/* 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