2 ** License Applicability. Except to the extent portions of this file are
3 ** made subject to an alternative license as permitted in the SGI Free
4 ** Software License B, Version 1.1 (the "License"), the contents of this
5 ** file are subject only to the provisions of the License. You may not use
6 ** this file except in compliance with the License. You may obtain a copy
7 ** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
8 ** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
10 ** http://oss.sgi.com/projects/FreeB
12 ** Note that, as provided in the License, the Software is distributed on an
13 ** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
14 ** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
15 ** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
16 ** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
18 ** Original Code. The Original Code is: OpenGL Sample Implementation,
19 ** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
20 ** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
21 ** Copyright in any portions created by third parties is as indicated
22 ** elsewhere herein. All Rights Reserved.
24 ** Additional Notice Provisions: The application programming interfaces
25 ** established by SGI in conjunction with the Original Code are The
26 ** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
27 ** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
28 ** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
29 ** Window System(R) (Version 1.3), released October 19, 1998. This software
30 ** was created using the OpenGL(R) version 1.2.1 Sample Implementation
31 ** published by SGI, but has not been independently verified as being
32 ** compliant with the OpenGL(R) version 1.2.1 Specification.
34 ** $Date: 2006/05/01 16:01:17 $ $Revision: 1.6 $
35 ** $Header: /home/krh/git/sync/mesa-cvs-repo/Mesa/src/glu/sgi/libutil/project.c,v 1.6 2006/05/01 16:01:17 brianp Exp $
45 ** Make m an identity matrix
47 static void __gluMakeIdentityd(GLdouble m[16])
49 m[0+4*0] = 1; m[0+4*1] = 0; m[0+4*2] = 0; m[0+4*3] = 0;
50 m[1+4*0] = 0; m[1+4*1] = 1; m[1+4*2] = 0; m[1+4*3] = 0;
51 m[2+4*0] = 0; m[2+4*1] = 0; m[2+4*2] = 1; m[2+4*3] = 0;
52 m[3+4*0] = 0; m[3+4*1] = 0; m[3+4*2] = 0; m[3+4*3] = 1;
55 static void __gluMakeIdentityf(GLfloat m[16])
57 m[0+4*0] = 1; m[0+4*1] = 0; m[0+4*2] = 0; m[0+4*3] = 0;
58 m[1+4*0] = 0; m[1+4*1] = 1; m[1+4*2] = 0; m[1+4*3] = 0;
59 m[2+4*0] = 0; m[2+4*1] = 0; m[2+4*2] = 1; m[2+4*3] = 0;
60 m[3+4*0] = 0; m[3+4*1] = 0; m[3+4*2] = 0; m[3+4*3] = 1;
64 gluOrtho2D(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top)
66 glOrtho(left, right, bottom, top, -1, 1);
69 #define __glPi 3.14159265358979323846
72 gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar)
75 double sine, cotangent, deltaZ;
76 double radians = fovy / 2 * __glPi / 180;
78 deltaZ = zFar - zNear;
80 if ((deltaZ == 0) || (sine == 0) || (aspect == 0)) {
83 cotangent = COS(radians) / sine;
85 __gluMakeIdentityd(&m[0][0]);
86 m[0][0] = cotangent / aspect;
88 m[2][2] = -(zFar + zNear) / deltaZ;
90 m[3][2] = -2 * zNear * zFar / deltaZ;
92 glMultMatrixd(&m[0][0]);
95 static void normalize(float v[3])
99 r = sqrt( v[0]*v[0] + v[1]*v[1] + v[2]*v[2] );
100 if (r == 0.0) return;
107 static void cross(float v1[3], float v2[3], float result[3])
109 result[0] = v1[1]*v2[2] - v1[2]*v2[1];
110 result[1] = v1[2]*v2[0] - v1[0]*v2[2];
111 result[2] = v1[0]*v2[1] - v1[1]*v2[0];
115 gluLookAt(GLdouble eyex, GLdouble eyey, GLdouble eyez, GLdouble centerx,
116 GLdouble centery, GLdouble centerz, GLdouble upx, GLdouble upy,
119 float forward[3], side[3], up[3];
122 forward[0] = centerx - eyex;
123 forward[1] = centery - eyey;
124 forward[2] = centerz - eyez;
132 /* Side = forward x up */
133 cross(forward, up, side);
136 /* Recompute up as: up = side x forward */
137 cross(side, forward, up);
139 __gluMakeIdentityf(&m[0][0]);
148 m[0][2] = -forward[0];
149 m[1][2] = -forward[1];
150 m[2][2] = -forward[2];
152 glMultMatrixf(&m[0][0]);
153 glTranslated(-eyex, -eyey, -eyez);
156 static void __gluMultMatrixVecd(const GLdouble matrix[16], const GLdouble in[4],
161 for (i=0; i<4; i++) {
163 in[0] * matrix[0*4+i] +
164 in[1] * matrix[1*4+i] +
165 in[2] * matrix[2*4+i] +
166 in[3] * matrix[3*4+i];
171 ** inverse = invert(src)
172 ** New, faster implementation by Shan Hao Bo, April 2006.
174 static int __gluInvertMatrixd(const GLdouble src[16], GLdouble inverse[16])
180 for (i=0; i<4; i++) {
181 for (j=0; j<4; j++) {
182 temp[i][j] = src[i*4+j];
185 __gluMakeIdentityd(inverse);
187 for (i = 0; i < 4; i++) {
188 if (temp[i][i] == 0.0f) {
190 ** Look for non-zero element in column
192 for (j = i + 1; j < 4; j++) {
193 if (temp[j][i] != 0.0f) {
202 for (k = 0; k < 4; k++) {
204 temp[i][k] = temp[j][k];
208 inverse[i*4+k] = inverse[j*4+k];
214 ** No non-zero pivot. The matrix is singular,
216 ** happen. This means the user gave us a bad
223 t = 1.0f / temp[i][i];
224 for (k = 0; k < 4; k++) {
228 for (j = 0; j < 4; j++) {
231 for (k = 0; k < 4; k++) {
232 temp[j][k] -= temp[i][k]*t;
233 inverse[j*4+k] -= inverse[i*4+k]*t;
241 static void __gluMultMatricesd(const GLdouble a[16], const GLdouble b[16],
246 for (i = 0; i < 4; i++) {
247 for (j = 0; j < 4; j++) {
258 gluProject(GLdouble objx, GLdouble objy, GLdouble objz,
259 const GLdouble modelMatrix[16],
260 const GLdouble projMatrix[16],
261 const GLint viewport[4],
262 GLdouble *winx, GLdouble *winy, GLdouble *winz)
271 __gluMultMatrixVecd(modelMatrix, in, out);
272 __gluMultMatrixVecd(projMatrix, out, in);
273 if (in[3] == 0.0) return(GL_FALSE);
277 /* Map x, y and z to range 0-1 */
278 in[0] = in[0] * 0.5 + 0.5;
279 in[1] = in[1] * 0.5 + 0.5;
280 in[2] = in[2] * 0.5 + 0.5;
282 /* Map x,y to viewport */
283 in[0] = in[0] * viewport[2] + viewport[0];
284 in[1] = in[1] * viewport[3] + viewport[1];
293 gluUnProject(GLdouble winx, GLdouble winy, GLdouble winz,
294 const GLdouble modelMatrix[16],
295 const GLdouble projMatrix[16],
296 const GLint viewport[4],
297 GLdouble *objx, GLdouble *objy, GLdouble *objz)
299 double finalMatrix[16];
303 __gluMultMatricesd(modelMatrix, projMatrix, finalMatrix);
304 if (!__gluInvertMatrixd(finalMatrix, finalMatrix)) return(GL_FALSE);
311 /* Map x and y from window coordinates */
312 in[0] = (in[0] - viewport[0]) / viewport[2];
313 in[1] = (in[1] - viewport[1]) / viewport[3];
315 /* Map to range -1 to 1 */
316 in[0] = in[0] * 2 - 1;
317 in[1] = in[1] * 2 - 1;
318 in[2] = in[2] * 2 - 1;
320 __gluMultMatrixVecd(finalMatrix, in, out);
321 if (out[3] == 0.0) return(GL_FALSE);
332 gluUnProject4(GLdouble winx, GLdouble winy, GLdouble winz, GLdouble clipw,
333 const GLdouble modelMatrix[16],
334 const GLdouble projMatrix[16],
335 const GLint viewport[4],
336 GLclampd nearVal, GLclampd farVal,
337 GLdouble *objx, GLdouble *objy, GLdouble *objz,
340 double finalMatrix[16];
344 __gluMultMatricesd(modelMatrix, projMatrix, finalMatrix);
345 if (!__gluInvertMatrixd(finalMatrix, finalMatrix)) return(GL_FALSE);
352 /* Map x and y from window coordinates */
353 in[0] = (in[0] - viewport[0]) / viewport[2];
354 in[1] = (in[1] - viewport[1]) / viewport[3];
355 in[2] = (in[2] - nearVal) / (farVal - nearVal);
357 /* Map to range -1 to 1 */
358 in[0] = in[0] * 2 - 1;
359 in[1] = in[1] * 2 - 1;
360 in[2] = in[2] * 2 - 1;
362 __gluMultMatrixVecd(finalMatrix, in, out);
363 if (out[3] == 0.0) return(GL_FALSE);
372 gluPickMatrix(GLdouble x, GLdouble y, GLdouble deltax, GLdouble deltay,
375 if (deltax <= 0 || deltay <= 0) {
379 /* Translate and scale the picked region to the entire window */
380 glTranslatef((viewport[2] - 2 * (x - viewport[0])) / deltax,
381 (viewport[3] - 2 * (y - viewport[1])) / deltay, 0);
382 glScalef(viewport[2] / deltax, viewport[3] / deltay, 1.0);