155 lines
3.7 KiB
C++
155 lines
3.7 KiB
C++
/************************************************************************************
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Authors : Bradley Austin Davis <bdavis@saintandreas.org>
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Copyright : Copyright Brad Davis. All Rights reserved.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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************************************************************************************/
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#pragma once
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#ifndef GL_ZERO
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#error "You must include the gl headers before including this file"
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#endif
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#include <stack>
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include "GlShaders.h"
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#include "GlLighting.h"
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namespace gl {
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class MatrixStack : public std::stack<glm::mat4> {
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const std::string uniformName;
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public:
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MatrixStack(const std::string & uniformName)
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: uniformName(uniformName) {
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push(glm::mat4());
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}
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MatrixStack & apply(Program & program) {
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program.setUniform4x4f(uniformName, top());
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return *this;
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}
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MatrixStack & apply(ProgramPtr & program) {
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apply(*program);
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return *this;
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}
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MatrixStack & pop() {
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std::stack<glm::mat4>::pop();
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assert(!empty());
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return *this;
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}
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MatrixStack & push() {
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emplace(top());
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return *this;
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}
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MatrixStack & identity() {
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top() = glm::mat4();
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return *this;
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}
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MatrixStack & push(const glm::mat4 & mat) {
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std::stack<glm::mat4>::push(mat);
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return *this;
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}
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MatrixStack & rotate(const glm::mat3 & rotation) {
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return postMultiply(glm::mat4(rotation));
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}
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MatrixStack & rotate(const glm::quat & rotation) {
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return postMultiply(glm::mat4_cast(rotation));
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}
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MatrixStack & rotate(float theta, const glm::vec3 & axis) {
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return postMultiply(glm::rotate(glm::mat4(), theta, axis));
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}
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MatrixStack & translate(float translation) {
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return translate(glm::vec3(translation, 0, 0));
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}
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MatrixStack & translate(const glm::vec2 & translation) {
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return translate(glm::vec3(translation, 0));
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}
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MatrixStack & translate(const glm::vec3 & translation) {
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return postMultiply(glm::translate(glm::mat4(), translation));
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}
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MatrixStack & scale(float factor) {
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return scale(glm::vec3(factor));
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}
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MatrixStack & scale(const glm::vec3 & scale) {
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return postMultiply(glm::scale(glm::mat4(), scale));
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}
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MatrixStack & transform(const glm::mat4 & xfm) {
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return postMultiply(xfm);
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}
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MatrixStack & preMultiply(const glm::mat4 & xfm) {
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top() = xfm * top();
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return *this;
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}
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MatrixStack & postMultiply(const glm::mat4 & xfm) {
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top() *= xfm;
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return *this;
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}
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// Remove the rotation component of a matrix. useful for billboarding
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MatrixStack & unrotate() {
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glm::quat inverse = glm::inverse(glm::quat_cast(top()));
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top() = top() * glm::mat4_cast(inverse);
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return *this;
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}
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// Remove the translation component of a matrix. useful for skyboxing
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MatrixStack & untranslate() {
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top()[3] = glm::vec4(0, 0, 0, 1);
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return *this;
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}
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};
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class Stacks {
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public:
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static MatrixStack & projection() {
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static MatrixStack projection("Projection");
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return projection;
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}
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static MatrixStack & modelview() {
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static MatrixStack modelview("ModelView");
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return modelview;
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}
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static Lights & lights() {
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static Lights lights;
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return lights;
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}
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};
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} // gl
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