//#ifndef __GLUE3__ //#define __GLUE3__ #include #include #ifdef USE_GL20 #include #include #elif USE_MX31 #include #else #include #include #endif # define INLINE inline /** * Basic four-component vector type. */ typedef struct GLUvec4_s { /** Data values of the vector. */ GLfloat values[4]; }GLUvec4; /** * Basic 4x4 matrix type. */ typedef struct GLUmat4_s { /** Columns of the matrix. */ GLUvec4 col[4]; }GLUmat4; void gluTranslate4v(GLUmat4 *result, const GLUvec4 *t); void gluScale4v(GLUmat4 *result, const GLUvec4 *t); void gluLookAt4v(GLUmat4 *result, const GLUvec4 *_eye, const GLUvec4 *_center, const GLUvec4 *_up); void gluRotate4v(GLUmat4 *result, const GLUvec4 *_axis, GLfloat angle); void gluFrustum6f(GLUmat4 *result, GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat n, GLfloat f); void gluPerspective4f(GLUmat4 *result, GLfloat fovy, GLfloat aspect, GLfloat n, GLfloat f); void gluOrtho6f(GLUmat4 *result, GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat n, GLfloat f); void gluOrtho4f(GLUmat4 *result, GLfloat left, GLfloat right, GLfloat bottom, GLfloat top); // static double det3(const GLUmat4 *m, unsigned i, unsigned j); GLfloat gluDeterminant4_4m(const GLUmat4 *m); GLboolean gluInverse4_4m(GLUmat4 *result, const GLUmat4 *m); //#endif /* __GLU3__ */