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- /*
- * Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
- * Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
- *
- * 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);
- }
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