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Added missing dependicies

This commit is contained in:
Reuh 2015-08-17 21:10:54 +02:00
parent 03baa21c10
commit ebcd9f00ed
47 changed files with 18405 additions and 0 deletions

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@ -0,0 +1,155 @@
#include <string.h>
#include <math.h>
#include "sf2d_private.h"
//stolen from staplebutt
void GPU_SetDummyTexEnv(u8 num)
{
GPU_SetTexEnv(num,
GPU_TEVSOURCES(GPU_PREVIOUS, 0, 0),
GPU_TEVSOURCES(GPU_PREVIOUS, 0, 0),
GPU_TEVOPERANDS(0,0,0),
GPU_TEVOPERANDS(0,0,0),
GPU_REPLACE,
GPU_REPLACE,
0xFFFFFFFF);
}
void vector_mult_matrix4x4(const float *msrc, const sf2d_vector_3f *vsrc, sf2d_vector_3f *vdst)
{
vdst->x = msrc[0*4 + 0]*vsrc->x + msrc[0*4 + 1]*vsrc->y + msrc[0*4 + 2]*vsrc->z + msrc[0*4 + 3];
vdst->y = msrc[1*4 + 0]*vsrc->x + msrc[1*4 + 1]*vsrc->y + msrc[1*4 + 2]*vsrc->z + msrc[1*4 + 3];
vdst->z = msrc[2*4 + 0]*vsrc->x + msrc[2*4 + 1]*vsrc->y + msrc[2*4 + 2]*vsrc->z + msrc[2*4 + 3];
}
void matrix_gpu_set_uniform(const float *m, u32 startreg)
{
float mu[4*4];
int i, j;
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
mu[i*4 + j] = m[i*4 + (3-j)];
}
}
GPU_SetFloatUniform(GPU_VERTEX_SHADER, startreg, (u32 *)mu, 4);
}
void matrix_copy(float *dst, const float *src)
{
memcpy(dst, src, sizeof(float)*4*4);
}
void matrix_identity4x4(float *m)
{
m[0] = m[5] = m[10] = m[15] = 1.0f;
m[1] = m[2] = m[3] = 0.0f;
m[4] = m[6] = m[7] = 0.0f;
m[8] = m[9] = m[11] = 0.0f;
m[12] = m[13] = m[14] = 0.0f;
}
void matrix_mult4x4(const float *src1, const float *src2, float *dst)
{
int i, j, k;
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
dst[i*4 + j] = 0.0f;
for (k = 0; k < 4; k++) {
dst[i*4 + j] += src1[i*4 + k]*src2[k*4 + j];
}
}
}
}
void matrix_set_z_rotation(float *m, float rad)
{
float c = cosf(rad);
float s = sinf(rad);
matrix_identity4x4(m);
m[0] = c;
m[1] = -s;
m[4] = s;
m[5] = c;
}
void matrix_rotate_z(float *m, float rad)
{
float mr[4*4], mt[4*4];
matrix_set_z_rotation(mr, rad);
matrix_mult4x4(mr, m, mt);
matrix_copy(m, mt);
}
void matrix_set_scaling(float *m, float x_scale, float y_scale, float z_scale)
{
matrix_identity4x4(m);
m[0] = x_scale;
m[5] = y_scale;
m[10] = z_scale;
}
void matrix_swap_xy(float *m)
{
float ms[4*4], mt[4*4];
matrix_identity4x4(ms);
ms[0] = 0.0f;
ms[1] = 1.0f;
ms[4] = 1.0f;
ms[5] = 0.0f;
matrix_mult4x4(ms, m, mt);
matrix_copy(m, mt);
}
void matrix_init_orthographic(float *m, float left, float right, float bottom, float top, float near, float far)
{
float mo[4*4], mp[4*4];
mo[0x0] = 2.0f/(right-left);
mo[0x1] = 0.0f;
mo[0x2] = 0.0f;
mo[0x3] = -(right+left)/(right-left);
mo[0x4] = 0.0f;
mo[0x5] = 2.0f/(top-bottom);
mo[0x6] = 0.0f;
mo[0x7] = -(top+bottom)/(top-bottom);
mo[0x8] = 0.0f;
mo[0x9] = 0.0f;
mo[0xA] = -2.0f/(far-near);
mo[0xB] = (far+near)/(far-near);
mo[0xC] = 0.0f;
mo[0xD] = 0.0f;
mo[0xE] = 0.0f;
mo[0xF] = 1.0f;
matrix_identity4x4(mp);
mp[0xA] = 0.5;
mp[0xB] = -0.5;
//Convert Z [-1, 1] to [-1, 0] (PICA shiz)
matrix_mult4x4(mp, mo, m);
// Rotate 180 degrees
matrix_rotate_z(m, M_PI);
// Swap X and Y axis
matrix_swap_xy(m);
}
//Grabbed from: http://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2
unsigned int next_pow2(unsigned int v)
{
v--;
v |= v >> 1;
v |= v >> 2;
v |= v >> 4;
v |= v >> 8;
v |= v >> 16;
return v+1;
}