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Diffstat (limited to 'mesalib/progs/util/matrix.c')
-rw-r--r-- | mesalib/progs/util/matrix.c | 181 |
1 files changed, 0 insertions, 181 deletions
diff --git a/mesalib/progs/util/matrix.c b/mesalib/progs/util/matrix.c deleted file mode 100644 index 8be2c3111..000000000 --- a/mesalib/progs/util/matrix.c +++ /dev/null @@ -1,181 +0,0 @@ -/* - * matrix.c - * - * Some useful matrix functions. - * - * Brian Paul - * 10 Feb 2004 - */ - - - -#include <stdio.h> -#include <stdlib.h> -#include <math.h> - - -/** - * Pretty-print the given matrix. - */ -void -PrintMatrix(const float p[16]) -{ - printf("[ %6.3f %6.3f %6.3f %6.3f ]\n", p[0], p[4], p[8], p[12]); - printf("[ %6.3f %6.3f %6.3f %6.3f ]\n", p[1], p[5], p[9], p[13]); - printf("[ %6.3f %6.3f %6.3f %6.3f ]\n", p[2], p[6], p[10], p[14]); - printf("[ %6.3f %6.3f %6.3f %6.3f ]\n", p[3], p[7], p[11], p[15]); -} - - -/** - * Build a glFrustum matrix. - */ -void -Frustum(float left, float right, float bottom, float top, float nearZ, float farZ, float *m) -{ - float x = (2.0F*nearZ) / (right-left); - float y = (2.0F*nearZ) / (top-bottom); - float a = (right+left) / (right-left); - float b = (top+bottom) / (top-bottom); - float c = -(farZ+nearZ) / ( farZ-nearZ); - float d = -(2.0F*farZ*nearZ) / (farZ-nearZ); - -#define M(row,col) m[col*4+row] - M(0,0) = x; M(0,1) = 0.0F; M(0,2) = a; M(0,3) = 0.0F; - M(1,0) = 0.0F; M(1,1) = y; M(1,2) = b; M(1,3) = 0.0F; - M(2,0) = 0.0F; M(2,1) = 0.0F; M(2,2) = c; M(2,3) = d; - M(3,0) = 0.0F; M(3,1) = 0.0F; M(3,2) = -1.0F; M(3,3) = 0.0F; -#undef M -} - - -/** - * Build a glOrtho marix. - */ -void -Ortho(float left, float right, float bottom, float top, float nearZ, float farZ, float *m) -{ -#define M(row,col) m[col*4+row] - M(0,0) = 2.0F / (right-left); - M(0,1) = 0.0F; - M(0,2) = 0.0F; - M(0,3) = -(right+left) / (right-left); - - M(1,0) = 0.0F; - M(1,1) = 2.0F / (top-bottom); - M(1,2) = 0.0F; - M(1,3) = -(top+bottom) / (top-bottom); - - M(2,0) = 0.0F; - M(2,1) = 0.0F; - M(2,2) = -2.0F / (farZ-nearZ); - M(2,3) = -(farZ+nearZ) / (farZ-nearZ); - - M(3,0) = 0.0F; - M(3,1) = 0.0F; - M(3,2) = 0.0F; - M(3,3) = 1.0F; -#undef M -} - - -/** - * Decompose a projection matrix to determine original glFrustum or - * glOrtho parameters. - */ -void -DecomposeProjection( const float *m, - int *isPerspective, - float *leftOut, float *rightOut, - float *botOut, float *topOut, - float *nearOut, float *farOut) -{ - if (m[15] == 0.0) { - /* perspective */ - float p[16]; - const float x = m[0]; /* 2N / (R-L) */ - const float y = m[5]; /* 2N / (T-B) */ - const float a = m[8]; /* (R+L) / (R-L) */ - const float b = m[9]; /* (T+B) / (T-B) */ - const float c = m[10]; /* -(F+N) / (F-N) */ - const float d = m[14]; /* -2FN / (F-N) */ - - /* These equations found with simple algebra, knowing the arithmetic - * use to set up a typical perspective projection matrix in OpenGL. - */ - const float nearZ = -d / (1.0 - c); - const float farZ = (c - 1.0) * nearZ / (c + 1.0); - const float left = nearZ * (a - 1.0) / x; - const float right = 2.0 * nearZ / x + left; - const float bottom = nearZ * (b - 1.0) / y; - const float top = 2.0 * nearZ / y + bottom; - - *isPerspective = 1; - *leftOut = left; - *rightOut = right; - *botOut = bottom; - *topOut = top; - *nearOut = nearZ; - *farOut = farZ; - } - else { - /* orthographic */ - const float x = m[0]; /* 2 / (R-L) */ - const float y = m[5]; /* 2 / (T-B) */ - const float z = m[10]; /* -2 / (F-N) */ - const float a = m[12]; /* -(R+L) / (R-L) */ - const float b = m[13]; /* -(T+B) / (T-B) */ - const float c = m[14]; /* -(F+N) / (F-N) */ - /* again, simple algebra */ - const float right = -(a - 1.0) / x; - const float left = right - 2.0 / x; - const float top = -(b - 1.0) / y; - const float bottom = top - 2.0 / y; - const float farZ = (c - 1.0) / z; - const float nearZ = farZ + 2.0 / z; - - *isPerspective = 0; - *leftOut = left; - *rightOut = right; - *botOut = bottom; - *topOut = top; - *nearOut = nearZ; - *farOut = farZ; - } -} - - -#if 0 -/* test harness */ -int -main(int argc, char *argv[]) -{ - float m[16], p[16]; - float l, r, b, t, n, f; - int persp; - int i; - -#if 0 - l = -.9; - r = 1.2; - b = -0.5; - t = 1.4; - n = 30; - f = 84; - printf(" Frustum(%f, %f, %f, %f, %f, %f\n",l+1, r+1.2, b+.5, t+.3, n, f); - Frustum(l+1, r+1.2, b+.5, t+.3, n, f, p); - DecomposeProjection(p, &persp, &l, &r, &b, &t, &n, &f); - printf("glFrustum(%f, %f, %f, %f, %f, %f)\n", - l, r, b, t, n, f); - PrintMatrix(p); -#else - printf("Ortho(-1, 1, -1, 1, 10, 84)\n"); - Ortho(-1, 1, -1, 1, 10, 84, m); - PrintMatrix(m); - DecomposeProjection(m, &persp, &l, &r, &b, &t, &n, &f); - printf("Ortho(%f, %f, %f, %f, %f, %f) %d\n", l, r, b, t, n, f, persp); -#endif - - return 0; -} -#endif |