(* $Id: glMat.ml,v 1.11 2005-10-28 02:49:09 garrigue Exp $ *)type t = [`double] Raw.texternal frustum : x:(float * float) -> y:(float * float) -> z:(float * float) -> unit = "ml_glFrustum"external load_identity : unit -> unit = "ml_glLoadIdentity"external load : t -> unit = "ml_glLoadMatrixd"let load m = if Raw.length m <> 16 then invalid_arg "Gl.load_matrix"; load mexternal load_transpose : t -> unit = "ml_glLoadTransposeMatrixd"let load_transpose m = if Raw.length m <> 16 then invalid_arg "Gl.load_transpose_matrix"; load_transpose mexternal get_matrix : [`modelview_matrix|`projection_matrix|`texture_matrix] -> t -> unit = "ml_glGetDoublev" let get_matrix mode = let model = Raw.create `double ~len:16 in get_matrix mode model; modelexternal mode : [`modelview|`projection|`texture] -> unit = "ml_glMatrixMode"external mult : t -> unit = "ml_glMultMatrixd"let mult m = if Raw.length m <> 16 then invalid_arg "Gl.mult_matrix"; mult mexternal mult_transpose : t -> unit = "ml_glMultTransposeMatrixd"let mult_transpose m = if Raw.length m <> 16 then invalid_arg "Gl.mult_matrix"; mult_transpose mexternal ortho : x:(float * float) -> y:(float * float) -> z:(float * float) -> unit = "ml_glOrtho"external pop : unit -> unit = "ml_glPopMatrix"external push : unit -> unit = "ml_glPushMatrix"external rotate : angle:float -> x:float -> y:float -> z:float -> unit = "ml_glRotated"let rotate3 ~angle (x,y,z) = rotate ~angle ~x ~y ~zlet rotate ~angle ?(x=0.) ?(y=0.) ?(z=0.) () = rotate ~angle ~x ~y ~zexternal scale : x:float -> y:float -> z:float -> unit = "ml_glScaled"let scale3 (x,y,z) = scale ~x ~y ~zlet scale ?(x=0.) ?(y=0.) ?(z=0.) () = scale ~x ~y ~zexternal translate : x:float -> y:float -> z:float -> unit = "ml_glTranslated"let translate3 (x,y,z) = translate ~x ~y ~zlet translate ?(x=0.) ?(y=0.) ?(z=0.) () = translate ~x ~y ~zlet of_raw mat = if Raw.length mat <> 16 then invalid_arg "GlMatrix.of_array"; matexternal to_raw : t -> [`double] Raw.t = "%identity"let of_array m : t = if Array.length m <> 4 then invalid_arg "GlMatrix.of_array"; let mat = Raw.create `double ~len:16 in for i = 0 to 3 do let arr = Array.unsafe_get m i in if Array.length arr <> 4 then invalid_arg "GlMatrix.of_array"; Raw.sets_float mat ~pos:(i*4) arr done; matlet to_array (mat : t) = let m = Array.make 4 [||] in for i = 0 to 3 do Array.unsafe_set m i (Raw.gets_float mat ~pos:(i*4) ~len:4) done; m
(* $Id: glMat.ml,v 1.11 2005-10-28 02:49:09 garrigue Exp $ *)
type t = [`double] Raw.t
external frustum :
x:(float * float) -> y:(float * float) -> z:(float * float) -> unit
= "ml_glFrustum"
external load_identity : unit -> unit = "ml_glLoadIdentity"
external load : t -> unit = "ml_glLoadMatrixd"
let load m =
if Raw.length m <> 16 then invalid_arg "Gl.load_matrix";
load m
external load_transpose : t -> unit = "ml_glLoadTransposeMatrixd"
let load_transpose m =
if Raw.length m <> 16 then invalid_arg "Gl.load_transpose_matrix";
load_transpose m
external get_matrix : [`modelview_matrix|`projection_matrix|`texture_matrix] -> t -> unit = "ml_glGetDoublev"
let get_matrix mode =
let model = Raw.create `double ~len:16 in
get_matrix mode model;
model
external mode : [`modelview|`projection|`texture] -> unit
= "ml_glMatrixMode"
external mult : t -> unit = "ml_glMultMatrixd"
let mult m =
if Raw.length m <> 16 then invalid_arg "Gl.mult_matrix";
mult m
external mult_transpose : t -> unit = "ml_glMultTransposeMatrixd"
let mult_transpose m =
if Raw.length m <> 16 then invalid_arg "Gl.mult_matrix";
mult_transpose m
external ortho :
x:(float * float) -> y:(float * float) -> z:(float * float) -> unit
= "ml_glOrtho"
external pop : unit -> unit = "ml_glPopMatrix"
external push : unit -> unit = "ml_glPushMatrix"
external rotate : angle:float -> x:float -> y:float -> z:float -> unit
= "ml_glRotated"
let rotate3 ~angle (x,y,z) = rotate ~angle ~x ~y ~z
let rotate ~angle ?(x=0.) ?(y=0.) ?(z=0.) () = rotate ~angle ~x ~y ~z
external scale : x:float -> y:float -> z:float -> unit = "ml_glScaled"
let scale3 (x,y,z) = scale ~x ~y ~z
let scale ?(x=0.) ?(y=0.) ?(z=0.) () = scale ~x ~y ~z
external translate : x:float -> y:float -> z:float -> unit = "ml_glTranslated"
let translate3 (x,y,z) = translate ~x ~y ~z
let translate ?(x=0.) ?(y=0.) ?(z=0.) () = translate ~x ~y ~z
let of_raw mat =
if Raw.length mat <> 16 then invalid_arg "GlMatrix.of_array";
mat
external to_raw : t -> [`double] Raw.t = "%identity"
let of_array m : t =
if Array.length m <> 4 then invalid_arg "GlMatrix.of_array";
let mat = Raw.create `double ~len:16 in
for i = 0 to 3 do
let arr = Array.unsafe_get m i in
if Array.length arr <> 4 then invalid_arg "GlMatrix.of_array";
Raw.sets_float mat ~pos:(i*4) arr
done;
mat
let to_array (mat : t) =
let m = Array.make 4 [||] in
for i = 0 to 3 do
Array.unsafe_set m i (Raw.gets_float mat ~pos:(i*4) ~len:4)
done;
m