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Unified Diff: visual_studio/NativeClientVSAddIn/InstallerResources/examples/hello_world_gles/hello_world_gles/matrix.cc

Issue 10825290: NaCl VS Add-in hello_world_gles example (Closed) Base URL: https://nativeclient-sdk.googlecode.com/svn/trunk/src
Patch Set: Created 8 years, 4 months ago
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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;
+}
+

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