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5f2bebf7a5
With this commit, we now use a forked version of MESA which only supports OpenGL 1.1, like the windows implementation does. It exposes : - The same pixel formats - The same set of extensions - Nothing more All of this without taking 10% of your build time. If you need a more modern option, look at the MESA package from Rapps, which is (and must be) maintained outside of this code tree. CORE-7499
85 lines
2.5 KiB
C
85 lines
2.5 KiB
C
/* $Id: xform.h,v 1.4 1997/04/02 03:15:02 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 2.0
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* Copyright (C) 1995-1996 Brian Paul
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the Free
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* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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/*
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* $Log: xform.h,v $
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* Revision 1.4 1997/04/02 03:15:02 brianp
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* removed gl_xform_texcoords_4fv()
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*
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* Revision 1.3 1996/11/08 02:20:39 brianp
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* added gl_xform_texcoords_4fv()
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*
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* Revision 1.2 1996/11/04 01:39:46 brianp
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* removed MAP_X(), MAP_Y() and MAP_Z() macros
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*
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* Revision 1.1 1996/09/13 01:38:16 brianp
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* Initial revision
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*
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*/
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#ifndef XFORM_H
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#define XFORM_H
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#include "types.h"
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/*
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* Transform a point (column vector) by a matrix: Q = M * P
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*/
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#define TRANSFORM_POINT( Q, M, P ) \
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Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12] * P[3]; \
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Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13] * P[3]; \
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Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3]; \
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Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3];
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/*
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* Transform a normal (row vector) by a matrix: [NX NY NZ] = N * MAT
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*/
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#define TRANSFORM_NORMAL( NX, NY, NZ, N, MAT ) \
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NX = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2]; \
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NY = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6]; \
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NZ = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10]; \
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extern void gl_xform_points_4fv( GLuint n, GLfloat q[][4], const GLfloat m[16],
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GLfloat p[][4] );
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extern void gl_xform_points_3fv( GLuint n, GLfloat q[][4], const GLfloat m[16],
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GLfloat p[][3] );
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extern void gl_xform_normals_3fv( GLuint n, GLfloat v[][3],
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const GLfloat m[16],
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GLfloat u[][3], GLboolean normalize );
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extern void gl_transform_vector( GLfloat u[4],
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const GLfloat v[4], const GLfloat m[16] );
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#endif
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