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