1/*
2 * Mesa 3-D graphics library
3 * Version:  6.3
4 *
5 * Copyright (C) 1999-2005  Brian Paul   All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25
26/**
27 * \file math/m_matrix.h
28 * Defines basic structures for matrix-handling.
29 */
30
31#ifndef _M_MATRIX_H
32#define _M_MATRIX_H
33
34
35#include "main/glheader.h"
36
37
38#ifdef __cplusplus
39extern "C" {
40#endif
41
42
43/**
44 * \name Symbolic names to some of the entries in the matrix
45 *
46 * These are handy for the viewport mapping, which is expressed as a matrix.
47 */
48/*@{*/
49#define MAT_SX 0
50#define MAT_SY 5
51#define MAT_SZ 10
52#define MAT_TX 12
53#define MAT_TY 13
54#define MAT_TZ 14
55/*@}*/
56
57
58/**
59 * Different kinds of 4x4 transformation matrices.
60 * We use these to select specific optimized vertex transformation routines.
61 */
62enum GLmatrixtype {
63   MATRIX_GENERAL,	/**< general 4x4 matrix */
64   MATRIX_IDENTITY,	/**< identity matrix */
65   MATRIX_3D_NO_ROT,	/**< orthogonal projection and others... */
66   MATRIX_PERSPECTIVE,	/**< perspective projection matrix */
67   MATRIX_2D,		/**< 2-D transformation */
68   MATRIX_2D_NO_ROT,	/**< 2-D scale & translate only */
69   MATRIX_3D		/**< 3-D transformation */
70} ;
71
72/**
73 * Matrix type to represent 4x4 transformation matrices.
74 */
75typedef struct {
76   GLfloat *m;		/**< 16 matrix elements (16-byte aligned) */
77   GLfloat *inv;	/**< 16-element inverse (16-byte aligned) */
78   GLuint flags;        /**< possible values determined by (of \link
79                         * MatFlags MAT_FLAG_* flags\endlink)
80                         */
81   enum GLmatrixtype type;
82} GLmatrix;
83
84
85
86
87extern void
88_math_matrix_ctr( GLmatrix *m );
89
90extern void
91_math_matrix_dtr( GLmatrix *m );
92
93extern void
94_math_matrix_mul_matrix( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b );
95
96extern void
97_math_matrix_mul_floats( GLmatrix *dest, const GLfloat *b );
98
99extern void
100_math_matrix_loadf( GLmatrix *mat, const GLfloat *m );
101
102extern void
103_math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
104
105extern void
106_math_matrix_rotate( GLmatrix *m, GLfloat angle,
107		     GLfloat x, GLfloat y, GLfloat z );
108
109extern void
110_math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
111
112extern void
113_math_matrix_ortho( GLmatrix *mat,
114		    GLfloat left, GLfloat right,
115		    GLfloat bottom, GLfloat top,
116		    GLfloat nearval, GLfloat farval );
117
118extern void
119_math_matrix_frustum( GLmatrix *mat,
120		      GLfloat left, GLfloat right,
121		      GLfloat bottom, GLfloat top,
122		      GLfloat nearval, GLfloat farval );
123
124extern void
125_math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height,
126                      GLfloat zNear, GLfloat zFar, GLfloat depthMax);
127
128extern void
129_math_matrix_set_identity( GLmatrix *dest );
130
131extern void
132_math_matrix_copy( GLmatrix *to, const GLmatrix *from );
133
134extern void
135_math_matrix_analyse( GLmatrix *mat );
136
137extern void
138_math_matrix_print( const GLmatrix *m );
139
140extern GLboolean
141_math_matrix_is_length_preserving( const GLmatrix *m );
142
143extern GLboolean
144_math_matrix_has_rotation( const GLmatrix *m );
145
146extern GLboolean
147_math_matrix_is_general_scale( const GLmatrix *m );
148
149extern GLboolean
150_math_matrix_is_dirty( const GLmatrix *m );
151
152
153/**
154 * \name Related functions that don't actually operate on GLmatrix structs
155 */
156/*@{*/
157
158extern void
159_math_transposef( GLfloat to[16], const GLfloat from[16] );
160
161extern void
162_math_transposed( GLdouble to[16], const GLdouble from[16] );
163
164extern void
165_math_transposefd( GLfloat to[16], const GLdouble from[16] );
166
167
168/*
169 * Transform a point (column vector) by a matrix:   Q = M * P
170 */
171#define TRANSFORM_POINT( Q, M, P )					\
172   Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] *  P[2] + M[12] * P[3];	\
173   Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] *  P[2] + M[13] * P[3];	\
174   Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3];	\
175   Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3];
176
177
178#define TRANSFORM_POINT3( Q, M, P )				\
179   Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] *  P[2] + M[12];	\
180   Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] *  P[2] + M[13];	\
181   Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14];	\
182   Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15];
183
184
185/*
186 * Transform a normal (row vector) by a matrix:  [NX NY NZ] = N * MAT
187 */
188#define TRANSFORM_NORMAL( TO, N, MAT )				\
189do {								\
190   TO[0] = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2];	\
191   TO[1] = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6];	\
192   TO[2] = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10];	\
193} while (0)
194
195
196/**
197 * Transform a direction by a matrix.
198 */
199#define TRANSFORM_DIRECTION( TO, DIR, MAT )			\
200do {								\
201   TO[0] = DIR[0] * MAT[0] + DIR[1] * MAT[4] + DIR[2] * MAT[8];	\
202   TO[1] = DIR[0] * MAT[1] + DIR[1] * MAT[5] + DIR[2] * MAT[9];	\
203   TO[2] = DIR[0] * MAT[2] + DIR[1] * MAT[6] + DIR[2] * MAT[10];\
204} while (0)
205
206
207extern void
208_mesa_transform_vector(GLfloat u[4], const GLfloat v[4], const GLfloat m[16]);
209
210
211/*@}*/
212
213
214#ifdef __cplusplus
215}
216#endif
217
218#endif
219