////////////////////////////////////////////////////////////////////////
//
// Copyright (C) 2018-2021 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 func, GLclampf ref)
    {
      m_glfcns.glAlphaFunc (func, 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 func)
    {
      m_glfcns.glDepthFunc (func);
    }

    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
