LookingGlass/client/renderers/EGL/model.h
Quantum 7c872d2d9e [client] egl: properly use OpenGL ES
Instead of using the desktop <GL/gl.h>, we properly use the OpenGL ES 3.x
headers. Also, we now use GL_EXT_buffer_storage for MAP_PERSISTENT_BIT_EXT
and MAP_COHERENT_BIT_EXT as the core versions are only available in desktop
OpenGL 4.4. Similarly, we need GL_EXT_texture_format_BGRA8888 for GL_BGRA_EXT
as GL_BGRA is desktop-only.
2021-07-18 20:44:32 +10:00

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C

/**
* Looking Glass
* Copyright (C) 2017-2021 The Looking Glass Authors
* https://looking-glass.io
*
* 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; either version 2 of the License, or (at your option)
* any later version.
*
* 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.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc., 59
* Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#pragma once
#include <stdbool.h>
#include "shader.h"
#include "texture.h"
#include <GLES3/gl3.h>
typedef struct EGL_Model EGL_Model;
bool egl_model_init(EGL_Model ** model);
void egl_model_free(EGL_Model ** model);
void egl_model_set_default (EGL_Model * model);
void egl_model_add_verticies(EGL_Model * model, const GLfloat * verticies, const GLfloat * uvs, const size_t count);
void egl_model_set_shader (EGL_Model * model, EGL_Shader * shader);
void egl_model_set_texture (EGL_Model * model, EGL_Texture * texture);
void egl_model_render(EGL_Model * model);