CrystalSpace

Public API Reference

csplugincommon/opengl/glhelper.h

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00001 /*
00002   Copyright (C) 2002 by Marten Svanfeldt
00003                         Anders Stenberg
00004 
00005   This library is free software; you can redistribute it and/or
00006   modify it under the terms of the GNU Library General Public
00007   License as published by the Free Software Foundation; either
00008   version 2 of the License, or (at your option) any later version.
00009 
00010   This library is distributed in the hope that it will be useful,
00011   but WITHOUT ANY WARRANTY; without even the implied warranty of
00012   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
00013   Library General Public License for more details.
00014 
00015   You should have received a copy of the GNU Library General Public
00016   License along with this library; if not, write to the Free
00017   Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
00018 */
00019 
00020 #ifndef __CS_CSPLUGINCOMMON_OPENGL_GLHELPER_H__
00021 #define __CS_CSPLUGINCOMMON_OPENGL_GLHELPER_H__
00022 
00027 #include "csgeom/matrix3.h"
00028 #include "csgeom/transfrm.h"
00029 #include "csgeom/vector3.h"
00030 
00034 
00035 static inline void makeGLMatrix (const csReversibleTransform& t, 
00036   float matrix[16], bool rowMajor = false)
00037 {
00038   const csMatrix3 &orientation = t.GetO2T();
00039   const csVector3 &translation = t.GetO2TTranslation();
00040 
00041   int row, col;
00042   if (rowMajor)
00043   {
00044     col = 1; row = 4;
00045   }
00046   else
00047   {
00048     col = 4; row = 1;
00049   }
00050 
00051   matrix[col*0+row*0] = orientation.m11;
00052   matrix[col*0+row*1] = orientation.m12;
00053   matrix[col*0+row*2] = orientation.m13;
00054   matrix[col*0+row*3] = 0.0f;
00055 
00056   matrix[col*1+row*0] = orientation.m21;
00057   matrix[col*1+row*1] = orientation.m22;
00058   matrix[col*1+row*2] = orientation.m23;
00059   matrix[col*1+row*3] = 0.0f;
00060 
00061   matrix[col*2+row*0] = orientation.m31;
00062   matrix[col*2+row*1] = orientation.m32;
00063   matrix[col*2+row*2] = orientation.m33;
00064   matrix[col*2+row*3] = 0.0f;
00065 
00066   matrix[col*3+row*0] = translation.x;
00067   matrix[col*3+row*1] = translation.y;
00068   matrix[col*3+row*2] = translation.z;
00069   matrix[col*3+row*3] = 1.0f;
00070 }
00071 
00073 static inline void makeGLMatrix (const csMatrix3& m, float matrix[16], 
00074                                  bool rowMajor = false)
00075 {
00076   int row, col;
00077   if (rowMajor)
00078   {
00079     col = 1; row = 4;
00080   }
00081   else
00082   {
00083     col = 4; row = 1;
00084   }
00085 
00086   matrix[col*0+row*0] = m.m11;
00087   matrix[col*0+row*1] = m.m12;
00088   matrix[col*0+row*2] = m.m13;
00089   matrix[col*0+row*3] = 0.0f;
00090 
00091   matrix[col*1+row*0] = m.m21;
00092   matrix[col*1+row*1] = m.m22;
00093   matrix[col*1+row*2] = m.m23;
00094   matrix[col*1+row*3] = 0.0f;
00095 
00096   matrix[col*2+row*0] = m.m31;
00097   matrix[col*2+row*1] = m.m32;
00098   matrix[col*2+row*2] = m.m33;
00099   matrix[col*2+row*3] = 0.0f;
00100 
00101   matrix[col*3+row*0] = 0.0f;
00102   matrix[col*3+row*1] = 0.0f;
00103   matrix[col*3+row*2] = 0.0f;
00104   matrix[col*3+row*3] = 1.0f;
00105 }
00106 
00109 #endif

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