220 lines
5.6 KiB
Plaintext
220 lines
5.6 KiB
Plaintext
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#include <string.h>
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#define _USE_MATH_DEFINES
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#include <math.h>
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#include "glmatrix.h"
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#ifndef M_PI
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#define M_PI 3.141592653589793
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#endif
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#define MMODE_IDX(x) ((x) - GL_MODELVIEW)
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#define MAT_STACK_SIZE 32
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#define MAT_IDENT {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}
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static int mm_idx = 0;
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static float mat_stack[3][MAT_STACK_SIZE][16] = {{MAT_IDENT}, {MAT_IDENT}, {MAT_IDENT}};
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static int stack_top[3];
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void gl_matrix_mode(int mm)
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{
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mm_idx = MMODE_IDX(mm);
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}
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void gl_push_matrix(void)
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{
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int top = stack_top[mm_idx];
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memcpy(mat_stack[mm_idx][top + 1], mat_stack[mm_idx][top], 16 * sizeof(float));
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stack_top[mm_idx]++;
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}
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void gl_pop_matrix(void)
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{
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stack_top[mm_idx]--;
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}
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void gl_load_identity(void)
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{
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static const float idmat[] = MAT_IDENT;
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int top = stack_top[mm_idx];
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float *mat = mat_stack[mm_idx][top];
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memcpy(mat, idmat, sizeof idmat);
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}
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void gl_load_matrixf(const float *m)
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{
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int top = stack_top[mm_idx];
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float *mat = mat_stack[mm_idx][top];
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memcpy(mat, m, 16 * sizeof *mat);
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}
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#define M4(i, j) ((i << 2) + j)
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void gl_mult_matrixf(const float *m2)
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{
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int i, j;
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int top = stack_top[mm_idx];
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float *m1 = mat_stack[mm_idx][top];
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float res[16];
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for(i=0; i<4; i++) {
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for(j=0; j<4; j++) {
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res[M4(i,j)] = m1[M4(i,0)] * m2[M4(0,j)] +
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m1[M4(i,1)] * m2[M4(1,j)] +
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m1[M4(i,2)] * m2[M4(2,j)] +
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m1[M4(i,3)] * m2[M4(3,j)];
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}
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}
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memcpy(m1, res, sizeof res);
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}
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void gl_translatef(float x, float y, float z)
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{
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float mat[] = MAT_IDENT;
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mat[12] = x;
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mat[13] = y;
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mat[14] = z;
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gl_mult_matrixf(mat);
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}
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void gl_rotatef(float angle, float x, float y, float z)
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{
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float mat[] = MAT_IDENT;
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float angle_rad = (float)M_PI * angle / 180.f;
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float sina = (float)sin(angle_rad);
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float cosa = (float)cos(angle_rad);
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float one_minus_cosa = 1.f - cosa;
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float nxsq = x * x;
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float nysq = y * y;
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float nzsq = z * z;
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mat[0] = nxsq + (1.f - nxsq) * cosa;
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mat[4] = x * y * one_minus_cosa - z * sina;
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mat[8] = x * z * one_minus_cosa + y * sina;
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mat[1] = x * y * one_minus_cosa + z * sina;
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mat[5] = nysq + (1.f - nysq) * cosa;
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mat[9] = y * z * one_minus_cosa - x * sina;
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mat[2] = x * z * one_minus_cosa - y * sina;
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mat[6] = y * z * one_minus_cosa + x * sina;
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mat[10] = nzsq + (1.f - nzsq) * cosa;
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gl_mult_matrixf(mat);
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}
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void gl_scalef(float x, float y, float z)
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{
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float mat[] = MAT_IDENT;
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mat[0] = x;
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mat[5] = y;
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mat[10] = z;
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gl_mult_matrixf(mat);
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}
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void gl_ortho(float left, float right, float bottom, float top, float znear, float zfar)
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{
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float mat[] = MAT_IDENT;
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float dx = right - left;
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float dy = top - bottom;
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float dz = zfar - znear;
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float tx = -(right + left) / dx;
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float ty = -(top + bottom) / dy;
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float tz = -(zfar + znear) / dz;
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float sx = 2.f / dx;
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float sy = 2.f / dy;
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float sz = -2.f / dz;
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mat[0] = sx;
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mat[5] = sy;
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mat[10] = sz;
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mat[12] = tx;
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mat[13] = ty;
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mat[14] = tz;
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gl_mult_matrixf(mat);
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}
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void gl_frustum(float left, float right, float bottom, float top, float znear, float zfar)
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{
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float mat[] = MAT_IDENT;
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float dx = right - left;
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float dy = top - bottom;
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float dz = zfar - znear;
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float a = (right + left) / dx;
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float b = (top + bottom) / dy;
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float c = -(zfar + znear) / dz;
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float d = -2.f * zfar * znear / dz;
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mat[0] = 2.f * znear / dx;
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mat[5] = 2.f * znear / dy;
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mat[8] = a;
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mat[9] = b;
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mat[10] = c;
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mat[11] = -1.f;
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mat[14] = d;
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mat[15] = 0;
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gl_mult_matrixf(mat);
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}
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void glu_perspective(float vfov, float aspect, float znear, float zfar)
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{
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float vfov_rad = (float)M_PI * vfov / 180.f;
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float x = znear * (float)tan(vfov_rad / 2.f);
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gl_frustum(-aspect * x, aspect * x, -x, x, znear, zfar);
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}
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/* return the matrix (16 elements, 4x4 matrix, row-major order */
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float* get_matrix(int mm)
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{
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int idx = MMODE_IDX(mm);
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int top = stack_top[idx];
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return mat_stack[idx][top];
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}
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#define M3(i, j) ((i * 3) + j)
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static float inv_transpose_result[9];
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/* return the inverse transpose of the left-upper 3x3 of a matrix
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The returned pointer is only valid until the next time this function is
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called, so make a deep copy when you want to keep it around.
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*/
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float* get_inv_transpose_3x3(int mm)
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{
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int idx = MMODE_IDX(mm);
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int top = stack_top[idx];
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float *m1 = mat_stack[idx][top];
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float determinant = +m1[M4(0,0)]*(m1[M4(1,1)]*m1[M4(2,2)]-m1[M4(2,1)]*m1[M4(1,2)])
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-m1[M4(0,1)]*(m1[M4(1,0)]*m1[M4(2,2)]-m1[M4(1,2)]*m1[M4(2,0)])
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+m1[M4(0,2)]*(m1[M4(1,0)]*m1[M4(2,1)]-m1[M4(1,1)]*m1[M4(2,0)]);
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float invdet = 1/determinant;
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inv_transpose_result[M3(0,0)] = (m1[M4(1,1)]*m1[M4(2,2)]-m1[M4(2,1)]*m1[M4(1,2)])*invdet;
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inv_transpose_result[M3(1,0)] = -(m1[M4(0,1)]*m1[M4(2,2)]-m1[M4(0,2)]*m1[M4(2,1)])*invdet;
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inv_transpose_result[M3(2,0)] = (m1[M4(0,1)]*m1[M4(1,2)]-m1[M4(0,2)]*m1[M4(1,1)])*invdet;
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inv_transpose_result[M3(0,1)] = -(m1[M4(1,0)]*m1[M4(2,2)]-m1[M4(1,2)]*m1[M4(2,0)])*invdet;
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inv_transpose_result[M3(1,1)] = (m1[M4(0,0)]*m1[M4(2,2)]-m1[M4(0,2)]*m1[M4(2,0)])*invdet;
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inv_transpose_result[M3(2,1)] = -(m1[M4(0,0)]*m1[M4(1,2)]-m1[M4(1,0)]*m1[M4(0,2)])*invdet;
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inv_transpose_result[M3(0,2)] = (m1[M4(1,0)]*m1[M4(2,1)]-m1[M4(2,0)]*m1[M4(1,1)])*invdet;
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inv_transpose_result[M3(1,2)] = -(m1[M4(0,0)]*m1[M4(2,1)]-m1[M4(2,0)]*m1[M4(0,1)])*invdet;
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inv_transpose_result[M3(2,2)] = (m1[M4(0,0)]*m1[M4(1,1)]-m1[M4(1,0)]*m1[M4(0,1)])*invdet;
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return inv_transpose_result;
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}
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