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- #include "zgl.h"
-
- void gl_print_matrix( const float *m)
- {
- int i;
-
- for (i=0;i<4;i++) {
- fprintf(stderr,"%f %f %f %f\n", m[i], m[4+i], m[8+i], m[12+i] );
- }
- }
-
- static inline void gl_matrix_update(GLContext *c)
- {
- c->matrix_model_projection_updated=(c->matrix_mode<=1);
- }
-
-
- void glopMatrixMode(GLContext *c,GLParam *p)
- {
- int mode=p[1].i;
- switch(mode) {
- case GL_MODELVIEW:
- c->matrix_mode=0;
- break;
- case GL_PROJECTION:
- c->matrix_mode=1;
- break;
- case GL_TEXTURE:
- c->matrix_mode=2;
- break;
- default:
- assert(0);
- }
- }
-
- void glopLoadMatrix(GLContext *c,GLParam *p)
- {
- M4 *m;
- int i;
-
- GLParam *q;
-
- m=c->matrix_stack_ptr[c->matrix_mode];
- q=p+1;
-
- for(i=0;i<4;i++) {
- m->m[0][i]=q[0].f;
- m->m[1][i]=q[1].f;
- m->m[2][i]=q[2].f;
- m->m[3][i]=q[3].f;
- q+=4;
- }
-
- gl_matrix_update(c);
- }
-
- void glopLoadIdentity(GLContext *c,GLParam *p)
- {
-
- gl_M4_Id(c->matrix_stack_ptr[c->matrix_mode]);
-
- gl_matrix_update(c);
- }
-
- void glopMultMatrix(GLContext *c,GLParam *p)
- {
- M4 m;
- int i;
-
- GLParam *q;
- q=p+1;
-
- for(i=0;i<4;i++) {
- m.m[0][i]=q[0].f;
- m.m[1][i]=q[1].f;
- m.m[2][i]=q[2].f;
- m.m[3][i]=q[3].f;
- q+=4;
- }
-
- gl_M4_MulLeft(c->matrix_stack_ptr[c->matrix_mode],&m);
-
- gl_matrix_update(c);
- }
-
-
- void glopPushMatrix(GLContext *c,GLParam *p)
- {
- int n=c->matrix_mode;
- M4 *m;
-
- assert( (c->matrix_stack_ptr[n] - c->matrix_stack[n] + 1 )
- < c->matrix_stack_depth_max[n] );
-
- m=++c->matrix_stack_ptr[n];
-
- gl_M4_Move(&m[0],&m[-1]);
-
- gl_matrix_update(c);
- }
-
- void glopPopMatrix(GLContext *c,GLParam *p)
- {
- int n=c->matrix_mode;
-
- assert( c->matrix_stack_ptr[n] > c->matrix_stack[n] );
- c->matrix_stack_ptr[n]--;
- gl_matrix_update(c);
- }
-
-
- void glopRotate(GLContext *c,GLParam *p)
- {
- M4 m;
- float u[3];
- float angle;
- int dir_code;
-
- angle = p[1].f * M_PI / 180.0;
- u[0]=p[2].f;
- u[1]=p[3].f;
- u[2]=p[4].f;
-
- /* simple case detection */
- dir_code = ((u[0] != 0)<<2) | ((u[1] != 0)<<1) | (u[2] != 0);
-
- switch(dir_code) {
- case 0:
- gl_M4_Id(&m);
- break;
- case 4:
- if (u[0] < 0) angle=-angle;
- gl_M4_Rotate(&m,angle,0);
- break;
- case 2:
- if (u[1] < 0) angle=-angle;
- gl_M4_Rotate(&m,angle,1);
- break;
- case 1:
- if (u[2] < 0) angle=-angle;
- gl_M4_Rotate(&m,angle,2);
- break;
- default:
- {
- float cost, sint;
-
- /* normalize vector */
- float len = u[0]*u[0]+u[1]*u[1]+u[2]*u[2];
- if (len == 0.0f) return;
- len = 1.0f / sqrt(len);
- u[0] *= len;
- u[1] *= len;
- u[2] *= len;
-
- /* store cos and sin values */
- cost=cos(angle);
- sint=sin(angle);
-
- /* fill in the values */
- m.m[3][0]=m.m[3][1]=m.m[3][2]=
- m.m[0][3]=m.m[1][3]=m.m[2][3]=0.0f;
- m.m[3][3]=1.0f;
-
- /* do the math */
- m.m[0][0]=u[0]*u[0]+cost*(1-u[0]*u[0]);
- m.m[1][0]=u[0]*u[1]*(1-cost)-u[2]*sint;
- m.m[2][0]=u[2]*u[0]*(1-cost)+u[1]*sint;
- m.m[0][1]=u[0]*u[1]*(1-cost)+u[2]*sint;
- m.m[1][1]=u[1]*u[1]+cost*(1-u[1]*u[1]);
- m.m[2][1]=u[1]*u[2]*(1-cost)-u[0]*sint;
- m.m[0][2]=u[2]*u[0]*(1-cost)-u[1]*sint;
- m.m[1][2]=u[1]*u[2]*(1-cost)+u[0]*sint;
- m.m[2][2]=u[2]*u[2]+cost*(1-u[2]*u[2]);
- }
- }
-
- gl_M4_MulLeft(c->matrix_stack_ptr[c->matrix_mode],&m);
-
- gl_matrix_update(c);
- }
-
- void glopScale(GLContext *c,GLParam *p)
- {
- float *m;
- float x=p[1].f,y=p[2].f,z=p[3].f;
-
- m=&c->matrix_stack_ptr[c->matrix_mode]->m[0][0];
-
- m[0] *= x; m[1] *= y; m[2] *= z;
- m[4] *= x; m[5] *= y; m[6] *= z;
- m[8] *= x; m[9] *= y; m[10] *= z;
- m[12] *= x; m[13] *= y; m[14] *= z;
- gl_matrix_update(c);
- }
-
- void glopTranslate(GLContext *c,GLParam *p)
- {
- float *m;
- float x=p[1].f,y=p[2].f,z=p[3].f;
-
- m=&c->matrix_stack_ptr[c->matrix_mode]->m[0][0];
-
- m[3] = m[0] * x + m[1] * y + m[2] * z + m[3];
- m[7] = m[4] * x + m[5] * y + m[6] * z + m[7];
- m[11] = m[8] * x + m[9] * y + m[10] * z + m[11];
- m[15] = m[12] * x + m[13] * y + m[14] * z + m[15];
-
- gl_matrix_update(c);
- }
-
-
- void glopFrustum(GLContext *c,GLParam *p)
- {
- float *r;
- M4 m;
- float left=p[1].f;
- float right=p[2].f;
- float bottom=p[3].f;
- float top=p[4].f;
- float nearp=p[5].f;
- float farp=p[6].f;
- float x,y,A,B,C,D;
-
- x = (2.0*nearp) / (right-left);
- y = (2.0*nearp) / (top-bottom);
- A = (right+left) / (right-left);
- B = (top+bottom) / (top-bottom);
- C = -(farp+nearp) / ( farp-nearp);
- D = -(2.0*farp*nearp) / (farp-nearp);
-
- r=&m.m[0][0];
- r[0]= x; r[1]=0; r[2]=A; r[3]=0;
- r[4]= 0; r[5]=y; r[6]=B; r[7]=0;
- r[8]= 0; r[9]=0; r[10]=C; r[11]=D;
- r[12]= 0; r[13]=0; r[14]=-1; r[15]=0;
-
- gl_M4_MulLeft(c->matrix_stack_ptr[c->matrix_mode],&m);
-
- gl_matrix_update(c);
- }
-
-