2014-08-16 18:09:37 +00:00
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/* KallistiGL for KallistiOS ##version##
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libgl/gl.h
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Copyright (C) 2013-2014 Josh "PH3NOM" Pearson
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2014-08-29 19:38:42 +00:00
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Copyright (C) 2014 Lawrence Sebald
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2014-08-16 18:09:37 +00:00
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Some functionality adapted from the original KOS libgl:
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Copyright (C) 2001 Dan Potter
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Copyright (C) 2002 Benoit Miller
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This API implements much but not all of the OpenGL 1.1 for KallistiOS.
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*/
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#ifndef __GL_GL_H
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#define __GL_GL_H
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#include <sys/cdefs.h>
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__BEGIN_DECLS
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#include <math.h>
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#include <dc/fmath.h>
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#include <dc/matrix.h>
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#include <dc/matrix3d.h>
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#include <dc/pvr.h>
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#include <dc/vec3f.h>
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#include <dc/video.h>
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/* Primitive Types taken from GL for compatability */
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/* Not all types are implemented in Open GL DC V.1.0 */
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#define GL_POINTS 0x01
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#define GL_LINES 0x02
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#define GL_LINE_LOOP 0x03
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#define GL_LINE_STRIP 0x04
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#define GL_TRIANGLES 0x05
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#define GL_TRIANGLE_STRIP 0x06
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#define GL_TRIANGLE_FAN 0x07
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#define GL_QUADS 0x08
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#define GL_QUAD_STRIP 0x09
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#define GL_POLYGON 0x0A
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/* FrontFaceDirection */
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#define GL_CW 0x0900
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#define GL_CCW 0x0901
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#define GL_FRONT 0x0404
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#define GL_BACK 0x0405
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#define GL_FRONT_AND_BACK 0x0408
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#define GL_CULL_FACE 0x0B44
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#define GL_CULL_FACE_MODE 0x0B45
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#define GL_FRONT_FACE 0x0B46
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/* Scissor box */
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#define GL_SCISSOR_TEST 0x0008 /* capability bit */
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#define GL_SCISSOR_BOX 0x0C10
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/* Matrix modes */
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#define GL_MATRIX_MODE 0x0BA0
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#define GL_SCREENVIEW 0x00
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#define GL_MODELVIEW 0x01
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#define GL_PROJECTION 0x02
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#define GL_TEXTURE 0x03
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#define GL_IDENTITY 0x04
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#define GL_RENDER 0x05
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#define GL_MATRIX_COUNT 0x06
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2014-08-29 19:38:42 +00:00
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#define GL_MODELVIEW_MATRIX 0x0BA6
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#define GL_PROJECTION_MATRIX 0x0BA7
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#define GL_TEXTURE_MATRIX 0x0BA8
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2014-08-16 18:09:37 +00:00
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/* Depth buffer */
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#define GL_NEVER 0x0200
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#define GL_LESS 0x0201
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#define GL_EQUAL 0x0202
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#define GL_LEQUAL 0x0203
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#define GL_GREATER 0x0204
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#define GL_NOTEQUAL 0x0205
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#define GL_GEQUAL 0x0206
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#define GL_ALWAYS 0x0207
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#define GL_DEPTH_TEST 0x0B71
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#define GL_DEPTH_BITS 0x0D56
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#define GL_DEPTH_CLEAR_VALUE 0x0B73
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#define GL_DEPTH_FUNC 0x0B74
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#define GL_DEPTH_RANGE 0x0B70
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#define GL_DEPTH_WRITEMASK 0x0B72
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#define GL_DEPTH_COMPONENT 0x1902
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/* Blending: Simply Need to Map GL constants to PVR constants */
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#define GL_BLEND 0x0BE2 /* capability bit */
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#define GL_BLEND_DST 0x0BE0
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#define GL_BLEND_SRC 0x0BE1
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#define GL_ZERO 0x0
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#define GL_ONE 0x1
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#define GL_SRC_COLOR 0x0300
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#define GL_ONE_MINUS_SRC_COLOR 0x0301
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#define GL_SRC_ALPHA 0x0302
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#define GL_ONE_MINUS_SRC_ALPHA 0x0303
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#define GL_DST_ALPHA 0x0304
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#define GL_ONE_MINUS_DST_ALPHA 0x0305
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#define GL_DST_COLOR 0x0306
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#define GL_ONE_MINUS_DST_COLOR 0x0307
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#define GL_SRC_ALPHA_SATURATE 0x0308
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/* Misc texture constants */
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#define GL_TEXTURE_2D 0x0001 /* capability bit */
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#define GL_TEXTURE_WRAP_S 0x2802
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#define GL_TEXTURE_WRAP_T 0x2803
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#define GL_TEXTURE_MAG_FILTER 0x2800
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#define GL_TEXTURE_MIN_FILTER 0x2801
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#define GL_TEXTURE_FILTER GL_TEXTURE_MIN_FILTER
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#define GL_FILTER_NONE 0x0
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#define GL_FILTER_BILINEAR 0x1
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#define GL_REPEAT 0x2901
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#define GL_CLAMP 0x2900
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/* Texture Environment */
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#define GL_TEXTURE_ENV_MODE 0x2200
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#define GL_REPLACE 0x0
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#define GL_MODULATE 0x1
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#define GL_DECAL 0x2
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#define GL_MODULATEALPHA 0x3
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/* TextureMagFilter */
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#define GL_NEAREST 0x2600
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#define GL_LINEAR 0x2601
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/* Texture mapping */
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#define GL_TEXTURE_ENV 0x2300
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#define GL_TEXTURE_ENV_COLOR 0x2201
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#define GL_NEAREST_MIPMAP_NEAREST 0x2700
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#define GL_NEAREST_MIPMAP_LINEAR 0x2702
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#define GL_LINEAR_MIPMAP_NEAREST 0x2701
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#define GL_LINEAR_MIPMAP_LINEAR 0x2703
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#define GL_MAX_TEXTURE_UNITS 0x2 /* 0 = Opaque, 1 = Translucent / Blended */
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#define GL_TEXTURE_BINDING_2D 0x8069
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/* TextureUnit */
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#define GL_TEXTURE0 0x84C0
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#define GL_TEXTURE1 0x84C1
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#define GL_TEXTURE2 0x84C2
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#define GL_TEXTURE3 0x84C3
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#define GL_TEXTURE4 0x84C4
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#define GL_TEXTURE5 0x84C5
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#define GL_TEXTURE6 0x84C6
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#define GL_TEXTURE7 0x84C7
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#define GL_TEXTURE8 0x84C8
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#define GL_TEXTURE9 0x84C9
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#define GL_TEXTURE10 0x84CA
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#define GL_TEXTURE11 0x84CB
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#define GL_TEXTURE12 0x84CC
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#define GL_TEXTURE13 0x84CD
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#define GL_TEXTURE14 0x84CE
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#define GL_TEXTURE15 0x84CF
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#define GL_TEXTURE16 0x84D0
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#define GL_TEXTURE17 0x84D1
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#define GL_TEXTURE18 0x84D2
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#define GL_TEXTURE19 0x84D3
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#define GL_TEXTURE20 0x84D4
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#define GL_TEXTURE21 0x84D5
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#define GL_TEXTURE22 0x84D6
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#define GL_TEXTURE23 0x84D7
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#define GL_TEXTURE24 0x84D8
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#define GL_TEXTURE25 0x84D9
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#define GL_TEXTURE26 0x84DA
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#define GL_TEXTURE27 0x84DB
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#define GL_TEXTURE28 0x84DC
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#define GL_TEXTURE29 0x84DD
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#define GL_TEXTURE30 0x84DE
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#define GL_TEXTURE31 0x84DF
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#define GL_ACTIVE_TEXTURE 0x84E0
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#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1
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#define GL_CURRENT_BIT 0x00000001
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#define GL_POINT_BIT 0x00000002
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#define GL_LINE_BIT 0x00000004
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#define GL_POLYGON_BIT 0x00000008
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#define GL_POLYGON_STIPPLE_BIT 0x00000010
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#define GL_PIXEL_MODE_BIT 0x00000020
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#define GL_LIGHTING_BIT 0x00000040
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#define GL_FOG_BIT 0x00000080
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#define GL_DEPTH_BUFFER_BIT 0x00000100
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#define GL_ACCUM_BUFFER_BIT 0x00000200
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#define GL_STENCIL_BUFFER_BIT 0x00000400
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#define GL_VIEWPORT_BIT 0x00000800
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#define GL_TRANSFORM_BIT 0x00001000
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#define GL_ENABLE_BIT 0x00002000
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#define GL_COLOR_BUFFER_BIT 0x00004000
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#define GL_HINT_BIT 0x00008000
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#define GL_EVAL_BIT 0x00010000
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#define GL_LIST_BIT 0x00020000
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#define GL_TEXTURE_BIT 0x00040000
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#define GL_SCISSOR_BIT 0x00080000
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#define GL_ALL_ATTRIB_BITS 0x000FFFFF
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/* Fog */
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#define GL_FOG 0x0004 /* capability bit */
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#define GL_FOG_MODE 0x0B65
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#define GL_FOG_DENSITY 0x0B62
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#define GL_FOG_COLOR 0x0B66
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#define GL_FOG_INDEX 0x0B61
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#define GL_FOG_START 0x0B63
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#define GL_FOG_END 0x0B64
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#define GL_LINEAR 0x2601
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#define GL_EXP 0x0800
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#define GL_EXP2 0x0801
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/* Hints - Not used by the API, only here for compatibility */
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#define GL_DONT_CARE 0x1100
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#define GL_FASTEST 0x1101
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#define GL_NICEST 0x1102
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#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50
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#define GL_POINT_SMOOTH_HINT 0x0C51
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#define GL_LINE_SMOOTH_HINT 0x0C52
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#define GL_POLYGON_SMOOTH_HINT 0x0C53
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#define GL_FOG_HINT 0x0C54
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/* Lighting constants */
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#define GL_MAX_LIGHTS 0x0008
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#define GL_LIGHTING 0x0b50
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#define GL_LIGHT0 0x4000
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#define GL_LIGHT1 0x4001
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#define GL_LIGHT2 0x4002
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#define GL_LIGHT3 0x4003
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#define GL_LIGHT4 0x4004
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#define GL_LIGHT5 0x4005
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#define GL_LIGHT6 0x4006
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#define GL_LIGHT7 0x4007
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/* LightParameter */
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#define GL_AMBIENT 0x1200
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#define GL_DIFFUSE 0x1201
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#define GL_SPECULAR 0x1202
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#define GL_POSITION 0x1203
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#define GL_SPOT_DIRECTION 0x1204
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#define GL_SPOT_EXPONENT 0x1205
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#define GL_SPOT_CUTOFF 0x1206
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#define GL_CONSTANT_ATTENUATION 0x1207
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#define GL_LINEAR_ATTENUATION 0x1208
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#define GL_QUADRATIC_ATTENUATION 0x1209
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/* MaterialParameter */
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#define GL_EMISSION 0x1600
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#define GL_SHININESS 0x1601
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#define GL_AMBIENT_AND_DIFFUSE 0x1602
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#define GL_COLOR_INDEXES 0x1603
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#define GL_COLOR_MATERIAL 0x0B57
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#define GL_COLOR_MATERIAL_FACE 0x0B55
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#define GL_COLOR_MATERIAL_PARAMETER 0x0B56
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#define GL_NORMALIZE 0x0BA1
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#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52
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#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51
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#define GL_LIGHT_MODEL_AMBIENT 0x0B53
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#define GL_FRONT_AND_BACK 0x0408
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#define GL_FRONT 0x0404
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#define GL_BACK 0x0405
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#define GL_SHADE_MODEL 0x0b54
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#define GL_FLAT 0x1d00
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#define GL_SMOOTH 0x1d01
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/* Data types */
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#define GL_BYTE 0x1400
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#define GL_UNSIGNED_BYTE 0x1401
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#define GL_SHORT 0x1402
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#define GL_UNSIGNED_SHORT 0x1403
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#define GL_INT 0x1404
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#define GL_UNSIGNED_INT 0x1405
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#define GL_FLOAT 0x1406
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#define GL_DOUBLE 0x140A
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#define GL_2_BYTES 0x1407
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#define GL_3_BYTES 0x1408
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#define GL_4_BYTES 0x1409
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/* ErrorCode */
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#define GL_NO_ERROR 0
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#define GL_INVALID_ENUM 0x0500
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#define GL_INVALID_VALUE 0x0501
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#define GL_INVALID_OPERATION 0x0502
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#define GL_STACK_OVERFLOW 0x0503
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#define GL_STACK_UNDERFLOW 0x0504
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#define GL_OUT_OF_MEMORY 0x0505
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/* KOS near Z-CLIPPING */
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#define GL_KOS_NEARZ_CLIPPING 0x0020 /* capability bit */
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#define GL_UNSIGNED_SHORT_5_6_5 PVR_TXRFMT_RGB565
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#define GL_UNSIGNED_SHORT_5_6_5_REV PVR_TXRFMT_RGB565
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#define GL_UNSIGNED_SHORT_1_5_5_5 PVR_TXRFMT_ARGB1555
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#define GL_UNSIGNED_SHORT_1_5_5_5_REV PVR_TXRFMT_ARGB1555
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#define GL_UNSIGNED_SHORT_4_4_4_4 PVR_TXRFMT_ARGB4444
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#define GL_UNSIGNED_SHORT_4_4_4_4_REV PVR_TXRFMT_ARGB4444
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#define GL_RGB565_TWID PVR_TXRFMT_RGB565 | PVR_TXRFMT_TWIDDLED
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#define GL_ARGB4444_TWID PVR_TXRFMT_ARGB4444 | PVR_TXRFMT_TWIDDLED
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#define GL_RED 0x00
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#define GL_RG 0x01
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#define GL_RGB 0x02
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#define GL_BGR 0x03
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#define GL_RGBA 0x04
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#define GL_BGRA 0x05
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#define GLbyte char
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#define GLshort short
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#define GLint int
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#define GLfloat float
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#define GLdouble float
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#define GLvoid void
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#define GLushort unsigned short
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#define GLuint unsigned int
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#define GLenum unsigned int
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#define GLsizei unsigned long
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#define GLfixed const unsigned int
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#define GLclampf float
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#define GLubyte unsigned char
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#define GLboolean int
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#define GL_FALSE 0
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#define GL_TRUE 1
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2014-08-18 23:16:32 +00:00
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#define GLAPI extern
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2014-08-16 18:09:37 +00:00
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#define APIENTRY
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/* Initialize the GL pipeline. GL will initialize the PVR. */
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GLAPI void APIENTRY glKosInit();
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/* Start Submission of Primitive Data */
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/* Currently Supported Primitive Types:
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-GL_POINTS ( does NOT work with glDrawArrays )( ZClipping NOT supported )
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-GL_TRIANGLES ( works with glDrawArrays )( ZClipping supported )
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-GL_TRIANLGLE_STRIP ( works with glDrawArrays )( ZClipping supported )
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-GL_QUADS ( works with glDrawArrays )( ZClipping supported )
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**/
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GLAPI void APIENTRY glBegin(GLenum mode);
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/* Finish Submission of Primitive Data */
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GLAPI void APIENTRY glEnd();
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/* Primitive Texture Coordinate Submission */
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GLAPI void APIENTRY glTexCoord2f(GLfloat u, GLfloat v);
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GLAPI void APIENTRY glTexCoord2fv(GLfloat *uv);
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/* Primitive Color Submission */
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GLAPI void APIENTRY glColor1ui(GLuint argb);
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GLAPI void APIENTRY glColor4ub(GLubyte r, GLubyte g, GLubyte b, GLubyte a);
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GLAPI void APIENTRY glColor3f(GLfloat r, GLfloat g, GLfloat b);
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GLAPI void APIENTRY glColor3fv(GLfloat *rgb);
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GLAPI void APIENTRY glColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a);
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GLAPI void APIENTRY glColor4fv(GLfloat *rgba);
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/* Primitive Normal Submission */
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GLAPI void APIENTRY glNormal3f(float x, float y, float z);
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GLAPI void APIENTRY glNormal3fv(float *xyz);
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/* Primitive 2D Position Submission */
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2014-08-27 01:11:41 +00:00
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GLAPI void APIENTRY glVertex2f(GLfloat x, GLfloat y);
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GLAPI void APIENTRY glVertex2fv(GLfloat *xy);
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/* Non-Standard KOS Primitive 2D Submission. This will perform no tranformations on the vertices. */
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GLAPI void APIENTRY glKosVertex2f(GLfloat x, GLfloat y);
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GLAPI void APIENTRY glKosVertex2fv(GLfloat *xy);
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2014-08-16 18:09:37 +00:00
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/* Primitive 3D Position Submission */
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GLAPI void APIENTRY(*glVertex3f)(float, float, float);
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GLAPI void APIENTRY(*glVertex3fv)(float *);
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/* Enable / Disable Capability */
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/* Currently Supported Capabilities:
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GL_TEXTURE_2D
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GL_BLEND
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GL_DEPTH_TEST
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GL_LIGHTING
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GL_SCISSOR_TEST
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GL_FOG
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GL_CULL_FACE
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GL_KOS_NEARZ_CLIPPING
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*/
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GLAPI void APIENTRY glEnable(GLenum cap);
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GLAPI void APIENTRY glDisable(GLenum cap);
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/* Clear Caps */
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GLAPI void APIENTRY glClear(GLuint mode);
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GLAPI void APIENTRY glClearColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a);
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/* Depth Testing */
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GLAPI void APIENTRY glClearDepthf(GLfloat depth);
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#define glClearDepth glClearDepthf
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GLAPI void APIENTRY glDepthMask(GLboolean flag);
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GLAPI void APIENTRY glDepthFunc(GLenum func);
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/* Hints */
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/* Currently Supported Capabilities:
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GL_PERSPECTIVE_CORRECTION_HINT - This will Enable Texture Super-Sampling on the PVR */
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GLAPI void APIENTRY glHint(GLenum target, GLenum mode);
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/* Culling */
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GLAPI void APIENTRY glFrontFace(GLenum mode);
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GLAPI void APIENTRY glCullFace(GLenum mode);
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/* Shading - Flat or Goraud */
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GLAPI void APIENTRY glShadeModel(GLenum mode);
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/* Blending */
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GLAPI void APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor);
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/* Texturing */
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GLAPI void APIENTRY glTexParameteri(GLenum target, GLenum pname, GLint param);
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GLAPI void APIENTRY glTexEnvi(GLenum target, GLenum pname, GLint param);
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GLAPI void APIENTRY glTexEnvf(GLenum target, GLenum pname, GLfloat param);
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GLAPI void APIENTRY glGenTextures(GLsizei n, GLuint *textures);
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GLAPI void APIENTRY glDelTextures(GLsizei n, GLuint *textures);
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GLAPI void APIENTRY glBindTexture(GLenum target, GLuint texture);
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/* Loads texture from SH4 RAM into PVR VRAM */
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GLAPI void APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalFormat,
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GLsizei width, GLsizei height, GLint border,
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GLenum format, GLenum type, GLvoid *data);
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/* Bind a Texture that is already in PVR VRAM */
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GLAPI void APIENTRY glKosTexImage2D(GLenum target, GLint level, GLint internalFormat,
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GLsizei width, GLsizei height, GLint border,
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GLenum format, GLenum type, GLvoid *data);
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/* GL Array API - Only GL_TRIANGLES, GL_TRIANGLE_STRIP, and GL_QUADS are supported */
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GLAPI void APIENTRY glVertexPointer(GLint size, GLenum type,
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GLsizei stride, const GLvoid *pointer);
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GLAPI void APIENTRY glTexCoordPointer(GLint size, GLenum type,
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GLsizei stride, const GLvoid *pointer);
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/* If a Normal Pointer is set and GL Lighting has been enabled,
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Vertex Lighting will be used instead of glColorPointer */
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GLAPI void APIENTRY glNormalPointer(GLint size, GLenum type,
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GLsizei stride, const GLvoid *pointer);
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/* Use either this OR glNormalPointer to color vertices, NOT both */
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GLAPI void APIENTRY glColorPointer(GLint size, GLenum type,
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GLsizei stride, const GLvoid *pointer);
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GLAPI void APIENTRY glIndexPointer(GLenum type, GLsizei stride, const GLvoid *pointer);
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/* Array Data Submission */
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GLAPI void APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count);
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GLAPI void APIENTRY glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
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/* No need to Enable Array Client State... */
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#define glEnableClientState(cap) {;}
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#define glDisableClientState(cap) {;}
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/* Transformation / Matrix Functions */
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GLAPI void APIENTRY glMatrixMode(GLenum mode);
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GLAPI void APIENTRY glLoadIdentity();
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GLAPI void APIENTRY glLoadMatrixf(const GLfloat *m);
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GLAPI void APIENTRY glLoadTransposeMatrixf(const GLfloat *m);
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GLAPI void APIENTRY glMultMatrixf(const GLfloat *m);
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GLAPI void APIENTRY glMultTransposeMatrixf(const GLfloat *m);
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GLAPI void APIENTRY glPushMatrix();
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GLAPI void APIENTRY glPopMatrix();
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GLAPI void APIENTRY glTranslatef(GLfloat x, GLfloat y, GLfloat z);
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#define glTranslated glTranslatef
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GLAPI void APIENTRY glScalef(GLfloat x, GLfloat y, GLfloat z);
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#define glScaled glScalef
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GLAPI void APIENTRY glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
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#define glRotated glRotatef
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GLAPI void APIENTRY glOrtho(GLfloat left, GLfloat right,
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GLfloat bottom, GLfloat top,
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GLfloat znear, GLfloat zfar);
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GLAPI void APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
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GLAPI void APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
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2014-08-29 19:38:42 +00:00
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GLAPI void APIENTRY glKosGetMatrix(GLenum mode, GLfloat *params);
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2014-08-16 18:09:37 +00:00
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/* Fog Functions - client must enable GL_FOG for this to take effect */
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GLAPI void APIENTRY glFogi(GLenum pname, GLint param);
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GLAPI void APIENTRY glFogf(GLenum pname, GLfloat param);
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GLAPI void APIENTRY glFogfv(GLenum pname, const GLfloat *params);
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/* Lighting Functions - client must enable GL_LIGHTING for this to take effect */
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/* Set Global Ambient Light Color */
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GLAPI void APIENTRY glKosLightAmbient3f(GLfloat r, GLfloat g, GLfloat b);
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GLAPI void APIENTRY glKosLightAmbient4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a);
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GLAPI void APIENTRY glKosLightAmbient3fv(GLfloat *rgb);
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GLAPI void APIENTRY glKosLightAmbient4fv(GLfloat *rgba);
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/* Set Individual Light Parameters */
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GLAPI void APIENTRY glLightfv(GLenum light, GLenum pname, const GLfloat *params);
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GLAPI void APIENTRY glLightf(GLenum light, GLenum pname, GLfloat param);
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/* Set Global Material Parameters */
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GLAPI void APIENTRY glMateriali(GLenum face, GLenum pname, const GLint param);
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GLAPI void APIENTRY glMaterialf(GLenum face, GLenum pname, const GLfloat param);
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GLAPI void APIENTRY glMaterialfv(GLenum face, GLenum pname, const GLfloat *params);
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/* Returns the size needed to store a mip-mapped texture generated by gluBuild2DMipmaps(...) */
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GLAPI GLuint APIENTRY glKosMipMapTexSize(GLuint width, GLuint height);
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/* glGet Functions */
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void glGetIntegerv(GLenum pname, GLint *params);
|
2014-08-29 19:38:42 +00:00
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void glGetFloatv(GLenum pname, GLfloat *params);
|
2014-08-16 18:09:37 +00:00
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/* Multi-Texture Extensions */
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GLAPI void APIENTRY glActiveTexture(GLenum texture);
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GLAPI void APIENTRY glClientActiveTexture(GLenum texture);
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GLAPI void APIENTRY glMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t);
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GLAPI void APIENTRY glMultiTexCoord2fv(GLenum target, const GLfloat *v);
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__END_DECLS
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#endif /* !__GL_GL_H */
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