ClanLib  2.3.7
opengl1_defines.h
Go to the documentation of this file.
1 /*
2 ** ClanLib SDK
3 ** Copyright (c) 1997-2011 The ClanLib Team
4 **
5 ** This software is provided 'as-is', without any express or implied
6 ** warranty. In no event will the authors be held liable for any damages
7 ** arising from the use of this software.
8 **
9 ** Permission is granted to anyone to use this software for any purpose,
10 ** including commercial applications, and to alter it and redistribute it
11 ** freely, subject to the following restrictions:
12 **
13 ** 1. The origin of this software must not be misrepresented; you must not
14 ** claim that you wrote the original software. If you use this software
15 ** in a product, an acknowledgment in the product documentation would be
16 ** appreciated but is not required.
17 ** 2. Altered source versions must be plainly marked as such, and must not be
18 ** misrepresented as being the original software.
19 ** 3. This notice may not be removed or altered from any source distribution.
20 **
21 ** Note: Some of the libraries ClanLib may link to may have additional
22 ** requirements or restrictions.
23 **
24 ** File Author(s):
25 **
26 ** Magnus Norddahl
27 */
28 
31 
32 #pragma once
33 #include "api_gl1.h"
34 
35 #include "../Core/System/cl_platform.h"
36 
37 #ifdef __APPLE__
38 #include <OpenGLES/ES2/gl.h>
39 #include <OpenGLES/ES2/glext.h>
40 #else
41 #include <GL/gl.h>
42 #endif
43 
44 #ifndef CL_DISPLAYDEFINES_DEFINES
45 #define CL_DISPLAYDEFINES_DEFINES
46 
47 #include <cstddef>
48 
49 #ifndef __APPLE__
50 // Win32 and linux
51 typedef unsigned int GLenum;
52 typedef unsigned char GLboolean;
53 typedef unsigned int GLbitfield;
54 typedef signed char GLbyte;
55 typedef short GLshort;
56 typedef int GLint;
57 typedef int GLsizei;
58 typedef unsigned char GLubyte;
59 typedef unsigned short GLushort;
60 typedef unsigned int GLuint;
61 typedef float GLfloat;
62 typedef float GLclampf;
63 typedef double GLdouble;
64 typedef double GLclampd;
65 typedef void GLvoid;
66 typedef char GLchar;
67 typedef ptrdiff_t GLintptr;
68 typedef ptrdiff_t GLsizeiptr;
69 
70 #else
71 typedef unsigned long GLenum;
72 typedef unsigned char GLboolean;
73 typedef unsigned long GLbitfield;
74 typedef signed char GLbyte;
75 typedef short GLshort;
76 typedef long GLint;
77 typedef long GLsizei;
78 typedef unsigned char GLubyte;
79 typedef unsigned short GLushort;
80 typedef unsigned long GLuint;
81 typedef float GLfloat;
82 typedef float GLclampf;
83 typedef double GLdouble;
84 typedef double GLclampd;
85 typedef void GLvoid;
86 typedef char GLchar;
87 typedef ptrdiff_t GLintptr;
88 typedef ptrdiff_t GLsizeiptr;
89 #endif
90 
95 {
96  // AccumOp:
97 #ifndef GL_ACCUM
98  GL_ACCUM = 0x0100,
99  GL_LOAD = 0x0101,
100  GL_RETURN = 0x0102,
101  GL_MULT = 0x0103,
102  GL_ADD = 0x0104,
103 #endif
104  // AlphaFunction:
105 
106 #ifndef GL_NEVER
107  GL_NEVER = 0x0200,
108  GL_LESS = 0x0201,
109  GL_EQUAL = 0x0202,
110  GL_LEQUAL = 0x0203,
111  GL_GREATER = 0x0204,
112  GL_NOTEQUAL = 0x0205,
113  GL_GEQUAL = 0x0206,
114  GL_ALWAYS = 0x0207,
115 #endif
116  // AttribMask:
117 
118 #ifndef GL_CURRENT_BIT
119  GL_CURRENT_BIT = 0x00000001,
120  GL_POINT_BIT = 0x00000002,
121  GL_LINE_BIT = 0x00000004,
122  GL_POLYGON_BIT = 0x00000008,
124  GL_PIXEL_MODE_BIT = 0x00000020,
125  GL_LIGHTING_BIT = 0x00000040,
126  GL_FOG_BIT = 0x00000080,
127  GL_DEPTH_BUFFER_BIT = 0x00000100,
128  GL_ACCUM_BUFFER_BIT = 0x00000200,
129  GL_STENCIL_BUFFER_BIT = 0x00000400,
130  GL_VIEWPORT_BIT = 0x00000800,
131  GL_TRANSFORM_BIT = 0x00001000,
132  GL_ENABLE_BIT = 0x00002000,
133  GL_COLOR_BUFFER_BIT = 0x00004000,
134  GL_HINT_BIT = 0x00008000,
135  GL_EVAL_BIT = 0x00010000,
136  GL_LIST_BIT = 0x00020000,
137  GL_TEXTURE_BIT = 0x00040000,
138  GL_SCISSOR_BIT = 0x00080000,
139  GL_ALL_ATTRIB_BITS = 0x000fffff,
140 #endif
141  // BeginMode:
142 #ifndef GL_POINTS
143  GL_POINTS = 0x0000,
144  GL_LINES = 0x0001,
145  GL_LINE_LOOP = 0x0002,
146  GL_LINE_STRIP = 0x0003,
147  GL_TRIANGLES = 0x0004,
149  GL_TRIANGLE_FAN = 0x0006,
150  GL_QUADS = 0x0007,
151  GL_QUAD_STRIP = 0x0008,
152  GL_POLYGON = 0x0009,
153 #endif
154  // BlendEquationMode:
155 
156 #ifndef GL_LOGIC_OP
157  GL_LOGIC_OP = 0x0BF1,
158 #endif
159  // BlendingFactorDest:
160 
161 #ifndef GL_ZERO
162  GL_ZERO = 0,
163  GL_ONE = 1,
164  GL_SRC_COLOR = 0x0300,
166  GL_SRC_ALPHA = 0x0302,
168  GL_DST_ALPHA = 0x0304,
170 #endif
171  // BlendingFactorSrc:
172 
173 #ifndef GL_DST_COLOR
174  GL_DST_COLOR = 0x0306,
177 #endif
178  // Boolean:
179 
180 #ifndef GL_TRUE
181  GL_TRUE = 1,
182  GL_FALSE = 0,
183 #endif
184  // ClipPlaneName:
185 
186 #ifndef GL_CLIP_PLANE0
187  GL_CLIP_PLANE0 = 0x3000,
188  GL_CLIP_PLANE1 = 0x3001,
189  GL_CLIP_PLANE2 = 0x3002,
190  GL_CLIP_PLANE3 = 0x3003,
191  GL_CLIP_PLANE4 = 0x3004,
192  GL_CLIP_PLANE5 = 0x3005,
193 #endif
194  // DataType:
195 
196 #ifndef GL_BYTE
197  GL_BYTE = 0x1400,
199  GL_SHORT = 0x1402,
201  GL_INT = 0x1404,
202  GL_UNSIGNED_INT = 0x1405,
203  GL_FLOAT = 0x1406,
204  GL_2_BYTES = 0x1407,
205  GL_3_BYTES = 0x1408,
206  GL_4_BYTES = 0x1409,
207  GL_DOUBLE = 0x140A,
208 #endif
209  // DrawBufferMode:
210 
211 #ifndef GL_NONE
212  GL_NONE = 0,
213  GL_FRONT_LEFT = 0x0400,
214  GL_FRONT_RIGHT = 0x0401,
215  GL_BACK_LEFT = 0x0402,
216  GL_BACK_RIGHT = 0x0403,
217  GL_FRONT = 0x0404,
218  GL_BACK = 0x0405,
219  GL_LEFT = 0x0406,
220  GL_RIGHT = 0x0407,
222  GL_AUX0 = 0x0409,
223  GL_AUX1 = 0x040A,
224  GL_AUX2 = 0x040B,
225  GL_AUX3 = 0x040C,
226 #endif
227  // ErrorCode:
228 
229 #ifndef GL_NO_ERROR
231  GL_INVALID_ENUM = 0x0500,
237  // GL_TABLE_TOO_LARGE
238 #endif
239 
240  // FeedBackMode:
241 #ifndef GL_2D
242  GL_2D = 0x0600,
243  GL_3D = 0x0601,
244  GL_3D_COLOR = 0x0602,
247 #endif
248  // FeedBackToken:
249 
250 #ifndef GL_PASS_THROUGH_TOKEN
252  GL_POINT_TOKEN = 0x0701,
253  GL_LINE_TOKEN = 0x0702,
255  GL_BITMAP_TOKEN = 0x0704,
259 #endif
260  // FogMode:
261 
262  // GL_LINEAR
263 #ifndef GL_EXP
264  GL_EXP = 0x0800,
265  GL_EXP2 = 0x0801,
266 #endif
267  // FrontFaceDirection:
268 
269 #ifndef GL_CW
270  GL_CW = 0x0900,
271  GL_CCW = 0x0901,
272 #endif
273  // GetMapTarget:
274 
275 #ifndef GL_COEFF
276  GL_COEFF = 0x0A00,
277  GL_ORDER = 0x0A01,
278  GL_DOMAIN = 0x0A02,
279 #endif
280  // GetTarget:
281 
282 #ifndef GL_CURRENT_COLOR
293  GL_POINT_SMOOTH = 0x0B10,
294  GL_POINT_SIZE = 0x0B11,
297  GL_LINE_SMOOTH = 0x0B20,
298  GL_LINE_WIDTH = 0x0B21,
301  GL_LINE_STIPPLE = 0x0B24,
304  GL_LIST_MODE = 0x0B30,
306  GL_LIST_BASE = 0x0B32,
307  GL_LIST_INDEX = 0x0B33,
308  GL_POLYGON_MODE = 0x0B40,
311  GL_EDGE_FLAG = 0x0B43,
312  GL_CULL_FACE = 0x0B44,
314  GL_FRONT_FACE = 0x0B46,
315  GL_LIGHTING = 0x0B50,
319  GL_SHADE_MODEL = 0x0B54,
323  GL_FOG = 0x0B60,
324  GL_FOG_INDEX = 0x0B61,
325  GL_FOG_DENSITY = 0x0B62,
326  GL_FOG_START = 0x0B63,
327  GL_FOG_END = 0x0B64,
328  GL_FOG_MODE = 0x0B65,
329  GL_FOG_COLOR = 0x0B66,
330  GL_DEPTH_RANGE = 0x0B70,
331  GL_DEPTH_TEST = 0x0B71,
334  GL_DEPTH_FUNC = 0x0B74,
336  GL_STENCIL_TEST = 0x0B90,
338  GL_STENCIL_FUNC = 0x0B92,
340  GL_STENCIL_FAIL = 0x0B94,
343  GL_STENCIL_REF = 0x0B97,
345  GL_MATRIX_MODE = 0x0BA0,
346  GL_NORMALIZE = 0x0BA1,
347  GL_VIEWPORT = 0x0BA2,
356  GL_ALPHA_TEST = 0x0BC0,
359  GL_DITHER = 0x0BD0,
360  GL_BLEND_DST = 0x0BE0,
361  GL_BLEND_SRC = 0x0BE1,
362  GL_BLEND = 0x0BE2,
366  GL_AUX_BUFFERS = 0x0C00,
367  GL_DRAW_BUFFER = 0x0C01,
368  GL_READ_BUFFER = 0x0C02,
369  GL_SCISSOR_BOX = 0x0C10,
370  GL_SCISSOR_TEST = 0x0C11,
375  GL_INDEX_MODE = 0x0C30,
376  GL_RGBA_MODE = 0x0C31,
377  GL_DOUBLEBUFFER = 0x0C32,
378  GL_STEREO = 0x0C33,
379  GL_RENDER_MODE = 0x0C40,
384  GL_FOG_HINT = 0x0C54,
421  GL_MAP_COLOR = 0x0D10,
422  GL_MAP_STENCIL = 0x0D11,
423  GL_INDEX_SHIFT = 0x0D12,
424  GL_INDEX_OFFSET = 0x0D13,
425  GL_RED_SCALE = 0x0D14,
426  GL_RED_BIAS = 0x0D15,
427  GL_ZOOM_X = 0x0D16,
428  GL_ZOOM_Y = 0x0D17,
429  GL_GREEN_SCALE = 0x0D18,
430  GL_GREEN_BIAS = 0x0D19,
431  GL_BLUE_SCALE = 0x0D1A,
432  GL_BLUE_BIAS = 0x0D1B,
433  GL_ALPHA_SCALE = 0x0D1C,
434  GL_ALPHA_BIAS = 0x0D1D,
435  GL_DEPTH_SCALE = 0x0D1E,
436  GL_DEPTH_BIAS = 0x0D1F,
438  GL_MAX_LIGHTS = 0x0D31,
450  GL_INDEX_BITS = 0x0D51,
451  GL_RED_BITS = 0x0D52,
452  GL_GREEN_BITS = 0x0D53,
453  GL_BLUE_BITS = 0x0D54,
454  GL_ALPHA_BITS = 0x0D55,
455  GL_DEPTH_BITS = 0x0D56,
456  GL_STENCIL_BITS = 0x0D57,
462  GL_AUTO_NORMAL = 0x0D80,
463  GL_MAP1_COLOR_4 = 0x0D90,
464  GL_MAP1_INDEX = 0x0D91,
465  GL_MAP1_NORMAL = 0x0D92,
472  GL_MAP2_COLOR_4 = 0x0DB0,
473  GL_MAP2_INDEX = 0x0DB1,
474  GL_MAP2_NORMAL = 0x0DB2,
485  GL_TEXTURE_1D = 0x0DE0,
486  GL_TEXTURE_2D = 0x0DE1,
492 #endif
493  // GetTextureParameter:
494 
495 #ifndef GL_TEXTURE_WIDTH
501 #endif
502 
503  // HintMode:
504 
505 #ifndef GL_DONT_CARE
506  GL_DONT_CARE = 0x1100,
507  GL_FASTEST = 0x1101,
508  GL_NICEST = 0x1102,
509 #endif
510  // LightName:
511 
512 #ifndef GL_LIGHT0
513  GL_LIGHT0 = 0x4000,
514  GL_LIGHT1 = 0x4001,
515  GL_LIGHT2 = 0x4002,
516  GL_LIGHT3 = 0x4003,
517  GL_LIGHT4 = 0x4004,
518  GL_LIGHT5 = 0x4005,
519  GL_LIGHT6 = 0x4006,
520  GL_LIGHT7 = 0x4007,
521 #endif
522  // LightParameter:
523 
524 #ifndef GL_AMBIENT
525  GL_AMBIENT = 0x1200,
526  GL_DIFFUSE = 0x1201,
527  GL_SPECULAR = 0x1202,
528  GL_POSITION = 0x1203,
531  GL_SPOT_CUTOFF = 0x1206,
535 #endif
536  // ListMode:
537 
538 #ifndef GL_COMPILE
539  GL_COMPILE = 0x1300,
541 #endif
542  // LogicOp:
543 
544 #ifndef GL_CLEAR
545  GL_CLEAR = 0x1500,
546  GL_AND = 0x1501,
547  GL_AND_REVERSE = 0x1502,
548  GL_COPY = 0x1503,
549  GL_AND_INVERTED = 0x1504,
550  GL_NOOP = 0x1505,
551  GL_XOR = 0x1506,
552  GL_OR = 0x1507,
553  GL_NOR = 0x1508,
554  GL_EQUIV = 0x1509,
555  GL_INVERT = 0x150A,
556  GL_OR_REVERSE = 0x150B,
558  GL_OR_INVERTED = 0x150D,
559  GL_NAND = 0x150E,
560  GL_SET = 0x150F,
561 #endif
562  // MaterialParameter:
563 
564 #ifndef GL_EMISSION
565  GL_EMISSION = 0x1600,
566  GL_SHININESS = 0x1601,
569 #endif
570  // MatrixMode:
571 
572 #ifndef GL_MODELVIEW
573  GL_MODELVIEW = 0x1700,
574  GL_PROJECTION = 0x1701,
575  GL_TEXTURE = 0x1702,
576 #endif
577 
578  // PixelCopyType:
579 
580 #ifndef GL_COLOR
581  GL_COLOR = 0x1800,
582  GL_DEPTH = 0x1801,
583  GL_STENCIL = 0x1802,
584 #endif
585  // PixelFormat:
586 
587 #ifndef GL_COLOR_INDEX
588  GL_COLOR_INDEX = 0x1900,
591  GL_RED = 0x1903,
592  GL_GREEN = 0x1904,
593  GL_BLUE = 0x1905,
594  GL_ALPHA = 0x1906,
595  GL_RGB = 0x1907,
596  GL_RGBA = 0x1908,
597  GL_LUMINANCE = 0x1909,
599 #endif
600  // PixelType:
601 
602 #ifndef GL_BITMAP
603  GL_BITMAP = 0x1A00,
604 #endif
605  // PolygonMode:
606 
607 #ifndef GL_POINT
608  GL_POINT = 0x1B00,
609  GL_LINE = 0x1B01,
610  GL_FILL = 0x1B02,
611 #endif
612  // RenderingMode:
613 
614 #ifndef GL_RENDER
615  GL_RENDER = 0x1C00,
616  GL_FEEDBACK = 0x1C01,
617  GL_SELECT = 0x1C02,
618 #endif
619  // ShadingModel:
620 
621 #ifndef GL_FLAT
622  GL_FLAT = 0x1D00,
623  GL_SMOOTH = 0x1D01,
624 #endif
625  // StencilOp:
626 
627  // GL_ZERO
628 #ifndef GL_KEEP
629  GL_KEEP = 0x1E00,
630  GL_REPLACE = 0x1E01,
631  GL_INCR = 0x1E02,
632  GL_DECR = 0x1E03,
633 #endif
634  // GL_INVERT
635 
636  // StringName:
637 
638 #ifndef GL_VENDOR
639  GL_VENDOR = 0x1F00,
640  GL_RENDERER = 0x1F01,
641  GL_VERSION = 0x1F02,
642  GL_EXTENSIONS = 0x1F03,
643 #endif
644  // TextureCoordName:
645 #ifndef GL_S
646  GL_S = 0x2000,
647  GL_T = 0x2001,
648  GL_R = 0x2002,
649  GL_Q = 0x2003,
650 #endif
651  // TextureEnvMode:
652 #ifndef GL_MODULATE
653  GL_MODULATE = 0x2100,
654  GL_DECAL = 0x2101,
655  // GL_BLEND
656  // GL_REPLACE
657 #endif
658 
659  // TextureEnvParameter:
660 
661 #ifndef GL_TEXTURE_ENV_MODE
664 #endif
665  // TextureEnvTarget:
666 
667 #ifndef GL_TEXTURE_ENV
668  GL_TEXTURE_ENV = 0x2300,
669 #endif
670  // TextureGenMode:
671 
672 #ifndef GL_EYE_LINEAR
673  GL_EYE_LINEAR = 0x2400,
675  GL_SPHERE_MAP = 0x2402,
676 #endif
677 
678  // TextureGenParameter:
679 
680 #ifndef GL_TEXTURE_GEN_MODE
682  GL_OBJECT_PLANE = 0x2501,
683  GL_EYE_PLANE = 0x2502,
684 #endif
685 
686  // TextureMagFilter:
687 
688 #ifndef GL_NEAREST
689  GL_NEAREST = 0x2600,
690  GL_LINEAR = 0x2601,
691 #endif
692  // TextureMinFilter:
693 
694 #ifndef GL_NEAREST_MIPMAP_NEAREST
699 #endif
700  // TextureParameterName:
701 
702 #ifndef GL_TEXTURE_MAG_FILTER
707 #endif
708  // TextureWrapMode:
709 
710 #ifndef GL_CLAMP
711  GL_CLAMP = 0x2900,
712  GL_REPEAT = 0x2901,
713 #endif
714  // ClientAttribMask:
715 
716 #ifndef GL_CLIENT_PIXEL_STORE_BIT
720 #endif
721  // polygon_offset:
722 
723 #ifndef GL_POLYGON_OFFSET_FACTOR
729 #endif
730  // texture:
731 
732 #ifndef GL_ALPHA4
733  GL_ALPHA4 = 0x803B,
734  GL_ALPHA8 = 0x803C,
735  GL_ALPHA12 = 0x803D,
736  GL_ALPHA16 = 0x803E,
737  GL_LUMINANCE4 = 0x803F,
738  GL_LUMINANCE8 = 0x8040,
739  GL_LUMINANCE12 = 0x8041,
740  GL_LUMINANCE16 = 0x8042,
747  GL_INTENSITY = 0x8049,
748  GL_INTENSITY4 = 0x804A,
749  GL_INTENSITY8 = 0x804B,
750  GL_INTENSITY12 = 0x804C,
751  GL_INTENSITY16 = 0x804D,
752  GL_R3_G3_B2 = 0x2A10,
753  GL_RGB4 = 0x804F,
754  GL_RGB5 = 0x8050,
755  GL_RGB8 = 0x8051,
756  GL_RGB10 = 0x8052,
757  GL_RGB12 = 0x8053,
758  GL_RGB16 = 0x8054,
759  GL_RGBA2 = 0x8055,
760  GL_RGBA4 = 0x8056,
761  GL_RGB5_A1 = 0x8057,
762  GL_RGBA8 = 0x8058,
763  GL_RGB10_A2 = 0x8059,
764  GL_RGBA12 = 0x805A,
765  GL_RGBA16 = 0x805B,
774 #endif
775  // texture_object:
776 
777 #ifndef GL_TEXTURE_PRIORITY
784 #endif
785 #ifndef GL_TEXTURE_BINDING_3D
788 #endif
789  // vertex_array:
790 
791 #ifndef GL_VERTEX_ARRAY
792  GL_VERTEX_ARRAY = 0x8074,
793  GL_NORMAL_ARRAY = 0x8075,
794  GL_COLOR_ARRAY = 0x8076,
795  GL_INDEX_ARRAY = 0x8077,
818  GL_V2F = 0x2A20,
819  GL_V3F = 0x2A21,
820  GL_C4UB_V2F = 0x2A22,
821  GL_C4UB_V3F = 0x2A23,
822  GL_C3F_V3F = 0x2A24,
823  GL_N3F_V3F = 0x2A25,
824  GL_C4F_N3F_V3F = 0x2A26,
825  GL_T2F_V3F = 0x2A27,
826  GL_T4F_V4F = 0x2A28,
827  GL_T2F_C4UB_V3F = 0x2A29,
828  GL_T2F_C3F_V3F = 0x2A2A,
829  GL_T2F_N3F_V3F = 0x2A2B,
832 #endif
833 #ifndef GL_BGR
834  // bgra
835 
836  GL_BGR = 0x80E0,
837  GL_BGRA = 0x80E1,
838 
839 #endif
840 #ifndef GL_CONSTANT_COLOR
841  // blend_color
842 
847  GL_BLEND_COLOR = 0x8005,
848 
849 #endif
850 #ifndef GL_FUNC_ADD
851  // blend_minmax
852 
853  GL_FUNC_ADD = 0x8006,
854  GL_MIN = 0x8007,
855  GL_MAX = 0x8008,
857 
858 #endif
859 #ifndef GL_FUNC_SUBTRACT
860  // blend_subtract
861 
864 
865 #endif
866 #ifndef GL_COLOR_MATRIX
867  // color_matrix
868 
869  GL_COLOR_MATRIX = 0x80B1,
880 
881 #endif
882 #ifndef GL_COLOR_TABLE
883  // color_table
884 
885  GL_COLOR_TABLE = 0x80D0,
901 
902 #endif
903 #ifndef GL_CONVOLUTION_1D
904  // convolution
905 
908  GL_SEPARABLE_2D = 0x8012,
912  GL_REDUCE = 0x8016,
929 
930 #endif
931 #ifndef GL_MAX_ELEMENTS_VERTICES
932  // draw_range_elements
933 
936 
937 #endif
938 #ifndef GL_HISTOGRAM
939  // histogram
940 
941  GL_HISTOGRAM = 0x8024,
951  GL_MINMAX = 0x802E,
953  GL_MINMAX_SINK = 0x8030,
955 
956 #endif
957 #ifndef GL_UNSIGNED_BYTE_3_3_2
958  // packed_pixels
959 
972 
974 
975 #endif
976 #ifndef GL_RESCALE_NORMAL
977  // rescale_normal
978 
980 
981 #endif
982 #ifndef GL_LIGHT_MODEL_COLOR_CONTROL
983  // separate_specular_color
984 
986  GL_SINGLE_COLOR = 0x81F9,
988 
989 #endif
990 #ifndef GL_PACK_SKIP_IMAGES
991  // texture3D
992 
997  GL_TEXTURE_3D = 0x806F,
1002 
1003 #endif
1004 #ifndef GL_CLAMP_TO_BORDER
1005  // texture_edge_clamp
1006 
1009 
1010 #endif
1011 #ifndef GL_TEXTURE_MIN_LOD
1012  // texture_lod
1013 
1018 
1019 #endif
1020 #ifndef GL_SMOOTH_POINT_SIZE_RANGE
1021  // GetTarget1_2:
1022 
1029 
1030 #endif
1031 #ifndef GL_TEXTURE0
1032  // multitexture:
1033 
1034  GL_TEXTURE0 = 0x84C0,
1035  GL_TEXTURE1 = 0x84C1,
1036  GL_TEXTURE2 = 0x84C2,
1037  GL_TEXTURE3 = 0x84C3,
1038  GL_TEXTURE4 = 0x84C4,
1039  GL_TEXTURE5 = 0x84C5,
1040  GL_TEXTURE6 = 0x84C6,
1041  GL_TEXTURE7 = 0x84C7,
1042  GL_TEXTURE8 = 0x84C8,
1043  GL_TEXTURE9 = 0x84C9,
1044  GL_TEXTURE10 = 0x84CA,
1045  GL_TEXTURE11 = 0x84CB,
1046  GL_TEXTURE12 = 0x84CC,
1047  GL_TEXTURE13 = 0x84CD,
1048  GL_TEXTURE14 = 0x84CE,
1049  GL_TEXTURE15 = 0x84CF,
1050  GL_TEXTURE16 = 0x84D0,
1051  GL_TEXTURE17 = 0x84D1,
1052  GL_TEXTURE18 = 0x84D2,
1053  GL_TEXTURE19 = 0x84D3,
1054  GL_TEXTURE20 = 0x84D4,
1055  GL_TEXTURE21 = 0x84D5,
1056  GL_TEXTURE22 = 0x84D6,
1057  GL_TEXTURE23 = 0x84D7,
1058  GL_TEXTURE24 = 0x84D8,
1059  GL_TEXTURE25 = 0x84D9,
1060  GL_TEXTURE26 = 0x84DA,
1061  GL_TEXTURE27 = 0x84DB,
1062  GL_TEXTURE28 = 0x84DC,
1063  GL_TEXTURE29 = 0x84DD,
1064  GL_TEXTURE30 = 0x84DE,
1065  GL_TEXTURE31 = 0x84DF,
1069 
1070 #endif
1071 #ifndef GL_ABGR
1072  // EXT_abgr:
1073 
1074  GL_ABGR = 0x8000,
1075 
1076 #endif
1077 #ifndef GL_COMBINE
1078  // EXT_texture_env_combine:
1079 
1080  GL_COMBINE = 0x8570,
1081  GL_COMBINE_RGB = 0x8571,
1083  GL_RGB_SCALE = 0x8573,
1084  GL_ADD_SIGNED = 0x8574,
1085  GL_INTERPOLATE = 0x8575,
1086  GL_CONSTANT = 0x8576,
1088  GL_PREVIOUS = 0x8578,
1089  GL_SOURCE0_RGB = 0x8580,
1090  GL_SOURCE1_RGB = 0x8581,
1091  GL_SOURCE2_RGB = 0x8582,
1101 
1102 #endif
1103 #ifndef GL_SRC0_RGB
1104  // OpenGL 1.5 token renames:
1111 
1112 #endif
1113 #ifndef GL_COMPRESSED_ALPHA
1114  // ARB_texture_compression:
1115 
1127 
1128 #endif
1129 #ifndef GL_NORMAL_MAP
1130  // ARB_texture_cube_map:
1131 
1132  GL_NORMAL_MAP = 0x8511,
1144 
1145 #endif
1146 #ifndef GL_MULTISAMPLE
1147  // ARB_multisample:
1148 
1149  GL_MULTISAMPLE = 0x809d,
1154  GL_SAMPLES = 0x80a9,
1157  GL_MULTISAMPLE_BIT = 0x20000000,
1158 
1159 #endif
1160 #ifndef GL_SUBTRACT
1161  // ARB_texture_env_combine:
1162 
1163  GL_SUBTRACT = 0x84e7,
1164 
1165 #endif
1166 #ifndef GL_DOT3_RGB
1167  // ARB_texture_env_dot3:
1168 
1169  GL_DOT3_RGB = 0x86ae,
1170  GL_DOT3_RGBA = 0x86af,
1171 
1172 #endif
1173 #ifndef GL_TRANSPOSE_MODELVIEW_MATRIX
1174  // ARB_transpose_matrix:
1175 
1180 
1181 #endif
1182 #ifndef GL_GENERATE_MIPMAP
1183  // SGIS_generate_mipmap:
1184 
1187 
1188 #endif
1189 #ifndef GL_DEPTH_COMPONENT16
1190  // ARB_depth_texture:
1191 
1197 
1198 #endif
1199 #ifndef GL_TEXTURE_COMPARE_MODE
1200  // ARB_shadow:
1201 
1205 
1206 #endif
1207 #ifndef GL_FOG_COORDINATE_SOURCE
1208  // EXT_fog_coord:
1209 
1218 
1219 #endif
1220 #ifndef GL_FOG_COORD_SRC
1221  // OpenGL 1.5 token renames:
1229 
1230 #endif
1231 #ifndef GL_POINT_SIZE_MIN
1232  // ARB_point_parameters:
1233 
1238 
1239 #endif
1240 #ifndef GL_COLOR_SUM
1241  // EXT_secondary_color:
1242 
1243  GL_COLOR_SUM = 0x8458,
1250 
1251 #endif
1252 #ifndef GL_BLEND_DST_RGB
1253  // EXT_blend_func_separate:
1254 
1259 
1260 #endif
1261 #ifndef GL_INCR_WRAP
1262  // EXT_stencil_wrap:
1263 
1264  GL_INCR_WRAP = 0x8507,
1265  GL_DECR_WRAP = 0x8508,
1266 
1267 #endif
1268 #ifndef GL_MAX_TEXTURE_LOD_BIAS
1269  // EXT_texture_lod_bias:
1270 
1274 
1275 #endif
1276 #ifndef GL_ARRAY_BUFFER
1277  // ARB_vertex_buffer_object:
1278 
1294  GL_STREAM_DRAW = 0x88E0,
1295  GL_STREAM_READ = 0x88E1,
1296  GL_STREAM_COPY = 0x88E2,
1297  GL_STATIC_DRAW = 0x88E4,
1298  GL_STATIC_READ = 0x88E5,
1299  GL_STATIC_COPY = 0x88E6,
1303  GL_READ_ONLY = 0x88B8,
1304  GL_WRITE_ONLY = 0x88B9,
1305  GL_READ_WRITE = 0x88BA,
1306  GL_BUFFER_SIZE = 0x8764,
1311 
1312 #endif
1313 #ifndef GL_SAMPLES_PASSED
1314  // ARB_occlusion_query:
1315 
1321 
1322 #endif
1323 #ifndef GL_PROGRAM_OBJECT
1324  // ARB_shader_objects:
1325 
1327  //GL_TYPE = 0x8B4E,
1328  //GL_SUBTYPE = 0x8B4F,
1329 #endif
1330 #ifndef GL_DELETE_STATUS
1332 #endif
1333 #ifndef GL_COMPILE_STATUS
1335  GL_LINK_STATUS = 0x8B82,
1343  //GL_OBJECT_TYPE = GL_TYPE,
1344  //GL_OBJECT_SUBTYPE = GL_SUBTYPE,
1355  GL_INT_VEC2 = 0x8B53,
1356  GL_INT_VEC3 = 0x8B54,
1357  GL_INT_VEC4 = 0x8B55,
1358  GL_BOOL = 0x8B56,
1359  GL_BOOL_VEC2 = 0x8B57,
1360  GL_BOOL_VEC3 = 0x8B58,
1361  GL_BOOL_VEC4 = 0x8B59,
1362  GL_FLOAT_MAT2 = 0x8B5A,
1363  GL_FLOAT_MAT3 = 0x8B5B,
1364  GL_FLOAT_MAT4 = 0x8B5C,
1365  GL_SAMPLER_1D = 0x8B5D,
1366  GL_SAMPLER_2D = 0x8B5E,
1367  GL_SAMPLER_3D = 0x8B5F,
1373 
1374 #endif
1375 #ifndef GL_VERTEX_SHADER
1376  // ARB_vertex_shader:
1377 
1399  GL_FLOAT_VEC2 = 0x8B50,
1400  GL_FLOAT_VEC3 = 0x8B51,
1401  GL_FLOAT_VEC4 = 0x8B52,
1402 
1403 #endif
1404 #ifndef GL_FRAGMENT_SHADER
1405  // ARB_fragment_shader:
1406 
1410 
1411 #endif
1412 #ifndef GL_MAX_DRAW_BUFFERS
1413  // ARB_draw_buffers:
1414 
1432 
1433 #endif
1434 #ifndef GL_POINT_SPRITE
1435  // ARB_point_sprite:
1436 
1440  GL_LOWER_LEFT = 0x8CA1,
1441  GL_UPPER_LEFT = 0x8CA2,
1442 
1443 #endif
1444 #ifndef GL_STENCIL_BACK_FUNC
1445  // ATI_separate_stencil:
1446 
1451 
1452 #endif
1453 #ifndef GL_STENCIL_TEST_TWO_SIDE
1454  // EXT_stencil_two_side additional states:
1455 
1458 
1459 #endif
1460 #ifndef GL_FRAMEBUFFER
1461  // EXT_framebuffer_object:
1462 
1463  GL_FRAMEBUFFER = 0x8D40,
1514 
1515 #endif
1516 #ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
1517  // EXT_texture_compression_s3tc:
1518 
1523 
1524 #endif
1525 #ifndef GL_READ_FRAMEBUFFER
1526  // EXT_framebuffer_blit:
1527 
1530  GL_DRAW_FRAMEBUFFER_BINDING = 0x8CA6, // alias GL_FRAMEBUFFER_BINDING
1532 #endif
1533 };
1534 
1535 #endif
1536