| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219 |
- #include <string.h>
- #define _USE_MATH_DEFINES
- #include <math.h>
- #include "glmatrix.h"
- #ifndef M_PI
- #define M_PI 3.141592653589793
- #endif
- #define MMODE_IDX(x) ((x) - GL_MODELVIEW)
- #define MAT_STACK_SIZE 32
- #define MAT_IDENT {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}
- static int mm_idx = 0;
- static float mat_stack[3][MAT_STACK_SIZE][16] = {{MAT_IDENT}, {MAT_IDENT}, {MAT_IDENT}};
- static int stack_top[3];
- void gl_matrix_mode(int mm)
- {
- mm_idx = MMODE_IDX(mm);
- }
- void gl_push_matrix(void)
- {
- int top = stack_top[mm_idx];
- memcpy(mat_stack[mm_idx][top + 1], mat_stack[mm_idx][top], 16 * sizeof(float));
- stack_top[mm_idx]++;
- }
- void gl_pop_matrix(void)
- {
- stack_top[mm_idx]--;
- }
- void gl_load_identity(void)
- {
- static const float idmat[] = MAT_IDENT;
- int top = stack_top[mm_idx];
- float *mat = mat_stack[mm_idx][top];
- memcpy(mat, idmat, sizeof idmat);
- }
- void gl_load_matrixf(const float *m)
- {
- int top = stack_top[mm_idx];
- float *mat = mat_stack[mm_idx][top];
- memcpy(mat, m, 16 * sizeof *mat);
- }
- #define M4(i, j) ((i << 2) + j)
- void gl_mult_matrixf(const float *m2)
- {
- int i, j;
- int top = stack_top[mm_idx];
- float *m1 = mat_stack[mm_idx][top];
- float res[16];
- for(i=0; i<4; i++) {
- for(j=0; j<4; j++) {
- res[M4(i,j)] = m1[M4(i,0)] * m2[M4(0,j)] +
- m1[M4(i,1)] * m2[M4(1,j)] +
- m1[M4(i,2)] * m2[M4(2,j)] +
- m1[M4(i,3)] * m2[M4(3,j)];
- }
- }
- memcpy(m1, res, sizeof res);
- }
- void gl_translatef(float x, float y, float z)
- {
- float mat[] = MAT_IDENT;
- mat[12] = x;
- mat[13] = y;
- mat[14] = z;
- gl_mult_matrixf(mat);
- }
- void gl_rotatef(float angle, float x, float y, float z)
- {
- float mat[] = MAT_IDENT;
- float angle_rad = (float)M_PI * angle / 180.f;
- float sina = (float)sin(angle_rad);
- float cosa = (float)cos(angle_rad);
- float one_minus_cosa = 1.f - cosa;
- float nxsq = x * x;
- float nysq = y * y;
- float nzsq = z * z;
- mat[0] = nxsq + (1.f - nxsq) * cosa;
- mat[4] = x * y * one_minus_cosa - z * sina;
- mat[8] = x * z * one_minus_cosa + y * sina;
- mat[1] = x * y * one_minus_cosa + z * sina;
- mat[5] = nysq + (1.f - nysq) * cosa;
- mat[9] = y * z * one_minus_cosa - x * sina;
- mat[2] = x * z * one_minus_cosa - y * sina;
- mat[6] = y * z * one_minus_cosa + x * sina;
- mat[10] = nzsq + (1.f - nzsq) * cosa;
- gl_mult_matrixf(mat);
- }
- void gl_scalef(float x, float y, float z)
- {
- float mat[] = MAT_IDENT;
- mat[0] = x;
- mat[5] = y;
- mat[10] = z;
- gl_mult_matrixf(mat);
- }
- void gl_ortho(float left, float right, float bottom, float top, float znear, float zfar)
- {
- float mat[] = MAT_IDENT;
- float dx = right - left;
- float dy = top - bottom;
- float dz = zfar - znear;
- float tx = -(right + left) / dx;
- float ty = -(top + bottom) / dy;
- float tz = -(zfar + znear) / dz;
- float sx = 2.f / dx;
- float sy = 2.f / dy;
- float sz = -2.f / dz;
- mat[0] = sx;
- mat[5] = sy;
- mat[10] = sz;
- mat[12] = tx;
- mat[13] = ty;
- mat[14] = tz;
- gl_mult_matrixf(mat);
- }
- void gl_frustum(float left, float right, float bottom, float top, float znear, float zfar)
- {
- float mat[] = MAT_IDENT;
- float dx = right - left;
- float dy = top - bottom;
- float dz = zfar - znear;
- float a = (right + left) / dx;
- float b = (top + bottom) / dy;
- float c = -(zfar + znear) / dz;
- float d = -2.f * zfar * znear / dz;
- mat[0] = 2.f * znear / dx;
- mat[5] = 2.f * znear / dy;
- mat[8] = a;
- mat[9] = b;
- mat[10] = c;
- mat[11] = -1.f;
- mat[14] = d;
- mat[15] = 0;
- gl_mult_matrixf(mat);
- }
- void glu_perspective(float vfov, float aspect, float znear, float zfar)
- {
- float vfov_rad = (float)M_PI * vfov / 180.f;
- float x = znear * (float)tan(vfov_rad / 2.f);
- gl_frustum(-aspect * x, aspect * x, -x, x, znear, zfar);
- }
- /* return the matrix (16 elements, 4x4 matrix, row-major order */
- float* get_matrix(int mm)
- {
- int idx = MMODE_IDX(mm);
- int top = stack_top[idx];
- return mat_stack[idx][top];
- }
- #define M3(i, j) ((i * 3) + j)
- static float inv_transpose_result[9];
- /* return the inverse transpose of the left-upper 3x3 of a matrix
- The returned pointer is only valid until the next time this function is
- called, so make a deep copy when you want to keep it around.
- */
- float* get_inv_transpose_3x3(int mm)
- {
- int idx = MMODE_IDX(mm);
- int top = stack_top[idx];
- float *m1 = mat_stack[idx][top];
-
- float determinant = +m1[M4(0,0)]*(m1[M4(1,1)]*m1[M4(2,2)]-m1[M4(2,1)]*m1[M4(1,2)])
- -m1[M4(0,1)]*(m1[M4(1,0)]*m1[M4(2,2)]-m1[M4(1,2)]*m1[M4(2,0)])
- +m1[M4(0,2)]*(m1[M4(1,0)]*m1[M4(2,1)]-m1[M4(1,1)]*m1[M4(2,0)]);
- float invdet = 1/determinant;
- inv_transpose_result[M3(0,0)] = (m1[M4(1,1)]*m1[M4(2,2)]-m1[M4(2,1)]*m1[M4(1,2)])*invdet;
- inv_transpose_result[M3(1,0)] = -(m1[M4(0,1)]*m1[M4(2,2)]-m1[M4(0,2)]*m1[M4(2,1)])*invdet;
- inv_transpose_result[M3(2,0)] = (m1[M4(0,1)]*m1[M4(1,2)]-m1[M4(0,2)]*m1[M4(1,1)])*invdet;
- inv_transpose_result[M3(0,1)] = -(m1[M4(1,0)]*m1[M4(2,2)]-m1[M4(1,2)]*m1[M4(2,0)])*invdet;
- inv_transpose_result[M3(1,1)] = (m1[M4(0,0)]*m1[M4(2,2)]-m1[M4(0,2)]*m1[M4(2,0)])*invdet;
- inv_transpose_result[M3(2,1)] = -(m1[M4(0,0)]*m1[M4(1,2)]-m1[M4(1,0)]*m1[M4(0,2)])*invdet;
- inv_transpose_result[M3(0,2)] = (m1[M4(1,0)]*m1[M4(2,1)]-m1[M4(2,0)]*m1[M4(1,1)])*invdet;
- inv_transpose_result[M3(1,2)] = -(m1[M4(0,0)]*m1[M4(2,1)]-m1[M4(2,0)]*m1[M4(0,1)])*invdet;
- inv_transpose_result[M3(2,2)] = (m1[M4(0,0)]*m1[M4(1,1)]-m1[M4(1,0)]*m1[M4(0,1)])*invdet;
- return inv_transpose_result;
- }
|