Example #1
0
void update_matrix_3d(
    float *matrix, float x, float y, float z, float rx, float ry)
{
    float a[16];
    float b[16];
    int width, height;
    glfwGetFramebufferSize(window, &width, &height);
    glViewport(0, 0, width, height);
    float aspect = (float)width / height;
    mat_identity(a);
    mat_translate(b, -x, -y, -z);
    mat_multiply(a, b, a);
    mat_rotate(b, cosf(rx), 0, sinf(rx), ry);
    mat_multiply(a, b, a);
    mat_rotate(b, 0, 1, 0, -rx);
    mat_multiply(a, b, a);
    if (ortho) {
        int size = 32;
        mat_ortho(b, -size * aspect, size * aspect, -size, size, -256, 256);
    }
    else {
        mat_perspective(b, fov, aspect, 0.1, 1024.0);
    }
    mat_multiply(a, b, a);
    mat_identity(matrix);
    mat_multiply(matrix, a, matrix);
}
Example #2
0
void set_matrix_3d(
    float *matrix, int width, int height,
    float x, float y, float z, float rx, float ry, float fov, int ortho)
{
    float a[16];
    float b[16];
    float aspect = (float)width / height;
    mat_identity(a);
    mat_translate(b, -x, -y - 0.1, -z);
    mat_multiply(a, b, a);
    mat_rotate(b, cosf(rx), 0, sinf(rx), ry);
    mat_multiply(a, b, a);
    mat_rotate(b, 0, 1, 0, -rx);
    mat_multiply(a, b, a);
    if (ortho) {
        int size = 32;
        mat_ortho(b, -size * aspect, size * aspect, -size, size, -256, 256);
    }
    else {
        mat_perspective(b, fov, aspect, 1 / 8.0, 256.0);
    }
    mat_multiply(a, b, a);
    mat_identity(matrix);
    mat_multiply(matrix, a, matrix);
}
Example #3
0
void set_matrix_3d(
    float *matrix, int width, int height,
    float x, float y, float z, float rx, float ry,
    float fov, int ortho, int radius)
{
    float a[16];
    float b[16];
    float aspect = (float)width / height;
    float znear = 0.125;
    float zfar = radius * 32 + 64;
    mat_identity(a);
    mat_translate(b, -x, -y, -z);
    mat_multiply(a, b, a);
    mat_rotate(b, cosf(rx), 0, sinf(rx), ry);
    mat_multiply(a, b, a);
    mat_rotate(b, 0, 1, 0, -rx);
    mat_multiply(a, b, a);
    if (ortho) {
        int size = ortho;
        mat_ortho(b, -size * aspect, size * aspect, -size, size, -zfar, zfar);
    }
    else {
        mat_perspective(b, fov, aspect, znear, zfar);
    }
    mat_multiply(a, b, a);
    mat_identity(matrix);
    mat_multiply(matrix, a, matrix);
}
Example #4
0
void update_matrix_3d(
    float *matrix, float x, float y, float z, float rx, float ry)
{
    float a[16];
    float b[16];
    int width, height;
    glfwGetWindowSize(&width, &height);
    glViewport(0, 0, width, height);
    float aspect = (float)width / height;
    mat_identity(a);
    mat_translate(b, -x, -y, -z);
    mat_multiply(a, b, a);
    mat_rotate(b, cosf(rx), 0, sinf(rx), ry);
    mat_multiply(a, b, a);
    mat_rotate(b, 0, 1, 0, -rx);
    mat_multiply(a, b, a);
    if (ortho) {
        int size = 32;
        mat_ortho(b, -size * aspect, size * aspect, -size, size, -256, 256);
    }
    else {
        mat_perspective(b, 65.0, aspect, 0.1, 1024.0);
    }
    mat_multiply(a, b, a);
    for (int i = 0; i < 16; i++) {
        matrix[i] = a[i];
    }
}
Example #5
0
// Render a text displaying a int at x, y (opengl coords)
void render_inventory_number_at(Attrib *attrib, int num, float x, float y) {
    int nx = (g->width / 2)  + (g->width / 2)  * x;
    int ny = (g->height / 2) + (g->height / 2) * y;

    float matrix[16];
    mat_ortho(matrix, 0, g->width, 0, g->height, -1, 10);
    glUseProgram(attrib->program);
    glUniformMatrix4fv(attrib->matrix, 1, GL_FALSE, matrix);
    glUniform1i(attrib->sampler, 1); // GL_TEXTURE1
    char text_buffer[16];
    snprintf(text_buffer, 16, "%02d", num);
    print(attrib, 1, nx, ny, 12, text_buffer);
}
Example #6
0
void set_matrix_item(float *matrix, int width, int height) {
    float a[16];
    float b[16];
    float aspect = (float)width / height;
    float size = 64;
    float box = height / size / 2;
    float xoffset = 1 - size / width * 2;
    float yoffset = 1 - size / height * 2;
    mat_identity(a);
    mat_rotate(b, 0, 1, 0, -PI / 4);
    mat_multiply(a, b, a);
    mat_rotate(b, 1, 0, 0, -PI / 10);
    mat_multiply(a, b, a);
    mat_ortho(b, -box * aspect, box * aspect, -box, box, -1, 1);
    mat_multiply(a, b, a);
    mat_translate(b, -xoffset, -yoffset, 0);
    mat_multiply(a, b, a);
    mat_identity(matrix);
    mat_multiply(matrix, a, matrix);
}
Example #7
0
void set_matrix_item_r(float *matrix, int width, int height, float scale,
        float xoffset, float yoffset, float rx, float ry, float rz) {
    float a[16];
    float b[16];
    float aspect = (float)width / height;
    float size = 64 * scale;
    float box = height / size / 2;
    mat_identity(a);
    mat_rotate(b, 0, 1, 0, rx);
    mat_multiply(a, b, a);
    mat_rotate(b, 1, 0, 0, ry);
    mat_multiply(a, b, a);
    mat_rotate(b, 0, 0, 1, rz);
    mat_multiply(a, b, a);
    mat_ortho(b, -box * aspect, box * aspect, -box, box, -3, 2);
    mat_multiply(a, b, a);
    mat_translate(b, -xoffset, -yoffset, 0);
    mat_multiply(a, b, a);
    mat_identity(matrix);
    mat_multiply(matrix, a, matrix);
}
Example #8
0
void update_matrix_item(float *matrix) {
    float a[16];
    float b[16];
    int width, height;
    glfwGetFramebufferSize(window, &width, &height);
    glViewport(0, 0, width, height);
    float aspect = (float)width / height;
    float size = 64;
    float box = height / size / 2;
    float xoffset = 1 - size / width * 2;
    float yoffset = 1 - size / height * 2;
    mat_identity(a);
    mat_rotate(b, 0, 1, 0, PI / 4);
    mat_multiply(a, b, a);
    mat_rotate(b, 1, 0, 0, -PI / 10);
    mat_multiply(a, b, a);
    mat_ortho(b, -box * aspect, box * aspect, -box, box, -1, 1);
    mat_multiply(a, b, a);
    mat_translate(b, -xoffset, -yoffset, 0);
    mat_multiply(a, b, a);
    mat_identity(matrix);
    mat_multiply(matrix, a, matrix);
}
Example #9
0
void update_matrix_2d(float *matrix) {
    int width, height;
    glfwGetFramebufferSize(window, &width, &height);
    glViewport(0, 0, width, height);
    mat_ortho(matrix, 0, width, 0, height, -1, 1);
}
Example #10
0
void set_matrix_2d(float *matrix, int width, int height) {
    mat_ortho(matrix, 0, width, 0, height, -1, 1);
}
Example #11
0
int main(int argc, char *argv[])
{
    (void)argc; (void)argv;
#ifdef __SSE__
    printf("SSE ");
#endif
#ifdef __SSE2__
    printf("SSE2 ");
#endif
#ifdef __SSE3__
    printf("SSE3 ");
#endif
#ifdef __SSE4__
    printf("SSE4 ");
#endif
#ifdef __SSE4_1__
    printf("SSE4.1 ");
#endif
#ifdef __SSE4_2__
    printf("SSE4.2 ");
#endif
#ifdef __AVX__
    printf("AVX ");
#endif
#ifdef __FMA4__
    printf("FMA4 ");
#endif
    printf("\n");

    printv(vec(1, 2, 3, 4));
    printv(vzero());

    printm(mzero());
    printm(midentity());

    vec4 a = { 1, 2, 3, 4 }, b = { 5, 6, 7, 8 };

    printv(a);
    printv(b);

    printf("\nshuffles:\n");
    printv(vshuffle(a, a, 0, 1, 2, 3));
    printv(vshuffle(a, a, 3, 2, 1, 0));
    printv(vshuffle(a, b, 0, 1, 0, 1));
    printv(vshuffle(a, b, 2, 3, 2, 3));

    printf("\ndot products:\n");

    printv(vdot(a, b));
    printv(vdot(b, a));

    printv(vdot3(a, b));
    printv(vdot3(b, a));

    //vec4 blendmask = { 1, -1, 1, -1 };
    //printv(vblend(x, y, blendmask));

    vec4 x = { 1, 0, 0, 0 }, y = { 0, 1, 0, 0 }, z = { 0, 0, 1, 0 }, w = { 0, 0, 0, 1 };

    printf("\ncross products:\n");

    printv(vcross(x, y));
    printv(vcross(y, x));

    printv(vcross_scalar(x, y));
    printv(vcross_scalar(y, x));

    printf("\nquaternion products:\n");

    printv(qprod(x, y));
    printv(qprod(y, x));

    printv(qprod_mad(x, y));
    printv(qprod_mad(y, x));

    printv(qprod_scalar(x, y));
    printv(qprod_scalar(y, x));

    printf("\nquaternion conjugates:\n");

    printv(qconj(x));
    printv(qconj(y));
    printv(qconj(z));
    printv(qconj(w));

    printf("\nmat from quat:\n");
    printm(quat_to_mat(w));
    printm(quat_to_mat_mmul(w));
    printm(quat_to_mat_scalar(w));

    vec4 angles = { 0.0, 0.0, 0.0, 0.0 };
    printf("\neuler to quaternion:\n");
    printv(quat_euler(angles));
    printv(quat_euler_scalar(angles));
    printv(quat_euler_gems(angles));

    printf("\neuler to matrix:\n");
    printm(mat_euler(angles));
    printm(mat_euler_scalar(angles));
    printm(quat_to_mat(quat_euler(angles)));

    printf("\nperspective matrix:\n");
    printm(mat_perspective_fovy(M_PI/4.0, 16.0/9.0, 0.1, 100.0));
    printm(mat_perspective_fovy_inf_z(M_PI/4.0, 16.0/9.0, 0.1));
    printm(mat_perspective_fovy_scalar(M_PI/4.0, 16.0/9.0, 0.1, 100.0));

    printf("\northogonal matrix:\n");
    printm(mat_ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0));
    printm(mat_ortho(-1.0, 2.0, -1.0, 2.0, -1.0, 2.0));

    printf("\ntranslate matrix:\n");
    printm(mtranslate(a));

    printf("\nscale matrix:\n");
    printm(mscale(a));

    return 0;
}
Example #12
0
void update_matrix_2d(float *matrix) {
    int width, height;
    glfwGetWindowSize(&width, &height);
    glViewport(0, 0, width, height);
    mat_ortho(matrix, 0, width, 0, height, -1, 1);
}