#include "gles.h" #include #include static const float __glPi = 3.14159265358979323846f; static void __gluMakeIdentityf(GLfloat m[16]); void gluPerspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar) { GLfloat m[4][4]; GLfloat sine, cotangent, deltaZ; GLfloat radians=(GLfloat)(fovy/2.0f*__glPi/180.0f); deltaZ=zFar-zNear; sine=(GLfloat)sin(radians); if ((deltaZ==0.0f) || (sine==0.0f) || (aspect==0.0f)) { return; } cotangent=(GLfloat)(cos(radians)/sine); __gluMakeIdentityf(&m[0][0]); m[0][0] = cotangent / aspect; m[1][1] = cotangent; m[2][2] = -(zFar + zNear) / deltaZ; m[2][3] = -1.0f; m[3][2] = -2.0f * zNear * zFar / deltaZ; m[3][3] = 0; glMultMatrixf(&m[0][0]); } void __gluMakeIdentityf(GLfloat m[16]) { m[0] = 1; m[4] = 0; m[8] = 0; m[12] = 0; m[1] = 0; m[5] = 1; m[9] = 0; m[13] = 0; m[2] = 0; m[6] = 0; m[10] = 1; m[14] = 0; m[3] = 0; m[7] = 0; m[11] = 0; m[15] = 1; } void glInit() { #ifndef OPENGL_ES GLenum err = glewInit(); printf("Err: %d\n", err); #endif } void anGenBuffers(GLsizei n, GLuint* buffers) { #ifdef __EMSCRIPTEN__ glGenBuffers(n, buffers); #else static GLuint k = 1; for (int i = 0; i < n; ++i) buffers[i] = ++k; #endif } #ifdef USE_VBO void drawArrayVT(int bufferId, int vertices, int vertexSize /* = 24 */, unsigned int mode /* = GL_TRIANGLES */) { //if (Options::debugGl) LOGI("drawArray\n"); glBindBuffer2(GL_ARRAY_BUFFER, bufferId); glTexCoordPointer2(2, GL_FLOAT, vertexSize, (GLvoid*) (3 * 4)); glEnableClientState2(GL_TEXTURE_COORD_ARRAY); glVertexPointer2(3, GL_FLOAT, vertexSize, 0); glEnableClientState2(GL_VERTEX_ARRAY); glDrawArrays2(mode, 0, vertices); glDisableClientState2(GL_VERTEX_ARRAY); glDisableClientState2(GL_TEXTURE_COORD_ARRAY); } #ifndef drawArrayVT_NoState void drawArrayVT_NoState(int bufferId, int vertices, int vertexSize /* = 24 */) { //if (Options::debugGl) LOGI("drawArray\n"); glBindBuffer2(GL_ARRAY_BUFFER, bufferId); glTexCoordPointer2(2, GL_FLOAT, vertexSize, (GLvoid*) (3 * 4)); //glEnableClientState2(GL_TEXTURE_COORD_ARRAY); glVertexPointer2(3, GL_FLOAT, vertexSize, 0); //glEnableClientState2(GL_VERTEX_ARRAY); glDrawArrays2(GL_TRIANGLES, 0, vertices); //glDisableClientState2(GL_VERTEX_ARRAY); //glDisableClientState2(GL_TEXTURE_COORD_ARRAY); } #endif void drawArrayVTC(int bufferId, int vertices, int vertexSize /* = 24 */) { //if (Options::debugGl) LOGI("drawArray\n"); //LOGI("draw-vtc: %d, %d, %d\n", bufferId, vertices, vertexSize); glEnableClientState2(GL_VERTEX_ARRAY); glEnableClientState2(GL_TEXTURE_COORD_ARRAY); glEnableClientState2(GL_COLOR_ARRAY); glBindBuffer2(GL_ARRAY_BUFFER, bufferId); glVertexPointer2( 3, GL_FLOAT, vertexSize, 0); glTexCoordPointer2(2, GL_FLOAT, vertexSize, (GLvoid*) (3 * 4)); glColorPointer2(4, GL_UNSIGNED_BYTE, vertexSize, (GLvoid*) (5*4)); glDrawArrays2(GL_TRIANGLES, 0, vertices); glDisableClientState2(GL_VERTEX_ARRAY); glDisableClientState2(GL_TEXTURE_COORD_ARRAY); glDisableClientState2(GL_COLOR_ARRAY); } #ifndef drawArrayVTC_NoState void drawArrayVTC_NoState(int bufferId, int vertices, int vertexSize /* = 24 */) { glBindBuffer2(GL_ARRAY_BUFFER, bufferId); glVertexPointer2( 3, GL_FLOAT, vertexSize, 0); glTexCoordPointer2(2, GL_FLOAT, vertexSize, (GLvoid*) (3 * 4)); glColorPointer2(4, GL_UNSIGNED_BYTE, vertexSize, (GLvoid*) (5*4)); glDrawArrays2(GL_TRIANGLES, 0, vertices); } #endif #endif // // Code borrowed from OpenGL.org // http://www.opengl.org/wiki/GluProject_and_gluUnProject_code // The gluUnProject code in Android seems to be broken // void MultiplyMatrices4by4OpenGL_FLOAT(float *result, float *matrix1, float *matrix2) { result[0]=matrix1[0]*matrix2[0]+ matrix1[4]*matrix2[1]+ matrix1[8]*matrix2[2]+ matrix1[12]*matrix2[3]; result[4]=matrix1[0]*matrix2[4]+ matrix1[4]*matrix2[5]+ matrix1[8]*matrix2[6]+ matrix1[12]*matrix2[7]; result[8]=matrix1[0]*matrix2[8]+ matrix1[4]*matrix2[9]+ matrix1[8]*matrix2[10]+ matrix1[12]*matrix2[11]; result[12]=matrix1[0]*matrix2[12]+ matrix1[4]*matrix2[13]+ matrix1[8]*matrix2[14]+ matrix1[12]*matrix2[15]; result[1]=matrix1[1]*matrix2[0]+ matrix1[5]*matrix2[1]+ matrix1[9]*matrix2[2]+ matrix1[13]*matrix2[3]; result[5]=matrix1[1]*matrix2[4]+ matrix1[5]*matrix2[5]+ matrix1[9]*matrix2[6]+ matrix1[13]*matrix2[7]; result[9]=matrix1[1]*matrix2[8]+ matrix1[5]*matrix2[9]+ matrix1[9]*matrix2[10]+ matrix1[13]*matrix2[11]; result[13]=matrix1[1]*matrix2[12]+ matrix1[5]*matrix2[13]+ matrix1[9]*matrix2[14]+ matrix1[13]*matrix2[15]; result[2]=matrix1[2]*matrix2[0]+ matrix1[6]*matrix2[1]+ matrix1[10]*matrix2[2]+ matrix1[14]*matrix2[3]; result[6]=matrix1[2]*matrix2[4]+ matrix1[6]*matrix2[5]+ matrix1[10]*matrix2[6]+ matrix1[14]*matrix2[7]; result[10]=matrix1[2]*matrix2[8]+ matrix1[6]*matrix2[9]+ matrix1[10]*matrix2[10]+ matrix1[14]*matrix2[11]; result[14]=matrix1[2]*matrix2[12]+ matrix1[6]*matrix2[13]+ matrix1[10]*matrix2[14]+ matrix1[14]*matrix2[15]; result[3]=matrix1[3]*matrix2[0]+ matrix1[7]*matrix2[1]+ matrix1[11]*matrix2[2]+ matrix1[15]*matrix2[3]; result[7]=matrix1[3]*matrix2[4]+ matrix1[7]*matrix2[5]+ matrix1[11]*matrix2[6]+ matrix1[15]*matrix2[7]; result[11]=matrix1[3]*matrix2[8]+ matrix1[7]*matrix2[9]+ matrix1[11]*matrix2[10]+ matrix1[15]*matrix2[11]; result[15]=matrix1[3]*matrix2[12]+ matrix1[7]*matrix2[13]+ matrix1[11]*matrix2[14]+ matrix1[15]*matrix2[15]; } void MultiplyMatrixByVector4by4OpenGL_FLOAT(float *resultvector, const float *matrix, const float *pvector) { resultvector[0]=matrix[0]*pvector[0]+matrix[4]*pvector[1]+matrix[8]*pvector[2]+matrix[12]*pvector[3]; resultvector[1]=matrix[1]*pvector[0]+matrix[5]*pvector[1]+matrix[9]*pvector[2]+matrix[13]*pvector[3]; resultvector[2]=matrix[2]*pvector[0]+matrix[6]*pvector[1]+matrix[10]*pvector[2]+matrix[14]*pvector[3]; resultvector[3]=matrix[3]*pvector[0]+matrix[7]*pvector[1]+matrix[11]*pvector[2]+matrix[15]*pvector[3]; } #define SWAP_ROWS_DOUBLE(a, b) { double *_tmp = a; (a)=(b); (b)=_tmp; } #define SWAP_ROWS_FLOAT(a, b) { float *_tmp = a; (a)=(b); (b)=_tmp; } #define MAT(m,r,c) (m)[(c)*4+(r)] //This code comes directly from GLU except that it is for float int glhInvertMatrixf2(float *m, float *out) { float wtmp[4][8]; float m0, m1, m2, m3, s; float *r0, *r1, *r2, *r3; r0 = wtmp[0], r1 = wtmp[1], r2 = wtmp[2], r3 = wtmp[3]; r0[0] = MAT(m, 0, 0), r0[1] = MAT(m, 0, 1), r0[2] = MAT(m, 0, 2), r0[3] = MAT(m, 0, 3), r0[4] = 1.0f, r0[5] = r0[6] = r0[7] = 0.0f, r1[0] = MAT(m, 1, 0), r1[1] = MAT(m, 1, 1), r1[2] = MAT(m, 1, 2), r1[3] = MAT(m, 1, 3), r1[5] = 1.0f, r1[4] = r1[6] = r1[7] = 0.0f, r2[0] = MAT(m, 2, 0), r2[1] = MAT(m, 2, 1), r2[2] = MAT(m, 2, 2), r2[3] = MAT(m, 2, 3), r2[6] = 1.0f, r2[4] = r2[5] = r2[7] = 0.0f, r3[0] = MAT(m, 3, 0), r3[1] = MAT(m, 3, 1), r3[2] = MAT(m, 3, 2), r3[3] = MAT(m, 3, 3), r3[7] = 1.0f, r3[4] = r3[5] = r3[6] = 0.0f; /* choose pivot - or die */ if (fabsf(r3[0]) > fabsf(r2[0])) SWAP_ROWS_FLOAT(r3, r2); if (fabsf(r2[0]) > fabsf(r1[0])) SWAP_ROWS_FLOAT(r2, r1); if (fabsf(r1[0]) > fabsf(r0[0])) SWAP_ROWS_FLOAT(r1, r0); if (0.0f == r0[0]) return 0; /* eliminate first variable */ m1 = r1[0] / r0[0]; m2 = r2[0] / r0[0]; m3 = r3[0] / r0[0]; s = r0[1]; r1[1] -= m1 * s; r2[1] -= m2 * s; r3[1] -= m3 * s; s = r0[2]; r1[2] -= m1 * s; r2[2] -= m2 * s; r3[2] -= m3 * s; s = r0[3]; r1[3] -= m1 * s; r2[3] -= m2 * s; r3[3] -= m3 * s; s = r0[4]; if (s != 0.0f) { r1[4] -= m1 * s; r2[4] -= m2 * s; r3[4] -= m3 * s; } s = r0[5]; if (s != 0.0f) { r1[5] -= m1 * s; r2[5] -= m2 * s; r3[5] -= m3 * s; } s = r0[6]; if (s != 0.0f) { r1[6] -= m1 * s; r2[6] -= m2 * s; r3[6] -= m3 * s; } s = r0[7]; if (s != 0.0f) { r1[7] -= m1 * s; r2[7] -= m2 * s; r3[7] -= m3 * s; } /* choose pivot - or die */ if (fabsf(r3[1]) > fabsf(r2[1])) SWAP_ROWS_FLOAT(r3, r2); if (fabsf(r2[1]) > fabsf(r1[1])) SWAP_ROWS_FLOAT(r2, r1); if (0.0f == r1[1]) return 0; /* eliminate second variable */ m2 = r2[1] / r1[1]; m3 = r3[1] / r1[1]; r2[2] -= m2 * r1[2]; r3[2] -= m3 * r1[2]; r2[3] -= m2 * r1[3]; r3[3] -= m3 * r1[3]; s = r1[4]; if (0.0f != s) { r2[4] -= m2 * s; r3[4] -= m3 * s; } s = r1[5]; if (0.0f != s) { r2[5] -= m2 * s; r3[5] -= m3 * s; } s = r1[6]; if (0.0f != s) { r2[6] -= m2 * s; r3[6] -= m3 * s; } s = r1[7]; if (0.0f != s) { r2[7] -= m2 * s; r3[7] -= m3 * s; } /* choose pivot - or die */ if (fabsf(r3[2]) > fabsf(r2[2])) SWAP_ROWS_FLOAT(r3, r2); if (0.0f == r2[2]) return 0; /* eliminate third variable */ m3 = r3[2] / r2[2]; r3[3] -= m3 * r2[3], r3[4] -= m3 * r2[4], r3[5] -= m3 * r2[5], r3[6] -= m3 * r2[6], r3[7] -= m3 * r2[7]; /* last check */ if (0.0f == r3[3]) return 0; s = 1.0f / r3[3]; /* now back substitute row 3 */ r3[4] *= s; r3[5] *= s; r3[6] *= s; r3[7] *= s; m2 = r2[3]; /* now back substitute row 2 */ s = 1.0f / r2[2]; r2[4] = s * (r2[4] - r3[4] * m2), r2[5] = s * (r2[5] - r3[5] * m2), r2[6] = s * (r2[6] - r3[6] * m2), r2[7] = s * (r2[7] - r3[7] * m2); m1 = r1[3]; r1[4] -= r3[4] * m1, r1[5] -= r3[5] * m1, r1[6] -= r3[6] * m1, r1[7] -= r3[7] * m1; m0 = r0[3]; r0[4] -= r3[4] * m0, r0[5] -= r3[5] * m0, r0[6] -= r3[6] * m0, r0[7] -= r3[7] * m0; m1 = r1[2]; /* now back substitute row 1 */ s = 1.0f / r1[1]; r1[4] = s * (r1[4] - r2[4] * m1), r1[5] = s * (r1[5] - r2[5] * m1), r1[6] = s * (r1[6] - r2[6] * m1), r1[7] = s * (r1[7] - r2[7] * m1); m0 = r0[2]; r0[4] -= r2[4] * m0, r0[5] -= r2[5] * m0, r0[6] -= r2[6] * m0, r0[7] -= r2[7] * m0; m0 = r0[1]; /* now back substitute row 0 */ s = 1.0f / r0[0]; r0[4] = s * (r0[4] - r1[4] * m0), r0[5] = s * (r0[5] - r1[5] * m0), r0[6] = s * (r0[6] - r1[6] * m0), r0[7] = s * (r0[7] - r1[7] * m0); MAT(out, 0, 0) = r0[4]; MAT(out, 0, 1) = r0[5], MAT(out, 0, 2) = r0[6]; MAT(out, 0, 3) = r0[7], MAT(out, 1, 0) = r1[4]; MAT(out, 1, 1) = r1[5], MAT(out, 1, 2) = r1[6]; MAT(out, 1, 3) = r1[7], MAT(out, 2, 0) = r2[4]; MAT(out, 2, 1) = r2[5], MAT(out, 2, 2) = r2[6]; MAT(out, 2, 3) = r2[7], MAT(out, 3, 0) = r3[4]; MAT(out, 3, 1) = r3[5], MAT(out, 3, 2) = r3[6]; MAT(out, 3, 3) = r3[7]; return 1; } int glhUnProjectf( float winx, float winy, float winz, float *modelview, float *projection, int *viewport, float *objectCoordinate) { //Transformation matrices float m[16], A[16]; float in[4], out[4]; //Calculation for inverting a matrix, compute projection x modelview //and store in A[16] MultiplyMatrices4by4OpenGL_FLOAT(A, projection, modelview); //Now compute the inverse of matrix A if(glhInvertMatrixf2(A, m)==0) return 0; //Transformation of normalized coordinates between -1 and 1 in[0]=(winx-(float)viewport[0])/(float)viewport[2]*2.0f-1.0f; in[1]=(winy-(float)viewport[1])/(float)viewport[3]*2.0f-1.0f; in[2]=2.0f*winz-1.0f; in[3]=1.0f; //Objects coordinates MultiplyMatrixByVector4by4OpenGL_FLOAT(out, m, in); if(out[3]==0.0f) return 0; out[3]=1.0f/out[3]; objectCoordinate[0]=out[0]*out[3]; objectCoordinate[1]=out[1]*out[3]; objectCoordinate[2]=out[2]*out[3]; return 1; }