/* Copyright 2012-2019 David Robillard Permission to use, copy, modify, and/or distribute this software for any purpose with or without fee is hereby granted, provided that the above copyright notice and this permission notice appear in all copies. THIS SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ #ifndef EXAMPLES_DEMO_UTILS_H #define EXAMPLES_DEMO_UTILS_H #include "pugl/pugl.h" #include #include #include #include typedef struct { double lastReportTime; } PuglFpsPrinter; typedef float vec4[4]; typedef vec4 mat4[4]; static inline void mat4Identity(mat4 m) { for (int c = 0; c < 4; ++c) { for (int r = 0; r < 4; ++r) { m[c][r] = c == r ? 1.0f : 0.0f; } } } static inline void mat4Translate(mat4 m, const float x, const float y, const float z) { m[3][0] = x; m[3][1] = y; m[3][2] = z; } static inline void mat4Mul(mat4 m, mat4 a, mat4 b) { for (int c = 0; c < 4; ++c) { for (int r = 0; r < 4; ++r) { m[c][r] = 0.0f; for (int k = 0; k < 4; ++k) { m[c][r] += a[k][r] * b[c][k]; } } } } static inline void mat4Ortho(mat4 m, const float l, const float r, const float b, const float t, const float n, const float f) { m[0][0] = 2.0f / (r - l); m[0][1] = m[0][2] = m[0][3] = 0.0f; m[1][1] = 2.0f / (t - b); m[1][0] = m[1][2] = m[1][3] = 0.0f; m[2][2] = -2.0f / (f - n); m[2][0] = m[2][1] = m[2][3] = 0.0f; m[3][0] = -(r + l) / (r - l); m[3][1] = -(t + b) / (t - b); m[3][2] = -(f + n) / (f - n); m[3][3] = 1.0f; } /// Calculate a projection matrix for a given perspective static inline void perspective(float* m, float fov, float aspect, float zNear, float zFar) { const float h = tanf(fov); const float w = h / aspect; const float depth = zNear - zFar; const float q = (zFar + zNear) / depth; const float qn = 2 * zFar * zNear / depth; // clang-format off m[0] = w; m[1] = 0; m[2] = 0; m[3] = 0; m[4] = 0; m[5] = h; m[6] = 0; m[7] = 0; m[8] = 0; m[9] = 0; m[10] = q; m[11] = -1; m[12] = 0; m[13] = 0; m[14] = qn; m[15] = 0; // clang-format on } static inline void puglPrintFps(const PuglWorld* world, PuglFpsPrinter* printer, unsigned* const framesDrawn) { const double thisTime = puglGetTime(world); if (thisTime > printer->lastReportTime + 5) { const double fps = *framesDrawn / (thisTime - printer->lastReportTime); fprintf(stderr, "FPS: %.2f (%u frames in %.0f seconds)\n", fps, *framesDrawn, thisTime - printer->lastReportTime); printer->lastReportTime = thisTime; *framesDrawn = 0; } } #endif // EXAMPLES_DEMO_UTILS_H