using System.Drawing; using System.Collections.Generic; using OpenTK; namespace BizHawk.Bizware.BizwareGL { //note: the sense of these matrices, as well as pre- and post- multiplying may be all mixed up. //conceptually here is how we should be working, in the example of spinning a sprite in place //1. sprite starts with top left at origin //2. translate half size, to center sprite at origin //3. rotate around Z //4. translate to position in world //this class is designed to make that work, that way. the takeaways: //* Use the scale, translate, rotate methods in the order given above //* Use PostMultiplyMatrix to apply more work to a prior matrix (in the manner described above) since I am calling this all post-work public class MatrixStack { public MatrixStack() { LoadIdentity(); IsDirty = false; } public static implicit operator Matrix4(MatrixStack ms) { return ms.Top; } public static implicit operator MatrixStack(Matrix4 m) { return new MatrixStack(m); } public MatrixStack(Matrix4 matrix) { LoadMatrix(matrix); } public bool IsDirty; readonly Stack stack = new Stack(); /// /// This is made public for performance reasons, to avoid lame copies of the matrix when necessary. Don't mess it up! /// public Matrix4 Top; /// /// Resets the matrix stack to an empty identity matrix stack /// public void Clear() { stack.Clear(); LoadIdentity(); IsDirty = true; } /// /// Clears the matrix stack and loads the specified value /// public void Clear(Matrix4 value) { stack.Clear(); Top = value; IsDirty = true; } public void LoadMatrix(Matrix4 value) { Top = value; IsDirty = true; } public void LoadIdentity() { Top = Matrix4.Identity; IsDirty = true; } public void Pop() { Top = stack.Pop(); IsDirty = true; } public void Push() { stack.Push(Top); IsDirty = true; } public void RotateAxis(Vector3 axisRotation, float angle) { Top = Top * Matrix4.CreateFromAxisAngle(axisRotation, angle); IsDirty = true; } public void Scale(Vector3 scale) { PreMultiplyMatrix(Matrix4.CreateScale(scale)); IsDirty = true; } public void Scale(Vector2 scale) { PreMultiplyMatrix(Matrix4.CreateScale(scale.X, scale.Y, 1)); IsDirty = true; } public void Scale(float x, float y, float z) { PreMultiplyMatrix(Matrix4.CreateScale(x, y, z)); IsDirty = true; } public void Scale(float ratio) { Scale(ratio, ratio, ratio); IsDirty = true; } public void Scale(float x, float y) { Scale(x, y, 1); IsDirty = true; } public void RotateAxis(float x, float y, float z, float degrees) { PreMultiplyMatrix(Matrix4.CreateFromAxisAngle(new Vector3(x, y, z), MathHelper.DegreesToRadians(degrees))); IsDirty = true; } public void RotateY(float degrees) { PreMultiplyMatrix(Matrix4.CreateRotationY(MathHelper.DegreesToRadians(degrees))); IsDirty = true; } public void RotateX(float degrees) { PreMultiplyMatrix(Matrix4.CreateRotationX(MathHelper.DegreesToRadians(degrees))); IsDirty = true; } public void RotateZ(float degrees) { PreMultiplyMatrix(Matrix4.CreateRotationZ(MathHelper.DegreesToRadians(degrees))); IsDirty = true; } public void Translate(Vector2 v) { Translate(v.X, v.Y, 0); IsDirty = true; } public void Translate(Vector3 trans) { PreMultiplyMatrix(Matrix4.CreateTranslation(trans)); IsDirty = true; } public void Translate(float x, float y, float z) { PreMultiplyMatrix(Matrix4.CreateTranslation(x, y, z)); IsDirty = true; } public void Translate(float x, float y) { Translate(x, y, 0); IsDirty = true; } public void Translate(Point pt) { Translate(pt.X, pt.Y, 0); IsDirty = true; } public void PostMultiplyMatrix(MatrixStack ms) { PostMultiplyMatrix(ms.Top); IsDirty = true; } public void PostMultiplyMatrix(Matrix4 value) { Top = value * Top; IsDirty = true; } public void PreMultiplyMatrix(Matrix4 value) { Top = Top * value; IsDirty = true; } } }