//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _GL2ES_H_ #define _GL2ES_H_ #include "platform/types.h" #include #include extern "C" { void EmscriptenGLPushMatrix(); void EmscriptenGLPopMatrix(); void EmscriptenGLMatrixMode( GLenum mode ); } // help out the shallow matrix stacks... #define glPushMatrix EmscriptenGLPushMatrix #define glPopMatrix EmscriptenGLPopMatrix #define glMatrixMode EmscriptenGLMatrixMode class ColorI; // defines that need functional workarounds // //typedef unsigned int GLenum; //typedef unsigned char GLboolean; //typedef unsigned int GLbitfield; //typedef signed char GLbyte; //typedef short GLshort; //typedef int GLint; //typedef int GLsizei; //typedef unsigned char GLubyte; //typedef unsigned short GLushort; //typedef unsigned int GLuint; //typedef float GLfloat; //typedef float GLclampf; //typedef double GLdouble; //typedef double GLclampd; //typedef void GLvoid; //typedef int GLfixed; //typedef int GLclampx; // ///* AccumOp */ //#define GL_ACCUM 0x0100 //#define GL_LOAD 0x0101 //#define GL_RETURN 0x0102 //#define GL_MULT 0x0103 //#define GL_ADD 0x0104 // ///* AlphaFunction */ //#define GL_NEVER 0x0200 //#define GL_LESS 0x0201 //#define GL_EQUAL 0x0202 //#define GL_LEQUAL 0x0203 //#define GL_GREATER 0x0204 //#define GL_NOTEQUAL 0x0205 //#define GL_GEQUAL 0x0206 //#define GL_ALWAYS 0x0207 // ///* AttribMask */ //#define GL_CURRENT_BIT 0x00000001 //#define GL_POINT_BIT 0x00000002 //#define GL_LINE_BIT 0x00000004 //#define GL_POLYGON_BIT 0x00000008 //#define GL_POLYGON_STIPPLE_BIT 0x00000010 //#define GL_PIXEL_MODE_BIT 0x00000020 //#define GL_LIGHTING_BIT 0x00000040 //#define GL_FOG_BIT 0x00000080 //#define GL_DEPTH_BUFFER_BIT 0x00000100 //#define GL_ACCUM_BUFFER_BIT 0x00000200 //#define GL_STENCIL_BUFFER_BIT 0x00000400 //#define GL_VIEWPORT_BIT 0x00000800 //#define GL_TRANSFORM_BIT 0x00001000 //#define GL_ENABLE_BIT 0x00002000 //#define GL_COLOR_BUFFER_BIT 0x00004000 //#define GL_HINT_BIT 0x00008000 //#define GL_EVAL_BIT 0x00010000 //#define GL_LIST_BIT 0x00020000 //#define GL_TEXTURE_BIT 0x00040000 //#define GL_SCISSOR_BIT 0x00080000 //#define GL_ALL_ATTRIB_BITS 0x000fffff // ///* BeginMode */ //#define GL_POINTS 0x0000 //#define GL_LINES 0x0001 //#define GL_LINE_LOOP 0x0002 //#define GL_LINE_STRIP 0x0003 //#define GL_TRIANGLES 0x0004 //#define GL_TRIANGLE_STRIP 0x0005 //#define GL_TRIANGLE_FAN 0x0006 #define GL_QUADS 0x0007 #define GL_QUAD_STRIP 0x0008 #define GL_POLYGON 0x0009 // ///* BlendingFactorDest */ //#define GL_ZERO 0 //#define GL_ONE 1 //#define GL_SRC_COLOR 0x0300 //#define GL_ONE_MINUS_SRC_COLOR 0x0301 //#define GL_SRC_ALPHA 0x0302 //#define GL_ONE_MINUS_SRC_ALPHA 0x0303 //#define GL_DST_ALPHA 0x0304 //#define GL_ONE_MINUS_DST_ALPHA 0x0305 // ///* BlendingFactorSrc */ ///* GL_ZERO */ ///* GL_ONE */ //#define GL_DST_COLOR 0x0306 //#define GL_ONE_MINUS_DST_COLOR 0x0307 //#define GL_SRC_ALPHA_SATURATE 0x0308 ///* GL_SRC_ALPHA */ ///* GL_ONE_MINUS_SRC_ALPHA */ ///* GL_DST_ALPHA */ ///* GL_ONE_MINUS_DST_ALPHA */ // ///* Boolean */ //#define GL_TRUE 1 //#define GL_FALSE 0 // ///* ClearBufferMask */ ///* GL_COLOR_BUFFER_BIT */ ///* GL_ACCUM_BUFFER_BIT */ ///* GL_STENCIL_BUFFER_BIT */ ///* GL_DEPTH_BUFFER_BIT */ // ///* ClientArrayType */ ///* GL_VERTEX_ARRAY */ ///* GL_NORMAL_ARRAY */ ///* GL_COLOR_ARRAY */ ///* GL_INDEX_ARRAY */ ///* GL_TEXTURE_COORD_ARRAY */ ///* GL_EDGE_FLAG_ARRAY */ // ///* ClipPlaneName */ //#define GL_CLIP_PLANE0 0x3000 //#define GL_CLIP_PLANE1 0x3001 //#define GL_CLIP_PLANE2 0x3002 //#define GL_CLIP_PLANE3 0x3003 //#define GL_CLIP_PLANE4 0x3004 //#define GL_CLIP_PLANE5 0x3005 // ///* ColorMaterialFace */ ///* GL_FRONT */ ///* GL_BACK */ ///* GL_FRONT_AND_BACK */ // ///* ColorMaterialParameter */ ///* GL_AMBIENT */ ///* GL_DIFFUSE */ ///* GL_SPECULAR */ ///* GL_EMISSION */ ///* GL_AMBIENT_AND_DIFFUSE */ // ///* ColorPointerType */ ///* GL_BYTE */ ///* GL_UNSIGNED_BYTE */ ///* GL_SHORT */ ///* GL_UNSIGNED_SHORT */ ///* GL_INT */ ///* GL_UNSIGNED_INT */ ///* GL_FLOAT */ ///* GL_DOUBLE */ // ///* CullFaceMode */ ///* GL_FRONT */ ///* GL_BACK */ ///* GL_FRONT_AND_BACK */ // ///* DataType */ //#define GL_BYTE 0x1400 #define GL_UNSIGNED_BYTE 0x1401 //#define GL_SHORT 0x1402 //#define GL_UNSIGNED_SHORT 0x1403 //#define GL_INT 0x1404 #define GL_UNSIGNED_INT 0x1405 //#define GL_FLOAT 0x1406 //#define GL_2_BYTES 0x1407 //#define GL_3_BYTES 0x1408 //#define GL_4_BYTES 0x1409 //#define GL_DOUBLE 0x140A //#define GL_FIXED 0x140C // ///* DepthFunction */ ///* GL_NEVER */ ///* GL_LESS */ ///* GL_EQUAL */ ///* GL_LEQUAL */ ///* GL_GREATER */ ///* GL_NOTEQUAL */ ///* GL_GEQUAL */ ///* GL_ALWAYS */ // ///* DrawBufferMode */ //#define GL_NONE 0 //#define GL_FRONT_LEFT 0x0400 //#define GL_FRONT_RIGHT 0x0401 //#define GL_BACK_LEFT 0x0402 //#define GL_BACK_RIGHT 0x0403 //#define GL_FRONT 0x0404 //#define GL_BACK 0x0405 //#define GL_LEFT 0x0406 //#define GL_RIGHT 0x0407 //#define GL_FRONT_AND_BACK 0x0408 //#define GL_AUX0 0x0409 //#define GL_AUX1 0x040A //#define GL_AUX2 0x040B //#define GL_AUX3 0x040C // ///* Enable */ ///* GL_FOG */ ///* GL_LIGHTING */ ///* GL_TEXTURE_1D */ ///* GL_TEXTURE_2D */ ///* GL_LINE_STIPPLE */ ///* GL_POLYGON_STIPPLE */ ///* GL_CULL_FACE */ ///* GL_ALPHA_TEST */ ///* GL_BLEND */ ///* GL_INDEX_LOGIC_OP */ ///* GL_COLOR_LOGIC_OP */ ///* GL_DITHER */ ///* GL_STENCIL_TEST */ ///* GL_DEPTH_TEST */ ///* GL_CLIP_PLANE0 */ ///* GL_CLIP_PLANE1 */ ///* GL_CLIP_PLANE2 */ ///* GL_CLIP_PLANE3 */ ///* GL_CLIP_PLANE4 */ ///* GL_CLIP_PLANE5 */ ///* GL_LIGHT0 */ ///* GL_LIGHT1 */ ///* GL_LIGHT2 */ ///* GL_LIGHT3 */ ///* GL_LIGHT4 */ ///* GL_LIGHT5 */ ///* GL_LIGHT6 */ ///* GL_LIGHT7 */ ///* GL_TEXTURE_GEN_S */ ///* GL_TEXTURE_GEN_T */ ///* GL_TEXTURE_GEN_R */ ///* GL_TEXTURE_GEN_Q */ ///* GL_MAP1_VERTEX_3 */ ///* GL_MAP1_VERTEX_4 */ ///* GL_MAP1_COLOR_4 */ ///* GL_MAP1_INDEX */ ///* GL_MAP1_NORMAL */ ///* GL_MAP1_TEXTURE_COORD_1 */ ///* GL_MAP1_TEXTURE_COORD_2 */ ///* GL_MAP1_TEXTURE_COORD_3 */ ///* GL_MAP1_TEXTURE_COORD_4 */ ///* GL_MAP2_VERTEX_3 */ ///* GL_MAP2_VERTEX_4 */ ///* GL_MAP2_COLOR_4 */ ///* GL_MAP2_INDEX */ ///* GL_MAP2_NORMAL */ ///* GL_MAP2_TEXTURE_COORD_1 */ ///* GL_MAP2_TEXTURE_COORD_2 */ ///* GL_MAP2_TEXTURE_COORD_3 */ ///* GL_MAP2_TEXTURE_COORD_4 */ ///* GL_POINT_SMOOTH */ ///* GL_LINE_SMOOTH */ ///* GL_POLYGON_SMOOTH */ ///* GL_SCISSOR_TEST */ ///* GL_COLOR_MATERIAL */ ///* GL_NORMALIZE */ ///* GL_AUTO_NORMAL */ ///* GL_VERTEX_ARRAY */ ///* GL_NORMAL_ARRAY */ ///* GL_COLOR_ARRAY */ ///* GL_INDEX_ARRAY */ ///* GL_TEXTURE_COORD_ARRAY */ ///* GL_EDGE_FLAG_ARRAY */ ///* GL_POLYGON_OFFSET_POINT */ ///* GL_POLYGON_OFFSET_LINE */ ///* GL_POLYGON_OFFSET_FILL */ // ///* ErrorCode */ //#define GL_NO_ERROR 0 //#define GL_INVALID_ENUM 0x0500 //#define GL_INVALID_VALUE 0x0501 //#define GL_INVALID_OPERATION 0x0502 //#define GL_STACK_OVERFLOW 0x0503 //#define GL_STACK_UNDERFLOW 0x0504 //#define GL_OUT_OF_MEMORY 0x0505 // ///* FeedBackMode */ //#define GL_2D 0x0600 //#define GL_3D 0x0601 //#define GL_3D_COLOR 0x0602 //#define GL_3D_COLOR_TEXTURE 0x0603 //#define GL_4D_COLOR_TEXTURE 0x0604 // ///* FeedBackToken */ //#define GL_PASS_THROUGH_TOKEN 0x0700 //#define GL_POINT_TOKEN 0x0701 //#define GL_LINE_TOKEN 0x0702 //#define GL_POLYGON_TOKEN 0x0703 //#define GL_BITMAP_TOKEN 0x0704 //#define GL_DRAW_PIXEL_TOKEN 0x0705 //#define GL_COPY_PIXEL_TOKEN 0x0706 //#define GL_LINE_RESET_TOKEN 0x0707 // ///* FogMode */ ///* GL_LINEAR */ //#define GL_EXP 0x0800 //#define GL_EXP2 0x0801 // // ///* FogParameter */ ///* GL_FOG_COLOR */ ///* GL_FOG_DENSITY */ ///* GL_FOG_END */ ///* GL_FOG_INDEX */ ///* GL_FOG_MODE */ ///* GL_FOG_START */ // #define GL_FOG_COORDINATE_SOURCE_EXT 0x8450 #define GL_FOG_COORDINATE_EXT 0x8451 #define GL_FRAGMENT_DEPTH_EXT 0x8452 //#define GL_CURRENT_FOG_COORDINATE_EXT 0x8453 //#define GL_FOG_COORDINATE_ARRAY_TYPE_EXT 0x8454 //#define GL_FOG_COORDINATE_ARRAY_STRIDE_EXT 0x8455 //#define GL_FOG_COORDINATE_ARRAY_POINTER_EXT 0x8456 #define GL_FOG_COORDINATE_ARRAY_EXT 0x8457 // ///* FrontFaceDirection */ //#define GL_CW 0x0900 //#define GL_CCW 0x0901 // ///* GetMapTarget */ //#define GL_COEFF 0x0A00 //#define GL_ORDER 0x0A01 //#define GL_DOMAIN 0x0A02 // ///* GetPixelMap */ ///* GL_PIXEL_MAP_I_TO_I */ ///* GL_PIXEL_MAP_S_TO_S */ ///* GL_PIXEL_MAP_I_TO_R */ ///* GL_PIXEL_MAP_I_TO_G */ ///* GL_PIXEL_MAP_I_TO_B */ ///* GL_PIXEL_MAP_I_TO_A */ ///* GL_PIXEL_MAP_R_TO_R */ ///* GL_PIXEL_MAP_G_TO_G */ ///* GL_PIXEL_MAP_B_TO_B */ ///* GL_PIXEL_MAP_A_TO_A */ // ///* GetPointerTarget */ ///* GL_VERTEX_ARRAY_POINTER */ ///* GL_NORMAL_ARRAY_POINTER */ ///* GL_COLOR_ARRAY_POINTER */ ///* GL_INDEX_ARRAY_POINTER */ ///* GL_TEXTURE_COORD_ARRAY_POINTER */ ///* GL_EDGE_FLAG_ARRAY_POINTER */ // ///* GetTarget */ //#define GL_CURRENT_COLOR 0x0B00 //#define GL_CURRENT_INDEX 0x0B01 //#define GL_CURRENT_NORMAL 0x0B02 //#define GL_CURRENT_TEXTURE_COORDS 0x0B03 //#define GL_CURRENT_RASTER_COLOR 0x0B04 //#define GL_CURRENT_RASTER_INDEX 0x0B05 //#define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06 //#define GL_CURRENT_RASTER_POSITION 0x0B07 //#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08 //#define GL_CURRENT_RASTER_DISTANCE 0x0B09 //#define GL_POINT_SMOOTH 0x0B10 //#define GL_POINT_SIZE 0x0B11 //#define GL_POINT_SIZE_RANGE 0x0B12 //#define GL_POINT_SIZE_GRANULARITY 0x0B13 //#define GL_LINE_SMOOTH 0x0B20 //#define GL_LINE_WIDTH 0x0B21 //#define GL_LINE_WIDTH_RANGE 0x0B22 //#define GL_LINE_WIDTH_GRANULARITY 0x0B23 //#define GL_LINE_STIPPLE 0x0B24 //#define GL_LINE_STIPPLE_PATTERN 0x0B25 //#define GL_LINE_STIPPLE_REPEAT 0x0B26 //#define GL_LIST_MODE 0x0B30 //#define GL_MAX_LIST_NESTING 0x0B31 //#define GL_LIST_BASE 0x0B32 //#define GL_LIST_INDEX 0x0B33 #define GL_POLYGON_MODE 0x0B40 //#define GL_POLYGON_SMOOTH 0x0B41 //#define GL_POLYGON_STIPPLE 0x0B42 //#define GL_EDGE_FLAG 0x0B43 //#define GL_CULL_FACE 0x0B44 //#define GL_CULL_FACE_MODE 0x0B45 //#define GL_FRONT_FACE 0x0B46 //#define GL_LIGHTING 0x0B50 //#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51 //#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52 //#define GL_LIGHT_MODEL_AMBIENT 0x0B53 //#define GL_SHADE_MODEL 0x0B54 //#define GL_COLOR_MATERIAL_FACE 0x0B55 //#define GL_COLOR_MATERIAL_PARAMETER 0x0B56 //#define GL_COLOR_MATERIAL 0x0B57 //#define GL_FOG 0x0B60 //#define GL_FOG_INDEX 0x0B61 //#define GL_FOG_DENSITY 0x0B62 //#define GL_FOG_START 0x0B63 //#define GL_FOG_END 0x0B64 //#define GL_FOG_MODE 0x0B65 //#define GL_FOG_COLOR 0x0B66 //#define GL_DEPTH_RANGE 0x0B70 //#define GL_DEPTH_TEST 0x0B71 //#define GL_DEPTH_WRITEMASK 0x0B72 //#define GL_DEPTH_CLEAR_VALUE 0x0B73 //#define GL_DEPTH_FUNC 0x0B74 //#define GL_ACCUM_CLEAR_VALUE 0x0B80 //#define GL_STENCIL_TEST 0x0B90 //#define GL_STENCIL_CLEAR_VALUE 0x0B91 //#define GL_STENCIL_FUNC 0x0B92 //#define GL_STENCIL_VALUE_MASK 0x0B93 //#define GL_STENCIL_FAIL 0x0B94 //#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 //#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 //#define GL_STENCIL_REF 0x0B97 //#define GL_STENCIL_WRITEMASK 0x0B98 //#define GL_MATRIX_MODE 0x0BA0 //#define GL_NORMALIZE 0x0BA1 //#define GL_VIEWPORT 0x0BA2 //#define GL_MODELVIEW_STACK_DEPTH 0x0BA3 //#define GL_PROJECTION_STACK_DEPTH 0x0BA4 //#define GL_TEXTURE_STACK_DEPTH 0x0BA5 //#define GL_MODELVIEW_MATRIX 0x0BA6 //#define GL_PROJECTION_MATRIX 0x0BA7 //#define GL_TEXTURE_MATRIX 0x0BA8 //#define GL_ATTRIB_STACK_DEPTH 0x0BB0 //#define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1 //#define GL_ALPHA_TEST 0x0BC0 //#define GL_ALPHA_TEST_FUNC 0x0BC1 //#define GL_ALPHA_TEST_REF 0x0BC2 //#define GL_DITHER 0x0BD0 //#define GL_BLEND_DST 0x0BE0 //#define GL_BLEND_SRC 0x0BE1 //#define GL_BLEND 0x0BE2 //#define GL_LOGIC_OP_MODE 0x0BF0 //#define GL_INDEX_LOGIC_OP 0x0BF1 //#define GL_COLOR_LOGIC_OP 0x0BF2 //#define GL_AUX_BUFFERS 0x0C00 //#define GL_DRAW_BUFFER 0x0C01 //#define GL_READ_BUFFER 0x0C02 //#define GL_SCISSOR_BOX 0x0C10 //#define GL_SCISSOR_TEST 0x0C11 //#define GL_INDEX_CLEAR_VALUE 0x0C20 //#define GL_INDEX_WRITEMASK 0x0C21 //#define GL_COLOR_CLEAR_VALUE 0x0C22 //#define GL_COLOR_WRITEMASK 0x0C23 //#define GL_INDEX_MODE 0x0C30 //#define GL_RGBA_MODE 0x0C31 //#define GL_DOUBLEBUFFER 0x0C32 //#define GL_STEREO 0x0C33 //#define GL_RENDER_MODE 0x0C40 //#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50 //#define GL_POINT_SMOOTH_HINT 0x0C51 //#define GL_LINE_SMOOTH_HINT 0x0C52 //#define GL_POLYGON_SMOOTH_HINT 0x0C53 //#define GL_FOG_HINT 0x0C54 #define GL_TEXTURE_GEN_S 0x0C60 #define GL_TEXTURE_GEN_T 0x0C61 //#define GL_TEXTURE_GEN_R 0x0C62 //#define GL_TEXTURE_GEN_Q 0x0C63 //#define GL_PIXEL_MAP_I_TO_I 0x0C70 //#define GL_PIXEL_MAP_S_TO_S 0x0C71 //#define GL_PIXEL_MAP_I_TO_R 0x0C72 //#define GL_PIXEL_MAP_I_TO_G 0x0C73 //#define GL_PIXEL_MAP_I_TO_B 0x0C74 //#define GL_PIXEL_MAP_I_TO_A 0x0C75 //#define GL_PIXEL_MAP_R_TO_R 0x0C76 //#define GL_PIXEL_MAP_G_TO_G 0x0C77 //#define GL_PIXEL_MAP_B_TO_B 0x0C78 //#define GL_PIXEL_MAP_A_TO_A 0x0C79 //#define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0 //#define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1 //#define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2 //#define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3 //#define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4 //#define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5 //#define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6 //#define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7 //#define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8 //#define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9 //#define GL_UNPACK_SWAP_BYTES 0x0CF0 //#define GL_UNPACK_LSB_FIRST 0x0CF1 //#define GL_UNPACK_ROW_LENGTH 0x0CF2 //#define GL_UNPACK_SKIP_ROWS 0x0CF3 //#define GL_UNPACK_SKIP_PIXELS 0x0CF4 //#define GL_UNPACK_ALIGNMENT 0x0CF5 //#define GL_PACK_SWAP_BYTES 0x0D00 //#define GL_PACK_LSB_FIRST 0x0D01 //#define GL_PACK_ROW_LENGTH 0x0D02 //#define GL_PACK_SKIP_ROWS 0x0D03 //#define GL_PACK_SKIP_PIXELS 0x0D04 //#define GL_PACK_ALIGNMENT 0x0D05 //#define GL_MAP_COLOR 0x0D10 //#define GL_MAP_STENCIL 0x0D11 //#define GL_INDEX_SHIFT 0x0D12 //#define GL_INDEX_OFFSET 0x0D13 //#define GL_RED_SCALE 0x0D14 //#define GL_RED_BIAS 0x0D15 //#define GL_ZOOM_X 0x0D16 //#define GL_ZOOM_Y 0x0D17 //#define GL_GREEN_SCALE 0x0D18 //#define GL_GREEN_BIAS 0x0D19 //#define GL_BLUE_SCALE 0x0D1A //#define GL_BLUE_BIAS 0x0D1B //#define GL_ALPHA_SCALE 0x0D1C //#define GL_ALPHA_BIAS 0x0D1D //#define GL_DEPTH_SCALE 0x0D1E //#define GL_DEPTH_BIAS 0x0D1F //#define GL_MAX_EVAL_ORDER 0x0D30 //#define GL_MAX_LIGHTS 0x0D31 //#define GL_MAX_CLIP_PLANES 0x0D32 //#define GL_MAX_TEXTURE_SIZE 0x0D33 //#define GL_MAX_PIXEL_MAP_TABLE 0x0D34 //#define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35 //#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36 //#define GL_MAX_NAME_STACK_DEPTH 0x0D37 //#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38 //#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39 //#define GL_MAX_VIEWPORT_DIMS 0x0D3A //#define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B //#define GL_SUBPIXEL_BITS 0x0D50 //#define GL_INDEX_BITS 0x0D51 //#define GL_RED_BITS 0x0D52 //#define GL_GREEN_BITS 0x0D53 //#define GL_BLUE_BITS 0x0D54 //#define GL_ALPHA_BITS 0x0D55 //#define GL_DEPTH_BITS 0x0D56 //#define GL_STENCIL_BITS 0x0D57 //#define GL_ACCUM_RED_BITS 0x0D58 //#define GL_ACCUM_GREEN_BITS 0x0D59 //#define GL_ACCUM_BLUE_BITS 0x0D5A //#define GL_ACCUM_ALPHA_BITS 0x0D5B //#define GL_NAME_STACK_DEPTH 0x0D70 //#define GL_AUTO_NORMAL 0x0D80 //#define GL_MAP1_COLOR_4 0x0D90 //#define GL_MAP1_INDEX 0x0D91 //#define GL_MAP1_NORMAL 0x0D92 //#define GL_MAP1_TEXTURE_COORD_1 0x0D93 //#define GL_MAP1_TEXTURE_COORD_2 0x0D94 //#define GL_MAP1_TEXTURE_COORD_3 0x0D95 //#define GL_MAP1_TEXTURE_COORD_4 0x0D96 //#define GL_MAP1_VERTEX_3 0x0D97 //#define GL_MAP1_VERTEX_4 0x0D98 //#define GL_MAP2_COLOR_4 0x0DB0 //#define GL_MAP2_INDEX 0x0DB1 //#define GL_MAP2_NORMAL 0x0DB2 //#define GL_MAP2_TEXTURE_COORD_1 0x0DB3 //#define GL_MAP2_TEXTURE_COORD_2 0x0DB4 //#define GL_MAP2_TEXTURE_COORD_3 0x0DB5 //#define GL_MAP2_TEXTURE_COORD_4 0x0DB6 //#define GL_MAP2_VERTEX_3 0x0DB7 //#define GL_MAP2_VERTEX_4 0x0DB8 //#define GL_MAP1_GRID_DOMAIN 0x0DD0 //#define GL_MAP1_GRID_SEGMENTS 0x0DD1 //#define GL_MAP2_GRID_DOMAIN 0x0DD2 //#define GL_MAP2_GRID_SEGMENTS 0x0DD3 //#define GL_TEXTURE_1D 0x0DE0 //#define GL_TEXTURE_2D 0x0DE1 //#define GL_FEEDBACK_BUFFER_POINTER 0x0DF0 //#define GL_FEEDBACK_BUFFER_SIZE 0x0DF1 //#define GL_FEEDBACK_BUFFER_TYPE 0x0DF2 //#define GL_SELECTION_BUFFER_POINTER 0x0DF3 //#define GL_SELECTION_BUFFER_SIZE 0x0DF4 ///* GL_TEXTURE_BINDING_1D */ ///* GL_TEXTURE_BINDING_2D */ ///* GL_VERTEX_ARRAY */ ///* GL_NORMAL_ARRAY */ ///* GL_COLOR_ARRAY */ ///* GL_INDEX_ARRAY */ ///* GL_TEXTURE_COORD_ARRAY */ ///* GL_EDGE_FLAG_ARRAY */ ///* GL_VERTEX_ARRAY_SIZE */ ///* GL_VERTEX_ARRAY_TYPE */ ///* GL_VERTEX_ARRAY_STRIDE */ ///* GL_NORMAL_ARRAY_TYPE */ ///* GL_NORMAL_ARRAY_STRIDE */ ///* GL_COLOR_ARRAY_SIZE */ ///* GL_COLOR_ARRAY_TYPE */ ///* GL_COLOR_ARRAY_STRIDE */ ///* GL_INDEX_ARRAY_TYPE */ ///* GL_INDEX_ARRAY_STRIDE */ ///* GL_TEXTURE_COORD_ARRAY_SIZE */ ///* GL_TEXTURE_COORD_ARRAY_TYPE */ ///* GL_TEXTURE_COORD_ARRAY_STRIDE */ ///* GL_EDGE_FLAG_ARRAY_STRIDE */ ///* GL_POLYGON_OFFSET_FACTOR */ ///* GL_POLYGON_OFFSET_UNITS */ // ///* GetTextureParameter */ ///* GL_TEXTURE_MAG_FILTER */ ///* GL_TEXTURE_MIN_FILTER */ ///* GL_TEXTURE_WRAP_S */ ///* GL_TEXTURE_WRAP_T */ //#define GL_TEXTURE_WIDTH 0x1000 //#define GL_TEXTURE_HEIGHT 0x1001 //#define GL_TEXTURE_INTERNAL_FORMAT 0x1003 #define GL_TEXTURE_BORDER_COLOR 0x1004 //#define GL_TEXTURE_BORDER 0x1005 ///* GL_TEXTURE_RED_SIZE */ ///* GL_TEXTURE_GREEN_SIZE */ ///* GL_TEXTURE_BLUE_SIZE */ ///* GL_TEXTURE_ALPHA_SIZE */ ///* GL_TEXTURE_LUMINANCE_SIZE */ ///* GL_TEXTURE_INTENSITY_SIZE */ ///* GL_TEXTURE_PRIORITY */ ///* GL_TEXTURE_RESIDENT */ // ///* HintMode */ //#define GL_DONT_CARE 0x1100 //#define GL_FASTEST 0x1101 //#define GL_NICEST 0x1102 // ///* HintTarget */ ///* GL_PERSPECTIVE_CORRECTION_HINT */ ///* GL_POINT_SMOOTH_HINT */ ///* GL_LINE_SMOOTH_HINT */ ///* GL_POLYGON_SMOOTH_HINT */ ///* GL_FOG_HINT */ ///* GL_PHONG_HINT */ // ///* IndexPointerType */ ///* GL_SHORT */ ///* GL_INT */ ///* GL_FLOAT */ ///* GL_DOUBLE */ // ///* LightModelParameter */ ///* GL_LIGHT_MODEL_AMBIENT */ ///* GL_LIGHT_MODEL_LOCAL_VIEWER */ ///* GL_LIGHT_MODEL_TWO_SIDE */ // ///* LightName */ //#define GL_LIGHT0 0x4000 //#define GL_LIGHT1 0x4001 //#define GL_LIGHT2 0x4002 //#define GL_LIGHT3 0x4003 //#define GL_LIGHT4 0x4004 //#define GL_LIGHT5 0x4005 //#define GL_LIGHT6 0x4006 //#define GL_LIGHT7 0x4007 // ///* LightParameter */ //#define GL_AMBIENT 0x1200 //#define GL_DIFFUSE 0x1201 //#define GL_SPECULAR 0x1202 //#define GL_POSITION 0x1203 //#define GL_SPOT_DIRECTION 0x1204 //#define GL_SPOT_EXPONENT 0x1205 //#define GL_SPOT_CUTOFF 0x1206 //#define GL_CONSTANT_ATTENUATION 0x1207 //#define GL_LINEAR_ATTENUATION 0x1208 //#define GL_QUADRATIC_ATTENUATION 0x1209 // ///* InterleavedArrays */ ///* GL_V2F */ ///* GL_V3F */ ///* GL_C4UB_V2F */ ///* GL_C4UB_V3F */ ///* GL_C3F_V3F */ ///* GL_N3F_V3F */ ///* GL_C4F_N3F_V3F */ ///* GL_T2F_V3F */ ///* GL_T4F_V4F */ ///* GL_T2F_C4UB_V3F */ ///* GL_T2F_C3F_V3F */ ///* GL_T2F_N3F_V3F */ ///* GL_T2F_C4F_N3F_V3F */ ///* GL_T4F_C4F_N3F_V4F */ // ///* ListMode */ //#define GL_COMPILE 0x1300 //#define GL_COMPILE_AND_EXECUTE 0x1301 // ///* ListNameType */ ///* GL_BYTE */ ///* GL_UNSIGNED_BYTE */ ///* GL_SHORT */ ///* GL_UNSIGNED_SHORT */ ///* GL_INT */ ///* GL_UNSIGNED_INT */ ///* GL_FLOAT */ ///* GL_2_BYTES */ ///* GL_3_BYTES */ ///* GL_4_BYTES */ // ///* LogicOp */ //#define GL_CLEAR 0x1500 //#define GL_AND 0x1501 //#define GL_AND_REVERSE 0x1502 //#define GL_COPY 0x1503 //#define GL_AND_INVERTED 0x1504 //#define GL_NOOP 0x1505 //#define GL_XOR 0x1506 //#define GL_OR 0x1507 //#define GL_NOR 0x1508 //#define GL_EQUIV 0x1509 //#define GL_INVERT 0x150A //#define GL_OR_REVERSE 0x150B //#define GL_COPY_INVERTED 0x150C //#define GL_OR_INVERTED 0x150D //#define GL_NAND 0x150E //#define GL_SET 0x150F // ///* MapTarget */ ///* GL_MAP1_COLOR_4 */ ///* GL_MAP1_INDEX */ ///* GL_MAP1_NORMAL */ ///* GL_MAP1_TEXTURE_COORD_1 */ ///* GL_MAP1_TEXTURE_COORD_2 */ ///* GL_MAP1_TEXTURE_COORD_3 */ ///* GL_MAP1_TEXTURE_COORD_4 */ ///* GL_MAP1_VERTEX_3 */ ///* GL_MAP1_VERTEX_4 */ ///* GL_MAP2_COLOR_4 */ ///* GL_MAP2_INDEX */ ///* GL_MAP2_NORMAL */ ///* GL_MAP2_TEXTURE_COORD_1 */ ///* GL_MAP2_TEXTURE_COORD_2 */ ///* GL_MAP2_TEXTURE_COORD_3 */ ///* GL_MAP2_TEXTURE_COORD_4 */ ///* GL_MAP2_VERTEX_3 */ ///* GL_MAP2_VERTEX_4 */ // ///* MaterialFace */ ///* GL_FRONT */ ///* GL_BACK */ ///* GL_FRONT_AND_BACK */ // ///* MaterialParameter */ //#define GL_EMISSION 0x1600 //#define GL_SHININESS 0x1601 //#define GL_AMBIENT_AND_DIFFUSE 0x1602 //#define GL_COLOR_INDEXES 0x1603 ///* GL_AMBIENT */ ///* GL_DIFFUSE */ ///* GL_SPECULAR */ // ///* MatrixMode */ //#define GL_MODELVIEW 0x1700 //#define GL_PROJECTION 0x1701 //#define GL_TEXTURE 0x1702 // ///* MeshMode1 */ ///* GL_POINT */ ///* GL_LINE */ // ///* MeshMode2 */ ///* GL_POINT */ ///* GL_LINE */ ///* GL_FILL */ // ///* NormalPointerType */ ///* GL_BYTE */ ///* GL_SHORT */ ///* GL_INT */ ///* GL_FLOAT */ ///* GL_DOUBLE */ // ///* PixelCopyType */ //#define GL_COLOR 0x1800 //#define GL_DEPTH 0x1801 //#define GL_STENCIL 0x1802 // ///* PixelFormat */ #define GL_COLOR_INDEX 0x1900 //#define GL_STENCIL_INDEX 0x1901 //#define GL_DEPTH_COMPONENT 0x1902 //#define GL_RED 0x1903 //#define GL_GREEN 0x1904 //#define GL_BLUE 0x1905 //#define GL_ALPHA 0x1906 //#define GL_RGB 0x1907 //#define GL_RGBA 0x1908 //#define GL_LUMINANCE 0x1909 //#define GL_LUMINANCE_ALPHA 0x190A //#define GL_BGR 0x80E0 //#define GL_BGRA 0x80E1 // ///* PixelMap */ ///* GL_PIXEL_MAP_I_TO_I */ ///* GL_PIXEL_MAP_S_TO_S */ ///* GL_PIXEL_MAP_I_TO_R */ ///* GL_PIXEL_MAP_I_TO_G */ ///* GL_PIXEL_MAP_I_TO_B */ ///* GL_PIXEL_MAP_I_TO_A */ ///* GL_PIXEL_MAP_R_TO_R */ ///* GL_PIXEL_MAP_G_TO_G */ ///* GL_PIXEL_MAP_B_TO_B */ ///* GL_PIXEL_MAP_A_TO_A */ // ///* PixelStore */ ///* GL_UNPACK_SWAP_BYTES */ ///* GL_UNPACK_LSB_FIRST */ ///* GL_UNPACK_ROW_LENGTH */ ///* GL_UNPACK_SKIP_ROWS */ ///* GL_UNPACK_SKIP_PIXELS */ ///* GL_UNPACK_ALIGNMENT */ ///* GL_PACK_SWAP_BYTES */ ///* GL_PACK_LSB_FIRST */ ///* GL_PACK_ROW_LENGTH */ ///* GL_PACK_SKIP_ROWS */ ///* GL_PACK_SKIP_PIXELS */ ///* GL_PACK_ALIGNMENT */ // ///* PixelTransfer */ ///* GL_MAP_COLOR */ ///* GL_MAP_STENCIL */ ///* GL_INDEX_SHIFT */ ///* GL_INDEX_OFFSET */ ///* GL_RED_SCALE */ ///* GL_RED_BIAS */ ///* GL_GREEN_SCALE */ ///* GL_GREEN_BIAS */ ///* GL_BLUE_SCALE */ ///* GL_BLUE_BIAS */ ///* GL_ALPHA_SCALE */ ///* GL_ALPHA_BIAS */ ///* GL_DEPTH_SCALE */ ///* GL_DEPTH_BIAS */ // ///* PixelType */ //#define GL_BITMAP 0x1A00 ///* GL_BYTE */ ///* GL_UNSIGNED_BYTE */ ///* GL_SHORT */ ///* GL_UNSIGNED_SHORT */ ///* GL_INT */ ///* GL_UNSIGNED_INT */ ///* GL_FLOAT */ // ///* PolygonMode */ //#define GL_POINT 0x1B00 #define GL_LINE 0x1B01 #define GL_FILL 0x1B02 // ///* ReadBufferMode */ ///* GL_FRONT_LEFT */ ///* GL_FRONT_RIGHT */ ///* GL_BACK_LEFT */ ///* GL_BACK_RIGHT */ ///* GL_FRONT */ ///* GL_BACK */ ///* GL_LEFT */ ///* GL_RIGHT */ ///* GL_AUX0 */ ///* GL_AUX1 */ ///* GL_AUX2 */ ///* GL_AUX3 */ // ///* RenderingMode */ //#define GL_RENDER 0x1C00 //#define GL_FEEDBACK 0x1C01 //#define GL_SELECT 0x1C02 // ///* ShadingModel */ //#define GL_FLAT 0x1D00 //#define GL_SMOOTH 0x1D01 // // ///* StencilFunction */ ///* GL_NEVER */ ///* GL_LESS */ ///* GL_EQUAL */ ///* GL_LEQUAL */ ///* GL_GREATER */ ///* GL_NOTEQUAL */ ///* GL_GEQUAL */ ///* GL_ALWAYS */ // ///* StencilOp */ ///* GL_ZERO */ //#define GL_KEEP 0x1E00 //#define GL_REPLACE 0x1E01 //#define GL_INCR 0x1E02 //#define GL_DECR 0x1E03 ///* GL_INVERT */ // ///* StringName */ //#define GL_VENDOR 0x1F00 //#define GL_RENDERER 0x1F01 //#define GL_VERSION 0x1F02 //#define GL_EXTENSIONS 0x1F03 // ///* TextureCoordName */ #define GL_S 0x2000 #define GL_T 0x2001 //#define GL_R 0x2002 //#define GL_Q 0x2003 // ///* TexCoordPointerType */ ///* GL_SHORT */ ///* GL_INT */ ///* GL_FLOAT */ ///* GL_DOUBLE */ // ///* TextureEnvMode */ //#define GL_MODULATE 0x2100 //#define GL_DECAL 0x2101 ///* GL_BLEND */ ///* GL_REPLACE */ // ///* TextureEnvParameter */ //#define GL_TEXTURE_ENV_MODE 0x2200 //#define GL_TEXTURE_ENV_COLOR 0x2201 // ///* TextureEnvTarget */ //#define GL_TEXTURE_ENV 0x2300 // ///* TextureGenMode */ //#define GL_EYE_LINEAR 0x2400 #define GL_OBJECT_LINEAR 0x2401 #define GL_SPHERE_MAP 0x2402 // ///* TextureGenParameter */ #define GL_TEXTURE_GEN_MODE 0x2500 #define GL_OBJECT_PLANE 0x2501 //#define GL_EYE_PLANE 0x2502 // ///* TextureMagFilter */ //#define GL_NEAREST 0x2600 //#define GL_LINEAR 0x2601 // ///* TextureMinFilter */ ///* GL_NEAREST */ ///* GL_LINEAR */ //#define GL_NEAREST_MIPMAP_NEAREST 0x2700 //#define GL_LINEAR_MIPMAP_NEAREST 0x2701 //#define GL_NEAREST_MIPMAP_LINEAR 0x2702 //#define GL_LINEAR_MIPMAP_LINEAR 0x2703 // ///* TextureParameterName */ //#define GL_TEXTURE_MAG_FILTER 0x2800 //#define GL_TEXTURE_MIN_FILTER 0x2801 //#define GL_TEXTURE_WRAP_S 0x2802 //#define GL_TEXTURE_WRAP_T 0x2803 ///* GL_TEXTURE_BORDER_COLOR */ ///* GL_TEXTURE_PRIORITY */ // ///* TextureTarget */ ///* GL_TEXTURE_1D */ ///* GL_TEXTURE_2D */ ///* GL_PROXY_TEXTURE_1D */ ///* GL_PROXY_TEXTURE_2D */ // ///* TextureWrapMode */ #define GL_CLAMP 0x2900 //#define GL_REPEAT 0x2901 // //#define GL_TEXTURE0 0x84C0 //#define GL_TEXTURE1 0x84C1 //#define GL_TEXTURE2 0x84C2 //#define GL_TEXTURE3 0x84C3 //#define GL_TEXTURE4 0x84C4 //#define GL_TEXTURE5 0x84C5 //#define GL_TEXTURE6 0x84C6 //#define GL_TEXTURE7 0x84C7 //#define GL_TEXTURE8 0x84C8 //#define GL_TEXTURE9 0x84C9 //#define GL_TEXTURE10 0x84CA //#define GL_TEXTURE11 0x84CB //#define GL_TEXTURE12 0x84CC //#define GL_TEXTURE13 0x84CD //#define GL_TEXTURE14 0x84CE //#define GL_TEXTURE15 0x84CF //#define GL_TEXTURE16 0x84D0 //#define GL_TEXTURE17 0x84D1 //#define GL_TEXTURE18 0x84D2 //#define GL_TEXTURE19 0x84D3 //#define GL_TEXTURE20 0x84D4 //#define GL_TEXTURE21 0x84D5 //#define GL_TEXTURE22 0x84D6 //#define GL_TEXTURE23 0x84D7 //#define GL_TEXTURE24 0x84D8 //#define GL_TEXTURE25 0x84D9 //#define GL_TEXTURE26 0x84DA //#define GL_TEXTURE27 0x84DB //#define GL_TEXTURE28 0x84DC //#define GL_TEXTURE29 0x84DD //#define GL_TEXTURE30 0x84DE //#define GL_TEXTURE31 0x84DF //#define GL_ACTIVE_TEXTURE 0x84E0 //#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1 //#define GL_MAX_TEXTURE_UNITS 0x84E2 //#define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3 //#define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4 //#define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5 //#define GL_TRANSPOSE_COLOR_MATRIX 0x84E6 //#define GL_MULTISAMPLE 0x809D //#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E //#define GL_SAMPLE_ALPHA_TO_ONE 0x809F //#define GL_SAMPLE_COVERAGE 0x80A0 //#define GL_SAMPLE_BUFFERS 0x80A8 //#define GL_SAMPLES 0x80A9 //#define GL_SAMPLE_COVERAGE_VALUE 0x80AA //#define GL_SAMPLE_COVERAGE_INVERT 0x80AB //#define GL_MULTISAMPLE_BIT 0x20000000 //#define GL_NORMAL_MAP 0x8511 //#define GL_REFLECTION_MAP 0x8512 //#define GL_TEXTURE_CUBE_MAP 0x8513 //#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 //#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 //#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 //#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 //#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 //#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 //#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A //#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B //#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C //#define GL_COMPRESSED_ALPHA 0x84E9 //#define GL_COMPRESSED_LUMINANCE 0x84EA //#define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB //#define GL_COMPRESSED_INTENSITY 0x84EC //#define GL_COMPRESSED_RGB 0x84ED //#define GL_COMPRESSED_RGBA 0x84EE //#define GL_TEXTURE_COMPRESSION_HINT 0x84EF //#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0 //#define GL_TEXTURE_COMPRESSED 0x86A1 //#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 //#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 //#define GL_CLAMP_TO_BORDER 0x812D //#define GL_COMBINE 0x8570 //#define GL_COMBINE_RGB 0x8571 //#define GL_COMBINE_ALPHA 0x8572 #define GL_SOURCE0_RGB 0x8580 #define GL_SOURCE1_RGB 0x8581 #define GL_SOURCE2_RGB 0x8582 #define GL_SOURCE0_ALPHA 0x8588 #define GL_SOURCE1_ALPHA 0x8589 #define GL_SOURCE2_ALPHA 0x858A //#define GL_OPERAND0_RGB 0x8590 //#define GL_OPERAND1_RGB 0x8591 //#define GL_OPERAND2_RGB 0x8592 //#define GL_OPERAND0_ALPHA 0x8598 //#define GL_OPERAND1_ALPHA 0x8599 //#define GL_OPERAND2_ALPHA 0x859A //#define GL_RGB_SCALE 0x8573 //#define GL_ADD_SIGNED 0x8574 //#define GL_INTERPOLATE 0x8575 //#define GL_SUBTRACT 0x84E7 //#define GL_CONSTANT 0x8576 //#define GL_PRIMARY_COLOR 0x8577 //#define GL_PREVIOUS 0x8578 //#define GL_DOT3_RGB 0x86AE //#define GL_DOT3_RGBA 0x86AF // ///* VertexPointerType */ ///* GL_SHORT */ ///* GL_INT */ ///* GL_FLOAT */ ///* GL_DOUBLE */ // ///* ClientAttribMask */ //#define GL_CLIENT_PIXEL_STORE_BIT 0x00000001 //#define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002 //#define GL_CLIENT_ALL_ATTRIB_BITS 0xffffffff // ///* polygon_offset */ //#define GL_POLYGON_OFFSET_FACTOR 0x8038 //#define GL_POLYGON_OFFSET_UNITS 0x2A00 //#define GL_POLYGON_OFFSET_POINT 0x2A01 //#define GL_POLYGON_OFFSET_LINE 0x2A02 //#define GL_POLYGON_OFFSET_FILL 0x8037 // ///* texture */ //#define GL_ALPHA4 0x803B //#define GL_ALPHA8 0x803C //#define GL_ALPHA12 0x803D //#define GL_ALPHA16 0x803E //#define GL_LUMINANCE4 0x803F //#define GL_LUMINANCE8 0x8040 //#define GL_LUMINANCE12 0x8041 //#define GL_LUMINANCE16 0x8042 //#define GL_LUMINANCE4_ALPHA4 0x8043 //#define GL_LUMINANCE6_ALPHA2 0x8044 //#define GL_LUMINANCE8_ALPHA8 0x8045 //#define GL_LUMINANCE12_ALPHA4 0x8046 //#define GL_LUMINANCE12_ALPHA12 0x8047 //#define GL_LUMINANCE16_ALPHA16 0x8048 #define GL_INTENSITY 0x8049 //#define GL_INTENSITY4 0x804A //#define GL_INTENSITY8 0x804B //#define GL_INTENSITY12 0x804C //#define GL_INTENSITY16 0x804D //#define GL_R3_G3_B2 0x2A10 //#define GL_RGB4 0x804F #define GL_RGB5 0x8050 #define GL_RGB8 0x8051 //#define GL_RGB10 0x8052 //#define GL_RGB12 0x8053 //#define GL_RGB16 0x8054 //#define GL_RGBA2 0x8055 #define GL_RGBA4 0x8056 #define GL_RGB5_A1 0x8057 #define GL_RGBA8 0x8058 //#define GL_RGB10_A2 0x8059 //#define GL_RGBA12 0x805A //#define GL_RGBA16 0x805B //#define GL_TEXTURE_RED_SIZE 0x805C //#define GL_TEXTURE_GREEN_SIZE 0x805D //#define GL_TEXTURE_BLUE_SIZE 0x805E //#define GL_TEXTURE_ALPHA_SIZE 0x805F //#define GL_TEXTURE_LUMINANCE_SIZE 0x8060 //#define GL_TEXTURE_INTENSITY_SIZE 0x8061 //#define GL_PROXY_TEXTURE_1D 0x8063 //#define GL_PROXY_TEXTURE_2D 0x8064 // ///* texture_object */ //#define GL_TEXTURE_PRIORITY 0x8066 //#define GL_TEXTURE_RESIDENT 0x8067 //#define GL_TEXTURE_BINDING_1D 0x8068 //#define GL_TEXTURE_BINDING_2D 0x8069 // ///* vertex_array */ //#define GL_VERTEX_ARRAY 0x8074 //#define GL_NORMAL_ARRAY 0x8075 //#define GL_COLOR_ARRAY 0x8076 //#define GL_INDEX_ARRAY 0x8077 //#define GL_TEXTURE_COORD_ARRAY 0x8078 //#define GL_EDGE_FLAG_ARRAY 0x8079 //#define GL_VERTEX_ARRAY_SIZE 0x807A //#define GL_VERTEX_ARRAY_TYPE 0x807B //#define GL_VERTEX_ARRAY_STRIDE 0x807C //#define GL_NORMAL_ARRAY_TYPE 0x807E //#define GL_NORMAL_ARRAY_STRIDE 0x807F //#define GL_COLOR_ARRAY_SIZE 0x8081 //#define GL_COLOR_ARRAY_TYPE 0x8082 //#define GL_COLOR_ARRAY_STRIDE 0x8083 //#define GL_INDEX_ARRAY_TYPE 0x8085 //#define GL_INDEX_ARRAY_STRIDE 0x8086 //#define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088 //#define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089 //#define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A //#define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C //#define GL_VERTEX_ARRAY_POINTER 0x808E //#define GL_NORMAL_ARRAY_POINTER 0x808F //#define GL_COLOR_ARRAY_POINTER 0x8090 //#define GL_INDEX_ARRAY_POINTER 0x8091 //#define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092 //#define GL_EDGE_FLAG_ARRAY_POINTER 0x8093 //#define GL_V2F 0x2A20 //#define GL_V3F 0x2A21 //#define GL_C4UB_V2F 0x2A22 //#define GL_C4UB_V3F 0x2A23 //#define GL_C3F_V3F 0x2A24 //#define GL_N3F_V3F 0x2A25 //#define GL_C4F_N3F_V3F 0x2A26 //#define GL_T2F_V3F 0x2A27 //#define GL_T4F_V4F 0x2A28 //#define GL_T2F_C4UB_V3F 0x2A29 //#define GL_T2F_C3F_V3F 0x2A2A //#define GL_T2F_N3F_V3F 0x2A2B //#define GL_T2F_C4F_N3F_V3F 0x2A2C //#define GL_T4F_C4F_N3F_V4F 0x2A2D // ///* Extensions */ //#define GL_EXT_vertex_array 1 //#define GL_EXT_bgra 1 //#define GL_EXT_paletted_texture 1 //#define GL_WIN_swap_hint 1 //#define GL_WIN_draw_range_elements 1 //// #define GL_WIN_phong_shading 1 //// #define GL_WIN_specular_fog 1 // ///* EXT_vertex_array */ //#define GL_VERTEX_ARRAY_EXT 0x8074 //#define GL_NORMAL_ARRAY_EXT 0x8075 //#define GL_COLOR_ARRAY_EXT 0x8076 //#define GL_INDEX_ARRAY_EXT 0x8077 //#define GL_TEXTURE_COORD_ARRAY_EXT 0x8078 //#define GL_EDGE_FLAG_ARRAY_EXT 0x8079 //#define GL_VERTEX_ARRAY_SIZE_EXT 0x807A //#define GL_VERTEX_ARRAY_TYPE_EXT 0x807B //#define GL_VERTEX_ARRAY_STRIDE_EXT 0x807C //#define GL_VERTEX_ARRAY_COUNT_EXT 0x807D //#define GL_NORMAL_ARRAY_TYPE_EXT 0x807E //#define GL_NORMAL_ARRAY_STRIDE_EXT 0x807F //#define GL_NORMAL_ARRAY_COUNT_EXT 0x8080 //#define GL_COLOR_ARRAY_SIZE_EXT 0x8081 //#define GL_COLOR_ARRAY_TYPE_EXT 0x8082 //#define GL_COLOR_ARRAY_STRIDE_EXT 0x8083 //#define GL_COLOR_ARRAY_COUNT_EXT 0x8084 //#define GL_INDEX_ARRAY_TYPE_EXT 0x8085 //#define GL_INDEX_ARRAY_STRIDE_EXT 0x8086 //#define GL_INDEX_ARRAY_COUNT_EXT 0x8087 //#define GL_TEXTURE_COORD_ARRAY_SIZE_EXT 0x8088 //#define GL_TEXTURE_COORD_ARRAY_TYPE_EXT 0x8089 //#define GL_TEXTURE_COORD_ARRAY_STRIDE_EXT 0x808A //#define GL_TEXTURE_COORD_ARRAY_COUNT_EXT 0x808B //#define GL_EDGE_FLAG_ARRAY_STRIDE_EXT 0x808C //#define GL_EDGE_FLAG_ARRAY_COUNT_EXT 0x808D //#define GL_VERTEX_ARRAY_POINTER_EXT 0x808E //#define GL_NORMAL_ARRAY_POINTER_EXT 0x808F //#define GL_COLOR_ARRAY_POINTER_EXT 0x8090 //#define GL_INDEX_ARRAY_POINTER_EXT 0x8091 //#define GL_TEXTURE_COORD_ARRAY_POINTER_EXT 0x8092 //#define GL_EDGE_FLAG_ARRAY_POINTER_EXT 0x8093 //#define GL_DOUBLE_EXT GL_DOUBLE // ///* EXT_bgra */ //#define GL_BGR_EXT 0x80E0 #define GL_BGRA_EXT 0x80E1 // ///* Extensions */ //#define GL_EXT_abgr 1 //#define GL_EXT_blend_color 1 //#define GL_EXT_blend_minmax 1 //#define GL_EXT_blend_subtract 1 // ///* EXT_abgr */ //#define GL_ABGR_EXT 0x8000 // ///* EXT_blend_color */ #define GL_CONSTANT_COLOR_EXT 0x8001 //#define GL_ONE_MINUS_CONSTANT_COLOR_EXT 0x8002 //#define GL_CONSTANT_ALPHA_EXT 0x8003 //#define GL_ONE_MINUS_CONSTANT_ALPHA_EXT 0x8004 #define GL_BLEND_COLOR_EXT 0x8005 // ///* EXT_blend_minmax */ #define GL_FUNC_ADD_EXT 0x8006 //#define GL_MIN_EXT 0x8007 //#define GL_MAX_EXT 0x8008 //#define GL_BLEND_EQUATION_EXT 0x8009 // ///* EXT_blend_subtract */ //#define GL_FUNC_SUBTRACT_EXT 0x800A //#define GL_FUNC_REVERSE_SUBTRACT_EXT 0x800B // ///* EXT_paletted_texture */ // ///* These must match the GL_COLOR_TABLE_*_SGI enumerants */ //#define GL_COLOR_TABLE_FORMAT_EXT 0x80D8 //#define GL_COLOR_TABLE_WIDTH_EXT 0x80D9 //#define GL_COLOR_TABLE_RED_SIZE_EXT 0x80DA //#define GL_COLOR_TABLE_GREEN_SIZE_EXT 0x80DB //#define GL_COLOR_TABLE_BLUE_SIZE_EXT 0x80DC //#define GL_COLOR_TABLE_ALPHA_SIZE_EXT 0x80DD //#define GL_COLOR_TABLE_LUMINANCE_SIZE_EXT 0x80DE //#define GL_COLOR_TABLE_INTENSITY_SIZE_EXT 0x80DF // //#define GL_COLOR_INDEX1_EXT 0x80E2 //#define GL_COLOR_INDEX2_EXT 0x80E3 //#define GL_COLOR_INDEX4_EXT 0x80E4 #define GL_COLOR_INDEX8_EXT 0x80E5 //#define GL_COLOR_INDEX12_EXT 0x80E6 //#define GL_COLOR_INDEX16_EXT 0x80E7 // ///* WIN_draw_range_elements */ //#define GL_MAX_ELEMENTS_VERTICES_WIN 0x80E8 //#define GL_MAX_ELEMENTS_INDICES_WIN 0x80E9 // ///* WIN_phong_shading */ //#define GL_PHONG_WIN 0x80EA //#define GL_PHONG_HINT_WIN 0x80EB // ///* WIN_specular_fog */ //#define GL_FOG_SPECULAR_TEXTURE_WIN 0x80EC // ///* For compatibility with OpenGL v1.0 */ //#define GL_LOGIC_OP GL_INDEX_LOGIC_OP //#define GL_TEXTURE_COMPONENTS GL_TEXTURE_INTERNAL_FORMAT // //// Pi //#ifndef M_PI //#define M_PI 3.1415926f //#endif // //#ifndef EGL_FALSE //#define EGL_FALSE 0 //#endif // //#ifndef EGL_TRUE //#define EGL_TRUE 1 //#endif // //#define EGL_DRAW 0x3059 //#define EGL_READ 0x305A // //typedef void * EGLDisplay; //typedef void * EGLConfig; //typedef void * EGLSurface; //typedef void * EGLContext; // //typedef int EGLBoolean; //typedef unsigned int EGLint; // // //#define EGL_DEFAULT_DISPLAY ((NativeDisplayType)0) //#define EGL_NO_CONTEXT ((EGLContext)0) //#define EGL_NO_DISPLAY ((EGLDisplay)0) //#define EGL_NO_SURFACE ((EGLSurface)0) // //typedef void* NativeDisplayType; //typedef void* NativeWindowType; //typedef void* NativePixmapType; #define GL_TEXTURE0_ARB 0x84C0 #define GL_TEXTURE1_ARB 0x84C1 #define GL_TEXTURE2_ARB 0x84C2 #define GL_TEXTURE3_ARB 0x84C3 //#define GL_TEXTURE4_ARB 0x84C4 //#define GL_TEXTURE5_ARB 0x84C5 //#define GL_TEXTURE6_ARB 0x84C6 //#define GL_TEXTURE7_ARB 0x84C7 //#define GL_TEXTURE8_ARB 0x84C8 //#define GL_TEXTURE9_ARB 0x84C9 //#define GL_TEXTURE10_ARB 0x84CA //#define GL_TEXTURE11_ARB 0x84CB //#define GL_TEXTURE12_ARB 0x84CC //#define GL_TEXTURE13_ARB 0x84CD //#define GL_TEXTURE14_ARB 0x84CE //#define GL_TEXTURE15_ARB 0x84CF //#define GL_TEXTURE16_ARB 0x84D0 //#define GL_TEXTURE17_ARB 0x84D1 //#define GL_TEXTURE18_ARB 0x84D2 //#define GL_TEXTURE19_ARB 0x84D3 //#define GL_TEXTURE20_ARB 0x84D4 //#define GL_TEXTURE21_ARB 0x84D5 //#define GL_TEXTURE22_ARB 0x84D6 //#define GL_TEXTURE23_ARB 0x84D7 //#define GL_TEXTURE24_ARB 0x84D8 //#define GL_TEXTURE25_ARB 0x84D9 //#define GL_TEXTURE26_ARB 0x84DA //#define GL_TEXTURE27_ARB 0x84DB //#define GL_TEXTURE28_ARB 0x84DC //#define GL_TEXTURE29_ARB 0x84DD //#define GL_TEXTURE30_ARB 0x84DE //#define GL_TEXTURE31_ARB 0x84DF //#define GL_ACTIVE_TEXTURE_ARB 0x84E0 //#define GL_CLIENT_ACTIVE_TEXTURE_ARB 0x84E1 #define GL_MAX_TEXTURE_UNITS_ARB 0x84E2 // //#define GL_COMPRESSED_ALPHA_ARB 0x84E9 //#define GL_COMPRESSED_LUMINANCE_ARB 0x84EA //#define GL_COMPRESSED_LUMINANCE_ALPHA_ARB 0x84EB //#define GL_COMPRESSED_INTENSITY_ARB 0x84EC #define GL_COMPRESSED_RGB_ARB 0x84ED #define GL_COMPRESSED_RGBA_ARB 0x84EE #define GL_TEXTURE_COMPRESSION_HINT_ARB 0x84EF //#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB 0x86A0 //#define GL_TEXTURE_COMPRESSED_ARB 0x86A1 //#define GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A2 //#define GL_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A3 #ifndef GL_UNSIGNED_SHORT_1_5_5_5_REV #define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366 #endif // // ------------------------------------------------------------------------------------------------------ // Only function prototypes that were actually used in TGE are // listed here // ------------------------------------------------------------------------------------------------------ // straightforward conversions #define glColor3f(r,g,b) glColor4f(r,g,b,1) #define GLdouble F64 #define glOrtho( left, right, bottom, top, near, far ) glOrthof( left, right, bottom, top, near, far ) #define glFrustum( left, right, bottom, top, near, far ) glFrustumf( left, right, bottom, top, near, far ) #define glDepthRange( near, far ) glDepthRangef( near, far ) // functions that need workarounds void glBegin( GLint ); void glEnd(); void glTexCoord2f( GLfloat, GLfloat ); void glActiveTextureARB( GLint ); void glMultiTexCoord2fARB( GLint, GLfloat, GLfloat); void glPushAttrib( GLint ); void glPopAttrib(); void glReadBuffer( GLint ); void glVertex3f( GLfloat, GLfloat, GLfloat ); void glVertex2f( GLfloat, GLfloat ); void glVertex2i( GLint, GLint ); void glClientActiveTextureARB( GLint ); void glVertex3fv( const F32 * ); void glVertex2fv( const F32 * ); void glNormal3fv( const F32 * ); void glColor3fv( const F32 * ); void glColor4fv( const F32 * ); void glColor3i( GLint, GLint, GLint ); void glColor3ubv( const GLubyte *v ); void glColor4ubv( const GLubyte *v ); void glRecti( GLint, GLint, GLint, GLint ); void glGetDoublev( GLint, GLdouble * ); void glPolygonMode( GLint, GLint ); void glLockArraysEXT( GLint, GLint ); void glUnlockArraysEXT(); void glColor3ub( GLint, GLint, GLint ); void glFogi( GLint, GLint ); void glColorTableEXT( GLint, GLint, GLint, GLint, GLint, const ColorI * ); void glBlendColorEXT( GLfloat, GLfloat, GLfloat, GLfloat ); void glBlendEquationEXT( GLint ); void glArrayElement( GLint ); void glFogCoordPointerEXT(GLenum, GLsizei, void *); void glTexGeni( GLenum coord, GLenum pname, GLint param ); void glTexGenfv( GLenum coord, GLenum pname, const GLfloat *params ); void glClipPlane( GLuint plane, GLdouble * equation ); GLboolean glAreTexturesResident( GLsizei, const GLuint *, GLboolean*); void gluOrtho2D( GLfloat, GLfloat, GLfloat, GLfloat ); GLint gluProject( GLdouble winx, GLdouble winy, GLdouble winz, const F64 *model, const F64 * proj, const GLint * vp, F64 * x, F64 * y, F64 * z ); GLint gluUnProject( GLdouble winx, GLdouble winy, GLdouble winz, const F64 *model, const F64 * proj, const GLint * vp, F64 * x, F64 * y, F64 * z ); #endif //_GL2ES_H_