00001 #include "zgl.h"
00002 #include "string.h"
00003
00004 void gl_eval_viewport(GLContext * c) {
00005 GLViewport *v = &c->viewport;
00006 GLScissor *s = &c->scissor;
00007
00008 PN_stdfloat xsize = v->xsize * (s->right - s->left);
00009 PN_stdfloat xmin = v->xmin + v->xsize * s->left;
00010 PN_stdfloat ysize = v->ysize * (s->top - s->bottom);
00011 PN_stdfloat ymin = v->ymin + v->ysize * (1.0f - s->top);
00012 PN_stdfloat zsize = (PN_stdfloat)(1 << (ZB_Z_BITS + ZB_POINT_Z_FRAC_BITS));
00013
00014 v->trans.v[0] = ((xsize - 0.5f) / 2.0f) + xmin;
00015 v->trans.v[1] = ((ysize - 0.5f) / 2.0f) + ymin;
00016 v->trans.v[2] = ((zsize - 0.5f) / 2.0f) + ((1 << ZB_POINT_Z_FRAC_BITS)) / 2;
00017
00018 v->scale.v[0] = (xsize - 0.5f) / 2.0f;
00019 v->scale.v[1] = -(ysize - 0.5f) / 2.0f;
00020 v->scale.v[2] = -((zsize - 0.5f) / 2.0f);
00021 }
00022
00023
00024
00025 void
00026 gl_vertex_transform(GLContext * c, GLVertex * v) {
00027 PN_stdfloat *m;
00028 V4 *n;
00029
00030 if (c->lighting_enabled) {
00031
00032
00033 m = &c->matrix_model_view.m[0][0];
00034 v->ec.v[0] = (v->coord.v[0] * m[0] + v->coord.v[1] * m[1] +
00035 v->coord.v[2] * m[2] + m[3]);
00036 v->ec.v[1] = (v->coord.v[0] * m[4] + v->coord.v[1] * m[5] +
00037 v->coord.v[2] * m[6] + m[7]);
00038 v->ec.v[2] = (v->coord.v[0] * m[8] + v->coord.v[1] * m[9] +
00039 v->coord.v[2] * m[10] + m[11]);
00040 v->ec.v[3] = (v->coord.v[0] * m[12] + v->coord.v[1] * m[13] +
00041 v->coord.v[2] * m[14] + m[15]);
00042
00043
00044 m = &c->matrix_projection.m[0][0];
00045 v->pc.v[0] = (v->ec.v[0] * m[0] + v->ec.v[1] * m[1] +
00046 v->ec.v[2] * m[2] + v->ec.v[3] * m[3]);
00047 v->pc.v[1] = (v->ec.v[0] * m[4] + v->ec.v[1] * m[5] +
00048 v->ec.v[2] * m[6] + v->ec.v[3] * m[7]);
00049 v->pc.v[2] = (v->ec.v[0] * m[8] + v->ec.v[1] * m[9] +
00050 v->ec.v[2] * m[10] + v->ec.v[3] * m[11]);
00051 v->pc.v[3] = (v->ec.v[0] * m[12] + v->ec.v[1] * m[13] +
00052 v->ec.v[2] * m[14] + v->ec.v[3] * m[15]);
00053
00054 m = &c->matrix_model_view_inv.m[0][0];
00055 n = &c->current_normal;
00056
00057 v->normal.v[0] = (n->v[0] * m[0] + n->v[1] * m[1] + n->v[2] * m[2]) * c->normal_scale;
00058 v->normal.v[1] = (n->v[0] * m[4] + n->v[1] * m[5] + n->v[2] * m[6]) * c->normal_scale;
00059 v->normal.v[2] = (n->v[0] * m[8] + n->v[1] * m[9] + n->v[2] * m[10]) * c->normal_scale;
00060
00061 if (c->normalize_enabled) {
00062 gl_V3_Norm(&v->normal);
00063 }
00064 } else {
00065
00066
00067 m = &c->matrix_model_projection.m[0][0];
00068
00069 v->pc.v[0] = (v->coord.v[0] * m[0] + v->coord.v[1] * m[1] +
00070 v->coord.v[2] * m[2] + m[3]);
00071 v->pc.v[1] = (v->coord.v[0] * m[4] + v->coord.v[1] * m[5] +
00072 v->coord.v[2] * m[6] + m[7]);
00073 v->pc.v[2] = (v->coord.v[0] * m[8] + v->coord.v[1] * m[9] +
00074 v->coord.v[2] * m[10] + m[11]);
00075 if (c->matrix_model_projection_no_w_transform) {
00076 v->pc.v[3] = m[15];
00077 } else {
00078 v->pc.v[3] = (v->coord.v[0] * m[12] + v->coord.v[1] * m[13] +
00079 v->coord.v[2] * m[14] + m[15]);
00080 }
00081 }
00082
00083 v->clip_code = gl_clipcode(v->pc.v[0], v->pc.v[1], v->pc.v[2], v->pc.v[3]);
00084 }