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			75 lines
		
	
	
	
		
			2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			75 lines
		
	
	
	
		
			2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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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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|  *
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|  * SPDX-License-Identifier: BSD-2-Clause
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|  */
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| 
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| #include "GL/gl.h"
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| #include "GLContext.h"
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| 
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| extern GL::GLContext* g_gl_context;
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| 
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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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| /*
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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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| /*
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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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| void glLoadMatrixf(const GLfloat* matrix)
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| {
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|     // Transpose the matrix here because glLoadMatrix expects elements
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|     // in column major order but out Matrix class stores elements in
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|     // row major order.
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|     FloatMatrix4x4 mat(
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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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|     g_gl_context->gl_load_matrix(mat);
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| }
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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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| /**
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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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| 
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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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