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#ifndef __ASURA_MATRIX_STACK_H__
#define __ASURA_MATRIX_STACK_H__
#include <asura-utils/type.h>
#include <asura-utils/math/matrix44.h>
namespace AsuraEngine
{
namespace Graphics
{
///
/// ջľȡ
///
#define ASURA_MAX_MATRIX_STACK_DEPTH 32 // 2KB
///
/// ջ״ָ̬֮ǰ״̬ջеһstack[i]ֵstack[0]*..*stack[i-1]
/// ֵһϵtransform
///
/// TODO: template<uint _capacity> MatrixStack
///
class MatrixStack
{
public:
MatrixStack();
~MatrixStack();
///
/// ջԪصIJֻͨºʵ
///
void LoadIdentity();
bool Push();
bool Pop();
AEMath::Matrix44& GetTop();
void GetTop(ASURA_OUT AEMath::Matrix44& mat44);
void LoadMatrix(const AEMath::Matrix44& mat44);
void MultMatrix(const AEMath::Matrix44& mat44);
///
/// 任
///
void Rotate(float angle, float x, float y, float z);
void Translate(float x, float y);
void Scale(float x, float y, float z);
///
/// ͶӰ任
///
void Ortho(float l, float r, float b, float t, float n, float f);
//void Perspective(float fov, float aspect, float near, float far);
//void Frustum(float left, float right, float top, float bottom, float near, float far);
//void LookAt(float x, float y, float z, float cx, float cy, float cz, float ux, float uy, float uz);
///
/// ջΧ0~ASURA_MAX_MATRIX_STACK_DEPTH-1
///
uint GetTopIndex();
///
/// ջASURA_MAX_MATRIX_STACK_DEPTH
///
uint GetCapacity();
private:
AEMath::Matrix44 mStack[ASURA_MAX_MATRIX_STACK_DEPTH];
///
/// ջ0~ASURA_MAX_MATRIX_STACK_DEPTH-1
///
uint8 top;
};
}
}
#endif
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