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/*
render/gl.cc
This file is part of the Osirion project and is distributed under
the terms of the GNU General Public License version 2
*/
#include "render/gl.h"
#include "math/matrix4f.h"
namespace gl
{
using math::Vector2f;
using math::Vector3f;
using math::Color;
genbuffers_func genbuffers = 0;
deletebuffers_func deletebuffers = 0;
bindbuffer_func bindbuffer = 0;
bufferdata_func bufferdata = 0;
activetexture_func activetexture = 0;
clientactivetexture_func clientactivetexture = 0;
std::string renderer()
{
return std::string((char *)glGetString(GL_RENDERER));
}
std::string vendor()
{
return std::string((char *)glGetString(GL_VENDOR));
}
std::string version()
{
return std::string((char *)glGetString(GL_VERSION));
}
std::string extensions()
{
return std::string((char *)glGetString(GL_EXTENSIONS));
}
void begin(Primitive primitive)
{
::glBegin(primitive);
}
void end()
{
::glEnd();
}
void viewport(GLint x, GLint y, GLsizei width, GLsizei height)
{
::glViewport(x, y, width, height);
}
void depthmask(GLenum mode)
{
::glDepthMask(mode);
}
void depthfunc(GLenum func)
{
::glDepthFunc(func);
}
void frontface(GLenum mode)
{
::glFrontFace(mode);
}
void cullface(GLenum mode)
{
::glCullFace(mode);
}
void shademodel(GLenum mode)
{
::glShadeModel(mode);
}
void blendfunc(GLenum sfactor, GLenum dfactor)
{
::glBlendFunc(sfactor, dfactor);
}
void alphafunc(GLenum func, GLclampf ref)
{
::glAlphaFunc(func, ref);
}
void polygonoffset(GLfloat factor, GLfloat units)
{
::glPolygonOffset(factor, units);
}
void enable(GLenum cap)
{
::glEnable(cap);
}
void disable(GLenum cap)
{
::glDisable(cap);
}
void enableclientstate(GLenum cap)
{
glEnableClientState(cap);
}
void disableclientstate(GLenum cap)
{
glDisableClientState(cap);
}
void getinteger(GLenum pname, GLint* params)
{
glGetIntegerv(pname, params);
}
void clear(GLbitfield mask)
{
glClear(mask);
}
void clearcolor(Color const & color)
{
glClearColor(color.red(), color.green(), color.blue(), color.alpha());
}
void clearcolor(const float r, const float g, const float b, const float a)
{
glClearColor(r, g, b, a);
}
void rotate(const float angle, const Vector3f& vector)
{
glRotatef(angle, vector[0], vector[1], vector[2]);
}
void rotate(const float angle, const float x, const float y, const float z)
{
glRotatef(angle, x, y, z);
}
void translate(const Vector3f& vector)
{
glTranslatef(vector[0], vector[1], vector[2]);
}
void translate(const float x, const float y, const float z)
{
glTranslatef(x, y, z);
}
void scale(const Vector3f& vector)
{
glScalef(vector[0], vector[1], vector[2]);
}
void scale(const float x, const float y, const float z)
{
glScalef(x, y, z);
}
void vertex(const Vector2f& vector)
{
glVertex2fv(vector.ptr());
}
void vertex(const float x, const float y)
{
glVertex2f(x, y);
}
void vertex(const Vector3f& vector)
{
glVertex3fv(vector.ptr());
}
void vertex(const float x, const float y, const float z)
{
glVertex3f(x, y, z);
}
void vertex(const GLfloat* v)
{
glVertex3fv(v);
}
void normal(const Vector3f & vector)
{
glNormal3fv(vector.ptr());
}
void normal(const float x, const float y, const float z)
{
glNormal3f(x, y, z);
}
void texcoord(const float x, const float y)
{
glTexCoord2f(x, y);
}
void texcoord(const math::Vector2f& vector)
{
glTexCoord2fv(vector.ptr());
}
void texcoord(const float x, const float y, const float z)
{
glTexCoord3f(x, y, z);
}
void texcoordpointer(GLint size, GLenum type, GLsizei stride, const GLvoid* pointer)
{
glTexCoordPointer(size, type, stride, pointer);
}
void normalpointer(GLenum type, GLsizei stride, const GLvoid* pointer)
{
glNormalPointer(type, stride, pointer);
}
void vertexpointer(GLint size, GLenum type, GLsizei stride, const GLvoid* pointer)
{
glVertexPointer(size, type, stride, pointer);
}
void interleavedarrays(GLenum format, GLsizei stride, const GLvoid* pointer)
{
glInterleavedArrays(format, stride, pointer);
}
void push()
{
glPushMatrix();
}
void pop()
{
glPopMatrix();
}
void multmatrix(const math::Matrix4f & matrix)
{
glMultMatrixf(matrix.ptr());
}
void multmatrix(const math::Axis & axis)
{
math::Matrix4f matrix(axis);
glMultMatrixf(matrix.ptr());
}
void color(const float r, const float g, const float b, const float a)
{
glColor4f(r, g, b, a);
}
void color(Color const & color)
{
glColor4fv(color.ptr());
}
void specular(Color const & specular)
{
glMaterialfv(GL_FRONT, GL_SPECULAR, specular.ptr());
}
void shininess(Color const & shine)
{
glMaterialfv(GL_FRONT, GL_SHININESS, shine.ptr());
}
void matrixmode(GLenum mode)
{
glMatrixMode(mode);
}
void loadidentity()
{
glLoadIdentity();
}
void frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble znear, GLdouble zfar)
{
glFrustum(left, right, bottom, top, znear, zfar);
}
void light(GLenum light, GLenum pname, GLfloat param)
{
glLightf(light, pname, param);
}
void light(GLenum light, GLenum pname, GLint param)
{
glLighti(light, pname, param);
}
void light(GLenum light, GLenum pname, const GLfloat* params)
{
glLightfv(light, pname, params);
}
void light(GLenum light, GLenum pname, const GLint* params)
{
glLightiv(light, pname, params);
}
void lightmodel(GLenum pname, GLfloat param)
{
glLightModelf(pname, param);
}
void lightmodel(GLenum pname, GLint param)
{
glLightModeli(pname, param);
}
void lightmodel(GLenum pname, const GLfloat* param)
{
glLightModelfv(pname, param);
}
void lightmodel(GLenum pname, const GLint* param)
{
glLightModeliv(pname, param);
}
void polygonmode(GLenum face, GLenum mode)
{
glPolygonMode(face, mode);
}
void colormaterial(GLenum face, GLenum mode)
{
glColorMaterial(face, mode);
}
void material(GLenum face, GLenum pname, GLfloat param)
{
glMaterialf(face, pname, param);
}
void material(GLenum face, GLenum pname, GLint param)
{
glMateriali(face, pname, param);
}
void material(GLenum face, GLenum pname, const GLfloat* param)
{
glMaterialfv(face, pname, param);
}
void material(GLenum face, GLenum pname, const GLint* param)
{
glMaterialiv(face, pname, param);
}
void texenv(GLenum target, GLenum pname, GLfloat param)
{
glTexEnvf(target, pname, param);
}
void texenv(GLenum target, GLenum pname, GLint param)
{
glTexEnvi(target, pname, param);
}
void texenv(GLenum target, GLenum pname, const GLfloat* param)
{
glTexEnvfv(target, pname, param);
}
void texenv(GLenum target, GLenum pname, const GLint* param)
{
glTexEnviv(target, pname, param);
}
void texgen(GLenum coord, GLenum param, GLint value)
{
glTexGeni(coord, param, value);
}
void texgen(GLenum coord, GLenum param, GLfloat value)
{
glTexGenf(coord, param, value);
}
void texgen(GLenum coord, GLenum param, GLdouble value)
{
glTexGend(coord, param, value);
}
void texgen(GLenum coord, GLenum param, const GLint* value)
{
glTexGeniv(coord, param, value);
}
void texgen(GLenum coord, GLenum param, const GLfloat* value)
{
glTexGenfv(coord, param, value);
}
void texgen(GLenum coord, GLenum param, const GLdouble* value)
{
glTexGendv(coord, param, value);
}
void texparameter(GLenum target, GLenum pname, GLfloat param)
{
glTexParameterf(target, pname, param);
}
void texparameter(GLenum target, GLenum pname, GLint param)
{
glTexParameteri(target, pname, param);
}
void texparameter(GLenum target, GLenum pname, const GLfloat* params)
{
glTexParameterfv(target, pname, params);
}
void texparameter(GLenum target, GLenum pname, const GLint* params)
{
glTexParameteriv(target, pname, params);
}
} // namespace gl
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