xserver-multidpi/glamor/glu3/matrix.c

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/*
* Copyright © 2009 Ian D. Romanick
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#include <string.h>
#include "glu3.h"
#define DEG2RAD(d) ((d) * M_PI / 180.0)
const GLUmat4 gluIdentityMatrix = {
{
{ { 1.0f, 0.0f, 0.0f, 0.0f } },
{ { 0.0f, 1.0f, 0.0f, 0.0f } },
{ { 0.0f, 0.0f, 1.0f, 0.0f } },
{ { 0.0f, 0.0f, 0.0f, 1.0f } }
}
};
void gluTranslate4v(GLUmat4 *result, const GLUvec4 *t)
{
memcpy(result, & gluIdentityMatrix, sizeof(gluIdentityMatrix));
result->col[3] = *t;
result->col[3].values[3] = 1.0f;
}
void gluScale4v(GLUmat4 *result, const GLUvec4 *t)
{
memcpy(result, & gluIdentityMatrix, sizeof(gluIdentityMatrix));
result->col[0].values[0] = t->values[0];
result->col[1].values[1] = t->values[1];
result->col[2].values[2] = t->values[2];
}
void gluLookAt4v(GLUmat4 *result,
const GLUvec4 *_eye,
const GLUvec4 *_center,
const GLUvec4 *_up)
{
static const GLUvec4 col3 = { { 0.0f, 0.0f, 0.0f, 1.0f } };
const GLUvec4 e = {
{ -_eye->values[0], -_eye->values[1], -_eye->values[2], 0.0f }
};
GLUmat4 translate;
GLUmat4 rotate;
GLUmat4 rotateT;
GLUvec4 f;
GLUvec4 s;
GLUvec4 u;
GLUvec4 center, up;
center = *_center;
center.values[3] = 0;
up = *_up;
up.values[3] = 0;
gluAdd4v_4v(& f, &center, &e);
gluNormalize4v(& f, & f);
gluNormalize4v(& u, &up);
gluCross4v(& s, & f, & u);
gluCross4v(& u, & s, & f);
rotate.col[0] = s;
rotate.col[1] = u;
rotate.col[2].values[0] = -f.values[0];
rotate.col[2].values[1] = -f.values[1];
rotate.col[2].values[2] = -f.values[2];
rotate.col[2].values[3] = 0.0f;
rotate.col[3] = col3;
gluTranspose4m(& rotateT, & rotate);
gluTranslate4v(& translate, & e);
gluMult4m_4m(result, & rotateT, & translate);
}
void gluRotate4v(GLUmat4 *result, const GLUvec4 *_axis, GLfloat angle)
{
GLUvec4 axis;
const float c = cos(angle);
const float s = sin(angle);
const float one_c = 1.0 - c;
float xx;
float yy;
float zz;
float xs;
float ys;
float zs;
float xy;
float xz;
float yz;
/* Only normalize the 3-component axis. A gluNormalize3v might be
* appropriate to save us some computation.
*/
axis = *_axis;
axis.values[3] = 0;
gluNormalize4v(&axis, &axis);
xx = axis.values[0] * axis.values[0];
yy = axis.values[1] * axis.values[1];
zz = axis.values[2] * axis.values[2];
xs = axis.values[0] * s;
ys = axis.values[1] * s;
zs = axis.values[2] * s;
xy = axis.values[0] * axis.values[1];
xz = axis.values[0] * axis.values[2];
yz = axis.values[1] * axis.values[2];
result->col[0].values[0] = (one_c * xx) + c;
result->col[0].values[1] = (one_c * xy) + zs;
result->col[0].values[2] = (one_c * xz) - ys;
result->col[0].values[3] = 0.0;
result->col[1].values[0] = (one_c * xy) - zs;
result->col[1].values[1] = (one_c * yy) + c;
result->col[1].values[2] = (one_c * yz) + xs;
result->col[1].values[3] = 0.0;
result->col[2].values[0] = (one_c * xz) + ys;
result->col[2].values[1] = (one_c * yz) - xs;
result->col[2].values[2] = (one_c * zz) + c;
result->col[2].values[3] = 0.0;
result->col[3].values[0] = 0.0;
result->col[3].values[1] = 0.0;
result->col[3].values[2] = 0.0;
result->col[3].values[3] = 1.0;
}
void
gluPerspective4f(GLUmat4 *result,
GLfloat fovy, GLfloat aspect, GLfloat near, GLfloat far)
{
const double sine = sin(DEG2RAD(fovy / 2.0));
const double cosine = cos(DEG2RAD(fovy / 2.0));
const double sine_aspect = sine * aspect;
const double dz = far - near;
memcpy(result, &gluIdentityMatrix, sizeof(gluIdentityMatrix));
if ((sine == 0.0) || (dz == 0.0) || (sine_aspect == 0.0)) {
return;
}
result->col[0].values[0] = cosine / sine_aspect;
result->col[1].values[1] = cosine / sine;
result->col[2].values[2] = -(far + near) / dz;
result->col[2].values[3] = -1.0;
result->col[3].values[2] = -2.0 * near * far / dz;
result->col[3].values[3] = 0.0;
}
void gluFrustum6f(GLUmat4 *result,
GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat near, GLfloat far)
{
memcpy(result, &gluIdentityMatrix, sizeof(gluIdentityMatrix));
result->col[0].values[0] = (2.0 * near) / (right - left);
result->col[1].values[1] = (2.0 * near) / (top - bottom);
result->col[2].values[0] = (right + left) / (right - left);
result->col[2].values[1] = (top + bottom) / (top - bottom);
result->col[2].values[2] = -(far + near) / (far - near);
result->col[2].values[3] = -1.0;
result->col[3].values[2] = -2.0 * near * far / (far - near);
result->col[3].values[3] = 0.0;
}
void gluOrtho6f(GLUmat4 *result,
GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat near, GLfloat far)
{
memcpy(result, &gluIdentityMatrix, sizeof(gluIdentityMatrix));
result->col[0].values[0] = 2.0f / (right - left);
result->col[3].values[0] = -(right + left) / (right - left);
result->col[1].values[1] = 2.0f / (top - bottom);
result->col[3].values[1] = -(top + bottom) / (top - bottom);
result->col[2].values[2] = -2.0f / (far - near);
result->col[3].values[2] = -(far + near) / (far - near);
}