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diff --git a/xbmc/rendering/MatrixGL.cpp b/xbmc/rendering/MatrixGL.cpp
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+/*
+ * Copyright (C) 2005-2018 Team Kodi
+ * This file is part of Kodi - https://kodi.tv
+ *
+ * SPDX-License-Identifier: GPL-2.0-or-later
+ * See LICENSES/README.md for more information.
+ */
+
+#include "MatrixGL.h"
+
+#include "ServiceBroker.h"
+#include "utils/TransformMatrix.h"
+
+#if defined(HAS_NEON) && !defined(__LP64__)
+#include "utils/CPUInfo.h"
+void Matrix4Mul(float* src_mat_1, const float* src_mat_2);
+#endif
+
+#include <cmath>
+
+CMatrixGLStack glMatrixModview = CMatrixGLStack();
+CMatrixGLStack glMatrixProject = CMatrixGLStack();
+CMatrixGLStack glMatrixTexture = CMatrixGLStack();
+
+CMatrixGL::CMatrixGL(const TransformMatrix &src) noexcept
+{
+ for(int i = 0; i < 3; i++)
+ for(int j = 0; j < 4; j++)
+ m_pMatrix[j * 4 + i] = src.m[i][j];
+
+ m_pMatrix[3] = 0.0f;
+ m_pMatrix[7] = 0.0f;
+ m_pMatrix[11] = 0.0f;
+ m_pMatrix[15] = 1.0f;
+}
+
+void CMatrixGL::LoadIdentity()
+{
+ m_pMatrix[0] = 1.0f; m_pMatrix[4] = 0.0f; m_pMatrix[8] = 0.0f; m_pMatrix[12] = 0.0f;
+ m_pMatrix[1] = 0.0f; m_pMatrix[5] = 1.0f; m_pMatrix[9] = 0.0f; m_pMatrix[13] = 0.0f;
+ m_pMatrix[2] = 0.0f; m_pMatrix[6] = 0.0f; m_pMatrix[10] = 1.0f; m_pMatrix[14] = 0.0f;
+ m_pMatrix[3] = 0.0f; m_pMatrix[7] = 0.0f; m_pMatrix[11] = 0.0f; m_pMatrix[15] = 1.0f;
+}
+
+void CMatrixGL::Ortho(GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f)
+{
+ GLfloat u = 2.0f / (r - l);
+ GLfloat v = 2.0f / (t - b);
+ GLfloat w = -2.0f / (f - n);
+ GLfloat x = - (r + l) / (r - l);
+ GLfloat y = - (t + b) / (t - b);
+ GLfloat z = - (f + n) / (f - n);
+ const CMatrixGL matrix{ u, 0.0f, 0.0f, 0.0f,
+ 0.0f, v, 0.0f, 0.0f,
+ 0.0f, 0.0f, w, 0.0f,
+ x, y, z, 1.0f};
+ MultMatrixf(matrix);
+}
+
+void CMatrixGL::Ortho2D(GLfloat l, GLfloat r, GLfloat b, GLfloat t)
+{
+ GLfloat u = 2.0f / (r - l);
+ GLfloat v = 2.0f / (t - b);
+ GLfloat x = - (r + l) / (r - l);
+ GLfloat y = - (t + b) / (t - b);
+ const CMatrixGL matrix{ u, 0.0f, 0.0f, 0.0f,
+ 0.0f, v, 0.0f, 0.0f,
+ 0.0f, 0.0f,-1.0f, 0.0f,
+ x, y, 0.0f, 1.0f};
+ MultMatrixf(matrix);
+}
+
+void CMatrixGL::Frustum(GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f)
+{
+ GLfloat u = (2.0f * n) / (r - l);
+ GLfloat v = (2.0f * n) / (t - b);
+ GLfloat w = (r + l) / (r - l);
+ GLfloat x = (t + b) / (t - b);
+ GLfloat y = - (f + n) / (f - n);
+ GLfloat z = - (2.0f * f * n) / (f - n);
+ const CMatrixGL matrix{ u, 0.0f, 0.0f, 0.0f,
+ 0.0f, v, 0.0f, 0.0f,
+ w, x, y,-1.0f,
+ 0.0f, 0.0f, z, 0.0f};
+ MultMatrixf(matrix);
+}
+
+void CMatrixGL::Translatef(GLfloat x, GLfloat y, GLfloat z)
+{
+ const CMatrixGL matrix{1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ x, y, z, 1.0f};
+ MultMatrixf(matrix);
+}
+
+void CMatrixGL::Scalef(GLfloat x, GLfloat y, GLfloat z)
+{
+ const CMatrixGL matrix{ x, 0.0f, 0.0f, 0.0f,
+ 0.0f, y, 0.0f, 0.0f,
+ 0.0f, 0.0f, z, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f};
+ MultMatrixf(matrix);
+}
+
+void CMatrixGL::Rotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
+{
+ GLfloat modulus = std::sqrt((x*x)+(y*y)+(z*z));
+ if (modulus != 0.0f)
+ {
+ x /= modulus;
+ y /= modulus;
+ z /= modulus;
+ }
+ GLfloat cosine = std::cos(angle);
+ GLfloat sine = std::sin(angle);
+ GLfloat cos1 = 1 - cosine;
+ GLfloat a = (x*x*cos1) + cosine;
+ GLfloat b = (x*y*cos1) - (z*sine);
+ GLfloat c = (x*z*cos1) + (y*sine);
+ GLfloat d = (y*x*cos1) + (z*sine);
+ GLfloat e = (y*y*cos1) + cosine;
+ GLfloat f = (y*z*cos1) - (x*sine);
+ GLfloat g = (z*x*cos1) - (y*sine);
+ GLfloat h = (z*y*cos1) + (x*sine);
+ GLfloat i = (z*z*cos1) + cosine;
+ const CMatrixGL matrix{ a, d, g, 0.0f,
+ b, e, h, 0.0f,
+ c, f, i, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f};
+ MultMatrixf(matrix);
+}
+
+void CMatrixGL::MultMatrixf(const CMatrixGL &matrix) noexcept
+{
+#if defined(HAS_NEON) && !defined(__LP64__)
+ if ((CServiceBroker::GetCPUInfo()->GetCPUFeatures() & CPU_FEATURE_NEON) == CPU_FEATURE_NEON)
+ {
+ Matrix4Mul(m_pMatrix, matrix.m_pMatrix);
+ return;
+ }
+#endif
+ GLfloat a = (matrix.m_pMatrix[0] * m_pMatrix[0]) + (matrix.m_pMatrix[1] * m_pMatrix[4]) + (matrix.m_pMatrix[2] * m_pMatrix[8]) + (matrix.m_pMatrix[3] * m_pMatrix[12]);
+ GLfloat b = (matrix.m_pMatrix[0] * m_pMatrix[1]) + (matrix.m_pMatrix[1] * m_pMatrix[5]) + (matrix.m_pMatrix[2] * m_pMatrix[9]) + (matrix.m_pMatrix[3] * m_pMatrix[13]);
+ GLfloat c = (matrix.m_pMatrix[0] * m_pMatrix[2]) + (matrix.m_pMatrix[1] * m_pMatrix[6]) + (matrix.m_pMatrix[2] * m_pMatrix[10]) + (matrix.m_pMatrix[3] * m_pMatrix[14]);
+ GLfloat d = (matrix.m_pMatrix[0] * m_pMatrix[3]) + (matrix.m_pMatrix[1] * m_pMatrix[7]) + (matrix.m_pMatrix[2] * m_pMatrix[11]) + (matrix.m_pMatrix[3] * m_pMatrix[15]);
+ GLfloat e = (matrix.m_pMatrix[4] * m_pMatrix[0]) + (matrix.m_pMatrix[5] * m_pMatrix[4]) + (matrix.m_pMatrix[6] * m_pMatrix[8]) + (matrix.m_pMatrix[7] * m_pMatrix[12]);
+ GLfloat f = (matrix.m_pMatrix[4] * m_pMatrix[1]) + (matrix.m_pMatrix[5] * m_pMatrix[5]) + (matrix.m_pMatrix[6] * m_pMatrix[9]) + (matrix.m_pMatrix[7] * m_pMatrix[13]);
+ GLfloat g = (matrix.m_pMatrix[4] * m_pMatrix[2]) + (matrix.m_pMatrix[5] * m_pMatrix[6]) + (matrix.m_pMatrix[6] * m_pMatrix[10]) + (matrix.m_pMatrix[7] * m_pMatrix[14]);
+ GLfloat h = (matrix.m_pMatrix[4] * m_pMatrix[3]) + (matrix.m_pMatrix[5] * m_pMatrix[7]) + (matrix.m_pMatrix[6] * m_pMatrix[11]) + (matrix.m_pMatrix[7] * m_pMatrix[15]);
+ GLfloat i = (matrix.m_pMatrix[8] * m_pMatrix[0]) + (matrix.m_pMatrix[9] * m_pMatrix[4]) + (matrix.m_pMatrix[10] * m_pMatrix[8]) + (matrix.m_pMatrix[11] * m_pMatrix[12]);
+ GLfloat j = (matrix.m_pMatrix[8] * m_pMatrix[1]) + (matrix.m_pMatrix[9] * m_pMatrix[5]) + (matrix.m_pMatrix[10] * m_pMatrix[9]) + (matrix.m_pMatrix[11] * m_pMatrix[13]);
+ GLfloat k = (matrix.m_pMatrix[8] * m_pMatrix[2]) + (matrix.m_pMatrix[9] * m_pMatrix[6]) + (matrix.m_pMatrix[10] * m_pMatrix[10]) + (matrix.m_pMatrix[11] * m_pMatrix[14]);
+ GLfloat l = (matrix.m_pMatrix[8] * m_pMatrix[3]) + (matrix.m_pMatrix[9] * m_pMatrix[7]) + (matrix.m_pMatrix[10] * m_pMatrix[11]) + (matrix.m_pMatrix[11] * m_pMatrix[15]);
+ GLfloat m = (matrix.m_pMatrix[12] * m_pMatrix[0]) + (matrix.m_pMatrix[13] * m_pMatrix[4]) + (matrix.m_pMatrix[14] * m_pMatrix[8]) + (matrix.m_pMatrix[15] * m_pMatrix[12]);
+ GLfloat n = (matrix.m_pMatrix[12] * m_pMatrix[1]) + (matrix.m_pMatrix[13] * m_pMatrix[5]) + (matrix.m_pMatrix[14] * m_pMatrix[9]) + (matrix.m_pMatrix[15] * m_pMatrix[13]);
+ GLfloat o = (matrix.m_pMatrix[12] * m_pMatrix[2]) + (matrix.m_pMatrix[13] * m_pMatrix[6]) + (matrix.m_pMatrix[14] * m_pMatrix[10]) + (matrix.m_pMatrix[15] * m_pMatrix[14]);
+ GLfloat p = (matrix.m_pMatrix[12] * m_pMatrix[3]) + (matrix.m_pMatrix[13] * m_pMatrix[7]) + (matrix.m_pMatrix[14] * m_pMatrix[11]) + (matrix.m_pMatrix[15] * m_pMatrix[15]);
+ m_pMatrix[0] = a; m_pMatrix[4] = e; m_pMatrix[8] = i; m_pMatrix[12] = m;
+ m_pMatrix[1] = b; m_pMatrix[5] = f; m_pMatrix[9] = j; m_pMatrix[13] = n;
+ m_pMatrix[2] = c; m_pMatrix[6] = g; m_pMatrix[10] = k; m_pMatrix[14] = o;
+ m_pMatrix[3] = d; m_pMatrix[7] = h; m_pMatrix[11] = l; m_pMatrix[15] = p;
+}
+
+// gluLookAt implementation taken from Mesa3D
+void CMatrixGL::LookAt(GLfloat eyex, GLfloat eyey, GLfloat eyez, GLfloat centerx, GLfloat centery, GLfloat centerz, GLfloat upx, GLfloat upy, GLfloat upz)
+{
+ GLfloat forward[3], side[3], up[3];
+
+ forward[0] = centerx - eyex;
+ forward[1] = centery - eyey;
+ forward[2] = centerz - eyez;
+
+ up[0] = upx;
+ up[1] = upy;
+ up[2] = upz;
+
+ GLfloat tmp = std::sqrt(forward[0]*forward[0] + forward[1]*forward[1] + forward[2]*forward[2]);
+ if (tmp != 0.0f)
+ {
+ forward[0] /= tmp;
+ forward[1] /= tmp;
+ forward[2] /= tmp;
+ }
+
+ side[0] = forward[1]*up[2] - forward[2]*up[1];
+ side[1] = forward[2]*up[0] - forward[0]*up[2];
+ side[2] = forward[0]*up[1] - forward[1]*up[0];
+
+ tmp = std::sqrt(side[0]*side[0] + side[1]*side[1] + side[2]*side[2]);
+ if (tmp != 0.0f)
+ {
+ side[0] /= tmp;
+ side[1] /= tmp;
+ side[2] /= tmp;
+ }
+
+ up[0] = side[1]*forward[2] - side[2]*forward[1];
+ up[1] = side[2]*forward[0] - side[0]*forward[2];
+ up[2] = side[0]*forward[1] - side[1]*forward[0];
+
+ const CMatrixGL matrix{
+ side[0], up[0], -forward[0], 0.0f,
+ side[1], up[1], -forward[1], 0.0f,
+ side[2], up[2], -forward[2], 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f,
+ };
+
+ MultMatrixf(matrix);
+ Translatef(-eyex, -eyey, -eyez);
+}
+
+static void __gluMultMatrixVecf(const GLfloat matrix[16], const GLfloat in[4], GLfloat out[4])
+{
+ int i;
+
+ for (i=0; i<4; i++)
+ {
+ out[i] = in[0] * matrix[0*4+i] +
+ in[1] * matrix[1*4+i] +
+ in[2] * matrix[2*4+i] +
+ in[3] * matrix[3*4+i];
+ }
+}
+
+// gluProject implementation taken from Mesa3D
+bool CMatrixGL::Project(GLfloat objx, GLfloat objy, GLfloat objz, const GLfloat modelMatrix[16], const GLfloat projMatrix[16], const GLint viewport[4], GLfloat* winx, GLfloat* winy, GLfloat* winz)
+{
+ GLfloat in[4];
+ GLfloat out[4];
+
+ in[0]=objx;
+ in[1]=objy;
+ in[2]=objz;
+ in[3]=1.0;
+ __gluMultMatrixVecf(modelMatrix, in, out);
+ __gluMultMatrixVecf(projMatrix, out, in);
+ if (in[3] == 0.0f)
+ return false;
+ in[0] /= in[3];
+ in[1] /= in[3];
+ in[2] /= in[3];
+ /* Map x, y and z to range 0-1 */
+ in[0] = in[0] * 0.5f + 0.5f;
+ in[1] = in[1] * 0.5f + 0.5f;
+ in[2] = in[2] * 0.5f + 0.5f;
+
+ /* Map x,y to viewport */
+ in[0] = in[0] * viewport[2] + viewport[0];
+ in[1] = in[1] * viewport[3] + viewport[1];
+
+ *winx=in[0];
+ *winy=in[1];
+ *winz=in[2];
+ return true;
+}
+
+void CMatrixGLStack::Load()
+{
+
+}