mirror of https://github.com/axmolengine/axmol.git
86 lines
3.0 KiB
C
86 lines
3.0 KiB
C
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __PLATFORM_IOS_CCGL_H__
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#define __PLATFORM_IOS_CCGL_H__
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#include "platform/CCPlatformConfig.h"
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#if CC_TARGET_PLATFORM == CC_PLATFORM_IOS
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#define glClearDepth glClearDepthf
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#define glDeleteVertexArrays glDeleteVertexArraysOES
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#define glGenVertexArrays glGenVertexArraysOES
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#define glBindVertexArray glBindVertexArrayOES
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#define glMapBuffer glMapBufferOES
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#define glUnmapBuffer glUnmapBufferOES
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#define GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8_OES
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#define GL_DEPTH_STENCIL GL_DEPTH_STENCIL_OES
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#define GL_UNSIGNED_INT_24_8 GL_UNSIGNED_INT_24_8_OES
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#define GL_WRITE_ONLY GL_WRITE_ONLY_OES
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#include <OpenGLES/ES2/gl.h>
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#include <OpenGLES/ES2/glext.h>
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/* gles3/gl */
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#if !defined(GL_SRGB8)
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#define GL_SRGB8 0x8C41
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#endif
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#if !defined(GL_SRGB8_ALPHA8)
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#define GL_SRGB8_ALPHA8 0x8C43
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#endif
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#if !defined(GL_COMPRESSED_RGB8_ETC2)
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#define GL_COMPRESSED_RGB8_ETC2 0x9274
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#endif
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#if !defined(GL_COMPRESSED_SRGB8_ETC2)
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#define GL_COMPRESSED_SRGB8_ETC2 0x9275
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#endif
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#if !defined(GL_COMPRESSED_RGBA8_ETC2_EAC)
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#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
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#endif
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#if !defined(GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC)
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#define GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279
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#endif
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/* gles2/glext */
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#ifndef GL_EXT_texture_compression_s3tc_srgb
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#define GL_EXT_texture_compression_s3tc_srgb 1
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#define GL_COMPRESSED_SRGB_S3TC_DXT1_EXT 0x8C4C
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#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D
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#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E
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#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F
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#endif /* GL_EXT_texture_compression_s3tc_srgb */
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#endif // CC_PLATFORM_IOS
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#endif // __PLATFORM_IOS_CCGL_H__
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