mirror of
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196 lines
3.6 KiB
C++
196 lines
3.6 KiB
C++
/*
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* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include "GL/gl.h"
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#include "GLContext.h"
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extern GL::GLContext* g_gl_context;
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void glEnable(GLenum cap)
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{
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g_gl_context->gl_enable(cap);
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}
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void glDisable(GLenum cap)
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{
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g_gl_context->gl_disable(cap);
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}
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GLboolean glIsEnabled(GLenum cap)
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{
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return g_gl_context->gl_is_enabled(cap);
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}
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void glFrontFace(GLenum mode)
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{
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g_gl_context->gl_front_face(mode);
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}
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void glCullFace(GLenum mode)
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{
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g_gl_context->gl_cull_face(mode);
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}
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void glClear(GLbitfield mask)
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{
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g_gl_context->gl_clear(mask);
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}
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void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
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{
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g_gl_context->gl_clear_color(red, green, blue, alpha);
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}
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void glClearDepth(GLdouble depth)
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{
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g_gl_context->gl_clear_depth(depth);
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}
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void glClearDepthf(GLfloat depth)
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{
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g_gl_context->gl_clear_depth(static_cast<double>(depth));
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}
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void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
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{
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g_gl_context->gl_color_mask(red, green, blue, alpha);
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}
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GLubyte* glGetString(GLenum name)
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{
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return g_gl_context->gl_get_string(name);
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}
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void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
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{
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g_gl_context->gl_viewport(x, y, width, height);
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}
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GLenum glGetError()
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{
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return g_gl_context->gl_get_error();
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}
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void glFlush()
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{
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g_gl_context->gl_flush();
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}
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void glFinish()
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{
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g_gl_context->gl_finish();
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}
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void glHint(GLenum target, GLenum mode)
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{
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g_gl_context->gl_hint(target, mode);
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}
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void glReadBuffer(GLenum mode)
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{
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g_gl_context->gl_read_buffer(mode);
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}
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void glDrawBuffer(GLenum buffer)
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{
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g_gl_context->gl_draw_buffer(buffer);
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}
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void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels)
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{
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g_gl_context->gl_read_pixels(x, y, width, height, format, type, pixels);
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}
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void glGetBooleanv(GLenum pname, GLboolean* data)
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{
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g_gl_context->gl_get_booleanv(pname, data);
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}
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void glGetDoublev(GLenum pname, GLdouble* params)
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{
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g_gl_context->gl_get_doublev(pname, params);
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}
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void glGetFloatv(GLenum pname, GLfloat* params)
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{
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g_gl_context->gl_get_floatv(pname, params);
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}
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void glGetIntegerv(GLenum pname, GLint* data)
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{
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g_gl_context->gl_get_integerv(pname, data);
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}
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void glDepthMask(GLboolean flag)
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{
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g_gl_context->gl_depth_mask(flag);
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}
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void glEnableClientState(GLenum cap)
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{
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g_gl_context->gl_enable_client_state(cap);
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}
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void glDisableClientState(GLenum cap)
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{
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g_gl_context->gl_disable_client_state(cap);
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}
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void glClientActiveTextureARB(GLenum target)
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{
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glClientActiveTexture(target);
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}
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void glClientActiveTexture(GLenum target)
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{
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g_gl_context->gl_client_active_texture(target);
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}
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void glDepthRange(GLdouble min, GLdouble max)
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{
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g_gl_context->gl_depth_range(min, max);
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}
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void glDepthFunc(GLenum func)
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{
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g_gl_context->gl_depth_func(func);
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}
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void glPolygonMode(GLenum face, GLenum mode)
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{
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g_gl_context->gl_polygon_mode(face, mode);
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}
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void glPolygonOffset(GLfloat factor, GLfloat units)
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{
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g_gl_context->gl_polygon_offset(factor, units);
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}
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void glPixelStorei(GLenum pname, GLint param)
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{
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g_gl_context->gl_pixel_storei(pname, param);
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}
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void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
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{
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g_gl_context->gl_scissor(x, y, width, height);
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}
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void glPushAttrib(GLbitfield mask)
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{
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g_gl_context->gl_push_attrib(mask);
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}
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void glPopAttrib()
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{
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g_gl_context->gl_pop_attrib();
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}
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void glClipPlane(GLenum plane, GLdouble const* equation)
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{
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g_gl_context->gl_clip_plane(plane, equation);
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}
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