src/gl/tinygl.h
Minimal OpenGL header
See also fb_tiny.c.
It would be handy if the following constants were the same for all OpenGL implementations (they are copied from the Mesa implementation).
#define GL_MODELVIEW 0x1700
#define GL_MODELVIEW_MATRIX 0x0BA6
#define GL_NO_ERROR 0
#define GL_CULL_FACE 0x0B44
#define GL_CULL_FACE_MODE 0x0B45
#define GL_DEPTH_TEST 0x0B71
#define GL_NORMALIZE 0x0BA1
#define GL_DITHER 0x0BD0
#define GL_SMOOTH 0x1D01
#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12
#define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13
#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22
#define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23
#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50
#define GL_FASTEST 0x1101
#define GL_POLYGON_SMOOTH_HINT 0x0C53
#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52
#define GL_TRUE 1
#define GL_POSITION 0x1203
#define GL_DIFFUSE 0x1201
#define GL_LIGHT0 0x4000
#define GL_LIGHTING 0x0B50
#define GL_LIGHTING_BIT 0x00000040
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_FRONT_AND_BACK 0x0408
#define GL_AMBIENT 0x1200
#define GL_AMBIENT_AND_DIFFUSE 0x1602
#define GL_COLOR_MATERIAL 0x0B57
#define GL_COLOR_MATERIAL_FACE 0x0B55
#define GL_COLOR_MATERIAL_PARAMETER 0x0B56
#define GL_PROJECTION 0x1701
#define GL_PROJECTION_MATRIX 0x0BA7
#define GL_QUADS 0x0007
#define GL_INVALID_ENUM 0x0500
#define GL_INVALID_VALUE 0x0501
#define GL_INVALID_OPERATION 0x0502
#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
#define GL_OUT_OF_MEMORY 0x0505
#define GL_STACK_UNDERFLOW 0x0504
#define GL_STACK_OVERFLOW 0x0503
#define GL_TEXTURE_2D 0x0DE1
#define GL_VIEWPORT 0x0BA2
#define GL_VIEWPORT_BIT 0x00000800
#define GL_PROJECTION_MATRIX 0x0BA7
#define GL_COLOR_BUFFER_BIT 0x00004000
#define GL_DEPTH_BUFFER_BIT 0x00000100
#define GL_LINE_LOOP 0x0002
#define GL_LINES 0x0001
#define GL_LINE_STRIP 0x0003
#define GL_POLYGON 0x0009
#define GL_POLYGON_MODE 0x0B40
#define GL_POLYGON_SMOOTH 0x0B41
#define GL_POLYGON_STIPPLE 0x0B42
#define GL_POLYGON_OFFSET_FACTOR 0x8038
#define GL_POLYGON_OFFSET_UNITS 0x2A00
#define GL_POLYGON_OFFSET_POINT 0x2A01
#define GL_POLYGON_OFFSET_LINE 0x2A02
#define GL_POLYGON_OFFSET_FILL 0x8037
#define GL_POLYGON_TOKEN 0x0703
#define GL_POLYGON_SMOOTH_HINT 0x0C53
#define GL_POLYGON_BIT 0x00000008
#define GL_POLYGON_STIPPLE_BIT 0x00000010
#define GL_TRIANGLE_FAN 0x0006
#define GL_LINE_LOOP 0x0002
#define GL_LINES 0x0001
#define GL_LINE_STRIP 0x0003
#define GL_POLYGON 0x0009
#define GL_POLYGON_MODE 0x0B40
#define GL_POLYGON_SMOOTH 0x0B41
#define GL_POLYGON_STIPPLE 0x0B42
#define GL_POLYGON_OFFSET_FACTOR 0x8038
#define GL_POLYGON_OFFSET_UNITS 0x2A00
#define GL_POLYGON_OFFSET_POINT 0x2A01
#define GL_POLYGON_OFFSET_LINE 0x2A02
#define GL_POLYGON_OFFSET_FILL 0x8037
#define GL_POLYGON_TOKEN 0x0703
#define GL_POLYGON_SMOOTH_HINT 0x0C53
#define GL_POLYGON_BIT 0x00000008
#define GL_POLYGON_STIPPLE_BIT 0x00000010
#define GL_TRIANGLE_FAN 0x0006
#define GL_RGB 0x1907
#define GL_RGBA 0x1908
#define GL_RGBA_MODE 0x0C31
#define GL_RGB4 0x804F
#define GL_RGB5 0x8050
#define GL_RGB8 0x8051
#define GL_RGB10 0x8052
#define GL_RGB12 0x8053
#define GL_RGB16 0x8054
#define GL_RGBA2 0x8055
#define GL_RGBA4 0x8056
#define GL_RGB5_A1 0x8057
#define GL_RGBA8 0x8058
#define GL_RGB10_A2 0x8059
#define GL_RGBA12 0x805A
#define GL_RGBA16 0x805B
#define GL_RGB_SCALE 0x8573
#define GL_FLOAT 0x1406
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_LINEAR_ATTENUATION 0x1208
#define GL_LINEAR 0x2601
#define GL_LINEAR_MIPMAP_NEAREST 0x2701
#define GL_LINEAR_MIPMAP_LINEAR 0x2703
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_CLAMP_TO_EDGE 0x812F
#define GL_TEXTURE_1D 0x0DE0
#define GL_TEXTURE_WRAP_T 0x2803
#define GL_POINTS 0x0000
typedef unsigned int GLenum;
typedef int GLint;
typedef unsigned int GLuint;
typedef float GLfloat;
typedef double GLdouble;
typedef int GLsizei;
typedef unsigned int GLbitfield;
typedef unsigned char GLubyte;
void glBegin (GLenum mode);
void glEnd (void);
void glClear (GLbitfield mask);
void glClearColor (float red, float green, float blue, float alpha);
void glBindTexture (GLenum target, GLuint texture);
void glColor3f (GLfloat red, GLfloat green, GLfloat blue);
void glColorMaterial (GLenum face, GLenum mode);
void glDisable (GLenum cap);
void glEnable (GLenum cap);
void glFinish (void);
void glGetDoublev (GLenum pname, GLdouble * params);
void glGetIntegerv (GLenum pname, GLint * params);
void glHint (GLenum target, GLenum mode);
void glLightfv (GLenum light, GLenum pname, const GLfloat *params);
void glGetLightfv (GLenum light, GLenum pname, GLfloat * params);
void glLightModeli (GLenum pname, GLint param);
void glLineWidth (GLfloat width);
void glPointSize (GLfloat size);
void glNormal3d (GLdouble nx, GLdouble ny, GLdouble nz);
void glOrtho (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top,
GLdouble nearVal, GLdouble farVal);
void glShadeModel (GLenum mode);
void glTexCoord1d (GLdouble s);
void glTexCoord2f (GLfloat s, GLfloat t);
void glTexImage1D (GLenum target, GLint level, GLint internalFormat,
GLsizei width, GLint border, GLenum format, GLenum type,
const void * data);
void glTexParameteri (GLenum target, GLenum pname, GLint param);
void glVertex3d (GLdouble x, GLdouble y, GLdouble z);
void glVertex3f (GLfloat x, GLfloat y, GLfloat z);
GLenum glGetError (void);
void glGetFloatv (GLenum pname, GLfloat * params);
void glMultMatrixf (const GLfloat * m);
void glLoadIdentity (void);
void glScalef (GLfloat x, GLfloat y, GLfloat z);
void glTranslatef (GLfloat x, GLfloat y, GLfloat z);
void glRotatef (GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
void glMatrixMode (GLenum mode);
void glPopMatrix (void);
void glPushMatrix (void);
void glLoadMatrixd (const GLdouble * m);