/* $Id: matrix.h,v 1.1.1.1 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