| /* $Id: m_matrix.h,v 1.3 2001/02/05 18:48:52 brianp Exp $ */ |
| |
| /* |
| * Mesa 3-D graphics library |
| * Version: 3.5 |
| * |
| * Copyright (C) 1999-2001 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. |
| */ |
| |
| |
| #ifndef _M_MATRIX_H |
| #define _M_MATRIX_H |
| |
| |
| |
| /* Give symbolic names to some of the entries in the matrix to help |
| * out with the rework of the viewport_map as a matrix transform. |
| */ |
| #define MAT_SX 0 |
| #define MAT_SY 5 |
| #define MAT_SZ 10 |
| #define MAT_TX 12 |
| #define MAT_TY 13 |
| #define MAT_TZ 14 |
| |
| /* |
| * Different kinds of 4x4 transformation matrices: |
| */ |
| #define MATRIX_GENERAL 0 /* general 4x4 matrix */ |
| #define MATRIX_IDENTITY 1 /* identity matrix */ |
| #define MATRIX_3D_NO_ROT 2 /* ortho projection and others... */ |
| #define MATRIX_PERSPECTIVE 3 /* perspective projection matrix */ |
| #define MATRIX_2D 4 /* 2-D transformation */ |
| #define MATRIX_2D_NO_ROT 5 /* 2-D scale & translate only */ |
| #define MATRIX_3D 6 /* 3-D transformation */ |
| |
| #define MAT_FLAG_IDENTITY 0 |
| #define MAT_FLAG_GENERAL 0x1 |
| #define MAT_FLAG_ROTATION 0x2 |
| #define MAT_FLAG_TRANSLATION 0x4 |
| #define MAT_FLAG_UNIFORM_SCALE 0x8 |
| #define MAT_FLAG_GENERAL_SCALE 0x10 |
| #define MAT_FLAG_GENERAL_3D 0x20 |
| #define MAT_FLAG_PERSPECTIVE 0x40 |
| #define MAT_FLAG_SINGULAR 0x80 |
| #define MAT_DIRTY_TYPE 0x100 |
| #define MAT_DIRTY_FLAGS 0x200 |
| #define MAT_DIRTY_INVERSE 0x400 |
| |
| #define MAT_FLAGS_ANGLE_PRESERVING (MAT_FLAG_ROTATION | \ |
| MAT_FLAG_TRANSLATION | \ |
| MAT_FLAG_UNIFORM_SCALE) |
| |
| #define MAT_FLAGS_LENGTH_PRESERVING (MAT_FLAG_ROTATION | \ |
| MAT_FLAG_TRANSLATION) |
| |
| #define MAT_FLAGS_3D (MAT_FLAG_ROTATION | \ |
| MAT_FLAG_TRANSLATION | \ |
| MAT_FLAG_UNIFORM_SCALE | \ |
| MAT_FLAG_GENERAL_SCALE | \ |
| MAT_FLAG_GENERAL_3D) |
| |
| #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) |
| |
| #define MAT_DIRTY (MAT_DIRTY_TYPE | \ |
| MAT_DIRTY_FLAGS | \ |
| MAT_DIRTY_INVERSE) |
| |
| #define TEST_MAT_FLAGS(mat, a) \ |
| ((MAT_FLAGS_GEOMETRY & (~(a)) & ((mat)->flags) ) == 0) |
| |
| |
| typedef struct { |
| GLfloat *m; /* 16-byte aligned */ |
| GLfloat *inv; /* optional, 16-byte aligned */ |
| GLuint flags; |
| GLuint type; /* one of the MATRIX_* values */ |
| } 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 ); |
| |
| |
| |
| |
| /* 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] ); |
| |
| |
| |
| |
| #endif |