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- /****************************************************************************
- **
- ** Copyright (C) 2016 The Qt Company Ltd.
- ** Contact: https://www.qt.io/licensing/
- **
- ** This file is part of the QtOpenGL module of the Qt Toolkit.
- **
- ** $QT_BEGIN_LICENSE:LGPL$
- ** Commercial License Usage
- ** Licensees holding valid commercial Qt licenses may use this file in
- ** accordance with the commercial license agreement provided with the
- ** Software or, alternatively, in accordance with the terms contained in
- ** a written agreement between you and The Qt Company. For licensing terms
- ** and conditions see https://www.qt.io/terms-conditions. For further
- ** information use the contact form at https://www.qt.io/contact-us.
- **
- ** GNU Lesser General Public License Usage
- ** Alternatively, this file may be used under the terms of the GNU Lesser
- ** General Public License version 3 as published by the Free Software
- ** Foundation and appearing in the file LICENSE.LGPL3 included in the
- ** packaging of this file. Please review the following information to
- ** ensure the GNU Lesser General Public License version 3 requirements
- ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
- **
- ** GNU General Public License Usage
- ** Alternatively, this file may be used under the terms of the GNU
- ** General Public License version 2.0 or (at your option) the GNU General
- ** Public license version 3 or any later version approved by the KDE Free
- ** Qt Foundation. The licenses are as published by the Free Software
- ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
- ** included in the packaging of this file. Please review the following
- ** information to ensure the GNU General Public License requirements will
- ** be met: https://www.gnu.org/licenses/gpl-2.0.html and
- ** https://www.gnu.org/licenses/gpl-3.0.html.
- **
- ** $QT_END_LICENSE$
- **
- ****************************************************************************/
- #ifndef QGLFUNCTIONS_H
- #define QGLFUNCTIONS_H
- #include <QtOpenGL/qgl.h>
- #include <QtGui/qopenglcontext.h>
- #include <QtGui/qopenglfunctions.h>
- QT_BEGIN_NAMESPACE
- struct QGLFunctionsPrivate;
- class Q_OPENGL_EXPORT QGLFunctions
- {
- public:
- QGLFunctions();
- explicit QGLFunctions(const QGLContext *context);
- ~QGLFunctions() {}
- enum OpenGLFeature
- {
- Multitexture = 0x0001,
- Shaders = 0x0002,
- Buffers = 0x0004,
- Framebuffers = 0x0008,
- BlendColor = 0x0010,
- BlendEquation = 0x0020,
- BlendEquationSeparate = 0x0040,
- BlendFuncSeparate = 0x0080,
- BlendSubtract = 0x0100,
- CompressedTextures = 0x0200,
- Multisample = 0x0400,
- StencilSeparate = 0x0800,
- NPOTTextures = 0x1000
- };
- Q_DECLARE_FLAGS(OpenGLFeatures, OpenGLFeature)
- QGLFunctions::OpenGLFeatures openGLFeatures() const;
- bool hasOpenGLFeature(QGLFunctions::OpenGLFeature feature) const;
- void initializeGLFunctions(const QGLContext *context = Q_NULLPTR);
- 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 glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
- void glBlendEquation(GLenum mode);
- void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
- void glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
- void glBufferData(GLenum target, qopengl_GLsizeiptr size, const void* data, GLenum usage);
- void glBufferSubData(GLenum target, qopengl_GLintptr offset, qopengl_GLsizeiptr size, const void* data);
- GLenum glCheckFramebufferStatus(GLenum target);
- void glClearDepthf(GLclampf depth);
- 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);
- GLuint glCreateProgram();
- GLuint glCreateShader(GLenum type);
- 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 glDepthRangef(GLclampf zNear, GLclampf zFar);
- void glDetachShader(GLuint program, GLuint shader);
- void glDisableVertexAttribArray(GLuint index);
- void glEnableVertexAttribArray(GLuint index);
- void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
- void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
- void glGenBuffers(GLsizei n, GLuint* buffers);
- void glGenerateMipmap(GLenum target);
- void glGenFramebuffers(GLsizei n, GLuint* framebuffers);
- void glGenRenderbuffers(GLsizei n, GLuint* renderbuffers);
- 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 glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params);
- void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, 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);
- 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);
- GLboolean glIsBuffer(GLuint buffer);
- GLboolean glIsFramebuffer(GLuint framebuffer);
- GLboolean glIsProgram(GLuint program);
- GLboolean glIsRenderbuffer(GLuint renderbuffer);
- GLboolean glIsShader(GLuint shader);
- void glLinkProgram(GLuint program);
- void glReleaseShaderCompiler();
- void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
- void glSampleCoverage(GLclampf value, GLboolean invert);
- void glShaderBinary(GLint n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLint length);
- void glShaderSource(GLuint shader, GLsizei count, const char** string, const GLint* length);
- void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
- void glStencilMaskSeparate(GLenum face, GLuint mask);
- void glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
- 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);
- private:
- QGLFunctionsPrivate *d_ptr;
- static bool isInitialized(const QGLFunctionsPrivate *d) { return d != Q_NULLPTR; }
- };
- Q_DECLARE_OPERATORS_FOR_FLAGS(QGLFunctions::OpenGLFeatures)
- struct QGLFunctionsPrivate
- {
- QGLFunctionsPrivate(const QGLContext *context = Q_NULLPTR);
- QOpenGLFunctions *funcs;
- };
- inline void QGLFunctions::glActiveTexture(GLenum texture)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glActiveTexture(texture);
- }
- inline void QGLFunctions::glAttachShader(GLuint program, GLuint shader)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glAttachShader(program, shader);
- }
- inline void QGLFunctions::glBindAttribLocation(GLuint program, GLuint index, const char* name)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glBindAttribLocation(program, index, name);
- }
- inline void QGLFunctions::glBindBuffer(GLenum target, GLuint buffer)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glBindBuffer(target, buffer);
- }
- inline void QGLFunctions::glBindFramebuffer(GLenum target, GLuint framebuffer)
- {
- if (framebuffer == 0)
- framebuffer = QOpenGLContext::currentContext()->defaultFramebufferObject();
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glBindFramebuffer(target, framebuffer);
- }
- inline void QGLFunctions::glBindRenderbuffer(GLenum target, GLuint renderbuffer)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glBindRenderbuffer(target, renderbuffer);
- }
- inline void QGLFunctions::glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glBlendColor(red, green, blue, alpha);
- }
- inline void QGLFunctions::glBlendEquation(GLenum mode)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glBlendEquation(mode);
- }
- inline void QGLFunctions::glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glBlendEquationSeparate(modeRGB, modeAlpha);
- }
- inline void QGLFunctions::glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
- }
- inline void QGLFunctions::glBufferData(GLenum target, qopengl_GLsizeiptr size, const void* data, GLenum usage)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glBufferData(target, size, data, usage);
- }
- inline void QGLFunctions::glBufferSubData(GLenum target, qopengl_GLintptr offset, qopengl_GLsizeiptr size, const void* data)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glBufferSubData(target, offset, size, data);
- }
- inline GLenum QGLFunctions::glCheckFramebufferStatus(GLenum target)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- return d_ptr->funcs->glCheckFramebufferStatus(target);
- }
- inline void QGLFunctions::glClearDepthf(GLclampf depth)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- return d_ptr->funcs->glClearDepthf(depth);
- }
- inline void QGLFunctions::glCompileShader(GLuint shader)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glCompileShader(shader);
- }
- inline void QGLFunctions::glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
- }
- inline void QGLFunctions::glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
- }
- inline GLuint QGLFunctions::glCreateProgram()
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- return d_ptr->funcs->glCreateProgram();
- }
- inline GLuint QGLFunctions::glCreateShader(GLenum type)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- return d_ptr->funcs->glCreateShader(type);
- }
- inline void QGLFunctions::glDeleteBuffers(GLsizei n, const GLuint* buffers)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glDeleteBuffers(n, buffers);
- }
- inline void QGLFunctions::glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glDeleteFramebuffers(n, framebuffers);
- }
- inline void QGLFunctions::glDeleteProgram(GLuint program)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glDeleteProgram(program);
- }
- inline void QGLFunctions::glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glDeleteRenderbuffers(n, renderbuffers);
- }
- inline void QGLFunctions::glDeleteShader(GLuint shader)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glDeleteShader(shader);
- }
- inline void QGLFunctions::glDepthRangef(GLclampf zNear, GLclampf zFar)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- return d_ptr->funcs->glDepthRangef(zNear, zFar);
- }
- inline void QGLFunctions::glDetachShader(GLuint program, GLuint shader)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glDetachShader(program, shader);
- }
- inline void QGLFunctions::glDisableVertexAttribArray(GLuint index)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glDisableVertexAttribArray(index);
- }
- inline void QGLFunctions::glEnableVertexAttribArray(GLuint index)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glEnableVertexAttribArray(index);
- }
- inline void QGLFunctions::glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
- }
- inline void QGLFunctions::glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glFramebufferTexture2D(target, attachment, textarget, texture, level);
- }
- inline void QGLFunctions::glGenBuffers(GLsizei n, GLuint* buffers)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glGenBuffers(n, buffers);
- }
- inline void QGLFunctions::glGenerateMipmap(GLenum target)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glGenerateMipmap(target);
- }
- inline void QGLFunctions::glGenFramebuffers(GLsizei n, GLuint* framebuffers)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glGenFramebuffers(n, framebuffers);
- }
- inline void QGLFunctions::glGenRenderbuffers(GLsizei n, GLuint* renderbuffers)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glGenRenderbuffers(n, renderbuffers);
- }
- inline void QGLFunctions::glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glGetActiveAttrib(program, index, bufsize, length, size, type, name);
- }
- inline void QGLFunctions::glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glGetActiveUniform(program, index, bufsize, length, size, type, name);
- }
- inline void QGLFunctions::glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glGetAttachedShaders(program, maxcount, count, shaders);
- }
- inline int QGLFunctions::glGetAttribLocation(GLuint program, const char* name)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- return d_ptr->funcs->glGetAttribLocation(program, name);
- }
- inline void QGLFunctions::glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glGetBufferParameteriv(target, pname, params);
- }
- inline void QGLFunctions::glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);
- }
- inline void QGLFunctions::glGetProgramiv(GLuint program, GLenum pname, GLint* params)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glGetProgramiv(program, pname, params);
- }
- inline void QGLFunctions::glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, char* infolog)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glGetProgramInfoLog(program, bufsize, length, infolog);
- }
- inline void QGLFunctions::glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glGetRenderbufferParameteriv(target, pname, params);
- }
- inline void QGLFunctions::glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glGetShaderiv(shader, pname, params);
- }
- inline void QGLFunctions::glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glGetShaderInfoLog(shader, bufsize, length, infolog);
- }
- inline void QGLFunctions::glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glGetShaderPrecisionFormat(shadertype, precisiontype, range, precision);
- }
- inline void QGLFunctions::glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, char* source)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glGetShaderSource(shader, bufsize, length, source);
- }
- inline void QGLFunctions::glGetUniformfv(GLuint program, GLint location, GLfloat* params)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glGetUniformfv(program, location, params);
- }
- inline void QGLFunctions::glGetUniformiv(GLuint program, GLint location, GLint* params)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glGetUniformiv(program, location, params);
- }
- inline int QGLFunctions::glGetUniformLocation(GLuint program, const char* name)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- return d_ptr->funcs->glGetUniformLocation(program, name);
- }
- inline void QGLFunctions::glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glGetVertexAttribfv(index, pname, params);
- }
- inline void QGLFunctions::glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glGetVertexAttribiv(index, pname, params);
- }
- inline void QGLFunctions::glGetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glGetVertexAttribPointerv(index, pname, pointer);
- }
- inline GLboolean QGLFunctions::glIsBuffer(GLuint buffer)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- return d_ptr->funcs->glIsBuffer(buffer);
- }
- inline GLboolean QGLFunctions::glIsFramebuffer(GLuint framebuffer)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- return d_ptr->funcs->glIsFramebuffer(framebuffer);
- }
- inline GLboolean QGLFunctions::glIsProgram(GLuint program)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- return d_ptr->funcs->glIsProgram(program);
- }
- inline GLboolean QGLFunctions::glIsRenderbuffer(GLuint renderbuffer)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- return d_ptr->funcs->glIsRenderbuffer(renderbuffer);
- }
- inline GLboolean QGLFunctions::glIsShader(GLuint shader)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- return d_ptr->funcs->glIsShader(shader);
- }
- inline void QGLFunctions::glLinkProgram(GLuint program)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glLinkProgram(program);
- }
- inline void QGLFunctions::glReleaseShaderCompiler()
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glReleaseShaderCompiler();
- }
- inline void QGLFunctions::glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glRenderbufferStorage(target, internalformat, width, height);
- }
- inline void QGLFunctions::glSampleCoverage(GLclampf value, GLboolean invert)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glSampleCoverage(value, invert);
- }
- inline void QGLFunctions::glShaderBinary(GLint n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLint length)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glShaderBinary(n, shaders, binaryformat, binary, length);
- }
- inline void QGLFunctions::glShaderSource(GLuint shader, GLsizei count, const char** string, const GLint* length)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glShaderSource(shader, count, string, length);
- }
- inline void QGLFunctions::glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glStencilFuncSeparate(face, func, ref, mask);
- }
- inline void QGLFunctions::glStencilMaskSeparate(GLenum face, GLuint mask)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glStencilMaskSeparate(face, mask);
- }
- inline void QGLFunctions::glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glStencilOpSeparate(face, fail, zfail, zpass);
- }
- inline void QGLFunctions::glUniform1f(GLint location, GLfloat x)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glUniform1f(location, x);
- }
- inline void QGLFunctions::glUniform1fv(GLint location, GLsizei count, const GLfloat* v)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glUniform1fv(location, count, v);
- }
- inline void QGLFunctions::glUniform1i(GLint location, GLint x)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glUniform1i(location, x);
- }
- inline void QGLFunctions::glUniform1iv(GLint location, GLsizei count, const GLint* v)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glUniform1iv(location, count, v);
- }
- inline void QGLFunctions::glUniform2f(GLint location, GLfloat x, GLfloat y)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glUniform2f(location, x, y);
- }
- inline void QGLFunctions::glUniform2fv(GLint location, GLsizei count, const GLfloat* v)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glUniform2fv(location, count, v);
- }
- inline void QGLFunctions::glUniform2i(GLint location, GLint x, GLint y)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glUniform2i(location, x, y);
- }
- inline void QGLFunctions::glUniform2iv(GLint location, GLsizei count, const GLint* v)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glUniform2iv(location, count, v);
- }
- inline void QGLFunctions::glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glUniform3f(location, x, y, z);
- }
- inline void QGLFunctions::glUniform3fv(GLint location, GLsizei count, const GLfloat* v)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glUniform3fv(location, count, v);
- }
- inline void QGLFunctions::glUniform3i(GLint location, GLint x, GLint y, GLint z)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glUniform3i(location, x, y, z);
- }
- inline void QGLFunctions::glUniform3iv(GLint location, GLsizei count, const GLint* v)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glUniform3iv(location, count, v);
- }
- inline void QGLFunctions::glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glUniform4f(location, x, y, z, w);
- }
- inline void QGLFunctions::glUniform4fv(GLint location, GLsizei count, const GLfloat* v)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glUniform4fv(location, count, v);
- }
- inline void QGLFunctions::glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glUniform4i(location, x, y, z, w);
- }
- inline void QGLFunctions::glUniform4iv(GLint location, GLsizei count, const GLint* v)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glUniform4iv(location, count, v);
- }
- inline void QGLFunctions::glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glUniformMatrix2fv(location, count, transpose, value);
- }
- inline void QGLFunctions::glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glUniformMatrix3fv(location, count, transpose, value);
- }
- inline void QGLFunctions::glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glUniformMatrix4fv(location, count, transpose, value);
- }
- inline void QGLFunctions::glUseProgram(GLuint program)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glUseProgram(program);
- }
- inline void QGLFunctions::glValidateProgram(GLuint program)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glValidateProgram(program);
- }
- inline void QGLFunctions::glVertexAttrib1f(GLuint indx, GLfloat x)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glVertexAttrib1f(indx, x);
- }
- inline void QGLFunctions::glVertexAttrib1fv(GLuint indx, const GLfloat* values)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glVertexAttrib1fv(indx, values);
- }
- inline void QGLFunctions::glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glVertexAttrib2f(indx, x, y);
- }
- inline void QGLFunctions::glVertexAttrib2fv(GLuint indx, const GLfloat* values)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glVertexAttrib2fv(indx, values);
- }
- inline void QGLFunctions::glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glVertexAttrib3f(indx, x, y, z);
- }
- inline void QGLFunctions::glVertexAttrib3fv(GLuint indx, const GLfloat* values)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glVertexAttrib3fv(indx, values);
- }
- inline void QGLFunctions::glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glVertexAttrib4f(indx, x, y, z, w);
- }
- inline void QGLFunctions::glVertexAttrib4fv(GLuint indx, const GLfloat* values)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glVertexAttrib4fv(indx, values);
- }
- inline void QGLFunctions::glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr)
- {
- Q_ASSERT(QGLFunctions::isInitialized(d_ptr));
- d_ptr->funcs->glVertexAttribPointer(indx, size, type, normalized, stride, ptr);
- }
- #ifndef GL_ACTIVE_ATTRIBUTE_MAX_LENGTH
- #define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
- #endif
- #ifndef GL_ACTIVE_ATTRIBUTES
- #define GL_ACTIVE_ATTRIBUTES 0x8B89
- #endif
- #ifndef GL_ACTIVE_TEXTURE
- #define GL_ACTIVE_TEXTURE 0x84E0
- #endif
- #ifndef GL_ACTIVE_UNIFORM_MAX_LENGTH
- #define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
- #endif
- #ifndef GL_ACTIVE_UNIFORMS
- #define GL_ACTIVE_UNIFORMS 0x8B86
- #endif
- #ifndef GL_ALIASED_LINE_WIDTH_RANGE
- #define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
- #endif
- #ifndef GL_ALIASED_POINT_SIZE_RANGE
- #define GL_ALIASED_POINT_SIZE_RANGE 0x846D
- #endif
- #ifndef GL_ALPHA
- #define GL_ALPHA 0x1906
- #endif
- #ifndef GL_ALPHA_BITS
- #define GL_ALPHA_BITS 0x0D55
- #endif
- #ifndef GL_ALWAYS
- #define GL_ALWAYS 0x0207
- #endif
- #ifndef GL_ARRAY_BUFFER
- #define GL_ARRAY_BUFFER 0x8892
- #endif
- #ifndef GL_ARRAY_BUFFER_BINDING
- #define GL_ARRAY_BUFFER_BINDING 0x8894
- #endif
- #ifndef GL_ATTACHED_SHADERS
- #define GL_ATTACHED_SHADERS 0x8B85
- #endif
- #ifndef GL_BACK
- #define GL_BACK 0x0405
- #endif
- #ifndef GL_BLEND
- #define GL_BLEND 0x0BE2
- #endif
- #ifndef GL_BLEND_COLOR
- #define GL_BLEND_COLOR 0x8005
- #endif
- #ifndef GL_BLEND_DST_ALPHA
- #define GL_BLEND_DST_ALPHA 0x80CA
- #endif
- #ifndef GL_BLEND_DST_RGB
- #define GL_BLEND_DST_RGB 0x80C8
- #endif
- #ifndef GL_BLEND_EQUATION
- #define GL_BLEND_EQUATION 0x8009
- #endif
- #ifndef GL_BLEND_EQUATION_ALPHA
- #define GL_BLEND_EQUATION_ALPHA 0x883D
- #endif
- #ifndef GL_BLEND_EQUATION_RGB
- #define GL_BLEND_EQUATION_RGB 0x8009
- #endif
- #ifndef GL_BLEND_SRC_ALPHA
- #define GL_BLEND_SRC_ALPHA 0x80CB
- #endif
- #ifndef GL_BLEND_SRC_RGB
- #define GL_BLEND_SRC_RGB 0x80C9
- #endif
- #ifndef GL_BLUE_BITS
- #define GL_BLUE_BITS 0x0D54
- #endif
- #ifndef GL_BOOL
- #define GL_BOOL 0x8B56
- #endif
- #ifndef GL_BOOL_VEC2
- #define GL_BOOL_VEC2 0x8B57
- #endif
- #ifndef GL_BOOL_VEC3
- #define GL_BOOL_VEC3 0x8B58
- #endif
- #ifndef GL_BOOL_VEC4
- #define GL_BOOL_VEC4 0x8B59
- #endif
- #ifndef GL_BUFFER_SIZE
- #define GL_BUFFER_SIZE 0x8764
- #endif
- #ifndef GL_BUFFER_USAGE
- #define GL_BUFFER_USAGE 0x8765
- #endif
- #ifndef GL_BYTE
- #define GL_BYTE 0x1400
- #endif
- #ifndef GL_CCW
- #define GL_CCW 0x0901
- #endif
- #ifndef GL_CLAMP_TO_EDGE
- #define GL_CLAMP_TO_EDGE 0x812F
- #endif
- #ifndef GL_COLOR_ATTACHMENT0
- #define GL_COLOR_ATTACHMENT0 0x8CE0
- #endif
- #ifndef GL_COLOR_BUFFER_BIT
- #define GL_COLOR_BUFFER_BIT 0x00004000
- #endif
- #ifndef GL_COLOR_CLEAR_VALUE
- #define GL_COLOR_CLEAR_VALUE 0x0C22
- #endif
- #ifndef GL_COLOR_WRITEMASK
- #define GL_COLOR_WRITEMASK 0x0C23
- #endif
- #ifndef GL_COMPILE_STATUS
- #define GL_COMPILE_STATUS 0x8B81
- #endif
- #ifndef GL_COMPRESSED_TEXTURE_FORMATS
- #define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
- #endif
- #ifndef GL_CONSTANT_ALPHA
- #define GL_CONSTANT_ALPHA 0x8003
- #endif
- #ifndef GL_CONSTANT_COLOR
- #define GL_CONSTANT_COLOR 0x8001
- #endif
- #ifndef GL_CULL_FACE
- #define GL_CULL_FACE 0x0B44
- #endif
- #ifndef GL_CULL_FACE_MODE
- #define GL_CULL_FACE_MODE 0x0B45
- #endif
- #ifndef GL_CURRENT_PROGRAM
- #define GL_CURRENT_PROGRAM 0x8B8D
- #endif
- #ifndef GL_CURRENT_VERTEX_ATTRIB
- #define GL_CURRENT_VERTEX_ATTRIB 0x8626
- #endif
- #ifndef GL_CW
- #define GL_CW 0x0900
- #endif
- #ifndef GL_DECR
- #define GL_DECR 0x1E03
- #endif
- #ifndef GL_DECR_WRAP
- #define GL_DECR_WRAP 0x8508
- #endif
- #ifndef GL_DELETE_STATUS
- #define GL_DELETE_STATUS 0x8B80
- #endif
- #ifndef GL_DEPTH_ATTACHMENT
- #define GL_DEPTH_ATTACHMENT 0x8D00
- #endif
- #ifndef GL_DEPTH_BITS
- #define GL_DEPTH_BITS 0x0D56
- #endif
- #ifndef GL_DEPTH_BUFFER_BIT
- #define GL_DEPTH_BUFFER_BIT 0x00000100
- #endif
- #ifndef GL_DEPTH_CLEAR_VALUE
- #define GL_DEPTH_CLEAR_VALUE 0x0B73
- #endif
- #ifndef GL_DEPTH_COMPONENT
- #define GL_DEPTH_COMPONENT 0x1902
- #endif
- #ifndef GL_DEPTH_COMPONENT16
- #define GL_DEPTH_COMPONENT16 0x81A5
- #endif
- #ifndef GL_DEPTH_FUNC
- #define GL_DEPTH_FUNC 0x0B74
- #endif
- #ifndef GL_DEPTH_RANGE
- #define GL_DEPTH_RANGE 0x0B70
- #endif
- #ifndef GL_DEPTH_TEST
- #define GL_DEPTH_TEST 0x0B71
- #endif
- #ifndef GL_DEPTH_WRITEMASK
- #define GL_DEPTH_WRITEMASK 0x0B72
- #endif
- #ifndef GL_DITHER
- #define GL_DITHER 0x0BD0
- #endif
- #ifndef GL_DONT_CARE
- #define GL_DONT_CARE 0x1100
- #endif
- #ifndef GL_DST_ALPHA
- #define GL_DST_ALPHA 0x0304
- #endif
- #ifndef GL_DST_COLOR
- #define GL_DST_COLOR 0x0306
- #endif
- #ifndef GL_DYNAMIC_DRAW
- #define GL_DYNAMIC_DRAW 0x88E8
- #endif
- #ifndef GL_ELEMENT_ARRAY_BUFFER
- #define GL_ELEMENT_ARRAY_BUFFER 0x8893
- #endif
- #ifndef GL_ELEMENT_ARRAY_BUFFER_BINDING
- #define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
- #endif
- #ifndef GL_EQUAL
- #define GL_EQUAL 0x0202
- #endif
- #ifndef GL_EXTENSIONS
- #define GL_EXTENSIONS 0x1F03
- #endif
- #ifndef GL_FALSE
- #define GL_FALSE 0
- #endif
- #ifndef GL_FASTEST
- #define GL_FASTEST 0x1101
- #endif
- #ifndef GL_FIXED
- #define GL_FIXED 0x140C
- #endif
- #ifndef GL_FLOAT
- #define GL_FLOAT 0x1406
- #endif
- #ifndef GL_FLOAT_MAT2
- #define GL_FLOAT_MAT2 0x8B5A
- #endif
- #ifndef GL_FLOAT_MAT3
- #define GL_FLOAT_MAT3 0x8B5B
- #endif
- #ifndef GL_FLOAT_MAT4
- #define GL_FLOAT_MAT4 0x8B5C
- #endif
- #ifndef GL_FLOAT_VEC2
- #define GL_FLOAT_VEC2 0x8B50
- #endif
- #ifndef GL_FLOAT_VEC3
- #define GL_FLOAT_VEC3 0x8B51
- #endif
- #ifndef GL_FLOAT_VEC4
- #define GL_FLOAT_VEC4 0x8B52
- #endif
- #ifndef GL_FRAGMENT_SHADER
- #define GL_FRAGMENT_SHADER 0x8B30
- #endif
- #ifndef GL_FRAMEBUFFER
- #define GL_FRAMEBUFFER 0x8D40
- #endif
- #ifndef GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME
- #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
- #endif
- #ifndef GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
- #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
- #endif
- #ifndef GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE
- #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3
- #endif
- #ifndef GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL
- #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
- #endif
- #ifndef GL_FRAMEBUFFER_BINDING
- #define GL_FRAMEBUFFER_BINDING 0x8CA6
- #endif
- #ifndef GL_FRAMEBUFFER_COMPLETE
- #define GL_FRAMEBUFFER_COMPLETE 0x8CD5
- #endif
- #ifndef GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
- #define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
- #endif
- #ifndef GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS
- #define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
- #endif
- #ifndef GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
- #define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
- #endif
- #ifndef GL_FRAMEBUFFER_UNSUPPORTED
- #define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
- #endif
- #ifndef GL_FRONT
- #define GL_FRONT 0x0404
- #endif
- #ifndef GL_FRONT_AND_BACK
- #define GL_FRONT_AND_BACK 0x0408
- #endif
- #ifndef GL_FRONT_FACE
- #define GL_FRONT_FACE 0x0B46
- #endif
- #ifndef GL_FUNC_ADD
- #define GL_FUNC_ADD 0x8006
- #endif
- #ifndef GL_FUNC_REVERSE_SUBTRACT
- #define GL_FUNC_REVERSE_SUBTRACT 0x800B
- #endif
- #ifndef GL_FUNC_SUBTRACT
- #define GL_FUNC_SUBTRACT 0x800A
- #endif
- #ifndef GL_GENERATE_MIPMAP_HINT
- #define GL_GENERATE_MIPMAP_HINT 0x8192
- #endif
- #ifndef GL_GEQUAL
- #define GL_GEQUAL 0x0206
- #endif
- #ifndef GL_GREATER
- #define GL_GREATER 0x0204
- #endif
- #ifndef GL_GREEN_BITS
- #define GL_GREEN_BITS 0x0D53
- #endif
- #ifndef GL_HIGH_FLOAT
- #define GL_HIGH_FLOAT 0x8DF2
- #endif
- #ifndef GL_HIGH_INT
- #define GL_HIGH_INT 0x8DF5
- #endif
- #ifndef GL_IMPLEMENTATION_COLOR_READ_FORMAT
- #define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
- #endif
- #ifndef GL_IMPLEMENTATION_COLOR_READ_TYPE
- #define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
- #endif
- #ifndef GL_INCR
- #define GL_INCR 0x1E02
- #endif
- #ifndef GL_INCR_WRAP
- #define GL_INCR_WRAP 0x8507
- #endif
- #ifndef GL_INFO_LOG_LENGTH
- #define GL_INFO_LOG_LENGTH 0x8B84
- #endif
- #ifndef GL_INT
- #define GL_INT 0x1404
- #endif
- #ifndef GL_INT_VEC2
- #define GL_INT_VEC2 0x8B53
- #endif
- #ifndef GL_INT_VEC3
- #define GL_INT_VEC3 0x8B54
- #endif
- #ifndef GL_INT_VEC4
- #define GL_INT_VEC4 0x8B55
- #endif
- #ifndef GL_INVALID_ENUM
- #define GL_INVALID_ENUM 0x0500
- #endif
- #ifndef GL_INVALID_FRAMEBUFFER_OPERATION
- #define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
- #endif
- #ifndef GL_INVALID_OPERATION
- #define GL_INVALID_OPERATION 0x0502
- #endif
- #ifndef GL_INVALID_VALUE
- #define GL_INVALID_VALUE 0x0501
- #endif
- #ifndef GL_INVERT
- #define GL_INVERT 0x150A
- #endif
- #ifndef GL_KEEP
- #define GL_KEEP 0x1E00
- #endif
- #ifndef GL_LEQUAL
- #define GL_LEQUAL 0x0203
- #endif
- #ifndef GL_LESS
- #define GL_LESS 0x0201
- #endif
- #ifndef GL_LINEAR
- #define GL_LINEAR 0x2601
- #endif
- #ifndef GL_LINEAR_MIPMAP_LINEAR
- #define GL_LINEAR_MIPMAP_LINEAR 0x2703
- #endif
- #ifndef GL_LINEAR_MIPMAP_NEAREST
- #define GL_LINEAR_MIPMAP_NEAREST 0x2701
- #endif
- #ifndef GL_LINE_LOOP
- #define GL_LINE_LOOP 0x0002
- #endif
- #ifndef GL_LINES
- #define GL_LINES 0x0001
- #endif
- #ifndef GL_LINE_STRIP
- #define GL_LINE_STRIP 0x0003
- #endif
- #ifndef GL_LINE_WIDTH
- #define GL_LINE_WIDTH 0x0B21
- #endif
- #ifndef GL_LINK_STATUS
- #define GL_LINK_STATUS 0x8B82
- #endif
- #ifndef GL_LOW_FLOAT
- #define GL_LOW_FLOAT 0x8DF0
- #endif
- #ifndef GL_LOW_INT
- #define GL_LOW_INT 0x8DF3
- #endif
- #ifndef GL_LUMINANCE
- #define GL_LUMINANCE 0x1909
- #endif
- #ifndef GL_LUMINANCE_ALPHA
- #define GL_LUMINANCE_ALPHA 0x190A
- #endif
- #ifndef GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
- #define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
- #endif
- #ifndef GL_MAX_CUBE_MAP_TEXTURE_SIZE
- #define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
- #endif
- #ifndef GL_MAX_FRAGMENT_UNIFORM_VECTORS
- #define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
- #endif
- #ifndef GL_MAX_RENDERBUFFER_SIZE
- #define GL_MAX_RENDERBUFFER_SIZE 0x84E8
- #endif
- #ifndef GL_MAX_TEXTURE_IMAGE_UNITS
- #define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
- #endif
- #ifndef GL_MAX_TEXTURE_SIZE
- #define GL_MAX_TEXTURE_SIZE 0x0D33
- #endif
- #ifndef GL_MAX_VARYING_VECTORS
- #define GL_MAX_VARYING_VECTORS 0x8DFC
- #endif
- #ifndef GL_MAX_VERTEX_ATTRIBS
- #define GL_MAX_VERTEX_ATTRIBS 0x8869
- #endif
- #ifndef GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS
- #define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
- #endif
- #ifndef GL_MAX_VERTEX_UNIFORM_VECTORS
- #define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
- #endif
- #ifndef GL_MAX_VIEWPORT_DIMS
- #define GL_MAX_VIEWPORT_DIMS 0x0D3A
- #endif
- #ifndef GL_MEDIUM_FLOAT
- #define GL_MEDIUM_FLOAT 0x8DF1
- #endif
- #ifndef GL_MEDIUM_INT
- #define GL_MEDIUM_INT 0x8DF4
- #endif
- #ifndef GL_MIRRORED_REPEAT
- #define GL_MIRRORED_REPEAT 0x8370
- #endif
- #ifndef GL_NEAREST
- #define GL_NEAREST 0x2600
- #endif
- #ifndef GL_NEAREST_MIPMAP_LINEAR
- #define GL_NEAREST_MIPMAP_LINEAR 0x2702
- #endif
- #ifndef GL_NEAREST_MIPMAP_NEAREST
- #define GL_NEAREST_MIPMAP_NEAREST 0x2700
- #endif
- #ifndef GL_NEVER
- #define GL_NEVER 0x0200
- #endif
- #ifndef GL_NICEST
- #define GL_NICEST 0x1102
- #endif
- #ifndef GL_NO_ERROR
- #define GL_NO_ERROR 0
- #endif
- #ifndef GL_NONE
- #define GL_NONE 0
- #endif
- #ifndef GL_NOTEQUAL
- #define GL_NOTEQUAL 0x0205
- #endif
- #ifndef GL_NUM_COMPRESSED_TEXTURE_FORMATS
- #define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
- #endif
- #ifndef GL_NUM_SHADER_BINARY_FORMATS
- #define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
- #endif
- #ifndef GL_ONE
- #define GL_ONE 1
- #endif
- #ifndef GL_ONE_MINUS_CONSTANT_ALPHA
- #define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
- #endif
- #ifndef GL_ONE_MINUS_CONSTANT_COLOR
- #define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
- #endif
- #ifndef GL_ONE_MINUS_DST_ALPHA
- #define GL_ONE_MINUS_DST_ALPHA 0x0305
- #endif
- #ifndef GL_ONE_MINUS_DST_COLOR
- #define GL_ONE_MINUS_DST_COLOR 0x0307
- #endif
- #ifndef GL_ONE_MINUS_SRC_ALPHA
- #define GL_ONE_MINUS_SRC_ALPHA 0x0303
- #endif
- #ifndef GL_ONE_MINUS_SRC_COLOR
- #define GL_ONE_MINUS_SRC_COLOR 0x0301
- #endif
- #ifndef GL_OUT_OF_MEMORY
- #define GL_OUT_OF_MEMORY 0x0505
- #endif
- #ifndef GL_PACK_ALIGNMENT
- #define GL_PACK_ALIGNMENT 0x0D05
- #endif
- #ifndef GL_POINTS
- #define GL_POINTS 0x0000
- #endif
- #ifndef GL_POLYGON_OFFSET_FACTOR
- #define GL_POLYGON_OFFSET_FACTOR 0x8038
- #endif
- #ifndef GL_POLYGON_OFFSET_FILL
- #define GL_POLYGON_OFFSET_FILL 0x8037
- #endif
- #ifndef GL_POLYGON_OFFSET_UNITS
- #define GL_POLYGON_OFFSET_UNITS 0x2A00
- #endif
- #ifndef GL_RED_BITS
- #define GL_RED_BITS 0x0D52
- #endif
- #ifndef GL_RENDERBUFFER
- #define GL_RENDERBUFFER 0x8D41
- #endif
- #ifndef GL_RENDERBUFFER_ALPHA_SIZE
- #define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53
- #endif
- #ifndef GL_RENDERBUFFER_BINDING
- #define GL_RENDERBUFFER_BINDING 0x8CA7
- #endif
- #ifndef GL_RENDERBUFFER_BLUE_SIZE
- #define GL_RENDERBUFFER_BLUE_SIZE 0x8D52
- #endif
- #ifndef GL_RENDERBUFFER_DEPTH_SIZE
- #define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54
- #endif
- #ifndef GL_RENDERBUFFER_GREEN_SIZE
- #define GL_RENDERBUFFER_GREEN_SIZE 0x8D51
- #endif
- #ifndef GL_RENDERBUFFER_HEIGHT
- #define GL_RENDERBUFFER_HEIGHT 0x8D43
- #endif
- #ifndef GL_RENDERBUFFER_INTERNAL_FORMAT
- #define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44
- #endif
- #ifndef GL_RENDERBUFFER_RED_SIZE
- #define GL_RENDERBUFFER_RED_SIZE 0x8D50
- #endif
- #ifndef GL_RENDERBUFFER_STENCIL_SIZE
- #define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55
- #endif
- #ifndef GL_RENDERBUFFER_WIDTH
- #define GL_RENDERBUFFER_WIDTH 0x8D42
- #endif
- #ifndef GL_RENDERER
- #define GL_RENDERER 0x1F01
- #endif
- #ifndef GL_REPEAT
- #define GL_REPEAT 0x2901
- #endif
- #ifndef GL_REPLACE
- #define GL_REPLACE 0x1E01
- #endif
- #ifndef GL_RGB
- #define GL_RGB 0x1907
- #endif
- #ifndef GL_RGB565
- #define GL_RGB565 0x8D62
- #endif
- #ifndef GL_RGB5_A1
- #define GL_RGB5_A1 0x8057
- #endif
- #ifndef GL_RGBA
- #define GL_RGBA 0x1908
- #endif
- #ifndef GL_RGBA4
- #define GL_RGBA4 0x8056
- #endif
- #ifndef GL_BGRA
- #define GL_BGRA 0x80E1
- #endif
- #ifndef GL_SAMPLE_ALPHA_TO_COVERAGE
- #define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
- #endif
- #ifndef GL_SAMPLE_BUFFERS
- #define GL_SAMPLE_BUFFERS 0x80A8
- #endif
- #ifndef GL_SAMPLE_COVERAGE
- #define GL_SAMPLE_COVERAGE 0x80A0
- #endif
- #ifndef GL_SAMPLE_COVERAGE_INVERT
- #define GL_SAMPLE_COVERAGE_INVERT 0x80AB
- #endif
- #ifndef GL_SAMPLE_COVERAGE_VALUE
- #define GL_SAMPLE_COVERAGE_VALUE 0x80AA
- #endif
- #ifndef GL_SAMPLER_2D
- #define GL_SAMPLER_2D 0x8B5E
- #endif
- #ifndef GL_SAMPLER_CUBE
- #define GL_SAMPLER_CUBE 0x8B60
- #endif
- #ifndef GL_SAMPLES
- #define GL_SAMPLES 0x80A9
- #endif
- #ifndef GL_SCISSOR_BOX
- #define GL_SCISSOR_BOX 0x0C10
- #endif
- #ifndef GL_SCISSOR_TEST
- #define GL_SCISSOR_TEST 0x0C11
- #endif
- #ifndef GL_SHADER_BINARY_FORMATS
- #define GL_SHADER_BINARY_FORMATS 0x8DF8
- #endif
- #ifndef GL_SHADER_COMPILER
- #define GL_SHADER_COMPILER 0x8DFA
- #endif
- #ifndef GL_SHADER_SOURCE_LENGTH
- #define GL_SHADER_SOURCE_LENGTH 0x8B88
- #endif
- #ifndef GL_SHADER_TYPE
- #define GL_SHADER_TYPE 0x8B4F
- #endif
- #ifndef GL_SHADING_LANGUAGE_VERSION
- #define GL_SHADING_LANGUAGE_VERSION 0x8B8C
- #endif
- #ifndef GL_SHORT
- #define GL_SHORT 0x1402
- #endif
- #ifndef GL_SRC_ALPHA
- #define GL_SRC_ALPHA 0x0302
- #endif
- #ifndef GL_SRC_ALPHA_SATURATE
- #define GL_SRC_ALPHA_SATURATE 0x0308
- #endif
- #ifndef GL_SRC_COLOR
- #define GL_SRC_COLOR 0x0300
- #endif
- #ifndef GL_STATIC_DRAW
- #define GL_STATIC_DRAW 0x88E4
- #endif
- #ifndef GL_STENCIL_ATTACHMENT
- #define GL_STENCIL_ATTACHMENT 0x8D20
- #endif
- #ifndef GL_STENCIL_BACK_FAIL
- #define GL_STENCIL_BACK_FAIL 0x8801
- #endif
- #ifndef GL_STENCIL_BACK_FUNC
- #define GL_STENCIL_BACK_FUNC 0x8800
- #endif
- #ifndef GL_STENCIL_BACK_PASS_DEPTH_FAIL
- #define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
- #endif
- #ifndef GL_STENCIL_BACK_PASS_DEPTH_PASS
- #define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
- #endif
- #ifndef GL_STENCIL_BACK_REF
- #define GL_STENCIL_BACK_REF 0x8CA3
- #endif
- #ifndef GL_STENCIL_BACK_VALUE_MASK
- #define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
- #endif
- #ifndef GL_STENCIL_BACK_WRITEMASK
- #define GL_STENCIL_BACK_WRITEMASK 0x8CA5
- #endif
- #ifndef GL_STENCIL_BITS
- #define GL_STENCIL_BITS 0x0D57
- #endif
- #ifndef GL_STENCIL_BUFFER_BIT
- #define GL_STENCIL_BUFFER_BIT 0x00000400
- #endif
- #ifndef GL_STENCIL_CLEAR_VALUE
- #define GL_STENCIL_CLEAR_VALUE 0x0B91
- #endif
- #ifndef GL_STENCIL_FAIL
- #define GL_STENCIL_FAIL 0x0B94
- #endif
- #ifndef GL_STENCIL_FUNC
- #define GL_STENCIL_FUNC 0x0B92
- #endif
- #ifndef GL_STENCIL_INDEX
- #define GL_STENCIL_INDEX 0x1901
- #endif
- #ifndef GL_STENCIL_INDEX8
- #define GL_STENCIL_INDEX8 0x8D48
- #endif
- #ifndef GL_STENCIL_PASS_DEPTH_FAIL
- #define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95
- #endif
- #ifndef GL_STENCIL_PASS_DEPTH_PASS
- #define GL_STENCIL_PASS_DEPTH_PASS 0x0B96
- #endif
- #ifndef GL_STENCIL_REF
- #define GL_STENCIL_REF 0x0B97
- #endif
- #ifndef GL_STENCIL_TEST
- #define GL_STENCIL_TEST 0x0B90
- #endif
- #ifndef GL_STENCIL_VALUE_MASK
- #define GL_STENCIL_VALUE_MASK 0x0B93
- #endif
- #ifndef GL_STENCIL_WRITEMASK
- #define GL_STENCIL_WRITEMASK 0x0B98
- #endif
- #ifndef GL_STREAM_DRAW
- #define GL_STREAM_DRAW 0x88E0
- #endif
- #ifndef GL_SUBPIXEL_BITS
- #define GL_SUBPIXEL_BITS 0x0D50
- #endif
- #ifndef GL_TEXTURE0
- #define GL_TEXTURE0 0x84C0
- #endif
- #ifndef GL_TEXTURE
- #define GL_TEXTURE 0x1702
- #endif
- #ifndef GL_TEXTURE10
- #define GL_TEXTURE10 0x84CA
- #endif
- #ifndef GL_TEXTURE1
- #define GL_TEXTURE1 0x84C1
- #endif
- #ifndef GL_TEXTURE11
- #define GL_TEXTURE11 0x84CB
- #endif
- #ifndef GL_TEXTURE12
- #define GL_TEXTURE12 0x84CC
- #endif
- #ifndef GL_TEXTURE13
- #define GL_TEXTURE13 0x84CD
- #endif
- #ifndef GL_TEXTURE14
- #define GL_TEXTURE14 0x84CE
- #endif
- #ifndef GL_TEXTURE15
- #define GL_TEXTURE15 0x84CF
- #endif
- #ifndef GL_TEXTURE16
- #define GL_TEXTURE16 0x84D0
- #endif
- #ifndef GL_TEXTURE17
- #define GL_TEXTURE17 0x84D1
- #endif
- #ifndef GL_TEXTURE18
- #define GL_TEXTURE18 0x84D2
- #endif
- #ifndef GL_TEXTURE19
- #define GL_TEXTURE19 0x84D3
- #endif
- #ifndef GL_TEXTURE20
- #define GL_TEXTURE20 0x84D4
- #endif
- #ifndef GL_TEXTURE2
- #define GL_TEXTURE2 0x84C2
- #endif
- #ifndef GL_TEXTURE21
- #define GL_TEXTURE21 0x84D5
- #endif
- #ifndef GL_TEXTURE22
- #define GL_TEXTURE22 0x84D6
- #endif
- #ifndef GL_TEXTURE23
- #define GL_TEXTURE23 0x84D7
- #endif
- #ifndef GL_TEXTURE24
- #define GL_TEXTURE24 0x84D8
- #endif
- #ifndef GL_TEXTURE25
- #define GL_TEXTURE25 0x84D9
- #endif
- #ifndef GL_TEXTURE26
- #define GL_TEXTURE26 0x84DA
- #endif
- #ifndef GL_TEXTURE27
- #define GL_TEXTURE27 0x84DB
- #endif
- #ifndef GL_TEXTURE28
- #define GL_TEXTURE28 0x84DC
- #endif
- #ifndef GL_TEXTURE29
- #define GL_TEXTURE29 0x84DD
- #endif
- #ifndef GL_TEXTURE_2D
- #define GL_TEXTURE_2D 0x0DE1
- #endif
- #ifndef GL_TEXTURE30
- #define GL_TEXTURE30 0x84DE
- #endif
- #ifndef GL_TEXTURE3
- #define GL_TEXTURE3 0x84C3
- #endif
- #ifndef GL_TEXTURE31
- #define GL_TEXTURE31 0x84DF
- #endif
- #ifndef GL_TEXTURE4
- #define GL_TEXTURE4 0x84C4
- #endif
- #ifndef GL_TEXTURE5
- #define GL_TEXTURE5 0x84C5
- #endif
- #ifndef GL_TEXTURE6
- #define GL_TEXTURE6 0x84C6
- #endif
- #ifndef GL_TEXTURE7
- #define GL_TEXTURE7 0x84C7
- #endif
- #ifndef GL_TEXTURE8
- #define GL_TEXTURE8 0x84C8
- #endif
- #ifndef GL_TEXTURE9
- #define GL_TEXTURE9 0x84C9
- #endif
- #ifndef GL_TEXTURE_BINDING_2D
- #define GL_TEXTURE_BINDING_2D 0x8069
- #endif
- #ifndef GL_TEXTURE_BINDING_CUBE_MAP
- #define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
- #endif
- #ifndef GL_TEXTURE_CUBE_MAP
- #define GL_TEXTURE_CUBE_MAP 0x8513
- #endif
- #ifndef GL_TEXTURE_CUBE_MAP_NEGATIVE_X
- #define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
- #endif
- #ifndef GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
- #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
- #endif
- #ifndef GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
- #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
- #endif
- #ifndef GL_TEXTURE_CUBE_MAP_POSITIVE_X
- #define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
- #endif
- #ifndef GL_TEXTURE_CUBE_MAP_POSITIVE_Y
- #define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
- #endif
- #ifndef GL_TEXTURE_CUBE_MAP_POSITIVE_Z
- #define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
- #endif
- #ifndef GL_TEXTURE_MAG_FILTER
- #define GL_TEXTURE_MAG_FILTER 0x2800
- #endif
- #ifndef GL_TEXTURE_MIN_FILTER
- #define GL_TEXTURE_MIN_FILTER 0x2801
- #endif
- #ifndef GL_TEXTURE_WRAP_S
- #define GL_TEXTURE_WRAP_S 0x2802
- #endif
- #ifndef GL_TEXTURE_WRAP_T
- #define GL_TEXTURE_WRAP_T 0x2803
- #endif
- #ifndef GL_TRIANGLE_FAN
- #define GL_TRIANGLE_FAN 0x0006
- #endif
- #ifndef GL_TRIANGLES
- #define GL_TRIANGLES 0x0004
- #endif
- #ifndef GL_TRIANGLE_STRIP
- #define GL_TRIANGLE_STRIP 0x0005
- #endif
- #ifndef GL_TRUE
- #define GL_TRUE 1
- #endif
- #ifndef GL_UNPACK_ALIGNMENT
- #define GL_UNPACK_ALIGNMENT 0x0CF5
- #endif
- #ifndef GL_UNSIGNED_BYTE
- #define GL_UNSIGNED_BYTE 0x1401
- #endif
- #ifndef GL_UNSIGNED_INT
- #define GL_UNSIGNED_INT 0x1405
- #endif
- #ifndef GL_UNSIGNED_SHORT
- #define GL_UNSIGNED_SHORT 0x1403
- #endif
- #ifndef GL_UNSIGNED_SHORT_4_4_4_4
- #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
- #endif
- #ifndef GL_UNSIGNED_SHORT_5_5_5_1
- #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
- #endif
- #ifndef GL_UNSIGNED_SHORT_5_6_5
- #define GL_UNSIGNED_SHORT_5_6_5 0x8363
- #endif
- #ifndef GL_VALIDATE_STATUS
- #define GL_VALIDATE_STATUS 0x8B83
- #endif
- #ifndef GL_VENDOR
- #define GL_VENDOR 0x1F00
- #endif
- #ifndef GL_VERSION
- #define GL_VERSION 0x1F02
- #endif
- #ifndef GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING
- #define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
- #endif
- #ifndef GL_VERTEX_ATTRIB_ARRAY_ENABLED
- #define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
- #endif
- #ifndef GL_VERTEX_ATTRIB_ARRAY_NORMALIZED
- #define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
- #endif
- #ifndef GL_VERTEX_ATTRIB_ARRAY_POINTER
- #define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
- #endif
- #ifndef GL_VERTEX_ATTRIB_ARRAY_SIZE
- #define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
- #endif
- #ifndef GL_VERTEX_ATTRIB_ARRAY_STRIDE
- #define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
- #endif
- #ifndef GL_VERTEX_ATTRIB_ARRAY_TYPE
- #define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
- #endif
- #ifndef GL_VERTEX_SHADER
- #define GL_VERTEX_SHADER 0x8B31
- #endif
- #ifndef GL_VIEWPORT
- #define GL_VIEWPORT 0x0BA2
- #endif
- #ifndef GL_ZERO
- #define GL_ZERO 0
- #endif
- QT_END_NAMESPACE
- #endif
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