#include "drape/gl_constants.hpp" #include "drape/gl_includes.hpp" #if !defined(GL_RGBA8_OES) #define GL_RGBA8_OES 0x8058 #endif #if !defined(GL_RGBA4_OES) #define GL_RGBA4_OES 0x8056 #endif #if !defined(GL_ALPHA8_OES) #define GL_ALPHA8_OES 0x803C #endif #if !defined(GL_LUMINANCE8_OES) #define GL_LUMINANCE8_OES 0x8040 #endif #if !defined(GL_LUMINANCE8_ALPHA8_OES) #define GL_LUMINANCE8_ALPHA8_OES 0x8045 #endif #if !defined(GL_LUMINANCE8_ALPHA4_OES) #define GL_LUMINANCE8_ALPHA4_OES 0x8043 #endif #if !defined(GL_LUMINANCE) #define GL_LUMINANCE 0x1909 #endif #if !defined(GL_LUMINANCE_ALPHA) #define GL_LUMINANCE_ALPHA 0x190A #endif #if defined(GL_WRITE_ONLY) #define WRITE_ONLY_DEF GL_WRITE_ONLY #elif defined(GL_WRITE_ONLY_OES) #define WRITE_ONLY_DEF GL_WRITE_ONLY_OES #else #define WRITE_ONLY_DEF 0x88B9 #endif #if defined(GL_READ_ONLY) #define READ_ONLY_DEF GL_READ_ONLY #else #define READ_ONLY_DEF 0x88B8 #endif #if defined(GL_MAP_READ_BIT_EXT) #define READ_BIT_DEF GL_MAP_READ_BIT_EXT #else #define READ_BIT_DEF 0x0001 #endif #if defined(GL_MAP_WRITE_BIT_EXT) #define WRITE_BIT_DEF GL_MAP_WRITE_BIT_EXT #else #define WRITE_BIT_DEF 0x0002 #endif #if defined(GL_MAP_INVALIDATE_RANGE_BIT_EXT) #define INVALIDATE_RANGE_BIT_DEF GL_MAP_INVALIDATE_RANGE_BIT_EXT #else #define INVALIDATE_RANGE_BIT_DEF 0x0004 #endif #if defined(GL_MAP_INVALIDATE_BUFFER_BIT_EXT) #define INVALIDATE_BUFFER_BIT_DEF GL_MAP_INVALIDATE_BUFFER_BIT_EXT #else #define INVALIDATE_BUFFER_BIT_DEF 0x0008 #endif #if defined(GL_MAP_FLUSH_EXPLICIT_BIT_EXT) #define FLUSH_EXPLICIT_BIT_DEF GL_MAP_FLUSH_EXPLICIT_BIT_EXT #else #define FLUSH_EXPLICIT_BIT_DEF 0x0010 #endif #if defined(GL_MAP_UNSYNCHRONIZED_BIT_EXT) #define UNSYNCHRONIZED_BIT_DEF GL_MAP_UNSYNCHRONIZED_BIT_EXT #else #define UNSYNCHRONIZED_BIT_DEF 0x0020 #endif #if !defined(GL_FUNC_ADD) #define GL_FUNC_ADD 0x8006 #endif #if !defined(GL_FUNC_SUBTRACT) #define GL_FUNC_SUBTRACT 0x800A #endif #if !defined(GL_FUNC_REVERSE_SUBTRACT) #define GL_FUNC_REVERSE_SUBTRACT 0x800B #endif namespace gl_const { const glConst GLUnpackAlignment = GL_UNPACK_ALIGNMENT; const glConst GLRenderer = GL_RENDERER; const glConst GLVendor = GL_VENDOR; const glConst GLVersion = GL_VERSION; const glConst GLColorBit = GL_COLOR_BUFFER_BIT; const glConst GLDepthBit = GL_DEPTH_BUFFER_BIT; const glConst GLStencilBit = GL_STENCIL_BUFFER_BIT; const glConst GLMaxFragmentTextures = GL_MAX_TEXTURE_IMAGE_UNITS; const glConst GLMaxVertexTextures = GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS; const glConst GLMaxTextureSize = GL_MAX_TEXTURE_SIZE; const glConst GLArrayBuffer = GL_ARRAY_BUFFER; const glConst GLElementArrayBuffer = GL_ELEMENT_ARRAY_BUFFER; const glConst GLPixelBufferWrite = GL_PIXEL_UNPACK_BUFFER; const glConst GLBufferSize = GL_BUFFER_SIZE; const glConst GLBufferUsage = GL_BUFFER_USAGE; const glConst GLWriteOnly = WRITE_ONLY_DEF; const glConst GLReadOnly = READ_ONLY_DEF; const glConst GLReadBufferBit = READ_BIT_DEF; const glConst GLWriteBufferBit = WRITE_BIT_DEF; const glConst GLInvalidateRange = INVALIDATE_RANGE_BIT_DEF; const glConst GLInvalidateBuffer = INVALIDATE_BUFFER_BIT_DEF; const glConst GLFlushExplicit = FLUSH_EXPLICIT_BIT_DEF; const glConst GLUnsynchronized = UNSYNCHRONIZED_BIT_DEF; const glConst GLStaticDraw = GL_STATIC_DRAW; const glConst GLStreamDraw = GL_STREAM_DRAW; const glConst GLDynamicDraw = GL_DYNAMIC_DRAW; const glConst GLVertexShader = GL_VERTEX_SHADER; const glConst GLFragmentShader = GL_FRAGMENT_SHADER; const glConst GLCurrentProgram = GL_CURRENT_PROGRAM; const glConst GLRGBA = GL_RGBA; const glConst GLRGB = GL_RGB; const glConst GLAlpha = GL_ALPHA; const glConst GLLuminance = GL_LUMINANCE; const glConst GLAlphaLuminance = GL_LUMINANCE_ALPHA; const glConst GLDepthComponent = GL_DEPTH_COMPONENT; const glConst GLDepthStencil = GL_DEPTH_STENCIL; const glConst GLRGBA8 = GL_RGBA8_OES; const glConst GLRGBA4 = GL_RGBA4_OES; const glConst GLAlpha8 = GL_ALPHA8_OES; const glConst GLLuminance8 = GL_LUMINANCE8_OES; const glConst GLAlphaLuminance8 = GL_LUMINANCE8_ALPHA8_OES; const glConst GLAlphaLuminance4 = GL_LUMINANCE8_ALPHA4_OES; const glConst GLRed = GL_RED; const glConst GLRedGreen = GL_RG; const glConst GL8BitOnChannel = GL_UNSIGNED_BYTE; const glConst GL4BitOnChannel = GL_UNSIGNED_SHORT_4_4_4_4; const glConst GLTexture2D = GL_TEXTURE_2D; const glConst GLTexture0 = GL_TEXTURE0; const glConst GLMinFilter = GL_TEXTURE_MIN_FILTER; const glConst GLMagFilter = GL_TEXTURE_MAG_FILTER; const glConst GLWrapS = GL_TEXTURE_WRAP_S; const glConst GLWrapT = GL_TEXTURE_WRAP_T; const glConst GLRepeat = GL_REPEAT; const glConst GLMirroredRepeat = GL_MIRRORED_REPEAT; const glConst GLClampToEdge = GL_CLAMP_TO_EDGE; const glConst GLLinear = GL_LINEAR; const glConst GLNearest = GL_NEAREST; const glConst GLByteType = GL_BYTE; const glConst GLUnsignedByteType = GL_UNSIGNED_BYTE; const glConst GLShortType = GL_SHORT; const glConst GLUnsignedShortType = GL_UNSIGNED_SHORT; const glConst GLIntType = GL_INT; const glConst GLUnsignedIntType = GL_UNSIGNED_INT; const glConst GLFloatType = GL_FLOAT; const glConst GLUnsignedInt24_8Type = GL_UNSIGNED_INT_24_8; const glConst GLFloatVec2 = GL_FLOAT_VEC2; const glConst GLFloatVec3 = GL_FLOAT_VEC3; const glConst GLFloatVec4 = GL_FLOAT_VEC4; const glConst GLIntVec2 = GL_INT_VEC2; const glConst GLIntVec3 = GL_INT_VEC3; const glConst GLIntVec4 = GL_INT_VEC4; const glConst GLFloatMat4 = GL_FLOAT_MAT4; const glConst GLSampler2D = GL_SAMPLER_2D; const glConst GLAddBlend = GL_FUNC_ADD; const glConst GLSubstractBlend = GL_FUNC_SUBTRACT; const glConst GLReverseSubstrBlend = GL_FUNC_REVERSE_SUBTRACT; const glConst GLZero = GL_ZERO; const glConst GLOne = GL_ONE; const glConst GLSrcColor = GL_SRC_COLOR; const glConst GLOneMinusSrcColor = GL_ONE_MINUS_SRC_COLOR; const glConst GLDstColor = GL_DST_COLOR; const glConst GLOneMinusDstColor = GL_ONE_MINUS_DST_COLOR; const glConst GLSrcAlpha = GL_SRC_ALPHA; const glConst GLOneMinusSrcAlpha = GL_ONE_MINUS_SRC_ALPHA; const glConst GLDstAlpha = GL_DST_ALPHA; const glConst GLOneMinusDstAlpha = GL_ONE_MINUS_DST_ALPHA; const glConst GLDepthTest = GL_DEPTH_TEST; const glConst GLBlending = GL_BLEND; const glConst GLCullFace = GL_CULL_FACE; const glConst GLScissorTest = GL_SCISSOR_TEST; const glConst GLStencilTest = GL_STENCIL_TEST; const glConst GLClockwise = GL_CW; const glConst GLCounterClockwise = GL_CCW; const glConst GLFront = GL_FRONT; const glConst GLBack = GL_BACK; const glConst GLFrontAndBack = GL_FRONT_AND_BACK; const glConst GLNever = GL_NEVER; const glConst GLLess = GL_LESS; const glConst GLEqual = GL_EQUAL; const glConst GLLessOrEqual = GL_LEQUAL; const glConst GLGreat = GL_GREATER; const glConst GLNotEqual = GL_NOTEQUAL; const glConst GLGreatOrEqual = GL_GEQUAL; const glConst GLAlways = GL_ALWAYS; const glConst GLKeep = GL_KEEP; const glConst GLIncr = GL_INCR; const glConst GLDecr = GL_DECR; const glConst GLInvert = GL_INVERT; const glConst GLReplace = GL_REPLACE; const glConst GLIncrWrap = GL_INCR_WRAP; const glConst GLDecrWrap = GL_DECR_WRAP; const glConst GLActiveUniforms = GL_ACTIVE_UNIFORMS; const glConst GLLines = GL_LINES; const glConst GLLineStrip = GL_LINE_STRIP; const glConst GLTriangles = GL_TRIANGLES; const glConst GLTriangleStrip = GL_TRIANGLE_STRIP; const glConst GLColorAttachment = GL_COLOR_ATTACHMENT0; const glConst GLDepthAttachment = GL_DEPTH_ATTACHMENT; const glConst GLStencilAttachment = GL_STENCIL_ATTACHMENT; const glConst GLDepthStencilAttachment = GL_DEPTH_STENCIL_ATTACHMENT; const glConst GLFramebufferComplete = GL_FRAMEBUFFER_COMPLETE; } // namespace GLConst