Mercurial > touhou
view pytouhou/lib/opengl.pxd @ 462:a71b912b45b7
Render to framebuffers first, and reposition some interface elements in the game area.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 11 Sep 2013 00:36:50 +0200 |
parents | 2a352118c55a |
children | 2276229282fd |
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# -*- encoding: utf-8 -*- ## ## Copyright (C) 2013 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> ## ## 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; version 3 only. ## ## 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. ## IF USE_GLEW: cdef extern from 'GL/glew.h' nogil: GLenum glewInit() cdef extern from 'GL/gl.h' nogil: ctypedef unsigned int GLuint ctypedef int GLint ctypedef float GLfloat ctypedef float GLclampf ctypedef char GLboolean ctypedef char GLchar ctypedef unsigned int GLsizei ctypedef unsigned int GLsizeiptr ctypedef unsigned int GLbitfield ctypedef void GLvoid ctypedef enum GLenum: GL_ARRAY_BUFFER GL_STATIC_DRAW GL_DYNAMIC_DRAW GL_UNSIGNED_BYTE GL_UNSIGNED_SHORT GL_INT GL_FLOAT GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA GL_ONE GL_ZERO GL_TEXTURE_2D GL_TRIANGLES GL_DEPTH_TEST GL_QUADS GL_TEXTURE_MIN_FILTER GL_TEXTURE_MAG_FILTER GL_LINEAR GL_BGRA GL_RGBA GL_RGB GL_LUMINANCE GL_UNSIGNED_SHORT_5_6_5 GL_UNSIGNED_SHORT_4_4_4_4_REV GL_COLOR_BUFFER_BIT GL_SCISSOR_TEST GL_MODELVIEW GL_FOG GL_DEPTH_BUFFER_BIT GL_PROJECTION GL_FOG_MODE GL_FOG_START GL_FOG_END GL_FOG_COLOR GL_BLEND GL_PERSPECTIVE_CORRECTION_HINT GL_FOG_HINT GL_NICEST GL_COLOR_ARRAY GL_VERTEX_ARRAY GL_TEXTURE_COORD_ARRAY GL_VERTEX_SHADER GL_FRAGMENT_SHADER GL_INFO_LOG_LENGTH GL_COMPILE_STATUS GL_LINK_STATUS GL_FRAMEBUFFER GL_COLOR_ATTACHMENT0 GL_RENDERBUFFER GL_DEPTH_COMPONENT GL_DEPTH_ATTACHMENT GL_FRAMEBUFFER_COMPLETE void glVertexPointer(GLint size, GLenum type_, GLsizei stride, GLvoid *pointer) void glTexCoordPointer(GLint size, GLenum type_, GLsizei stride, GLvoid *pointer) void glColorPointer(GLint size, GLenum type_, GLsizei stride, GLvoid *pointer) void glVertexAttribPointer(GLuint index, GLint size, GLenum type_, GLboolean normalized, GLsizei stride, const GLvoid *pointer) void glEnableVertexAttribArray(GLuint index) void glBlendFunc(GLenum sfactor, GLenum dfactor) void glDrawArrays(GLenum mode, GLint first, GLsizei count) void glDrawElements(GLenum mode, GLsizei count, GLenum type_, const GLvoid *indices) void glEnable(GLenum cap) void glDisable(GLenum cap) void glGenBuffers(GLsizei n, GLuint * buffers) void glDeleteBuffers(GLsizei n, const GLuint * buffers) void glBindBuffer(GLenum target, GLuint buffer_) void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage) void glGenTextures(GLsizei n, GLuint *textures) void glDeleteTextures(GLsizei n, const GLuint *textures) void glBindTexture(GLenum target, GLuint texture) void glTexParameteri(GLenum target, GLenum pname, GLint param) void glTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format_, GLenum type_, const GLvoid *data) void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) #XXX void glClear(GLbitfield mask) void glViewport(GLint x, GLint y, GLsizei width, GLsizei height) void glScissor(GLint x, GLint y, GLsizei width, GLsizei height) void glMatrixMode(GLenum mode) void glLoadIdentity() void glLoadMatrixf(const GLfloat * m) void glFogi(GLenum pname, GLint param) void glFogf(GLenum pname, GLfloat param) void glFogfv(GLenum pname, const GLfloat * params) void glHint(GLenum target, GLenum mode) void glEnableClientState(GLenum cap) GLuint glCreateProgram() GLuint glCreateShader(GLenum shaderType) void glLinkProgram(GLuint program) void glUseProgram(GLuint program) void glGetProgramiv(GLuint program, GLenum pname, GLint *params) void glGetProgramInfoLog(GLuint program, GLsizei maxLength, GLsizei *length, GLchar *infoLog) void glShaderSource(GLuint shader, GLsizei count, const GLchar **string, const GLint *length) void glCompileShader(GLuint shader) void glGetShaderiv(GLuint shader, GLenum pname, GLint *params) void glGetShaderInfoLog(GLuint shader, GLsizei maxLength, GLsizei *length, GLchar *infoLog) void glAttachShader(GLuint program, GLuint shader) GLint glGetUniformLocation(GLuint program, const GLchar *name) void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name) void glUniform1fv(GLint location, GLsizei count, const GLfloat *value) void glUniform4fv(GLint location, GLsizei count, const GLfloat *value) void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) void glGenFramebuffers(GLsizei n, GLuint *ids) void glBindFramebuffer(GLenum target, GLuint framebuffer) void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers) void glBindRenderbuffer(GLenum target, GLuint renderbuffer) void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) GLenum glCheckFramebufferStatus(GLenum target)