/* * Copyright (c) 2021, Jesse Buhagiar * Copyright (c) 2021, Stephan Unverwerth * * SPDX-License-Identifier: BSD-2-Clause */ #pragma once #include "GL/gl.h" #include #include #include namespace GL { class GLContext { public: virtual ~GLContext(); virtual void gl_begin(GLenum mode) = 0; virtual void gl_clear(GLbitfield mask) = 0; virtual void gl_clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) = 0; virtual void gl_clear_depth(GLdouble depth) = 0; virtual void gl_color(GLdouble r, GLdouble g, GLdouble b, GLdouble a) = 0; virtual void gl_delete_textures(GLsizei n, const GLuint* textures) = 0; virtual void gl_end() = 0; virtual void gl_frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) = 0; virtual void gl_gen_textures(GLsizei n, GLuint* textures) = 0; virtual GLenum gl_get_error() = 0; virtual GLubyte* gl_get_string(GLenum name) = 0; virtual void gl_load_identity() = 0; virtual void gl_load_matrix(const FloatMatrix4x4& matrix) = 0; virtual void gl_matrix_mode(GLenum mode) = 0; virtual void gl_ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) = 0; virtual void gl_push_matrix() = 0; virtual void gl_pop_matrix() = 0; virtual void gl_rotate(GLdouble angle, GLdouble x, GLdouble y, GLdouble z) = 0; virtual void gl_scale(GLdouble x, GLdouble y, GLdouble z) = 0; virtual void gl_translate(GLdouble x, GLdouble y, GLdouble z) = 0; virtual void gl_vertex(GLdouble x, GLdouble y, GLdouble z, GLdouble w) = 0; virtual void gl_viewport(GLint x, GLint y, GLsizei width, GLsizei height) = 0; virtual void gl_enable(GLenum) = 0; virtual void gl_disable(GLenum) = 0; virtual void gl_front_face(GLenum) = 0; virtual void gl_cull_face(GLenum) = 0; virtual GLuint gl_gen_lists(GLsizei range) = 0; virtual void gl_call_list(GLuint list) = 0; virtual void gl_delete_lists(GLuint list, GLsizei range) = 0; virtual void gl_end_list(void) = 0; virtual void gl_new_list(GLuint list, GLenum mode) = 0; virtual void gl_flush() = 0; virtual void gl_finish() = 0; virtual void gl_blend_func(GLenum src_factor, GLenum dst_factor) = 0; virtual void gl_shade_model(GLenum mode) = 0; virtual void gl_alpha_func(GLenum func, GLclampf ref) = 0; virtual void gl_hint(GLenum target, GLenum mode) = 0; virtual void gl_read_buffer(GLenum mode) = 0; virtual void gl_read_pixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels) = 0; virtual void gl_tex_image_2d(GLenum target, GLint level, GLint internal_format, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* data) = 0; virtual void gl_tex_coord(GLfloat s, GLfloat t, GLfloat r, GLfloat q) = 0; virtual void gl_bind_texture(GLenum target, GLuint texture) = 0; virtual void gl_active_texture(GLenum texture) = 0; virtual void gl_get_floatv(GLenum pname, GLfloat* params) = 0; virtual void present() = 0; }; OwnPtr create_context(Gfx::Bitmap&); void make_context_current(GLContext*); }