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phpglfw.stub.php
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<?php
/**
* @generate-function-entries
* ##generate-class-entries
*/
namespace GL\Geometry
{
class ObjFileParser
{
public readonly array $materials;
public readonly array $groups;
public readonly array $objects;
/**
* Obj. file parser constructor.
* IMPORTANT: This obj. file parser does ONLY support triangulated meshes!
*/
public function __construct(string $file) {}
public function getVertices(string $layout, ?\GL\Geometry\ObjFileParser\Group $group = null) : \GL\Buffer\FloatBuffer {}
public function getIndexedVertices(string $layout, ?\GL\Geometry\ObjFileParser\Group $group = null) : \GL\Geometry\ObjFileParser\Mesh {}
public function getMeshes(string $layout, ?\GL\Geometry\ObjFileParser\Group $group = null) : array {}
public function getIndexedMeshes(string $layout, ?\GL\Geometry\ObjFileParser\Group $group = null) : array {}
}
}
namespace GL\Geometry\ObjFileParser
{
class Resource {}
class Mesh {
public readonly ?Material $material;
public readonly FloatBuffer $vertices;
public readonly ?UIntBuffer $indices;
public readonly ?\GL\Buffer\Vec3 $aabbMin;
public readonly ?\GL\Buffer\Vec3 $aabbMax;
}
class Material
{
public readonly string $name;
public function __construct() {}
}
class Group
{
public readonly string $name;
public function __construct() {}
}
class Texture
{
public function __construct() {}
}
}
namespace GL\Texture
{
class Texture2D {
// public const CHANNEL_R = 1;
// public const CHANNEL_GRAY = 1;
// public const CHANNEL_RG = 2;
// public const CHANNEL_GRAY_ALPHA = 2;
// public const CHANNEL_RGB = 3;
// public const CHANNEL_RGBA = 4;
public static function fromDisk(string $path, int $requestedChannelCount = 0, bool $flipVertically = true) : Texture2D {}
public static function fromBuffer(int $width, int $height, \GL\Buffer\UByteBuffer $buffer, int $channels = Texture2D::CHANNEL_RGBA) : Texture2D {}
public function buffer() : \GL\Buffer\UByteBuffer {}
public function width() : int {}
public function height() : int {}
public function channels() : int {}
public function writeJPG(string $path, int $quality = 100) : void {}
public function writePNG(string $path) : void {}
public function writeBMP(string $path) : void {}
public function writeTGA(string $path) : void {}
}
}
namespace GL
{
class Noise {
public static function perlin(float $x, float $y, float $z, int $wrapX = 0, int $wrapY = 0, int $wrapZ = 0, int $seed = 0) : float {}
public static function ridge(float $x, float $y, float $z, float $lacunarity = 2.0, float $gain = 0.5, float $offset = 1.0, int $octaves = 6) : float {}
public static function fbm(float $x, float $y, float $z, float $lacunarity = 2.0, float $gain = 0.5, int $octaves = 6) : float {}
public static function turbulence(float $x, float $y, float $z, float $lacunarity = 2.0, float $gain = 0.5, int $octaves = 6) : float {}
public static function perlinFill2D(\GL\Buffer\FloatBuffer $buffer, int $width, int $height, float $scale, float $offsetX = 0, float $offsetY = 0, int $wrapX = 0, int $wrapY = 0, int $seed = 0) : void {}
public static function ridgeFill2D(\GL\Buffer\FloatBuffer $buffer, int $width, int $height, float $scale, float $offsetX = 0, float $offsetY = 0, float $lacunarity = 2.0, float $gain = 0.5, float $offset = 1.0, int $octaves = 6) : void {}
public static function fbmFill2D(\GL\Buffer\FloatBuffer $buffer, int $width, int $height, float $scale, float $offsetX = 0, float $offsetY = 0, float $lacunarity = 2.0, float $gain = 0.5, int $octaves = 6) : void {}
public static function turbulenceFill2D(\GL\Buffer\FloatBuffer $buffer, int $width, int $height, float $scale, float $offsetX = 0, float $offsetY = 0, float $lacunarity = 2.0, float $gain = 0.5, int $octaves = 6) : void {}
public static function islandFill2D(\GL\Buffer\FloatBuffer $buffer, int $width, int $height, int $islandseed = 42, float $scale = 1.0, float $islandmix = 0.7, float $lacunarity = 2.0, float $gain = 0.5, int $octaves = 6) : void {}
}
}
namespace GL\Math
{
class GLM {
public static function radians(float $degrees) : float {}
public static function angle(float $radians) : float {}
public static function triangleNormal(Vec3 $p1, Vec3 $p2, Vec3 $p3) : Vec3 {}
public static function normalize(Vec2|Vec3|Vec4 $vec) : Vec2|Vec3|Vec4 {}
}
class Vec2 {
public function __construct(?float $x = null, ?float $y = null) {}
public function copy() : Vec2 {}
// static
public static function normalized(Vec2 $vec) : Vec2 {}
public static function distance(Vec2 $left, Vec2 $right) : float {}
public static function distance2(Vec2 $left, Vec2 $right) : float {}
public static function dot(Vec2 $left, Vec2 $right) : float {}
public static function mix(Vec2 $left, Vec2 $right, float $t) : Vec2 {}
public static function lerp(Vec2 $left, Vec2 $right, float $t) : Vec2 {}
public static function slerp(Vec2 $left, Vec2 $right, float $t) : Vec2 {}
// member function
public function length() : float {}
public function distanceTo(Vec2 $right) : float {}
public function distance2To(Vec2 $right) : float {}
public function normalize() : void {}
public function abs() : void {}
public function __toString() : string {}
}
class Vec3 {
public function __construct(?float $x = null, ?float $y = null, ?float $z = null) {}
public function copy() : Vec3 {}
// static
public static function normalized(Vec3 $vec) : Vec3 {}
public static function distance(Vec3 $left, Vec3 $right) : float {}
public static function distance2(Vec3 $left, Vec3 $right) : float {}
public static function dot(Vec3 $left, Vec3 $right) : float {}
public static function mix(Vec3 $left, Vec3 $right, float $t) : Vec3 {}
public static function lerp(Vec3 $left, Vec3 $right, float $t) : Vec3 {}
public static function slerp(Vec3 $left, Vec3 $right, float $t) : Vec3 {}
// member function
public function length() : float {}
public function distanceTo(Vec3 $right) : float {}
public function distance2To(Vec3 $right) : float {}
public function normalize() : void {}
public function abs() : void {}
public static function cross(Vec3 $left, Vec3 $right) : Vec3 {}
public static function multiplyQuat(Vec3 $left, Quat $right) : Vec3 {}
public function __toString() : string {}
}
class Vec4 {
public function __construct(?float $x = null, ?float $y = null, ?float $z = null, ?float $w = null) {}
public function copy() : Vec4 {}
// static
public static function normalized(Vec4 $vec) : Vec4 {}
public static function distance(Vec4 $left, Vec4 $right) : float {}
public static function distance2(Vec4 $left, Vec4 $right) : float {}
public static function dot(Vec4 $left, Vec4 $right) : float {}
public static function mix(Vec4 $left, Vec4 $right, float $t) : Vec4 {}
public static function lerp(Vec4 $left, Vec4 $right, float $t) : Vec4 {}
public static function slerp(Vec4 $left, Vec4 $right, float $t) : Vec4 {}
// member function
public function length() : float {}
public function distanceTo(Vec4 $right) : float {}
public function distance2To(Vec4 $right) : float {}
public function normalize() : void {}
public function abs() : void {}
public function __toString() : string {}
}
class Quat {
public function __construct(?float $w = null, ?float $x = null, ?float $y = null, ?float $z = null) {}
public function copy() : Quat {}
public static function fromMat4(Mat4 $matrix) : Quat {}
public static function fromVec4(Vec4 $vec) : Quat {}
public static function inverted(Quat $quat) : Quat {}
public static function normalized(Quat $quat) : Quat {}
public static function mix(Quat $left, Quat $right, float $t) : Quat {}
public static function lerp(Quat $left, Quat $right, float $t) : Quat {}
public static function slerp(Quat $left, Quat $right, float $t) : Quat {}
public static function dot(Quat $left, Quat $right) : float {}
public static function multiply(Quat $left, Quat $right) : Quat {}
public static function multiplyVec3(Quat $quat, Vec3 $vec) : Vec3 {}
public static function multiplyMat4(Quat $quat, Mat4 $mat) : Mat4 {}
public function normalize() : void {}
public function length() : float {}
public function eulerAngles() : Vec3 {}
public function rotate(float $angle, Vec3 $axis) : void {}
public function inverse() : void {}
public function mat4() : Mat4 {}
public function __toString() : string {}
}
class Mat4 {
public function __construct() {}
public function copy() : Mat4 {}
public static function fromArray(array $values) : Mat4 {}
public static function inverted(Mat4 $matrix) : Mat4 {}
public static function multiplyQuat(Mat4 $left, Quat $right) : Mat4 {}
public function row(int $index) : Vec4 {}
public function setRow(int $index, Vec4 $row) : void {}
public function col(int $index) : Vec4 {}
public function setCol(int $index, Vec4 $col) : void {}
public function lookAt(Vec3 $eye, Vec3 $center, Vec3 $up) : void {}
public function perspective(float $fov, float $aspect, float $near, float $far) : void {}
public function ortho(float $left, float $right, float $bottom, float $top, float $near, float $far) : void {}
public function transpose() : void {}
public function inverse() : void {}
public function scale(Vec3 $scale) : void {}
public function translate(Vec3 $translation) : void {}
public function rotate(float $angle, Vec3 $axis) : void {}
public function determinant() : float {}
public function __toString() : string {}
}
};
namespace GL\Buffer
{
interface BufferInterface {
public function __construct(?array $initalData = null) {}
public function clear() : void {}
public function size() : int {}
public function capacity() : int {}
public function reserve(int $size) : void {}
}
class FloatBuffer implements BufferInterface {
public function __construct(?array $initalData = null) {}
public function __toString() : string {}
public function push(float $value) : void {}
public function pushArray(array $values) : void {}
public function pushVec2(GL\Math\Vec2 $vec) : void {}
public function pushVec3(GL\Math\Vec3 $vec) : void {}
public function pushVec4(GL\Math\Vec4 $vec) : void {}
public function pushMat4(GL\Math\Mat4 $matrix) : void {}
public function quantizeToUChar(bool $autoNormalize = true, float $lowerBound = 0.0, float $upperBound = 1.0) : \GL\Buffer\UByteBuffer {}
public function fill(int $count, float $value) : void {}
public function clear() : void {}
public function size() : int {}
public function capacity() : int {}
public function reserve(int $size) : void {}
public function dump() : string {}
}
class HFloatBuffer implements BufferInterface {
public function __construct(?array $initalData = null) {}
public function __toString() : string {}
public function push(int $value) : void {}
public function pushArray(array $values) : void {}
public function fill(int $count, int $value) : void {}
public function clear() : void {}
public function size() : int {}
public function capacity() : int {}
public function reserve(int $size) : void {}
public function dump() : string {}
}
class DoubleBuffer implements BufferInterface {
public function __construct(?array $initalData = null) {}
public function __toString() : string {}
public function push(float $value) : void {}
public function pushArray(array $values) : void {}
public function fill(int $count, float $value) : void {}
public function clear() : void {}
public function size() : int {}
public function capacity() : int {}
public function reserve(int $size) : void {}
public function dump() : string {}
}
class IntBuffer implements BufferInterface {
public function __construct(?array $initalData = null) {}
public function __toString() : string {}
public function push(int $value) : void {}
public function pushArray(array $values) : void {}
public function fill(int $count, int $value) : void {}
public function clear() : void {}
public function size() : int {}
public function capacity() : int {}
public function reserve(int $size) : void {}
public function dump() : string {}
}
class UIntBuffer implements BufferInterface {
public function __construct(?array $initalData = null) {}
public function __toString() : string {}
public function push(int $value) : void {}
public function pushArray(array $values) : void {}
public function fill(int $count, int $value) : void {}
public function clear() : void {}
public function size() : int {}
public function capacity() : int {}
public function reserve(int $size) : void {}
public function dump() : string {}
}
class ShortBuffer implements BufferInterface {
public function __construct(?array $initalData = null) {}
public function __toString() : string {}
public function push(int $value) : void {}
public function pushArray(array $values) : void {}
public function fill(int $count, int $value) : void {}
public function clear() : void {}
public function size() : int {}
public function capacity() : int {}
public function reserve(int $size) : void {}
public function dump() : string {}
}
class UShortBuffer implements BufferInterface {
public function __construct(?array $initalData = null) {}
public function __toString() : string {}
public function push(int $value) : void {}
public function pushArray(array $values) : void {}
public function fill(int $count, int $value) : void {}
public function clear() : void {}
public function size() : int {}
public function capacity() : int {}
public function reserve(int $size) : void {}
public function dump() : string {}
}
class ByteBuffer implements BufferInterface {
public function __construct(?array $initalData = null) {}
public function __toString() : string {}
public function push(int $value) : void {}
public function pushArray(array $values) : void {}
public function fill(int $count, int $value) : void {}
public function clear() : void {}
public function size() : int {}
public function capacity() : int {}
public function reserve(int $size) : void {}
public function dump() : string {}
}
class UByteBuffer implements BufferInterface {
public function __construct(?array $initalData = null) {}
public function __toString() : string {}
public function push(int $value) : void {}
public function pushArray(array $values) : void {}
public function pushString(string $str) : void {}
public function fill(int $count, int $value) : void {}
public function clear() : void {}
public function size() : int {}
public function capacity() : int {}
public function reserve(int $size) : void {}
public function dump() : string {}
}
};
namespace GL\VectorGraphics
{
class VGColor {
public static function rgb(float $r, float $g, float $b) : VGColor {}
public static function rgba(float $r, float $g, float $b, float $a) : VGColor {}
public static function hsl(float $h, float $s, float $l) : VGColor {}
public static function hsla(float $h, float $s, float $l, float $a) : VGColor {}
public static function irgb(int $r, int $g, int $b) : VGColor {}
public static function irgba(int $r, int $g, int $b, int $a) : VGColor {}
//public static function fromVec4(\GL\Math\Vec4 $vec) : VGColor {}
//public static function fromVec3(\GL\Math\Vec3 $vec) : VGColor {}
public static function hex(string $hex) : VGColor {}
public static function red() : VGColor {}
public static function green() : VGColor {}
public static function blue() : VGColor {}
public static function white() : VGColor {}
public static function black() : VGColor {}
public static function transparent() : VGColor {}
public static function yellow() : VGColor {}
public static function cyan() : VGColor {}
public static function magenta() : VGColor {}
public static function orange() : VGColor {}
public static function pink() : VGColor {}
public static function purple() : VGColor {}
public static function brown() : VGColor {}
public static function gray() : VGColor {}
public static function darkGray() : VGColor {}
public static function lightGray() : VGColor {}
public static function random() : VGColor {}
public static function randomGray() : VGColor {}
public float $r;
public float $g;
public float $b;
public float $a;
public function __construct(float $r, float $g, float $b, float $a) {}
public function getHSLA() : \GL\Math\Vec4 {}
public function getHSL() : \GL\Math\Vec3 {}
public function getVec4() : \GL\Math\Vec4 {}
public function getVec3() : \GL\Math\Vec3 {}
public function darken(float $amount) : VGColor {}
public function lighten(float $amount) : VGColor {}
public function invert() : VGColor {}
}
class VGPaint {
//public static function fromImage(VGImage $image, float $cx, float $cy, float $w, float $h, float $angle, float $alpha = 1.0) : VGPaint {}
}
class VGImage {
// public const REPEAT_NONE = 0;
// public const REPEAT_X = 1;
// public const REPEAT_Y = 2;
// public const REPEAT_XY = 3;
// public const FILTER_LINEAR = 0;
// public const FILTER_NEAREST = 1;
public function makePaint(float $x, float $y, float $w, float $h, float $angle = 0.0, float $alpha = 1.0) : VGPaint {}
public function makePaintCentered(float $cx, float $cy, float $w, float $h, float $angle = 0.0, float $alpha = 1.0) : VGPaint {}
//public function makePaintAABB(float $minx, float $miny, float $maxx, float $maxy, float $angle = 0.0, float $alpha = 1.0) : VGPaint {}
}
class VGAlign {
// public const LEFT = 1;
// public const CENTER = 2;
// public const RIGHT = 4;
// public const TOP = 8;
// public const MIDDLE = 16;
// public const BOTTOM = 32;
// public const BASELINE = 64;
}
class VGContext {
// public const ANTIALIAS = 1;
// public const STENCIL_STROKES = 2;
// public const DEBUG = 4;
// public const CCW = 1;
// public const CW = 2;
// public const SOLID = 1;
// public const HOLE = 2;
// public const LINECAP_BUTT = 0;
// public const LINECAP_ROUND = 1;
// public const LINECAP_SQUARE = 2;
// public const LINEJOIN_BEVEL = 3;
// public const LINEJOIN_MITER = 4;
public function __construct(int $flags = 0) {}
public function fillColori(int $r, int $g, int $b, int $a) : void {}
public function strokeColori(int $r, int $g, int $b, int $a) : void {}
public function fillColorVec4(\GL\Math\Vec4 $vec) : void {}
public function strokeColorVec4(\GL\Math\Vec4 $vec) : void {}
public function transformPoint(float $x, float $y) : \GL\Math\Vec2 {}
public function transformVec2(\GL\Math\Vec2 $vec) : \GL\Math\Vec2 {}
public function imageFromTexture(
\GL\Texture\Texture2D $texture,
int $repeatMode = VGImage::REPEAT_NONE,
int $filterMode = VGImage::FILTER_LINEAR
) : VGImage {}
public function imageFromHandle(
int $handle,
int $width,
int $height,
int $repeatMode = VGImage::REPEAT_NONE,
int $filterMode = VGImage::FILTER_LINEAR
) : VGImage {}
public function linearGradient(float $sx, float $sy, float $ex, float $ey, VGColor $icol, VGColor $ocol) : VGPaint {}
public function boxGradient(float $x, float $y, float $w, float $h, float $r, float $f, VGColor $icol, VGColor $ocol) : VGPaint {}
public function radialGradient(float $cx, float $cy, float $inr, float $outr, VGColor $icol, VGColor $ocol) : VGPaint {}
//public function imagePattern(float $cx, float $cy, float $w, float $h, float $angle, float $alpha) : VGPaint {}
public function beginFrame(float $windowWidth, float $windowHeight, float $devicePixelRatio) : void {}
public function cancelFrame() : void {}
public function endFrame() : void {}
public function globalCompositeOperation(int $op) : void {}
public function globalCompositeBlendFunc(int $sfactor, int $dfactor) : void {}
public function globalCompositeBlendFuncSeparate(int $srcRGB, int $dstRGB, int $srcAlpha, int $dstAlpha) : void {}
public function save() : void {}
public function restore() : void {}
public function reset() : void {}
public function shapeAntiAlias(int $enabled) : void {}
public function strokeColor(\GL\VectorGraphics\VGColor $color) : void {}
public function strokePaint(\GL\VectorGraphics\VGPaint $paint) : void {}
public function fillColor(\GL\VectorGraphics\VGColor $color) : void {}
public function fillPaint(\GL\VectorGraphics\VGPaint $paint) : void {}
public function miterLimit(float $limit) : void {}
public function strokeWidth(float $size) : void {}
public function lineCap(int $cap) : void {}
public function lineJoin(int $join) : void {}
public function globalAlpha(float $alpha) : void {}
public function resetTransform() : void {}
public function transform(float $a, float $b, float $c, float $d, float $e, float $f) : void {}
public function translate(float $x, float $y) : void {}
public function rotate(float $angle) : void {}
public function skewX(float $angle) : void {}
public function skewY(float $angle) : void {}
public function scale(float $x, float $y) : void {}
public function currentTransform(\GL\Buffer\FloatBuffer $buffer) : void {}
public function transformPointCurrent(float &$dstx, float &$dsty, float $srcx, float $srcy) : void {}
public function imageSize(int $image, int &$w, int &$h) : void {}
public function deleteImage(int $image) : void {}
public function scissor(float $x, float $y, float $w, float $h) : void {}
public function intersectScissor(float $x, float $y, float $w, float $h) : void {}
public function resetScissor() : void {}
public function beginPath() : void {}
public function moveTo(float $x, float $y) : void {}
public function lineTo(float $x, float $y) : void {}
public function bezierTo(float $c1x, float $c1y, float $c2x, float $c2y, float $x, float $y) : void {}
public function quadTo(float $cx, float $cy, float $x, float $y) : void {}
public function arcTo(float $x1, float $y1, float $x2, float $y2, float $radius) : void {}
public function closePath() : void {}
public function pathWinding(int $dir) : void {}
public function arc(float $cx, float $cy, float $r, float $a0, float $a1, int $dir) : void {}
public function rect(float $x, float $y, float $w, float $h) : void {}
public function roundedRect(float $x, float $y, float $w, float $h, float $r) : void {}
public function roundedRectVarying(float $x, float $y, float $w, float $h, float $radTopLeft, float $radTopRight, float $radBottomRight, float $radBottomLeft) : void {}
public function ellipse(float $cx, float $cy, float $rx, float $ry) : void {}
public function circle(float $cx, float $cy, float $r) : void {}
public function fill() : void {}
public function stroke() : void {}
public function createFont(string $name, string $filename) : int {}
public function createFontAtIndex(string $name, string $filename, int $fontIndex) : int {}
public function findFont(string $name) : int {}
public function addFallbackFontId(int $baseFont, int $fallbackFont) : int {}
public function addFallbackFont(string $baseFont, string $fallbackFont) : int {}
public function resetFallbackFontsId(int $baseFont) : void {}
public function resetFallbackFonts(string $baseFont) : void {}
public function fontSize(float $size) : void {}
public function fontBlur(float $blur) : void {}
public function textLetterSpacing(float $spacing) : void {}
public function textLineHeight(float $lineHeight) : void {}
public function textAlign(int $align) : void {}
public function fontFaceId(int $font) : void {}
public function fontFace(string $font) : void {}
public function text(float $x, float $y, string $string) : float {}
public function textBox(float $x, float $y, float $breakRowWidth, string $string) : void {}
public function textBounds(float $x, float $y, string $string, ?\GL\Math\Vec4 &$bounds = NULL) : float {}
public function textBoxBounds(float $x, float $y, float $breakRowWidth, string $string, ?\GL\Math\Vec4 &$bounds = NULL) : void {}
public function textMetrics(float &$ascender, float &$descender, float &$lineh) : void {}
public function deleteInternal() : void {}
public function debugDumpPathCache() : void {}
}
};
namespace {
/**
* Constants
* ----------------------------------------------------------------------------
*/
// const PHPGLFW_COMPILED_API = 'gl';
// const PHPGLFW_COMPILED_API_VERSION = '4.1';
// const GL_SIZEOF_BYTE = 1;
// const GL_SIZEOF_UNSIGNED_BYTE = 1;
// const GL_SIZEOF_SHORT = 2;
// const GL_SIZEOF_UNSIGNED_SHORT = 2;
// const GL_SIZEOF_INT = 4;
// const GL_SIZEOF_UNSIGNED_INT = 4;
// const GL_SIZEOF_FLOAT = 4;
// const GL_SIZEOF_HALF_FLOAT = 2;
// const GL_SIZEOF_DOUBLE = 8;
// const GL_DEPTH_BUFFER_BIT = 0x00000100;
// const GL_STENCIL_BUFFER_BIT = 0x00000400;
// const GL_COLOR_BUFFER_BIT = 0x00004000;
// const GL_CURRENT_BIT = 0x00000001;
// const GL_POINT_BIT = 0x00000002;
// const GL_LINE_BIT = 0x00000004;
// const GL_POLYGON_BIT = 0x00000008;
// const GL_POLYGON_STIPPLE_BIT = 0x00000010;
// const GL_PIXEL_MODE_BIT = 0x00000020;
// const GL_LIGHTING_BIT = 0x00000040;
// const GL_FOG_BIT = 0x00000080;
// const GL_ACCUM_BUFFER_BIT = 0x00000200;
// const GL_VIEWPORT_BIT = 0x00000800;
// const GL_TRANSFORM_BIT = 0x00001000;
// const GL_ENABLE_BIT = 0x00002000;
// const GL_HINT_BIT = 0x00008000;
// const GL_EVAL_BIT = 0x00010000;
// const GL_LIST_BIT = 0x00020000;
// const GL_TEXTURE_BIT = 0x00040000;
// const GL_SCISSOR_BIT = 0x00080000;
// const GL_ALL_ATTRIB_BITS = 0xFFFFFFFF;
// const GL_MULTISAMPLE_BIT = 0x20000000;
// const GL_FALSE = false;
// const GL_TRUE = true;
// const GL_ZERO = GL_ZERO;
// const GL_ONE = 1;
// const GL_NONE = GL_NONE;
// const GL_NO_ERROR = GL_NO_ERROR;
// const GL_INVALID_INDEX = 0xFFFFFFFF;
// const GL_TIMEOUT_IGNORED = 0xFFFFFFFFFFFFFFFF;
// const GL_POINTS = 0x0000;
// const GL_LINES = 0x0001;
// const GL_LINE_LOOP = 0x0002;
// const GL_LINE_STRIP = 0x0003;
// const GL_TRIANGLES = 0x0004;
// const GL_TRIANGLE_STRIP = 0x0005;
// const GL_TRIANGLE_FAN = 0x0006;
// const GL_QUADS = 0x0007;
// const GL_NEVER = 0x0200;
// const GL_LESS = 0x0201;
// const GL_EQUAL = 0x0202;
// const GL_LEQUAL = 0x0203;
// const GL_GREATER = 0x0204;
// const GL_NOTEQUAL = 0x0205;
// const GL_GEQUAL = 0x0206;
// const GL_ALWAYS = 0x0207;
// const GL_SRC_COLOR = 0x0300;
// const GL_ONE_MINUS_SRC_COLOR = 0x0301;
// const GL_SRC_ALPHA = 0x0302;
// const GL_ONE_MINUS_SRC_ALPHA = 0x0303;
// const GL_DST_ALPHA = 0x0304;
// const GL_ONE_MINUS_DST_ALPHA = 0x0305;
// const GL_DST_COLOR = 0x0306;
// const GL_ONE_MINUS_DST_COLOR = 0x0307;
// const GL_SRC_ALPHA_SATURATE = 0x0308;
// const GL_FRONT_LEFT = 0x0400;
// const GL_FRONT_RIGHT = 0x0401;
// const GL_BACK_LEFT = 0x0402;
// const GL_BACK_RIGHT = 0x0403;
// const GL_FRONT = 0x0404;
// const GL_BACK = 0x0405;
// const GL_LEFT = 0x0406;
// const GL_RIGHT = 0x0407;
// const GL_FRONT_AND_BACK = 0x0408;
// const GL_INVALID_ENUM = 0x0500;
// const GL_INVALID_VALUE = 0x0501;
// const GL_INVALID_OPERATION = 0x0502;
// const GL_OUT_OF_MEMORY = 0x0505;
// const GL_CW = 0x0900;
// const GL_CCW = 0x0901;
// const GL_POINT_SIZE = 0x0B11;
// const GL_POINT_SIZE_RANGE = 0x0B12;
// const GL_POINT_SIZE_GRANULARITY = 0x0B13;
// const GL_LINE_SMOOTH = 0x0B20;
// const GL_LINE_WIDTH = 0x0B21;
// const GL_LINE_WIDTH_RANGE = 0x0B22;
// const GL_LINE_WIDTH_GRANULARITY = 0x0B23;
// const GL_POLYGON_MODE = 0x0B40;
// const GL_POLYGON_SMOOTH = 0x0B41;
// const GL_CULL_FACE = 0x0B44;
// const GL_CULL_FACE_MODE = 0x0B45;
// const GL_FRONT_FACE = 0x0B46;
// const GL_DEPTH_RANGE = 0x0B70;
// const GL_DEPTH_TEST = 0x0B71;
// const GL_DEPTH_WRITEMASK = 0x0B72;
// const GL_DEPTH_CLEAR_VALUE = 0x0B73;
// const GL_DEPTH_FUNC = 0x0B74;
// const GL_STENCIL_TEST = 0x0B90;
// const GL_STENCIL_CLEAR_VALUE = 0x0B91;
// const GL_STENCIL_FUNC = 0x0B92;
// const GL_STENCIL_VALUE_MASK = 0x0B93;
// const GL_STENCIL_FAIL = 0x0B94;
// const GL_STENCIL_PASS_DEPTH_FAIL = 0x0B95;
// const GL_STENCIL_PASS_DEPTH_PASS = 0x0B96;
// const GL_STENCIL_REF = 0x0B97;
// const GL_STENCIL_WRITEMASK = 0x0B98;
// const GL_VIEWPORT = 0x0BA2;
// const GL_DITHER = 0x0BD0;
// const GL_BLEND_DST = 0x0BE0;
// const GL_BLEND_SRC = 0x0BE1;
// const GL_BLEND = 0x0BE2;
// const GL_LOGIC_OP_MODE = 0x0BF0;
// const GL_DRAW_BUFFER = 0x0C01;
// const GL_READ_BUFFER = 0x0C02;
// const GL_SCISSOR_BOX = 0x0C10;
// const GL_SCISSOR_TEST = 0x0C11;
// const GL_COLOR_CLEAR_VALUE = 0x0C22;
// const GL_COLOR_WRITEMASK = 0x0C23;
// const GL_DOUBLEBUFFER = 0x0C32;
// const GL_STEREO = 0x0C33;
// const GL_LINE_SMOOTH_HINT = 0x0C52;
// const GL_POLYGON_SMOOTH_HINT = 0x0C53;
// const GL_UNPACK_SWAP_BYTES = 0x0CF0;
// const GL_UNPACK_LSB_FIRST = 0x0CF1;
// const GL_UNPACK_ROW_LENGTH = 0x0CF2;
// const GL_UNPACK_SKIP_ROWS = 0x0CF3;
// const GL_UNPACK_SKIP_PIXELS = 0x0CF4;
// const GL_UNPACK_ALIGNMENT = 0x0CF5;
// const GL_PACK_SWAP_BYTES = 0x0D00;
// const GL_PACK_LSB_FIRST = 0x0D01;
// const GL_PACK_ROW_LENGTH = 0x0D02;
// const GL_PACK_SKIP_ROWS = 0x0D03;
// const GL_PACK_SKIP_PIXELS = 0x0D04;
// const GL_PACK_ALIGNMENT = 0x0D05;
// const GL_MAX_TEXTURE_SIZE = 0x0D33;
// const GL_MAX_VIEWPORT_DIMS = 0x0D3A;
// const GL_SUBPIXEL_BITS = 0x0D50;
// const GL_TEXTURE_1D = 0x0DE0;
// const GL_TEXTURE_2D = 0x0DE1;
// const GL_TEXTURE_WIDTH = 0x1000;
// const GL_TEXTURE_HEIGHT = 0x1001;
// const GL_TEXTURE_BORDER_COLOR = 0x1004;
// const GL_DONT_CARE = 0x1100;
// const GL_FASTEST = 0x1101;
// const GL_NICEST = 0x1102;
// const GL_BYTE = 0x1400;
// const GL_UNSIGNED_BYTE = 0x1401;
// const GL_SHORT = 0x1402;
// const GL_UNSIGNED_SHORT = 0x1403;
// const GL_INT = 0x1404;
// const GL_UNSIGNED_INT = 0x1405;
// const GL_FLOAT = 0x1406;
// const GL_STACK_OVERFLOW = 0x0503;
// const GL_STACK_UNDERFLOW = 0x0504;
// const GL_CLEAR = 0x1500;
// const GL_AND = 0x1501;
// const GL_AND_REVERSE = 0x1502;
// const GL_COPY = 0x1503;
// const GL_AND_INVERTED = 0x1504;
// const GL_NOOP = 0x1505;
// const GL_XOR = 0x1506;
// const GL_OR = 0x1507;
// const GL_NOR = 0x1508;
// const GL_EQUIV = 0x1509;
// const GL_INVERT = 0x150A;
// const GL_OR_REVERSE = 0x150B;
// const GL_COPY_INVERTED = 0x150C;
// const GL_OR_INVERTED = 0x150D;
// const GL_NAND = 0x150E;
// const GL_SET = 0x150F;
// const GL_TEXTURE = 0x1702;
// const GL_COLOR = 0x1800;
// const GL_DEPTH = 0x1801;
// const GL_STENCIL = 0x1802;
// const GL_STENCIL_INDEX = 0x1901;
// const GL_DEPTH_COMPONENT = 0x1902;
// const GL_RED = 0x1903;
// const GL_GREEN = 0x1904;
// const GL_BLUE = 0x1905;
// const GL_ALPHA = 0x1906;
// const GL_RGB = 0x1907;
// const GL_RGBA = 0x1908;
// const GL_POINT = 0x1B00;
// const GL_LINE = 0x1B01;
// const GL_FILL = 0x1B02;
// const GL_KEEP = 0x1E00;
// const GL_REPLACE = 0x1E01;
// const GL_INCR = 0x1E02;
// const GL_DECR = 0x1E03;
// const GL_VENDOR = 0x1F00;
// const GL_RENDERER = 0x1F01;
// const GL_VERSION = 0x1F02;
// const GL_EXTENSIONS = 0x1F03;
// const GL_NEAREST = 0x2600;
// const GL_LINEAR = 0x2601;
// const GL_NEAREST_MIPMAP_NEAREST = 0x2700;
// const GL_LINEAR_MIPMAP_NEAREST = 0x2701;
// const GL_NEAREST_MIPMAP_LINEAR = 0x2702;
// const GL_LINEAR_MIPMAP_LINEAR = 0x2703;
// const GL_TEXTURE_MAG_FILTER = 0x2800;
// const GL_TEXTURE_MIN_FILTER = 0x2801;
// const GL_TEXTURE_WRAP_S = 0x2802;
// const GL_TEXTURE_WRAP_T = 0x2803;
// const GL_REPEAT = 0x2901;
// const GL_QUAD_STRIP = 0x0008;
// const GL_POLYGON = 0x0009;
// const GL_ACCUM = 0x0100;
// const GL_LOAD = 0x0101;
// const GL_RETURN = 0x0102;
// const GL_MULT = 0x0103;
// const GL_ADD = 0x0104;
// const GL_AUX0 = 0x0409;
// const GL_AUX1 = 0x040A;
// const GL_AUX2 = 0x040B;
// const GL_AUX3 = 0x040C;
// const GL_2D = 0x0600;
// const GL_3D = 0x0601;
// const GL_3D_COLOR = 0x0602;
// const GL_3D_COLOR_TEXTURE = 0x0603;
// const GL_4D_COLOR_TEXTURE = 0x0604;
// const GL_PASS_THROUGH_TOKEN = 0x0700;
// const GL_POINT_TOKEN = 0x0701;
// const GL_LINE_TOKEN = 0x0702;
// const GL_POLYGON_TOKEN = 0x0703;
// const GL_BITMAP_TOKEN = 0x0704;
// const GL_DRAW_PIXEL_TOKEN = 0x0705;
// const GL_COPY_PIXEL_TOKEN = 0x0706;
// const GL_LINE_RESET_TOKEN = 0x0707;
// const GL_EXP = 0x0800;
// const GL_EXP2 = 0x0801;
// const GL_COEFF = 0x0A00;
// const GL_ORDER = 0x0A01;
// const GL_DOMAIN = 0x0A02;
// const GL_PIXEL_MAP_I_TO_I = 0x0C70;
// const GL_PIXEL_MAP_S_TO_S = 0x0C71;
// const GL_PIXEL_MAP_I_TO_R = 0x0C72;
// const GL_PIXEL_MAP_I_TO_G = 0x0C73;
// const GL_PIXEL_MAP_I_TO_B = 0x0C74;
// const GL_PIXEL_MAP_I_TO_A = 0x0C75;
// const GL_PIXEL_MAP_R_TO_R = 0x0C76;
// const GL_PIXEL_MAP_G_TO_G = 0x0C77;
// const GL_PIXEL_MAP_B_TO_B = 0x0C78;
// const GL_PIXEL_MAP_A_TO_A = 0x0C79;
// const GL_CURRENT_COLOR = 0x0B00;
// const GL_CURRENT_INDEX = 0x0B01;
// const GL_CURRENT_NORMAL = 0x0B02;
// const GL_CURRENT_TEXTURE_COORDS = 0x0B03;
// const GL_CURRENT_RASTER_COLOR = 0x0B04;
// const GL_CURRENT_RASTER_INDEX = 0x0B05;
// const GL_CURRENT_RASTER_TEXTURE_COORDS = 0x0B06;
// const GL_CURRENT_RASTER_POSITION = 0x0B07;
// const GL_CURRENT_RASTER_POSITION_VALID = 0x0B08;
// const GL_CURRENT_RASTER_DISTANCE = 0x0B09;
// const GL_POINT_SMOOTH = 0x0B10;
// const GL_LINE_STIPPLE = 0x0B24;
// const GL_LINE_STIPPLE_PATTERN = 0x0B25;
// const GL_LINE_STIPPLE_REPEAT = 0x0B26;
// const GL_LIST_MODE = 0x0B30;
// const GL_MAX_LIST_NESTING = 0x0B31;
// const GL_LIST_BASE = 0x0B32;
// const GL_LIST_INDEX = 0x0B33;
// const GL_POLYGON_STIPPLE = 0x0B42;
// const GL_EDGE_FLAG = 0x0B43;
// const GL_LIGHTING = 0x0B50;
// const GL_LIGHT_MODEL_LOCAL_VIEWER = 0x0B51;
// const GL_LIGHT_MODEL_TWO_SIDE = 0x0B52;
// const GL_LIGHT_MODEL_AMBIENT = 0x0B53;
// const GL_SHADE_MODEL = 0x0B54;
// const GL_COLOR_MATERIAL_FACE = 0x0B55;
// const GL_COLOR_MATERIAL_PARAMETER = 0x0B56;
// const GL_COLOR_MATERIAL = 0x0B57;
// const GL_FOG = 0x0B60;
// const GL_FOG_INDEX = 0x0B61;
// const GL_FOG_DENSITY = 0x0B62;
// const GL_FOG_START = 0x0B63;
// const GL_FOG_END = 0x0B64;
// const GL_FOG_MODE = 0x0B65;
// const GL_FOG_COLOR = 0x0B66;
// const GL_ACCUM_CLEAR_VALUE = 0x0B80;
// const GL_MATRIX_MODE = 0x0BA0;
// const GL_NORMALIZE = 0x0BA1;
// const GL_MODELVIEW_STACK_DEPTH = 0x0BA3;
// const GL_PROJECTION_STACK_DEPTH = 0x0BA4;
// const GL_TEXTURE_STACK_DEPTH = 0x0BA5;
// const GL_MODELVIEW_MATRIX = 0x0BA6;
// const GL_PROJECTION_MATRIX = 0x0BA7;
// const GL_TEXTURE_MATRIX = 0x0BA8;
// const GL_ATTRIB_STACK_DEPTH = 0x0BB0;
// const GL_ALPHA_TEST = 0x0BC0;
// const GL_ALPHA_TEST_FUNC = 0x0BC1;
// const GL_ALPHA_TEST_REF = 0x0BC2;
// const GL_LOGIC_OP = 0x0BF1;
// const GL_AUX_BUFFERS = 0x0C00;
// const GL_INDEX_CLEAR_VALUE = 0x0C20;
// const GL_INDEX_WRITEMASK = 0x0C21;
// const GL_INDEX_MODE = 0x0C30;
// const GL_RGBA_MODE = 0x0C31;
// const GL_RENDER_MODE = 0x0C40;
// const GL_PERSPECTIVE_CORRECTION_HINT = 0x0C50;
// const GL_POINT_SMOOTH_HINT = 0x0C51;
// const GL_FOG_HINT = 0x0C54;
// const GL_TEXTURE_GEN_S = 0x0C60;
// const GL_TEXTURE_GEN_T = 0x0C61;
// const GL_TEXTURE_GEN_R = 0x0C62;
// const GL_TEXTURE_GEN_Q = 0x0C63;
// const GL_PIXEL_MAP_I_TO_I_SIZE = 0x0CB0;
// const GL_PIXEL_MAP_S_TO_S_SIZE = 0x0CB1;
// const GL_PIXEL_MAP_I_TO_R_SIZE = 0x0CB2;
// const GL_PIXEL_MAP_I_TO_G_SIZE = 0x0CB3;
// const GL_PIXEL_MAP_I_TO_B_SIZE = 0x0CB4;
// const GL_PIXEL_MAP_I_TO_A_SIZE = 0x0CB5;
// const GL_PIXEL_MAP_R_TO_R_SIZE = 0x0CB6;
// const GL_PIXEL_MAP_G_TO_G_SIZE = 0x0CB7;
// const GL_PIXEL_MAP_B_TO_B_SIZE = 0x0CB8;
// const GL_PIXEL_MAP_A_TO_A_SIZE = 0x0CB9;
// const GL_MAP_COLOR = 0x0D10;
// const GL_MAP_STENCIL = 0x0D11;
// const GL_INDEX_SHIFT = 0x0D12;
// const GL_INDEX_OFFSET = 0x0D13;
// const GL_RED_SCALE = 0x0D14;
// const GL_RED_BIAS = 0x0D15;
// const GL_ZOOM_X = 0x0D16;
// const GL_ZOOM_Y = 0x0D17;
// const GL_GREEN_SCALE = 0x0D18;
// const GL_GREEN_BIAS = 0x0D19;
// const GL_BLUE_SCALE = 0x0D1A;
// const GL_BLUE_BIAS = 0x0D1B;
// const GL_ALPHA_SCALE = 0x0D1C;
// const GL_ALPHA_BIAS = 0x0D1D;
// const GL_DEPTH_SCALE = 0x0D1E;
// const GL_DEPTH_BIAS = 0x0D1F;
// const GL_MAX_EVAL_ORDER = 0x0D30;
// const GL_MAX_LIGHTS = 0x0D31;
// const GL_MAX_CLIP_PLANES = 0x0D32;
// const GL_MAX_PIXEL_MAP_TABLE = 0x0D34;
// const GL_MAX_ATTRIB_STACK_DEPTH = 0x0D35;
// const GL_MAX_MODELVIEW_STACK_DEPTH = 0x0D36;
// const GL_MAX_NAME_STACK_DEPTH = 0x0D37;
// const GL_MAX_PROJECTION_STACK_DEPTH = 0x0D38;
// const GL_MAX_TEXTURE_STACK_DEPTH = 0x0D39;
// const GL_INDEX_BITS = 0x0D51;
// const GL_RED_BITS = 0x0D52;
// const GL_GREEN_BITS = 0x0D53;
// const GL_BLUE_BITS = 0x0D54;
// const GL_ALPHA_BITS = 0x0D55;
// const GL_DEPTH_BITS = 0x0D56;
// const GL_STENCIL_BITS = 0x0D57;
// const GL_ACCUM_RED_BITS = 0x0D58;
// const GL_ACCUM_GREEN_BITS = 0x0D59;
// const GL_ACCUM_BLUE_BITS = 0x0D5A;
// const GL_ACCUM_ALPHA_BITS = 0x0D5B;
// const GL_NAME_STACK_DEPTH = 0x0D70;
// const GL_AUTO_NORMAL = 0x0D80;
// const GL_MAP1_COLOR_4 = 0x0D90;
// const GL_MAP1_INDEX = 0x0D91;
// const GL_MAP1_NORMAL = 0x0D92;
// const GL_MAP1_TEXTURE_COORD_1 = 0x0D93;
// const GL_MAP1_TEXTURE_COORD_2 = 0x0D94;
// const GL_MAP1_TEXTURE_COORD_3 = 0x0D95;
// const GL_MAP1_TEXTURE_COORD_4 = 0x0D96;
// const GL_MAP1_VERTEX_3 = 0x0D97;
// const GL_MAP1_VERTEX_4 = 0x0D98;
// const GL_MAP2_COLOR_4 = 0x0DB0;
// const GL_MAP2_INDEX = 0x0DB1;
// const GL_MAP2_NORMAL = 0x0DB2;
// const GL_MAP2_TEXTURE_COORD_1 = 0x0DB3;
// const GL_MAP2_TEXTURE_COORD_2 = 0x0DB4;
// const GL_MAP2_TEXTURE_COORD_3 = 0x0DB5;
// const GL_MAP2_TEXTURE_COORD_4 = 0x0DB6;
// const GL_MAP2_VERTEX_3 = 0x0DB7;
// const GL_MAP2_VERTEX_4 = 0x0DB8;
// const GL_MAP1_GRID_DOMAIN = 0x0DD0;
// const GL_MAP1_GRID_SEGMENTS = 0x0DD1;
// const GL_MAP2_GRID_DOMAIN = 0x0DD2;
// const GL_MAP2_GRID_SEGMENTS = 0x0DD3;
// const GL_TEXTURE_COMPONENTS = 0x1003;
// const GL_TEXTURE_BORDER = 0x1005;
// const GL_AMBIENT = 0x1200;
// const GL_DIFFUSE = 0x1201;
// const GL_SPECULAR = 0x1202;
// const GL_POSITION = 0x1203;
// const GL_SPOT_DIRECTION = 0x1204;
// const GL_SPOT_EXPONENT = 0x1205;
// const GL_SPOT_CUTOFF = 0x1206;
// const GL_CONSTANT_ATTENUATION = 0x1207;
// const GL_LINEAR_ATTENUATION = 0x1208;
// const GL_QUADRATIC_ATTENUATION = 0x1209;
// const GL_COMPILE = 0x1300;
// const GL_COMPILE_AND_EXECUTE = 0x1301;
// const GL_2_BYTES = 0x1407;
// const GL_3_BYTES = 0x1408;
// const GL_4_BYTES = 0x1409;
// const GL_EMISSION = 0x1600;
// const GL_SHININESS = 0x1601;
// const GL_AMBIENT_AND_DIFFUSE = 0x1602;
// const GL_COLOR_INDEXES = 0x1603;
// const GL_MODELVIEW = 0x1700;
// const GL_PROJECTION = 0x1701;
// const GL_COLOR_INDEX = 0x1900;
// const GL_LUMINANCE = 0x1909;
// const GL_LUMINANCE_ALPHA = 0x190A;
// const GL_BITMAP = 0x1A00;
// const GL_RENDER = 0x1C00;
// const GL_FEEDBACK = 0x1C01;
// const GL_SELECT = 0x1C02;
// const GL_FLAT = 0x1D00;
// const GL_SMOOTH = 0x1D01;
// const GL_S = 0x2000;
// const GL_T = 0x2001;
// const GL_R = 0x2002;
// const GL_Q = 0x2003;
// const GL_MODULATE = 0x2100;
// const GL_DECAL = 0x2101;
// const GL_TEXTURE_ENV_MODE = 0x2200;
// const GL_TEXTURE_ENV_COLOR = 0x2201;
// const GL_TEXTURE_ENV = 0x2300;
// const GL_EYE_LINEAR = 0x2400;
// const GL_OBJECT_LINEAR = 0x2401;
// const GL_SPHERE_MAP = 0x2402;
// const GL_TEXTURE_GEN_MODE = 0x2500;
// const GL_OBJECT_PLANE = 0x2501;
// const GL_EYE_PLANE = 0x2502;
// const GL_CLAMP = 0x2900;
// const GL_CLIP_PLANE0 = 0x3000;
// const GL_CLIP_PLANE1 = 0x3001;
// const GL_CLIP_PLANE2 = 0x3002;
// const GL_CLIP_PLANE3 = 0x3003;
// const GL_CLIP_PLANE4 = 0x3004;
// const GL_CLIP_PLANE5 = 0x3005;
// const GL_LIGHT0 = 0x4000;
// const GL_LIGHT1 = 0x4001;
// const GL_LIGHT2 = 0x4002;
// const GL_LIGHT3 = 0x4003;
// const GL_LIGHT4 = 0x4004;
// const GL_LIGHT5 = 0x4005;
// const GL_LIGHT6 = 0x4006;
// const GL_LIGHT7 = 0x4007;
// const GL_COLOR_LOGIC_OP = 0x0BF2;
// const GL_POLYGON_OFFSET_UNITS = 0x2A00;
// const GL_POLYGON_OFFSET_POINT = 0x2A01;
// const GL_POLYGON_OFFSET_LINE = 0x2A02;
// const GL_TEXTURE_INTERNAL_FORMAT = 0x1003;
// const GL_DOUBLE = 0x140A;
// const GL_R3_G3_B2 = 0x2A10;
// const GL_FEEDBACK_BUFFER_POINTER = 0x0DF0;
// const GL_SELECTION_BUFFER_POINTER = 0x0DF3;