80 lines
3.1 KiB
C#
80 lines
3.1 KiB
C#
using System;
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using System.Drawing;
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using System.Collections.Generic;
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using OpenTK;
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namespace BizHawk.Bizware.BizwareGL
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{
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public class MatrixStack
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{
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public MatrixStack()
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{
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LoadIdentity();
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IsDirty = false;
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}
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public static implicit operator Matrix4(MatrixStack ms) { return ms.Top; }
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public static implicit operator MatrixStack(Matrix4 m) { return new MatrixStack(m); }
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public MatrixStack(Matrix4 matrix) { LoadMatrix(matrix); }
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public bool IsDirty;
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Stack<Matrix4> stack = new Stack<Matrix4>();
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/// <summary>
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/// This is made public for performance reasons, to avoid lame copies of the matrix when necessary. Don't mess it up!
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/// </summary>
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public Matrix4 Top;
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/// <summary>
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/// Resets the matrix stack to an empty identity matrix stack
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/// </summary>
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public void Clear()
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{
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stack.Clear();
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LoadIdentity();
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IsDirty = true;
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}
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/// <summary>
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/// Clears the matrix stack and loads the specified value
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/// </summary>
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public void Clear(Matrix4 value)
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{
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stack.Clear();
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Top = value;
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IsDirty = true;
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}
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public void LoadMatrix(Matrix4 value) { Top = value; IsDirty = true; }
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public void LoadIdentity() { Top = Matrix4.Identity; IsDirty = true; }
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public void Pop() { Top = stack.Pop(); IsDirty = true; }
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public void Push() { stack.Push(Top); IsDirty = true; }
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public void RotateAxis(Vector3 axisRotation, float angle) { Top = Matrix4.CreateFromAxisAngle(axisRotation, angle) * Top; IsDirty = true; }
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public void Scale(Vector3 scale) { Top = Matrix4.CreateScale(scale) * Top; IsDirty = true; }
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public void Scale(Vector2 scale) { Top = Matrix4.CreateScale(scale.X, scale.Y, 1) * Top; IsDirty = true; }
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public void Scale(float x, float y, float z) { Top = Matrix4.CreateScale(x, y, z) * Top; IsDirty = true; }
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public void Scale(float ratio) { Scale(ratio, ratio, ratio); IsDirty = true; }
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public void Scale(float x, float y) { Scale(x, y, 1); IsDirty = true; }
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public void RotateAxis(float x, float y, float z, float degrees) { MultiplyMatrix(Matrix4.CreateFromAxisAngle(new Vector3(x, y, z), degrees)); IsDirty = true; }
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public void RotateY(float degrees) { MultiplyMatrix(Matrix4.CreateRotationY(degrees)); IsDirty = true; }
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public void RotateX(float degrees) { MultiplyMatrix(Matrix4.CreateRotationX(degrees)); IsDirty = true; }
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public void RotateZ(float degrees) { MultiplyMatrix(Matrix4.CreateRotationZ(degrees)); IsDirty = true; }
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public void Translate(Vector2 v) { Translate(v.X, v.Y, 0); IsDirty = true; }
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public void Translate(Vector3 trans) { Top = Matrix4.CreateTranslation(trans) * Top; IsDirty = true; }
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public void Translate(float x, float y, float z) { Top = Matrix4.CreateTranslation(x, y, z) * Top; IsDirty = true; }
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public void Translate(float x, float y) { Translate(x, y, 0); IsDirty = true; }
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public void Translate(Point pt) { Translate(pt.X, pt.Y, 0); IsDirty = true; }
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public void MultiplyMatrix(MatrixStack ms) { MultiplyMatrix(ms.Top); IsDirty = true; }
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public void MultiplyMatrix(Matrix4 value) { Top = value * Top; IsDirty = true; }
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}
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} |