471 lines
12 KiB
C
471 lines
12 KiB
C
#include <string.h>
|
|
#include <math.h>
|
|
#include <stdio.h>
|
|
|
|
#include "private.h"
|
|
|
|
#include "../containers/stack.h"
|
|
|
|
#define DEG2RAD (0.01745329251994329576923690768489)
|
|
|
|
|
|
/* Depth range */
|
|
GLfloat DEPTH_RANGE_MULTIPLIER_L = (1 - 0) / 2;
|
|
GLfloat DEPTH_RANGE_MULTIPLIER_H = (0 + 1) / 2;
|
|
|
|
static Stack MATRIX_STACKS[3]; // modelview, projection, texture
|
|
static Matrix4x4 NORMAL_MATRIX __attribute__((aligned(32)));
|
|
|
|
Viewport VIEWPORT = {
|
|
0, 0, 640, 480, 320.0f, 240.0f, 320.0f, 240.0f
|
|
};
|
|
|
|
static GLenum MATRIX_MODE = GL_MODELVIEW;
|
|
static GLubyte MATRIX_IDX = 0;
|
|
|
|
static const Matrix4x4 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
|
|
};
|
|
|
|
GLfloat NEAR_PLANE_DISTANCE = 0.0f;
|
|
|
|
Matrix4x4* _glGetProjectionMatrix() {
|
|
return (Matrix4x4*) stack_top(&MATRIX_STACKS[1]);
|
|
}
|
|
|
|
Matrix4x4* _glGetModelViewMatrix() {
|
|
return (Matrix4x4*) stack_top(&MATRIX_STACKS[0]);
|
|
}
|
|
|
|
void _glInitMatrices() {
|
|
init_stack(&MATRIX_STACKS[0], sizeof(Matrix4x4), 32);
|
|
init_stack(&MATRIX_STACKS[1], sizeof(Matrix4x4), 32);
|
|
init_stack(&MATRIX_STACKS[2], sizeof(Matrix4x4), 32);
|
|
|
|
stack_push(&MATRIX_STACKS[0], IDENTITY);
|
|
stack_push(&MATRIX_STACKS[1], IDENTITY);
|
|
stack_push(&MATRIX_STACKS[2], IDENTITY);
|
|
|
|
MEMCPY4(NORMAL_MATRIX, IDENTITY, sizeof(Matrix4x4));
|
|
|
|
const VideoMode* vid_mode = GetVideoMode();
|
|
|
|
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() {
|
|
MEMCPY4(NORMAL_MATRIX, stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)), sizeof(Matrix4x4));
|
|
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) {
|
|
const 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,
|
|
x, y, z, 1.0f
|
|
};
|
|
|
|
UploadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
|
|
MultiplyMatrix4x4(&trn);
|
|
DownloadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
|
|
|
|
if(MATRIX_MODE == GL_MODELVIEW) {
|
|
recalculateNormalMatrix();
|
|
}
|
|
}
|
|
|
|
|
|
void APIENTRY glScalef(GLfloat x, GLfloat y, GLfloat z) {
|
|
const Matrix4x4 scale __attribute__((aligned(32))) = {
|
|
x, 0.0f, 0.0f, 0.0f,
|
|
0.0f, y, 0.0f, 0.0f,
|
|
0.0f, 0.0f, z, 0.0f,
|
|
0.0f, 0.0f, 0.0f, 1.0f
|
|
};
|
|
|
|
UploadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
|
|
MultiplyMatrix4x4(&scale);
|
|
DownloadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
|
|
|
|
if(MATRIX_MODE == GL_MODELVIEW) {
|
|
recalculateNormalMatrix();
|
|
}
|
|
}
|
|
|
|
void APIENTRY glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) {
|
|
Matrix4x4 rotate __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
|
|
};
|
|
|
|
float r = DEG2RAD * angle;
|
|
float c = cos(r);
|
|
float s = sin(r);
|
|
|
|
VEC3_NORMALIZE(x, y, z);
|
|
|
|
float invc = 1.0f - c;
|
|
float xs = x * s;
|
|
float zs = z * s;
|
|
float ys = y * s;
|
|
float xz = x * z;
|
|
float xy = y * x;
|
|
float yz = y * z;
|
|
|
|
rotate[M0] = (x * x) * invc + c;
|
|
rotate[M1] = xy * invc + zs;
|
|
rotate[M2] = xz * invc - ys;
|
|
|
|
rotate[M4] = xy * invc - zs;
|
|
rotate[M5] = (y * y) * invc + c;
|
|
rotate[M6] = yz * invc + xs;
|
|
|
|
rotate[M8] = xz * invc + ys;
|
|
rotate[M9] = yz * invc - xs;
|
|
rotate[M10] = (z * z) * invc + c;
|
|
|
|
UploadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
|
|
MultiplyMatrix4x4((const Matrix4x4*) &rotate);
|
|
DownloadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
|
|
|
|
if(MATRIX_MODE == GL_MODELVIEW) {
|
|
recalculateNormalMatrix();
|
|
}
|
|
}
|
|
|
|
/* Load an arbitrary matrix */
|
|
void APIENTRY glLoadMatrixf(const GLfloat *m) {
|
|
static Matrix4x4 __attribute__((aligned(32))) TEMP;
|
|
|
|
memcpy(TEMP, m, sizeof(float) * 16);
|
|
stack_replace(MATRIX_STACKS + MATRIX_IDX, TEMP);
|
|
|
|
if(MATRIX_MODE == GL_MODELVIEW) {
|
|
recalculateNormalMatrix();
|
|
}
|
|
}
|
|
|
|
/* Ortho */
|
|
void APIENTRY glOrtho(GLfloat left, GLfloat right,
|
|
GLfloat bottom, GLfloat top,
|
|
GLfloat znear, GLfloat zfar) {
|
|
|
|
/* Ortho Matrix */
|
|
Matrix4x4 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[M0] = 2.0f / (right - left);
|
|
OrthoMatrix[M5] = 2.0f / (top - bottom);
|
|
OrthoMatrix[M10] = -2.0f / (zfar - znear);
|
|
OrthoMatrix[M12] = -(right + left) / (right - left);
|
|
OrthoMatrix[M13] = -(top + bottom) / (top - bottom);
|
|
OrthoMatrix[M14] = -(zfar + znear) / (zfar - znear);
|
|
|
|
UploadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
|
|
MultiplyMatrix4x4((const Matrix4x4*) &OrthoMatrix);
|
|
DownloadMatrix4x4(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 */
|
|
Matrix4x4 FrustumMatrix __attribute__((aligned(32)));
|
|
|
|
MEMSET(FrustumMatrix, 0, sizeof(float) * 16);
|
|
|
|
const float near2 = 2.0f * znear;
|
|
const float A = (right + left) / (right - left);
|
|
const float B = (top + bottom) / (top - bottom);
|
|
const float C = -((zfar + znear) / (zfar - znear));
|
|
const float D = -((2.0f * zfar * znear) / (zfar - znear));
|
|
|
|
FrustumMatrix[M0] = near2 / (right - left);
|
|
FrustumMatrix[M5] = near2 / (top - bottom);
|
|
|
|
FrustumMatrix[M8] = A;
|
|
FrustumMatrix[M9] = B;
|
|
FrustumMatrix[M10] = C;
|
|
FrustumMatrix[M11] = -1.0f;
|
|
FrustumMatrix[M14] = D;
|
|
|
|
UploadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
|
|
MultiplyMatrix4x4((const Matrix4x4*) &FrustumMatrix);
|
|
DownloadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
|
|
}
|
|
|
|
|
|
/* Multiply the current matrix by an arbitrary matrix */
|
|
void glMultMatrixf(const GLfloat *m) {
|
|
Matrix4x4 TEMP __attribute__((aligned(32)));
|
|
const Matrix4x4 *pMatrix;
|
|
|
|
if (((GLint)m)&0xf){ /* Unaligned matrix */
|
|
pMatrix = &TEMP;
|
|
MEMCPY4(TEMP, m, sizeof(Matrix4x4));
|
|
}
|
|
else{
|
|
pMatrix = (const Matrix4x4*) m;
|
|
}
|
|
|
|
UploadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
|
|
MultiplyMatrix4x4(pMatrix);
|
|
DownloadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
|
|
|
|
if(MATRIX_MODE == GL_MODELVIEW) {
|
|
recalculateNormalMatrix();
|
|
}
|
|
}
|
|
|
|
/* Load an arbitrary transposed matrix */
|
|
void glLoadTransposeMatrixf(const GLfloat *m) {
|
|
/* We store matrices transpose anyway, so m will be
|
|
* transpose compared to all other matrices */
|
|
|
|
static Matrix4x4 TEMP __attribute__((aligned(32)));
|
|
|
|
TEMP[M0] = m[0];
|
|
TEMP[M1] = m[4];
|
|
TEMP[M2] = m[8];
|
|
TEMP[M3] = m[12];
|
|
|
|
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];
|
|
|
|
stack_replace(MATRIX_STACKS + MATRIX_IDX, TEMP);
|
|
|
|
if(MATRIX_MODE == GL_MODELVIEW) {
|
|
recalculateNormalMatrix();
|
|
}
|
|
}
|
|
|
|
/* Multiply the current matrix by an arbitrary transposed matrix */
|
|
void glMultTransposeMatrixf(const GLfloat *m) {
|
|
static Matrix4x4 TEMP __attribute__((aligned(32)));
|
|
|
|
TEMP[M0] = m[0];
|
|
TEMP[M1] = m[4];
|
|
TEMP[M2] = m[8];
|
|
TEMP[M3] = m[12];
|
|
|
|
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];
|
|
|
|
UploadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
|
|
MultiplyMatrix4x4((const Matrix4x4*) &TEMP);
|
|
DownloadMatrix4x4(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) {
|
|
VIEWPORT.x = x;
|
|
VIEWPORT.y = y;
|
|
VIEWPORT.width = width;
|
|
VIEWPORT.height = height;
|
|
VIEWPORT.hwidth = ((GLfloat) VIEWPORT.width) * 0.5f;
|
|
VIEWPORT.hheight = ((GLfloat) VIEWPORT.height) * 0.5f;
|
|
VIEWPORT.x_plus_hwidth = VIEWPORT.x + VIEWPORT.hwidth;
|
|
VIEWPORT.y_plus_hheight = VIEWPORT.y + VIEWPORT.hheight;
|
|
}
|
|
|
|
/* Set the depth range */
|
|
void APIENTRY glDepthRangef(GLclampf n, GLclampf f) {
|
|
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;
|
|
|
|
DEPTH_RANGE_MULTIPLIER_L = (f - n) / 2.0f;
|
|
DEPTH_RANGE_MULTIPLIER_H = (n + f) / 2.0f;
|
|
}
|
|
|
|
void APIENTRY glDepthRange(GLclampf n, GLclampf f){
|
|
glDepthRangef(n,f);
|
|
}
|
|
|
|
/* Vector Cross Product - Used by gluLookAt */
|
|
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];
|
|
}
|
|
|
|
GL_FORCE_INLINE void vec3f_normalize_sh4(float *v){
|
|
float length, ilength;
|
|
|
|
ilength = MATH_fsrra(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
|
|
length = MATH_Fast_Invert(ilength);
|
|
if (length)
|
|
{
|
|
v[0] *= ilength;
|
|
v[1] *= ilength;
|
|
v[2] *= ilength;
|
|
}
|
|
}
|
|
|
|
void gluLookAt(GLfloat eyex, GLfloat eyey, GLfloat eyez, GLfloat centerx,
|
|
GLfloat centery, GLfloat centerz, GLfloat upx, GLfloat upy,
|
|
GLfloat upz) {
|
|
GLfloat m [16];
|
|
GLfloat f [3];
|
|
GLfloat u [3];
|
|
GLfloat s [3];
|
|
|
|
f[0] = centerx - eyex;
|
|
f[1] = centery - eyey;
|
|
f[2] = centerz - eyez;
|
|
|
|
u[0] = upx;
|
|
u[1] = upy;
|
|
u[2] = upz;
|
|
|
|
vec3f_normalize_sh4(f);
|
|
vec3f_cross(f, u, s);
|
|
vec3f_normalize_sh4(s);
|
|
vec3f_cross(s, f, u);
|
|
|
|
m[0] = s[0]; m[4] = s[1]; m[8] = s[2]; m[12] = 0.0f;
|
|
m[1] = u[0]; m[5] = u[1]; m[9] = u[2]; m[13] = 0.0f;
|
|
m[2] = -f[0]; m[6] = -f[1]; m[10] = -f[2]; m[14] = 0.0f;
|
|
m[3] = 0.0f; m[7] = 0.0f; m[11] = 0.0f; m[15] = 1.0f;
|
|
|
|
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] = -eyex;
|
|
trn[M13] = -eyey;
|
|
trn[M14] = -eyez;
|
|
|
|
// Does not modify internal Modelview matrix
|
|
UploadMatrix4x4((const Matrix4x4*) &m);
|
|
MultiplyMatrix4x4((const Matrix4x4*) &trn);
|
|
MultiplyMatrix4x4(stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)));
|
|
DownloadMatrix4x4(stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)));
|
|
}
|
|
|
|
void _glMatrixLoadTexture() {
|
|
UploadMatrix4x4((const Matrix4x4*) stack_top(MATRIX_STACKS + (GL_TEXTURE & 0xF)));
|
|
}
|
|
|
|
void _glMatrixLoadModelView() {
|
|
UploadMatrix4x4((const Matrix4x4*) stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)));
|
|
}
|
|
|
|
void _glMatrixLoadProjection() {
|
|
UploadMatrix4x4((const Matrix4x4*) stack_top(MATRIX_STACKS + (GL_PROJECTION & 0xF)));
|
|
}
|
|
|
|
void _glMatrixLoadModelViewProjection() {
|
|
UploadMatrix4x4((const Matrix4x4*) stack_top(MATRIX_STACKS + (GL_PROJECTION & 0xF)));
|
|
MultiplyMatrix4x4((const Matrix4x4*) stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)));
|
|
}
|
|
|
|
void _glMatrixLoadNormal() {
|
|
UploadMatrix4x4((const Matrix4x4*) &NORMAL_MATRIX);
|
|
}
|