serenity/Userland/Libraries/LibGL/GLMat.cpp
2021-12-12 21:51:08 +01:00

134 lines
3.4 KiB
C++

/*
* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
* Copyright (c) 2021, Jelle Raaijmakers <jelle@gmta.nl>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "AK/Array.h"
#include "GL/gl.h"
#include "GLContext.h"
extern GL::GLContext* g_gl_context;
void glMatrixMode(GLenum mode)
{
g_gl_context->gl_matrix_mode(mode);
}
/*
* Push the current matrix (based on the current matrix mode)
* to its' corresponding matrix stack in the current OpenGL
* state context
*/
void glPushMatrix()
{
g_gl_context->gl_push_matrix();
}
/*
* Pop a matrix from the corresponding matrix stack into the
* corresponding matrix in the state based on the current
* matrix mode
*/
void glPopMatrix()
{
g_gl_context->gl_pop_matrix();
}
/*
* Transposes input matrices (column-major) to our Matrix (row-major).
*/
template<typename I, typename O>
static constexpr Matrix4x4<O> transpose_input_matrix(I const* matrix)
{
if constexpr (IsSame<I, O>) {
// clang-format off
return {
matrix[0], matrix[4], matrix[8], matrix[12],
matrix[1], matrix[5], matrix[9], matrix[13],
matrix[2], matrix[6], matrix[10], matrix[14],
matrix[3], matrix[7], matrix[11], matrix[15],
};
// clang-format on
}
Array<O, 16> elements;
for (size_t i = 0; i < 16; ++i)
elements[i] = static_cast<O>(matrix[i]);
// clang-format off
return {
elements[0], elements[4], elements[8], elements[12],
elements[1], elements[5], elements[9], elements[13],
elements[2], elements[6], elements[10], elements[14],
elements[3], elements[7], elements[11], elements[15],
};
// clang-format on
}
void glMultMatrixf(GLfloat const* matrix)
{
g_gl_context->gl_mult_matrix(transpose_input_matrix<float, float>(matrix));
}
void glLoadMatrixd(GLdouble const* matrix)
{
g_gl_context->gl_load_matrix(transpose_input_matrix<double, float>(matrix));
}
void glLoadMatrixf(GLfloat const* matrix)
{
g_gl_context->gl_load_matrix(transpose_input_matrix<float, float>(matrix));
}
void glLoadIdentity()
{
g_gl_context->gl_load_identity();
}
/**
* Create a viewing frustum (a.k.a a "Perspective Matrix") in the current matrix. This
* is usually done to the projection matrix. The current matrix is then multiplied
* by this viewing frustum matrix.
*
* https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glFrustum.xml
*
*
* FIXME: We need to check for some values that could result in a division by zero
*/
void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearVal, GLdouble farVal)
{
g_gl_context->gl_frustum(left, right, bottom, top, nearVal, farVal);
}
void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearVal, GLdouble farVal)
{
g_gl_context->gl_ortho(left, right, bottom, top, nearVal, farVal);
}
void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
{
g_gl_context->gl_rotate(angle, x, y, z);
}
void glScaled(GLdouble x, GLdouble y, GLdouble z)
{
g_gl_context->gl_scale(x, y, z);
}
void glScalef(GLfloat x, GLfloat y, GLfloat z)
{
g_gl_context->gl_scale(x, y, z);
}
void glTranslated(GLdouble x, GLdouble y, GLdouble z)
{
g_gl_context->gl_translate(x, y, z);
}
void glTranslatef(GLfloat x, GLfloat y, GLfloat z)
{
g_gl_context->gl_translate(x, y, z);
}