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 |
new file mode 100644 |
index 0000000000000000000000000000000000000000..32200c73d4924eb321fd19049c763926937039bc |
--- /dev/null |
+++ b/visual_studio/NativeClientVSAddIn/InstallerResources/examples/hello_world_gles/hello_world_gles/matrix.cc |
@@ -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; |
+} |
+ |