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  1. /*
  2.  * Mesa 3-D graphics library
  3.  * Version:  6.3
  4.  *
  5.  * Copyright (C) 1999-2005  Brian Paul   All Rights Reserved.
  6.  *
  7.  * 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:
  13.  *
  14.  * The above copyright notice and this permission notice shall be included
  15.  * in all copies or substantial portions of the Software.
  16.  *
  17.  * 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.  
  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. /**
  39.  * \name Symbolic names to some of the entries in the matrix
  40.  *
  41.  * These are handy for the viewport mapping, which is expressed as a matrix.
  42.  */
  43. /*@{*/
  44. #define MAT_SX 0
  45. #define MAT_SY 5
  46. #define MAT_SZ 10
  47. #define MAT_TX 12
  48. #define MAT_TY 13
  49. #define MAT_TZ 14
  50. /*@}*/
  51.  
  52.  
  53. /**
  54.  * Different kinds of 4x4 transformation matrices.
  55.  * We use these to select specific optimized vertex transformation routines.
  56.  */
  57. enum GLmatrixtype {
  58.    MATRIX_GENERAL,      /**< general 4x4 matrix */
  59.    MATRIX_IDENTITY,     /**< identity matrix */
  60.    MATRIX_3D_NO_ROT,    /**< orthogonal projection and others... */
  61.    MATRIX_PERSPECTIVE,  /**< perspective projection matrix */
  62.    MATRIX_2D,           /**< 2-D transformation */
  63.    MATRIX_2D_NO_ROT,    /**< 2-D scale & translate only */
  64.    MATRIX_3D            /**< 3-D transformation */
  65. } ;
  66.  
  67. /**
  68.  * Matrix type to represent 4x4 transformation matrices.
  69.  */
  70. typedef struct {
  71.    GLfloat *m;          /**< 16 matrix elements (16-byte aligned) */
  72.    GLfloat *inv;        /**< optional 16-element inverse (16-byte aligned) */
  73.    GLuint flags;        /**< possible values determined by (of \link
  74.                          * MatFlags MAT_FLAG_* flags\endlink)
  75.                          */
  76.    enum GLmatrixtype type;
  77. } GLmatrix;
  78.  
  79.  
  80.  
  81.  
  82. extern void
  83. _math_matrix_ctr( GLmatrix *m );
  84.  
  85. extern void
  86. _math_matrix_dtr( GLmatrix *m );
  87.  
  88. extern void
  89. _math_matrix_alloc_inv( GLmatrix *m );
  90.  
  91. extern void
  92. _math_matrix_mul_matrix( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b );
  93.  
  94. extern void
  95. _math_matrix_mul_floats( GLmatrix *dest, const GLfloat *b );
  96.  
  97. extern void
  98. _math_matrix_loadf( GLmatrix *mat, const GLfloat *m );
  99.  
  100. extern void
  101. _math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
  102.  
  103. extern void
  104. _math_matrix_rotate( GLmatrix *m, GLfloat angle,
  105.                      GLfloat x, GLfloat y, GLfloat z );
  106.  
  107. extern void
  108. _math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z );
  109.  
  110. extern void
  111. _math_matrix_ortho( GLmatrix *mat,
  112.                     GLfloat left, GLfloat right,
  113.                     GLfloat bottom, GLfloat top,
  114.                     GLfloat nearval, GLfloat farval );
  115.  
  116. extern void
  117. _math_matrix_frustum( GLmatrix *mat,
  118.                       GLfloat left, GLfloat right,
  119.                       GLfloat bottom, GLfloat top,
  120.                       GLfloat nearval, GLfloat farval );
  121.  
  122. extern void
  123. _math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height,
  124.                       GLfloat zNear, GLfloat zFar, GLfloat depthMax);
  125.  
  126. extern void
  127. _math_matrix_set_identity( GLmatrix *dest );
  128.  
  129. extern void
  130. _math_matrix_copy( GLmatrix *to, const GLmatrix *from );
  131.  
  132. extern void
  133. _math_matrix_analyse( GLmatrix *mat );
  134.  
  135. extern void
  136. _math_matrix_print( const GLmatrix *m );
  137.  
  138. extern GLboolean
  139. _math_matrix_is_length_preserving( const GLmatrix *m );
  140.  
  141. extern GLboolean
  142. _math_matrix_has_rotation( const GLmatrix *m );
  143.  
  144. extern GLboolean
  145. _math_matrix_is_general_scale( const GLmatrix *m );
  146.  
  147. extern GLboolean
  148. _math_matrix_is_dirty( const GLmatrix *m );
  149.  
  150.  
  151. /**
  152.  * \name Related functions that don't actually operate on GLmatrix structs
  153.  */
  154. /*@{*/
  155.  
  156. extern void
  157. _math_transposef( GLfloat to[16], const GLfloat from[16] );
  158.  
  159. extern void
  160. _math_transposed( GLdouble to[16], const GLdouble from[16] );
  161.  
  162. extern void
  163. _math_transposefd( GLfloat to[16], const GLdouble from[16] );
  164.  
  165.  
  166. /*
  167.  * Transform a point (column vector) by a matrix:   Q = M * P
  168.  */
  169. #define TRANSFORM_POINT( Q, M, P )                                      \
  170.    Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] *  P[2] + M[12] * P[3];      \
  171.    Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] *  P[2] + M[13] * P[3];      \
  172.    Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3];      \
  173.    Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3];
  174.  
  175.  
  176. #define TRANSFORM_POINT3( Q, M, P )                             \
  177.    Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] *  P[2] + M[12];     \
  178.    Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] *  P[2] + M[13];     \
  179.    Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14];     \
  180.    Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15];
  181.  
  182.  
  183. /*
  184.  * Transform a normal (row vector) by a matrix:  [NX NY NZ] = N * MAT
  185.  */
  186. #define TRANSFORM_NORMAL( TO, N, MAT )                          \
  187. do {                                                            \
  188.    TO[0] = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2];       \
  189.    TO[1] = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6];       \
  190.    TO[2] = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10];      \
  191. } while (0)
  192.  
  193.  
  194. /**
  195.  * Transform a direction by a matrix.
  196.  */
  197. #define TRANSFORM_DIRECTION( TO, DIR, MAT )                     \
  198. do {                                                            \
  199.    TO[0] = DIR[0] * MAT[0] + DIR[1] * MAT[4] + DIR[2] * MAT[8]; \
  200.    TO[1] = DIR[0] * MAT[1] + DIR[1] * MAT[5] + DIR[2] * MAT[9]; \
  201.    TO[2] = DIR[0] * MAT[2] + DIR[1] * MAT[6] + DIR[2] * MAT[10];\
  202. } while (0)
  203.  
  204.  
  205. extern void
  206. _mesa_transform_vector(GLfloat u[4], const GLfloat v[4], const GLfloat m[16]);
  207.  
  208.  
  209. /*@}*/
  210.  
  211.  
  212. #endif
  213.