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/*
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* Copyright (c) 2009 Nokia Corporation and/or its subsidiary(-ies).
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* All rights reserved.
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* This component and the accompanying materials are made available
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* under the terms of "Eclipse Public License v1.0"
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* which accompanies this distribution, and is available
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* at the URL "http://www.eclipse.org/legal/epl-v10.html".
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*
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* Initial Contributors:
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* Nokia Corporation - initial contribution.
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*
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* Contributors: Juha Kauppinen, Mika Hokkanen
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*
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* Description: Photo Browser
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*
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*/
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#include "project.h"
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#define fabs(x) ((x) < 0 ? -(x) : (x))
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#define MEMCPY(x,y,z) Mem::Copy((x),(y),(z))
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/*
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* Transform a point (column vector) by a 4x4 matrix. I.e. out = m * in
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* Input: aMatrix - the 4x4 matrix
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* aIn - the 4x1 vector
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* Output: aOut - the resulting 4x1 vector.
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*/
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static void TransformPoint(GLdouble aOut[4], const GLdouble aMatrix[16], const GLdouble aIn[4])
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{
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#define M(row,col) aMatrix[col*4+row]
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aOut[0] = M(0, 0) * aIn[0] + M(0, 1) * aIn[1] + M(0, 2) * aIn[2] + M(0, 3) * aIn[3];
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aOut[1] = M(1, 0) * aIn[0] + M(1, 1) * aIn[1] + M(1, 2) * aIn[2] + M(1, 3) * aIn[3];
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aOut[2] = M(2, 0) * aIn[0] + M(2, 1) * aIn[1] + M(2, 2) * aIn[2] + M(2, 3) * aIn[3];
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aOut[3] = M(3, 0) * aIn[0] + M(3, 1) * aIn[1] + M(3, 2) * aIn[2] + M(3, 3) * aIn[3];
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#undef M
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}
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/*
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* Perform a 4x4 matrix multiplication (product = a x b).
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* Input: a, b - matrices to multiply
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* Output: aProduct - product of a and b
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*/
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static void MultiplyMatrix(GLdouble* aProduct, const GLdouble* a, const GLdouble* b)
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{
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GLdouble temp[16];
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GLint i;
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#define A(row,col) a[(col<<2)+row]
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#define B(row,col) b[(col<<2)+row]
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#define T(row,col) temp[(col<<2)+row]
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for (i = 0; i < 4; i++)
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{
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T(i, 0) = A(i, 0) * B(0, 0) + A(i, 1) * B(1, 0) + A(i, 2) * B(2, 0) + A(i, 3) * B(3, 0);
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T(i, 1) = A(i, 0) * B(0, 1) + A(i, 1) * B(1, 1) + A(i, 2) * B(2, 1) + A(i, 3) * B(3, 1);
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T(i, 2) = A(i, 0) * B(0, 2) + A(i, 1) * B(1, 2) + A(i, 2) * B(2, 2) + A(i, 3) * B(3, 2);
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T(i, 3) = A(i, 0) * B(0, 3) + A(i, 1) * B(1, 3) + A(i, 2) * B(2, 3) + A(i, 3) * B(3, 3);
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}
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#undef A
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#undef B
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#undef T
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MEMCPY(aProduct, temp, 16 * sizeof(GLdouble));
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}
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/*
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* Compute inverse of 4x4 transformation matrix.
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* Return GL_TRUE for success, GL_FALSE for failure (singular matrix)
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*/
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static GLboolean InvertMatrix(const GLdouble * aMatrix, GLdouble * aOut)
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{
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// OpenGL Matrices are COLUMN major
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#define SWAP_ROWS(a, b) { GLdouble *_tmp = a; (a)=(b); (b)=_tmp; }
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#define MAT(m,r,c) (m)[(c)*4+(r)]
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GLdouble wtmp[4][8];
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GLdouble m0, m1, m2, m3, s;
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GLdouble *r0, *r1, *r2, *r3;
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r0 = wtmp[0], r1 = wtmp[1], r2 = wtmp[2], r3 = wtmp[3];
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r0[0] = MAT(aMatrix, 0, 0), r0[1] = MAT(aMatrix, 0, 1),
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r0[2] = MAT(aMatrix, 0, 2), r0[3] = MAT(aMatrix, 0, 3),
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r0[4] = 1.0, r0[5] = r0[6] = r0[7] = 0.0,
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r1[0] = MAT(aMatrix, 1, 0), r1[1] = MAT(aMatrix, 1, 1),
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r1[2] = MAT(aMatrix, 1, 2), r1[3] = MAT(aMatrix, 1, 3),
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r1[5] = 1.0, r1[4] = r1[6] = r1[7] = 0.0,
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r2[0] = MAT(aMatrix, 2, 0), r2[1] = MAT(aMatrix, 2, 1),
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r2[2] = MAT(aMatrix, 2, 2), r2[3] = MAT(aMatrix, 2, 3),
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r2[6] = 1.0, r2[4] = r2[5] = r2[7] = 0.0,
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r3[0] = MAT(aMatrix, 3, 0), r3[1] = MAT(aMatrix, 3, 1),
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r3[2] = MAT(aMatrix, 3, 2), r3[3] = MAT(aMatrix, 3, 3),
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r3[7] = 1.0, r3[4] = r3[5] = r3[6] = 0.0;
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// choose pivot - or die
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if (fabs(r3[0]) > fabs(r2[0]))
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SWAP_ROWS(r3, r2);
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if (fabs(r2[0]) > fabs(r1[0]))
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SWAP_ROWS(r2, r1);
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if (fabs(r1[0]) > fabs(r0[0]))
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SWAP_ROWS(r1, r0);
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if (0.0 == r0[0])
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return GL_FALSE;
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// eliminate first variable
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m1 = r1[0] / r0[0];
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m2 = r2[0] / r0[0];
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m3 = r3[0] / r0[0];
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s = r0[1];
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r1[1] -= m1 * s;
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r2[1] -= m2 * s;
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r3[1] -= m3 * s;
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s = r0[2];
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r1[2] -= m1 * s;
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r2[2] -= m2 * s;
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r3[2] -= m3 * s;
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s = r0[3];
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r1[3] -= m1 * s;
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r2[3] -= m2 * s;
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r3[3] -= m3 * s;
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s = r0[4];
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if (s != 0.0)
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{
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r1[4] -= m1 * s;
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r2[4] -= m2 * s;
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r3[4] -= m3 * s;
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}
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s = r0[5];
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if (s != 0.0)
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{
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r1[5] -= m1 * s;
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r2[5] -= m2 * s;
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r3[5] -= m3 * s;
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}
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s = r0[6];
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if (s != 0.0)
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{
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r1[6] -= m1 * s;
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r2[6] -= m2 * s;
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r3[6] -= m3 * s;
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}
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s = r0[7];
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if (s != 0.0)
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{
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r1[7] -= m1 * s;
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r2[7] -= m2 * s;
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r3[7] -= m3 * s;
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}
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// choose pivot - or die
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if (fabs(r3[1]) > fabs(r2[1]))
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SWAP_ROWS(r3, r2);
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if (fabs(r2[1]) > fabs(r1[1]))
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SWAP_ROWS(r2, r1);
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if (0.0 == r1[1])
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return GL_FALSE;
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// eliminate second variable
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m2 = r2[1] / r1[1];
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m3 = r3[1] / r1[1];
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r2[2] -= m2 * r1[2];
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r3[2] -= m3 * r1[2];
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r2[3] -= m2 * r1[3];
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r3[3] -= m3 * r1[3];
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s = r1[4];
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if (0.0 != s)
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{
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r2[4] -= m2 * s;
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r3[4] -= m3 * s;
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}
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s = r1[5];
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if (0.0 != s)
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{
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r2[5] -= m2 * s;
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r3[5] -= m3 * s;
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}
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s = r1[6];
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if (0.0 != s)
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{
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r2[6] -= m2 * s;
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r3[6] -= m3 * s;
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}
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s = r1[7];
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if (0.0 != s)
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{
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r2[7] -= m2 * s;
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r3[7] -= m3 * s;
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}
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// choose pivot - or die
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if (fabs(r3[2]) > fabs(r2[2]))
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SWAP_ROWS(r3, r2);
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if (0.0 == r2[2])
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return GL_FALSE;
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// eliminate third variable
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m3 = r3[2] / r2[2];
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r3[3] -= m3 * r2[3], r3[4] -= m3 * r2[4],
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r3[5] -= m3 * r2[5], r3[6] -= m3 * r2[6], r3[7] -= m3 * r2[7];
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// last check
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if (0.0 == r3[3])
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return GL_FALSE;
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s = 1.0 / r3[3]; /* now back substitute row 3 */
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r3[4] *= s;
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r3[5] *= s;
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r3[6] *= s;
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r3[7] *= s;
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m2 = r2[3]; /* now back substitute row 2 */
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s = 1.0 / r2[2];
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r2[4] = s * (r2[4] - r3[4] * m2), r2[5] = s * (r2[5] - r3[5] * m2),
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r2[6] = s * (r2[6] - r3[6] * m2), r2[7] = s * (r2[7] - r3[7] * m2);
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m1 = r1[3];
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r1[4] -= r3[4] * m1, r1[5] -= r3[5] * m1,
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r1[6] -= r3[6] * m1, r1[7] -= r3[7] * m1;
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m0 = r0[3];
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r0[4] -= r3[4] * m0, r0[5] -= r3[5] * m0,
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r0[6] -= r3[6] * m0, r0[7] -= r3[7] * m0;
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m1 = r1[2]; /* now back substitute row 1 */
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s = 1.0 / r1[1];
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r1[4] = s * (r1[4] - r2[4] * m1), r1[5] = s * (r1[5] - r2[5] * m1),
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r1[6] = s * (r1[6] - r2[6] * m1), r1[7] = s * (r1[7] - r2[7] * m1);
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m0 = r0[2];
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r0[4] -= r2[4] * m0, r0[5] -= r2[5] * m0,
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r0[6] -= r2[6] * m0, r0[7] -= r2[7] * m0;
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m0 = r0[1]; /* now back substitute row 0 */
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s = 1.0 / r0[0];
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r0[4] = s * (r0[4] - r1[4] * m0), r0[5] = s * (r0[5] - r1[5] * m0),
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r0[6] = s * (r0[6] - r1[6] * m0), r0[7] = s * (r0[7] - r1[7] * m0);
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MAT(aOut, 0, 0) = r0[4];
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MAT(aOut, 0, 1) = r0[5], MAT(aOut, 0, 2) = r0[6];
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MAT(aOut, 0, 3) = r0[7], MAT(aOut, 1, 0) = r1[4];
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MAT(aOut, 1, 1) = r1[5], MAT(aOut, 1, 2) = r1[6];
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MAT(aOut, 1, 3) = r1[7], MAT(aOut, 2, 0) = r2[4];
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MAT(aOut, 2, 1) = r2[5], MAT(aOut, 2, 2) = r2[6];
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MAT(aOut, 2, 3) = r2[7], MAT(aOut, 3, 0) = r3[4];
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MAT(aOut, 3, 1) = r3[5], MAT(aOut, 3, 2) = r3[6];
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MAT(aOut, 3, 3) = r3[7];
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return GL_TRUE;
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#undef MAT
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#undef SWAP_ROWS
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}
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GLint gluProject(GLdouble objx, GLdouble objy, GLdouble objz,
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const GLdouble model[16], const GLdouble proj[16],
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const GLint viewport[4],
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GLdouble* winx, GLdouble* winy, GLdouble* winz)
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{
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GLdouble in[4], out[4];
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in[0] = objx;
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in[1] = objy;
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in[2] = objz;
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in[3] = 1.0;
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TransformPoint(out, model, in);
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TransformPoint(in, proj, out);
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if (in[3] == 0.0)
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return GL_FALSE;
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in[0] /= in[3];
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in[1] /= in[3];
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in[2] /= in[3];
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*winx = viewport[0] + (1 + in[0]) * viewport[2] / 2;
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*winy = viewport[1] + (1 + in[1]) * viewport[3] / 2;
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*winz = (1 + in[2]) / 2;
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return GL_TRUE;
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}
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GLint gluUnProject(GLdouble winx, GLdouble winy, GLdouble winz,
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const GLdouble model[16], const GLdouble proj[16],
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const GLint viewport[4],
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GLdouble * objx, GLdouble * objy, GLdouble * objz)
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{
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GLdouble m[16], A[16];
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GLdouble in[4], out[4];
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in[0] = (winx - viewport[0]) * 2 / viewport[2] - 1.0;
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in[1] = (winy - viewport[1]) * 2 / viewport[3] - 1.0;
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in[2] = 2 * winz - 1.0;
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in[3] = 1.0;
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MultiplyMatrix(A, proj, model);
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InvertMatrix(A, m);
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TransformPoint(out, m, in);
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if (out[3] == 0.0)
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return GL_FALSE;
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*objx = out[0] / out[3];
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*objy = out[1] / out[3];
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*objz = out[2] / out[3];
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return GL_TRUE;
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}
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