#include #include #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; }