// Copyright (c) 2012 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. /** @file matrix.cc * Implements simple matrix manipulation functions. */ //----------------------------------------------------------------------------- #include #include #include "matrix.h" #define deg_to_rad(x) (x * (M_PI / 180.0f)) void glhFrustumf2(Matrix_t mat, GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat znear, GLfloat zfar) { float temp, temp2, temp3, temp4; temp = 2.0f * znear; temp2 = right - left; temp3 = top - bottom; temp4 = zfar - znear; mat[0] = temp / temp2; mat[1] = 0.0f; mat[2] = 0.0f; mat[3] = 0.0f; mat[4] = 0.0f; mat[5] = temp / temp3; mat[6] = 0.0f; mat[7] = 0.0f; mat[8] = (right + left) / temp2; mat[9] = (top + bottom) / temp3; mat[10] = (-zfar - znear) / temp4; mat[11] = -1.0f; mat[12] = 0.0f; mat[13] = 0.0f; mat[14] = (-temp * zfar) / temp4; mat[15] = 0.0f; } void glhPerspectivef2(Matrix_t mat, GLfloat fovyInDegrees, GLfloat aspectRatio, GLfloat znear, GLfloat zfar) { float ymax, xmax; ymax = znear * tanf(fovyInDegrees * 3.14f / 360.0f); xmax = ymax * aspectRatio; glhFrustumf2(mat, -xmax, xmax, -ymax, ymax, znear, zfar); } void identity_matrix(Matrix_t mat) { memset(mat, 0, sizeof(Matrix_t)); mat[0] = 1.0; mat[5] = 1.0; mat[10] = 1.0; mat[15] = 1.0; } void multiply_matrix(const Matrix_t a, const Matrix_t b, Matrix_t mat) { // Generate to a temporary first in case the output matrix and input // matrix are the same. Matrix_t out; out[0] = a[0] * b[0] + a[4] * b[1] + a[8] * b[2] + a[12] * b[3]; out[1] = a[1] * b[0] + a[5] * b[1] + a[9] * b[2] + a[13] * b[3]; out[2] = a[2] * b[0] + a[6] * b[1] + a[10] * b[2] + a[14] * b[3]; out[3] = a[3] * b[0] + a[7] * b[1] + a[11] * b[2] + a[15] * b[3]; out[4] = a[0] * b[4] + a[4] * b[5] + a[8] * b[6] + a[12] * b[7]; out[5] = a[1] * b[4] + a[5] * b[5] + a[9] * b[6] + a[13] * b[7]; out[6] = a[2] * b[4] + a[6] * b[5] + a[10] * b[6] + a[14] * b[7]; out[7] = a[3] * b[4] + a[7] * b[5] + a[11] * b[6] + a[15] * b[7]; out[8] = a[0] * b[8] + a[4] * b[9] + a[8] * b[10] + a[12] * b[11]; out[9] = a[1] * b[8] + a[5] * b[9] + a[9] * b[10] + a[13] * b[11]; out[10] = a[2] * b[8] + a[6] * b[9] + a[10] * b[10] + a[14] * b[11]; out[11] = a[3] * b[8] + a[7] * b[9] + a[11] * b[10] + a[15] * b[11]; out[12] = a[0] * b[12] + a[4] * b[13] + a[8] * b[14] + a[12] * b[15]; out[13] = a[1] * b[12] + a[5] * b[13] + a[9] * b[14] + a[13] * b[15]; out[14] = a[2] * b[12] + a[6] * b[13] + a[10] * b[14] + a[14] * b[15]; out[15] = a[3] * b[12] + a[7] * b[13] + a[11] * b[14] + a[15] * b[15]; memcpy(mat, out, sizeof(Matrix_t)); } void rotate_x_matrix(GLfloat x_rad, Matrix_t mat) { identity_matrix(mat); mat[5] = cosf(x_rad); mat[6] = -sinf(x_rad); mat[9] = -mat[6]; mat[10] = mat[5]; } void rotate_y_matrix(GLfloat y_rad, Matrix_t mat) { identity_matrix(mat); mat[0] = cosf(y_rad); mat[2] = sinf(y_rad); mat[8] = -mat[2]; mat[10] = mat[0]; } void rotate_z_matrix(GLfloat z_rad, Matrix_t mat) { identity_matrix(mat); mat[0] = cosf(z_rad); mat[1] = sinf(z_rad); mat[4] = -mat[1]; mat[5] = mat[0]; } void rotate_matrix(GLfloat x_deg, GLfloat y_deg, GLfloat z_deg, Matrix_t mat) { GLfloat x_rad = (GLfloat) deg_to_rad(x_deg); GLfloat y_rad = (GLfloat) deg_to_rad(y_deg); GLfloat z_rad = (GLfloat) deg_to_rad(z_deg); Matrix_t x_matrix; Matrix_t y_matrix; Matrix_t z_matrix; rotate_x_matrix(x_rad, x_matrix); rotate_y_matrix(y_rad, y_matrix); rotate_z_matrix(z_rad, z_matrix); Matrix_t xy_matrix; multiply_matrix(y_matrix, x_matrix, xy_matrix); multiply_matrix(z_matrix, xy_matrix, mat); } void translate_matrix(GLfloat x, GLfloat y, GLfloat z, Matrix_t mat) { identity_matrix(mat); mat[12] += x; mat[13] += y; mat[14] += z; }