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//
// Copyright (c) 2010 Linaro Limited
//
// All rights reserved. This program and the accompanying materials
// are made available under the terms of the MIT License which accompanies
// this distribution, and is available at
// http://www.opensource.org/licenses/mit-license.php
//
// Contributors:
// Jesse Barker - original implementation.
//
#ifndef STACK_H_
#define STACK_H_
#include <vector>
#include "mat.h"
namespace LibMatrix
{
//
// Simple matrix stack implementation suitable for tracking OpenGL matrix
// state. Default construction puts an identity matrix on the top of the
// stack.
//
template<typename T>
class MatrixStack
{
public:
MatrixStack()
{
theStack_.push_back(T());
}
MatrixStack(const T& matrix)
{
theStack_.push_back(matrix);
}
~MatrixStack() {}
const T& getCurrent() const { return theStack_.back(); }
void push()
{
theStack_.push_back(theStack_.back());
}
void pop()
{
theStack_.pop_back();
}
void loadIdentity()
{
theStack_.back().setIdentity();
}
T& operator*=(const T& rhs)
{
T& curMatrix = theStack_.back();
curMatrix *= rhs;
return curMatrix;
}
void print() const
{
const T& curMatrix = theStack_.back();
curMatrix.print();
}
unsigned int getDepth() const { return theStack_.size(); }
private:
std::vector<T> theStack_;
};
class Stack4 : public MatrixStack<mat4>
{
public:
void translate(float x, float y, float z)
{
*this *= Mat4::translate(x, y, z);
}
void scale(float x, float y, float z)
{
*this *= Mat4::scale(x, y, z);
}
void rotate(float angle, float x, float y, float z)
{
*this *= Mat4::rotate(angle, x, y, z);
}
void frustum(float left, float right, float bottom, float top, float near, float far)
{
*this *= Mat4::frustum(left, right, bottom, top, near, far);
}
void ortho(float left, float right, float bottom, float top, float near, float far)
{
*this *= Mat4::ortho(left, right, bottom, top, near, far);
}
void perspective(float fovy, float aspect, float zNear, float zFar)
{
*this *= Mat4::perspective(fovy, aspect, zNear, zFar);
}
void lookAt(float eyeX, float eyeY, float eyeZ,
float centerX, float centerY, float centerZ,
float upX, float upY, float upZ)
{
*this *= Mat4::lookAt(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ);
}
};
} // namespace LibMatrix
#endif // STACK_H_