project_files/hwc/rtl/GL.h
author Wuzzy <Wuzzy2@mail.ru>
Mon, 26 Mar 2018 15:12:33 +0200
changeset 13287 b13071610c07
parent 11798 80fe306460b2
child 15300 f382ec6dba11
permissions -rw-r--r--
Flying portal balls now spawn a few spark effects This has been adapted from PortalEffects from HedgeEditor. HedgeEditor already included such effects for some reason, so they have been removed as redundant.
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#pragma once
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#if defined(__APPLE__) && !defined(EMSCRIPTEN)
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#include <OpenGL/gl.h>
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#else
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#include "GL/gl.h"
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#endif
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/* emscripten cannot find these functions */
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#ifdef EMSCRIPTEN
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void glGetProgramInfoLog(GLuint program, GLsizei maxLength, GLsizei *length, GLchar *infoLog);
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void glLinkProgram(GLuint program);
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void glUniform1i(GLint location, GLint v0);
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GLuint glCreateProgram(void);
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void glUseProgram(GLuint program);
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void glDeleteProgram(GLuint program);
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void glGetProgramiv(GLuint program, GLenum pname, GLint *params);
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void glDeleteShader(GLuint shader);
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void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name);
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void glAttachShader(GLuint program, GLuint shader);
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void glBindBuffer(GLenum target, GLuint buffer);
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void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
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void glEnableVertexAttribArray(GLuint index);
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void glDisableVertexAttribArray(GLuint index);
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void glGenBuffers(GLsizei n, GLuint * buffers);
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void glDeleteBuffers(GLsizei n, const GLuint * buffers);
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void glUniform4fv(GLint location, GLsizei count, const GLfloat *value);
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void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * pointer);
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void glBufferData(GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage);
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void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
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GLint glGetUniformLocation(GLuint program, const GLchar *name);
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void glGetShaderInfoLog(GLuint shader, GLsizei maxLength, GLsizei *length, GLchar *infoLog);
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void glGetShaderiv(GLuint shader, GLenum pname, GLint *params);
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GLuint glCreateShader(GLenum shaderType);
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void glCompileShader(GLuint shader);
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void glShaderSource(GLuint shader, GLsizei count,/* const dropped for pas2c compat */ GLchar **string, const GLint *length);
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#endif