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239 lines
7.6 KiB
239 lines
7.6 KiB
#include <glos.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include "glimport.h"
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#include "glrender.h"
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GLUnurbs::GLUnurbs(void)
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: NurbsTessellator(curveEvaluator, surfaceEvaluator)
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{
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redefineMaps();
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defineMap(GL_MAP2_NORMAL, 0, 3);
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defineMap(GL_MAP1_NORMAL, 0, 3);
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defineMap(GL_MAP2_TEXTURE_COORD_1, 0, 1);
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defineMap(GL_MAP1_TEXTURE_COORD_1, 0, 1);
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defineMap(GL_MAP2_TEXTURE_COORD_2, 0, 2);
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defineMap(GL_MAP1_TEXTURE_COORD_2, 0, 2);
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defineMap(GL_MAP2_TEXTURE_COORD_3, 0, 3);
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defineMap(GL_MAP1_TEXTURE_COORD_3, 0, 3);
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defineMap(GL_MAP2_TEXTURE_COORD_4, 1, 4);
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defineMap(GL_MAP1_TEXTURE_COORD_4, 1, 4);
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defineMap(GL_MAP2_VERTEX_4, 1, 4);
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defineMap(GL_MAP1_VERTEX_4, 1, 4);
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defineMap(GL_MAP2_VERTEX_3, 0, 3);
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defineMap(GL_MAP1_VERTEX_3, 0, 3);
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defineMap(GL_MAP2_COLOR_4, 0, 4);
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defineMap(GL_MAP1_COLOR_4, 0, 4);
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defineMap(GL_MAP2_INDEX, 0, 1);
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defineMap(GL_MAP1_INDEX, 0, 1);
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setnurbsproperty(GL_MAP1_VERTEX_3, N_SAMPLINGMETHOD, (float) N_PATHLENGTH);
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setnurbsproperty(GL_MAP1_VERTEX_4, N_SAMPLINGMETHOD, (float) N_PATHLENGTH);
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setnurbsproperty(GL_MAP2_VERTEX_3, N_SAMPLINGMETHOD, (float) N_PATHLENGTH);
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setnurbsproperty(GL_MAP2_VERTEX_4, N_SAMPLINGMETHOD, (float) N_PATHLENGTH);
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setnurbsproperty(GL_MAP1_VERTEX_3, N_PIXEL_TOLERANCE, (float) 50.0);
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setnurbsproperty(GL_MAP1_VERTEX_4, N_PIXEL_TOLERANCE, (float) 50.0);
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setnurbsproperty(GL_MAP2_VERTEX_3, N_PIXEL_TOLERANCE, (float) 50.0);
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setnurbsproperty(GL_MAP2_VERTEX_4, N_PIXEL_TOLERANCE, (float) 50.0);
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setnurbsproperty(GL_MAP1_VERTEX_3, N_ERROR_TOLERANCE, (float) 0.50);
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setnurbsproperty(GL_MAP1_VERTEX_4, N_ERROR_TOLERANCE, (float) 0.50);
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setnurbsproperty(GL_MAP2_VERTEX_3, N_ERROR_TOLERANCE, (float) 0.50);
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setnurbsproperty(GL_MAP2_VERTEX_4, N_ERROR_TOLERANCE, (float) 0.50);
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setnurbsproperty(GL_MAP1_VERTEX_3, N_S_STEPS, (float) 100.0);
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setnurbsproperty(GL_MAP1_VERTEX_4, N_S_STEPS, (float) 100.0);
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setnurbsproperty(GL_MAP2_VERTEX_3, N_S_STEPS, (float) 100.0);
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setnurbsproperty(GL_MAP2_VERTEX_4, N_S_STEPS, (float) 100.0);
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setnurbsproperty(GL_MAP1_VERTEX_3, N_T_STEPS, (float) 100.0);
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setnurbsproperty(GL_MAP1_VERTEX_4, N_T_STEPS, (float) 100.0);
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setnurbsproperty(GL_MAP2_VERTEX_3, N_T_STEPS, (float) 100.0);
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setnurbsproperty(GL_MAP2_VERTEX_4, N_T_STEPS, (float) 100.0);
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autoloadmode = 1;
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errorCallback = NULL;
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}
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void
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GLUnurbs::bgnrender(void)
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{
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if (autoloadmode) {
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loadGLMatrices();
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}
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}
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void
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GLUnurbs::endrender(void)
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{
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}
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void
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GLUnurbs::errorHandler(int i)
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{
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GLenum gluError;
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gluError = i + (GLU_NURBS_ERROR1 - 1);
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postError( gluError );
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}
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void
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GLUnurbs::loadGLMatrices(void)
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{
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GLfloat vmat[4][4];
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GLint viewport[4];
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grabGLMatrix((GLfloat (*)[4]) vmat);
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loadCullingMatrix((GLfloat (*)[4]) vmat);
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::glGetIntegerv((GLenum) GL_VIEWPORT, (GLint *) viewport);
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loadSamplingMatrix((const GLfloat (*)[4]) vmat, (const GLint *) viewport);
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}
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#ifdef NT
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void
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GLUnurbs::useGLMatrices(
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const GLfloat modelMatrix[4][4],
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const GLfloat projMatrix[4][4],
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const GLint viewport[4])
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{
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GLfloat vmat[4][4];
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multmatrix4d(vmat, modelMatrix, projMatrix);
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loadCullingMatrix(vmat);
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loadSamplingMatrix(vmat, viewport);
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}
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#else
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void
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GLUnurbs::useGLMatrices(const GLfloat modelMatrix[16],
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const GLfloat projMatrix[16],
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const GLint viewport[4])
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{
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GLfloat vmat[4][4];
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multmatrix4d((GLfloat (*)[4]) vmat, (GLfloat (*)[4]) modelMatrix,
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(GLfloat (*)[4]) projMatrix);
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loadCullingMatrix((GLfloat (*)[4]) vmat);
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loadSamplingMatrix((const GLfloat (*)[4]) vmat, (const GLint *) viewport);
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}
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#endif
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/*--------------------------------------------------------------------------
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* grabGLMatrix
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*--------------------------------------------------------------------------
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*/
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void
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GLUnurbs::grabGLMatrix(GLfloat vmat[4][4])
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{
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GLfloat m1[4][4], m2[4][4];
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::glGetFloatv((GLenum) GL_MODELVIEW_MATRIX, (GLfloat *) &(m1[0][0]));
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::glGetFloatv((GLenum) GL_PROJECTION_MATRIX, (GLfloat *) &(m2[0][0]));
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multmatrix4d((GLfloat (*)[4]) vmat,
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(GLfloat (*)[4]) m1, (GLfloat (*)[4]) m2);
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}
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void
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GLUnurbs::loadSamplingMatrix(const GLfloat vmat[4][4],
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const GLint viewport[4])
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{
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/* rescale the mapping to correspond to pixels in x/y */
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REAL xsize = 0.5 * (REAL) (viewport[2]);
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REAL ysize = 0.5 * (REAL) (viewport[3]);
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INREAL smat[4][4];
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smat[0][0] = vmat[0][0] * xsize;
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smat[1][0] = vmat[1][0] * xsize;
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smat[2][0] = vmat[2][0] * xsize;
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smat[3][0] = vmat[3][0] * xsize;
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smat[0][1] = vmat[0][1] * ysize;
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smat[1][1] = vmat[1][1] * ysize;
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smat[2][1] = vmat[2][1] * ysize;
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smat[3][1] = vmat[3][1] * ysize;
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smat[0][2] = 0.0;
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smat[1][2] = 0.0;
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smat[2][2] = 0.0;
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smat[3][2] = 0.0;
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smat[0][3] = vmat[0][3];
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smat[1][3] = vmat[1][3];
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smat[2][3] = vmat[2][3];
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smat[3][3] = vmat[3][3];
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const long rstride = sizeof(smat[0]) / sizeof(smat[0][0]);
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const long cstride = 1;
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setnurbsproperty(GL_MAP1_VERTEX_3, N_SAMPLINGMATRIX, &smat[0][0], rstride,
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cstride);
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setnurbsproperty(GL_MAP1_VERTEX_4, N_SAMPLINGMATRIX, &smat[0][0], rstride,
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cstride);
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setnurbsproperty(GL_MAP2_VERTEX_3, N_SAMPLINGMATRIX, &smat[0][0], rstride,
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cstride);
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setnurbsproperty(GL_MAP2_VERTEX_4, N_SAMPLINGMATRIX, &smat[0][0], rstride,
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cstride);
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}
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void
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GLUnurbs::loadCullingMatrix(GLfloat vmat[4][4])
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{
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INREAL cmat[4][4];
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cmat[0][0] = vmat[0][0];
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cmat[0][1] = vmat[0][1];
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cmat[0][2] = vmat[0][2];
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cmat[0][3] = vmat[0][3];
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cmat[1][0] = vmat[1][0];
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cmat[1][1] = vmat[1][1];
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cmat[1][2] = vmat[1][2];
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cmat[1][3] = vmat[1][3];
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cmat[2][0] = vmat[2][0];
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cmat[2][1] = vmat[2][1];
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cmat[2][2] = vmat[2][2];
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cmat[2][3] = vmat[2][3];
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cmat[3][0] = vmat[3][0];
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cmat[3][1] = vmat[3][1];
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cmat[3][2] = vmat[3][2];
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cmat[3][3] = vmat[3][3];
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const long rstride = sizeof(cmat[0]) / sizeof(cmat[0][0]);
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const long cstride = 1;
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setnurbsproperty(GL_MAP2_VERTEX_3, N_CULLINGMATRIX, &cmat[0][0], rstride,
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cstride);
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setnurbsproperty(GL_MAP2_VERTEX_4, N_CULLINGMATRIX, &cmat[0][0], rstride,
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cstride);
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}
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/*---------------------------------------------------------------------
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* A = B * MAT ; transform a 4d vector through a 4x4 matrix
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*---------------------------------------------------------------------
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*/
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void
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GLUnurbs::transform4d(GLfloat A[4], GLfloat B[4], GLfloat mat[4][4])
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{
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A[0] = B[0]*mat[0][0] + B[1]*mat[1][0] + B[2]*mat[2][0] + B[3]*mat[3][0];
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A[1] = B[0]*mat[0][1] + B[1]*mat[1][1] + B[2]*mat[2][1] + B[3]*mat[3][1];
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A[2] = B[0]*mat[0][2] + B[1]*mat[1][2] + B[2]*mat[2][2] + B[3]*mat[3][2];
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A[3] = B[0]*mat[0][3] + B[1]*mat[1][3] + B[2]*mat[2][3] + B[3]*mat[3][3];
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}
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/*---------------------------------------------------------------------
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* new = [left][right] ; multiply two matrices together
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*---------------------------------------------------------------------
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*/
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void
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GLUnurbs::multmatrix4d (GLfloat n[4][4], GLfloat left[4][4], GLfloat right[4][4])
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{
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transform4d ((GLfloat *) n[0],(GLfloat *) left[0],(GLfloat (*)[4]) right);
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transform4d ((GLfloat *) n[1],(GLfloat *) left[1],(GLfloat (*)[4]) right);
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transform4d ((GLfloat *) n[2],(GLfloat *) left[2],(GLfloat (*)[4]) right);
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transform4d ((GLfloat *) n[3],(GLfloat *) left[3],(GLfloat (*)[4]) right);
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}
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