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📄 glparam.h

📁 涉及windows游戏编程中的一些源码
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void glSecondaryColor3ivEXT(const GLint *v) {}
void glSecondaryColor3sEXT(GLshort red, GLshort green, GLshort blue) {}
void glSecondaryColor3svEXT(const GLshort *v) {}
void glSecondaryColor3ubEXT(GLubyte red, GLubyte green, GLubyte blue) {}
void glSecondaryColor3ubvEXT(const GLubyte *v) {}
void glSecondaryColor3uiEXT(GLuint red, GLuint green, GLuint blue) {}
void glSecondaryColor3uivEXT(const GLuint *v) {}
void glSecondaryColor3usEXT(GLushort red, GLushort green, GLushort blue) {}
void glSecondaryColor3usvEXT(const GLushort *v) {}
void glSecondaryColorPointerEXT(GLint size, GLenum type, GLsizei stride, GLvoid *pointer) {}
void glFogCoordfEXT(GLfloat coord) {}
void glFogCoordfvEXT(const GLfloat *coord) {}
void glFogCoorddEXT(GLdouble coord) {}
void glFogCoorddvEXT(const GLdouble *coord) {}
void glFogCoordPointerEXT(GLenum type, GLsizei stride, const GLvoid *pointer) {}
void glFlushVertexArrayRangeNV(void) {}
void glVertexArrayRangeNV(GLsizei size, const GLvoid *pointer) {}
void wglAllocateMemoryNV(GLsizei size, GLfloat readFrequency, GLfloat writeFrequency, GLfloat priority) {}
void wglFreeMemoryNV(void *pointer) {}
void glPointParameterfEXT(GLenum pname, GLfloat param) {}
void glPointParameterfvEXT(GLenum pname, const GLfloat *params) {}
void glCombinerParameterfvNV(GLenum pname, const GLfloat *params) {}
void glCombinerParameterfNV(GLenum pname, GLfloat param) {}
void glCombinerParameterivNV(GLenum pname, const GLint *params) {}
void glCombinerParameteriNV(GLenum pname, GLint param) {}
void glCombinerInputNV(GLenum stage, GLenum portion, GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage) {}
void glCombinerOutputNV(GLenum stage, GLenum portion, GLenum abOutput, GLenum cdOutput, GLenum sumOutput, GLenum scale, GLenum bias, GLboolean abDotProduct, GLboolean cdDotProduct, GLboolean muxSum) {}
void glFinalCombinerInputNV(GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage) {}
void glGetCombinerInputParameterfvNV(GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLfloat *params) {}
void glGetCombinerInputParameterivNV(GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLint *params) {}
void glGetCombinerOutputParameterfvNV(GLenum stage, GLenum portion, GLenum pname, GLfloat *params) {}
void glGetCombinerOutputParameterivNV(GLenum stage, GLenum portion, GLenum pname, GLint *params) {}
void glGetFinalCombinerInputParameterfvNV(GLenum variable, GLenum pname, GLfloat *params) {}
void glGetFinalCombinerInputParameterivNV(GLenum variable, GLenum pname, GLint *params) {}
void glSampleCoverageARB(GLclampf value, GLboolean invert ) {}
void glVertexWeightfEXT(GLfloat weight) {}
void glVertexWeightfvEXT(const GLfloat *weight) {}
void glVertexWeightPointerEXT(GLsizei size, GLenum type, GLsizei stride, const GLvoid *pointer) {}
void glBindProgramNV(GLenum target, GLuint id) {}
void glDeleteProgramsNV(GLsizei n, const GLuint *ids) {}
void glExecuteProgramNV(GLenum target, GLuint id, const GLfloat *params) {}
void glGenProgramsNV(GLsizei n, GLuint *ids) {}
GLboolean glAreProgramsResidentNV(GLsizei n, const GLuint *ids, GLboolean *residences) { return 0;}
void glRequestResidentProgramsNV(GLsizei n, GLuint *ids) {}
void glGetProgramParameterfvNV(GLenum target, GLuint index, GLenum pname, GLfloat *params) {}
void glGetProgramParameterdvNV(GLenum target, GLuint index, GLenum pname, GLdouble *params) {}
void glGetProgramivNV(GLuint id, GLenum pname, GLint *params) {}
void glGetProgramStringNV(GLuint id, GLenum pname, GLubyte *program) {}
void glGetTrackMatrixivNV(GLenum target, GLuint address, GLenum pname, GLint *params) {}
void glGetVertexAttribdvNV(GLuint index, GLenum pname, GLdouble *params) {}
void glGetVertexAttribfvNV(GLuint index, GLenum pname, GLfloat *params) {}
void glGetVertexAttribivNV(GLuint index, GLenum pname, GLint *params) {}
void glGetVertexAttribPointervNV(GLuint index, GLenum pname, GLvoid **pointer) {}
GLboolean glIsProgramNV(GLuint id) { return 0;}
void glLoadProgramNV(GLenum target, GLuint id, GLsizei len, const GLubyte *program) {}
void glProgramParameter4fNV(GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {}
void glProgramParameter4dNV(GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w) {}
void glProgramParameter4dvNV(GLenum target, GLuint index, const GLdouble *params) {}
void glProgramParameter4fvNV(GLenum target, GLuint index, const GLfloat *params) {}
void glProgramParameters4dvNV(GLenum target, GLuint index, GLuint num, const GLdouble *params) {}
void glProgramParameters4fvNV(GLenum target, GLuint index, GLuint num, const GLfloat *params) {}
void glTrackMatrixNV(GLenum target, GLuint address, GLenum matrix, GLenum transform) {}
void glVertexAttribPointerNV(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) {}
void glVertexAttrib1sNV(GLuint index, GLshort x) {}
void glVertexAttrib1fNV(GLuint index, GLfloat x) {}
void glVertexAttrib1dNV(GLuint index, GLdouble x) {}
void glVertexAttrib2sNV(GLuint index, GLshort x, GLshort y) {}
void glVertexAttrib2fNV(GLuint index, GLfloat x, GLfloat y) {}
void glVertexAttrib2dNV(GLuint index, GLdouble x, GLdouble y) {}
void glVertexAttrib3sNV(GLuint index, GLshort x, GLshort y, GLshort z) {}
void glVertexAttrib3fNV(GLuint index, GLfloat x, GLfloat y, GLfloat z) {}
void glVertexAttrib3dNV(GLuint index, GLdouble x, GLdouble y, GLdouble z) {}
void glVertexAttrib4sNV(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w) {}
void glVertexAttrib4fNV(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {}
void glVertexAttrib4dNV(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w) {}
void glVertexAttrib4ubNV(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) {}
void glVertexAttrib1svNV(GLuint index, const GLshort *v) {}
void glVertexAttrib1fvNV(GLuint index, const GLfloat *v) {}
void glVertexAttrib1dvNV(GLuint index, const GLdouble *v) {}
void glVertexAttrib2svNV(GLuint index, const GLshort *v) {}
void glVertexAttrib2fvNV(GLuint index, const GLfloat *v) {}
void glVertexAttrib2dvNV(GLuint index, const GLdouble *v) {}
void glVertexAttrib3svNV(GLuint index, const GLshort *v) {}
void glVertexAttrib3fvNV(GLuint index, const GLfloat *v) {}
void glVertexAttrib3dvNV(GLuint index, const GLdouble *v) {}
void glVertexAttrib4svNV(GLuint index, const GLshort *v) {}
void glVertexAttrib4fvNV(GLuint index, const GLfloat *v) {}
void glVertexAttrib4dvNV(GLuint index, const GLdouble *v) {}
void glVertexAttrib4ubvNV(GLuint index, const GLubyte *v) {}
void glVertexAttribs1svNV(GLuint index, GLsizei n, const GLshort *v) {}
void glVertexAttribs1fvNV(GLuint index, GLsizei n, const GLfloat *v) {}
void glVertexAttribs1dvNV(GLuint index, GLsizei n, const GLdouble *v) {}
void glVertexAttribs2svNV(GLuint index, GLsizei n, const GLshort *v) {}
void glVertexAttribs2fvNV(GLuint index, GLsizei n, const GLfloat *v) {}
void glVertexAttribs2dvNV(GLuint index, GLsizei n, const GLdouble *v) {}
void glVertexAttribs3svNV(GLuint index, GLsizei n, const GLshort *v) {}
void glVertexAttribs3fvNV(GLuint index, GLsizei n, const GLfloat *v) {}
void glVertexAttribs3dvNV(GLuint index, GLsizei n, const GLdouble *v) {}
void glVertexAttribs4svNV(GLuint index, GLsizei n, const GLshort *v) {}
void glVertexAttribs4fvNV(GLuint index, GLsizei n, const GLfloat *v) {}
void glVertexAttribs4dvNV(GLuint index, GLsizei n, const GLdouble *v) {}
void glVertexAttribs4ubvNV(GLuint index, GLsizei n, const GLubyte *v) {}
void glGenFencesNV(GLsizei n, GLuint *fences) {}
void glDeleteFencesNV(GLsizei n, const GLuint *fences) {}
void glSetFenceNV(GLuint fence, GLenum condition) {}
GLboolean glTestFenceNV(GLuint fence) { return 0;}
void glFinishFenceNV(GLuint fence) {}
GLboolean glIsFenceNV(GLuint fence) { return 0;}
void glGetFenceivNV(GLuint fence, GLenum pname, GLint *params) {}
void glCombinerStageParameterfvNV(GLenum stage, GLenum pname, const GLfloat *params) {}
void glGetCombinerStageParameterfvNV(GLenum stage, GLenum pname, GLfloat *params) {}
void glMapControlPointsNV(GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLint uorder, GLint vorder, GLboolean packed, const GLvoid *points) {}
void glMapParameterivNV(GLenum target, GLenum pname, const GLint *params) {}
void glMapParameterfvNV(GLenum target, GLenum pname, const GLfloat *params) {}
void glGetMapControlPointsNV(GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLboolean packed, GLvoid *points) {}
void glGetMapParameterivNV(GLenum target, GLenum pname, GLint *params) {}
void glGetMapParameterfvNV(GLenum target, GLenum pname, GLfloat *params) {}
void glGetMapAttribParameterivNV(GLenum target, GLuint index, GLenum pname, GLint *params) {}
void glGetMapAttribParameterfvNV(GLenum target, GLuint index, GLenum pname, GLfloat *params) {}
void glEvalMapsNV(GLenum target, GLenum mode) {}
void glPNTrianglesiATI(GLenum pname, GLint param) {}
void glPNTrianglesfATI(GLenum pname, GLfloat param) {}
void glPointParameterfARB(GLenum pname, GLfloat param) {}
void glPointParameterfvARB(GLenum pname, GLfloat *params) {}
void glWeightbvARB(GLint size, GLbyte *weights) {}
void glWeightsvARB(GLint size, GLshort *weights) {}
void glWeightivARB(GLint size, GLint *weights) {}
void glWeightfvARB(GLint size, GLfloat *weights) {}
void glWeightdvARB(GLint size, GLdouble *weights) {}
void glWeightubvARB(GLint size, GLubyte *weights) {}
void glWeightusvARB(GLint size, GLushort *weights) {}
void glWeightuivARB(GLint size, GLuint *weights) {}
void glWeightPointerARB(GLint size, GLenum type, GLsizei stride, GLvoid *pointer) {}
void glVertexBlendARB(GLint count) {}
void glMultiDrawArraysEXT(GLenum mode, GLint *first, GLsizei *count, GLsizei primcount) {}
void glMultiDrawElementsEXT(GLenum mode, GLsizei *count, GLenum type, const GLvoid **indices, GLsizei primcount) {}
void glCurrentPaletteMatrixARB(GLint index) {}
void glMatrixIndexubvARB(GLint size, GLubyte *indices) {}
void glMatrixIndexusvARB(GLint size, GLushort *indices) {}
void glMatrixIndexuivARB(GLint size, GLuint *indices) {}
void glMatrixIndexPointerARB(GLint size, GLenum type, GLsizei stride, GLvoid *pointer) {}
void glBeginVertexShaderEXT() {}
void glEndVertexShaderEXT() {}
void glBindVertexShaderEXT(GLuint id) {}
GLuint glGenVertexShadersEXT(GLuint range) { return 0;}
void glDeleteVertexShaderEXT(GLuint id) {}
void glShaderOp1EXT(GLenum op, GLuint res, GLuint arg1) {}
void glShaderOp2EXT(GLenum op, GLuint res, GLuint arg1, GLuint arg2) {}
void glShaderOp3EXT(GLenum op, GLuint res, GLuint arg1, GLuint arg2, GLuint arg3) {}
void glSwizzleEXT(GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW) {}
void glWriteMaskEXT(GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW) {}
void glInsertComponentEXT(GLuint res, GLuint src, GLuint num) {}
void glExtractComponentEXT(GLuint res, GLuint src, GLuint num) {}
GLuint glGenSymbolsEXT(GLenum dataType, GLenum storageType, GLenum range, GLuint components) { return 0;}
void glSetInvariantEXT(GLuint id, GLenum type, GLvoid *addr) {}
void glSetLocalConstantEXT(GLuint id, GLenum type, GLvoid *addr) {}
void glVariantbvEXT(GLuint id, GLbyte *addr) {}
void glVariantsvEXT(GLuint id, GLshort *addr) {}
void glVariantivEXT(GLuint id, GLint *addr) {}
void glVariantfvEXT(GLuint id, GLfloat *addr) {}
void glVariantdvEXT(GLuint id, GLdouble *addr) {}
void glVariantubvEXT(GLuint id, GLubyte *addr) {}
void glVariantusvEXT(GLuint id, GLushort *addr) {}
void glVariantuivEXT(GLuint id, GLuint *addr) {}
void glVariantPointerEXT(GLuint id, GLenum type, GLuint stride, GLvoid *addr) {}
void glEnableVariantClientStateEXT(GLuint id) {}
void glDisableVariantClientStateEXT(GLuint id) {}
GLuint glBindLightParameterEXT(GLenum light, GLenum value) { return 0;}
GLuint glBindMaterialParameterEXT(GLenum face, GLenum value) { return 0;}
GLuint glBindTexGenParameterEXT(GLenum unit, GLenum coord, GLenum value) { return 0;}
GLuint glBindTextureUnitParameterEXT(GLenum unit, GLenum value) { return 0;}
GLuint glBindParameterEXT(GLenum value) { return 0;}
GLboolean glIsVariantEnabledEXT(GLuint id, GLenum cap) { return 0;}
void glGetVariantBooleanvEXT(GLuint id, GLenum value, GLboolean *data) {}
void glGetVariantIntegervEXT(GLuint id, GLenum value, GLint *data) {}
void glGetVariantFloatvEXT(GLuint id, GLenum value, GLfloat *data) {}
void glGetVariantPointervEXT(GLuint id, GLenum value, GLvoid **data) {}
void glGetInvariantBooleanvEXT(GLuint id, GLenum value, GLboolean *data) {}
void glGetInvariantIntegervEXT(GLuint id, GLenum value, GLint *data) {}
void glGetInvariantFloatvEXT(GLuint id, GLenum value, GLfloat *data) {}
void glGetLocalConstantBooleanvEXT(GLuint id, GLenum value, GLboolean *data) {}
void glGetLocalConstantIntegervEXT(GLuint id, GLenum value, GLint *data) {}
void glGetLocalConstantFloatvEXT(GLuint id, GLenum value, GLfloat *data) {}
void glTexBumpParameterivATI(GLenum pname, GLint *param) {}
void glTexBumpParameterfvATI(GLenum pname, GLfloat *param) {}
void glGetTexBumpParameterivATI(GLenum pname, GLint *param) {}
void glGetTexBumpParameterfvATI(GLenum pname, GLfloat *param) {}
GLuint glGenFragmentShadersATI(GLuint range) { return 0;}
void glBindFragmentShaderATI(GLuint id) {}
void glDeleteFragmentShaderATI(GLuint id) {}
void glBeginFragmentShaderATI(GLvoid) {}
void glEndFragmentShaderATI(GLvoid) {}
void glPassTexCoordATI(GLuint dst, GLuint coord, GLenum swizzle) {}
void glSampleMapATI(GLuint dst, GLuint interp, GLenum swizzle) {}
void glColorFragmentOp1ATI(GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod) {}
void glColorFragmentOp2ATI(GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod) {}
void glColorFragmentOp3ATI(GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod) {}
void glAlphaFragmentOp1ATI(GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod) {}
void glAlphaFragmentOp2ATI(GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod) {}
void glAlphaFragmentOp3ATI(GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod) {}
void glSetFragmentShaderConstantATI(GLuint dst, const GLfloat *value) {}
void glElementPointerATI(GLenum type, const GLvoid *pointer) {}
void glDrawElementArrayATI(GLenum mode, GLsizei count) {}
void glDrawRangeElementArrayATI(GLenum mode, GLuint start, GLuint end, GLsizei count) {}
void glClientActiveVertexStreamATI(GLenum stream) {}
void glVertexBlendEnviATI(GLenum pname, GLint param) {}
void glVertexBlendEnvfATI(GLenum pname, GLfloat param) {}
void glVertexStream2sATI(GLenum stream, GLshort x, GLshort y) {}
void glVertexStream2svATI(GLenum stream, const GLshort *v) {}
void glVertexStream2iATI(GLenum stream, GLint x, GLint y) {}
void glVertexStream2ivATI(GLenum stream, const GLint *v) {}
void glVertexStream2fATI(GLenum stream, GLfloat x, GLfloat y) {}
void glVertexStream2fvATI(GLenum stream, const GLfloat *v) {}
void glVertexStream2dATI(GLenum stream, GLdouble x, GLdouble y) {}
void glVertexStream2dvATI(GLenum stream, const GLdouble *v) {}
void glVertexStream3sATI(GLenum stream, GLshort x, GLshort y, GLshort z) {}
void glVertexStream3svATI(GLenum stream, const GLshort *v) {}
void glVertexStream3iATI(GLenum stream, GLint x, GLint y, GLint z) {}
void glVertexStream3ivATI(GLenum stream, const GLint *v) {}
void glVertexStream3fATI(GLenum stream, GLfloat x, GLfloat y, GLfloat z) {}
void glVertexStream3fvATI(GLenum stream, const GLfloat *v) {}
void glVertexStream3dATI(GLenum stream, GLdouble x, GLdouble y, GLdouble z) {}
void glVertexStream3dvATI(GLenum stream, const GLdouble *v) {}
void glVertexStream4sATI(GLenum stream, GLshort x, GLshort y, GLshort z, GLshort w) {}
void glVertexStream4svATI(GLenum stream, const GLshort *v) {}
void glVertexStream4iATI(GLenum stream, GLint x, GLint y, GLint z, GLint w) {}
void glVertexStream4ivATI(GLenum stream, const GLint *v) {}
void glVertexStream4fATI(GLenum stream, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {}
void glVertexStream4fvATI(GLenum stream, const GLfloat *v) {}
void glVertexStream4dATI(GLenum stream, GLdouble x, GLdouble y, GLdouble z, GLdouble w) {}
void glVertexStream4dvATI(GLenum stream, const GLdouble *v) {}
void glNormalStream3bATI(GLenum stream, GLbyte x, GLbyte y, GLbyte z) {}
void glNormalStream3bvATI(GLenum stream, const GLbyte *v) {}
void glNormalStream3sATI(GLenum stream, GLshort x, GLshort y, GLshort z) {}

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