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/*
* (C) Copyright IBM Corporation 2004
* 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
* on the rights to use, copy, modify, merge, publish, distribute, sub
* license, 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 NON-INFRINGEMENT. IN NO EVENT SHALL
* THE COPYRIGHT HOLDERS AND/OR THEIR SUPPLIERS 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.
*/
#include <GL/gl.h>
#include "indirect.h"
static void
TransposeMatrixf(const GLfloat s[16], GLfloat d[16])
{
int i, j;
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
d[i * 4 + j] = s[j * 4 + i];
}
}
}
static void
TransposeMatrixd(const GLdouble s[16], GLdouble d[16])
{
int i, j;
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
d[i * 4 + j] = s[j * 4 + i];
}
}
}
void
__indirect_glLoadTransposeMatrixd(const GLdouble * m)
{
GLdouble mt[16];
TransposeMatrixd(m, mt);
__indirect_glLoadMatrixd(mt);
}
void
__indirect_glLoadTransposeMatrixf(const GLfloat * m)
{
GLfloat mt[16];
TransposeMatrixf(m, mt);
__indirect_glLoadMatrixf(mt);
}
void
__indirect_glMultTransposeMatrixd(const GLdouble * m)
{
GLdouble mt[16];
TransposeMatrixd(m, mt);
__indirect_glMultMatrixd(mt);
}
void
__indirect_glMultTransposeMatrixf(const GLfloat * m)
{
GLfloat mt[16];
TransposeMatrixf(m, mt);
__indirect_glMultMatrixf(mt);
}
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