#include #include void GBGLPerspective(GBGL gl, double fovy, double znear, double zfar) { GLint vp[4]; double aspect; double f; GLdouble matrix[16]; int i; glGetIntegerv(GL_VIEWPORT, vp); aspect = (double)vp[2] / vp[3]; f = GBMathCot(fovy / 180 * GBMathPi / 2); for(i = 0; i < 16; i++) matrix[i] = 0; matrix[4 * 0 + 0] = f / aspect; matrix[4 * 1 + 1] = f; matrix[4 * 2 + 2] = (zfar + znear) / (znear - zfar); matrix[4 * 3 + 2] = ((double)2 * zfar * znear) / (znear - zfar); matrix[4 * 2 + 3] = -1; glLoadIdentity(); glLoadMatrixd(matrix); } void GBGLSetCamera(GBGL gl) { GLdouble matrix[16]; GBVector3 f; GBVector3 up; GBVector3 s; GBVector3 u; int i; GBMathSubtract3(f, gl->engine->client->look_at, gl->engine->client->camera); GBMathNormalize3(f); up[0] = 0; up[1] = 1; up[2] = 0; GBMathNormalize3(up); GBMathCross3(s, f, up); GBMathNormalize3(s); GBMathCross3(u, s, f); for(i = 0; i < 16; i++) matrix[i] = 0; matrix[4 * 0 + 0] = s[0]; matrix[4 * 1 + 0] = s[1]; matrix[4 * 2 + 0] = s[2]; matrix[4 * 0 + 1] = u[0]; matrix[4 * 1 + 1] = u[1]; matrix[4 * 2 + 1] = u[2]; matrix[4 * 0 + 2] = -f[0]; matrix[4 * 1 + 2] = -f[1]; matrix[4 * 2 + 2] = -f[2]; matrix[4 * 3 + 3] = 1; glLoadIdentity(); glLoadMatrixd(matrix); glTranslated(-gl->engine->client->camera[0], -gl->engine->client->camera[1], -gl->engine->client->camera[2]); }