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/* $Id: matrix.h,v 1.8 2000/10/29 18:12:15 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.5
*
* Copyright (C) 1999-2000 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 "types.h"
#ifdef VMS
#define gl_calculate_model_project_matrix gl_calculate_model_project_matr
#endif
extern void
gl_matrix_transposef( GLfloat to[16], const GLfloat from[16] );
extern void
gl_matrix_transposed( GLdouble to[16], const GLdouble from[16] );
extern void
gl_rotation_matrix( GLfloat angle, GLfloat x, GLfloat y, GLfloat z,
GLfloat m[] );
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_mul( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b );
extern void
gl_matrix_analyze( GLmatrix *mat );
extern void
gl_print_matrix( const GLmatrix *m );
extern void
_mesa_Frustum( GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble nearval, GLdouble farval );
extern void
_mesa_Ortho( GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble nearval, GLdouble farval );
extern void
_mesa_PushMatrix( void );
extern void
_mesa_PopMatrix( void );
extern void
_mesa_LoadIdentity( void );
extern void
_mesa_LoadMatrixf( const GLfloat *m );
extern void
_mesa_LoadMatrixd( const GLdouble *m );
extern void
_mesa_MatrixMode( GLenum mode );
extern void
_mesa_MultMatrixf( const GLfloat *m );
extern void
_mesa_MultMatrixd( const GLdouble *m );
extern void
_mesa_Rotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z );
extern void
_mesa_Rotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z );
extern void
_mesa_Scalef( GLfloat x, GLfloat y, GLfloat z );
extern void
_mesa_Scaled( GLdouble x, GLdouble y, GLdouble z );
extern void
_mesa_Translatef( GLfloat x, GLfloat y, GLfloat z );
extern void
_mesa_Translated( GLdouble x, GLdouble y, GLdouble z );
extern void
_mesa_LoadTransposeMatrixfARB( const GLfloat *m );
extern void
_mesa_LoadTransposeMatrixdARB( const GLdouble *m );
extern void
_mesa_MultTransposeMatrixfARB( const GLfloat *m );
extern void
_mesa_MultTransposeMatrixdARB( const GLdouble *m );
extern void
_mesa_Viewport( GLint x, GLint y, GLsizei width, GLsizei height );
extern void
gl_Viewport( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height );
extern void
_mesa_DepthRange( GLclampd nearval, GLclampd farval );
#endif