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My Project
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Classes | |
| struct | GPU_MatrixStack |
Typedefs | |
| typedef struct GPU_MatrixStack | GPU_MatrixStack |
| DECLSPEC float SDLCALL | GPU_VectorLength (const float *vec3) |
| DECLSPEC void SDLCALL | GPU_VectorNormalize (float *vec3) |
| DECLSPEC float SDLCALL | GPU_VectorDot (const float *A, const float *B) |
| DECLSPEC void SDLCALL | GPU_VectorCross (float *result, const float *A, const float *B) |
| DECLSPEC void SDLCALL | GPU_VectorCopy (float *result, const float *A) |
| DECLSPEC void SDLCALL | GPU_VectorApplyMatrix (float *vec3, const float *matrix_4x4) |
| DECLSPEC void SDLCALL | GPU_Vector4ApplyMatrix (float *vec4, const 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 z_near, float z_far) |
| DECLSPEC void SDLCALL | GPU_MatrixFrustum (float *result, float left, float right, float bottom, float top, float z_near, float z_far) |
| DECLSPEC void SDLCALL | GPU_MatrixPerspective (float *result, float fovy, float aspect, float z_near, float z_far) |
| 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_MatrixMultiply (float *result, const float *A, const float *B) |
| DECLSPEC void SDLCALL | GPU_MultiplyAndAssign (float *result, const float *B) |
| DECLSPEC const char *SDLCALL | GPU_GetMatrixString (const float *A) |
| DECLSPEC float *SDLCALL | GPU_GetCurrentMatrix (void) |
| DECLSPEC float *SDLCALL | GPU_GetTopMatrix (GPU_MatrixStack *stack) |
| DECLSPEC float *SDLCALL | GPU_GetModel (void) |
| DECLSPEC float *SDLCALL | GPU_GetView (void) |
| DECLSPEC float *SDLCALL | GPU_GetProjection (void) |
| DECLSPEC void SDLCALL | GPU_GetModelViewProjection (float *result) |
| DECLSPEC GPU_MatrixStack *SDLCALL | GPU_CreateMatrixStack (void) |
| DECLSPEC void SDLCALL | GPU_FreeMatrixStack (GPU_MatrixStack *stack) |
| DECLSPEC void SDLCALL | GPU_InitMatrixStack (GPU_MatrixStack *stack) |
| DECLSPEC void SDLCALL | GPU_CopyMatrixStack (const GPU_MatrixStack *source, GPU_MatrixStack *dest) |
| DECLSPEC void SDLCALL | GPU_ClearMatrixStack (GPU_MatrixStack *stack) |
| DECLSPEC void SDLCALL | GPU_ResetProjection (GPU_Target *target) |
| DECLSPEC void SDLCALL | GPU_MatrixMode (GPU_Target *target, int matrix_mode) |
| DECLSPEC void SDLCALL | GPU_SetProjection (const float *A) |
| DECLSPEC void SDLCALL | GPU_SetView (const float *A) |
| DECLSPEC void SDLCALL | GPU_SetModel (const float *A) |
| DECLSPEC void SDLCALL | GPU_SetProjectionFromStack (GPU_MatrixStack *stack) |
| DECLSPEC void SDLCALL | GPU_SetViewFromStack (GPU_MatrixStack *stack) |
| DECLSPEC void SDLCALL | GPU_SetModelFromStack (GPU_MatrixStack *stack) |
| DECLSPEC void SDLCALL | GPU_PushMatrix (void) |
| DECLSPEC void SDLCALL | GPU_PopMatrix (void) |
| DECLSPEC void SDLCALL | GPU_LoadIdentity (void) |
| DECLSPEC void SDLCALL | GPU_LoadMatrix (const float *matrix4x4) |
| DECLSPEC void SDLCALL | GPU_Ortho (float left, float right, float bottom, float top, float z_near, float z_far) |
| DECLSPEC void SDLCALL | GPU_Frustum (float left, float right, float bottom, float top, float z_near, float z_far) |
| DECLSPEC void SDLCALL | GPU_Perspective (float fovy, float aspect, float z_near, float z_far) |
| DECLSPEC void SDLCALL | GPU_LookAt (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_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 (const float *matrix4x4) |
| typedef struct GPU_MatrixStack GPU_MatrixStack |
Matrix stack data structure for global vertex transforms.
| DECLSPEC void SDLCALL GPU_ClearMatrixStack | ( | GPU_MatrixStack * | stack | ) |
Deletes matrices in the given stack.
| DECLSPEC void SDLCALL GPU_CopyMatrixStack | ( | const GPU_MatrixStack * | source, |
| GPU_MatrixStack * | dest | ||
| ) |
Copies matrices from one stack to another.
| DECLSPEC GPU_MatrixStack *SDLCALL GPU_CreateMatrixStack | ( | void | ) |
Returns a newly allocated matrix stack that has already been initialized.
| DECLSPEC void SDLCALL GPU_FreeMatrixStack | ( | GPU_MatrixStack * | stack | ) |
Frees the memory for the matrix stack and any matrices it contains.
| DECLSPEC void SDLCALL GPU_Frustum | ( | float | left, |
| float | right, | ||
| float | bottom, | ||
| float | top, | ||
| float | z_near, | ||
| float | z_far | ||
| ) |
Multiplies a perspective projection matrix into the current matrix.
| DECLSPEC float *SDLCALL GPU_GetCurrentMatrix | ( | void | ) |
Returns the current matrix from the active target. Returns NULL if stack is empty.
| DECLSPEC const char *SDLCALL GPU_GetMatrixString | ( | const float * | A | ) |
Returns an internal string that represents the contents of matrix A.
| DECLSPEC float *SDLCALL GPU_GetModel | ( | void | ) |
Returns the current model matrix from the active target. Returns NULL if stack is empty.
| DECLSPEC void SDLCALL GPU_GetModelViewProjection | ( | float * | result | ) |
Copies the current modelview-projection matrix from the active target into the given 'result' matrix (result = P*V*M).
| DECLSPEC float *SDLCALL GPU_GetProjection | ( | void | ) |
Returns the current projection matrix from the active target. Returns NULL if stack is empty.
| DECLSPEC float *SDLCALL GPU_GetTopMatrix | ( | GPU_MatrixStack * | stack | ) |
Returns the current matrix from the top of the matrix stack. Returns NULL if stack is empty.
| DECLSPEC float *SDLCALL GPU_GetView | ( | void | ) |
Returns the current view matrix from the active target. Returns NULL if stack is empty.
| DECLSPEC void SDLCALL GPU_InitMatrixStack | ( | GPU_MatrixStack * | stack | ) |
Allocate new matrices for the given stack.
| DECLSPEC void SDLCALL GPU_LoadIdentity | ( | void | ) |
Fills current matrix with the identity matrix.
| DECLSPEC void SDLCALL GPU_LoadMatrix | ( | const float * | matrix4x4 | ) |
Copies a given matrix to be the current matrix.
| DECLSPEC void SDLCALL GPU_LookAt | ( | 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 current 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 | z_near, | ||
| float | z_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 | ( | GPU_Target * | target, |
| int | matrix_mode | ||
| ) |
Sets the active target and changes matrix mode to GPU_PROJECTION, GPU_VIEW, or GPU_MODEL. Further matrix stack operations manipulate that particular stack.
| DECLSPEC void SDLCALL GPU_MatrixMultiply | ( | float * | result, |
| const float * | A, | ||
| const 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_MatrixOrtho | ( | float * | result, |
| float | left, | ||
| float | right, | ||
| float | bottom, | ||
| float | top, | ||
| float | z_near, | ||
| float | z_far | ||
| ) |
Multiplies an orthographic projection matrix into the given matrix.
| DECLSPEC void SDLCALL GPU_MatrixPerspective | ( | float * | result, |
| float | fovy, | ||
| float | aspect, | ||
| float | z_near, | ||
| float | z_far | ||
| ) |
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_MultiplyAndAssign | ( | float * | result, |
| const float * | B | ||
| ) |
Multiplies matrices 'result' and B and stores the result in the given 'result' matrix (result = result * B).
| DECLSPEC void SDLCALL GPU_MultMatrix | ( | const float * | matrix4x4 | ) |
Multiplies a given matrix into the current matrix.
| DECLSPEC void SDLCALL GPU_Ortho | ( | float | left, |
| float | right, | ||
| float | bottom, | ||
| float | top, | ||
| float | z_near, | ||
| float | z_far | ||
| ) |
Multiplies an orthographic projection matrix into the current matrix.
| DECLSPEC void SDLCALL GPU_Perspective | ( | float | fovy, |
| float | aspect, | ||
| float | z_near, | ||
| float | z_far | ||
| ) |
Multiplies a perspective projection matrix into the current matrix.
| DECLSPEC void SDLCALL GPU_PopMatrix | ( | void | ) |
Removes the current matrix from the stack, restoring the previously pushed matrix.
| DECLSPEC void SDLCALL GPU_PushMatrix | ( | void | ) |
Pushes the current matrix as a new matrix stack item to be restored later.
| DECLSPEC void SDLCALL GPU_ResetProjection | ( | GPU_Target * | target | ) |
Reapplies the default orthographic projection matrix, based on camera and coordinate settings.
| 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_SetModel | ( | const float * | A | ) |
Copies the given matrix to the active target's model matrix.
| DECLSPEC void SDLCALL GPU_SetModelFromStack | ( | GPU_MatrixStack * | stack | ) |
Copies the given matrix to the active target's model matrix.
| DECLSPEC void SDLCALL GPU_SetProjection | ( | const float * | A | ) |
Copies the given matrix to the active target's projection matrix.
| DECLSPEC void SDLCALL GPU_SetProjectionFromStack | ( | GPU_MatrixStack * | stack | ) |
Copies the given matrix to the active target's projection matrix.
| DECLSPEC void SDLCALL GPU_SetView | ( | const float * | A | ) |
Copies the given matrix to the active target's view matrix.
| DECLSPEC void SDLCALL GPU_SetViewFromStack | ( | GPU_MatrixStack * | stack | ) |
Copies the given matrix to the active target's view matrix.
| DECLSPEC void SDLCALL GPU_Translate | ( | float | x, |
| float | y, | ||
| float | z | ||
| ) |
Adds a translation into the current matrix.
| DECLSPEC void SDLCALL GPU_Vector4ApplyMatrix | ( | float * | vec4, |
| const float * | matrix_4x4 | ||
| ) |
Multiplies the given matrix into the given vector (vec4 = matrix*vec4).
| DECLSPEC void SDLCALL GPU_VectorApplyMatrix | ( | float * | vec3, |
| const float * | matrix_4x4 | ||
| ) |
Multiplies the given matrix into the given vector (vec3 = matrix*vec3).
| DECLSPEC void SDLCALL GPU_VectorCopy | ( | float * | result, |
| const float * | A | ||
| ) |
Overwrite 'result' vector with the values from vector A.
| DECLSPEC void SDLCALL GPU_VectorCross | ( | float * | result, |
| const float * | A, | ||
| const 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 | ( | const float * | A, |
| const float * | B | ||
| ) |
Returns the dot product of two vectors.
| DECLSPEC float SDLCALL GPU_VectorLength | ( | const 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.