GLdc/gl-matrix.c
2016-01-03 22:24:52 -05:00

414 lines
12 KiB
C

/* KallistiGL for KallistiOS ##version##
libgl/gl-matrix.c
Copyright (C) 2013-2014 Josh Pearson
Copyright (C) 2014 Lawrence Sebald
Some functionality adapted from the original KOS libgl:
Copyright (C) 2001 Dan Potter
The GL matrix operations use the KOS SH4 matrix operations.
Basically, we keep two seperate matrix stacks:
1.) Internal GL API Matrix Stack ( screenview, modelview, etc. ) ( fixed stack size )
2.) External Matrix Stack for client to push / pop ( size of each stack is determined by MAX_MATRICES )
*/
#include <string.h>
#include "gl.h"
#include "glu.h"
#include "gl-api.h"
#include "gl-sh4.h"
/* This Matrix contains the GL Base Stack */
static matrix4f Matrix[GL_MATRIX_COUNT] __attribute__((aligned(32)));
static GLsizei MatrixMode = 0;
/* This Matrix contains the GL Push/Pop Stack ( fixed size per mode, 32 matrices )*/
static const GLsizei MAX_MATRICES = 32;
static matrix4f MatrixStack[GL_MATRIX_COUNT][32] __attribute__((aligned(32)));
static GLsizei MatrixStackPos[GL_MATRIX_COUNT];
/* 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;
/* Frustum attributes */
typedef struct {
float left, right, bottom, top, znear, zfar;
} gl_frustum_t;
static gl_frustum_t gl_frustum;
/* Frustum Matrix */
static matrix4f 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 }
};
/* Ortho Matrix */
static matrix4f OrthoMatrix __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, 0.0f },
{ 0.0f, 0.0f, 0.0f, 1.0f }
};
/* Matrix for user to submit externally, ensure 32byte allignment */
static matrix4f ml __attribute__((aligned(32)));
/* Look-At Matrix */
static matrix4f 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 }
};
/* Modelview Rotation Matrix - Applied to Vertex Normal when Lighting is Enabled */
static matrix4f MatrixMdlRot __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 }
};
void glMatrixMode(GLenum mode) {
if(mode >= GL_SCREENVIEW && mode <= GL_IDENTITY)
MatrixMode = mode;
}
void glPushMatrix() {
if(MatrixStackPos[MatrixMode] < MAX_MATRICES - 1) {
mat_load(Matrix + MatrixMode);
mat_store(&MatrixStack[MatrixMode][MatrixStackPos[MatrixMode]]);
++MatrixStackPos[MatrixMode];
}
}
void glPopMatrix() {
if(MatrixStackPos[MatrixMode]) {
--MatrixStackPos[MatrixMode];
mat_load(&MatrixStack[MatrixMode][MatrixStackPos[MatrixMode]]);
mat_store(Matrix + MatrixMode);
}
}
void glLoadIdentity() {
mat_load(Matrix + GL_IDENTITY);
mat_store(Matrix + MatrixMode);
if(MatrixMode == GL_MODELVIEW) {
mat_store(&MatrixMdlRot);
mat_store(&MatrixLookAt);
}
}
void glTranslatef(GLfloat x, GLfloat y, GLfloat z) {
mat_load(Matrix + MatrixMode);
mat_translate(x, y, z);
mat_store(Matrix + MatrixMode);
}
void glScalef(GLfloat x, GLfloat y, GLfloat z) {
mat_load(Matrix + MatrixMode);
mat_scale(x, y, z);
mat_store(Matrix + MatrixMode);
}
void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) {
float r = DEG2RAD * -angle;
vec3f_normalize(x, y, z);
mat_load(Matrix + MatrixMode);
mat_rotate(r * x, r * y, r * z);
mat_store(Matrix + MatrixMode);
if(MatrixMode == GL_MODELVIEW) {
mat_load(&MatrixMdlRot);
mat_rotate(r * x, r * y, r * z);
mat_store(&MatrixMdlRot);
}
}
/* Load an arbitrary matrix */
void glLoadMatrixf(const GLfloat *m) {
memcpy(ml, m, sizeof(matrix4f));
mat_load(&ml);
mat_store(Matrix + MatrixMode);
}
/* Load an arbitrary transposed matrix */
void glLoadTransposeMatrixf(const GLfloat *m) {
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(&ml);
mat_store(Matrix + MatrixMode);
}
/* Multiply the current matrix by an arbitrary matrix */
void glMultMatrixf(const GLfloat *m) {
memcpy(ml, m, sizeof(matrix4f));
mat_load(Matrix + MatrixMode);
mat_apply(&ml);
mat_store(Matrix + MatrixMode);
}
/* Multiply the current matrix by an arbitrary transposed matrix */
void glMultTransposeMatrixf(const GLfloat *m) {
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(Matrix + MatrixMode);
mat_apply(&ml);
mat_store(Matrix + MatrixMode);
}
/* Set the depth range */
void glDepthRange(GLclampf n, GLclampf f) {
/* clamp the values... */
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;
/* Adjust the viewport scale and offset for Z */
gl_viewport_scale[2] = ((f - n) / 2.0f);
gl_viewport_offset[2] = (n + f) / 2.0f;
}
/* Set the GL viewport */
void 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;
/* Calculate the viewport scale and offset */
gl_viewport_scale[0] = (GLfloat)width / 2.0f;
gl_viewport_offset[0] = gl_viewport_scale[0] + (GLfloat)x;
gl_viewport_scale[1] = (GLfloat)height / 2.0f;
gl_viewport_offset[1] = gl_viewport_scale[1] + (GLfloat)y;
gl_viewport_scale[2] = (gl_depthrange_far - gl_depthrange_near) / 2.0f;
gl_viewport_offset[2] = (gl_depthrange_near + gl_depthrange_far) / 2.0f;
gl_viewport_offset[2] += 0.0001f;
/* Set the Screenview Matrix based on the viewport */
Matrix[GL_SCREENVIEW][0][0] = gl_viewport_scale[0];
Matrix[GL_SCREENVIEW][1][1] = -gl_viewport_scale[1];
Matrix[GL_SCREENVIEW][2][2] = 1;
Matrix[GL_SCREENVIEW][3][0] = gl_viewport_offset[0];
Matrix[GL_SCREENVIEW][3][1] = vid_mode->height - gl_viewport_offset[1];
}
/* Set the GL frustum */
void glFrustum(GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat znear, GLfloat zfar) {
gl_frustum.left = left;
gl_frustum.right = right;
gl_frustum.bottom = bottom;
gl_frustum.top = top;
gl_frustum.znear = znear;
gl_frustum.zfar = zfar;
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(Matrix + MatrixMode);
mat_apply(&FrustumMatrix);
mat_store(Matrix + MatrixMode);
}
/* Ortho */
void glOrtho(GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat znear, GLfloat zfar) {
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(Matrix + MatrixMode);
mat_apply(&OrthoMatrix);
mat_store(Matrix + MatrixMode);
}
/* Set the Perspective */
void gluPerspective(GLfloat angle, GLfloat aspect,
GLfloat znear, GLfloat zfar) {
GLfloat xmin, xmax, ymin, ymax;
ymax = znear * ftan(angle * F_PI / 360.0f);
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
glFrustum(xmin, xmax, ymin, ymax, znear, zfar);
}
/* Vector Cross Product - Used by glhLookAtf2 */
void vec3f_cross(vector3f v1, vector3f v2, vector3f 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(vector3f eyePosition3D,
vector3f center3D,
vector3f upVector3D) {
vector3f forward, side, up;
_glKosSetEyePosition(eyePosition3D);
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(Matrix + GL_MODELVIEW);
mat_store(Matrix + GL_MODELVIEW);
}
void gluLookAt(GLfloat eyex, GLfloat eyey, GLfloat eyez, GLfloat centerx,
GLfloat centery, GLfloat centerz, GLfloat upx, GLfloat upy,
GLfloat upz) {
vector3f eye = { eyex, eyey, eyez };
vector3f point = { centerx, centery, centerz };
vector3f up = { upx, upy, upz };
glhLookAtf2(eye, point, up);
}
void _glKosMatrixApplyRender() {
mat_load(Matrix + GL_SCREENVIEW);
mat_apply(Matrix + GL_PROJECTION);
mat_apply(Matrix + GL_MODELVIEW);
mat_store(Matrix + GL_RENDER);
}
void _glKosMatrixLoadRender() {
mat_load(Matrix + GL_RENDER);
}
void _glKosMatrixLoadTexture() {
mat_load(Matrix + GL_TEXTURE);
}
void _glKosMatrixLoadModelView() {
mat_load(Matrix + GL_MODELVIEW);
}
void _glKosMatrixLoadModelRot() {
mat_load(&MatrixMdlRot);
}
void _glKosMatrixApplyScreenSpace() {
mat_load(Matrix + GL_SCREENVIEW);
mat_apply(Matrix + GL_PROJECTION);
mat_apply(&MatrixLookAt);
}
void _glKosInitMatrix() {
mat_identity();
mat_store(Matrix + GL_SCREENVIEW);
mat_store(Matrix + GL_PROJECTION);
mat_store(Matrix + GL_MODELVIEW);
mat_store(Matrix + GL_TEXTURE);
mat_store(Matrix + GL_IDENTITY);
mat_store(Matrix + GL_RENDER);
int i;
for(i = 0; i < GL_MATRIX_COUNT; i++)
MatrixStackPos[i] = 0;
glDepthRange(0.0f, 1.0f);
glViewport(0, 0, vid_mode->width, vid_mode->height);
}
void glKosGetMatrix(GLenum mode, GLfloat *params) {
if(mode < GL_SCREENVIEW || mode > GL_RENDER)
*params = (GLfloat)GL_INVALID_ENUM;
memcpy(params, Matrix + mode, sizeof(GLfloat) * 16);
}