gluUnProject for iPhone/iOS
I had a hard time finding a suitable implementation of gluUnProject for an iPhone project I was working on, so I decided to port the original implementation by SGI.
This is the header file (I called it “project.h”):
#ifndef __GLU_PROJECT_IOS
#define __GLU_PROJECT_IOS
#include <OpenGLES/ES1/gl.h>
#include <OpenGLES/ES1/glext.h>
void
gluPerspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar);
void
gluLookAt(GLfloat eyex, GLfloat eyey, GLfloat eyez, GLfloat centerx,
GLfloat centery, GLfloat centerz, GLfloat upx, GLfloat upy,
GLfloat upz);
GLint
gluProject(GLfloat objx, GLfloat objy, GLfloat objz,
const GLfloat modelMatrix[16],
const GLfloat projMatrix[16],
const GLint viewport[4],
GLfloat *winx, GLfloat *winy, GLfloat *winz);
GLint
gluUnProject(GLfloat winx, GLfloat winy, GLfloat winz,
const GLfloat modelMatrix[16],
const GLfloat projMatrix[16],
const GLint viewport[4],
GLfloat *objx, GLfloat *objy, GLfloat *objz);
GLint
gluUnProject4(GLfloat winx, GLfloat winy, GLfloat winz, GLfloat clipw,
const GLfloat modelMatrix[16],
const GLfloat projMatrix[16],
const GLint viewport[4],
GLclampf nearVal, GLclampf farVal,
GLfloat *objx, GLfloat *objy, GLfloat *objz,
GLfloat *objw);
void
gluPickMatrix(GLfloat x, GLfloat y, GLfloat deltax, GLfloat deltay,
GLint viewport[4]);
#endif
And the source code:
#include "project.h"
#include <math.h>
/*
** Make m an identity matrix
*/
static void __gluMakeIdentityf(GLfloat m[16])
{
m[0+4*0] = 1; m[0+4*1] = 0; m[0+4*2] = 0; m[0+4*3] = 0;
m[1+4*0] = 0; m[1+4*1] = 1; m[1+4*2] = 0; m[1+4*3] = 0;
m[2+4*0] = 0; m[2+4*1] = 0; m[2+4*2] = 1; m[2+4*3] = 0;
m[3+4*0] = 0; m[3+4*1] = 0; m[3+4*2] = 0; m[3+4*3] = 1;
}
#define __glPi 3.14159265358979323846
void
gluPerspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar)
{
GLfloat m[4][4];
float sine, cotangent, deltaZ;
float radians = fovy / 2 * __glPi / 180;
deltaZ = zFar - zNear;
sine = sin(radians);
if ((deltaZ == 0) || (sine == 0) || (aspect == 0)) {
return;
}
cotangent = cos(radians) / sine;
__gluMakeIdentityf(&m[0][0]);
m[0][0] = cotangent / aspect;
m[1][1] = cotangent;
m[2][2] = -(zFar + zNear) / deltaZ;
m[2][3] = -1;
m[3][2] = -2 * zNear * zFar / deltaZ;
m[3][3] = 0;
glMultMatrixf(&m[0][0]);
}
static void normalize(float v[3])
{
float r;
r = sqrt( v[0]*v[0] + v[1]*v[1] + v[2]*v[2] );
if (r == 0.0) return;
v[0] /= r;
v[1] /= r;
v[2] /= r;
}
static void cross(float v1[3], float v2[3], float result[3])
{
result[0] = v1[1]*v2[2] - v1[2]*v2[1];
result[1] = v1[2]*v2[0] - v1[0]*v2[2];
result[2] = v1[0]*v2[1] - v1[1]*v2[0];
}
void
gluLookAt(GLfloat eyex, GLfloat eyey, GLfloat eyez, GLfloat centerx,
GLfloat centery, GLfloat centerz, GLfloat upx, GLfloat upy,
GLfloat upz)
{
float forward[3], side[3], up[3];
GLfloat m[4][4];
forward[0] = centerx - eyex;
forward[1] = centery - eyey;
forward[2] = centerz - eyez;
up[0] = upx;
up[1] = upy;
up[2] = upz;
normalize(forward);
/* Side = forward x up */
cross(forward, up, side);
normalize(side);
/* Recompute up as: up = side x forward */
cross(side, forward, up);
__gluMakeIdentityf(&m[0][0]);
m[0][0] = side[0];
m[1][0] = side[1];
m[2][0] = side[2];
m[0][1] = up[0];
m[1][1] = up[1];
m[2][1] = up[2];
m[0][2] = -forward[0];
m[1][2] = -forward[1];
m[2][2] = -forward[2];
glMultMatrixf(&m[0][0]);
glTranslatef(-eyex, -eyey, -eyez);
}
static void __gluMultMatrixVecf(const GLfloat matrix[16], const GLfloat in[4],
GLfloat out[4])
{
int i;
for (i=0; i<4; i++) {
out[i] =
in[0] * matrix[0*4+i] +
in[1] * matrix[1*4+i] +
in[2] * matrix[2*4+i] +
in[3] * matrix[3*4+i];
}
}
/*
** Invert 4x4 matrix.
** Contributed by David Moore (See Mesa bug #6748)
*/
static int __gluInvertMatrixf(const GLfloat m[16], GLfloat invOut[16])
{
float inv[16], det;
int i;
inv[0] = m[5]*m[10]*m[15] - m[5]*m[11]*m[14] - m[9]*m[6]*m[15]
+ m[9]*m[7]*m[14] + m[13]*m[6]*m[11] - m[13]*m[7]*m[10];
inv[4] = -m[4]*m[10]*m[15] + m[4]*m[11]*m[14] + m[8]*m[6]*m[15]
- m[8]*m[7]*m[14] - m[12]*m[6]*m[11] + m[12]*m[7]*m[10];
inv[8] = m[4]*m[9]*m[15] - m[4]*m[11]*m[13] - m[8]*m[5]*m[15]
+ m[8]*m[7]*m[13] + m[12]*m[5]*m[11] - m[12]*m[7]*m[9];
inv[12] = -m[4]*m[9]*m[14] + m[4]*m[10]*m[13] + m[8]*m[5]*m[14]
- m[8]*m[6]*m[13] - m[12]*m[5]*m[10] + m[12]*m[6]*m[9];
inv[1] = -m[1]*m[10]*m[15] + m[1]*m[11]*m[14] + m[9]*m[2]*m[15]
- m[9]*m[3]*m[14] - m[13]*m[2]*m[11] + m[13]*m[3]*m[10];
inv[5] = m[0]*m[10]*m[15] - m[0]*m[11]*m[14] - m[8]*m[2]*m[15]
+ m[8]*m[3]*m[14] + m[12]*m[2]*m[11] - m[12]*m[3]*m[10];
inv[9] = -m[0]*m[9]*m[15] + m[0]*m[11]*m[13] + m[8]*m[1]*m[15]
- m[8]*m[3]*m[13] - m[12]*m[1]*m[11] + m[12]*m[3]*m[9];
inv[13] = m[0]*m[9]*m[14] - m[0]*m[10]*m[13] - m[8]*m[1]*m[14]
+ m[8]*m[2]*m[13] + m[12]*m[1]*m[10] - m[12]*m[2]*m[9];
inv[2] = m[1]*m[6]*m[15] - m[1]*m[7]*m[14] - m[5]*m[2]*m[15]
+ m[5]*m[3]*m[14] + m[13]*m[2]*m[7] - m[13]*m[3]*m[6];
inv[6] = -m[0]*m[6]*m[15] + m[0]*m[7]*m[14] + m[4]*m[2]*m[15]
- m[4]*m[3]*m[14] - m[12]*m[2]*m[7] + m[12]*m[3]*m[6];
inv[10] = m[0]*m[5]*m[15] - m[0]*m[7]*m[13] - m[4]*m[1]*m[15]
+ m[4]*m[3]*m[13] + m[12]*m[1]*m[7] - m[12]*m[3]*m[5];
inv[14] = -m[0]*m[5]*m[14] + m[0]*m[6]*m[13] + m[4]*m[1]*m[14]
- m[4]*m[2]*m[13] - m[12]*m[1]*m[6] + m[12]*m[2]*m[5];
inv[3] = -m[1]*m[6]*m[11] + m[1]*m[7]*m[10] + m[5]*m[2]*m[11]
- m[5]*m[3]*m[10] - m[9]*m[2]*m[7] + m[9]*m[3]*m[6];
inv[7] = m[0]*m[6]*m[11] - m[0]*m[7]*m[10] - m[4]*m[2]*m[11]
+ m[4]*m[3]*m[10] + m[8]*m[2]*m[7] - m[8]*m[3]*m[6];
inv[11] = -m[0]*m[5]*m[11] + m[0]*m[7]*m[9] + m[4]*m[1]*m[11]
- m[4]*m[3]*m[9] - m[8]*m[1]*m[7] + m[8]*m[3]*m[5];
inv[15] = m[0]*m[5]*m[10] - m[0]*m[6]*m[9] - m[4]*m[1]*m[10]
+ m[4]*m[2]*m[9] + m[8]*m[1]*m[6] - m[8]*m[2]*m[5];
det = m[0]*inv[0] + m[1]*inv[4] + m[2]*inv[8] + m[3]*inv[12];
if (det == 0)
return GL_FALSE;
det = 1.0 / det;
for (i = 0; i < 16; i++)
invOut[i] = inv[i] * det;
return GL_TRUE;
}
static void __gluMultMatricesf(const GLfloat a[16], const GLfloat b[16],
GLfloat r[16])
{
int i, j;
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
r[i*4+j] =
a[i*4+0]*b[0*4+j] +
a[i*4+1]*b[1*4+j] +
a[i*4+2]*b[2*4+j] +
a[i*4+3]*b[3*4+j];
}
}
}
GLint
gluProject(GLfloat objx, GLfloat objy, GLfloat objz,
const GLfloat modelMatrix[16],
const GLfloat projMatrix[16],
const GLint viewport[4],
GLfloat *winx, GLfloat *winy, GLfloat *winz)
{
float in[4];
float out[4];
in[0]=objx;
in[1]=objy;
in[2]=objz;
in[3]=1.0;
__gluMultMatrixVecf(modelMatrix, in, out);
__gluMultMatrixVecf(projMatrix, out, in);
if (in[3] == 0.0) return(GL_FALSE);
in[0] /= in[3];
in[1] /= in[3];
in[2] /= in[3];
/* Map x, y and z to range 0-1 */
in[0] = in[0] * 0.5 + 0.5;
in[1] = in[1] * 0.5 + 0.5;
in[2] = in[2] * 0.5 + 0.5;
/* Map x,y to viewport */
in[0] = in[0] * viewport[2] + viewport[0];
in[1] = in[1] * viewport[3] + viewport[1];
*winx=in[0];
*winy=in[1];
*winz=in[2];
return(GL_TRUE);
}
GLint
gluUnProject(GLfloat winx, GLfloat winy, GLfloat winz,
const GLfloat modelMatrix[16],
const GLfloat projMatrix[16],
const GLint viewport[4],
GLfloat *objx, GLfloat *objy, GLfloat *objz)
{
float finalMatrix[16];
float in[4];
float out[4];
__gluMultMatricesf(modelMatrix, projMatrix, finalMatrix);
if (!__gluInvertMatrixf(finalMatrix, finalMatrix)) return(GL_FALSE);
in[0]=winx;
in[1]=winy;
in[2]=winz;
in[3]=1.0;
/* Map x and y from window coordinates */
in[0] = (in[0] - viewport[0]) / viewport[2];
in[1] = (in[1] - viewport[1]) / viewport[3];
/* Map to range -1 to 1 */
in[0] = in[0] * 2 - 1;
in[1] = in[1] * 2 - 1;
in[2] = in[2] * 2 - 1;
__gluMultMatrixVecf(finalMatrix, in, out);
if (out[3] == 0.0) return(GL_FALSE);
out[0] /= out[3];
out[1] /= out[3];
out[2] /= out[3];
*objx = out[0];
*objy = out[1];
*objz = out[2];
return(GL_TRUE);
}
GLint
gluUnProject4(GLfloat winx, GLfloat winy, GLfloat winz, GLfloat clipw,
const GLfloat modelMatrix[16],
const GLfloat projMatrix[16],
const GLint viewport[4],
GLclampf nearVal, GLclampf farVal,
GLfloat *objx, GLfloat *objy, GLfloat *objz,
GLfloat *objw)
{
float finalMatrix[16];
float in[4];
float out[4];
__gluMultMatricesf(modelMatrix, projMatrix, finalMatrix);
if (!__gluInvertMatrixf(finalMatrix, finalMatrix)) return(GL_FALSE);
in[0]=winx;
in[1]=winy;
in[2]=winz;
in[3]=clipw;
/* Map x and y from window coordinates */
in[0] = (in[0] - viewport[0]) / viewport[2];
in[1] = (in[1] - viewport[1]) / viewport[3];
in[2] = (in[2] - nearVal) / (farVal - nearVal);
/* Map to range -1 to 1 */
in[0] = in[0] * 2 - 1;
in[1] = in[1] * 2 - 1;
in[2] = in[2] * 2 - 1;
__gluMultMatrixVecf(finalMatrix, in, out);
if (out[3] == 0.0) return(GL_FALSE);
*objx = out[0];
*objy = out[1];
*objz = out[2];
*objw = out[3];
return(GL_TRUE);
}
void
gluPickMatrix(GLfloat x, GLfloat y, GLfloat deltax, GLfloat deltay,
GLint viewport[4])
{
if (deltax <= 0 || deltay <= 0) {
return;
}
/* Translate and scale the picked region to the entire window */
glTranslatef((viewport[2] - 2 * (x - viewport[0])) / deltax,
(viewport[3] - 2 * (y - viewport[1])) / deltay, 0);
glScalef(viewport[2] / deltax, viewport[3] / deltay, 1.0);
}
I’m thinking on porting the entire GLUT library to the iPhone and sharing it on github. Anyone interested?