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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 #include "main/glheader.h"
     36 
     37 
     38 #ifdef __cplusplus
     39 extern "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  */
     62 enum 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  */
     75 typedef struct {
     76    GLfloat *m;		/**< 16 matrix elements (16-byte aligned) */
     77    GLfloat *inv;	/**< 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 
     87 extern void
     88 _math_matrix_ctr( GLmatrix *m );
     89 
     90 extern void
     91 _math_matrix_dtr( GLmatrix *m );
     92 
     93 extern void
     94 _math_matrix_mul_matrix( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b );
     95 
     96 extern void
     97 _math_matrix_mul_floats( GLmatrix *dest, const GLfloat *b );
     98 
     99 extern void
    100 _math_matrix_loadf( GLmatrix *mat, const GLfloat *m );
    101 
    102 extern void
    103 _math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
    104 
    105 extern void
    106 _math_matrix_rotate( GLmatrix *m, GLfloat angle,
    107 		     GLfloat x, GLfloat y, GLfloat z );
    108 
    109 extern void
    110 _math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
    111 
    112 extern void
    113 _math_matrix_ortho( GLmatrix *mat,
    114 		    GLfloat left, GLfloat right,
    115 		    GLfloat bottom, GLfloat top,
    116 		    GLfloat nearval, GLfloat farval );
    117 
    118 extern void
    119 _math_matrix_frustum( GLmatrix *mat,
    120 		      GLfloat left, GLfloat right,
    121 		      GLfloat bottom, GLfloat top,
    122 		      GLfloat nearval, GLfloat farval );
    123 
    124 extern void
    125 _math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height,
    126                       GLfloat zNear, GLfloat zFar, GLfloat depthMax);
    127 
    128 extern void
    129 _math_matrix_set_identity( GLmatrix *dest );
    130 
    131 extern void
    132 _math_matrix_copy( GLmatrix *to, const GLmatrix *from );
    133 
    134 extern void
    135 _math_matrix_analyse( GLmatrix *mat );
    136 
    137 extern void
    138 _math_matrix_print( const GLmatrix *m );
    139 
    140 extern GLboolean
    141 _math_matrix_is_length_preserving( const GLmatrix *m );
    142 
    143 extern GLboolean
    144 _math_matrix_has_rotation( const GLmatrix *m );
    145 
    146 extern GLboolean
    147 _math_matrix_is_general_scale( const GLmatrix *m );
    148 
    149 extern GLboolean
    150 _math_matrix_is_dirty( const GLmatrix *m );
    151 
    152 
    153 /**
    154  * \name Related functions that don't actually operate on GLmatrix structs
    155  */
    156 /*@{*/
    157 
    158 extern void
    159 _math_transposef( GLfloat to[16], const GLfloat from[16] );
    160 
    161 extern void
    162 _math_transposed( GLdouble to[16], const GLdouble from[16] );
    163 
    164 extern void
    165 _math_transposefd( GLfloat to[16], const GLdouble from[16] );
    166 
    167 
    168 /*
    169  * Transform a point (column vector) by a matrix:   Q = M * P
    170  */
    171 #define TRANSFORM_POINT( Q, M, P )					\
    172    Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] *  P[2] + M[12] * P[3];	\
    173    Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] *  P[2] + M[13] * P[3];	\
    174    Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3];	\
    175    Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3];
    176 
    177 
    178 #define TRANSFORM_POINT3( Q, M, P )				\
    179    Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] *  P[2] + M[12];	\
    180    Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] *  P[2] + M[13];	\
    181    Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14];	\
    182    Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15];
    183 
    184 
    185 /*
    186  * Transform a normal (row vector) by a matrix:  [NX NY NZ] = N * MAT
    187  */
    188 #define TRANSFORM_NORMAL( TO, N, MAT )				\
    189 do {								\
    190    TO[0] = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2];	\
    191    TO[1] = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6];	\
    192    TO[2] = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10];	\
    193 } while (0)
    194 
    195 
    196 /**
    197  * Transform a direction by a matrix.
    198  */
    199 #define TRANSFORM_DIRECTION( TO, DIR, MAT )			\
    200 do {								\
    201    TO[0] = DIR[0] * MAT[0] + DIR[1] * MAT[4] + DIR[2] * MAT[8];	\
    202    TO[1] = DIR[0] * MAT[1] + DIR[1] * MAT[5] + DIR[2] * MAT[9];	\
    203    TO[2] = DIR[0] * MAT[2] + DIR[1] * MAT[6] + DIR[2] * MAT[10];\
    204 } while (0)
    205 
    206 
    207 extern void
    208 _mesa_transform_vector(GLfloat u[4], const GLfloat v[4], const GLfloat m[16]);
    209 
    210 
    211 /*@}*/
    212 
    213 
    214 #ifdef __cplusplus
    215 }
    216 #endif
    217 
    218 #endif
    219