a2747de55f2da1a2ea7ebef54c6d486e85b1f2f9
1 /* $Id: project.c,v 1.2 2003/08/22 20:11:43 brianp Exp $ */
4 * Mesa 3-D graphics library
6 * Copyright (C) 1995-2000 Brian Paul
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Library General Public
10 * License as published by the Free Software Foundation; either
11 * version 2 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Library General Public License for more details.
18 * You should have received a copy of the GNU Library General Public
19 * License along with this library; if not, write to the Free
20 * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
35 * This code was contributed by Marc Buffat (buffat@mecaflu.ec-lyon.fr).
41 /* implementation de gluProject et gluUnproject */
42 /* M. Buffat 17/2/95 */
47 * Transform a point (column vector) by a 4x4 matrix. I.e. out = m * in
48 * Input: m - the 4x4 matrix
50 * Output: out - the resulting 4x1 vector.
53 transform_point(GLdouble out
[4], const GLdouble m
[16], const GLdouble in
[4])
55 #define M(row,col) m[col*4+row]
57 M(0, 0) * in
[0] + M(0, 1) * in
[1] + M(0, 2) * in
[2] + M(0, 3) * in
[3];
59 M(1, 0) * in
[0] + M(1, 1) * in
[1] + M(1, 2) * in
[2] + M(1, 3) * in
[3];
61 M(2, 0) * in
[0] + M(2, 1) * in
[1] + M(2, 2) * in
[2] + M(2, 3) * in
[3];
63 M(3, 0) * in
[0] + M(3, 1) * in
[1] + M(3, 2) * in
[2] + M(3, 3) * in
[3];
71 * Perform a 4x4 matrix multiplication (product = a x b).
72 * Input: a, b - matrices to multiply
73 * Output: product - product of a and b
76 matmul(GLdouble
* product
, const GLdouble
* a
, const GLdouble
* b
)
78 /* This matmul was contributed by Thomas Malik */
82 #define A(row,col) a[(col<<2)+row]
83 #define B(row,col) b[(col<<2)+row]
84 #define T(row,col) temp[(col<<2)+row]
87 for (i
= 0; i
< 4; i
++) {
89 A(i
, 0) * B(0, 0) + A(i
, 1) * B(1, 0) + A(i
, 2) * B(2, 0) + A(i
,
93 A(i
, 0) * B(0, 1) + A(i
, 1) * B(1, 1) + A(i
, 2) * B(2, 1) + A(i
,
97 A(i
, 0) * B(0, 2) + A(i
, 1) * B(1, 2) + A(i
, 2) * B(2, 2) + A(i
,
101 A(i
, 0) * B(0, 3) + A(i
, 1) * B(1, 3) + A(i
, 2) * B(2, 3) + A(i
,
109 MEMCPY(product
, temp
, 16 * sizeof(GLdouble
));
115 * Compute inverse of 4x4 transformation matrix.
116 * Code contributed by Jacques Leroy jle@star.be
117 * Return GL_TRUE for success, GL_FALSE for failure (singular matrix)
120 invert_matrix(const GLdouble
* m
, GLdouble
* out
)
122 /* NB. OpenGL Matrices are COLUMN major. */
123 #define SWAP_ROWS(a, b) { GLdouble *_tmp = a; (a)=(b); (b)=_tmp; }
124 #define MAT(m,r,c) (m)[(c)*4+(r)]
127 GLdouble m0
, m1
, m2
, m3
, s
;
128 GLdouble
*r0
, *r1
, *r2
, *r3
;
130 r0
= wtmp
[0], r1
= wtmp
[1], r2
= wtmp
[2], r3
= wtmp
[3];
132 r0
[0] = MAT(m
, 0, 0), r0
[1] = MAT(m
, 0, 1),
133 r0
[2] = MAT(m
, 0, 2), r0
[3] = MAT(m
, 0, 3),
134 r0
[4] = 1.0, r0
[5] = r0
[6] = r0
[7] = 0.0,
135 r1
[0] = MAT(m
, 1, 0), r1
[1] = MAT(m
, 1, 1),
136 r1
[2] = MAT(m
, 1, 2), r1
[3] = MAT(m
, 1, 3),
137 r1
[5] = 1.0, r1
[4] = r1
[6] = r1
[7] = 0.0,
138 r2
[0] = MAT(m
, 2, 0), r2
[1] = MAT(m
, 2, 1),
139 r2
[2] = MAT(m
, 2, 2), r2
[3] = MAT(m
, 2, 3),
140 r2
[6] = 1.0, r2
[4] = r2
[5] = r2
[7] = 0.0,
141 r3
[0] = MAT(m
, 3, 0), r3
[1] = MAT(m
, 3, 1),
142 r3
[2] = MAT(m
, 3, 2), r3
[3] = MAT(m
, 3, 3),
143 r3
[7] = 1.0, r3
[4] = r3
[5] = r3
[6] = 0.0;
145 /* choose pivot - or die */
146 if (fabs(r3
[0]) > fabs(r2
[0]))
148 if (fabs(r2
[0]) > fabs(r1
[0]))
150 if (fabs(r1
[0]) > fabs(r0
[0]))
155 /* eliminate first variable */
196 /* choose pivot - or die */
197 if (fabs(r3
[1]) > fabs(r2
[1]))
199 if (fabs(r2
[1]) > fabs(r1
[1]))
204 /* eliminate second variable */
232 /* choose pivot - or die */
233 if (fabs(r3
[2]) > fabs(r2
[2]))
238 /* eliminate third variable */
240 r3
[3] -= m3
* r2
[3], r3
[4] -= m3
* r2
[4],
241 r3
[5] -= m3
* r2
[5], r3
[6] -= m3
* r2
[6], r3
[7] -= m3
* r2
[7];
247 s
= 1.0 / r3
[3]; /* now back substitute row 3 */
253 m2
= r2
[3]; /* now back substitute row 2 */
255 r2
[4] = s
* (r2
[4] - r3
[4] * m2
), r2
[5] = s
* (r2
[5] - r3
[5] * m2
),
256 r2
[6] = s
* (r2
[6] - r3
[6] * m2
), r2
[7] = s
* (r2
[7] - r3
[7] * m2
);
258 r1
[4] -= r3
[4] * m1
, r1
[5] -= r3
[5] * m1
,
259 r1
[6] -= r3
[6] * m1
, r1
[7] -= r3
[7] * m1
;
261 r0
[4] -= r3
[4] * m0
, r0
[5] -= r3
[5] * m0
,
262 r0
[6] -= r3
[6] * m0
, r0
[7] -= r3
[7] * m0
;
264 m1
= r1
[2]; /* now back substitute row 1 */
266 r1
[4] = s
* (r1
[4] - r2
[4] * m1
), r1
[5] = s
* (r1
[5] - r2
[5] * m1
),
267 r1
[6] = s
* (r1
[6] - r2
[6] * m1
), r1
[7] = s
* (r1
[7] - r2
[7] * m1
);
269 r0
[4] -= r2
[4] * m0
, r0
[5] -= r2
[5] * m0
,
270 r0
[6] -= r2
[6] * m0
, r0
[7] -= r2
[7] * m0
;
272 m0
= r0
[1]; /* now back substitute row 0 */
274 r0
[4] = s
* (r0
[4] - r1
[4] * m0
), r0
[5] = s
* (r0
[5] - r1
[5] * m0
),
275 r0
[6] = s
* (r0
[6] - r1
[6] * m0
), r0
[7] = s
* (r0
[7] - r1
[7] * m0
);
277 MAT(out
, 0, 0) = r0
[4];
278 MAT(out
, 0, 1) = r0
[5], MAT(out
, 0, 2) = r0
[6];
279 MAT(out
, 0, 3) = r0
[7], MAT(out
, 1, 0) = r1
[4];
280 MAT(out
, 1, 1) = r1
[5], MAT(out
, 1, 2) = r1
[6];
281 MAT(out
, 1, 3) = r1
[7], MAT(out
, 2, 0) = r2
[4];
282 MAT(out
, 2, 1) = r2
[5], MAT(out
, 2, 2) = r2
[6];
283 MAT(out
, 2, 3) = r2
[7], MAT(out
, 3, 0) = r3
[4];
284 MAT(out
, 3, 1) = r3
[5], MAT(out
, 3, 2) = r3
[6];
285 MAT(out
, 3, 3) = r3
[7];
295 /* projection du point (objx,objy,obz) sur l'ecran (winx,winy,winz) */
297 gluProject(GLdouble objx
, GLdouble objy
, GLdouble objz
,
298 const GLdouble model
[16], const GLdouble proj
[16],
299 const GLint viewport
[4],
300 GLdouble
* winx
, GLdouble
* winy
, GLdouble
* winz
)
302 /* matrice de transformation */
303 GLdouble in
[4], out
[4];
305 /* initilise la matrice et le vecteur a transformer */
310 transform_point(out
, model
, in
);
311 transform_point(in
, proj
, out
);
313 /* d'ou le resultat normalise entre -1 et 1 */
321 /* en coordonnees ecran */
322 *winx
= viewport
[0] + (1 + in
[0]) * viewport
[2] / 2;
323 *winy
= viewport
[1] + (1 + in
[1]) * viewport
[3] / 2;
324 /* entre 0 et 1 suivant z */
325 *winz
= (1 + in
[2]) / 2;
331 /* transformation du point ecran (winx,winy,winz) en point objet */
333 gluUnProject(GLdouble winx
, GLdouble winy
, GLdouble winz
,
334 const GLdouble model
[16], const GLdouble proj
[16],
335 const GLint viewport
[4],
336 GLdouble
* objx
, GLdouble
* objy
, GLdouble
* objz
)
338 /* matrice de transformation */
339 GLdouble m
[16], A
[16];
340 GLdouble in
[4], out
[4];
342 /* transformation coordonnees normalisees entre -1 et 1 */
343 in
[0] = (winx
- viewport
[0]) * 2 / viewport
[2] - 1.0;
344 in
[1] = (winy
- viewport
[1]) * 2 / viewport
[3] - 1.0;
345 in
[2] = 2 * winz
- 1.0;
348 /* calcul transformation inverse */
349 matmul(A
, proj
, model
);
352 /* d'ou les coordonnees objets */
353 transform_point(out
, m
, in
);
356 *objx
= out
[0] / out
[3];
357 *objy
= out
[1] / out
[3];
358 *objz
= out
[2] / out
[3];
365 * This is like gluUnProject but also takes near and far DepthRange values.
367 #ifdef GLU_VERSION_1_3
369 gluUnProject4(GLdouble winx
, GLdouble winy
, GLdouble winz
, GLdouble clipw
,
370 const GLdouble modelMatrix
[16],
371 const GLdouble projMatrix
[16],
372 const GLint viewport
[4],
373 GLclampd nearZ
, GLclampd farZ
,
374 GLdouble
* objx
, GLdouble
* objy
, GLdouble
* objz
,
377 /* matrice de transformation */
378 GLdouble m
[16], A
[16];
379 GLdouble in
[4], out
[4];
380 GLdouble z
= nearZ
+ winz
* (farZ
- nearZ
);
382 /* transformation coordonnees normalisees entre -1 et 1 */
383 in
[0] = (winx
- viewport
[0]) * 2 / viewport
[2] - 1.0;
384 in
[1] = (winy
- viewport
[1]) * 2 / viewport
[3] - 1.0;
385 in
[2] = 2.0 * z
- 1.0;
388 /* calcul transformation inverse */
389 matmul(A
, projMatrix
, modelMatrix
);
392 /* d'ou les coordonnees objets */
393 transform_point(out
, m
, in
);
396 *objx
= out
[0] / out
[3];
397 *objy
= out
[1] / out
[3];
398 *objz
= out
[2] / out
[3];