gambas-source-code/gb.opengl/src/GLprimitives.c
Benoît Minisini dd3b512daf [CONFIGURATION]
* NEW: Update copyrights.


git-svn-id: svn://localhost/gambas/trunk@4384 867c0c6c-44f3-4631-809d-bfa615b0a4ec
2011-12-31 02:39:20 +00:00

178 lines
3.5 KiB
C

/***************************************************************************
GLprimitives.c
(c) 2005-2007 Laurent Carlier <lordheavy@users.sourceforge.net>
This program 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 2, or (at your option)
any later version.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
MA 02110-1301, USA.
***************************************************************************/
#define __GLPRIMITIVES_C
#include "GL.h"
#include <stdio.h>
BEGIN_METHOD(GLBEGIN, GB_INTEGER primitive)
glBegin(VARG(primitive));
END_METHOD
BEGIN_METHOD(GLEDGEFLAG, GB_BOOLEAN bValue)
glEdgeFlag(VARG(bValue));
END_METHOD
BEGIN_METHOD_VOID(GLEND)
glEnd();
END_METHOD
BEGIN_METHOD(GLRECTF, GB_FLOAT x1; GB_FLOAT y1; GB_FLOAT x2; GB_FLOAT y2)
glRectf(VARG(x1), VARG(y1), VARG(x2), VARG(y2));
END_METHOD
BEGIN_METHOD(GLRECTI, GB_INTEGER x1; GB_INTEGER y1; GB_INTEGER x2; GB_INTEGER y2)
glRecti(VARG(x1), VARG(y1), VARG(x2), VARG(y2));
END_METHOD
BEGIN_METHOD(GLVERTEX2F, GB_FLOAT x; GB_FLOAT y)
glVertex2d(VARG(x), VARG(y));
END_METHOD
BEGIN_METHOD(GLVERTEX3F, GB_FLOAT x; GB_FLOAT y; GB_FLOAT z)
glVertex3d(VARG(x), VARG(y), VARG(z));
END_METHOD
BEGIN_METHOD(GLVERTEXF, GB_FLOAT x; GB_FLOAT y; GB_FLOAT z; GB_FLOAT w)
if (MISSING(z))
{
glVertex2d(VARG(x), VARG(y));
return;
}
if (MISSING(w))
{
glVertex3d(VARG(x), VARG(y), VARG(z));
return;
}
glVertex4d(VARG(x), VARG(y), VARG(z), VARG(w));
END_METHOD
BEGIN_METHOD(GLVERTEX2I, GB_INTEGER x; GB_INTEGER y)
glVertex2i(VARG(x), VARG(y));
END_METHOD
BEGIN_METHOD(GLVERTEX3I, GB_INTEGER x; GB_INTEGER y; GB_INTEGER z)
glVertex3i(VARG(x), VARG(y), VARG(z));
END_METHOD
BEGIN_METHOD(GLVERTEXI, GB_INTEGER x; GB_INTEGER y; GB_INTEGER z; GB_INTEGER w)
if (MISSING(z))
{
glVertex2i(VARG(x), VARG(y));
return;
}
if (MISSING(w))
{
glVertex3i(VARG(x), VARG(y), VARG(z));
return;
}
glVertex4i(VARG(x), VARG(y), VARG(z), VARG(w));
END_METHOD
BEGIN_METHOD(GLVERTEXFV, GB_OBJECT array)
GLfloat x,y,z,w;
GB_ARRAY vertex = (GB_ARRAY) VARG(array);
int count = GB.Array.Count(vertex);
if (count<2)
return;
x = *((double *)GB.Array.Get(vertex,0));
y = *((double *)GB.Array.Get(vertex,1));
if (count==2)
{
glVertex2d(x, y);
return;
}
z = *((double *)GB.Array.Get(vertex,2));
if (count==3)
glVertex3d(x, y, z);
else
{
w = *((double *)GB.Array.Get(vertex,3));
glVertex4d(x, y, z, w);
}
END_METHOD
BEGIN_METHOD(GLVERTEXIV, GB_OBJECT array)
GLint x,y,z,w;
GB_ARRAY vertex = (GB_ARRAY) VARG(array);
int count = GB.Array.Count(vertex);
if (count<2)
return;
x = *((GLint *)GB.Array.Get(vertex,0));
y = *((GLint *)GB.Array.Get(vertex,1));
if (count==2)
{
glVertex2i(x, y);
return;
}
z = *((GLint *)GB.Array.Get(vertex,2));
if (count==3)
glVertex3i(x, y, z);
else
{
w = *((GLint *)GB.Array.Get(vertex,3));
glVertex4i(x, y, z, w);
}
END_METHOD