+++ /dev/null
-#ifndef MSP_GL_MATRIX_H_
-#define MSP_GL_MATRIX_H_
-
-#include <vector>
-#include <msp/geometry/angle.h>
-#include <msp/linal/squarematrix.h>
-#include "gl.h"
-#include "vector.h"
-
-namespace Msp {
-namespace GL {
-
-class Matrix: public LinAl::SquareMatrix<float, 4>
-{
-private:
- typedef LinAl::SquareMatrix<float, 4> Base;
- typedef Geometry::Angle<float> Angle;
-
-public:
- Matrix();
- Matrix(const float *);
- Matrix(const LinAl::Matrix<float, 4, 4> &);
-
- const float *data() const { return &Base::operator()(0, 0); }
-
- void multiply(const Matrix &);
- void translate(float x, float y, float z) { translate(Vector3(x, y, z)); }
- void translate(const Vector3 &);
- void rotate(const Angle &a, float x, float y, float z) { rotate(a, Vector3(x, y, z)); }
- void rotate(const Angle &, const Vector3 &);
- void rotate(float a, float x, float y, float z) { rotate(Angle::from_radians(a), Vector3(x, y, z)); }
- void rotate(float a, const Vector3 &x) { rotate(Angle::from_radians(a), x); }
- void rotate_deg(float a, float x, float y, float z) { rotate(Angle::from_degrees(a), Vector3(x, y, z)); }
- void rotate_deg(float a, const Vector3 & x) { rotate(Angle::from_degrees(a), x); }
- void scale(float s) { scale(Vector3(s, s, s)); }
- void scale(float x, float y, float z) { scale(Vector3(x, y, z)); }
- void scale(const Vector3 &);
-
- Matrix operator*(const Matrix &) const;
- Matrix &operator*=(const Matrix &);
- Vector4 operator*(const Vector4 &) const;
- Vector3 operator*(const Vector3 &) const;
- 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::vector<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();
-};
-
-} // namespace GL
-} // namespace Msp
-
-#endif