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////////////////////////////////////////////////////////////////////////
//
// Copyright (C) 2018-2024 The Octave Project Developers
//
// See the file COPYRIGHT.md in the top-level directory of this
// distribution or <https://octave.org/copyright/>.
//
// This file is part of Octave.
//
// Octave is free software: you can redistribute it and/or modify it
// under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// Octave is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Octave; see the file COPYING. If not, see
// <https://www.gnu.org/licenses/>.
//
////////////////////////////////////////////////////////////////////////
#if ! defined (octave_qopengl_functions_h)
#define octave_qopengl_functions_h 1
#include "oct-opengl.h"
#if defined (HAVE_QOPENGLFUNCTIONS_1_1)
# include <QOpenGLFunctions_1_1>
#endif
OCTAVE_BEGIN_NAMESPACE(octave)
// If we don't have QOPENGLFUNCTIONS_1_1, then we will default to
// calling OpenGL functions directly through the base
// opengl_functions class.
class qopengl_functions : public opengl_functions
{
public:
qopengl_functions ()
#if defined (HAVE_QOPENGLFUNCTIONS_1_1)
: m_glfcns ()
#endif
{ }
qopengl_functions (const qopengl_functions&) = default;
qopengl_functions& operator = (const qopengl_functions&) = default;
~qopengl_functions () = default;
void init ()
{
#if defined (HAVE_QOPENGLFUNCTIONS_1_1)
m_glfcns.initializeOpenGLFunctions ();
#endif
}
#if defined (HAVE_QOPENGLFUNCTIONS_1_1)
void glAlphaFunc (GLenum fcn, GLclampf ref)
{
m_glfcns.glAlphaFunc (fcn, ref);
}
void glBegin (GLenum mode)
{
m_glfcns.glBegin (mode);
}
void glBindTexture (GLenum target, GLuint texture)
{
m_glfcns.glBindTexture (target, texture);
}
void glBitmap (GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig,
GLfloat xmove, GLfloat ymove, const GLubyte *bitmap)
{
m_glfcns.glBitmap (width, height, xorig, yorig, xmove, ymove, bitmap);
}
void glBlendFunc (GLenum sfactor, GLenum dfactor)
{
m_glfcns.glBlendFunc (sfactor, dfactor);
}
void glCallList (GLuint list)
{
m_glfcns.glCallList (list);
}
void glClearColor (GLclampf red, GLclampf green, GLclampf blue,
GLclampf alpha)
{
m_glfcns.glClearColor (red, green, blue, alpha);
}
void glClear (GLbitfield mask)
{
m_glfcns.glClear (mask);
}
void glClipPlane (GLenum plane, const GLdouble *equation)
{
m_glfcns.glClipPlane (plane, equation);
}
void glColor3dv (const GLdouble *v)
{
m_glfcns.glColor3dv (v);
}
void glColor3f (GLfloat red, GLfloat green, GLfloat blue)
{
m_glfcns.glColor3f (red, green, blue);
}
void glColor3fv (const GLfloat *v)
{
m_glfcns.glColor3fv (v);
}
void glColor4d (GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha)
{
m_glfcns.glColor4d (red, green, blue, alpha);
}
void glColor4f (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
m_glfcns.glColor4f (red, green, blue, alpha);
}
void glColor4fv (const GLfloat *v)
{
m_glfcns.glColor4fv (v);
}
void glDeleteLists (GLuint list, GLsizei range)
{
m_glfcns.glDeleteLists (list, range);
}
void glDeleteTextures (GLsizei n, const GLuint *textures)
{
m_glfcns.glDeleteTextures (n, textures);
}
void glDepthFunc (GLenum fcn)
{
m_glfcns.glDepthFunc (fcn);
}
void glDisable (GLenum cap)
{
m_glfcns.glDisable (cap);
}
void glDrawPixels (GLsizei width, GLsizei height, GLenum format,
GLenum type, const GLvoid *pixels)
{
m_glfcns.glDrawPixels (width, height, format, type, pixels);
}
void glEdgeFlag (GLboolean flag)
{
m_glfcns.glEdgeFlag (flag);
}
void glEnable (GLenum cap)
{
m_glfcns.glEnable (cap);
}
void glEndList ()
{
m_glfcns.glEndList ();
}
void glEnd ()
{
m_glfcns.glEnd ();
}
void glFinish ()
{
m_glfcns.glFinish ();
}
GLuint glGenLists (GLsizei range)
{
return m_glfcns.glGenLists (range);
}
void glGenTextures (GLsizei n, GLuint *textures)
{
m_glfcns.glGenTextures (n, textures);
}
void glGetBooleanv (GLenum pname, GLboolean *data)
{
m_glfcns.glGetBooleanv (pname, data);
}
void glGetDoublev (GLenum pname, GLdouble *data)
{
m_glfcns.glGetDoublev (pname, data);
}
GLenum glGetError ()
{
return m_glfcns.glGetError ();
}
void glGetFloatv (GLenum pname, GLfloat *data)
{
m_glfcns.glGetFloatv (pname, data);
}
void glGetIntegerv (GLenum pname, GLint *data)
{
m_glfcns.glGetIntegerv (pname, data);
}
const GLubyte * glGetString (GLenum name)
{
return m_glfcns.glGetString (name);
}
void glHint (GLenum target, GLenum mode)
{
m_glfcns.glHint (target, mode);
}
void glInitNames ()
{
m_glfcns.glInitNames ();
}
GLboolean glIsEnabled (GLenum cap)
{
return m_glfcns.glIsEnabled (cap);
}
void glLightfv (GLenum light, GLenum pname, const GLfloat *params)
{
m_glfcns.glLightfv (light, pname, params);
}
void glLineStipple (GLint factor, GLushort pattern)
{
m_glfcns.glLineStipple (factor, pattern);
}
void glLineWidth (GLfloat width)
{
m_glfcns.glLineWidth (width);
}
void glLoadIdentity ()
{
m_glfcns.glLoadIdentity ();
}
void glMaterialf (GLenum face, GLenum pname, GLfloat param)
{
m_glfcns.glMaterialf (face, pname, param);
}
void glMaterialfv (GLenum face, GLenum pname, const GLfloat *params)
{
m_glfcns.glMaterialfv (face, pname, params);
}
void glMatrixMode (GLenum mode)
{
m_glfcns.glMatrixMode (mode);
}
void glMultMatrixd (const GLdouble *m)
{
m_glfcns.glMultMatrixd (m);
}
void glNewList (GLuint list, GLenum mode)
{
m_glfcns.glNewList (list, mode);
}
void glNormal3d (GLdouble nx, GLdouble ny, GLdouble nz)
{
m_glfcns.glNormal3d (nx, ny, nz);
}
void glNormal3dv (const GLdouble *v)
{
m_glfcns.glNormal3dv (v);
}
void glOrtho (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top,
GLdouble near_val, GLdouble far_val)
{
m_glfcns.glOrtho (left, right, bottom, top, near_val, far_val);
}
void glPixelStorei (GLenum pname, GLint param)
{
m_glfcns.glPixelStorei (pname, param);
}
void glPixelZoom (GLfloat xfactor, GLfloat yfactor)
{
m_glfcns.glPixelZoom (xfactor, yfactor);
}
void glPolygonMode (GLenum face, GLenum mode)
{
m_glfcns.glPolygonMode (face, mode);
}
void glPolygonOffset (GLfloat factor, GLfloat units)
{
m_glfcns.glPolygonOffset (factor, units);
}
void glPopAttrib ()
{
m_glfcns.glPopAttrib ();
}
void glPopMatrix ()
{
m_glfcns.glPopMatrix ();
}
void glPopName ()
{
m_glfcns.glPopName ();
}
void glPushAttrib (GLbitfield mask)
{
m_glfcns.glPushAttrib (mask);
}
void glPushMatrix ()
{
m_glfcns.glPushMatrix ();
}
void glPushName (GLuint name)
{
m_glfcns.glPushName (name);
}
void glRasterPos3d (GLdouble x, GLdouble y, GLdouble z)
{
m_glfcns.glRasterPos3d (x, y, z);
}
void glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type, GLvoid *pixels)
{
m_glfcns.glReadPixels (x, y, width, height, format, type, pixels);
}
GLint glRenderMode (GLenum mode)
{
return m_glfcns.glRenderMode (mode);
}
void glRotated (GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
{
m_glfcns.glRotated (angle, x, y, z);
}
void glScaled (GLdouble x, GLdouble y, GLdouble z)
{
m_glfcns.glScaled (x, y, z);
}
void glScalef (GLfloat x, GLfloat y, GLfloat z)
{
m_glfcns.glScalef (x, y, z);
}
void glSelectBuffer (GLsizei size, GLuint *buffer)
{
m_glfcns.glSelectBuffer (size, buffer);
}
void glShadeModel (GLenum mode)
{
m_glfcns.glShadeModel (mode);
}
void glTexCoord2d (GLdouble s, GLdouble t)
{
m_glfcns.glTexCoord2d (s, t);
}
void glTexImage2D (GLenum target, GLint level, GLint internalFormat,
GLsizei width, GLsizei height, GLint border,
GLenum format, GLenum type, const GLvoid *pixels)
{
m_glfcns.glTexImage2D (target, level, internalFormat, width, height,
border, format, type, pixels);
}
void glTexParameteri (GLenum target, GLenum pname, GLint param)
{
m_glfcns.glTexParameteri (target, pname, param);
}
void glTranslated (GLdouble x, GLdouble y, GLdouble z)
{
m_glfcns.glTranslated (x, y, z);
}
void glTranslatef (GLfloat x, GLfloat y, GLfloat z)
{
m_glfcns.glTranslatef (x, y, z);
}
void glVertex2d (GLdouble x, GLdouble y)
{
m_glfcns.glVertex2d (x, y);
}
void glVertex3d (GLdouble x, GLdouble y, GLdouble z)
{
m_glfcns.glVertex3d (x, y, z);
}
void glVertex3dv (const GLdouble *v)
{
m_glfcns.glVertex3dv (v);
}
void glViewport (GLint x, GLint y, GLsizei width, GLsizei height)
{
m_glfcns.glViewport (x, y, width, height);
}
private:
QOpenGLFunctions_1_1 m_glfcns;
#endif
};
OCTAVE_END_NAMESPACE(octave)
#endif
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