Classes | |
struct | GPU_MatrixStack |
Typedefs | |
typedef struct GPU_MatrixStack | GPU_MatrixStack |
DECLSPEC float SDLCALL | GPU_VectorLength (float *vec3) |
DECLSPEC void SDLCALL | GPU_VectorNormalize (float *vec3) |
DECLSPEC float SDLCALL | GPU_VectorDot (float *A, float *B) |
DECLSPEC void SDLCALL | GPU_VectorCross (float *result, float *A, float *B) |
DECLSPEC void SDLCALL | GPU_VectorCopy (float *result, float *A) |
DECLSPEC void SDLCALL | GPU_VectorApplyMatrix (float *vec3, float *matrix_4x4) |
DECLSPEC void SDLCALL | GPU_MatrixCopy (float *result, const float *A) |
DECLSPEC void SDLCALL | GPU_MatrixIdentity (float *result) |
DECLSPEC void SDLCALL | GPU_MatrixOrtho (float *result, float left, float right, float bottom, float top, float near, float far) |
DECLSPEC void SDLCALL | GPU_MatrixFrustum (float *result, float left, float right, float bottom, float top, float near, float far) |
DECLSPEC void SDLCALL | GPU_MatrixPerspective (float *result, float fovy, float aspect, float zNear, float zFar) |
DECLSPEC void SDLCALL | GPU_MatrixLookAt (float *matrix, float eye_x, float eye_y, float eye_z, float target_x, float target_y, float target_z, float up_x, float up_y, float up_z) |
DECLSPEC void SDLCALL | GPU_MatrixTranslate (float *result, float x, float y, float z) |
DECLSPEC void SDLCALL | GPU_MatrixScale (float *result, float sx, float sy, float sz) |
DECLSPEC void SDLCALL | GPU_MatrixRotate (float *result, float degrees, float x, float y, float z) |
DECLSPEC void SDLCALL | GPU_Multiply4x4 (float *result, float *A, float *B) |
DECLSPEC void SDLCALL | GPU_MultiplyAndAssign (float *result, float *B) |
DECLSPEC const char *SDLCALL | GPU_GetMatrixString (float *A) |
DECLSPEC float *SDLCALL | GPU_GetCurrentMatrix (void) |
DECLSPEC float *SDLCALL | GPU_GetModelView (void) |
DECLSPEC float *SDLCALL | GPU_GetProjection (void) |
DECLSPEC void SDLCALL | GPU_GetModelViewProjection (float *result) |
DECLSPEC void SDLCALL | GPU_MatrixMode (int matrix_mode) |
DECLSPEC void SDLCALL | GPU_PushMatrix (void) |
DECLSPEC void SDLCALL | GPU_PopMatrix (void) |
DECLSPEC void SDLCALL | GPU_LoadIdentity (void) |
DECLSPEC void SDLCALL | GPU_Ortho (float left, float right, float bottom, float top, float near, float far) |
DECLSPEC void SDLCALL | GPU_Frustum (float left, float right, float bottom, float top, float near, float far) |
DECLSPEC void SDLCALL | GPU_Translate (float x, float y, float z) |
DECLSPEC void SDLCALL | GPU_Scale (float sx, float sy, float sz) |
DECLSPEC void SDLCALL | GPU_Rotate (float degrees, float x, float y, float z) |
DECLSPEC void SDLCALL | GPU_MultMatrix (float *matrix4x4) |
typedef struct GPU_MatrixStack GPU_MatrixStack |
Matrix stack data structure for global vertex transforms.
DECLSPEC void SDLCALL GPU_Frustum | ( | float | left, |
float | right, | ||
float | bottom, | ||
float | top, | ||
float | near, | ||
float | far | ||
) |
Multiplies a perspective projection matrix into the current matrix.
DECLSPEC float* SDLCALL GPU_GetCurrentMatrix | ( | void | ) |
Returns the current matrix from the top of the matrix stack. Returns NULL if stack is empty.
DECLSPEC const char* SDLCALL GPU_GetMatrixString | ( | float * | A | ) |
Returns an internal string that represents the contents of matrix A.
DECLSPEC float* SDLCALL GPU_GetModelView | ( | void | ) |
Returns the current modelview matrix from the top of the matrix stack. Returns NULL if stack is empty.
DECLSPEC void SDLCALL GPU_GetModelViewProjection | ( | float * | result | ) |
Copies the current modelview-projection matrix into the given 'result' matrix (result = P*M).
DECLSPEC float* SDLCALL GPU_GetProjection | ( | void | ) |
Returns the current projection matrix from the top of the matrix stack. Returns NULL if stack is empty.
DECLSPEC void SDLCALL GPU_LoadIdentity | ( | void | ) |
Fills current matrix with the identity matrix.
DECLSPEC void SDLCALL GPU_MatrixCopy | ( | float * | result, |
const float * | A | ||
) |
Overwrite 'result' matrix with the values from matrix A.
DECLSPEC void SDLCALL GPU_MatrixFrustum | ( | float * | result, |
float | left, | ||
float | right, | ||
float | bottom, | ||
float | top, | ||
float | near, | ||
float | far | ||
) |
Multiplies a perspective projection matrix into the given matrix.
DECLSPEC void SDLCALL GPU_MatrixIdentity | ( | float * | result | ) |
Fills 'result' matrix with the identity matrix.
DECLSPEC void SDLCALL GPU_MatrixLookAt | ( | float * | matrix, |
float | eye_x, | ||
float | eye_y, | ||
float | eye_z, | ||
float | target_x, | ||
float | target_y, | ||
float | target_z, | ||
float | up_x, | ||
float | up_y, | ||
float | up_z | ||
) |
Multiplies a view matrix into the given matrix.
DECLSPEC void SDLCALL GPU_MatrixMode | ( | int | matrix_mode | ) |
Changes matrix mode to either GPU_PROJECTION or GPU_MODELVIEW. Further matrix stack operations manipulate that particular stack.
DECLSPEC void SDLCALL GPU_MatrixOrtho | ( | float * | result, |
float | left, | ||
float | right, | ||
float | bottom, | ||
float | top, | ||
float | near, | ||
float | far | ||
) |
Multiplies an orthographic projection matrix into the given matrix.
DECLSPEC void SDLCALL GPU_MatrixPerspective | ( | float * | result, |
float | fovy, | ||
float | aspect, | ||
float | zNear, | ||
float | zFar | ||
) |
Multiplies a perspective projection matrix into the given matrix.
DECLSPEC void SDLCALL GPU_MatrixRotate | ( | float * | result, |
float | degrees, | ||
float | x, | ||
float | y, | ||
float | z | ||
) |
Multiplies a rotation matrix into the given matrix.
DECLSPEC void SDLCALL GPU_MatrixScale | ( | float * | result, |
float | sx, | ||
float | sy, | ||
float | sz | ||
) |
Multiplies a scaling matrix into the given matrix.
DECLSPEC void SDLCALL GPU_MatrixTranslate | ( | float * | result, |
float | x, | ||
float | y, | ||
float | z | ||
) |
Adds a translation into the given matrix.
DECLSPEC void SDLCALL GPU_Multiply4x4 | ( | float * | result, |
float * | A, | ||
float * | B | ||
) |
Multiplies matrices A and B and stores the result in the given 'result' matrix (result = A*B). Do not use A or B as 'result'.
DECLSPEC void SDLCALL GPU_MultiplyAndAssign | ( | float * | result, |
float * | B | ||
) |
Multiplies matrices 'result' and B and stores the result in the given 'result' matrix (result = result * B).
DECLSPEC void SDLCALL GPU_MultMatrix | ( | float * | matrix4x4 | ) |
Multiplies a given matrix into the current matrix.
DECLSPEC void SDLCALL GPU_Ortho | ( | float | left, |
float | right, | ||
float | bottom, | ||
float | top, | ||
float | near, | ||
float | far | ||
) |
Multiplies an orthographic projection matrix into the current matrix.
DECLSPEC void SDLCALL GPU_PopMatrix | ( | void | ) |
Removes the current matrix from the stack.
DECLSPEC void SDLCALL GPU_PushMatrix | ( | void | ) |
Pushes the current matrix as a new matrix stack item.
DECLSPEC void SDLCALL GPU_Rotate | ( | float | degrees, |
float | x, | ||
float | y, | ||
float | z | ||
) |
Multiplies a rotation matrix into the current matrix.
DECLSPEC void SDLCALL GPU_Scale | ( | float | sx, |
float | sy, | ||
float | sz | ||
) |
Multiplies a scaling matrix into the current matrix.
DECLSPEC void SDLCALL GPU_Translate | ( | float | x, |
float | y, | ||
float | z | ||
) |
Adds a translation into the current matrix.
DECLSPEC void SDLCALL GPU_VectorApplyMatrix | ( | float * | vec3, |
float * | matrix_4x4 | ||
) |
Multiplies the given matrix into the given vector (vec3 = matrix*vec3).
DECLSPEC void SDLCALL GPU_VectorCopy | ( | float * | result, |
float * | A | ||
) |
Overwrite 'result' vector with the values from vector A.
DECLSPEC void SDLCALL GPU_VectorCross | ( | float * | result, |
float * | A, | ||
float * | B | ||
) |
Performs the cross product of vectors A and B (result = A x B). Do not use A or B as 'result'.
DECLSPEC float SDLCALL GPU_VectorDot | ( | float * | A, |
float * | B | ||
) |
Returns the dot product of two vectors.
DECLSPEC float SDLCALL GPU_VectorLength | ( | float * | vec3 | ) |
Returns the magnitude (length) of the given vector.
DECLSPEC void SDLCALL GPU_VectorNormalize | ( | float * | vec3 | ) |
Modifies the given vector so that it has a new length of 1.