int GLuint; +typedef int GLsizei; +typedef float GLfloat; +typedef float GLclampf; +typedef double GLdouble; +typedef double GLclampd; +typedef void *GLeglClientBufferEXT; +typedef void *GLeglImageOES; +typedef char GLchar; +typedef char GLcharARB; +#ifdef __APPLE__ +typedef void *GLhandleARB; +#else +typedef unsigned int GLhandleARB; +#endif +typedef unsigned short GLhalfARB; +typedef unsigned short GLhalf; +typedef GLint GLfixed; +#if defined(__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__) && (__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__ > 1060) +#if defined(__khrplatform_h_) +typedef khronos_intptr_t GLintptr; +#else +typedef long GLintptr; +#endif +#else +#if defined(__khrplatform_h_) +typedef khronos_intptr_t GLintptr; +#else +typedef ptrdiff_t GLintptr; +#endif +#endif +#if defined(__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__) && (__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__ > 1060) +#if defined(__khrplatform_h_) +typedef khronos_ssize_t GLsizeiptr; +#else +typedef long GLsizeiptr; +#endif +#else +#if defined(__khrplatform_h_) +typedef khronos_ssize_t GLsizeiptr; +#else +typedef ptrdiff_t GLsizeiptr; +#endif +#endif +typedef int64_t GLint64; +typedef uint64_t GLuint64; +#if defined(__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__) && (__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__ > 1060) +typedef long GLintptrARB; +#else +typedef ptrdiff_t GLintptrARB; +#endif +#if defined(__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__) && (__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__ > 1060) +typedef long GLsizeiptrARB; +#else +typedef ptrdiff_t GLsizeiptrARB; +#endif +typedef int64_t GLint64EXT; +typedef uint64_t GLuint64EXT; +typedef struct __GLsync *GLsync; +struct _cl_context; +struct _cl_event; +typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +typedef void (APIENTRY *GLDEBUGPROCKHR)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +typedef void (APIENTRY *GLDEBUGPROCAMD)(GLuint id,GLenum category,GLenum severity,GLsizei length,const GLchar *message,void *userParam); +typedef unsigned short GLhalfNV; +typedef GLintptr GLvdpauSurfaceNV; +typedef void (APIENTRY *GLVULKANPROCNV)(void); +#define GL_DEPTH_BUFFER_BIT 0x00000100 +#define GL_STENCIL_BUFFER_BIT 0x00000400 +#define GL_COLOR_BUFFER_BIT 0x00004000 +#define GL_FALSE 0 +#define GL_TRUE 1 +#define GL_POINTS 0x0000 +#define GL_LINES 0x0001 +#define GL_LINE_LOOP 0x0002 +#define GL_LINE_STRIP 0x0003 +#define GL_TRIANGLES 0x0004 +#define GL_TRIANGLE_STRIP 0x0005 +#define GL_TRIANGLE_FAN 0x0006 +#define GL_NEVER 0x0200 +#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_ZERO 0 +#define GL_ONE 1 +#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_NONE 0 +#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_NO_ERROR 0 +#define GL_INVALID_ENUM 0x0500 +#define GL_INVALID_VALUE 0x0501 +#define GL_INVALID_OPERATION 0x0502 +#define GL_OUT_OF_MEMORY 0x0505 +#define GL_CW 0x0900 +#define GL_CCW 0x0901 +#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_POLYGON_MODE 0x0B40 +#define GL_POLYGON_SMOOTH 0x0B41 +#define GL_CULL_FACE 0x0B44 +#define GL_CULL_FACE_MODE 0x0B45 +#define GL_FRONT_FACE 0x0B46 +#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_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_VIEWPORT 0x0BA2 +#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_DRAW_BUFFER 0x0C01 +#define GL_READ_BUFFER 0x0C02 +#define GL_SCISSOR_BOX 0x0C10 +#define GL_SCISSOR_TEST 0x0C11 +#define GL_COLOR_CLEAR_VALUE 0x0C22 +#define GL_COLOR_WRITEMASK 0x0C23 +#define GL_DOUBLEBUFFER 0x0C32 +#define GL_STEREO 0x0C33 +#define GL_LINE_SMOOTH_HINT 0x0C52 +#define GL_POLYGON_SMOOTH_HINT 0x0C53 +#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_MAX_TEXTURE_SIZE 0x0D33 +#define GL_MAX_VIEWPORT_DIMS 0x0D3A +#define GL_SUBPIXEL_BITS 0x0D50 +#define GL_TEXTURE_1D 0x0DE0 +#define GL_TEXTURE_2D 0x0DE1 +#define GL_TEXTURE_WIDTH 0x1000 +#define GL_TEXTURE_HEIGHT 0x1001 +#define GL_TEXTURE_BORDER_COLOR 0x1004 +#define GL_DONT_CARE 0x1100 +#define GL_FASTEST 0x1101 +#define GL_NICEST 0x1102 +#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_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_TEXTURE 0x1702 +#define GL_COLOR 0x1800 +#define GL_DEPTH 0x1801 +#define GL_STENCIL 0x1802 +#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_POINT 0x1B00 +#define GL_LINE 0x1B01 +#define GL_FILL 0x1B02 +#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_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_REPEAT 0x2901 +#define GL_COLOR_LOGIC_OP 0x0BF2 +#define GL_POLYGON_OFFSET_UNITS 0x2A00 +#define GL_POLYGON_OFFSET_POINT 0x2A01 +#define GL_POLYGON_OFFSET_LINE 0x2A02 +#define GL_POLYGON_OFFSET_FILL 0x8037 +#define GL_POLYGON_OFFSET_FACTOR 0x8038 +#define GL_TEXTURE_BINDING_1D 0x8068 +#define GL_TEXTURE_BINDING_2D 0x8069 +#define GL_TEXTURE_INTERNAL_FORMAT 0x1003 +#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_DOUBLE 0x140A +#define GL_PROXY_TEXTURE_1D 0x8063 +#define GL_PROXY_TEXTURE_2D 0x8064 +#define GL_R3_G3_B2 0x2A10 +#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_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_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_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_UNSIGNED_INT_2_10_10_10_REV 0x8368 +#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_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_ALIASED_LINE_WIDTH_RANGE 0x846E +#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_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_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_COMPRESSED_RGB 0x84ED +#define GL_COMPRESSED_RGBA 0x84EE +#define GL_TEXTURE_COMPRESSION_HINT 0x84EF +#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_CLAMP_TO_BORDER 0x812D +#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_FADE_THRESHOLD_SIZE 0x8128 +#define GL_DEPTH_COMPONENT16 0x81A5 +#define GL_DEPTH_COMPONENT24 0x81A6 +#define GL_DEPTH_COMPONENT32 0x81A7 +#define GL_MIRRORED_REPEAT 0x8370 +#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD +#define GL_TEXTURE_LOD_BIAS 0x8501 +#define GL_INCR_WRAP 0x8507 +#define GL_DECR_WRAP 0x8508 +#define GL_TEXTURE_DEPTH_SIZE 0x884A +#define GL_TEXTURE_COMPARE_MODE 0x884C +#define GL_TEXTURE_COMPARE_FUNC 0x884D +#define GL_BLEND_COLOR 0x8005 +#define GL_BLEND_EQUATION 0x8009 +#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_FUNC_ADD 0x8006 +#define GL_FUNC_REVERSE_SUBTRACT 0x800B +#define GL_FUNC_SUBTRACT 0x800A +#define GL_MIN 0x8007 +#define GL_MAX 0x8008 +#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_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 +#define GL_SRC1_ALPHA 0x8589 +#define GL_BLEND_EQUATION_RGB 0x8009 +#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_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_MAX_VERTEX_ATTRIBS 0x8869 +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A +#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 +#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_COMPRESSED_SRGB 0x8C48 +#define GL_COMPRESSED_SRGB_ALPHA 0x8C49 +#define GL_COMPARE_REF_TO_TEXTURE 0x884E +#define GL_CLIP_DISTANCE0 0x3000 +#define GL_CLIP_DISTANCE1 0x3001 +#define GL_CLIP_DISTANCE2 0x3002 +#define GL_CLIP_DISTANCE3 0x3003 +#define GL_CLIP_DISTANCE4 0x3004 +#define GL_CLIP_DISTANCE5 0x3005 +#define GL_CLIP_DISTANCE6 0x3006 +#define GL_CLIP_DISTANCE7 0x3007 +#define GL_MAX_CLIP_DISTANCES 0x0D32 +#define GL_MAJOR_VERSION 0x821B +#define GL_MINOR_VERSION 0x821C +#define GL_NUM_EXTENSIONS 0x821D +#define GL_CONTEXT_FLAGS 0x821E +#define GL_COMPRESSED_RED 0x8225 +#define GL_COMPRESSED_RG 0x8226 +#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x00000001 +#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_READ_COLOR 0x891C +#define GL_FIXED_ONLY 0x891D +#define GL_MAX_VARYING_COMPONENTS 0x8B4B +#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_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 +#define GL_BUFFER_ACCESS_FLAGS 0x911F +#define GL_BUFFER_MAP_LENGTH 0x9120 +#define GL_BUFFER_MAP_OFFSET 0x9121 +#define GL_DEPTH_COMPONENT32F 0x8CAC +#define GL_DEPTH32F_STENCIL8 0x8CAD +#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD +#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_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_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_DEPTH_TYPE 0x8C16 +#define GL_UNSIGNED_NORMALIZED 0x8C17 +#define GL_FRAMEBUFFER_BINDING 0x8CA6 +#define GL_DRAW_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_COLOR_ATTACHMENT16 0x8CF0 +#define GL_COLOR_ATTACHMENT17 0x8CF1 +#define GL_COLOR_ATTACHMENT18 0x8CF2 +#define GL_COLOR_ATTACHMENT19 0x8CF3 +#define GL_COLOR_ATTACHMENT20 0x8CF4 +#define GL_COLOR_ATTACHMENT21 0x8CF5 +#define GL_COLOR_ATTACHMENT22 0x8CF6 +#define GL_COLOR_ATTACHMENT23 0x8CF7 +#define GL_COLOR_ATTACHMENT24 0x8CF8 +#define GL_COLOR_ATTACHMENT25 0x8CF9 +#define GL_COLOR_ATTACHMENT26 0x8CFA +#define GL_COLOR_ATTACHMENT27 0x8CFB +#define GL_COLOR_ATTACHMENT28 0x8CFC +#define GL_COLOR_ATTACHMENT29 0x8CFD +#define GL_COLOR_ATTACHMENT30 0x8CFE +#define GL_COLOR_ATTACHMENT31 0x8CFF +#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 +#define GL_FRAMEBUFFER_SRGB 0x8DB9 +#define GL_HALF_FLOAT 0x140B +#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 +#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 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 GL_VERTEX_ARRAY_BINDING 0x85B5 +#define GL_SAMPLER_2D_RECT 0x8B63 +#define GL_SAMPLER_2D_RECT_SHADOW 0x8B64 +#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_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_RECTANGLE 0x84F5 +#define GL_TEXTURE_BINDING_RECTANGLE 0x84F6 +#define GL_PROXY_TEXTURE_RECTANGLE 0x84F7 +#define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8 +#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_COPY_READ_BUFFER 0x8F36 +#define GL_COPY_WRITE_BUFFER 0x8F37 +#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 +#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_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_GEOMETRY_VERTICES_OUT 0x8916 +#define GL_GEOMETRY_INPUT_TYPE 0x8917 +#define GL_GEOMETRY_OUTPUT_TYPE 0x8918 +#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 +#define GL_DEPTH_CLAMP 0x864F +#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 +#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F +#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 +#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001 +#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 +#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE +#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 +#define GL_ANY_SAMPLES_PASSED 0x8C2F +#define GL_SAMPLER_BINDING 0x8919 +#define GL_RGB10_A2UI 0x906F +#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 GL_TIME_ELAPSED 0x88BF +#define GL_TIMESTAMP 0x8E28 +#define GL_INT_2_10_10_10_REV 0x8D9F +#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_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 +#define GL_DRAW_INDIRECT_BUFFER 0x8F3F +#define GL_DRAW_INDIRECT_BUFFER_BINDING 0x8F43 +#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 GL_DOUBLE_VEC2 0x8FFC +#define GL_DOUBLE_VEC3 0x8FFD +#define GL_DOUBLE_VEC4 0x8FFE +#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_ACTIVE_SUBROUTINES 0x8DE5 +#define GL_ACTIVE_SUBROUTINE_UNIFORMS 0x8DE6 +#define GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS 0x8E47 +#define GL_ACTIVE_SUBROUTINE_MAX_LENGTH 0x8E48 +#define GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH 0x8E49 +#define GL_MAX_SUBROUTINES 0x8DE7 +#define GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS 0x8DE8 +#define GL_NUM_COMPATIBLE_SUBROUTINES 0x8E4A +#define GL_COMPATIBLE_SUBROUTINES 0x8E4B +#define GL_PATCHES 0x000E +#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_QUADS 0x0007 +#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_MAX_TESS_CONTROL_UNIFORM_BLOCKS 0x8E89 +#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS 0x8E8A +#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_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER 0x84F0 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER 0x84F1 +#define GL_TESS_EVALUATION_SHADER 0x8E87 +#define GL_TESS_CONTROL_SHADER 0x8E88 +#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 +#define GL_MAX_TRANSFORM_FEEDBACK_BUFFERS 0x8E70 +#define GL_FIXED 0x140C +#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A +#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B +#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_COMPILER 0x8DFA +#define GL_SHADER_BINARY_FORMATS 0x8DF8 +#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 +#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB +#define GL_MAX_VARYING_VECTORS 0x8DFC +#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD +#define GL_RGB565 0x8D62 +#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 +#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_ALL_SHADER_BITS 0xFFFFFFFF +#define GL_PROGRAM_SEPARABLE 0x8258 +#define GL_ACTIVE_PROGRAM 0x8259 +#define GL_PROGRAM_PIPELINE_BINDING 0x825A +#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_COPY_READ_BUFFER_BINDING 0x8F36 +#define GL_COPY_WRITE_BUFFER_BINDING 0x8F37 +#define GL_TRANSFORM_FEEDBACK_ACTIVE 0x8E24 +#define GL_TRANSFORM_FEEDBACK_PAUSED 0x8E23 +#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 GL_NUM_SAMPLE_COUNTS 0x9380 +#define GL_MIN_MAP_BUFFER_ALIGNMENT 0x90BC +#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_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS 0x92DC +#define GL_ACTIVE_ATOMIC_COUNTER_BUFFERS 0x92D9 +#define GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX 0x92DA +#define GL_UNSIGNED_INT_ATOMIC_COUNTER 0x92DB +#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_ALL_BARRIER_BITS 0xFFFFFFFF +#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_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_TEXTURE_IMMUTABLE_FORMAT 0x912F +#define GL_NUM_SHADING_LANGUAGE_VERSIONS 0x82E9 +#define GL_VERTEX_ATTRIB_ARRAY_LONG 0x874E +#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 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_PRIMITIVE_RESTART_FIXED_INDEX 0x8D69 +#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE 0x8D6A +#define GL_MAX_ELEMENT_INDEX 0x8D6B +#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_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_MAX_COMPUTE_WORK_GROUP_INVOCATIONS 0x90EB +#define GL_MAX_COMPUTE_WORK_GROUP_COUNT 0x91BE +#define GL_MAX_COMPUTE_WORK_GROUP_SIZE 0x91BF +#define GL_COMPUTE_WORK_GROUP_SIZE 0x8267 +#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_BIT 0x00000020 +#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_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_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_VERTEX_ARRAY 0x8074 +#define GL_QUERY 0x82E3 +#define GL_PROGRAM_PIPELINE 0x82E4 +#define GL_SAMPLER 0x82E6 +#define GL_MAX_LABEL_LENGTH 0x82E8 +#define GL_DEBUG_OUTPUT 0x92E0 +#define GL_CONTEXT_FLAG_DEBUG_BIT 0x00000002 +#define GL_MAX_UNIFORM_LOCATIONS 0x826E +#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 +#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_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 +#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_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 +#define GL_IS_PER_PATCH 0x92E7 +#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 +#define GL_SHADER_STORAGE_BARRIER_BIT 0x00002000 +#define GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES 0x8F39 +#define GL_DEPTH_STENCIL_TEXTURE_MODE 0x90EA +#define GL_TEXTURE_BUFFER_OFFSET 0x919D +#define GL_TEXTURE_BUFFER_SIZE 0x919E +#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT 0x919F +#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 +#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 +#define GL_DISPLAY_LIST 0x82E7 +#define GL_STACK_UNDERFLOW 0x0504 +#define GL_STACK_OVERFLOW 0x0503 +#ifndef GL_VERSION_1_0 +#define GL_VERSION_1_0 1 +GLAPI int GLAD_GL_VERSION_1_0; +typedef void (APIENTRYP PFNGLCULLFACEPROC)(GLenum mode); +GLAPI PFNGLCULLFACEPROC glad_glCullFace; +#define glCullFace glad_glCullFace +typedef void (APIENTRYP PFNGLFRONTFACEPROC)(GLenum mode); +GLAPI PFNGLFRONTFACEPROC glad_glFrontFace; +#define glFrontFace glad_glFrontFace +typedef void (APIENTRYP PFNGLHINTPROC)(GLenum target, GLenum mode); +GLAPI PFNGLHINTPROC glad_glHint; +#define glHint glad_glHint +typedef void (APIENTRYP PFNGLLINEWIDTHPROC)(GLfloat width); +GLAPI PFNGLLINEWIDTHPROC glad_glLineWidth; +#define glLineWidth glad_glLineWidth +typedef void (APIENTRYP PFNGLPOINTSIZEPROC)(GLfloat size); +GLAPI PFNGLPOINTSIZEPROC glad_glPointSize; +#define glPointSize glad_glPointSize +typedef void (APIENTRYP PFNGLPOLYGONMODEPROC)(GLenum face, GLenum mode); +GLAPI PFNGLPOLYGONMODEPROC glad_glPolygonMode; +#define glPolygonMode glad_glPolygonMode +typedef void (APIENTRYP PFNGLSCISSORPROC)(GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLSCISSORPROC glad_glScissor; +#define glScissor glad_glScissor +typedef void (APIENTRYP PFNGLTEXPARAMETERFPROC)(GLenum target, GLenum pname, GLfloat param); +GLAPI PFNGLTEXPARAMETERFPROC glad_glTexParameterf; +#define glTexParameterf glad_glTexParameterf +typedef void (APIENTRYP PFNGLTEXPARAMETERFVPROC)(GLenum target, GLenum pname, const GLfloat *params); +GLAPI PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv; +#define glTexParameterfv glad_glTexParameterfv +typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC)(GLenum target, GLenum pname, GLint param); +GLAPI PFNGLTEXPARAMETERIPROC glad_glTexParameteri; +#define glTexParameteri glad_glTexParameteri +typedef void (APIENTRYP PFNGLTEXPARAMETERIVPROC)(GLenum target, GLenum pname, const GLint *params); +GLAPI PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv; +#define glTexParameteriv glad_glTexParameteriv +typedef void (APIENTRYP PFNGLTEXIMAGE1DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXIMAGE1DPROC glad_glTexImage1D; +#define glTexImage1D glad_glTexImage1D +typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXIMAGE2DPROC glad_glTexImage2D; +#define glTexImage2D glad_glTexImage2D +typedef void (APIENTRYP PFNGLDRAWBUFFERPROC)(GLenum buf); +GLAPI PFNGLDRAWBUFFERPROC glad_glDrawBuffer; +#define glDrawBuffer glad_glDrawBuffer +typedef void (APIENTRYP PFNGLCLEARPROC)(GLbitfield mask); +GLAPI PFNGLCLEARPROC glad_glClear; +#define glClear glad_glClear +typedef void (APIENTRYP PFNGLCLEARCOLORPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI PFNGLCLEARCOLORPROC glad_glClearColor; +#define glClearColor glad_glClearColor +typedef void (APIENTRYP PFNGLCLEARSTENCILPROC)(GLint s); +GLAPI PFNGLCLEARSTENCILPROC glad_glClearStencil; +#define glClearStencil glad_glClearStencil +typedef void (APIENTRYP PFNGLCLEARDEPTHPROC)(GLdouble depth); +GLAPI PFNGLCLEARDEPTHPROC glad_glClearDepth; +#define glClearDepth glad_glClearDepth +typedef void (APIENTRYP PFNGLSTENCILMASKPROC)(GLuint mask); +GLAPI PFNGLSTENCILMASKPROC glad_glStencilMask; +#define glStencilMask glad_glStencilMask +typedef void (APIENTRYP PFNGLCOLORMASKPROC)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); +GLAPI PFNGLCOLORMASKPROC glad_glColorMask; +#define glColorMask glad_glColorMask +typedef void (APIENTRYP PFNGLDEPTHMASKPROC)(GLboolean flag); +GLAPI PFNGLDEPTHMASKPROC glad_glDepthMask; +#define glDepthMask glad_glDepthMask +typedef void (APIENTRYP PFNGLDISABLEPROC)(GLenum cap); +GLAPI PFNGLDISABLEPROC glad_glDisable; +#define glDisable glad_glDisable +typedef void (APIENTRYP PFNGLENABLEPROC)(GLenum cap); +GLAPI PFNGLENABLEPROC glad_glEnable; +#define glEnable glad_glEnable +typedef void (APIENTRYP PFNGLFINISHPROC)(void); +GLAPI PFNGLFINISHPROC glad_glFinish; +#define glFinish glad_glFinish +typedef void (APIENTRYP PFNGLFLUSHPROC)(void); +GLAPI PFNGLFLUSHPROC glad_glFlush; +#define glFlush glad_glFlush +typedef void (APIENTRYP PFNGLBLENDFUNCPROC)(GLenum sfactor, GLenum dfactor); +GLAPI PFNGLBLENDFUNCPROC glad_glBlendFunc; +#define glBlendFunc glad_glBlendFunc +typedef void (APIENTRYP PFNGLLOGICOPPROC)(GLenum opcode); +GLAPI PFNGLLOGICOPPROC glad_glLogicOp; +#define glLogicOp glad_glLogicOp +typedef void (APIENTRYP PFNGLSTENCILFUNCPROC)(GLenum func, GLint ref, GLuint mask); +GLAPI PFNGLSTENCILFUNCPROC glad_glStencilFunc; +#define glStencilFunc glad_glStencilFunc +typedef void (APIENTRYP PFNGLSTENCILOPPROC)(GLenum fail, GLenum zfail, GLenum zpass); +GLAPI PFNGLSTENCILOPPROC glad_glStencilOp; +#define glStencilOp glad_glStencilOp +typedef void (APIENTRYP PFNGLDEPTHFUNCPROC)(GLenum func); +GLAPI PFNGLDEPTHFUNCPROC glad_glDepthFunc; +#define glDepthFunc glad_glDepthFunc +typedef void (APIENTRYP PFNGLPIXELSTOREFPROC)(GLenum pname, GLfloat param); +GLAPI PFNGLPIXELSTOREFPROC glad_glPixelStoref; +#define glPixelStoref glad_glPixelStoref +typedef void (APIENTRYP PFNGLPIXELSTOREIPROC)(GLenum pname, GLint param); +GLAPI PFNGLPIXELSTOREIPROC glad_glPixelStorei; +#define glPixelStorei glad_glPixelStorei +typedef void (APIENTRYP PFNGLREADBUFFERPROC)(GLenum src); +GLAPI PFNGLREADBUFFERPROC glad_glReadBuffer; +#define glReadBuffer glad_glReadBuffer +typedef void (APIENTRYP PFNGLREADPIXELSPROC)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); +GLAPI PFNGLREADPIXELSPROC glad_glReadPixels; +#define glReadPixels glad_glReadPixels +typedef void (APIENTRYP PFNGLGETBOOLEANVPROC)(GLenum pname, GLboolean *data); +GLAPI PFNGLGETBOOLEANVPROC glad_glGetBooleanv; +#define glGetBooleanv glad_glGetBooleanv +typedef void (APIENTRYP PFNGLGETDOUBLEVPROC)(GLenum pname, GLdouble *data); +GLAPI PFNGLGETDOUBLEVPROC glad_glGetDoublev; +#define glGetDoublev glad_glGetDoublev +typedef GLenum (APIENTRYP PFNGLGETERRORPROC)(void); +GLAPI PFNGLGETERRORPROC glad_glGetError; +#define glGetError glad_glGetError +typedef void (APIENTRYP PFNGLGETFLOATVPROC)(GLenum pname, GLfloat *data); +GLAPI PFNGLGETFLOATVPROC glad_glGetFloatv; +#define glGetFloatv glad_glGetFloatv +typedef void (APIENTRYP PFNGLGETINTEGERVPROC)(GLenum pname, GLint *data); +GLAPI PFNGLGETINTEGERVPROC glad_glGetIntegerv; +#define glGetIntegerv glad_glGetIntegerv +typedef const GLubyte * (APIENTRYP PFNGLGETSTRINGPROC)(GLenum name); +GLAPI PFNGLGETSTRINGPROC glad_glGetString; +#define glGetString glad_glGetString +typedef void (APIENTRYP PFNGLGETTEXIMAGEPROC)(GLenum target, GLint level, GLenum format, GLenum type, void *pixels); +GLAPI PFNGLGETTEXIMAGEPROC glad_glGetTexImage; +#define glGetTexImage glad_glGetTexImage +typedef void (APIENTRYP PFNGLGETTEXPARAMETERFVPROC)(GLenum target, GLenum pname, GLfloat *params); +GLAPI PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv; +#define glGetTexParameterfv glad_glGetTexParameterfv +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv; +#define glGetTexParameteriv glad_glGetTexParameteriv +typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERFVPROC)(GLenum target, GLint level, GLenum pname, GLfloat *params); +GLAPI PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv; +#define glGetTexLevelParameterfv glad_glGetTexLevelParameterfv +typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERIVPROC)(GLenum target, GLint level, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv; +#define glGetTexLevelParameteriv glad_glGetTexLevelParameteriv +typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC)(GLenum cap); +GLAPI PFNGLISENABLEDPROC glad_glIsEnabled; +#define glIsEnabled glad_glIsEnabled +typedef void (APIENTRYP PFNGLDEPTHRANGEPROC)(GLdouble n, GLdouble f); +GLAPI PFNGLDEPTHRANGEPROC glad_glDepthRange; +#define glDepthRange glad_glDepthRange +typedef void (APIENTRYP PFNGLVIEWPORTPROC)(GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLVIEWPORTPROC glad_glViewport; +#define glViewport glad_glViewport +#endif +#ifndef GL_VERSION_1_1 +#define GL_VERSION_1_1 1 +GLAPI int GLAD_GL_VERSION_1_1; +typedef void (APIENTRYP PFNGLDRAWARRAYSPROC)(GLenum mode, GLint first, GLsizei count); +GLAPI PFNGLDRAWARRAYSPROC glad_glDrawArrays; +#define glDrawArrays glad_glDrawArrays +typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices); +GLAPI PFNGLDRAWELEMENTSPROC glad_glDrawElements; +#define glDrawElements glad_glDrawElements +typedef void (APIENTRYP PFNGLPOLYGONOFFSETPROC)(GLfloat factor, GLfloat units); +GLAPI PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset; +#define glPolygonOffset glad_glPolygonOffset +typedef void (APIENTRYP PFNGLCOPYTEXIMAGE1DPROC)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +GLAPI PFNGLCOPYTEXIMAGE1DPROC glad_glCopyTexImage1D; +#define glCopyTexImage1D glad_glCopyTexImage1D +typedef void (APIENTRYP PFNGLCOPYTEXIMAGE2DPROC)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +GLAPI PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D; +#define glCopyTexImage2D glad_glCopyTexImage2D +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +GLAPI PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D; +#define glCopyTexSubImage1D glad_glCopyTexSubImage1D +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D; +#define glCopyTexSubImage2D glad_glCopyTexSubImage2D +typedef void (APIENTRYP PFNGLTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D; +#define glTexSubImage1D glad_glTexSubImage1D +typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D; +#define glTexSubImage2D glad_glTexSubImage2D +typedef void (APIENTRYP PFNGLBINDTEXTUREPROC)(GLenum target, GLuint texture); +GLAPI PFNGLBINDTEXTUREPROC glad_glBindTexture; +#define glBindTexture glad_glBindTexture +typedef void (APIENTRYP PFNGLDELETETEXTURESPROC)(GLsizei n, const GLuint *textures); +GLAPI PFNGLDELETETEXTURESPROC glad_glDeleteTextures; +#define glDeleteTextures glad_glDeleteTextures +typedef void (APIENTRYP PFNGLGENTEXTURESPROC)(GLsizei n, GLuint *textures); +GLAPI PFNGLGENTEXTURESPROC glad_glGenTextures; +#define glGenTextures glad_glGenTextures +typedef GLboolean (APIENTRYP PFNGLISTEXTUREPROC)(GLuint texture); +GLAPI PFNGLISTEXTUREPROC glad_glIsTexture; +#define glIsTexture glad_glIsTexture +#endif +#ifndef GL_VERSION_1_2 +#define GL_VERSION_1_2 1 +GLAPI int GLAD_GL_VERSION_1_2; +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSPROC)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices); +GLAPI PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements; +#define glDrawRangeElements glad_glDrawRangeElements +typedef void (APIENTRYP PFNGLTEXIMAGE3DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXIMAGE3DPROC glad_glTexImage3D; +#define glTexImage3D glad_glTexImage3D +typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D; +#define glTexSubImage3D glad_glTexSubImage3D +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D; +#define glCopyTexSubImage3D glad_glCopyTexSubImage3D +#endif +#ifndef GL_VERSION_1_3 +#define GL_VERSION_1_3 1 +GLAPI int GLAD_GL_VERSION_1_3; +typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC)(GLenum texture); +GLAPI PFNGLACTIVETEXTUREPROC glad_glActiveTexture; +#define glActiveTexture glad_glActiveTexture +typedef void (APIENTRYP PFNGLSAMPLECOVERAGEPROC)(GLfloat value, GLboolean invert); +GLAPI PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage; +#define glSampleCoverage glad_glSampleCoverage +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D; +#define glCompressedTexImage3D glad_glCompressedTexImage3D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D; +#define glCompressedTexImage2D glad_glCompressedTexImage2D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D; +#define glCompressedTexImage1D glad_glCompressedTexImage1D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D; +#define glCompressedTexSubImage3D glad_glCompressedTexSubImage3D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D; +#define glCompressedTexSubImage2D glad_glCompressedTexSubImage2D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D; +#define glCompressedTexSubImage1D glad_glCompressedTexSubImage1D +typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEPROC)(GLenum target, GLint level, void *img); +GLAPI PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage; +#define glGetCompressedTexImage glad_glGetCompressedTexImage +#endif +#ifndef GL_VERSION_1_4 +#define GL_VERSION_1_4 1 +GLAPI int GLAD_GL_VERSION_1_4; +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC)(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +GLAPI PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate; +#define glBlendFuncSeparate glad_glBlendFuncSeparate +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSPROC)(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount); +GLAPI PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays; +#define glMultiDrawArrays glad_glMultiDrawArrays +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSPROC)(GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount); +GLAPI PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements; +#define glMultiDrawElements glad_glMultiDrawElements +typedef void (APIENTRYP PFNGLPOINTPARAMETERFPROC)(GLenum pname, GLfloat param); +GLAPI PFNGLPOINTPARAMETERFPROC glad_glPointParameterf; +#define glPointParameterf glad_glPointParameterf +typedef void (APIENTRYP PFNGLPOINTPARAMETERFVPROC)(GLenum pname, const GLfloat *params); +GLAPI PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv; +#define glPointParameterfv glad_glPointParameterfv +typedef void (APIENTRYP PFNGLPOINTPARAMETERIPROC)(GLenum pname, GLint param); +GLAPI PFNGLPOINTPARAMETERIPROC glad_glPointParameteri; +#define glPointParameteri glad_glPointParameteri +typedef void (APIENTRYP PFNGLPOINTPARAMETERIVPROC)(GLenum pname, const GLint *params); +GLAPI PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv; +#define glPointParameteriv glad_glPointParameteriv +typedef void (APIENTRYP PFNGLBLENDCOLORPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI PFNGLBLENDCOLORPROC glad_glBlendColor; +#define glBlendColor glad_glBlendColor +typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC)(GLenum mode); +GLAPI PFNGLBLENDEQUATIONPROC glad_glBlendEquation; +#define glBlendEquation glad_glBlendEquation +#endif +#ifndef GL_VERSION_1_5 +#define GL_VERSION_1_5 1 +GLAPI int GLAD_GL_VERSION_1_5; +typedef void (APIENTRYP PFNGLGENQUERIESPROC)(GLsizei n, GLuint *ids); +GLAPI PFNGLGENQUERIESPROC glad_glGenQueries; +#define glGenQueries glad_glGenQueries +typedef void (APIENTRYP PFNGLDELETEQUERIESPROC)(GLsizei n, const GLuint *ids); +GLAPI PFNGLDELETEQUERIESPROC glad_glDeleteQueries; +#define glDeleteQueries glad_glDeleteQueries +typedef GLboolean (APIENTRYP PFNGLISQUERYPROC)(GLuint id); +GLAPI PFNGLISQUERYPROC glad_glIsQuery; +#define glIsQuery glad_glIsQuery +typedef void (APIENTRYP PFNGLBEGINQUERYPROC)(GLenum target, GLuint id); +GLAPI PFNGLBEGINQUERYPROC glad_glBeginQuery; +#define glBeginQuery glad_glBeginQuery +typedef void (APIENTRYP PFNGLENDQUERYPROC)(GLenum target); +GLAPI PFNGLENDQUERYPROC glad_glEndQuery; +#define glEndQuery glad_glEndQuery +typedef void (APIENTRYP PFNGLGETQUERYIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETQUERYIVPROC glad_glGetQueryiv; +#define glGetQueryiv glad_glGetQueryiv +typedef void (APIENTRYP PFNGLGETQUERYOBJECTIVPROC)(GLuint id, GLenum pname, GLint *params); +GLAPI PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv; +#define glGetQueryObjectiv glad_glGetQueryObjectiv +typedef void (APIENTRYP PFNGLGETQUERYOBJECTUIVPROC)(GLuint id, GLenum pname, GLuint *params); +GLAPI PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv; +#define glGetQueryObjectuiv glad_glGetQueryObjectuiv +typedef void (APIENTRYP PFNGLBINDBUFFERPROC)(GLenum target, GLuint buffer); +GLAPI PFNGLBINDBUFFERPROC glad_glBindBuffer; +#define glBindBuffer glad_glBindBuffer +typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC)(GLsizei n, const GLuint *buffers); +GLAPI PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers; +#define glDeleteBuffers glad_glDeleteBuffers +typedef void (APIENTRYP PFNGLGENBUFFERSPROC)(GLsizei n, GLuint *buffers); +GLAPI PFNGLGENBUFFERSPROC glad_glGenBuffers; +#define glGenBuffers glad_glGenBuffers +typedef GLboolean (APIENTRYP PFNGLISBUFFERPROC)(GLuint buffer); +GLAPI PFNGLISBUFFERPROC glad_glIsBuffer; +#define glIsBuffer glad_glIsBuffer +typedef void (APIENTRYP PFNGLBUFFERDATAPROC)(GLenum target, GLsizeiptr size, const void *data, GLenum usage); +GLAPI PFNGLBUFFERDATAPROC glad_glBufferData; +#define glBufferData glad_glBufferData +typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC)(GLenum target, GLintptr offset, GLsizeiptr size, const void *data); +GLAPI PFNGLBUFFERSUBDATAPROC glad_glBufferSubData; +#define glBufferSubData glad_glBufferSubData +typedef void (APIENTRYP PFNGLGETBUFFERSUBDATAPROC)(GLenum target, GLintptr offset, GLsizeiptr size, void *data); +GLAPI PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData; +#define glGetBufferSubData glad_glGetBufferSubData +typedef void * (APIENTRYP PFNGLMAPBUFFERPROC)(GLenum target, GLenum access); +GLAPI PFNGLMAPBUFFERPROC glad_glMapBuffer; +#define glMapBuffer glad_glMapBuffer +typedef GLboolean (APIENTRYP PFNGLUNMAPBUFFERPROC)(GLenum target); +GLAPI PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer; +#define glUnmapBuffer glad_glUnmapBuffer +typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv; +#define glGetBufferParameteriv glad_glGetBufferParameteriv +typedef void (APIENTRYP PFNGLGETBUFFERPOINTERVPROC)(GLenum target, GLenum pname, void **params); +GLAPI PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv; +#define glGetBufferPointerv glad_glGetBufferPointerv +#endif +#ifndef GL_VERSION_2_0 +#define GL_VERSION_2_0 1 +GLAPI int GLAD_GL_VERSION_2_0; +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC)(GLenum modeRGB, GLenum modeAlpha); +GLAPI PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate; +#define glBlendEquationSeparate glad_glBlendEquationSeparate +typedef void (APIENTRYP PFNGLDRAWBUFFERSPROC)(GLsizei n, const GLenum *bufs); +GLAPI PFNGLDRAWBUFFERSPROC glad_glDrawBuffers; +#define glDrawBuffers glad_glDrawBuffers +typedef void (APIENTRYP PFNGLSTENCILOPSEPARATEPROC)(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); +GLAPI PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate; +#define glStencilOpSeparate glad_glStencilOpSeparate +typedef void (APIENTRYP PFNGLSTENCILFUNCSEPARATEPROC)(GLenum face, GLenum func, GLint ref, GLuint mask); +GLAPI PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate; +#define glStencilFuncSeparate glad_glStencilFuncSeparate +typedef void (APIENTRYP PFNGLSTENCILMASKSEPARATEPROC)(GLenum face, GLuint mask); +GLAPI PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate; +#define glStencilMaskSeparate glad_glStencilMaskSeparate +typedef void (APIENTRYP PFNGLATTACHSHADERPROC)(GLuint program, GLuint shader); +GLAPI PFNGLATTACHSHADERPROC glad_glAttachShader; +#define glAttachShader glad_glAttachShader +typedef void (APIENTRYP PFNGLBINDATTRIBLOCATIONPROC)(GLuint program, GLuint index, const GLchar *name); +GLAPI PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation; +#define glBindAttribLocation glad_glBindAttribLocation +typedef void (APIENTRYP PFNGLCOMPILESHADERPROC)(GLuint shader); +GLAPI PFNGLCOMPILESHADERPROC glad_glCompileShader; +#define glCompileShader glad_glCompileShader +typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC)(void); +GLAPI PFNGLCREATEPROGRAMPROC glad_glCreateProgram; +#define glCreateProgram glad_glCreateProgram +typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC)(GLenum type); +GLAPI PFNGLCREATESHADERPROC glad_glCreateShader; +#define glCreateShader glad_glCreateShader +typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC)(GLuint program); +GLAPI PFNGLDELETEPROGRAMPROC glad_glDeleteProgram; +#define glDeleteProgram glad_glDeleteProgram +typedef void (APIENTRYP PFNGLDELETESHADERPROC)(GLuint shader); +GLAPI PFNGLDELETESHADERPROC glad_glDeleteShader; +#define glDeleteShader glad_glDeleteShader +typedef void (APIENTRYP PFNGLDETACHSHADERPROC)(GLuint program, GLuint shader); +GLAPI PFNGLDETACHSHADERPROC glad_glDetachShader; +#define glDetachShader glad_glDetachShader +typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC)(GLuint index); +GLAPI PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray; +#define glDisableVertexAttribArray glad_glDisableVertexAttribArray +typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC)(GLuint index); +GLAPI PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray; +#define glEnableVertexAttribArray glad_glEnableVertexAttribArray +typedef void (APIENTRYP PFNGLGETACTIVEATTRIBPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +GLAPI PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib; +#define glGetActiveAttrib glad_glGetActiveAttrib +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +GLAPI PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform; +#define glGetActiveUniform glad_glGetActiveUniform +typedef void (APIENTRYP PFNGLGETATTACHEDSHADERSPROC)(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); +GLAPI PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders; +#define glGetAttachedShaders glad_glGetAttachedShaders +typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC)(GLuint program, const GLchar *name); +GLAPI PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation; +#define glGetAttribLocation glad_glGetAttribLocation +typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC)(GLuint program, GLenum pname, GLint *params); +GLAPI PFNGLGETPROGRAMIVPROC glad_glGetProgramiv; +#define glGetProgramiv glad_glGetProgramiv +typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC)(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog; +#define glGetProgramInfoLog glad_glGetProgramInfoLog +typedef void (APIENTRYP PFNGLGETSHADERIVPROC)(GLuint shader, GLenum pname, GLint *params); +GLAPI PFNGLGETSHADERIVPROC glad_glGetShaderiv; +#define glGetShaderiv glad_glGetShaderiv +typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog; +#define glGetShaderInfoLog glad_glGetShaderInfoLog +typedef void (APIENTRYP PFNGLGETSHADERSOURCEPROC)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); +GLAPI PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource; +#define glGetShaderSource glad_glGetShaderSource +typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC)(GLuint program, const GLchar *name); +GLAPI PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation; +#define glGetUniformLocation glad_glGetUniformLocation +typedef void (APIENTRYP PFNGLGETUNIFORMFVPROC)(GLuint program, GLint location, GLfloat *params); +GLAPI PFNGLGETUNIFORMFVPROC glad_glGetUniformfv; +#define glGetUniformfv glad_glGetUniformfv +typedef void (APIENTRYP PFNGLGETUNIFORMIVPROC)(GLuint program, GLint location, GLint *params); +GLAPI PFNGLGETUNIFORMIVPROC glad_glGetUniformiv; +#define glGetUniformiv glad_glGetUniformiv +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVPROC)(GLuint index, GLenum pname, GLdouble *params); +GLAPI PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv; +#define glGetVertexAttribdv glad_glGetVertexAttribdv +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVPROC)(GLuint index, GLenum pname, GLfloat *params); +GLAPI PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv; +#define glGetVertexAttribfv glad_glGetVertexAttribfv +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC)(GLuint index, GLenum pname, GLint *params); +GLAPI PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv; +#define glGetVertexAttribiv glad_glGetVertexAttribiv +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC)(GLuint index, GLenum pname, void **pointer); +GLAPI PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv; +#define glGetVertexAttribPointerv glad_glGetVertexAttribPointerv +typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC)(GLuint program); +GLAPI PFNGLISPROGRAMPROC glad_glIsProgram; +#define glIsProgram glad_glIsProgram +typedef GLboolean (APIENTRYP PFNGLISSHADERPROC)(GLuint shader); +GLAPI PFNGLISSHADERPROC glad_glIsShader; +#define glIsShader glad_glIsShader +typedef void (APIENTRYP PFNGLLINKPROGRAMPROC)(GLuint program); +GLAPI PFNGLLINKPROGRAMPROC glad_glLinkProgram; +#define glLinkProgram glad_glLinkProgram +typedef void (APIENTRYP PFNGLSHADERSOURCEPROC)(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); +GLAPI PFNGLSHADERSOURCEPROC glad_glShaderSource; +#define glShaderSource glad_glShaderSource +typedef void (APIENTRYP PFNGLUSEPROGRAMPROC)(GLuint program); +GLAPI PFNGLUSEPROGRAMPROC glad_glUseProgram; +#define glUseProgram glad_glUseProgram +typedef void (APIENTRYP PFNGLUNIFORM1FPROC)(GLint location, GLfloat v0); +GLAPI PFNGLUNIFORM1FPROC glad_glUniform1f; +#define glUniform1f glad_glUniform1f +typedef void (APIENTRYP PFNGLUNIFORM2FPROC)(GLint location, GLfloat v0, GLfloat v1); +GLAPI PFNGLUNIFORM2FPROC glad_glUniform2f; +#define glUniform2f glad_glUniform2f +typedef void (APIENTRYP PFNGLUNIFORM3FPROC)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +GLAPI PFNGLUNIFORM3FPROC glad_glUniform3f; +#define glUniform3f glad_glUniform3f +typedef void (APIENTRYP PFNGLUNIFORM4FPROC)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +GLAPI PFNGLUNIFORM4FPROC glad_glUniform4f; +#define glUniform4f glad_glUniform4f +typedef void (APIENTRYP PFNGLUNIFORM1IPROC)(GLint location, GLint v0); +GLAPI PFNGLUNIFORM1IPROC glad_glUniform1i; +#define glUniform1i glad_glUniform1i +typedef void (APIENTRYP PFNGLUNIFORM2IPROC)(GLint location, GLint v0, GLint v1); +GLAPI PFNGLUNIFORM2IPROC glad_glUniform2i; +#define glUniform2i glad_glUniform2i +typedef void (APIENTRYP PFNGLUNIFORM3IPROC)(GLint location, GLint v0, GLint v1, GLint v2); +GLAPI PFNGLUNIFORM3IPROC glad_glUniform3i; +#define glUniform3i glad_glUniform3i +typedef void (APIENTRYP PFNGLUNIFORM4IPROC)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +GLAPI PFNGLUNIFORM4IPROC glad_glUniform4i; +#define glUniform4i glad_glUniform4i +typedef void (APIENTRYP PFNGLUNIFORM1FVPROC)(GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLUNIFORM1FVPROC glad_glUniform1fv; +#define glUniform1fv glad_glUniform1fv +typedef void (APIENTRYP PFNGLUNIFORM2FVPROC)(GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLUNIFORM2FVPROC glad_glUniform2fv; +#define glUniform2fv glad_glUniform2fv +typedef void (APIENTRYP PFNGLUNIFORM3FVPROC)(GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLUNIFORM3FVPROC glad_glUniform3fv; +#define glUniform3fv glad_glUniform3fv +typedef void (APIENTRYP PFNGLUNIFORM4FVPROC)(GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLUNIFORM4FVPROC glad_glUniform4fv; +#define glUniform4fv glad_glUniform4fv +typedef void (APIENTRYP PFNGLUNIFORM1IVPROC)(GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLUNIFORM1IVPROC glad_glUniform1iv; +#define glUniform1iv glad_glUniform1iv +typedef void (APIENTRYP PFNGLUNIFORM2IVPROC)(GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLUNIFORM2IVPROC glad_glUniform2iv; +#define glUniform2iv glad_glUniform2iv +typedef void (APIENTRYP PFNGLUNIFORM3IVPROC)(GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLUNIFORM3IVPROC glad_glUniform3iv; +#define glUniform3iv glad_glUniform3iv +typedef void (APIENTRYP PFNGLUNIFORM4IVPROC)(GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLUNIFORM4IVPROC glad_glUniform4iv; +#define glUniform4iv glad_glUniform4iv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv; +#define glUniformMatrix2fv glad_glUniformMatrix2fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv; +#define glUniformMatrix3fv glad_glUniformMatrix3fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv; +#define glUniformMatrix4fv glad_glUniformMatrix4fv +typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPROC)(GLuint program); +GLAPI PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram; +#define glValidateProgram glad_glValidateProgram +typedef void (APIENTRYP PFNGLVERTEXATTRIB1DPROC)(GLuint index, GLdouble x); +GLAPI PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d; +#define glVertexAttrib1d glad_glVertexAttrib1d +typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv; +#define glVertexAttrib1dv glad_glVertexAttrib1dv +typedef void (APIENTRYP PFNGLVERTEXATTRIB1FPROC)(GLuint index, GLfloat x); +GLAPI PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f; +#define glVertexAttrib1f glad_glVertexAttrib1f +typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv; +#define glVertexAttrib1fv glad_glVertexAttrib1fv +typedef void (APIENTRYP PFNGLVERTEXATTRIB1SPROC)(GLuint index, GLshort x); +GLAPI PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s; +#define glVertexAttrib1s glad_glVertexAttrib1s +typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv; +#define glVertexAttrib1sv glad_glVertexAttrib1sv +typedef void (APIENTRYP PFNGLVERTEXATTRIB2DPROC)(GLuint index, GLdouble x, GLdouble y); +GLAPI PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d; +#define glVertexAttrib2d glad_glVertexAttrib2d +typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv; +#define glVertexAttrib2dv glad_glVertexAttrib2dv +typedef void (APIENTRYP PFNGLVERTEXATTRIB2FPROC)(GLuint index, GLfloat x, GLfloat y); +GLAPI PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f; +#define glVertexAttrib2f glad_glVertexAttrib2f +typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv; +#define glVertexAttrib2fv glad_glVertexAttrib2fv +typedef void (APIENTRYP PFNGLVERTEXATTRIB2SPROC)(GLuint index, GLshort x, GLshort y); +GLAPI PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s; +#define glVertexAttrib2s glad_glVertexAttrib2s +typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv; +#define glVertexAttrib2sv glad_glVertexAttrib2sv +typedef void (APIENTRYP PFNGLVERTEXATTRIB3DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLVERTEXATTRIB3DPROC glad_glVertexAttrib3d; +#define glVertexAttrib3d glad_glVertexAttrib3d +typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv; +#define glVertexAttrib3dv glad_glVertexAttrib3dv +typedef void (APIENTRYP PFNGLVERTEXATTRIB3FPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f; +#define glVertexAttrib3f glad_glVertexAttrib3f +typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv; +#define glVertexAttrib3fv glad_glVertexAttrib3fv +typedef void (APIENTRYP PFNGLVERTEXATTRIB3SPROC)(GLuint index, GLshort x, GLshort y, GLshort z); +GLAPI PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s; +#define glVertexAttrib3s glad_glVertexAttrib3s +typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv; +#define glVertexAttrib3sv glad_glVertexAttrib3sv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NBVPROC)(GLuint index, const GLbyte *v); +GLAPI PFNGLVERTEXATTRIB4NBVPROC glad_glVertexAttrib4Nbv; +#define glVertexAttrib4Nbv glad_glVertexAttrib4Nbv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NIVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv; +#define glVertexAttrib4Niv glad_glVertexAttrib4Niv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NSVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv; +#define glVertexAttrib4Nsv glad_glVertexAttrib4Nsv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBPROC)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +GLAPI PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub; +#define glVertexAttrib4Nub glad_glVertexAttrib4Nub +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBVPROC)(GLuint index, const GLubyte *v); +GLAPI PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv; +#define glVertexAttrib4Nubv glad_glVertexAttrib4Nubv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv; +#define glVertexAttrib4Nuiv glad_glVertexAttrib4Nuiv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUSVPROC)(GLuint index, const GLushort *v); +GLAPI PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv; +#define glVertexAttrib4Nusv glad_glVertexAttrib4Nusv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4BVPROC)(GLuint index, const GLbyte *v); +GLAPI PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv; +#define glVertexAttrib4bv glad_glVertexAttrib4bv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d; +#define glVertexAttrib4d glad_glVertexAttrib4d +typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv; +#define glVertexAttrib4dv glad_glVertexAttrib4dv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4FPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f; +#define glVertexAttrib4f glad_glVertexAttrib4f +typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv; +#define glVertexAttrib4fv glad_glVertexAttrib4fv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4IVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv; +#define glVertexAttrib4iv glad_glVertexAttrib4iv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4SPROC)(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +GLAPI PFNGLVERTEXATTRIB4SPROC glad_glVertexAttrib4s; +#define glVertexAttrib4s glad_glVertexAttrib4s +typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv; +#define glVertexAttrib4sv glad_glVertexAttrib4sv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVPROC)(GLuint index, const GLubyte *v); +GLAPI PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv; +#define glVertexAttrib4ubv glad_glVertexAttrib4ubv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4UIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv; +#define glVertexAttrib4uiv glad_glVertexAttrib4uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4USVPROC)(GLuint index, const GLushort *v); +GLAPI PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv; +#define glVertexAttrib4usv glad_glVertexAttrib4usv +typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +GLAPI PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer; +#define glVertexAttribPointer glad_glVertexAttribPointer +#endif +#ifndef GL_VERSION_2_1 +#define GL_VERSION_2_1 1 +GLAPI int GLAD_GL_VERSION_2_1; +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv; +#define glUniformMatrix2x3fv glad_glUniformMatrix2x3fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv; +#define glUniformMatrix3x2fv glad_glUniformMatrix3x2fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv; +#define glUniformMatrix2x4fv glad_glUniformMatrix2x4fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv; +#define glUniformMatrix4x2fv glad_glUniformMatrix4x2fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv; +#define glUniformMatrix3x4fv glad_glUniformMatrix3x4fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv; +#define glUniformMatrix4x3fv glad_glUniformMatrix4x3fv +#endif +#ifndef GL_VERSION_3_0 +#define GL_VERSION_3_0 1 +GLAPI int GLAD_GL_VERSION_3_0; +typedef void (APIENTRYP PFNGLCOLORMASKIPROC)(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +GLAPI PFNGLCOLORMASKIPROC glad_glColorMaski; +#define glColorMaski glad_glColorMaski +typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC)(GLenum target, GLuint index, GLboolean *data); +GLAPI PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v; +#define glGetBooleani_v glad_glGetBooleani_v +typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC)(GLenum target, GLuint index, GLint *data); +GLAPI PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v; +#define glGetIntegeri_v glad_glGetIntegeri_v +typedef void (APIENTRYP PFNGLENABLEIPROC)(GLenum target, GLuint index); +GLAPI PFNGLENABLEIPROC glad_glEnablei; +#define glEnablei glad_glEnablei +typedef void (APIENTRYP PFNGLDISABLEIPROC)(GLenum target, GLuint index); +GLAPI PFNGLDISABLEIPROC glad_glDisablei; +#define glDisablei glad_glDisablei +typedef GLboolean (APIENTRYP PFNGLISENABLEDIPROC)(GLenum target, GLuint index); +GLAPI PFNGLISENABLEDIPROC glad_glIsEnabledi; +#define glIsEnabledi glad_glIsEnabledi +typedef void (APIENTRYP PFNGLBEGINTRANSFORMFEEDBACKPROC)(GLenum primitiveMode); +GLAPI PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback; +#define glBeginTransformFeedback glad_glBeginTransformFeedback +typedef void (APIENTRYP PFNGLENDTRANSFORMFEEDBACKPROC)(void); +GLAPI PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback; +#define glEndTransformFeedback glad_glEndTransformFeedback +typedef void (APIENTRYP PFNGLBINDBUFFERRANGEPROC)(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange; +#define glBindBufferRange glad_glBindBufferRange +typedef void (APIENTRYP PFNGLBINDBUFFERBASEPROC)(GLenum target, GLuint index, GLuint buffer); +GLAPI PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase; +#define glBindBufferBase glad_glBindBufferBase +typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKVARYINGSPROC)(GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode); +GLAPI PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings; +#define glTransformFeedbackVaryings glad_glTransformFeedbackVaryings +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); +GLAPI PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying; +#define glGetTransformFeedbackVarying glad_glGetTransformFeedbackVarying +typedef void (APIENTRYP PFNGLCLAMPCOLORPROC)(GLenum target, GLenum clamp); +GLAPI PFNGLCLAMPCOLORPROC glad_glClampColor; +#define glClampColor glad_glClampColor +typedef void (APIENTRYP PFNGLBEGINCONDITIONALRENDERPROC)(GLuint id, GLenum mode); +GLAPI PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender; +#define glBeginConditionalRender glad_glBeginConditionalRender +typedef void (APIENTRYP PFNGLENDCONDITIONALRENDERPROC)(void); +GLAPI PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender; +#define glEndConditionalRender glad_glEndConditionalRender +typedef void (APIENTRYP PFNGLVERTEXATTRIBIPOINTERPROC)(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer; +#define glVertexAttribIPointer glad_glVertexAttribIPointer +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIIVPROC)(GLuint index, GLenum pname, GLint *params); +GLAPI PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv; +#define glGetVertexAttribIiv glad_glGetVertexAttribIiv +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIUIVPROC)(GLuint index, GLenum pname, GLuint *params); +GLAPI PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv; +#define glGetVertexAttribIuiv glad_glGetVertexAttribIuiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IPROC)(GLuint index, GLint x); +GLAPI PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i; +#define glVertexAttribI1i glad_glVertexAttribI1i +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IPROC)(GLuint index, GLint x, GLint y); +GLAPI PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i; +#define glVertexAttribI2i glad_glVertexAttribI2i +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IPROC)(GLuint index, GLint x, GLint y, GLint z); +GLAPI PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i; +#define glVertexAttribI3i glad_glVertexAttribI3i +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IPROC)(GLuint index, GLint x, GLint y, GLint z, GLint w); +GLAPI PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i; +#define glVertexAttribI4i glad_glVertexAttribI4i +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIPROC)(GLuint index, GLuint x); +GLAPI PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui; +#define glVertexAttribI1ui glad_glVertexAttribI1ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIPROC)(GLuint index, GLuint x, GLuint y); +GLAPI PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui; +#define glVertexAttribI2ui glad_glVertexAttribI2ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIPROC)(GLuint index, GLuint x, GLuint y, GLuint z); +GLAPI PFNGLVERTEXATTRIBI3UIPROC glad_glVertexAttribI3ui; +#define glVertexAttribI3ui glad_glVertexAttribI3ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIPROC)(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +GLAPI PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui; +#define glVertexAttribI4ui glad_glVertexAttribI4ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv; +#define glVertexAttribI1iv glad_glVertexAttribI1iv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv; +#define glVertexAttribI2iv glad_glVertexAttribI2iv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv; +#define glVertexAttribI3iv glad_glVertexAttribI3iv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv; +#define glVertexAttribI4iv glad_glVertexAttribI4iv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv; +#define glVertexAttribI1uiv glad_glVertexAttribI1uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv; +#define glVertexAttribI2uiv glad_glVertexAttribI2uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv; +#define glVertexAttribI3uiv glad_glVertexAttribI3uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv; +#define glVertexAttribI4uiv glad_glVertexAttribI4uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4BVPROC)(GLuint index, const GLbyte *v); +GLAPI PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv; +#define glVertexAttribI4bv glad_glVertexAttribI4bv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4SVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv; +#define glVertexAttribI4sv glad_glVertexAttribI4sv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UBVPROC)(GLuint index, const GLubyte *v); +GLAPI PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv; +#define glVertexAttribI4ubv glad_glVertexAttribI4ubv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4USVPROC)(GLuint index, const GLushort *v); +GLAPI PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv; +#define glVertexAttribI4usv glad_glVertexAttribI4usv +typedef void (APIENTRYP PFNGLGETUNIFORMUIVPROC)(GLuint program, GLint location, GLuint *params); +GLAPI PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv; +#define glGetUniformuiv glad_glGetUniformuiv +typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONPROC)(GLuint program, GLuint color, const GLchar *name); +GLAPI PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation; +#define glBindFragDataLocation glad_glBindFragDataLocation +typedef GLint (APIENTRYP PFNGLGETFRAGDATALOCATIONPROC)(GLuint program, const GLchar *name); +GLAPI PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation; +#define glGetFragDataLocation glad_glGetFragDataLocation +typedef void (APIENTRYP PFNGLUNIFORM1UIPROC)(GLint location, GLuint v0); +GLAPI PFNGLUNIFORM1UIPROC glad_glUniform1ui; +#define glUniform1ui glad_glUniform1ui +typedef void (APIENTRYP PFNGLUNIFORM2UIPROC)(GLint location, GLuint v0, GLuint v1); +GLAPI PFNGLUNIFORM2UIPROC glad_glUniform2ui; +#define glUniform2ui glad_glUniform2ui +typedef void (APIENTRYP PFNGLUNIFORM3UIPROC)(GLint location, GLuint v0, GLuint v1, GLuint v2); +GLAPI PFNGLUNIFORM3UIPROC glad_glUniform3ui; +#define glUniform3ui glad_glUniform3ui +typedef void (APIENTRYP PFNGLUNIFORM4UIPROC)(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +GLAPI PFNGLUNIFORM4UIPROC glad_glUniform4ui; +#define glUniform4ui glad_glUniform4ui +typedef void (APIENTRYP PFNGLUNIFORM1UIVPROC)(GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLUNIFORM1UIVPROC glad_glUniform1uiv; +#define glUniform1uiv glad_glUniform1uiv +typedef void (APIENTRYP PFNGLUNIFORM2UIVPROC)(GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLUNIFORM2UIVPROC glad_glUniform2uiv; +#define glUniform2uiv glad_glUniform2uiv +typedef void (APIENTRYP PFNGLUNIFORM3UIVPROC)(GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLUNIFORM3UIVPROC glad_glUniform3uiv; +#define glUniform3uiv glad_glUniform3uiv +typedef void (APIENTRYP PFNGLUNIFORM4UIVPROC)(GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLUNIFORM4UIVPROC glad_glUniform4uiv; +#define glUniform4uiv glad_glUniform4uiv +typedef void (APIENTRYP PFNGLTEXPARAMETERIIVPROC)(GLenum target, GLenum pname, const GLint *params); +GLAPI PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv; +#define glTexParameterIiv glad_glTexParameterIiv +typedef void (APIENTRYP PFNGLTEXPARAMETERIUIVPROC)(GLenum target, GLenum pname, const GLuint *params); +GLAPI PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv; +#define glTexParameterIuiv glad_glTexParameterIuiv +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv; +#define glGetTexParameterIiv glad_glGetTexParameterIiv +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIUIVPROC)(GLenum target, GLenum pname, GLuint *params); +GLAPI PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv; +#define glGetTexParameterIuiv glad_glGetTexParameterIuiv +typedef void (APIENTRYP PFNGLCLEARBUFFERIVPROC)(GLenum buffer, GLint drawbuffer, const GLint *value); +GLAPI PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv; +#define glClearBufferiv glad_glClearBufferiv +typedef void (APIENTRYP PFNGLCLEARBUFFERUIVPROC)(GLenum buffer, GLint drawbuffer, const GLuint *value); +GLAPI PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv; +#define glClearBufferuiv glad_glClearBufferuiv +typedef void (APIENTRYP PFNGLCLEARBUFFERFVPROC)(GLenum buffer, GLint drawbuffer, const GLfloat *value); +GLAPI PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv; +#define glClearBufferfv glad_glClearBufferfv +typedef void (APIENTRYP PFNGLCLEARBUFFERFIPROC)(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); +GLAPI PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi; +#define glClearBufferfi glad_glClearBufferfi +typedef const GLubyte * (APIENTRYP PFNGLGETSTRINGIPROC)(GLenum name, GLuint index); +GLAPI PFNGLGETSTRINGIPROC glad_glGetStringi; +#define glGetStringi glad_glGetStringi +typedef GLboolean (APIENTRYP PFNGLISRENDERBUFFERPROC)(GLuint renderbuffer); +GLAPI PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer; +#define glIsRenderbuffer glad_glIsRenderbuffer +typedef void (APIENTRYP PFNGLBINDRENDERBUFFERPROC)(GLenum target, GLuint renderbuffer); +GLAPI PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer; +#define glBindRenderbuffer glad_glBindRenderbuffer +typedef void (APIENTRYP PFNGLDELETERENDERBUFFERSPROC)(GLsizei n, const GLuint *renderbuffers); +GLAPI PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers; +#define glDeleteRenderbuffers glad_glDeleteRenderbuffers +typedef void (APIENTRYP PFNGLGENRENDERBUFFERSPROC)(GLsizei n, GLuint *renderbuffers); +GLAPI PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers; +#define glGenRenderbuffers glad_glGenRenderbuffers +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEPROC)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage; +#define glRenderbufferStorage glad_glRenderbufferStorage +typedef void (APIENTRYP PFNGLGETRENDERBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv; +#define glGetRenderbufferParameteriv glad_glGetRenderbufferParameteriv +typedef GLboolean (APIENTRYP PFNGLISFRAMEBUFFERPROC)(GLuint framebuffer); +GLAPI PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer; +#define glIsFramebuffer glad_glIsFramebuffer +typedef void (APIENTRYP PFNGLBINDFRAMEBUFFERPROC)(GLenum target, GLuint framebuffer); +GLAPI PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer; +#define glBindFramebuffer glad_glBindFramebuffer +typedef void (APIENTRYP PFNGLDELETEFRAMEBUFFERSPROC)(GLsizei n, const GLuint *framebuffers); +GLAPI PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers; +#define glDeleteFramebuffers glad_glDeleteFramebuffers +typedef void (APIENTRYP PFNGLGENFRAMEBUFFERSPROC)(GLsizei n, GLuint *framebuffers); +GLAPI PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers; +#define glGenFramebuffers glad_glGenFramebuffers +typedef GLenum (APIENTRYP PFNGLCHECKFRAMEBUFFERSTATUSPROC)(GLenum target); +GLAPI PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus; +#define glCheckFramebufferStatus glad_glCheckFramebufferStatus +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE1DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLAPI PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D; +#define glFramebufferTexture1D glad_glFramebufferTexture1D +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLAPI PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D; +#define glFramebufferTexture2D glad_glFramebufferTexture2D +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE3DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +GLAPI PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D; +#define glFramebufferTexture3D glad_glFramebufferTexture3D +typedef void (APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFERPROC)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +GLAPI PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer; +#define glFramebufferRenderbuffer glad_glFramebufferRenderbuffer +typedef void (APIENTRYP PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)(GLenum target, GLenum attachment, GLenum pname, GLint *params); +GLAPI PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv; +#define glGetFramebufferAttachmentParameteriv glad_glGetFramebufferAttachmentParameteriv +typedef void (APIENTRYP PFNGLGENERATEMIPMAPPROC)(GLenum target); +GLAPI PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap; +#define glGenerateMipmap glad_glGenerateMipmap +typedef void (APIENTRYP PFNGLBLITFRAMEBUFFERPROC)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +GLAPI PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer; +#define glBlitFramebuffer glad_glBlitFramebuffer +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample; +#define glRenderbufferStorageMultisample glad_glRenderbufferStorageMultisample +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURELAYERPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +GLAPI PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer; +#define glFramebufferTextureLayer glad_glFramebufferTextureLayer +typedef void * (APIENTRYP PFNGLMAPBUFFERRANGEPROC)(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); +GLAPI PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange; +#define glMapBufferRange glad_glMapBufferRange +typedef void (APIENTRYP PFNGLFLUSHMAPPEDBUFFERRANGEPROC)(GLenum target, GLintptr offset, GLsizeiptr length); +GLAPI PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange; +#define glFlushMappedBufferRange glad_glFlushMappedBufferRange +typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC)(GLuint array); +GLAPI PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray; +#define glBindVertexArray glad_glBindVertexArray +typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC)(GLsizei n, const GLuint *arrays); +GLAPI PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays; +#define glDeleteVertexArrays glad_glDeleteVertexArrays +typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC)(GLsizei n, GLuint *arrays); +GLAPI PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays; +#define glGenVertexArrays glad_glGenVertexArrays +typedef GLboolean (APIENTRYP PFNGLISVERTEXARRAYPROC)(GLuint array); +GLAPI PFNGLISVERTEXARRAYPROC glad_glIsVertexArray; +#define glIsVertexArray glad_glIsVertexArray +#endif +#ifndef GL_VERSION_3_1 +#define GL_VERSION_3_1 1 +GLAPI int GLAD_GL_VERSION_3_1; +typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDPROC)(GLenum mode, GLint first, GLsizei count, GLsizei instancecount); +GLAPI PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced; +#define glDrawArraysInstanced glad_glDrawArraysInstanced +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount); +GLAPI PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced; +#define glDrawElementsInstanced glad_glDrawElementsInstanced +typedef void (APIENTRYP PFNGLTEXBUFFERPROC)(GLenum target, GLenum internalformat, GLuint buffer); +GLAPI PFNGLTEXBUFFERPROC glad_glTexBuffer; +#define glTexBuffer glad_glTexBuffer +typedef void (APIENTRYP PFNGLPRIMITIVERESTARTINDEXPROC)(GLuint index); +GLAPI PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex; +#define glPrimitiveRestartIndex glad_glPrimitiveRestartIndex +typedef void (APIENTRYP PFNGLCOPYBUFFERSUBDATAPROC)(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +GLAPI PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData; +#define glCopyBufferSubData glad_glCopyBufferSubData +typedef void (APIENTRYP PFNGLGETUNIFORMINDICESPROC)(GLuint program, GLsizei uniformCount, const GLchar *const*uniformNames, GLuint *uniformIndices); +GLAPI PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices; +#define glGetUniformIndices glad_glGetUniformIndices +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMSIVPROC)(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params); +GLAPI PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv; +#define glGetActiveUniformsiv glad_glGetActiveUniformsiv +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMNAMEPROC)(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName); +GLAPI PFNGLGETACTIVEUNIFORMNAMEPROC glad_glGetActiveUniformName; +#define glGetActiveUniformName glad_glGetActiveUniformName +typedef GLuint (APIENTRYP PFNGLGETUNIFORMBLOCKINDEXPROC)(GLuint program, const GLchar *uniformBlockName); +GLAPI PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex; +#define glGetUniformBlockIndex glad_glGetUniformBlockIndex +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKIVPROC)(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params); +GLAPI PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv; +#define glGetActiveUniformBlockiv glad_glGetActiveUniformBlockiv +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); +GLAPI PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName; +#define glGetActiveUniformBlockName glad_glGetActiveUniformBlockName +typedef void (APIENTRYP PFNGLUNIFORMBLOCKBINDINGPROC)(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); +GLAPI PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding; +#define glUniformBlockBinding glad_glUniformBlockBinding +#endif +#ifndef GL_VERSION_3_2 +#define GL_VERSION_3_2 1 +GLAPI int GLAD_GL_VERSION_3_2; +typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +GLAPI PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex; +#define glDrawElementsBaseVertex glad_glDrawElementsBaseVertex +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); +GLAPI PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex; +#define glDrawRangeElementsBaseVertex glad_glDrawRangeElementsBaseVertex +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); +GLAPI PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex; +#define glDrawElementsInstancedBaseVertex glad_glDrawElementsInstancedBaseVertex +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC)(GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount, const GLint *basevertex); +GLAPI PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex; +#define glMultiDrawElementsBaseVertex glad_glMultiDrawElementsBaseVertex +typedef void (APIENTRYP PFNGLPROVOKINGVERTEXPROC)(GLenum mode); +GLAPI PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex; +#define glProvokingVertex glad_glProvokingVertex +typedef GLsync (APIENTRYP PFNGLFENCESYNCPROC)(GLenum condition, GLbitfield flags); +GLAPI PFNGLFENCESYNCPROC glad_glFenceSync; +#define glFenceSync glad_glFenceSync +typedef GLboolean (APIENTRYP PFNGLISSYNCPROC)(GLsync sync); +GLAPI PFNGLISSYNCPROC glad_glIsSync; +#define glIsSync glad_glIsSync +typedef void (APIENTRYP PFNGLDELETESYNCPROC)(GLsync sync); +GLAPI PFNGLDELETESYNCPROC glad_glDeleteSync; +#define glDeleteSync glad_glDeleteSync +typedef GLenum (APIENTRYP PFNGLCLIENTWAITSYNCPROC)(GLsync sync, GLbitfield flags, GLuint64 timeout); +GLAPI PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync; +#define glClientWaitSync glad_glClientWaitSync +typedef void (APIENTRYP PFNGLWAITSYNCPROC)(GLsync sync, GLbitfield flags, GLuint64 timeout); +GLAPI PFNGLWAITSYNCPROC glad_glWaitSync; +#define glWaitSync glad_glWaitSync +typedef void (APIENTRYP PFNGLGETINTEGER64VPROC)(GLenum pname, GLint64 *data); +GLAPI PFNGLGETINTEGER64VPROC glad_glGetInteger64v; +#define glGetInteger64v glad_glGetInteger64v +typedef void (APIENTRYP PFNGLGETSYNCIVPROC)(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values); +GLAPI PFNGLGETSYNCIVPROC glad_glGetSynciv; +#define glGetSynciv glad_glGetSynciv +typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC)(GLenum target, GLuint index, GLint64 *data); +GLAPI PFNGLGETINTEGER64I_VPROC glad_glGetInteger64i_v; +#define glGetInteger64i_v glad_glGetInteger64i_v +typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERI64VPROC)(GLenum target, GLenum pname, GLint64 *params); +GLAPI PFNGLGETBUFFERPARAMETERI64VPROC glad_glGetBufferParameteri64v; +#define glGetBufferParameteri64v glad_glGetBufferParameteri64v +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level); +GLAPI PFNGLFRAMEBUFFERTEXTUREPROC glad_glFramebufferTexture; +#define glFramebufferTexture glad_glFramebufferTexture +typedef void (APIENTRYP PFNGLTEXIMAGE2DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +GLAPI PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample; +#define glTexImage2DMultisample glad_glTexImage2DMultisample +typedef void (APIENTRYP PFNGLTEXIMAGE3DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +GLAPI PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample; +#define glTexImage3DMultisample glad_glTexImage3DMultisample +typedef void (APIENTRYP PFNGLGETMULTISAMPLEFVPROC)(GLenum pname, GLuint index, GLfloat *val); +GLAPI PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv; +#define glGetMultisamplefv glad_glGetMultisamplefv +typedef void (APIENTRYP PFNGLSAMPLEMASKIPROC)(GLuint maskNumber, GLbitfield mask); +GLAPI PFNGLSAMPLEMASKIPROC glad_glSampleMaski; +#define glSampleMaski glad_glSampleMaski +#endif +#ifndef GL_VERSION_3_3 +#define GL_VERSION_3_3 1 +GLAPI int GLAD_GL_VERSION_3_3; +typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONINDEXEDPROC)(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name); +GLAPI PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glad_glBindFragDataLocationIndexed; +#define glBindFragDataLocationIndexed glad_glBindFragDataLocationIndexed +typedef GLint (APIENTRYP PFNGLGETFRAGDATAINDEXPROC)(GLuint program, const GLchar *name); +GLAPI PFNGLGETFRAGDATAINDEXPROC glad_glGetFragDataIndex; +#define glGetFragDataIndex glad_glGetFragDataIndex +typedef void (APIENTRYP PFNGLGENSAMPLERSPROC)(GLsizei count, GLuint *samplers); +GLAPI PFNGLGENSAMPLERSPROC glad_glGenSamplers; +#define glGenSamplers glad_glGenSamplers +typedef void (APIENTRYP PFNGLDELETESAMPLERSPROC)(GLsizei count, const GLuint *samplers); +GLAPI PFNGLDELETESAMPLERSPROC glad_glDeleteSamplers; +#define glDeleteSamplers glad_glDeleteSamplers +typedef GLboolean (APIENTRYP PFNGLISSAMPLERPROC)(GLuint sampler); +GLAPI PFNGLISSAMPLERPROC glad_glIsSampler; +#define glIsSampler glad_glIsSampler +typedef void (APIENTRYP PFNGLBINDSAMPLERPROC)(GLuint unit, GLuint sampler); +GLAPI PFNGLBINDSAMPLERPROC glad_glBindSampler; +#define glBindSampler glad_glBindSampler +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIPROC)(GLuint sampler, GLenum pname, GLint param); +GLAPI PFNGLSAMPLERPARAMETERIPROC glad_glSamplerParameteri; +#define glSamplerParameteri glad_glSamplerParameteri +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIVPROC)(GLuint sampler, GLenum pname, const GLint *param); +GLAPI PFNGLSAMPLERPARAMETERIVPROC glad_glSamplerParameteriv; +#define glSamplerParameteriv glad_glSamplerParameteriv +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFPROC)(GLuint sampler, GLenum pname, GLfloat param); +GLAPI PFNGLSAMPLERPARAMETERFPROC glad_glSamplerParameterf; +#define glSamplerParameterf glad_glSamplerParameterf +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFVPROC)(GLuint sampler, GLenum pname, const GLfloat *param); +GLAPI PFNGLSAMPLERPARAMETERFVPROC glad_glSamplerParameterfv; +#define glSamplerParameterfv glad_glSamplerParameterfv +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIIVPROC)(GLuint sampler, GLenum pname, const GLint *param); +GLAPI PFNGLSAMPLERPARAMETERIIVPROC glad_glSamplerParameterIiv; +#define glSamplerParameterIiv glad_glSamplerParameterIiv +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIUIVPROC)(GLuint sampler, GLenum pname, const GLuint *param); +GLAPI PFNGLSAMPLERPARAMETERIUIVPROC glad_glSamplerParameterIuiv; +#define glSamplerParameterIuiv glad_glSamplerParameterIuiv +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIVPROC)(GLuint sampler, GLenum pname, GLint *params); +GLAPI PFNGLGETSAMPLERPARAMETERIVPROC glad_glGetSamplerParameteriv; +#define glGetSamplerParameteriv glad_glGetSamplerParameteriv +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIIVPROC)(GLuint sampler, GLenum pname, GLint *params); +GLAPI PFNGLGETSAMPLERPARAMETERIIVPROC glad_glGetSamplerParameterIiv; +#define glGetSamplerParameterIiv glad_glGetSamplerParameterIiv +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERFVPROC)(GLuint sampler, GLenum pname, GLfloat *params); +GLAPI PFNGLGETSAMPLERPARAMETERFVPROC glad_glGetSamplerParameterfv; +#define glGetSamplerParameterfv glad_glGetSamplerParameterfv +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIUIVPROC)(GLuint sampler, GLenum pname, GLuint *params); +GLAPI PFNGLGETSAMPLERPARAMETERIUIVPROC glad_glGetSamplerParameterIuiv; +#define glGetSamplerParameterIuiv glad_glGetSamplerParameterIuiv +typedef void (APIENTRYP PFNGLQUERYCOUNTERPROC)(GLuint id, GLenum target); +GLAPI PFNGLQUERYCOUNTERPROC glad_glQueryCounter; +#define glQueryCounter glad_glQueryCounter +typedef void (APIENTRYP PFNGLGETQUERYOBJECTI64VPROC)(GLuint id, GLenum pname, GLint64 *params); +GLAPI PFNGLGETQUERYOBJECTI64VPROC glad_glGetQueryObjecti64v; +#define glGetQueryObjecti64v glad_glGetQueryObjecti64v +typedef void (APIENTRYP PFNGLGETQUERYOBJECTUI64VPROC)(GLuint id, GLenum pname, GLuint64 *params); +GLAPI PFNGLGETQUERYOBJECTUI64VPROC glad_glGetQueryObjectui64v; +#define glGetQueryObjectui64v glad_glGetQueryObjectui64v +typedef void (APIENTRYP PFNGLVERTEXATTRIBDIVISORPROC)(GLuint index, GLuint divisor); +GLAPI PFNGLVERTEXATTRIBDIVISORPROC glad_glVertexAttribDivisor; +#define glVertexAttribDivisor glad_glVertexAttribDivisor +typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI PFNGLVERTEXATTRIBP1UIPROC glad_glVertexAttribP1ui; +#define glVertexAttribP1ui glad_glVertexAttribP1ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI PFNGLVERTEXATTRIBP1UIVPROC glad_glVertexAttribP1uiv; +#define glVertexAttribP1uiv glad_glVertexAttribP1uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI PFNGLVERTEXATTRIBP2UIPROC glad_glVertexAttribP2ui; +#define glVertexAttribP2ui glad_glVertexAttribP2ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI PFNGLVERTEXATTRIBP2UIVPROC glad_glVertexAttribP2uiv; +#define glVertexAttribP2uiv glad_glVertexAttribP2uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI PFNGLVERTEXATTRIBP3UIPROC glad_glVertexAttribP3ui; +#define glVertexAttribP3ui glad_glVertexAttribP3ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI PFNGLVERTEXATTRIBP3UIVPROC glad_glVertexAttribP3uiv; +#define glVertexAttribP3uiv glad_glVertexAttribP3uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI PFNGLVERTEXATTRIBP4UIPROC glad_glVertexAttribP4ui; +#define glVertexAttribP4ui glad_glVertexAttribP4ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI PFNGLVERTEXATTRIBP4UIVPROC glad_glVertexAttribP4uiv; +#define glVertexAttribP4uiv glad_glVertexAttribP4uiv +typedef void (APIENTRYP PFNGLVERTEXP2UIPROC)(GLenum type, GLuint value); +GLAPI PFNGLVERTEXP2UIPROC glad_glVertexP2ui; +#define glVertexP2ui glad_glVertexP2ui +typedef void (APIENTRYP PFNGLVERTEXP2UIVPROC)(GLenum type, const GLuint *value); +GLAPI PFNGLVERTEXP2UIVPROC glad_glVertexP2uiv; +#define glVertexP2uiv glad_glVertexP2uiv +typedef void (APIENTRYP PFNGLVERTEXP3UIPROC)(GLenum type, GLuint value); +GLAPI PFNGLVERTEXP3UIPROC glad_glVertexP3ui; +#define glVertexP3ui glad_glVertexP3ui +typedef void (APIENTRYP PFNGLVERTEXP3UIVPROC)(GLenum type, const GLuint *value); +GLAPI PFNGLVERTEXP3UIVPROC glad_glVertexP3uiv; +#define glVertexP3uiv glad_glVertexP3uiv +typedef void (APIENTRYP PFNGLVERTEXP4UIPROC)(GLenum type, GLuint value); +GLAPI PFNGLVERTEXP4UIPROC glad_glVertexP4ui; +#define glVertexP4ui glad_glVertexP4ui +typedef void (APIENTRYP PFNGLVERTEXP4UIVPROC)(GLenum type, const GLuint *value); +GLAPI PFNGLVERTEXP4UIVPROC glad_glVertexP4uiv; +#define glVertexP4uiv glad_glVertexP4uiv +typedef void (APIENTRYP PFNGLTEXCOORDP1UIPROC)(GLenum type, GLuint coords); +GLAPI PFNGLTEXCOORDP1UIPROC glad_glTexCoordP1ui; +#define glTexCoordP1ui glad_glTexCoordP1ui +typedef void (APIENTRYP PFNGLTEXCOORDP1UIVPROC)(GLenum type, const GLuint *coords); +GLAPI PFNGLTEXCOORDP1UIVPROC glad_glTexCoordP1uiv; +#define glTexCoordP1uiv glad_glTexCoordP1uiv +typedef void (APIENTRYP PFNGLTEXCOORDP2UIPROC)(GLenum type, GLuint coords); +GLAPI PFNGLTEXCOORDP2UIPROC glad_glTexCoordP2ui; +#define glTexCoordP2ui glad_glTexCoordP2ui +typedef void (APIENTRYP PFNGLTEXCOORDP2UIVPROC)(GLenum type, const GLuint *coords); +GLAPI PFNGLTEXCOORDP2UIVPROC glad_glTexCoordP2uiv; +#define glTexCoordP2uiv glad_glTexCoordP2uiv +typedef void (APIENTRYP PFNGLTEXCOORDP3UIPROC)(GLenum type, GLuint coords); +GLAPI PFNGLTEXCOORDP3UIPROC glad_glTexCoordP3ui; +#define glTexCoordP3ui glad_glTexCoordP3ui +typedef void (APIENTRYP PFNGLTEXCOORDP3UIVPROC)(GLenum type, const GLuint *coords); +GLAPI PFNGLTEXCOORDP3UIVPROC glad_glTexCoordP3uiv; +#define glTexCoordP3uiv glad_glTexCoordP3uiv +typedef void (APIENTRYP PFNGLTEXCOORDP4UIPROC)(GLenum type, GLuint coords); +GLAPI PFNGLTEXCOORDP4UIPROC glad_glTexCoordP4ui; +#define glTexCoordP4ui glad_glTexCoordP4ui +typedef void (APIENTRYP PFNGLTEXCOORDP4UIVPROC)(GLenum type, const GLuint *coords); +GLAPI PFNGLTEXCOORDP4UIVPROC glad_glTexCoordP4uiv; +#define glTexCoordP4uiv glad_glTexCoordP4uiv +typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIPROC)(GLenum texture, GLenum type, GLuint coords); +GLAPI PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui; +#define glMultiTexCoordP1ui glad_glMultiTexCoordP1ui +typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIVPROC)(GLenum texture, GLenum type, const GLuint *coords); +GLAPI PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv; +#define glMultiTexCoordP1uiv glad_glMultiTexCoordP1uiv +typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIPROC)(GLenum texture, GLenum type, GLuint coords); +GLAPI PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui; +#define glMultiTexCoordP2ui glad_glMultiTexCoordP2ui +typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIVPROC)(GLenum texture, GLenum type, const GLuint *coords); +GLAPI PFNGLMULTITEXCOORDP2UIVPROC glad_glMultiTexCoordP2uiv; +#define glMultiTexCoordP2uiv glad_glMultiTexCoordP2uiv +typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIPROC)(GLenum texture, GLenum type, GLuint coords); +GLAPI PFNGLMULTITEXCOORDP3UIPROC glad_glMultiTexCoordP3ui; +#define glMultiTexCoordP3ui glad_glMultiTexCoordP3ui +typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIVPROC)(GLenum texture, GLenum type, const GLuint *coords); +GLAPI PFNGLMULTITEXCOORDP3UIVPROC glad_glMultiTexCoordP3uiv; +#define glMultiTexCoordP3uiv glad_glMultiTexCoordP3uiv +typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIPROC)(GLenum texture, GLenum type, GLuint coords); +GLAPI PFNGLMULTITEXCOORDP4UIPROC glad_glMultiTexCoordP4ui; +#define glMultiTexCoordP4ui glad_glMultiTexCoordP4ui +typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIVPROC)(GLenum texture, GLenum type, const GLuint *coords); +GLAPI PFNGLMULTITEXCOORDP4UIVPROC glad_glMultiTexCoordP4uiv; +#define glMultiTexCoordP4uiv glad_glMultiTexCoordP4uiv +typedef void (APIENTRYP PFNGLNORMALP3UIPROC)(GLenum type, GLuint coords); +GLAPI PFNGLNORMALP3UIPROC glad_glNormalP3ui; +#define glNormalP3ui glad_glNormalP3ui +typedef void (APIENTRYP PFNGLNORMALP3UIVPROC)(GLenum type, const GLuint *coords); +GLAPI PFNGLNORMALP3UIVPROC glad_glNormalP3uiv; +#define glNormalP3uiv glad_glNormalP3uiv +typedef void (APIENTRYP PFNGLCOLORP3UIPROC)(GLenum type, GLuint color); +GLAPI PFNGLCOLORP3UIPROC glad_glColorP3ui; +#define glColorP3ui glad_glColorP3ui +typedef void (APIENTRYP PFNGLCOLORP3UIVPROC)(GLenum type, const GLuint *color); +GLAPI PFNGLCOLORP3UIVPROC glad_glColorP3uiv; +#define glColorP3uiv glad_glColorP3uiv +typedef void (APIENTRYP PFNGLCOLORP4UIPROC)(GLenum type, GLuint color); +GLAPI PFNGLCOLORP4UIPROC glad_glColorP4ui; +#define glColorP4ui glad_glColorP4ui +typedef void (APIENTRYP PFNGLCOLORP4UIVPROC)(GLenum type, const GLuint *color); +GLAPI PFNGLCOLORP4UIVPROC glad_glColorP4uiv; +#define glColorP4uiv glad_glColorP4uiv +typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIPROC)(GLenum type, GLuint color); +GLAPI PFNGLSECONDARYCOLORP3UIPROC glad_glSecondaryColorP3ui; +#define glSecondaryColorP3ui glad_glSecondaryColorP3ui +typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIVPROC)(GLenum type, const GLuint *color); +GLAPI PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv; +#define glSecondaryColorP3uiv glad_glSecondaryColorP3uiv +#endif +#ifndef GL_VERSION_4_0 +#define GL_VERSION_4_0 1 +GLAPI int GLAD_GL_VERSION_4_0; +typedef void (APIENTRYP PFNGLMINSAMPLESHADINGPROC)(GLfloat value); +GLAPI PFNGLMINSAMPLESHADINGPROC glad_glMinSampleShading; +#define glMinSampleShading glad_glMinSampleShading +typedef void (APIENTRYP PFNGLBLENDEQUATIONIPROC)(GLuint buf, GLenum mode); +GLAPI PFNGLBLENDEQUATIONIPROC glad_glBlendEquationi; +#define glBlendEquationi glad_glBlendEquationi +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEIPROC)(GLuint buf, GLenum modeRGB, GLenum modeAlpha); +GLAPI PFNGLBLENDEQUATIONSEPARATEIPROC glad_glBlendEquationSeparatei; +#define glBlendEquationSeparatei glad_glBlendEquationSeparatei +typedef void (APIENTRYP PFNGLBLENDFUNCIPROC)(GLuint buf, GLenum src, GLenum dst); +GLAPI PFNGLBLENDFUNCIPROC glad_glBlendFunci; +#define glBlendFunci glad_glBlendFunci +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEIPROC)(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +GLAPI PFNGLBLENDFUNCSEPARATEIPROC glad_glBlendFuncSeparatei; +#define glBlendFuncSeparatei glad_glBlendFuncSeparatei +typedef void (APIENTRYP PFNGLDRAWARRAYSINDIRECTPROC)(GLenum mode, const void *indirect); +GLAPI PFNGLDRAWARRAYSINDIRECTPROC glad_glDrawArraysIndirect; +#define glDrawArraysIndirect glad_glDrawArraysIndirect +typedef void (APIENTRYP PFNGLDRAWELEMENTSINDIRECTPROC)(GLenum mode, GLenum type, const void *indirect); +GLAPI PFNGLDRAWELEMENTSINDIRECTPROC glad_glDrawElementsIndirect; +#define glDrawElementsIndirect glad_glDrawElementsIndirect +typedef void (APIENTRYP PFNGLUNIFORM1DPROC)(GLint location, GLdouble x); +GLAPI PFNGLUNIFORM1DPROC glad_glUniform1d; +#define glUniform1d glad_glUniform1d +typedef void (APIENTRYP PFNGLUNIFORM2DPROC)(GLint location, GLdouble x, GLdouble y); +GLAPI PFNGLUNIFORM2DPROC glad_glUniform2d; +#define glUniform2d glad_glUniform2d +typedef void (APIENTRYP PFNGLUNIFORM3DPROC)(GLint location, GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLUNIFORM3DPROC glad_glUniform3d; +#define glUniform3d glad_glUniform3d +typedef void (APIENTRYP PFNGLUNIFORM4DPROC)(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI PFNGLUNIFORM4DPROC glad_glUniform4d; +#define glUniform4d glad_glUniform4d +typedef void (APIENTRYP PFNGLUNIFORM1DVPROC)(GLint location, GLsizei count, const GLdouble *value); +GLAPI PFNGLUNIFORM1DVPROC glad_glUniform1dv; +#define glUniform1dv glad_glUniform1dv +typedef void (APIENTRYP PFNGLUNIFORM2DVPROC)(GLint location, GLsizei count, const GLdouble *value); +GLAPI PFNGLUNIFORM2DVPROC glad_glUniform2dv; +#define glUniform2dv glad_glUniform2dv +typedef void (APIENTRYP PFNGLUNIFORM3DVPROC)(GLint location, GLsizei count, const GLdouble *value); +GLAPI PFNGLUNIFORM3DVPROC glad_glUniform3dv; +#define glUniform3dv glad_glUniform3dv +typedef void (APIENTRYP PFNGLUNIFORM4DVPROC)(GLint location, GLsizei count, const GLdouble *value); +GLAPI PFNGLUNIFORM4DVPROC glad_glUniform4dv; +#define glUniform4dv glad_glUniform4dv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLUNIFORMMATRIX2DVPROC glad_glUniformMatrix2dv; +#define glUniformMatrix2dv glad_glUniformMatrix2dv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLUNIFORMMATRIX3DVPROC glad_glUniformMatrix3dv; +#define glUniformMatrix3dv glad_glUniformMatrix3dv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLUNIFORMMATRIX4DVPROC glad_glUniformMatrix4dv; +#define glUniformMatrix4dv glad_glUniformMatrix4dv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLUNIFORMMATRIX2X3DVPROC glad_glUniformMatrix2x3dv; +#define glUniformMatrix2x3dv glad_glUniformMatrix2x3dv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLUNIFORMMATRIX2X4DVPROC glad_glUniformMatrix2x4dv; +#define glUniformMatrix2x4dv glad_glUniformMatrix2x4dv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLUNIFORMMATRIX3X2DVPROC glad_glUniformMatrix3x2dv; +#define glUniformMatrix3x2dv glad_glUniformMatrix3x2dv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLUNIFORMMATRIX3X4DVPROC glad_glUniformMatrix3x4dv; +#define glUniformMatrix3x4dv glad_glUniformMatrix3x4dv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLUNIFORMMATRIX4X2DVPROC glad_glUniformMatrix4x2dv; +#define glUniformMatrix4x2dv glad_glUniformMatrix4x2dv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLUNIFORMMATRIX4X3DVPROC glad_glUniformMatrix4x3dv; +#define glUniformMatrix4x3dv glad_glUniformMatrix4x3dv +typedef void (APIENTRYP PFNGLGETUNIFORMDVPROC)(GLuint program, GLint location, GLdouble *params); +GLAPI PFNGLGETUNIFORMDVPROC glad_glGetUniformdv; +#define glGetUniformdv glad_glGetUniformdv +typedef GLint (APIENTRYP PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC)(GLuint program, GLenum shadertype, const GLchar *name); +GLAPI PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC glad_glGetSubroutineUniformLocation; +#define glGetSubroutineUniformLocation glad_glGetSubroutineUniformLocation +typedef GLuint (APIENTRYP PFNGLGETSUBROUTINEINDEXPROC)(GLuint program, GLenum shadertype, const GLchar *name); +GLAPI PFNGLGETSUBROUTINEINDEXPROC glad_glGetSubroutineIndex; +#define glGetSubroutineIndex glad_glGetSubroutineIndex +typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC)(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values); +GLAPI PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC glad_glGetActiveSubroutineUniformiv; +#define glGetActiveSubroutineUniformiv glad_glGetActiveSubroutineUniformiv +typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC)(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name); +GLAPI PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC glad_glGetActiveSubroutineUniformName; +#define glGetActiveSubroutineUniformName glad_glGetActiveSubroutineUniformName +typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINENAMEPROC)(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name); +GLAPI PFNGLGETACTIVESUBROUTINENAMEPROC glad_glGetActiveSubroutineName; +#define glGetActiveSubroutineName glad_glGetActiveSubroutineName +typedef void (APIENTRYP PFNGLUNIFORMSUBROUTINESUIVPROC)(GLenum shadertype, GLsizei count, const GLuint *indices); +GLAPI PFNGLUNIFORMSUBROUTINESUIVPROC glad_glUniformSubroutinesuiv; +#define glUniformSubroutinesuiv glad_glUniformSubroutinesuiv +typedef void (APIENTRYP PFNGLGETUNIFORMSUBROUTINEUIVPROC)(GLenum shadertype, GLint location, GLuint *params); +GLAPI PFNGLGETUNIFORMSUBROUTINEUIVPROC glad_glGetUniformSubroutineuiv; +#define glGetUniformSubroutineuiv glad_glGetUniformSubroutineuiv +typedef void (APIENTRYP PFNGLGETPROGRAMSTAGEIVPROC)(GLuint program, GLenum shadertype, GLenum pname, GLint *values); +GLAPI PFNGLGETPROGRAMSTAGEIVPROC glad_glGetProgramStageiv; +#define glGetProgramStageiv glad_glGetProgramStageiv +typedef void (APIENTRYP PFNGLPATCHPARAMETERIPROC)(GLenum pname, GLint value); +GLAPI PFNGLPATCHPARAMETERIPROC glad_glPatchParameteri; +#define glPatchParameteri glad_glPatchParameteri +typedef void (APIENTRYP PFNGLPATCHPARAMETERFVPROC)(GLenum pname, const GLfloat *values); +GLAPI PFNGLPATCHPARAMETERFVPROC glad_glPatchParameterfv; +#define glPatchParameterfv glad_glPatchParameterfv +typedef void (APIENTRYP PFNGLBINDTRANSFORMFEEDBACKPROC)(GLenum target, GLuint id); +GLAPI PFNGLBINDTRANSFORMFEEDBACKPROC glad_glBindTransformFeedback; +#define glBindTransformFeedback glad_glBindTransformFeedback +typedef void (APIENTRYP PFNGLDELETETRANSFORMFEEDBACKSPROC)(GLsizei n, const GLuint *ids); +GLAPI PFNGLDELETETRANSFORMFEEDBACKSPROC glad_glDeleteTransformFeedbacks; +#define glDeleteTransformFeedbacks glad_glDeleteTransformFeedbacks +typedef void (APIENTRYP PFNGLGENTRANSFORMFEEDBACKSPROC)(GLsizei n, GLuint *ids); +GLAPI PFNGLGENTRANSFORMFEEDBACKSPROC glad_glGenTransformFeedbacks; +#define glGenTransformFeedbacks glad_glGenTransformFeedbacks +typedef GLboolean (APIENTRYP PFNGLISTRANSFORMFEEDBACKPROC)(GLuint id); +GLAPI PFNGLISTRANSFORMFEEDBACKPROC glad_glIsTransformFeedback; +#define glIsTransformFeedback glad_glIsTransformFeedback +typedef void (APIENTRYP PFNGLPAUSETRANSFORMFEEDBACKPROC)(void); +GLAPI PFNGLPAUSETRANSFORMFEEDBACKPROC glad_glPauseTransformFeedback; +#define glPauseTransformFeedback glad_glPauseTransformFeedback +typedef void (APIENTRYP PFNGLRESUMETRANSFORMFEEDBACKPROC)(void); +GLAPI PFNGLRESUMETRANSFORMFEEDBACKPROC glad_glResumeTransformFeedback; +#define glResumeTransformFeedback glad_glResumeTransformFeedback +typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKPROC)(GLenum mode, GLuint id); +GLAPI PFNGLDRAWTRANSFORMFEEDBACKPROC glad_glDrawTransformFeedback; +#define glDrawTransformFeedback glad_glDrawTransformFeedback +typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC)(GLenum mode, GLuint id, GLuint stream); +GLAPI PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC glad_glDrawTransformFeedbackStream; +#define glDrawTransformFeedbackStream glad_glDrawTransformFeedbackStream +typedef void (APIENTRYP PFNGLBEGINQUERYINDEXEDPROC)(GLenum target, GLuint index, GLuint id); +GLAPI PFNGLBEGINQUERYINDEXEDPROC glad_glBeginQueryIndexed; +#define glBeginQueryIndexed glad_glBeginQueryIndexed +typedef void (APIENTRYP PFNGLENDQUERYINDEXEDPROC)(GLenum target, GLuint index); +GLAPI PFNGLENDQUERYINDEXEDPROC glad_glEndQueryIndexed; +#define glEndQueryIndexed glad_glEndQueryIndexed +typedef void (APIENTRYP PFNGLGETQUERYINDEXEDIVPROC)(GLenum target, GLuint index, GLenum pname, GLint *params); +GLAPI PFNGLGETQUERYINDEXEDIVPROC glad_glGetQueryIndexediv; +#define glGetQueryIndexediv glad_glGetQueryIndexediv +#endif +#ifndef GL_VERSION_4_1 +#define GL_VERSION_4_1 1 +GLAPI int GLAD_GL_VERSION_4_1; +typedef void (APIENTRYP PFNGLRELEASESHADERCOMPILERPROC)(void); +GLAPI PFNGLRELEASESHADERCOMPILERPROC glad_glReleaseShaderCompiler; +#define glReleaseShaderCompiler glad_glReleaseShaderCompiler +typedef void (APIENTRYP PFNGLSHADERBINARYPROC)(GLsizei count, const GLuint *shaders, GLenum binaryformat, const void *binary, GLsizei length); +GLAPI PFNGLSHADERBINARYPROC glad_glShaderBinary; +#define glShaderBinary glad_glShaderBinary +typedef void (APIENTRYP PFNGLGETSHADERPRECISIONFORMATPROC)(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision); +GLAPI PFNGLGETSHADERPRECISIONFORMATPROC glad_glGetShaderPrecisionFormat; +#define glGetShaderPrecisionFormat glad_glGetShaderPrecisionFormat +typedef void (APIENTRYP PFNGLDEPTHRANGEFPROC)(GLfloat n, GLfloat f); +GLAPI PFNGLDEPTHRANGEFPROC glad_glDepthRangef; +#define glDepthRangef glad_glDepthRangef +typedef void (APIENTRYP PFNGLCLEARDEPTHFPROC)(GLfloat d); +GLAPI PFNGLCLEARDEPTHFPROC glad_glClearDepthf; +#define glClearDepthf glad_glClearDepthf +typedef void (APIENTRYP PFNGLGETPROGRAMBINARYPROC)(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary); +GLAPI PFNGLGETPROGRAMBINARYPROC glad_glGetProgramBinary; +#define glGetProgramBinary glad_glGetProgramBinary +typedef void (APIENTRYP PFNGLPROGRAMBINARYPROC)(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length); +GLAPI PFNGLPROGRAMBINARYPROC glad_glProgramBinary; +#define glProgramBinary glad_glProgramBinary +typedef void (APIENTRYP PFNGLPROGRAMPARAMETERIPROC)(GLuint program, GLenum pname, GLint value); +GLAPI PFNGLPROGRAMPARAMETERIPROC glad_glProgramParameteri; +#define glProgramParameteri glad_glProgramParameteri +typedef void (APIENTRYP PFNGLUSEPROGRAMSTAGESPROC)(GLuint pipeline, GLbitfield stages, GLuint program); +GLAPI PFNGLUSEPROGRAMSTAGESPROC glad_glUseProgramStages; +#define glUseProgramStages glad_glUseProgramStages +typedef void (APIENTRYP PFNGLACTIVESHADERPROGRAMPROC)(GLuint pipeline, GLuint program); +GLAPI PFNGLACTIVESHADERPROGRAMPROC glad_glActiveShaderProgram; +#define glActiveShaderProgram glad_glActiveShaderProgram +typedef GLuint (APIENTRYP PFNGLCREATESHADERPROGRAMVPROC)(GLenum type, GLsizei count, const GLchar *const*strings); +GLAPI PFNGLCREATESHADERPROGRAMVPROC glad_glCreateShaderProgramv; +#define glCreateShaderProgramv glad_glCreateShaderProgramv +typedef void (APIENTRYP PFNGLBINDPROGRAMPIPELINEPROC)(GLuint pipeline); +GLAPI PFNGLBINDPROGRAMPIPELINEPROC glad_glBindProgramPipeline; +#define glBindProgramPipeline glad_glBindProgramPipeline +typedef void (APIENTRYP PFNGLDELETEPROGRAMPIPELINESPROC)(GLsizei n, const GLuint *pipelines); +GLAPI PFNGLDELETEPROGRAMPIPELINESPROC glad_glDeleteProgramPipelines; +#define glDeleteProgramPipelines glad_glDeleteProgramPipelines +typedef void (APIENTRYP PFNGLGENPROGRAMPIPELINESPROC)(GLsizei n, GLuint *pipelines); +GLAPI PFNGLGENPROGRAMPIPELINESPROC glad_glGenProgramPipelines; +#define glGenProgramPipelines glad_glGenProgramPipelines +typedef GLboolean (APIENTRYP PFNGLISPROGRAMPIPELINEPROC)(GLuint pipeline); +GLAPI PFNGLISPROGRAMPIPELINEPROC glad_glIsProgramPipeline; +#define glIsProgramPipeline glad_glIsProgramPipeline +typedef void (APIENTRYP PFNGLGETPROGRAMPIPELINEIVPROC)(GLuint pipeline, GLenum pname, GLint *params); +GLAPI PFNGLGETPROGRAMPIPELINEIVPROC glad_glGetProgramPipelineiv; +#define glGetProgramPipelineiv glad_glGetProgramPipelineiv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IPROC)(GLuint program, GLint location, GLint v0); +GLAPI PFNGLPROGRAMUNIFORM1IPROC glad_glProgramUniform1i; +#define glProgramUniform1i glad_glProgramUniform1i +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLPROGRAMUNIFORM1IVPROC glad_glProgramUniform1iv; +#define glProgramUniform1iv glad_glProgramUniform1iv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FPROC)(GLuint program, GLint location, GLfloat v0); +GLAPI PFNGLPROGRAMUNIFORM1FPROC glad_glProgramUniform1f; +#define glProgramUniform1f glad_glProgramUniform1f +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORM1FVPROC glad_glProgramUniform1fv; +#define glProgramUniform1fv glad_glProgramUniform1fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DPROC)(GLuint program, GLint location, GLdouble v0); +GLAPI PFNGLPROGRAMUNIFORM1DPROC glad_glProgramUniform1d; +#define glProgramUniform1d glad_glProgramUniform1d +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DVPROC)(GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORM1DVPROC glad_glProgramUniform1dv; +#define glProgramUniform1dv glad_glProgramUniform1dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIPROC)(GLuint program, GLint location, GLuint v0); +GLAPI PFNGLPROGRAMUNIFORM1UIPROC glad_glProgramUniform1ui; +#define glProgramUniform1ui glad_glProgramUniform1ui +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLPROGRAMUNIFORM1UIVPROC glad_glProgramUniform1uiv; +#define glProgramUniform1uiv glad_glProgramUniform1uiv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IPROC)(GLuint program, GLint location, GLint v0, GLint v1); +GLAPI PFNGLPROGRAMUNIFORM2IPROC glad_glProgramUniform2i; +#define glProgramUniform2i glad_glProgramUniform2i +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLPROGRAMUNIFORM2IVPROC glad_glProgramUniform2iv; +#define glProgramUniform2iv glad_glProgramUniform2iv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FPROC)(GLuint program, GLint location, GLfloat v0, GLfloat v1); +GLAPI PFNGLPROGRAMUNIFORM2FPROC glad_glProgramUniform2f; +#define glProgramUniform2f glad_glProgramUniform2f +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORM2FVPROC glad_glProgramUniform2fv; +#define glProgramUniform2fv glad_glProgramUniform2fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DPROC)(GLuint program, GLint location, GLdouble v0, GLdouble v1); +GLAPI PFNGLPROGRAMUNIFORM2DPROC glad_glProgramUniform2d; +#define glProgramUniform2d glad_glProgramUniform2d +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DVPROC)(GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORM2DVPROC glad_glProgramUniform2dv; +#define glProgramUniform2dv glad_glProgramUniform2dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIPROC)(GLuint program, GLint location, GLuint v0, GLuint v1); +GLAPI PFNGLPROGRAMUNIFORM2UIPROC glad_glProgramUniform2ui; +#define glProgramUniform2ui glad_glProgramUniform2ui +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLPROGRAMUNIFORM2UIVPROC glad_glProgramUniform2uiv; +#define glProgramUniform2uiv glad_glProgramUniform2uiv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IPROC)(GLuint program, GLint location, GLint v0, GLint v1, GLint v2); +GLAPI PFNGLPROGRAMUNIFORM3IPROC glad_glProgramUniform3i; +#define glProgramUniform3i glad_glProgramUniform3i +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLPROGRAMUNIFORM3IVPROC glad_glProgramUniform3iv; +#define glProgramUniform3iv glad_glProgramUniform3iv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FPROC)(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +GLAPI PFNGLPROGRAMUNIFORM3FPROC glad_glProgramUniform3f; +#define glProgramUniform3f glad_glProgramUniform3f +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORM3FVPROC glad_glProgramUniform3fv; +#define glProgramUniform3fv glad_glProgramUniform3fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DPROC)(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2); +GLAPI PFNGLPROGRAMUNIFORM3DPROC glad_glProgramUniform3d; +#define glProgramUniform3d glad_glProgramUniform3d +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DVPROC)(GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORM3DVPROC glad_glProgramUniform3dv; +#define glProgramUniform3dv glad_glProgramUniform3dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIPROC)(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); +GLAPI PFNGLPROGRAMUNIFORM3UIPROC glad_glProgramUniform3ui; +#define glProgramUniform3ui glad_glProgramUniform3ui +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLPROGRAMUNIFORM3UIVPROC glad_glProgramUniform3uiv; +#define glProgramUniform3uiv glad_glProgramUniform3uiv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IPROC)(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +GLAPI PFNGLPROGRAMUNIFORM4IPROC glad_glProgramUniform4i; +#define glProgramUniform4i glad_glProgramUniform4i +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLPROGRAMUNIFORM4IVPROC glad_glProgramUniform4iv; +#define glProgramUniform4iv glad_glProgramUniform4iv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FPROC)(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +GLAPI PFNGLPROGRAMUNIFORM4FPROC glad_glProgramUniform4f; +#define glProgramUniform4f glad_glProgramUniform4f +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORM4FVPROC glad_glProgramUniform4fv; +#define glProgramUniform4fv glad_glProgramUniform4fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DPROC)(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); +GLAPI PFNGLPROGRAMUNIFORM4DPROC glad_glProgramUniform4d; +#define glProgramUniform4d glad_glProgramUniform4d +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DVPROC)(GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORM4DVPROC glad_glProgramUniform4dv; +#define glProgramUniform4dv glad_glProgramUniform4dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIPROC)(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +GLAPI PFNGLPROGRAMUNIFORM4UIPROC glad_glProgramUniform4ui; +#define glProgramUniform4ui glad_glProgramUniform4ui +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLPROGRAMUNIFORM4UIVPROC glad_glProgramUniform4uiv; +#define glProgramUniform4uiv glad_glProgramUniform4uiv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX2FVPROC glad_glProgramUniformMatrix2fv; +#define glProgramUniformMatrix2fv glad_glProgramUniformMatrix2fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX3FVPROC glad_glProgramUniformMatrix3fv; +#define glProgramUniformMatrix3fv glad_glProgramUniformMatrix3fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX4FVPROC glad_glProgramUniformMatrix4fv; +#define glProgramUniformMatrix4fv glad_glProgramUniformMatrix4fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX2DVPROC glad_glProgramUniformMatrix2dv; +#define glProgramUniformMatrix2dv glad_glProgramUniformMatrix2dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX3DVPROC glad_glProgramUniformMatrix3dv; +#define glProgramUniformMatrix3dv glad_glProgramUniformMatrix3dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX4DVPROC glad_glProgramUniformMatrix4dv; +#define glProgramUniformMatrix4dv glad_glProgramUniformMatrix4dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC glad_glProgramUniformMatrix2x3fv; +#define glProgramUniformMatrix2x3fv glad_glProgramUniformMatrix2x3fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC glad_glProgramUniformMatrix3x2fv; +#define glProgramUniformMatrix3x2fv glad_glProgramUniformMatrix3x2fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC glad_glProgramUniformMatrix2x4fv; +#define glProgramUniformMatrix2x4fv glad_glProgramUniformMatrix2x4fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC glad_glProgramUniformMatrix4x2fv; +#define glProgramUniformMatrix4x2fv glad_glProgramUniformMatrix4x2fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC glad_glProgramUniformMatrix3x4fv; +#define glProgramUniformMatrix3x4fv glad_glProgramUniformMatrix3x4fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC glad_glProgramUniformMatrix4x3fv; +#define glProgramUniformMatrix4x3fv glad_glProgramUniformMatrix4x3fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC glad_glProgramUniformMatrix2x3dv; +#define glProgramUniformMatrix2x3dv glad_glProgramUniformMatrix2x3dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC glad_glProgramUniformMatrix3x2dv; +#define glProgramUniformMatrix3x2dv glad_glProgramUniformMatrix3x2dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC glad_glProgramUniformMatrix2x4dv; +#define glProgramUniformMatrix2x4dv glad_glProgramUniformMatrix2x4dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC glad_glProgramUniformMatrix4x2dv; +#define glProgramUniformMatrix4x2dv glad_glProgramUniformMatrix4x2dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC glad_glProgramUniformMatrix3x4dv; +#define glProgramUniformMatrix3x4dv glad_glProgramUniformMatrix3x4dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC glad_glProgramUniformMatrix4x3dv; +#define glProgramUniformMatrix4x3dv glad_glProgramUniformMatrix4x3dv +typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPIPELINEPROC)(GLuint pipeline); +GLAPI PFNGLVALIDATEPROGRAMPIPELINEPROC glad_glValidateProgramPipeline; +#define glValidateProgramPipeline glad_glValidateProgramPipeline +typedef void (APIENTRYP PFNGLGETPROGRAMPIPELINEINFOLOGPROC)(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI PFNGLGETPROGRAMPIPELINEINFOLOGPROC glad_glGetProgramPipelineInfoLog; +#define glGetProgramPipelineInfoLog glad_glGetProgramPipelineInfoLog +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DPROC)(GLuint index, GLdouble x); +GLAPI PFNGLVERTEXATTRIBL1DPROC glad_glVertexAttribL1d; +#define glVertexAttribL1d glad_glVertexAttribL1d +typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DPROC)(GLuint index, GLdouble x, GLdouble y); +GLAPI PFNGLVERTEXATTRIBL2DPROC glad_glVertexAttribL2d; +#define glVertexAttribL2d glad_glVertexAttribL2d +typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLVERTEXATTRIBL3DPROC glad_glVertexAttribL3d; +#define glVertexAttribL3d glad_glVertexAttribL3d +typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI PFNGLVERTEXATTRIBL4DPROC glad_glVertexAttribL4d; +#define glVertexAttribL4d glad_glVertexAttribL4d +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIBL1DVPROC glad_glVertexAttribL1dv; +#define glVertexAttribL1dv glad_glVertexAttribL1dv +typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIBL2DVPROC glad_glVertexAttribL2dv; +#define glVertexAttribL2dv glad_glVertexAttribL2dv +typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIBL3DVPROC glad_glVertexAttribL3dv; +#define glVertexAttribL3dv glad_glVertexAttribL3dv +typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIBL4DVPROC glad_glVertexAttribL4dv; +#define glVertexAttribL4dv glad_glVertexAttribL4dv +typedef void (APIENTRYP PFNGLVERTEXATTRIBLPOINTERPROC)(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLVERTEXATTRIBLPOINTERPROC glad_glVertexAttribLPointer; +#define glVertexAttribLPointer glad_glVertexAttribLPointer +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBLDVPROC)(GLuint index, GLenum pname, GLdouble *params); +GLAPI PFNGLGETVERTEXATTRIBLDVPROC glad_glGetVertexAttribLdv; +#define glGetVertexAttribLdv glad_glGetVertexAttribLdv +typedef void (APIENTRYP PFNGLVIEWPORTARRAYVPROC)(GLuint first, GLsizei count, const GLfloat *v); +GLAPI PFNGLVIEWPORTARRAYVPROC glad_glViewportArrayv; +#define glViewportArrayv glad_glViewportArrayv +typedef void (APIENTRYP PFNGLVIEWPORTINDEXEDFPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); +GLAPI PFNGLVIEWPORTINDEXEDFPROC glad_glViewportIndexedf; +#define glViewportIndexedf glad_glViewportIndexedf +typedef void (APIENTRYP PFNGLVIEWPORTINDEXEDFVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVIEWPORTINDEXEDFVPROC glad_glViewportIndexedfv; +#define glViewportIndexedfv glad_glViewportIndexedfv +typedef void (APIENTRYP PFNGLSCISSORARRAYVPROC)(GLuint first, GLsizei count, const GLint *v); +GLAPI PFNGLSCISSORARRAYVPROC glad_glScissorArrayv; +#define glScissorArrayv glad_glScissorArrayv +typedef void (APIENTRYP PFNGLSCISSORINDEXEDPROC)(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); +GLAPI PFNGLSCISSORINDEXEDPROC glad_glScissorIndexed; +#define glScissorIndexed glad_glScissorIndexed +typedef void (APIENTRYP PFNGLSCISSORINDEXEDVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLSCISSORINDEXEDVPROC glad_glScissorIndexedv; +#define glScissorIndexedv glad_glScissorIndexedv +typedef void (APIENTRYP PFNGLDEPTHRANGEARRAYVPROC)(GLuint first, GLsizei count, const GLdouble *v); +GLAPI PFNGLDEPTHRANGEARRAYVPROC glad_glDepthRangeArrayv; +#define glDepthRangeArrayv glad_glDepthRangeArrayv +typedef void (APIENTRYP PFNGLDEPTHRANGEINDEXEDPROC)(GLuint index, GLdouble n, GLdouble f); +GLAPI PFNGLDEPTHRANGEINDEXEDPROC glad_glDepthRangeIndexed; +#define glDepthRangeIndexed glad_glDepthRangeIndexed +typedef void (APIENTRYP PFNGLGETFLOATI_VPROC)(GLenum target, GLuint index, GLfloat *data); +GLAPI PFNGLGETFLOATI_VPROC glad_glGetFloati_v; +#define glGetFloati_v glad_glGetFloati_v +typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC)(GLenum target, GLuint index, GLdouble *data); +GLAPI PFNGLGETDOUBLEI_VPROC glad_glGetDoublei_v; +#define glGetDoublei_v glad_glGetDoublei_v +#endif +#ifndef GL_VERSION_4_2 +#define GL_VERSION_4_2 1 +GLAPI int GLAD_GL_VERSION_4_2; +typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC)(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance); +GLAPI PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC glad_glDrawArraysInstancedBaseInstance; +#define glDrawArraysInstancedBaseInstance glad_glDrawArraysInstancedBaseInstance +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance); +GLAPI PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC glad_glDrawElementsInstancedBaseInstance; +#define glDrawElementsInstancedBaseInstance glad_glDrawElementsInstancedBaseInstance +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance); +GLAPI PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC glad_glDrawElementsInstancedBaseVertexBaseInstance; +#define glDrawElementsInstancedBaseVertexBaseInstance glad_glDrawElementsInstancedBaseVertexBaseInstance +typedef void (APIENTRYP PFNGLGETINTERNALFORMATIVPROC)(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params); +GLAPI PFNGLGETINTERNALFORMATIVPROC glad_glGetInternalformativ; +#define glGetInternalformativ glad_glGetInternalformativ +typedef void (APIENTRYP PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC)(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params); +GLAPI PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC glad_glGetActiveAtomicCounterBufferiv; +#define glGetActiveAtomicCounterBufferiv glad_glGetActiveAtomicCounterBufferiv +typedef void (APIENTRYP PFNGLBINDIMAGETEXTUREPROC)(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format); +GLAPI PFNGLBINDIMAGETEXTUREPROC glad_glBindImageTexture; +#define glBindImageTexture glad_glBindImageTexture +typedef void (APIENTRYP PFNGLMEMORYBARRIERPROC)(GLbitfield barriers); +GLAPI PFNGLMEMORYBARRIERPROC glad_glMemoryBarrier; +#define glMemoryBarrier glad_glMemoryBarrier +typedef void (APIENTRYP PFNGLTEXSTORAGE1DPROC)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +GLAPI PFNGLTEXSTORAGE1DPROC glad_glTexStorage1D; +#define glTexStorage1D glad_glTexStorage1D +typedef void (APIENTRYP PFNGLTEXSTORAGE2DPROC)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLTEXSTORAGE2DPROC glad_glTexStorage2D; +#define glTexStorage2D glad_glTexStorage2D +typedef void (APIENTRYP PFNGLTEXSTORAGE3DPROC)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +GLAPI PFNGLTEXSTORAGE3DPROC glad_glTexStorage3D; +#define glTexStorage3D glad_glTexStorage3D +typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC)(GLenum mode, GLuint id, GLsizei instancecount); +GLAPI PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC glad_glDrawTransformFeedbackInstanced; +#define glDrawTransformFeedbackInstanced glad_glDrawTransformFeedbackInstanced +typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC)(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount); +GLAPI PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC glad_glDrawTransformFeedbackStreamInstanced; +#define glDrawTransformFeedbackStreamInstanced glad_glDrawTransformFeedbackStreamInstanced +#endif +#ifndef GL_VERSION_4_3 +#define GL_VERSION_4_3 1 +GLAPI int GLAD_GL_VERSION_4_3; +typedef void (APIENTRYP PFNGLCLEARBUFFERDATAPROC)(GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data); +GLAPI PFNGLCLEARBUFFERDATAPROC glad_glClearBufferData; +#define glClearBufferData glad_glClearBufferData +typedef void (APIENTRYP PFNGLCLEARBUFFERSUBDATAPROC)(GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); +GLAPI PFNGLCLEARBUFFERSUBDATAPROC glad_glClearBufferSubData; +#define glClearBufferSubData glad_glClearBufferSubData +typedef void (APIENTRYP PFNGLDISPATCHCOMPUTEPROC)(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z); +GLAPI PFNGLDISPATCHCOMPUTEPROC glad_glDispatchCompute; +#define glDispatchCompute glad_glDispatchCompute +typedef void (APIENTRYP PFNGLDISPATCHCOMPUTEINDIRECTPROC)(GLintptr indirect); +GLAPI PFNGLDISPATCHCOMPUTEINDIRECTPROC glad_glDispatchComputeIndirect; +#define glDispatchComputeIndirect glad_glDispatchComputeIndirect +typedef void (APIENTRYP 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); +GLAPI PFNGLCOPYIMAGESUBDATAPROC glad_glCopyImageSubData; +#define glCopyImageSubData glad_glCopyImageSubData +typedef void (APIENTRYP PFNGLFRAMEBUFFERPARAMETERIPROC)(GLenum target, GLenum pname, GLint param); +GLAPI PFNGLFRAMEBUFFERPARAMETERIPROC glad_glFramebufferParameteri; +#define glFramebufferParameteri glad_glFramebufferParameteri +typedef void (APIENTRYP PFNGLGETFRAMEBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETFRAMEBUFFERPARAMETERIVPROC glad_glGetFramebufferParameteriv; +#define glGetFramebufferParameteriv glad_glGetFramebufferParameteriv +typedef void (APIENTRYP PFNGLGETINTERNALFORMATI64VPROC)(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64 *params); +GLAPI PFNGLGETINTERNALFORMATI64VPROC glad_glGetInternalformati64v; +#define glGetInternalformati64v glad_glGetInternalformati64v +typedef void (APIENTRYP PFNGLINVALIDATETEXSUBIMAGEPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth); +GLAPI PFNGLINVALIDATETEXSUBIMAGEPROC glad_glInvalidateTexSubImage; +#define glInvalidateTexSubImage glad_glInvalidateTexSubImage +typedef void (APIENTRYP PFNGLINVALIDATETEXIMAGEPROC)(GLuint texture, GLint level); +GLAPI PFNGLINVALIDATETEXIMAGEPROC glad_glInvalidateTexImage; +#define glInvalidateTexImage glad_glInvalidateTexImage +typedef void (APIENTRYP PFNGLINVALIDATEBUFFERSUBDATAPROC)(GLuint buffer, GLintptr offset, GLsizeiptr length); +GLAPI PFNGLINVALIDATEBUFFERSUBDATAPROC glad_glInvalidateBufferSubData; +#define glInvalidateBufferSubData glad_glInvalidateBufferSubData +typedef void (APIENTRYP PFNGLINVALIDATEBUFFERDATAPROC)(GLuint buffer); +GLAPI PFNGLINVALIDATEBUFFERDATAPROC glad_glInvalidateBufferData; +#define glInvalidateBufferData glad_glInvalidateBufferData +typedef void (APIENTRYP PFNGLINVALIDATEFRAMEBUFFERPROC)(GLenum target, GLsizei numAttachments, const GLenum *attachments); +GLAPI PFNGLINVALIDATEFRAMEBUFFERPROC glad_glInvalidateFramebuffer; +#define glInvalidateFramebuffer glad_glInvalidateFramebuffer +typedef void (APIENTRYP PFNGLINVALIDATESUBFRAMEBUFFERPROC)(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLINVALIDATESUBFRAMEBUFFERPROC glad_glInvalidateSubFramebuffer; +#define glInvalidateSubFramebuffer glad_glInvalidateSubFramebuffer +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTPROC)(GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride); +GLAPI PFNGLMULTIDRAWARRAYSINDIRECTPROC glad_glMultiDrawArraysIndirect; +#define glMultiDrawArraysIndirect glad_glMultiDrawArraysIndirect +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTPROC)(GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride); +GLAPI PFNGLMULTIDRAWELEMENTSINDIRECTPROC glad_glMultiDrawElementsIndirect; +#define glMultiDrawElementsIndirect glad_glMultiDrawElementsIndirect +typedef void (APIENTRYP PFNGLGETPROGRAMINTERFACEIVPROC)(GLuint program, GLenum programInterface, GLenum pname, GLint *params); +GLAPI PFNGLGETPROGRAMINTERFACEIVPROC glad_glGetProgramInterfaceiv; +#define glGetProgramInterfaceiv glad_glGetProgramInterfaceiv +typedef GLuint (APIENTRYP PFNGLGETPROGRAMRESOURCEINDEXPROC)(GLuint program, GLenum programInterface, const GLchar *name); +GLAPI PFNGLGETPROGRAMRESOURCEINDEXPROC glad_glGetProgramResourceIndex; +#define glGetProgramResourceIndex glad_glGetProgramResourceIndex +typedef void (APIENTRYP PFNGLGETPROGRAMRESOURCENAMEPROC)(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); +GLAPI PFNGLGETPROGRAMRESOURCENAMEPROC glad_glGetProgramResourceName; +#define glGetProgramResourceName glad_glGetProgramResourceName +typedef void (APIENTRYP PFNGLGETPROGRAMRESOURCEIVPROC)(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, GLsizei *length, GLint *params); +GLAPI PFNGLGETPROGRAMRESOURCEIVPROC glad_glGetProgramResourceiv; +#define glGetProgramResourceiv glad_glGetProgramResourceiv +typedef GLint (APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONPROC)(GLuint program, GLenum programInterface, const GLchar *name); +GLAPI PFNGLGETPROGRAMRESOURCELOCATIONPROC glad_glGetProgramResourceLocation; +#define glGetProgramResourceLocation glad_glGetProgramResourceLocation +typedef GLint (APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC)(GLuint program, GLenum programInterface, const GLchar *name); +GLAPI PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC glad_glGetProgramResourceLocationIndex; +#define glGetProgramResourceLocationIndex glad_glGetProgramResourceLocationIndex +typedef void (APIENTRYP PFNGLSHADERSTORAGEBLOCKBINDINGPROC)(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding); +GLAPI PFNGLSHADERSTORAGEBLOCKBINDINGPROC glad_glShaderStorageBlockBinding; +#define glShaderStorageBlockBinding glad_glShaderStorageBlockBinding +typedef void (APIENTRYP PFNGLTEXBUFFERRANGEPROC)(GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI PFNGLTEXBUFFERRANGEPROC glad_glTexBufferRange; +#define glTexBufferRange glad_glTexBufferRange +typedef void (APIENTRYP PFNGLTEXSTORAGE2DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +GLAPI PFNGLTEXSTORAGE2DMULTISAMPLEPROC glad_glTexStorage2DMultisample; +#define glTexStorage2DMultisample glad_glTexStorage2DMultisample +typedef void (APIENTRYP PFNGLTEXSTORAGE3DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +GLAPI PFNGLTEXSTORAGE3DMULTISAMPLEPROC glad_glTexStorage3DMultisample; +#define glTexStorage3DMultisample glad_glTexStorage3DMultisample +typedef void (APIENTRYP PFNGLTEXTUREVIEWPROC)(GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); +GLAPI PFNGLTEXTUREVIEWPROC glad_glTextureView; +#define glTextureView glad_glTextureView +typedef void (APIENTRYP PFNGLBINDVERTEXBUFFERPROC)(GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); +GLAPI PFNGLBINDVERTEXBUFFERPROC glad_glBindVertexBuffer; +#define glBindVertexBuffer glad_glBindVertexBuffer +typedef void (APIENTRYP PFNGLVERTEXATTRIBFORMATPROC)(GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); +GLAPI PFNGLVERTEXATTRIBFORMATPROC glad_glVertexAttribFormat; +#define glVertexAttribFormat glad_glVertexAttribFormat +typedef void (APIENTRYP PFNGLVERTEXATTRIBIFORMATPROC)(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +GLAPI PFNGLVERTEXATTRIBIFORMATPROC glad_glVertexAttribIFormat; +#define glVertexAttribIFormat glad_glVertexAttribIFormat +typedef void (APIENTRYP PFNGLVERTEXATTRIBLFORMATPROC)(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +GLAPI PFNGLVERTEXATTRIBLFORMATPROC glad_glVertexAttribLFormat; +#define glVertexAttribLFormat glad_glVertexAttribLFormat +typedef void (APIENTRYP PFNGLVERTEXATTRIBBINDINGPROC)(GLuint attribindex, GLuint bindingindex); +GLAPI PFNGLVERTEXATTRIBBINDINGPROC glad_glVertexAttribBinding; +#define glVertexAttribBinding glad_glVertexAttribBinding +typedef void (APIENTRYP PFNGLVERTEXBINDINGDIVISORPROC)(GLuint bindingindex, GLuint divisor); +GLAPI PFNGLVERTEXBINDINGDIVISORPROC glad_glVertexBindingDivisor; +#define glVertexBindingDivisor glad_glVertexBindingDivisor +typedef void (APIENTRYP PFNGLDEBUGMESSAGECONTROLPROC)(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); +GLAPI PFNGLDEBUGMESSAGECONTROLPROC glad_glDebugMessageControl; +#define glDebugMessageControl glad_glDebugMessageControl +typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf); +GLAPI PFNGLDEBUGMESSAGEINSERTPROC glad_glDebugMessageInsert; +#define glDebugMessageInsert glad_glDebugMessageInsert +typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKPROC)(GLDEBUGPROC callback, const void *userParam); +GLAPI PFNGLDEBUGMESSAGECALLBACKPROC glad_glDebugMessageCallback; +#define glDebugMessageCallback glad_glDebugMessageCallback +typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGPROC)(GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog); +GLAPI PFNGLGETDEBUGMESSAGELOGPROC glad_glGetDebugMessageLog; +#define glGetDebugMessageLog glad_glGetDebugMessageLog +typedef void (APIENTRYP PFNGLPUSHDEBUGGROUPPROC)(GLenum source, GLuint id, GLsizei length, const GLchar *message); +GLAPI PFNGLPUSHDEBUGGROUPPROC glad_glPushDebugGroup; +#define glPushDebugGroup glad_glPushDebugGroup +typedef void (APIENTRYP PFNGLPOPDEBUGGROUPPROC)(void); +GLAPI PFNGLPOPDEBUGGROUPPROC glad_glPopDebugGroup; +#define glPopDebugGroup glad_glPopDebugGroup +typedef void (APIENTRYP PFNGLOBJECTLABELPROC)(GLenum identifier, GLuint name, GLsizei length, const GLchar *label); +GLAPI PFNGLOBJECTLABELPROC glad_glObjectLabel; +#define glObjectLabel glad_glObjectLabel +typedef void (APIENTRYP PFNGLGETOBJECTLABELPROC)(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label); +GLAPI PFNGLGETOBJECTLABELPROC glad_glGetObjectLabel; +#define glGetObjectLabel glad_glGetObjectLabel +typedef void (APIENTRYP PFNGLOBJECTPTRLABELPROC)(const void *ptr, GLsizei length, const GLchar *label); +GLAPI PFNGLOBJECTPTRLABELPROC glad_glObjectPtrLabel; +#define glObjectPtrLabel glad_glObjectPtrLabel +typedef void (APIENTRYP PFNGLGETOBJECTPTRLABELPROC)(const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label); +GLAPI PFNGLGETOBJECTPTRLABELPROC glad_glGetObjectPtrLabel; +#define glGetObjectPtrLabel glad_glGetObjectPtrLabel +typedef void (APIENTRYP PFNGLGETPOINTERVPROC)(GLenum pname, void **params); +GLAPI PFNGLGETPOINTERVPROC glad_glGetPointerv; +#define glGetPointerv glad_glGetPointerv +#endif + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/linmath.h b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/linmath.h new file mode 100644 index 00000000..7d0ca6c8 --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/linmath.h @@ -0,0 +1,509 @@ +#ifndef LINMATH_H +#define LINMATH_H + +#include + +#ifdef _MSC_VER +//#define inline __inline +#endif + +namespace linmath +{ + +typedef int ivec2[2]; + +#define LINMATH_H_DEFINE_VEC(n) \ +typedef float vec##n[n]; \ +static inline void vec##n##_copy(vec##n r, vec##n const v) \ +{ \ + int i; \ + for(i=0; i 1e-4) { + mat4x4 T, C, S = {{0}}; + + vec3_norm(u, u); + mat4x4_from_vec3_mul_outer(T, u, u); + + S[1][2] = u[0]; + S[2][1] = -u[0]; + S[2][0] = u[1]; + S[0][2] = -u[1]; + S[0][1] = u[2]; + S[1][0] = -u[2]; + + mat4x4_scale(S, S, s); + + mat4x4_identity(C); + mat4x4_sub(C, C, T); + + mat4x4_scale(C, C, c); + + mat4x4_add(T, T, C); + mat4x4_add(T, T, S); + + T[3][3] = 1.; + mat4x4_mul(R, M, T); + } else { + mat4x4_dup(R, M); + } +} +static inline void mat4x4_rotate_X(mat4x4 Q, mat4x4 M, float angle) +{ + float s = sinf(angle); + float c = cosf(angle); + mat4x4 R = { + {1.f, 0.f, 0.f, 0.f}, + {0.f, c, s, 0.f}, + {0.f, -s, c, 0.f}, + {0.f, 0.f, 0.f, 1.f} + }; + mat4x4_mul(Q, M, R); +} +static inline void mat4x4_rotate_Y(mat4x4 Q, mat4x4 M, float angle) +{ + float s = sinf(angle); + float c = cosf(angle); + mat4x4 R = { + { c, 0.f, s, 0.f}, + { 0.f, 1.f, 0.f, 0.f}, + { -s, 0.f, c, 0.f}, + { 0.f, 0.f, 0.f, 1.f} + }; + mat4x4_mul(Q, M, R); +} +static inline void mat4x4_rotate_Z(mat4x4 Q, mat4x4 M, float angle) +{ + float s = sinf(angle); + float c = cosf(angle); + mat4x4 R = { + { c, s, 0.f, 0.f}, + { -s, c, 0.f, 0.f}, + { 0.f, 0.f, 1.f, 0.f}, + { 0.f, 0.f, 0.f, 1.f} + }; + mat4x4_mul(Q, M, R); +} +static inline void mat4x4_invert(mat4x4 T, mat4x4 M) +{ + float idet; + float s[6]; + float c[6]; + s[0] = M[0][0]*M[1][1] - M[1][0]*M[0][1]; + s[1] = M[0][0]*M[1][2] - M[1][0]*M[0][2]; + s[2] = M[0][0]*M[1][3] - M[1][0]*M[0][3]; + s[3] = M[0][1]*M[1][2] - M[1][1]*M[0][2]; + s[4] = M[0][1]*M[1][3] - M[1][1]*M[0][3]; + s[5] = M[0][2]*M[1][3] - M[1][2]*M[0][3]; + + c[0] = M[2][0]*M[3][1] - M[3][0]*M[2][1]; + c[1] = M[2][0]*M[3][2] - M[3][0]*M[2][2]; + c[2] = M[2][0]*M[3][3] - M[3][0]*M[2][3]; + c[3] = M[2][1]*M[3][2] - M[3][1]*M[2][2]; + c[4] = M[2][1]*M[3][3] - M[3][1]*M[2][3]; + c[5] = M[2][2]*M[3][3] - M[3][2]*M[2][3]; + + /* Assumes it is invertible */ + idet = 1.0f/( s[0]*c[5]-s[1]*c[4]+s[2]*c[3]+s[3]*c[2]-s[4]*c[1]+s[5]*c[0] ); + + T[0][0] = ( M[1][1] * c[5] - M[1][2] * c[4] + M[1][3] * c[3]) * idet; + T[0][1] = (-M[0][1] * c[5] + M[0][2] * c[4] - M[0][3] * c[3]) * idet; + T[0][2] = ( M[3][1] * s[5] - M[3][2] * s[4] + M[3][3] * s[3]) * idet; + T[0][3] = (-M[2][1] * s[5] + M[2][2] * s[4] - M[2][3] * s[3]) * idet; + + T[1][0] = (-M[1][0] * c[5] + M[1][2] * c[2] - M[1][3] * c[1]) * idet; + T[1][1] = ( M[0][0] * c[5] - M[0][2] * c[2] + M[0][3] * c[1]) * idet; + T[1][2] = (-M[3][0] * s[5] + M[3][2] * s[2] - M[3][3] * s[1]) * idet; + T[1][3] = ( M[2][0] * s[5] - M[2][2] * s[2] + M[2][3] * s[1]) * idet; + + T[2][0] = ( M[1][0] * c[4] - M[1][1] * c[2] + M[1][3] * c[0]) * idet; + T[2][1] = (-M[0][0] * c[4] + M[0][1] * c[2] - M[0][3] * c[0]) * idet; + T[2][2] = ( M[3][0] * s[4] - M[3][1] * s[2] + M[3][3] * s[0]) * idet; + T[2][3] = (-M[2][0] * s[4] + M[2][1] * s[2] - M[2][3] * s[0]) * idet; + + T[3][0] = (-M[1][0] * c[3] + M[1][1] * c[1] - M[1][2] * c[0]) * idet; + T[3][1] = ( M[0][0] * c[3] - M[0][1] * c[1] + M[0][2] * c[0]) * idet; + T[3][2] = (-M[3][0] * s[3] + M[3][1] * s[1] - M[3][2] * s[0]) * idet; + T[3][3] = ( M[2][0] * s[3] - M[2][1] * s[1] + M[2][2] * s[0]) * idet; +} +static inline void mat4x4_orthonormalize(mat4x4 R, mat4x4 M) +{ + float s = 1.; + vec3 h; + + mat4x4_dup(R, M); + vec3_norm(R[2], R[2]); + + s = vec3_mul_inner(R[1], R[2]); + vec3_scale(h, R[2], s); + vec3_sub(R[1], R[1], h); + vec3_norm(R[2], R[2]); + + s = vec3_mul_inner(R[1], R[2]); + vec3_scale(h, R[2], s); + vec3_sub(R[1], R[1], h); + vec3_norm(R[1], R[1]); + + s = vec3_mul_inner(R[0], R[1]); + vec3_scale(h, R[1], s); + vec3_sub(R[0], R[0], h); + vec3_norm(R[0], R[0]); +} + +static inline void mat4x4_frustum(mat4x4 M, float l, float r, float b, float t, float n, float f) +{ + M[0][0] = 2.f*n/(r-l); + M[0][1] = M[0][2] = M[0][3] = 0.f; + + M[1][1] = 2.f*n/(t-b); + M[1][0] = M[1][2] = M[1][3] = 0.f; + + M[2][0] = (r+l)/(r-l); + M[2][1] = (t+b)/(t-b); + M[2][2] = -(f+n)/(f-n); + M[2][3] = -1.f; + + M[3][2] = -2.f*(f*n)/(f-n); + M[3][0] = M[3][1] = M[3][3] = 0.f; +} +static inline void mat4x4_ortho(mat4x4 M, float l, float r, float b, float t, float n, float f) +{ + M[0][0] = 2.f/(r-l); + M[0][1] = M[0][2] = M[0][3] = 0.f; + + M[1][1] = 2.f/(t-b); + M[1][0] = M[1][2] = M[1][3] = 0.f; + + M[2][2] = -2.f/(f-n); + M[2][0] = M[2][1] = M[2][3] = 0.f; + + M[3][0] = -(r+l)/(r-l); + M[3][1] = -(t+b)/(t-b); + M[3][2] = -(f+n)/(f-n); + M[3][3] = 1.f; +} +static inline void mat4x4_perspective(mat4x4 m, float y_fov, float aspect, float n, float f) +{ + /* NOTE: Degrees are an unhandy unit to work with. + * linmath.h uses radians for everything! */ + float const a = 1.f / (float) tan(y_fov / 2.f); + + m[0][0] = a / aspect; + m[0][1] = 0.f; + m[0][2] = 0.f; + m[0][3] = 0.f; + + m[1][0] = 0.f; + m[1][1] = a; + m[1][2] = 0.f; + m[1][3] = 0.f; + + m[2][0] = 0.f; + m[2][1] = 0.f; + m[2][2] = -((f + n) / (f - n)); + m[2][3] = -1.f; + + m[3][0] = 0.f; + m[3][1] = 0.f; + m[3][2] = -((2.f * f * n) / (f - n)); + m[3][3] = 0.f; +} +static inline void mat4x4_look_at(mat4x4 m, vec3 eye, vec3 center, vec3 up) +{ + /* Adapted from Android's OpenGL Matrix.java. */ + /* See the OpenGL GLUT documentation for gluLookAt for a description */ + /* of the algorithm. We implement it in a straightforward way: */ + + /* TODO: The negation of of can be spared by swapping the order of + * operands in the following cross products in the right way. */ + vec3 f; + vec3 s; + vec3 t; + + vec3_sub(f, center, eye); + vec3_norm(f, f); + + vec3_mul_cross(s, f, up); + vec3_norm(s, s); + + vec3_mul_cross(t, s, f); + + m[0][0] = s[0]; + m[0][1] = t[0]; + m[0][2] = -f[0]; + m[0][3] = 0.f; + + m[1][0] = s[1]; + m[1][1] = t[1]; + m[1][2] = -f[1]; + m[1][3] = 0.f; + + m[2][0] = s[2]; + m[2][1] = t[2]; + m[2][2] = -f[2]; + m[2][3] = 0.f; + + m[3][0] = 0.f; + m[3][1] = 0.f; + m[3][2] = 0.f; + m[3][3] = 1.f; + + mat4x4_translate_in_place(m, -eye[0], -eye[1], -eye[2]); +} + +typedef union +{ + struct _wxyz + { + float w; + float x; + float y; + float z; + } wxyz; + vec4 v; +} quaternion; + +static inline void quaternion_to_mat4x4(mat4x4 rotation, const quaternion q) +{ + float sqw = q.wxyz.w * q.wxyz.w; + float sqx = q.wxyz.x * q.wxyz.x; + float sqy = q.wxyz.y * q.wxyz.y; + float sqz = q.wxyz.z * q.wxyz.z; + + // Assume quaternion is always normalized, no extra normalize is needed. + float m00 = sqx - sqy - sqz + sqw; + float m11 = -sqx + sqy - sqz + sqw; + float m22 = -sqx - sqy + sqz + sqw; + + float qxqy = q.wxyz.x * q.wxyz.y; + float qzqw = q.wxyz.z * q.wxyz.w; + float m10 = 2.f * (qxqy + qzqw); + float m01 = 2.f * (qxqy - qzqw); + + float qxqz = q.wxyz.x * q.wxyz.z; + float qyqw = q.wxyz.y * q.wxyz.w; + float m20 = 2.f * (qxqz - qyqw); + float m02 = 2.f * (qxqz + qyqw); + + float qyqz = q.wxyz.y * q.wxyz.z; + float qxqw = q.wxyz.x * q.wxyz.w; + float m21 = 2.f * (qyqz + qxqw); + float m12 = 2.f * (qyqz - qxqw); + + // Notice The OpenGL is using row vector. The transformation matrix should be transposed + mat4x4 temp = + { + { m00, m10, m20, 0 }, + { m01, m11, m21, 0 }, + { m02, m12, m22, 0 }, + {0 , 0 , 0 , 1.f} + }; + + mat4x4_dup(rotation, temp); +} +} +#endif diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/packages.config b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/packages.config new file mode 100644 index 00000000..a135dbb0 --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/packages.config @@ -0,0 +1,6 @@ + + + + + + diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/window_controller_3d.vcxproj b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/window_controller_3d.vcxproj new file mode 100644 index 00000000..8c2d7378 --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/window_controller_3d.vcxproj @@ -0,0 +1,130 @@ + + + + + Debug + x64 + + + Release + x64 + + + + 15.0 + {9E78B4CC-B641-42A1-8375-75A2CC8B3124} + windowcontroller3d + 10.0 + + + + StaticLibrary + true + v142 + MultiByte + + + StaticLibrary + false + v142 + true + MultiByte + + + + + + + + + + + + + + + $(SolutionDir)\build\bin\$(Configuration)\ + $(SolutionDir)\build\temp\$(Configuration)\$(MSBuildProjectName)\ + $(VC_IncludePath);$(WindowsSDK_IncludePath);..\..\..\extern\glfw\include;..\..\..\extern\azure_kinect_sdk\include;..\..\..\..\sdk\include;..\..\sample_helper_includes; + + + $(SolutionDir)\build\bin\$(Configuration)\ + $(SolutionDir)\build\temp\$(Configuration)\$(MSBuildProjectName)\ + $(VC_IncludePath);$(WindowsSDK_IncludePath);..\..\..\extern\glfw\include;..\..\..\extern\azure_kinect_sdk\include;..\..\..\..\sdk\include;..\..\sample_helper_includes; + + + + Level3 + Disabled + true + true + stdcpp17 + + + + + Level3 + MaxSpeed + true + true + true + true + stdcpp17 + + + true + true + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}. + + + + + + diff --git a/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/window_controller_3d.vcxproj.filters b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/window_controller_3d.vcxproj.filters new file mode 100644 index 00000000..894772e3 --- /dev/null +++ b/reactor2019/bodytracking/sample_helper_libs/window_controller_3d/window_controller_3d.vcxproj.filters @@ -0,0 +1,115 @@ + + + + + {4FC737F1-C7A5-4376-A066-2A32D752A2FF} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + {93995380-89BD-4b04-88EB-625FBE52EBFB} + h;hh;hpp;hxx;hm;inl;inc;ipp;xsd + + + {67DA6AB6-F800-4c08-8B7A-83BB121AAD01} + rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms + + + {410a74a6-47ba-4bd7-ba4b-37b2ba678c2d} + + + + + Source Files + + + Source Files + + + Source Files + + + Source Files + + + Source Files + + + Source Files + + + Source Files + + + Source Files + + + Source Files + + + glad + + + Source Files + + + Source Files + + + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + + + + + diff --git a/reactor2019/faceapi/.gitignore b/reactor2019/faceapi/.gitignore new file mode 100644 index 00000000..3e759b75 --- /dev/null +++ b/reactor2019/faceapi/.gitignore @@ -0,0 +1,330 @@ +## Ignore Visual Studio temporary files, build results, and +## files generated by popular Visual Studio add-ons. +## +## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore + +# User-specific files +*.suo +*.user +*.userosscache +*.sln.docstates + +# User-specific files (MonoDevelop/Xamarin Studio) +*.userprefs + +# Build results +[Dd]ebug/ +[Dd]ebugPublic/ +[Rr]elease/ +[Rr]eleases/ +x64/ +x86/ +bld/ +[Bb]in/ +[Oo]bj/ +[Ll]og/ + +# Visual Studio 2015/2017 cache/options directory +.vs/ +# Uncomment if you have tasks that create the project's static files in wwwroot +#wwwroot/ + +# Visual Studio 2017 auto generated files +Generated\ Files/ + +# MSTest test Results +[Tt]est[Rr]esult*/ +[Bb]uild[Ll]og.* + +# NUNIT +*.VisualState.xml +TestResult.xml + +# Build Results of an ATL Project +[Dd]ebugPS/ +[Rr]eleasePS/ +dlldata.c + +# Benchmark Results +BenchmarkDotNet.Artifacts/ + +# .NET Core +project.lock.json +project.fragment.lock.json +artifacts/ +**/Properties/launchSettings.json + +# StyleCop +StyleCopReport.xml + +# Files built by Visual Studio +*_i.c +*_p.c +*_i.h +*.ilk +*.meta +*.obj +*.iobj +*.pch +*.pdb +*.ipdb +*.pgc +*.pgd +*.rsp +*.sbr +*.tlb +*.tli +*.tlh +*.tmp +*.tmp_proj +*.log +*.vspscc +*.vssscc +.builds +*.pidb +*.svclog +*.scc + +# Chutzpah Test files +_Chutzpah* + +# Visual C++ cache files +ipch/ +*.aps +*.ncb +*.opendb +*.opensdf +*.sdf +*.cachefile +*.VC.db +*.VC.VC.opendb + +# Visual Studio profiler +*.psess +*.vsp +*.vspx +*.sap + +# Visual Studio Trace Files +*.e2e + +# TFS 2012 Local Workspace +$tf/ + +# Guidance Automation Toolkit +*.gpState + +# ReSharper is a .NET coding add-in +_ReSharper*/ +*.[Rr]e[Ss]harper +*.DotSettings.user + +# JustCode is a .NET coding add-in +.JustCode + +# TeamCity is a build add-in +_TeamCity* + +# DotCover is a Code Coverage Tool +*.dotCover + +# AxoCover is a Code Coverage Tool +.axoCover/* +!.axoCover/settings.json + +# Visual Studio code coverage results +*.coverage +*.coveragexml + +# NCrunch +_NCrunch_* +.*crunch*.local.xml +nCrunchTemp_* + +# MightyMoose +*.mm.* +AutoTest.Net/ + +# Web workbench (sass) +.sass-cache/ + +# Installshield output folder +[Ee]xpress/ + +# DocProject is a documentation generator add-in +DocProject/buildhelp/ +DocProject/Help/*.HxT +DocProject/Help/*.HxC +DocProject/Help/*.hhc +DocProject/Help/*.hhk +DocProject/Help/*.hhp +DocProject/Help/Html2 +DocProject/Help/html + +# Click-Once directory +publish/ + +# Publish Web Output +*.[Pp]ublish.xml +*.azurePubxml +# Note: Comment the next line if you want to checkin your web deploy settings, +# but database connection strings (with potential passwords) will be unencrypted +*.pubxml +*.publishproj + +# Microsoft Azure Web App publish settings. Comment the next line if you want to +# checkin your Azure Web App publish settings, but sensitive information contained +# in these scripts will be unencrypted +PublishScripts/ + +# NuGet Packages +*.nupkg +# The packages folder can be ignored because of Package Restore +**/[Pp]ackages/* +# except build/, which is used as an MSBuild target. +!**/[Pp]ackages/build/ +# Uncomment if necessary however generally it will be regenerated when needed +#!**/[Pp]ackages/repositories.config +# NuGet v3's project.json files produces more ignorable files +*.nuget.props +*.nuget.targets + +# Microsoft Azure Build Output +csx/ +*.build.csdef + +# Microsoft Azure Emulator +ecf/ +rcf/ + +# Windows Store app package directories and files +AppPackages/ +BundleArtifacts/ +Package.StoreAssociation.xml +_pkginfo.txt +*.appx + +# Visual Studio cache files +# files ending in .cache can be ignored +*.[Cc]ache +# but keep track of directories ending in .cache +!*.[Cc]ache/ + +# Others +ClientBin/ +~$* +*~ +*.dbmdl +*.dbproj.schemaview +*.jfm +*.pfx +*.publishsettings +orleans.codegen.cs + +# Including strong name files can present a security risk +# (https://github.com/github/gitignore/pull/2483#issue-259490424) +#*.snk + +# Since there are multiple workflows, uncomment next line to ignore bower_components +# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622) +#bower_components/ + +# RIA/Silverlight projects +Generated_Code/ + +# Backup & report files from converting an old project file +# to a newer Visual Studio version. Backup files are not needed, +# because we have git ;-) +_UpgradeReport_Files/ +Backup*/ +UpgradeLog*.XML +UpgradeLog*.htm +ServiceFabricBackup/ +*.rptproj.bak + +# SQL Server files +*.mdf +*.ldf +*.ndf + +# Business Intelligence projects +*.rdl.data +*.bim.layout +*.bim_*.settings +*.rptproj.rsuser + +# Microsoft Fakes +FakesAssemblies/ + +# GhostDoc plugin setting file +*.GhostDoc.xml + +# Node.js Tools for Visual Studio +.ntvs_analysis.dat +node_modules/ + +# Visual Studio 6 build log +*.plg + +# Visual Studio 6 workspace options file +*.opt + +# Visual Studio 6 auto-generated workspace file (contains which files were open etc.) +*.vbw + +# Visual Studio LightSwitch build output +**/*.HTMLClient/GeneratedArtifacts +**/*.DesktopClient/GeneratedArtifacts +**/*.DesktopClient/ModelManifest.xml +**/*.Server/GeneratedArtifacts +**/*.Server/ModelManifest.xml +_Pvt_Extensions + +# Paket dependency manager +.paket/paket.exe +paket-files/ + +# FAKE - F# Make +.fake/ + +# JetBrains Rider +.idea/ +*.sln.iml + +# CodeRush +.cr/ + +# Python Tools for Visual Studio (PTVS) +__pycache__/ +*.pyc + +# Cake - Uncomment if you are using it +# tools/** +# !tools/packages.config + +# Tabs Studio +*.tss + +# Telerik's JustMock configuration file +*.jmconfig + +# BizTalk build output +*.btp.cs +*.btm.cs +*.odx.cs +*.xsd.cs + +# OpenCover UI analysis results +OpenCover/ + +# Azure Stream Analytics local run output +ASALocalRun/ + +# MSBuild Binary and Structured Log +*.binlog + +# NVidia Nsight GPU debugger configuration file +*.nvuser + +# MFractors (Xamarin productivity tool) working folder +.mfractor/ diff --git a/reactor2019/faceapi/1 - Starter Project/01 Starter Project.csproj b/reactor2019/faceapi/1 - Starter Project/01 Starter Project.csproj new file mode 100644 index 00000000..9d932b2b --- /dev/null +++ b/reactor2019/faceapi/1 - Starter Project/01 Starter Project.csproj @@ -0,0 +1,20 @@ + + + + WinExe + netcoreapp3.0 + AzureKinectFaceApi + true + x64 + + + + + + + + + + + + \ No newline at end of file diff --git a/reactor2019/faceapi/1 - Starter Project/App.xaml b/reactor2019/faceapi/1 - Starter Project/App.xaml new file mode 100644 index 00000000..e170e761 --- /dev/null +++ b/reactor2019/faceapi/1 - Starter Project/App.xaml @@ -0,0 +1,9 @@ + + + + + diff --git a/reactor2019/faceapi/1 - Starter Project/App.xaml.cs b/reactor2019/faceapi/1 - Starter Project/App.xaml.cs new file mode 100644 index 00000000..d71bf95b --- /dev/null +++ b/reactor2019/faceapi/1 - Starter Project/App.xaml.cs @@ -0,0 +1,17 @@ +using System; +using System.Collections.Generic; +using System.Configuration; +using System.Data; +using System.Linq; +using System.Threading.Tasks; +using System.Windows; + +namespace wpf_test +{ + /// + /// Interaction logic for App.xaml + /// + public partial class App : Application + { + } +} diff --git a/reactor2019/faceapi/1 - Starter Project/Helpers/BitmapHelper.cs b/reactor2019/faceapi/1 - Starter Project/Helpers/BitmapHelper.cs new file mode 100644 index 00000000..ed7aca2a --- /dev/null +++ b/reactor2019/faceapi/1 - Starter Project/Helpers/BitmapHelper.cs @@ -0,0 +1,88 @@ +using System; +using System.Collections.Generic; +using System.Globalization; +using System.IO; +using System.Text; +using System.Text.RegularExpressions; +using System.Windows; +using System.Windows.Media; +using System.Windows.Media.Imaging; + +namespace AzureKinectFaceApi +{ + class BitmapHelper + { + public static Stream GetJpegStream(BitmapSource bitmapSource) + { + MemoryStream jpegStream = new MemoryStream(); + JpegBitmapEncoder encoder = new JpegBitmapEncoder(); + + encoder.Frames.Add(BitmapFrame.Create(bitmapSource)); + encoder.Save(jpegStream); + + jpegStream.Position = 0; + + return jpegStream; + } + + public static BitmapSource GetRenderedBitmap(BitmapSource originalImage, IEnumerable rectangles) + { + int width = originalImage?.PixelWidth ?? 640; + int height = originalImage?.PixelHeight ?? 480; + + // Create a new bitmap to render to + RenderTargetBitmap targetBitmap = new RenderTargetBitmap( + width, + height, + 300, 300, + PixelFormats.Pbgra32); + + // Set up a drawing context + DrawingVisual visual = new DrawingVisual(); + DrawingContext context = visual.RenderOpen(); + + if (originalImage != null) + { + // Draw the original image as the background + context.DrawImage(originalImage, + new Rect(0, 0, targetBitmap.Width, targetBitmap.Height)); + } + + // Determine the scale between Pixel coordinates and Drawing coordinates + double scale = targetBitmap.Width / (double)targetBitmap.PixelWidth; + + // Draw the rectangles and text + if (rectangles != null) + { + foreach (StatusRectangle rectangle in rectangles) + { + Rect renderLocation = rectangle.PixelRectangle; + + // Scale from pixel coordinates to drawing coordinates + renderLocation.Scale(scale, scale); + + Brush brush = Brushes.Green; + + // Format the text + FormattedText formatted = new FormattedText(rectangle.Text, + CultureInfo.CurrentCulture, + FlowDirection.LeftToRight, + new Typeface("Verdana"), + 15.0, + brush, + 1.0); + + // Draw the rectangle and text + context.DrawRoundedRectangle(null, new Pen(brush, 2.0), renderLocation, 3.0, 3.0); + context.DrawText(formatted, renderLocation.TopRight); + } + } + + // Complete the render + context.Close(); + targetBitmap.Render(visual); + + return targetBitmap; + } + } +} diff --git a/reactor2019/faceapi/1 - Starter Project/Helpers/FaceHelper.cs b/reactor2019/faceapi/1 - Starter Project/Helpers/FaceHelper.cs new file mode 100644 index 00000000..be420198 --- /dev/null +++ b/reactor2019/faceapi/1 - Starter Project/Helpers/FaceHelper.cs @@ -0,0 +1,76 @@ +#if true +using Microsoft.Azure.CognitiveServices.Vision.Face; +using Microsoft.Azure.CognitiveServices.Vision.Face.Models; +using System; +using System.Collections.Generic; +using System.IO; +using System.Text; +using System.Threading; +using System.Threading.Tasks; +using System.Windows.Media.Imaging; + +namespace AzureKinectFaceApi +{ + static class FaceHelper + { + public static IFaceClient Authenticate() + { + string SUBSCRIPTION_KEY = Environment.GetEnvironmentVariable("FACE_SUBSCRIPTION_KEY"); + string ENDPOINT = Environment.GetEnvironmentVariable("FACE_ENDPOINT"); + + if (string.IsNullOrEmpty(SUBSCRIPTION_KEY)) + { + throw new Exception("FACE_SUBSCRIPTION_KEY environment variable must be set"); + } + + if (string.IsNullOrEmpty(ENDPOINT)) + { + throw new Exception("FACE_ENDPOINT environment variable must be set"); + } + + string suffix = "face/v1.0"; + if (ENDPOINT.EndsWith(suffix)) + { + ENDPOINT = ENDPOINT.Substring(0, ENDPOINT.Length - suffix.Length); + } + + return Authenticate(ENDPOINT, SUBSCRIPTION_KEY); + } + + public static IFaceClient Authenticate(string endpoint, string key) + { + return new FaceClient(new ApiKeyServiceClientCredentials(key)) { Endpoint = endpoint }; + } + + public static async Task> GetFaces(IFaceClient client, Stream image) + { + CancellationTokenSource cancellation = new CancellationTokenSource(TimeSpan.FromSeconds(30)); + + return await client.Face.DetectWithStreamAsync( + image, + returnFaceAttributes: new[] { FaceAttributeType.Emotion, FaceAttributeType.Smile }, + returnFaceLandmarks: true, + cancellationToken: cancellation.Token + ); + } + + public static string EmotionToString(Emotion emotion) + { + string emotionString = ""; + + if (emotion.Anger > 0.2) emotionString += "😠"; + if (emotion.Contempt > 0.2) emotionString += "😒"; + if (emotion.Disgust > 0.2) emotionString += "🤢"; + if (emotion.Fear > 0.2) emotionString += "😨"; + if (emotion.Happiness > 0.2) emotionString += "😊"; + if (emotion.Neutral > 0.2) emotionString += "😐"; + if (emotion.Sadness > 0.2) emotionString += "😢"; + if (emotion.Surprise > 0.2) emotionString += "😲"; + + return emotionString; + } + + + } +} +#endif \ No newline at end of file diff --git a/reactor2019/faceapi/1 - Starter Project/Helpers/KinectHelper.cs b/reactor2019/faceapi/1 - Starter Project/Helpers/KinectHelper.cs new file mode 100644 index 00000000..e13390d9 --- /dev/null +++ b/reactor2019/faceapi/1 - Starter Project/Helpers/KinectHelper.cs @@ -0,0 +1,43 @@ +using Microsoft.Azure.Kinect.Sensor; +using System; +using System.Collections.Generic; +using System.Text; +using System.Threading.Tasks; +using System.Windows.Media; +using System.Windows.Media.Imaging; + +namespace AzureKinectFaceApi +{ + class KinectHelper + { + public static BitmapSource GetBitmapSource(Microsoft.Azure.Kinect.Sensor.Capture capture) + { + BitmapSource bitmapSource = BitmapSource.Create( + capture.Color.WidthPixels, + capture.Color.HeightPixels, + 300, 300, + PixelFormats.Bgra32, + null, + capture.Color.Memory.ToArray(), + capture.Color.StrideBytes); + + return bitmapSource; + } + + static readonly int MaxRange = 1200; + static readonly int MinRange = 1000; + static readonly int BackgroundRange = 4000; + + public static Presence GetPresenceForDepth(int depth) + { + if (depth > BackgroundRange || depth == 0) + return Presence.NotInView; + if (depth < MinRange) + return Presence.TooClose; + if (depth > MaxRange) + return Presence.TooFar; + + return Presence.JustRight; + } + } +} diff --git a/reactor2019/faceapi/1 - Starter Project/MainWindow.xaml b/reactor2019/faceapi/1 - Starter Project/MainWindow.xaml new file mode 100644 index 00000000..260f44cf --- /dev/null +++ b/reactor2019/faceapi/1 - Starter Project/MainWindow.xaml @@ -0,0 +1,15 @@ + + + + + + diff --git a/reactor2019/faceapi/1 - Starter Project/MainWindow.xaml.cs b/reactor2019/faceapi/1 - Starter Project/MainWindow.xaml.cs new file mode 100644 index 00000000..133a4206 --- /dev/null +++ b/reactor2019/faceapi/1 - Starter Project/MainWindow.xaml.cs @@ -0,0 +1,126 @@ +using Microsoft.Azure.CognitiveServices.Vision.Face; +using Microsoft.Azure.CognitiveServices.Vision.Face.Models; +using Microsoft.Azure.Kinect.Sensor; +using System; +using System.Collections.Generic; +using System.Globalization; +using System.IO; +using System.Security.Principal; +using System.Text; +using System.Threading; +using System.Threading.Tasks; +using System.Windows; +using System.Windows.Documents; +using System.Windows.Media; +using System.Windows.Media.Imaging; + +namespace AzureKinectFaceApi +{ + /// + /// Interaction logic for MainWindow.xaml + /// + public partial class MainWindow : Window + { + // Device device; + // bool running = true; + // Presence lastPresence = Presence.NotInView; + // List faces = new List(); + // IFaceClient client; + // Transformation transformation; + + public MainWindow() + { + InitializeComponent(); + } + + private async Task ProcessCapture(Capture capture) + { +#if false + BitmapSource originalBitmap = KinectHelper.GetBitmapSource(capture); + + int centerDepth = capture.Depth.GetPixel( + capture.Depth.HeightPixels / 2, + capture.Depth.WidthPixels / 2); + + Presence currentPresence = KinectHelper.GetPresenceForDepth(centerDepth); + lblStatus.Content = currentPresence + " " + centerDepth; + + if (currentPresence == Presence.JustRight && lastPresence != Presence.JustRight) + { + lblStatus.Content = "Loading..."; + using var depthMap = transformation.DepthImageToColorCamera(capture); + + Stream jpeg = BitmapHelper.GetJpegStream(originalBitmap); + + foreach (DetectedFace face in await FaceHelper.GetFaces(this.client, jpeg)) + { + StringBuilder text = new StringBuilder(); + + text.AppendLine($"Smile: {face.FaceAttributes.Smile}"); + text.AppendLine($"Emotion: {FaceHelper.EmotionToString(face.FaceAttributes.Emotion)}"); + + int depth = depthMap.GetPixel( + (int)face.FaceLandmarks.NoseTip.Y, + (int)face.FaceLandmarks.NoseTip.X); + + text.AppendLine($"Depth: {depth}"); + + faces.Add(new StatusRectangle(face.FaceRectangle, text.ToString())); + } + } + + if (currentPresence != Presence.JustRight) + { + this.faces.Clear(); + } + + this.lastPresence = currentPresence; + // this.imgPreview.Source = originalBitmap; + this.imgPreview.Source = BitmapHelper.GetRenderedBitmap(originalBitmap, this.faces); +#endif + } + + private async void Window_Loaded(object sender, RoutedEventArgs e) + { + lblStatus.Content = "Loaded"; +#if false + this.device = Device.Open(); + + DeviceConfiguration deviceConfiguration = new DeviceConfiguration() + { + CameraFPS = FPS.FPS15, + ColorFormat = ImageFormat.ColorBGRA32, + ColorResolution = ColorResolution.R720p, + DepthMode = DepthMode.NFOV_2x2Binned, + SynchronizedImagesOnly = true, + }; + + device.StartCameras(deviceConfiguration); + + this.transformation = device.GetCalibration().CreateTransformation(); + + this.client = FaceHelper.Authenticate(); + + while (running) + { + using (Capture capture = await Task.Run(() => + { + return device.GetCapture(); + })) + { + await ProcessCapture(capture); + } + } +#endif + } + + + private void Window_Closing(object sender, System.ComponentModel.CancelEventArgs e) + { +#if false + this.running = false; + this.device.StopCameras(); +#endif + } + } +} diff --git a/reactor2019/faceapi/1 - Starter Project/Presence.cs b/reactor2019/faceapi/1 - Starter Project/Presence.cs new file mode 100644 index 00000000..0ad53c7a --- /dev/null +++ b/reactor2019/faceapi/1 - Starter Project/Presence.cs @@ -0,0 +1,14 @@ +using System; +using System.Collections.Generic; +using System.Text; + +namespace AzureKinectFaceApi +{ + enum Presence + { + TooFar, + TooClose, + NotInView, + JustRight + } +} diff --git a/reactor2019/faceapi/1 - Starter Project/StatusRectangle.cs b/reactor2019/faceapi/1 - Starter Project/StatusRectangle.cs new file mode 100644 index 00000000..a3f15f58 --- /dev/null +++ b/reactor2019/faceapi/1 - Starter Project/StatusRectangle.cs @@ -0,0 +1,28 @@ +using Microsoft.Azure.CognitiveServices.Vision.Face.Models; +using System; +using System.Collections.Generic; +using System.Text; +using System.Windows; + +namespace AzureKinectFaceApi +{ + // Represents a rectangle to draw + class StatusRectangle + { + public StatusRectangle(Rect rect, string text) + { + this.PixelRectangle = rect; + this.Text = text; + } + + public StatusRectangle(FaceRectangle rect, string text) + { + this.PixelRectangle = new Rect(rect.Left, rect.Top, rect.Width, rect.Height); + this.Text = text; + } + + public Rect PixelRectangle { get; set; } + + public string Text { get; set; } + } +} diff --git a/reactor2019/faceapi/2 - View Color Camera/02 View Color Camera.csproj b/reactor2019/faceapi/2 - View Color Camera/02 View Color Camera.csproj new file mode 100644 index 00000000..f0723898 --- /dev/null +++ b/reactor2019/faceapi/2 - View Color Camera/02 View Color Camera.csproj @@ -0,0 +1,20 @@ + + + + WinExe + netcoreapp3.0 + AzureKinectFaceApi + true + x64 + + + + + + + + + + + + \ No newline at end of file diff --git a/reactor2019/faceapi/2 - View Color Camera/App.xaml b/reactor2019/faceapi/2 - View Color Camera/App.xaml new file mode 100644 index 00000000..c62fb921 --- /dev/null +++ b/reactor2019/faceapi/2 - View Color Camera/App.xaml @@ -0,0 +1,9 @@ + + + + + diff --git a/reactor2019/faceapi/2 - View Color Camera/App.xaml.cs b/reactor2019/faceapi/2 - View Color Camera/App.xaml.cs new file mode 100644 index 00000000..3c16675a --- /dev/null +++ b/reactor2019/faceapi/2 - View Color Camera/App.xaml.cs @@ -0,0 +1,17 @@ +using System; +using System.Collections.Generic; +using System.Configuration; +using System.Data; +using System.Linq; +using System.Threading.Tasks; +using System.Windows; + +namespace wpf_test +{ + /// + /// Interaction logic for App.xaml + /// + public partial class App : Application + { + } +} diff --git a/reactor2019/faceapi/2 - View Color Camera/Helpers/BitmapHelper.cs b/reactor2019/faceapi/2 - View Color Camera/Helpers/BitmapHelper.cs new file mode 100644 index 00000000..ed7aca2a --- /dev/null +++ b/reactor2019/faceapi/2 - View Color Camera/Helpers/BitmapHelper.cs @@ -0,0 +1,88 @@ +using System; +using System.Collections.Generic; +using System.Globalization; +using System.IO; +using System.Text; +using System.Text.RegularExpressions; +using System.Windows; +using System.Windows.Media; +using System.Windows.Media.Imaging; + +namespace AzureKinectFaceApi +{ + class BitmapHelper + { + public static Stream GetJpegStream(BitmapSource bitmapSource) + { + MemoryStream jpegStream = new MemoryStream(); + JpegBitmapEncoder encoder = new JpegBitmapEncoder(); + + encoder.Frames.Add(BitmapFrame.Create(bitmapSource)); + encoder.Save(jpegStream); + + jpegStream.Position = 0; + + return jpegStream; + } + + public static BitmapSource GetRenderedBitmap(BitmapSource originalImage, IEnumerable rectangles) + { + int width = originalImage?.PixelWidth ?? 640; + int height = originalImage?.PixelHeight ?? 480; + + // Create a new bitmap to render to + RenderTargetBitmap targetBitmap = new RenderTargetBitmap( + width, + height, + 300, 300, + PixelFormats.Pbgra32); + + // Set up a drawing context + DrawingVisual visual = new DrawingVisual(); + DrawingContext context = visual.RenderOpen(); + + if (originalImage != null) + { + // Draw the original image as the background + context.DrawImage(originalImage, + new Rect(0, 0, targetBitmap.Width, targetBitmap.Height)); + } + + // Determine the scale between Pixel coordinates and Drawing coordinates + double scale = targetBitmap.Width / (double)targetBitmap.PixelWidth; + + // Draw the rectangles and text + if (rectangles != null) + { + foreach (StatusRectangle rectangle in rectangles) + { + Rect renderLocation = rectangle.PixelRectangle; + + // Scale from pixel coordinates to drawing coordinates + renderLocation.Scale(scale, scale); + + Brush brush = Brushes.Green; + + // Format the text + FormattedText formatted = new FormattedText(rectangle.Text, + CultureInfo.CurrentCulture, + FlowDirection.LeftToRight, + new Typeface("Verdana"), + 15.0, + brush, + 1.0); + + // Draw the rectangle and text + context.DrawRoundedRectangle(null, new Pen(brush, 2.0), renderLocation, 3.0, 3.0); + context.DrawText(formatted, renderLocation.TopRight); + } + } + + // Complete the render + context.Close(); + targetBitmap.Render(visual); + + return targetBitmap; + } + } +} diff --git a/reactor2019/faceapi/2 - View Color Camera/Helpers/FaceHelper.cs b/reactor2019/faceapi/2 - View Color Camera/Helpers/FaceHelper.cs new file mode 100644 index 00000000..be420198 --- /dev/null +++ b/reactor2019/faceapi/2 - View Color Camera/Helpers/FaceHelper.cs @@ -0,0 +1,76 @@ +#if true +using Microsoft.Azure.CognitiveServices.Vision.Face; +using Microsoft.Azure.CognitiveServices.Vision.Face.Models; +using System; +using System.Collections.Generic; +using System.IO; +using System.Text; +using System.Threading; +using System.Threading.Tasks; +using System.Windows.Media.Imaging; + +namespace AzureKinectFaceApi +{ + static class FaceHelper + { + public static IFaceClient Authenticate() + { + string SUBSCRIPTION_KEY = Environment.GetEnvironmentVariable("FACE_SUBSCRIPTION_KEY"); + string ENDPOINT = Environment.GetEnvironmentVariable("FACE_ENDPOINT"); + + if (string.IsNullOrEmpty(SUBSCRIPTION_KEY)) + { + throw new Exception("FACE_SUBSCRIPTION_KEY environment variable must be set"); + } + + if (string.IsNullOrEmpty(ENDPOINT)) + { + throw new Exception("FACE_ENDPOINT environment variable must be set"); + } + + string suffix = "face/v1.0"; + if (ENDPOINT.EndsWith(suffix)) + { + ENDPOINT = ENDPOINT.Substring(0, ENDPOINT.Length - suffix.Length); + } + + return Authenticate(ENDPOINT, SUBSCRIPTION_KEY); + } + + public static IFaceClient Authenticate(string endpoint, string key) + { + return new FaceClient(new ApiKeyServiceClientCredentials(key)) { Endpoint = endpoint }; + } + + public static async Task> GetFaces(IFaceClient client, Stream image) + { + CancellationTokenSource cancellation = new CancellationTokenSource(TimeSpan.FromSeconds(30)); + + return await client.Face.DetectWithStreamAsync( + image, + returnFaceAttributes: new[] { FaceAttributeType.Emotion, FaceAttributeType.Smile }, + returnFaceLandmarks: true, + cancellationToken: cancellation.Token + ); + } + + public static string EmotionToString(Emotion emotion) + { + string emotionString = ""; + + if (emotion.Anger > 0.2) emotionString += "😠"; + if (emotion.Contempt > 0.2) emotionString += "😒"; + if (emotion.Disgust > 0.2) emotionString += "🤢"; + if (emotion.Fear > 0.2) emotionString += "😨"; + if (emotion.Happiness > 0.2) emotionString += "😊"; + if (emotion.Neutral > 0.2) emotionString += "😐"; + if (emotion.Sadness > 0.2) emotionString += "😢"; + if (emotion.Surprise > 0.2) emotionString += "😲"; + + return emotionString; + } + + + } +} +#endif \ No newline at end of file diff --git a/reactor2019/faceapi/2 - View Color Camera/Helpers/KinectHelper.cs b/reactor2019/faceapi/2 - View Color Camera/Helpers/KinectHelper.cs new file mode 100644 index 00000000..e13390d9 --- /dev/null +++ b/reactor2019/faceapi/2 - View Color Camera/Helpers/KinectHelper.cs @@ -0,0 +1,43 @@ +using Microsoft.Azure.Kinect.Sensor; +using System; +using System.Collections.Generic; +using System.Text; +using System.Threading.Tasks; +using System.Windows.Media; +using System.Windows.Media.Imaging; + +namespace AzureKinectFaceApi +{ + class KinectHelper + { + public static BitmapSource GetBitmapSource(Microsoft.Azure.Kinect.Sensor.Capture capture) + { + BitmapSource bitmapSource = BitmapSource.Create( + capture.Color.WidthPixels, + capture.Color.HeightPixels, + 300, 300, + PixelFormats.Bgra32, + null, + capture.Color.Memory.ToArray(), + capture.Color.StrideBytes); + + return bitmapSource; + } + + static readonly int MaxRange = 1200; + static readonly int MinRange = 1000; + static readonly int BackgroundRange = 4000; + + public static Presence GetPresenceForDepth(int depth) + { + if (depth > BackgroundRange || depth == 0) + return Presence.NotInView; + if (depth < MinRange) + return Presence.TooClose; + if (depth > MaxRange) + return Presence.TooFar; + + return Presence.JustRight; + } + } +} diff --git a/reactor2019/faceapi/2 - View Color Camera/MainWindow.xaml b/reactor2019/faceapi/2 - View Color Camera/MainWindow.xaml new file mode 100644 index 00000000..238b6f26 --- /dev/null +++ b/reactor2019/faceapi/2 - View Color Camera/MainWindow.xaml @@ -0,0 +1,15 @@ + + + + + + diff --git a/reactor2019/faceapi/2 - View Color Camera/MainWindow.xaml.cs b/reactor2019/faceapi/2 - View Color Camera/MainWindow.xaml.cs new file mode 100644 index 00000000..df1a7fd3 --- /dev/null +++ b/reactor2019/faceapi/2 - View Color Camera/MainWindow.xaml.cs @@ -0,0 +1,155 @@ +using Microsoft.Azure.CognitiveServices.Vision.Face; +using Microsoft.Azure.CognitiveServices.Vision.Face.Models; +using Microsoft.Azure.Kinect.Sensor; +using System; +using System.Collections.Generic; +using System.Globalization; +using System.IO; +using System.Security.Principal; +using System.Text; +using System.Threading; +using System.Threading.Tasks; +using System.Windows; +using System.Windows.Documents; +using System.Windows.Media; +using System.Windows.Media.Imaging; + +namespace AzureKinectFaceApi +{ + /// + /// Interaction logic for MainWindow.xaml + /// + public partial class MainWindow : Window + { + Device device; + bool running = true; + // Presence lastPresence = Presence.NotInView; + // List faces = new List(); + // IFaceClient client; + // Transformation transformation; + + public MainWindow() + { + InitializeComponent(); + } + + private async Task ProcessCapture(Capture capture) + { + BitmapSource originalBitmap = KinectHelper.GetBitmapSource(capture); + this.imgPreview.Source = originalBitmap; +#if false + BitmapSource originalBitmap = KinectHelper.GetBitmapSource(capture); + + int centerDepth = capture.Depth.GetPixel( + capture.Depth.HeightPixels / 2, + capture.Depth.WidthPixels / 2); + + Presence currentPresence = KinectHelper.GetPresenceForDepth(centerDepth); + lblStatus.Content = currentPresence + " " + centerDepth; + + if (currentPresence == Presence.JustRight && lastPresence != Presence.JustRight) + { + lblStatus.Content = "Loading..."; + using var depthMap = transformation.DepthImageToColorCamera(capture); + + Stream jpeg = BitmapHelper.GetJpegStream(originalBitmap); + + foreach (DetectedFace face in await FaceHelper.GetFaces(this.client, jpeg)) + { + StringBuilder text = new StringBuilder(); + + text.AppendLine($"Smile: {face.FaceAttributes.Smile}"); + text.AppendLine($"Emotion: {FaceHelper.EmotionToString(face.FaceAttributes.Emotion)}"); + + int depth = depthMap.GetPixel( + (int)face.FaceLandmarks.NoseTip.Y, + (int)face.FaceLandmarks.NoseTip.X); + + text.AppendLine($"Depth: {depth}"); + + faces.Add(new StatusRectangle(face.FaceRectangle, text.ToString())); + } + } + + if (currentPresence != Presence.JustRight) + { + this.faces.Clear(); + } + + this.lastPresence = currentPresence; + // this.imgPreview.Source = originalBitmap; + this.imgPreview.Source = BitmapHelper.GetRenderedBitmap(originalBitmap, this.faces); +#endif + } + + private async void Window_Loaded(object sender, RoutedEventArgs e) + { + lblStatus.Content = "Loaded"; + + this.device = Device.Open(); + + DeviceConfiguration deviceConfiguration = new DeviceConfiguration() + { + CameraFPS = FPS.FPS15, + ColorFormat = ImageFormat.ColorBGRA32, + ColorResolution = ColorResolution.R720p, + DepthMode = DepthMode.NFOV_2x2Binned, + SynchronizedImagesOnly = true, + }; + + device.StartCameras(deviceConfiguration); + + while (running) + { + using (Capture capture = await Task.Run(() => + { + return device.GetCapture(); + })) + { + await ProcessCapture(capture); + } + } + +#if false + this.device = Device.Open(); + + DeviceConfiguration deviceConfiguration = new DeviceConfiguration() + { + CameraFPS = FPS.FPS15, + ColorFormat = ImageFormat.ColorBGRA32, + ColorResolution = ColorResolution.R720p, + DepthMode = DepthMode.NFOV_2x2Binned, + SynchronizedImagesOnly = true, + }; + + device.StartCameras(deviceConfiguration); + + this.transformation = device.GetCalibration().CreateTransformation(); + + this.client = FaceHelper.Authenticate(); + + while (running) + { + using (Capture capture = await Task.Run(() => + { + return device.GetCapture(); + })) + { + await ProcessCapture(capture); + } + } +#endif + } + + + private void Window_Closing(object sender, System.ComponentModel.CancelEventArgs e) + { + this.running = false; + this.device.StopCameras(); +#if false + this.running = false; + this.device.StopCameras(); +#endif + } + } +} diff --git a/reactor2019/faceapi/2 - View Color Camera/Presence.cs b/reactor2019/faceapi/2 - View Color Camera/Presence.cs new file mode 100644 index 00000000..8f204f33 --- /dev/null +++ b/reactor2019/faceapi/2 - View Color Camera/Presence.cs @@ -0,0 +1,14 @@ +using System; +using System.Collections.Generic; +using System.Text; + +namespace AzureKinectFaceApi +{ + enum Presence + { + TooFar, + TooClose, + NotInView, + JustRight + } +} diff --git a/reactor2019/faceapi/2 - View Color Camera/StatusRectangle.cs b/reactor2019/faceapi/2 - View Color Camera/StatusRectangle.cs new file mode 100644 index 00000000..aeb0ef7b --- /dev/null +++ b/reactor2019/faceapi/2 - View Color Camera/StatusRectangle.cs @@ -0,0 +1,28 @@ +using Microsoft.Azure.CognitiveServices.Vision.Face.Models; +using System; +using System.Collections.Generic; +using System.Text; +using System.Windows; + +namespace AzureKinectFaceApi +{ + // Represents a rectangle to draw + class StatusRectangle + { + public StatusRectangle(Rect rect, string text) + { + this.PixelRectangle = rect; + this.Text = text; + } + + public StatusRectangle(FaceRectangle rect, string text) + { + this.PixelRectangle = new Rect(rect.Left, rect.Top, rect.Width, rect.Height); + this.Text = text; + } + + public Rect PixelRectangle { get; set; } + + public string Text { get; set; } + } +} diff --git a/reactor2019/faceapi/3 - Show depth/03 Show depth.csproj b/reactor2019/faceapi/3 - Show depth/03 Show depth.csproj new file mode 100644 index 00000000..f0723898 --- /dev/null +++ b/reactor2019/faceapi/3 - Show depth/03 Show depth.csproj @@ -0,0 +1,20 @@ + + + + WinExe + netcoreapp3.0 + AzureKinectFaceApi + true + x64 + + + + + + + + + + + + \ No newline at end of file diff --git a/reactor2019/faceapi/3 - Show depth/App.xaml b/reactor2019/faceapi/3 - Show depth/App.xaml new file mode 100644 index 00000000..c62fb921 --- /dev/null +++ b/reactor2019/faceapi/3 - Show depth/App.xaml @@ -0,0 +1,9 @@ + + + + + diff --git a/reactor2019/faceapi/3 - Show depth/App.xaml.cs b/reactor2019/faceapi/3 - Show depth/App.xaml.cs new file mode 100644 index 00000000..3c16675a --- /dev/null +++ b/reactor2019/faceapi/3 - Show depth/App.xaml.cs @@ -0,0 +1,17 @@ +using System; +using System.Collections.Generic; +using System.Configuration; +using System.Data; +using System.Linq; +using System.Threading.Tasks; +using System.Windows; + +namespace wpf_test +{ + /// + /// Interaction logic for App.xaml + /// + public partial class App : Application + { + } +} diff --git a/reactor2019/faceapi/3 - Show depth/Helpers/BitmapHelper.cs b/reactor2019/faceapi/3 - Show depth/Helpers/BitmapHelper.cs new file mode 100644 index 00000000..ed7aca2a --- /dev/null +++ b/reactor2019/faceapi/3 - Show depth/Helpers/BitmapHelper.cs @@ -0,0 +1,88 @@ +using System; +using System.Collections.Generic; +using System.Globalization; +using System.IO; +using System.Text; +using System.Text.RegularExpressions; +using System.Windows; +using System.Windows.Media; +using System.Windows.Media.Imaging; + +namespace AzureKinectFaceApi +{ + class BitmapHelper + { + public static Stream GetJpegStream(BitmapSource bitmapSource) + { + MemoryStream jpegStream = new MemoryStream(); + JpegBitmapEncoder encoder = new JpegBitmapEncoder(); + + encoder.Frames.Add(BitmapFrame.Create(bitmapSource)); + encoder.Save(jpegStream); + + jpegStream.Position = 0; + + return jpegStream; + } + + public static BitmapSource GetRenderedBitmap(BitmapSource originalImage, IEnumerable rectangles) + { + int width = originalImage?.PixelWidth ?? 640; + int height = originalImage?.PixelHeight ?? 480; + + // Create a new bitmap to render to + RenderTargetBitmap targetBitmap = new RenderTargetBitmap( + width, + height, + 300, 300, + PixelFormats.Pbgra32); + + // Set up a drawing context + DrawingVisual visual = new DrawingVisual(); + DrawingContext context = visual.RenderOpen(); + + if (originalImage != null) + { + // Draw the original image as the background + context.DrawImage(originalImage, + new Rect(0, 0, targetBitmap.Width, targetBitmap.Height)); + } + + // Determine the scale between Pixel coordinates and Drawing coordinates + double scale = targetBitmap.Width / (double)targetBitmap.PixelWidth; + + // Draw the rectangles and text + if (rectangles != null) + { + foreach (StatusRectangle rectangle in rectangles) + { + Rect renderLocation = rectangle.PixelRectangle; + + // Scale from pixel coordinates to drawing coordinates + renderLocation.Scale(scale, scale); + + Brush brush = Brushes.Green; + + // Format the text + FormattedText formatted = new FormattedText(rectangle.Text, + CultureInfo.CurrentCulture, + FlowDirection.LeftToRight, + new Typeface("Verdana"), + 15.0, + brush, + 1.0); + + // Draw the rectangle and text + context.DrawRoundedRectangle(null, new Pen(brush, 2.0), renderLocation, 3.0, 3.0); + context.DrawText(formatted, renderLocation.TopRight); + } + } + + // Complete the render + context.Close(); + targetBitmap.Render(visual); + + return targetBitmap; + } + } +} diff --git a/reactor2019/faceapi/3 - Show depth/Helpers/FaceHelper.cs b/reactor2019/faceapi/3 - Show depth/Helpers/FaceHelper.cs new file mode 100644 index 00000000..be420198 --- /dev/null +++ b/reactor2019/faceapi/3 - Show depth/Helpers/FaceHelper.cs @@ -0,0 +1,76 @@ +#if true +using Microsoft.Azure.CognitiveServices.Vision.Face; +using Microsoft.Azure.CognitiveServices.Vision.Face.Models; +using System; +using System.Collections.Generic; +using System.IO; +using System.Text; +using System.Threading; +using System.Threading.Tasks; +using System.Windows.Media.Imaging; + +namespace AzureKinectFaceApi +{ + static class FaceHelper + { + public static IFaceClient Authenticate() + { + string SUBSCRIPTION_KEY = Environment.GetEnvironmentVariable("FACE_SUBSCRIPTION_KEY"); + string ENDPOINT = Environment.GetEnvironmentVariable("FACE_ENDPOINT"); + + if (string.IsNullOrEmpty(SUBSCRIPTION_KEY)) + { + throw new Exception("FACE_SUBSCRIPTION_KEY environment variable must be set"); + } + + if (string.IsNullOrEmpty(ENDPOINT)) + { + throw new Exception("FACE_ENDPOINT environment variable must be set"); + } + + string suffix = "face/v1.0"; + if (ENDPOINT.EndsWith(suffix)) + { + ENDPOINT = ENDPOINT.Substring(0, ENDPOINT.Length - suffix.Length); + } + + return Authenticate(ENDPOINT, SUBSCRIPTION_KEY); + } + + public static IFaceClient Authenticate(string endpoint, string key) + { + return new FaceClient(new ApiKeyServiceClientCredentials(key)) { Endpoint = endpoint }; + } + + public static async Task> GetFaces(IFaceClient client, Stream image) + { + CancellationTokenSource cancellation = new CancellationTokenSource(TimeSpan.FromSeconds(30)); + + return await client.Face.DetectWithStreamAsync( + image, + returnFaceAttributes: new[] { FaceAttributeType.Emotion, FaceAttributeType.Smile }, + returnFaceLandmarks: true, + cancellationToken: cancellation.Token + ); + } + + public static string EmotionToString(Emotion emotion) + { + string emotionString = ""; + + if (emotion.Anger > 0.2) emotionString += "😠"; + if (emotion.Contempt > 0.2) emotionString += "😒"; + if (emotion.Disgust > 0.2) emotionString += "🤢"; + if (emotion.Fear > 0.2) emotionString += "😨"; + if (emotion.Happiness > 0.2) emotionString += "😊"; + if (emotion.Neutral > 0.2) emotionString += "😐"; + if (emotion.Sadness > 0.2) emotionString += "😢"; + if (emotion.Surprise > 0.2) emotionString += "😲"; + + return emotionString; + } + + + } +} +#endif \ No newline at end of file diff --git a/reactor2019/faceapi/3 - Show depth/Helpers/KinectHelper.cs b/reactor2019/faceapi/3 - Show depth/Helpers/KinectHelper.cs new file mode 100644 index 00000000..e13390d9 --- /dev/null +++ b/reactor2019/faceapi/3 - Show depth/Helpers/KinectHelper.cs @@ -0,0 +1,43 @@ +using Microsoft.Azure.Kinect.Sensor; +using System; +using System.Collections.Generic; +using System.Text; +using System.Threading.Tasks; +using System.Windows.Media; +using System.Windows.Media.Imaging; + +namespace AzureKinectFaceApi +{ + class KinectHelper + { + public static BitmapSource GetBitmapSource(Microsoft.Azure.Kinect.Sensor.Capture capture) + { + BitmapSource bitmapSource = BitmapSource.Create( + capture.Color.WidthPixels, + capture.Color.HeightPixels, + 300, 300, + PixelFormats.Bgra32, + null, + capture.Color.Memory.ToArray(), + capture.Color.StrideBytes); + + return bitmapSource; + } + + static readonly int MaxRange = 1200; + static readonly int MinRange = 1000; + static readonly int BackgroundRange = 4000; + + public static Presence GetPresenceForDepth(int depth) + { + if (depth > BackgroundRange || depth == 0) + return Presence.NotInView; + if (depth < MinRange) + return Presence.TooClose; + if (depth > MaxRange) + return Presence.TooFar; + + return Presence.JustRight; + } + } +} diff --git a/reactor2019/faceapi/3 - Show depth/MainWindow.xaml b/reactor2019/faceapi/3 - Show depth/MainWindow.xaml new file mode 100644 index 00000000..791f3017 --- /dev/null +++ b/reactor2019/faceapi/3 - Show depth/MainWindow.xaml @@ -0,0 +1,15 @@ + + + + + + diff --git a/reactor2019/faceapi/3 - Show depth/MainWindow.xaml.cs b/reactor2019/faceapi/3 - Show depth/MainWindow.xaml.cs new file mode 100644 index 00000000..74d9acf1 --- /dev/null +++ b/reactor2019/faceapi/3 - Show depth/MainWindow.xaml.cs @@ -0,0 +1,169 @@ +using Microsoft.Azure.CognitiveServices.Vision.Face; +using Microsoft.Azure.CognitiveServices.Vision.Face.Models; +using Microsoft.Azure.Kinect.Sensor; +using System; +using System.Collections.Generic; +using System.Globalization; +using System.IO; +using System.Security.Principal; +using System.Text; +using System.Threading; +using System.Threading.Tasks; +using System.Windows; +using System.Windows.Documents; +using System.Windows.Media; +using System.Windows.Media.Imaging; + +namespace AzureKinectFaceApi +{ + /// + /// Interaction logic for MainWindow.xaml + /// + public partial class MainWindow : Window + { + Device device; + bool running = true; + Presence lastPresence = Presence.NotInView; + // List faces = new List(); + // IFaceClient client; + // Transformation transformation; + + public MainWindow() + { + InitializeComponent(); + } + + private async Task ProcessCapture(Capture capture) + { + BitmapSource originalBitmap = KinectHelper.GetBitmapSource(capture); + + int centerDepth = capture.Depth.GetPixel( + capture.Depth.HeightPixels / 2, + capture.Depth.WidthPixels / 2); + + Presence currentPresence = KinectHelper.GetPresenceForDepth(centerDepth); + lblStatus.Content = currentPresence + " " + centerDepth; + + if (currentPresence == Presence.JustRight && lastPresence != Presence.JustRight) + { + lblStatus.Content = "Loading..."; + } + + this.lastPresence = currentPresence; + this.imgPreview.Source = originalBitmap; +#if false + BitmapSource originalBitmap = KinectHelper.GetBitmapSource(capture); + + int centerDepth = capture.Depth.GetPixel( + capture.Depth.HeightPixels / 2, + capture.Depth.WidthPixels / 2); + + Presence currentPresence = KinectHelper.GetPresenceForDepth(centerDepth); + lblStatus.Content = currentPresence + " " + centerDepth; + + if (currentPresence == Presence.JustRight && lastPresence != Presence.JustRight) + { + lblStatus.Content = "Loading..."; + using var depthMap = transformation.DepthImageToColorCamera(capture); + + Stream jpeg = BitmapHelper.GetJpegStream(originalBitmap); + + foreach (DetectedFace face in await FaceHelper.GetFaces(this.client, jpeg)) + { + StringBuilder text = new StringBuilder(); + + text.AppendLine($"Smile: {face.FaceAttributes.Smile}"); + text.AppendLine($"Emotion: {FaceHelper.EmotionToString(face.FaceAttributes.Emotion)}"); + + int depth = depthMap.GetPixel( + (int)face.FaceLandmarks.NoseTip.Y, + (int)face.FaceLandmarks.NoseTip.X); + + text.AppendLine($"Depth: {depth}"); + + faces.Add(new StatusRectangle(face.FaceRectangle, text.ToString())); + } + } + + if (currentPresence != Presence.JustRight) + { + this.faces.Clear(); + } + + this.lastPresence = currentPresence; + // this.imgPreview.Source = originalBitmap; + this.imgPreview.Source = BitmapHelper.GetRenderedBitmap(originalBitmap, this.faces); +#endif + } + + private async void Window_Loaded(object sender, RoutedEventArgs e) + { + lblStatus.Content = "Loaded"; + + this.device = Device.Open(); + + DeviceConfiguration deviceConfiguration = new DeviceConfiguration() + { + CameraFPS = FPS.FPS15, + ColorFormat = ImageFormat.ColorBGRA32, + ColorResolution = ColorResolution.R720p, + DepthMode = DepthMode.NFOV_2x2Binned, + SynchronizedImagesOnly = true, + }; + + device.StartCameras(deviceConfiguration); + + while (running) + { + using (Capture capture = await Task.Run(() => + { + return device.GetCapture(); + })) + { + await ProcessCapture(capture); + } + } + +#if false + this.device = Device.Open(); + + DeviceConfiguration deviceConfiguration = new DeviceConfiguration() + { + CameraFPS = FPS.FPS15, + ColorFormat = ImageFormat.ColorBGRA32, + ColorResolution = ColorResolution.R720p, + DepthMode = DepthMode.NFOV_2x2Binned, + SynchronizedImagesOnly = true, + }; + + device.StartCameras(deviceConfiguration); + + this.transformation = device.GetCalibration().CreateTransformation(); + + this.client = FaceHelper.Authenticate(); + + while (running) + { + using (Capture capture = await Task.Run(() => + { + return device.GetCapture(); + })) + { + await ProcessCapture(capture); + } + } +#endif + } + + + private void Window_Closing(object sender, System.ComponentModel.CancelEventArgs e) + { + this.running = false; + this.device.StopCameras(); +#if false + this.running = false; + this.device.StopCameras(); +#endif + } + } +} diff --git a/reactor2019/faceapi/3 - Show depth/Presence.cs b/reactor2019/faceapi/3 - Show depth/Presence.cs new file mode 100644 index 00000000..8f204f33 --- /dev/null +++ b/reactor2019/faceapi/3 - Show depth/Presence.cs @@ -0,0 +1,14 @@ +using System; +using System.Collections.Generic; +using System.Text; + +namespace AzureKinectFaceApi +{ + enum Presence + { + TooFar, + TooClose, + NotInView, + JustRight + } +} diff --git a/reactor2019/faceapi/3 - Show depth/StatusRectangle.cs b/reactor2019/faceapi/3 - Show depth/StatusRectangle.cs new file mode 100644 index 00000000..aeb0ef7b --- /dev/null +++ b/reactor2019/faceapi/3 - Show depth/StatusRectangle.cs @@ -0,0 +1,28 @@ +using Microsoft.Azure.CognitiveServices.Vision.Face.Models; +using System; +using System.Collections.Generic; +using System.Text; +using System.Windows; + +namespace AzureKinectFaceApi +{ + // Represents a rectangle to draw + class StatusRectangle + { + public StatusRectangle(Rect rect, string text) + { + this.PixelRectangle = rect; + this.Text = text; + } + + public StatusRectangle(FaceRectangle rect, string text) + { + this.PixelRectangle = new Rect(rect.Left, rect.Top, rect.Width, rect.Height); + this.Text = text; + } + + public Rect PixelRectangle { get; set; } + + public string Text { get; set; } + } +} diff --git a/reactor2019/faceapi/4 - Retrieve Faces/04 Retrieve Faces.csproj b/reactor2019/faceapi/4 - Retrieve Faces/04 Retrieve Faces.csproj new file mode 100644 index 00000000..f0723898 --- /dev/null +++ b/reactor2019/faceapi/4 - Retrieve Faces/04 Retrieve Faces.csproj @@ -0,0 +1,20 @@ + + + + WinExe + netcoreapp3.0 + AzureKinectFaceApi + true + x64 + + + + + + + + + + + + \ No newline at end of file diff --git a/reactor2019/faceapi/4 - Retrieve Faces/App.xaml b/reactor2019/faceapi/4 - Retrieve Faces/App.xaml new file mode 100644 index 00000000..c62fb921 --- /dev/null +++ b/reactor2019/faceapi/4 - Retrieve Faces/App.xaml @@ -0,0 +1,9 @@ + + + + + diff --git a/reactor2019/faceapi/4 - Retrieve Faces/App.xaml.cs b/reactor2019/faceapi/4 - Retrieve Faces/App.xaml.cs new file mode 100644 index 00000000..3c16675a --- /dev/null +++ b/reactor2019/faceapi/4 - Retrieve Faces/App.xaml.cs @@ -0,0 +1,17 @@ +using System; +using System.Collections.Generic; +using System.Configuration; +using System.Data; +using System.Linq; +using System.Threading.Tasks; +using System.Windows; + +namespace wpf_test +{ + /// + /// Interaction logic for App.xaml + /// + public partial class App : Application + { + } +} diff --git a/reactor2019/faceapi/4 - Retrieve Faces/Helpers/BitmapHelper.cs b/reactor2019/faceapi/4 - Retrieve Faces/Helpers/BitmapHelper.cs new file mode 100644 index 00000000..ed7aca2a --- /dev/null +++ b/reactor2019/faceapi/4 - Retrieve Faces/Helpers/BitmapHelper.cs @@ -0,0 +1,88 @@ +using System; +using System.Collections.Generic; +using System.Globalization; +using System.IO; +using System.Text; +using System.Text.RegularExpressions; +using System.Windows; +using System.Windows.Media; +using System.Windows.Media.Imaging; + +namespace AzureKinectFaceApi +{ + class BitmapHelper + { + public static Stream GetJpegStream(BitmapSource bitmapSource) + { + MemoryStream jpegStream = new MemoryStream(); + JpegBitmapEncoder encoder = new JpegBitmapEncoder(); + + encoder.Frames.Add(BitmapFrame.Create(bitmapSource)); + encoder.Save(jpegStream); + + jpegStream.Position = 0; + + return jpegStream; + } + + public static BitmapSource GetRenderedBitmap(BitmapSource originalImage, IEnumerable rectangles) + { + int width = originalImage?.PixelWidth ?? 640; + int height = originalImage?.PixelHeight ?? 480; + + // Create a new bitmap to render to + RenderTargetBitmap targetBitmap = new RenderTargetBitmap( + width, + height, + 300, 300, + PixelFormats.Pbgra32); + + // Set up a drawing context + DrawingVisual visual = new DrawingVisual(); + DrawingContext context = visual.RenderOpen(); + + if (originalImage != null) + { + // Draw the original image as the background + context.DrawImage(originalImage, + new Rect(0, 0, targetBitmap.Width, targetBitmap.Height)); + } + + // Determine the scale between Pixel coordinates and Drawing coordinates + double scale = targetBitmap.Width / (double)targetBitmap.PixelWidth; + + // Draw the rectangles and text + if (rectangles != null) + { + foreach (StatusRectangle rectangle in rectangles) + { + Rect renderLocation = rectangle.PixelRectangle; + + // Scale from pixel coordinates to drawing coordinates + renderLocation.Scale(scale, scale); + + Brush brush = Brushes.Green; + + // Format the text + FormattedText formatted = new FormattedText(rectangle.Text, + CultureInfo.CurrentCulture, + FlowDirection.LeftToRight, + new Typeface("Verdana"), + 15.0, + brush, + 1.0); + + // Draw the rectangle and text + context.DrawRoundedRectangle(null, new Pen(brush, 2.0), renderLocation, 3.0, 3.0); + context.DrawText(formatted, renderLocation.TopRight); + } + } + + // Complete the render + context.Close(); + targetBitmap.Render(visual); + + return targetBitmap; + } + } +} diff --git a/reactor2019/faceapi/4 - Retrieve Faces/Helpers/FaceHelper.cs b/reactor2019/faceapi/4 - Retrieve Faces/Helpers/FaceHelper.cs new file mode 100644 index 00000000..be420198 --- /dev/null +++ b/reactor2019/faceapi/4 - Retrieve Faces/Helpers/FaceHelper.cs @@ -0,0 +1,76 @@ +#if true +using Microsoft.Azure.CognitiveServices.Vision.Face; +using Microsoft.Azure.CognitiveServices.Vision.Face.Models; +using System; +using System.Collections.Generic; +using System.IO; +using System.Text; +using System.Threading; +using System.Threading.Tasks; +using System.Windows.Media.Imaging; + +namespace AzureKinectFaceApi +{ + static class FaceHelper + { + public static IFaceClient Authenticate() + { + string SUBSCRIPTION_KEY = Environment.GetEnvironmentVariable("FACE_SUBSCRIPTION_KEY"); + string ENDPOINT = Environment.GetEnvironmentVariable("FACE_ENDPOINT"); + + if (string.IsNullOrEmpty(SUBSCRIPTION_KEY)) + { + throw new Exception("FACE_SUBSCRIPTION_KEY environment variable must be set"); + } + + if (string.IsNullOrEmpty(ENDPOINT)) + { + throw new Exception("FACE_ENDPOINT environment variable must be set"); + } + + string suffix = "face/v1.0"; + if (ENDPOINT.EndsWith(suffix)) + { + ENDPOINT = ENDPOINT.Substring(0, ENDPOINT.Length - suffix.Length); + } + + return Authenticate(ENDPOINT, SUBSCRIPTION_KEY); + } + + public static IFaceClient Authenticate(string endpoint, string key) + { + return new FaceClient(new ApiKeyServiceClientCredentials(key)) { Endpoint = endpoint }; + } + + public static async Task> GetFaces(IFaceClient client, Stream image) + { + CancellationTokenSource cancellation = new CancellationTokenSource(TimeSpan.FromSeconds(30)); + + return await client.Face.DetectWithStreamAsync( + image, + returnFaceAttributes: new[] { FaceAttributeType.Emotion, FaceAttributeType.Smile }, + returnFaceLandmarks: true, + cancellationToken: cancellation.Token + ); + } + + public static string EmotionToString(Emotion emotion) + { + string emotionString = ""; + + if (emotion.Anger > 0.2) emotionString += "😠"; + if (emotion.Contempt > 0.2) emotionString += "😒"; + if (emotion.Disgust > 0.2) emotionString += "🤢"; + if (emotion.Fear > 0.2) emotionString += "😨"; + if (emotion.Happiness > 0.2) emotionString += "😊"; + if (emotion.Neutral > 0.2) emotionString += "😐"; + if (emotion.Sadness > 0.2) emotionString += "😢"; + if (emotion.Surprise > 0.2) emotionString += "😲"; + + return emotionString; + } + + + } +} +#endif \ No newline at end of file diff --git a/reactor2019/faceapi/4 - Retrieve Faces/Helpers/KinectHelper.cs b/reactor2019/faceapi/4 - Retrieve Faces/Helpers/KinectHelper.cs new file mode 100644 index 00000000..e13390d9 --- /dev/null +++ b/reactor2019/faceapi/4 - Retrieve Faces/Helpers/KinectHelper.cs @@ -0,0 +1,43 @@ +using Microsoft.Azure.Kinect.Sensor; +using System; +using System.Collections.Generic; +using System.Text; +using System.Threading.Tasks; +using System.Windows.Media; +using System.Windows.Media.Imaging; + +namespace AzureKinectFaceApi +{ + class KinectHelper + { + public static BitmapSource GetBitmapSource(Microsoft.Azure.Kinect.Sensor.Capture capture) + { + BitmapSource bitmapSource = BitmapSource.Create( + capture.Color.WidthPixels, + capture.Color.HeightPixels, + 300, 300, + PixelFormats.Bgra32, + null, + capture.Color.Memory.ToArray(), + capture.Color.StrideBytes); + + return bitmapSource; + } + + static readonly int MaxRange = 1200; + static readonly int MinRange = 1000; + static readonly int BackgroundRange = 4000; + + public static Presence GetPresenceForDepth(int depth) + { + if (depth > BackgroundRange || depth == 0) + return Presence.NotInView; + if (depth < MinRange) + return Presence.TooClose; + if (depth > MaxRange) + return Presence.TooFar; + + return Presence.JustRight; + } + } +} diff --git a/reactor2019/faceapi/4 - Retrieve Faces/MainWindow.xaml b/reactor2019/faceapi/4 - Retrieve Faces/MainWindow.xaml new file mode 100644 index 00000000..28981787 --- /dev/null +++ b/reactor2019/faceapi/4 - Retrieve Faces/MainWindow.xaml @@ -0,0 +1,15 @@ + + + + + + diff --git a/reactor2019/faceapi/4 - Retrieve Faces/MainWindow.xaml.cs b/reactor2019/faceapi/4 - Retrieve Faces/MainWindow.xaml.cs new file mode 100644 index 00000000..57d5122e --- /dev/null +++ b/reactor2019/faceapi/4 - Retrieve Faces/MainWindow.xaml.cs @@ -0,0 +1,189 @@ +using Microsoft.Azure.CognitiveServices.Vision.Face; +using Microsoft.Azure.CognitiveServices.Vision.Face.Models; +using Microsoft.Azure.Kinect.Sensor; +using System; +using System.Collections.Generic; +using System.Globalization; +using System.IO; +using System.Security.Principal; +using System.Text; +using System.Threading; +using System.Threading.Tasks; +using System.Windows; +using System.Windows.Documents; +using System.Windows.Media; +using System.Windows.Media.Imaging; + +namespace AzureKinectFaceApi +{ + /// + /// Interaction logic for MainWindow.xaml + /// + public partial class MainWindow : Window + { + Device device; + bool running = true; + Presence lastPresence = Presence.NotInView; + List faces = new List(); + IFaceClient client; + // Transformation transformation; + + public MainWindow() + { + InitializeComponent(); + } + + private async Task ProcessCapture(Capture capture) + { + BitmapSource originalBitmap = KinectHelper.GetBitmapSource(capture); + + int centerDepth = capture.Depth.GetPixel( + capture.Depth.HeightPixels / 2, + capture.Depth.WidthPixels / 2); + + Presence currentPresence = KinectHelper.GetPresenceForDepth(centerDepth); + lblStatus.Content = currentPresence + " " + centerDepth; + + if (currentPresence == Presence.JustRight && lastPresence != Presence.JustRight) + { + lblStatus.Content = "Loading..."; + + Stream jpeg = BitmapHelper.GetJpegStream(originalBitmap); + + foreach (DetectedFace face in await FaceHelper.GetFaces(this.client, jpeg)) + { + StringBuilder text = new StringBuilder(); + + text.AppendLine($"Smile: {face.FaceAttributes.Smile}"); + text.AppendLine($"Emotion: {FaceHelper.EmotionToString(face.FaceAttributes.Emotion)}"); + + + faces.Add(new StatusRectangle(face.FaceRectangle, text.ToString())); + } + } + + if (currentPresence != Presence.JustRight) + { + this.faces.Clear(); + } + + this.lastPresence = currentPresence; + this.imgPreview.Source = BitmapHelper.GetRenderedBitmap(originalBitmap, this.faces); +#if false + BitmapSource originalBitmap = KinectHelper.GetBitmapSource(capture); + + int centerDepth = capture.Depth.GetPixel( + capture.Depth.HeightPixels / 2, + capture.Depth.WidthPixels / 2); + + Presence currentPresence = KinectHelper.GetPresenceForDepth(centerDepth); + lblStatus.Content = currentPresence + " " + centerDepth; + + if (currentPresence == Presence.JustRight && lastPresence != Presence.JustRight) + { + lblStatus.Content = "Loading..."; + using var depthMap = transformation.DepthImageToColorCamera(capture); + + Stream jpeg = BitmapHelper.GetJpegStream(originalBitmap); + + foreach (DetectedFace face in await FaceHelper.GetFaces(this.client, jpeg)) + { + StringBuilder text = new StringBuilder(); + + text.AppendLine($"Smile: {face.FaceAttributes.Smile}"); + text.AppendLine($"Emotion: {FaceHelper.EmotionToString(face.FaceAttributes.Emotion)}"); + + int depth = depthMap.GetPixel( + (int)face.FaceLandmarks.NoseTip.Y, + (int)face.FaceLandmarks.NoseTip.X); + + text.AppendLine($"Depth: {depth}"); + + faces.Add(new StatusRectangle(face.FaceRectangle, text.ToString())); + } + } + + if (currentPresence != Presence.JustRight) + { + this.faces.Clear(); + } + + this.lastPresence = currentPresence; + // this.imgPreview.Source = originalBitmap; + this.imgPreview.Source = BitmapHelper.GetRenderedBitmap(originalBitmap, this.faces); +#endif + } + + private async void Window_Loaded(object sender, RoutedEventArgs e) + { + lblStatus.Content = "Loaded"; + + this.device = Device.Open(); + + DeviceConfiguration deviceConfiguration = new DeviceConfiguration() + { + CameraFPS = FPS.FPS15, + ColorFormat = ImageFormat.ColorBGRA32, + ColorResolution = ColorResolution.R720p, + DepthMode = DepthMode.NFOV_2x2Binned, + SynchronizedImagesOnly = true, + }; + + device.StartCameras(deviceConfiguration); + + this.client = FaceHelper.Authenticate(); + + while (running) + { + using (Capture capture = await Task.Run(() => + { + return device.GetCapture(); + })) + { + await ProcessCapture(capture); + } + } + +#if false + this.device = Device.Open(); + + DeviceConfiguration deviceConfiguration = new DeviceConfiguration() + { + CameraFPS = FPS.FPS15, + ColorFormat = ImageFormat.ColorBGRA32, + ColorResolution = ColorResolution.R720p, + DepthMode = DepthMode.NFOV_2x2Binned, + SynchronizedImagesOnly = true, + }; + + device.StartCameras(deviceConfiguration); + + this.transformation = device.GetCalibration().CreateTransformation(); + + this.client = FaceHelper.Authenticate(); + + while (running) + { + using (Capture capture = await Task.Run(() => + { + return device.GetCapture(); + })) + { + await ProcessCapture(capture); + } + } +#endif + } + + + private void Window_Closing(object sender, System.ComponentModel.CancelEventArgs e) + { + this.running = false; + this.device.StopCameras(); +#if false + this.running = false; + this.device.StopCameras(); +#endif + } + } +} diff --git a/reactor2019/faceapi/4 - Retrieve Faces/Presence.cs b/reactor2019/faceapi/4 - Retrieve Faces/Presence.cs new file mode 100644 index 00000000..8f204f33 --- /dev/null +++ b/reactor2019/faceapi/4 - Retrieve Faces/Presence.cs @@ -0,0 +1,14 @@ +using System; +using System.Collections.Generic; +using System.Text; + +namespace AzureKinectFaceApi +{ + enum Presence + { + TooFar, + TooClose, + NotInView, + JustRight + } +} diff --git a/reactor2019/faceapi/4 - Retrieve Faces/StatusRectangle.cs b/reactor2019/faceapi/4 - Retrieve Faces/StatusRectangle.cs new file mode 100644 index 00000000..aeb0ef7b --- /dev/null +++ b/reactor2019/faceapi/4 - Retrieve Faces/StatusRectangle.cs @@ -0,0 +1,28 @@ +using Microsoft.Azure.CognitiveServices.Vision.Face.Models; +using System; +using System.Collections.Generic; +using System.Text; +using System.Windows; + +namespace AzureKinectFaceApi +{ + // Represents a rectangle to draw + class StatusRectangle + { + public StatusRectangle(Rect rect, string text) + { + this.PixelRectangle = rect; + this.Text = text; + } + + public StatusRectangle(FaceRectangle rect, string text) + { + this.PixelRectangle = new Rect(rect.Left, rect.Top, rect.Width, rect.Height); + this.Text = text; + } + + public Rect PixelRectangle { get; set; } + + public string Text { get; set; } + } +} diff --git a/reactor2019/faceapi/5 - Show depth for faces/05 Show depth for faces.csproj b/reactor2019/faceapi/5 - Show depth for faces/05 Show depth for faces.csproj new file mode 100644 index 00000000..f0723898 --- /dev/null +++ b/reactor2019/faceapi/5 - Show depth for faces/05 Show depth for faces.csproj @@ -0,0 +1,20 @@ + + + + WinExe + netcoreapp3.0 + AzureKinectFaceApi + true + x64 + + + + + + + + + + + + \ No newline at end of file diff --git a/reactor2019/faceapi/5 - Show depth for faces/App.xaml b/reactor2019/faceapi/5 - Show depth for faces/App.xaml new file mode 100644 index 00000000..c62fb921 --- /dev/null +++ b/reactor2019/faceapi/5 - Show depth for faces/App.xaml @@ -0,0 +1,9 @@ + + + + + diff --git a/reactor2019/faceapi/5 - Show depth for faces/App.xaml.cs b/reactor2019/faceapi/5 - Show depth for faces/App.xaml.cs new file mode 100644 index 00000000..3c16675a --- /dev/null +++ b/reactor2019/faceapi/5 - Show depth for faces/App.xaml.cs @@ -0,0 +1,17 @@ +using System; +using System.Collections.Generic; +using System.Configuration; +using System.Data; +using System.Linq; +using System.Threading.Tasks; +using System.Windows; + +namespace wpf_test +{ + /// + /// Interaction logic for App.xaml + /// + public partial class App : Application + { + } +} diff --git a/reactor2019/faceapi/5 - Show depth for faces/Helpers/BitmapHelper.cs b/reactor2019/faceapi/5 - Show depth for faces/Helpers/BitmapHelper.cs new file mode 100644 index 00000000..ed7aca2a --- /dev/null +++ b/reactor2019/faceapi/5 - Show depth for faces/Helpers/BitmapHelper.cs @@ -0,0 +1,88 @@ +using System; +using System.Collections.Generic; +using System.Globalization; +using System.IO; +using System.Text; +using System.Text.RegularExpressions; +using System.Windows; +using System.Windows.Media; +using System.Windows.Media.Imaging; + +namespace AzureKinectFaceApi +{ + class BitmapHelper + { + public static Stream GetJpegStream(BitmapSource bitmapSource) + { + MemoryStream jpegStream = new MemoryStream(); + JpegBitmapEncoder encoder = new JpegBitmapEncoder(); + + encoder.Frames.Add(BitmapFrame.Create(bitmapSource)); + encoder.Save(jpegStream); + + jpegStream.Position = 0; + + return jpegStream; + } + + public static BitmapSource GetRenderedBitmap(BitmapSource originalImage, IEnumerable rectangles) + { + int width = originalImage?.PixelWidth ?? 640; + int height = originalImage?.PixelHeight ?? 480; + + // Create a new bitmap to render to + RenderTargetBitmap targetBitmap = new RenderTargetBitmap( + width, + height, + 300, 300, + PixelFormats.Pbgra32); + + // Set up a drawing context + DrawingVisual visual = new DrawingVisual(); + DrawingContext context = visual.RenderOpen(); + + if (originalImage != null) + { + // Draw the original image as the background + context.DrawImage(originalImage, + new Rect(0, 0, targetBitmap.Width, targetBitmap.Height)); + } + + // Determine the scale between Pixel coordinates and Drawing coordinates + double scale = targetBitmap.Width / (double)targetBitmap.PixelWidth; + + // Draw the rectangles and text + if (rectangles != null) + { + foreach (StatusRectangle rectangle in rectangles) + { + Rect renderLocation = rectangle.PixelRectangle; + + // Scale from pixel coordinates to drawing coordinates + renderLocation.Scale(scale, scale); + + Brush brush = Brushes.Green; + + // Format the text + FormattedText formatted = new FormattedText(rectangle.Text, + CultureInfo.CurrentCulture, + FlowDirection.LeftToRight, + new Typeface("Verdana"), + 15.0, + brush, + 1.0); + + // Draw the rectangle and text + context.DrawRoundedRectangle(null, new Pen(brush, 2.0), renderLocation, 3.0, 3.0); + context.DrawText(formatted, renderLocation.TopRight); + } + } + + // Complete the render + context.Close(); + targetBitmap.Render(visual); + + return targetBitmap; + } + } +} diff --git a/reactor2019/faceapi/5 - Show depth for faces/Helpers/FaceHelper.cs b/reactor2019/faceapi/5 - Show depth for faces/Helpers/FaceHelper.cs new file mode 100644 index 00000000..be420198 --- /dev/null +++ b/reactor2019/faceapi/5 - Show depth for faces/Helpers/FaceHelper.cs @@ -0,0 +1,76 @@ +#if true +using Microsoft.Azure.CognitiveServices.Vision.Face; +using Microsoft.Azure.CognitiveServices.Vision.Face.Models; +using System; +using System.Collections.Generic; +using System.IO; +using System.Text; +using System.Threading; +using System.Threading.Tasks; +using System.Windows.Media.Imaging; + +namespace AzureKinectFaceApi +{ + static class FaceHelper + { + public static IFaceClient Authenticate() + { + string SUBSCRIPTION_KEY = Environment.GetEnvironmentVariable("FACE_SUBSCRIPTION_KEY"); + string ENDPOINT = Environment.GetEnvironmentVariable("FACE_ENDPOINT"); + + if (string.IsNullOrEmpty(SUBSCRIPTION_KEY)) + { + throw new Exception("FACE_SUBSCRIPTION_KEY environment variable must be set"); + } + + if (string.IsNullOrEmpty(ENDPOINT)) + { + throw new Exception("FACE_ENDPOINT environment variable must be set"); + } + + string suffix = "face/v1.0"; + if (ENDPOINT.EndsWith(suffix)) + { + ENDPOINT = ENDPOINT.Substring(0, ENDPOINT.Length - suffix.Length); + } + + return Authenticate(ENDPOINT, SUBSCRIPTION_KEY); + } + + public static IFaceClient Authenticate(string endpoint, string key) + { + return new FaceClient(new ApiKeyServiceClientCredentials(key)) { Endpoint = endpoint }; + } + + public static async Task> GetFaces(IFaceClient client, Stream image) + { + CancellationTokenSource cancellation = new CancellationTokenSource(TimeSpan.FromSeconds(30)); + + return await client.Face.DetectWithStreamAsync( + image, + returnFaceAttributes: new[] { FaceAttributeType.Emotion, FaceAttributeType.Smile }, + returnFaceLandmarks: true, + cancellationToken: cancellation.Token + ); + } + + public static string EmotionToString(Emotion emotion) + { + string emotionString = ""; + + if (emotion.Anger > 0.2) emotionString += "😠"; + if (emotion.Contempt > 0.2) emotionString += "😒"; + if (emotion.Disgust > 0.2) emotionString += "🤢"; + if (emotion.Fear > 0.2) emotionString += "😨"; + if (emotion.Happiness > 0.2) emotionString += "😊"; + if (emotion.Neutral > 0.2) emotionString += "😐"; + if (emotion.Sadness > 0.2) emotionString += "😢"; + if (emotion.Surprise > 0.2) emotionString += "😲"; + + return emotionString; + } + + + } +} +#endif \ No newline at end of file diff --git a/reactor2019/faceapi/5 - Show depth for faces/Helpers/KinectHelper.cs b/reactor2019/faceapi/5 - Show depth for faces/Helpers/KinectHelper.cs new file mode 100644 index 00000000..e13390d9 --- /dev/null +++ b/reactor2019/faceapi/5 - Show depth for faces/Helpers/KinectHelper.cs @@ -0,0 +1,43 @@ +using Microsoft.Azure.Kinect.Sensor; +using System; +using System.Collections.Generic; +using System.Text; +using System.Threading.Tasks; +using System.Windows.Media; +using System.Windows.Media.Imaging; + +namespace AzureKinectFaceApi +{ + class KinectHelper + { + public static BitmapSource GetBitmapSource(Microsoft.Azure.Kinect.Sensor.Capture capture) + { + BitmapSource bitmapSource = BitmapSource.Create( + capture.Color.WidthPixels, + capture.Color.HeightPixels, + 300, 300, + PixelFormats.Bgra32, + null, + capture.Color.Memory.ToArray(), + capture.Color.StrideBytes); + + return bitmapSource; + } + + static readonly int MaxRange = 1200; + static readonly int MinRange = 1000; + static readonly int BackgroundRange = 4000; + + public static Presence GetPresenceForDepth(int depth) + { + if (depth > BackgroundRange || depth == 0) + return Presence.NotInView; + if (depth < MinRange) + return Presence.TooClose; + if (depth > MaxRange) + return Presence.TooFar; + + return Presence.JustRight; + } + } +} diff --git a/reactor2019/faceapi/5 - Show depth for faces/MainWindow.xaml b/reactor2019/faceapi/5 - Show depth for faces/MainWindow.xaml new file mode 100644 index 00000000..5a19cd9d --- /dev/null +++ b/reactor2019/faceapi/5 - Show depth for faces/MainWindow.xaml @@ -0,0 +1,15 @@ + + + + + + diff --git a/reactor2019/faceapi/5 - Show depth for faces/MainWindow.xaml.cs b/reactor2019/faceapi/5 - Show depth for faces/MainWindow.xaml.cs new file mode 100644 index 00000000..945a68fe --- /dev/null +++ b/reactor2019/faceapi/5 - Show depth for faces/MainWindow.xaml.cs @@ -0,0 +1,197 @@ +using Microsoft.Azure.CognitiveServices.Vision.Face; +using Microsoft.Azure.CognitiveServices.Vision.Face.Models; +using Microsoft.Azure.Kinect.Sensor; +using System; +using System.Collections.Generic; +using System.Globalization; +using System.IO; +using System.Security.Principal; +using System.Text; +using System.Threading; +using System.Threading.Tasks; +using System.Windows; +using System.Windows.Documents; +using System.Windows.Media; +using System.Windows.Media.Imaging; + +namespace AzureKinectFaceApi +{ + /// + /// Interaction logic for MainWindow.xaml + /// + public partial class MainWindow : Window + { + Device device; + bool running = true; + Presence lastPresence = Presence.NotInView; + List faces = new List(); + IFaceClient client; + Transformation transformation; + + public MainWindow() + { + InitializeComponent(); + } + + private async Task ProcessCapture(Capture capture) + { + BitmapSource originalBitmap = KinectHelper.GetBitmapSource(capture); + + int centerDepth = capture.Depth.GetPixel( + capture.Depth.HeightPixels / 2, + capture.Depth.WidthPixels / 2); + + Presence currentPresence = KinectHelper.GetPresenceForDepth(centerDepth); + lblStatus.Content = currentPresence + " " + centerDepth; + + if (currentPresence == Presence.JustRight && lastPresence != Presence.JustRight) + { + lblStatus.Content = "Loading..."; + using var depthMap = transformation.DepthImageToColorCamera(capture); + + Stream jpeg = BitmapHelper.GetJpegStream(originalBitmap); + + foreach (DetectedFace face in await FaceHelper.GetFaces(this.client, jpeg)) + { + StringBuilder text = new StringBuilder(); + + text.AppendLine($"Smile: {face.FaceAttributes.Smile}"); + text.AppendLine($"Emotion: {FaceHelper.EmotionToString(face.FaceAttributes.Emotion)}"); + + int depth = depthMap.GetPixel( + (int)face.FaceLandmarks.NoseTip.Y, + (int)face.FaceLandmarks.NoseTip.X); + + text.AppendLine($"Depth: {depth}"); + + faces.Add(new StatusRectangle(face.FaceRectangle, text.ToString())); + } + } + + if (currentPresence != Presence.JustRight) + { + this.faces.Clear(); + } + + this.lastPresence = currentPresence; + this.imgPreview.Source = BitmapHelper.GetRenderedBitmap(originalBitmap, this.faces); +#if false + BitmapSource originalBitmap = KinectHelper.GetBitmapSource(capture); + + int centerDepth = capture.Depth.GetPixel( + capture.Depth.HeightPixels / 2, + capture.Depth.WidthPixels / 2); + + Presence currentPresence = KinectHelper.GetPresenceForDepth(centerDepth); + lblStatus.Content = currentPresence + " " + centerDepth; + + if (currentPresence == Presence.JustRight && lastPresence != Presence.JustRight) + { + lblStatus.Content = "Loading..."; + using var depthMap = transformation.DepthImageToColorCamera(capture); + + Stream jpeg = BitmapHelper.GetJpegStream(originalBitmap); + + foreach (DetectedFace face in await FaceHelper.GetFaces(this.client, jpeg)) + { + StringBuilder text = new StringBuilder(); + + text.AppendLine($"Smile: {face.FaceAttributes.Smile}"); + text.AppendLine($"Emotion: {FaceHelper.EmotionToString(face.FaceAttributes.Emotion)}"); + + int depth = depthMap.GetPixel( + (int)face.FaceLandmarks.NoseTip.Y, + (int)face.FaceLandmarks.NoseTip.X); + + text.AppendLine($"Depth: {depth}"); + + faces.Add(new StatusRectangle(face.FaceRectangle, text.ToString())); + } + } + + if (currentPresence != Presence.JustRight) + { + this.faces.Clear(); + } + + this.lastPresence = currentPresence; + // this.imgPreview.Source = originalBitmap; + this.imgPreview.Source = BitmapHelper.GetRenderedBitmap(originalBitmap, this.faces); +#endif + } + + private async void Window_Loaded(object sender, RoutedEventArgs e) + { + lblStatus.Content = "Loaded"; + + this.device = Device.Open(); + + DeviceConfiguration deviceConfiguration = new DeviceConfiguration() + { + CameraFPS = FPS.FPS15, + ColorFormat = ImageFormat.ColorBGRA32, + ColorResolution = ColorResolution.R720p, + DepthMode = DepthMode.NFOV_2x2Binned, + SynchronizedImagesOnly = true, + }; + + device.StartCameras(deviceConfiguration); + + this.transformation = device.GetCalibration().CreateTransformation(); + + this.client = FaceHelper.Authenticate(); + + while (running) + { + using (Capture capture = await Task.Run(() => + { + return device.GetCapture(); + })) + { + await ProcessCapture(capture); + } + } + +#if false + this.device = Device.Open(); + + DeviceConfiguration deviceConfiguration = new DeviceConfiguration() + { + CameraFPS = FPS.FPS15, + ColorFormat = ImageFormat.ColorBGRA32, + ColorResolution = ColorResolution.R720p, + DepthMode = DepthMode.NFOV_2x2Binned, + SynchronizedImagesOnly = true, + }; + + device.StartCameras(deviceConfiguration); + + this.transformation = device.GetCalibration().CreateTransformation(); + + this.client = FaceHelper.Authenticate(); + + while (running) + { + using (Capture capture = await Task.Run(() => + { + return device.GetCapture(); + })) + { + await ProcessCapture(capture); + } + } +#endif + } + + + private void Window_Closing(object sender, System.ComponentModel.CancelEventArgs e) + { + this.running = false; + this.device.StopCameras(); +#if false + this.running = false; + this.device.StopCameras(); +#endif + } + } +} diff --git a/reactor2019/faceapi/5 - Show depth for faces/Presence.cs b/reactor2019/faceapi/5 - Show depth for faces/Presence.cs new file mode 100644 index 00000000..8f204f33 --- /dev/null +++ b/reactor2019/faceapi/5 - Show depth for faces/Presence.cs @@ -0,0 +1,14 @@ +using System; +using System.Collections.Generic; +using System.Text; + +namespace AzureKinectFaceApi +{ + enum Presence + { + TooFar, + TooClose, + NotInView, + JustRight + } +} diff --git a/reactor2019/faceapi/5 - Show depth for faces/StatusRectangle.cs b/reactor2019/faceapi/5 - Show depth for faces/StatusRectangle.cs new file mode 100644 index 00000000..aeb0ef7b --- /dev/null +++ b/reactor2019/faceapi/5 - Show depth for faces/StatusRectangle.cs @@ -0,0 +1,28 @@ +using Microsoft.Azure.CognitiveServices.Vision.Face.Models; +using System; +using System.Collections.Generic; +using System.Text; +using System.Windows; + +namespace AzureKinectFaceApi +{ + // Represents a rectangle to draw + class StatusRectangle + { + public StatusRectangle(Rect rect, string text) + { + this.PixelRectangle = rect; + this.Text = text; + } + + public StatusRectangle(FaceRectangle rect, string text) + { + this.PixelRectangle = new Rect(rect.Left, rect.Top, rect.Width, rect.Height); + this.Text = text; + } + + public Rect PixelRectangle { get; set; } + + public string Text { get; set; } + } +} diff --git a/reactor2019/faceapi/AzureKinectFaceAPI.sln b/reactor2019/faceapi/AzureKinectFaceAPI.sln new file mode 100644 index 00000000..8685ea89 --- /dev/null +++ b/reactor2019/faceapi/AzureKinectFaceAPI.sln @@ -0,0 +1,49 @@ + +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio Version 16 +VisualStudioVersion = 16.0.29123.89 +MinimumVisualStudioVersion = 10.0.40219.1 +Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "01 Starter Project", "1 - Starter Project\01 Starter Project.csproj", "{3685CFD2-1799-41C9-8664-8D144D86AE84}" +EndProject +Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "02 View Color Camera", "2 - View Color Camera\02 View Color Camera.csproj", "{66C3AFB8-4DD2-4BB7-AE8A-E14C130C101A}" +EndProject +Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "03 Show depth", "3 - Show depth\03 Show depth.csproj", "{0B413A0A-69A4-44BF-8B02-79E7ABAFB087}" +EndProject +Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "04 Retrieve Faces", "4 - Retrieve Faces\04 Retrieve Faces.csproj", "{F2463438-F606-47EB-8A3D-5BAC8149908B}" +EndProject +Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "05 Show depth for faces", "5 - Show depth for faces\05 Show depth for faces.csproj", "{61933BBC-516B-4655-A492-BF67DF784A2F}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|x64 = Debug|x64 + Release|x64 = Release|x64 + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {3685CFD2-1799-41C9-8664-8D144D86AE84}.Debug|x64.ActiveCfg = Debug|x64 + {3685CFD2-1799-41C9-8664-8D144D86AE84}.Debug|x64.Build.0 = Debug|x64 + {3685CFD2-1799-41C9-8664-8D144D86AE84}.Release|x64.ActiveCfg = Release|x64 + {3685CFD2-1799-41C9-8664-8D144D86AE84}.Release|x64.Build.0 = Release|x64 + {66C3AFB8-4DD2-4BB7-AE8A-E14C130C101A}.Debug|x64.ActiveCfg = Debug|x64 + {66C3AFB8-4DD2-4BB7-AE8A-E14C130C101A}.Debug|x64.Build.0 = Debug|x64 + {66C3AFB8-4DD2-4BB7-AE8A-E14C130C101A}.Release|x64.ActiveCfg = Release|x64 + {66C3AFB8-4DD2-4BB7-AE8A-E14C130C101A}.Release|x64.Build.0 = Release|x64 + {0B413A0A-69A4-44BF-8B02-79E7ABAFB087}.Debug|x64.ActiveCfg = Debug|x64 + {0B413A0A-69A4-44BF-8B02-79E7ABAFB087}.Debug|x64.Build.0 = Debug|x64 + {0B413A0A-69A4-44BF-8B02-79E7ABAFB087}.Release|x64.ActiveCfg = Release|x64 + {0B413A0A-69A4-44BF-8B02-79E7ABAFB087}.Release|x64.Build.0 = Release|x64 + {F2463438-F606-47EB-8A3D-5BAC8149908B}.Debug|x64.ActiveCfg = Debug|x64 + {F2463438-F606-47EB-8A3D-5BAC8149908B}.Debug|x64.Build.0 = Debug|x64 + {F2463438-F606-47EB-8A3D-5BAC8149908B}.Release|x64.ActiveCfg = Release|x64 + {F2463438-F606-47EB-8A3D-5BAC8149908B}.Release|x64.Build.0 = Release|x64 + {61933BBC-516B-4655-A492-BF67DF784A2F}.Debug|x64.ActiveCfg = Debug|x64 + {61933BBC-516B-4655-A492-BF67DF784A2F}.Debug|x64.Build.0 = Debug|x64 + {61933BBC-516B-4655-A492-BF67DF784A2F}.Release|x64.ActiveCfg = Release|x64 + {61933BBC-516B-4655-A492-BF67DF784A2F}.Release|x64.Build.0 = Release|x64 + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection + GlobalSection(ExtensibilityGlobals) = postSolution + SolutionGuid = {50CC0260-15FF-4194-AC27-D4429B86B325} + EndGlobalSection +EndGlobal diff --git a/reactor2019/faceapi/README.md b/reactor2019/faceapi/README.md new file mode 100644 index 00000000..a8e77e40 --- /dev/null +++ b/reactor2019/faceapi/README.md @@ -0,0 +1,31 @@ +# Walkthrough of Azure Kinect and Cognitive Services Face API + +This project demonstrates how to read data from an Azure Kinect DK, and identify faces using the Azure Cognitive Services Face API. + +## Overview + +* Using the Azure Kinect Sensor SDK with C# in Visual Studio +* Filter images with depth data +* Call Cognitive Services Face API with images from the Azure Kinect DK +* Map face positions to depth distances + +## Before Beginning + +You will need a Cognitive Services Face API key. + +Visit http://aka.ms/faceapi +* Click "Try Face" +* Follow the prompts for a free trial, or to add the Face API to your subscription + +Add your API key to your environment: + +```shell +setx FACE_SUBSCRIPTION_KEY 1234abcd.... +setx FACE_ENDPOINT https://westcentralus.api.cognitive.microsoft.com/face/v1.0 +``` + +## Open the Project + +Open AzureKinectFaceAPI.sln in Visual Studio 2019. Make sure that Visual Studio is up to date. + +The solution has a number of projects for different stages of development. diff --git a/reactor2019/multicam/MultiDeviceCapturer.h b/reactor2019/multicam/MultiDeviceCapturer.h new file mode 100644 index 00000000..9821deda --- /dev/null +++ b/reactor2019/multicam/MultiDeviceCapturer.h @@ -0,0 +1,255 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. +#pragma once + +#include +#include +#include // std::setw +#include + +// This is the maximum difference between when we expected an image's timestamp to be and when it actually occurred. +constexpr std::chrono::microseconds MAX_ALLOWABLE_TIME_OFFSET_ERROR_FOR_IMAGE_TIMESTAMP(100); + +constexpr int64_t WAIT_FOR_SYNCHRONIZED_CAPTURE_TIMEOUT = 60000; + +static void log_lagging_time(const char *lagger, k4a::capture &master, k4a::capture &sub) +{ +#ifdef _DEBUG + std::cout << std::setw(6) << lagger << " lagging: mc:" << std::setw(6) + << master.get_color_image().get_device_timestamp().count() << "us sc:" << std::setw(6) + << sub.get_color_image().get_device_timestamp().count() << "us\n"; +#endif +} + +static void log_synced_image_time(k4a::capture &master, k4a::capture &sub) +{ +#ifdef _DEBUG + std::cout << "Sync'd capture: mc:" << std::setw(6) << master.get_color_image().get_device_timestamp().count() + << "us sc:" << std::setw(6) << sub.get_color_image().get_device_timestamp().count() << "us\n"; +#endif +} + +class MultiDeviceCapturer +{ +public: + // Set up all the devices. Note that the index order isn't necessarily preserved, because we might swap with master + MultiDeviceCapturer(const vector &device_indices, int32_t color_exposure_usec, int32_t powerline_freq) + { + bool master_found = false; + if (device_indices.size() == 0) + { + cerr << "Capturer must be passed at least one camera!\n "; + exit(1); + } + for (uint32_t i : device_indices) + { + k4a::device next_device = k4a::device::open(i); // construct a device using this index + // If you want to synchronize cameras, you need to manually set both their exposures + next_device.set_color_control(K4A_COLOR_CONTROL_EXPOSURE_TIME_ABSOLUTE, + K4A_COLOR_CONTROL_MODE_MANUAL, + color_exposure_usec); + // This setting compensates for the flicker of lights due to the frequency of AC power in your region. If + // you are in an area with 50 Hz power, this may need to be updated (check the docs for + // k4a_color_control_command_t) + next_device.set_color_control(K4A_COLOR_CONTROL_POWERLINE_FREQUENCY, + K4A_COLOR_CONTROL_MODE_MANUAL, + powerline_freq); + // We treat the first device found with a sync out cable attached as the master. If it's not supposed to be, + // unplug the cable from it. Also, if there's only one device, just use it + if ((next_device.is_sync_out_connected() && !master_found) || device_indices.size() == 1) + { + master_device = std::move(next_device); + master_found = true; + } + else if (!next_device.is_sync_in_connected() && !next_device.is_sync_out_connected()) + { + cerr << "Each device must have sync in or sync out connected!\n "; + exit(1); + } + else if (!next_device.is_sync_in_connected()) + { + cerr << "Non-master camera found that doesn't have the sync in port connected!\n "; + exit(1); + } + else + { + subordinate_devices.emplace_back(std::move(next_device)); + } + } + if (!master_found) + { + cerr << "No device with sync out connected found!\n "; + exit(1); + } + } + + // configs[0] should be the master, the rest subordinate + void start_devices(const k4a_device_configuration_t &master_config, const k4a_device_configuration_t &sub_config) + { + // Start by starting all of the subordinate devices. They must be started before the master! + for (k4a::device &d : subordinate_devices) + { + d.start_cameras(&sub_config); + } + // Lastly, start the master device + master_device.start_cameras(&master_config); + } + + // Blocks until we have synchronized captures stored in the output. First is master, rest are subordinates + std::vector get_synchronized_captures(const k4a_device_configuration_t &sub_config, + bool compare_sub_depth_instead_of_color = false) + { + // Dealing with the synchronized cameras is complex. The Azure Kinect DK: + // (a) does not guarantee exactly equal timestamps between depth and color or between cameras (delays can + // be configured but timestamps will only be approximately the same) + // (b) does not guarantee that, if the two most recent images were synchronized, that calling get_capture + // just once on each camera will still be synchronized. + // There are several reasons for all of this. Internally, devices keep a queue of a few of the captured images + // and serve those images as requested by get_capture(). However, images can also be dropped at any moment, and + // one device may have more images ready than another device at a given moment, et cetera. + // + // Also, the process of synchronizing is complex. The cameras are not guaranteed to exactly match in all of + // their timestamps when synchronized (though they should be very close). All delays are relative to the master + // camera's color camera. To deal with these complexities, we employ a fairly straightforward algorithm. Start + // by reading in two captures, then if the camera images were not taken at roughly the same time read a new one + // from the device that had the older capture until the timestamps roughly match. + + // The captures used in the loop are outside of it so that they can persist across loop iterations. This is + // necessary because each time this loop runs we'll only update the older capture. + // The captures are stored in a vector where the first element of the vector is the master capture and + // subsequent elements are subordinate captures + std::vector captures(subordinate_devices.size() + 1); // add 1 for the master + size_t current_index = 0; + master_device.get_capture(&captures[current_index], std::chrono::milliseconds{ K4A_WAIT_INFINITE }); + ++current_index; + for (k4a::device &d : subordinate_devices) + { + d.get_capture(&captures[current_index], std::chrono::milliseconds{ K4A_WAIT_INFINITE }); + ++current_index; + } + + // If there are no subordinate devices, just return captures which only has the master image + if (subordinate_devices.empty()) + { + return captures; + } + + bool have_synced_images = false; + std::chrono::system_clock::time_point start = std::chrono::system_clock::now(); + while (!have_synced_images) + { + // Timeout if this is taking too long + int64_t duration_ms = + std::chrono::duration_cast(std::chrono::system_clock::now() - start).count(); + if (duration_ms > WAIT_FOR_SYNCHRONIZED_CAPTURE_TIMEOUT) + { + cerr << "ERROR: Timedout waiting for synchronized captures\n"; + exit(1); + } + + k4a::image master_color_image = captures[0].get_color_image(); + std::chrono::microseconds master_color_image_time = master_color_image.get_device_timestamp(); + + for (size_t i = 0; i < subordinate_devices.size(); ++i) + { + k4a::image sub_image; + if (compare_sub_depth_instead_of_color) + { + sub_image = captures[i + 1].get_depth_image(); // offset of 1 because master capture is at front + } + else + { + sub_image = captures[i + 1].get_color_image(); // offset of 1 because master capture is at front + } + + if (master_color_image && sub_image) + { + std::chrono::microseconds sub_image_time = sub_image.get_device_timestamp(); + // The subordinate's color image timestamp, ideally, is the master's color image timestamp plus the + // delay we configured between the master device color camera and subordinate device color camera + std::chrono::microseconds expected_sub_image_time = + master_color_image_time + + std::chrono::microseconds{ sub_config.subordinate_delay_off_master_usec } + + std::chrono::microseconds{ sub_config.depth_delay_off_color_usec }; + std::chrono::microseconds sub_image_time_error = sub_image_time - expected_sub_image_time; + // The time error's absolute value must be within the permissible range. So, for example, if + // MAX_ALLOWABLE_TIME_OFFSET_ERROR_FOR_IMAGE_TIMESTAMP is 2, offsets of -2, -1, 0, 1, and -2 are + // permitted + if (sub_image_time_error < -MAX_ALLOWABLE_TIME_OFFSET_ERROR_FOR_IMAGE_TIMESTAMP) + { + // Example, where MAX_ALLOWABLE_TIME_OFFSET_ERROR_FOR_IMAGE_TIMESTAMP is 1 + // time t=1 t=2 t=3 + // actual timestamp x . . + // expected timestamp . . x + // error: 1 - 3 = -2, which is less than the worst-case-allowable offset of -1 + // the subordinate camera image timestamp was earlier than it is allowed to be. This means the + // subordinate is lagging and we need to update the subordinate to get the subordinate caught up + log_lagging_time("sub", captures[0], captures[i + 1]); + subordinate_devices[i].get_capture(&captures[i + 1], + std::chrono::milliseconds{ K4A_WAIT_INFINITE }); + break; + } + else if (sub_image_time_error > MAX_ALLOWABLE_TIME_OFFSET_ERROR_FOR_IMAGE_TIMESTAMP) + { + // Example, where MAX_ALLOWABLE_TIME_OFFSET_ERROR_FOR_IMAGE_TIMESTAMP is 1 + // time t=1 t=2 t=3 + // actual timestamp . . x + // expected timestamp x . . + // error: 3 - 1 = 2, which is more than the worst-case-allowable offset of 1 + // the subordinate camera image timestamp was later than it is allowed to be. This means the + // subordinate is ahead and we need to update the master to get the master caught up + log_lagging_time("master", captures[0], captures[i + 1]); + master_device.get_capture(&captures[0], std::chrono::milliseconds{ K4A_WAIT_INFINITE }); + break; + } + else + { + // These captures are sufficiently synchronized. If we've gotten to the end, then all are + // synchronized. + if (i == subordinate_devices.size() - 1) + { + log_synced_image_time(captures[0], captures[i + 1]); + have_synced_images = true; // now we'll finish the for loop and then exit the while loop + } + } + } + else if (!master_color_image) + { + std::cout << "Master image was bad!\n"; + master_device.get_capture(&captures[0], std::chrono::milliseconds{ K4A_WAIT_INFINITE }); + break; + } + else if (!sub_image) + { + std::cout << "Subordinate image was bad!" << endl; + subordinate_devices[i].get_capture(&captures[i + 1], + std::chrono::milliseconds{ K4A_WAIT_INFINITE }); + break; + } + } + } + // if we've made it to here, it means that we have synchronized captures. + return captures; + } + + const k4a::device &get_master_device() const + { + return master_device; + } + + const k4a::device &get_subordinate_device_by_index(size_t i) const + { + // devices[0] is the master. There are only devices.size() - 1 others. So, indices greater or equal are invalid + if (i >= subordinate_devices.size()) + { + cerr << "Subordinate index too large!\n "; + exit(1); + } + return subordinate_devices[i]; + } + +private: + // Once the constuctor finishes, devices[0] will always be the master + k4a::device master_device; + std::vector subordinate_devices; +}; diff --git a/reactor2019/multicam/README.md b/reactor2019/multicam/README.md new file mode 100644 index 00000000..c3a7120f --- /dev/null +++ b/reactor2019/multicam/README.md @@ -0,0 +1 @@ +# Walkthrough how to synchronize two Azure Kinect DKs to one host \ No newline at end of file diff --git a/reactor2019/multicam/chessboard.png b/reactor2019/multicam/chessboard.png new file mode 100644 index 00000000..5227c918 Binary files /dev/null and b/reactor2019/multicam/chessboard.png differ diff --git a/reactor2019/multicam/green_screen.sln b/reactor2019/multicam/green_screen.sln new file mode 100644 index 00000000..f7b3f17a --- /dev/null +++ b/reactor2019/multicam/green_screen.sln @@ -0,0 +1,31 @@ + +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio Version 16 +VisualStudioVersion = 16.0.29001.49 +MinimumVisualStudioVersion = 10.0.40219.1 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "green_screen", "green_screen.vcxproj", "{61A0A3BE-88D9-4853-975C-4770ECF4905D}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|x64 = Debug|x64 + Debug|x86 = Debug|x86 + Release|x64 = Release|x64 + Release|x86 = Release|x86 + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {61A0A3BE-88D9-4853-975C-4770ECF4905D}.Debug|x64.ActiveCfg = Debug|x64 + {61A0A3BE-88D9-4853-975C-4770ECF4905D}.Debug|x64.Build.0 = Debug|x64 + {61A0A3BE-88D9-4853-975C-4770ECF4905D}.Debug|x86.ActiveCfg = Debug|Win32 + {61A0A3BE-88D9-4853-975C-4770ECF4905D}.Debug|x86.Build.0 = Debug|Win32 + {61A0A3BE-88D9-4853-975C-4770ECF4905D}.Release|x64.ActiveCfg = Release|x64 + {61A0A3BE-88D9-4853-975C-4770ECF4905D}.Release|x64.Build.0 = Release|x64 + {61A0A3BE-88D9-4853-975C-4770ECF4905D}.Release|x86.ActiveCfg = Release|Win32 + {61A0A3BE-88D9-4853-975C-4770ECF4905D}.Release|x86.Build.0 = Release|Win32 + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection + GlobalSection(ExtensibilityGlobals) = postSolution + SolutionGuid = {EDEDEB70-EE38-4B0C-988D-F4DA0FE62B7D} + EndGlobalSection +EndGlobal diff --git a/reactor2019/multicam/green_screen.vcxproj b/reactor2019/multicam/green_screen.vcxproj new file mode 100644 index 00000000..8d50f7bd --- /dev/null +++ b/reactor2019/multicam/green_screen.vcxproj @@ -0,0 +1,178 @@ + + + + + Debug + Win32 + + + Release + Win32 + + + Debug + x64 + + + Release + x64 + + + + + + + + + + 16.0 + {61A0A3BE-88D9-4853-975C-4770ECF4905D} + Win32Proj + greenscreen + 10.0 + + + + Application + true + v142 + Unicode + + + Application + false + v142 + true + Unicode + + + Application + true + v142 + Unicode + + + Application + false + v142 + true + Unicode + + + + + + + + + + + + + + + + + + + + + true + + + true + $(VC_IncludePath);$(WindowsSDK_IncludePath);c:\opencv\build\include\ + $(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);$(NETFXKitsDir)Lib\um\x64;c:\OpenCV\Build\x64\vc14\lib + + + false + + + false + $(VC_IncludePath);$(WindowsSDK_IncludePath);c:\opencv\build\include\ + $(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);$(NETFXKitsDir)Lib\um\x64;c:\opencv\build\x64\vc15\lib + + + + + + Level3 + Disabled + true + WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions) + true + + + Console + true + + + + + + + Level3 + Disabled + true + _DEBUG;_CONSOLE;%(PreprocessorDefinitions) + true + + + Console + true + %(AdditionalDependencies);opencv_world411d.lib + + + + + + + Level3 + MaxSpeed + true + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions) + true + + + Console + true + true + true + + + + + + + Level3 + MaxSpeed + true + true + true + NDEBUG;_CONSOLE;%(PreprocessorDefinitions) + true + + + Console + true + true + true + %(AdditionalDependencies);opencv_world411.lib + + + + + + + + + This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}. + + + + + + + \ No newline at end of file diff --git a/reactor2019/multicam/green_screen.vcxproj.filters b/reactor2019/multicam/green_screen.vcxproj.filters new file mode 100644 index 00000000..e75c1e30 --- /dev/null +++ b/reactor2019/multicam/green_screen.vcxproj.filters @@ -0,0 +1,25 @@ + + + + + {4FC737F1-C7A5-4376-A066-2A32D752A2FF} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + {93995380-89BD-4b04-88EB-625FBE52EBFB} + h;hh;hpp;hxx;hm;inl;inc;ipp;xsd + + + {67DA6AB6-F800-4c08-8B7A-83BB121AAD01} + rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms + + + + + Source Files + + + + + + \ No newline at end of file diff --git a/reactor2019/multicam/main.cpp b/reactor2019/multicam/main.cpp new file mode 100644 index 00000000..8417412d --- /dev/null +++ b/reactor2019/multicam/main.cpp @@ -0,0 +1,838 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. +#include +#include +#include +#include +#include +#include + +#include +#include +#include +#include +#include + +#if USE_OPENCV_VIZ +#include +#include "util.h" // Adapted from AzureKinectSample +#endif + +using std::cerr; +using std::cout; +using std::endl; +using std::vector; + +#include "transformation.h" +#include "MultiDeviceCapturer.h" + +// Allowing at least 160 microseconds between depth cameras should ensure they do not interfere with one another. +constexpr uint32_t MIN_TIME_BETWEEN_DEPTH_CAMERA_PICTURES_USEC = 160; + +// ideally, we could generalize this to many OpenCV types +static cv::Mat color_to_opencv(const k4a::image &im); +static cv::Mat depth_to_opencv(const k4a::image &im); +static cv::Matx33f calibration_to_color_camera_matrix(const k4a::calibration &cal); +static Transformation get_depth_to_color_transformation_from_calibration(const k4a::calibration &cal); +static k4a::calibration construct_device_to_device_calibration(const k4a::calibration &main_cal, + const k4a::calibration &secondary_cal, + const Transformation &secondary_to_main); +static vector calibration_to_color_camera_dist_coeffs(const k4a::calibration &cal); +static bool find_chessboard_corners_helper(const cv::Mat &main_color_image, + const cv::Mat &secondary_color_image, + const cv::Size &chessboard_pattern, + vector &main_chessboard_corners, + vector &secondary_chessboard_corners); +static Transformation stereo_calibration(const k4a::calibration &main_calib, + const k4a::calibration &secondary_calib, + const vector> &main_chessboard_corners_list, + const vector> &secondary_chessboard_corners_list, + const cv::Size &image_size, + const cv::Size &chessboard_pattern, + float chessboard_square_length); +static k4a_device_configuration_t get_master_config(); +static k4a_device_configuration_t get_subordinate_config(); +static Transformation calibrate_devices(MultiDeviceCapturer &capturer, + const k4a_device_configuration_t &main_config, + const k4a_device_configuration_t &secondary_config, + const cv::Size &chessboard_pattern, + float chessboard_square_length, + double calibration_timeout); +static k4a::image create_depth_image_like(const k4a::image &im); + +static int string_compare(const char *s1, const char *s2) +{ + assert(s1 != NULL); + assert(s2 != NULL); + + while (tolower((unsigned char)*s1) == tolower((unsigned char)*s2)) + { + if (*s1 == '\0') + { + return 1; // Exact match + } + s1++; + s2++; + } + return 0; // Not an exact match +} + +static bool parse_args(int argc, + char **argv, + size_t *num_devices, + cv::Size *chessboard_pattern, + float *chessboard_square_length, + uint16_t *depth_threshold, + int32_t *color_exposure_usec, + int32_t *powerline_freq, + double *calibration_timeout, + double *app_duration, + bool *green_screen, + bool *invisibility_cloak) +{ + for (int i = 1; i < argc; i++) + { + if (string_compare(argv[i], "-d") || string_compare(argv[i], "--device_count")) + { + *num_devices = static_cast(atoi(argv[++i])); + if (*num_devices > k4a::device::get_installed_count()) + { + cerr << "Not enough cameras plugged in!\n"; + cerr << "count is " << k4a::device::get_installed_count() << "\n"; + return false; + } + } + else if (string_compare(argv[i], "-cb") || string_compare(argv[i], "--chessboard")) + { + if (argc >= i + 1 + 3) + { + chessboard_pattern->height = atoi(argv[++i]); + chessboard_pattern->width = atoi(argv[++i]); + *chessboard_square_length = static_cast(atof(argv[++i])); + } + else + { + cerr << "Not enough params for --chessboard!\n"; + return false; + } + } + else if (string_compare(argv[i], "-th") || string_compare(argv[i], "--depth_threshold")) + { + *depth_threshold = static_cast(atoi(argv[++i])); + } + else if (string_compare(argv[i], "-e") || string_compare(argv[i], "--exposure")) + { + *color_exposure_usec = atoi(argv[++i]); + } + else if (string_compare(argv[i], "-p") || string_compare(argv[i], "--powerline_frequency")) + { + *powerline_freq = atoi(argv[++i]); + } + else if (string_compare(argv[i], "-c") || string_compare(argv[i], "--timeout_calibration")) + { + *calibration_timeout = atof(argv[++i]); + } + else if (string_compare(argv[i], "-a") || string_compare(argv[i], "--timeout_application")) + { + *app_duration = atof(argv[++i]); + } + else if (string_compare(argv[i], "-gs") || string_compare(argv[i], "--green_screen")) + { + *green_screen = true; + } + else if (string_compare(argv[i], "-ic") || string_compare(argv[i], "--invisibility_cloak")) + { + *invisibility_cloak = true; + } + else + { + cerr << "Unknown command parameter " << argv[i] << "\n"; + return false; + } + } + return true; +} + +void green_screen(double app_duration, + k4a_device_configuration_t *secondary_config, + k4a::transformation *main_depth_to_main_color, + k4a::transformation *secondary_depth_to_main_color, + MultiDeviceCapturer *capturer, + uint16_t depth_threshold) +{ + std::chrono::time_point start_time = std::chrono::system_clock::now(); + while (std::chrono::duration(std::chrono::system_clock::now() - start_time).count() < app_duration) + { + vector captures; + captures = capturer->get_synchronized_captures(*secondary_config, true); + k4a::image main_color_image = captures[0].get_color_image(); + k4a::image main_depth_image = captures[0].get_depth_image(); + k4a::image secondary_depth_image = captures[1].get_depth_image(); + + /* LAB_2 */ + // Transform main depth image into color camera coordinate space + k4a::image main_depth_in_main_color = create_depth_image_like(main_color_image); + main_depth_to_main_color->depth_image_to_color_camera(main_depth_image, &main_depth_in_main_color); + + // Transform secondary depth Image into color camera coordinate space + k4a::image secondary_depth_in_main_color = create_depth_image_like(main_color_image); + secondary_depth_to_main_color->depth_image_to_color_camera(secondary_depth_image, + &secondary_depth_in_main_color); + + cv::Mat cv_main_color_image = color_to_opencv(main_color_image); + cv::Mat cv_main_depth_in_main_color = depth_to_opencv(main_depth_in_main_color); + cv::Mat cv_secondary_depth_in_main_color = depth_to_opencv(secondary_depth_in_main_color); + + // create the image that will be be used as output + // make a green background + cv::Scalar green_pixel(0, 255, 0); + cv::Mat output_image(cv_main_color_image.rows, cv_main_color_image.cols, CV_8UC3, green_pixel); + + // Build a mask of what pixels are valid. 0 in the depth data means we did not get a depth for that pixel. + cv::Mat main_valid_mask = cv_main_depth_in_main_color != 0; + cv::Mat secondary_valid_mask = cv_secondary_depth_in_main_color != 0; + + // build depth mask. If the main camera depth for a pixel is valid and the depth is within the threshold, + // then set the mask to display that pixel. If the main camera depth for a pixel is invalid but the + // secondary depth for a pixel is valid and within the threshold, then set the mask to display that pixel. + cv::Mat within_threshold_range = (main_valid_mask & (cv_main_depth_in_main_color < depth_threshold)) | + (~main_valid_mask & secondary_valid_mask & + (cv_secondary_depth_in_main_color < depth_threshold)); + // copy main color image to output image only where the mask within_threshold_range is true + cv_main_color_image.copyTo(output_image, within_threshold_range); + + /* LAB_4 + { + // Overlay red for where only the main camera sees a depth within our threshold, green where only + // secondary sees depth, and yellow where neither see depth. + cv::Scalar black_pixel(0, 0, 0); + cv::Scalar red_pixel(0, 0, 255); + cv::Mat black_image(cv_main_color_image.rows, cv_main_color_image.cols, CV_8UC3, black_pixel); + cv::Mat red_image(cv_main_color_image.rows, cv_main_color_image.cols, CV_8UC3, red_pixel); + cv::Mat green_image(cv_main_color_image.rows, cv_main_color_image.cols, CV_8UC3, green_pixel); + + + cv::Mat red_mask = main_valid_mask & (cv_main_depth_in_main_color < depth_threshold); + black_image.copyTo(red_image, red_mask); + + cv::Mat green_mask = secondary_valid_mask & (cv_secondary_depth_in_main_color < depth_threshold); + black_image.copyTo(green_image, green_mask); + + + cv::addWeighted(cv_main_color_image, 1, red_image, .3, 0, output_image, -1); + cv::addWeighted(output_image, 1, green_image, .3, 0, output_image, -1); + } + /* END LAB 4*/ + + cv::imshow("Green Screen", output_image); + cv::waitKey(1); + } +} + +void invisibility_cloak(double app_duration, + cv::Mat background_image, + k4a_device_configuration_t *secondary_config, + k4a::transformation *main_depth_to_main_color, + k4a::transformation *secondary_depth_to_main_color, + MultiDeviceCapturer *capturer, + uint16_t depth_threshold) +{ + cv::Mat output_image = background_image.clone(); // allocated outside the loop to avoid re-creating every time + + std::chrono::time_point start_time = std::chrono::system_clock::now(); + while (std::chrono::duration(std::chrono::system_clock::now() - start_time).count() < app_duration) + { + vector captures; + captures = capturer->get_synchronized_captures(*secondary_config, true); + k4a::image main_color_image = captures[0].get_color_image(); + k4a::image main_depth_image = captures[0].get_depth_image(); + k4a::image secondary_depth_image = captures[1].get_depth_image(); + + // Transform main depth image into main color camera coordinate space + k4a::image main_depth_in_main_color = create_depth_image_like(main_color_image); + main_depth_to_main_color->depth_image_to_color_camera(main_depth_image, &main_depth_in_main_color); + + // Transform secondary depth image into main color camera coordinate space + k4a::image secondary_depth_in_main_color = create_depth_image_like(main_color_image); + secondary_depth_to_main_color->depth_image_to_color_camera(secondary_depth_image, + &secondary_depth_in_main_color); + + cv::Mat cv_main_depth_in_main_color = depth_to_opencv(main_depth_in_main_color); + cv::Mat cv_main_color_image = color_to_opencv(main_color_image); + cv::Mat cv_secondary_depth_in_main_color = depth_to_opencv(secondary_depth_in_main_color); + + /* LAB_3 */ + // Build a mask of what pixels are valid. 0 in the depth data means we did not get a depth for that pixel. + cv::Mat main_valid_mask = cv_main_depth_in_main_color != 0; + cv::Mat secondary_valid_mask = cv_secondary_depth_in_main_color != 0; + + // build depth mask. If the main camera depth for a pixel is valid and the depth is within the threshold, + // then set the mask to display that pixel. If the main camera depth for a pixel is invalid but the + // secondary depth for a pixel is valid and within the threshold, then set the mask to display that pixel. + cv::Mat within_threshold_range = (main_valid_mask & (cv_main_depth_in_main_color < depth_threshold)) | + (~main_valid_mask & secondary_valid_mask & + (cv_secondary_depth_in_main_color < depth_threshold)); + // copy main color image to output image only where the mask within_threshold_range is true + cv_main_color_image.copyTo(output_image, within_threshold_range); + // fill the rest with the background image + background_image.copyTo(output_image, ~within_threshold_range); + + cv::imshow("Invisibility Cloak", output_image); + cv::waitKey(1); + } +} + + + +static void print_usage(void) +{ + cerr << "Usage: green_screen \n"; + cerr << " -d, --device_count: REQUIRED\n"; + cerr << " -cb, --chessboard: REQUIRED x & y intersection count of chess board \n"; + cerr << " -th, --depth_threshold: distance in mm, default is 1000mm.\n"; + cerr << " -e, --exposure: default is 8000us\n"; + cerr << " -p, --powerline_frequency: set to 1 for 50Hz, 2 for 60Hz (default)\n"; + cerr << " -c, --timeout_calibration: Maximum amount of time, in seconds, to spend attempting to calibrate, " + "default is 60.\n"; + cerr << " -a, --timeout_application: Maximum amount of time, in seconds, to spend running the application, " + "default is infinite.\n"; + cerr << " -gs, --green_screen: DEFAULT Run application in green screen mode.\n"; + cerr << " -ic, --invisibility_cloak: Run application in invisibility cloak mode.\n"; + cerr << " NOTE only 1 of -gs, -ic, or -pc can be set\n"; +} + +int main(int argc, char **argv) +{ + float chessboard_square_length = 0.; // must be included in the input params + int32_t color_exposure_usec = 8000; // somewhat reasonable default exposure time + int32_t powerline_freq = 2; // default to a 60 Hz powerline + cv::Size chessboard_pattern(0, 0); // height, width. Both need to be set. + uint16_t depth_threshold = 1000; // default to 1 meter + size_t num_devices = 0; + double calibration_timeout = 60.0; // default to timing out after 60s of trying to get calibrated + double app_duration = std::numeric_limits::max(); // run forever + bool enable_green_screen = false; + bool enable_invisibility_cloak = false; + + vector device_indices{ 0 }; // Set up a MultiDeviceCapturer to handle getting many synchronous captures + // Note that the order of indices in device_indices is not necessarily + // preserved because MultiDeviceCapturer tries to find the master device based + // on which one has sync out plugged in. Start with just { 0 }, and add + // another if needed + + if (!parse_args(argc, + argv, + &num_devices, + &chessboard_pattern, + &chessboard_square_length, + &depth_threshold, + &color_exposure_usec, + &powerline_freq, + &calibration_timeout, + &app_duration, + &enable_green_screen, + &enable_invisibility_cloak)) + { + print_usage(); + + exit(1); + } + + if (num_devices != 2 && num_devices != 1) + { + cerr << "Invalid number of devices: " << num_devices << "!\n"; + print_usage(); + exit(1); + } + else if (num_devices == 2) + { + device_indices.emplace_back(1); // now device indices are { 0, 1 } + } + if (num_devices > 1) + { + if (chessboard_pattern.height == 0) + { + cerr << "Chessboard height is not properly set!\n"; + print_usage(); + exit(1); + } + if (chessboard_pattern.width == 0) + { + cerr << "Chessboard height is not properly set!\n"; + print_usage(); + exit(1); + } + if (chessboard_square_length == 0.) + { + cerr << "Chessboard square size is not properly set!\n"; + print_usage(); + exit(1); + } + } + if (enable_green_screen == false && enable_invisibility_cloak == false) + { + enable_green_screen = true; + } + + cout << "Chessboard height: " << chessboard_pattern.height << ". Chessboard width: " << chessboard_pattern.width + << ". Chessboard square length: " << chessboard_square_length << endl; + cout << "Depth threshold: : " << depth_threshold << ". Color exposure time: " << color_exposure_usec + << ". Powerline frequency mode: " << ((powerline_freq == 2) ? "60Hz" : "50Hz") << endl; + + MultiDeviceCapturer capturer(device_indices, color_exposure_usec, powerline_freq); + + // Create configurations for devices + k4a_device_configuration_t main_config = get_master_config(); + if (num_devices == 1) // no need to have a master cable if it's standalone + { + main_config.wired_sync_mode = K4A_WIRED_SYNC_MODE_STANDALONE; + } + k4a_device_configuration_t secondary_config = get_subordinate_config(); + + // Construct all the things that we'll need whether or not we are running with 1 or 2 cameras + k4a::calibration main_calibration = capturer.get_master_device().get_calibration(main_config.depth_mode, + main_config.color_resolution); + + // Set up a transformation. DO THIS OUTSIDE OF YOUR MAIN LOOP! Constructing transformations involves time-intensive + // hardware setup and should not change once you have a rigid setup, so only call it once or it will run very + // slowly. + k4a::transformation main_depth_to_main_color(main_calibration); + + capturer.start_devices(main_config, secondary_config); + // get an image to be the background + vector background_captures = capturer.get_synchronized_captures(secondary_config); + cv::Mat background_image = color_to_opencv(background_captures[0].get_color_image()); + // cv::Mat output_image = background_image.clone(); // allocated outside the loop to avoid re-creating every time + + if (num_devices == 1) + { + /* LAB_1 */ + std::chrono::time_point start_time = std::chrono::system_clock::now(); + while (std::chrono::duration(std::chrono::system_clock::now() - start_time).count() < app_duration) + { + // secondary_config isn't actually used here because there's no secondary device but the function needs it + vector captures = capturer.get_synchronized_captures(secondary_config, true); + k4a::image main_color_image = captures[0].get_color_image(); + k4a::image main_depth_image = captures[0].get_depth_image(); + + // let's green screen out things that are far away. + // first: let's get the main depth image into the color camera space + k4a::image main_depth_in_main_color = create_depth_image_like(main_color_image); + main_depth_to_main_color.depth_image_to_color_camera(main_depth_image, &main_depth_in_main_color); + cv::Mat cv_main_depth_in_main_color = depth_to_opencv(main_depth_in_main_color); + cv::Mat cv_main_color_image = color_to_opencv(main_color_image); + + // single-camera case + cv::Mat within_threshold_range = (cv_main_depth_in_main_color != 0) & + (cv_main_depth_in_main_color < depth_threshold); + // show the close details + cv::Scalar green_pixel(0, 255, 0); + cv::Mat output_image(cv_main_color_image.rows, cv_main_color_image.cols, CV_8UC3, green_pixel); + + // Overwrite Green Image with color pixels within range + cv_main_color_image.copyTo(output_image, within_threshold_range); + + cv::imshow("Green Screen", output_image); + cv::waitKey(1); + } + } + else if (num_devices == 2) + { + // This wraps all the device-to-device details + Transformation tr_secondary_color_to_main_color = calibrate_devices(capturer, + main_config, + secondary_config, + chessboard_pattern, + chessboard_square_length, + calibration_timeout); + + k4a::calibration secondary_calibration = + capturer.get_subordinate_device_by_index(0).get_calibration(secondary_config.depth_mode, + secondary_config.color_resolution); + // Get the transformation from secondary depth to secondary color using its calibration object + Transformation tr_secondary_depth_to_secondary_color = get_depth_to_color_transformation_from_calibration( + secondary_calibration); + + // We now have the secondary depth to secondary color transform. We also have the transformation from the + // secondary color perspective to the main color perspective from the calibration earlier. Now let's compose the + // depth secondary -> color secondary, color secondary -> color main into depth secondary -> color main + Transformation tr_secondary_depth_to_main_color = tr_secondary_depth_to_secondary_color.compose_with( + tr_secondary_color_to_main_color); + + // Construct a new calibration object to transform from the secondary depth camera to the main color camera + k4a::calibration secondary_depth_to_main_color_cal = + construct_device_to_device_calibration(main_calibration, + secondary_calibration, + tr_secondary_depth_to_main_color); + k4a::transformation secondary_depth_to_main_color(secondary_depth_to_main_color_cal); + + if (enable_green_screen) + { + green_screen(app_duration, + &secondary_config, + &main_depth_to_main_color, + &secondary_depth_to_main_color, + &capturer, + depth_threshold); + } + else if (enable_invisibility_cloak) + { + invisibility_cloak(app_duration, + background_image, + &secondary_config, + &main_depth_to_main_color, + &secondary_depth_to_main_color, + &capturer, + depth_threshold); + } + } + else + { + cerr << "Invalid number of devices!" << endl; + exit(1); + } + return 0; +} + +static cv::Mat color_to_opencv(const k4a::image &im) +{ + cv::Mat cv_image_with_alpha(im.get_height_pixels(), im.get_width_pixels(), CV_8UC4, (void *)im.get_buffer()); + cv::Mat cv_image_no_alpha; + cv::cvtColor(cv_image_with_alpha, cv_image_no_alpha, cv::COLOR_BGRA2BGR); + return cv_image_no_alpha; +} + +static cv::Mat depth_to_opencv(const k4a::image &im) +{ + return cv::Mat(im.get_height_pixels(), + im.get_width_pixels(), + CV_16U, + (void *)im.get_buffer(), + static_cast(im.get_stride_bytes())); +} + +static cv::Matx33f calibration_to_color_camera_matrix(const k4a::calibration &cal) +{ + const k4a_calibration_intrinsic_parameters_t::_param &i = cal.color_camera_calibration.intrinsics.parameters.param; + cv::Matx33f camera_matrix = cv::Matx33f::eye(); + camera_matrix(0, 0) = i.fx; + camera_matrix(1, 1) = i.fy; + camera_matrix(0, 2) = i.cx; + camera_matrix(1, 2) = i.cy; + return camera_matrix; +} + +static Transformation get_depth_to_color_transformation_from_calibration(const k4a::calibration &cal) +{ + const k4a_calibration_extrinsics_t &ex = cal.extrinsics[K4A_CALIBRATION_TYPE_DEPTH][K4A_CALIBRATION_TYPE_COLOR]; + Transformation tr; + for (int i = 0; i < 3; ++i) + { + for (int j = 0; j < 3; ++j) + { + tr.R(i, j) = ex.rotation[i * 3 + j]; + } + } + tr.t = cv::Vec3d(ex.translation[0], ex.translation[1], ex.translation[2]); + return tr; +} + +// This function constructs a calibration that operates as a transformation between the secondary device's depth camera +// and the main camera's color camera. IT WILL NOT GENERALIZE TO OTHER TRANSFORMS. Under the hood, the transformation +// depth_image_to_color_camera method can be thought of as converting each depth pixel to a 3d point using the +// intrinsics of the depth camera, then using the calibration's extrinsics to convert between depth and color, then +// using the color intrinsics to produce the point in the color camera perspective. +static k4a::calibration construct_device_to_device_calibration(const k4a::calibration &main_cal, + const k4a::calibration &secondary_cal, + const Transformation &secondary_to_main) +{ + k4a::calibration cal = secondary_cal; + k4a_calibration_extrinsics_t &ex = cal.extrinsics[K4A_CALIBRATION_TYPE_DEPTH][K4A_CALIBRATION_TYPE_COLOR]; + for (int i = 0; i < 3; ++i) + { + for (int j = 0; j < 3; ++j) + { + ex.rotation[i * 3 + j] = static_cast(secondary_to_main.R(i, j)); + } + } + for (int i = 0; i < 3; ++i) + { + ex.translation[i] = static_cast(secondary_to_main.t[i]); + } + cal.color_camera_calibration = main_cal.color_camera_calibration; + cal.color_resolution = main_cal.color_resolution; // Should already be the same + return cal; +} + +static vector calibration_to_color_camera_dist_coeffs(const k4a::calibration &cal) +{ + const k4a_calibration_intrinsic_parameters_t::_param &i = cal.color_camera_calibration.intrinsics.parameters.param; + return { i.k1, i.k2, i.p1, i.p2, i.k3, i.k4, i.k5, i.k6 }; +} + +bool find_chessboard_corners_helper(const cv::Mat &main_color_image, + const cv::Mat &secondary_color_image, + const cv::Size &chessboard_pattern, + vector &main_chessboard_corners, + vector &secondary_chessboard_corners) +{ + bool found_chessboard_main = cv::findChessboardCorners(main_color_image, + chessboard_pattern, + main_chessboard_corners); + bool found_chessboard_secondary = cv::findChessboardCorners(secondary_color_image, + chessboard_pattern, + secondary_chessboard_corners); + + // Cover the failure cases where chessboards were not found in one or both images. + if (!found_chessboard_main || !found_chessboard_secondary) + { + if (found_chessboard_main) + { + cout << "Could not find the chessboard corners in the secondary image. Trying again...\n"; + } + // Likewise, if the chessboard was found in the secondary image, it was not found in the main image. + else if (found_chessboard_secondary) + { + cout << "Could not find the chessboard corners in the main image. Trying again...\n"; + } + // The only remaining case is the corners were in neither image. + else + { + cout << "Could not find the chessboard corners in either image. Trying again...\n"; + } + return false; + } + // Before we go on, there's a quick problem with calibration to address. Because the chessboard looks the same when + // rotated 180 degrees, it is possible that the chessboard corner finder may find the correct points, but in the + // wrong order. + + // A visual: + // Image 1 Image 2 + // ..................... ..................... + // ..................... ..................... + // .........xxxxx2...... .....xxxxx1.......... + // .........xxxxxx...... .....xxxxxx.......... + // .........xxxxxx...... .....xxxxxx.......... + // .........1xxxxx...... .....2xxxxx.......... + // ..................... ..................... + // ..................... ..................... + + // The problem occurs when this case happens: the find_chessboard() function correctly identifies the points on the + // chessboard (shown as 'x's) but the order of those points differs between images taken by the two cameras. + // Specifically, the first point in the list of points found for the first image (1) is the *last* point in the list + // of points found for the second image (2), though they correspond to the same physical point on the chessboard. + + // To avoid this problem, we can make the assumption that both of the cameras will be oriented in a similar manner + // (e.g. turning one of the cameras upside down will break this assumption) and enforce that the vector between the + // first and last points found in pixel space (which will be at opposite ends of the chessboard) are pointing the + // same direction- so, the dot product of the two vectors is positive. + + cv::Vec2f main_image_corners_vec = main_chessboard_corners.back() - main_chessboard_corners.front(); + cv::Vec2f secondary_image_corners_vec = secondary_chessboard_corners.back() - secondary_chessboard_corners.front(); + if (main_image_corners_vec.dot(secondary_image_corners_vec) <= 0.0) + { + std::reverse(secondary_chessboard_corners.begin(), secondary_chessboard_corners.end()); + } + return true; +} + +Transformation stereo_calibration(const k4a::calibration &main_calib, + const k4a::calibration &secondary_calib, + const vector> &main_chessboard_corners_list, + const vector> &secondary_chessboard_corners_list, + const cv::Size &image_size, + const cv::Size &chessboard_pattern, + float chessboard_square_length) +{ + // We have points in each image that correspond to the corners that the findChessboardCorners function found. + // However, we still need the points in 3 dimensions that these points correspond to. Because we are ultimately only + // interested in find a transformation between two cameras, these points don't have to correspond to an external + // "origin" point. The only important thing is that the relative distances between points are accurate. As a result, + // we can simply make the first corresponding point (0, 0) and construct the remaining points based on that one. The + // order of points inserted into the vector here matches the ordering of findChessboardCorners. The units of these + // points are in millimeters, mostly because the depth provided by the depth cameras is also provided in + // millimeters, which makes for easy comparison. + vector chessboard_corners_world; + for (int h = 0; h < chessboard_pattern.height; ++h) + { + for (int w = 0; w < chessboard_pattern.width; ++w) + { + chessboard_corners_world.emplace_back( + cv::Point3f{ w * chessboard_square_length, h * chessboard_square_length, 0.0 }); + } + } + + // Calibrating the cameras requires a lot of data. OpenCV's stereoCalibrate function requires: + // - a list of points in real 3d space that will be used to calibrate* + // - a corresponding list of pixel coordinates as seen by the first camera* + // - a corresponding list of pixel coordinates as seen by the second camera* + // - the camera matrix of the first camera + // - the distortion coefficients of the first camera + // - the camera matrix of the second camera + // - the distortion coefficients of the second camera + // - the size (in pixels) of the images + // - R: stereoCalibrate stores the rotation matrix from the first camera to the second here + // - t: stereoCalibrate stores the translation vector from the first camera to the second here + // - E: stereoCalibrate stores the essential matrix here (we don't use this) + // - F: stereoCalibrate stores the fundamental matrix here (we don't use this) + // + // * note: OpenCV's stereoCalibrate actually requires as input an array of arrays of points for these arguments, + // allowing a caller to provide multiple frames from the same camera with corresponding points. For example, if + // extremely high precision was required, many images could be taken with each camera, and findChessboardCorners + // applied to each of those images, and OpenCV can jointly solve for all of the pairs of corresponding images. + // However, to keep things simple, we use only one image from each device to calibrate. This is also why each of + // the vectors of corners is placed into another vector. + // + // A function in OpenCV's calibration function also requires that these points be F32 types, so we use those. + // However, OpenCV still provides doubles as output, strangely enough. + vector> chessboard_corners_world_nested_for_cv(main_chessboard_corners_list.size(), + chessboard_corners_world); + + cv::Matx33f main_camera_matrix = calibration_to_color_camera_matrix(main_calib); + cv::Matx33f secondary_camera_matrix = calibration_to_color_camera_matrix(secondary_calib); + vector main_dist_coeff = calibration_to_color_camera_dist_coeffs(main_calib); + vector secondary_dist_coeff = calibration_to_color_camera_dist_coeffs(secondary_calib); + + // Finally, we'll actually calibrate the cameras. + // Pass secondary first, then main, because we want a transform from secondary to main. + Transformation tr; + double error = cv::stereoCalibrate(chessboard_corners_world_nested_for_cv, + secondary_chessboard_corners_list, + main_chessboard_corners_list, + secondary_camera_matrix, + secondary_dist_coeff, + main_camera_matrix, + main_dist_coeff, + image_size, + tr.R, // output + tr.t, // output + cv::noArray(), + cv::noArray(), + cv::CALIB_FIX_INTRINSIC | cv::CALIB_RATIONAL_MODEL | cv::CALIB_CB_FAST_CHECK); + cout << "Finished calibrating!\n"; + cout << "Got error of " << error << "\n"; + return tr; +} + +// The following functions provide the configurations that should be used for each camera. +// NOTE: For best results both cameras should have the same configuration (framerate, resolution, color and depth +// modes). Additionally the both master and subordinate should have the same exposure and power line settings. Exposure +// settings can be different but the subordinate must have a longer exposure from master. To synchronize a master and +// subordinate with different exposures the user should set `subordinate_delay_off_master_usec = ((subordinate exposure +// time) - (master exposure time))/2`. +// +static k4a_device_configuration_t get_default_config() +{ + k4a_device_configuration_t camera_config = K4A_DEVICE_CONFIG_INIT_DISABLE_ALL; + camera_config.color_format = K4A_IMAGE_FORMAT_COLOR_BGRA32; + camera_config.color_resolution = K4A_COLOR_RESOLUTION_720P; + camera_config.depth_mode = K4A_DEPTH_MODE_WFOV_UNBINNED; // No need for depth during calibration + camera_config.camera_fps = K4A_FRAMES_PER_SECOND_15; // Don't use all USB bandwidth + camera_config.subordinate_delay_off_master_usec = 0; // Must be zero for master + camera_config.synchronized_images_only = true; + return camera_config; +} + +// Master customizable settings +static k4a_device_configuration_t get_master_config() +{ + k4a_device_configuration_t camera_config = get_default_config(); + camera_config.wired_sync_mode = K4A_WIRED_SYNC_MODE_MASTER; + + // Two depth images should be seperated by MIN_TIME_BETWEEN_DEPTH_CAMERA_PICTURES_USEC to ensure the depth imaging + // sensor doesn't interfere with the other. To accomplish this the master depth image captures + // (MIN_TIME_BETWEEN_DEPTH_CAMERA_PICTURES_USEC / 2) before the color image, and the subordinate camera captures its + // depth image (MIN_TIME_BETWEEN_DEPTH_CAMERA_PICTURES_USEC / 2) after the color image. This gives us two depth + // images centered around the color image as closely as possible. + camera_config.depth_delay_off_color_usec = -static_cast(MIN_TIME_BETWEEN_DEPTH_CAMERA_PICTURES_USEC / 2); + camera_config.synchronized_images_only = true; + return camera_config; +} + +// Subordinate customizable settings +static k4a_device_configuration_t get_subordinate_config() +{ + k4a_device_configuration_t camera_config = get_default_config(); + camera_config.wired_sync_mode = K4A_WIRED_SYNC_MODE_SUBORDINATE; + + // Two depth images should be seperated by MIN_TIME_BETWEEN_DEPTH_CAMERA_PICTURES_USEC to ensure the depth imaging + // sensor doesn't interfere with the other. To accomplish this the master depth image captures + // (MIN_TIME_BETWEEN_DEPTH_CAMERA_PICTURES_USEC / 2) before the color image, and the subordinate camera captures its + // depth image (MIN_TIME_BETWEEN_DEPTH_CAMERA_PICTURES_USEC / 2) after the color image. This gives us two depth + // images centered around the color image as closely as possible. + camera_config.depth_delay_off_color_usec = MIN_TIME_BETWEEN_DEPTH_CAMERA_PICTURES_USEC / 2; + return camera_config; +} + +static Transformation calibrate_devices(MultiDeviceCapturer &capturer, + const k4a_device_configuration_t &main_config, + const k4a_device_configuration_t &secondary_config, + const cv::Size &chessboard_pattern, + float chessboard_square_length, + double calibration_timeout) +{ + k4a::calibration main_calibration = capturer.get_master_device().get_calibration(main_config.depth_mode, + main_config.color_resolution); + + k4a::calibration secondary_calibration = + capturer.get_subordinate_device_by_index(0).get_calibration(secondary_config.depth_mode, + secondary_config.color_resolution); + vector> main_chessboard_corners_list; + vector> secondary_chessboard_corners_list; + std::chrono::time_point start_time = std::chrono::system_clock::now(); + while (std::chrono::duration(std::chrono::system_clock::now() - start_time).count() < calibration_timeout) + { + vector captures = capturer.get_synchronized_captures(secondary_config); + k4a::capture &main_capture = captures[0]; + k4a::capture &secondary_capture = captures[1]; + // get_color_image is guaranteed to be non-null because we use get_synchronized_captures for color + // (get_synchronized_captures also offers a flag to use depth for the secondary camera instead of color). + k4a::image main_color_image = main_capture.get_color_image(); + k4a::image secondary_color_image = secondary_capture.get_color_image(); + cv::Mat cv_main_color_image = color_to_opencv(main_color_image); + cv::Mat cv_secondary_color_image = color_to_opencv(secondary_color_image); + + vector main_chessboard_corners; + vector secondary_chessboard_corners; + bool got_corners = find_chessboard_corners_helper(cv_main_color_image, + cv_secondary_color_image, + chessboard_pattern, + main_chessboard_corners, + secondary_chessboard_corners); + if (got_corners) + { + main_chessboard_corners_list.emplace_back(main_chessboard_corners); + secondary_chessboard_corners_list.emplace_back(secondary_chessboard_corners); + cv::drawChessboardCorners(cv_main_color_image, chessboard_pattern, main_chessboard_corners, true); + cv::drawChessboardCorners(cv_secondary_color_image, chessboard_pattern, secondary_chessboard_corners, true); + } + + cv::imshow("Chessboard view from main camera", cv_main_color_image); + cv::waitKey(1); + cv::imshow("Chessboard view from secondary camera", cv_secondary_color_image); + cv::waitKey(1); + + // Get 20 frames before doing calibration. + if (main_chessboard_corners_list.size() >= 20) + { + cout << "Calculating calibration..." << endl; + return stereo_calibration(main_calibration, + secondary_calibration, + main_chessboard_corners_list, + secondary_chessboard_corners_list, + cv_main_color_image.size(), + chessboard_pattern, + chessboard_square_length); + } + } + std::cerr << "Calibration timed out !\n "; + exit(1); +} + +static k4a::image create_depth_image_like(const k4a::image &im) +{ + return k4a::image::create(K4A_IMAGE_FORMAT_DEPTH16, + im.get_width_pixels(), + im.get_height_pixels(), + im.get_width_pixels() * static_cast(sizeof(uint16_t))); +} diff --git a/reactor2019/multicam/packages.config b/reactor2019/multicam/packages.config new file mode 100644 index 00000000..6202268d --- /dev/null +++ b/reactor2019/multicam/packages.config @@ -0,0 +1,4 @@ + + + + \ No newline at end of file diff --git a/reactor2019/multicam/transformation.h b/reactor2019/multicam/transformation.h new file mode 100644 index 00000000..666a460a --- /dev/null +++ b/reactor2019/multicam/transformation.h @@ -0,0 +1,55 @@ +// Copyright (c) Microsoft Corporation. All rights reserved. +// Licensed under the MIT License. +#pragma once + +#include + +struct Transformation +{ + cv::Matx33d R; + cv::Vec3d t; + + // Construct an identity transformation. + Transformation() : R(cv::Matx33d::eye()), t(0., 0., 0.) {} + + // Construct from H + Transformation(const cv::Matx44d &H) : R(H.get_minor<3, 3>(0, 0)), t(H(0, 3), H(1, 3), H(2, 3)) {} + + // Create homogeneous matrix from this transformation + cv::Matx44d to_homogeneous() const + { + return cv::Matx44d( + // row 1 + R(0, 0), + R(0, 1), + R(0, 2), + t(0), + // row 2 + R(1, 0), + R(1, 1), + R(1, 2), + t(1), + // row 3 + R(2, 0), + R(2, 1), + R(2, 2), + t(2), + // row 4 + 0, + 0, + 0, + 1); + } + + // Construct a transformation equivalent to this transformation followed by the second transformation + Transformation compose_with(const Transformation &second_transformation) const + { + // get this transform + cv::Matx44d H_1 = to_homogeneous(); + // get the transform to be composed with this one + cv::Matx44d H_2 = second_transformation.to_homogeneous(); + // get the combined transform + cv::Matx44d H_3 = H_1 * H_2; + return Transformation(H_3); + } +}; diff --git a/reactor2019/multicam/util.h b/reactor2019/multicam/util.h new file mode 100644 index 00000000..090d1e03 --- /dev/null +++ b/reactor2019/multicam/util.h @@ -0,0 +1,104 @@ +/* + This is utility to that provides converter to convert k4a::image to cv::Mat. + cv::Mat mat = k4a::get_mat( image ); + Copyright (c) 2019 Tsukasa Sugiura + Licensed under the MIT license. + 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 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 SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + SOFTWARE. +*/ + +#ifndef __UTIL__ +#define __UTIL__ + +#include +#include + +#include +#include +#include + +namespace k4a +{ +cv::Mat get_mat(k4a::image &src, bool deep_copy = true) +{ + assert(src.get_size() != 0); + + cv::Mat mat; + const int32_t width = src.get_width_pixels(); + const int32_t height = src.get_height_pixels(); + + const k4a_image_format_t format = src.get_format(); + switch (format) + { + case k4a_image_format_t::K4A_IMAGE_FORMAT_COLOR_MJPG: + { + // NOTE: this is slower than other formats. + std::vector buffer(src.get_buffer(), src.get_buffer() + src.get_size()); + mat = cv::imdecode(buffer, cv::IMREAD_ANYCOLOR); + cv::cvtColor(mat, mat, cv::COLOR_BGR2BGRA); + break; + } + case k4a_image_format_t::K4A_IMAGE_FORMAT_COLOR_NV12: + { + cv::Mat nv12 = cv::Mat(height + height / 2, width, CV_8UC1, src.get_buffer()).clone(); + cv::cvtColor(nv12, mat, cv::COLOR_YUV2BGRA_NV12); + break; + } + case k4a_image_format_t::K4A_IMAGE_FORMAT_COLOR_YUY2: + { + cv::Mat yuy2 = cv::Mat(height, width, CV_8UC2, src.get_buffer()).clone(); + cv::cvtColor(yuy2, mat, cv::COLOR_YUV2BGRA_YUY2); + break; + } + case k4a_image_format_t::K4A_IMAGE_FORMAT_COLOR_BGRA32: + { + mat = deep_copy ? cv::Mat(height, width, CV_8UC4, src.get_buffer()).clone() : + cv::Mat(height, width, CV_8UC4, src.get_buffer()); + break; + } + case k4a_image_format_t::K4A_IMAGE_FORMAT_DEPTH16: + case k4a_image_format_t::K4A_IMAGE_FORMAT_IR16: + { + mat = deep_copy ? cv::Mat(height, width, CV_16UC1, reinterpret_cast(src.get_buffer())).clone() : + cv::Mat(height, width, CV_16UC1, reinterpret_cast(src.get_buffer())); + break; + } + case k4a_image_format_t::K4A_IMAGE_FORMAT_CUSTOM8: + { + mat = cv::Mat(height, width, CV_8UC1, src.get_buffer()).clone(); + break; + } + case k4a_image_format_t::K4A_IMAGE_FORMAT_CUSTOM: + { + // NOTE: This is opencv_viz module format (cv::viz::WCloud). + const int16_t *buffer = reinterpret_cast(src.get_buffer()); + mat = cv::Mat(height, width, CV_32FC3, cv::Vec3f::all(std::numeric_limits::quiet_NaN())); + mat.forEach([&](cv::Vec3f &point, const int32_t *position) { + const int32_t index = (position[0] * width + position[1]) * 3; + point = cv::Vec3f(buffer[index + 0], buffer[index + 1], buffer[index + 2]); + }); + break; + } + default: + throw k4a::error("Failed to convert this format!"); + break; + } + + return mat; +} +} // namespace k4a + +#endif // __UTIL__ \ No newline at end of file