m_matrix.h revision c1f859d4
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
203
204/*@}*/
205
206
207#endif
208