// Copyright (C) 2010, Guy Barrand. All rights reserved. // See the file tools.license for terms. #ifndef toolx_GL_gl_functions #define toolx_GL_gl_functions #ifndef GL_VERSION_1_1 #error You have to include OpenGL header(s) before including this file. #endif namespace toolx { namespace GL { #ifdef TOOLS_USE_GL_VERSION_3_2 class gl_functions { public: gl_functions() {} virtual ~gl_functions() {} protected: gl_functions(const gl_functions&) {} gl_functions& operator=(const gl_functions&) {return *this;} public: virtual bool initialize() {return true;} public: /*GL_VERSION_1_1*/ void gl__BindTexture(GLenum target, GLuint texture) {::glBindTexture(target,texture);} void gl__BlendFunc(GLenum sfactor, GLenum dfactor) {::glBlendFunc(sfactor,dfactor);} void gl__ClearDepth(GLdouble depth) {::glClearDepth(depth);} void gl__ClearStencil(GLint s) {::glClearStencil(s);} void gl__ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {::glClearColor(red,green,blue,alpha);} void gl__Clear(GLbitfield mask) {::glClear(mask);} void gl__DeleteTextures(GLsizei n, const GLuint *textures) {::glDeleteTextures(n,textures);} void gl__Disable(GLenum cap) {::glDisable(cap);} void gl__DrawArrays(GLenum mode, GLint first, GLsizei count) {::glDrawArrays(mode,first,count);} void gl__Enable(GLenum cap) {::glEnable(cap);} void gl__FrontFace(GLenum mode) {::glFrontFace(mode);} void gl__GenTextures(GLsizei n, GLuint *textures) {::glGenTextures(n,textures);} GLenum gl__GetError() {return ::glGetError();} void gl__GetIntegerv(GLenum pname, GLint *params) {::glGetIntegerv(pname,params);} const GLubyte * gl__GetString(GLenum name) {return ::glGetString(name);} GLboolean gl__IsTexture(GLuint texture) {return ::glIsTexture(texture);} void gl__LineWidth(GLfloat width) {::glLineWidth(width);} void gl__PixelStorei(GLenum pname, GLint param) {::glPixelStorei(pname,param);} void gl__PointSize(GLfloat size) {::glPointSize(size);} void gl__PolygonOffset(GLfloat factor, GLfloat units) {::glPolygonOffset(factor,units);} void gl__ReadBuffer(GLenum mode) {::glReadBuffer(mode);} void gl__ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) {::glReadPixels(x,y,width,height,format,type,pixels);} void gl__TexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {::glTexImage2D(target,level,internalformat,width,height,border,format,type,pixels);} void gl__TexParameteriv(GLenum target, GLenum pname, const GLint *params) {::glTexParameteriv(target,pname,params);} void gl__TexParameteri(GLenum target, GLenum pname, GLint param) {::glTexParameteri(target,pname,param);} void gl__Viewport(GLint x, GLint y, GLsizei width, GLsizei height) {::glViewport(x,y,width,height);} void gl__Hint(GLenum target,GLenum mode) {::glHint(target,mode);} void gl__DepthFunc(GLenum func) {::glDepthFunc(func);} void gl__DepthMask(GLboolean flag) {::glDepthMask(flag);} /*GL_VERSION_1_5*/ void gl__GenBuffers(GLsizei n, GLuint *buffers) {::glGenBuffers(n,buffers);} void gl__BindBuffer(GLenum target, GLuint buffer) {::glBindBuffer(target,buffer);} void gl__DeleteBuffers(GLsizei n, const GLuint *buffers) {::glDeleteBuffers(n,buffers);} void gl__BufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage) {::glBufferData(target,size,data,usage);} void gl_EnableVertexAttribArray(GLuint index) {::glEnableVertexAttribArray(index);} void gl__DisableVertexAttribArray(GLuint index) {::glDisableVertexAttribArray(index);} void gl__EnableVertexAttribArray(GLuint index) {::glEnableVertexAttribArray(index);} GLboolean gl__IsBuffer(GLuint buffer) {return ::glIsBuffer(buffer);} /*GL_VERSION_2_0*/ GLuint gl__CreateProgram() {return ::glCreateProgram();} void gl__DeleteProgram(GLuint program) {::glDeleteProgram(program);} void gl__UseProgram(GLuint program) {::glUseProgram(program);} void gl__LinkProgram(GLuint program) {::glLinkProgram(program);} void gl__GetProgramiv(GLuint program, GLenum pname, GLint *params) {::glGetProgramiv(program,pname,params);} void gl__Uniform1i(GLint location, GLint v0) {::glUniform1i(location,v0);} void gl__Uniform1f(GLint location, GLfloat v0) {::glUniform1f(location,v0);} void gl__Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {::glUniform3f(location,v0,v1,v2);} void gl__Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {::glUniform4f(location,v0,v1,v2,v3);} void gl__UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {::glUniformMatrix4fv(location,count,transpose,value);} void gl__glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {::glUniformMatrix4fv(location,count,transpose,value);} GLint gl__GetUniformLocation(GLuint program, const GLchar *name) {return ::glGetUniformLocation(program,name);} void gl__ShaderSource(GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length) {::glShaderSource(shader,count,string,length);} GLboolean gl__IsShader(GLuint shader) {return ::glIsShader(shader);} void gl__GetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source) {return ::glGetShaderSource(shader,bufSize,length,source);} void gl__GetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) {::glGetShaderInfoLog(shader,bufSize,length,infoLog);} void gl__GetShaderiv(GLuint shader, GLenum pname, GLint *params) {::glGetShaderiv(shader,pname,params);} void gl__GetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj) {::glGetAttachedShaders(program,maxCount,count,obj);} void gl__DetachShader(GLuint program, GLuint shader) {::glDetachShader(program,shader);} void gl__DeleteShader(GLuint shader) {::glDeleteShader(shader);} GLuint gl__CreateShader(GLenum type) {return ::glCreateShader(type);} void gl__CompileShader(GLuint shader) {::glCompileShader(shader);} void gl__AttachShader(GLuint program, GLuint shader) {::glAttachShader(program,shader);} void gl__VertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) {::glVertexAttribPointer(index,size,type,normalized,stride,pointer);} GLint gl__GetAttribLocation(GLuint program, const GLchar *name) {return ::glGetAttribLocation(program,name);} /*GL_VERSION_3_0*/ void gl__BindVertexArray(GLuint array) {::glBindVertexArray(array);} void gl__GenVertexArrays(GLsizei n, GLuint *arrays) {::glGenVertexArrays(n,arrays);} void gl__DeleteVertexArrays(GLsizei n, const GLuint *arrays) {::glDeleteVertexArrays(n,arrays);} GLboolean gl__IsVertexArray(GLuint array) {return ::glIsVertexArray(array);} /*GL_VERSION_3_0*/ GLenum gl__CheckFramebufferStatus(GLenum target) {return ::glCheckFramebufferStatus(target);} }; #else //not TOOLS_USE_GL_VERSION_3_2 class gl_functions { public: gl_functions() {} virtual ~gl_functions() {} protected: gl_functions(const gl_functions&) {} gl_functions& operator=(const gl_functions&) {return *this;} public: virtual bool initialize() {return true;} public: /*GL_VERSION_1_1*/ void gl__Accum(GLenum op, GLfloat value) {::glAccum(op,value);} void gl__Begin(GLenum mode) {::glBegin(mode);} void gl__BindTexture(GLenum target, GLuint texture) {::glBindTexture(target,texture);} void gl__BlendFunc(GLenum sfactor, GLenum dfactor) {::glBlendFunc(sfactor,dfactor);} void gl__ClearDepth(GLdouble depth) {::glClearDepth(depth);} void gl__ClearStencil(GLint s) {::glClearStencil(s);} void gl__ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {::glClearColor(red,green,blue,alpha);} void gl__Clear(GLbitfield mask) {::glClear(mask);} void gl__ClearIndex(GLfloat c) {::glClearIndex(c);} void gl__ClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {::glClearAccum(red,green,blue,alpha);} void gl__Color4fv(const GLfloat *v) {::glColor4fv(v);} void gl__Color4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {::glColor4f(red,green,blue,alpha);} void gl__ColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) {::glColorPointer(size,type,stride,pointer);} void gl__DeleteTextures(GLsizei n, const GLuint *textures) {::glDeleteTextures(n,textures);} void gl__Disable(GLenum cap) {::glDisable(cap);} void gl__DisableClientState(GLenum array) {::glDisableClientState(array);} void gl__DrawArrays(GLenum mode, GLint first, GLsizei count) {::glDrawArrays(mode,first,count);} void gl__Enable(GLenum cap) {::glEnable(cap);} void gl__EnableClientState(GLenum array) {::glEnableClientState(array);} void gl__End() {::glEnd();} void gl__FrontFace(GLenum mode) {::glFrontFace(mode);} void gl__GenTextures(GLsizei n, GLuint *textures) {::glGenTextures(n,textures);} GLenum gl__GetError() {return ::glGetError();} void gl__GetIntegerv(GLenum pname, GLint *params) {::glGetIntegerv(pname,params);} void gl__GetLightfv(GLenum light, GLenum pname, GLfloat *params) {::glGetLightfv(light,pname,params);} void gl__GetMaterialfv(GLenum face, GLenum pname, GLfloat *params) {::glGetMaterialfv(face,pname,params);} const GLubyte * gl__GetString(GLenum name) {return ::glGetString(name);} GLboolean gl__IsTexture(GLuint texture) {return ::glIsTexture(texture);} void gl__Lightfv(GLenum light, GLenum pname, const GLfloat *params) {::glLightfv(light,pname,params);} void gl__Lightf(GLenum light, GLenum pname, GLfloat param) {::glLightf(light,pname,param);} void gl__LineWidth(GLfloat width) {::glLineWidth(width);} void gl__LoadIdentity() {::glLoadIdentity();} void gl__LoadMatrixf(const GLfloat *m) {::glLoadMatrixf(m);} void gl__MatrixMode(GLenum mode) {::glMatrixMode(mode);} void gl__Normal3fv(const GLfloat *v) {::glNormal3fv(v);} void gl__Normal3f(GLfloat nx, GLfloat ny, GLfloat nz) {::glNormal3f(nx,ny,nz);} void gl__NormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer) {::glNormalPointer(type,stride,pointer);} void gl__PixelStorei(GLenum pname, GLint param) {::glPixelStorei(pname,param);} void gl__PointSize(GLfloat size) {::glPointSize(size);} void gl__PolygonOffset(GLfloat factor, GLfloat units) {::glPolygonOffset(factor,units);} void gl__ReadBuffer(GLenum mode) {::glReadBuffer(mode);} void gl__ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) {::glReadPixels(x,y,width,height,format,type,pixels);} void gl__ShadeModel(GLenum mode) {::glShadeModel(mode);} void gl__TexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) {::glTexCoordPointer(size,type,stride,pointer);} void gl__TexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {::glTexImage2D(target,level,internalformat,width,height,border,format,type,pixels);} void gl__TexParameteriv(GLenum target, GLenum pname, const GLint *params) {::glTexParameteriv(target,pname,params);} void gl__TexParameteri(GLenum target, GLenum pname, GLint param) {::glTexParameteri(target,pname,param);} void gl__Vertex3fv(const GLfloat *v) {::glVertex3fv(v);} void gl__Vertex3f(GLfloat x, GLfloat y, GLfloat z) {::glVertex3f(x,y,z);} void gl__VertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) {::glVertexPointer(size,type,stride,pointer);} void gl__Viewport(GLint x, GLint y, GLsizei width, GLsizei height) {::glViewport(x,y,width,height);} void gl__Hint(GLenum target,GLenum mode) {::glHint(target,mode);} void gl__DepthFunc(GLenum func) {::glDepthFunc(func);} void gl__DepthMask(GLboolean flag) {::glDepthMask(flag);} void gl__NewList(GLuint list, GLenum mode) {::glNewList(list,mode);} void gl__DeleteLists(GLuint list, GLsizei range) {::glDeleteLists(list,range);} void gl__CallLists(GLsizei n, GLenum type, const GLvoid *lists) {::glCallLists(n,type,lists);} void gl__CallList(GLuint list) {::glCallList(list);} void gl__EndList() {::glEndList();} GLuint gl__GenLists(GLsizei range) {return ::glGenLists(range);} GLboolean gl__IsList(GLuint list) {return ::glIsList(list);} /*GL_VERSION_3_0*/ #ifdef __APPLE__ #ifdef __COREFOUNDATION__ //Cocoa.h included: we build a Cocoa application. GLenum gl__CheckFramebufferStatus(GLenum target) {return ::glCheckFramebufferStatus(target);} #endif #endif }; #endif //not TOOLS_USE_GL_VERSION_3_2 }} #endif