17117f1b4Smrg/*
27117f1b4Smrg * Mesa 3-D graphics library
37117f1b4Smrg *
47117f1b4Smrg * Copyright (C) 1999-2005  Brian Paul   All Rights Reserved.
57117f1b4Smrg *
67117f1b4Smrg * Permission is hereby granted, free of charge, to any person obtaining a
77117f1b4Smrg * copy of this software and associated documentation files (the "Software"),
87117f1b4Smrg * to deal in the Software without restriction, including without limitation
97117f1b4Smrg * the rights to use, copy, modify, merge, publish, distribute, sublicense,
107117f1b4Smrg * and/or sell copies of the Software, and to permit persons to whom the
117117f1b4Smrg * Software is furnished to do so, subject to the following conditions:
127117f1b4Smrg *
137117f1b4Smrg * The above copyright notice and this permission notice shall be included
147117f1b4Smrg * in all copies or substantial portions of the Software.
157117f1b4Smrg *
167117f1b4Smrg * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
177117f1b4Smrg * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
187117f1b4Smrg * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19af69d88dSmrg * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20af69d88dSmrg * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21af69d88dSmrg * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22af69d88dSmrg * OTHER DEALINGS IN THE SOFTWARE.
237117f1b4Smrg */
247117f1b4Smrg
257117f1b4Smrg
267117f1b4Smrg/**
277117f1b4Smrg * \file math/m_matrix.h
287117f1b4Smrg * Defines basic structures for matrix-handling.
297117f1b4Smrg */
307117f1b4Smrg
317117f1b4Smrg#ifndef _M_MATRIX_H
327117f1b4Smrg#define _M_MATRIX_H
337117f1b4Smrg
347117f1b4Smrg
353464ebd5Sriastradh#include "main/glheader.h"
363464ebd5Sriastradh
377117f1b4Smrg
38af69d88dSmrg#ifdef __cplusplus
39af69d88dSmrgextern "C" {
40af69d88dSmrg#endif
41af69d88dSmrg
42af69d88dSmrg
437117f1b4Smrg/**
447117f1b4Smrg * \name Symbolic names to some of the entries in the matrix
457117f1b4Smrg *
467117f1b4Smrg * These are handy for the viewport mapping, which is expressed as a matrix.
477117f1b4Smrg */
487117f1b4Smrg/*@{*/
497117f1b4Smrg#define MAT_SX 0
507117f1b4Smrg#define MAT_SY 5
517117f1b4Smrg#define MAT_SZ 10
527117f1b4Smrg#define MAT_TX 12
537117f1b4Smrg#define MAT_TY 13
547117f1b4Smrg#define MAT_TZ 14
557117f1b4Smrg/*@}*/
567117f1b4Smrg
577117f1b4Smrg
587117f1b4Smrg/**
597117f1b4Smrg * Different kinds of 4x4 transformation matrices.
607117f1b4Smrg * We use these to select specific optimized vertex transformation routines.
617117f1b4Smrg */
627117f1b4Smrgenum GLmatrixtype {
637117f1b4Smrg   MATRIX_GENERAL,	/**< general 4x4 matrix */
647117f1b4Smrg   MATRIX_IDENTITY,	/**< identity matrix */
657117f1b4Smrg   MATRIX_3D_NO_ROT,	/**< orthogonal projection and others... */
667117f1b4Smrg   MATRIX_PERSPECTIVE,	/**< perspective projection matrix */
677117f1b4Smrg   MATRIX_2D,		/**< 2-D transformation */
687117f1b4Smrg   MATRIX_2D_NO_ROT,	/**< 2-D scale & translate only */
697117f1b4Smrg   MATRIX_3D		/**< 3-D transformation */
707117f1b4Smrg} ;
717117f1b4Smrg
727117f1b4Smrg/**
737117f1b4Smrg * Matrix type to represent 4x4 transformation matrices.
747117f1b4Smrg */
757117f1b4Smrgtypedef struct {
767ec681f3Smrg   ALIGN16 GLfloat m[16];	/**< 16 matrix elements (16-byte aligned) */
777ec681f3Smrg   ALIGN16 GLfloat inv[16];	/**< 16-element inverse (16-byte aligned) */
787117f1b4Smrg   GLuint flags;        /**< possible values determined by (of \link
797117f1b4Smrg                         * MatFlags MAT_FLAG_* flags\endlink)
807117f1b4Smrg                         */
817117f1b4Smrg   enum GLmatrixtype type;
827117f1b4Smrg} GLmatrix;
837117f1b4Smrg
847117f1b4Smrg
857117f1b4Smrg
867117f1b4Smrg
877117f1b4Smrgextern void
887117f1b4Smrg_math_matrix_ctr( GLmatrix *m );
897117f1b4Smrg
907117f1b4Smrgextern void
917117f1b4Smrg_math_matrix_mul_matrix( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b );
927117f1b4Smrg
937117f1b4Smrgextern void
947117f1b4Smrg_math_matrix_mul_floats( GLmatrix *dest, const GLfloat *b );
957117f1b4Smrg
967117f1b4Smrgextern void
977117f1b4Smrg_math_matrix_loadf( GLmatrix *mat, const GLfloat *m );
987117f1b4Smrg
997117f1b4Smrgextern void
1007117f1b4Smrg_math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
1017117f1b4Smrg
1027117f1b4Smrgextern void
1037117f1b4Smrg_math_matrix_rotate( GLmatrix *m, GLfloat angle,
1047117f1b4Smrg		     GLfloat x, GLfloat y, GLfloat z );
1057117f1b4Smrg
1067117f1b4Smrgextern void
1077117f1b4Smrg_math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
1087117f1b4Smrg
1097ec681f3Smrgextern void
1107ec681f3Smrg_math_float_ortho(float *m,
1117ec681f3Smrg                  float left, float right,
1127ec681f3Smrg                  float bottom, float top,
1137ec681f3Smrg                  float nearval, float farval);
1147ec681f3Smrg
1157117f1b4Smrgextern void
1167117f1b4Smrg_math_matrix_ortho( GLmatrix *mat,
1177117f1b4Smrg		    GLfloat left, GLfloat right,
1187117f1b4Smrg		    GLfloat bottom, GLfloat top,
1197117f1b4Smrg		    GLfloat nearval, GLfloat farval );
1207117f1b4Smrg
1217117f1b4Smrgextern void
1227117f1b4Smrg_math_matrix_frustum( GLmatrix *mat,
1237117f1b4Smrg		      GLfloat left, GLfloat right,
1247117f1b4Smrg		      GLfloat bottom, GLfloat top,
1257117f1b4Smrg		      GLfloat nearval, GLfloat farval );
1267117f1b4Smrg
1277117f1b4Smrgextern void
12801e04c3fSmrg_math_matrix_viewport( GLmatrix *m, const float scale[3],
12901e04c3fSmrg                       const float translate[3], double depthMax );
1307117f1b4Smrg
1317117f1b4Smrgextern void
1327117f1b4Smrg_math_matrix_set_identity( GLmatrix *dest );
1337117f1b4Smrg
1347117f1b4Smrgextern void
1357117f1b4Smrg_math_matrix_copy( GLmatrix *to, const GLmatrix *from );
1367117f1b4Smrg
1377ec681f3Smrgextern void
1387ec681f3Smrg_math_matrix_push_copy(GLmatrix *to, GLmatrix *from);
1397ec681f3Smrg
1407117f1b4Smrgextern void
1417117f1b4Smrg_math_matrix_analyse( GLmatrix *mat );
1427117f1b4Smrg
1437117f1b4Smrgextern void
1447117f1b4Smrg_math_matrix_print( const GLmatrix *m );
1457117f1b4Smrg
1467117f1b4Smrgextern GLboolean
1477117f1b4Smrg_math_matrix_is_length_preserving( const GLmatrix *m );
1487117f1b4Smrg
1497117f1b4Smrgextern GLboolean
1507117f1b4Smrg_math_matrix_has_rotation( const GLmatrix *m );
1517117f1b4Smrg
1527117f1b4Smrgextern GLboolean
1537117f1b4Smrg_math_matrix_is_general_scale( const GLmatrix *m );
1547117f1b4Smrg
1557117f1b4Smrgextern GLboolean
1567117f1b4Smrg_math_matrix_is_dirty( const GLmatrix *m );
1577117f1b4Smrg
1587117f1b4Smrg
1597117f1b4Smrg/**
1607117f1b4Smrg * \name Related functions that don't actually operate on GLmatrix structs
1617117f1b4Smrg */
1627117f1b4Smrg/*@{*/
1637117f1b4Smrg
1647117f1b4Smrgextern void
1657117f1b4Smrg_math_transposef( GLfloat to[16], const GLfloat from[16] );
1667117f1b4Smrg
1677117f1b4Smrgextern void
1687117f1b4Smrg_math_transposed( GLdouble to[16], const GLdouble from[16] );
1697117f1b4Smrg
1707117f1b4Smrgextern void
1717117f1b4Smrg_math_transposefd( GLfloat to[16], const GLdouble from[16] );
1727117f1b4Smrg
1737117f1b4Smrg
1747117f1b4Smrg/*
1757117f1b4Smrg * Transform a point (column vector) by a matrix:   Q = M * P
1767117f1b4Smrg */
1777117f1b4Smrg#define TRANSFORM_POINT( Q, M, P )					\
1787117f1b4Smrg   Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] *  P[2] + M[12] * P[3];	\
1797117f1b4Smrg   Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] *  P[2] + M[13] * P[3];	\
1807117f1b4Smrg   Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3];	\
1817117f1b4Smrg   Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3];
1827117f1b4Smrg
1837117f1b4Smrg
1847117f1b4Smrg#define TRANSFORM_POINT3( Q, M, P )				\
1857117f1b4Smrg   Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] *  P[2] + M[12];	\
1867117f1b4Smrg   Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] *  P[2] + M[13];	\
1877117f1b4Smrg   Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14];	\
1887117f1b4Smrg   Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15];
1897117f1b4Smrg
1907117f1b4Smrg
1917117f1b4Smrg/*
1927117f1b4Smrg * Transform a normal (row vector) by a matrix:  [NX NY NZ] = N * MAT
1937117f1b4Smrg */
1947117f1b4Smrg#define TRANSFORM_NORMAL( TO, N, MAT )				\
1957117f1b4Smrgdo {								\
1967117f1b4Smrg   TO[0] = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2];	\
1977117f1b4Smrg   TO[1] = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6];	\
1987117f1b4Smrg   TO[2] = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10];	\
1997117f1b4Smrg} while (0)
2007117f1b4Smrg
2017117f1b4Smrg
202c1f859d4Smrg/**
203c1f859d4Smrg * Transform a direction by a matrix.
204c1f859d4Smrg */
205c1f859d4Smrg#define TRANSFORM_DIRECTION( TO, DIR, MAT )			\
206c1f859d4Smrgdo {								\
207c1f859d4Smrg   TO[0] = DIR[0] * MAT[0] + DIR[1] * MAT[4] + DIR[2] * MAT[8];	\
208c1f859d4Smrg   TO[1] = DIR[0] * MAT[1] + DIR[1] * MAT[5] + DIR[2] * MAT[9];	\
209c1f859d4Smrg   TO[2] = DIR[0] * MAT[2] + DIR[1] * MAT[6] + DIR[2] * MAT[10];\
210c1f859d4Smrg} while (0)
211c1f859d4Smrg
212c1f859d4Smrg
2134a49301eSmrgextern void
2144a49301eSmrg_mesa_transform_vector(GLfloat u[4], const GLfloat v[4], const GLfloat m[16]);
2154a49301eSmrg
216c1f859d4Smrg
2177117f1b4Smrg/*@}*/
2187117f1b4Smrg
2197117f1b4Smrg
220af69d88dSmrg#ifdef __cplusplus
221af69d88dSmrg}
222af69d88dSmrg#endif
223af69d88dSmrg
2247117f1b4Smrg#endif
225