Remove CVS keywords.
[mesa.git] / src / glu / sgi / libutil / project.c
1 /*
2 ** License Applicability. Except to the extent portions of this file are
3 ** made subject to an alternative license as permitted in the SGI Free
4 ** Software License B, Version 1.1 (the "License"), the contents of this
5 ** file are subject only to the provisions of the License. You may not use
6 ** this file except in compliance with the License. You may obtain a copy
7 ** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
8 ** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
9 **
10 ** http://oss.sgi.com/projects/FreeB
11 **
12 ** Note that, as provided in the License, the Software is distributed on an
13 ** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
14 ** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
15 ** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
16 ** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
17 **
18 ** Original Code. The Original Code is: OpenGL Sample Implementation,
19 ** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
20 ** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
21 ** Copyright in any portions created by third parties is as indicated
22 ** elsewhere herein. All Rights Reserved.
23 **
24 ** Additional Notice Provisions: The application programming interfaces
25 ** established by SGI in conjunction with the Original Code are The
26 ** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
27 ** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
28 ** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
29 ** Window System(R) (Version 1.3), released October 19, 1998. This software
30 ** was created using the OpenGL(R) version 1.2.1 Sample Implementation
31 ** published by SGI, but has not been independently verified as being
32 ** compliant with the OpenGL(R) version 1.2.1 Specification.
33 **
34 */
35
36 #include "gluos.h"
37 #include <math.h>
38 #include <GL/gl.h>
39 #include <GL/glu.h>
40 #include "gluint.h"
41
42 /*
43 ** Make m an identity matrix
44 */
45 static void __gluMakeIdentityd(GLdouble m[16])
46 {
47 m[0+4*0] = 1; m[0+4*1] = 0; m[0+4*2] = 0; m[0+4*3] = 0;
48 m[1+4*0] = 0; m[1+4*1] = 1; m[1+4*2] = 0; m[1+4*3] = 0;
49 m[2+4*0] = 0; m[2+4*1] = 0; m[2+4*2] = 1; m[2+4*3] = 0;
50 m[3+4*0] = 0; m[3+4*1] = 0; m[3+4*2] = 0; m[3+4*3] = 1;
51 }
52
53 static void __gluMakeIdentityf(GLfloat m[16])
54 {
55 m[0+4*0] = 1; m[0+4*1] = 0; m[0+4*2] = 0; m[0+4*3] = 0;
56 m[1+4*0] = 0; m[1+4*1] = 1; m[1+4*2] = 0; m[1+4*3] = 0;
57 m[2+4*0] = 0; m[2+4*1] = 0; m[2+4*2] = 1; m[2+4*3] = 0;
58 m[3+4*0] = 0; m[3+4*1] = 0; m[3+4*2] = 0; m[3+4*3] = 1;
59 }
60
61 void GLAPIENTRY
62 gluOrtho2D(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top)
63 {
64 glOrtho(left, right, bottom, top, -1, 1);
65 }
66
67 #define __glPi 3.14159265358979323846
68
69 void GLAPIENTRY
70 gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar)
71 {
72 GLdouble m[4][4];
73 double sine, cotangent, deltaZ;
74 double radians = fovy / 2 * __glPi / 180;
75
76 deltaZ = zFar - zNear;
77 sine = sin(radians);
78 if ((deltaZ == 0) || (sine == 0) || (aspect == 0)) {
79 return;
80 }
81 cotangent = COS(radians) / sine;
82
83 __gluMakeIdentityd(&m[0][0]);
84 m[0][0] = cotangent / aspect;
85 m[1][1] = cotangent;
86 m[2][2] = -(zFar + zNear) / deltaZ;
87 m[2][3] = -1;
88 m[3][2] = -2 * zNear * zFar / deltaZ;
89 m[3][3] = 0;
90 glMultMatrixd(&m[0][0]);
91 }
92
93 static void normalize(float v[3])
94 {
95 float r;
96
97 r = sqrt( v[0]*v[0] + v[1]*v[1] + v[2]*v[2] );
98 if (r == 0.0) return;
99
100 v[0] /= r;
101 v[1] /= r;
102 v[2] /= r;
103 }
104
105 static void cross(float v1[3], float v2[3], float result[3])
106 {
107 result[0] = v1[1]*v2[2] - v1[2]*v2[1];
108 result[1] = v1[2]*v2[0] - v1[0]*v2[2];
109 result[2] = v1[0]*v2[1] - v1[1]*v2[0];
110 }
111
112 void GLAPIENTRY
113 gluLookAt(GLdouble eyex, GLdouble eyey, GLdouble eyez, GLdouble centerx,
114 GLdouble centery, GLdouble centerz, GLdouble upx, GLdouble upy,
115 GLdouble upz)
116 {
117 float forward[3], side[3], up[3];
118 GLfloat m[4][4];
119
120 forward[0] = centerx - eyex;
121 forward[1] = centery - eyey;
122 forward[2] = centerz - eyez;
123
124 up[0] = upx;
125 up[1] = upy;
126 up[2] = upz;
127
128 normalize(forward);
129
130 /* Side = forward x up */
131 cross(forward, up, side);
132 normalize(side);
133
134 /* Recompute up as: up = side x forward */
135 cross(side, forward, up);
136
137 __gluMakeIdentityf(&m[0][0]);
138 m[0][0] = side[0];
139 m[1][0] = side[1];
140 m[2][0] = side[2];
141
142 m[0][1] = up[0];
143 m[1][1] = up[1];
144 m[2][1] = up[2];
145
146 m[0][2] = -forward[0];
147 m[1][2] = -forward[1];
148 m[2][2] = -forward[2];
149
150 glMultMatrixf(&m[0][0]);
151 glTranslated(-eyex, -eyey, -eyez);
152 }
153
154 static void __gluMultMatrixVecd(const GLdouble matrix[16], const GLdouble in[4],
155 GLdouble out[4])
156 {
157 int i;
158
159 for (i=0; i<4; i++) {
160 out[i] =
161 in[0] * matrix[0*4+i] +
162 in[1] * matrix[1*4+i] +
163 in[2] * matrix[2*4+i] +
164 in[3] * matrix[3*4+i];
165 }
166 }
167
168 /*
169 ** inverse = invert(src)
170 ** New, faster implementation by Shan Hao Bo, April 2006.
171 */
172 static int __gluInvertMatrixd(const GLdouble src[16], GLdouble inverse[16])
173 {
174 int i, j, k;
175 double t;
176 GLdouble temp[4][4];
177
178 for (i=0; i<4; i++) {
179 for (j=0; j<4; j++) {
180 temp[i][j] = src[i*4+j];
181 }
182 }
183 __gluMakeIdentityd(inverse);
184
185 for (i = 0; i < 4; i++) {
186 if (temp[i][i] == 0.0f) {
187 /*
188 ** Look for non-zero element in column
189 */
190 for (j = i + 1; j < 4; j++) {
191 if (temp[j][i] != 0.0f) {
192 break;
193 }
194 }
195
196 if (j != 4) {
197 /*
198 ** Swap rows.
199 */
200 for (k = 0; k < 4; k++) {
201 t = temp[i][k];
202 temp[i][k] = temp[j][k];
203 temp[j][k] = t;
204
205 t = inverse[i*4+k];
206 inverse[i*4+k] = inverse[j*4+k];
207 inverse[j*4+k] = t;
208 }
209 }
210 else {
211 /*
212 ** No non-zero pivot. The matrix is singular,
213 which shouldn't
214 ** happen. This means the user gave us a bad
215 matrix.
216 */
217 return GL_FALSE;
218 }
219 }
220
221 t = 1.0f / temp[i][i];
222 for (k = 0; k < 4; k++) {
223 temp[i][k] *= t;
224 inverse[i*4+k] *= t;
225 }
226 for (j = 0; j < 4; j++) {
227 if (j != i) {
228 t = temp[j][i];
229 for (k = 0; k < 4; k++) {
230 temp[j][k] -= temp[i][k]*t;
231 inverse[j*4+k] -= inverse[i*4+k]*t;
232 }
233 }
234 }
235 }
236 return GL_TRUE;
237 }
238
239 static void __gluMultMatricesd(const GLdouble a[16], const GLdouble b[16],
240 GLdouble r[16])
241 {
242 int i, j;
243
244 for (i = 0; i < 4; i++) {
245 for (j = 0; j < 4; j++) {
246 r[i*4+j] =
247 a[i*4+0]*b[0*4+j] +
248 a[i*4+1]*b[1*4+j] +
249 a[i*4+2]*b[2*4+j] +
250 a[i*4+3]*b[3*4+j];
251 }
252 }
253 }
254
255 GLint GLAPIENTRY
256 gluProject(GLdouble objx, GLdouble objy, GLdouble objz,
257 const GLdouble modelMatrix[16],
258 const GLdouble projMatrix[16],
259 const GLint viewport[4],
260 GLdouble *winx, GLdouble *winy, GLdouble *winz)
261 {
262 double in[4];
263 double out[4];
264
265 in[0]=objx;
266 in[1]=objy;
267 in[2]=objz;
268 in[3]=1.0;
269 __gluMultMatrixVecd(modelMatrix, in, out);
270 __gluMultMatrixVecd(projMatrix, out, in);
271 if (in[3] == 0.0) return(GL_FALSE);
272 in[0] /= in[3];
273 in[1] /= in[3];
274 in[2] /= in[3];
275 /* Map x, y and z to range 0-1 */
276 in[0] = in[0] * 0.5 + 0.5;
277 in[1] = in[1] * 0.5 + 0.5;
278 in[2] = in[2] * 0.5 + 0.5;
279
280 /* Map x,y to viewport */
281 in[0] = in[0] * viewport[2] + viewport[0];
282 in[1] = in[1] * viewport[3] + viewport[1];
283
284 *winx=in[0];
285 *winy=in[1];
286 *winz=in[2];
287 return(GL_TRUE);
288 }
289
290 GLint GLAPIENTRY
291 gluUnProject(GLdouble winx, GLdouble winy, GLdouble winz,
292 const GLdouble modelMatrix[16],
293 const GLdouble projMatrix[16],
294 const GLint viewport[4],
295 GLdouble *objx, GLdouble *objy, GLdouble *objz)
296 {
297 double finalMatrix[16];
298 double in[4];
299 double out[4];
300
301 __gluMultMatricesd(modelMatrix, projMatrix, finalMatrix);
302 if (!__gluInvertMatrixd(finalMatrix, finalMatrix)) return(GL_FALSE);
303
304 in[0]=winx;
305 in[1]=winy;
306 in[2]=winz;
307 in[3]=1.0;
308
309 /* Map x and y from window coordinates */
310 in[0] = (in[0] - viewport[0]) / viewport[2];
311 in[1] = (in[1] - viewport[1]) / viewport[3];
312
313 /* Map to range -1 to 1 */
314 in[0] = in[0] * 2 - 1;
315 in[1] = in[1] * 2 - 1;
316 in[2] = in[2] * 2 - 1;
317
318 __gluMultMatrixVecd(finalMatrix, in, out);
319 if (out[3] == 0.0) return(GL_FALSE);
320 out[0] /= out[3];
321 out[1] /= out[3];
322 out[2] /= out[3];
323 *objx = out[0];
324 *objy = out[1];
325 *objz = out[2];
326 return(GL_TRUE);
327 }
328
329 GLint GLAPIENTRY
330 gluUnProject4(GLdouble winx, GLdouble winy, GLdouble winz, GLdouble clipw,
331 const GLdouble modelMatrix[16],
332 const GLdouble projMatrix[16],
333 const GLint viewport[4],
334 GLclampd nearVal, GLclampd farVal,
335 GLdouble *objx, GLdouble *objy, GLdouble *objz,
336 GLdouble *objw)
337 {
338 double finalMatrix[16];
339 double in[4];
340 double out[4];
341
342 __gluMultMatricesd(modelMatrix, projMatrix, finalMatrix);
343 if (!__gluInvertMatrixd(finalMatrix, finalMatrix)) return(GL_FALSE);
344
345 in[0]=winx;
346 in[1]=winy;
347 in[2]=winz;
348 in[3]=clipw;
349
350 /* Map x and y from window coordinates */
351 in[0] = (in[0] - viewport[0]) / viewport[2];
352 in[1] = (in[1] - viewport[1]) / viewport[3];
353 in[2] = (in[2] - nearVal) / (farVal - nearVal);
354
355 /* Map to range -1 to 1 */
356 in[0] = in[0] * 2 - 1;
357 in[1] = in[1] * 2 - 1;
358 in[2] = in[2] * 2 - 1;
359
360 __gluMultMatrixVecd(finalMatrix, in, out);
361 if (out[3] == 0.0) return(GL_FALSE);
362 *objx = out[0];
363 *objy = out[1];
364 *objz = out[2];
365 *objw = out[3];
366 return(GL_TRUE);
367 }
368
369 void GLAPIENTRY
370 gluPickMatrix(GLdouble x, GLdouble y, GLdouble deltax, GLdouble deltay,
371 GLint viewport[4])
372 {
373 if (deltax <= 0 || deltay <= 0) {
374 return;
375 }
376
377 /* Translate and scale the picked region to the entire window */
378 glTranslatef((viewport[2] - 2 * (x - viewport[0])) / deltax,
379 (viewport[3] - 2 * (y - viewport[1])) / deltay, 0);
380 glScalef(viewport[2] / deltax, viewport[3] / deltay, 1.0);
381 }