/* * Copyright (C) 2006 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #ifndef __gl_h_ #define __gl_h_ #include #include #ifdef __cplusplus extern "C" { #endif /*****************************************************************************/ typedef int8_t GLbyte; // b typedef int16_t GLshort; // s typedef int32_t GLint; // i typedef ssize_t GLsizei; // i typedef int32_t GLfixed; // x typedef int32_t GLclampx; // x typedef float GLfloat; // f typedef float GLclampf; // f typedef uint8_t GLubyte; // ub typedef uint8_t GLboolean; // ub typedef uint16_t GLushort; // us typedef uint32_t GLuint; // ui typedef unsigned int GLenum; // ui typedef unsigned int GLbitfield; // ui typedef void GLvoid; typedef intptr_t GLintptr; typedef int GLsizeiptr; typedef GLintptr GLintptrARB; typedef GLsizeiptr GLsizeiptrARB; /*****************************************************************************/ #define GL_VERSION_ES_CM_1_0 1 #define GL_VERSION_ES_CL_1_0 1 #define GL_VERSION_ES_CM_1_1 1 #define GL_VERSION_ES_CL_1_1 1 #define GL_OES_byte_coordinates 1 #define GL_OES_fixed_point 1 #define GL_OES_single_precision 1 #define GL_OES_read_format 1 #define GL_OES_compressed_paletted_texture 1 #define GL_OES_draw_texture 1 #define GL_OES_matrix_get 1 #define GL_OES_query_matrix 1 #define GL_OES_vertex_buffer_object 1 #define GL_OES_point_size_array 1 #define GL_OES_point_sprite 1 #define GL_ARB_texture_non_power_of_two 1 /*****************************************************************************/ /* OpenGL ES 1.0 names */ #define GL_FALSE 0 #define GL_TRUE 1 /* begin mode */ #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 /* clear mask */ #define GL_DEPTH_BUFFER_BIT 0x00000100 #define GL_STENCIL_BUFFER_BIT 0x00000400 #define GL_COLOR_BUFFER_BIT 0x00004000 /* enable/disable */ #define GL_FOG 0x0B60 #define GL_LIGHTING 0x0B50 #define GL_TEXTURE_2D 0x0DE1 #define GL_CULL_FACE 0x0B44 #define GL_ALPHA_TEST 0x0BC0 #define GL_BLEND 0x0BE2 #define GL_COLOR_LOGIC_OP 0x0BF2 #define GL_DITHER 0x0BD0 #define GL_STENCIL_TEST 0x0B90 #define GL_DEPTH_TEST 0x0B71 #define GL_POINT_SMOOTH 0x0B10 #define GL_LINE_SMOOTH 0x0B20 #define GL_SCISSOR_TEST 0x0C11 #define GL_COLOR_MATERIAL 0x0B57 #define GL_NORMALIZE 0x0BA1 #define GL_RESCALE_NORMAL 0x803A #define GL_POLYGON_OFFSET_FILL 0x8037 #define GL_VERTEX_ARRAY 0x8074 #define GL_NORMAL_ARRAY 0x8075 #define GL_COLOR_ARRAY 0x8076 #define GL_TEXTURE_COORD_ARRAY 0x8078 #define GL_MULTISAMPLE 0x809D #define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E #define GL_SAMPLE_ALPHA_TO_ONE 0x809F #define GL_SAMPLE_COVERAGE 0x80A0 /* gets */ #define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12 #define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22 #define GL_ALIASED_POINT_SIZE_RANGE 0x846D #define GL_ALIASED_LINE_WIDTH_RANGE 0x846E #define GL_MAX_LIGHTS 0x0D31 #define GL_MAX_CLIP_PLANES 0x0D32 #define GL_MAX_TEXTURE_SIZE 0x0D33 #define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36 #define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38 #define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39 #define GL_MAX_VIEWPORT_DIMS 0x0D3A #define GL_MAX_ELEMENTS_VERTICES 0x80E8 #define GL_MAX_ELEMENTS_INDICES 0x80E9 #define GL_MAX_TEXTURE_UNITS 0x84E2 #define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 #define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 #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 /* clip planes */ #define GL_CLIP_PLANE0 0x3000 #define GL_CLIP_PLANE1 0x3001 #define GL_CLIP_PLANE2 0x3002 #define GL_CLIP_PLANE3 0x3003 #define GL_CLIP_PLANE4 0x3004 #define GL_CLIP_PLANE5 0x3005 /* errors */ #define GL_NO_ERROR 0 #define GL_INVALID_ENUM 0x0500 #define GL_INVALID_VALUE 0x0501 #define GL_INVALID_OPERATION 0x0502 #define GL_STACK_OVERFLOW 0x0503 #define GL_STACK_UNDERFLOW 0x0504 #define GL_OUT_OF_MEMORY 0x0505 /* fog */ #define GL_EXP 0x0800 #define GL_EXP2 0x0801 #define GL_FOG_DENSITY 0x0B62 #define GL_FOG_START 0x0B63 #define GL_FOG_END 0x0B64 #define GL_FOG_MODE 0x0B65 #define GL_FOG_COLOR 0x0B66 /* culling */ #define GL_CW 0x0900 #define GL_CCW 0x0901 #define GL_FRONT 0x0404 #define GL_BACK 0x0405 #define GL_FRONT_AND_BACK 0x0408 /* hints */ #define GL_DONT_CARE 0x1100 #define GL_FASTEST 0x1101 #define GL_NICEST 0x1102 #define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50 #define GL_POINT_SMOOTH_HINT 0x0C51 #define GL_LINE_SMOOTH_HINT 0x0C52 #define GL_POLYGON_SMOOTH_HINT 0x0C53 #define GL_FOG_HINT 0x0C54 #define GL_GENERATE_MIPMAP_HINT 0x8192 /* lights */ #define GL_LIGHT_MODEL_AMBIENT 0x0B53 #define GL_LIGHT_MODEL_TWO_SIDE 0x0B52 #define GL_AMBIENT 0x1200 #define GL_DIFFUSE 0x1201 #define GL_SPECULAR 0x1202 #define GL_POSITION 0x1203 #define GL_SPOT_DIRECTION 0x1204 #define GL_SPOT_EXPONENT 0x1205 #define GL_SPOT_CUTOFF 0x1206 #define GL_CONSTANT_ATTENUATION 0x1207 #define GL_LINEAR_ATTENUATION 0x1208 #define GL_QUADRATIC_ATTENUATION 0x1209 #define GL_LIGHT0 0x4000 #define GL_LIGHT1 0x4001 #define GL_LIGHT2 0x4002 #define GL_LIGHT3 0x4003 #define GL_LIGHT4 0x4004 #define GL_LIGHT5 0x4005 #define GL_LIGHT6 0x4006 #define GL_LIGHT7 0x4007 /* material */ #define GL_EMISSION 0x1600 #define GL_SHININESS 0x1601 #define GL_AMBIENT_AND_DIFFUSE 0x1602 /* matrix */ #define GL_MODELVIEW 0x1700 #define GL_PROJECTION 0x1701 #define GL_TEXTURE 0x1702 /* types */ #define GL_BYTE 0x1400 #define GL_UNSIGNED_BYTE 0x1401 #define GL_SHORT 0x1402 #define GL_UNSIGNED_SHORT 0x1403 #define GL_FLOAT 0x1406 #define GL_FIXED 0x140C /* pixel formats */ #define GL_ALPHA 0x1906 #define GL_RGB 0x1907 #define GL_RGBA 0x1908 #define GL_LUMINANCE 0x1909 #define GL_LUMINANCE_ALPHA 0x190A /* pixel store */ #define GL_UNPACK_ALIGNMENT 0x0CF5 #define GL_PACK_ALIGNMENT 0x0D05 /* pixel types */ #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 /* logic op */ #define GL_CLEAR 0x1500 // 0 #define GL_AND 0x1501 // s & d #define GL_AND_REVERSE 0x1502 // s & ~d #define GL_COPY 0x1503 // s #define GL_AND_INVERTED 0x1504 // ~s & d #define GL_NOOP 0x1505 // d #define GL_XOR 0x1506 // s ^ d #define GL_OR 0x1507 // s | d #define GL_NOR 0x1508 // ~(s | d) #define GL_EQUIV 0x1509 // ~(s ^ d) #define GL_INVERT 0x150A // ~d #define GL_OR_REVERSE 0x150B // s | ~d #define GL_COPY_INVERTED 0x150C // ~s #define GL_OR_INVERTED 0x150D // ~s | d #define GL_NAND 0x150E // ~(s & d) #define GL_SET 0x150F // 1 /* shade model */ #define GL_FLAT 0x1D00 #define GL_SMOOTH 0x1D01 /* strings */ #define GL_VENDOR 0x1F00 #define GL_RENDERER 0x1F01 #define GL_VERSION 0x1F02 #define GL_EXTENSIONS 0x1F03 /* stencil */ #define GL_KEEP 0x1E00 #define GL_REPLACE 0x1E01 #define GL_INCR 0x1E02 #define GL_DECR 0x1E03 /* alpha & stencil */ #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 /* blending equation & function */ #define GL_ZERO 0 // SD #define GL_ONE 1 // SD #define GL_SRC_COLOR 0x0300 // D #define GL_ONE_MINUS_SRC_COLOR 0x0301 // D #define GL_SRC_ALPHA 0x0302 // SD #define GL_ONE_MINUS_SRC_ALPHA 0x0303 // SD #define GL_DST_ALPHA 0x0304 // SD #define GL_ONE_MINUS_DST_ALPHA 0x0305 // SD #define GL_DST_COLOR 0x0306 // S #define GL_ONE_MINUS_DST_COLOR 0x0307 // S #define GL_SRC_ALPHA_SATURATE 0x0308 // S /* Texture parameter name */ #define GL_TEXTURE_MIN_FILTER 0x2801 #define GL_TEXTURE_MAG_FILTER 0x2800 #define GL_TEXTURE_WRAP_S 0x2802 #define GL_TEXTURE_WRAP_T 0x2803 #define GL_GENERATE_MIPMAP 0x8191 #define GL_TEXTURE_CROP_RECT_OES 0x8B9D /* Texture Filter */ #define GL_NEAREST 0x2600 #define GL_LINEAR 0x2601 #define GL_NEAREST_MIPMAP_NEAREST 0x2700 #define GL_LINEAR_MIPMAP_NEAREST 0x2701 #define GL_NEAREST_MIPMAP_LINEAR 0x2702 #define GL_LINEAR_MIPMAP_LINEAR 0x2703 /* Texture Wrap Mode */ #define GL_CLAMP 0x2900 #define GL_REPEAT 0x2901 #define GL_CLAMP_TO_EDGE 0x812F /* Texture Env Mode */ #define GL_REPLACE 0x1E01 #define GL_MODULATE 0x2100 #define GL_DECAL 0x2101 #define GL_ADD 0x0104 /* Texture Env Parameter */ #define GL_TEXTURE_ENV_MODE 0x2200 #define GL_TEXTURE_ENV_COLOR 0x2201 /* Texture Env Target */ #define GL_TEXTURE_ENV 0x2300 /* TMUs */ #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 /*****************************************************************************/ /* OpenGL ES 1.1 additions */ #define GL_ARRAY_BUFFER 0x8892 #define GL_ELEMENT_ARRAY_BUFFER 0x8893 #define GL_STATIC_DRAW 0x88E4 #define GL_DYNAMIC_DRAW 0x88E8 #define GL_BUFFER_SIZE 0x8764 #define GL_BUFFER_USAGE 0x8765 #define GL_ARRAY_BUFFER_BINDING 0x8894 #define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 #define GL_VERTEX_ARRAY_BUFFER_BINDING 0x8896 #define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897 #define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898 #define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A /*****************************************************************************/ /* Required extensions */ #define GL_PALETTE4_RGB8_OES 0x8B90 #define GL_PALETTE4_RGBA8_OES 0x8B91 #define GL_PALETTE4_R5_G6_B5_OES 0x8B92 #define GL_PALETTE4_RGBA4_OES 0x8B93 #define GL_PALETTE4_RGB5_A1_OES 0x8B94 #define GL_PALETTE8_RGB8_OES 0x8B95 #define GL_PALETTE8_RGBA8_OES 0x8B96 #define GL_PALETTE8_R5_G6_B5_OES 0x8B97 #define GL_PALETTE8_RGBA4_OES 0x8B98 #define GL_PALETTE8_RGB5_A1_OES 0x8B99 #define GL_IMPLEMENTATION_COLOR_READ_TYPE_OES 0x8B9A #define GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES 0x8B9B #define GL_POINT_SPRITE_OES 0x8861 #define GL_COORD_REPLACE_OES 0x8862 #define GL_POINT_SIZE_ARRAY_OES 0x8B9C #define GL_POINT_SIZE_ARRAY_TYPE_OES 0x898A #define GL_POINT_SIZE_ARRAY_STRIDE_OES 0x898B #define GL_POINT_SIZE_ARRAY_POINTER_OES 0x898C #define GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES 0x8B9F /*****************************************************************************/ /* Extensions */ #define GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES 0x898D #define GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES 0x898E #define GL_TEXTURE_MATRIX_FLOAT_AS_INT_BITS_OES 0x898F #define GL_DIRECT_TEXTURE_2D_QUALCOMM 0x7E80 /*****************************************************************************/ /* OpenGL ES 1.0 functions */ void glActiveTexture(GLenum texture); void glAlphaFunc(GLenum func, GLclampf ref); void glAlphaFuncx(GLenum func, GLclampx ref); void glBindTexture(GLenum target, GLuint texture); void glBlendFunc(GLenum sfactor, GLenum dfactor); void glClear(GLbitfield mask); void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void glClearColorx(GLclampx red, GLclampx green, GLclampx blue, GLclampx alpha); void glClearDepthf(GLclampf depth); void glClearDepthx(GLclampx depth); void glClearStencil(GLint s); void glClientActiveTexture(GLenum texture); void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); void glColor4x(GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); void glColorMask(GLboolean r, GLboolean g, GLboolean b, GLboolean a); void glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr); void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data); void glCompressedTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *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); void glCullFace(GLenum mode); void glDeleteTextures(GLsizei n, const GLuint *textures); void glDepthFunc(GLenum func); void glDepthMask(GLboolean flag); void glDepthRangef(GLclampf zNear, GLclampf zFar); void glDepthRangex(GLclampx zNear, GLclampx zFar); void glDisable(GLenum cap); void glDisableClientState(GLenum array); void glDrawArrays(GLenum mode, GLint first, GLsizei count); void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices); void glEnable(GLenum cap); void glEnableClientState(GLenum array); void glFinish(void); void glFlush(void); void glFogf(GLenum pname, GLfloat param); void glFogfv(GLenum pname, const GLfloat *params); void glFogx(GLenum pname, GLfixed param); void glFogxv(GLenum pname, const GLfixed *params); void glFrontFace(GLenum mode); void glFrustumf(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar); void glFrustumx(GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar); void glGenTextures(GLsizei n, GLuint *textures); GLenum glGetError(void); void glGetIntegerv(GLenum pname, GLint *params); const GLubyte * glGetString(GLenum name); void glHint(GLenum target, GLenum mode); void glLightModelf(GLenum pname, GLfloat param); void glLightModelfv(GLenum pname, const GLfloat *params); void glLightModelx(GLenum pname, GLfixed param); void glLightModelxv(GLenum pname, const GLfixed *params); void glLightf(GLenum light, GLenum pname, GLfloat param); void glLightfv(GLenum light, GLenum pname, const GLfloat *params); void glLightx(GLenum light, GLenum pname, GLfixed param); void glLightxv(GLenum light, GLenum pname, const GLfixed *params); void glLineWidth(GLfloat width); void glLineWidthx(GLfixed width); void glLoadIdentity(void); void glLoadMatrixf(const GLfloat *m); void glLoadMatrixx(const GLfixed *m); void glLogicOp(GLenum opcode); void glMaterialf(GLenum face, GLenum pname, GLfloat param); void glMaterialfv(GLenum face, GLenum pname, const GLfloat *params); void glMaterialx(GLenum face, GLenum pname, GLfixed param); void glMaterialxv(GLenum face, GLenum pname, const GLfixed *params); void glMatrixMode(GLenum mode); void glMultMatrixf(const GLfloat *m); void glMultMatrixx(const GLfixed *m); void glMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); void glMultiTexCoord4x(GLenum target, GLfixed s, GLfixed t, GLfixed r, GLfixed q); void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz); void glNormal3x(GLfixed nx, GLfixed ny, GLfixed nz); void glNormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer); void glOrthof( GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar); void glOrthox( GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar); void glPixelStorei(GLenum pname, GLint param); void glPointSize(GLfloat size); void glPointSizex(GLfixed size); void glPolygonOffset(GLfloat factor, GLfloat units); void glPolygonOffsetx(GLfixed factor, GLfixed units); void glPopMatrix(void); void glPushMatrix(void); void glReadPixels( GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels); void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z); void glRotatex(GLfixed angle, GLfixed x, GLfixed y, GLfixed z); void glSampleCoverage(GLclampf value, GLboolean invert); void glSampleCoveragex(GLclampx value, GLboolean invert); void glScalef(GLfloat x, GLfloat y, GLfloat z); void glScalex(GLfixed x, GLfixed y, GLfixed z); void glScissor(GLint x, GLint y, GLsizei width, GLsizei height); void glShadeModel(GLenum mode); void glStencilFunc(GLenum func, GLint ref, GLuint mask); void glStencilMask(GLuint mask); void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass); void glTexCoordPointer( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); void glTexEnvf(GLenum target, GLenum pname, GLfloat param); void glTexEnvfv(GLenum target, GLenum pname, const GLfloat *params); void glTexEnvx(GLenum target, GLenum pname, GLfixed param); void glTexEnvxv(GLenum target, GLenum pname, const GLfixed *params); void glTexImage2D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels); void glTexParameterf(GLenum target, GLenum pname, GLfloat param); void glTexParameterx(GLenum target, GLenum pname, GLfixed param); void glTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels); void glTranslatef(GLfloat x, GLfloat y, GLfloat z); void glTranslatex(GLfixed x, GLfixed y, GLfixed z); void glVertexPointer( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); void glViewport(GLint x, GLint y, GLsizei width, GLsizei height); /*****************************************************************************/ /* OpenGL ES 1.1 functions */ void glClipPlanef(GLenum plane, const GLfloat* equation); void glClipPlanex(GLenum plane, const GLfixed* equation); void glBindBuffer(GLenum target, GLuint buffer); void glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage); void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data); void glDeleteBuffers(GLsizei n, const GLuint* buffers); void glGenBuffers(GLsizei n, GLuint* buffers); void glGetBooleanv(GLenum pname, GLboolean *params); void glGetFixedv(GLenum pname, GLfixed *params); void glGetFloatv(GLenum pname, GLfloat *params); void glGetPointerv(GLenum pname, void **params); void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params); void glGetClipPlanef(GLenum pname, GLfloat eqn[4]); void glGetClipPlanex(GLenum pname, GLfixed eqn[4]); void glGetLightxv(GLenum light, GLenum pname, GLfixed *params); void glGetLightfv(GLenum light, GLenum pname, GLfloat *params); void glGetMaterialxv(GLenum face, GLenum pname, GLfixed *params); void glGetMaterialfv(GLenum face, GLenum pname, GLfloat *params); void glGetTexEnvfv(GLenum env, GLenum pname, GLfloat *params); void glGetTexEnviv(GLenum env, GLenum pname, GLint *params); void glGetTexEnvxv(GLenum env, GLenum pname, GLfixed *params); void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params); void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params); void glGetTexParameterxv(GLenum target, GLenum pname, GLfixed *params); GLboolean glIsBuffer(GLuint buffer); GLboolean glIsEnabled(GLenum cap); GLboolean glIsTexture(GLuint texture); void glPointParameterf(GLenum pname, GLfloat param); void glPointParameterfv(GLenum pname, const GLfloat *params); void glPointParameterx(GLenum pname, GLfixed param); void glPointParameterxv(GLenum pname, const GLfixed *params); void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha); void glTexEnvi(GLenum target, GLenum pname, GLint param); void glTexEnviv(GLenum target, GLenum pname, const GLint *params); void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params); void glTexParameteriv(GLenum target, GLenum pname, const GLint *params); void glTexParameteri(GLenum target, GLenum pname, GLint param); void glTexParameterxv(GLenum target, GLenum pname, const GLfixed *params); /*****************************************************************************/ /* Required extensions functions */ void glPointSizePointerOES(GLenum type, GLsizei stride, const GLvoid *pointer); /*****************************************************************************/ /* Extensions functions */ void glDrawTexsOES(GLshort x , GLshort y, GLshort z, GLshort w, GLshort h); void glDrawTexiOES(GLint x, GLint y, GLint z, GLint w, GLint h); void glDrawTexfOES(GLfloat x, GLfloat y, GLfloat z, GLfloat w, GLfloat h); void glDrawTexxOES(GLfixed x, GLfixed y, GLfixed z, GLfixed w, GLfixed h); void glDrawTexsvOES(const GLshort* coords); void glDrawTexivOES(const GLint* coords); void glDrawTexfvOES(const GLfloat* coords); void glDrawTexxvOES(const GLfixed* coords); GLbitfield glQueryMatrixxOES(GLfixed* mantissa, GLint* exponent); /* called by dalvik */ void glColorPointerBounds(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr, GLsizei count); void glNormalPointerBounds(GLenum type, GLsizei stride, const GLvoid *pointer, GLsizei count); void glTexCoordPointerBounds(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer, GLsizei count); void glVertexPointerBounds(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer, GLsizei count); #ifdef __cplusplus } #endif #endif /* __gl_h_ */