/* * Copyright (c) 2021, Stephan Unverwerth * Copyright (c) 2021, Jelle Raaijmakers * * SPDX-License-Identifier: BSD-2-Clause */ #include "GL/gl.h" #include "GLContext.h" #include extern GL::GLContext* g_gl_context; void glLightf(GLenum light, GLenum pname, GLfloat param) { // FIXME: implement dbgln_if(GL_DEBUG, "glLightf({}, {}, {}): unimplemented", light, pname, param); } void glLightfv(GLenum light, GLenum pname, GLfloat* param) { // FIXME: implement dbgln_if(GL_DEBUG, "glLightfv({}, {}, {}): unimplemented", light, pname, param); } void glLightModelf(GLenum pname, GLfloat param) { g_gl_context->gl_light_model(pname, param, 0.0f, 0.0f, 0.0f); } void glLightModelfv(GLenum pname, GLfloat const* params) { switch (pname) { case GL_LIGHT_MODEL_AMBIENT: g_gl_context->gl_light_model(pname, params[0], 0.0f, 0.0f, 0.0f); break; default: g_gl_context->gl_light_model(pname, params[0], params[1], params[2], params[3]); } } void glMaterialf(GLenum face, GLenum pname, GLfloat param) { g_gl_context->gl_materialv(face, pname, ¶m); } void glMaterialfv(GLenum face, GLenum pname, GLfloat const* params) { g_gl_context->gl_materialv(face, pname, params); } void glShadeModel(GLenum mode) { g_gl_context->gl_shade_model(mode); }