576 lines
14 KiB
C
576 lines
14 KiB
C
#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 <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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/* Depth range */
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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 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 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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static inline void upload_matrix(Matrix4x4* m) {
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mat_load((matrix_t*) m);
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}
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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(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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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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}
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#define swap(a, b) { \
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GLfloat x = (a); \
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a = b; \
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b = x; \
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}
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static void inverse(GLfloat* m) {
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GLfloat f4 = m[4];
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GLfloat f8 = m[8];
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GLfloat f1 = m[1];
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GLfloat f9 = m[9];
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GLfloat f2 = m[2];
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GLfloat f6 = m[6];
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GLfloat f12 = m[12];
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GLfloat f13 = m[13];
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GLfloat f14 = m[14];
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m[1] = f4;
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m[2] = f8;
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m[4] = f1;
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m[6] = f9;
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m[8] = f2;
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m[9] = f6;
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m[12] = -(f12 * m[0] + f13 * m[4] + f14 * m[8]);
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m[13] = -(f12 * m[1] + f13 * m[5] + f14 * m[9]);
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m[14] = -(f12 * m[2] + f13 * m[6] + f14 * m[10]);
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}
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static void transpose(GLfloat* m) {
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swap(m[1], m[4]);
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swap(m[2], m[8]);
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swap(m[3], m[12]);
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swap(m[6], m[9]);
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swap(m[7], m[3]);
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swap(m[11], m[14]);
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}
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static void recalculateNormalMatrix() {
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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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void APIENTRY glMatrixMode(GLenum mode) {
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MATRIX_MODE = mode;
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MATRIX_IDX = mode & 0xF;
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}
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void APIENTRY glPushMatrix() {
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stack_push(MATRIX_STACKS + MATRIX_IDX, stack_top(MATRIX_STACKS + MATRIX_IDX));
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}
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void APIENTRY glPopMatrix() {
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stack_pop(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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}
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void APIENTRY glLoadIdentity() {
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stack_replace(MATRIX_STACKS + MATRIX_IDX, IDENTITY);
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}
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void APIENTRY glTranslatef(GLfloat x, GLfloat y, GLfloat z) {
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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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}
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}
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void APIENTRY glScalef(GLfloat x, GLfloat y, GLfloat z) {
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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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}
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}
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void APIENTRY glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) {
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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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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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}
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}
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/* Load an arbitrary matrix */
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void APIENTRY glLoadMatrixf(const GLfloat *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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}
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}
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/* Ortho */
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void APIENTRY glOrtho(GLfloat left, GLfloat right,
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GLfloat bottom, GLfloat top,
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GLfloat znear, GLfloat zfar) {
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/* Ortho Matrix */
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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[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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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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/* Set the GL frustum */
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void APIENTRY glFrustum(GLfloat left, GLfloat right,
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GLfloat bottom, GLfloat top,
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GLfloat znear, GLfloat zfar) {
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/* Frustum Matrix */
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static Matrix4x4 FrustumMatrix __attribute__((aligned(32)));
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memset(FrustumMatrix, 0, sizeof(float) * 16);
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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 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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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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/* 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];
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TEMP[M7] = m[13];
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TEMP[M8] = m[3];
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TEMP[M9] = m[6];
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TEMP[M10] = m[10];
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TEMP[M11] = m[14];
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TEMP[M12] = m[4];
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TEMP[M13] = m[7];
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TEMP[M14] = m[11];
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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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}
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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 transposed matrix */
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void glMultTransposeMatrixf(const GLfloat *m) {
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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];
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TEMP[M7] = m[13];
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TEMP[M8] = m[3];
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TEMP[M9] = m[6];
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TEMP[M10] = m[10];
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TEMP[M11] = m[14];
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TEMP[M12] = m[4];
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TEMP[M13] = m[7];
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TEMP[M14] = m[11];
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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(&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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/* Set the GL viewport */
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void APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height) {
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gl_viewport_x1 = x;
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gl_viewport_y1 = y;
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gl_viewport_width = width;
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gl_viewport_height = height;
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GLfloat rw = x + width;
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GLfloat lw = x;
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GLfloat tw = y + height;
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GLfloat bw = y;
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GLfloat hw = ((GLfloat) width) / 2.0f;
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GLfloat hh = ((GLfloat) height) / 2.0f;
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SCREENVIEW_MATRIX[M0] = hw;
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SCREENVIEW_MATRIX[M5] = -hh;
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SCREENVIEW_MATRIX[M10] = 1;
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SCREENVIEW_MATRIX[M12] = (rw + lw) / 2.0f;
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SCREENVIEW_MATRIX[M13] = (tw + bw) / 2.0f;
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}
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GLfloat _glGetNearPlane() {
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return NEAR_PLANE_DISTANCE;
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}
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/* Set the depth range */
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void APIENTRY glDepthRange(GLclampf n, GLclampf f) {
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if(n < 0.0f) n = 0.0f;
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else if(n > 1.0f) n = 1.0f;
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if(f < 0.0f) f = 0.0f;
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else if(f > 1.0f) f = 1.0f;
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DEPTH_RANGE_MULTIPLIER_L = (f - n) / 2.0f;
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DEPTH_RANGE_MULTIPLIER_H = (n + f) / 2.0f;
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}
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/* Vector Cross Product - Used by glhLookAtf2 */
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static inline void vec3f_cross(const GLfloat* v1, const GLfloat* v2, GLfloat* result) {
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result[0] = v1[1] * v2[2] - v1[2] * v2[1];
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result[1] = v1[2] * v2[0] - v1[0] * v2[2];
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result[2] = v1[0] * v2[1] - v1[1] * v2[0];
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}
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|
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/* glhLookAtf2 adapted from http://www.opengl.org/wiki/GluLookAt_code */
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void glhLookAtf2(const GLfloat* eyePosition3D,
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const GLfloat* center3D,
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const GLfloat* upVector3D) {
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|
|
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/* Look-At Matrix */
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|
static Matrix4x4 MatrixLookAt __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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|
|
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GLfloat forward[3];
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GLfloat side[3];
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|
GLfloat up[3];
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|
|
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vec3f_sub_normalize(center3D[0], center3D[1], center3D[2],
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|
eyePosition3D[0], eyePosition3D[1], eyePosition3D[2],
|
|
forward[0], forward[1], forward[2]);
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|
|
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//Side = forward x up
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vec3f_cross(forward, upVector3D, side);
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vec3f_normalize(side[0], side[1], side[2]);
|
|
|
|
//Recompute up as: up = side x forward
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vec3f_cross(side, forward, up);
|
|
|
|
MatrixLookAt[M0] = side[0];
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|
MatrixLookAt[M4] = side[1];
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|
MatrixLookAt[M8] = side[2];
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MatrixLookAt[M12] = 0;
|
|
|
|
MatrixLookAt[M1] = up[0];
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|
MatrixLookAt[M5] = up[1];
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|
MatrixLookAt[M9] = up[2];
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|
MatrixLookAt[M13] = 0;
|
|
|
|
MatrixLookAt[M2] = -forward[0];
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|
MatrixLookAt[M6] = -forward[1];
|
|
MatrixLookAt[M10] = -forward[2];
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|
MatrixLookAt[M14] = 0;
|
|
|
|
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
|
|
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,
|
|
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 _glApplyRenderMatrix() {
|
|
upload_matrix(&SCREENVIEW_MATRIX);
|
|
multiply_matrix(stack_top(MATRIX_STACKS + (GL_PROJECTION & 0xF)));
|
|
multiply_matrix(stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)));
|
|
}
|
|
|
|
void _glMatrixLoadTexture() {
|
|
upload_matrix(stack_top(MATRIX_STACKS + (GL_TEXTURE & 0xF)));
|
|
}
|
|
|
|
void _glMatrixLoadModelView() {
|
|
upload_matrix(stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)));
|
|
}
|
|
|
|
void _glMatrixLoadNormal() {
|
|
upload_matrix(&NORMAL_MATRIX);
|
|
}
|