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/* $Id: xform.h,v 1.1 1996/09/13 01:38:16 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 2.0 * Copyright (C) 1995-1996 Brian Paul * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the Free * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. */ /* * $Log: xform.h,v $ * Revision 1.1 1996/09/13 01:38:16 brianp * Initial revision * */ #ifndef XFORM_H #define XFORM_H #include "types.h" /* Map NDC coords to window coords: */ #define MAP_X(CTX,X) ( (X) * (CTX)->Viewport.Sx + (CTX)->Viewport.Tx ) #define MAP_Y(CTX,Y) ( (Y) * (CTX)->Viewport.Sy + (CTX)->Viewport.Ty ) #define MAP_Z(CTX,Z) ( (Z) * (CTX)->Viewport.Sz + (CTX)->Viewport.Tz ) /* * Transform a point (column vector) by a matrix: Q = M * P */ #define TRANSFORM_POINT( Q, M, P ) \ Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12] * P[3]; \ Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13] * P[3]; \ Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3]; \ Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3]; /* * Transform a normal (row vector) by a matrix: [NX NY NZ] = N * MAT */ #define TRANSFORM_NORMAL( NX, NY, NZ, N, MAT ) \ NX = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2]; \ NY = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6]; \ NZ = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10]; \ extern void gl_xform_points_4fv( GLuint n, GLfloat q[][4], const GLfloat m[16], GLfloat p[][4] ); extern void gl_xform_points_3fv( GLuint n, GLfloat q[][4], const GLfloat m[16], GLfloat p[][3] ); extern void gl_xform_normals_3fv( GLuint n, GLfloat v[][3], const GLfloat m[16], GLfloat u[][3], GLboolean normalize ); extern void gl_transform_vector( GLfloat u[4], const GLfloat v[4], const GLfloat m[16] ); #endif
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