Add a very simple matrix class.
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				| @ -11,15 +11,14 @@ namespace Quik.CommandMachine | ||||
| 
 | ||||
|         private QRectangle _viewport; | ||||
|         private readonly Stack<QRectangle> _viewportStack = new Stack<QRectangle>(); | ||||
|         private readonly Stack<object>  _matrixStack = new Stack<object>(); | ||||
|         private readonly Stack<QMat4>  _matrixStack = new Stack<QMat4>(); | ||||
| 
 | ||||
|         private Command _customCommandBase = Command.CustomCommandBase; | ||||
|         private readonly List<QuikCommandHandler> _customCommands = new List<QuikCommandHandler>(); | ||||
| 
 | ||||
|         public QRectangle Viewport => _viewport; | ||||
| 
 | ||||
|         // TODO: Make a real matrix class. | ||||
|         public float[] ActiveTransforms { get; } | ||||
|         public QMat4 ActiveTransforms { get; } | ||||
| 
 | ||||
|         public StyleStack Style { get; } = new StyleStack(new Quik.Style()); | ||||
| 
 | ||||
| @ -115,7 +114,7 @@ namespace Quik.CommandMachine | ||||
|             _viewportStack.Clear(); | ||||
| 
 | ||||
|             _matrixStack.Clear(); | ||||
|             _matrixStack.Push(null);    // TODO: replace with identity matrix. | ||||
|             _matrixStack.Push(QMat4.Identity); | ||||
|         } | ||||
| 
 | ||||
|         private void ConditionalHandler(CommandQueue queue) | ||||
|  | ||||
| @ -204,5 +204,19 @@ namespace Quik.OpenGL | ||||
|             fixed (float* ptr = &m11) | ||||
|                 _uniformMatrix4fv(location, count, transpose, ptr); | ||||
|         } | ||||
| 
 | ||||
|     [MethodImpl(AggressiveInlining)] | ||||
|         public static void UniformMatrix4(int location, bool transpose, in QMat4 m4) | ||||
|         { | ||||
|             fixed (float* ptr = &m4.M11) | ||||
|                 _uniformMatrix4fv(location, 1, transpose, ptr); | ||||
|         } | ||||
| 
 | ||||
|         [MethodImpl(AggressiveInlining)] | ||||
|         public static void UniformMatrix4(int location, int count, bool transpose, ref QMat4 m4) | ||||
|         { | ||||
|             fixed (float* ptr = &m4.M11) | ||||
|                 _uniformMatrix4fv(location, count, transpose, ptr); | ||||
|         } | ||||
|     } | ||||
| } | ||||
| @ -89,17 +89,11 @@ namespace Quik.OpenGL | ||||
|             draw.PrepareFrame(); | ||||
| 
 | ||||
|             QVec2 size = view.Size; | ||||
|             // TODO: can i has matrices? | ||||
|             float[] matrix = new float[] { | ||||
|                 1/size.X,   0,          0, 0, | ||||
|                 0,          1/size.Y,   0, 0, | ||||
|                 0,          0,          1, 0, | ||||
|                 -0.5f,      -0.5f,      0, 1 | ||||
|             }; | ||||
|             QMat4.Orthographic(out QMat4 matrix, view); | ||||
| 
 | ||||
|             GL.UseProgram(program); | ||||
|             GL.Uniform1(iMaxZ, queue.ZDepth); | ||||
|             GL.UniformMatrix4(m4Transforms, false, ref matrix[0]); | ||||
|             GL.UniformMatrix4(m4Transforms, false, in matrix); | ||||
|             GL.Uniform1(fSdfThreshold, 0.0f); | ||||
|             GL.Uniform1(txTexture, 0); | ||||
|             GL.Enable(GL_BLEND); | ||||
|  | ||||
| @ -402,4 +402,57 @@ namespace Quik | ||||
|         /// </summary> | ||||
|         public QVec2 C; | ||||
|     } | ||||
| 
 | ||||
|     [DebuggerDisplay("[{M11} {M12} {M13} {M14}; {M21} {M22} {M23} {M24}; {M31} {M32} {M33} {M34}; {M41} {M42} {M43} {M44}]")]
 | ||||
|     public struct QMat4 | ||||
|     { | ||||
|         public float M11, M21, M31, M41; | ||||
|         public float M12, M22, M32, M42; | ||||
|         public float M13, M23, M33, M43; | ||||
|         public float M14, M24, M34, M44; | ||||
| 
 | ||||
|         public static QMat4 Identity { get; } = new QMat4() | ||||
|         { | ||||
|             M11 = 1.0f, | ||||
|             M22 = 1.0f, | ||||
|             M33 = 1.0f, | ||||
|             M44 = 1.0f | ||||
|         }; | ||||
| 
 | ||||
|         public static void Translation(out QMat4 mat, float x, float y, float z) | ||||
|         { | ||||
|             mat = Identity; | ||||
|             mat.M41 = x; | ||||
|             mat.M42 = y; | ||||
|             mat.M43 = z; | ||||
|         } | ||||
| 
 | ||||
|         public static void Scale(out QMat4 mat, float x, float y, float z) | ||||
|         { | ||||
|             mat = default; | ||||
|             mat.M11 = x; | ||||
|             mat.M22 = y; | ||||
|             mat.M33 = z; | ||||
|             mat.M44 = 1.0f; | ||||
|         } | ||||
| 
 | ||||
|         public static void Orthographic(out QMat4 mat, QRectangle bounds, float near = 1, float far = -1) | ||||
|         { | ||||
|             float a, b, c; | ||||
|             mat = default; | ||||
| 
 | ||||
|             a = 1.0f/(bounds.Right - bounds.Left); | ||||
|             b = 1.0f/(bounds.Top - bounds.Bottom); | ||||
|             c = 1.0f/(near - far); | ||||
| 
 | ||||
|             mat.M11 = 2 * a; | ||||
|             mat.M22 = 2 * b; | ||||
|             mat.M33 = 2 * c; | ||||
| 
 | ||||
|             mat.M41 = -a * (bounds.Left + bounds.Right); | ||||
|             mat.M42 = -b * (bounds.Top + bounds.Bottom); | ||||
|             mat.M43 = -c * (near + far); | ||||
|             mat.M44 = 1.0f; | ||||
|         } | ||||
|     } | ||||
| } | ||||
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