diff options
Diffstat (limited to 'src/glu/mesa/project.c')
-rw-r--r-- | src/glu/mesa/project.c | 55 |
1 files changed, 44 insertions, 11 deletions
diff --git a/src/glu/mesa/project.c b/src/glu/mesa/project.c index 32142c959e..6aa75a5d57 100644 --- a/src/glu/mesa/project.c +++ b/src/glu/mesa/project.c @@ -1,4 +1,4 @@ -/* $Id: project.c,v 1.1 1999/08/19 00:55:42 jtg Exp $ */ +/* $Id: project.c,v 1.2 1999/09/14 00:10:31 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -23,8 +23,11 @@ /* * $Log: project.c,v $ - * Revision 1.1 1999/08/19 00:55:42 jtg - * Initial revision + * Revision 1.2 1999/09/14 00:10:31 brianp + * added gluUnProject4() + * + * Revision 1.1.1.1 1999/08/19 00:55:42 jtg + * Imported sources * * Revision 1.7 1999/01/03 03:23:15 brianp * now using GLAPIENTRY and GLCALLBACK keywords (Ted Jump) @@ -123,14 +126,6 @@ static void matmul( GLdouble *product, const GLdouble *a, const GLdouble *b ) } -static GLdouble Identity[16] = { - 1.0, 0.0, 0.0, 0.0, - 0.0, 1.0, 0.0, 0.0, - 0.0, 0.0, 1.0, 0.0, - 0.0, 0.0, 0.0, 1.0 -}; - - /* * Compute inverse of 4x4 transformation matrix. @@ -316,3 +311,41 @@ GLint GLAPIENTRY gluUnProject(GLdouble winx,GLdouble winy,GLdouble winz, return GL_TRUE; } + +/* + * New in GLU 1.3 + * This is like gluUnProject but also takes near and far DepthRange values. + */ +GLint GLAPIENTRY +gluUnProject4( GLdouble winx, GLdouble winy, GLdouble winz, GLdouble clipw, + const GLdouble modelMatrix[16], + const GLdouble projMatrix[16], + const GLint viewport[4], + GLclampd nearZ, GLclampd farZ, + GLdouble *objx, GLdouble *objy, GLdouble *objz, GLdouble *objw ) +{ + /* matrice de transformation */ + GLdouble m[16], A[16]; + GLdouble in[4],out[4]; + GLdouble z = nearZ + winz * (farZ - nearZ); + + /* transformation coordonnees normalisees entre -1 et 1 */ + in[0] = (winx-viewport[0])*2/viewport[2] - 1.0; + in[1] = (winy-viewport[1])*2/viewport[3] - 1.0; + in[2] = 2.0 * z - 1.0; + in[3] = clipw; + + /* calcul transformation inverse */ + matmul(A,projMatrix,modelMatrix); + invert_matrix(A,m); + + /* d'ou les coordonnees objets */ + transform_point(out,m,in); + if (out[3]==0.0) + return GL_FALSE; + *objx=out[0]/out[3]; + *objy=out[1]/out[3]; + *objz=out[2]/out[3]; + *objw=out[3]; + return GL_TRUE; +} |