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Keith Whitwell23caf202000-11-16 21:05:34 +00001/*
2 * Mesa 3-D graphics library
Brian Paul049e3202005-06-30 14:22:23 +00003 * Version: 6.3
Gareth Hughes22144ab2001-03-12 00:48:37 +00004 *
Brian Paul049e3202005-06-30 14:22:23 +00005 * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
Gareth Hughes22144ab2001-03-12 00:48:37 +00006 *
Keith Whitwell23caf202000-11-16 21:05:34 +00007 * 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:
Gareth Hughes22144ab2001-03-12 00:48:37 +000013 *
Keith Whitwell23caf202000-11-16 21:05:34 +000014 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
Gareth Hughes22144ab2001-03-12 00:48:37 +000016 *
Keith Whitwell23caf202000-11-16 21:05:34 +000017 * 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
Brian Paul7dc9a882004-09-09 19:57:26 +000026/**
27 * \file math/m_matrix.h
28 * Defines basic structures for matrix-handling.
29 */
30
Keith Whitwell23caf202000-11-16 21:05:34 +000031#ifndef _M_MATRIX_H
32#define _M_MATRIX_H
33
34
35
Keith Whitwell6dc85572003-07-17 13:43:59 +000036/**
37 * \name Symbolic names to some of the entries in the matrix
38 *
Brian Paul7dc9a882004-09-09 19:57:26 +000039 * These are handy for the viewport mapping, which is expressed as a matrix.
Keith Whitwell23caf202000-11-16 21:05:34 +000040 */
Keith Whitwell6dc85572003-07-17 13:43:59 +000041/*@{*/
Keith Whitwell23caf202000-11-16 21:05:34 +000042#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
Keith Whitwell6dc85572003-07-17 13:43:59 +000048/*@}*/
Keith Whitwell23caf202000-11-16 21:05:34 +000049
Brian Paul7dc9a882004-09-09 19:57:26 +000050
Brian Paul449e47f2003-02-17 16:35:56 +000051/**
Keith Whitwell6dc85572003-07-17 13:43:59 +000052 * Different kinds of 4x4 transformation matrices.
Brian Paul7dc9a882004-09-09 19:57:26 +000053 * We use these to select specific optimized vertex transformation routines.
Keith Whitwell6dc85572003-07-17 13:43:59 +000054 */
55enum GLmatrixtype {
Brian Paul7dc9a882004-09-09 19:57:26 +000056 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 */
Keith Whitwell6dc85572003-07-17 13:43:59 +000063} ;
Brian Pauladb1a292003-02-25 19:27:06 +000064
Keith Whitwell6dc85572003-07-17 13:43:59 +000065/**
Brian Paul7dc9a882004-09-09 19:57:26 +000066 * Matrix type to represent 4x4 transformation matrices.
Keith Whitwell6dc85572003-07-17 13:43:59 +000067 */
Keith Whitwell23caf202000-11-16 21:05:34 +000068typedef struct {
Brian Paul7dc9a882004-09-09 19:57:26 +000069 GLfloat *m; /**< 16 matrix elements (16-byte aligned) */
70 GLfloat *inv; /**< optional 16-element inverse (16-byte aligned) */
Brian Paul449e47f2003-02-17 16:35:56 +000071 GLuint flags; /**< possible values determined by (of \link
Brian Paul7dc9a882004-09-09 19:57:26 +000072 * MatFlags MAT_FLAG_* flags\endlink)
73 */
Keith Whitwell6dc85572003-07-17 13:43:59 +000074 enum GLmatrixtype type;
Keith Whitwell23caf202000-11-16 21:05:34 +000075} GLmatrix;
76
77
78
79
80extern void
81_math_matrix_ctr( GLmatrix *m );
82
83extern void
84_math_matrix_dtr( GLmatrix *m );
85
86extern void
87_math_matrix_alloc_inv( GLmatrix *m );
88
89extern void
90_math_matrix_mul_matrix( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b );
91
92extern void
93_math_matrix_mul_floats( GLmatrix *dest, const GLfloat *b );
94
Gareth Hughes22144ab2001-03-12 00:48:37 +000095extern void
Keith Whitwell23caf202000-11-16 21:05:34 +000096_math_matrix_loadf( GLmatrix *mat, const GLfloat *m );
97
Gareth Hughes22144ab2001-03-12 00:48:37 +000098extern void
Keith Whitwell23caf202000-11-16 21:05:34 +000099_math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
100
101extern void
Gareth Hughes22144ab2001-03-12 00:48:37 +0000102_math_matrix_rotate( GLmatrix *m, GLfloat angle,
Keith Whitwell23caf202000-11-16 21:05:34 +0000103 GLfloat x, GLfloat y, GLfloat z );
104
Gareth Hughes22144ab2001-03-12 00:48:37 +0000105extern void
Keith Whitwell23caf202000-11-16 21:05:34 +0000106_math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
107
108extern void
Gareth Hughes22144ab2001-03-12 00:48:37 +0000109_math_matrix_ortho( GLmatrix *mat,
Keith Whitwell23caf202000-11-16 21:05:34 +0000110 GLfloat left, GLfloat right,
Gareth Hughes22144ab2001-03-12 00:48:37 +0000111 GLfloat bottom, GLfloat top,
Keith Whitwell23caf202000-11-16 21:05:34 +0000112 GLfloat nearval, GLfloat farval );
113
114extern void
Gareth Hughes22144ab2001-03-12 00:48:37 +0000115_math_matrix_frustum( GLmatrix *mat,
Brian Pauld8bc5a92001-02-05 18:48:52 +0000116 GLfloat left, GLfloat right,
Gareth Hughes22144ab2001-03-12 00:48:37 +0000117 GLfloat bottom, GLfloat top,
Brian Pauld8bc5a92001-02-05 18:48:52 +0000118 GLfloat nearval, GLfloat farval );
Keith Whitwell23caf202000-11-16 21:05:34 +0000119
120extern void
Brian Paul049e3202005-06-30 14:22:23 +0000121_math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height,
122 GLfloat zNear, GLfloat zFar, GLfloat depthMax);
123
124extern void
Keith Whitwell23caf202000-11-16 21:05:34 +0000125_math_matrix_set_identity( GLmatrix *dest );
126
Gareth Hughes22144ab2001-03-12 00:48:37 +0000127extern void
Keith Whitwell23caf202000-11-16 21:05:34 +0000128_math_matrix_copy( GLmatrix *to, const GLmatrix *from );
129
130extern void
Keith Whitwellad2ac212000-11-24 10:25:05 +0000131_math_matrix_analyse( GLmatrix *mat );
Keith Whitwell23caf202000-11-16 21:05:34 +0000132
133extern void
134_math_matrix_print( const GLmatrix *m );
135
Brian Paul049e3202005-06-30 14:22:23 +0000136extern GLboolean
137_math_matrix_is_length_preserving( const GLmatrix *m );
138
139extern GLboolean
140_math_matrix_has_rotation( const GLmatrix *m );
141
142extern GLboolean
143_math_matrix_is_general_scale( const GLmatrix *m );
144
145extern GLboolean
146_math_matrix_is_dirty( const GLmatrix *m );
Keith Whitwell23caf202000-11-16 21:05:34 +0000147
148
Keith Whitwell6dc85572003-07-17 13:43:59 +0000149/**
150 * \name Related functions that don't actually operate on GLmatrix structs
Keith Whitwell23caf202000-11-16 21:05:34 +0000151 */
Keith Whitwell6dc85572003-07-17 13:43:59 +0000152/*@{*/
153
Keith Whitwell23caf202000-11-16 21:05:34 +0000154extern void
155_math_transposef( GLfloat to[16], const GLfloat from[16] );
156
157extern void
158_math_transposed( GLdouble to[16], const GLdouble from[16] );
159
160extern void
161_math_transposefd( GLfloat to[16], const GLdouble from[16] );
162
163
Keith Whitwell6dc85572003-07-17 13:43:59 +0000164/*
165 * Transform a point (column vector) by a matrix: Q = M * P
166 */
167#define TRANSFORM_POINT( Q, M, P ) \
168 Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12] * P[3]; \
169 Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13] * P[3]; \
170 Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3]; \
171 Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3];
172
173
174#define TRANSFORM_POINT3( Q, M, P ) \
175 Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12]; \
176 Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13]; \
177 Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14]; \
178 Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15];
179
180
181/*
182 * Transform a normal (row vector) by a matrix: [NX NY NZ] = N * MAT
183 */
184#define TRANSFORM_NORMAL( TO, N, MAT ) \
185do { \
186 TO[0] = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2]; \
187 TO[1] = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6]; \
188 TO[2] = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10]; \
189} while (0)
190
191
192/*@}*/
Keith Whitwell23caf202000-11-16 21:05:34 +0000193
194
195#endif