introduce matrix class and use it

This commit is contained in:
Eduardo Bart
2011-12-24 21:14:12 -02:00
parent 339697fce9
commit 3abbf5255e
22 changed files with 366 additions and 317 deletions

View File

@@ -53,35 +53,6 @@ void Painter::terminate()
m_drawSolidColorProgram.reset();
}
void Painter::updateProjectionMatrix(const Size& viewportSize, bool inverseYAxis)
{
// The projection matrix converts from Painter's coordinate system to GL's coordinate system
// * GL's viewport is 2x2, Painter's is width x height
// * GL has +y -> -y going from bottom -> top, Painter is the other way round
// * GL has [0,0] in the center, Painter has it in the top-left
//
// This results in the Projection matrix below, which is multiplied by the painter's
// transformation matrix, as shown below:
//
// Projection Matrix Painter Coord GL Coord
// ------------------------------------------------ --------- ---------
// | 2.0 / width | 0.0 | -1.0 | | x | | y' |
// | 0.0 | -2.0 / height | 1.0 | * | y | = | x' |
// | 0.0 | 0.0 | 0.0 | | 1 | | 0 |
// ------------------------------------------------ --------- ---------
float w = viewportSize.width();
float h = viewportSize.height();
if(inverseYAxis) {
m_projectionMatrix[0][0] = 2.0f/w; m_projectionMatrix[0][1] = 0.0f; m_projectionMatrix[0][2] =-1.0f;
m_projectionMatrix[1][0] = 0.0f; m_projectionMatrix[1][1] = 2.0f/h; m_projectionMatrix[1][2] =-1.0f;
m_projectionMatrix[2][0] = 0.0f; m_projectionMatrix[2][1] = 0.0f; m_projectionMatrix[2][2] = 0.0f;
} else {
m_projectionMatrix[0][0] = 2.0f/w; m_projectionMatrix[0][1] = 0.0f; m_projectionMatrix[0][2] =-1.0f;
m_projectionMatrix[1][0] = 0.0f; m_projectionMatrix[1][1] =-2.0f/h; m_projectionMatrix[1][2] = 1.0f;
m_projectionMatrix[2][0] = 0.0f; m_projectionMatrix[2][1] = 0.0f; m_projectionMatrix[2][2] = 0.0f;
}
}
void Painter::drawProgram(const PainterShaderProgramPtr& program, CoordsBuffer& coordsBuffer, PainterShaderProgram::DrawMode drawMode)
{
coordsBuffer.cacheVertexArrays();