Add gluOrtho2D, ortho2d example and fix glOrtho
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101f260ce6
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6
GL/glu.c
6
GL/glu.c
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@ -2,7 +2,7 @@
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#include "private.h"
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/* Set the Perspective */
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void gluPerspective(GLfloat angle, GLfloat aspect,
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void APIENTRY gluPerspective(GLfloat angle, GLfloat aspect,
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GLfloat znear, GLfloat zfar) {
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GLfloat xmin, xmax, ymin, ymax;
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@ -13,3 +13,7 @@ void gluPerspective(GLfloat angle, GLfloat aspect,
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glFrustum(xmin, xmax, ymin, ymax, znear, zfar);
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}
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void APIENTRY gluOrtho2D(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top) {
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glOrtho(left, right, bottom, top, -1.0f, 1.0f);
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}
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16
GL/matrix.c
16
GL/matrix.c
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@ -176,9 +176,9 @@ void APIENTRY glOrtho(GLfloat left, GLfloat right,
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OrthoMatrix[3][1] = -(top + bottom) / (top - bottom);
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OrthoMatrix[3][2] = -(zfar + znear) / (zfar - znear);
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mat_load(stack_top(MATRIX_STACKS + MATRIX_MODE));
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mat_load(stack_top(MATRIX_STACKS + MATRIX_IDX));
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mat_apply(&OrthoMatrix);
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mat_store(stack_top(MATRIX_STACKS + MATRIX_MODE));
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mat_store(stack_top(MATRIX_STACKS + MATRIX_IDX));
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}
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@ -207,18 +207,6 @@ void APIENTRY glFrustum(GLfloat left, GLfloat right,
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mat_store(stack_top(MATRIX_STACKS + MATRIX_IDX));
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}
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/* Set the Perspective */
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void gluPerspective(GLfloat angle, GLfloat aspect,
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GLfloat znear, GLfloat zfar) {
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GLfloat xmin, xmax, ymin, ymax;
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ymax = znear * ftan(angle * F_PI / 360.0f);
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ymin = -ymax;
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xmin = ymin * aspect;
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xmax = ymax * aspect;
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glFrustum(xmin, xmax, ymin, ymax, znear, zfar);
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}
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/* Multiply the current matrix by an arbitrary matrix */
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void glMultMatrixf(const GLfloat *m) {
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2
Makefile
2
Makefile
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@ -6,7 +6,7 @@
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# Copyright (C) 2018 Luke Benstead
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TARGET = libGLdc.a
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OBJS = GL/draw.o GL/flush.o GL/framebuffer.o GL/immediate.o GL/lighting.o GL/state.o GL/texture.o
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OBJS = GL/draw.o GL/flush.o GL/framebuffer.o GL/immediate.o GL/lighting.o GL/state.o GL/texture.o GL/glu.o
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OBJS += GL/matrix.o GL/fog.o GL/error.o containers/stack.o containers/named_array.o containers/aligned_vector.o
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SUBDIRS =
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@ -23,6 +23,8 @@ __BEGIN_DECLS
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#define GLU_FALSE 0
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#define GLU_TRUE 1
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GLAPI void APIENTRY gluOrtho2D(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top);
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/* gluPerspective - Set the Perspective for Rendering. */
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GLAPI void APIENTRY gluPerspective(GLdouble fovy, GLdouble aspect,
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GLdouble zNear, GLdouble zFar);
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@ -10,4 +10,5 @@ all:
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$(KOS_MAKE) -C nehe02 all
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$(KOS_MAKE) -C nehe02va all
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$(KOS_MAKE) -C nehe03 all
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$(KOS_MAKE) -C nehe06 all
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$(KOS_MAKE) -C nehe06 all
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$(KOS_MAKE) -C ortho2d all
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29
samples/ortho2d/Makefile
Normal file
29
samples/ortho2d/Makefile
Normal file
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@ -0,0 +1,29 @@
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TARGET = ortho2d.elf
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OBJS = main.o
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all: rm-elf $(TARGET)
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include $(KOS_BASE)/Makefile.rules
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clean:
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-rm -f $(TARGET) $(OBJS) romdisk.*
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rm-elf:
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-rm -f $(TARGET) romdisk.*
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$(TARGET): $(OBJS) romdisk.o
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$(KOS_CC) $(KOS_CFLAGS) $(KOS_LDFLAGS) -o $(TARGET) $(KOS_START) \
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$(OBJS) romdisk.o $(OBJEXTRA) -lm -lkosutils $(KOS_LIBS)
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romdisk.img:
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$(KOS_GENROMFS) -f romdisk.img -d romdisk -v
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romdisk.o: romdisk.img
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$(KOS_BASE)/utils/bin2o/bin2o romdisk.img romdisk romdisk.o
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run: $(TARGET)
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$(KOS_LOADER) $(TARGET)
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dist:
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rm -f $(OBJS) romdisk.o romdisk.img
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$(KOS_STRIP) $(TARGET)
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67
samples/ortho2d/main.c
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67
samples/ortho2d/main.c
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@ -0,0 +1,67 @@
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#include "gl.h"
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#include "glu.h"
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#include "glkos.h"
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/* A general OpenGL initialization function. Sets all of the initial parameters. */
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void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
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{
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
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glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
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glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
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//glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity(); // Reset The Projection Matrix
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gluOrtho2D(0, 640, 0, 480);
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glMatrixMode(GL_MODELVIEW);
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}
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/* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */
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void ReSizeGLScene(int Width, int Height)
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{
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if (Height == 0) // Prevent A Divide By Zero If The Window Is Too Small
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Height = 1;
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glViewport(0, 0, Width, Height); // Reset The Current Viewport And Perspective Transformation
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluOrtho2D(0, 640, 0, 480);
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glMatrixMode(GL_MODELVIEW);
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}
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/* The main drawing function. */
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void DrawGLScene()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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glLoadIdentity(); // Reset The View
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// draw a triangle
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glBegin(GL_TRIANGLES); // start drawing a polygon
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glVertex2f( 320.0f, 360.0f); // Top
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glVertex2f( 120.0f, 120.0f);
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glVertex2f( 640.0f - 120.0f, 120.0f);
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glEnd(); // we're done with the polygon
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glKosSwapBuffers();
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}
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int main(int argc, char **argv)
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{
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glKosInit();
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InitGL(640, 480);
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ReSizeGLScene(640, 480);
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while(1) {
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DrawGLScene();
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}
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return 0;
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}
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0
samples/ortho2d/romdisk/PLACEHOLDER
Normal file
0
samples/ortho2d/romdisk/PLACEHOLDER
Normal file
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