We use glXGetProcAddress to load glXCreateContextAttribsARB ourselves,
so GLX_GLXEXT_PROTOTYPES is not needed.
| ... | ... |
@@ -99,15 +99,16 @@ |
| 99 | 99 |
#ifndef VECTORUTILS4 |
| 100 | 100 |
#define VECTORUTILS4 |
| 101 | 101 |
|
| 102 |
-#ifdef __APPLE__ |
|
| 102 |
+#if defined(__APPLE__) |
|
| 103 | 103 |
#define GL_SILENCE_DEPRECATION |
| 104 | 104 |
#include <OpenGL/gl3.h> |
| 105 |
+#elif defined(_WIN32) |
|
| 106 |
+ #include "glew.h" |
|
| 105 | 107 |
#else |
| 106 |
- #if defined(_WIN32) |
|
| 107 |
- #include "glew.h" |
|
| 108 |
- #endif |
|
| 108 |
+ #define GL_GLEXT_PROTOTYPES |
|
| 109 | 109 |
#include <GL/gl.h> |
| 110 | 110 |
#endif |
| 111 |
+ |
|
| 111 | 112 |
#include <math.h> |
| 112 | 113 |
#include <stdio.h> |
| 113 | 114 |
|
Swedish characters use a weird encoding. For instance, `file --mime`
just gives `charset=unknown-8bit` and `grep` just says `binary file
matches`.
Searching for them in the [Western Latin character sets comparison
table][] gives that this is the old [Mac OS Roman][] (MIME / IANA:
`macintosh`). Tooling support for this outside of Macs is very poor, as
can be seen above.
[Western Latin character sets comparison table]: https://en.wikipedia.org/wiki/Western_Latin_character_sets_(computing)#Comparison_table
[Mac OS Roman]: https://en.wikipedia.org/wiki/Mac_OS_Roman
To convert:
tmp_file="$(mktemp)"
trap 'rm "$tmp_file"' EXIT
find . -type f -exec file --mime {} + \
| while IFS=':' read file mime
do
if echo "$mime" | grep -qi 'charset=unknown-8bit'
then
iconv -f 'macintosh' -t 'utf-8' "$file" -o "$tmp_file"
mv "$tmp_file" "$file"
fi
done
| ... | ... |
@@ -1140,7 +1140,7 @@ mat4 ArbRotate(vec3 axis, GLfloat fi) |
| 1140 | 1140 |
R.m[12] = 0.0; R.m[13] = 0.0; R.m[14] = 0.0; R.m[15] = 1.0; |
| 1141 | 1141 |
} |
| 1142 | 1142 |
|
| 1143 |
- Rt = Transpose(R); // Transpose = Invert -> felet ej i Transpose, och det �r en ortonormal matris |
|
| 1143 |
+ Rt = Transpose(R); // Transpose = Invert -> felet ej i Transpose, och det är en ortonormal matris |
|
| 1144 | 1144 |
|
| 1145 | 1145 |
Raxel = Rx(fi); // Rotate around x axis |
| 1146 | 1146 |
|
| ... | ... |
@@ -88,6 +88,7 @@ |
| 88 | 88 |
// 20220525: Revised perpective() to conform with the reference manual as well as GLM. |
| 89 | 89 |
// 20230205: Added new helper functions, uploadMat4ToShader etc. |
| 90 | 90 |
// Made a better #ifdef for handling multiple inclusions. |
| 91 |
+// 20230227: Fixed the mat4(mat3) constructor. |
|
| 91 | 92 |
|
| 92 | 93 |
// You may use VectorUtils as you please. A reference to the origin is appreciated |
| 93 | 94 |
// but if you grab some snippets from it without reference... no problem. |
| ... | ... |
@@ -253,14 +254,16 @@ |
| 253 | 254 |
} mat3; |
| 254 | 255 |
|
| 255 | 256 |
#ifdef __cplusplus |
| 256 |
- vec3::vec3(vec4 v) : x(v.x), y(v.y), z(v.z) {}
|
|
| 257 |
- mat4::mat4(mat3 x) |
|
| 258 |
- {
|
|
| 259 |
- m[0] = x.m[0]; m[1] = x.m[1]; m[2] = x.m[2]; m[3] = 0; |
|
| 260 |
- m[4] = x.m[3]; m[5] = x.m[4]; m[6] = x.m[5]; m[7] = 0; |
|
| 261 |
- m[8] = x.m[6]; m[9] = x.m[7]; m[10] = x.m[8]; m[11] = 0; |
|
| 262 |
- m[12] = x.m[0]; m[13] = x.m[0]; m[14] = x.m[0]; m[15] = 1; |
|
| 263 |
- } |
|
| 257 |
+// This needed to be compiled only once - moved to implementation. |
|
| 258 |
+// This most likely must be done with several more! |
|
| 259 |
+// vec3::vec3(vec4 v) : x(v.x), y(v.y), z(v.z) {}
|
|
| 260 |
+// mat4::mat4(mat3 x) |
|
| 261 |
+// {
|
|
| 262 |
+// m[0] = x.m[0]; m[1] = x.m[1]; m[2] = x.m[2]; m[3] = 0; |
|
| 263 |
+// m[4] = x.m[3]; m[5] = x.m[4]; m[6] = x.m[5]; m[7] = 0; |
|
| 264 |
+// m[8] = x.m[6]; m[9] = x.m[7]; m[10] = x.m[8]; m[11] = 0; |
|
| 265 |
+// m[12] = x.m[0]; m[13] = x.m[0]; m[14] = x.m[0]; m[15] = 1; |
|
| 266 |
+// } |
|
| 264 | 267 |
#endif |
| 265 | 268 |
|
| 266 | 269 |
//#ifdef __cplusplus |
| ... | ... |
@@ -375,7 +378,7 @@ |
| 375 | 378 |
#ifdef __cplusplus |
| 376 | 379 |
// Some C++ operator overloads |
| 377 | 380 |
// Non-member C++ operators! |
| 378 |
-// New version 2021-05-2x: Constructiors for vec3 etc replaced in order to avoid |
|
| 381 |
+// New version 2021-05-2x: Constructors for vec3 etc replaced in order to avoid |
|
| 379 | 382 |
// problems with some C++ compilers. |
| 380 | 383 |
|
| 381 | 384 |
// --- vec3 operations --- |
| ... | ... |
@@ -1656,6 +1659,20 @@ mat4 lookAt(vec3 p, vec3 l, vec3 u) |
| 1656 | 1659 |
return lookAtv(p, l, u); |
| 1657 | 1660 |
} |
| 1658 | 1661 |
|
| 1662 |
+ |
|
| 1663 |
+#ifdef __cplusplus |
|
| 1664 |
+ vec3::vec3(vec4 v) : x(v.x), y(v.y), z(v.z) {}
|
|
| 1665 |
+ // Was wrong, fixed 2023-02-27 |
|
| 1666 |
+ mat4::mat4(mat3 x) |
|
| 1667 |
+ {
|
|
| 1668 |
+ m[0] = x.m[0]; m[1] = x.m[1]; m[2] = x.m[2]; m[3] = 0; |
|
| 1669 |
+ m[4] = x.m[3]; m[5] = x.m[4]; m[6] = x.m[5]; m[7] = 0; |
|
| 1670 |
+ m[8] = x.m[6]; m[9] = x.m[7]; m[10] = x.m[8]; m[11] = 0; |
|
| 1671 |
+ m[12] = 0; m[13] = 0; m[14] = 0; m[15] = 1; |
|
| 1672 |
+ } |
|
| 1673 |
+#endif |
|
| 1674 |
+ |
|
| 1675 |
+ |
|
| 1659 | 1676 |
#endif |
| 1660 | 1677 |
#endif |
| 1661 | 1678 |
#endif |
| 1 | 1 |
old mode 100755 |
| 2 | 2 |
new mode 100644 |
| ... | ... |
@@ -74,7 +74,6 @@ |
| 74 | 74 |
// 180314: Added some #defines for moving closer to GLSL (dot, cross...). |
| 75 | 75 |
// 2021-05-15: Constructors for vec3 etc replaced in order to avoid |
| 76 | 76 |
// problems with some C++ compilers. |
| 77 |
-// 2022-11-10: Corrected an ifdef that could cause problems. |
|
| 78 | 77 |
|
| 79 | 78 |
// 2022-05-05: Created VectorUtils4, now only a header file! |
| 80 | 79 |
// You must define MAIN in only one file (typically the main |
| ... | ... |
@@ -86,14 +85,15 @@ |
| 86 | 85 |
// - You must #define MAIN in the main program |
| 87 | 86 |
// This means that VectorUtils can still be used from C and thereby many other languages, |
| 88 | 87 |
// while taking more advantage of C++ features when using C++. |
| 89 |
-// 20220525: Revised perpective() to conform with the reference manual as well as GLM. (But it went wrong, why?) |
|
| 90 |
-// 2022-08-29: Renamed Transpose to transpose to conform better with GLSL. Corrected perspective. |
|
| 88 |
+// 20220525: Revised perpective() to conform with the reference manual as well as GLM. |
|
| 89 |
+// 20230205: Added new helper functions, uploadMat4ToShader etc. |
|
| 90 |
+// Made a better #ifdef for handling multiple inclusions. |
|
| 91 | 91 |
|
| 92 | 92 |
// You may use VectorUtils as you please. A reference to the origin is appreciated |
| 93 | 93 |
// but if you grab some snippets from it without reference... no problem. |
| 94 | 94 |
|
| 95 |
-// VectorUtils3 header |
|
| 96 |
-// See source for more information |
|
| 95 |
+// VectorUtils4 interface part |
|
| 96 |
+// See implementation part for more information |
|
| 97 | 97 |
|
| 98 | 98 |
#ifndef VECTORUTILS4 |
| 99 | 99 |
#define VECTORUTILS4 |
| ... | ... |
@@ -115,11 +115,6 @@ |
| 115 | 115 |
#define M_PI 3.14159265358979323846 |
| 116 | 116 |
#endif |
| 117 | 117 |
|
| 118 |
-// Really old type names |
|
| 119 |
-#define Vector3f Point3D |
|
| 120 |
-#define Matrix3f Matrix3D |
|
| 121 |
-#define Matrix4f Matrix4D |
|
| 122 |
- |
|
| 123 | 118 |
// GLSL-style |
| 124 | 119 |
// These are already changed, here I define the intermediate type names that I use in some demos. |
| 125 | 120 |
#define Point3D vec3 |
| ... | ... |
@@ -136,10 +131,11 @@ |
| 136 | 131 |
// without knowing about the constructors, while the C++ code happily used them. |
| 137 | 132 |
// However, we do not need them; you can initialize with SetVec* instead of |
| 138 | 133 |
// vec*() and it will work. |
| 139 |
-// Note 2022: These are now back (and more), which is possible when doing this as a header only unit. |
|
| 140 |
- |
|
| 134 |
+// Note 2022: These are now back (and more), which is possible when doing this as a header only unit |
|
| 135 |
+// so it works with both C and C++ and still allows the constructors. |
|
| 136 |
+ |
|
| 141 | 137 |
typedef struct vec4 vec4; |
| 142 |
- |
|
| 138 |
+ |
|
| 143 | 139 |
// vec3 is very useful |
| 144 | 140 |
typedef struct vec3 |
| 145 | 141 |
{
|
| ... | ... |
@@ -158,7 +154,7 @@ |
| 158 | 154 |
vec3(vec4 v); |
| 159 | 155 |
#endif |
| 160 | 156 |
} vec3, *vec3Ptr; |
| 161 |
- |
|
| 157 |
+ |
|
| 162 | 158 |
// vec4 is not as useful. Can be a color with alpha, or a quaternion, but IMHO you |
| 163 | 159 |
// rarely need homogenous coordinate vectors on the CPU. |
| 164 | 160 |
typedef struct vec4 |
| ... | ... |
@@ -189,13 +185,13 @@ |
| 189 | 185 |
{GLfloat x; GLfloat s;};
|
| 190 | 186 |
union |
| 191 | 187 |
{GLfloat y; GLfloat t;};
|
| 192 |
- |
|
| 188 |
+ |
|
| 193 | 189 |
#ifdef __cplusplus |
| 194 | 190 |
vec2() {}
|
| 195 | 191 |
vec2(GLfloat x2, GLfloat y2) : x(x2), y(y2) {}
|
| 196 | 192 |
#endif |
| 197 | 193 |
} vec2, *vec2Ptr; |
| 198 |
- |
|
| 194 |
+ |
|
| 199 | 195 |
typedef struct mat3 mat3; |
| 200 | 196 |
typedef struct mat4 |
| 201 | 197 |
{
|
| ... | ... |
@@ -211,7 +207,7 @@ |
| 211 | 207 |
} |
| 212 | 208 |
mat4(GLfloat p0, GLfloat p1, GLfloat p2, GLfloat p3, |
| 213 | 209 |
GLfloat p4, GLfloat p5, GLfloat p6, GLfloat p7, |
| 214 |
- GLfloat p8, GLfloat p9, GLfloat p10, GLfloat p11, |
|
| 210 |
+ GLfloat p8, GLfloat p9, GLfloat p10, GLfloat p11, |
|
| 215 | 211 |
GLfloat p12, GLfloat p13, GLfloat p14, GLfloat p15) |
| 216 | 212 |
{
|
| 217 | 213 |
m[0] = p0; m[1] = p1; m[2] = p2; m[3] = p3; |
| ... | ... |
@@ -280,7 +276,7 @@ |
| 280 | 276 |
mat3 SetMat3(GLfloat p0, GLfloat p1, GLfloat p2, GLfloat p3, GLfloat p4, GLfloat p5, GLfloat p6, GLfloat p7, GLfloat p8); |
| 281 | 277 |
mat4 SetMat4(GLfloat p0, GLfloat p1, GLfloat p2, GLfloat p3, |
| 282 | 278 |
GLfloat p4, GLfloat p5, GLfloat p6, GLfloat p7, |
| 283 |
- GLfloat p8, GLfloat p9, GLfloat p10, GLfloat p11, |
|
| 279 |
+ GLfloat p8, GLfloat p9, GLfloat p10, GLfloat p11, |
|
| 284 | 280 |
GLfloat p12, GLfloat p13, GLfloat p14, GLfloat p15 |
| 285 | 281 |
); |
| 286 | 282 |
// Basic vector operations on vec3's. (vec4 not included since I never need them.) |
| ... | ... |
@@ -327,7 +323,7 @@ |
| 327 | 323 |
|
| 328 | 324 |
// GLU replacement functions |
| 329 | 325 |
mat4 lookAtv(vec3 p, vec3 l, vec3 v); |
| 330 |
- mat4 lookAt(GLfloat px, GLfloat py, GLfloat pz, |
|
| 326 |
+ mat4 lookAt(GLfloat px, GLfloat py, GLfloat pz, |
|
| 331 | 327 |
GLfloat lx, GLfloat ly, GLfloat lz, |
| 332 | 328 |
GLfloat vx, GLfloat vy, GLfloat vz); |
| 333 | 329 |
mat4 perspective(float fovyInDegrees, float aspectRatio, |
| ... | ... |
@@ -354,15 +350,13 @@ |
| 354 | 350 |
|
| 355 | 351 |
/* Utility functions for easier uploads to shaders with error messages. */ |
| 356 | 352 |
// NEW as prototype 2022, added to VU 2023 |
| 357 |
-/* |
|
| 358 |
- void uploadMat4ToShader(GLuint shader, char *nameInShader, mat4 m); |
|
| 359 |
- void uploadUniformIntToShader(GLuint shader, char *nameInShader, GLint i); |
|
| 360 |
- void uploadUniformFloatToShader(GLuint shader, char *nameInShader, GLfloat f); |
|
| 361 |
- void uploadUniformFloatArrayToShader(GLuint shader, char *nameInShader, GLfloat *f, int arrayLength); |
|
| 362 |
- void uploadUniformVec3ToShader(GLuint shader, char *nameInShader, vec3 v); |
|
| 363 |
- void uploadUniformVec3ArrayToShader(GLuint shader, char *nameInShader, vec3 *a, int arrayLength); |
|
| 353 |
+ void uploadMat4ToShader(GLuint shader, const char *nameInShader, mat4 m); |
|
| 354 |
+ void uploadUniformIntToShader(GLuint shader, const char *nameInShader, GLint i); |
|
| 355 |
+ void uploadUniformFloatToShader(GLuint shader, const char *nameInShader, GLfloat f); |
|
| 356 |
+ void uploadUniformFloatArrayToShader(GLuint shader, const char *nameInShader, GLfloat *f, int arrayLength); |
|
| 357 |
+ void uploadUniformVec3ToShader(GLuint shader, const char *nameInShader, vec3 v); |
|
| 358 |
+ void uploadUniformVec3ArrayToShader(GLuint shader, const char *nameInShader, vec3 *a, int arrayLength); |
|
| 364 | 359 |
void bindTextureToTextureUnit(GLuint tex, int unit); |
| 365 |
-*/ |
|
| 366 | 360 |
|
| 367 | 361 |
#ifdef __cplusplus |
| 368 | 362 |
// Convenient overloads for C++, closer to GLSL |
| ... | ... |
@@ -554,13 +548,15 @@ vec3 operator*(const mat3 &a, const vec3 &b) |
| 554 | 548 |
} |
| 555 | 549 |
|
| 556 | 550 |
#endif |
| 557 |
-//#endif |
|
| 551 |
+#endif |
|
| 558 | 552 |
|
| 559 | 553 |
// ********** implementation section ************ |
| 560 | 554 |
|
| 561 | 555 |
#ifdef MAIN |
| 562 |
-//#ifndef VECTOR_UTILS_IMPLEMENTATION |
|
| 563 |
-//#define VECTOR_UTILS_IMPLEMENTATION |
|
| 556 |
+ |
|
| 557 |
+// Make sure this is included once |
|
| 558 |
+#ifndef VECTORUTILS4_MAIN |
|
| 559 |
+#define VECTORUTILS4_MAIN |
|
| 564 | 560 |
|
| 565 | 561 |
// VS doesn't define NAN properly |
| 566 | 562 |
#ifdef _WIN32 |
| ... | ... |
@@ -575,7 +571,7 @@ char transposed = 0; |
| 575 | 571 |
vec3 SetVector(GLfloat x, GLfloat y, GLfloat z) |
| 576 | 572 |
{
|
| 577 | 573 |
vec3 v; |
| 578 |
- |
|
| 574 |
+ |
|
| 579 | 575 |
v.x = x; |
| 580 | 576 |
v.y = y; |
| 581 | 577 |
v.z = z; |
| ... | ... |
@@ -586,7 +582,7 @@ char transposed = 0; |
| 586 | 582 |
vec2 SetVec2(GLfloat x, GLfloat y) |
| 587 | 583 |
{
|
| 588 | 584 |
vec2 v; |
| 589 |
- |
|
| 585 |
+ |
|
| 590 | 586 |
v.x = x; |
| 591 | 587 |
v.y = y; |
| 592 | 588 |
return v; |
| ... | ... |
@@ -595,7 +591,7 @@ char transposed = 0; |
| 595 | 591 |
vec3 SetVec3(GLfloat x, GLfloat y, GLfloat z) |
| 596 | 592 |
{
|
| 597 | 593 |
vec3 v; |
| 598 |
- |
|
| 594 |
+ |
|
| 599 | 595 |
v.x = x; |
| 600 | 596 |
v.y = y; |
| 601 | 597 |
v.z = z; |
| ... | ... |
@@ -605,7 +601,7 @@ char transposed = 0; |
| 605 | 601 |
vec4 SetVec4(GLfloat x, GLfloat y, GLfloat z, GLfloat w) |
| 606 | 602 |
{
|
| 607 | 603 |
vec4 v; |
| 608 |
- |
|
| 604 |
+ |
|
| 609 | 605 |
v.x = x; |
| 610 | 606 |
v.y = y; |
| 611 | 607 |
v.z = z; |
| ... | ... |
@@ -632,7 +628,7 @@ char transposed = 0; |
| 632 | 628 |
// Like above; Modern C doesn't need this, but Visual Studio insists on old-fashioned C and needs this. |
| 633 | 629 |
mat4 SetMat4(GLfloat p0, GLfloat p1, GLfloat p2, GLfloat p3, |
| 634 | 630 |
GLfloat p4, GLfloat p5, GLfloat p6, GLfloat p7, |
| 635 |
- GLfloat p8, GLfloat p9, GLfloat p10, GLfloat p11, |
|
| 631 |
+ GLfloat p8, GLfloat p9, GLfloat p10, GLfloat p11, |
|
| 636 | 632 |
GLfloat p12, GLfloat p13, GLfloat p14, GLfloat p15 |
| 637 | 633 |
) |
| 638 | 634 |
{
|
| ... | ... |
@@ -664,17 +660,17 @@ char transposed = 0; |
| 664 | 660 |
vec3 VectorSub(vec3 a, vec3 b) |
| 665 | 661 |
{
|
| 666 | 662 |
vec3 result; |
| 667 |
- |
|
| 663 |
+ |
|
| 668 | 664 |
result.x = a.x - b.x; |
| 669 | 665 |
result.y = a.y - b.y; |
| 670 | 666 |
result.z = a.z - b.z; |
| 671 | 667 |
return result; |
| 672 | 668 |
} |
| 673 |
- |
|
| 669 |
+ |
|
| 674 | 670 |
vec3 VectorAdd(vec3 a, vec3 b) |
| 675 | 671 |
{
|
| 676 | 672 |
vec3 result; |
| 677 |
- |
|
| 673 |
+ |
|
| 678 | 674 |
result.x = a.x + b.x; |
| 679 | 675 |
result.y = a.y + b.y; |
| 680 | 676 |
result.z = a.z + b.z; |
| ... | ... |
@@ -688,7 +684,7 @@ char transposed = 0; |
| 688 | 684 |
result.x = a.y*b.z - a.z*b.y; |
| 689 | 685 |
result.y = a.z*b.x - a.x*b.z; |
| 690 | 686 |
result.z = a.x*b.y - a.y*b.x; |
| 691 |
- |
|
| 687 |
+ |
|
| 692 | 688 |
return result; |
| 693 | 689 |
} |
| 694 | 690 |
|
| ... | ... |
@@ -700,11 +696,11 @@ char transposed = 0; |
| 700 | 696 |
vec3 ScalarMult(vec3 a, GLfloat s) |
| 701 | 697 |
{
|
| 702 | 698 |
vec3 result; |
| 703 |
- |
|
| 699 |
+ |
|
| 704 | 700 |
result.x = a.x * s; |
| 705 | 701 |
result.y = a.y * s; |
| 706 | 702 |
result.z = a.z * s; |
| 707 |
- |
|
| 703 |
+ |
|
| 708 | 704 |
return result; |
| 709 | 705 |
} |
| 710 | 706 |
|
| ... | ... |
@@ -734,7 +730,7 @@ char transposed = 0; |
| 734 | 730 |
|
| 735 | 731 |
n = cross(VectorSub(a, b), VectorSub(a, c)); |
| 736 | 732 |
n = ScalarMult(n, 1/Norm(n)); |
| 737 |
- |
|
| 733 |
+ |
|
| 738 | 734 |
return n; |
| 739 | 735 |
} |
| 740 | 736 |
|
| ... | ... |
@@ -936,7 +932,7 @@ char transposed = 0; |
| 936 | 932 |
vec3 MultMat3Vec3(mat3 a, vec3 b) // result = a * b |
| 937 | 933 |
{
|
| 938 | 934 |
vec3 r; |
| 939 |
- |
|
| 935 |
+ |
|
| 940 | 936 |
if (!transposed) |
| 941 | 937 |
{
|
| 942 | 938 |
r.x = a.m[0]*b.x + a.m[1]*b.y + a.m[2]*b.z; |
| ... | ... |
@@ -949,7 +945,7 @@ char transposed = 0; |
| 949 | 945 |
r.y = a.m[1]*b.x + a.m[4]*b.y + a.m[7]*b.z; |
| 950 | 946 |
r.z = a.m[2]*b.x + a.m[5]*b.y + a.m[8]*b.z; |
| 951 | 947 |
} |
| 952 |
- |
|
| 948 |
+ |
|
| 953 | 949 |
return r; |
| 954 | 950 |
} |
| 955 | 951 |
|
| ... | ... |
@@ -1061,12 +1057,12 @@ char transposed = 0; |
| 1061 | 1057 |
// mat4 TransposeRotation(mat4 m) |
| 1062 | 1058 |
// {
|
| 1063 | 1059 |
// mat4 a; |
| 1064 |
-// |
|
| 1060 |
+// |
|
| 1065 | 1061 |
// a.m[0] = m.m[0]; a.m[4] = m.m[1]; a.m[8] = m.m[2]; a.m[12] = m.m[12]; |
| 1066 | 1062 |
// a.m[1] = m.m[4]; a.m[5] = m.m[5]; a.m[9] = m.m[6]; a.m[13] = m.m[13]; |
| 1067 | 1063 |
// a.m[2] = m.m[8]; a.m[6] = m.m[9]; a.m[10] = m.m[10]; a.m[14] = m.m[14]; |
| 1068 | 1064 |
// a.m[3] = m.m[3]; a.m[7] = m.m[7]; a.m[11] = m.m[11]; a.m[15] = m.m[15]; |
| 1069 |
-// |
|
| 1065 |
+// |
|
| 1070 | 1066 |
// return a; |
| 1071 | 1067 |
// } |
| 1072 | 1068 |
|
| ... | ... |
@@ -1074,12 +1070,12 @@ char transposed = 0; |
| 1074 | 1070 |
mat4 transpose(mat4 m) |
| 1075 | 1071 |
{
|
| 1076 | 1072 |
mat4 a; |
| 1077 |
- |
|
| 1073 |
+ |
|
| 1078 | 1074 |
a.m[0] = m.m[0]; a.m[4] = m.m[1]; a.m[8] = m.m[2]; a.m[12] = m.m[3]; |
| 1079 | 1075 |
a.m[1] = m.m[4]; a.m[5] = m.m[5]; a.m[9] = m.m[6]; a.m[13] = m.m[7]; |
| 1080 | 1076 |
a.m[2] = m.m[8]; a.m[6] = m.m[9]; a.m[10] = m.m[10]; a.m[14] = m.m[11]; |
| 1081 | 1077 |
a.m[3] = m.m[12]; a.m[7] = m.m[13]; a.m[11] = m.m[14]; a.m[15] = m.m[15]; |
| 1082 |
- |
|
| 1078 |
+ |
|
| 1083 | 1079 |
return a; |
| 1084 | 1080 |
} |
| 1085 | 1081 |
|
| ... | ... |
@@ -1087,11 +1083,11 @@ char transposed = 0; |
| 1087 | 1083 |
mat3 TransposeMat3(mat3 m) |
| 1088 | 1084 |
{
|
| 1089 | 1085 |
mat3 a; |
| 1090 |
- |
|
| 1086 |
+ |
|
| 1091 | 1087 |
a.m[0] = m.m[0]; a.m[3] = m.m[1]; a.m[6] = m.m[2]; |
| 1092 | 1088 |
a.m[1] = m.m[3]; a.m[4] = m.m[4]; a.m[7] = m.m[5]; |
| 1093 | 1089 |
a.m[2] = m.m[6]; a.m[5] = m.m[7]; a.m[8] = m.m[8]; |
| 1094 |
- |
|
| 1090 |
+ |
|
| 1095 | 1091 |
return a; |
| 1096 | 1092 |
} |
| 1097 | 1093 |
|
| ... | ... |
@@ -1141,13 +1137,13 @@ mat4 ArbRotate(vec3 axis, GLfloat fi) |
| 1141 | 1137 |
R.m[12] = 0.0; R.m[13] = 0.0; R.m[14] = 0.0; R.m[15] = 1.0; |
| 1142 | 1138 |
} |
| 1143 | 1139 |
|
| 1144 |
- Rt = Transpose(R); // Transpose = Invert -> felet ej i Transpose, och det \8Ar en ortonormal matris |
|
| 1140 |
+ Rt = Transpose(R); // Transpose = Invert -> felet ej i Transpose, och det �r en ortonormal matris |
|
| 1145 | 1141 |
|
| 1146 | 1142 |
Raxel = Rx(fi); // Rotate around x axis |
| 1147 | 1143 |
|
| 1148 | 1144 |
// m := Rt * Rx * R |
| 1149 | 1145 |
m = Mult(Mult(Rt, Raxel), R); |
| 1150 |
- |
|
| 1146 |
+ |
|
| 1151 | 1147 |
return m; |
| 1152 | 1148 |
} |
| 1153 | 1149 |
|
| ... | ... |
@@ -1156,7 +1152,7 @@ mat4 ArbRotate(vec3 axis, GLfloat fi) |
| 1156 | 1152 |
mat4 CrossMatrix(vec3 a) // Matrix for cross product |
| 1157 | 1153 |
{
|
| 1158 | 1154 |
mat4 m; |
| 1159 |
- |
|
| 1155 |
+ |
|
| 1160 | 1156 |
if (transposed) |
| 1161 | 1157 |
{
|
| 1162 | 1158 |
m.m[0] = 0; m.m[4] =-a.z; m.m[8] = a.y; m.m[12] = 0.0; |
| ... | ... |
@@ -1175,18 +1171,18 @@ mat4 CrossMatrix(vec3 a) // Matrix for cross product |
| 1175 | 1171 |
// NOTE! 0.0 in the homogous coordinate. Thus, the matrix can |
| 1176 | 1172 |
// not be generally used, but is fine for matrix differentials |
| 1177 | 1173 |
} |
| 1178 |
- |
|
| 1174 |
+ |
|
| 1179 | 1175 |
return m; |
| 1180 | 1176 |
} |
| 1181 | 1177 |
|
| 1182 | 1178 |
mat4 MatrixAdd(mat4 a, mat4 b) |
| 1183 | 1179 |
{
|
| 1184 | 1180 |
mat4 dest; |
| 1185 |
- |
|
| 1181 |
+ |
|
| 1186 | 1182 |
int i; |
| 1187 | 1183 |
for (i = 0; i < 16; i++) |
| 1188 | 1184 |
dest.m[i] = a.m[i] + b.m[i]; |
| 1189 |
- |
|
| 1185 |
+ |
|
| 1190 | 1186 |
return dest; |
| 1191 | 1187 |
} |
| 1192 | 1188 |
|
| ... | ... |
@@ -1224,27 +1220,31 @@ mat4 lookAtv(vec3 p, vec3 l, vec3 v) |
| 1224 | 1220 |
return m; |
| 1225 | 1221 |
} |
| 1226 | 1222 |
|
| 1227 |
-mat4 lookAt(GLfloat px, GLfloat py, GLfloat pz, |
|
| 1223 |
+mat4 lookAt(GLfloat px, GLfloat py, GLfloat pz, |
|
| 1228 | 1224 |
GLfloat lx, GLfloat ly, GLfloat lz, |
| 1229 | 1225 |
GLfloat vx, GLfloat vy, GLfloat vz) |
| 1230 | 1226 |
{
|
| 1231 | 1227 |
vec3 p, l, v; |
| 1232 |
- |
|
| 1228 |
+ |
|
| 1233 | 1229 |
p = SetVector(px, py, pz); |
| 1234 | 1230 |
l = SetVector(lx, ly, lz); |
| 1235 | 1231 |
v = SetVector(vx, vy, vz); |
| 1236 |
- |
|
| 1232 |
+ |
|
| 1237 | 1233 |
return lookAtv(p, l, v); |
| 1238 | 1234 |
} |
| 1239 | 1235 |
|
| 1240 | 1236 |
// From http://www.opengl.org/wiki/GluPerspective_code |
| 1241 | 1237 |
// Changed names and parameter order to conform with VU style |
| 1242 | 1238 |
// Rewritten 120913 because it was all wrong... |
| 1243 |
-// Rewritten again 2022 to a more compact form. |
|
| 1239 |
+ |
|
| 1240 |
+// Creates a projection matrix like gluPerspective or glFrustum. |
|
| 1241 |
+// Upload to your shader as usual. |
|
| 1242 |
+// Error fixed 20220525: 180, not 360! |
|
| 1243 |
+// Also made it conform to the reference manual. |
|
| 1244 | 1244 |
mat4 perspective(float fovyInDegrees, float aspectRatio, |
| 1245 | 1245 |
float znear, float zfar) |
| 1246 | 1246 |
{
|
| 1247 |
- float f = 1/tan(fovyInDegrees * M_PI / 360.0); |
|
| 1247 |
+ float f = 1/tan(fovyInDegrees / 2); |
|
| 1248 | 1248 |
mat4 m = SetMat4(f/aspectRatio, 0, 0, 0, |
| 1249 | 1249 |
0, f, 0, 0, |
| 1250 | 1250 |
0, 0, (zfar+znear)/(znear-zfar), 2*zfar*znear/(znear-zfar), |
| ... | ... |
@@ -1259,7 +1259,7 @@ mat4 frustum(float left, float right, float bottom, float top, |
| 1259 | 1259 |
{
|
| 1260 | 1260 |
float temp, temp2, temp3, temp4; |
| 1261 | 1261 |
mat4 matrix; |
| 1262 |
- |
|
| 1262 |
+ |
|
| 1263 | 1263 |
temp = 2.0f * znear; |
| 1264 | 1264 |
temp2 = right - left; |
| 1265 | 1265 |
temp3 = top - bottom; |
| ... | ... |
@@ -1280,10 +1280,10 @@ mat4 frustum(float left, float right, float bottom, float top, |
| 1280 | 1280 |
matrix.m[13] = 0.0; |
| 1281 | 1281 |
matrix.m[14] = (-temp * zfar) / temp4; // D = -2fn / f-n |
| 1282 | 1282 |
matrix.m[15] = 0.0; |
| 1283 |
- |
|
| 1283 |
+ |
|
| 1284 | 1284 |
if (!transposed) |
| 1285 | 1285 |
matrix = Transpose(matrix); |
| 1286 |
- |
|
| 1286 |
+ |
|
| 1287 | 1287 |
return matrix; |
| 1288 | 1288 |
} |
| 1289 | 1289 |
|
| ... | ... |
@@ -1320,7 +1320,7 @@ mat3 InvertMat3(mat3 in) |
| 1320 | 1320 |
float a11, a12, a13, a21, a22, a23, a31, a32, a33; |
| 1321 | 1321 |
mat3 out, nanout; |
| 1322 | 1322 |
float DET; |
| 1323 |
- |
|
| 1323 |
+ |
|
| 1324 | 1324 |
// Copying to internal variables both clarify the code and |
| 1325 | 1325 |
// buffers data so the output may be identical to the input! |
| 1326 | 1326 |
a11 = in.m[0]; |
| ... | ... |
@@ -1352,7 +1352,7 @@ mat3 InvertMat3(mat3 in) |
| 1352 | 1352 |
NAN, NAN, NAN); |
| 1353 | 1353 |
out = nanout; |
| 1354 | 1354 |
} |
| 1355 |
- |
|
| 1355 |
+ |
|
| 1356 | 1356 |
return out; |
| 1357 | 1357 |
} |
| 1358 | 1358 |
|
| ... | ... |
@@ -1364,7 +1364,7 @@ mat3 InverseTranspose(mat4 in) |
| 1364 | 1364 |
float a11, a12, a13, a21, a22, a23, a31, a32, a33; |
| 1365 | 1365 |
mat3 out, nanout; |
| 1366 | 1366 |
float DET; |
| 1367 |
- |
|
| 1367 |
+ |
|
| 1368 | 1368 |
// Copying to internal variables |
| 1369 | 1369 |
a11 = in.m[0]; |
| 1370 | 1370 |
a12 = in.m[1]; |
| ... | ... |
@@ -1404,7 +1404,7 @@ mat3 InverseTranspose(mat4 in) |
| 1404 | 1404 |
mat3 mat4tomat3(mat4 m) |
| 1405 | 1405 |
{
|
| 1406 | 1406 |
mat3 result; |
| 1407 |
- |
|
| 1407 |
+ |
|
| 1408 | 1408 |
result.m[0] = m.m[0]; |
| 1409 | 1409 |
result.m[1] = m.m[1]; |
| 1410 | 1410 |
result.m[2] = m.m[2]; |
| ... | ... |
@@ -1420,7 +1420,7 @@ mat3 mat4tomat3(mat4 m) |
| 1420 | 1420 |
mat4 mat3tomat4(mat3 m) |
| 1421 | 1421 |
{
|
| 1422 | 1422 |
mat4 result; |
| 1423 |
- |
|
| 1423 |
+ |
|
| 1424 | 1424 |
result.m[0] = m.m[0]; |
| 1425 | 1425 |
result.m[1] = m.m[1]; |
| 1426 | 1426 |
result.m[2] = m.m[2]; |
| ... | ... |
@@ -1467,7 +1467,7 @@ vec4 vec3tovec4(vec3 v) |
| 1467 | 1467 |
mat4 InvertMat4(mat4 a) |
| 1468 | 1468 |
{
|
| 1469 | 1469 |
mat4 b; |
| 1470 |
- |
|
| 1470 |
+ |
|
| 1471 | 1471 |
float c=a.m[0],d=a.m[1],e=a.m[2],g=a.m[3], |
| 1472 | 1472 |
f=a.m[4],h=a.m[5],i=a.m[6],j=a.m[7], |
| 1473 | 1473 |
k=a.m[8],l=a.m[9],o=a.m[10],m=a.m[11], |
| ... | ... |
@@ -1533,7 +1533,7 @@ void printMat3(mat3 m) |
| 1533 | 1533 |
printf(" ---------------------------------------------------------------\n");
|
| 1534 | 1534 |
} |
| 1535 | 1535 |
|
| 1536 |
-void printVec3(vec3 in) |
|
| 1536 |
+void printVec3(vec3 in) |
|
| 1537 | 1537 |
{
|
| 1538 | 1538 |
printf("(%f, %f, %f)\n", in.x, in.y, in.z);
|
| 1539 | 1539 |
} |
| ... | ... |
@@ -1558,7 +1558,7 @@ static void ReportError(const char *caller, const char *name) |
| 1558 | 1558 |
} |
| 1559 | 1559 |
} |
| 1560 | 1560 |
|
| 1561 |
-void uploadMat4ToShader(GLuint shader, char *nameInShader, mat4 m) |
|
| 1561 |
+void uploadMat4ToShader(GLuint shader, const char *nameInShader, mat4 m) |
|
| 1562 | 1562 |
{
|
| 1563 | 1563 |
if (nameInShader == NULL) return; |
| 1564 | 1564 |
glUseProgram(shader); |
| ... | ... |
@@ -1569,7 +1569,7 @@ void uploadMat4ToShader(GLuint shader, char *nameInShader, mat4 m) |
| 1569 | 1569 |
ReportError("uploadMat4ToShader", nameInShader);
|
| 1570 | 1570 |
} |
| 1571 | 1571 |
|
| 1572 |
-void uploadUniformIntToShader(GLuint shader, char *nameInShader, GLint i) |
|
| 1572 |
+void uploadUniformIntToShader(GLuint shader, const char *nameInShader, GLint i) |
|
| 1573 | 1573 |
{
|
| 1574 | 1574 |
if (nameInShader == NULL) return; |
| 1575 | 1575 |
glUseProgram(shader); |
| ... | ... |
@@ -1580,7 +1580,7 @@ void uploadUniformIntToShader(GLuint shader, char *nameInShader, GLint i) |
| 1580 | 1580 |
ReportError("uploadUniformIntToShader", nameInShader);
|
| 1581 | 1581 |
} |
| 1582 | 1582 |
|
| 1583 |
-void uploadUniformFloatToShader(GLuint shader, char *nameInShader, GLfloat f) |
|
| 1583 |
+void uploadUniformFloatToShader(GLuint shader, const char *nameInShader, GLfloat f) |
|
| 1584 | 1584 |
{
|
| 1585 | 1585 |
if (nameInShader == NULL) return; |
| 1586 | 1586 |
glUseProgram(shader); |
| ... | ... |
@@ -1591,7 +1591,7 @@ void uploadUniformFloatToShader(GLuint shader, char *nameInShader, GLfloat f) |
| 1591 | 1591 |
ReportError("uploadUniformFloatToShader", nameInShader);
|
| 1592 | 1592 |
} |
| 1593 | 1593 |
|
| 1594 |
-void uploadUniformFloatArrayToShader(GLuint shader, char *nameInShader, GLfloat *f, int arrayLength) |
|
| 1594 |
+void uploadUniformFloatArrayToShader(GLuint shader, const char *nameInShader, GLfloat *f, int arrayLength) |
|
| 1595 | 1595 |
{
|
| 1596 | 1596 |
if (nameInShader == NULL) return; |
| 1597 | 1597 |
glUseProgram(shader); |
| ... | ... |
@@ -1602,7 +1602,7 @@ void uploadUniformFloatArrayToShader(GLuint shader, char *nameInShader, GLfloat |
| 1602 | 1602 |
ReportError("uploadUniformFloatToShader", nameInShader);
|
| 1603 | 1603 |
} |
| 1604 | 1604 |
|
| 1605 |
-void uploadUniformVec3ToShader(GLuint shader, char *nameInShader, vec3 v) |
|
| 1605 |
+void uploadUniformVec3ToShader(GLuint shader, const char *nameInShader, vec3 v) |
|
| 1606 | 1606 |
{
|
| 1607 | 1607 |
if (nameInShader == NULL) return; |
| 1608 | 1608 |
glUseProgram(shader); |
| ... | ... |
@@ -1613,7 +1613,7 @@ void uploadUniformVec3ToShader(GLuint shader, char *nameInShader, vec3 v) |
| 1613 | 1613 |
ReportError("uploadUniformVec3ToShader", nameInShader);
|
| 1614 | 1614 |
} |
| 1615 | 1615 |
|
| 1616 |
-void uploadUniformVec3ArrayToShader(GLuint shader, char *nameInShader, vec3 *a, int arrayLength) |
|
| 1616 |
+void uploadUniformVec3ArrayToShader(GLuint shader, const char *nameInShader, vec3 *a, int arrayLength) |
|
| 1617 | 1617 |
{
|
| 1618 | 1618 |
if (nameInShader == NULL) return; |
| 1619 | 1619 |
glUseProgram(shader); |
| ... | ... |
@@ -1658,5 +1658,4 @@ mat4 lookAt(vec3 p, vec3 l, vec3 u) |
| 1658 | 1658 |
|
| 1659 | 1659 |
#endif |
| 1660 | 1660 |
#endif |
| 1661 |
- |
|
| 1662 | 1661 |
#endif |
| ... | ... |
@@ -73,7 +73,7 @@ |
| 73 | 73 |
// 170331: Added stdio.h for printMat4 and printVec3 |
| 74 | 74 |
// 180314: Added some #defines for moving closer to GLSL (dot, cross...). |
| 75 | 75 |
// 2021-05-15: Constructors for vec3 etc replaced in order to avoid |
| 76 |
-// problems with some C++ compilers. |
|
| 76 |
+// problems with some C++ compilers. |
|
| 77 | 77 |
// 2022-11-10: Corrected an ifdef that could cause problems. |
| 78 | 78 |
|
| 79 | 79 |
// 2022-05-05: Created VectorUtils4, now only a header file! |
| ... | ... |
@@ -352,6 +352,18 @@ |
| 352 | 352 |
void printMat4(mat4 m); |
| 353 | 353 |
void printVec3(vec3 in); |
| 354 | 354 |
|
| 355 |
+/* Utility functions for easier uploads to shaders with error messages. */ |
|
| 356 |
+// NEW as prototype 2022, added to VU 2023 |
|
| 357 |
+/* |
|
| 358 |
+ void uploadMat4ToShader(GLuint shader, char *nameInShader, mat4 m); |
|
| 359 |
+ void uploadUniformIntToShader(GLuint shader, char *nameInShader, GLint i); |
|
| 360 |
+ void uploadUniformFloatToShader(GLuint shader, char *nameInShader, GLfloat f); |
|
| 361 |
+ void uploadUniformFloatArrayToShader(GLuint shader, char *nameInShader, GLfloat *f, int arrayLength); |
|
| 362 |
+ void uploadUniformVec3ToShader(GLuint shader, char *nameInShader, vec3 v); |
|
| 363 |
+ void uploadUniformVec3ArrayToShader(GLuint shader, char *nameInShader, vec3 *a, int arrayLength); |
|
| 364 |
+ void bindTextureToTextureUnit(GLuint tex, int unit); |
|
| 365 |
+*/ |
|
| 366 |
+ |
|
| 355 | 367 |
#ifdef __cplusplus |
| 356 | 368 |
// Convenient overloads for C++, closer to GLSL |
| 357 | 369 |
mat3 inverse(mat3 m); |
| ... | ... |
@@ -547,7 +559,7 @@ vec3 operator*(const mat3 &a, const vec3 &b) |
| 547 | 559 |
// ********** implementation section ************ |
| 548 | 560 |
|
| 549 | 561 |
#ifdef MAIN |
| 550 |
-//#ifndef VECTOR_UTILS_IMPLEMENTATION |
|
| 562 |
+//#ifndef VECTOR_UTILS_IMPLEMENTATION |
|
| 551 | 563 |
//#define VECTOR_UTILS_IMPLEMENTATION |
| 552 | 564 |
|
| 553 | 565 |
// VS doesn't define NAN properly |
| ... | ... |
@@ -1526,6 +1538,98 @@ void printVec3(vec3 in) |
| 1526 | 1538 |
printf("(%f, %f, %f)\n", in.x, in.y, in.z);
|
| 1527 | 1539 |
} |
| 1528 | 1540 |
|
| 1541 |
+/* Utility functions for easier uploads to shaders with error messages. */ |
|
| 1542 |
+// NEW as prototype 2022, added to VU 2023 |
|
| 1543 |
+ |
|
| 1544 |
+#define NUM_ERRORS 8 |
|
| 1545 |
+ |
|
| 1546 |
+static void ReportError(const char *caller, const char *name) |
|
| 1547 |
+{
|
|
| 1548 |
+ static unsigned int draw_error_counter = 0; |
|
| 1549 |
+ if(draw_error_counter < NUM_ERRORS) |
|
| 1550 |
+ {
|
|
| 1551 |
+ fprintf(stderr, "%s warning: '%s' not found in shader!\n", caller, name); |
|
| 1552 |
+ draw_error_counter++; |
|
| 1553 |
+ } |
|
| 1554 |
+ else if(draw_error_counter == NUM_ERRORS) |
|
| 1555 |
+ {
|
|
| 1556 |
+ fprintf(stderr, "%s: Number of errors bigger than %i. No more vill be printed.\n", caller, NUM_ERRORS); |
|
| 1557 |
+ draw_error_counter++; |
|
| 1558 |
+ } |
|
| 1559 |
+} |
|
| 1560 |
+ |
|
| 1561 |
+void uploadMat4ToShader(GLuint shader, char *nameInShader, mat4 m) |
|
| 1562 |
+{
|
|
| 1563 |
+ if (nameInShader == NULL) return; |
|
| 1564 |
+ glUseProgram(shader); |
|
| 1565 |
+ GLint loc = glGetUniformLocation(shader, nameInShader); |
|
| 1566 |
+ if (loc >= 0) |
|
| 1567 |
+ glUniformMatrix4fv(loc, 1, GL_TRUE, m.m); |
|
| 1568 |
+ else |
|
| 1569 |
+ ReportError("uploadMat4ToShader", nameInShader);
|
|
| 1570 |
+} |
|
| 1571 |
+ |
|
| 1572 |
+void uploadUniformIntToShader(GLuint shader, char *nameInShader, GLint i) |
|
| 1573 |
+{
|
|
| 1574 |
+ if (nameInShader == NULL) return; |
|
| 1575 |
+ glUseProgram(shader); |
|
| 1576 |
+ GLint loc = glGetUniformLocation(shader, nameInShader); |
|
| 1577 |
+ if (loc >= 0) |
|
| 1578 |
+ glUniform1i(loc, i); |
|
| 1579 |
+ else |
|
| 1580 |
+ ReportError("uploadUniformIntToShader", nameInShader);
|
|
| 1581 |
+} |
|
| 1582 |
+ |
|
| 1583 |
+void uploadUniformFloatToShader(GLuint shader, char *nameInShader, GLfloat f) |
|
| 1584 |
+{
|
|
| 1585 |
+ if (nameInShader == NULL) return; |
|
| 1586 |
+ glUseProgram(shader); |
|
| 1587 |
+ GLint loc = glGetUniformLocation(shader, nameInShader); |
|
| 1588 |
+ if (loc >= 0) |
|
| 1589 |
+ glUniform1f(loc, f); |
|
| 1590 |
+ else |
|
| 1591 |
+ ReportError("uploadUniformFloatToShader", nameInShader);
|
|
| 1592 |
+} |
|
| 1593 |
+ |
|
| 1594 |
+void uploadUniformFloatArrayToShader(GLuint shader, char *nameInShader, GLfloat *f, int arrayLength) |
|
| 1595 |
+{
|
|
| 1596 |
+ if (nameInShader == NULL) return; |
|
| 1597 |
+ glUseProgram(shader); |
|
| 1598 |
+ GLint loc = glGetUniformLocation(shader, nameInShader); |
|
| 1599 |
+ if (loc >= 0) |
|
| 1600 |
+ glUniform1fv(loc, arrayLength, f); |
|
| 1601 |
+ else |
|
| 1602 |
+ ReportError("uploadUniformFloatToShader", nameInShader);
|
|
| 1603 |
+} |
|
| 1604 |
+ |
|
| 1605 |
+void uploadUniformVec3ToShader(GLuint shader, char *nameInShader, vec3 v) |
|
| 1606 |
+{
|
|
| 1607 |
+ if (nameInShader == NULL) return; |
|
| 1608 |
+ glUseProgram(shader); |
|
| 1609 |
+ GLint loc = glGetUniformLocation(shader, nameInShader); |
|
| 1610 |
+ if (loc >= 0) |
|
| 1611 |
+ glUniform3f(loc, v.x, v.y, v.z); |
|
| 1612 |
+ else |
|
| 1613 |
+ ReportError("uploadUniformVec3ToShader", nameInShader);
|
|
| 1614 |
+} |
|
| 1615 |
+ |
|
| 1616 |
+void uploadUniformVec3ArrayToShader(GLuint shader, char *nameInShader, vec3 *a, int arrayLength) |
|
| 1617 |
+{
|
|
| 1618 |
+ if (nameInShader == NULL) return; |
|
| 1619 |
+ glUseProgram(shader); |
|
| 1620 |
+ GLint loc = glGetUniformLocation(shader, nameInShader); |
|
| 1621 |
+ if (loc >= 0) |
|
| 1622 |
+ glUniform3fv(loc, arrayLength, (GLfloat *)a); |
|
| 1623 |
+ else |
|
| 1624 |
+ ReportError("uploadUniformVec3ArrayToShader", nameInShader);
|
|
| 1625 |
+} |
|
| 1626 |
+ |
|
| 1627 |
+void bindTextureToTextureUnit(GLuint tex, int unit) |
|
| 1628 |
+{
|
|
| 1629 |
+ glActiveTexture(GL_TEXTURE0 + unit); |
|
| 1630 |
+ glBindTexture(GL_TEXTURE_2D, tex); |
|
| 1631 |
+} |
|
| 1632 |
+ |
|
| 1529 | 1633 |
#ifdef __cplusplus |
| 1530 | 1634 |
mat3 inverse(mat3 m) |
| 1531 | 1635 |
{
|
| 1 | 1 |
new file mode 100755 |
| ... | ... |
@@ -0,0 +1,1558 @@ |
| 1 |
+// VectorUtils4, header only version! |
|
| 2 |
+// You must define MAIN in only one file (typically the main |
|
| 3 |
+// program) in order to only complile the implementation section once! |
|
| 4 |
+// The #define must be BEFORE the "include of this file! |
|
| 5 |
+ |
|
| 6 |
+// VectorUtils |
|
| 7 |
+// Vector and matrix manipulation library for OpenGL, a package of the most essential functions. |
|
| 8 |
+// This is intended as a mini version of GLM. |
|
| 9 |
+// Includes: |
|
| 10 |
+// - Basic vector operations: Add, subtract, scale, dot product, cross product. |
|
| 11 |
+// - Basic matrix operations: Multiply matrix to matrix, matric to vector, transpose. |
|
| 12 |
+// - Creation of transformation matrixces: Translation, scaling, rotation. |
|
| 13 |
+// - A few more special operations: Orthonormalizaton of a matrix, CrossMatrix, |
|
| 14 |
+// - Replacements of some GLU functions: lookAt, frustum, perspective. |
|
| 15 |
+// - Inverse and inverse transpose for creating normal matrices. |
|
| 16 |
+// Supports both C and C++. The C interface makes it accessible from most languages if desired. |
|
| 17 |
+ |
|
| 18 |
+// A note on completeness: |
|
| 19 |
+// All operations may not be 100% symmetrical over all types, and some GLSL types are |
|
| 20 |
+// missing (like vec2). These will be added if proven important. There are already |
|
| 21 |
+// some calls of minor importance (mat3 * mat3, mat3 * vec3) included only for |
|
| 22 |
+// symmetry. I don't want the code to grow a lot for such reasons, I want it to be |
|
| 23 |
+// compact and to the point. |
|
| 24 |
+ |
|
| 25 |
+// Current open design questions: |
|
| 26 |
+// Naming conventions: Lower case or capitalized? (Frustum/frustum) |
|
| 27 |
+// Prefix for function calls? (The cost would be more typing and making the code harder to read.) |
|
| 28 |
+// Add vector operations for vec4? Other *essential* symmetry issues? |
|
| 29 |
+// Names for functions when supporting both vec3 and vec4, mat3 and mat4? (vec3Add, vec4Add?) |
|
| 30 |
+ |
|
| 31 |
+ |
|
| 32 |
+// History: |
|
| 33 |
+ |
|
| 34 |
+// VectorUtils is a small (but growing) math unit by Ingemar Ragnemalm. |
|
| 35 |
+// It originated as "geom3d" by Andrew Meggs, but that unit is no more |
|
| 36 |
+// than inspiration today. The original VectorUtils(1) was based on it, |
|
| 37 |
+// while VectorUtils2 was a rewrite primarily to get rid of the over-use |
|
| 38 |
+// of arrays in the original. |
|
| 39 |
+ |
|
| 40 |
+// New version 120201: |
|
| 41 |
+// Defaults to matrices "by the book". Can also be configured to the flipped |
|
| 42 |
+// column-wise matrices that old OpenGL required (and we all hated). |
|
| 43 |
+// This is freshly implemented, limited testing, so there can be bugs. |
|
| 44 |
+// But it seems to work just fine on my tests with translation, rotations |
|
| 45 |
+// and matrix multiplications. |
|
| 46 |
+ |
|
| 47 |
+// 1208??: Added lookAt, perspective, frustum |
|
| 48 |
+// Also made Transpose do what it should. TransposeRotation is the old function. |
|
| 49 |
+// 120913: Fixed perspective. Never trust other's code... |
|
| 50 |
+// 120925: Transposing in CrossMatrix |
|
| 51 |
+// 121119: Fixed one more glitch in perspective. |
|
| 52 |
+ |
|
| 53 |
+// 130227 First draft to a version 3. |
|
| 54 |
+// C++ operators if accessed from C++ |
|
| 55 |
+// Vectors by value when possible. Return values on the stack. |
|
| 56 |
+// (Why was this not the case in VectorUtils2? Beause I tried to stay compatible |
|
| 57 |
+// with an old C compiler. Older C code generally prefers all non-scalar data by |
|
| 58 |
+// reference. But I'd like to move away from that now.) |
|
| 59 |
+// Types conform with GLSL as much as possible (vec3, mat4) |
|
| 60 |
+// Added some operations for mat3 and vec4, but most of them are more for |
|
| 61 |
+// completeness than usefulness; I find vec3's and mat4's to be what I use |
|
| 62 |
+// most of the time. |
|
| 63 |
+// Also added InvertMat3 and InversTranspose to support creation of normal matrices. |
|
| 64 |
+// Marked some calls for removal: CopyVector, TransposeRotation, CopyMatrix. |
|
| 65 |
+// 130308: Added InvertMat4 and some more vec3/vec4 operators (+= etc) |
|
| 66 |
+// 130922: Fixed a vital bug in CrossMatrix. |
|
| 67 |
+// 130924: Fixed a bug in mat3tomat4. |
|
| 68 |
+// 131014: Added TransposeMat3 (although I doubt its importance) |
|
| 69 |
+// 140213: Corrected mat3tomat4. (Were did the correction in 130924 go?) |
|
| 70 |
+// 151210: Added printMat4 and printVec3. |
|
| 71 |
+// 160302: Added empty constuctors for vec3 and vec4. |
|
| 72 |
+// 170221: Uses _WIN32 instead of WIN32 |
|
| 73 |
+// 170331: Added stdio.h for printMat4 and printVec3 |
|
| 74 |
+// 180314: Added some #defines for moving closer to GLSL (dot, cross...). |
|
| 75 |
+// 2021-05-15: Constructors for vec3 etc replaced in order to avoid |
|
| 76 |
+// problems with some C++ compilers. |
|
| 77 |
+// 2022-11-10: Corrected an ifdef that could cause problems. |
|
| 78 |
+ |
|
| 79 |
+// 2022-05-05: Created VectorUtils4, now only a header file! |
|
| 80 |
+// You must define MAIN in only one file (typically the main |
|
| 81 |
+// program) in order to only complile the implementation section once! |
|
| 82 |
+// This means: |
|
| 83 |
+// + Only ONE file |
|
| 84 |
+// + I can now safely re-introduce the constructors again! |
|
| 85 |
+// + I can move closer to GLM and GLSL syntax |
|
| 86 |
+// - You must #define MAIN in the main program |
|
| 87 |
+// This means that VectorUtils can still be used from C and thereby many other languages, |
|
| 88 |
+// while taking more advantage of C++ features when using C++. |
|
| 89 |
+// 20220525: Revised perpective() to conform with the reference manual as well as GLM. (But it went wrong, why?) |
|
| 90 |
+// 2022-08-29: Renamed Transpose to transpose to conform better with GLSL. Corrected perspective. |
|
| 91 |
+ |
|
| 92 |
+// You may use VectorUtils as you please. A reference to the origin is appreciated |
|
| 93 |
+// but if you grab some snippets from it without reference... no problem. |
|
| 94 |
+ |
|
| 95 |
+// VectorUtils3 header |
|
| 96 |
+// See source for more information |
|
| 97 |
+ |
|
| 98 |
+#ifndef VECTORUTILS4 |
|
| 99 |
+#define VECTORUTILS4 |
|
| 100 |
+ |
|
| 101 |
+#ifdef __APPLE__ |
|
| 102 |
+ #define GL_SILENCE_DEPRECATION |
|
| 103 |
+ #include <OpenGL/gl3.h> |
|
| 104 |
+#else |
|
| 105 |
+ #if defined(_WIN32) |
|
| 106 |
+ #include "glew.h" |
|
| 107 |
+ #endif |
|
| 108 |
+ #include <GL/gl.h> |
|
| 109 |
+#endif |
|
| 110 |
+#include <math.h> |
|
| 111 |
+#include <stdio.h> |
|
| 112 |
+ |
|
| 113 |
+ |
|
| 114 |
+#ifndef M_PI |
|
| 115 |
+#define M_PI 3.14159265358979323846 |
|
| 116 |
+#endif |
|
| 117 |
+ |
|
| 118 |
+// Really old type names |
|
| 119 |
+#define Vector3f Point3D |
|
| 120 |
+#define Matrix3f Matrix3D |
|
| 121 |
+#define Matrix4f Matrix4D |
|
| 122 |
+ |
|
| 123 |
+// GLSL-style |
|
| 124 |
+// These are already changed, here I define the intermediate type names that I use in some demos. |
|
| 125 |
+#define Point3D vec3 |
|
| 126 |
+#define Matrix3D mat3 |
|
| 127 |
+#define Matrix4D mat4 |
|
| 128 |
+#define DotProduct dot |
|
| 129 |
+#define CrossProduct cross |
|
| 130 |
+#define Normalize normalize |
|
| 131 |
+#define Transpose transpose |
|
| 132 |
+// Furthermore, SplitVector should be revised to conform with reflect() |
|
| 133 |
+ |
|
| 134 |
+// Note 210515: I have removed the constructors from my structs below in order to please |
|
| 135 |
+// some compilers. They did work but the compilers were upset about C using these |
|
| 136 |
+// without knowing about the constructors, while the C++ code happily used them. |
|
| 137 |
+// However, we do not need them; you can initialize with SetVec* instead of |
|
| 138 |
+// vec*() and it will work. |
|
| 139 |
+// Note 2022: These are now back (and more), which is possible when doing this as a header only unit. |
|
| 140 |
+ |
|
| 141 |
+ typedef struct vec4 vec4; |
|
| 142 |
+ |
|
| 143 |
+ // vec3 is very useful |
|
| 144 |
+ typedef struct vec3 |
|
| 145 |
+ {
|
|
| 146 |
+// GLfloat x, y, z; |
|
| 147 |
+ union |
|
| 148 |
+ {GLfloat x; GLfloat r;};
|
|
| 149 |
+ union |
|
| 150 |
+ {GLfloat y; GLfloat g;};
|
|
| 151 |
+ union |
|
| 152 |
+ {GLfloat z; GLfloat b;};
|
|
| 153 |
+ #ifdef __cplusplus |
|
| 154 |
+ vec3() {}
|
|
| 155 |
+ vec3(GLfloat x2, GLfloat y2, GLfloat z2) : x(x2), y(y2), z(z2) {}
|
|
| 156 |
+ vec3(GLfloat x2) : x(x2), y(x2), z(x2) {}
|
|
| 157 |
+// vec3(vec4 v) : x(v.x), y(v.y), z(v.z) {}
|
|
| 158 |
+ vec3(vec4 v); |
|
| 159 |
+ #endif |
|
| 160 |
+ } vec3, *vec3Ptr; |
|
| 161 |
+ |
|
| 162 |
+ // vec4 is not as useful. Can be a color with alpha, or a quaternion, but IMHO you |
|
| 163 |
+ // rarely need homogenous coordinate vectors on the CPU. |
|
| 164 |
+ typedef struct vec4 |
|
| 165 |
+ {
|
|
| 166 |
+// GLfloat x, y, z, w; // w or h |
|
| 167 |
+ union |
|
| 168 |
+ {GLfloat x; GLfloat r;};
|
|
| 169 |
+ union |
|
| 170 |
+ {GLfloat y; GLfloat g;};
|
|
| 171 |
+ union |
|
| 172 |
+ {GLfloat z; GLfloat b;};
|
|
| 173 |
+ union |
|
| 174 |
+ {GLfloat h; GLfloat w; GLfloat a;};
|
|
| 175 |
+ #ifdef __cplusplus |
|
| 176 |
+ vec4() {}
|
|
| 177 |
+ vec4(GLfloat x2, GLfloat y2, GLfloat z2, GLfloat w2) : x(x2), y(y2), z(z2), w(w2) {}
|
|
| 178 |
+ vec4(GLfloat xyz, GLfloat w2) : x(xyz), y(xyz), z(xyz), w(w2) {}
|
|
| 179 |
+ vec4(vec3 v, GLfloat w2) : x(v.x), y(v.y), z(v.z), w(w2) {}
|
|
| 180 |
+ vec4(vec3 v) : x(v.x), y(v.y), z(v.z), w(1) {}
|
|
| 181 |
+ #endif |
|
| 182 |
+ } vec4, *vec4Ptr; |
|
| 183 |
+ |
|
| 184 |
+// vec2 is mostly used for texture cordinates, so I havn't bothered defining any operations for it |
|
| 185 |
+ typedef struct vec2 |
|
| 186 |
+ {
|
|
| 187 |
+// GLfloat x, y; |
|
| 188 |
+ union |
|
| 189 |
+ {GLfloat x; GLfloat s;};
|
|
| 190 |
+ union |
|
| 191 |
+ {GLfloat y; GLfloat t;};
|
|
| 192 |
+ |
|
| 193 |
+ #ifdef __cplusplus |
|
| 194 |
+ vec2() {}
|
|
| 195 |
+ vec2(GLfloat x2, GLfloat y2) : x(x2), y(y2) {}
|
|
| 196 |
+ #endif |
|
| 197 |
+ } vec2, *vec2Ptr; |
|
| 198 |
+ |
|
| 199 |
+ typedef struct mat3 mat3; |
|
| 200 |
+ typedef struct mat4 |
|
| 201 |
+ {
|
|
| 202 |
+ GLfloat m[16]; |
|
| 203 |
+ #ifdef __cplusplus |
|
| 204 |
+ mat4() {}
|
|
| 205 |
+ mat4(GLfloat x2) |
|
| 206 |
+ {
|
|
| 207 |
+ m[0] = x2; m[1] = 0; m[2] = 0; m[3] = 0; |
|
| 208 |
+ m[4] = 0; m[5] = x2; m[6] = 0; m[7] = 0; |
|
| 209 |
+ m[8] = 0; m[9] = 0; m[10] = x2; m[11] = 0; |
|
| 210 |
+ m[12] = 0; m[13] = 0; m[14] = 0; m[15] = x2; |
|
| 211 |
+ } |
|
| 212 |
+ mat4(GLfloat p0, GLfloat p1, GLfloat p2, GLfloat p3, |
|
| 213 |
+ GLfloat p4, GLfloat p5, GLfloat p6, GLfloat p7, |
|
| 214 |
+ GLfloat p8, GLfloat p9, GLfloat p10, GLfloat p11, |
|
| 215 |
+ GLfloat p12, GLfloat p13, GLfloat p14, GLfloat p15) |
|
| 216 |
+ {
|
|
| 217 |
+ m[0] = p0; m[1] = p1; m[2] = p2; m[3] = p3; |
|
| 218 |
+ m[4] = p4; m[5] = p5; m[6] = p6; m[7] = p7; |
|
| 219 |
+ m[8] = p8; m[9] = p9; m[10] = p10; m[11] = p11; |
|
| 220 |
+ m[12] = p12; m[13] = p13; m[14] = p14; m[15] = p15; |
|
| 221 |
+ } |
|
| 222 |
+ mat4(mat3 x); |
|
| 223 |
+ #endif |
|
| 224 |
+ } mat4; |
|
| 225 |
+ typedef struct mat3 |
|
| 226 |
+ {
|
|
| 227 |
+ GLfloat m[9]; |
|
| 228 |
+ #ifdef __cplusplus |
|
| 229 |
+ mat3() {}
|
|
| 230 |
+ mat3(GLfloat x2) |
|
| 231 |
+ {
|
|
| 232 |
+ m[0] = x2; m[1] = 0; m[2] = 0; |
|
| 233 |
+ m[3] = 0; m[4] = x2; m[5] = 0; |
|
| 234 |
+ m[6] = 0; m[7] = 0; m[8] = x2; |
|
| 235 |
+ } |
|
| 236 |
+ mat3(GLfloat p0, GLfloat p1, GLfloat p2, |
|
| 237 |
+ GLfloat p3, GLfloat p4, GLfloat p5, |
|
| 238 |
+ GLfloat p6, GLfloat p7, GLfloat p8) |
|
| 239 |
+ {
|
|
| 240 |
+ m[0] = p0; m[1] = p1; m[2] = p2; |
|
| 241 |
+ m[3] = p3; m[4] = p4; m[5] = p5; |
|
| 242 |
+ m[6] = p6; m[7] = p7; m[8] = p8; |
|
| 243 |
+ } |
|
| 244 |
+ mat3(mat4 x) |
|
| 245 |
+ {
|
|
| 246 |
+ m[0] = x.m[0]; m[1] = x.m[1]; m[2] = x.m[2]; |
|
| 247 |
+ m[3] = x.m[4]; m[4] = x.m[5]; m[5] = x.m[6]; |
|
| 248 |
+ m[6] = x.m[8]; m[7] = x.m[9]; m[8] = x.m[10]; |
|
| 249 |
+ } |
|
| 250 |
+ mat3(vec3 x1, vec3 x2, vec3 x3) |
|
| 251 |
+ {
|
|
| 252 |
+ m[0] = x1.x; m[1] = x1.y; m[2] = x1.z; |
|
| 253 |
+ m[3] = x2.x; m[4] = x2.y; m[5] = x2.z; |
|
| 254 |
+ m[6] = x3.x; m[7] = x3.y; m[8] = x3.z; |
|
| 255 |
+ } |
|
| 256 |
+ #endif |
|
| 257 |
+ } mat3; |
|
| 258 |
+ |
|
| 259 |
+#ifdef __cplusplus |
|
| 260 |
+ vec3::vec3(vec4 v) : x(v.x), y(v.y), z(v.z) {}
|
|
| 261 |
+ mat4::mat4(mat3 x) |
|
| 262 |
+ {
|
|
| 263 |
+ m[0] = x.m[0]; m[1] = x.m[1]; m[2] = x.m[2]; m[3] = 0; |
|
| 264 |
+ m[4] = x.m[3]; m[5] = x.m[4]; m[6] = x.m[5]; m[7] = 0; |
|
| 265 |
+ m[8] = x.m[6]; m[9] = x.m[7]; m[10] = x.m[8]; m[11] = 0; |
|
| 266 |
+ m[12] = x.m[0]; m[13] = x.m[0]; m[14] = x.m[0]; m[15] = 1; |
|
| 267 |
+ } |
|
| 268 |
+#endif |
|
| 269 |
+ |
|
| 270 |
+//#ifdef __cplusplus |
|
| 271 |
+//extern "C" {
|
|
| 272 |
+//#endif |
|
| 273 |
+ |
|
| 274 |
+// New better name for SetVector and replacements for constructors |
|
| 275 |
+ vec2 SetVec2(GLfloat x, GLfloat y); |
|
| 276 |
+ vec3 SetVec3(GLfloat x, GLfloat y, GLfloat z); |
|
| 277 |
+ vec4 SetVec4(GLfloat x, GLfloat y, GLfloat z, GLfloat w); |
|
| 278 |
+ |
|
| 279 |
+ vec3 SetVector(GLfloat x, GLfloat y, GLfloat z); |
|
| 280 |
+ mat3 SetMat3(GLfloat p0, GLfloat p1, GLfloat p2, GLfloat p3, GLfloat p4, GLfloat p5, GLfloat p6, GLfloat p7, GLfloat p8); |
|
| 281 |
+ mat4 SetMat4(GLfloat p0, GLfloat p1, GLfloat p2, GLfloat p3, |
|
| 282 |
+ GLfloat p4, GLfloat p5, GLfloat p6, GLfloat p7, |
|
| 283 |
+ GLfloat p8, GLfloat p9, GLfloat p10, GLfloat p11, |
|
| 284 |
+ GLfloat p12, GLfloat p13, GLfloat p14, GLfloat p15 |
|
| 285 |
+ ); |
|
| 286 |
+// Basic vector operations on vec3's. (vec4 not included since I never need them.) |
|
| 287 |
+// Note: C++ users can also use operator overloading, defined below. |
|
| 288 |
+ vec3 VectorSub(vec3 a, vec3 b); |
|
| 289 |
+ vec3 VectorAdd(vec3 a, vec3 b); |
|
| 290 |
+ vec3 cross(vec3 a, vec3 b); |
|
| 291 |
+ GLfloat dot(vec3 a, vec3 b); |
|
| 292 |
+ vec3 ScalarMult(vec3 a, GLfloat s); |
|
| 293 |
+ GLfloat Norm(vec3 a); |
|
| 294 |
+ vec3 normalize(vec3 a); |
|
| 295 |
+ vec3 CalcNormalVector(vec3 a, vec3 b, vec3 c); |
|
| 296 |
+ void SplitVector(vec3 v, vec3 n, vec3 *vn, vec3 *vp); |
|
| 297 |
+ |
|
| 298 |
+// Matrix operations primarily on 4x4 matrixes! |
|
| 299 |
+// Row-wise by default but can be configured to column-wise (see SetTransposed) |
|
| 300 |
+ |
|
| 301 |
+ mat4 IdentityMatrix(); |
|
| 302 |
+ mat4 Rx(GLfloat a); |
|
| 303 |
+ mat4 Ry(GLfloat a); |
|
| 304 |
+ mat4 Rz(GLfloat a); |
|
| 305 |
+ mat4 T(GLfloat tx, GLfloat ty, GLfloat tz); |
|
| 306 |
+ mat4 S(GLfloat sx, GLfloat sy, GLfloat sz); |
|
| 307 |
+ mat4 Mult(mat4 a, mat4 b); // dest = a * b - rename to MultMat4 considered but I don't like to make the name of the most common operation longer |
|
| 308 |
+ // but for symmetry, MultMat4 is made a synonym: |
|
| 309 |
+ #define MultMat4 Mult |
|
| 310 |
+ |
|
| 311 |
+ vec3 MultVec3(mat4 a, vec3 b); // result = a * b |
|
| 312 |
+ vec4 MultVec4(mat4 a, vec4 b); |
|
| 313 |
+ |
|
| 314 |
+// Mat3 operations (new) |
|
| 315 |
+ mat3 MultMat3(mat3 a, mat3 b); // m = a * b |
|
| 316 |
+ vec3 MultMat3Vec3(mat3 a, vec3 b); // result = a * b |
|
| 317 |
+ |
|
| 318 |
+ void OrthoNormalizeMatrix(mat4 *R); |
|
| 319 |
+ mat4 transpose(mat4 m); |
|
| 320 |
+ mat3 TransposeMat3(mat3 m); |
|
| 321 |
+ mat4 ArbRotate(vec3 axis, GLfloat fi); |
|
| 322 |
+ mat4 CrossMatrix(vec3 a); |
|
| 323 |
+ mat4 MatrixAdd(mat4 a, mat4 b); |
|
| 324 |
+ |
|
| 325 |
+// Configure, i.e. if you want matrices to be column-wise |
|
| 326 |
+ void SetTransposed(char t); |
|
| 327 |
+ |
|
| 328 |
+// GLU replacement functions |
|
| 329 |
+ mat4 lookAtv(vec3 p, vec3 l, vec3 v); |
|
| 330 |
+ mat4 lookAt(GLfloat px, GLfloat py, GLfloat pz, |
|
| 331 |
+ GLfloat lx, GLfloat ly, GLfloat lz, |
|
| 332 |
+ GLfloat vx, GLfloat vy, GLfloat vz); |
|
| 333 |
+ mat4 perspective(float fovyInDegrees, float aspectRatio, |
|
| 334 |
+ float znear, float zfar); |
|
| 335 |
+ mat4 frustum(float left, float right, float bottom, float top, |
|
| 336 |
+ float znear, float zfar); |
|
| 337 |
+ mat4 ortho(GLfloat left, GLfloat right, GLfloat bottom, |
|
| 338 |
+ GLfloat top, GLfloat near, GLfloat far); |
|
| 339 |
+ |
|
| 340 |
+// For creating a normal matrix |
|
| 341 |
+ mat3 InvertMat3(mat3 in); |
|
| 342 |
+ mat3 InverseTranspose(mat4 in); |
|
| 343 |
+ mat4 InvertMat4(mat4 a); |
|
| 344 |
+ |
|
| 345 |
+// Simple conversions |
|
| 346 |
+ mat3 mat4tomat3(mat4 m); |
|
| 347 |
+ mat4 mat3tomat4(mat3 m); |
|
| 348 |
+ vec3 vec4tovec3(vec4 v); |
|
| 349 |
+ vec4 vec3tovec4(vec3 v); |
|
| 350 |
+ |
|
| 351 |
+// Convenient printing calls |
|
| 352 |
+ void printMat4(mat4 m); |
|
| 353 |
+ void printVec3(vec3 in); |
|
| 354 |
+ |
|
| 355 |
+#ifdef __cplusplus |
|
| 356 |
+// Convenient overloads for C++, closer to GLSL |
|
| 357 |
+ mat3 inverse(mat3 m); |
|
| 358 |
+ mat4 inverse(mat4 m); |
|
| 359 |
+ mat3 transpose(mat3 m); |
|
| 360 |
+ mat4 S(GLfloat s); |
|
| 361 |
+ mat4 S(vec3 s); |
|
| 362 |
+ mat4 lookAt(vec3 p, vec3 l, vec3 u); |
|
| 363 |
+#endif |
|
| 364 |
+ |
|
| 365 |
+//#ifdef __cplusplus |
|
| 366 |
+//} |
|
| 367 |
+//#endif |
|
| 368 |
+ |
|
| 369 |
+#ifdef __cplusplus |
|
| 370 |
+// Some C++ operator overloads |
|
| 371 |
+// Non-member C++ operators! |
|
| 372 |
+// New version 2021-05-2x: Constructiors for vec3 etc replaced in order to avoid |
|
| 373 |
+// problems with some C++ compilers. |
|
| 374 |
+ |
|
| 375 |
+// --- vec3 operations --- |
|
| 376 |
+inline |
|
| 377 |
+vec3 operator+(const vec3 &a, const vec3 &b) // vec3+vec3 |
|
| 378 |
+{
|
|
| 379 |
+ return SetVector(a.x+b.x, a.y+b.y, a.z+b.z); |
|
| 380 |
+} |
|
| 381 |
+ |
|
| 382 |
+inline |
|
| 383 |
+vec3 operator-(const vec3 &a, const vec3 &b) // vec3-vec3 |
|
| 384 |
+{
|
|
| 385 |
+ return SetVector(a.x-b.x, a.y-b.y, a.z-b.z); |
|
| 386 |
+} |
|
| 387 |
+ |
|
| 388 |
+inline |
|
| 389 |
+vec3 operator-(const vec3 &a) |
|
| 390 |
+{
|
|
| 391 |
+ return SetVector(-a.x, -a.y, -a.z); |
|
| 392 |
+} |
|
| 393 |
+ |
|
| 394 |
+ // Questionable, not like GLSL |
|
| 395 |
+inline |
|
| 396 |
+float operator*(const vec3 &a, const vec3 &b) // vec3 dot vec3 |
|
| 397 |
+{
|
|
| 398 |
+ return (a.x*b.x+ a.y*b.y+ a.z*b.z); |
|
| 399 |
+} |
|
| 400 |
+ |
|
| 401 |
+inline |
|
| 402 |
+vec3 operator*(const vec3 &b, double a) // vec3 * scalar |
|
| 403 |
+{
|
|
| 404 |
+ return SetVector(a*b.x, a*b.y, a*b.z); |
|
| 405 |
+} |
|
| 406 |
+ |
|
| 407 |
+inline |
|
| 408 |
+vec3 operator*(double a, const vec3 &b) // scalar * vec3 |
|
| 409 |
+{
|
|
| 410 |
+ return SetVector(a*b.x, a*b.y, a*b.z); |
|
| 411 |
+} |
|
| 412 |
+ |
|
| 413 |
+inline |
|
| 414 |
+vec3 operator/(const vec3 &b, double a) // vec3 / scalar |
|
| 415 |
+{
|
|
| 416 |
+ return SetVector(b.x/a, b.y/a, b.z/a); |
|
| 417 |
+} |
|
| 418 |
+ |
|
| 419 |
+inline |
|
| 420 |
+void operator+=(vec3 &a, const vec3 &b) // vec3+=vec3 |
|
| 421 |
+{
|
|
| 422 |
+ a = a + b; |
|
| 423 |
+} |
|
| 424 |
+ |
|
| 425 |
+inline |
|
| 426 |
+void operator-=(vec3 &a, const vec3 &b) // vec3-=vec3 |
|
| 427 |
+{
|
|
| 428 |
+ a = a - b; |
|
| 429 |
+} |
|
| 430 |
+ |
|
| 431 |
+inline |
|
| 432 |
+void operator*=(vec3 &a, const float &b) // vec3*=scalar |
|
| 433 |
+{
|
|
| 434 |
+ a = a * b; |
|
| 435 |
+} |
|
| 436 |
+ |
|
| 437 |
+inline |
|
| 438 |
+void operator/=(vec3 &a, const float &b) // vec3/=scalar |
|
| 439 |
+{
|
|
| 440 |
+ a = a / b; |
|
| 441 |
+} |
|
| 442 |
+ |
|
| 443 |
+// --- vec4 operations --- |
|
| 444 |
+ |
|
| 445 |
+inline |
|
| 446 |
+vec4 operator+(const vec4 &a, const vec4 &b) // vec4+vec4 |
|
| 447 |
+{
|
|
| 448 |
+ return SetVec4(a.x+b.x, a.y+b.y, a.z+b.z, a.w+b.w); |
|
| 449 |
+} |
|
| 450 |
+ |
|
| 451 |
+inline |
|
| 452 |
+vec4 operator-(const vec4 &a, const vec4 &b) // vec4-vec4 |
|
| 453 |
+{
|
|
| 454 |
+ return SetVec4(a.x-b.x, a.y-b.y, a.z-b.z, a.w-b.w); |
|
| 455 |
+} |
|
| 456 |
+ |
|
| 457 |
+ // Questionable, not like GLSL |
|
| 458 |
+inline |
|
| 459 |
+float operator*(const vec4 &a, const vec4 &b) // vec4 dot vec4 |
|
| 460 |
+{
|
|
| 461 |
+ return (a.x*b.x+ a.y*b.y+ a.z*b.z+ a.w*b.w); |
|
| 462 |
+} |
|
| 463 |
+ |
|
| 464 |
+inline |
|
| 465 |
+vec4 operator*(const vec4 &b, double a) // vec4 * scalar |
|
| 466 |
+{
|
|
| 467 |
+ return SetVec4(a*b.x, a*b.y, a*b.z, a*b.w); |
|
| 468 |
+} |
|
| 469 |
+ |
|
| 470 |
+inline |
|
| 471 |
+vec4 operator*(double a, const vec4 &b) // scalar * vec4 |
|
| 472 |
+{
|
|
| 473 |
+ return SetVec4(a*b.x, a*b.y, a*b.z, a*b.w); |
|
| 474 |
+} |
|
| 475 |
+ |
|
| 476 |
+inline |
|
| 477 |
+vec4 operator/(const vec4 &b, double a) // vec4 / scalar |
|
| 478 |
+{
|
|
| 479 |
+ return SetVec4(b.x/a, b.y/a, b.z/a, b.w/a); |
|
| 480 |
+} |
|
| 481 |
+ |
|
| 482 |
+ |
|
| 483 |
+inline |
|
| 484 |
+void operator+=(vec4 &a, const vec4 &b) // vec4+=vec4 |
|
| 485 |
+{
|
|
| 486 |
+ a = a + b; |
|
| 487 |
+} |
|
| 488 |
+ |
|
| 489 |
+inline |
|
| 490 |
+void operator-=(vec4 &a, const vec4 &b) // vec4-=vec4 |
|
| 491 |
+{
|
|
| 492 |
+ a = a - b; |
|
| 493 |
+} |
|
| 494 |
+ |
|
| 495 |
+inline |
|
| 496 |
+void operator*=(vec4 &a, const float &b) // vec4 *= scalar |
|
| 497 |
+{
|
|
| 498 |
+ a = a * b; |
|
| 499 |
+} |
|
| 500 |
+ |
|
| 501 |
+inline |
|
| 502 |
+void operator/=(vec4 &a, const float &b) // vec4 /= scalar |
|
| 503 |
+{
|
|
| 504 |
+ a = a / b; |
|
| 505 |
+} |
|
| 506 |
+ |
|
| 507 |
+// --- Matrix multiplication --- |
|
| 508 |
+ |
|
| 509 |
+// mat4 * mat4 |
|
| 510 |
+inline |
|
| 511 |
+mat4 operator*(const mat4 &a, const mat4 &b) |
|
| 512 |
+{
|
|
| 513 |
+ return (Mult(a, b)); |
|
| 514 |
+} |
|
| 515 |
+ |
|
| 516 |
+// mat3 * mat3 |
|
| 517 |
+inline |
|
| 518 |
+mat3 operator*(const mat3 &a, const mat3 &b) |
|
| 519 |
+{
|
|
| 520 |
+ return (MultMat3(a, b)); |
|
| 521 |
+} |
|
| 522 |
+ |
|
| 523 |
+// mat4 * vec3 |
|
| 524 |
+inline |
|
| 525 |
+vec3 operator*(const mat4 &a, const vec3 &b) |
|
| 526 |
+{
|
|
| 527 |
+ return MultVec3(a, b); // result = a * b |
|
| 528 |
+} |
|
| 529 |
+ |
|
| 530 |
+// mat4 * vec4 |
|
| 531 |
+inline |
|
| 532 |
+vec4 operator*(const mat4 &a, const vec4 &b) |
|
| 533 |
+{
|
|
| 534 |
+ return MultVec4(a, b); // result = a * b |
|
| 535 |
+} |
|
| 536 |
+ |
|
| 537 |
+// mat3 * vec3 |
|
| 538 |
+inline |
|
| 539 |
+vec3 operator*(const mat3 &a, const vec3 &b) |
|
| 540 |
+{
|
|
| 541 |
+ return MultMat3Vec3(a, b); // result = a * b |
|
| 542 |
+} |
|
| 543 |
+ |
|
| 544 |
+#endif |
|
| 545 |
+//#endif |
|
| 546 |
+ |
|
| 547 |
+// ********** implementation section ************ |
|
| 548 |
+ |
|
| 549 |
+#ifdef MAIN |
|
| 550 |
+//#ifndef VECTOR_UTILS_IMPLEMENTATION |
|
| 551 |
+//#define VECTOR_UTILS_IMPLEMENTATION |
|
| 552 |
+ |
|
| 553 |
+// VS doesn't define NAN properly |
|
| 554 |
+#ifdef _WIN32 |
|
| 555 |
+ #ifndef NAN |
|
| 556 |
+ static const unsigned long __nan[2] = {0xffffffff, 0x7fffffff};
|
|
| 557 |
+ #define NAN (*(const float *) __nan) |
|
| 558 |
+ #endif |
|
| 559 |
+#endif |
|
| 560 |
+ |
|
| 561 |
+char transposed = 0; |
|
| 562 |
+ |
|
| 563 |
+ vec3 SetVector(GLfloat x, GLfloat y, GLfloat z) |
|
| 564 |
+ {
|
|
| 565 |
+ vec3 v; |
|
| 566 |
+ |
|
| 567 |
+ v.x = x; |
|
| 568 |
+ v.y = y; |
|
| 569 |
+ v.z = z; |
|
| 570 |
+ return v; |
|
| 571 |
+ } |
|
| 572 |
+ |
|
| 573 |
+// New better name |
|
| 574 |
+ vec2 SetVec2(GLfloat x, GLfloat y) |
|
| 575 |
+ {
|
|
| 576 |
+ vec2 v; |
|
| 577 |
+ |
|
| 578 |
+ v.x = x; |
|
| 579 |
+ v.y = y; |
|
| 580 |
+ return v; |
|
| 581 |
+ } |
|
| 582 |
+ |
|
| 583 |
+ vec3 SetVec3(GLfloat x, GLfloat y, GLfloat z) |
|
| 584 |
+ {
|
|
| 585 |
+ vec3 v; |
|
| 586 |
+ |
|
| 587 |
+ v.x = x; |
|
| 588 |
+ v.y = y; |
|
| 589 |
+ v.z = z; |
|
| 590 |
+ return v; |
|
| 591 |
+ } |
|
| 592 |
+ |
|
| 593 |
+ vec4 SetVec4(GLfloat x, GLfloat y, GLfloat z, GLfloat w) |
|
| 594 |
+ {
|
|
| 595 |
+ vec4 v; |
|
| 596 |
+ |
|
| 597 |
+ v.x = x; |
|
| 598 |
+ v.y = y; |
|
| 599 |
+ v.z = z; |
|
| 600 |
+ v.w = w; |
|
| 601 |
+ return v; |
|
| 602 |
+ } |
|
| 603 |
+ |
|
| 604 |
+// Modern C doesn't need this, but Visual Studio insists on old-fashioned C and needs this. |
|
| 605 |
+ mat3 SetMat3(GLfloat p0, GLfloat p1, GLfloat p2, GLfloat p3, GLfloat p4, GLfloat p5, GLfloat p6, GLfloat p7, GLfloat p8) |
|
| 606 |
+ {
|
|
| 607 |
+ mat3 m; |
|
| 608 |
+ m.m[0] = p0; |
|
| 609 |
+ m.m[1] = p1; |
|
| 610 |
+ m.m[2] = p2; |
|
| 611 |
+ m.m[3] = p3; |
|
| 612 |
+ m.m[4] = p4; |
|
| 613 |
+ m.m[5] = p5; |
|
| 614 |
+ m.m[6] = p6; |
|
| 615 |
+ m.m[7] = p7; |
|
| 616 |
+ m.m[8] = p8; |
|
| 617 |
+ return m; |
|
| 618 |
+ } |
|
| 619 |
+ |
|
| 620 |
+// Like above; Modern C doesn't need this, but Visual Studio insists on old-fashioned C and needs this. |
|
| 621 |
+ mat4 SetMat4(GLfloat p0, GLfloat p1, GLfloat p2, GLfloat p3, |
|
| 622 |
+ GLfloat p4, GLfloat p5, GLfloat p6, GLfloat p7, |
|
| 623 |
+ GLfloat p8, GLfloat p9, GLfloat p10, GLfloat p11, |
|
| 624 |
+ GLfloat p12, GLfloat p13, GLfloat p14, GLfloat p15 |
|
| 625 |
+ ) |
|
| 626 |
+ {
|
|
| 627 |
+ mat4 m; |
|
| 628 |
+ m.m[0] = p0; |
|
| 629 |
+ m.m[1] = p1; |
|
| 630 |
+ m.m[2] = p2; |
|
| 631 |
+ m.m[3] = p3; |
|
| 632 |
+ m.m[4] = p4; |
|
| 633 |
+ m.m[5] = p5; |
|
| 634 |
+ m.m[6] = p6; |
|
| 635 |
+ m.m[7] = p7; |
|
| 636 |
+ m.m[8] = p8; |
|
| 637 |
+ m.m[9] = p9; |
|
| 638 |
+ m.m[10] = p10; |
|
| 639 |
+ m.m[11] = p11; |
|
| 640 |
+ m.m[12] = p12; |
|
| 641 |
+ m.m[13] = p13; |
|
| 642 |
+ m.m[14] = p14; |
|
| 643 |
+ m.m[15] = p15; |
|
| 644 |
+ return m; |
|
| 645 |
+ } |
|
| 646 |
+ |
|
| 647 |
+ |
|
| 648 |
+ // vec3 operations |
|
| 649 |
+ // vec4 operations can easily be added but I havn't seen much need for them. |
|
| 650 |
+ // Some are defined as C++ operators though. |
|
| 651 |
+ |
|
| 652 |
+ vec3 VectorSub(vec3 a, vec3 b) |
|
| 653 |
+ {
|
|
| 654 |
+ vec3 result; |
|
| 655 |
+ |
|
| 656 |
+ result.x = a.x - b.x; |
|
| 657 |
+ result.y = a.y - b.y; |
|
| 658 |
+ result.z = a.z - b.z; |
|
| 659 |
+ return result; |
|
| 660 |
+ } |
|
| 661 |
+ |
|
| 662 |
+ vec3 VectorAdd(vec3 a, vec3 b) |
|
| 663 |
+ {
|
|
| 664 |
+ vec3 result; |
|
| 665 |
+ |
|
| 666 |
+ result.x = a.x + b.x; |
|
| 667 |
+ result.y = a.y + b.y; |
|
| 668 |
+ result.z = a.z + b.z; |
|
| 669 |
+ return result; |
|
| 670 |
+ } |
|
| 671 |
+ |
|
| 672 |
+ vec3 cross(vec3 a, vec3 b) |
|
| 673 |
+ {
|
|
| 674 |
+ vec3 result; |
|
| 675 |
+ |
|
| 676 |
+ result.x = a.y*b.z - a.z*b.y; |
|
| 677 |
+ result.y = a.z*b.x - a.x*b.z; |
|
| 678 |
+ result.z = a.x*b.y - a.y*b.x; |
|
| 679 |
+ |
|
| 680 |
+ return result; |
|
| 681 |
+ } |
|
| 682 |
+ |
|
| 683 |
+ GLfloat dot(vec3 a, vec3 b) |
|
| 684 |
+ {
|
|
| 685 |
+ return a.x * b.x + a.y * b.y + a.z * b.z; |
|
| 686 |
+ } |
|
| 687 |
+ |
|
| 688 |
+ vec3 ScalarMult(vec3 a, GLfloat s) |
|
| 689 |
+ {
|
|
| 690 |
+ vec3 result; |
|
| 691 |
+ |
|
| 692 |
+ result.x = a.x * s; |
|
| 693 |
+ result.y = a.y * s; |
|
| 694 |
+ result.z = a.z * s; |
|
| 695 |
+ |
|
| 696 |
+ return result; |
|
| 697 |
+ } |
|
| 698 |
+ |
|
| 699 |
+ GLfloat Norm(vec3 a) |
|
| 700 |
+ {
|
|
| 701 |
+ GLfloat result; |
|
| 702 |
+ |
|
| 703 |
+ result = (GLfloat)sqrt(a.x * a.x + a.y * a.y + a.z * a.z); |
|
| 704 |
+ return result; |
|
| 705 |
+ } |
|
| 706 |
+ |
|
| 707 |
+ vec3 normalize(vec3 a) |
|
| 708 |
+ {
|
|
| 709 |
+ GLfloat norm; |
|
| 710 |
+ vec3 result; |
|
| 711 |
+ |
|
| 712 |
+ norm = (GLfloat)sqrt(a.x * a.x + a.y * a.y + a.z * a.z); |
|
| 713 |
+ result.x = a.x / norm; |
|
| 714 |
+ result.y = a.y / norm; |
|
| 715 |
+ result.z = a.z / norm; |
|
| 716 |
+ return result; |
|
| 717 |
+ } |
|
| 718 |
+ |
|
| 719 |
+ vec3 CalcNormalVector(vec3 a, vec3 b, vec3 c) |
|
| 720 |
+ {
|
|
| 721 |
+ vec3 n; |
|
| 722 |
+ |
|
| 723 |
+ n = cross(VectorSub(a, b), VectorSub(a, c)); |
|
| 724 |
+ n = ScalarMult(n, 1/Norm(n)); |
|
| 725 |
+ |
|
| 726 |
+ return n; |
|
| 727 |
+ } |
|
| 728 |
+ |
|
| 729 |
+// Splits v into vn (parallell to n) and vp (perpendicular). Does not demand n to be normalized. |
|
| 730 |
+ void SplitVector(vec3 v, vec3 n, vec3 *vn, vec3 *vp) |
|
| 731 |
+ {
|
|
| 732 |
+ GLfloat nlen; |
|
| 733 |
+ GLfloat nlen2; |
|
| 734 |
+ |
|
| 735 |
+ nlen = DotProduct(v, n); |
|
| 736 |
+ nlen2 = n.x*n.x+n.y*n.y+n.z*n.z; // Squared length |
|
| 737 |
+ if (nlen2 == 0) |
|
| 738 |
+ {
|
|
| 739 |
+ *vp = v; |
|
| 740 |
+ *vn = SetVector(0, 0, 0); |
|
| 741 |
+ } |
|
| 742 |
+ else |
|
| 743 |
+ {
|
|
| 744 |
+ *vn = ScalarMult(n, nlen/nlen2); |
|
| 745 |
+ *vp = VectorSub(v, *vn); |
|
| 746 |
+ } |
|
| 747 |
+ } |
|
| 748 |
+ |
|
| 749 |
+// Matrix operations primarily on 4x4 matrixes! |
|
| 750 |
+// Row-wise by default but can be configured to column-wise (see SetTransposed) |
|
| 751 |
+ |
|
| 752 |
+ mat4 IdentityMatrix() |
|
| 753 |
+ {
|
|
| 754 |
+ mat4 m; |
|
| 755 |
+ int i; |
|
| 756 |
+ |
|
| 757 |
+ for (i = 0; i <= 15; i++) |
|
| 758 |
+ m.m[i] = 0; |
|
| 759 |
+ for (i = 0; i <= 3; i++) |
|
| 760 |
+ m.m[i * 5] = 1; // 0,5,10,15 |
|
| 761 |
+ return m; |
|
| 762 |
+ } |
|
| 763 |
+ |
|
| 764 |
+ mat4 Rx(GLfloat a) |
|
| 765 |
+ {
|
|
| 766 |
+ mat4 m; |
|
| 767 |
+ m = IdentityMatrix(); |
|
| 768 |
+ m.m[5] = (GLfloat)cos(a); |
|
| 769 |
+ if (transposed) |
|
| 770 |
+ m.m[9] = (GLfloat)-sin(a); |
|
| 771 |
+ else |
|
| 772 |
+ m.m[9] = (GLfloat)sin(a); |
|
| 773 |
+ m.m[6] = -m.m[9]; //sin(a); |
|
| 774 |
+ m.m[10] = m.m[5]; //cos(a); |
|
| 775 |
+ return m; |
|
| 776 |
+ } |
|
| 777 |
+ |
|
| 778 |
+ mat4 Ry(GLfloat a) |
|
| 779 |
+ {
|
|
| 780 |
+ mat4 m; |
|
| 781 |
+ m = IdentityMatrix(); |
|
| 782 |
+ m.m[0] = (GLfloat)cos(a); |
|
| 783 |
+ if (transposed) |
|
| 784 |
+ m.m[8] = (GLfloat)sin(a); // Was flipped |
|
| 785 |
+ else |
|
| 786 |
+ m.m[8] = (GLfloat)-sin(a); |
|
| 787 |
+ m.m[2] = -m.m[8]; //sin(a); |
|
| 788 |
+ m.m[10] = m.m[0]; //cos(a); |
|
| 789 |
+ return m; |
|
| 790 |
+ } |
|
| 791 |
+ |
|
| 792 |
+ mat4 Rz(GLfloat a) |
|
| 793 |
+ {
|
|
| 794 |
+ mat4 m; |
|
| 795 |
+ m = IdentityMatrix(); |
|
| 796 |
+ m.m[0] = (GLfloat)cos(a); |
|
| 797 |
+ if (transposed) |
|
| 798 |
+ m.m[4] = (GLfloat)-sin(a); |
|
| 799 |
+ else |
|
| 800 |
+ m.m[4] = (GLfloat)sin(a); |
|
| 801 |
+ m.m[1] = -m.m[4]; //sin(a); |
|
| 802 |
+ m.m[5] = m.m[0]; //cos(a); |
|
| 803 |
+ return m; |
|
| 804 |
+ } |
|
| 805 |
+ |
|
| 806 |
+ mat4 T(GLfloat tx, GLfloat ty, GLfloat tz) |
|
| 807 |
+ {
|
|
| 808 |
+ mat4 m; |
|
| 809 |
+ m = IdentityMatrix(); |
|
| 810 |
+ if (transposed) |
|
| 811 |
+ {
|
|
| 812 |
+ m.m[12] = tx; |
|
| 813 |
+ m.m[13] = ty; |
|
| 814 |
+ m.m[14] = tz; |
|
| 815 |
+ } |
|
| 816 |
+ else |
|
| 817 |
+ {
|
|
| 818 |
+ m.m[3] = tx; |
|
| 819 |
+ m.m[7] = ty; |
|
| 820 |
+ m.m[11] = tz; |
|
| 821 |
+ } |
|
| 822 |
+ return m; |
|
| 823 |
+ } |
|
| 824 |
+ |
|
| 825 |
+ mat4 S(GLfloat sx, GLfloat sy, GLfloat sz) |
|
| 826 |
+ {
|
|
| 827 |
+ mat4 m; |
|
| 828 |
+ m = IdentityMatrix(); |
|
| 829 |
+ m.m[0] = sx; |
|
| 830 |
+ m.m[5] = sy; |
|
| 831 |
+ m.m[10] = sz; |
|
| 832 |
+ return m; |
|
| 833 |
+ } |
|
| 834 |
+ |
|
| 835 |
+ mat4 Mult(mat4 a, mat4 b) // m = a * b |
|
| 836 |
+ {
|
|
| 837 |
+ mat4 m; |
|
| 838 |
+ |
|
| 839 |
+ int x, y; |
|
| 840 |
+ for (x = 0; x <= 3; x++) |
|
| 841 |
+ for (y = 0; y <= 3; y++) |
|
| 842 |
+ if (transposed) |
|
| 843 |
+ m.m[x*4 + y] = a.m[y+4*0] * b.m[0+4*x] + |
|
| 844 |
+ a.m[y+4*1] * b.m[1+4*x] + |
|
| 845 |
+ a.m[y+4*2] * b.m[2+4*x] + |
|
| 846 |
+ a.m[y+4*3] * b.m[3+4*x]; |
|
| 847 |
+ else |
|
| 848 |
+ m.m[y*4 + x] = a.m[y*4+0] * b.m[0*4+x] + |
|
| 849 |
+ a.m[y*4+1] * b.m[1*4+x] + |
|
| 850 |
+ a.m[y*4+2] * b.m[2*4+x] + |
|
| 851 |
+ a.m[y*4+3] * b.m[3*4+x]; |
|
| 852 |
+ |
|
| 853 |
+ return m; |
|
| 854 |
+ } |
|
| 855 |
+ |
|
| 856 |
+// mat4 Mult(mat4 a, mat4 b) // m = a * b |
|
| 857 |
+// {
|
|
| 858 |
+// mat4 m; |
|
| 859 |
+ |
|
| 860 |
+// if (transposed) |
|
| 861 |
+// {
|
|
| 862 |
+// a = transpose(a); |
|
| 863 |
+// b = transpose(b); |
|
| 864 |
+// } |
|
| 865 |
+ |
|
| 866 |
+// int x, y; |
|
| 867 |
+// for (x = 0; x <= 3; x++) |
|
| 868 |
+// for (y = 0; y <= 3; y++) |
|
| 869 |
+// m.m[y*4 + x] = a.m[y*4+0] * b.m[0*4+x] + |
|
| 870 |
+// a.m[y*4+1] * b.m[1*4+x] + |
|
| 871 |
+// a.m[y*4+2] * b.m[2*4+x] + |
|
| 872 |
+// a.m[y*4+3] * b.m[3*4+x]; |
|
| 873 |
+ |
|
| 874 |
+// if (transposed) |
|
| 875 |
+// m = transpose(m); |
|
| 876 |
+ |
|
| 877 |
+// return m; |
|
| 878 |
+// } |
|
| 879 |
+ |
|
| 880 |
+ |
|
| 881 |
+ // Ej testad! |
|
| 882 |
+ mat3 MultMat3(mat3 a, mat3 b) // m = a * b |
|
| 883 |
+ {
|
|
| 884 |
+ mat3 m; |
|
| 885 |
+ |
|
| 886 |
+ int x, y; |
|
| 887 |
+ for (x = 0; x <= 2; x++) |
|
| 888 |
+ for (y = 0; y <= 2; y++) |
|
| 889 |
+ if (transposed) |
|
| 890 |
+ m.m[x*3 + y] = a.m[y+3*0] * b.m[0+3*x] + |
|
| 891 |
+ a.m[y+3*1] * b.m[1+3*x] + |
|
| 892 |
+ a.m[y+3*2] * b.m[2+3*x]; |
|
| 893 |
+ else |
|
| 894 |
+ m.m[y*3 + x] = a.m[y*3+0] * b.m[0*3+x] + |
|
| 895 |
+ a.m[y*3+1] * b.m[1*3+x] + |
|
| 896 |
+ a.m[y*3+2] * b.m[2*3+x]; |
|
| 897 |
+ |
|
| 898 |
+ return m; |
|
| 899 |
+ } |
|
| 900 |
+ |
|
| 901 |
+ // mat4 * vec3 |
|
| 902 |
+ // The missing homogenous coordinate is implicitly set to 1. |
|
| 903 |
+ vec3 MultVec3(mat4 a, vec3 b) // result = a * b |
|
| 904 |
+ {
|
|
| 905 |
+ vec3 r; |
|
| 906 |
+ |
|
| 907 |
+ if (!transposed) |
|
| 908 |
+ {
|
|
| 909 |
+ r.x = a.m[0]*b.x + a.m[1]*b.y + a.m[2]*b.z + a.m[3]; |
|
| 910 |
+ r.y = a.m[4]*b.x + a.m[5]*b.y + a.m[6]*b.z + a.m[7]; |
|
| 911 |
+ r.z = a.m[8]*b.x + a.m[9]*b.y + a.m[10]*b.z + a.m[11]; |
|
| 912 |
+ } |
|
| 913 |
+ else |
|
| 914 |
+ {
|
|
| 915 |
+ r.x = a.m[0]*b.x + a.m[4]*b.y + a.m[8]*b.z + a.m[12]; |
|
| 916 |
+ r.y = a.m[1]*b.x + a.m[5]*b.y + a.m[9]*b.z + a.m[13]; |
|
| 917 |
+ r.z = a.m[2]*b.x + a.m[6]*b.y + a.m[10]*b.z + a.m[14]; |
|
| 918 |
+ } |
|
| 919 |
+ |
|
| 920 |
+ return r; |
|
| 921 |
+ } |
|
| 922 |
+ |
|
| 923 |
+ // mat3 * vec3 |
|
| 924 |
+ vec3 MultMat3Vec3(mat3 a, vec3 b) // result = a * b |
|
| 925 |
+ {
|
|
| 926 |
+ vec3 r; |
|
| 927 |
+ |
|
| 928 |
+ if (!transposed) |
|
| 929 |
+ {
|
|
| 930 |
+ r.x = a.m[0]*b.x + a.m[1]*b.y + a.m[2]*b.z; |
|
| 931 |
+ r.y = a.m[3]*b.x + a.m[4]*b.y + a.m[5]*b.z; |
|
| 932 |
+ r.z = a.m[6]*b.x + a.m[7]*b.y + a.m[8]*b.z; |
|
| 933 |
+ } |
|
| 934 |
+ else |
|
| 935 |
+ {
|
|
| 936 |
+ r.x = a.m[0]*b.x + a.m[3]*b.y + a.m[6]*b.z; |
|
| 937 |
+ r.y = a.m[1]*b.x + a.m[4]*b.y + a.m[7]*b.z; |
|
| 938 |
+ r.z = a.m[2]*b.x + a.m[5]*b.y + a.m[8]*b.z; |
|
| 939 |
+ } |
|
| 940 |
+ |
|
| 941 |
+ return r; |
|
| 942 |
+ } |
|
| 943 |
+ |
|
| 944 |
+ // mat4 * vec4 |
|
| 945 |
+ vec4 MultVec4(mat4 a, vec4 b) // result = a * b |
|
| 946 |
+ {
|
|
| 947 |
+ vec4 r; |
|
| 948 |
+ |
|
| 949 |
+ if (!transposed) |
|
| 950 |
+ {
|
|
| 951 |
+ r.x = a.m[0]*b.x + a.m[1]*b.y + a.m[2]*b.z + a.m[3]*b.w; |
|
| 952 |
+ r.y = a.m[4]*b.x + a.m[5]*b.y + a.m[6]*b.z + a.m[7]*b.w; |
|
| 953 |
+ r.z = a.m[8]*b.x + a.m[9]*b.y + a.m[10]*b.z + a.m[11]*b.w; |
|
| 954 |
+ r.w = a.m[12]*b.x + a.m[13]*b.y + a.m[14]*b.z + a.m[15]*b.w; |
|
| 955 |
+ } |
|
| 956 |
+ else |
|
| 957 |
+ {
|
|
| 958 |
+ r.x = a.m[0]*b.x + a.m[4]*b.y + a.m[8]*b.z + a.m[12]*b.w; |
|
| 959 |
+ r.y = a.m[1]*b.x + a.m[5]*b.y + a.m[9]*b.z + a.m[13]*b.w; |
|
| 960 |
+ r.z = a.m[2]*b.x + a.m[6]*b.y + a.m[10]*b.z + a.m[14]*b.w; |
|
| 961 |
+ r.w = a.m[3]*b.x + a.m[7]*b.y + a.m[11]*b.z + a.m[15]*b.w; |
|
| 962 |
+ } |
|
| 963 |
+ |
|
| 964 |
+ return r; |
|
| 965 |
+ } |
|
| 966 |
+ |
|
| 967 |
+ |
|
| 968 |
+// Unnecessary |
|
| 969 |
+// Will probably be removed |
|
| 970 |
+// void CopyMatrix(GLfloat *src, GLfloat *dest) |
|
| 971 |
+// {
|
|
| 972 |
+// int i; |
|
| 973 |
+// for (i = 0; i <= 15; i++) |
|
| 974 |
+// dest[i] = src[i]; |
|
| 975 |
+// } |
|
| 976 |
+ |
|
| 977 |
+ |
|
| 978 |
+// Added for lab 3 (TSBK03) |
|
| 979 |
+ |
|
| 980 |
+ // Orthonormalization of Matrix4D. Assumes rotation only, translation/projection ignored |
|
| 981 |
+ void OrthoNormalizeMatrix(mat4 *R) |
|
| 982 |
+ {
|
|
| 983 |
+ vec3 x, y, z; |
|
| 984 |
+ |
|
| 985 |
+ if (transposed) |
|
| 986 |
+ {
|
|
| 987 |
+ x = SetVector(R->m[0], R->m[1], R->m[2]); |
|
| 988 |
+ y = SetVector(R->m[4], R->m[5], R->m[6]); |
|
| 989 |
+// SetVector(R[8], R[9], R[10], &z); |
|
| 990 |
+ // Kryssa fram ur varandra |
|
| 991 |
+ // Normera |
|
| 992 |
+ z = CrossProduct(x, y); |
|
| 993 |
+ z = Normalize(z); |
|
| 994 |
+ x = Normalize(x); |
|
| 995 |
+ y = CrossProduct(z, x); |
|
| 996 |
+ R->m[0] = x.x; |
|
| 997 |
+ R->m[1] = x.y; |
|
| 998 |
+ R->m[2] = x.z; |
|
| 999 |
+ R->m[4] = y.x; |
|
| 1000 |
+ R->m[5] = y.y; |
|
| 1001 |
+ R->m[6] = y.z; |
|
| 1002 |
+ R->m[8] = z.x; |
|
| 1003 |
+ R->m[9] = z.y; |
|
| 1004 |
+ R->m[10] = z.z; |
|
| 1005 |
+ |
|
| 1006 |
+ R->m[3] = 0.0; |
|
| 1007 |
+ R->m[7] = 0.0; |
|
| 1008 |
+ R->m[11] = 0.0; |
|
| 1009 |
+ R->m[12] = 0.0; |
|
| 1010 |
+ R->m[13] = 0.0; |
|
| 1011 |
+ R->m[14] = 0.0; |
|
| 1012 |
+ R->m[15] = 1.0; |
|
| 1013 |
+ } |
|
| 1014 |
+ else |
|
| 1015 |
+ {
|
|
| 1016 |
+ // NOT TESTED |
|
| 1017 |
+ x = SetVector(R->m[0], R->m[4], R->m[8]); |
|
| 1018 |
+ y = SetVector(R->m[1], R->m[5], R->m[9]); |
|
| 1019 |
+// SetVector(R[2], R[6], R[10], &z); |
|
| 1020 |
+ // Kryssa fram ur varandra |
|
| 1021 |
+ // Normera |
|
| 1022 |
+ z = CrossProduct(x, y); |
|
| 1023 |
+ z = Normalize(z); |
|
| 1024 |
+ x = Normalize(x); |
|
| 1025 |
+ y = CrossProduct(z, x); |
|
| 1026 |
+ R->m[0] = x.x; |
|
| 1027 |
+ R->m[4] = x.y; |
|
| 1028 |
+ R->m[8] = x.z; |
|
| 1029 |
+ R->m[1] = y.x; |
|
| 1030 |
+ R->m[5] = y.y; |
|
| 1031 |
+ R->m[9] = y.z; |
|
| 1032 |
+ R->m[2] = z.x; |
|
| 1033 |
+ R->m[6] = z.y; |
|
| 1034 |
+ R->m[10] = z.z; |
|
| 1035 |
+ |
|
| 1036 |
+ R->m[3] = 0.0; |
|
| 1037 |
+ R->m[7] = 0.0; |
|
| 1038 |
+ R->m[11] = 0.0; |
|
| 1039 |
+ R->m[12] = 0.0; |
|
| 1040 |
+ R->m[13] = 0.0; |
|
| 1041 |
+ R->m[14] = 0.0; |
|
| 1042 |
+ R->m[15] = 1.0; |
|
| 1043 |
+ } |
|
| 1044 |
+ } |
|
| 1045 |
+ |
|
| 1046 |
+ |
|
| 1047 |
+// Commented out since I plan to remove it if I can't see a good reason to keep it. |
|
| 1048 |
+// // Only transposes rotation part. |
|
| 1049 |
+// mat4 TransposeRotation(mat4 m) |
|
| 1050 |
+// {
|
|
| 1051 |
+// mat4 a; |
|
| 1052 |
+// |
|
| 1053 |
+// a.m[0] = m.m[0]; a.m[4] = m.m[1]; a.m[8] = m.m[2]; a.m[12] = m.m[12]; |
|
| 1054 |
+// a.m[1] = m.m[4]; a.m[5] = m.m[5]; a.m[9] = m.m[6]; a.m[13] = m.m[13]; |
|
| 1055 |
+// a.m[2] = m.m[8]; a.m[6] = m.m[9]; a.m[10] = m.m[10]; a.m[14] = m.m[14]; |
|
| 1056 |
+// a.m[3] = m.m[3]; a.m[7] = m.m[7]; a.m[11] = m.m[11]; a.m[15] = m.m[15]; |
|
| 1057 |
+// |
|
| 1058 |
+// return a; |
|
| 1059 |
+// } |
|
| 1060 |
+ |
|
| 1061 |
+ // Complete transpose! |
|
| 1062 |
+ mat4 transpose(mat4 m) |
|
| 1063 |
+ {
|
|
| 1064 |
+ mat4 a; |
|
| 1065 |
+ |
|
| 1066 |
+ a.m[0] = m.m[0]; a.m[4] = m.m[1]; a.m[8] = m.m[2]; a.m[12] = m.m[3]; |
|
| 1067 |
+ a.m[1] = m.m[4]; a.m[5] = m.m[5]; a.m[9] = m.m[6]; a.m[13] = m.m[7]; |
|
| 1068 |
+ a.m[2] = m.m[8]; a.m[6] = m.m[9]; a.m[10] = m.m[10]; a.m[14] = m.m[11]; |
|
| 1069 |
+ a.m[3] = m.m[12]; a.m[7] = m.m[13]; a.m[11] = m.m[14]; a.m[15] = m.m[15]; |
|
| 1070 |
+ |
|
| 1071 |
+ return a; |
|
| 1072 |
+ } |
|
| 1073 |
+ |
|
| 1074 |
+ // Complete transpose! |
|
| 1075 |
+ mat3 TransposeMat3(mat3 m) |
|
| 1076 |
+ {
|
|
| 1077 |
+ mat3 a; |
|
| 1078 |
+ |
|
| 1079 |
+ a.m[0] = m.m[0]; a.m[3] = m.m[1]; a.m[6] = m.m[2]; |
|
| 1080 |
+ a.m[1] = m.m[3]; a.m[4] = m.m[4]; a.m[7] = m.m[5]; |
|
| 1081 |
+ a.m[2] = m.m[6]; a.m[5] = m.m[7]; a.m[8] = m.m[8]; |
|
| 1082 |
+ |
|
| 1083 |
+ return a; |
|
| 1084 |
+ } |
|
| 1085 |
+ |
|
| 1086 |
+// Rotation around arbitrary axis (rotation only) |
|
| 1087 |
+mat4 ArbRotate(vec3 axis, GLfloat fi) |
|
| 1088 |
+{
|
|
| 1089 |
+ vec3 x, y, z; |
|
| 1090 |
+ mat4 R, Rt, Raxel, m; |
|
| 1091 |
+ |
|
| 1092 |
+// Check if parallel to Z |
|
| 1093 |
+ if (axis.x < 0.0000001) // Below some small value |
|
| 1094 |
+ if (axis.x > -0.0000001) |
|
| 1095 |
+ if (axis.y < 0.0000001) |
|
| 1096 |
+ if (axis.y > -0.0000001) |
|
| 1097 |
+ {
|
|
| 1098 |
+ if (axis.z > 0) |
|
| 1099 |
+ {
|
|
| 1100 |
+ m = Rz(fi); |
|
| 1101 |
+ return m; |
|
| 1102 |
+ } |
|
| 1103 |
+ else |
|
| 1104 |
+ {
|
|
| 1105 |
+ m = Rz(-fi); |
|
| 1106 |
+ return m; |
|
| 1107 |
+ } |
|
| 1108 |
+ } |
|
| 1109 |
+ |
|
| 1110 |
+ x = Normalize(axis); |
|
| 1111 |
+ z = SetVector(0,0,1); // Temp z |
|
| 1112 |
+ y = Normalize(CrossProduct(z, x)); // y' = z^ x x' |
|
| 1113 |
+ z = CrossProduct(x, y); // z' = x x y |
|
| 1114 |
+ |
|
| 1115 |
+ if (transposed) |
|
| 1116 |
+ {
|
|
| 1117 |
+ R.m[0] = x.x; R.m[4] = x.y; R.m[8] = x.z; R.m[12] = 0.0; |
|
| 1118 |
+ R.m[1] = y.x; R.m[5] = y.y; R.m[9] = y.z; R.m[13] = 0.0; |
|
| 1119 |
+ R.m[2] = z.x; R.m[6] = z.y; R.m[10] = z.z; R.m[14] = 0.0; |
|
| 1120 |
+ |
|
| 1121 |
+ R.m[3] = 0.0; R.m[7] = 0.0; R.m[11] = 0.0; R.m[15] = 1.0; |
|
| 1122 |
+ } |
|
| 1123 |
+ else |
|
| 1124 |
+ {
|
|
| 1125 |
+ R.m[0] = x.x; R.m[1] = x.y; R.m[2] = x.z; R.m[3] = 0.0; |
|
| 1126 |
+ R.m[4] = y.x; R.m[5] = y.y; R.m[6] = y.z; R.m[7] = 0.0; |
|
| 1127 |
+ R.m[8] = z.x; R.m[9] = z.y; R.m[10] = z.z; R.m[11] = 0.0; |
|
| 1128 |
+ |
|
| 1129 |
+ R.m[12] = 0.0; R.m[13] = 0.0; R.m[14] = 0.0; R.m[15] = 1.0; |
|
| 1130 |
+ } |
|
| 1131 |
+ |
|
| 1132 |
+ Rt = Transpose(R); // Transpose = Invert -> felet ej i Transpose, och det \8Ar en ortonormal matris |
|
| 1133 |
+ |
|
| 1134 |
+ Raxel = Rx(fi); // Rotate around x axis |
|
| 1135 |
+ |
|
| 1136 |
+ // m := Rt * Rx * R |
|
| 1137 |
+ m = Mult(Mult(Rt, Raxel), R); |
|
| 1138 |
+ |
|
| 1139 |
+ return m; |
|
| 1140 |
+} |
|
| 1141 |
+ |
|
| 1142 |
+ |
|
| 1143 |
+// Not tested much |
|
| 1144 |
+mat4 CrossMatrix(vec3 a) // Matrix for cross product |
|
| 1145 |
+{
|
|
| 1146 |
+ mat4 m; |
|
| 1147 |
+ |
|
| 1148 |
+ if (transposed) |
|
| 1149 |
+ {
|
|
| 1150 |
+ m.m[0] = 0; m.m[4] =-a.z; m.m[8] = a.y; m.m[12] = 0.0; |
|
| 1151 |
+ m.m[1] = a.z; m.m[5] = 0; m.m[9] =-a.x; m.m[13] = 0.0; |
|
| 1152 |
+ m.m[2] =-a.y; m.m[6] = a.x; m.m[10]= 0; m.m[14] = 0.0; |
|
| 1153 |
+ m.m[3] = 0.0; m.m[7] = 0.0; m.m[11]= 0.0; m.m[15] = 0.0; |
|
| 1154 |
+ // NOTE! 0.0 in the homogous coordinate. Thus, the matrix can |
|
| 1155 |
+ // not be generally used, but is fine for matrix differentials |
|
| 1156 |
+ } |
|
| 1157 |
+ else |
|
| 1158 |
+ {
|
|
| 1159 |
+ m.m[0] = 0; m.m[1] =-a.z; m.m[2] = a.y; m.m[3] = 0.0; |
|
| 1160 |
+ m.m[4] = a.z; m.m[5] = 0; m.m[6] =-a.x; m.m[7] = 0.0; |
|
| 1161 |
+ m.m[8] =-a.y; m.m[9] = a.x; m.m[10]= 0; m.m[11] = 0.0; |
|
| 1162 |
+ m.m[12] = 0.0; m.m[13] = 0.0; m.m[14]= 0.0; m.m[15] = 0.0; |
|
| 1163 |
+ // NOTE! 0.0 in the homogous coordinate. Thus, the matrix can |
|
| 1164 |
+ // not be generally used, but is fine for matrix differentials |
|
| 1165 |
+ } |
|
| 1166 |
+ |
|
| 1167 |
+ return m; |
|
| 1168 |
+} |
|
| 1169 |
+ |
|
| 1170 |
+mat4 MatrixAdd(mat4 a, mat4 b) |
|
| 1171 |
+{
|
|
| 1172 |
+ mat4 dest; |
|
| 1173 |
+ |
|
| 1174 |
+ int i; |
|
| 1175 |
+ for (i = 0; i < 16; i++) |
|
| 1176 |
+ dest.m[i] = a.m[i] + b.m[i]; |
|
| 1177 |
+ |
|
| 1178 |
+ return dest; |
|
| 1179 |
+} |
|
| 1180 |
+ |
|
| 1181 |
+// 0 = row-wise defined matrices |
|
| 1182 |
+// 1 = column-wise |
|
| 1183 |
+void SetTransposed(char t) |
|
| 1184 |
+{
|
|
| 1185 |
+ transposed = t; |
|
| 1186 |
+} |
|
| 1187 |
+ |
|
| 1188 |
+ |
|
| 1189 |
+// Build standard matrices |
|
| 1190 |
+ |
|
| 1191 |
+mat4 lookAtv(vec3 p, vec3 l, vec3 v) |
|
| 1192 |
+{
|
|
| 1193 |
+ vec3 n, u; |
|
| 1194 |
+ mat4 rot, trans; |
|
| 1195 |
+ |
|
| 1196 |
+ n = Normalize(VectorSub(p, l)); |
|
| 1197 |
+ u = Normalize(CrossProduct(v, n)); |
|
| 1198 |
+ v = CrossProduct(n, u); |
|
| 1199 |
+ |
|
| 1200 |
+ if (transposed) |
|
| 1201 |
+ rot = SetMat4(u.x, v.x, n.x, 0, |
|
| 1202 |
+ u.y, v.y, n.y, 0, |
|
| 1203 |
+ u.z, v.z, n.z, 0, |
|
| 1204 |
+ 0, 0, 0, 1); |
|
| 1205 |
+ else |
|
| 1206 |
+ rot = SetMat4(u.x, u.y, u.z, 0, |
|
| 1207 |
+ v.x, v.y, v.z, 0, |
|
| 1208 |
+ n.x, n.y, n.z, 0, |
|
| 1209 |
+ 0, 0, 0, 1); |
|
| 1210 |
+ trans = T(-p.x, -p.y, -p.z); |
|
| 1211 |
+ mat4 m = Mult(rot, trans); |
|
| 1212 |
+ return m; |
|
| 1213 |
+} |
|
| 1214 |
+ |
|
| 1215 |
+mat4 lookAt(GLfloat px, GLfloat py, GLfloat pz, |
|
| 1216 |
+ GLfloat lx, GLfloat ly, GLfloat lz, |
|
| 1217 |
+ GLfloat vx, GLfloat vy, GLfloat vz) |
|
| 1218 |
+{
|
|
| 1219 |
+ vec3 p, l, v; |
|
| 1220 |
+ |
|
| 1221 |
+ p = SetVector(px, py, pz); |
|
| 1222 |
+ l = SetVector(lx, ly, lz); |
|
| 1223 |
+ v = SetVector(vx, vy, vz); |
|
| 1224 |
+ |
|
| 1225 |
+ return lookAtv(p, l, v); |
|
| 1226 |
+} |
|
| 1227 |
+ |
|
| 1228 |
+// From http://www.opengl.org/wiki/GluPerspective_code |
|
| 1229 |
+// Changed names and parameter order to conform with VU style |
|
| 1230 |
+// Rewritten 120913 because it was all wrong... |
|
| 1231 |
+// Rewritten again 2022 to a more compact form. |
|
| 1232 |
+mat4 perspective(float fovyInDegrees, float aspectRatio, |
|
| 1233 |
+ float znear, float zfar) |
|
| 1234 |
+{
|
|
| 1235 |
+ float f = 1/tan(fovyInDegrees * M_PI / 360.0); |
|
| 1236 |
+ mat4 m = SetMat4(f/aspectRatio, 0, 0, 0, |
|
| 1237 |
+ 0, f, 0, 0, |
|
| 1238 |
+ 0, 0, (zfar+znear)/(znear-zfar), 2*zfar*znear/(znear-zfar), |
|
| 1239 |
+ 0, 0, -1, 0); |
|
| 1240 |
+ if (transposed) |
|
| 1241 |
+ m = transpose(m); |
|
| 1242 |
+ return m; |
|
| 1243 |
+} |
|
| 1244 |
+ |
|
| 1245 |
+mat4 frustum(float left, float right, float bottom, float top, |
|
| 1246 |
+ float znear, float zfar) |
|
| 1247 |
+{
|
|
| 1248 |
+ float temp, temp2, temp3, temp4; |
|
| 1249 |
+ mat4 matrix; |
|
| 1250 |
+ |
|
| 1251 |
+ temp = 2.0f * znear; |
|
| 1252 |
+ temp2 = right - left; |
|
| 1253 |
+ temp3 = top - bottom; |
|
| 1254 |
+ temp4 = zfar - znear; |
|
| 1255 |
+ matrix.m[0] = temp / temp2; // 2*near/(right-left) |
|
| 1256 |
+ matrix.m[1] = 0.0; |
|
| 1257 |
+ matrix.m[2] = 0.0; |
|
| 1258 |
+ matrix.m[3] = 0.0; |
|
| 1259 |
+ matrix.m[4] = 0.0; |
|
| 1260 |
+ matrix.m[5] = temp / temp3; // 2*near/(top - bottom) |
|
| 1261 |
+ matrix.m[6] = 0.0; |
|
| 1262 |
+ matrix.m[7] = 0.0; |
|
| 1263 |
+ matrix.m[8] = (right + left) / temp2; // A = r+l / r-l |
|
| 1264 |
+ matrix.m[9] = (top + bottom) / temp3; // B = t+b / t-b |
|
| 1265 |
+ matrix.m[10] = (-zfar - znear) / temp4; // C = -(f+n) / f-n |
|
| 1266 |
+ matrix.m[11] = -1.0; |
|
| 1267 |
+ matrix.m[12] = 0.0; |
|
| 1268 |
+ matrix.m[13] = 0.0; |
|
| 1269 |
+ matrix.m[14] = (-temp * zfar) / temp4; // D = -2fn / f-n |
|
| 1270 |
+ matrix.m[15] = 0.0; |
|
| 1271 |
+ |
|
| 1272 |
+ if (!transposed) |
|
| 1273 |
+ matrix = Transpose(matrix); |
|
| 1274 |
+ |
|
| 1275 |
+ return matrix; |
|
| 1276 |
+} |
|
| 1277 |
+ |
|
| 1278 |
+// Not tested! |
|
| 1279 |
+mat4 ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat near, GLfloat far) |
|
| 1280 |
+{
|
|
| 1281 |
+ float a = 2.0f / (right - left); |
|
| 1282 |
+ float b = 2.0f / (top - bottom); |
|
| 1283 |
+ float c = -2.0f / (far - near); |
|
| 1284 |
+ |
|
| 1285 |
+ float tx = - (right + left)/(right - left); |
|
| 1286 |
+ float ty = - (top + bottom)/(top - bottom); |
|
| 1287 |
+ float tz = - (far + near)/(far - near); |
|
| 1288 |
+ |
|
| 1289 |
+ mat4 o = SetMat4( |
|
| 1290 |
+ a, 0, 0, tx, |
|
| 1291 |
+ 0, b, 0, ty, |
|
| 1292 |
+ 0, 0, c, tz, |
|
| 1293 |
+ 0, 0, 0, 1); |
|
| 1294 |
+ |
|
| 1295 |
+ if (transposed) |
|
| 1296 |
+ o = Transpose(o); |
|
| 1297 |
+ |
|
| 1298 |
+ return o; |
|
| 1299 |
+} |
|
| 1300 |
+ |
|
| 1301 |
+// The code below is based on code from: |
|
| 1302 |
+// http://www.dr-lex.be/random/matrix_inv.html |
|
| 1303 |
+ |
|
| 1304 |
+// Inverts mat3 (row-wise matrix) |
|
| 1305 |
+// (For a more general inverse, try a gaussian elimination.) |
|
| 1306 |
+mat3 InvertMat3(mat3 in) |
|
| 1307 |
+{
|
|
| 1308 |
+ float a11, a12, a13, a21, a22, a23, a31, a32, a33; |
|
| 1309 |
+ mat3 out, nanout; |
|
| 1310 |
+ float DET; |
|
| 1311 |
+ |
|
| 1312 |
+ // Copying to internal variables both clarify the code and |
|
| 1313 |
+ // buffers data so the output may be identical to the input! |
|
| 1314 |
+ a11 = in.m[0]; |
|
| 1315 |
+ a12 = in.m[1]; |
|
| 1316 |
+ a13 = in.m[2]; |
|
| 1317 |
+ a21 = in.m[3]; |
|
| 1318 |
+ a22 = in.m[4]; |
|
| 1319 |
+ a23 = in.m[5]; |
|
| 1320 |
+ a31 = in.m[6]; |
|
| 1321 |
+ a32 = in.m[7]; |
|
| 1322 |
+ a33 = in.m[8]; |
|
| 1323 |
+ DET = a11*(a33*a22-a32*a23)-a21*(a33*a12-a32*a13)+a31*(a23*a12-a22*a13); |
|
| 1324 |
+ if (DET != 0) |
|
| 1325 |
+ {
|
|
| 1326 |
+ out.m[0] = (a33*a22-a32*a23)/DET; |
|
| 1327 |
+ out.m[1] = -(a33*a12-a32*a13)/DET; |
|
| 1328 |
+ out.m[2] = (a23*a12-a22*a13)/DET; |
|
| 1329 |
+ out.m[3] = -(a33*a21-a31*a23)/DET; |
|
| 1330 |
+ out.m[4] = (a33*a11-a31*a13)/DET; |
|
| 1331 |
+ out.m[5] = -(a23*a11-a21*a13)/DET; |
|
| 1332 |
+ out.m[6] = (a32*a21-a31*a22)/DET; |
|
| 1333 |
+ out.m[7] = -(a32*a11-a31*a12)/DET; |
|
| 1334 |
+ out.m[8] = (a22*a11-a21*a12)/DET; |
|
| 1335 |
+ } |
|
| 1336 |
+ else |
|
| 1337 |
+ {
|
|
| 1338 |
+ nanout = SetMat3(NAN, NAN, NAN, |
|
| 1339 |
+ NAN, NAN, NAN, |
|
| 1340 |
+ NAN, NAN, NAN); |
|
| 1341 |
+ out = nanout; |
|
| 1342 |
+ } |
|
| 1343 |
+ |
|
| 1344 |
+ return out; |
|
| 1345 |
+} |
|
| 1346 |
+ |
|
| 1347 |
+// For making a normal matrix from a model-to-view matrix |
|
| 1348 |
+// Takes a mat4 in, ignores 4th row/column (should just be translations), |
|
| 1349 |
+// inverts as mat3 (row-wise matrix) and returns the transpose |
|
| 1350 |
+mat3 InverseTranspose(mat4 in) |
|
| 1351 |
+{
|
|
| 1352 |
+ float a11, a12, a13, a21, a22, a23, a31, a32, a33; |
|
| 1353 |
+ mat3 out, nanout; |
|
| 1354 |
+ float DET; |
|
| 1355 |
+ |
|
| 1356 |
+ // Copying to internal variables |
|
| 1357 |
+ a11 = in.m[0]; |
|
| 1358 |
+ a12 = in.m[1]; |
|
| 1359 |
+ a13 = in.m[2]; |
|
| 1360 |
+ a21 = in.m[4]; |
|
| 1361 |
+ a22 = in.m[5]; |
|
| 1362 |
+ a23 = in.m[6]; |
|
| 1363 |
+ a31 = in.m[8]; |
|
| 1364 |
+ a32 = in.m[9]; |
|
| 1365 |
+ a33 = in.m[10]; |
|
| 1366 |
+ DET = a11*(a33*a22-a32*a23)-a21*(a33*a12-a32*a13)+a31*(a23*a12-a22*a13); |
|
| 1367 |
+ if (DET != 0) |
|
| 1368 |
+ {
|
|
| 1369 |
+ out.m[0] = (a33*a22-a32*a23)/DET; |
|
| 1370 |
+ out.m[3] = -(a33*a12-a32*a13)/DET; |
|
| 1371 |
+ out.m[6] = (a23*a12-a22*a13)/DET; |
|
| 1372 |
+ out.m[1] = -(a33*a21-a31*a23)/DET; |
|
| 1373 |
+ out.m[4] = (a33*a11-a31*a13)/DET; |
|
| 1374 |
+ out.m[7] = -(a23*a11-a21*a13)/DET; |
|
| 1375 |
+ out.m[2] = (a32*a21-a31*a22)/DET; |
|
| 1376 |
+ out.m[5] = -(a32*a11-a31*a12)/DET; |
|
| 1377 |
+ out.m[8] = (a22*a11-a21*a12)/DET; |
|
| 1378 |
+ } |
|
| 1379 |
+ else |
|
| 1380 |
+ {
|
|
| 1381 |
+ nanout = SetMat3(NAN, NAN, NAN, |
|
| 1382 |
+ NAN, NAN, NAN, |
|
| 1383 |
+ NAN, NAN, NAN); |
|
| 1384 |
+ out = nanout; |
|
| 1385 |
+ } |
|
| 1386 |
+ |
|
| 1387 |
+ return out; |
|
| 1388 |
+} |
|
| 1389 |
+ |
|
| 1390 |
+ |
|
| 1391 |
+// Simple conversions |
|
| 1392 |
+mat3 mat4tomat3(mat4 m) |
|
| 1393 |
+{
|
|
| 1394 |
+ mat3 result; |
|
| 1395 |
+ |
|
| 1396 |
+ result.m[0] = m.m[0]; |
|
| 1397 |
+ result.m[1] = m.m[1]; |
|
| 1398 |
+ result.m[2] = m.m[2]; |
|
| 1399 |
+ result.m[3] = m.m[4]; |
|
| 1400 |
+ result.m[4] = m.m[5]; |
|
| 1401 |
+ result.m[5] = m.m[6]; |
|
| 1402 |
+ result.m[6] = m.m[8]; |
|
| 1403 |
+ result.m[7] = m.m[9]; |
|
| 1404 |
+ result.m[8] = m.m[10]; |
|
| 1405 |
+ return result; |
|
| 1406 |
+} |
|
| 1407 |
+ |
|
| 1408 |
+mat4 mat3tomat4(mat3 m) |
|
| 1409 |
+{
|
|
| 1410 |
+ mat4 result; |
|
| 1411 |
+ |
|
| 1412 |
+ result.m[0] = m.m[0]; |
|
| 1413 |
+ result.m[1] = m.m[1]; |
|
| 1414 |
+ result.m[2] = m.m[2]; |
|
| 1415 |
+ result.m[3] = 0; |
|
| 1416 |
+ result.m[4] = m.m[3]; |
|
| 1417 |
+ result.m[5] = m.m[4]; |
|
| 1418 |
+ result.m[6] = m.m[5]; |
|
| 1419 |
+ result.m[7] = 0; |
|
| 1420 |
+ result.m[8] = m.m[6]; |
|
| 1421 |
+ result.m[9] = m.m[7]; |
|
| 1422 |
+ result.m[10] = m.m[8]; |
|
| 1423 |
+ result.m[11] = 0; |
|
| 1424 |
+ |
|
| 1425 |
+ result.m[12] = 0; |
|
| 1426 |
+ result.m[13] = 0; |
|
| 1427 |
+ result.m[14] = 0; |
|
| 1428 |
+ result.m[15] = 1; |
|
| 1429 |
+ return result; |
|
| 1430 |
+} |
|
| 1431 |
+ |
|
| 1432 |
+vec3 vec4tovec3(vec4 v) |
|
| 1433 |
+{
|
|
| 1434 |
+ vec3 result; |
|
| 1435 |
+ result.x = v.x; |
|
| 1436 |
+ result.y = v.y; |
|
| 1437 |
+ result.z = v.z; |
|
| 1438 |
+ return result; |
|
| 1439 |
+} |
|
| 1440 |
+ |
|
| 1441 |
+vec4 vec3tovec4(vec3 v) |
|
| 1442 |
+{
|
|
| 1443 |
+ vec4 result; |
|
| 1444 |
+ result.x = v.x; |
|
| 1445 |
+ result.y = v.y; |
|
| 1446 |
+ result.z = v.z; |
|
| 1447 |
+ result.w = 1; |
|
| 1448 |
+ return result; |
|
| 1449 |
+} |
|
| 1450 |
+ |
|
| 1451 |
+ |
|
| 1452 |
+// Stol... I mean adapted from glMatrix (WebGL math unit). Almost no |
|
| 1453 |
+// changes despite changing language! But I just might replace it with |
|
| 1454 |
+// a gaussian elimination some time. |
|
| 1455 |
+mat4 InvertMat4(mat4 a) |
|
| 1456 |
+{
|
|
| 1457 |
+ mat4 b; |
|
| 1458 |
+ |
|
| 1459 |
+ float c=a.m[0],d=a.m[1],e=a.m[2],g=a.m[3], |
|
| 1460 |
+ f=a.m[4],h=a.m[5],i=a.m[6],j=a.m[7], |
|
| 1461 |
+ k=a.m[8],l=a.m[9],o=a.m[10],m=a.m[11], |
|
| 1462 |
+ n=a.m[12],p=a.m[13],r=a.m[14],s=a.m[15], |
|
| 1463 |
+ A=c*h-d*f, |
|
| 1464 |
+ B=c*i-e*f, |
|
| 1465 |
+ t=c*j-g*f, |
|
| 1466 |
+ u=d*i-e*h, |
|
| 1467 |
+ v=d*j-g*h, |
|
| 1468 |
+ w=e*j-g*i, |
|
| 1469 |
+ x=k*p-l*n, |
|
| 1470 |
+ y=k*r-o*n, |
|
| 1471 |
+ z=k*s-m*n, |
|
| 1472 |
+ C=l*r-o*p, |
|
| 1473 |
+ D=l*s-m*p, |
|
| 1474 |
+ E=o*s-m*r, |
|
| 1475 |
+ q=1/(A*E-B*D+t*C+u*z-v*y+w*x); |
|
| 1476 |
+ b.m[0]=(h*E-i*D+j*C)*q; |
|
| 1477 |
+ b.m[1]=(-d*E+e*D-g*C)*q; |
|
| 1478 |
+ b.m[2]=(p*w-r*v+s*u)*q; |
|
| 1479 |
+ b.m[3]=(-l*w+o*v-m*u)*q; |
|
| 1480 |
+ b.m[4]=(-f*E+i*z-j*y)*q; |
|
| 1481 |
+ b.m[5]=(c*E-e*z+g*y)*q; |
|
| 1482 |
+ b.m[6]=(-n*w+r*t-s*B)*q; |
|
| 1483 |
+ b.m[7]=(k*w-o*t+m*B)*q; |
|
| 1484 |
+ b.m[8]=(f*D-h*z+j*x)*q; |
|
| 1485 |
+ b.m[9]=(-c*D+d*z-g*x)*q; |
|
| 1486 |
+ b.m[10]=(n*v-p*t+s*A)*q; |
|
| 1487 |
+ b.m[11]=(-k*v+l*t-m*A)*q; |
|
| 1488 |
+ b.m[12]=(-f*C+h*y-i*x)*q; |
|
| 1489 |
+ b.m[13]=(c*C-d*y+e*x)*q; |
|
| 1490 |
+ b.m[14]=(-n*u+p*B-r*A)*q; |
|
| 1491 |
+ b.m[15]=(k*u-l*B+o*A)*q; |
|
| 1492 |
+ return b; |
|
| 1493 |
+}; |
|
| 1494 |
+ |
|
| 1495 |
+ |
|
| 1496 |
+// Two convenient printing functions suggested by Christian Luckey 2015. |
|
| 1497 |
+// Added printMat3 2019. |
|
| 1498 |
+void printMat4(mat4 m) |
|
| 1499 |
+{
|
|
| 1500 |
+ unsigned int i; |
|
| 1501 |
+ printf(" ---------------------------------------------------------------\n");
|
|
| 1502 |
+ for (i = 0; i < 4; i++) |
|
| 1503 |
+ {
|
|
| 1504 |
+ int n = i * 4; |
|
| 1505 |
+ printf("| %11.5f\t| %11.5f\t| %11.5f\t| %11.5f\t|\n",
|
|
| 1506 |
+ m.m[n], m.m[n+1], m.m[n+2], m.m[n+3]); |
|
| 1507 |
+ } |
|
| 1508 |
+ printf(" ---------------------------------------------------------------\n");
|
|
| 1509 |
+} |
|
| 1510 |
+ |
|
| 1511 |
+void printMat3(mat3 m) |
|
| 1512 |
+{
|
|
| 1513 |
+ unsigned int i; |
|
| 1514 |
+ printf(" ---------------------------------------------------------------\n");
|
|
| 1515 |
+ for (i = 0; i < 3; i++) |
|
| 1516 |
+ {
|
|
| 1517 |
+ int n = i * 3; |
|
| 1518 |
+ printf("| %11.5f\t| %11.5f\t| %11.5f\t| \n",
|
|
| 1519 |
+ m.m[n], m.m[n+1], m.m[n+2]); |
|
| 1520 |
+ } |
|
| 1521 |
+ printf(" ---------------------------------------------------------------\n");
|
|
| 1522 |
+} |
|
| 1523 |
+ |
|
| 1524 |
+void printVec3(vec3 in) |
|
| 1525 |
+{
|
|
| 1526 |
+ printf("(%f, %f, %f)\n", in.x, in.y, in.z);
|
|
| 1527 |
+} |
|
| 1528 |
+ |
|
| 1529 |
+#ifdef __cplusplus |
|
| 1530 |
+mat3 inverse(mat3 m) |
|
| 1531 |
+{
|
|
| 1532 |
+ return InvertMat3(m); |
|
| 1533 |
+} |
|
| 1534 |
+mat4 inverse(mat4 m) |
|
| 1535 |
+{
|
|
| 1536 |
+ return InvertMat4(m); |
|
| 1537 |
+} |
|
| 1538 |
+mat3 transpose(mat3 m) |
|
| 1539 |
+{
|
|
| 1540 |
+ return TransposeMat3(m); |
|
| 1541 |
+} |
|
| 1542 |
+mat4 S(GLfloat s) |
|
| 1543 |
+{
|
|
| 1544 |
+ return S(s, s, s); |
|
| 1545 |
+} |
|
| 1546 |
+mat4 S(vec3 s) |
|
| 1547 |
+{
|
|
| 1548 |
+ return S(s.x, s.y, s.z); |
|
| 1549 |
+} |
|
| 1550 |
+mat4 lookAt(vec3 p, vec3 l, vec3 u) |
|
| 1551 |
+{
|
|
| 1552 |
+ return lookAtv(p, l, u); |
|
| 1553 |
+} |
|
| 1554 |
+ |
|
| 1555 |
+#endif |
|
| 1556 |
+#endif |
|
| 1557 |
+ |
|
| 1558 |
+#endif |