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📄 gl.c

📁 Brew 中使用的 OpenGL ES Extension源码。可以在Brew中开发 OpenGL 的程序
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/*=================================================================================
FILE:       GL.c

SERVICES:   OpenGL-ES 3D graphics interfaces
            EGL windowing interfaces

DESCRIPTION:


        Copyright (c) 2003 QUALCOMM Incorporated.
               All Rights Reserved.
            QUALCOMM Proprietary/GTDR
=================================================================================*/
////
////
////   DO NOT EDIT THIS FILE
////
////


/*-------------------------------------------------------------------------------*
 *                      I N C L U D E   F I L E S                                *
 *-------------------------------------------------------------------------------*/
#include "AEEGL.h"


/*-------------------------------------------------------------------------------*
 *                            G L O B A L S                                      *
 *-------------------------------------------------------------------------------*/
#if defined(__ARMCC_VERSION) && !defined(AEE_STATIC)
IGL *const gpIGL;
#define GPIGL (*(IGL**)&gpIGL)
IEGL *const gpIEGL;
#define GPIEGL (*(IEGL**)&gpIEGL)
#else
IGL *gpIGL;
#define GPIGL (gpIGL)
IEGL *gpIEGL;
#define GPIEGL (gpIEGL)
#endif


/*-------------------------------------------------------------------------------*
 *                      I N I T  F U N C T I O N S                               *
 *-------------------------------------------------------------------------------*/
void IGL_Init(IGL *pIGL)
{
   GPIGL = pIGL;
}

void IEGL_Init(IEGL *pIEGL)
{
   GPIEGL = pIEGL;
}


/*-------------------------------------------------------------------------------*
 *                     GL  FUNCTIONS                                             *
 *-------------------------------------------------------------------------------*/

GL_API void GL_APIENTRY glActiveTexture(GLenum texture)
{
   IGL_glActiveTexture(GPIGL,texture);
}

GL_API void GL_APIENTRY glAlphaFuncx(GLenum func, GLclampx ref)
{
   IGL_glAlphaFuncx(GPIGL,func,ref);
}

GL_API void GL_APIENTRY glBindTexture(GLenum target, GLuint texture)
{
   IGL_glBindTexture(GPIGL,target, texture);
}

GL_API void GL_APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor)
{
   IGL_glBlendFunc(GPIGL,sfactor, dfactor);
}

GL_API void GL_APIENTRY glClear(GLbitfield mask)
{
   IGL_glClear(GPIGL,mask);
}


GL_API void GL_APIENTRY glClearColorx(GLclampx red, GLclampx green, GLclampx blue, GLclampx alpha)
{
   IGL_glClearColorx(GPIGL,red,green,blue,alpha);
}

GL_API void GL_APIENTRY glClearDepthx(GLclampx depth)
{
   IGL_glClearDepthx(GPIGL,depth);
}

GL_API void GL_APIENTRY glClearStencil(GLint s)
{
   IGL_glClearStencil(GPIGL,s);
}

GL_API void GL_APIENTRY glClientActiveTexture(GLenum texture)
{
   IGL_glClientActiveTexture(GPIGL,texture);
}

GL_API void GL_APIENTRY glColor4x(GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha)
{
   IGL_glColor4x(GPIGL,red,green,blue,alpha);
}

GL_API void GL_APIENTRY glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
{
   IGL_glColorMask(GPIGL,red,green,blue,alpha);
}

GL_API void GL_APIENTRY glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
{
   IGL_glColorPointer(GPIGL,size, type, stride, pointer);
}

GL_API void GL_APIENTRY glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
{;
   IGL_glCompressedTexImage2D(GPIGL,target, level, internalformat, width, height,  border, imageSize, 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)
{
   IGL_glCompressedTexSubImage2D(GPIGL,target, level, xoffset, yoffset, width, height, format, imageSize, data);
}

GL_API void GL_APIENTRY glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
{
   IGL_glCopyTexImage2D(GPIGL,target, level, internalformat, x, y, width, height, border);
}

GL_API void GL_APIENTRY glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
   IGL_glCopyTexSubImage2D(GPIGL, target, level, xoffset, yoffset, x, y, width, height);
}

GL_API void GL_APIENTRY glCullFace(GLenum mode)
{
   IGL_glCullFace(GPIGL,mode);
}

GL_API void GL_APIENTRY glDeleteTextures(GLsizei n, const GLuint *textures)
{
   IGL_glDeleteTextures(GPIGL,n, textures);
}

GL_API void GL_APIENTRY glDepthFunc(GLenum func)
{
   IGL_glDepthFunc(GPIGL,func);
}

GL_API void GL_APIENTRY glDepthMask(GLboolean flag)
{
   IGL_glDepthMask(GPIGL,flag);
}

GL_API void GL_APIENTRY glDepthRangex(GLclampx zNear, GLclampx zFar)
{
   IGL_glDepthRangex(GPIGL,zNear, zFar);
}

GL_API void GL_APIENTRY glDisable(GLenum cap)
{
   IGL_glDisable(GPIGL,cap);
}

GL_API void GL_APIENTRY glDisableClientState(GLenum array)
{
   IGL_glDisableClientState(GPIGL,array);
}

GL_API void GL_APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count)
{
   IGL_glDrawArrays(GPIGL,mode,first,count);
}

GL_API void GL_APIENTRY glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
{
   IGL_glDrawElements(GPIGL,mode, count, type, indices);
}

GL_API void GL_APIENTRY glEnable(GLenum cap)
{
   IGL_glEnable(GPIGL,cap);
}

GL_API void GL_APIENTRY glEnableClientState(GLenum array)
{
   IGL_glEnableClientState(GPIGL,array);
}

GL_API void GL_APIENTRY glFinish(void)
{
   IGL_glFinish(GPIGL);
}

GL_API void GL_APIENTRY glFlush(void)
{
   IGL_glFlush(GPIGL);
}

GL_API void GL_APIENTRY glFogx(GLenum pname, GLfixed param)
{
   IGL_glFogx(GPIGL,pname,param);
}

GL_API void GL_APIENTRY glFogxv(GLenum pname, const GLfixed *params)
{
   IGL_glFogxv(GPIGL,pname,params);
}

GL_API void GL_APIENTRY glFrontFace(GLenum mode)
{
   IGL_glFrontFace(GPIGL,mode);
}

GL_API void GL_APIENTRY glFrustumx(GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar)
{
   IGL_glFrustumx(GPIGL,left, right, bottom, top, zNear, zFar);
}

GL_API void GL_APIENTRY glGenTextures(GLsizei n, GLuint *textures)
{
   IGL_glGenTextures(GPIGL,n,textures);
}

GL_API GLenum GL_APIENTRY glGetError(void)
{
   return( IGL_glGetError(GPIGL) );
}

GL_API void GL_APIENTRY glGetIntegerv(GLenum pname, GLint *params)
{
   IGL_glGetIntegerv(GPIGL,pname,params);
}

GL_API const GLubyte * GL_APIENTRY glGetString(GLenum name)
{
   return(IGL_glGetString(GPIGL,name));
}

GL_API void GL_APIENTRY glHint(GLenum target, GLenum mode)
{
   IGL_glHint(GPIGL,target,mode);
}

GL_API void GL_APIENTRY glLightModelx(GLenum pname, GLfixed param)
{
   IGL_glLightModelx(GPIGL,pname,param);
}

GL_API void GL_APIENTRY glLightModelxv(GLenum pname, const GLfixed *params)
{
   IGL_glLightModelxv(GPIGL,pname,params);
}

GL_API void GL_APIENTRY glLightx(GLenum light, GLenum pname, GLfixed param)
{
   IGL_glLightx(GPIGL,light,pname,param);
}

GL_API void GL_APIENTRY glLightxv(GLenum light, GLenum pname, const GLfixed *params)
{
   IGL_glLightxv(GPIGL,light,pname,params);
}


GL_API void GL_APIENTRY glLineWidthx(GLfixed width)
{
   IGL_glLineWidthx(GPIGL,width);
}

GL_API void GL_APIENTRY glLoadIdentity(void)
{
   IGL_glLoadIdentity(GPIGL);
}

GL_API void GL_APIENTRY glLoadMatrixx(const GLfixed *m)
{
   IGL_glLoadMatrixx(GPIGL,m);
}

GL_API void GL_APIENTRY glLogicOp(GLenum opcode)
{
   IGL_glLogicOp(GPIGL,opcode);
}

GL_API void GL_APIENTRY glMaterialx(GLenum face, GLenum pname, GLfixed param)
{
   IGL_glMaterialx(GPIGL,face,pname,param);
}

GL_API void GL_APIENTRY glMaterialxv(GLenum face, GLenum pname, const GLfixed *params)
{
   IGL_glMaterialxv(GPIGL,face,pname,params);
}

GL_API void GL_APIENTRY glMatrixMode(GLenum mode)
{
   IGL_glMatrixMode(GPIGL,mode);
}

GL_API void GL_APIENTRY glMultMatrixx(const GLfixed *m)
{
   IGL_glMultMatrixx(GPIGL,m);
}

GL_API void GL_APIENTRY glMultiTexCoord4x(GLenum target, GLfixed s, GLfixed t, GLfixed r, GLfixed q)
{
   IGL_glMultiTexCoord4x(GPIGL,target, s,  t,  r,  q);
}

GL_API void GL_APIENTRY glNormal3x(GLfixed nx, GLfixed ny, GLfixed nz)
{
   IGL_glNormal3x(GPIGL,nx,ny,nz);
}

GL_API void GL_APIENTRY glNormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
{
   IGL_glNormalPointer(GPIGL,type,stride,pointer);
}

GL_API void GL_APIENTRY glOrthox(GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar)
{
   IGL_glOrthox(GPIGL,left,right,bottom,top,zNear,zFar);
}
GL_API void GL_APIENTRY glPixelStorei(GLenum pname, GLint param)
{
   IGL_glPixelStorei(GPIGL,pname,param);
}


GL_API void GL_APIENTRY glPointSizex(GLfixed size)
{
   IGL_glPointSizex(GPIGL,size);
}



GL_API void GL_APIENTRY glPolygonOffsetx(GLfixed factor, GLfixed units)
{
   IGL_glPolygonOffsetx(GPIGL,factor,units);
}

GL_API void GL_APIENTRY glPopMatrix(void)
{
   IGL_glPopMatrix(GPIGL);
}

GL_API void GL_APIENTRY glPushMatrix(void)
{
   IGL_glPushMatrix(GPIGL);
}

GL_API void GL_APIENTRY glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
{
   IGL_glReadPixels(GPIGL,x,y,width,height,format,type,pixels);
}

GL_API void GL_APIENTRY glRotatex(GLfixed angle, GLfixed x, GLfixed y, GLfixed z)
{
   IGL_glRotatex(GPIGL,angle, x, y, z);
}

GL_API void GL_APIENTRY glSampleCoveragex(GLclampx value, GLboolean invert)
{
   IGL_glSampleCoveragex(GPIGL,value,invert);
}


GL_API void GL_APIENTRY glScalex(GLfixed x, GLfixed y, GLfixed z)
{
   IGL_glScalex(GPIGL,x,y,z);
}

GL_API void GL_APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei height)

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