m_matrix.h revision 4a49301e
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 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 * Different kinds of 4x4 transformation matrices. 53 * We use these to select specific optimized vertex transformation routines. 54 */ 55enum GLmatrixtype { 56 MATRIX_GENERAL, /**< general 4x4 matrix */ 57 MATRIX_IDENTITY, /**< identity matrix */ 58 MATRIX_3D_NO_ROT, /**< orthogonal projection and others... */ 59 MATRIX_PERSPECTIVE, /**< perspective projection matrix */ 60 MATRIX_2D, /**< 2-D transformation */ 61 MATRIX_2D_NO_ROT, /**< 2-D scale & translate only */ 62 MATRIX_3D /**< 3-D transformation */ 63} ; 64 65/** 66 * Matrix type to represent 4x4 transformation matrices. 67 */ 68typedef struct { 69 GLfloat *m; /**< 16 matrix elements (16-byte aligned) */ 70 GLfloat *inv; /**< optional 16-element inverse (16-byte aligned) */ 71 GLuint flags; /**< possible values determined by (of \link 72 * MatFlags MAT_FLAG_* flags\endlink) 73 */ 74 enum GLmatrixtype type; 75} GLmatrix; 76 77 78 79 80extern void 81_math_matrix_ctr( GLmatrix *m ); 82 83extern void 84_math_matrix_dtr( GLmatrix *m ); 85 86extern void 87_math_matrix_alloc_inv( GLmatrix *m ); 88 89extern void 90_math_matrix_mul_matrix( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b ); 91 92extern void 93_math_matrix_mul_floats( GLmatrix *dest, const GLfloat *b ); 94 95extern void 96_math_matrix_loadf( GLmatrix *mat, const GLfloat *m ); 97 98extern void 99_math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z ); 100 101extern void 102_math_matrix_rotate( GLmatrix *m, GLfloat angle, 103 GLfloat x, GLfloat y, GLfloat z ); 104 105extern void 106_math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z ); 107 108extern void 109_math_matrix_ortho( GLmatrix *mat, 110 GLfloat left, GLfloat right, 111 GLfloat bottom, GLfloat top, 112 GLfloat nearval, GLfloat farval ); 113 114extern void 115_math_matrix_frustum( GLmatrix *mat, 116 GLfloat left, GLfloat right, 117 GLfloat bottom, GLfloat top, 118 GLfloat nearval, GLfloat farval ); 119 120extern void 121_math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height, 122 GLfloat zNear, GLfloat zFar, GLfloat depthMax); 123 124extern void 125_math_matrix_set_identity( GLmatrix *dest ); 126 127extern void 128_math_matrix_copy( GLmatrix *to, const GLmatrix *from ); 129 130extern void 131_math_matrix_analyse( GLmatrix *mat ); 132 133extern void 134_math_matrix_print( const GLmatrix *m ); 135 136extern GLboolean 137_math_matrix_is_length_preserving( const GLmatrix *m ); 138 139extern GLboolean 140_math_matrix_has_rotation( const GLmatrix *m ); 141 142extern GLboolean 143_math_matrix_is_general_scale( const GLmatrix *m ); 144 145extern GLboolean 146_math_matrix_is_dirty( const GLmatrix *m ); 147 148 149/** 150 * \name Related functions that don't actually operate on GLmatrix structs 151 */ 152/*@{*/ 153 154extern void 155_math_transposef( GLfloat to[16], const GLfloat from[16] ); 156 157extern void 158_math_transposed( GLdouble to[16], const GLdouble from[16] ); 159 160extern void 161_math_transposefd( GLfloat to[16], const GLdouble from[16] ); 162 163 164/* 165 * Transform a point (column vector) by a matrix: Q = M * P 166 */ 167#define TRANSFORM_POINT( Q, M, P ) \ 168 Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12] * P[3]; \ 169 Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13] * P[3]; \ 170 Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3]; \ 171 Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3]; 172 173 174#define TRANSFORM_POINT3( Q, M, P ) \ 175 Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12]; \ 176 Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13]; \ 177 Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14]; \ 178 Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15]; 179 180 181/* 182 * Transform a normal (row vector) by a matrix: [NX NY NZ] = N * MAT 183 */ 184#define TRANSFORM_NORMAL( TO, N, MAT ) \ 185do { \ 186 TO[0] = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2]; \ 187 TO[1] = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6]; \ 188 TO[2] = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10]; \ 189} while (0) 190 191 192/** 193 * Transform a direction by a matrix. 194 */ 195#define TRANSFORM_DIRECTION( TO, DIR, MAT ) \ 196do { \ 197 TO[0] = DIR[0] * MAT[0] + DIR[1] * MAT[4] + DIR[2] * MAT[8]; \ 198 TO[1] = DIR[0] * MAT[1] + DIR[1] * MAT[5] + DIR[2] * MAT[9]; \ 199 TO[2] = DIR[0] * MAT[2] + DIR[1] * MAT[6] + DIR[2] * MAT[10];\ 200} while (0) 201 202 203extern void 204_mesa_transform_vector(GLfloat u[4], const GLfloat v[4], const GLfloat m[16]); 205 206 207/*@}*/ 208 209 210#endif 211