[nostalgia] Move glutils into separate library
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/*
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* Copyright 2016 - 2021 gary@drinkingtea.net
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*/
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#include <ox/std/defines.hpp>
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#define GL_GLEXT_PROTOTYPES 1
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#ifdef OX_OS_Darwin
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#define GL_SILENCE_DEPRECATION
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#include <OpenGL/gl3.h>
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#else
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#include <GLES3/gl3.h>
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#endif
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namespace nostalgia::glutils {
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struct Empty {};
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struct TextureBase {
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GLsizei width = 0;
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GLsizei height = 0;
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constexpr TextureBase() noexcept = default;
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constexpr TextureBase(TextureBase &&tb) noexcept {
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width = tb.width;
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height = tb.height;
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tb.width = 0;
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tb.height = 0;
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}
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constexpr TextureBase &operator=(TextureBase &&tb) noexcept {
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width = tb.width;
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height = tb.height;
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tb.width = 0;
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tb.height = 0;
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return *this;
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}
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};
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template<auto del, typename Base = Empty>
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struct GLObject: public Base {
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GLuint id = 0;
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constexpr GLObject() noexcept = default;
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explicit constexpr GLObject(GLuint id) noexcept {
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this->id = id;
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}
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constexpr GLObject(GLObject &&o) noexcept: Base(ox::move(o)) {
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id = o.id;
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o.id = 0;
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}
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~GLObject() {
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del(id);
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}
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GLObject &operator=(GLObject &&o) noexcept {
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if (this != &o) {
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del(id);
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Base::operator=(ox::move(o));
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id = o.id;
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o.id = 0;
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}
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return *this;
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}
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constexpr GLuint release() noexcept {
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auto out = id;
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id = 0;
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return out;
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}
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constexpr operator GLuint&() noexcept {
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return id;
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}
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constexpr operator const GLuint&() const noexcept {
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return id;
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}
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};
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void deleteBuffer(GLuint b) noexcept;
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void deleteTexture(GLuint t) noexcept;
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void deleteVertexArray(GLuint v) noexcept;
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extern template struct GLObject<deleteBuffer>;
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extern template struct GLObject<deleteTexture, TextureBase>;
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extern template struct GLObject<deleteVertexArray>;
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extern template struct GLObject<glDeleteProgram>;
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extern template struct GLObject<glDeleteShader>;
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using GLBuffer = GLObject<deleteBuffer>;
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using GLShader = GLObject<glDeleteShader>;
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using GLProgram = GLObject<glDeleteProgram>;
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using GLTexture = GLObject<deleteTexture, TextureBase>;
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using GLVertexArray = GLObject<deleteVertexArray>;
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[[nodiscard]]
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ox::Result<GLProgram> buildShaderProgram(const GLchar *vert, const GLchar *frag) noexcept;
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}
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