scummvm/graphics/tinygl/matrix.cpp

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#include "engine/tinygl/zgl.h"
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void gl_print_matrix(const float *m) {
int i;
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for (i = 0; i < 4; i++) {
fprintf(stderr, "%f %f %f %f\n", m[i], m[4 + i], m[8 + i], m[12 + i]);
}
}
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static inline void gl_matrix_update(GLContext *c) {
c->matrix_model_projection_updated = (c->matrix_mode <= 1);
}
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void glopMatrixMode(GLContext *c, TGLParam *p) {
int mode = p[1].i;
switch (mode) {
case TGL_MODELVIEW:
c->matrix_mode = 0;
break;
case TGL_PROJECTION:
c->matrix_mode = 1;
break;
case TGL_TEXTURE:
c->matrix_mode = 2;
break;
default:
assert(0);
}
}
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void glopLoadMatrix(GLContext *c, TGLParam *p) {
M4 *m;
int i;
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TGLParam *q;
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m = c->matrix_stack_ptr[c->matrix_mode];
q = p + 1;
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for (i = 0; i < 4; i++) {
m->m[0][i] = q[0].f;
m->m[1][i] = q[1].f;
m->m[2][i] = q[2].f;
m->m[3][i] = q[3].f;
q += 4;
}
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gl_matrix_update(c);
}
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void glopLoadIdentity(GLContext *c, TGLParam *) {
gl_M4_Id(c->matrix_stack_ptr[c->matrix_mode]);
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gl_matrix_update(c);
}
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void glopMultMatrix(GLContext *c, TGLParam *p) {
M4 m;
int i;
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TGLParam *q;
q = p + 1;
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for (i = 0; i < 4; i++) {
m.m[0][i] = q[0].f;
m.m[1][i] = q[1].f;
m.m[2][i] = q[2].f;
m.m[3][i] = q[3].f;
q += 4;
}
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gl_M4_MulLeft(c->matrix_stack_ptr[c->matrix_mode], &m);
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gl_matrix_update(c);
}
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void glopPushMatrix(GLContext *c, TGLParam *) {
int n = c->matrix_mode;
M4 *m;
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assert((c->matrix_stack_ptr[n] - c->matrix_stack[n] + 1) < c->matrix_stack_depth_max[n]);
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m = ++c->matrix_stack_ptr[n];
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gl_M4_Move(&m[0], &m[-1]);
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gl_matrix_update(c);
}
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void glopPopMatrix(GLContext *c, TGLParam *) {
int n=c->matrix_mode;
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assert(c->matrix_stack_ptr[n] > c->matrix_stack[n]);
c->matrix_stack_ptr[n]--;
gl_matrix_update(c);
}
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void glopRotate(GLContext *c, TGLParam *p) {
M4 m;
float u[3];
float angle;
int dir_code;
angle = (float)(p[1].f * LOCAL_PI / 180.0);
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u[0] = p[2].f;
u[1] = p[3].f;
u[2] = p[4].f;
// simple case detection
dir_code = ((u[0] != 0)<<2) | ((u[1] != 0)<<1) | (u[2] != 0);
switch (dir_code) {
case 0:
gl_M4_Id(&m);
break;
case 4:
if (u[0] < 0) angle=-angle;
gl_M4_Rotate(&m,angle,0);
break;
case 2:
if (u[1] < 0) angle=-angle;
gl_M4_Rotate(&m,angle,1);
break;
case 1:
if (u[2] < 0) angle=-angle;
gl_M4_Rotate(&m,angle,2);
break;
default:
{
float cost, sint;
// normalize vector
float len = u[0] * u[0] + u[1] * u[1] + u[2] * u[2];
if (len == 0.0f)
return;
len = 1.0f / sqrt(len);
u[0] *= len;
u[1] *= len;
u[2] *= len;
// store cos and sin values
cost = cos(angle);
sint = sin(angle);
// fill in the values
m.m[3][0] = m.m[3][1] = m.m[3][2] = m.m[0][3] = m.m[1][3] = m.m[2][3] = 0.0f;
m.m[3][3] = 1.0f;
// do the math
m.m[0][0] = u[0] * u[0] + cost * (1 - u[0] * u[0]);
m.m[1][0] = u[0] * u[1] * (1 -cost) - u[2] * sint;
m.m[2][0] = u[2] * u[0] * (1 -cost) + u[1] * sint;
m.m[0][1] = u[0] * u[1] * (1 -cost) + u[2] * sint;
m.m[1][1] = u[1] * u[1] + cost * (1 - u[1] * u[1]);
m.m[2][1] = u[1] * u[2] * (1 - cost) - u[0] * sint;
m.m[0][2] = u[2] * u[0] * (1 - cost) - u[1] * sint;
m.m[1][2] = u[1] * u[2] * (1 - cost) + u[0] * sint;
m.m[2][2] = u[2] * u[2] + cost * (1 - u[2] * u[2]);
}
}
gl_M4_MulLeft(c->matrix_stack_ptr[c->matrix_mode], &m);
gl_matrix_update(c);
}
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void glopScale(GLContext *c, TGLParam *p) {
float *m;
float x = p[1].f, y = p[2].f, z = p[3].f;
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m = &c->matrix_stack_ptr[c->matrix_mode]->m[0][0];
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m[0] *= x; m[1] *= y; m[2] *= z;
m[4] *= x; m[5] *= y; m[6] *= z;
m[8] *= x; m[9] *= y; m[10] *= z;
m[12] *= x; m[13] *= y; m[14] *= z;
gl_matrix_update(c);
}
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void glopTranslate(GLContext *c, TGLParam *p) {
float *m;
float x = p[1].f, y = p[2].f, z = p[3].f;
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m = &c->matrix_stack_ptr[c->matrix_mode]->m[0][0];
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m[3] = m[0] * x + m[1] * y + m[2] * z + m[3];
m[7] = m[4] * x + m[5] * y + m[6] * z + m[7];
m[11] = m[8] * x + m[9] * y + m[10] * z + m[11];
m[15] = m[12] * x + m[13] * y + m[14] * z + m[15];
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gl_matrix_update(c);
}
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void glopFrustum(GLContext *c, TGLParam *p) {
float *r;
M4 m;
float left = p[1].f;
float right = p[2].f;
float bottom = p[3].f;
float top = p[4].f;
float nearp = p[5].f;
float farp = p[6].f;
float x, y, A, B, C, D;
x = (float)((2.0 * nearp) / (right - left));
y = (float)((2.0 * nearp) / (top - bottom));
A = (right + left) / (right - left);
B = (top + bottom) / (top - bottom);
C = -(farp + nearp) / (farp - nearp);
D = (float)(-(2.0 * farp * nearp) / (farp - nearp));
r = &m.m[0][0];
r[0] = x; r[1] = 0; r[2] = A; r[3] = 0;
r[4] = 0; r[5] = y; r[6] = B; r[7] = 0;
r[8] = 0; r[9] = 0; r[10] = C; r[11] = D;
r[12] = 0; r[13] = 0; r[14] =- 1; r[15] = 0;
gl_M4_MulLeft(c->matrix_stack_ptr[c->matrix_mode], &m);
gl_matrix_update(c);
}