TINYGL: Fixed a few mistakes during the refactoring.

This commit is contained in:
Stefano Musumeci 2014-05-30 00:01:54 +01:00
parent c1040a9cdf
commit b7853b48f8
7 changed files with 135 additions and 87 deletions

View File

@ -198,9 +198,14 @@ float(*clip_proc[6])(Vector4 *, Vector4 *, Vector4 *) = {
static inline void updateTmp(GLContext *c, GLVertex *q,
GLVertex *p0, GLVertex *p1, float t) {
if (c->current_shade_model == TGL_SMOOTH) {
float a = q->color.getW();
q->color = p0->color + (p1->color - p0->color) * t;
q->color.setW(a);
} else {
q->color = p0->color;
q->color.setX(p0->color.getX());
q->color.setY(p0->color.getY());
q->color.setZ(p0->color.getZ());
//q->color = p0->color;
}
if (c->texture_2d_enabled) {

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@ -46,10 +46,10 @@ void tglGetFloatv(int pname, float *v) {
mnr++;
case TGL_MODELVIEW_MATRIX: {
for (i = 0; i < 4; i++) {
*v++ = c->matrix_stack_ptr[mnr]->get(0,i);
*v++ = c->matrix_stack_ptr[mnr]->get(1,i);
*v++ = c->matrix_stack_ptr[mnr]->get(2,i);
*v++ = c->matrix_stack_ptr[mnr]->get(3,i);
*v++ = c->matrix_stack_ptr[mnr]->get(i,0);
*v++ = c->matrix_stack_ptr[mnr]->get(i,1);
*v++ = c->matrix_stack_ptr[mnr]->get(i,2);
*v++ = c->matrix_stack_ptr[mnr]->get(i,3);
}
}
break;

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@ -240,8 +240,8 @@ void gl_shade_vertex(GLContext *c, GLVertex *v) {
vcoord = v->ec.toVector3();
vcoord.normalize();
s.setX(d.getX() - vcoord.getX());
s.setY(d.getX() - vcoord.getX());
s.setZ(d.getX() - vcoord.getX());
s.setY(d.getY() - vcoord.getX());
s.setZ(d.getZ() - vcoord.getX());
//NOTE: this operation is rather suspicious, this code should be tested.
} else {
s = d;

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@ -69,7 +69,7 @@ void glopMultMatrix(GLContext *c, GLParam *p) {
q += 4;
}
*c->matrix_stack_ptr[c->matrix_mode] = (*c->matrix_stack_ptr[c->matrix_mode]) * m; // NOTE: verify this, I'm not 100% sure.
*c->matrix_stack_ptr[c->matrix_mode] = (*c->matrix_stack_ptr[c->matrix_mode]) * m;
gl_matrix_update(c);
}
@ -171,29 +171,28 @@ void glopRotate(GLContext *c, GLParam *p) {
}
void glopScale(GLContext *c, GLParam *p) {
Matrix4 *m;
float x = p[1].f, y = p[2].f, z = p[3].f;
m = c->matrix_stack_ptr[c->matrix_mode];
Matrix4 m = Matrix4::identity();
m.set(0,0,x);
m.set(1,1,y);
m.set(2,2,z);
*c->matrix_stack_ptr[c->matrix_mode] = (*c->matrix_stack_ptr[c->matrix_mode]) * m;
for(int i = 0; i < 4; i++) {
m->set(0,i, m->get(0,i) * x);
m->set(1,i, m->get(1,i) * y);
m->set(2,i, m->get(2,i) * z);
}
gl_matrix_update(c);
}
void glopTranslate(GLContext *c, GLParam *p) {
Matrix4 *m;
Matrix4 m = Matrix4::identity();
float x = p[1].f, y = p[2].f, z = p[3].f;
m = c->matrix_stack_ptr[c->matrix_mode];
m.set(3,0,x);
m.set(3,1,y);
m.set(3,2,z);
m->set(3,0, m->get(0,0) * x + m->get(1,0) * y + m->get(2,0) * z + m->get(3,0));
m->set(3,1, m->get(0,1) * x + m->get(1,1) * y + m->get(2,1) * z + m->get(3,1));
m->set(3,2, m->get(0,2) * x + m->get(1,2) * y + m->get(2,2) * z + m->get(3,2));
m->set(3,3, m->get(0,3) * x + m->get(1,3) * y + m->get(2,3) * z + m->get(3,3));
*c->matrix_stack_ptr[c->matrix_mode] = (*c->matrix_stack_ptr[c->matrix_mode]) * m;
gl_matrix_update(c);
}
@ -216,9 +215,9 @@ void glopFrustum(GLContext *c, GLParam *p) {
D = (float)(-(2.0 * farp * nearp) / (farp - nearp));
m.set(0,0, x); m.set(1,0, 0); m.set(2,0, A); m.set(3,0, 0);
m.set(0,1, x); m.set(1,1, y); m.set(2,1, B); m.set(3,1, 0);
m.set(0,2, x); m.set(1,2, 0); m.set(2,2, C); m.set(3,2, D);
m.set(0,3, x); m.set(1,3, 0); m.set(2,3, -1); m.set(3,3, 0);
m.set(0,1, 0); m.set(1,1, y); m.set(2,1, B); m.set(3,1, 0);
m.set(0,2, 0); m.set(1,2, 0); m.set(2,2, C); m.set(3,2, D);
m.set(0,3, 0); m.set(1,3, 0); m.set(2,3, -1); m.set(3,3, 0);
*c->matrix_stack_ptr[c->matrix_mode] = (*c->matrix_stack_ptr[c->matrix_mode]) * m;

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@ -69,7 +69,7 @@ void glopBegin(GLContext *c, GLParam *p) {
c->matrix_model_projection = (*c->matrix_stack_ptr[1]) * (*c->matrix_stack_ptr[0]);
// test to accelerate computation
c->matrix_model_projection_no_w_transform = 0;
if (c->matrix_model_projection.get(3,0) == 0.0 && c->matrix_model_projection.get(3,1) == 0.0 && c->matrix_model_projection.get(3,2) == 0.0)
if (c->matrix_model_projection.get(0,3) == 0.0 && c->matrix_model_projection.get(1,3) == 0.0 && c->matrix_model_projection.get(2,3) == 0.0)
c->matrix_model_projection_no_w_transform = 1;
}
@ -124,7 +124,7 @@ static inline void gl_vertex_transform(GLContext *c, GLVertex *v) {
// eye coordinates needed for lighting
m = c->matrix_stack_ptr[0];
v->ec = m->transform(v->coord);
v->ec = m->transform3x4(v->coord);
// projection coordinates
m = c->matrix_stack_ptr[1];
@ -143,7 +143,7 @@ static inline void gl_vertex_transform(GLContext *c, GLVertex *v) {
// NOTE: W = 1 is assumed
m = &c->matrix_model_projection;
v->pc = m->transform(v->coord);
v->pc = m->transform3x4(v->coord);
if (c->matrix_model_projection_no_w_transform) {
v->pc.setW(m->get(3,3));
}

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@ -7,7 +7,6 @@ namespace TinyGL {
// Inversion of a general nxn matrix.
// Note : m is destroyed
int Matrix_Inv(float *r, float *m, int n) {
int k;
float max, tmp, t;
@ -64,6 +63,87 @@ int Matrix_Inv(float *r, float *m, int n) {
return 0;
}
/*
// inversion of a 4x4 matrix
void gl_M4_Inv(M4 *a, const M4 *b) {
M4 tmp;
memcpy(&tmp, b, 16 * sizeof(float));
//tmp = *b
Matrix_Inv(&a->m[0][0], &tmp.m[0][0], 4);
}
void gl_M4_Rotate(M4 *a, float t, int u) {
float s, c;
int v, w;
if ((v = u + 1) > 2)
v = 0;
if ((w = v + 1) > 2)
w = 0;
s = sin(t);
c = cos(t);
gl_M4_Id(a);
a->m[v][v] = c;
a->m[v][w] = -s;
a->m[w][v] = s;
a->m[w][w] = c;
}
/*
// inverse of a 3x3 matrix
void gl_M3_Inv(M3 *a, const M3 *m) {
float det;
det = m->m[0][0] * m->m[1][1] * m->m[2][2] - m->m[0][0] * m->m[1][2] * m->m[2][1] -
m->m[1][0] * m->m[0][1] * m->m[2][2] + m->m[1][0] * m->m[0][2] * m->m[2][1] +
m->m[2][0] * m->m[0][1] * m->m[1][2] - m->m[2][0] * m->m[0][2] * m->m[1][1];
a->m[0][0] = (m->m[1][1] * m->m[2][2] - m->m[1][2] * m->m[2][1]) / det;
a->m[0][1] = -(m->m[0][1] * m->m[2][2] - m->m[0][2] * m->m[2][1]) / det;
a->m[0][2] = -(-m->m[0][1] * m->m[1][2] + m->m[0][2] * m->m[1][1]) / det;
a->m[1][0] = -(m->m[1][0] * m->m[2][2] - m->m[1][2] * m->m[2][0]) / det;
a->m[1][1] = (m->m[0][0] * m->m[2][2] - m->m[0][2] * m->m[2][0]) / det;
a->m[1][2] = -(m->m[0][0] * m->m[1][2] - m->m[0][2] * m->m[1][0]) / det;
a->m[2][0] = (m->m[1][0] * m->m[2][1] - m->m[1][1] * m->m[2][0]) / det;
a->m[2][1] = -(m->m[0][0] * m->m[2][1] - m->m[0][1] * m->m[2][0]) / det;
a->m[2][2] = (m->m[0][0] * m->m[1][1] - m->m[0][1] * m->m[1][0]) / det;
}
*/
// vector arithmetic
/*
int gl_V3_Norm(V3 *a) {
float n;
n = sqrt(a->X * a->X + a->Y * a->Y + a->Z * a->Z);
if (n == 0)
return 1;
a->X /= n;
a->Y /= n;
a->Z /= n;
return 0;
}
V3 gl_V3_New(float x, float y, float z) {
V3 a;
a.X = x;
a.Y = y;
a.Z = z;
return a;
}
V4 gl_V4_New(float x, float y, float z, float w) {
V4 a;
a.X = x;
a.Y = y;
a.Z = z;
a.W = w;
return a;
}
*/
Vector3::Vector3() {
// Empty constructor, no overhead
}
@ -175,55 +255,9 @@ Matrix4 Matrix4::inverseOrtho() const {
}
Matrix4 Matrix4::inverse() const {
Matrix4 source(*this);
int k;
float max, tmp, t;
// identitée dans r
Matrix4 result = identity();
for (int j = 0; j < 4; j++) {
max = source.get(j,j);
k = j;
for (int i = j + 1; i < 4; i++) {
if (fabs(source.get(i,j)) > fabs(max)) {
k = i;
max = source.get(i,j);
}
}
// non intersible matrix
if (max == 0)
return result;
if (k != j) {
for (int i = 0; i < 4; i++) {
tmp = source.get(j,i);
source.set(j,i, source.get(k,i));
source.set(k,i, tmp);
tmp = result.get(j,i);
result.set(j,i, source.get(k,i));
result.set(k,i,tmp);
}
}
max = 1 / max;
for (int i = 0; i < 4; i++) {
source.set(j,i, max * source.get(j,i));
result.set(j,i, max * result.get(j,i));
}
for (int l = 0; l < 4; l++) {
if (l != j) {
t = source.get(l,j);
for (int i = 0; i < 4; i++) {
source.set(l,i, source.get(l,i) - t * source.get(j,i));
result.set(l,i, result.get(l,i) - t * result.get(j,i));
}
}
}
}
Matrix4 result;
Matrix4 source = *this;
Matrix_Inv((float*)result._m,(float*)source._m,4);
return result;
}
@ -248,27 +282,36 @@ Matrix4 Matrix4::rotation(float t, int u) {
Vector3 Matrix4::transform(const Vector3 &vector) const {
return Vector3(
vector.getX() * get(0,0) + vector.getY() * get(0,1) + vector.getZ() * get(0,2) + get(0,3),
vector.getX() * get(1,0) + vector.getY() * get(1,1) + vector.getZ() * get(1,2) + get(1,3),
vector.getX() * get(2,0) + vector.getY() * get(2,1) + vector.getZ() * get(2,2) + get(2,3));
vector.getX() * get(0,0) + vector.getY() * get(1,0) + vector.getZ() * get(2,0) + get(3,0),
vector.getX() * get(0,1) + vector.getY() * get(1,1) + vector.getZ() * get(2,1) + get(3,1),
vector.getX() * get(0,2) + vector.getY() * get(1,2) + vector.getZ() * get(2,2) + get(3,2));
}
Vector3 Matrix4::transform3x3(const Vector3 &vector) const {
return Vector3(
vector.getX() * get(0,0) + vector.getY() * get(0,1) + vector.getZ() * get(0,2),
vector.getX() * get(1,0) + vector.getY() * get(1,1) + vector.getZ() * get(1,2),
vector.getX() * get(2,0) + vector.getY() * get(2,1) + vector.getZ() * get(2,2));
vector.getX() * get(0,0) + vector.getY() * get(1,0) + vector.getZ() * get(2,0),
vector.getX() * get(0,1) + vector.getY() * get(1,1) + vector.getZ() * get(2,1),
vector.getX() * get(0,2) + vector.getY() * get(1,2) + vector.getZ() * get(2,2));
}
TinyGL::Vector4 Matrix4::transform3x4( const Vector4 &vector ) const {
return Vector4(
vector.getX() * get(0,0) + vector.getY() * get(1,0) + vector.getZ() * get(2,0) + get(3,0),
vector.getX() * get(0,1) + vector.getY() * get(1,1) + vector.getZ() * get(2,1) + get(3,1),
vector.getX() * get(0,2) + vector.getY() * get(1,2) + vector.getZ() * get(2,2) + get(3,2),
vector.getX() * get(0,3) + vector.getY() * get(1,3) + vector.getZ() * get(2,3) + get(3,3));
}
Vector4 Matrix4::transform(const Vector4 &vector) const {
return Vector4(
vector.getX() * get(0,0) + vector.getY() * get(0,1) + vector.getZ() * get(0,2) + vector.getW() * get(0,3),
vector.getX() * get(1,0) + vector.getY() * get(1,1) + vector.getZ() * get(1,2) + vector.getW() * get(1,3),
vector.getX() * get(2,0) + vector.getY() * get(2,1) + vector.getZ() * get(2,2) + vector.getW() * get(2,3),
vector.getX() * get(3,0) + vector.getY() * get(3,1) + vector.getZ() * get(3,2) + vector.getW() * get(3,3));
vector.getX() * get(0,0) + vector.getY() * get(1,0) + vector.getZ() * get(2,0) + vector.getW() * get(3,0),
vector.getX() * get(0,1) + vector.getY() * get(1,1) + vector.getZ() * get(2,1) + vector.getW() * get(3,1),
vector.getX() * get(0,2) + vector.getY() * get(1,2) + vector.getZ() * get(2,2) + vector.getW() * get(3,2),
vector.getX() * get(0,3) + vector.getY() * get(1,3) + vector.getZ() * get(2,3) + vector.getW() * get(3,3));
}
bool Matrix4::IsIdentity() const {
//NOTE: This might need to be implemented in a fault-tolerant way.
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (i == j) {

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@ -239,6 +239,7 @@ public:
Vector3 transform(const Vector3 &vector) const;
Vector3 transform3x3(const Vector3 &vector) const; // Transform the vector as if this were a 3x3 matrix.
Vector4 transform3x4(const Vector4 &vector) const; // Transform the vector as if this were a 3x4 matrix.
Vector4 transform(const Vector4 &vector) const;
private:
float _m[4][4];