# HG changeset patch # User koda # Date 1462246138 14400 # Node ID 80fe306460b2af6b8bb3709aae3273a65d924e5b # Parent d8b7884abf9ccda92dea91ac4fc41abd4085b93d Work around missing gl functions from emscripten headers diff -r d8b7884abf9c -r 80fe306460b2 project_files/hwc/rtl/GL.h --- a/project_files/hwc/rtl/GL.h Mon May 02 23:03:42 2016 -0400 +++ b/project_files/hwc/rtl/GL.h Mon May 02 23:28:58 2016 -0400 @@ -1,8 +1,37 @@ #pragma once -#ifdef __APPLE__ +#if defined(__APPLE__) && !defined(EMSCRIPTEN) #include #else #include "GL/gl.h" #endif +/* emscripten cannot find these functions */ +#ifdef EMSCRIPTEN +void glGetProgramInfoLog(GLuint program, GLsizei maxLength, GLsizei *length, GLchar *infoLog); +void glLinkProgram(GLuint program); +void glUniform1i(GLint location, GLint v0); +GLuint glCreateProgram(void); +void glUseProgram(GLuint program); +void glDeleteProgram(GLuint program); +void glGetProgramiv(GLuint program, GLenum pname, GLint *params); +void glDeleteShader(GLuint shader); +void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name); +void glAttachShader(GLuint program, GLuint shader); +void glBindBuffer(GLenum target, GLuint buffer); +void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +void glEnableVertexAttribArray(GLuint index); +void glDisableVertexAttribArray(GLuint index); +void glGenBuffers(GLsizei n, GLuint * buffers); +void glDeleteBuffers(GLsizei n, const GLuint * buffers); +void glUniform4fv(GLint location, GLsizei count, const GLfloat *value); +void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * pointer); +void glBufferData(GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage); +void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +GLint glGetUniformLocation(GLuint program, const GLchar *name); +void glGetShaderInfoLog(GLuint shader, GLsizei maxLength, GLsizei *length, GLchar *infoLog); +void glGetShaderiv(GLuint shader, GLenum pname, GLint *params); +GLuint glCreateShader(GLenum shaderType); +void glCompileShader(GLuint shader); +void glShaderSource(GLuint shader, GLsizei count,/* const dropped for pas2c compat */ GLchar **string, const GLint *length); +#endif