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May 28, 2012 18:43
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opengl es functions
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#define glOrtho(a,b,c,d,e,f) glOrthof(a,b,c,d,e,f) | |
#define glOrtho(a,b,c,d,e,f) glOrthof(a,b,c,d,e,f) | |
#define glColor3f(r,g,b) glColor4f(r,g,b,1.0) | |
void gluPerspective(double fovy, double aspect, double zNear, double zFar) | |
{ | |
// Start in projection mode. | |
glMatrixMode(GL_PROJECTION); | |
glLoadIdentity(); | |
double xmin, xmax, ymin, ymax; | |
ymax = zNear * tan(fovy * 3.14159265 / 360.0); | |
ymin = -ymax; | |
xmin = ymin * aspect; | |
xmax = ymax * aspect; | |
glFrustumf(xmin, xmax, ymin, ymax, zNear, zFar); | |
} | |
void gluLookAt(GLfloat eyex, GLfloat eyey, GLfloat eyez, | |
GLfloat centerx, GLfloat centery, GLfloat centerz, | |
GLfloat upx, GLfloat upy, GLfloat upz) | |
{ | |
GLfloat m[16]; | |
GLfloat x[3], y[3], z[3]; | |
GLfloat mag; | |
/* Make rotation matrix */ | |
/* Z vector */ | |
z[0] = eyex - centerx; | |
z[1] = eyey - centery; | |
z[2] = eyez - centerz; | |
mag = sqrt(z[0] * z[0] + z[1] * z[1] + z[2] * z[2]); | |
if (mag) { /* mpichler, 19950515 */ | |
z[0] /= mag; | |
z[1] /= mag; | |
z[2] /= mag; | |
} | |
/* Y vector */ | |
y[0] = upx; | |
y[1] = upy; | |
y[2] = upz; | |
/* X vector = Y cross Z */ | |
x[0] = y[1] * z[2] - y[2] * z[1]; | |
x[1] = -y[0] * z[2] + y[2] * z[0]; | |
x[2] = y[0] * z[1] - y[1] * z[0]; | |
/* Recompute Y = Z cross X */ | |
y[0] = z[1] * x[2] - z[2] * x[1]; | |
y[1] = -z[0] * x[2] + z[2] * x[0]; | |
y[2] = z[0] * x[1] - z[1] * x[0]; | |
/* mpichler, 19950515 */ | |
/* cross product gives area of parallelogram, which is < 1.0 for | |
* non-perpendicular unit-length vectors; so normalize x, y here | |
*/ | |
mag = sqrt(x[0] * x[0] + x[1] * x[1] + x[2] * x[2]); | |
if (mag) { | |
x[0] /= mag; | |
x[1] /= mag; | |
x[2] /= mag; | |
} | |
mag = sqrt(y[0] * y[0] + y[1] * y[1] + y[2] * y[2]); | |
if (mag) { | |
y[0] /= mag; | |
y[1] /= mag; | |
y[2] /= mag; | |
} | |
#define M(row,col) m[col*4+row] | |
M(0, 0) = x[0]; | |
M(0, 1) = x[1]; | |
M(0, 2) = x[2]; | |
M(0, 3) = 0.0; | |
M(1, 0) = y[0]; | |
M(1, 1) = y[1]; | |
M(1, 2) = y[2]; | |
M(1, 3) = 0.0; | |
M(2, 0) = z[0]; | |
M(2, 1) = z[1]; | |
M(2, 2) = z[2]; | |
M(2, 3) = 0.0; | |
M(3, 0) = 0.0; | |
M(3, 1) = 0.0; | |
M(3, 2) = 0.0; | |
M(3, 3) = 1.0; | |
#undef M | |
glMultMatrixf(m); | |
/* Translate Eye to Origin */ | |
glTranslatef(-eyex, -eyey, -eyez); | |
} | |
void __gluMultMatricesf(const GLfloat a[16], const GLfloat b[16], GLfloat r[16]) | |
{ | |
int i, j; | |
for (i = 0; i < 4; i++) { | |
for (j = 0; j < 4; j++) { | |
r[i*4+j] = | |
a[i*4+0]*b[0*4+j] + | |
a[i*4+1]*b[1*4+j] + | |
a[i*4+2]*b[2*4+j] + | |
a[i*4+3]*b[3*4+j]; | |
} | |
} | |
} | |
static void __gluMultMatrixVecf(const GLfloat matrix[16], const GLfloat in[4], | |
GLfloat out[4]) | |
{ | |
int i; | |
for (i=0; i<4; i++) { | |
out[i] = | |
in[0] * matrix[0*4+i] + | |
in[1] * matrix[1*4+i] + | |
in[2] * matrix[2*4+i] + | |
in[3] * matrix[3*4+i]; | |
} | |
} | |
/* | |
** Invert 4x4 matrix. | |
** Contributed by David Moore (See Mesa bug #6748) | |
*/ | |
static int __gluInvertMatrixf(const GLfloat m[16], GLfloat invOut[16]) | |
{ | |
float inv[16], det; | |
int i; | |
inv[0] = m[5]*m[10]*m[15] - m[5]*m[11]*m[14] - m[9]*m[6]*m[15] | |
+ m[9]*m[7]*m[14] + m[13]*m[6]*m[11] - m[13]*m[7]*m[10]; | |
inv[4] = -m[4]*m[10]*m[15] + m[4]*m[11]*m[14] + m[8]*m[6]*m[15] | |
- m[8]*m[7]*m[14] - m[12]*m[6]*m[11] + m[12]*m[7]*m[10]; | |
inv[8] = m[4]*m[9]*m[15] - m[4]*m[11]*m[13] - m[8]*m[5]*m[15] | |
+ m[8]*m[7]*m[13] + m[12]*m[5]*m[11] - m[12]*m[7]*m[9]; | |
inv[12] = -m[4]*m[9]*m[14] + m[4]*m[10]*m[13] + m[8]*m[5]*m[14] | |
- m[8]*m[6]*m[13] - m[12]*m[5]*m[10] + m[12]*m[6]*m[9]; | |
inv[1] = -m[1]*m[10]*m[15] + m[1]*m[11]*m[14] + m[9]*m[2]*m[15] | |
- m[9]*m[3]*m[14] - m[13]*m[2]*m[11] + m[13]*m[3]*m[10]; | |
inv[5] = m[0]*m[10]*m[15] - m[0]*m[11]*m[14] - m[8]*m[2]*m[15] | |
+ m[8]*m[3]*m[14] + m[12]*m[2]*m[11] - m[12]*m[3]*m[10]; | |
inv[9] = -m[0]*m[9]*m[15] + m[0]*m[11]*m[13] + m[8]*m[1]*m[15] | |
- m[8]*m[3]*m[13] - m[12]*m[1]*m[11] + m[12]*m[3]*m[9]; | |
inv[13] = m[0]*m[9]*m[14] - m[0]*m[10]*m[13] - m[8]*m[1]*m[14] | |
+ m[8]*m[2]*m[13] + m[12]*m[1]*m[10] - m[12]*m[2]*m[9]; | |
inv[2] = m[1]*m[6]*m[15] - m[1]*m[7]*m[14] - m[5]*m[2]*m[15] | |
+ m[5]*m[3]*m[14] + m[13]*m[2]*m[7] - m[13]*m[3]*m[6]; | |
inv[6] = -m[0]*m[6]*m[15] + m[0]*m[7]*m[14] + m[4]*m[2]*m[15] | |
- m[4]*m[3]*m[14] - m[12]*m[2]*m[7] + m[12]*m[3]*m[6]; | |
inv[10] = m[0]*m[5]*m[15] - m[0]*m[7]*m[13] - m[4]*m[1]*m[15] | |
+ m[4]*m[3]*m[13] + m[12]*m[1]*m[7] - m[12]*m[3]*m[5]; | |
inv[14] = -m[0]*m[5]*m[14] + m[0]*m[6]*m[13] + m[4]*m[1]*m[14] | |
- m[4]*m[2]*m[13] - m[12]*m[1]*m[6] + m[12]*m[2]*m[5]; | |
inv[3] = -m[1]*m[6]*m[11] + m[1]*m[7]*m[10] + m[5]*m[2]*m[11] | |
- m[5]*m[3]*m[10] - m[9]*m[2]*m[7] + m[9]*m[3]*m[6]; | |
inv[7] = m[0]*m[6]*m[11] - m[0]*m[7]*m[10] - m[4]*m[2]*m[11] | |
+ m[4]*m[3]*m[10] + m[8]*m[2]*m[7] - m[8]*m[3]*m[6]; | |
inv[11] = -m[0]*m[5]*m[11] + m[0]*m[7]*m[9] + m[4]*m[1]*m[11] | |
- m[4]*m[3]*m[9] - m[8]*m[1]*m[7] + m[8]*m[3]*m[5]; | |
inv[15] = m[0]*m[5]*m[10] - m[0]*m[6]*m[9] - m[4]*m[1]*m[10] | |
+ m[4]*m[2]*m[9] + m[8]*m[1]*m[6] - m[8]*m[2]*m[5]; | |
det = m[0]*inv[0] + m[1]*inv[4] + m[2]*inv[8] + m[3]*inv[12]; | |
if (det == 0) | |
return GL_FALSE; | |
det = 1.0 / det; | |
for (i = 0; i < 16; i++) | |
invOut[i] = inv[i] * det; | |
return GL_TRUE; | |
} | |
GLint gluUnProject(GLfloat winx, GLfloat winy, GLfloat winz, | |
const GLfloat modelMatrix[16], | |
const GLfloat projMatrix[16], | |
const GLint viewport[4], | |
GLfloat *objx, GLfloat *objy, GLfloat *objz) | |
{ | |
float finalMatrix[16]; | |
float in[4]; | |
float out[4]; | |
__gluMultMatricesf(modelMatrix, projMatrix, finalMatrix); | |
if (!__gluInvertMatrixf(finalMatrix, finalMatrix)) return(GL_FALSE); | |
in[0]=winx; | |
in[1]=winy; | |
in[2]=winz; | |
in[3]=1.0; | |
/* Map x and y from window coordinates */ | |
in[0] = (in[0] - viewport[0]) / viewport[2]; | |
in[1] = (in[1] - viewport[1]) / viewport[3]; | |
/* Map to range -1 to 1 */ | |
in[0] = in[0] * 2 - 1; | |
in[1] = in[1] * 2 - 1; | |
in[2] = in[2] * 2 - 1; | |
__gluMultMatrixVecf(finalMatrix, in, out); | |
if (out[3] == 0.0) return(GL_FALSE); | |
out[0] /= out[3]; | |
out[1] /= out[3]; | |
out[2] /= out[3]; | |
*objx = out[0]; | |
*objy = out[1]; | |
*objz = out[2]; | |
return(GL_TRUE); | |
} |
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