feat: new kazade matrix code
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447
GL/matrix.c
447
GL/matrix.c
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@ -1,58 +1,85 @@
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#include <string.h>
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#include <stdio.h>
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#include <dc/fmath.h>
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#include <dc/matrix.h>
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#include <kos/string.h>
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#include <dc/matrix3d.h>
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#include <dc/vec3f.h>
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#include "private.h"
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#include "../include/gl.h"
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#include "../containers/stack.h"
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#define DEG2RAD (0.01745329251994329576923690768489)
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/* Viewport mapping */
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//static GLfloat gl_viewport_scale[3], gl_viewport_offset[3];
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static GLfloat gl_viewport_scale[3], gl_viewport_offset[3];
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/* Depth range */
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static GLclampf gl_depthrange_near, gl_depthrange_far;
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GLfloat DEPTH_RANGE_MULTIPLIER_L = (1 - 0) / 2;
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GLfloat DEPTH_RANGE_MULTIPLIER_H = (0 + 1) / 2;
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/* Viewport size */
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static GLint gl_viewport_x1, gl_viewport_y1, gl_viewport_width, gl_viewport_height;
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static Stack MATRIX_STACKS[3]; // modelview, projection, texture
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static matrix_t NORMAL_MATRIX __attribute__((aligned(32)));
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static matrix_t SCREENVIEW_MATRIX __attribute__((aligned(32)));
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static Matrix4x4 NORMAL_MATRIX __attribute__((aligned(32)));
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static Matrix4x4 SCREENVIEW_MATRIX __attribute__((aligned(32)));
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static GLenum MATRIX_MODE = GL_MODELVIEW;
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static GLubyte MATRIX_IDX = 0;
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static const matrix_t IDENTITY = {
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{1.0f, 0.0f, 0.0f, 0.0f},
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{0.0f, 1.0f, 0.0f, 0.0f},
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{0.0f, 0.0f, 1.0f, 0.0f},
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{0.0f, 0.0f, 0.0f, 1.0f}
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static const Matrix4x4 IDENTITY = {
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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};
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GLfloat NEAR_PLANE_DISTANCE = 0.0f;
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static void _glStoreNearPlane() {
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Matrix4x4* proj = (Matrix4x4*) stack_top(MATRIX_STACKS + (GL_PROJECTION & 0xF));
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GLfloat a = *(*proj + 10);
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GLfloat b = *(*proj + 14);
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NEAR_PLANE_DISTANCE = -b / (1.0f - a);
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}
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void APIENTRY glDepthRange(GLclampf n, GLclampf f);
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matrix_t* _glGetProjectionMatrix() {
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return (matrix_t*) stack_top(&MATRIX_STACKS[1]);
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static inline void upload_matrix(Matrix4x4* m) {
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mat_load((matrix_t*) m);
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}
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matrix_t* _glGetModelViewMatrix() {
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return (matrix_t*) stack_top(&MATRIX_STACKS[0]);
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static inline void multiply_matrix(Matrix4x4* m) {
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mat_apply((matrix_t*) m);
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}
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static inline void download_matrix(Matrix4x4* m) {
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mat_store((matrix_t*) m);
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}
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Matrix4x4* _glGetProjectionMatrix() {
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return (Matrix4x4*) stack_top(&MATRIX_STACKS[1]);
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}
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Matrix4x4* _glGetModelViewMatrix() {
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return (Matrix4x4*) stack_top(&MATRIX_STACKS[0]);
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}
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void _glInitMatrices() {
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init_stack(&MATRIX_STACKS[0], sizeof(matrix_t), 32);
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init_stack(&MATRIX_STACKS[1], sizeof(matrix_t), 32);
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init_stack(&MATRIX_STACKS[2], sizeof(matrix_t), 32);
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init_stack(&MATRIX_STACKS[0], sizeof(Matrix4x4), 32);
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init_stack(&MATRIX_STACKS[1], sizeof(Matrix4x4), 32);
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init_stack(&MATRIX_STACKS[2], sizeof(Matrix4x4), 32);
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stack_push(&MATRIX_STACKS[0], IDENTITY);
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stack_push(&MATRIX_STACKS[1], IDENTITY);
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stack_push(&MATRIX_STACKS[2], IDENTITY);
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memcpy4(NORMAL_MATRIX, IDENTITY, sizeof(matrix_t));
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memcpy4(SCREENVIEW_MATRIX, IDENTITY, sizeof(matrix_t));
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memcpy(NORMAL_MATRIX, IDENTITY, sizeof(Matrix4x4));
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memcpy(SCREENVIEW_MATRIX, IDENTITY, sizeof(Matrix4x4));
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glDepthRange(0.0f, 1.0f);
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glViewport(0, 0, vid_mode->width, vid_mode->height);
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@ -96,7 +123,7 @@ static void transpose(GLfloat* m) {
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}
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static void recalculateNormalMatrix() {
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memcpy4(NORMAL_MATRIX, stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)), sizeof(matrix_t));
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memcpy(NORMAL_MATRIX, stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)), sizeof(Matrix4x4));
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inverse((GLfloat*) NORMAL_MATRIX);
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transpose((GLfloat*) NORMAL_MATRIX);
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}
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@ -122,9 +149,20 @@ void APIENTRY glLoadIdentity() {
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}
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void APIENTRY glTranslatef(GLfloat x, GLfloat y, GLfloat z) {
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mat_load(stack_top(MATRIX_STACKS + MATRIX_IDX));
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mat_translate(x, y, z);
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mat_store(stack_top(MATRIX_STACKS + MATRIX_IDX));
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static Matrix4x4 trn __attribute__((aligned(32))) = {
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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};
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trn[M12] = x;
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trn[M13] = y;
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trn[M14] = z;
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upload_matrix(stack_top(MATRIX_STACKS + MATRIX_IDX));
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multiply_matrix(&trn);
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download_matrix(stack_top(MATRIX_STACKS + MATRIX_IDX));
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if(MATRIX_MODE == GL_MODELVIEW) {
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recalculateNormalMatrix();
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@ -133,9 +171,20 @@ void APIENTRY glTranslatef(GLfloat x, GLfloat y, GLfloat z) {
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void APIENTRY glScalef(GLfloat x, GLfloat y, GLfloat z) {
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mat_load(stack_top(MATRIX_STACKS + MATRIX_IDX));
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mat_scale(x, y, z);
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mat_store(stack_top(MATRIX_STACKS + MATRIX_IDX));
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static Matrix4x4 scale __attribute__((aligned(32))) = {
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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};
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scale[M0] = x;
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scale[M5] = y;
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scale[M10] = z;
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upload_matrix(stack_top(MATRIX_STACKS + MATRIX_IDX));
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multiply_matrix(&scale);
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download_matrix(stack_top(MATRIX_STACKS + MATRIX_IDX));
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if(MATRIX_MODE == GL_MODELVIEW) {
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recalculateNormalMatrix();
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@ -143,13 +192,42 @@ void APIENTRY glScalef(GLfloat x, GLfloat y, GLfloat z) {
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}
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void APIENTRY glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) {
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float r = DEG2RAD * -angle;
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static Matrix4x4 rotate __attribute__((aligned(32))) = {
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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};
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float r = DEG2RAD * angle;
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float c = cos(r);
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float s = sin(r);
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float invc = 1.0f - c;
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float xs = x * s;
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float zs = z * s;
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float ys = y * s;
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float xz = x * z;
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float xy = y * x;
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float yz = y * z;
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vec3f_normalize(x, y, z);
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mat_load(stack_top(MATRIX_STACKS + MATRIX_IDX));
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mat_rotate(r * x, r * y, r * z);
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mat_store(stack_top(MATRIX_STACKS + MATRIX_IDX));
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rotate[M0] = (x * x) * invc + c;
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rotate[M1] = xy * invc + zs;
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rotate[M2] = xz * invc - ys;
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rotate[M4] = xy * invc - zs;
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rotate[M5] = (y * y) * invc + c;
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rotate[M6] = yz * invc + xs;
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rotate[M8] = xz * invc + ys;
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rotate[M9] = yz * invc - xs;
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rotate[M10] = (z * z) * invc + c;
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upload_matrix(stack_top(MATRIX_STACKS + MATRIX_IDX));
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multiply_matrix(&rotate);
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download_matrix(stack_top(MATRIX_STACKS + MATRIX_IDX));
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if(MATRIX_MODE == GL_MODELVIEW) {
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recalculateNormalMatrix();
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/* Load an arbitrary matrix */
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void APIENTRY glLoadMatrixf(const GLfloat *m) {
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stack_replace(MATRIX_STACKS + MATRIX_IDX, m);
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static Matrix4x4 TEMP;
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TEMP[M0] = m[0];
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TEMP[M1] = m[1];
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TEMP[M2] = m[2];
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TEMP[M3] = m[3];
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TEMP[M4] = m[4];
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TEMP[M5] = m[5];
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TEMP[M6] = m[6];
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TEMP[M7] = m[7];
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TEMP[M8] = m[8];
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TEMP[M9] = m[9];
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TEMP[M10] = m[10];
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TEMP[M11] = m[11];
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TEMP[M12] = m[12];
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TEMP[M13] = m[13];
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TEMP[M14] = m[14];
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TEMP[M15] = m[15];
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stack_replace(MATRIX_STACKS + MATRIX_IDX, TEMP);
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if(MATRIX_MODE == GL_MODELVIEW) {
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recalculateNormalMatrix();
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@ -171,26 +271,23 @@ void APIENTRY glOrtho(GLfloat left, GLfloat right,
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GLfloat znear, GLfloat zfar) {
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/* Ortho Matrix */
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static matrix_t OrthoMatrix __attribute__((aligned(32))) = {
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{ 1.0f, 0.0f, 0.0f, 0.0f },
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{ 0.0f, 1.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 1.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f, 1.0f }
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static Matrix4x4 OrthoMatrix __attribute__((aligned(32))) = {
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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};
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OrthoMatrix[0][0] = 2.0f / (right - left);
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OrthoMatrix[1][1] = 2.0f / (top - bottom);
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OrthoMatrix[2][2] = -2.0f / (zfar - znear);
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OrthoMatrix[3][0] = -(right + left) / (right - left);;
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OrthoMatrix[3][1] = -(top + bottom) / (top - bottom);
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OrthoMatrix[3][2] = -(zfar + znear) / (zfar - znear);
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OrthoMatrix[M0] = 2.0f / (right - left);
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OrthoMatrix[M5] = 2.0f / (top - bottom);
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OrthoMatrix[M10] = -2.0f / (zfar - znear);
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OrthoMatrix[M12] = -(right + left) / (right - left);
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OrthoMatrix[M13] = -(top + bottom) / (top - bottom);
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OrthoMatrix[M14] = -(zfar + znear) / (zfar - znear);
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gl_depthrange_far = zfar;
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gl_depthrange_near = znear;
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mat_load(stack_top(MATRIX_STACKS + MATRIX_IDX));
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mat_apply(&OrthoMatrix);
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mat_store(stack_top(MATRIX_STACKS + MATRIX_IDX));
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upload_matrix(stack_top(MATRIX_STACKS + MATRIX_IDX));
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multiply_matrix(&OrthoMatrix);
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download_matrix(stack_top(MATRIX_STACKS + MATRIX_IDX));
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}
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@ -200,84 +297,145 @@ void APIENTRY glFrustum(GLfloat left, GLfloat right,
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GLfloat znear, GLfloat zfar) {
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/* Frustum Matrix */
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static matrix_t FrustumMatrix __attribute__((aligned(32))) = {
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{ 0.0f, 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f, -1.0f },
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{ 0.0f, 0.0f, 0.0f, 0.0f }
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};
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static Matrix4x4 FrustumMatrix __attribute__((aligned(32)));
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FrustumMatrix[0][0] = (2.0f * znear) / (right - left);
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FrustumMatrix[2][0] = (right + left) / (right - left);
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FrustumMatrix[1][1] = (2.0f * znear) / (top - bottom);
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FrustumMatrix[2][1] = (top + bottom) / (top - bottom);
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FrustumMatrix[2][2] = zfar / (zfar - znear);
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FrustumMatrix[3][2] = -(zfar * znear) / (zfar - znear);
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memset(FrustumMatrix, 0, sizeof(float) * 16);
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mat_load(stack_top(MATRIX_STACKS + MATRIX_IDX));
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mat_apply(&FrustumMatrix);
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mat_store(stack_top(MATRIX_STACKS + MATRIX_IDX));
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const float near2 = 2.0f * znear;
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const float A = (right + left) / (right - left);
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const float B = (top + bottom) / (top - bottom);
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const float C = -((zfar + znear) / (zfar - znear));
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const float D = -((2.0f * zfar * znear) / (zfar - znear));
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FrustumMatrix[M0] = near2 / (right - left);
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FrustumMatrix[M5] = near2 / (top - bottom);
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FrustumMatrix[M8] = A;
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FrustumMatrix[M9] = B;
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FrustumMatrix[M10] = C;
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FrustumMatrix[M11] = -1.0f;
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FrustumMatrix[M14] = D;
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upload_matrix(stack_top(MATRIX_STACKS + MATRIX_IDX));
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multiply_matrix(&FrustumMatrix);
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download_matrix(stack_top(MATRIX_STACKS + MATRIX_IDX));
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if(MATRIX_MODE == GL_PROJECTION) {
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_glStoreNearPlane();
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}
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}
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/* Multiply the current matrix by an arbitrary matrix */
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void glMultMatrixf(const GLfloat *m) {
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static matrix_t TEMP __attribute__((aligned(32))) = {
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{ 1.0f, 0.0f, 0.0f, 0.0f },
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{ 0.0f, 1.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 1.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f, 1.0f }
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};
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static Matrix4x4 TEMP;
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memcpy4(TEMP, m, sizeof(matrix_t));
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TEMP[M0] = m[0];
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TEMP[M1] = m[1];
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TEMP[M2] = m[2];
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TEMP[M3] = m[3];
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mat_load(stack_top(MATRIX_STACKS + MATRIX_IDX));
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mat_apply(&TEMP);
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mat_store(stack_top(MATRIX_STACKS + MATRIX_IDX));
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TEMP[M4] = m[4];
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TEMP[M5] = m[5];
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TEMP[M6] = m[6];
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TEMP[M7] = m[7];
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TEMP[M8] = m[8];
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TEMP[M9] = m[9];
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TEMP[M10] = m[10];
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TEMP[M11] = m[11];
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TEMP[M12] = m[12];
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TEMP[M13] = m[13];
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TEMP[M14] = m[14];
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TEMP[M15] = m[15];
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upload_matrix(stack_top(MATRIX_STACKS + MATRIX_IDX));
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multiply_matrix((Matrix4x4*) &TEMP);
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download_matrix(stack_top(MATRIX_STACKS + MATRIX_IDX));
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if(MATRIX_MODE == GL_MODELVIEW) {
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recalculateNormalMatrix();
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}
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if(MATRIX_MODE == GL_PROJECTION) {
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_glStoreNearPlane();
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}
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}
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/* Load an arbitrary transposed matrix */
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void glLoadTransposeMatrixf(const GLfloat *m) {
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stack_replace(MATRIX_STACKS + MATRIX_IDX, m);
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transpose(stack_top(MATRIX_STACKS + MATRIX_IDX));
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/* We store matrices transpose anyway, so m will be
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* transpose compared to all other matrices */
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static Matrix4x4 TEMP __attribute__((aligned(32)));
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TEMP[M0] = m[0];
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TEMP[M1] = m[4];
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TEMP[M2] = m[8];
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TEMP[M3] = m[12];
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TEMP[M4] = m[1];
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TEMP[M5] = m[5];
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||||
TEMP[M6] = m[9];
|
||||
TEMP[M7] = m[13];
|
||||
|
||||
TEMP[M8] = m[3];
|
||||
TEMP[M9] = m[6];
|
||||
TEMP[M10] = m[10];
|
||||
TEMP[M11] = m[14];
|
||||
|
||||
TEMP[M12] = m[4];
|
||||
TEMP[M13] = m[7];
|
||||
TEMP[M14] = m[11];
|
||||
TEMP[M15] = m[15];
|
||||
|
||||
stack_replace(MATRIX_STACKS + MATRIX_IDX, TEMP);
|
||||
|
||||
if(MATRIX_MODE == GL_MODELVIEW) {
|
||||
recalculateNormalMatrix();
|
||||
}
|
||||
|
||||
if(MATRIX_MODE == GL_PROJECTION) {
|
||||
_glStoreNearPlane();
|
||||
}
|
||||
}
|
||||
|
||||
/* Multiply the current matrix by an arbitrary transposed matrix */
|
||||
void glMultTransposeMatrixf(const GLfloat *m) {
|
||||
static matrix_t ml;
|
||||
static Matrix4x4 TEMP __attribute__((aligned(32)));
|
||||
|
||||
ml[0][0] = m[0];
|
||||
ml[0][1] = m[4];
|
||||
ml[0][2] = m[8];
|
||||
ml[0][3] = m[12];
|
||||
ml[1][0] = m[1];
|
||||
ml[1][1] = m[5];
|
||||
ml[1][2] = m[9];
|
||||
ml[1][3] = m[13];
|
||||
ml[2][0] = m[2];
|
||||
ml[2][1] = m[6];
|
||||
ml[2][2] = m[10];
|
||||
ml[2][3] = m[14];
|
||||
ml[3][0] = m[3];
|
||||
ml[3][1] = m[7];
|
||||
ml[3][2] = m[11];
|
||||
ml[3][3] = m[15];
|
||||
TEMP[M0] = m[0];
|
||||
TEMP[M1] = m[4];
|
||||
TEMP[M2] = m[8];
|
||||
TEMP[M3] = m[12];
|
||||
|
||||
mat_load(stack_top(MATRIX_STACKS + MATRIX_IDX));
|
||||
mat_apply(&ml);
|
||||
mat_store(stack_top(MATRIX_STACKS + MATRIX_IDX));
|
||||
TEMP[M4] = m[1];
|
||||
TEMP[M5] = m[5];
|
||||
TEMP[M6] = m[9];
|
||||
TEMP[M7] = m[13];
|
||||
|
||||
TEMP[M8] = m[3];
|
||||
TEMP[M9] = m[6];
|
||||
TEMP[M10] = m[10];
|
||||
TEMP[M11] = m[14];
|
||||
|
||||
TEMP[M12] = m[4];
|
||||
TEMP[M13] = m[7];
|
||||
TEMP[M14] = m[11];
|
||||
TEMP[M15] = m[15];
|
||||
|
||||
upload_matrix(stack_top(MATRIX_STACKS + MATRIX_IDX));
|
||||
multiply_matrix(&TEMP);
|
||||
download_matrix(stack_top(MATRIX_STACKS + MATRIX_IDX));
|
||||
|
||||
if(MATRIX_MODE == GL_MODELVIEW) {
|
||||
recalculateNormalMatrix();
|
||||
}
|
||||
|
||||
if(MATRIX_MODE == GL_PROJECTION) {
|
||||
_glStoreNearPlane();
|
||||
}
|
||||
}
|
||||
|
||||
/* Set the GL viewport */
|
||||
|
@ -295,30 +453,27 @@ void APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height) {
|
|||
GLfloat hw = ((GLfloat) width) / 2.0f;
|
||||
GLfloat hh = ((GLfloat) height) / 2.0f;
|
||||
|
||||
SCREENVIEW_MATRIX[0][0] = hw;
|
||||
SCREENVIEW_MATRIX[1][1] = -hh;
|
||||
SCREENVIEW_MATRIX[2][2] = 1; //(gl_depthrange_far - gl_depthrange_near) / 2.0f;
|
||||
SCREENVIEW_MATRIX[3][0] = (rw + lw) / 2.0f;
|
||||
SCREENVIEW_MATRIX[3][1] = (tw + bw) / 2.0f;
|
||||
// SCREENVIEW_MATRIX[3][2] = (gl_depthrange_far + gl_depthrange_near) / 2.0f;
|
||||
SCREENVIEW_MATRIX[M0] = hw;
|
||||
SCREENVIEW_MATRIX[M5] = -hh;
|
||||
SCREENVIEW_MATRIX[M10] = 1;
|
||||
SCREENVIEW_MATRIX[M12] = (rw + lw) / 2.0f;
|
||||
SCREENVIEW_MATRIX[M13] = (tw + bw) / 2.0f;
|
||||
}
|
||||
|
||||
GLfloat _glGetNearPlane() {
|
||||
return NEAR_PLANE_DISTANCE;
|
||||
}
|
||||
|
||||
/* Set the depth range */
|
||||
void APIENTRY glDepthRange(GLclampf n, GLclampf f) {
|
||||
/* FIXME: This currently does nothing because the SCREENVIEW_MATRIX is multiplied prior to perpective division
|
||||
* and not after as traditional GL. See here for more info: http://www.thecodecrate.com/opengl-es/opengl-viewport-matrix/
|
||||
*
|
||||
* We probably need to make tweaks to the SCREENVIEW matrix or clipping or whatever to make this work
|
||||
*/
|
||||
|
||||
if(n < 0.0f) n = 0.0f;
|
||||
else if(n > 1.0f) n = 1.0f;
|
||||
|
||||
if(f < 0.0f) f = 0.0f;
|
||||
else if(f > 1.0f) f = 1.0f;
|
||||
|
||||
gl_depthrange_near = n;
|
||||
gl_depthrange_far = f;
|
||||
DEPTH_RANGE_MULTIPLIER_L = (f - n) / 2.0f;
|
||||
DEPTH_RANGE_MULTIPLIER_H = (n + f) / 2.0f;
|
||||
}
|
||||
|
||||
/* Vector Cross Product - Used by glhLookAtf2 */
|
||||
|
@ -334,11 +489,11 @@ void glhLookAtf2(const GLfloat* eyePosition3D,
|
|||
const GLfloat* upVector3D) {
|
||||
|
||||
/* Look-At Matrix */
|
||||
static matrix_t MatrixLookAt __attribute__((aligned(32))) = {
|
||||
{ 1.0f, 0.0f, 0.0f, 0.0f },
|
||||
{ 0.0f, 1.0f, 0.0f, 0.0f },
|
||||
{ 0.0f, 0.0f, 1.0f, 0.0f },
|
||||
{ 0.0f, 0.0f, 0.0f, 1.0f }
|
||||
static Matrix4x4 MatrixLookAt __attribute__((aligned(32))) = {
|
||||
1.0f, 0.0f, 0.0f, 0.0f,
|
||||
0.0f, 1.0f, 0.0f, 0.0f,
|
||||
0.0f, 0.0f, 1.0f, 0.0f,
|
||||
0.0f, 0.0f, 0.0f, 1.0f
|
||||
};
|
||||
|
||||
GLfloat forward[3];
|
||||
|
@ -356,32 +511,40 @@ void glhLookAtf2(const GLfloat* eyePosition3D,
|
|||
//Recompute up as: up = side x forward
|
||||
vec3f_cross(side, forward, up);
|
||||
|
||||
MatrixLookAt[0][0] = side[0];
|
||||
MatrixLookAt[1][0] = side[1];
|
||||
MatrixLookAt[2][0] = side[2];
|
||||
MatrixLookAt[3][0] = 0;
|
||||
MatrixLookAt[M0] = side[0];
|
||||
MatrixLookAt[M4] = side[1];
|
||||
MatrixLookAt[M8] = side[2];
|
||||
MatrixLookAt[M12] = 0;
|
||||
|
||||
MatrixLookAt[0][1] = up[0];
|
||||
MatrixLookAt[1][1] = up[1];
|
||||
MatrixLookAt[2][1] = up[2];
|
||||
MatrixLookAt[3][1] = 0;
|
||||
MatrixLookAt[M1] = up[0];
|
||||
MatrixLookAt[M5] = up[1];
|
||||
MatrixLookAt[M9] = up[2];
|
||||
MatrixLookAt[M13] = 0;
|
||||
|
||||
MatrixLookAt[0][2] = -forward[0];
|
||||
MatrixLookAt[1][2] = -forward[1];
|
||||
MatrixLookAt[2][2] = -forward[2];
|
||||
MatrixLookAt[3][2] = 0;
|
||||
MatrixLookAt[M2] = -forward[0];
|
||||
MatrixLookAt[M6] = -forward[1];
|
||||
MatrixLookAt[M10] = -forward[2];
|
||||
MatrixLookAt[M14] = 0;
|
||||
|
||||
MatrixLookAt[0][3] =
|
||||
MatrixLookAt[1][3] =
|
||||
MatrixLookAt[2][3] = 0;
|
||||
MatrixLookAt[3][3] = 1;
|
||||
MatrixLookAt[M3] = MatrixLookAt[11] = MatrixLookAt[15] = 0;
|
||||
MatrixLookAt[M15] = 1;
|
||||
|
||||
static Matrix4x4 trn __attribute__((aligned(32))) = {
|
||||
1.0f, 0.0f, 0.0f, 0.0f,
|
||||
0.0f, 1.0f, 0.0f, 0.0f,
|
||||
0.0f, 0.0f, 1.0f, 0.0f,
|
||||
0.0f, 0.0f, 0.0f, 1.0f
|
||||
};
|
||||
|
||||
trn[M12] = -eyePosition3D[0];
|
||||
trn[M13] = -eyePosition3D[1];
|
||||
trn[M14] = -eyePosition3D[2];
|
||||
|
||||
// Does not modify internal Modelview matrix
|
||||
mat_load(&MatrixLookAt);
|
||||
mat_translate(-eyePosition3D[0], -eyePosition3D[1], -eyePosition3D[2]);
|
||||
|
||||
mat_apply(stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)));
|
||||
mat_store(stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)));
|
||||
upload_matrix(&MatrixLookAt);
|
||||
multiply_matrix(&trn);
|
||||
multiply_matrix(stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)));
|
||||
download_matrix(stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)));
|
||||
}
|
||||
|
||||
void gluLookAt(GLfloat eyex, GLfloat eyey, GLfloat eyez, GLfloat centerx,
|
||||
|
@ -394,19 +557,19 @@ void gluLookAt(GLfloat eyex, GLfloat eyey, GLfloat eyez, GLfloat centerx,
|
|||
}
|
||||
|
||||
void _glApplyRenderMatrix() {
|
||||
mat_load(&SCREENVIEW_MATRIX);
|
||||
mat_apply(stack_top(MATRIX_STACKS + (GL_PROJECTION & 0xF)));
|
||||
mat_apply(stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)));
|
||||
upload_matrix(&SCREENVIEW_MATRIX);
|
||||
multiply_matrix(stack_top(MATRIX_STACKS + (GL_PROJECTION & 0xF)));
|
||||
multiply_matrix(stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)));
|
||||
}
|
||||
|
||||
void _glMatrixLoadTexture() {
|
||||
mat_load(stack_top(MATRIX_STACKS + (GL_TEXTURE & 0xF)));
|
||||
upload_matrix(stack_top(MATRIX_STACKS + (GL_TEXTURE & 0xF)));
|
||||
}
|
||||
|
||||
void _glMatrixLoadModelView() {
|
||||
mat_load(stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)));
|
||||
upload_matrix(stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)));
|
||||
}
|
||||
|
||||
void _glMatrixLoadNormal() {
|
||||
mat_load(&NORMAL_MATRIX);
|
||||
upload_matrix(&NORMAL_MATRIX);
|
||||
}
|
||||
|
|
51
GL/private.h
51
GL/private.h
|
@ -18,6 +18,50 @@
|
|||
|
||||
#define MAX_TEXTURE_SIZE 1024
|
||||
|
||||
typedef float Matrix4x4[16];
|
||||
|
||||
/* This gives us an easy way to switch
|
||||
* internal matrix order if necessary */
|
||||
|
||||
#define TRANSPOSE 0
|
||||
|
||||
#if TRANSPOSE
|
||||
#define M0 0
|
||||
#define M1 4
|
||||
#define M2 8
|
||||
#define M3 12
|
||||
#define M4 1
|
||||
#define M5 5
|
||||
#define M6 9
|
||||
#define M7 13
|
||||
#define M8 2
|
||||
#define M9 6
|
||||
#define M10 10
|
||||
#define M11 14
|
||||
#define M12 3
|
||||
#define M13 7
|
||||
#define M14 11
|
||||
#define M15 15
|
||||
#else
|
||||
#define M0 0
|
||||
#define M1 1
|
||||
#define M2 2
|
||||
#define M3 3
|
||||
#define M4 4
|
||||
#define M5 5
|
||||
#define M6 6
|
||||
#define M7 7
|
||||
#define M8 8
|
||||
#define M9 9
|
||||
#define M10 10
|
||||
#define M11 11
|
||||
#define M12 12
|
||||
#define M13 13
|
||||
#define M14 14
|
||||
#define M15 15
|
||||
#endif
|
||||
|
||||
|
||||
typedef struct {
|
||||
pvr_poly_hdr_t hdr;
|
||||
} PVRHeader;
|
||||
|
@ -228,8 +272,11 @@ void _glMatrixLoadModelView();
|
|||
void _glMatrixLoadTexture();
|
||||
void _glApplyRenderMatrix();
|
||||
|
||||
matrix_t* _glGetProjectionMatrix();
|
||||
matrix_t* _glGetModelViewMatrix();
|
||||
extern GLfloat DEPTH_RANGE_MULTIPLIER_L;
|
||||
extern GLfloat DEPTH_RANGE_MULTIPLIER_H;
|
||||
|
||||
Matrix4x4* _glGetProjectionMatrix();
|
||||
Matrix4x4* _glGetModelViewMatrix();
|
||||
|
||||
void _glWipeTextureOnFramebuffers(GLuint texture);
|
||||
GLubyte _glCheckImmediateModeInactive(const char* func);
|
||||
|
|
Loading…
Reference in New Issue
Block a user