void IContext::get( VGuint type, VGint& i ) const { i = -1; switch ( type ) { case VG_MATRIX_MODE: i = getMatrixMode( ); break; case VG_FILL_RULE: i = getFillRule( ); break; case VG_TESSELLATION_ITERATIONS_MNK: i = getTessellationIterations( ); break; case VG_IMAGE_MODE: i = getImageMode( ); break; case VG_SURFACE_WIDTH_MNK: i = getWidth(); break; case VG_SURFACE_HEIGHT_MNK: i = getHeight(); break; default: break; } }
const Matrix& Graphics::getMatrix() const { switch(getMatrixMode()) { case MatrixMode::MODEL: return modelMatrix; case MatrixMode::VIEW: return viewMatrix; default: break; } return projectionMatrix; }
void Graphics::setMatrix(const Matrix& matrix) { switch(getMatrixMode()) { case MatrixMode::MODEL: modelMatrix = matrix; glUniformMatrix4fv(modelMatrixUniform, 1, GL_FALSE, modelMatrix.getData()); break; case MatrixMode::VIEW: viewMatrix = matrix; glUniformMatrix4fv(viewMatrixUniform, 1, GL_FALSE, viewMatrix.getData()); break; case MatrixMode::PROJECTION: projectionMatrix = matrix; glUniformMatrix4fv(projectionMatrixUniform, 1, GL_FALSE, projectionMatrix.getData()); break; } }