pike.git / lib / modules / GLU.pmod

version» Context lines:

pike.git/lib/modules/GLU.pmod:1: + import GL;    -  + #ifndef M_PI + #define M_PI 3.1415926536 + #endif + #define EPS 0.00001 +  + void gluLookAt(float eyex, float eyey, float eyez, +  float centerx, float centery, float centerz, +  float upx, float upy, float upz) + { +  +  array(float) m=allocate(16); +  array(float) x=allocate(3), y=allocate(3), z=allocate(3); +  float mag; +  +  /* Make rotation matrix */ +  +  /* Z vector */ +  z[0] = eyex - centerx; +  z[1] = eyey - centery; +  z[2] = eyez - centerz; +  mag = sqrt( z[0]*z[0] + z[1]*z[1] + z[2]*z[2] ); +  if (mag) { /* mpichler, 19950515 */ +  z[0] /= mag; +  z[1] /= mag; +  z[2] /= mag; +  } +  +  /* Y vector */ +  y[0] = upx; +  y[1] = upy; +  y[2] = upz; +  +  /* X vector = Y cross Z */ +  x[0] = y[1]*z[2] - y[2]*z[1]; +  x[1] = -y[0]*z[2] + y[2]*z[0]; +  x[2] = y[0]*z[1] - y[1]*z[0]; +  +  /* Recompute Y = Z cross X */ +  y[0] = z[1]*x[2] - z[2]*x[1]; +  y[1] = -z[0]*x[2] + z[2]*x[0]; +  y[2] = z[0]*x[1] - z[1]*x[0]; +  +  /* mpichler, 19950515 */ +  /* cross product gives area of parallelogram, which is < 1.0 for +  * non-perpendicular unit-length vectors; so normalize x, y here +  */ +  +  mag = sqrt( x[0]*x[0] + x[1]*x[1] + x[2]*x[2] ); +  if (mag) { +  x[0] /= mag; +  x[1] /= mag; +  x[2] /= mag; +  } +  +  mag = sqrt( y[0]*y[0] + y[1]*y[1] + y[2]*y[2] ); +  if (mag) { +  y[0] /= mag; +  y[1] /= mag; +  y[2] /= mag; +  } +  + #define M(row,col) m[col*4+row] +  M(0,0) = x[0]; M(0,1) = x[1]; M(0,2) = x[2]; M(0,3) = 0.0; +  M(1,0) = y[0]; M(1,1) = y[1]; M(1,2) = y[2]; M(1,3) = 0.0; +  M(2,0) = z[0]; M(2,1) = z[1]; M(2,2) = z[2]; M(2,3) = 0.0; +  M(3,0) = 0.0; M(3,1) = 0.0; M(3,2) = 0.0; M(3,3) = 1.0; + #undef M +  glMultMatrix( m ); +  +  /* Translate Eye to Origin */ +  glTranslate( -eyex, -eyey, -eyez ); + } +  + void gluOrtho2D(float left, float right, +  float bottom, float top) + { +  glOrtho( left, right, bottom, top, -1.0, 1.0 ); + } +  + void gluPerspective(float fovy, float aspect, +  float zNear, float zFar) + { +  float xmin, xmax, ymin, ymax; +  +  ymax = zNear * tan( fovy * M_PI / 360.0 ); +  ymin = -ymax; +  +  xmin = ymin * aspect; +  xmax = ymax * aspect; +  +  glFrustum( xmin, xmax, ymin, ymax, zNear, zFar ); + } +  +  + void gluPickMatrix(float x, float y, +  float width, float height, +  array(int) viewport) + { +  array(float) m=allocate(16); +  float sx, sy; +  float tx, ty; +  +  sx = viewport[2] / width; +  sy = viewport[3] / height; +  tx = (viewport[2] + 2.0 * (viewport[0] - x)) / width; +  ty = (viewport[3] + 2.0 * (viewport[1] - y)) / height; +  + #define M(row,col) m[col*4+row] +  M(0,0) = sx; M(0,1) = 0.0; M(0,2) = 0.0; M(0,3) = tx; +  M(1,0) = 0.0; M(1,1) = sy; M(1,2) = 0.0; M(1,3) = ty; +  M(2,0) = 0.0; M(2,1) = 0.0; M(2,2) = 1.0; M(2,3) = 0.0; +  M(3,0) = 0.0; M(3,1) = 0.0; M(3,2) = 0.0; M(3,3) = 1.0; + #undef M +  +  glMultMatrix( m ); + } +  +  + static void transform_point(array(float) out, array(float)m, +  array(float) in) + { + #define M(row,col) m[col*4+row] +  out[0] = M(0,0) * in[0] + M(0,1) * in[1] + M(0,2) * in[2] + M(0,3) * in[3]; +  out[1] = M(1,0) * in[0] + M(1,1) * in[1] + M(1,2) * in[2] + M(1,3) * in[3]; +  out[2] = M(2,0) * in[0] + M(2,1) * in[1] + M(2,2) * in[2] + M(2,3) * in[3]; +  out[3] = M(3,0) * in[0] + M(3,1) * in[1] + M(3,2) * in[2] + M(3,3) * in[3]; + #undef M + } +  +  + array(float) gluProject(float objx, float objy, +  float objz, array(float) model, +  array(float) proj, array(int) viewport) +  + { +  array(float) in=allocate(4),out=allocate(4); +  +  in[0]=objx; in[1]=objy; in[2]=objz; in[3]=1.0; +  transform_point(out,model,in); +  transform_point(in,proj,out); +  +  if (in[3]==0.0) +  return 0; +  +  in[0]/=in[3]; in[1]/=in[3]; in[2]/=in[3]; +  +  return ({ viewport[0]+(1+in[0])*viewport[2]/2, +  viewport[1]+(1+in[1])*viewport[3]/2, +  (1+in[2])/2 }); + } +  +  + // array(float) gluUnProject(float winx,float winy,float winz, + // array(float) model, array(float) proj, + // array(int) viewport) + // { + // array(float) + // m=allocate(16), + // A=allocate(16), + // in=allocate(4), + // out=allocate(4); +  + // in[0]=(winx-viewport[0])*2/viewport[2] - 1.0; + // in[1]=(winy-viewport[1])*2/viewport[3] - 1.0; + // in[2]=2*winz - 1.0; + // in[3]=1.0; +  + // matmul(A,proj,model); + // invert_matrix(A,m); +  + // transform_point(out,m,in); + // if (out[3]==0.0) + // return GL_FALSE; + // return ({ out[0]/out[3], out[1]/out[3], out[2]/out[3] }); + // }   Newline at end of file added.