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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