| Index: native_client_sdk/src/examples/hello_world_instance3d/matrix.cc
|
| diff --git a/native_client_sdk/src/examples/hello_world_instance3d/matrix.cc b/native_client_sdk/src/examples/hello_world_instance3d/matrix.cc
|
| deleted file mode 100644
|
| index b87d496cb1626cb0f5e280614ac40b3c8ecd7b98..0000000000000000000000000000000000000000
|
| --- a/native_client_sdk/src/examples/hello_world_instance3d/matrix.cc
|
| +++ /dev/null
|
| @@ -1,140 +0,0 @@
|
| -/* Copyright (c) 2012 The Chromium Authors. All rights reserved.
|
| - * Use of this source code is governed by a BSD-style license that can be
|
| - * found in the LICENSE file.
|
| - */
|
| -
|
| -/** @file matrix.cc
|
| - * Implements simple matrix manipulation functions.
|
| - */
|
| -
|
| -//-----------------------------------------------------------------------------
|
| -#include <stdlib.h>
|
| -#include <string.h>
|
| -#include "matrix.h"
|
| -#define deg_to_rad(x) (x * (M_PI / 180.0f))
|
| -
|
| -void glhFrustumf2(Matrix_t mat,
|
| - GLfloat left,
|
| - GLfloat right,
|
| - GLfloat bottom,
|
| - GLfloat top,
|
| - GLfloat znear,
|
| - GLfloat zfar) {
|
| - float temp, temp2, temp3, temp4;
|
| - temp = 2.0f * znear;
|
| - temp2 = right - left;
|
| - temp3 = top - bottom;
|
| - temp4 = zfar - znear;
|
| - mat[0] = temp / temp2;
|
| - mat[1] = 0.0f;
|
| - mat[2] = 0.0f;
|
| - mat[3] = 0.0f;
|
| - mat[4] = 0.0f;
|
| - mat[5] = temp / temp3;
|
| - mat[6] = 0.0f;
|
| - mat[7] = 0.0f;
|
| - mat[8] = (right + left) / temp2;
|
| - mat[9] = (top + bottom) / temp3;
|
| - mat[10] = (-zfar - znear) / temp4;
|
| - mat[11] = -1.0f;
|
| - mat[12] = 0.0f;
|
| - mat[13] = 0.0f;
|
| - mat[14] = (-temp * zfar) / temp4;
|
| - mat[15] = 0.0f;
|
| -}
|
| -
|
| -void glhPerspectivef2(Matrix_t mat,
|
| - GLfloat fovyInDegrees,
|
| - GLfloat aspectRatio,
|
| - GLfloat znear,
|
| - GLfloat zfar) {
|
| - float ymax, xmax;
|
| - ymax = znear * tanf(fovyInDegrees * 3.14f / 360.0f);
|
| - xmax = ymax * aspectRatio;
|
| - glhFrustumf2(mat, -xmax, xmax, -ymax, ymax, znear, zfar);
|
| -}
|
| -
|
| -void identity_matrix(Matrix_t mat) {
|
| - memset(mat, 0, sizeof(Matrix_t));
|
| - mat[0] = 1.0;
|
| - mat[5] = 1.0;
|
| - mat[10] = 1.0;
|
| - mat[15] = 1.0;
|
| -}
|
| -
|
| -void multiply_matrix(const Matrix_t a, const Matrix_t b, Matrix_t mat) {
|
| - // Generate to a temporary first in case the output matrix and input
|
| - // matrix are the same.
|
| - Matrix_t out;
|
| -
|
| - out[0] = a[0] * b[0] + a[4] * b[1] + a[8] * b[2] + a[12] * b[3];
|
| - out[1] = a[1] * b[0] + a[5] * b[1] + a[9] * b[2] + a[13] * b[3];
|
| - out[2] = a[2] * b[0] + a[6] * b[1] + a[10] * b[2] + a[14] * b[3];
|
| - out[3] = a[3] * b[0] + a[7] * b[1] + a[11] * b[2] + a[15] * b[3];
|
| -
|
| - out[4] = a[0] * b[4] + a[4] * b[5] + a[8] * b[6] + a[12] * b[7];
|
| - out[5] = a[1] * b[4] + a[5] * b[5] + a[9] * b[6] + a[13] * b[7];
|
| - out[6] = a[2] * b[4] + a[6] * b[5] + a[10] * b[6] + a[14] * b[7];
|
| - out[7] = a[3] * b[4] + a[7] * b[5] + a[11] * b[6] + a[15] * b[7];
|
| -
|
| - out[8] = a[0] * b[8] + a[4] * b[9] + a[8] * b[10] + a[12] * b[11];
|
| - out[9] = a[1] * b[8] + a[5] * b[9] + a[9] * b[10] + a[13] * b[11];
|
| - out[10] = a[2] * b[8] + a[6] * b[9] + a[10] * b[10] + a[14] * b[11];
|
| - out[11] = a[3] * b[8] + a[7] * b[9] + a[11] * b[10] + a[15] * b[11];
|
| -
|
| - out[12] = a[0] * b[12] + a[4] * b[13] + a[8] * b[14] + a[12] * b[15];
|
| - out[13] = a[1] * b[12] + a[5] * b[13] + a[9] * b[14] + a[13] * b[15];
|
| - out[14] = a[2] * b[12] + a[6] * b[13] + a[10] * b[14] + a[14] * b[15];
|
| - out[15] = a[3] * b[12] + a[7] * b[13] + a[11] * b[14] + a[15] * b[15];
|
| -
|
| - memcpy(mat, out, sizeof(Matrix_t));
|
| -}
|
| -
|
| -void rotate_x_matrix(GLfloat x_rad, Matrix_t mat) {
|
| - identity_matrix(mat);
|
| - mat[5] = cosf(x_rad);
|
| - mat[6] = -sinf(x_rad);
|
| - mat[9] = -mat[6];
|
| - mat[10] = mat[5];
|
| -}
|
| -
|
| -void rotate_y_matrix(GLfloat y_rad, Matrix_t mat) {
|
| - identity_matrix(mat);
|
| - mat[0] = cosf(y_rad);
|
| - mat[2] = sinf(y_rad);
|
| - mat[8] = -mat[2];
|
| - mat[10] = mat[0];
|
| -}
|
| -
|
| -void rotate_z_matrix(GLfloat z_rad, Matrix_t mat) {
|
| - identity_matrix(mat);
|
| - mat[0] = cosf(z_rad);
|
| - mat[1] = sinf(z_rad);
|
| - mat[4] = -mat[1];
|
| - mat[5] = mat[0];
|
| -}
|
| -
|
| -void rotate_matrix(GLfloat x_deg, GLfloat y_deg, GLfloat z_deg, Matrix_t mat) {
|
| - GLfloat x_rad = (GLfloat) deg_to_rad(x_deg);
|
| - GLfloat y_rad = (GLfloat) deg_to_rad(y_deg);
|
| - GLfloat z_rad = (GLfloat) deg_to_rad(z_deg);
|
| -
|
| - Matrix_t x_matrix;
|
| - Matrix_t y_matrix;
|
| - Matrix_t z_matrix;
|
| -
|
| - rotate_x_matrix(x_rad, x_matrix);
|
| - rotate_y_matrix(y_rad, y_matrix);
|
| - rotate_z_matrix(z_rad, z_matrix);
|
| -
|
| - Matrix_t xy_matrix;
|
| - multiply_matrix(y_matrix, x_matrix, xy_matrix);
|
| - multiply_matrix(z_matrix, xy_matrix, mat);
|
| -}
|
| -
|
| -void translate_matrix(GLfloat x, GLfloat y, GLfloat z, Matrix_t mat) {
|
| - identity_matrix(mat);
|
| - mat[12] += x;
|
| - mat[13] += y;
|
| - mat[14] += z;
|
| -}
|
|
|