/* * Copyright © 2009 Ian D. Romanick * * 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 (including the next * paragraph) 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. */ #ifdef _MSC_VER #define _USE_MATH_DEFINES #pragma warning(disable: 4244) #endif #include #include "glu3.h" #ifndef M_PI #define M_PI 3.14159265358979323846 #endif const GLUmat4 gluIdentityMatrix = { { { { 1.0f, 0.0f, 0.0f, 0.0f } }, { { 0.0f, 1.0f, 0.0f, 0.0f } }, { { 0.0f, 0.0f, 1.0f, 0.0f } }, { { 0.0f, 0.0f, 0.0f, 1.0f } } } }; void gluTranslate4v(GLUmat4 *result, const GLUvec4 *t) { memcpy(result, & gluIdentityMatrix, sizeof(gluIdentityMatrix)); result->col[3] = *t; result->col[3].values[3] = 1.0f; } void gluScale4v(GLUmat4 *result, const GLUvec4 *t) { memcpy(result, & gluIdentityMatrix, sizeof(gluIdentityMatrix)); result->col[0].values[0] = t->values[0]; result->col[1].values[1] = t->values[1]; result->col[2].values[2] = t->values[2]; } void gluLookAt4v(GLUmat4 *result, const GLUvec4 *_eye, const GLUvec4 *_center, const GLUvec4 *_up) { static const GLUvec4 col3 = { { 0.0f, 0.0f, 0.0f, 1.0f } }; const GLUvec4 e = { { -_eye->values[0], -_eye->values[1], -_eye->values[2], 0.0f } }; GLUmat4 translate; GLUmat4 rotate; GLUmat4 rotateT; GLUvec4 f; GLUvec4 s; GLUvec4 u; GLUvec4 center, up; center = *_center; center.values[3] = 0; up = *_up; up.values[3] = 0; gluAdd4v_4v(& f, ¢er, &e); gluNormalize4v(& f, & f); gluNormalize4v(& u, &up); gluCross4v(& s, & f, & u); gluCross4v(& u, & s, & f); rotate.col[0] = s; rotate.col[1] = u; rotate.col[2].values[0] = -f.values[0]; rotate.col[2].values[1] = -f.values[1]; rotate.col[2].values[2] = -f.values[2]; rotate.col[2].values[3] = 0.0f; rotate.col[3] = col3; gluTranspose4m(& rotateT, & rotate); gluTranslate4v(& translate, & e); gluMult4m_4m(result, & rotateT, & translate); } void gluRotate4v(GLUmat4 *result, const GLUvec4 *_axis, GLfloat angle) { GLUvec4 axis; const float c = cos(angle); const float s = sin(angle); const float one_c = 1.0 - c; float xx; float yy; float zz; float xs; float ys; float zs; float xy; float xz; float yz; gluNormalize4v(& axis, _axis); xx = axis.values[0] * axis.values[0]; yy = axis.values[1] * axis.values[1]; zz = axis.values[2] * axis.values[2]; xs = axis.values[0] * s; ys = axis.values[1] * s; zs = axis.values[2] * s; xy = axis.values[0] * axis.values[1]; xz = axis.values[0] * axis.values[2]; yz = axis.values[1] * axis.values[2]; result->col[0].values[0] = (one_c * xx) + c; result->col[0].values[1] = (one_c * xy) + zs; result->col[0].values[2] = (one_c * xz) - ys; result->col[0].values[3] = 0.0; result->col[1].values[0] = (one_c * xy) - zs; result->col[1].values[1] = (one_c * yy) + c; result->col[1].values[2] = (one_c * yz) + xs; result->col[1].values[3] = 0.0; result->col[2].values[0] = (one_c * xz) + ys; result->col[2].values[1] = (one_c * yz) - xs; result->col[2].values[2] = (one_c * zz) + c; result->col[2].values[3] = 0.0; result->col[3].values[0] = 0.0; result->col[3].values[1] = 0.0; result->col[3].values[2] = 0.0; result->col[3].values[3] = 1.0; } void gluFrustum6f(GLUmat4 *result, GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat n, GLfloat f) { if ((right == left) || (top == bottom) || (n == f) || (n < 0.0) || (f < 0.0)) return; memcpy(result, &gluIdentityMatrix, sizeof(gluIdentityMatrix)); result->col[0].values[0] = (2.0 * n) / (right - left); result->col[1].values[1] = (2.0 * n) / (top - bottom); result->col[2].values[0] = (right + left) / (right - left); result->col[2].values[1] = (top + bottom) / (top - bottom); result->col[2].values[2] = -(f + n) / (f - n); result->col[2].values[3] = -1.0; result->col[3].values[2] = -(2.0 * f * n) / (f - n); result->col[3].values[3] = 0.0; } void gluPerspective4f(GLUmat4 *result, GLfloat fovy, GLfloat aspect, GLfloat n, GLfloat f) { const double sine = sin(fovy / 2.0); const double cosine = cos(fovy / 2.0); const double sine_aspect = sine * aspect; const double dz = f - n; memcpy(result, &gluIdentityMatrix, sizeof(gluIdentityMatrix)); if ((sine == 0.0) || (dz == 0.0) || (sine_aspect == 0.0)) { return; } result->col[0].values[0] = cosine / sine_aspect; result->col[1].values[1] = cosine / sine; result->col[2].values[2] = -(f + n) / dz; result->col[2].values[3] = -1.0; result->col[3].values[2] = -2.0 * n * f / dz; result->col[3].values[3] = 0.0; } void gluOrtho6f(GLUmat4 *result, GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat n, GLfloat f) { if ((right == left) || (top == bottom) || (n == f)) return; (void) memcpy(result, & gluIdentityMatrix, sizeof(*result)); result->col[0].values[0] = 2.0 / (right - left); result->col[1].values[1] = 2.0 / (top - bottom); result->col[2].values[2] = -2.0 / (f - n); result->col[3].values[0] = -(right + left) / (right - left); result->col[3].values[1] = -(top + bottom) / (top - bottom); result->col[3].values[2] = -(f + n) / (f - n); } void gluOrtho4f(GLUmat4 *result, GLfloat left, GLfloat right, GLfloat bottom, GLfloat top) { gluOrtho6f(result, left, right, bottom, top, -1.0, 1.0); } static double det3(const GLUmat4 *m, unsigned i, unsigned j) { unsigned r; unsigned c; double det = 0.0; GLUvec4 col[6]; /* Generate a 3x3 matrix from the original matrix with the ith column * and the jth row removed. The columns of the matrix are duplicated * to make the 'c - r' column addressing, below, work out easier. */ for (c = 0; c < 4; c++) { if (c < i) { col[c + 0] = m->col[c]; col[c + 3] = m->col[c]; } else if (c > i) { col[c - 1] = m->col[c]; col[c + 2] = m->col[c]; } } for (r = j; r < 3; r++) { col[0].values[r] = col[0].values[r + 1]; col[1].values[r] = col[1].values[r + 1]; col[2].values[r] = col[2].values[r + 1]; col[3].values[r] = col[3].values[r + 1]; col[4].values[r] = col[4].values[r + 1]; col[5].values[r] = col[5].values[r + 1]; } /* Calculate the determinant of the resulting 3x3 matrix. */ for (c = 0; c < 3; c++) { double diag1 = col[c].values[0]; double diag2 = col[c].values[0]; for (r = 1; r < 3; r++) { diag1 *= col[(0 + c) + r].values[r]; diag2 *= col[(3 + c) - r].values[r]; } det += (diag1 - diag2); } return det; } GLfloat gluDeterminant4_4m(const GLUmat4 *m) { double det = 0.0; unsigned c; for (c = 0; c < 4; c++) { if (m->col[c].values[3] != 0.0) { /* The usual equation is -1**(i+j) where i and j are * the row and column of the matrix on the range * [1, rows] and [1, cols]. Note that r and c are on * the range [0, rows - 1] and [0, cols - 1]. */ const double sign = ((c ^ 3) & 1) ? -1.0 : 1.0; const double d = det3(m, c, 3); det += sign * m->col[c].values[3] * d; } } return det; } GLboolean gluInverse4_4m(GLUmat4 *result, const GLUmat4 *m) { const double det = gluDeterminant4_4m(m); double inv_det; unsigned c; unsigned r; if (det == 0.0) return GL_FALSE; inv_det = 1.0 / det; for (c = 0; c < 4; c++) { for (r = 0; r < 4; r++) { /* The usual equation is -1**(i+j) where i and j are * the row and column of the matrix on the range * [1, rows] and [1, cols]. Note that r and c are on * the range [0, rows - 1] and [0, cols - 1]. */ const double sign = ((c ^ r) & 1) ? -1.0 : 1.0; const double d = det3(m, c, r); result->col[r].values[c] = sign * inv_det * d; } } return GL_TRUE; }