OpenGLES—API(gl2.h)

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{目录... 宏函数绘制//绘制数组glDrawArrays (GLenum mode, GLint first, GLsizei count);//绘制元素glDrawElements (GLenum mode, GLsizei count, GLenum type, const GLvoid* indices);指定Shader内容//创建/删除Shader程序glCreateShader (GLenum type);glDeleteShader (GLuint shader); //参数是Shader的id//指定shader的源代码glShaderSource (GLuint shader, GLsizei count, const GLchar** string, const GLint* length);//获取Shader源代码glGetShaderSource (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);//检查Shader状态glGetShaderiv (GLuint shader, GLenum pname, GLint* params);//编译ShaderglCompileShader (GLuint shader);//获取Shader日志glGetShaderInfoLog (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);//指定二进制 shader(有的显卡支持在线编译,有的支持二进制shader文件)glShaderBinary (GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length);//释放shader编译器占的资源glReleaseShaderCompiler (void);引用Shader中的属性(自己在Shader中写的一些需要传值的类型)//获取Shader程序中的属性(attribute 定义的变量)glGetAttribLocation (GLuint program, const GLchar* name);//获取Shader程序局部变量对象(uniform 定义的变量)glGetUniformLocation (GLuint program, const GLchar* name);//获取Shader精度值glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);glBindAttribLocation (GLuint program, GLuint index, const GLchar* name);设置Shader数据(Shader什么类型就用什么类型设置内容) glU/V...//设置Shader内Uniform变量的值glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);//设置Shader内Uniform变量的值(值float)glUniform1f (GLint location, GLfloat x);glUniform1fv (GLint location, GLsizei count, const GLfloat* v); //设置Shader内Uniform变量的值(值int)glUniform1i (GLint location, GLint x);glUniform1iv (GLint location, GLsizei count, const GLint* v);glUniform2f (GLint location, GLfloat x, GLfloat y);glUniform2fv (GLint location, GLsizei count, const GLfloat* v);glUniform2i (GLint location, GLint x, GLint y);glUniform2iv (GLint location, GLsizei count, const GLint* v);glUniform3f (GLint location, GLfloat x, GLfloat y, GLfloat z);glUniform3fv (GLint location, GLsizei count, const GLfloat* v);glUniform3i (GLint location, GLint x, GLint y, GLint z);glUniform3iv (GLint location, GLsizei count, const GLint* v);glUniform4f (GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);glUniform4fv (GLint location, GLsizei count, const GLfloat* v);glUniform4i (GLint location, GLint x, GLint y, GLint z, GLint w);glUniform4iv (GLint location, GLsizei count, const GLint* v);glVertexAttrib1f (GLuint indx, GLfloat x);glVertexAttrib1fv (GLuint indx, const GLfloat* values);glVertexAttrib2f (GLuint indx, GLfloat x, GLfloat y);glVertexAttrib2fv (GLuint indx, const GLfloat* values);glVertexAttrib3f (GLuint indx, GLfloat x, GLfloat y, GLfloat z);glVertexAttrib3fv (GLuint indx, const GLfloat* values);glVertexAttrib4f (GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);glVertexAttrib4fv (GLuint indx, const GLfloat* values);//设置Shader数据 顶点数据源glVertexAttribPointer (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr);创建程序(加载Shader)//创建程序glCreateProgram (void);//删除程序glDeleteProgram (GLuint program);//获取程序信息glGetProgramInfoLog (GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);//验证程序glValidateProgram (GLuint program);//加载ShaderglAttachShader (GLuint program, GLuint shader);//链接程序glLinkProgram (GLuint program);//使用程序glUseProgram (GLuint program);//获取程序中的属性glGetProgramiv (GLuint program, GLenum pname, GLint* params);glGetUniformfv (GLuint program, GLint location, GLfloat* params);glGetUniformiv (GLuint program, GLint location, GLint* params);//获取Shader程序中attribute变量glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);//获取Shader程序中uniform变量glGetActiveUniform (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);glGetAttachedShaders (GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);缓冲区//生成/删除缓冲区的索引glGenBuffers (GLsizei n, GLuint* buffers);glDeleteBuffers (GLsizei n, const GLuint* buffers);//生成/删除帧缓冲区的索引glGenFramebuffers (GLsizei n, GLuint* framebuffers);glDeleteFramebuffers (GLsizei n, const GLuint* framebuffers);//创建/删除渲染缓冲区glGenRenderbuffers (GLsizei n, GLuint* renderbuffers);glDeleteRenderbuffers (GLsizei n, const GLuint* renderbuffers);  //绑定/取消缓冲区glBindBuffer (GLenum target, GLuint buffer);//绑定/取消渲染缓冲区glBindRenderbuffer (GLenum target, GLuint renderbuffer);//绑定/取消框架(Frame)缓冲区glBindFramebuffer (GLenum target, GLuint framebuffer);//设置缓冲区数据glBufferData (GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);//修改部分缓冲区数据glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);//绘制渲染缓冲区的存储大小glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);//帧缓冲区数据渲染到纹理上glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);//帧缓冲区与渲染缓冲区绑定glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);//帧缓冲区参数glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint* params); //渲染缓冲区参数glGetRenderbufferParameteriv (GLenum target, GLenum pname, GLint* params);//获取帧缓冲状态glCheckFramebufferStatus (GLenum target);//获取缓冲区参数内容glGetBufferParameteriv (GLenum target, GLenum pname, GLint* params);纹理//关联纹理层(GL_TEXTURE0 ~ GL_TEXTURE31)glActiveTexture (GLenum texture);//生成纹理glGenTextures (GLsizei n, GLuint* textures); //删除纹理glDeleteTextures (GLsizei n, const GLuint* textures); //绑定纹理glBindTexture (GLenum target, GLuint texture);//将图片数据传给openglglTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels); //将图片局部数据传给openglglTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels);//压缩纹理glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data);//将图片局部数据传给openglglCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data);//拷贝纹理glCopyTexImage2D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);//拷贝局部纹理glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);//设置纹理参数(i/f)glTexParameterf (GLenum target, GLenum pname, GLfloat param);glTexParameterfv (GLenum target, GLenum pname, const GLfloat* params);glTexParameteri (GLenum target, GLenum pname, GLint param);glTexParameteriv (GLenum target, GLenum pname, const GLint* params);//获取纹理参数(i/f)glGetTexParameterfv (GLenum target, GLenum pname, GLfloat* params);glGetTexParameteriv (GLenum target, GLenum pname, GLint* params);获取数据类型glGetBooleanv (GLenum pname, GLboolean* params);glGetFloatv (GLenum pname, GLfloat* params); glGetIntegerv (GLenum pname, GLint* params);//获取标签名字内容glGetString (GLenum name);混合glBlendColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);glBlendEquation ( GLenum mode );glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);//指定像素混合算法glBlendFunc (GLenum sfactor, GLenum dfactor);glBlendFuncSeparate (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);----//视口大小glViewport (GLint x, GLint y, GLsizei width, GLsizei height); glClear (GLbitfield mask);//清楚颜色(rgba)glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);glClearDepthf (GLclampf depth);glClearStencil (GLint s);glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);//启用/禁用顶点数组glEnableVertexAttribArray (GLuint index);glDisableVertexAttribArray (GLuint index);glDepthFunc (GLenum func);glDepthMask (GLboolean flag);glDepthRangef (GLclampf zNear, GLclampf zFar);glDetachShader (GLuint program, GLuint shader);//启动/废弃状态glEnable (GLenum cap); glDisable (GLenum cap);glFinish (void);glFlush (void);//剔除方向(顺/逆时针)glFrontFace (GLenum mode); //剔除那个面(背/正/全部面)glCullFace (GLenum mode); glGenerateMipmap (GLenum target); glGetError (void);glGetVertexAttribfv (GLuint index, GLenum pname, GLfloat* params);glGetVertexAttribiv (GLuint index, GLenum pname, GLint* params);glGetVertexAttribPointerv (GLuint index, GLenum pname, GLvoid** pointer);glHint (GLenum target, GLenum mode); //抗锯齿glIsBuffer (GLuint buffer);glIsEnabled (GLenum cap);glIsFramebuffer (GLuint framebuffer);glIsProgram (GLuint program);glIsRenderbuffer (GLuint renderbuffer);glIsShader (GLuint shader);glIsTexture (GLuint texture);glLineWidth (GLfloat width);//设置像素存储模式glPixelStorei (GLenum pname, GLint param);//从帧缓冲区读取一组数据glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);//设定opengl用于计算深度值的比例和单元glPolygonOffset (GLfloat factor, GLfloat units);glSampleCoverage (GLclampf value, GLboolean invert);//裁剪的位置glScissor (GLint x, GLint y, GLsizei width, GLsizei height); glStencilFunc (GLenum func, GLint ref, GLuint mask);glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask);glStencilMask (GLuint mask);glStencilMaskSeparate (GLenum face, GLuint mask);glStencilOp (GLenum fail, GLenum zfail, GLenum zpass);glStencilOpSeparate (GLenum face, GLenum fail, GLenum zfail, GLenum zpass);}

#ifndef __gl2_h_#define __gl2_h_/* $Revision: 10602 $ on $Date:: 2010-03-04 22:35:34 -0800 #$ */#include <GLES2/gl2platform.h>#ifdef __cplusplusextern "C" {#endif/* * This document is licensed under the SGI Free Software B License Version * 2.0. For details, see http://oss.sgi.com/projects/FreeB/ . *//*------------------------------------------------------------------------- * Data type definitions *-----------------------------------------------------------------------*/typedef void GLvoid;typedef char             GLchar;typedef unsigned int     GLenum;typedef unsigned char    GLboolean;typedef unsigned int     GLbitfield;typedef khronos_int8_t   GLbyte;typedef short            GLshort;typedef int              GLint;typedef int              GLsizei;typedef khronos_uint8_t  GLubyte;typedef unsigned short   GLushort;typedef unsigned int     GLuint;typedef khronos_float_t  GLfloat;typedef khronos_float_t  GLclampf;typedef khronos_int32_t  GLfixed;/* GL types for handling large vertex buffer objects */typedef khronos_intptr_t GLintptr;typedef khronos_ssize_t  GLsizeiptr;/* OpenGL ES core versions */#define GL_ES_VERSION_2_0                 1 ///* ClearBufferMask */#define GL_DEPTH_BUFFER_BIT               0x00000100 //深度缓冲区 #define GL_STENCIL_BUFFER_BIT             0x00000400 //模板缓冲区 #define GL_COLOR_BUFFER_BIT               0x00004000 //颜色缓冲区 /* Boolean */#define GL_FALSE                          0 //false(布尔类型)#define GL_TRUE                           1 //true(布尔类型)/* BeginMode */#define GL_POINTS                         0x0000 // 点 #define GL_LINES                          0x0001 // 线 #define GL_LINE_LOOP                      0x0002 // 闭合线 #define GL_LINE_STRIP                     0x0003 // 折线 #define GL_TRIANGLES                      0x0004 // 多个三角形(相连的三角形)#define GL_TRIANGLE_STRIP                 0x0005 // 三角形带#define GL_TRIANGLE_FAN                   0x0006 // 三角形扇 /* AlphaFunction (not supported in ES20) *//*      GL_NEVER *//*      GL_LESS *//*      GL_EQUAL *//*      GL_LEQUAL *//*      GL_GREATER *//*      GL_NOTEQUAL *//*      GL_GEQUAL *//*      GL_ALWAYS *//* BlendingFactorDest */#define GL_ZERO                           0 // RGB混合因子(0,0,0)#define GL_ONE                            1 // (1,1,1) #define GL_SRC_COLOR                      0x0300 // 源颜色#define GL_ONE_MINUS_SRC_COLOR            0x0301 // 1减去源颜色 (1,1,1)-(Rs1,Gs1,Bs)#define GL_SRC_ALPHA                      0x0302 // 源颜色alpha值(As1,As1,As)#define GL_ONE_MINUS_SRC_ALPHA            0x0303 // 1减去源颜色alpha值 (1,1,1)-(As1,As1,As)#define GL_DST_ALPHA                      0x0304 // 目标颜色alpha值#define GL_ONE_MINUS_DST_ALPHA            0x0305 // 1减去目标颜色alpha值(1,1,1)-(Ad,Ad1,Ad)/* BlendingFactorSrc *//*      GL_ZERO *//*      GL_ONE */#define GL_DST_COLOR                      0x0306 //#define GL_ONE_MINUS_DST_COLOR            0x0307 //#define GL_SRC_ALPHA_SATURATE             0x0308 ///*      GL_SRC_ALPHA *//*      GL_ONE_MINUS_SRC_ALPHA *//*      GL_DST_ALPHA *//*      GL_ONE_MINUS_DST_ALPHA *//* BlendEquationSeparate */#define GL_FUNC_ADD                       0x8006 //#define GL_BLEND_EQUATION                 0x8009 //#define GL_BLEND_EQUATION_RGB             0x8009 //    /* same as BLEND_EQUATION */#define GL_BLEND_EQUATION_ALPHA           0x883D ///* BlendSubtract */#define GL_FUNC_SUBTRACT                  0x800A //#define GL_FUNC_REVERSE_SUBTRACT          0x800B ///* Separate Blend Functions */#define GL_BLEND_DST_RGB                  0x80C8 //#define GL_BLEND_SRC_RGB                  0x80C9 //#define GL_BLEND_DST_ALPHA                0x80CA //#define GL_BLEND_SRC_ALPHA                0x80CB //#define GL_CONSTANT_COLOR                 0x8001 //#define GL_ONE_MINUS_CONSTANT_COLOR       0x8002 //#define GL_CONSTANT_ALPHA                 0x8003 //#define GL_ONE_MINUS_CONSTANT_ALPHA       0x8004 //#define GL_BLEND_COLOR                    0x8005 ///* Buffer Objects */#define GL_ARRAY_BUFFER                   0x8892 //顶点缓冲区#define GL_ELEMENT_ARRAY_BUFFER           0x8893 //索引缓冲区#define GL_ARRAY_BUFFER_BINDING           0x8894 //#define GL_ELEMENT_ARRAY_BUFFER_BINDING   0x8895 //#define GL_STREAM_DRAW                    0x88E0 // 偶尔需要改动数据#define GL_STATIC_DRAW                    0x88E4 // 不改动(静态的)数据#define GL_DYNAMIC_DRAW                   0x88E8 // 经常改动(动态的)数据#define GL_BUFFER_SIZE                    0x8764 //#define GL_BUFFER_USAGE                   0x8765 //#define GL_CURRENT_VERTEX_ATTRIB          0x8626 ///* CullFaceMode */#define GL_FRONT                          0x0404 // 正面#define GL_BACK                           0x0405 // 反面#define GL_FRONT_AND_BACK                 0x0408 // 正反面 /* DepthFunction *//*      GL_NEVER *//*      GL_LESS *//*      GL_EQUAL *//*      GL_LEQUAL *//*      GL_GREATER *//*      GL_NOTEQUAL *//*      GL_GEQUAL *//*      GL_ALWAYS *//* EnableCap */#define GL_TEXTURE_2D                     0x0DE1 // 2维纹理#define GL_CULL_FACE                      0x0B44 // 剔除表面#define GL_BLEND                          0x0BE2 // 混合#define GL_DITHER                         0x0BD0 // 抖动#define GL_STENCIL_TEST                   0x0B90 // 模板测试#define GL_DEPTH_TEST                     0x0B71 // 深度测试#define GL_SCISSOR_TEST                   0x0C11 // 剪裁#define GL_POLYGON_OFFSET_FILL            0x8037 // #define GL_SAMPLE_ALPHA_TO_COVERAGE       0x809E // #define GL_SAMPLE_COVERAGE                0x80A0 // /* ErrorCode */#define GL_NO_ERROR                       0 //#define GL_INVALID_ENUM                   0x0500 //#define GL_INVALID_VALUE                  0x0501 //#define GL_INVALID_OPERATION              0x0502 //#define GL_OUT_OF_MEMORY                  0x0505 ///* FrontFaceDirection */#define GL_CW                             0x0900 // 顺时针#define GL_CCW                            0x0901 // 逆时针/* GetPName */#define GL_LINE_WIDTH                     0x0B21 //#define GL_ALIASED_POINT_SIZE_RANGE       0x846D //#define GL_ALIASED_LINE_WIDTH_RANGE       0x846E //#define GL_CULL_FACE_MODE                 0x0B45 //#define GL_FRONT_FACE                     0x0B46 //#define GL_DEPTH_RANGE                    0x0B70 //#define GL_DEPTH_WRITEMASK                0x0B72 //#define GL_DEPTH_CLEAR_VALUE              0x0B73 //#define GL_DEPTH_FUNC                     0x0B74 //#define GL_STENCIL_CLEAR_VALUE            0x0B91 //#define GL_STENCIL_FUNC                   0x0B92 //#define GL_STENCIL_FAIL                   0x0B94 //#define GL_STENCIL_PASS_DEPTH_FAIL        0x0B95 //#define GL_STENCIL_PASS_DEPTH_PASS        0x0B96 //#define GL_STENCIL_REF                    0x0B97 //#define GL_STENCIL_VALUE_MASK             0x0B93 //#define GL_STENCIL_WRITEMASK              0x0B98 //#define GL_STENCIL_BACK_FUNC              0x8800 //#define GL_STENCIL_BACK_FAIL              0x8801 //#define GL_STENCIL_BACK_PASS_DEPTH_FAIL   0x8802 //#define GL_STENCIL_BACK_PASS_DEPTH_PASS   0x8803 //#define GL_STENCIL_BACK_REF               0x8CA3 //#define GL_STENCIL_BACK_VALUE_MASK        0x8CA4 //#define GL_STENCIL_BACK_WRITEMASK         0x8CA5 //#define GL_VIEWPORT                       0x0BA2 //#define GL_SCISSOR_BOX                    0x0C10 ///*      GL_SCISSOR_TEST */#define GL_COLOR_CLEAR_VALUE              0x0C22 //#define GL_COLOR_WRITEMASK                0x0C23 //#define GL_UNPACK_ALIGNMENT               0x0CF5 //#define GL_PACK_ALIGNMENT                 0x0D05 //#define GL_MAX_TEXTURE_SIZE               0x0D33 //#define GL_MAX_VIEWPORT_DIMS              0x0D3A //#define GL_SUBPIXEL_BITS                  0x0D50 //#define GL_RED_BITS                       0x0D52 //#define GL_GREEN_BITS                     0x0D53 //#define GL_BLUE_BITS                      0x0D54 //#define GL_ALPHA_BITS                     0x0D55 //#define GL_DEPTH_BITS                     0x0D56 //#define GL_STENCIL_BITS                   0x0D57 //#define GL_POLYGON_OFFSET_UNITS           0x2A00 ///*      GL_POLYGON_OFFSET_FILL */#define GL_POLYGON_OFFSET_FACTOR          0x8038 //#define GL_TEXTURE_BINDING_2D             0x8069 //#define GL_SAMPLE_BUFFERS                 0x80A8 //#define GL_SAMPLES                        0x80A9 //#define GL_SAMPLE_COVERAGE_VALUE          0x80AA //#define GL_SAMPLE_COVERAGE_INVERT         0x80AB ///* GetTextureParameter *//*      GL_TEXTURE_MAG_FILTER *//*      GL_TEXTURE_MIN_FILTER *//*      GL_TEXTURE_WRAP_S *//*      GL_TEXTURE_WRAP_T */#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 //#define GL_COMPRESSED_TEXTURE_FORMATS     0x86A3 ///* HintMode */#define GL_DONT_CARE                      0x1100 //#define GL_FASTEST                        0x1101 // 速度优先#define GL_NICEST                         0x1102 // 质量优先/* HintTarget */#define GL_GENERATE_MIPMAP_HINT            0x8192 ///* DataType */#define GL_BYTE                           0x1400 //#define GL_UNSIGNED_BYTE                  0x1401 //#define GL_SHORT                          0x1402 //#define GL_UNSIGNED_SHORT                 0x1403 //#define GL_INT                            0x1404 //#define GL_UNSIGNED_INT                   0x1405 //#define GL_FLOAT                          0x1406 //#define GL_FIXED                          0x140C ///* PixelFormat */#define GL_DEPTH_COMPONENT                0x1902 //#define GL_ALPHA                          0x1906 //#define GL_RGB                            0x1907 //#define GL_RGBA                           0x1908 //#define GL_LUMINANCE                      0x1909 //#define GL_LUMINANCE_ALPHA                0x190A ///* PixelType *//*      GL_UNSIGNED_BYTE */#define GL_UNSIGNED_SHORT_4_4_4_4         0x8033 //#define GL_UNSIGNED_SHORT_5_5_5_1         0x8034 //#define GL_UNSIGNED_SHORT_5_6_5           0x8363 ///* Shaders */#define GL_FRAGMENT_SHADER                  0x8B30 // 片段Shader#define GL_VERTEX_SHADER                    0x8B31 // 顶点Shader#define GL_MAX_VERTEX_ATTRIBS               0x8869 //#define GL_MAX_VERTEX_UNIFORM_VECTORS       0x8DFB //#define GL_MAX_VARYING_VECTORS              0x8DFC //#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D //#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS   0x8B4C //#define GL_MAX_TEXTURE_IMAGE_UNITS          0x8872 //#define GL_MAX_FRAGMENT_UNIFORM_VECTORS     0x8DFD //#define GL_SHADER_TYPE                      0x8B4F //#define GL_DELETE_STATUS                    0x8B80 //#define GL_LINK_STATUS                      0x8B82 //#define GL_VALIDATE_STATUS                  0x8B83 //#define GL_ATTACHED_SHADERS                 0x8B85 //#define GL_ACTIVE_UNIFORMS                  0x8B86 //niform属性变量个数#define GL_ACTIVE_UNIFORM_MAX_LENGTH        0x8B87 //niform属性变量的最大值#define GL_ACTIVE_ATTRIBUTES                0x8B89 //attribure属性变量个数#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH      0x8B8A //attribute属性变量的最大值#define GL_SHADING_LANGUAGE_VERSION         0x8B8C //#define GL_CURRENT_PROGRAM                  0x8B8D ///* StencilFunction */#define GL_NEVER                          0x0200 //#define GL_LESS                           0x0201 //#define GL_EQUAL                          0x0202 //#define GL_LEQUAL                         0x0203 //#define GL_GREATER                        0x0204 //#define GL_NOTEQUAL                       0x0205 //#define GL_GEQUAL                         0x0206 //#define GL_ALWAYS                         0x0207 ///* StencilOp *//*      GL_ZERO */#define GL_KEEP                           0x1E00 //#define GL_REPLACE                        0x1E01 //#define GL_INCR                           0x1E02 //#define GL_DECR                           0x1E03 //#define GL_INVERT                         0x150A //#define GL_INCR_WRAP                      0x8507 //#define GL_DECR_WRAP                      0x8508 ///* StringName */#define GL_VENDOR                         0x1F00 // OpenGL的提供厂商#define GL_RENDERER                       0x1F01 // OpenGL渲染的设备,通常就是显卡的名字#define GL_VERSION                        0x1F02 // OpenGL 版本号#define GL_EXTENSIONS                     0x1F03 // 所支持的所有扩展,用空格隔开。详细情况参见下面的关于“OpenGL扩展”的叙述/* TextureMagFilter */#define GL_NEAREST                        0x2600 //#define GL_LINEAR                         0x2601 ///* TextureMinFilter *//*      GL_NEAREST *//*      GL_LINEAR */#define GL_NEAREST_MIPMAP_NEAREST         0x2700 //#define GL_LINEAR_MIPMAP_NEAREST          0x2701 //#define GL_NEAREST_MIPMAP_LINEAR          0x2702 //#define GL_LINEAR_MIPMAP_LINEAR           0x2703 ///* TextureParameterName */#define GL_TEXTURE_MAG_FILTER             0x2800 //#define GL_TEXTURE_MIN_FILTER             0x2801 //#define GL_TEXTURE_WRAP_S                 0x2802 //#define GL_TEXTURE_WRAP_T                 0x2803 ///* TextureTarget *//*      GL_TEXTURE_2D */#define GL_TEXTURE                        0x1702 //#define GL_TEXTURE_CUBE_MAP               0x8513 //#define GL_TEXTURE_BINDING_CUBE_MAP       0x8514 //#define GL_TEXTURE_CUBE_MAP_POSITIVE_X    0x8515 //#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X    0x8516 //#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y    0x8517 //#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y    0x8518 //#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z    0x8519 //#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z    0x851A //#define GL_MAX_CUBE_MAP_TEXTURE_SIZE      0x851C ///* 纹理层级别(GL_TEXTURE0 ~ GL_TEXTURE31) */#define GL_TEXTURE0                       0x84C0#define GL_TEXTURE1                       0x84C1#define GL_TEXTURE2                       0x84C2#define GL_TEXTURE3                       0x84C3#define GL_TEXTURE4                       0x84C4#define GL_TEXTURE5                       0x84C5#define GL_TEXTURE6                       0x84C6#define GL_TEXTURE7                       0x84C7#define GL_TEXTURE8                       0x84C8#define GL_TEXTURE9                       0x84C9#define GL_TEXTURE10                      0x84CA#define GL_TEXTURE11                      0x84CB#define GL_TEXTURE12                      0x84CC#define GL_TEXTURE13                      0x84CD#define GL_TEXTURE14                      0x84CE#define GL_TEXTURE15                      0x84CF#define GL_TEXTURE16                      0x84D0#define GL_TEXTURE17                      0x84D1#define GL_TEXTURE18                      0x84D2#define GL_TEXTURE19                      0x84D3#define GL_TEXTURE20                      0x84D4#define GL_TEXTURE21                      0x84D5#define GL_TEXTURE22                      0x84D6#define GL_TEXTURE23                      0x84D7#define GL_TEXTURE24                      0x84D8#define GL_TEXTURE25                      0x84D9#define GL_TEXTURE26                      0x84DA#define GL_TEXTURE27                      0x84DB#define GL_TEXTURE28                      0x84DC#define GL_TEXTURE29                      0x84DD#define GL_TEXTURE30                      0x84DE#define GL_TEXTURE31                      0x84DF#define GL_ACTIVE_TEXTURE                 0x84E0/* TextureWrapMode */#define GL_REPEAT                         0x2901 //重复#define GL_CLAMP_TO_EDGE                  0x812F //纹理超过1的话用边缘的像素填充#define GL_MIRRORED_REPEAT                0x8370 //纹理镜像重复/* Uniform Types */#define GL_FLOAT_VEC2                     0x8B50 //#define GL_FLOAT_VEC3                     0x8B51 //#define GL_FLOAT_VEC4                     0x8B52 //#define GL_INT_VEC2                       0x8B53 //#define GL_INT_VEC3                       0x8B54 //#define GL_INT_VEC4                       0x8B55 //#define GL_BOOL                           0x8B56 //#define GL_BOOL_VEC2                      0x8B57 //#define GL_BOOL_VEC3                      0x8B58 //#define GL_BOOL_VEC4                      0x8B59 //#define GL_FLOAT_MAT2                     0x8B5A //#define GL_FLOAT_MAT3                     0x8B5B //#define GL_FLOAT_MAT4                     0x8B5C //#define GL_SAMPLER_2D                     0x8B5E //#define GL_SAMPLER_CUBE                   0x8B60 ///* Vertex Arrays */#define GL_VERTEX_ATTRIB_ARRAY_ENABLED        0x8622 //#define GL_VERTEX_ATTRIB_ARRAY_SIZE           0x8623 //#define GL_VERTEX_ATTRIB_ARRAY_STRIDE         0x8624 //#define GL_VERTEX_ATTRIB_ARRAY_TYPE           0x8625 //#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED     0x886A //#define GL_VERTEX_ATTRIB_ARRAY_POINTER        0x8645 //#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F ///* Read Format */#define GL_IMPLEMENTATION_COLOR_READ_TYPE   0x8B9A //#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B ///* Shader Source */#define GL_COMPILE_STATUS                 0x8B81 // 编译状态#define GL_INFO_LOG_LENGTH                0x8B84 // 初始化log长度#define GL_SHADER_SOURCE_LENGTH           0x8B88 // 源代码长度#define GL_SHADER_COMPILER                0x8DFA // Shader编译器/* Shader Binary */#define GL_SHADER_BINARY_FORMATS          0x8DF8 //#define GL_NUM_SHADER_BINARY_FORMATS      0x8DF9 ///* Shader Precision-Specified Types */#define GL_LOW_FLOAT                      0x8DF0 //低精度 浮点#define GL_MEDIUM_FLOAT                   0x8DF1 //中精度 浮点#define GL_HIGH_FLOAT                     0x8DF2 //高精度 浮点#define GL_LOW_INT                        0x8DF3 //低精度 整形#define GL_MEDIUM_INT                     0x8DF4 //中精度 整形#define GL_HIGH_INT                       0x8DF5 //高精度 整形/* Framebuffer Object. */#define GL_FRAMEBUFFER                    0x8D40 // 帧缓冲区#define GL_RENDERBUFFER                   0x8D41 // 渲染缓冲区#define GL_RGBA4                          0x8056 //#define GL_RGB5_A1                        0x8057 //#define GL_RGB565                         0x8D62 //#define GL_DEPTH_COMPONENT16              0x81A5 //#define GL_STENCIL_INDEX                  0x1901 //#define GL_STENCIL_INDEX8                 0x8D48 // #define GL_RENDERBUFFER_WIDTH             0x8D42 //#define GL_RENDERBUFFER_HEIGHT            0x8D43 //#define GL_RENDERBUFFER_INTERNAL_FORMAT   0x8D44 //#define GL_RENDERBUFFER_RED_SIZE          0x8D50 //#define GL_RENDERBUFFER_GREEN_SIZE        0x8D51 //#define GL_RENDERBUFFER_BLUE_SIZE         0x8D52 //#define GL_RENDERBUFFER_ALPHA_SIZE        0x8D53 //#define GL_RENDERBUFFER_DEPTH_SIZE        0x8D54 //#define GL_RENDERBUFFER_STENCIL_SIZE      0x8D55 //#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE           0x8CD0 //#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME           0x8CD1 //#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL         0x8CD2 //#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 //#define GL_COLOR_ATTACHMENT0              0x8CE0 // 颜色附件#define GL_DEPTH_ATTACHMENT               0x8D00 // 深度附件#define GL_STENCIL_ATTACHMENT             0x8D20 // 镂空附件#define GL_NONE                           0 //#define GL_FRAMEBUFFER_COMPLETE                      0x8CD5 //完整的帧缓冲#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT         0x8CD6 //#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 //#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS         0x8CD9 //#define GL_FRAMEBUFFER_UNSUPPORTED                   0x8CDD //#define GL_FRAMEBUFFER_BINDING            0x8CA6 //#define GL_RENDERBUFFER_BINDING           0x8CA7 //#define GL_MAX_RENDERBUFFER_SIZE          0x84E8 //#define GL_INVALID_FRAMEBUFFER_OPERATION  0x0506 ///*------------------------------------------------------------------------- * GL core functions. *-----------------------------------------------------------------------*//** 绘制数组 * @param  mode 绘制模式 * @param  first 第几个开始(顶点数组) * @param  count 绘制数据大小(绘制多少个点) * @return  */GL_APICALL void GL_APIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count);/**绘制元素 * @param  mode  绘制模式(GL_TRIANGLES三角形...) * @param  count 绘制数据大小(绘制多少个点) * @param  type  数据类型(GL_UNSIGNED_BYTE ...) * @param  indices  *         0:顶点缓冲和索引缓冲数据都用 *                 indexBuf:用顶点缓冲区数据不要索引缓冲区数据,就把索引数据传入 * @return  */GL_APICALL void GL_APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const GLvoid* indices);/** 创建Shader程序 * @param  type  *         GL_VERTEX_SHADER 顶点Shader *         GL_FRAGMENT_SHADER 像素Shader * @return  */GL_APICALL GLuint GL_APIENTRY glCreateShader (GLenum type);/**删除Shader程序 * @param  shader  Shader的ID * @return  */GL_APICALL void GL_APIENTRY glDeleteShader (GLuint shader);/** 指定shader的源代码 * @param  shader ShaderID * @param  count  源代码个数 * @param  string 源代码字符串 * @param  length 源代码字符串长度(给0就可以,它自己会算) * @return  */GL_APICALL void GL_APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar** string, const GLint* length);/** 获取Shader源代码 * @param  shader  ShaderID * @param  bufsize  用来保存源代码的大小 * @param  length  用来保存源代码的长度(给0就可以,它自己会算) * @param  source  保存源代码变量 * @return  */GL_APICALL void GL_APIENTRY glGetShaderSource (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);/** 检查Shader状态 * @param  shader  ShaderID * @param  pname   *        GL_COMPILE_STATUS  编译状态 *GL_INFO_LOG_LENGTH  初始化log长度 *GL_SHADER_SOURCE_LENGTH  源代码长度 *GL_SHADER_COMPILER  Shader编译器 * @param  params  * @return  */GL_APICALL void GL_APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint* params);/** 编译Shader * @param  shader  ShaderID * @return  */GL_APICALL void GL_APIENTRY glCompileShader (GLuint shader);/** 获取Shader日志 * @param  shader  ShaderID * @param  bufsize  要保存日志的大小 * @param  length  日志长度 * @param  infolog  日志 * @return  */GL_APICALL void GL_APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);/** 指定二进制 shader * @param  n             * @param  shaders       * @param  binaryformat  * @param  binary        * @param  length        */GL_APICALL void GL_APIENTRY glShaderBinary (GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length);/** 释放shader编译器占的资源 */GL_APICALL void GL_APIENTRY glReleaseShaderCompiler (void);/** 获取Shader程序中的属性 * @param  program 程序ID * @param  name    属性名字 * @return  */GL_APICALL int GL_APIENTRY glGetAttribLocation (GLuint program, const GLchar* name);/** 获取局部变量中的指定对象 * @param  program  * @param  name 获取 * @return  */GL_APICALL int GL_APIENTRY glGetUniformLocation (GLuint program, const GLchar* name);/** 获取Shader精度类型 * @param  shadertype   Shader类型 *            GL_VERTEX_SHADER 顶点Shader *            GL_FRAGMENT_SHADER 像素Shader * @param  precisiontype  精度类型 *          GL_LOW_FLOAT 低精度 浮点 *          GL_MEDIUM_FLOAT 中精度 浮点 *          GL_HIGH_FLOAT 高精度 浮点 *          GL_LOW_INT  低精度 整形 *          GL_MEDIUM_INT 中精度 整形 *          GL_HIGH_INT  高精度 整形 * @param  range   范围(GL_HIGH_FLOAT {127,127}) * @param  precision  精度值 *  * 范例: *  int rangehigh[2], precisionhigh; * glGetShaderPrecisionFormat(GL_VERTEX_SHADER, GL_HIGH_FLOAT, rangehigh, &precisionhigh);  */GL_APICALL void GL_APIENTRY glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);/** * @param  program 程序ID * @param  index  * @param  name  Shader中的变量_position(attribute vec3 _position) * 范例: * https://www.opengl.org/wiki/Generic_Vertex_Attribute_-_examples */GL_APICALL void GL_APIENTRY glBindAttribLocation (GLuint program, GLuint index, const GLchar* name);/** 设置Shader内Uniform变量的值 * @param  location Shader中的属性 * @param  count  数据类型个数 * @param  transpose 是否需要转置 * @param  value     要传入的数据 * @return  */GL_APICALL void GL_APIENTRY glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);/** 设置Shader内Uniform变量的值 * @param  location Shader中的属性 * @param  count   数据类型个数 * @param  transpose 是否需要转置 * @param  value     要传入的数据 * @return  */GL_APICALL void GL_APIENTRY glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);/** 设置Shader内Uniform变量的值 * @param  location Shader中的属性 * @param  count   数据类型个数 * @param  transpose 是否需要转置 * @param  value     要传入的数据 */GL_APICALL void GL_APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);/** 设置Shader内Uniform变量的值(值float) * @param  location  Shader中定义的 Uniform location * @param  x 值(值float) */GL_APICALL void GL_APIENTRY glUniform1f (GLint location, GLfloat x);GL_APICALL void GL_APIENTRY glUniform1fv (GLint location, GLsizei count, const GLfloat* v);///** 设置Shader内Uniform变量的值(值int) * @param  location  Shader中定义的 Uniform location * @param  x  值(值int) */GL_APICALL void GL_APIENTRY glUniform1i (GLint location, GLint x);GL_APICALL void GL_APIENTRY glUniform1iv (GLint location, GLsizei count, const GLint* v);/** * @param  location * @param  x * @param  y */GL_APICALL void GL_APIENTRY glUniform2f (GLint location, GLfloat x, GLfloat y);/** * @param  location Shader中定义的 Uniform location * @param  count    数量(类似for循环的的判断) * @param  v        索引开始指针 * 实例:1 * float pos[3]={1.0f,2.0f,3.0f}; *   glUniform3fv ( shader._pos, 1, &pos[0] ); * 实例:2 * struct Vpos {float x;float y;float z;}; *Vpos pos; *pos.x=1.0f; *pos.y=2.0f; *pos.z=3.0f; *glUniform3fv ( shader._pos, 1, &pos.x); */GL_APICALL void GL_APIENTRY glUniform2fv (GLint location, GLsizei count, const GLfloat* v);GL_APICALL void GL_APIENTRY glUniform2i (GLint location, GLint x, GLint y);GL_APICALL void GL_APIENTRY glUniform2iv (GLint location, GLsizei count, const GLint* v);/** * @param  location  * @param  x         * @param  y         * @param  z         * @return  */GL_APICALL void GL_APIENTRY glUniform3f (GLint location, GLfloat x, GLfloat y, GLfloat z);GL_APICALL void GL_APIENTRY glUniform3fv (GLint location, GLsizei count, const GLfloat* v);GL_APICALL void GL_APIENTRY glUniform3i (GLint location, GLint x, GLint y, GLint z);GL_APICALL void GL_APIENTRY glUniform3iv (GLint location, GLsizei count, const GLint* v);/** * @param  location  * @param  x         * @param  y         * @param  z         * @param  w         * @return  */GL_APICALL void GL_APIENTRY glUniform4f (GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);GL_APICALL void GL_APIENTRY glUniform4fv (GLint location, GLsizei count, const GLfloat* v);GL_APICALL void GL_APIENTRY glUniform4i (GLint location, GLint x, GLint y, GLint z, GLint w);GL_APICALL void GL_APIENTRY glUniform4iv (GLint location, GLsizei count, const GLint* v);/** * [glVertexAttrib1f  description] * @param  indx [description] * @param  x    [description] * @return      [description] */GL_APICALL void GL_APIENTRY glVertexAttrib1f (GLuint indx, GLfloat x);/** * [glVertexAttrib1fv  description] * @param  indx   [description] * @param  values [description] * @return        [description] */GL_APICALL void GL_APIENTRY glVertexAttrib1fv (GLuint indx, const GLfloat* values);/** * @param  indx  * @param  x     * @param  y     * @return  */GL_APICALL void GL_APIENTRY glVertexAttrib2f (GLuint indx, GLfloat x, GLfloat y);GL_APICALL void GL_APIENTRY glVertexAttrib2fv (GLuint indx, const GLfloat* values);/** * @param  indx  * @param  x     * @param  y     * @param  z     * @return  */GL_APICALL void GL_APIENTRY glVertexAttrib3f (GLuint indx, GLfloat x, GLfloat y, GLfloat z);GL_APICALL void GL_APIENTRY glVertexAttrib3fv (GLuint indx, const GLfloat* values);/** * @param  indx  * @param  x     * @param  y     * @param  z     * @param  w     * @return  */GL_APICALL void GL_APIENTRY glVertexAttrib4f (GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);GL_APICALL void GL_APIENTRY glVertexAttrib4fv (GLuint indx, const GLfloat* values);/** 设置Shader数据 顶点数据源 *指定顶点数据源(位置,颜色,法线,uv坐标,副法线,切线...需要绘制的顶点数据都叫属性) * @param  indx Shader中的属性 * @param  size 数量(位置(x,y,z)数量3,颜色(r,g,b,a)数量4) * @param  type 数据类型(GL_FLOAT,GL_BYTE, GL_UNSIGNED_BYTE ...) * @param  normalized 是否规格化 指定当被访问时,固定点数据值是否应该被归一化(GL_TRUE)或者直接转换为固定点值(GL_FALSE) * @param  stride 偏移量,初始值为0。 * @param  ptr  要传入的数据。初始值为0; * @return  */GL_APICALL void GL_APIENTRY glVertexAttribPointer (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr);/** 创建程序 * @return  程序ID */GL_APICALL GLuint GL_APIENTRY glCreateProgram (void);/**删除程序 * @param  program 程序ID * @return  */GL_APICALL void GL_APIENTRY glDeleteProgram (GLuint program);/** 获取程序信息 * @param  program  程序ID * @param  bufsize  要保存日志的大小 * @param  length  日志长度 * @param  infolog 日志内容 * @return  */GL_APICALL void GL_APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);/** 验证程序 * @param  program  程序ID */GL_APICALL void GL_APIENTRY glValidateProgram (GLuint program);/** 加载Shader * @param  program  程序 ID * @param  shader  Shader ID * @return  */GL_APICALL void GL_APIENTRY glAttachShader (GLuint program, GLuint shader);/** 连接程序 * @param  program 程序ID * @return  */GL_APICALL void GL_APIENTRY glLinkProgram (GLuint program);/** 使用程序 * @param  program 程序ID (输入0,就是弃用上一条程序) * @return  */GL_APICALL void GL_APIENTRY glUseProgram (GLuint program);/** 获取程序中的属性 * @param  program 程序id * @param  pname    *         GL_ACTIVE_UNIFORMS   niform属性变量个数 *GL_ACTIVE_UNIFORM_MAX_LENGTH niform属性变量的最大值 *GL_ACTIVE_ATTRIBUTES attribure属性变量个数 *GL_ACTIVE_ATTRIBUTE_MAX_LENGTH attribute属性变量的最大值 *... * @param  params  保存属性的值 */GL_APICALL void GL_APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint* params);/** * @param  program   * @param  location  * @param  params    * @return  */GL_APICALL void GL_APIENTRY glGetUniformfv (GLuint program, GLint location, GLfloat* params);/** * @param  program   * @param  location  * @param  params    * @return  */GL_APICALL void GL_APIENTRY glGetUniformiv (GLuint program, GLint location, GLint* params);/** 获取Shader程序中attribute变量 * @param  program  程序id * @param  index   第几个attribute变量的id(顶点Shader中总共有几个,这是第几个) * @param  bufsize  缓冲区大小(attribute变量缓冲大小) * @param  length  获取attribute变量的长度 * @param  size    获取attribute变量的大小 * @param  type  获取attribute变量的类型 * @param  name  获取attribute变量名字 * 范例: * const char *vs = { *... *"attribute vec3 _position;" *"attribute vec4 _color;"  //外边出入的颜色 *"attribute vec2_tpos;" //纹理坐标 *... *}; * *GLint maxLength, nAttribs; *GLchar * name; *glGetProgramiv(shaderValue.pID, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &maxLength); *glGetProgramiv(shaderValue.pID, GL_ACTIVE_ATTRIBUTES, &nAttribs); *name = (GLchar *)malloc(maxLength); *for (int i = 0; i < nAttribs; i++){ *GLint written, size, location; *GLenum type; *glGetActiveAttrib(shaderValue.pID, i, maxLength, &written, &size, &type, name); *location = glGetAttribLocation(shaderValue.pID, name); *printf(" %-5d | %s\n", location, name); *} *nAttribs 输出 3 *name 输出 "_position","_color","_tpos" * */GL_APICALL void GL_APIENTRY glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);/** 获取Shader程序中uniform变量 * @param  program  程序id * @param  index  第几个uniform变量的id(Shader中总共有几个,这是第几个) * @param  bufsize 缓冲区大小(uniform变量缓冲大小) * @param  length  获取uniform变量的长度 * @param  size 获取uniform变量的大小 * @param  type attribute变量的类型 * @param  name attribute变量名字 * 范例: *      const char *vs = { *      ... *"uniform   mat4 _MVP;" * ... *}; *const char *fs = { *... *"uniform   sampler2D  _tId;"     //纹理id *... *}; * *GLint maxLength, nAttribs; *GLchar * name; *glGetProgramiv(shaderValue.pID, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxLength); *glGetProgramiv(shaderValue.pID, GL_ACTIVE_UNIFORMS, &nAttribs); * *name = (GLchar *)malloc(maxLength); * *for (int i = 0; i < nAttribs; i++){ *GLint written, size, location; *GLenum type; *glGetActiveUniform(shaderValue.pID, i, maxLength, &written, &size, &type, name); *location = glGetUniformLocation(shaderValue.pID, name); *printf(" %-5d | %s\n", location, name); *} *nAttribs 输出 2 *name 输出 "_tId","_MVP" */GL_APICALL void GL_APIENTRY glGetActiveUniform (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);/** * @param  program   * @param  maxcount  * @param  count     * @param  shaders   */GL_APICALL void GL_APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);/** 生成/删除缓冲区的索引 * @param  n  用来生成缓冲区的数量 * @param  buffers 绑定缓存区id */GL_APICALL void GL_APIENTRY glGenBuffers (GLsizei n, GLuint* buffers);GL_APICALL void GL_APIENTRY glDeleteBuffers (GLsizei n, const GLuint* buffers);/** 生成/删除帧缓冲区的索引 * @param  n             * @param  framebuffers  * @return  */GL_APICALL void GL_APIENTRY glGenFramebuffers (GLsizei n, GLuint* framebuffers);GL_APICALL void GL_APIENTRY glDeleteFramebuffers (GLsizei n, const GLuint* framebuffers);/** 创建/删除渲染缓存区 * @param  n  创建的个数 * @param  renderbuffers 缓存值 * @return  */GL_APICALL void GL_APIENTRY glGenRenderbuffers (GLsizei n, GLuint* renderbuffers);GL_APICALL void GL_APIENTRY glDeleteRenderbuffers (GLsizei n, const GLuint* renderbuffers);/** 绑定缓冲区 * @param  target 缓冲类型 * @param  buffer 绑定的id * @return  */GL_APICALL void GL_APIENTRY glBindBuffer (GLenum target, GLuint buffer);/**绑定/取消渲染缓存区 * @param  target 缓存区类型 * @param  renderbuffer *         0 取消 * @return  */GL_APICALL void GL_APIENTRY glBindRenderbuffer (GLenum target, GLuint renderbuffer);/** 绑定/取消框架(Frame)缓存区 * @param  target       * @param  framebuffer  *         framebuffer 绑定缓存值 *         0 取消绑定的缓存值 *          * @return  */GL_APICALL void GL_APIENTRY glBindFramebuffer (GLenum target, GLuint framebuffer);/** 设置缓冲区数据 * @param  target 缓冲类型 * @param  size   数据大小 * @param  data   数据 * @param  usage  数据改动类型 *              GL_STREAM_DRAW  偶尔需要改动数据 *GL_STATIC_DRAW  不改动数据 *GL_DYNAMIC_DRAW 经常改动数据 * @return  */GL_APICALL void GL_APIENTRY glBufferData (GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);/** 修改部分缓冲区数据 * @param  target 缓冲类型 * @param  offset 偏移量 * @param  size  数据大小 * @param  data  数据 * @return  */GL_APICALL void GL_APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);/** 绘制渲染缓冲区的存储大小 * @param  target 帧缓冲类型(GL_RENDERBUFFER ...) * @param  internalformat 存储数据格式(GL_DEPTH_COMPONENT16 深度信息) * @param  width 存储的宽 * @param  height 存储的高 */GL_APICALL void GL_APIENTRY glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);/** 帧缓冲区数据渲染到纹理上 * @param  target 帧缓冲类型(GL_RENDERBUFFER ...) * @param  attachment 缓存区类型 (GL_COLOR_ATTACHMENT0 颜色缓存区) * @param  textarget 纹理类型 (GL_TEXTURE_2D ...) * @param  texture 纹理id * @param  level 层级别(数据渲染到纹理的什么层级别上) */GL_APICALL void GL_APIENTRY glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);/** 帧缓冲区与渲染缓冲区绑定 * @param  target  帧缓冲区类型(GL_FRAMEBUFFER 帧缓冲区) * @param  attachment  关联的类型(GL_DEPTH_ATTACHMENT 深度) * @param  renderbuffertarget  渲染缓冲区类型(GL_RENDERBUFFER 渲染缓冲区) * @param  renderbuffer  渲染缓冲区id */GL_APICALL void GL_APIENTRY glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);/** 帧缓冲区参数 * @param  target      * @param  attachment  * @param  pname       * @param  params      * @return  */GL_APICALL void GL_APIENTRY glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint* params);/** 渲染缓冲区参数 * @param  target  * @param  pname   * @param  params  * @return  */GL_APICALL void GL_APIENTRY glGetRenderbufferParameteriv (GLenum target, GLenum pname, GLint* params);/** 获取帧缓冲状态 * @param  target  *         GL_FRAMEBUFFER 帧缓冲区 * @return  * GL_FRAMEBUFFER_COMPLETE 完整的帧缓冲 * 实例 * GLint state=glCheckFramebufferStatus(GL_FRAMEBUFFER); *if (state != GL_FRAMEBUFFER_COMPLETE){ *这个缓冲区有问题 *} */GL_APICALL GLenum       GL_APIENTRY glCheckFramebufferStatus (GLenum target);/** 获取缓冲区参数内容 * @param  target 指定缓冲区对象 *         GL_ARRAY_BUFFER 顶点缓冲区 *         GL_ELEMENT_ARRAY_BUFFER 索引缓冲区 * @param  pname 缓冲区对象参数 *         GL_BUFFER_SIZE  *         GL_BUFFER_USAGE  * @param  params 获取的指 */GL_APICALL void GL_APIENTRY glGetBufferParameteriv (GLenum target, GLenum pname, GLint* params);/** 关联纹理层(GL_TEXTURE0 ~ GL_TEXTURE31) * @param  texture 纹理层一共能关联32个 GL_TEXTURE0 ~ GL_TEXTURE31 * @return  */GL_APICALL void GL_APIENTRY glActiveTexture (GLenum texture);/** 生成纹理的索引 * 功能:函数根据纹理参数返回n个纹理索引。纹理名称集合不必是一个连续的整数集合。 * @param  n  用来生成纹理的数量 * @param  textures 存储纹理索引的第一个元素指针 *  删除 * unsigned tId=0; *glGenTextures(1,&tId);//生成纹理的索引 *... *glDeleteTextures(1,&tId); */GL_APICALL void GL_APIENTRY glGenTextures (GLsizei n, GLuint* textures);/** 删除纹理 * @param  n 产生纹理的数量 * @param  textures 存储纹理索引的第一个元素指针 *  删除 * unsigned tId=0; *glGenTextures(1,&tId); *... *glDeleteTextures(1,&tId); */GL_APICALL void GL_APIENTRY glDeleteTextures (GLsizei n, const GLuint* textures);/** 绑定纹理 * @param  target   纹理是几维的 * @param  texture  纹理id * @return  */GL_APICALL void GL_APIENTRY glBindTexture (GLenum target, GLuint texture);/** 将图片数据传给opengl* @param  target 纹理是几维的 GL_TEXTURE_2D ...* @param  level 纹理层级别[0,10] 0最大,10最小* @param  internalformat 纹理存储格式(显冲用的纹理格式)* @param  width 纹理宽度,老一点的显卡,不支持不规则的纹理,即宽度和高度不是2^n。* @param  height 纹理高度,老一点的显卡,不支持不规则的纹理,即宽度和高度不是2^n。* @param  border 是否有边框* @param  format 数据的格式(传入图片数据的格式)RGB,GRBA ...* @param  type 纹理数据类型  unsigned byte ...* @param  pixels 纹理数据*/GL_APICALL void GL_APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels);/** 将图片局部数据传给opengl* @param  target  纹理是几维的 GL_TEXTURE_2D ...* @param  level 纹理层级别[0,10] 0最大,10最小* @param  xoffset 偏移量x(相对整张图片(0,0)点偏移多少)* @param  yoffset 偏移量y* @param  width 纹理宽度,老一点的显卡,不支持不规则的纹理,即宽度和高度不是2^n。* @param  height 纹理高度,老一点的显卡,不支持不规则的纹理,即宽度和高度不是2^n。* @param  format 数据的格式(传入图片数据的格式)RGB,GRBA ... * @param  type 纹理数据类型  unsigned byte ...* @param  pixels 纹理数据 */GL_APICALL void GL_APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels);/** 压缩纹理 * @param  target 纹理是几维的 GL_TEXTURE_2D ... * @param  level 纹理层级别[0,10] 0最大,10最小        * @param  internalformat 压缩格式 * @param  width  纹理宽度 * @param  height  纹理高度 * @param  border  是否有边框 * @param  imageSize 图片大小(宽x高) * @param  data   纹理数据  * @return  */GL_APICALL void GL_APIENTRY glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data);/** 将图片局部数据传给opengl * @param  target  纹理是几维的 GL_TEXTURE_2D ... * @param  level   纹理层级别[0,10] 0最大,10最小     * @param  xoffset  偏移量x(相对整张图片(0,0)点偏移多少)  * @param  yoffset  偏移量y * @param  width   纹理宽度 * @param  height  纹理高度 * @param  format  数据的格式(传入图片数据的格式)RGB,GRBA ...  * @param  imageSize  图片大小(宽x高) * @param  data    纹理数据   * @return  */GL_APICALL void GL_APIENTRY glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data);/** 拷贝纹理 * @param  target 纹理是几维的 GL_TEXTURE_2D ... * @param  level 纹理层级别[0,10] 0最大,10最小    * @param  internalformat  * @param  x 起始位x(相对屏幕(0,0)点偏移多少) * @param  y 起始位x * @param  width 纹理宽度 * @param  height 纹理高度 * @param  border 是否有边框 */GL_APICALL void GL_APIENTRY glCopyTexImage2D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);/** 拷贝局部纹理 * @param  target  纹理是几维的 GL_TEXTURE_2D ... * @param  level  纹理层级别[0,10] 0最大,10最小    * @param  xoffset 偏移量x(相对屏幕(0,0)点偏移多少)  * @param  yoffset 偏移量y * @param  x  * @param  y  * @param  width 纹理宽度 * @param  height 纹理高度 */GL_APICALL void GL_APIENTRY glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);/** 设置纹理参数(float) * @param  target  * @param  pname   * @param  param   * @return  */GL_APICALL void GL_APIENTRY glTexParameterf (GLenum target, GLenum pname, GLfloat param);GL_APICALL void GL_APIENTRY glTexParameterfv (GLenum target, GLenum pname, const GLfloat* params);/** 设置纹理参数(int) * @param  target 纹理是几维的 GL_TEXTURE_2D ... * @param  pname   *         GL_TEXTURE_MAG_FILTER  放大滤波(参数) *GL_NEAREST  最近的(用第0级) *GL_LINEAR   线性的(用第0级) *GL_TEXTURE_MIN_FILTER  缩小滤波(参数) *GL_NEAREST 最近的(用第0级) *GL_LINEAR  线性的(用第0级) *GL_NEAREST_MIPMAP_NEAREST(用mipmap)  (NEAREST:本级之间的算法,GL_LINEAR:级与级之间是否做了差值过滤) *GL_LINEAR_MIPMAP_NEAREST (用mipmap) *GL_NEAREST_MIPMAP_LINEAR (用mipmap) *GL_LINEAR_MIPMAP_LINEAR  (用mipmap)  最好级别 *GL_TEXTURE_WRAP_S  s方向(水平方向,uv坐标xy轴,这st是一个意思) *GL_TEXTURE_WRAP_T  t方向(垂直方向) *GL_REPEAT          重复(默认) *GL_CLAMP_TO_EDGE   用边缘的像素填充(纹理超过1的话) *GL_MIRRORED_REPEAT 纹理镜像重复(纹理超过1的话) * @param  param  */GL_APICALL void GL_APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);GL_APICALL void GL_APIENTRY glTexParameteriv (GLenum target, GLenum pname, const GLint* params);/** 获取纹理参数 * @param  target 纹理是几维的 GL_TEXTURE_2D ... * @param  pname  参数 * @param  params 内容 * @return  */GL_APICALL void GL_APIENTRY glGetTexParameterfv (GLenum target, GLenum pname, GLfloat* params);GL_APICALL void GL_APIENTRY glGetTexParameteriv (GLenum target, GLenum pname, GLint* params);/** * @param  pname   * @param  params  */GL_APICALL void GL_APIENTRY glGetBooleanv (GLenum pname, GLboolean* params);/** * @param  pname   * @param  params  */GL_APICALL void GL_APIENTRY glGetFloatv (GLenum pname, GLfloat* params);/** * @param  pname   * @param  params  */GL_APICALL void GL_APIENTRY glGetIntegerv (GLenum pname, GLint* params);/** 获取标签名字内容 * @param  name 标签名字 *              GL_VENDOR OpenGL的提供厂商 *              GL_RENDERER OpenGL渲染的设备,通常就是显卡的名字 *              GL_VERSION OpenGL 版本号 *GL_EXTENSIONS 所支持的所有扩展,用空格隔开。详细情况参见下面的关于“OpenGL扩展”的叙述 * @return 返回内容 * 实例 * std::string  str4 =(const char *)glGetString(GL_VERSION); 输出 "OpenGL ES 2.0 (ANGLE 1.0.0.2249)" */GL_APICALL const GLubyte* GL_APIENTRY glGetString (GLenum name);/** * @param  red    * @param  green  * @param  blue   * @param  alpha  * @return  */GL_APICALL void GL_APIENTRY glBlendColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);/** * @param  mode  * @return  */GL_APICALL void GL_APIENTRY glBlendEquation ( GLenum mode );/** * @param  modeRGB    * @param  modeAlpha  * @return  */GL_APICALL void GL_APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);/** 指定像素混合算法 * @param  sfactor 源因子 * @param  dfactor 目标因子 * 两个因子在代入这个公式 * (Rs*Sr+Rd*Dr , Gs*Sg+Gd*Dg , Bs*Sb+Bd*Db , As*Sa+Ad*Da) */GL_APICALL void GL_APIENTRY glBlendFunc (GLenum sfactor, GLenum dfactor);/** * @param  srcRGB    * @param  dstRGB    * @param  srcAlpha  * @param  dstAlpha  * @return  */GL_APICALL void GL_APIENTRY glBlendFuncSeparate (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);/** 视口大小 * @param  x       * @param  y       * @param  width   * @param  height  * @return  */GL_APICALL void GL_APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);/** * @param  mask  * @return  */GL_APICALL void GL_APIENTRY glClear (GLbitfield mask);/** 清楚颜色(rgba) * @param  red   红 * @param  green  绿 * @param  blue  蓝 * @param  alpha  * @return  */GL_APICALL void GL_APIENTRY glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);/** * @param  depth  * @return  */GL_APICALL void GL_APIENTRY glClearDepthf (GLclampf depth);/** * @param  s  * @return  */GL_APICALL void GL_APIENTRY glClearStencil (GLint s);/** * @param  red    * @param  green  * @param  blue   * @param  alpha  * @return  */GL_APICALL void GL_APIENTRY glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);/** 启用/禁用顶点数组 * @param  index 顶点数组ID * @return  */GL_APICALL void GL_APIENTRY glEnableVertexAttribArray (GLuint index);GL_APICALL void GL_APIENTRY glDisableVertexAttribArray (GLuint index);/** * @param  func  * @return  */GL_APICALL void GL_APIENTRY glDepthFunc (GLenum func);/** * @param  flag  * @return  */GL_APICALL void GL_APIENTRY glDepthMask (GLboolean flag);/** * @param  zNear  * @param  zFar   * @return  */GL_APICALL void GL_APIENTRY glDepthRangef (GLclampf zNear, GLclampf zFar);/** * @param  program  * @param  shader   * @return  */GL_APICALL void GL_APIENTRY glDetachShader (GLuint program, GLuint shader);/** 启动/废弃状态 * @param  cap  * @return  */GL_APICALL void GL_APIENTRY glEnable (GLenum cap);GL_APICALL void GL_APIENTRY glDisable (GLenum cap);/*** *return  */GL_APICALL void GL_APIENTRY glFinish (void);/*** *return  */GL_APICALL void GL_APIENTRY glFlush (void);/** 剔除方向(顺/逆时针) * @param  mode *         GL_CW  顺时针 *           GL_CCW 逆时针 (默认值) * @return  */GL_APICALL void GL_APIENTRY glFrontFace (GLenum mode);/** 剔除那个面 * @param  mode  *         GL_BACK 剔除反面 * GL_FRONT 剔除正面 * GL_FRONT_AND_BACK 剔除正反面 * @return  */GL_APICALL void GL_APIENTRY glCullFace (GLenum mode);/** * @param  target  * @return  */GL_APICALL void GL_APIENTRY glGenerateMipmap (GLenum target);/*** *return  */GL_APICALL GLenum GL_APIENTRY glGetError (void);/** * @param  index   * @param  pname   * @param  params  */GL_APICALL void GL_APIENTRY glGetVertexAttribfv (GLuint index, GLenum pname, GLfloat* params);GL_APICALL void GL_APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint* params);/** * @param  index    * @param  pname    * @param  pointer  * @return  */GL_APICALL void GL_APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, GLvoid** pointer);/** 抗锯齿 * @param  target  * @param  mode    *         GL_FASTEST 速度优先 *         GL_NICEST  质量优先 * @return  */GL_APICALL void GL_APIENTRY glHint (GLenum target, GLenum mode);/** * @param  buffer  * @return  */GL_APICALL GLboolean GL_APIENTRY glIsBuffer (GLuint buffer);/** * @param  cap  * @return  */GL_APICALL GLboolean GL_APIENTRY glIsEnabled (GLenum cap);/** * @param  framebuffer  * @return  */GL_APICALL GLboolean GL_APIENTRY glIsFramebuffer (GLuint framebuffer);/** * @param  program  * @return  */GL_APICALL GLboolean GL_APIENTRY glIsProgram (GLuint program);/** * @param  renderbuffer  * @return  */GL_APICALL GLboolean GL_APIENTRY glIsRenderbuffer (GLuint renderbuffer);/** * @param  shader  * @return  */GL_APICALL GLboolean GL_APIENTRY glIsShader (GLuint shader);/** * @param  texture  * @return  */GL_APICALL GLboolean GL_APIENTRY glIsTexture (GLuint texture);/** * @param  width  * @return  */GL_APICALL void GL_APIENTRY glLineWidth (GLfloat width);/** 设置像素存储模式 * @param  pname 模式 *               GL_PACK_ALIGNMENT  它影响将像素数据写回到主存的打包形式 对glReadPixels的调用产生影响 *               GL_UNPACK_ALIGNMENT 它影响从主存读到的像素数据的解包形式 对glTexImage2D以及glTexSubImage2D产生影响。 * @param  param 相应的 pname 设置为什么值。 *               这个数值一般是1,2,4(默认)或8,用于指定存储器中每个像素行有多少个字节对齐。对齐的字节数越高,系统就越能优化。 * @return  */GL_APICALL void GL_APIENTRY glPixelStorei (GLenum pname, GLint param);/** 从帧缓冲区读取一组数据 * @param  x       * @param  y       * @param  width   * @param  height  * @param  format  * @param  type    * @param  pixels  * @return  */GL_APICALL void GL_APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);/** 设定opengl用于计算深度值的比例和单元 * @param  factor  * @param  units   */GL_APICALL void GL_APIENTRY glPolygonOffset (GLfloat factor, GLfloat units);/** * @param  value   * @param  invert  * @return  */GL_APICALL void GL_APIENTRY glSampleCoverage (GLclampf value, GLboolean invert);/** 裁剪的位置 * @param  x       * @param  y       * @param  width   * @param  height  * @return  */GL_APICALL void GL_APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);/** * @param  func  * @param  ref   * @param  mask  * @return  */GL_APICALL void GL_APIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask);/** * @param  face  * @param  func  * @param  ref   * @param  mask  * @return  */GL_APICALL void GL_APIENTRY glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask);/** * @param  mask  * @return  */GL_APICALL void GL_APIENTRY glStencilMask (GLuint mask);/** * @param  face  * @param  mask  * @return  */GL_APICALL void GL_APIENTRY glStencilMaskSeparate (GLenum face, GLuint mask);/** * @param  fail   * @param  zfail  * @param  zpass  * @return  */GL_APICALL void GL_APIENTRY glStencilOp (GLenum fail, GLenum zfail, GLenum zpass);/** * @param  face   * @param  fail   * @param  zfail  * @param  zpass  * @return  */GL_APICALL void GL_APIENTRY glStencilOpSeparate (GLenum face, GLenum fail, GLenum zfail, GLenum zpass);#ifdef __cplusplus}#endif#endif /* __gl2_h_ */



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