/* * Copyright (c) 2021, Jesse Buhagiar * Copyright (c) 2021, Stephan Unverwerth * * SPDX-License-Identifier: BSD-2-Clause */ #include "GL/gl.h" #include "GLContext.h" extern GL::GLContext* g_gl_context; void glMatrixMode(GLenum mode) { g_gl_context->gl_matrix_mode(mode); } /* * Push the current matrix (based on the current matrix mode) * to its' corresponding matrix stack in the current OpenGL * state context */ void glPushMatrix() { g_gl_context->gl_push_matrix(); } /* * Pop a matrix from the corresponding matrix stack into the * corresponding matrix in the state based on the current * matrix mode */ void glPopMatrix() { g_gl_context->gl_pop_matrix(); } void glLoadMatrixf(const GLfloat* matrix) { // Transpose the matrix here because glLoadMatrix expects elements // in column major order but out Matrix class stores elements in // row major order. FloatMatrix4x4 mat( matrix[0], matrix[4], matrix[8], matrix[12], matrix[1], matrix[5], matrix[9], matrix[13], matrix[2], matrix[6], matrix[10], matrix[14], matrix[3], matrix[7], matrix[11], matrix[15]); g_gl_context->gl_load_matrix(mat); } void glLoadIdentity() { g_gl_context->gl_load_identity(); } /** * Create a viewing frustum (a.k.a a "Perspective Matrix") in the current matrix. This * is usually done to the projection matrix. The current matrix is then multiplied * by this viewing frustum matrix. * * https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glFrustum.xml * * * FIXME: We need to check for some values that could result in a division by zero */ void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearVal, GLdouble farVal) { g_gl_context->gl_frustum(left, right, bottom, top, nearVal, farVal); } void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearVal, GLdouble farVal) { g_gl_context->gl_ortho(left, right, bottom, top, nearVal, farVal); }