#ifndef MSP_GL_MATRIX_H_
#define MSP_GL_MATRIX_H_
-#include <list>
+#include <vector>
+#include <msp/geometry/angle.h>
+#include <msp/linal/squarematrix.h>
#include "gl.h"
#include "vector.h"
namespace Msp {
namespace GL {
-class Matrix
+class Matrix: public LinAl::SquareMatrix<float, 4>
{
private:
- enum Flags
- {
- IDENTITY = 0,
- TRANSLATE = 1,
- ROTATE = 2,
- SCALE = 4,
- ARBITARY = 8
- };
-
- double matrix[16];
- unsigned flags;
+ typedef LinAl::SquareMatrix<float, 4> Base;
+ typedef Geometry::Angle<float> Angle;
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);
+ Matrix(const LinAl::Matrix<float, 4, 4> &);
+
+ const float *data() const { return &Base::operator()(0, 0); }
+
+ Matrix &multiply(const Matrix &m) { return operator*=(m); }
+ Matrix &translate(float x, float y, float z) { return translate(Vector3(x, y, z)); }
+ Matrix &translate(const Vector3 &);
+ Matrix &rotate(const Angle &a, float x, float y, float z) { return rotate(a, Vector3(x, y, z)); }
+ Matrix &rotate(const Angle &, const Vector3 &);
+ Matrix &rotate(float a, float x, float y, float z) { return rotate(Angle::from_radians(a), Vector3(x, y, z)); }
+ Matrix &rotate(float a, const Vector3 &x) { return rotate(Angle::from_radians(a), x); }
+ Matrix &rotate_deg(float a, float x, float y, float z) { return rotate(Angle::from_degrees(a), Vector3(x, y, z)); }
+ Matrix &rotate_deg(float a, const Vector3 & x) { return rotate(Angle::from_degrees(a), x); }
+ Matrix &scale(float s) { return scale(Vector3(s, s, s)); }
+ Matrix &scale(float x, float y, float z) { return scale(Vector3(x, y, z)); }
+ Matrix &scale(const Vector3 &);
+
+ Matrix operator*(const Matrix &m) const { return static_cast<const Base &>(*this)*static_cast<const Base &>(m); }
+ Matrix &operator*=(const Matrix &m) { Base::operator*=(m); return *this; }
+ Matrix operator*(float s) const { return static_cast<const Base &>(*this)*s; }
+ Matrix &operator*=(float s) { Base::operator*=(s); return *this; }
+ Vector4 operator*(const Vector4 &v) const { return static_cast<const Base &>(*this)*v; }
+ Vector3 operator*(const Vector3 &v) const { return ((*this)*compose(v, 1.0f)).slice<3>(0); }
+ float operator[](unsigned) const;
+
+ static Matrix translation(float x, float y, float z) { return translation(Vector3(x, y, z)); }
+ static Matrix translation(const Vector3 &);
+ static Matrix rotation(const Angle &a, float x, float y, float z) { return rotation(a, Vector3(x, y, z)); }
+ static Matrix rotation(const Angle &, const Vector3 &);
+ static Matrix rotation(float a, float x, float y, float z) { return rotation(Angle::from_radians(a), Vector3(x, y, z)); }
+ static Matrix rotation(float a, const Vector3 &x) { return rotation(Angle::from_radians(a), x); }
+ static Matrix rotation_deg(float a, float x, float y, float z) { return rotation(Angle::from_degrees(a), Vector3(x, y, z)); }
+ static Matrix rotation_deg(float a, const Vector3 &x) { return rotation(Angle::from_degrees(a), x); }
+ static Matrix scaling(float s) { return scaling(Vector3(s, s, s)); }
+ static Matrix scaling(float x, float y, float z) { return scaling(Vector3(x, y, z)); }
+ static Matrix scaling(const Vector3 &);
+
+ static Matrix ortho(float, float, float, float, float, float);
+ static Matrix ortho_centered(float, float);
+ static Matrix ortho_bottomleft(float, float);
+ static Matrix ortho_topleft(float, float);
+ static Matrix frustum(float, float, float, float, float, float);
+ static Matrix frustum_centered(float, float, float, float);
+ static Matrix perspective(const Angle &, float, float, float);
};
-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() const;
- void load(const Matrix &);
- void multiply(const Matrix &);
- void push();
- void pop();
-private:
- virtual 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
-};
-
-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