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kc3-lang/angle/samples/gles2_book/Common/esTransform.c

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  • Author : alokp@chromium.org
    Date : 2010-03-22 19:34:05
    Hash : 5539a34f
    Message : Added a few samples from GLES 2.0 book. git-svn-id: https://angleproject.googlecode.com/svn/trunk@63 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • samples/gles2_book/Common/esTransform.c
  • //
    // Book:      OpenGL(R) ES 2.0 Programming Guide
    // Authors:   Aaftab Munshi, Dan Ginsburg, Dave Shreiner
    // ISBN-10:   0321502795
    // ISBN-13:   9780321502797
    // Publisher: Addison-Wesley Professional
    // URLs:      http://safari.informit.com/9780321563835
    //            http://www.opengles-book.com
    //
    
    // ESUtil.c
    //
    //    A utility library for OpenGL ES.  This library provides a
    //    basic common framework for the example applications in the
    //    OpenGL ES 2.0 Programming Guide.
    //
    
    ///
    //  Includes
    //
    #include "esUtil.h"
    #include <math.h>
    
    #define PI 3.1415926535897932384626433832795f
    
    void ESUTIL_API
    esScale(ESMatrix *result, GLfloat sx, GLfloat sy, GLfloat sz)
    {
        result->m[0][0] *= sx;
        result->m[0][1] *= sx;
        result->m[0][2] *= sx;
        result->m[0][3] *= sx;
    
        result->m[1][0] *= sy;
        result->m[1][1] *= sy;
        result->m[1][2] *= sy;
        result->m[1][3] *= sy;
    
        result->m[2][0] *= sz;
        result->m[2][1] *= sz;
        result->m[2][2] *= sz;
        result->m[2][3] *= sz;
    }
    
    void ESUTIL_API
    esTranslate(ESMatrix *result, GLfloat tx, GLfloat ty, GLfloat tz)
    {
        result->m[3][0] += (result->m[0][0] * tx + result->m[1][0] * ty + result->m[2][0] * tz);
        result->m[3][1] += (result->m[0][1] * tx + result->m[1][1] * ty + result->m[2][1] * tz);
        result->m[3][2] += (result->m[0][2] * tx + result->m[1][2] * ty + result->m[2][2] * tz);
        result->m[3][3] += (result->m[0][3] * tx + result->m[1][3] * ty + result->m[2][3] * tz);
    }
    
    void ESUTIL_API
    esRotate(ESMatrix *result, GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
    {
       GLfloat sinAngle, cosAngle;
       GLfloat mag = sqrtf(x * x + y * y + z * z);
          
       sinAngle = sinf ( angle * PI / 180.0f );
       cosAngle = cosf ( angle * PI / 180.0f );
       if ( mag > 0.0f )
       {
          GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs;
          GLfloat oneMinusCos;
          ESMatrix rotMat;
       
          x /= mag;
          y /= mag;
          z /= mag;
    
          xx = x * x;
          yy = y * y;
          zz = z * z;
          xy = x * y;
          yz = y * z;
          zx = z * x;
          xs = x * sinAngle;
          ys = y * sinAngle;
          zs = z * sinAngle;
          oneMinusCos = 1.0f - cosAngle;
    
          rotMat.m[0][0] = (oneMinusCos * xx) + cosAngle;
          rotMat.m[0][1] = (oneMinusCos * xy) - zs;
          rotMat.m[0][2] = (oneMinusCos * zx) + ys;
          rotMat.m[0][3] = 0.0F; 
    
          rotMat.m[1][0] = (oneMinusCos * xy) + zs;
          rotMat.m[1][1] = (oneMinusCos * yy) + cosAngle;
          rotMat.m[1][2] = (oneMinusCos * yz) - xs;
          rotMat.m[1][3] = 0.0F;
    
          rotMat.m[2][0] = (oneMinusCos * zx) - ys;
          rotMat.m[2][1] = (oneMinusCos * yz) + xs;
          rotMat.m[2][2] = (oneMinusCos * zz) + cosAngle;
          rotMat.m[2][3] = 0.0F; 
    
          rotMat.m[3][0] = 0.0F;
          rotMat.m[3][1] = 0.0F;
          rotMat.m[3][2] = 0.0F;
          rotMat.m[3][3] = 1.0F;
    
          esMatrixMultiply( result, &rotMat, result );
       }
    }
    
    void ESUTIL_API
    esFrustum(ESMatrix *result, float left, float right, float bottom, float top, float nearZ, float farZ)
    {
        float       deltaX = right - left;
        float       deltaY = top - bottom;
        float       deltaZ = farZ - nearZ;
        ESMatrix    frust;
    
        if ( (nearZ <= 0.0f) || (farZ <= 0.0f) ||
             (deltaX <= 0.0f) || (deltaY <= 0.0f) || (deltaZ <= 0.0f) )
             return;
    
        frust.m[0][0] = 2.0f * nearZ / deltaX;
        frust.m[0][1] = frust.m[0][2] = frust.m[0][3] = 0.0f;
    
        frust.m[1][1] = 2.0f * nearZ / deltaY;
        frust.m[1][0] = frust.m[1][2] = frust.m[1][3] = 0.0f;
    
        frust.m[2][0] = (right + left) / deltaX;
        frust.m[2][1] = (top + bottom) / deltaY;
        frust.m[2][2] = -(nearZ + farZ) / deltaZ;
        frust.m[2][3] = -1.0f;
    
        frust.m[3][2] = -2.0f * nearZ * farZ / deltaZ;
        frust.m[3][0] = frust.m[3][1] = frust.m[3][3] = 0.0f;
    
        esMatrixMultiply(result, &frust, result);
    }
    
    
    void ESUTIL_API 
    esPerspective(ESMatrix *result, float fovy, float aspect, float nearZ, float farZ)
    {
       GLfloat frustumW, frustumH;
       
       frustumH = tanf( fovy / 360.0f * PI ) * nearZ;
       frustumW = frustumH * aspect;
    
       esFrustum( result, -frustumW, frustumW, -frustumH, frustumH, nearZ, farZ );
    }
    
    void ESUTIL_API
    esOrtho(ESMatrix *result, float left, float right, float bottom, float top, float nearZ, float farZ)
    {
        float       deltaX = right - left;
        float       deltaY = top - bottom;
        float       deltaZ = farZ - nearZ;
        ESMatrix    ortho;
    
        if ( (deltaX == 0.0f) || (deltaY == 0.0f) || (deltaZ == 0.0f) )
            return;
    
        esMatrixLoadIdentity(&ortho);
        ortho.m[0][0] = 2.0f / deltaX;
        ortho.m[3][0] = -(right + left) / deltaX;
        ortho.m[1][1] = 2.0f / deltaY;
        ortho.m[3][1] = -(top + bottom) / deltaY;
        ortho.m[2][2] = -2.0f / deltaZ;
        ortho.m[3][2] = -(nearZ + farZ) / deltaZ;
    
        esMatrixMultiply(result, &ortho, result);
    }
    
    
    void ESUTIL_API
    esMatrixMultiply(ESMatrix *result, ESMatrix *srcA, ESMatrix *srcB)
    {
        ESMatrix    tmp;
        int         i;
    
    	for (i=0; i<4; i++)
    	{
    		tmp.m[i][0] =	(srcA->m[i][0] * srcB->m[0][0]) +
    						(srcA->m[i][1] * srcB->m[1][0]) +
    						(srcA->m[i][2] * srcB->m[2][0]) +
    						(srcA->m[i][3] * srcB->m[3][0]) ;
    
    		tmp.m[i][1] =	(srcA->m[i][0] * srcB->m[0][1]) + 
    						(srcA->m[i][1] * srcB->m[1][1]) +
    						(srcA->m[i][2] * srcB->m[2][1]) +
    						(srcA->m[i][3] * srcB->m[3][1]) ;
    
    		tmp.m[i][2] =	(srcA->m[i][0] * srcB->m[0][2]) + 
    						(srcA->m[i][1] * srcB->m[1][2]) +
    						(srcA->m[i][2] * srcB->m[2][2]) +
    						(srcA->m[i][3] * srcB->m[3][2]) ;
    
    		tmp.m[i][3] =	(srcA->m[i][0] * srcB->m[0][3]) + 
    						(srcA->m[i][1] * srcB->m[1][3]) +
    						(srcA->m[i][2] * srcB->m[2][3]) +
    						(srcA->m[i][3] * srcB->m[3][3]) ;
    	}
        memcpy(result, &tmp, sizeof(ESMatrix));
    }
    
    
    void ESUTIL_API
    esMatrixLoadIdentity(ESMatrix *result)
    {
        memset(result, 0x0, sizeof(ESMatrix));
        result->m[0][0] = 1.0f;
        result->m[1][1] = 1.0f;
        result->m[2][2] = 1.0f;
        result->m[3][3] = 1.0f;
    }