/* * Copyright (c) 2021, Jelle Raaijmakers * * SPDX-License-Identifier: BSD-2-Clause */ #include "GL/gl.h" #include "GLContext.h" extern GL::GLContext* g_gl_context; void glClearStencil(GLint s) { g_gl_context->gl_clear_stencil(s); } void glStencilFunc(GLenum func, GLint ref, GLuint mask) { g_gl_context->gl_stencil_func_separate(GL_FRONT_AND_BACK, func, ref, mask); } void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) { g_gl_context->gl_stencil_func_separate(face, func, ref, mask); } void glStencilOp(GLenum sfail, GLenum dpfail, GLenum dppass) { g_gl_context->gl_stencil_op_separate(GL_FRONT_AND_BACK, sfail, dpfail, dppass); } void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) { g_gl_context->gl_stencil_op_separate(face, sfail, dpfail, dppass); } void glStencilMask(GLuint mask) { g_gl_context->gl_stencil_mask_separate(GL_FRONT_AND_BACK, mask); } void glStencilMaskSeparate(GLenum face, GLuint mask) { g_gl_context->gl_stencil_mask_separate(face, mask); }