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/* $Id: matrix.h,v 1.1.1.1 1999/08/19 00:55:41 jtg Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.1
*
* Copyright (C) 1999 Brian Paul 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 and this permission notice 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
* BRIAN PAUL 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.
*/
#ifndef MATRIX_H
#define MATRIX_H
#include "GL/gl.h"
#include "config.h"
typedef struct {
GLfloat m[16];
GLfloat *inv; /* optional */
GLuint flags;
GLuint type;
} GLmatrix;
#ifdef VMS
#define gl_calculate_model_project_matrix gl_calculate_model_project_matr
#endif
extern void gl_rotation_matrix( GLfloat angle, GLfloat x, GLfloat y, GLfloat z,
GLfloat m[] );
extern void gl_Frustum( GLcontext *ctx,
GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble nearval, GLdouble farval );
extern void gl_Ortho( GLcontext *ctx,
GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble nearval, GLdouble farval );
extern void gl_PushMatrix( GLcontext *ctx );
extern void gl_PopMatrix( GLcontext *ctx );
extern void gl_LoadIdentity( GLcontext *ctx );
extern void gl_LoadMatrixf( GLcontext *ctx, const GLfloat *m );
extern void gl_MatrixMode( GLcontext *ctx, GLenum mode );
extern void gl_MultMatrixf( GLcontext *ctx, const GLfloat *m );
extern void gl_mat_mul_floats( GLmatrix *mat, const GLfloat *m, GLuint flags );
extern void gl_mat_mul_mat( GLmatrix *mat, const GLmatrix *mat2 );
extern void gl_Rotatef( GLcontext *ctx,
GLfloat angle, GLfloat x, GLfloat y, GLfloat z );
extern void gl_Scalef( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z );
extern void gl_Translatef( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z );
extern void gl_Viewport( GLcontext *ctx,
GLint x, GLint y, GLsizei width, GLsizei height );
extern void gl_DepthRange( GLcontext* ctx, GLclampd nearval, GLclampd farval );
extern void gl_calculate_model_project_matrix( GLcontext *ctx );
extern void gl_matrix_ctr( GLmatrix *m );
extern void gl_matrix_dtr( GLmatrix *m );
extern void gl_matrix_alloc_inv( GLmatrix *m );
extern void gl_matrix_copy( GLmatrix *to, const GLmatrix *from );
extern void gl_matrix_mul( GLmatrix *dest,
const GLmatrix *a,
const GLmatrix *b );
extern void gl_matrix_analyze( GLmatrix *mat );
#endif
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