0,0 → 1,218 |
/* |
* Mesa 3-D graphics library |
* |
* Copyright (C) 1999-2005 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 |
* THE AUTHORS OR COPYRIGHT HOLDERS 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. |
*/ |
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/** |
* \file math/m_matrix.h |
* Defines basic structures for matrix-handling. |
*/ |
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#ifndef _M_MATRIX_H |
#define _M_MATRIX_H |
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#include "main/glheader.h" |
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#ifdef __cplusplus |
extern "C" { |
#endif |
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/** |
* \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 |
/*@}*/ |
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/** |
* 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 */ |
} ; |
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/** |
* Matrix type to represent 4x4 transformation matrices. |
*/ |
typedef struct { |
GLfloat *m; /**< 16 matrix elements (16-byte aligned) */ |
GLfloat *inv; /**< 16-element inverse (16-byte aligned) */ |
GLuint flags; /**< possible values determined by (of \link |
* MatFlags MAT_FLAG_* flags\endlink) |
*/ |
enum GLmatrixtype type; |
} GLmatrix; |
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extern void |
_math_matrix_ctr( GLmatrix *m ); |
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extern void |
_math_matrix_dtr( GLmatrix *m ); |
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extern void |
_math_matrix_mul_matrix( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b ); |
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extern void |
_math_matrix_mul_floats( GLmatrix *dest, const GLfloat *b ); |
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extern void |
_math_matrix_loadf( GLmatrix *mat, const GLfloat *m ); |
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extern void |
_math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z ); |
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extern void |
_math_matrix_rotate( GLmatrix *m, GLfloat angle, |
GLfloat x, GLfloat y, GLfloat z ); |
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extern void |
_math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z ); |
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extern void |
_math_matrix_ortho( GLmatrix *mat, |
GLfloat left, GLfloat right, |
GLfloat bottom, GLfloat top, |
GLfloat nearval, GLfloat farval ); |
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extern void |
_math_matrix_frustum( GLmatrix *mat, |
GLfloat left, GLfloat right, |
GLfloat bottom, GLfloat top, |
GLfloat nearval, GLfloat farval ); |
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extern void |
_math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height, |
GLfloat zNear, GLfloat zFar, GLfloat depthMax); |
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extern void |
_math_matrix_set_identity( GLmatrix *dest ); |
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extern void |
_math_matrix_copy( GLmatrix *to, const GLmatrix *from ); |
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extern void |
_math_matrix_analyse( GLmatrix *mat ); |
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extern void |
_math_matrix_print( const GLmatrix *m ); |
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extern GLboolean |
_math_matrix_is_length_preserving( const GLmatrix *m ); |
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extern GLboolean |
_math_matrix_has_rotation( const GLmatrix *m ); |
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extern GLboolean |
_math_matrix_is_general_scale( const GLmatrix *m ); |
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extern GLboolean |
_math_matrix_is_dirty( const GLmatrix *m ); |
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/** |
* \name Related functions that don't actually operate on GLmatrix structs |
*/ |
/*@{*/ |
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extern void |
_math_transposef( GLfloat to[16], const GLfloat from[16] ); |
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extern void |
_math_transposed( GLdouble to[16], const GLdouble from[16] ); |
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extern void |
_math_transposefd( GLfloat to[16], const GLdouble from[16] ); |
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/* |
* 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]; |
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#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]; |
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/* |
* 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) |
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/** |
* Transform a direction by a matrix. |
*/ |
#define TRANSFORM_DIRECTION( TO, DIR, MAT ) \ |
do { \ |
TO[0] = DIR[0] * MAT[0] + DIR[1] * MAT[4] + DIR[2] * MAT[8]; \ |
TO[1] = DIR[0] * MAT[1] + DIR[1] * MAT[5] + DIR[2] * MAT[9]; \ |
TO[2] = DIR[0] * MAT[2] + DIR[1] * MAT[6] + DIR[2] * MAT[10];\ |
} while (0) |
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extern void |
_mesa_transform_vector(GLfloat u[4], const GLfloat v[4], const GLfloat m[16]); |
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/*@}*/ |
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#ifdef __cplusplus |
} |
#endif |
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#endif |