/** Copyright (c) 2010-2012 cocos2d-x.org Copyright (c) 2008, Luke Benstead. 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. */ cc.KM_GL_MODELVIEW = 0x1700; cc.KM_GL_PROJECTION = 0x1701; cc.KM_GL_TEXTURE = 0x1702; cc.modelview_matrix_stack = new cc.km_mat4_stack(); cc.projection_matrix_stack = new cc.km_mat4_stack(); cc.texture_matrix_stack = new cc.km_mat4_stack(); cc.current_stack = null; cc.initialized = false; cc.lazyInitialize = function () { if (!cc.initialized) { var identity = new cc.kmMat4(); //Temporary identity matrix //Initialize all 3 stacks cc.km_mat4_stack_initialize(cc.modelview_matrix_stack); cc.km_mat4_stack_initialize(cc.projection_matrix_stack); cc.km_mat4_stack_initialize(cc.texture_matrix_stack); cc.current_stack = cc.modelview_matrix_stack; cc.initialized = true; cc.kmMat4Identity(identity); //Make sure that each stack has the identity matrix cc.km_mat4_stack_push(cc.modelview_matrix_stack, identity); cc.km_mat4_stack_push(cc.projection_matrix_stack, identity); cc.km_mat4_stack_push(cc.texture_matrix_stack, identity); } }; cc.lazyInitialize(); cc.kmGLFreeAll = function () { //Clear the matrix stacks cc.km_mat4_stack_release(cc.modelview_matrix_stack); cc.km_mat4_stack_release(cc.projection_matrix_stack); cc.km_mat4_stack_release(cc.texture_matrix_stack); //Delete the matrices cc.initialized = false; //Set to uninitialized cc.current_stack = null; //Set the current stack to point nowhere }; cc.kmGLPushMatrix = function () { cc.km_mat4_stack_push(cc.current_stack, cc.current_stack.top); }; cc.kmGLPushMatrixWitMat4 = function (saveMat) { cc.current_stack.stack.push(cc.current_stack.top); cc.kmMat4Assign(saveMat, cc.current_stack.top); cc.current_stack.top = saveMat; }; cc.kmGLPopMatrix = function () { //No need to lazy initialize, you shouldnt be popping first anyway! //cc.km_mat4_stack_pop(cc.current_stack, null); cc.current_stack.top = cc.current_stack.stack.pop(); }; cc.kmGLMatrixMode = function (mode) { //cc.lazyInitialize(); switch (mode) { case cc.KM_GL_MODELVIEW: cc.current_stack = cc.modelview_matrix_stack; break; case cc.KM_GL_PROJECTION: cc.current_stack = cc.projection_matrix_stack; break; case cc.KM_GL_TEXTURE: cc.current_stack = cc.texture_matrix_stack; break; default: throw "Invalid matrix mode specified"; //TODO: Proper error handling break; } }; cc.kmGLLoadIdentity = function () { //cc.lazyInitialize(); cc.kmMat4Identity(cc.current_stack.top); //Replace the top matrix with the identity matrix }; cc.kmGLLoadMatrix = function (pIn) { //cc.lazyInitialize(); cc.kmMat4Assign(cc.current_stack.top, pIn); }; cc.kmGLMultMatrix = function (pIn) { //cc.lazyInitialize(); cc.kmMat4Multiply(cc.current_stack.top, cc.current_stack.top, pIn); }; cc.kmGLTranslatef = function (x, y, z) { var translation = new cc.kmMat4(); //Create a rotation matrix using the axis and the angle cc.kmMat4Translation(translation, x, y, z); //Multiply the rotation matrix by the current matrix cc.kmMat4Multiply(cc.current_stack.top, cc.current_stack.top, translation); }; cc.kmGLRotatef = function (angle, x, y, z) { var axis = new cc.kmVec3(x, y, z); var rotation = new cc.kmMat4(); //Create a rotation matrix using the axis and the angle cc.kmMat4RotationAxisAngle(rotation, axis, cc.kmDegreesToRadians(angle)); //Multiply the rotation matrix by the current matrix cc.kmMat4Multiply(cc.current_stack.top, cc.current_stack.top, rotation); }; cc.kmGLScalef = function (x, y, z) { var scaling = new cc.kmMat4(); cc.kmMat4Scaling(scaling, x, y, z); cc.kmMat4Multiply(cc.current_stack.top, cc.current_stack.top, scaling); }; cc.kmGLGetMatrix = function (mode, pOut) { //cc.lazyInitialize(); switch (mode) { case cc.KM_GL_MODELVIEW: cc.kmMat4Assign(pOut, cc.modelview_matrix_stack.top); break; case cc.KM_GL_PROJECTION: cc.kmMat4Assign(pOut, cc.projection_matrix_stack.top); break; case cc.KM_GL_TEXTURE: cc.kmMat4Assign(pOut, cc.texture_matrix_stack.top); break; default: throw "Invalid matrix mode specified"; //TODO: Proper error handling break; } };