OpenGLES—API(gl2.h)

{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Shader
	glCompileShader (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Shader
	glAttachShader (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opengl
	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
	glTexSubImage2D (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opengl
	glCompressedTexSubImage2D (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 __cplusplus
extern "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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