#include "crenderergl.hpp" namespace EE { namespace Graphics { cRendererGL::cRendererGL() { } cRendererGL::~cRendererGL() { } EEGL_version cRendererGL::Version() { return GLv_2; } void cRendererGL::PushMatrix() { glPushMatrix(); } void cRendererGL::PopMatrix() { glPopMatrix(); } void cRendererGL::LoadIdentity() { glLoadIdentity(); } void cRendererGL::Translatef( GLfloat x, GLfloat y, GLfloat z ) { glTranslatef( x, y, z ); } void cRendererGL::Rotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z ) { glRotatef( angle, x, y, z ); } void cRendererGL::Scalef( GLfloat x, GLfloat y, GLfloat z ) { glScalef( x,y, z ); } void cRendererGL::MatrixMode(GLenum mode) { glMatrixMode( mode ); } void cRendererGL::Ortho( GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar ) { glOrtho( left, right, bottom, top, zNear, zFar ); } void cRendererGL::LookAt( GLfloat eyeX, GLfloat eyeY, GLfloat eyeZ, GLfloat centerX, GLfloat centerY, GLfloat centerZ, GLfloat upX, GLfloat upY, GLfloat upZ ) { gluLookAt( eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ ); } void cRendererGL::Perspective ( GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar ) { gluPerspective( fovy, aspect, zNear, zFar ); } void cRendererGL::EnableClientState( GLenum array ) { glEnableClientState( array ); } void cRendererGL::DisableClientState( GLenum array ) { glDisableClientState( array ); } void cRendererGL::VertexPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer, GLuint allocate ) { glVertexPointer( size, type, stride, pointer ); } void cRendererGL::ColorPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer, GLuint allocate ) { glColorPointer( size, type, stride, pointer ); } void cRendererGL::TexCoordPointer ( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer, GLuint allocate ) { glTexCoordPointer( size, type, stride, pointer ); } void cRendererGL::ClientActiveTexture( GLenum texture ) { glClientActiveTexture( texture ); } void cRendererGL::ClipPlaneEnable( const Int32& x, const Int32& y, const Int32& Width, const Int32& Height ) { GLdouble tX = (GLdouble)x; GLdouble tY = (GLdouble)y; GLdouble tW = (GLdouble)Width; GLdouble tH = (GLdouble)Height; GLdouble clip_left[] = { 1.0 , 0.0 , 0.0, -tX }; GLdouble clip_right[] = { -1.0, 0.0 , 0.0, tX + tW }; GLdouble clip_top[] = { 0.0 , 1.0 , 0.0, -tY }; GLdouble clip_bottom[] = { 0.0 , -1.0 , 0.0, tY + tH }; GLi->Enable(GL_CLIP_PLANE0); GLi->Enable(GL_CLIP_PLANE1); GLi->Enable(GL_CLIP_PLANE2); GLi->Enable(GL_CLIP_PLANE3); glClipPlane(GL_CLIP_PLANE0, clip_left); glClipPlane(GL_CLIP_PLANE1, clip_right); glClipPlane(GL_CLIP_PLANE2, clip_top); glClipPlane(GL_CLIP_PLANE3, clip_bottom); } void cRendererGL::ClipPlaneDisable() { GLi->Disable(GL_CLIP_PLANE0); GLi->Disable(GL_CLIP_PLANE1); GLi->Disable(GL_CLIP_PLANE2); GLi->Disable(GL_CLIP_PLANE3); } }}