414 lines
12 KiB
C
414 lines
12 KiB
C
/* KallistiGL for KallistiOS ##version##
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libgl/gl-matrix.c
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Copyright (C) 2013-2014 Josh Pearson
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Copyright (C) 2014 Lawrence Sebald
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Some functionality adapted from the original KOS libgl:
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Copyright (C) 2001 Dan Potter
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The GL matrix operations use the KOS SH4 matrix operations.
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Basically, we keep two seperate matrix stacks:
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1.) Internal GL API Matrix Stack ( screenview, modelview, etc. ) ( fixed stack size )
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2.) External Matrix Stack for client to push / pop ( size of each stack is determined by MAX_MATRICES )
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*/
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#include <string.h>
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#include "gl.h"
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#include "glu.h"
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#include "gl-api.h"
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#include "gl-sh4.h"
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/* This Matrix contains the GL Base Stack */
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static matrix4f Matrix[GL_MATRIX_COUNT] __attribute__((aligned(32)));
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static GLsizei MatrixMode = 0;
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/* This Matrix contains the GL Push/Pop Stack ( fixed size per mode, 32 matrices )*/
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static const GLsizei MAX_MATRICES = 32;
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static matrix4f MatrixStack[GL_MATRIX_COUNT][32] __attribute__((aligned(32)));
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static GLsizei MatrixStackPos[GL_MATRIX_COUNT];
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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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static GLclampf gl_depthrange_near, gl_depthrange_far;
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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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/* Frustum attributes */
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typedef struct {
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float left, right, bottom, top, znear, zfar;
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} gl_frustum_t;
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static gl_frustum_t gl_frustum;
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/* Frustum Matrix */
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static matrix4f 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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/* Ortho Matrix */
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static matrix4f OrthoMatrix __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, 0.0f },
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{ 0.0f, 0.0f, 0.0f, 1.0f }
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};
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/* Matrix for user to submit externally, ensure 32byte allignment */
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static matrix4f ml __attribute__((aligned(32)));
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/* Look-At Matrix */
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static matrix4f 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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/* Modelview Rotation Matrix - Applied to Vertex Normal when Lighting is Enabled */
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static matrix4f MatrixMdlRot __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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void glMatrixMode(GLenum mode) {
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if(mode >= GL_SCREENVIEW && mode <= GL_IDENTITY)
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MatrixMode = mode;
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}
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void glPushMatrix() {
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if(MatrixStackPos[MatrixMode] < MAX_MATRICES - 1) {
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mat_load(Matrix + MatrixMode);
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mat_store(&MatrixStack[MatrixMode][MatrixStackPos[MatrixMode]]);
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++MatrixStackPos[MatrixMode];
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}
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}
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void glPopMatrix() {
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if(MatrixStackPos[MatrixMode]) {
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--MatrixStackPos[MatrixMode];
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mat_load(&MatrixStack[MatrixMode][MatrixStackPos[MatrixMode]]);
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mat_store(Matrix + MatrixMode);
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}
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}
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void glLoadIdentity() {
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mat_load(Matrix + GL_IDENTITY);
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mat_store(Matrix + MatrixMode);
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if(MatrixMode == GL_MODELVIEW) {
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mat_store(&MatrixMdlRot);
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mat_store(&MatrixLookAt);
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}
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}
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void glTranslatef(GLfloat x, GLfloat y, GLfloat z) {
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mat_load(Matrix + MatrixMode);
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mat_translate(x, y, z);
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mat_store(Matrix + MatrixMode);
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}
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void glScalef(GLfloat x, GLfloat y, GLfloat z) {
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mat_load(Matrix + MatrixMode);
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mat_scale(x, y, z);
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mat_store(Matrix + MatrixMode);
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}
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void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) {
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float r = DEG2RAD * -angle;
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vec3f_normalize(x, y, z);
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mat_load(Matrix + MatrixMode);
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mat_rotate(r * x, r * y, r * z);
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mat_store(Matrix + MatrixMode);
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if(MatrixMode == GL_MODELVIEW) {
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mat_load(&MatrixMdlRot);
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mat_rotate(r * x, r * y, r * z);
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mat_store(&MatrixMdlRot);
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}
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}
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/* Load an arbitrary matrix */
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void glLoadMatrixf(const GLfloat *m) {
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memcpy(ml, m, sizeof(matrix4f));
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mat_load(&ml);
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mat_store(Matrix + MatrixMode);
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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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ml[0][0] = m[0];
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ml[0][1] = m[4];
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ml[0][2] = m[8];
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ml[0][3] = m[12];
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ml[1][0] = m[1];
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ml[1][1] = m[5];
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ml[1][2] = m[9];
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ml[1][3] = m[13];
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ml[2][0] = m[2];
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ml[2][1] = m[6];
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ml[2][2] = m[10];
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ml[2][3] = m[14];
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ml[3][0] = m[3];
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ml[3][1] = m[7];
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ml[3][2] = m[11];
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ml[3][3] = m[15];
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mat_load(&ml);
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mat_store(Matrix + MatrixMode);
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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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memcpy(ml, m, sizeof(matrix4f));
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mat_load(Matrix + MatrixMode);
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mat_apply(&ml);
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mat_store(Matrix + MatrixMode);
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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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ml[0][0] = m[0];
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ml[0][1] = m[4];
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ml[0][2] = m[8];
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ml[0][3] = m[12];
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ml[1][0] = m[1];
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ml[1][1] = m[5];
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ml[1][2] = m[9];
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ml[1][3] = m[13];
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ml[2][0] = m[2];
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ml[2][1] = m[6];
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ml[2][2] = m[10];
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ml[2][3] = m[14];
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ml[3][0] = m[3];
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ml[3][1] = m[7];
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ml[3][2] = m[11];
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ml[3][3] = m[15];
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mat_load(Matrix + MatrixMode);
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mat_apply(&ml);
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mat_store(Matrix + MatrixMode);
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}
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/* Set the depth range */
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void glDepthRange(GLclampf n, GLclampf f) {
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/* clamp the values... */
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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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gl_depthrange_near = n;
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gl_depthrange_far = f;
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/* Adjust the viewport scale and offset for Z */
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gl_viewport_scale[2] = ((f - n) / 2.0f);
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gl_viewport_offset[2] = (n + f) / 2.0f;
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}
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/* Set the GL viewport */
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void 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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/* Calculate the viewport scale and offset */
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gl_viewport_scale[0] = (GLfloat)width / 2.0f;
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gl_viewport_offset[0] = gl_viewport_scale[0] + (GLfloat)x;
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gl_viewport_scale[1] = (GLfloat)height / 2.0f;
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gl_viewport_offset[1] = gl_viewport_scale[1] + (GLfloat)y;
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gl_viewport_scale[2] = (gl_depthrange_far - gl_depthrange_near) / 2.0f;
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gl_viewport_offset[2] = (gl_depthrange_near + gl_depthrange_far) / 2.0f;
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gl_viewport_offset[2] += 0.0001f;
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/* Set the Screenview Matrix based on the viewport */
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Matrix[GL_SCREENVIEW][0][0] = gl_viewport_scale[0];
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Matrix[GL_SCREENVIEW][1][1] = -gl_viewport_scale[1];
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Matrix[GL_SCREENVIEW][2][2] = 1;
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Matrix[GL_SCREENVIEW][3][0] = gl_viewport_offset[0];
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Matrix[GL_SCREENVIEW][3][1] = vid_mode->height - gl_viewport_offset[1];
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}
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/* Set the GL frustum */
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void 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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gl_frustum.left = left;
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gl_frustum.right = right;
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gl_frustum.bottom = bottom;
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gl_frustum.top = top;
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gl_frustum.znear = znear;
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gl_frustum.zfar = zfar;
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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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mat_load(Matrix + MatrixMode);
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mat_apply(&FrustumMatrix);
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mat_store(Matrix + MatrixMode);
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}
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/* Ortho */
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void 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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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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mat_load(Matrix + MatrixMode);
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mat_apply(&OrthoMatrix);
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mat_store(Matrix + MatrixMode);
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}
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/* Set the Perspective */
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void gluPerspective(GLfloat angle, GLfloat aspect,
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GLfloat znear, GLfloat zfar) {
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GLfloat xmin, xmax, ymin, ymax;
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ymax = znear * ftan(angle * F_PI / 360.0f);
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ymin = -ymax;
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xmin = ymin * aspect;
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xmax = ymax * aspect;
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glFrustum(xmin, xmax, ymin, ymax, znear, zfar);
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}
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/* Vector Cross Product - Used by glhLookAtf2 */
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void vec3f_cross(vector3f v1, vector3f v2, vector3f 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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/* glhLookAtf2 adapted from http://www.opengl.org/wiki/GluLookAt_code */
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void glhLookAtf2(vector3f eyePosition3D,
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vector3f center3D,
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vector3f upVector3D) {
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vector3f forward, side, up;
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_glKosSetEyePosition(eyePosition3D);
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vec3f_sub_normalize(center3D[0], center3D[1], center3D[2],
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eyePosition3D[0], eyePosition3D[1], eyePosition3D[2],
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forward[0], forward[1], forward[2]);
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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]);
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//Recompute up as: up = side x forward
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vec3f_cross(side, forward, up);
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MatrixLookAt[0][0] = side[0];
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MatrixLookAt[1][0] = side[1];
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MatrixLookAt[2][0] = side[2];
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MatrixLookAt[3][0] = 0;
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MatrixLookAt[0][1] = up[0];
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MatrixLookAt[1][1] = up[1];
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MatrixLookAt[2][1] = up[2];
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MatrixLookAt[3][1] = 0;
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MatrixLookAt[0][2] = -forward[0];
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MatrixLookAt[1][2] = -forward[1];
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MatrixLookAt[2][2] = -forward[2];
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MatrixLookAt[3][2] = 0;
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MatrixLookAt[0][3] =
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MatrixLookAt[1][3] =
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MatrixLookAt[2][3] = 0;
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MatrixLookAt[3][3] = 1;
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// Does not modify internal Modelview matrix
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mat_load(&MatrixLookAt);
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mat_translate(-eyePosition3D[0], -eyePosition3D[1], -eyePosition3D[2]);
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mat_apply(Matrix + GL_MODELVIEW);
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mat_store(Matrix + GL_MODELVIEW);
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}
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void gluLookAt(GLfloat eyex, GLfloat eyey, GLfloat eyez, GLfloat centerx,
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GLfloat centery, GLfloat centerz, GLfloat upx, GLfloat upy,
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GLfloat upz) {
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vector3f eye = { eyex, eyey, eyez };
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vector3f point = { centerx, centery, centerz };
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vector3f up = { upx, upy, upz };
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glhLookAtf2(eye, point, up);
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}
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void _glKosMatrixApplyRender() {
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mat_load(Matrix + GL_SCREENVIEW);
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mat_apply(Matrix + GL_PROJECTION);
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mat_apply(Matrix + GL_MODELVIEW);
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mat_store(Matrix + GL_RENDER);
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}
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void _glKosMatrixLoadRender() {
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mat_load(Matrix + GL_RENDER);
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}
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void _glKosMatrixLoadTexture() {
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mat_load(Matrix + GL_TEXTURE);
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}
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void _glKosMatrixLoadModelView() {
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mat_load(Matrix + GL_MODELVIEW);
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}
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void _glKosMatrixLoadModelRot() {
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mat_load(&MatrixMdlRot);
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}
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void _glKosMatrixApplyScreenSpace() {
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mat_load(Matrix + GL_SCREENVIEW);
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mat_apply(Matrix + GL_PROJECTION);
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mat_apply(&MatrixLookAt);
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}
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void _glKosInitMatrix() {
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mat_identity();
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mat_store(Matrix + GL_SCREENVIEW);
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mat_store(Matrix + GL_PROJECTION);
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mat_store(Matrix + GL_MODELVIEW);
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mat_store(Matrix + GL_TEXTURE);
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mat_store(Matrix + GL_IDENTITY);
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mat_store(Matrix + GL_RENDER);
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int i;
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for(i = 0; i < GL_MATRIX_COUNT; i++)
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MatrixStackPos[i] = 0;
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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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void glKosGetMatrix(GLenum mode, GLfloat *params) {
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if(mode < GL_SCREENVIEW || mode > GL_RENDER)
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*params = (GLfloat)GL_INVALID_ENUM;
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memcpy(params, Matrix + mode, sizeof(GLfloat) * 16);
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}
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