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-rw-r--r--src/glu/mesa/project.c55
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;
+}