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MorsGames
GitHub Repository: MorsGames/sm64plus
Path: blob/master/lib/src/guLookAtRef.c
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/*
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* This file originates from the standard Nintendo 64 SDK libultra src
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* directory, and it used exclusively when building with the Fast3DEX2
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* microcode. Not not using it breaks environment mapping.
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*
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* Apart from the modifications listed below, this file is unmodified.
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*/
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/**************************************************************************
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* *
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* Copyright (C) 1994, Silicon Graphics, Inc. *
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* *
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* These coded instructions, statements, and computer programs contain *
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* unpublished proprietary information of Silicon Graphics, Inc., and *
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* are protected by Federal copyright law. They may not be disclosed *
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* to third parties or copied or duplicated in any form, in whole or *
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* in part, without the prior written consent of Silicon Graphics, Inc. *
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* *
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**************************************************************************/
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/* Minor modifications */
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#include <ultra64.h>
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#define FTOFRAC8(x) ((int) MIN(((x) * (128.0)), 127.0) & 0xff)
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void guLookAtReflectF(float mf[4][4], LookAt *l, float xEye, float yEye, float zEye, float xAt,
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float yAt, float zAt, float xUp, float yUp, float zUp) {
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float len, xLook, yLook, zLook, xRight, yRight, zRight;
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guMtxIdentF(mf);
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xLook = xAt - xEye;
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yLook = yAt - yEye;
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zLook = zAt - zEye;
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/* Negate because positive Z is behind us: */
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len = -1.0 / sqrtf(xLook * xLook + yLook * yLook + zLook * zLook);
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xLook *= len;
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yLook *= len;
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zLook *= len;
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/* Right = Up x Look */
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xRight = yUp * zLook - zUp * yLook;
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yRight = zUp * xLook - xUp * zLook;
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zRight = xUp * yLook - yUp * xLook;
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len = 1.0 / sqrtf(xRight * xRight + yRight * yRight + zRight * zRight);
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xRight *= len;
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yRight *= len;
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zRight *= len;
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/* Up = Look x Right */
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xUp = yLook * zRight - zLook * yRight;
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yUp = zLook * xRight - xLook * zRight;
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zUp = xLook * yRight - yLook * xRight;
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len = 1.0 / sqrtf(xUp * xUp + yUp * yUp + zUp * zUp);
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xUp *= len;
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yUp *= len;
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zUp *= len;
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/* reflectance vectors = Up and Right */
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l->l[0].l.dir[0] = FTOFRAC8(xRight);
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l->l[0].l.dir[1] = FTOFRAC8(yRight);
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l->l[0].l.dir[2] = FTOFRAC8(zRight);
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l->l[1].l.dir[0] = FTOFRAC8(xUp);
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l->l[1].l.dir[1] = FTOFRAC8(yUp);
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l->l[1].l.dir[2] = FTOFRAC8(zUp);
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l->l[0].l.col[0] = 0x00;
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l->l[0].l.col[1] = 0x00;
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l->l[0].l.col[2] = 0x00;
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l->l[0].l.pad1 = 0x00;
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l->l[0].l.colc[0] = 0x00;
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l->l[0].l.colc[1] = 0x00;
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l->l[0].l.colc[2] = 0x00;
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l->l[0].l.pad2 = 0x00;
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l->l[1].l.col[0] = 0x00;
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l->l[1].l.col[1] = 0x80;
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l->l[1].l.col[2] = 0x00;
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l->l[1].l.pad1 = 0x00;
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l->l[1].l.colc[0] = 0x00;
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l->l[1].l.colc[1] = 0x80;
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l->l[1].l.colc[2] = 0x00;
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l->l[1].l.pad2 = 0x00;
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mf[0][0] = xRight;
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mf[1][0] = yRight;
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mf[2][0] = zRight;
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mf[3][0] = -(xEye * xRight + yEye * yRight + zEye * zRight);
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mf[0][1] = xUp;
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mf[1][1] = yUp;
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mf[2][1] = zUp;
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mf[3][1] = -(xEye * xUp + yEye * yUp + zEye * zUp);
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mf[0][2] = xLook;
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mf[1][2] = yLook;
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mf[2][2] = zLook;
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mf[3][2] = -(xEye * xLook + yEye * yLook + zEye * zLook);
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mf[0][3] = 0;
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mf[1][3] = 0;
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mf[2][3] = 0;
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mf[3][3] = 1;
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}
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void guLookAtReflect(Mtx *m, LookAt *l, float xEye, float yEye, float zEye, float xAt, float yAt,
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float zAt, float xUp, float yUp, float zUp) {
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float mf[4][4];
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guLookAtReflectF(mf, l, xEye, yEye, zEye, xAt, yAt, zAt, xUp, yUp, zUp);
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guMtxF2L(mf, m);
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}
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