/* * Copyright (c) 2010-2014 OTClient * * 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. */ #ifndef GLUTIL_H #define GLUTIL_H #if OPENGL_ES==2 #include #elif OPENGL_ES==1 #include #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; // define OpenGL ES 2.0 API just to make compile, it wont actually be used 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) { } 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) { } inline void glEnableVertexAttribArray (GLuint index) { } inline void glDisableVertexAttribArray (GLuint index) { } #else #ifndef _MSC_VER #define GLEW_STATIC #endif #include #endif #endif