feat: OpenGL rendering implementation (GLFW/OpenGL 2.1 pipeline)
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#pragma once
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#ifdef __linux__
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#include <GL/gl.h>
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#include <GL/glu.h>
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class FloatBuffer;
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class IntBuffer;
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class ByteBuffer;
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void glGenTextures(IntBuffer *);
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int glGenTextures();
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void glDeleteTextures(IntBuffer *);
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void glLight(int, int, FloatBuffer *);
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void glLightModel(int, FloatBuffer *);
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void glGetFloat(int a, FloatBuffer *b);
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void glTexCoordPointer(int, int, int, int);
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void glTexCoordPointer(int, int, FloatBuffer *);
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void glNormalPointer(int, int, int);
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void glNormalPointer(int, ByteBuffer *);
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void glColorPointer(int, bool, int, ByteBuffer *);
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void glColorPointer(int, int, int, int);
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void glVertexPointer(int, int, int, int);
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void glVertexPointer(int, int, FloatBuffer *);
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void glNewList(int, int);
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void glEndList(int vertexCount = 0);
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void glTexImage2D(int, int, int, int, int, int, int, int, ByteBuffer *);
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void glCallLists(IntBuffer *);
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void glGenQueriesARB(IntBuffer *);
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void glBeginQueryARB(int, int);
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void glEndQueryARB(int);
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void glGetQueryObjectuARB(int, int, IntBuffer *);
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void glFog(int, FloatBuffer *);
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void glTexGen(int, int, FloatBuffer *);
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void glReadPixels(int, int, int, int, int, int, ByteBuffer *);
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void glTexGeni(int, int, int);
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void glMultiTexCoord2f(int, float, float);
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void glClientActiveTexture(int);
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void glActiveTexture(int);
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#endif
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