#include #include "glslUtil.h" void guMatrixLoadIdentity(guMatrix4x4 *m) { int i, j; for (i = 0; i < 4; i++) { for (j = 0; j < 4; j++) { (*m)[i][j] = (i == j) ? 1.0 : 0.0; } } } void guMatrixMult(guMatrix4x4 *m, guMatrix4x4 *a, guMatrix4x4 *b) { guMatrix4x4 tmp; int i, j, p; if (m == a) { memcpy(&tmp, a, sizeof(tmp)); a = &tmp; } for (i = 0; i < 4; i++) { for (j = 0; j < 4; j++) { float v = 0.0; for (p = 0; p < 4; p++) { v += (*a)[i][p] * (*b)[p][j]; } (*m)[i][j] = v; } } } void guMatrixTranslate(guMatrix4x4 *m, float x, float y, float z) { int i; for (i = 0; i < 4; i++) { (*m)[i][3] += (*m)[i][0] * x + (*m)[i][1] * y + (*m)[i][2] * z; } } void guMatrixScale(guMatrix4x4 *m, float x, float y, float z) { int i; for (i = 0; i < 4; i++) { float *base = &(*m)[i][0]; base[0] *= x; base[1] *= y; base[2] *= z; } } void guMatrixFrustum(guMatrix4x4 *m, float left, float right, float bottom, float top, float near, float far) { int i, j; guMatrix4x4 mult; for (i = 0; i < 4; i++) { for (j = 0; j < 4; j++) { mult[i][j] = 0.0; } } mult[0][0] = 2 * near / (right - left); mult[0][2] = (right + left) / (right - left); mult[1][1] = 2 * near / (top - bottom); mult[1][2] = (top + bottom) / (top - bottom); mult[2][2] = - (far + near) / (far - near); mult[2][3] = - 2 * far * near / (far - near); mult[3][2] = -1.0; guMatrixMult(m, m, &mult); }