From 9cd57b731ab1c666d4a1cb725538fdc137763d12 Mon Sep 17 00:00:00 2001 From: Starla Insigna Date: Sat, 30 Jul 2011 11:19:14 -0400 Subject: Initial commit (version 0.2.1) --- libs/cocos2d/Platforms/iOS/glu.c | 113 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 113 insertions(+) create mode 100755 libs/cocos2d/Platforms/iOS/glu.c (limited to 'libs/cocos2d/Platforms/iOS/glu.c') diff --git a/libs/cocos2d/Platforms/iOS/glu.c b/libs/cocos2d/Platforms/iOS/glu.c new file mode 100755 index 0000000..2e00d5f --- /dev/null +++ b/libs/cocos2d/Platforms/iOS/glu.c @@ -0,0 +1,113 @@ +// +// cocos2d (incomplete) GLU implementation +// +// gluLookAt and gluPerspective from: +// http://jet.ro/creations (San Angeles Observation) +// +// + +// Only compile this code on iOS. These files should NOT be included on your Mac project. +// But in case they are included, it won't be compiled. +#import +#ifdef __IPHONE_OS_VERSION_MAX_ALLOWED + +#import +#import +#import "../../Support/OpenGL_Internal.h" +#include "glu.h" + +void gluPerspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar) +{ + GLfloat xmin, xmax, ymin, ymax; + + ymax = zNear * (GLfloat)tanf(fovy * (float)M_PI / 360); + ymin = -ymax; + xmin = ymin * aspect; + xmax = ymax * aspect; + + glFrustumf(xmin, xmax, + ymin, ymax, + zNear, zFar); +} + +void gluLookAt(GLfloat eyex, GLfloat eyey, GLfloat eyez, + GLfloat centerx, GLfloat centery, GLfloat centerz, + GLfloat upx, GLfloat upy, GLfloat upz) +{ + GLfloat m[16]; + GLfloat x[3], y[3], z[3]; + GLfloat mag; + + /* Make rotation matrix */ + + /* Z vector */ + z[0] = eyex - centerx; + z[1] = eyey - centery; + z[2] = eyez - centerz; + mag = (float)sqrtf(z[0] * z[0] + z[1] * z[1] + z[2] * z[2]); + if (mag) { + z[0] /= mag; + z[1] /= mag; + z[2] /= mag; + } + + /* Y vector */ + y[0] = upx; + y[1] = upy; + y[2] = upz; + + /* X vector = Y cross Z */ + x[0] = y[1] * z[2] - y[2] * z[1]; + x[1] = -y[0] * z[2] + y[2] * z[0]; + x[2] = y[0] * z[1] - y[1] * z[0]; + + /* Recompute Y = Z cross X */ + y[0] = z[1] * x[2] - z[2] * x[1]; + y[1] = -z[0] * x[2] + z[2] * x[0]; + y[2] = z[0] * x[1] - z[1] * x[0]; + + /* cross product gives area of parallelogram, which is < 1.0 for + * non-perpendicular unit-length vectors; so normalize x, y here + */ + + mag = (float)sqrtf(x[0] * x[0] + x[1] * x[1] + x[2] * x[2]); + if (mag) { + x[0] /= mag; + x[1] /= mag; + x[2] /= mag; + } + + mag = (float)sqrtf(y[0] * y[0] + y[1] * y[1] + y[2] * y[2]); + if (mag) { + y[0] /= mag; + y[1] /= mag; + y[2] /= mag; + } + +#define M(row,col) m[col*4+row] + M(0, 0) = x[0]; + M(0, 1) = x[1]; + M(0, 2) = x[2]; + M(0, 3) = 0.0f; + M(1, 0) = y[0]; + M(1, 1) = y[1]; + M(1, 2) = y[2]; + M(1, 3) = 0.0f; + M(2, 0) = z[0]; + M(2, 1) = z[1]; + M(2, 2) = z[2]; + M(2, 3) = 0.0f; + M(3, 0) = 0.0f; + M(3, 1) = 0.0f; + M(3, 2) = 0.0f; + M(3, 3) = 1.0f; +#undef M + + glMultMatrixf(m); + + + /* Translate Eye to Origin */ + glTranslatef(-eyex, -eyey, -eyez); +} + +#endif // __IPHONE_OS_VERSION_MAX_ALLOWED -- cgit 1.4.1