⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 gl.h

📁 Brew 中使用的 OpenGL ES Extension源码。可以在Brew中开发 OpenGL 的程序
💻 H
📖 第 1 页 / 共 2 页
字号:
#define GL_CONSTANT_ATTENUATION           0x1207
#define GL_LINEAR_ATTENUATION             0x1208
#define GL_QUADRATIC_ATTENUATION          0x1209

/* LogicOp */
#define GL_CLEAR                          0x1500
#define GL_AND                            0x1501
#define GL_AND_REVERSE                    0x1502
#define GL_COPY                           0x1503
#define GL_AND_INVERTED                   0x1504
#define GL_NOOP                           0x1505
#define GL_XOR                            0x1506
#define GL_OR                             0x1507
#define GL_NOR                            0x1508
#define GL_EQUIV                          0x1509
#define GL_INVERT                         0x150A
#define GL_OR_REVERSE                     0x150B
#define GL_COPY_INVERTED                  0x150C
#define GL_OR_INVERTED                    0x150D
#define GL_NAND                           0x150E
#define GL_SET                            0x150F

/* MaterialFace */
/*      GL_FRONT_AND_BACK */

/* MaterialParameter */
#define GL_EMISSION                       0x1600
#define GL_SHININESS                      0x1601
#define GL_AMBIENT_AND_DIFFUSE            0x1602
/*      GL_AMBIENT */
/*      GL_DIFFUSE */
/*      GL_SPECULAR */

/* MatrixMode */
#define GL_MODELVIEW                      0x1700
#define GL_PROJECTION                     0x1701
#define GL_TEXTURE                        0x1702

/* NormalPointerType */
/*      GL_BYTE */
/*      GL_SHORT */
/*      GL_FLOAT */
/*      GL_FIXED */

/* PixelFormat */
#define GL_ALPHA                          0x1906
#define GL_RGB                            0x1907
#define GL_RGBA                           0x1908
#define GL_LUMINANCE                      0x1909
#define GL_LUMINANCE_ALPHA                0x190A

/* PixelInternalFormat */
#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

/* PixelStoreParameter */
#define GL_UNPACK_ALIGNMENT               0x0CF5
#define GL_PACK_ALIGNMENT                 0x0D05

/* PixelType */
/*      GL_UNSIGNED_BYTE */
#define GL_UNSIGNED_SHORT_4_4_4_4         0x8033
#define GL_UNSIGNED_SHORT_5_5_5_1         0x8034
#define GL_UNSIGNED_SHORT_5_6_5           0x8363

/* ShadingModel */
#define GL_FLAT                           0x1D00
#define GL_SMOOTH                         0x1D01

/* StencilFunction */
/*      GL_NEVER */
/*      GL_LESS */
/*      GL_EQUAL */
/*      GL_LEQUAL */
/*      GL_GREATER */
/*      GL_NOTEQUAL */
/*      GL_GEQUAL */
/*      GL_ALWAYS */

/* StencilOp */
/*      GL_ZERO */
#define GL_KEEP                           0x1E00
#define GL_REPLACE                        0x1E01
#define GL_INCR                           0x1E02
#define GL_DECR                           0x1E03
/*      GL_INVERT */

/* StringName */
#define GL_VENDOR                         0x1F00
#define GL_RENDERER                       0x1F01
#define GL_VERSION                        0x1F02
#define GL_EXTENSIONS                     0x1F03

/* TexCoordPointerType */
/*      GL_SHORT */
/*      GL_FLOAT */
/*      GL_FIXED */
/*      GL_BYTE */

/* TextureEnvMode */
#define GL_MODULATE                       0x2100
#define GL_DECAL                          0x2101
/*      GL_BLEND */
#define GL_ADD                            0x0104
/*      GL_REPLACE */

/* TextureEnvParameter */
#define GL_TEXTURE_ENV_MODE               0x2200
#define GL_TEXTURE_ENV_COLOR              0x2201

/* TextureEnvTarget */
#define GL_TEXTURE_ENV                    0x2300

/* TextureMagFilter */
#define GL_NEAREST                        0x2600
#define GL_LINEAR                         0x2601

/* TextureMinFilter */
/*      GL_NEAREST */
/*      GL_LINEAR */
#define GL_NEAREST_MIPMAP_NEAREST         0x2700
#define GL_LINEAR_MIPMAP_NEAREST          0x2701
#define GL_NEAREST_MIPMAP_LINEAR          0x2702
#define GL_LINEAR_MIPMAP_LINEAR           0x2703

/* TextureParameterName */
#define GL_TEXTURE_MAG_FILTER             0x2800
#define GL_TEXTURE_MIN_FILTER             0x2801
#define GL_TEXTURE_WRAP_S                 0x2802
#define GL_TEXTURE_WRAP_T                 0x2803

/* TextureTarget */
/*      GL_TEXTURE_2D */

/* TextureUnit */
#define GL_TEXTURE0                       0x84C0
#define GL_TEXTURE1                       0x84C1
#define GL_TEXTURE2                       0x84C2
#define GL_TEXTURE3                       0x84C3
#define GL_TEXTURE4                       0x84C4
#define GL_TEXTURE5                       0x84C5
#define GL_TEXTURE6                       0x84C6
#define GL_TEXTURE7                       0x84C7
#define GL_TEXTURE8                       0x84C8
#define GL_TEXTURE9                       0x84C9
#define GL_TEXTURE10                      0x84CA
#define GL_TEXTURE11                      0x84CB
#define GL_TEXTURE12                      0x84CC
#define GL_TEXTURE13                      0x84CD
#define GL_TEXTURE14                      0x84CE
#define GL_TEXTURE15                      0x84CF
#define GL_TEXTURE16                      0x84D0
#define GL_TEXTURE17                      0x84D1
#define GL_TEXTURE18                      0x84D2
#define GL_TEXTURE19                      0x84D3
#define GL_TEXTURE20                      0x84D4
#define GL_TEXTURE21                      0x84D5
#define GL_TEXTURE22                      0x84D6
#define GL_TEXTURE23                      0x84D7
#define GL_TEXTURE24                      0x84D8
#define GL_TEXTURE25                      0x84D9
#define GL_TEXTURE26                      0x84DA
#define GL_TEXTURE27                      0x84DB
#define GL_TEXTURE28                      0x84DC
#define GL_TEXTURE29                      0x84DD
#define GL_TEXTURE30                      0x84DE
#define GL_TEXTURE31                      0x84DF

/* TextureWrapMode */
#define GL_REPEAT                         0x2901
#define GL_CLAMP_TO_EDGE                  0x812F

/* VertexPointerType */
/*      GL_SHORT */
/*      GL_FLOAT */
/*      GL_FIXED */
/*      GL_BYTE */

/*************************************************************/

/* MUST DEFINE OGLES_USE_COMMON_PROFILE TO USE ADDITIONAL COMMON PROFILE APIs */
/* COMMON PROFILE IS CURRENTLY ONLY SUPPORTED ON PLATFORMS WITH ATI HARDWARE */

#ifdef OGLES_USE_COMMON_PROFILE
GL_API void   GL_APIENTRY glAlphaFunc(GLenum func, GLclampf ref);
GL_API void   GL_APIENTRY glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
GL_API void   GL_APIENTRY glClearDepthf(GLclampf depth);
GL_API void   GL_APIENTRY glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
GL_API void   GL_APIENTRY glDepthRangef(GLclampf zNear, GLclampf zFar);
GL_API void   GL_APIENTRY glFogf(GLenum pname, GLfloat param);
GL_API void   GL_APIENTRY glFogfv(GLenum pname, const GLfloat *params);
GL_API void   GL_APIENTRY glFrustumf(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
GL_API void   GL_APIENTRY glLightf(GLenum light, GLenum pname, GLfloat param);
GL_API void   GL_APIENTRY glLightfv(GLenum light, GLenum pname, const GLfloat *params);
GL_API void   GL_APIENTRY glLightModelf(GLenum pname, GLfloat param);
GL_API void   GL_APIENTRY glLightModelfv(GLenum pname, const GLfloat *params);
GL_API void   GL_APIENTRY glLineWidth(GLfloat width);
GL_API void   GL_APIENTRY glLoadMatrixf(const GLfloat *m);
GL_API void   GL_APIENTRY glMaterialf(GLenum face, GLenum pname, GLfloat param);
GL_API void   GL_APIENTRY glMaterialfv(GLenum face, GLenum pname, const GLfloat *params);
GL_API void   GL_APIENTRY glMultiTexCoord4f(GLenum texture, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
GL_API void   GL_APIENTRY glMultMatrixf(const GLfloat *m);
GL_API void   GL_APIENTRY glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz);
GL_API void   GL_APIENTRY glOrthof(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
GL_API void   GL_APIENTRY glPointSize(GLfloat size);
GL_API void   GL_APIENTRY glPolygonOffset(GLfloat factor, GLfloat units);
GL_API void   GL_APIENTRY glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
GL_API void   GL_APIENTRY glSampleCoverage(GLclampf value, GLboolean invert);
GL_API void   GL_APIENTRY glScalef(GLfloat x, GLfloat y, GLfloat z);
GL_API void   GL_APIENTRY glTexEnvf(GLenum target, GLenum pname, GLfloat param);
GL_API void   GL_APIENTRY glTexEnvfv(GLenum target, GLenum pname, const GLfloat *params);
GL_API void   GL_APIENTRY glTexParameterf(GLenum target, GLenum pname, GLfloat param);
GL_API void   GL_APIENTRY glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params);
GL_API void   GL_APIENTRY glTranslatef (GLfloat x, GLfloat y, GLfloat z);
#endif

GL_API void   GL_APIENTRY glActiveTexture(GLenum texture);
GL_API void   GL_APIENTRY glAlphaFuncx(GLenum func, GLclampx ref);
GL_API void   GL_APIENTRY glBindTexture(GLenum target, GLuint texture);
GL_API void   GL_APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor);
GL_API void   GL_APIENTRY glClear(GLbitfield mask);
GL_API void   GL_APIENTRY glClearColorx(GLclampx red, GLclampx green, GLclampx blue, GLclampx alpha);
GL_API void   GL_APIENTRY glClearDepthx(GLclampx depth);
GL_API void   GL_APIENTRY glClearStencil(GLint s);
GL_API void   GL_APIENTRY glClientActiveTexture( GLenum texture );
GL_API void   GL_APIENTRY glColor4x(GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha);
GL_API void   GL_APIENTRY glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
GL_API void   GL_APIENTRY glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
GL_API void   GL_APIENTRY glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
GL_API void   GL_APIENTRY glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data);
GL_API void   GL_APIENTRY glCopyTexImage2D(GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
GL_API void   GL_APIENTRY glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
GL_API void   GL_APIENTRY glCullFace(GLenum mode);
GL_API void   GL_APIENTRY glDeleteTextures(GLsizei n, const GLuint *textures);
GL_API void   GL_APIENTRY glDepthFunc(GLenum func);
GL_API void   GL_APIENTRY glDepthMask(GLboolean flag);
GL_API void   GL_APIENTRY glDepthRangex(GLclampx n, GLclampx f);
GL_API void   GL_APIENTRY glDisable(GLenum cap);
GL_API void   GL_APIENTRY glDisableClientState(GLenum array);
GL_API void   GL_APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count);
GL_API void   GL_APIENTRY glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
GL_API void   GL_APIENTRY glEnable(GLenum cap);
GL_API void   GL_APIENTRY glEnableClientState(GLenum array);
GL_API void   GL_APIENTRY glFinish(void);
GL_API void   GL_APIENTRY glFlush(void);
GL_API void   GL_APIENTRY glFogx(GLenum pname, GLfixed param);
GL_API void   GL_APIENTRY glFogxv(GLenum pname, const GLfixed *params);
GL_API void   GL_APIENTRY glFrontFace(GLenum mode);
GL_API void   GL_APIENTRY glFrustumx(GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);
GL_API void   GL_APIENTRY glGenTextures(GLsizei n, GLuint *textures);
GL_API GLenum GL_APIENTRY glGetError(void);
GL_API void   GL_APIENTRY glGetIntegerv(GLenum pname, GLint *params);
GL_API const GLubyte * GL_APIENTRY glGetString(GLenum name);
GL_API void   GL_APIENTRY glHint(GLenum target, GLenum mode);
GL_API void   GL_APIENTRY glLightx(GLenum light, GLenum pname, GLfixed param);
GL_API void   GL_APIENTRY glLightxv(GLenum light, GLenum pname, const GLfixed *params);
GL_API void   GL_APIENTRY glLightModelx(GLenum pname, GLfixed param);
GL_API void   GL_APIENTRY glLightModelxv(GLenum pname, const GLfixed *params);
GL_API void   GL_APIENTRY glLineWidthx(GLfixed width);
GL_API void   GL_APIENTRY glLoadIdentity(void);
GL_API void   GL_APIENTRY glLoadMatrixx(const GLfixed m[16]);
GL_API void   GL_APIENTRY glLogicOp(GLenum opcode);
GL_API void   GL_APIENTRY glMaterialx(GLenum face, GLenum pname, GLfixed param);
GL_API void   GL_APIENTRY glMaterialxv(GLenum face, GLenum pname, const GLfixed *params);
GL_API void   GL_APIENTRY glMatrixMode(GLenum mode);
GL_API void   GL_APIENTRY glMultiTexCoord4x(GLenum texture, GLfixed s, GLfixed t, GLfixed r, GLfixed q);
GL_API void   GL_APIENTRY glMultMatrixx(const GLfixed m[16]);
GL_API void   GL_APIENTRY glNormal3x(GLfixed nx, GLfixed ny, GLfixed nz);
GL_API void   GL_APIENTRY glNormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer);
GL_API void   GL_APIENTRY glOrthox(GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);
GL_API void   GL_APIENTRY glPixelStorei(GLenum pname, GLint param);
GL_API void   GL_APIENTRY glPointSizex(GLfixed size);
GL_API void   GL_APIENTRY glPolygonOffsetx(GLfixed factor, GLfixed units);
GL_API void   GL_APIENTRY glPopMatrix(void);
GL_API void   GL_APIENTRY glPushMatrix(void);
GL_API void   GL_APIENTRY glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels);
GL_API void   GL_APIENTRY glRotatex(GLfixed angle, GLfixed x, GLfixed y, GLfixed z);
GL_API void   GL_APIENTRY glSampleCoveragex(GLclampx value, GLboolean invert);
GL_API void   GL_APIENTRY glScalex(GLfixed x, GLfixed y, GLfixed z);
GL_API void   GL_APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
GL_API void   GL_APIENTRY glShadeModel(GLenum mode);
GL_API void   GL_APIENTRY glStencilFunc(GLenum func, GLint ref, GLuint mask);
GL_API void   GL_APIENTRY glStencilMask(GLuint mask);
GL_API void   GL_APIENTRY glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);
GL_API void   GL_APIENTRY glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
GL_API void   GL_APIENTRY glTexEnvx(GLenum target, GLenum pname, GLfixed param);
GL_API void   GL_APIENTRY glTexEnvxv(GLenum target, GLenum pname, const GLfixed *params);
GL_API void   GL_APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
GL_API void   GL_APIENTRY glTexParameterx(GLenum target, GLenum pname, GLfixed param);
GL_API void   GL_APIENTRY glTexParameterxv(GLenum target, GLenum pname, const GLfixed *params);
GL_API void   GL_APIENTRY glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
GL_API void   GL_APIENTRY glTranslatex (GLfixed x, GLfixed y, GLfixed z);
GL_API void   GL_APIENTRY glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
GL_API void   GL_APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height);

#ifdef __cplusplus
}
#endif

#endif /* __GL_H__ */
#endif /* __gl_h_ */

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -