add GLMatrix class

This commit is contained in:
Josh Holtrop 2012-09-06 01:13:11 -04:00
parent ac434fab3e
commit 471e9984db
2 changed files with 182 additions and 0 deletions

144
src/client/GL/GLMatrix.cc Normal file
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#include <math.h>
#include <string.h>
#include "GLMatrix.h"
const GLMatrix GLMatrix::Identity;
GLMatrix::GLMatrix()
{
set_identity();
}
void GLMatrix::set_identity()
{
memset(m_mat, 0, sizeof(m_mat));
for (int i = 0; i < 4; i++)
m_mat[i][i] = 1.0f;
}
GLMatrix operator*(const GLMatrix & left, const GLMatrix & right)
{
GLMatrix result = left;
result.multiply(right);
return result;
}
void GLMatrix::multiply(const GLMatrix & other)
{
GLMatrix tmp = *this;
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
GLfloat v = 0.0;
for (int p = 0; p < 4; p++)
{
v += tmp.m_mat[p][i] * other.m_mat[j][p];
}
m_mat[j][i] = v;
}
}
}
void GLMatrix::translate(GLfloat x, GLfloat y, GLfloat z)
{
for (int i = 0; i < 4; i++)
{
m_mat[3][i] += m_mat[0][i] * x + m_mat[1][i] * y + m_mat[2][i] * z;
}
}
void GLMatrix::scale(GLfloat x, GLfloat y, GLfloat z)
{
for (int i = 0; i < 4; i++)
{
m_mat[0][i] *= x;
m_mat[1][i] *= y;
m_mat[2][i] *= z;
}
}
void GLMatrix::rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
{
GLfloat p = x*x + y*y + z*z;
if (p != 1.0f)
{
GLfloat scale = sqrt(p);
x /= scale;
y /= scale;
z /= scale;
}
GLfloat c = cos(M_PI * angle / 180.0);
GLfloat s = sin(M_PI * angle / 180.0);
GLMatrix mult;
GLfloat oc = 1 - c;
mult.m_mat[0][0] = x * x * oc + c;
mult.m_mat[1][0] = x * y * oc - z * s;
mult.m_mat[2][0] = x * z * oc + y * s;
mult.m_mat[3][0] = 0.0;
mult.m_mat[0][1] = y * x * oc + z * s;
mult.m_mat[1][1] = y * y * oc + c;
mult.m_mat[2][1] = y * z * oc - x * s;
mult.m_mat[3][1] = 0.0;
mult.m_mat[0][2] = x * z * oc - y * s;
mult.m_mat[1][2] = y * z * oc + x * s;
mult.m_mat[2][2] = z * z * oc + c;
mult.m_mat[3][2] = 0.0;
mult.m_mat[0][3] = 0.0;
mult.m_mat[1][3] = 0.0;
mult.m_mat[2][3] = 0.0;
mult.m_mat[3][3] = 1.0;
*this = *this * mult;
}
void GLMatrix::frustum(GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat near, GLfloat far)
{
GLMatrix mult;
GLfloat rl = right - left;
GLfloat tb = top - bottom;
GLfloat fn = far - near;
mult.m_mat[0][0] = 2 * near / rl;
mult.m_mat[2][0] = (right + left) / rl;
mult.m_mat[1][1] = 2 * near / tb;
mult.m_mat[2][1] = (top + bottom) / tb;
mult.m_mat[2][2] = - (far + near) / fn;
mult.m_mat[3][2] = - 2 * far * near / fn;
mult.m_mat[2][3] = -1.0;
mult.m_mat[3][3] = 0.0f;
multiply(mult);
}
void GLMatrix::perspective(GLfloat fovy, GLfloat aspect,
GLfloat near, GLfloat far)
{
GLMatrix mult;
GLfloat f = 1.0 / tan(M_PI * fovy / 360.0);
GLfloat nf = near - far;
mult.m_mat[0][0] = f / aspect;
mult.m_mat[1][1] = f;
mult.m_mat[2][2] = (far + near) / nf;
mult.m_mat[3][2] = (2 * far * near) / nf;
mult.m_mat[2][3] = -1.0;
mult.m_mat[3][3] = 0.0f;
multiply(mult);
}
void GLMatrix::ortho(GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat near, GLfloat far)
{
GLMatrix mult;
GLfloat rl = right - left;
GLfloat tb = top - bottom;
GLfloat fn = far - near;
mult.m_mat[0][0] = 2 / rl;
mult.m_mat[3][0] = - (right + left) / rl;
mult.m_mat[1][1] = 2 / tb;
mult.m_mat[3][1] = - (top + bottom) / tb;
mult.m_mat[2][2] = -2 / fn;
mult.m_mat[3][2] = - (far + near) / fn;
multiply(mult);
}

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src/client/GL/GLMatrix.h Normal file
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#ifndef GLMATRIX_H
#define GLMATRIX_H
#include <GL/glew.h>
/**
* Store a 4x4 matrix of GLfloats with associated operations.
*
* Matrices are stored in column-major order.
*/
class GLMatrix
{
public:
GLMatrix();
void set_identity();
void translate(GLfloat x, GLfloat y, GLfloat z);
void scale(GLfloat x, GLfloat y, GLfloat z);
void rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
void multiply(const GLMatrix & other);
void frustum(GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat near, GLfloat far);
void perspective(GLfloat fovy, GLfloat aspect,
GLfloat near, GLfloat far);
void ortho(GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat near, GLfloat far);
friend GLMatrix operator*(const GLMatrix &, const GLMatrix &);
static const GLMatrix Identity;
protected:
GLfloat m_mat[4][4];
};
#endif