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https://github.com/libretro/scummvm.git
synced 2025-05-13 17:46:22 +00:00
TINYGL: Fixed a few mistakes during the refactoring.
This commit is contained in:
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c1040a9cdf
commit
b7853b48f8
@ -198,9 +198,14 @@ float(*clip_proc[6])(Vector4 *, Vector4 *, Vector4 *) = {
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static inline void updateTmp(GLContext *c, GLVertex *q,
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GLVertex *p0, GLVertex *p1, float t) {
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if (c->current_shade_model == TGL_SMOOTH) {
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float a = q->color.getW();
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q->color = p0->color + (p1->color - p0->color) * t;
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q->color.setW(a);
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} else {
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q->color = p0->color;
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q->color.setX(p0->color.getX());
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q->color.setY(p0->color.getY());
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q->color.setZ(p0->color.getZ());
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//q->color = p0->color;
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}
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if (c->texture_2d_enabled) {
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@ -46,10 +46,10 @@ void tglGetFloatv(int pname, float *v) {
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mnr++;
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case TGL_MODELVIEW_MATRIX: {
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for (i = 0; i < 4; i++) {
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*v++ = c->matrix_stack_ptr[mnr]->get(0,i);
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*v++ = c->matrix_stack_ptr[mnr]->get(1,i);
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*v++ = c->matrix_stack_ptr[mnr]->get(2,i);
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*v++ = c->matrix_stack_ptr[mnr]->get(3,i);
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*v++ = c->matrix_stack_ptr[mnr]->get(i,0);
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*v++ = c->matrix_stack_ptr[mnr]->get(i,1);
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*v++ = c->matrix_stack_ptr[mnr]->get(i,2);
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*v++ = c->matrix_stack_ptr[mnr]->get(i,3);
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}
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}
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break;
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@ -240,8 +240,8 @@ void gl_shade_vertex(GLContext *c, GLVertex *v) {
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vcoord = v->ec.toVector3();
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vcoord.normalize();
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s.setX(d.getX() - vcoord.getX());
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s.setY(d.getX() - vcoord.getX());
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s.setZ(d.getX() - vcoord.getX());
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s.setY(d.getY() - vcoord.getX());
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s.setZ(d.getZ() - vcoord.getX());
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//NOTE: this operation is rather suspicious, this code should be tested.
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} else {
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s = d;
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@ -69,7 +69,7 @@ void glopMultMatrix(GLContext *c, GLParam *p) {
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q += 4;
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}
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*c->matrix_stack_ptr[c->matrix_mode] = (*c->matrix_stack_ptr[c->matrix_mode]) * m; // NOTE: verify this, I'm not 100% sure.
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*c->matrix_stack_ptr[c->matrix_mode] = (*c->matrix_stack_ptr[c->matrix_mode]) * m;
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gl_matrix_update(c);
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}
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@ -171,29 +171,28 @@ void glopRotate(GLContext *c, GLParam *p) {
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}
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void glopScale(GLContext *c, GLParam *p) {
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Matrix4 *m;
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float x = p[1].f, y = p[2].f, z = p[3].f;
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m = c->matrix_stack_ptr[c->matrix_mode];
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Matrix4 m = Matrix4::identity();
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m.set(0,0,x);
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m.set(1,1,y);
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m.set(2,2,z);
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*c->matrix_stack_ptr[c->matrix_mode] = (*c->matrix_stack_ptr[c->matrix_mode]) * m;
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for(int i = 0; i < 4; i++) {
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m->set(0,i, m->get(0,i) * x);
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m->set(1,i, m->get(1,i) * y);
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m->set(2,i, m->get(2,i) * z);
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}
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gl_matrix_update(c);
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}
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void glopTranslate(GLContext *c, GLParam *p) {
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Matrix4 *m;
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Matrix4 m = Matrix4::identity();
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float x = p[1].f, y = p[2].f, z = p[3].f;
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m = c->matrix_stack_ptr[c->matrix_mode];
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m.set(3,0,x);
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m.set(3,1,y);
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m.set(3,2,z);
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m->set(3,0, m->get(0,0) * x + m->get(1,0) * y + m->get(2,0) * z + m->get(3,0));
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m->set(3,1, m->get(0,1) * x + m->get(1,1) * y + m->get(2,1) * z + m->get(3,1));
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m->set(3,2, m->get(0,2) * x + m->get(1,2) * y + m->get(2,2) * z + m->get(3,2));
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m->set(3,3, m->get(0,3) * x + m->get(1,3) * y + m->get(2,3) * z + m->get(3,3));
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*c->matrix_stack_ptr[c->matrix_mode] = (*c->matrix_stack_ptr[c->matrix_mode]) * m;
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gl_matrix_update(c);
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}
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@ -216,9 +215,9 @@ void glopFrustum(GLContext *c, GLParam *p) {
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D = (float)(-(2.0 * farp * nearp) / (farp - nearp));
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m.set(0,0, x); m.set(1,0, 0); m.set(2,0, A); m.set(3,0, 0);
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m.set(0,1, x); m.set(1,1, y); m.set(2,1, B); m.set(3,1, 0);
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m.set(0,2, x); m.set(1,2, 0); m.set(2,2, C); m.set(3,2, D);
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m.set(0,3, x); m.set(1,3, 0); m.set(2,3, -1); m.set(3,3, 0);
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m.set(0,1, 0); m.set(1,1, y); m.set(2,1, B); m.set(3,1, 0);
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m.set(0,2, 0); m.set(1,2, 0); m.set(2,2, C); m.set(3,2, D);
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m.set(0,3, 0); m.set(1,3, 0); m.set(2,3, -1); m.set(3,3, 0);
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*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) {
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c->matrix_model_projection = (*c->matrix_stack_ptr[1]) * (*c->matrix_stack_ptr[0]);
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// test to accelerate computation
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c->matrix_model_projection_no_w_transform = 0;
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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)
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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)
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c->matrix_model_projection_no_w_transform = 1;
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}
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@ -124,7 +124,7 @@ static inline void gl_vertex_transform(GLContext *c, GLVertex *v) {
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// eye coordinates needed for lighting
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m = c->matrix_stack_ptr[0];
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v->ec = m->transform(v->coord);
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v->ec = m->transform3x4(v->coord);
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// projection coordinates
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m = c->matrix_stack_ptr[1];
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@ -143,7 +143,7 @@ static inline void gl_vertex_transform(GLContext *c, GLVertex *v) {
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// NOTE: W = 1 is assumed
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m = &c->matrix_model_projection;
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v->pc = m->transform(v->coord);
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v->pc = m->transform3x4(v->coord);
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if (c->matrix_model_projection_no_w_transform) {
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v->pc.setW(m->get(3,3));
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}
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@ -7,7 +7,6 @@ namespace TinyGL {
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// Inversion of a general nxn matrix.
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// Note : m is destroyed
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int Matrix_Inv(float *r, float *m, int n) {
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int k;
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float max, tmp, t;
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@ -64,6 +63,87 @@ int Matrix_Inv(float *r, float *m, int n) {
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return 0;
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}
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/*
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// inversion of a 4x4 matrix
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void gl_M4_Inv(M4 *a, const M4 *b) {
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M4 tmp;
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memcpy(&tmp, b, 16 * sizeof(float));
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//tmp = *b
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Matrix_Inv(&a->m[0][0], &tmp.m[0][0], 4);
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}
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void gl_M4_Rotate(M4 *a, float t, int u) {
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float s, c;
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int v, w;
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if ((v = u + 1) > 2)
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v = 0;
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if ((w = v + 1) > 2)
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w = 0;
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s = sin(t);
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c = cos(t);
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gl_M4_Id(a);
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a->m[v][v] = c;
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a->m[v][w] = -s;
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a->m[w][v] = s;
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a->m[w][w] = c;
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}
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/*
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// inverse of a 3x3 matrix
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void gl_M3_Inv(M3 *a, const M3 *m) {
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float det;
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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] -
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m->m[1][0] * m->m[0][1] * m->m[2][2] + m->m[1][0] * m->m[0][2] * m->m[2][1] +
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m->m[2][0] * m->m[0][1] * m->m[1][2] - m->m[2][0] * m->m[0][2] * m->m[1][1];
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a->m[0][0] = (m->m[1][1] * m->m[2][2] - m->m[1][2] * m->m[2][1]) / det;
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a->m[0][1] = -(m->m[0][1] * m->m[2][2] - m->m[0][2] * m->m[2][1]) / det;
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a->m[0][2] = -(-m->m[0][1] * m->m[1][2] + m->m[0][2] * m->m[1][1]) / det;
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a->m[1][0] = -(m->m[1][0] * m->m[2][2] - m->m[1][2] * m->m[2][0]) / det;
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a->m[1][1] = (m->m[0][0] * m->m[2][2] - m->m[0][2] * m->m[2][0]) / det;
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a->m[1][2] = -(m->m[0][0] * m->m[1][2] - m->m[0][2] * m->m[1][0]) / det;
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a->m[2][0] = (m->m[1][0] * m->m[2][1] - m->m[1][1] * m->m[2][0]) / det;
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a->m[2][1] = -(m->m[0][0] * m->m[2][1] - m->m[0][1] * m->m[2][0]) / det;
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a->m[2][2] = (m->m[0][0] * m->m[1][1] - m->m[0][1] * m->m[1][0]) / det;
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}
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*/
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// vector arithmetic
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/*
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int gl_V3_Norm(V3 *a) {
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float n;
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n = sqrt(a->X * a->X + a->Y * a->Y + a->Z * a->Z);
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if (n == 0)
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return 1;
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a->X /= n;
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a->Y /= n;
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a->Z /= n;
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return 0;
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}
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V3 gl_V3_New(float x, float y, float z) {
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V3 a;
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a.X = x;
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a.Y = y;
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a.Z = z;
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return a;
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}
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V4 gl_V4_New(float x, float y, float z, float w) {
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V4 a;
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a.X = x;
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a.Y = y;
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a.Z = z;
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a.W = w;
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return a;
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}
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*/
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Vector3::Vector3() {
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// Empty constructor, no overhead
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}
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@ -175,55 +255,9 @@ Matrix4 Matrix4::inverseOrtho() const {
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}
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Matrix4 Matrix4::inverse() const {
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Matrix4 source(*this);
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int k;
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float max, tmp, t;
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// identitée dans r
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Matrix4 result = identity();
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for (int j = 0; j < 4; j++) {
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max = source.get(j,j);
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k = j;
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for (int i = j + 1; i < 4; i++) {
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if (fabs(source.get(i,j)) > fabs(max)) {
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k = i;
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max = source.get(i,j);
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}
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}
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// non intersible matrix
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if (max == 0)
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return result;
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if (k != j) {
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for (int i = 0; i < 4; i++) {
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tmp = source.get(j,i);
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source.set(j,i, source.get(k,i));
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source.set(k,i, tmp);
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tmp = result.get(j,i);
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result.set(j,i, source.get(k,i));
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result.set(k,i,tmp);
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}
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}
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max = 1 / max;
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for (int i = 0; i < 4; i++) {
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source.set(j,i, max * source.get(j,i));
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result.set(j,i, max * result.get(j,i));
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}
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for (int l = 0; l < 4; l++) {
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if (l != j) {
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t = source.get(l,j);
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for (int i = 0; i < 4; i++) {
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source.set(l,i, source.get(l,i) - t * source.get(j,i));
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result.set(l,i, result.get(l,i) - t * result.get(j,i));
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}
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}
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}
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}
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Matrix4 result;
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Matrix4 source = *this;
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Matrix_Inv((float*)result._m,(float*)source._m,4);
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return result;
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}
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@ -248,27 +282,36 @@ Matrix4 Matrix4::rotation(float t, int u) {
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Vector3 Matrix4::transform(const Vector3 &vector) const {
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return Vector3(
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vector.getX() * get(0,0) + vector.getY() * get(0,1) + vector.getZ() * get(0,2) + get(0,3),
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vector.getX() * get(1,0) + vector.getY() * get(1,1) + vector.getZ() * get(1,2) + get(1,3),
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vector.getX() * get(2,0) + vector.getY() * get(2,1) + vector.getZ() * get(2,2) + get(2,3));
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vector.getX() * get(0,0) + vector.getY() * get(1,0) + vector.getZ() * get(2,0) + get(3,0),
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vector.getX() * get(0,1) + vector.getY() * get(1,1) + vector.getZ() * get(2,1) + get(3,1),
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vector.getX() * get(0,2) + vector.getY() * get(1,2) + vector.getZ() * get(2,2) + get(3,2));
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}
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Vector3 Matrix4::transform3x3(const Vector3 &vector) const {
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return Vector3(
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vector.getX() * get(0,0) + vector.getY() * get(0,1) + vector.getZ() * get(0,2),
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vector.getX() * get(1,0) + vector.getY() * get(1,1) + vector.getZ() * get(1,2),
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vector.getX() * get(2,0) + vector.getY() * get(2,1) + vector.getZ() * get(2,2));
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vector.getX() * get(0,0) + vector.getY() * get(1,0) + vector.getZ() * get(2,0),
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vector.getX() * get(0,1) + vector.getY() * get(1,1) + vector.getZ() * get(2,1),
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vector.getX() * get(0,2) + vector.getY() * get(1,2) + vector.getZ() * get(2,2));
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}
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TinyGL::Vector4 Matrix4::transform3x4( const Vector4 &vector ) const {
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return Vector4(
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vector.getX() * get(0,0) + vector.getY() * get(1,0) + vector.getZ() * get(2,0) + get(3,0),
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vector.getX() * get(0,1) + vector.getY() * get(1,1) + vector.getZ() * get(2,1) + get(3,1),
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vector.getX() * get(0,2) + vector.getY() * get(1,2) + vector.getZ() * get(2,2) + get(3,2),
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vector.getX() * get(0,3) + vector.getY() * get(1,3) + vector.getZ() * get(2,3) + get(3,3));
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}
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Vector4 Matrix4::transform(const Vector4 &vector) const {
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return Vector4(
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vector.getX() * get(0,0) + vector.getY() * get(0,1) + vector.getZ() * get(0,2) + vector.getW() * get(0,3),
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vector.getX() * get(1,0) + vector.getY() * get(1,1) + vector.getZ() * get(1,2) + vector.getW() * get(1,3),
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vector.getX() * get(2,0) + vector.getY() * get(2,1) + vector.getZ() * get(2,2) + vector.getW() * get(2,3),
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vector.getX() * get(3,0) + vector.getY() * get(3,1) + vector.getZ() * get(3,2) + vector.getW() * get(3,3));
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vector.getX() * get(0,0) + vector.getY() * get(1,0) + vector.getZ() * get(2,0) + vector.getW() * get(3,0),
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vector.getX() * get(0,1) + vector.getY() * get(1,1) + vector.getZ() * get(2,1) + vector.getW() * get(3,1),
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vector.getX() * get(0,2) + vector.getY() * get(1,2) + vector.getZ() * get(2,2) + vector.getW() * get(3,2),
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vector.getX() * get(0,3) + vector.getY() * get(1,3) + vector.getZ() * get(2,3) + vector.getW() * get(3,3));
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}
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bool Matrix4::IsIdentity() const {
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//NOTE: This might need to be implemented in a fault-tolerant way.
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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if (i == j) {
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@ -239,6 +239,7 @@ public:
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Vector3 transform(const Vector3 &vector) const;
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Vector3 transform3x3(const Vector3 &vector) const; // Transform the vector as if this were a 3x3 matrix.
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Vector4 transform3x4(const Vector4 &vector) const; // Transform the vector as if this were a 3x4 matrix.
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Vector4 transform(const Vector4 &vector) const;
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private:
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float _m[4][4];
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