overte-thingvellir/libraries/shared/src/MatrixStack.h
2015-06-17 15:03:09 -07:00

176 lines
3.9 KiB
C++

//
// Created by Bradley Austin Davis
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#pragma once
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/noise.hpp>
#include <glm/gtc/epsilon.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <stack>
class MatrixStack : public std::stack<glm::mat4> {
public:
MatrixStack() {
push(glm::mat4());
}
explicit MatrixStack(const MatrixStack& other) : std::stack<glm::mat4>() {
*((std::stack<glm::mat4>*)this) = *((std::stack<glm::mat4>*)&other);
}
operator const glm::mat4 & () const {
return top();
}
MatrixStack & pop() {
std::stack<glm::mat4>::pop();
assert(!empty());
return *this;
}
MatrixStack & push() {
emplace(top());
return *this;
}
MatrixStack & identity() {
top() = glm::mat4();
return *this;
}
MatrixStack & push(const glm::mat4 & mat) {
std::stack<glm::mat4>::push(mat);
return *this;
}
MatrixStack & rotate(const glm::mat3 & rotation) {
return postMultiply(glm::mat4(rotation));
}
MatrixStack & rotate(const glm::quat & rotation) {
return postMultiply(glm::mat4_cast(rotation));
}
MatrixStack & rotate(float theta, const glm::vec3 & axis) {
return postMultiply(glm::rotate(glm::mat4(), theta, axis));
}
MatrixStack & translate(float translation) {
return translate(glm::vec3(translation, 0, 0));
}
MatrixStack & translate(const glm::vec2 & translation) {
return translate(glm::vec3(translation, 0));
}
MatrixStack & translate(const glm::vec3 & translation) {
return postMultiply(glm::translate(glm::mat4(), translation));
}
MatrixStack & preTranslate(const glm::vec3 & translation) {
return preMultiply(glm::translate(glm::mat4(), translation));
}
MatrixStack & scale(float factor) {
return scale(glm::vec3(factor));
}
MatrixStack & scale(const glm::vec3 & scale) {
return postMultiply(glm::scale(glm::mat4(), scale));
}
MatrixStack & transform(const glm::mat4 & xfm) {
return postMultiply(xfm);
}
MatrixStack & preMultiply(const glm::mat4 & xfm) {
top() = xfm * top();
return *this;
}
MatrixStack & postMultiply(const glm::mat4 & xfm) {
top() *= xfm;
return *this;
}
// Remove the rotation component of a matrix. useful for billboarding
MatrixStack & unrotate() {
glm::quat inverse = glm::inverse(glm::quat_cast(top()));
top() = top() * glm::mat4_cast(inverse);
return *this;
}
// Remove the translation component of a matrix. useful for skyboxing
MatrixStack & untranslate() {
top()[3] = glm::vec4(0, 0, 0, 1);
return *this;
}
template <typename Function>
void withPush(Function f) {
#ifndef NDEBUG
size_t startingDepth = size();
#endif
push();
f();
pop();
#ifndef NDEBUG
assert(startingDepth == size());
#endif
}
template <typename Function>
void withIdentity(Function f) {
withPush([&] {
identity();
f();
});
}
static MatrixStack & projection() {
static MatrixStack projection;
return projection;
}
static MatrixStack & modelview() {
static MatrixStack modelview;
return modelview;
}
template <typename Function>
static void withPushAll(Function f) {
withPush(projection(), modelview(), f);
}
template <typename Function>
static void withIdentityAll(Function f) {
withPush(projection(), modelview(), [=] {
projection().identity();
modelview().identity();
f();
});
}
template <typename Function>
static void withPush(MatrixStack& stack, Function f) {
stack.withPush(f);
}
template <typename Function>
static void withPush(MatrixStack& stack1, MatrixStack& stack2, Function f) {
stack1.withPush([&]{
stack2.withPush(f);
});
}
};