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https://github.com/ZDoom/gzdoom.git
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09f54b0940
Unfortunately the math behind the old clip planes is utterly impenetrable and so poorly documented that I have no idea how to set that up, so it is deactivated for now. It wasn't working anyway.
115 lines
No EOL
3 KiB
C++
115 lines
No EOL
3 KiB
C++
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// Matrix class based on code from VSML:
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/** ----------------------------------------------------------
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* \class VSMathLib
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*
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* Lighthouse3D
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*
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* VSMathLib - Very Simple Matrix Library
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*
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* Full documentation at
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* http://www.lighthouse3d.com/very-simple-libs
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*
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* This class aims at easing geometric transforms, camera
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* placement and projection definition for programmers
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* working with OpenGL core versions.
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*
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*
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---------------------------------------------------------------*/
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#ifndef __VSMatrix__
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#define __VSMatrix__
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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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VSMatrix()
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{
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}
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VSMatrix(int)
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{
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loadIdentity();
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}
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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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#endif
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void multVector(FLOATTYPE *aVector);
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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 FLOATTYPE *aMatrix);
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#ifdef USE_DOUBLE
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void loadMatrix(const float *aMatrix);
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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(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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{
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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 FLOATTYPE *point, FLOATTYPE *res);
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#ifdef USE_DOUBLE
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void computeNormalMatrix(const float *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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bool inverseMatrix(VSMatrix &result);
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void transpose();
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protected:
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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);
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static void add(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res);
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static FLOATTYPE length(const FLOATTYPE *a);
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static void multMatrix(FLOATTYPE *resMatrix, const FLOATTYPE *aMatrix);
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static void setIdentityMatrix(FLOATTYPE *mat, int size = 4);
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/// The storage for matrices
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FLOATTYPE mMatrix[16];
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};
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#endif |