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-rw-r--r--src/VBox/GuestHost/OpenGL/util/matrix.c510
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);
+}
+