Files
maszyna/openglmatrixstack.h

184 lines
6.1 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include <stack>
#include <vector>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "GL/glew.h"
#ifdef _WINDOWS
#include "GL/wglew.h"
#endif
// encapsulation of the fixed pipeline opengl matrix stack
class opengl_matrices {
// types:
class opengl_stack {
public:
// constructors:
opengl_stack() { m_stack.emplace(1.0f); }
// methods:
glm::mat4 const &
data() const { return m_stack.top(); }
void
push_matrix() { m_stack.emplace(m_stack.top()); }
void
pop_matrix() {
m_stack.pop();
if( m_stack.empty() ) { m_stack.emplace(1.0f); }
upload(); }
void
load_identity() {
m_stack.top() = glm::mat4( 1.0f );
upload(); }
void
rotate( float const Angle, glm::vec3 const &Axis ) {
m_stack.top() = glm::rotate( m_stack.top(), Angle, Axis );
upload(); }
void
translate( glm::vec3 const &Translation ) {
m_stack.top() = glm::translate( m_stack.top(), Translation );
upload(); }
void
multiply( glm::mat4 const &Matrix ) {
m_stack.top() *= Matrix;
upload(); }
void
perspective( float const Fovy, float const Aspect, float const Znear, float const Zfar ) {
m_stack.top() *= glm::perspective( Fovy, Aspect, Znear, Zfar );
upload(); }
void
look_at( glm::vec3 const &Eye, glm::vec3 const &Center, glm::vec3 const &Up ) {
m_stack.top() *= glm::lookAt( Eye, Center, Up );
upload(); }
private:
// types:
typedef std::stack<glm::mat4> mat4_stack;
// methods:
void
upload() { ::glLoadMatrixf( &m_stack.top()[0][0] ); }
// members:
mat4_stack m_stack;
};
enum stack_mode { gl_projection = 0, gl_modelview = 1 };
typedef std::vector<opengl_stack> openglstack_array;
public:
// constructors:
opengl_matrices() {
m_stacks.emplace_back(); // projection
m_stacks.emplace_back(); // modelview
}
// methods:
void
mode( GLuint const Mode ) {
switch( Mode ) {
case GL_PROJECTION: { m_mode = stack_mode::gl_projection; break; }
case GL_MODELVIEW: { m_mode = stack_mode::gl_modelview; break; }
default: { break; } }
glMatrixMode( Mode ); }
glm::mat4 const &
data( GLuint const Mode = -1 ) const {
switch( Mode ) {
case GL_PROJECTION: { return m_stacks[ stack_mode::gl_projection ].data(); }
case GL_MODELVIEW: { return m_stacks[ stack_mode::gl_modelview ].data(); }
default: { return m_stacks[ m_mode ].data(); } } }
float const *
data_array( GLuint const Mode = -1 ) const {
return glm::value_ptr( data( Mode ) ); }
void
push_matrix() { m_stacks[ m_mode ].push_matrix(); }
void
pop_matrix() { m_stacks[ m_mode ].pop_matrix(); }
void
load_identity() { m_stacks[ m_mode ].load_identity(); }
template <typename _Type>
void
rotate( _Type const Angle, _Type const X, _Type const Y, _Type const Z ) {
m_stacks[ m_mode ].rotate(
static_cast<float>(Angle) * 0.0174532925f, // deg2rad
glm::vec3(
static_cast<float>(X),
static_cast<float>(Y),
static_cast<float>(Z) ) ); }
template <typename _Type>
void
translate( _Type const X, _Type const Y, _Type const Z ) {
m_stacks[ m_mode ].translate(
glm::vec3(
static_cast<float>( X ),
static_cast<float>( Y ),
static_cast<float>( Z ) ) ); }
template <typename _Type>
void
multiply( _Type const *Matrix ) {
m_stacks[ m_mode ].multiply(
glm::make_mat4( Matrix ) ); }
template <typename _Type>
void
perspective( _Type const Fovy, _Type const Aspect, _Type const Znear, _Type const Zfar ) {
m_stacks[ m_mode ].perspective(
static_cast<float>(Fovy) * 0.0174532925f, // deg2rad
static_cast<float>( Aspect ),
static_cast<float>( Znear ),
static_cast<float>( Zfar ) ); }
template <typename _Type>
void
look_at( _Type const Eyex, _Type const Eyey, _Type const Eyez, _Type const Centerx, _Type const Centery, _Type const Centerz, _Type const Upx, _Type const Upy, _Type const Upz ) {
m_stacks[ m_mode ].look_at(
glm::vec3(
static_cast<float>( Eyex ),
static_cast<float>( Eyey ),
static_cast<float>( Eyez ) ),
glm::vec3(
static_cast<float>( Centerx ),
static_cast<float>( Centery ),
static_cast<float>( Centerz ) ),
glm::vec3(
static_cast<float>( Upx ),
static_cast<float>( Upy ),
static_cast<float>( Upz ) ) ); }
private:
// members:
stack_mode m_mode{ stack_mode::gl_projection };
openglstack_array m_stacks;
};
extern opengl_matrices OpenGLMatrices;
// NOTE: standard opengl calls re-definitions
#define glMatrixMode OpenGLMatrices.mode
#define glPushMatrix OpenGLMatrices.push_matrix
#define glPopMatrix OpenGLMatrices.pop_matrix
#define glLoadIdentity OpenGLMatrices.load_identity
#define glRotated OpenGLMatrices.rotate
#define glRotatef OpenGLMatrices.rotate
#define glTranslated OpenGLMatrices.translate
#define glTranslatef OpenGLMatrices.translate
// NOTE: no scale override as we aren't using it anywhere
#define glMultMatrixd OpenGLMatrices.multiply
#define glMultMatrixf OpenGLMatrices.multiply
#define gluPerspective OpenGLMatrices.perspective
#define gluLookAt OpenGLMatrices.look_at
//---------------------------------------------------------------------------