Supermodel/Src/Graphics/New3D/Mat4.h

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#ifndef _MAT4_H_
#define _MAT4_H_
#include <vector>
namespace New3D {
class Mat4
{
public:
Mat4();
void LoadIdentity ();
void Translate (float x, float y, float z);
void Rotate (float angle, float x, float y, float z);
void Scale (float x, float y, float z);
void Frustum (float left, float right, float bottom, float top, float nearVal, float farVal);
void FrustumRZ (float left, float right, float bottom, float top, float nearVal);
void Perspective (float fovy, float aspect, float zNear, float zFar);
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void Ortho (float left, float right, float bottom, float top, float nearVal, float farVal);
void MultMatrix (const float *m);
void LoadMatrix (const float *m);
void LoadTransposeMatrix (const float *m);
void MultTransposeMatrix (const float *m);
void PushMatrix ();
void PopMatrix ();
void Release ();
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operator float* () { return currentMatrix; }
operator const float* () const { return currentMatrix; }
float currentMatrix[16];
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private:
void MultiMatrices (const float a[16], const float b[16], float r[16]);
void Copy (const float in[16], float out[16]);
void Transpose (float m[16]);
struct Mat4Container {
float mat[16]; // we must wrap the matrix inside a struct otherwise vector doesn't work
};
std::vector<Mat4Container> m_vMat4;
};
} // New3D
#endif