mirror of
https://gitea.sffempire.ru/Kolyah35/minecraft-pe-0.6.1.git
synced 2026-03-20 06:53:30 +00:00
387 lines
11 KiB
C++
Executable File
387 lines
11 KiB
C++
Executable File
#include "gles.h"
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#include <cmath>
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#include <cstdio>
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static const float __glPi = 3.14159265358979323846f;
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static void __gluMakeIdentityf(GLfloat m[16]);
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void gluPerspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar) {
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GLfloat m[4][4];
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GLfloat sine, cotangent, deltaZ;
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GLfloat radians=(GLfloat)(fovy/2.0f*__glPi/180.0f);
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deltaZ=zFar-zNear;
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sine=(GLfloat)sin(radians);
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if ((deltaZ==0.0f) || (sine==0.0f) || (aspect==0.0f))
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{
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return;
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}
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cotangent=(GLfloat)(cos(radians)/sine);
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__gluMakeIdentityf(&m[0][0]);
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m[0][0] = cotangent / aspect;
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m[1][1] = cotangent;
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m[2][2] = -(zFar + zNear) / deltaZ;
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m[2][3] = -1.0f;
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m[3][2] = -2.0f * zNear * zFar / deltaZ;
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m[3][3] = 0;
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glMultMatrixf(&m[0][0]);
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}
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void __gluMakeIdentityf(GLfloat m[16]) {
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m[0] = 1; m[4] = 0; m[8] = 0; m[12] = 0;
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m[1] = 0; m[5] = 1; m[9] = 0; m[13] = 0;
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m[2] = 0; m[6] = 0; m[10] = 1; m[14] = 0;
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m[3] = 0; m[7] = 0; m[11] = 0; m[15] = 1;
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}
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void glInit()
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{
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#ifndef OPENGL_ES
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GLenum err = glewInit();
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printf("Err: %d\n", err);
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#endif
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}
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void anGenBuffers(GLsizei n, GLuint* buffers) {
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#ifdef __EMSCRIPTEN__
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glGenBuffers(n, buffers);
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#else
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static GLuint k = 1;
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for (int i = 0; i < n; ++i)
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buffers[i] = ++k;
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#endif
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}
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#ifdef USE_VBO
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void drawArrayVT(int bufferId, int vertices, int vertexSize /* = 24 */, unsigned int mode /* = GL_TRIANGLES */) {
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//if (Options::debugGl) LOGI("drawArray\n");
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glBindBuffer2(GL_ARRAY_BUFFER, bufferId);
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glTexCoordPointer2(2, GL_FLOAT, vertexSize, (GLvoid*) (3 * 4));
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glEnableClientState2(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer2(3, GL_FLOAT, vertexSize, 0);
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glEnableClientState2(GL_VERTEX_ARRAY);
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glDrawArrays2(mode, 0, vertices);
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glDisableClientState2(GL_VERTEX_ARRAY);
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glDisableClientState2(GL_TEXTURE_COORD_ARRAY);
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}
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#ifndef drawArrayVT_NoState
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void drawArrayVT_NoState(int bufferId, int vertices, int vertexSize /* = 24 */) {
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//if (Options::debugGl) LOGI("drawArray\n");
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glBindBuffer2(GL_ARRAY_BUFFER, bufferId);
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glTexCoordPointer2(2, GL_FLOAT, vertexSize, (GLvoid*) (3 * 4));
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//glEnableClientState2(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer2(3, GL_FLOAT, vertexSize, 0);
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//glEnableClientState2(GL_VERTEX_ARRAY);
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glDrawArrays2(GL_TRIANGLES, 0, vertices);
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//glDisableClientState2(GL_VERTEX_ARRAY);
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//glDisableClientState2(GL_TEXTURE_COORD_ARRAY);
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}
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#endif
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void drawArrayVTC(int bufferId, int vertices, int vertexSize /* = 24 */) {
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//if (Options::debugGl) LOGI("drawArray\n");
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//LOGI("draw-vtc: %d, %d, %d\n", bufferId, vertices, vertexSize);
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glEnableClientState2(GL_VERTEX_ARRAY);
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glEnableClientState2(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState2(GL_COLOR_ARRAY);
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glBindBuffer2(GL_ARRAY_BUFFER, bufferId);
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glVertexPointer2( 3, GL_FLOAT, vertexSize, 0);
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glTexCoordPointer2(2, GL_FLOAT, vertexSize, (GLvoid*) (3 * 4));
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glColorPointer2(4, GL_UNSIGNED_BYTE, vertexSize, (GLvoid*) (5*4));
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glDrawArrays2(GL_TRIANGLES, 0, vertices);
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glDisableClientState2(GL_VERTEX_ARRAY);
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glDisableClientState2(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState2(GL_COLOR_ARRAY);
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}
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#ifndef drawArrayVTC_NoState
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void drawArrayVTC_NoState(int bufferId, int vertices, int vertexSize /* = 24 */) {
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glBindBuffer2(GL_ARRAY_BUFFER, bufferId);
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glVertexPointer2( 3, GL_FLOAT, vertexSize, 0);
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glTexCoordPointer2(2, GL_FLOAT, vertexSize, (GLvoid*) (3 * 4));
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glColorPointer2(4, GL_UNSIGNED_BYTE, vertexSize, (GLvoid*) (5*4));
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glDrawArrays2(GL_TRIANGLES, 0, vertices);
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}
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#endif
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#endif
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//
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// Code borrowed from OpenGL.org
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// http://www.opengl.org/wiki/GluProject_and_gluUnProject_code
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// The gluUnProject code in Android seems to be broken
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//
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void MultiplyMatrices4by4OpenGL_FLOAT(float *result, float *matrix1, float *matrix2)
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{
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result[0]=matrix1[0]*matrix2[0]+
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matrix1[4]*matrix2[1]+
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matrix1[8]*matrix2[2]+
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matrix1[12]*matrix2[3];
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result[4]=matrix1[0]*matrix2[4]+
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matrix1[4]*matrix2[5]+
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matrix1[8]*matrix2[6]+
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matrix1[12]*matrix2[7];
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result[8]=matrix1[0]*matrix2[8]+
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matrix1[4]*matrix2[9]+
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matrix1[8]*matrix2[10]+
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matrix1[12]*matrix2[11];
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result[12]=matrix1[0]*matrix2[12]+
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matrix1[4]*matrix2[13]+
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matrix1[8]*matrix2[14]+
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matrix1[12]*matrix2[15];
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result[1]=matrix1[1]*matrix2[0]+
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matrix1[5]*matrix2[1]+
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matrix1[9]*matrix2[2]+
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matrix1[13]*matrix2[3];
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result[5]=matrix1[1]*matrix2[4]+
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matrix1[5]*matrix2[5]+
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matrix1[9]*matrix2[6]+
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matrix1[13]*matrix2[7];
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result[9]=matrix1[1]*matrix2[8]+
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matrix1[5]*matrix2[9]+
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matrix1[9]*matrix2[10]+
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matrix1[13]*matrix2[11];
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result[13]=matrix1[1]*matrix2[12]+
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matrix1[5]*matrix2[13]+
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matrix1[9]*matrix2[14]+
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matrix1[13]*matrix2[15];
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result[2]=matrix1[2]*matrix2[0]+
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matrix1[6]*matrix2[1]+
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matrix1[10]*matrix2[2]+
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matrix1[14]*matrix2[3];
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result[6]=matrix1[2]*matrix2[4]+
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matrix1[6]*matrix2[5]+
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matrix1[10]*matrix2[6]+
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matrix1[14]*matrix2[7];
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result[10]=matrix1[2]*matrix2[8]+
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matrix1[6]*matrix2[9]+
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matrix1[10]*matrix2[10]+
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matrix1[14]*matrix2[11];
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result[14]=matrix1[2]*matrix2[12]+
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matrix1[6]*matrix2[13]+
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matrix1[10]*matrix2[14]+
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matrix1[14]*matrix2[15];
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result[3]=matrix1[3]*matrix2[0]+
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matrix1[7]*matrix2[1]+
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matrix1[11]*matrix2[2]+
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matrix1[15]*matrix2[3];
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result[7]=matrix1[3]*matrix2[4]+
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matrix1[7]*matrix2[5]+
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matrix1[11]*matrix2[6]+
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matrix1[15]*matrix2[7];
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result[11]=matrix1[3]*matrix2[8]+
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matrix1[7]*matrix2[9]+
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matrix1[11]*matrix2[10]+
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matrix1[15]*matrix2[11];
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result[15]=matrix1[3]*matrix2[12]+
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matrix1[7]*matrix2[13]+
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matrix1[11]*matrix2[14]+
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matrix1[15]*matrix2[15];
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}
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void MultiplyMatrixByVector4by4OpenGL_FLOAT(float *resultvector, const float *matrix, const float *pvector)
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{
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resultvector[0]=matrix[0]*pvector[0]+matrix[4]*pvector[1]+matrix[8]*pvector[2]+matrix[12]*pvector[3];
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resultvector[1]=matrix[1]*pvector[0]+matrix[5]*pvector[1]+matrix[9]*pvector[2]+matrix[13]*pvector[3];
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resultvector[2]=matrix[2]*pvector[0]+matrix[6]*pvector[1]+matrix[10]*pvector[2]+matrix[14]*pvector[3];
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resultvector[3]=matrix[3]*pvector[0]+matrix[7]*pvector[1]+matrix[11]*pvector[2]+matrix[15]*pvector[3];
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}
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#define SWAP_ROWS_DOUBLE(a, b) { double *_tmp = a; (a)=(b); (b)=_tmp; }
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#define SWAP_ROWS_FLOAT(a, b) { float *_tmp = a; (a)=(b); (b)=_tmp; }
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#define MAT(m,r,c) (m)[(c)*4+(r)]
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//This code comes directly from GLU except that it is for float
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int glhInvertMatrixf2(float *m, float *out)
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{
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float wtmp[4][8];
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float m0, m1, m2, m3, s;
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float *r0, *r1, *r2, *r3;
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r0 = wtmp[0], r1 = wtmp[1], r2 = wtmp[2], r3 = wtmp[3];
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r0[0] = MAT(m, 0, 0), r0[1] = MAT(m, 0, 1),
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r0[2] = MAT(m, 0, 2), r0[3] = MAT(m, 0, 3),
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r0[4] = 1.0f, r0[5] = r0[6] = r0[7] = 0.0f,
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r1[0] = MAT(m, 1, 0), r1[1] = MAT(m, 1, 1),
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r1[2] = MAT(m, 1, 2), r1[3] = MAT(m, 1, 3),
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r1[5] = 1.0f, r1[4] = r1[6] = r1[7] = 0.0f,
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r2[0] = MAT(m, 2, 0), r2[1] = MAT(m, 2, 1),
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r2[2] = MAT(m, 2, 2), r2[3] = MAT(m, 2, 3),
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r2[6] = 1.0f, r2[4] = r2[5] = r2[7] = 0.0f,
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r3[0] = MAT(m, 3, 0), r3[1] = MAT(m, 3, 1),
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r3[2] = MAT(m, 3, 2), r3[3] = MAT(m, 3, 3),
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r3[7] = 1.0f, r3[4] = r3[5] = r3[6] = 0.0f;
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/* choose pivot - or die */
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if (fabsf(r3[0]) > fabsf(r2[0]))
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SWAP_ROWS_FLOAT(r3, r2);
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if (fabsf(r2[0]) > fabsf(r1[0]))
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SWAP_ROWS_FLOAT(r2, r1);
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if (fabsf(r1[0]) > fabsf(r0[0]))
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SWAP_ROWS_FLOAT(r1, r0);
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if (0.0f == r0[0])
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return 0;
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/* eliminate first variable */
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m1 = r1[0] / r0[0];
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m2 = r2[0] / r0[0];
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m3 = r3[0] / r0[0];
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s = r0[1];
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r1[1] -= m1 * s;
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r2[1] -= m2 * s;
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r3[1] -= m3 * s;
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s = r0[2];
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r1[2] -= m1 * s;
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r2[2] -= m2 * s;
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r3[2] -= m3 * s;
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s = r0[3];
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r1[3] -= m1 * s;
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r2[3] -= m2 * s;
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r3[3] -= m3 * s;
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s = r0[4];
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if (s != 0.0f) {
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r1[4] -= m1 * s;
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r2[4] -= m2 * s;
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r3[4] -= m3 * s;
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}
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s = r0[5];
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if (s != 0.0f) {
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r1[5] -= m1 * s;
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r2[5] -= m2 * s;
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r3[5] -= m3 * s;
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}
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s = r0[6];
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if (s != 0.0f) {
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r1[6] -= m1 * s;
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r2[6] -= m2 * s;
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r3[6] -= m3 * s;
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}
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s = r0[7];
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if (s != 0.0f) {
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r1[7] -= m1 * s;
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r2[7] -= m2 * s;
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r3[7] -= m3 * s;
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}
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/* choose pivot - or die */
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if (fabsf(r3[1]) > fabsf(r2[1]))
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SWAP_ROWS_FLOAT(r3, r2);
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if (fabsf(r2[1]) > fabsf(r1[1]))
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SWAP_ROWS_FLOAT(r2, r1);
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if (0.0f == r1[1])
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return 0;
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/* eliminate second variable */
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m2 = r2[1] / r1[1];
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m3 = r3[1] / r1[1];
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r2[2] -= m2 * r1[2];
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r3[2] -= m3 * r1[2];
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r2[3] -= m2 * r1[3];
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r3[3] -= m3 * r1[3];
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s = r1[4];
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if (0.0f != s) {
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r2[4] -= m2 * s;
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r3[4] -= m3 * s;
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}
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s = r1[5];
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if (0.0f != s) {
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r2[5] -= m2 * s;
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r3[5] -= m3 * s;
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}
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s = r1[6];
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if (0.0f != s) {
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r2[6] -= m2 * s;
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r3[6] -= m3 * s;
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}
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s = r1[7];
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if (0.0f != s) {
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r2[7] -= m2 * s;
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r3[7] -= m3 * s;
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}
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/* choose pivot - or die */
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if (fabsf(r3[2]) > fabsf(r2[2]))
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SWAP_ROWS_FLOAT(r3, r2);
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if (0.0f == r2[2])
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return 0;
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/* eliminate third variable */
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m3 = r3[2] / r2[2];
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r3[3] -= m3 * r2[3], r3[4] -= m3 * r2[4],
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r3[5] -= m3 * r2[5], r3[6] -= m3 * r2[6], r3[7] -= m3 * r2[7];
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/* last check */
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if (0.0f == r3[3])
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return 0;
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s = 1.0f / r3[3]; /* now back substitute row 3 */
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r3[4] *= s;
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r3[5] *= s;
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r3[6] *= s;
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r3[7] *= s;
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m2 = r2[3]; /* now back substitute row 2 */
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s = 1.0f / r2[2];
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r2[4] = s * (r2[4] - r3[4] * m2), r2[5] = s * (r2[5] - r3[5] * m2),
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r2[6] = s * (r2[6] - r3[6] * m2), r2[7] = s * (r2[7] - r3[7] * m2);
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m1 = r1[3];
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r1[4] -= r3[4] * m1, r1[5] -= r3[5] * m1,
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r1[6] -= r3[6] * m1, r1[7] -= r3[7] * m1;
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m0 = r0[3];
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r0[4] -= r3[4] * m0, r0[5] -= r3[5] * m0,
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r0[6] -= r3[6] * m0, r0[7] -= r3[7] * m0;
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m1 = r1[2]; /* now back substitute row 1 */
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s = 1.0f / r1[1];
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r1[4] = s * (r1[4] - r2[4] * m1), r1[5] = s * (r1[5] - r2[5] * m1),
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r1[6] = s * (r1[6] - r2[6] * m1), r1[7] = s * (r1[7] - r2[7] * m1);
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m0 = r0[2];
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r0[4] -= r2[4] * m0, r0[5] -= r2[5] * m0,
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r0[6] -= r2[6] * m0, r0[7] -= r2[7] * m0;
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m0 = r0[1]; /* now back substitute row 0 */
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s = 1.0f / r0[0];
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r0[4] = s * (r0[4] - r1[4] * m0), r0[5] = s * (r0[5] - r1[5] * m0),
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r0[6] = s * (r0[6] - r1[6] * m0), r0[7] = s * (r0[7] - r1[7] * m0);
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MAT(out, 0, 0) = r0[4];
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MAT(out, 0, 1) = r0[5], MAT(out, 0, 2) = r0[6];
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MAT(out, 0, 3) = r0[7], MAT(out, 1, 0) = r1[4];
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MAT(out, 1, 1) = r1[5], MAT(out, 1, 2) = r1[6];
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MAT(out, 1, 3) = r1[7], MAT(out, 2, 0) = r2[4];
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MAT(out, 2, 1) = r2[5], MAT(out, 2, 2) = r2[6];
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MAT(out, 2, 3) = r2[7], MAT(out, 3, 0) = r3[4];
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MAT(out, 3, 1) = r3[5], MAT(out, 3, 2) = r3[6];
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MAT(out, 3, 3) = r3[7];
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return 1;
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}
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int glhUnProjectf( float winx, float winy, float winz,
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float *modelview, float *projection,
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int *viewport, float *objectCoordinate)
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{
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//Transformation matrices
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float m[16], A[16];
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float in[4], out[4];
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//Calculation for inverting a matrix, compute projection x modelview
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//and store in A[16]
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MultiplyMatrices4by4OpenGL_FLOAT(A, projection, modelview);
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//Now compute the inverse of matrix A
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if(glhInvertMatrixf2(A, m)==0)
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return 0;
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//Transformation of normalized coordinates between -1 and 1
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in[0]=(winx-(float)viewport[0])/(float)viewport[2]*2.0f-1.0f;
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in[1]=(winy-(float)viewport[1])/(float)viewport[3]*2.0f-1.0f;
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in[2]=2.0f*winz-1.0f;
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in[3]=1.0f;
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//Objects coordinates
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MultiplyMatrixByVector4by4OpenGL_FLOAT(out, m, in);
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if(out[3]==0.0f)
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return 0;
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out[3]=1.0f/out[3];
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objectCoordinate[0]=out[0]*out[3];
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objectCoordinate[1]=out[1]*out[3];
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objectCoordinate[2]=out[2]*out[3];
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return 1;
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}
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