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https://github.com/ZDoom/raze-gles.git
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7da6380dcb
This is done by factoring out some polymer.c:polymer_getbuildmaterial() code into polymer_eligible_for_artmapping() and using that. The one in polymer.c can still determine to not use ART mapping on some ("rare"?) occasions, so it's not 100% in sync. git-svn-id: https://svn.eduke32.com/eduke32@4407 1a8010ca-5511-0410-912e-c29ae57300e0
577 lines
20 KiB
C
577 lines
20 KiB
C
// here lies the GREAT JUSTICE RENDERER
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// TODO :
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// - CORE STUFF
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// o there's also the texture alignment problem Hunter reported (san andreas fault)
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// o RTT portals (water)
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// o clip mirrors/portals to their planes
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// o merge mirrors/portals from the same plane
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// - SPRITES
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// o sprite panning
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// - SKIES
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// o skyview
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// - MDSPRITES
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// o need full translation and rotation support from CON to attach to game world or tags
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//
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// the renderer should hopefully be pretty solid after all that
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// the rest will be a bliss :)
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#ifndef _polymer_h_
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# define _polymer_h_
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# include "compat.h"
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# include "baselayer.h"
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# include "glbuild.h"
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# include "build.h"
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# include "osd.h"
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# include "hightile.h"
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# include "mdsprite.h"
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# include "polymost.h"
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# include "pragmas.h"
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#define PR_LINEAR_FOG
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// CVARS
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extern int32_t pr_lighting;
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extern int32_t pr_normalmapping;
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extern int32_t pr_specularmapping;
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extern int32_t pr_shadows;
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extern int32_t pr_shadowcount;
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extern int32_t pr_shadowdetail;
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extern int32_t pr_shadowfiltering;
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extern int32_t pr_maxlightpasses;
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extern int32_t pr_maxlightpriority;
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extern int32_t pr_fov;
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extern double pr_customaspect;
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extern int32_t pr_billboardingmode;
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extern int32_t pr_verbosity;
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extern int32_t pr_wireframe;
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extern int32_t pr_vbos;
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extern int32_t pr_gpusmoothing;
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extern int32_t pr_overrideparallax;
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extern float pr_parallaxscale;
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extern float pr_parallaxbias;
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extern int32_t pr_overridespecular;
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extern float pr_specularpower;
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extern float pr_specularfactor;
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extern int32_t pr_highpalookups;
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extern int32_t pr_artmapping;
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extern int32_t pr_overridehud;
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extern float pr_hudxadd;
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extern float pr_hudyadd;
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extern float pr_hudzadd;
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extern int32_t pr_hudangadd;
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extern int32_t pr_hudfov;
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extern float pr_overridemodelscale;
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extern int32_t pr_ati_fboworkaround;
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extern int32_t pr_ati_nodepthoffset;
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#ifdef __APPLE__
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extern int32_t pr_ati_textureformat_one;
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#endif
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extern int32_t r_pr_maxlightpasses;
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// MATERIAL
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typedef enum {
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PR_BIT_HEADER, // must be first
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PR_BIT_ANIM_INTERPOLATION,
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PR_BIT_LIGHTING_PASS,
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PR_BIT_NORMAL_MAP,
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PR_BIT_ART_MAP,
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PR_BIT_DIFFUSE_MAP,
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PR_BIT_DIFFUSE_DETAIL_MAP,
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PR_BIT_DIFFUSE_MODULATION,
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PR_BIT_DIFFUSE_MAP2,
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PR_BIT_HIGHPALOOKUP_MAP,
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PR_BIT_SPECULAR_MAP,
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PR_BIT_SPECULAR_MATERIAL,
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PR_BIT_MIRROR_MAP,
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PR_BIT_FOG,
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PR_BIT_GLOW_MAP,
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PR_BIT_PROJECTION_MAP,
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PR_BIT_SHADOW_MAP,
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PR_BIT_LIGHT_MAP,
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PR_BIT_SPOT_LIGHT,
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PR_BIT_POINT_LIGHT,
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PR_BIT_FOOTER, // must be just before last
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PR_BIT_COUNT // must be last
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} prbittype;
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typedef struct s_prmaterial {
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// PR_BIT_ANIM_INTERPOLATION
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GLfloat frameprogress;
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GLfloat* nextframedata;
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// PR_BIT_NORMAL_MAP
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GLuint normalmap;
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GLfloat normalbias[2];
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GLfloat* tbn;
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// PR_BIT_ART_MAP
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GLuint artmap;
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GLuint basepalmap;
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GLuint lookupmap;
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GLint shadeoffset;
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GLfloat visibility;
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// PR_BIT_DIFFUSE_MAP
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GLuint diffusemap;
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GLfloat diffusescale[2];
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// PR_BIT_HIGHPALOOKUP_MAP
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GLuint highpalookupmap;
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// PR_BIT_DIFFUSE_DETAIL_MAP
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GLuint detailmap;
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GLfloat detailscale[2];
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// PR_BIT_DIFFUSE_MODULATION
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GLubyte diffusemodulation[4];
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// PR_BIT_SPECULAR_MAP
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GLuint specmap;
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// PR_BIT_SPECULAR_MATERIAL
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GLfloat specmaterial[2];
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// PR_BIT_MIRROR_MAP
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GLuint mirrormap;
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// PR_BIT_GLOW_MAP
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GLuint glowmap;
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// PR_BIT_SHADOW_MAP
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GLboolean mdspritespace;
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} _prmaterial;
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typedef struct s_prrograminfo {
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GLhandleARB handle;
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// PR_BIT_ANIM_INTERPOLATION
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GLint attrib_nextFrameData;
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GLint attrib_nextFrameNormal;
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GLint uniform_frameProgress;
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// PR_BIT_NORMAL_MAP
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GLint attrib_T;
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GLint attrib_B;
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GLint attrib_N;
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GLint uniform_eyePosition;
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GLint uniform_normalMap;
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GLint uniform_normalBias;
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// PR_BIT_ART_MAP
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GLuint uniform_artMap;
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GLuint uniform_basePalMap;
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GLuint uniform_lookupMap;
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GLuint uniform_shadeOffset;
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GLuint uniform_visibility;
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// PR_BIT_DIFFUSE_MAP
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GLint uniform_diffuseMap;
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GLint uniform_diffuseScale;
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// PR_BIT_HIGHPALOOKUP_MAP
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GLuint uniform_highPalookupMap;
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// PR_BIT_DIFFUSE_DETAIL_MAP
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GLint uniform_detailMap;
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GLint uniform_detailScale;
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// PR_BIT_SPECULAR_MAP
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GLint uniform_specMap;
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// PR_BIT_SPECULAR_MATERIAL
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GLint uniform_specMaterial;
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// PR_BIT_MIRROR_MAP
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GLint uniform_mirrorMap;
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#ifdef PR_LINEAR_FOG
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// PR_BIT_FOG
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GLint uniform_linearFog;
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#endif
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// PR_BIT_GLOW_MAP
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GLint uniform_glowMap;
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// PR_BIT_PROJECTION_MAP
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GLint uniform_shadowProjMatrix;
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// PR_BIT_SHADOW_MAP
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GLint uniform_shadowMap;
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// PR_BIT_LIGHT_MAP
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GLint uniform_lightMap;
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// PR_BIT_SPOT_LIGHT
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GLint uniform_spotDir;
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GLint uniform_spotRadius;
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} _prprograminfo;
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#define PR_INFO_LOG_BUFFER_SIZE 8192
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// Think about changing highPal[Scale|Bias] in the program bit if you change this
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#define PR_HIGHPALOOKUP_BIT_DEPTH 6
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#define PR_HIGHPALOOKUP_DIM (1 << PR_HIGHPALOOKUP_BIT_DEPTH)
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#define PR_HIGHPALOOKUP_DATA_SIZE (4 * PR_HIGHPALOOKUP_DIM * \
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PR_HIGHPALOOKUP_DIM * \
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PR_HIGHPALOOKUP_DIM)
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typedef struct s_prprogrambit {
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int32_t bit;
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const char* vert_def;
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const char* vert_prog;
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const char* frag_def;
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const char* frag_prog;
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} _prprogrambit;
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#include "prlights.h"
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// RENDER TARGETS
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typedef struct s_prrt {
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GLenum target;
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GLuint color;
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GLuint z;
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GLuint fbo;
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int32_t xdim, ydim;
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} _prrt;
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// BUILD DATA
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typedef struct s_prplane {
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// geometry
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GLfloat* buffer;
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int32_t vertcount;
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GLuint vbo;
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// attributes
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GLfloat tbn[3][3];
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GLfloat plane[4];
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_prmaterial material;
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// elements
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GLushort* indices;
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int32_t indicescount;
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GLuint ivbo;
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// lights
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int16_t lights[PR_MAXLIGHTS];
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uint16_t lightcount;
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} _prplane;
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typedef struct s_prsector {
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// polymer data
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GLdouble* verts;
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_prplane floor;
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_prplane ceil;
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int16_t curindice;
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int32_t indicescount;
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int32_t oldindicescount;
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// stuff
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float wallsproffset;
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float floorsproffset;
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// build sector data
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int32_t ceilingz, floorz;
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int16_t ceilingstat, floorstat;
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int16_t ceilingpicnum, ceilingheinum;
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int8_t ceilingshade;
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char ceilingpal, ceilingxpanning, ceilingypanning;
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int16_t floorpicnum, floorheinum;
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int8_t floorshade;
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char floorpal, floorxpanning, floorypanning;
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uint8_t visibility;
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struct {
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int32_t empty : 1;
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int32_t uptodate : 1;
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int32_t invalidtex : 1;
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} flags;
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uint32_t invalidid;
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} _prsector;
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typedef struct s_prwall {
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_prplane wall;
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_prplane over;
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_prplane mask;
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// stuff
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GLfloat* bigportal;
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GLfloat* cap;
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GLuint stuffvbo;
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// build wall data
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int16_t cstat, nwallcstat;
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int16_t picnum, overpicnum, nwallpicnum;
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int8_t shade;
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char pal, xrepeat, yrepeat, xpanning, ypanning;
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char nwallxpanning, nwallypanning;
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int8_t nwallshade;
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char underover;
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uint32_t invalidid;
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struct {
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int32_t empty : 1;
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int32_t uptodate : 1;
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int32_t invalidtex : 1;
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} flags;
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} _prwall;
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typedef struct s_prsprite {
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_prplane plane;
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uint32_t hash;
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} _prsprite;
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typedef struct s_prmirror {
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_prplane *plane;
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int16_t sectnum;
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int16_t wallnum;
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} _prmirror;
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typedef struct s_prhighpalookup {
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char *data;
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GLuint map;
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} _prhighpalookup;
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typedef void (*animatespritesptr)(int32_t, int32_t, int32_t, int32_t);
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typedef struct s_pranimatespritesinfo {
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animatespritesptr animatesprites;
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int32_t x, y, a, smoothratio;
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} _pranimatespritesinfo;
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// this one has to be provided by the application
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extern void G_Polymer_UnInit(void);
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// EXTERNAL FUNCTIONS
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int32_t polymer_init(void);
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void polymer_uninit(void);
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void polymer_setaspect(int32_t);
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void polymer_glinit(void);
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void polymer_resetlights(void);
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void polymer_loadboard(void);
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void polymer_drawrooms(int32_t daposx, int32_t daposy, int32_t daposz, int16_t daang, int32_t dahoriz, int16_t dacursectnum);
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void polymer_drawmasks(void);
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void polymer_editorpick(void);
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void polymer_inb4rotatesprite(int16_t tilenum, char pal, int8_t shade);
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void polymer_postrotatesprite(void);
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void polymer_drawmaskwall(int32_t damaskwallcnt);
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void polymer_drawsprite(int32_t snum);
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void polymer_setanimatesprites(animatespritesptr animatesprites, int32_t x, int32_t y, int32_t a, int32_t smoothratio);
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int16_t polymer_addlight(_prlight* light);
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void polymer_deletelight(int16_t lighti);
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void polymer_invalidatelights(void);
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void polymer_texinvalidate(void);
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void polymer_definehighpalookup(char basepalnum, char palnum, char *fn);
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int32_t polymer_havehighpalookup(int32_t basepalnum, int32_t palnum);
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static inline void polymer_invalidatesprite(int32_t i)
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{
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extern _prsprite *prsprites[MAXSPRITES];
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if (prsprites[i])
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prsprites[i]->hash = 0xDEADBEEF;
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}
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static inline void polymer_invalidateartmap(int32_t tilenum)
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{
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extern GLuint prartmaps[MAXTILES];
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if (prartmaps[tilenum])
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{
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bglDeleteTextures(1, &prartmaps[tilenum]);
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prartmaps[tilenum] = 0;
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}
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}
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// Compare with eligible_for_tileshades()
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static inline int32_t polymer_eligible_for_artmap(int32_t tilenum, const pthtyp *pth)
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{
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return ((!pth || !pth->hicr) && tilenum < (MAXTILES - 4));
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}
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# ifdef POLYMER_C
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// CORE
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static void polymer_displayrooms(int16_t sectnum);
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static void polymer_drawplane(_prplane* plane);
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static inline void polymer_inb4mirror(GLfloat* buffer, GLfloat* plane);
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static void polymer_animatesprites(void);
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static void polymer_freeboard(void);
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// SECTORS
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static int32_t polymer_initsector(int16_t sectnum);
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static int32_t polymer_updatesector(int16_t sectnum);
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void PR_CALLBACK polymer_tesserror(GLenum error);
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void PR_CALLBACK polymer_tessedgeflag(GLenum error);
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void PR_CALLBACK polymer_tessvertex(void* vertex, void* sector);
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static int32_t polymer_buildfloor(int16_t sectnum);
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static void polymer_drawsector(int16_t sectnum, int32_t domasks);
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// WALLS
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static int32_t polymer_initwall(int16_t wallnum);
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static void polymer_updatewall(int16_t wallnum);
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static void polymer_drawwall(int16_t sectnum, int16_t wallnum);
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// HSR
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static void polymer_computeplane(_prplane* p);
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static inline void polymer_crossproduct(GLfloat* in_a, GLfloat* in_b, GLfloat* out);
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static inline void polymer_transformpoint(const float* inpos, float* pos, float* matrix);
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static inline void polymer_normalize(float* vec);
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static inline void polymer_pokesector(int16_t sectnum);
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static void polymer_extractfrustum(GLfloat* modelview, GLfloat* projection, float* frustum);
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static inline int32_t polymer_planeinfrustum(_prplane *plane, float* frustum);
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static inline void polymer_scansprites(int16_t sectnum, spritetype* tsprite, int32_t* spritesortcnt);
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static void polymer_updatesprite(int32_t snum);
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// SKIES
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static void polymer_getsky(void);
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static void polymer_drawsky(int16_t tilenum, char palnum, int8_t shade);
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static void polymer_initartsky(void);
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static void polymer_drawartsky(int16_t tilenum, char palnum, int8_t shade);
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static void polymer_drawartskyquad(int32_t p1, int32_t p2, GLfloat height);
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static void polymer_drawskybox(int16_t tilenum, char palnum, int8_t shade);
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// MDSPRITES
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static void polymer_drawmdsprite(spritetype *tspr);
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static void polymer_loadmodelvbos(md3model_t* m);
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// MATERIALS
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static void polymer_getscratchmaterial(_prmaterial* material);
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static void polymer_getbuildmaterial(_prmaterial* material, int16_t tilenum, char pal, int8_t shade, int8_t vis, int32_t cmeth);
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static int32_t polymer_bindmaterial(_prmaterial material, int16_t* lights, int lightcount);
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static void polymer_unbindmaterial(int32_t programbits);
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static void polymer_compileprogram(int32_t programbits);
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// LIGHTS
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static void polymer_removelight(int16_t lighti);
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static void polymer_updatelights(void);
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static inline void polymer_resetplanelights(_prplane* plane);
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static void polymer_addplanelight(_prplane* plane, int16_t lighti);
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static inline void polymer_deleteplanelight(_prplane* plane, int16_t lighti);
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static int32_t polymer_planeinlight(_prplane* plane, _prlight* light);
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static void polymer_invalidateplanelights(_prplane* plane);
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static void polymer_invalidatesectorlights(int16_t sectnum);
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static void polymer_processspotlight(_prlight* light);
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static inline void polymer_culllight(int16_t lighti);
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static void polymer_prepareshadows(void);
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// RENDER TARGETS
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static void polymer_initrendertargets(int32_t count);
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// DEBUG OUTPUT
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void PR_CALLBACK polymer_debugoutputcallback(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,GLvoid *userParam);
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#define INDICE(n) ((p->indices) ? (p->indices[(i+n)%p->indicescount]*5) : (((i+n)%p->vertcount)*5))
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#define SWITCH_CULL_DIRECTION { culledface = (culledface == GL_FRONT) ? GL_BACK : GL_FRONT; bglCullFace(culledface); }
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static inline GLfloat dot2f(GLfloat *v1, GLfloat *v2)
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{
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return v1[0]*v2[0] + v1[1]*v2[1];
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}
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static inline GLfloat dot3f(GLfloat *v1, GLfloat *v2)
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{
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return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
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}
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static inline void relvec2f(GLfloat *v1, GLfloat *v2, GLfloat *out)
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{
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out[0] = v2[0]-v1[0];
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out[1] = v2[1]-v1[1];
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}
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// the following from gle/vvector.h
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/* ========================================================== */
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/* determinant of matrix
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*
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* Computes determinant of matrix m, returning d
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*/
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#define DETERMINANT_3X3(d,m) \
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{ \
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d = m[0][0] * (m[1][1]*m[2][2] - m[1][2] * m[2][1]); \
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d -= m[0][1] * (m[1][0]*m[2][2] - m[1][2] * m[2][0]); \
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d += m[0][2] * (m[1][0]*m[2][1] - m[1][1] * m[2][0]); \
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}
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/* ========================================================== */
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/* i,j,th cofactor of a 4x4 matrix
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*
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*/
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#define COFACTOR_4X4_IJ(fac,m,i,j) \
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{ \
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int ii[4], jj[4], k; \
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\
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/* compute which row, columnt to skip */ \
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for (k=0; k<i; k++) ii[k] = k; \
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for (k=i; k<3; k++) ii[k] = k+1; \
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for (k=0; k<j; k++) jj[k] = k; \
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for (k=j; k<3; k++) jj[k] = k+1; \
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\
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(fac) = m[ii[0]][jj[0]] * (m[ii[1]][jj[1]]*m[ii[2]][jj[2]] \
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- m[ii[1]][jj[2]]*m[ii[2]][jj[1]]); \
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(fac) -= m[ii[0]][jj[1]] * (m[ii[1]][jj[0]]*m[ii[2]][jj[2]] \
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- m[ii[1]][jj[2]]*m[ii[2]][jj[0]]);\
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(fac) += m[ii[0]][jj[2]] * (m[ii[1]][jj[0]]*m[ii[2]][jj[1]] \
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- m[ii[1]][jj[1]]*m[ii[2]][jj[0]]);\
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\
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|
/* compute sign */ \
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|
k = i+j; \
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|
if ( k != (k/2)*2) { \
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(fac) = -(fac); \
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|
} \
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|
}
|
|
|
|
/* ========================================================== */
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|
/* determinant of matrix
|
|
*
|
|
* Computes determinant of matrix m, returning d
|
|
*/
|
|
|
|
#define DETERMINANT_4X4(d,m) \
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|
{ \
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|
double cofac; \
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|
COFACTOR_4X4_IJ (cofac, m, 0, 0); \
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|
d = m[0][0] * cofac; \
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|
COFACTOR_4X4_IJ (cofac, m, 0, 1); \
|
|
d += m[0][1] * cofac; \
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|
COFACTOR_4X4_IJ (cofac, m, 0, 2); \
|
|
d += m[0][2] * cofac; \
|
|
COFACTOR_4X4_IJ (cofac, m, 0, 3); \
|
|
d += m[0][3] * cofac; \
|
|
}
|
|
|
|
/* ========================================================== */
|
|
/* compute adjoint of matrix and scale
|
|
*
|
|
* Computes adjoint of matrix m, scales it by s, returning a
|
|
*/
|
|
|
|
#define SCALE_ADJOINT_3X3(a,s,m) \
|
|
{ \
|
|
a[0][0] = (s) * (m[1][1] * m[2][2] - m[1][2] * m[2][1]); \
|
|
a[1][0] = (s) * (m[1][2] * m[2][0] - m[1][0] * m[2][2]); \
|
|
a[2][0] = (s) * (m[1][0] * m[2][1] - m[1][1] * m[2][0]); \
|
|
\
|
|
a[0][1] = (s) * (m[0][2] * m[2][1] - m[0][1] * m[2][2]); \
|
|
a[1][1] = (s) * (m[0][0] * m[2][2] - m[0][2] * m[2][0]); \
|
|
a[2][1] = (s) * (m[0][1] * m[2][0] - m[0][0] * m[2][1]); \
|
|
\
|
|
a[0][2] = (s) * (m[0][1] * m[1][2] - m[0][2] * m[1][1]); \
|
|
a[1][2] = (s) * (m[0][2] * m[1][0] - m[0][0] * m[1][2]); \
|
|
a[2][2] = (s) * (m[0][0] * m[1][1] - m[0][1] * m[1][0]); \
|
|
}
|
|
|
|
/* ========================================================== */
|
|
/* compute adjoint of matrix and scale
|
|
*
|
|
* Computes adjoint of matrix m, scales it by s, returning a
|
|
*/
|
|
|
|
#define SCALE_ADJOINT_4X4(a,s,m) \
|
|
{ \
|
|
int i,j; \
|
|
\
|
|
for (i=0; i<4; i++) { \
|
|
for (j=0; j<4; j++) { \
|
|
COFACTOR_4X4_IJ (a[j][i], m, i, j); \
|
|
a[j][i] *= s; \
|
|
} \
|
|
} \
|
|
}
|
|
|
|
/* ========================================================== */
|
|
/* inverse of matrix
|
|
*
|
|
* Compute inverse of matrix a, returning determinant m and
|
|
* inverse b
|
|
*/
|
|
|
|
#define INVERT_3X3(b,det,a) \
|
|
{ \
|
|
double tmp; \
|
|
DETERMINANT_3X3 (det, a); \
|
|
tmp = 1.0 / (det); \
|
|
SCALE_ADJOINT_3X3 (b, tmp, a); \
|
|
}
|
|
|
|
/* ========================================================== */
|
|
/* inverse of matrix
|
|
*
|
|
* Compute inverse of matrix a, returning determinant m and
|
|
* inverse b
|
|
*/
|
|
|
|
#define INVERT_4X4(b,det,a) \
|
|
{ \
|
|
double tmp; \
|
|
DETERMINANT_4X4 (det, a); \
|
|
tmp = 1.0 / (det); \
|
|
SCALE_ADJOINT_4X4 (b, tmp, a); \
|
|
}
|
|
|
|
# endif // !POLYMER_C
|
|
|
|
#endif // !_polymer_h_
|