ref: 1e31558458e269e127ae6a168086bffaed12fe3c
dir: /include/GL/gl.h/
/* * The following constants come from Mesa */ #ifndef GL_H #define GL_H //Enable TinyGL's Compiletime Compatibility Test (Scroll down) #define COMPILETIME_TINYGL_COMPAT_TEST 1 #define GL_VERSION_1_1 1 #ifdef __cplusplus extern "C" { #endif enum { /* Boolean values */ GL_FALSE = 0, GL_TRUE = 1, /* Data types */ GL_BYTE = 0x1400, GL_UNSIGNED_BYTE = 0x1401, GL_SHORT = 0x1402, GL_UNSIGNED_SHORT = 0x1403, GL_INT = 0x1404, GL_UNSIGNED_INT = 0x1405, GL_FLOAT = 0x1406, GL_DOUBLE = 0x140A, GL_2_BYTES = 0x1407, GL_3_BYTES = 0x1408, GL_4_BYTES = 0x1409, GL_UNSIGNED_SHORT_5_6_5 = 0x140A, GL_UNSIGNED_INT_8_8_8_8 = 0x140B, /* Primitives */ GL_LINES = 0x0001, GL_POINTS = 0x0000, GL_LINE_STRIP = 0x0003, GL_LINE_LOOP = 0x0002, GL_TRIANGLES = 0x0004, GL_TRIANGLE_STRIP = 0x0005, GL_TRIANGLE_FAN = 0x0006, GL_QUADS = 0x0007, GL_QUAD_STRIP = 0x0008, GL_POLYGON = 0x0009, GL_EDGE_FLAG = 0x0B43, /* Necessary for glBufferData */ GL_STATIC_DRAW = 0x88E4, /* Vertex Arrays */ GL_VERTEX_ARRAY = 0x8074, GL_VERTEX_BUFFER = 0x8074, GL_NORMAL_ARRAY = 0x8075, GL_NORMAL_BUFFER = 0x8075, GL_COLOR_ARRAY = 0x8076, GL_COLOR_BUFFER = 0x8076, GL_INDEX_ARRAY = 0x8077, GL_TEXTURE_COORD_ARRAY = 0x8078, GL_TEXTURE_COORD_BUFFER = 0x8078, GL_EDGE_FLAG_ARRAY = 0x8079, GL_VERTEX_ARRAY_SIZE = 0x807A, GL_VERTEX_ARRAY_TYPE = 0x807B, GL_VERTEX_ARRAY_STRIDE = 0x807C, GL_VERTEX_ARRAY_COUNT = 0x807D, GL_NORMAL_ARRAY_TYPE = 0x807E, GL_NORMAL_ARRAY_STRIDE = 0x807F, GL_NORMAL_ARRAY_COUNT = 0x8080, GL_COLOR_ARRAY_SIZE = 0x8081, GL_COLOR_ARRAY_TYPE = 0x8082, GL_COLOR_ARRAY_STRIDE = 0x8083, GL_COLOR_ARRAY_COUNT = 0x8084, GL_INDEX_ARRAY_TYPE = 0x8085, GL_INDEX_ARRAY_STRIDE = 0x8086, GL_INDEX_ARRAY_COUNT = 0x8087, GL_TEXTURE_COORD_ARRAY_SIZE = 0x8088, GL_TEXTURE_COORD_ARRAY_TYPE = 0x8089, GL_TEXTURE_COORD_ARRAY_STRIDE = 0x808A, GL_TEXTURE_COORD_ARRAY_COUNT = 0x808B, GL_EDGE_FLAG_ARRAY_STRIDE = 0x808C, GL_EDGE_FLAG_ARRAY_COUNT = 0x808D, GL_VERTEX_ARRAY_POINTER = 0x808E, GL_NORMAL_ARRAY_POINTER = 0x808F, GL_COLOR_ARRAY_POINTER = 0x8090, GL_INDEX_ARRAY_POINTER = 0x8091, GL_TEXTURE_COORD_ARRAY_POINTER = 0x8092, GL_EDGE_FLAG_ARRAY_POINTER = 0x8093, GL_V2F = 0x2A20, GL_V3F = 0x2A21, GL_C4UB_V2F = 0x2A22, GL_C4UB_V3F = 0x2A23, GL_C3F_V3F = 0x2A24, GL_N3F_V3F = 0x2A25, GL_C4F_N3F_V3F = 0x2A26, GL_T2F_V3F = 0x2A27, GL_T4F_V4F = 0x2A28, GL_T2F_C4UB_V3F = 0x2A29, GL_T2F_C3F_V3F = 0x2A2A, GL_T2F_N3F_V3F = 0x2A2B, GL_T2F_C4F_N3F_V3F = 0x2A2C, GL_T4F_C4F_N3F_V4F = 0x2A2D, /* Matrix Mode */ GL_MATRIX_MODE = 0x0BA0, GL_MODELVIEW = 0x1700, GL_PROJECTION = 0x1701, GL_TEXTURE = 0x1702, /* Points */ GL_POINT_SMOOTH = 0x0B10, GL_POINT_SIZE = 0x0B11, GL_POINT_SIZE_GRANULARITY = 0x0B13, GL_POINT_SIZE_RANGE = 0x0B12, /* Lines */ GL_LINE_SMOOTH = 0x0B20, GL_LINE_STIPPLE = 0x0B24, GL_LINE_STIPPLE_PATTERN = 0x0B25, GL_LINE_STIPPLE_REPEAT = 0x0B26, GL_LINE_WIDTH = 0x0B21, GL_LINE_WIDTH_GRANULARITY = 0x0B23, GL_LINE_WIDTH_RANGE = 0x0B22, /* Polygons */ GL_POINT = 0x1B00, GL_LINE = 0x1B01, GL_FILL = 0x1B02, GL_CCW = 0x0901, GL_CW = 0x0900, GL_FRONT = 0x0404, GL_BACK = 0x0405, GL_CULL_FACE = 0x0B44, GL_CULL_FACE_MODE = 0x0B45, GL_POLYGON_SMOOTH = 0x0B41, GL_POLYGON_STIPPLE = 0x0B42, GL_FRONT_FACE = 0x0B46, GL_POLYGON_MODE = 0x0B40, GL_POLYGON_OFFSET_FACTOR = 0x3038, GL_POLYGON_OFFSET_UNITS = 0x2A00, GL_POLYGON_OFFSET_POINT = 0x2A01, GL_POLYGON_OFFSET_LINE = 0x2A02, GL_POLYGON_OFFSET_FILL = 0x8037, /* Display Lists */ GL_COMPILE = 0x1300, GL_COMPILE_AND_EXECUTE = 0x1301, GL_LIST_BASE = 0x0B32, GL_LIST_INDEX = 0x0B33, GL_LIST_MODE = 0x0B30, /* Depth buffer */ GL_NEVER = 0x0200, GL_LESS = 0x0201, GL_GEQUAL = 0x0206, GL_LEQUAL = 0x0203, GL_GREATER = 0x0204, GL_NOTEQUAL = 0x0205, GL_EQUAL = 0x0202, GL_ALWAYS = 0x0207, GL_DEPTH_TEST = 0x0B71, GL_DEPTH_BITS = 0x0D56, GL_DEPTH_CLEAR_VALUE = 0x0B73, GL_DEPTH_FUNC = 0x0B74, GL_DEPTH_RANGE = 0x0B70, GL_DEPTH_WRITEMASK = 0x0B72, GL_DEPTH_COMPONENT = 0x1902, /* Lighting */ GL_LIGHTING = 0x0B50, GL_LIGHT0 = 0x4000, GL_LIGHT1 = 0x4001, GL_LIGHT2 = 0x4002, GL_LIGHT3 = 0x4003, GL_LIGHT4 = 0x4004, GL_LIGHT5 = 0x4005, GL_LIGHT6 = 0x4006, GL_LIGHT7 = 0x4007, GL_LIGHT8 = 0x4008, GL_LIGHT9 = 0x4009, GL_LIGHT10 = 0x400A, GL_LIGHT11 = 0x400B, GL_LIGHT12 = 0x400C, GL_LIGHT13 = 0x400D, GL_LIGHT14 = 0x400E, GL_LIGHT15 = 0x400F, GL_SPOT_EXPONENT = 0x1205, GL_SPOT_CUTOFF = 0x1206, GL_CONSTANT_ATTENUATION = 0x1207, GL_LINEAR_ATTENUATION = 0x1208, GL_QUADRATIC_ATTENUATION = 0x1209, GL_AMBIENT = 0x1200, GL_DIFFUSE = 0x1201, GL_SPECULAR = 0x1202, GL_SHININESS = 0x1601, GL_EMISSION = 0x1600, GL_POSITION = 0x1203, GL_SPOT_DIRECTION = 0x1204, GL_AMBIENT_AND_DIFFUSE = 0x1602, GL_COLOR_INDEXES = 0x1603, GL_LIGHT_MODEL_TWO_SIDE = 0x0B52, GL_LIGHT_MODEL_LOCAL_VIEWER = 0x0B51, GL_LIGHT_MODEL_AMBIENT = 0x0B53, GL_FRONT_AND_BACK = 0x0408, GL_SHADE_MODEL = 0x0B54, GL_FLAT = 0x1D00, GL_SMOOTH = 0x1D01, GL_COLOR_MATERIAL = 0x0B57, GL_COLOR_MATERIAL_FACE = 0x0B55, GL_COLOR_MATERIAL_PARAMETER = 0x0B56, GL_NORMALIZE = 0x0BA1, /* User clipping planes */ GL_CLIP_PLANE0 = 0x3000, GL_CLIP_PLANE1 = 0x3001, GL_CLIP_PLANE2 = 0x3002, GL_CLIP_PLANE3 = 0x3003, GL_CLIP_PLANE4 = 0x3004, GL_CLIP_PLANE5 = 0x3005, /* Accumulation buffer */ GL_ACCUM_RED_BITS = 0x0D58, GL_ACCUM_GREEN_BITS = 0x0D59, GL_ACCUM_BLUE_BITS = 0x0D5A, GL_ACCUM_ALPHA_BITS = 0x0D5B, GL_ACCUM_CLEAR_VALUE = 0x0B80, GL_ACCUM = 0x0100, GL_ADD = 0x0104, GL_LOAD = 0x0101, GL_MULT = 0x0103, GL_RETURN = 0x0102, /* Alpha testing */ GL_ALPHA_TEST = 0x0BC0, GL_ALPHA_TEST_REF = 0x0BC2, GL_ALPHA_TEST_FUNC = 0x0BC1, /* Blending */ GL_BLEND = 0x0BE2, GL_BLEND_SRC = 0x0BE1, GL_BLEND_DST = 0x0BE0, GL_ZERO = 0, GL_ONE = 1, GL_SRC_COLOR = 0x0300, GL_ONE_MINUS_SRC_COLOR = 0x0301, GL_DST_COLOR = 0x0306, GL_ONE_MINUS_DST_COLOR = 0x0307, GL_SRC_ALPHA = 0x0302, GL_ONE_MINUS_SRC_ALPHA = 0x0303, GL_DST_ALPHA = 0x0304, GL_ONE_MINUS_DST_ALPHA = 0x0305, GL_SRC_ALPHA_SATURATE = 0x0308, GL_CONSTANT_COLOR = 0x8001, GL_ONE_MINUS_CONSTANT_COLOR = 0x8002, GL_CONSTANT_ALPHA = 0x8003, GL_ONE_MINUS_CONSTANT_ALPHA = 0x8004, /* Render Mode */ GL_FEEDBACK = 0x1C01, GL_RENDER = 0x1C00, GL_SELECT = 0x1C02, /* Feedback */ GL_2D = 0x0600, GL_3D = 0x0601, GL_3D_COLOR = 0x0602, GL_3D_COLOR_TEXTURE = 0x0603, GL_4D_COLOR_TEXTURE = 0x0604, GL_POINT_TOKEN = 0x0701, GL_LINE_TOKEN = 0x0702, GL_LINE_RESET_TOKEN = 0x0707, GL_POLYGON_TOKEN = 0x0703, GL_BITMAP_TOKEN = 0x0704, GL_DRAW_PIXEL_TOKEN = 0x0705, GL_COPY_PIXEL_TOKEN = 0x0706, GL_PASS_THROUGH_TOKEN = 0x0700, /* Fog */ GL_FOG = 0x0B60, GL_FOG_MODE = 0x0B65, GL_FOG_DENSITY = 0x0B62, GL_FOG_COLOR = 0x0B66, GL_FOG_INDEX = 0x0B61, GL_FOG_START = 0x0B63, GL_FOG_END = 0x0B64, GL_LINEAR = 0x2601, GL_EXP = 0x0800, GL_EXP2 = 0x0801, /* Logic Ops */ GL_LOGIC_OP = 0x0BF1, GL_LOGIC_OP_MODE = 0x0BF0, GL_CLEAR = 0x1500, GL_SET = 0x150F, GL_COPY = 0x1503, GL_COPY_INVERTED = 0x150C, GL_NOOP = 0x1505, GL_INVERT = 0x150A, GL_AND = 0x1501, GL_NAND = 0x150E, GL_OR = 0x1507, GL_NOR = 0x1508, GL_XOR = 0x1506, GL_EQUIV = 0x1509, GL_AND_REVERSE = 0x1502, GL_AND_INVERTED = 0x1504, GL_OR_REVERSE = 0x150B, GL_OR_INVERTED = 0x150D, /* Stencil */ GL_STENCIL_TEST = 0x0B90, GL_STENCIL_WRITEMASK = 0x0B98, GL_STENCIL_BITS = 0x0D57, GL_STENCIL_FUNC = 0x0B92, GL_STENCIL_VALUE_MASK = 0x0B93, GL_STENCIL_REF = 0x0B97, GL_STENCIL_FAIL = 0x0B94, GL_STENCIL_PASS_DEPTH_PASS = 0x0B96, GL_STENCIL_PASS_DEPTH_FAIL = 0x0B95, GL_STENCIL_CLEAR_VALUE = 0x0B91, GL_STENCIL_INDEX = 0x1901, GL_KEEP = 0x1E00, GL_REPLACE = 0x1E01, GL_INCR = 0x1E02, GL_DECR = 0x1E03, /* Buffers, Pixel Drawing/Reading */ GL_NONE = 0, GL_LEFT = 0x0406, GL_RIGHT = 0x0407, /*GL_FRONT = 0x0404, */ /*GL_BACK = 0x0405, */ /*GL_FRONT_AND_BACK = 0x0408, */ GL_FRONT_LEFT = 0x0400, GL_FRONT_RIGHT = 0x0401, GL_BACK_LEFT = 0x0402, GL_BACK_RIGHT = 0x0403, GL_AUX0 = 0x0409, GL_AUX1 = 0x040A, GL_AUX2 = 0x040B, GL_AUX3 = 0x040C, GL_COLOR_INDEX = 0x1900, GL_RED = 0x1903, GL_GREEN = 0x1904, GL_BLUE = 0x1905, GL_ALPHA = 0x1906, GL_LUMINANCE = 0x1909, GL_LUMINANCE_ALPHA = 0x190A, GL_ALPHA_BITS = 0x0D55, GL_RED_BITS = 0x0D52, GL_GREEN_BITS = 0x0D53, GL_BLUE_BITS = 0x0D54, GL_INDEX_BITS = 0x0D51, GL_SUBPIXEL_BITS = 0x0D50, GL_AUX_BUFFERS = 0x0C00, GL_READ_BUFFER = 0x0C02, GL_DRAW_BUFFER = 0x0C01, GL_DOUBLEBUFFER = 0x0C32, GL_STEREO = 0x0C33, GL_BITMAP = 0x1A00, GL_COLOR = 0x1800, GL_DEPTH = 0x1801, GL_STENCIL = 0x1802, GL_DITHER = 0x0BD0, GL_RGB = 0x1907, GL_RGBA = 0x1908, /* Implementation limits */ GL_MAX_LIST_NESTING = 0x0B31, GL_MAX_ATTRIB_STACK_DEPTH = 0x0D35, GL_MAX_MODELVIEW_STACK_DEPTH = 0x0D36, GL_MAX_NAME_STACK_DEPTH = 0x0D37, GL_MAX_PROJECTION_STACK_DEPTH = 0x0D38, GL_MAX_TEXTURE_STACK_DEPTH = 0x0D39, GL_MAX_EVAL_ORDER = 0x0D30, GL_MAX_LIGHTS = 0x0D31, GL_MAX_CLIP_PLANES = 0x0D32, GL_MAX_TEXTURE_SIZE = 0x0D33, GL_MAX_PIXEL_MAP_TABLE = 0x0D34, GL_MAX_VIEWPORT_DIMS = 0x0D3A, GL_MAX_CLIENT_ATTRIB_STACK_DEPTH= 0x0D3B, /* Gets */ GL_ATTRIB_STACK_DEPTH = 0x0BB0, GL_COLOR_CLEAR_VALUE = 0x0C22, GL_COLOR_WRITEMASK = 0x0C23, GL_CURRENT_INDEX = 0x0B01, GL_CURRENT_COLOR = 0x0B00, GL_CURRENT_NORMAL = 0x0B02, GL_CURRENT_RASTER_COLOR = 0x0B04, GL_CURRENT_RASTER_DISTANCE = 0x0B09, GL_CURRENT_RASTER_INDEX = 0x0B05, GL_CURRENT_RASTER_POSITION = 0x0B07, GL_CURRENT_RASTER_TEXTURE_COORDS = 0x0B06, GL_CURRENT_RASTER_POSITION_VALID = 0x0B08, GL_CURRENT_TEXTURE_COORDS = 0x0B03, GL_INDEX_CLEAR_VALUE = 0x0C20, GL_INDEX_MODE = 0x0C30, GL_INDEX_WRITEMASK = 0x0C21, GL_MODELVIEW_MATRIX = 0x0BA6, GL_MODELVIEW_STACK_DEPTH = 0x0BA3, GL_NAME_STACK_DEPTH = 0x0D70, GL_PROJECTION_MATRIX = 0x0BA7, GL_PROJECTION_STACK_DEPTH = 0x0BA4, GL_RENDER_MODE = 0x0C40, GL_RGBA_MODE = 0x0C31, GL_TEXTURE_MATRIX = 0x0BA8, GL_TEXTURE_STACK_DEPTH = 0x0BA5, GL_VIEWPORT = 0x0BA2, /* Evaluators */ GL_AUTO_NORMAL = 0x0D80, GL_MAP1_COLOR_4 = 0x0D90, GL_MAP1_GRID_DOMAIN = 0x0DD0, GL_MAP1_GRID_SEGMENTS = 0x0DD1, GL_MAP1_INDEX = 0x0D91, GL_MAP1_NORMAL = 0x0D92, GL_MAP1_TEXTURE_COORD_1 = 0x0D93, GL_MAP1_TEXTURE_COORD_2 = 0x0D94, GL_MAP1_TEXTURE_COORD_3 = 0x0D95, GL_MAP1_TEXTURE_COORD_4 = 0x0D96, GL_MAP1_VERTEX_3 = 0x0D97, GL_MAP1_VERTEX_4 = 0x0D98, GL_MAP2_COLOR_4 = 0x0DB0, GL_MAP2_GRID_DOMAIN = 0x0DD2, GL_MAP2_GRID_SEGMENTS = 0x0DD3, GL_MAP2_INDEX = 0x0DB1, GL_MAP2_NORMAL = 0x0DB2, GL_MAP2_TEXTURE_COORD_1 = 0x0DB3, GL_MAP2_TEXTURE_COORD_2 = 0x0DB4, GL_MAP2_TEXTURE_COORD_3 = 0x0DB5, GL_MAP2_TEXTURE_COORD_4 = 0x0DB6, GL_MAP2_VERTEX_3 = 0x0DB7, GL_MAP2_VERTEX_4 = 0x0DB8, GL_COEFF = 0x0A00, GL_DOMAIN = 0x0A02, GL_ORDER = 0x0A01, /* Hints */ GL_FOG_HINT = 0x0C54, GL_LINE_SMOOTH_HINT = 0x0C52, GL_PERSPECTIVE_CORRECTION_HINT = 0x0C50, GL_POINT_SMOOTH_HINT = 0x0C51, GL_POLYGON_SMOOTH_HINT = 0x0C53, GL_DONT_CARE = 0x1100, GL_FASTEST = 0x1101, GL_NICEST = 0x1102, /* Scissor box */ GL_SCISSOR_TEST = 0x0C11, GL_SCISSOR_BOX = 0x0C10, /* Pixel Mode / Transfer */ GL_MAP_COLOR = 0x0D10, GL_MAP_STENCIL = 0x0D11, GL_INDEX_SHIFT = 0x0D12, GL_INDEX_OFFSET = 0x0D13, GL_RED_SCALE = 0x0D14, GL_RED_BIAS = 0x0D15, GL_GREEN_SCALE = 0x0D18, GL_GREEN_BIAS = 0x0D19, GL_BLUE_SCALE = 0x0D1A, GL_BLUE_BIAS = 0x0D1B, GL_ALPHA_SCALE = 0x0D1C, GL_ALPHA_BIAS = 0x0D1D, GL_DEPTH_SCALE = 0x0D1E, GL_DEPTH_BIAS = 0x0D1F, GL_PIXEL_MAP_S_TO_S_SIZE = 0x0CB1, GL_PIXEL_MAP_I_TO_I_SIZE = 0x0CB0, GL_PIXEL_MAP_I_TO_R_SIZE = 0x0CB2, GL_PIXEL_MAP_I_TO_G_SIZE = 0x0CB3, GL_PIXEL_MAP_I_TO_B_SIZE = 0x0CB4, GL_PIXEL_MAP_I_TO_A_SIZE = 0x0CB5, GL_PIXEL_MAP_R_TO_R_SIZE = 0x0CB6, GL_PIXEL_MAP_G_TO_G_SIZE = 0x0CB7, GL_PIXEL_MAP_B_TO_B_SIZE = 0x0CB8, GL_PIXEL_MAP_A_TO_A_SIZE = 0x0CB9, GL_PIXEL_MAP_S_TO_S = 0x0C71, GL_PIXEL_MAP_I_TO_I = 0x0C70, GL_PIXEL_MAP_I_TO_R = 0x0C72, GL_PIXEL_MAP_I_TO_G = 0x0C73, GL_PIXEL_MAP_I_TO_B = 0x0C74, GL_PIXEL_MAP_I_TO_A = 0x0C75, GL_PIXEL_MAP_R_TO_R = 0x0C76, GL_PIXEL_MAP_G_TO_G = 0x0C77, GL_PIXEL_MAP_B_TO_B = 0x0C78, GL_PIXEL_MAP_A_TO_A = 0x0C79, GL_PACK_ALIGNMENT = 0x0D05, GL_PACK_LSB_FIRST = 0x0D01, GL_PACK_ROW_LENGTH = 0x0D02, GL_PACK_SKIP_PIXELS = 0x0D04, GL_PACK_SKIP_ROWS = 0x0D03, GL_PACK_SWAP_BYTES = 0x0D00, GL_UNPACK_ALIGNMENT = 0x0CF5, GL_UNPACK_LSB_FIRST = 0x0CF1, GL_UNPACK_ROW_LENGTH = 0x0CF2, GL_UNPACK_SKIP_PIXELS = 0x0CF4, GL_UNPACK_SKIP_ROWS = 0x0CF3, GL_UNPACK_SWAP_BYTES = 0x0CF0, GL_ZOOM_X = 0x0D16, GL_ZOOM_Y = 0x0D17, /* Texture mapping */ GL_TEXTURE_ENV = 0x2300, GL_TEXTURE_ENV_MODE = 0x2200, GL_TEXTURE_1D = 0x0DE0, GL_TEXTURE_2D = 0x0DE1, GL_TEXTURE_WRAP_S = 0x2802, GL_TEXTURE_WRAP_T = 0x2803, GL_TEXTURE_MAG_FILTER = 0x2800, GL_TEXTURE_MIN_FILTER = 0x2801, GL_TEXTURE_ENV_COLOR = 0x2201, GL_TEXTURE_GEN_S = 0x0C60, GL_TEXTURE_GEN_T = 0x0C61, GL_TEXTURE_GEN_MODE = 0x2500, GL_TEXTURE_BORDER_COLOR = 0x1004, GL_TEXTURE_WIDTH = 0x1000, GL_TEXTURE_HEIGHT = 0x1001, GL_TEXTURE_BORDER = 0x1005, GL_TEXTURE_COMPONENTS = 0x1003, GL_NEAREST_MIPMAP_NEAREST = 0x2700, GL_NEAREST_MIPMAP_LINEAR = 0x2702, GL_LINEAR_MIPMAP_NEAREST = 0x2701, GL_LINEAR_MIPMAP_LINEAR = 0x2703, GL_OBJECT_LINEAR = 0x2401, GL_OBJECT_PLANE = 0x2501, GL_EYE_LINEAR = 0x2400, GL_EYE_PLANE = 0x2502, GL_SPHERE_MAP = 0x2402, GL_DECAL = 0x2101, GL_MODULATE = 0x2100, GL_NEAREST = 0x2600, GL_REPEAT = 0x2901, GL_CLAMP = 0x2900, GL_S = 0x2000, GL_T = 0x2001, GL_R = 0x2002, GL_Q = 0x2003, GL_TEXTURE_GEN_R = 0x0C62, GL_TEXTURE_GEN_Q = 0x0C63, GL_PROXY_TEXTURE_1D = 0x8063, GL_PROXY_TEXTURE_2D = 0x8064, GL_TEXTURE_PRIORITY = 0x8066, GL_TEXTURE_RESIDENT = 0x8067, GL_TEXTURE_1D_BINDING = 0x8068, GL_TEXTURE_2D_BINDING = 0x8069, /* Internal texture formats */ GL_ALPHA4 = 0x803B, GL_ALPHA8 = 0x803C, GL_ALPHA12 = 0x803D, GL_ALPHA16 = 0x803E, GL_LUMINANCE4 = 0x803F, GL_LUMINANCE8 = 0x8040, GL_LUMINANCE12 = 0x8041, GL_LUMINANCE16 = 0x8042, GL_LUMINANCE4_ALPHA4 = 0x8043, GL_LUMINANCE6_ALPHA2 = 0x8044, GL_LUMINANCE8_ALPHA8 = 0x8045, GL_LUMINANCE12_ALPHA4 = 0x8046, GL_LUMINANCE12_ALPHA12 = 0x8047, GL_LUMINANCE16_ALPHA16 = 0x8048, GL_INTENSITY = 0x8049, GL_INTENSITY4 = 0x804A, GL_INTENSITY8 = 0x804B, GL_INTENSITY12 = 0x804C, GL_INTENSITY16 = 0x804D, GL_R3_G3_B2 = 0x2A10, GL_RGB4 = 0x804F, GL_RGB5 = 0x8050, GL_RGB8 = 0x8051, GL_RGB10 = 0x8052, GL_RGB12 = 0x8053, GL_RGB16 = 0x8054, GL_RGBA2 = 0x8055, GL_RGBA4 = 0x8056, GL_RGB5_A1 = 0x8057, GL_RGBA8 = 0x8058, GL_RGB10_A2 = 0x8059, GL_RGBA12 = 0x805A, GL_RGBA16 = 0x805B, /* Utility */ GL_VENDOR = 0x1F00, GL_RENDERER = 0x1F01, GL_VERSION = 0x1F02, GL_EXTENSIONS = 0x1F03, GL_LICENSE = 0x1F04, /* Errors */ GL_NO_ERROR = 0x0, GL_INVALID_VALUE = 0x0501, GL_INVALID_ENUM = 0x0500, GL_INVALID_OPERATION = 0x0502, GL_STACK_OVERFLOW = 0x0503, GL_STACK_UNDERFLOW = 0x0504, GL_OUT_OF_MEMORY = 0x0505, /* * 1.0 Extensions */ /* GL_EXT_blend_minmax and GL_EXT_blend_color */ GL_CONSTANT_COLOR_EXT = 0x8001, GL_ONE_MINUS_CONSTANT_COLOR_EXT = 0x8002, GL_CONSTANT_ALPHA_EXT = 0x8003, GL_ONE_MINUS_CONSTANT_ALPHA_EXT = 0x8004, GL_BLEND_EQUATION_EXT = 0x8009, GL_BLEND_EQUATION = 0x8009, GL_MIN_EXT = 0x8007, GL_MAX_EXT = 0x8008, GL_FUNC_ADD_EXT = 0x8006, GL_FUNC_ADD = 0x8006, GL_FUNC_SUBTRACT_EXT = 0x800A, GL_FUNC_SUBTRACT = 0x800A, GL_FUNC_REVERSE_SUBTRACT_EXT = 0x800B, GL_FUNC_REVERSE_SUBTRACT = 0x800B, GL_BLEND_COLOR_EXT = 0x8005, /* GL_EXT_polygon_offset */ GL_POLYGON_OFFSET_EXT = 0x8037, GL_POLYGON_OFFSET_FACTOR_EXT = 0x8038, GL_POLYGON_OFFSET_BIAS_EXT = 0x8039, /* GL */ GL_ARRAY_BUFFER = 0x8892, /* GL_EXT_vertex_array */ GL_VERTEX_ARRAY_EXT = 0x8074, GL_NORMAL_ARRAY_EXT = 0x8075, GL_COLOR_ARRAY_EXT = 0x8076, GL_INDEX_ARRAY_EXT = 0x8077, GL_TEXTURE_COORD_ARRAY_EXT = 0x8078, GL_EDGE_FLAG_ARRAY_EXT = 0x8079, GL_VERTEX_ARRAY_SIZE_EXT = 0x807A, GL_VERTEX_ARRAY_TYPE_EXT = 0x807B, GL_VERTEX_ARRAY_STRIDE_EXT = 0x807C, GL_VERTEX_ARRAY_COUNT_EXT = 0x807D, GL_NORMAL_ARRAY_TYPE_EXT = 0x807E, GL_NORMAL_ARRAY_STRIDE_EXT = 0x807F, GL_NORMAL_ARRAY_COUNT_EXT = 0x8080, GL_COLOR_ARRAY_SIZE_EXT = 0x8081, GL_COLOR_ARRAY_TYPE_EXT = 0x8082, GL_COLOR_ARRAY_STRIDE_EXT = 0x8083, GL_COLOR_ARRAY_COUNT_EXT = 0x8084, GL_INDEX_ARRAY_TYPE_EXT = 0x8085, GL_INDEX_ARRAY_STRIDE_EXT = 0x8086, GL_INDEX_ARRAY_COUNT_EXT = 0x8087, GL_TEXTURE_COORD_ARRAY_SIZE_EXT = 0x8088, GL_TEXTURE_COORD_ARRAY_TYPE_EXT = 0x8089, GL_TEXTURE_COORD_ARRAY_STRIDE_EXT= 0x808A, GL_TEXTURE_COORD_ARRAY_COUNT_EXT= 0x808B, GL_EDGE_FLAG_ARRAY_STRIDE_EXT = 0x808C, GL_EDGE_FLAG_ARRAY_COUNT_EXT = 0x808D, GL_VERTEX_ARRAY_POINTER_EXT = 0x808E, GL_NORMAL_ARRAY_POINTER_EXT = 0x808F, GL_COLOR_ARRAY_POINTER_EXT = 0x8090, GL_INDEX_ARRAY_POINTER_EXT = 0x8091, GL_TEXTURE_COORD_ARRAY_POINTER_EXT= 0x8092, GL_EDGE_FLAG_ARRAY_POINTER_EXT = 0x8093 }; typedef enum { GL_TEXT_SIZE8x8 = 1, GL_TEXT_SIZE16x16 = 2, GL_TEXT_SIZE24x24 = 3, GL_TEXT_SIZE32x32 = 4, GL_TEXT_SIZE40x40 = 5, GL_TEXT_SIZE48x48 = 6, GL_TEXT_SIZE56x56 = 7, GL_TEXT_SIZE64x64 = 8, GL_TEXT_SIZE72x72 = 9, GL_TEXT_SIZE80x80 = 10, GL_TEXT_SIZE88x88 = 11, GL_TEXT_SIZE96x96 = 12, GL_TEXT_SIZE104x104 = 13, GL_TEXT_SIZE112x112 = 14, GL_TEXT_SIZE120x120 = 15, GL_TEXT_SIZE128x128 = 16, GL_MAX_TEXT_SIZE = 16 } GLTEXTSIZE; enum { GL_CURRENT_BIT = 0x00000001, GL_POINT_BIT = 0x00000002, GL_LINE_BIT = 0x00000004, GL_POLYGON_BIT = 0x00000008, GL_POLYGON_STIPPLE_BIT = 0x00000010, GL_PIXEL_MODE_BIT = 0x00000020, GL_LIGHTING_BIT = 0x00000040, GL_FOG_BIT = 0x00000080, GL_DEPTH_BUFFER_BIT = 0x00000100, GL_ACCUM_BUFFER_BIT = 0x00000200, GL_STENCIL_BUFFER_BIT = 0x00000400, GL_VIEWPORT_BIT = 0x00000800, GL_TRANSFORM_BIT = 0x00001000, GL_ENABLE_BIT = 0x00002000, GL_COLOR_BUFFER_BIT = 0x00004000, GL_HINT_BIT = 0x00008000, GL_EVAL_BIT = 0x00010000, GL_LIST_BIT = 0x00020000, GL_TEXTURE_BIT = 0x00040000, GL_SCISSOR_BIT = 0x00080000, GL_ALL_ATTRIB_BITS = 0x000fffff }; /* some types */ typedef void GLvoid; typedef unsigned char GLboolean; typedef signed char GLbyte; /* 1-byte signed */ typedef short GLshort; /* 2-byte signed */ typedef int GLint; /* 4-byte signed */ typedef GLint GLenum; /* Same as GLint */ typedef unsigned char GLubyte; /* 1-byte unsigned */ typedef unsigned short GLushort; /* 2-byte unsigned */ typedef unsigned int GLuint; /* 4-byte unsigned */ typedef float GLfloat; /* single precision float */ typedef double GLdouble; /* double precision float */ typedef GLint GLsizei; /* Same as GLint */ #if COMPILETIME_TINYGL_COMPAT_TEST == 1 //Test to ensure that these types are the correct size //If you get an "array is negative" error, simply change //the typedefs above to types which match the sizes tested for here. //Note that this library NEEDS a 4-byte float type (IEEE 754) so //if you don't have one, TinyGL is incompatible. //Sizeof cannot be tested directly in #if directives. //This won't work: //#if (sizeof(GLbyte) != 1) //#error "GLbyte is wrong size!" //#endif extern char TGL_BUILDT_GLbyte[ 1-2*(sizeof(GLbyte) != 1)]; #ifdef __STDC_IEC_559__ #if __STDC_IEC_559__ == 0 #error C99 Compiler Using Non-Compliant Float Type! Compatibility not guaranteed. #endif #else #warning "Cannot test __STDC_IEC_559__, it is not defined." #endif //extern char __BUILDT_error[ 1-2*(sizeof(GLbyte) != 4)]; extern char TGL_BUILDT_GLshort[ 1-2*(sizeof(GLshort) != 2)]; extern char TGL_BUILDT_GLint[ 1-2*(sizeof(GLint) != 4)]; extern char TGL_BUILDT_GLuint[ 1-2*(sizeof(GLuint) != 4)]; extern char TGL_BUILDT_GLfloat[ 1-2*(sizeof(GLfloat) != 4)]; extern char TGL_BUILDT_GLubyte[ 1-2*(sizeof(GLubyte) != 1)]; extern char TGL_BUILDT_GLushort[ 1-2*(sizeof(GLushort) != 2)]; //Testing bit shifting on the processor. extern char TGL_BUILDT_LshiftGLint[ 1-2*(((GLint)255<<8) != 65280)]; extern char TGL_BUILDT_RshiftGLint[ 1-2*((GLint)65280>>8 != 255)]; extern char TGL_BUILDT_RshiftGLint2[ 1-2*( ((GLint)-1)>>14 != -1 )]; extern char TGL_BUILDT_LshiftGLuint[ 1-2*(((GLuint)255<<8) != 65280)]; extern char TGL_BUILDT_RshiftGLuint[ 1-2*((GLuint)65280>>8 != 255)]; extern char TGL_BUILDT_LshiftGLushort[ 1-2*(((GLushort)255<<8) != 65280)]; extern char TGL_BUILDT_RshiftGLushort[ 1-2*((GLushort)65280>>8 != 255)]; extern char TGL_BUILDT_LshiftGLshort[ 1-2*(((GLshort)255<<8) != 65280)]; extern char TGL_BUILDT_RshiftGLshort[ 1-2*((GLshort)65280>>8 != -1)]; //Testing floating point //extern char TGL_BUILDT_FLOATT1[ 1-2*((TGL_BUILDT_UNION_CAST(TGL_BUILDT_T1_HEX)).f == TGL_BUILDT_T1_FLOAT)]; //extern char TGL_BUILDT_FLOATT2[ 1-2*((TGL_BUILDT_UNION_CAST(TGL_BUILDT_T2_FLOAT)).l == TGL_BUILDT_T2_HEX)]; #undef T #endif /* functions */ void glEnable(GLint code); void glDisable(GLint code); void glShadeModel(GLint mode); void glCullFace(GLint mode); void glPolygonMode(GLint face,GLint mode); void glBegin(GLint type); void glEnd(void); void glDrawBuffer(GLenum mode); void glReadBuffer(GLenum mode); void glReadPixels( GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void * data); void glDrawArrays( GLenum mode, GLint first, GLsizei count); //NEW functions added by GEK!!! void glSetEnableSpecular(GLint s); //Toggle specular rendering (Speedup!!!) void* glGetTexturePixmap(GLint text, GLint level, GLint* xsize, GLint* ysize); //Get the raw data of a texture! void glDrawText(const GLubyte* text, GLint x, GLint y, GLuint pixel); //Blit 8x8 text to he screen void glTextSize(GLTEXTSIZE mode); //Set text size void glPlotPixel(GLint x, GLint y, GLuint pixel); //plot a pixel to the screen. #define PROTO_GL1(name) \ void gl ## name ## 1f(GLfloat); \ void gl ## name ## 1d(GLdouble); \ void gl ## name ## 1fv(GLfloat *); \ void gl ## name ## 1dv(GLdouble *); #define PROTO_GL2(name) \ void gl ## name ## 2f(GLfloat ,GLfloat); \ void gl ## name ## 2d(GLdouble ,GLdouble); \ void gl ## name ## 2fv(GLfloat *); \ void gl ## name ## 2dv(GLdouble *); #define PROTO_GL3(name) \ void gl ## name ## 3f(GLfloat ,GLfloat ,GLfloat); \ void gl ## name ## 3d(GLdouble ,GLdouble ,GLdouble); \ void gl ## name ## 3fv(GLfloat *); \ void gl ## name ## 3dv(GLdouble *); #define PROTO_GL4(name) \ void gl ## name ## 4f(GLfloat ,GLfloat ,GLfloat, GLfloat ); \ void gl ## name ## 4d(GLdouble ,GLdouble ,GLdouble, GLdouble ); \ void gl ## name ## 4fv(GLfloat *); \ void gl ## name ## 4dv(GLdouble *); PROTO_GL2(Vertex) PROTO_GL3(Vertex) PROTO_GL4(Vertex) PROTO_GL3(Color) PROTO_GL4(Color) PROTO_GL3(Normal) PROTO_GL1(TexCoord) PROTO_GL2(TexCoord) PROTO_GL3(TexCoord) PROTO_GL4(TexCoord) void glEdgeFlag(GLint flag); /* matrix */ void glMatrixMode(GLint mode); void glLoadMatrixf(const GLfloat *m); void glLoadIdentity(void); void glMultMatrixf(const GLfloat *m); void glPushMatrix(void); void glPopMatrix(void); void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z); void glTranslatef(GLfloat x, GLfloat y, GLfloat z); void glScalef(GLfloat x,GLfloat y,GLfloat z); void glViewport(GLint x,GLint y,GLint width,GLint height); void glFrustum(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top, GLdouble near,GLdouble far); /* lists */ GLuint glGenLists(GLint range); GLint glIsList(GLuint list); void glNewList(GLuint list,GLint mode); void glEndList(void); void glCallList(GLuint list); void glCallLists( GLsizei n, GLenum type, const GLuint* lists); void glListBase(GLint n); void glDeleteList(GLuint list); void glDeleteLists(GLuint list, GLuint range); /* clear */ void glClear(GLint mask); void glClearColor(GLfloat r,GLfloat g,GLfloat b,GLfloat a); void glClearDepth(GLdouble depth); /* Feedback */ void glFeedbackBuffer(GLint size, GLenum type, GLfloat* buf); void glPassThrough(GLfloat token); /* selection */ GLint glRenderMode(GLint mode); void glSelectBuffer(GLint size,GLuint *buf); void glInitNames(void); void glPushName(GLuint name); void glPopName(void); void glLoadName(GLuint name); /* textures */ void glGenTextures(GLint n, GLuint *textures); void glDeleteTextures(GLint n, const GLuint *textures); void glBindTexture(GLint target,GLint texture); void glTexImage2D( GLint target, GLint level, GLint components, GLint width, GLint height, GLint border, GLint format, GLint type, void *pixels); void glTexImage1D( GLint target, GLint level, GLint components, GLint width, GLint border, GLint format, GLint type, void *pixels); void glCopyTexImage2D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); void glTexEnvi(GLint target,GLint pname,GLint param); void glTexParameteri(GLint target,GLint pname,GLint param); GLboolean glAreTexturesResident( GLsizei n, const GLuint * textures, GLboolean * residences); GLboolean glIsTexture( GLuint texture); /* lighting */ void glMaterialfv(GLint mode,GLint type,GLfloat *v); void glMaterialf(GLint mode,GLint type,GLfloat v); void glColorMaterial(GLint mode,GLint type); void glLightfv(GLint light,GLint type,GLfloat *v); void glLightf(GLint light,GLint type,GLfloat v); void glLightModeli(GLint pname,GLint param); void glLightModelfv(GLint pname,GLfloat *param); /* misc */ void glFlush(void); void glFinish(void); void glHint(GLint target,GLint mode); void glGetIntegerv(GLint pname,GLint *params); void glGetFloatv(GLint pname, GLfloat *v); const GLubyte* glGetString(GLenum name); GLenum glGetError(); void glFrontFace(GLint mode); /* opengl 1.2 arrays */ void glEnableClientState(GLenum array); void glDisableClientState(GLenum array); void glArrayElement(GLint i); void glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); void glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); void glNormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer); void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); /* opengl 2.0 buffers */ void glGenBuffers( GLsizei n, GLuint * buffers); void glDeleteBuffers( GLsizei n, const GLuint * buffers); void glBindBuffer( GLenum target, GLuint buffer); GLboolean glIsBuffer( GLuint buffer); void *glMapBuffer( GLenum target, GLenum access); void glBufferData( GLenum target, GLsizei size, const void * data, GLenum usage); //Bonus ducks! OpenGL Buffer objects. void glBindBufferAsArray(GLenum target, GLuint buffer, GLenum type, GLint size, GLint stride); /* opengl 1.2 polygon offset */ void glPolygonOffset(GLfloat factor, GLfloat units); void glBlendFunc(GLint, GLint); void glBlendEquation(GLenum mode); void glDepthMask(GLint); /* Point Size */ void glPointSize(GLfloat); /* Raster rendering */ void glRasterPos2f(GLfloat, GLfloat); void glRasterPos3f(GLfloat, GLfloat, GLfloat); void glRasterPos4f(GLfloat, GLfloat, GLfloat, GLfloat); void glRasterPos2fv(GLfloat* v); void glRasterPos3fv(GLfloat* v); void glRasterPos4fv(GLfloat* v); void glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, void* data); void glPixelZoom(GLfloat x, GLfloat y); /* PostProcessing pass implementation */ void glPostProcess(GLuint (*postprocess)(GLint x, GLint y, GLuint pixel, GLushort z)); /* not implemented, just added to compile */ /* inline void glLineWidth(GLfloat) {} inline void glDepthFunc(GLint) {} inline void glTexEnvf(GLint, GLint, GLint) {} inline void glOrtho(GLfloat,GLfloat,GLfloat,GLfloat,GLfloat,GLfloat){} inline void glVertex2i(GLint,GLint) {} inline void glDepthMask(GLint) {} inline void glFogi(GLint, GLint) {} inline void glFogfv(GLint, const GLfloat*) {} inline void glFogf(GLint, GLfloat) {} inline void glTexParameterf(GLint, GLint, GLint) {}; */ void glPolygonStipple(void* a); /* non compatible functions */ void glDebug(GLint mode); void glInit(void *zbuffer); void glClose(void); #ifdef __cplusplus } #endif #endif