--- /dev/null
+#include <string.h>\r
+#define _USE_MATH_DEFINES\r
+#include <math.h>\r
+#include "glmatrix.h"\r
+\r
+#define MMODE_IDX(x) ((x) - GL_MODELVIEW)\r
+#define MAT_STACK_SIZE 32\r
+#define MAT_IDENT {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}\r
+\r
+static int mm_idx = 0;\r
+static float mat_stack[3][MAT_STACK_SIZE][16] = {{MAT_IDENT}, {MAT_IDENT}, {MAT_IDENT}};\r
+static int stack_top[3];\r
+\r
+void gl_matrix_mode(int mm)\r
+{\r
+ mm_idx = MMODE_IDX(mm);\r
+}\r
+\r
+void gl_push_matrix(void)\r
+{\r
+ int top = stack_top[mm_idx];\r
+\r
+ memcpy(mat_stack[mm_idx][top + 1], mat_stack[mm_idx][top], 16 * sizeof(float));\r
+ stack_top[mm_idx]++;\r
+}\r
+\r
+void gl_pop_matrix(void)\r
+{\r
+ stack_top[mm_idx]--;\r
+}\r
+\r
+void gl_load_identity(void)\r
+{\r
+ static const float idmat[] = MAT_IDENT;\r
+ int top = stack_top[mm_idx];\r
+ float *mat = mat_stack[mm_idx][top];\r
+\r
+ memcpy(mat, idmat, sizeof idmat);\r
+}\r
+\r
+void gl_load_matrixf(const float *m)\r
+{\r
+ int top = stack_top[mm_idx];\r
+ float *mat = mat_stack[mm_idx][top];\r
+\r
+ memcpy(mat, m, 16 * sizeof *mat);\r
+}\r
+\r
+#define M4(i, j) ((i << 2) + j)\r
+\r
+void gl_mult_matrixf(const float *m2)\r
+{\r
+ int i, j;\r
+ int top = stack_top[mm_idx];\r
+ float *m1 = mat_stack[mm_idx][top];\r
+ float res[16];\r
+\r
+ for(i=0; i<4; i++) {\r
+ for(j=0; j<4; j++) {\r
+ res[M4(i,j)] = m1[M4(i,0)] * m2[M4(0,j)] +\r
+ m1[M4(i,1)] * m2[M4(1,j)] +\r
+ m1[M4(i,2)] * m2[M4(2,j)] +\r
+ m1[M4(i,3)] * m2[M4(3,j)];\r
+ }\r
+ }\r
+\r
+ memcpy(m1, res, sizeof res);\r
+}\r
+\r
+void gl_translatef(float x, float y, float z)\r
+{\r
+ float mat[] = MAT_IDENT;\r
+\r
+ mat[12] = x;\r
+ mat[13] = y;\r
+ mat[14] = z;\r
+\r
+ gl_mult_matrixf(mat);\r
+}\r
+\r
+void gl_rotatef(float angle, float x, float y, float z)\r
+{\r
+ float mat[] = MAT_IDENT;\r
+\r
+ float angle_rad = (float)M_PI * angle / 180.f;\r
+ float sina = (float)sin(angle_rad);\r
+ float cosa = (float)cos(angle_rad);\r
+ float one_minus_cosa = 1.f - cosa;\r
+ float nxsq = x * x;\r
+ float nysq = y * y;\r
+ float nzsq = z * z;\r
+\r
+ mat[0] = nxsq + (1.f - nxsq) * cosa;\r
+ mat[4] = x * y * one_minus_cosa - z * sina;\r
+ mat[8] = x * z * one_minus_cosa + y * sina;\r
+ mat[1] = x * y * one_minus_cosa + z * sina;\r
+ mat[5] = nysq + (1.f - nysq) * cosa;\r
+ mat[9] = y * z * one_minus_cosa - x * sina;\r
+ mat[2] = x * z * one_minus_cosa - y * sina;\r
+ mat[6] = y * z * one_minus_cosa + x * sina;\r
+ mat[10] = nzsq + (1.f - nzsq) * cosa;\r
+\r
+ gl_mult_matrixf(mat);\r
+}\r
+\r
+void gl_scalef(float x, float y, float z)\r
+{\r
+ float mat[] = MAT_IDENT;\r
+\r
+ mat[0] = x;\r
+ mat[5] = y;\r
+ mat[10] = z;\r
+\r
+ gl_mult_matrixf(mat);\r
+}\r
+\r
+void gl_ortho(float left, float right, float bottom, float top, float near, float far)\r
+{\r
+ float mat[] = MAT_IDENT;\r
+\r
+ float dx = right - left;\r
+ float dy = top - bottom;\r
+ float dz = far - near;\r
+\r
+ float tx = -(right + left) / dx;\r
+ float ty = -(top + bottom) / dy;\r
+ float tz = -(far + near) / dz;\r
+\r
+ float sx = 2.f / dx;\r
+ float sy = 2.f / dy;\r
+ float sz = -2.f / dz;\r
+\r
+ mat[0] = sx;\r
+ mat[5] = sy;\r
+ mat[10] = sz;\r
+ mat[12] = tx;\r
+ mat[13] = ty;\r
+ mat[14] = tz;\r
+\r
+ gl_mult_matrixf(mat);\r
+}\r
+\r
+void gl_frustum(float left, float right, float bottom, float top, float near, float far)\r
+{\r
+ float mat[] = MAT_IDENT;\r
+\r
+ float dx = right - left;\r
+ float dy = top - bottom;\r
+ float dz = far - near;\r
+\r
+ float a = (right + left) / dx;\r
+ float b = (top + bottom) / dy;\r
+ float c = -(far + near) / dz;\r
+ float d = -2.f * far * near / dz;\r
+\r
+ mat[0] = 2.f * near / dx;\r
+ mat[5] = 2.f * near / dy;\r
+ mat[8] = a;\r
+ mat[9] = b;\r
+ mat[10] = c;\r
+ mat[11] = -1.f;\r
+ mat[14] = d;\r
+\r
+ gl_mult_matrixf(mat);\r
+}\r
+\r
+void glu_perspective(float vfov, float aspect, float near, float far)\r
+{\r
+ float vfov_rad = (float)M_PI * vfov / 180.f;\r
+ float x = near * (float)tan(vfov_rad / 2.f);\r
+ gl_frustum(-aspect * x, aspect * x, -x, x, near, far);\r
+}\r
+\r
+float* get_matrix(int mm)\r
+{\r
+ int idx = MMODE_IDX(mm);\r
+ int top = stack_top[idx];\r
+ return mat_stack[idx][top];\r
+}\r
+\r
+\r
+#define M3(i, j) ((i * 3) + j)\r
+static float inv_transpose_result[9];\r
+\r
+float* get_inv_transpose_3x3(int mm)\r
+{\r
+ int idx = MMODE_IDX(mm);\r
+ int top = stack_top[idx];\r
+ float *m1 = mat_stack[idx][top];\r
+ \r
+\r
+ float determinant = +m1[M4(0,0)]*(m1[M4(1,1)]*m1[M4(2,2)]-m1[M4(2,1)]*m1[M4(1,2)])\r
+ -m1[M4(0,1)]*(m1[M4(1,0)]*m1[M4(2,2)]-m1[M4(1,2)]*m1[M4(2,0)])\r
+ +m1[M4(0,2)]*(m1[M4(1,0)]*m1[M4(2,1)]-m1[M4(1,1)]*m1[M4(2,0)]);\r
+\r
+ float invdet = 1/determinant;\r
+\r
+ inv_transpose_result[M3(0,0)] = (m1[M4(1,1)]*m1[M4(2,2)]-m1[M4(2,1)]*m1[M4(1,2)])*invdet;\r
+ inv_transpose_result[M3(1,0)] = -(m1[M4(0,1)]*m1[M4(2,2)]-m1[M4(0,2)]*m1[M4(2,1)])*invdet;\r
+ inv_transpose_result[M3(2,0)] = (m1[M4(0,1)]*m1[M4(1,2)]-m1[M4(0,2)]*m1[M4(1,1)])*invdet;\r
+ inv_transpose_result[M3(0,1)] = -(m1[M4(1,0)]*m1[M4(2,2)]-m1[M4(1,2)]*m1[M4(2,0)])*invdet;\r
+ inv_transpose_result[M3(1,1)] = (m1[M4(0,0)]*m1[M4(2,2)]-m1[M4(0,2)]*m1[M4(2,0)])*invdet;\r
+ inv_transpose_result[M3(2,1)] = -(m1[M4(0,0)]*m1[M4(1,2)]-m1[M4(1,0)]*m1[M4(0,2)])*invdet;\r
+ inv_transpose_result[M3(0,2)] = (m1[M4(1,0)]*m1[M4(2,1)]-m1[M4(2,0)]*m1[M4(1,1)])*invdet;\r
+ inv_transpose_result[M3(1,2)] = -(m1[M4(0,0)]*m1[M4(2,1)]-m1[M4(2,0)]*m1[M4(0,1)])*invdet;\r
+ inv_transpose_result[M3(2,2)] = (m1[M4(0,0)]*m1[M4(1,1)]-m1[M4(1,0)]*m1[M4(0,1)])*invdet;\r
+\r
+ return inv_transpose_result;\r
+}\r
+\r
+\r
+#if 0\r
+void gl_apply_xform(unsigned int prog)\r
+{\r
+ int loc, mvidx, pidx, tidx, mvtop, ptop, ttop;\r
+\r
+ mvidx = MMODE_IDX(GL_MODELVIEW);\r
+ pidx = MMODE_IDX(GL_PROJECTION);\r
+ tidx = MMODE_IDX(GL_TEXTURE);\r
+\r
+ mvtop = stack_top[mvidx];\r
+ ptop = stack_top[pidx];\r
+ ttop = stack_top[tidx];\r
+\r
+ assert(prog);\r
+\r
+ if((loc = glGetUniformLocation(prog, "matrix_modelview")) != -1) {\r
+ glUniformMatrix4fv(loc, 1, 0, mat_stack[mvidx][mvtop]);\r
+ }\r
+\r
+ if((loc = glGetUniformLocation(prog, "matrix_projection")) != -1) {\r
+ glUniformMatrix4fv(loc, 1, 0, mat_stack[pidx][ptop]);\r
+ }\r
+\r
+ if((loc = glGetUniformLocation(prog, "matrix_texture")) != -1) {\r
+ glUniformMatrix4fv(loc, 1, 0, mat_stack[tidx][ttop]);\r
+ }\r
+\r
+ if((loc = glGetUniformLocation(prog, "matrix_normal")) != -1) {\r
+ float nmat[9];\r
+\r
+ nmat[0] = mat_stack[mvidx][mvtop][0];\r
+ nmat[1] = mat_stack[mvidx][mvtop][1];\r
+ nmat[2] = mat_stack[mvidx][mvtop][2];\r
+ nmat[3] = mat_stack[mvidx][mvtop][4];\r
+ nmat[4] = mat_stack[mvidx][mvtop][5];\r
+ nmat[5] = mat_stack[mvidx][mvtop][6];\r
+ nmat[6] = mat_stack[mvidx][mvtop][8];\r
+ nmat[7] = mat_stack[mvidx][mvtop][9];\r
+ nmat[8] = mat_stack[mvidx][mvtop][10];\r
+ glUniformMatrix3fv(loc, 1, 0, nmat);\r
+ }\r
+}\r
+#endif\r