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-rw-r--r--Tests/OpenGL/Extensions.cs64
1 files changed, 64 insertions, 0 deletions
diff --git a/Tests/OpenGL/Extensions.cs b/Tests/OpenGL/Extensions.cs
new file mode 100644
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--- /dev/null
+++ b/Tests/OpenGL/Extensions.cs
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+//
+// Extensions.cs
+//
+// Author:
+// Jean-Philippe Bruyère <jp.bruyere@hotmail.com>
+//
+// Copyright (c) 2017 jp
+//
+// This program is free software: you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation, either version 3 of the License, or
+// (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
+using System;
+using OpenTK;
+using Crow;
+
+namespace Crow
+{
+ public static class Extensions {
+ public static Vector4 ToVector4(this Color c){
+ float[] f = c.floatArray;
+ return new Vector4 (f [0], f [1], f [2], f [3]);
+ }
+ public static Vector3 Transform(this Vector3 v, Matrix4 m){
+ return Vector4.Transform(new Vector4(v, 1), m).Xyz;
+ }
+ public static bool IsInBetween(this int v, int min, int max){
+ return v >= min & v <= max;
+ }
+ public static Vector4 UnProject(ref Matrix4 projection, ref Matrix4 view, int[] viewport, Vector2 mouse)
+ {
+ Vector4 vec;
+
+ vec.X = 2.0f * mouse.X / (float)viewport[2] - 1;
+ vec.Y = -(2.0f * mouse.Y / (float)viewport[3] - 1);
+ vec.Z = 0f;
+ vec.W = 1.0f;
+
+ Matrix4 viewInv = Matrix4.Invert(view);
+ Matrix4 projInv = Matrix4.Invert(projection);
+
+ Vector4.Transform(ref vec, ref projInv, out vec);
+ Vector4.Transform(ref vec, ref viewInv, out vec);
+
+ if (vec.W > float.Epsilon || vec.W < float.Epsilon)
+ {
+ vec.X /= vec.W;
+ vec.Y /= vec.W;
+ vec.Z /= vec.W;
+ }
+
+ return vec;
+ }
+ }
+}
+