#include #include "passthrough.h" GL_FUNC(glFogfv, void, (GLenum pname, const GLfloat *params)); void glFogfv(GLenum pname, const GLfloat *params) { real_glFogfv()(pname, params); } GL_FUNC(glVertexPointer, void, (GLint size, GLenum type, GLsizei stride, const void *pointer)); void glVertexPointer(GLint size, GLenum type, GLsizei stride, const void *pointer) { real_glVertexPointer()(size, type, stride, pointer); } GL_FUNC(glLineWidth, void, (GLfloat width)); void glLineWidth(GLfloat width) { real_glLineWidth()(width); } GL_FUNC(glBlendFunc, void, (GLenum sfactor, GLenum dfactor)); void glBlendFunc(GLenum sfactor, GLenum dfactor) { real_glBlendFunc()(sfactor, dfactor); } GL_FUNC(glDrawArrays, void, (GLenum mode, GLint first, GLsizei count)); void glDrawArrays(GLenum mode, GLint first, GLsizei count) { real_glDrawArrays()(mode, first, count); } GL_FUNC(glColor4f, void, (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)); void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { real_glColor4f()(red, green, blue, alpha); } GL_FUNC(glClear, void, (GLbitfield mask)); void glClear(GLbitfield mask) { real_glClear()(mask); } GL_FUNC(glBufferData, void, (GLenum target, GLsizeiptr size, const void *data, GLenum usage)); void glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage) { real_glBufferData()(target, size, data, usage); } GL_FUNC(glFogx, void, (GLenum pname, GLfixed param)); void glFogx(GLenum pname, GLfixed param) { real_glFogx()(pname, param); } GL_FUNC(glFogf, void, (GLenum pname, GLfloat param)); void glFogf(GLenum pname, GLfloat param) { real_glFogf()(pname, param); } GL_FUNC(glMatrixMode, void, (GLenum mode)); void glMatrixMode(GLenum mode) { real_glMatrixMode()(mode); } GL_FUNC(glColorPointer, void, (GLint size, GLenum type, GLsizei stride, const void *pointer)); void glColorPointer(GLint size, GLenum type, GLsizei stride, const void *pointer) { real_glColorPointer()(size, type, stride, pointer); } GL_FUNC(glScissor, void, (GLint x, GLint y, GLsizei width, GLsizei height)); void glScissor(GLint x, GLint y, GLsizei width, GLsizei height) { real_glScissor()(x, y, width, height); } GL_FUNC(glTexParameteri, void, (GLenum target, GLenum pname, GLint param)); void glTexParameteri(GLenum target, GLenum pname, GLint param) { real_glTexParameteri()(target, pname, param); } GL_FUNC(glTexImage2D, void, (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels)); void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels) { real_glTexImage2D()(target, level, internalformat, width, height, border, format, type, pixels); } GL_FUNC(glEnable, void, (GLenum cap)); void glEnable(GLenum cap) { real_glEnable()(cap); } GL_FUNC(glEnableClientState, void, (GLenum array)); void glEnableClientState(GLenum array) { real_glEnableClientState()(array); } GL_FUNC(glPolygonOffset, void, (GLfloat factor, GLfloat units)); void glPolygonOffset(GLfloat factor, GLfloat units) { real_glPolygonOffset()(factor, units); } GL_FUNC(glDisableClientState, void, (GLenum array)); void glDisableClientState(GLenum array) { real_glDisableClientState()(array); } GL_FUNC(glDepthRangef, void, (GLclampf near, GLclampf far)); void glDepthRangef(GLclampf near, GLclampf far) { real_glDepthRangef()(near, far); } GL_FUNC(glDepthFunc, void, (GLenum func)); void glDepthFunc(GLenum func) { real_glDepthFunc()(func); } GL_FUNC(glBindBuffer, void, (GLenum target, GLuint buffer)); void glBindBuffer(GLenum target, GLuint buffer) { real_glBindBuffer()(target, buffer); } GL_FUNC(glClearColor, void, (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)); void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { real_glClearColor()(red, green, blue, alpha); } GL_FUNC(glPopMatrix, void, ()); void glPopMatrix() { real_glPopMatrix()(); } GL_FUNC(glLoadIdentity, void, ()); void glLoadIdentity() { real_glLoadIdentity()(); } GL_FUNC(glScalef, void, (GLfloat x, GLfloat y, GLfloat z)); void glScalef(GLfloat x, GLfloat y, GLfloat z) { real_glScalef()(x, y, z); } GL_FUNC(glPushMatrix, void, ()); void glPushMatrix() { real_glPushMatrix()(); } GL_FUNC(glDepthMask, void, (GLboolean flag)); void glDepthMask(GLboolean flag) { real_glDepthMask()(flag); } GL_FUNC(glHint, void, (GLenum target, GLenum mode)); void glHint(GLenum target, GLenum mode) { real_glHint()(target, mode); } GL_FUNC(glMultMatrixf, void, (const GLfloat *m)); void glMultMatrixf(const GLfloat *m) { real_glMultMatrixf()(m); } GL_FUNC(glTexCoordPointer, void, (GLint size, GLenum type, GLsizei stride, const void *pointer)); void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const void *pointer) { real_glTexCoordPointer()(size, type, stride, pointer); } GL_FUNC(glDeleteBuffers, void, (GLsizei n, const GLuint *buffers)); void glDeleteBuffers(GLsizei n, const GLuint *buffers) { real_glDeleteBuffers()(n, buffers); } GL_FUNC(glColorMask, void, (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)); void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { real_glColorMask()(red, green, blue, alpha); } GL_FUNC(glTexSubImage2D, void, (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels)); void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels) { real_glTexSubImage2D()(target, level, xoffset, yoffset, width, height, format, type, pixels); } GL_FUNC(glGenTextures, void, (GLsizei n, GLuint *textures)); void glGenTextures(GLsizei n, GLuint *textures) { real_glGenTextures()(n, textures); } GL_FUNC(glDeleteTextures, void, (GLsizei n, const GLuint *textures)); void glDeleteTextures(GLsizei n, const GLuint *textures) { real_glDeleteTextures()(n, textures); } GL_FUNC(glAlphaFunc, void, (GLenum func, GLclampf ref)); void glAlphaFunc(GLenum func, GLclampf ref) { real_glAlphaFunc()(func, ref); } GL_FUNC(glGetFloatv, void, (GLenum pname, GLfloat *params)); void glGetFloatv(GLenum pname, GLfloat *params) { real_glGetFloatv()(pname, params); } GL_FUNC(glBindTexture, void, (GLenum target, GLuint texture)); void glBindTexture(GLenum target, GLuint texture) { real_glBindTexture()(target, texture); } GL_FUNC(glTranslatef, void, (GLfloat x, GLfloat y, GLfloat z)); void glTranslatef(GLfloat x, GLfloat y, GLfloat z) { real_glTranslatef()(x, y, z); } GL_FUNC(glShadeModel, void, (GLenum mode)); void glShadeModel(GLenum mode) { real_glShadeModel()(mode); } GL_FUNC(glOrthof, void, (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat near, GLfloat far)); void glOrthof(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat near, GLfloat far) { real_glOrthof()(left, right, bottom, top, near, far); } GL_FUNC(glDisable, void, (GLenum cap)); void glDisable(GLenum cap) { real_glDisable()(cap); } GL_FUNC(glCullFace, void, (GLenum mode)); void glCullFace(GLenum mode) { real_glCullFace()(mode); } GL_FUNC(glRotatef, void, (GLfloat angle, GLfloat x, GLfloat y, GLfloat z)); void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) { real_glRotatef()(angle, x, y, z); } GL_FUNC(glViewport, void, (GLint x, GLint y, GLsizei width, GLsizei height)); void glViewport(GLint x, GLint y, GLsizei width, GLsizei height) { real_glViewport()(x, y, width, height); } GL_FUNC(glNormal3f, void, (GLfloat nx, GLfloat ny, GLfloat nz)); void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz) { real_glNormal3f()(nx, ny, nz); } GL_FUNC(glIsEnabled, GLboolean, (GLenum cap)); GLboolean glIsEnabled(GLenum cap) { return real_glIsEnabled()(cap); } GL_FUNC(glGetIntegerv, void, (GLenum pname, GLint *data)); void glGetIntegerv(GLenum pname, GLint *data) { real_glGetIntegerv()(pname, data); } GL_FUNC(glReadPixels, void, (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *data)); void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *data) { real_glReadPixels()(x, y, width, height, format, type, data); }