hedgewars/uMatrix.pas
author Wuzzy <Wuzzy2@mail.ru>
Sat, 02 Nov 2019 13:01:28 +0100
changeset 15501 5a30396f8fb2
parent 13499 c41b16ac2e05
permissions -rw-r--r--
ClimbHome: Change misleading Seed assignment to nil value This was "Seed = ClimbHome", but ClimbHome was a nil value. This code still worked as the engine interpreted the nil value as empty string. But it can be very misleading. This changeset makes the Seed assignment more explicit by assigning the empty string directly. The compability has been tested.

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; version 2 of the License
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
 *)

{$INCLUDE "options.inc"}

unit uMatrix;

interface

uses uTypes {$IFNDEF PAS2C}, gl{$ENDIF};

const
    MATRIX_MODELVIEW:Integer = 0;
    MATRIX_PROJECTION:Integer = 1;

procedure MatrixLoadIdentity(out Result: TMatrix4x4f);
procedure MatrixMultiply(out Result: TMatrix4x4f; const lhs, rhs: TMatrix4x4f);

procedure hglMatrixMode(t: Integer);
procedure hglLoadIdentity();
procedure hglPushMatrix();
procedure hglPopMatrix();
procedure hglMVP(var res : TMatrix4x4f);
procedure hglScalef(x: GLfloat; y: GLfloat; z: GLfloat);
procedure hglTranslatef(x: GLfloat; y: GLfloat; z: GLfloat);
procedure hglRotatef(a:GLfloat; x:GLfloat; y:GLfloat; z:GLfloat);
procedure initModule();
procedure freeModule();

implementation

uses uDebug;

const
    MATRIX_STACK_SIZE = 10;

type
    TMatrixStack = record
        top:Integer;
        stack: array[0..9] of TMatrix4x4f;
        end;
var
    MatrixStacks : array[0..1] of TMatrixStack;
    CurMatrix: integer;

procedure MatrixLoadIdentity(out Result: TMatrix4x4f);
begin
    Result[0,0]:= 1.0; Result[1,0]:=0.0; Result[2,0]:=0.0; Result[3,0]:=0.0;
    Result[0,1]:= 0.0; Result[1,1]:=1.0; Result[2,1]:=0.0; Result[3,1]:=0.0;
    Result[0,2]:= 0.0; Result[1,2]:=0.0; Result[2,2]:=1.0; Result[3,2]:=0.0;
    Result[0,3]:= 0.0; Result[1,3]:=0.0; Result[2,3]:=0.0; Result[3,3]:=1.0;
end;

procedure hglMatrixMode(t: Integer);
begin
    CurMatrix := t;
end;

procedure hglLoadIdentity();
begin
    MatrixLoadIdentity(MatrixStacks[CurMatrix].stack[MatrixStacks[CurMatrix].top]);
end;

procedure hglScalef(x: GLfloat; y: GLfloat; z: GLfloat);
var
    m:TMatrix4x4f;
    t:TMatrix4x4f;
begin
    m[0,0]:=x;m[1,0]:=0;m[2,0]:=0;m[3,0]:=0;
    m[0,1]:=0;m[1,1]:=y;m[2,1]:=0;m[3,1]:=0;
    m[0,2]:=0;m[1,2]:=0;m[2,2]:=z;m[3,2]:=0;
    m[0,3]:=0;m[1,3]:=0;m[2,3]:=0;m[3,3]:=1;

    MatrixMultiply(t, MatrixStacks[CurMatrix].stack[MatrixStacks[CurMatrix].top], m);
    MatrixStacks[CurMatrix].stack[MatrixStacks[CurMatrix].top] := t;
end;

procedure hglTranslatef(x: GLfloat; y: GLfloat; z: GLfloat);
var
    m:TMatrix4x4f;
    t:TMatrix4x4f;
begin
    m[0,0]:=1;m[1,0]:=0;m[2,0]:=0;m[3,0]:=x;
    m[0,1]:=0;m[1,1]:=1;m[2,1]:=0;m[3,1]:=y;
    m[0,2]:=0;m[1,2]:=0;m[2,2]:=1;m[3,2]:=z;
    m[0,3]:=0;m[1,3]:=0;m[2,3]:=0;m[3,3]:=1;

    MatrixMultiply(t, MatrixStacks[CurMatrix].stack[MatrixStacks[CurMatrix].top], m);
    MatrixStacks[CurMatrix].stack[MatrixStacks[CurMatrix].top] := t;
end;

procedure hglRotatef(a:GLfloat; x:GLfloat; y:GLfloat; z:GLfloat);
var
    m:TMatrix4x4f;
    t:TMatrix4x4f;
    c:GLfloat;
    s:GLfloat;
    xn, yn, zn:GLfloat;
    l:GLfloat;
begin
    a:=a * 3.14159265368 / 180;
    c:=cos(a);
    s:=sin(a);

    l := 1.0 / sqrt(x * x + y * y + z * z);
    xn := x * l;
    yn := y * l;
    zn := z * l;

    m[0,0]:=c + xn * xn * (1 - c);
    m[1,0]:=xn * yn * (1 - c) - zn * s;
    m[2,0]:=xn * zn * (1 - c) + yn * s;
    m[3,0]:=0;


    m[0,1]:=yn * xn * (1 - c) + zn * s;
    m[1,1]:=c + yn * yn * (1 - c);
    m[2,1]:=yn * zn * (1 - c) - xn * s;
    m[3,1]:=0;

    m[0,2]:=zn * xn * (1 - c) - yn * s;
    m[1,2]:=zn * yn * (1 - c) + xn * s;
    m[2,2]:=c + zn * zn * (1 - c);
    m[3,2]:=0;

    m[0,3]:=0;m[1,3]:=0;m[2,3]:=0;m[3,3]:=1;

    MatrixMultiply(t, MatrixStacks[CurMatrix].stack[MatrixStacks[CurMatrix].top], m);
    MatrixStacks[CurMatrix].stack[MatrixStacks[CurMatrix].top] := t;
end;

procedure hglMVP(var res: TMatrix4x4f);
begin
    MatrixMultiply(res,
                   MatrixStacks[MATRIX_PROJECTION].stack[MatrixStacks[MATRIX_PROJECTION].top],
                   MatrixStacks[MATRIX_MODELVIEW].stack[MatrixStacks[MATRIX_MODELVIEW].top]);
end;

procedure hglPushMatrix();
var
    t: Integer;
begin
    t := MatrixStacks[CurMatrix].top;
    MatrixStacks[CurMatrix].stack[t + 1] := MatrixStacks[CurMatrix].stack[t];
    inc(t);
    MatrixStacks[CurMatrix].top := t;
end;

procedure hglPopMatrix();
var
    t: Integer;
begin
    t := MatrixStacks[CurMatrix].top;
    dec(t);
    MatrixStacks[CurMatrix].top := t;
end;

procedure initModule();
begin
    MatrixStacks[MATRIX_MODELVIEW].top := 0;
    MatrixStacks[MATRIX_Projection].top := 0;
    MatrixLoadIdentity(MatrixStacks[MATRIX_MODELVIEW].stack[0]);
    MatrixLoadIdentity(MatrixStacks[MATRIX_PROJECTION].stack[0]);
end;

procedure freeModule();
begin
end;

procedure MatrixMultiply(out Result: TMatrix4x4f; const lhs, rhs: TMatrix4x4f);
var
    test: TMatrix4x4f;
    i, j: Integer;
    error: boolean;
begin
    Result[0,0]:=lhs[0,0]*rhs[0,0] + lhs[1,0]*rhs[0,1] + lhs[2,0]*rhs[0,2] + lhs[3,0]*rhs[0,3];
    Result[0,1]:=lhs[0,1]*rhs[0,0] + lhs[1,1]*rhs[0,1] + lhs[2,1]*rhs[0,2] + lhs[3,1]*rhs[0,3];
    Result[0,2]:=lhs[0,2]*rhs[0,0] + lhs[1,2]*rhs[0,1] + lhs[2,2]*rhs[0,2] + lhs[3,2]*rhs[0,3];
    Result[0,3]:=lhs[0,3]*rhs[0,0] + lhs[1,3]*rhs[0,1] + lhs[2,3]*rhs[0,2] + lhs[3,3]*rhs[0,3];

    Result[1,0]:=lhs[0,0]*rhs[1,0] + lhs[1,0]*rhs[1,1] + lhs[2,0]*rhs[1,2] + lhs[3,0]*rhs[1,3];
    Result[1,1]:=lhs[0,1]*rhs[1,0] + lhs[1,1]*rhs[1,1] + lhs[2,1]*rhs[1,2] + lhs[3,1]*rhs[1,3];
    Result[1,2]:=lhs[0,2]*rhs[1,0] + lhs[1,2]*rhs[1,1] + lhs[2,2]*rhs[1,2] + lhs[3,2]*rhs[1,3];
    Result[1,3]:=lhs[0,3]*rhs[1,0] + lhs[1,3]*rhs[1,1] + lhs[2,3]*rhs[1,2] + lhs[3,3]*rhs[1,3];

    Result[2,0]:=lhs[0,0]*rhs[2,0] + lhs[1,0]*rhs[2,1] + lhs[2,0]*rhs[2,2] + lhs[3,0]*rhs[2,3];
    Result[2,1]:=lhs[0,1]*rhs[2,0] + lhs[1,1]*rhs[2,1] + lhs[2,1]*rhs[2,2] + lhs[3,1]*rhs[2,3];
    Result[2,2]:=lhs[0,2]*rhs[2,0] + lhs[1,2]*rhs[2,1] + lhs[2,2]*rhs[2,2] + lhs[3,2]*rhs[2,3];
    Result[2,3]:=lhs[0,3]*rhs[2,0] + lhs[1,3]*rhs[2,1] + lhs[2,3]*rhs[2,2] + lhs[3,3]*rhs[2,3];

    Result[3,0]:=lhs[0,0]*rhs[3,0] + lhs[1,0]*rhs[3,1] + lhs[2,0]*rhs[3,2] + lhs[3,0]*rhs[3,3];
    Result[3,1]:=lhs[0,1]*rhs[3,0] + lhs[1,1]*rhs[3,1] + lhs[2,1]*rhs[3,2] + lhs[3,1]*rhs[3,3];
    Result[3,2]:=lhs[0,2]*rhs[3,0] + lhs[1,2]*rhs[3,1] + lhs[2,2]*rhs[3,2] + lhs[3,2]*rhs[3,3];
    Result[3,3]:=lhs[0,3]*rhs[3,0] + lhs[1,3]*rhs[3,1] + lhs[2,3]*rhs[3,2] + lhs[3,3]*rhs[3,3];

{
    Result[0,0]:=lhs[0,0]*rhs[0,0] + lhs[1,0]*rhs[0,1] + lhs[2,0]*rhs[0,2] + lhs[3,0]*rhs[0,3];
    Result[0,1]:=lhs[0,0]*rhs[1,0] + lhs[1,0]*rhs[1,1] + lhs[2,0]*rhs[1,2] + lhs[3,0]*rhs[1,3];
    Result[0,2]:=lhs[0,0]*rhs[2,0] + lhs[1,0]*rhs[2,1] + lhs[2,0]*rhs[2,2] + lhs[3,0]*rhs[2,3];
    Result[0,3]:=lhs[0,0]*rhs[3,0] + lhs[1,0]*rhs[3,1] + lhs[2,0]*rhs[3,2] + lhs[3,0]*rhs[3,3];

    Result[1,0]:=lhs[0,1]*rhs[0,0] + lhs[1,1]*rhs[0,1] + lhs[2,1]*rhs[0,2] + lhs[3,1]*rhs[0,3];
    Result[1,1]:=lhs[0,1]*rhs[1,0] + lhs[1,1]*rhs[1,1] + lhs[2,1]*rhs[1,2] + lhs[3,1]*rhs[1,3];
    Result[1,2]:=lhs[0,1]*rhs[2,0] + lhs[1,1]*rhs[2,1] + lhs[2,1]*rhs[2,2] + lhs[3,1]*rhs[2,3];
    Result[1,3]:=lhs[0,1]*rhs[3,0] + lhs[1,1]*rhs[3,1] + lhs[2,1]*rhs[3,2] + lhs[3,1]*rhs[3,3];

    Result[2,0]:=lhs[0,2]*rhs[0,0] + lhs[1,2]*rhs[0,1] + lhs[2,2]*rhs[0,2] + lhs[3,2]*rhs[0,3];
    Result[2,1]:=lhs[0,2]*rhs[1,0] + lhs[1,2]*rhs[1,1] + lhs[2,2]*rhs[1,2] + lhs[3,2]*rhs[1,3];
    Result[2,2]:=lhs[0,2]*rhs[2,0] + lhs[1,2]*rhs[2,1] + lhs[2,2]*rhs[2,2] + lhs[3,2]*rhs[2,3];
    Result[2,3]:=lhs[0,2]*rhs[3,0] + lhs[1,2]*rhs[3,1] + lhs[2,2]*rhs[3,2] + lhs[3,2]*rhs[3,3];

    Result[3,0]:=lhs[0,3]*rhs[0,0] + lhs[1,3]*rhs[0,1] + lhs[2,3]*rhs[0,2] + lhs[3,3]*rhs[0,3];
    Result[3,1]:=lhs[0,3]*rhs[1,0] + lhs[1,3]*rhs[1,1] + lhs[2,3]*rhs[1,2] + lhs[3,3]*rhs[1,3];
    Result[3,2]:=lhs[0,3]*rhs[2,0] + lhs[1,3]*rhs[2,1] + lhs[2,3]*rhs[2,2] + lhs[3,3]*rhs[2,3];
    Result[3,3]:=lhs[0,3]*rhs[3,0] + lhs[1,3]*rhs[3,1] + lhs[2,3]*rhs[3,2] + lhs[3,3]*rhs[3,3];
}

    glPushMatrix;
    glLoadMatrixf(@lhs[0, 0]);
    glMultMatrixf(@rhs[0, 0]);
    glGetFloatv(GL_MODELVIEW_MATRIX, @test[0, 0]);
    glPopMatrix;

    error:=false;
    for i:=0 to 3 do
      for j:=0 to 3 do
        if Abs(test[i, j] - Result[i, j]) > 0.000001 then
          error:=true;

    {$IFNDEF PAS2C}
    if error then
    begin
        writeln('shall:');
        for i:=0 to 3 do
        begin
          for j:=0 to 3 do
            write(test[i, j]);
          writeln;
        end;

        writeln('is:');
        for i:=0 to 3 do
        begin
          for j:=0 to 3 do
            write(Result[i, j]);
          writeln;
        end;
        checkFails(false, 'Error in matrix multiplication?!', true);
    end;
    {$ENDIF}

end;


end.