mirror of
https://github.com/libretro/scummvm.git
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251 lines
5.9 KiB
C++
251 lines
5.9 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 AUTHORS
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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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/*
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* This file is based on, or a modified version of code from TinyGL (C) 1997-1998 Fabrice Bellard,
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* which is licensed under the zlib-license (see LICENSE).
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* It also has modifications by the ResidualVM-team, which are covered under the GPLv2 (or later).
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*/
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#define FORBIDDEN_SYMBOL_EXCEPTION_fprintf
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#define FORBIDDEN_SYMBOL_EXCEPTION_stderr
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#include "graphics/tinygl/zgl.h"
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namespace TinyGL {
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void gl_print_matrix(const float *m) {
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for (int i = 0; i < 4; i++) {
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fprintf(stderr, "%f %f %f %f\n", m[i], m[4 + i], m[8 + i], m[12 + i]);
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}
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}
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static inline void gl_matrix_update(GLContext *c) {
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c->matrix_model_projection_updated |= (c->matrix_mode <= 1);
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}
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void glopMatrixMode(GLContext *c, GLParam *p) {
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int mode = p[1].i;
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switch (mode) {
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case TGL_MODELVIEW:
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c->matrix_mode = 0;
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break;
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case TGL_PROJECTION:
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c->matrix_mode = 1;
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break;
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case TGL_TEXTURE:
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c->matrix_mode = 2;
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break;
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default:
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assert(0);
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}
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}
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void glopLoadMatrix(GLContext *c, GLParam *p) {
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Matrix4 *m;
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GLParam *q;
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m = c->matrix_stack_ptr[c->matrix_mode];
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q = p + 1;
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for (int i = 0; i < 4; i++) {
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m->_m[0][i] = q[0].f;
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m->_m[1][i] = q[1].f;
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m->_m[2][i] = q[2].f;
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m->_m[3][i] = q[3].f;
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q += 4;
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}
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gl_matrix_update(c);
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}
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void glopLoadIdentity(GLContext *c, GLParam *) {
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c->matrix_stack_ptr[c->matrix_mode]->identity();
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gl_matrix_update(c);
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}
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void glopMultMatrix(GLContext *c, GLParam *p) {
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Matrix4 m;
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GLParam *q;
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q = p + 1;
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for (int i = 0; i < 4; i++) {
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m._m[0][i] = q[0].f;
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m._m[1][i] = q[1].f;
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m._m[2][i] = q[2].f;
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m._m[3][i] = q[3].f;
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q += 4;
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}
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*c->matrix_stack_ptr[c->matrix_mode] *= m;
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gl_matrix_update(c);
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}
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void glopPushMatrix(GLContext *c, GLParam *) {
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int n = c->matrix_mode;
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Matrix4 *m;
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assert((c->matrix_stack_ptr[n] - c->matrix_stack[n] + 1) < c->matrix_stack_depth_max[n]);
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m = ++c->matrix_stack_ptr[n];
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m[0] = m[-1];
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gl_matrix_update(c);
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}
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void glopPopMatrix(GLContext *c, GLParam *) {
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int n = c->matrix_mode;
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assert(c->matrix_stack_ptr[n] > c->matrix_stack[n]);
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c->matrix_stack_ptr[n]--;
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gl_matrix_update(c);
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}
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void glopRotate(GLContext *c, GLParam *p) {
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Matrix4 m;
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float u[3];
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float angle;
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int dir_code;
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angle = (float)(p[1].f * (float)M_PI / 180.0);
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u[0] = p[2].f;
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u[1] = p[3].f;
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u[2] = p[4].f;
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// simple case detection
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dir_code = ((u[0] != 0) << 2) | ((u[1] != 0) << 1) | (u[2] != 0);
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switch (dir_code) {
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case 0:
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m.identity();
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break;
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case 4:
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if (u[0] < 0) angle = -angle;
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m.rotation(angle, 0);
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break;
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case 2:
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if (u[1] < 0) angle = -angle;
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m.rotation(angle, 1);
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break;
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case 1:
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if (u[2] < 0) angle = -angle;
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m.rotation(angle, 2);
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break;
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default: {
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float cost, sint;
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// normalize vector
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float len = u[0] * u[0] + u[1] * u[1] + u[2] * u[2];
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if (len == 0.0f)
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return;
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len = 1.0f / sqrt(len);
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u[0] *= len;
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u[1] *= len;
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u[2] *= len;
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// store cos and sin values
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cost = cos(angle);
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sint = sin(angle);
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// fill in the values
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m._m[3][0] = 0.0f;
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m._m[3][2] = 0.0f;
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m._m[0][3] = 0.0f;
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m._m[1][3] = 0.0f;
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m._m[2][3] = 0.0f;
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m._m[3][3] = 1.0f;
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// do the math
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m._m[0][0] = u[0] * u[0] + cost * (1 - u[0] * u[0]);
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m._m[1][0] = u[0] * u[1] * (1 -cost) - u[2] * sint;
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m._m[2][0] = u[2] * u[0] * (1 -cost) + u[1] * sint;
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m._m[0][1] = u[0] * u[1] * (1 -cost) + u[2] * sint;
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m._m[1][1] = u[1] * u[1] + cost * (1 - u[1] * u[1]);
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m._m[2][1] = u[1] * u[2] * (1 - cost) - u[0] * sint;
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m._m[0][2] = u[2] * u[0] * (1 - cost) - u[1] * sint;
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m._m[1][2] = u[1] * u[2] * (1 - cost) + u[0] * sint;
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m._m[2][2] = u[2] * u[2] + cost * (1 - u[2] * u[2]);
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}
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}
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*c->matrix_stack_ptr[c->matrix_mode] *= m;
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gl_matrix_update(c);
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}
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void glopScale(GLContext *c, GLParam *p) {
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c->matrix_stack_ptr[c->matrix_mode]->scale(p[1].f, p[2].f, p[3].f);
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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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c->matrix_stack_ptr[c->matrix_mode]->translate(p[1].f, p[2].f, p[3].f);
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gl_matrix_update(c);
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}
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void glopFrustum(GLContext *c, GLParam *p) {
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float left = p[1].f;
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float right = p[2].f;
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float bottom = p[3].f;
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float top = p[4].f;
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float nearp = p[5].f;
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float farp = p[6].f;
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Matrix4 m = Matrix4::frustum(left, right, bottom, top, nearp, farp);
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*c->matrix_stack_ptr[c->matrix_mode] *= m;
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gl_matrix_update(c);
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}
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void glopOrtho(GLContext *context, GLParam *p) {
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float *r;
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TinyGL::Matrix4 m;
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float left = p[1].f;
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float right = p[2].f;
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float bottom = p[3].f;
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float top = p[4].f;
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float zNear = p[5].f;
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float zFar = p[6].f;
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float a = 2.0f / (right - left);
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float b = 2.0f / (top - bottom);
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float c = -2.0f / (zFar - zNear);
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float tx = -(right + left) / (right - left);
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float ty = -(top + bottom) / (top - bottom);
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float tz = -(zFar + zNear) / (zFar - zNear);
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r = &m._m[0][0];
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r[0] = a; r[1] = 0; r[2] = 0; r[3] = tx;
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r[4] = 0; r[5] = b; r[6] = 0; r[7] = ty;
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r[8] = 0; r[9] = 0; r[10] = c; r[11] = tz;
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r[12] = 0; r[13] = 0; r[14] = 0; r[15] = 1;
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*context->matrix_stack_ptr[context->matrix_mode] *= m;
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gl_matrix_update(context);
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}
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} // end of namespace TinyGL
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