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/*
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 * Mesa 3-D graphics library
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 *
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 * Copyright (C) 1999-2005  Brian Paul   All Rights Reserved.
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the "Software"),
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 * to deal in the Software without restriction, including without limitation
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 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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 * and/or sell copies of the Software, and to permit persons to whom the
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 * Software is furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice shall be included
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 * in all copies or substantial portions of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
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 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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 * OTHER DEALINGS IN THE SOFTWARE.
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 */
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/**
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 * \file math/m_matrix.h
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 * Defines basic structures for matrix-handling.
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 */
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#ifndef _M_MATRIX_H
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#define _M_MATRIX_H
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#include "main/glheader.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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 * \name Symbolic names to some of the entries in the matrix
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 *
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 * These are handy for the viewport mapping, which is expressed as a matrix.
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 */
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/*@{*/
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#define MAT_SX 0
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#define MAT_SY 5
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#define MAT_SZ 10
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#define MAT_TX 12
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#define MAT_TY 13
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#define MAT_TZ 14
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/*@}*/
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/**
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 * Different kinds of 4x4 transformation matrices.
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 * We use these to select specific optimized vertex transformation routines.
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 */
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enum GLmatrixtype {
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   MATRIX_GENERAL,	/**< general 4x4 matrix */
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   MATRIX_IDENTITY,	/**< identity matrix */
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   MATRIX_3D_NO_ROT,	/**< orthogonal projection and others... */
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   MATRIX_PERSPECTIVE,	/**< perspective projection matrix */
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   MATRIX_2D,		/**< 2-D transformation */
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   MATRIX_2D_NO_ROT,	/**< 2-D scale & translate only */
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   MATRIX_3D		/**< 3-D transformation */
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} ;
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/**
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 * Matrix type to represent 4x4 transformation matrices.
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 */
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typedef struct {
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   GLfloat *m;		/**< 16 matrix elements (16-byte aligned) */
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   GLfloat *inv;	/**< 16-element inverse (16-byte aligned) */
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   GLuint flags;        /**< possible values determined by (of \link
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                         * MatFlags MAT_FLAG_* flags\endlink)
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                         */
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   enum GLmatrixtype type;
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} GLmatrix;
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extern void
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_math_matrix_ctr( GLmatrix *m );
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extern void
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_math_matrix_dtr( GLmatrix *m );
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extern void
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_math_matrix_mul_matrix( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b );
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extern void
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_math_matrix_mul_floats( GLmatrix *dest, const GLfloat *b );
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extern void
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_math_matrix_loadf( GLmatrix *mat, const GLfloat *m );
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extern void
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_math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
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extern void
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_math_matrix_rotate( GLmatrix *m, GLfloat angle,
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		     GLfloat x, GLfloat y, GLfloat z );
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extern void
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_math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
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extern void
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_math_matrix_ortho( GLmatrix *mat,
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		    GLfloat left, GLfloat right,
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		    GLfloat bottom, GLfloat top,
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		    GLfloat nearval, GLfloat farval );
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extern void
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_math_matrix_frustum( GLmatrix *mat,
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		      GLfloat left, GLfloat right,
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		      GLfloat bottom, GLfloat top,
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		      GLfloat nearval, GLfloat farval );
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extern void
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_math_matrix_viewport( GLmatrix *m, const double scale[3],
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                       const double translate[3], double depthMax );
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extern void
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_math_matrix_set_identity( GLmatrix *dest );
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extern void
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_math_matrix_copy( GLmatrix *to, const GLmatrix *from );
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extern void
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_math_matrix_analyse( GLmatrix *mat );
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extern void
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_math_matrix_print( const GLmatrix *m );
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extern GLboolean
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_math_matrix_is_length_preserving( const GLmatrix *m );
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extern GLboolean
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_math_matrix_has_rotation( const GLmatrix *m );
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extern GLboolean
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_math_matrix_is_general_scale( const GLmatrix *m );
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extern GLboolean
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_math_matrix_is_dirty( const GLmatrix *m );
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/**
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 * \name Related functions that don't actually operate on GLmatrix structs
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 */
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/*@{*/
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extern void
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_math_transposef( GLfloat to[16], const GLfloat from[16] );
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extern void
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_math_transposed( GLdouble to[16], const GLdouble from[16] );
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extern void
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_math_transposefd( GLfloat to[16], const GLdouble from[16] );
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/*
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 * Transform a point (column vector) by a matrix:   Q = M * P
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 */
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#define TRANSFORM_POINT( Q, M, P )					\
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   Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] *  P[2] + M[12] * P[3];	\
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   Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] *  P[2] + M[13] * P[3];	\
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   Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3];	\
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   Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3];
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#define TRANSFORM_POINT3( Q, M, P )				\
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   Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] *  P[2] + M[12];	\
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   Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] *  P[2] + M[13];	\
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   Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14];	\
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   Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15];
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/*
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 * Transform a normal (row vector) by a matrix:  [NX NY NZ] = N * MAT
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 */
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#define TRANSFORM_NORMAL( TO, N, MAT )				\
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do {								\
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   TO[0] = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2];	\
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   TO[1] = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6];	\
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   TO[2] = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10];	\
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} while (0)
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/**
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 * Transform a direction by a matrix.
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 */
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#define TRANSFORM_DIRECTION( TO, DIR, MAT )			\
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do {								\
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   TO[0] = DIR[0] * MAT[0] + DIR[1] * MAT[4] + DIR[2] * MAT[8];	\
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   TO[1] = DIR[0] * MAT[1] + DIR[1] * MAT[5] + DIR[2] * MAT[9];	\
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   TO[2] = DIR[0] * MAT[2] + DIR[1] * MAT[6] + DIR[2] * MAT[10];\
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} while (0)
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extern void
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_mesa_transform_vector(GLfloat u[4], const GLfloat v[4], const GLfloat m[16]);
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/*@}*/
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#ifdef __cplusplus
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}
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#endif
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#endif