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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()
: mBlendMode(BlendMode::NONE)
{
memset(&mColor, 0xff, sizeof(mColor));
memset(&mPrecolor, 0xff, sizeof(mPrecolor));
// Set default modelview matrix.
mModelViewMatrices.push_back(Matrix());
mModelViewMatrix.setIdentity();
for (Matrix& m : mModelViewMatrices)
mModelViewMatrix *= m;
}
OpenGL::~OpenGL()
{
}
void OpenGL::pushColor(GLubyte r, GLubyte g, GLubyte b, GLubyte a)
{
memcpy(&mPrecolor, &mColor, sizeof(mPrecolor));
mColor.r = r;
mColor.g = g;
mColor.b = b;
mColor.a = a;
glColor4ub(r, g, b, a);
}
void OpenGL::popColor()
{
memcpy(&mColor, &mPrecolor, sizeof(mPrecolor));
glColor4ub(mColor.r, mColor.g, mColor.b, mColor.a);
}
void OpenGL::flushError()
{
while (glGetError() != GL_NO_ERROR);
}
GLuint OpenGL::genTexture()
{
GLuint t;
glGenTextures(1, &t);
return t;
}
void OpenGL::bindTexture(GLuint texture)
{
glBindTexture(GL_TEXTURE_2D, texture);
}
void OpenGL::deleteTexture(GLuint texture)
{
glDeleteTextures(1, &texture);
}
void OpenGL::setTexParameter(GLenum pname, GLint param)
{
glTexParameteri(GL_TEXTURE_2D, pname, param);
}
void OpenGL::texImage(GLint internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
{
glTexImage2D(GL_TEXTURE_2D, 0, internalformat, width, height, 0, format, type, pixels);
}
void OpenGL::texSubImage(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
{
glTexSubImage2D(GL_TEXTURE_2D, 0, xoffset, yoffset, width, height, format, type, pixels);
}
void OpenGL::activeTexUnit(unsigned int unit)
{
// glActiveTexture selects which texture unit subsequent texture state calls will affect.
glActiveTexture(GL_TEXTURE0 + unit);
}
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::pushMatrix()
{
mModelViewMatrices.push_back(Matrix());
}
void OpenGL::popMatrix()
{
if (mModelViewMatrices.size() == 1)
return;
mModelViewMatrices.pop_back();
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, r, sx, sy, ox, oy);
return mModelViewMatrix*m;
}
Math::Matrix OpenGL::getModelViewMatrix(const Math::Transform& tansform)
{
return mModelViewMatrix * tansform.getMatrix();
}
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);
}
OpenGL::BlendMode OpenGL::getBlendMode()
{
return mBlendMode;
}
void OpenGL::setBlendMode(BlendMode mode)
{
if (mBlendMode == mode)
return;
mBlendMode = mode;
GLenum func = GL_FUNC_ADD;
GLenum srcRGB = GL_ONE;
GLenum srcA = GL_ONE;
GLenum dstRGB = GL_ZERO;
GLenum dstA = GL_ZERO;
switch (mode)
{
case BlendMode::ADDITIVE:
srcRGB = GL_SRC_ALPHA;
dstRGB = GL_ONE;
break;
case BlendMode::PREMULTIPLIEDALPHA:
srcRGB = srcA = GL_ONE;
dstRGB = dstA = GL_ONE_MINUS_SRC_ALPHA;
break;
case BlendMode::ALPHA:
default:
srcRGB = srcA = GL_SRC_ALPHA;
dstRGB = dstA = GL_ONE_MINUS_SRC_ALPHA;
break;
}
glBlendEquation(func);
glBlendFuncSeparate(srcRGB, dstRGB, srcA, dstA);
}
} // namespace Graphics
} // namespace JinEngine
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