| /* |
| * Mesa 3-D graphics library |
| * Version: 6.2 |
| * |
| * Copyright (C) 1999-2004 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 |
| * BRIAN PAUL 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 |
| |
| |
| |
| /** |
| * \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 |
| /*@}*/ |
| |
| |
| /** |
| * \defgroup MatFlags MAT_FLAG_XXX-flags |
| * |
| * Bitmasks to indicate different kinds of 4x4 matrices in GLmatrix::flags |
| * It would be nice to make all these flags private to m_matrix.c |
| */ |
| /*@{*/ |
| #define MAT_FLAG_IDENTITY 0 /**< is an identity matrix flag. |
| * (Not actually used - the identity |
| * matrix is identified by the absense |
| * of all other flags.) |
| */ |
| #define MAT_FLAG_GENERAL 0x1 /**< is a general matrix flag */ |
| #define MAT_FLAG_ROTATION 0x2 /**< is a rotation matrix flag */ |
| #define MAT_FLAG_TRANSLATION 0x4 /**< is a translation matrix flag */ |
| #define MAT_FLAG_UNIFORM_SCALE 0x8 /**< is an uniform scaling matrix flag */ |
| #define MAT_FLAG_GENERAL_SCALE 0x10 /**< is a general scaling matrix flag */ |
| #define MAT_FLAG_GENERAL_3D 0x20 /**< general 3D matrix flag */ |
| #define MAT_FLAG_PERSPECTIVE 0x40 /**< is a perspective proj matrix flag */ |
| #define MAT_FLAG_SINGULAR 0x80 /**< is a singular matrix flag */ |
| #define MAT_DIRTY_TYPE 0x100 /**< matrix type is dirty */ |
| #define MAT_DIRTY_FLAGS 0x200 /**< matrix flags are dirty */ |
| #define MAT_DIRTY_INVERSE 0x400 /**< matrix inverse is dirty */ |
| |
| /** angle preserving matrix flags mask */ |
| #define MAT_FLAGS_ANGLE_PRESERVING (MAT_FLAG_ROTATION | \ |
| MAT_FLAG_TRANSLATION | \ |
| MAT_FLAG_UNIFORM_SCALE) |
| |
| /** length preserving matrix flags mask */ |
| #define MAT_FLAGS_LENGTH_PRESERVING (MAT_FLAG_ROTATION | \ |
| MAT_FLAG_TRANSLATION) |
| |
| /** 3D (non-perspective) matrix flags mask */ |
| #define MAT_FLAGS_3D (MAT_FLAG_ROTATION | \ |
| MAT_FLAG_TRANSLATION | \ |
| MAT_FLAG_UNIFORM_SCALE | \ |
| MAT_FLAG_GENERAL_SCALE | \ |
| MAT_FLAG_GENERAL_3D) |
| |
| /** geometry related matrix flags mask */ |
| #define MAT_FLAGS_GEOMETRY (MAT_FLAG_GENERAL | \ |
| MAT_FLAG_ROTATION | \ |
| MAT_FLAG_TRANSLATION | \ |
| MAT_FLAG_UNIFORM_SCALE | \ |
| MAT_FLAG_GENERAL_SCALE | \ |
| MAT_FLAG_GENERAL_3D | \ |
| MAT_FLAG_PERSPECTIVE | \ |
| MAT_FLAG_SINGULAR) |
| |
| /** dirty matrix flags mask */ |
| #define MAT_DIRTY (MAT_DIRTY_TYPE | \ |
| MAT_DIRTY_FLAGS | \ |
| MAT_DIRTY_INVERSE) |
| |
| /*@}*/ |
| |
| |
| /** |
| * Test geometry related matrix flags. |
| * |
| * \param mat a pointer to a GLmatrix structure. |
| * \param a flags mask. |
| * |
| * \returns non-zero if all geometry related matrix flags are contained within |
| * the mask, or zero otherwise. |
| */ |
| #define TEST_MAT_FLAGS(mat, a) \ |
| ((MAT_FLAGS_GEOMETRY & (~(a)) & ((mat)->flags) ) == 0) |
| |
| |
| /** |
| * 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; /**< optional 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_alloc_inv( 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_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_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 ); |
| |
| |
| |
| /** |
| * \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) |
| |
| |
| /*@}*/ |
| |
| |
| #endif |