Work around missing gl functions from emscripten headers
authorkoda
Mon, 02 May 2016 23:28:58 -0400
changeset 11793 80fe306460b2
parent 11792 d8b7884abf9c
child 11794 64bbe89e59d6
Work around missing gl functions from emscripten headers
project_files/hwc/rtl/GL.h
--- a/project_files/hwc/rtl/GL.h	Mon May 02 23:03:42 2016 -0400
+++ b/project_files/hwc/rtl/GL.h	Mon May 02 23:28:58 2016 -0400
@@ -1,8 +1,37 @@
 #pragma once
 
-#ifdef __APPLE__
+#if defined(__APPLE__) && !defined(EMSCRIPTEN)
 #include <OpenGL/gl.h>
 #else
 #include "GL/gl.h"
 #endif
 
+/* emscripten cannot find these functions */
+#ifdef EMSCRIPTEN
+void glGetProgramInfoLog(GLuint program, GLsizei maxLength, GLsizei *length, GLchar *infoLog);
+void glLinkProgram(GLuint program);
+void glUniform1i(GLint location, GLint v0);
+GLuint glCreateProgram(void);
+void glUseProgram(GLuint program);
+void glDeleteProgram(GLuint program);
+void glGetProgramiv(GLuint program, GLenum pname, GLint *params);
+void glDeleteShader(GLuint shader);
+void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name);
+void glAttachShader(GLuint program, GLuint shader);
+void glBindBuffer(GLenum target, GLuint buffer);
+void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+void glEnableVertexAttribArray(GLuint index);
+void glDisableVertexAttribArray(GLuint index);
+void glGenBuffers(GLsizei n, GLuint * buffers);
+void glDeleteBuffers(GLsizei n, const GLuint * buffers);
+void glUniform4fv(GLint location, GLsizei count, const GLfloat *value);
+void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * pointer);
+void glBufferData(GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage);
+void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+GLint glGetUniformLocation(GLuint program, const GLchar *name);
+void glGetShaderInfoLog(GLuint shader, GLsizei maxLength, GLsizei *length, GLchar *infoLog);
+void glGetShaderiv(GLuint shader, GLenum pname, GLint *params);
+GLuint glCreateShader(GLenum shaderType);
+void glCompileShader(GLuint shader);
+void glShaderSource(GLuint shader, GLsizei count,/* const dropped for pas2c compat */ GLchar **string, const GLint *length);
+#endif