quakequest/Projects/Android/jni/glquake.h

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2019-05-30 05:57:57 +00:00
/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef GLQUAKE_H
#define GLQUAKE_H
#ifdef USE_GLES2
#ifdef __IPHONEOS__
#include <OpenGLES/ES2/gl.h>
#else
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
//Hack to avoid compile errors and don't break the code
#define GL_STEREO 0x0000
#define GL_UNIFORM_BUFFER 0x8A11
#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34
#define GL_BGRA 0x000080e1
//#include <SDL_opengles2.h>
#endif
// used in R_SetupShader_Generic calls, not actually passed to GL
#ifndef GL_MODULATE
#define GL_MODULATE 0x2100
#define GL_DECAL 0x2101
#define GL_ADD 0x0104
#endif
#endif
// disable data conversion warnings
#ifdef _MSC_VER
#pragma warning(disable : 4310) // LordHavoc: MSVC++ 2008 x86: cast truncates constant value
#pragma warning(disable : 4245) // LordHavoc: MSVC++ 2008 x86: 'initializing' : conversion from 'int' to 'unsigned char', signed/unsigned mismatch
#pragma warning(disable : 4204) // LordHavoc: MSVC++ 2008 x86: nonstandard extension used : non-constant aggregate initializer
#pragma warning(disable : 4267) // LordHavoc: MSVC++ 2008 x64, conversion from 'size_t' to 'int', possible loss of data
//#pragma warning(disable : 4244) // LordHavoc: MSVC++ 4 x86, double/float
//#pragma warning(disable : 4305) // LordHavoc: MSVC++ 6 x86, double/float
//#pragma warning(disable : 4706) // LordHavoc: MSVC++ 2008 x86, assignment within conditional expression
//#pragma warning(disable : 4127) // LordHavoc: MSVC++ 2008 x86, conditional expression is constant
//#pragma warning(disable : 4100) // LordHavoc: MSVC++ 2008 x86, unreferenced formal parameter
//#pragma warning(disable : 4055) // LordHavoc: MSVC++ 2008 x86, 'type cast' from data pointer to function pointer
//#pragma warning(disable : 4054) // LordHavoc: MSVC++ 2008 x86, 'type cast' from function pointer to data pointer
#endif
//====================================================
#ifndef USE_GLES2
// wgl uses APIENTRY
#ifndef APIENTRY
#define APIENTRY
#endif
// for platforms (wgl) that do not use GLAPIENTRY
#ifndef GLAPIENTRY
#define GLAPIENTRY APIENTRY
#endif
#ifndef GL_PROJECTION
#include <stddef.h>
typedef unsigned int GLenum;
typedef unsigned char GLboolean;
typedef unsigned int GLbitfield;
typedef void GLvoid;
// 1-byte signed
typedef signed char GLbyte;
// 2-byte signed
typedef short GLshort;
// 4-byte signed
typedef int GLint;
// 1-byte unsigned
typedef unsigned char GLubyte;
// 2-byte unsigned
typedef unsigned short GLushort;
// 4-byte unsigned
typedef unsigned int GLuint;
// 4-byte signed
typedef int GLsizei;
// single precision float
typedef float GLfloat;
// single precision float in [0,1]
typedef float GLclampf;
// double precision float
typedef double GLdouble;
// double precision float in [0,1]
typedef double GLclampd;
// int whose size is the same as a pointer (?)
typedef ptrdiff_t GLintptrARB;
// int whose size is the same as a pointer (?)
typedef ptrdiff_t GLsizeiptrARB;
#define GL_STEREO 0x0C33
#define GL_MODELVIEW 0x1700
#define GL_PROJECTION 0x1701
#define GL_TEXTURE 0x1702
#define GL_MATRIX_MODE 0x0BA0
#define GL_MODELVIEW_MATRIX 0x0BA6
#define GL_PROJECTION_MATRIX 0x0BA7
#define GL_TEXTURE_MATRIX 0x0BA8
#define GL_DONT_CARE 0x1100
#define GL_FASTEST 0x1101
#define GL_NICEST 0x1102
#define GL_DEPTH_TEST 0x0B71
#define GL_CULL_FACE 0x0B44
#define GL_BLEND 0x0BE2
#define GL_ALPHA_TEST 0x0BC0
#define GL_ZERO 0x0
#define GL_ONE 0x1
#define GL_SRC_COLOR 0x0300
#define GL_ONE_MINUS_SRC_COLOR 0x0301
#define GL_DST_COLOR 0x0306
#define GL_ONE_MINUS_DST_COLOR 0x0307
#define GL_SRC_ALPHA 0x0302
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_DST_ALPHA 0x0304
#define GL_ONE_MINUS_DST_ALPHA 0x0305
#define GL_SRC_ALPHA_SATURATE 0x0308
#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_TEXTURE_ENV 0x2300
#define GL_TEXTURE_ENV_MODE 0x2200
#define GL_TEXTURE_1D 0x0DE0
#define GL_TEXTURE_2D 0x0DE1
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
#define GL_TEXTURE_WRAP_R 0x8072
#define GL_TEXTURE_BORDER_COLOR 0x1004
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_PACK_ALIGNMENT 0x0D05
#define GL_UNPACK_ALIGNMENT 0x0CF5
#define GL_TEXTURE_BINDING_1D 0x8068
#define GL_TEXTURE_BINDING_2D 0x8069
#define GL_TEXTURE_INTERNAL_FORMAT 0x1003
#define GL_TEXTURE_MIN_LOD 0x813A
#define GL_TEXTURE_MAX_LOD 0x813B
#define GL_TEXTURE_BASE_LEVEL 0x813C
#define GL_TEXTURE_MAX_LEVEL 0x813D
#define GL_NEAREST 0x2600
#define GL_LINEAR 0x2601
#define GL_NEAREST_MIPMAP_NEAREST 0x2700
#define GL_NEAREST_MIPMAP_LINEAR 0x2702
#define GL_LINEAR_MIPMAP_NEAREST 0x2701
#define GL_LINEAR_MIPMAP_LINEAR 0x2703
#define GL_LINE 0x1B01
#define GL_FILL 0x1B02
#define GL_ADD 0x0104
#define GL_DECAL 0x2101
#define GL_MODULATE 0x2100
#define GL_REPEAT 0x2901
#define GL_CLAMP 0x2900
#define GL_POINTS 0x0000
#define GL_LINES 0x0001
#define GL_LINE_LOOP 0x0002
#define GL_LINE_STRIP 0x0003
#define GL_TRIANGLES 0x0004
#define GL_TRIANGLE_STRIP 0x0005
#define GL_TRIANGLE_FAN 0x0006
#define GL_QUADS 0x0007
#define GL_QUAD_STRIP 0x0008
#define GL_POLYGON 0x0009
#define GL_FALSE 0x0
#define GL_TRUE 0x1
#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_DOUBLE 0x140A
#define GL_2_BYTES 0x1407
#define GL_3_BYTES 0x1408
#define GL_4_BYTES 0x1409
#define GL_VERTEX_ARRAY 0x8074
#define GL_NORMAL_ARRAY 0x8075
#define GL_COLOR_ARRAY 0x8076
//#define GL_INDEX_ARRAY 0x8077
#define GL_TEXTURE_COORD_ARRAY 0x8078
//#define GL_EDGE_FLAG_ARRAY 0x8079
#define GL_NONE 0
#define GL_FRONT_LEFT 0x0400
#define GL_FRONT_RIGHT 0x0401
#define GL_BACK_LEFT 0x0402
#define GL_BACK_RIGHT 0x0403
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_LEFT 0x0406
#define GL_RIGHT 0x0407
#define GL_FRONT_AND_BACK 0x0408
#define GL_AUX0 0x0409
#define GL_AUX1 0x040A
#define GL_AUX2 0x040B
#define GL_AUX3 0x040C
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
#define GL_NO_ERROR 0x0
#define GL_INVALID_VALUE 0x0501
#define GL_INVALID_ENUM 0x0500
#define GL_INVALID_OPERATION 0x0502
#define GL_STACK_OVERFLOW 0x0503
#define GL_STACK_UNDERFLOW 0x0504
#define GL_OUT_OF_MEMORY 0x0505
#define GL_DITHER 0x0BD0
#define GL_ALPHA 0x1906
#define GL_RGB 0x1907
#define GL_RGBA 0x1908
#define GL_MAX_TEXTURE_SIZE 0x0D33
#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
#define GL_DEPTH_TEST 0x0B71
#define GL_RED_SCALE 0x0D14
#define GL_GREEN_SCALE 0x0D18
#define GL_BLUE_SCALE 0x0D1A
#define GL_ALPHA_SCALE 0x0D1C
#define GL_DEPTH_BUFFER_BIT 0x00000100
#define GL_ACCUM_BUFFER_BIT 0x00000200
#define GL_STENCIL_BUFFER_BIT 0x00000400
#define GL_COLOR_BUFFER_BIT 0x00004000
#define GL_STENCIL_TEST 0x0B90
#define GL_KEEP 0x1E00
#define GL_REPLACE 0x1E01
#define GL_INCR 0x1E02
#define GL_DECR 0x1E03
#define GL_POLYGON_OFFSET_FACTOR 0x8038
#define GL_POLYGON_OFFSET_UNITS 0x2A00
#define GL_POLYGON_OFFSET_POINT 0x2A01
#define GL_POLYGON_OFFSET_LINE 0x2A02
#define GL_POLYGON_OFFSET_FILL 0x8037
#define GL_POINT_SMOOTH 0x0B10
#define GL_LINE_SMOOTH 0x0B20
#define GL_POLYGON_SMOOTH 0x0B41
#define GL_POLYGON_STIPPLE 0x0B42
#define GL_CLIP_PLANE0 0x3000
#define GL_CLIP_PLANE1 0x3001
#define GL_CLIP_PLANE2 0x3002
#define GL_CLIP_PLANE3 0x3003
#define GL_CLIP_PLANE4 0x3004
#define GL_CLIP_PLANE5 0x3005
#define GL_DEPTH_COMPONENT 0x1902
#define GL_VIEWPORT 0x0BA2
#define GL_DRAW_BUFFER 0x0C01
#define GL_READ_BUFFER 0x0C02
#define GL_LUMINANCE 0x1909
#define GL_INTENSITY 0x8049
#endif
//GL_EXT_texture_filter_anisotropic
#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
#endif
// GL_ARB_depth_texture
#ifndef GL_DEPTH_COMPONENT32_ARB
#define GL_DEPTH_COMPONENT16_ARB 0x81A5
#define GL_DEPTH_COMPONENT24_ARB 0x81A6
#define GL_DEPTH_COMPONENT32_ARB 0x81A7
#define GL_TEXTURE_DEPTH_SIZE_ARB 0x884A
#define GL_DEPTH_TEXTURE_MODE_ARB 0x884B
#endif
// GL_ARB_shadow
#ifndef GL_TEXTURE_COMPARE_MODE_ARB
#define GL_TEXTURE_COMPARE_MODE_ARB 0x884C
#define GL_TEXTURE_COMPARE_FUNC_ARB 0x884D
#define GL_COMPARE_R_TO_TEXTURE_ARB 0x884E
#endif
// GL_ARB_multitexture
extern void qglMultiTexCoord1f(GLenum, GLfloat);
extern void qglMultiTexCoord2f(GLenum, GLfloat, GLfloat);
extern void qglMultiTexCoord3f(GLenum, GLfloat, GLfloat, GLfloat);
extern void qglMultiTexCoord4f(GLenum, GLfloat, GLfloat, GLfloat, GLfloat);
extern void qglClientActiveTexture(GLenum);
#ifndef GL_ACTIVE_TEXTURE
#define GL_ACTIVE_TEXTURE 0x84E0
#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1
#define GL_MAX_TEXTURE_UNITS 0x84E2
#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
#endif
// GL_ARB_texture_env_combine
#ifndef GL_COMBINE
#define GL_COMBINE 0x8570
#define GL_COMBINE_RGB 0x8571
#define GL_COMBINE_ALPHA 0x8572
#define GL_SOURCE0_RGB 0x8580
#define GL_SOURCE1_RGB 0x8581
#define GL_SOURCE2_RGB 0x8582
#define GL_SOURCE0_ALPHA 0x8588
#define GL_SOURCE1_ALPHA 0x8589
#define GL_SOURCE2_ALPHA 0x858A
#define GL_OPERAND0_RGB 0x8590
#define GL_OPERAND1_RGB 0x8591
#define GL_OPERAND2_RGB 0x8592
#define GL_OPERAND0_ALPHA 0x8598
#define GL_OPERAND1_ALPHA 0x8599
#define GL_OPERAND2_ALPHA 0x859A
#define GL_RGB_SCALE 0x8573
#define GL_ADD_SIGNED 0x8574
#define GL_INTERPOLATE 0x8575
#define GL_SUBTRACT 0x84E7
#define GL_CONSTANT 0x8576
#define GL_PRIMARY_COLOR 0x8577
#define GL_PREVIOUS 0x8578
#endif
#ifndef GL_MAX_ELEMENTS_VERTICES
#define GL_MAX_ELEMENTS_VERTICES 0x80E8
#endif
#ifndef GL_MAX_ELEMENTS_INDICES
#define GL_MAX_ELEMENTS_INDICES 0x80E9
#endif
#ifndef GL_TEXTURE_3D
#define GL_PACK_SKIP_IMAGES 0x806B
#define GL_PACK_IMAGE_HEIGHT 0x806C
#define GL_UNPACK_SKIP_IMAGES 0x806D
#define GL_UNPACK_IMAGE_HEIGHT 0x806E
#define GL_TEXTURE_3D 0x806F
#define GL_PROXY_TEXTURE_3D 0x8070
#define GL_TEXTURE_DEPTH 0x8071
#define GL_TEXTURE_WRAP_R 0x8072
#define GL_MAX_3D_TEXTURE_SIZE 0x8073
#define GL_TEXTURE_BINDING_3D 0x806A
extern void qglTexImage3D(GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
extern void qglTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels);
extern void qglCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
#endif
#ifndef GL_TEXTURE_CUBE_MAP_POSITIVE_X
#define GL_NORMAL_MAP 0x8511
#define GL_REFLECTION_MAP 0x8512
#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_PROXY_TEXTURE_CUBE_MAP 0x851B
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
#endif
#ifndef GL_DEPTH_COMPONENT16_ARB
#define GL_DEPTH_COMPONENT16_ARB 0x81A5
#define GL_DEPTH_COMPONENT24_ARB 0x81A6
#define GL_DEPTH_COMPONENT32_ARB 0x81A7
#define GL_TEXTURE_DEPTH_SIZE_ARB 0x884A
#define GL_DEPTH_TEXTURE_MODE_ARB 0x884B
#endif
#ifndef GL_SCISSOR_TEST
#define GL_SCISSOR_TEST 0x0C11
#define GL_SCISSOR_BOX 0x0C10
#endif
// GL_SGIS_texture_edge_clamp or GL_EXT_texture_edge_clamp
#ifndef GL_CLAMP_TO_EDGE
#define GL_CLAMP_TO_EDGE 0x812F
#endif
//GL_ATI_separate_stencil
#ifndef GL_STENCIL_BACK_FUNC
#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
#endif
extern void qglStencilOpSeparate(GLenum, GLenum, GLenum, GLenum);
extern void qglStencilFuncSeparate(GLenum, GLenum, GLint, GLuint);
//GL_EXT_stencil_two_side
#define GL_STENCIL_TEST_TWO_SIDE_EXT 0x8910
#define GL_ACTIVE_STENCIL_FACE_EXT 0x8911
extern void qglActiveStencilFaceEXT(GLenum);
//GL_EXT_blend_minmax
#ifndef GL_FUNC_ADD
#define GL_FUNC_ADD 0x8006 // also supplied by GL_blend_subtract
#define GL_MIN 0x8007
#define GL_MAX 0x8008
#define GL_BLEND_EQUATION 0x8009 // also supplied by GL_blend_subtract
extern void qglBlendEquationEXT(GLenum); // also supplied by GL_blend_subtract
#endif
//GL_EXT_blend_subtract
#ifndef GL_FUNC_SUBTRACT
#define GL_FUNC_SUBTRACT 0x800A
#define GL_FUNC_REVERSE_SUBTRACT 0x800B
extern void qglBlendEquationEXT(GLenum); // also supplied by GL_blend_subtract
#endif
//GL_ARB_texture_non_power_of_two
//GL_ARB_vertex_buffer_object
#ifndef GL_ARRAY_BUFFER
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_ARRAY_BUFFER_BINDING 0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
#define GL_VERTEX_ARRAY_BUFFER_BINDING 0x8896
#define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897
#define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898
#define GL_INDEX_ARRAY_BUFFER_BINDING 0x8899
#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A
#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B
#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C
#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D
#define GL_WEIGHT_ARRAY_BUFFER_BINDING 0x889E
#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
#define GL_STREAM_DRAW 0x88E0
#define GL_STREAM_READ 0x88E1
#define GL_STREAM_COPY 0x88E2
#define GL_STATIC_DRAW 0x88E4
#define GL_STATIC_READ 0x88E5
#define GL_STATIC_COPY 0x88E6
#define GL_DYNAMIC_DRAW 0x88E8
#define GL_DYNAMIC_READ 0x88E9
#define GL_DYNAMIC_COPY 0x88EA
#define GL_READ_ONLY 0x88B8
#define GL_WRITE_ONLY 0x88B9
#define GL_READ_WRITE 0x88BA
#define GL_BUFFER_SIZE 0x8764
#define GL_BUFFER_USAGE 0x8765
#define GL_BUFFER_ACCESS 0x88BB
#define GL_BUFFER_MAPPED 0x88BC
#define GL_BUFFER_MAP_POINTER 0x88BD
#endif
extern void qglBindBufferARB(GLenum target, GLuint buffer);
extern void qglDeleteBuffersARB(GLsizei n, const GLuint *buffers);
extern void qglGenBuffersARB(GLsizei n, GLuint *buffers);
extern GLboolean qglIsBufferARB(GLuint buffer);
extern GLvoid qglMapBufferARB(GLenum target, GLenum access);
extern GLboolean qglUnmapBufferARB(GLenum target);
extern void qglBufferDataARB(GLenum target, GLsizeiptrARB size, const GLvoid *data, GLenum usage);
extern void qglBufferSubDataARB(GLenum target, GLintptrARB offset, GLsizeiptrARB size, const GLvoid *data);
//GL_ARB_framebuffer_object
// (slight differences from GL_EXT_framebuffer_object as this integrates GL_EXT_packed_depth_stencil)
#ifndef GL_FRAMEBUFFER
#define GL_FRAMEBUFFER 0x8D40
#define GL_READ_FRAMEBUFFER 0x8CA8
#define GL_DRAW_FRAMEBUFFER 0x8CA9
#define GL_RENDERBUFFER 0x8D41
#define GL_STENCIL_INDEX1 0x8D46
#define GL_STENCIL_INDEX4 0x8D47
#define GL_STENCIL_INDEX8 0x8D48
#define GL_STENCIL_INDEX16 0x8D49
#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_RENDERBUFFER_SAMPLES 0x8CAB
#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_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4
#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210
#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211
#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212
#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213
#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214
#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215
#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216
#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217
#define GL_SRGB 0x8C40
#define GL_UNSIGNED_NORMALIZED 0x8C17
#define GL_FRAMEBUFFER_DEFAULT 0x8218
#define GL_INDEX 0x8222
#define GL_COLOR_ATTACHMENT0 0x8CE0
#define GL_COLOR_ATTACHMENT1 0x8CE1
#define GL_COLOR_ATTACHMENT2 0x8CE2
#define GL_COLOR_ATTACHMENT3 0x8CE3
#define GL_COLOR_ATTACHMENT4 0x8CE4
#define GL_COLOR_ATTACHMENT5 0x8CE5
#define GL_COLOR_ATTACHMENT6 0x8CE6
#define GL_COLOR_ATTACHMENT7 0x8CE7
#define GL_COLOR_ATTACHMENT8 0x8CE8
#define GL_COLOR_ATTACHMENT9 0x8CE9
#define GL_COLOR_ATTACHMENT10 0x8CEA
#define GL_COLOR_ATTACHMENT11 0x8CEB
#define GL_COLOR_ATTACHMENT12 0x8CEC
#define GL_COLOR_ATTACHMENT13 0x8CED
#define GL_COLOR_ATTACHMENT14 0x8CEE
#define GL_COLOR_ATTACHMENT15 0x8CEF
#define GL_DEPTH_ATTACHMENT 0x8D00
#define GL_STENCIL_ATTACHMENT 0x8D20
#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A
#define GL_MAX_SAMPLES 0x8D57
#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB
#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC
#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56
#define GL_FRAMEBUFFER_UNDEFINED 0x8219
#define GL_FRAMEBUFFER_BINDING 0x8CA6 // alias DRAW_FRAMEBUFFER_BINDING
#define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6
#define GL_READ_FRAMEBUFFER_BINDING 0x8CAA
#define GL_RENDERBUFFER_BINDING 0x8CA7
#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF
#define GL_MAX_RENDERBUFFER_SIZE 0x84E8
#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
#define GL_DEPTH_STENCIL 0x84F9
#define GL_UNSIGNED_INT_24_8 0x84FA
#define GL_DEPTH24_STENCIL8 0x88F0
#define GL_TEXTURE_STENCIL_SIZE 0x88F1
#endif
extern GLboolean qglIsRenderbuffer(GLuint renderbuffer);
extern GLvoid qglBindRenderbuffer(GLenum target, GLuint renderbuffer);
extern GLvoid qglDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
extern GLvoid qglGenRenderbuffers(GLsizei n, GLuint *renderbuffers);
extern GLvoid qglRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
extern GLvoid qglRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
extern GLvoid qglGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params);
extern GLboolean qglIsFramebuffer(GLuint framebuffer);
extern GLvoid qglBindFramebuffer(GLenum target, GLuint framebuffer);
extern GLvoid qglDeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
extern GLvoid qglGenFramebuffers(GLsizei n, GLuint *framebuffers);
extern GLenum qglCheckFramebufferStatus(GLenum target);
extern GLvoid qglFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
extern GLvoid qglFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
extern GLvoid qglFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint layer);
extern GLvoid qglFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
extern GLvoid qglFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
extern GLvoid qglGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params);
extern GLvoid qglBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
extern GLvoid qglGenerateMipmap(GLenum target);
// GL_ARB_draw_buffers
#ifndef GL_MAX_DRAW_BUFFERS_ARB
#define GL_MAX_DRAW_BUFFERS_ARB 0x8824
#define GL_DRAW_BUFFER0_ARB 0x8825
#define GL_DRAW_BUFFER1_ARB 0x8826
#define GL_DRAW_BUFFER2_ARB 0x8827
#define GL_DRAW_BUFFER3_ARB 0x8828
#define GL_DRAW_BUFFER4_ARB 0x8829
#define GL_DRAW_BUFFER5_ARB 0x882A
#define GL_DRAW_BUFFER6_ARB 0x882B
#define GL_DRAW_BUFFER7_ARB 0x882C
#define GL_DRAW_BUFFER8_ARB 0x882D
#define GL_DRAW_BUFFER9_ARB 0x882E
#define GL_DRAW_BUFFER10_ARB 0x882F
#define GL_DRAW_BUFFER11_ARB 0x8830
#define GL_DRAW_BUFFER12_ARB 0x8831
#define GL_DRAW_BUFFER13_ARB 0x8832
#define GL_DRAW_BUFFER14_ARB 0x8833
#define GL_DRAW_BUFFER15_ARB 0x8834
#endif
extern void qglDrawBuffersARB(GLsizei n, const GLenum *bufs);
// GL_ARB_texture_float
#ifndef GL_RGBA32F_ARB
#define GL_RGBA32F_ARB 0x8814
#define GL_RGB32F_ARB 0x8815
#define GL_ALPHA32F_ARB 0x8816
#define GL_INTENSITY32F_ARB 0x8817
#define GL_LUMINANCE32F_ARB 0x8818
#define GL_LUMINANCE_ALPHA32F_ARB 0x8819
#define GL_RGBA16F_ARB 0x881A
#define GL_RGB16F_ARB 0x881B
#define GL_ALPHA16F_ARB 0x881C
#define GL_INTENSITY16F_ARB 0x881D
#define GL_LUMINANCE16F_ARB 0x881E
#define GL_LUMINANCE_ALPHA16F_ARB 0x881F
#endif
// GL_EXT_texture_sRGB
#ifndef GL_SRGB_EXT
#define GL_SRGB_EXT 0x8C40
#define GL_SRGB8_EXT 0x8C41
#define GL_SRGB_ALPHA_EXT 0x8C42
#define GL_SRGB8_ALPHA8_EXT 0x8C43
#define GL_SLUMINANCE_ALPHA_EXT 0x8C44
#define GL_SLUMINANCE8_ALPHA8_EXT 0x8C45
#define GL_SLUMINANCE_EXT 0x8C46
#define GL_SLUMINANCE8_EXT 0x8C47
#define GL_COMPRESSED_SRGB_EXT 0x8C48
#define GL_COMPRESSED_SRGB_ALPHA_EXT 0x8C49
#define GL_COMPRESSED_SLUMINANCE_EXT 0x8C4A
#define GL_COMPRESSED_SLUMINANCE_ALPHA_EXT 0x8C4B
#define GL_COMPRESSED_SRGB_S3TC_DXT1_EXT 0x8C4C
#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D
#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E
#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F
#endif
// GL_ARB_uniform_buffer_object
#ifndef GL_UNIFORM_BUFFER
#define GL_UNIFORM_BUFFER 0x8A11
#define GL_UNIFORM_BUFFER_BINDING 0x8A28
#define GL_UNIFORM_BUFFER_START 0x8A29
#define GL_UNIFORM_BUFFER_SIZE 0x8A2A
#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B
#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C
#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D
#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E
#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F
#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30
#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31
#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32
#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33
#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34
#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35
#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36
#define GL_UNIFORM_TYPE 0x8A37
#define GL_UNIFORM_SIZE 0x8A38
#define GL_UNIFORM_NAME_LENGTH 0x8A39
#define GL_UNIFORM_BLOCK_INDEX 0x8A3A
#define GL_UNIFORM_OFFSET 0x8A3B
#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C
#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D
#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E
#define GL_UNIFORM_BLOCK_BINDING 0x8A3F
#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40
#define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43
#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44
#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45
#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46
#define GL_INVALID_INDEX 0xFFFFFFFFu
#endif
extern void qglGetUniformIndices(GLuint program, GLsizei uniformCount, const char** uniformNames, GLuint* uniformIndices);
extern void qglGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params);
extern void qglGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei* length, char* uniformName);
extern GLuint qglGetUniformBlockIndex(GLuint program, const char* uniformBlockName);
extern void qglGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params);
extern void qglGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, char* uniformBlockName);
extern void qglBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptrARB offset, GLsizeiptrARB size);
extern void qglBindBufferBase(GLenum target, GLuint index, GLuint buffer);
extern void qglGetIntegeri_v(GLenum target, GLuint index, GLint* data);
extern void qglUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
extern void qglScissor(GLint x, GLint y, GLsizei width, GLsizei height);
extern void qglClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
extern void qglClear(GLbitfield mask);
extern void qglAlphaFunc(GLenum func, GLclampf ref);
extern void qglBlendFunc(GLenum sfactor, GLenum dfactor);
extern void qglCullFace(GLenum mode);
extern void qglDrawBuffer(GLenum mode);
extern void qglReadBuffer(GLenum mode);
extern void qglEnable(GLenum cap);
extern void qglDisable(GLenum cap);
extern GLboolean qglIsEnabled(GLenum cap);
extern void qglEnableClientState(GLenum cap);
extern void qglDisableClientState(GLenum cap);
extern void qglGetBooleanv(GLenum pname, GLboolean *params);
extern void qglGetDoublev(GLenum pname, GLdouble *params);
extern void qglGetFloatv(GLenum pname, GLfloat *params);
extern void qglGetIntegerv(GLenum pname, GLint *params);
extern GLenum qglGetError(void);
extern const GLubyte* qglGetString(GLenum name);
extern void qglFinish(void);
extern void qglFlush(void);
extern void qglClearDepth(GLclampd depth);
extern void qglDepthFunc(GLenum func);
extern void qglDepthMask(GLboolean flag);
extern void qglDepthRange(GLclampd near_val, GLclampd far_val);
extern void qglDepthRangef(GLclampf near_val, GLclampf far_val);
extern void qglColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
extern void qglDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
extern void qglDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
extern void qglDrawArrays(GLenum mode, GLint first, GLsizei count);
extern void qglVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr);
extern void qglNormalPointer(GLenum type, GLsizei stride, const GLvoid *ptr);
extern void qglColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr);
extern void qglTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr);
extern void qglArrayElement(GLint i);
extern void qglColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);
extern void qglColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
extern void qglTexCoord1f(GLfloat s);
extern void qglTexCoord2f(GLfloat s, GLfloat t);
extern void qglTexCoord3f(GLfloat s, GLfloat t, GLfloat r);
extern void qglTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q);
extern void qglVertex2f(GLfloat x, GLfloat y);
extern void qglVertex3f(GLfloat x, GLfloat y, GLfloat z);
extern void qglVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w);
extern void qglBegin(GLenum mode);
extern void qglEnd(void);
extern void qglMatrixMode(GLenum mode);
//extern void qglOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val);
//extern void qglFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val);
extern void qglViewport(GLint x, GLint y, GLsizei width, GLsizei height);
//extern void qglPushMatrix(void);
//extern void qglPopMatrix(void);
extern void qglLoadIdentity(void);
//extern void qglLoadMatrixd)(const GLdouble *m);
extern void qglLoadMatrixf(const GLfloat *m);
//extern void qglMultMatrixd)(const GLdouble *m);
//extern void qglMultMatrixf)(const GLfloat *m);
//extern void qglRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z);
//extern void qglRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
//extern void qglScaled(GLdouble x, GLdouble y, GLdouble z);
//extern void qglScalef(GLfloat x, GLfloat y, GLfloat z);
//extern void qglTranslated(GLdouble x, GLdouble y, GLdouble z);
//extern void qglTranslatef(GLfloat x, GLfloat y, GLfloat z);
extern void qglReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels);
extern void qglStencilFunc(GLenum func, GLint ref, GLuint mask);
extern void qglStencilMask(GLuint mask);
extern void qglStencilOp(GLenum fail, GLenum zfail, GLenum zpass);
extern void qglClearStencil(GLint s);
extern void qglTexEnvf(GLenum target, GLenum pname, GLfloat param);
extern void qglTexEnvfv(GLenum target, GLenum pname, const GLfloat *params);
extern void qglTexEnvi(GLenum target, GLenum pname, GLint param);
extern void qglTexParameterf(GLenum target, GLenum pname, GLfloat param);
extern void qglTexParameterfv(GLenum target, GLenum pname, GLfloat *params);
extern void qglTexParameteri(GLenum target, GLenum pname, GLint param);
extern void qglGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params);
extern void qglGetTexParameteriv(GLenum target, GLenum pname, GLint *params);
extern void qglGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params);
extern void qglGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params);
extern void qglGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels);
extern void qglHint(GLenum target, GLenum mode);
extern void qglGenTextures(GLsizei n, GLuint *textures);
extern void qglDeleteTextures(GLsizei n, const GLuint *textures);
extern void qglBindTexture(GLenum target, GLuint texture);
//extern void qglPrioritizeTextures(GLsizei n, const GLuint *textures, const GLclampf *priorities);
//extern GLboolean qglAreTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences);
//extern GLboolean qglIsTexture(GLuint texture);
//extern void qglPixelStoref(GLenum pname, GLfloat param);
extern void qglPixelStorei(GLenum pname, GLint param);
//extern void qglTexImage1D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
extern void qglTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
//extern void qglTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels);
extern void qglTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
//extern void qglCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);
extern void qglCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
//extern void qglCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
extern void qglCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
extern void qglPolygonOffset(GLfloat factor, GLfloat units);
extern void qglPolygonMode(GLenum face, GLenum mode);
//extern void qglClipPlane(GLenum plane, const GLdouble *equation);
//extern void qglGetClipPlane(GLenum plane, GLdouble *equation);
//[515]: added on 29.07.2005
extern void qglLineWidth(GLfloat width);
extern void qglPointSize(GLfloat size);
// GL 2.0 shader objects
#ifndef GL_PROGRAM_OBJECT
// 1-byte character string
typedef char GLchar;
#endif
extern void qglDeleteShader(GLuint obj);
extern void qglDeleteProgram(GLuint obj);
//extern GLuint qglGetHandle(GLenum pname);
extern void qglDetachShader(GLuint containerObj, GLuint attachedObj);
extern GLuint qglCreateShader(GLenum shaderType);
extern void qglShaderSource(GLuint shaderObj, GLsizei count, const GLchar **string, const GLint *length);
extern void qglCompileShader(GLuint shaderObj);
extern GLuint qglCreateProgram(void);
extern void qglAttachShader(GLuint containerObj, GLuint obj);
extern void qglLinkProgram(GLuint programObj);
extern void qglUseProgram(GLuint programObj);
extern void qglValidateProgram(GLuint programObj);
extern void qglUniform1f(GLint location, GLfloat v0);
extern void qglUniform2f(GLint location, GLfloat v0, GLfloat v1);
extern void qglUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
extern void qglUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
extern void qglUniform1i(GLint location, GLint v0);
extern void qglUniform2i(GLint location, GLint v0, GLint v1);
extern void qglUniform3i(GLint location, GLint v0, GLint v1, GLint v2);
extern void qglUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
extern void qglUniform1fv(GLint location, GLsizei count, const GLfloat *value);
extern void qglUniform2fv(GLint location, GLsizei count, const GLfloat *value);
extern void qglUniform3fv(GLint location, GLsizei count, const GLfloat *value);
extern void qglUniform4fv(GLint location, GLsizei count, const GLfloat *value);
extern void qglUniform1iv(GLint location, GLsizei count, const GLint *value);
extern void qglUniform2iv(GLint location, GLsizei count, const GLint *value);
extern void qglUniform3iv(GLint location, GLsizei count, const GLint *value);
extern void qglUniform4iv(GLint location, GLsizei count, const GLint *value);
extern void qglUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
extern void qglUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
extern void qglUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
extern void qglGetShaderiv(GLuint obj, GLenum pname, GLint *params);
extern void qglGetProgramiv(GLuint obj, GLenum pname, GLint *params);
extern void qglGetShaderInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog);
extern void qglGetProgramInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog);
extern void qglGetAttachedShaders(GLuint containerObj, GLsizei maxCount, GLsizei *count, GLuint *obj);
extern GLint qglGetUniformLocation(GLuint programObj, const GLchar *name);
extern void qglGetActiveUniform(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
extern void qglGetUniformfv(GLuint programObj, GLint location, GLfloat *params);
extern void qglGetUniformiv(GLuint programObj, GLint location, GLint *params);
extern void qglGetShaderSource(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *source);
extern void qglPolygonStipple(const GLubyte *mask);
#ifndef GL_PROGRAM_OBJECT
#define GL_PROGRAM_OBJECT 0x8B40
#define GL_DELETE_STATUS 0x8B80
#define GL_COMPILE_STATUS 0x8B81
#define GL_LINK_STATUS 0x8B82
#define GL_VALIDATE_STATUS 0x8B83
#define GL_INFO_LOG_LENGTH 0x8B84
#define GL_ATTACHED_SHADERS 0x8B85
#define GL_ACTIVE_UNIFORMS 0x8B86
#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
#define GL_SHADER_SOURCE_LENGTH 0x8B88
#define GL_SHADER_OBJECT 0x8B48
#define GL_SHADER_TYPE 0x8B4F
#define GL_FLOAT 0x1406
#define GL_FLOAT_VEC2 0x8B50
#define GL_FLOAT_VEC3 0x8B51
#define GL_FLOAT_VEC4 0x8B52
#define GL_INT 0x1404
#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_1D 0x8B5D
#define GL_SAMPLER_2D 0x8B5E
#define GL_SAMPLER_3D 0x8B5F
#define GL_SAMPLER_CUBE 0x8B60
#define GL_SAMPLER_1D_SHADOW 0x8B61
#define GL_SAMPLER_2D_SHADOW 0x8B62
#define GL_SAMPLER_2D_RECT 0x8B63
#define GL_SAMPLER_2D_RECT_SHADOW 0x8B64
#endif
// GL 2.0 vertex shader
extern void qglVertexAttrib1f(GLuint index, GLfloat v0);
extern void qglVertexAttrib1s(GLuint index, GLshort v0);
extern void qglVertexAttrib1d(GLuint index, GLdouble v0);
extern void qglVertexAttrib2f(GLuint index, GLfloat v0, GLfloat v1);
extern void qglVertexAttrib2s(GLuint index, GLshort v0, GLshort v1);
extern void qglVertexAttrib2d(GLuint index, GLdouble v0, GLdouble v1);
extern void qglVertexAttrib3f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2);
extern void qglVertexAttrib3s(GLuint index, GLshort v0, GLshort v1, GLshort v2);
extern void qglVertexAttrib3d(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2);
extern void qglVertexAttrib4f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
extern void qglVertexAttrib4s(GLuint index, GLshort v0, GLshort v1, GLshort v2, GLshort v3);
extern void qglVertexAttrib4d(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3);
extern void qglVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
extern void qglVertexAttrib1fv(GLuint index, const GLfloat *v);
extern void qglVertexAttrib1sv(GLuint index, const GLshort *v);
extern void qglVertexAttrib1dv(GLuint index, const GLdouble *v);
extern void qglVertexAttrib2fv(GLuint index, const GLfloat *v);
extern void qglVertexAttrib2sv(GLuint index, const GLshort *v);
extern void qglVertexAttrib2dv(GLuint index, const GLdouble *v);
extern void qglVertexAttrib3fv(GLuint index, const GLfloat *v);
extern void qglVertexAttrib3sv(GLuint index, const GLshort *v);
extern void qglVertexAttrib3dv(GLuint index, const GLdouble *v);
extern void qglVertexAttrib4fv(GLuint index, const GLfloat *v);
extern void qglVertexAttrib4sv(GLuint index, const GLshort *v);
extern void qglVertexAttrib4dv(GLuint index, const GLdouble *v);
extern void qglVertexAttrib4iv(GLuint index, const GLint *v);
extern void qglVertexAttrib4bv(GLuint index, const GLbyte *v);
extern void qglVertexAttrib4ubv(GLuint index, const GLubyte *v);
extern void qglVertexAttrib4usv(GLuint index, const GLushort *v);
extern void qglVertexAttrib4uiv(GLuint index, const GLuint *v);
extern void qglVertexAttrib4Nbv(GLuint index, const GLbyte *v);
extern void qglVertexAttrib4Nsv(GLuint index, const GLshort *v);
extern void qglVertexAttrib4Niv(GLuint index, const GLint *v);
extern void qglVertexAttrib4Nubv(GLuint index, const GLubyte *v);
extern void qglVertexAttrib4Nusv(GLuint index, const GLushort *v);
extern void qglVertexAttrib4Nuiv(GLuint index, const GLuint *v);
extern void qglVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
extern void qglEnableVertexAttribArray(GLuint index);
extern void qglDisableVertexAttribArray(GLuint index);
extern void qglBindAttribLocation(GLuint programObj, GLuint index, const GLchar *name);
extern void qglBindFragDataLocation(GLuint programObj, GLuint index, const GLchar *name);
extern void qglGetActiveAttrib(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
extern GLint qglGetAttribLocation(GLuint programObj, const GLchar *name);
extern void qglGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params);
extern void qglGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);
extern void qglGetVertexAttribiv(GLuint index, GLenum pname, GLint *params);
extern void qglGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer);
#ifndef GL_VERTEX_SHADER
#define GL_VERTEX_SHADER 0x8B31
#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A
#define GL_MAX_VARYING_FLOATS 0x8B4B
#define GL_MAX_VERTEX_ATTRIBS 0x8869
#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
#define GL_MAX_TEXTURE_COORDS 0x8871
#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642
#define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643
#define GL_ACTIVE_ATTRIBUTES 0x8B89
#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
#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_CURRENT_VERTEX_ATTRIB 0x8626
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
#define GL_FLOAT 0x1406
#define GL_FLOAT_VEC2 0x8B50
#define GL_FLOAT_VEC3 0x8B51
#define GL_FLOAT_VEC4 0x8B52
#define GL_FLOAT_MAT2 0x8B5A
#define GL_FLOAT_MAT3 0x8B5B
#define GL_FLOAT_MAT4 0x8B5C
#endif
// GL 2.0 fragment shader
#ifndef GL_FRAGMENT_SHADER
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49
#define GL_MAX_TEXTURE_COORDS 0x8871
#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B
#endif
// GL 2.0 shading language 100
#ifndef GL_SHADING_LANGUAGE_VERSION
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
#endif
// GL_ARB_texture_compression
extern void qglCompressedTexImage3DARB(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data);
extern void qglCompressedTexImage2DARB(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data);
//extern void qglCompressedTexImage1DARB(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data);
extern void qglCompressedTexSubImage3DARB(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data);
extern void qglCompressedTexSubImage2DARB(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);
//extern void qglCompressedTexSubImage1DARB(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data);
extern void qglGetCompressedTexImageARB(GLenum target, GLint lod, void *img);
#ifndef GL_COMPRESSED_RGB_ARB
#define GL_COMPRESSED_ALPHA_ARB 0x84E9
#define GL_COMPRESSED_LUMINANCE_ARB 0x84EA
#define GL_COMPRESSED_LUMINANCE_ALPHA_ARB 0x84EB
#define GL_COMPRESSED_INTENSITY_ARB 0x84EC
#define GL_COMPRESSED_RGB_ARB 0x84ED
#define GL_COMPRESSED_RGBA_ARB 0x84EE
#define GL_TEXTURE_COMPRESSION_HINT_ARB 0x84EF
#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB 0x86A0
#define GL_TEXTURE_COMPRESSED_ARB 0x86A1
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A2
#define GL_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A3
#endif
// GL_EXT_texture_compression_s3tc
#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
#endif
// GL_ARB_occlusion_query
extern void qglGenQueriesARB(GLsizei n, GLuint *ids);
extern void qglDeleteQueriesARB(GLsizei n, const GLuint *ids);
extern GLboolean qglIsQueryARB(GLuint qid);
extern void qglBeginQueryARB(GLenum target, GLuint qid);
extern void qglEndQueryARB(GLenum target);
extern void qglGetQueryivARB(GLenum target, GLenum pname, GLint *params);
extern void qglGetQueryObjectivARB(GLuint qid, GLenum pname, GLint *params);
extern void qglGetQueryObjectuivARB(GLuint qid, GLenum pname, GLuint *params);
#ifndef GL_SAMPLES_PASSED_ARB
#define GL_SAMPLES_PASSED_ARB 0x8914
#define GL_QUERY_COUNTER_BITS_ARB 0x8864
#define GL_CURRENT_QUERY_ARB 0x8865
#define GL_QUERY_RESULT_ARB 0x8866
#define GL_QUERY_RESULT_AVAILABLE_ARB 0x8867
#endif
// GL_EXT_bgr
#define GL_BGR 0x80E0
// GL_EXT_bgra
#define GL_BGRA 0x80E1
//GL_AMD_texture_texture4
//GL_ARB_texture_gather
//GL_ARB_multisample
#define GL_MULTISAMPLE_ARB 0x809D
#define GL_SAMPLE_ALPHA_TO_COVERAGE_ARB 0x809E
#define GL_SAMPLE_ALPHA_TO_ONE_ARB 0x809F
#define GL_SAMPLE_COVERAGE_ARB 0x80A0
#define GL_SAMPLE_BUFFERS_ARB 0x80A8
#define GL_SAMPLES_ARB 0x80A9
#define GL_SAMPLE_COVERAGE_VALUE_ARB 0x80AA
#define GL_SAMPLE_COVERAGE_INVERT_ARB 0x80AB
#define GL_MULTISAMPLE_BIT_ARB 0x20000000
extern void qglSampleCoverageARB(GLclampf value, GLboolean invert);
extern void qglPointSize(GLfloat size);
//GL_EXT_packed_depth_stencil
#define GL_DEPTH_STENCIL_EXT 0x84F9
#define GL_UNSIGNED_INT_24_8_EXT 0x84FA
#define GL_DEPTH24_STENCIL8_EXT 0x88F0
#endif
#define DEBUGGL
#ifdef DEBUGGL
#ifdef USE_GLES2
#define CHECKGLERROR {if (gl_paranoid.integer){if (gl_printcheckerror.integer) Con_Printf("CHECKGLERROR at %s:%d\n", __FILE__, __LINE__);errornumber = glGetError();if (errornumber) GL_PrintError(errornumber, __FILE__, __LINE__);}}
#else
#define CHECKGLERROR {if (gl_paranoid.integer){if (gl_printcheckerror.integer) Con_Printf("CHECKGLERROR at %s:%d\n", __FILE__, __LINE__);errornumber = qglGetError ? qglGetError() : 0;if (errornumber) GL_PrintError(errornumber, __FILE__, __LINE__);}}
#endif
extern int errornumber;
void GL_PrintError(int errornumber, const char *filename, int linenumber);
#else
#define CHECKGLERROR
#endif
#ifdef USE_GLES2
#define qglIsBufferARB glIsBuffer
#define qglIsEnabled glIsEnabled
#define qglIsFramebufferEXT glIsFramebuffer
//#define qglIsQueryARB glIsQuery
#define qglIsRenderbufferEXT glIsRenderbuffer
//#define qglUnmapBufferARB glUnmapBuffer
#define qglCheckFramebufferStatusEXT glCheckFramebufferStatus
#define qglGetError glGetError
#define qglCreateProgram glCreateProgram
#define qglCreateShader glCreateShader
//#define qglGetHandleARB glGetHandle
#define qglGetAttribLocation glGetAttribLocation
#define qglGetUniformLocation glGetUniformLocation
//#define qglMapBufferARB glMapBuffer
#define qglGetString glGetString
//#define qglActiveStencilFaceEXT glActiveStencilFace
#define qglActiveTexture glActiveTexture
#define qglAlphaFunc glAlphaFunc
#define qglArrayElement glArrayElement
#define qglAttachShader glAttachShader
//#define qglBegin glBegin
//#define qglBeginQueryARB glBeginQuery
#define qglBindAttribLocation glBindAttribLocation
//#define qglBindFragDataLocation glBindFragDataLocation
#define qglBindBufferARB glBindBuffer
#define qglBindFramebufferEXT glBindFramebuffer
#define qglBindRenderbufferEXT glBindRenderbuffer
#define qglBindTexture glBindTexture
#define qglBlendEquationEXT glBlendEquation
#define qglBlendFunc glBlendFunc
#define qglBufferDataARB glBufferData
#define qglBufferSubDataARB glBufferSubData
#define qglClear glClear
#define qglClearColor glClearColor
#define qglClearDepthf glClearDepthf
#define qglClearStencil glClearStencil
#define qglClientActiveTexture glClientActiveTexture
#define qglColor4f glColor4f
#define qglColor4ub glColor4ub
#define qglColorMask glColorMask
#define qglColorPointer glColorPointer
#define qglCompileShader glCompileShader
#define qglCompressedTexImage2DARB glCompressedTexImage2D
#define qglCompressedTexImage3DARB glCompressedTexImage3D
#define qglCompressedTexSubImage2DARB glCompressedTexSubImage2D
#define qglCompressedTexSubImage3DARB glCompressedTexSubImage3D
#define qglCopyTexImage2D glCopyTexImage2D
#define qglCopyTexSubImage2D glCopyTexSubImage2D
#define qglCopyTexSubImage3D glCopyTexSubImage3D
#define qglCullFace glCullFace
#define qglDeleteBuffersARB glDeleteBuffers
#define qglDeleteFramebuffersEXT glDeleteFramebuffers
#define qglDeleteProgram glDeleteProgram
#define qglDeleteShader glDeleteShader
//#define qglDeleteQueriesARB glDeleteQueries
#define qglDeleteRenderbuffersEXT glDeleteRenderbuffers
#define qglDeleteTextures glDeleteTextures
#define qglDepthFunc glDepthFunc
#define qglDepthMask glDepthMask
#define qglDepthRangef glDepthRangef
#define qglDetachShader glDetachShader
#define qglDisable glDisable
#define qglDisableClientState glDisableClientState
#define qglDisableVertexAttribArray glDisableVertexAttribArray
#define qglDrawArrays glDrawArrays
//#define qglDrawBuffer glDrawBuffer
//#define qglDrawBuffersARB glDrawBuffers
#define qglDrawElements glDrawElements
//#define qglDrawRangeElements glDrawRangeElements
#define qglEnable glEnable
#define qglEnableClientState glEnableClientState
#define qglEnableVertexAttribArray glEnableVertexAttribArray
//#define qglEnd glEnd
//#define qglEndQueryARB glEndQuery
#define qglFinish glFinish
#define qglFlush glFlush
#define qglFramebufferRenderbuffer glFramebufferRenderbuffer
#define qglFramebufferTexture2D glFramebufferTexture2D
#define qglFramebufferTexture3DEXT glFramebufferTexture3D
#define qglGenBuffersARB glGenBuffers
#define qglGenFramebuffersEXT glGenFramebuffers
//#define qglGenQueriesARB glGenQueries
#define qglGenRenderbuffersEXT glGenRenderbuffers
#define qglGenTextures glGenTextures
#define qglGenerateMipmapEXT glGenerateMipmap
#define qglGetActiveAttrib glGetActiveAttrib
#define qglGetActiveUniform glGetActiveUniform
#define qglGetAttachedShaders glGetAttachedShaders
#define qglGetBooleanv glGetBooleanv
//#define qglGetCompressedTexImageARB glGetCompressedTexImage
#define qglGetDoublev glGetDoublev
#define qglGetFloatv glGetFloatv
#define qglGetFramebufferAttachmentParameterivEXT glGetFramebufferAttachmentParameteriv
#define qglGetProgramInfoLog glGetProgramInfoLog
#define qglGetShaderInfoLog glGetShaderInfoLog
#define qglGetIntegerv glGetIntegerv
#define qglGetShaderiv glGetShaderiv
#define qglGetProgramiv glGetProgramiv
//#define qglGetQueryObjectivARB glGetQueryObjectiv
//#define qglGetQueryObjectuivARB glGetQueryObjectuiv
//#define qglGetQueryivARB glGetQueryiv
#define qglGetRenderbufferParameterivEXT glGetRenderbufferParameteriv
#define qglGetShaderSource glGetShaderSource
#define qglGetTexImage glGetTexImage
#define qglGetTexLevelParameterfv glGetTexLevelParameterfv
#define qglGetTexLevelParameteriv glGetTexLevelParameteriv
#define qglGetTexParameterfv glGetTexParameterfv
#define qglGetTexParameteriv glGetTexParameteriv
#define qglGetUniformfv glGetUniformfv
#define qglGetUniformiv glGetUniformiv
#define qglHint glHint
#define qglLineWidth glLineWidth
#define qglLinkProgram glLinkProgram
#define qglLoadIdentity glLoadIdentity
#define qglLoadMatrixf glLoadMatrixf
#define qglMatrixMode glMatrixMode
#define qglMultiTexCoord1f glMultiTexCoord1f
#define qglMultiTexCoord2f glMultiTexCoord2f
#define qglMultiTexCoord3f glMultiTexCoord3f
#define qglMultiTexCoord4f glMultiTexCoord4f
#define qglNormalPointer glNormalPointer
#define qglPixelStorei glPixelStorei
#define qglPointSize glPointSize
//#define qglPolygonMode glPolygonMode
#define qglPolygonOffset glPolygonOffset
//#define qglPolygonStipple glPolygonStipple
#define qglReadBuffer glReadBuffer
#define qglReadPixels glReadPixels
#define qglRenderbufferStorageEXT glRenderbufferStorage
#define qglScissor glScissor
#define qglShaderSource glShaderSource
#define qglStencilFunc glStencilFunc
#define qglStencilFuncSeparate glStencilFuncSeparate
#define qglStencilMask glStencilMask
#define qglStencilOp glStencilOp
#define qglStencilOpSeparate glStencilOpSeparate
#define qglTexCoord1f glTexCoord1f
#define qglTexCoord2f glTexCoord2f
#define qglTexCoord3f glTexCoord3f
#define qglTexCoord4f glTexCoord4f
#define qglTexCoordPointer glTexCoordPointer
#define qglTexEnvf glTexEnvf
#define qglTexEnvfv glTexEnvfv
#define qglTexEnvi glTexEnvi
#define qglTexImage2D glTexImage2D
#define qglTexImage3D glTexImage3D
#define qglTexParameterf glTexParameterf
#define qglTexParameterfv glTexParameterfv
#define qglTexParameteri glTexParameteri
#define qglTexSubImage2D glTexSubImage2D
#define qglTexSubImage3D glTexSubImage3D
#define qglUniform1f glUniform1f
#define qglUniform1fv glUniform1fv
#define qglUniform1i glUniform1i
#define qglUniform1iv glUniform1iv
#define qglUniform2f glUniform2f
#define qglUniform2fv glUniform2fv
#define qglUniform2i glUniform2i
#define qglUniform2iv glUniform2iv
#define qglUniform3f glUniform3f
#define qglUniform3fv glUniform3fv
#define qglUniform3i glUniform3i
#define qglUniform3iv glUniform3iv
#define qglUniform4f glUniform4f
#define qglUniform4fv glUniform4fv
#define qglUniform4i glUniform4i
#define qglUniform4iv glUniform4iv
#define qglUniformMatrix2fv glUniformMatrix2fv
#define qglUniformMatrix3fv glUniformMatrix3fv
#define qglUniformMatrix4fv glUniformMatrix4fv
#define qglUseProgram glUseProgram
#define qglValidateProgram glValidateProgram
#define qglVertex2f glVertex2f
#define qglVertex3f glVertex3f
#define qglVertex4f glVertex4f
#define qglVertexAttribPointer glVertexAttribPointer
#define qglVertexPointer glVertexPointer
#define qglViewport glViewport
#define qglVertexAttrib1f glVertexAttrib1f
//#define qglVertexAttrib1s glVertexAttrib1s
//#define qglVertexAttrib1d glVertexAttrib1d
#define qglVertexAttrib2f glVertexAttrib2f
//#define qglVertexAttrib2s glVertexAttrib2s
//#define qglVertexAttrib2d glVertexAttrib2d
#define qglVertexAttrib3f glVertexAttrib3f
//#define qglVertexAttrib3s glVertexAttrib3s
//#define qglVertexAttrib3d glVertexAttrib3d
#define qglVertexAttrib4f glVertexAttrib4f
//#define qglVertexAttrib4s glVertexAttrib4s
//#define qglVertexAttrib4d glVertexAttrib4d
//#define qglVertexAttrib4Nub glVertexAttrib4Nub
#define qglVertexAttrib1fv glVertexAttrib1fv
//#define qglVertexAttrib1sv glVertexAttrib1sv
//#define qglVertexAttrib1dv glVertexAttrib1dv
#define qglVertexAttrib2fv glVertexAttrib2fv
//#define qglVertexAttrib2sv glVertexAttrib2sv
//#define qglVertexAttrib2dv glVertexAttrib2dv
#define qglVertexAttrib3fv glVertexAttrib3fv
//#define qglVertexAttrib3sv glVertexAttrib3sv
//#define qglVertexAttrib3dv glVertexAttrib3dv
#define qglVertexAttrib4fv glVertexAttrib4fv
//#define qglVertexAttrib4sv glVertexAttrib4sv
//#define qglVertexAttrib4dv glVertexAttrib4dv
//#define qglVertexAttrib4iv glVertexAttrib4iv
//#define qglVertexAttrib4bv glVertexAttrib4bv
//#define qglVertexAttrib4ubv glVertexAttrib4ubv
//#define qglVertexAttrib4usv glVertexAttrib4usv
//#define qglVertexAttrib4uiv glVertexAttrib4uiv
//#define qglVertexAttrib4Nbv glVertexAttrib4Nbv
//#define qglVertexAttrib4Nsv glVertexAttrib4Nsv
//#define qglVertexAttrib4Niv glVertexAttrib4Niv
//#define qglVertexAttrib4Nubv glVertexAttrib4Nubv
//#define qglVertexAttrib4Nusv glVertexAttrib4Nusv
//#define qglVertexAttrib4Nuiv glVertexAttrib4Nuiv
//#define qglGetVertexAttribdv glGetVertexAttribdv
#define qglGetVertexAttribfv glGetVertexAttribfv
#define qglGetVertexAttribiv glGetVertexAttribiv
#define qglGetVertexAttribPointerv glGetVertexAttribPointerv
#endif
#endif