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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 
     24 #define PI 3.1415926535897932384626433832795f
     25 
     26 void ESUTIL_API
     27 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 ESUTIL_API
     46 esTranslate(ESMatrix *result, GLfloat tx, GLfloat ty, GLfloat tz)
     47 {
     48     result->m[3][0] += (result->m[0][0] * tx + result->m[1][0] * ty + result->m[2][0] * tz);
     49     result->m[3][1] += (result->m[0][1] * tx + result->m[1][1] * ty + result->m[2][1] * tz);
     50     result->m[3][2] += (result->m[0][2] * tx + result->m[1][2] * ty + result->m[2][2] * tz);
     51     result->m[3][3] += (result->m[0][3] * tx + result->m[1][3] * ty + result->m[2][3] * tz);
     52 }
     53 
     54 void ESUTIL_API
     55 esRotate(ESMatrix *result, GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
     56 {
     57    GLfloat sinAngle, cosAngle;
     58    GLfloat mag = sqrtf(x * x + y * y + z * z);
     59 
     60    sinAngle = sinf ( angle * PI / 180.0f );
     61    cosAngle = cosf ( angle * PI / 180.0f );
     62    if ( mag > 0.0f )
     63    {
     64       GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs;
     65       GLfloat oneMinusCos;
     66       ESMatrix rotMat;
     67 
     68       x /= mag;
     69       y /= mag;
     70       z /= mag;
     71 
     72       xx = x * x;
     73       yy = y * y;
     74       zz = z * z;
     75       xy = x * y;
     76       yz = y * z;
     77       zx = z * x;
     78       xs = x * sinAngle;
     79       ys = y * sinAngle;
     80       zs = z * sinAngle;
     81       oneMinusCos = 1.0f - cosAngle;
     82 
     83       rotMat.m[0][0] = (oneMinusCos * xx) + cosAngle;
     84       rotMat.m[0][1] = (oneMinusCos * xy) - zs;
     85       rotMat.m[0][2] = (oneMinusCos * zx) + ys;
     86       rotMat.m[0][3] = 0.0F;
     87 
     88       rotMat.m[1][0] = (oneMinusCos * xy) + zs;
     89       rotMat.m[1][1] = (oneMinusCos * yy) + cosAngle;
     90       rotMat.m[1][2] = (oneMinusCos * yz) - xs;
     91       rotMat.m[1][3] = 0.0F;
     92 
     93       rotMat.m[2][0] = (oneMinusCos * zx) - ys;
     94       rotMat.m[2][1] = (oneMinusCos * yz) + xs;
     95       rotMat.m[2][2] = (oneMinusCos * zz) + cosAngle;
     96       rotMat.m[2][3] = 0.0F;
     97 
     98       rotMat.m[3][0] = 0.0F;
     99       rotMat.m[3][1] = 0.0F;
    100       rotMat.m[3][2] = 0.0F;
    101       rotMat.m[3][3] = 1.0F;
    102 
    103       esMatrixMultiply( result, &rotMat, result );
    104    }
    105 }
    106 
    107 void ESUTIL_API
    108 esFrustum(ESMatrix *result, float left, float right, float bottom, float top, float nearZ, float farZ)
    109 {
    110     float       deltaX = right - left;
    111     float       deltaY = top - bottom;
    112     float       deltaZ = farZ - nearZ;
    113     ESMatrix    frust;
    114 
    115     if ( (nearZ <= 0.0f) || (farZ <= 0.0f) ||
    116          (deltaX <= 0.0f) || (deltaY <= 0.0f) || (deltaZ <= 0.0f) )
    117          return;
    118 
    119     frust.m[0][0] = 2.0f * nearZ / deltaX;
    120     frust.m[0][1] = frust.m[0][2] = frust.m[0][3] = 0.0f;
    121 
    122     frust.m[1][1] = 2.0f * nearZ / deltaY;
    123     frust.m[1][0] = frust.m[1][2] = frust.m[1][3] = 0.0f;
    124 
    125     frust.m[2][0] = (right + left) / deltaX;
    126     frust.m[2][1] = (top + bottom) / deltaY;
    127     frust.m[2][2] = -(nearZ + farZ) / deltaZ;
    128     frust.m[2][3] = -1.0f;
    129 
    130     frust.m[3][2] = -2.0f * nearZ * farZ / deltaZ;
    131     frust.m[3][0] = frust.m[3][1] = frust.m[3][3] = 0.0f;
    132 
    133     esMatrixMultiply(result, &frust, result);
    134 }
    135 
    136 
    137 void ESUTIL_API
    138 esPerspective(ESMatrix *result, float fovy, float aspect, float nearZ, float farZ)
    139 {
    140    GLfloat frustumW, frustumH;
    141 
    142    frustumH = tanf( fovy / 360.0f * PI ) * nearZ;
    143    frustumW = frustumH * aspect;
    144 
    145    esFrustum( result, -frustumW, frustumW, -frustumH, frustumH, nearZ, farZ );
    146 }
    147 
    148 void ESUTIL_API
    149 esOrtho(ESMatrix *result, float left, float right, float bottom, float top, float nearZ, float farZ)
    150 {
    151     float       deltaX = right - left;
    152     float       deltaY = top - bottom;
    153     float       deltaZ = farZ - nearZ;
    154     ESMatrix    ortho;
    155 
    156     if ( (deltaX == 0.0f) || (deltaY == 0.0f) || (deltaZ == 0.0f) )
    157         return;
    158 
    159     esMatrixLoadIdentity(&ortho);
    160     ortho.m[0][0] = 2.0f / deltaX;
    161     ortho.m[3][0] = -(right + left) / deltaX;
    162     ortho.m[1][1] = 2.0f / deltaY;
    163     ortho.m[3][1] = -(top + bottom) / deltaY;
    164     ortho.m[2][2] = -2.0f / deltaZ;
    165     ortho.m[3][2] = -(nearZ + farZ) / deltaZ;
    166 
    167     esMatrixMultiply(result, &ortho, result);
    168 }
    169 
    170 
    171 void ESUTIL_API
    172 esMatrixMultiply(ESMatrix *result, ESMatrix *srcA, ESMatrix *srcB)
    173 {
    174     ESMatrix    tmp = { 0.0f };
    175     int         i;
    176 
    177 	for (i=0; i<4; i++)
    178 	{
    179 		tmp.m[i][0] =	(srcA->m[i][0] * srcB->m[0][0]) +
    180 						(srcA->m[i][1] * srcB->m[1][0]) +
    181 						(srcA->m[i][2] * srcB->m[2][0]) +
    182 						(srcA->m[i][3] * srcB->m[3][0]) ;
    183 
    184 		tmp.m[i][1] =	(srcA->m[i][0] * srcB->m[0][1]) +
    185 						(srcA->m[i][1] * srcB->m[1][1]) +
    186 						(srcA->m[i][2] * srcB->m[2][1]) +
    187 						(srcA->m[i][3] * srcB->m[3][1]) ;
    188 
    189 		tmp.m[i][2] =	(srcA->m[i][0] * srcB->m[0][2]) +
    190 						(srcA->m[i][1] * srcB->m[1][2]) +
    191 						(srcA->m[i][2] * srcB->m[2][2]) +
    192 						(srcA->m[i][3] * srcB->m[3][2]) ;
    193 
    194 		tmp.m[i][3] =	(srcA->m[i][0] * srcB->m[0][3]) +
    195 						(srcA->m[i][1] * srcB->m[1][3]) +
    196 						(srcA->m[i][2] * srcB->m[2][3]) +
    197 						(srcA->m[i][3] * srcB->m[3][3]) ;
    198 	}
    199     memcpy(result, &tmp, sizeof(ESMatrix));
    200 }
    201 
    202 
    203 void ESUTIL_API
    204 esMatrixLoadIdentity(ESMatrix *result)
    205 {
    206     memset(result, 0x0, sizeof(ESMatrix));
    207     result->m[0][0] = 1.0f;
    208     result->m[1][1] = 1.0f;
    209     result->m[2][2] = 1.0f;
    210     result->m[3][3] = 1.0f;
    211 }
    212 
    213