HGE-OpenGL porting Gfx_SetTransform function
First of all - I'm nub in graphics programming Smile.
I support game based on ported version of HGE which doesn't contain OpenGL version of Gfx_SetTransform. I found several examples of HGE-Opengl porting, but any example has this function.
Code:
void CALL HGE_Impl::Gfx_SetTransform(float x, float y, float dx, float dy, float rot, float hscale, float vscale)
{
D3DXMATRIX tmp;
if(vscale==0.0f) D3DXMatrixIdentity(&matView);
else
{
D3DXMatrixTranslation(&matView, -x, -y, 0.0f);
D3DXMatrixScaling(&tmp, hscale, vscale, 1.0f);
D3DXMatrixMultiply(&matView, &matView, &tmp);
D3DXMatrixRotationZ(&tmp, -rot);
D3DXMatrixMultiply(&matView, &matView, &tmp);
D3DXMatrixTranslation(&tmp, x+dx, y+dy, 0.0f);
D3DXMatrixMultiply(&matView, &matView, &tmp);
}
_render_batch();
pD3DDevice->SetTransform(D3DTS_VIEW, &matView);
}
So, can anyone help in porting of Gfx_SetTransform开发者_JS百科 or make a suggestion (maybe some simple example or OpenGL functions which I should looking for)? Thanks.
With OpenGL up to version not including 3 you can replace it with the following:
void GL2_SetTransform(float x, float y, float dx, float dy, float rot, float hscale, float vscale)
{
glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); // we start off a identity matrix
// Instead of testing for 0, you should test for some
// threshold, to increase numerical stability
if( fabs(vscale) >= 1e-7 ) {
glTranslatef(-x, -y, 0.0f);
glScalef(hscale, vscale, 1.0f);
glRotatef(-rot, 0., 0., 1.);
glTranslatef(x+dx, y+dy, 0.0f);
}
}
OpenGL-3 deprecated the matrix manipulation functions, so the code looks almost identical to the DirectX version (I changed a few things to improve stability):
typedef float mat4x4[4][4];
// OpenGL uses column major mode, so the first
// index selects column, the second row - this is
// opposite to the usual C notation.
// The following functions must be implemented as well.
// But they're easy enough.
// function to set the matrix to identity
void mat4x4_identity(mat4x4 *M);
// those functions transform the matrix in-place,
// i.e. no temporaries needed.
void mat4x4_rotX(mat4x4 *M, float angle);
void mat4x4_rotY(mat4x4 *M, float angle);
void mat4x4_rotZ(mat4x4 *M, float angle);
void mat4x4_scale(mat4x4 *M, float x, float y, float z);
void mat4x4_translate(mat4x4 *M, float x, float y, float z);
void GL3_SetTransform(float x, float y, float dx, float dy, float rot, float hscale, float vscale)
{
mat4x4 view;
mat4x4_identity(view);
if( fabs(vscale) >= 1e-8 ) {
mat4x4_translate(view, -x, -y, 0.0f);
mat4x4_scale(view, hscale, vscale, 1.0f);
mat4x4_rotZ(view, -rot);
mat4x4_translate(view, x+dx, y+dy, 0.0f);
}
_render_batch();
// get_view_uniform_location returns the handle for the currently loaded
// shader's modelview matrix' location. Application specific, so you've to
// come up with that yourself.
glUniformMatrix4fv(get_view_uniform_locaton(), 1, false, view);
}
I put up source code for the matrix manipulation functions up here: http://pastebin.com/R0PHTW0M They're not using exactly the same naming scheme, though.
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