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      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  */
     55 enum 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  */
     68 typedef struct {
     69     GLfloat m[16];
     70     //GLfloat *m;		/**< 16 matrix elements (16-byte aligned) */
     71     GLfloat *inv;	/**< optional 16-element inverse (16-byte aligned) */
     72     GLuint flags;        /**< possible values determined by (of \link
     73      * MatFlags MAT_FLAG_* flags\endlink)
     74      */
     75     enum GLmatrixtype type;
     76 } GLmatrix;
     77 
     78 
     79 #ifdef __cplusplus
     80 extern "C" {
     81 #endif
     82 
     83     void
     84     _math_matrix_ctr( GLmatrix *m );
     85 
     86     void
     87     _math_matrix_dtr( GLmatrix *m );
     88 
     89     void
     90     _math_matrix_alloc_inv( GLmatrix *m );
     91 
     92     void
     93     _math_matrix_mul_matrix( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b );
     94 
     95     void
     96     _math_matrix_mul_floats( GLmatrix *dest, const GLfloat *b );
     97 
     98     void
     99     _math_matrix_loadf( GLmatrix *mat, const GLfloat *m );
    100 
    101     void
    102     _math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
    103 
    104     void
    105     _math_matrix_rotate( GLmatrix *m, GLfloat angle,
    106                         GLfloat x, GLfloat y, GLfloat z );
    107 
    108     void
    109     _math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
    110 
    111     void
    112     _math_matrix_ortho( GLmatrix *mat,
    113                        GLfloat left, GLfloat right,
    114                        GLfloat bottom, GLfloat top,
    115                        GLfloat nearval, GLfloat farval );
    116 
    117     void
    118     _math_matrix_perspective(GLmatrix * mat, GLfloat fovy, GLfloat aspect,
    119                                   GLfloat zNear, GLfloat zFar);
    120 
    121     void
    122     _math_matrix_lookat(GLmatrix * mat, GLfloat eyex, GLfloat eyey, GLfloat eyez,
    123                              GLfloat centerx, GLfloat centery, GLfloat centerz,
    124                              GLfloat upx, GLfloat upy, GLfloat upz);
    125     void
    126     _math_matrix_frustum( GLmatrix *mat,
    127                          GLfloat left, GLfloat right,
    128                          GLfloat bottom, GLfloat top,
    129                          GLfloat nearval, GLfloat farval );
    130 
    131     void
    132     _math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height,
    133                           GLfloat zNear, GLfloat zFar, GLfloat depthMax);
    134 
    135     void
    136     _math_matrix_set_identity( GLmatrix *dest );
    137 
    138     void
    139     _math_matrix_copy( GLmatrix *to, const GLmatrix *from );
    140 
    141     void
    142     _math_matrix_analyse( GLmatrix *mat );
    143 
    144     void
    145     _math_matrix_print( const GLmatrix *m );
    146 
    147     GLboolean
    148     _math_matrix_is_length_preserving( const GLmatrix *m );
    149 
    150     GLboolean
    151     _math_matrix_has_rotation( const GLmatrix *m );
    152 
    153     GLboolean
    154     _math_matrix_is_general_scale( const GLmatrix *m );
    155 
    156     GLboolean
    157     _math_matrix_is_dirty( const GLmatrix *m );
    158 
    159 
    160     /**
    161      * \name Related functions that don't actually operate on GLmatrix structs
    162      */
    163     /*@{*/
    164 
    165     void
    166     _math_transposef( GLfloat to[16], const GLfloat from[16] );
    167 
    168     void
    169     _mesa_transform_vector(GLfloat u[4], const GLfloat v[4], const GLfloat m[16]);
    170 
    171 #ifdef __cplusplus
    172 }
    173 #endif
    174 
    175 /*
    176  * Transform a point (column vector) by a matrix:   Q = M * P
    177  */
    178 #define TRANSFORM_POINT( Q, M, P )					\
    179 Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] *  P[2] + M[12] * P[3];	\
    180 Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] *  P[2] + M[13] * P[3];	\
    181 Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3];	\
    182 Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3];
    183 
    184 
    185 #define TRANSFORM_POINT3( Q, M, P )				\
    186 Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] *  P[2] + M[12];	\
    187 Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] *  P[2] + M[13];	\
    188 Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14];	\
    189 Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15];
    190 
    191 
    192 /*
    193  * Transform a normal (row vector) by a matrix:  [NX NY NZ] = N * MAT
    194  */
    195 #define TRANSFORM_NORMAL( TO, N, MAT )				\
    196 do {								\
    197 TO[0] = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2];	\
    198 TO[1] = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6];	\
    199 TO[2] = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10];	\
    200 } while (0)
    201 
    202 
    203 /**
    204  * Transform a direction by a matrix.
    205  */
    206 #define TRANSFORM_DIRECTION( TO, DIR, MAT )			\
    207 do {								\
    208 TO[0] = DIR[0] * MAT[0] + DIR[1] * MAT[4] + DIR[2] * MAT[8];	\
    209 TO[1] = DIR[0] * MAT[1] + DIR[1] * MAT[5] + DIR[2] * MAT[9];	\
    210 TO[2] = DIR[0] * MAT[2] + DIR[1] * MAT[6] + DIR[2] * MAT[10];\
    211 } while (0)
    212 
    213 
    214 /*@}*/
    215 
    216 
    217 #endif
    218