/
matrix.go
119 lines (95 loc) · 3.46 KB
/
matrix.go
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/* Callisto - Yet another Solar System simulator
*
* Copyright (c) 2016, Valerian Saliou <valerian@valeriansaliou.name>
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* * Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*/
package main
import (
"container/list"
"github.com/go-gl/gl/v4.1-core/gl"
"github.com/go-gl/mathgl/mgl32"
)
// MatrixStack Maps the stack of rendering matrixes
type MatrixStack struct {
Current *mgl32.Mat4
Stack *list.List
}
// MatrixUniforms Maps uniform matrixes
type MatrixUniforms struct {
Model int32
Normal int32
Texture int32
}
// InstanceMatrixStack Stores the stack of rendering matrixes
var InstanceMatrixStack MatrixStack
// InstanceMatrixUniforms Stores uniform matrixes
var InstanceMatrixUniforms MatrixUniforms
func initializeMatrix() {
identityMatrix := mgl32.Ident4()
setMatrixStack(list.New())
setMatrix(&identityMatrix)
}
func getMatrix() (*mgl32.Mat4) {
return InstanceMatrixStack.Current
}
func setMatrix(matrix *mgl32.Mat4) {
InstanceMatrixStack.Current = matrix
}
func getMatrixStack() (*list.List) {
return InstanceMatrixStack.Stack
}
func setMatrixStack(matrixStack *list.List) {
InstanceMatrixStack.Stack = matrixStack
}
func pushMatrix() {
// Stack current matrix
currentMatrix := *getMatrix()
getMatrixStack().PushBack(currentMatrix)
// Generate new current matrix
newMatrix := mgl32.Ident4().Mul4(currentMatrix)
setMatrix(&newMatrix)
}
func popMatrix() {
if getMatrixStack().Len() == 0 {
panic("Cannot pop: matrix stack is empty")
}
lastElementList := getMatrixStack().Back()
if previousMatrix, ok := (lastElementList.Value).(mgl32.Mat4); ok {
// Assign now-popped element
setMatrix(&previousMatrix)
// Remove this element from the stack
getMatrixStack().Remove(lastElementList)
} else {
panic("Cannot pop: error")
}
}
func getMatrixUniforms() (*MatrixUniforms) {
return &InstanceMatrixUniforms
}
func setMatrixUniforms(program uint32) {
matrixUniforms := getMatrixUniforms()
matrixUniforms.Model = gl.GetUniformLocation(program, gl.Str("modelUniform\x00"))
matrixUniforms.Normal = gl.GetUniformLocation(program, gl.Str("normalUniform\x00"))
matrixUniforms.Texture = gl.GetUniformLocation(program, gl.Str("textureUniform\x00"))
}