Merge commit 'origin/gallium-0.1' into gallium-0.2
[mesa.git] / src / glu / sgi / libutil / project.c
1 /*
2 * SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
3 * Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved.
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the "Software"),
7 * to deal in the Software without restriction, including without limitation
8 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
9 * and/or sell copies of the Software, and to permit persons to whom the
10 * Software is furnished to do so, subject to the following conditions:
11 *
12 * The above copyright notice including the dates of first publication and
13 * either this permission notice or a reference to
14 * http://oss.sgi.com/projects/FreeB/
15 * shall be included in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
21 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
22 * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
23 * SOFTWARE.
24 *
25 * Except as contained in this notice, the name of Silicon Graphics, Inc.
26 * shall not be used in advertising or otherwise to promote the sale, use or
27 * other dealings in this Software without prior written authorization from
28 * Silicon Graphics, Inc.
29 */
30
31 #include "gluos.h"
32 #include <math.h>
33 #include <GL/gl.h>
34 #include <GL/glu.h>
35 #include "gluint.h"
36
37 /*
38 ** Make m an identity matrix
39 */
40 static void __gluMakeIdentityd(GLdouble m[16])
41 {
42 m[0+4*0] = 1; m[0+4*1] = 0; m[0+4*2] = 0; m[0+4*3] = 0;
43 m[1+4*0] = 0; m[1+4*1] = 1; m[1+4*2] = 0; m[1+4*3] = 0;
44 m[2+4*0] = 0; m[2+4*1] = 0; m[2+4*2] = 1; m[2+4*3] = 0;
45 m[3+4*0] = 0; m[3+4*1] = 0; m[3+4*2] = 0; m[3+4*3] = 1;
46 }
47
48 static void __gluMakeIdentityf(GLfloat m[16])
49 {
50 m[0+4*0] = 1; m[0+4*1] = 0; m[0+4*2] = 0; m[0+4*3] = 0;
51 m[1+4*0] = 0; m[1+4*1] = 1; m[1+4*2] = 0; m[1+4*3] = 0;
52 m[2+4*0] = 0; m[2+4*1] = 0; m[2+4*2] = 1; m[2+4*3] = 0;
53 m[3+4*0] = 0; m[3+4*1] = 0; m[3+4*2] = 0; m[3+4*3] = 1;
54 }
55
56 void GLAPIENTRY
57 gluOrtho2D(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top)
58 {
59 glOrtho(left, right, bottom, top, -1, 1);
60 }
61
62 #define __glPi 3.14159265358979323846
63
64 void GLAPIENTRY
65 gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar)
66 {
67 GLdouble m[4][4];
68 double sine, cotangent, deltaZ;
69 double radians = fovy / 2 * __glPi / 180;
70
71 deltaZ = zFar - zNear;
72 sine = sin(radians);
73 if ((deltaZ == 0) || (sine == 0) || (aspect == 0)) {
74 return;
75 }
76 cotangent = COS(radians) / sine;
77
78 __gluMakeIdentityd(&m[0][0]);
79 m[0][0] = cotangent / aspect;
80 m[1][1] = cotangent;
81 m[2][2] = -(zFar + zNear) / deltaZ;
82 m[2][3] = -1;
83 m[3][2] = -2 * zNear * zFar / deltaZ;
84 m[3][3] = 0;
85 glMultMatrixd(&m[0][0]);
86 }
87
88 static void normalize(float v[3])
89 {
90 float r;
91
92 r = sqrt( v[0]*v[0] + v[1]*v[1] + v[2]*v[2] );
93 if (r == 0.0) return;
94
95 v[0] /= r;
96 v[1] /= r;
97 v[2] /= r;
98 }
99
100 static void cross(float v1[3], float v2[3], float result[3])
101 {
102 result[0] = v1[1]*v2[2] - v1[2]*v2[1];
103 result[1] = v1[2]*v2[0] - v1[0]*v2[2];
104 result[2] = v1[0]*v2[1] - v1[1]*v2[0];
105 }
106
107 void GLAPIENTRY
108 gluLookAt(GLdouble eyex, GLdouble eyey, GLdouble eyez, GLdouble centerx,
109 GLdouble centery, GLdouble centerz, GLdouble upx, GLdouble upy,
110 GLdouble upz)
111 {
112 float forward[3], side[3], up[3];
113 GLfloat m[4][4];
114
115 forward[0] = centerx - eyex;
116 forward[1] = centery - eyey;
117 forward[2] = centerz - eyez;
118
119 up[0] = upx;
120 up[1] = upy;
121 up[2] = upz;
122
123 normalize(forward);
124
125 /* Side = forward x up */
126 cross(forward, up, side);
127 normalize(side);
128
129 /* Recompute up as: up = side x forward */
130 cross(side, forward, up);
131
132 __gluMakeIdentityf(&m[0][0]);
133 m[0][0] = side[0];
134 m[1][0] = side[1];
135 m[2][0] = side[2];
136
137 m[0][1] = up[0];
138 m[1][1] = up[1];
139 m[2][1] = up[2];
140
141 m[0][2] = -forward[0];
142 m[1][2] = -forward[1];
143 m[2][2] = -forward[2];
144
145 glMultMatrixf(&m[0][0]);
146 glTranslated(-eyex, -eyey, -eyez);
147 }
148
149 static void __gluMultMatrixVecd(const GLdouble matrix[16], const GLdouble in[4],
150 GLdouble out[4])
151 {
152 int i;
153
154 for (i=0; i<4; i++) {
155 out[i] =
156 in[0] * matrix[0*4+i] +
157 in[1] * matrix[1*4+i] +
158 in[2] * matrix[2*4+i] +
159 in[3] * matrix[3*4+i];
160 }
161 }
162
163 /*
164 ** Invert 4x4 matrix.
165 ** Contributed by David Moore (See Mesa bug #6748)
166 */
167 static int __gluInvertMatrixd(const GLdouble m[16], GLdouble invOut[16])
168 {
169 double inv[16], det;
170 int i;
171
172 inv[0] = m[5]*m[10]*m[15] - m[5]*m[11]*m[14] - m[9]*m[6]*m[15]
173 + m[9]*m[7]*m[14] + m[13]*m[6]*m[11] - m[13]*m[7]*m[10];
174 inv[4] = -m[4]*m[10]*m[15] + m[4]*m[11]*m[14] + m[8]*m[6]*m[15]
175 - m[8]*m[7]*m[14] - m[12]*m[6]*m[11] + m[12]*m[7]*m[10];
176 inv[8] = m[4]*m[9]*m[15] - m[4]*m[11]*m[13] - m[8]*m[5]*m[15]
177 + m[8]*m[7]*m[13] + m[12]*m[5]*m[11] - m[12]*m[7]*m[9];
178 inv[12] = -m[4]*m[9]*m[14] + m[4]*m[10]*m[13] + m[8]*m[5]*m[14]
179 - m[8]*m[6]*m[13] - m[12]*m[5]*m[10] + m[12]*m[6]*m[9];
180 inv[1] = -m[1]*m[10]*m[15] + m[1]*m[11]*m[14] + m[9]*m[2]*m[15]
181 - m[9]*m[3]*m[14] - m[13]*m[2]*m[11] + m[13]*m[3]*m[10];
182 inv[5] = m[0]*m[10]*m[15] - m[0]*m[11]*m[14] - m[8]*m[2]*m[15]
183 + m[8]*m[3]*m[14] + m[12]*m[2]*m[11] - m[12]*m[3]*m[10];
184 inv[9] = -m[0]*m[9]*m[15] + m[0]*m[11]*m[13] + m[8]*m[1]*m[15]
185 - m[8]*m[3]*m[13] - m[12]*m[1]*m[11] + m[12]*m[3]*m[9];
186 inv[13] = m[0]*m[9]*m[14] - m[0]*m[10]*m[13] - m[8]*m[1]*m[14]
187 + m[8]*m[2]*m[13] + m[12]*m[1]*m[10] - m[12]*m[2]*m[9];
188 inv[2] = m[1]*m[6]*m[15] - m[1]*m[7]*m[14] - m[5]*m[2]*m[15]
189 + m[5]*m[3]*m[14] + m[13]*m[2]*m[7] - m[13]*m[3]*m[6];
190 inv[6] = -m[0]*m[6]*m[15] + m[0]*m[7]*m[14] + m[4]*m[2]*m[15]
191 - m[4]*m[3]*m[14] - m[12]*m[2]*m[7] + m[12]*m[3]*m[6];
192 inv[10] = m[0]*m[5]*m[15] - m[0]*m[7]*m[13] - m[4]*m[1]*m[15]
193 + m[4]*m[3]*m[13] + m[12]*m[1]*m[7] - m[12]*m[3]*m[5];
194 inv[14] = -m[0]*m[5]*m[14] + m[0]*m[6]*m[13] + m[4]*m[1]*m[14]
195 - m[4]*m[2]*m[13] - m[12]*m[1]*m[6] + m[12]*m[2]*m[5];
196 inv[3] = -m[1]*m[6]*m[11] + m[1]*m[7]*m[10] + m[5]*m[2]*m[11]
197 - m[5]*m[3]*m[10] - m[9]*m[2]*m[7] + m[9]*m[3]*m[6];
198 inv[7] = m[0]*m[6]*m[11] - m[0]*m[7]*m[10] - m[4]*m[2]*m[11]
199 + m[4]*m[3]*m[10] + m[8]*m[2]*m[7] - m[8]*m[3]*m[6];
200 inv[11] = -m[0]*m[5]*m[11] + m[0]*m[7]*m[9] + m[4]*m[1]*m[11]
201 - m[4]*m[3]*m[9] - m[8]*m[1]*m[7] + m[8]*m[3]*m[5];
202 inv[15] = m[0]*m[5]*m[10] - m[0]*m[6]*m[9] - m[4]*m[1]*m[10]
203 + m[4]*m[2]*m[9] + m[8]*m[1]*m[6] - m[8]*m[2]*m[5];
204
205 det = m[0]*inv[0] + m[1]*inv[4] + m[2]*inv[8] + m[3]*inv[12];
206 if (det == 0)
207 return GL_FALSE;
208
209 det = 1.0 / det;
210
211 for (i = 0; i < 16; i++)
212 invOut[i] = inv[i] * det;
213
214 return GL_TRUE;
215 }
216
217 static void __gluMultMatricesd(const GLdouble a[16], const GLdouble b[16],
218 GLdouble r[16])
219 {
220 int i, j;
221
222 for (i = 0; i < 4; i++) {
223 for (j = 0; j < 4; j++) {
224 r[i*4+j] =
225 a[i*4+0]*b[0*4+j] +
226 a[i*4+1]*b[1*4+j] +
227 a[i*4+2]*b[2*4+j] +
228 a[i*4+3]*b[3*4+j];
229 }
230 }
231 }
232
233 GLint GLAPIENTRY
234 gluProject(GLdouble objx, GLdouble objy, GLdouble objz,
235 const GLdouble modelMatrix[16],
236 const GLdouble projMatrix[16],
237 const GLint viewport[4],
238 GLdouble *winx, GLdouble *winy, GLdouble *winz)
239 {
240 double in[4];
241 double out[4];
242
243 in[0]=objx;
244 in[1]=objy;
245 in[2]=objz;
246 in[3]=1.0;
247 __gluMultMatrixVecd(modelMatrix, in, out);
248 __gluMultMatrixVecd(projMatrix, out, in);
249 if (in[3] == 0.0) return(GL_FALSE);
250 in[0] /= in[3];
251 in[1] /= in[3];
252 in[2] /= in[3];
253 /* Map x, y and z to range 0-1 */
254 in[0] = in[0] * 0.5 + 0.5;
255 in[1] = in[1] * 0.5 + 0.5;
256 in[2] = in[2] * 0.5 + 0.5;
257
258 /* Map x,y to viewport */
259 in[0] = in[0] * viewport[2] + viewport[0];
260 in[1] = in[1] * viewport[3] + viewport[1];
261
262 *winx=in[0];
263 *winy=in[1];
264 *winz=in[2];
265 return(GL_TRUE);
266 }
267
268 GLint GLAPIENTRY
269 gluUnProject(GLdouble winx, GLdouble winy, GLdouble winz,
270 const GLdouble modelMatrix[16],
271 const GLdouble projMatrix[16],
272 const GLint viewport[4],
273 GLdouble *objx, GLdouble *objy, GLdouble *objz)
274 {
275 double finalMatrix[16];
276 double in[4];
277 double out[4];
278
279 __gluMultMatricesd(modelMatrix, projMatrix, finalMatrix);
280 if (!__gluInvertMatrixd(finalMatrix, finalMatrix)) return(GL_FALSE);
281
282 in[0]=winx;
283 in[1]=winy;
284 in[2]=winz;
285 in[3]=1.0;
286
287 /* Map x and y from window coordinates */
288 in[0] = (in[0] - viewport[0]) / viewport[2];
289 in[1] = (in[1] - viewport[1]) / viewport[3];
290
291 /* Map to range -1 to 1 */
292 in[0] = in[0] * 2 - 1;
293 in[1] = in[1] * 2 - 1;
294 in[2] = in[2] * 2 - 1;
295
296 __gluMultMatrixVecd(finalMatrix, in, out);
297 if (out[3] == 0.0) return(GL_FALSE);
298 out[0] /= out[3];
299 out[1] /= out[3];
300 out[2] /= out[3];
301 *objx = out[0];
302 *objy = out[1];
303 *objz = out[2];
304 return(GL_TRUE);
305 }
306
307 GLint GLAPIENTRY
308 gluUnProject4(GLdouble winx, GLdouble winy, GLdouble winz, GLdouble clipw,
309 const GLdouble modelMatrix[16],
310 const GLdouble projMatrix[16],
311 const GLint viewport[4],
312 GLclampd nearVal, GLclampd farVal,
313 GLdouble *objx, GLdouble *objy, GLdouble *objz,
314 GLdouble *objw)
315 {
316 double finalMatrix[16];
317 double in[4];
318 double out[4];
319
320 __gluMultMatricesd(modelMatrix, projMatrix, finalMatrix);
321 if (!__gluInvertMatrixd(finalMatrix, finalMatrix)) return(GL_FALSE);
322
323 in[0]=winx;
324 in[1]=winy;
325 in[2]=winz;
326 in[3]=clipw;
327
328 /* Map x and y from window coordinates */
329 in[0] = (in[0] - viewport[0]) / viewport[2];
330 in[1] = (in[1] - viewport[1]) / viewport[3];
331 in[2] = (in[2] - nearVal) / (farVal - nearVal);
332
333 /* Map to range -1 to 1 */
334 in[0] = in[0] * 2 - 1;
335 in[1] = in[1] * 2 - 1;
336 in[2] = in[2] * 2 - 1;
337
338 __gluMultMatrixVecd(finalMatrix, in, out);
339 if (out[3] == 0.0) return(GL_FALSE);
340 *objx = out[0];
341 *objy = out[1];
342 *objz = out[2];
343 *objw = out[3];
344 return(GL_TRUE);
345 }
346
347 void GLAPIENTRY
348 gluPickMatrix(GLdouble x, GLdouble y, GLdouble deltax, GLdouble deltay,
349 GLint viewport[4])
350 {
351 if (deltax <= 0 || deltay <= 0) {
352 return;
353 }
354
355 /* Translate and scale the picked region to the entire window */
356 glTranslatef((viewport[2] - 2 * (x - viewport[0])) / deltax,
357 (viewport[3] - 2 * (y - viewport[1])) / deltay, 0);
358 glScalef(viewport[2] / deltax, viewport[3] / deltay, 1.0);
359 }