mirror of
https://github.com/SerenityOS/serenity.git
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161 lines
3 KiB
C++
161 lines
3 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 glBegin(GLenum mode)
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{
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g_gl_context->gl_begin(mode);
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}
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void glEnd()
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{
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g_gl_context->gl_end();
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}
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void glVertex2d(GLdouble x, GLdouble y)
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{
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g_gl_context->gl_vertex(x, y, 0.0, 1.0);
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}
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void glVertex2dv(const GLdouble* v)
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{
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g_gl_context->gl_vertex(v[0], v[1], 0.0, 1.0);
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}
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void glVertex2f(GLfloat x, GLfloat y)
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{
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g_gl_context->gl_vertex(x, y, 0.0, 1.0);
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}
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void glVertex2fv(const GLfloat* v)
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{
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g_gl_context->gl_vertex(v[0], v[1], 0.0, 1.0);
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}
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void glVertex2i(GLint x, GLint y)
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{
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g_gl_context->gl_vertex(x, y, 0.0, 1.0);
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}
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void glVertex2iv(const GLint* v)
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{
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g_gl_context->gl_vertex(v[0], v[1], 0.0, 1.0);
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}
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void glVertex2s(GLshort x, GLshort y)
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{
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g_gl_context->gl_vertex(x, y, 0.0, 1.0);
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}
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void glVertex2sv(const GLshort* v)
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{
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g_gl_context->gl_vertex(v[0], v[1], 0.0, 1.0);
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}
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void glVertex3d(GLdouble x, GLdouble y, GLdouble z)
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{
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g_gl_context->gl_vertex(x, y, z, 1.0);
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}
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void glVertex3dv(const GLdouble* v)
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{
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g_gl_context->gl_vertex(v[0], v[1], v[2], 1.0);
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}
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void glVertex3f(GLfloat x, GLfloat y, GLfloat z)
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{
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g_gl_context->gl_vertex(x, y, z, 1.0);
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}
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void glVertex3fv(const GLfloat* v)
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{
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g_gl_context->gl_vertex(v[0], v[1], v[2], 1.0);
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}
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void glVertex3i(GLint x, GLint y, GLint z)
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{
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g_gl_context->gl_vertex(x, y, z, 1.0);
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}
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void glVertex3iv(const GLint* v)
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{
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g_gl_context->gl_vertex(v[0], v[1], v[2], 1.0);
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}
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void glVertex3s(GLshort x, GLshort y, GLshort z)
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{
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g_gl_context->gl_vertex(x, y, z, 1.0);
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}
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void glVertex3sv(const GLshort* v)
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{
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g_gl_context->gl_vertex(v[0], v[1], v[2], 1.0);
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}
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void glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
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{
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g_gl_context->gl_vertex(x, y, z, w);
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}
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void glVertex4dv(const GLdouble* v)
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{
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g_gl_context->gl_vertex(v[0], v[1], v[2], v[3]);
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}
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void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
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{
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g_gl_context->gl_vertex(x, y, z, w);
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}
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void glVertex4fv(const GLfloat* v)
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{
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g_gl_context->gl_vertex(v[0], v[1], v[2], v[3]);
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}
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void glVertex4i(GLint x, GLint y, GLint z, GLint w)
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{
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g_gl_context->gl_vertex(x, y, z, w);
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}
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void glVertex4iv(const GLint* v)
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{
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g_gl_context->gl_vertex(v[0], v[1], v[2], v[3]);
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}
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void glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w)
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{
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g_gl_context->gl_vertex(x, y, z, w);
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}
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void glVertex4sv(const GLshort* v)
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{
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g_gl_context->gl_vertex(v[0], v[1], v[2], v[3]);
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}
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void glTexCoord2f(GLfloat s, GLfloat t)
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{
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g_gl_context->gl_tex_coord(s, t, 0.0f, 0.0f);
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}
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void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
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{
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g_gl_context->gl_rotate(angle, x, y, z);
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}
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void glScalef(GLfloat x, GLfloat y, GLfloat z)
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{
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g_gl_context->gl_scale(x, y, z);
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}
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void glTranslatef(GLfloat x, GLfloat y, GLfloat z)
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{
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g_gl_context->gl_translate(x, y, z);
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}
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