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/*
   gl/gllib.cc
   This file is part of the Osirion project and is distributed under 
   the terms of the GNU General Public License version 2 
*/

// project includes
#include "gl/gllib.h"
#include "common/common.h"

// system includes
#include "GL/gl.h"

using math::Vector3f;
using math::Color;

namespace gl 
{

void init() 
{
	con_debug << "Initializing gl..." << std::endl;
}

void shutdown()
{
	con_debug << "Shutting down gl..." << std::endl;
}

void begin(Primitive primitive) { 
	glBegin(primitive); 
}

void end() { 
	glEnd(); 
}

void viewport(GLint x, GLint y, GLsizei width, GLsizei height)
{
	glViewport(x, y, width, height);
}

void depthmask(GLenum mode)
{
	glDepthMask(mode);
}


void frontface(GLenum mode)
{
	glFrontFace(mode);
}

void cullface(GLenum mode)
{
	glCullFace(mode);
}

void shademodel(GLenum mode)
{
	glShadeModel(mode);
}

void blendfunc(GLenum sfactor, GLenum dfactor)
{
	glBlendFunc(sfactor, dfactor);
}

void enable(GLenum cap)
{	
	glEnable(cap);
}

void disable(GLenum cap)
{	
	glDisable(cap);
}

void clear (GLbitfield mask) {
	glClear(mask);
}

void clearcolor(Color const & color) {
	glClearColor(color.red(), color.green(), color.blue(), color.alpha());
}

void clearcolor(const float r, const float g, const float b, const float a) {
	glClearColor(r,g,b, a);
}

void rotate(const float angle, const Vector3f& vector) { 
	glRotatef(angle, vector[0], vector[1], vector[2]); 
}

void rotate(const float angle, const float x, const float y, const float z) { 
	glRotatef(angle, x, y, z); 
}

void translate(const Vector3f& vector) { 
	glTranslatef(vector[0], vector[1], vector[2]); 
}

void translate(const float x, const float y, const float z) { 
	glTranslatef(x, y, z); 
}
void scale(const Vector3f& vector) { 
	glScalef(vector[0], vector[1], vector[2]); 
}

void scale(const float x, const float y, const float z) { 
	glScalef(x, y, z); 
}

void vertex(const Vector3f& vector) { 
	glVertex3f(vector[0], vector[1],  vector[2]);
}

void vertex(const float x, const float y, const float z) {
	glVertex3f(x, y, z);
}

void push() {
	glPushMatrix();
}

void pop() {
	glPopMatrix();
}

void color(const float r, const float g, const float b, const float a) {
	glColor4f(r,g,b,a);
}
void color(Color const & color) {
	glColor4f(color.red(), color.green(), color.blue(), color.alpha());
}

void matrixmode(GLenum mode) {
	glMatrixMode(mode);
}

void loadidentity() {
	glLoadIdentity();
}

void frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble znear, GLdouble zfar) 
{
	glFrustum(left, right, bottom, top, znear, zfar);
}

} // namespace gl