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- //
- // Lol Engine
- //
- // Copyright © 2010—2015 Sam Hocevar <sam@hocevar.net>
- //
- // 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 <lol/engine-internal.h>
-
- 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 */
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