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minigl.h
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C/C++ Source or Header
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2000-03-13
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9KB
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486 lines
/*
* $Id: minigl.h,v 1.4 2000/01/16 20:47:15 hfrieden Exp $
*
* $Author: hfrieden $
*
* $Date: 2000/01/16 20:47:15 $
* $Revision: 1.4 $
*
* (C) 1999 by Hyperion Software
* All rights reserved
*
* This file is part of the MiniGL library project
* See the file Licence.txt for more details
*
*/
#ifndef __MINIGL_H_INLINES
#define __MINIGL_H_INLINES
#ifndef MGLAPI
#if defined(__GNUC__)
#define MGLAPI static inline
#elif defined(__STORMC__)
#define MGLAPI __inline
#elif defined(VBCC)
#error "Don't have any idea ;("
#endif
#endif
#define CC mini_CurrentContext
MGLAPI void glAlphaFunc(GLenum func, GLclampf ref)
{
GLAlphaFunc(CC, func, ref);
}
MGLAPI void glBegin(GLenum mode)
{
GLBegin(CC, mode);
}
MGLAPI void glBindTexture(GLenum target, GLuint texture)
{
GLBindTexture(CC, target, texture);
}
MGLAPI void glBlendFunc(GLenum sfactor, GLenum dfactor)
{
GLBlendFunc(CC, sfactor, dfactor);
}
MGLAPI void glClear(GLbitfield mask)
{
GLClear(CC, mask);
}
MGLAPI void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
{
GLClearColor(CC, red, green, blue, alpha);
}
MGLAPI void glClearDepth(GLclampd depth)
{
GLClearDepth(CC, depth);
}
MGLAPI void glColor3f(GLfloat red, GLfloat green, GLfloat blue)
{
GLColor4f(CC, red, green, blue, 1.f);
}
MGLAPI void glColor3fv(GLfloat *v)
{
GLColor3fv(CC, v);
}
MGLAPI void glColor3ubv(GLubyte *v)
{
GLColor3ubv(CC, v);
}
MGLAPI void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
GLColor4f(CC, red, green, blue, alpha);
}
MGLAPI void glColor4fv(GLfloat *v)
{
GLColor4fv(CC, v);
}
MGLAPI void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)
{
GLColor4ub(CC, red, green, blue, alpha);
}
MGLAPI void glColor4ubv(GLubyte *v)
{
GLColor4ubv(CC, v);
}
MGLAPI void glCullFace(GLenum mode)
{
GLCullFace(CC, mode);
}
MGLAPI void glDeleteTextures(GLsizei n, const GLuint *textures)
{
GLDeleteTextures(CC, n, textures);
}
MGLAPI void glDepthFunc(GLenum func)
{
GLDepthFunc(CC, func);
}
MGLAPI void glDepthMask(GLboolean flag)
{
GLDepthMask(CC, flag);
}
MGLAPI void glDepthRange(GLclampd n, GLclampd f)
{
GLDepthRange(CC, n, f);
}
MGLAPI void glDisable(GLenum cap)
{
MGLSetState(CC, cap, GL_FALSE);
}
MGLAPI void glDrawBuffer(GLenum mode)
{
GLDrawBuffer(CC, mode);
}
MGLAPI void glEnable(GLenum cap)
{
MGLSetState(CC, cap, GL_TRUE);
}
MGLAPI void glEnd(void)
{
GLEnd(CC);
}
MGLAPI void glFinish(void)
{
GLFinish(CC);
}
MGLAPI void glFlush(void)
{
GLFlush(CC);
}
MGLAPI void glFogf(GLenum pname, GLfloat param)
{
GLFogf(CC, pname, param);
}
MGLAPI void glFogi(GLenum pname, GLint param)
{
GLFogf(CC, pname, (GLfloat)param);
}
MGLAPI void glFogfv(GLenum pname, GLfloat *param)
{
GLFogfv(CC, pname, param);
}
MGLAPI void glFrontFace(GLenum mode)
{
GLFrontFace(CC, mode);
}
MGLAPI void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
{
GLFrustum(CC, left, right, bottom, top, zNear, zFar);
}
MGLAPI void glGenTextures(GLsizei n, GLuint *textures)
{
GLGenTextures(CC, n, textures);
}
MGLAPI GLenum glGetError(void)
{
return GLGetError(CC);
}
MGLAPI void glGetFloatv(GLenum pname, GLfloat *params)
{
GLGetFloatv(CC, pname, params);
}
MGLAPI const GLubyte * glGetString(GLenum name)
{
return GLGetString(CC, name);
}
MGLAPI void glHint(GLenum target, GLenum mode)
{
GLHint(CC, target, mode);
}
MGLAPI void glLoadIdentity(void)
{
GLLoadIdentity(CC);
}
MGLAPI void glLoadMatrixd(const GLdouble *m)
{
GLLoadMatrixd(CC, m);
}
MGLAPI void glLoadMatrixf(const GLfloat *m)
{
GLLoadMatrixf(CC, m);
}
MGLAPI void glMatrixMode(GLenum mode)
{
GLMatrixMode(CC, mode);
}
MGLAPI void glMultMatrixd(const GLdouble *m)
{
GLMultMatrixd(CC, m);
}
MGLAPI void glMultMatrixf(const GLfloat *m)
{
GLMultMatrixf(CC, m);
}
MGLAPI void glNormal3f(GLfloat x, GLfloat y, GLfloat z)
{
GLNormal3f(CC, x, y, z);
}
MGLAPI void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
{
GLOrtho(CC, left, right, bottom, top, zNear, zFar);
}
MGLAPI void glPixelStorei(GLenum pname, GLint param)
{
GLPixelStorei(CC, pname, param);
}
MGLAPI void glPolygonMode(GLenum face, GLenum mode)
{
GLPolygonMode(CC, face, mode);
}
MGLAPI void glPopMatrix(void)
{
GLPopMatrix(CC);
}
MGLAPI void glPushMatrix(void)
{
GLPushMatrix(CC);
}
MGLAPI void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
{
GLReadPixels(CC, x, y, width, height, format, type, pixels);
}
MGLAPI void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
{
GLRotatef(CC, angle, x, y, z);
}
MGLAPI void glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
{
GLRotated(CC, angle, x, y, z);
}
MGLAPI void glScalef(GLfloat x, GLfloat y, GLfloat z)
{
GLScalef(CC, x, y, z);
}
MGLAPI void glScaled(GLdouble x, GLdouble y, GLdouble z)
{
GLScaled(CC, x, y, z);
}
MGLAPI void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
{
GLScissor(CC, x, y, width, height);
}
MGLAPI void glShadeModel(GLenum mode)
{
GLShadeModel(CC, mode);
}
MGLAPI void glTexCoord2f(GLfloat s, GLfloat t)
{
GLTexCoord2f(CC, s, t);
}
MGLAPI void glTexCoord2fv(GLfloat *v)
{
GLTexCoord2fv(CC, v);
}
MGLAPI void glTexEnvf(GLenum target, GLenum pname, GLfloat param)
{
GLTexEnvi(CC, target, pname, (GLint)param);
}
MGLAPI void glTexEnvi(GLenum target, GLenum pname, GLint param)
{
GLTexEnvi(CC, target, pname, param);
}
MGLAPI void glTexGeni(GLenum coord, GLenum mode, GLenum map)
{
GLTexGeni(CC, coord, mode, map);
}
MGLAPI void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
{
GLTexImage2D(CC, target, level, internalformat, width, height, border, format, type, pixels);
}
MGLAPI void glTexParameteri(GLenum target, GLenum pname, GLint param)
{
GLTexParameteri(CC, target, pname, param);
}
MGLAPI void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
{
GLTexSubImage2D(CC, target, level, xoffset, yoffset, width, height, format, type, pixels);
}
MGLAPI void glTranslated(GLdouble x, GLdouble y, GLdouble z)
{
GLTranslated(CC, x, y, z);
}
MGLAPI void glTranslatef(GLfloat x, GLfloat y, GLfloat z)
{
GLTranslatef(CC, x, y, z);
}
MGLAPI void glVertex2f(GLfloat x, GLfloat y)
{
GLVertex4f(CC, x, y, 0.f, 1.f);
}
MGLAPI void glVertex3f(GLfloat x, GLfloat y, GLfloat z)
{
GLVertex4f(CC, x, y, z, 1.f);
}
MGLAPI void glVertex3fv(GLfloat *v)
{
GLVertex3fv(CC, v);
}
MGLAPI void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
GLVertex4f(CC, x, y, z, w);
}
MGLAPI void glVertex4fv(GLfloat *v)
{
GLVertex4fv(CC, v);
}
MGLAPI void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
{
GLViewport(CC, x, y, width, height);
}
MGLAPI void * mglCreateContext(int offx, int offy, int w, int h)
{
CC = (GLcontext)MGLCreateContext(offx, offy, w,h);
return (void *)CC;
}
MGLAPI void mglDeleteContext(void)
{
MGLDeleteContext(CC);
}
MGLAPI void mglEnableSync(GLboolean enable)
{
MGLEnableSync(CC, enable);
}
MGLAPI void mglExit(void)
{
MGLExit(CC);
}
MGLAPI void * mglGetWindowHandle(void)
{
return MGLGetWindowHandle(CC);
}
MGLAPI void mglIdleFunc(IdleFn i)
{
MGLIdleFunc(CC, i);
}
MGLAPI void mglKeyFunc(KeyHandlerFn k)
{
MGLKeyFunc(CC, k);
}
MGLAPI GLboolean mglLockDisplay(void)
{
return MGLLockDisplay(CC);
}
#ifdef AUTOMATIC_LOCKING_ENABLE
MGLAPI void mglLockMode(GLenum lockMode)
{
MGLLockMode(CC, lockMode);
}
#endif
MGLAPI void mglMainLoop(void)
{
MGLMainLoop(CC);
}
MGLAPI void mglMouseFunc(MouseHandlerFn m)
{
MGLMouseFunc(CC, m);
}
MGLAPI void mglResizeContext(GLsizei width, GLsizei height)
{
MGLResizeContext(CC, width, height);
}
MGLAPI void mglPrintMatrix(GLenum mode)
{
MGLPrintMatrix(CC, mode);
}
MGLAPI void mglPrintMatrixStack(GLenum mode)
{
MGLPrintMatrixStack(CC,mode);
}
MGLAPI void mglSpecialFunc(SpecialHandlerFn s)
{
MGLSpecialFunc(CC, s);
}
MGLAPI void mglSwitchDisplay(void)
{
MGLSwitchDisplay(CC);
}
MGLAPI void mglUnlockDisplay(void)
{
MGLUnlockDisplay(CC);
}
MGLAPI void mglWriteShotPPM(char *filename)
{
MGLWriteShotPPM(CC, filename);
}
MGLAPI void mglTexMemStat(GLint *Current, GLint *Peak)
{
MGLTexMemStat(CC, Current, Peak);
}
MGLAPI void mglSetZOffset(GLfloat offset)
{
MGLSetZOffset(CC, offset);
}
#endif