ref: f136e0b18cb02e06ac18aeb52cc8df00947a97f5
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) { 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 */ #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(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); }