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/*
* See Licensing and Copyright notice in naev.h
*/
/**
* @file opengl_matrix.c
*
* @brief Handles OpenGL matrix stuff.
*/
#include "opengl.h"
#include "naev.h"
#include "log.h"
static int has_glsl = 0; /**< Whether or not using GLSL for matrix stuff. */
/**
* @brief Initializes the OpenGL matrix subsystem.
*
* @return 0 on success.
*/
int gl_initMatrix (void)
{
return 0;
}
/**
* @brief Exits the OpenGL matrix subsystem.
*/
void gl_exitMatrix (void)
{
has_glsl = 0;
}
/**
* @brief like glMatrixMode.
*/
void gl_matrixMode( GLenum mode )
{
if (has_glsl) {
}
else {
glMatrixMode( mode );
}
}
/**
* @brief Pushes a new matrix on the stack.
*/
void gl_matrixPush (void)
{
if (has_glsl) {
}
else {
glPushMatrix();
}
}
/**
* @brief Loads the identity matrix.
*/
void gl_matrixIdentity (void)
{
if (has_glsl) {
}
else {
glLoadIdentity();
}
}
/**
* @brief Sets the matrix as orthogonal.
*/
void gl_matrixOrtho( double left, double right,
double bottom, double top, double nearVal, double farVal )
{
if (has_glsl) {
}
else {
glOrtho( left, right, bottom, top, nearVal, farVal );
}
}
/**
* @brief Translates the matrix.
*
* @param x X to translate by.
* @param y Y to translate by.
*/
void gl_matrixTranslate( double x, double y )
{
if (has_glsl) {
}
else {
glTranslated( x, y, 0. );
}
}
/**
* @brief Scales the matrix.
*
* @param x X to scale by.
* @param y Y to scale by.
*/
void gl_matrixScale( double x, double y )
{
if (has_glsl) {
}
else {
glScaled( x, y, 1. );
}
}
/**
* @brief Rotates the matrix.
*
* @param a Angle to rotate by.
*/
void gl_matrixRotate( double a )
{
if (has_glsl) {
}
else {
glRotated( 180./M_PI*a, 0., 0., 1. );
}
}
/**
* @brief Destroys the last pushed matrix.
*/
void gl_matrixPop (void)
{
if (has_glsl) {
}
else {
glPopMatrix();
}
}
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