/* * Copyright (c) 2021, Stephan Unverwerth * Copyright (c) 2021, Jelle Raaijmakers * Copyright (c) 2022, Jesse Buhagiar * * SPDX-License-Identifier: BSD-2-Clause */ #include "GL/gl.h" #include "GLContext.h" #include extern GL::GLContext* g_gl_context; void glColorMaterial(GLenum face, GLenum mode) { g_gl_context->gl_color_material(face, mode); } void glLightf(GLenum light, GLenum pname, GLfloat param) { g_gl_context->gl_lightf(light, pname, param); } void glLightfv(GLenum light, GLenum pname, GLfloat const* param) { g_gl_context->gl_lightfv(light, pname, param); } void glLighti(GLenum light, GLenum pname, GLint param) { g_gl_context->gl_lightf(light, pname, param); } void glLightiv(GLenum light, GLenum pname, GLint const* params) { g_gl_context->gl_lightiv(light, pname, params); } 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], params[1], params[2], params[3]); break; default: g_gl_context->gl_light_model(pname, params[0], 0.0f, 0.0f, 0.0f); break; } } void glLightModeliv(GLenum pname, GLint const* params) { switch (pname) { case GL_LIGHT_MODEL_AMBIENT: g_gl_context->gl_light_model(pname, params[0], params[1], params[2], params[3]); break; default: g_gl_context->gl_light_model(pname, params[0], 0.0f, 0.0f, 0.0f); break; } } void glLightModeli(GLenum pname, GLint param) { g_gl_context->gl_light_model(pname, param, 0.0f, 0.0f, 0.0f); } void glMaterialf(GLenum face, GLenum pname, GLfloat param) { g_gl_context->gl_materialf(face, pname, param); } void glMaterialfv(GLenum face, GLenum pname, GLfloat const* params) { g_gl_context->gl_materialfv(face, pname, params); } void glMateriali(GLenum face, GLenum pname, GLint param) { g_gl_context->gl_materialf(face, pname, param); } void glMaterialiv(GLenum face, GLenum pname, GLint const* params) { g_gl_context->gl_materialiv(face, pname, params); } void glShadeModel(GLenum mode) { g_gl_context->gl_shade_model(mode); } void glGetLightfv(GLenum light, GLenum pname, GLfloat* params) { g_gl_context->gl_get_light(light, pname, params, GL_FLOAT); } void glGetLightiv(GLenum light, GLenum pname, GLint* params) { g_gl_context->gl_get_light(light, pname, params, GL_INT); } void glGetMaterialfv(GLenum face, GLenum pname, GLfloat* params) { g_gl_context->gl_get_material(face, pname, params, GL_FLOAT); } void glGetMaterialiv(GLenum face, GLenum pname, GLint* params) { g_gl_context->gl_get_material(face, pname, params, GL_INT); }