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  1. /*
  2.  * Mesa 3-D graphics library
  3.  *
  4.  * Copyright (C) 1999-2005  Brian Paul   All Rights Reserved.
  5.  *
  6.  * Permission is hereby granted, free of charge, to any person obtaining a
  7.  * copy of this software and associated documentation files (the "Software"),
  8.  * to deal in the Software without restriction, including without limitation
  9.  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
  10.  * and/or sell copies of the Software, and to permit persons to whom the
  11.  * Software is furnished to do so, subject to the following conditions:
  12.  *
  13.  * The above copyright notice and this permission notice shall be included
  14.  * in all copies or substantial portions of the Software.
  15.  *
  16.  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
  17.  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  18.  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
  19.  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
  20.  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
  21.  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
  22.  * OTHER DEALINGS IN THE SOFTWARE.
  23.  */
  24.  
  25.  
  26. /**
  27.  * \file math/m_matrix.h
  28.  * Defines basic structures for matrix-handling.
  29.  */
  30.  
  31. #ifndef _M_MATRIX_H
  32. #define _M_MATRIX_H
  33.  
  34.  
  35. #include "main/glheader.h"
  36.  
  37.  
  38. #ifdef __cplusplus
  39. extern "C" {
  40. #endif
  41.  
  42.  
  43. /**
  44.  * \name Symbolic names to some of the entries in the matrix
  45.  *
  46.  * These are handy for the viewport mapping, which is expressed as a matrix.
  47.  */
  48. /*@{*/
  49. #define MAT_SX 0
  50. #define MAT_SY 5
  51. #define MAT_SZ 10
  52. #define MAT_TX 12
  53. #define MAT_TY 13
  54. #define MAT_TZ 14
  55. /*@}*/
  56.  
  57.  
  58. /**
  59.  * Different kinds of 4x4 transformation matrices.
  60.  * We use these to select specific optimized vertex transformation routines.
  61.  */
  62. enum GLmatrixtype {
  63.    MATRIX_GENERAL,      /**< general 4x4 matrix */
  64.    MATRIX_IDENTITY,     /**< identity matrix */
  65.    MATRIX_3D_NO_ROT,    /**< orthogonal projection and others... */
  66.    MATRIX_PERSPECTIVE,  /**< perspective projection matrix */
  67.    MATRIX_2D,           /**< 2-D transformation */
  68.    MATRIX_2D_NO_ROT,    /**< 2-D scale & translate only */
  69.    MATRIX_3D            /**< 3-D transformation */
  70. } ;
  71.  
  72. /**
  73.  * Matrix type to represent 4x4 transformation matrices.
  74.  */
  75. typedef struct {
  76.    GLfloat *m;          /**< 16 matrix elements (16-byte aligned) */
  77.    GLfloat *inv;        /**< 16-element inverse (16-byte aligned) */
  78.    GLuint flags;        /**< possible values determined by (of \link
  79.                          * MatFlags MAT_FLAG_* flags\endlink)
  80.                          */
  81.    enum GLmatrixtype type;
  82. } GLmatrix;
  83.  
  84.  
  85.  
  86.  
  87. extern void
  88. _math_matrix_ctr( GLmatrix *m );
  89.  
  90. extern void
  91. _math_matrix_dtr( GLmatrix *m );
  92.  
  93. extern void
  94. _math_matrix_mul_matrix( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b );
  95.  
  96. extern void
  97. _math_matrix_mul_floats( GLmatrix *dest, const GLfloat *b );
  98.  
  99. extern void
  100. _math_matrix_loadf( GLmatrix *mat, const GLfloat *m );
  101.  
  102. extern void
  103. _math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
  104.  
  105. extern void
  106. _math_matrix_rotate( GLmatrix *m, GLfloat angle,
  107.                      GLfloat x, GLfloat y, GLfloat z );
  108.  
  109. extern void
  110. _math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
  111.  
  112. extern void
  113. _math_matrix_ortho( GLmatrix *mat,
  114.                     GLfloat left, GLfloat right,
  115.                     GLfloat bottom, GLfloat top,
  116.                     GLfloat nearval, GLfloat farval );
  117.  
  118. extern void
  119. _math_matrix_frustum( GLmatrix *mat,
  120.                       GLfloat left, GLfloat right,
  121.                       GLfloat bottom, GLfloat top,
  122.                       GLfloat nearval, GLfloat farval );
  123.  
  124. extern void
  125. _math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height,
  126.                       GLfloat zNear, GLfloat zFar, GLfloat depthMax);
  127.  
  128. extern void
  129. _math_matrix_set_identity( GLmatrix *dest );
  130.  
  131. extern void
  132. _math_matrix_copy( GLmatrix *to, const GLmatrix *from );
  133.  
  134. extern void
  135. _math_matrix_analyse( GLmatrix *mat );
  136.  
  137. extern void
  138. _math_matrix_print( const GLmatrix *m );
  139.  
  140. extern GLboolean
  141. _math_matrix_is_length_preserving( const GLmatrix *m );
  142.  
  143. extern GLboolean
  144. _math_matrix_has_rotation( const GLmatrix *m );
  145.  
  146. extern GLboolean
  147. _math_matrix_is_general_scale( const GLmatrix *m );
  148.  
  149. extern GLboolean
  150. _math_matrix_is_dirty( const GLmatrix *m );
  151.  
  152.  
  153. /**
  154.  * \name Related functions that don't actually operate on GLmatrix structs
  155.  */
  156. /*@{*/
  157.  
  158. extern void
  159. _math_transposef( GLfloat to[16], const GLfloat from[16] );
  160.  
  161. extern void
  162. _math_transposed( GLdouble to[16], const GLdouble from[16] );
  163.  
  164. extern void
  165. _math_transposefd( GLfloat to[16], const GLdouble from[16] );
  166.  
  167.  
  168. /*
  169.  * Transform a point (column vector) by a matrix:   Q = M * P
  170.  */
  171. #define TRANSFORM_POINT( Q, M, P )                                      \
  172.    Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] *  P[2] + M[12] * P[3];      \
  173.    Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] *  P[2] + M[13] * P[3];      \
  174.    Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3];      \
  175.    Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3];
  176.  
  177.  
  178. #define TRANSFORM_POINT3( Q, M, P )                             \
  179.    Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] *  P[2] + M[12];     \
  180.    Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] *  P[2] + M[13];     \
  181.    Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14];     \
  182.    Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15];
  183.  
  184.  
  185. /*
  186.  * Transform a normal (row vector) by a matrix:  [NX NY NZ] = N * MAT
  187.  */
  188. #define TRANSFORM_NORMAL( TO, N, MAT )                          \
  189. do {                                                            \
  190.    TO[0] = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2];       \
  191.    TO[1] = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6];       \
  192.    TO[2] = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10];      \
  193. } while (0)
  194.  
  195.  
  196. /**
  197.  * Transform a direction by a matrix.
  198.  */
  199. #define TRANSFORM_DIRECTION( TO, DIR, MAT )                     \
  200. do {                                                            \
  201.    TO[0] = DIR[0] * MAT[0] + DIR[1] * MAT[4] + DIR[2] * MAT[8]; \
  202.    TO[1] = DIR[0] * MAT[1] + DIR[1] * MAT[5] + DIR[2] * MAT[9]; \
  203.    TO[2] = DIR[0] * MAT[2] + DIR[1] * MAT[6] + DIR[2] * MAT[10];\
  204. } while (0)
  205.  
  206.  
  207. extern void
  208. _mesa_transform_vector(GLfloat u[4], const GLfloat v[4], const GLfloat m[16]);
  209.  
  210.  
  211. /*@}*/
  212.  
  213.  
  214. #ifdef __cplusplus
  215. }
  216. #endif
  217.  
  218. #endif
  219.