mirror of
https://github.com/libretro/scummvm.git
synced 2025-05-13 17:46:22 +00:00
228 lines
4.9 KiB
C++
228 lines
4.9 KiB
C++
#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->set(0,i, q[0].f);
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m->set(1,i, q[1].f);
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m->set(2,i, q[2].f);
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m->set(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] = Matrix4::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.set(0,i,q[0].f);
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m.set(1,i,q[1].f);
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m.set(2,i,q[2].f);
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m.set(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] = (*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 * LOCAL_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 = Matrix4::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 = Matrix4::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 = Matrix4::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 = Matrix4::rotation(angle,2);
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break;
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default:
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{
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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.set(3,0,0.0f);
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m.set(3,1,0.0f);
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m.set(3,2,0.0f);
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m.set(0,3,0.0f);
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m.set(1,3,0.0f);
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m.set(2,3,0.0f);
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m.set(3,3,1.0f);
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// do the math
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m.set(0,0, u[0] * u[0] + cost * (1 - u[0] * u[0]));
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m.set(1,0, u[0] * u[1] * (1 -cost) - u[2] * sint);
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m.set(2,0, u[2] * u[0] * (1 -cost) + u[1] * sint);
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m.set(0,1, u[0] * u[1] * (1 -cost) + u[2] * sint);
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m.set(1,1, u[1] * u[1] + cost * (1 - u[1] * u[1]));
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m.set(2,1, u[1] * u[2] * (1 - cost) - u[0] * sint);
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m.set(0,2, u[2] * u[0] * (1 - cost) - u[1] * sint);
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m.set(1,2, u[1] * u[2] * (1 - cost) + u[0] * sint);
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m.set(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] = (*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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float x = p[1].f, y = p[2].f, z = p[3].f;
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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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gl_matrix_update(c);
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}
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void glopTranslate(GLContext *c, GLParam *p) {
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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.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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*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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void glopFrustum(GLContext *c, GLParam *p) {
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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 nearp = p[5].f;
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float farp = p[6].f;
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float x, y, A, B, C, D;
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x = (float)((2.0 * nearp) / (right - left));
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y = (float)((2.0 * nearp) / (top - bottom));
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A = (right + left) / (right - left);
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B = (top + bottom) / (top - bottom);
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C = -(farp + nearp) / (farp - nearp);
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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, 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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gl_matrix_update(c);
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}
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} // end of namespace TinyGL
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