TINYGL: Added a few utility methods and operators.
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b7853b48f8
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b1b498d336
3 changed files with 48 additions and 43 deletions
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@ -40,10 +40,10 @@ void glopLoadMatrix(GLContext *c, GLParam *p) {
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q = p + 1;
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q = p + 1;
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for (int i = 0; i < 4; i++) {
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for (int i = 0; i < 4; i++) {
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m->set(0,i, q[0].f);
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m->set(0,i, q[0].f);
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m->set(1,i, q[1].f);
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m->set(1,i, q[1].f);
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m->set(2,i, q[2].f);
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m->set(2,i, q[2].f);
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m->set(3,i, q[3].f);
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m->set(3,i, q[3].f);
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q += 4;
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q += 4;
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}
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}
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@ -69,7 +69,7 @@ void glopMultMatrix(GLContext *c, GLParam *p) {
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q += 4;
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q += 4;
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}
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}
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*c->matrix_stack_ptr[c->matrix_mode] = (*c->matrix_stack_ptr[c->matrix_mode]) * m;
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*c->matrix_stack_ptr[c->matrix_mode] *= m;
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gl_matrix_update(c);
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gl_matrix_update(c);
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}
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}
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@ -126,46 +126,45 @@ void glopRotate(GLContext *c, GLParam *p) {
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if (u[2] < 0) angle = -angle;
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if (u[2] < 0) angle = -angle;
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m = Matrix4::rotation(angle,2);
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m = Matrix4::rotation(angle,2);
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break;
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break;
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default:
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default: {
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{
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float cost, sint;
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float cost, sint;
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// normalize vector
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// normalize vector
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float len = u[0] * u[0] + u[1] * u[1] + u[2] * u[2];
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float len = u[0] * u[0] + u[1] * u[1] + u[2] * u[2];
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if (len == 0.0f)
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if (len == 0.0f)
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return;
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return;
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len = 1.0f / sqrt(len);
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len = 1.0f / sqrt(len);
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u[0] *= len;
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u[0] *= len;
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u[1] *= len;
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u[1] *= len;
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u[2] *= len;
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u[2] *= len;
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// store cos and sin values
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// store cos and sin values
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cost = cos(angle);
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cost = cos(angle);
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sint = sin(angle);
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sint = sin(angle);
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// fill in the values
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// fill in the values
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m.set(3,0,0.0f);
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m.set(3,0,0.0f);
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m.set(3,1,0.0f);
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m.set(3,1,0.0f);
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m.set(3,2,0.0f);
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m.set(3,2,0.0f);
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m.set(0,3,0.0f);
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m.set(0,3,0.0f);
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m.set(1,3,0.0f);
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m.set(1,3,0.0f);
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m.set(2,3,0.0f);
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m.set(2,3,0.0f);
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m.set(3,3,1.0f);
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m.set(3,3,1.0f);
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// do the math
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// do the math
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m.set(0,0, u[0] * u[0] + cost * (1 - u[0] * u[0]));
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m.set(0,0, u[0] * u[0] + cost * (1 - u[0] * u[0]));
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m.set(1,0, u[0] * u[1] * (1 -cost) - u[2] * sint);
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m.set(1,0, u[0] * u[1] * (1 -cost) - u[2] * sint);
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m.set(2,0, u[2] * u[0] * (1 -cost) + u[1] * sint);
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m.set(2,0, u[2] * u[0] * (1 -cost) + u[1] * sint);
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m.set(0,1, u[0] * u[1] * (1 -cost) + u[2] * sint);
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m.set(0,1, u[0] * u[1] * (1 -cost) + u[2] * sint);
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m.set(1,1, u[1] * u[1] + cost * (1 - u[1] * u[1]));
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m.set(1,1, u[1] * u[1] + cost * (1 - u[1] * u[1]));
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m.set(2,1, u[1] * u[2] * (1 - cost) - u[0] * sint);
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m.set(2,1, u[1] * u[2] * (1 - cost) - u[0] * sint);
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m.set(0,2, u[2] * u[0] * (1 - cost) - u[1] * sint);
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m.set(0,2, u[2] * u[0] * (1 - cost) - u[1] * sint);
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m.set(1,2, u[1] * u[2] * (1 - cost) + u[0] * sint);
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m.set(1,2, u[1] * u[2] * (1 - cost) + u[0] * sint);
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m.set(2,2, u[2] * u[2] + cost * (1 - u[2] * u[2]));
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m.set(2,2, u[2] * u[2] + cost * (1 - u[2] * u[2]));
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}
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}
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}
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}
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*c->matrix_stack_ptr[c->matrix_mode] = (*c->matrix_stack_ptr[c->matrix_mode]) * m;
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*c->matrix_stack_ptr[c->matrix_mode] *= m;
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gl_matrix_update(c);
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gl_matrix_update(c);
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}
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}
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@ -179,7 +178,7 @@ void glopScale(GLContext *c, GLParam *p) {
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m.set(1,1,y);
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m.set(1,1,y);
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m.set(2,2,z);
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m.set(2,2,z);
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*c->matrix_stack_ptr[c->matrix_mode] = (*c->matrix_stack_ptr[c->matrix_mode]) * m;
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*c->matrix_stack_ptr[c->matrix_mode] *= m;
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gl_matrix_update(c);
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gl_matrix_update(c);
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}
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}
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@ -192,7 +191,7 @@ void glopTranslate(GLContext *c, GLParam *p) {
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m.set(3,1,y);
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m.set(3,1,y);
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m.set(3,2,z);
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m.set(3,2,z);
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*c->matrix_stack_ptr[c->matrix_mode] = (*c->matrix_stack_ptr[c->matrix_mode]) * m;
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*c->matrix_stack_ptr[c->matrix_mode] *= m;
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gl_matrix_update(c);
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gl_matrix_update(c);
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}
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}
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@ -219,7 +218,7 @@ void glopFrustum(GLContext *c, GLParam *p) {
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m.set(0,2, 0); m.set(1,2, 0); m.set(2,2, C); m.set(3,2, D);
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m.set(0,2, 0); m.set(1,2, 0); m.set(2,2, C); m.set(3,2, D);
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m.set(0,3, 0); m.set(1,3, 0); m.set(2,3, -1); m.set(3,3, 0);
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m.set(0,3, 0); m.set(1,3, 0); m.set(2,3, -1); m.set(3,3, 0);
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*c->matrix_stack_ptr[c->matrix_mode] = (*c->matrix_stack_ptr[c->matrix_mode]) * m;
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*c->matrix_stack_ptr[c->matrix_mode] *= m;
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gl_matrix_update(c);
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gl_matrix_update(c);
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}
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}
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@ -172,7 +172,6 @@ Vector4::Vector4() {
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// Empty constructor, no overhead
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// Empty constructor, no overhead
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}
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}
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Vector4::Vector4(float x, float y, float z, float w) {
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Vector4::Vector4(float x, float y, float z, float w) {
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_v[0] = x;
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_v[0] = x;
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_v[1] = y;
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_v[1] = y;
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@ -214,6 +214,13 @@ public:
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return result;
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return result;
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}
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}
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Matrix4& operator*=(const Matrix4 &b)
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{
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Matrix4 result = *this * b;
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*this = result;
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return *this;
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}
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static Matrix4 identity();
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static Matrix4 identity();
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static Matrix4 rotation(float t, int u);
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static Matrix4 rotation(float t, int u);
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