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#include <asura-utils/type.h>
#include "../core_config.h"
#include "gl.h"
#include "shader.h"
using namespace AEMath;
namespace AsuraEngine
{
namespace Graphics
{
#if ASURA_DEBUG
static bool _instantiated = false;
#endif
OpenGL gl;
OpenGL::OpenGL()
{
#if ASURA_DEBUG
ASSERT(!_instantiated);
_instantiated = true;
#endif
}
OpenGL::~OpenGL()
{
}
void OpenGL::SetViewport(const Recti v)
{
glViewport(v.x, v.y, v.w, v.h);
state.viewport = v;
}
Recti OpenGL::GetViewport()
{
return state.viewport;
}
void OpenGL::UseShader(Shader* shader)
{
glUseProgram(shader->GetGLProgramHandle());
state.shader = shader;
}
void OpenGL::UnuseShader()
{
state.shader = nullptr;
}
//------------------------------------------------------------------------------//
void OpenGL::SetMatrixMode(MatrixMode mode)
{
state.matrixMode = mode;
}
MatrixMode OpenGL::GetMatrixMode()
{
return state.matrixMode;
}
void OpenGL::PushMatrix()
{
state.matrix[state.matrixMode].Push();
}
void OpenGL::PopMatrix()
{
state.matrix[state.matrixMode].Pop();
}
void OpenGL::LoadIdentity()
{
state.matrix[state.matrixMode].LoadIdentity();
}
void OpenGL::Rotate(float angle, float x, float y, float z)
{
state.matrix[state.matrixMode].Rotate(angle, x, y, z);
}
void OpenGL::Translate(float x, float y, float z)
{
state.matrix[state.matrixMode].Translate(x, y, z);
}
void OpenGL::Scale(float x, float y, float z)
{
state.matrix[state.matrixMode].Scale(x, y, z);
}
void OpenGL::Ortho(float l, float r, float b, float t, float n, float f)
{
state.matrix[state.matrixMode].Ortho(l, r, b, t, n, f);
}
AEMath::Matrix44& OpenGL::GetMatrix(MatrixMode mode)
{
return state.matrix[state.matrixMode].GetTop();
}
uint OpenGL::GetMatrixDepth()
{
return state.matrix[state.matrixMode].GetCapacity();
}
uint OpenGL::GetMatrixIndex()
{
return state.matrix[state.matrixMode].GetTopIndex();
}
//------------------------------------------------------------------------------//
}
}
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