Files
2020-08-24 23:16:53 +07:00

169 lines
6.1 KiB
JavaScript
Vendored

/**
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2011-2012 cocos2d-x.org
Copyright (c) 2013-2014 Chukong Technologies Inc.
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.
*/
(function (cc) {
cc.KM_GL_MODELVIEW = 0x1700;
cc.KM_GL_PROJECTION = 0x1701;
cc.KM_GL_TEXTURE = 0x1702;
cc.modelview_matrix_stack = new cc.math.Matrix4Stack();
cc.projection_matrix_stack = new cc.math.Matrix4Stack();
cc.texture_matrix_stack = new cc.math.Matrix4Stack();
cc.current_stack = null;
var initialized = false;
cc.lazyInitialize = function () {
if (!initialized) {
var identity = new cc.math.Matrix4(); //Temporary identity matrix
//Initialize all 3 stacks
cc.modelview_matrix_stack.initialize();
cc.projection_matrix_stack.initialize();
cc.texture_matrix_stack.initialize();
cc.current_stack = cc.modelview_matrix_stack;
cc.initialized = true;
identity.identity();
//Make sure that each stack has the identity matrix
cc.modelview_matrix_stack.push(identity);
cc.projection_matrix_stack.push(identity);
cc.texture_matrix_stack.push(identity);
}
};
cc.lazyInitialize();
cc.kmGLFreeAll = function () {
//Clear the matrix stacks
cc.modelview_matrix_stack.release();
cc.modelview_matrix_stack = null;
cc.projection_matrix_stack.release();
cc.projection_matrix_stack = null;
cc.texture_matrix_stack.release();
cc.texture_matrix_stack = null;
//Delete the matrices
cc.initialized = false; //Set to uninitialized
cc.current_stack = null; //Set the current stack to point nowhere
};
cc.kmGLPushMatrix = function () {
cc.current_stack.push(cc.current_stack.top);
};
cc.kmGLPushMatrixWitMat4 = function (saveMat) {
cc.current_stack.stack.push(cc.current_stack.top);
saveMat.assignFrom(cc.current_stack.top);
cc.current_stack.top = saveMat;
};
cc.kmGLPopMatrix = function () {
//No need to lazy initialize, you shouldn't 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 new Error("Invalid matrix mode specified"); //TODO: Proper error handling
break;
}
cc.current_stack.lastUpdated = cc.director.getTotalFrames();
};
cc.kmGLLoadIdentity = function () {
//cc.lazyInitialize();
cc.current_stack.top.identity(); //Replace the top matrix with the identity matrix
};
cc.kmGLLoadMatrix = function (pIn) {
//cc.lazyInitialize();
cc.current_stack.top.assignFrom(pIn);
};
cc.kmGLMultMatrix = function (pIn) {
//cc.lazyInitialize();
cc.current_stack.top.multiply(pIn);
};
var tempMatrix = new cc.math.Matrix4(); //an internal matrix
cc.kmGLTranslatef = function (x, y, z) {
//Create a rotation matrix using translation
var translation = cc.math.Matrix4.createByTranslation(x, y, z, tempMatrix);
//Multiply the rotation matrix by the current matrix
cc.current_stack.top.multiply(translation);
};
var tempVector3 = new cc.math.Vec3();
cc.kmGLRotatef = function (angle, x, y, z) {
tempVector3.fill(x, y, z);
//Create a rotation matrix using the axis and the angle
var rotation = cc.math.Matrix4.createByAxisAndAngle(tempVector3, cc.degreesToRadians(angle), tempMatrix);
//Multiply the rotation matrix by the current matrix
cc.current_stack.top.multiply(rotation);
};
cc.kmGLScalef = function (x, y, z) {
var scaling = cc.math.Matrix4.createByScale(x, y, z, tempMatrix);
cc.current_stack.top.multiply(scaling);
};
cc.kmGLGetMatrix = function (mode, pOut) {
//cc.lazyInitialize();
switch (mode) {
case cc.KM_GL_MODELVIEW:
pOut.assignFrom(cc.modelview_matrix_stack.top);
break;
case cc.KM_GL_PROJECTION:
pOut.assignFrom(cc.projection_matrix_stack.top);
break;
case cc.KM_GL_TEXTURE:
pOut.assignFrom(cc.texture_matrix_stack.top);
break;
default:
throw new Error("Invalid matrix mode specified"); //TODO: Proper error handling
break;
}
};
})(cc);