Files
mcpe/source/renderer/GL/GL.cpp
iProgramInCpp 60b21356a1 Integrate touch related development. (#90)
* * Add BuildActionIntention crap

* * Set Client and World projects to use MP compilation

* asd

* * Use the new BuildActionIntention to break and place blocks.

* * Reverse engineer the IArea system.

* * Copy break logic from survival into creative conditionally

* * Reverse IBuildInput and MouseHandler
* Replace the new relative paths in the client project with $(MC_ROOT) again

* * Reverse Multitouch, MouseDevice

* * Reverse a bunch of auxiliary classes for input.

* * Use CustomInputHolder instead of holding inputs manually.

* * Reverse a whole BUNCH of things!

* * Add feedback textures to the gitignore.

* * D-pad now renders! Also loads of other work.

* * More Stuff

* * Finish touch control bug fixing.

* * Finalize work.

* * One last thing..

* * Add a "cramped" mode to the options screen and start menu.

* * Oh, forgot to do something
2023-11-02 00:49:11 +02:00

323 lines
12 KiB
C++

#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;
}