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project4.cpp
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project4.cpp
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#include "project4.h"
/**********************************************************
A simple rounding function.
**********************************************************/
template <class T>
int round(T n) {return (int) (n + .5);}
/**********************************************************
This function will set a pixel in a line.
**********************************************************/
Point setLinePixel(Point one, Point two, double cX, double cY)
{
double fraction = getFraction(one.x, one.y,
two.x, two.y,
cX, cY);
vector4 theColor = interpolateColor(one.color, two.color, fraction);
double cZ = interpolateZ(one, two, fraction);
vector4 norm = one.normal;//interpolateNormal(one, two, fraction);
vector4 light = one.light;//interpolateLight(one, two, fraction);
Point pixel(cX, cY, cZ, 0, theColor, norm, light);
setPixel(pixel);
return pixel;
}
/**********************************************************
* /// Line Function ///
* This function will draw a line between the two points.
**********************************************************/
vector<Point> drawLine(Point one, Point two)
{
Point savedOne(one);
Point savedTwo(two);
int dX = two.x - one.x;
int dY = two.y - one.y;
double slope = (double)dY / (double)dX;
double intersept = two.y - slope * two.x;
vector<Point> theLine;
theLine.push_back(one);
theLine.push_back(two);
if (dX == 0)
{
int change = (one.y > two.y ? -1 : 1);
while (one.y != two.y)
{
one.y += change;
theLine.push_back(setLinePixel(savedOne, savedTwo, one.x, one.y));
for (int i = 0; i <= lineWidth/2; i++)
{
setLinePixel(savedOne, savedTwo, one.x+i, one.y);
setLinePixel(savedOne, savedTwo, one.x-i, one.y);
}
}
return theLine;
}
else if (dY == 0)
{
int change = (one.x > two.x ? -1 : 1);
while (one.x != two.x)
{
one.x += change;
theLine.push_back(setLinePixel(savedOne, savedTwo, one.x, one.y));
for (int i = 0; i <= lineWidth/2; i++)
{
setLinePixel(savedOne, savedTwo, one.x, one.y+i);
setLinePixel(savedOne, savedTwo, one.x, one.y-i);
}
}
return theLine;
}
if (abs(dX) > abs(dY))
{
int change = (one.x > two.x ? -1 : 1);
unsigned int newY;
while (one.x != two.x)
{
one.x += change;
newY = (unsigned int) (ceil(slope * one.x + intersept-.5));
theLine.push_back(setLinePixel(savedOne, savedTwo, one.x, newY));
for (int i = 0; i <= lineWidth/2; i++)
{
setLinePixel(savedOne, savedTwo, one.x+i, newY);
setLinePixel(savedOne, savedTwo, one.x-i, newY);
}
}
}
else
{
int change = (one.y > two.y ? -1 : 1);
unsigned int newX;
while (one.y != two.y)
{
one.y += change;
newX = (unsigned int)(ceil((1.0 / slope) * (one.y - intersept) -.5));
theLine.push_back(setLinePixel(savedOne, savedTwo, newX, one.y));
for (int i = 0; i <= lineWidth/2; i++)
{
setLinePixel(savedOne, savedTwo, newX+i, one.y);
setLinePixel(savedOne, savedTwo, newX-i, one.y);
}
}
}
return theLine;
}
/**********************************************************
This function will fill in the area between two lines
with interpolated color.
**********************************************************/
void fill(vector<Point> points)
{
sort(points.begin(), points.end(), less_key());
while (points.size() > 0)
{
Point min = getXMin(points);
Point max = getXMax(points);
drawLine(min,max);
removeYBack(points);
}
return;
}
/**********************************************************
Sets the clear color.
**********************************************************/
void clm_glClearColor(double r, double g, double b, double a)
{
glClearColor(r, g, b, a);
if (!redraw) return;
clearColor.set(r, g, b, a);
return;
}
/**********************************************************
This function will generate the color of a pixel based on
light and texture.
**********************************************************/
vector4 elementTimes(const vector4 &one, const vector4& two)
{
return vector4(
one[0] * two[0],
one[1] * two[1],
one[2] * two[2],
one[3] * two[3]
);
}
//**********************************************************
vector4 addMe(.2, .2, .2, 0);
/**********************************************************
This function will calculate return what a color looks like
under a given light.
**********************************************************/
vector4 calcNewColor(const vector4& color, const vector4& light)
{
if (color_test && material_test)
return elementTimes(light, color);
else if (color_test)
return elementTimes(light, vector4(.8, .8, .8, 1)) + addMe;
else
return color;
}
/**********************************************************
This function will generate the color of a pixel based on
light and texture.
**********************************************************/
vector4 genPixColor(const Point &pixel)
{
return calcNewColor(pixel.light, pixel.color);
}
/**********************************************************
This function will set the color of a pixel.
**********************************************************/
void setPixel(const Point& pixel)
{
//Check if point is in screen and viewport
if (pixel.x >= SCREEN_WIDTH || pixel.y >= SCREEN_HEIGHT
|| pixel.x < 0 || pixel.y < 0
|| pixel.x >= viewport[0] + viewport[2] || pixel.x < viewport[0]
|| pixel.y >= viewport[1] + viewport[3] || pixel.y < viewport[1]
|| (depth_test && (pixel.z >= zBuffer[pixel.x][pixel.y]
/*|| pixel.z < -1 || pixel.z > 1*/)))
return;
int temp = ((pixel.y * SCREEN_WIDTH) + pixel.x) * 3;
//Generate pixel color
//vector4 color = genPixColor(pixel);
raster[ temp + 0 ] = pixel.color[0];
raster[ temp + 1 ] = pixel.color[1];
raster[ temp + 2 ] = pixel.color[2];
if (depth_test)
zBuffer[pixel.x][pixel.y] = pixel.z;
return;
}
/**********************************************************
This function will return the color of a pixel.
**********************************************************/
vector4 getPixelColor(int x, int y)
{
int temp = ((y * SCREEN_WIDTH) + x) * 3;
return vector4(raster[ temp + 0 ],
raster[ temp + 1 ],
raster[ temp + 2 ],
1.0);
}
/**********************************************************
Fill raster via color.
**********************************************************/
void fillRasterWColor(vector4 color, int x_start = 0, int x_max = SCREEN_WIDTH
, int y_start = 0, int y_max = SCREEN_HEIGHT)
{
if (!redraw) return;
bool oldTest = depth_test;
depth_test = false;
for (int x = x_start; x < x_max; x++)
for (int y = y_start; y < y_max; y++)
setPixel(Point(x, y, 0, 1, color));
depth_test = oldTest;
return;
}
/**********************************************************
Clears the entire screen to the clear color.
**********************************************************/
void clm_glClear(GLint bit)
{
glClear(bit);
if (!redraw) return;
if (bit & GL_DEPTH_BUFFER_BIT)
initZBuffer();
fillRasterWColor(clearColor, viewport[0], viewport[2],
viewport[1], viewport[3]);
return;
}
/**********************************************************
This tells you how to interpret points, as will be
explained more below.
// with parameters GL_POINTS, GL_LINES, and GL_TRIANGLES
**********************************************************/
void clm_glBegin(GLenum eVar)
{
glBegin(eVar);
if (!redraw) return;
glDrawMode = eVar;
firstPt.clear();
return;
}
/**********************************************************
This function will save the given point and return if
the desired number of points has been reached.
**********************************************************/
bool saveAndReachedPoints(int num, Point &p)
{
if (savedPoints.size() < num)
{ //save
savedPoints.push_back(p);
return savedPoints.size() == num;
}
else
{
cout << "Error: Invalid number of saved Points.\n";
exit(0);
}
}
/**********************************************************
Draws a strip between two points.
**********************************************************/
void drawStrip(Point &p)
{
if (savedPoints.size() == 0)
saveAndReachedPoints(2, p);
else
{
saveAndReachedPoints(2, p);
drawLine(savedPoints[0], savedPoints[1]);
savedPoints.erase(savedPoints.begin());
}
return;
}
/**********************************************************
* Set's raster pixels given current drawing mode.
**********************************************************/
void drawVertex(Point p)
{
if (glDrawMode == GL_POINTS)
setPixel(p);
else if (glDrawMode == GL_LINES)
{
int numPointsInLine = 2;
if (saveAndReachedPoints(numPointsInLine, p))
{
drawLine(savedPoints[0], savedPoints[1]);
savedPoints.clear();
}
}
else if (glDrawMode == GL_TRIANGLES)
{
int numPointsInTri = 3;
if (saveAndReachedPoints(numPointsInTri, p))
{
vector<Point> points;
vector<Point> temp;
points = drawLine(savedPoints[0], savedPoints[1]);
temp = drawLine(savedPoints[1], savedPoints[2]);
points.insert(points.end(), temp.begin(), temp.end());
temp = drawLine(savedPoints[2], savedPoints[0]);
points.insert(points.end(), temp.begin(), temp.end());
fill(points);
savedPoints.clear();
}
}
//Draws one line segment for every call to glVertex2i except the first;
//vertices n and n + 1 define line segment n.
else if (glDrawMode == GL_LINE_STRIP)
{
drawStrip(p);
}
//Exactly like GL_LINE_STRIP except one additional line is draw between
//the first and last calls to glVertex2i when glEnd is called.
else if (glDrawMode == GL_LINE_LOOP)
{
if (firstPt.eq(Point(-1,-1,-1,-1)))
firstPt = p;
drawStrip(p);
}
else if (glDrawMode == GL_TRIANGLE_STRIP)//Draws a connected group of triangles.
{
int numPointsInTri = 3;
if (saveAndReachedPoints(numPointsInTri, p))
{
vector<Point> points;
vector<Point> temp;
points = drawLine(savedPoints[0], savedPoints[1]);
temp = drawLine(savedPoints[1], savedPoints[2]);
points.insert(points.end(), temp.begin(), temp.end());
temp = drawLine(savedPoints[2], savedPoints[0]);
points.insert(points.end(), temp.begin(), temp.end());
fill(points);
savedPoints.erase(savedPoints.begin());
}
}
else if (glDrawMode == GL_TRIANGLE_FAN ||
glDrawMode == GL_POLYGON)//Draws a connected group of triangles.
{
int numPointsInTri = 3;
if (saveAndReachedPoints(numPointsInTri, p))
{
vector<Point> points;
vector<Point> temp;
points = drawLine(savedPoints[0], savedPoints[1]);
temp = drawLine(savedPoints[1], savedPoints[2]);
points.insert(points.end(), temp.begin(), temp.end());
temp = drawLine(savedPoints[2], savedPoints[0]);
points.insert(points.end(), temp.begin(), temp.end());
fill(points);
savedPoints.erase(savedPoints.begin()+1);
}
}
else if (glDrawMode == GL_QUADS)
{
int numPointsInTri = 4;
if (saveAndReachedPoints(numPointsInTri, p))
{
vector<Point> points;
vector<Point> temp;
points = drawLine(savedPoints[0], savedPoints[1]);
temp = drawLine(savedPoints[1], savedPoints[2]);
points.insert(points.end(), temp.begin(), temp.end());
temp = drawLine(savedPoints[2], savedPoints[3]);
points.insert(points.end(), temp.begin(), temp.end());
temp = drawLine(savedPoints[3], savedPoints[0]);
points.insert(points.end(), temp.begin(), temp.end());
fill(points);
savedPoints.clear();
}
}
else if (glDrawMode == GL_QUAD_STRIP)
{
int numPointsInTri = 4;
if (saveAndReachedPoints(numPointsInTri, p))
{
vector<Point> points;
vector<Point> temp;
points = drawLine(savedPoints[0], savedPoints[1]);
temp = drawLine(savedPoints[1], savedPoints[3]);
points.insert(points.end(), temp.begin(), temp.end());
temp = drawLine(savedPoints[3], savedPoints[2]);
points.insert(points.end(), temp.begin(), temp.end());
temp = drawLine(savedPoints[2], savedPoints[0]);
points.insert(points.end(), temp.begin(), temp.end());
fill(points);
savedPoints.erase(savedPoints.begin());
savedPoints.erase(savedPoints.begin());
}
}
else
{
cout << "Holly Crap!" << endl;
exit(0);
}
return;
}
/**********************************************************
There must be one glEnd for every glBegin. glVertex only
works between Begin & End pairs.
**********************************************************/
void clm_glEnd()
{
glEnd();
if (!redraw) return;
if (glDrawMode == GL_LINE_LOOP)
drawStrip(firstPt);
savedPoints.clear();
firstPt.clear();
return;
}
/**********************************************************
There is one current color (a 4-vector) at all times in
OpenGL. Initially, it is (1,1,1,1) (white). Calling
glColor3f(r,g,b) sets it to (r,g,b,1).
**********************************************************/
void clm_glColor3f(double r, double g, double b)
{
glColor3f(r, g, b);
if (!redraw) return;
penColor.set(r, g, b, 1.0);
return;
}
/**********************************************************
This function will set the pen width.
**********************************************************/
void clm_glLineWidth(int lwidth)
{
glLineWidth(lwidth);
if (!redraw) return;
lineWidth = lwidth;
return;
}
/**********************************************************
* Update the inverse transpose of the model view matrix
* if nessisary.
**********************************************************/
void updateInTrans(matrix4 &m)
{
if (matrixMode == GL_MODELVIEW)
inverseTransOfModelView = m.transpose().inverse();
return;
}
/**********************************************************
* This function will generate a new matrix based off of
* an array.
**********************************************************/
matrix4 createMatrix(const double* m)
{
return matrix4(m[0], m[4], m[8], m[12],
m[1], m[5], m[9], m[13],
m[2], m[6], m[10], m[14],
m[3], m[7], m[11], m[15]);
}
/**********************************************************
* glMatrixMode(GLenum)
* Rather than separate calls to change different matrices,
* OpenGL has only one set of matrix modification calls
* which change whichever matrix was last specified by a
* call to glMatrixMode.
* Modes == GL_MODELVIEW and GL_PROJECTION
**********************************************************/
void clm_glMatrixMode(GLenum mode)
{
glMatrixMode(mode);
if (!redraw) return;
matrixMode = mode;
switch (mode)
{
case GL_MODELVIEW:
currentMatrixStack = &(matrixStacks[0]);
break;
case GL_PROJECTION:
currentMatrixStack = &(matrixStacks[1]);
break;
default:
cout << "Warning: clm_glMatrixMode Unknow mode type.\n";
break;
}
return;
}
/**********************************************************
* glViewprot(x,y,width,height)
* Specifies the active viewport—that is, the rectangle of
* pixels OpenGL should render to.
**********************************************************/
void clm_glViewport(int x , int y, int width, int height)
{
glViewport(x, y, width, height);
if (!redraw) return;
viewport.set(x,y,width,height);
return;
}
/**********************************************************
* glPushMatrix pushes the current matrix stack down by one,
* duplicating the current matrix. That is, after a
* glPushMatrix call, the matrix on top of the stack is
* identical to the one below it.
**********************************************************/
void clm_glPushMatrix()
{
glPushMatrix();
if (!redraw) return;
matrix4 m = currentMatrixStack->back();
currentMatrixStack->push_back(m);
return;
}
/**********************************************************
* glPopMatrix pops the current matrix stack, replacing the
* current matrix with the one below it on the stack.
**********************************************************/
void clm_glPopMatrix()
{
glPopMatrix();
if (!redraw) return;
if (currentMatrixStack->size() > 1)
{
currentMatrixStack->pop_back();
updateInTrans(currentMatrixStack->back());
}
else
cout << "Warning: You tried to pop the matrix stack w/ Size == 1\n";
return;
}
/**********************************************************
* Generates the light on a point with a given normal.
**********************************************************/
vector4 genLightOnVertex(vector4 &p, vector4 &n)
{
vector4 light(0,0,0,0);
for(int i=0; i<8; i++)
if (lights[i].enabled)
light += lights[i].ambientColor
+ max(0.0, cml::dot(n, (lights[i].position - p).normalize()))
* lights[i].deffuseColor;
return light + addMe;
}
/**********************************************************
* Generates the Specular light for a given point.
**********************************************************/
vector4 genSpecularOnVertex(vector4& p, vector4& n, double shininess)
{
vector4 specColor(0,0,0,0);
for(int i=0; i<8; i++)
if (lights[i].enabled)
if (cml::dot(n, (lights[i].position - p).normalize()) > 0)
{
vector4 halfway = ((lights[i].position - p).normalize() +
vector4(0,0,1,0)
).normalize();
specColor += max(0.0, pow(cml::dot(n, halfway), shininess))
* elementTimes(materialShineColor, lights[i].shine);
}
return specColor;
}
/**********************************************************
* Specifies a four vector point.
**********************************************************/
void clm4f(double x, double y, double z=0.0, double w=1.0)
{
vector4 v(x,y,z,w);
//ModelView
v = matrixStacks[0].back() * v;
vector4 norm = inverseTransOfModelView * normal;
if (normalize)
norm = norm.normalize();
vector4 light = genLightOnVertex(v, norm);
vector4 shine = genSpecularOnVertex(v, norm, materialShine);
// Projection
v = matrixStacks[1].back() * v;
//Divid by W
v /= v[3];
//Size to the Viewport
v[0] = ((v[0]+1)/2.0) * viewport[2] + viewport[0];
v[1] = ((v[1]+1)/2.0) * viewport[3] + viewport[1];
drawVertex(Point(round(v[0]), round(v[1]), v[2], v[3],
calcNewColor(penColor, light) + shine,
norm,
light));
return;
}
/**********************************************************
* Specifies a four vector point.
**********************************************************/
void clm_glVertex4f(double x, double y, double z=0.0, double w=1.0)
{
glVertex4f(x, y, z, w);
if (!redraw) return;
clm4f(x,y,z,w);
return;
}
/**********************************************************
* Calls flVertex4f with z=0.
**********************************************************/
void clm_glVertex3f(double x, double y, double z=0)
{clm_glVertex4f(x,y,z);}
/**********************************************************
* Rounds x and y and calls Vertex2i
**********************************************************/
void clm_glVertex2f(double x, double y)
{
glVertex2f(x, y);
if (!redraw) return;
clm4f(x, y);
}
/**********************************************************
glVertex specifies a point for drawing, though how it is
drawn depends on the mode specified by glBegin.
glVertex2i(x,y) specifies the 4-vector point (x,y,0,1).
//, plus possibly other glVertex calls
**********************************************************/
void clm_glVertex2i(int x, int y)
{
glVertex2i(x,y);
if (!redraw) return;
clm_glVertex4f(x,y);
return;
}
/**********************************************************
* glLoadIdentity replaces the current matrix with the
* identity matrix. It is semantically equivalent to calling
* glLoadMatrix with the identity matrix.
**********************************************************/
void clm_glLoadIdentity()
{
glLoadIdentity();
if (!redraw) return;
currentMatrixStack->push_back(identityMatrix);
updateInTrans(identityMatrix);
return;
}
/**********************************************************
* replaces the current matrix with the one whose elements
* are specified by m. The current matrix is the projection
* matrix, modelview matrix, or texture matrix, depending
* on the current matrix mode (see glMatrixMode).
**********************************************************/
void clm_glLoadMatrixd(const double * m)
{
glLoadMatrixd(m);
if (!redraw) return;
matrix4 M = createMatrix(m);
currentMatrixStack->push_back(M);
updateInTrans(M);
return;
}
/**********************************************************
* multiplies the current matrix with the one specified using
* m, and replaces the current matrix with the product.
**********************************************************/
void multMatrix(const matrix4& m)
{
(*currentMatrixStack)[currentMatrixStack->size() - 1] *= m;
updateInTrans((*currentMatrixStack)[currentMatrixStack->size() - 1]);
return;
}
/**********************************************************
* Prints the current matrix.
**********************************************************/
void printCurrentMatrix()
{
cout << (*currentMatrixStack)[currentMatrixStack->size() - 1] << endl;
return;
}
/**********************************************************
* multiplies the current matrix with the one specified using
* m, and replaces the current matrix with the product.
**********************************************************/
void clm_glMultMatrixd(const double * m)
{
glMultMatrixd(m);
if (!redraw) return;
multMatrix(createMatrix(m));
return;
}
/**********************************************************
* Enable
**********************************************************/
void clm_glEnable(GLenum mask)
{
glEnable(mask);
if (mask & GL_DEPTH_TEST) depth_test = true;
//Lights0-7
if (mask >= GL_LIGHT0 && mask <= GL_LIGHT0 + 7)
lights[mask - GL_LIGHT0].enabled = true;
//GL_LIGHTING
if (mask == GL_LIGHTING) color_test = true;
//GL_COLOR_MATERIAL
if (mask == GL_COLOR_MATERIAL) material_test = true;
//Normalize
if (mask == GL_NORMALIZE) normalize = true;
return;
}
/**********************************************************
* Disable
**********************************************************/
void clm_glDisable(GLenum mask)
{
glDisable(mask);
if (mask & GL_DEPTH_TEST || mask == GL_DEPTH_TEST)
depth_test = false;
//Lights0-7
if (mask >= GL_LIGHT0 && mask <= GL_LIGHT0 + 7)
lights[mask - GL_LIGHT0].enabled = false;
//GL_LIGHTING
if (mask == GL_LIGHTING) color_test = false;
//GL_COLOR_MATERIAL
if (mask == GL_COLOR_MATERIAL) material_test = false;
//Normalize
if (mask == GL_NORMALIZE) normalize = false;
return;
}
/**********************************************************
* multiply the current matrix by a rotation matrix
**********************************************************/
void clm_glRotatef(double angle, double x, double y, double z)
{
glRotatef(angle,x,y,z);
if (!redraw) return;
double s = sin(angle*M_PI/180.0);
double c = cos(angle*M_PI/180.0);
matrix4 m((x*x*(1-c))+c, (x*y*(1-c))-z*s, (x*z*(1-c))+y*s, 0,
y*x*(1-c)+z*s, y*y*(1-c)+c, y*z*(1-c)-x*s, 0,
x*z*(1-c)-y*s, y*z*(1-c)+x*s, z*z*(1-c)+c, 0,
0, 0, 0, 1);
multMatrix(m);
return;
}
/**********************************************************
* multiply the current matrix by a translation matrix
**********************************************************/
void clm_glTranslatef(GLfloat x, GLfloat y, GLfloat z)
{
glTranslatef(x,y,z);
if (!redraw) return;
matrix4 m(1, 0, 0, x,
0, 1, 0, y,
0, 0, 1, z,
0, 0, 0, 1);
multMatrix(m);
return;
}
/**********************************************************
* multiply the current matrix by a general scaling matrix
**********************************************************/
void clm_glScalef(GLfloat x, GLfloat y, GLfloat z)
{
glScalef(x,y,z);
if (!redraw) return;
matrix4 m(x, 0, 0, 0,
0, y, 0, 0,
0, 0, z, 0,
0, 0, 0, 1);
multMatrix(m);
return;
}
/**********************************************************
* multiply the current matrix with an orthographic matrix
**********************************************************/
void clm_glOrtho(GLdouble left, GLdouble right, GLdouble bottom,
GLdouble top, GLdouble zNear, GLdouble zFar)
{
glOrtho(left, right, bottom, top, zNear, zFar);
if (!redraw) return;
double tx = - (right + left) / (right - left);
double ty = - (top + bottom) / (top - bottom);
double tz = - (zFar + zNear) / (zFar - zNear);
matrix4 m( 2/(right-left), 0, 0, tx,
0, 2/(top-bottom), 0, ty,
0, 0, -2/(zFar-zNear),tz,
0, 0, 0, 1);
multMatrix(m);
return;
}
/**********************************************************
scale such that the point (cx,cy,cz) does not move.
**********************************************************/
void clm_fixedScale(double sx, double sy, double sz,
double cx, double cy, double cz)
{
matrix4 M(sx, 0, 0, cx - cx * sx,
0, sy, 0, cy - cy * sy,
0, 0, sz, cz,
0, 0, 0, 1);
glMultMatrixd(M.data());
if (!redraw) return;
multMatrix(M);
return;
}
/**********************************************************
shearing, where x moves sxy * y, etc.
**********************************************************/
void clm_shear(double sxy, double sxz, double syx,
double syz, double szx, double szy)
{
matrix4 M(1, sxy, sxz, 0,
syx, 1, syz, 0,
szx, szy, 1, 0,
0, 0, 0, 1);
glMultMatrixd(M.data());
if (!redraw) return;
multMatrix(M);
return;
}
/**********************************************************
**********************************************************/
void clm_fullRotate(double angle, double x, double y, double z,
double bx, double by, double bz)
{
double s = sin(angle*M_PI/180.0);
double c = cos(angle*M_PI/180.0);
matrix4 m((x*x*(1-c))+c, (x*y*(1-c))-z*s, (x*z*(1-c))+y*s, 0,
y*x*(1-c)+z*s, y*y*(1-c)+c, y*z*(1-c)-x*s, 0,
x*z*(1-c)-y*s, y*z*(1-c)+x*s, z*z*(1-c)+c, 0,
0, 0, 0, 1);
matrix4 t(1,0,0,-bx,
0,1,0,-by,
0,0,1,-bz,
0,0,0,1);
matrix4 tb(1,0,0, bx,
0,1,0, by,
0,0,1, bz,
0,0,0, 1);
matrix4 M = tb*m*t;//TODO Precalculate this.
glMultMatrixd(M.data());
if (!redraw) return;
multMatrix(M);
return;
}
/**********************************************************
* glFrustum - multiply the current matrix by a perspective
* matrix
*
* glFrustum describes a perspective matrix that produces
* a perspective projection. The current matrix
* (see glMatrixMode) is multiplied by this matrix.
**********************************************************/
void clm_glFrustum(GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble zNear, GLdouble zFar )
{
glFrustum(left, right, bottom, top, zNear, zFar);
if (!redraw) return;
double A = (right + left) / (right - left);
double B = (top + bottom) / (top - bottom);
double C = - (zFar + zNear) / (zFar - zNear);
double D = - (2 * zFar * zNear) / (zFar - zNear);