/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
*/
#ifndef MATH_GLMATH_H
#define MATH_GLMATH_H
#include "common/rect.h"
#include "math/vector4d.h"
#include "math/matrix4.h"
namespace Math {
// function based on gluProject from Mesa 5.0 glu GPLv2+ licensed sources
template
bool gluMathProject(const Vector3d &obj, const T model[16], const T proj[16], const S viewport[4], Vector3d &win) {
Vector4d in, out;
Matrix4 modelMatrix, projMatrix;
in.set(obj.x(), obj.y(), obj.z(), 1.0);
for (int i = 0; i < 4; i++) {
modelMatrix(0, i) = model[0 * 4 + i];
modelMatrix(1, i) = model[1 * 4 + i];
modelMatrix(2, i) = model[2 * 4 + i];
modelMatrix(3, i) = model[3 * 4 + i];
projMatrix(0, i) = proj[0 * 4 + i];
projMatrix(1, i) = proj[1 * 4 + i];
projMatrix(2, i) = proj[2 * 4 + i];
projMatrix(3, i) = proj[3 * 4 + i];
}
out = modelMatrix.transform(in);
in = projMatrix.transform(out);
if (in.w() == 0.0)
return false;
in.x() /= in.w();
in.y() /= in.w();
in.z() /= in.w();
win.x() = viewport[0] + (1 + in.x()) * viewport[2] / 2;
win.y() = viewport[1] + (1 + in.y()) * viewport[3] / 2;
win.z() = (1 + in.z()) / 2;
return true;
}
bool gluMathUnProject(const Vector3d &win, const Matrix4 &mvpMatrix, const Common::Rect &viewport, Vector3d &obj);
Matrix4 makePerspectiveMatrix(double fovy, double aspect, double zNear, double zFar);
Matrix4 makeFrustumMatrix(double left, double right, double bottom, double top, double zNear, double zFar);
Matrix4 makeLookAtMatrix(const Vector3d &eye, const Vector3d ¢er, const Vector3d &up);
}
#endif