1/* 2 * Mesa 3-D graphics library 3 * 4 * Copyright (C) 1999-2005 Brian Paul All Rights Reserved. 5 * 6 * Permission is hereby granted, free of charge, to any person obtaining a 7 * copy of this software and associated documentation files (the "Software"), 8 * to deal in the Software without restriction, including without limitation 9 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 10 * and/or sell copies of the Software, and to permit persons to whom the 11 * Software is furnished to do so, subject to the following conditions: 12 * 13 * The above copyright notice and this permission notice shall be included 14 * in all copies or substantial portions of the Software. 15 * 16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR 20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 22 * 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#ifdef __cplusplus 39extern "C" { 40#endif 41 42 43/** 44 * \name Symbolic names to some of the entries in the matrix 45 * 46 * These are handy for the viewport mapping, which is expressed as a matrix. 47 */ 48/*@{*/ 49#define MAT_SX 0 50#define MAT_SY 5 51#define MAT_SZ 10 52#define MAT_TX 12 53#define MAT_TY 13 54#define MAT_TZ 14 55/*@}*/ 56 57 58/** 59 * Different kinds of 4x4 transformation matrices. 60 * We use these to select specific optimized vertex transformation routines. 61 */ 62enum GLmatrixtype { 63 MATRIX_GENERAL, /**< general 4x4 matrix */ 64 MATRIX_IDENTITY, /**< identity matrix */ 65 MATRIX_3D_NO_ROT, /**< orthogonal projection and others... */ 66 MATRIX_PERSPECTIVE, /**< perspective projection matrix */ 67 MATRIX_2D, /**< 2-D transformation */ 68 MATRIX_2D_NO_ROT, /**< 2-D scale & translate only */ 69 MATRIX_3D /**< 3-D transformation */ 70} ; 71 72/** 73 * Matrix type to represent 4x4 transformation matrices. 74 */ 75typedef struct { 76 ALIGN16 GLfloat m[16]; /**< 16 matrix elements (16-byte aligned) */ 77 ALIGN16 GLfloat inv[16]; /**< 16-element inverse (16-byte aligned) */ 78 GLuint flags; /**< possible values determined by (of \link 79 * MatFlags MAT_FLAG_* flags\endlink) 80 */ 81 enum GLmatrixtype type; 82} GLmatrix; 83 84 85 86 87extern void 88_math_matrix_ctr( GLmatrix *m ); 89 90extern void 91_math_matrix_mul_matrix( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b ); 92 93extern void 94_math_matrix_mul_floats( GLmatrix *dest, const GLfloat *b ); 95 96extern void 97_math_matrix_loadf( GLmatrix *mat, const GLfloat *m ); 98 99extern void 100_math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z ); 101 102extern void 103_math_matrix_rotate( GLmatrix *m, GLfloat angle, 104 GLfloat x, GLfloat y, GLfloat z ); 105 106extern void 107_math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z ); 108 109extern void 110_math_float_ortho(float *m, 111 float left, float right, 112 float bottom, float top, 113 float nearval, float farval); 114 115extern void 116_math_matrix_ortho( GLmatrix *mat, 117 GLfloat left, GLfloat right, 118 GLfloat bottom, GLfloat top, 119 GLfloat nearval, GLfloat farval ); 120 121extern void 122_math_matrix_frustum( GLmatrix *mat, 123 GLfloat left, GLfloat right, 124 GLfloat bottom, GLfloat top, 125 GLfloat nearval, GLfloat farval ); 126 127extern void 128_math_matrix_viewport( GLmatrix *m, const float scale[3], 129 const float translate[3], double depthMax ); 130 131extern void 132_math_matrix_set_identity( GLmatrix *dest ); 133 134extern void 135_math_matrix_copy( GLmatrix *to, const GLmatrix *from ); 136 137extern void 138_math_matrix_push_copy(GLmatrix *to, GLmatrix *from); 139 140extern void 141_math_matrix_analyse( GLmatrix *mat ); 142 143extern void 144_math_matrix_print( const GLmatrix *m ); 145 146extern GLboolean 147_math_matrix_is_length_preserving( const GLmatrix *m ); 148 149extern GLboolean 150_math_matrix_has_rotation( const GLmatrix *m ); 151 152extern GLboolean 153_math_matrix_is_general_scale( const GLmatrix *m ); 154 155extern GLboolean 156_math_matrix_is_dirty( const GLmatrix *m ); 157 158 159/** 160 * \name Related functions that don't actually operate on GLmatrix structs 161 */ 162/*@{*/ 163 164extern void 165_math_transposef( GLfloat to[16], const GLfloat from[16] ); 166 167extern void 168_math_transposed( GLdouble to[16], const GLdouble from[16] ); 169 170extern void 171_math_transposefd( GLfloat to[16], const GLdouble from[16] ); 172 173 174/* 175 * Transform a point (column vector) by a matrix: Q = M * P 176 */ 177#define TRANSFORM_POINT( Q, M, P ) \ 178 Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12] * P[3]; \ 179 Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13] * P[3]; \ 180 Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3]; \ 181 Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3]; 182 183 184#define TRANSFORM_POINT3( Q, M, P ) \ 185 Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12]; \ 186 Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13]; \ 187 Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14]; \ 188 Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15]; 189 190 191/* 192 * Transform a normal (row vector) by a matrix: [NX NY NZ] = N * MAT 193 */ 194#define TRANSFORM_NORMAL( TO, N, MAT ) \ 195do { \ 196 TO[0] = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2]; \ 197 TO[1] = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6]; \ 198 TO[2] = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10]; \ 199} while (0) 200 201 202/** 203 * Transform a direction by a matrix. 204 */ 205#define TRANSFORM_DIRECTION( TO, DIR, MAT ) \ 206do { \ 207 TO[0] = DIR[0] * MAT[0] + DIR[1] * MAT[4] + DIR[2] * MAT[8]; \ 208 TO[1] = DIR[0] * MAT[1] + DIR[1] * MAT[5] + DIR[2] * MAT[9]; \ 209 TO[2] = DIR[0] * MAT[2] + DIR[1] * MAT[6] + DIR[2] * MAT[10];\ 210} while (0) 211 212 213extern void 214_mesa_transform_vector(GLfloat u[4], const GLfloat v[4], const GLfloat m[16]); 215 216 217/*@}*/ 218 219 220#ifdef __cplusplus 221} 222#endif 223 224#endif 225