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-rw-r--r--mesalib/src/glu/sgi/libutil/project.c359
1 files changed, 359 insertions, 0 deletions
diff --git a/mesalib/src/glu/sgi/libutil/project.c b/mesalib/src/glu/sgi/libutil/project.c
new file mode 100644
index 000000000..f4bf8839b
--- /dev/null
+++ b/mesalib/src/glu/sgi/libutil/project.c
@@ -0,0 +1,359 @@
+/*
+ * SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
+ * Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice including the dates of first publication and
+ * either this permission notice or a reference to
+ * http://oss.sgi.com/projects/FreeB/
+ * shall be included in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
+ * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
+ * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+ * SOFTWARE.
+ *
+ * Except as contained in this notice, the name of Silicon Graphics, Inc.
+ * shall not be used in advertising or otherwise to promote the sale, use or
+ * other dealings in this Software without prior written authorization from
+ * Silicon Graphics, Inc.
+ */
+
+#include "gluos.h"
+#include <math.h>
+#include <GL/gl.h>
+#include <GL/glu.h>
+#include "gluint.h"
+
+/*
+** Make m an identity matrix
+*/
+static void __gluMakeIdentityd(GLdouble m[16])
+{
+ m[0+4*0] = 1; m[0+4*1] = 0; m[0+4*2] = 0; m[0+4*3] = 0;
+ m[1+4*0] = 0; m[1+4*1] = 1; m[1+4*2] = 0; m[1+4*3] = 0;
+ m[2+4*0] = 0; m[2+4*1] = 0; m[2+4*2] = 1; m[2+4*3] = 0;
+ m[3+4*0] = 0; m[3+4*1] = 0; m[3+4*2] = 0; m[3+4*3] = 1;
+}
+
+static void __gluMakeIdentityf(GLfloat m[16])
+{
+ m[0+4*0] = 1; m[0+4*1] = 0; m[0+4*2] = 0; m[0+4*3] = 0;
+ m[1+4*0] = 0; m[1+4*1] = 1; m[1+4*2] = 0; m[1+4*3] = 0;
+ m[2+4*0] = 0; m[2+4*1] = 0; m[2+4*2] = 1; m[2+4*3] = 0;
+ m[3+4*0] = 0; m[3+4*1] = 0; m[3+4*2] = 0; m[3+4*3] = 1;
+}
+
+void GLAPIENTRY
+gluOrtho2D(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top)
+{
+ glOrtho(left, right, bottom, top, -1, 1);
+}
+
+#define __glPi 3.14159265358979323846
+
+void GLAPIENTRY
+gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar)
+{
+ GLdouble m[4][4];
+ double sine, cotangent, deltaZ;
+ double radians = fovy / 2 * __glPi / 180;
+
+ deltaZ = zFar - zNear;
+ sine = sin(radians);
+ if ((deltaZ == 0) || (sine == 0) || (aspect == 0)) {
+ return;
+ }
+ cotangent = COS(radians) / sine;
+
+ __gluMakeIdentityd(&m[0][0]);
+ m[0][0] = cotangent / aspect;
+ m[1][1] = cotangent;
+ m[2][2] = -(zFar + zNear) / deltaZ;
+ m[2][3] = -1;
+ m[3][2] = -2 * zNear * zFar / deltaZ;
+ m[3][3] = 0;
+ glMultMatrixd(&m[0][0]);
+}
+
+static void normalize(float v[3])
+{
+ float r;
+
+ r = sqrt( v[0]*v[0] + v[1]*v[1] + v[2]*v[2] );
+ if (r == 0.0) return;
+
+ v[0] /= r;
+ v[1] /= r;
+ v[2] /= r;
+}
+
+static void cross(float v1[3], float v2[3], float result[3])
+{
+ result[0] = v1[1]*v2[2] - v1[2]*v2[1];
+ result[1] = v1[2]*v2[0] - v1[0]*v2[2];
+ result[2] = v1[0]*v2[1] - v1[1]*v2[0];
+}
+
+void GLAPIENTRY
+gluLookAt(GLdouble eyex, GLdouble eyey, GLdouble eyez, GLdouble centerx,
+ GLdouble centery, GLdouble centerz, GLdouble upx, GLdouble upy,
+ GLdouble upz)
+{
+ float forward[3], side[3], up[3];
+ GLfloat m[4][4];
+
+ forward[0] = centerx - eyex;
+ forward[1] = centery - eyey;
+ forward[2] = centerz - eyez;
+
+ up[0] = upx;
+ up[1] = upy;
+ up[2] = upz;
+
+ normalize(forward);
+
+ /* Side = forward x up */
+ cross(forward, up, side);
+ normalize(side);
+
+ /* Recompute up as: up = side x forward */
+ cross(side, forward, up);
+
+ __gluMakeIdentityf(&m[0][0]);
+ m[0][0] = side[0];
+ m[1][0] = side[1];
+ m[2][0] = side[2];
+
+ m[0][1] = up[0];
+ m[1][1] = up[1];
+ m[2][1] = up[2];
+
+ m[0][2] = -forward[0];
+ m[1][2] = -forward[1];
+ m[2][2] = -forward[2];
+
+ glMultMatrixf(&m[0][0]);
+ glTranslated(-eyex, -eyey, -eyez);
+}
+
+static void __gluMultMatrixVecd(const GLdouble matrix[16], const GLdouble in[4],
+ GLdouble out[4])
+{
+ int i;
+
+ for (i=0; i<4; i++) {
+ out[i] =
+ in[0] * matrix[0*4+i] +
+ in[1] * matrix[1*4+i] +
+ in[2] * matrix[2*4+i] +
+ in[3] * matrix[3*4+i];
+ }
+}
+
+/*
+** Invert 4x4 matrix.
+** Contributed by David Moore (See Mesa bug #6748)
+*/
+static int __gluInvertMatrixd(const GLdouble m[16], GLdouble invOut[16])
+{
+ double inv[16], det;
+ int i;
+
+ inv[0] = m[5]*m[10]*m[15] - m[5]*m[11]*m[14] - m[9]*m[6]*m[15]
+ + m[9]*m[7]*m[14] + m[13]*m[6]*m[11] - m[13]*m[7]*m[10];
+ inv[4] = -m[4]*m[10]*m[15] + m[4]*m[11]*m[14] + m[8]*m[6]*m[15]
+ - m[8]*m[7]*m[14] - m[12]*m[6]*m[11] + m[12]*m[7]*m[10];
+ inv[8] = m[4]*m[9]*m[15] - m[4]*m[11]*m[13] - m[8]*m[5]*m[15]
+ + m[8]*m[7]*m[13] + m[12]*m[5]*m[11] - m[12]*m[7]*m[9];
+ inv[12] = -m[4]*m[9]*m[14] + m[4]*m[10]*m[13] + m[8]*m[5]*m[14]
+ - m[8]*m[6]*m[13] - m[12]*m[5]*m[10] + m[12]*m[6]*m[9];
+ inv[1] = -m[1]*m[10]*m[15] + m[1]*m[11]*m[14] + m[9]*m[2]*m[15]
+ - m[9]*m[3]*m[14] - m[13]*m[2]*m[11] + m[13]*m[3]*m[10];
+ inv[5] = m[0]*m[10]*m[15] - m[0]*m[11]*m[14] - m[8]*m[2]*m[15]
+ + m[8]*m[3]*m[14] + m[12]*m[2]*m[11] - m[12]*m[3]*m[10];
+ inv[9] = -m[0]*m[9]*m[15] + m[0]*m[11]*m[13] + m[8]*m[1]*m[15]
+ - m[8]*m[3]*m[13] - m[12]*m[1]*m[11] + m[12]*m[3]*m[9];
+ inv[13] = m[0]*m[9]*m[14] - m[0]*m[10]*m[13] - m[8]*m[1]*m[14]
+ + m[8]*m[2]*m[13] + m[12]*m[1]*m[10] - m[12]*m[2]*m[9];
+ inv[2] = m[1]*m[6]*m[15] - m[1]*m[7]*m[14] - m[5]*m[2]*m[15]
+ + m[5]*m[3]*m[14] + m[13]*m[2]*m[7] - m[13]*m[3]*m[6];
+ inv[6] = -m[0]*m[6]*m[15] + m[0]*m[7]*m[14] + m[4]*m[2]*m[15]
+ - m[4]*m[3]*m[14] - m[12]*m[2]*m[7] + m[12]*m[3]*m[6];
+ inv[10] = m[0]*m[5]*m[15] - m[0]*m[7]*m[13] - m[4]*m[1]*m[15]
+ + m[4]*m[3]*m[13] + m[12]*m[1]*m[7] - m[12]*m[3]*m[5];
+ inv[14] = -m[0]*m[5]*m[14] + m[0]*m[6]*m[13] + m[4]*m[1]*m[14]
+ - m[4]*m[2]*m[13] - m[12]*m[1]*m[6] + m[12]*m[2]*m[5];
+ inv[3] = -m[1]*m[6]*m[11] + m[1]*m[7]*m[10] + m[5]*m[2]*m[11]
+ - m[5]*m[3]*m[10] - m[9]*m[2]*m[7] + m[9]*m[3]*m[6];
+ inv[7] = m[0]*m[6]*m[11] - m[0]*m[7]*m[10] - m[4]*m[2]*m[11]
+ + m[4]*m[3]*m[10] + m[8]*m[2]*m[7] - m[8]*m[3]*m[6];
+ inv[11] = -m[0]*m[5]*m[11] + m[0]*m[7]*m[9] + m[4]*m[1]*m[11]
+ - m[4]*m[3]*m[9] - m[8]*m[1]*m[7] + m[8]*m[3]*m[5];
+ inv[15] = m[0]*m[5]*m[10] - m[0]*m[6]*m[9] - m[4]*m[1]*m[10]
+ + m[4]*m[2]*m[9] + m[8]*m[1]*m[6] - m[8]*m[2]*m[5];
+
+ det = m[0]*inv[0] + m[1]*inv[4] + m[2]*inv[8] + m[3]*inv[12];
+ if (det == 0)
+ return GL_FALSE;
+
+ det = 1.0 / det;
+
+ for (i = 0; i < 16; i++)
+ invOut[i] = inv[i] * det;
+
+ return GL_TRUE;
+}
+
+static void __gluMultMatricesd(const GLdouble a[16], const GLdouble b[16],
+ GLdouble r[16])
+{
+ int i, j;
+
+ for (i = 0; i < 4; i++) {
+ for (j = 0; j < 4; j++) {
+ r[i*4+j] =
+ a[i*4+0]*b[0*4+j] +
+ a[i*4+1]*b[1*4+j] +
+ a[i*4+2]*b[2*4+j] +
+ a[i*4+3]*b[3*4+j];
+ }
+ }
+}
+
+GLint GLAPIENTRY
+gluProject(GLdouble objx, GLdouble objy, GLdouble objz,
+ const GLdouble modelMatrix[16],
+ const GLdouble projMatrix[16],
+ const GLint viewport[4],
+ GLdouble *winx, GLdouble *winy, GLdouble *winz)
+{
+ double in[4];
+ double out[4];
+
+ in[0]=objx;
+ in[1]=objy;
+ in[2]=objz;
+ in[3]=1.0;
+ __gluMultMatrixVecd(modelMatrix, in, out);
+ __gluMultMatrixVecd(projMatrix, out, in);
+ if (in[3] == 0.0) return(GL_FALSE);
+ in[0] /= in[3];
+ in[1] /= in[3];
+ in[2] /= in[3];
+ /* Map x, y and z to range 0-1 */
+ in[0] = in[0] * 0.5 + 0.5;
+ in[1] = in[1] * 0.5 + 0.5;
+ in[2] = in[2] * 0.5 + 0.5;
+
+ /* Map x,y to viewport */
+ in[0] = in[0] * viewport[2] + viewport[0];
+ in[1] = in[1] * viewport[3] + viewport[1];
+
+ *winx=in[0];
+ *winy=in[1];
+ *winz=in[2];
+ return(GL_TRUE);
+}
+
+GLint GLAPIENTRY
+gluUnProject(GLdouble winx, GLdouble winy, GLdouble winz,
+ const GLdouble modelMatrix[16],
+ const GLdouble projMatrix[16],
+ const GLint viewport[4],
+ GLdouble *objx, GLdouble *objy, GLdouble *objz)
+{
+ double finalMatrix[16];
+ double in[4];
+ double out[4];
+
+ __gluMultMatricesd(modelMatrix, projMatrix, finalMatrix);
+ if (!__gluInvertMatrixd(finalMatrix, finalMatrix)) return(GL_FALSE);
+
+ in[0]=winx;
+ in[1]=winy;
+ in[2]=winz;
+ in[3]=1.0;
+
+ /* Map x and y from window coordinates */
+ in[0] = (in[0] - viewport[0]) / viewport[2];
+ in[1] = (in[1] - viewport[1]) / viewport[3];
+
+ /* Map to range -1 to 1 */
+ in[0] = in[0] * 2 - 1;
+ in[1] = in[1] * 2 - 1;
+ in[2] = in[2] * 2 - 1;
+
+ __gluMultMatrixVecd(finalMatrix, in, out);
+ if (out[3] == 0.0) return(GL_FALSE);
+ out[0] /= out[3];
+ out[1] /= out[3];
+ out[2] /= out[3];
+ *objx = out[0];
+ *objy = out[1];
+ *objz = out[2];
+ return(GL_TRUE);
+}
+
+GLint GLAPIENTRY
+gluUnProject4(GLdouble winx, GLdouble winy, GLdouble winz, GLdouble clipw,
+ const GLdouble modelMatrix[16],
+ const GLdouble projMatrix[16],
+ const GLint viewport[4],
+ GLclampd nearVal, GLclampd farVal,
+ GLdouble *objx, GLdouble *objy, GLdouble *objz,
+ GLdouble *objw)
+{
+ double finalMatrix[16];
+ double in[4];
+ double out[4];
+
+ __gluMultMatricesd(modelMatrix, projMatrix, finalMatrix);
+ if (!__gluInvertMatrixd(finalMatrix, finalMatrix)) return(GL_FALSE);
+
+ in[0]=winx;
+ in[1]=winy;
+ in[2]=winz;
+ in[3]=clipw;
+
+ /* Map x and y from window coordinates */
+ in[0] = (in[0] - viewport[0]) / viewport[2];
+ in[1] = (in[1] - viewport[1]) / viewport[3];
+ in[2] = (in[2] - nearVal) / (farVal - nearVal);
+
+ /* Map to range -1 to 1 */
+ in[0] = in[0] * 2 - 1;
+ in[1] = in[1] * 2 - 1;
+ in[2] = in[2] * 2 - 1;
+
+ __gluMultMatrixVecd(finalMatrix, in, out);
+ if (out[3] == 0.0) return(GL_FALSE);
+ *objx = out[0];
+ *objy = out[1];
+ *objz = out[2];
+ *objw = out[3];
+ return(GL_TRUE);
+}
+
+void GLAPIENTRY
+gluPickMatrix(GLdouble x, GLdouble y, GLdouble deltax, GLdouble deltay,
+ GLint viewport[4])
+{
+ if (deltax <= 0 || deltay <= 0) {
+ return;
+ }
+
+ /* Translate and scale the picked region to the entire window */
+ glTranslatef((viewport[2] - 2 * (x - viewport[0])) / deltax,
+ (viewport[3] - 2 * (y - viewport[1])) / deltay, 0);
+ glScalef(viewport[2] / deltax, viewport[3] / deltay, 1.0);
+}