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/************************************************************************************
AstroMenace (Hardcore 3D space shooter with spaceship upgrade possibilities)
Copyright © 2006-2013 Michael Kurinnoy, Viewizard
AstroMenace is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
AstroMenace is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with AstroMenace. If not, see <http://www.gnu.org/licenses/>.
Web Site: http://www.viewizard.com/
Project: http://sourceforge.net/projects/openastromenace/
E-mail: viewizard@viewizard.com
*************************************************************************************/
#include "RendererInterface.h"
//------------------------------------------------------------------------------------
//
//------------------------------------------------------------------------------------
void vw_LoadIdentity()
{
glLoadIdentity();
}
//------------------------------------------------------------------------------------
//
//------------------------------------------------------------------------------------
void vw_Translate(VECTOR3D Location)
{
glTranslatef(Location.x, Location.y, Location.z);
}
//------------------------------------------------------------------------------------
//
//------------------------------------------------------------------------------------
void vw_Rotate(float fAngle, float fX, float fY, float fZ)
{
glRotatef(fAngle, fX, fY, fZ);
}
//------------------------------------------------------------------------------------
//
//------------------------------------------------------------------------------------
void vw_Scale(float fX, float fY, float fZ)
{
glScalef(fX, fY, fZ);
}
//------------------------------------------------------------------------------------
// получение матриц
//------------------------------------------------------------------------------------
void vw_GetMatrix(int pname, float *params)
{
switch (pname)
{
case RI_PROJECTION_MATRIX: glGetFloatv(GL_PROJECTION_MATRIX, params); break;
case RI_MODELVIEW_MATRIX: glGetFloatv(GL_MODELVIEW_MATRIX, params); break;
case RI_TEXTURE_MATRIX: glGetFloatv(GL_TEXTURE, params); break;
default: fprintf(stderr, "Error in vw_GetMatrix function call, wrong pname.\n"); break;
}
}
void vw_SetMatrix(float *params)
{
glLoadMatrixf(params);
}
//------------------------------------------------------------------------------------
//
//------------------------------------------------------------------------------------
void vw_MatrixMode(int pname)
{
switch (pname)
{
case RI_PROJECTION_MATRIX: glMatrixMode(GL_PROJECTION); break;
case RI_MODELVIEW_MATRIX: glMatrixMode(GL_MODELVIEW); break;
case RI_TEXTURE_MATRIX: glMatrixMode(GL_TEXTURE); break;
default: fprintf(stderr, "Error in vw_MatrixMode function call, wrong pname.\n"); break;
}
}
//------------------------------------------------------------------------------------
//
//------------------------------------------------------------------------------------
void vw_MultMatrix(float *params)
{
glMultMatrixf(params);
}
//------------------------------------------------------------------------------------
//
//------------------------------------------------------------------------------------
void vw_PushMatrix(void)
{
glPushMatrix();
}
//------------------------------------------------------------------------------------
//
//------------------------------------------------------------------------------------
void vw_PopMatrix(void)
{
glPopMatrix();
}
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