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/*
* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@gmx.de>
*
* 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)
{
FloatMatrix4x4 mat(
matrix[0], matrix[1], matrix[2], matrix[3],
matrix[4], matrix[5], matrix[6], matrix[7],
matrix[8], matrix[9], matrix[10], matrix[11],
matrix[12], matrix[13], matrix[14], 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);
}
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