| Index: visual_studio/NativeClientVSAddIn/InstallerResources/examples/hello_world_gles/hello_world_gles/matrix.cc
|
| diff --git a/visual_studio/NativeClientVSAddIn/InstallerResources/examples/hello_world_gles/hello_world_gles/matrix.cc b/visual_studio/NativeClientVSAddIn/InstallerResources/examples/hello_world_gles/hello_world_gles/matrix.cc
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| new file mode 100644
|
| index 0000000000000000000000000000000000000000..32200c73d4924eb321fd19049c763926937039bc
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| --- /dev/null
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| +++ b/visual_studio/NativeClientVSAddIn/InstallerResources/examples/hello_world_gles/hello_world_gles/matrix.cc
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| @@ -0,0 +1,136 @@
|
| +/* Copyright (c) 2012 The Chromium Authors. All rights reserved.
|
| + * Use of this source code is governed by a BSD-style license that can be
|
| + * found in the LICENSE file.
|
| + */
|
| +
|
| +/** @file matrix.cc
|
| + * Implements simple matrix manipulation functions.
|
| + */
|
| +
|
| +//-----------------------------------------------------------------------------
|
| +#include <stdlib.h>
|
| +#include <string.h>
|
| +#include "matrix.h"
|
| +#define deg_to_rad(x) (x * (M_PI/180.0f))
|
| +
|
| +void glhFrustumf2(Matrix_t mat, GLfloat left, GLfloat right, GLfloat bottom,
|
| + GLfloat top, GLfloat znear, GLfloat zfar)
|
| +{
|
| + float temp, temp2, temp3, temp4;
|
| + temp = 2.0f * znear;
|
| + temp2 = right - left;
|
| + temp3 = top - bottom;
|
| + temp4 = zfar - znear;
|
| + mat[0] = temp / temp2;
|
| + mat[1] = 0.0f;
|
| + mat[2] = 0.0f;
|
| + mat[3] = 0.0f;
|
| + mat[4] = 0.0f;
|
| + mat[5] = temp / temp3;
|
| + mat[6] = 0.0f;
|
| + mat[7] = 0.0f;
|
| + mat[8] = (right + left) / temp2;
|
| + mat[9] = (top + bottom) / temp3;
|
| + mat[10] = (-zfar - znear) / temp4;
|
| + mat[11] = -1.0f;
|
| + mat[12] = 0.0f;
|
| + mat[13] = 0.0f;
|
| + mat[14] = (-temp * zfar) / temp4;
|
| + mat[15] = 0.0f;
|
| +}
|
| +
|
| +void glhPerspectivef2(Matrix_t mat, GLfloat fovyInDegrees,
|
| + GLfloat aspectRatio, GLfloat znear, GLfloat zfar)
|
| +{
|
| + float ymax, xmax;
|
| + ymax = znear * tanf(fovyInDegrees * 3.14f / 360.0f);
|
| + xmax = ymax * aspectRatio;
|
| + glhFrustumf2(mat, -xmax, xmax, -ymax, ymax, znear, zfar);
|
| +}
|
| +
|
| +void identity_matrix(Matrix_t mat) {
|
| + memset(mat, 0, sizeof(Matrix_t));
|
| + mat[0] = 1.0;
|
| + mat[5] = 1.0;
|
| + mat[10] = 1.0;
|
| + mat[15] = 1.0;
|
| +}
|
| +
|
| +void multiply_matrix(const Matrix_t a, const Matrix_t b, Matrix_t mat) {
|
| + // Generate to a temporary first in case the output matrix and input
|
| + // matrix are thes same.
|
| + Matrix_t out;
|
| +
|
| + out[0] = a[0] * b[0] + a[4] * b[1] + a[8] * b[2] + a[12] * b[3];
|
| + out[1] = a[1] * b[0] + a[5] * b[1] + a[9] * b[2] + a[13] * b[3];
|
| + out[2] = a[2] * b[0] + a[6] * b[1] + a[10] * b[2] + a[14] * b[3];
|
| + out[3] = a[3] * b[0] + a[7] * b[1] + a[11] * b[2] + a[15] * b[3];
|
| +
|
| + out[4] = a[0] * b[4] + a[4] * b[5] + a[8] * b[6] + a[12] * b[7];
|
| + out[5] = a[1] * b[4] + a[5] * b[5] + a[9] * b[6] + a[13] * b[7];
|
| + out[6] = a[2] * b[4] + a[6] * b[5] + a[10] * b[6] + a[14] * b[7];
|
| + out[7] = a[3] * b[4] + a[7] * b[5] + a[11] * b[6] + a[15] * b[7];
|
| +
|
| + out[8] = a[0] * b[8] + a[4] * b[9] + a[8] * b[10] + a[12] * b[11];
|
| + out[9] = a[1] * b[8] + a[5] * b[9] + a[9] * b[10] + a[13] * b[11];
|
| + out[10] = a[2] * b[8] + a[6] * b[9] + a[10] * b[10] + a[14] * b[11];
|
| + out[11] = a[3] * b[8] + a[7] * b[9] + a[11] * b[10] + a[15] * b[11];
|
| +
|
| + out[12] = a[0] * b[12] + a[4] * b[13] + a[8] * b[14] + a[12] * b[15];
|
| + out[13] = a[1] * b[12] + a[5] * b[13] + a[9] * b[14] + a[13] * b[15];
|
| + out[14] = a[2] * b[12] + a[6] * b[13] + a[10] * b[14] + a[14] * b[15];
|
| + out[15] = a[3] * b[12] + a[7] * b[13] + a[11] * b[14] + a[15] * b[15];
|
| +
|
| + memcpy(mat, out, sizeof(Matrix_t));
|
| +}
|
| +
|
| +void rotate_x_matrix(GLfloat x_rad, Matrix_t mat) {
|
| + identity_matrix(mat);
|
| + mat[5] = cosf(x_rad);
|
| + mat[6] = -sinf(x_rad);
|
| + mat[9] = -mat[6];
|
| + mat[10] = mat[5];
|
| +}
|
| +
|
| +void rotate_y_matrix(GLfloat y_rad, Matrix_t mat) {
|
| + identity_matrix(mat);
|
| + mat[0] = cosf(y_rad);
|
| + mat[2] = sinf(y_rad);
|
| + mat[8] = -mat[2];
|
| + mat[10] = mat[0];
|
| +}
|
| +
|
| +void rotate_z_matrix(GLfloat z_rad, Matrix_t mat) {
|
| + identity_matrix(mat);
|
| + mat[0] = cosf(z_rad);
|
| + mat[1] = sinf(z_rad);
|
| + mat[4] = -mat[1];
|
| + mat[5] = mat[0];
|
| +}
|
| +
|
| +void rotate_matrix(GLfloat x_deg, GLfloat y_deg, GLfloat z_deg,
|
| + Matrix_t mat) {
|
| + GLfloat x_rad = (GLfloat) deg_to_rad(x_deg);
|
| + GLfloat y_rad = (GLfloat) deg_to_rad(y_deg);
|
| + GLfloat z_rad = (GLfloat) deg_to_rad(z_deg);
|
| +
|
| + Matrix_t x_matrix;
|
| + Matrix_t y_matrix;
|
| + Matrix_t z_matrix;
|
| +
|
| + rotate_x_matrix(x_rad, x_matrix);
|
| + rotate_y_matrix(y_rad, y_matrix);
|
| + rotate_z_matrix(z_rad, z_matrix);
|
| +
|
| + Matrix_t xy_matrix;
|
| + multiply_matrix(y_matrix, x_matrix, xy_matrix);
|
| + multiply_matrix(z_matrix, xy_matrix, mat);
|
| +}
|
| +
|
| +void translate_matrix(GLfloat x, GLfloat y, GLfloat z, Matrix_t mat) {
|
| + identity_matrix(mat);
|
| + mat[12] += x;
|
| + mat[13] += y;
|
| + mat[14] += z;
|
| +}
|
| +
|
|
|