TheBrokenRail
7498c1e932
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minecraft-pi-reborn/pipeline/head This commit looks good
90 lines
3.5 KiB
C
90 lines
3.5 KiB
C
#pragma once
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#ifdef __cplusplus
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extern "C" {
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#endif
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#define GL_FALSE 0
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#define GL_FOG_COLOR 0xb66
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#define GL_ARRAY_BUFFER_BINDING 0x8894
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#define GL_TEXTURE_BINDING_2D 0x8069
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#define GL_UNSIGNED_BYTE 0x1401
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#define GL_RGB 0x1907
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#define GL_RGBA 0x1908
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#define GL_MODELVIEW_MATRIX 0xba6
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#define GL_PROJECTION_MATRIX 0xba7
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#define GL_VIEWPORT 0xba2
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#define GL_DEPTH_TEST 0xb71
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#define GL_PACK_ALIGNMENT 0xd05
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#define GL_UNPACK_ALIGNMENT 0xcf5
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#include <stdio.h>
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#include <stdint.h>
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typedef float GLfloat;
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typedef float GLclampf;
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typedef int GLint;
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typedef unsigned char GLboolean;
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typedef int GLsizei;
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typedef unsigned int GLuint;
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typedef ssize_t GLsizeiptr;
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typedef intptr_t GLintptr;
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typedef int32_t GLfixed;
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typedef unsigned int GLbitfield;
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typedef unsigned int GLenum;
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void glFogfv(GLenum pname, const GLfloat *params);
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void glVertexPointer(GLint size, GLenum type, GLsizei stride, const void *pointer);
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void glLineWidth(GLfloat width);
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void glBlendFunc(GLenum sfactor, GLenum dfactor);
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void glDrawArrays(GLenum mode, GLint first, GLsizei count);
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void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
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void glClear(GLbitfield mask);
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void glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage);
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void glFogx(GLenum pname, GLfixed param);
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void glFogf(GLenum pname, GLfloat param);
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void glMatrixMode(GLenum mode);
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void glColorPointer(GLint size, GLenum type, GLsizei stride, const void *pointer);
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void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
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void glTexParameteri(GLenum target, GLenum pname, GLint param);
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void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
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void glEnable(GLenum cap);
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void glEnableClientState(GLenum array);
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void glPolygonOffset(GLfloat factor, GLfloat units);
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void glDisableClientState(GLenum array);
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void glDepthRangef(GLclampf near, GLclampf far);
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void glDepthFunc(GLenum func);
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void glBindBuffer(GLenum target, GLuint buffer);
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void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
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void glPopMatrix();
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void glLoadIdentity();
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void glScalef(GLfloat x, GLfloat y, GLfloat z);
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void glPushMatrix();
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void glDepthMask(GLboolean flag);
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void glHint(GLenum target, GLenum mode);
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void glMultMatrixf(const GLfloat *m);
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void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const void *pointer);
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void glDeleteBuffers(GLsizei n, const GLuint *buffers);
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void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
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void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
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void glGenTextures(GLsizei n, GLuint *textures);
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void glDeleteTextures(GLsizei n, const GLuint *textures);
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void glAlphaFunc(GLenum func, GLclampf ref);
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void glGetFloatv(GLenum pname, GLfloat *params);
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void glBindTexture(GLenum target, GLuint texture);
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void glTranslatef(GLfloat x, GLfloat y, GLfloat z);
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void glShadeModel(GLenum mode);
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void glOrthof(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat near, GLfloat far);
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void glDisable(GLenum cap);
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void glCullFace(GLenum mode);
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void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
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void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
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void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz);
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GLboolean glIsEnabled(GLenum cap);
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void glGetIntegerv(GLenum pname, GLint *data);
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void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *data);
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#ifdef __cplusplus
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}
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#endif
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