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fteqw/engine/gl/gl_vidtinyglstubs.c
Mark Olsen 03be582675 No more unimplemented functions.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2508 fc73d0e0-1445-4013-8a0c-d673dee63da5
2007-05-27 14:45:40 +00:00

436 lines
8.4 KiB
C

/*
This file is currently used only by bigfoot's MorphOS port.
I should explain this file to any Unix/Windows programmers...
Over on amiga-like operating systems, each system function to dynamic libraries is defined as a macro to a jmp statement.
along the lines of ((myfunc_t)((char*)library + offset))(parameters);
Obviously, in an engine that likes function pointers to all the gl functions, this is somewhat problematic.
You can see the state of his opengl library be seeing which functions are actually implemented. :)
*/
/*
* PS: It is Kiero's library and everything _IS_ implemented ;)
* - bigfoot
*/
void stub_glAlphaFunc(GLenum func, GLclampf ref)
{
glAlphaFunc(func, ref);
}
void stub_glBegin(GLenum mode)
{
glBegin(mode);
}
void stub_glBlendFunc(GLenum sfactor, GLenum dfactor)
{
glBlendFunc(sfactor, dfactor);
}
void stub_glBindTexture(GLenum target, GLuint texture)
{
glBindTexture(target, texture);
}
void stub_glClear(GLbitfield mask)
{
glClear(mask);
}
void stub_glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
{
glClearColor(red, green, blue, alpha);
}
void stub_glClearDepth(GLclampd depth)
{
glClearDepth(depth);
}
void stub_glClearStencil(GLint s)
{
glClearStencil(s);
}
void stub_glColor3f(GLfloat red, GLfloat green, GLfloat blue)
{
glColor3f(red, green, blue);
}
void stub_glColor3ub(GLubyte red, GLubyte green, GLubyte blue)
{
glColor3ub(red, green, blue);
}
void stub_glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
glColor4f(red, green, blue, alpha);
}
void stub_glColor4fv(const GLfloat *v)
{
glColor4fv(v);
}
void stub_glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)
{
glColor4ub(red, green, blue, alpha);
}
void stub_glColor4ubv(const GLubyte *v)
{
glColor4ubv(v);
}
void stub_glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
{
glColorMask(red, green, blue, alpha);
}
void stub_glCopyTexImage2D(GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
{
glCopyTexImage2D(target, level, internalFormat, x, y, width, height, border);
}
void stub_glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
}
void stub_glCullFace(GLenum mode)
{
glCullFace(mode);
}
void stub_glDepthFunc(GLenum func)
{
glDepthFunc(func);
}
void stub_glDepthMask(GLboolean flag)
{
glDepthMask(flag);
}
void stub_glDepthRange(GLclampd zNear, GLclampd zFar)
{
glDepthRange(zNear, zFar);
}
void stub_glDisable(GLenum cap)
{
glDisable(cap);
}
void stub_glDrawBuffer(GLenum mode)
{
glDrawBuffer(mode);
}
void stub_glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
{
glDrawPixels(width, height, format, type, pixels);
}
void stub_glEnable(GLenum cap)
{
glEnable(cap);
}
void stub_glEnd(void)
{
glEnd();
}
void stub_glFinish(void)
{
glFinish();
}
void stub_glFlush(void)
{
glFlush();
}
void stub_glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
{
glFrustum(left, right, bottom, top, zNear, zFar);
}
void stub_glGetFloatv(GLenum pname, GLfloat *params)
{
glGetFloatv(pname, params);
}
void stub_glGetIntegerv(GLenum pname, GLint *params)
{
glGetIntegerv(pname, params);
}
const GLubyte *stub_glGetString(GLenum name)
{
return glGetString(name);
}
void stub_glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
{
glGetTexLevelParameteriv(target, level, pname, params);
}
void stub_glHint(GLenum target, GLenum mode)
{
glHint(target, mode);
}
void stub_glLoadIdentity(void)
{
glLoadIdentity();
}
void stub_glLoadMatrixf(const GLfloat *m)
{
glLoadMatrixf(m);
}
void stub_glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz)
{
glNormal3f(nx, ny, nz);
}
void stub_glNormal3fv(const GLfloat *v)
{
glNormal3fv(v);
}
void stub_glMatrixMode(GLenum mode)
{
glMatrixMode(mode);
}
void stub_glMultMatrixf(const GLfloat *m)
{
glMultMatrixf(m);
}
void stub_glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
{
glOrtho(left, right, bottom, top, zNear, zFar);
}
void stub_glPolygonMode(GLenum face, GLenum mode)
{
glPolygonMode(face, mode);
}
void stub_glPopMatrix(void)
{
glPopMatrix();
}
void stub_glPushMatrix(void)
{
glPushMatrix();
}
void stub_glReadBuffer(GLenum mode)
{
glReadBuffer(mode);
}
void stub_glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
{
glReadPixels(x, y, width, height, format, type, pixels);
}
void stub_glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
{
glRotatef(angle, x, y, z);
}
void stub_glScalef(GLfloat x, GLfloat y, GLfloat z)
{
glScalef(x, y, z);
}
void stub_glShadeModel(GLenum mode)
{
glShadeModel(mode);
}
void stub_glTexCoord1f(GLfloat s)
{
glTexCoord1f(s);
}
void stub_glTexCoord2f(GLfloat s, GLfloat t)
{
glTexCoord2f(s, t);
}
void stub_glTexCoord2fv(const GLfloat *v)
{
glTexCoord2fv(v);
}
void stub_glTexEnvf(GLenum target, GLenum pname, GLfloat param)
{
glTexEnvf(target, pname, param);
}
void stub_glTexEnvfv(GLenum target, GLenum pname, const GLfloat *params)
{
glTexEnvfv(target, pname, params);
}
void stub_glTexEnvi(GLenum target, GLenum pname, GLint param)
{
glTexEnvi(target, pname, param);
}
void stub_glTexGeni(GLenum coord, GLenum pname, GLint param)
{
glTexGeni(coord, pname, param);
}
void stub_glTexImage2D(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 stub_glTexParameteri(GLenum target, GLenum pname, GLint param)
{
glTexParameteri(target, pname, param);
}
void stub_glTexParameterf(GLenum target, GLenum pname, GLfloat param)
{
glTexParameterf(target, pname, param);
}
void stub_glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
{
glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
}
void stub_glTranslatef(GLfloat x, GLfloat y, GLfloat z)
{
glTranslatef(x, y, z);
}
void stub_glVertex2f(GLfloat x, GLfloat y)
{
glVertex2f(x, y);
}
void stub_glVertex3f(GLfloat x, GLfloat y, GLfloat z)
{
glVertex3f(x, y, z);
}
void stub_glVertex3fv(const GLfloat *v)
{
glVertex3fv(v);
}
void stub_glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
{
glViewport(x, y, width, height);
}
GLenum stub_glGetError(void)
{
return glGetError();
}
void stub_glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
{
glDrawElements(mode, count, type, indices);
}
void stub_glArrayElement(GLint i)
{
glArrayElement(i);
}
void stub_glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
{
glVertexPointer(size, type, stride, pointer);
}
void stub_glNormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
{
glNormalPointer(type, stride, pointer);
}
void stub_glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
{
glTexCoordPointer(size, type, stride, pointer);
}
void stub_glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
{
glColorPointer(size, type, stride, pointer);
}
void stub_glDrawArrays(GLenum mode, GLint first, GLsizei count)
{
glDrawArrays(mode, first, count);
}
void stub_glEnableClientState(GLenum array)
{
glEnableClientState(array);
}
void stub_glDisableClientState(GLenum array)
{
glDisableClientState(array);
}
void stub_glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
{
glStencilOp(fail, zfail, zpass);
}
void stub_glStencilFunc(GLenum func, GLint ref, GLuint mask)
{
glStencilFunc(func, ref, mask);
}
void stub_glPushAttrib(GLbitfield mask)
{
glPushAttrib(mask);
}
void stub_glPopAttrib(void)
{
glPopAttrib();
}
void stub_glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
{
glScissor(x, y, width, height);
}
void stub_glMultiTexCoord2fARB(GLenum unit, GLfloat s, GLfloat t)
{
glMultiTexCoord2fARB(unit, s, t);
}
void stub_glMultiTexCoord3fARB(GLenum unit, GLfloat s, GLfloat t, GLfloat r)
{
glMultiTexCoord3fARB(unit, s, t, r);
}
void stub_glActiveTextureARB(GLenum unit)
{
glActiveTextureARB(unit);
}
void stub_glClientActiveTextureARB(GLenum unit)
{
glClientActiveTextureARB(unit);
}