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- //
- // Lol Engine
- //
- // Copyright: (c) 2010-2011 Sam Hocevar <sam@hocevar.net>
- // 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 <cstdlib> /* free() */
- #include <cstring> /* 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 */
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