/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __GLMATRIX_H__ #define __GLMATRIX_H__ /* ========================================================================================== This deals with column-major (OpenGL style) matrices where transforms are applied with right-multiplication. This is the old DOOM3 matrix code that should really to be replaced with idRenderMatrix. ========================================================================================== */ void R_AxisToModelMatrix( const idMat3& axis, const idVec3& origin, float modelMatrix[16] ); void R_MatrixTranspose( const float in[16], float out[16] ); void R_MatrixMultiply( const float* a, const float* b, float* out ); void R_TransformModelToClip( const idVec3& src, const float* modelMatrix, const float* projectionMatrix, idPlane& eye, idPlane& dst ); void R_TransformClipToDevice( const idPlane& clip, idVec3& ndc ); void R_GlobalToNormalizedDeviceCoordinates( const idVec3& global, idVec3& ndc ); // note that these assume a normalized matrix, and will not work with scaled axis void R_GlobalPointToLocal( const float modelMatrix[16], const idVec3& in, idVec3& out ); void R_LocalPointToGlobal( const float modelMatrix[16], const idVec3& in, idVec3& out ); void R_GlobalVectorToLocal( const float modelMatrix[16], const idVec3& in, idVec3& out ); void R_LocalVectorToGlobal( const float modelMatrix[16], const idVec3& in, idVec3& out ); void R_GlobalPlaneToLocal( const float modelMatrix[16], const idPlane& in, idPlane& out ); void R_LocalPlaneToGlobal( const float modelMatrix[16], const idPlane& in, idPlane& out ); void R_SetupViewMatrix( viewDef_t* viewDef ); void R_SetupProjectionMatrix( viewDef_t* viewDef ); #endif /* !__GLMATRIX_H__ */