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[reactos.git] / reactos / lib / glu32 / 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 ** $Date$ $Revision: 1.1 $
35 ** $Header: /cygdrive/c/RCVS/CVS/ReactOS/reactos/lib/glu32/libutil/project.c,v 1.1 2004/02/02 16:39:16 navaraf Exp $
36 */
37
38 #include "gluos.h"
39 #include <math.h>
40 #include <GL/gl.h>
41 #include <GL/glu.h>
42 #include "gluint.h"
43
44 /*
45 ** Make m an identity matrix
46 */
47 static void __gluMakeIdentityd(GLdouble m[16])
48 {
49 m[0+4*0] = 1; m[0+4*1] = 0; m[0+4*2] = 0; m[0+4*3] = 0;
50 m[1+4*0] = 0; m[1+4*1] = 1; m[1+4*2] = 0; m[1+4*3] = 0;
51 m[2+4*0] = 0; m[2+4*1] = 0; m[2+4*2] = 1; m[2+4*3] = 0;
52 m[3+4*0] = 0; m[3+4*1] = 0; m[3+4*2] = 0; m[3+4*3] = 1;
53 }
54
55 static void __gluMakeIdentityf(GLfloat m[16])
56 {
57 m[0+4*0] = 1; m[0+4*1] = 0; m[0+4*2] = 0; m[0+4*3] = 0;
58 m[1+4*0] = 0; m[1+4*1] = 1; m[1+4*2] = 0; m[1+4*3] = 0;
59 m[2+4*0] = 0; m[2+4*1] = 0; m[2+4*2] = 1; m[2+4*3] = 0;
60 m[3+4*0] = 0; m[3+4*1] = 0; m[3+4*2] = 0; m[3+4*3] = 1;
61 }
62
63 void GLAPIENTRY
64 gluOrtho2D(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top)
65 {
66 glOrtho(left, right, bottom, top, -1, 1);
67 }
68
69 #define __glPi 3.14159265358979323846
70
71 void GLAPIENTRY
72 gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar)
73 {
74 GLdouble m[4][4];
75 double sine, cotangent, deltaZ;
76 double radians = fovy / 2 * __glPi / 180;
77
78 deltaZ = zFar - zNear;
79 sine = sin(radians);
80 if ((deltaZ == 0) || (sine == 0) || (aspect == 0)) {
81 return;
82 }
83 cotangent = COS(radians) / sine;
84
85 __gluMakeIdentityd(&m[0][0]);
86 m[0][0] = cotangent / aspect;
87 m[1][1] = cotangent;
88 m[2][2] = -(zFar + zNear) / deltaZ;
89 m[2][3] = -1;
90 m[3][2] = -2 * zNear * zFar / deltaZ;
91 m[3][3] = 0;
92 glMultMatrixd(&m[0][0]);
93 }
94
95 static void normalize(float v[3])
96 {
97 float r;
98
99 r = sqrt( v[0]*v[0] + v[1]*v[1] + v[2]*v[2] );
100 if (r == 0.0) return;
101
102 v[0] /= r;
103 v[1] /= r;
104 v[2] /= r;
105 }
106
107 static void cross(float v1[3], float v2[3], float result[3])
108 {
109 result[0] = v1[1]*v2[2] - v1[2]*v2[1];
110 result[1] = v1[2]*v2[0] - v1[0]*v2[2];
111 result[2] = v1[0]*v2[1] - v1[1]*v2[0];
112 }
113
114 void GLAPIENTRY
115 gluLookAt(GLdouble eyex, GLdouble eyey, GLdouble eyez, GLdouble centerx,
116 GLdouble centery, GLdouble centerz, GLdouble upx, GLdouble upy,
117 GLdouble upz)
118 {
119 float forward[3], side[3], up[3];
120 GLfloat m[4][4];
121
122 forward[0] = centerx - eyex;
123 forward[1] = centery - eyey;
124 forward[2] = centerz - eyez;
125
126 up[0] = upx;
127 up[1] = upy;
128 up[2] = upz;
129
130 normalize(forward);
131
132 /* Side = forward x up */
133 cross(forward, up, side);
134 normalize(side);
135
136 /* Recompute up as: up = side x forward */
137 cross(side, forward, up);
138
139 __gluMakeIdentityf(&m[0][0]);
140 m[0][0] = side[0];
141 m[1][0] = side[1];
142 m[2][0] = side[2];
143
144 m[0][1] = up[0];
145 m[1][1] = up[1];
146 m[2][1] = up[2];
147
148 m[0][2] = -forward[0];
149 m[1][2] = -forward[1];
150 m[2][2] = -forward[2];
151
152 glMultMatrixf(&m[0][0]);
153 glTranslated(-eyex, -eyey, -eyez);
154 }
155
156 static void __gluMultMatrixVecd(const GLdouble matrix[16], const GLdouble in[4],
157 GLdouble out[4])
158 {
159 int i;
160
161 for (i=0; i<4; i++) {
162 out[i] =
163 in[0] * matrix[0*4+i] +
164 in[1] * matrix[1*4+i] +
165 in[2] * matrix[2*4+i] +
166 in[3] * matrix[3*4+i];
167 }
168 }
169
170 /*
171 ** inverse = invert(src)
172 */
173 static int __gluInvertMatrixd(const GLdouble src[16], GLdouble inverse[16])
174 {
175 int i, j, k, swap;
176 double t;
177 GLdouble temp[4][4];
178
179 for (i=0; i<4; i++) {
180 for (j=0; j<4; j++) {
181 temp[i][j] = src[i*4+j];
182 }
183 }
184 __gluMakeIdentityd(inverse);
185
186 for (i = 0; i < 4; i++) {
187 /*
188 ** Look for largest element in column
189 */
190 swap = i;
191 for (j = i + 1; j < 4; j++) {
192 if (fabs(temp[j][i]) > fabs(temp[i][i])) {
193 swap = j;
194 }
195 }
196
197 if (swap != i) {
198 /*
199 ** Swap rows.
200 */
201 for (k = 0; k < 4; k++) {
202 t = temp[i][k];
203 temp[i][k] = temp[swap][k];
204 temp[swap][k] = t;
205
206 t = inverse[i*4+k];
207 inverse[i*4+k] = inverse[swap*4+k];
208 inverse[swap*4+k] = t;
209 }
210 }
211
212 if (temp[i][i] == 0) {
213 /*
214 ** No non-zero pivot. The matrix is singular, which shouldn't
215 ** happen. This means the user gave us a bad matrix.
216 */
217 return GL_FALSE;
218 }
219
220 t = temp[i][i];
221 for (k = 0; k < 4; k++) {
222 temp[i][k] /= t;
223 inverse[i*4+k] /= t;
224 }
225 for (j = 0; j < 4; j++) {
226 if (j != i) {
227 t = temp[j][i];
228 for (k = 0; k < 4; k++) {
229 temp[j][k] -= temp[i][k]*t;
230 inverse[j*4+k] -= inverse[i*4+k]*t;
231 }
232 }
233 }
234 }
235 return GL_TRUE;
236 }
237
238 static void __gluMultMatricesd(const GLdouble a[16], const GLdouble b[16],
239 GLdouble r[16])
240 {
241 int i, j;
242
243 for (i = 0; i < 4; i++) {
244 for (j = 0; j < 4; j++) {
245 r[i*4+j] =
246 a[i*4+0]*b[0*4+j] +
247 a[i*4+1]*b[1*4+j] +
248 a[i*4+2]*b[2*4+j] +
249 a[i*4+3]*b[3*4+j];
250 }
251 }
252 }
253
254 GLint GLAPIENTRY
255 gluProject(GLdouble objx, GLdouble objy, GLdouble objz,
256 const GLdouble modelMatrix[16],
257 const GLdouble projMatrix[16],
258 const GLint viewport[4],
259 GLdouble *winx, GLdouble *winy, GLdouble *winz)
260 {
261 double in[4];
262 double out[4];
263
264 in[0]=objx;
265 in[1]=objy;
266 in[2]=objz;
267 in[3]=1.0;
268 __gluMultMatrixVecd(modelMatrix, in, out);
269 __gluMultMatrixVecd(projMatrix, out, in);
270 if (in[3] == 0.0) return(GL_FALSE);
271 in[0] /= in[3];
272 in[1] /= in[3];
273 in[2] /= in[3];
274 /* Map x, y and z to range 0-1 */
275 in[0] = in[0] * 0.5 + 0.5;
276 in[1] = in[1] * 0.5 + 0.5;
277 in[2] = in[2] * 0.5 + 0.5;
278
279 /* Map x,y to viewport */
280 in[0] = in[0] * viewport[2] + viewport[0];
281 in[1] = in[1] * viewport[3] + viewport[1];
282
283 *winx=in[0];
284 *winy=in[1];
285 *winz=in[2];
286 return(GL_TRUE);
287 }
288
289 GLint GLAPIENTRY
290 gluUnProject(GLdouble winx, GLdouble winy, GLdouble winz,
291 const GLdouble modelMatrix[16],
292 const GLdouble projMatrix[16],
293 const GLint viewport[4],
294 GLdouble *objx, GLdouble *objy, GLdouble *objz)
295 {
296 double finalMatrix[16];
297 double in[4];
298 double out[4];
299
300 __gluMultMatricesd(modelMatrix, projMatrix, finalMatrix);
301 if (!__gluInvertMatrixd(finalMatrix, finalMatrix)) return(GL_FALSE);
302
303 in[0]=winx;
304 in[1]=winy;
305 in[2]=winz;
306 in[3]=1.0;
307
308 /* Map x and y from window coordinates */
309 in[0] = (in[0] - viewport[0]) / viewport[2];
310 in[1] = (in[1] - viewport[1]) / viewport[3];
311
312 /* Map to range -1 to 1 */
313 in[0] = in[0] * 2 - 1;
314 in[1] = in[1] * 2 - 1;
315 in[2] = in[2] * 2 - 1;
316
317 __gluMultMatrixVecd(finalMatrix, in, out);
318 if (out[3] == 0.0) return(GL_FALSE);
319 out[0] /= out[3];
320 out[1] /= out[3];
321 out[2] /= out[3];
322 *objx = out[0];
323 *objy = out[1];
324 *objz = out[2];
325 return(GL_TRUE);
326 }
327
328 GLint GLAPIENTRY
329 gluUnProject4(GLdouble winx, GLdouble winy, GLdouble winz, GLdouble clipw,
330 const GLdouble modelMatrix[16],
331 const GLdouble projMatrix[16],
332 const GLint viewport[4],
333 GLclampd nearVal, GLclampd farVal,
334 GLdouble *objx, GLdouble *objy, GLdouble *objz,
335 GLdouble *objw)
336 {
337 double finalMatrix[16];
338 double in[4];
339 double out[4];
340
341 __gluMultMatricesd(modelMatrix, projMatrix, finalMatrix);
342 if (!__gluInvertMatrixd(finalMatrix, finalMatrix)) return(GL_FALSE);
343
344 in[0]=winx;
345 in[1]=winy;
346 in[2]=winz;
347 in[3]=clipw;
348
349 /* Map x and y from window coordinates */
350 in[0] = (in[0] - viewport[0]) / viewport[2];
351 in[1] = (in[1] - viewport[1]) / viewport[3];
352 in[2] = (in[2] - nearVal) / (farVal - nearVal);
353
354 /* Map to range -1 to 1 */
355 in[0] = in[0] * 2 - 1;
356 in[1] = in[1] * 2 - 1;
357 in[2] = in[2] * 2 - 1;
358
359 __gluMultMatrixVecd(finalMatrix, in, out);
360 if (out[3] == 0.0) return(GL_FALSE);
361 *objx = out[0];
362 *objy = out[1];
363 *objz = out[2];
364 *objw = out[3];
365 return(GL_TRUE);
366 }
367
368 void GLAPIENTRY
369 gluPickMatrix(GLdouble x, GLdouble y, GLdouble deltax, GLdouble deltay,
370 GLint viewport[4])
371 {
372 if (deltax <= 0 || deltay <= 0) {
373 return;
374 }
375
376 /* Translate and scale the picked region to the entire window */
377 glTranslatef((viewport[2] - 2 * (x - viewport[0])) / deltax,
378 (viewport[3] - 2 * (y - viewport[1])) / deltay, 0);
379 glScalef(viewport[2] / deltax, viewport[3] / deltay, 1.0);
380 }