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/*
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
*/
// project includes
#include "render/gl.h"
// system includes
#include "GL/gl.h"
using math::Vector3f;
using math::Color;
namespace render {
namespace gl {
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 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
} // namespace render
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