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/*
* The ManaPlus Client
* Copyright (C) 2012-2019 The ManaPlus Developers
*
* This file is part of The ManaPlus Client.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#define MGL_DEFINE
defName(glGenRenderbuffers);
defName(glBindRenderbuffer);
defName(glRenderbufferStorage);
defName(glGenFramebuffers);
defName(glBindFramebuffer);
defName(glFramebufferTexture2D);
defName(glFramebufferRenderbuffer);
defName(glDeleteFramebuffers);
defName(glDeleteRenderbuffers);
defName(glGetStringi);
defName(glGenSamplers);
defName(glDeleteSamplers);
defName(glBindSampler);
defName(glSamplerParameteri);
defName(glDebugMessageControl);
defName(glDebugMessageCallback);
defName(glFrameTerminator);
defName(glLabelObject);
defName(glGetObjectLabel);
defName(glInsertEventMarker);
defName(glPushGroupMarker);
defName(glPopGroupMarker);
defName(glGenVertexArrays);
defName(glBindVertexArray);
defName(glDeleteVertexArrays);
defName(glDisableVertexAttribArray);
defName(glDeleteShader);
defName(glGetShaderInfoLog);
defName(glGetShaderSource);
defName(glDetachShader);
defName(glGetAttachedShaders);
defName(glGetActiveUniform);
defName(glBindFragDataLocation);
#ifndef __native_client__
defName(glDeleteProgram);
defName(glCreateProgram);
defName(glGetProgramiv);
defName(glLinkProgram);
defName(glAttachShader);
defName(glGetShaderiv);
defName(glCompileShader);
defName(glShaderSource);
defName(glCreateShader);
defName(glGetUniformLocation);
defName(glGenBuffers);
defName(glDeleteBuffers);
defName(glBindBuffer);
defName(glBufferData);
defName(glEnableVertexAttribArray);
defName(glVertexAttribPointer);
defName(glUseProgram);
defName(glUniform1f);
defName(glUniform2f);
defName(glUniform4f);
defName(glValidateProgram);
defName(glGetProgramInfoLog);
defName(glBindAttribLocation);
defName(glActiveTexture);
#define mglDrawArrays(...) \
glDrawArrays(__VA_ARGS__)
#define mglDisable(...) \
glDisable(__VA_ARGS__)
#define mglHint(...) \
glHint(__VA_ARGS__)
#define mglScissor(...) \
glScissor(__VA_ARGS__)
#define mglEnable(...) \
glEnable(__VA_ARGS__)
#define mglBindTexture(...) \
glBindTexture(__VA_ARGS__)
#define mglGetIntegerv(...) \
glGetIntegerv(__VA_ARGS__)
#define mglClear(...) \
glClear(__VA_ARGS__)
#define mglGetString(...) \
glGetString(__VA_ARGS__)
#define mglTexParameteri(...) \
glTexParameteri(__VA_ARGS__)
#define mglTexImage2D(...) \
glTexImage2D(__VA_ARGS__)
#define mglGenTextures(...) \
glGenTextures(__VA_ARGS__)
#define mglPixelStorei(...) \
glPixelStorei(__VA_ARGS__)
#define mglReadPixels(...) \
glReadPixels(__VA_ARGS__)
#endif
defName(glGetAttribLocation);
defName(glUniform3f);
defName(glCheckFramebufferStatus);
defName(glProgramUniform1f);
defName(glProgramUniform2f);
defName(glProgramUniform3f);
defName(glProgramUniform4f);
defName(glBindVertexBuffer);
defName(glVertexAttribBinding);
defName(glVertexAttribFormat);
defName(glBindVertexBuffers);
defName(glIsBuffer);
defName(glVertexAttribIFormat);
defName(glVertexAttribIPointer);
defName(glInvalidateTexImage);
defName(glCopyImageSubData);
defName(glPushDebugGroup);
defName(glPopDebugGroup);
defName(glObjectLabel);
defName(glTexStorage2D);
defName(glGenQueries);
defName(glBeginQuery);
defName(glEndQuery);
defName(glDeleteQueries);
defName(glGetQueryObjectiv);
defName(glGetQueryObjectui64v);
defName(glTextureSubImage2D);
defName(glTextureSubImage2DEXT);
defName(glClearTexImage);
defName(glClearTexSubImage);
#ifdef WIN32
defName(wglGetExtensionsString);
#endif
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