tibia-client/src/framework/graphics/glutil.h

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/*
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* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
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*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
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#ifndef GLUTIL_H
#define GLUTIL_H
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#if OPENGL_ES==2
#include <GLES2/gl2.h>
#elif OPENGL_ES==1
#include <GLES/gl.h>
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#define GL_FRAMEBUFFER 0x8D40
#define GL_COLOR_ATTACHMENT0 0x8CE0
#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
#define GL_STREAM_DRAW 0x88E0
#define GL_STATIC_DRAW 0x88E4
#define GL_DYNAMIC_DRAW 0x88E8
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_COMPILE_STATUS 0x8B81
#define GL_INFO_LOG_LENGTH 0x8B84
#define GL_LINK_STATUS 0x8B82
typedef char GLchar;
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// define OpenGL ES 2.0 API just to make compile, it wont actually be used
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inline void glBlendFuncSeparate (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { }
inline void glBindFramebuffer (GLenum target, GLuint framebuffer) { }
inline void glDeleteFramebuffers (GLsizei n, const GLuint* framebuffers) { }
inline void glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { }
inline void glGenFramebuffers (GLsizei n, GLuint* framebuffers) { }
inline void glGenerateMipmap (GLenum target) { }
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inline GLenum GL_APIENTRY glCheckFramebufferStatus (GLenum target) { return 0; }
inline GLuint glCreateShader (GLenum type) { return 0; }
inline void glDeleteShader (GLuint shader) { }
inline void glCompileShader (GLuint shader) { }
inline void glAttachShader (GLuint program, GLuint shader) { }
inline void glDetachShader (GLuint program, GLuint shader) { }
inline void glShaderSource (GLuint shader, GLsizei count, const GLchar** string, const GLint* length) { }
inline void glGetShaderiv (GLuint shader, GLenum pname, GLint* params) { }
inline void glGetShaderInfoLog (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog) { }
inline void glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) { }
inline void glGetShaderSource (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source) { }
inline GLuint glCreateProgram (void) { return 0; }
inline void glDeleteProgram (GLuint program) { }
inline void glUseProgram (GLuint program) { }
inline void glValidateProgram (GLuint program) { }
inline void glLinkProgram (GLuint program) { }
inline void glGetProgramiv (GLuint program, GLenum pname, GLint* params) { }
inline void glGetProgramInfoLog (GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog) { }
inline void glBindAttribLocation (GLuint program, GLuint index, const GLchar* name) { }
inline int glGetAttribLocation (GLuint program, const GLchar* name) { return 0; }
inline int glGetUniformLocation (GLuint program, const GLchar* name) { return 0; }
inline void glUniform1f (GLint location, GLfloat x) { }
inline void glUniform1fv (GLint location, GLsizei count, const GLfloat* v) { }
inline void glUniform1i (GLint location, GLint x) { }
inline void glUniform1iv (GLint location, GLsizei count, const GLint* v) { }
inline void glUniform2f (GLint location, GLfloat x, GLfloat y) { }
inline void glUniform2fv (GLint location, GLsizei count, const GLfloat* v) { }
inline void glUniform2i (GLint location, GLint x, GLint y) { }
inline void glUniform2iv (GLint location, GLsizei count, const GLint* v) { }
inline void glUniform3f (GLint location, GLfloat x, GLfloat y, GLfloat z) { }
inline void glUniform3fv (GLint location, GLsizei count, const GLfloat* v) { }
inline void glUniform3i (GLint location, GLint x, GLint y, GLint z) { }
inline void glUniform3iv (GLint location, GLsizei count, const GLint* v) { }
inline void glUniform4f (GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { }
inline void glUniform4fv (GLint location, GLsizei count, const GLfloat* v) { }
inline void glUniform4i (GLint location, GLint x, GLint y, GLint z, GLint w) { }
inline void glUniform4iv (GLint location, GLsizei count, const GLint* v) { }
inline void glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { }
inline void glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { }
inline void glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { }
inline void glVertexAttrib1f (GLuint indx, GLfloat x) { }
inline void glVertexAttrib1fv (GLuint indx, const GLfloat* values) { }
inline void glVertexAttrib2f (GLuint indx, GLfloat x, GLfloat y) { }
inline void glVertexAttrib2fv (GLuint indx, const GLfloat* values) { }
inline void glVertexAttrib3f (GLuint indx, GLfloat x, GLfloat y, GLfloat z) { }
inline void glVertexAttrib3fv (GLuint indx, const GLfloat* values) { }
inline void glVertexAttrib4f (GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { }
inline void glVertexAttrib4fv (GLuint indx, const GLfloat* values) { }
inline void glVertexAttribPointer (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr) { }
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inline void glEnableVertexAttribArray (GLuint index) { }
inline void glDisableVertexAttribArray (GLuint index) { }
#else
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#define GLEW_STATIC
#include <GL/glew.h>
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#endif
#endif