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