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LibGfx+Demos: Make Matrix4x4 a true alias for Matrix<4,T>
Matrix4x4 was defined as a derived class of Matrix<N,T> before. Furthermore, some code was duplicated and it was overall just messy. This commit turns Matrix4x4 into a simple alias for Matrix<4,T>.
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0833db0874
commit
c2d84efaae
5 changed files with 103 additions and 117 deletions
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@ -576,7 +576,7 @@ void SoftwareGLContext::gl_rotate(GLdouble angle, GLdouble x, GLdouble y, GLdoub
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FloatVector3 axis = { (float)x, (float)y, (float)z };
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axis.normalize();
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auto rotation_mat = FloatMatrix4x4::rotate(axis, angle);
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auto rotation_mat = Gfx::rotation_matrix(axis, static_cast<float>(angle));
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if (m_current_matrix_mode == GL_MODELVIEW)
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m_model_view_matrix = m_model_view_matrix * rotation_mat;
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@ -596,9 +596,9 @@ void SoftwareGLContext::gl_scale(GLdouble x, GLdouble y, GLdouble z)
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}
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if (m_current_matrix_mode == GL_MODELVIEW) {
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m_model_view_matrix = m_model_view_matrix * FloatMatrix4x4::scale({ static_cast<float>(x), static_cast<float>(y), static_cast<float>(z) });
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m_model_view_matrix = m_model_view_matrix * Gfx::scale_matrix(FloatVector3 { static_cast<float>(x), static_cast<float>(y), static_cast<float>(z) });
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} else if (m_current_matrix_mode == GL_PROJECTION) {
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m_projection_matrix = m_projection_matrix * FloatMatrix4x4::scale({ static_cast<float>(x), static_cast<float>(y), static_cast<float>(z) });
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m_projection_matrix = m_projection_matrix * Gfx::scale_matrix(FloatVector3 { static_cast<float>(x), static_cast<float>(y), static_cast<float>(z) });
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}
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m_error = GL_NO_ERROR;
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@ -614,9 +614,9 @@ void SoftwareGLContext::gl_translate(GLdouble x, GLdouble y, GLdouble z)
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}
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if (m_current_matrix_mode == GL_MODELVIEW) {
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m_model_view_matrix = m_model_view_matrix * FloatMatrix4x4::translate({ (float)x, (float)y, (float)z });
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m_model_view_matrix = m_model_view_matrix * Gfx::translation_matrix(FloatVector3 { (float)x, (float)y, (float)z });
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} else if (m_current_matrix_mode == GL_PROJECTION) {
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m_projection_matrix = m_projection_matrix * FloatMatrix4x4::translate({ (float)x, (float)y, (float)z });
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m_projection_matrix = m_projection_matrix * Gfx::translation_matrix(FloatVector3 { (float)x, (float)y, (float)z });
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}
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m_error = GL_NO_ERROR;
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