/* * Copyright © 2009 Intel Corporation * * 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 (including the next * paragraph) 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 * THE AUTHORS OR COPYRIGHT HOLDERS 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. * * Authors: * Eric Anholt * */ #include #include static GLboolean vec4_equals(const GLUvec4 *a, const GLUvec4 *b) { int i; for (i = 0; i < 4; i++) { if (a->values[i] != b->values[i]) return GL_FALSE; } return GL_TRUE; } static void vec4_divide(GLUvec4 *a) { a->values[0] /= a->values[3]; a->values[1] /= a->values[3]; a->values[2] /= a->values[3]; a->values[3] = 1.0; } int main(int argc, char **argv) { GLUvec4 eye = {{0.0, 0.0, 0.0, 0.0}}; GLUvec4 center = {{0.0, 0.0, -1.0, 0.0}}; GLUvec4 up = {{0.0, 1.0, 0.0, 0.0}}; GLUvec4 result; GLUmat4 identity_lookat; GLUvec4 a = {{1.0, 2.0, 3.0, 1.0}}; GLUvec4 b = {{-2.0, 3.0, 5.0, 1.0}}; (void)argc; (void)argv; gluLookAt4v(&identity_lookat, &eye, ¢er, &up); gluMult4m_4v(&result, &identity_lookat, &a); vec4_divide(&result); assert(vec4_equals(&result, &a)); gluMult4m_4v(&result, &identity_lookat, &b); vec4_divide(&result); assert(vec4_equals(&result, &b)); /* Make sure that LookAt doesn't take the 4th component * eye/center/up into account. */ eye.values[3] = 1.0; center.values[3] = 1.0; up.values[3] = 1.0; gluLookAt4v(&identity_lookat, &eye, ¢er, &up); gluMult4m_4v(&result, &identity_lookat, &a); vec4_divide(&result); assert(vec4_equals(&result, &a)); gluMult4m_4v(&result, &identity_lookat, &b); vec4_divide(&result); assert(vec4_equals(&result, &b)); return 0; }