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/*
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
* Copyright (c) 2021, Jelle Raaijmakers <jelle@gmta.nl>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "GL/gl.h"
#include "GLContext.h"
#include <AK/Debug.h>
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 glMaterialf(GLenum face, GLenum pname, GLfloat param)
{
VERIFY(face == GL_SHININESS);
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);
}
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