/* gl_rmath.c - renderer mathlib Copyright (C) 2010 Uncle Mike This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. */ #include "r_local.h" #include "xash3d_mathlib.h" /* ======================================================================== Matrix4x4 operations (private to renderer) ======================================================================== */ void Matrix4x4_Concat( matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2 ) { 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]; 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]; 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]; 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]; 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]; 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]; 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]; 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]; 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]; 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]; 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]; 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]; 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]; 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]; 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]; 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]; } /* ================ Matrix4x4_CreateProjection NOTE: produce quake style world orientation ================ */ void Matrix4x4_CreateProjection( matrix4x4 out, float xMax, float xMin, float yMax, float yMin, float zNear, float zFar ) { out[0][0] = ( 2.0f * zNear ) / ( xMax - xMin ); out[1][1] = ( 2.0f * zNear ) / ( yMax - yMin ); out[2][2] = -( zFar + zNear ) / ( zFar - zNear ); out[3][3] = out[0][1] = out[1][0] = out[3][0] = out[0][3] = out[3][1] = out[1][3] = 0.0f; out[2][0] = 0.0f; out[2][1] = 0.0f; out[0][2] = ( xMax + xMin ) / ( xMax - xMin ); out[1][2] = ( yMax + yMin ) / ( yMax - yMin ); out[3][2] = -1.0f; out[2][3] = -( 2.0f * zFar * zNear ) / ( zFar - zNear ); } void Matrix4x4_CreateOrtho( matrix4x4 out, float xLeft, float xRight, float yBottom, float yTop, float zNear, float zFar ) { out[0][0] = 2.0f / (xRight - xLeft); out[1][1] = 2.0f / (yTop - yBottom); out[2][2] = -2.0f / (zFar - zNear); out[3][3] = 1.0f; out[0][1] = out[0][2] = out[1][0] = out[1][2] = out[3][0] = out[3][1] = out[3][2] = 0.0f; out[2][0] = 0.0f; out[2][1] = 0.0f; out[0][3] = -(xRight + xLeft) / (xRight - xLeft); out[1][3] = -(yTop + yBottom) / (yTop - yBottom); out[2][3] = -(zFar + zNear) / (zFar - zNear); } /* ================ Matrix4x4_CreateModelview NOTE: produce quake style world orientation ================ */ void Matrix4x4_CreateModelview( matrix4x4 out ) { out[0][0] = out[1][1] = out[2][2] = 0.0f; out[3][0] = out[0][3] = 0.0f; out[3][1] = out[1][3] = 0.0f; out[3][2] = out[2][3] = 0.0f; out[3][3] = 1.0f; out[1][0] = out[0][2] = out[2][1] = 0.0f; out[2][0] = out[0][1] = -1.0f; out[1][2] = 1.0f; } void Matrix4x4_ToArrayFloatGL( const matrix4x4 in, float out[16] ) { out[ 0] = in[0][0]; out[ 1] = in[1][0]; out[ 2] = in[2][0]; out[ 3] = in[3][0]; out[ 4] = in[0][1]; out[ 5] = in[1][1]; out[ 6] = in[2][1]; out[ 7] = in[3][1]; out[ 8] = in[0][2]; out[ 9] = in[1][2]; out[10] = in[2][2]; out[11] = in[3][2]; out[12] = in[0][3]; out[13] = in[1][3]; out[14] = in[2][3]; out[15] = in[3][3]; } void Matrix4x4_FromArrayFloatGL( matrix4x4 out, const float in[16] ) { out[0][0] = in[0]; out[1][0] = in[1]; out[2][0] = in[2]; out[3][0] = in[3]; out[0][1] = in[4]; out[1][1] = in[5]; out[2][1] = in[6]; out[3][1] = in[7]; out[0][2] = in[8]; out[1][2] = in[9]; out[2][2] = in[10]; out[3][2] = in[11]; out[0][3] = in[12]; out[1][3] = in[13]; out[2][3] = in[14]; out[3][3] = in[15]; } void Matrix4x4_CreateTranslate( matrix4x4 out, float x, float y, float z ) { out[0][0] = 1.0f; out[0][1] = 0.0f; out[0][2] = 0.0f; out[0][3] = x; out[1][0] = 0.0f; out[1][1] = 1.0f; out[1][2] = 0.0f; out[1][3] = y; out[2][0] = 0.0f; out[2][1] = 0.0f; out[2][2] = 1.0f; out[2][3] = z; out[3][0] = 0.0f; out[3][1] = 0.0f; out[3][2] = 0.0f; out[3][3] = 1.0f; } void Matrix4x4_CreateRotate( matrix4x4 out, float angle, float x, float y, float z ) { float len, c, s; len = x * x + y * y + z * z; if( len != 0.0f ) len = 1.0f / sqrt( len ); x *= len; y *= len; z *= len; angle *= (-M_PI_F / 180.0f); SinCos( angle, &s, &c ); out[0][0]=x * x + c * (1 - x * x); out[0][1]=x * y * (1 - c) + z * s; out[0][2]=z * x * (1 - c) - y * s; out[0][3]=0.0f; out[1][0]=x * y * (1 - c) - z * s; out[1][1]=y * y + c * (1 - y * y); out[1][2]=y * z * (1 - c) + x * s; out[1][3]=0.0f; out[2][0]=z * x * (1 - c) + y * s; out[2][1]=y * z * (1 - c) - x * s; out[2][2]=z * z + c * (1 - z * z); out[2][3]=0.0f; out[3][0]=0.0f; out[3][1]=0.0f; out[3][2]=0.0f; out[3][3]=1.0f; } void Matrix4x4_CreateScale( matrix4x4 out, float x ) { out[0][0] = x; out[0][1] = 0.0f; out[0][2] = 0.0f; out[0][3] = 0.0f; out[1][0] = 0.0f; out[1][1] = x; out[1][2] = 0.0f; out[1][3] = 0.0f; out[2][0] = 0.0f; out[2][1] = 0.0f; out[2][2] = x; out[2][3] = 0.0f; out[3][0] = 0.0f; out[3][1] = 0.0f; out[3][2] = 0.0f; out[3][3] = 1.0f; } void Matrix4x4_CreateScale3( matrix4x4 out, float x, float y, float z ) { out[0][0] = x; out[0][1] = 0.0f; out[0][2] = 0.0f; out[0][3] = 0.0f; out[1][0] = 0.0f; out[1][1] = y; out[1][2] = 0.0f; out[1][3] = 0.0f; out[2][0] = 0.0f; out[2][1] = 0.0f; out[2][2] = z; out[2][3] = 0.0f; out[3][0] = 0.0f; out[3][1] = 0.0f; out[3][2] = 0.0f; out[3][3] = 1.0f; } void Matrix4x4_ConcatTranslate( matrix4x4 out, float x, float y, float z ) { matrix4x4 base, temp; Matrix4x4_Copy( base, out ); Matrix4x4_CreateTranslate( temp, x, y, z ); Matrix4x4_Concat( out, base, temp ); } void Matrix4x4_ConcatRotate( matrix4x4 out, float angle, float x, float y, float z ) { matrix4x4 base, temp; Matrix4x4_Copy( base, out ); Matrix4x4_CreateRotate( temp, angle, x, y, z ); Matrix4x4_Concat( out, base, temp ); } void Matrix4x4_ConcatScale( matrix4x4 out, float x ) { matrix4x4 base, temp; Matrix4x4_Copy( base, out ); Matrix4x4_CreateScale( temp, x ); Matrix4x4_Concat( out, base, temp ); } void Matrix4x4_ConcatScale3( matrix4x4 out, float x, float y, float z ) { matrix4x4 base, temp; Matrix4x4_Copy( base, out ); Matrix4x4_CreateScale3( temp, x, y, z ); Matrix4x4_Concat( out, base, temp ); }