#pragma once #ifdef __cplusplus extern "C" { #endif #define GL_FALSE 0 #define GL_FOG_COLOR 0xb66 #define GL_ARRAY_BUFFER_BINDING 0x8894 #define GL_TEXTURE_BINDING_2D 0x8069 #define GL_UNSIGNED_BYTE 0x1401 #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 #include #include 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; 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); 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); #ifdef __cplusplus } #endif