X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fmatrix.h;h=cb61e292f0eaad46a195995f6c92a5bbf7c1afe8;hp=13de6c8f4542030eb22e35647c443e6e473640fb;hb=bec07999d95b76f4b47cffcc564d0cd0afc0435e;hpb=2316272b57cf9bea26d2c35b9451910c169efafa diff --git a/source/matrix.h b/source/matrix.h index 13de6c8f..cb61e292 100644 --- a/source/matrix.h +++ b/source/matrix.h @@ -1,43 +1,69 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2007 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - #ifndef MSP_GL_MATRIX_H_ #define MSP_GL_MATRIX_H_ +#include +#include +#include #include "gl.h" +#include "vector.h" namespace Msp { namespace GL { -enum MatrixMode +class Matrix: public LinAl::SquareMatrix { - MODELVIEW=GL_MODELVIEW, - PROJECTION=GL_PROJECTION, - TEXTURE=GL_TEXTURE -}; +private: + typedef LinAl::SquareMatrix Base; + typedef Geometry::Angle Angle; -void matrix_mode(MatrixMode); -void load_identity(); -void mult_matrix(const float *); -void mult_matrix(const double *); -void push_matrix(); -void pop_matrix(); +public: + Matrix(); + Matrix(const float *); + Matrix(const LinAl::Matrix &); -/// RAII object - pushes matrix when constructed and pops when destroyed -struct PushMatrix -{ - PushMatrix() { push_matrix(); } - ~PushMatrix() { pop_matrix(); } -}; + const float *data() const { return &Base::operator()(0, 0); } -void translate(float, float, float); -void rotate(float, float, float, float); -void scale(float, float, float); -void scale_uniform(float); + 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(*this)*static_cast(m); } + Matrix &operator*=(const Matrix &m) { Base::operator*=(m); return *this; } + Matrix operator*(float s) const { return static_cast(*this)*s; } + Matrix &operator*=(float s) { Base::operator*=(s); return *this; } + Vector4 operator*(const Vector4 &v) const { return static_cast(*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); +}; } // namespace GL } // namespace Msp