glamor: Start adding render acceleration support.

This brings in idr's glu3 code.  We'll probably want to move to linking to
it as a library, once an ABI-stable release is out.
This commit is contained in:
Eric Anholt 2009-08-25 12:10:32 -07:00 committed by Zhigang Gong
parent 4a51cc0440
commit aa13306974
9 changed files with 1454 additions and 0 deletions

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@ -2147,6 +2147,7 @@ Xi/Makefile
xfixes/Makefile
exa/Makefile
glamor/Makefile
glamor/glu3/Makefile
hw/Makefile
hw/xfree86/Makefile
hw/xfree86/common/Makefile

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@ -4,6 +4,8 @@ noinst_LTLIBRARIES = libglamor.la
# built (in hw/xfree86/os-support/solaris) until after glamor is built
SOLARIS_ASM_CFLAGS=""
SUBDIRS = glu3
if XORG
sdk_HEADERS = glamor.h
endif
@ -24,3 +26,5 @@ libglamor_la_SOURCES = \
glamor_render.c \
glamor_tile.c \
glamor.h
libglamor_la_LIBADD = \
glu3/libglu3.la

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@ -208,6 +208,7 @@ glamor_init(ScreenPtr screen)
glamor_init_solid_shader(screen);
glamor_init_tile_shader(screen);
glamor_init_composite_shaders(screen);
return TRUE;

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@ -38,6 +38,13 @@ typedef struct glamor_transform_uniforms {
GLint y_scale;
} glamor_transform_uniforms;
typedef struct glamor_composite_shader {
GLuint prog;
GLint dest_to_dest_uniform_location;
GLint dest_to_source_uniform_location;
GLint dest_to_mask_uniform_location;
} glamor_composite_shader;
typedef struct glamor_screen_private {
CreateGCProcPtr saved_create_gc;
CreatePixmapProcPtr saved_create_pixmap;
@ -52,8 +59,12 @@ typedef struct glamor_screen_private {
GLint solid_color_uniform_location;
glamor_transform_uniforms solid_transform;
/* glamor_tile */
GLint tile_prog;
glamor_transform_uniforms tile_transform;
/* glamor_composite */
glamor_composite_shader composite_shader[2];
} glamor_screen_private;
typedef struct glamor_pixmap_private {
@ -75,6 +86,10 @@ glamor_get_pixmap_private(PixmapPtr pixmap)
return dixLookupPrivate(&pixmap->devPrivates, glamor_pixmap_private_key);
}
#define ARRAY_SIZE(x) (sizeof(x) / sizeof(x[0]))
#define ALIGN(i,m) (((i) + (m) - 1) & ~((m) - 1))
#define MIN(a,b) ((a) < (b) ? (a) : (b))
/**
* Returns TRUE if the given planemask covers all the significant bits in the
* pixel values for pDrawable.
@ -166,6 +181,7 @@ void glamor_trapezoids(CARD8 op,
PicturePtr src, PicturePtr dst,
PictFormatPtr mask_format, INT16 x_src, INT16 y_src,
int ntrap, xTrapezoid *traps);
void glamor_init_composite_shaders(ScreenPtr screen);
/* glamor_tile.c */
void glamor_tile(PixmapPtr pixmap, PixmapPtr tile,

620
glamor/glamor_render.c Normal file
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@ -0,0 +1,620 @@
/*
* Copyright © 2009 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*
* Authors:
* Eric Anholt <eric@anholt.net>
*
*/
/** @file glamor_render.c
*
* Render acceleration implementation
*/
#include "glamor_priv.h"
#ifdef RENDER
#include "mipict.h"
#include "glu3/glu3.h"
struct shader_key {
Bool has_mask;
};
struct blendinfo {
Bool dest_alpha;
Bool source_alpha;
GLenum source_blend;
GLenum dest_blend;
};
static struct blendinfo composite_op_info[] = {
[PictOpClear] = {0, 0, GL_ZERO, GL_ZERO},
[PictOpSrc] = {0, 0, GL_ONE, GL_ZERO},
[PictOpDst] = {0, 0, GL_ZERO, GL_ONE},
[PictOpOver] = {0, 1, GL_ONE, GL_ONE_MINUS_SRC_ALPHA},
[PictOpOverReverse] = {1, 0, GL_ONE_MINUS_DST_ALPHA, GL_ONE},
[PictOpIn] = {1, 0, GL_DST_ALPHA, GL_ZERO},
[PictOpInReverse] = {0, 1, GL_ZERO, GL_SRC_ALPHA},
[PictOpOut] = {1, 0, GL_ONE_MINUS_DST_ALPHA, GL_ZERO},
[PictOpOutReverse] = {0, 1, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA},
[PictOpAtop] = {1, 1, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA},
[PictOpAtopReverse] = {1, 1, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA},
[PictOpXor] = {1, 1, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA},
[PictOpAdd] = {0, 0, GL_ONE, GL_ONE},
};
#define HAS_MASK_INDEX 1
static glamor_composite_shader *
glamor_lookup_composite_shader(ScreenPtr screen, struct shader_key *key)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
int index = 0;
if (key->has_mask)
index += HAS_MASK_INDEX;
assert(index < ARRAY_SIZE(glamor_priv->composite_shader));
return &glamor_priv->composite_shader[index];
}
static GLuint
glamor_create_composite_fs(struct shader_key *key)
{
const char *header =
"uniform sampler2D source_sampler;\n"
"varying vec4 source_coords;\n";
const char *mask_header =
"uniform sampler2D mask_sampler;\n"
"varying vec4 mask_coords;\n";
const char *main_opening =
"void main()\n"
"{\n"
" vec4 result;\n"
" result = texture2DProj(source_sampler, source_coords.xyw);\n";
const char *source_in_mask =
" vec4 mask = texture2DProj(mask_sampler, mask_coords.xyw);\n"
" result = result * mask.w;\n";
const char *main_closing =
" gl_FragColor = result;\n"
"}\n";
char *source;
GLuint prog;
source = XNFprintf("%s%s%s%s%s",
header,
key->has_mask ? mask_header : "",
main_opening,
key->has_mask ? source_in_mask : "",
main_closing);
prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER_ARB, source);
xfree(source);
return prog;
}
static GLuint
glamor_create_composite_vs(struct shader_key *key)
{
const char *header =
"uniform mat4 dest_to_dest;\n"
"uniform mat4 dest_to_source;\n"
"varying vec4 source_coords;\n";
const char *mask_header =
"uniform mat4 dest_to_mask;\n"
"varying vec4 mask_coords;\n";
const char *main_opening =
"void main()\n"
"{\n"
" vec4 incoming_dest_coords = vec4(gl_Vertex.xy, 0, 1);\n"
" gl_Position = dest_to_dest * incoming_dest_coords;\n"
" source_coords = dest_to_source * incoming_dest_coords;\n";
const char *mask_coords =
" mask_coords = dest_to_mask * incoming_dest_coords;\n";
const char *main_closing =
"}\n";
char *source;
GLuint prog;
source = XNFprintf("%s%s%s%s%s",
header,
key->has_mask ? mask_header : "",
main_opening,
key->has_mask ? mask_coords : "",
main_closing);
prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER_ARB, source);
xfree(source);
return prog;
}
static void
glamor_create_composite_shader(ScreenPtr screen, struct shader_key *key)
{
GLuint vs, fs, prog;
GLint source_sampler_uniform_location, mask_sampler_uniform_location;
glamor_composite_shader *shader;
shader = glamor_lookup_composite_shader(screen, key);
vs = glamor_create_composite_vs(key);
if (vs == 0)
return;
fs = glamor_create_composite_fs(key);
if (fs == 0)
return;
prog = glCreateProgramObjectARB();
glAttachObjectARB(prog, vs);
glAttachObjectARB(prog, fs);
glamor_link_glsl_prog(prog);
shader->prog = prog;
glUseProgramObjectARB(prog);
source_sampler_uniform_location = glGetUniformLocationARB(prog,
"source_sampler");
shader->dest_to_dest_uniform_location =
glGetUniformLocationARB(prog, "dest_to_dest");
shader->dest_to_source_uniform_location =
glGetUniformLocationARB(prog, "dest_to_source");
glUniform1i(source_sampler_uniform_location, 0);
if (key->has_mask) {
mask_sampler_uniform_location = glGetUniformLocationARB(prog,
"mask_sampler");
glUniform1i(mask_sampler_uniform_location, 1);
shader->dest_to_mask_uniform_location =
glGetUniformLocationARB(prog, "dest_to_mask");
}
}
void
glamor_init_composite_shaders(ScreenPtr screen)
{
struct shader_key key;
key.has_mask = FALSE;
glamor_create_composite_shader(screen, &key);
key.has_mask = TRUE;
glamor_create_composite_shader(screen, &key);
}
static void
glamor_set_composite_transform_matrix(GLUmat4 *m,
PicturePtr picture,
float x_source,
float y_source)
{
GLUmat4 temp;
DrawablePtr drawable = picture->pDrawable;
GLUvec4 scale = {{1.0f / drawable->width,
1.0f / drawable->height,
1.0,
1.0}};
gluTranslate3f(m, -x_source, -y_source, 0.0);
gluScale4v(&temp, &scale);
gluMult4m_4m(m, &temp, m);
}
static Bool
glamor_set_composite_op(ScreenPtr screen,
CARD8 op, PicturePtr dest, PicturePtr mask)
{
GLenum source_blend, dest_blend;
struct blendinfo *op_info;
if (op >= ARRAY_SIZE(composite_op_info)) {
ErrorF("unsupported render op\n");
return GL_FALSE;
}
op_info = &composite_op_info[op];
source_blend = op_info->source_blend;
dest_blend = op_info->dest_blend;
if (mask && mask->componentAlpha && PICT_FORMAT_RGB(mask->format) != 0 &&
op_info->source_alpha && source_blend != GL_ZERO) {
}
/* If there's no dst alpha channel, adjust the blend op so that we'll treat
* it as always 1.
*/
if (PICT_FORMAT_A(dest->format) == 0 && op_info->dest_alpha) {
if (source_blend == GL_DST_ALPHA)
source_blend = GL_ONE;
else if (source_blend == GL_ONE_MINUS_DST_ALPHA)
source_blend = GL_ZERO;
}
/* Set up the source alpha value for blending in component alpha mode. */
if (mask && mask->componentAlpha && PICT_FORMAT_RGB(mask->format) != 0 &&
op_info->source_alpha) {
if (source_blend != GL_ZERO) {
ErrorF("Dual-source composite blending not supported\n");
return GL_FALSE;
}
if (dest_blend == GL_SRC_ALPHA)
dest_blend = GL_SRC_COLOR;
else if (dest_blend == GL_ONE_MINUS_SRC_ALPHA)
dest_blend = GL_ONE_MINUS_SRC_COLOR;
}
if (source_blend == GL_ONE && dest_blend == GL_ZERO) {
glDisable(GL_BLEND);
} else {
glEnable(GL_BLEND);
glBlendFunc(source_blend, dest_blend);
}
return TRUE;
}
static void
glamor_set_composite_texture(ScreenPtr screen, int unit, PicturePtr picture,
glamor_pixmap_private *pixmap_priv)
{
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_2D, pixmap_priv->tex);
switch (picture->repeatType) {
case RepeatNone:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
break;
case RepeatNormal:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
break;
case RepeatPad:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
break;
case RepeatReflect:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
break;
}
switch (picture->filter) {
case PictFilterNearest:
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
case PictFilterBilinear:
default:
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
break;
}
glEnable(GL_TEXTURE_2D);
}
void
glamor_composite(CARD8 op,
PicturePtr source,
PicturePtr mask,
PicturePtr dest,
INT16 x_source,
INT16 y_source,
INT16 x_mask,
INT16 y_mask,
INT16 x_dest,
INT16 y_dest,
CARD16 width,
CARD16 height)
{
ScreenPtr screen = dest->pDrawable->pScreen;
PixmapPtr dest_pixmap = glamor_get_drawable_pixmap(dest->pDrawable);
PixmapPtr source_pixmap, mask_pixmap = NULL;
glamor_pixmap_private *source_pixmap_priv, *mask_pixmap_priv = NULL;
struct shader_key key;
glamor_composite_shader *shader;
GLUmat4 dest_to_dest, dest_to_source, dest_to_mask;
RegionRec region;
int i;
/* Do two-pass PictOpOver componentAlpha, until we enable
* dual source color blending.
*/
if (mask && mask->componentAlpha && op == PictOpOver) {
glamor_composite(PictOpOutReverse,
source, mask, dest,
x_source, y_source,
x_mask, y_mask,
x_dest, y_dest,
width, height);
glamor_composite(PictOpAdd,
source, mask, dest,
x_source, y_source,
x_mask, y_mask,
x_dest, y_dest,
width, height);
return;
}
key.has_mask = (mask != NULL);
if (!source->pDrawable) {
ErrorF("source-only source\n");
goto fail;
}
if (mask && !mask->pDrawable) {
ErrorF("source-only mask\n");
goto fail;
}
if (source->alphaMap) {
ErrorF("source alphaMap\n");
goto fail;
}
if (mask && mask->alphaMap) {
ErrorF("mask alphaMap\n");
goto fail;
}
source_pixmap = glamor_get_drawable_pixmap(source->pDrawable);
source_pixmap_priv = glamor_get_pixmap_private(source_pixmap);
if (source_pixmap == dest_pixmap) {
ErrorF("source == dest\n");
goto fail;
}
if (!source_pixmap_priv || source_pixmap_priv->tex == 0) {
ErrorF("no FBO in source\n");
goto fail;
}
if (mask) {
mask_pixmap = glamor_get_drawable_pixmap(mask->pDrawable);
mask_pixmap_priv = glamor_get_pixmap_private(mask_pixmap);
if (mask_pixmap == dest_pixmap) {
ErrorF("mask == dest\n");
goto fail;
}
if (!mask_pixmap_priv || mask_pixmap_priv->tex == 0) {
ErrorF("no FBO in mask\n");
goto fail;
}
}
shader = glamor_lookup_composite_shader(screen, &key);
if (shader->prog == 0) {
ErrorF("No program compiled for this render accel mode\n");
goto fail;
}
glUseProgramObjectARB(shader->prog);
if (!glamor_set_destination_pixmap(dest_pixmap))
goto fail;
if (!glamor_set_composite_op(screen, op, dest, mask)) {
goto fail;
}
x_dest += dest->pDrawable->x;
y_dest += dest->pDrawable->y;
if (source->pDrawable) {
x_source += source->pDrawable->x;
y_source += source->pDrawable->y;
}
if (mask && mask->pDrawable) {
x_mask += mask->pDrawable->x;
y_mask += mask->pDrawable->y;
}
gluOrtho6f(&dest_to_dest,
dest_pixmap->screen_x, dest_pixmap->screen_x + width,
dest_pixmap->screen_y, dest_pixmap->screen_y + height,
-1, 1);
glUniformMatrix4fvARB(shader->dest_to_dest_uniform_location, 1, 0,
(float *)&dest_to_dest);
glamor_set_composite_transform_matrix(&dest_to_source,
source,
x_source - x_dest,
y_source - x_dest);
glUniformMatrix4fvARB(shader->dest_to_source_uniform_location, 1, 0,
(float *)&dest_to_source);
if (mask) {
glamor_set_composite_transform_matrix(&dest_to_mask,
mask,
x_mask - x_dest,
y_mask - x_dest);
glUniformMatrix4fvARB(shader->dest_to_mask_uniform_location, 1, 0,
(float *)&dest_to_mask);
}
glamor_set_composite_texture(screen, 0, source, source_pixmap_priv);
if (mask)
glamor_set_composite_texture(screen, 1, mask, mask_pixmap_priv);
if (!miComputeCompositeRegion(&region,
source, mask, dest,
x_source, y_source,
x_mask, y_mask,
x_dest, y_dest,
width, height))
return;
glBegin(GL_QUADS);
for (i = 0; i < REGION_NUM_RECTS(&region); i++) {
BoxPtr box = &REGION_RECTS(&region)[i];
glVertex2i(box->x1, box->y1);
glVertex2i(box->x2, box->y1);
glVertex2i(box->x2, box->y2);
glVertex2i(box->x1, box->y2);
}
glEnd();
glamor_set_composite_op(screen, PictOpSrc, dest, mask);
glUseProgramObjectARB(0);
REGION_UNINIT(pDst->pDrawable->pScreen, &region);
return;
fail:
glamor_set_composite_op(screen, PictOpSrc, dest, mask);
glUseProgramObjectARB(0);
glamor_solid_fail_region(dest_pixmap, x_dest, y_dest, width, height);
}
/**
* Creates an appropriate picture to upload our alpha mask into (which
* we calculated in system memory)
*/
static PicturePtr
glamor_create_mask_picture(ScreenPtr screen,
PicturePtr dst,
PictFormatPtr pict_format,
CARD16 width,
CARD16 height)
{
PixmapPtr pixmap;
PicturePtr picture;
int error;
if (!pict_format) {
if (dst->polyEdge == PolyEdgeSharp)
pict_format = PictureMatchFormat(screen, 1, PICT_a1);
else
pict_format = PictureMatchFormat(screen, 8, PICT_a8);
if (!pict_format)
return 0;
}
pixmap = screen->CreatePixmap(screen, width, height,
pict_format->depth,
0);
if (!pixmap)
return 0;
picture = CreatePicture(0, &pixmap->drawable, pict_format,
0, 0, serverClient, &error);
screen->DestroyPixmap(pixmap);
return picture;
}
/**
* glamor_trapezoids is a copy of miTrapezoids that does all the trapezoid
* accumulation in system memory.
*/
void
glamor_trapezoids(CARD8 op,
PicturePtr src, PicturePtr dst,
PictFormatPtr mask_format, INT16 x_src, INT16 y_src,
int ntrap, xTrapezoid *traps)
{
ScreenPtr screen = dst->pDrawable->pScreen;
BoxRec bounds;
PicturePtr picture;
INT16 x_dst, y_dst;
INT16 x_rel, y_rel;
int width, height, stride;
PixmapPtr pixmap;
GCPtr gc;
pixman_image_t *image;
/* If a mask format wasn't provided, we get to choose, but behavior should
* be as if there was no temporary mask the traps were accumulated into.
*/
if (!mask_format) {
if (dst->polyEdge == PolyEdgeSharp)
mask_format = PictureMatchFormat(screen, 1, PICT_a1);
else
mask_format = PictureMatchFormat(screen, 8, PICT_a8);
for (; ntrap; ntrap--, traps++)
glamor_trapezoids(op, src, dst, mask_format, x_src, y_src,
1, traps);
return;
}
miTrapezoidBounds(ntrap, traps, &bounds);
if (bounds.y1 >= bounds.y2 || bounds.x1 >= bounds.x2)
return;
x_dst = traps[0].left.p1.x >> 16;
y_dst = traps[0].left.p1.y >> 16;
width = bounds.x2 - bounds.x1;
height = bounds.y2 - bounds.y1;
stride = (width * BitsPerPixel(mask_format->depth) + 7) / 8;
picture = glamor_create_mask_picture(screen, dst, mask_format,
width, height);
if (!picture)
return;
image = pixman_image_create_bits(picture->format,
width, height,
NULL, stride);
if (!image) {
FreePicture(picture, 0);
return;
}
for (; ntrap; ntrap--, traps++)
pixman_rasterize_trapezoid(image, (pixman_trapezoid_t *) traps,
-bounds.x1, -bounds.y1);
pixmap = GetScratchPixmapHeader(screen, width, height,
mask_format->depth,
BitsPerPixel(mask_format->depth),
PixmapBytePad(width, mask_format->depth),
pixman_image_get_data(image));
if (!pixmap) {
FreePicture(picture, 0);
pixman_image_unref(image);
return;
}
gc = GetScratchGC(picture->pDrawable->depth, screen);
if (!gc) {
FreeScratchPixmapHeader(pixmap);
pixman_image_unref (image);
FreePicture(picture, 0);
return;
}
ValidateGC(picture->pDrawable, gc);
gc->ops->CopyArea(&pixmap->drawable, picture->pDrawable,
gc, 0, 0, width, height, 0, 0);
FreeScratchGC(gc);
FreeScratchPixmapHeader(pixmap);
pixman_image_unref(image);
x_rel = bounds.x1 + x_src - x_dst;
y_rel = bounds.y1 + y_src - y_dst;
CompositePicture(op, src, picture, dst,
x_rel, y_rel,
0, 0,
bounds.x1, bounds.y1,
bounds.x2 - bounds.x1, bounds.y2 - bounds.y1);
FreePicture(picture, 0);
}
#endif /* RENDER */

15
glamor/glu3/Makefile.am Normal file
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@ -0,0 +1,15 @@
noinst_LTLIBRARIES = libglu3.la
# Override these since glu3 doesn't need them and the needed files aren't
# built (in hw/xfree86/os-support/solaris) until after glu3 is built
SOLARIS_ASM_CFLAGS=""
INCLUDES = \
$(XORG_INCS)
AM_CFLAGS = $(XORG_CFLAGS) $(DIX_CFLAGS)
libglu3_la_SOURCES = \
matrix.c \
glu3.h \
glu3_scalar.h

192
glamor/glu3/glu3.h Normal file
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@ -0,0 +1,192 @@
/*
* Copyright © 2009 Ian D. Romanick
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#ifndef __glu3_h__
#define __glu3_h__
#include <GL/gl.h>
#define GLU_VERSION_3_0
struct GLUmat4;
struct GLUvec4 {
GLfloat values[4];
#ifdef __cplusplus
inline GLUvec4(void)
{
}
inline GLUvec4(GLfloat x , GLfloat y, GLfloat z, GLfloat w)
{
values[0] = x;
values[1] = y;
values[2] = z;
values[3] = w;
}
inline GLUvec4(const GLUvec4 &v)
{
values[0] = v.values[0];
values[1] = v.values[1];
values[2] = v.values[2];
values[3] = v.values[3];
}
GLUvec4 operator *(const GLUmat4 &) const;
GLUvec4 operator *(const GLUvec4 &) const;
GLUvec4 operator *(GLfloat) const;
GLUvec4 operator +(const GLUvec4 &) const;
GLUvec4 operator -(const GLUvec4 &) const;
#endif /* __cplusplus */
};
struct GLUmat4 {
struct GLUvec4 col[4];
#ifdef __cplusplus
inline GLUmat4(void)
{
}
inline GLUmat4(const GLUvec4 & c0, const GLUvec4 & c1,
const GLUvec4 & c2, const GLUvec4 & c3)
{
col[0] = c0;
col[1] = c1;
col[2] = c2;
col[3] = c3;
}
inline GLUmat4(const GLUmat4 &m)
{
col[0] = m.col[0];
col[1] = m.col[1];
col[2] = m.col[2];
col[3] = m.col[3];
}
GLUvec4 operator *(const GLUvec4 &) const;
GLUmat4 operator *(const GLUmat4 &) const;
GLUmat4 operator *(GLfloat) const;
GLUmat4 operator +(const GLUmat4 &) const;
GLUmat4 operator -(const GLUmat4 &) const;
#endif /* __cplusplus */
};
#define GLU_MAX_STACK_DEPTH 32
struct GLUmat4Stack {
struct GLUmat4 stack[GLU_MAX_STACK_DEPTH];
unsigned top;
#ifdef __cplusplus
GLUmat4Stack() : top(0)
{
/* empty */
}
#endif /* __cplusplus */
};
#ifndef __cplusplus
typedef struct GLUvec4 GLUvec4;
typedef struct GLUmat4 GLUmat4;
typedef struct GLUmat4Stack GLUmat4Stack;
#endif /* __cplusplus */
#ifdef __cplusplus
extern "C" {
#endif
GLfloat gluDot4_4v(const GLUvec4 *, const GLUvec4 *);
GLfloat gluDot3_4v(const GLUvec4 *, const GLUvec4 *);
GLfloat gluDot2_4v(const GLUvec4 *, const GLUvec4 *);
void gluCross4v(GLUvec4 *result, const GLUvec4 *, const GLUvec4 *);
void gluNormalize4v(GLUvec4 *result, const GLUvec4 *);
GLfloat gluLength4v(const GLUvec4 *);
GLfloat gluLengthSqr4v(const GLUvec4 *);
void gluOuter4v(GLUmat4 *result, const GLUvec4 *, const GLUvec4 *);
void gluMult4v_4v(GLUvec4 *result, const GLUvec4 *, const GLUvec4 *);
void gluDiv4v_4v(GLUvec4 *result, const GLUvec4 *, const GLUvec4 *);
void gluAdd4v_4v(GLUvec4 *result, const GLUvec4 *, const GLUvec4 *);
void gluSub4v_4v(GLUvec4 *result, const GLUvec4 *, const GLUvec4 *);
void gluMult4v_f(GLUvec4 *result, const GLUvec4 *, GLfloat);
void gluDiv4v_f(GLUvec4 *result, const GLUvec4 *, GLfloat);
void gluAdd4v_f(GLUvec4 *result, const GLUvec4 *, GLfloat);
void gluSub4v_f(GLUvec4 *result, const GLUvec4 *, GLfloat);
void gluMult4m_4m(GLUmat4 *result, const GLUmat4 *, const GLUmat4 *);
void gluAdd4m_4m(GLUmat4 *result, const GLUmat4 *, const GLUmat4 *);
void gluSub4m_4m(GLUmat4 *result, const GLUmat4 *, const GLUmat4 *);
void gluMult4m_4v(GLUvec4 *result, const GLUmat4 *m, const GLUvec4 *v);
void gluMult4m_f(GLUmat4 *result, const GLUmat4 *, GLfloat);
void gluScale4v(GLUmat4 *result, const GLUvec4 *);
void gluTranslate3f(GLUmat4 *result, GLfloat x, GLfloat y, GLfloat z);
void gluTranslate4v(GLUmat4 *result, const GLUvec4 *);
void gluRotate4v(GLUmat4 *result, const GLUvec4 *axis, GLfloat angle);
void gluLookAt4v(GLUmat4 *result, const GLUvec4 *eye, const GLUvec4 *center,
const GLUvec4 *up);
void gluPerspective4f(GLUmat4 *result, GLfloat fovy, GLfloat aspect,
GLfloat near, GLfloat far);
void gluTranspose4m(GLUmat4 *result, const GLUmat4 *m);
void gluFrustum6f(GLUmat4 *result,
GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat near, GLfloat far);
void gluOrtho6f(GLUmat4 *result,
GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat near, GLfloat far);
extern const GLUmat4 gluIdentityMatrix;
#ifdef __cplusplus
};
#endif
#ifdef __cplusplus
GLfloat gluDot4(const GLUvec4 &, const GLUvec4 &);
GLfloat gluDot3(const GLUvec4 &, const GLUvec4 &);
GLfloat gluDot2(const GLUvec4 &, const GLUvec4 &);
GLUvec4 gluCross(const GLUvec4 &, const GLUvec4 &);
GLUvec4 gluNormalize(const GLUvec4 &);
GLfloat gluLength(const GLUvec4 &);
GLfloat gluLengthSqr(const GLUvec4 &);
#endif /* __cplusplus */
#include "glu3_scalar.h"
#endif /* __glu3_h__ */

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/*
* Copyright © 2009 Ian D. Romanick
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#include <math.h>
#include <string.h>
extern inline void gluMult4v_4v(GLUvec4 *result,
const GLUvec4 *v1, const GLUvec4 *v2)
{
result->values[0] = v1->values[0] * v2->values[0];
result->values[1] = v1->values[1] * v2->values[1];
result->values[2] = v1->values[2] * v2->values[2];
result->values[3] = v1->values[3] * v2->values[3];
}
extern inline void gluDiv4v_4v(GLUvec4 *result,
const GLUvec4 *v1, const GLUvec4 *v2)
{
result->values[0] = v1->values[0] / v2->values[0];
result->values[1] = v1->values[1] / v2->values[1];
result->values[2] = v1->values[2] / v2->values[2];
result->values[3] = v1->values[3] / v2->values[3];
}
extern inline void gluAdd4v_4v(GLUvec4 *result,
const GLUvec4 *v1, const GLUvec4 *v2)
{
result->values[0] = v1->values[0] + v2->values[0];
result->values[1] = v1->values[1] + v2->values[1];
result->values[2] = v1->values[2] + v2->values[2];
result->values[3] = v1->values[3] + v2->values[3];
}
extern inline void gluSub4v_4v(GLUvec4 *result,
const GLUvec4 *v1, const GLUvec4 *v2)
{
result->values[0] = v1->values[0] - v2->values[0];
result->values[1] = v1->values[1] - v2->values[1];
result->values[2] = v1->values[2] - v2->values[2];
result->values[3] = v1->values[3] - v2->values[3];
}
extern inline void gluMult4v_f(GLUvec4 *result,
const GLUvec4 *v1, GLfloat f)
{
result->values[0] = v1->values[0] * f;
result->values[1] = v1->values[1] * f;
result->values[2] = v1->values[2] * f;
result->values[3] = v1->values[3] * f;
}
extern inline void gluDiv4v_f(GLUvec4 *result,
const GLUvec4 *v1, GLfloat f)
{
result->values[0] = v1->values[0] / f;
result->values[1] = v1->values[1] / f;
result->values[2] = v1->values[2] / f;
result->values[3] = v1->values[3] / f;
}
extern inline void gluAdd4v_f(GLUvec4 *result,
const GLUvec4 *v1, GLfloat f)
{
result->values[0] = v1->values[0] + f;
result->values[1] = v1->values[1] + f;
result->values[2] = v1->values[2] + f;
result->values[3] = v1->values[3] + f;
}
extern inline void gluSub4v_f(GLUvec4 *result,
const GLUvec4 *v1, GLfloat f)
{
result->values[0] = v1->values[0] - f;
result->values[1] = v1->values[1] - f;
result->values[2] = v1->values[2] - f;
result->values[3] = v1->values[3] - f;
}
extern inline void gluMult4m_f(GLUmat4 *result,
const GLUmat4 *m, GLfloat f)
{
GLUmat4 temp;
gluMult4v_f(& temp.col[0], & m->col[0], f);
gluMult4v_f(& temp.col[1], & m->col[1], f);
gluMult4v_f(& temp.col[2], & m->col[2], f);
gluMult4v_f(& temp.col[3], & m->col[3], f);
*result = temp;
}
extern inline void gluMult4m_4v(GLUvec4 *result,
const GLUmat4 *m, const GLUvec4 *v)
{
GLUvec4 temp[6];
unsigned i;
for (i = 0; i < 4; i++) {
gluMult4v_f(& temp[i], & m->col[i], v->values[i]);
}
gluAdd4v_4v(& temp[4], & temp[0], & temp[1]);
gluAdd4v_4v(& temp[5], & temp[2], & temp[3]);
gluAdd4v_4v(result, & temp[4], & temp[5]);
}
extern inline void gluAdd4m_4m(GLUmat4 *result,
const GLUmat4 *m1, const GLUmat4 *m2)
{
GLUmat4 temp;
gluAdd4v_4v(& temp.col[0], & m1->col[0], & m2->col[0]);
gluAdd4v_4v(& temp.col[1], & m1->col[1], & m2->col[1]);
gluAdd4v_4v(& temp.col[2], & m1->col[2], & m2->col[2]);
gluAdd4v_4v(& temp.col[3], & m1->col[3], & m2->col[3]);
*result = temp;
}
extern inline void gluSub4m_4m(GLUmat4 *result,
const GLUmat4 *m1, const GLUmat4 *m2)
{
GLUmat4 temp;
gluSub4v_4v(& temp.col[0], & m1->col[0], & m2->col[0]);
gluSub4v_4v(& temp.col[1], & m1->col[1], & m2->col[1]);
gluSub4v_4v(& temp.col[2], & m1->col[2], & m2->col[2]);
gluSub4v_4v(& temp.col[3], & m1->col[3], & m2->col[3]);
*result = temp;
}
extern inline GLfloat gluDot4_4v(const GLUvec4 *v1, const GLUvec4 *v2)
{
return v1->values[0] * v2->values[0]
+ v1->values[1] * v2->values[1]
+ v1->values[2] * v2->values[2]
+ v1->values[3] * v2->values[3];
}
extern inline GLfloat gluDot3_4v(const GLUvec4 *v1, const GLUvec4 *v2)
{
return v1->values[0] * v2->values[0]
+ v1->values[1] * v2->values[1]
+ v1->values[2] * v2->values[2];
}
extern inline GLfloat gluDot2_4v(const GLUvec4 *v1, const GLUvec4 *v2)
{
return v1->values[0] * v2->values[0]
+ v1->values[1] * v2->values[1];
}
extern inline void gluCross4v(GLUvec4 *result,
const GLUvec4 *v1, const GLUvec4 *v2)
{
GLUvec4 temp;
temp.values[0] = (v1->values[1] * v2->values[2])
- (v1->values[2] * v2->values[1]);
temp.values[1] = (v1->values[2] * v2->values[0])
- (v1->values[0] * v2->values[2]);
temp.values[2] = (v1->values[0] * v2->values[1])
- (v1->values[1] * v2->values[0]);
temp.values[3] = 0.0;
*result = temp;
}
extern inline void gluOuter4v(GLUmat4 *result,
const GLUvec4 *v1, const GLUvec4 *v2)
{
GLUmat4 temp;
gluMult4v_f(& temp.col[0], v1, v2->values[0]);
gluMult4v_f(& temp.col[1], v1, v2->values[1]);
gluMult4v_f(& temp.col[2], v1, v2->values[2]);
gluMult4v_f(& temp.col[3], v1, v2->values[3]);
*result = temp;
}
extern inline GLfloat gluLengthSqr4v(const GLUvec4 *v)
{
return gluDot4_4v(v, v);
}
extern inline GLfloat gluLength4v(const GLUvec4 *v)
{
return sqrt(gluLengthSqr4v(v));
}
extern inline void gluNormalize4v(GLUvec4 *result, const GLUvec4 *v)
{
gluDiv4v_f(result, v, gluLength4v(v));
}
extern inline void gluTranspose4m(GLUmat4 *result, const GLUmat4 *m)
{
unsigned i;
unsigned j;
GLUmat4 temp;
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
temp.col[i].values[j] = m->col[j].values[i];
}
}
*result = temp;
}
extern inline void gluMult4m_4m(GLUmat4 *result,
const GLUmat4 *m1, const GLUmat4 *m2)
{
GLUmat4 temp;
unsigned i;
for (i = 0; i < 4; i++) {
gluMult4m_4v(& temp.col[i], m1, & m2->col[i]);
}
*result = temp;
}
extern inline void gluTranslate3f(GLUmat4 *result,
GLfloat x, GLfloat y, GLfloat z)
{
memcpy(result, & gluIdentityMatrix, sizeof(gluIdentityMatrix));
result->col[3].values[0] = x;
result->col[3].values[1] = y;
result->col[3].values[2] = z;
}
#ifdef __cplusplus
extern inline GLfloat gluDot4(const GLUvec4 &v1, const GLUvec4 &v2)
{
return v1.values[0] * v2.values[0]
+ v1.values[1] * v2.values[1]
+ v1.values[2] * v2.values[2]
+ v1.values[3] * v2.values[3];
}
extern inline GLfloat gluDot3(const GLUvec4 &v1, const GLUvec4 &v2)
{
return v1.values[0] * v2.values[0]
+ v1.values[1] * v2.values[1]
+ v1.values[2] * v2.values[2];
}
extern inline GLfloat gluDot2(const GLUvec4 &v1, const GLUvec4 &v2)
{
return v1.values[0] * v2.values[0]
+ v1.values[1] * v2.values[1];
}
inline GLUvec4 GLUvec4::operator+(const GLUvec4 &v) const
{
return GLUvec4(values[0] + v.values[0],
values[1] + v.values[1],
values[2] + v.values[2],
values[3] + v.values[3]);
}
inline GLUvec4 GLUvec4::operator-(const GLUvec4 &v) const
{
return GLUvec4(values[0] - v.values[0],
values[1] - v.values[1],
values[2] - v.values[2],
values[3] - v.values[3]);
}
inline GLUvec4 GLUvec4::operator*(const GLUvec4 &v) const
{
return GLUvec4(values[0] * v.values[0],
values[1] * v.values[1],
values[2] * v.values[2],
values[3] * v.values[3]);
}
inline GLUvec4 GLUvec4::operator*(GLfloat f) const
{
return GLUvec4(values[0] * f,
values[1] * f,
values[2] * f,
values[3] * f);
}
inline GLUvec4 GLUvec4::operator*(const GLUmat4 &m) const
{
return GLUvec4(gluDot4(*this, m.col[0]),
gluDot4(*this, m.col[1]),
gluDot4(*this, m.col[2]),
gluDot4(*this, m.col[3]));
}
inline GLUmat4 GLUmat4::operator+(const GLUmat4 &m) const
{
GLUmat4 temp;
gluAdd4m_4m(& temp, this, &m);
return temp;
}
inline GLUmat4 GLUmat4::operator-(const GLUmat4 &m) const
{
return GLUmat4(col[0] - m.col[0],
col[1] - m.col[1],
col[2] - m.col[2],
col[3] - m.col[3]);
}
inline GLUmat4 GLUmat4::operator*(GLfloat f) const
{
GLUmat4 temp;
gluMult4m_f(& temp, this, f);
return temp;
}
inline GLUvec4 GLUmat4::operator*(const GLUvec4 &v) const
{
return (col[0] * v.values[0])
+ (col[1] * v.values[1])
+ (col[2] * v.values[2])
+ (col[3] * v.values[3]);
}
inline GLUmat4 GLUmat4::operator*(const GLUmat4 &m) const
{
GLUmat4 temp;
gluMult4m_4m(& temp, this, &m);
return temp;
}
#endif /* __cplusplus */

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/*
* Copyright © 2009 Ian D. Romanick
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#include <string.h>
#include "glu3.h"
#define DEG2RAD(d) ((d) * M_PI / 180.0)
const GLUmat4 gluIdentityMatrix = {
{
{ { 1.0f, 0.0f, 0.0f, 0.0f } },
{ { 0.0f, 1.0f, 0.0f, 0.0f } },
{ { 0.0f, 0.0f, 1.0f, 0.0f } },
{ { 0.0f, 0.0f, 0.0f, 1.0f } }
}
};
void gluTranslate4v(GLUmat4 *result, const GLUvec4 *t)
{
memcpy(result, & gluIdentityMatrix, sizeof(gluIdentityMatrix));
result->col[3] = *t;
result->col[3].values[3] = 1.0f;
}
void gluScale4v(GLUmat4 *result, const GLUvec4 *t)
{
memcpy(result, & gluIdentityMatrix, sizeof(gluIdentityMatrix));
result->col[0].values[0] = t->values[0];
result->col[1].values[1] = t->values[1];
result->col[2].values[2] = t->values[2];
}
void gluLookAt4v(GLUmat4 *result,
const GLUvec4 *_eye,
const GLUvec4 *_center,
const GLUvec4 *_up)
{
static const GLUvec4 col3 = { { 0.0f, 0.0f, 0.0f, 1.0f } };
const GLUvec4 e = {
{ -_eye->values[0], -_eye->values[1], -_eye->values[2], 0.0f }
};
GLUmat4 translate;
GLUmat4 rotate;
GLUmat4 rotateT;
GLUvec4 f;
GLUvec4 s;
GLUvec4 u;
GLUvec4 center, up;
center = *_center;
center.values[3] = 0;
up = *_up;
up.values[3] = 0;
gluAdd4v_4v(& f, &center, &e);
gluNormalize4v(& f, & f);
gluNormalize4v(& u, &up);
gluCross4v(& s, & f, & u);
gluCross4v(& u, & s, & f);
rotate.col[0] = s;
rotate.col[1] = u;
rotate.col[2].values[0] = -f.values[0];
rotate.col[2].values[1] = -f.values[1];
rotate.col[2].values[2] = -f.values[2];
rotate.col[2].values[3] = 0.0f;
rotate.col[3] = col3;
gluTranspose4m(& rotateT, & rotate);
gluTranslate4v(& translate, & e);
gluMult4m_4m(result, & rotateT, & translate);
}
void gluRotate4v(GLUmat4 *result, const GLUvec4 *_axis, GLfloat angle)
{
GLUvec4 axis;
const float c = cos(angle);
const float s = sin(angle);
const float one_c = 1.0 - c;
float xx;
float yy;
float zz;
float xs;
float ys;
float zs;
float xy;
float xz;
float yz;
/* Only normalize the 3-component axis. A gluNormalize3v might be
* appropriate to save us some computation.
*/
axis = *_axis;
axis.values[3] = 0;
gluNormalize4v(&axis, &axis);
xx = axis.values[0] * axis.values[0];
yy = axis.values[1] * axis.values[1];
zz = axis.values[2] * axis.values[2];
xs = axis.values[0] * s;
ys = axis.values[1] * s;
zs = axis.values[2] * s;
xy = axis.values[0] * axis.values[1];
xz = axis.values[0] * axis.values[2];
yz = axis.values[1] * axis.values[2];
result->col[0].values[0] = (one_c * xx) + c;
result->col[0].values[1] = (one_c * xy) + zs;
result->col[0].values[2] = (one_c * xz) - ys;
result->col[0].values[3] = 0.0;
result->col[1].values[0] = (one_c * xy) - zs;
result->col[1].values[1] = (one_c * yy) + c;
result->col[1].values[2] = (one_c * yz) + xs;
result->col[1].values[3] = 0.0;
result->col[2].values[0] = (one_c * xz) + ys;
result->col[2].values[1] = (one_c * yz) - xs;
result->col[2].values[2] = (one_c * zz) + c;
result->col[2].values[3] = 0.0;
result->col[3].values[0] = 0.0;
result->col[3].values[1] = 0.0;
result->col[3].values[2] = 0.0;
result->col[3].values[3] = 1.0;
}
void
gluPerspective4f(GLUmat4 *result,
GLfloat fovy, GLfloat aspect, GLfloat near, GLfloat far)
{
const double sine = sin(DEG2RAD(fovy / 2.0));
const double cosine = cos(DEG2RAD(fovy / 2.0));
const double sine_aspect = sine * aspect;
const double dz = far - near;
memcpy(result, &gluIdentityMatrix, sizeof(gluIdentityMatrix));
if ((sine == 0.0) || (dz == 0.0) || (sine_aspect == 0.0)) {
return;
}
result->col[0].values[0] = cosine / sine_aspect;
result->col[1].values[1] = cosine / sine;
result->col[2].values[2] = -(far + near) / dz;
result->col[2].values[3] = -1.0;
result->col[3].values[2] = -2.0 * near * far / dz;
result->col[3].values[3] = 0.0;
}
void gluFrustum6f(GLUmat4 *result,
GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat near, GLfloat far)
{
memcpy(result, &gluIdentityMatrix, sizeof(gluIdentityMatrix));
result->col[0].values[0] = (2.0 * near) / (right - left);
result->col[1].values[1] = (2.0 * near) / (top - bottom);
result->col[2].values[0] = (right + left) / (right - left);
result->col[2].values[1] = (top + bottom) / (top - bottom);
result->col[2].values[2] = -(far + near) / (far - near);
result->col[2].values[3] = -1.0;
result->col[3].values[2] = -2.0 * near * far / (far - near);
result->col[3].values[3] = 0.0;
}
void gluOrtho6f(GLUmat4 *result,
GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat near, GLfloat far)
{
memcpy(result, &gluIdentityMatrix, sizeof(gluIdentityMatrix));
result->col[0].values[0] = 2.0f / (right - left);
result->col[3].values[0] = -(right + left) / (right - left);
result->col[1].values[1] = 2.0f / (top - bottom);
result->col[3].values[1] = -(top + bottom) / (top - bottom);
result->col[2].values[2] = -2.0f / (far - near);
result->col[3].values[2] = -(far + near) / (far - near);
}