| /* |
| * Mesa 3-D graphics library |
| * |
| * Copyright (C) 1999-2005 Brian Paul All Rights Reserved. |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining a |
| * copy of this software and associated documentation files (the "Software"), |
| * to deal in the Software without restriction, including without limitation |
| * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| * and/or sell copies of the Software, and to permit persons to whom the |
| * Software is furnished to do so, subject to the following conditions: |
| * |
| * The above copyright notice and this permission notice shall be included |
| * in all copies or substantial portions of the Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
| * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
| * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR |
| * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, |
| * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR |
| * OTHER DEALINGS IN THE SOFTWARE. |
| */ |
| |
| |
| /** |
| * \file math/m_matrix.h |
| * Defines basic structures for matrix-handling. |
| */ |
| |
| #ifndef _M_MATRIX_H |
| #define _M_MATRIX_H |
| |
| |
| #include "main/glheader.h" |
| |
| |
| #ifdef __cplusplus |
| extern "C" { |
| #endif |
| |
| |
| /** |
| * \name Symbolic names to some of the entries in the matrix |
| * |
| * These are handy for the viewport mapping, which is expressed as a matrix. |
| */ |
| /*@{*/ |
| #define MAT_SX 0 |
| #define MAT_SY 5 |
| #define MAT_SZ 10 |
| #define MAT_TX 12 |
| #define MAT_TY 13 |
| #define MAT_TZ 14 |
| /*@}*/ |
| |
| |
| /** |
| * Different kinds of 4x4 transformation matrices. |
| * We use these to select specific optimized vertex transformation routines. |
| */ |
| enum GLmatrixtype { |
| MATRIX_GENERAL, /**< general 4x4 matrix */ |
| MATRIX_IDENTITY, /**< identity matrix */ |
| MATRIX_3D_NO_ROT, /**< orthogonal projection and others... */ |
| MATRIX_PERSPECTIVE, /**< perspective projection matrix */ |
| MATRIX_2D, /**< 2-D transformation */ |
| MATRIX_2D_NO_ROT, /**< 2-D scale & translate only */ |
| MATRIX_3D /**< 3-D transformation */ |
| } ; |
| |
| /** |
| * Matrix type to represent 4x4 transformation matrices. |
| */ |
| typedef struct { |
| GLfloat *m; /**< 16 matrix elements (16-byte aligned) */ |
| GLfloat *inv; /**< 16-element inverse (16-byte aligned) */ |
| GLuint flags; /**< possible values determined by (of \link |
| * MatFlags MAT_FLAG_* flags\endlink) |
| */ |
| enum GLmatrixtype type; |
| } GLmatrix; |
| |
| |
| |
| |
| extern void |
| _math_matrix_ctr( GLmatrix *m ); |
| |
| extern void |
| _math_matrix_dtr( GLmatrix *m ); |
| |
| extern void |
| _math_matrix_mul_matrix( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b ); |
| |
| extern void |
| _math_matrix_mul_floats( GLmatrix *dest, const GLfloat *b ); |
| |
| extern void |
| _math_matrix_loadf( GLmatrix *mat, const GLfloat *m ); |
| |
| extern void |
| _math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z ); |
| |
| extern void |
| _math_matrix_rotate( GLmatrix *m, GLfloat angle, |
| GLfloat x, GLfloat y, GLfloat z ); |
| |
| extern void |
| _math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z ); |
| |
| extern void |
| _math_float_ortho(float *m, |
| float left, float right, |
| float bottom, float top, |
| float nearval, float farval); |
| |
| extern void |
| _math_matrix_ortho( GLmatrix *mat, |
| GLfloat left, GLfloat right, |
| GLfloat bottom, GLfloat top, |
| GLfloat nearval, GLfloat farval ); |
| |
| extern void |
| _math_matrix_frustum( GLmatrix *mat, |
| GLfloat left, GLfloat right, |
| GLfloat bottom, GLfloat top, |
| GLfloat nearval, GLfloat farval ); |
| |
| extern void |
| _math_matrix_viewport( GLmatrix *m, const float scale[3], |
| const float translate[3], double depthMax ); |
| |
| extern void |
| _math_matrix_set_identity( GLmatrix *dest ); |
| |
| extern void |
| _math_matrix_copy( GLmatrix *to, const GLmatrix *from ); |
| |
| extern void |
| _math_matrix_analyse( GLmatrix *mat ); |
| |
| extern void |
| _math_matrix_print( const GLmatrix *m ); |
| |
| extern GLboolean |
| _math_matrix_is_length_preserving( const GLmatrix *m ); |
| |
| extern GLboolean |
| _math_matrix_has_rotation( const GLmatrix *m ); |
| |
| extern GLboolean |
| _math_matrix_is_general_scale( const GLmatrix *m ); |
| |
| extern GLboolean |
| _math_matrix_is_dirty( const GLmatrix *m ); |
| |
| |
| /** |
| * \name Related functions that don't actually operate on GLmatrix structs |
| */ |
| /*@{*/ |
| |
| extern void |
| _math_transposef( GLfloat to[16], const GLfloat from[16] ); |
| |
| extern void |
| _math_transposed( GLdouble to[16], const GLdouble from[16] ); |
| |
| extern void |
| _math_transposefd( GLfloat to[16], const GLdouble from[16] ); |
| |
| |
| /* |
| * Transform a point (column vector) by a matrix: Q = M * P |
| */ |
| #define TRANSFORM_POINT( Q, M, P ) \ |
| Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12] * P[3]; \ |
| Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13] * P[3]; \ |
| Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3]; \ |
| Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3]; |
| |
| |
| #define TRANSFORM_POINT3( Q, M, P ) \ |
| Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12]; \ |
| Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13]; \ |
| Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14]; \ |
| Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15]; |
| |
| |
| /* |
| * Transform a normal (row vector) by a matrix: [NX NY NZ] = N * MAT |
| */ |
| #define TRANSFORM_NORMAL( TO, N, MAT ) \ |
| do { \ |
| TO[0] = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2]; \ |
| TO[1] = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6]; \ |
| TO[2] = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10]; \ |
| } while (0) |
| |
| |
| /** |
| * Transform a direction by a matrix. |
| */ |
| #define TRANSFORM_DIRECTION( TO, DIR, MAT ) \ |
| do { \ |
| TO[0] = DIR[0] * MAT[0] + DIR[1] * MAT[4] + DIR[2] * MAT[8]; \ |
| TO[1] = DIR[0] * MAT[1] + DIR[1] * MAT[5] + DIR[2] * MAT[9]; \ |
| TO[2] = DIR[0] * MAT[2] + DIR[1] * MAT[6] + DIR[2] * MAT[10];\ |
| } while (0) |
| |
| |
| extern void |
| _mesa_transform_vector(GLfloat u[4], const GLfloat v[4], const GLfloat m[16]); |
| |
| |
| /*@}*/ |
| |
| |
| #ifdef __cplusplus |
| } |
| #endif |
| |
| #endif |