Add gluOrtho2D, ortho2d example and fix glOrtho

This commit is contained in:
Luke Benstead 2018-05-29 19:39:27 +01:00
parent 101f260ce6
commit 9167869633
8 changed files with 108 additions and 17 deletions

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@ -2,7 +2,7 @@
#include "private.h"
/* Set the Perspective */
void gluPerspective(GLfloat angle, GLfloat aspect,
void APIENTRY gluPerspective(GLfloat angle, GLfloat aspect,
GLfloat znear, GLfloat zfar) {
GLfloat xmin, xmax, ymin, ymax;
@ -13,3 +13,7 @@ void gluPerspective(GLfloat angle, GLfloat aspect,
glFrustum(xmin, xmax, ymin, ymax, znear, zfar);
}
void APIENTRY gluOrtho2D(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top) {
glOrtho(left, right, bottom, top, -1.0f, 1.0f);
}

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@ -176,9 +176,9 @@ void APIENTRY glOrtho(GLfloat left, GLfloat right,
OrthoMatrix[3][1] = -(top + bottom) / (top - bottom);
OrthoMatrix[3][2] = -(zfar + znear) / (zfar - znear);
mat_load(stack_top(MATRIX_STACKS + MATRIX_MODE));
mat_load(stack_top(MATRIX_STACKS + MATRIX_IDX));
mat_apply(&OrthoMatrix);
mat_store(stack_top(MATRIX_STACKS + MATRIX_MODE));
mat_store(stack_top(MATRIX_STACKS + MATRIX_IDX));
}
@ -207,18 +207,6 @@ void APIENTRY glFrustum(GLfloat left, GLfloat right,
mat_store(stack_top(MATRIX_STACKS + MATRIX_IDX));
}
/* Set the Perspective */
void gluPerspective(GLfloat angle, GLfloat aspect,
GLfloat znear, GLfloat zfar) {
GLfloat xmin, xmax, ymin, ymax;
ymax = znear * ftan(angle * F_PI / 360.0f);
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
glFrustum(xmin, xmax, ymin, ymax, znear, zfar);
}
/* Multiply the current matrix by an arbitrary matrix */
void glMultMatrixf(const GLfloat *m) {

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@ -6,7 +6,7 @@
# Copyright (C) 2018 Luke Benstead
TARGET = libGLdc.a
OBJS = GL/draw.o GL/flush.o GL/framebuffer.o GL/immediate.o GL/lighting.o GL/state.o GL/texture.o
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
OBJS += GL/matrix.o GL/fog.o GL/error.o containers/stack.o containers/named_array.o containers/aligned_vector.o
SUBDIRS =

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@ -23,6 +23,8 @@ __BEGIN_DECLS
#define GLU_FALSE 0
#define GLU_TRUE 1
GLAPI void APIENTRY gluOrtho2D(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top);
/* gluPerspective - Set the Perspective for Rendering. */
GLAPI void APIENTRY gluPerspective(GLdouble fovy, GLdouble aspect,
GLdouble zNear, GLdouble zFar);

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@ -11,3 +11,4 @@ all:
$(KOS_MAKE) -C nehe02va all
$(KOS_MAKE) -C nehe03 all
$(KOS_MAKE) -C nehe06 all
$(KOS_MAKE) -C ortho2d all

29
samples/ortho2d/Makefile Normal file
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@ -0,0 +1,29 @@
TARGET = ortho2d.elf
OBJS = main.o
all: rm-elf $(TARGET)
include $(KOS_BASE)/Makefile.rules
clean:
-rm -f $(TARGET) $(OBJS) romdisk.*
rm-elf:
-rm -f $(TARGET) romdisk.*
$(TARGET): $(OBJS) romdisk.o
$(KOS_CC) $(KOS_CFLAGS) $(KOS_LDFLAGS) -o $(TARGET) $(KOS_START) \
$(OBJS) romdisk.o $(OBJEXTRA) -lm -lkosutils $(KOS_LIBS)
romdisk.img:
$(KOS_GENROMFS) -f romdisk.img -d romdisk -v
romdisk.o: romdisk.img
$(KOS_BASE)/utils/bin2o/bin2o romdisk.img romdisk romdisk.o
run: $(TARGET)
$(KOS_LOADER) $(TARGET)
dist:
rm -f $(OBJS) romdisk.o romdisk.img
$(KOS_STRIP) $(TARGET)

67
samples/ortho2d/main.c Normal file
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@ -0,0 +1,67 @@
#include "gl.h"
#include "glu.h"
#include "glkos.h"
/* A general OpenGL initialization function. Sets all of the initial parameters. */
void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
{
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
//glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
glMatrixMode(GL_PROJECTION);
glLoadIdentity(); // Reset The Projection Matrix
gluOrtho2D(0, 640, 0, 480);
glMatrixMode(GL_MODELVIEW);
}
/* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */
void ReSizeGLScene(int Width, int Height)
{
if (Height == 0) // Prevent A Divide By Zero If The Window Is Too Small
Height = 1;
glViewport(0, 0, Width, Height); // Reset The Current Viewport And Perspective Transformation
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, 640, 0, 480);
glMatrixMode(GL_MODELVIEW);
}
/* The main drawing function. */
void DrawGLScene()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The View
// draw a triangle
glBegin(GL_TRIANGLES); // start drawing a polygon
glVertex2f( 320.0f, 360.0f); // Top
glVertex2f( 120.0f, 120.0f);
glVertex2f( 640.0f - 120.0f, 120.0f);
glEnd(); // we're done with the polygon
glKosSwapBuffers();
}
int main(int argc, char **argv)
{
glKosInit();
InitGL(640, 480);
ReSizeGLScene(640, 480);
while(1) {
DrawGLScene();
}
return 0;
}

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