GLMatrix.h 3.2 KB

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  1. /*
  2. ===========================================================================
  3. Doom 3 BFG Edition GPL Source Code
  4. Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
  5. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
  6. Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
  7. it under the terms of the GNU General Public License as published by
  8. the Free Software Foundation, either version 3 of the License, or
  9. (at your option) any later version.
  10. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
  11. but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. GNU General Public License for more details.
  14. You should have received a copy of the GNU General Public License
  15. along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
  16. In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
  17. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
  18. ===========================================================================
  19. */
  20. #ifndef __GLMATRIX_H__
  21. #define __GLMATRIX_H__
  22. /*
  23. ==========================================================================================
  24. This deals with column-major (OpenGL style) matrices where transforms are
  25. applied with right-multiplication.
  26. This is the old DOOM3 matrix code that should really to be replaced with idRenderMatrix.
  27. ==========================================================================================
  28. */
  29. void R_AxisToModelMatrix( const idMat3 &axis, const idVec3 &origin, float modelMatrix[16] );
  30. void R_MatrixTranspose( const float in[16], float out[16] );
  31. void R_MatrixMultiply( const float *a, const float *b, float *out );
  32. void R_TransformModelToClip( const idVec3 &src, const float *modelMatrix, const float *projectionMatrix, idPlane &eye, idPlane &dst );
  33. void R_TransformClipToDevice( const idPlane &clip, idVec3 &ndc );
  34. void R_GlobalToNormalizedDeviceCoordinates( const idVec3 &global, idVec3 &ndc );
  35. // note that these assume a normalized matrix, and will not work with scaled axis
  36. void R_GlobalPointToLocal( const float modelMatrix[16], const idVec3 &in, idVec3 &out );
  37. void R_LocalPointToGlobal( const float modelMatrix[16], const idVec3 &in, idVec3 &out );
  38. void R_GlobalVectorToLocal( const float modelMatrix[16], const idVec3 &in, idVec3 &out );
  39. void R_LocalVectorToGlobal( const float modelMatrix[16], const idVec3 &in, idVec3 &out );
  40. void R_GlobalPlaneToLocal( const float modelMatrix[16], const idPlane &in, idPlane &out );
  41. void R_LocalPlaneToGlobal( const float modelMatrix[16], const idPlane &in, idPlane &out );
  42. void R_SetupViewMatrix( viewDef_t *viewDef );
  43. void R_SetupProjectionMatrix( viewDef_t *viewDef );
  44. #endif /* !__GLMATRIX_H__ */