/*

Copyright (C) 2016-2019 John W. Eaton

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_oct_opengl_h)
#define octave_oct_opengl_h 1

#include "octave-config.h"

#if defined (HAVE_OPENGL)

#  if defined (HAVE_GL_GL_H)
#    include <GL/gl.h>
#  elif defined (HAVE_OPENGL_GL_H) || defined (HAVE_FRAMEWORK_OPENGL)
#    include <OpenGL/gl.h>
#  endif

#  if defined (HAVE_GL_GLU_H)
#    include <GL/glu.h>
#  elif defined (HAVE_OPENGL_GLU_H) || defined (HAVE_FRAMEWORK_OPENGL)
#    include <OpenGL/glu.h>
#  endif

#  if defined (HAVE_GL_GLEXT_H)
#    include <GL/glext.h>
#  elif defined (HAVE_OPENGL_GLEXT_H) || defined (HAVE_FRAMEWORK_OPENGL)
#    include <OpenGL/glext.h>
#  endif

#endif

namespace octave
{
  class opengl_functions
  {
  public:

    opengl_functions (void) { }

    opengl_functions (const opengl_functions&) = default;

    opengl_functions& operator = (const opengl_functions&) = default;

    virtual ~opengl_functions (void) = default;

#if defined (HAVE_OPENGL)

    // If OpenGL is not available, opengl_functions will be a dummy
    // class that does nothing.  This makes the implementation of
    // other things that rely on this class slightly simpler.

    virtual void glAlphaFunc (GLenum func, GLclampf ref)
    {
      ::glAlphaFunc (func, ref);
    }

    virtual void glBegin (GLenum mode)
    {
      ::glBegin (mode);
    }

    virtual void glBindTexture (GLenum target, GLuint texture)
    {
      ::glBindTexture (target, texture);
    }

    virtual void glBitmap (GLsizei width, GLsizei height, GLfloat xorig,
                           GLfloat yorig, GLfloat xmove, GLfloat ymove,
                           const GLubyte *bitmap)
    {
      ::glBitmap (width, height, xorig, yorig, xmove, ymove, bitmap);
    }

    virtual void glBlendFunc (GLenum sfactor, GLenum dfactor)
    {
      ::glBlendFunc (sfactor, dfactor);
    }

    virtual void glCallList (GLuint list)
    {
      ::glCallList (list);
    }

    virtual void glClearColor (GLclampf red, GLclampf green, GLclampf blue,
                               GLclampf alpha)
    {
      ::glClearColor (red, green, blue, alpha);
    }

    virtual void glClear (GLbitfield mask)
    {
      ::glClear (mask);
    }

    virtual void glClipPlane (GLenum plane, const GLdouble *equation)
    {
      ::glClipPlane (plane, equation);
    }

    virtual void glColor3dv (const GLdouble *v)
    {
      ::glColor3dv (v);
    }

    virtual void glColor3f (GLfloat red, GLfloat green, GLfloat blue)
    {
      ::glColor3f (red, green, blue);
    }

    virtual void glColor3fv (const GLfloat *v)
    {
      ::glColor3fv (v);
    }

    virtual void glColor4d (GLdouble red, GLdouble green, GLdouble blue,
                            GLdouble alpha)
    {
      ::glColor4d (red, green, blue, alpha);
    }

    virtual void glColor4f (GLfloat red, GLfloat green, GLfloat blue,
                            GLfloat alpha)
    {
      ::glColor4f (red, green, blue, alpha);
    }

    virtual void glColor4fv (const GLfloat *v)
    {
      ::glColor4fv (v);
    }

    virtual void glDeleteLists (GLuint list, GLsizei range)
    {
      ::glDeleteLists (list, range);
    }

    virtual void glDeleteTextures (GLsizei n, const GLuint *textures)
    {
      ::glDeleteTextures (n, textures);
    }

    virtual void glDepthFunc (GLenum func)
    {
      ::glDepthFunc (func);
    }

    virtual void glDisable (GLenum cap)
    {
      ::glDisable (cap);
    }

    virtual void glDrawPixels (GLsizei width, GLsizei height, GLenum format,
                               GLenum type, const GLvoid *pixels)
    {
      ::glDrawPixels (width, height, format, type, pixels);
    }

    virtual void glEdgeFlag (GLboolean flag)
    {
      ::glEdgeFlag (flag);
    }

    virtual void glEnable (GLenum cap)
    {
      ::glEnable (cap);
    }

    virtual void glEndList (void)
    {
      ::glEndList ();
    }

    virtual void glEnd (void)
    {
      ::glEnd ();
    }

    virtual void glFinish (void)
    {
      ::glFinish ();
    }

    virtual GLuint glGenLists (GLsizei range)
    {
      return ::glGenLists (range);
    }

    virtual void glGenTextures (GLsizei n, GLuint *textures)
    {
      ::glGenTextures (n, textures);
    }

    virtual void glGetBooleanv (GLenum pname, GLboolean *data)
    {
      ::glGetBooleanv (pname, data);
    }

    virtual void glGetDoublev (GLenum pname, GLdouble *data)
    {
      ::glGetDoublev (pname, data);
    }

    virtual GLenum glGetError (void)
    {
      return ::glGetError ();
    }

    virtual void glGetFloatv (GLenum pname, GLfloat *data)
    {
      ::glGetFloatv (pname, data);
    }

    virtual void glGetIntegerv (GLenum pname, GLint *data)
    {
      ::glGetIntegerv (pname, data);
    }

    virtual const GLubyte * glGetString (GLenum name)
    {
      return ::glGetString (name);
    }

    virtual void glHint (GLenum target, GLenum mode)
    {
      ::glHint (target, mode);
    }

    virtual void glInitNames (void)
    {
      ::glInitNames ();
    }

    virtual GLboolean glIsEnabled (GLenum cap)
    {
      return ::glIsEnabled (cap);
    }

    virtual void glLightfv (GLenum light, GLenum pname, const GLfloat *params)
    {
      ::glLightfv (light, pname, params);
    }

    virtual void glLineStipple (GLint factor, GLushort pattern)
    {
      ::glLineStipple (factor, pattern);
    }

    virtual void glLineWidth (GLfloat width)
    {
      ::glLineWidth (width);
    }

    virtual void glLoadIdentity (void)
    {
      ::glLoadIdentity ();
    }

    virtual void glMaterialf (GLenum face, GLenum pname, GLfloat param)
    {
      ::glMaterialf (face, pname, param);
    }

    virtual void glMaterialfv (GLenum face, GLenum pname, const GLfloat *params)
    {
      ::glMaterialfv (face, pname, params);
    }

    virtual void glMatrixMode (GLenum mode)
    {
      ::glMatrixMode (mode);
    }

    virtual void glMultMatrixd (const GLdouble *m)
    {
      ::glMultMatrixd (m);
    }

    virtual void glNewList (GLuint list, GLenum mode)
    {
      ::glNewList (list, mode);
    }

    virtual void glNormal3d (GLdouble nx, GLdouble ny, GLdouble nz)
    {
      ::glNormal3d (nx, ny, nz);
    }

    virtual void glNormal3dv (const GLdouble *v)
    {
      ::glNormal3dv (v);
    }

    virtual void glOrtho (GLdouble left, GLdouble right, GLdouble bottom,
                          GLdouble top, GLdouble near_val, GLdouble far_val)
    {
      ::glOrtho (left, right, bottom, top, near_val, far_val);
    }

    virtual void glPixelStorei (GLenum pname, GLint param)
    {
      ::glPixelStorei (pname, param);
    }

    virtual void glPixelZoom (GLfloat xfactor, GLfloat yfactor)
    {
      ::glPixelZoom (xfactor, yfactor);
    }

    virtual void glPolygonMode (GLenum face, GLenum mode)
    {
      ::glPolygonMode (face, mode);
    }

    virtual void glPolygonOffset (GLfloat factor, GLfloat units)
    {
      ::glPolygonOffset (factor, units);
    }

    virtual void glPopAttrib (void)
    {
      ::glPopAttrib ();
    }

    virtual void glPopMatrix (void)
    {
      ::glPopMatrix ();
    }

    virtual void glPopName (void)
    {
      ::glPopName ();
    }

    virtual void glPushAttrib (GLbitfield mask)
    {
      ::glPushAttrib (mask);
    }

    virtual void glPushMatrix (void)
    {
      ::glPushMatrix ();
    }

    virtual void glPushName (GLuint name)
    {
      ::glPushName (name);
    }

    virtual void glRasterPos3d (GLdouble x, GLdouble y, GLdouble z)
    {
      ::glRasterPos3d (x, y, z);
    }

    virtual void glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height,
                               GLenum format, GLenum type, GLvoid *pixels)
    {
      ::glReadPixels (x, y, width, height, format, type, pixels);
    }

    virtual GLint glRenderMode (GLenum mode)
    {
      return ::glRenderMode (mode);
    }

    virtual void glRotated (GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
    {
      ::glRotated (angle, x, y, z);
    }

    virtual void glScaled (GLdouble x, GLdouble y, GLdouble z)
    {
      ::glScaled (x, y, z);
    }

    virtual void glScalef (GLfloat x, GLfloat y, GLfloat z)
    {
      ::glScalef (x, y, z);
    }

    virtual void glSelectBuffer (GLsizei size, GLuint *buffer)
    {
      ::glSelectBuffer (size, buffer);
    }

    virtual void glShadeModel (GLenum mode)
    {
      ::glShadeModel (mode);
    }

    virtual void glTexCoord2d (GLdouble s, GLdouble t)
    {
      ::glTexCoord2d (s, t);
    }

    virtual void 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);
    }

    virtual void glTexParameteri (GLenum target, GLenum pname, GLint param)
    {
      ::glTexParameteri (target, pname, param);
    }

    virtual void glTranslated (GLdouble x, GLdouble y, GLdouble z)
    {
      ::glTranslated (x, y, z);
    }

    virtual void glTranslatef (GLfloat x, GLfloat y, GLfloat z)
    {
      ::glTranslatef (x, y, z);
    }

    virtual void glVertex2d (GLdouble x, GLdouble y)
    {
      ::glVertex2d (x, y);
    }

    virtual void glVertex3d (GLdouble x, GLdouble y, GLdouble z)
    {
      ::glVertex3d (x, y, z);
    }

    virtual void glVertex3dv (const GLdouble *v)
    {
      ::glVertex3dv (v);
    }

    virtual void glViewport (GLint x, GLint y, GLsizei width, GLsizei height)
    {
      ::glViewport (x, y, width, height);
    }

#endif
  };
}


#endif
