410 lines
12 KiB
C
410 lines
12 KiB
C
#include <dc/matrix.h>
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#include "../include/gl.h"
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#include "../containers/stack.h"
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#include "../gl-sh4.h"
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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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static Stack MATRIX_STACKS[3]; // modelview, projection, texture
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static matrix_t NORMAL_MATRIX __attribute__((aligned(32)));
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static matrix_t SCREENVIEW_MATRIX __attribute__((aligned(32)));
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static matrix_t RENDER_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 matrix_t 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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void APIENTRY glDepthRange(GLclampf n, GLclampf f);
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void initMatrices() {
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init_stack(&MATRIX_STACKS[0], sizeof(matrix_t), 32);
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init_stack(&MATRIX_STACKS[1], sizeof(matrix_t), 32);
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init_stack(&MATRIX_STACKS[2], sizeof(matrix_t), 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(matrix_t));
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memcpy(SCREENVIEW_MATRIX, IDENTITY, sizeof(matrix_t));
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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(matrix_t));
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transpose((GLfloat*) NORMAL_MATRIX);
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inverse((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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mat_load(stack_top(MATRIX_STACKS + MATRIX_IDX));
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mat_translate(x, y, z);
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mat_store(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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mat_load(stack_top(MATRIX_STACKS + MATRIX_IDX));
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mat_scale(x, y, z);
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mat_store(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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float r = DEG2RAD * -angle;
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vec3f_normalize(x, y, z);
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mat_load(stack_top(MATRIX_STACKS + MATRIX_IDX));
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mat_rotate(r * x, r * y, r * z);
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mat_store(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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stack_replace(MATRIX_STACKS + MATRIX_IDX, m);
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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 matrix_t 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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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(stack_top(MATRIX_STACKS + MATRIX_MODE));
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mat_apply(&OrthoMatrix);
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mat_store(stack_top(MATRIX_STACKS + MATRIX_MODE));
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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 matrix_t 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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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(stack_top(MATRIX_STACKS + MATRIX_IDX));
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mat_apply(&FrustumMatrix);
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mat_store(stack_top(MATRIX_STACKS + MATRIX_IDX));
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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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/* Multiply the current matrix by an arbitrary matrix */
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void glMultMatrixf(const GLfloat *m) {
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static matrix_t TEMP __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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memcpy(TEMP, m, sizeof(matrix_t));
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mat_load(stack_top(MATRIX_STACKS + MATRIX_IDX));
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mat_apply(&TEMP);
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mat_store(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 transposed matrix */
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void glLoadTransposeMatrixf(const GLfloat *m) {
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stack_replace(MATRIX_STACKS + MATRIX_IDX, m);
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transpose(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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/* Multiply the current matrix by an arbitrary transposed matrix */
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void glMultTransposeMatrixf(const GLfloat *m) {
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static matrix_t ml;
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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(stack_top(MATRIX_STACKS + MATRIX_IDX));
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mat_apply(&ml);
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mat_store(stack_top(MATRIX_STACKS + MATRIX_IDX));
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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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/* 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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SCREENVIEW_MATRIX[0][0] = gl_viewport_scale[0];
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SCREENVIEW_MATRIX[1][1] = -gl_viewport_scale[1];
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SCREENVIEW_MATRIX[2][2] = 1;
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SCREENVIEW_MATRIX[3][0] = gl_viewport_offset[0];
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SCREENVIEW_MATRIX[3][1] = vid_mode->height - gl_viewport_offset[1];
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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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/* 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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/* Vector Cross Product - Used by glhLookAtf2 */
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static inline 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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/* 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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vector3f forward, side, up;
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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(stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)));
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mat_store(stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)));
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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 _applyRenderMatrix() {
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mat_load(&SCREENVIEW_MATRIX);
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mat_apply(stack_top(MATRIX_STACKS + (GL_PROJECTION & 0xF)));
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mat_apply(stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)));
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mat_store(&RENDER_MATRIX);
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}
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void _matrixLoadRender() {
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mat_load(&RENDER_MATRIX);
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}
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void _matrixLoadTexture() {
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mat_load(stack_top(MATRIX_STACKS + (GL_TEXTURE & 0xF)));
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}
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void _matrixLoadModelView() {
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mat_load(stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)));
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}
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void _matrixLoadNormal() {
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mat_load(&NORMAL_MATRIX);
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}
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