File 0001-CAM-PathSimulator-Use-variadic-macros-for-OpenGL-fun.patch of Package FreeCAD
From 234fe2772f1e086e1e1ae5a415eb6111050b5dd1 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Stefan=20Br=C3=BCns?= <stefan.bruens@rwth-aachen.de> Date: Sat, 28 Mar 2026 15:18:07 +0100 Subject: [PATCH] CAM/PathSimulator: Use variadic macros for OpenGL function mangling --- .../CAM/PathSimulator/AppGL/OpenGlWrapper.h | 125 +++++++++--------- 1 file changed, 64 insertions(+), 61 deletions(-) diff --git a/src/Mod/CAM/PathSimulator/AppGL/OpenGlWrapper.h b/src/Mod/CAM/PathSimulator/AppGL/OpenGlWrapper.h index 8c90f87..7024e01 100644 --- a/src/Mod/CAM/PathSimulator/AppGL/OpenGlWrapper.h +++ b/src/Mod/CAM/PathSimulator/AppGL/OpenGlWrapper.h @@ -26,69 +26,72 @@ #define __openglwrapper_h__ #include "DlgCAMSimulator.h" + extern QOpenGLContext* gOpenGlContext; + #define gSimWindow CAMSimulator::DlgCAMSimulator::GetInstance() -#define glClearColor gSimWindow->glClearColor -#define glBlendFunc gSimWindow->glBlendFunc -#define glClear gSimWindow->glClear -#define glGenBuffers gSimWindow->glGenBuffers -#define glBindBuffer gSimWindow->glBindBuffer -#define glBufferData gSimWindow->glBufferData -#define glGenVertexArrays gSimWindow->glGenVertexArrays -#define glBindVertexArray gSimWindow->glBindVertexArray -#define glEnableVertexAttribArray gSimWindow->glEnableVertexAttribArray -#define glVertexAttribPointer gSimWindow->glVertexAttribPointer -#define glShaderSource gSimWindow->glShaderSource -#define glCompileShader gSimWindow->glCompileShader -#define glDeleteShader gSimWindow->glDeleteShader -#define glDeleteProgram gSimWindow->glDeleteProgram -#define glAttachShader gSimWindow->glAttachShader -#define glLinkProgram gSimWindow->glLinkProgram -#define glGetProgramiv gSimWindow->glGetProgramiv -#define glGetUniformLocation gSimWindow->glGetUniformLocation -#define glGetError gSimWindow->glGetError -#define glEnable gSimWindow->glEnable -#define glColorMask gSimWindow->glColorMask -#define glCullFace gSimWindow->glCullFace -#define glDepthFunc gSimWindow->glDepthFunc -#define glStencilFunc gSimWindow->glStencilFunc -#define glStencilOp gSimWindow->glStencilOp -#define glDepthMask gSimWindow->glDepthMask -#define glDisable gSimWindow->glDisable -#define glMatrixMode gSimWindow->glMatrixMode -#define glUseProgram gSimWindow->glUseProgram -#define glDrawElements gSimWindow->glDrawElements -#define glDeleteVertexArrays gSimWindow->glDeleteVertexArrays -#define glUniformMatrix4fv gSimWindow->glUniformMatrix4fv -#define glUniform3fv gSimWindow->glUniform3fv -#define glUniform1i gSimWindow->glUniform1i -#define glCreateShader gSimWindow->glCreateShader -#define glCreateProgram gSimWindow->glCreateProgram -#define glDeleteBuffers gSimWindow->glDeleteBuffers -#define glActiveTexture gSimWindow->glActiveTexture -#define glBindTexture gSimWindow->glBindTexture -#define glGenTextures gSimWindow->glGenTextures -#define glTexParameteri gSimWindow->glTexParameteri -#define glTexImage2D gSimWindow->glTexImage2D -#define glDeleteTextures gSimWindow->glDeleteTextures -#define glPolygonOffset gSimWindow->glPolygonOffset -#define glBindFramebuffer gSimWindow->glBindFramebuffer -#define glUniform1f gSimWindow->glUniform1f -#define glGenFramebuffers gSimWindow->glGenFramebuffers -#define glFramebufferTexture2D gSimWindow->glFramebufferTexture2D -#define glDrawBuffers gSimWindow->glDrawBuffers -#define glGenRenderbuffers gSimWindow->glGenRenderbuffers -#define glBindRenderbuffer gSimWindow->glBindRenderbuffer -#define glRenderbufferStorage gSimWindow->glRenderbufferStorage -#define glFramebufferRenderbuffer gSimWindow->glFramebufferRenderbuffer -#define glCheckFramebufferStatus gSimWindow->glCheckFramebufferStatus -#define glDeleteFramebuffers gSimWindow->glDeleteFramebuffers -#define glDeleteRenderbuffers gSimWindow->glDeleteRenderbuffers -#define glVertexAttribIPointer gSimWindow->glVertexAttribIPointer -#define glUniform4fv gSimWindow->glUniform4fv -#define glLineWidth gSimWindow->glLineWidth -#define glGetShaderiv gSimWindow->glGetShaderiv -#define glGetShaderInfoLog gSimWindow->glGetShaderInfoLog +#define glClearColor(...) (gSimWindow)->glClearColor(__VA_ARGS__) +#define glBlendFunc(...) (gSimWindow)->glBlendFunc(__VA_ARGS__) +#define glClear(...) (gSimWindow)->glClear(__VA_ARGS__) +#define glGenBuffers(...) (gSimWindow)->glGenBuffers(__VA_ARGS__) +#define glBindBuffer(...) (gSimWindow)->glBindBuffer(__VA_ARGS__) +#define glBufferData(...) (gSimWindow)->glBufferData(__VA_ARGS__) +#define glGenVertexArrays(...) (gSimWindow)->glGenVertexArrays(__VA_ARGS__) +#define glBindVertexArray(...) (gSimWindow)->glBindVertexArray(__VA_ARGS__) +#define glEnableVertexAttribArray(...) (gSimWindow)->glEnableVertexAttribArray(__VA_ARGS__) +#define glVertexAttribPointer(...) (gSimWindow)->glVertexAttribPointer(__VA_ARGS__) +#define glShaderSource(...) (gSimWindow)->glShaderSource(__VA_ARGS__) +#define glCompileShader(...) (gSimWindow)->glCompileShader(__VA_ARGS__) +#define glDeleteShader(...) (gSimWindow)->glDeleteShader(__VA_ARGS__) +#define glDeleteProgram(...) (gSimWindow)->glDeleteProgram(__VA_ARGS__) +#define glAttachShader(...) (gSimWindow)->glAttachShader(__VA_ARGS__) +#define glLinkProgram(...) (gSimWindow)->glLinkProgram(__VA_ARGS__) +#define glGetProgramiv(...) (gSimWindow)->glGetProgramiv(__VA_ARGS__) +#define glGetUniformLocation(...) (gSimWindow)->glGetUniformLocation(__VA_ARGS__) +#define glGetError(...) (gSimWindow)->glGetError(__VA_ARGS__) +#define glEnable(...) (gSimWindow)->glEnable(__VA_ARGS__) +#define glColorMask(...) (gSimWindow)->glColorMask(__VA_ARGS__) +#define glCullFace(...) (gSimWindow)->glCullFace(__VA_ARGS__) +#define glDepthFunc(...) (gSimWindow)->glDepthFunc(__VA_ARGS__) +#define glStencilFunc(...) (gSimWindow)->glStencilFunc(__VA_ARGS__) +#define glStencilOp(...) (gSimWindow)->glStencilOp(__VA_ARGS__) +#define glDepthMask(...) (gSimWindow)->glDepthMask(__VA_ARGS__) +#define glDisable(...) (gSimWindow)->glDisable(__VA_ARGS__) +#define glMatrixMode(...) (gSimWindow)->glMatrixMode(__VA_ARGS__) +#define glUseProgram(...) (gSimWindow)->glUseProgram(__VA_ARGS__) +#define glDrawElements(...) (gSimWindow)->glDrawElements(__VA_ARGS__) +#define glDeleteVertexArrays(...) (gSimWindow)->glDeleteVertexArrays(__VA_ARGS__) +#define glUniformMatrix4fv(...) (gSimWindow)->glUniformMatrix4fv(__VA_ARGS__) +#define glUniform3fv(...) (gSimWindow)->glUniform3fv(__VA_ARGS__) +#define glUniform1i(...) (gSimWindow)->glUniform1i(__VA_ARGS__) +#define glCreateShader(...) (gSimWindow)->glCreateShader(__VA_ARGS__) +#define glCreateProgram(...) (gSimWindow)->glCreateProgram(__VA_ARGS__) +#define glDeleteBuffers(...) (gSimWindow)->glDeleteBuffers(__VA_ARGS__) +#define glActiveTexture(...) (gSimWindow)->glActiveTexture(__VA_ARGS__) +#define glBindTexture(...) (gSimWindow)->glBindTexture(__VA_ARGS__) +#define glGenTextures(...) (gSimWindow)->glGenTextures(__VA_ARGS__) +#define glTexParameteri(...) (gSimWindow)->glTexParameteri(__VA_ARGS__) +#define glTexImage2D(...) (gSimWindow)->glTexImage2D(__VA_ARGS__) +#define glDeleteTextures(...) (gSimWindow)->glDeleteTextures(__VA_ARGS__) +#define glPolygonOffset(...) (gSimWindow)->glPolygonOffset(__VA_ARGS__) + +#define glBindFramebuffer(...) (gSimWindow)->glBindFramebuffer(__VA_ARGS__) +#define glUniform1f(...) (gSimWindow)->glUniform1f(__VA_ARGS__) +#define glGenFramebuffers(...) (gSimWindow)->glGenFramebuffers(__VA_ARGS__) +#define glFramebufferTexture2D(...) (gSimWindow)->glFramebufferTexture2D(__VA_ARGS__) +#define glDrawBuffers(...) (gSimWindow)->glDrawBuffers(__VA_ARGS__) +#define glGenRenderbuffers(...) (gSimWindow)->glGenRenderbuffers(__VA_ARGS__) +#define glBindRenderbuffer(...) (gSimWindow)->glBindRenderbuffer(__VA_ARGS__) +#define glRenderbufferStorage(...) (gSimWindow)->glRenderbufferStorage(__VA_ARGS__) +#define glFramebufferRenderbuffer(...) (gSimWindow)->glFramebufferRenderbuffer(__VA_ARGS__) +#define glCheckFramebufferStatus(...) (gSimWindow)->glCheckFramebufferStatus(__VA_ARGS__) +#define glDeleteFramebuffers(...) (gSimWindow)->glDeleteFramebuffers(__VA_ARGS__) +#define glDeleteRenderbuffers(...) (gSimWindow)->glDeleteRenderbuffers(__VA_ARGS__) +#define glVertexAttribIPointer(...) (gSimWindow)->glVertexAttribIPointer(__VA_ARGS__) +#define glUniform4fv(...) (gSimWindow)->glUniform4fv(__VA_ARGS__) +#define glLineWidth(...) (gSimWindow)->glLineWidth(__VA_ARGS__) +#define glGetShaderiv(...) (gSimWindow)->glGetShaderiv(__VA_ARGS__) +#define glGetShaderInfoLog(...) (gSimWindow)->glGetShaderInfoLog(__VA_ARGS__) #endif // !__openglwrapper_h__ -- 2.53.0