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77 lines
2.4 KiB
C++
77 lines
2.4 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef MATH_GLMATH_H
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#define MATH_GLMATH_H
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#include "common/rect.h"
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#include "math/vector4d.h"
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#include "math/matrix4.h"
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namespace Math {
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// function based on gluProject from Mesa 5.0 glu GPLv2+ licensed sources
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template<typename T, typename S>
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bool gluMathProject(Vector3d obj, const T model[16], const T proj[16], const S viewport[4], Vector3d &win) {
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Vector4d in, out;
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Matrix4 modelMatrix, projMatrix;
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in.set(obj.x(), obj.y(), obj.z(), 1.0);
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for (int i = 0; i < 4; i++) {
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modelMatrix(0, i) = model[0 * 4 + i];
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modelMatrix(1, i) = model[1 * 4 + i];
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modelMatrix(2, i) = model[2 * 4 + i];
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modelMatrix(3, i) = model[3 * 4 + i];
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projMatrix(0, i) = proj[0 * 4 + i];
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projMatrix(1, i) = proj[1 * 4 + i];
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projMatrix(2, i) = proj[2 * 4 + i];
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projMatrix(3, i) = proj[3 * 4 + i];
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}
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out = modelMatrix.transform(in);
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in = projMatrix.transform(out);
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if (in.w() == 0.0)
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return false;
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in.x() /= in.w();
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in.y() /= in.w();
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in.z() /= in.w();
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win.x() = viewport[0] + (1 + in.x()) * viewport[2] / 2;
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win.y() = viewport[1] + (1 + in.y()) * viewport[3] / 2;
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win.z() = (1 + in.z()) / 2;
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return true;
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}
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bool gluMathUnProject(Vector3d win, const Matrix4 &mvpMatrix, const Common::Rect &viewport, Vector3d &obj);
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Matrix4 makePerspectiveMatrix(double fovy, double aspect, double zNear, double zFar);
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Matrix4 makeFrustumMatrix(double left, double right, double bottom, double top, double zNear, double zFar);
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Matrix4 makeLookAtMatrix(const Vector3d &eye, const Vector3d ¢er, const Vector3d &up);
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}
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#endif
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