421 lines
10 KiB
C++
421 lines
10 KiB
C++
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2011 Warzone 2100 Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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/** \file
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* Matrix manipulation functions.
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*/
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#include "lib/framework/frame.h"
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#include "lib/framework/opengl.h"
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#include "lib/framework/fixedpoint.h"
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#include "lib/ivis_opengl/pieclip.h"
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#include "piematrix.h"
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#include "lib/ivis_opengl/piemode.h"
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/***************************************************************************/
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/*
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* Local Definitions
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*/
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/***************************************************************************/
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#define MATRIX_MAX 8
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/*
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* Matrices are of this form:
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* [ a d g j ]
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* [ b e h k ]
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* [ c f i l ]
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* [ 0 0 0 1 ]
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*/
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struct SDMATRIX
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{
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SDWORD a, b, c,
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d, e, f,
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g, h, i,
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j, k, l;
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};
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static SDMATRIX aMatrixStack[MATRIX_MAX];
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static SDMATRIX *psMatrix = &aMatrixStack[0];
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bool drawing_interface = true;
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//*************************************************************************
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static const SDMATRIX Identitymatrix = {
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FP12_MULTIPLIER, 0, 0,
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0, FP12_MULTIPLIER, 0,
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0, 0, FP12_MULTIPLIER,
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0, 0, 0,
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};
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static SDWORD _MATRIX_INDEX;
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//*************************************************************************
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//*** reset transformation matrix stack and make current identity
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//*
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//******
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static void pie_MatReset(void)
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{
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psMatrix = &aMatrixStack[0];
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// make 1st matrix identity
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*psMatrix = Identitymatrix;
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glLoadIdentity();
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}
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//*************************************************************************
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//*** create new matrix from current transformation matrix and make current
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//*
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//******
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void pie_MatBegin(void)
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{
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_MATRIX_INDEX++;
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ASSERT( _MATRIX_INDEX < MATRIX_MAX, "pie_MatBegin past top of the stack" );
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psMatrix++;
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aMatrixStack[_MATRIX_INDEX] = aMatrixStack[_MATRIX_INDEX-1];
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glPushMatrix();
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}
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//*************************************************************************
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//*** make current transformation matrix previous one on stack
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//*
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//******
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void pie_MatEnd(void)
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{
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_MATRIX_INDEX--;
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ASSERT( _MATRIX_INDEX >= 0, "pie_MatEnd of the bottom of the stack" );
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psMatrix--;
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glPopMatrix();
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}
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void pie_MATTRANS(float x, float y, float z)
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{
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GLfloat matrix[16];
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psMatrix->j = x * FP12_MULTIPLIER;
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psMatrix->k = y * FP12_MULTIPLIER;
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psMatrix->l = z * FP12_MULTIPLIER;
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glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
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matrix[12] = x;
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matrix[13] = y;
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matrix[14] = z;
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glLoadMatrixf(matrix);
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}
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void pie_TRANSLATE(int32_t x, int32_t y, int32_t z)
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{
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/*
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* curMatrix = curMatrix . translationMatrix(x, y, z)
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*
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* [ 1 0 0 x ]
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* [ 0 1 0 y ]
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* curMatrix = curMatrix . [ 0 0 1 z ]
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* [ 0 0 0 1 ]
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*/
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psMatrix->j += x * psMatrix->a + y * psMatrix->d + z * psMatrix->g;
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psMatrix->k += x * psMatrix->b + y * psMatrix->e + z * psMatrix->h;
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psMatrix->l += x * psMatrix->c + y * psMatrix->f + z * psMatrix->i;
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glTranslatef(x, y, z);
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}
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//*************************************************************************
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//*** matrix scale current transformation matrix
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//*
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//******
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void pie_MatScale(float scale)
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{
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/*
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* s := scale
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* curMatrix = curMatrix . scaleMatrix(s, s, s)
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*
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* [ s 0 0 0 ]
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* [ 0 s 0 0 ]
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* curMatrix = curMatrix . [ 0 0 s 0 ]
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* [ 0 0 0 1 ]
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*
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* curMatrix = scale * curMatrix
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*/
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psMatrix->a = psMatrix->a * scale;
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psMatrix->b = psMatrix->b * scale;
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psMatrix->c = psMatrix->c * scale;
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psMatrix->d = psMatrix->d * scale;
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psMatrix->e = psMatrix->e * scale;
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psMatrix->f = psMatrix->f * scale;
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psMatrix->g = psMatrix->g * scale;
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psMatrix->h = psMatrix->h * scale;
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psMatrix->i = psMatrix->i * scale;
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glScalef(scale, scale, scale);
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}
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//*************************************************************************
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//*** matrix rotate y (yaw) current transformation matrix
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//*
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//******
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void pie_MatRotY(uint16_t y)
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{
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/*
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* a := angle
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* c := cos(a)
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* s := sin(a)
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*
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* curMatrix = curMatrix . rotationMatrix(a, 0, 1, 0)
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*
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* [ c 0 s 0 ]
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* [ 0 1 0 0 ]
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* curMatrix = curMatrix . [ -s 0 c 0 ]
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* [ 0 0 0 1 ]
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*/
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if (y != 0)
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{
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int t;
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int64_t cra = iCos(y), sra = iSin(y);
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t = (cra*psMatrix->a - sra*psMatrix->g)>>16;
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psMatrix->g = (sra*psMatrix->a + cra*psMatrix->g)>>16;
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psMatrix->a = t;
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t = (cra*psMatrix->b - sra*psMatrix->h)>>16;
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psMatrix->h = (sra*psMatrix->b + cra*psMatrix->h)>>16;
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psMatrix->b = t;
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t = (cra*psMatrix->c - sra*psMatrix->i)>>16;
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psMatrix->i = (sra*psMatrix->c + cra*psMatrix->i)>>16;
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psMatrix->c = t;
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glRotatef(UNDEG(y), 0.0f, 1.0f, 0.0f);
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}
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}
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//*************************************************************************
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//*** matrix rotate z (roll) current transformation matrix
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//*
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//******
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void pie_MatRotZ(uint16_t z)
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{
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/*
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* a := angle
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* c := cos(a)
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* s := sin(a)
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*
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* curMatrix = curMatrix . rotationMatrix(a, 0, 0, 1)
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*
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* [ c -s 0 0 ]
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* [ s c 0 0 ]
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* curMatrix = curMatrix . [ 0 0 1 0 ]
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* [ 0 0 0 1 ]
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*/
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if (z != 0)
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{
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int t;
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int64_t cra = iCos(z), sra = iSin(z);
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t = (cra*psMatrix->a + sra*psMatrix->d)>>16;
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psMatrix->d = (cra*psMatrix->d - sra*psMatrix->a)>>16;
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psMatrix->a = t;
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t = (cra*psMatrix->b + sra*psMatrix->e)>>16;
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psMatrix->e = (cra*psMatrix->e - sra*psMatrix->b)>>16;
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psMatrix->b = t;
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t = (cra*psMatrix->c + sra*psMatrix->f)>>16;
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psMatrix->f = (cra*psMatrix->f - sra*psMatrix->c)>>16;
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psMatrix->c = t;
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glRotatef(UNDEG(z), 0.0f, 0.0f, 1.0f);
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}
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}
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//*************************************************************************
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//*** matrix rotate x (pitch) current transformation matrix
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//*
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//******
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void pie_MatRotX(uint16_t x)
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{
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/*
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* a := angle
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* c := cos(a)
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* s := sin(a)
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*
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* curMatrix = curMatrix . rotationMatrix(a, 0, 0, 1)
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*
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* [ 1 0 0 0 ]
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* [ 0 c -s 0 ]
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* curMatrix = curMatrix . [ 0 s c 0 ]
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* [ 0 0 0 1 ]
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*/
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if (x != 0.f)
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{
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int t;
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int64_t cra = iCos(x), sra = iSin(x);
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t = (cra*psMatrix->d + sra*psMatrix->g)>>16;
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psMatrix->g = (cra*psMatrix->g - sra*psMatrix->d)>>16;
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psMatrix->d = t;
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t = (cra*psMatrix->e + sra*psMatrix->h)>>16;
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psMatrix->h = (cra*psMatrix->h - sra*psMatrix->e)>>16;
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psMatrix->e = t;
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t = (cra*psMatrix->f + sra*psMatrix->i)>>16;
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psMatrix->i = (cra*psMatrix->i - sra*psMatrix->f)>>16;
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psMatrix->f = t;
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glRotatef(UNDEG(x), 1.0f, 0.0f, 0.0f);
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}
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}
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/*!
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* 3D vector perspective projection
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* Projects 3D vector into 2D screen space
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* \param v3d 3D vector to project
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* \param[out] v2d resulting 2D vector
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* \return projected z component of v2d
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*/
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int32_t pie_RotateProject(const Vector3i *v3d, Vector2i *v2d)
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{
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/*
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* v = curMatrix . v3d
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*/
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Vector3i v(
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v3d->x * psMatrix->a + v3d->y * psMatrix->d + v3d->z * psMatrix->g + psMatrix->j,
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v3d->x * psMatrix->b + v3d->y * psMatrix->e + v3d->z * psMatrix->h + psMatrix->k,
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v3d->x * psMatrix->c + v3d->y * psMatrix->f + v3d->z * psMatrix->i + psMatrix->l
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);
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const int zz = v.z >> STRETCHED_Z_SHIFT;
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if (zz < MIN_STRETCHED_Z)
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{
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v2d->x = LONG_WAY; //just along way off screen
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v2d->y = LONG_WAY;
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}
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else
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{
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v2d->x = rendSurface.xcentre + (v.x / zz);
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v2d->y = rendSurface.ycentre - (v.y / zz);
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}
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return zz;
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}
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void pie_PerspectiveBegin(void)
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{
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const float width = pie_GetVideoBufferWidth();
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const float height = pie_GetVideoBufferHeight();
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const float xangle = width/6.0f;
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const float yangle = height/6.0f;
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glTranslatef(
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(2 * rendSurface.xcentre-width) / width,
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(height - 2 * rendSurface.ycentre) / height,
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0);
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glFrustum(-xangle, xangle, -yangle, yangle, 330, 100000);
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glScalef(1, 1, -1);
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glMatrixMode(GL_MODELVIEW);
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}
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void pie_PerspectiveEnd(void)
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{
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0.0f, (double) pie_GetVideoBufferWidth(), (double) pie_GetVideoBufferHeight(), 0.0f, 1.0f, -1.0f);
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glMatrixMode(GL_MODELVIEW);
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}
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void pie_Begin3DScene(void)
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{
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glDepthRange(0.1, 1);
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drawing_interface = false;
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}
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void pie_BeginInterface(void)
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{
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glDepthRange(0, 0.1);
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drawing_interface = true;
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}
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void pie_SetGeometricOffset(int x, int y)
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{
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rendSurface.xcentre = x;
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rendSurface.ycentre = y;
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}
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/** Inverse rotate 3D vector with current rotation matrix.
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* @param v1 3D vector to rotate
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* @param[out] v2 inverse rotated 3D vector
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*/
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void pie_VectorInverseRotate0(const Vector3i *v1, Vector3i *v2)
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{
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/*
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* invMatrix = transpose(sub3x3Matrix(curMatrix))
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* v2 = invMatrix . v1
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*/
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v2->x = (v1->x * psMatrix->a + v1->y * psMatrix->b + v1->z * psMatrix->c) / FP12_MULTIPLIER;
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v2->y = (v1->x * psMatrix->d + v1->y * psMatrix->e + v1->z * psMatrix->f) / FP12_MULTIPLIER;
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v2->z = (v1->x * psMatrix->g + v1->y * psMatrix->h + v1->z * psMatrix->i) / FP12_MULTIPLIER;
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}
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/** Sets up transformation matrices/quaternions and trig tables
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*/
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void pie_MatInit(void)
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{
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// init matrix/quat stack
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pie_MatReset();
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}
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void pie_RotateTranslate3i(const Vector3i *v, Vector3i *s)
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{
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/*
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* [ 1 0 0 0 ] [ 1 0 0 0 ]
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* [ 0 0 1 0 ] [ 0 0 1 0 ]
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* s = [ 0 1 0 0 ] . curMatrix . [ 0 1 0 0 ] . v
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* [ 0 0 0 1 ] [ 0 0 0 1 ]
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*/
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s->x = ((int64_t)v->x * psMatrix->a + (int64_t)v->y * psMatrix->g + (int64_t)v->z * psMatrix->d + psMatrix->j) / FP12_MULTIPLIER;
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s->y = ((int64_t)v->x * psMatrix->c + (int64_t)v->y * psMatrix->i + (int64_t)v->z * psMatrix->f + psMatrix->l) / FP12_MULTIPLIER;
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s->z = ((int64_t)v->x * psMatrix->b + (int64_t)v->y * psMatrix->h + (int64_t)v->z * psMatrix->e + psMatrix->k) / FP12_MULTIPLIER;
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}
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