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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- 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.
- 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.
- ===========================================================================
- */
- #ifndef __GLMATRIX_H__
- #define __GLMATRIX_H__
- /*
- ==========================================================================================
- This deals with column-major (OpenGL style) matrices where transforms are
- applied with right-multiplication.
- This is the old DOOM3 matrix code that should really to be replaced with idRenderMatrix.
- ==========================================================================================
- */
- void R_AxisToModelMatrix( const idMat3 &axis, const idVec3 &origin, float modelMatrix[16] );
- void R_MatrixTranspose( const float in[16], float out[16] );
- void R_MatrixMultiply( const float *a, const float *b, float *out );
- void R_TransformModelToClip( const idVec3 &src, const float *modelMatrix, const float *projectionMatrix, idPlane &eye, idPlane &dst );
- void R_TransformClipToDevice( const idPlane &clip, idVec3 &ndc );
- void R_GlobalToNormalizedDeviceCoordinates( const idVec3 &global, idVec3 &ndc );
- // note that these assume a normalized matrix, and will not work with scaled axis
- void R_GlobalPointToLocal( const float modelMatrix[16], const idVec3 &in, idVec3 &out );
- void R_LocalPointToGlobal( const float modelMatrix[16], const idVec3 &in, idVec3 &out );
- void R_GlobalVectorToLocal( const float modelMatrix[16], const idVec3 &in, idVec3 &out );
- void R_LocalVectorToGlobal( const float modelMatrix[16], const idVec3 &in, idVec3 &out );
- void R_GlobalPlaneToLocal( const float modelMatrix[16], const idPlane &in, idPlane &out );
- void R_LocalPlaneToGlobal( const float modelMatrix[16], const idPlane &in, idPlane &out );
- void R_SetupViewMatrix( viewDef_t *viewDef );
- void R_SetupProjectionMatrix( viewDef_t *viewDef );
- #endif /* !__GLMATRIX_H__ */
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