/* * 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 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() { }