+++ /dev/null
-#ifndef MSP_GL_MATRIX_H_
-#define MSP_GL_MATRIX_H_
-
-#include <vector>
-#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::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();
-};
-
-
-/* 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
-
-#endif