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-// VectorUtils3 header |
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-// See source for more information |
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- |
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-#ifndef VECTORUTILS3 |
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-#define VECTORUTILS3 |
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- |
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-#ifdef __APPLE__ |
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- #define GL_SILENCE_DEPRECATION |
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- #include <OpenGL/gl3.h> |
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-#else |
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- #if defined(_WIN32) |
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- #include "glew.h" |
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- #endif |
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- #include <GL/gl.h> |
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-#endif |
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-#include <math.h> |
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-#include <stdio.h> |
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- |
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- |
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-#ifndef M_PI |
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-#define M_PI 3.14159265358979323846 |
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-#endif |
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- |
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-// Really old type names |
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-#define Vector3f Point3D |
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-#define Matrix3f Matrix3D |
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-#define Matrix4f Matrix4D |
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- |
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-// GLSL-style |
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-// These are already changed, here I define the intermediate type names that I use in some demos. |
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-#define Point3D vec3 |
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-#define Matrix3D mat3 |
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-#define Matrix4D mat4 |
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-// These are not changed below yet |
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-#define dot DotProduct |
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-#define cross CrossProduct |
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-#define normalize Normalize |
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-// Furthermore, SplitVector should be revised to conform with reflect() |
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- |
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- |
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-// Note 210515: I have removed the constructors from my structs below in order to please |
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-// some compilers. They did work but the compilers were upset about C using these |
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-// without knowing about the constructors, while the C++ code happily used them. |
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-// However, we do not need them; you can initialize with SetVec* instead of |
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-// vec*() and it will work. |
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- |
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- // vec3 is very useful |
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- typedef struct vec3 |
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- { |
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- GLfloat x, y, z; |
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-// #ifdef __cplusplus |
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-// vec3() {} |
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-// vec3(GLfloat x2, GLfloat y2, GLfloat z2) : x(x2), y(y2), z(z2) {} |
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- |
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-//// vec3(vec4 v) : x(v.x), y(v.y), z(v.z) {} |
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-// #endif |
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- } vec3, *vec3Ptr; |
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- |
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- // vec4 is not as useful. Can be a color with alpha, or a quaternion, but IMHO you |
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- // rarely need homogenous coordinate vectors on the CPU. |
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- typedef struct vec4 |
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- { |
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- GLfloat x, y, z, w; // w or h |
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-// #ifdef __cplusplus |
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-// vec4() {} |
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-// vec4(GLfloat x2, GLfloat y2, GLfloat z2, GLfloat w2) : x(x2), y(y2), z(z2), w(w2) {} |
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-// vec4(GLfloat xyz, GLfloat w2) : x(xyz), y(xyz), z(xyz), w(w2) {} |
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-// vec4(vec3 v, GLfloat w2) : x(v.x), y(v.y), z(v.z), w(w2) {} |
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-// |
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-// vec4(vec3 v) : x(v.x), y(v.y), z(v.z), w(1) {} |
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-// #endif |
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- } vec4, *vec4Ptr; |
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- |
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-// vec2 is mostly used for texture cordinates, so I havn't bothered defining any operations for it |
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- typedef struct vec2 |
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- { |
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- GLfloat x, y; |
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-// #ifdef __cplusplus |
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-// vec2() {} |
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-// vec2(GLfloat x2, GLfloat y2) : x(x2), y(y2) {} |
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-// #endif |
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- } vec2, *vec2Ptr; |
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- |
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- |
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- typedef struct mat4 |
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- { |
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- GLfloat m[16]; |
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- } mat4; |
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- typedef struct mat3 |
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- { |
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- GLfloat m[9]; |
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- } mat3; |
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- |
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-#ifdef __cplusplus |
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-extern "C" { |
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-#endif |
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- |
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-// New better name for SetVector and replacements for constructors |
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- vec2 SetVec2(GLfloat x, GLfloat y); |
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- vec3 SetVec3(GLfloat x, GLfloat y, GLfloat z); |
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- vec4 SetVec4(GLfloat x, GLfloat y, GLfloat z, GLfloat w); |
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- |
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-// void CopyVector(vec3 *v, vec3 *dest); // Will probably be removed |
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- vec3 SetVector(GLfloat x, GLfloat y, GLfloat z); |
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- mat3 SetMat3(GLfloat p0, GLfloat p1, GLfloat p2, GLfloat p3, GLfloat p4, GLfloat p5, GLfloat p6, GLfloat p7, GLfloat p8); |
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- mat4 SetMat4(GLfloat p0, GLfloat p1, GLfloat p2, GLfloat p3, |
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- GLfloat p4, GLfloat p5, GLfloat p6, GLfloat p7, |
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- GLfloat p8, GLfloat p9, GLfloat p10, GLfloat p11, |
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- GLfloat p12, GLfloat p13, GLfloat p14, GLfloat p15 |
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- ); |
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-// Basic vector operations on vec3's. (vec4 not included since I never need them.) |
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- vec3 VectorSub(vec3 a, vec3 b); |
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- vec3 VectorAdd(vec3 a, vec3 b); |
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- vec3 CrossProduct(vec3 a, vec3 b); |
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- GLfloat DotProduct(vec3 a, vec3 b); |
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- vec3 ScalarMult(vec3 a, GLfloat s); |
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- GLfloat Norm(vec3 a); |
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- vec3 Normalize(vec3 a); |
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- vec3 CalcNormalVector(vec3 a, vec3 b, vec3 c); |
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- void SplitVector(vec3 v, vec3 n, vec3 *vn, vec3 *vp); |
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- |
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-// Matrix operations primarily on 4x4 matrixes! |
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-// Row-wise by default but can be configured to column-wise (see SetTransposed) |
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- |
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- mat4 IdentityMatrix(); |
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- mat4 Rx(GLfloat a); |
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- mat4 Ry(GLfloat a); |
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- mat4 Rz(GLfloat a); |
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- mat4 T(GLfloat tx, GLfloat ty, GLfloat tz); |
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- mat4 S(GLfloat sx, GLfloat sy, GLfloat sz); |
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- 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 |
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- // but for symmetry, MultMat4 is made a synonym: |
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- #define MultMat4 Mult |
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- |
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- // Was MatrixMultPoint3D |
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- vec3 MultVec3(mat4 a, vec3 b); // result = a * b |
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- vec4 MultVec4(mat4 a, vec4 b); |
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-// void CopyMatrix(GLfloat *src, GLfloat *dest); // Will probably be removed |
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- |
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-// Mat3 operations (new) |
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- mat3 MultMat3(mat3 a, mat3 b); // m = a * b |
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- vec3 MultMat3Vec3(mat3 a, vec3 b); // result = a * b |
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- |
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- void OrthoNormalizeMatrix(mat4 *R); |
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- mat4 transpose(mat4 m); |
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-// mat4 TransposeRotation(mat4 m); // Will probably be removed |
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- mat3 TransposeMat3(mat3 m); |
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- mat4 ArbRotate(vec3 axis, GLfloat fi); |
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- mat4 CrossMatrix(vec3 a); |
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- mat4 MatrixAdd(mat4 a, mat4 b); |
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- |
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-// Configure, i.e. if you want matrices to be column-wise |
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- void SetTransposed(char t); |
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- |
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-// GLU replacement functions |
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- mat4 lookAtv(vec3 p, vec3 l, vec3 v); |
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- mat4 lookAt(GLfloat px, GLfloat py, GLfloat pz, |
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- GLfloat lx, GLfloat ly, GLfloat lz, |
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- GLfloat vx, GLfloat vy, GLfloat vz); |
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- mat4 perspective(float fovyInDegrees, float aspectRatio, |
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- float znear, float zfar); |
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- mat4 frustum(float left, float right, float bottom, float top, |
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- float znear, float zfar); |
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- mat4 ortho(GLfloat left, GLfloat right, GLfloat bottom, |
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- GLfloat top, GLfloat near, GLfloat far); |
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- |
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-// For creating a normal matrix |
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- mat3 InvertMat3(mat3 in); |
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- mat3 InverseTranspose(mat4 in); |
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- mat4 InvertMat4(mat4 a); |
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- |
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-// Simple conversions |
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- mat3 mat4tomat3(mat4 m); |
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- mat4 mat3tomat4(mat3 m); |
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- vec3 vec4tovec3(vec4 v); |
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- vec4 vec3tovec4(vec3 v); |
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- |
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-// Convenient printing calls |
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- void printMat4(mat4 m); |
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- void printVec3(vec3 in); |
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- |
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-/* Utility functions for easier uploads to shaders with error messages. */ |
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-// NEW as prototype 2022, added to VU 2023 |
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- void uploadMat4ToShader(GLuint shader, char *nameInShader, mat4 m); |
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- void uploadUniformIntToShader(GLuint shader, char *nameInShader, GLint i); |
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- void uploadUniformFloatToShader(GLuint shader, char *nameInShader, GLfloat f); |
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- void uploadUniformFloatArrayToShader(GLuint shader, char *nameInShader, GLfloat *f, int arrayLength); |
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- void uploadUniformVec3ToShader(GLuint shader, char *nameInShader, vec3 v); |
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- void uploadUniformVec3ArrayToShader(GLuint shader, char *nameInShader, vec3 *a, int arrayLength); |
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- void bindTextureToTextureUnit(GLuint tex, int unit); |
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- |
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- |
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- |
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-#ifdef __cplusplus |
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-} |
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-#endif |
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- |
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-#ifdef __cplusplus |
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-// Some C++ operator overloads |
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-// Non-member C++ operators! |
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-// New version 2021-05-2x: Constructiors for vec3 etc replaced in order to avoid |
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-// problems with some C++ compilers. |
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- |
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-// --- vec3 operations --- |
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-inline |
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-vec3 operator+(const vec3 &a, const vec3 &b) // vec3+vec3 |
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-{ |
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- return SetVector(a.x+b.x, a.y+b.y, a.z+b.z); |
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-} |
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- |
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-inline |
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-vec3 operator-(const vec3 &a, const vec3 &b) // vec3-vec3 |
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-{ |
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- return SetVector(a.x-b.x, a.y-b.y, a.z-b.z); |
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-} |
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- |
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-inline |
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-vec3 operator-(const vec3 &a) |
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-{ |
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- return SetVector(-a.x, -a.y, -a.z); |
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-} |
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- |
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- // Questionable, not like GLSL |
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-inline |
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-float operator*(const vec3 &a, const vec3 &b) // vec3 dot vec3 |
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-{ |
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- return (a.x*b.x+ a.y*b.y+ a.z*b.z); |
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-} |
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- |
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-inline |
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-vec3 operator*(const vec3 &b, double a) // vec3 * scalar |
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-{ |
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- return SetVector(a*b.x, a*b.y, a*b.z); |
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-} |
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- |
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-inline |
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-vec3 operator*(double a, const vec3 &b) // scalar * vec3 |
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-{ |
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- return SetVector(a*b.x, a*b.y, a*b.z); |
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-} |
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- |
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-inline |
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-vec3 operator/(const vec3 &b, double a) // vec3 / scalar |
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-{ |
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- return SetVector(b.x/a, b.y/a, b.z/a); |
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-} |
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- |
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-inline |
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-void operator+=(vec3 &a, const vec3 &b) // vec3+=vec3 |
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-{ |
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- a = a + b; |
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-} |
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- |
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-inline |
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-void operator-=(vec3 &a, const vec3 &b) // vec3-=vec3 |
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-{ |
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- a = a - b; |
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-} |
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- |
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-inline |
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-void operator*=(vec3 &a, const float &b) // vec3*=scalar |
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-{ |
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- a = a * b; |
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-} |
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- |
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-inline |
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-void operator/=(vec3 &a, const float &b) // vec3/=scalar |
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-{ |
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- a = a / b; |
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-} |
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- |
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-// --- vec4 operations --- |
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- |
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-inline |
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-vec4 operator+(const vec4 &a, const vec4 &b) // vec4+vec4 |
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-{ |
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- return SetVec4(a.x+b.x, a.y+b.y, a.z+b.z, a.w+b.w); |
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-} |
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- |
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-inline |
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-vec4 operator-(const vec4 &a, const vec4 &b) // vec4-vec4 |
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-{ |
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- return SetVec4(a.x-b.x, a.y-b.y, a.z-b.z, a.w-b.w); |
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-} |
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- |
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- // Questionable, not like GLSL |
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-inline |
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-float operator*(const vec4 &a, const vec4 &b) // vec4 dot vec4 |
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-{ |
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- return (a.x*b.x+ a.y*b.y+ a.z*b.z+ a.w*b.w); |
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-} |
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- |
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-inline |
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-vec4 operator*(const vec4 &b, double a) // vec4 * scalar |
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-{ |
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- return SetVec4(a*b.x, a*b.y, a*b.z, a*b.w); |
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-} |
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- |
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-inline |
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-vec4 operator*(double a, const vec4 &b) // scalar * vec4 |
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-{ |
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- return SetVec4(a*b.x, a*b.y, a*b.z, a*b.w); |
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-} |
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- |
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-inline |
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-vec4 operator/(const vec4 &b, double a) // vec4 / scalar |
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-{ |
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- return SetVec4(b.x/a, b.y/a, b.z/a, b.w/a); |
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-} |
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- |
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- |
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-inline |
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-void operator+=(vec4 &a, const vec4 &b) // vec4+=vec4 |
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-{ |
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- a = a + b; |
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-} |
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- |
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318 |
-inline |
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-void operator-=(vec4 &a, const vec4 &b) // vec4-=vec4 |
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320 |
-{ |
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- a = a - b; |
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-} |
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- |
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324 |
-inline |
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-void operator*=(vec4 &a, const float &b) // vec4 *= scalar |
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-{ |
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- a = a * b; |
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-} |
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- |
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330 |
-inline |
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331 |
-void operator/=(vec4 &a, const float &b) // vec4 /= scalar |
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332 |
-{ |
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333 |
- a = a / b; |
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-} |
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335 |
- |
|
336 |
-// --- Matrix multiplication --- |
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337 |
- |
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338 |
-// mat4 * mat4 |
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339 |
-inline |
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340 |
-mat4 operator*(const mat4 &a, const mat4 &b) |
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341 |
-{ |
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342 |
- return (Mult(a, b)); |
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343 |
-} |
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344 |
- |
|
345 |
-// mat3 * mat3 |
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346 |
-inline |
|
347 |
-mat3 operator*(const mat3 &a, const mat3 &b) |
|
348 |
-{ |
|
349 |
- return (MultMat3(a, b)); |
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350 |
-} |
|
351 |
- |
|
352 |
-// mat4 * vec3 |
|
353 |
-inline |
|
354 |
-vec3 operator*(const mat4 &a, const vec3 &b) |
|
355 |
-{ |
|
356 |
- return MultVec3(a, b); // result = a * b |
|
357 |
-} |
|
358 |
- |
|
359 |
-// mat4 * vec4 |
|
360 |
-inline |
|
361 |
-vec4 operator*(const mat4 &a, const vec4 &b) |
|
362 |
-{ |
|
363 |
- return MultVec4(a, b); // result = a * b |
|
364 |
-} |
|
365 |
- |
|
366 |
-// mat3 * vec3 |
|
367 |
-inline |
|
368 |
-vec3 operator*(const mat3 &a, const vec3 &b) |
|
369 |
-{ |
|
370 |
- return MultMat3Vec3(a, b); // result = a * b |
|
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-} |
|
372 |
- |
|
373 |
-#endif |
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- |
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- |
|
376 |
-#endif |
1 | 1 |
new file mode 100755 |
... | ... |
@@ -0,0 +1,376 @@ |
1 |
+// VectorUtils3 header |
|
2 |
+// See source for more information |
|
3 |
+ |
|
4 |
+#ifndef VECTORUTILS3 |
|
5 |
+#define VECTORUTILS3 |
|
6 |
+ |
|
7 |
+#ifdef __APPLE__ |
|
8 |
+ #define GL_SILENCE_DEPRECATION |
|
9 |
+ #include <OpenGL/gl3.h> |
|
10 |
+#else |
|
11 |
+ #if defined(_WIN32) |
|
12 |
+ #include "glew.h" |
|
13 |
+ #endif |
|
14 |
+ #include <GL/gl.h> |
|
15 |
+#endif |
|
16 |
+#include <math.h> |
|
17 |
+#include <stdio.h> |
|
18 |
+ |
|
19 |
+ |
|
20 |
+#ifndef M_PI |
|
21 |
+#define M_PI 3.14159265358979323846 |
|
22 |
+#endif |
|
23 |
+ |
|
24 |
+// Really old type names |
|
25 |
+#define Vector3f Point3D |
|
26 |
+#define Matrix3f Matrix3D |
|
27 |
+#define Matrix4f Matrix4D |
|
28 |
+ |
|
29 |
+// GLSL-style |
|
30 |
+// These are already changed, here I define the intermediate type names that I use in some demos. |
|
31 |
+#define Point3D vec3 |
|
32 |
+#define Matrix3D mat3 |
|
33 |
+#define Matrix4D mat4 |
|
34 |
+// These are not changed below yet |
|
35 |
+#define dot DotProduct |
|
36 |
+#define cross CrossProduct |
|
37 |
+#define normalize Normalize |
|
38 |
+// Furthermore, SplitVector should be revised to conform with reflect() |
|
39 |
+ |
|
40 |
+ |
|
41 |
+// Note 210515: I have removed the constructors from my structs below in order to please |
|
42 |
+// some compilers. They did work but the compilers were upset about C using these |
|
43 |
+// without knowing about the constructors, while the C++ code happily used them. |
|
44 |
+// However, we do not need them; you can initialize with SetVec* instead of |
|
45 |
+// vec*() and it will work. |
|
46 |
+ |
|
47 |
+ // vec3 is very useful |
|
48 |
+ typedef struct vec3 |
|
49 |
+ { |
|
50 |
+ GLfloat x, y, z; |
|
51 |
+// #ifdef __cplusplus |
|
52 |
+// vec3() {} |
|
53 |
+// vec3(GLfloat x2, GLfloat y2, GLfloat z2) : x(x2), y(y2), z(z2) {} |
|
54 |
+ |
|
55 |
+//// vec3(vec4 v) : x(v.x), y(v.y), z(v.z) {} |
|
56 |
+// #endif |
|
57 |
+ } vec3, *vec3Ptr; |
|
58 |
+ |
|
59 |
+ // vec4 is not as useful. Can be a color with alpha, or a quaternion, but IMHO you |
|
60 |
+ // rarely need homogenous coordinate vectors on the CPU. |
|
61 |
+ typedef struct vec4 |
|
62 |
+ { |
|
63 |
+ GLfloat x, y, z, w; // w or h |
|
64 |
+// #ifdef __cplusplus |
|
65 |
+// vec4() {} |
|
66 |
+// vec4(GLfloat x2, GLfloat y2, GLfloat z2, GLfloat w2) : x(x2), y(y2), z(z2), w(w2) {} |
|
67 |
+// vec4(GLfloat xyz, GLfloat w2) : x(xyz), y(xyz), z(xyz), w(w2) {} |
|
68 |
+// vec4(vec3 v, GLfloat w2) : x(v.x), y(v.y), z(v.z), w(w2) {} |
|
69 |
+// |
|
70 |
+// vec4(vec3 v) : x(v.x), y(v.y), z(v.z), w(1) {} |
|
71 |
+// #endif |
|
72 |
+ } vec4, *vec4Ptr; |
|
73 |
+ |
|
74 |
+// vec2 is mostly used for texture cordinates, so I havn't bothered defining any operations for it |
|
75 |
+ typedef struct vec2 |
|
76 |
+ { |
|
77 |
+ GLfloat x, y; |
|
78 |
+// #ifdef __cplusplus |
|
79 |
+// vec2() {} |
|
80 |
+// vec2(GLfloat x2, GLfloat y2) : x(x2), y(y2) {} |
|
81 |
+// #endif |
|
82 |
+ } vec2, *vec2Ptr; |
|
83 |
+ |
|
84 |
+ |
|
85 |
+ typedef struct mat4 |
|
86 |
+ { |
|
87 |
+ GLfloat m[16]; |
|
88 |
+ } mat4; |
|
89 |
+ typedef struct mat3 |
|
90 |
+ { |
|
91 |
+ GLfloat m[9]; |
|
92 |
+ } mat3; |
|
93 |
+ |
|
94 |
+#ifdef __cplusplus |
|
95 |
+extern "C" { |
|
96 |
+#endif |
|
97 |
+ |
|
98 |
+// New better name for SetVector and replacements for constructors |
|
99 |
+ vec2 SetVec2(GLfloat x, GLfloat y); |
|
100 |
+ vec3 SetVec3(GLfloat x, GLfloat y, GLfloat z); |
|
101 |
+ vec4 SetVec4(GLfloat x, GLfloat y, GLfloat z, GLfloat w); |
|
102 |
+ |
|
103 |
+// void CopyVector(vec3 *v, vec3 *dest); // Will probably be removed |
|
104 |
+ vec3 SetVector(GLfloat x, GLfloat y, GLfloat z); |
|
105 |
+ mat3 SetMat3(GLfloat p0, GLfloat p1, GLfloat p2, GLfloat p3, GLfloat p4, GLfloat p5, GLfloat p6, GLfloat p7, GLfloat p8); |
|
106 |
+ mat4 SetMat4(GLfloat p0, GLfloat p1, GLfloat p2, GLfloat p3, |
|
107 |
+ GLfloat p4, GLfloat p5, GLfloat p6, GLfloat p7, |
|
108 |
+ GLfloat p8, GLfloat p9, GLfloat p10, GLfloat p11, |
|
109 |
+ GLfloat p12, GLfloat p13, GLfloat p14, GLfloat p15 |
|
110 |
+ ); |
|
111 |
+// Basic vector operations on vec3's. (vec4 not included since I never need them.) |
|
112 |
+ vec3 VectorSub(vec3 a, vec3 b); |
|
113 |
+ vec3 VectorAdd(vec3 a, vec3 b); |
|
114 |
+ vec3 CrossProduct(vec3 a, vec3 b); |
|
115 |
+ GLfloat DotProduct(vec3 a, vec3 b); |
|
116 |
+ vec3 ScalarMult(vec3 a, GLfloat s); |
|
117 |
+ GLfloat Norm(vec3 a); |
|
118 |
+ vec3 Normalize(vec3 a); |
|
119 |
+ vec3 CalcNormalVector(vec3 a, vec3 b, vec3 c); |
|
120 |
+ void SplitVector(vec3 v, vec3 n, vec3 *vn, vec3 *vp); |
|
121 |
+ |
|
122 |
+// Matrix operations primarily on 4x4 matrixes! |
|
123 |
+// Row-wise by default but can be configured to column-wise (see SetTransposed) |
|
124 |
+ |
|
125 |
+ mat4 IdentityMatrix(); |
|
126 |
+ mat4 Rx(GLfloat a); |
|
127 |
+ mat4 Ry(GLfloat a); |
|
128 |
+ mat4 Rz(GLfloat a); |
|
129 |
+ mat4 T(GLfloat tx, GLfloat ty, GLfloat tz); |
|
130 |
+ mat4 S(GLfloat sx, GLfloat sy, GLfloat sz); |
|
131 |
+ 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 |
|
132 |
+ // but for symmetry, MultMat4 is made a synonym: |
|
133 |
+ #define MultMat4 Mult |
|
134 |
+ |
|
135 |
+ // Was MatrixMultPoint3D |
|
136 |
+ vec3 MultVec3(mat4 a, vec3 b); // result = a * b |
|
137 |
+ vec4 MultVec4(mat4 a, vec4 b); |
|
138 |
+// void CopyMatrix(GLfloat *src, GLfloat *dest); // Will probably be removed |
|
139 |
+ |
|
140 |
+// Mat3 operations (new) |
|
141 |
+ mat3 MultMat3(mat3 a, mat3 b); // m = a * b |
|
142 |
+ vec3 MultMat3Vec3(mat3 a, vec3 b); // result = a * b |
|
143 |
+ |
|
144 |
+ void OrthoNormalizeMatrix(mat4 *R); |
|
145 |
+ mat4 transpose(mat4 m); |
|
146 |
+// mat4 TransposeRotation(mat4 m); // Will probably be removed |
|
147 |
+ mat3 TransposeMat3(mat3 m); |
|
148 |
+ mat4 ArbRotate(vec3 axis, GLfloat fi); |
|
149 |
+ mat4 CrossMatrix(vec3 a); |
|
150 |
+ mat4 MatrixAdd(mat4 a, mat4 b); |
|
151 |
+ |
|
152 |
+// Configure, i.e. if you want matrices to be column-wise |
|
153 |
+ void SetTransposed(char t); |
|
154 |
+ |
|
155 |
+// GLU replacement functions |
|
156 |
+ mat4 lookAtv(vec3 p, vec3 l, vec3 v); |
|
157 |
+ mat4 lookAt(GLfloat px, GLfloat py, GLfloat pz, |
|
158 |
+ GLfloat lx, GLfloat ly, GLfloat lz, |
|
159 |
+ GLfloat vx, GLfloat vy, GLfloat vz); |
|
160 |
+ mat4 perspective(float fovyInDegrees, float aspectRatio, |
|
161 |
+ float znear, float zfar); |
|
162 |
+ mat4 frustum(float left, float right, float bottom, float top, |
|
163 |
+ float znear, float zfar); |
|
164 |
+ mat4 ortho(GLfloat left, GLfloat right, GLfloat bottom, |
|
165 |
+ GLfloat top, GLfloat near, GLfloat far); |
|
166 |
+ |
|
167 |
+// For creating a normal matrix |
|
168 |
+ mat3 InvertMat3(mat3 in); |
|
169 |
+ mat3 InverseTranspose(mat4 in); |
|
170 |
+ mat4 InvertMat4(mat4 a); |
|
171 |
+ |
|
172 |
+// Simple conversions |
|
173 |
+ mat3 mat4tomat3(mat4 m); |
|
174 |
+ mat4 mat3tomat4(mat3 m); |
|
175 |
+ vec3 vec4tovec3(vec4 v); |
|
176 |
+ vec4 vec3tovec4(vec3 v); |
|
177 |
+ |
|
178 |
+// Convenient printing calls |
|
179 |
+ void printMat4(mat4 m); |
|
180 |
+ void printVec3(vec3 in); |
|
181 |
+ |
|
182 |
+/* Utility functions for easier uploads to shaders with error messages. */ |
|
183 |
+// NEW as prototype 2022, added to VU 2023 |
|
184 |
+ void uploadMat4ToShader(GLuint shader, char *nameInShader, mat4 m); |
|
185 |
+ void uploadUniformIntToShader(GLuint shader, char *nameInShader, GLint i); |
|
186 |
+ void uploadUniformFloatToShader(GLuint shader, char *nameInShader, GLfloat f); |
|
187 |
+ void uploadUniformFloatArrayToShader(GLuint shader, char *nameInShader, GLfloat *f, int arrayLength); |
|
188 |
+ void uploadUniformVec3ToShader(GLuint shader, char *nameInShader, vec3 v); |
|
189 |
+ void uploadUniformVec3ArrayToShader(GLuint shader, char *nameInShader, vec3 *a, int arrayLength); |
|
190 |
+ void bindTextureToTextureUnit(GLuint tex, int unit); |
|
191 |
+ |
|
192 |
+ |
|
193 |
+ |
|
194 |
+#ifdef __cplusplus |
|
195 |
+} |
|
196 |
+#endif |
|
197 |
+ |
|
198 |
+#ifdef __cplusplus |
|
199 |
+// Some C++ operator overloads |
|
200 |
+// Non-member C++ operators! |
|
201 |
+// New version 2021-05-2x: Constructiors for vec3 etc replaced in order to avoid |
|
202 |
+// problems with some C++ compilers. |
|
203 |
+ |
|
204 |
+// --- vec3 operations --- |
|
205 |
+inline |
|
206 |
+vec3 operator+(const vec3 &a, const vec3 &b) // vec3+vec3 |
|
207 |
+{ |
|
208 |
+ return SetVector(a.x+b.x, a.y+b.y, a.z+b.z); |
|
209 |
+} |
|
210 |
+ |
|
211 |
+inline |
|
212 |
+vec3 operator-(const vec3 &a, const vec3 &b) // vec3-vec3 |
|
213 |
+{ |
|
214 |
+ return SetVector(a.x-b.x, a.y-b.y, a.z-b.z); |
|
215 |
+} |
|
216 |
+ |
|
217 |
+inline |
|
218 |
+vec3 operator-(const vec3 &a) |
|
219 |
+{ |
|
220 |
+ return SetVector(-a.x, -a.y, -a.z); |
|
221 |
+} |
|
222 |
+ |
|
223 |
+ // Questionable, not like GLSL |
|
224 |
+inline |
|
225 |
+float operator*(const vec3 &a, const vec3 &b) // vec3 dot vec3 |
|
226 |
+{ |
|
227 |
+ return (a.x*b.x+ a.y*b.y+ a.z*b.z); |
|
228 |
+} |
|
229 |
+ |
|
230 |
+inline |
|
231 |
+vec3 operator*(const vec3 &b, double a) // vec3 * scalar |
|
232 |
+{ |
|
233 |
+ return SetVector(a*b.x, a*b.y, a*b.z); |
|
234 |
+} |
|
235 |
+ |
|
236 |
+inline |
|
237 |
+vec3 operator*(double a, const vec3 &b) // scalar * vec3 |
|
238 |
+{ |
|
239 |
+ return SetVector(a*b.x, a*b.y, a*b.z); |
|
240 |
+} |
|
241 |
+ |
|
242 |
+inline |
|
243 |
+vec3 operator/(const vec3 &b, double a) // vec3 / scalar |
|
244 |
+{ |
|
245 |
+ return SetVector(b.x/a, b.y/a, b.z/a); |
|
246 |
+} |
|
247 |
+ |
|
248 |
+inline |
|
249 |
+void operator+=(vec3 &a, const vec3 &b) // vec3+=vec3 |
|
250 |
+{ |
|
251 |
+ a = a + b; |
|
252 |
+} |
|
253 |
+ |
|
254 |
+inline |
|
255 |
+void operator-=(vec3 &a, const vec3 &b) // vec3-=vec3 |
|
256 |
+{ |
|
257 |
+ a = a - b; |
|
258 |
+} |
|
259 |
+ |
|
260 |
+inline |
|
261 |
+void operator*=(vec3 &a, const float &b) // vec3*=scalar |
|
262 |
+{ |
|
263 |
+ a = a * b; |
|
264 |
+} |
|
265 |
+ |
|
266 |
+inline |
|
267 |
+void operator/=(vec3 &a, const float &b) // vec3/=scalar |
|
268 |
+{ |
|
269 |
+ a = a / b; |
|
270 |
+} |
|
271 |
+ |
|
272 |
+// --- vec4 operations --- |
|
273 |
+ |
|
274 |
+inline |
|
275 |
+vec4 operator+(const vec4 &a, const vec4 &b) // vec4+vec4 |
|
276 |
+{ |
|
277 |
+ return SetVec4(a.x+b.x, a.y+b.y, a.z+b.z, a.w+b.w); |
|
278 |
+} |
|
279 |
+ |
|
280 |
+inline |
|
281 |
+vec4 operator-(const vec4 &a, const vec4 &b) // vec4-vec4 |
|
282 |
+{ |
|
283 |
+ return SetVec4(a.x-b.x, a.y-b.y, a.z-b.z, a.w-b.w); |
|
284 |
+} |
|
285 |
+ |
|
286 |
+ // Questionable, not like GLSL |
|
287 |
+inline |
|
288 |
+float operator*(const vec4 &a, const vec4 &b) // vec4 dot vec4 |
|
289 |
+{ |
|
290 |
+ return (a.x*b.x+ a.y*b.y+ a.z*b.z+ a.w*b.w); |
|
291 |
+} |
|
292 |
+ |
|
293 |
+inline |
|
294 |
+vec4 operator*(const vec4 &b, double a) // vec4 * scalar |
|
295 |
+{ |
|
296 |
+ return SetVec4(a*b.x, a*b.y, a*b.z, a*b.w); |
|
297 |
+} |
|
298 |
+ |
|
299 |
+inline |
|
300 |
+vec4 operator*(double a, const vec4 &b) // scalar * vec4 |
|
301 |
+{ |
|
302 |
+ return SetVec4(a*b.x, a*b.y, a*b.z, a*b.w); |
|
303 |
+} |
|
304 |
+ |
|
305 |
+inline |
|
306 |
+vec4 operator/(const vec4 &b, double a) // vec4 / scalar |
|
307 |
+{ |
|
308 |
+ return SetVec4(b.x/a, b.y/a, b.z/a, b.w/a); |
|
309 |
+} |
|
310 |
+ |
|
311 |
+ |
|
312 |
+inline |
|
313 |
+void operator+=(vec4 &a, const vec4 &b) // vec4+=vec4 |
|
314 |
+{ |
|
315 |
+ a = a + b; |
|
316 |
+} |
|
317 |
+ |
|
318 |
+inline |
|
319 |
+void operator-=(vec4 &a, const vec4 &b) // vec4-=vec4 |
|
320 |
+{ |
|
321 |
+ a = a - b; |
|
322 |
+} |
|
323 |
+ |
|
324 |
+inline |
|
325 |
+void operator*=(vec4 &a, const float &b) // vec4 *= scalar |
|
326 |
+{ |
|
327 |
+ a = a * b; |
|
328 |
+} |
|
329 |
+ |
|
330 |
+inline |
|
331 |
+void operator/=(vec4 &a, const float &b) // vec4 /= scalar |
|
332 |
+{ |
|
333 |
+ a = a / b; |
|
334 |
+} |
|
335 |
+ |
|
336 |
+// --- Matrix multiplication --- |
|
337 |
+ |
|
338 |
+// mat4 * mat4 |
|
339 |
+inline |
|
340 |
+mat4 operator*(const mat4 &a, const mat4 &b) |
|
341 |
+{ |
|
342 |
+ return (Mult(a, b)); |
|
343 |
+} |
|
344 |
+ |
|
345 |
+// mat3 * mat3 |
|
346 |
+inline |
|
347 |
+mat3 operator*(const mat3 &a, const mat3 &b) |
|
348 |
+{ |
|
349 |
+ return (MultMat3(a, b)); |
|
350 |
+} |
|
351 |
+ |
|
352 |
+// mat4 * vec3 |
|
353 |
+inline |
|
354 |
+vec3 operator*(const mat4 &a, const vec3 &b) |
|
355 |
+{ |
|
356 |
+ return MultVec3(a, b); // result = a * b |
|
357 |
+} |
|
358 |
+ |
|
359 |
+// mat4 * vec4 |
|
360 |
+inline |
|
361 |
+vec4 operator*(const mat4 &a, const vec4 &b) |
|
362 |
+{ |
|
363 |
+ return MultVec4(a, b); // result = a * b |
|
364 |
+} |
|
365 |
+ |
|
366 |
+// mat3 * vec3 |
|
367 |
+inline |
|
368 |
+vec3 operator*(const mat3 &a, const vec3 &b) |
|
369 |
+{ |
|
370 |
+ return MultMat3Vec3(a, b); // result = a * b |
|
371 |
+} |
|
372 |
+ |
|
373 |
+#endif |
|
374 |
+ |
|
375 |
+ |
|
376 |
+#endif |