scummvm/graphics/tinygl/matrix.cpp
2022-03-08 15:47:20 +01:00

252 lines
5.7 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This file is based on, or a modified version of code from TinyGL (C) 1997-2022 Fabrice Bellard,
* which is licensed under the MIT license (see LICENSE).
* It also has modifications by the ResidualVM-team, which are covered under the GPLv2 (or later).
*/
#define FORBIDDEN_SYMBOL_EXCEPTION_fprintf
#define FORBIDDEN_SYMBOL_EXCEPTION_stderr
#include "graphics/tinygl/zgl.h"
namespace TinyGL {
void GLContext::gl_print_matrix(const float *m) {
for (int i = 0; i < 4; i++) {
fprintf(stderr, "%f %f %f %f\n", m[i], m[4 + i], m[8 + i], m[12 + i]);
}
}
static inline void gl_matrix_update(GLContext *c) {
c->matrix_model_projection_updated |= (c->matrix_mode <= 1);
}
void GLContext::glopMatrixMode(GLParam *p) {
int mode = p[1].i;
switch (mode) {
case TGL_MODELVIEW:
matrix_mode = 0;
break;
case TGL_PROJECTION:
matrix_mode = 1;
break;
case TGL_TEXTURE:
matrix_mode = 2;
break;
default:
assert(0);
}
}
void GLContext::glopLoadMatrix(GLParam *p) {
Matrix4 *m;
GLParam *q;
m = matrix_stack_ptr[matrix_mode];
q = p + 1;
for (int i = 0; i < 4; i++) {
m->_m[0][i] = q[0].f;
m->_m[1][i] = q[1].f;
m->_m[2][i] = q[2].f;
m->_m[3][i] = q[3].f;
q += 4;
}
gl_matrix_update(this);
}
void GLContext::glopLoadIdentity(GLParam *) {
matrix_stack_ptr[matrix_mode]->identity();
gl_matrix_update(this);
}
void GLContext::glopMultMatrix(GLParam *p) {
Matrix4 m;
GLParam *q;
q = p + 1;
for (int i = 0; i < 4; i++) {
m._m[0][i] = q[0].f;
m._m[1][i] = q[1].f;
m._m[2][i] = q[2].f;
m._m[3][i] = q[3].f;
q += 4;
}
*matrix_stack_ptr[matrix_mode] *= m;
gl_matrix_update(this);
}
void GLContext::glopPushMatrix(GLParam *) {
int n = matrix_mode;
Matrix4 *m;
assert((matrix_stack_ptr[n] - matrix_stack[n] + 1) < matrix_stack_depth_max[n]);
m = ++matrix_stack_ptr[n];
m[0] = m[-1];
gl_matrix_update(this);
}
void GLContext::glopPopMatrix(GLParam *) {
int n = matrix_mode;
assert(matrix_stack_ptr[n] > matrix_stack[n]);
matrix_stack_ptr[n]--;
gl_matrix_update(this);
}
void GLContext::glopRotate(GLParam *p) {
Matrix4 m;
float u[3];
float angle;
int dir_code;
angle = (float)(p[1].f * (float)M_PI / 180.0);
u[0] = p[2].f;
u[1] = p[3].f;
u[2] = p[4].f;
// simple case detection
dir_code = ((u[0] != 0) << 2) | ((u[1] != 0) << 1) | (u[2] != 0);
switch (dir_code) {
case 0:
m.identity();
break;
case 4:
if (u[0] < 0)
angle = -angle;
m.rotation(angle, 0);
break;
case 2:
if (u[1] < 0)
angle = -angle;
m.rotation(angle, 1);
break;
case 1:
if (u[2] < 0)
angle = -angle;
m.rotation(angle, 2);
break;
default: {
float cost, sint;
// normalize vector
float len = u[0] * u[0] + u[1] * u[1] + u[2] * u[2];
if (len == 0.0f)
return;
len = 1.0f / sqrt(len);
u[0] *= len;
u[1] *= len;
u[2] *= len;
// store cos and sin values
cost = cos(angle);
sint = sin(angle);
// fill in the values
m._m[3][0] = 0.0f;
m._m[3][2] = 0.0f;
m._m[0][3] = 0.0f;
m._m[1][3] = 0.0f;
m._m[2][3] = 0.0f;
m._m[3][3] = 1.0f;
// do the math
m._m[0][0] = u[0] * u[0] + cost * (1 - u[0] * u[0]);
m._m[1][0] = u[0] * u[1] * (1 -cost) - u[2] * sint;
m._m[2][0] = u[2] * u[0] * (1 -cost) + u[1] * sint;
m._m[0][1] = u[0] * u[1] * (1 -cost) + u[2] * sint;
m._m[1][1] = u[1] * u[1] + cost * (1 - u[1] * u[1]);
m._m[2][1] = u[1] * u[2] * (1 - cost) - u[0] * sint;
m._m[0][2] = u[2] * u[0] * (1 - cost) - u[1] * sint;
m._m[1][2] = u[1] * u[2] * (1 - cost) + u[0] * sint;
m._m[2][2] = u[2] * u[2] + cost * (1 - u[2] * u[2]);
}
}
*matrix_stack_ptr[matrix_mode] *= m;
gl_matrix_update(this);
}
void GLContext::glopScale(GLParam *p) {
matrix_stack_ptr[matrix_mode]->scale(p[1].f, p[2].f, p[3].f);
gl_matrix_update(this);
}
void GLContext::glopTranslate(GLParam *p) {
matrix_stack_ptr[matrix_mode]->translate(p[1].f, p[2].f, p[3].f);
gl_matrix_update(this);
}
void GLContext::glopFrustum(GLParam *p) {
float left = p[1].f;
float right = p[2].f;
float bottom = p[3].f;
float top = p[4].f;
float nearp = p[5].f;
float farp = p[6].f;
Matrix4 m = Matrix4::frustum(left, right, bottom, top, nearp, farp);
*matrix_stack_ptr[matrix_mode] *= m;
gl_matrix_update(this);
}
void GLContext::glopOrtho(GLParam *p) {
float *r;
TinyGL::Matrix4 m;
float left = p[1].f;
float right = p[2].f;
float bottom = p[3].f;
float top = p[4].f;
float zNear = p[5].f;
float zFar = p[6].f;
float a = 2.0f / (right - left);
float b = 2.0f / (top - bottom);
float c = -2.0f / (zFar - zNear);
float tx = -(right + left) / (right - left);
float ty = -(top + bottom) / (top - bottom);
float tz = -(zFar + zNear) / (zFar - zNear);
r = &m._m[0][0];
r[0] = a; r[1] = 0; r[2] = 0; r[3] = tx;
r[4] = 0; r[5] = b; r[6] = 0; r[7] = ty;
r[8] = 0; r[9] = 0; r[10] = c; r[11] = tz;
r[12] = 0; r[13] = 0; r[14] = 0; r[15] = 1;
*matrix_stack_ptr[matrix_mode] *= m;
gl_matrix_update(this);
}
} // end of namespace TinyGL