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authorEric Anholt <eric@anholt.net>2010-05-21 09:32:38 -0700
committerEric Anholt <eric@anholt.net>2010-05-21 12:20:39 -0700
commit68fc4b415e322f6744299e39864fbc377c6eff74 (patch)
tree4bafffd8b0105174f3c5c0ae327a005be9145990 /progs/util/matrix.c
parente4f4489e3fc0b36d72821b55794fb843b2b7fa5f (diff)
Remove demos that have moved to git+ssh://git.freedesktop.org/git/mesa/demos.
The remaining programs are ones I've had difficulty finding a build environment for to make the build system or are unit tests that should probably live next to their code instead. Hopefully people can bring over the build for remaining pieces they care about.
Diffstat (limited to 'progs/util/matrix.c')
-rw-r--r--progs/util/matrix.c181
1 files changed, 0 insertions, 181 deletions
diff --git a/progs/util/matrix.c b/progs/util/matrix.c
deleted file mode 100644
index 8be2c3111f..0000000000
--- a/progs/util/matrix.c
+++ /dev/null
@@ -1,181 +0,0 @@
-/*
- * matrix.c
- *
- * Some useful matrix functions.
- *
- * Brian Paul
- * 10 Feb 2004
- */
-
-
-
-#include <stdio.h>
-#include <stdlib.h>
-#include <math.h>
-
-
-/**
- * Pretty-print the given matrix.
- */
-void
-PrintMatrix(const float p[16])
-{
- printf("[ %6.3f %6.3f %6.3f %6.3f ]\n", p[0], p[4], p[8], p[12]);
- printf("[ %6.3f %6.3f %6.3f %6.3f ]\n", p[1], p[5], p[9], p[13]);
- printf("[ %6.3f %6.3f %6.3f %6.3f ]\n", p[2], p[6], p[10], p[14]);
- printf("[ %6.3f %6.3f %6.3f %6.3f ]\n", p[3], p[7], p[11], p[15]);
-}
-
-
-/**
- * Build a glFrustum matrix.
- */
-void
-Frustum(float left, float right, float bottom, float top, float nearZ, float farZ, float *m)
-{
- float x = (2.0F*nearZ) / (right-left);
- float y = (2.0F*nearZ) / (top-bottom);
- float a = (right+left) / (right-left);
- float b = (top+bottom) / (top-bottom);
- float c = -(farZ+nearZ) / ( farZ-nearZ);
- float d = -(2.0F*farZ*nearZ) / (farZ-nearZ);
-
-#define M(row,col) m[col*4+row]
- M(0,0) = x; M(0,1) = 0.0F; M(0,2) = a; M(0,3) = 0.0F;
- M(1,0) = 0.0F; M(1,1) = y; M(1,2) = b; M(1,3) = 0.0F;
- M(2,0) = 0.0F; M(2,1) = 0.0F; M(2,2) = c; M(2,3) = d;
- M(3,0) = 0.0F; M(3,1) = 0.0F; M(3,2) = -1.0F; M(3,3) = 0.0F;
-#undef M
-}
-
-
-/**
- * Build a glOrtho marix.
- */
-void
-Ortho(float left, float right, float bottom, float top, float nearZ, float farZ, float *m)
-{
-#define M(row,col) m[col*4+row]
- M(0,0) = 2.0F / (right-left);
- M(0,1) = 0.0F;
- M(0,2) = 0.0F;
- M(0,3) = -(right+left) / (right-left);
-
- M(1,0) = 0.0F;
- M(1,1) = 2.0F / (top-bottom);
- M(1,2) = 0.0F;
- M(1,3) = -(top+bottom) / (top-bottom);
-
- M(2,0) = 0.0F;
- M(2,1) = 0.0F;
- M(2,2) = -2.0F / (farZ-nearZ);
- M(2,3) = -(farZ+nearZ) / (farZ-nearZ);
-
- M(3,0) = 0.0F;
- M(3,1) = 0.0F;
- M(3,2) = 0.0F;
- M(3,3) = 1.0F;
-#undef M
-}
-
-
-/**
- * Decompose a projection matrix to determine original glFrustum or
- * glOrtho parameters.
- */
-void
-DecomposeProjection( const float *m,
- int *isPerspective,
- float *leftOut, float *rightOut,
- float *botOut, float *topOut,
- float *nearOut, float *farOut)
-{
- if (m[15] == 0.0) {
- /* perspective */
- float p[16];
- const float x = m[0]; /* 2N / (R-L) */
- const float y = m[5]; /* 2N / (T-B) */
- const float a = m[8]; /* (R+L) / (R-L) */
- const float b = m[9]; /* (T+B) / (T-B) */
- const float c = m[10]; /* -(F+N) / (F-N) */
- const float d = m[14]; /* -2FN / (F-N) */
-
- /* These equations found with simple algebra, knowing the arithmetic
- * use to set up a typical perspective projection matrix in OpenGL.
- */
- const float nearZ = -d / (1.0 - c);
- const float farZ = (c - 1.0) * nearZ / (c + 1.0);
- const float left = nearZ * (a - 1.0) / x;
- const float right = 2.0 * nearZ / x + left;
- const float bottom = nearZ * (b - 1.0) / y;
- const float top = 2.0 * nearZ / y + bottom;
-
- *isPerspective = 1;
- *leftOut = left;
- *rightOut = right;
- *botOut = bottom;
- *topOut = top;
- *nearOut = nearZ;
- *farOut = farZ;
- }
- else {
- /* orthographic */
- const float x = m[0]; /* 2 / (R-L) */
- const float y = m[5]; /* 2 / (T-B) */
- const float z = m[10]; /* -2 / (F-N) */
- const float a = m[12]; /* -(R+L) / (R-L) */
- const float b = m[13]; /* -(T+B) / (T-B) */
- const float c = m[14]; /* -(F+N) / (F-N) */
- /* again, simple algebra */
- const float right = -(a - 1.0) / x;
- const float left = right - 2.0 / x;
- const float top = -(b - 1.0) / y;
- const float bottom = top - 2.0 / y;
- const float farZ = (c - 1.0) / z;
- const float nearZ = farZ + 2.0 / z;
-
- *isPerspective = 0;
- *leftOut = left;
- *rightOut = right;
- *botOut = bottom;
- *topOut = top;
- *nearOut = nearZ;
- *farOut = farZ;
- }
-}
-
-
-#if 0
-/* test harness */
-int
-main(int argc, char *argv[])
-{
- float m[16], p[16];
- float l, r, b, t, n, f;
- int persp;
- int i;
-
-#if 0
- l = -.9;
- r = 1.2;
- b = -0.5;
- t = 1.4;
- n = 30;
- f = 84;
- printf(" Frustum(%f, %f, %f, %f, %f, %f\n",l+1, r+1.2, b+.5, t+.3, n, f);
- Frustum(l+1, r+1.2, b+.5, t+.3, n, f, p);
- DecomposeProjection(p, &persp, &l, &r, &b, &t, &n, &f);
- printf("glFrustum(%f, %f, %f, %f, %f, %f)\n",
- l, r, b, t, n, f);
- PrintMatrix(p);
-#else
- printf("Ortho(-1, 1, -1, 1, 10, 84)\n");
- Ortho(-1, 1, -1, 1, 10, 84, m);
- PrintMatrix(m);
- DecomposeProjection(m, &persp, &l, &r, &b, &t, &n, &f);
- printf("Ortho(%f, %f, %f, %f, %f, %f) %d\n", l, r, b, t, n, f, persp);
-#endif
-
- return 0;
-}
-#endif