michael@0: #ifndef __gl2_h_ michael@0: #define __gl2_h_ michael@0: michael@0: /* $Revision: 10602 $ on $Date:: 2010-03-04 22:35:34 -0800 #$ */ michael@0: michael@0: #include michael@0: michael@0: #ifdef __cplusplus michael@0: extern "C" { michael@0: #endif michael@0: michael@0: /* michael@0: * This document is licensed under the SGI Free Software B License Version michael@0: * 2.0. For details, see http://oss.sgi.com/projects/FreeB/ . michael@0: */ michael@0: michael@0: /*------------------------------------------------------------------------- michael@0: * Data type definitions michael@0: *-----------------------------------------------------------------------*/ michael@0: michael@0: typedef void GLvoid; michael@0: typedef char GLchar; michael@0: typedef unsigned int GLenum; michael@0: typedef unsigned char GLboolean; michael@0: typedef unsigned int GLbitfield; michael@0: typedef khronos_int8_t GLbyte; michael@0: typedef short GLshort; michael@0: typedef int GLint; michael@0: typedef int GLsizei; michael@0: typedef khronos_uint8_t GLubyte; michael@0: typedef unsigned short GLushort; michael@0: typedef unsigned int GLuint; michael@0: typedef khronos_float_t GLfloat; michael@0: typedef khronos_float_t GLclampf; michael@0: typedef khronos_int32_t GLfixed; michael@0: michael@0: /* GL types for handling large vertex buffer objects */ michael@0: typedef khronos_intptr_t GLintptr; michael@0: typedef khronos_ssize_t GLsizeiptr; michael@0: michael@0: /* OpenGL ES core versions */ michael@0: #define GL_ES_VERSION_2_0 1 michael@0: michael@0: /* ClearBufferMask */ michael@0: #define GL_DEPTH_BUFFER_BIT 0x00000100 michael@0: #define GL_STENCIL_BUFFER_BIT 0x00000400 michael@0: #define GL_COLOR_BUFFER_BIT 0x00004000 michael@0: michael@0: /* Boolean */ michael@0: #define GL_FALSE 0 michael@0: #define GL_TRUE 1 michael@0: michael@0: /* BeginMode */ michael@0: #define GL_POINTS 0x0000 michael@0: #define GL_LINES 0x0001 michael@0: #define GL_LINE_LOOP 0x0002 michael@0: #define GL_LINE_STRIP 0x0003 michael@0: #define GL_TRIANGLES 0x0004 michael@0: #define GL_TRIANGLE_STRIP 0x0005 michael@0: #define GL_TRIANGLE_FAN 0x0006 michael@0: michael@0: /* AlphaFunction (not supported in ES20) */ michael@0: /* GL_NEVER */ michael@0: /* GL_LESS */ michael@0: /* GL_EQUAL */ michael@0: /* GL_LEQUAL */ michael@0: /* GL_GREATER */ michael@0: /* GL_NOTEQUAL */ michael@0: /* GL_GEQUAL */ michael@0: /* GL_ALWAYS */ michael@0: michael@0: /* BlendingFactorDest */ michael@0: #define GL_ZERO 0 michael@0: #define GL_ONE 1 michael@0: #define GL_SRC_COLOR 0x0300 michael@0: #define GL_ONE_MINUS_SRC_COLOR 0x0301 michael@0: #define GL_SRC_ALPHA 0x0302 michael@0: #define GL_ONE_MINUS_SRC_ALPHA 0x0303 michael@0: #define GL_DST_ALPHA 0x0304 michael@0: #define GL_ONE_MINUS_DST_ALPHA 0x0305 michael@0: michael@0: /* BlendingFactorSrc */ michael@0: /* GL_ZERO */ michael@0: /* GL_ONE */ michael@0: #define GL_DST_COLOR 0x0306 michael@0: #define GL_ONE_MINUS_DST_COLOR 0x0307 michael@0: #define GL_SRC_ALPHA_SATURATE 0x0308 michael@0: /* GL_SRC_ALPHA */ michael@0: /* GL_ONE_MINUS_SRC_ALPHA */ michael@0: /* GL_DST_ALPHA */ michael@0: /* GL_ONE_MINUS_DST_ALPHA */ michael@0: michael@0: /* BlendEquationSeparate */ michael@0: #define GL_FUNC_ADD 0x8006 michael@0: #define GL_BLEND_EQUATION 0x8009 michael@0: #define GL_BLEND_EQUATION_RGB 0x8009 /* same as BLEND_EQUATION */ michael@0: #define GL_BLEND_EQUATION_ALPHA 0x883D michael@0: michael@0: /* BlendSubtract */ michael@0: #define GL_FUNC_SUBTRACT 0x800A michael@0: #define GL_FUNC_REVERSE_SUBTRACT 0x800B michael@0: michael@0: /* Separate Blend Functions */ michael@0: #define GL_BLEND_DST_RGB 0x80C8 michael@0: #define GL_BLEND_SRC_RGB 0x80C9 michael@0: #define GL_BLEND_DST_ALPHA 0x80CA michael@0: #define GL_BLEND_SRC_ALPHA 0x80CB michael@0: #define GL_CONSTANT_COLOR 0x8001 michael@0: #define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 michael@0: #define GL_CONSTANT_ALPHA 0x8003 michael@0: #define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 michael@0: #define GL_BLEND_COLOR 0x8005 michael@0: michael@0: /* Buffer Objects */ michael@0: #define GL_ARRAY_BUFFER 0x8892 michael@0: #define GL_ELEMENT_ARRAY_BUFFER 0x8893 michael@0: #define GL_ARRAY_BUFFER_BINDING 0x8894 michael@0: #define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 michael@0: michael@0: #define GL_STREAM_DRAW 0x88E0 michael@0: #define GL_STATIC_DRAW 0x88E4 michael@0: #define GL_DYNAMIC_DRAW 0x88E8 michael@0: michael@0: #define GL_BUFFER_SIZE 0x8764 michael@0: #define GL_BUFFER_USAGE 0x8765 michael@0: michael@0: #define GL_CURRENT_VERTEX_ATTRIB 0x8626 michael@0: michael@0: /* CullFaceMode */ michael@0: #define GL_FRONT 0x0404 michael@0: #define GL_BACK 0x0405 michael@0: #define GL_FRONT_AND_BACK 0x0408 michael@0: michael@0: /* DepthFunction */ michael@0: /* GL_NEVER */ michael@0: /* GL_LESS */ michael@0: /* GL_EQUAL */ michael@0: /* GL_LEQUAL */ michael@0: /* GL_GREATER */ michael@0: /* GL_NOTEQUAL */ michael@0: /* GL_GEQUAL */ michael@0: /* GL_ALWAYS */ michael@0: michael@0: /* EnableCap */ michael@0: #define GL_TEXTURE_2D 0x0DE1 michael@0: #define GL_CULL_FACE 0x0B44 michael@0: #define GL_BLEND 0x0BE2 michael@0: #define GL_DITHER 0x0BD0 michael@0: #define GL_STENCIL_TEST 0x0B90 michael@0: #define GL_DEPTH_TEST 0x0B71 michael@0: #define GL_SCISSOR_TEST 0x0C11 michael@0: #define GL_POLYGON_OFFSET_FILL 0x8037 michael@0: #define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E michael@0: #define GL_SAMPLE_COVERAGE 0x80A0 michael@0: michael@0: /* ErrorCode */ michael@0: #define GL_NO_ERROR 0 michael@0: #define GL_INVALID_ENUM 0x0500 michael@0: #define GL_INVALID_VALUE 0x0501 michael@0: #define GL_INVALID_OPERATION 0x0502 michael@0: #define GL_OUT_OF_MEMORY 0x0505 michael@0: michael@0: /* FrontFaceDirection */ michael@0: #define GL_CW 0x0900 michael@0: #define GL_CCW 0x0901 michael@0: michael@0: /* GetPName */ michael@0: #define GL_LINE_WIDTH 0x0B21 michael@0: #define GL_ALIASED_POINT_SIZE_RANGE 0x846D michael@0: #define GL_ALIASED_LINE_WIDTH_RANGE 0x846E michael@0: #define GL_CULL_FACE_MODE 0x0B45 michael@0: #define GL_FRONT_FACE 0x0B46 michael@0: #define GL_DEPTH_RANGE 0x0B70 michael@0: #define GL_DEPTH_WRITEMASK 0x0B72 michael@0: #define GL_DEPTH_CLEAR_VALUE 0x0B73 michael@0: #define GL_DEPTH_FUNC 0x0B74 michael@0: #define GL_STENCIL_CLEAR_VALUE 0x0B91 michael@0: #define GL_STENCIL_FUNC 0x0B92 michael@0: #define GL_STENCIL_FAIL 0x0B94 michael@0: #define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 michael@0: #define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 michael@0: #define GL_STENCIL_REF 0x0B97 michael@0: #define GL_STENCIL_VALUE_MASK 0x0B93 michael@0: #define GL_STENCIL_WRITEMASK 0x0B98 michael@0: #define GL_STENCIL_BACK_FUNC 0x8800 michael@0: #define GL_STENCIL_BACK_FAIL 0x8801 michael@0: #define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 michael@0: #define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 michael@0: #define GL_STENCIL_BACK_REF 0x8CA3 michael@0: #define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 michael@0: #define GL_STENCIL_BACK_WRITEMASK 0x8CA5 michael@0: #define GL_VIEWPORT 0x0BA2 michael@0: #define GL_SCISSOR_BOX 0x0C10 michael@0: /* GL_SCISSOR_TEST */ michael@0: #define GL_COLOR_CLEAR_VALUE 0x0C22 michael@0: #define GL_COLOR_WRITEMASK 0x0C23 michael@0: #define GL_UNPACK_ALIGNMENT 0x0CF5 michael@0: #define GL_PACK_ALIGNMENT 0x0D05 michael@0: #define GL_MAX_TEXTURE_SIZE 0x0D33 michael@0: #define GL_MAX_VIEWPORT_DIMS 0x0D3A michael@0: #define GL_SUBPIXEL_BITS 0x0D50 michael@0: #define GL_RED_BITS 0x0D52 michael@0: #define GL_GREEN_BITS 0x0D53 michael@0: #define GL_BLUE_BITS 0x0D54 michael@0: #define GL_ALPHA_BITS 0x0D55 michael@0: #define GL_DEPTH_BITS 0x0D56 michael@0: #define GL_STENCIL_BITS 0x0D57 michael@0: #define GL_POLYGON_OFFSET_UNITS 0x2A00 michael@0: /* GL_POLYGON_OFFSET_FILL */ michael@0: #define GL_POLYGON_OFFSET_FACTOR 0x8038 michael@0: #define GL_TEXTURE_BINDING_2D 0x8069 michael@0: #define GL_SAMPLE_BUFFERS 0x80A8 michael@0: #define GL_SAMPLES 0x80A9 michael@0: #define GL_SAMPLE_COVERAGE_VALUE 0x80AA michael@0: #define GL_SAMPLE_COVERAGE_INVERT 0x80AB michael@0: michael@0: /* GetTextureParameter */ michael@0: /* GL_TEXTURE_MAG_FILTER */ michael@0: /* GL_TEXTURE_MIN_FILTER */ michael@0: /* GL_TEXTURE_WRAP_S */ michael@0: /* GL_TEXTURE_WRAP_T */ michael@0: michael@0: #define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 michael@0: #define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 michael@0: michael@0: /* HintMode */ michael@0: #define GL_DONT_CARE 0x1100 michael@0: #define GL_FASTEST 0x1101 michael@0: #define GL_NICEST 0x1102 michael@0: michael@0: /* HintTarget */ michael@0: #define GL_GENERATE_MIPMAP_HINT 0x8192 michael@0: michael@0: /* DataType */ michael@0: #define GL_BYTE 0x1400 michael@0: #define GL_UNSIGNED_BYTE 0x1401 michael@0: #define GL_SHORT 0x1402 michael@0: #define GL_UNSIGNED_SHORT 0x1403 michael@0: #define GL_INT 0x1404 michael@0: #define GL_UNSIGNED_INT 0x1405 michael@0: #define GL_FLOAT 0x1406 michael@0: #define GL_FIXED 0x140C michael@0: michael@0: /* PixelFormat */ michael@0: #define GL_DEPTH_COMPONENT 0x1902 michael@0: #define GL_ALPHA 0x1906 michael@0: #define GL_RGB 0x1907 michael@0: #define GL_RGBA 0x1908 michael@0: #define GL_LUMINANCE 0x1909 michael@0: #define GL_LUMINANCE_ALPHA 0x190A michael@0: michael@0: /* PixelType */ michael@0: /* GL_UNSIGNED_BYTE */ michael@0: #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 michael@0: #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 michael@0: #define GL_UNSIGNED_SHORT_5_6_5 0x8363 michael@0: michael@0: /* Shaders */ michael@0: #define GL_FRAGMENT_SHADER 0x8B30 michael@0: #define GL_VERTEX_SHADER 0x8B31 michael@0: #define GL_MAX_VERTEX_ATTRIBS 0x8869 michael@0: #define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB michael@0: #define GL_MAX_VARYING_VECTORS 0x8DFC michael@0: #define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D michael@0: #define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C michael@0: #define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 michael@0: #define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD michael@0: #define GL_SHADER_TYPE 0x8B4F michael@0: #define GL_DELETE_STATUS 0x8B80 michael@0: #define GL_LINK_STATUS 0x8B82 michael@0: #define GL_VALIDATE_STATUS 0x8B83 michael@0: #define GL_ATTACHED_SHADERS 0x8B85 michael@0: #define GL_ACTIVE_UNIFORMS 0x8B86 michael@0: #define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 michael@0: #define GL_ACTIVE_ATTRIBUTES 0x8B89 michael@0: #define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A michael@0: #define GL_SHADING_LANGUAGE_VERSION 0x8B8C michael@0: #define GL_CURRENT_PROGRAM 0x8B8D michael@0: michael@0: /* StencilFunction */ michael@0: #define GL_NEVER 0x0200 michael@0: #define GL_LESS 0x0201 michael@0: #define GL_EQUAL 0x0202 michael@0: #define GL_LEQUAL 0x0203 michael@0: #define GL_GREATER 0x0204 michael@0: #define GL_NOTEQUAL 0x0205 michael@0: #define GL_GEQUAL 0x0206 michael@0: #define GL_ALWAYS 0x0207 michael@0: michael@0: /* StencilOp */ michael@0: /* GL_ZERO */ michael@0: #define GL_KEEP 0x1E00 michael@0: #define GL_REPLACE 0x1E01 michael@0: #define GL_INCR 0x1E02 michael@0: #define GL_DECR 0x1E03 michael@0: #define GL_INVERT 0x150A michael@0: #define GL_INCR_WRAP 0x8507 michael@0: #define GL_DECR_WRAP 0x8508 michael@0: michael@0: /* StringName */ michael@0: #define GL_VENDOR 0x1F00 michael@0: #define GL_RENDERER 0x1F01 michael@0: #define GL_VERSION 0x1F02 michael@0: #define GL_EXTENSIONS 0x1F03 michael@0: michael@0: /* TextureMagFilter */ michael@0: #define GL_NEAREST 0x2600 michael@0: #define GL_LINEAR 0x2601 michael@0: michael@0: /* TextureMinFilter */ michael@0: /* GL_NEAREST */ michael@0: /* GL_LINEAR */ michael@0: #define GL_NEAREST_MIPMAP_NEAREST 0x2700 michael@0: #define GL_LINEAR_MIPMAP_NEAREST 0x2701 michael@0: #define GL_NEAREST_MIPMAP_LINEAR 0x2702 michael@0: #define GL_LINEAR_MIPMAP_LINEAR 0x2703 michael@0: michael@0: /* TextureParameterName */ michael@0: #define GL_TEXTURE_MAG_FILTER 0x2800 michael@0: #define GL_TEXTURE_MIN_FILTER 0x2801 michael@0: #define GL_TEXTURE_WRAP_S 0x2802 michael@0: #define GL_TEXTURE_WRAP_T 0x2803 michael@0: michael@0: /* TextureTarget */ michael@0: /* GL_TEXTURE_2D */ michael@0: #define GL_TEXTURE 0x1702 michael@0: michael@0: #define GL_TEXTURE_CUBE_MAP 0x8513 michael@0: #define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 michael@0: #define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 michael@0: #define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 michael@0: #define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 michael@0: #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 michael@0: #define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 michael@0: #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A michael@0: #define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C michael@0: michael@0: /* TextureUnit */ michael@0: #define GL_TEXTURE0 0x84C0 michael@0: #define GL_TEXTURE1 0x84C1 michael@0: #define GL_TEXTURE2 0x84C2 michael@0: #define GL_TEXTURE3 0x84C3 michael@0: #define GL_TEXTURE4 0x84C4 michael@0: #define GL_TEXTURE5 0x84C5 michael@0: #define GL_TEXTURE6 0x84C6 michael@0: #define GL_TEXTURE7 0x84C7 michael@0: #define GL_TEXTURE8 0x84C8 michael@0: #define GL_TEXTURE9 0x84C9 michael@0: #define GL_TEXTURE10 0x84CA michael@0: #define GL_TEXTURE11 0x84CB michael@0: #define GL_TEXTURE12 0x84CC michael@0: #define GL_TEXTURE13 0x84CD michael@0: #define GL_TEXTURE14 0x84CE michael@0: #define GL_TEXTURE15 0x84CF michael@0: #define GL_TEXTURE16 0x84D0 michael@0: #define GL_TEXTURE17 0x84D1 michael@0: #define GL_TEXTURE18 0x84D2 michael@0: #define GL_TEXTURE19 0x84D3 michael@0: #define GL_TEXTURE20 0x84D4 michael@0: #define GL_TEXTURE21 0x84D5 michael@0: #define GL_TEXTURE22 0x84D6 michael@0: #define GL_TEXTURE23 0x84D7 michael@0: #define GL_TEXTURE24 0x84D8 michael@0: #define GL_TEXTURE25 0x84D9 michael@0: #define GL_TEXTURE26 0x84DA michael@0: #define GL_TEXTURE27 0x84DB michael@0: #define GL_TEXTURE28 0x84DC michael@0: #define GL_TEXTURE29 0x84DD michael@0: #define GL_TEXTURE30 0x84DE michael@0: #define GL_TEXTURE31 0x84DF michael@0: #define GL_ACTIVE_TEXTURE 0x84E0 michael@0: michael@0: /* TextureWrapMode */ michael@0: #define GL_REPEAT 0x2901 michael@0: #define GL_CLAMP_TO_EDGE 0x812F michael@0: #define GL_MIRRORED_REPEAT 0x8370 michael@0: michael@0: /* Uniform Types */ michael@0: #define GL_FLOAT_VEC2 0x8B50 michael@0: #define GL_FLOAT_VEC3 0x8B51 michael@0: #define GL_FLOAT_VEC4 0x8B52 michael@0: #define GL_INT_VEC2 0x8B53 michael@0: #define GL_INT_VEC3 0x8B54 michael@0: #define GL_INT_VEC4 0x8B55 michael@0: #define GL_BOOL 0x8B56 michael@0: #define GL_BOOL_VEC2 0x8B57 michael@0: #define GL_BOOL_VEC3 0x8B58 michael@0: #define GL_BOOL_VEC4 0x8B59 michael@0: #define GL_FLOAT_MAT2 0x8B5A michael@0: #define GL_FLOAT_MAT3 0x8B5B michael@0: #define GL_FLOAT_MAT4 0x8B5C michael@0: #define GL_SAMPLER_2D 0x8B5E michael@0: #define GL_SAMPLER_CUBE 0x8B60 michael@0: michael@0: /* Vertex Arrays */ michael@0: #define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 michael@0: #define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 michael@0: #define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 michael@0: #define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 michael@0: #define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A michael@0: #define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 michael@0: #define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F michael@0: michael@0: /* Read Format */ michael@0: #define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A michael@0: #define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B michael@0: michael@0: /* Shader Source */ michael@0: #define GL_COMPILE_STATUS 0x8B81 michael@0: #define GL_INFO_LOG_LENGTH 0x8B84 michael@0: #define GL_SHADER_SOURCE_LENGTH 0x8B88 michael@0: #define GL_SHADER_COMPILER 0x8DFA michael@0: michael@0: /* Shader Binary */ michael@0: #define GL_SHADER_BINARY_FORMATS 0x8DF8 michael@0: #define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 michael@0: michael@0: /* Shader Precision-Specified Types */ michael@0: #define GL_LOW_FLOAT 0x8DF0 michael@0: #define GL_MEDIUM_FLOAT 0x8DF1 michael@0: #define GL_HIGH_FLOAT 0x8DF2 michael@0: #define GL_LOW_INT 0x8DF3 michael@0: #define GL_MEDIUM_INT 0x8DF4 michael@0: #define GL_HIGH_INT 0x8DF5 michael@0: michael@0: /* Framebuffer Object. */ michael@0: #define GL_FRAMEBUFFER 0x8D40 michael@0: #define GL_RENDERBUFFER 0x8D41 michael@0: michael@0: #define GL_RGBA4 0x8056 michael@0: #define GL_RGB5_A1 0x8057 michael@0: #define GL_RGB565 0x8D62 michael@0: #define GL_DEPTH_COMPONENT16 0x81A5 michael@0: #define GL_STENCIL_INDEX 0x1901 michael@0: #define GL_STENCIL_INDEX8 0x8D48 michael@0: michael@0: #define GL_RENDERBUFFER_WIDTH 0x8D42 michael@0: #define GL_RENDERBUFFER_HEIGHT 0x8D43 michael@0: #define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 michael@0: #define GL_RENDERBUFFER_RED_SIZE 0x8D50 michael@0: #define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 michael@0: #define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 michael@0: #define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 michael@0: #define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 michael@0: #define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 michael@0: michael@0: #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 michael@0: #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 michael@0: #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 michael@0: #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 michael@0: michael@0: #define GL_COLOR_ATTACHMENT0 0x8CE0 michael@0: #define GL_DEPTH_ATTACHMENT 0x8D00 michael@0: #define GL_STENCIL_ATTACHMENT 0x8D20 michael@0: michael@0: #define GL_NONE 0 michael@0: michael@0: #define GL_FRAMEBUFFER_COMPLETE 0x8CD5 michael@0: #define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 michael@0: #define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 michael@0: #define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9 michael@0: #define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD michael@0: michael@0: #define GL_FRAMEBUFFER_BINDING 0x8CA6 michael@0: #define GL_RENDERBUFFER_BINDING 0x8CA7 michael@0: #define GL_MAX_RENDERBUFFER_SIZE 0x84E8 michael@0: michael@0: #define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 michael@0: michael@0: /*------------------------------------------------------------------------- michael@0: * GL core functions. michael@0: *-----------------------------------------------------------------------*/ michael@0: michael@0: GL_APICALL void GL_APIENTRY glActiveTexture (GLenum texture); michael@0: GL_APICALL void GL_APIENTRY glAttachShader (GLuint program, GLuint shader); michael@0: GL_APICALL void GL_APIENTRY glBindAttribLocation (GLuint program, GLuint index, const GLchar* name); michael@0: GL_APICALL void GL_APIENTRY glBindBuffer (GLenum target, GLuint buffer); michael@0: GL_APICALL void GL_APIENTRY glBindFramebuffer (GLenum target, GLuint framebuffer); michael@0: GL_APICALL void GL_APIENTRY glBindRenderbuffer (GLenum target, GLuint renderbuffer); michael@0: GL_APICALL void GL_APIENTRY glBindTexture (GLenum target, GLuint texture); michael@0: GL_APICALL void GL_APIENTRY glBlendColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); michael@0: GL_APICALL void GL_APIENTRY glBlendEquation ( GLenum mode ); michael@0: GL_APICALL void GL_APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha); michael@0: GL_APICALL void GL_APIENTRY glBlendFunc (GLenum sfactor, GLenum dfactor); michael@0: GL_APICALL void GL_APIENTRY glBlendFuncSeparate (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); michael@0: GL_APICALL void GL_APIENTRY glBufferData (GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage); michael@0: GL_APICALL void GL_APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data); michael@0: GL_APICALL GLenum GL_APIENTRY glCheckFramebufferStatus (GLenum target); michael@0: GL_APICALL void GL_APIENTRY glClear (GLbitfield mask); michael@0: GL_APICALL void GL_APIENTRY glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); michael@0: GL_APICALL void GL_APIENTRY glClearDepthf (GLclampf depth); michael@0: GL_APICALL void GL_APIENTRY glClearStencil (GLint s); michael@0: GL_APICALL void GL_APIENTRY glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); michael@0: GL_APICALL void GL_APIENTRY glCompileShader (GLuint shader); michael@0: GL_APICALL void GL_APIENTRY glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data); michael@0: GL_APICALL void GL_APIENTRY glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data); michael@0: GL_APICALL void GL_APIENTRY glCopyTexImage2D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); michael@0: GL_APICALL void GL_APIENTRY glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); michael@0: GL_APICALL GLuint GL_APIENTRY glCreateProgram (void); michael@0: GL_APICALL GLuint GL_APIENTRY glCreateShader (GLenum type); michael@0: GL_APICALL void GL_APIENTRY glCullFace (GLenum mode); michael@0: GL_APICALL void GL_APIENTRY glDeleteBuffers (GLsizei n, const GLuint* buffers); michael@0: GL_APICALL void GL_APIENTRY glDeleteFramebuffers (GLsizei n, const GLuint* framebuffers); michael@0: GL_APICALL void GL_APIENTRY glDeleteProgram (GLuint program); michael@0: GL_APICALL void GL_APIENTRY glDeleteRenderbuffers (GLsizei n, const GLuint* renderbuffers); michael@0: GL_APICALL void GL_APIENTRY glDeleteShader (GLuint shader); michael@0: GL_APICALL void GL_APIENTRY glDeleteTextures (GLsizei n, const GLuint* textures); michael@0: GL_APICALL void GL_APIENTRY glDepthFunc (GLenum func); michael@0: GL_APICALL void GL_APIENTRY glDepthMask (GLboolean flag); michael@0: GL_APICALL void GL_APIENTRY glDepthRangef (GLclampf zNear, GLclampf zFar); michael@0: GL_APICALL void GL_APIENTRY glDetachShader (GLuint program, GLuint shader); michael@0: GL_APICALL void GL_APIENTRY glDisable (GLenum cap); michael@0: GL_APICALL void GL_APIENTRY glDisableVertexAttribArray (GLuint index); michael@0: GL_APICALL void GL_APIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count); michael@0: GL_APICALL void GL_APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const GLvoid* indices); michael@0: GL_APICALL void GL_APIENTRY glEnable (GLenum cap); michael@0: GL_APICALL void GL_APIENTRY glEnableVertexAttribArray (GLuint index); michael@0: GL_APICALL void GL_APIENTRY glFinish (void); michael@0: GL_APICALL void GL_APIENTRY glFlush (void); michael@0: GL_APICALL void GL_APIENTRY glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); michael@0: GL_APICALL void GL_APIENTRY glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); michael@0: GL_APICALL void GL_APIENTRY glFrontFace (GLenum mode); michael@0: GL_APICALL void GL_APIENTRY glGenBuffers (GLsizei n, GLuint* buffers); michael@0: GL_APICALL void GL_APIENTRY glGenerateMipmap (GLenum target); michael@0: GL_APICALL void GL_APIENTRY glGenFramebuffers (GLsizei n, GLuint* framebuffers); michael@0: GL_APICALL void GL_APIENTRY glGenRenderbuffers (GLsizei n, GLuint* renderbuffers); michael@0: GL_APICALL void GL_APIENTRY glGenTextures (GLsizei n, GLuint* textures); michael@0: GL_APICALL void GL_APIENTRY glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name); michael@0: GL_APICALL void GL_APIENTRY glGetActiveUniform (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name); michael@0: GL_APICALL void GL_APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders); michael@0: GL_APICALL int GL_APIENTRY glGetAttribLocation (GLuint program, const GLchar* name); michael@0: GL_APICALL void GL_APIENTRY glGetBooleanv (GLenum pname, GLboolean* params); michael@0: GL_APICALL void GL_APIENTRY glGetBufferParameteriv (GLenum target, GLenum pname, GLint* params); michael@0: GL_APICALL GLenum GL_APIENTRY glGetError (void); michael@0: GL_APICALL void GL_APIENTRY glGetFloatv (GLenum pname, GLfloat* params); michael@0: GL_APICALL void GL_APIENTRY glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint* params); michael@0: GL_APICALL void GL_APIENTRY glGetIntegerv (GLenum pname, GLint* params); michael@0: GL_APICALL void GL_APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint* params); michael@0: GL_APICALL void GL_APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog); michael@0: GL_APICALL void GL_APIENTRY glGetRenderbufferParameteriv (GLenum target, GLenum pname, GLint* params); michael@0: GL_APICALL void GL_APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint* params); michael@0: GL_APICALL void GL_APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog); michael@0: GL_APICALL void GL_APIENTRY glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision); michael@0: GL_APICALL void GL_APIENTRY glGetShaderSource (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source); michael@0: GL_APICALL const GLubyte* GL_APIENTRY glGetString (GLenum name); michael@0: GL_APICALL void GL_APIENTRY glGetTexParameterfv (GLenum target, GLenum pname, GLfloat* params); michael@0: GL_APICALL void GL_APIENTRY glGetTexParameteriv (GLenum target, GLenum pname, GLint* params); michael@0: GL_APICALL void GL_APIENTRY glGetUniformfv (GLuint program, GLint location, GLfloat* params); michael@0: GL_APICALL void GL_APIENTRY glGetUniformiv (GLuint program, GLint location, GLint* params); michael@0: GL_APICALL int GL_APIENTRY glGetUniformLocation (GLuint program, const GLchar* name); michael@0: GL_APICALL void GL_APIENTRY glGetVertexAttribfv (GLuint index, GLenum pname, GLfloat* params); michael@0: GL_APICALL void GL_APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint* params); michael@0: GL_APICALL void GL_APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, GLvoid** pointer); michael@0: GL_APICALL void GL_APIENTRY glHint (GLenum target, GLenum mode); michael@0: GL_APICALL GLboolean GL_APIENTRY glIsBuffer (GLuint buffer); michael@0: GL_APICALL GLboolean GL_APIENTRY glIsEnabled (GLenum cap); michael@0: GL_APICALL GLboolean GL_APIENTRY glIsFramebuffer (GLuint framebuffer); michael@0: GL_APICALL GLboolean GL_APIENTRY glIsProgram (GLuint program); michael@0: GL_APICALL GLboolean GL_APIENTRY glIsRenderbuffer (GLuint renderbuffer); michael@0: GL_APICALL GLboolean GL_APIENTRY glIsShader (GLuint shader); michael@0: GL_APICALL GLboolean GL_APIENTRY glIsTexture (GLuint texture); michael@0: GL_APICALL void GL_APIENTRY glLineWidth (GLfloat width); michael@0: GL_APICALL void GL_APIENTRY glLinkProgram (GLuint program); michael@0: GL_APICALL void GL_APIENTRY glPixelStorei (GLenum pname, GLint param); michael@0: GL_APICALL void GL_APIENTRY glPolygonOffset (GLfloat factor, GLfloat units); michael@0: GL_APICALL void GL_APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels); michael@0: GL_APICALL void GL_APIENTRY glReleaseShaderCompiler (void); michael@0: GL_APICALL void GL_APIENTRY glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); michael@0: GL_APICALL void GL_APIENTRY glSampleCoverage (GLclampf value, GLboolean invert); michael@0: GL_APICALL void GL_APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height); michael@0: GL_APICALL void GL_APIENTRY glShaderBinary (GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length); michael@0: GL_APICALL void GL_APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar** string, const GLint* length); michael@0: GL_APICALL void GL_APIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask); michael@0: GL_APICALL void GL_APIENTRY glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask); michael@0: GL_APICALL void GL_APIENTRY glStencilMask (GLuint mask); michael@0: GL_APICALL void GL_APIENTRY glStencilMaskSeparate (GLenum face, GLuint mask); michael@0: GL_APICALL void GL_APIENTRY glStencilOp (GLenum fail, GLenum zfail, GLenum zpass); michael@0: GL_APICALL void GL_APIENTRY glStencilOpSeparate (GLenum face, GLenum fail, GLenum zfail, GLenum zpass); michael@0: GL_APICALL void GL_APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels); michael@0: GL_APICALL void GL_APIENTRY glTexParameterf (GLenum target, GLenum pname, GLfloat param); michael@0: GL_APICALL void GL_APIENTRY glTexParameterfv (GLenum target, GLenum pname, const GLfloat* params); michael@0: GL_APICALL void GL_APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param); michael@0: GL_APICALL void GL_APIENTRY glTexParameteriv (GLenum target, GLenum pname, const GLint* params); michael@0: GL_APICALL void GL_APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels); michael@0: GL_APICALL void GL_APIENTRY glUniform1f (GLint location, GLfloat x); michael@0: GL_APICALL void GL_APIENTRY glUniform1fv (GLint location, GLsizei count, const GLfloat* v); michael@0: GL_APICALL void GL_APIENTRY glUniform1i (GLint location, GLint x); michael@0: GL_APICALL void GL_APIENTRY glUniform1iv (GLint location, GLsizei count, const GLint* v); michael@0: GL_APICALL void GL_APIENTRY glUniform2f (GLint location, GLfloat x, GLfloat y); michael@0: GL_APICALL void GL_APIENTRY glUniform2fv (GLint location, GLsizei count, const GLfloat* v); michael@0: GL_APICALL void GL_APIENTRY glUniform2i (GLint location, GLint x, GLint y); michael@0: GL_APICALL void GL_APIENTRY glUniform2iv (GLint location, GLsizei count, const GLint* v); michael@0: GL_APICALL void GL_APIENTRY glUniform3f (GLint location, GLfloat x, GLfloat y, GLfloat z); michael@0: GL_APICALL void GL_APIENTRY glUniform3fv (GLint location, GLsizei count, const GLfloat* v); michael@0: GL_APICALL void GL_APIENTRY glUniform3i (GLint location, GLint x, GLint y, GLint z); michael@0: GL_APICALL void GL_APIENTRY glUniform3iv (GLint location, GLsizei count, const GLint* v); michael@0: GL_APICALL void GL_APIENTRY glUniform4f (GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); michael@0: GL_APICALL void GL_APIENTRY glUniform4fv (GLint location, GLsizei count, const GLfloat* v); michael@0: GL_APICALL void GL_APIENTRY glUniform4i (GLint location, GLint x, GLint y, GLint z, GLint w); michael@0: GL_APICALL void GL_APIENTRY glUniform4iv (GLint location, GLsizei count, const GLint* v); michael@0: GL_APICALL void GL_APIENTRY glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); michael@0: GL_APICALL void GL_APIENTRY glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); michael@0: GL_APICALL void GL_APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); michael@0: GL_APICALL void GL_APIENTRY glUseProgram (GLuint program); michael@0: GL_APICALL void GL_APIENTRY glValidateProgram (GLuint program); michael@0: GL_APICALL void GL_APIENTRY glVertexAttrib1f (GLuint indx, GLfloat x); michael@0: GL_APICALL void GL_APIENTRY glVertexAttrib1fv (GLuint indx, const GLfloat* values); michael@0: GL_APICALL void GL_APIENTRY glVertexAttrib2f (GLuint indx, GLfloat x, GLfloat y); michael@0: GL_APICALL void GL_APIENTRY glVertexAttrib2fv (GLuint indx, const GLfloat* values); michael@0: GL_APICALL void GL_APIENTRY glVertexAttrib3f (GLuint indx, GLfloat x, GLfloat y, GLfloat z); michael@0: GL_APICALL void GL_APIENTRY glVertexAttrib3fv (GLuint indx, const GLfloat* values); michael@0: GL_APICALL void GL_APIENTRY glVertexAttrib4f (GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w); michael@0: GL_APICALL void GL_APIENTRY glVertexAttrib4fv (GLuint indx, const GLfloat* values); michael@0: GL_APICALL void GL_APIENTRY glVertexAttribPointer (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr); michael@0: GL_APICALL void GL_APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height); michael@0: michael@0: #ifdef __cplusplus michael@0: } michael@0: #endif michael@0: michael@0: #endif /* __gl2_h_ */