// // Lol Engine // // Copyright © 2010—2015 Sam Hocevar // // Lol Engine is free software. It comes without any warranty, to // the extent permitted by applicable law. You can redistribute it // and/or modify it under the terms of the Do What the Fuck You Want // to Public License, Version 2, as published by the WTFPL Task Force. // See http://www.wtfpl.net/ for more details. // #include namespace lol { template<> mat3 mat3::scale(float x, float y, float z) { mat3 ret(1.0f); ret[0][0] = x; ret[1][1] = y; ret[2][2] = z; return ret; } template<> mat3 mat3::scale(float x) { return scale(x, x, x); } template<> mat3 mat3::scale(vec3 v) { return scale(v.x, v.y, v.z); } template<> mat4 mat4::translate(float x, float y, float z) { mat4 ret(1.0f); ret[3][0] = x; ret[3][1] = y; ret[3][2] = z; return ret; } template<> mat4 mat4::translate(vec3 v) { return translate(v.x, v.y, v.z); } template<> mat2 mat2::rotate(float radians) { float st = sin(radians); float ct = cos(radians); mat2 ret; ret[0][0] = ct; ret[0][1] = st; ret[1][0] = -st; ret[1][1] = ct; return ret; } template<> mat3 mat3::rotate(float radians, float x, float y, float z) { float st = sin(radians); float ct = cos(radians); float len = std::sqrt(x * x + y * y + z * z); float invlen = len ? 1.0f / len : 0.0f; x *= invlen; y *= invlen; z *= invlen; float mtx = (1.0f - ct) * x; float mty = (1.0f - ct) * y; float mtz = (1.0f - ct) * z; mat3 ret; ret[0][0] = x * mtx + ct; ret[0][1] = x * mty + st * z; ret[0][2] = x * mtz - st * y; ret[1][0] = y * mtx - st * z; ret[1][1] = y * mty + ct; ret[1][2] = y * mtz + st * x; ret[2][0] = z * mtx + st * y; ret[2][1] = z * mty - st * x; ret[2][2] = z * mtz + ct; return ret; } template<> mat3 mat3::rotate(float radians, vec3 v) { return rotate(radians, v.x, v.y, v.z); } template<> mat3::mat_t(quat const &q) { float n = norm(q); if (!n) { for (int j = 0; j < 3; j++) for (int i = 0; i < 3; i++) (*this)[i][j] = (i == j) ? 1.f : 0.f; return; } float s = 2.0f / n; (*this)[0][0] = 1.0f - s * (q.y * q.y + q.z * q.z); (*this)[0][1] = s * (q.x * q.y + q.z * q.w); (*this)[0][2] = s * (q.x * q.z - q.y * q.w); (*this)[1][0] = s * (q.x * q.y - q.z * q.w); (*this)[1][1] = 1.0f - s * (q.z * q.z + q.x * q.x); (*this)[1][2] = s * (q.y * q.z + q.x * q.w); (*this)[2][0] = s * (q.x * q.z + q.y * q.w); (*this)[2][1] = s * (q.y * q.z - q.x * q.w); (*this)[2][2] = 1.0f - s * (q.x * q.x + q.y * q.y); } template<> mat4::mat_t(quat const &q) { *this = mat4(mat3(q), 1.f); } template<> mat4 mat4::lookat(vec3 eye, vec3 center, vec3 up) { vec3 v3 = normalize(eye - center); vec3 v1 = normalize(cross(up, v3)); vec3 v2 = cross(v3, v1); return mat4(vec4(v1.x, v2.x, v3.x, 0.f), vec4(v1.y, v2.y, v3.y, 0.f), vec4(v1.z, v2.z, v3.z, 0.f), vec4(-dot(eye, v1), -dot(eye, v2), -dot(eye, v3), 1.f)); } template<> mat4 mat4::ortho(float left, float right, float bottom, float top, float near, float far) { float invrl = (right != left) ? 1.0f / (right - left) : 0.0f; float invtb = (top != bottom) ? 1.0f / (top - bottom) : 0.0f; float invfn = (far != near) ? 1.0f / (far - near) : 0.0f; mat4 ret(0.0f); ret[0][0] = 2.0f * invrl; ret[1][1] = 2.0f * invtb; ret[2][2] = -2.0f * invfn; ret[3][0] = - (right + left) * invrl; ret[3][1] = - (top + bottom) * invtb; ret[3][2] = - (far + near) * invfn; ret[3][3] = 1.0f; return ret; } template<> mat4 mat4::ortho(float width, float height, float near, float far) { return mat4::ortho(-0.5f * width, 0.5f * width, -0.5f * height, 0.5f * height, near, far); } template<> mat4 mat4::frustum(float left, float right, float bottom, float top, float near, float far) { float invrl = (right != left) ? 1.0f / (right - left) : 0.0f; float invtb = (top != bottom) ? 1.0f / (top - bottom) : 0.0f; float invfn = (far != near) ? 1.0f / (far - near) : 0.0f; mat4 ret(0.0f); ret[0][0] = 2.0f * near * invrl; ret[1][1] = 2.0f * near * invtb; ret[2][0] = (right + left) * invrl; ret[2][1] = (top + bottom) * invtb; ret[2][2] = - (far + near) * invfn; ret[2][3] = -1.0f; ret[3][2] = -2.0f * far * near * invfn; return ret; } /* * Return a standard perspective matrix */ template<> mat4 mat4::perspective(float fov_y, float width, float height, float near, float far) { float t2 = lol::tan(fov_y * 0.5f); float t1 = t2 * width / height; return frustum(-near * t1, near * t1, -near * t2, near * t2, near, far); } /* * Return a perspective matrix with the camera location shifted to be on * the near plane */ template<> mat4 mat4::shifted_perspective(float fov_y, float screen_size, float screen_ratio_yx, float near, float far) { float tan_y = tanf(fov_y * .5f); ASSERT(tan_y > 0.000001f); float dist_scr = (screen_size * screen_ratio_yx * .5f) / tan_y; return mat4::perspective(fov_y, screen_size, screen_size * screen_ratio_yx, max(.001f, dist_scr + near), max(.001f, dist_scr + far)) * mat4::translate(.0f, .0f, -dist_scr); } } /* namespace lol */