-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
+#include <algorithm>
+#include <cmath>
+#include <msp/geometry/affinetransformation.h>
+#include "error.h"
#include "matrix.h"
+using namespace std;
+
namespace Msp {
namespace GL {
-void matrix_mode(MatrixMode m)
+Matrix::Matrix():
+ Base(Base::identity())
+{ }
+
+Matrix::Matrix(const float *m):
+ Base(m)
+{ }
+
+Matrix::Matrix(const LinAl::Matrix<float, 4, 4> &other):
+ Base(other)
+{ }
+
+Matrix &Matrix::translate(const Vector3 &t)
+{
+ return multiply(translation(t));
+}
+
+Matrix &Matrix::rotate(const Angle &a, const Vector3 &x)
+{
+ return multiply(rotation(a, x));
+}
+
+Matrix &Matrix::scale(const Vector3 &s)
+{
+ return multiply(scaling(s));
+}
+
+float Matrix::operator[](unsigned i) const
+{
+ if(i>=16)
+ throw out_of_range("Matrix::operator[]");
+ return operator()(i%4, i/4);
+}
+
+Matrix Matrix::translation(const Vector3 &t)
+{
+ return Geometry::AffineTransformation<float, 3>::translation(t).get_matrix();
+}
+
+Matrix Matrix::rotation(const Angle &a, const Vector3 &x)
+{
+ return Geometry::AffineTransformation<float, 3>::rotation(a, x).get_matrix();
+}
+
+Matrix Matrix::scaling(const Vector3 &s)
{
- glMatrixMode(m);
+ return Geometry::AffineTransformation<float, 3>::scaling(s).get_matrix();
}
-void load_identity()
+Matrix Matrix::ortho(float l, float r, float b, float t, float n, float f)
{
- glLoadIdentity();
+ if(l==r || b==t || n==f)
+ throw invalid_argument("Matrix::ortho");
+
+ Matrix result;
+ result(0, 0) = 2/(r-l);
+ result(1, 1) = 2/(t-b);
+ result(2, 2) = -2/(f-n);
+ result(0, 3) = -(r+l)/(r-l);
+ result(1, 3) = -(t+b)/(t-b);
+ result(2, 3) = -(f+n)/(f-n);
+ return result;
+}
+
+Matrix Matrix::ortho_centered(float w, float h)
+{
+ return ortho(-w/2, w/2, -h/2, h/2, -1, 1);
}
-void mult_matrix(const float *matrix)
+Matrix Matrix::ortho_bottomleft(float w, float h)
{
- glMultMatrixf(matrix);
+ return ortho(0, w, 0, h, -1, 1);
}
-void mult_matrix(const double *matrix)
+Matrix Matrix::ortho_topleft(float w, float h)
{
- glMultMatrixd(matrix);
+ return ortho(0, w, h, 0, -1, 1);
+}
+
+Matrix Matrix::frustum(float l, float r, float b, float t, float n, float f)
+{
+ if(l==r || b==t || n<=0 || f<=n)
+ throw invalid_argument("Matrix::frustum");
+
+ Matrix result;
+ result(0, 0) = 2*n/(r-l);
+ result(1, 1) = 2*n/(t-b);
+ result(0, 2) = (r+l)/(r-l);
+ result(1, 2) = (t+b)/(t-b);
+ result(2, 2) = -(f+n)/(f-n);
+ result(3, 2) = -1;
+ result(2, 3) = -2*f*n/(f-n);
+ result(3, 3) = 0;
+ return result;
}
-void push_matrix()
+Matrix Matrix::frustum_centered(float w, float h, float n, float f)
{
- glPushMatrix();
+ return frustum(-w/2, w/2, -h/2, h/2, n, f);
}
-void pop_matrix()
+Matrix Matrix::perspective(const Angle &h, float a, float n, float f)
{
- glPopMatrix();
+ float hh = tan(h/2.0f)*n;
+ return frustum(-hh*a, hh*a, -hh, hh, n, f);
}
} // namespace GL