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@@ -497,42 +497,45 @@ namespace OpenGL {
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};
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static void setClearColor(float val) { glClearColor(val, val, val, val); }
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static void setClearColor(float r, float g, float b, float a) { glClearColor(r, g, b, a); }
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static void setClearDepth(float depth) { glClearDepthf(depth); }
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static void setClearStencil(GLint stencil) { glClearStencil(stencil); }
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static void clearColor() { glClear(GL_COLOR_BUFFER_BIT); }
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static void clearDepth() { glClear(GL_DEPTH_BUFFER_BIT); }
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static void clearStencil() { glClear(GL_STENCIL_BUFFER_BIT); }
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static void clearColorAndDepth() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); }
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static void clearColorAndStencil() { glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); }
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static void clearDepthAndStencil() { glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); }
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static void clearAll() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); }
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static void setClearColor(float r, float g, float b, float a) { glClearColor(r, g, b, a); }
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static void setClearDepth(float depth) { glClearDepthf(depth); }
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static void setClearStencil(GLint stencil) { glClearStencil(stencil); }
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static void clearColor() { glClear(GL_COLOR_BUFFER_BIT); }
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static void clearDepth() { glClear(GL_DEPTH_BUFFER_BIT); }
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static void clearStencil() { glClear(GL_STENCIL_BUFFER_BIT); }
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static void clearColorAndDepth() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); }
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static void clearColorAndStencil() { glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); }
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static void clearDepthAndStencil() { glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); }
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static void clearAll() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); }
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static void setViewport(GLsizei width, GLsizei height) { glViewport(0, 0, width, height); }
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static void setViewport(GLsizei x, GLsizei y, GLsizei width, GLsizei height) { glViewport(x, y, width, height); }
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static void setScissor(GLsizei width, GLsizei height) { glScissor(0, 0, width, height); }
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static void setScissor(GLsizei x, GLsizei y, GLsizei width, GLsizei height) { glScissor(x, y, width, height); }
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static void setStencilMask(GLuint mask) { glStencilMask(mask); }
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static void setViewport(GLsizei width, GLsizei height) { glViewport(0, 0, width, height); }
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static void setViewport(GLsizei x, GLsizei y, GLsizei width, GLsizei height) { glViewport(x, y, width, height); }
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static void setScissor(GLsizei width, GLsizei height) { glScissor(0, 0, width, height); }
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static void setScissor(GLsizei x, GLsizei y, GLsizei width, GLsizei height) { glScissor(x, y, width, height); }
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static void setStencilMask(GLuint mask) { glStencilMask(mask); }
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static void bindScreenFramebuffer() { glBindFramebuffer(GL_FRAMEBUFFER, 0); }
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static void enableScissor() { glEnable(GL_SCISSOR_TEST); }
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static void disableScissor() { glDisable(GL_SCISSOR_TEST); }
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static void enableBlend() { glEnable(GL_BLEND); }
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static void disableBlend() { glDisable(GL_BLEND); }
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static void bindScreenFramebuffer() { glBindFramebuffer(GL_FRAMEBUFFER, 0); }
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static void enableScissor() { glEnable(GL_SCISSOR_TEST); }
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static void disableScissor() { glDisable(GL_SCISSOR_TEST); }
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static void enableBlend() { glEnable(GL_BLEND); }
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static void disableBlend() { glDisable(GL_BLEND); }
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static void enableLogicOp() { glEnable(GL_COLOR_LOGIC_OP); }
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static void disableLogicOp() { glDisable(GL_COLOR_LOGIC_OP); }
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static void enableDepth() { glEnable(GL_DEPTH_TEST); }
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static void disableDepth() { glDisable(GL_DEPTH_TEST); }
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static void enableStencil() { glEnable(GL_STENCIL_TEST); }
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static void disableStencil() { glDisable(GL_STENCIL_TEST); }
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static void enableDepth() { glEnable(GL_DEPTH_TEST); }
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static void disableDepth() { glDisable(GL_DEPTH_TEST); }
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static void enableStencil() { glEnable(GL_STENCIL_TEST); }
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static void disableStencil() { glDisable(GL_STENCIL_TEST); }
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static void enableClipPlane(GLuint index) { glEnable(GL_CLIP_DISTANCE0 + index); }
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static void enableClipPlane(GLuint index) { glEnable(GL_CLIP_DISTANCE0 + index); }
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static void disableClipPlane(GLuint index) { glDisable(GL_CLIP_DISTANCE0 + index); }
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static void setDepthFunc(DepthFunc func) { glDepthFunc(static_cast<GLenum>(func)); }
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static void setDepthFunc(DepthFunc func) { glDepthFunc(static_cast<GLenum>(func)); }
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static void setColourMask(GLboolean r, GLboolean g, GLboolean b, GLboolean a) { glColorMask(r, g, b, a); }
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static void setDepthMask(GLboolean mask) { glDepthMask(mask); }
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// TODO: Add a proper enum for this
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static void setLogicOp(GLenum op) { glLogicOp(op); }
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enum Primitives {
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Triangle = GL_TRIANGLES,
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Triangles = Triangle,
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