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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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