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99 lines
2.9 KiB
C++
99 lines
2.9 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "math/glmath.h"
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namespace Math {
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// function based on gluUnProject from Mesa 5.0 glu GPLv2+ licensed sources
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bool gluMathUnProject(Vector3d win, const Matrix4 &mvpMatrix, const Common::Rect &viewport, Vector3d &obj) {
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Matrix4 A;
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Vector4d in, out;
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in.x() = (win.x() - viewport.left) * 2 / viewport.width() - 1.0;
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in.y() = (win.y() - viewport.top) * 2 / viewport.height() - 1.0;
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in.z() = 2 * win.z() - 1.0;
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in.w() = 1.0;
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A = mvpMatrix;
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A.inverse();
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out = A.transform(in);
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if (out.w() == 0.0)
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return false;
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obj.x() = out.x() / out.w();
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obj.y() = out.y() / out.w();
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obj.z() = out.z() / out.w();
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return true;
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}
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// function based on gluPerspective from Mesa 5.0 glu GPLv2+ licensed sources
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Matrix4 makePerspectiveMatrix(double fovy, double aspect, double zNear, double zFar) {
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double xmin, xmax, ymin, ymax;
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ymax = zNear * tan(fovy * M_PI / 360.0);
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ymin = -ymax;
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xmin = ymin * aspect;
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xmax = ymax * aspect;
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return makeFrustumMatrix(xmin, xmax, ymin, ymax, zNear, zFar);
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}
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Matrix4 makeFrustumMatrix(double left, double right, double bottom, double top, double zNear, double zFar) {
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Matrix4 proj;
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proj(0, 0) = (2.0f * zNear) / (right - left);
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proj(1, 1) = (2.0f * zNear) / (top - bottom);
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proj(2, 0) = (right + left) / (right - left);
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proj(2, 1) = (top + bottom) / (top - bottom);
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proj(2, 2) = -(zFar + zNear) / (zFar - zNear);
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proj(2, 3) = -1.0f;
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proj(3, 2) = -(2.0f * zFar * zNear) / (zFar - zNear);
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proj(3, 3) = 0.0f;
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return proj;
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}
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Matrix4 makeLookAtMatrix(const Vector3d &eye, const Vector3d ¢er, const Vector3d &up) {
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Vector3d f = (center - eye).getNormalized();
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Vector3d u = up.getNormalized();
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Vector3d s = Vector3d::crossProduct(f, u).getNormalized();
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u = Vector3d::crossProduct(s, f);
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Math::Matrix4 look;
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look(0, 0) = s.x();
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look(1, 0) = s.y();
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look(2, 0) = s.z();
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look(0, 1) = u.x();
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look(1, 1) = u.y();
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look(2, 1) = u.z();
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look(0, 2) = -f.x();
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look(1, 2) = -f.y();
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look(2, 2) = -f.z();
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look(3, 3) = 1.0;
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return look;
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}
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}
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