mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 12:32:34 +00:00
- remove use of builtin texture matrices.
- make matrix class single precision.
This commit is contained in:
parent
9230a20f18
commit
dbb05c5f33
14 changed files with 198 additions and 175 deletions
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@ -18,16 +18,16 @@ This is a simplified version of VSMatrix that has been adjusted for GZDoom's nee
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#include "doomtype.h"
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#include "gl/data/gl_matrix.h"
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static inline double
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DegToRad(double degrees)
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static inline FLOATTYPE
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DegToRad(FLOATTYPE degrees)
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{
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return (double)(degrees * (M_PI / 180.0f));
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return (FLOATTYPE)(degrees * (M_PI / 180.0f));
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};
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// sets the square matrix mat to the identity matrix,
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// size refers to the number of rows (or columns)
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void
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VSMatrix::setIdentityMatrix( double *mat, int size) {
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VSMatrix::setIdentityMatrix( FLOATTYPE *mat, int size) {
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// fill matrix with 0s
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for (int i = 0; i < size * size; ++i)
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@ -56,10 +56,10 @@ VSMatrix::loadIdentity()
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// glMultMatrix implementation
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void
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VSMatrix::multMatrix(const double *aMatrix)
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VSMatrix::multMatrix(const FLOATTYPE *aMatrix)
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{
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double res[16];
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FLOATTYPE res[16];
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for (int i = 0; i < 4; ++i)
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{
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@ -72,15 +72,16 @@ VSMatrix::multMatrix(const double *aMatrix)
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}
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}
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}
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memcpy(mMatrix, res, 16 * sizeof(double));
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memcpy(mMatrix, res, 16 * sizeof(FLOATTYPE));
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}
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#ifdef USE_DOUBLE
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// glMultMatrix implementation
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void
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VSMatrix::multMatrix(const float *aMatrix)
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{
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double res[16];
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FLOATTYPE res[16];
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for (int i = 0; i < 4; ++i)
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{
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@ -93,18 +94,20 @@ VSMatrix::multMatrix(const float *aMatrix)
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}
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}
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}
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memcpy(mMatrix, res, 16 * sizeof(double));
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memcpy(mMatrix, res, 16 * sizeof(FLOATTYPE));
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}
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#endif
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// glLoadMatrix implementation
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void
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VSMatrix::loadMatrix(const double *aMatrix)
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VSMatrix::loadMatrix(const FLOATTYPE *aMatrix)
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{
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memcpy(mMatrix, aMatrix, 16 * sizeof(double));
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memcpy(mMatrix, aMatrix, 16 * sizeof(FLOATTYPE));
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}
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#ifdef USE_DOUBLE
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// glLoadMatrix implementation
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void
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VSMatrix::loadMatrix(const float *aMatrix)
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@ -114,13 +117,14 @@ VSMatrix::loadMatrix(const float *aMatrix)
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mMatrix[i] = aMatrix[i];
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}
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}
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#endif
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// gl Translate implementation with matrix selection
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void
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VSMatrix::translate(double x, double y, double z)
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VSMatrix::translate(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z)
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{
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double mat[16];
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FLOATTYPE mat[16];
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setIdentityMatrix(mat);
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mat[12] = x;
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@ -133,9 +137,9 @@ VSMatrix::translate(double x, double y, double z)
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// gl Scale implementation with matrix selection
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void
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VSMatrix::scale(double x, double y, double z)
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VSMatrix::scale(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z)
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{
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double mat[16];
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FLOATTYPE mat[16];
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setIdentityMatrix(mat,4);
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mat[0] = x;
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@ -148,22 +152,22 @@ VSMatrix::scale(double x, double y, double z)
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// gl Rotate implementation with matrix selection
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void
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VSMatrix::rotate(double angle, double x, double y, double z)
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VSMatrix::rotate(FLOATTYPE angle, FLOATTYPE x, FLOATTYPE y, FLOATTYPE z)
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{
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double mat[16];
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double v[3];
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FLOATTYPE mat[16];
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FLOATTYPE v[3];
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v[0] = x;
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v[1] = y;
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v[2] = z;
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double radAngle = DegToRad(angle);
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double co = cos(radAngle);
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double si = sin(radAngle);
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FLOATTYPE radAngle = DegToRad(angle);
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FLOATTYPE co = cos(radAngle);
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FLOATTYPE si = sin(radAngle);
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normalize(v);
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double x2 = v[0]*v[0];
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double y2 = v[1]*v[1];
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double z2 = v[2]*v[2];
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FLOATTYPE x2 = v[0]*v[0];
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FLOATTYPE y2 = v[1]*v[1];
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FLOATTYPE z2 = v[2]*v[2];
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// mat[0] = x2 + (y2 + z2) * co;
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mat[0] = co + x2 * (1 - co);// + (y2 + z2) * co;
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@ -194,11 +198,11 @@ VSMatrix::rotate(double angle, double x, double y, double z)
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// gluLookAt implementation
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void
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VSMatrix::lookAt(double xPos, double yPos, double zPos,
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double xLook, double yLook, double zLook,
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double xUp, double yUp, double zUp)
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VSMatrix::lookAt(FLOATTYPE xPos, FLOATTYPE yPos, FLOATTYPE zPos,
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FLOATTYPE xLook, FLOATTYPE yLook, FLOATTYPE zLook,
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FLOATTYPE xUp, FLOATTYPE yUp, FLOATTYPE zUp)
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{
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double dir[3], right[3], up[3];
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FLOATTYPE dir[3], right[3], up[3];
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up[0] = xUp; up[1] = yUp; up[2] = zUp;
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@ -213,7 +217,7 @@ VSMatrix::lookAt(double xPos, double yPos, double zPos,
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crossProduct(right,dir,up);
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normalize(up);
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double m1[16],m2[16];
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FLOATTYPE m1[16],m2[16];
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m1[0] = right[0];
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m1[4] = right[1];
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@ -247,11 +251,11 @@ VSMatrix::lookAt(double xPos, double yPos, double zPos,
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// gluPerspective implementation
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void
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VSMatrix::perspective(double fov, double ratio, double nearp, double farp)
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VSMatrix::perspective(FLOATTYPE fov, FLOATTYPE ratio, FLOATTYPE nearp, FLOATTYPE farp)
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{
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double projMatrix[16];
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FLOATTYPE projMatrix[16];
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double f = 1.0f / tan (fov * (M_PI / 360.0f));
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FLOATTYPE f = 1.0f / tan (fov * (M_PI / 360.0f));
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setIdentityMatrix(projMatrix,4);
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@ -268,11 +272,11 @@ VSMatrix::perspective(double fov, double ratio, double nearp, double farp)
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// glOrtho implementation
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void
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VSMatrix::ortho(double left, double right,
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double bottom, double top,
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double nearp, double farp)
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VSMatrix::ortho(FLOATTYPE left, FLOATTYPE right,
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FLOATTYPE bottom, FLOATTYPE top,
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FLOATTYPE nearp, FLOATTYPE farp)
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{
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double m[16];
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FLOATTYPE m[16];
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setIdentityMatrix(m,4);
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@ -289,11 +293,11 @@ VSMatrix::ortho(double left, double right,
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// glFrustum implementation
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void
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VSMatrix::frustum(double left, double right,
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double bottom, double top,
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double nearp, double farp)
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VSMatrix::frustum(FLOATTYPE left, FLOATTYPE right,
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FLOATTYPE bottom, FLOATTYPE top,
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FLOATTYPE nearp, FLOATTYPE farp)
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{
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double m[16];
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FLOATTYPE m[16];
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setIdentityMatrix(m,4);
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@ -312,7 +316,7 @@ VSMatrix::frustum(double left, double right,
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/*
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// returns a pointer to the requested matrix
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double *
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FLOATTYPE *
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VSMatrix::get(MatrixTypes aType)
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{
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return mMatrix[aType];
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@ -331,9 +335,13 @@ VSMatrix::get(MatrixTypes aType)
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void
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VSMatrix::matrixToGL(int loc)
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{
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#ifdef USE_DOUBLE
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float copyto[16];
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copy(copyto);
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glUniformMatrix4fv(loc, 1, false, copyto);
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#else
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glUniformMatrix4fv(loc, 1, false, mMatrix);
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#endif
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}
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// -----------------------------------------------------
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@ -343,7 +351,7 @@ VSMatrix::matrixToGL(int loc)
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// Compute res = M * point
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void
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VSMatrix::multMatrixPoint(const double *point, double *res)
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VSMatrix::multMatrixPoint(const FLOATTYPE *point, FLOATTYPE *res)
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{
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for (int i = 0; i < 4; ++i)
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@ -360,7 +368,7 @@ VSMatrix::multMatrixPoint(const double *point, double *res)
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// res = a cross b;
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void
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VSMatrix::crossProduct(const double *a, const double *b, double *res) {
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VSMatrix::crossProduct(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res) {
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res[0] = a[1] * b[2] - b[1] * a[2];
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res[1] = a[2] * b[0] - b[2] * a[0];
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@ -369,10 +377,10 @@ VSMatrix::crossProduct(const double *a, const double *b, double *res) {
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// returns a . b
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double
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VSMatrix::dotProduct(const double *a, const double *b) {
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FLOATTYPE
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VSMatrix::dotProduct(const FLOATTYPE *a, const FLOATTYPE *b) {
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double res = a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
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FLOATTYPE res = a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
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return res;
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}
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// Normalize a vec3
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void
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VSMatrix::normalize(double *a) {
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VSMatrix::normalize(FLOATTYPE *a) {
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double mag = sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2]);
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FLOATTYPE mag = sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2]);
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a[0] /= mag;
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a[1] /= mag;
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// res = b - a
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void
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VSMatrix::subtract(const double *a, const double *b, double *res) {
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VSMatrix::subtract(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res) {
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res[0] = b[0] - a[0];
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res[1] = b[1] - a[1];
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// res = a + b
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void
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VSMatrix::add(const double *a, const double *b, double *res) {
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VSMatrix::add(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res) {
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res[0] = b[0] + a[0];
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res[1] = b[1] + a[1];
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// returns |a|
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double
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VSMatrix::length(const double *a) {
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FLOATTYPE
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VSMatrix::length(const FLOATTYPE *a) {
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return(sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2]));
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// computes the derived normal matrix for the view matrix
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void
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VSMatrix::computeNormalMatrix(const double *aMatrix)
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VSMatrix::computeNormalMatrix(const FLOATTYPE *aMatrix)
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{
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double mMat3x3[9];
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FLOATTYPE mMat3x3[9];
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mMat3x3[0] = aMatrix[0];
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mMat3x3[1] = aMatrix[1];
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mMat3x3[7] = aMatrix[9];
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mMat3x3[8] = aMatrix[10];
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double det, invDet;
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FLOATTYPE det, invDet;
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det = mMat3x3[0] * (mMat3x3[4] * mMat3x3[8] - mMat3x3[5] * mMat3x3[7]) +
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mMat3x3[1] * (mMat3x3[5] * mMat3x3[6] - mMat3x3[8] * mMat3x3[3]) +
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// aux function resMat = resMat * aMatrix
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void
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VSMatrix::multMatrix(double *resMat, const double *aMatrix)
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VSMatrix::multMatrix(FLOATTYPE *resMat, const FLOATTYPE *aMatrix)
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{
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double res[16];
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FLOATTYPE res[16];
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for (int i = 0; i < 4; ++i)
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{
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@ -492,5 +500,5 @@ VSMatrix::multMatrix(double *resMat, const double *aMatrix)
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}
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}
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}
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memcpy(resMat, res, 16 * sizeof(double));
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memcpy(resMat, res, 16 * sizeof(FLOATTYPE));
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}
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@ -22,6 +22,12 @@
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#include <stdlib.h>
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#ifdef USE_DOUBLE
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typedef double FLOATTYPE;
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#else
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typedef float FLOATTYPE;
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#endif
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class VSMatrix {
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public:
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loadIdentity();
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}
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void translate(double x, double y, double z);
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void scale(double x, double y, double z);
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void rotate(double angle, double x, double y, double z);
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void translate(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z);
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void scale(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z);
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void rotate(FLOATTYPE angle, FLOATTYPE x, FLOATTYPE y, FLOATTYPE z);
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void loadIdentity();
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#ifdef USE_DOUBLE
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void multMatrix(const float *aMatrix);
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void multMatrix(const double *aMatrix);
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#endif
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void multMatrix(const FLOATTYPE *aMatrix);
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void multMatrix(const VSMatrix &aMatrix)
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{
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multMatrix(aMatrix.mMatrix);
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}
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void loadMatrix(const double *aMatrix);
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void loadMatrix(const FLOATTYPE *aMatrix);
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#ifdef USE_DOUBLE
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void loadMatrix(const float *aMatrix);
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void lookAt(double xPos, double yPos, double zPos, double xLook, double yLook, double zLook, double xUp, double yUp, double zUp);
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void perspective(double fov, double ratio, double nearp, double farp);
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void ortho(double left, double right, double bottom, double top, double nearp=-1.0f, double farp=1.0f);
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void frustum(double left, double right, double bottom, double top, double nearp, double farp);
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void copy(double * pDest)
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#endif
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void lookAt(FLOATTYPE xPos, FLOATTYPE yPos, FLOATTYPE zPos, FLOATTYPE xLook, FLOATTYPE yLook, FLOATTYPE zLook, FLOATTYPE xUp, FLOATTYPE yUp, FLOATTYPE zUp);
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void perspective(FLOATTYPE fov, FLOATTYPE ratio, FLOATTYPE nearp, FLOATTYPE farp);
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void ortho(FLOATTYPE left, FLOATTYPE right, FLOATTYPE bottom, FLOATTYPE top, FLOATTYPE nearp=-1.0f, FLOATTYPE farp=1.0f);
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void frustum(FLOATTYPE left, FLOATTYPE right, FLOATTYPE bottom, FLOATTYPE top, FLOATTYPE nearp, FLOATTYPE farp);
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void copy(FLOATTYPE * pDest)
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{
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memcpy(pDest, mMatrix, 16 * sizeof(double));
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memcpy(pDest, mMatrix, 16 * sizeof(FLOATTYPE));
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}
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#ifdef USE_DOUBLE
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void copy(float * pDest)
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{
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for (int i = 0; i < 16; i++)
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@ -63,30 +74,38 @@ class VSMatrix {
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pDest[i] = (float)mMatrix[i];
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}
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}
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#endif
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const FLOATTYPE *get() const
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{
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return mMatrix;
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}
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void matrixToGL(int location);
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void multMatrixPoint(const double *point, double *res);
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void multMatrixPoint(const FLOATTYPE *point, FLOATTYPE *res);
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#ifdef USE_DOUBLE
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void computeNormalMatrix(const float *aMatrix);
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void computeNormalMatrix(const double *aMatrix);
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#endif
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void computeNormalMatrix(const FLOATTYPE *aMatrix);
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void computeNormalMatrix(const VSMatrix &aMatrix)
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{
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computeNormalMatrix(aMatrix.mMatrix);
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}
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protected:
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static void crossProduct(const double *a, const double *b, double *res);
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static double dotProduct(const double *a, const double * b);
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static void normalize(double *a);
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static void subtract(const double *a, const double *b, double *res);
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static void add(const double *a, const double *b, double *res);
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static double length(const double *a);
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static void multMatrix(double *resMatrix, const double *aMatrix);
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static void crossProduct(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res);
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static FLOATTYPE dotProduct(const FLOATTYPE *a, const FLOATTYPE * b);
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static void normalize(FLOATTYPE *a);
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static void subtract(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res);
|
||||
static void add(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res);
|
||||
static FLOATTYPE length(const FLOATTYPE *a);
|
||||
static void multMatrix(FLOATTYPE *resMatrix, const FLOATTYPE *aMatrix);
|
||||
|
||||
static void setIdentityMatrix(double *mat, int size = 4);
|
||||
static void setIdentityMatrix(FLOATTYPE *mat, int size = 4);
|
||||
|
||||
/// The storage for matrices
|
||||
double mMatrix[16];
|
||||
FLOATTYPE mMatrix[16];
|
||||
|
||||
};
|
||||
|
||||
|
|
|
@ -807,64 +807,40 @@ void gl_RenderModel(GLSprite * spr)
|
|||
if(smf->flags & MDL_INHERITACTORPITCH) pitch += float(static_cast<double>(spr->actor->pitch >> 16) / (1 << 13) * 45 + static_cast<double>(spr->actor->pitch & 0x0000FFFF) / (1 << 29) * 45);
|
||||
if(smf->flags & MDL_INHERITACTORROLL) roll += float(static_cast<double>(spr->actor->roll >> 16) / (1 << 13) * 45 + static_cast<double>(spr->actor->roll & 0x0000FFFF) / (1 << 29) * 45);
|
||||
|
||||
glActiveTexture(GL_TEXTURE7); // Hijack the otherwise unused seventh texture matrix for the model to world transformation.
|
||||
glMatrixMode(GL_TEXTURE);
|
||||
glLoadIdentity();
|
||||
gl_RenderState.mModelMatrix.loadIdentity();
|
||||
|
||||
// Model space => World space
|
||||
glTranslatef(spr->x, spr->z, spr->y );
|
||||
gl_RenderState.mModelMatrix.translate(spr->x, spr->z, spr->y );
|
||||
|
||||
// Applying model transformations:
|
||||
// 1) Applying actor angle, pitch and roll to the model
|
||||
glRotatef(-angle, 0, 1, 0);
|
||||
glRotatef(pitch, 0, 0, 1);
|
||||
glRotatef(-roll, 1, 0, 0);
|
||||
gl_RenderState.mModelMatrix.rotate(-angle, 0, 1, 0);
|
||||
gl_RenderState.mModelMatrix.rotate(pitch, 0, 0, 1);
|
||||
gl_RenderState.mModelMatrix.rotate(-roll, 1, 0, 0);
|
||||
|
||||
// 2) Applying Doomsday like rotation of the weapon pickup models
|
||||
// The rotation angle is based on the elapsed time.
|
||||
|
||||
if( smf->flags & MDL_ROTATING )
|
||||
{
|
||||
glTranslatef(smf->rotationCenterX, smf->rotationCenterY, smf->rotationCenterZ);
|
||||
glRotatef(rotateOffset, smf->xrotate, smf->yrotate, smf->zrotate);
|
||||
glTranslatef(-smf->rotationCenterX, -smf->rotationCenterY, -smf->rotationCenterZ);
|
||||
gl_RenderState.mModelMatrix.translate(smf->rotationCenterX, smf->rotationCenterY, smf->rotationCenterZ);
|
||||
gl_RenderState.mModelMatrix.rotate(rotateOffset, smf->xrotate, smf->yrotate, smf->zrotate);
|
||||
gl_RenderState.mModelMatrix.translate(-smf->rotationCenterX, -smf->rotationCenterY, -smf->rotationCenterZ);
|
||||
}
|
||||
|
||||
// 3) Scaling model.
|
||||
glScalef(scaleFactorX, scaleFactorZ, scaleFactorY);
|
||||
gl_RenderState.mModelMatrix.scale(scaleFactorX, scaleFactorZ, scaleFactorY);
|
||||
|
||||
// 4) Aplying model offsets (model offsets do not depend on model scalings).
|
||||
glTranslatef(smf->xoffset / smf->xscale, smf->zoffset / smf->zscale, smf->yoffset / smf->yscale);
|
||||
gl_RenderState.mModelMatrix.translate(smf->xoffset / smf->xscale, smf->zoffset / smf->zscale, smf->yoffset / smf->yscale);
|
||||
|
||||
// 5) Applying model rotations.
|
||||
glRotatef(-ANGLE_TO_FLOAT(smf->angleoffset), 0, 1, 0);
|
||||
glRotatef(smf->pitchoffset, 0, 0, 1);
|
||||
glRotatef(-smf->rolloffset, 1, 0, 0);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
#if 0
|
||||
if (gl_light_models)
|
||||
{
|
||||
// The normal transform matrix only contains the inverse rotations and scalings but not the translations
|
||||
NormalTransform.MakeIdentity();
|
||||
|
||||
NormalTransform.Scale(1.f/scaleFactorX, 1.f/scaleFactorZ, 1.f/scaleFactorY);
|
||||
if( smf->flags & MDL_ROTATING ) NormalTransform.Rotate(smf->xrotate, smf->yrotate, smf->zrotate, -rotateOffset);
|
||||
if (pitch != 0) NormalTransform.Rotate(0,0,1,-pitch);
|
||||
if (angle != 0) NormalTransform.Rotate(0,1,0, angle);
|
||||
|
||||
gl_RenderFrameModels( smf, spr->actor->state, spr->actor->tics, RUNTIME_TYPE(spr->actor), &ModelToWorld, &NormalTransform, translation );
|
||||
}
|
||||
#endif
|
||||
|
||||
gl_RenderState.mModelMatrix.rotate(-ANGLE_TO_FLOAT(smf->angleoffset), 0, 1, 0);
|
||||
gl_RenderState.mModelMatrix.rotate(smf->pitchoffset, 0, 0, 1);
|
||||
gl_RenderState.mModelMatrix.rotate(-smf->rolloffset, 1, 0, 0);
|
||||
gl_RenderState.EnableModelMatrix(true);
|
||||
gl_RenderFrameModels( smf, spr->actor->state, spr->actor->tics, RUNTIME_TYPE(spr->actor), NULL, translation );
|
||||
|
||||
glActiveTexture(GL_TEXTURE7);
|
||||
glMatrixMode(GL_TEXTURE);
|
||||
glLoadIdentity();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
gl_RenderState.EnableModelMatrix(false);
|
||||
|
||||
glDepthFunc(GL_LESS);
|
||||
if (!( spr->actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] ))
|
||||
|
|
|
@ -56,6 +56,8 @@ FRenderState gl_RenderState;
|
|||
CVAR(Bool, gl_direct_state_change, true, 0)
|
||||
|
||||
|
||||
static VSMatrix identityMatrix(1);
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
|
@ -225,6 +227,27 @@ bool FRenderState::ApplyShader()
|
|||
activeShader->muColormapStart.Set(r, g, b, 1.f);
|
||||
}
|
||||
}
|
||||
if (mTextureMatrixEnabled)
|
||||
{
|
||||
mTextureMatrix.matrixToGL(activeShader->texturematrix_index);
|
||||
activeShader->currentTextureMatrixState = true;
|
||||
}
|
||||
else if (activeShader->currentTextureMatrixState)
|
||||
{
|
||||
activeShader->currentTextureMatrixState = false;
|
||||
identityMatrix.matrixToGL(activeShader->texturematrix_index);
|
||||
}
|
||||
|
||||
if (mModelMatrixEnabled)
|
||||
{
|
||||
mModelMatrix.matrixToGL(activeShader->modelmatrix_index);
|
||||
activeShader->currentModelMatrixState = true;
|
||||
}
|
||||
else if (activeShader->currentModelMatrixState)
|
||||
{
|
||||
activeShader->currentModelMatrixState = false;
|
||||
identityMatrix.matrixToGL(activeShader->modelmatrix_index);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
#include <string.h>
|
||||
#include "gl/system/gl_interface.h"
|
||||
#include "gl/data/gl_data.h"
|
||||
#include "gl/data/gl_matrix.h"
|
||||
#include "c_cvars.h"
|
||||
#include "r_defs.h"
|
||||
|
||||
|
@ -58,6 +59,8 @@ class FRenderState
|
|||
bool m2D;
|
||||
float mInterpolationFactor;
|
||||
float mClipHeightTop, mClipHeightBottom;
|
||||
bool mModelMatrixEnabled;
|
||||
bool mTextureMatrixEnabled;
|
||||
|
||||
FVertexBuffer *mVertexBuffer, *mCurrentVertexBuffer;
|
||||
FStateVec4 mColor;
|
||||
|
@ -80,6 +83,12 @@ class FRenderState
|
|||
bool ApplyShader();
|
||||
|
||||
public:
|
||||
|
||||
VSMatrix mProjectionMatrix;
|
||||
VSMatrix mViewMatrix;
|
||||
VSMatrix mModelMatrix;
|
||||
VSMatrix mTextureMatrix;
|
||||
|
||||
FRenderState()
|
||||
{
|
||||
Reset();
|
||||
|
@ -89,6 +98,7 @@ public:
|
|||
|
||||
void SetupShader(int &shaderindex, float warptime);
|
||||
void Apply();
|
||||
void ApplyMatrices();
|
||||
|
||||
void SetVertexBuffer(FVertexBuffer *vb)
|
||||
{
|
||||
|
@ -180,6 +190,16 @@ public:
|
|||
mBrightmapEnabled = on;
|
||||
}
|
||||
|
||||
void EnableModelMatrix(bool on)
|
||||
{
|
||||
mModelMatrixEnabled = on;
|
||||
}
|
||||
|
||||
void EnableTextureMatrix(bool on)
|
||||
{
|
||||
mTextureMatrixEnabled = on;
|
||||
}
|
||||
|
||||
void SetCameraPos(float x, float y, float z)
|
||||
{
|
||||
mCameraPos.Set(x, z, y, 0);
|
||||
|
|
|
@ -1083,10 +1083,9 @@ void FDrawInfo::DrawFloodedPlane(wallseg * ws, float planez, sector_t * sec, boo
|
|||
float fviewy = FIXED2FLOAT(viewy);
|
||||
float fviewz = FIXED2FLOAT(viewz);
|
||||
|
||||
gl_SetPlaneTextureRotation(&plane, gltexture);
|
||||
gl_RenderState.Apply();
|
||||
|
||||
bool pushed = gl_SetPlaneTextureRotation(&plane, gltexture);
|
||||
|
||||
float prj_fac1 = (planez-fviewz)/(ws->z1-fviewz);
|
||||
float prj_fac2 = (planez-fviewz)/(ws->z2-fviewz);
|
||||
|
||||
|
@ -1113,11 +1112,7 @@ void FDrawInfo::DrawFloodedPlane(wallseg * ws, float planez, sector_t * sec, boo
|
|||
ptr++;
|
||||
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_FAN);
|
||||
|
||||
if (pushed)
|
||||
{
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
}
|
||||
gl_RenderState.EnableTextureMatrix(false);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -273,7 +273,7 @@ public:
|
|||
|
||||
extern FDrawInfo * gl_drawinfo;
|
||||
|
||||
bool gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture);
|
||||
void gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture);
|
||||
void gl_SetRenderStyle(FRenderStyle style, bool drawopaque, bool allowcolorblending);
|
||||
|
||||
#endif
|
|
@ -70,7 +70,7 @@
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
bool gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture)
|
||||
void gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture)
|
||||
{
|
||||
// only manipulate the texture matrix if needed.
|
||||
if (secplane->xoffs != 0 || secplane->yoffs != 0 ||
|
||||
|
@ -93,15 +93,13 @@ bool gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * glte
|
|||
float xscale2=64.f/gltexture->TextureWidth(GLUSE_TEXTURE);
|
||||
float yscale2=64.f/gltexture->TextureHeight(GLUSE_TEXTURE);
|
||||
|
||||
glMatrixMode(GL_TEXTURE);
|
||||
glPushMatrix();
|
||||
glScalef(xscale1 ,yscale1,1.0f);
|
||||
glTranslatef(uoffs,voffs,0.0f);
|
||||
glScalef(xscale2 ,yscale2,1.0f);
|
||||
glRotatef(angle,0.0f,0.0f,1.0f);
|
||||
return true;
|
||||
gl_RenderState.mTextureMatrix.loadIdentity();
|
||||
gl_RenderState.mTextureMatrix.scale(xscale1 ,yscale1,1.0f);
|
||||
gl_RenderState.mTextureMatrix.translate(uoffs,voffs,0.0f);
|
||||
gl_RenderState.mTextureMatrix.scale(xscale2 ,yscale2,1.0f);
|
||||
gl_RenderState.mTextureMatrix.rotate(angle,0.0f,0.0f,1.0f);
|
||||
gl_RenderState.EnableTextureMatrix(true);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
@ -377,13 +375,9 @@ void GLFlat::Draw(int pass)
|
|||
case GLPASS_TEXTURE:
|
||||
{
|
||||
gltexture->Bind();
|
||||
bool pushed = gl_SetPlaneTextureRotation(&plane, gltexture);
|
||||
gl_SetPlaneTextureRotation(&plane, gltexture);
|
||||
DrawSubsectors(pass, false);
|
||||
if (pushed)
|
||||
{
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
}
|
||||
gl_RenderState.EnableTextureMatrix(false);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -440,13 +434,9 @@ void GLFlat::Draw(int pass)
|
|||
else
|
||||
{
|
||||
gltexture->Bind();
|
||||
bool pushed = gl_SetPlaneTextureRotation(&plane, gltexture);
|
||||
gl_SetPlaneTextureRotation(&plane, gltexture);
|
||||
DrawSubsectors(pass, true);
|
||||
if (pushed)
|
||||
{
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
}
|
||||
gl_RenderState.EnableTextureMatrix(false);
|
||||
}
|
||||
if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
break;
|
||||
|
|
|
@ -1000,7 +1000,7 @@ void GLHorizonPortal::DrawContents()
|
|||
|
||||
gltexture->Bind();
|
||||
|
||||
bool pushed = gl_SetPlaneTextureRotation(sp, gltexture);
|
||||
gl_SetPlaneTextureRotation(sp, gltexture);
|
||||
gl_RenderState.EnableAlphaTest(false);
|
||||
gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
|
||||
gl_RenderState.Apply();
|
||||
|
@ -1059,12 +1059,7 @@ void GLHorizonPortal::DrawContents()
|
|||
ptr++;
|
||||
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
|
||||
|
||||
if (pushed)
|
||||
{
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
}
|
||||
|
||||
gl_RenderState.EnableTextureMatrix(false);
|
||||
PortalAll.Unclock();
|
||||
|
||||
}
|
||||
|
|
|
@ -286,14 +286,6 @@ void FGLRenderer::SetProjection(float fov, float ratio, float fovratio)
|
|||
|
||||
void FGLRenderer::SetViewMatrix(bool mirror, bool planemirror)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE7);
|
||||
glMatrixMode(GL_TEXTURE);
|
||||
glLoadIdentity();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glMatrixMode(GL_TEXTURE);
|
||||
glLoadIdentity();
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
|
||||
|
|
|
@ -293,20 +293,17 @@ void RenderDome(FMaterial * tex, float x_offset, float y_offset, bool mirror, in
|
|||
glScalef(1.f, 1.2f * 1.17f, 1.f);
|
||||
yscale = 240.f / texh;
|
||||
}
|
||||
glMatrixMode(GL_TEXTURE);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
glScalef(mirror? -xscale : xscale, yscale, 1.f);
|
||||
glTranslatef(1.f, y_offset / texh, 1.f);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
gl_RenderState.EnableTextureMatrix(true);
|
||||
gl_RenderState.mTextureMatrix.loadIdentity();
|
||||
gl_RenderState.mTextureMatrix.scale(mirror? -xscale : xscale, yscale, 1.f);
|
||||
gl_RenderState.mTextureMatrix.translate(1.f, y_offset / texh, 1.f);
|
||||
}
|
||||
|
||||
GLRenderer->mSkyVBO->RenderDome(tex, mode);
|
||||
gl_RenderState.EnableTextureMatrix(false);
|
||||
|
||||
if (tex)
|
||||
{
|
||||
glMatrixMode(GL_TEXTURE);
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
}
|
||||
|
|
|
@ -206,6 +206,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
|
|||
timer_index = glGetUniformLocation(hShader, "timer");
|
||||
lights_index = glGetUniformLocation(hShader, "lights");
|
||||
fakevb_index = glGetUniformLocation(hShader, "fakeVB");
|
||||
modelmatrix_index = glGetUniformLocation(hShader, "ModelMatrix");
|
||||
texturematrix_index = glGetUniformLocation(hShader, "TextureMatrix");
|
||||
|
||||
glBindAttribLocation(hShader, VATTR_VERTEX2, "aVertex2");
|
||||
|
||||
|
|
|
@ -198,11 +198,15 @@ class FShader
|
|||
|
||||
int timer_index;
|
||||
int lights_index;
|
||||
int modelmatrix_index;
|
||||
int texturematrix_index;
|
||||
public:
|
||||
int fakevb_index;
|
||||
private:
|
||||
int currentglowstate;
|
||||
int currentfixedcolormap;
|
||||
bool currentTextureMatrixState;
|
||||
bool currentModelMatrixState;
|
||||
|
||||
public:
|
||||
FShader(const char *name)
|
||||
|
@ -211,6 +215,8 @@ public:
|
|||
hShader = hVertProg = hFragProg = 0;
|
||||
currentglowstate = 0;
|
||||
currentfixedcolormap = 0;
|
||||
currentTextureMatrixState = true; // by setting the matrix state to 'true' it is guaranteed to be set the first time the render state gets applied.
|
||||
currentModelMatrixState = true;
|
||||
}
|
||||
|
||||
~FShader();
|
||||
|
|
|
@ -36,8 +36,8 @@ uniform ivec4 uLightRange;
|
|||
|
||||
|
||||
// redefine the matrix names to what they actually represent.
|
||||
#define ModelMatrix gl_TextureMatrix[7]
|
||||
#define ViewMatrix gl_ModelViewMatrix
|
||||
#define ProjectionMatrix gl_ProjectionMatrix
|
||||
#define TextureMatrix gl_TextureMatrix[0]
|
||||
#define ViewMatrix gl_ModelViewMatrix
|
||||
uniform mat4 ModelMatrix;
|
||||
uniform mat4 TextureMatrix;
|
||||
|
||||
|
|
Loading…
Reference in a new issue