Example #1
0
void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar) {
	matrix_4x4 mp;
	m4x4_zeros(&mp);

	int mode = ctr_state.matrix_current;
	int depth = ctr_state.matrix_depth[mode];
	matrix_4x4 *mat = &ctr_state.matrix[mode][depth];
	if (!mat) {
		return;
	}

	// Build standard orthogonal projection matrix
	mp.r[0].x = 2.0f / (right - left);
	mp.r[0].w = (left + right) / (left - right);
	mp.r[1].y = 2.0f / (top - bottom);
	mp.r[1].w = (bottom + top) / (bottom - top);
	mp.r[2].z = 2.0f / (zNear - zFar);
	mp.r[2].w = (zFar + zNear) / (zFar - zNear);
	mp.r[3].w = 1.0f;

	// Fix depth range to [-1, 0]
	matrix_4x4 mp2, mp3;
	m4x4_identity(&mp2);
	mp2.r[2].z = 0.5;
	mp2.r[2].w = -0.5;
	m4x4_multiply(&mp3, &mp2, &mp);

	// Fix the 3DS screens' orientation by swapping the X and Y axis
	m4x4_identity(&mp2);
	mp2.r[0].x = 0.0;
	mp2.r[0].y = 1.0;
	mp2.r[1].x = -1.0; // flipped
	mp2.r[1].y = 0.0;
	m4x4_multiply(mat, &mp2, &mp3);
}
Example #2
0
void m4x4_ortho_tilt(matrix_4x4* mtx, float left, float right, float bottom, float top, float near, float far)
{
	matrix_4x4 mp;
	m4x4_zeros(&mp);

	// Build standard orthogonal projection matrix
	mp.r[0].x = 2.0f / (right - left);
	mp.r[0].w = (left + right) / (left - right);
	mp.r[1].y = 2.0f / (top - bottom);
	mp.r[1].w = (bottom + top) / (bottom - top);
	mp.r[2].z = 2.0f / (near - far);
	mp.r[2].w = (far + near) / (far - near);
	mp.r[3].w = 1.0f;

	// Fix depth range to [-1, 0]
	matrix_4x4 mp2, mp3;
	m4x4_identity(&mp2);
	mp2.r[2].z = 0.5;
	mp2.r[2].w = -0.5;
	m4x4_multiply(&mp3, &mp2, &mp);

	// Fix the 3DS screens' orientation by swapping the X and Y axis
	m4x4_identity(&mp2);
	mp2.r[0].x = 0.0;
	mp2.r[0].y = 1.0;
	mp2.r[1].x = -1.0; // flipped
	mp2.r[1].y = 0.0;
	m4x4_multiply(mtx, &mp2, &mp3);
}
Example #3
0
void m4x4_rotate(matrix_4x4* mtx, float angle, float x, float y, float z, bool bRightSide)
{
	float axis[3];
	float sine = sinf(angle);
	float cosine = cosf(angle);
	float one_minus_cosine = 1.0f - cosine;
	matrix_4x4 rm, om;
	vector_4f vec = { { 1.0f, z, y, x } };
	v4f_norm4(&vec);
	axis[0] = vec.x;
	axis[1] = vec.y;
	axis[2] = vec.z;

	m4x4_zeros(&rm);

	rm.r[0].x = cosine + (one_minus_cosine * axis[0] * axis[0]);
	rm.r[0].y = (one_minus_cosine * axis[0] *  axis[1]) - (axis[2] * sine);
	rm.r[0].z = (one_minus_cosine * axis[0] * axis[2]) + (axis[1] * sine);

	rm.r[1].x = (one_minus_cosine * axis[0] * axis[1]) + (axis[2] * sine);
	rm.r[1].y = cosine + (one_minus_cosine * axis[1] * axis[1]);
	rm.r[1].z = (one_minus_cosine * axis[1] * axis[2]) - (axis[0] * sine);

	rm.r[2].x = (one_minus_cosine * axis[0] * axis[2]) - (axis[1] * sine);
	rm.r[2].y = (one_minus_cosine * axis[1] * axis[2]) + (axis[0] * sine);
	rm.r[2].z = cosine + (one_minus_cosine * axis[2] * axis[2]);
	
	rm.r[3].w = 1.0f;

	if (bRightSide) m4x4_multiply(&om, mtx, &rm);
	else            m4x4_multiply(&om, &rm, mtx);
	m4x4_copy(mtx, &om);
}
Example #4
0
void m4x4_rotate_z(matrix_4x4* mtx, float angle, bool bRightSide)
{
	matrix_4x4 rm, om;

	float cosAngle = cosf(angle);
	float sinAngle = sinf(angle);

	m4x4_zeros(&rm);
	rm.m[0] = cosAngle;
	rm.m[1] = sinAngle;
	rm.m[4] = -sinAngle;
	rm.m[5] = cosAngle;
	rm.m[10] = 1.0f;
	rm.m[15] = 1.0f;

	if (bRightSide) m4x4_multiply(&om, mtx, &rm);
	else            m4x4_multiply(&om, &rm, mtx);
	m4x4_copy(mtx, &om);
}
Example #5
0
void m4x4_rotate_z(matrix_4x4* mtx, float angle, bool bRightSide)
{
	matrix_4x4 rm, om;

	float cosAngle = cosf(angle);
	float sinAngle = sinf(angle);

	m4x4_zeros(&rm);
	rm.r[0].x = cosAngle;
	rm.r[0].y = sinAngle;
	rm.r[1].x = -sinAngle;
	rm.r[1].y = cosAngle;
	rm.r[2].z = 1.0f;
	rm.r[3].w = 1.0f;

	if (bRightSide) m4x4_multiply(&om, mtx, &rm);
	else            m4x4_multiply(&om, &rm, mtx);
	m4x4_copy(mtx, &om);
}
Example #6
0
void m4x4_translate(matrix_4x4* mtx, float x, float y, float z)
{
	matrix_4x4 tm, om;

	m4x4_identity(&tm);
	tm.m[3] = x;
	tm.m[7] = y;
	tm.m[11] = z;

	m4x4_multiply(&om, mtx, &tm);
	m4x4_copy(mtx, &om);
}
Example #7
0
void m4x4_translate(matrix_4x4* mtx, float x, float y, float z)
{
	matrix_4x4 tm, om;

	m4x4_identity(&tm);
	tm.r[0].w = x;
	tm.r[1].w = y;
	tm.r[2].w = z;

	m4x4_multiply(&om, mtx, &tm);
	m4x4_copy(mtx, &om);
}
Example #8
0
/** 
 * Rotates a 4x4 matrix.
 * 
 * @param[in,out] m the matrix to rotate
 * @param angle the angle to rotate in degrees
 * @param x the x component of the direction to rotate to
 * @param y the y component of the direction to rotate to
 * @param z the z component of the direction to rotate to
 */
static void m4x4_rotate(GLfloat *m, GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
{
   float s, c;
   
   angle = 2.0f * M_PI * angle / 360.0f;
   s = sinf(angle);
   c = cosf(angle);

   GLfloat r[16] = {
      x * x * (1 - c) + c,     y * x * (1 - c) + z * s, x * z * (1 - c) - y * s, 0,
      x * y * (1 - c) - z * s, y * y * (1 - c) + c,     y * z * (1 - c) + x * s, 0, 
      x * z * (1 - c) + y * s, y * z * (1 - c) - x * s, z * z * (1 - c) + c,     0,
      0, 0, 0, 1
   };

   m4x4_multiply(m, r);
}
Example #9
0
/**
 * Inverts a 4x4 matrix.
 *
 * This function can currently handle only pure translation-rotation matrices.
 * Read http://www.gamedev.net/community/forums/topic.asp?topic_id=425118
 * for an explanation.
 */
static void m4x4_invert(GLfloat *m)
{
   GLfloat t[16];
   m4x4_identity(t);

   // Extract and invert the translation part 't'. The inverse of a
   // translation matrix can be calculated by negating the translation
   // coordinates.
   t[12] = -m[12]; t[13] = -m[13]; t[14] = -m[14];

   // Invert the rotation part 'r'. The inverse of a rotation matrix is
   // equal to its transpose.
   m[12] = m[13] = m[14] = 0;
   m4x4_transpose(m);

   // inv(m) = inv(r) * inv(t)
   m4x4_multiply(m, t);
}
Example #10
0
void m4x4_persp_tilt(matrix_4x4* mtx, float fovx, float invaspect, float near, float far)
{
	// Notes:
	// We are passed "fovy" and the "aspect ratio". However, the 3DS screens are sideways,
	// and so are these parameters -- in fact, they are actually the fovx and the inverse
	// of the aspect ratio. Therefore the formula for the perspective projection matrix
	// had to be modified to be expressed in these terms instead.

	// Notes:
	// fovx = 2 atan(tan(fovy/2)*w/h)
	// fovy = 2 atan(tan(fovx/2)*h/w)
	// invaspect = h/w

	// a0,0 = h / (w*tan(fovy/2)) =
	//      = h / (w*tan(2 atan(tan(fovx/2)*h/w) / 2)) =
	//      = h / (w*tan( atan(tan(fovx/2)*h/w) )) =
	//      = h / (w * tan(fovx/2)*h/w) =
	//      = 1 / tan(fovx/2)

	// a1,1 = 1 / tan(fovy/2) = (...) = w / (h*tan(fovx/2))

	float fovx_tan = tanf(fovx / 2);
	matrix_4x4 mp;
	m4x4_zeros(&mp);

	// Build standard perspective projection matrix
	mp.r[0].x = 1.0f / fovx_tan;
	mp.r[1].y = 1.0f / (fovx_tan*invaspect);
	mp.r[2].z = (near + far) / (near - far);
	mp.r[2].w = (2 * near * far) / (near - far);
	mp.r[3].z = -1.0f;

	// Fix depth range to [-1, 0]
	matrix_4x4 mp2;
	m4x4_identity(&mp2);
	mp2.r[2].z = 0.5;
	mp2.r[2].w = -0.5;
	m4x4_multiply(mtx, &mp2, &mp);

	// Rotate the matrix one quarter of a turn CCW in order to fix the 3DS screens' orientation
	m4x4_rotate_z(mtx, M_PI / 2, true);
}
Example #11
0
/**
 * Draws a gear in GLES 2 mode.
 *
 * @param gear the gear to draw
 * @param transform the current transformation matrix
 * @param x the x position to draw the gear at
 * @param y the y position to draw the gear at
 * @param angle the rotation angle of the gear
 * @param color the color of the gear
 */
static void draw_gearGLES2(gear_t *gear, GLfloat *transform,
      GLfloat x, GLfloat y, GLfloat angle)
{
   // The direction of the directional light for the scene */
   static const GLfloat LightSourcePosition[4] = { 5.0, 5.0, 10.0, 1.0};

   GLfloat model_view[16];
   GLfloat normal_matrix[16];
   GLfloat model_view_projection[16];

   /* Translate and rotate the gear */
   m4x4_copy(model_view, transform);
   m4x4_translate(model_view, x, y, 0);
   m4x4_rotate(model_view, angle, 0, 0, 1);

   /* Create and set the ModelViewProjectionMatrix */
   m4x4_copy(model_view_projection, state->ProjectionMatrix);
   m4x4_multiply(model_view_projection, model_view);

   glUniformMatrix4fv(state->ModelViewProjectionMatrix_location, 1, GL_FALSE,
                      model_view_projection);
   glUniformMatrix4fv(state->ModelViewMatrix_location, 1, GL_FALSE,
                      model_view);
   /* Set the LightSourcePosition uniform in relation to the object */
   glUniform4fv(state->LightSourcePosition_location, 1, LightSourcePosition);

   glUniform1i(state->DiffuseMap_location, 0);

   /* 
    * Create and set the NormalMatrix. It's the inverse transpose of the
    * ModelView matrix.
    */
   m4x4_copy(normal_matrix, model_view);
   m4x4_invert(normal_matrix);
   m4x4_transpose(normal_matrix);
   glUniformMatrix4fv(state->NormalMatrix_location, 1, GL_FALSE, normal_matrix);

   /* Set the gear color */
   glUniform4fv(state->MaterialColor_location, 1, gear->color);

   if (state->useVBO) {
     glBindBuffer(GL_ARRAY_BUFFER, gear->vboId);
  	 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gear->iboId);
   }

   /* Set up the position of the attributes in the vertex buffer object */
   // setup where vertex data is
   glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
         sizeof(vertex_t), gear->vertex_p);
   // setup where normal data is
   glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE,
         sizeof(vertex_t), gear->normal_p);
   // setup where uv data is
   glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE,
         sizeof(vertex_t), gear->texCoords_p);

   /* Enable the attributes */
   glEnableVertexAttribArray(0);
   glEnableVertexAttribArray(1);
   glEnableVertexAttribArray(2);

   // Bind texture surface to current vertices
   glBindTexture(GL_TEXTURE_2D, state->texId);
    
   glDrawElements(state->drawMode, gear->tricount, GL_UNSIGNED_SHORT,
                   gear->index_p);

   /* Disable the attributes */
   glDisableVertexAttribArray(2);
   glDisableVertexAttribArray(1);
   glDisableVertexAttribArray(0);
 
}
Example #12
0
/** 
 * Translates a 4x4 matrix.
 * 
 * @param[in,out] m the matrix to translate
 * @param x the x component of the direction to translate to
 * @param y the y component of the direction to translate to
 * @param z the z component of the direction to translate to
 */
static void m4x4_translate(GLfloat *m, GLfloat x, GLfloat y, GLfloat z)
{
   GLfloat t[16] = { 1, 0, 0, 0,  0, 1, 0, 0,  0, 0, 1, 0,  x, y, z, 1 };

   m4x4_multiply(m, t);
}