m_matrix.h revision 3464ebd5
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/**
39 * \name Symbolic names to some of the entries in the matrix
40 *
41 * These are handy for the viewport mapping, which is expressed as a matrix.
42 */
43/*@{*/
44#define MAT_SX 0
45#define MAT_SY 5
46#define MAT_SZ 10
47#define MAT_TX 12
48#define MAT_TY 13
49#define MAT_TZ 14
50/*@}*/
51
52
53/**
54 * Different kinds of 4x4 transformation matrices.
55 * We use these to select specific optimized vertex transformation routines.
56 */
57enum GLmatrixtype {
58   MATRIX_GENERAL,	/**< general 4x4 matrix */
59   MATRIX_IDENTITY,	/**< identity matrix */
60   MATRIX_3D_NO_ROT,	/**< orthogonal projection and others... */
61   MATRIX_PERSPECTIVE,	/**< perspective projection matrix */
62   MATRIX_2D,		/**< 2-D transformation */
63   MATRIX_2D_NO_ROT,	/**< 2-D scale & translate only */
64   MATRIX_3D		/**< 3-D transformation */
65} ;
66
67/**
68 * Matrix type to represent 4x4 transformation matrices.
69 */
70typedef struct {
71   GLfloat *m;		/**< 16 matrix elements (16-byte aligned) */
72   GLfloat *inv;	/**< optional 16-element inverse (16-byte aligned) */
73   GLuint flags;        /**< possible values determined by (of \link
74                         * MatFlags MAT_FLAG_* flags\endlink)
75                         */
76   enum GLmatrixtype type;
77} GLmatrix;
78
79
80
81
82extern void
83_math_matrix_ctr( GLmatrix *m );
84
85extern void
86_math_matrix_dtr( GLmatrix *m );
87
88extern void
89_math_matrix_alloc_inv( GLmatrix *m );
90
91extern void
92_math_matrix_mul_matrix( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b );
93
94extern void
95_math_matrix_mul_floats( GLmatrix *dest, const GLfloat *b );
96
97extern void
98_math_matrix_loadf( GLmatrix *mat, const GLfloat *m );
99
100extern void
101_math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
102
103extern void
104_math_matrix_rotate( GLmatrix *m, GLfloat angle,
105		     GLfloat x, GLfloat y, GLfloat z );
106
107extern void
108_math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
109
110extern void
111_math_matrix_ortho( GLmatrix *mat,
112		    GLfloat left, GLfloat right,
113		    GLfloat bottom, GLfloat top,
114		    GLfloat nearval, GLfloat farval );
115
116extern void
117_math_matrix_frustum( GLmatrix *mat,
118		      GLfloat left, GLfloat right,
119		      GLfloat bottom, GLfloat top,
120		      GLfloat nearval, GLfloat farval );
121
122extern void
123_math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height,
124                      GLfloat zNear, GLfloat zFar, GLfloat depthMax);
125
126extern void
127_math_matrix_set_identity( GLmatrix *dest );
128
129extern void
130_math_matrix_copy( GLmatrix *to, const GLmatrix *from );
131
132extern void
133_math_matrix_analyse( GLmatrix *mat );
134
135extern void
136_math_matrix_print( const GLmatrix *m );
137
138extern GLboolean
139_math_matrix_is_length_preserving( const GLmatrix *m );
140
141extern GLboolean
142_math_matrix_has_rotation( const GLmatrix *m );
143
144extern GLboolean
145_math_matrix_is_general_scale( const GLmatrix *m );
146
147extern GLboolean
148_math_matrix_is_dirty( const GLmatrix *m );
149
150
151/**
152 * \name Related functions that don't actually operate on GLmatrix structs
153 */
154/*@{*/
155
156extern void
157_math_transposef( GLfloat to[16], const GLfloat from[16] );
158
159extern void
160_math_transposed( GLdouble to[16], const GLdouble from[16] );
161
162extern void
163_math_transposefd( GLfloat to[16], const GLdouble from[16] );
164
165
166/*
167 * Transform a point (column vector) by a matrix:   Q = M * P
168 */
169#define TRANSFORM_POINT( Q, M, P )					\
170   Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] *  P[2] + M[12] * P[3];	\
171   Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] *  P[2] + M[13] * P[3];	\
172   Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3];	\
173   Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3];
174
175
176#define TRANSFORM_POINT3( Q, M, P )				\
177   Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] *  P[2] + M[12];	\
178   Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] *  P[2] + M[13];	\
179   Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14];	\
180   Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15];
181
182
183/*
184 * Transform a normal (row vector) by a matrix:  [NX NY NZ] = N * MAT
185 */
186#define TRANSFORM_NORMAL( TO, N, MAT )				\
187do {								\
188   TO[0] = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2];	\
189   TO[1] = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6];	\
190   TO[2] = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10];	\
191} while (0)
192
193
194/**
195 * Transform a direction by a matrix.
196 */
197#define TRANSFORM_DIRECTION( TO, DIR, MAT )			\
198do {								\
199   TO[0] = DIR[0] * MAT[0] + DIR[1] * MAT[4] + DIR[2] * MAT[8];	\
200   TO[1] = DIR[0] * MAT[1] + DIR[1] * MAT[5] + DIR[2] * MAT[9];	\
201   TO[2] = DIR[0] * MAT[2] + DIR[1] * MAT[6] + DIR[2] * MAT[10];\
202} while (0)
203
204
205extern void
206_mesa_transform_vector(GLfloat u[4], const GLfloat v[4], const GLfloat m[16]);
207
208
209/*@}*/
210
211
212#endif
213