Files
maszyna/openglmatrixstack.h
2018-02-03 17:37:46 +01:00

215 lines
7.5 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 _WIN32
#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.f); }
// 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.f ); }
upload(); }
void
load_identity() {
m_stack.top() = glm::mat4( 1.f );
upload(); }
void
load_matrix( glm::mat4 const &Matrix ) {
m_stack.top() = Matrix;
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
ortho( float const Left, float const Right, float const Bottom, float const Top, float const Znear, float const Zfar ) {
m_stack.top() *= glm::ortho( Left, Right, Bottom, Top, Znear, Zfar );
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_modelview = 0, gl_projection = 1, gl_texture = 2 };
typedef std::vector<opengl_stack> openglstack_array;
public:
// constructors:
opengl_matrices() {
m_stacks.emplace_back(); // modelview
m_stacks.emplace_back(); // projection
m_stacks.emplace_back(); // texture
}
// methods:
void
mode( GLuint const Mode ) {
switch( Mode ) {
case GL_MODELVIEW: { m_mode = stack_mode::gl_modelview; break; }
case GL_PROJECTION: { m_mode = stack_mode::gl_projection; break; }
case GL_TEXTURE: { m_mode = stack_mode::gl_texture; break; }
default: { break; } }
::glMatrixMode( Mode ); }
glm::mat4 const &
data( GLuint const Mode = -1 ) const {
switch( Mode ) {
case GL_MODELVIEW: { return m_stacks[ stack_mode::gl_modelview ].data(); }
case GL_PROJECTION: { return m_stacks[ stack_mode::gl_projection ].data(); }
case GL_TEXTURE: { return m_stacks[ stack_mode::gl_texture ].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(); }
void
load_matrix( glm::mat4 const &Matrix ) { m_stacks[ m_mode ].load_matrix( Matrix ); }
template <typename Type_>
void
load_matrix( Type_ const *Matrix ) { load_matrix( glm::make_mat4( Matrix ) ); }
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>(glm::radians(Angle)),
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
ortho( Type_ const Left, Type_ const Right, Type_ const Bottom, Type_ const Top, Type_ const Znear, Type_ const Zfar ) {
m_stacks[ m_mode ].ortho(
static_cast<float>( Left ),
static_cast<float>( Right ),
static_cast<float>( Bottom ),
static_cast<float>( Top ),
static_cast<float>( Znear ),
static_cast<float>( Zfar ) ); }
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>( glm::radians( Fovy ) ),
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 glLoadMatrixf OpenGLMatrices.load_matrix
#define glLoadMatrixd OpenGLMatrices.load_matrix
#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 glOrtho OpenGLMatrices.ortho
#define gluPerspective OpenGLMatrices.perspective
#define gluLookAt OpenGLMatrices.look_at
//---------------------------------------------------------------------------