diff options
Diffstat (limited to 'src/VBox/GuestHost/OpenGL/util/matrix.c')
-rw-r--r-- | src/VBox/GuestHost/OpenGL/util/matrix.c | 510 |
1 files changed, 510 insertions, 0 deletions
diff --git a/src/VBox/GuestHost/OpenGL/util/matrix.c b/src/VBox/GuestHost/OpenGL/util/matrix.c new file mode 100644 index 00000000..b4335400 --- /dev/null +++ b/src/VBox/GuestHost/OpenGL/util/matrix.c @@ -0,0 +1,510 @@ + +#include <math.h> +#include <stdio.h> +#include "cr_matrix.h" +#include "cr_mem.h" + +#ifndef M_PI +#define M_PI 3.14159265358979323846 +#endif + + +static const CRmatrix identity_matrix = { + 1.0, 0.0, 0.0, 0.0, + 0.0, 1.0, 0.0, 0.0, + 0.0, 0.0, 1.0, 0.0, + 0.0, 0.0, 0.0, 1.0 +}; + + +/* + * Initialize the given matrix to the identity. + */ +void +crMatrixInit(CRmatrix *m) +{ + *m = identity_matrix; +} + + +/* + * Parse a string of 16 floats to initialize a matrix (row major order). + * If there's a parsing error, initialize the matrix to the identity. + */ +void +crMatrixInitFromString(CRmatrix *m, const char *s) +{ + const char *fmt = "%f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f"; + const char *fmtb = "[ %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f ]"; + int n = sscanf(s, (s[0] == '[' ? fmtb : fmt), + &m->m00, &m->m01, &m->m02, &m->m03, + &m->m10, &m->m11, &m->m12, &m->m13, + &m->m20, &m->m21, &m->m22, &m->m23, + &m->m30, &m->m31, &m->m32, &m->m33); + if (n != 16) { + /* insufficient parameters */ + crMatrixInit(m); + } +} + + +/* + * Initialize a matrix from an array of 16 values. + */ +void +crMatrixInitFromFloats(CRmatrix *m, const float *v) +{ + m->m00 = v[0]; + m->m01 = v[1]; + m->m02 = v[2]; + m->m03 = v[3]; + m->m10 = v[4]; + m->m11 = v[5]; + m->m12 = v[6]; + m->m13 = v[7]; + m->m20 = v[8]; + m->m21 = v[9]; + m->m22 = v[10]; + m->m23 = v[11]; + m->m30 = v[12]; + m->m31 = v[13]; + m->m32 = v[14]; + m->m33 = v[15]; +} + + +void +crMatrixInitFromDoubles(CRmatrix *m, const double *v) +{ + m->m00 = (float) v[0]; + m->m01 = (float) v[1]; + m->m02 = (float) v[2]; + m->m03 = (float) v[3]; + m->m10 = (float) v[4]; + m->m11 = (float) v[5]; + m->m12 = (float) v[6]; + m->m13 = (float) v[7]; + m->m20 = (float) v[8]; + m->m21 = (float) v[9]; + m->m22 = (float) v[10]; + m->m23 = (float) v[11]; + m->m30 = (float) v[12]; + m->m31 = (float) v[13]; + m->m32 = (float) v[14]; + m->m33 = (float) v[15]; +} + + +/* useful for debugging */ +void +crMatrixPrint(const char *msg, const CRmatrix *m) +{ + printf("%s\n", msg); + printf(" %f %f %f %f\n", m->m00, m->m10, m->m20, m->m30); + printf(" %f %f %f %f\n", m->m01, m->m11, m->m21, m->m31); + printf(" %f %f %f %f\n", m->m02, m->m12, m->m22, m->m32); + printf(" %f %f %f %f\n", m->m03, m->m13, m->m23, m->m33); +} + + +void +crMatrixGetFloats(float *values, const CRmatrix *m) +{ + values[0] = m->m00; + values[1] = m->m01; + values[2] = m->m02; + values[3] = m->m03; + values[4] = m->m10; + values[5] = m->m11; + values[6] = m->m12; + values[7] = m->m13; + values[8] = m->m20; + values[9] = m->m21; + values[10] = m->m22; + values[11] = m->m23; + values[12] = m->m30; + values[13] = m->m31; + values[14] = m->m32; + values[15] = m->m33; +} + + +/* Return 1 if the matrices are equal, return 0 otherwise. + */ +int +crMatrixIsEqual(const CRmatrix *m, const CRmatrix *n) +{ + return crMemcmp(m, n, sizeof(CRmatrix)) == 0; +} + + +/* + * Test if matrix is identity + */ +int +crMatrixIsIdentity(const CRmatrix *m) +{ + return crMemcmp(m, &identity_matrix, sizeof(CRmatrix)) == 0; +} + + +/* + * Test if matrix is orthographic projection matrix. + */ +int +crMatrixIsOrthographic(const CRmatrix *m) +{ + return m->m33 != 0.0; +} + + +void +crMatrixCopy(CRmatrix *dest, const CRmatrix *src) +{ + crMemcpy(dest, src, sizeof(CRmatrix)); +} + + +/* + * Compute p = a * b + */ +void +crMatrixMultiply(CRmatrix *p, const CRmatrix *a, const CRmatrix *b) +{ + CRmatrix t; /* temporary result, in case p = a or p = b */ + t.m00 = a->m00 * b->m00 + a->m10 * b->m01 + a->m20 * b->m02 + a->m30 * b->m03; + t.m01 = a->m01 * b->m00 + a->m11 * b->m01 + a->m21 * b->m02 + a->m31 * b->m03; + t.m02 = a->m02 * b->m00 + a->m12 * b->m01 + a->m22 * b->m02 + a->m32 * b->m03; + t.m03 = a->m03 * b->m00 + a->m13 * b->m01 + a->m23 * b->m02 + a->m33 * b->m03; + t.m10 = a->m00 * b->m10 + a->m10 * b->m11 + a->m20 * b->m12 + a->m30 * b->m13; + t.m11 = a->m01 * b->m10 + a->m11 * b->m11 + a->m21 * b->m12 + a->m31 * b->m13; + t.m12 = a->m02 * b->m10 + a->m12 * b->m11 + a->m22 * b->m12 + a->m32 * b->m13; + t.m13 = a->m03 * b->m10 + a->m13 * b->m11 + a->m23 * b->m12 + a->m33 * b->m13; + t.m20 = a->m00 * b->m20 + a->m10 * b->m21 + a->m20 * b->m22 + a->m30 * b->m23; + t.m21 = a->m01 * b->m20 + a->m11 * b->m21 + a->m21 * b->m22 + a->m31 * b->m23; + t.m22 = a->m02 * b->m20 + a->m12 * b->m21 + a->m22 * b->m22 + a->m32 * b->m23; + t.m23 = a->m03 * b->m20 + a->m13 * b->m21 + a->m23 * b->m22 + a->m33 * b->m23; + t.m30 = a->m00 * b->m30 + a->m10 * b->m31 + a->m20 * b->m32 + a->m30 * b->m33; + t.m31 = a->m01 * b->m30 + a->m11 * b->m31 + a->m21 * b->m32 + a->m31 * b->m33; + t.m32 = a->m02 * b->m30 + a->m12 * b->m31 + a->m22 * b->m32 + a->m32 * b->m33; + t.m33 = a->m03 * b->m30 + a->m13 * b->m31 + a->m23 * b->m32 + a->m33 * b->m33; + *p = t; +} + + +void +crMatrixTransformPointf(const CRmatrix *m, GLvectorf *p) +{ + float x = p->x; + float y = p->y; + float z = p->z; + float w = p->w; + + p->x = m->m00*x + m->m10*y + m->m20*z + m->m30*w; + p->y = m->m01*x + m->m11*y + m->m21*z + m->m31*w; + p->z = m->m02*x + m->m12*y + m->m22*z + m->m32*w; + p->w = m->m03*x + m->m13*y + m->m23*z + m->m33*w; +} + + +void +crMatrixTransformPointd(const CRmatrix *m, GLvectord *p) +{ + double x = p->x; + double y = p->y; + double z = p->z; + double w = p->w; + + p->x = (double) (m->m00*x + m->m10*y + m->m20*z + m->m30*w); + p->y = (double) (m->m01*x + m->m11*y + m->m21*z + m->m31*w); + p->z = (double) (m->m02*x + m->m12*y + m->m22*z + m->m32*w); + p->w = (double) (m->m03*x + m->m13*y + m->m23*z + m->m33*w); +} + + +void +crMatrixInvertTranspose(CRmatrix *inv, const CRmatrix *mat) +{ + /* Taken from Pomegranate code, trans.c. + * Note: We have our data structures reversed + */ + const float m00 = mat->m00; + const float m01 = mat->m10; + const float m02 = mat->m20; + const float m03 = mat->m30; + + const float m10 = mat->m01; + const float m11 = mat->m11; + const float m12 = mat->m21; + const float m13 = mat->m31; + + const float m20 = mat->m02; + const float m21 = mat->m12; + const float m22 = mat->m22; + const float m23 = mat->m32; + + const float m30 = mat->m03; + const float m31 = mat->m13; + const float m32 = mat->m23; + const float m33 = mat->m33; + +#define det3x3(a1, a2, a3, b1, b2, b3, c1, c2, c3) \ + (a1 * (b2 * c3 - b3 * c2) + \ + b1 * (c2 * a3 - a2 * c3) + \ + c1 * (a2 * b3 - a3 * b2)) + + const float cof00 = det3x3( m11, m12, m13, + m21, m22, m23, + m31, m32, m33 ); + + const float cof01 = -det3x3( m12, m13, m10, + m22, m23, m20, + m32, m33, m30 ); + + const float cof02 = det3x3( m13, m10, m11, + m23, m20, m21, + m33, m30, m31 ); + + const float cof03 = -det3x3( m10, m11, m12, + m20, m21, m22, + m30, m31, m32 ); + + + const float inv_det = 1.0f / ( m00 * cof00 + m01 * cof01 + + m02 * cof02 + m03 * cof03 ); + + + const float cof10 = -det3x3( m21, m22, m23, + m31, m32, m33, + m01, m02, m03 ); + + const float cof11 = det3x3( m22, m23, m20, + m32, m33, m30, + m02, m03, m00 ); + + const float cof12 = -det3x3( m23, m20, m21, + m33, m30, m31, + m03, m00, m01 ); + + const float cof13 = det3x3( m20, m21, m22, + m30, m31, m32, + m00, m01, m02 ); + + + + const float cof20 = det3x3( m31, m32, m33, + m01, m02, m03, + m11, m12, m13 ); + + const float cof21 = -det3x3( m32, m33, m30, + m02, m03, m00, + m12, m13, m10 ); + + const float cof22 = det3x3( m33, m30, m31, + m03, m00, m01, + m13, m10, m11 ); + + const float cof23 = -det3x3( m30, m31, m32, + m00, m01, m02, + m10, m11, m12 ); + + + const float cof30 = -det3x3( m01, m02, m03, + m11, m12, m13, + m21, m22, m23 ); + + const float cof31 = det3x3( m02, m03, m00, + m12, m13, m10, + m22, m23, m20 ); + + const float cof32 = -det3x3( m03, m00, m01, + m13, m10, m11, + m23, m20, m21 ); + + const float cof33 = det3x3( m00, m01, m02, + m10, m11, m12, + m20, m21, m22 ); + +#undef det3x3 + + /* Perform transpose in asignment */ + + inv->m00 = cof00 * inv_det; inv->m10 = cof01 * inv_det; + inv->m20 = cof02 * inv_det; inv->m30 = cof03 * inv_det; + + inv->m01 = cof10 * inv_det; inv->m11 = cof11 * inv_det; + inv->m21 = cof12 * inv_det; inv->m31 = cof13 * inv_det; + + inv->m02 = cof20 * inv_det; inv->m12 = cof21 * inv_det; + inv->m22 = cof22 * inv_det; inv->m32 = cof23 * inv_det; + + inv->m03 = cof30 * inv_det; inv->m13 = cof31 * inv_det; + inv->m23 = cof32 * inv_det; inv->m33 = cof33 * inv_det; +} + +void +crMatrixTranspose(CRmatrix *t, const CRmatrix *m) +{ + CRmatrix c; + + c.m00 = m->m00; c.m10 = m->m01; c.m20 = m->m02; c.m30 = m->m03; + c.m01 = m->m10; c.m11 = m->m11; c.m21 = m->m12; c.m31 = m->m13; + c.m02 = m->m20; c.m12 = m->m21; c.m22 = m->m22; c.m32 = m->m23; + c.m03 = m->m30; c.m13 = m->m31; c.m23 = m->m32; c.m33 = m->m33; + + *t = c; +} + +/* + * Apply a translation to the given matrix. + */ +void +crMatrixTranslate(CRmatrix *m, float x, float y, float z) +{ + m->m30 = m->m00 * x + m->m10 * y + m->m20 * z + m->m30; + m->m31 = m->m01 * x + m->m11 * y + m->m21 * z + m->m31; + m->m32 = m->m02 * x + m->m12 * y + m->m22 * z + m->m32; + m->m33 = m->m03 * x + m->m13 * y + m->m23 * z + m->m33; +} + + +/* + * Apply a rotation to the given matrix. + */ +void +crMatrixRotate(CRmatrix *m, float angle, float x, float y, float z) +{ + const float c = (float) cos(angle * M_PI / 180.0f); + const float one_minus_c = 1.0f - c; + const float s = (float) sin(angle * M_PI / 180.0f); + const float v_len = (float) sqrt (x*x + y*y + z*z); + float x_one_minus_c; + float y_one_minus_c; + float z_one_minus_c; + CRmatrix rot; + + /* Begin/end Checking and flushing will be done by MultMatrix. */ + + if (v_len == 0.0f) + return; + + /* Normalize the vector */ + if (v_len != 1.0f) { + x /= v_len; + y /= v_len; + z /= v_len; + } + /* compute some common values */ + x_one_minus_c = x * one_minus_c; + y_one_minus_c = y * one_minus_c; + z_one_minus_c = z * one_minus_c; + /* Generate the terms of the rotation matrix + ** from pg 325 OGL 1.1 Blue Book. + */ + rot.m00 = x * x_one_minus_c + c; + rot.m01 = x * y_one_minus_c + z * s; + rot.m02 = x * z_one_minus_c - y * s; + rot.m03 = 0.0f; + rot.m10 = y * x_one_minus_c - z * s; + rot.m11 = y * y_one_minus_c + c; + rot.m12 = y * z_one_minus_c + x * s; + rot.m13 = 0.0f; + rot.m20 = z * x_one_minus_c + y * s; + rot.m21 = z * y_one_minus_c - x * s; + rot.m22 = z * z_one_minus_c + c; + rot.m23 = 0.0f; + rot.m30 = 0.0f; + rot.m31 = 0.0f; + rot.m32 = 0.0f; + rot.m33 = 1.0f; + crMatrixMultiply(m, m, &rot); +} + + +/* + * Apply a scale to the given matrix. + */ +void +crMatrixScale(CRmatrix *m, float x, float y, float z) +{ + m->m00 *= x; + m->m01 *= x; + m->m02 *= x; + m->m03 *= x; + m->m10 *= y; + m->m11 *= y; + m->m12 *= y; + m->m13 *= y; + m->m20 *= z; + m->m21 *= z; + m->m22 *= z; + m->m23 *= z; +} + + +/* + * Make a projection matrix from frustum parameters. + */ +void +crMatrixFrustum(CRmatrix *m, + float left, float right, + float bottom, float top, + float zNear, float zFar) +{ + CRmatrix f; + + f.m00 = (2.0f * zNear) / (right - left); + f.m01 = 0.0; + f.m02 = 0.0; + f.m03 = 0.0; + + f.m10 = 0.0; + f.m11 = (2.0f * zNear) / (top - bottom); + f.m12 = 0.0; + f.m13 = 0.0; + + f.m20 = (right + left) / (right - left); + f.m21 = (top + bottom) / (top - bottom); + f.m22 = (-zNear - zFar) / (zFar - zNear); + f.m23 = -1.0; + + f.m30 = 0.0; + f.m31 = 0.0; + f.m32 = (2.0f * zFar * zNear) / (zNear - zFar); + f.m33 = 0.0; + + crMatrixMultiply(m, m, &f); +} + + +void +crMatrixOrtho(CRmatrix *m, + float left, float right, + float bottom, float top, + float znear, float zfar) +{ + CRmatrix ortho; + + ortho.m00 = 2.0f / (right - left); + ortho.m01 = 0.0; + ortho.m02 = 0.0; + ortho.m03 = 0.0; + + ortho.m10 = 0.0; + ortho.m11 = 2.0f / (top - bottom); + ortho.m12 = 0.0; + ortho.m13 = 0.0; + + ortho.m20 = 0.0; + ortho.m21 = 0.0; + ortho.m22 = -2.0f / (zfar - znear); + ortho.m23 = 0.0; + + ortho.m30 = -(right + left) / (right - left); + ortho.m31 = -(top + bottom) / (top - bottom); + ortho.m32= -(zfar + znear) / (zfar - znear); + ortho.m33 = 1.0; + + crMatrixMultiply(m, m, &ortho); +} + |