#include "common/scummsys.h" #include "graphics/tinygl/zmath.h" namespace TinyGL { // Inversion of a 4x4 matrix. // It's not just unrolling, this is a different implementation that directly // uses the formula whereas the previous one is using another method (which is generic and thus, slower) int MatrixInverse(float *m) { double inv[16]; inv[0] = m[5] * m[10] * m[15] - m[5] * m[11] * m[14] - m[9] * m[6] * m[15] + m[9] * m[7] * m[14] + m[13] * m[6] * m[11] - m[13] * m[7] * m[10]; inv[4] = -m[4] * m[10] * m[15] + m[4] * m[11] * m[14] + m[8] * m[6] * m[15] - m[8] * m[7] * m[14] - m[12] * m[6] * m[11] + m[12] * m[7] * m[10]; inv[8] = m[4] * m[9] * m[15] - m[4] * m[11] * m[13] - m[8] * m[5] * m[15] + m[8] * m[7] * m[13] + m[12] * m[5] * m[11] - m[12] * m[7] * m[9]; inv[12] = -m[4] * m[9] * m[14] + m[4] * m[10] * m[13] + m[8] * m[5] * m[14] - m[8] * m[6] * m[13] - m[12] * m[5] * m[10] + m[12] * m[6] * m[9]; inv[1] = -m[1] * m[10] * m[15] + m[1] * m[11] * m[14] + m[9] * m[2] * m[15] - m[9] * m[3] * m[14] - m[13] * m[2] * m[11] + m[13] * m[3] * m[10]; inv[5] = m[0] * m[10] * m[15] - m[0] * m[11] * m[14] - m[8] * m[2] * m[15] + m[8] * m[3] * m[14] + m[12] * m[2] * m[11] - m[12] * m[3] * m[10]; inv[9] = -m[0] * m[9] * m[15] + m[0] * m[11] * m[13] + m[8] * m[1] * m[15] - m[8] * m[3] * m[13] - m[12] * m[1] * m[11] + m[12] * m[3] * m[9]; inv[13] = m[0] * m[9] * m[14] - m[0] * m[10] * m[13] - m[8] * m[1] * m[14] + m[8] * m[2] * m[13] + m[12] * m[1] * m[10] - m[12] * m[2] * m[9]; inv[2] = m[1] * m[6] * m[15] - m[1] * m[7] * m[14] - m[5] * m[2] * m[15] + m[5] * m[3] * m[14] + m[13] * m[2] * m[7] - m[13] * m[3] * m[6]; inv[6] = -m[0] * m[6] * m[15] + m[0] * m[7] * m[14] + m[4] * m[2] * m[15] - m[4] * m[3] * m[14] - m[12] * m[2] * m[7] + m[12] * m[3] * m[6]; inv[10] = m[0] * m[5] * m[15] - m[0] * m[7] * m[13] - m[4] * m[1] * m[15] + m[4] * m[3] * m[13] + m[12] * m[1] * m[7] - m[12] * m[3] * m[5]; inv[14] = -m[0] * m[5] * m[14] + m[0] * m[6] * m[13] + m[4] * m[1] * m[14] - m[4] * m[2] * m[13] - m[12] * m[1] * m[6] + m[12] * m[2] * m[5]; inv[3] = -m[1] * m[6] * m[11] + m[1] * m[7] * m[10] + m[5] * m[2] * m[11] - m[5] * m[3] * m[10] - m[9] * m[2] * m[7] + m[9] * m[3] * m[6]; inv[7] = m[0] * m[6] * m[11] - m[0] * m[7] * m[10] - m[4] * m[2] * m[11] + m[4] * m[3] * m[10] + m[8] * m[2] * m[7] - m[8] * m[3] * m[6]; inv[11] = -m[0] * m[5] * m[11] + m[0] * m[7] * m[9] + m[4] * m[1] * m[11] - m[4] * m[3] * m[9] - m[8] * m[1] * m[7] + m[8] * m[3] * m[5]; inv[15] = m[0] * m[5] * m[10] - m[0] * m[6] * m[9] - m[4] * m[1] * m[10] + m[4] * m[2] * m[9] + m[8] * m[1] * m[6] - m[8] * m[2] * m[5]; double det = m[0] * inv[0] + m[1] * inv[4] + m[2] * inv[8] + m[3] * inv[12]; if (det == 0) return false; det = 1.0 / det; for (int i = 0; i < 16; i++) { m[i] = inv[i] * det; } return true; } void Vector3::normalize() { float n = sqrt(X * X + Y * Y + Z * Z); if (n != 0) { X /= n; Y /= n; Z /= n; } } Vector4::Vector4(const Vector3 &vec, float w) { X = vec.X; Y = vec.Y; Z = vec.Z; W = w; } void Matrix4::identity() { memset(_m, 0, sizeof(_m)); _m[0][0] = 1.0f; _m[1][1] = 1.0f; _m[2][2] = 1.0f; _m[3][3] = 1.0f; } Matrix4 Matrix4::transpose() const { Matrix4 a; a._m[0][0] = this->_m[0][0]; a._m[0][1] = this->_m[1][0]; a._m[0][2] = this->_m[2][0]; a._m[0][3] = this->_m[3][0]; a._m[1][0] = this->_m[0][1]; a._m[1][1] = this->_m[1][1]; a._m[1][2] = this->_m[2][1]; a._m[1][3] = this->_m[3][1]; a._m[2][0] = this->_m[0][2]; a._m[2][1] = this->_m[1][2]; a._m[2][2] = this->_m[2][2]; a._m[2][3] = this->_m[3][2]; a._m[3][0] = this->_m[0][3]; a._m[3][1] = this->_m[1][3]; a._m[3][2] = this->_m[2][3]; a._m[3][3] = this->_m[3][3]; return a; } void Matrix4::transpose() { Matrix4 tmp = *this; this->_m[0][0] = tmp._m[0][0]; this->_m[0][1] = tmp._m[1][0]; this->_m[0][2] = tmp._m[2][0]; this->_m[0][3] = tmp._m[3][0]; this->_m[1][0] = tmp._m[0][1]; this->_m[1][1] = tmp._m[1][1]; this->_m[1][2] = tmp._m[2][1]; this->_m[1][3] = tmp._m[3][1]; this->_m[2][0] = tmp._m[0][2]; this->_m[2][1] = tmp._m[1][2]; this->_m[2][2] = tmp._m[2][2]; this->_m[2][3] = tmp._m[3][2]; this->_m[3][0] = tmp._m[0][3]; this->_m[3][1] = tmp._m[1][3]; this->_m[3][2] = tmp._m[2][3]; this->_m[3][3] = tmp._m[3][3]; } Matrix4 Matrix4::inverseOrtho() const { Matrix4 a; for (int i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) { a._m[i][j] = this->_m[j][i]; } } a._m[3][0] = 0.0f; a._m[3][1] = 0.0f; a._m[3][2] = 0.0f; a._m[3][3] = 1.0f; for (int i = 0; i < 3; i++) { float s = 0; for (int j = 0; j < 3; j++) { s -= this->_m[j][i] * this->_m[j][3]; } a._m[i][3] = s; } return a; } Matrix4 Matrix4::inverse() const { Matrix4 result = *this; MatrixInverse((float *)result._m); return result; } void Matrix4::rotation(float t, int u) { float s, c; int v, w; identity(); if ((v = u + 1) > 2) v = 0; if ((w = v + 1) > 2) w = 0; s = sin(t); c = cos(t); _m[v][v] = c; _m[v][w] = -s; _m[w][v] = s; _m[w][w] = c; } 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) { if (_m[i][j] != 1.0) { return false; } } else if (_m[i][j] != 0.0) { return false; } } } return true; } void Matrix4::invert() { MatrixInverse((float *)this->_m); } Matrix4 Matrix4::frustum(float left, float right, float bottom, float top, float nearp, float farp) { float x, y, A, B, C, D; x = (float)((2.0 * nearp) / (right - left)); y = (float)((2.0 * nearp) / (top - bottom)); A = (right + left) / (right - left); B = (top + bottom) / (top - bottom); C = -(farp + nearp) / (farp - nearp); D = (float)(-(2.0 * farp * nearp) / (farp - nearp)); Matrix4 m; m._m[0][0] = x; m._m[0][1] = 0; m._m[0][2] = A; m._m[0][3] = 0; m._m[1][0] = 0; m._m[1][1] = y; m._m[1][2] = B; m._m[1][3] = 0; m._m[2][0] = 0; m._m[2][1] = 0; m._m[2][2] = C; m._m[2][3] = D; m._m[3][0] = 0; m._m[3][1] = 0; m._m[3][2] = -1; m._m[3][3] = 0; return m; } void Matrix4::translate(float x, float y, float z) { _m[0][3] += _m[0][0] * x + _m[0][1] * y + _m[0][2] * z; _m[1][3] += _m[1][0] * x + _m[1][1] * y + _m[1][2] * z; _m[2][3] += _m[2][0] * x + _m[2][1] * y + _m[2][2] * z; _m[3][3] += _m[3][0] * x + _m[3][1] * y + _m[3][2] * z; } void Matrix4::scale(float x, float y, float z) { _m[0][0] *= x; _m[0][1] *= y; _m[0][2] *= z; _m[1][0] *= x; _m[1][1] *= y; _m[1][2] *= z; _m[2][0] *= x; _m[2][1] *= y; _m[2][2] *= z; _m[3][0] *= x; _m[3][1] *= y; _m[3][2] *= z; } } // end of namespace TinyGL