Exemple #1
0
void CMatrixGLES::Rotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
{
  GLfloat modulous = sqrt((x*x)+(y*y)+(z*z));
  if (modulous != 0.0)
  {
    x /= modulous;
    y /= modulous;
    z /= modulous;
  }
  GLfloat cosine = cos(angle);
  GLfloat sine   = sin(angle);
  GLfloat cos1   = 1 - cosine;
  GLfloat a = (x*x*cos1) + cosine;
  GLfloat b = (x*y*cos1) - (z*sine);
  GLfloat c = (x*z*cos1) + (y*sine);
  GLfloat d = (y*x*cos1) + (z*sine);
  GLfloat e = (y*y*cos1) + cosine;
  GLfloat f = (y*z*cos1) - (x*sine);
  GLfloat g = (z*x*cos1) - (y*sine);
  GLfloat h = (z*y*cos1) + (x*sine);
  GLfloat i = (z*z*cos1) + cosine;
  GLfloat matrix[16] = {   a,    d,    g, 0.0f,
                           b,    e,    h, 0.0f,
                           c,    f,    i, 0.0f,
                        0.0f, 0.0f, 0.0f, 1.0f};
  MultMatrixf(matrix);
}
Exemple #2
0
void CMatrixGLES::Scalef(GLfloat x, GLfloat y, GLfloat z)
{
  GLfloat matrix[16] = {   x, 0.0f, 0.0f, 0.0f,
                        0.0f,    y, 0.0f, 0.0f,
                        0.0f, 0.0f,    z, 0.0f,
                        0.0f, 0.0f, 0.0f, 1.0f};
  MultMatrixf(matrix);
}
Exemple #3
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void CMatrixGLES::Translatef(GLfloat x, GLfloat y, GLfloat z)
{
  GLfloat matrix[16] = {1.0f, 0.0f, 0.0f, 0.0f,
                        0.0f, 1.0f, 0.0f, 0.0f,
                        0.0f, 0.0f, 1.0f, 0.0f,
                           x,    y,    z, 1.0f};
  MultMatrixf(matrix);
}
static void
MultMatrixd(const GLdouble m1[16])
{
	GLfloat m2[16];
	int i;
	for (i = 0; i < 16; i++)
		m2[i] = (GLfloat) m1[i];
	MultMatrixf(m2);
}
Exemple #5
0
// gluLookAt implementation taken from Mesa3D
void CMatrixGLES::LookAt(GLfloat eyex, GLfloat eyey, GLfloat eyez, GLfloat centerx, GLfloat centery, GLfloat centerz, GLfloat upx, GLfloat upy, GLfloat upz)
{
  GLfloat forward[3], side[3], up[3];
  GLfloat m[4][4];

  forward[0] = centerx - eyex;
  forward[1] = centery - eyey;
  forward[2] = centerz - eyez;

  up[0] = upx;
  up[1] = upy;
  up[2] = upz;

  GLfloat tmp = sqrt(forward[0]*forward[0] + forward[1]*forward[1] + forward[2]*forward[2]);
  if (tmp != 0.0)
  {
    forward[0] /= tmp;
    forward[1] /= tmp;
    forward[2] /= tmp;
  }

  side[0] = forward[1]*up[2] - forward[2]*up[1];
  side[1] = forward[2]*up[0] - forward[0]*up[2];
  side[2] = forward[0]*up[1] - forward[1]*up[0];

  tmp = sqrt(side[0]*side[0] + side[1]*side[1] + side[2]*side[2]);
  if (tmp != 0.0)
  {
    side[0] /= tmp;
    side[1] /= tmp;
    side[2] /= tmp;
  }

  up[0] = side[1]*forward[2] - side[2]*forward[1];
  up[1] = side[2]*forward[0] - side[0]*forward[2];
  up[2] = side[0]*forward[1] - side[1]*forward[0];

  m[0][0] = 1.0f; m[0][1] = 0.0f; m[0][2] = 0.0f; m[0][3] = 0.0f;
  m[1][0] = 0.0f; m[1][1] = 1.0f; m[1][2] = 0.0f; m[1][3] = 0.0f;
  m[2][0] = 0.0f; m[2][1] = 0.0f; m[2][2] = 1.0f; m[2][3] = 0.0f;
  m[3][0] = 0.0f; m[3][1] = 0.0f; m[3][2] = 0.0f; m[3][3] = 1.0f;

  m[0][0] = side[0];
  m[1][0] = side[1];
  m[2][0] = side[2];

  m[0][1] = up[0];
  m[1][1] = up[1];
  m[2][1] = up[2];

  m[0][2] = -forward[0];
  m[1][2] = -forward[1];
  m[2][2] = -forward[2];

  MultMatrixf(&m[0][0]);
  Translatef(-eyex, -eyey, -eyez);
}
Exemple #6
0
void CMatrixGLES::Ortho2D(GLfloat l, GLfloat r, GLfloat b, GLfloat t)
{
  GLfloat u =  2.0f / (r - l);
  GLfloat v =  2.0f / (t - b);
  GLfloat x = - (r + l) / (r - l);
  GLfloat y = - (t + b) / (t - b);
  GLfloat matrix[16] = {   u, 0.0f, 0.0f, 0.0f,
                        0.0f,    v, 0.0f, 0.0f,
                        0.0f, 0.0f,-1.0f, 0.0f,
                           x,    y, 0.0f, 1.0f};
  MultMatrixf(matrix);
}
Exemple #7
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void CMatrixGLES::Frustum(GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f)
{
  GLfloat u = (2.0f * n) / (r - l);
  GLfloat v = (2.0f * n) / (t - b);
  GLfloat w = (r + l) / (r - l);
  GLfloat x = (t + b) / (t - b);
  GLfloat y = - (f + n) / (f - n);
  GLfloat z = - (2.0f * f * n) / (f - n);
  GLfloat matrix[16] = {   u, 0.0f, 0.0f, 0.0f,
                        0.0f,    v, 0.0f, 0.0f,
                           w,    x,    y,-1.0f,
                        0.0f, 0.0f,    z, 0.0f};
  MultMatrixf(matrix);
}
Exemple #8
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void CMatrixGLES::Ortho(GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f)
{
  GLfloat u =  2.0f / (r - l);
  GLfloat v =  2.0f / (t - b);
  GLfloat w = -2.0f / (f - n);
  GLfloat x = - (r + l) / (r - l);
  GLfloat y = - (t + b) / (t - b);
  GLfloat z = - (f + n) / (f - n);
  GLfloat matrix[16] = {   u, 0.0f, 0.0f, 0.0f,
                        0.0f,    v, 0.0f, 0.0f,
                        0.0f, 0.0f,    w, 0.0f,
                           x,    y,    z, 1.0f};
  MultMatrixf(matrix);
}