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Thirdparty/Pangolin/include/pangolin/gl/glplatform.h
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Thirdparty/Pangolin/include/pangolin/gl/glplatform.h
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/* This file is part of the Pangolin Project.
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* http://github.com/stevenlovegrove/Pangolin
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*
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* Copyright (c) 2011 Steven Lovegrove
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use,
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* copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following
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* conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*/
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#pragma once
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//////////////////////////////////////////////////////////
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// Attempt to portably include Necessary OpenGL headers
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//////////////////////////////////////////////////////////
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#include <pangolin/platform.h>
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#ifdef _WIN_
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// Define maths quantities when using <cmath> to match posix systems
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#ifndef _USE_MATH_DEFINES
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# define _USE_MATH_DEFINES
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#endif
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// Don't define min / max macros in windows.h or other unnecessary macros
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#ifndef NOMINMAX
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# define NOMINMAX
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#endif
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#ifndef WIN32_LEAN_AND_MEAN
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# define WIN32_LEAN_AND_MEAN
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#endif
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#include <Windows.h>
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// Undef nuisance Windows.h macros which interfere with our methods
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#undef LoadImage
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#undef near
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#undef far
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#undef ERROR
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#endif
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#include <GL/glew.h>
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#ifdef HAVE_GLES
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#if defined(_ANDROID_)
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#include <EGL/egl.h>
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#ifdef HAVE_GLES_2
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#else
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#include <GLES/gl.h>
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#define GL_GLEXT_PROTOTYPES
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#include <GLES/glext.h>
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#endif
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#elif defined(_APPLE_IOS_)
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#include <OpenGLES/ES2/gl.h>
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#include <OpenGLES/ES2/glext.h>
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#endif
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#else
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#ifdef _OSX_
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#include <OpenGL/gl.h>
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#else
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#include <GL/gl.h>
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#endif
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#endif // HAVE_GLES
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#include <pangolin/gl/glpangoglu.h>
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