Home | History | Annotate | Download | only in graphics_3d
      1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
      2 // Use of this source code is governed by a BSD-style license that can be
      3 // found in the LICENSE file.
      4 
      5 /** @file matrix.cc
      6  * Implements simple matrix manipulation functions.
      7  */
      8 
      9 //-----------------------------------------------------------------------------
     10 #include <stdlib.h>
     11 #include <string.h>
     12 #include "matrix.h"
     13 #define deg_to_rad(x) (x * (M_PI / 180.0f))
     14 
     15 void glhFrustumf2(Matrix_t mat,
     16                   GLfloat left,
     17                   GLfloat right,
     18                   GLfloat bottom,
     19                   GLfloat top,
     20                   GLfloat znear,
     21                   GLfloat zfar) {
     22   float temp, temp2, temp3, temp4;
     23   temp = 2.0f * znear;
     24   temp2 = right - left;
     25   temp3 = top - bottom;
     26   temp4 = zfar - znear;
     27   mat[0] = temp / temp2;
     28   mat[1] = 0.0f;
     29   mat[2] = 0.0f;
     30   mat[3] = 0.0f;
     31   mat[4] = 0.0f;
     32   mat[5] = temp / temp3;
     33   mat[6] = 0.0f;
     34   mat[7] = 0.0f;
     35   mat[8] = (right + left) / temp2;
     36   mat[9] = (top + bottom) / temp3;
     37   mat[10] = (-zfar - znear) / temp4;
     38   mat[11] = -1.0f;
     39   mat[12] = 0.0f;
     40   mat[13] = 0.0f;
     41   mat[14] = (-temp * zfar) / temp4;
     42   mat[15] = 0.0f;
     43 }
     44 
     45 void glhPerspectivef2(Matrix_t mat,
     46                       GLfloat fovyInDegrees,
     47                       GLfloat aspectRatio,
     48                       GLfloat znear,
     49                       GLfloat zfar) {
     50   float ymax, xmax;
     51   ymax = znear * tanf(fovyInDegrees * 3.14f / 360.0f);
     52   xmax = ymax * aspectRatio;
     53   glhFrustumf2(mat, -xmax, xmax, -ymax, ymax, znear, zfar);
     54 }
     55 
     56 void identity_matrix(Matrix_t mat) {
     57   memset(mat, 0, sizeof(Matrix_t));
     58   mat[0] = 1.0;
     59   mat[5] = 1.0;
     60   mat[10] = 1.0;
     61   mat[15] = 1.0;
     62 }
     63 
     64 void multiply_matrix(const Matrix_t a, const Matrix_t b, Matrix_t mat) {
     65   // Generate to a temporary first in case the output matrix and input
     66   // matrix are the same.
     67   Matrix_t out;
     68 
     69   out[0] = a[0] * b[0] + a[4] * b[1] + a[8] * b[2] + a[12] * b[3];
     70   out[1] = a[1] * b[0] + a[5] * b[1] + a[9] * b[2] + a[13] * b[3];
     71   out[2] = a[2] * b[0] + a[6] * b[1] + a[10] * b[2] + a[14] * b[3];
     72   out[3] = a[3] * b[0] + a[7] * b[1] + a[11] * b[2] + a[15] * b[3];
     73 
     74   out[4] = a[0] * b[4] + a[4] * b[5] + a[8] * b[6] + a[12] * b[7];
     75   out[5] = a[1] * b[4] + a[5] * b[5] + a[9] * b[6] + a[13] * b[7];
     76   out[6] = a[2] * b[4] + a[6] * b[5] + a[10] * b[6] + a[14] * b[7];
     77   out[7] = a[3] * b[4] + a[7] * b[5] + a[11] * b[6] + a[15] * b[7];
     78 
     79   out[8] = a[0] * b[8] + a[4] * b[9] + a[8] * b[10] + a[12] * b[11];
     80   out[9] = a[1] * b[8] + a[5] * b[9] + a[9] * b[10] + a[13] * b[11];
     81   out[10] = a[2] * b[8] + a[6] * b[9] + a[10] * b[10] + a[14] * b[11];
     82   out[11] = a[3] * b[8] + a[7] * b[9] + a[11] * b[10] + a[15] * b[11];
     83 
     84   out[12] = a[0] * b[12] + a[4] * b[13] + a[8] * b[14] + a[12] * b[15];
     85   out[13] = a[1] * b[12] + a[5] * b[13] + a[9] * b[14] + a[13] * b[15];
     86   out[14] = a[2] * b[12] + a[6] * b[13] + a[10] * b[14] + a[14] * b[15];
     87   out[15] = a[3] * b[12] + a[7] * b[13] + a[11] * b[14] + a[15] * b[15];
     88 
     89   memcpy(mat, out, sizeof(Matrix_t));
     90 }
     91 
     92 void rotate_x_matrix(GLfloat x_rad, Matrix_t mat) {
     93   identity_matrix(mat);
     94   mat[5] = cosf(x_rad);
     95   mat[6] = -sinf(x_rad);
     96   mat[9] = -mat[6];
     97   mat[10] = mat[5];
     98 }
     99 
    100 void rotate_y_matrix(GLfloat y_rad, Matrix_t mat) {
    101   identity_matrix(mat);
    102   mat[0] = cosf(y_rad);
    103   mat[2] = sinf(y_rad);
    104   mat[8] = -mat[2];
    105   mat[10] = mat[0];
    106 }
    107 
    108 void rotate_z_matrix(GLfloat z_rad, Matrix_t mat) {
    109   identity_matrix(mat);
    110   mat[0] = cosf(z_rad);
    111   mat[1] = sinf(z_rad);
    112   mat[4] = -mat[1];
    113   mat[5] = mat[0];
    114 }
    115 
    116 void rotate_matrix(GLfloat x_deg, GLfloat y_deg, GLfloat z_deg, Matrix_t mat) {
    117   GLfloat x_rad = (GLfloat) deg_to_rad(x_deg);
    118   GLfloat y_rad = (GLfloat) deg_to_rad(y_deg);
    119   GLfloat z_rad = (GLfloat) deg_to_rad(z_deg);
    120 
    121   Matrix_t x_matrix;
    122   Matrix_t y_matrix;
    123   Matrix_t z_matrix;
    124 
    125   rotate_x_matrix(x_rad, x_matrix);
    126   rotate_y_matrix(y_rad, y_matrix);
    127   rotate_z_matrix(z_rad, z_matrix);
    128 
    129   Matrix_t xy_matrix;
    130   multiply_matrix(y_matrix, x_matrix, xy_matrix);
    131   multiply_matrix(z_matrix, xy_matrix, mat);
    132 }
    133 
    134 void translate_matrix(GLfloat x, GLfloat y, GLfloat z, Matrix_t mat) {
    135   identity_matrix(mat);
    136   mat[12] += x;
    137   mat[13] += y;
    138   mat[14] += z;
    139 }
    140