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path: root/src/libjin/Graphics/je_gl.cpp
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#define OGL2D_IMPLEMENT
#include "je_gl.h"
#include "je_color.h"

using namespace JinEngine::Math;

namespace JinEngine
{
	namespace Graphics
	{

		OpenGL gl;

        OpenGL::OpenGL()
            : ogl2d::OpenGL()
        {
            mModelViewMatrices.push_back(Matrix());
            solve();
        }

        void OpenGL::setColor(Channel r, Channel g, Channel b, Channel a)
        {
            setColor(Color(r, g, b, a));
        }

        void OpenGL::setColor(Color c)
        {
            mCurrentColor = c;
            glColor4f(c.r / 255.f, c.g / 255.f, c.b / 255.f, c.a / 255.f);
        }

        Color OpenGL::getColor()
        {
            return mCurrentColor;
        }

        void OpenGL::clearMatrix()
        {
            mModelViewMatrices.clear();
            mModelViewMatrices.push_back(Matrix());
            mModelViewMatrix.setIdentity();
        }

        void OpenGL::push()
        {
            mModelViewMatrices.push_back(Matrix());
        }

        void OpenGL::pop()
        {
            if (mModelViewMatrices.size() == 1)
                return;
            mModelViewMatrices.pop_back();
            solve();
        }

        void OpenGL::solve()
        {
            mModelViewMatrix.setIdentity();
            for (Matrix& m : mModelViewMatrices)
                mModelViewMatrix *= m;
        }

        void OpenGL::translate(float x, float y)
        {
            if (mModelViewMatrices.size() == 1)
                return;
            Matrix& m = mModelViewMatrices.back();
            m.translate(x, y);
            mModelViewMatrix.translate(x, y);
        }

        void OpenGL::scale(float sx, float sy)
        {
            if (mModelViewMatrices.size() == 1)
                return;
            Matrix& m = mModelViewMatrices.back();
            m.scale(sx, sy);
            mModelViewMatrix.scale(sx, sy);
        }

        void OpenGL::rotate(float r)
        {
            if (mModelViewMatrices.size() == 1)
                return;
            Matrix& m = mModelViewMatrices.back();
            m.rotate(r);
            mModelViewMatrix.rotate(r);
        }

        Matrix OpenGL::getModelViewMatrix(float x, float y, float sx, float sy, float r, float ox, float oy)
        {
            Matrix m;
            m.setTransformation(x, y, sx, sy, r, ox, oy);
            return mModelViewMatrix*m;
        }

        Matrix OpenGL::getModelViewMatrix()
        {
            return mModelViewMatrix;
        }

        const Matrix& OpenGL::getProjectionMatrix()
        {
            return mProjectionMatrix;
        }

        void OpenGL::setProjectionMatrix(float l, float r, float b, float t, float n, float f)
        {
            mProjectionMatrix.setOrtho(l, r, b, t, n, f);
        }

	} // namespace Graphics
} // namespace JinEngine