diff options
Diffstat (limited to 'opengl/libagl/matrix.cpp')
-rw-r--r-- | opengl/libagl/matrix.cpp | 83 |
1 files changed, 21 insertions, 62 deletions
diff --git a/opengl/libagl/matrix.cpp b/opengl/libagl/matrix.cpp index f175cda..0b68dc0 100644 --- a/opengl/libagl/matrix.cpp +++ b/opengl/libagl/matrix.cpp @@ -55,7 +55,7 @@ static void normal__nop(transform_t const*, vec4_t* c, vec4_t const* o); static void point2__generic(transform_t const*, vec4_t* c, vec4_t const* o); static void point3__generic(transform_t const*, vec4_t* c, vec4_t const* o); static void point4__generic(transform_t const*, vec4_t* c, vec4_t const* o); -static void normal__generic(transform_t const*, vec4_t* c, vec4_t const* o); +static void point4__mvui(transform_t const*, vec4_t* c, vec4_t const* o); // ---------------------------------------------------------------------------- #if 0 @@ -209,7 +209,8 @@ void mvui_transform_t::picker() { flags = 0; ops = OP_ALL; - point3 = normal__generic; + point3 = point4__mvui; + point4 = point4__mvui; } void transform_t::dump(const char* what) @@ -596,66 +597,19 @@ void transform_state_t::update_mvit() void transform_state_t::update_mvui() { + GLfloat r[16]; const GLfloat* const mv = modelview.top().elements(); - - /* - When transforming normals, we can use the upper 3x3 matrix, see: - http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node26.html - */ - // Also note that: - // l(obj) = tr(M).l(eye) for infinite light - // l(obj) = inv(M).l(eye) for local light - - const uint32_t ops = modelview.top_ops() & ~OP_TRANSLATE; - if (ggl_likely((!(ops & ~OP_ROTATE)) || - (rescaleNormals && modelview.isRigidBody()))) { - // if the modelview matrix is a rigid body transformation - // (translation, rotation, uniform scaling), then we can bypass - // the inverse by transposing the matrix. - GLfloat rescale = 1.0f; - if (rescaleNormals == GL_RESCALE_NORMAL) { - if (!(ops & ~OP_UNIFORM_SCALE)) { - rescale = reciprocalf(mv[I(0,0)]); - } else { - rescale = rsqrtf( - sqrf(mv[I(2,0)]) + sqrf(mv[I(2,1)]) + sqrf(mv[I(2,2)])); - } - } - GLfixed* const x = mvui.matrix.m; - for (int i=0 ; i<3 ; i++) { - x[I(i,0)] = gglFloatToFixed(mv[I(0,i)] * rescale); - x[I(i,1)] = gglFloatToFixed(mv[I(1,i)] * rescale); - x[I(i,2)] = gglFloatToFixed(mv[I(2,i)] * rescale); - } - mvui.picker(); - return; - } - - GLfloat r[3][3]; - r[0][0] = det22(mv[I(1,1)], mv[I(2,1)], mv[I(1,2)], mv[I(2,2)]); - r[0][1] =ndet22(mv[I(0,1)], mv[I(2,1)], mv[I(0,2)], mv[I(2,2)]); - r[0][2] = det22(mv[I(0,1)], mv[I(1,1)], mv[I(0,2)], mv[I(1,2)]); - r[1][0] =ndet22(mv[I(1,0)], mv[I(2,0)], mv[I(1,2)], mv[I(2,2)]); - r[1][1] = det22(mv[I(0,0)], mv[I(2,0)], mv[I(0,2)], mv[I(2,2)]); - r[1][2] =ndet22(mv[I(0,0)], mv[I(1,0)], mv[I(0,2)], mv[I(1,2)]); - r[2][0] = det22(mv[I(1,0)], mv[I(2,0)], mv[I(1,1)], mv[I(2,1)]); - r[2][1] =ndet22(mv[I(0,0)], mv[I(2,0)], mv[I(0,1)], mv[I(2,1)]); - r[2][2] = det22(mv[I(0,0)], mv[I(1,0)], mv[I(0,1)], mv[I(1,1)]); - - GLfloat rdet; - if (rescaleNormals == GL_RESCALE_NORMAL) { - rdet = rsqrtf(sqrf(r[0][2]) + sqrf(r[1][2]) + sqrf(r[2][2])); - } else { - rdet = reciprocalf( - r[0][0]*mv[I(0,0)] + r[0][1]*mv[I(1,0)] + r[0][2]*mv[I(2,0)]); - } + // TODO: we need a faster invert, especially for when the modelview + // is a rigid-body matrix + invert(r, mv); GLfixed* const x = mvui.matrix.m; - for (int i=0 ; i<3 ; i++) { - x[I(i,0)] = gglFloatToFixed(r[i][0] * rdet); - x[I(i,1)] = gglFloatToFixed(r[i][1] * rdet); - x[I(i,2)] = gglFloatToFixed(r[i][2] * rdet); + for (int i=0 ; i<4 ; i++) { + x[I(i,0)] = gglFloatToFixed(r[I(i,0)]); + x[I(i,1)] = gglFloatToFixed(r[I(i,1)]); + x[I(i,2)] = gglFloatToFixed(r[I(i,2)]); + x[I(i,4)] = gglFloatToFixed(r[I(i,3)]); } mvui.picker(); } @@ -783,14 +737,19 @@ void point4__generic(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) { lhs->w = mla4(rx, m[ 3], ry, m[ 7], rz, m[11], rw, m[15]); } -void normal__generic(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) { +void point4__mvui(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) { + // this used for transforming light positions back to object space. + // Lights have 3 components positions, so w is always 1. + // however, it is used as a switch for directional lights, so we need + // to preserve it. const GLfixed* const m = mx->matrix.m; const GLfixed rx = rhs->x; const GLfixed ry = rhs->y; const GLfixed rz = rhs->z; - lhs->x = mla3(rx, m[ 0], ry, m[ 4], rz, m[ 8]); - lhs->y = mla3(rx, m[ 1], ry, m[ 5], rz, m[ 9]); - lhs->z = mla3(rx, m[ 2], ry, m[ 6], rz, m[10]); + lhs->x = mla3a(rx, m[ 0], ry, m[ 4], rz, m[ 8], m[12]); + lhs->y = mla3a(rx, m[ 1], ry, m[ 5], rz, m[ 9], m[13]); + lhs->z = mla3a(rx, m[ 2], ry, m[ 6], rz, m[10], m[14]); + lhs->w = rhs->w; } |