Use custom matrix calculation routines.

Aims for more compatibility with modern OpenGL.
This commit is contained in:
Themaister 2012-08-09 08:56:35 +02:00
parent 80eb46a51c
commit db6c0ee85c
5 changed files with 177 additions and 5 deletions

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@ -135,7 +135,7 @@ ifeq ($(HAVE_X11), 1)
endif
ifeq ($(HAVE_OPENGL), 1)
OBJ += gfx/gl.o gfx/fonts/freetype.o
OBJ += gfx/gl.o gfx/fonts/freetype.o gfx/math/matrix.o
ifeq ($(OSX),1)
LIBS += -framework OpenGL
else

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@ -61,7 +61,7 @@ ifeq ($(TDM_GCC),)
endif
ifeq ($(HAVE_SDL), 1)
OBJ += gfx/sdl_gfx.o gfx/gl.o gfx/fonts/freetype.o gfx/context/sdl_ctx.o input/sdl_input.o audio/sdl_audio.o fifo_buffer.o
OBJ += gfx/sdl_gfx.o gfx/gl.o gfx/math/matrix.o gfx/fonts/freetype.o gfx/context/sdl_ctx.o input/sdl_input.o audio/sdl_audio.o fifo_buffer.o
LIBS += -lSDL
DEFINES += -ISDL -DHAVE_SDL
endif

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@ -26,6 +26,7 @@
#endif
#include "sdl_ctx.h"
#include "../math/matrix.h"
// SDL 1.2 is portable, sure, but you still need some platform specific workarounds ;)
// Hopefully SDL 1.3 will solve this more cleanly :D
@ -441,13 +442,28 @@ void gfx_ctx_input_driver(const input_driver_t **input, void **input_data)
#ifdef HAVE_OPENGL
void gfx_ctx_set_projection(gl_t *gl, const struct gl_ortho *ortho, bool allow_rotate)
{
// TODO: Explicitly setting matrix modes is not used for GLES 2.0.
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Calculate projection.
math_matrix proj;
matrix_ortho(&proj, ortho->left, ortho->right,
ortho->bottom, ortho->top, ortho->znear, ortho->zfar);
if (allow_rotate)
glRotatef(gl->rotation, 0, 0, 1);
{
math_matrix rot;
matrix_rotate_z(&rot, M_PI * gl->rotation / 180.0f);
matrix_multiply(&proj, &rot, &proj);
}
glOrtho(ortho->left, ortho->right, ortho->bottom, ortho->top, ortho->znear, ortho->zfar);
// Load matrix directly into GL.
// TODO: For GLES 2.0 or similar, we should keep this matrix
// somewhere and pass it directly to the shader.
// It should probably be part of gl_t ...
glLoadMatrixf(proj.data);
// TODO: Explicitly setting matrix modes is not used for GLES 2.0.
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}

113
gfx/math/matrix.c Normal file
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@ -0,0 +1,113 @@
/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2012 - Hans-Kristian Arntzen
*
* RetroArch 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 Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch 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.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "matrix.h"
#include <string.h>
#include <math.h>
void matrix_identity(math_matrix *mat)
{
memset(mat, 0, sizeof(*mat));
for (unsigned i = 0; i < 4; i++)
MAT_ELEM(*mat, i, i) = 1.0f;
}
void matrix_transpose(math_matrix *out, const math_matrix *in)
{
math_matrix mat;
for (unsigned i = 0; i < 4; i++)
for (unsigned j = 0; j < 4; j++)
MAT_ELEM(mat, j, i) = MAT_ELEM(*in, i, j);
*out = mat;
}
void matrix_rotate_x(math_matrix *mat, float rad)
{
float cosine = cosf(rad);
float sine = sinf(rad);
matrix_identity(mat);
MAT_ELEM(*mat, 1, 1) = cosine;
MAT_ELEM(*mat, 2, 2) = cosine;
MAT_ELEM(*mat, 1, 2) = -sine;
MAT_ELEM(*mat, 2, 1) = sine;
}
void matrix_rotate_y(math_matrix *mat, float rad)
{
float cosine = cosf(rad);
float sine = sinf(rad);
matrix_identity(mat);
MAT_ELEM(*mat, 0, 0) = cosine;
MAT_ELEM(*mat, 2, 2) = cosine;
MAT_ELEM(*mat, 0, 2) = -sine;
MAT_ELEM(*mat, 2, 0) = sine;
}
void matrix_rotate_z(math_matrix *mat, float rad)
{
float cosine = cosf(rad);
float sine = sinf(rad);
matrix_identity(mat);
MAT_ELEM(*mat, 0, 0) = cosine;
MAT_ELEM(*mat, 1, 1) = cosine;
MAT_ELEM(*mat, 0, 1) = -sine;
MAT_ELEM(*mat, 1, 0) = sine;
}
void matrix_ortho(math_matrix *mat,
float left, float right,
float bottom, float top,
float znear, float zfar)
{
matrix_identity(mat);
float tx = -(right + left) / (right - left);
float ty = -(top + bottom) / (top - bottom);
float tz = -(zfar + znear) / (zfar - znear);
MAT_ELEM(*mat, 0, 0) = 2.0f / (right - left);
MAT_ELEM(*mat, 1, 1) = 2.0f / (top - bottom);
MAT_ELEM(*mat, 2, 2) = -2.0f / (zfar - znear);
MAT_ELEM(*mat, 0, 3) = tx;
MAT_ELEM(*mat, 1, 3) = ty;
MAT_ELEM(*mat, 2, 3) = tz;
}
void matrix_multiply(math_matrix *out,
const math_matrix *a, const math_matrix *b)
{
math_matrix mat;
for (unsigned r = 0; r < 4; r++)
{
for (unsigned c = 0; c < 4; c++)
{
float dot = 0.0f;
for (unsigned k = 0; k < 4; k++)
dot += MAT_ELEM(*a, r, k) * MAT_ELEM(*b, k, c);
MAT_ELEM(mat, r, c) = dot;
}
}
*out = mat;
}

43
gfx/math/matrix.h Normal file
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@ -0,0 +1,43 @@
/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2012 - Hans-Kristian Arntzen
*
* RetroArch 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 Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch 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.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef MATH_MATRIX_H__
#define MATH_MATRIX_H__
// Colunm-major matrix (OpenGL-style).
// Reimplements functionality from FF OpenGL pipeline to be able to work on GLES 2.0 and modern GL variants.
typedef struct math_matrix
{
float data[16];
} math_matrix;
#define MAT_ELEM(mat, r, c) ((mat).data[4 * (c) + (r)])
void matrix_load_identity(math_matrix *mat);
void matrix_transpose(math_matrix *out, const math_matrix *in);
void matrix_rotate_x(math_matrix *mat, float rad);
void matrix_rotate_y(math_matrix *mat, float rad);
void matrix_rotate_z(math_matrix *mat, float rad);
void matrix_ortho(math_matrix *mat,
float left, float right,
float bottom, float top,
float znear, float zfar);
void matrix_multiply(math_matrix *out, const math_matrix *a, const math_matrix *b);
#endif