OpenGL: Matrix Library

OpenGL Mathematics (GLM) 

http://glm.g-truc.net/

http://people.inf.elte.hu/stbqaai/szGraf/GL/glm-0.9.B.1/

VSML

vsml in action

http://www.lighthouse3d.com/very-simple-libs/vsml/vsml-in-action/

vsml source code

vsml.h

/** ----------------------------------------------------------
 * /class VSML
 *
 * Lighthouse3D
 *
 * VSML - Very Simple Matrix Library
 *
 * Full documentation at
 * http://www.lighthouse3d.com/very-simple-libs
 *
 * This class aims at easing geometric transforms, camera
 * placement and projection definition for programmers
 * working with OpenGL core versions.
 *
 * This lib requires:
 *
 * GLEW (http://glew.sourceforge.net/)
 *
 ---------------------------------------------------------------*/
#ifndef __VSML__
#define __VSML__
 
// uncomment this if you want VSML to always update
// the matrices for you. Otherwise you'll have to call
// a matrixTo* function to get them updated before
// calling OpenGL draw commands
 
//#define VSML_ALWAYS_SEND_TO_OPENGL 
 
#include <vector>
#include <GL/glew.h>
 
class VSML {
 
public:
 
    /// Enumeration of the matrix types
    enum MatrixTypes{
            MODELVIEW,
            PROJECTION
    } ; 
 
    /// Singleton pattern
    static VSML* gInstance;
 
    /// Call this to get the single instance of VSML
    static VSML* getInstance (void);
 
    ~VSML();
 
    /** Call this function to init the library for a particular
      * program shader if using uniform variables
      *
      * /param modelviewLoc location of the uniform variable
      * for the modelview matrix
      *
      * /param projLoc location of the uniform variable
      * for the projection matrix
    */
    void initUniformLocs(GLuint modelviewLoc, GLuint projLoc);
 
    /** Call this function to init the library for a particular
      * program shader if using uniform blocks
      *
      * /param buffer index of the uniform buffer
      * /param modelviewOffset offset within the buffer of
      * the modelview matrix
      * /param projOffset offset within the buffer of
      * the projection matrix
    */
    void initUniformBlock(GLuint buffer, GLuint modelviewOffset, GLuint projOffset);
 
    /** Similar to glTranslate*. Can be applied to both MODELVIEW
      * and PROJECTION matrices.
      *
      * /param aType either MODELVIEW or PROJECTION
      * /param x,y,z vector to perform the translation
    */
    void translate(MatrixTypes aType, float x, float y, float z);
 
    /** Similar to glTranslate*. Applied to MODELVIEW only.
      *
      * /param x,y,z vector to perform the translation
    */
    void translate(float x, float y, float z);
 
    /** Similar to glScale*. Can be applied to both MODELVIEW
      * and PROJECTION matrices.
      *
      * /param aType either MODELVIEW or PROJECTION
      * /param x,y,z scale factors
    */
    void scale(MatrixTypes aType, float x, float y, float z);
 
    /** Similar to glScale*. Applied to MODELVIEW only.
      *
      * /param x,y,z scale factors
    */
    void scale(float x, float y, float z);
 
    /** Similar to glTotate*. Can be applied to both MODELVIEW
      * and PROJECTION matrices.
      *
      * /param aType either MODELVIEW or PROJECTION
      * /param angle rotation angle in degrees
      * /param x,y,z rotation axis in degrees
    */
    void rotate(MatrixTypes aType, float angle, float x, float y, float z);
 
    /** Similar to glRotate*. Applied to MODELVIEW only.
      *
      * /param angle rotation angle in degrees
      * /param x,y,z rotation axis in degrees
    */
    void rotate(float angle, float x, float y, float z);
 
    /** Similar to glLoadIdentity.
      *
      * /param aType either MODELVIEW or PROJECTION
    */
    void loadIdentity(MatrixTypes aType);
 
    /** Similar to glMultMatrix.
      *
      * /param aType either MODELVIEW or PROJECTION
      * /param aMatrix matrix in column major order data, float[16]
    */
    void multMatrix(MatrixTypes aType, float *aMatrix);
 
    /** Similar to gLoadMatrix.
      *
      * /param aType either MODELVIEW or PROJECTION
      * /param aMatrix matrix in column major order data, float[16]
    */
 
    void loadMatrix(MatrixTypes aType, float *aMatrix);
 
    /** Similar to glPushMatrix
      *
      * /param aType either MODELVIEW or PROJECTION
    */
    void pushMatrix(MatrixTypes aType);
 
    /** Similar to glPopMatrix
      *
      * /param aType either MODELVIEW or PROJECTION
    */
    void popMatrix(MatrixTypes aType);
 
    /** Similar to gluLookAt
      *
      * /param xPos, yPos, zPos camera position
      * /param xLook, yLook, zLook point to aim the camera at
      * /param xUp, yUp, zUp camera's up vector
    */
    void lookAt(float xPos, float yPos, float zPos,
                float xLook, float yLook, float zLook,
                float xUp, float yUp, float zUp);
 
    /** Similar to gluPerspective
      *
      * /param fov vertical field of view
      * /param ratio aspect ratio of the viewport or window
      * /param nearp,farp distance to the near and far planes
    */
    void perspective(float fov, float ratio, float nearp, float farp);
 
    /** Similar to glOrtho and gluOrtho2D (just leave the last two params blank).
      *
      * /param left,right coordinates for the left and right vertical clipping planes
      * /param bottom,top coordinates for the bottom and top horizontal clipping planes
      * /param nearp,farp distance to the near and far planes
    */
    void ortho(float left, float right, float bottom, float top, float nearp=-1.0f, float farp=1.0f);
 
    /** Similar to glFrustum
      *
      * /param left,right coordinates for the left and right vertical clipping planes
      * /param bottom,top coordinates for the bottom and top horizontal clipping planes
      * /param nearp,farp distance to the near and far planes
    */
    void frustum(float left, float right, float bottom, float top, float nearp, float farp);
 
    /** Similar to glGet
      *
      * /param aType either MODELVIEW or PROJECTION
      * /returns pointer to the matrix (float[16])
    */
    float *get(MatrixTypes aType);
 
    /** Updates the uniform buffer data
      *
      * /param aType  either MODELVIEW or PROJECTION
    */
    void matrixToBuffer(MatrixTypes aType);
 
    /** Updates the uniform variables
      *
      * /param aType  either MODELVIEW or PROJECTION
    */
    void matrixToUniform(MatrixTypes aType);
 
    /** Updates either the buffer or the uniform variables
      * based on which init* function was called last
      *
      * /param aType  either MODELVIEW or PROJECTION
    */
    void matrixToGL(MatrixTypes aType);
 
protected:
 
    VSML();
 
    /// Has an init* function been called?
    bool mInit;
 
    /// Using uniform blocks?
    bool mBlocks;
 
    ///brief Matrix stacks for modelview and projection matrices
    std::vector<float *> mMatrixStack[2];
 
    /// The storage for the two matrices
    float mMatrix[2][16];
 
    /// Storage for the uniform locations
    GLuint mUniformLoc[2];
 
    /// Storage for the buffer index
    GLuint mBuffer;
 
    /// Storage for the offsets within the buffer
    GLuint mOffset[2];
 
    /** Set a float* to an identity matrix
      *
      * /param size the order of the matrix
    */
    void setIdentityMatrix( float *mat, int size=4);
 
    /** vector cross product
      *
      * res = a x b
    */
    void crossProduct( float *a, float *b, float *res);
 
    /// normalize a vec3
    void normalize(float *a);
 
};
 
#endif

vsml.cpp

/* --------------------------------------------------
 
Lighthouse3D
 
VSML - Very Simple Matrix Library
 
http://www.lighthouse3d.com/very-simple-libs
 
----------------------------------------------------*/
 
#include "vsml.h"
#include <math.h>
 
// This var keeps track of the single instance of VSML
VSML* VSML::gInstance = 0;
 
#define M_PI       3.14159265358979323846f
 
static inline float
DegToRad(float degrees)
{
    return (float)(degrees * (M_PI / 180.0f));
};
 
// Singleton implementation
// use this function to get the instance of VSML
VSML*
VSML::getInstance (void) {
 
    if (0 != gInstance)
        return gInstance;
    else
        gInstance = new VSML();
 
    return gInstance;
}
 
// VSML constructor
VSML::VSML():
        mInit(false),
        mBlocks(false)
{
 
}
 
// VSML destructor
VSML::~VSML()
{
}
 
// send the buffer data and offsets to VSML
void
VSML::initUniformBlock(GLuint buffer, GLuint modelviewOffset, GLuint projOffset)
{
    mInit = true;
    mBlocks = true;
    mBuffer = buffer;
    mOffset[MODELVIEW] = modelviewOffset;
    mOffset[PROJECTION] = projOffset;
}
 
// send the uniform locations to VSML
void
VSML::initUniformLocs(GLuint modelviewLoc, GLuint projLoc)
{
    mInit = true;
    mBlocks = false;
    mUniformLoc[MODELVIEW] = modelviewLoc;
    mUniformLoc[PROJECTION] = projLoc;
}
 
// glPushMatrix implementation
void
VSML::pushMatrix(MatrixTypes aType) {
 
    float *aux = (float *)malloc(sizeof(float) * 16);
    memcpy(aux, mMatrix[aType], sizeof(float) * 16);
    mMatrixStack[aType].push_back(aux);
}
 
// glPopMatrix implementation
void
VSML::popMatrix(MatrixTypes aType) {
 
    float *m = mMatrixStack[aType][mMatrixStack[aType].size()-1];
    memcpy(mMatrix[aType], m, sizeof(float) * 16);
    mMatrixStack[aType].pop_back();
    free(m);
 
#ifdef VSML_ALWAYS_SEND_TO_OPENGL
    matrixToGL(aType);
#endif
 
}
 
// glLoadIdentity implementation
void
VSML::loadIdentity(MatrixTypes aType)
{
    setIdentityMatrix(mMatrix[aType]);
 
#ifdef VSML_ALWAYS_SEND_TO_OPENGL
    matrixToGL(aType);
#endif
}
 
// glMultMatrix implementation
void
VSML::multMatrix(MatrixTypes aType, float *aMatrix)
{
 
    float *a, *b, res[16];
    a = mMatrix[aType];
    b = aMatrix;
 
    for (int i = 0; i < 4; ++i) {
        for (int j = 0; j < 4; ++j) {
            res[j*4 + i] = 0.0f;
            for (int k = 0; k < 4; ++k) {
                res[j*4 + i] += a[k*4 + i] * b[j*4 + k];
            }
        }
    }
    memcpy(mMatrix[aType], res, 16 * sizeof(float));
 
#ifdef VSML_ALWAYS_SEND_TO_OPENGL
    matrixToGL(aType);
#endif
}
 
// glLoadMatrix implementation
void
VSML::loadMatrix(MatrixTypes aType, float *aMatrix)
{
    memcpy(mMatrix[aType], aMatrix, 16 * sizeof(float));
 
#ifdef VSML_ALWAYS_SEND_TO_OPENGL
    matrixToGL(aType);
#endif
}
 
// glTranslate implementation with matrix selection
void
VSML::translate(MatrixTypes aType, float x, float y, float z)
{
    float mat[16];
 
    setIdentityMatrix(mat);
    mat[12] = x;
    mat[13] = y;
    mat[14] = z;
 
    multMatrix(aType,mat);
 
#ifdef VSML_ALWAYS_SEND_TO_OPENGL
    matrixToGL(aType);
#endif
}
 
// glTranslate on the MODELVIEW matrix
void
VSML::translate(float x, float y, float z)
{
    translate(MODELVIEW, x,y,z);
}
 
// glScale implementation with matrix selection
void
VSML::scale(MatrixTypes aType, float x, float y, float z)
{
    float mat[16];
 
    setIdentityMatrix(mat,4);
    mat[0] = x;
    mat[5] = y;
    mat[10] = z;
 
    multMatrix(aType,mat);
 
#ifdef VSML_ALWAYS_SEND_TO_OPENGL
    matrixToGL(aType);
#endif
}
 
// glScale on the MODELVIEW matrix
void
VSML::scale(float x, float y, float z)
{
    scale(MODELVIEW, x, y, z);
}
 
// glRotate implementation with matrix selection
void
VSML::rotate(MatrixTypes aType, float angle, float x, float y, float z)
{
    float mat[16];
 
    float radAngle = DegToRad(angle);
    float co = cos(radAngle);
    float si = sin(radAngle);
    float x2 = x*x;
    float y2 = y*y;
    float z2 = z*z;
 
    mat[0] = x2 + (y2 + z2) * co;
    mat[4] = x * y * (1 - co) - z * si;
    mat[8] = x * z * (1 - co) + y * si;
    mat[12]= 0.0f;
 
    mat[1] = x * y * (1 - co) + z * si;
    mat[5] = y2 + (x2 + z2) * co;
    mat[9] = y * z * (1 - co) - x * si;
    mat[13]= 0.0f;
 
    mat[2] = x * z * (1 - co) - y * si;
    mat[6] = y * z * (1 - co) + x * si;
    mat[10]= z2 + (x2 + y2) * co;
    mat[14]= 0.0f;
 
    mat[3] = 0.0f;
    mat[7] = 0.0f;
    mat[11]= 0.0f;
    mat[15]= 1.0f;
 
    multMatrix(aType,mat);
 
#ifdef VSML_ALWAYS_SEND_TO_OPENGL
    matrixToGL(aType);
#endif
}
 
// glRotate implementation in the MODELVIEW matrix
void
VSML::rotate(float angle, float x, float y, float z)
{
    rotate(MODELVIEW,angle,x,y,z);
}
 
// gluLookAt implementation
void
VSML::lookAt(float xPos, float yPos, float zPos,
                    float xLook, float yLook, float zLook,
                    float xUp, float yUp, float zUp)
{
    float dir[3], right[3], up[3];
 
    up[0] = xUp;    up[1] = yUp;    up[2] = zUp;
 
    dir[0] =  (xLook - xPos);
    dir[1] =  (yLook - yPos);
    dir[2] =  (zLook - zPos);
    normalize(dir);
 
    crossProduct(dir,up,right);
    normalize(right);
 
    crossProduct(right,dir,up);
    normalize(up);
 
    float m1[16],m2[16];
 
    m1[0]  = right[0];
    m1[4]  = right[1];
    m1[8]  = right[2];
    m1[12] = 0.0f;
 
    m1[1]  = up[0];
    m1[5]  = up[1];
    m1[9]  = up[2];
    m1[13] = 0.0f;
 
    m1[2]  = -dir[0];
    m1[6]  = -dir[1];
    m1[10] = -dir[2];
    m1[14] =  0.0f;
 
    m1[3]  = 0.0f;
    m1[7]  = 0.0f;
    m1[11] = 0.0f;
    m1[15] = 1.0f;
 
    setIdentityMatrix(m2,4);
    m2[12] = -xPos;
    m2[13] = -yPos;
    m2[14] = -zPos;
 
    multMatrix(MODELVIEW, m1);
    multMatrix(MODELVIEW, m2);
 
#ifdef VSML_ALWAYS_SEND_TO_OPENGL
    matrixToGL(MODELVIEW);
#endif
}
 
// gluPerspective implementation
void
VSML::perspective(float fov, float ratio, float nearp, float farp)
{
    float projMatrix[16];
 
    float f = 1.0f / tan (fov * (M_PI / 360.0f));
 
    setIdentityMatrix(projMatrix,4);
 
    projMatrix[0] = f / ratio;
    projMatrix[1 * 4 + 1] = f;
    projMatrix[2 * 4 + 2] = (farp + nearp) / (nearp - farp);
    projMatrix[3 * 4 + 2] = (2.0f * farp * nearp) / (nearp - farp);
    projMatrix[2 * 4 + 3] = -1.0f;
    projMatrix[3 * 4 + 3] = 0.0f;
 
    multMatrix(PROJECTION, projMatrix);
 
#ifdef VSML_ALWAYS_SEND_TO_OPENGL
    matrixToGL(PROJECTION);
#endif
}
 
// glOrtho implementation
void
VSML::ortho(float left, float right, float bottom, float top, float nearp, float farp)
{
    float m[16];
 
    setIdentityMatrix(m,4);
 
    m[0 * 4 + 0] = 2 / (right - left);
    m[1 * 4 + 1] = 2 / (top - bottom);
    m[2 * 4 + 2] = -2 / (farp - nearp);
    m[3 * 4 + 0] = -(right + left) / (right - left);
    m[3 * 4 + 1] = -(top + bottom) / (top - bottom);
    m[3 * 4 + 2] = -(farp + nearp) / (farp - nearp);
 
    multMatrix(PROJECTION, m);
 
#ifdef VSML_ALWAYS_SEND_TO_OPENGL
    matrixToGL(PROJECTION);
#endif
}
 
// glFrustum implementation
void
VSML::frustum(float left, float right, float bottom, float top, float nearp, float farp)
{
    float m[16];
 
    setIdentityMatrix(m,4);
 
    m[0 * 4 + 0] = 2 * nearp / (right-left);
    m[1 * 4 + 1] = 2 * nearp / (top - bottom);
    m[2 * 4 + 0] = (right + left) / (right - left);
    m[2 * 4 + 1] = (top + bottom) / (top - bottom);
    m[2 * 4 + 2] = - (farp + nearp) / (farp - nearp);
    m[2 * 4 + 3] = -1.0f;
    m[3 * 4 + 2] = - 2 * farp * nearp / (farp-nearp);
    m[3 * 4 + 3] = 0.0f;
 
    multMatrix(PROJECTION, m);
 
#ifdef VSML_ALWAYS_SEND_TO_OPENGL
    matrixToGL(PROJECTION);
#endif
}
 
// returns a pointer to the requested matrix
float *
VSML::get(MatrixTypes aType)
{
    return mMatrix[aType];
}
 
/* -----------------------------------------------------
             SEND MATRICES TO OPENGL
------------------------------------------------------*/
 
// to be used with uniform blocks
void
VSML::matrixToBuffer(MatrixTypes aType)
{
    if (mInit && mBlocks) {
        glBindBuffer(GL_UNIFORM_BUFFER,mBuffer);
        glBufferSubData(GL_UNIFORM_BUFFER, mOffset[aType], 16 * sizeof(float), mMatrix[aType]);
        glBindBuffer(GL_UNIFORM_BUFFER,0);
 
    }
}
 
// to be used with uniform variables
void
VSML::matrixToUniform(MatrixTypes aType)
{
    if (mInit && !mBlocks) {
 
        glUniformMatrix4fv(mUniformLoc[aType], 1, false, mMatrix[aType]);
    }
}
 
// universal
void
VSML::matrixToGL(MatrixTypes aType)
{
    if (mInit) {
 
        if (mBlocks) {
            glBindBuffer(GL_UNIFORM_BUFFER,mBuffer);
            glBufferSubData(GL_UNIFORM_BUFFER, mOffset[aType], 16 * sizeof(float), mMatrix[aType]);
            glBindBuffer(GL_UNIFORM_BUFFER,0);
        }
        else {
            glUniformMatrix4fv(mUniformLoc[aType], 1, false, mMatrix[aType]);
        }
 
    }
}
 
// -----------------------------------------------------
//                      AUX functions
// -----------------------------------------------------
 
// sets the square matrix mat to the identity matrix,
// size refers to the number of rows (or columns)
void
VSML::setIdentityMatrix( float *mat, int size) {
 
    // fill matrix with 0s
    for (int i = 0; i < size * size; ++i)
            mat[i] = 0.0f;
 
    // fill diagonal with 1s
    for (int i = 0; i < size; ++i)
        mat[i + i * size] = 1.0f;
}
 
// res = a cross b;
void
VSML::crossProduct( float *a, float *b, float *res) {
 
    res[0] = a[1] * b[2]  -  b[1] * a[2];
    res[1] = a[2] * b[0]  -  b[2] * a[0];
    res[2] = a[0] * b[1]  -  b[0] * a[1];
}
 
// Normalize a vec3
void
VSML::normalize(float *a) {
 
    float mag = sqrt(a[0] * a[0]  +  a[1] * a[1]  +  a[2] * a[2]);
 
    a[0] /= mag;
    a[1] /= mag;
    a[2] /= mag;
}

http://blog.csdn.net/ryfdizuo/article/details/6419793

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