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LibGL: Rename GLMat.cpp
to GLMatrix.cpp
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2 changed files with 1 additions and 1 deletions
143
Userland/Libraries/LibGL/GLMatrix.cpp
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143
Userland/Libraries/LibGL/GLMatrix.cpp
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/*
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* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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* Copyright (c) 2021, Jelle Raaijmakers <jelle@gmta.nl>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include "AK/Array.h"
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#include "GL/gl.h"
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#include "GLContext.h"
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extern GL::GLContext* g_gl_context;
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void glMatrixMode(GLenum mode)
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{
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g_gl_context->gl_matrix_mode(mode);
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}
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/*
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* Push the current matrix (based on the current matrix mode)
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* to its' corresponding matrix stack in the current OpenGL
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* state context
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*/
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void glPushMatrix()
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{
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g_gl_context->gl_push_matrix();
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}
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/*
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* Pop a matrix from the corresponding matrix stack into the
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* corresponding matrix in the state based on the current
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* matrix mode
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*/
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void glPopMatrix()
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{
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g_gl_context->gl_pop_matrix();
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}
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/*
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* Transposes input matrices (column-major) to our Matrix (row-major).
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*/
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template<typename I, typename O>
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static constexpr Matrix4x4<O> transpose_input_matrix(I const* matrix)
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{
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if constexpr (IsSame<I, O>) {
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// clang-format off
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return {
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matrix[0], matrix[4], matrix[8], matrix[12],
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matrix[1], matrix[5], matrix[9], matrix[13],
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matrix[2], matrix[6], matrix[10], matrix[14],
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matrix[3], matrix[7], matrix[11], matrix[15],
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};
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// clang-format on
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}
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Array<O, 16> elements;
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for (size_t i = 0; i < 16; ++i)
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elements[i] = static_cast<O>(matrix[i]);
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// clang-format off
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return {
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elements[0], elements[4], elements[8], elements[12],
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elements[1], elements[5], elements[9], elements[13],
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elements[2], elements[6], elements[10], elements[14],
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elements[3], elements[7], elements[11], elements[15],
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};
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// clang-format on
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}
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void glMultMatrixd(GLdouble const* matrix)
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{
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g_gl_context->gl_mult_matrix(transpose_input_matrix<double, float>(matrix));
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}
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void glMultMatrixf(GLfloat const* matrix)
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{
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g_gl_context->gl_mult_matrix(transpose_input_matrix<float, float>(matrix));
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}
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void glLoadMatrixd(GLdouble const* matrix)
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{
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g_gl_context->gl_load_matrix(transpose_input_matrix<double, float>(matrix));
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}
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void glLoadMatrixf(GLfloat const* matrix)
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{
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g_gl_context->gl_load_matrix(transpose_input_matrix<float, float>(matrix));
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}
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void glLoadIdentity()
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{
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g_gl_context->gl_load_identity();
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}
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/**
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* Create a viewing frustum (a.k.a a "Perspective Matrix") in the current matrix. This
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* is usually done to the projection matrix. The current matrix is then multiplied
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* by this viewing frustum matrix.
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*
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* https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glFrustum.xml
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*
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*
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* FIXME: We need to check for some values that could result in a division by zero
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*/
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void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearVal, GLdouble farVal)
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{
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g_gl_context->gl_frustum(left, right, bottom, top, nearVal, farVal);
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}
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void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearVal, GLdouble farVal)
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{
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g_gl_context->gl_ortho(left, right, bottom, top, nearVal, farVal);
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}
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void glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
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{
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g_gl_context->gl_rotate(angle, x, y, z);
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}
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void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
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{
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g_gl_context->gl_rotate(angle, x, y, z);
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}
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void glScaled(GLdouble x, GLdouble y, GLdouble z)
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{
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g_gl_context->gl_scale(x, y, z);
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}
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void glScalef(GLfloat x, GLfloat y, GLfloat z)
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{
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g_gl_context->gl_scale(x, y, z);
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}
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void glTranslated(GLdouble x, GLdouble y, GLdouble z)
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{
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g_gl_context->gl_translate(x, y, z);
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}
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void glTranslatef(GLfloat x, GLfloat y, GLfloat z)
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{
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g_gl_context->gl_translate(x, y, z);
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}
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