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5098 | clevermous | 1 | #include "zgl.h" |
2 | |||
3 | void gl_print_matrix( const float *m) |
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4 | { |
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5 | int i; |
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6 | |||
7 | for (i=0;i<4;i++) { |
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8 | fprintf(stderr,"%f %f %f %f\n", m[i], m[4+i], m[8+i], m[12+i] ); |
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9 | } |
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10 | } |
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11 | |||
12 | static inline void gl_matrix_update(GLContext *c) |
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13 | { |
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14 | c->matrix_model_projection_updated=(c->matrix_mode<=1); |
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15 | } |
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16 | |||
17 | |||
18 | void glopMatrixMode(GLContext *c,GLParam *p) |
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19 | { |
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20 | int mode=p[1].i; |
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21 | switch(mode) { |
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22 | case GL_MODELVIEW: |
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23 | c->matrix_mode=0; |
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24 | break; |
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25 | case GL_PROJECTION: |
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26 | c->matrix_mode=1; |
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27 | break; |
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28 | case GL_TEXTURE: |
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29 | c->matrix_mode=2; |
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30 | break; |
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31 | default: |
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32 | assert(0); |
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33 | } |
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34 | } |
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35 | |||
36 | void glopLoadMatrix(GLContext *c,GLParam *p) |
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37 | { |
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38 | M4 *m; |
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39 | int i; |
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40 | |||
41 | GLParam *q; |
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42 | |||
43 | m=c->matrix_stack_ptr[c->matrix_mode]; |
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44 | q=p+1; |
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45 | |||
46 | for(i=0;i<4;i++) { |
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47 | m->m[0][i]=q[0].f; |
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48 | m->m[1][i]=q[1].f; |
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49 | m->m[2][i]=q[2].f; |
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50 | m->m[3][i]=q[3].f; |
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51 | q+=4; |
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52 | } |
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53 | |||
54 | gl_matrix_update(c); |
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55 | } |
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56 | |||
57 | void glopLoadIdentity(GLContext *c,GLParam *p) |
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58 | { |
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59 | |||
60 | gl_M4_Id(c->matrix_stack_ptr[c->matrix_mode]); |
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61 | |||
62 | gl_matrix_update(c); |
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63 | } |
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64 | |||
65 | void glopMultMatrix(GLContext *c,GLParam *p) |
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66 | { |
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67 | M4 m; |
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68 | int i; |
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69 | |||
70 | GLParam *q; |
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71 | q=p+1; |
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72 | |||
73 | for(i=0;i<4;i++) { |
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74 | m.m[0][i]=q[0].f; |
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75 | m.m[1][i]=q[1].f; |
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76 | m.m[2][i]=q[2].f; |
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77 | m.m[3][i]=q[3].f; |
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78 | q+=4; |
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79 | } |
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80 | |||
81 | gl_M4_MulLeft(c->matrix_stack_ptr[c->matrix_mode],&m); |
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82 | |||
83 | gl_matrix_update(c); |
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84 | } |
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85 | |||
86 | |||
87 | void glopPushMatrix(GLContext *c,GLParam *p) |
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88 | { |
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89 | int n=c->matrix_mode; |
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90 | M4 *m; |
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91 | |||
92 | assert( (c->matrix_stack_ptr[n] - c->matrix_stack[n] + 1 ) |
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93 | < c->matrix_stack_depth_max[n] ); |
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94 | |||
95 | m=++c->matrix_stack_ptr[n]; |
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96 | |||
97 | gl_M4_Move(&m[0],&m[-1]); |
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98 | |||
99 | gl_matrix_update(c); |
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100 | } |
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101 | |||
102 | void glopPopMatrix(GLContext *c,GLParam *p) |
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103 | { |
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104 | int n=c->matrix_mode; |
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105 | |||
106 | assert( c->matrix_stack_ptr[n] > c->matrix_stack[n] ); |
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107 | c->matrix_stack_ptr[n]--; |
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108 | gl_matrix_update(c); |
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109 | } |
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110 | |||
111 | |||
112 | void glopRotate(GLContext *c,GLParam *p) |
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113 | { |
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114 | M4 m; |
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115 | float u[3]; |
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116 | float angle; |
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117 | int dir_code; |
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118 | |||
119 | angle = p[1].f * M_PI / 180.0; |
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120 | u[0]=p[2].f; |
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121 | u[1]=p[3].f; |
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122 | u[2]=p[4].f; |
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123 | |||
124 | /* simple case detection */ |
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125 | dir_code = ((u[0] != 0)<<2) | ((u[1] != 0)<<1) | (u[2] != 0); |
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126 | |||
127 | switch(dir_code) { |
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128 | case 0: |
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129 | gl_M4_Id(&m); |
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130 | break; |
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131 | case 4: |
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132 | if (u[0] < 0) angle=-angle; |
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133 | gl_M4_Rotate(&m,angle,0); |
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134 | break; |
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135 | case 2: |
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136 | if (u[1] < 0) angle=-angle; |
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137 | gl_M4_Rotate(&m,angle,1); |
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138 | break; |
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139 | case 1: |
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140 | if (u[2] < 0) angle=-angle; |
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141 | gl_M4_Rotate(&m,angle,2); |
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142 | break; |
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143 | default: |
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144 | { |
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145 | float cost, sint; |
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146 | |||
147 | /* normalize vector */ |
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148 | float len = u[0]*u[0]+u[1]*u[1]+u[2]*u[2]; |
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149 | if (len == 0.0f) return; |
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150 | len = 1.0f / sqrt(len); |
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151 | u[0] *= len; |
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152 | u[1] *= len; |
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153 | u[2] *= len; |
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154 | |||
155 | /* store cos and sin values */ |
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156 | cost=cos(angle); |
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157 | sint=sin(angle); |
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158 | |||
159 | /* fill in the values */ |
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160 | m.m[3][0]=m.m[3][1]=m.m[3][2]= |
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161 | m.m[0][3]=m.m[1][3]=m.m[2][3]=0.0f; |
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162 | m.m[3][3]=1.0f; |
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163 | |||
164 | /* do the math */ |
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165 | m.m[0][0]=u[0]*u[0]+cost*(1-u[0]*u[0]); |
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166 | m.m[1][0]=u[0]*u[1]*(1-cost)-u[2]*sint; |
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167 | m.m[2][0]=u[2]*u[0]*(1-cost)+u[1]*sint; |
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168 | m.m[0][1]=u[0]*u[1]*(1-cost)+u[2]*sint; |
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169 | m.m[1][1]=u[1]*u[1]+cost*(1-u[1]*u[1]); |
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170 | m.m[2][1]=u[1]*u[2]*(1-cost)-u[0]*sint; |
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171 | m.m[0][2]=u[2]*u[0]*(1-cost)-u[1]*sint; |
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172 | m.m[1][2]=u[1]*u[2]*(1-cost)+u[0]*sint; |
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173 | m.m[2][2]=u[2]*u[2]+cost*(1-u[2]*u[2]); |
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174 | } |
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175 | } |
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176 | |||
177 | gl_M4_MulLeft(c->matrix_stack_ptr[c->matrix_mode],&m); |
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178 | |||
179 | gl_matrix_update(c); |
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180 | } |
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181 | |||
182 | void glopScale(GLContext *c,GLParam *p) |
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183 | { |
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184 | float *m; |
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185 | float x=p[1].f,y=p[2].f,z=p[3].f; |
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186 | |||
187 | m=&c->matrix_stack_ptr[c->matrix_mode]->m[0][0]; |
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188 | |||
189 | m[0] *= x; m[1] *= y; m[2] *= z; |
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190 | m[4] *= x; m[5] *= y; m[6] *= z; |
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191 | m[8] *= x; m[9] *= y; m[10] *= z; |
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192 | m[12] *= x; m[13] *= y; m[14] *= z; |
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193 | gl_matrix_update(c); |
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194 | } |
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195 | |||
196 | void glopTranslate(GLContext *c,GLParam *p) |
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197 | { |
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198 | float *m; |
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199 | float x=p[1].f,y=p[2].f,z=p[3].f; |
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200 | |||
201 | m=&c->matrix_stack_ptr[c->matrix_mode]->m[0][0]; |
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202 | |||
203 | m[3] = m[0] * x + m[1] * y + m[2] * z + m[3]; |
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204 | m[7] = m[4] * x + m[5] * y + m[6] * z + m[7]; |
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205 | m[11] = m[8] * x + m[9] * y + m[10] * z + m[11]; |
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206 | m[15] = m[12] * x + m[13] * y + m[14] * z + m[15]; |
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207 | |||
208 | gl_matrix_update(c); |
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209 | } |
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210 | |||
211 | |||
212 | void glopFrustum(GLContext *c,GLParam *p) |
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213 | { |
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214 | float *r; |
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215 | M4 m; |
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216 | float left=p[1].f; |
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217 | float right=p[2].f; |
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218 | float bottom=p[3].f; |
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219 | float top=p[4].f; |
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220 | float near=p[5].f; |
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221 | float farp=p[6].f; |
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222 | float x,y,A,B,C,D; |
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223 | |||
224 | x = (2.0*near) / (right-left); |
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225 | y = (2.0*near) / (top-bottom); |
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226 | A = (right+left) / (right-left); |
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227 | B = (top+bottom) / (top-bottom); |
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228 | C = -(farp+near) / ( farp-near); |
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229 | D = -(2.0*farp*near) / (farp-near); |
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230 | |||
231 | r=&m.m[0][0]; |
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232 | r[0]= x; r[1]=0; r[2]=A; r[3]=0; |
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233 | r[4]= 0; r[5]=y; r[6]=B; r[7]=0; |
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234 | r[8]= 0; r[9]=0; r[10]=C; r[11]=D; |
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235 | r[12]= 0; r[13]=0; r[14]=-1; r[15]=0; |
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236 | |||
237 | gl_M4_MulLeft(c->matrix_stack_ptr[c->matrix_mode],&m); |
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238 | |||
239 | gl_matrix_update(c); |
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240 | }>>>1)><1)>2)><2)>>4;i++)>4;i++)>=1); |
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241 |