/* =========================================================================== Copyright (C) 2010 James Canete (use.less01@gmail.com) This file is part of Quake III Arena source code. Quake III Arena source code 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. Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // tr_extramath.c - extra math needed by the renderer not in qmath.c #include "tr_local.h" // Some matrix helper functions // FIXME: do these already exist in ioq3 and I don't know about them? void Mat4Zero( mat4_t out ) { out[ 0] = 0.0f; out[ 4] = 0.0f; out[ 8] = 0.0f; out[12] = 0.0f; out[ 1] = 0.0f; out[ 5] = 0.0f; out[ 9] = 0.0f; out[13] = 0.0f; out[ 2] = 0.0f; out[ 6] = 0.0f; out[10] = 0.0f; out[14] = 0.0f; out[ 3] = 0.0f; out[ 7] = 0.0f; out[11] = 0.0f; out[15] = 0.0f; } void Mat4Identity( mat4_t out ) { out[ 0] = 1.0f; out[ 4] = 0.0f; out[ 8] = 0.0f; out[12] = 0.0f; out[ 1] = 0.0f; out[ 5] = 1.0f; out[ 9] = 0.0f; out[13] = 0.0f; out[ 2] = 0.0f; out[ 6] = 0.0f; out[10] = 1.0f; out[14] = 0.0f; out[ 3] = 0.0f; out[ 7] = 0.0f; out[11] = 0.0f; out[15] = 1.0f; } void Mat4Copy( const mat4_t in, mat4_t out ) { out[ 0] = in[ 0]; out[ 4] = in[ 4]; out[ 8] = in[ 8]; out[12] = in[12]; out[ 1] = in[ 1]; out[ 5] = in[ 5]; out[ 9] = in[ 9]; out[13] = in[13]; out[ 2] = in[ 2]; out[ 6] = in[ 6]; out[10] = in[10]; out[14] = in[14]; out[ 3] = in[ 3]; out[ 7] = in[ 7]; out[11] = in[11]; out[15] = in[15]; } void Mat4Multiply( const mat4_t in1, const mat4_t in2, mat4_t out ) { out[ 0] = in1[ 0] * in2[ 0] + in1[ 4] * in2[ 1] + in1[ 8] * in2[ 2] + in1[12] * in2[ 3]; out[ 1] = in1[ 1] * in2[ 0] + in1[ 5] * in2[ 1] + in1[ 9] * in2[ 2] + in1[13] * in2[ 3]; out[ 2] = in1[ 2] * in2[ 0] + in1[ 6] * in2[ 1] + in1[10] * in2[ 2] + in1[14] * in2[ 3]; out[ 3] = in1[ 3] * in2[ 0] + in1[ 7] * in2[ 1] + in1[11] * in2[ 2] + in1[15] * in2[ 3]; out[ 4] = in1[ 0] * in2[ 4] + in1[ 4] * in2[ 5] + in1[ 8] * in2[ 6] + in1[12] * in2[ 7]; out[ 5] = in1[ 1] * in2[ 4] + in1[ 5] * in2[ 5] + in1[ 9] * in2[ 6] + in1[13] * in2[ 7]; out[ 6] = in1[ 2] * in2[ 4] + in1[ 6] * in2[ 5] + in1[10] * in2[ 6] + in1[14] * in2[ 7]; out[ 7] = in1[ 3] * in2[ 4] + in1[ 7] * in2[ 5] + in1[11] * in2[ 6] + in1[15] * in2[ 7]; out[ 8] = in1[ 0] * in2[ 8] + in1[ 4] * in2[ 9] + in1[ 8] * in2[10] + in1[12] * in2[11]; out[ 9] = in1[ 1] * in2[ 8] + in1[ 5] * in2[ 9] + in1[ 9] * in2[10] + in1[13] * in2[11]; out[10] = in1[ 2] * in2[ 8] + in1[ 6] * in2[ 9] + in1[10] * in2[10] + in1[14] * in2[11]; out[11] = in1[ 3] * in2[ 8] + in1[ 7] * in2[ 9] + in1[11] * in2[10] + in1[15] * in2[11]; out[12] = in1[ 0] * in2[12] + in1[ 4] * in2[13] + in1[ 8] * in2[14] + in1[12] * in2[15]; out[13] = in1[ 1] * in2[12] + in1[ 5] * in2[13] + in1[ 9] * in2[14] + in1[13] * in2[15]; out[14] = in1[ 2] * in2[12] + in1[ 6] * in2[13] + in1[10] * in2[14] + in1[14] * in2[15]; out[15] = in1[ 3] * in2[12] + in1[ 7] * in2[13] + in1[11] * in2[14] + in1[15] * in2[15]; } void Mat4Transform( const mat4_t in1, const vec4_t in2, vec4_t out ) { out[ 0] = in1[ 0] * in2[ 0] + in1[ 4] * in2[ 1] + in1[ 8] * in2[ 2] + in1[12] * in2[ 3]; out[ 1] = in1[ 1] * in2[ 0] + in1[ 5] * in2[ 1] + in1[ 9] * in2[ 2] + in1[13] * in2[ 3]; out[ 2] = in1[ 2] * in2[ 0] + in1[ 6] * in2[ 1] + in1[10] * in2[ 2] + in1[14] * in2[ 3]; out[ 3] = in1[ 3] * in2[ 0] + in1[ 7] * in2[ 1] + in1[11] * in2[ 2] + in1[15] * in2[ 3]; } qboolean Mat4Compare( const mat4_t a, const mat4_t b ) { return !(a[ 0] != b[ 0] || a[ 4] != b[ 4] || a[ 8] != b[ 8] || a[12] != b[12] || a[ 1] != b[ 1] || a[ 5] != b[ 5] || a[ 9] != b[ 9] || a[13] != b[13] || a[ 2] != b[ 2] || a[ 6] != b[ 6] || a[10] != b[10] || a[14] != b[14] || a[ 3] != b[ 3] || a[ 7] != b[ 7] || a[11] != b[11] || a[15] != b[15]); } void Mat4Dump( const mat4_t in ) { ri.Printf(PRINT_ALL, "%3.5f %3.5f %3.5f %3.5f\n", in[ 0], in[ 4], in[ 8], in[12]); ri.Printf(PRINT_ALL, "%3.5f %3.5f %3.5f %3.5f\n", in[ 1], in[ 5], in[ 9], in[13]); ri.Printf(PRINT_ALL, "%3.5f %3.5f %3.5f %3.5f\n", in[ 2], in[ 6], in[10], in[14]); ri.Printf(PRINT_ALL, "%3.5f %3.5f %3.5f %3.5f\n", in[ 3], in[ 7], in[11], in[15]); } void Mat4Translation( vec3_t vec, mat4_t out ) { out[ 0] = 1.0f; out[ 4] = 0.0f; out[ 8] = 0.0f; out[12] = vec[0]; out[ 1] = 0.0f; out[ 5] = 1.0f; out[ 9] = 0.0f; out[13] = vec[1]; out[ 2] = 0.0f; out[ 6] = 0.0f; out[10] = 1.0f; out[14] = vec[2]; out[ 3] = 0.0f; out[ 7] = 0.0f; out[11] = 0.0f; out[15] = 1.0f; } void Mat4Ortho( float left, float right, float bottom, float top, float znear, float zfar, mat4_t out ) { out[ 0] = 2.0f / (right - left); out[ 4] = 0.0f; out[ 8] = 0.0f; out[12] = -(right + left) / (right - left); out[ 1] = 0.0f; out[ 5] = 2.0f / (top - bottom); out[ 9] = 0.0f; out[13] = -(top + bottom) / (top - bottom); out[ 2] = 0.0f; out[ 6] = 0.0f; out[10] = 2.0f / (zfar - znear); out[14] = -(zfar + znear) / (zfar - znear); out[ 3] = 0.0f; out[ 7] = 0.0f; out[11] = 0.0f; out[15] = 1.0f; } void Mat4View(vec3_t axes[3], vec3_t origin, mat4_t out) { out[0] = axes[0][0]; out[1] = axes[1][0]; out[2] = axes[2][0]; out[3] = 0; out[4] = axes[0][1]; out[5] = axes[1][1]; out[6] = axes[2][1]; out[7] = 0; out[8] = axes[0][2]; out[9] = axes[1][2]; out[10] = axes[2][2]; out[11] = 0; out[12] = -DotProduct(origin, axes[0]); out[13] = -DotProduct(origin, axes[1]); out[14] = -DotProduct(origin, axes[2]); out[15] = 1; } void Mat4SimpleInverse( const mat4_t in, mat4_t out) { vec3_t v; float invSqrLen; VectorCopy(in + 0, v); invSqrLen = 1.0f / DotProduct(v, v); VectorScale(v, invSqrLen, v); out[ 0] = v[0]; out[ 4] = v[1]; out[ 8] = v[2]; out[12] = -DotProduct(v, &in[12]); VectorCopy(in + 4, v); invSqrLen = 1.0f / DotProduct(v, v); VectorScale(v, invSqrLen, v); out[ 1] = v[0]; out[ 5] = v[1]; out[ 9] = v[2]; out[13] = -DotProduct(v, &in[12]); VectorCopy(in + 8, v); invSqrLen = 1.0f / DotProduct(v, v); VectorScale(v, invSqrLen, v); out[ 2] = v[0]; out[ 6] = v[1]; out[10] = v[2]; out[14] = -DotProduct(v, &in[12]); out[ 3] = 0.0f; out[ 7] = 0.0f; out[11] = 0.0f; out[15] = 1.0f; } void VectorLerp( vec3_t a, vec3_t b, float lerp, vec3_t c) { c[0] = a[0] * (1.0f - lerp) + b[0] * lerp; c[1] = a[1] * (1.0f - lerp) + b[1] * lerp; c[2] = a[2] * (1.0f - lerp) + b[2] * lerp; } qboolean SpheresIntersect(vec3_t origin1, float radius1, vec3_t origin2, float radius2) { float radiusSum = radius1 + radius2; vec3_t diff; VectorSubtract(origin1, origin2, diff); if (DotProduct(diff, diff) <= radiusSum * radiusSum) { return qtrue; } return qfalse; } void BoundingSphereOfSpheres(vec3_t origin1, float radius1, vec3_t origin2, float radius2, vec3_t origin3, float *radius3) { vec3_t diff; VectorScale(origin1, 0.5f, origin3); VectorMA(origin3, 0.5f, origin2, origin3); VectorSubtract(origin1, origin2, diff); *radius3 = VectorLength(diff) * 0.5f + MAX(radius1, radius2); } int NextPowerOfTwo(int in) { int out; for (out = 1; out < in; out <<= 1) ; return out; } union f32_u { float f; uint32_t i; struct { unsigned int fraction:23; unsigned int exponent:8; unsigned int sign:1; } pack; }; union f16_u { uint16_t i; struct { unsigned int fraction:10; unsigned int exponent:5; unsigned int sign:1; } pack; }; uint16_t FloatToHalf(float in) { union f32_u f32; union f16_u f16; f32.f = in; f16.pack.exponent = CLAMP((int)(f32.pack.exponent) - 112, 0, 31); f16.pack.fraction = f32.pack.fraction >> 13; f16.pack.sign = f32.pack.sign; return f16.i; }