#include #include #include #include "../include/gl.h" #include "../containers/stack.h" #define DEG2RAD (0.01745329251994329576923690768489) /* Viewport mapping */ static GLfloat gl_viewport_scale[3], gl_viewport_offset[3]; /* Depth range */ static GLclampf gl_depthrange_near, gl_depthrange_far; /* Viewport size */ static GLint gl_viewport_x1, gl_viewport_y1, gl_viewport_width, gl_viewport_height; static Stack MATRIX_STACKS[3]; // modelview, projection, texture static matrix_t NORMAL_MATRIX __attribute__((aligned(32))); static matrix_t SCREENVIEW_MATRIX __attribute__((aligned(32))); static GLenum MATRIX_MODE = GL_MODELVIEW; static GLubyte MATRIX_IDX = 0; static const matrix_t IDENTITY = { {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} }; void APIENTRY glDepthRange(GLclampf n, GLclampf f); matrix_t* _glGetProjectionMatrix() { return (matrix_t*) stack_top(&MATRIX_STACKS[1]); } void initMatrices() { init_stack(&MATRIX_STACKS[0], sizeof(matrix_t), 32); init_stack(&MATRIX_STACKS[1], sizeof(matrix_t), 32); init_stack(&MATRIX_STACKS[2], sizeof(matrix_t), 32); stack_push(&MATRIX_STACKS[0], IDENTITY); stack_push(&MATRIX_STACKS[1], IDENTITY); stack_push(&MATRIX_STACKS[2], IDENTITY); memcpy(NORMAL_MATRIX, IDENTITY, sizeof(matrix_t)); memcpy(SCREENVIEW_MATRIX, IDENTITY, sizeof(matrix_t)); glDepthRange(0.0f, 1.0f); glViewport(0, 0, vid_mode->width, vid_mode->height); } #define swap(a, b) { \ GLfloat x = (a); \ a = b; \ b = x; \ } static void inverse(GLfloat* m) { GLfloat f4 = m[4]; GLfloat f8 = m[8]; GLfloat f1 = m[1]; GLfloat f9 = m[9]; GLfloat f2 = m[2]; GLfloat f6 = m[6]; GLfloat f12 = m[12]; GLfloat f13 = m[13]; GLfloat f14 = m[14]; m[1] = f4; m[2] = f8; m[4] = f1; m[6] = f9; m[8] = f2; m[9] = f6; m[12] = -(f12 * m[0] + f13 * m[4] + f14 * m[8]); m[13] = -(f12 * m[1] + f13 * m[5] + f14 * m[9]); m[14] = -(f12 * m[2] + f13 * m[6] + f14 * m[10]); } static void transpose(GLfloat* m) { swap(m[1], m[4]); swap(m[2], m[8]); swap(m[3], m[12]); swap(m[6], m[9]); swap(m[7], m[3]); swap(m[11], m[14]); } static void recalculateNormalMatrix() { memcpy(NORMAL_MATRIX, stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)), sizeof(matrix_t)); inverse((GLfloat*) NORMAL_MATRIX); transpose((GLfloat*) NORMAL_MATRIX); } void APIENTRY glMatrixMode(GLenum mode) { MATRIX_MODE = mode; MATRIX_IDX = mode & 0xF; } void APIENTRY glPushMatrix() { stack_push(MATRIX_STACKS + MATRIX_IDX, stack_top(MATRIX_STACKS + MATRIX_IDX)); } void APIENTRY glPopMatrix() { stack_pop(MATRIX_STACKS + MATRIX_IDX); if(MATRIX_MODE == GL_MODELVIEW) { recalculateNormalMatrix(); } } void APIENTRY glLoadIdentity() { stack_replace(MATRIX_STACKS + MATRIX_IDX, IDENTITY); } void APIENTRY glTranslatef(GLfloat x, GLfloat y, GLfloat z) { mat_load(stack_top(MATRIX_STACKS + MATRIX_IDX)); mat_translate(x, y, z); mat_store(stack_top(MATRIX_STACKS + MATRIX_IDX)); if(MATRIX_MODE == GL_MODELVIEW) { recalculateNormalMatrix(); } } void APIENTRY glScalef(GLfloat x, GLfloat y, GLfloat z) { mat_load(stack_top(MATRIX_STACKS + MATRIX_IDX)); mat_scale(x, y, z); mat_store(stack_top(MATRIX_STACKS + MATRIX_IDX)); if(MATRIX_MODE == GL_MODELVIEW) { recalculateNormalMatrix(); } } void APIENTRY glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) { float r = DEG2RAD * -angle; vec3f_normalize(x, y, z); mat_load(stack_top(MATRIX_STACKS + MATRIX_IDX)); mat_rotate(r * x, r * y, r * z); mat_store(stack_top(MATRIX_STACKS + MATRIX_IDX)); if(MATRIX_MODE == GL_MODELVIEW) { recalculateNormalMatrix(); } } /* Load an arbitrary matrix */ void APIENTRY glLoadMatrixf(const GLfloat *m) { stack_replace(MATRIX_STACKS + MATRIX_IDX, m); if(MATRIX_MODE == GL_MODELVIEW) { recalculateNormalMatrix(); } } /* Ortho */ void APIENTRY glOrtho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat znear, GLfloat zfar) { /* Ortho Matrix */ static matrix_t OrthoMatrix __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 } }; OrthoMatrix[0][0] = 2.0f / (right - left); OrthoMatrix[1][1] = 2.0f / (top - bottom); OrthoMatrix[2][2] = -2.0f / (zfar - znear); OrthoMatrix[3][0] = -(right + left) / (right - left);; OrthoMatrix[3][1] = -(top + bottom) / (top - bottom); OrthoMatrix[3][2] = -(zfar + znear) / (zfar - znear); mat_load(stack_top(MATRIX_STACKS + MATRIX_IDX)); mat_apply(&OrthoMatrix); mat_store(stack_top(MATRIX_STACKS + MATRIX_IDX)); } /* Set the GL frustum */ void APIENTRY glFrustum(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat znear, GLfloat zfar) { /* Frustum Matrix */ static matrix_t FrustumMatrix __attribute__((aligned(32))) = { { 0.0f, 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f, -1.0f }, { 0.0f, 0.0f, 0.0f, 0.0f } }; FrustumMatrix[0][0] = (2.0f * znear) / (right - left); FrustumMatrix[2][0] = (right + left) / (right - left); FrustumMatrix[1][1] = (2.0f * znear) / (top - bottom); FrustumMatrix[2][1] = (top + bottom) / (top - bottom); FrustumMatrix[2][2] = zfar / (zfar - znear); FrustumMatrix[3][2] = -(zfar * znear) / (zfar - znear); mat_load(stack_top(MATRIX_STACKS + MATRIX_IDX)); mat_apply(&FrustumMatrix); mat_store(stack_top(MATRIX_STACKS + MATRIX_IDX)); } /* Multiply the current matrix by an arbitrary matrix */ void glMultMatrixf(const GLfloat *m) { static matrix_t TEMP __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 } }; memcpy(TEMP, m, sizeof(matrix_t)); mat_load(stack_top(MATRIX_STACKS + MATRIX_IDX)); mat_apply(&TEMP); mat_store(stack_top(MATRIX_STACKS + MATRIX_IDX)); if(MATRIX_MODE == GL_MODELVIEW) { recalculateNormalMatrix(); } } /* Load an arbitrary transposed matrix */ void glLoadTransposeMatrixf(const GLfloat *m) { stack_replace(MATRIX_STACKS + MATRIX_IDX, m); transpose(stack_top(MATRIX_STACKS + MATRIX_IDX)); if(MATRIX_MODE == GL_MODELVIEW) { recalculateNormalMatrix(); } } /* Multiply the current matrix by an arbitrary transposed matrix */ void glMultTransposeMatrixf(const GLfloat *m) { static matrix_t ml; 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]; mat_load(stack_top(MATRIX_STACKS + MATRIX_IDX)); mat_apply(&ml); mat_store(stack_top(MATRIX_STACKS + MATRIX_IDX)); if(MATRIX_MODE == GL_MODELVIEW) { recalculateNormalMatrix(); } } /* Set the GL viewport */ void APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height) { gl_viewport_x1 = x; gl_viewport_y1 = y; gl_viewport_width = width; gl_viewport_height = height; GLfloat rw = x + width; GLfloat lw = x; GLfloat tw = y + height; GLfloat bw = y; 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; } /* 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; } /* Vector Cross Product - Used by glhLookAtf2 */ static inline void vec3f_cross(const GLfloat* v1, const GLfloat* v2, GLfloat* result) { result[0] = v1[1] * v2[2] - v1[2] * v2[1]; result[1] = v1[2] * v2[0] - v1[0] * v2[2]; result[2] = v1[0] * v2[1] - v1[1] * v2[0]; } /* glhLookAtf2 adapted from http://www.opengl.org/wiki/GluLookAt_code */ void glhLookAtf2(const GLfloat* eyePosition3D, const GLfloat* center3D, 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 } }; GLfloat forward[3]; GLfloat side[3]; GLfloat up[3]; vec3f_sub_normalize(center3D[0], center3D[1], center3D[2], eyePosition3D[0], eyePosition3D[1], eyePosition3D[2], forward[0], forward[1], forward[2]); //Side = forward x up vec3f_cross(forward, upVector3D, side); vec3f_normalize(side[0], side[1], side[2]); //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[0][1] = up[0]; MatrixLookAt[1][1] = up[1]; MatrixLookAt[2][1] = up[2]; MatrixLookAt[3][1] = 0; MatrixLookAt[0][2] = -forward[0]; MatrixLookAt[1][2] = -forward[1]; MatrixLookAt[2][2] = -forward[2]; MatrixLookAt[3][2] = 0; MatrixLookAt[0][3] = MatrixLookAt[1][3] = MatrixLookAt[2][3] = 0; MatrixLookAt[3][3] = 1; // 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))); } void gluLookAt(GLfloat eyex, GLfloat eyey, GLfloat eyez, GLfloat centerx, GLfloat centery, GLfloat centerz, GLfloat upx, GLfloat upy, GLfloat upz) { GLfloat eye [] = { eyex, eyey, eyez }; GLfloat point [] = { centerx, centery, centerz }; GLfloat up [] = { upx, upy, upz }; glhLookAtf2(eye, point, up); } void _applyRenderMatrix() { mat_load(&SCREENVIEW_MATRIX); mat_apply(stack_top(MATRIX_STACKS + (GL_PROJECTION & 0xF))); mat_apply(stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF))); } void _matrixLoadTexture() { mat_load(stack_top(MATRIX_STACKS + (GL_TEXTURE & 0xF))); } void _matrixLoadModelView() { mat_load(stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF))); } void _matrixLoadNormal() { mat_load(&NORMAL_MATRIX); }