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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