/* Id: matrix.h,v 1.2 1999/02/26 08:52:35 martin 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. */ /* * Log: matrix.h,v $ * Revision 1.2 1999/02/26 08:52:35 martin * Updated Mesa to the official version checked into the Mesa cvs archive * Cleaned up the XMesa interface * Fixed support for standalone Mesa * Removed several unused files in the lib/GL/mesa/src subdirectory * Moved glcore.h back to include/GL/internal/glcore.h * * Revision 3.3 1999/02/14 03:46:34 brianp * new copyright * * Revision 3.2 1998/10/29 02:28:13 brianp * incorporated Keith Whitwell's transformation optimizations * * Revision 3.1 1998/08/23 22:18:18 brianp * added Driver.Viewport and Driver.DepthRange function pointers * * Revision 3.0 1998/01/31 20:58:46 brianp * initial rev * */ #ifndef MATRIX_H #define MATRIX_H #include "types.h" 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_MultMatrixf_flags( GLcontext *ctx, const GLfloat *m, GLuint flags ); 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