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+/* $Id: matrix.h,v 1.1 1999/08/19 00:55:41 jtg Exp $ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 3.1
+ *
+ * Copyright (C) 1999 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+
+
+
+
+#ifndef MATRIX_H
+#define MATRIX_H
+
+
+#include "GL/gl.h"
+#include "config.h"
+
+typedef struct {
+ GLfloat m[16];
+ GLfloat *inv; /* optional */
+ GLuint flags;
+ GLuint type;
+} GLmatrix;
+
+#ifdef VMS
+#define gl_calculate_model_project_matrix gl_calculate_model_project_matr
+#endif
+
+
+extern void gl_rotation_matrix( GLfloat angle, GLfloat x, GLfloat y, GLfloat z,
+ GLfloat m[] );
+
+
+
+extern void gl_Frustum( GLcontext *ctx,
+ GLdouble left, GLdouble right,
+ GLdouble bottom, GLdouble top,
+ GLdouble nearval, GLdouble farval );
+
+extern void gl_Ortho( GLcontext *ctx,
+ GLdouble left, GLdouble right,
+ GLdouble bottom, GLdouble top,
+ GLdouble nearval, GLdouble farval );
+
+extern void gl_PushMatrix( GLcontext *ctx );
+
+extern void gl_PopMatrix( GLcontext *ctx );
+
+extern void gl_LoadIdentity( GLcontext *ctx );
+
+extern void gl_LoadMatrixf( GLcontext *ctx, const GLfloat *m );
+
+extern void gl_MatrixMode( GLcontext *ctx, GLenum mode );
+
+extern void gl_MultMatrixf( GLcontext *ctx, const GLfloat *m );
+
+extern void gl_mat_mul_floats( GLmatrix *mat, const GLfloat *m, GLuint flags );
+extern void gl_mat_mul_mat( GLmatrix *mat, const GLmatrix *mat2 );
+
+extern void gl_Rotatef( GLcontext *ctx,
+ GLfloat angle, GLfloat x, GLfloat y, GLfloat z );
+
+extern void gl_Scalef( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z );
+
+extern void gl_Translatef( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z );
+
+extern void gl_Viewport( GLcontext *ctx,
+ GLint x, GLint y, GLsizei width, GLsizei height );
+
+extern void gl_DepthRange( GLcontext* ctx, GLclampd nearval, GLclampd farval );
+
+
+
+
+
+extern void gl_calculate_model_project_matrix( GLcontext *ctx );
+
+
+extern void gl_matrix_ctr( GLmatrix *m );
+
+extern void gl_matrix_dtr( GLmatrix *m );
+
+extern void gl_matrix_alloc_inv( GLmatrix *m );
+
+extern void gl_matrix_copy( GLmatrix *to, const GLmatrix *from );
+
+extern void gl_matrix_mul( GLmatrix *dest,
+ const GLmatrix *a,
+ const GLmatrix *b );
+
+extern void gl_matrix_analyze( GLmatrix *mat );
+
+
+
+#endif