Source code
/******************************************************************************
*
* Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions, and the following disclaimer.
*
* 2. The name of the author may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*
* OpenGLGC.h
*
*****************************************************************************/
#pragma once
#include <es++/Exception.h>
#include <es++/opengl/OpenGLObject.h>
#include <math.h>
#include <es++/opengl/OpenGLFace.h>
#include <es++/opengl/Color3.h>
#include <es++/opengl/Color4.h>
#include <es++/opengl/Normal3.h>
#include <es++/opengl/Vertex3.h>
#include <es++/Vertex.h>
namespace Es {
class OpenGLGC :public OpenGLObject {
public:
OpenGLGC()
:OpenGLObject()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
~OpenGLGC()
{
glEnd();
glFlush();
}
void frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble znear, GLdouble zfar)
{
glFrustum(left, right, bottom, top, znear, zfar);
}
void perspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar)
{
gluPerspective(fovy, aspect, zNear, zFar);
}
void clearColor(float red, float green, float blue, float alpha)
{
glClearColor(red, green, blue, alpha);
}
void clearDepth(float depth)
{
glClearDepth(depth);
}
void backgroundColor(float red, float green, float blue, float alpha)
{
glClearColor(red, green, blue, alpha);
}
void enable(GLenum mode)
{
glEnable(mode);
}
void clear(int mode)
{
glClear(mode);
}
void begin(GLenum mode )
{
glBegin(mode);
}
void end()
{
glEnd();
}
void loadIdentity()
{
glLoadIdentity();
}
void matrixMode(int mode)
{
glMatrixMode(mode);
}
void viewport(int x, int y, int width, int height)
{
glViewport(x, y, width, height);
}
void viewport(GLsizei size, GLint* values)
{
if (size == 4 && values) {
glViewport(values[0], values[1], values[2], values[3]);
}
}
void ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top,
GLdouble nearv, GLdouble farv)
{
glOrtho(left, right, bottom, top, nearv, farv);
}
void ortho2D(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top)
{
gluOrtho2D(left, right, bottom, top);
}
void lookAt(GLdouble ex,GLdouble ey,GLdouble ez,
GLdouble cx,GLdouble cy,GLdouble cz,
GLdouble ux,GLdouble uy,GLdouble uz)
{
gluLookAt(ex, ey,ez,
cx, cy, cz,
ux, uy, uz);
}
public:
void red()
{
glColor3f(1.0f, 0.0f, 0.0f);
}
void green()
{
glColor3f(0.0f, 1.0f, 0.0f);
}
void blue()
{
glColor3f(0.0f, 0.0f, 1.0f);
}
void color(GLfloat r, GLfloat g, GLfloat b)
{
glColor3f(r, g, b);
}
void color(Color3<GLint>& color)
{
glColor3iv((GLint*)&color);
}
void color(GLfloat r, GLfloat g, GLfloat b, GLfloat a)
{
glColor4f(r, g, b, a);
}
void color(Color3<GLfloat>& color)
{
glColor3fv((GLfloat*)&color);
}
void foregroundColor(float r, float g, float b)
{
glColor3f(r, g, b);
}
//<Vertex2>
void redVertex(float x, float y)
{
red();
glVertex2f(x, y);
}
void greenVertex(float x, float y)
{
green();
glVertex2f(x, y);
}
void blueVertex(float x, float y)
{
blue();
glVertex2f(x, y);
}
void coloredVertex(GLdouble r, GLdouble g, GLdouble b, GLdouble x, GLdouble y)
{
glColor3f(r, g, b);
glVertex2f(x, y);
}
void vertex(GLdouble x, GLdouble y)
{
glVertex2d(x, y);
}
void vertex(GLfloat x, GLfloat y)
{
glVertex2f(x, y);
}
void coloredVertex(int r,int g, int b, float x, float y)
{
glColor3d(r, g, b);
glVertex2f(x, y);
}
//</VerTex2>
//<Vertex3>
void redVertex(float x, float y, float z)
{
red();
glVertex3f(x, y, z);
}
void greenVertex(float x, float y, float z)
{
green();
glVertex3f(x, y, z);
}
void blueVertex(float x, float y, float z)
{
blue();
glVertex3f(x, y, z);
}
void coloredVertex(float r, float g, float b, double x, double y, double z)
{
glColor3f(r, g, b);
glVertex3d(x, y, z);
}
void coloredVertex(int r,int g, int b, float x, float y, float z)
{
glColor3d(r, g, b);
glVertex3f(x, y, z);
}
void vertex(GLfloat x, GLfloat y, GLfloat z)
{
glVertex3f(x, y, z);
}
void vertex(GLdouble x, GLdouble y, GLdouble z)
{
glVertex3d(x, y, z);
}
void texCoordVertex(GLfloat tx, GLfloat ty, GLfloat tz,
GLfloat x, GLfloat y, GLfloat z)
{
glTexCoord3f(tx, ty, tz);
glVertex3f(x, y, z);
}
//</VerTex3>
//<Vertex4>
void redVertex(float x, float y, float z, float w)
{
red();
glVertex4f(x, y, z, w);
}
void greenVertex(float x, float y, float z, float w)
{
green();
glVertex4f(x, y, z, w);
}
void blueVertex(float x, float y, float z, float w)
{
blue();
glVertex4f(x, y, z, w);
}
void coloredVertex(float r, float g, float b, float x, float y, float z, float w)
{
glColor3f(r, g, b);
glVertex4f(x, y, z, w);
}
void coloredVertex(int r,int b, int g, float x, float y, float z, float w)
{
glColor3d(r, g, b);
glVertex4f(x, y, z, w);
}
//</VerTex4>
void coloredRectangle(int r, int g, int b, float x1, float y1, float x2, float y2)
{
glColor3d(r, g, b);
glRectf(x1, y1, x2, y2);
}
void coloredRectangle(float r, float g, float b, float x1, float y1, float x2, float y2)
{
glColor3f(r, g, b);
glRectf(x1, y1, x2, y2);
}
void translate( GLdouble x, GLdouble y, GLdouble z)
{
glTranslated(x, y, z);
}
void translate(GLfloat x, GLfloat y, GLfloat z)
{
glTranslatef(x, y, z);
}
void normal(GLbyte nx , GLbyte ny , GLbyte nz)
{
glNormal3b(nx, ny, nz);
}
void normal(GLdouble nx, GLdouble ny, GLdouble nz)
{
glNormal3d(nx, ny, nz);
}
void normal(GLfloat nx, GLfloat ny, GLfloat nz)
{
glNormal3f(nx, ny, nz);
}
void normal(GLint nx , GLint ny , GLint nz)
{
glNormal3i(nx , ny, nz);
}
//void glNormal3s(GLshort nx , GLshort ny , GLshort nz);
void normal(const GLbyte *v)
{
assert(v);
glNormal3bv(v);
}
void normal(const GLdouble *v)
{
assert(v);
glNormal3dv(v);
}
void normal(const GLfloat *v)
{
assert(v);
glNormal3fv(v);
}
void normal(const GLint *v)
{
assert(v);
glNormal3iv(v);
}
// void glNormal3sv(const GLshort *v);
void lineWidth(GLfloat width)
{
glLineWidth(width);
}
void hint(GLenum name, GLenum value)
{
glHint(name, value);
}
void blendFunc(GLenum name, GLenum value)
{
glBlendFunc(name, value);
}
void disable(GLenum capability)
{
glDisable(capability);
}
void point(GLfloat x, GLfloat y)
{
begin(GL_POINTS);
glPointSize(0.02f);
vertex(x, y);
// vertex(x+0.02f, y);
// vertex(x, y+0.02f);
vertex(x+0.02f, y+0.02f);
end();
}
void smoothLine(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2, GLfloat width)
{
enable(GL_LINE_SMOOTH);
enable(GL_BLEND);
blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
hint(GL_LINE_SMOOTH_HINT, GL_NICEST);
lineWidth(width);
begin(GL_LINES);
vertex(x1, y1);
vertex(x2, y2);
end();
disable(GL_BLEND);
disable(GL_LINE_SMOOTH);
}
void shadeModel(GLenum mode)
{
glShadeModel(mode);
}
void line(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2, GLfloat width)
{
lineWidth(width);
begin(GL_LINES);
vertex(x1, y1);
vertex(x2, y2);
end();
lineWidth(0.0);
}
void vertexPointer(
GLint size, GLenum type, GLsizei stride,
const GLvoid *pointer)
{
//assert(pointer);
glVertexPointer(size, type, stride, pointer);
}
void polygonMode(GLenum face, GLenum mode)
{
glPolygonMode(face, mode);
}
//2016/07/04 Removed assert(indices).
void drawElements(
GLenum mode , GLsizei count ,
GLenum type , const GLvoid *indices)
{
glDrawElements(mode, count, type, indices);
}
void rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
{
glRotatef(angle, x, y, z);
}
void draw(OpenGLVertex3& v)
{
vertex(v.x, v.y, v.z);
}
void draw(Normal3& n, Vertex3& v1, Vertex3& v2, Vertex3& v3)
{
normal(n.x, n.y, n.z);
vertex(v1.x, v1.y, v1.z);
vertex(v2.x, v2.y, v2.z);
vertex(v3.x, v3.y, v3.z);
}
void draw(Normal3& n, Vertex<3>& v1)
{
normal(n.x, n.y, n.z);
vertex(v1.value[0], v1.value[1], v1.value[2]);
}
void draw(Normal3& n, Vertex<3>& v1, Vertex<3>& v2, Vertex<3>& v3)
{
normal(n.x, n.y, n.z);
vertex(v1.value[0], v1.value[1], v1.value[2]);
vertex(v2.value[0], v2.value[1], v2.value[2]);
vertex(v3.value[0], v3.value[1], v3.value[2]);
}
void draw(Color4& c, Normal3& n, Vertex<3>& v1)
{
normal(n.x, n.y, n.z);
color(c.r, c.g, c.b, c.a);
vertex(v1.value[0], v1.value[1], v1.value[2]);
}
void draw(Color4& c, Normal3& n, Vertex<3>& v1, Vertex<3>& v2, Vertex<3>& v3)
{
normal(n.x, n.y, n.z);
color(c.r, c.g, c.b, c.a);
vertex(v1.value[0], v1.value[1], v1.value[2]);
vertex(v2.value[0], v2.value[1], v2.value[2]);
vertex(v3.value[0], v3.value[1], v3.value[2]);
}
void draw(Normal3& n, Vertex<3>& v1, Vertex<3>& v2, Vertex<3>& v3, Vertex<3>& v4)
{
normal(n.x, n.y, n.z);
vertex(v1.value[0], v1.value[1], v1.value[2]);
vertex(v2.value[0], v2.value[1], v2.value[2]);
vertex(v3.value[0], v3.value[1], v3.value[2]);
vertex(v4.value[0], v4.value[1], v4.value[2]);
}
void draw(Vertex3& v1, Vertex3& v2, Vertex3& v3)
{
//normal(n.x, n.y, n.z);
vertex(v1.x, v1.y, v1.z);
vertex(v2.x, v2.y, v2.z);
vertex(v3.x, v3.y, v3.z);
}
//2015/05/10
void draw(OpenGLFace& face)
{
draw(face.v1);
draw(face.v2);
draw(face.v3);
draw(face.v4);
}
//2015/06/10
void draw(OpenGLVertex3* vertices, size_t size)
{
if (vertices && size > 0) {
for (size_t i = 0; i < size; i++) {
draw(vertices[i]);
}
}
}
void scale(GLfloat x, GLfloat y, GLfloat z)
{
glScalef(x, y, z);
}
void scale(GLdouble x, GLdouble y, GLdouble z)
{
glScaled(x, y, z);
}
void pushMatrix()
{
glPushMatrix();
}
void popMatrix()
{
glPopMatrix();
}
void rasterPos(GLint x, GLint y)
{
glRasterPos2i(x, y);
}
void rasterPos(GLfloat x, GLfloat y)
{
glRasterPos2f(x, y);
}
/* void activeTexture(GLenum texture = GL_TEXTURE0)
{
glActiveTexture(texture);
}
*/
void drawBitmap( GLfloat x, GLfloat y,
GLsizei width , GLsizei height ,
const GLubyte * bitmap )
{
glRasterPos2f(x, y);
glBitmap(width, height,
0, 0,
0, 0,
bitmap );
}
void drawBitmap(
GLfloat x, GLfloat y,
GLsizei width , GLsizei height ,
GLfloat xorig , GLfloat yorig ,
GLfloat xmove , GLfloat ymove ,
const GLubyte * bitmap )
{
glRasterPos2f(x, y);
glBitmap(
width, height,
xorig, yorig,
xmove, ymove,
bitmap );
}
void drawBitmap(
GLsizei width , GLsizei height ,
GLfloat xorig , GLfloat yorig ,
GLfloat xmove , GLfloat ymove ,
const GLubyte * bitmap )
{
glBitmap(
width, height,
xorig, yorig,
xmove, ymove,
bitmap );
}
void drawPixels(
GLsizei width, GLsizei height,
GLenum format, GLenum type, const GLvoid *pixels )
{
glDrawPixels( width, height, format, type, pixels);
/*
format:
GL_COLOR_INDEX, GL_STENCIL_INDEX, GL_DEPTH_COMPONENT,
GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_RED, GL_GREEN,
GL_BLUE, GL_ALPHA, GL_LUMINANCE, GL_LUMINANCE_ALPHA
type:
GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT, GL_SHORT,
GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2,
GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5,
GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4,
GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1,
GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8,
GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2,
GL_UNSIGNED_INT_2_10_10_10_REV
*/
}
//2016/06/30
void drawArrays(GLenum mode , GLint first , GLsizei count)
{
glDrawArrays(mode , first , count);
}
void interleavedArrays(GLenum format,
GLsizei stride,
const GLvoid * pointer)
{
glInterleavedArrays(format,
stride,
pointer);
/*
format:
GL_V2F,
GL_V3F,
GL_C4UB_V2F,
GL_C4UB_V3F,
GL_C3F_V3F,
GL_N3F_V3F,
GL_C4F_N3F_V3F,
GL_T2F_V3F,
GL_T4F_V4F,
GL_T2F_C4UB_V3F,
GL_T2F_C3F_V3F,
GL_T2F_N3F_V3F,
GL_T2F_C4F_N3F_V3F,
GL_T4F_C4F_N3F_V4F
*/
}
void arrayElement(GLint index)
{
glArrayElement(index);
}
//glClientActiveTexture is supported only if the GL version is 1.3 or greater, or ARB_multitexture
void colorPointer( GLint size,
GLenum type,
GLsizei stride,
const GLvoid * pointer)
{
glColorPointer(size,
type,
stride,
pointer);
}
void edgeFlagPointer( GLsizei stride,
const GLvoid * pointer)
{
glEdgeFlagPointer(stride,
pointer);
}
//glEnableClientState,
void getPointerv( GLenum pname,
GLvoid ** params)
{
glGetPointerv(pname,
params);
}
void indexPointer( GLenum type,
GLsizei stride,
const GLvoid * pointer)
{
glIndexPointer(type,
stride,
pointer);
}
void normalPointer(GLenum type,
GLsizei stride,
const GLvoid * pointer)
{
glNormalPointer(type,
stride,
pointer);
}
//glSecondaryColorPointer is available only if the GL version is 1.4 or greater.
void texCoordPointer( GLint size,
GLenum type,
GLsizei stride,
const GLvoid * pointer)
{
glTexCoordPointer(size,
type,
stride,
pointer);
}
void getViewport(GLsizei size, GLint* viewport)
{
if (size == 4 && viewport) {
glGetIntegerv( GL_VIEWPORT, viewport);
}
}
void getInteger(GLenum name, GLint* values)
{
if (values) {
glGetIntegerv(name, values);
}
}
void flush()
{
glFlush();
}
void frontFace(GLenum c)
{
glFrontFace(c);
}
void cullFace(GLenum c)
{
glCullFace(c);
}
#ifdef GL_VERSION_3_1
void drawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei primcount)
{
static PFNGLDRAWARRAYSINSTANCEDPROC glDrawArraysInstanced =NULL;
if (glDrawArraysInstanced == NULL) {
glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)load("glDrawArraysInstanced");
}
glDrawArraysInstanced(mode, first, count, primcount);
}
void drawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void * indices, GLsizei primcount)
{
static PFNGLDRAWELEMENTSINSTANCEDPROC glDrawElementsInstanced = NULL;
if (glDrawElementsInstanced == NULL) {
glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)load("glDrawElementsInstanced");
}
glDrawElementsInstanced(mode, count, type, indices, primcount);
}
void primitiveRestartIndex(GLuint buffer)
{
static PFNGLPRIMITIVERESTARTINDEXPROC glPrimitiveRestartIndex = NULL;
if (glPrimitiveRestartIndex == NULL) {
glPrimitiveRestartIndex = (PFNGLPRIMITIVERESTARTINDEXPROC)load("glPrimitiveRestartIndex");
}
glPrimitiveRestartIndex(buffer);
}
#endif
};
}
Last modified: 4 Apr 2019
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