Mercurial > octave
view libgui/graphics/qopengl-functions.h @ 30899:48ef5fabe9b7
maint: Use "fcn" as preferred abbreviation for "function" in libgui/.
* Logger.cc, qopengl-functions.h:
Replace "func", "fun" in variable names with "fcn".
author | Rik <rik@octave.org> |
---|---|
date | Tue, 05 Apr 2022 13:33:39 -0700 |
parents | 796f54d4ddbf |
children | c6d54dd31a7e |
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//////////////////////////////////////////////////////////////////////// // // Copyright (C) 2018-2022 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 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 (void) #if defined (HAVE_QOPENGLFUNCTIONS_1_1) : m_glfcns () #endif { } qopengl_functions (const qopengl_functions&) = default; qopengl_functions& operator = (const qopengl_functions&) = default; ~qopengl_functions (void) = default; void init (void) { #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 (void) { m_glfcns.glEndList (); } void glEnd (void) { m_glfcns.glEnd (); } void glFinish (void) { 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 (void) { 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 (void) { 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 (void) { 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 (void) { m_glfcns.glPopAttrib (); } void glPopMatrix (void) { m_glfcns.glPopMatrix (); } void glPopName (void) { m_glfcns.glPopName (); } void glPushAttrib (GLbitfield mask) { m_glfcns.glPushAttrib (mask); } void glPushMatrix (void) { 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 }; } #endif