// Copyright 2012 The go-gl Authors. All rights reserved. // Use of this source code is governed by a BSD-style // license that can be found in the LICENSE file. package gl // #include "gl.h" import "C" //void glFrustum (float64 left, float64 right, float64 bottom, float64 top, float64 zNear, float64 zFar) func Frustum(left float64, right float64, bottom float64, top float64, zNear float64, zFar float64) { C.glFrustum(C.GLdouble(left), C.GLdouble(right), C.GLdouble(bottom), C.GLdouble(top), C.GLdouble(zNear), C.GLdouble(zFar)) } //void glLoadIdentity (void) func LoadIdentity() { C.glLoadIdentity() } //void glLoadMatrixd (const float64 *m) func LoadMatrixd(m *[16]float64) { C.glLoadMatrixd((*C.GLdouble)(&m[0])) } //void glLoadMatrixf (const float32 *m) func LoadMatrixf(m *[16]float32) { C.glLoadMatrixf((*C.GLfloat)(&m[0])) } //void glMatrixMode (GLenum mode) func MatrixMode(mode GLenum) { C.glMatrixMode(C.GLenum(mode)) } //void glMultMatrixd (const float64 *m) func MultMatrixd(m *[16]float64) { C.glMultMatrixd((*C.GLdouble)(&m[0])) } //void glMultMatrixf (const float32 *m) func MultMatrixf(m *[16]float32) { C.glMultMatrixf((*C.GLfloat)(&m[0])) } //void glOrtho (float64 left, float64 right, float64 bottom, float64 top, float64 zNear, float64 zFar) func Ortho(left float64, right float64, bottom float64, top float64, zNear float64, zFar float64) { C.glOrtho(C.GLdouble(left), C.GLdouble(right), C.GLdouble(bottom), C.GLdouble(top), C.GLdouble(zNear), C.GLdouble(zFar)) } //void glPopMatrix (void) func PopMatrix() { C.glPopMatrix() } //void glPushMatrix (void) func PushMatrix() { C.glPushMatrix() } //void glRotated (float64 angle, float64 x, float64 y, float64 z) func Rotated(angle float64, x float64, y float64, z float64) { C.glRotated(C.GLdouble(angle), C.GLdouble(x), C.GLdouble(y), C.GLdouble(z)) } //void glRotatef (float32 angle, float32 x, float32 y, float32 z) func Rotatef(angle float32, x float32, y float32, z float32) { C.glRotatef(C.GLfloat(angle), C.GLfloat(x), C.GLfloat(y), C.GLfloat(z)) } //void glScaled (float64 x, float64 y, float64 z) func Scaled(x float64, y float64, z float64) { C.glScaled(C.GLdouble(x), C.GLdouble(y), C.GLdouble(z)) } //void glScalef (float32 x, float32 y, float32 z) func Scalef(x float32, y float32, z float32) { C.glScalef(C.GLfloat(x), C.GLfloat(y), C.GLfloat(z)) } //void glTranslated (float64 x, float64 y, float64 z) func Translated(x float64, y float64, z float64) { C.glTranslated(C.GLdouble(x), C.GLdouble(y), C.GLdouble(z)) } //void glTranslatef (float32 x, float32 y, float32 z) func Translatef(x float32, y float32, z float32) { C.glTranslatef(C.GLfloat(x), C.GLfloat(y), C.GLfloat(z)) }