/* * Copyright (c) 2021, Jesse Buhagiar * Copyright (c) 2021, Stephan Unverwerth * * SPDX-License-Identifier: BSD-2-Clause */ #include "GL/gl.h" #include "GLContext.h" extern GL::GLContext* g_gl_context; void glEnable(GLenum cap) { g_gl_context->gl_enable(cap); } void glDisable(GLenum cap) { g_gl_context->gl_disable(cap); } GLboolean glIsEnabled(GLenum cap) { return g_gl_context->gl_is_enabled(cap); } void glFrontFace(GLenum mode) { g_gl_context->gl_front_face(mode); } void glCullFace(GLenum mode) { g_gl_context->gl_cull_face(mode); } void glClear(GLbitfield mask) { g_gl_context->gl_clear(mask); } void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { g_gl_context->gl_clear_color(red, green, blue, alpha); } void glClearDepth(GLdouble depth) { g_gl_context->gl_clear_depth(depth); } void glClearDepthf(GLfloat depth) { g_gl_context->gl_clear_depth(static_cast(depth)); } void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { g_gl_context->gl_color_mask(red, green, blue, alpha); } GLubyte* glGetString(GLenum name) { return g_gl_context->gl_get_string(name); } void glViewport(GLint x, GLint y, GLsizei width, GLsizei height) { g_gl_context->gl_viewport(x, y, width, height); } GLenum glGetError() { return g_gl_context->gl_get_error(); } void glFlush() { g_gl_context->gl_flush(); } void glFinish() { g_gl_context->gl_finish(); } void glHint(GLenum target, GLenum mode) { g_gl_context->gl_hint(target, mode); } void glReadBuffer(GLenum mode) { g_gl_context->gl_read_buffer(mode); } void glDrawBuffer(GLenum buffer) { g_gl_context->gl_draw_buffer(buffer); } void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels) { g_gl_context->gl_read_pixels(x, y, width, height, format, type, pixels); } void glGetBooleanv(GLenum pname, GLboolean* data) { g_gl_context->gl_get_booleanv(pname, data); } void glGetDoublev(GLenum pname, GLdouble* params) { g_gl_context->gl_get_doublev(pname, params); } void glGetFloatv(GLenum pname, GLfloat* params) { g_gl_context->gl_get_floatv(pname, params); } void glGetIntegerv(GLenum pname, GLint* data) { g_gl_context->gl_get_integerv(pname, data); } void glDepthMask(GLboolean flag) { g_gl_context->gl_depth_mask(flag); } void glEnableClientState(GLenum cap) { g_gl_context->gl_enable_client_state(cap); } void glDisableClientState(GLenum cap) { g_gl_context->gl_disable_client_state(cap); } void glClientActiveTextureARB(GLenum target) { glClientActiveTexture(target); } void glClientActiveTexture(GLenum target) { g_gl_context->gl_client_active_texture(target); } void glDepthRange(GLdouble min, GLdouble max) { g_gl_context->gl_depth_range(min, max); } void glDepthFunc(GLenum func) { g_gl_context->gl_depth_func(func); } void glPolygonMode(GLenum face, GLenum mode) { g_gl_context->gl_polygon_mode(face, mode); } void glPolygonOffset(GLfloat factor, GLfloat units) { g_gl_context->gl_polygon_offset(factor, units); } void glPixelStorei(GLenum pname, GLint param) { g_gl_context->gl_pixel_storei(pname, param); } void glScissor(GLint x, GLint y, GLsizei width, GLsizei height) { g_gl_context->gl_scissor(x, y, width, height); } void glPushAttrib(GLbitfield mask) { g_gl_context->gl_push_attrib(mask); } void glPopAttrib() { g_gl_context->gl_pop_attrib(); } void glClipPlane(GLenum plane, GLdouble const* equation) { g_gl_context->gl_clip_plane(plane, equation); }