mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-09 12:48:32 +09:00
[Refactor] (All): Restructure include system.
This commit is contained in:
@@ -1,31 +1,34 @@
|
||||
#pragma once
|
||||
#include <Includes.h>
|
||||
|
||||
namespace MobileGL {
|
||||
namespace MG_Impl::GLImpl {
|
||||
void AttachShader(GLuint program, GLuint shader);
|
||||
void BindAttribLocation(GLuint program, GLuint index, const GLchar *name);
|
||||
void BindAttribLocation(GLuint program, GLuint index, const GLchar* name);
|
||||
void CompileShader(GLuint shader);
|
||||
GLuint CreateProgram(void);
|
||||
GLuint CreateShader(GLenum type);
|
||||
void DeleteProgram(GLuint program);
|
||||
void DeleteShader(GLuint shader);
|
||||
void DetachShader(GLuint program, GLuint shader);
|
||||
void GetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
|
||||
void GetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
|
||||
void GetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders);
|
||||
GLint GetAttribLocation(GLuint program, const GLchar *name);
|
||||
void GetProgramiv(GLuint program, GLenum pname, GLint *params);
|
||||
void GetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
|
||||
void GetShaderiv(GLuint shader, GLenum pname, GLint *params);
|
||||
void GetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
|
||||
void GetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
|
||||
GLint GetUniformLocation(GLuint program, const GLchar *name);
|
||||
void GetUniformfv(GLuint program, GLint location, GLfloat *params);
|
||||
void GetUniformiv(GLuint program, GLint location, GLint *params);
|
||||
void GetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* type,
|
||||
GLchar* name);
|
||||
void GetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* type,
|
||||
GLchar* name);
|
||||
void GetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders);
|
||||
GLint GetAttribLocation(GLuint program, const GLchar* name);
|
||||
void GetProgramiv(GLuint program, GLenum pname, GLint* params);
|
||||
void GetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog);
|
||||
void GetShaderiv(GLuint shader, GLenum pname, GLint* params);
|
||||
void GetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog);
|
||||
void GetShaderSource(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* source);
|
||||
GLint GetUniformLocation(GLuint program, const GLchar* name);
|
||||
void GetUniformfv(GLuint program, GLint location, GLfloat* params);
|
||||
void GetUniformiv(GLuint program, GLint location, GLint* params);
|
||||
GLboolean IsProgram(GLuint program);
|
||||
GLboolean IsShader(GLuint shader);
|
||||
void LinkProgram(GLuint program);
|
||||
void ShaderSource(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
|
||||
void ShaderSource(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length);
|
||||
void UseProgram(GLuint program);
|
||||
void Uniform1f(GLint location, GLfloat v0);
|
||||
void Uniform2f(GLint location, GLfloat v0, GLfloat v1);
|
||||
@@ -35,17 +38,17 @@ namespace MobileGL {
|
||||
void Uniform2i(GLint location, GLint v0, GLint v1);
|
||||
void Uniform3i(GLint location, GLint v0, GLint v1, GLint v2);
|
||||
void Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
|
||||
void Uniform1fv(GLint location, GLsizei count, const GLfloat *value);
|
||||
void Uniform2fv(GLint location, GLsizei count, const GLfloat *value);
|
||||
void Uniform3fv(GLint location, GLsizei count, const GLfloat *value);
|
||||
void Uniform4fv(GLint location, GLsizei count, const GLfloat *value);
|
||||
void Uniform1iv(GLint location, GLsizei count, const GLint *value);
|
||||
void Uniform2iv(GLint location, GLsizei count, const GLint *value);
|
||||
void Uniform3iv(GLint location, GLsizei count, const GLint *value);
|
||||
void Uniform4iv(GLint location, GLsizei count, const GLint *value);
|
||||
void UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
|
||||
void UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
|
||||
void UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
|
||||
void Uniform1fv(GLint location, GLsizei count, const GLfloat* value);
|
||||
void Uniform2fv(GLint location, GLsizei count, const GLfloat* value);
|
||||
void Uniform3fv(GLint location, GLsizei count, const GLfloat* value);
|
||||
void Uniform4fv(GLint location, GLsizei count, const GLfloat* value);
|
||||
void Uniform1iv(GLint location, GLsizei count, const GLint* value);
|
||||
void Uniform2iv(GLint location, GLsizei count, const GLint* value);
|
||||
void Uniform3iv(GLint location, GLsizei count, const GLint* value);
|
||||
void Uniform4iv(GLint location, GLsizei count, const GLint* value);
|
||||
void UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
|
||||
void UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
|
||||
void UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
|
||||
void ValidateProgram(GLuint program);
|
||||
}
|
||||
}
|
||||
} // namespace MG_Impl::GLImpl
|
||||
} // namespace MobileGL
|
||||
|
||||
Reference in New Issue
Block a user