scummvm/math/glmath.h
Bastien Bouclet 14bacc9496 MATH: Fix typo in gluMathUnProject
Fixes the right click mode in Myst 3
2014-08-24 08:37:35 +02:00

110 lines
3.3 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef MATH_GLMATH_H
#define MATH_GLMATH_H
#include "math/vector4d.h"
#include "math/matrix4.h"
namespace Math {
// function based on gluProject from Mesa 5.0 glu GPLv2+ licensed sources
template<typename T, typename S>
bool gluMathProject(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;
}
// function based on gluUnProject from Mesa 5.0 glu GPLv2+ licensed sources
template<typename T, typename S>
bool gluMathUnProject(Vector3d win, const T model[16], const T proj[16], const S viewport[4], Vector3d &obj) {
Matrix4 A;
Matrix4 modelMatrix, projMatrix;
Vector4d in, out;
in.x() = (win.x() - viewport[0]) * 2 / viewport[2] - 1.0;
in.y() = (win.y() - viewport[1]) * 2 / viewport[3] - 1.0;
in.z() = 2 * win.z() - 1.0;
in.w() = 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];
}
A = modelMatrix * projMatrix;
A.inverse();
out = A.transform(in);
if (out.w() == 0.0)
return false;
obj.x() = out.x() / out.w();
obj.y() = out.y() / out.w();
obj.z() = out.z() / out.w();
return true;
}
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 &center, const Vector3d &up);
}
#endif