#include #include #include #include #include void vec3Zero(GLfloat* out) { for (int i = 0; i < 3; i++) { out[i] = 0; } } void vec3Add(GLfloat* out, GLfloat* a, GLfloat* b) { for (int i = 0; i < 3; i++) { out[i] = a[i] + b[i]; } } void vec3Multiply(GLfloat* out, GLfloat* a, GLfloat x) { for (int i = 0; i < 3; i++) { out[i] = a[i] * x; } } void vec3Subtract(GLfloat* out, GLfloat* a, GLfloat* b) { vec3Multiply(out, b, -1); vec3Add(out, a, out); } void vec3Cross(GLfloat* out, GLfloat* a, GLfloat* b) { GLfloat result[3]; result[0] = a[1] * b[2] - a[2] * b[1]; result[1] = a[2] * b[0] - a[0] * b[2]; result[2] = a[0] * b[1] - a[1] * b[0]; memcpy(out, result, sizeof(result)); } GLfloat vec3Length(GLfloat* a) { return (GLfloat)sqrt(a[0]*a[0] + a[1]*a[1] + a[2]*a[2]); } GLfloat vec3Dot(GLfloat* a, GLfloat* b) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; } void vec3Normalise(GLfloat* out, GLfloat* a) { vec3Multiply(out, a, 1 / vec3Length(a)); } // CREATE 4x4 IDENTITY MATRIX void identity(GLfloat* out) { for (int i = 0; i < 16; i++) { out[i] = (i % 4 == i / 4); } } // CREATE 4x4 TRANSLATION MATRIX void translation(GLfloat* out, GLfloat* v) { identity(out); for (int i = 0; i < 3; i++) { out[3 * 4 + i] = v[i]; } } // CREATE 4x4 SCALING MATRIX void scaling(GLfloat* out, GLfloat* v) { identity(out); for (int i = 0; i < 3; i++) { out[i * 5] = v[i]; } } // CREATE 4x4 ROTATION MATRIX AROUND Z AXIS /* cos a -sin a 0 0 * sin a cos a 0 0 * 0 0 1 0 * 0 0 0 1 */ void rotationZ(GLfloat* out, GLfloat angle) { identity(out); out[0] = cos(angle); out[1] = sin(angle); out[4] = -sin(angle); out[5] = cos(angle); } // CREATE 4x4 ROTATION MATRIX AROUND Y AXIS void rotationY(GLfloat* out, GLfloat angle) { identity(out); out[0] = cos(angle); out[2] = -sin(angle); out[8] = sin(angle); out[10] = cos(angle); } // CREATE 4x4 ROTATION MATRIX AROUND Y AXIS void rotationX(GLfloat* out, GLfloat angle) { identity(out); out[5] = cos(angle); out[6] = sin(angle); out[9] = -sin(angle); out[10] = cos(angle); } // MULTIPLY ANY TO MATRICES void multiplyAny(GLfloat* A, GLfloat* B, GLfloat* out, int wA, int hA, int wB) { int sizeOut = hA * wB; GLfloat* result = (GLfloat*) malloc(sizeOut * sizeof(GLfloat)); for (int i = 0; i < sizeOut; i++) { result[i] = 0; // printf("%d: ", i); for (int j = 0; j < wA; j++) { // printf("%d : %f ", j * hA + i % hA, A[j * hA + i % hA]); result[i] += A[j * hA + i % hA] * B[j + i / hA * wB]; } // printf("\n"); } memcpy(out, result, sizeOut * sizeof(GLfloat)); free(result); result = NULL; } // MULTIPLY TWO 4x4 MATRICES void multiply(GLfloat* A, GLfloat* B, GLfloat* out) { multiplyAny(A, B, out, 4, 4, 4); } // MULTIPLY in WITH TRANSLATION MATRIX OF v void translate(GLfloat* out, GLfloat* in, GLfloat* v) { GLfloat translationMatrix[16]; translation(translationMatrix, v); multiply(translationMatrix, in, out); } // MULTIPLY in WITH SCALING MATRIX OF v void scale(GLfloat* out, GLfloat* in, GLfloat* v) { GLfloat scalingMatrix[16]; scaling(scalingMatrix, v); multiply(scalingMatrix, in, out); } // MULTIPLY in WITH ROTATION MATRIX OF a AROUND Z AXIS void rotateZ(GLfloat* out, GLfloat* in, GLfloat angle) { GLfloat rotationMatrix[16]; rotationZ(rotationMatrix, angle); multiply(rotationMatrix, in, out); } // MULTIPLY in WITH ROTATION MATRIX OF a AROUND Y AXIS void rotateY(GLfloat* out, GLfloat* in, GLfloat angle) { GLfloat rotationMatrix[16]; rotationY(rotationMatrix, angle); multiply(rotationMatrix, in, out); } // MULTIPLY in WITH ROTATION MATRIX OF a AROUND X AXIS void rotateX(GLfloat* out, GLfloat* in, GLfloat angle) { GLfloat rotationMatrix[16]; rotationX(rotationMatrix, angle); multiply(rotationMatrix, in, out); } void transposeAny(GLfloat* out, GLfloat* in, int w, int h) { int size = w * h; GLfloat* result = (GLfloat*) malloc(size * sizeof(GLfloat)); for (int i = 0; i < size; i++) { result[i] = in[(i % w) * h + i / w]; } memcpy(out, result, size * sizeof(GLfloat)); free(result); result = NULL; } void transpose(GLfloat* out, GLfloat* in) { transposeAny(out, in, 4, 4); } void printAny(GLfloat* M, int w, int h) { GLfloat* transposed = (GLfloat*) malloc(w * h * sizeof(GLfloat)); transposeAny(transposed, M, w, h); for (int i = 0; i < h; i++) { for (int j = 0; j < w; j++) { printf("%.4f ", transposed[i * w + j]); } printf("\n"); } free(transposed); transposed = NULL; } void vec3Print(GLfloat* a) { printAny(a, 1, 3); } void mat4Print(GLfloat* m) { printAny(m, 4, 4); } void lookAt(GLfloat* out, GLfloat* eye, GLfloat* center, GLfloat* up) { GLfloat n[3]; vec3Subtract(n, eye, center); GLfloat u[3]; vec3Cross(u, up, n); GLfloat v[3]; vec3Cross(v, n, u); vec3Normalise(n, n); vec3Normalise(u, u); vec3Normalise(v, v); GLfloat Mr[16]; identity(Mr); memcpy(&Mr[0], u, sizeof(GLfloat) * 3); memcpy(&Mr[4], v, sizeof(GLfloat) * 3); memcpy(&Mr[8], n, sizeof(GLfloat) * 3); transpose(Mr, Mr); GLfloat t[3]; vec3Multiply(u, u, -1); vec3Multiply(v, v, -1); vec3Multiply(n, n, -1); t[0] = vec3Dot(u, eye); t[1] = vec3Dot(v, eye); t[2] = vec3Dot(n, eye); memcpy(&Mr[12], t, sizeof(GLfloat) * 3); memcpy(out, Mr, sizeof(GLfloat) * 16); }