// // Lol Engine // // Copyright: (c) 2010-2011 Sam Hocevar // This program is free software; 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 Sam Hocevar. See // http://sam.zoy.org/projects/COPYING.WTFPL for more details. // #if defined HAVE_CONFIG_H # include "config.h" #endif #include /* free() */ #include /* strdup() */ #include "core.h" using namespace std; namespace lol { static inline float det3(float a, float b, float c, float d, float e, float f, float g, float h, float i) { return a * (e * i - h * f) + b * (f * g - i * d) + c * (d * h - g * e); } static inline float cofact3(mat4 const &mat, int i, int j) { return det3(mat[(i + 1) & 3][(j + 1) & 3], mat[(i + 2) & 3][(j + 1) & 3], mat[(i + 3) & 3][(j + 1) & 3], mat[(i + 1) & 3][(j + 2) & 3], mat[(i + 2) & 3][(j + 2) & 3], mat[(i + 3) & 3][(j + 2) & 3], mat[(i + 1) & 3][(j + 3) & 3], mat[(i + 2) & 3][(j + 3) & 3], mat[(i + 3) & 3][(j + 3) & 3]) * (((i + j) & 1) ? -1.0f : 1.0f); } template<> float mat4::det() const { float ret = 0; for (int n = 0; n < 4; n++) ret += (*this)[n][0] * cofact3(*this, n, 0); return ret; } template<> mat4 mat4::invert() const { mat4 ret; float d = det(); if (d) { d = 1.0f / d; for (int j = 0; j < 4; j++) for (int i = 0; i < 4; i++) ret[j][i] = cofact3(*this, i, j) * d; } return ret; } template<> void mat4::printf() const { mat4 const &p = *this; Log::Debug("[ %6.6f %6.6f %6.6f %6.6f\n", p[0][0], p[1][0], p[2][0], p[3][0]); Log::Debug(" %6.6f %6.6f %6.6f %6.6f\n", p[0][1], p[1][1], p[2][1], p[3][1]); Log::Debug(" %6.6f %6.6f %6.6f %6.6f\n", p[0][2], p[1][2], p[2][2], p[3][2]); Log::Debug(" %6.6f %6.6f %6.6f %6.6f ]\n", p[0][3], p[1][3], p[2][3], p[3][3]); } 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::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; } template<> mat4 mat4::perspective(float theta, float width, float height, float near, float far) { float t1 = tanf(theta / 2.0f); float t2 = t1 * height / width; return frustum(-near * t1, near * t1, -near * t2, near * t2, near, far); } 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::rotate(float theta, float x, float y, float z) { float st = sinf(theta); float ct = cosf(theta); float len = sqrtf(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; mat4 ret(1.0f); 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; } } /* namespace lol */