360 lines
9.6 KiB
C
360 lines
9.6 KiB
C
//=======================================================================
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// Copyright XashXT Group 2010 ©
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// gl_rmath.c - renderer mathlib
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//=======================================================================
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#include "common.h"
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#include "gl_local.h"
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#include "mathlib.h"
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#define FTABLE_SIZE_POW 10
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#define NOISE_SIZE 256
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#define FTABLE_SIZE ( 1<<FTABLE_SIZE_POW )
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#define NOISE_VAL( a ) r_noiseperm[( a ) & ( NOISE_SIZE - 1 )]
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#define FTABLE_CLAMP( x ) (((uint)( ( x )*FTABLE_SIZE ) & ( FTABLE_SIZE-1 )))
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#define FTABLE_EVALUATE( table, x ) (( table )[FTABLE_CLAMP( x )] )
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#define NOISE_INDEX( x, y, z, t ) NOISE_VAL( x + NOISE_VAL( y + NOISE_VAL( z + NOISE_VAL( t ) ) ) )
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#define NOISE_LERP( a, b, w ) ( a * ( 1.0f - w ) + b * w )
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static float r_sintableByte[256];
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static float r_sintable[FTABLE_SIZE];
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static float r_triangletable[FTABLE_SIZE];
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static float r_squaretable[FTABLE_SIZE];
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static float r_sawtoothtable[FTABLE_SIZE];
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static float r_inversesawtoothtable[FTABLE_SIZE];
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static float r_noisetable[NOISE_SIZE];
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static int r_noiseperm[NOISE_SIZE];
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static float r_warpsintable[256] =
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{
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#include "warpsin.h"
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};
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/*
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==============
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R_InitMathlib
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==============
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*/
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void R_InitMathlib( void )
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{
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int i;
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float t;
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// build lookup tables
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for( i = 0; i < FTABLE_SIZE; i++ )
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{
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t = (float)i / (float)FTABLE_SIZE;
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r_sintable[i] = sin( t * M_PI2 );
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if( t < 0.25f ) r_triangletable[i] = t * 4.0f;
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else if( t < 0.75f ) r_triangletable[i] = 2.0f - 4.0f * t;
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else r_triangletable[i] = ( t - 0.75f ) * 4.0f - 1.0f;
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if( t < 0.5f ) r_squaretable[i] = 1.0f;
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else r_squaretable[i] = -1.0f;
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r_sawtoothtable[i] = t;
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r_inversesawtoothtable[i] = 1.0f - t;
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}
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for( i = 0; i < 256; i++ )
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r_sintableByte[i] = sin((float)i / 255.0f * M_PI2 );
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// init the noise table
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for( i = 0; i < NOISE_SIZE; i++ )
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{
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r_noisetable[i] = Com_RandomFloat( -1.0f, 1.0f );
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r_noiseperm[i] = Com_RandomLong( 0, 255 );
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}
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}
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/*
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====================
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V_CalcFov
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====================
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*/
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float V_CalcFov( float *fov_x, float width, float height )
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{
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float x, half_fov_y;
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if( *fov_x < 1 || *fov_x > 170 )
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{
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MsgDev( D_ERROR, "V_CalcFov: bad fov %g!\n", *fov_x );
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*fov_x = 90;
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}
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x = width / tan( DEG2RAD( *fov_x ) * 0.5f );
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half_fov_y = atan( height / x );
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return RAD2DEG( half_fov_y ) * 2;
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}
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/*
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====================
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V_AdjustFov
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====================
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*/
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void V_AdjustFov( float *fov_x, float *fov_y, float width, float height, qboolean lock_x )
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{
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float x, y;
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if( width * 3 == 4 * height || width * 4 == height * 5 )
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{
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// 4:3 or 5:4 ratio
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return;
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}
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if( lock_x )
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{
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*fov_y = 2 * atan((width * 3) / (height * 4) * tan( *fov_y * M_PI / 360.0 * 0.5 )) * 360 / M_PI;
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return;
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}
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y = V_CalcFov( fov_x, 640, 480 );
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x = *fov_x;
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*fov_x = V_CalcFov( &y, height, width );
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if( *fov_x < x ) *fov_x = x;
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else *fov_y = y;
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}
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/*
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=============
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R_NormToLatLong
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=============
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*/
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void R_NormToLatLong( const vec3_t normal, byte latlong[2] )
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{
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// can't do atan2 (normal[1], normal[0])
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if( normal[0] == 0 && normal[1] == 0 )
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{
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if( normal[2] > 0 )
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{
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latlong[0] = 0; // acos ( 1 )
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latlong[1] = 0;
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}
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else
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{
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latlong[0] = 128; // acos ( -1 )
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latlong[1] = 0;
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}
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}
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else
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{
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int angle;
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angle = (int)(acos( normal[2]) * 255.0 / M_PI2 ) & 255;
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latlong[0] = angle;
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angle = (int)(atan2( normal[1], normal[0] ) * 255.0 / M_PI2 ) & 255;
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latlong[1] = angle;
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}
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}
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/*
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=============
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R_LatLongToNorm
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=============
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*/
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void R_LatLongToNorm( const byte latlong[2], vec3_t normal )
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{
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float sin_a, sin_b, cos_a, cos_b;
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cos_a = r_sintableByte[(latlong[0] + 64) & 255];
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sin_a = r_sintableByte[latlong[0]];
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cos_b = r_sintableByte[(latlong[1] + 64) & 255];
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sin_b = r_sintableByte[latlong[1]];
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VectorSet( normal, cos_b * sin_a, sin_b * sin_a, cos_a );
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}
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byte R_FloatToByte( float x )
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{
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union {
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float f;
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uint i;
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} f2i;
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// shift float to have 8bit fraction at base of number
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f2i.f = x + 32768.0f;
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f2i.i &= 0x7FFFFF;
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// then read as integer and kill float bits...
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return ( byte )min( f2i.i, 255 );
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}
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/*
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========================================================================
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Matrix4x4 operations (private to renderer)
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========================================================================
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*/
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void Matrix4x4_Concat( matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2 )
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{
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out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] + in1[0][2] * in2[2][0] + in1[0][3] * in2[3][0];
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out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] + in1[0][2] * in2[2][1] + in1[0][3] * in2[3][1];
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out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] + in1[0][2] * in2[2][2] + in1[0][3] * in2[3][2];
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out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] + in1[0][2] * in2[2][3] + in1[0][3] * in2[3][3];
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out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] + in1[1][2] * in2[2][0] + in1[1][3] * in2[3][0];
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out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] + in1[1][2] * in2[2][1] + in1[1][3] * in2[3][1];
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out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] + in1[1][2] * in2[2][2] + in1[1][3] * in2[3][2];
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out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] + in1[1][2] * in2[2][3] + in1[1][3] * in2[3][3];
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out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] + in1[2][2] * in2[2][0] + in1[2][3] * in2[3][0];
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out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] + in1[2][2] * in2[2][1] + in1[2][3] * in2[3][1];
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out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] + in1[2][2] * in2[2][2] + in1[2][3] * in2[3][2];
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out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] + in1[2][2] * in2[2][3] + in1[2][3] * in2[3][3];
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out[3][0] = in1[3][0] * in2[0][0] + in1[3][1] * in2[1][0] + in1[3][2] * in2[2][0] + in1[3][3] * in2[3][0];
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out[3][1] = in1[3][0] * in2[0][1] + in1[3][1] * in2[1][1] + in1[3][2] * in2[2][1] + in1[3][3] * in2[3][1];
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out[3][2] = in1[3][0] * in2[0][2] + in1[3][1] * in2[1][2] + in1[3][2] * in2[2][2] + in1[3][3] * in2[3][2];
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out[3][3] = in1[3][0] * in2[0][3] + in1[3][1] * in2[1][3] + in1[3][2] * in2[2][3] + in1[3][3] * in2[3][3];
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}
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/*
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================
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Matrix4x4_CreateProjection
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NOTE: produce quake style world orientation
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================
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*/
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void Matrix4x4_CreateProjection(matrix4x4 out, float xMax, float xMin, float yMax, float yMin, float zNear, float zFar)
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{
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out[0][0] = ( 2.0f * zNear ) / ( xMax - xMin );
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out[1][1] = ( 2.0f * zNear ) / ( yMax - yMin );
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out[2][2] = -( zFar + zNear ) / ( zFar - zNear );
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out[3][3] = out[0][1] = out[1][0] = out[3][0] = out[0][3] = out[3][1] = out[1][3] = 0.0f;
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out[2][0] = 0.0f;
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out[2][1] = 0.0f;
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out[0][2] = ( xMax + xMin ) / ( xMax - xMin );
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out[1][2] = ( yMax + yMin ) / ( yMax - yMin );
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out[3][2] = -1.0f;
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out[2][3] = -( 2.0f * zFar * zNear ) / ( zFar - zNear );
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}
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/*
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================
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Matrix4x4_CreateModelview
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NOTE: produce quake style world orientation
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================
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*/
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void Matrix4x4_CreateModelview( matrix4x4 out )
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{
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out[0][0] = out[1][1] = out[2][2] = 0.0f;
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out[3][0] = out[0][3] = 0.0f;
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out[3][1] = out[1][3] = 0.0f;
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out[3][2] = out[2][3] = 0.0f;
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out[3][3] = 1.0f;
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out[1][0] = out[0][2] = out[2][1] = 0.0f;
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out[2][0] = out[0][1] = -1.0f;
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out[1][2] = 1.0f;
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}
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void Matrix4x4_ToArrayFloatGL( const matrix4x4 in, float out[16] )
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{
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out[ 0] = in[0][0];
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out[ 1] = in[1][0];
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out[ 2] = in[2][0];
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out[ 3] = in[3][0];
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out[ 4] = in[0][1];
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out[ 5] = in[1][1];
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out[ 6] = in[2][1];
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out[ 7] = in[3][1];
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out[ 8] = in[0][2];
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out[ 9] = in[1][2];
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out[10] = in[2][2];
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out[11] = in[3][2];
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out[12] = in[0][3];
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out[13] = in[1][3];
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out[14] = in[2][3];
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out[15] = in[3][3];
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}
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void Matrix4x4_FromArrayFloatGL( matrix4x4 out, const float in[16] )
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{
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out[0][0] = in[0];
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out[1][0] = in[1];
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out[2][0] = in[2];
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out[3][0] = in[3];
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out[0][1] = in[4];
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out[1][1] = in[5];
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out[2][1] = in[6];
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out[3][1] = in[7];
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out[0][2] = in[8];
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out[1][2] = in[9];
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out[2][2] = in[10];
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out[3][2] = in[11];
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out[0][3] = in[12];
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out[1][3] = in[13];
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out[2][3] = in[14];
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out[3][3] = in[15];
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}
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void Matrix4x4_CreateTranslate( matrix4x4 out, float x, float y, float z )
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{
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out[0][0] = 1.0f;
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out[0][1] = 0.0f;
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out[0][2] = 0.0f;
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out[0][3] = x;
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out[1][0] = 0.0f;
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out[1][1] = 1.0f;
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out[1][2] = 0.0f;
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out[1][3] = y;
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out[2][0] = 0.0f;
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out[2][1] = 0.0f;
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out[2][2] = 1.0f;
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out[2][3] = z;
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out[3][0] = 0.0f;
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out[3][1] = 0.0f;
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out[3][2] = 0.0f;
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out[3][3] = 1.0f;
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}
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void Matrix4x4_CreateRotate( matrix4x4 out, float angle, float x, float y, float z )
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{
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float len, c, s;
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len = x * x + y * y + z * z;
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if( len != 0.0f ) len = 1.0f / sqrt( len );
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x *= len;
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y *= len;
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z *= len;
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angle *= (-M_PI / 180.0f);
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SinCos( angle, &s, &c );
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out[0][0]=x * x + c * (1 - x * x);
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out[0][1]=x * y * (1 - c) + z * s;
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out[0][2]=z * x * (1 - c) - y * s;
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out[0][3]=0.0f;
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out[1][0]=x * y * (1 - c) - z * s;
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out[1][1]=y * y + c * (1 - y * y);
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out[1][2]=y * z * (1 - c) + x * s;
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out[1][3]=0.0f;
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out[2][0]=z * x * (1 - c) + y * s;
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out[2][1]=y * z * (1 - c) - x * s;
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out[2][2]=z * z + c * (1 - z * z);
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out[2][3]=0.0f;
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out[3][0]=0.0f;
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out[3][1]=0.0f;
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out[3][2]=0.0f;
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out[3][3]=1.0f;
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}
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void Matrix4x4_ConcatTranslate( matrix4x4 out, float x, float y, float z )
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{
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matrix4x4 base, temp;
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Matrix4x4_Copy( base, out );
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Matrix4x4_CreateTranslate( temp, x, y, z );
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Matrix4x4_Concat( out, base, temp );
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}
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void Matrix4x4_ConcatRotate( matrix4x4 out, float angle, float x, float y, float z )
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{
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matrix4x4 base, temp;
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Matrix4x4_Copy( base, out );
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Matrix4x4_CreateRotate( temp, angle, x, y, z );
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Matrix4x4_Concat( out, base, temp );
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} |