mirror of
https://github.com/celisej567/mcpe.git
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* * 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
323 lines
12 KiB
C++
323 lines
12 KiB
C++
#include "GL.hpp"
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void drawArrayVT(GLuint buffer, int count, int stride)
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{
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xglBindBuffer(GL_ARRAY_BUFFER, buffer);
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xglTexCoordPointer(2, GL_FLOAT, stride, (void*)12);
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xglEnableClientState(GL_TEXTURE_COORD_ARRAY);
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xglVertexPointer(3, GL_FLOAT, stride, nullptr);
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xglEnableClientState(GL_VERTEX_ARRAY);
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xglDrawArrays(GL_TRIANGLES, 0, count);
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xglDisableClientState(GL_VERTEX_ARRAY);
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xglDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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void drawArrayVTC(GLuint buffer, int count, int stride)
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{
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xglBindBuffer(GL_ARRAY_BUFFER, buffer);
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xglVertexPointer(3, GL_FLOAT, stride, nullptr);
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xglTexCoordPointer(2, GL_FLOAT, stride, (void*)12);
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xglColorPointer(4, GL_UNSIGNED_BYTE, stride, (void*)20);
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xglEnableClientState(GL_VERTEX_ARRAY);
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xglEnableClientState(GL_TEXTURE_COORD_ARRAY);
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xglEnableClientState(GL_COLOR_ARRAY);
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xglDrawArrays(GL_TRIANGLES, 0, count);
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xglDisableClientState(GL_VERTEX_ARRAY);
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xglDisableClientState(GL_TEXTURE_COORD_ARRAY);
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xglDisableClientState(GL_COLOR_ARRAY);
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}
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// It appears Mojang took the code from:
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// https://www.khronos.org/opengl/wiki/GluProject_and_gluUnProject_code
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int glhProjectf(float objx, float objy, float objz, float* modelview, float* projection, int* viewport, float* windowCoordinate)
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{
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// Transformation vectors
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float fTempo[8];
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// Modelview transform
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fTempo[0] = modelview[0] * objx + modelview[4] * objy + modelview[8] * objz + modelview[12]; // w is always 1
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fTempo[1] = modelview[1] * objx + modelview[5] * objy + modelview[9] * objz + modelview[13];
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fTempo[2] = modelview[2] * objx + modelview[6] * objy + modelview[10] * objz + modelview[14];
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fTempo[3] = modelview[3] * objx + modelview[7] * objy + modelview[11] * objz + modelview[15];
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// Projection transform, the final row of projection matrix is always [0 0 -1 0]
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// so we optimize for that.
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fTempo[4] = projection[0] * fTempo[0] + projection[4] * fTempo[1] + projection[8] * fTempo[2] + projection[12] * fTempo[3];
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fTempo[5] = projection[1] * fTempo[0] + projection[5] * fTempo[1] + projection[9] * fTempo[2] + projection[13] * fTempo[3];
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fTempo[6] = projection[2] * fTempo[0] + projection[6] * fTempo[1] + projection[10] * fTempo[2] + projection[14] * fTempo[3];
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fTempo[7] = -fTempo[2];
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// The result normalizes between -1 and 1
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if (fTempo[7] == 0.0) // The w value
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return 0;
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fTempo[7] = 1.0 / fTempo[7];
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// Perspective division
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fTempo[4] *= fTempo[7];
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fTempo[5] *= fTempo[7];
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fTempo[6] *= fTempo[7];
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// Window coordinates
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// Map x, y to range 0-1
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windowCoordinate[0] = (fTempo[4] * 0.5 + 0.5) * viewport[2] + viewport[0];
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windowCoordinate[1] = (fTempo[5] * 0.5 + 0.5) * viewport[3] + viewport[1];
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// This is only correct when glDepthRange(0.0, 1.0)
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windowCoordinate[2] = (1.0 + fTempo[6]) * 0.5; // Between 0 and 1
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return 1;
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}
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int glhUnProjectf(float winx, float winy, float winz, float* modelview, float* projection, 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] * 2.0 - 1.0;
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in[1] = (winy - (float)viewport[1]) / (float)viewport[3] * 2.0 - 1.0;
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in[2] = 2.0 * winz - 1.0;
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in[3] = 1.0;
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// Objects coordinates
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MultiplyMatrixByVector4by4OpenGL_FLOAT(out, m, in);
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if (out[3] == 0.0)
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return 0;
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out[3] = 1.0 / 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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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] = 1.0, r0[5] = r0[6] = r0[7] = 0.0,
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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] = 1.0, r1[4] = r1[6] = r1[7] = 0.0,
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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] = 1.0, r2[4] = r2[5] = r2[7] = 0.0,
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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] = 1.0, r3[4] = r3[5] = r3[6] = 0.0;
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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 (0.0 == 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 != 0.0) {
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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 != 0.0) {
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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 != 0.0) {
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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 != 0.0) {
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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 (0.0 == 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 (0.0 != 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 (0.0 != 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 (0.0 != 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 (0.0 != 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 (0.0 == 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 (0.0 == r3[3])
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return 0;
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s = 1.0 / 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 = 1.0 / 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 = 1.0 / 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 = 1.0 / 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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