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/*
render/gl.h
This file is part of the Osirion project and is distributed under
the terms of the GNU General Public License version 2
*/
#ifndef __INCLUDED_RENDER_GL_H__
#define __INCLUDED_RENDER_GL_H__
#include <GL/gl.h>
#include <GL/glu.h>
#include "math/vector3f.h"
#include "math/matrix4f.h"
#include "math/axis.h"
#include "math/color.h"
#ifdef _WIN32
#define GL_RESCALE_NORMAL 0x803A
#endif
namespace render {
/// wrapper namespace for OpenGL operations
/** The gl namespace provides a wrapper to the OpenGL library functions.
* All methods take floats or Vector3f and Color as parameters.
*/
namespace gl
{
/// name of the hardware OpenGL renderer
std::string renderer();
/// vender of the system OpenGL implementation
std::string vendor();
/// version of the system OpenGL implementation
std::string version();
/// Opengl Extensions string
std::string extensions();
/// enum to denote Vertex drawing modes
enum Primitive {
Points=GL_POINTS,
Lines=GL_LINES,
LineStrip=GL_LINE_STRIP,
LineLoop=GL_LINE_LOOP,
Triangles=GL_TRIANGLES,
TriangleStrip=GL_TRIANGLE_STRIP,
TriangleFan=GL_TRIANGLE_FAN,
Quads=GL_QUADS,
QuadStrip=GL_QUAD_STRIP,
Polygon=GL_POLYGON
};
/// glViewPort
void viewport(GLint x, GLint y, GLsizei width, GLsizei height );
/// set the color used to clear to buffer
void clearcolor(math::Color const &color);
void clearcolor(const float r, const float g, const float b, const float a);
/// clear buffers to preset values
void clear (GLbitfield mask);
/// glMatrixMode
void matrixmode(GLenum mode);
/// glEnable
void enable(GLenum cap);
/// glDisable
void disable(GLenum cap);
/// glShadeModel
void shademodel(GLenum mode);
/// glCullFace
void cullface(GLenum mode);
/// glFrontFace
void frontface(GLenum mode);
/// glDepthMask
void depthmask(GLenum mode);
/// glBlendFunc
void blendfunc(GLenum sfactor, GLenum dfactor);
/// Delimite the start of a sequence of verteces describing a primitive or group of primitives
/** @param primitive The type of drawing primitive
* @see end()
*/
void begin(Primitive primitive);
/// delimit the end of a sequence of verteces describing a primitive or group of primitives
/** @see begin()
*/
void end();
/// Add the next vertex the the current drawing operation
/** From the glVertex() description:
* vertex() commands are used within begin()/end() pairs to specify point,
* line, and polygon vertices. The current color, normal, and texture
* coordinates are associated with the vertex when vertex() is called.
*/
void vertex(const math::Vector3f& vector);
void vertex(const float x, const float y, const float z);
/// glNormal
void normal(const math::Vector3f & vector);
void normal(const float x, const float y, const float z);
/// multiply the current matrix by a general rotation matrix
/** @param angle The angle of the rotation, in degrees [0-360]
* @param vector The rotation axes, relative to the origin (0,0,0)
*/
void rotate(const float angle, const math::Vector3f& vector);
/// multiply the current matrix by a general rotation matrix
/** @param angle The angle of the rotation, in degrees
* @param x The x-coordinate of the rotation vector
* @param y The y-coordinate of the rotation vector
* @param z The z-coordinate of the rotation vector
*/
void rotate(const float angle, const float x, const float y, const float z);
/// multiply the current matrix by a general translation matrix
/** @param vector The translation vector, relative to the origin (0,0,0)
*/
void translate(const math::Vector3f& vector);
/// multiply the current matrix by a general translation matrix
/** @param x The x-coordinate of the translation vector
* @param y The y-coordinate of the translation vector
* @param z The z-coordinate of the translation vector
*/
void translate(const float x, const float y, const float z);
/// multiply the current matrix by a general scaling matrix
/** @param vector The scale factor for all 3 axes
*/
void scale(const math::Vector3f& vector);
/// multiply the current matrix by a general scaling matrix
/** @param x x-scaling factor
* @param y y-scaling factor
* @param z z-scaling factor
*/
void scale(const float x, const float y, const float z);
/// multiply the current matrix with a coordinate system transformation
void multmatrix(const math::Axis & axis);
/// multiply the current matrix with a 4x4 float matrix
void multmatrix(const math::Matrix4f & matrix);
/// specify the drawing color for the next GL functions
/** @param color the new drawing color
*/
void color(math::Color const & color);
/** @param r red value of the new drawing color
* @param g green value of the new drawing color
* @param b blue value of the new drawing color
* @param a alpha value of the new drawing color
*/
void color(const float r, const float g, const float b, const float a=1.0f);
/// Push the current transformation matrix to the stack
void push();
/// Replace the transformation matrix with the top from the stack
void pop();
/// Replace the transformation matrix with the identity matrtix
void loadidentity();
/// Perspective matrix
void frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble znear, GLdouble zfar);
}
}
#endif // __INCLUDED_RENDER_GL_H__
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