fteqw/engine/common/mathlib.h
Spoike e8c1f669cc Couple of changes.
D3D now supports hlsl shaders. Much functionality is still missing, but sky and water surfaces are in.
IQM models now supported.
Engine physics code is now potentially callable from csqc, but there are some issues which need to be resolved before its enabled.
FTEQCC has had some pointer/struct/array functionality improved. Complex trees can now be navigated properly.
added r_dumpshaders command to dump internal glsl scripts for editing.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3896 fc73d0e0-1445-4013-8a0c-d673dee63da5
2011-09-03 03:49:43 +00:00

196 lines
9.1 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
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 2
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, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// mathlib.h
typedef float vec_t;
typedef vec_t vec2_t[2];
typedef vec_t vec3_t[3];
typedef vec_t vec4_t[4];
typedef vec_t vec5_t[5];
/*16-byte aligned vectors, for auto-vectorising, should propogate to structs
sse and altivec can unroll loops using aligned reads, which should be faster... 4 at once.
*/
#if _MSC_VER >= 1300
typedef __declspec(align(16)) vec3_t avec3_t;
typedef __declspec(align(16)) vec4_t avec4_t;
typedef __declspec(align(4)) qbyte byte_vec4_t[4];
#elif __GNUC__ >= 3
typedef __attribute__((aligned(16))) vec3_t avec3_t;
typedef __attribute__((aligned(16))) vec4_t avec4_t;
typedef __attribute__((aligned(4))) qbyte byte_vec4_t[4];
#else
typedef vec3_t avec3_t;
typedef vec4_t avec4_t;
typedef qbyte byte_vec4_t[4];
#endif
#define vecV_t avec4_t
typedef int fixed4_t;
typedef int fixed8_t;
typedef int fixed16_t;
#ifndef M_PI
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
#endif
struct mplane_s;
extern vec3_t vec3_origin;
#define bound(min,num,max) ((num) >= (min) ? ((num) < (max) ? (num) : (max)) : (min))
#define nanmask (255<<23)
#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
#define FloatInterpolate(a, bness, b, c) ((c) = (a) + (b - a)*bness)
#define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2])
#define VectorSubtract(a,b,c) do{(c)[0]=(a)[0]-(b)[0];(c)[1]=(a)[1]-(b)[1];(c)[2]=(a)[2]-(b)[2];}while(0)
#define VectorAdd(a,b,c) do{(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];(c)[2]=(a)[2]+(b)[2];}while(0)
#define VectorCopy(a,b) do{(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];}while(0)
#define VectorScale(a,s,b) do{(b)[0]=(s)*(a)[0];(b)[1]=(s)*(a)[1];(b)[2]=(s)*(a)[2];}while(0)
#define VectorClear(a) ((a)[0]=(a)[1]=(a)[2]=0)
#define VectorSet(r,x,y,z) {(r)[0] = x; (r)[1] = y;(r)[2] = z;}
#define VectorNegate(a,b) ((b)[0]=-(a)[0],(b)[1]=-(a)[1],(b)[2]=-(a)[2])
#define VectorLength(a) Length(a)
#define VectorMA(a,s,b,c) do{(c)[0] = (a)[0] + (s)*(b)[0];(c)[1] = (a)[1] + (s)*(b)[1];(c)[2] = (a)[2] + (s)*(b)[2];}while(0)
#define VectorEquals(a,b) ((a)[0] == (b)[0] && (a)[1] == (b)[1] && (a)[2] == (b)[2])
#define VectorAvg(a,b,c) ((c)[0]=((a)[0]+(b)[0])*0.5f,(c)[1]=((a)[1]+(b)[1])*0.5f, (c)[2]=((a)[2]+(b)[2])*0.5f)
#define VectorInterpolate(a, bness, b, c) FloatInterpolate((a)[0], bness, (b)[0], (c)[0]),FloatInterpolate((a)[1], bness, (b)[1], (c)[1]),FloatInterpolate((a)[2], bness, (b)[2], (c)[2])
#define Vector2Copy(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];}
#define Vector2Set(r,x,y) {(r)[0] = x; (r)[1] = y;}
#define Vector4Copy(a,b) do{(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];(b)[3]=(a)[3];}while(0)
#define Vector4Scale(in,scale,out) ((out)[0]=(in)[0]*scale,(out)[1]=(in)[1]*scale,(out)[2]=(in)[2]*scale,(out)[3]=(in)[3]*scale)
#define Vector4Add(a,b,c) ((c)[0]=(((a[0])+(b[0]))),(c)[1]=(((a[1])+(b[1]))),(c)[2]=(((a[2])+(b[2]))),(c)[3]=(((a[3])+(b[3]))))
#define Vector4Set(r,x,y,z,w) {(r)[0] = x; (r)[1] = y;(r)[2] = z;(r)[3]=w;}
typedef float matrix3x4[3][4];
typedef float matrix3x3[3][3];
#define BOX_ON_PLANE_SIDE(emins, emaxs, p) \
(((p)->type < 3)? \
( \
((p)->dist <= (emins)[(p)->type])? \
1 \
: \
( \
((p)->dist >= (emaxs)[(p)->type])?\
2 \
: \
3 \
) \
) \
: \
BoxOnPlaneSide( (emins), (emaxs), (p)))
typedef struct {
float m[4][4];
} matrix4x4_t;
vec_t _DotProduct (vec3_t v1, vec3_t v2);
void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out);
void _VectorCopy (vec3_t in, vec3_t out);
void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out);
void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs);
float anglemod (float a);
void QDECL AngleVectors (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
void VectorAngles (float *forward, float *up, float *angles); //up may be NULL
void VARGS BOPS_Error (void);
int VARGS BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct mplane_s *plane);
void ClearBounds (vec3_t mins, vec3_t maxs);
float ColorNormalize (vec3_t in, vec3_t out);
void CrossProduct (const vec3_t v1, const vec3_t v2, vec3_t cross);
void FloorDivMod (double numer, double denom, int *quotient, int *rem);
int GreatestCommonDivisor (int i1, int i2);
fixed16_t Invert24To16 (fixed16_t val);
vec_t Length (vec3_t v);
void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up);
float Q_rsqrt(float number);
/*
_CM means column major.
_RM means row major
Note that openGL is column-major.
Logical C code uses row-major.
mat3x4 is always row-major (and functions can accept many RM mat4x4)
*/
void Matrix3_Multiply (vec3_t *in1, vec3_t *in2, vec3_t *out);
void Matrix4x4_Identity(float *outm);
qboolean Matrix4_Invert(const float *m, float *out);
void Matrix3x4_Invert (const float *in1, float *out);
void Matrix3x4_Invert_Simple (const float *in1, float *out);
void Matrix3x4_InvertTo4x4_Simple (const float *in1, float *out);
void Matrix3x3_RM_Invert_Simple(const vec3_t in[3], vec3_t out[3]);
void Matrix4x4_RM_CreateTranslate (float *out, float x, float y, float z);
void Matrix4x4_CM_CreateTranslate (float *out, float x, float y, float z);
void Matrix4x4_CM_ModelMatrixFromAxis (float *modelview, const vec3_t pn, const vec3_t right, const vec3_t up, const vec3_t vieworg);
void Matrix4x4_CM_ModelMatrix(float *modelview, vec_t x, vec_t y, vec_t z, vec_t pitch, vec_t yaw, vec_t roll, vec_t scale);
void Matrix4x4_CM_ModelViewMatrix (float *modelview, const vec3_t viewangles, const vec3_t vieworg);
void Matrix4x4_CM_ModelViewMatrixFromAxis (float *modelview, const vec3_t pn, const vec3_t right, const vec3_t up, const vec3_t vieworg);
void Matrix4_CreateFromQuakeEntity (float *matrix, float x, float y, float z, float pitch, float yaw, float roll, float scale);
void Matrix4_Multiply (const float *a, const float *b, float *out);
void Matrix3x4_Multiply(const float *a, const float *b, float *out);
void Matrix4x4_CM_Project (const vec3_t in, vec3_t out, const vec3_t viewangles, const vec3_t vieworg, float fovx, float fovy);
void Matrix4x4_CM_Transform3 (const float *matrix, const float *vector, float *product);
void Matrix4x4_CM_Transform4 (const float *matrix, const float *vector, float *product);
void Matrix4x4_CM_UnProject (const vec3_t in, vec3_t out, const vec3_t viewangles, const vec3_t vieworg, float fovx, float fovy);
void Matrix3x4_RM_FromVectors(float *out, const float vx[3], const float vy[3], const float vz[3], const float t[3]);
void Matrix4x4_RM_FromVectors(float *out, const float vx[3], const float vy[3], const float vz[3], const float t[3]);
void Matrix3x4_RM_ToVectors(const float *in, float vx[3], float vy[3], float vz[3], float t[3]);
float *Matrix4x4_CM_NewRotation(float a, float x, float y, float z);
float *Matrix4x4_CM_NewTranslation(float x, float y, float z);
#define AngleVectorsFLU(a,f,l,u) do{AngleVectors(a,f,l,u);VectorNegate(l,l);}while(0)
//projection matricies of different types... gesh
void Matrix4x4_CM_Orthographic (float *proj, float xmin, float xmax, float ymax, float ymin, float znear, float zfar);
void Matrix4x4_CM_OrthographicD3D(float *proj, float xmin, float xmax, float ymax, float ymin, float znear, float zfar);
void Matrix4x4_CM_Projection_Far(float *proj, float fovx, float fovy, float neard, float fard);
void Matrix4x4_CM_Projection2 (float *proj, float fovx, float fovy, float neard);
void Matrix4x4_CM_Projection_Inf(float *proj, float fovx, float fovy, float neard);
fixed16_t Mul16_30 (fixed16_t multiplier, fixed16_t multiplicand);
int Q_log2 (int val);
void Matrix3x4_InvertTo3x3(float *in, float *result);
fixed16_t Mul16_30 (fixed16_t multiplier, fixed16_t multiplicand);
int Q_log2 (int val);
void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]);
void R_ConcatRotationsPad (float in1[3][4], float in2[3][4], float out[3][4]);
void R_ConcatTransforms (matrix3x4 in1, matrix3x4 in2, matrix3x4 out);
void RotatePointAroundVector (vec3_t dst, const vec3_t dir, const vec3_t point, float degrees);
void RotateLightVector(const vec3_t *axis, const vec3_t origin, const vec3_t lightpoint, vec3_t result);
int VectorCompare (const vec3_t v1, const vec3_t v2);
void VectorInverse (vec3_t v);
void _VectorMA (const vec3_t veca, const float scale, const vec3_t vecb, vec3_t vecc);
float QDECL VectorNormalize (vec3_t v); // returns vector length
vec_t QDECL VectorNormalize2 (const vec3_t v, vec3_t out);
void VectorNormalizeFast(vec3_t v);
void VectorTransform (const vec3_t in1, const matrix3x4 in2, vec3_t out);
void VectorVectors (const vec3_t forward, vec3_t right, vec3_t up);