Mercurial > games > semicongine
diff fuhtark_test/include/GL/gl.h @ 1500:91c8c3b7cbf0
add: futhark tests for generating vulkan api
| author | sam <sam@basx.dev> |
|---|---|
| date | Wed, 26 Nov 2025 21:36:48 +0700 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/fuhtark_test/include/GL/gl.h Wed Nov 26 21:36:48 2025 +0700 @@ -0,0 +1,1037 @@ +/** + * This file has no copyright assigned and is placed in the Public Domain. + * This file is part of the w64 mingw-runtime package. + * No warranty is given; refer to the file DISCLAIMER within this package. + */ +#ifndef __gl_h_ +#ifndef __GL_H__ + +#define __gl_h_ +#define __GL_H__ + +#ifdef __cplusplus +extern "C" { +#endif + +typedef unsigned int GLenum; +typedef unsigned char GLboolean; +typedef unsigned int GLbitfield; +typedef signed char GLbyte; +typedef short GLshort; +typedef int GLint; +typedef int GLsizei; +typedef unsigned char GLubyte; +typedef unsigned short GLushort; +typedef unsigned int GLuint; +typedef float GLfloat; +typedef float GLclampf; +typedef double GLdouble; +typedef double GLclampd; +typedef void GLvoid; + +#define GL_VERSION_1_1 1 + +#define GL_ACCUM 0x0100 +#define GL_LOAD 0x0101 +#define GL_RETURN 0x0102 +#define GL_MULT 0x0103 +#define GL_ADD 0x0104 + +#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 + +#define GL_CURRENT_BIT 0x00000001 +#define GL_POINT_BIT 0x00000002 +#define GL_LINE_BIT 0x00000004 +#define GL_POLYGON_BIT 0x00000008 +#define GL_POLYGON_STIPPLE_BIT 0x00000010 +#define GL_PIXEL_MODE_BIT 0x00000020 +#define GL_LIGHTING_BIT 0x00000040 +#define GL_FOG_BIT 0x00000080 +#define GL_DEPTH_BUFFER_BIT 0x00000100 +#define GL_ACCUM_BUFFER_BIT 0x00000200 +#define GL_STENCIL_BUFFER_BIT 0x00000400 +#define GL_VIEWPORT_BIT 0x00000800 +#define GL_TRANSFORM_BIT 0x00001000 +#define GL_ENABLE_BIT 0x00002000 +#define GL_COLOR_BUFFER_BIT 0x00004000 +#define GL_HINT_BIT 0x00008000 +#define GL_EVAL_BIT 0x00010000 +#define GL_LIST_BIT 0x00020000 +#define GL_TEXTURE_BIT 0x00040000 +#define GL_SCISSOR_BIT 0x00080000 +#define GL_ALL_ATTRIB_BITS 0x000fffff + +#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 +#define GL_QUADS 0x0007 +#define GL_QUAD_STRIP 0x0008 +#define GL_POLYGON 0x0009 + +#define GL_ZERO 0 +#define GL_ONE 1 +#define GL_SRC_COLOR 0x0300 +#define GL_ONE_MINUS_SRC_COLOR 0x0301 +#define GL_SRC_ALPHA 0x0302 +#define GL_ONE_MINUS_SRC_ALPHA 0x0303 +#define GL_DST_ALPHA 0x0304 +#define GL_ONE_MINUS_DST_ALPHA 0x0305 + +#define GL_DST_COLOR 0x0306 +#define GL_ONE_MINUS_DST_COLOR 0x0307 +#define GL_SRC_ALPHA_SATURATE 0x0308 + +#define GL_TRUE 1 +#define GL_FALSE 0 + +#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 + +#define GL_BYTE 0x1400 +#define GL_UNSIGNED_BYTE 0x1401 +#define GL_SHORT 0x1402 +#define GL_UNSIGNED_SHORT 0x1403 +#define GL_INT 0x1404 +#define GL_UNSIGNED_INT 0x1405 +#define GL_FLOAT 0x1406 +#define GL_2_BYTES 0x1407 +#define GL_3_BYTES 0x1408 +#define GL_4_BYTES 0x1409 +#define GL_DOUBLE 0x140A + +#define GL_NONE 0 +#define GL_FRONT_LEFT 0x0400 +#define GL_FRONT_RIGHT 0x0401 +#define GL_BACK_LEFT 0x0402 +#define GL_BACK_RIGHT 0x0403 +#define GL_FRONT 0x0404 +#define GL_BACK 0x0405 +#define GL_LEFT 0x0406 +#define GL_RIGHT 0x0407 +#define GL_FRONT_AND_BACK 0x0408 +#define GL_AUX0 0x0409 +#define GL_AUX1 0x040A +#define GL_AUX2 0x040B +#define GL_AUX3 0x040C + +#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 + +#define GL_2D 0x0600 +#define GL_3D 0x0601 +#define GL_3D_COLOR 0x0602 +#define GL_3D_COLOR_TEXTURE 0x0603 +#define GL_4D_COLOR_TEXTURE 0x0604 + +#define GL_PASS_THROUGH_TOKEN 0x0700 +#define GL_POINT_TOKEN 0x0701 +#define GL_LINE_TOKEN 0x0702 +#define GL_POLYGON_TOKEN 0x0703 +#define GL_BITMAP_TOKEN 0x0704 +#define GL_DRAW_PIXEL_TOKEN 0x0705 +#define GL_COPY_PIXEL_TOKEN 0x0706 +#define GL_LINE_RESET_TOKEN 0x0707 + +#define GL_EXP 0x0800 +#define GL_EXP2 0x0801 + +#define GL_CW 0x0900 +#define GL_CCW 0x0901 + +#define GL_COEFF 0x0A00 +#define GL_ORDER 0x0A01 +#define GL_DOMAIN 0x0A02 + +#define GL_CURRENT_COLOR 0x0B00 +#define GL_CURRENT_INDEX 0x0B01 +#define GL_CURRENT_NORMAL 0x0B02 +#define GL_CURRENT_TEXTURE_COORDS 0x0B03 +#define GL_CURRENT_RASTER_COLOR 0x0B04 +#define GL_CURRENT_RASTER_INDEX 0x0B05 +#define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06 +#define GL_CURRENT_RASTER_POSITION 0x0B07 +#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08 +#define GL_CURRENT_RASTER_DISTANCE 0x0B09 +#define GL_POINT_SMOOTH 0x0B10 +#define GL_POINT_SIZE 0x0B11 +#define GL_POINT_SIZE_RANGE 0x0B12 +#define GL_POINT_SIZE_GRANULARITY 0x0B13 +#define GL_LINE_SMOOTH 0x0B20 +#define GL_LINE_WIDTH 0x0B21 +#define GL_LINE_WIDTH_RANGE 0x0B22 +#define GL_LINE_WIDTH_GRANULARITY 0x0B23 +#define GL_LINE_STIPPLE 0x0B24 +#define GL_LINE_STIPPLE_PATTERN 0x0B25 +#define GL_LINE_STIPPLE_REPEAT 0x0B26 +#define GL_LIST_MODE 0x0B30 +#define GL_MAX_LIST_NESTING 0x0B31 +#define GL_LIST_BASE 0x0B32 +#define GL_LIST_INDEX 0x0B33 +#define GL_POLYGON_MODE 0x0B40 +#define GL_POLYGON_SMOOTH 0x0B41 +#define GL_POLYGON_STIPPLE 0x0B42 +#define GL_EDGE_FLAG 0x0B43 +#define GL_CULL_FACE 0x0B44 +#define GL_CULL_FACE_MODE 0x0B45 +#define GL_FRONT_FACE 0x0B46 +#define GL_LIGHTING 0x0B50 +#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51 +#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52 +#define GL_LIGHT_MODEL_AMBIENT 0x0B53 +#define GL_SHADE_MODEL 0x0B54 +#define GL_COLOR_MATERIAL_FACE 0x0B55 +#define GL_COLOR_MATERIAL_PARAMETER 0x0B56 +#define GL_COLOR_MATERIAL 0x0B57 +#define GL_FOG 0x0B60 +#define GL_FOG_INDEX 0x0B61 +#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 +#define GL_DEPTH_RANGE 0x0B70 +#define GL_DEPTH_TEST 0x0B71 +#define GL_DEPTH_WRITEMASK 0x0B72 +#define GL_DEPTH_CLEAR_VALUE 0x0B73 +#define GL_DEPTH_FUNC 0x0B74 +#define GL_ACCUM_CLEAR_VALUE 0x0B80 +#define GL_STENCIL_TEST 0x0B90 +#define GL_STENCIL_CLEAR_VALUE 0x0B91 +#define GL_STENCIL_FUNC 0x0B92 +#define GL_STENCIL_VALUE_MASK 0x0B93 +#define GL_STENCIL_FAIL 0x0B94 +#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 +#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 +#define GL_STENCIL_REF 0x0B97 +#define GL_STENCIL_WRITEMASK 0x0B98 +#define GL_MATRIX_MODE 0x0BA0 +#define GL_NORMALIZE 0x0BA1 +#define GL_VIEWPORT 0x0BA2 +#define GL_MODELVIEW_STACK_DEPTH 0x0BA3 +#define GL_PROJECTION_STACK_DEPTH 0x0BA4 +#define GL_TEXTURE_STACK_DEPTH 0x0BA5 +#define GL_MODELVIEW_MATRIX 0x0BA6 +#define GL_PROJECTION_MATRIX 0x0BA7 +#define GL_TEXTURE_MATRIX 0x0BA8 +#define GL_ATTRIB_STACK_DEPTH 0x0BB0 +#define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1 +#define GL_ALPHA_TEST 0x0BC0 +#define GL_ALPHA_TEST_FUNC 0x0BC1 +#define GL_ALPHA_TEST_REF 0x0BC2 +#define GL_DITHER 0x0BD0 +#define GL_BLEND_DST 0x0BE0 +#define GL_BLEND_SRC 0x0BE1 +#define GL_BLEND 0x0BE2 +#define GL_LOGIC_OP_MODE 0x0BF0 +#define GL_INDEX_LOGIC_OP 0x0BF1 +#define GL_COLOR_LOGIC_OP 0x0BF2 +#define GL_AUX_BUFFERS 0x0C00 +#define GL_DRAW_BUFFER 0x0C01 +#define GL_READ_BUFFER 0x0C02 +#define GL_SCISSOR_BOX 0x0C10 +#define GL_SCISSOR_TEST 0x0C11 +#define GL_INDEX_CLEAR_VALUE 0x0C20 +#define GL_INDEX_WRITEMASK 0x0C21 +#define GL_COLOR_CLEAR_VALUE 0x0C22 +#define GL_COLOR_WRITEMASK 0x0C23 +#define GL_INDEX_MODE 0x0C30 +#define GL_RGBA_MODE 0x0C31 +#define GL_DOUBLEBUFFER 0x0C32 +#define GL_STEREO 0x0C33 +#define GL_RENDER_MODE 0x0C40 +#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_TEXTURE_GEN_S 0x0C60 +#define GL_TEXTURE_GEN_T 0x0C61 +#define GL_TEXTURE_GEN_R 0x0C62 +#define GL_TEXTURE_GEN_Q 0x0C63 +#define GL_PIXEL_MAP_I_TO_I 0x0C70 +#define GL_PIXEL_MAP_S_TO_S 0x0C71 +#define GL_PIXEL_MAP_I_TO_R 0x0C72 +#define GL_PIXEL_MAP_I_TO_G 0x0C73 +#define GL_PIXEL_MAP_I_TO_B 0x0C74 +#define GL_PIXEL_MAP_I_TO_A 0x0C75 +#define GL_PIXEL_MAP_R_TO_R 0x0C76 +#define GL_PIXEL_MAP_G_TO_G 0x0C77 +#define GL_PIXEL_MAP_B_TO_B 0x0C78 +#define GL_PIXEL_MAP_A_TO_A 0x0C79 +#define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0 +#define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1 +#define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2 +#define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3 +#define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4 +#define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5 +#define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6 +#define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7 +#define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8 +#define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9 +#define GL_UNPACK_SWAP_BYTES 0x0CF0 +#define GL_UNPACK_LSB_FIRST 0x0CF1 +#define GL_UNPACK_ROW_LENGTH 0x0CF2 +#define GL_UNPACK_SKIP_ROWS 0x0CF3 +#define GL_UNPACK_SKIP_PIXELS 0x0CF4 +#define GL_UNPACK_ALIGNMENT 0x0CF5 +#define GL_PACK_SWAP_BYTES 0x0D00 +#define GL_PACK_LSB_FIRST 0x0D01 +#define GL_PACK_ROW_LENGTH 0x0D02 +#define GL_PACK_SKIP_ROWS 0x0D03 +#define GL_PACK_SKIP_PIXELS 0x0D04 +#define GL_PACK_ALIGNMENT 0x0D05 +#define GL_MAP_COLOR 0x0D10 +#define GL_MAP_STENCIL 0x0D11 +#define GL_INDEX_SHIFT 0x0D12 +#define GL_INDEX_OFFSET 0x0D13 +#define GL_RED_SCALE 0x0D14 +#define GL_RED_BIAS 0x0D15 +#define GL_ZOOM_X 0x0D16 +#define GL_ZOOM_Y 0x0D17 +#define GL_GREEN_SCALE 0x0D18 +#define GL_GREEN_BIAS 0x0D19 +#define GL_BLUE_SCALE 0x0D1A +#define GL_BLUE_BIAS 0x0D1B +#define GL_ALPHA_SCALE 0x0D1C +#define GL_ALPHA_BIAS 0x0D1D +#define GL_DEPTH_SCALE 0x0D1E +#define GL_DEPTH_BIAS 0x0D1F +#define GL_MAX_EVAL_ORDER 0x0D30 +#define GL_MAX_LIGHTS 0x0D31 +#define GL_MAX_CLIP_PLANES 0x0D32 +#define GL_MAX_TEXTURE_SIZE 0x0D33 +#define GL_MAX_PIXEL_MAP_TABLE 0x0D34 +#define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35 +#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36 +#define GL_MAX_NAME_STACK_DEPTH 0x0D37 +#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38 +#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39 +#define GL_MAX_VIEWPORT_DIMS 0x0D3A +#define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B +#define GL_SUBPIXEL_BITS 0x0D50 +#define GL_INDEX_BITS 0x0D51 +#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 +#define GL_ACCUM_RED_BITS 0x0D58 +#define GL_ACCUM_GREEN_BITS 0x0D59 +#define GL_ACCUM_BLUE_BITS 0x0D5A +#define GL_ACCUM_ALPHA_BITS 0x0D5B +#define GL_NAME_STACK_DEPTH 0x0D70 +#define GL_AUTO_NORMAL 0x0D80 +#define GL_MAP1_COLOR_4 0x0D90 +#define GL_MAP1_INDEX 0x0D91 +#define GL_MAP1_NORMAL 0x0D92 +#define GL_MAP1_TEXTURE_COORD_1 0x0D93 +#define GL_MAP1_TEXTURE_COORD_2 0x0D94 +#define GL_MAP1_TEXTURE_COORD_3 0x0D95 +#define GL_MAP1_TEXTURE_COORD_4 0x0D96 +#define GL_MAP1_VERTEX_3 0x0D97 +#define GL_MAP1_VERTEX_4 0x0D98 +#define GL_MAP2_COLOR_4 0x0DB0 +#define GL_MAP2_INDEX 0x0DB1 +#define GL_MAP2_NORMAL 0x0DB2 +#define GL_MAP2_TEXTURE_COORD_1 0x0DB3 +#define GL_MAP2_TEXTURE_COORD_2 0x0DB4 +#define GL_MAP2_TEXTURE_COORD_3 0x0DB5 +#define GL_MAP2_TEXTURE_COORD_4 0x0DB6 +#define GL_MAP2_VERTEX_3 0x0DB7 +#define GL_MAP2_VERTEX_4 0x0DB8 +#define GL_MAP1_GRID_DOMAIN 0x0DD0 +#define GL_MAP1_GRID_SEGMENTS 0x0DD1 +#define GL_MAP2_GRID_DOMAIN 0x0DD2 +#define GL_MAP2_GRID_SEGMENTS 0x0DD3 +#define GL_TEXTURE_1D 0x0DE0 +#define GL_TEXTURE_2D 0x0DE1 +#define GL_FEEDBACK_BUFFER_POINTER 0x0DF0 +#define GL_FEEDBACK_BUFFER_SIZE 0x0DF1 +#define GL_FEEDBACK_BUFFER_TYPE 0x0DF2 +#define GL_SELECTION_BUFFER_POINTER 0x0DF3 +#define GL_SELECTION_BUFFER_SIZE 0x0DF4 + +#define GL_TEXTURE_WIDTH 0x1000 +#define GL_TEXTURE_HEIGHT 0x1001 +#define GL_TEXTURE_INTERNAL_FORMAT 0x1003 +#define GL_TEXTURE_BORDER_COLOR 0x1004 +#define GL_TEXTURE_BORDER 0x1005 + +#define GL_DONT_CARE 0x1100 +#define GL_FASTEST 0x1101 +#define GL_NICEST 0x1102 + +#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 + +#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_COMPILE 0x1300 +#define GL_COMPILE_AND_EXECUTE 0x1301 + +#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 + +#define GL_EMISSION 0x1600 +#define GL_SHININESS 0x1601 +#define GL_AMBIENT_AND_DIFFUSE 0x1602 +#define GL_COLOR_INDEXES 0x1603 + +#define GL_MODELVIEW 0x1700 +#define GL_PROJECTION 0x1701 +#define GL_TEXTURE 0x1702 + +#define GL_COLOR 0x1800 +#define GL_DEPTH 0x1801 +#define GL_STENCIL 0x1802 + +#define GL_COLOR_INDEX 0x1900 +#define GL_STENCIL_INDEX 0x1901 +#define GL_DEPTH_COMPONENT 0x1902 +#define GL_RED 0x1903 +#define GL_GREEN 0x1904 +#define GL_BLUE 0x1905 +#define GL_ALPHA 0x1906 +#define GL_RGB 0x1907 +#define GL_RGBA 0x1908 +#define GL_LUMINANCE 0x1909 +#define GL_LUMINANCE_ALPHA 0x190A + +#define GL_BITMAP 0x1A00 + +#define GL_POINT 0x1B00 +#define GL_LINE 0x1B01 +#define GL_FILL 0x1B02 + +#define GL_RENDER 0x1C00 +#define GL_FEEDBACK 0x1C01 +#define GL_SELECT 0x1C02 + +#define GL_FLAT 0x1D00 +#define GL_SMOOTH 0x1D01 + +#define GL_KEEP 0x1E00 +#define GL_REPLACE 0x1E01 +#define GL_INCR 0x1E02 +#define GL_DECR 0x1E03 + +#define GL_VENDOR 0x1F00 +#define GL_RENDERER 0x1F01 +#define GL_VERSION 0x1F02 +#define GL_EXTENSIONS 0x1F03 + +#define GL_S 0x2000 +#define GL_T 0x2001 +#define GL_R 0x2002 +#define GL_Q 0x2003 + +#define GL_MODULATE 0x2100 +#define GL_DECAL 0x2101 + +#define GL_TEXTURE_ENV_MODE 0x2200 +#define GL_TEXTURE_ENV_COLOR 0x2201 + +#define GL_TEXTURE_ENV 0x2300 + +#define GL_EYE_LINEAR 0x2400 +#define GL_OBJECT_LINEAR 0x2401 +#define GL_SPHERE_MAP 0x2402 + +#define GL_TEXTURE_GEN_MODE 0x2500 +#define GL_OBJECT_PLANE 0x2501 +#define GL_EYE_PLANE 0x2502 + +#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 + +#define GL_TEXTURE_MAG_FILTER 0x2800 +#define GL_TEXTURE_MIN_FILTER 0x2801 +#define GL_TEXTURE_WRAP_S 0x2802 +#define GL_TEXTURE_WRAP_T 0x2803 + +#define GL_CLAMP 0x2900 +#define GL_REPEAT 0x2901 + +#define GL_CLIENT_PIXEL_STORE_BIT 0x00000001 +#define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002 +#define GL_CLIENT_ALL_ATTRIB_BITS 0xffffffff + +#define GL_POLYGON_OFFSET_FACTOR 0x8038 +#define GL_POLYGON_OFFSET_UNITS 0x2A00 +#define GL_POLYGON_OFFSET_POINT 0x2A01 +#define GL_POLYGON_OFFSET_LINE 0x2A02 +#define GL_POLYGON_OFFSET_FILL 0x8037 + +#define GL_ALPHA4 0x803B +#define GL_ALPHA8 0x803C +#define GL_ALPHA12 0x803D +#define GL_ALPHA16 0x803E +#define GL_LUMINANCE4 0x803F +#define GL_LUMINANCE8 0x8040 +#define GL_LUMINANCE12 0x8041 +#define GL_LUMINANCE16 0x8042 +#define GL_LUMINANCE4_ALPHA4 0x8043 +#define GL_LUMINANCE6_ALPHA2 0x8044 +#define GL_LUMINANCE8_ALPHA8 0x8045 +#define GL_LUMINANCE12_ALPHA4 0x8046 +#define GL_LUMINANCE12_ALPHA12 0x8047 +#define GL_LUMINANCE16_ALPHA16 0x8048 +#define GL_INTENSITY 0x8049 +#define GL_INTENSITY4 0x804A +#define GL_INTENSITY8 0x804B +#define GL_INTENSITY12 0x804C +#define GL_INTENSITY16 0x804D +#define GL_R3_G3_B2 0x2A10 +#define GL_RGB4 0x804F +#define GL_RGB5 0x8050 +#define GL_RGB8 0x8051 +#define GL_RGB10 0x8052 +#define GL_RGB12 0x8053 +#define GL_RGB16 0x8054 +#define GL_RGBA2 0x8055 +#define GL_RGBA4 0x8056 +#define GL_RGB5_A1 0x8057 +#define GL_RGBA8 0x8058 +#define GL_RGB10_A2 0x8059 +#define GL_RGBA12 0x805A +#define GL_RGBA16 0x805B +#define GL_TEXTURE_RED_SIZE 0x805C +#define GL_TEXTURE_GREEN_SIZE 0x805D +#define GL_TEXTURE_BLUE_SIZE 0x805E +#define GL_TEXTURE_ALPHA_SIZE 0x805F +#define GL_TEXTURE_LUMINANCE_SIZE 0x8060 +#define GL_TEXTURE_INTENSITY_SIZE 0x8061 +#define GL_PROXY_TEXTURE_1D 0x8063 +#define GL_PROXY_TEXTURE_2D 0x8064 + +#define GL_TEXTURE_PRIORITY 0x8066 +#define GL_TEXTURE_RESIDENT 0x8067 +#define GL_TEXTURE_BINDING_1D 0x8068 +#define GL_TEXTURE_BINDING_2D 0x8069 + +#define GL_VERTEX_ARRAY 0x8074 +#define GL_NORMAL_ARRAY 0x8075 +#define GL_COLOR_ARRAY 0x8076 +#define GL_INDEX_ARRAY 0x8077 +#define GL_TEXTURE_COORD_ARRAY 0x8078 +#define GL_EDGE_FLAG_ARRAY 0x8079 +#define GL_VERTEX_ARRAY_SIZE 0x807A +#define GL_VERTEX_ARRAY_TYPE 0x807B +#define GL_VERTEX_ARRAY_STRIDE 0x807C +#define GL_NORMAL_ARRAY_TYPE 0x807E +#define GL_NORMAL_ARRAY_STRIDE 0x807F +#define GL_COLOR_ARRAY_SIZE 0x8081 +#define GL_COLOR_ARRAY_TYPE 0x8082 +#define GL_COLOR_ARRAY_STRIDE 0x8083 +#define GL_INDEX_ARRAY_TYPE 0x8085 +#define GL_INDEX_ARRAY_STRIDE 0x8086 +#define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088 +#define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089 +#define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A +#define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C +#define GL_VERTEX_ARRAY_POINTER 0x808E +#define GL_NORMAL_ARRAY_POINTER 0x808F +#define GL_COLOR_ARRAY_POINTER 0x8090 +#define GL_INDEX_ARRAY_POINTER 0x8091 +#define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092 +#define GL_EDGE_FLAG_ARRAY_POINTER 0x8093 +#define GL_V2F 0x2A20 +#define GL_V3F 0x2A21 +#define GL_C4UB_V2F 0x2A22 +#define GL_C4UB_V3F 0x2A23 +#define GL_C3F_V3F 0x2A24 +#define GL_N3F_V3F 0x2A25 +#define GL_C4F_N3F_V3F 0x2A26 +#define GL_T2F_V3F 0x2A27 +#define GL_T4F_V4F 0x2A28 +#define GL_T2F_C4UB_V3F 0x2A29 +#define GL_T2F_C3F_V3F 0x2A2A +#define GL_T2F_N3F_V3F 0x2A2B +#define GL_T2F_C4F_N3F_V3F 0x2A2C +#define GL_T4F_C4F_N3F_V4F 0x2A2D + +#define GL_EXT_vertex_array 1 +#define GL_EXT_bgra 1 +#define GL_EXT_paletted_texture 1 +#define GL_WIN_swap_hint 1 +#define GL_WIN_draw_range_elements 1 + +#define GL_VERTEX_ARRAY_EXT 0x8074 +#define GL_NORMAL_ARRAY_EXT 0x8075 +#define GL_COLOR_ARRAY_EXT 0x8076 +#define GL_INDEX_ARRAY_EXT 0x8077 +#define GL_TEXTURE_COORD_ARRAY_EXT 0x8078 +#define GL_EDGE_FLAG_ARRAY_EXT 0x8079 +#define GL_VERTEX_ARRAY_SIZE_EXT 0x807A +#define GL_VERTEX_ARRAY_TYPE_EXT 0x807B +#define GL_VERTEX_ARRAY_STRIDE_EXT 0x807C +#define GL_VERTEX_ARRAY_COUNT_EXT 0x807D +#define GL_NORMAL_ARRAY_TYPE_EXT 0x807E +#define GL_NORMAL_ARRAY_STRIDE_EXT 0x807F +#define GL_NORMAL_ARRAY_COUNT_EXT 0x8080 +#define GL_COLOR_ARRAY_SIZE_EXT 0x8081 +#define GL_COLOR_ARRAY_TYPE_EXT 0x8082 +#define GL_COLOR_ARRAY_STRIDE_EXT 0x8083 +#define GL_COLOR_ARRAY_COUNT_EXT 0x8084 +#define GL_INDEX_ARRAY_TYPE_EXT 0x8085 +#define GL_INDEX_ARRAY_STRIDE_EXT 0x8086 +#define GL_INDEX_ARRAY_COUNT_EXT 0x8087 +#define GL_TEXTURE_COORD_ARRAY_SIZE_EXT 0x8088 +#define GL_TEXTURE_COORD_ARRAY_TYPE_EXT 0x8089 +#define GL_TEXTURE_COORD_ARRAY_STRIDE_EXT 0x808A +#define GL_TEXTURE_COORD_ARRAY_COUNT_EXT 0x808B +#define GL_EDGE_FLAG_ARRAY_STRIDE_EXT 0x808C +#define GL_EDGE_FLAG_ARRAY_COUNT_EXT 0x808D +#define GL_VERTEX_ARRAY_POINTER_EXT 0x808E +#define GL_NORMAL_ARRAY_POINTER_EXT 0x808F +#define GL_COLOR_ARRAY_POINTER_EXT 0x8090 +#define GL_INDEX_ARRAY_POINTER_EXT 0x8091 +#define GL_TEXTURE_COORD_ARRAY_POINTER_EXT 0x8092 +#define GL_EDGE_FLAG_ARRAY_POINTER_EXT 0x8093 +#define GL_DOUBLE_EXT GL_DOUBLE + +#define GL_BGR_EXT 0x80E0 +#define GL_BGRA_EXT 0x80E1 + +#define GL_COLOR_TABLE_FORMAT_EXT 0x80D8 +#define GL_COLOR_TABLE_WIDTH_EXT 0x80D9 +#define GL_COLOR_TABLE_RED_SIZE_EXT 0x80DA +#define GL_COLOR_TABLE_GREEN_SIZE_EXT 0x80DB +#define GL_COLOR_TABLE_BLUE_SIZE_EXT 0x80DC +#define GL_COLOR_TABLE_ALPHA_SIZE_EXT 0x80DD +#define GL_COLOR_TABLE_LUMINANCE_SIZE_EXT 0x80DE +#define GL_COLOR_TABLE_INTENSITY_SIZE_EXT 0x80DF + +#define GL_COLOR_INDEX1_EXT 0x80E2 +#define GL_COLOR_INDEX2_EXT 0x80E3 +#define GL_COLOR_INDEX4_EXT 0x80E4 +#define GL_COLOR_INDEX8_EXT 0x80E5 +#define GL_COLOR_INDEX12_EXT 0x80E6 +#define GL_COLOR_INDEX16_EXT 0x80E7 + +#define GL_MAX_ELEMENTS_VERTICES_WIN 0x80E8 +#define GL_MAX_ELEMENTS_INDICES_WIN 0x80E9 + +#define GL_PHONG_WIN 0x80EA +#define GL_PHONG_HINT_WIN 0x80EB + +#define GL_FOG_SPECULAR_TEXTURE_WIN 0x80EC + +#define GL_LOGIC_OP GL_INDEX_LOGIC_OP +#define GL_TEXTURE_COMPONENTS GL_TEXTURE_INTERNAL_FORMAT + +WINGDIAPI void WINAPI glAccum(GLenum op,GLfloat value); +WINGDIAPI void WINAPI glAlphaFunc(GLenum func,GLclampf ref); +WINGDIAPI GLboolean WINAPI glAreTexturesResident(GLsizei n,const GLuint *textures,GLboolean *residences); +WINGDIAPI void WINAPI glArrayElement(GLint i); +WINGDIAPI void WINAPI glBegin(GLenum mode); +WINGDIAPI void WINAPI glBindTexture(GLenum target,GLuint texture); +WINGDIAPI void WINAPI glBitmap(GLsizei width,GLsizei height,GLfloat xorig,GLfloat yorig,GLfloat xmove,GLfloat ymove,const GLubyte *bitmap); +WINGDIAPI void WINAPI glBlendFunc(GLenum sfactor,GLenum dfactor); +WINGDIAPI void WINAPI glCallList(GLuint list); +WINGDIAPI void WINAPI glCallLists(GLsizei n,GLenum type,const GLvoid *lists); +WINGDIAPI void WINAPI glClear(GLbitfield mask); +WINGDIAPI void WINAPI glClearAccum(GLfloat red,GLfloat green,GLfloat blue,GLfloat alpha); +WINGDIAPI void WINAPI glClearColor(GLclampf red,GLclampf green,GLclampf blue,GLclampf alpha); +WINGDIAPI void WINAPI glClearDepth(GLclampd depth); +WINGDIAPI void WINAPI glClearIndex(GLfloat c); +WINGDIAPI void WINAPI glClearStencil(GLint s); +WINGDIAPI void WINAPI glClipPlane(GLenum plane,const GLdouble *equation); +WINGDIAPI void WINAPI glColor3b(GLbyte red,GLbyte green,GLbyte blue); +WINGDIAPI void WINAPI glColor3bv(const GLbyte *v); +WINGDIAPI void WINAPI glColor3d(GLdouble red,GLdouble green,GLdouble blue); +WINGDIAPI void WINAPI glColor3dv(const GLdouble *v); +WINGDIAPI void WINAPI glColor3f(GLfloat red,GLfloat green,GLfloat blue); +WINGDIAPI void WINAPI glColor3fv(const GLfloat *v); +WINGDIAPI void WINAPI glColor3i(GLint red,GLint green,GLint blue); +WINGDIAPI void WINAPI glColor3iv(const GLint *v); +WINGDIAPI void WINAPI glColor3s(GLshort red,GLshort green,GLshort blue); +WINGDIAPI void WINAPI glColor3sv(const GLshort *v); +WINGDIAPI void WINAPI glColor3ub(GLubyte red,GLubyte green,GLubyte blue); +WINGDIAPI void WINAPI glColor3ubv(const GLubyte *v); +WINGDIAPI void WINAPI glColor3ui(GLuint red,GLuint green,GLuint blue); +WINGDIAPI void WINAPI glColor3uiv(const GLuint *v); +WINGDIAPI void WINAPI glColor3us(GLushort red,GLushort green,GLushort blue); +WINGDIAPI void WINAPI glColor3usv(const GLushort *v); +WINGDIAPI void WINAPI glColor4b(GLbyte red,GLbyte green,GLbyte blue,GLbyte alpha); +WINGDIAPI void WINAPI glColor4bv(const GLbyte *v); +WINGDIAPI void WINAPI glColor4d(GLdouble red,GLdouble green,GLdouble blue,GLdouble alpha); +WINGDIAPI void WINAPI glColor4dv(const GLdouble *v); +WINGDIAPI void WINAPI glColor4f(GLfloat red,GLfloat green,GLfloat blue,GLfloat alpha); +WINGDIAPI void WINAPI glColor4fv(const GLfloat *v); +WINGDIAPI void WINAPI glColor4i(GLint red,GLint green,GLint blue,GLint alpha); +WINGDIAPI void WINAPI glColor4iv(const GLint *v); +WINGDIAPI void WINAPI glColor4s(GLshort red,GLshort green,GLshort blue,GLshort alpha); +WINGDIAPI void WINAPI glColor4sv(const GLshort *v); +WINGDIAPI void WINAPI glColor4ub(GLubyte red,GLubyte green,GLubyte blue,GLubyte alpha); +WINGDIAPI void WINAPI glColor4ubv(const GLubyte *v); +WINGDIAPI void WINAPI glColor4ui(GLuint red,GLuint green,GLuint blue,GLuint alpha); +WINGDIAPI void WINAPI glColor4uiv(const GLuint *v); +WINGDIAPI void WINAPI glColor4us(GLushort red,GLushort green,GLushort blue,GLushort alpha); +WINGDIAPI void WINAPI glColor4usv(const GLushort *v); +WINGDIAPI void WINAPI glColorMask(GLboolean red,GLboolean green,GLboolean blue,GLboolean alpha); +WINGDIAPI void WINAPI glColorMaterial(GLenum face,GLenum mode); +WINGDIAPI void WINAPI glColorPointer(GLint size,GLenum type,GLsizei stride,const GLvoid *pointer); +WINGDIAPI void WINAPI glCopyPixels(GLint x,GLint y,GLsizei width,GLsizei height,GLenum type); +WINGDIAPI void WINAPI glCopyTexImage1D(GLenum target,GLint level,GLenum internalFormat,GLint x,GLint y,GLsizei width,GLint border); +WINGDIAPI void WINAPI glCopyTexImage2D(GLenum target,GLint level,GLenum internalFormat,GLint x,GLint y,GLsizei width,GLsizei height,GLint border); +WINGDIAPI void WINAPI glCopyTexSubImage1D(GLenum target,GLint level,GLint xoffset,GLint x,GLint y,GLsizei width); +WINGDIAPI void WINAPI glCopyTexSubImage2D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint x,GLint y,GLsizei width,GLsizei height); +WINGDIAPI void WINAPI glCullFace(GLenum mode); +WINGDIAPI void WINAPI glDeleteLists(GLuint list,GLsizei range); +WINGDIAPI void WINAPI glDeleteTextures(GLsizei n,const GLuint *textures); +WINGDIAPI void WINAPI glDepthFunc(GLenum func); +WINGDIAPI void WINAPI glDepthMask(GLboolean flag); +WINGDIAPI void WINAPI glDepthRange (GLclampd zNear,GLclampd zFar); +WINGDIAPI void WINAPI glDisable(GLenum cap); +WINGDIAPI void WINAPI glDisableClientState(GLenum array); +WINGDIAPI void WINAPI glDrawArrays(GLenum mode,GLint first,GLsizei count); +WINGDIAPI void WINAPI glDrawBuffer(GLenum mode); +WINGDIAPI void WINAPI glDrawElements(GLenum mode,GLsizei count,GLenum type,const GLvoid *indices); +WINGDIAPI void WINAPI glDrawPixels(GLsizei width,GLsizei height,GLenum format,GLenum type,const GLvoid *pixels); +WINGDIAPI void WINAPI glEdgeFlag(GLboolean flag); +WINGDIAPI void WINAPI glEdgeFlagPointer(GLsizei stride,const GLvoid *pointer); +WINGDIAPI void WINAPI glEdgeFlagv(const GLboolean *flag); +WINGDIAPI void WINAPI glEnable(GLenum cap); +WINGDIAPI void WINAPI glEnableClientState(GLenum array); +WINGDIAPI void WINAPI glEnd(void); +WINGDIAPI void WINAPI glEndList(void); +WINGDIAPI void WINAPI glEvalCoord1d(GLdouble u); +WINGDIAPI void WINAPI glEvalCoord1dv(const GLdouble *u); +WINGDIAPI void WINAPI glEvalCoord1f(GLfloat u); +WINGDIAPI void WINAPI glEvalCoord1fv(const GLfloat *u); +WINGDIAPI void WINAPI glEvalCoord2d(GLdouble u,GLdouble v); +WINGDIAPI void WINAPI glEvalCoord2dv(const GLdouble *u); +WINGDIAPI void WINAPI glEvalCoord2f(GLfloat u,GLfloat v); +WINGDIAPI void WINAPI glEvalCoord2fv(const GLfloat *u); +WINGDIAPI void WINAPI glEvalMesh1(GLenum mode,GLint i1,GLint i2); +WINGDIAPI void WINAPI glEvalMesh2(GLenum mode,GLint i1,GLint i2,GLint j1,GLint j2); +WINGDIAPI void WINAPI glEvalPoint1(GLint i); +WINGDIAPI void WINAPI glEvalPoint2(GLint i,GLint j); +WINGDIAPI void WINAPI glFeedbackBuffer(GLsizei size,GLenum type,GLfloat *buffer); +WINGDIAPI void WINAPI glFinish(void); +WINGDIAPI void WINAPI glFlush(void); +WINGDIAPI void WINAPI glFogf(GLenum pname,GLfloat param); +WINGDIAPI void WINAPI glFogfv(GLenum pname,const GLfloat *params); +WINGDIAPI void WINAPI glFogi(GLenum pname,GLint param); +WINGDIAPI void WINAPI glFogiv(GLenum pname,const GLint *params); +WINGDIAPI void WINAPI glFrontFace(GLenum mode); +WINGDIAPI void WINAPI glFrustum(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top,GLdouble zNear,GLdouble zFar); +WINGDIAPI GLuint WINAPI glGenLists(GLsizei range); +WINGDIAPI void WINAPI glGenTextures(GLsizei n,GLuint *textures); +WINGDIAPI void WINAPI glGetBooleanv(GLenum pname,GLboolean *params); +WINGDIAPI void WINAPI glGetClipPlane(GLenum plane,GLdouble *equation); +WINGDIAPI void WINAPI glGetDoublev(GLenum pname,GLdouble *params); +WINGDIAPI GLenum WINAPI glGetError(void); +WINGDIAPI void WINAPI glGetFloatv(GLenum pname,GLfloat *params); +WINGDIAPI void WINAPI glGetIntegerv(GLenum pname,GLint *params); +WINGDIAPI void WINAPI glGetLightfv(GLenum light,GLenum pname,GLfloat *params); +WINGDIAPI void WINAPI glGetLightiv(GLenum light,GLenum pname,GLint *params); +WINGDIAPI void WINAPI glGetMapdv(GLenum target,GLenum query,GLdouble *v); +WINGDIAPI void WINAPI glGetMapfv(GLenum target,GLenum query,GLfloat *v); +WINGDIAPI void WINAPI glGetMapiv(GLenum target,GLenum query,GLint *v); +WINGDIAPI void WINAPI glGetMaterialfv(GLenum face,GLenum pname,GLfloat *params); +WINGDIAPI void WINAPI glGetMaterialiv(GLenum face,GLenum pname,GLint *params); +WINGDIAPI void WINAPI glGetPixelMapfv(GLenum map,GLfloat *values); +WINGDIAPI void WINAPI glGetPixelMapuiv(GLenum map,GLuint *values); +WINGDIAPI void WINAPI glGetPixelMapusv(GLenum map,GLushort *values); +WINGDIAPI void WINAPI glGetPointerv(GLenum pname,GLvoid **params); +WINGDIAPI void WINAPI glGetPolygonStipple(GLubyte *mask); +WINGDIAPI const GLubyte *WINAPI glGetString(GLenum name); +WINGDIAPI void WINAPI glGetTexEnvfv(GLenum target,GLenum pname,GLfloat *params); +WINGDIAPI void WINAPI glGetTexEnviv(GLenum target,GLenum pname,GLint *params); +WINGDIAPI void WINAPI glGetTexGendv(GLenum coord,GLenum pname,GLdouble *params); +WINGDIAPI void WINAPI glGetTexGenfv(GLenum coord,GLenum pname,GLfloat *params); +WINGDIAPI void WINAPI glGetTexGeniv(GLenum coord,GLenum pname,GLint *params); +WINGDIAPI void WINAPI glGetTexImage(GLenum target,GLint level,GLenum format,GLenum type,GLvoid *pixels); +WINGDIAPI void WINAPI glGetTexLevelParameterfv(GLenum target,GLint level,GLenum pname,GLfloat *params); +WINGDIAPI void WINAPI glGetTexLevelParameteriv(GLenum target,GLint level,GLenum pname,GLint *params); +WINGDIAPI void WINAPI glGetTexParameterfv(GLenum target,GLenum pname,GLfloat *params); +WINGDIAPI void WINAPI glGetTexParameteriv(GLenum target,GLenum pname,GLint *params); +WINGDIAPI void WINAPI glHint(GLenum target,GLenum mode); +WINGDIAPI void WINAPI glIndexMask(GLuint mask); +WINGDIAPI void WINAPI glIndexPointer(GLenum type,GLsizei stride,const GLvoid *pointer); +WINGDIAPI void WINAPI glIndexd(GLdouble c); +WINGDIAPI void WINAPI glIndexdv(const GLdouble *c); +WINGDIAPI void WINAPI glIndexf(GLfloat c); +WINGDIAPI void WINAPI glIndexfv(const GLfloat *c); +WINGDIAPI void WINAPI glIndexi(GLint c); +WINGDIAPI void WINAPI glIndexiv(const GLint *c); +WINGDIAPI void WINAPI glIndexs(GLshort c); +WINGDIAPI void WINAPI glIndexsv(const GLshort *c); +WINGDIAPI void WINAPI glIndexub(GLubyte c); +WINGDIAPI void WINAPI glIndexubv(const GLubyte *c); +WINGDIAPI void WINAPI glInitNames(void); +WINGDIAPI void WINAPI glInterleavedArrays(GLenum format,GLsizei stride,const GLvoid *pointer); +WINGDIAPI GLboolean WINAPI glIsEnabled(GLenum cap); +WINGDIAPI GLboolean WINAPI glIsList(GLuint list); +WINGDIAPI GLboolean WINAPI glIsTexture(GLuint texture); +WINGDIAPI void WINAPI glLightModelf(GLenum pname,GLfloat param); +WINGDIAPI void WINAPI glLightModelfv(GLenum pname,const GLfloat *params); +WINGDIAPI void WINAPI glLightModeli(GLenum pname,GLint param); +WINGDIAPI void WINAPI glLightModeliv(GLenum pname,const GLint *params); +WINGDIAPI void WINAPI glLightf(GLenum light,GLenum pname,GLfloat param); +WINGDIAPI void WINAPI glLightfv(GLenum light,GLenum pname,const GLfloat *params); +WINGDIAPI void WINAPI glLighti(GLenum light,GLenum pname,GLint param); +WINGDIAPI void WINAPI glLightiv(GLenum light,GLenum pname,const GLint *params); +WINGDIAPI void WINAPI glLineStipple(GLint factor,GLushort pattern); +WINGDIAPI void WINAPI glLineWidth(GLfloat width); +WINGDIAPI void WINAPI glListBase(GLuint base); +WINGDIAPI void WINAPI glLoadIdentity(void); +WINGDIAPI void WINAPI glLoadMatrixd(const GLdouble *m); +WINGDIAPI void WINAPI glLoadMatrixf(const GLfloat *m); +WINGDIAPI void WINAPI glLoadName(GLuint name); +WINGDIAPI void WINAPI glLogicOp(GLenum opcode); +WINGDIAPI void WINAPI glMap1d(GLenum target,GLdouble u1,GLdouble u2,GLint stride,GLint order,const GLdouble *points); +WINGDIAPI void WINAPI glMap1f(GLenum target,GLfloat u1,GLfloat u2,GLint stride,GLint order,const GLfloat *points); +WINGDIAPI void WINAPI glMap2d(GLenum target,GLdouble u1,GLdouble u2,GLint ustride,GLint uorder,GLdouble v1,GLdouble v2,GLint vstride,GLint vorder,const GLdouble *points); +WINGDIAPI void WINAPI glMap2f(GLenum target,GLfloat u1,GLfloat u2,GLint ustride,GLint uorder,GLfloat v1,GLfloat v2,GLint vstride,GLint vorder,const GLfloat *points); +WINGDIAPI void WINAPI glMapGrid1d(GLint un,GLdouble u1,GLdouble u2); +WINGDIAPI void WINAPI glMapGrid1f(GLint un,GLfloat u1,GLfloat u2); +WINGDIAPI void WINAPI glMapGrid2d(GLint un,GLdouble u1,GLdouble u2,GLint vn,GLdouble v1,GLdouble v2); +WINGDIAPI void WINAPI glMapGrid2f(GLint un,GLfloat u1,GLfloat u2,GLint vn,GLfloat v1,GLfloat v2); +WINGDIAPI void WINAPI glMaterialf(GLenum face,GLenum pname,GLfloat param); +WINGDIAPI void WINAPI glMaterialfv(GLenum face,GLenum pname,const GLfloat *params); +WINGDIAPI void WINAPI glMateriali(GLenum face,GLenum pname,GLint param); +WINGDIAPI void WINAPI glMaterialiv(GLenum face,GLenum pname,const GLint *params); +WINGDIAPI void WINAPI glMatrixMode(GLenum mode); +WINGDIAPI void WINAPI glMultMatrixd(const GLdouble *m); +WINGDIAPI void WINAPI glMultMatrixf(const GLfloat *m); +WINGDIAPI void WINAPI glNewList(GLuint list,GLenum mode); +WINGDIAPI void WINAPI glNormal3b (GLbyte nx,GLbyte ny,GLbyte nz); +WINGDIAPI void WINAPI glNormal3bv(const GLbyte *v); +WINGDIAPI void WINAPI glNormal3d(GLdouble nx,GLdouble ny,GLdouble nz); +WINGDIAPI void WINAPI glNormal3dv(const GLdouble *v); +WINGDIAPI void WINAPI glNormal3f(GLfloat nx,GLfloat ny,GLfloat nz); +WINGDIAPI void WINAPI glNormal3fv(const GLfloat *v); +WINGDIAPI void WINAPI glNormal3i(GLint nx,GLint ny,GLint nz); +WINGDIAPI void WINAPI glNormal3iv(const GLint *v); +WINGDIAPI void WINAPI glNormal3s(GLshort nx,GLshort ny,GLshort nz); +WINGDIAPI void WINAPI glNormal3sv(const GLshort *v); +WINGDIAPI void WINAPI glNormalPointer(GLenum type,GLsizei stride,const GLvoid *pointer); +WINGDIAPI void WINAPI glOrtho(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top,GLdouble zNear,GLdouble zFar); +WINGDIAPI void WINAPI glPassThrough(GLfloat token); +WINGDIAPI void WINAPI glPixelMapfv(GLenum map,GLsizei mapsize,const GLfloat *values); +WINGDIAPI void WINAPI glPixelMapuiv(GLenum map,GLsizei mapsize,const GLuint *values); +WINGDIAPI void WINAPI glPixelMapusv(GLenum map,GLsizei mapsize,const GLushort *values); +WINGDIAPI void WINAPI glPixelStoref(GLenum pname,GLfloat param); +WINGDIAPI void WINAPI glPixelStorei(GLenum pname,GLint param); +WINGDIAPI void WINAPI glPixelTransferf(GLenum pname,GLfloat param); +WINGDIAPI void WINAPI glPixelTransferi(GLenum pname,GLint param); +WINGDIAPI void WINAPI glPixelZoom(GLfloat xfactor,GLfloat yfactor); +WINGDIAPI void WINAPI glPointSize(GLfloat size); +WINGDIAPI void WINAPI glPolygonMode(GLenum face,GLenum mode); +WINGDIAPI void WINAPI glPolygonOffset(GLfloat factor,GLfloat units); +WINGDIAPI void WINAPI glPolygonStipple(const GLubyte *mask); +WINGDIAPI void WINAPI glPopAttrib(void); +WINGDIAPI void WINAPI glPopClientAttrib(void); +WINGDIAPI void WINAPI glPopMatrix(void); +WINGDIAPI void WINAPI glPopName(void); +WINGDIAPI void WINAPI glPrioritizeTextures(GLsizei n,const GLuint *textures,const GLclampf *priorities); +WINGDIAPI void WINAPI glPushAttrib(GLbitfield mask); +WINGDIAPI void WINAPI glPushClientAttrib(GLbitfield mask); +WINGDIAPI void WINAPI glPushMatrix(void); +WINGDIAPI void WINAPI glPushName(GLuint name); +WINGDIAPI void WINAPI glRasterPos2d(GLdouble x,GLdouble y); +WINGDIAPI void WINAPI glRasterPos2dv(const GLdouble *v); +WINGDIAPI void WINAPI glRasterPos2f(GLfloat x,GLfloat y); +WINGDIAPI void WINAPI glRasterPos2fv(const GLfloat *v); +WINGDIAPI void WINAPI glRasterPos2i(GLint x,GLint y); +WINGDIAPI void WINAPI glRasterPos2iv(const GLint *v); +WINGDIAPI void WINAPI glRasterPos2s(GLshort x,GLshort y); +WINGDIAPI void WINAPI glRasterPos2sv(const GLshort *v); +WINGDIAPI void WINAPI glRasterPos3d(GLdouble x,GLdouble y,GLdouble z); +WINGDIAPI void WINAPI glRasterPos3dv(const GLdouble *v); +WINGDIAPI void WINAPI glRasterPos3f(GLfloat x,GLfloat y,GLfloat z); +WINGDIAPI void WINAPI glRasterPos3fv(const GLfloat *v); +WINGDIAPI void WINAPI glRasterPos3i(GLint x,GLint y,GLint z); +WINGDIAPI void WINAPI glRasterPos3iv(const GLint *v); +WINGDIAPI void WINAPI glRasterPos3s(GLshort x,GLshort y,GLshort z); +WINGDIAPI void WINAPI glRasterPos3sv(const GLshort *v); +WINGDIAPI void WINAPI glRasterPos4d(GLdouble x,GLdouble y,GLdouble z,GLdouble w); +WINGDIAPI void WINAPI glRasterPos4dv(const GLdouble *v); +WINGDIAPI void WINAPI glRasterPos4f(GLfloat x,GLfloat y,GLfloat z,GLfloat w); +WINGDIAPI void WINAPI glRasterPos4fv(const GLfloat *v); +WINGDIAPI void WINAPI glRasterPos4i(GLint x,GLint y,GLint z,GLint w); +WINGDIAPI void WINAPI glRasterPos4iv(const GLint *v); +WINGDIAPI void WINAPI glRasterPos4s(GLshort x,GLshort y,GLshort z,GLshort w); +WINGDIAPI void WINAPI glRasterPos4sv(const GLshort *v); +WINGDIAPI void WINAPI glReadBuffer(GLenum mode); +WINGDIAPI void WINAPI glReadPixels(GLint x,GLint y,GLsizei width,GLsizei height,GLenum format,GLenum type,GLvoid *pixels); +WINGDIAPI void WINAPI glRectd(GLdouble x1,GLdouble y1,GLdouble x2,GLdouble y2); +WINGDIAPI void WINAPI glRectdv(const GLdouble *v1,const GLdouble *v2); +WINGDIAPI void WINAPI glRectf(GLfloat x1,GLfloat y1,GLfloat x2,GLfloat y2); +WINGDIAPI void WINAPI glRectfv(const GLfloat *v1,const GLfloat *v2); +WINGDIAPI void WINAPI glRecti(GLint x1,GLint y1,GLint x2,GLint y2); +WINGDIAPI void WINAPI glRectiv(const GLint *v1,const GLint *v2); +WINGDIAPI void WINAPI glRects(GLshort x1,GLshort y1,GLshort x2,GLshort y2); +WINGDIAPI void WINAPI glRectsv(const GLshort *v1,const GLshort *v2); +WINGDIAPI GLint WINAPI glRenderMode(GLenum mode); +WINGDIAPI void WINAPI glRotated(GLdouble angle,GLdouble x,GLdouble y,GLdouble z); +WINGDIAPI void WINAPI glRotatef(GLfloat angle,GLfloat x,GLfloat y,GLfloat z); +WINGDIAPI void WINAPI glScaled(GLdouble x,GLdouble y,GLdouble z); +WINGDIAPI void WINAPI glScalef(GLfloat x,GLfloat y,GLfloat z); +WINGDIAPI void WINAPI glScissor(GLint x,GLint y,GLsizei width,GLsizei height); +WINGDIAPI void WINAPI glSelectBuffer(GLsizei size,GLuint *buffer); +WINGDIAPI void WINAPI glShadeModel(GLenum mode); +WINGDIAPI void WINAPI glStencilFunc(GLenum func,GLint ref,GLuint mask); +WINGDIAPI void WINAPI glStencilMask(GLuint mask); +WINGDIAPI void WINAPI glStencilOp(GLenum fail,GLenum zfail,GLenum zpass); +WINGDIAPI void WINAPI glTexCoord1d(GLdouble s); +WINGDIAPI void WINAPI glTexCoord1dv(const GLdouble *v); +WINGDIAPI void WINAPI glTexCoord1f(GLfloat s); +WINGDIAPI void WINAPI glTexCoord1fv(const GLfloat *v); +WINGDIAPI void WINAPI glTexCoord1i(GLint s); +WINGDIAPI void WINAPI glTexCoord1iv(const GLint *v); +WINGDIAPI void WINAPI glTexCoord1s(GLshort s); +WINGDIAPI void WINAPI glTexCoord1sv(const GLshort *v); +WINGDIAPI void WINAPI glTexCoord2d(GLdouble s,GLdouble t); +WINGDIAPI void WINAPI glTexCoord2dv(const GLdouble *v); +WINGDIAPI void WINAPI glTexCoord2f(GLfloat s,GLfloat t); +WINGDIAPI void WINAPI glTexCoord2fv(const GLfloat *v); +WINGDIAPI void WINAPI glTexCoord2i(GLint s,GLint t); +WINGDIAPI void WINAPI glTexCoord2iv(const GLint *v); +WINGDIAPI void WINAPI glTexCoord2s(GLshort s,GLshort t); +WINGDIAPI void WINAPI glTexCoord2sv(const GLshort *v); +WINGDIAPI void WINAPI glTexCoord3d(GLdouble s,GLdouble t,GLdouble r); +WINGDIAPI void WINAPI glTexCoord3dv(const GLdouble *v); +WINGDIAPI void WINAPI glTexCoord3f(GLfloat s,GLfloat t,GLfloat r); +WINGDIAPI void WINAPI glTexCoord3fv(const GLfloat *v); +WINGDIAPI void WINAPI glTexCoord3i(GLint s,GLint t,GLint r); +WINGDIAPI void WINAPI glTexCoord3iv(const GLint *v); +WINGDIAPI void WINAPI glTexCoord3s(GLshort s,GLshort t,GLshort r); +WINGDIAPI void WINAPI glTexCoord3sv(const GLshort *v); +WINGDIAPI void WINAPI glTexCoord4d(GLdouble s,GLdouble t,GLdouble r,GLdouble q); +WINGDIAPI void WINAPI glTexCoord4dv(const GLdouble *v); +WINGDIAPI void WINAPI glTexCoord4f(GLfloat s,GLfloat t,GLfloat r,GLfloat q); +WINGDIAPI void WINAPI glTexCoord4fv(const GLfloat *v); +WINGDIAPI void WINAPI glTexCoord4i(GLint s,GLint t,GLint r,GLint q); +WINGDIAPI void WINAPI glTexCoord4iv(const GLint *v); +WINGDIAPI void WINAPI glTexCoord4s(GLshort s,GLshort t,GLshort r,GLshort q); +WINGDIAPI void WINAPI glTexCoord4sv(const GLshort *v); +WINGDIAPI void WINAPI glTexCoordPointer(GLint size,GLenum type,GLsizei stride,const GLvoid *pointer); +WINGDIAPI void WINAPI glTexEnvf(GLenum target,GLenum pname,GLfloat param); +WINGDIAPI void WINAPI glTexEnvfv(GLenum target,GLenum pname,const GLfloat *params); +WINGDIAPI void WINAPI glTexEnvi(GLenum target,GLenum pname,GLint param); +WINGDIAPI void WINAPI glTexEnviv(GLenum target,GLenum pname,const GLint *params); +WINGDIAPI void WINAPI glTexGend(GLenum coord,GLenum pname,GLdouble param); +WINGDIAPI void WINAPI glTexGendv(GLenum coord,GLenum pname,const GLdouble *params); +WINGDIAPI void WINAPI glTexGenf(GLenum coord,GLenum pname,GLfloat param); +WINGDIAPI void WINAPI glTexGenfv(GLenum coord,GLenum pname,const GLfloat *params); +WINGDIAPI void WINAPI glTexGeni(GLenum coord,GLenum pname,GLint param); +WINGDIAPI void WINAPI glTexGeniv(GLenum coord,GLenum pname,const GLint *params); +WINGDIAPI void WINAPI glTexImage1D(GLenum target,GLint level,GLint internalformat,GLsizei width,GLint border,GLenum format,GLenum type,const GLvoid *pixels); +WINGDIAPI void WINAPI glTexImage2D(GLenum target,GLint level,GLint internalformat,GLsizei width,GLsizei height,GLint border,GLenum format,GLenum type,const GLvoid *pixels); +WINGDIAPI void WINAPI glTexParameterf(GLenum target,GLenum pname,GLfloat param); +WINGDIAPI void WINAPI glTexParameterfv(GLenum target,GLenum pname,const GLfloat *params); +WINGDIAPI void WINAPI glTexParameteri(GLenum target,GLenum pname,GLint param); +WINGDIAPI void WINAPI glTexParameteriv(GLenum target,GLenum pname,const GLint *params); +WINGDIAPI void WINAPI glTexSubImage1D(GLenum target,GLint level,GLint xoffset,GLsizei width,GLenum format,GLenum type,const GLvoid *pixels); +WINGDIAPI void WINAPI glTexSubImage2D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLsizei width,GLsizei height,GLenum format,GLenum type,const GLvoid *pixels); +WINGDIAPI void WINAPI glTranslated(GLdouble x,GLdouble y,GLdouble z); +WINGDIAPI void WINAPI glTranslatef(GLfloat x,GLfloat y,GLfloat z); +WINGDIAPI void WINAPI glVertex2d(GLdouble x,GLdouble y); +WINGDIAPI void WINAPI glVertex2dv(const GLdouble *v); +WINGDIAPI void WINAPI glVertex2f(GLfloat x,GLfloat y); +WINGDIAPI void WINAPI glVertex2fv(const GLfloat *v); +WINGDIAPI void WINAPI glVertex2i(GLint x,GLint y); +WINGDIAPI void WINAPI glVertex2iv(const GLint *v); +WINGDIAPI void WINAPI glVertex2s(GLshort x,GLshort y); +WINGDIAPI void WINAPI glVertex2sv(const GLshort *v); +WINGDIAPI void WINAPI glVertex3d(GLdouble x,GLdouble y,GLdouble z); +WINGDIAPI void WINAPI glVertex3dv(const GLdouble *v); +WINGDIAPI void WINAPI glVertex3f(GLfloat x,GLfloat y,GLfloat z); +WINGDIAPI void WINAPI glVertex3fv(const GLfloat *v); +WINGDIAPI void WINAPI glVertex3i(GLint x,GLint y,GLint z); +WINGDIAPI void WINAPI glVertex3iv(const GLint *v); +WINGDIAPI void WINAPI glVertex3s(GLshort x,GLshort y,GLshort z); +WINGDIAPI void WINAPI glVertex3sv(const GLshort *v); +WINGDIAPI void WINAPI glVertex4d(GLdouble x,GLdouble y,GLdouble z,GLdouble w); +WINGDIAPI void WINAPI glVertex4dv(const GLdouble *v); +WINGDIAPI void WINAPI glVertex4f(GLfloat x,GLfloat y,GLfloat z,GLfloat w); +WINGDIAPI void WINAPI glVertex4fv(const GLfloat *v); +WINGDIAPI void WINAPI glVertex4i(GLint x,GLint y,GLint z,GLint w); +WINGDIAPI void WINAPI glVertex4iv(const GLint *v); +WINGDIAPI void WINAPI glVertex4s(GLshort x,GLshort y,GLshort z,GLshort w); +WINGDIAPI void WINAPI glVertex4sv(const GLshort *v); +WINGDIAPI void WINAPI glVertexPointer(GLint size,GLenum type,GLsizei stride,const GLvoid *pointer); +WINGDIAPI void WINAPI glViewport(GLint x,GLint y,GLsizei width,GLsizei height); + +typedef void (WINAPI *PFNGLARRAYELEMENTEXTPROC)(GLint i); +typedef void (WINAPI *PFNGLDRAWARRAYSEXTPROC)(GLenum mode,GLint first,GLsizei count); +typedef void (WINAPI *PFNGLVERTEXPOINTEREXTPROC)(GLint size,GLenum type,GLsizei stride,GLsizei count,const GLvoid *pointer); +typedef void (WINAPI *PFNGLNORMALPOINTEREXTPROC)(GLenum type,GLsizei stride,GLsizei count,const GLvoid *pointer); +typedef void (WINAPI *PFNGLCOLORPOINTEREXTPROC)(GLint size,GLenum type,GLsizei stride,GLsizei count,const GLvoid *pointer); +typedef void (WINAPI *PFNGLINDEXPOINTEREXTPROC)(GLenum type,GLsizei stride,GLsizei count,const GLvoid *pointer); +typedef void (WINAPI *PFNGLTEXCOORDPOINTEREXTPROC)(GLint size,GLenum type,GLsizei stride,GLsizei count,const GLvoid *pointer); +typedef void (WINAPI *PFNGLEDGEFLAGPOINTEREXTPROC)(GLsizei stride,GLsizei count,const GLboolean *pointer); +typedef void (WINAPI *PFNGLGETPOINTERVEXTPROC)(GLenum pname,GLvoid **params); +typedef void (WINAPI *PFNGLARRAYELEMENTARRAYEXTPROC)(GLenum mode,GLsizei count,const GLvoid *pi); +typedef void (WINAPI *PFNGLDRAWRANGEELEMENTSWINPROC)(GLenum mode,GLuint start,GLuint end,GLsizei count,GLenum type,const GLvoid *indices); +typedef void (WINAPI *PFNGLADDSWAPHINTRECTWINPROC)(GLint x,GLint y,GLsizei width,GLsizei height); +typedef void (WINAPI *PFNGLCOLORTABLEEXTPROC)(GLenum target,GLenum internalFormat,GLsizei width,GLenum format,GLenum type,const GLvoid *data); +typedef void (WINAPI *PFNGLCOLORSUBTABLEEXTPROC)(GLenum target,GLsizei start,GLsizei count,GLenum format,GLenum type,const GLvoid *data); +typedef void (WINAPI *PFNGLGETCOLORTABLEEXTPROC)(GLenum target,GLenum format,GLenum type,GLvoid *data); +typedef void (WINAPI *PFNGLGETCOLORTABLEPARAMETERIVEXTPROC)(GLenum target,GLenum pname,GLint *params); +typedef void (WINAPI *PFNGLGETCOLORTABLEPARAMETERFVEXTPROC)(GLenum target,GLenum pname,GLfloat *params); + +#ifdef __cplusplus +} +#endif +#endif +#endif
