267 lines
7.5 KiB
267 lines
7.5 KiB
/* |
|
gl_rmath.c - renderer mathlib |
|
Copyright (C) 2010 Uncle Mike |
|
|
|
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. |
|
*/ |
|
|
|
#include "gl_local.h" |
|
#include "xash3d_mathlib.h" |
|
|
|
/* |
|
======================================================================== |
|
|
|
Matrix4x4 operations (private to renderer) |
|
|
|
======================================================================== |
|
*/ |
|
void Matrix4x4_Concat( matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2 ) |
|
{ |
|
out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] + in1[0][2] * in2[2][0] + in1[0][3] * in2[3][0]; |
|
out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] + in1[0][2] * in2[2][1] + in1[0][3] * in2[3][1]; |
|
out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] + in1[0][2] * in2[2][2] + in1[0][3] * in2[3][2]; |
|
out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] + in1[0][2] * in2[2][3] + in1[0][3] * in2[3][3]; |
|
out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] + in1[1][2] * in2[2][0] + in1[1][3] * in2[3][0]; |
|
out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] + in1[1][2] * in2[2][1] + in1[1][3] * in2[3][1]; |
|
out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] + in1[1][2] * in2[2][2] + in1[1][3] * in2[3][2]; |
|
out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] + in1[1][2] * in2[2][3] + in1[1][3] * in2[3][3]; |
|
out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] + in1[2][2] * in2[2][0] + in1[2][3] * in2[3][0]; |
|
out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] + in1[2][2] * in2[2][1] + in1[2][3] * in2[3][1]; |
|
out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] + in1[2][2] * in2[2][2] + in1[2][3] * in2[3][2]; |
|
out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] + in1[2][2] * in2[2][3] + in1[2][3] * in2[3][3]; |
|
out[3][0] = in1[3][0] * in2[0][0] + in1[3][1] * in2[1][0] + in1[3][2] * in2[2][0] + in1[3][3] * in2[3][0]; |
|
out[3][1] = in1[3][0] * in2[0][1] + in1[3][1] * in2[1][1] + in1[3][2] * in2[2][1] + in1[3][3] * in2[3][1]; |
|
out[3][2] = in1[3][0] * in2[0][2] + in1[3][1] * in2[1][2] + in1[3][2] * in2[2][2] + in1[3][3] * in2[3][2]; |
|
out[3][3] = in1[3][0] * in2[0][3] + in1[3][1] * in2[1][3] + in1[3][2] * in2[2][3] + in1[3][3] * in2[3][3]; |
|
} |
|
|
|
/* |
|
================ |
|
Matrix4x4_CreateProjection |
|
|
|
NOTE: produce quake style world orientation |
|
================ |
|
*/ |
|
void Matrix4x4_CreateProjection( matrix4x4 out, float xMax, float xMin, float yMax, float yMin, float zNear, float zFar ) |
|
{ |
|
out[0][0] = ( 2.0f * zNear ) / ( xMax - xMin ); |
|
out[1][1] = ( 2.0f * zNear ) / ( yMax - yMin ); |
|
out[2][2] = -( zFar + zNear ) / ( zFar - zNear ); |
|
out[3][3] = out[0][1] = out[1][0] = out[3][0] = out[0][3] = out[3][1] = out[1][3] = 0.0f; |
|
|
|
out[2][0] = 0.0f; |
|
out[2][1] = 0.0f; |
|
out[0][2] = ( xMax + xMin ) / ( xMax - xMin ); |
|
out[1][2] = ( yMax + yMin ) / ( yMax - yMin ); |
|
out[3][2] = -1.0f; |
|
out[2][3] = -( 2.0f * zFar * zNear ) / ( zFar - zNear ); |
|
} |
|
|
|
void Matrix4x4_CreateOrtho( matrix4x4 out, float xLeft, float xRight, float yBottom, float yTop, float zNear, float zFar ) |
|
{ |
|
out[0][0] = 2.0f / (xRight - xLeft); |
|
out[1][1] = 2.0f / (yTop - yBottom); |
|
out[2][2] = -2.0f / (zFar - zNear); |
|
out[3][3] = 1.0f; |
|
out[0][1] = out[0][2] = out[1][0] = out[1][2] = out[3][0] = out[3][1] = out[3][2] = 0.0f; |
|
|
|
out[2][0] = 0.0f; |
|
out[2][1] = 0.0f; |
|
out[0][3] = -(xRight + xLeft) / (xRight - xLeft); |
|
out[1][3] = -(yTop + yBottom) / (yTop - yBottom); |
|
out[2][3] = -(zFar + zNear) / (zFar - zNear); |
|
} |
|
|
|
/* |
|
================ |
|
Matrix4x4_CreateModelview |
|
|
|
NOTE: produce quake style world orientation |
|
================ |
|
*/ |
|
void Matrix4x4_CreateModelview( matrix4x4 out ) |
|
{ |
|
out[0][0] = out[1][1] = out[2][2] = 0.0f; |
|
out[3][0] = out[0][3] = 0.0f; |
|
out[3][1] = out[1][3] = 0.0f; |
|
out[3][2] = out[2][3] = 0.0f; |
|
out[3][3] = 1.0f; |
|
out[1][0] = out[0][2] = out[2][1] = 0.0f; |
|
out[2][0] = out[0][1] = -1.0f; |
|
out[1][2] = 1.0f; |
|
} |
|
|
|
void Matrix4x4_ToArrayFloatGL( const matrix4x4 in, float out[16] ) |
|
{ |
|
out[ 0] = in[0][0]; |
|
out[ 1] = in[1][0]; |
|
out[ 2] = in[2][0]; |
|
out[ 3] = in[3][0]; |
|
out[ 4] = in[0][1]; |
|
out[ 5] = in[1][1]; |
|
out[ 6] = in[2][1]; |
|
out[ 7] = in[3][1]; |
|
out[ 8] = in[0][2]; |
|
out[ 9] = in[1][2]; |
|
out[10] = in[2][2]; |
|
out[11] = in[3][2]; |
|
out[12] = in[0][3]; |
|
out[13] = in[1][3]; |
|
out[14] = in[2][3]; |
|
out[15] = in[3][3]; |
|
} |
|
|
|
void Matrix4x4_FromArrayFloatGL( matrix4x4 out, const float in[16] ) |
|
{ |
|
out[0][0] = in[0]; |
|
out[1][0] = in[1]; |
|
out[2][0] = in[2]; |
|
out[3][0] = in[3]; |
|
out[0][1] = in[4]; |
|
out[1][1] = in[5]; |
|
out[2][1] = in[6]; |
|
out[3][1] = in[7]; |
|
out[0][2] = in[8]; |
|
out[1][2] = in[9]; |
|
out[2][2] = in[10]; |
|
out[3][2] = in[11]; |
|
out[0][3] = in[12]; |
|
out[1][3] = in[13]; |
|
out[2][3] = in[14]; |
|
out[3][3] = in[15]; |
|
} |
|
|
|
void Matrix4x4_CreateTranslate( matrix4x4 out, float x, float y, float z ) |
|
{ |
|
out[0][0] = 1.0f; |
|
out[0][1] = 0.0f; |
|
out[0][2] = 0.0f; |
|
out[0][3] = x; |
|
out[1][0] = 0.0f; |
|
out[1][1] = 1.0f; |
|
out[1][2] = 0.0f; |
|
out[1][3] = y; |
|
out[2][0] = 0.0f; |
|
out[2][1] = 0.0f; |
|
out[2][2] = 1.0f; |
|
out[2][3] = z; |
|
out[3][0] = 0.0f; |
|
out[3][1] = 0.0f; |
|
out[3][2] = 0.0f; |
|
out[3][3] = 1.0f; |
|
} |
|
|
|
void Matrix4x4_CreateRotate( matrix4x4 out, float angle, float x, float y, float z ) |
|
{ |
|
float len, c, s; |
|
|
|
len = x * x + y * y + z * z; |
|
if( len != 0.0f ) len = 1.0f / sqrt( len ); |
|
x *= len; |
|
y *= len; |
|
z *= len; |
|
|
|
angle *= (-M_PI_F / 180.0f); |
|
SinCos( angle, &s, &c ); |
|
|
|
out[0][0]=x * x + c * (1 - x * x); |
|
out[0][1]=x * y * (1 - c) + z * s; |
|
out[0][2]=z * x * (1 - c) - y * s; |
|
out[0][3]=0.0f; |
|
out[1][0]=x * y * (1 - c) - z * s; |
|
out[1][1]=y * y + c * (1 - y * y); |
|
out[1][2]=y * z * (1 - c) + x * s; |
|
out[1][3]=0.0f; |
|
out[2][0]=z * x * (1 - c) + y * s; |
|
out[2][1]=y * z * (1 - c) - x * s; |
|
out[2][2]=z * z + c * (1 - z * z); |
|
out[2][3]=0.0f; |
|
out[3][0]=0.0f; |
|
out[3][1]=0.0f; |
|
out[3][2]=0.0f; |
|
out[3][3]=1.0f; |
|
} |
|
|
|
void Matrix4x4_CreateScale( matrix4x4 out, float x ) |
|
{ |
|
out[0][0] = x; |
|
out[0][1] = 0.0f; |
|
out[0][2] = 0.0f; |
|
out[0][3] = 0.0f; |
|
out[1][0] = 0.0f; |
|
out[1][1] = x; |
|
out[1][2] = 0.0f; |
|
out[1][3] = 0.0f; |
|
out[2][0] = 0.0f; |
|
out[2][1] = 0.0f; |
|
out[2][2] = x; |
|
out[2][3] = 0.0f; |
|
out[3][0] = 0.0f; |
|
out[3][1] = 0.0f; |
|
out[3][2] = 0.0f; |
|
out[3][3] = 1.0f; |
|
} |
|
|
|
void Matrix4x4_CreateScale3( matrix4x4 out, float x, float y, float z ) |
|
{ |
|
out[0][0] = x; |
|
out[0][1] = 0.0f; |
|
out[0][2] = 0.0f; |
|
out[0][3] = 0.0f; |
|
out[1][0] = 0.0f; |
|
out[1][1] = y; |
|
out[1][2] = 0.0f; |
|
out[1][3] = 0.0f; |
|
out[2][0] = 0.0f; |
|
out[2][1] = 0.0f; |
|
out[2][2] = z; |
|
out[2][3] = 0.0f; |
|
out[3][0] = 0.0f; |
|
out[3][1] = 0.0f; |
|
out[3][2] = 0.0f; |
|
out[3][3] = 1.0f; |
|
} |
|
|
|
void Matrix4x4_ConcatTranslate( matrix4x4 out, float x, float y, float z ) |
|
{ |
|
matrix4x4 base, temp; |
|
|
|
Matrix4x4_Copy( base, out ); |
|
Matrix4x4_CreateTranslate( temp, x, y, z ); |
|
Matrix4x4_Concat( out, base, temp ); |
|
} |
|
|
|
void Matrix4x4_ConcatRotate( matrix4x4 out, float angle, float x, float y, float z ) |
|
{ |
|
matrix4x4 base, temp; |
|
|
|
Matrix4x4_Copy( base, out ); |
|
Matrix4x4_CreateRotate( temp, angle, x, y, z ); |
|
Matrix4x4_Concat( out, base, temp ); |
|
} |
|
|
|
void Matrix4x4_ConcatScale( matrix4x4 out, float x ) |
|
{ |
|
matrix4x4 base, temp; |
|
|
|
Matrix4x4_Copy( base, out ); |
|
Matrix4x4_CreateScale( temp, x ); |
|
Matrix4x4_Concat( out, base, temp ); |
|
} |
|
|
|
void Matrix4x4_ConcatScale3( matrix4x4 out, float x, float y, float z ) |
|
{ |
|
matrix4x4 base, temp; |
|
|
|
Matrix4x4_Copy( base, out ); |
|
Matrix4x4_CreateScale3( temp, x, y, z ); |
|
Matrix4x4_Concat( out, base, temp ); |
|
}
|
|
|