forked from KolibriOS/kolibrios
cd74d1af33
git-svn-id: svn://kolibrios.org@5098 a494cfbc-eb01-0410-851d-a64ba20cac60
242 lines
4.6 KiB
C
242 lines
4.6 KiB
C
#include "zgl.h"
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void gl_print_matrix( const float *m)
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{
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int i;
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for (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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{
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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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{
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int mode=p[1].i;
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switch(mode) {
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case GL_MODELVIEW:
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c->matrix_mode=0;
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break;
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case GL_PROJECTION:
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c->matrix_mode=1;
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break;
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case GL_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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{
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M4 *m;
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int i;
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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(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 *p)
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{
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gl_M4_Id(c->matrix_stack_ptr[c->matrix_mode]);
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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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{
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M4 m;
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int i;
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GLParam *q;
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q=p+1;
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for(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_M4_MulLeft(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 *p)
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{
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int n=c->matrix_mode;
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M4 *m;
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assert( (c->matrix_stack_ptr[n] - c->matrix_stack[n] + 1 )
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< c->matrix_stack_depth_max[n] );
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m=++c->matrix_stack_ptr[n];
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gl_M4_Move(&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 *p)
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{
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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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{
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M4 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 = p[1].f * 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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gl_M4_Id(&m);
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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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gl_M4_Rotate(&m,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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gl_M4_Rotate(&m,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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gl_M4_Rotate(&m,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) 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]=m.m[3][1]=m.m[3][2]=
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m.m[0][3]=m.m[1][3]=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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gl_M4_MulLeft(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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{
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float *m;
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float x=p[1].f,y=p[2].f,z=p[3].f;
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m=&c->matrix_stack_ptr[c->matrix_mode]->m[0][0];
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m[0] *= x; m[1] *= y; m[2] *= z;
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m[4] *= x; m[5] *= y; m[6] *= z;
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m[8] *= x; m[9] *= y; m[10] *= z;
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m[12] *= x; m[13] *= y; m[14] *= z;
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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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{
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float *m;
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float x=p[1].f,y=p[2].f,z=p[3].f;
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m=&c->matrix_stack_ptr[c->matrix_mode]->m[0][0];
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m[3] = m[0] * x + m[1] * y + m[2] * z + m[3];
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m[7] = m[4] * x + m[5] * y + m[6] * z + m[7];
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m[11] = m[8] * x + m[9] * y + m[10] * z + m[11];
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m[15] = m[12] * x + m[13] * y + m[14] * z + m[15];
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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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{
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float *r;
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M4 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 near=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 = (2.0*near) / (right-left);
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y = (2.0*near) / (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+near) / ( farp-near);
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D = -(2.0*farp*near) / (farp-near);
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r=&m.m[0][0];
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r[0]= x; r[1]=0; r[2]=A; r[3]=0;
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r[4]= 0; r[5]=y; r[6]=B; r[7]=0;
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r[8]= 0; r[9]=0; r[10]=C; r[11]=D;
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r[12]= 0; r[13]=0; r[14]=-1; r[15]=0;
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gl_M4_MulLeft(c->matrix_stack_ptr[c->matrix_mode],&m);
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gl_matrix_update(c);
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}
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