mirror of https://github.com/axmolengine/axmol.git
131 lines
3.5 KiB
C++
131 lines
3.5 KiB
C++
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/****************************************************************************
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Copyright (c) 2010 cocos2d-x.org
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "CCGL.h"
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#include "CCStdC.h"
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NS_CC_BEGIN;
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void gluPerspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar)
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{
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GLfloat xmin, xmax, ymin, ymax;
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ymax = zNear * (GLfloat)tanf(fovy * (float)M_PI / 360);
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ymin = -ymax;
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xmin = ymin * aspect;
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xmax = ymax * aspect;
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glFrustumf(xmin, xmax,
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ymin, ymax,
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zNear, zFar);
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}
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void gluLookAt(float fEyeX, float fEyeY, float fEyeZ,
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float fCenterX, float fCenterY, float fCenterZ,
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float fUpX, float fUpY, float fUpZ)
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{
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GLfloat m[16];
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GLfloat x[3], y[3], z[3];
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GLfloat mag;
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/* Make rotation matrix */
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/* Z vector */
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z[0] = fEyeX - fCenterX;
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z[1] = fEyeY - fCenterY;
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z[2] = fEyeZ - fCenterZ;
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mag = (float)sqrtf(z[0] * z[0] + z[1] * z[1] + z[2] * z[2]);
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if (mag) {
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z[0] /= mag;
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z[1] /= mag;
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z[2] /= mag;
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}
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/* Y vector */
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y[0] = fUpX;
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y[1] = fUpY;
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y[2] = fUpZ;
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/* X vector = Y cross Z */
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x[0] = y[1] * z[2] - y[2] * z[1];
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x[1] = -y[0] * z[2] + y[2] * z[0];
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x[2] = y[0] * z[1] - y[1] * z[0];
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/* Recompute Y = Z cross X */
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y[0] = z[1] * x[2] - z[2] * x[1];
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y[1] = -z[0] * x[2] + z[2] * x[0];
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y[2] = z[0] * x[1] - z[1] * x[0];
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/* cross product gives area of parallelogram, which is < 1.0 for
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* non-perpendicular unit-length vectors; so normalize x, y here
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*/
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mag = (float)sqrtf(x[0] * x[0] + x[1] * x[1] + x[2] * x[2]);
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if (mag) {
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x[0] /= mag;
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x[1] /= mag;
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x[2] /= mag;
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}
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mag = (float)sqrtf(y[0] * y[0] + y[1] * y[1] + y[2] * y[2]);
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if (mag) {
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y[0] /= mag;
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y[1] /= mag;
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y[2] /= mag;
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}
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#define M(row,col) m[col*4+row]
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M(0, 0) = x[0];
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M(0, 1) = x[1];
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M(0, 2) = x[2];
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M(0, 3) = 0.0f;
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M(1, 0) = y[0];
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M(1, 1) = y[1];
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M(1, 2) = y[2];
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M(1, 3) = 0.0f;
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M(2, 0) = z[0];
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M(2, 1) = z[1];
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M(2, 2) = z[2];
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M(2, 3) = 0.0f;
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M(3, 0) = 0.0f;
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M(3, 1) = 0.0f;
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M(3, 2) = 0.0f;
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M(3, 3) = 1.0f;
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#undef M
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{
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int a;
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GLfloat fixedM[16];
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for (a = 0; a < 16; ++a)
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fixedM[a] = m[a];
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glMultMatrixf(fixedM);
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}
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/* Translate Eye to Origin */
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glTranslatef(-fEyeX, -fEyeY, -fEyeZ);
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}
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NS_CC_END;
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