diff --git a/Makefile b/Makefile
index 392593d13f..c4905ede83 100644
--- a/Makefile
+++ b/Makefile
@@ -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 ($(OSX),1)
LIBS += -framework OpenGL
else
diff --git a/Makefile.win b/Makefile.win
index f02a6d15ca..b8fdd29db0 100644
--- a/Makefile.win
+++ b/Makefile.win
@@ -61,7 +61,7 @@ ifeq ($(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
diff --git a/gfx/context/sdl_ctx.c b/gfx/context/sdl_ctx.c
index 51ba0e641e..a8466f7d39 100644
--- a/gfx/context/sdl_ctx.c
+++ b/gfx/context/sdl_ctx.c
@@ -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();
}
diff --git a/gfx/math/matrix.c b/gfx/math/matrix.c
new file mode 100644
index 0000000000..d7e358fe91
--- /dev/null
+++ b/gfx/math/matrix.c
@@ -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 .
+ */
+
+#include "matrix.h"
+#include
+#include
+
+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;
+}
+
diff --git a/gfx/math/matrix.h b/gfx/math/matrix.h
new file mode 100644
index 0000000000..9fc2624287
--- /dev/null
+++ b/gfx/math/matrix.h
@@ -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 .
+ */
+
+#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
+