Changes to wxWidgets/SDL2 port :
- Updated UI - OpenGL 3.0 with GLSL/GLSLP-support - Improvements to Windows version - Minor changes/bugfixes Patch from bit.
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90 changed files with 15042 additions and 5351 deletions
92
src/wx-sdl2-glw.h
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src/wx-sdl2-glw.h
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#ifndef SRC_WX_SDL2_GLW_H_
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#define SRC_WX_SDL2_GLW_H_
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typedef struct glw_t {
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PFNGLACTIVETEXTUREPROC glActiveTexture;
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PFNGLCREATESHADERPROC glCreateShader;
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PFNGLSHADERSOURCEPROC glShaderSource;
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PFNGLCOMPILESHADERPROC glCompileShader;
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PFNGLGETSHADERIVPROC glGetShaderiv;
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PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
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PFNGLCREATEPROGRAMPROC glCreateProgram;
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PFNGLATTACHSHADERPROC glAttachShader;
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PFNGLLINKPROGRAMPROC glLinkProgram;
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PFNGLGETPROGRAMIVPROC glGetProgramiv;
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PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
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PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
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PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation;
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PFNGLUSEPROGRAMPROC glUseProgram;
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PFNGLGENERATEMIPMAPPROC glGenerateMipmap;
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PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
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PFNGLDELETESHADERPROC glDeleteShader;
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PFNGLDELETEPROGRAMPROC glDeleteProgram;
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PFNGLDELETEBUFFERSPROC glDeleteBuffers;
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PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
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PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
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PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
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PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
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PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
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PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
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PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
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PFNGLGENBUFFERSPROC glGenBuffers;
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PFNGLBINDBUFFERPROC glBindBuffer;
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PFNGLBUFFERDATAPROC glBufferData;
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PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
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PFNGLUNIFORM1IPROC glUniform1i;
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PFNGLUNIFORM1FPROC glUniform1f;
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PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
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PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
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PFNGLUNIFORM2FVPROC glUniform2fv;
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PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
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PFNGLBUFFERSUBDATAPROC glBufferSubData;
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} glw_t;
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glw_t* glw_init()
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{
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glw_t* glw = malloc(sizeof(glw_t));
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glw->glActiveTexture = SDL_GL_GetProcAddress("glActiveTexture");
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glw->glCreateShader = SDL_GL_GetProcAddress("glCreateShader");
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glw->glShaderSource = SDL_GL_GetProcAddress("glShaderSource");
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glw->glCompileShader = SDL_GL_GetProcAddress("glCompileShader");
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glw->glGetShaderiv = SDL_GL_GetProcAddress("glGetShaderiv");
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glw->glGetShaderInfoLog = SDL_GL_GetProcAddress("glGetShaderInfoLog");
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glw->glCreateProgram = SDL_GL_GetProcAddress("glCreateProgram");
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glw->glAttachShader = SDL_GL_GetProcAddress("glAttachShader");
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glw->glLinkProgram = SDL_GL_GetProcAddress("glLinkProgram");
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glw->glGetProgramiv = SDL_GL_GetProcAddress("glGetProgramiv");
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glw->glGetProgramInfoLog = SDL_GL_GetProcAddress("glGetProgramInfoLog");
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glw->glGetUniformLocation = SDL_GL_GetProcAddress("glGetUniformLocation");
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glw->glGetAttribLocation = SDL_GL_GetProcAddress("glGetAttribLocation");
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glw->glUseProgram = SDL_GL_GetProcAddress("glUseProgram");
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glw->glGenerateMipmap = SDL_GL_GetProcAddress("glGenerateMipmap");
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glw->glDeleteFramebuffers = SDL_GL_GetProcAddress("glDeleteFramebuffers");
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glw->glDeleteShader = SDL_GL_GetProcAddress("glDeleteShader");
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glw->glDeleteProgram = SDL_GL_GetProcAddress("glDeleteProgram");
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glw->glDeleteBuffers = SDL_GL_GetProcAddress("glDeleteBuffers");
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glw->glDeleteVertexArrays = SDL_GL_GetProcAddress("glDeleteVertexArrays");
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glw->glGenFramebuffers = SDL_GL_GetProcAddress("glGenFramebuffers");
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glw->glBindFramebuffer = SDL_GL_GetProcAddress("glBindFramebuffer");
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glw->glFramebufferTexture2D = SDL_GL_GetProcAddress("glFramebufferTexture2D");
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glw->glCheckFramebufferStatus = SDL_GL_GetProcAddress("glCheckFramebufferStatus");
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glw->glGenVertexArrays = SDL_GL_GetProcAddress("glGenVertexArrays");
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glw->glBindVertexArray = SDL_GL_GetProcAddress("glBindVertexArray");
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glw->glGenBuffers = SDL_GL_GetProcAddress("glGenBuffers");
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glw->glBindBuffer = SDL_GL_GetProcAddress("glBindBuffer");
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glw->glBufferData = SDL_GL_GetProcAddress("glBufferData");
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glw->glVertexAttribPointer = SDL_GL_GetProcAddress("glVertexAttribPointer");
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glw->glUniform1i = SDL_GL_GetProcAddress("glUniform1i");
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glw->glUniform1f = SDL_GL_GetProcAddress("glUniform1f");
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glw->glEnableVertexAttribArray = SDL_GL_GetProcAddress("glEnableVertexAttribArray");
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glw->glUniformMatrix4fv = SDL_GL_GetProcAddress("glUniformMatrix4fv");
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glw->glUniform2fv = SDL_GL_GetProcAddress("glUniform2fv");
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glw->glDisableVertexAttribArray = SDL_GL_GetProcAddress("glDisableVertexAttribArray");
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glw->glBufferSubData = SDL_GL_GetProcAddress("glBufferSubData");
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return glw;
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}
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void glw_free(glw_t* glw)
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{
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free(glw);
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}
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#endif /* SRC_WX_SDL2_GLW_H_ */
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