mirror of https://github.com/axmolengine/axmol.git
169 lines
9.8 KiB
C
169 lines
9.8 KiB
C
/****************************************************************************
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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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/*
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* AUTOGENERATED FILE. DO NOT EDIT IT
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* Generated by "generate_jsb.py -c opengl_jsb.ini" on 2013-03-05
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* Script version: v0.6
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*/
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#include "scripting/js-bindings/manual/js_bindings_config.h"
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#ifdef JSB_INCLUDE_OPENGL
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#include "scripting/js-bindings/manual/jsb_opengl_manual.h"
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extern "C" {
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bool JSB_glActiveTexture(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glAttachShader(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glBindAttribLocation(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glBindBuffer(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glBindFramebuffer(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glBindRenderbuffer(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glBindTexture(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glBlendColor(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glBlendEquation(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glBlendEquationSeparate(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glBlendFunc(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glBlendFuncSeparate(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glBufferData(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glBufferSubData(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glCheckFramebufferStatus(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glClear(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glClearColor(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glClearDepthf(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glClearStencil(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glColorMask(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glCompileShader(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glCompressedTexImage2D(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glCompressedTexSubImage2D(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glCopyTexImage2D(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glCopyTexSubImage2D(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glCreateProgram(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glCreateShader(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glCullFace(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glDeleteBuffers(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glDeleteFramebuffers(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glDeleteProgram(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glDeleteRenderbuffers(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glDeleteShader(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glDeleteTextures(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glDepthFunc(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glDepthMask(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glDepthRangef(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glDetachShader(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glDisable(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glDisableVertexAttribArray(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glDrawArrays(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glDrawElements(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glEnable(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glEnableVertexAttribArray(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glFinish(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glFlush(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glFramebufferRenderbuffer(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glFramebufferTexture2D(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glFrontFace(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glGenBuffers(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glGenFramebuffers(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glGenRenderbuffers(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glGenTextures(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glGenerateMipmap(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glGetActiveAttrib(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glGetActiveUniform(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glGetAttachedShaders(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glGetAttribLocation(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glGetError(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glGetProgramInfoLog(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glGetProgramiv(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glGetShaderInfoLog(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glGetShaderSource(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glGetShaderiv(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glGetTexParameterfv(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glGetUniformLocation(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glGetUniformfv(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glHint(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glIsBuffer(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glIsEnabled(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glIsFramebuffer(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glIsProgram(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glIsRenderbuffer(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glIsShader(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glIsTexture(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glLineWidth(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glLinkProgram(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glPixelStorei(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glPolygonOffset(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glReadPixels(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glReleaseShaderCompiler(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glRenderbufferStorage(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glSampleCoverage(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glScissor(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glShaderSource(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glStencilFunc(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glStencilFuncSeparate(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glStencilMask(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glStencilMaskSeparate(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glStencilOp(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glStencilOpSeparate(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glTexImage2D(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glTexParameterf(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glTexParameteri(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glTexSubImage2D(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glUniform1f(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glUniform1fv(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glUniform1i(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glUniform1iv(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glUniform2f(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glUniform2fv(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glUniform2i(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glUniform2iv(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glUniform3f(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glUniform3fv(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glUniform3i(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glUniform3iv(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glUniform4f(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glUniform4fv(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glUniform4i(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glUniform4iv(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glUniformMatrix2fv(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glUniformMatrix3fv(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glUniformMatrix4fv(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glUseProgram(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glValidateProgram(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glVertexAttrib1f(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glVertexAttrib1fv(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glVertexAttrib2f(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glVertexAttrib2fv(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glVertexAttrib3f(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glVertexAttrib3fv(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glVertexAttrib4f(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glVertexAttrib4fv(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glVertexAttribPointer(JSContext *cx, uint32_t argc, jsval *vp);
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bool JSB_glViewport(JSContext *cx, uint32_t argc, jsval *vp);
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}
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#endif // JSB_INCLUDE_OPENGL
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