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Warning, /include/Geant4/toolx/GL/gl_functions is written in an unsupported language. File is not indexed.

0001 // Copyright (C) 2010, Guy Barrand. All rights reserved.
0002 // See the file tools.license for terms.
0003 
0004 #ifndef toolx_GL_gl_functions
0005 #define toolx_GL_gl_functions
0006 
0007 #ifndef GL_VERSION_1_1
0008   #error You have to include OpenGL header(s) before including this file.
0009 #endif
0010 
0011 namespace toolx {
0012 namespace GL {
0013 
0014 #ifdef TOOLS_USE_GL_VERSION_3_2
0015 
0016 class gl_functions {
0017 public:
0018   gl_functions() {}
0019   virtual ~gl_functions() {}
0020 protected:
0021   gl_functions(const gl_functions&) {}
0022   gl_functions& operator=(const gl_functions&) {return *this;}
0023 public:
0024   virtual bool initialize() {return true;}
0025 public:
0026   /*GL_VERSION_1_1*/
0027   void gl__BindTexture(GLenum target, GLuint texture) {::glBindTexture(target,texture);}
0028   void gl__BlendFunc(GLenum sfactor, GLenum dfactor) {::glBlendFunc(sfactor,dfactor);}
0029   void gl__ClearDepth(GLdouble depth) {::glClearDepth(depth);}
0030   void gl__ClearStencil(GLint s) {::glClearStencil(s);}
0031   void gl__ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {::glClearColor(red,green,blue,alpha);}
0032   void gl__Clear(GLbitfield mask) {::glClear(mask);}
0033 
0034   void gl__DeleteTextures(GLsizei n, const GLuint *textures) {::glDeleteTextures(n,textures);}
0035   void gl__Disable(GLenum cap) {::glDisable(cap);}
0036   void gl__DrawArrays(GLenum mode, GLint first, GLsizei count) {::glDrawArrays(mode,first,count);}
0037 
0038   void gl__Enable(GLenum cap) {::glEnable(cap);}
0039   void gl__FrontFace(GLenum mode) {::glFrontFace(mode);}
0040   void gl__GenTextures(GLsizei n, GLuint *textures) {::glGenTextures(n,textures);}
0041   GLenum gl__GetError() {return ::glGetError();}
0042   void gl__GetIntegerv(GLenum pname, GLint *params) {::glGetIntegerv(pname,params);}
0043   const GLubyte * gl__GetString(GLenum name) {return ::glGetString(name);}
0044   GLboolean gl__IsTexture(GLuint texture) {return ::glIsTexture(texture);}
0045   void gl__LineWidth(GLfloat width) {::glLineWidth(width);}
0046   void gl__PixelStorei(GLenum pname, GLint param) {::glPixelStorei(pname,param);}
0047   void gl__PointSize(GLfloat size) {::glPointSize(size);}
0048   void gl__PolygonOffset(GLfloat factor, GLfloat units) {::glPolygonOffset(factor,units);}
0049   void gl__ReadBuffer(GLenum mode) {::glReadBuffer(mode);}
0050   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);}
0051   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);}
0052   void gl__TexParameteriv(GLenum target, GLenum pname, const GLint *params) {::glTexParameteriv(target,pname,params);}
0053   void gl__TexParameteri(GLenum target, GLenum pname, GLint param) {::glTexParameteri(target,pname,param);}
0054   void gl__Viewport(GLint x, GLint y, GLsizei width, GLsizei height) {::glViewport(x,y,width,height);}
0055   void gl__Hint(GLenum target,GLenum mode) {::glHint(target,mode);}
0056   void gl__DepthFunc(GLenum func) {::glDepthFunc(func);}
0057   void gl__DepthMask(GLboolean flag) {::glDepthMask(flag);}
0058 
0059   /*GL_VERSION_1_5*/
0060   void gl__GenBuffers(GLsizei n, GLuint *buffers) {::glGenBuffers(n,buffers);}
0061   void gl__BindBuffer(GLenum target, GLuint buffer) {::glBindBuffer(target,buffer);}
0062   void gl__DeleteBuffers(GLsizei n, const GLuint *buffers) {::glDeleteBuffers(n,buffers);}
0063   void gl__BufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage) {::glBufferData(target,size,data,usage);}
0064   void gl_EnableVertexAttribArray(GLuint index) {::glEnableVertexAttribArray(index);}
0065   void gl__DisableVertexAttribArray(GLuint index) {::glDisableVertexAttribArray(index);}
0066   void gl__EnableVertexAttribArray(GLuint index) {::glEnableVertexAttribArray(index);}
0067   GLboolean gl__IsBuffer(GLuint buffer) {return ::glIsBuffer(buffer);}
0068 
0069   /*GL_VERSION_2_0*/
0070   GLuint gl__CreateProgram() {return ::glCreateProgram();}
0071   void gl__DeleteProgram(GLuint program) {::glDeleteProgram(program);}
0072   void gl__UseProgram(GLuint program) {::glUseProgram(program);}
0073   void gl__LinkProgram(GLuint program) {::glLinkProgram(program);}
0074   void gl__GetProgramiv(GLuint program, GLenum pname, GLint *params) {::glGetProgramiv(program,pname,params);}
0075 
0076   void gl__Uniform1i(GLint location, GLint v0) {::glUniform1i(location,v0);}
0077   void gl__Uniform1f(GLint location, GLfloat v0) {::glUniform1f(location,v0);}
0078   void gl__Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {::glUniform3f(location,v0,v1,v2);}
0079   void gl__Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {::glUniform4f(location,v0,v1,v2,v3);}
0080   void gl__UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {::glUniformMatrix4fv(location,count,transpose,value);}
0081   void gl__glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {::glUniformMatrix4fv(location,count,transpose,value);}
0082   GLint gl__GetUniformLocation(GLuint program, const GLchar *name) {return ::glGetUniformLocation(program,name);}
0083   void gl__ShaderSource(GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length) {::glShaderSource(shader,count,string,length);}
0084   GLboolean gl__IsShader(GLuint shader) {return ::glIsShader(shader);}
0085   void gl__GetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source) {return ::glGetShaderSource(shader,bufSize,length,source);}
0086   void gl__GetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) {::glGetShaderInfoLog(shader,bufSize,length,infoLog);}
0087   void gl__GetShaderiv(GLuint shader, GLenum pname, GLint *params) {::glGetShaderiv(shader,pname,params);}
0088   void gl__GetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj) {::glGetAttachedShaders(program,maxCount,count,obj);}
0089   void gl__DetachShader(GLuint program, GLuint shader) {::glDetachShader(program,shader);}
0090   void gl__DeleteShader(GLuint shader) {::glDeleteShader(shader);}
0091   GLuint gl__CreateShader(GLenum type) {return ::glCreateShader(type);}
0092   void gl__CompileShader(GLuint shader) {::glCompileShader(shader);}
0093   void gl__AttachShader(GLuint program, GLuint shader) {::glAttachShader(program,shader);}
0094 
0095   void gl__VertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) {::glVertexAttribPointer(index,size,type,normalized,stride,pointer);}
0096   GLint gl__GetAttribLocation(GLuint program, const GLchar *name) {return ::glGetAttribLocation(program,name);}
0097 
0098   /*GL_VERSION_3_0*/
0099   void gl__BindVertexArray(GLuint array) {::glBindVertexArray(array);}
0100   void gl__GenVertexArrays(GLsizei n, GLuint *arrays) {::glGenVertexArrays(n,arrays);}
0101   void gl__DeleteVertexArrays(GLsizei n, const GLuint *arrays) {::glDeleteVertexArrays(n,arrays);}
0102   GLboolean gl__IsVertexArray(GLuint array) {return ::glIsVertexArray(array);}
0103 
0104   /*GL_VERSION_3_0*/
0105   GLenum gl__CheckFramebufferStatus(GLenum target) {return ::glCheckFramebufferStatus(target);}
0106 };
0107 
0108 #else //not TOOLS_USE_GL_VERSION_3_2
0109 
0110 class gl_functions {
0111 public:
0112   gl_functions() {}
0113   virtual ~gl_functions() {}
0114 protected:
0115   gl_functions(const gl_functions&) {}
0116   gl_functions& operator=(const gl_functions&) {return *this;}
0117 public:
0118   virtual bool initialize() {return true;}
0119 public:
0120   /*GL_VERSION_1_1*/
0121   void gl__Accum(GLenum op, GLfloat value) {::glAccum(op,value);}
0122   void gl__Begin(GLenum mode) {::glBegin(mode);}
0123   void gl__BindTexture(GLenum target, GLuint texture) {::glBindTexture(target,texture);}
0124   void gl__BlendFunc(GLenum sfactor, GLenum dfactor) {::glBlendFunc(sfactor,dfactor);}
0125   void gl__ClearDepth(GLdouble depth) {::glClearDepth(depth);}
0126   void gl__ClearStencil(GLint s) {::glClearStencil(s);}
0127   void gl__ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {::glClearColor(red,green,blue,alpha);}
0128   void gl__Clear(GLbitfield mask) {::glClear(mask);}
0129   void gl__ClearIndex(GLfloat c) {::glClearIndex(c);}
0130   void gl__ClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {::glClearAccum(red,green,blue,alpha);}
0131   void gl__Color4fv(const GLfloat *v) {::glColor4fv(v);}
0132   void gl__Color4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {::glColor4f(red,green,blue,alpha);}
0133   void gl__ColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) {::glColorPointer(size,type,stride,pointer);}
0134   void gl__DeleteTextures(GLsizei n, const GLuint *textures) {::glDeleteTextures(n,textures);}
0135   void gl__Disable(GLenum cap) {::glDisable(cap);}
0136   void gl__DisableClientState(GLenum array) {::glDisableClientState(array);}
0137   void gl__DrawArrays(GLenum mode, GLint first, GLsizei count) {::glDrawArrays(mode,first,count);}
0138   void gl__Enable(GLenum cap) {::glEnable(cap);}
0139   void gl__EnableClientState(GLenum array) {::glEnableClientState(array);}
0140   void gl__End() {::glEnd();}
0141   void gl__FrontFace(GLenum mode) {::glFrontFace(mode);}
0142   void gl__GenTextures(GLsizei n, GLuint *textures) {::glGenTextures(n,textures);}
0143   GLenum gl__GetError() {return ::glGetError();}
0144   void gl__GetIntegerv(GLenum pname, GLint *params) {::glGetIntegerv(pname,params);}
0145   void gl__GetLightfv(GLenum light, GLenum pname, GLfloat *params) {::glGetLightfv(light,pname,params);}
0146   void gl__GetMaterialfv(GLenum face, GLenum pname, GLfloat *params) {::glGetMaterialfv(face,pname,params);}
0147   const GLubyte * gl__GetString(GLenum name) {return ::glGetString(name);}
0148   GLboolean gl__IsTexture(GLuint texture) {return ::glIsTexture(texture);}
0149   void gl__Lightfv(GLenum light, GLenum pname, const GLfloat *params) {::glLightfv(light,pname,params);}
0150   void gl__Lightf(GLenum light, GLenum pname, GLfloat param) {::glLightf(light,pname,param);}
0151   void gl__LineWidth(GLfloat width) {::glLineWidth(width);}
0152   void gl__LoadIdentity() {::glLoadIdentity();}
0153   void gl__LoadMatrixf(const GLfloat *m) {::glLoadMatrixf(m);}
0154   void gl__MatrixMode(GLenum mode) {::glMatrixMode(mode);}
0155   void gl__Normal3fv(const GLfloat *v) {::glNormal3fv(v);}
0156   void gl__Normal3f(GLfloat nx, GLfloat ny, GLfloat nz) {::glNormal3f(nx,ny,nz);}
0157   void gl__NormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer) {::glNormalPointer(type,stride,pointer);}
0158   void gl__PixelStorei(GLenum pname, GLint param) {::glPixelStorei(pname,param);}
0159   void gl__PointSize(GLfloat size) {::glPointSize(size);}
0160   void gl__PolygonOffset(GLfloat factor, GLfloat units) {::glPolygonOffset(factor,units);}
0161   void gl__ReadBuffer(GLenum mode) {::glReadBuffer(mode);}
0162   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);}
0163   void gl__ShadeModel(GLenum mode) {::glShadeModel(mode);}
0164   void gl__TexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) {::glTexCoordPointer(size,type,stride,pointer);}
0165   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);}
0166   void gl__TexParameteriv(GLenum target, GLenum pname, const GLint *params) {::glTexParameteriv(target,pname,params);}
0167   void gl__TexParameteri(GLenum target, GLenum pname, GLint param) {::glTexParameteri(target,pname,param);}
0168   void gl__Vertex3fv(const GLfloat *v) {::glVertex3fv(v);}
0169   void gl__Vertex3f(GLfloat x, GLfloat y, GLfloat z) {::glVertex3f(x,y,z);}
0170   void gl__VertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) {::glVertexPointer(size,type,stride,pointer);}
0171   void gl__Viewport(GLint x, GLint y, GLsizei width, GLsizei height) {::glViewport(x,y,width,height);}
0172   void gl__Hint(GLenum target,GLenum mode) {::glHint(target,mode);}
0173   void gl__DepthFunc(GLenum func) {::glDepthFunc(func);}
0174   void gl__DepthMask(GLboolean flag) {::glDepthMask(flag);}
0175 
0176   void gl__NewList(GLuint list, GLenum mode) {::glNewList(list,mode);}
0177   void gl__DeleteLists(GLuint list, GLsizei range) {::glDeleteLists(list,range);}
0178   void gl__CallLists(GLsizei n, GLenum type, const GLvoid *lists) {::glCallLists(n,type,lists);}
0179   void gl__CallList(GLuint list) {::glCallList(list);}
0180   void gl__EndList() {::glEndList();}
0181   GLuint gl__GenLists(GLsizei range) {return ::glGenLists(range);}
0182   GLboolean gl__IsList(GLuint list) {return ::glIsList(list);}
0183 
0184   /*GL_VERSION_3_0*/
0185 #ifdef __APPLE__
0186 #ifdef __COREFOUNDATION__  //Cocoa.h included: we build a Cocoa application.
0187   GLenum gl__CheckFramebufferStatus(GLenum target) {return ::glCheckFramebufferStatus(target);}
0188 #endif
0189 #endif
0190 };
0191 
0192 
0193 #endif //not TOOLS_USE_GL_VERSION_3_2
0194 
0195 }}
0196 
0197 #endif