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LibGL: Implement glOrtho and underlying functions

This commit is contained in:
Ali Mohammad Pur 2021-04-24 17:40:15 +04:30 committed by Andreas Kling
parent f07a7f7b94
commit f601f12801
5 changed files with 43 additions and 0 deletions

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@ -81,6 +81,7 @@ GLAPI GLubyte* glGetString(GLenum name);
GLAPI void glLoadIdentity(); GLAPI void glLoadIdentity();
GLAPI void glLoadMatrixf(const GLfloat* matrix); GLAPI void glLoadMatrixf(const GLfloat* matrix);
GLAPI void glMatrixMode(GLenum mode); GLAPI void glMatrixMode(GLenum mode);
GLAPI void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearVal, GLdouble farVal);
GLAPI void glPushMatrix(); GLAPI void glPushMatrix();
GLAPI void glPopMatrix(); GLAPI void glPopMatrix();
GLAPI void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z); GLAPI void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);

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@ -28,6 +28,7 @@ public:
virtual void gl_load_identity() = 0; virtual void gl_load_identity() = 0;
virtual void gl_load_matrix(const FloatMatrix4x4& matrix) = 0; virtual void gl_load_matrix(const FloatMatrix4x4& matrix) = 0;
virtual void gl_matrix_mode(GLenum mode) = 0; virtual void gl_matrix_mode(GLenum mode) = 0;
virtual void gl_ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) = 0;
virtual void gl_push_matrix() = 0; virtual void gl_push_matrix() = 0;
virtual void gl_pop_matrix() = 0; virtual void gl_pop_matrix() = 0;
virtual void gl_rotate(GLdouble angle, GLdouble x, GLdouble y, GLdouble z) = 0; virtual void gl_rotate(GLdouble angle, GLdouble x, GLdouble y, GLdouble z) = 0;

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@ -65,3 +65,8 @@ void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLd
{ {
g_gl_context->gl_frustum(left, right, bottom, top, nearVal, 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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@ -445,6 +445,41 @@ void SoftwareGLContext::gl_frustum(GLdouble left, GLdouble right, GLdouble botto
m_error = GL_NO_ERROR; m_error = GL_NO_ERROR;
} }
void SoftwareGLContext::gl_ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val)
{
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
if (left == right || bottom == top || near_val == far_val) {
m_error = GL_INVALID_VALUE;
return;
}
auto rl = right - left;
auto tb = top - bottom;
auto fn = far_val - near_val;
auto tx = -(right + left) / rl;
auto ty = -(top + bottom) / tb;
auto tz = -(far_val + near_val) / fn;
FloatMatrix4x4 projection {
static_cast<float>(2 / rl), 0, 0, static_cast<float>(tx),
0, static_cast<float>(2 / tb), 0, static_cast<float>(ty),
0, 0, static_cast<float>(-2 / fn), static_cast<float>(tz),
0, 0, 0, 1
};
if (m_current_matrix_mode == GL_PROJECTION) {
m_projection_matrix = m_projection_matrix * projection;
} else if (m_current_matrix_mode == GL_MODELVIEW) {
m_projection_matrix = m_model_view_matrix * projection;
}
m_error = GL_NO_ERROR;
}
GLenum SoftwareGLContext::gl_get_error() GLenum SoftwareGLContext::gl_get_error()
{ {
if (m_in_draw_state) { if (m_in_draw_state) {

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@ -27,6 +27,7 @@ public:
virtual void gl_load_identity() override; virtual void gl_load_identity() override;
virtual void gl_load_matrix(const FloatMatrix4x4& matrix) override; virtual void gl_load_matrix(const FloatMatrix4x4& matrix) override;
virtual void gl_matrix_mode(GLenum mode) override; virtual void gl_matrix_mode(GLenum mode) override;
virtual void gl_ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) override;
virtual void gl_push_matrix() override; virtual void gl_push_matrix() override;
virtual void gl_pop_matrix() override; virtual void gl_pop_matrix() override;
virtual void gl_rotate(GLdouble angle, GLdouble x, GLdouble y, GLdouble z) override; virtual void gl_rotate(GLdouble angle, GLdouble x, GLdouble y, GLdouble z) override;