/* * 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 #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, ¢er, &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); }