shithub: tinygl

ref: 18949a3f82797cdde959037b56781e1437b56176
dir: /src/matrix.c/

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#include "msghandling.h"
#include "zgl.h"
void gl_print_matrix(const GLfloat* m) {
	GLint i;

	for (i = 0; i < 4; i++) {
		tgl_warning("%f %f %f %f\n", m[i], m[4 + i], m[8 + i], m[12 + i]);
	}
}

static inline void gl_matrix_update(GLContext* c) { c->matrix_model_projection_updated = (c->matrix_mode <= 1); }

void glopMatrixMode(GLContext* c, GLParam* p) {
	GLint mode = p[1].i;
	switch (mode) {
	case GL_MODELVIEW:
		c->matrix_mode = 0;
		break;
	case GL_PROJECTION:
		c->matrix_mode = 1;
		break;
	case GL_TEXTURE:
		c->matrix_mode = 2;
		break;
	default:
		assert(0);
	}
}

void glopLoadMatrix(GLContext* c, GLParam* p) {
	M4* m;
	GLint i;

	GLParam* q;

	m = c->matrix_stack_ptr[c->matrix_mode];
	q = p + 1;

	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;
	}

	gl_matrix_update(c);
}

void glopLoadIdentity(GLContext* c, GLParam* p) {

	gl_M4_Id(c->matrix_stack_ptr[c->matrix_mode]);

	gl_matrix_update(c);
}

void glopMultMatrix(GLContext* c, GLParam* p) {
	M4 m;
	GLint i;

	GLParam* q;
	q = p + 1;

	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;
	}

	gl_M4_MulLeft(c->matrix_stack_ptr[c->matrix_mode], &m);

	gl_matrix_update(c);
}

void glopPushMatrix(GLContext* c, GLParam* p) {
	GLint n = c->matrix_mode;
	M4* m;

	assert((c->matrix_stack_ptr[n] - c->matrix_stack[n] + 1) < c->matrix_stack_depth_max[n]);

	m = ++c->matrix_stack_ptr[n];

	gl_M4_Move(&m[0], &m[-1]);

	gl_matrix_update(c);
}

void glopPopMatrix(GLContext* c, GLParam* p) {
	GLint n = c->matrix_mode;

	assert(c->matrix_stack_ptr[n] > c->matrix_stack[n]);
	c->matrix_stack_ptr[n]--;
	gl_matrix_update(c);
}



void glopRotate(GLContext* c, GLParam* p) {
	M4 m;
	GLfloat u[3];
	GLfloat angle;
	GLint dir_code;

	angle = p[1].f * M_PI / 180.0;
	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: {
		GLfloat cost, sint;

		/* normalize vector */
		GLfloat len = u[0]  + u[1] + u[2];
		if (len == 0.0f)
			return;
/*OLD
		
*/
//NEW
		len = fastInvSqrt(len);
		//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);
}

void glopScale(GLContext* c, GLParam* p) {
	GLfloat* m;
	GLfloat x = p[1].f, y = p[2].f, z = p[3].f;

	m = &c->matrix_stack_ptr[c->matrix_mode]->m[0][0];

	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);
}

void glopTranslate(GLContext* c, GLParam* p) {
	GLfloat* m;
	GLfloat x = p[1].f, y = p[2].f, z = p[3].f;

	m = &c->matrix_stack_ptr[c->matrix_mode]->m[0][0];

	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];

	gl_matrix_update(c);
}

void glopFrustum(GLContext* c, GLParam* p) {
	GLfloat* r;
	M4 m;
	GLfloat left = p[1].f;
	GLfloat right = p[2].f;
	GLfloat bottom = p[3].f;
	GLfloat top = p[4].f;
	GLfloat near = p[5].f;
	GLfloat farp = p[6].f;
	GLfloat x, y, A, B, C, D;

	x = (2.0 * near) / (right - left);
	y = (2.0 * near) / (top - bottom);
	A = (right + left) / (right - left);
	B = (top + bottom) / (top - bottom);
	C = -(farp + near) / (farp - near);
	D = -(2.0 * farp * near) / (farp - near);

	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);
}