#pragma once #include #include #ifdef __cplusplus extern "C" { #endif #define GL_FALSE 0 #define GL_ARRAY_BUFFER_BINDING 0x8894 #define GL_ARRAY_BUFFER 0x8892 #define GL_TEXTURE_BINDING_2D 0x8069 #define GL_UNSIGNED_BYTE 0x1401 #define GL_FLOAT 0x1406 #define GL_RGB 0x1907 #define GL_RGBA 0x1908 #define GL_MODELVIEW_MATRIX 0xba6 #define GL_PROJECTION_MATRIX 0xba7 #define GL_VIEWPORT 0xba2 #define GL_DEPTH_TEST 0xb71 #define GL_PACK_ALIGNMENT 0xd05 #define GL_UNPACK_ALIGNMENT 0xcf5 #define GL_SRC_ALPHA 0x302 #define GL_DST_ALPHA 0x304 #define GL_ONE_MINUS_SRC_ALPHA 0x303 #define GL_MODELVIEW 0x1700 #define GL_PROJECTION 0x1701 #define GL_TEXTURE 0x1702 #define GL_VERTEX_ARRAY 0x8074 #define GL_COLOR_ARRAY 0x8076 #define GL_TEXTURE_COORD_ARRAY 0x8078 #define GL_GREATER 0x204 #define GL_ALPHA_TEST 0xbc0 #define GL_TEXTURE_2D 0xde1 #define GL_COLOR_MATERIAL 0xb57 #define GL_PERSPECTIVE_CORRECTION_HINT 0xc50 #define GL_FOG 0xb60 #define GL_LINEAR 0x2601 #define GL_EXP 0x800 #define GL_FOG_DENSITY 0xb62 #define GL_FOG_START 0xb63 #define GL_FOG_END 0xb64 #define GL_FOG_MODE 0xb65 #define GL_FOG_COLOR 0xb66 #define GL_BLEND 0xbe2 #define GL_TRIANGLES 0x4 #define GL_TRIANGLE_STRIP 0x5 #define GL_TRIANGLE_FAN 0x6 #define GL_FASTEST 0x1101 #define GL_BACK 0x405 #define GL_CULL_FACE 0xb44 #define GL_LEQUAL 0x203 #define GL_EQUAL 0x202 #define GL_ONE_MINUS_DST_COLOR 0x307 #define GL_ONE_MINUS_SRC_COLOR 0x301 #define GL_ZERO 0 #define GL_FLAT 0x1d00 #define GL_SMOOTH 0x1d01 #define GL_SCISSOR_TEST 0xc11 #define GL_TRUE 1 #define GL_POLYGON_OFFSET_FILL 0x8037 #define GL_SRC_COLOR 0x300 #define GL_DST_COLOR 0x306 #define GL_ONE 1 #define GL_LINES 0x1 #define GL_LINE_STRIP 0x3 #define GL_STATIC_DRAW 0x88e4 #define GL_DYNAMIC_DRAW 0x88e8 #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 #define GL_UNSIGNED_SHORT_5_6_5 0x8363 #define GL_TEXTURE_WRAP_T 0x2803 #define GL_TEXTURE_WRAP_S 0x2802 #define GL_REPEAT 0x2901 #define GL_CLAMP_TO_EDGE 0x812f #define GL_TEXTURE_MAG_FILTER 0x2800 #define GL_TEXTURE_MIN_FILTER 0x2801 #define GL_NEAREST 0x2600 #define GL_LINEAR_MIPMAP_LINEAR 0x2703 #define GL_DEPTH_BUFFER_BIT 0x100 #define GL_COLOR_BUFFER_BIT 0x4000 #define GL_NO_ERROR 0 #define GL_NORMAL_ARRAY 0x8075 #define GL_LIGHTING 0xb50 #define GL_LIGHT0 0x4000 #define GL_LIGHT1 0x4001 #define GL_RESCALE_NORMAL 0x803a #define GL_AMBIENT 0x1200 #define GL_DIFFUSE 0x1201 #define GL_SPECULAR 0x1202 #define GL_POSITION 0x1203 #define GL_LIGHT_MODEL_AMBIENT 0xb53 #define GL_BYTE 0x1400 #define GL_ACCUM 0x100 #define GL_ALPHA 0x1906 #define GL_NONE 0 typedef float GLfloat; typedef float GLclampf; typedef int GLint; typedef unsigned char GLboolean; typedef int GLsizei; typedef unsigned int GLuint; typedef ssize_t GLsizeiptr; typedef intptr_t GLintptr; typedef int32_t GLfixed; typedef unsigned int GLbitfield; typedef unsigned int GLenum; typedef char GLchar; typedef void GLvoid; void glFogfv(GLenum pname, const GLfloat *params); void glVertexPointer(GLint size, GLenum type, GLsizei stride, const void *pointer); void glLineWidth(GLfloat width); void glBlendFunc(GLenum sfactor, GLenum dfactor); void glDrawArrays(GLenum mode, GLint first, GLsizei count); void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); void glClear(GLbitfield mask); void glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage); void glFogx(GLenum pname, GLfixed param); #define glFogi glFogx void glFogf(GLenum pname, GLfloat param); void glMatrixMode(GLenum mode); void glColorPointer(GLint size, GLenum type, GLsizei stride, const void *pointer); void glScissor(GLint x, GLint y, GLsizei width, GLsizei height); void glTexParameteri(GLenum target, GLenum pname, GLint param); void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); void glEnable(GLenum cap); void glEnableClientState(GLenum array); void glPolygonOffset(GLfloat factor, GLfloat units); void glDisableClientState(GLenum array); void glDepthRangef(GLclampf near, GLclampf far); void glDepthFunc(GLenum func); void glBindBuffer(GLenum target, GLuint buffer); void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void glPopMatrix(); void glLoadIdentity(); void glScalef(GLfloat x, GLfloat y, GLfloat z); void glPushMatrix(); void glDepthMask(GLboolean flag); void glHint(GLenum target, GLenum mode); void glMultMatrixf(const GLfloat *m); void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const void *pointer); void glDeleteBuffers(GLsizei n, const GLuint *buffers); void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); void glGenTextures(GLsizei n, GLuint *textures); void glDeleteTextures(GLsizei n, const GLuint *textures); void glAlphaFunc(GLenum func, GLclampf ref); void glGetFloatv(GLenum pname, GLfloat *params); void glBindTexture(GLenum target, GLuint texture); void glTranslatef(GLfloat x, GLfloat y, GLfloat z); void glShadeModel(GLenum mode); void glOrthof(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat near, GLfloat far); void glDisable(GLenum cap); void glCullFace(GLenum mode); void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z); void glViewport(GLint x, GLint y, GLsizei width, GLsizei height); void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz); GLboolean glIsEnabled(GLenum cap); void glGetIntegerv(GLenum pname, GLint *data); void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *data); void glGenBuffers(GLsizei n, GLuint *buffers); GLenum glGetError(); void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data); void glNormalPointer(GLenum type, GLsizei stride, const void *pointer); void glLightfv(GLenum light, GLenum pname, const GLfloat *params); void glLightModelfv(GLenum pname, const GLfloat *params); void glPixelStorei(GLenum pname, GLint param); // Not Part Of OpenGL ES 1.1 #ifdef GLES_COMPATIBILITY_LAYER_USE_ES3 #define GL_SAMPLES_PASSED_ARB 0x8c2f // GL_ANY_SAMPLES_PASSED #define GL_QUERY_RESULT_AVAILABLE_ARB 0x8867 // GL_QUERY_RESULT_AVAILABLE #define GL_QUERY_RESULT_ARB 0x8866 // GL_QUERY_RESULT void glGenQueriesARB(GLsizei n, GLuint *ids); void glDeleteQueriesARB(GLsizei n, const GLuint *ids); void glBeginQueryARB(GLenum target, GLuint id); void glEndQueryARB(GLenum target); void glGetQueryObjectuivARB(GLuint id, GLenum pname, GLuint *params); #endif void extra_enable_highlight_mode(float red, float green, float blue, float alpha); void extra_disable_highlight_mode(); void init_gles_compatibility_layer(); #ifdef __cplusplus } #endif