// Copyright 2016 The SwiftShader Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #include "MatrixStack.hpp" #include "Common/Math.hpp" namespace sw { MatrixStack::MatrixStack(int size) { stack = new Matrix[size]; stack[0] = 1; top = 0; this->size = size; } MatrixStack::~MatrixStack() { delete[] stack; stack = 0; } void MatrixStack::identity() { stack[top] = 1; } void MatrixStack::load(const Matrix &M) { stack[top] = M; } void MatrixStack::load(const float *M) { stack[top] = Matrix(M[0], M[4], M[8], M[12], M[1], M[5], M[9], M[13], M[2], M[6], M[10], M[14], M[3], M[7], M[11], M[15]); } void MatrixStack::load(const double *M) { stack[top] = Matrix((float)M[0], (float)M[4], (float)M[8], (float)M[12], (float)M[1], (float)M[5], (float)M[9], (float)M[13], (float)M[2], (float)M[6], (float)M[10], (float)M[14], (float)M[3], (float)M[7], (float)M[11], (float)M[15]); } void MatrixStack::translate(float x, float y, float z) { stack[top] *= Matrix::translate(x, y, z); } void MatrixStack::translate(double x, double y, double z) { translate((float)x, (float)y, (float)z); } void MatrixStack::rotate(float angle, float x, float y, float z) { float n = 1.0f / sqrt(x*x + y*y + z*z); x *= n; y *= n; z *= n; float theta = angle * 0.0174532925f; // In radians float c = cos(theta); float _c = 1 - c; float s = sin(theta); // Rodrigues' rotation formula sw::Matrix rotate(c+x*x*_c, x*y*_c-z*s, x*z*_c+y*s, x*y*_c+z*s, c+y*y*_c, y*z*_c-x*s, x*z*_c-y*s, y*z*_c+x*s, c+z*z*_c); stack[top] *= rotate; } void MatrixStack::rotate(double angle, double x, double y, double z) { rotate((float)angle, (float)x, (float)y, (float)z); } void MatrixStack::scale(float x, float y, float z) { stack[top] *= Matrix::scale(x, y, z); } void MatrixStack::scale(double x, double y, double z) { scale((float)x, (float)y, (float)z); } void MatrixStack::multiply(const float *M) { stack[top] *= Matrix(M[0], M[4], M[8], M[12], M[1], M[5], M[9], M[13], M[2], M[6], M[10], M[14], M[3], M[7], M[11], M[15]); } void MatrixStack::multiply(const double *M) { stack[top] *= Matrix((float)M[0], (float)M[4], (float)M[8], (float)M[12], (float)M[1], (float)M[5], (float)M[9], (float)M[13], (float)M[2], (float)M[6], (float)M[10], (float)M[14], (float)M[3], (float)M[7], (float)M[11], (float)M[15]); } void MatrixStack::frustum(float left, float right, float bottom, float top, float zNear, float zFar) { float l = (float)left; float r = (float)right; float b = (float)bottom; float t = (float)top; float n = (float)zNear; float f = (float)zFar; float A = (r + l) / (r - l); float B = (t + b) / (t - b); float C = -(f + n) / (f - n); float D = -2 * f * n / (f - n); Matrix frustum(2 * n / (r - l), 0, A, 0, 0, 2 * n / (t - b), B, 0, 0, 0, C, D, 0, 0, -1, 0); stack[this->top] *= frustum; } void MatrixStack::ortho(double left, double right, double bottom, double top, double zNear, double zFar) { float l = (float)left; float r = (float)right; float b = (float)bottom; float t = (float)top; float n = (float)zNear; float f = (float)zFar; float tx = -(r + l) / (r - l); float ty = -(t + b) / (t - b); float tz = -(f + n) / (f - n); Matrix ortho(2 / (r - l), 0, 0, tx, 0, 2 / (t - b), 0, ty, 0, 0, -2 / (f - n), tz, 0, 0, 0, 1); stack[this->top] *= ortho; } bool MatrixStack::push() { if(top >= size - 1) return false; stack[top + 1] = stack[top]; top++; return true; } bool MatrixStack::pop() { if(top <= 0) return false; top--; return true; } const Matrix &MatrixStack::current() { return stack[top]; } bool MatrixStack::isIdentity() const { const Matrix &m = stack[top]; if(m.m[0][0] != 1.0f) return false; if(m.m[0][1] != 0.0f) return false; if(m.m[0][2] != 0.0f) return false; if(m.m[0][3] != 0.0f) return false; if(m.m[1][0] != 0.0f) return false; if(m.m[1][1] != 1.0f) return false; if(m.m[1][2] != 0.0f) return false; if(m.m[1][3] != 0.0f) return false; if(m.m[2][0] != 0.0f) return false; if(m.m[2][1] != 0.0f) return false; if(m.m[2][2] != 1.0f) return false; if(m.m[2][3] != 0.0f) return false; if(m.m[3][0] != 0.0f) return false; if(m.m[3][1] != 0.0f) return false; if(m.m[3][2] != 0.0f) return false; if(m.m[3][3] != 1.0f) return false; return true; } }