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/*
* 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