Refactoring in math & texture modules
- moved texture-related structs to texture.h & code to texture.cpp - cleaned up texture test code - added Math:: namespace qualifiers to math modules for claritydev-ui
parent
e8c9945e13
commit
3204360515
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@ -52,6 +52,7 @@ graphics/common/planet.cpp
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graphics/common/pyro.cpp
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graphics/common/terrain.cpp
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graphics/common/text.cpp
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graphics/common/texture.cpp
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graphics/common/water.cpp
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graphics/opengl/gldevice.cpp
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graphics/opengl/glengine.cpp
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@ -31,26 +31,3 @@ void Gfx::DeviceConfig::LoadDefault()
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doubleBuf = true;
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noFrame = false;
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}
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void Gfx::TextureCreateParams::LoadDefault()
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{
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alpha = false;
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mipmap = false;
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minFilter = Gfx::TEX_MIN_FILTER_NEAREST;
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magFilter = Gfx::TEX_MAG_FILTER_NEAREST;
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wrapS = Gfx::TEX_WRAP_REPEAT;
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wrapT = Gfx::TEX_WRAP_REPEAT;
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}
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void Gfx::TextureParams::LoadDefault()
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{
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colorOperation = Gfx::TEX_MIX_OPER_MODULATE;
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colorArg1 = Gfx::TEX_MIX_ARG_CURRENT;
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colorArg2 = Gfx::TEX_MIX_ARG_TEXTURE;
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alphaOperation = Gfx::TEX_MIX_OPER_MODULATE;
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alphaArg1 = Gfx::TEX_MIX_ARG_CURRENT;
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alphaArg2 = Gfx::TEX_MIX_ARG_TEXTURE;
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}
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@ -181,115 +181,6 @@ enum PrimitiveType
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PRIMITIVE_TRIANGLE_STRIP
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};
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/**
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\enum TexMinFilter
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\brief Minification texture filter
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Corresponds to OpenGL modes but should translate to DirectX too. */
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enum TexMinFilter
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{
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TEX_MIN_FILTER_NEAREST,
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TEX_MIN_FILTER_LINEAR,
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TEX_MIN_FILTER_NEAREST_MIPMAP_NEAREST,
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TEX_MIN_FILTER_LINEAR_MIPMAP_NEAREST,
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TEX_MIN_FILTER_NEAREST_MIPMAP_LINEAR,
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TEX_MIN_FILTER_LINEAR_MIPMAP_LINEAR
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};
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/**
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\enum TexMagFilter
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\brief Magnification texture filter */
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enum TexMagFilter
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{
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TEX_MAG_FILTER_NEAREST,
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TEX_MAG_FILTER_LINEAR
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};
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/**
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\enum TexWrapMode
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\brief Wrapping mode for texture coords */
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enum TexWrapMode
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{
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TEX_WRAP_CLAMP,
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TEX_WRAP_REPEAT
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};
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/**
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\enum TexMixOperation
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\brief Multitexture mixing operation
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*/
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enum TexMixOperation
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{
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TEX_MIX_OPER_MODULATE,
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TEX_MIX_OPER_ADD
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};
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/**
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\enum TexMixArgument
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\brief Multitexture mixing argument
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*/
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enum TexMixArgument
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{
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TEX_MIX_ARG_CURRENT,
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TEX_MIX_ARG_TEXTURE,
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TEX_MIX_ARG_DIFFUSE,
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TEX_MIX_ARG_FACTOR
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};
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/**
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\struct TextureCreateParams
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\brief Parameters for texture creation
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*/
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struct TextureCreateParams
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{
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//! Whether the texture image contains alpha
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bool alpha;
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//! Whether to generate mipmaps
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bool mipmap;
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//! Minification filter
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Gfx::TexMinFilter minFilter;
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//! Magnification filter
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Gfx::TexMagFilter magFilter;
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//! Wrap S coord mode
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Gfx::TexWrapMode wrapS;
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//! Wrap T coord mode
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Gfx::TexWrapMode wrapT;
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//! Constructor; calls LoadDefault()
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TextureCreateParams()
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{ LoadDefault(); }
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//! Loads the default values
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void LoadDefault();
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};
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/**
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\struct TextureParams
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\brief Parameters for texture creation
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*/
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struct TextureParams
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{
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//! Mixing operation done on color values
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Gfx::TexMixOperation colorOperation;
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//! 1st argument of color operations
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Gfx::TexMixArgument colorArg1;
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//! 2nd argument of color operations
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Gfx::TexMixArgument colorArg2;
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//! Mixing operation done on alpha values
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Gfx::TexMixOperation alphaOperation;
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//! 1st argument of alpha operations
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Gfx::TexMixArgument alphaArg1;
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//! 2nd argument of alpha operations
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Gfx::TexMixArgument alphaArg2;
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//! Constructor; calls LoadDefault()
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TextureParams()
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{ LoadDefault(); }
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//! Loads the default values
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void LoadDefault();
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};
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/*
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Notes for rewriting DirectX code:
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@ -0,0 +1,43 @@
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// * This file is part of the COLOBOT source code
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// * Copyright (C) 2012, Polish Portal of Colobot (PPC)
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// *
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// * This program is free software: you can redistribute it and/or modify
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// * it under the terms of the GNU General Public License as published by
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// * the Free Software Foundation, either version 3 of the License, or
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// * (at your option) any later version.
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// *
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// * This program is distributed in the hope that it will be useful,
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// * but WITHOUT ANY WARRANTY; without even the implied warranty of
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// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// * GNU General Public License for more details.
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// *
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// * You should have received a copy of the GNU General Public License
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// * along with this program. If not, see http://www.gnu.org/licenses/.
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// texture.cpp
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#include "graphics/common/texture.h"
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void Gfx::TextureCreateParams::LoadDefault()
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{
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alpha = false;
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mipmap = false;
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minFilter = Gfx::TEX_MIN_FILTER_NEAREST;
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magFilter = Gfx::TEX_MAG_FILTER_NEAREST;
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wrapS = Gfx::TEX_WRAP_REPEAT;
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wrapT = Gfx::TEX_WRAP_REPEAT;
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}
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void Gfx::TextureParams::LoadDefault()
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{
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colorOperation = Gfx::TEX_MIX_OPER_MODULATE;
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colorArg1 = Gfx::TEX_MIX_ARG_CURRENT;
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colorArg2 = Gfx::TEX_MIX_ARG_TEXTURE;
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alphaOperation = Gfx::TEX_MIX_OPER_MODULATE;
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alphaArg1 = Gfx::TEX_MIX_ARG_CURRENT;
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alphaArg2 = Gfx::TEX_MIX_ARG_TEXTURE;
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}
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@ -20,6 +20,115 @@
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namespace Gfx {
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/**
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\enum TexMinFilter
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\brief Minification texture filter
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Corresponds to OpenGL modes but should translate to DirectX too. */
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enum TexMinFilter
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{
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TEX_MIN_FILTER_NEAREST,
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TEX_MIN_FILTER_LINEAR,
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TEX_MIN_FILTER_NEAREST_MIPMAP_NEAREST,
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TEX_MIN_FILTER_LINEAR_MIPMAP_NEAREST,
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TEX_MIN_FILTER_NEAREST_MIPMAP_LINEAR,
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TEX_MIN_FILTER_LINEAR_MIPMAP_LINEAR
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};
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/**
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\enum TexMagFilter
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\brief Magnification texture filter */
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enum TexMagFilter
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{
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TEX_MAG_FILTER_NEAREST,
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TEX_MAG_FILTER_LINEAR
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};
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/**
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\enum TexWrapMode
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\brief Wrapping mode for texture coords */
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enum TexWrapMode
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{
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TEX_WRAP_CLAMP,
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TEX_WRAP_REPEAT
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};
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/**
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\enum TexMixOperation
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\brief Multitexture mixing operation
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*/
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enum TexMixOperation
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{
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TEX_MIX_OPER_MODULATE,
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TEX_MIX_OPER_ADD
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};
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/**
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\enum TexMixArgument
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\brief Multitexture mixing argument
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*/
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enum TexMixArgument
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{
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TEX_MIX_ARG_CURRENT,
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TEX_MIX_ARG_TEXTURE,
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TEX_MIX_ARG_DIFFUSE,
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TEX_MIX_ARG_FACTOR
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};
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/**
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\struct TextureCreateParams
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\brief Parameters for texture creation
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*/
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struct TextureCreateParams
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{
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//! Whether the texture image contains alpha
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bool alpha;
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//! Whether to generate mipmaps
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bool mipmap;
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//! Minification filter
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Gfx::TexMinFilter minFilter;
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//! Magnification filter
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Gfx::TexMagFilter magFilter;
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//! Wrap S coord mode
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Gfx::TexWrapMode wrapS;
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//! Wrap T coord mode
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Gfx::TexWrapMode wrapT;
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//! Constructor; calls LoadDefault()
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TextureCreateParams()
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{ LoadDefault(); }
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//! Loads the default values
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void LoadDefault();
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};
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/**
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\struct TextureParams
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\brief Parameters for texture creation
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*/
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struct TextureParams
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{
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//! Mixing operation done on color values
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Gfx::TexMixOperation colorOperation;
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//! 1st argument of color operations
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Gfx::TexMixArgument colorArg1;
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//! 2nd argument of color operations
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Gfx::TexMixArgument colorArg2;
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//! Mixing operation done on alpha values
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Gfx::TexMixOperation alphaOperation;
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//! 1st argument of alpha operations
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Gfx::TexMixArgument alphaArg1;
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//! 2nd argument of alpha operations
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Gfx::TexMixArgument alphaArg2;
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//! Constructor; calls LoadDefault()
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TextureParams()
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{ LoadDefault(); }
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//! Loads the default values
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void LoadDefault();
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};
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/** \struct Texture*/
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struct Texture
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{
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@ -135,7 +135,7 @@ bool Gfx::CGLDevice::Create()
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int maxTextures = 0;
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glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &maxTextures);
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m_textures = std::vector<Gfx::Texture*> (maxTextures, NULL);
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m_textures = std::vector<Gfx::Texture*> (maxTextures, (Gfx::Texture*)(NULL));
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m_texturesEnabled = std::vector<bool> (maxTextures, false);
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m_texturesParams = std::vector<Gfx::TextureParams>(maxTextures, Gfx::TextureParams());
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@ -7,11 +7,6 @@
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#include <SDL/SDL_image.h>
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#include <unistd.h>
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#include <GL/gl.h>
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#define DEV 1
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void Init(Gfx::CGLDevice *device)
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{
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@ -68,8 +63,6 @@ void Render(Gfx::CGLDevice *device)
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{
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device->BeginScene();
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glFlush();
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Math::Matrix ortho;
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Math::LoadOrthoProjectionMatrix(ortho, -10, 10, -10, 10);
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device->SetTransform(Gfx::TRANSFORM_PROJECTION, ortho);
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@ -119,172 +112,6 @@ void Render(Gfx::CGLDevice *device)
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device->EndScene();
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}
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void InitGL()
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{
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CImage img1;
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if (! img1.Load("tex1.png"))
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{
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std::string err = img1.GetError();
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GetLogger()->Error("texture 1 not loaded, error: %d!\n", err.c_str());
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}
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CImage img2;
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if (! img2.Load("tex2.png"))
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{
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std::string err = img2.GetError();
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GetLogger()->Error("texture 2 not loaded, error: %d!\n", err.c_str());
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}
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unsigned int textureHandle1 = 0;
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glActiveTexture(GL_TEXTURE0_ARB);
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glEnable(GL_TEXTURE_2D);
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glPixelStorei(GL_UNPACK_ALIGNMENT,1);
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glGenTextures(1, &textureHandle1);
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glBindTexture(GL_TEXTURE_2D, textureHandle1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img1.GetData()->surface->w, img1.GetData()->surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, img1.GetData()->surface->pixels);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_2D, GL_COMBINE_RGB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_2D, GL_SRC0_RGB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_2D, GL_OPERAND0_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_2D, GL_COMBINE_ALPHA, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_2D, GL_SRC0_ALPHA, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_2D, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
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unsigned int textureHandle2 = 0;
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glActiveTexture(GL_TEXTURE1_ARB);
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glEnable(GL_TEXTURE_2D);
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glPixelStorei(GL_UNPACK_ALIGNMENT,1);
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glGenTextures(1, &textureHandle2);
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glBindTexture(GL_TEXTURE_2D, textureHandle2);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img2.GetData()->surface->w, img2.GetData()->surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, img2.GetData()->surface->pixels);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_2D, GL_COMBINE_RGB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_2D, GL_SRC0_RGB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_2D, GL_OPERAND0_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_2D, GL_COMBINE_ALPHA, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_2D, GL_SRC0_ALPHA, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_2D, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
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glMatrixMode(GL_PROJECTION);
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glOrtho(-10.0f, 10.0f, -10.0f, 10.0f, -1.0f, 1.0f);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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void RenderGL()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glLoadIdentity();
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glColor3f(1.0f, 1.0f, 1.0f);
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glPushMatrix();
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glTranslatef(-4.0f, 4.0f, 0.0f);
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glActiveTextureARB(GL_TEXTURE0_ARB);
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glEnable(GL_TEXTURE_2D);
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glActiveTextureARB(GL_TEXTURE1_ARB);
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glDisable(GL_TEXTURE_2D);
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glBegin(GL_QUADS);
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{
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glMultiTexCoord2f(GL_TEXTURE0_ARB, 0.0f, 1.0f);
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glMultiTexCoord2f(GL_TEXTURE1_ARB, 0.0f, 1.0f);
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glVertex2f(-2.0f, -2.0f);
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glMultiTexCoord2f(GL_TEXTURE0_ARB, 1.0f, 1.0f);
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glMultiTexCoord2f(GL_TEXTURE1_ARB, 1.0f, 1.0f);
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glVertex2f(2.0f, -2.0f);
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glMultiTexCoord2f(GL_TEXTURE0_ARB, 1.0f, 0.0f);
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glMultiTexCoord2f(GL_TEXTURE1_ARB, 1.0f, 0.0f);
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glVertex2f(2.0f, 2.0f);
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glMultiTexCoord2f(GL_TEXTURE0_ARB, 0.0f, 0.0f);
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glMultiTexCoord2f(GL_TEXTURE1_ARB, 0.0f, 0.0f);
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glVertex2f(-2.0f, 2.0f);
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}
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glEnd();
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glPopMatrix();
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glPushMatrix();
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glTranslatef( 4.0f, 4.0f, 0.0f);
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glActiveTextureARB(GL_TEXTURE0_ARB);
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glDisable(GL_TEXTURE_2D);
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glActiveTextureARB(GL_TEXTURE1_ARB);
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glEnable(GL_TEXTURE_2D);
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glBegin(GL_QUADS);
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{
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glMultiTexCoord2f(GL_TEXTURE0_ARB, 0.0f, 1.0f);
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glMultiTexCoord2f(GL_TEXTURE1_ARB, 0.0f, 1.0f);
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glVertex2f(-2.0f, -2.0f);
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glMultiTexCoord2f(GL_TEXTURE0_ARB, 1.0f, 1.0f);
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glMultiTexCoord2f(GL_TEXTURE1_ARB, 1.0f, 1.0f);
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glVertex2f(2.0f, -2.0f);
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glMultiTexCoord2f(GL_TEXTURE0_ARB, 1.0f, 0.0f);
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glMultiTexCoord2f(GL_TEXTURE1_ARB, 1.0f, 0.0f);
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glVertex2f(2.0f, 2.0f);
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glMultiTexCoord2f(GL_TEXTURE0_ARB, 0.0f, 0.0f);
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glMultiTexCoord2f(GL_TEXTURE1_ARB, 0.0f, 0.0f);
|
||||
glVertex2f(-2.0f, 2.0f);
|
||||
}
|
||||
glEnd();
|
||||
|
||||
glPopMatrix();
|
||||
glPushMatrix();
|
||||
glTranslatef( 0.0f, -4.0f, 0.0f);
|
||||
|
||||
glActiveTextureARB(GL_TEXTURE0_ARB);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glActiveTextureARB(GL_TEXTURE1_ARB);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
{
|
||||
glMultiTexCoord2f(GL_TEXTURE0_ARB, 0.0f, 1.0f);
|
||||
glMultiTexCoord2f(GL_TEXTURE1_ARB, 0.0f, 1.0f);
|
||||
glVertex2f(-2.0f, -2.0f);
|
||||
glMultiTexCoord2f(GL_TEXTURE0_ARB, 1.0f, 1.0f);
|
||||
glMultiTexCoord2f(GL_TEXTURE1_ARB, 1.0f, 1.0f);
|
||||
glVertex2f(2.0f, -2.0f);
|
||||
glMultiTexCoord2f(GL_TEXTURE0_ARB, 1.0f, 0.0f);
|
||||
glMultiTexCoord2f(GL_TEXTURE1_ARB, 1.0f, 0.0f);
|
||||
glVertex2f(2.0f, 2.0f);
|
||||
glMultiTexCoord2f(GL_TEXTURE0_ARB, 0.0f, 0.0f);
|
||||
glMultiTexCoord2f(GL_TEXTURE1_ARB, 0.0f, 0.0f);
|
||||
glVertex2f(-2.0f, 2.0f);
|
||||
}
|
||||
glEnd();
|
||||
|
||||
glPopMatrix();
|
||||
|
||||
glFlush();
|
||||
}
|
||||
|
||||
|
||||
int main()
|
||||
{
|
||||
CLogger();
|
||||
|
@ -322,24 +149,15 @@ int main()
|
|||
|
||||
SDL_WM_SetCaption("Texture Test", "Texture Test");
|
||||
|
||||
|
||||
#if DEV
|
||||
Gfx::CGLDevice *device = new Gfx::CGLDevice();
|
||||
device->Create();
|
||||
|
||||
Init(device);
|
||||
#else
|
||||
InitGL();
|
||||
#endif
|
||||
|
||||
bool done = false;
|
||||
while (! done)
|
||||
{
|
||||
#if DEV
|
||||
Render(device);
|
||||
#else
|
||||
RenderGL();
|
||||
#endif
|
||||
|
||||
SDL_GL_SwapBuffers();
|
||||
|
||||
|
@ -348,12 +166,10 @@ int main()
|
|||
if (event.type == SDL_QUIT)
|
||||
done = true;
|
||||
|
||||
usleep(50000);
|
||||
usleep(10000);
|
||||
}
|
||||
|
||||
#if DEV
|
||||
device->Destroy();
|
||||
#endif
|
||||
|
||||
SDL_FreeSurface(surface);
|
||||
|
||||
|
|
|
@ -34,15 +34,15 @@ namespace Math
|
|||
/* @{ */ // start of group
|
||||
|
||||
//! Compares \a a and \a b within \a tolerance
|
||||
inline bool IsEqual(float a, float b, float tolerance = TOLERANCE)
|
||||
inline bool IsEqual(float a, float b, float tolerance = Math::TOLERANCE)
|
||||
{
|
||||
return fabs(a - b) < tolerance;
|
||||
}
|
||||
|
||||
//! Compares \a a to zero within \a tolerance
|
||||
inline bool IsZero(float a, float tolerance = TOLERANCE)
|
||||
inline bool IsZero(float a, float tolerance = Math::TOLERANCE)
|
||||
{
|
||||
return IsEqual(a, 0.0f, tolerance);
|
||||
return Math::IsEqual(a, 0.0f, tolerance);
|
||||
}
|
||||
|
||||
//! Minimum
|
||||
|
@ -59,12 +59,12 @@ inline float Min(float a, float b, float c)
|
|||
|
||||
inline float Min(float a, float b, float c, float d)
|
||||
{
|
||||
return Min( Min(a, b), Min(c, d) );
|
||||
return Math::Min( Math::Min(a, b), Math::Min(c, d) );
|
||||
}
|
||||
|
||||
inline float Min(float a, float b, float c, float d, float e)
|
||||
{
|
||||
return Min( Min(a, b), Min(c, d), e );
|
||||
return Math::Min( Math::Min(a, b), Math::Min(c, d), e );
|
||||
}
|
||||
|
||||
//! Maximum
|
||||
|
@ -76,17 +76,17 @@ inline float Max(float a, float b)
|
|||
|
||||
inline float Max(float a, float b, float c)
|
||||
{
|
||||
return Max( Max(a, b), c );
|
||||
return Math::Max( Math::Max(a, b), c );
|
||||
}
|
||||
|
||||
inline float Max(float a, float b, float c, float d)
|
||||
{
|
||||
return Max( Max(a, b), Max(c, d) );
|
||||
return Math::Max( Math::Max(a, b), Math::Max(c, d) );
|
||||
}
|
||||
|
||||
inline float Max(float a, float b, float c, float d, float e)
|
||||
{
|
||||
return Max( Max(a, b), Max(c, d), e );
|
||||
return Math::Max( Math::Max(a, b), Math::Max(c, d), e );
|
||||
}
|
||||
|
||||
//! Returns the normalized value (0 .. 1)
|
||||
|
@ -130,7 +130,7 @@ inline float Rand()
|
|||
//! Returns a normalized angle, that is in other words between 0 and 2 * PI
|
||||
inline float NormAngle(float angle)
|
||||
{
|
||||
angle = Mod(angle, PI*2.0f);
|
||||
angle = Math::Mod(angle, PI*2.0f);
|
||||
if ( angle < 0.0f )
|
||||
return PI*2.0f + angle;
|
||||
|
||||
|
@ -140,9 +140,9 @@ inline float NormAngle(float angle)
|
|||
//! Test if a angle is between two terminals
|
||||
inline bool TestAngle(float angle, float min, float max)
|
||||
{
|
||||
angle = NormAngle(angle);
|
||||
min = NormAngle(min);
|
||||
max = NormAngle(max);
|
||||
angle = Math::NormAngle(angle);
|
||||
min = Math::NormAngle(min);
|
||||
max = Math::NormAngle(max);
|
||||
|
||||
if ( min > max )
|
||||
return ( angle <= max || angle >= min );
|
||||
|
@ -163,8 +163,8 @@ inline float PropAngle(int a, int b, float p)
|
|||
/** A positive angle is counterclockwise (CCW). */
|
||||
inline float Direction(float a, float g)
|
||||
{
|
||||
a = NormAngle(a);
|
||||
g = NormAngle(g);
|
||||
a = Math::NormAngle(a);
|
||||
g = Math::NormAngle(g);
|
||||
|
||||
if ( a < g )
|
||||
{
|
||||
|
|
|
@ -40,7 +40,7 @@ namespace Math
|
|||
|
||||
|
||||
//! Returns py up on the line \a a - \a b
|
||||
inline float MidPoint(const Point &a, const Point &b, float px)
|
||||
inline float MidPoint(const Math::Point &a, const Math::Point &b, float px)
|
||||
{
|
||||
if (IsEqual(a.x, b.x))
|
||||
{
|
||||
|
@ -53,7 +53,7 @@ inline float MidPoint(const Point &a, const Point &b, float px)
|
|||
}
|
||||
|
||||
//! Tests whether the point \a p is inside the triangle (\a a,\a b,\a c)
|
||||
inline bool IsInsideTriangle(Point a, Point b, Point c, Point p)
|
||||
inline bool IsInsideTriangle(Math::Point a, Math::Point b, Math::Point c, Math::Point p)
|
||||
{
|
||||
float n, m;
|
||||
|
||||
|
@ -82,13 +82,13 @@ inline bool IsInsideTriangle(Point a, Point b, Point c, Point p)
|
|||
/** \a center center of rotation
|
||||
\a angle angle is in radians (positive is counterclockwise (CCW) )
|
||||
\a p the point */
|
||||
inline Point RotatePoint(const Point ¢er, float angle, const Point &p)
|
||||
inline Math::Point RotatePoint(const Math::Point ¢er, float angle, const Math::Point &p)
|
||||
{
|
||||
Point a;
|
||||
Math::Point a;
|
||||
a.x = p.x-center.x;
|
||||
a.y = p.y-center.y;
|
||||
|
||||
Point b;
|
||||
Math::Point b;
|
||||
b.x = a.x*cosf(angle) - a.y*sinf(angle);
|
||||
b.y = a.x*sinf(angle) + a.y*cosf(angle);
|
||||
|
||||
|
@ -101,23 +101,23 @@ inline Point RotatePoint(const Point ¢er, float angle, const Point &p)
|
|||
//! Rotates a point around the origin (0,0)
|
||||
/** \a angle angle in radians (positive is counterclockwise (CCW) )
|
||||
\a p the point */
|
||||
inline Point RotatePoint(float angle, const Point &p)
|
||||
inline Math::Point RotatePoint(float angle, const Math::Point &p)
|
||||
{
|
||||
float x = p.x*cosf(angle) - p.y*sinf(angle);
|
||||
float y = p.x*sinf(angle) + p.y*cosf(angle);
|
||||
|
||||
return Point(x, y);
|
||||
return Math::Point(x, y);
|
||||
}
|
||||
|
||||
//! Rotates a vector (dist, 0).
|
||||
/** \a angle angle is in radians (positive is counterclockwise (CCW) )
|
||||
\a dist distance to origin */
|
||||
inline Point RotatePoint(float angle, float dist)
|
||||
inline Math::Point RotatePoint(float angle, float dist)
|
||||
{
|
||||
float x = dist*cosf(angle);
|
||||
float y = dist*sinf(angle);
|
||||
|
||||
return Point(x, y);
|
||||
return Math::Point(x, y);
|
||||
}
|
||||
|
||||
//! TODO documentation
|
||||
|
@ -140,13 +140,13 @@ inline void RotatePoint(float cx, float cy, float angle, float &px, float &py)
|
|||
\a angleH,angleV rotation angles in radians (positive is counterclockwise (CCW) ) )
|
||||
\a p the point
|
||||
\returns the rotated point */
|
||||
inline void RotatePoint(const Vector ¢er, float angleH, float angleV, Vector &p)
|
||||
inline void RotatePoint(const Math::Vector ¢er, float angleH, float angleV, Math::Vector &p)
|
||||
{
|
||||
p.x -= center.x;
|
||||
p.y -= center.y;
|
||||
p.z -= center.z;
|
||||
|
||||
Vector b;
|
||||
Math::Vector b;
|
||||
b.x = p.x*cosf(angleH) - p.z*sinf(angleH);
|
||||
b.y = p.z*sinf(angleV) + p.y*cosf(angleV);
|
||||
b.z = p.x*sinf(angleH) + p.z*cosf(angleH);
|
||||
|
@ -159,18 +159,18 @@ inline void RotatePoint(const Vector ¢er, float angleH, float angleV, Vector
|
|||
\a angleH,angleV rotation angles in radians (positive is counterclockwise (CCW) ) )
|
||||
\a p the point
|
||||
\returns the rotated point */
|
||||
inline void RotatePoint2(const Vector center, float angleH, float angleV, Vector &p)
|
||||
inline void RotatePoint2(const Math::Vector center, float angleH, float angleV, Math::Vector &p)
|
||||
{
|
||||
p.x -= center.x;
|
||||
p.y -= center.y;
|
||||
p.z -= center.z;
|
||||
|
||||
Vector a;
|
||||
Math::Vector a;
|
||||
a.x = p.x*cosf(angleH) - p.z*sinf(angleH);
|
||||
a.y = p.y;
|
||||
a.z = p.x*sinf(angleH) + p.z*cosf(angleH);
|
||||
|
||||
Vector b;
|
||||
Math::Vector b;
|
||||
b.x = a.x;
|
||||
b.y = a.z*sinf(angleV) + a.y*cosf(angleV);
|
||||
b.z = a.z*cosf(angleV) - a.y*sinf(angleV);
|
||||
|
@ -196,7 +196,7 @@ inline float RotateAngle(float x, float y)
|
|||
/** \a center the center point
|
||||
\a p1,p2 the two points
|
||||
\returns The angle in radians (positive is counterclockwise (CCW) ) */
|
||||
inline float RotateAngle(const Point ¢er, const Point &p1, const Point &p2)
|
||||
inline float RotateAngle(const Math::Point ¢er, const Math::Point &p1, const Math::Point &p2)
|
||||
{
|
||||
if (PointsEqual(p1, center))
|
||||
return 0;
|
||||
|
@ -221,11 +221,12 @@ inline float RotateAngle(const Point ¢er, const Point &p1, const Point &p2)
|
|||
/** \a from origin
|
||||
\a at view direction
|
||||
\a worldUp up vector */
|
||||
inline void LoadViewMatrix(Matrix &mat, const Vector &from, const Vector &at, const Vector &worldUp)
|
||||
inline void LoadViewMatrix(Math::Matrix &mat, const Math::Vector &from,
|
||||
const Math::Vector &at, const Math::Vector &worldUp)
|
||||
{
|
||||
// Get the z basis vector, which points straight ahead. This is the
|
||||
// difference from the eyepoint to the lookat point.
|
||||
Vector view = at - from;
|
||||
Math::Vector view = at - from;
|
||||
|
||||
float length = view.Length();
|
||||
assert(! IsZero(length) );
|
||||
|
@ -237,18 +238,18 @@ inline void LoadViewMatrix(Matrix &mat, const Vector &from, const Vector &at, co
|
|||
// vector onto the up vector. The projection is the y basis vector.
|
||||
float dotProduct = DotProduct(worldUp, view);
|
||||
|
||||
Vector up = worldUp - dotProduct * view;
|
||||
Math::Vector up = worldUp - dotProduct * view;
|
||||
|
||||
// If this vector has near-zero length because the input specified a
|
||||
// bogus up vector, let's try a default up vector
|
||||
if ( IsZero(length = up.Length()) )
|
||||
{
|
||||
up = Vector(0.0f, 1.0f, 0.0f) - view.y * view;
|
||||
up = Math::Vector(0.0f, 1.0f, 0.0f) - view.y * view;
|
||||
|
||||
// If we still have near-zero length, resort to a different axis.
|
||||
if ( IsZero(length = up.Length()) )
|
||||
{
|
||||
up = Vector(0.0f, 0.0f, 1.0f) - view.z * view;
|
||||
up = Math::Vector(0.0f, 0.0f, 1.0f) - view.z * view;
|
||||
|
||||
assert(! IsZero(up.Length()) );
|
||||
}
|
||||
|
@ -259,7 +260,7 @@ inline void LoadViewMatrix(Matrix &mat, const Vector &from, const Vector &at, co
|
|||
|
||||
// The x basis vector is found simply with the cross product of the y
|
||||
// and z basis vectors
|
||||
Vector right = CrossProduct(up, view);
|
||||
Math::Vector right = CrossProduct(up, view);
|
||||
|
||||
// Start building the matrix. The first three rows contains the basis
|
||||
// vectors used to rotate the view to point at the lookat point
|
||||
|
@ -286,7 +287,7 @@ inline void LoadViewMatrix(Matrix &mat, const Vector &from, const Vector &at, co
|
|||
\a aspect aspect ratio (width / height)
|
||||
\a nearPlane distance to near cut plane
|
||||
\a farPlane distance to far cut plane */
|
||||
inline void LoadProjectionMatrix(Matrix &mat, float fov = 1.570795f, float aspect = 1.0f,
|
||||
inline void LoadProjectionMatrix(Math::Matrix &mat, float fov = 1.570795f, float aspect = 1.0f,
|
||||
float nearPlane = 1.0f, float farPlane = 1000.0f)
|
||||
{
|
||||
assert(fabs(farPlane - nearPlane) >= 0.01f);
|
||||
|
@ -309,7 +310,7 @@ inline void LoadProjectionMatrix(Matrix &mat, float fov = 1.570795f, float aspec
|
|||
/** \a left,right coordinates for left and right vertical clipping planes
|
||||
\a bottom,top coordinates for bottom and top horizontal clipping planes
|
||||
\a zNear,zFar distance to nearer and farther depth clipping planes */
|
||||
inline void LoadOrthoProjectionMatrix(Matrix &mat, float left, float right, float bottom, float top,
|
||||
inline void LoadOrthoProjectionMatrix(Math::Matrix &mat, float left, float right, float bottom, float top,
|
||||
float zNear = -1.0f, float zFar = 1.0f)
|
||||
{
|
||||
mat.LoadIdentity();
|
||||
|
@ -325,7 +326,7 @@ inline void LoadOrthoProjectionMatrix(Matrix &mat, float left, float right, floa
|
|||
|
||||
//! Loads a translation matrix from given vector
|
||||
/** \a trans vector of translation*/
|
||||
inline void LoadTranslationMatrix(Matrix &mat, const Vector &trans)
|
||||
inline void LoadTranslationMatrix(Math::Matrix &mat, const Math::Vector &trans)
|
||||
{
|
||||
mat.LoadIdentity();
|
||||
/* (1,4) */ mat.m[12] = trans.x;
|
||||
|
@ -335,7 +336,7 @@ inline void LoadTranslationMatrix(Matrix &mat, const Vector &trans)
|
|||
|
||||
//! Loads a scaling matrix fom given vector
|
||||
/** \a scale vector with scaling factors for X, Y, Z */
|
||||
inline void LoadScaleMatrix(Matrix &mat, const Vector &scale)
|
||||
inline void LoadScaleMatrix(Math::Matrix &mat, const Math::Vector &scale)
|
||||
{
|
||||
mat.LoadIdentity();
|
||||
/* (1,1) */ mat.m[0 ] = scale.x;
|
||||
|
@ -345,7 +346,7 @@ inline void LoadScaleMatrix(Matrix &mat, const Vector &scale)
|
|||
|
||||
//! Loads a rotation matrix along the X axis
|
||||
/** \a angle angle in radians */
|
||||
inline void LoadRotationXMatrix(Matrix &mat, float angle)
|
||||
inline void LoadRotationXMatrix(Math::Matrix &mat, float angle)
|
||||
{
|
||||
mat.LoadIdentity();
|
||||
/* (2,2) */ mat.m[5 ] = cosf(angle);
|
||||
|
@ -356,7 +357,7 @@ inline void LoadRotationXMatrix(Matrix &mat, float angle)
|
|||
|
||||
//! Loads a rotation matrix along the Y axis
|
||||
/** \a angle angle in radians */
|
||||
inline void LoadRotationYMatrix(Matrix &mat, float angle)
|
||||
inline void LoadRotationYMatrix(Math::Matrix &mat, float angle)
|
||||
{
|
||||
mat.LoadIdentity();
|
||||
/* (1,1) */ mat.m[0 ] = cosf(angle);
|
||||
|
@ -367,7 +368,7 @@ inline void LoadRotationYMatrix(Matrix &mat, float angle)
|
|||
|
||||
//! Loads a rotation matrix along the Z axis
|
||||
/** \a angle angle in radians */
|
||||
inline void LoadRotationZMatrix(Matrix &mat, float angle)
|
||||
inline void LoadRotationZMatrix(Math::Matrix &mat, float angle)
|
||||
{
|
||||
mat.LoadIdentity();
|
||||
/* (1,1) */ mat.m[0 ] = cosf(angle);
|
||||
|
@ -379,11 +380,11 @@ inline void LoadRotationZMatrix(Matrix &mat, float angle)
|
|||
//! Loads a rotation matrix along the given axis
|
||||
/** \a dir axis of rotation
|
||||
\a angle angle in radians */
|
||||
inline void LoadRotationMatrix(Matrix &mat, const Vector &dir, float angle)
|
||||
inline void LoadRotationMatrix(Math::Matrix &mat, const Math::Vector &dir, float angle)
|
||||
{
|
||||
float cos = cosf(angle);
|
||||
float sin = sinf(angle);
|
||||
Vector v = Normalize(dir);
|
||||
Math::Vector v = Normalize(dir);
|
||||
|
||||
mat.LoadIdentity();
|
||||
|
||||
|
@ -401,9 +402,9 @@ inline void LoadRotationMatrix(Matrix &mat, const Vector &dir, float angle)
|
|||
}
|
||||
|
||||
//! Calculates the matrix to make three rotations in the order X, Z and Y
|
||||
inline void LoadRotationXZYMatrix(Matrix &mat, const Vector &angle)
|
||||
inline void LoadRotationXZYMatrix(Math::Matrix &mat, const Math::Vector &angle)
|
||||
{
|
||||
Matrix temp;
|
||||
Math::Matrix temp;
|
||||
LoadRotationXMatrix(temp, angle.x);
|
||||
|
||||
LoadRotationZMatrix(mat, angle.z);
|
||||
|
@ -414,9 +415,9 @@ inline void LoadRotationXZYMatrix(Matrix &mat, const Vector &angle)
|
|||
}
|
||||
|
||||
//! Calculates the matrix to make three rotations in the order Z, X and Y
|
||||
inline void LoadRotationZXYMatrix(Matrix &mat, const Vector &angle)
|
||||
inline void LoadRotationZXYMatrix(Math::Matrix &mat, const Math::Vector &angle)
|
||||
{
|
||||
Matrix temp;
|
||||
Math::Matrix temp;
|
||||
LoadRotationZMatrix(temp, angle.z);
|
||||
|
||||
LoadRotationXMatrix(mat, angle.x);
|
||||
|
@ -427,7 +428,7 @@ inline void LoadRotationZXYMatrix(Matrix &mat, const Vector &angle)
|
|||
}
|
||||
|
||||
//! Returns the distance between projections on XZ plane of two vectors
|
||||
inline float DistanceProjected(const Vector &a, const Vector &b)
|
||||
inline float DistanceProjected(const Math::Vector &a, const Math::Vector &b)
|
||||
{
|
||||
return sqrtf( (a.x-b.x)*(a.x-b.x) +
|
||||
(a.z-b.z)*(a.z-b.z) );
|
||||
|
@ -435,10 +436,10 @@ inline float DistanceProjected(const Vector &a, const Vector &b)
|
|||
|
||||
//! Returns the normal vector to a plane
|
||||
/** \param p1,p2,p3 points defining the plane */
|
||||
inline Vector NormalToPlane(const Vector &p1, const Vector &p2, const Vector &p3)
|
||||
inline Math::Vector NormalToPlane(const Math::Vector &p1, const Math::Vector &p2, const Math::Vector &p3)
|
||||
{
|
||||
Vector u = p3 - p1;
|
||||
Vector v = p2 - p1;
|
||||
Math::Vector u = p3 - p1;
|
||||
Math::Vector v = p2 - p1;
|
||||
|
||||
return Normalize(CrossProduct(u, v));
|
||||
}
|
||||
|
@ -446,7 +447,7 @@ inline Vector NormalToPlane(const Vector &p1, const Vector &p2, const Vector &p3
|
|||
//! Returns a point on the line \a p1 - \a p2, in \a dist distance from \a p1
|
||||
/** \a p1,p2 line start and end
|
||||
\a dist scaling factor from \a p1, relative to distance between \a p1 and \a p2 */
|
||||
inline Vector SegmentPoint(const Vector &p1, const Vector &p2, float dist)
|
||||
inline Math::Vector SegmentPoint(const Math::Vector &p1, const Math::Vector &p2, float dist)
|
||||
{
|
||||
return p1 + (p2 - p1) * dist;
|
||||
}
|
||||
|
@ -454,9 +455,10 @@ inline Vector SegmentPoint(const Vector &p1, const Vector &p2, float dist)
|
|||
//! Returns the distance between given point and a plane
|
||||
/** \param p the point
|
||||
\param a,b,c points defining the plane */
|
||||
inline float DistanceToPlane(const Vector &a, const Vector &b, const Vector &c, const Vector &p)
|
||||
inline float DistanceToPlane(const Math::Vector &a, const Math::Vector &b,
|
||||
const Math::Vector &c, const Math::Vector &p)
|
||||
{
|
||||
Vector n = NormalToPlane(a, b, c);
|
||||
Math::Vector n = NormalToPlane(a, b, c);
|
||||
float d = -(n.x*a.x + n.y*a.y + n.z*a.z);
|
||||
|
||||
return fabs(n.x*p.x + n.y*p.y + n.z*p.z + d);
|
||||
|
@ -465,10 +467,10 @@ inline float DistanceToPlane(const Vector &a, const Vector &b, const Vector &c,
|
|||
//! Checks if two planes defined by three points are the same
|
||||
/** \a plane1 array of three vectors defining the first plane
|
||||
\a plane2 array of three vectors defining the second plane */
|
||||
inline bool IsSamePlane(const Vector (&plane1)[3], const Vector (&plane2)[3])
|
||||
inline bool IsSamePlane(const Math::Vector (&plane1)[3], const Math::Vector (&plane2)[3])
|
||||
{
|
||||
Vector n1 = NormalToPlane(plane1[0], plane1[1], plane1[2]);
|
||||
Vector n2 = NormalToPlane(plane2[0], plane2[1], plane2[2]);
|
||||
Math::Vector n1 = NormalToPlane(plane1[0], plane1[1], plane1[2]);
|
||||
Math::Vector n2 = NormalToPlane(plane2[0], plane2[1], plane2[2]);
|
||||
|
||||
if ( fabs(n1.x-n2.x) > 0.1f ||
|
||||
fabs(n1.y-n2.y) > 0.1f ||
|
||||
|
@ -483,7 +485,8 @@ inline bool IsSamePlane(const Vector (&plane1)[3], const Vector (&plane2)[3])
|
|||
}
|
||||
|
||||
//! Calculates the intersection "i" right "of" the plane "abc".
|
||||
inline bool Intersect(const Vector &a, const Vector &b, const Vector &c, const Vector &d, const Vector &e, Vector &i)
|
||||
inline bool Intersect(const Math::Vector &a, const Math::Vector &b, const Math::Vector &c,
|
||||
const Math::Vector &d, const Math::Vector &e, Math::Vector &i)
|
||||
{
|
||||
float d1 = (d.x-a.x)*((b.y-a.y)*(c.z-a.z)-(c.y-a.y)*(b.z-a.z)) -
|
||||
(d.y-a.y)*((b.x-a.x)*(c.z-a.z)-(c.x-a.x)*(b.z-a.z)) +
|
||||
|
@ -505,7 +508,7 @@ inline bool Intersect(const Vector &a, const Vector &b, const Vector &c, const V
|
|||
|
||||
//! Calculates the intersection of the straight line passing through p (x, z)
|
||||
/** Line is parallel to the y axis, with the plane abc. Returns p.y. */
|
||||
inline bool IntersectY(const Vector &a, const Vector &b, const Vector &c, Vector &p)
|
||||
inline bool IntersectY(const Math::Vector &a, const Math::Vector &b, const Math::Vector &c, Math::Vector &p)
|
||||
{
|
||||
float d = (b.x-a.x)*(c.z-a.z) - (c.x-a.x)*(b.z-a.z);
|
||||
float d1 = (p.x-a.x)*(c.z-a.z) - (c.x-a.x)*(p.z-a.z);
|
||||
|
@ -520,9 +523,9 @@ inline bool IntersectY(const Vector &a, const Vector &b, const Vector &c, Vector
|
|||
}
|
||||
|
||||
//! Calculates the end point
|
||||
inline Vector LookatPoint(const Vector &eye, float angleH, float angleV, float length)
|
||||
inline Math::Vector LookatPoint(const Math::Vector &eye, float angleH, float angleV, float length)
|
||||
{
|
||||
Vector lookat = eye;
|
||||
Math::Vector lookat = eye;
|
||||
lookat.z += length;
|
||||
|
||||
RotatePoint(eye, angleH, angleV, lookat);
|
||||
|
@ -531,7 +534,7 @@ inline Vector LookatPoint(const Vector &eye, float angleH, float angleV, float l
|
|||
}
|
||||
|
||||
//! TODO documentation
|
||||
inline Vector Transform(const Matrix &m, const Vector &p)
|
||||
inline Math::Vector Transform(const Math::Matrix &m, const Math::Vector &p)
|
||||
{
|
||||
return MatrixVectorMultiply(m, p);
|
||||
}
|
||||
|
@ -539,7 +542,7 @@ inline Vector Transform(const Matrix &m, const Vector &p)
|
|||
//! Calculates the projection of the point \a p on a straight line \a a to \a b.
|
||||
/** \a p point to project
|
||||
\a a,b two ends of the line */
|
||||
inline Vector Projection(const Vector &a, const Vector &b, const Vector &p)
|
||||
inline Math::Vector Projection(const Math::Vector &a, const Math::Vector &b, const Math::Vector &p)
|
||||
{
|
||||
float k = DotProduct(b - a, p - a);
|
||||
k /= DotProduct(b - a, b - a);
|
||||
|
@ -548,15 +551,15 @@ inline Vector Projection(const Vector &a, const Vector &b, const Vector &p)
|
|||
}
|
||||
|
||||
//! Calculates point of view to look at a center two angles and a distance
|
||||
inline Vector RotateView(Vector center, float angleH, float angleV, float dist)
|
||||
inline Math::Vector RotateView(Math::Vector center, float angleH, float angleV, float dist)
|
||||
{
|
||||
Matrix mat1, mat2;
|
||||
Math::Matrix mat1, mat2;
|
||||
LoadRotationZMatrix(mat1, -angleV);
|
||||
LoadRotationYMatrix(mat2, -angleH);
|
||||
|
||||
Matrix mat = MultiplyMatrices(mat2, mat1);
|
||||
Math::Matrix mat = MultiplyMatrices(mat2, mat1);
|
||||
|
||||
Vector eye;
|
||||
Math::Vector eye;
|
||||
eye.x = 0.0f+dist;
|
||||
eye.y = 0.0f;
|
||||
eye.z = 0.0f;
|
||||
|
|
|
@ -388,9 +388,9 @@ inline bool MatricesEqual(const Matrix &m1, const Matrix &m2,
|
|||
}
|
||||
|
||||
//! Convenience function for getting transposed matrix
|
||||
inline Matrix Transpose(const Matrix &m)
|
||||
inline Math::Matrix Transpose(const Math::Matrix &m)
|
||||
{
|
||||
Matrix result = m;
|
||||
Math::Matrix result = m;
|
||||
result.Transpose();
|
||||
return result;
|
||||
}
|
||||
|
@ -399,7 +399,7 @@ inline Matrix Transpose(const Matrix &m)
|
|||
/** \a left left-hand matrix
|
||||
\a right right-hand matrix
|
||||
\returns multiplied matrices */
|
||||
inline Matrix MultiplyMatrices(const Matrix &left, const Matrix &right)
|
||||
inline Math::Matrix MultiplyMatrices(const Math::Matrix &left, const Math::Matrix &right)
|
||||
{
|
||||
return left.Multiply(right);
|
||||
}
|
||||
|
@ -413,25 +413,25 @@ inline Matrix MultiplyMatrices(const Matrix &left, const Matrix &right)
|
|||
|
||||
The result, a 4x1 vector is then converted to 3x1 by dividing
|
||||
x,y,z coords by the fourth coord (w). */
|
||||
inline Vector MatrixVectorMultiply(const Matrix &m, const Vector &v, bool wDivide = false)
|
||||
inline Math::Vector MatrixVectorMultiply(const Math::Matrix &m, const Math::Vector &v, bool wDivide = false)
|
||||
{
|
||||
float x = v.x * m.m[0 ] + v.y * m.m[4 ] + v.z * m.m[8 ] + m.m[12];
|
||||
float y = v.x * m.m[1 ] + v.y * m.m[5 ] + v.z * m.m[9 ] + m.m[13];
|
||||
float z = v.x * m.m[2 ] + v.y * m.m[6 ] + v.z * m.m[10] + m.m[14];
|
||||
|
||||
if (!wDivide)
|
||||
return Vector(x, y, z);
|
||||
return Math::Vector(x, y, z);
|
||||
|
||||
float w = v.x * m.m[3 ] + v.y * m.m[7 ] + v.z * m.m[11] + m.m[15];
|
||||
|
||||
if (IsZero(w))
|
||||
return Vector(x, y, z);
|
||||
return Math::Vector(x, y, z);
|
||||
|
||||
x /= w;
|
||||
y /= w;
|
||||
z /= w;
|
||||
|
||||
return Vector(x, y, z);
|
||||
return Math::Vector(x, y, z);
|
||||
}
|
||||
|
||||
/* @} */ // end of group
|
||||
|
|
|
@ -205,7 +205,7 @@ struct Vector
|
|||
}; // struct Point
|
||||
|
||||
//! Checks if two vectors are equal within given \a tolerance
|
||||
inline bool VectorsEqual(const Vector &a, const Vector &b, float tolerance = TOLERANCE)
|
||||
inline bool VectorsEqual(const Math::Vector &a, const Math::Vector &b, float tolerance = TOLERANCE)
|
||||
{
|
||||
return IsEqual(a.x, b.x, tolerance)
|
||||
&& IsEqual(a.y, b.y, tolerance)
|
||||
|
@ -213,7 +213,7 @@ inline bool VectorsEqual(const Vector &a, const Vector &b, float tolerance = TOL
|
|||
}
|
||||
|
||||
//! Convenience function for getting normalized vector
|
||||
inline Vector Normalize(const Vector &v)
|
||||
inline Vector Normalize(const Math::Vector &v)
|
||||
{
|
||||
Vector result = v;
|
||||
result.Normalize();
|
||||
|
@ -221,25 +221,25 @@ inline Vector Normalize(const Vector &v)
|
|||
}
|
||||
|
||||
//! Convenience function for calculating dot product
|
||||
inline float DotProduct(const Vector &left, const Vector &right)
|
||||
inline float DotProduct(const Math::Vector &left, const Math::Vector &right)
|
||||
{
|
||||
return left.DotMultiply(right);
|
||||
}
|
||||
|
||||
//! Convenience function for calculating cross product
|
||||
inline Vector CrossProduct(const Vector &left, const Vector &right)
|
||||
inline Vector CrossProduct(const Math::Vector &left, const Math::Vector &right)
|
||||
{
|
||||
return left.CrossMultiply(right);
|
||||
}
|
||||
|
||||
//! Convenience function for calculating angle (in radians) between two vectors
|
||||
inline float Angle(const Vector &a, const Vector &b)
|
||||
inline float Angle(const Math::Vector &a, const Math::Vector &b)
|
||||
{
|
||||
return a.Angle(b);
|
||||
}
|
||||
|
||||
//! Returns the distance between the ends of two vectors
|
||||
inline float Distance(const Vector &a, const Vector &b)
|
||||
inline float Distance(const Math::Vector &a, const Math::Vector &b)
|
||||
{
|
||||
return sqrtf( (a.x-b.x)*(a.x-b.x) +
|
||||
(a.y-b.y)*(a.y-b.y) +
|
||||
|
|
Loading…
Reference in New Issue