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+//
+// Book: OpenGL(R) ES 2.0 Programming Guide
+// Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
+// ISBN-10: 0321502795
+// ISBN-13: 9780321502797
+// Publisher: Addison-Wesley Professional
+// URLs: http://safari.informit.com/9780321563835
+// http://www.opengles-book.com
+//
+
+/*
+ * (c) 2009 Aaftab Munshi, Dan Ginsburg, Dave Shreiner
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+ * DEALINGS IN THE SOFTWARE.
+ */
+
+// ESUtil.c
+//
+// A utility library for OpenGL ES. This library provides a
+// basic common framework for the example applications in the
+// OpenGL ES 2.0 Programming Guide.
+//
+
+///
+// Includes
+//
+#include "esTransform.h"
+#include <math.h>
+#include <string.h>
+
+#define PI 3.1415926535897932384626433832795f
+
+void
+esScale(ESMatrix *result, GLfloat sx, GLfloat sy, GLfloat sz)
+{
+ result->m[0][0] *= sx;
+ result->m[0][1] *= sx;
+ result->m[0][2] *= sx;
+ result->m[0][3] *= sx;
+
+ result->m[1][0] *= sy;
+ result->m[1][1] *= sy;
+ result->m[1][2] *= sy;
+ result->m[1][3] *= sy;
+
+ result->m[2][0] *= sz;
+ result->m[2][1] *= sz;
+ result->m[2][2] *= sz;
+ result->m[2][3] *= sz;
+}
+
+void
+esTranslate(ESMatrix *result, GLfloat tx, GLfloat ty, GLfloat tz)
+{
+ result->m[3][0] += (result->m[0][0] * tx + result->m[1][0] * ty + result->m[2][0] * tz);
+ result->m[3][1] += (result->m[0][1] * tx + result->m[1][1] * ty + result->m[2][1] * tz);
+ result->m[3][2] += (result->m[0][2] * tx + result->m[1][2] * ty + result->m[2][2] * tz);
+ result->m[3][3] += (result->m[0][3] * tx + result->m[1][3] * ty + result->m[2][3] * tz);
+}
+
+void
+esRotate(ESMatrix *result, GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
+{
+ GLfloat sinAngle, cosAngle;
+ GLfloat mag = sqrtf(x * x + y * y + z * z);
+
+ sinAngle = sinf ( angle * PI / 180.0f );
+ cosAngle = cosf ( angle * PI / 180.0f );
+ if ( mag > 0.0f )
+ {
+ GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs;
+ GLfloat oneMinusCos;
+ ESMatrix rotMat;
+
+ x /= mag;
+ y /= mag;
+ z /= mag;
+
+ xx = x * x;
+ yy = y * y;
+ zz = z * z;
+ xy = x * y;
+ yz = y * z;
+ zx = z * x;
+ xs = x * sinAngle;
+ ys = y * sinAngle;
+ zs = z * sinAngle;
+ oneMinusCos = 1.0f - cosAngle;
+
+ rotMat.m[0][0] = (oneMinusCos * xx) + cosAngle;
+ rotMat.m[0][1] = (oneMinusCos * xy) - zs;
+ rotMat.m[0][2] = (oneMinusCos * zx) + ys;
+ rotMat.m[0][3] = 0.0F;
+
+ rotMat.m[1][0] = (oneMinusCos * xy) + zs;
+ rotMat.m[1][1] = (oneMinusCos * yy) + cosAngle;
+ rotMat.m[1][2] = (oneMinusCos * yz) - xs;
+ rotMat.m[1][3] = 0.0F;
+
+ rotMat.m[2][0] = (oneMinusCos * zx) - ys;
+ rotMat.m[2][1] = (oneMinusCos * yz) + xs;
+ rotMat.m[2][2] = (oneMinusCos * zz) + cosAngle;
+ rotMat.m[2][3] = 0.0F;
+
+ rotMat.m[3][0] = 0.0F;
+ rotMat.m[3][1] = 0.0F;
+ rotMat.m[3][2] = 0.0F;
+ rotMat.m[3][3] = 1.0F;
+
+ esMatrixMultiply( result, &rotMat, result );
+ }
+}
+
+void
+esFrustum(ESMatrix *result, float left, float right, float bottom, float top, float nearZ, float farZ)
+{
+ float deltaX = right - left;
+ float deltaY = top - bottom;
+ float deltaZ = farZ - nearZ;
+ ESMatrix frust;
+
+ if ( (nearZ <= 0.0f) || (farZ <= 0.0f) ||
+ (deltaX <= 0.0f) || (deltaY <= 0.0f) || (deltaZ <= 0.0f) )
+ return;
+
+ frust.m[0][0] = 2.0f * nearZ / deltaX;
+ frust.m[0][1] = frust.m[0][2] = frust.m[0][3] = 0.0f;
+
+ frust.m[1][1] = 2.0f * nearZ / deltaY;
+ frust.m[1][0] = frust.m[1][2] = frust.m[1][3] = 0.0f;
+
+ frust.m[2][0] = (right + left) / deltaX;
+ frust.m[2][1] = (top + bottom) / deltaY;
+ frust.m[2][2] = -(nearZ + farZ) / deltaZ;
+ frust.m[2][3] = -1.0f;
+
+ frust.m[3][2] = -2.0f * nearZ * farZ / deltaZ;
+ frust.m[3][0] = frust.m[3][1] = frust.m[3][3] = 0.0f;
+
+ esMatrixMultiply(result, &frust, result);
+}
+
+
+void
+esPerspective(ESMatrix *result, float fovy, float aspect, float nearZ, float farZ)
+{
+ GLfloat frustumW, frustumH;
+
+ frustumH = tanf( fovy / 360.0f * PI ) * nearZ;
+ frustumW = frustumH * aspect;
+
+ esFrustum( result, -frustumW, frustumW, -frustumH, frustumH, nearZ, farZ );
+}
+
+void
+esOrtho(ESMatrix *result, float left, float right, float bottom, float top, float nearZ, float farZ)
+{
+ float deltaX = right - left;
+ float deltaY = top - bottom;
+ float deltaZ = farZ - nearZ;
+ ESMatrix ortho;
+
+ if ( (deltaX == 0.0f) || (deltaY == 0.0f) || (deltaZ == 0.0f) )
+ return;
+
+ esMatrixLoadIdentity(&ortho);
+ ortho.m[0][0] = 2.0f / deltaX;
+ ortho.m[3][0] = -(right + left) / deltaX;
+ ortho.m[1][1] = 2.0f / deltaY;
+ ortho.m[3][1] = -(top + bottom) / deltaY;
+ ortho.m[2][2] = -2.0f / deltaZ;
+ ortho.m[3][2] = -(nearZ + farZ) / deltaZ;
+
+ esMatrixMultiply(result, &ortho, result);
+}
+
+
+void
+esMatrixMultiply(ESMatrix *result, ESMatrix *srcA, ESMatrix *srcB)
+{
+ ESMatrix tmp;
+ int i;
+
+ for (i=0; i<4; i++)
+ {
+ tmp.m[i][0] = (srcA->m[i][0] * srcB->m[0][0]) +
+ (srcA->m[i][1] * srcB->m[1][0]) +
+ (srcA->m[i][2] * srcB->m[2][0]) +
+ (srcA->m[i][3] * srcB->m[3][0]) ;
+
+ tmp.m[i][1] = (srcA->m[i][0] * srcB->m[0][1]) +
+ (srcA->m[i][1] * srcB->m[1][1]) +
+ (srcA->m[i][2] * srcB->m[2][1]) +
+ (srcA->m[i][3] * srcB->m[3][1]) ;
+
+ tmp.m[i][2] = (srcA->m[i][0] * srcB->m[0][2]) +
+ (srcA->m[i][1] * srcB->m[1][2]) +
+ (srcA->m[i][2] * srcB->m[2][2]) +
+ (srcA->m[i][3] * srcB->m[3][2]) ;
+
+ tmp.m[i][3] = (srcA->m[i][0] * srcB->m[0][3]) +
+ (srcA->m[i][1] * srcB->m[1][3]) +
+ (srcA->m[i][2] * srcB->m[2][3]) +
+ (srcA->m[i][3] * srcB->m[3][3]) ;
+ }
+ memcpy(result, &tmp, sizeof(ESMatrix));
+}
+
+
+void
+esMatrixLoadIdentity(ESMatrix *result)
+{
+ memset(result, 0x0, sizeof(ESMatrix));
+ result->m[0][0] = 1.0f;
+ result->m[1][1] = 1.0f;
+ result->m[2][2] = 1.0f;
+ result->m[3][3] = 1.0f;
+}
+