Minor refactoring
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#pragma once
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#include "SDL.h"
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#ifdef EMSCRIPTEN
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//#define GL_GLEXT_PROTOTYPES 1
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//#define EGL_EGLEXT_PROTOTYPES 1
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//#include <SDL2/SDL_opengl.h>
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#include <GLES3/gl3.h>
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#include "emscripten.h"
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#endif
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#ifdef __linux__
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <GLES3/gl3.h>
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#endif
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#include <exception>
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#include <stdexcept>
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#if defined(WIN32) || defined(_WIN32) || defined(__WIN32__)
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#include "windows.h"
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#define GET_X_LPARAM(lp) ((int)(short)LOWORD(lp))
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#define GET_Y_LPARAM(lp) ((int)(short)HIWORD(lp))
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//#define GL_GLEXT_PROTOTYPES
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#include "gl/gl.h"
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#include "gl/glu.h"
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#include "gl/glext.h"
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#include <memory>
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#include <vector>
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#include <array>
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#include <stack>
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#include <unordered_map>
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#include <map>
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#define _USE_MATH_DEFINES
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#include <math.h>
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//Requires GL_VERSION_2_0
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extern PFNGLCREATEPROGRAMPROC glCreateProgram;
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extern PFNGLDELETEPROGRAMPROC glDeleteProgram;
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extern PFNGLLINKPROGRAMPROC glLinkProgram;
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extern PFNGLVALIDATEPROGRAMPROC glValidateProgram;
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extern PFNGLUSEPROGRAMPROC glUseProgram;
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extern PFNGLGETPROGRAMIVPROC glGetProgramiv;
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extern PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
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extern PFNGLCREATESHADERPROC glCreateShader;
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extern PFNGLDELETESHADERPROC glDeleteShader;
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extern PFNGLSHADERSOURCEPROC glShaderSource;
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extern PFNGLCOMPILESHADERPROC glCompileShader;
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extern PFNGLATTACHSHADERPROC glAttachShader;
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extern PFNGLDETACHSHADERPROC glDetachShader;
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extern PFNGLGETSHADERIVPROC glGetShaderiv;
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extern PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
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extern PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation;
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extern PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
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extern PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
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extern PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
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extern PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
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extern PFNGLUNIFORMMATRIX3FVPROC glUniformMatrix3fv;
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extern PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
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extern PFNGLUNIFORM1IPROC glUniform1i;
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extern PFNGLUNIFORM1FVPROC glUniform1fv;
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extern PFNGLUNIFORM3FVPROC glUniform2fv;
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extern PFNGLUNIFORM3FVPROC glUniform3fv;
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extern PFNGLUNIFORM4FVPROC glUniform4fv;
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extern PFNGLVERTEXATTRIB1FPROC glVertexAttrib1f;
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extern PFNGLVERTEXATTRIB2FPROC glVertexAttrib2f;
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extern PFNGLVERTEXATTRIB3FPROC glVertexAttrib3f;
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extern PFNGLVERTEXATTRIB4FPROC glVertexAttrib4f;
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extern PFNGLVERTEXATTRIB2FVPROC glVertexAttrib2fv;
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extern PFNGLVERTEXATTRIB3FVPROC glVertexAttrib3fv;
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extern PFNGLVERTEXATTRIB4FVPROC glVertexAttrib4fv;
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extern PFNGLGETACTIVEATTRIBPROC glGetActiveAttrib;
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extern PFNGLGETACTIVEUNIFORMPROC glGetActiveUniform;
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//=======================================
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//=========== Multitexture ==============
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//=======================================
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//Requires GL version 1.3
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extern PFNGLACTIVETEXTUREPROC glActiveTexture;
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//=======================================
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//========== Vertex buffer ==============
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//=======================================
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//Requires GL_VERSION_1_5
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extern PFNGLGENBUFFERSPROC glGenBuffers;
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extern PFNGLDELETEBUFFERSPROC glDeleteBuffers;
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extern PFNGLBINDBUFFERPROC glBindBuffer;
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extern PFNGLBUFFERDATAPROC glBufferData;
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extern PFNGLBUFFERSUBDATAPROC glBufferSubData;
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extern PFNGLMAPBUFFERPROC glMapBuffer;
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extern PFNGLUNMAPBUFFERPROC glUnmapBuffer;
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//=========================================
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//============ Frame buffer ===============
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//=========================================
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//Requires GL_ARB_framebuffer_object
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extern PFNGLISRENDERBUFFERPROC glIsRenderbuffer;
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extern PFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
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extern PFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
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extern PFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
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extern PFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
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extern PFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv;
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extern PFNGLISFRAMEBUFFERPROC glIsFramebuffer;
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extern PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
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extern PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
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extern PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
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extern PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
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extern PFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D;
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extern PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
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extern PFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D;
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extern PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
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extern PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv;
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extern PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
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extern PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample;
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extern PFNGLGENERATEMIPMAPPROC glGenerateMipmap;
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extern PFNGLFRAMEBUFFERTEXTURELAYERPROC glFramebufferTextureLayer;
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//===========================================
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//============ Uniform buffer ===============
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//===========================================
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//Requires GL_ARB_uniform_buffer_object
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extern PFNGLGETUNIFORMINDICESPROC glGetUniformIndices;
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extern PFNGLGETACTIVEUNIFORMSIVPROC glGetActiveUniformsiv;
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extern PFNGLGETACTIVEUNIFORMNAMEPROC glGetActiveUniformName;
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extern PFNGLGETUNIFORMBLOCKINDEXPROC glGetUniformBlockIndex;
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extern PFNGLGETACTIVEUNIFORMBLOCKIVPROC glGetActiveUniformBlockiv;
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extern PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glGetActiveUniformBlockName;
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extern PFNGLUNIFORMBLOCKBINDINGPROC glUniformBlockBinding;
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extern PFNGLBINDBUFFERBASEPROC glBindBufferBase;
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extern PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
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extern PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
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extern PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArray;
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#else
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#endif
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namespace ZL {
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bool BindOpenGlFunctions();
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void CheckGlError();
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}
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