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