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Side by Side Diff: third_party/gles_book_examples/Common/Source/esTransform.c

Issue 543002: Renamed gles_book_examples to gles2_book to make it shorter and more correct.... (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src/
Patch Set: Created 10 years, 11 months ago
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1 //
2 // Book: OpenGL(R) ES 2.0 Programming Guide
3 // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
4 // ISBN-10: 0321502795
5 // ISBN-13: 9780321502797
6 // Publisher: Addison-Wesley Professional
7 // URLs: http://safari.informit.com/9780321563835
8 // http://www.opengles-book.com
9 //
10
11 // ESUtil.c
12 //
13 // A utility library for OpenGL ES. This library provides a
14 // basic common framework for the example applications in the
15 // OpenGL ES 2.0 Programming Guide.
16 //
17
18 ///
19 // Includes
20 //
21 #include "esUtil.h"
22 #include <math.h>
23 #include <string.h>
24
25 #define PI 3.1415926535897932384626433832795f
26
27 void esScale(ESMatrix *result, GLfloat sx, GLfloat sy, GLfloat sz)
28 {
29 result->m[0][0] *= sx;
30 result->m[0][1] *= sx;
31 result->m[0][2] *= sx;
32 result->m[0][3] *= sx;
33
34 result->m[1][0] *= sy;
35 result->m[1][1] *= sy;
36 result->m[1][2] *= sy;
37 result->m[1][3] *= sy;
38
39 result->m[2][0] *= sz;
40 result->m[2][1] *= sz;
41 result->m[2][2] *= sz;
42 result->m[2][3] *= sz;
43 }
44
45 void esTranslate(ESMatrix *result, GLfloat tx, GLfloat ty, GLfloat tz)
46 {
47 result->m[3][0] += (result->m[0][0] * tx + result->m[1][0] * ty + result->m[ 2][0] * tz);
48 result->m[3][1] += (result->m[0][1] * tx + result->m[1][1] * ty + result->m[ 2][1] * tz);
49 result->m[3][2] += (result->m[0][2] * tx + result->m[1][2] * ty + result->m[ 2][2] * tz);
50 result->m[3][3] += (result->m[0][3] * tx + result->m[1][3] * ty + result->m[ 2][3] * tz);
51 }
52
53 void esRotate(ESMatrix *result, GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
54 {
55 GLfloat sinAngle, cosAngle;
56 GLfloat mag = sqrtf(x * x + y * y + z * z);
57
58 sinAngle = sinf ( angle * PI / 180.0f );
59 cosAngle = cosf ( angle * PI / 180.0f );
60 if ( mag > 0.0f )
61 {
62 GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs;
63 GLfloat oneMinusCos;
64 ESMatrix rotMat;
65
66 x /= mag;
67 y /= mag;
68 z /= mag;
69
70 xx = x * x;
71 yy = y * y;
72 zz = z * z;
73 xy = x * y;
74 yz = y * z;
75 zx = z * x;
76 xs = x * sinAngle;
77 ys = y * sinAngle;
78 zs = z * sinAngle;
79 oneMinusCos = 1.0f - cosAngle;
80
81 rotMat.m[0][0] = (oneMinusCos * xx) + cosAngle;
82 rotMat.m[0][1] = (oneMinusCos * xy) - zs;
83 rotMat.m[0][2] = (oneMinusCos * zx) + ys;
84 rotMat.m[0][3] = 0.0F;
85
86 rotMat.m[1][0] = (oneMinusCos * xy) + zs;
87 rotMat.m[1][1] = (oneMinusCos * yy) + cosAngle;
88 rotMat.m[1][2] = (oneMinusCos * yz) - xs;
89 rotMat.m[1][3] = 0.0F;
90
91 rotMat.m[2][0] = (oneMinusCos * zx) - ys;
92 rotMat.m[2][1] = (oneMinusCos * yz) + xs;
93 rotMat.m[2][2] = (oneMinusCos * zz) + cosAngle;
94 rotMat.m[2][3] = 0.0F;
95
96 rotMat.m[3][0] = 0.0F;
97 rotMat.m[3][1] = 0.0F;
98 rotMat.m[3][2] = 0.0F;
99 rotMat.m[3][3] = 1.0F;
100
101 esMatrixMultiply( result, &rotMat, result );
102 }
103 }
104
105 void esFrustum(ESMatrix *result, float left, float right, float bottom, float to p, float nearZ, float farZ)
106 {
107 float deltaX = right - left;
108 float deltaY = top - bottom;
109 float deltaZ = farZ - nearZ;
110 ESMatrix frust;
111
112 if ( (nearZ <= 0.0f) || (farZ <= 0.0f) ||
113 (deltaX <= 0.0f) || (deltaY <= 0.0f) || (deltaZ <= 0.0f) )
114 return;
115
116 frust.m[0][0] = 2.0f * nearZ / deltaX;
117 frust.m[0][1] = frust.m[0][2] = frust.m[0][3] = 0.0f;
118
119 frust.m[1][1] = 2.0f * nearZ / deltaY;
120 frust.m[1][0] = frust.m[1][2] = frust.m[1][3] = 0.0f;
121
122 frust.m[2][0] = (right + left) / deltaX;
123 frust.m[2][1] = (top + bottom) / deltaY;
124 frust.m[2][2] = -(nearZ + farZ) / deltaZ;
125 frust.m[2][3] = -1.0f;
126
127 frust.m[3][2] = -2.0f * nearZ * farZ / deltaZ;
128 frust.m[3][0] = frust.m[3][1] = frust.m[3][3] = 0.0f;
129
130 esMatrixMultiply(result, &frust, result);
131 }
132
133
134 void esPerspective(ESMatrix *result, float fovy, float aspect, float nearZ, floa t farZ)
135 {
136 GLfloat frustumW, frustumH;
137
138 frustumH = tanf( fovy / 360.0f * PI ) * nearZ;
139 frustumW = frustumH * aspect;
140
141 esFrustum( result, -frustumW, frustumW, -frustumH, frustumH, nearZ, farZ );
142 }
143
144 void esOrtho(ESMatrix *result, float left, float right, float bottom, float top, float nearZ, float farZ)
145 {
146 float deltaX = right - left;
147 float deltaY = top - bottom;
148 float deltaZ = farZ - nearZ;
149 ESMatrix ortho;
150
151 if ( (deltaX == 0.0f) || (deltaY == 0.0f) || (deltaZ == 0.0f) )
152 return;
153
154 esMatrixLoadIdentity(&ortho);
155 ortho.m[0][0] = 2.0f / deltaX;
156 ortho.m[3][0] = -(right + left) / deltaX;
157 ortho.m[1][1] = 2.0f / deltaY;
158 ortho.m[3][1] = -(top + bottom) / deltaY;
159 ortho.m[2][2] = -2.0f / deltaZ;
160 ortho.m[3][2] = -(nearZ + farZ) / deltaZ;
161
162 esMatrixMultiply(result, &ortho, result);
163 }
164
165
166 void esMatrixMultiply(ESMatrix *result, ESMatrix *srcA, ESMatrix *srcB)
167 {
168 ESMatrix tmp;
169 int i;
170
171 for (i=0; i<4; i++)
172 {
173 tmp.m[i][0] = (srcA->m[i][0] * srcB->m[0][0]) +
174 (srcA->m[i][1] * srcB->m[1][0]) +
175 (srcA->m[i][2] * srcB->m[2][0]) +
176 (srcA->m[i][3] * srcB->m[3][0]) ;
177
178 tmp.m[i][1] = (srcA->m[i][0] * srcB->m[0][1]) +
179 (srcA->m[i][1] * srcB->m[1][1]) +
180 (srcA->m[i][2] * srcB->m[2][1]) +
181 (srcA->m[i][3] * srcB->m[3][1]) ;
182
183 tmp.m[i][2] = (srcA->m[i][0] * srcB->m[0][2]) +
184 (srcA->m[i][1] * srcB->m[1][2]) +
185 (srcA->m[i][2] * srcB->m[2][2]) +
186 (srcA->m[i][3] * srcB->m[3][2]) ;
187
188 tmp.m[i][3] = (srcA->m[i][0] * srcB->m[0][3]) +
189 (srcA->m[i][1] * srcB->m[1][3]) +
190 (srcA->m[i][2] * srcB->m[2][3]) +
191 (srcA->m[i][3] * srcB->m[3][3]) ;
192 }
193 memcpy(result, &tmp, sizeof(ESMatrix));
194 }
195
196
197 void esMatrixLoadIdentity(ESMatrix *result)
198 {
199 memset(result, 0x0, sizeof(ESMatrix));
200 result->m[0][0] = 1.0f;
201 result->m[1][1] = 1.0f;
202 result->m[2][2] = 1.0f;
203 result->m[3][3] = 1.0f;
204 }
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