#include "GL.hpp" void drawArrayVT(GLuint buffer, int count, int stride) { xglBindBuffer(GL_ARRAY_BUFFER, buffer); xglTexCoordPointer(2, GL_FLOAT, stride, (void*)12); xglEnableClientState(GL_TEXTURE_COORD_ARRAY); xglVertexPointer(3, GL_FLOAT, stride, nullptr); xglEnableClientState(GL_VERTEX_ARRAY); xglDrawArrays(GL_TRIANGLES, 0, count); xglDisableClientState(GL_VERTEX_ARRAY); xglDisableClientState(GL_TEXTURE_COORD_ARRAY); } void drawArrayVTC(GLuint buffer, int count, int stride) { xglBindBuffer(GL_ARRAY_BUFFER, buffer); xglVertexPointer(3, GL_FLOAT, stride, nullptr); xglTexCoordPointer(2, GL_FLOAT, stride, (void*)12); xglColorPointer(4, GL_UNSIGNED_BYTE, stride, (void*)20); xglEnableClientState(GL_VERTEX_ARRAY); xglEnableClientState(GL_TEXTURE_COORD_ARRAY); xglEnableClientState(GL_COLOR_ARRAY); xglDrawArrays(GL_TRIANGLES, 0, count); xglDisableClientState(GL_VERTEX_ARRAY); xglDisableClientState(GL_TEXTURE_COORD_ARRAY); xglDisableClientState(GL_COLOR_ARRAY); } // It appears Mojang took the code from: // https://www.khronos.org/opengl/wiki/GluProject_and_gluUnProject_code int glhProjectf(float objx, float objy, float objz, float* modelview, float* projection, int* viewport, float* windowCoordinate) { // Transformation vectors float fTempo[8]; // Modelview transform fTempo[0] = modelview[0] * objx + modelview[4] * objy + modelview[8] * objz + modelview[12]; // w is always 1 fTempo[1] = modelview[1] * objx + modelview[5] * objy + modelview[9] * objz + modelview[13]; fTempo[2] = modelview[2] * objx + modelview[6] * objy + modelview[10] * objz + modelview[14]; fTempo[3] = modelview[3] * objx + modelview[7] * objy + modelview[11] * objz + modelview[15]; // Projection transform, the final row of projection matrix is always [0 0 -1 0] // so we optimize for that. fTempo[4] = projection[0] * fTempo[0] + projection[4] * fTempo[1] + projection[8] * fTempo[2] + projection[12] * fTempo[3]; fTempo[5] = projection[1] * fTempo[0] + projection[5] * fTempo[1] + projection[9] * fTempo[2] + projection[13] * fTempo[3]; fTempo[6] = projection[2] * fTempo[0] + projection[6] * fTempo[1] + projection[10] * fTempo[2] + projection[14] * fTempo[3]; fTempo[7] = -fTempo[2]; // The result normalizes between -1 and 1 if (fTempo[7] == 0.0) // The w value return 0; fTempo[7] = 1.0 / fTempo[7]; // Perspective division fTempo[4] *= fTempo[7]; fTempo[5] *= fTempo[7]; fTempo[6] *= fTempo[7]; // Window coordinates // Map x, y to range 0-1 windowCoordinate[0] = (fTempo[4] * 0.5 + 0.5) * viewport[2] + viewport[0]; windowCoordinate[1] = (fTempo[5] * 0.5 + 0.5) * viewport[3] + viewport[1]; // This is only correct when glDepthRange(0.0, 1.0) windowCoordinate[2] = (1.0 + fTempo[6]) * 0.5; // Between 0 and 1 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] * 2.0 - 1.0; in[1] = (winy - (float)viewport[1]) / (float)viewport[3] * 2.0 - 1.0; in[2] = 2.0 * winz - 1.0; in[3] = 1.0; // Objects coordinates MultiplyMatrixByVector4by4OpenGL_FLOAT(out, m, in); if (out[3] == 0.0) return 0; out[3] = 1.0 / out[3]; objectCoordinate[0] = out[0] * out[3]; objectCoordinate[1] = out[1] * out[3]; objectCoordinate[2] = out[2] * out[3]; return 1; } 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] = 1.0, r0[5] = r0[6] = r0[7] = 0.0, 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] = 1.0, r1[4] = r1[6] = r1[7] = 0.0, 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] = 1.0, r2[4] = r2[5] = r2[7] = 0.0, 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] = 1.0, r3[4] = r3[5] = r3[6] = 0.0; /* 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 (0.0 == 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 != 0.0) { r1[4] -= m1 * s; r2[4] -= m2 * s; r3[4] -= m3 * s; } s = r0[5]; if (s != 0.0) { r1[5] -= m1 * s; r2[5] -= m2 * s; r3[5] -= m3 * s; } s = r0[6]; if (s != 0.0) { r1[6] -= m1 * s; r2[6] -= m2 * s; r3[6] -= m3 * s; } s = r0[7]; if (s != 0.0) { 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 (0.0 == 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 (0.0 != s) { r2[4] -= m2 * s; r3[4] -= m3 * s; } s = r1[5]; if (0.0 != s) { r2[5] -= m2 * s; r3[5] -= m3 * s; } s = r1[6]; if (0.0 != s) { r2[6] -= m2 * s; r3[6] -= m3 * s; } s = r1[7]; if (0.0 != 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 (0.0 == 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 (0.0 == r3[3]) return 0; s = 1.0 / 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 = 1.0 / 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 = 1.0 / 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 = 1.0 / 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; }