/* * The ManaVerse Client * Copyright (C) 2014-2019 The ManaPlus Developers * * This file is part of The ManaVerse 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 . */ #ifndef RENDER_OPENGL_NACLGLFUNCTIONS_H #define RENDER_OPENGL_NACLGLFUNCTIONS_H #if defined(__native_client__) && defined(USE_OPENGL) #include extern const struct PPB_OpenGLES2* gles2Interface; extern PP_Resource gles2Context; #define mglDrawArrays(...) \ gles2Interface->DrawArrays(gles2Context, __VA_ARGS__) #define mglEnableVertexAttribArray(...) \ gles2Interface->EnableVertexAttribArray(gles2Context, __VA_ARGS__) #define mglVertexAttribPointer(...) \ gles2Interface->VertexAttribPointer(gles2Context, __VA_ARGS__) #define mglUseProgram(...) \ gles2Interface->UseProgram(gles2Context, __VA_ARGS__) #define mglViewport(...) \ gles2Interface->Viewport(gles2Context, __VA_ARGS__) #define mglGenBuffers(...) \ gles2Interface->GenBuffers(gles2Context, __VA_ARGS__) #define mglBindBuffer(...) \ gles2Interface->BindBuffer(gles2Context, __VA_ARGS__) #define mglBufferData(...) \ gles2Interface->BufferData(gles2Context, __VA_ARGS__) #define mglDeleteBuffers(...) \ gles2Interface->DeleteBuffers(gles2Context, __VA_ARGS__) #define mglGetUniformLocation(...) \ gles2Interface->GetUniformLocation(gles2Context, __VA_ARGS__) #define mglCreateShader(...) \ gles2Interface->CreateShader(gles2Context, __VA_ARGS__) #define mglShaderSource(...) \ gles2Interface->ShaderSource(gles2Context, __VA_ARGS__) #define mglCompileShader(...) \ gles2Interface->CompileShader(gles2Context, __VA_ARGS__) #define mglGetShaderiv(...) \ gles2Interface->GetShaderiv(gles2Context, __VA_ARGS__) #define mglAttachShader(...) \ gles2Interface->AttachShader(gles2Context, __VA_ARGS__) #define mglBindAttribLocation(...) \ gles2Interface->BindAttribLocation(gles2Context, __VA_ARGS__) #define mglLinkProgram(...) \ gles2Interface->LinkProgram(gles2Context, __VA_ARGS__) #define mglGetProgramiv(...) \ gles2Interface->GetProgramiv(gles2Context, __VA_ARGS__) #define mglClearColor(...) \ gles2Interface->ClearColor(gles2Context, __VA_ARGS__) #define mglUniform1f(...) \ gles2Interface->Uniform1f(gles2Context, __VA_ARGS__) #define mglUniform2f(...) \ gles2Interface->Uniform2f(gles2Context, __VA_ARGS__) #define mglUniform3f(...) \ gles2Interface->Uniform3f(gles2Context, __VA_ARGS__) #define mglUniform4f(...) \ gles2Interface->Uniform4f(gles2Context, __VA_ARGS__) #define mglUniform1i(...) \ gles2Interface->Uniform1i(gles2Context, __VA_ARGS__) #define mglUniform2i(...) \ gles2Interface->Uniform2i(gles2Context, __VA_ARGS__) #define mglUniform3i(...) \ gles2Interface->Uniform3i(gles2Context, __VA_ARGS__) #define mglUniform4i(...) \ gles2Interface->Uniform4i(gles2Context, __VA_ARGS__) #define mglUniform1fv(...) \ gles2Interface->Uniform1fv(gles2Context, __VA_ARGS__) #define mglUniform2fv(...) \ gles2Interface->Uniform2fv(gles2Context, __VA_ARGS__) #define mglUniform3fv(...) \ gles2Interface->Uniform3fv(gles2Context, __VA_ARGS__) #define mglUniform4fv(...) \ gles2Interface->Uniform4fv(gles2Context, __VA_ARGS__) #define mglUniform1iv(...) \ gles2Interface->Uniform1iv(gles2Context, __VA_ARGS__) #define mglUniform2iv(...) \ gles2Interface->Uniform2iv(gles2Context, __VA_ARGS__) #define mglUniform3iv(...) \ gles2Interface->Uniform3iv(gles2Context, __VA_ARGS__) #define mglUniform4iv(...) \ gles2Interface->Uniform4iv(gles2Context, __VA_ARGS__) #define mglActiveTexture(...) \ gles2Interface->ActiveTexture(gles2Context, __VA_ARGS__) #define mglBindTexture(...) \ gles2Interface->BindTexture(gles2Context, __VA_ARGS__) #define mglEnable(...) \ gles2Interface->Enable(gles2Context, __VA_ARGS__) #define mglClear(...) \ gles2Interface->Clear(gles2Context, __VA_ARGS__) #define mglValidateProgram(...) \ gles2Interface->ValidateProgram(gles2Context, __VA_ARGS__) #define mglDeleteProgram(...) \ gles2Interface->DeleteProgram(gles2Context, __VA_ARGS__) #define mglCreateProgram() \ gles2Interface->CreateProgram(gles2Context) #define mglGetProgramInfoLog(...) \ gles2Interface->GetProgramInfoLog(gles2Context, __VA_ARGS__) #define mglDisable(...) \ gles2Interface->Disable(gles2Context, __VA_ARGS__) #define mglHint(...) \ gles2Interface->Hint(gles2Context, __VA_ARGS__) #define mglScissor(...) \ gles2Interface->Scissor(gles2Context, __VA_ARGS__) #define mglEnable(...) \ gles2Interface->Enable(gles2Context, __VA_ARGS__) #define mglGetIntegerv(...) \ gles2Interface->GetIntegerv(gles2Context, __VA_ARGS__) #define mglGetString(...) \ gles2Interface->GetString(gles2Context, __VA_ARGS__) #define mglBindFramebuffer(...) \ gles2Interface->BindFramebuffer(gles2Context, __VA_ARGS__) #define mglBindRenderbuffer(...) \ gles2Interface->BindRenderbuffer(gles2Context, __VA_ARGS__) #define mglBlendColor(...) \ gles2Interface->BlendColor(gles2Context, __VA_ARGS__) #define mglBlendEquation(...) \ gles2Interface->BlendEquation(gles2Context, __VA_ARGS__) #define mglBlendEquationSeparate(...) \ gles2Interface->BlendEquationSeparate(gles2Context, __VA_ARGS__) #define mglBlendFunc(...) \ gles2Interface->BlendFunc(gles2Context, __VA_ARGS__) #define mglBlendFuncSeparate(...) \ gles2Interface->BlendFuncSeparate(gles2Context, __VA_ARGS__) #define mglBufferSubData(...) \ gles2Interface->BufferSubData(gles2Context, __VA_ARGS__) #define mglCheckFramebufferStatus(...) \ gles2Interface->CheckFramebufferStatus(gles2Context, __VA_ARGS__) #define mglClearDepthf(...) \ gles2Interface->ClearDepthf(gles2Context, __VA_ARGS__) #define mglClearStencil(...) \ gles2Interface->ClearStencil(gles2Context, __VA_ARGS__) #define mglColorMask(...) \ gles2Interface->ColorMask(gles2Context, __VA_ARGS__) #define mglCompressedTexImage2D(...) \ gles2Interface->CompressedTexImage2D(gles2Context, __VA_ARGS__) #define mglCompressedTexSubImage2D(...) \ gles2Interface->CompressedTexSubImage2D(gles2Context, __VA_ARGS__) #define mglCopyTexImage2D(...) \ gles2Interface->CopyTexImage2D(gles2Context, __VA_ARGS__) #define mglCopyTexSubImage2D(...) \ gles2Interface->CopyTexSubImage2D(gles2Context, __VA_ARGS__) #define mglCullFace(...) \ gles2Interface->CullFace(gles2Context, __VA_ARGS__) #define mglDeleteFramebuffers(...) \ gles2Interface->DeleteFramebuffers(gles2Context, __VA_ARGS__) #define mglDeleteRenderbuffers(...) \ gles2Interface->DeleteRenderbuffers(gles2Context, __VA_ARGS__) #define mglDeleteShader(...) \ gles2Interface->DeleteShader(gles2Context, __VA_ARGS__) #define mglDeleteTextures(...) \ gles2Interface->DeleteTextures(gles2Context, __VA_ARGS__) #define mglDepthFunc(...) \ gles2Interface->DepthFunc(gles2Context, __VA_ARGS__) #define mglDepthMask(...) \ gles2Interface->DepthMask(gles2Context, __VA_ARGS__) #define mglDepthRangef(...) \ gles2Interface->DepthRangef(gles2Context, __VA_ARGS__) #define mglDetachShader(...) \ gles2Interface->DetachShader(gles2Context, __VA_ARGS__) #define mglDisableVertexAttribArray(...) \ gles2Interface->DisableVertexAttribArray(gles2Context, __VA_ARGS__) #define mglDrawElements(...) \ gles2Interface->DrawElements(gles2Context, __VA_ARGS__) #define mglFinish(...) \ gles2Interface->Finish(gles2Context, __VA_ARGS__) #define mglFlush(...) \ gles2Interface->Flush(gles2Context, __VA_ARGS__) #define mglFramebufferRenderbuffer(...) \ gles2Interface->FramebufferRenderbuffer(gles2Context, __VA_ARGS__) #define mglFramebufferTexture2D(...) \ gles2Interface->FramebufferTexture2D(gles2Context, __VA_ARGS__) #define mglFrontFace(...) \ gles2Interface->FrontFace(gles2Context, __VA_ARGS__) #define mglGenerateMipmap(...) \ gles2Interface->GenerateMipmap(gles2Context, __VA_ARGS__) #define mglGenFramebuffers(...) \ gles2Interface->GenFramebuffers(gles2Context, __VA_ARGS__) #define mglGenRenderbuffers(...) \ gles2Interface->GenRenderbuffers(gles2Context, __VA_ARGS__) #define mglGenTextures(...) \ gles2Interface->GenTextures(gles2Context, __VA_ARGS__) #define mglGetActiveAttrib(...) \ gles2Interface->GetActiveAttrib(gles2Context, __VA_ARGS__) #define mglGetActiveUniform(...) \ gles2Interface->GetActiveUniform(gles2Context, __VA_ARGS__) #define mglGetAttachedShaders(...) \ gles2Interface->GetAttachedShaders(gles2Context, __VA_ARGS__) #define mglGetAttribLocation(...) \ gles2Interface->GetAttribLocation(gles2Context, __VA_ARGS__) #define mglGetBooleanv(...) \ gles2Interface->GetBooleanv(gles2Context, __VA_ARGS__) #define mglGetBufferParameteriv(...) \ gles2Interface->GetBufferParameteriv(gles2Context, __VA_ARGS__) #define mglGetError(...) \ gles2Interface->GetError(gles2Context, __VA_ARGS__) #define mglGetFloatv(...) \ gles2Interface->GetFloatv(gles2Context, __VA_ARGS__) #define mglGetFramebufferAttachmentParameteriv(...) \ gles2Interface->GetFramebufferAttachmentParameteriv(gles2Context, \ __VA_ARGS__) #define mglGetIntegerv(...) \ gles2Interface->GetIntegerv(gles2Context, __VA_ARGS__) #define mglGetRenderbufferParameteriv(...) \ gles2Interface->GetRenderbufferParameteriv(gles2Context, __VA_ARGS__) #define mglGetShaderInfoLog(...) \ gles2Interface->GetShaderInfoLog(gles2Context, __VA_ARGS__) #define mglGetShaderPrecisionFormat(...) \ gles2Interface->GetShaderPrecisionFormat(gles2Context, __VA_ARGS__) #define mglGetShaderSource(...) \ gles2Interface->GetShaderSource(gles2Context, __VA_ARGS__) #define mglGetTexParameterfv(...) \ gles2Interface->GetTexParameterfv(gles2Context, __VA_ARGS__) #define mglGetTexParameteriv(...) \ gles2Interface->GetTexParameteriv(gles2Context, __VA_ARGS__) #define mglGetUniformfv(...) \ gles2Interface->GetUniformfv(gles2Context, __VA_ARGS__) #define mglGetUniformiv(...) \ gles2Interface->GetUniformiv(gles2Context, __VA_ARGS__) #define mglGetVertexAttribfv(...) \ gles2Interface->GetVertexAttribfv(gles2Context, __VA_ARGS__) #define mglGetVertexAttribiv(...) \ gles2Interface->GetVertexAttribiv(gles2Context, __VA_ARGS__) #define mglGetVertexAttribPointerv(...) \ gles2Interface->GetVertexAttribPointerv(gles2Context, __VA_ARGS__) #define mglIsBuffer(...) \ gles2Interface->IsBuffer(gles2Context, __VA_ARGS__) #define mglIsEnabled(...) \ gles2Interface->IsEnabled(gles2Context, __VA_ARGS__) #define mglIsFramebuffer(...) \ gles2Interface->IsFramebuffer(gles2Context, __VA_ARGS__) #define mglIsProgram(...) \ gles2Interface->IsProgram(gles2Context, __VA_ARGS__) #define mglIsRenderbuffer(...) \ gles2Interface->IsRenderbuffer(gles2Context, __VA_ARGS__) #define mglIsShader(...) \ gles2Interface->IsShader(gles2Context, __VA_ARGS__) #define mglIsTexture(...) \ gles2Interface->IsTexture(gles2Context, __VA_ARGS__) #define mglLineWidth(...) \ gles2Interface->LineWidth(gles2Context, __VA_ARGS__) #define mglPixelStorei(...) \ gles2Interface->PixelStorei(gles2Context, __VA_ARGS__) #define mglPolygonOffset(...) \ gles2Interface->PolygonOffset(gles2Context, __VA_ARGS__) #define mglReadPixels(...) \ gles2Interface->ReadPixels(gles2Context, __VA_ARGS__) #define mglReleaseShaderCompiler(...) \ gles2Interface->ReleaseShaderCompiler(gles2Context, __VA_ARGS__) #define mglRenderbufferStorage(...) \ gles2Interface->RenderbufferStorage(gles2Context, __VA_ARGS__) #define mglSampleCoverage(...) \ gles2Interface->SampleCoverage(gles2Context, __VA_ARGS__) #define mglShaderBinary(...) \ gles2Interface->ShaderBinary(gles2Context, __VA_ARGS__) #define mglStencilFunc(...) \ gles2Interface->StencilFunc(gles2Context, __VA_ARGS__) #define mglStencilFuncSeparate(...) \ gles2Interface->StencilFuncSeparate(gles2Context, __VA_ARGS__) #define mglStencilMask(...) \ gles2Interface->StencilMask(gles2Context, __VA_ARGS__) #define mglStencilMaskSeparate(...) \ gles2Interface->StencilMaskSeparate(gles2Context, __VA_ARGS__) #define mglStencilOp(...) \ gles2Interface->StencilOp(gles2Context, __VA_ARGS__) #define mglStencilOpSeparate(...) \ gles2Interface->StencilOpSeparate(gles2Context, __VA_ARGS__) #define mglTexImage2D(...) \ gles2Interface->TexImage2D(gles2Context, __VA_ARGS__) #define mglTexParameterf(...) \ gles2Interface->TexParameterf(gles2Context, __VA_ARGS__) #define mglTexParameterfv(...) \ gles2Interface->TexParameterfv(gles2Context, __VA_ARGS__) #define mglTexParameteri(...) \ gles2Interface->TexParameteri(gles2Context, __VA_ARGS__) #define mglTexParameteriv(...) \ gles2Interface->TexParameteriv(gles2Context, __VA_ARGS__) #define mglTexSubImage2D(...) \ gles2Interface->TexSubImage2D(gles2Context, __VA_ARGS__) #define mglUniformMatrix2fv(...) \ gles2Interface->UniformMatrix2fv(gles2Context, __VA_ARGS__) #define mglUniformMatrix3fv(...) \ gles2Interface->UniformMatrix3fv(gles2Context, __VA_ARGS__) #define mglUniformMatrix4fv(...) \ gles2Interface->UniformMatrix4fv(gles2Context, __VA_ARGS__) #define mglVertexAttrib1f(...) \ gles2Interface->VertexAttrib1f(gles2Context, __VA_ARGS__) #define mglVertexAttrib2f(...) \ gles2Interface->VertexAttrib2f(gles2Context, __VA_ARGS__) #define mglVertexAttrib3f(...) \ gles2Interface->VertexAttrib3f(gles2Context, __VA_ARGS__) #define mglVertexAttrib4f(...) \ gles2Interface->VertexAttrib4f(gles2Context, __VA_ARGS__) #define mglVertexAttrib1fv(...) \ gles2Interface->VertexAttrib1fv(gles2Context, __VA_ARGS__) #define mglVertexAttrib2fv(...) \ gles2Interface->VertexAttrib2fv(gles2Context, __VA_ARGS__) #define mglVertexAttrib3fv(...) \ gles2Interface->VertexAttrib3fv(gles2Context, __VA_ARGS__) #define mglVertexAttrib4fv(...) \ gles2Interface->VertexAttrib4fv(gles2Context, __VA_ARGS__) #endif // defined(__native_client__) && defined(USE_OPENGL) #endif // RENDER_OPENGL_NACLGLFUNCTIONS_H