moved tinygl
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224
graphics/tinygl/matrix.cpp
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224
graphics/tinygl/matrix.cpp
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#include "engine/tinygl/zgl.h"
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void gl_print_matrix(const float *m) {
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int i;
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for (i = 0; i < 4; i++) {
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fprintf(stderr, "%f %f %f %f\n", m[i], m[4 + i], m[8 + i], m[12 + i]);
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}
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}
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static inline void gl_matrix_update(GLContext *c) {
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c->matrix_model_projection_updated = (c->matrix_mode <= 1);
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}
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void glopMatrixMode(GLContext *c, TGLParam *p) {
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int mode = p[1].i;
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switch (mode) {
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case TGL_MODELVIEW:
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c->matrix_mode = 0;
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break;
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case TGL_PROJECTION:
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c->matrix_mode = 1;
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break;
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case TGL_TEXTURE:
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c->matrix_mode = 2;
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break;
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default:
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assert(0);
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}
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}
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void glopLoadMatrix(GLContext *c, TGLParam *p) {
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M4 *m;
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int i;
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TGLParam *q;
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m = c->matrix_stack_ptr[c->matrix_mode];
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q = p + 1;
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for (i = 0; i < 4; i++) {
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m->m[0][i] = q[0].f;
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m->m[1][i] = q[1].f;
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m->m[2][i] = q[2].f;
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m->m[3][i] = q[3].f;
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q += 4;
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}
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gl_matrix_update(c);
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}
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void glopLoadIdentity(GLContext *c, TGLParam *) {
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gl_M4_Id(c->matrix_stack_ptr[c->matrix_mode]);
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gl_matrix_update(c);
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}
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void glopMultMatrix(GLContext *c, TGLParam *p) {
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M4 m;
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int i;
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TGLParam *q;
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q = p + 1;
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for (i = 0; i < 4; i++) {
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m.m[0][i] = q[0].f;
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m.m[1][i] = q[1].f;
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m.m[2][i] = q[2].f;
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m.m[3][i] = q[3].f;
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q += 4;
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}
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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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}
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void glopPushMatrix(GLContext *c, TGLParam *) {
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int n = c->matrix_mode;
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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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}
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void glopPopMatrix(GLContext *c, TGLParam *) {
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int n=c->matrix_mode;
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assert(c->matrix_stack_ptr[n] > c->matrix_stack[n]);
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c->matrix_stack_ptr[n]--;
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gl_matrix_update(c);
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}
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void glopRotate(GLContext *c, TGLParam *p) {
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M4 m;
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float u[3];
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float angle;
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int dir_code;
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angle = (float)(p[1].f * LOCAL_PI / 180.0);
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u[0] = p[2].f;
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u[1] = p[3].f;
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u[2] = p[4].f;
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// simple case detection
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dir_code = ((u[0] != 0)<<2) | ((u[1] != 0)<<1) | (u[2] != 0);
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switch (dir_code) {
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case 0:
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gl_M4_Id(&m);
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break;
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case 4:
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if (u[0] < 0) angle=-angle;
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gl_M4_Rotate(&m,angle,0);
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break;
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case 2:
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if (u[1] < 0) angle=-angle;
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gl_M4_Rotate(&m,angle,1);
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break;
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case 1:
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if (u[2] < 0) angle=-angle;
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gl_M4_Rotate(&m,angle,2);
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break;
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default:
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{
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float cost, sint;
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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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if (len == 0.0f)
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return;
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len = 1.0f / sqrt(len);
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u[0] *= len;
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u[1] *= len;
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u[2] *= len;
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// store cos and sin values
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cost = cos(angle);
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sint = sin(angle);
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// fill in the values
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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;
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m.m[3][3] = 1.0f;
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// do the math
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m.m[0][0] = u[0] * u[0] + cost * (1 - u[0] * u[0]);
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m.m[1][0] = u[0] * u[1] * (1 -cost) - u[2] * sint;
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m.m[2][0] = u[2] * u[0] * (1 -cost) + u[1] * sint;
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m.m[0][1] = u[0] * u[1] * (1 -cost) + u[2] * sint;
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m.m[1][1] = u[1] * u[1] + cost * (1 - u[1] * u[1]);
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m.m[2][1] = u[1] * u[2] * (1 - cost) - u[0] * sint;
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m.m[0][2] = u[2] * u[0] * (1 - cost) - u[1] * sint;
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m.m[1][2] = u[1] * u[2] * (1 - cost) + u[0] * sint;
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m.m[2][2] = u[2] * u[2] + cost * (1 - u[2] * u[2]);
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}
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}
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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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}
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void glopScale(GLContext *c, TGLParam *p) {
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float *m;
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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;
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m[4] *= x; m[5] *= y; m[6] *= z;
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m[8] *= x; m[9] *= y; m[10] *= z;
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m[12] *= x; m[13] *= y; m[14] *= z;
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gl_matrix_update(c);
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}
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void glopTranslate(GLContext *c, TGLParam *p) {
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float *m;
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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];
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m[7] = m[4] * x + m[5] * y + m[6] * z + m[7];
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m[11] = m[8] * x + m[9] * y + m[10] * z + m[11];
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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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}
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void glopFrustum(GLContext *c, TGLParam *p) {
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float *r;
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M4 m;
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float left = p[1].f;
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float right = p[2].f;
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float bottom = p[3].f;
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float top = p[4].f;
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float nearp = p[5].f;
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float farp = p[6].f;
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float x, y, A, B, C, D;
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x = (float)((2.0 * nearp) / (right - left));
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y = (float)((2.0 * nearp) / (top - bottom));
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A = (right + left) / (right - left);
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B = (top + bottom) / (top - bottom);
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C = -(farp + nearp) / (farp - nearp);
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D = (float)(-(2.0 * farp * nearp) / (farp - nearp));
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r = &m.m[0][0];
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r[0] = x; r[1] = 0; r[2] = A; r[3] = 0;
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r[4] = 0; r[5] = y; r[6] = B; r[7] = 0;
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r[8] = 0; r[9] = 0; r[10] = C; r[11] = D;
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r[12] = 0; r[13] = 0; r[14] =- 1; r[15] = 0;
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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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}
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