Project::OSiRiON - Git repositories
Project::OSiRiON
News . About . Screenshots . Downloads . Forum . Wiki . Tracker . Git
summaryrefslogtreecommitdiff
blob: ebba733183fe359927fb3b2275b4933a84aef929 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
/*
   render/gl.cc
   This file is part of the Osirion project and is distributed under
   the terms of the GNU General Public License version 2
*/

#include "render/gl.h"
#include "math/matrix4f.h"

namespace gl
{

using math::Vector2f;
using math::Vector3f;
using math::Color;

genbuffers_func genbuffers = 0;
deletebuffers_func deletebuffers = 0;
bindbuffer_func bindbuffer = 0;
bufferdata_func bufferdata = 0;

std::string renderer()
{
	return std::string((char *)glGetString(GL_RENDERER));
}

std::string vendor()
{
	return std::string((char *)glGetString(GL_VENDOR));
}

std::string version()
{
	return std::string((char *)glGetString(GL_VERSION));
}

std::string extensions()
{
	return std::string((char *)glGetString(GL_EXTENSIONS));
}

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 depthfunc(GLenum func)
{
	::glDepthFunc(func);
}

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 Vector2f& vector)
{
	glVertex2fv(vector.ptr());
}

void vertex(const float x, const float y)
{
	glVertex2f(x, y);
}

void vertex(const Vector3f& vector)
{
	glVertex3fv(vector.ptr());
}

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

void normal(const Vector3f & vector)
{
	glNormal3fv(vector.ptr());
}

void normal(const float x, const float y, const float z)
{
	glNormal3f(x, y, z);
}

void texcoord(const float x, const float y)
{
	glTexCoord2f(x, y);
}

void texcoord(const math::Vector2f& vector)
{
	glTexCoord2fv(vector.ptr());
}

void texcoord(const float x, const float y, const float z)
{
	glTexCoord3f(x, y, z);
}

void push()
{
	glPushMatrix();
}

void pop()
{
	glPopMatrix();
}

void multmatrix(const math::Matrix4f & matrix)
{
	glMultMatrixf(matrix.ptr());
}

void multmatrix(const math::Axis & axis)
{
	math::Matrix4f matrix(axis);
	glMultMatrixf(matrix.ptr());
}

void color(const float r, const float g, const float b, const float a)
{
	glColor4f(r, g, b, a);
}
void color(Color const & color)
{
	glColor4fv(color.ptr());
}

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);
}

void texgeni(GLenum coord, GLenum param, GLenum value)
{
	glTexGeni(coord, param, value);
}

void texgenfv(GLenum coord, GLenum param, const GLfloat* value)
{
	glTexGenfv(coord, param, value);
}

} // namespace gl