mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-22 22:05:38 +00:00
6acb1165d4
Added original matrix functions back into Mat4 class though they are currently unused
340 lines
6.1 KiB
C++
340 lines
6.1 KiB
C++
#include "Mat4.h"
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#include <cmath>
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#include <utility>
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#ifndef M_PI
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#define M_PI 3.1415926535897932384626433832795
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#endif
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namespace New3D {
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Mat4::Mat4()
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{
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LoadIdentity();
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}
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void Mat4::LoadIdentity()
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{
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float *m = currentMatrix;
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m[0] = 1.f; m[4] = 0.f; m[8 ] = 0.f; m[12] = 0.f;
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m[1] = 0.f; m[5] = 1.f; m[9 ] = 0.f; m[13] = 0.f;
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m[2] = 0.f; m[6] = 0.f; m[10] = 1.f; m[14] = 0.f;
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m[3] = 0.f; m[7] = 0.f; m[11] = 0.f; m[15] = 1.f;
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}
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void Mat4::MultiMatrices(const float a[16], const float b[16], float r[16])
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{
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#define A(row,col) a[(col<<2)+row]
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#define B(row,col) b[(col<<2)+row]
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#define P(row,col) r[(col<<2)+row]
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for (int i = 0; i < 4; i++) {
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const float ai0 = A(i, 0), ai1 = A(i, 1), ai2 = A(i, 2), ai3 = A(i, 3);
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P(i, 0) = ai0 * B(0, 0) + ai1 * B(1, 0) + ai2 * B(2, 0) + ai3 * B(3, 0);
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P(i, 1) = ai0 * B(0, 1) + ai1 * B(1, 1) + ai2 * B(2, 1) + ai3 * B(3, 1);
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P(i, 2) = ai0 * B(0, 2) + ai1 * B(1, 2) + ai2 * B(2, 2) + ai3 * B(3, 2);
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P(i, 3) = ai0 * B(0, 3) + ai1 * B(1, 3) + ai2 * B(2, 3) + ai3 * B(3, 3);
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}
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#undef A
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#undef B
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#undef p
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}
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void Mat4::Copy(const float in[16], float out[16])
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{
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for (int i = 0; i<16; i++) {
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out[i] = in[i];
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}
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}
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void Mat4::Translate(float x, float y, float z)
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{
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//==========
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float m[16];
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//==========
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m[0] = 1.f;
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m[1] = 0.f;
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m[2] = 0.f;
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m[3] = 0.f;
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m[4] = 0.f;
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m[5] = 1.f;
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m[6] = 0.f;
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m[7] = 0.f;
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m[8] = 0.f;
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m[9] = 0.f;
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m[10] = 1.f;
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m[11] = 0.f;
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m[12] = x;
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m[13] = y;
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m[14] = z;
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m[15] = 1.f;
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Mat4::MultiMatrices(currentMatrix, m, currentMatrix);
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}
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void Mat4::Scale(float x, float y, float z)
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{
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//==========
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float m[16];
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//==========
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m[0] = x;
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m[1] = 0.f;
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m[2] = 0.f;
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m[3] = 0.f;
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m[4] = 0.f;
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m[5] = y;
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m[6] = 0.f;
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m[7] = 0.f;
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m[8] = 0.f;
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m[9] = 0.f;
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m[10] = z;
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m[11] = 0.f;
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m[12] = 0.f;
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m[13] = 0.f;
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m[14] = 0.f;
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m[15] = 1.f;
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Mat4::MultiMatrices(currentMatrix, m, currentMatrix);
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}
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void Mat4::Rotate(float angle, float x, float y, float z)
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{
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// normalise vector first
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{
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//========
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float inv_len;
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//========
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inv_len = 1.f/std::sqrt(x * x + y * y + z * z);
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x *= inv_len;
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y *= inv_len;
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z *= inv_len;
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}
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float c = std::cos(angle*(float)(M_PI / 180.0));
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float s = std::sin(angle*(float)(M_PI / 180.0));
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float m[16];
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m[0] = (x*x) * (1.f - c) + c;
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m[1] = (y*x) * (1.f - c) + (z*s);
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m[2] = (x*z) * (1.f - c) - (y*s);
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m[3] = 0.f;
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m[4] = (x*y) * (1.f - c) - (z*s);
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m[5] = (y*y) * (1.f - c) + c;
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m[6] = (y*z) * (1.f - c) + (x*s);
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m[7] = 0.f;
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m[8] = (x*z) * (1.f - c) + (y*s);
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m[9] = (y*z) * (1.f - c) - (x*s);
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m[10] = (z*z) * (1.f - c) + c;
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m[11] = 0.f;
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m[12] = 0.f;
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m[13] = 0.f;
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m[14] = 0.f;
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m[15] = 1.f;
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Mat4::MultiMatrices(currentMatrix, m, currentMatrix);
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}
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void Mat4::Frustum(float left, float right, float bottom, float top, float nearVal, float farVal)
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{
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float x = 2.0F / (right - left);
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float y = 2.0F / (top - bottom);
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float a = (right + left) / (right - left);
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float b = (top + bottom) / (top - bottom);
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float c = -(farVal + nearVal) / (farVal - nearVal);
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float d = -(2.0F * farVal * nearVal) / (farVal - nearVal);
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float m[16];
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m[0] = x;
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m[1] = 0.f;
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m[2] = 0.f;
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m[3] = 0.f;
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m[4] = 0.f;
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m[5] = y;
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m[6] = 0.f;
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m[7] = 0.f;
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m[8] = a;
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m[9] = b;
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m[10] = c;
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m[11] = -1.f;
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m[12] = 0.f;
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m[13] = 0.f;
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m[14] = d;
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m[15] = 0.f;
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Mat4::MultiMatrices(currentMatrix, m, currentMatrix);
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}
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void Mat4::FrustumRZ(float left, float right, float bottom, float top, float nearVal)
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{
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float x = 2.0F / (right - left);
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float y = 2.0F / (top - bottom);
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float a = (right + left) / (right - left);
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float b = (top + bottom) / (top - bottom);
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float m[16];
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m[0] = x;
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m[1] = 0.f;
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m[2] = 0.f;
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m[3] = 0.f;
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m[4] = 0.f;
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m[5] = y;
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m[6] = 0.f;
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m[7] = 0.f;
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m[8] = a;
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m[9] = b;
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m[10] = 0.f;
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m[11] = -1.f;
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m[12] = 0.f;
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m[13] = 0.f;
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m[14] = nearVal;
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m[15] = 0.f;
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Mat4::MultiMatrices(currentMatrix, m, currentMatrix);
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}
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void Mat4::Perspective(float fovy, float aspect, float zNear, float zFar)
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{
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float ymax = tanf(fovy * (float)(M_PI / 360.0));
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float xmax = ymax * aspect;
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Frustum(-xmax, xmax, -ymax, ymax, zNear, zFar);
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}
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void Mat4::Ortho(float left, float right, float bottom, float top, float nearVal, float farVal)
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{
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float tx = -(right + left) / (right - left);
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float ty = -(top + bottom) / (top - bottom);
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float tz = -(farVal + nearVal) / (farVal - nearVal);
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float m[16];
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m[0] = 2.f/(right-left);
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m[1] = 0.f;
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m[2] = 0.f;
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m[3] = 0.f;
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m[4] = 0.f;
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m[5] = 2.f/(top-bottom);
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m[6] = 0.f;
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m[7] = 0.f;
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m[8] = 0.f;
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m[9] = 0.f;
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m[10] = -2.f/(farVal-nearVal);
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m[11] = 0.f;
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m[12] = tx;
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m[13] = ty;
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m[14] = tz;
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m[15] = 1.f;
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Mat4::MultiMatrices(currentMatrix, m, currentMatrix);
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}
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void Mat4::Transpose(float m[16])
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{
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std::swap(m[1], m[4]);
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std::swap(m[2], m[8]);
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std::swap(m[3], m[12]);
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std::swap(m[6], m[9]);
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std::swap(m[7], m[13]);
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std::swap(m[11], m[14]);
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}
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void Mat4::MultMatrix(const float *m)
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{
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if (!m) {
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return;
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}
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Mat4::MultiMatrices(currentMatrix, m, currentMatrix);
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}
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void Mat4::LoadMatrix(const float *m)
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{
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if (!m) {
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return;
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}
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Mat4::Copy(m, currentMatrix);
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}
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void Mat4::LoadTransposeMatrix(const float *m)
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{
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if (!m) {
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return;
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}
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Mat4::LoadMatrix(m);
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Mat4::Transpose(currentMatrix);
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}
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void Mat4::MultTransposeMatrix(const float *m)
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{
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if (!m) {
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return;
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}
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//=============
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float copy[16];
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//=============
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Mat4::Copy(m, copy);
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Mat4::Transpose(copy);
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Mat4::MultMatrix(copy);
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}
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void Mat4::PushMatrix()
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{
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//==============
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Mat4Container m;
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//==============
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if (m_vMat4.size() > 128) {
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return; // check for overflow
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}
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Mat4::Copy(currentMatrix, m.mat);
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m_vMat4.push_back(m);
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}
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void Mat4::PopMatrix()
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{
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if (m_vMat4.empty()) {
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return; // check for underflow
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}
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Mat4::Copy(m_vMat4.back().mat, currentMatrix);
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m_vMat4.pop_back();
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}
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// flush the matrix stack
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void Mat4::Release()
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{
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m_vMat4.clear();
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}
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}// New3D
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