2011-04-04 04:48:36 -07:00
# ifndef _EVAS_GL_H
# define _EVAS_GL_H
# include <Evas.h>
2011-05-01 19:14:00 -07:00
//#include <GL/gl.h>
2011-04-04 04:48:36 -07:00
# ifdef __cplusplus
extern " C " {
# endif
2011-04-08 00:26:20 -07:00
/**
* @ addtogroup Evas_GL
* @ {
*/
2011-04-04 04:48:36 -07:00
typedef struct _Evas_GL Evas_GL ;
typedef struct _Evas_GL_Surface Evas_GL_Surface ;
typedef struct _Evas_GL_Context Evas_GL_Context ;
typedef struct _Evas_GL_Config Evas_GL_Config ;
typedef void * Evas_GL_Func ;
2011-05-01 19:14:00 -07:00
typedef struct _Evas_GL_API Evas_GL_API ;
2011-04-04 04:48:36 -07:00
typedef enum _Evas_GL_Color_Format
{
EVAS_GL_RGB_8 , // 8 bits per channel
EVAS_GL_RGBA_8 ,
EVAS_GL_RGB_32 , // 32-bits per channel
EVAS_GL_RGBA_32 ,
} Evas_GL_Color_Format ;
typedef enum _Evas_GL_Depth_Bits
{
EVAS_GL_DEPTH_BIT_8 ,
EVAS_GL_DEPTH_BIT_16 ,
EVAS_GL_DEPTH_BIT_24 ,
EVAS_GL_DEPTH_BIT_32 ,
EVAS_GL_DEPTH_NONE
} Evas_GL_Depth_Bits ;
typedef enum _Evas_GL_Stencil_Bits
{
EVAS_GL_STENCIL_BIT_1 ,
EVAS_GL_STENCIL_BIT_2 ,
EVAS_GL_STENCIL_BIT_4 ,
EVAS_GL_STENCIL_BIT_8 ,
EVAS_GL_STENCIL_BIT_16 ,
EVAS_GL_STENCIL_NONE
} Evas_GL_Stencil_Bits ;
struct _Evas_GL_Config
{
Evas_GL_Color_Format color_format ;
Evas_GL_Depth_Bits depth_bits ;
Evas_GL_Stencil_Bits stencil_bits ;
} ;
/**
* @ defgroup Evas_GL group for rendering GL on Evas
*
2011-05-01 20:06:34 -07:00
* Functions that are used to do OpenGL rendering on Evas . Evas allows you
* to use OpenGL to render to specially set up image objects ( which act as
* render target surfaces ) .
*
* Below is an illlustrative example of how to use OpenGL to render to an
* object in Evas .
*
* @ code
// Simple Evas_GL example
# include <Ecore_Evas.h>
# include <Ecore.h>
# include <Evas_GL.h>
# include <stdio.h>
// GL related data here..
typedef struct _GLData
{
Evas_GL_Context * ctx ;
Evas_GL_Surface * sfc ;
Evas_GL * evasgl ;
Evas_GL_API * glapi ;
GLuint program ;
GLuint vtx_shader ;
GLuint fgmt_shader ;
Eina_Bool initialized : 1 ;
} GLData ;
// callbacks we want to handle deletion on the object and updates/draws
static void on_del ( void * data , Evas * e , Evas_Object * obj , void * event_info ) ;
static void on_pixels ( void * data , Evas_Object * obj ) ;
// demo - animator just to keep ticking over saying to draw the image
static Eina_Bool on_animate ( void * data ) ;
// gl stuff
static int init_shaders ( GLData * gld ) ;
static GLuint load_shader ( GLData * gld , GLenum type , const char * shader_src ) ;
int
main ( int argc , char * * argv )
{
// config for the surface for evas_gl
Evas_GL_Config config =
{
EVAS_GL_RGBA_8 ,
EVAS_GL_DEPTH_NONE ,
EVAS_GL_STENCIL_NONE
} ;
// a size by default
int w = 256 , h = 256 ;
// some variables we will use
Ecore_Evas * ee ;
Evas * canvas ;
Evas_Object * r1 ;
Evas_Native_Surface ns ;
GLData * gld = NULL ;
// regular low-leve EFL (ecore+ecore-evas) init. elm is simpler
ecore_init ( ) ;
ecore_evas_init ( ) ;
ee = ecore_evas_gl_x11_new ( NULL , 0 , 0 , 0 , 512 , 512 ) ;
ecore_evas_title_set ( ee , " Ecore_Evas Template " ) ;
canvas = ecore_evas_get ( ee ) ;
// alloc a data struct to hold our relevant gl info in
if ( ! ( gld = calloc ( 1 , sizeof ( GLData ) ) ) ) return 0 ;
//-//-//-// THIS IS WHERE GL INIT STUFF HAPPENS (ALA EGL)
//-//
// get the evas gl handle for doing gl things
gld - > evasgl = evas_gl_new ( canvas ) ;
gld - > glapi = evas_gl_api_get ( gld - > evasgl ) ;
// create a surface and context
gld - > sfc = evas_gl_surface_create ( gld - > evasgl , & config , w , h ) ;
gld - > ctx = evas_gl_context_create ( gld - > evasgl , NULL ) ;
//-//
//-//-//-// END GL INIT BLOB
// set up the image object. a filled one by default
r1 = evas_object_image_filled_add ( canvas ) ;
// attach important data we need to the object using key names. this just
// avoids some global variables and means we can do nice cleanup. you can
// avoid this if you are lazy
evas_object_data_set ( r1 , " ..gld " , gld ) ;
// when the object is deleted - call the on_del callback. like the above,
// this is just being clean
evas_object_event_callback_add ( r1 , EVAS_CALLBACK_DEL , on_del , NULL ) ;
// set up an actual pixel size fot the buffer data. it may be different
// to the output size. any windowing system has something like this, just
// evas has 2 sizes, a pixel size and the output object size
evas_object_image_size_set ( r1 , w , h ) ;
// set up the native surface info to use the context and surface created
// above
//-//-//-// THIS IS WHERE GL INIT STUFF HAPPENS (ALA EGL)
//-//
evas_gl_native_surface_get ( gld - > evasgl , gld - > sfc , & ns ) ;
evas_object_image_native_surface_set ( r1 , & ns ) ;
evas_object_image_pixels_get_callback_set ( r1 , on_pixels , r1 ) ;
//-//
//-//-//-// END GL INIT BLOB
// move the image object somewhere, resize it and show it. any windowing
// system would need this kind of thing - place a child "window"
evas_object_move ( r1 , 128 , 128 ) ;
evas_object_resize ( r1 , w , h ) ;
evas_object_show ( r1 ) ;
// animating - just a demo. as long as you trigger an update on the image
// object via evas_object_image_pixels_dirty_set(). any display system,
// mainloop siztem etc. will have something of this kind unless it's making
// you spin infinitely yourself and invent your own animation mechanism
//
// NOTE: if you delete r1, this animator will keep runing trying to access
// r1 so you'd better delete this animator with ecore_animator_del() or
// structure how you do animation differently. you can also attach it like
// evasgl, sfc, etc. etc. if this animator is specific to this object
// only and delete it in the del handler for the obj.
ecore_animator_add ( on_animate , r1 ) ;
// finally show the window for the world to see. windowing system generic
ecore_evas_show ( ee ) ;
// begin the mainloop and tick over the animator, handle events etc.
// also windowing system generic
ecore_main_loop_begin ( ) ;
// standard EFL shutdown stuff - generic for most systems, EFL or not
ecore_evas_shutdown ( ) ;
ecore_shutdown ( ) ;
return 0 ;
}
static void
on_del ( void * data , Evas * e , Evas_Object * obj , void * event_info )
{
// on delete of our object clean up some things that don't get auto
// celeted for us as they are not intrinsically bound to the image
// object as such (you could use the same context and surface across
// multiple image objects and re-use the evasgl handle too multiple times.
// here we bind them to 1 object only though by doing this.
GLData * gld = evas_object_data_get ( obj , " ..gld " ) ;
if ( ! gld ) return ;
Evas_GL_API * gl = gld - > glapi ;
evas_object_data_del ( obj , " ..gld " ) ;
// Do a make_current before deleting all the GL stuff.
evas_gl_make_current ( gld - > evasgl , gld - > sfc , gld - > ctx ) ;
gl - > glDeleteShader ( gld - > vtx_shader ) ;
gl - > glDeleteShader ( gld - > fgmt_shader ) ;
gl - > glDeleteProgram ( gld - > program ) ;
evas_gl_surface_destroy ( gld - > evasgl , gld - > sfc ) ;
evas_gl_context_destroy ( gld - > evasgl , gld - > ctx ) ;
evas_gl_free ( gld - > evasgl ) ;
free ( gld ) ;
}
static void
on_pixels ( void * data , Evas_Object * obj )
{
// get some variable we need from the object data keys
GLData * gld = evas_object_data_get ( obj , " ..gld " ) ;
if ( ! gld ) return ;
Evas_GL_API * gl = gld - > glapi ;
GLfloat vVertices [ ] =
{
0.0f , 0.5f , 0.0f ,
- 0.5f , - 0.5f , 0.0f ,
0.5f , - 0.5f , 0.0f
} ;
int w , h ;
// get the image size in case it changed with evas_object_image_size_set()
evas_object_image_size_get ( obj , & w , & h ) ;
// set up the context and surface as the current one
evas_gl_make_current ( gld - > evasgl , gld - > sfc , gld - > ctx ) ;
if ( ! gld - > initialized )
{
if ( ! init_shaders ( gld ) ) printf ( " Error Initializing Shaders \n " ) ;
gld - > initialized = EINA_TRUE ;
}
// GL Viewport stuff. you can avoid doing this if viewport is all the
// same as last frame if you want
gl - > glViewport ( 0 , 0 , w , h ) ;
// Clear the buffer
gl - > glClearColor ( 1.0 , 0.0 , 0.0 , 1 ) ;
gl - > glClear ( GL_COLOR_BUFFER_BIT ) ;
// Draw a Triangle
gl - > glEnable ( GL_BLEND ) ;
gl - > glVertexAttribPointer ( 0 , 3 , GL_FLOAT , GL_FALSE , 0 , vVertices ) ;
gl - > glEnableVertexAttribArray ( 0 ) ;
gl - > glDrawArrays ( GL_TRIANGLES , 0 , 3 ) ;
// Optional - Flush the GL pipeline
gl - > glFlush ( ) ;
}
static Eina_Bool
on_animate ( void * data )
{
// just a demo - animate here whenever an animation tick happens and then
// mark the image as "dirty" meaning it needs an update next time evas
// renders. it will call the pixel get callback then.
evas_object_image_pixels_dirty_set ( data , EINA_TRUE ) ;
return EINA_TRUE ; // keep looping
}
static GLuint
load_shader ( GLData * gld , GLenum type , const char * shader_src )
{
Evas_GL_API * gl = gld - > glapi ;
GLuint shader ;
GLint compiled = 0 ;
// Create the shader object
if ( ! ( shader = gl - > glCreateShader ( type ) ) ) return 0 ;
gl - > glShaderSource ( shader , 1 , & shader_src , NULL ) ;
// Compile the shader
gl - > glCompileShader ( shader ) ;
gl - > glGetShaderiv ( shader , GL_COMPILE_STATUS , & compiled ) ;
if ( ! compiled )
{
GLint len = 0 ;
gl - > glGetShaderiv ( shader , GL_INFO_LOG_LENGTH , & len ) ;
if ( len > 1 )
{
char * info = malloc ( sizeof ( char ) * len ) ;
if ( info )
{
gl - > glGetShaderInfoLog ( shader , len , NULL , info ) ;
printf ( " Error compiling shader: \n "
" %s \n " , info ) ;
free ( info ) ;
}
}
gl - > glDeleteShader ( shader ) ;
return 0 ;
}
return shader ;
}
// Initialize the shader and program object
static int
init_shaders ( GLData * gld )
{
Evas_GL_API * gl = gld - > glapi ;
const char vShaderStr [ ] =
" attribute vec4 vPosition; \n "
" void main() \n "
" { \n "
" gl_Position = vPosition; \n "
" } \n " ;
const char fShaderStr [ ] =
" precision mediump float; \n "
" void main() \n "
" { \n "
" gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 ); \n "
" } \n " ;
GLint linked = 0 ;
// Load the vertex/fragment shaders
gld - > vtx_shader = load_shader ( gld , GL_VERTEX_SHADER , vShaderStr ) ;
gld - > fgmt_shader = load_shader ( gld , GL_FRAGMENT_SHADER , fShaderStr ) ;
// Create the program object
if ( ! ( gld - > program = gl - > glCreateProgram ( ) ) ) return 0 ;
gl - > glAttachShader ( gld - > program , gld - > vtx_shader ) ;
gl - > glAttachShader ( gld - > program , gld - > fgmt_shader ) ;
// Bind vPosition to attribute 0
gl - > glBindAttribLocation ( gld - > program , 0 , " vPosition " ) ;
// Link the program
gl - > glLinkProgram ( gld - > program ) ;
gl - > glGetProgramiv ( gld - > program , GL_LINK_STATUS , & linked ) ;
if ( ! linked )
{
GLint len = 0 ;
gl - > glGetProgramiv ( gld - > program , GL_INFO_LOG_LENGTH , & len ) ;
if ( len > 1 )
{
char * info = malloc ( sizeof ( char ) * len ) ;
if ( info )
{
gl - > glGetProgramInfoLog ( gld - > program , len , NULL , info ) ;
printf ( " Error linking program: \n "
" %s \n " , info ) ;
free ( info ) ;
}
}
gl - > glDeleteProgram ( gld - > program ) ;
return 0 ;
}
return 1 ;
}
* @ endcode
2011-04-04 04:48:36 -07:00
*
* @ ingroup Evas_Canvas
*/
2011-04-08 00:26:20 -07:00
/**
* Creates a new Evas_GL object and returns a handle for gl rendering on efl .
*
2011-05-01 19:43:10 -07:00
* @ param e The given evas canvas OpenGL is to be used on .
* @ return The created evas_gl object , or NULl on fasilure .
2011-04-08 00:26:20 -07:00
*/
EAPI Evas_GL * evas_gl_new ( Evas * e ) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL ( 1 ) ;
/**
* Frees the created Evas_GL object .
*
* @ param evas_gl The given Evas_GL object .
*/
EAPI void evas_gl_free ( Evas_GL * evas_gl ) EINA_ARG_NONNULL ( 1 , 2 ) ; ;
/**
* Creates and returns new Evas_GL_Surface object for GL Rendering .
*
* @ param evas_gl The given Evas_GL object .
* @ param config The pixel format and configuration of the rendering surface .
* @ param width The width of the surface .
* @ param height The height of the surface .
2011-05-01 19:43:10 -07:00
* @ return The created GL surface object , or NULL on failure .
2011-04-08 00:26:20 -07:00
*/
EAPI Evas_GL_Surface * evas_gl_surface_create ( Evas_GL * evas_gl , Evas_GL_Config * cfg , int w , int h ) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL ( 1 , 2 ) ;
/**
* Destroys the created Evas GL Surface .
*
* @ param evas_gl The given Evas_GL object .
* @ param surf The given GL surface object .
*/
EAPI void evas_gl_surface_destroy ( Evas_GL * evas_gl , Evas_GL_Surface * surf ) EINA_ARG_NONNULL ( 1 , 2 ) ;
/**
* Creates and returns a new Evas GL context object
*
* @ param evas_gl The given Evas_GL object .
2011-05-01 19:43:10 -07:00
* @ return The created context , or NULL on failure .
2011-04-08 00:26:20 -07:00
*/
EAPI Evas_GL_Context * evas_gl_context_create ( Evas_GL * evas_gl , Evas_GL_Context * share_ctx ) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL ( 1 ) ;
/**
* Destroys the given Evas GL context object
*
* @ param evas_gl The given Evas_GL object .
* @ param ctx The given Evas GL context .
*/
EAPI void evas_gl_context_destroy ( Evas_GL * evas_gl , Evas_GL_Context * ctx ) EINA_ARG_NONNULL ( 1 , 2 ) ;
/**
* Sets the given context as a current context for the given surface
*
* @ param evas_gl The given Evas_GL object .
* @ param surf The given Evas GL surface .
* @ param ctx The given Evas GL context .
2011-05-01 19:43:10 -07:00
* @ return EINA_TRUE if successful , EINA_FALSE if not .
2011-04-08 00:26:20 -07:00
*/
EAPI Eina_Bool evas_gl_make_current ( Evas_GL * evas_gl , Evas_GL_Surface * surf , Evas_GL_Context * ctx ) EINA_ARG_NONNULL ( 1 , 2 ) ;
/**
* Returns a GL or the Glue Layer ' s extension function .
*
* @ param evas_gl The given Evas_GL object .
* @ param name The name of the function to return .
*/
EAPI Evas_GL_Func evas_gl_proc_address_get ( Evas_GL * evas_gl , const char * name ) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL ( 1 , 2 ) EINA_PURE ;
2011-04-04 04:48:36 -07:00
2011-04-08 00:26:20 -07:00
/**
* Fills in the Native Surface information from the given Evas GL surface .
*
* @ param evas_gl The given Evas_GL object .
* @ param surf The given Evas GL surface to retrieve the Native Surface info from .
* @ param ns The native surface structure that the function fills in .
2011-05-01 19:43:10 -07:00
* @ return EINA_TRUE if successful , EINA_FALSE if not .
2011-04-08 00:26:20 -07:00
*/
EAPI Eina_Bool evas_gl_native_surface_get ( Evas_GL * evas_gl , Evas_GL_Surface * surf , Evas_Native_Surface * ns ) EINA_ARG_NONNULL ( 1 , 2 , 3 ) ;
2011-05-01 19:43:10 -07:00
/**
* Get the API for rendering using OpenGL
*
* @ param evas_gl The given Eva_GL object .
* @ return The API to use .
*
* This returns a structure that contains all the OpenGL functions you can
* use to render in Evas . These functions consist of all the standard
* OpenGL - ES2 .0 functions and any extra ones Evas has decided to provide in
* addition . This means that if you have your code ported to OpenGL - ES2 .0 ,
* it will be easy to render to Evas .
*
*/
2011-05-01 19:14:00 -07:00
EAPI Evas_GL_API * evas_gl_api_get ( Evas_GL * evas_gl ) EINA_ARG_NONNULL ( 1 ) ;
# ifndef __gl_h_
# define __gl_h_
/*
* This document is licensed under the SGI Free Software B License Version
* 2.0 . For details , see http : //oss.sgi.com/projects/FreeB/ .
*/
/*-------------------------------------------------------------------------
* Data type definitions
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
typedef void GLvoid ;
typedef unsigned int GLenum ;
typedef unsigned char GLboolean ;
typedef unsigned int GLbitfield ;
typedef signed char GLbyte ; // Changed khronos_int8_t
typedef short GLshort ;
typedef int GLint ;
typedef int GLsizei ;
typedef unsigned char GLubyte ; // Changed khronos_uint8_t
typedef unsigned short GLushort ;
typedef unsigned int GLuint ;
typedef float GLfloat ; // Changed khronos_float_t
typedef float GLclampf ; // Changed khronos_float_t
typedef signed int GLfixed ; // Changed khronos_int32_t
/* GL types for handling large vertex buffer objects */
typedef signed long int GLintptr ; // Changed khronos_intptr_t
typedef signed long int GLsizeiptr ; // Changed khronos_ssize_t
//#if (!defined(__gl2_h_) && !defined(__gl_h_))
/* OpenGL ES core versions */
//#define GL_ES_VERSION_2_0 1
/* ClearBufferMask */
# define GL_DEPTH_BUFFER_BIT 0x00000100
# define GL_STENCIL_BUFFER_BIT 0x00000400
# define GL_COLOR_BUFFER_BIT 0x00004000
/* Boolean */
# define GL_FALSE 0
# define GL_TRUE 1
/* BeginMode */
# define GL_POINTS 0x0000
# define GL_LINES 0x0001
# define GL_LINE_LOOP 0x0002
# define GL_LINE_STRIP 0x0003
# define GL_TRIANGLES 0x0004
# define GL_TRIANGLE_STRIP 0x0005
# define GL_TRIANGLE_FAN 0x0006
/* AlphaFunction (not supported in ES20) */
/* GL_NEVER */
/* GL_LESS */
/* GL_EQUAL */
/* GL_LEQUAL */
/* GL_GREATER */
/* GL_NOTEQUAL */
/* GL_GEQUAL */
/* GL_ALWAYS */
/* BlendingFactorDest */
# define GL_ZERO 0
# define GL_ONE 1
# define GL_SRC_COLOR 0x0300
# define GL_ONE_MINUS_SRC_COLOR 0x0301
# define GL_SRC_ALPHA 0x0302
# define GL_ONE_MINUS_SRC_ALPHA 0x0303
# define GL_DST_ALPHA 0x0304
# define GL_ONE_MINUS_DST_ALPHA 0x0305
/* BlendingFactorSrc */
/* GL_ZERO */
/* GL_ONE */
# define GL_DST_COLOR 0x0306
# define GL_ONE_MINUS_DST_COLOR 0x0307
# define GL_SRC_ALPHA_SATURATE 0x0308
/* GL_SRC_ALPHA */
/* GL_ONE_MINUS_SRC_ALPHA */
/* GL_DST_ALPHA */
/* GL_ONE_MINUS_DST_ALPHA */
/* BlendEquationSeparate */
# define GL_FUNC_ADD 0x8006
# define GL_BLEND_EQUATION 0x8009
# define GL_BLEND_EQUATION_RGB 0x8009 /* same as BLEND_EQUATION */
# define GL_BLEND_EQUATION_ALPHA 0x883D
/* BlendSubtract */
# define GL_FUNC_SUBTRACT 0x800A
# define GL_FUNC_REVERSE_SUBTRACT 0x800B
/* Separate Blend Functions */
# define GL_BLEND_DST_RGB 0x80C8
# define GL_BLEND_SRC_RGB 0x80C9
# define GL_BLEND_DST_ALPHA 0x80CA
# define GL_BLEND_SRC_ALPHA 0x80CB
# define GL_CONSTANT_COLOR 0x8001
# define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
# define GL_CONSTANT_ALPHA 0x8003
# define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
# define GL_BLEND_COLOR 0x8005
/* Buffer Objects */
# define GL_ARRAY_BUFFER 0x8892
# define GL_ELEMENT_ARRAY_BUFFER 0x8893
# define GL_ARRAY_BUFFER_BINDING 0x8894
# define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
# define GL_STREAM_DRAW 0x88E0
# define GL_STATIC_DRAW 0x88E4
# define GL_DYNAMIC_DRAW 0x88E8
# define GL_BUFFER_SIZE 0x8764
# define GL_BUFFER_USAGE 0x8765
# define GL_CURRENT_VERTEX_ATTRIB 0x8626
/* CullFaceMode */
# define GL_FRONT 0x0404
# define GL_BACK 0x0405
# define GL_FRONT_AND_BACK 0x0408
/* DepthFunction */
/* GL_NEVER */
/* GL_LESS */
/* GL_EQUAL */
/* GL_LEQUAL */
/* GL_GREATER */
/* GL_NOTEQUAL */
/* GL_GEQUAL */
/* GL_ALWAYS */
/* EnableCap */
# define GL_TEXTURE_2D 0x0DE1
# define GL_CULL_FACE 0x0B44
# define GL_BLEND 0x0BE2
# define GL_DITHER 0x0BD0
# define GL_STENCIL_TEST 0x0B90
# define GL_DEPTH_TEST 0x0B71
# define GL_SCISSOR_TEST 0x0C11
# define GL_POLYGON_OFFSET_FILL 0x8037
# define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
# define GL_SAMPLE_COVERAGE 0x80A0
/* ErrorCode */
# define GL_NO_ERROR 0
# define GL_INVALID_ENUM 0x0500
# define GL_INVALID_VALUE 0x0501
# define GL_INVALID_OPERATION 0x0502
# define GL_OUT_OF_MEMORY 0x0505
/* FrontFaceDirection */
# define GL_CW 0x0900
# define GL_CCW 0x0901
/* GetPName */
# define GL_LINE_WIDTH 0x0B21
# define GL_ALIASED_POINT_SIZE_RANGE 0x846D
# define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
# define GL_CULL_FACE_MODE 0x0B45
# define GL_FRONT_FACE 0x0B46
# define GL_DEPTH_RANGE 0x0B70
# define GL_DEPTH_WRITEMASK 0x0B72
# define GL_DEPTH_CLEAR_VALUE 0x0B73
# define GL_DEPTH_FUNC 0x0B74
# define GL_STENCIL_CLEAR_VALUE 0x0B91
# define GL_STENCIL_FUNC 0x0B92
# define GL_STENCIL_FAIL 0x0B94
# define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95
# define GL_STENCIL_PASS_DEPTH_PASS 0x0B96
# define GL_STENCIL_REF 0x0B97
# define GL_STENCIL_VALUE_MASK 0x0B93
# define GL_STENCIL_WRITEMASK 0x0B98
# define GL_STENCIL_BACK_FUNC 0x8800
# define GL_STENCIL_BACK_FAIL 0x8801
# define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
# define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
# define GL_STENCIL_BACK_REF 0x8CA3
# define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
# define GL_STENCIL_BACK_WRITEMASK 0x8CA5
# define GL_VIEWPORT 0x0BA2
# define GL_SCISSOR_BOX 0x0C10
/* GL_SCISSOR_TEST */
# define GL_COLOR_CLEAR_VALUE 0x0C22
# define GL_COLOR_WRITEMASK 0x0C23
# define GL_UNPACK_ALIGNMENT 0x0CF5
# define GL_PACK_ALIGNMENT 0x0D05
# define GL_MAX_TEXTURE_SIZE 0x0D33
# define GL_MAX_VIEWPORT_DIMS 0x0D3A
# define GL_SUBPIXEL_BITS 0x0D50
# define GL_RED_BITS 0x0D52
# define GL_GREEN_BITS 0x0D53
# define GL_BLUE_BITS 0x0D54
# define GL_ALPHA_BITS 0x0D55
# define GL_DEPTH_BITS 0x0D56
# define GL_STENCIL_BITS 0x0D57
# define GL_POLYGON_OFFSET_UNITS 0x2A00
/* GL_POLYGON_OFFSET_FILL */
# define GL_POLYGON_OFFSET_FACTOR 0x8038
# define GL_TEXTURE_BINDING_2D 0x8069
# define GL_SAMPLE_BUFFERS 0x80A8
# define GL_SAMPLES 0x80A9
# define GL_SAMPLE_COVERAGE_VALUE 0x80AA
# define GL_SAMPLE_COVERAGE_INVERT 0x80AB
/* GetTextureParameter */
/* GL_TEXTURE_MAG_FILTER */
/* GL_TEXTURE_MIN_FILTER */
/* GL_TEXTURE_WRAP_S */
/* GL_TEXTURE_WRAP_T */
# define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
# define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
/* HintMode */
# define GL_DONT_CARE 0x1100
# define GL_FASTEST 0x1101
# define GL_NICEST 0x1102
/* HintTarget */
# define GL_GENERATE_MIPMAP_HINT 0x8192
/* DataType */
# define GL_BYTE 0x1400
# define GL_UNSIGNED_BYTE 0x1401
# define GL_SHORT 0x1402
# define GL_UNSIGNED_SHORT 0x1403
# define GL_INT 0x1404
# define GL_UNSIGNED_INT 0x1405
# define GL_FLOAT 0x1406
# define GL_FIXED 0x140C
/* PixelFormat */
# define GL_DEPTH_COMPONENT 0x1902
# define GL_ALPHA 0x1906
# define GL_RGB 0x1907
# define GL_RGBA 0x1908
# define GL_LUMINANCE 0x1909
# define GL_LUMINANCE_ALPHA 0x190A
/* PixelType */
/* GL_UNSIGNED_BYTE */
# 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
/* Shaders */
# define GL_FRAGMENT_SHADER 0x8B30
# define GL_VERTEX_SHADER 0x8B31
# define GL_MAX_VERTEX_ATTRIBS 0x8869
# define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
# define GL_MAX_VARYING_VECTORS 0x8DFC
# define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
# define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
# define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
# define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
# define GL_SHADER_TYPE 0x8B4F
# define GL_DELETE_STATUS 0x8B80
# define GL_LINK_STATUS 0x8B82
# define GL_VALIDATE_STATUS 0x8B83
# define GL_ATTACHED_SHADERS 0x8B85
# define GL_ACTIVE_UNIFORMS 0x8B86
# define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
# define GL_ACTIVE_ATTRIBUTES 0x8B89
# define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
# define GL_SHADING_LANGUAGE_VERSION 0x8B8C
# define GL_CURRENT_PROGRAM 0x8B8D
/* StencilFunction */
# define GL_NEVER 0x0200
# define GL_LESS 0x0201
# define GL_EQUAL 0x0202
# define GL_LEQUAL 0x0203
# define GL_GREATER 0x0204
# define GL_NOTEQUAL 0x0205
# define GL_GEQUAL 0x0206
# define GL_ALWAYS 0x0207
/* StencilOp */
/* GL_ZERO */
# define GL_KEEP 0x1E00
# define GL_REPLACE 0x1E01
# define GL_INCR 0x1E02
# define GL_DECR 0x1E03
# define GL_INVERT 0x150A
# define GL_INCR_WRAP 0x8507
# define GL_DECR_WRAP 0x8508
/* StringName */
# define GL_VENDOR 0x1F00
# define GL_RENDERER 0x1F01
# define GL_VERSION 0x1F02
# define GL_EXTENSIONS 0x1F03
/* TextureMagFilter */
# define GL_NEAREST 0x2600
# define GL_LINEAR 0x2601
/* TextureMinFilter */
/* GL_NEAREST */
/* GL_LINEAR */
# define GL_NEAREST_MIPMAP_NEAREST 0x2700
# define GL_LINEAR_MIPMAP_NEAREST 0x2701
# define GL_NEAREST_MIPMAP_LINEAR 0x2702
# define GL_LINEAR_MIPMAP_LINEAR 0x2703
/* TextureParameterName */
# define GL_TEXTURE_MAG_FILTER 0x2800
# define GL_TEXTURE_MIN_FILTER 0x2801
# define GL_TEXTURE_WRAP_S 0x2802
# define GL_TEXTURE_WRAP_T 0x2803
/* TextureTarget */
/* GL_TEXTURE_2D */
# define GL_TEXTURE 0x1702
# define GL_TEXTURE_CUBE_MAP 0x8513
# define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
# define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
# define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
# define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
# define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
# define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
# define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
# define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
/* TextureUnit */
# define GL_TEXTURE0 0x84C0
# define GL_TEXTURE1 0x84C1
# define GL_TEXTURE2 0x84C2
# define GL_TEXTURE3 0x84C3
# define GL_TEXTURE4 0x84C4
# define GL_TEXTURE5 0x84C5
# define GL_TEXTURE6 0x84C6
# define GL_TEXTURE7 0x84C7
# define GL_TEXTURE8 0x84C8
# define GL_TEXTURE9 0x84C9
# define GL_TEXTURE10 0x84CA
# define GL_TEXTURE11 0x84CB
# define GL_TEXTURE12 0x84CC
# define GL_TEXTURE13 0x84CD
# define GL_TEXTURE14 0x84CE
# define GL_TEXTURE15 0x84CF
# define GL_TEXTURE16 0x84D0
# define GL_TEXTURE17 0x84D1
# define GL_TEXTURE18 0x84D2
# define GL_TEXTURE19 0x84D3
# define GL_TEXTURE20 0x84D4
# define GL_TEXTURE21 0x84D5
# define GL_TEXTURE22 0x84D6
# define GL_TEXTURE23 0x84D7
# define GL_TEXTURE24 0x84D8
# define GL_TEXTURE25 0x84D9
# define GL_TEXTURE26 0x84DA
# define GL_TEXTURE27 0x84DB
# define GL_TEXTURE28 0x84DC
# define GL_TEXTURE29 0x84DD
# define GL_TEXTURE30 0x84DE
# define GL_TEXTURE31 0x84DF
# define GL_ACTIVE_TEXTURE 0x84E0
/* TextureWrapMode */
# define GL_REPEAT 0x2901
# define GL_CLAMP_TO_EDGE 0x812F
# define GL_MIRRORED_REPEAT 0x8370
/* Uniform Types */
# define GL_FLOAT_VEC2 0x8B50
# define GL_FLOAT_VEC3 0x8B51
# define GL_FLOAT_VEC4 0x8B52
# define GL_INT_VEC2 0x8B53
# define GL_INT_VEC3 0x8B54
# define GL_INT_VEC4 0x8B55
# define GL_BOOL 0x8B56
# define GL_BOOL_VEC2 0x8B57
# define GL_BOOL_VEC3 0x8B58
# define GL_BOOL_VEC4 0x8B59
# define GL_FLOAT_MAT2 0x8B5A
# define GL_FLOAT_MAT3 0x8B5B
# define GL_FLOAT_MAT4 0x8B5C
# define GL_SAMPLER_2D 0x8B5E
# define GL_SAMPLER_CUBE 0x8B60
/* Vertex Arrays */
# define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
# define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
# define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
# define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
# define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
# define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
# define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
/* Read Format */
# define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
# define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
/* Shader Source */
# define GL_COMPILE_STATUS 0x8B81
# define GL_INFO_LOG_LENGTH 0x8B84
# define GL_SHADER_SOURCE_LENGTH 0x8B88
# define GL_SHADER_COMPILER 0x8DFA
/* Shader Binary */
# define GL_SHADER_BINARY_FORMATS 0x8DF8
# define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
/* Shader Precision-Specified Types */
# define GL_LOW_FLOAT 0x8DF0
# define GL_MEDIUM_FLOAT 0x8DF1
# define GL_HIGH_FLOAT 0x8DF2
# define GL_LOW_INT 0x8DF3
# define GL_MEDIUM_INT 0x8DF4
# define GL_HIGH_INT 0x8DF5
/* Framebuffer Object. */
# define GL_FRAMEBUFFER 0x8D40
# define GL_RENDERBUFFER 0x8D41
# define GL_RGBA4 0x8056
# define GL_RGB5_A1 0x8057
# define GL_RGB565 0x8D62
# define GL_DEPTH_COMPONENT16 0x81A5
# define GL_STENCIL_INDEX 0x1901
# define GL_STENCIL_INDEX8 0x8D48
# define GL_RENDERBUFFER_WIDTH 0x8D42
# define GL_RENDERBUFFER_HEIGHT 0x8D43
# define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44
# define GL_RENDERBUFFER_RED_SIZE 0x8D50
# define GL_RENDERBUFFER_GREEN_SIZE 0x8D51
# define GL_RENDERBUFFER_BLUE_SIZE 0x8D52
# define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53
# define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54
# define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55
# define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
# define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
# define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
# define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3
# define GL_COLOR_ATTACHMENT0 0x8CE0
# define GL_DEPTH_ATTACHMENT 0x8D00
# define GL_STENCIL_ATTACHMENT 0x8D20
# define GL_NONE 0
# define GL_FRAMEBUFFER_COMPLETE 0x8CD5
# define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
# define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
# define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
# define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
# define GL_FRAMEBUFFER_BINDING 0x8CA6
# define GL_RENDERBUFFER_BINDING 0x8CA7
# define GL_MAX_RENDERBUFFER_SIZE 0x84E8
# define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
# else
# ifndef EVAS_GL_NO_GL_H_CHECK
# error "You may only include either Evas_GL.h OR use your native OpenGL's headers. If you use Evas to do GL, then you cannot use the native gl headers."
# endif
# endif
# define EVAS_GL_API_VERSION 1
struct _Evas_GL_API
{
int version ;
/* version 1: */
void ( * glActiveTexture ) ( GLenum texture ) ;
void ( * glAttachShader ) ( GLuint program , GLuint shader ) ;
void ( * glBindAttribLocation ) ( GLuint program , GLuint index , const char * name ) ;
void ( * glBindBuffer ) ( GLenum target , GLuint buffer ) ;
void ( * glBindFramebuffer ) ( GLenum target , GLuint framebuffer ) ;
void ( * glBindRenderbuffer ) ( GLenum target , GLuint renderbuffer ) ;
void ( * glBindTexture ) ( GLenum target , GLuint texture ) ;
void ( * glBlendColor ) ( GLclampf red , GLclampf green , GLclampf blue , GLclampf alpha ) ;
void ( * glBlendEquation ) ( GLenum mode ) ;
void ( * glBlendEquationSeparate ) ( GLenum modeRGB , GLenum modeAlpha ) ;
void ( * glBlendFunc ) ( GLenum sfactor , GLenum dfactor ) ;
void ( * glBlendFuncSeparate ) ( GLenum srcRGB , GLenum dstRGB , GLenum srcAlpha , GLenum dstAlpha ) ;
void ( * glBufferData ) ( GLenum target , GLsizeiptr size , const void * data , GLenum usage ) ;
void ( * glBufferSubData ) ( GLenum target , GLintptr offset , GLsizeiptr size , const void * data ) ;
GLenum ( * glCheckFramebufferStatus ) ( GLenum target ) ;
void ( * glClear ) ( GLbitfield mask ) ;
void ( * glClearColor ) ( GLclampf red , GLclampf green , GLclampf blue , GLclampf alpha ) ;
void ( * glClearDepthf ) ( GLclampf depth ) ;
void ( * glClearStencil ) ( GLint s ) ;
void ( * glColorMask ) ( GLboolean red , GLboolean green , GLboolean blue , GLboolean alpha ) ;
void ( * glCompileShader ) ( GLuint shader ) ;
void ( * glCompressedTexImage2D ) ( GLenum target , GLint level , GLenum internalformat , GLsizei width , GLsizei height , GLint border , GLsizei imageSize , const void * data ) ;
void ( * glCompressedTexSubImage2D ) ( GLenum target , GLint level , GLint xoffset , GLint yoffset , GLsizei width , GLsizei height , GLenum format , GLsizei imageSize , const void * data ) ;
void ( * glCopyTexImage2D ) ( GLenum target , GLint level , GLenum internalformat , GLint x , GLint y , GLsizei width , GLsizei height , GLint border ) ;
void ( * glCopyTexSubImage2D ) ( GLenum target , GLint level , GLint xoffset , GLint yoffset , GLint x , GLint y , GLsizei width , GLsizei height ) ;
GLuint ( * glCreateProgram ) ( void ) ;
GLuint ( * glCreateShader ) ( GLenum type ) ;
void ( * glCullFace ) ( GLenum mode ) ;
void ( * glDeleteBuffers ) ( GLsizei n , const GLuint * buffers ) ;
void ( * glDeleteFramebuffers ) ( GLsizei n , const GLuint * framebuffers ) ;
void ( * glDeleteProgram ) ( GLuint program ) ;
void ( * glDeleteRenderbuffers ) ( GLsizei n , const GLuint * renderbuffers ) ;
void ( * glDeleteShader ) ( GLuint shader ) ;
void ( * glDeleteTextures ) ( GLsizei n , const GLuint * textures ) ;
void ( * glDepthFunc ) ( GLenum func ) ;
void ( * glDepthMask ) ( GLboolean flag ) ;
void ( * glDepthRangef ) ( GLclampf zNear , GLclampf zFar ) ;
void ( * glDetachShader ) ( GLuint program , GLuint shader ) ;
void ( * glDisable ) ( GLenum cap ) ;
void ( * glDisableVertexAttribArray ) ( GLuint index ) ;
void ( * glDrawArrays ) ( GLenum mode , GLint first , GLsizei count ) ;
void ( * glDrawElements ) ( GLenum mode , GLsizei count , GLenum type , const void * indices ) ;
void ( * glEnable ) ( GLenum cap ) ;
void ( * glEnableVertexAttribArray ) ( GLuint index ) ;
void ( * glFinish ) ( void ) ;
void ( * glFlush ) ( void ) ;
void ( * glFramebufferRenderbuffer ) ( GLenum target , GLenum attachment , GLenum renderbuffertarget , GLuint renderbuffer ) ;
void ( * glFramebufferTexture2D ) ( GLenum target , GLenum attachment , GLenum textarget , GLuint texture , GLint level ) ;
void ( * glFrontFace ) ( GLenum mode ) ;
void ( * glGenBuffers ) ( GLsizei n , GLuint * buffers ) ;
void ( * glGenerateMipmap ) ( GLenum target ) ;
void ( * glGenFramebuffers ) ( GLsizei n , GLuint * framebuffers ) ;
void ( * glGenRenderbuffers ) ( GLsizei n , GLuint * renderbuffers ) ;
void ( * glGenTextures ) ( GLsizei n , GLuint * textures ) ;
void ( * glGetActiveAttrib ) ( GLuint program , GLuint index , GLsizei bufsize , GLsizei * length , GLint * size , GLenum * type , char * name ) ;
void ( * glGetActiveUniform ) ( GLuint program , GLuint index , GLsizei bufsize , GLsizei * length , GLint * size , GLenum * type , char * name ) ;
void ( * glGetAttachedShaders ) ( GLuint program , GLsizei maxcount , GLsizei * count , GLuint * shaders ) ;
int ( * glGetAttribLocation ) ( GLuint program , const char * name ) ;
void ( * glGetBooleanv ) ( GLenum pname , GLboolean * params ) ;
void ( * glGetBufferParameteriv ) ( GLenum target , GLenum pname , GLint * params ) ;
GLenum ( * glGetError ) ( void ) ;
void ( * glGetFloatv ) ( GLenum pname , GLfloat * params ) ;
void ( * glGetFramebufferAttachmentParameteriv ) ( GLenum target , GLenum attachment , GLenum pname , GLint * params ) ;
void ( * glGetIntegerv ) ( GLenum pname , GLint * params ) ;
void ( * glGetProgramiv ) ( GLuint program , GLenum pname , GLint * params ) ;
void ( * glGetProgramInfoLog ) ( GLuint program , GLsizei bufsize , GLsizei * length , char * infolog ) ;
void ( * glGetRenderbufferParameteriv ) ( GLenum target , GLenum pname , GLint * params ) ;
void ( * glGetShaderiv ) ( GLuint shader , GLenum pname , GLint * params ) ;
void ( * glGetShaderInfoLog ) ( GLuint shader , GLsizei bufsize , GLsizei * length , char * infolog ) ;
void ( * glGetShaderPrecisionFormat ) ( GLenum shadertype , GLenum precisiontype , GLint * range , GLint * precision ) ;
void ( * glGetShaderSource ) ( GLuint shader , GLsizei bufsize , GLsizei * length , char * source ) ;
const GLubyte * ( * glGetString ) ( GLenum name ) ;
void ( * glGetTexParameterfv ) ( GLenum target , GLenum pname , GLfloat * params ) ;
void ( * glGetTexParameteriv ) ( GLenum target , GLenum pname , GLint * params ) ;
void ( * glGetUniformfv ) ( GLuint program , GLint location , GLfloat * params ) ;
void ( * glGetUniformiv ) ( GLuint program , GLint location , GLint * params ) ;
int ( * glGetUniformLocation ) ( GLuint program , const char * name ) ;
void ( * glGetVertexAttribfv ) ( GLuint index , GLenum pname , GLfloat * params ) ;
void ( * glGetVertexAttribiv ) ( GLuint index , GLenum pname , GLint * params ) ;
void ( * glGetVertexAttribPointerv ) ( GLuint index , GLenum pname , void * * pointer ) ;
void ( * glHint ) ( GLenum target , GLenum mode ) ;
GLboolean ( * glIsBuffer ) ( GLuint buffer ) ;
GLboolean ( * glIsEnabled ) ( GLenum cap ) ;
GLboolean ( * glIsFramebuffer ) ( GLuint framebuffer ) ;
GLboolean ( * glIsProgram ) ( GLuint program ) ;
GLboolean ( * glIsRenderbuffer ) ( GLuint renderbuffer ) ;
GLboolean ( * glIsShader ) ( GLuint shader ) ;
GLboolean ( * glIsTexture ) ( GLuint texture ) ;
void ( * glLineWidth ) ( GLfloat width ) ;
void ( * glLinkProgram ) ( GLuint program ) ;
void ( * glPixelStorei ) ( GLenum pname , GLint param ) ;
void ( * glPolygonOffset ) ( GLfloat factor , GLfloat units ) ;
void ( * glReadPixels ) ( GLint x , GLint y , GLsizei width , GLsizei height , GLenum format , GLenum type , void * pixels ) ;
void ( * glReleaseShaderCompiler ) ( void ) ;
void ( * glRenderbufferStorage ) ( GLenum target , GLenum internalformat , GLsizei width , GLsizei height ) ;
void ( * glSampleCoverage ) ( GLclampf value , GLboolean invert ) ;
void ( * glScissor ) ( GLint x , GLint y , GLsizei width , GLsizei height ) ;
void ( * glShaderBinary ) ( GLsizei n , const GLuint * shaders , GLenum binaryformat , const void * binary , GLsizei length ) ;
void ( * glShaderSource ) ( GLuint shader , GLsizei count , const char * * string , const GLint * length ) ;
void ( * glStencilFunc ) ( GLenum func , GLint ref , GLuint mask ) ;
void ( * glStencilFuncSeparate ) ( GLenum face , GLenum func , GLint ref , GLuint mask ) ;
void ( * glStencilMask ) ( GLuint mask ) ;
void ( * glStencilMaskSeparate ) ( GLenum face , GLuint mask ) ;
void ( * glStencilOp ) ( GLenum fail , GLenum zfail , GLenum zpass ) ;
void ( * glStencilOpSeparate ) ( GLenum face , GLenum fail , GLenum zfail , GLenum zpass ) ;
void ( * glTexImage2D ) ( GLenum target , GLint level , GLint internalformat , GLsizei width , GLsizei height , GLint border , GLenum format , GLenum type , const void * pixels ) ;
void ( * glTexParameterf ) ( GLenum target , GLenum pname , GLfloat param ) ;
void ( * glTexParameterfv ) ( GLenum target , GLenum pname , const GLfloat * params ) ;
void ( * glTexParameteri ) ( GLenum target , GLenum pname , GLint param ) ;
void ( * glTexParameteriv ) ( GLenum target , GLenum pname , const GLint * params ) ;
void ( * glTexSubImage2D ) ( GLenum target , GLint level , GLint xoffset , GLint yoffset , GLsizei width , GLsizei height , GLenum format , GLenum type , const void * pixels ) ;
void ( * glUniform1f ) ( GLint location , GLfloat x ) ;
void ( * glUniform1fv ) ( GLint location , GLsizei count , const GLfloat * v ) ;
void ( * glUniform1i ) ( GLint location , GLint x ) ;
void ( * glUniform1iv ) ( GLint location , GLsizei count , const GLint * v ) ;
void ( * glUniform2f ) ( GLint location , GLfloat x , GLfloat y ) ;
void ( * glUniform2fv ) ( GLint location , GLsizei count , const GLfloat * v ) ;
void ( * glUniform2i ) ( GLint location , GLint x , GLint y ) ;
void ( * glUniform2iv ) ( GLint location , GLsizei count , const GLint * v ) ;
void ( * glUniform3f ) ( GLint location , GLfloat x , GLfloat y , GLfloat z ) ;
void ( * glUniform3fv ) ( GLint location , GLsizei count , const GLfloat * v ) ;
void ( * glUniform3i ) ( GLint location , GLint x , GLint y , GLint z ) ;
void ( * glUniform3iv ) ( GLint location , GLsizei count , const GLint * v ) ;
void ( * glUniform4f ) ( GLint location , GLfloat x , GLfloat y , GLfloat z , GLfloat w ) ;
void ( * glUniform4fv ) ( GLint location , GLsizei count , const GLfloat * v ) ;
void ( * glUniform4i ) ( GLint location , GLint x , GLint y , GLint z , GLint w ) ;
void ( * glUniform4iv ) ( GLint location , GLsizei count , const GLint * v ) ;
void ( * glUniformMatrix2fv ) ( GLint location , GLsizei count , GLboolean transpose , const GLfloat * value ) ;
void ( * glUniformMatrix3fv ) ( GLint location , GLsizei count , GLboolean transpose , const GLfloat * value ) ;
void ( * glUniformMatrix4fv ) ( GLint location , GLsizei count , GLboolean transpose , const GLfloat * value ) ;
void ( * glUseProgram ) ( GLuint program ) ;
void ( * glValidateProgram ) ( GLuint program ) ;
void ( * glVertexAttrib1f ) ( GLuint indx , GLfloat x ) ;
void ( * glVertexAttrib1fv ) ( GLuint indx , const GLfloat * values ) ;
void ( * glVertexAttrib2f ) ( GLuint indx , GLfloat x , GLfloat y ) ;
void ( * glVertexAttrib2fv ) ( GLuint indx , const GLfloat * values ) ;
void ( * glVertexAttrib3f ) ( GLuint indx , GLfloat x , GLfloat y , GLfloat z ) ;
void ( * glVertexAttrib3fv ) ( GLuint indx , const GLfloat * values ) ;
void ( * glVertexAttrib4f ) ( GLuint indx , GLfloat x , GLfloat y , GLfloat z , GLfloat w ) ;
void ( * glVertexAttrib4fv ) ( GLuint indx , const GLfloat * values ) ;
void ( * glVertexAttribPointer ) ( GLuint indx , GLint size , GLenum type , GLboolean normalized , GLsizei stride , const void * ptr ) ;
void ( * glViewport ) ( GLint x , GLint y , GLsizei width , GLsizei height ) ;
/* future calls will be added down here for expansion */
/* version 2: */
} ;
2011-04-04 04:48:36 -07:00
# ifdef __cplusplus
}
# endif
# endif
2011-04-08 00:26:20 -07:00
/**
* @ }
*/