m_matrix.h revision 7dc9a8827d7c248826adc5db0d1bf148d2e233f7
1/* 2 * Mesa 3-D graphics library 3 * Version: 6.2 4 * 5 * Copyright (C) 1999-2004 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 36/** 37 * \name Symbolic names to some of the entries in the matrix 38 * 39 * These are handy for the viewport mapping, which is expressed as a matrix. 40 */ 41/*@{*/ 42#define MAT_SX 0 43#define MAT_SY 5 44#define MAT_SZ 10 45#define MAT_TX 12 46#define MAT_TY 13 47#define MAT_TZ 14 48/*@}*/ 49 50 51/** 52 * \defgroup MatFlags MAT_FLAG_XXX-flags 53 * 54 * Bitmasks to indicate different kinds of 4x4 matrices in GLmatrix::flags 55 * It would be nice to make all these flags private to m_matrix.c 56 */ 57/*@{*/ 58#define MAT_FLAG_IDENTITY 0 /**< is an identity matrix flag. 59 * (Not actually used - the identity 60 * matrix is identified by the absense 61 * of all other flags.) 62 */ 63#define MAT_FLAG_GENERAL 0x1 /**< is a general matrix flag */ 64#define MAT_FLAG_ROTATION 0x2 /**< is a rotation matrix flag */ 65#define MAT_FLAG_TRANSLATION 0x4 /**< is a translation matrix flag */ 66#define MAT_FLAG_UNIFORM_SCALE 0x8 /**< is an uniform scaling matrix flag */ 67#define MAT_FLAG_GENERAL_SCALE 0x10 /**< is a general scaling matrix flag */ 68#define MAT_FLAG_GENERAL_3D 0x20 /**< general 3D matrix flag */ 69#define MAT_FLAG_PERSPECTIVE 0x40 /**< is a perspective proj matrix flag */ 70#define MAT_FLAG_SINGULAR 0x80 /**< is a singular matrix flag */ 71#define MAT_DIRTY_TYPE 0x100 /**< matrix type is dirty */ 72#define MAT_DIRTY_FLAGS 0x200 /**< matrix flags are dirty */ 73#define MAT_DIRTY_INVERSE 0x400 /**< matrix inverse is dirty */ 74 75/** angle preserving matrix flags mask */ 76#define MAT_FLAGS_ANGLE_PRESERVING (MAT_FLAG_ROTATION | \ 77 MAT_FLAG_TRANSLATION | \ 78 MAT_FLAG_UNIFORM_SCALE) 79 80/** length preserving matrix flags mask */ 81#define MAT_FLAGS_LENGTH_PRESERVING (MAT_FLAG_ROTATION | \ 82 MAT_FLAG_TRANSLATION) 83 84/** 3D (non-perspective) matrix flags mask */ 85#define MAT_FLAGS_3D (MAT_FLAG_ROTATION | \ 86 MAT_FLAG_TRANSLATION | \ 87 MAT_FLAG_UNIFORM_SCALE | \ 88 MAT_FLAG_GENERAL_SCALE | \ 89 MAT_FLAG_GENERAL_3D) 90 91/** geometry related matrix flags mask */ 92#define MAT_FLAGS_GEOMETRY (MAT_FLAG_GENERAL | \ 93 MAT_FLAG_ROTATION | \ 94 MAT_FLAG_TRANSLATION | \ 95 MAT_FLAG_UNIFORM_SCALE | \ 96 MAT_FLAG_GENERAL_SCALE | \ 97 MAT_FLAG_GENERAL_3D | \ 98 MAT_FLAG_PERSPECTIVE | \ 99 MAT_FLAG_SINGULAR) 100 101/** dirty matrix flags mask */ 102#define MAT_DIRTY (MAT_DIRTY_TYPE | \ 103 MAT_DIRTY_FLAGS | \ 104 MAT_DIRTY_INVERSE) 105 106/*@}*/ 107 108 109/** 110 * Test geometry related matrix flags. 111 * 112 * \param mat a pointer to a GLmatrix structure. 113 * \param a flags mask. 114 * 115 * \returns non-zero if all geometry related matrix flags are contained within 116 * the mask, or zero otherwise. 117 */ 118#define TEST_MAT_FLAGS(mat, a) \ 119 ((MAT_FLAGS_GEOMETRY & (~(a)) & ((mat)->flags) ) == 0) 120 121 122/** 123 * Different kinds of 4x4 transformation matrices. 124 * We use these to select specific optimized vertex transformation routines. 125 */ 126enum GLmatrixtype { 127 MATRIX_GENERAL, /**< general 4x4 matrix */ 128 MATRIX_IDENTITY, /**< identity matrix */ 129 MATRIX_3D_NO_ROT, /**< orthogonal projection and others... */ 130 MATRIX_PERSPECTIVE, /**< perspective projection matrix */ 131 MATRIX_2D, /**< 2-D transformation */ 132 MATRIX_2D_NO_ROT, /**< 2-D scale & translate only */ 133 MATRIX_3D /**< 3-D transformation */ 134} ; 135 136/** 137 * Matrix type to represent 4x4 transformation matrices. 138 */ 139typedef struct { 140 GLfloat *m; /**< 16 matrix elements (16-byte aligned) */ 141 GLfloat *inv; /**< optional 16-element inverse (16-byte aligned) */ 142 GLuint flags; /**< possible values determined by (of \link 143 * MatFlags MAT_FLAG_* flags\endlink) 144 */ 145 enum GLmatrixtype type; 146} GLmatrix; 147 148 149 150 151extern void 152_math_matrix_ctr( GLmatrix *m ); 153 154extern void 155_math_matrix_dtr( GLmatrix *m ); 156 157extern void 158_math_matrix_alloc_inv( GLmatrix *m ); 159 160extern void 161_math_matrix_mul_matrix( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b ); 162 163extern void 164_math_matrix_mul_floats( GLmatrix *dest, const GLfloat *b ); 165 166extern void 167_math_matrix_loadf( GLmatrix *mat, const GLfloat *m ); 168 169extern void 170_math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z ); 171 172extern void 173_math_matrix_rotate( GLmatrix *m, GLfloat angle, 174 GLfloat x, GLfloat y, GLfloat z ); 175 176extern void 177_math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z ); 178 179extern void 180_math_matrix_ortho( GLmatrix *mat, 181 GLfloat left, GLfloat right, 182 GLfloat bottom, GLfloat top, 183 GLfloat nearval, GLfloat farval ); 184 185extern void 186_math_matrix_frustum( GLmatrix *mat, 187 GLfloat left, GLfloat right, 188 GLfloat bottom, GLfloat top, 189 GLfloat nearval, GLfloat farval ); 190 191extern void 192_math_matrix_set_identity( GLmatrix *dest ); 193 194extern void 195_math_matrix_copy( GLmatrix *to, const GLmatrix *from ); 196 197extern void 198_math_matrix_analyse( GLmatrix *mat ); 199 200extern void 201_math_matrix_print( const GLmatrix *m ); 202 203 204 205/** 206 * \name Related functions that don't actually operate on GLmatrix structs 207 */ 208/*@{*/ 209 210extern void 211_math_transposef( GLfloat to[16], const GLfloat from[16] ); 212 213extern void 214_math_transposed( GLdouble to[16], const GLdouble from[16] ); 215 216extern void 217_math_transposefd( GLfloat to[16], const GLdouble from[16] ); 218 219 220/* 221 * Transform a point (column vector) by a matrix: Q = M * P 222 */ 223#define TRANSFORM_POINT( Q, M, P ) \ 224 Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12] * P[3]; \ 225 Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13] * P[3]; \ 226 Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3]; \ 227 Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3]; 228 229 230#define TRANSFORM_POINT3( Q, M, P ) \ 231 Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12]; \ 232 Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13]; \ 233 Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14]; \ 234 Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15]; 235 236 237/* 238 * Transform a normal (row vector) by a matrix: [NX NY NZ] = N * MAT 239 */ 240#define TRANSFORM_NORMAL( TO, N, MAT ) \ 241do { \ 242 TO[0] = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2]; \ 243 TO[1] = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6]; \ 244 TO[2] = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10]; \ 245} while (0) 246 247 248/*@}*/ 249 250 251#endif 252