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