#ifndef MSP_GL_MATRIX_H_
#define MSP_GL_MATRIX_H_
-#include <GL/gl.h>
+#include <list>
+#include "gl.h"
+#include "vector.h"
namespace Msp {
namespace GL {
+class Matrix
+{
+private:
+ enum Flags
+ {
+ IDENTITY = 0,
+ TRANSLATE = 1,
+ ROTATE = 2,
+ SCALE = 4,
+ ARBITARY = 8
+ };
+
+ double matrix[16];
+ unsigned flags;
+
+public:
+ Matrix();
+ Matrix(const float *);
+ Matrix(const double *);
+private:
+ void check_flags();
+
+public:
+ const double *data() const { return matrix; }
+
+ void multiply(const Matrix &);
+ void translate(double, double, double);
+ void translate(const Vector3 &t) { translate(t.x, t.y, t.z); }
+ void rotate(double, double, double, double);
+ void rotate(double a, const Vector3 &x) { rotate(a, x.x, x.y, x.z); }
+ void rotate_deg(double, double, double, double);
+ void rotate_deg(double a, const Vector3 & x) { rotate_deg(a, x.x, x.y, x.z); }
+ void scale(double);
+ void scale(double, double, double);
+
+ Matrix operator*(const Matrix &) const;
+ Matrix &operator*=(const Matrix &);
+ Vector4 operator*(const Vector4 &) const;
+ double operator[](unsigned) const;
+
+ static Matrix translation(double, double, double);
+ static Matrix translation(const Vector3 &t) { return translation(t.x, t.y, t.z); }
+ static Matrix rotation(double, double, double, double);
+ static Matrix rotation(double a, const Vector3 &x) { return rotation(a, x.x, x.y, x.z); }
+ static Matrix rotation_deg(double, double, double, double);
+ static Matrix rotation_deg(double a, const Vector3 &x) { return rotation_deg(a, x.x, x.y, x.z); }
+ static Matrix scaling(double);
+ static Matrix scaling(double, double, double);
+
+ static Matrix ortho(double, double, double, double, double, double);
+ static Matrix ortho_centered(double, double);
+ static Matrix ortho_bottomleft(double, double);
+ static Matrix ortho_topleft(double, double);
+ static Matrix frustum(double, double, double, double, double, double);
+ static Matrix frustum_centered(double, double, double, double);
+ static Matrix perspective(double, double, double, double);
+};
+
+class MatrixStack
+{
+public:
+ class Push
+ {
+ private:
+ MatrixStack &stack;
+
+ public:
+ Push(MatrixStack &s): stack(s) { stack.push(); }
+ ~Push() { stack.pop(); }
+ };
+
+private:
+ GLenum mode;
+ std::list<Matrix> matrices;
+
+ static GLenum current_mode;
+
+ MatrixStack(const MatrixStack &);
+ MatrixStack &operator=(const MatrixStack &);
+ MatrixStack(GLenum);
+public:
+ MatrixStack();
+
+ const Matrix &top();
+ void load(const Matrix &);
+ void multiply(const Matrix &);
+ void push();
+ void pop();
+private:
+ void update();
+
+public:
+ MatrixStack &operator=(const Matrix &);
+ MatrixStack &operator*=(const Matrix &);
+
+ static MatrixStack &modelview();
+ static MatrixStack &projection();
+};
+
+
+/* The stuff below is deprecated and preserved (for now) only for compatibility
+with existing applications */
+
enum MatrixMode
{
- MODELVIEW=GL_MODELVIEW,
- PROJECTION=GL_PROJECTION,
- TEXTURE=GL_TEXTURE
+ MODELVIEW = GL_MODELVIEW,
+ PROJECTION = GL_PROJECTION,
+ TEXTURE = GL_TEXTURE
};
void matrix_mode(MatrixMode);
void load_identity();
+void load_matrix(const float *);
+void load_matrix(const double *);
void mult_matrix(const float *);
void mult_matrix(const double *);
void push_matrix();
void pop_matrix();
+/// RAII object - pushes matrix when constructed and pops when destroyed
+struct PushMatrix
+{
+ PushMatrix() { push_matrix(); }
+ ~PushMatrix() { pop_matrix(); }
+};
+
+void translate(float, float, float);
+void rotate(float, float, float, float);
+void scale(float, float, float);
+void scale_uniform(float);
+
} // namespace GL
} // namespace Msp