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ctruLua/libs/sf2dlib/libsf2d/source/sf2d_private.c
Firew0lf 5107f0277c Updated sf2dlib, added a "thickness" argument to lines (warning: break some old lines), Added WIP render targets, Added arguments (main file and root path)
You'll need to update some of your codes if you used lines with colors, or you'll have some ... Nice line effects.
2016-03-22 21:48:52 +01:00

150 lines
3 KiB
C

#include <string.h>
#include <math.h>
#include "sf2d_private.h"
#ifndef M_PI
#define M_PI (3.14159265358979323846)
#endif
//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)
{
GPU_SetFloatUniform(GPU_VERTEX_SHADER, startreg, (u32 *)m, 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;
}