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commandergenius/project/jni/application/test-gles3/esTransform.c

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// The MIT License (MIT)
//
// Copyright (c) 2013 Dan Ginsburg, Budirijanto Purnomo
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
// Book: OpenGL(R) ES 3.0 Programming Guide, 2nd Edition
// Authors: Dan Ginsburg, Budirijanto Purnomo, Dave Shreiner, Aaftab Munshi
// ISBN-10: 0-321-93388-5
// ISBN-13: 978-0-321-93388-1
// Publisher: Addison-Wesley Professional
// URLs: http://www.opengles-book.com
// http://my.safaribooksonline.com/book/animation-and-3d/9780133440133
//
// ESUtil.c
//
// A utility library for OpenGL ES. This library provides a
// basic common framework for the example applications in the
// OpenGL ES 3.0 Programming Guide.
//
///
// Includes
//
#include "esUtil.h"
#include <math.h>
#include <string.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;
}
void ESUTIL_API
esMatrixLookAt ( ESMatrix *result,
float posX, float posY, float posZ,
float lookAtX, float lookAtY, float lookAtZ,
float upX, float upY, float upZ )
{
float axisX[3], axisY[3], axisZ[3];
float length;
// axisZ = lookAt - pos
axisZ[0] = lookAtX - posX;
axisZ[1] = lookAtY - posY;
axisZ[2] = lookAtZ - posZ;
// normalize axisZ
length = sqrtf ( axisZ[0] * axisZ[0] + axisZ[1] * axisZ[1] + axisZ[2] * axisZ[2] );
if ( length != 0.0f )
{
axisZ[0] /= length;
axisZ[1] /= length;
axisZ[2] /= length;
}
// axisX = up X axisZ
axisX[0] = upY * axisZ[2] - upZ * axisZ[1];
axisX[1] = upZ * axisZ[0] - upX * axisZ[2];
axisX[2] = upX * axisZ[1] - upY * axisZ[0];
// normalize axisX
length = sqrtf ( axisX[0] * axisX[0] + axisX[1] * axisX[1] + axisX[2] * axisX[2] );
if ( length != 0.0f )
{
axisX[0] /= length;
axisX[1] /= length;
axisX[2] /= length;
}
// axisY = axisZ x axisX
axisY[0] = axisZ[1] * axisX[2] - axisZ[2] * axisX[1];
axisY[1] = axisZ[2] * axisX[0] - axisZ[0] * axisX[2];
axisY[2] = axisZ[0] * axisX[1] - axisZ[1] * axisX[0];
// normalize axisY
length = sqrtf ( axisY[0] * axisY[0] + axisY[1] * axisY[1] + axisY[2] * axisY[2] );
if ( length != 0.0f )
{
axisY[0] /= length;
axisY[1] /= length;
axisY[2] /= length;
}
memset ( result, 0x0, sizeof ( ESMatrix ) );
result->m[0][0] = -axisX[0];
result->m[0][1] = axisY[0];
result->m[0][2] = -axisZ[0];
result->m[1][0] = -axisX[1];
result->m[1][1] = axisY[1];
result->m[1][2] = -axisZ[1];
result->m[2][0] = -axisX[2];
result->m[2][1] = axisY[2];
result->m[2][2] = -axisZ[2];
// translate (-posX, -posY, -posZ)
result->m[3][0] = axisX[0] * posX + axisX[1] * posY + axisX[2] * posZ;
result->m[3][1] = -axisY[0] * posX - axisY[1] * posY - axisY[2] * posZ;
result->m[3][2] = axisZ[0] * posX + axisZ[1] * posY + axisZ[2] * posZ;
result->m[3][3] = 1.0f;
}