williamr@4: #ifndef __gl2_h_ williamr@4: #define __gl2_h_ williamr@4: williamr@4: /* williamr@4: * portions Copyright (c) 2008 - 2009 Nokia Corporation. All rights reserved. williamr@4: * Differences from the actual sample implementation provided by Khronos: williamr@4: * 1. This comment text. williamr@4: * 2. Doxygen comment with tag 'publishedAll', and tag 'released' williamr@4: * 3. Include of Symbian-supplied gl2extplatform.h at the bottom of this williamr@4: * file. This is a means to disable specific gl2ext.h extensions. williamr@4: * 4. Added __SOFTFP decorations for call-by-value float functions williamr@4: */ williamr@4: williamr@4: /** williamr@4: @publishedAll williamr@4: @released williamr@4: */ williamr@4: williamr@4: /* $Id: gl2.h 4532 2007-11-26 11:12:44Z markc $ */ williamr@4: williamr@4: #include williamr@4: williamr@4: #ifdef __cplusplus williamr@4: extern "C" { williamr@4: #endif williamr@4: williamr@4: /* williamr@4: ** SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008) williamr@4: ** Copyright (C) 2008 Silicon Graphics, Inc. All Rights Reserved. williamr@4: ** williamr@4: ** Permission is hereby granted, free of charge, to any person obtaining williamr@4: ** a copy of this software and associated documentation files williamr@4: ** (the "Software"), to deal in the Software without restriction, williamr@4: ** including without limitation the rights to use, copy, modify, merge, williamr@4: ** publish, distribute, sublicense, and/or sell copies of the Software, williamr@4: ** and to permit persons to whom the Software is furnished to do so, williamr@4: ** subject to the following conditions: williamr@4: ** williamr@4: ** The above copyright notice including the dates of first williamr@4: ** publication and either this permission notice or a reference to williamr@4: ** http://oss.sgi.com/projects/FreeB/ shall be included in all copies williamr@4: ** or substantial portions of the Software. williamr@4: ** williamr@4: ** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, williamr@4: ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF williamr@4: ** MERCHANTABILITY,FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. williamr@4: ** IN NO EVENT SHALL SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, williamr@4: ** DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR williamr@4: ** OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR williamr@4: ** THE USE OR OTHER DEALINGS IN THE SOFTWARE. williamr@4: ** williamr@4: ** Except as contained in this notice, the name of Silicon Graphics, Inc. williamr@4: ** shall not be used in advertising or otherwise to promote the sale, use williamr@4: ** or other dealings in this Software without prior written authorization williamr@4: ** from Silicon Graphics, Inc. williamr@4: */ williamr@4: williamr@4: /*------------------------------------------------------------------------- williamr@4: * Data type definitions williamr@4: *-----------------------------------------------------------------------*/ williamr@4: williamr@4: typedef void GLvoid; williamr@4: typedef unsigned int GLenum; williamr@4: typedef unsigned char GLboolean; williamr@4: typedef unsigned int GLbitfield; williamr@4: typedef signed char GLbyte; williamr@4: typedef short GLshort; williamr@4: typedef int GLint; williamr@4: typedef int GLsizei; williamr@4: typedef unsigned char GLubyte; williamr@4: typedef unsigned short GLushort; williamr@4: typedef unsigned int GLuint; williamr@4: typedef float GLfloat; williamr@4: typedef float GLclampf; williamr@4: typedef int GLfixed; williamr@4: typedef int GLclampx; williamr@4: williamr@4: /* GL types for handling large vertex buffer objects */ williamr@4: typedef int GLintptr; williamr@4: typedef int GLsizeiptr; williamr@4: williamr@4: /* OpenGL ES core versions */ williamr@4: #define GL_ES_VERSION_2_0 1 williamr@4: williamr@4: /* ClearBufferMask */ williamr@4: #define GL_DEPTH_BUFFER_BIT 0x00000100 williamr@4: #define GL_STENCIL_BUFFER_BIT 0x00000400 williamr@4: #define GL_COLOR_BUFFER_BIT 0x00004000 williamr@4: williamr@4: /* Boolean */ williamr@4: #define GL_FALSE 0 williamr@4: #define GL_TRUE 1 williamr@4: williamr@4: /* \todo check that this should be in core. */ williamr@4: #define GL_NONE 0 williamr@4: williamr@4: /* BeginMode */ williamr@4: #define GL_POINTS 0x0000 williamr@4: #define GL_LINES 0x0001 williamr@4: #define GL_LINE_LOOP 0x0002 williamr@4: #define GL_LINE_STRIP 0x0003 williamr@4: #define GL_TRIANGLES 0x0004 williamr@4: #define GL_TRIANGLE_STRIP 0x0005 williamr@4: #define GL_TRIANGLE_FAN 0x0006 williamr@4: williamr@4: /* AlphaFunction (not supported in ES20) */ williamr@4: /* GL_NEVER */ williamr@4: /* GL_LESS */ williamr@4: /* GL_EQUAL */ williamr@4: /* GL_LEQUAL */ williamr@4: /* GL_GREATER */ williamr@4: /* GL_NOTEQUAL */ williamr@4: /* GL_GEQUAL */ williamr@4: /* GL_ALWAYS */ williamr@4: williamr@4: /* BlendingFactorDest */ williamr@4: #define GL_ZERO 0 williamr@4: #define GL_ONE 1 williamr@4: #define GL_SRC_COLOR 0x0300 williamr@4: #define GL_ONE_MINUS_SRC_COLOR 0x0301 williamr@4: #define GL_SRC_ALPHA 0x0302 williamr@4: #define GL_ONE_MINUS_SRC_ALPHA 0x0303 williamr@4: #define GL_DST_ALPHA 0x0304 williamr@4: #define GL_ONE_MINUS_DST_ALPHA 0x0305 williamr@4: williamr@4: /* BlendingFactorSrc */ williamr@4: /* GL_ZERO */ williamr@4: /* GL_ONE */ williamr@4: #define GL_DST_COLOR 0x0306 williamr@4: #define GL_ONE_MINUS_DST_COLOR 0x0307 williamr@4: #define GL_SRC_ALPHA_SATURATE 0x0308 williamr@4: /* GL_SRC_ALPHA */ williamr@4: /* GL_ONE_MINUS_SRC_ALPHA */ williamr@4: /* GL_DST_ALPHA */ williamr@4: /* GL_ONE_MINUS_DST_ALPHA */ williamr@4: williamr@4: /* BlendEquationSeparate */ williamr@4: #define GL_FUNC_ADD 0x8006 williamr@4: #define GL_BLEND_EQUATION 0x8009 williamr@4: #define GL_BLEND_EQUATION_RGB 0x8009 /* same as BLEND_EQUATION */ williamr@4: #define GL_BLEND_EQUATION_ALPHA 0x883D williamr@4: williamr@4: /* BlendSubtract */ williamr@4: #define GL_FUNC_SUBTRACT 0x800A williamr@4: #define GL_FUNC_REVERSE_SUBTRACT 0x800B williamr@4: williamr@4: /* Separate Blend Functions */ williamr@4: #define GL_BLEND_DST_RGB 0x80C8 williamr@4: #define GL_BLEND_SRC_RGB 0x80C9 williamr@4: #define GL_BLEND_DST_ALPHA 0x80CA williamr@4: #define GL_BLEND_SRC_ALPHA 0x80CB williamr@4: #define GL_CONSTANT_COLOR 0x8001 williamr@4: #define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 williamr@4: #define GL_CONSTANT_ALPHA 0x8003 williamr@4: #define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 williamr@4: #define GL_BLEND_COLOR 0x8005 williamr@4: williamr@4: /* Buffer Objects */ williamr@4: #define GL_ARRAY_BUFFER 0x8892 williamr@4: #define GL_ELEMENT_ARRAY_BUFFER 0x8893 williamr@4: #define GL_ARRAY_BUFFER_BINDING 0x8894 williamr@4: #define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 williamr@4: williamr@4: #define GL_STREAM_DRAW 0x88E0 williamr@4: #define GL_STATIC_DRAW 0x88E4 williamr@4: #define GL_DYNAMIC_DRAW 0x88E8 williamr@4: williamr@4: #define GL_BUFFER_SIZE 0x8764 williamr@4: #define GL_BUFFER_USAGE 0x8765 williamr@4: williamr@4: #define GL_CURRENT_VERTEX_ATTRIB 0x8626 williamr@4: williamr@4: /* CullFaceMode */ williamr@4: #define GL_FRONT 0x0404 williamr@4: #define GL_BACK 0x0405 williamr@4: #define GL_FRONT_AND_BACK 0x0408 williamr@4: williamr@4: /* DepthFunction */ williamr@4: /* GL_NEVER */ williamr@4: /* GL_LESS */ williamr@4: /* GL_EQUAL */ williamr@4: /* GL_LEQUAL */ williamr@4: /* GL_GREATER */ williamr@4: /* GL_NOTEQUAL */ williamr@4: /* GL_GEQUAL */ williamr@4: /* GL_ALWAYS */ williamr@4: williamr@4: /* EnableCap */ williamr@4: #define GL_TEXTURE_2D 0x0DE1 williamr@4: #define GL_CULL_FACE 0x0B44 williamr@4: #define GL_BLEND 0x0BE2 williamr@4: #define GL_DITHER 0x0BD0 williamr@4: #define GL_STENCIL_TEST 0x0B90 williamr@4: #define GL_DEPTH_TEST 0x0B71 williamr@4: #define GL_SCISSOR_TEST 0x0C11 williamr@4: #define GL_POLYGON_OFFSET_FILL 0x8037 williamr@4: #define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E williamr@4: #define GL_SAMPLE_COVERAGE 0x80A0 williamr@4: williamr@4: /* ErrorCode */ williamr@4: #define GL_NO_ERROR 0 williamr@4: #define GL_INVALID_ENUM 0x0500 williamr@4: #define GL_INVALID_VALUE 0x0501 williamr@4: #define GL_INVALID_OPERATION 0x0502 williamr@4: #define GL_OUT_OF_MEMORY 0x0505 williamr@4: williamr@4: /* FrontFaceDirection */ williamr@4: #define GL_CW 0x0900 williamr@4: #define GL_CCW 0x0901 williamr@4: williamr@4: /* GetPName */ williamr@4: #define GL_LINE_WIDTH 0x0B21 williamr@4: #define GL_ALIASED_POINT_SIZE_RANGE 0x846D williamr@4: #define GL_ALIASED_LINE_WIDTH_RANGE 0x846E williamr@4: #define GL_CULL_FACE_MODE 0x0B45 williamr@4: #define GL_FRONT_FACE 0x0B46 williamr@4: #define GL_DEPTH_RANGE 0x0B70 williamr@4: #define GL_DEPTH_WRITEMASK 0x0B72 williamr@4: #define GL_DEPTH_CLEAR_VALUE 0x0B73 williamr@4: #define GL_DEPTH_FUNC 0x0B74 williamr@4: #define GL_STENCIL_CLEAR_VALUE 0x0B91 williamr@4: #define GL_STENCIL_FUNC 0x0B92 williamr@4: #define GL_STENCIL_FAIL 0x0B94 williamr@4: #define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 williamr@4: #define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 williamr@4: #define GL_STENCIL_REF 0x0B97 williamr@4: #define GL_STENCIL_VALUE_MASK 0x0B93 williamr@4: #define GL_STENCIL_WRITEMASK 0x0B98 williamr@4: #define GL_STENCIL_BACK_FUNC 0x8800 williamr@4: #define GL_STENCIL_BACK_FAIL 0x8801 williamr@4: #define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 williamr@4: #define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 williamr@4: #define GL_STENCIL_BACK_REF 0x8CA3 williamr@4: #define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 williamr@4: #define GL_STENCIL_BACK_WRITEMASK 0x8CA5 williamr@4: #define GL_VIEWPORT 0x0BA2 williamr@4: #define GL_SCISSOR_BOX 0x0C10 williamr@4: /* GL_SCISSOR_TEST */ williamr@4: #define GL_COLOR_CLEAR_VALUE 0x0C22 williamr@4: #define GL_COLOR_WRITEMASK 0x0C23 williamr@4: #define GL_UNPACK_ALIGNMENT 0x0CF5 williamr@4: #define GL_PACK_ALIGNMENT 0x0D05 williamr@4: #define GL_MAX_TEXTURE_SIZE 0x0D33 williamr@4: #define GL_MAX_VIEWPORT_DIMS 0x0D3A williamr@4: #define GL_SUBPIXEL_BITS 0x0D50 williamr@4: #define GL_RED_BITS 0x0D52 williamr@4: #define GL_GREEN_BITS 0x0D53 williamr@4: #define GL_BLUE_BITS 0x0D54 williamr@4: #define GL_ALPHA_BITS 0x0D55 williamr@4: #define GL_DEPTH_BITS 0x0D56 williamr@4: #define GL_STENCIL_BITS 0x0D57 williamr@4: #define GL_POLYGON_OFFSET_UNITS 0x2A00 williamr@4: /* GL_POLYGON_OFFSET_FILL */ williamr@4: #define GL_POLYGON_OFFSET_FACTOR 0x8038 williamr@4: #define GL_TEXTURE_BINDING_2D 0x8069 williamr@4: #define GL_SAMPLE_BUFFERS 0x80A8 williamr@4: #define GL_SAMPLES 0x80A9 williamr@4: #define GL_SAMPLE_COVERAGE_VALUE 0x80AA williamr@4: #define GL_SAMPLE_COVERAGE_INVERT 0x80AB williamr@4: williamr@4: /* GetTextureParameter */ williamr@4: /* GL_TEXTURE_MAG_FILTER */ williamr@4: /* GL_TEXTURE_MIN_FILTER */ williamr@4: /* GL_TEXTURE_WRAP_S */ williamr@4: /* GL_TEXTURE_WRAP_T */ williamr@4: williamr@4: #define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 williamr@4: #define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 williamr@4: williamr@4: /* HintMode */ williamr@4: #define GL_DONT_CARE 0x1100 williamr@4: #define GL_FASTEST 0x1101 williamr@4: #define GL_NICEST 0x1102 williamr@4: williamr@4: /* HintTarget */ williamr@4: #define GL_GENERATE_MIPMAP_HINT 0x8192 williamr@4: #define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B williamr@4: williamr@4: /* DataType */ williamr@4: #define GL_BYTE 0x1400 williamr@4: #define GL_UNSIGNED_BYTE 0x1401 williamr@4: #define GL_SHORT 0x1402 williamr@4: #define GL_UNSIGNED_SHORT 0x1403 williamr@4: #define GL_INT 0x1404 williamr@4: #define GL_UNSIGNED_INT 0x1405 williamr@4: #define GL_FLOAT 0x1406 williamr@4: #define GL_FIXED 0x140C williamr@4: williamr@4: /* PixelFormat */ williamr@4: #define GL_DEPTH_COMPONENT 0x1902 williamr@4: #define GL_ALPHA 0x1906 williamr@4: #define GL_RGB 0x1907 williamr@4: #define GL_RGBA 0x1908 williamr@4: #define GL_LUMINANCE 0x1909 williamr@4: #define GL_LUMINANCE_ALPHA 0x190A williamr@4: williamr@4: /* PixelType */ williamr@4: /* GL_UNSIGNED_BYTE */ williamr@4: #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 williamr@4: #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 williamr@4: #define GL_UNSIGNED_SHORT_5_6_5 0x8363 williamr@4: williamr@4: /* Shaders */ williamr@4: #define GL_FRAGMENT_SHADER 0x8B30 williamr@4: #define GL_VERTEX_SHADER 0x8B31 williamr@4: #define GL_MAX_VERTEX_ATTRIBS 0x8869 williamr@4: #define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB williamr@4: #define GL_MAX_VARYING_VECTORS 0x8DFC williamr@4: #define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D williamr@4: #define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C williamr@4: #define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 williamr@4: #define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD williamr@4: #define GL_SHADER_TYPE 0x8B4F williamr@4: #define GL_DELETE_STATUS 0x8B80 williamr@4: #define GL_LINK_STATUS 0x8B82 williamr@4: #define GL_VALIDATE_STATUS 0x8B83 williamr@4: #define GL_ATTACHED_SHADERS 0x8B85 williamr@4: #define GL_ACTIVE_UNIFORMS 0x8B86 williamr@4: #define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 williamr@4: #define GL_ACTIVE_ATTRIBUTES 0x8B89 williamr@4: #define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A williamr@4: #define GL_SHADING_LANGUAGE_VERSION 0x8B8C williamr@4: #define GL_CURRENT_PROGRAM 0x8B8D williamr@4: williamr@4: /* StencilFunction */ williamr@4: #define GL_NEVER 0x0200 williamr@4: #define GL_LESS 0x0201 williamr@4: #define GL_EQUAL 0x0202 williamr@4: #define GL_LEQUAL 0x0203 williamr@4: #define GL_GREATER 0x0204 williamr@4: #define GL_NOTEQUAL 0x0205 williamr@4: #define GL_GEQUAL 0x0206 williamr@4: #define GL_ALWAYS 0x0207 williamr@4: williamr@4: /* StencilOp */ williamr@4: /* GL_ZERO */ williamr@4: #define GL_KEEP 0x1E00 williamr@4: #define GL_REPLACE 0x1E01 williamr@4: #define GL_INCR 0x1E02 williamr@4: #define GL_DECR 0x1E03 williamr@4: #define GL_INVERT 0x150A williamr@4: #define GL_INCR_WRAP 0x8507 williamr@4: #define GL_DECR_WRAP 0x8508 williamr@4: williamr@4: /* StringName */ williamr@4: #define GL_VENDOR 0x1F00 williamr@4: #define GL_RENDERER 0x1F01 williamr@4: #define GL_VERSION 0x1F02 williamr@4: #define GL_EXTENSIONS 0x1F03 williamr@4: williamr@4: /* TextureMagFilter */ williamr@4: #define GL_NEAREST 0x2600 williamr@4: #define GL_LINEAR 0x2601 williamr@4: williamr@4: /* TextureMinFilter */ williamr@4: /* GL_NEAREST */ williamr@4: /* GL_LINEAR */ williamr@4: #define GL_NEAREST_MIPMAP_NEAREST 0x2700 williamr@4: #define GL_LINEAR_MIPMAP_NEAREST 0x2701 williamr@4: #define GL_NEAREST_MIPMAP_LINEAR 0x2702 williamr@4: #define GL_LINEAR_MIPMAP_LINEAR 0x2703 williamr@4: williamr@4: /* TextureParameterName */ williamr@4: #define GL_TEXTURE_MAG_FILTER 0x2800 williamr@4: #define GL_TEXTURE_MIN_FILTER 0x2801 williamr@4: #define GL_TEXTURE_WRAP_S 0x2802 williamr@4: #define GL_TEXTURE_WRAP_T 0x2803 williamr@4: williamr@4: /* TextureTarget */ williamr@4: /* GL_TEXTURE_2D */ williamr@4: #define GL_TEXTURE 0x1702 williamr@4: williamr@4: #define GL_TEXTURE_CUBE_MAP 0x8513 williamr@4: #define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 williamr@4: #define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 williamr@4: #define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 williamr@4: #define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 williamr@4: #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 williamr@4: #define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 williamr@4: #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A williamr@4: #define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C williamr@4: williamr@4: /* TextureUnit */ williamr@4: #define GL_TEXTURE0 0x84C0 williamr@4: #define GL_TEXTURE1 0x84C1 williamr@4: #define GL_TEXTURE2 0x84C2 williamr@4: #define GL_TEXTURE3 0x84C3 williamr@4: #define GL_TEXTURE4 0x84C4 williamr@4: #define GL_TEXTURE5 0x84C5 williamr@4: #define GL_TEXTURE6 0x84C6 williamr@4: #define GL_TEXTURE7 0x84C7 williamr@4: #define GL_TEXTURE8 0x84C8 williamr@4: #define GL_TEXTURE9 0x84C9 williamr@4: #define GL_TEXTURE10 0x84CA williamr@4: #define GL_TEXTURE11 0x84CB williamr@4: #define GL_TEXTURE12 0x84CC williamr@4: #define GL_TEXTURE13 0x84CD williamr@4: #define GL_TEXTURE14 0x84CE williamr@4: #define GL_TEXTURE15 0x84CF williamr@4: #define GL_TEXTURE16 0x84D0 williamr@4: #define GL_TEXTURE17 0x84D1 williamr@4: #define GL_TEXTURE18 0x84D2 williamr@4: #define GL_TEXTURE19 0x84D3 williamr@4: #define GL_TEXTURE20 0x84D4 williamr@4: #define GL_TEXTURE21 0x84D5 williamr@4: #define GL_TEXTURE22 0x84D6 williamr@4: #define GL_TEXTURE23 0x84D7 williamr@4: #define GL_TEXTURE24 0x84D8 williamr@4: #define GL_TEXTURE25 0x84D9 williamr@4: #define GL_TEXTURE26 0x84DA williamr@4: #define GL_TEXTURE27 0x84DB williamr@4: #define GL_TEXTURE28 0x84DC williamr@4: #define GL_TEXTURE29 0x84DD williamr@4: #define GL_TEXTURE30 0x84DE williamr@4: #define GL_TEXTURE31 0x84DF williamr@4: #define GL_ACTIVE_TEXTURE 0x84E0 williamr@4: williamr@4: /* TextureWrapMode */ williamr@4: #define GL_REPEAT 0x2901 williamr@4: #define GL_CLAMP_TO_EDGE 0x812F williamr@4: #define GL_MIRRORED_REPEAT 0x8370 williamr@4: williamr@4: /* Uniform Types */ williamr@4: #define GL_FLOAT_VEC2 0x8B50 williamr@4: #define GL_FLOAT_VEC3 0x8B51 williamr@4: #define GL_FLOAT_VEC4 0x8B52 williamr@4: #define GL_INT_VEC2 0x8B53 williamr@4: #define GL_INT_VEC3 0x8B54 williamr@4: #define GL_INT_VEC4 0x8B55 williamr@4: #define GL_BOOL 0x8B56 williamr@4: #define GL_BOOL_VEC2 0x8B57 williamr@4: #define GL_BOOL_VEC3 0x8B58 williamr@4: #define GL_BOOL_VEC4 0x8B59 williamr@4: #define GL_FLOAT_MAT2 0x8B5A williamr@4: #define GL_FLOAT_MAT3 0x8B5B williamr@4: #define GL_FLOAT_MAT4 0x8B5C williamr@4: #define GL_SAMPLER_2D 0x8B5E williamr@4: #define GL_SAMPLER_CUBE 0x8B60 williamr@4: williamr@4: /* Vertex Arrays */ williamr@4: #define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 williamr@4: #define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 williamr@4: #define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 williamr@4: #define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 williamr@4: #define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A williamr@4: #define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 williamr@4: #define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F williamr@4: williamr@4: /* Read Format */ williamr@4: #define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A williamr@4: #define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B williamr@4: williamr@4: /* Shader Source */ williamr@4: #define GL_COMPILE_STATUS 0x8B81 williamr@4: #define GL_INFO_LOG_LENGTH 0x8B84 williamr@4: #define GL_SHADER_SOURCE_LENGTH 0x8B88 williamr@4: #define GL_SHADER_COMPILER 0x8DFA williamr@4: williamr@4: /* Shader Binary */ williamr@4: #define GL_PLATFORM_BINARY 0x8D63 williamr@4: #define GL_SHADER_BINARY_FORMATS 0x8DF8 williamr@4: #define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 williamr@4: williamr@4: /* Shader Precision-Specified Types */ williamr@4: #define GL_LOW_FLOAT 0x8DF0 williamr@4: #define GL_MEDIUM_FLOAT 0x8DF1 williamr@4: #define GL_HIGH_FLOAT 0x8DF2 williamr@4: #define GL_LOW_INT 0x8DF3 williamr@4: #define GL_MEDIUM_INT 0x8DF4 williamr@4: #define GL_HIGH_INT 0x8DF5 williamr@4: williamr@4: /* Framebuffer Object. */ williamr@4: #define GL_FRAMEBUFFER 0x8D40 williamr@4: #define GL_RENDERBUFFER 0x8D41 williamr@4: williamr@4: #define GL_RGBA4 0x8056 williamr@4: #define GL_RGB5_A1 0x8057 williamr@4: #define GL_RGB565 0x8D62 williamr@4: #define GL_DEPTH_COMPONENT16 0x81A5 williamr@4: #define GL_STENCIL_INDEX 0x1901 williamr@4: #define GL_STENCIL_INDEX8 0x8D48 williamr@4: williamr@4: #define GL_RENDERBUFFER_WIDTH 0x8D42 williamr@4: #define GL_RENDERBUFFER_HEIGHT 0x8D43 williamr@4: #define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 williamr@4: #define GL_RENDERBUFFER_RED_SIZE 0x8D50 williamr@4: #define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 williamr@4: #define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 williamr@4: #define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 williamr@4: #define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 williamr@4: #define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 williamr@4: williamr@4: #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 williamr@4: #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 williamr@4: #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 williamr@4: #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 williamr@4: williamr@4: #define GL_COLOR_ATTACHMENT0 0x8CE0 williamr@4: #define GL_DEPTH_ATTACHMENT 0x8D00 williamr@4: #define GL_STENCIL_ATTACHMENT 0x8D20 williamr@4: williamr@4: #define GL_FRAMEBUFFER_COMPLETE 0x8CD5 williamr@4: #define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 williamr@4: #define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 williamr@4: #define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9 williamr@4: #define GL_FRAMEBUFFER_INCOMPLETE_FORMATS 0x8CDA williamr@4: #define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD williamr@4: williamr@4: #define GL_FRAMEBUFFER_BINDING 0x8CA6 williamr@4: #define GL_RENDERBUFFER_BINDING 0x8CA7 williamr@4: #define GL_MAX_RENDERBUFFER_SIZE 0x84E8 williamr@4: williamr@4: #define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 williamr@4: williamr@4: /*------------------------------------------------------------------------- williamr@4: * GL core functions. williamr@4: *-----------------------------------------------------------------------*/ williamr@4: williamr@4: GL_APICALL void GL_APIENTRY glActiveTexture (GLenum texture); williamr@4: GL_APICALL void GL_APIENTRY glAttachShader (GLuint program, GLuint shader); williamr@4: GL_APICALL void GL_APIENTRY glBindAttribLocation (GLuint program, GLuint index, const char* name); williamr@4: GL_APICALL void GL_APIENTRY glBindBuffer (GLenum target, GLuint buffer); williamr@4: GL_APICALL void GL_APIENTRY glBindFramebuffer (GLenum target, GLuint framebuffer); williamr@4: GL_APICALL void GL_APIENTRY glBindRenderbuffer (GLenum target, GLuint renderbuffer); williamr@4: GL_APICALL void GL_APIENTRY glBindTexture (GLenum target, GLuint texture); williamr@4: GL_APICALL void GL_APIENTRY glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) __SOFTFP; williamr@4: GL_APICALL void GL_APIENTRY glBlendEquation( GLenum mode ); williamr@4: GL_APICALL void GL_APIENTRY glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); williamr@4: GL_APICALL void GL_APIENTRY glBlendFunc (GLenum sfactor, GLenum dfactor); williamr@4: GL_APICALL void GL_APIENTRY glBlendFuncSeparate (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); williamr@4: GL_APICALL void GL_APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void* data, GLenum usage); williamr@4: GL_APICALL void GL_APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void* data); williamr@4: GL_APICALL GLenum GL_APIENTRY glCheckFramebufferStatus (GLenum target); williamr@4: GL_APICALL void GL_APIENTRY glClear (GLbitfield mask); williamr@4: GL_APICALL void GL_APIENTRY glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) __SOFTFP; williamr@4: GL_APICALL void GL_APIENTRY glClearDepthf (GLclampf depth) __SOFTFP; williamr@4: GL_APICALL void GL_APIENTRY glClearStencil (GLint s); williamr@4: GL_APICALL void GL_APIENTRY glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); williamr@4: GL_APICALL void GL_APIENTRY glCompileShader (GLuint shader); williamr@4: GL_APICALL void GL_APIENTRY glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data); williamr@4: GL_APICALL void GL_APIENTRY glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data); williamr@4: GL_APICALL void GL_APIENTRY glCopyTexImage2D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); williamr@4: GL_APICALL void GL_APIENTRY glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); williamr@4: GL_APICALL GLuint GL_APIENTRY glCreateProgram (void); williamr@4: GL_APICALL GLuint GL_APIENTRY glCreateShader (GLenum type); williamr@4: GL_APICALL void GL_APIENTRY glCullFace (GLenum mode); williamr@4: GL_APICALL void GL_APIENTRY glDeleteBuffers (GLsizei n, const GLuint* buffers); williamr@4: GL_APICALL void GL_APIENTRY glDeleteFramebuffers (GLsizei n, const GLuint* framebuffers); williamr@4: GL_APICALL void GL_APIENTRY glDeleteTextures (GLsizei n, const GLuint* textures); williamr@4: GL_APICALL void GL_APIENTRY glDeleteProgram (GLuint program); williamr@4: GL_APICALL void GL_APIENTRY glDeleteRenderbuffers (GLsizei n, const GLuint* renderbuffers); williamr@4: GL_APICALL void GL_APIENTRY glDeleteShader (GLuint shader); williamr@4: GL_APICALL void GL_APIENTRY glDetachShader (GLuint program, GLuint shader); williamr@4: GL_APICALL void GL_APIENTRY glDepthFunc (GLenum func); williamr@4: GL_APICALL void GL_APIENTRY glDepthMask (GLboolean flag); williamr@4: GL_APICALL void GL_APIENTRY glDepthRangef (GLclampf zNear, GLclampf zFar) __SOFTFP; williamr@4: GL_APICALL void GL_APIENTRY glDisable (GLenum cap); williamr@4: GL_APICALL void GL_APIENTRY glDisableVertexAttribArray (GLuint index); williamr@4: GL_APICALL void GL_APIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count); williamr@4: GL_APICALL void GL_APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void* indices); williamr@4: GL_APICALL void GL_APIENTRY glEnable (GLenum cap); williamr@4: GL_APICALL void GL_APIENTRY glEnableVertexAttribArray (GLuint index); williamr@4: GL_APICALL void GL_APIENTRY glFinish (void); williamr@4: GL_APICALL void GL_APIENTRY glFlush (void); williamr@4: GL_APICALL void GL_APIENTRY glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); williamr@4: GL_APICALL void GL_APIENTRY glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); williamr@4: GL_APICALL void GL_APIENTRY glFrontFace (GLenum mode); williamr@4: GL_APICALL void GL_APIENTRY glGenBuffers (GLsizei n, GLuint* buffers); williamr@4: GL_APICALL void GL_APIENTRY glGenerateMipmap (GLenum target); williamr@4: GL_APICALL void GL_APIENTRY glGenFramebuffers (GLsizei n, GLuint* framebuffers); williamr@4: GL_APICALL void GL_APIENTRY glGenRenderbuffers (GLsizei n, GLuint* renderbuffers); williamr@4: GL_APICALL void GL_APIENTRY glGenTextures (GLsizei n, GLuint* textures); williamr@4: GL_APICALL void GL_APIENTRY glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name); williamr@4: GL_APICALL void GL_APIENTRY glGetActiveUniform (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name); williamr@4: GL_APICALL void GL_APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders); williamr@4: GL_APICALL int GL_APIENTRY glGetAttribLocation (GLuint program, const char* name); williamr@4: GL_APICALL void GL_APIENTRY glGetBooleanv (GLenum pname, GLboolean* params); williamr@4: GL_APICALL void GL_APIENTRY glGetBufferParameteriv (GLenum target, GLenum pname, GLint* params); williamr@4: GL_APICALL GLenum GL_APIENTRY glGetError (void); williamr@4: GL_APICALL void GL_APIENTRY glGetFloatv (GLenum pname, GLfloat* params); williamr@4: GL_APICALL void GL_APIENTRY glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint* params); williamr@4: GL_APICALL void GL_APIENTRY glGetIntegerv (GLenum pname, GLint* params); williamr@4: GL_APICALL void GL_APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint* params); williamr@4: GL_APICALL void GL_APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufsize, GLsizei* length, char* infolog); williamr@4: GL_APICALL void GL_APIENTRY glGetRenderbufferParameteriv (GLenum target, GLenum pname, GLint* params); williamr@4: GL_APICALL void GL_APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint* params); williamr@4: GL_APICALL void GL_APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog); williamr@4: GL_APICALL void GL_APIENTRY glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision); williamr@4: GL_APICALL void GL_APIENTRY glGetShaderSource (GLuint shader, GLsizei bufsize, GLsizei* length, char* source); williamr@4: GL_APICALL const GLubyte* GL_APIENTRY glGetString (GLenum name); williamr@4: GL_APICALL void GL_APIENTRY glGetTexParameterfv (GLenum target, GLenum pname, GLfloat* params); williamr@4: GL_APICALL void GL_APIENTRY glGetTexParameteriv (GLenum target, GLenum pname, GLint* params); williamr@4: GL_APICALL void GL_APIENTRY glGetUniformfv (GLuint program, GLint location, GLfloat* params); williamr@4: GL_APICALL void GL_APIENTRY glGetUniformiv (GLuint program, GLint location, GLint* params); williamr@4: GL_APICALL int GL_APIENTRY glGetUniformLocation (GLuint program, const char* name); williamr@4: GL_APICALL void GL_APIENTRY glGetVertexAttribfv (GLuint index, GLenum pname, GLfloat* params); williamr@4: GL_APICALL void GL_APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint* params); williamr@4: GL_APICALL void GL_APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void** pointer); williamr@4: GL_APICALL void GL_APIENTRY glHint (GLenum target, GLenum mode); williamr@4: GL_APICALL GLboolean GL_APIENTRY glIsBuffer (GLuint buffer); williamr@4: GL_APICALL GLboolean GL_APIENTRY glIsEnabled (GLenum cap); williamr@4: GL_APICALL GLboolean GL_APIENTRY glIsFramebuffer (GLuint framebuffer); williamr@4: GL_APICALL GLboolean GL_APIENTRY glIsProgram (GLuint program); williamr@4: GL_APICALL GLboolean GL_APIENTRY glIsRenderbuffer (GLuint renderbuffer); williamr@4: GL_APICALL GLboolean GL_APIENTRY glIsShader (GLuint shader); williamr@4: GL_APICALL GLboolean GL_APIENTRY glIsTexture (GLuint texture); williamr@4: GL_APICALL void GL_APIENTRY glLineWidth (GLfloat width) __SOFTFP; williamr@4: GL_APICALL void GL_APIENTRY glLinkProgram (GLuint program); williamr@4: GL_APICALL void GL_APIENTRY glPixelStorei (GLenum pname, GLint param); williamr@4: GL_APICALL void GL_APIENTRY glPolygonOffset (GLfloat factor, GLfloat units) __SOFTFP; williamr@4: GL_APICALL void GL_APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels); williamr@4: GL_APICALL void GL_APIENTRY glReleaseShaderCompiler (void); williamr@4: GL_APICALL void GL_APIENTRY glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); williamr@4: GL_APICALL void GL_APIENTRY glSampleCoverage (GLclampf value, GLboolean invert) __SOFTFP; williamr@4: GL_APICALL void GL_APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height); williamr@4: GL_APICALL void GL_APIENTRY glShaderBinary (GLint n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLint length); williamr@4: GL_APICALL void GL_APIENTRY glShaderSource (GLuint shader, GLsizei count, const char** string, const GLint* length); williamr@4: GL_APICALL void GL_APIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask); williamr@4: GL_APICALL void GL_APIENTRY glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask); williamr@4: GL_APICALL void GL_APIENTRY glStencilMask (GLuint mask); williamr@4: GL_APICALL void GL_APIENTRY glStencilMaskSeparate (GLenum face, GLuint mask); williamr@4: GL_APICALL void GL_APIENTRY glStencilOp (GLenum fail, GLenum zfail, GLenum zpass); williamr@4: GL_APICALL void GL_APIENTRY glStencilOpSeparate (GLenum face, GLenum fail, GLenum zfail, GLenum zpass); williamr@4: GL_APICALL void GL_APIENTRY glTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels); williamr@4: GL_APICALL void GL_APIENTRY glTexParameterf (GLenum target, GLenum pname, GLfloat param) __SOFTFP; williamr@4: GL_APICALL void GL_APIENTRY glTexParameterfv (GLenum target, GLenum pname, const GLfloat* params); williamr@4: GL_APICALL void GL_APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param); williamr@4: GL_APICALL void GL_APIENTRY glTexParameteriv (GLenum target, GLenum pname, const GLint* params); williamr@4: GL_APICALL void GL_APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels); williamr@4: GL_APICALL void GL_APIENTRY glUniform1f (GLint location, GLfloat x) __SOFTFP; williamr@4: GL_APICALL void GL_APIENTRY glUniform1fv (GLint location, GLsizei count, const GLfloat* v); williamr@4: GL_APICALL void GL_APIENTRY glUniform1i (GLint location, GLint x); williamr@4: GL_APICALL void GL_APIENTRY glUniform1iv (GLint location, GLsizei count, const GLint* v); williamr@4: GL_APICALL void GL_APIENTRY glUniform2f (GLint location, GLfloat x, GLfloat y) __SOFTFP; williamr@4: GL_APICALL void GL_APIENTRY glUniform2fv (GLint location, GLsizei count, const GLfloat* v); williamr@4: GL_APICALL void GL_APIENTRY glUniform2i (GLint location, GLint x, GLint y); williamr@4: GL_APICALL void GL_APIENTRY glUniform2iv (GLint location, GLsizei count, const GLint* v); williamr@4: GL_APICALL void GL_APIENTRY glUniform3f (GLint location, GLfloat x, GLfloat y, GLfloat z) __SOFTFP; williamr@4: GL_APICALL void GL_APIENTRY glUniform3fv (GLint location, GLsizei count, const GLfloat* v); williamr@4: GL_APICALL void GL_APIENTRY glUniform3i (GLint location, GLint x, GLint y, GLint z); williamr@4: GL_APICALL void GL_APIENTRY glUniform3iv (GLint location, GLsizei count, const GLint* v); williamr@4: GL_APICALL void GL_APIENTRY glUniform4f (GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) __SOFTFP; williamr@4: GL_APICALL void GL_APIENTRY glUniform4fv (GLint location, GLsizei count, const GLfloat* v); williamr@4: GL_APICALL void GL_APIENTRY glUniform4i (GLint location, GLint x, GLint y, GLint z, GLint w); williamr@4: GL_APICALL void GL_APIENTRY glUniform4iv (GLint location, GLsizei count, const GLint* v); williamr@4: GL_APICALL void GL_APIENTRY glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); williamr@4: GL_APICALL void GL_APIENTRY glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); williamr@4: GL_APICALL void GL_APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); williamr@4: GL_APICALL void GL_APIENTRY glUseProgram (GLuint program); williamr@4: GL_APICALL void GL_APIENTRY glValidateProgram (GLuint program); williamr@4: GL_APICALL void GL_APIENTRY glVertexAttrib1f (GLuint indx, GLfloat x) __SOFTFP; williamr@4: GL_APICALL void GL_APIENTRY glVertexAttrib1fv (GLuint indx, const GLfloat* values); williamr@4: GL_APICALL void GL_APIENTRY glVertexAttrib2f (GLuint indx, GLfloat x, GLfloat y) __SOFTFP; williamr@4: GL_APICALL void GL_APIENTRY glVertexAttrib2fv (GLuint indx, const GLfloat* values); williamr@4: GL_APICALL void GL_APIENTRY glVertexAttrib3f (GLuint indx, GLfloat x, GLfloat y, GLfloat z) __SOFTFP; williamr@4: GL_APICALL void GL_APIENTRY glVertexAttrib3fv (GLuint indx, const GLfloat* values); williamr@4: GL_APICALL void GL_APIENTRY glVertexAttrib4f (GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) __SOFTFP; williamr@4: GL_APICALL void GL_APIENTRY glVertexAttrib4fv (GLuint indx, const GLfloat* values); williamr@4: GL_APICALL void GL_APIENTRY glVertexAttribPointer (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr); williamr@4: GL_APICALL void GL_APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height); williamr@4: williamr@4: #ifdef __cplusplus williamr@4: } williamr@4: #endif williamr@4: williamr@4: #include williamr@4: williamr@4: #endif /* __gl2_h_ */