ref: 78f40b98dbd8ceb0e1bae3a88a89ff7919a6bda1
dir: /src/matrix.c/
#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 = gl_get_context(); c->matrix_model_projection_updated = (c->matrix_mode <= 1); }
void glopMatrixMode( GLParam* p) {
GLContext* c = gl_get_context();
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:break;
//assert(0);
}
}
void glopLoadMatrix(GLParam* p) {
GLContext* c = gl_get_context();
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();
}
void glopLoadIdentity(GLParam* p) {
GLContext* c = gl_get_context();
gl_M4_Id(c->matrix_stack_ptr[c->matrix_mode]);
gl_matrix_update();
}
void glopMultMatrix(GLParam* p) {
GLContext* c = gl_get_context();
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();
}
void glopPushMatrix( GLParam* p) {
GLContext* c = gl_get_context();
GLint n = c->matrix_mode;
M4* m;
#if TGL_FEATURE_ERROR_CHECK == 1
if(!((c->matrix_stack_ptr[n] - c->matrix_stack[n] + 1) < c->matrix_stack_depth_max[n]))
#define ERROR_FLAG GL_INVALID_OPERATION
#include "error_check.h"
#endif
m = ++c->matrix_stack_ptr[n];
gl_M4_Move(&m[0], &m[-1]);
gl_matrix_update();
}
void glopPopMatrix( GLParam* p) {
GLContext* c = gl_get_context();
GLint n = c->matrix_mode;
//assert(c->matrix_stack_ptr[n] > c->matrix_stack[n]);
#if TGL_FEATURE_ERROR_CHECK == 1
if(!(c->matrix_stack_ptr[n] > c->matrix_stack[n]))
#define ERROR_FLAG GL_INVALID_OPERATION
#include "error_check.h"
#endif
c->matrix_stack_ptr[n]--;
gl_matrix_update();
}
void glopRotate(GLParam* p) {
GLContext* c = gl_get_context();
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 */
#if TGL_FEATURE_FISR == 1
GLfloat len = u[0] + u[1] + u[2];
if (len == 0.0f)
return;
len = fastInvSqrt(len); //FISR
#else
GLfloat len = u[0] * u[0] + u[1] * u[1] + u[2] * u[2];
if (len == 0.0f)
return;
len = 1.0f / sqrt(len);
#endif
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();
}
void glopScale(GLParam* p) {
GLContext* c = gl_get_context();
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();
}
void glopTranslate(GLParam* p) {
GLContext* c = gl_get_context();
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();
}
void glopFrustum(GLParam* p) {
GLContext* c = gl_get_context();
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();
}